IFAQ: Whaling in Eberron

As time permits, I like to answer interesting questions posed by my Patreon supporters. Questions like…

Where and how do you see whaling playing a part in Eberron?

The immediate question is are there whales in Eberron, because there’s no particular reason to assume that any random thing that exists in our world does exist in Eberron. As it turns out, whales have been mentioned; Exploring Eberron has this to say.

When dealing with the Thunder Sea, remember that it’s just as civilized as the Five Nations. It does have wilderness regions with feral beasts roaming at will, and you might find wild plesiosaurs, a scheming sea hag, or a hungry scrag. But in the areas above and around sahuagin city-states, such beasts have been tamed or destroyed. All cultures of the Thunder Sea farm fish like the people of the land farm sheep or cattle; a pod of whales may be carefully managed and cultivated, and their farmers will be quite angry with dryskins who poach their ichthyic livestock. 

So first of all, I don’t see whaling as being a common practice in the Thunder Sea, because blundering out and killing a random whale is a great way to get your ship sunk by an angry Karakala stormcaller. We’ve called out that agreements between the Five Nations and the powers of the Thunder Sea do allow fishing in close coastal waters, so you have Brelish fishing villages on the southern coast, but I wouldn’t make them whalers.

So, where and how do I see whaling playing a part in Eberron? I see it as being focused on the Lhazaar Principalities, but the twist is that it’s not whaling. In our world, whales are the largest and most dramatic denizens of the sea, but this isn’t our world. In the Lhazaar Sea, the mighty creatures bold sailors hunt are dragon turtles. They aren’t the SAME dragon turtles described in the Monster Manual; they’re slightly smaller and weaker (commonly huge, though they can reach gargantuan size), they’re omnivorous, and they’re less intelligent, notably not speaking Draconic; we can call them drake turtles or softshell dragon turtles. But they are still built on the model of the dragon turtle. Building on this, I’d say that drake hunting is a major part of the Lhazaar economy. Drake (turtle) blood is a crucial component in industrial alchemy, part of what allows Jorasco and Cannith to produce mass quantities of healing and other potions. Drakebone could be used in everything from corsets to weaponry. In the Principalities, most medium armor makes use of drake turtle scales and heavy armor is typically made not from metal, but from drake turtle shells. Essentially, this not only creates an industry that parallels whaling, it also creates a unique flavor for Lhazaar fashion and tools and introduces the disturbing idea that many mass-produced potions use components drawn from a deeply questionable source. Because I’ve said that these are as intelligent as the standard dragon turtles of the Monster Manual… but less intelligent doesn’t mean they aren’t intelligent. They don’t perform magic. They don’t speak Common or Draconic. But they sing… and anyone who knows the language (which very few land-dwellers do) will realize that they are singing in Aquan.

Part of the point of Eberron is that stories don’t always end well and that good people can do bad things. A druid adventurer may realize a drake turtle is singing in Aquan. But even if the character speaks Aquan, the drake turtles may not think or communicate the same way humans do—even if it is clear to the ADVENTURER that the turtles are intelligent, it may not be a simple matter to prove it. And there could always be the chance that while the turtles appear to sing in Aquan, they aren’t actually intelligent by the typical measures. Even if adventurers can prove it, the response of the common Lhazaar sailor will be “Who cares if drake turtles sing in Aquan? They’re MONSTERS. I need to feed my family. The healing potions Jorasco will make using that drake’s blood will save countless HUMAN lives. I chose my family and my species over the well-being of alien sea monsters.” Personally, I like the idea of placing player characters at the very forefront of this issue—making it THEIR discovery, because it’s their story—but you could also say that it’s something that’s been known for decades and is being actively debated. Druid activists could be blocking drake hunting boats. Principalities could be split, with some princes forbidding drake hunting, while other principalities are deeply dependent on the drake-hunting economy. It could be that ending dragon-hunting would be a major blow to industrial alchemy, unless Cannith and Jorasco can be pushed to find new methods of production. Ultimately, it’s a more dramatic and bloodier version of the ethical questions of elemental binding… and it could be that fighting over this issue could force people to reevaluate Zil binding as well.

So, going back to the original question, I’d place whaling in the Lhazaar Principalities and I’d make it an industry that has great impact within the region but also to the greater economy of Khorvaire, but I’d also make the creatures hunted an variant form of dragon turtles as opposed to whales. Not with that said, there’s nothing wrong with saying that there’s also traditional whaling in the northern Lhazaar Principalities. But personally, I’m more interesting in adding something that’s unique to the world—and in doing so, being able to add a unique twist to the economic impact of that creature. But if you want a story focus on traditional whaling, tell that story!

Do drake turtles have blowholes?

No, they don’t. However, they do have steam breath—though it’s weaker than that of a dragon turtle and takes longer to recharge. They need to vent this occasionally, and common drake hunter practice is to wait for such an exhalation before attacking, to strike while the breath is discharged. So you can still have a “Thar she blows!” moment.

Does Riedra have any interest in drake turtles?

Certainly! I think that drake’s blood is a useful basic alchemical component and that the shell, scales, bones, and teeth all have their uses. I definitely think fishing rights in the Lhazaar Sea is an lingering point of tension; it’s even possible there’s been an open conflict—similar to the Cod Wars—between Rhiavaar and one of the Principalities at some point in the past.

If drake turtles sing in Aquan, how can there be any doubt they’re intelligent? Why don’t people just use the Tongues spell or similar magic to talk to them?

A parrot can recite a poem in English; does that mean it possesses human intelligence? The drake hunters argue the same thing of drake turtles; it’s exotic behavior, but that doesn’t mean they’re PEOPLE. Which comes to a key point in my description: Even if the character speaks Aquan, the drake turtles may not think or communicate the same way humans do. My point is that if you know Aquan, when you hear the drake’s song you’ll recognize it as, for example, “Bluuuue sorrow delving deeeeep.” But if you row up to the drake turtle and say “Hi! My name’s Keith! What’s yours?” in Aquan (or using tongues) it will ignore you. Perhaps it doesn’t recognize the tiny non-turtle as a creature. Perhaps it doesn’t respond to simply spoken words; you need to SING your statement at a particular pitch for the drake to recognize it as an attempt at communication. Or perhaps it’s a parrot—it produces words it’s picked up from passing elementals but it doesn’t actually understand their meaning.

D&D has a tendency to treat any creature with a language as communicating exactly as humans do. I like to explore the idea that alien creatures may communicate in very different ways, something I’ve discussed in articles relating to elementals and lizardfolk. The point is that your Aquan speaker/tongues caster can understand the words the drake turtle is singing; but that doesn’t mean that you understand the meaning or how to effectively communicate back. The point of all this is because I’m interested in exploring the question of drake turtle intelligence as a STORY. Consider the movie Arrival; it wouldn’t have been much fun if the protagonist just walked in, cast tongues, and it was all over. I like the idea that people KNOW the drake turtles sing in Aquan, but because no one’s ever managed to have an effective conversation with one, the hunters can dismiss them as parrots. If the player characters get involved, their challenge is to figure out how the turtles communicate, beyond simply the words that they’re using. In OUR world there’s considerable debate about cetacean intelligence; my point is that I want it to be a possible story that adventurers can be a part of, because player characters are remarkable. If drake turtles are fully sentient, I want your character to be the protagonist of Arrival or Spock mind-melding with a whale; I want YOU to be the one who solves a mystery others have abandoned or dismissed. But if that’s not a mystery you want to explore, you can definitely resolve it one way or the other using NPCs or have it have been clearly established in the past.

That’s all for now! Thanks again to my Patreon supporters for making these articles possible!

IFAQ: 5N Fleets, Rune Arms, and the Next War

October was a busy month, between Threshold, Eberron Confidential, and my many non-Eberron projects. As a result, I have a backlog of interesting questions from my Patreon supporters; here’s a few of them.

How strong are the naval traditions of each of the Five Nations, and which one would have the strongest navy?

In considering this, keep in mind that the existing maps of Khorvaire do a poor job of showing rivers, and there are considerably more rivers and lakes than have been called out. Having said that, even with what we have seen keep in mind that during the Last War these rivers and lakes were likely more significant than sea travel. Scion’s Sound is a lengthy border that connected all of the Five Nations except Breland. Lake Galifar is a massive body of water that creates a front between Breland and Aundair, and fishing and shipping along Lake Galifar has always been an important part of life in Aundair. Beyond this, Karrnath was the primary seat of Galifar’s navy in the north—keeping watch on the Lhazaar Principalities—while Sharn was the main point of trade between Galifar and Stormreach. In general, though, Galifar had no need of a significant militarized navy. The Lhazaar Principalities didn’t present a united threat; the bulk of commercial trade was handled by House Lyrandar; and Galifar wasn’t especially devoted to intercontinental trade or exploration.

So when the Last War began, as with many elements of Galifar, people who’d served the united kingdom pulled back to their nations. So one question is who were the common sailors of Galifar? Karrnath provided most of the soldiers of Galifar; was there a nation that provided the majority of the sailors? Yes, and that nation was Aundair. While all of the nations had their coastal fishing trade, Aundair had two key factors: the central role of Lake Galifar and the presence of House Lyrandar. The Windwright’s Guild has its home in Aundair, and Aundair was always home to the largest shipyards and trade schools of the Windwright’s Guild.

So Aundair has always had the greatest expertise. However, Karrnath had the most significant force of warships in service as the war began, which gave it an early edge. Breland—which had a strong naval tradition based on the trade across the Thunder Sea and ties to the expert shipwrights of Zilargo—was able to quickly get up to speed.

As the war progressed, the naval forces of each nation evolved to reflect their nation strengths. Aundair generally had the best sailors, and warships well-outfitted with arcane weaponry and defenses. Karrnath had fewer ships, but relied on its exceptional marines. By the end of the war, Breland had a significant fleet, employing Zil elemental and alchemical weaponry. Cyre never had an especially strong fleet, but it generally had the cutting edge of Cannith developments; my novel The Fading Dream includes a Cannith breacher, an aquatic construct designed to attack ships from below.

What are your thoughts on Thrane’s role in Scion’s Sound? I feel like Thrane’s Navy is not only an opportunity to expand on how important Scion’s Sound was to Galifar, but also I feel like Thrane could use some more interesting facets to it.

Thrane definitely had was to exert its power over Scions Sound, but that wasn’t tied to its SHIPS. Thrane brought two unique elements to the Scion line. The first were lantern posts, lighthouse-like structures burning with silver flame; manned by devout priests, these towers could blast vessels that drew too close with bolts of radiant fire. Their second advantage was their air force. To the best of my knowledge, Thrane is the only nation canonically called out as conducting aerial bombardment. Through their wyvern cavalry and other tools, Thrane had air superiority over the Sound; they didn’t need to match Karrnathi ships on the water if they could destroy them from above.

So yes, Thrane had a significant role in Scion’s Sound and they had ships, but their ships weren’t the source of their power.

Besides Thaliost, what are the other ‘hot spots’ of Khorvaire that could trigger a new large scale war similar to the last war?

You’re not going to see a new large scale war until there’s an answer to the Mourning. The Mourning is, essentially, the equivalent of the nuclear deterrent in our world. And entire country was destroyed in a day, and one of the dominant theory is that it was caused by the cumulative effect of war magics used in the Last War — that the world could be a mystical powderkeg, and it could be that one barrage of siege staffs is all it would take to trigger another Mourning and destroy Breland. Another possibility is that it was an experimental weapon, in which case who built it and could they use it again? It is this fear that holds the great powers of Khorvaire in check, and they won’t risk a large scale conflict until it’s resolved. So until then, the threat is about SMALL conflicts. Thaliost is one example. The Eldeen Reaches is another; will Aundair seek to reclaim the eastern Reaches? Droaam and Breland is another potential hotspot. Valenar is actively provoking its neighbors and is another strong contender. The Heirs of Dhakaan could try to seize control of Darguun…. assuming the Ghaal’dar don’t fall into civil war when Haruuc dies. You could also see an uprising in Breland spearheaded by the Swords of Liberty when Boranel dies, or have Karrnathi warlords rise up against Kaius.

Assuming you’re set on a large scale war, the first thing you need to do is resolve the Mourning. Someone has to find out the answer. Was it a fluke that won’t happen again? Was it a weapon, and if so can it be replicated? Assuming that answer doesn’t prevent war, a major hotpot beyond the ones I mentioned before is Thronehold, which is currently divided between the four surviving nations.

What do you think of Rune arms and how would you handle them in-game?

Rune arms are something created for D&D Online. I haven’t personally played DDO since they were introduced, so I don’t have in-depth knowledge of them. But what I understand is that they’re an offhand weapon that allows the artificer to make an energy attack as a bonus action, with a secondary effect of adding elemental damage to the artificer’s main weapon attack.

So, how would you introduce the rune arm into fifth edition? Well, let’s look at it again: it’s an offhand weapon that can only be used by artificers and allows them to make a ranged attack as a free action. Well, my immediate thought is you just described the artillerist artificer’s Eldritch Cannon. In creating an Eldritch Cannon, an artificer can make it a tiny object that can be held in one hand. The artificer can use a bonus action to make an attack with the cannon. So… artificer-only one-hand weapon that can be used to make an attack as a bonus action… Sounds like a rune arm! Now, in DDO, adventurers can find rune arms that inflict a range of damage types or have greater power. But given that these items can only be used by artificers, my response to this would be to treat the rune arm object as a sort of schema—as long as it’s in the possession of an Artillerist artificer, it allows them to summon a different type of Eldritch Cannon. So it still uses the Eldritch Cannon ability and takes the place of the standard cannon, but could change the damage type or enhance the effect.

So that’s what I’d personally do: say that the rune arm is is the common tiny form of Eldritch Cannon used by Artillerist artificers, and create rune arm items that enhance the feature in various ways.

That’s all for now! Thanks as always to my Patreon supporters for making these articles possible!

FAQ: Exploring Eberron

Exploring Eberron is now available on the DM’s Guild. I wanted to take a moment to answer questions about the book, both general questions and some very specific ones…

GENERAL
What’s “Exploring Eberron?”

Exploring Eberron (ExE) is a 248 page sourcebook for the Eberron Campaign Setting, using the fifth edition rules of Dungeons & Dragons. It’s written by setting creator Keith Baker (hi!) along with Will Brolley, Wayne Chang, and Laura Hirsbrunner.

No, I mean what’s IN the book?

ExE is a deep dive into elements of Eberron that haven’t been explored in past sourcebooks, including the planes of Eberron, the aquatic civilizations of the Thunder Sea, Droaam, the Dhakaani goblinoids, the Mror Holds, and the Last War, along with Keith’s personal thoughts on the religions and races of Eberron. All in all, about 200 pages of the book are lore, with a heavy focus on how you can use this information to generate interesting stories or characters. The remaining 48 pages include new races, subraces, feats, backgrounds, archetypes. magic items, and monsters. You can check out the table of contents here.

Is it official content?

No. This is not produced by WotC and it does not match all previous canon sources. This is Keith’s personal view of Eberron and what he does in his Eberron campaigns.

Where can I get it? What formats?

Currently, Exploring Eberron is exclusively available on the DM’s Guild. It’s available as a PDF or as a print-on-demand hardcover. A bundle allows you to get the PDF for $5 when you buy the hardcover.

If I buy the PDF now and then want to buy the hardcover later, can I retroactively get the bundle?

No, the DM’s Guild doesn’t have a system in place that makes this possible.

Is it going to be available on D&D Beyond? Roll20? Fantasy Grounds?

It’s not official content and will not be on D&D Beyond, for a host of different reasons. We are exploring the possibility of conversions on other online platforms. At the moment it is only available on the DM’s Guild.

THE PROCESS

What parts of Exploring Eberron were ideas you’d had for years as opposed to ideas you developed while writing the book?

It’s not quite so clear cut. Almost all of the topics in Exploring Eberron are subjects I’ve wanted to write about for a decade. I sketched out the Thunder Sea—with the balance of power between the powerful Sahuagin nation and the sea elf colony, with the neutral, nomadic merfolk—as part of the setting bible in 2003; that setting bible likewise included the idea of the nation of monsters that eventually became Droaam, and the idea of the goblins having lost a great empire. I developed the planes with Bill Slavicsek, James Wyatt, and Chris Perkins as we developed the ECS in 2004. But all I had were the basic IDEAS. I didn’t work out the SPECIFICS of the Sahuagin nation or name the noble line of sea elves. We knew Fernia was the Sea of Fire, but back in 2004 we DIDN’T know exactly how it differed from the elemental planes.

Over the course of the next decade, all of these things evolved in their own way. Writing The Queen of Stone and “Backdrop Graywall” gave me an opportunity to explore Droaam in more depth. I established the basic framework of Mabar in the article I wrote on this blog a few years ago. But that was essentially a first draft. Notably, I said that one of the powers of Mabar was the Queen of All Tears. But at the time, I didn’t know who she was. I had a general vision of a tragic undead figure. But it wasn’t until I was writing the Mabar section of Exploring Eberron that I decided she was once mortal, and thought about what tragic figure from established canon could fit that part. I always knew that the slaadi were residents of Kythri, but it wasn’t until working on ExE that I thought about what made them different from the slaadi of other settings.

So most of the BROAD concepts had been in place for decades; the primary exception would the the Mror Dwarves (with the Realm Below and Ruinbound dwarves), as that’s new angle we specifically developed in Rising From The Last War. But many of the specifics were developed over the last year, because I finally had an opportunity to spend sufficient time to really think them through.

Is there some chapter or meaningful content that didn’t make the final cut of ExE?

There’s not a lot of material that I WROTE that we didn’t use. There’s a few things, like the Shavarath denizens table I’ve posted as a Patreon exclusive. But keep in mind that the book is 80 pages longer than we originally planned, precisely because I DIDN’T want to cut a lot of ideas that I loved. However, it is the case that I had to limit the scope of some of my original ideas. For example, originally I planned to do a write up on each of the major warlords of Droaam, similar in scope and style to the write-up for the Cults of the Dragon Below: describing the warlord, their personality, their history, their minions, their story hooks. We actually commissioned a fantastic image of Sheshka, the Queen of Stone. But as things went on, I realized both that we didn’t have room and that it didn’t actually feel like the right content for what is largely a player-focused book… that it was more appropriate for a book that mainly focused on organizations, threats, monsters, etc. Honestly, that’s the biggest piece of restricted scope that comes to mind, and it’s something I definitely WILL write at some point; it just didn’t fit here. But again, it’s not that I WROTE it and then we cut it; it’s that I realized it didn’t fit, so I DIDN’T write it.

What is your favorite new thing in “kanon” that appears for the first time in this book?

It’s a difficult choice. I love all my children. I’m particularly happy with the Queen of All Tears; I always liked the concept of her, but when the final piece of her story fell into place, it was just such a perfect fit. In general, I’m thrilled with all of the planes; there were a number (Kythri, Risia, Fernia) where initially I wasn’t actually sure they would be especially compelling… but whn I sat down and actually explored the idea, something wonderful came together.

Insofar as you’re thinking ahead right now, are you planning on focusing on your non-Eberron, non-D&D work for a while? When you do your next project for DMG, do you anticipate an adventure pack, or a more focused book of lore? Do you envision ever doing another book on the scale of ExE, or is the prospect too horrifying to contemplate at the moment?

I’m still determining the answer to that question. Wayne and I started working on Exploring Eberron over a year ago, and until last week we didn’t actually know how well it would do. This is what I do for a living, so that matters; if it doesn’t make enough money, I HAVE to pursue work that will keep a roof over my head. So I didn’t make plans for another major book because I didn’t know if I could afford to. But I love writing about Eberron and there are many more elements of the world I WANT to explore; it’s always just been a question of what’s feasible.

I do have non-D&D projects I’m working on, including The Adventure Zone: Bureau of Balance and a new Gloom project I’m working on. And I do want to do SOMETHING with my roleplaying game Phoenix: Dawn Command; I love the system and I’ve wanted to revisit it for some time. However, I still love Eberron and don’t want to lose momentum. I will be continuing to work on this website and working to increase the value of being a Patreon supporter; the more supporters I have, the more I can do with the site.

So having said all of that: Wayne and I have already talked about a number of possible projects for KB Presents. I will say that I’m not going to jump right into another 240 page book; I want to work on a few smaller projects before diving into that again. But I think you’ll be happy with all of the things we’re considering, and I’ll share more once there’s something concrete to share.

I understand you’ve played characters in Eberron games using some of the subclasses in this book. Can you tell us about them?

The preface of Exploring Eberron has an image of a warforged druid. This was a gift commissioned by Wayne; it’s Rose, a warforged druid I played in a campaign run by my friend Dan Garrison, the co-designer of Phoenix: Dawn Command. The campaign began at a party in Metrol on the night of the Mourning, and Dan provided the players with a list of basic character concepts to choose from and expand upon. I chose the warforged companion of the Princess of Cyre, a special commission for the royal family; classes weren’t setting, and I decided the companion would be named Rose, and would have the capabilities of a druid. As I have long loved the idea of warforged druids turning into living construct animals, I did the first pass on what became the Circle of the Forged druid. Long story short: the party was epic; we danced the Tago with knives; Metrol was sucked into Mabar when the Mourning occurred; hijinks ensued.

So Rose actually predated Exploring Eberron by about a year, and the Circle of the Forged druid was the first subclass developed for it. The Maverick artificer was developed before I played one, driven by my love of the flexibility of the 3.5 artificer—specifically, of the 3.5 infusion spell storing item. I love the concept of the artificer as someone who can tinker what you need on the spot. So, when Dan started another campaign—this time set in Callestan, with the players assuming the roles of professional rat-catchers—I decided to play a Maverick. My character is a forest gnome urchin, born in the feyspire of Shae Joridal but orphaned and separated from his home in Ghaal’dar attack; he grew up on the streets of Lower Dura and doesn’t really understand the fey potential in his blood. With this in mind, he uses the Magical Thinking approach to artifice that I describe in ExE. One of my favorite elements is using the guidance cantrip, because every time I cast it I come up with a different explanation for what I’m creating based on the effect I’m assisting with. Someone’s about to make an Investigation check? Try these special spectacles I’ve put together. About to use Athletics to make a dangerous jump? Let me add my pep paste to the bottom of your boots!

(VERY) SPECIFIC QUESTIONS

Does House Ghallanda have any interest in recreating or importing the odder cuisines presented in the book to the Five Nations (perhaps homogenizing it in the process, see American “Chinese food”)?

I don’t think it’s been suggested, but I think it’s a fantastic idea. Of course, in order to introduce grist to Five Nations they’d have to figure out the secret of how it’s made, and bear in mind that while we’ve told YOU how grist is made, the people of DROAAM don’t even know what it is, and once that secret is uncovered, they have to figure out how the Daughters are making grist actually edible. But I could see a great Ghallanda heist one-shot based on stealing the secret formula for grist…

In Exploring Eberron, it talks about the daelkyr being trapped in specific demiplanes and unable to leave, but I was always under the impression that they were described as “trapped in Khyber” being free to move about in Khyber unlike the Overlords. Is this a shift from canon or did I miss or misunderstand something regarding to this?

It’s not a shift from previous ideas, it’s a clarification. The idea all along was that you can’t FIGHT a bound overlord; they are a spirit in a shard and do not physically manifest. They don’t have kingdoms in Khyber. By contrast, it was always the idea that the daelkyr ARE physically present in Khyber, that they DO have lairs and minions, and that you can go meet one. But it was never clearly explained how they were trapped or what limitations were on their movement. Likewise, the earlier sources suggested that Khyber was strange and wondrous, but never clear how its geography worked. Over the next decade, I presented the idea that Khyber contains many demiplanes—and that entrances to demiplanes can transcend normal space, which explains how Belashyrra could be fighting the Umbragen in Xen’drik and troubling people in the Shadow Marches. It’s not that the domain of the Lord of Eyes spans the Thunder Sea, it’s that the domain is a DEMIPLANE with entrances in both places.

So in ExE I just clearly state this idea. The daelkyr aren’t bound in the physical tunnels of Khyber. They are each bound in a unique DEMIPLANE in Khyber. Within that demiplane they have absolute freedom of movement, so each one rules their own bizarre kingdom. Their minions can leave the demiplane, and again, demiplanes have exits across the world. But the daelkyr can’t leave the demiplane, which finally gives a clear explanation of how they have SOME freedom of movement but can’t “leave Khyber.”

So the IDEA remains: the daelkyr aren’t stuck in shards like overlords. They have realms they rule and you can go meet one and fight one. But those realms are little pockets of reality, and the daelkyr can’t LEAVE them.

There are Krakens and Aboleths underwater, are there equivalents of the Gatekeepers or the Church of the Silver Flame? What about of the couatls themselves?

Underwater? Surely. In the Thunder Sea? No. I’m sure there was an aquatic counterpart to the couatl, and I’m just as sure that they were involved in the same celestial sacrifice that bound the overlords and created the Silver Flame. It’s likewise logical to think that there were serpent cults among the locathah of the Thunder Sea, but they were crushed by the Eternal Dominion and the Valraean Protectorate, both of which do not allow freedom of religion in their realms. You could certainly have a secret Silver Flame tradition lingering among locathah dissidents, but the basic philosophy of the sahuagin is fundamentally opposed to its principles; “the strong should make sacrifices to protect the weak” is NOT a theory that fits in the Eternal Dominion. This doesn’t mean that the sahuagin are unaware of or helpless against supernatural threats; but they are handled by the martial might of the Dominion, not by some religious cult.

The kalamer merfolk are druids who maintain the balance of manifest zones, so they are something of a parallel to the Gatekeepers, but they don’t share any specific traditions with them and have no history with the daelkyr.

Does the Undying Court know about the Queen of All Tears and does it care?

With any question like this, my answer is always what makes the story more interesting? In my opinion, it’s more interesting for this to be a secret the player characters can discover, leaving them to decide what to do with the knowledge, rather than saying “Oh, the Undying Court has known about that for centuries.” Among other things, if the Undying Court already knows about it, then either they don’t care or can’t do anything about it, because they HAVEN’T. If they don’t KNOW, then it leaves open the possibility that they will panic when they find out about it. But in general, I will always lean toward adventurers making a dramatic discovery NOW over NPCs making a dramatic discovery a thousand years ago.

Kind of as a broader version of this question, what level of knowledge do the Material Plane experts possess and to what degree is it relevant to daily living?

The book gives examples of what experts know when it quotes the Planar Codex and other scholars. The limits of what can be known through Arcana depend on where you are and on what the DM WANTS players to know. The Undying Court has spent thousands of years astrally traveling and gathering information, and they likely have the best knowledge of the planes; other scholars may have their information through Aereni accounts.

But in terms of what does EVERYONE know? Pretty much the names of the planes and their basic concepts, and they don’t always get those right. We’ve called out that the typical person thinks of Risia as the “Plain of Ice” and Irian as the “Plane of Light” and don’t understand the deeper symbolic roles of these places. People know about them because of manifest zones, but without an Arcana check they don’t know much.

Fernia and Risia seem to have moved away from the mildly evil aligned, while Syrania moved away from mildly good aligned. What led to those decisions?

I’d argue that Risia IS still mildly evil-aligned. Here’s a quote:

At first glance, Risia appears to be barren and empty. But some travelers have described a presence, a sense of being watched, and most feel this presence is malign. On the surface, the concept of Risia seems entirely neutral; there’s nothing inherently evil about ice. But there’s a hunger to Risia—an innate desire to consume warmth and to bury living things in ice. In the Planar Codex, Dorius Alyre ir’Korran calls this force the Killing Cold. 

Exploring Eberron, page 182

By contrast, my view of Fernia is that it explores all symbolic associations of fire, both benevolent and destructive, and shouldn’t be inherently evil. Syrania is primarily about commerce and knowledge and didn’t need to be inherently good; this also helps to clearly differentiate it from Irian. Beyond that, I didn’t assign those specific traits in the original ECS, and Exploring Eberron is about how I see things, not canon.

I’m a big fan of Sarlona, but I don’t think I’ve ever seen HOW the kalashtar are slipping Riedra’s net and getting to Khorvaire. Is this ever spelled out?

There’s no steady stream of kalashtar into Khorvaire. As for how immigrants have managed it, they’ve done it in small numbers and disguised as humans. They’ve made their way to Arhdman in the Syrkarn, or worked with smugglers using the secret port of Dvaarnava. Some have made a dangerous pilgrimage through Khyber. And there have been one or two bold strokes that have involved major operations to disrupt or draw away the Riedran blockades. But it’s NOT a trivial thing, and they never travel openly under a flag of Adar.

There’s a bit about magic making permanent changes to the body being a relatively common thing. How does this work with the description on identification papers?

Actually, permanent changes are NOT common. Here’s the text from the book, with a few highlights.

Minor cosmetic transmutation is quite common; most professional beauticians can change your hair or eye color. Unnatural effects are rarer, seen mainly in Aundair and Zilargo… The effects of cosmetic transmutation typically last a week, but if you’re dealing with a magewright of sufficient skill, you can extend the effect to one month. In some cities, you might even find an expert who can make the change permanent. The more complicated the transmutation, the more costly—and hard to find—the service becomes.

Exploring Eberron, Page 28

So first of all, permanent transmutation is not common. What’s common is turning your brown hair red for a month, or getting permanent eyeshadow for a week — the sort of cosmetic changes people get in OUR world, and I don’t have to update my driver’s license when I change my hair color. Exotic changes — like having, say, silver hair or cat’s eyes — are NOT common and are generally only seen in the cities of Aundair or Zilargo, where people are used to a higher degree of arcane experimentation. Permanent transformation is not only out of the price range of most people, but it’s also not something that’s available most places — again, in a major city, you might find someone who can do it. And as noted later in the section, “as with any magewright, beauticians are often specialized; a hairdresser might be able to give you permanent exotic hair but be unable to change any other feature.”

A second point is that identification papers aren’t something you need in everyday life. The ECS calls out that they’re typically carried by members of the middle and upper classes; so common laborers don’t even have identification papers. They’re primarily going to be used when crossing borders, using letters of credit, or similar situations; but you don’t need to show identification papers to buy a beer at the Gold Dragon Inn. If your papers are accurate except for your silver hair, no one’s going to question that you had your hair done. If you ARE going to engage in permanent, dramatic physical transformation—changing your apparent species, gender, height, or the like—you will want to get your papers updated. .

I had a question about the Dol Udar. Are the Gatekeepers at all aware of it?

Keep in mind that the Gatekeepers aren’t a powerful, modern faction with widespread resources. They’re the last remnants of an order that has been in decline for thousands of years, dwelling in a backwater with almost no contact with the modern nations, doing their best to maintain the ancient seals that keep forgotten evils at bay. With that in mind, consider that the Gatekeepers don’t NEED to know what the daelkyr are doing elsewhere in the world; they know that as long as they preserve the seals, the daelkyr cannot escape their prisons—and again, the seals are NOT geographically linked. There’s no Gatekeeper seals in the Mror Holds; the seals that exist prevent Dyrrn from leaving his demiplane, no matter where it touches the world.

With all that in mind, the whole point is that THIS IS WHY THEY NEED PLAYER CHARACTERS. What’s a more compelling story—the Gatekeepers having vast resources and knowing exactly what’s going on? Or the Gatekeepers knowing that they DON’T know exactly what’s going on in the wider world and needing to send a young, promising champion—a player character—to investigate the disturbances they’ve felt in the distant east? With that said, if you DON’T have a PC in this role and your player characters are active in Dol Udar, you could introduce an NPC in that role—a Gatekeeper agent who’s been sent to investigate the situation and provide assistance. But I’d still play that as they don’t KNOW what’s going on, so they’ve sent an agent to find out as opposed to they’re entirely aware of the situation and have already made plans to deal with it.

If you have questions about Exploring Eberron, post them below and I’ll answer when I can!

Exploring Eberron: The Thunder Sea

Art by Vincentius Matthew

Since Eberron began, I’ve wanted to explore aquatic civilizations. Merfolk, sahuagin, locathah—these creatures are just as intelligent (or more so) than humans. So what are their civilizations like? How do they interact with one another, and with the world above? With that said, there’s more land below the water than there is above, and no reason to think its cultures aren’t just as diverse as those of the surface dwellers. Dealing with every aquatic nation of Eberron would be a book in itself. So in Exploring Eberron I focus on the Thunder Sea, which lies between Khorvaire. Aerenal, and Xen’drik. Sharn and Stormreach are two of the ports adventurers are most likely to deal with; this explores the sea that lies between them and what you can find below it.

These two pages provide an overview of the chapter, and I’m not going to expand on it in depth here because the book itself will do that soon. But I can say that these two pages are literally the tip of the iceberg. The Eternal Dominion, the merfolk of Karakala, the Valraen Protectorate, the mysterious kar’lassa—all of these are dealt with in this section, and each provides a host of interesting hooks for adventures or adventurers.

The raw text of Exploring Eberron is complete, but I’m not going to predict a release date until layout is complete. The final text is still going through editing, and with a book of this size layout and review will take time. So we haven’t crossed the ocean yet, but we can see land on the horizon!

Lightning Round 2/26/18: Languages, Elementals and Pirates!

I’ve just returned to dry land after organizing gaming on the JoCo Cruise. I’ve got lots of things I need to work on, but I have time to answer a few more questions from the last lightning round. As always, this is what I do in MY Eberron, and may contradict canon material. 

What are your thoughts on extraplanar languages?

The big question I’d start with is how do languages make a game interesting? D&D isn’t a perfect simulation of the real world; it’s a fantasy. We don’t need to have as many languages as we do in our world… just as we have fewer nations that we have in our world. So what is the point of having exotic languages? Do you want PCs to have to hire a local guide or work with a translator? Do you want to have ancient inscriptions that can only be read by a sage? Both of these things are valid, but you can have these with a relatively small number of languages. So I prefer to limit the number of languages I use, but also to play up the idea of regional dialects and slang. Common draws on all of the old languages of pre-Riedran Sarlona, so you can definitely get variation from place to place. When the paladin from Thrane is in a small Karrnathi village, he might have to make an Intelligence check to perfectly understand the conversation of the locals or a Charisma check to communicate clearly… unless, of course, he has a local guide to help out. It allows for the challenge and potential humor of limited communication while still allowing for the possibility of communication with no help. If a character has the Linguist feat or is from the region, I’d allow them to act as that local guide — so we’ve got a little fun flavor because the Karrn PC can joke with the locals at the expense of the Thrane.

With that said… per page 46-47 of the Eberron Campaign Setting, each plane has its own language. There’s Infernal, Risian, and a language called “Daelkyr.” But that’s not how I do things in my campaign… because again, how is it fun? Are your characters supposed to devote one of their limited language slots to the language of Irian? How often is that actually going to be useful? And if no one takes it, do they make a perilous journey to Irian only to find that they can’t speak to any of the inhabitants? Is that fun?

So personally, I do a few things in my campaign. First, most powerful outsiders can essentially activate a tongues effect. If an angel of Syrania wishes to be understood, you simply understand what it is saying. Lesser inhabitants of the plane likely won’t have this ability and will speak the planar language. With that said, I reduce the number of languages in existence, planar and otherwise. In my campaign, I use the following major languages.

  • Common is the shared language of the humans of Khorvaire. Originally people spoke a number of regional languages from Sarlona, but when Galifar was established a single language was set as the Common tongue and use of the others was discouraged; traces of these linger in regional dialects and slang. 
  • Riedran is the dominant language of Sarlona. It was established by the Inspired after they unified Riedra. It is sometimes called Old Common, because there’s a few places in Khorvaire (notably Valenar) where people speak it; but it’s simply a different regional language from the old kingdoms of Sarlona. 
  • Goblin can be considered Dhakaani Common. It spread across Khorvaire during the long reign of the Dhakaani Empire and smothered most existing languages, and it remains the dominant language of the pre-human “monstrous” inhabitants of Khorvaire — goblins, orcs, ogres, gnolls, etc. Many of the inhabitants of Droaam and Darguun don’t speak Common, but they all know Goblin. 
  • Giant can be seen as Xen’drik Common and is understood by most of the civilized peoples of the Shattered Land. This isn’t to say that the bee-people won’t have their own language, but Giant is the recognized trade language. 
  • Draconic is — surprise! — Celestial Common. While it is spoken by dragons, it is also spoken by a majority of celestials (including denizens of Syrania, Irian and Shavarath); most likely the dragons learned it from the couatl. Some scholars call it the language of Siberys, and it also forms the foundation of many systems of arcane incantation;  as a result, many wizards and artificers understand Draconic but never actually speak it.
  • Abyssal can be considered Fiendish Common and is sometimes considered the language of Khyber. It’s spoken by most fiends, including both the rakshasa and the fiends of Mabar and Shavarath. Native aberrations could also speak Abyssal.
  • Undercommon is the language of Xoriat, and is spoken by the Daelkyr and most aberrations that have a connection to Xoriat. Undercommon seems to constantly evolve, but anyone who understands it understands the current form of it. Curiously, this means that ancient inscriptions in Undercommon can actually take on new meanings because of this linguistic evolution.
  • Elven is the language of Thelanis, and in my Eberron it essentially combines traditional Elven and Sylvan; it’s the language of Aerenal, but also spoken by most Fey.

I call these major languages because pretty much anything you meet will speak one of them. In Khorvaire, you can talk to almost anyone using either Common or Goblin. The other languages are regional — and members of those communities will generally either speak Common or Goblin. Such regional languages include Dwarven in the Mror Holds, Halfling in the Talenta Plains, Gnomish in Zilargo, and the tongue of the Gnolls. Speaking one of these languages essentially allows you to have private conversations with a member of that community and can win you some social points… but Mror children learn Common as well as Dwarven, and in many holds Common is the first language used. A mechanical side effect of this is that if a player is making a character who’s biologically of one species but raised in a different culture — IE, a dwarf raised in Zilargo or a halfling from Sharn — I may let them drop their “racial” language for something more common to their background. The Zil Dwarf might know Common and Gnomish, while the Sharn halfling might speak Common and Goblin. As it stands I’ve had the Ghaash’kala orcs speak Goblin… but on consideration, it might make more sense for them to speak Draconic or Abyssal, as they had very little contact with the Dhakaani.

While most creatures respond to one of the common languages, the more obscure languages come up in exploration and adventure. Go exploring the ruins beneath the Mror Holds and you’ll only find Dwarvish (or Undercommon!). You could find an isolated tribe of orcs that still speak the long-dead Orcish tongue. Go to Sarlona and you might find old scrolls written in the lost language of Pyrine, requiring magic to decipher. PCs may not encounter dragons or demons often, but any artifacts or ruins from the Age of Demons will use one of their languages.

And as I mentioned above, I do consider the Quori to have their own language… but Quori immortals definitely fall into the category of “If they want you to understand them, you do.” They may be speaking Quori, but you’ll hear it as the language you know best.

Certain languages, such as Draconic, are usually important for magic. Would you say this is an innate property of the language or a result of early users and traditions?

Consider this: mortal languages were created by mortals. Human developed their own languages over time. The languages of immortals — which per my list include Draconic, Abyssal, Undercommon, Elvish and Quori — are part of the fundamental structure of reality. There wasn’t a time when primitive angels slowly developed language; they were created with inherent knowledge of Draconic, hence some calling it “the tongue of Siberys.” With this in mind, yes: I would say that both Draconic, Elvish and Abyssal are mystically relevant languages. They are often found in systems of mystical incantations because they do have more inherent power than mortal languages.

If the former, might there be useful information about magic or psionics in other languages?

Certainly. As I said, Abyssal and Elvish are equally relevant for arcane magic. I could see both Undercommon and Quori being tied to psionics; Psions might use mantras in one of these languages to focus their thoughts, even if they don’t know that’s what they are using. Xoriat is more connected to the tradition of the Wilder — ecstatic psionic power — while Dal Quor is tied to the more typically disciplined approach of the psion. This also ties to the idea of Undercommon constantly changing. There is something inherently unnatural and supernatural about Undercommonand knowing it changes your brain. 

Do you think that some of the more exotic “racial” languages might offer insight into the psychology of their originators? 

Certainly. I think any mortal language will tell you something about the culture that created it.

What are the moral issues with binding elementals into Khyber dragonshards? How sentient are they?

There’s no easy answers in Eberron. The elemental binders of Zilargo claim that bound elementals are perfectly content; that elementals don’t experience the passage of time the way humans do. All they wish is to express their elemental nature, and that’s what they do through the binding. The Zil argue that elementals don’t even understand that they ARE bound, and that binding elementals is in fact MORE humane than using beasts of burden. An elemental doesn’t feel hunger, exhaustion, or pain; all a fire elemental wants to do is BURN, and it’s just as content to do that in a ring of fire as it is in Fernia.

On the other hand, an Ashbound druid will tell you that this is a fundamental disruption of the natural order. And any random person might say “When a bound elemental is released, it usually goes on a rampage. That means it was unhappy, right?”

Maybe… or maybe not. In my opinion, the “raw” elementals — the “fire elemental” as opposed to the more anthropomorphic salamander, efreeti, or azer — are extremely alien. They don’t experience existence in the same way as creatures of the material plane. They are immortals who exist almost entirely in the moment, making no plans for the future or worrying about the past. My views are pretty close to the description from the 5E Monster Manual: “A wild spirit of elemental force has no desire except to course through the element of its native plane… these elemental spirits have no society or culture, and little sense of being.”

When the fire elemental is released, it usually WILL go on a rampage. Because what it wants more than anything is to burn and to be surrounded by fire… so it will attempt to CREATE as much fire as possible. If it burns your house down, there’s no malice involved; it literally doesn’t understand the concept of a house, or for that matter the concept of YOU.  In my short story “Principles of Fire” one of the characters interrogates a bound air elemental; he advises a colleague that the elemental doesn’t really understand its surroundings, and sees humans as, essentially, blobs of water.

So: there’s no absolute answer. Some people are certain that the elementals are entirely happy, and others are certain that it’s a barbaric and inhumane practice. What I can say is that MOST of the people in the Five Nations don’t think about it at all; to them, it’s no different from yoking an ox or using a bonfire to cook dinner. If you want to create a story based on a radical group that has proof that bound elementals are suffering, create that story. But the default is that there are extreme views on both sides, but that the majority of people just ride the airship without giving a thought to whether the ring has been unjustly imprisoned.

Follow-Up: A question was posed about how this relates to the Power of Purity, a group of Zil binders that seek to understand elementals and to work more closely with them. This still works with what I’ve described here. Elementals ARE sentient. It is possible to communicate with them. They simply are sentient in a very alien way. They have language, but that doesn’t mean they think like we do. In my vision, “raw” elementals generally don’t speak with one another; the elemental languages represent the ability to interface with the elemental and to draw its attention in a way that usually doesn’t happen. An airship pilot needs to interface with and guide an elemental, and a Purity binder does this as well. Most binders DISMISS the need to understand the elemental consciousness; Purity binders feel that truly understanding elementals is the secret to vastly better results. And if you want someone to suddenly reveal that elementals are being tortured and to upset the industry, the Power of Purity would be a good place to start.

Are there any people of color in Eberron? Where?

Sure! They’re everywhere. Humans aren’t native to Khorvaire. They came from Sarlona, which is a land with a range of extreme environments. You have tropical Corvagura, the Sykarn deserts, the Tashana Tundra, temperate Nulakhesh, and more. As humans adapted to these environments, they’d logically develop different pigmentation as we see in our world. Beyond this, I’d imagine that people born in manifest zones might develop pigmentations never seen in our world… fiery Fernians, Lamannians with green hair or skin, and so on. The people who settled Khorvaire came from all these regions, and under unified Galifar they blended and merged. So we’ve also embraced the idea that you can find humans of any color across Khorvaire. Given this sort of diversity, not to mention the many different SPECIES people deal with on a daily basis — Gnolls! Lizardfolk! Elves! — we’ve never presented skin color alone as something that is a source of prejudice in Eberron. Like sexual discrimination, this is another place where we prefer to present the world as we’d like it to be as opposed to trying to present all the flaws of our world. If for some reason you’re looking to have a location that has a population of a particular ethnicity, you can either return to Sarlona or simply assert that this particular community traces its roots back to a particular region and hasn’t had the same degree of integration as most of Khorvaire… such as the ethnic Khunan humans of Valenar.

If airships weren’t an option, how would House Lyrandar transport a large amount of cargo from Sharn to Karrnath? Would they go around the Lhazaar Principalities despite the reputation for piracy, or be more likely to risk the Demon Wastes in spite of a lack of friendly ports and crazy monsters? 

There’s a few issues here: rivers, pirates, and cooperation between houses.

First of all: Rivers. I’m not a cartographer, and I didn’t personally draw all the maps for Eberron. Reviewing them today, I’d say that if I did, I’d add more rivers. Notably, I’d extend the Brey River to connect to the Dagger… which is to say, I’d have the Brey run across Breland, and we just call it “The Dagger” around Sharn. So normally there is a river that crosses through, but it does run along the Mournland now which is a little dangerous. But river barges should be a significant thing.

Second, let’s talk about pirates. The Lhazaar are known to engage in piracy, but they ALSO engage in legitimate merchant trade. And Lyrandar, like any Dragonmarked House, isn’t entirely staffed by members of the family. The ECS notes that “many of the dragonmarked houses and other enterprises hire Lhazaar ships and crews to move cargo from one destination to another…” So many Lyrandar vessels traveling along the east coast ARE Lhazaar — either licensed Lhazaar vessels or elemental galleons with Lhazaar crews. Which is mainly just a point that not all Lhazaar sailors are pirates — and that many of the ships targeted BY piracy are themselves Lhazaar vessels. Beyond this, the answer is simple: be prepared for piracy. A typical licensed vessel may be an easy target, but attacking an elemental galleon is no trivial thing for a mundane pirate; not only is the ship faster than yours, the captain can control the wind. It can be done — but it’s no trivial thing! Likewise, Lyrandar employs privateers — many of them Lhazaar! — to protect their ships. Piracy is a threat in Lhazaar waters or the Thunder Sea, but that doesn’t mean it’s a constant or inescapable thing.

Finally, don’t forget cooperation between houses. The whole point of the Twelve is to find ways for houses to work together and accomplish things none of them could do along. Lyrandar and Orien are in competition, but that doesn’t mean that they won’t cooperate in situations where they both can make a profit. So you will definitely have situations where cargo would be taken upriver by a Lyrandar barge, and then transferred to a Orien caravan or lightning rail to cross a stretch of land.

Eberron is a world where changelings and rakshasa exist. What precautions have people developed to deal with imposters? In 3.5 the spell discern shapechanger from Races of Eberron is a third level sell — do you see this spell existing and being implemented?

We’ve presented Eberron as a world in which rakshasa and dragons DO hide unseen and pull strings. While we added magic items like the Mask of the Misplaced Aura precisely to help deep cover agents avoid True Seeing, the fact that such hidden agents are part of the world implies to me that the ability to detect shapechangers IS NOT a trivial, commonplace thing. I think House Medani has produced a dragonshard focus item that duplicates the effect of discern shapechanger, and you can hire a Medani guardian equipped to watch for shapechangers… but it’s not a trivial thing, and you won’t find such agents in small communities.

With that said, Eberron is also a world in which changelings exist, and people know it. So turn it around to OUR world. We have the ability to test DNA and the like, but such technology isn’t available to the average person on the street. So if you knew shapechangers existed, what would YOU do? First of all, changelings can’t duplicate equipment. So, I suspect many people would have some sort of distinctive item that friends would recognize — a ring, a locket, a pin. Their friends would know this totem item, and if someone behaved strangely, the first thing they’d do is say “Is Johnny wearing his totem ring?” Aside from this, paranoid people might also fact check before they engage in risky behavior. “Where did we last meet?” A group of adventurers might establish code phrases that they regularly drop into conversation. This doesn’t have to be full on spy talk; it can be just as simple as friends having a funny call and response or an elaborate handshake. But if Bob suddenly doesn’t remember the handshake, that’s going to raise suspicions.

With that said, changelings are supposed to be able to deceive people. If society has an ironclad way to spot changelings, what’s the point of playing one? People will have customs that tie to this… but this is where changelings need to use Insight to guess the proper response or Deception to shift suspicion. When you’re trying to break into Dreadhold, you can bet they will have True Seeing and many other magical security systems. But in the village grocery, they aren’t equipped to flawlessly spot your changeling.

I’m confused about how the Galifar succession worked… or rather, how it managed to function for nearly nine hundred years before someone’s dispossessed siblings said “Enough!”

There’s two major factors here. First of all, it’s not like it was a surprise when a new ruler took over, with everyone in suspense about who it would be. The eldest heir would be Prince/ss of Cyre, understood to be heir to the throne. Subsequent siblings would be appointed as the Prince/sses of Breland, Karrnath, Thrane and Aundair, and would take over those roles whenever the current governor passed. If the Cyran heir died, the next eldest would shift up to fill the role; if there weren’t enough heirs to fill the governorships, you’d draw on the extended Wynarn family. So each sibling had an important role… and they weren’t raised to think they had a right to the throne. 

Second: who says it DID function for nine hundred years without incident? We’ve never delved deeply into the history of Galifar. Nine hundred years is a tremendously long time. Overlords have nearly broken free. Dragons have ravaged kingdoms. A false Keeper of the Flame split the faithful. Aundair was threatened by a plague of lycanthropy. And I’m SURE there have been attempted secessions, coups, and all many of usurpations. It’s just that the Last War was the one that finally brought the whole thing down. I’d love to delve more deeply into the history of Galifar when there’s an opportunity.

How many Wynarns are there in Khorvaire today, aside from the current royal families?

I can’t give you a count off the top of my head, but there’s certainly a number of Wynarns in all of the Five Nations. I’ll point out that one of the significant characters in The Queen of Stone is Beren ir’Wynarn, one of Boranel’s cousins.

That’s all for now! Feel free to ask questions below, but I am extremely busy this week and new questions may end up being added to the list for the next lightning round. Thanks as always to my Patreon supporters, who make this blog possible.

Eberron Flashback: Under The Sea

While the sahuagin have been touched on in City of StormreachSecrets of Xen’drik and my novel The Shattered Land, the oceans of Eberron remain shrouded in mystery. With this in mind, I wanted to revisit a post from a few years ago. As always, bear in mind that everything I post here is entirely unofficial and may contradict canon information: this is what I do in my home campaign. With that said…

Are there any aquatic races other than the sahuagin that see non-hostile contact with land-dwellers? I may be doing a pulp game that’s heavier on the Sea Stuff™ than expected, and I imagine the political scene is just as busy below the waves as it is above. Especially curious about kuo-toa and aquatic elves, but anything you have helps.

I don’t believe that any of the aquatic races besides the sahuagin have been mentioned in canon Eberron sources. But I did come up with other ideas when I was developing the world, and I suppose I can mention those briefly. In my original draft I asserted that the two primary undersea races were the sahuagin and the merfolk, with a smaller but critical role for aquatic elves.

In this model, the sahuagin are a largely monolithic culture: a widespread ancient empire older than even Aereni civilization. In this you could see the Deep Ones of H.P. Lovecraft as a model; they worship a deity that others fear (the Devourer), and they have an ancient and sophisticated civilization that is almost entirely unknown to the people of the surface world. While I refer to this as an “empire”, my thought is that its borders have been stable for thousands of year; it’s not an especially aggressive power. With that said, if I was to bring in kuo-toa or locathah, one of the first places I’d be likely to put them is as subject states within the Sahuagin empire.

Now, how’s this work if you want savage or uncivilized sahuagin raiders? Well, while the sahuagin empire might be widespread, there’s always room for barbarians who’ve never embraced it. Furthermore, there’s a lot of room for Lords of Dust / Cult of the Dragon Below action among the sahuagin. Note that per City of Stormreach the sahuagin colonized Stormreach long before humans did, but pulled back after a terrible ancient force corrupted the settlement. You can easily introduce savage bands of sahuagin barbarians (literally) who revere the Overlords of the First Age and seek to restore their dominion.

Let’s move on to the Aquatic Elves. My thought here was that around ten thousand years ago, there was a movement among a number of Aereni lines to colonize the ocean around Aerenal. The original aquatic elves were created through mystical rituals, though they are a self-sustaining race. Thus, there is a significant undersea region around Aerenal that is under Aereni dominion. In my original model the populace was largely comprised of sahuagin, but you could add any other aquatic races you wanted; the main point is that these races adhere to Aereni culture, revering the Undying Court. My assertion was that there remained a long-standing bitter enmity between the Sahuagin Empire and the Aereni Territories. The power of the Undying Court makes it nearly impossible for the sahuagin to reclaim the region… but as that power is geographically limited, the elves can’t extend their dominion further. Thus you have the malenti, sahuagin mystically altered to appear to be aquatic elves; these are covert operatives used in acts of espionage and covert aggression within the Aereni Territories.

The rest of the ocean is dominated by the Merfolk. Where the sahuagin have a vast, monolithic and ancient culture, I’ve always considered the merfolk to be as diverse as humanity and less bound to a single ancient tradition. Thus my original model had multiple merfolk territories and a range of cultures.

In my model, the Sahuagin Empire was concentrated in the Thunder Sea, the region between Khorvaire and Xen’drik; thus you would deal with the sahuagin if you were going from Khorvaire to Xen’drik, and with the merfolk if you were going from Khorvaire to Sarlona. The merfolk are also the dominant race in Lhazaar waters. With that said, the merfolk of the western coast are quite different from those of the eastern coast.

Say you wanted to present sahuagin as a viable character option. Would you have any brief roleplaying tips, suggested classes, and what gods they might worship?
As mentioned about, when I look to a literary analogy for the Imperial sahuagin, I think of the Deep Ones of H.P. Lovecraft. Their god is the Devourer, the embodiment of the destructive power of nature; you see the Devourer’s hand in the tempest and the storm. He is a grim patron who strengthens the faithful through harsh trials; but survive and you will be the shark amongst the prey.
So one part of the Deep One analogy is that their god is a harsh and fearful deity who most people fear. The second is the fact that they are both wise and intelligent; per the 3.5 SRD, a typical sahuagin has an Intelligence of 14 and a Wisdom of 13. In my opinion they have an ancient culture, and have their own traditions of arcane and divine magic. So when it comes to classes, any combination of fighter, cleric and wizard make sense. As they have an affinity both for sharks and for hunting, ranger is another logical choice. From a racial perspective, their only weakness is Charisma… so I don’t see a lot of sahuagin bards or sorcerers.
Looking to roleplaying tips, one start is to look at places the sahuagin are mentioned in canon. Their religion is discussed in City of Stormreach
The doctrine of this sect holds that it was the Devourer alone who defeated the fiends of the first age, and that the force of this battle raised the lands above the sea. The faithful are taught to embrace the fury of nature, preparing for the time when the Devourer will scour the earth and draw all back beneath the waves.
A critical point is the description of the relationship between the sahuagin priests and human followers of the sect…


These priests consider humans to be flawed cousins, stripped of scale and weak of lung, but they pity these humans and consider it an act of charity to help them find the right path.

The key points here is that these Imperial sahuagin who regularly interact with the humans of Stormreach approach them with an attitude of condescension and pity. Compare a typical human to a typical sahuagin. Per the SRD, a sahuagin is superior in every ability score save Charisma; they are smarter, faster and stronger than their human counterparts. The sahuagin has significant natural armor (+5 natural AC bonus) and natural weapons… and again, an average 14 Strength and 14 Intelligence. By comparison, humans are weak, slow-witted and woefully unfit for battle. Add to this the idea that the sahuagin have a remarkable and ancient culture under the waves that humans know nothing about (because your poor little lungs are too weak to endure it… while by contrast, a typical sahuagin can at least survive for 6 hours on land without magical assistance).

So personally, if I was playing an Imperial sahuagin character I’d emphasize the intelligence and ancient culture of the sahuagin and be somewhat arrogant and condescending to my soft-skinned, slow-witted mud-cousins… but that’s me.

Now, two more things you might want to consider. City of Stormreach also notes that “The holy texts speak of devouring the strength of fallen foes…” While this is a metaphor, I have always intended that certain significant sahuagin rituals involve the literal consumption of a thing to gain its strength. My idea of both the malenti and the four-armed sahuagin warriors is that these are accomplished through mystical rituals of devouring… that you become a malenti by consuming an aquatic elf.

With that said, following the model I outlined above, there’s two other paths for sahuagin characters. You could be a sahuagin from the Aereni Territories, who has fully embraced Elven culture and is a loyal servant of the Undying Court. Or you could be a savage sahuagin from beyond the Empire; this would be somewhat analogous to playing an orc cultist of the Dragon Below from the Shadow Marches.

Would you be sympathetic to a little more HPL in allowing “half-sahuagin” (or even half-aquatic elves, come to think of it) to emerge from humans who may or may not know of their ancestry a la “Shadow Over Innsmouth”?

Certainly. I think the most logical path for this would be the malenti. By core rules, malenti are sahuagin that are physically indistinguishable from aquatic elves. It seems reasonable to me to suggest that the offspring of a human and a malenti could produce a creature that appears to be a normal half-elf, but who develops sahuagin traits over time… eventually becoming a full sahuagin. I think you could easily place a village like Innsmouth along the southern coast of Breland.

If you fashion Sahuagin culture as imperial, have you ever given thought or description to the Emperor or Empress? Are they ruled by a singular monarch or a dynasty of imperial mutant families?

Personally, I see it as a dynasty with nobles reigning over different provinces. Incorporating the mutants into this is a very logical step; the four-armed sahuagin could be a particular noble bloodline, with other families having similarly distinctive traits that have simply never been seen by surface-dwellers.

And how many of the themes of Eberron do you think are able to be translated into an under-sea environment? Would you put submarines similar to airships under the sea or have things similar to lightning rails on ocean floors? Could there be aquatic versions of the warforged?

Some of these things already exist. Submersible elemental vessels have appeared in a number of sources, from Grasp of the Emerald Claw to my novel The Fading Dream. Warforged are capable of operating underwater, and The Fading Dream has a Cyran aquatic construct still patrolling the waters around the Mournland.

Looking to the lightning rail, I’m not sure whether you’re asking if humans have created such a thing, or if it might already be in use by aquatic nations. Addressing the first point, I don’t see such a thing happening any time soon… in part because the ocean floor is inhabited, and I don’t see the sahuagin being keen on Orien running a rail through their homeland. As the sahuagin are an ancient and sophisticated culture, they should have their own answers to long-distance transportation and communication, but these could take many forms. They could have harnessed or bred special creatures to assist in transportation… or they may have come up with their own techniques for binding water elementals. As it’s not something that was picked up in canon Eberron, it’s not something I ever explored in great detail.

Are there any long lost civilizations, perhaps currently unheard of in Khorvaire, whose remains are underwater? Apart from giants from Xen’drik, that is.

There certainly could be. In the conversion notes for Lords of Madness I suggest that the aboleths were a civilization that existed during the Age of Demons, so you could easily have ancient aboleth ruins holding remnants of powerful magic… essentially, the undersea equivalent of Ashtakala and the Demon Wastes. Aside from that, this could be an interesting path to take with one of the other aquatic races, such as the Kuo-Toa. Perhaps the Kuo-Toa were once even more widespread and powerful than the Sahuagin, until SOMETHING devastated their civilization; now they are savages and subjects of the other races, and their ancient cities are haunted ruins. If you want to get really crazy, you could have undersea explorers discover a region below the sea that is clearly analogous to the Mournland, suggesting that the ancient Kuo-Toa civilization triggered (and was destroyed by) their own Mourning millennia ago.

Eberron has a lot of interesting features on the maps of its *surface* continents. What sort of variation in environment do you think there would be across the seas and oceans of Eberron?

For a start I’d look to all of the interesting ocean environments that exist in our world, such as the Mariana Trench, the Sargasso Sea and the Great Barrier Reef. From there, I’d consider the fact that there are manifest zones below water as well as on the surface, and manifest zones can create both exotic regions and areas that would lend themselves to colonization or adventure. A manifest zone to Fernia could give you fire underwater, while a manifest zone to Lamannia could be a source of unusually massive sea creatures or dramatic growth of vegetation; I could see a Lamannia zone at the heart of an especially dramatic Sargasso region. Zones to Thelanis would produce regions like the Twilight Desmesne in the Eldeen Reaches, with aquatic fey and water spirits. And so on. Beyond this you could have any number of regions affected by the actions of the ocean inhabitants… such as the idea of a Kuo-Toa Mournland.

How do the Inspired feel about the merfolk or do they even realize they’re there?

I think the existence of a quori client state among the merfolk is a great idea. With that said, I wouldn’t actually connect them directly to the Inspired. The point of quori subversion is to work from within and create a structure within the target culture that supports their rule. So if they conquered Khorvaire, they wouldn’t actually try to impose Riedran culture on it; instead, they’d do something like instigate a brutal civil war that devastates the existing order and then have their own (secretly Inspired) saviors rise up to fix it. That’s how they came to rule Riedra to begin with – the Inspired brought the Sundering to an end. If this sounds like the Last War is a quori plot, it would make a lot of sense; the question is who they would use as puppets in Khorvaire.

So in other words, I think a merfolk-quori state makes perfect sense, but I’d have them be merfolk “guided by the Voice of the Ocean” or something like that… and it would take someone familiar with the Quori to say “Hey, they’re using psionics… I think they’re Inspired!”

Could you elaborate on Sauhagin who are part of Aereni culture? With how tied to ancestors many aspects of that culture are, what are some differences in how Sahaugin experience service to the Undying Court? 

As a question of world design, this is a point where you have to decide if you are creating an idealized world — the way we want things to be — or if you’re going to create a flawed world. Typically, a flawed world presents has more need of adventurers, and that’s the path I followed. So in MY Eberron, things aren’t perfect for the sahuagin of the Aereni Territories. It’s a model of colonization — with the elves justifying their actions out of a need to create a buffer zone for Aerenal — as opposed to enlightened integration. As such, the Aereni sahuagin are taught to respect and serve the Undying Court, which protects them from harm and preserves civilization as we know it… but they are not presented with a path to become deathless themselves. Rather, this is one of the principles the aquatic elves use to justify their rule; they are literally envoys of divine power, and the fact that the deathless are all elves is proof of elven superiority.

Essentially, this is a case where I WANT the adventurers to be creeped out by this society and by the fact that Aerenal condones (or at least ignores) this. I want players to potentially find themselves sympathetic to the Imperial sahuagin and their malenti agents. Following Eberron’s general principle that “the bad guys aren’t always monsters and the monsters aren’t always bad guys,” I like this as a situation where the aquatic elves are in many ways more monstrous that the sahuagin.

Having said that, this is my vision of the society as a whole. It’s also the case that I think the surface civilization largely ignores what’s going on underwater as opposed to explicitly condoning it. So there’s an opportunity for player action to set change in motion… and for the issue to create division within the nation, either above or below. I like the idea that there are sahuagin who have embraced the values of this civilization; sahuagin who despise their elven rulers, and who work with Imperial malenti to undermine them; and sahuagin who are working with sympathetic aquatic elves to create a new united society. And I could see that society splintering off – having a new state formed by aquatic elves and sahuagin seeking to build something together, separate from both Aerenal and the Empire. But I’d prefer to explore that as part of a campaign as opposed to presenting it fully formed.

Is there a cadre of Undying who are aquatic, and if so are any of them Sahaugin?

My thought is that there are a few deathless aquatic elves, and that the governors of the region would be deathless, but that they’re a very small percentage of the Undying Court – just as they’re a small population of elves. And as I said above, my thought is that at the moment there are no sahuagin deathless. But the appearance of a sahuagin deathless could be the spark that sets change in motion!

It has been mentioned that the Dhakaani Empire did not have much in the way of a navy. Were there ever any clashes or agreements between goblin and sahuagin empires?

Do you WANT there to have been? The Age of Monsters lasted for tens of thousands of years. All you need is to come up with a logical explanation. Perhaps a crazy Emperor swore to conquer the oceans and bred legions of Koalinth (that’s aquatic hobgoblins for those not in the know), and fought a campaign that failed miserably and is WHY the Dhakaani weren’t a seafaring nation… because following this failed conflict, the sahuagin would sink any goblin vessels that entered their territory.

Of the surface power groups, who do you think is most likely to be the first to reach out to the underwater nations? Who made deals with the Shargon sahuagin? Galifar, House Lyrandar, House Sivis?

All of the above. Anyone who crosses the Thunder Sea on a regular basis has to deal with the sahuagin. Galifar certainly had an arrangement — though that arrangement was largely establishing a system by which individual captains negotiate passage. So it’s not a formal alliance or especially close bond. Currently the Five Nations are coasting on that casual agreement. If any of them were to want to make a new arrangement it would presumably be Breland, as it shares a border and is responsible for the most sea traffic in the region.

Do you think that the merfolk in the Lhazaar Principalities would agree to being part of the Principalities, in their current state or a unified country?

To me, the question is why. What do they have to gain from it? Sahuagin are at least amphibious. Assuming you’re using traditional merfolk as opposed to tritons, they’re aquatic creatures. In the original Setting Search submission I had three different maps. One was a surface map, with the oceans as vast blue. Another was an aquatic map, in which the land masses were undifferentiated black. Because if you’re casual merfolk, it really makes do difference to you what’s up on the land, because you’re never going to go there. Trade certainly makes sense, but why would a merfolk nomad accustomed to the absolute freedom of the waters bind themselves to the customs of surface-dwelling princes? I’m not saying it’s impossible; I’m just saying that’s the question that needs to be answered to have it make sense. How does it benefit the merfolk to form such an arrangement?

If you incorporate tritons from Volo’s Guide it becomes a different story. It could be very interesting to introduce a clan of tritons who have migrated from the deep sea and who are LOOKING to join a principality — what will the princes offer to earn their fealty, and how will this affect the balance of power? To me, the merfolk are less likely to make such an arrangement because they are entirely bound to the water. Alliances, sure… but formally joining a principality seems less likely to me.

Do you think the Sahuagin Empire has a diplomatic presence on land anywhere?

I’ve always seen Sharn as the primary point of contact. As I’ve said before, my original vision of Sharn included a partially submerged spire in the harbor. With that said, the question is how extensive that contact is… which again should be defined by the type of story you want to tell. Personally, I’m more inclined to say that the Empire largely considers the surface a curiosity and a backwater; the Sharn outpost is about negotiating travel rights, not about deep diplomatic negotiations. The post in Stormreach is essentially a distant foreign mission whose priests feel sorry for the soft-skins. The point here is to leave the sahuagin largely shrouded in mystery so that player characters have a lot of room for discovery. I’d rather have the PCs be the first surface-dwellers to ever visit the Imperial Court than to say that Boranel has a direct line to the Empress. But that’s me; you could certainly posit a closer and more active role if you want to tell a different story.

With that said, I’d question how significant a presence it is. It’s a point of contact for Breland (and previously Galifar) to negotiate passage; but the question is whether they are actually interesting in close contact with humanity or whether they essentially consider Breland a backwater populated by softskinned bumpkins.

How do you separate “negotiating travel rights” to the idea of a least basic “diplomatic negotiations”? It seems to me that the very idea of negotiating travel rights implies a sort of “peer to peer” relationship – the acknowledgement that one deals with another political entity.

Certainly. The point is that the current system was put in place by the founders of Galifar and the Dragonmarked Houses and has been operating for centuries. The first step would be establishing corridors of safe passage, which are maintained by some form of tributary payments. This is the equivalent of a canal: softskin ships are left alone as long as they don’t deviate from this approved corridor. So a casual captain doesn’t even have to negotiate; he just knows that you stay on this course. If for some reason you have to deviate from those paths, you visit the sahuagin representative and present your travel plan; they redirect you as necessary, and charge you a few to outfit you with tokens that will ensure safe passage, or tell you where you’ll have to stop along the way to make those arrangements. Looking to The Shattered Land, it’s established that the sahuagin mark certain points on the surface of the water where ships can call for an envoy or guide to ensure passage between especially hazardous regions.

The critical point is that there was a time when this involved first contact between Galifar and the Empire, when this was a point of tense negotiation. But that was centuries ago, and now it’s the province of the third undersecretary of barbarian affairs. The arrangement is simple: pay your tribute and stick to your approved paths and we won’t destroy your ships. Fail to follow established protocol and we will destroy your ships. This is how things are presented in canon: it’s a well-established and currently stable situation. Could something dramatically shake up that arrangement and require more involved negotiations? Certainly. I’m just saying that this is the sort of thing I’d prefer to make part of a campaign — with the player characters at the heart of the upheaval or playing a critical role in the negotiations.

I’ll also note that this current distant status quo exists because WotC wasn’t interested in developing the undersea civilizations in depth. We know they are there, but we know very little about them. Thus, the status quo exists to justify that distant relationship and degree of mystery. For me, forging a closer relationship requires knowing more about the situation under the sea – the factions, politics, goals; the resources they have and the things they want. That’s something I’d like to explore, but again, it wasn’t in the cards initially – and without having things built out, the distant relationship is what makes the most sense with what’s currently available. Once more information IS available, that’s where I’d personally introduce that information by having a group of PCs get entangled in some aquatic shenanigans — so it’s not simple about dropping new exposition on the world, it’s about it impacting the PCs in a meaningful way.

Post questions or what you’ve done with the oceans of Eberron below!

Dragonmarks 12/26/14: Under The Sea

Happy holidays, everyone! I hope that the end of 2014 finds you all well. Jenn and I have been tremendously busy doing work for our new company, Twogether Studios. For the last year we’ve been developing a new RPG called Phoenix: Dawn Command. We’re going to be launching a Kickstarter for Phoenix early in 2015, and I’ll be posting much more about it over the next few months. If you want to make certain you’re in the loop, go to the Twogether Studios site and get on the Mailing List! I’m very excited about Phoenix, and I look forward to discussing it in more detail. You can get a little taste of it by checking out my recent interview on the Tome Show’s Gamer to Gamer podcast.

But before I dive into Phoenix, I wanted to round out the year with one more Eberron Q&A. Currently, I don’t have any news on Eberron support in 5E D&D, but I am confident that there will be news in 2015, and I will definitely post it here. But today I’m going to deal with a subject that people have been asking about for a long time… the undersea civilizations of Eberron. As always, bear in mind that everything I post here is entirely unofficial and may contradict canon information: this is what I do in my home game, nothing more. With that said…

Are there any aquatic races other than the sahuagin that see non-hostile contact with land-dwellers? I may be doing a pulp game that’s heavier on the Sea Stuff™ than expected, and I imagine the political scene is just as busy below the waves as it is above. Especially curious about kuo-toa and aquatic elves, but anything you have helps.

I don’t believe that any of the aquatic races besides the sahuagin have been mentioned in canon Eberron sources. But I did come up with other ideas when I was developing the world, and I suppose I can mention those briefly. In my original draft I asserted that the two primary undersea races were the sahuagin and the merfolk, with a smaller but critical role for aquatic elves.

In this model, the sahuagin are a largely monolithic culture: a widespread ancient empire older than even Aereni civilization. In this you could see the Deep Ones of H.P. Lovecraft as a model; they worship a deity that others fear (the Devourer), and they have an ancient and sophisticated civilization that is almost entirely unknown to the people of the surface world. While I refer to this as an “empire”, my thought is that its borders have been stable for thousands of year; it’s not an especially aggressive power. With that said, if I was to bring in kuo-toa or locathah, one of the first places I’d be likely to put them is as subject states within the Sahuagin empire.

Now, how’s this work if you want savage or uncivilized sahuagin raiders? Well, while the sahuagin empire might be widespread, there’s always room for barbarians who’ve never embraced it. Furthermore, there’s a lot of room for Lords of Dust / Cult of the Dragon Below action among the sahuagin. Note that per City of Stormreach the sahuagin colonized Stormreach long before humans did, but pulled back after a terrible ancient force corrupted the settlement. You can easily introduce savage bands of sahuagin barbarians (literally) who revere the Overlords of the First Age and seek to restore their dominion.

Let’s move on to the Aquatic Elves. My thought here was that around ten thousand years ago, there was a movement among a number of Aereni lines to colonize the ocean around Aerenal. The original aquatic elves were created through mystical rituals, though they are a self-sustaining race. Thus, there is a significant undersea region around Aerenal that is under Aereni dominion. In my original model the populace was largely comprised of sahuagin, but you could add any other aquatic races you wanted; the main point is that these races adhere to Aereni culture, revering the Undying Court. My assertion was that there remained a long-standing bitter enmity between the Sahuagin Empire and the Aereni Territories. The power of the Undying Court makes it nearly impossible for the sahuagin to reclaim the region… but as that power is geographically limited, the elves can’t extend their dominion further. Thus you have the malenti, sahuagin mystically altered to appear to be aquatic elves; these are covert operatives used in acts of espionage and covert aggression within the Aereni Territories.

The rest of the ocean is dominated by the Merfolk. Where the sahuagin have a vast, monolithic and ancient culture, I’ve always considered the merfolk to be as diverse as humanity and less bound to a single ancient tradition. Thus my original model had multiple merfolk territories and a range of cultures.

In my model, the Sahuagin Empire was concentrated in the Thunder Sea, the region between Khorvaire and Xen’drik; thus you would deal with the sahuagin if you were going from Khorvaire to Xen’drik, and with the merfolk if you were going from Khorvaire to Sarlona. The merfolk are also the dominant race in Lhazaar waters. With that said, the merfolk of the western coast are quite different from those of the eastern coast.

Say you wanted to present sahuagin as a viable character option. Would you have any brief roleplaying tips, suggested classes, and what gods they might worship?
As mentioned about, when I look to a literary analogy for the Imperial sahuagin, I think of the Deep Ones of H.P. Lovecraft. Their god is the Devourer, the embodiment of the destructive power of nature; you see the Devourer’s hand in the tempest and the storm. He is a grim patron who strengthens the faithful through harsh trials; but survive and you will be the shark amongst the prey.
So one part of the Deep One analogy is that their god is a harsh and fearful deity who most people fear. The second is the fact that they are both wise and intelligent; per the 3.5 SRD, a typical sahuagin has an Intelligence of 14 and a Wisdom of 13. In my opinion they have an ancient culture, and have their own traditions of arcane and divine magic. So when it comes to classes, any combination of fighter, cleric and wizard make sense. As they have an affinity both for sharks and for hunting, ranger is another logical choice. From a racial perspective, their only weakness is Charisma… so I don’t see a lot of sahuagin bards or sorcerers.
Looking to roleplaying tips, one start is to look at places the sahuagin are mentioned in canon. Their religion is discussed in City of Stormreach
The doctrine of this sect holds that it was the Devourer alone who defeated the fiends of the first age, and that the force of this battle raised the lands above the sea. The faithful are taught to embrace the fury of nature, preparing for the time when the Devourer will scour the earth and draw all back beneath the waves.
A critical point is the description of the relationship between the sahuagin priests and human followers of the sect…


These priests consider humans to be flawed cousins, stripped of scale and weak of lung, but they pity these humans and consider it an act of charity to help them find the right path.

The key points here is that these Imperial sahuagin who regularly interest with the humans of Stormreach approach them with an attitude of condescension and pity. Compare a typical human to a typical sahuagin. Per the SRD, a sahuagin is superior in every ability score save Charisma; they are smarter, faster and stronger than their human counterparts. The sahuagin has significant natural armor (+5 natural AC bonus) and natural weapons… and again, an average 14 Strength and 14 Intelligence. By comparison, humans are weak, slow-witted and woefully unfit for battle. Add to this the idea that the Sahuagin have a remarkable and ancient culture under the waves that humans know nothing about (because your poor little lungs are too weak to endure it… while by contrast, a typical sahuagin can at least survive for 6 hours on land without magical assistance).

So personally, if I was playing an Imperial sahuagin character I’d emphasize the intelligence and ancient culture of the sahuagin and be somewhat arrogant and condescending to my soft-skinned, slow-witted mud-cousins… but that’s me.

Now, two more things you might want to consider. City of Stormreach also notes that “The holy texts speak of devouring the strength of fallen foes…” While this is a metaphor, I have always intended that certain significant sahuagin rituals involve the literal consumption of a thing to gain its strength. My idea of both the malenti and the four-armed sahuagin warriors is that these are accomplished through mystical rituals of devouring… that you become a malenti by consuming an aquatic elf.

With that said, following the model I outlined above, there’s two other paths for sahuagin characters. You could be a sahuagin from the Aereni Territories, who has fully embraced Elven culture and is a loyal servant of the Undying Court. Or you could be a savage sahuagin from beyond the Empire; this would be somewhat analogous to playing an orc cultist of the Dragon Below from the Shadow Marches.

Would you be sympathetic to a little more HPL in allowing “half-sahuagin” (or even half-aquatic elves, come to think of it) to emerge from humans who may or may not know of their ancestry a la “Shadow Over Innsmouth”?

Certainly. I think the most logical path for this would be the malenti. By core rules, malenti are sahuagin that are physically indistinguishable from aquatic elves. It seems reasonable to me to suggest that the offspring of a human and a malenti could produce a creature that appears to be a normal half-elf, but who develops sahuagin traits over time… eventually becoming a full sahuagin. I think you could easily place a village like Innsmouth along the southern coast of Breland.

If you fashion Sahuagin culture as imperial, have you ever given thought or description to the Emperor or Empress? Are they ruled by a singular monarch or a dynasty of imperial mutant families?

Personally, I see it as a dynasty with nobles reigning over different provinces. Incorporating the mutants into this is a very logical step; the four-armed sahuagin could be a particular noble bloodline, with other families having similarly distinctive traits that have simply never been seen by surface-dwellers.

And how many of the themes of Eberron do you think are able to be translated into an under-sea environment? Would you put submarines similar to airships under the sea or have things similar to lightning rails on ocean floors? Could there be aquatic versions of the warforged?

Some of these things already exist. Submersible elemental vessels have appeared in a number of sources, from Grasp of the Emerald Claw to my novel The Fading Dream. Warforged are capable of operating underwater, and The Fading Dream has a Cyran aquatic construct still patrolling the waters around the Mournland.

Looking to the lightning rail, I’m not sure whether you’re asking if humans have created such a thing, or if it might already be in use by aquatic nations. Addressing the first point, I don’t see such a thing happening any time soon… in part because the ocean floor is inhabited, and I don’t see the Sahuagin being keen on Orien running a rail through their homeland. As the Sahuagin are an ancient and sophisticated culture, they should have their own answers to long-distance transportation and communication, but these could take many forms. They could have harnessed or bred special creatures to assist in transportation… or they may have come up with their own techniques for binding water elementals. As it’s not something that was picked up in canon Eberron, it’s not something I ever explored in great detail.

Are there any long lost civilizations, perhaps currently unheard of in Khorvaire, whose remains are underwater? Apart from giants from Xen’drik, that is.

There certainly could be. In the conversion notes for Lords of Madness I suggest that the aboleths were a civilization that existed during the Age of Demons, so you could easily have ancient aboleth ruins holding remnants of powerful magic… essentially, the undersea equivalent of Ashtakala and the Demon Wastes. Aside from that, this could be an interesting path to take with one of the other aquatic races, such as the Kuo-Toa. Perhaps the Kuo-Toa were once even more widespread and powerful than the Sahuagin, until SOMETHING devastated their civilization; now they are savages and subjects of the other races, and their ancient cities are haunted ruins. If you want to get really crazy, you could have undersea explorers discover a region below the sea that is clearly analogous to the Mournland, suggesting that the ancient Kuo-Toa civilization triggered (and was destroyed by) their own Mourning millennia ago.

Eberron has a lot of interesting features on the maps of its *surface* continents. What sort of variation in environment do you think there would be across the seas and oceans of Eberron?

For a start I’d look to all of the interesting ocean environments that exist in our world, such as the Mariana Trench, the Sargasso Sea and the Great Barrier Reef. From there, I’d consider the fact that there are manifest zones below water as well as on the surface, and manifest zones can create both exotic regions and areas that would lend themselves to colonization or adventure. A manifest zone to Fernia could give you fire underwater, while a manifest zone to Lamannia could be a source of unusually massive sea creatures or dramatic growth of vegetation; I could see a Lamannia zone at the heart of an especially dramatic Sargasso region. Zones to Thelanis would produce regions like the Twilight Desmesne in the Eldeen Reaches, with aquatic fey and water spirits. And so on. Beyond this you could have any number of regions affected by the actions of the ocean inhabitants… such as the idea of a Kuo-Toa Mournland.

How do the Inspired feel about the merfolk or do they even realize they’re there?

I think the existence of a quori client state among the merfolk is a great idea. With that said, I wouldn’t actually connect them directly to the Inspired. The point of quori subversion is to work from within and create a structure within the target culture that supports their rule. So if they conquered Khorvaire, they wouldn’t actually try to impose Riedran culture on it; instead, they’d do something like instigate a brutal civil war that devastates the existing order and then have their own (secretly Inspired) saviors rise up to fix it. That’s how they came to rule Riedra to begin with – the Inspired brought the Sundering to an end. If this sounds like the Last War is a quori plot, it would make a lot of sense; the question is who they would use as puppets in Khorvaire.

So in other words, I think a merfolk-quori state makes perfect sense, but I’d have them be merfolk “guided by the Voice of the Ocean” or something like that… and it would take someone familiar with the Quori to say “Hey, they’re using psionics… I think they’re Inspired!”

That’s all for now. Happy New Year to you all, and I’ll be back in 2015 to talk about Phoenix: Dawn Command!

Dragonmarks: Lost Lands and Obscure Places

Do you want to know what’s going to happen with Eberron in D&D Next? So do I. There’s still no official answer, but I’m hopeful that we’ll see support for the setting in some form. With that in mind, I’m finally getting into a Next Eberron campaign. The gamemaster is my friend Galen Ciscell, designer of Atlantis Rising… which means I actually have a chance to PLAY in Eberron, which doesn’t happen often.

Playing DDN in Eberron means that we’re making up house rules for things as we need them. I’m playing a changeling rogue, and over the last few weeks I’ve developed changeling racial stats and a background and rogue path for Inquisitives. I want to wait until I’ve had a chance to do some playtesting before I post any of these, but if there isn’t OFFICIAL support for Eberron you may at least get my house rules. It’s also been an opportunity for me to expand on my personal take on changelings. I’ve always loved changelings and doppelgangers; one of my first D20 products was The Complete Guide to Doppelgangers by Goodman Games. I didn’t work on the Changeling chapter of Races of Eberron, and I’ve got different ideas about changeling culture… so I may post those one of these days. The first session is tomorrow – we’ll see how it goes!

My next post will be about Phoenix. But today I’m going to tackle some lingering Eberron questions.

Are there legends of mysterious lost lands underwater like Atlantis in Eberron?

There’s many “lost lands” in Eberron. The Mournland and Noldrunhold are lost lands right in Khorvaire, while Xen’drik is an entire lost continent (Hmm, that sounds like a promising title for an MMORPG…). However, in canon material, there’s no SUNKEN lands like Atlantis. In part, this is because the original design had considerably more detail on the aquatic civilizations. So the oceans were essentially other countries – nations you didn’t visit often, certainly, but places you can find on a map; you could go to Sharn and talk to ambassadors from the Sahuagin nations of the Thunder Sea.

Of course, there’s no reason at all that you can’t add a lost sunken continent. But it’s not something I’ve ever encountered in canon material.

Concerning Xen’drik, did the giants ever deal a serious blow to the dragons?

No. The giants never FOUGHT the dragons. The dragons launched a massive preemptive strike while the giants already had their back against the wall fighting the elves. And consider the nature of that strike; we’re not simply talking about a physical assault, we’re talking about epic magic on a scale that hasn’t been seen since. The Du’rashka Tul collapsed most major population centers into bloodthirsty savagery. The Curse of the Traveler crippled communication and travel. By the time the giants knew what hit them – if they EVER did – it was too late.

As a side note, this is a subject modern scholars often debate with regard to Aerenal. Given the astonishing force the dragons unleashed against Xen’drik, how is it that the Aereni have held their own in conflict with Argonnessen? There’s two standard theories on this. The first is that this speaks to the massive power of the Undying Court. Taken as a gestalt entity, the UC is essentially an incarnate deity and Aerenal is its divine domain; it can’t extend that power to make an aggressive strike against Argonnessen, but it can defend Aerenal against any threat. That’s the elf-friendly theory. The other (mentioned in Dragons of Eberron) is that the dragons have never actually tried to defeat Aerenal. The “war” has simply been the actions of a small faction of dragons who are actually trying to hone the skills of the elves for some future purpose. It’s not a war of destruction; it’s like sharpening a blade.

But did the giants ever successfully retaliate against some dragons? Or… Will they?… Could they?

Bear in mind that Xen’drik fell over THIRTY-EIGHT THOUSAND YEARS AGO. The rulers of Xen’drik weren’t even the giants we know today; Emperor Cul’sir was a titan. All the dragons involved in the conflict are long, long dead. The situation is somewhat like us deciding to attack Mars in retaliation for something done to the Neanderthals: beyond our capabilities and seeking vengeance for something that has absolutely no bearing on our modern life.

WITH THAT SAID… If I wanted to do such a plot, here’s what I’d do. I’d say that the Emperor Cul’sir avoided death by becoming a vestige. I’d then have HIM return. His entire purpose at this point is vengeance. I’d have him reactivate all kinds of ancient magic, enhanced by the power he’s built up as a vestige (including warlock followers of many races) and uplift many of today’s pathetic degraded giants into titans, and make a huge XEN’DRIK RISING campaign out of it.

Is the Galethspyre that gives the town its name, the “narrow sliver of blue stone jutting up over 600 feet from the bank of the Dagger River”….any idea what this is meant to be? Some kind of plinth or monolith from the Dhakaani Empire or something older? I know you didn’t work primarily on The Five Nations, but I’m wondering if you have/had any ideas about this feature. The text has nothing more than that and I know my PCs will totally want to investigate the town’s namesake, especially if it’s ancient and magical.

Honestly, I’d never heard of Galethspyre until this question came up. If you haven’t heard of it either, you’ll find it on page 63 of Five Nations, where it’s described as a significant port city on the Dagger river with, you guessed it, a 600 foot blue spire. But just because I didn’t make it doesn’t mean I can’t come up with ideas. A few things came to mind.

1. Why’s the city a thriving city? It’s a port, which is a concrete practical reason. But this being Eberron, one of the major reasons to establish a city is to take advantage of some sort of natural magical resource, typically a manifest zone. Thus it could be that the spire is the result of a manifest zone, a marker placed so people can find the manifest zone, or an artifact with a useful effect on par with a manifest zone.

2. Why build a 600 foot blue spire? Nothing about it says “Dhakaani Monument” to me. That leaves a few interesting possibilities.

* It’s a natural occurrence, or a natural result of a manifest zone.

* It’s a creation of a pre-Galifar human civilization, though given that there’s no other blue spires mentioned, presumably something isolated – a Cult of the Dragon Below or a brilliant lone wizard.

* It’s an artifact of the Age of Demons, either generated by an Overlord or placed by the dragons to mark the location of an Overlord.

* It’s a creation of the Shulassakar, perhaps tapping into a natural point of power of the Silver Flame.

* Some combination of the above.

PERSONALLY, I’d go with the following:

The Galethspyre is an artifact of the Age of Demons. It serves as a lightning rod for the ambient energy of the Silver Flame – not so significant as the fountain in Flamekeep, but still noticeable. The area was originally settled by a group of Khaleshite* explorers, who were guided to it by signs; unbeknownst to the settlers, their priest was a Shulassakar halfblood, and there has been a hidden Shulassakar presence in the city ever since. The energy of the Galethspyre manifests in many subtle ways; the waters are usually well stocked with fish, weather is remarkably mild, and Flamic visions are clearer and more common than usual.

The Khaleshite faith was always at odds with the Pyrinean faith that came to dominate the region (which is to say, the Sovereign Host) and the people of the Spire maintained a low profile during pre-Galifar days. Today, Galethspyre continues to practice its own personal version of the Silver Flame, one of the few places where fragments of the Khaleshite faith has been preserved. While they acknowledge the Keeper and maintain the basic standards of the church, the rituals are older and the priests use Old Common in their rituals.

So there’s something to play with. Beacon for generally positive divine energy; secret family of Shulassakar priests; splinter sect of the Flame; possible Lord of Dust desire to destroy it.

Umm, that’s great. but what’s a “Khaleshite?”

Khalesh is one of the old human nations of Sarlona that predate human settlement in Khorvaire. You can read about it in Secrets of Sarlona, though the information is limited. Short form: the Khaleshite faith is what modern scholars call a “serpent cult.” It shared the same basic outlook and goals as the modern Church of the Silver Flame, but specifically revered the couatl as agents and symbols of the divine light. It was somewhat more aggressive that the modern church, in terms of aggressively seeking to eliminate the foul practices of, say, Ohr Kaluun. Most of the noble families had shulassakar blood, and this was used against them in the Sundering.

So looking at a modern Khaleshite sect:

* It would camouflage itself as a regular CotSF.

* It would respect the modern Church as a branch of the true faith, but feel that they’re “new money” if you will. Tira and the Keepers are all fine and well, but the Shulassakar were around long before Tira, and are directly touched by the ultimate source of the Flame.

* Nonetheless, they do believe in the same basic goals: protect the innocent from supernatural evil.

* There could be a line of Shulassakar hidden within the community.

* There would be lots of couatl imagery, and the services would be performed in Old Common.

 

How would you envision the architecture, look, and feel of Gatherhold?

Another obscure corner heard from! The Eberron Campaign Setting has this to say about Gatherhold, the only permanent halfling settlement in the Talenta Plains: “House Ghallanda built and maintains Gatherhold, both as its headquarters and as a place where all the Talenta tribes might gather and meet as equals.” A few things that immediately come to to mind:

The town is built into a rocky outcropping on the shore of Lake Cyre. “Built into” includes a number of structures that extend into the hill, hobbit-hole style. It also includes a large natural amphitheater; nature and magic combine to provide excellent acoustics, so while you may have thousands gathered here, someone who stands on Speaker’s Rock can be heard by all.

The Ghallanda enclave is largely dug into the hill. This makes it very secure; it’s generally cozier than subterranean structures of dwarves or goblins. Outsiders aren’t generally invited into the heart of the enclave, and it’s not built to accommodate medium creatures.

Along the base of the hill, you have buildings designed for outsiders, many of which are sized for medium creatures. These include a large Gold Dragon Inn and significant Jorasco and Deneith enclaves. The Deneith enclave was built by Deneith and is a notably different architectural style. I’d envision the traditional Talentan structures as being adobe structures with rounded edges, while Deneith is a stone fortress with hard edges.

Beyond this cluster of buildings you have a host of tents and wagons. 80% of the population of the city is found in this area; even the permanent halfling residents prefer tents to the hard walls of the enclave. Wagons and caravans are always coming and going, and the layout changes regularly. There’s always an open market and a festival of some sort, but the location and the theme is constantly changing. Some days there’s theater with masked storytellers; some days there’s races or jousting; some days its competitions around food or drink. The key is that it’s fluid and changing. And don’t forget dinosaur herds! The stock show is a great time to get into town.

I can’t find much on the King’s Dark Lanterns nor the King’s Shadows. How does one join? What kind of adventures or missions would one go on? From what I can tell, the Dark Lanterns are kind of like professional CIA, while the Shadows are like… problem solvers of the lethal kind. A bit like SPECTRES from Mass Effect.

Funny you should mention Mass Effect, since both Lanterns and Shadows are agents of the King’s… Citadel (entirely a coincidence, I assure you!).

The primary sources for information on the Citadel are Five Nations, Sharn: City of Towers, and the 4E Eberron Campaign Guide. The Dark Lanterns are the covert arm of the Citadel. Their primary job is the acquisition of intelligence, hence the name; they are the lantern that shines a light on things the King needs to know. However, as shown in the Thorn of Breland novels (which are out of print, but still available in kindle and Audible formats), Dark Lantern missions can cover anything from observation to theft to assassination. Lanterns can also duplicate the tasks of other branches (such as Thorn protecting Prince Oargev, nominally a task for a King’s Shield) when there’s something particularly sensitive about the job. The King’s Shadows aren’t really a separate division; rather, they are the most trusted and elite agents, assigned the MOST secret and sensitive missions. According the the ECG, “only the captain, commander, and king know its operatives’ identities.” You’d never introduce yourself as a King’s Shadow; you’d always have some other cover. It’s possible that Thorn herself is a Shadow as opposed to a Lantern.

How do you become a Lantern or Shadow? Well, the Citadel is an arm of the Brelish government; the Lanterns are a covert arm of the Citadel; and the Shadows are the most elite Lanterns. So first you have to earn the trust of the Brelish Crown and be willing to swear yourself to its service; then display enough skill and loyalty to earn the title. There’s no such thing as a “Freelance Lantern”; it’s a fulltime job. With that said, if you’re an amazing rogue who saves Breland or the king on multiple occasions, it’s possible you could be declared an honorary Shadow. It’s not exactly like being a Spectre in MA, in that you wouldn’t exactly have any authority and couldn’t advertise your position; but you could get cooperation from the other arms of the Citadel and be called in for special missions. If you like the idea of being a Spectre, you might be better off as a Sentinel Marshal, since their authority is recognized by multiple nations; the King’s Shadows are very specifically agents of the Brelish crown.

How would you integrate eyekin and non-evil beholders from your Complete Guide to Beholders into Eberron? Would they be enemies of the Daelkyr?

This ties to my recent post on the Daelkyr, which is to say that their actions are often inexplicable to humans. Personally, I could easily see Belashyrra as having created ALL the different types of beholders in the guide and sent them out in the world in intentional opposition to one another. Why? Does this advance his goals in any way? Maybe. Or maybe it’s like throwing paint at a wall because the patterns are beautiful. Alternately, you could get really weird and say that ONE of the types of beholder is the original, that they come from another material world, and that the Daelkyr actually destroyed their world and created all the other beholders just as they made dolgaunts from hobgoblins and mind flayers from gith. In which case THOSE beholders would be fervent enemies of the Daelkyr and dedicated to avenging their lost world. The Eyekin could easily be agents of Belashyrra, or you could align them to this “True Beholder” faction.

A few more questions about the Dragon-Giant conflict…

I must confess that I had alwayes before misinterpreted the fall of giant civilization because I thought that the giants and dragons direcly clashes at least once. Could it be that having inflicted terrible curses in Xen’drik the dragons brought upon themselves or attracted dome evil?

The giants and dragons DID directly clash once. But it’s hard to qualify it as a “war”, as that term suggests that the giants were able to respond to it, plan defensive and offensive actions, and that it lasted for a significant amount of time, much like the Giants’ conflicts with the Quori and the elves. It didn’t. Personally, I’d guess the conflict was measured in weeks. It was a sneak attack that combined epic magic on a scale beyond that known to the giants with brutal coordinated physical assaults. The giants were already crippled by their long conflict with the elves and were lucky to even put up a decent struggle in some places, let along launch a coordinated assault back at Argonnessen.

With that said, if you WANT to explore that story, there’s nothing stopping YOU from saying some giant wizard set all his talent and skill to creating a doomsday device to take revenge on the dragons. It simply raises the question of why it’s taken 40,000 years to take effect.

As for the dragons attracting evil, certainly. That evil is called “Tiamat.” The whole point of Tiamat is that she is the embodiment of all the worst elements of dragonkind: pride, aggression, hubris. When the dragons use their powers to oppress or destroy, Tiamat grows stronger. That’s why the dragons went right back to Xen’drik after the assault instead of colonizing it, and it’s why they’ve never taken similar action since. It was an act of desperation because they believed that the giants were about to inflict irreparable damage in their war against the elves; the Dragons destroyed them before this could happen. But it surely strengthened Tiamat, and they retreated to Argonnessen to continue to contain her. If you haven’t read Dragons of Eberron, the story’s in there.

If you consider DDO to be canon in some way, there is two survivors from the Dragon/Giant war too: The Stormreaver and The Truthful One. They both died in the conclusion of the most recent game raid, but their history had been told since DDO launch.

It was careless of me to suggest that all giants and dragons from this period are dead. The point is that the natural lifespan of a giant or dragon is such that any that were around in the Age of Giants would be long dead. But there’s lots of ways they could survive past their natural lifespans. In DDO, the Stormreaver and the Truthful One are reserved by a unique enchantment that binds their lives together. Emperor Cul’sir is a Vestige. Antaegus (from City of Stormreach) was held in suspended animation. There’s many ways to create exceptions, if you want to.

However, the core point is that there never really WAS an “Dragon/Giant War”; when the dragons assaulted Xen’drik, it was a cataclysmic, one-sided attack. If my DDO lore is correct, the Stormreaver and the Truthful One both come from the Giant-Quori Conflict, which happened two thousand years before Argonnessen’s brutal assault.

This does touch on a greater question: What is canon? I’ll get to that in my next post.

 

 

Dragonmarks 6/14: Lightning Round 4!

Big week this week, but it may be two weeks before there’s another update; I’m getting ready to move back to Portland and there’s a lot of work to be done! As always, these are my personal thoughts and may not always mesh with canon sources. Take ’em for what they are worth.

Did you sneak any personal data into Eberron? Is “Eberron” the name of a favourite cat as a child? Is Merrix a best friend?

Bear in mind that not all the names are mine; many things changed in the big brainstorming phase when I was working with James Wyatt, Bill Slaviscek, Chris Perkins, and the rest, and many NPCs were developed in that phase. For example, I think it was Bill Slaviscek who came up with the name “Khorvaire”, so maybe someone in his family drove a Corvair. Everyone on the original design team left their marks on the world somewhere.

On my part, the only one that comes to mind is Greykeyll from Eye of the Wolf and City of Towers. In real life, Greykell is my adopted sister. The character in City of Towers essentially is her, dropped into Eberron. When I was developing ideas for the comic and decided to use a Cyran veteran, she seemed like a logical choice – and as I mentioned earlier, her background became much more interesting at that point. And hey, she’s got a great fantasy name!

The real Greykell!

Sharn and Stormreach are two cities that have seen a decent amount of source material. Are there any other cities that you would like to see fleshed out? Which ones and could you elaborate on what is interesting about those places?

I want to see EVERYTHING fleshed out. But I’ll pick out a few specific examples.

Graywall. I got started with this in this Dungeon Backdrop, but it’s one of my favorite cities and I’d love to do more. I love the frontier feel and the chance to explore monsters in a role beyond “the creatures you kill for treasure.” It’s also a great haven for dissidents, deserters, and war criminals. As I like to say, it’s Casablanca with more trolls.

Thaliost. It’s a powder keg right in the heart of the Five Nations, and a chance to take a deeper look at both Aundair and Thrane. it was something that was in the running for a 2012 Dragonshard, but Eston ended up winning the “undeveloped city” slot.

Pylas Talaear. This port city serves as the gateway to Aerenal. We haven’t taken a close look at what daily life is like in Aerenal, and what it’s like for foreigners who visit; I think it would be a great place to explore.

Atur. Ancient stronghold of the Blood of Vol in Karrnath. The crown has distanced itself from the faith, but Kaius still holds court in Nighthold. This is an interesting place to explore the full spectrum of the Blood of Vol and its relationship with Karrnath, and the conflict between the Emerald Claw and other elements of the faith.

Did you have explanation for the day of mourning when you first developed the setting?

No. I had half a dozen explanations that all made sense to me, which is essentially the approach you get with a lot of things in Eberron. To me, the cause of the Mourning was far less important than the impact it had on the world. The unsolved Mourning is what holds the Next War at bay and keeps the world in a cold war, and that interests me far more than an adventure in which people solve it. So here’s a few I considered:

* It was an environmental consequence of the amount of magic being used in the war – both war magic and increased production on the part of the houses. This is one thing driving the ceasefire; until people can be sure that using war magic won’t cause another Mourning, it’s hard to start firing the siege staffs again.

* It was a misfire of a weapon that was being developed, most likely by Cannith. The question then becomes if any of the current Cannith heirs know anything about it, or if all information was lost.

* It was a successful test of a weapon, and whoever did it is waiting to “reload” before they take credit for their actions.

* It was the result of the release of a demon Overlord or Daelkyr, who is currently sitting in the Mournland rebuilding its strength and studying the world. This could be an interesting blend with the Becoming God or Mournland Magebred.

* The Children of Winter are right: it is simply the beginning of the end. Whether or not it was triggered by magic, it is a catastrophic environmental failure that will soon start to spread across the world until the entire world is transformed; at that point, an entirely new world will be created.

* It’s the work of the Sovereigns – a warning to get people to stop and reconsider.

* It’s tied to the appearance of the Feyspires (see The Fading Dream).

… I could continue, but you get the idea. Any of these could be true. And as long as any could be true, people have to proceed as if they are all potential threats.

Some people may say “But in The Gates of Night it’s implied that Lei’s parents know what caused the Mourning! So that means you had an answer!” Well, if you read closely, they don’t say they know WHAT caused the Mourning, they say they know WHO caused the Mourning. They have a specific answer in mind, and it could apply to any of those explanations I’ve given above… and I’ll leave it at that.

If you have a ‘new favorite’ explanation of the day of mourning, and if so, what is it?

Clearly, it’s the Spellplague!

… OK, maybe not.

It’s sometimes mentioned that cultists of the Dragon Below have some kind of “promised reward” in the form of a wonderful place deep within Khyber. Have you ever fleshed out any details about what this promised land would be for them, or is this something that’s intentionally vague and/or subject to change depending on the particular cult?

A key principle of the Cults of the Dragon Below is that they aren’t monolithic in any way. The majority of cultists don’t even think of themselves as “cultists of the Dragon Below”; it’s a label that academics use to cover the diverse range of sects. Common elements are connections to or affection for aberrations; ties to Daelkyr or Overlords; and bizarre beliefs which may actually be schizophrenic in nature. I’ve talked about a sect that believes there’s a glorious kingdom below that you can only reach by paving the path with the blood of enemies. It could be that this is a literal, physical place. Khyber is supposed to include, essentially, demiplanes – there could be some bizarre wonder-world you can only get to through this cavern in the Shadow Marches. Or it could be utter lunacy. This same basic belief could appear in another cult across the nation, especially if it’s tied to the same Overlord or Daelkyr; but that doesn’t imply any communication between the two cults, and it’s possible cult two has an entirely different idea of their paradise… or that their paradise also exists but is a different demiplane.

Were there any other potential races you thought of for Eberron before settling on Changelings, Warforged, and Shifters? Also, regarding Changelings, what are your personal ways for keeping Changeling PC’s in check?

First, you left Kalashtar out of the list, and they were in from day one. Beyond that, there were no other NEW races in the original proposal. It was suggested that goblinoids should be viable characters. As for changeling PCs, it depends what they’re trying to do; I’ve played in quite a few games with changeling PCs without problems. Can you be more specific (in the comments) about exactly what problems you’re having (and what edition you’re using)? Their clothing and equipment doesn’t change, and in a society in which changelings exist people will pay attention to such things. In a city like Sharn, groups such as the Tyrants may actually police their own, as someone passing through and giving changelings a bad name will hurt them in the long term. Beyond that, though, anyone can be a changeling with a hat of disguise or first levelillusion spell – and there they can change clothes, too! Changeling abilities are useful, but they shouldn’t be foolproof – and bear in mind that this is a world where changelings, illusionists, rakshasa and more are simply known fact.

In a real society, the medieval urban elite would be bankers, traders, captains of industry. But in Eberron, industry and trade is dominated by the Dragonmarked. How do hypothetical non-Dragonmarked urban elites compete without the magical edge the Dragonmarked possess?

Not easily, which is why the Houses are typically described as having monopolistic power over their fields of industry. Thus, the simplest way for a non-dragonmarked urban elite to thrive is to run a business sanctioned by one of the houses; this is something described in the Dragonmarked sourcebook. Not every inn is a Ghallanda inn; but if it’s got the Ghallanda seal of approval, you know it’s of quality… and that it gives the house a share of its profits. To be licensed, you need to adhere to house standards (and put up with inspections) and pay your dues. But it’s possible for everyone to profit.

There are other options. You can find a niche that none of the houses cover. While we’ve never mentioned it, it’s possible Cannith has a line of clothes. But they aren’t competing with people like Davandi in the field of high fashion. You could specialize in a particular field; you can’t make smoothies as quickly as someone using a Ghallanda prestidigitation-based blender, but you have a special recipe that makes it worth the wait and higher price. This is the point of, say, The Oaks in Sharn. The food is simply better than you’ll get in the Gold Dragon Inn. But it’s due to the genius of that single chef. You could also possess a resource that the house needs and doesn’t have. The Mror lords are wealthy because they own the gold and steel mines.

I’ve talked about how the houses may bring their power to bear on someone who threatens their monopolies. The thing is, it has to really be a viable threat. Ghallanda doesn’t care if the Oaks is the best restaurant in Sharn; they still make fat dragons every day from all of their restaurants. It’s only if the Oaks’ chef tried to create a national chain and a series of low-end cheap eateries that they’d start to worry. Likewise, Cannith doesn’t need to drive every single smith out of business. However, if you buy from a smith who doesn’t have the Gorgon seal, you don’t know what sort of steel you’re getting!

Considering the masses of Warforged that have been produced , what countermeasures against Warforged have been created? How likely would it be for an influential Individual like Nolan Toranak to find/create them ?

Honestly, the masses of warforged still make up a relatively small number of the total troops fielded during the war. With that said, you don’t need something to be entirely developed to destroy warforged; anything that would be especially effective against armored infantry will work. Heat metal, some sort of corrosive cloud, a swarm of rust monsters… take your pick. And if you’re using 3.5 rules, you have a wide range of inflict damage/disable construct spells you can build into weapons. I don’t think Nolan Toranak could create them, but he could certainly buy them.

What do the leaders of Aerenal think about Xen’drik and the recent trend of expeditions looting all those giant relics? I can’t imagine them to be neutral about this, since they know better than almost anyone else what the ancient giants were capable of.

What are they going to do – blockade the Thunder Sea? There’s more humans than elves. I think the most likely approach would be for them to send their own forces – a specialized unit of the Cairdal Blades – to try to destroy the things they feel are too dangerous to be found. So when your adventurers have just found a really, really cool artifact, have some elves show up who want to destroy it.

What does the Dreaming Dark think of Aerenal? I imagine they must be pretty concerned with the power of the Undying Court, and the fact that the elves will likely know some of the stuff that happened back when the Quori invaded Xen’drik.

Maybe yes, maybe no. The Dreaming Dark seeks to impose order upon the chaotic minds of humanity because mortal dreamers affect Dal Quor. Elves don’t dream, therefore it’s quite likely that their actions have no impact on Dal Quor; and setting aside that tiff with Vol, Aerenal has shown itself to be an incredibly stable society that has barely changed in twenty thousand years. What more could the Quori want from it?Essentially, their best bet is to leave it alone and hope that nothing changes.

As for the elves remembering the Quori invasion, there’s all sorts of issues there.

* It’s not like the elves who founded Aerenal were big on pre-war history. They don’t even have concrete info about the Qabalrin; the line of Vol was just using scraps of Qabalrin lore.

* The exact details of the Quori “invasion” are still very mysterious. While it’s logical to assume that they were seeking to evade the turn of the Age as the current Quori are, it’s entirely possible that they were trying to do this in a non-aggressive manner; the existence of the docent Shira shows the possibility that they simply sought to ESCAPE Dal Quor, but had no desire to conquer the people of Eberron. Another possibility that’s come up is that the giants – who were clearly aggressive – actually sought to conquer Dal Quor, and that the actions of the Quori were in fact self-defense.

* Any way you slice it, that war involved an entirely different age of Dal Quor, and the Quori were nothing like those of the present day. So even if there are elves who kept excellent records, those records describe interactions with a very different culture and species.

How would the Dreaming Dark feel about Warforged , since they do not sleep and therefore dont dream ?

See the above, and for that matter, read The Dreaming Dark trilogy. It was written by this Keith Baker guy – you might have heard of him. It’s out of print, but still available in ebook form: City of Towers, The Shattered Land, and The Gates of Night.

“Do warforged dream of humunculi sheep?” A question that came up in game recently when one character offered to show the warforged character her dreams. The warforged said that “they don’t dream.” Other than a “Blade Runner” type adventure, how do you interpret this concept?

How do *I* interpret it? Well, you might want to check out The Dreaming Dark trilogy. I hear it’s available on Amazon. Now in time for the holidays!

Could Karrnathi skeletons theoretically act autonomously like a warforged or do they require Karrnathi military orders to act?

Karrnathi skeletons can make autonomous decisions based on pre-existing orders. So if a Bone Knight tells his undead regiment “Hold this pass at any cost” and then dies, the regiment is capable of adapting their tactics to deal with whatever new threat comes along. However, they cannot do any of the following:

* Decide that they are sick of holding the pass and want to do something else.

* Conclude that circumstances have changed and that the pass is no longer strategically important.

* Compose poetry while they are waiting.

* Improve their skills – which is to say, gain class levels.

* Have any sort of emotional attachment to anyone or anything in their unit.

Karrnathi undead aren’t like vampires or liches. They can only be made from the corpses of elite Karrnathi soldiers, but a newly risen Karrnathi skeleton is identical to every other Karrnathi skeleton; it has none of the memories of the original soldier. The ritual isn’t some cheap form of raise dead. One way to look at it: a warforged has a soul; Karrnathi undead do not. FOr more on Karrnathi undead and possible dark secrets about them, check out the Fort Bones Eye on Eberron article.

On the Ashbound: do you see there being room in the Ashbound doctrine for members who oppose not arcane magic, but the mundane pollution of Eberron?

Allow me to answer with a quote from the Player’s Guide to Eberron: “To the Ashbound, many things violate the natural order, with arcane magic at the top of the list. The Ashbound see such magic as the epitome of the unnatural, using formulas and rituals to twist the laws of nature and create deadly effects that were never meant to exist. Cities and other physical manifestations of civilization are next on the list, along with structured agriculture and the magebreeding of animals—twisted attempts to reshape the world.”

“Pollution” is just a symptom; civilization is the disease.

How would the Ashbound regard an arcane caster who draws their magic from nature, such as the Pathfinder witch?

That depends. How does it manifest, from a practical in-world standpoint? How does someone looking at the witch recognize that her magic is arcane in the first place, and how can they tell that it comes from a “natural source”? If she is using the verbal, somatic, and material components of a wizard, then the Ashbound will treat her like a wizard. If she looks more like a druid, then most will treat her like a druid; it would take some sort of magehunter who’s actually trained to sniff out arcane magic to recognize her and decide what to do.

What is a cutting disk, what does one look like & how did it come to be a kalashtar weapon?

One is shown here in the hand of the Atavist Lanhareth. The kalashtar prefer curved things to hard angles. In my opinion it was developed as a soulknife weapon long before it was used in steel. As a result, they come in many styles; any soulknife could come up with a different take on it.

If Eberron religions were replaced with Earth religions what would their analogues be?

The Sovereign Host is a pantheistic faith dealing with anthropomorphic deities, and as such could map to any number of Earthly religions. Frankly, the others weren’t intended to mirror Earthly religions and don’t map well at all.

The Church of the Silver Flame doesn’t worship an anthropomorphic deity. It doesn’t believe that its divine power created the world; rather, it believes that this power was created to combat the evil in the world. Add to that the fact that supernatural evil unquestionably exists. The current human church (as opposed to other Flame sects like the Shulassakar) was founded when Tira Miron was empowered by the Flame to defeat Bel Shalor. This is sort of like Godzilla appearing in North America and stomping on Texas and Oklahoma before being defeated by someone who was given a special gun by aliens and invited to join the Galactic Federation of Godzilla Binders. People don’t “worship” the Flame as such; the Flame is a source of power noble people can draw on to protect the innocent from evil, and the Church is the organization that coordinates that (and as the Shulassakar show, you don’t have to be part of the church to form a connection to the Flame). It has as much in common with the Jedi and the Men In Black as it does with Christianity.

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

Concerning religions, while the Silver Flame is certainly no direct analogue of a real-world religion, to my mind many of its elements are similar to Catholic and Christian elements. Aside from cardinals, the idea of sacrificing oneself for getting rid of evil (Tira Miron, etc.) and the existence of exorcisms are some of them.

Certainly. Note that I said “it has as much to do with the Jedi as Christianity” – which is to say, there are elements of each. The elements you mention are good examples – and bear in mind, long before Tira Miron was born, the Flame itself was formed by the sacrifice of the Couatl; the most fundamental principle of the Flame is noble sacrifice to defeat evil. It’s simply the case that while there are important similarities, there are also some very fundamental differences – people can be blinded by one and not see the other.

Blood of Vol is cult like, individual, secret. How do you reconcile that with a massive Monastery in Atur? How old is that?

I think we have very different views of the Blood of Vol. Have you read the Eye on Eberron article on Fort Bones? One pertinent quote: “The Blood of Vol has had a presence in Karrnath for many centuries, and followers of this faith served under Karrn the Conqueror and Galifar I.” There are many Karrnathi villages where it’s always been the dominant faith for over a thousand years, and in any major Karrnathi city it should be easy to find the neighborhood of the Seekers or the local priest; Atur has long been its urban stronghold. However, it was never endorsed or supported by the royal family, and this is what Kaius did – he made it the religion of the state and gave its priests real political power. Now he’s reversed that, disbanded the orders, and condemned the Emerald Claw. In my campaign, Moranna and Kaius are also using the Seekers as scapegoats for many of Karrnath’s troubles and defeats – why, their dark magics are probably why Karrnath had such troubles with the plagues in the first place, and then they tricked us to relying on them. This is an effort to undercut the power the faith gained during the war and to strengthen Kaius’ support by saying “all our past problems can be blamed on these people, and I’m taking steps to change that.”  So life can be difficult for the faithful. But it’s still not a crime to follow the faith, and most who follow it remain loyal to Karrnath even though their fortunes have changed; the commander of Fort Bones is a seeker.

As for being individual and cult-like, there’s two paths Seekers tend to follow. You have the hermit-like followers who carry out a solitary pursuit of the Divinity Within, which is after all a personal quest. However, most Seekers believe that you CAN’T find the Divinity Within in a human lifespan, which is precisely why they believe the Sovereigns created the curse of mortality – to prevent humans from attaining their true potential and becoming the equals of the Sovereigns. These Seekers hope that their undead martyrs (martyrs in that an undead creature can never attain the Divinity Within, which is tied to the blood and spark of life) and the champions of the church will some day break the chains of death for all people, Seekers and non-Seekers alike. In the meantime, the faith places a very strong emphasis on community. The universe is against us and death is the end. Therefore, hold tight to your friends and neighbors. Present a united front. Every death diminishes us, and we must stand together in the face of this. The most common religious rite is bringing the community together and sharing blood in a basin; this emphasizes that the community is one, and must stand together. I’ll also note that a cleric of the Blood of Vol is more likely to raise the dead than one of the Sovereign Host (who believes that Dolurrh is the gateway to joining the Sovereigns) or the Silver Flame (who believes noble souls strengthen the Flame). The Seeker cleric knows that nothing better is waiting for you, and if he can get you back, he will.

Now, the Order of the Emerald Claw is secret and cult-like. But it’s an extremist sect. Some Seekers support its actions even if they won’t join it; but others despise the Emerald Claw and oppose it when they can.

Where does the Emerald Claw keep finding those gullible kids to be their minions?

Who says they’re gullible? There’s a few different things that drive them.

* The principle of the Blood of Vol is that the ancient undead champions have the wisdom to guide the living towards the Divinity Within and that if anyone can defeat the Sovereigns and free the living from the curse of mortality, it’s them. And what undead champion is mightier than the Queen of Death? The sad part is that by canon, Erandis doesn’t care about that, but hey, they don’t know that. “There is no greater champion than the Queen of Death. She will usher in the new Age of Life.”

* The Blood of Vol came to the aid of Karrnath in its hour of need. Seekers who could have stayed out of harm’s way joined the battle because their priests called on them to do so. They shared secrets of the faith with the king, created Fort Zombie and Fort Bones, helped the nation to survive. Now the King has turned on them and condemned them without reason. He ignores their good works and blames his own failings on them. “My father gave his life for this kingdom! He spilled his blood on its soil! And this king spits upon his sacrifice? i will give MY loyalty to a Queen who will never betray us.”

* Most Seekers don’t actually WANT to be undead. They want the Divinity Within; being a corpse driven by a blood-thirst that cannot be slaked pretty much sucks next to that. However, there are some who are purely driven by a desire for personal immortality and power, and Erandis plays to that. “The Queen of Death has promised that I shall be one of her next blood lords if I succeed at this mission!”

* Kaius’ actions have angered many of the non-Seeker warlords. His efforts to broker a peace are seen as weakness. Many Emerald Claw recruits aren’t seekers at all; they have simply been lured by the idea that this Queen of Death will overthrow Kaius and place their warlord of choice (who might be one of those she’s promised to make a vampire, or even Erandis herself) on the throne of Galifar. “I fight for Karrnath! This lily-white king is sucking the blood from our country – the Queen of Death shall lead us all to victory!”

I could go on, but I do have to do some work that pays bills sometime. But you get the idea.

Are you aware of any 4e conversions of the Master Inquisitive?

Not personally. I’d make it a theme. Have a base ability that helps with investigation and utilities tied to Perception, Insight, and Steetwise (look to the skill powers for inspiration). Not sure about what I’d do with the combat powers, you could tie it to the way they handle Sherlock Holmes in the Downey movies – using Insight to anticipate an opponent’s moves and make a more effective attack.

Do representitives from Adar / Kalashtar not speak to the nations of Khorvaire?  Do they not say ‘Hey guys Riedra is ruled by extra planar denizeniens bent on world (means everyone) domination, we should do something!’   Does no one care?

This is covered in more detail in sources like ​Races of Eberron. To a certain degree, the kalashtar suffer from a level of cultural arrogance; “This is our battle to fight.” There’s also the fact that most of the kalashtar of Adar don’t approve of active warfare in the first place; they believe that it is through their continued passive resistance that they will force the turn of the age, and THIS is what will win the war. if you want to do something to help, stop fighting your wars and letting the quori turn you against one another, because THAT is how they conquered Sarlona. However, there are kalashtar in Khorvaire who want to do more. Some of these might try to raise awareness. But here’s the problems with that:

  • Riedra is a global superpower. It is a valuable ally and trade partner, and many nations received Riedran aid during and since the Last War. In short, nations have good reason to want to keep Riedra as an ally.
  • Riedra has taken no offensive action against any nation in Khorvaire.
  • Riedra asserts that the Adarans are religious fanatics and terrorists, much like the Order of the Emerald Claw – something the common folk of Khorvaire can identify with.
  • The leaders of Riedra are demons trying to enslave us all!” If this is true, why hasn’t Riedra tried to enslave anyone? Even the history of Riedra is one of the common people embracing the Inspired as their saviors, not one of conquest. Beyond this, bear in mind that the leaders of Riedra don’t deny that they are possessed; they simply assert that the spirits that possess them are benevolent ancestors. It’s not particularly different from the Tairnadal or the Undying Court.
  • No-one is especially concerned about having Adar as an ally.
  • The Dreaming Dark is careful to keep its operations entirely separate from Riedran ambassadors, and the Dreaming Dark has no recognized authority in Riedra; if the action can be traced to Riedra at all, it would be something the Inspired could dismiss as criminal.
  • There are mind seeds and quori agents scattered across Khorvaire, some in positions of power. Essentially, the Kalashtar who goes to the Duke and announces his suspicions about a local Dreaming Dark plot may simply be exposing himself to the agents of the Dark.

So: Riedra has in the past shown itself to be a valuable ally to Khorvaire. Adar can’t prove any claims it might make, and drawing itself into the spotlight actually makes it easier for the Dreaming Dark to use propaganda against it. The kalashtar believe that it’s their task to oppose the Inspired. Some feel that they do this simply by surviving and continuing their devotion to the Path of Light. Others seek to identify, expose, and destroy individual operations of the Dreaming Dark (which, remember, more often then not have no obvious connection to Riedra). Experience has shown that it’s more effective to gather a small skilled force – say, a party of adventurers – and handle things directly.

Kalishstar resemeble humans so much, how evident would it be for someone to identify a character as Kalishtar instead of human …

Following 3.5 rules, a kalashtar receives no penalty if it attempts to disguise itself as human. So if they TRY to appear human, it’s not very hard for them to do. If the kalashtar makes no effort to conceal its identity, its mannerisms, appearance (unnatural symmetry, etc), and potentially clothing will make it stand out as unusual, even if the observer isn’t familiar enough with kalashtar to recognize it for what it is.

You mentioned the Duke being controlled by a “mind seed.”

A mind seed is a psychic infection that rewrites the personality of the victim to that of a quori. So the mind seed isn’t controlling the Duke as such; he’s become a willing servant of the Dark.

Aren’t all Kalashtar seen as enemies of the Dreaming Dark? Therefore he wouldn’t even have to talk to the infected Duke, merely be seen by him … or would that Duke necessarily immediately know if someone was Kalishtar or Human by sight?

To address the second part first, if the kalashtar disguises his appearance – wearing a hooded robe, taking some effort to adjust his body language – he can easily pass as human. Beyond that, does the duke actually see every traveler who passes through his domain? However, if he walks up to the duke and says “I am a lightbringer of Adar, and I tell you that there is evil in this place!” – well, the cat-of-light’s out of the bag at that point.

As to the first question: is every kalashtar seen as an enemy? Every kalashtar is connected to a rebel quori, and as such the Dark would be happy to destroy every kalashtar of a line in order to reclaim that spirit. However, on a daily level, not every kalashtar is actively engaged in conflict with the Dreaming Dark, and of those who are the vast majority do so simply by performing the rituals of the Path of Light, which are ever-so-slowly keeping the wheel of the age turning. The net result of this is that yes, the Dark is always a potential threat to a kalashtar, which is why they generally live in Adaran communities and draw little attention to themselves. But in practice, the death of any single random kalashtar is a very very low priority to the Dreaming Dark. So let’s go back to that infected duke. He’s a very valuable tool for the Dreaming Dark and likely engaged in long-term political schemes. He sees some random kalashtar on the street. Risking exposure and the upset of all his plans just to kill some random, possibly harmless kalashtar isn’t remotely worthwhile. On the other hand, if that kalashtar is either drawing attention to himself or directly threatening the operations of the Dark – suddenly it may be worthwhile to risk exposure in order to eliminate him. Of course, they’d try to eliminate him in a way that DIDN’T risk exposure – frame the kalashtar for a crime, for example, so the duke can execute him legally. But if the kalashtar stays in the shadows, keeping a low profile and concealing his true nature from those he doesn’t know, he’s far safer than if he walks around saying “LET ME TELL YOU ABOUT THE DREAMING DARK!” – which is why they don’t do it.

Another way to look at the lightbringers’ approach to the Dreaming Dark is very much Tommy Lee Jones’ statement to Wil Smith in the original Men in Black. Why don’t they tell the world about all the aliens? Because ignorance is what lets these people live their normal, happy lives. If you tell them that there are evil monsters in their dreams they are never going to sleep soundly again, and yet that won’t help one bit in making those dreams safer. The Lightbringers are aware the threat. They will identify it and deal with it. If you’re a capable adventurer, perhaps you can help. But revealing it to the world will only cause panic for no purpose. There’s a certain arrogance to this – they frankly think they can handle this better than you can, paladin of the Silver Flame – but there it is.

Look for more about the Dreaming Dark in an upcoming Eye on Eberron article!

As always, I’d love to hear what you’ve done in your campaign or your thoughts on any of these things. The next Q&A is going to concern the nobility of the Five Nations – feel free to ask questions here!