I’m often asked about the cause of the Mourning or the abilities of the Mark of Death, but there are a few infrequent questions worth discussion. Like this one:
Has it ever been the case that the Tairnadal Keepers of the Past have identified a newborn’s ancestral spirit as some great villain from elven history? If so, what happens to them? Are they banished with their family exiled? Are the elves with heroic ancestral patrons forced to attempt to kill the child?
The foundation of my answer lies in a previous Tairnadal FAQ. There’s two key points.
You don’t receive a patron ancestor at birth. The Keepers of the Past don’t determine your patron ancestor until adolescence. The prior FAQ notes “Tairnadal children spend their youth essentially auditioning for the ancestors.” The idea is that the patron ancestors aren’t simply picking you based on your BLOOD—they are picking you based on your talents, your personality, and your spirit. You HELP the spirit by emulating the ancestor, so they don’t want to pick people who aren’t a good fit. In making a Tairnadal character, an important question to consider is were you chosen by the patron you hoped for, or did you have to adapt? Another aspect of this is that the Tairnadal are a CULTURE. Tairnadal can choose to abandon their traditions and become Aereni, and vice versa; if you just DON’T emulate your ancestor, you’re losing the opportunity to receive their guidance, but nothing else happens. So again, the choice happens at adolescence, after you’ve spent your childhood learning about the ancestors and the customs of your people, and training in the skills you hope will make you suitable to your preferred patron.
This ties to the second key point: The patron ancestors only exist because of the devotion of the Tairnadal. The living Tairnadal keep the ancestors from fading through devotion and by emulating them. The patrons REWARD their devotees with guidance, but if living elves simply chose not to revere an ancestor, that ancestor would fade and be lost. This is one main reason that elves DON’T get to choose their ancestors, and why as a Tairnadal it’s your DUTY to honor the ancestor who chooses you—because if everyone played favorites and picked Ancestor A over Ancestor B, we’d LOSE Ancestor B. But the key point here is you don’t get to BE a patron ancestors unless the Tairnadal want to keep you around. The previous article says “Despite being beloved and preserved in memory, did they have any notable flaws? Because it’s the duty of the revenant to embody their flaws as well as their virtues! But an elf wouldn’t be preserved as a patron ancestor unless their virtues significantly outweighed their flaws.”
So you can have a patron ancestor who’s noted for their cruelty or arrogance, and it’s the duty of their chosen to be cruel or arrogant. But they have to have been celebrated heroes IN SPITE of those flaws. If someone was an utterly despicable villain, the Tairandal would simply choose NOT to follow their example, the spirit would fade (as spirits do) and that would be that. So no: following the standard traditions of the Tairnadal, a newborn could never be chosen by a legendary villain, and their family wouldn’t be exiled.
WITH THAT SAID… That’s “following the standard traditions of the Tairnadal.” If you want to tell this story, you just have to be clear that it’s OUTSIDE of those traditions. The Tairnadal sustain their ancestors through freely offered devotion. But this is a world where undead are real. So you could easily create a new form of undead: Tairnadal spirits of infamous villains who AREN’T revered or preserved, and who are instead sustained through involuntary spiritual vampirism—selecting a host and forcing that host to reenact their deeds (as opposed to the standard system where again, the ancestor can reward a good host but can’t FORCE them to do anything). It could be that there’s a much stronger biological factor in their choice of host than usual (as noted in the FAQ article, at this point most living Tairnadal are connected to dozens of ancestors and it’s not a major factor), and that when such a host appears it’s a major concern.
SO: Could an infamous villain choose a newborn elf at birth? Not by the standard traditions. But if you WANT an infamous villain to choose a newborn elf at birth, just make a new threat that supports the story.
Are the elves with heroic ancestral patrons forced to attempt to kill the child?
I wanted to revisit this for just a moment to again reflect on things. It’s important to understand that the Tairnadal aren’t CONTROLLED by their ancestors. They believe that they are REWARDED with spiritual guidance when they do a good job of emulating the ancestor—that the champion can act through them and share its skills. They believe that by emulating the ancestor they preserve it, which adds the point that it’s their civic DUTY to do so… hence the idea that if you’ve been chosen by a cruel ancestor it’s your duty to be cruel, and if you’ve been chosen by an ancestor celebrated for their virtue, it’s your duty to be virtuous. But ultimately that’s about DUTY: you are never actually forced to take an action you don’t want to do. It’s very much like a paladin’s oath: you CAN break it, you’d just prefer not to.
So first of all, MOST Tairnadal ancestors are champions who fought giants, dragons, or goblins. They are heroes to their people, but they are soldiers as opposed to general champions of virtue. With that said, you could easily have a patron ancestor who was known as a demon hunter or ghostbuster—someone who protected the people by hunting down supernatural threats, much like followers of the Silver Flame. And yes, if you were chosen by that ancestor, it would be your duty to hunt down supernatural threats. If you define this evil thing as a form of negative undead, there’s a secondary aspect to consider: rather than being hunted by TAIRNADAL, it might be hunted by the Deathguard of Aerenal, who are explicitly sacred commandos who hunt down and destroy undead.
I’ll be answering more questions in the days ahead: thanks to my Patreon supporters for their support and interesting questions!
I’m still working on Exploring Eberron, but with many of us trapped at home I want to write a few shorter articles dealing with INfrequently asked questions from my Patreon supporters. This week we’ve been tackling the concept of magical education in Eberron. Let’s wrap up that topic with this question.
If you were to run an anime-inspired school-based game, where would you set it?
We’re used to the idea of D&D being about epic adventures and dungeon crawls, but there’s lots of fantasy stories that focus on schooling and coming of age. Set aside anime for a moment; The Name of the Wind and the Harry Potter series are both stories that focus on adventures at a school or university. So whether you’ll looking for anime flavor or the more traditional fantasy of The Name of the Wind, I think this is a fun idea to explore.
With that in mind, I DID explore it… in the Wayfinder’s Guide to Eberron. In the WGtE I included three “Starting Points.” This was an early variation of the Group Patrons of Rising, with the point of tying a campaign to a location and a theme rather than a patron. These included Clifftop, a hub for globetrotting adventurers; Callestan, a gritty street-level campaign; and Morgrave University.
So to answer the question: I would personally choose Morgrave University or Arcanix. Which I’d choose would be based on the type of story I want to tell. Arcanix is closer to Hogwarts. It is ISOLATED—heck, the towers are floating, and if you haven’t learned to fly yet it takes time to get down! There’s a supporting village nearby, but there’s not a lot of activity there. By contrast, Morgrave is right in the middle of Sharn, so there’s all sorts of opportunity for trouble just off campus (much as University students in The Name of the Wind can go into Imre). Likewise, Morgrave University is infamous for indulging in dungeon delves and dangerous expeditions as “field trips.” Furthermore, Arcanix is specifically a college of magic, which limits your character concepts; because Morgrave is a more general purpose institution, it’s easier to justify any class.
These are supposed to be short articles, so I’m not going to retread all the ground covered in the Wayfinder’s Guide. But I’ll touch on a few things I’d personally focus on in running a school-based campaign.
Story rewards. I’d drop the standard experience point system and base character advancement either on time or on clearly established milestones. It’s also possible that you could tie specific class abilities to in-game situations. If you want to learn a specific spell, you’re going to have to sneak a particular spellbook out of the Library. You may be a 3rd level fighter, but to get the abilities of your Martial Archetype you’re going to have to find a mentor. This is a way to blend story and mechanics together. In a game at school you’re not likely to be amassing TREASURE—so one option is for the rewards you gain to BE access to locations or the favor of teachers—but those can be linked to concrete rewards, whether it’s access to your full class abilities or something beyond that, such as Supernatural Gifts or Marks of Prestige from the Dungeon Master’s Guide.
How will you handle power? D&D is based on an underlying system of character advancement that provides players with new abilities to explore and the ability to take on greater challenges over time. At the same time, it’s can be bizarre to have your characters become 6th or 7th level characters AT SCHOOL when that’s a level of skill that dwarfs veteran soldiers… especially if the DM wants to present rival students or professors as having even greater power. There’s a few ways to address this.
Limit advancement. You can always choose to say that characters DON’T advance in this campaign – or do so very, very slowly. You improve by gaining allies, influence, and information, not by doubling your hit points or gaining new spells. This is perfectly reasonable if everyone agrees, but at that point—if you’re eliminating a significant piece of the rules system—I’d question whether you should be using an entirely different rules system that isn’t based around character advancement to begin with.
It’s all relative. Sure, characters gain a level every two sessions. And the evil professor is a 9th level spellcaster. And there’s a lich in the basement. But it’s reasonable to say that this is how things appear because you’re in a microcosm and you’re comparing skills to people in that bubble with you. I would have no problem playing through a school campaign in which characters got up to 10th level and at the end of it saying “Okay, you all graduate. How about when we start the new campaign with you adventuring in the wider world, you all start off at 3rd level?” The point being that 10th level on the SCHOOL SCALE might only be 3rd level outside. Obviously this takes some suspension of disbelief—I used to be able to teleport! I raised someone from the dead! But hey, that was school, kids. Crazy things happen.
Ignore it. Sure, it doesn’t make sense for you to be dueling another student and that both of you are 9th level wizards. But so what? If people are having fun, does it matter?
How do you explain character classes? We’ve mentioned before that the abilities of player characters are inherently remarkable… that just at first level you’re pretty amazing. How’s that fit with a school game, where you’re just supposed to be students? Here again I’d follow the it’s all relative approach. Yes, mechanically you’re a 1st level wizard. But in this setting, that reflects the idea that you have an APTITUDE for wizardry and you need to work to develop it. A few quick thoughts…
Wizard? Artificer? You’re science nerds. You’re all about figuring out how arcane science works.
Fighter? Barbarian? You’re the jocks. Perhaps you actually want to be soldiers when you graduate, or perhaps you’re here on a Hrazhak scholarship. Barbarian, you really need to deal with your anger issues.
Cleric? You’re deeply religious and know that your faith in Aureon/The Divinity Within is going to help you pass that math test. Faith and divine magic ARE real things in Eberron; there’s surely a chaplain at school who will want to help you develop your faith and your abilities. You might get divine visions pushing you to do things! Paladin, you’re in the same boat, but you’re ALSO a jock on a Hrazhak scholarship.
Rogue? You might be a bit of a rebel—the student from Lower Dura or the bad side of the tracks, who has friends in the Boromar Clan and can get Dreamlily for the party. Are you here reluctantly? Are you hoping to turn a profit on this whole thing? Are you more interested in gambling than studying? Bard, you could follow the same path, but you’re a bit of a know-it-all and hey, you should start a band.
Sorcerer? Like the Cleric, sorcery is a thing that happens in the world. You may not have any knowledge of Arcana and may not want to learn, but there’s likely a teacher or professor who specializes in helping sorcerers develop their abilities. One question is whether you’re here by choice, or whether you’re here because you HAVE to be to learn to control your powers.
Warlock? You could take this a few ways. You COULD say that you’re working with a particular division of the Conjuration department that cultivates warlock relationships. But if it were ME, I’d play you as Ally Sheedy in The Breakfast Club. You’re the weird kid, the outsider who’s always writing poetry in your journal in the corner, who prefers talking to your imaginary friends to going to parties… except your imaginary friends are REAL and they’re teaching you how to do things. Like the cleric, your patron could give you visions or tasks that push you to work with the other characters despite your preference for isolation.
Druid? Ranger? You’re both odd choices for a big city school, but hey, you just moved to town from the Eldeen Reaches and your family insisted you get an education. Shifter Ranger? You’re DEFINITELY on the Hrazhak team, and you’re annoyed because these city kids are playing it ALL WRONG.
Backgrounds obviously overlap with these ideas. Noble background? You’re from a wealthy family. Urchin? You’re the orphan here because one of the professors sponsored you. Sage? You’re the annoying know-it-all. Entertainer? You DO have a band. Soldier? You’re from a military family, and if you screw up here you’re heading back to Rekkenmark. Criminal? OK, YOU’RE the one who can get some dreamlily for the party.
This has turned into a longer article than I’d intended, so I’m going to stop here. But hopefully this gives you ideas! Thanks as always to my Patreon supporters!
While we’re all in quarantine, I’m going to do what I can to post more short articles. I’m building up a log of interesting questions from the inner circle of my Patreon supporters that I’ll be answering as time permits. Today’s question is a spinoff from yesterday’s discussion of Aereni Learning.
University is the primary way magewrights and wizards are educated. Is a Magewright getting further education to become a Wizard like going from a bachelor’s degree to a doctorate (Wizard 3) or a second, separate, degree (Magewright 2/Wizard 1)?
None of the above!
It’s easy to see mechanics and lose sight of story. A wizard can change out their spells every time they rest, which makes spells feel interchangeable. But that’s not how magewrights work at all. The concept of the magewright has always been at odds with the rules; the idea never really worked with the Vancian magic of third edition. In fifth edition, the mechanics of the magewright finally are in line with the core idea. “Magewright” is a general term, like “artisan.” It means “Someone who uses magic as a part of their occupation.” The standard magewright has one or two tool or skill proficiencies and can cast two or three spells. They cast those spells as rituals—even if they’re spells that don’t normally have the ritual tag—and have an added component cost, even if the spell doesn’t normally have a cost associated with casting.
So: a locksmith can cast mending as a cantrip and arcane lock and knock as rituals, and has proficiency with tinker’s tools and thieves’ tools. A healer can cast resistance and spare the dying as cantrips, and detect poison and disease and lesser restoration as rituals, and is proficient with Medicine and herbalism kits. These are two entirely different sets of skills—and learning to magically repair objects (mending) is as different from learning to repair people (lesser restoration) as mechanics versus medicine in our world; the fact that it’s using arcane science instead of mundane science doesn’t alter that fact. So just as an automotive mechanic isn’t going to go to the same school as a medical doctor, a magewright locksmith won’t study at the same institution as a magewright healer.
MOST magewright education isn’t done at universities. It’s handled by trade schools maintained by the associated guild. So if you want to be a healer, you’ll study with the Healer’s Guild of House Jorasco; if you want to be a locksmith, you’ll get your training from the Warding Guild of House Kundarak. When you’re done, you’ll be licensed by the guild, which will also help place you with a business. The Arcane Congress of Aundair has been developing its own trade programs, but this is something discouraged by the house guilds.
So: what does this mean for arcane universities, such as Arcanix? It’s the difference between studying physics and learning to repair a dishwasher. Guild schools train magewrights to perform clear and concrete tasks. At Arcanix, people study the THEORIES of arcane science. They learn to perform magic in very different ways than magewrights, and to cast spells that magewrights could never master. Even when casting the exact same spell, a wizard and a magewright do so in COMPLETELY DIFFERENT WAYS. When a wizard casts arcane lock, it takes one action and costs 25 gp, and burns one of the wizard’s spell slots. When a magewright locksmith casts arcane lock, it costs 65 gp and takes an hour; but if they’ve got the gold and the time, they can cast it over and over and over again. The key point here is that the result is the same, but what they are DOING is very different… and the training for each is entirely different. Magewrights study for years to master their rituals; this is because those rituals are very different from the techniques of wizardry, which is WHY your wizard can’t cast arcane lock as a ritual.
Now: NPCs don’t follow the same rules as player characters. You CAN have an NPC who has the same powers as a wizard—as shown by some NPC stat blocks—but this is also an opportunity to add story and flavor to the world. It’s possible that many graduates of Arcanix are never able to cast spells except as rituals. Some will be wandslingers or Magic Initiates, mastering just a few cantrips or a single spell. Others may only be able to master spellcasting in specific spheres: an NPC evoker can ONLY cast evocation spells, and just doesn’t understand conjuration. The professors at Arcanix aren’t supposed to all be fully operational 9th level wizards; they are arcane scholars, but don’t have the same powers as player characters. Even at low levels, player characters are remarkable; the versatility of a PC wizard reflects remarkable talent and an understanding of arcane principles that most students never master.
So back to the original question: Magewrights and wizards are on completely different paths and study at different institutions. A magewright will usually study at a guild trade school that teaches both the specialized rituals and the skill and tool proficiencies they need for their work. Universities such as Arcanix teach broader arcane science; they can produce wizards and artificers, but many graduates only possess a fraction of the abilities of those classes. They understand the THEORY—and end up trained in Arcana, and perhaps possessing the abilities of a Magic Initiate or Ritual Caster, or other limited spellcasting abilities as decided by the DM—but they aren’t all full wizards. What happens if a magewright studies at Arcanix? Assuming they’re an NPC, it’s up the the DM to decide how these two entirely different sets of education combine. It could be as simple as “They’re a magewright, but now they have proficiency with Arcana.”
This in turn ties to what I said in the previous article: Aereni students take far longer with their arcane studies than their counterparts in the Five Nations… and they also produce more actual wizards. Because despite its limitations, Aerenal is fundamentally more advanced in its understanding of arcane science than the Five Nations; they are just resistant to abandoning their established traditions and pursuing dramatic innovation, while the Five Nations is quickly evolving.
Where do wand adepts fall into the wizard-magewright dichotomy?
Wand adepts fall in between, in the same category as “Magic Initiates.” They’ve learned how to cast a few cantrips and a spell or two, and critically, they cast them in the once-per-short-rest fashion of a wizard as opposed to the as-a-ritual of the Magewright. They just lack the brilliant insight into arcane principles that makes the wizard so flexible; they’ve learned how to do a few very specific things. This where MOST Arcanix students fall—they can do a LITTLE magic, but they aren’t as versatile or as gifted as a full wizard.
With that said, most wand adepts learned their skills in specific military training programs, not at Arcanix. We SAY that a wandslinger can have any two offensive cantrips and a spell, but in practice, everyone in an Aundairian Flametongue unit would be trained in control flames, fire bolt, and burning hands. If you have a different set of spells, you’re from a different unit.
Do magewrights occurs in less civilized areas or are those almost always adepts and the like?
Magewrights require specialized training. They shouldn’t just appear randomly in the wild, any more than a random villager could suddenly become an electrician. With that said, there’s a few options I could imagine.
They apprenticed to a previous magewright. Somewhere down the line, there was someone with formal training, and they passed it on. Personally, I think it would take longer to do this that to learn through the standard training, or this person might have gaps in their knowledge; but it should be possible to “learn on the job.”
You could posit a sort of sorcerous magewright. Sorcery exists and can manifest spontaneously. Just as the professors of Arcanix aren’t full wizards, you could posit a sorcerer who has a specific arcane talent but whose powers don’t go any further. They wouldn’t LOOK like a normal magewright—it wouldn’t be the SAME sort of ritual a magewright performed—but they could potentially perform the same functions.
They could be adepts or gleaners, driven more by faith than arcane training. Again, adepts don’t perform the SAME rituals as magewrights and to a large degree it’s about honing a gift as opposed to choosing a profession. You can discover you have a gift for healing or divination and hone that gift to become an oracle, but you can’t just declare “I’m going to become a faith-based plumber!”
Is it possible for PC wizards, artificers and others to learn rituals for magewrights? How about the Ritual Caster feat?
As it stands, no. The Ritual Caster feat only lets you cast spells that have the ritual tag; magewrights cast spells AS rituals in spite of the fact that they don’t have the ritual tag. Again, the idea is that magewrights spend years in specialized training learning to cast their specific rituals; they aren’t supposed to be something you can casually pick up.
On the one hand, this seems odd; why can’t you play a character who was a magewright before they became an adventurer? The answer is because it would break the balance of the game. Ritual casting is a fundamentally different system than the Vancian model of spell slots. If a player character cleric could cast lesser restoration as a ritual, it would fundamentally alter the balance of many threats; as is, the DM has control over whether a Jorasco healer is available. Magewrights break the rules, but that’s OK because NPCs and player characters don’t follow the same rules; player characters get wide versatility and the ability to rapidly improve, while NPCs get the benefits of deep specialization.
That’s all for now! If you want a deeper dive into magewrights, take a look at this article. Thanks as always to my Patreon supporters!
Until I’m done with Exploring Eberron, I don’t have time for deep dives. My next major article will take a deeper look at the Mror Dwarves. But meanwhile, with all of us trapped inside, I want to do a few daily posts dealing with some interesting questions from my Patreon supporters. Here’s the first!
The elves of Aerenal are supposed to spend decades perfecting the techniques of their ancestors. When an Aereni character starts out 100 years old, it’s not because they spent decades in diapers or because they’re dumber than human wizards, it’s because they’ve spent decades going deep in their studies. But how does this hold up for Aereni adventurers? They advance at the same pace as other player characters. How does an elf go from taking decades to perfect a cantrip to suddenly casting far more complex spells in a much shorter period of time?
First of all, let’s shoot the elephant in the room: character advancement doesn’t make sense. How is it that your HUMAN wizard can spend a decade studying at Arcanix, but exponentially increase their skills after a month of adventuring? How does the halfling rogue get expertise with Persuasion by stabbing a bunch of goblins? It’s a mistake to look at any of this too deeply, because it’s not logical. This also ties to the idea that the way in which player characters advance is part of what makes them remarkable and NOT typical for all inhabitants of the world. There are veterans of the Last War who still use the “Guard” statblock, because for most people that represents an OK level of skill. Player characters are supposed to be heroes, and their ability to quickly skyrocket to a greater level of power is a narrative device, not something that holds up to any sort of close analysis.
WITH THAT SAID: That doesn’t mean we can’t make it make as much sense as possible, and this is a good question. How come the Aereni wizard spent decades studying magic back home but can advance just as quickly as the human wizard? The key point is that the Aereni apprentice didn’t spend decades studying a specific spell; it didn’t take them that long to learn to cast one particular cantrip. Instead, they were mastering techniques of spellcasting. They were studying history, theory, and concretely, they were mastering somatic and verbal components. Arcane magic is a form of science, and somatic and verbal components are the underlying mechanics that make it possible. An Aereni apprentice learns precise accent and inflection of verbal components, and precise performance of somatic components, exactly mimicking the techniques of the masters of their line. They spend endless hours drilling until these techniques come naturally. When an Aereni wizard casts a spell, it looks and sounds exactly the same as the master who created the spell ten thousand years ago. Because they’ve perfected these basic principles, when they learn—or even create—new spells, the basic techniques will carry them forward. They CAN advance quickly precisely because they spent all that time learning to crawl… ensuring that they are building on a perfect foundation.
This same principle applies across all classes. The Aereni fighter is learning the basic techniques of all weapons, perfecting the most basic guards, learning to hold and move with the weapon just as their ancestors did. They are learning the most fundamental martial principles—and then they can quickly build on top of those without losing those core techniques.
Aereni PREFER to take their time with things. An Aereni fighter might spend four hours each night practicing a specific move while the other characters are taking a long rest, and continue to practice that move in their mind while trancing. But the decades they spent learning before created a foundation that lets them advance quickly when needed. They were honing the basic building blocks that they assemble as they advance with the other characters.
Now, ultimately, does all that work actually make the Aereni player character a better wizard? No. Mechanically, there’s no difference between the Arcanix-trained wizard and the Aereni wizard. But THEMATICALLY the idea is that the Aereni wizardry is beautiful and perfect, like watching a dance; by contrast the Arcanix wizard is taking a lot of shortcuts and throwing in a lot of personal touches. It works great for THAT WIZARD and may be more innovative, but the Aereni find it painful to watch. The second aspect of this is the idea that player character classes reflect a level of talent most people can’t attain, and that the Aereni have MORE people with that level of skill. It takes them longer to get there, but Aerenal has more actual wizards than Khorvaire, whereas in the Five Nations most people just spend the few years required to become magewrights.
Taking as given that player character advancement is not logical, mostly a game mechanic construct, can this focus on learning the exact techniques and history of the past account for the slow pace of technological development in Aereni cultures?
This is why, despite Aereni society having been around for over twenty thousand years, humans are beginning to do things with magic that the elves have never done. Elven society is driven by tradition rather than innovation – by absolutely perfecting the techniques of the past instead of developing entirely new ways of doing things. Innovation does happen – and an Aereni player character might be the great elf innovator of this age – but it isn’t enshrined as a cultural value as it often is among humanity…
Part of the idea is that what the elves see as sloppy Arcanix techniques might actually be BETTER than the ancient Aereni traditions; certainly they’re easier to learn. But the elves take comfort in adherence to what they know.
Thanks again to my Patreon supporters, and I’ll tackle another question tomorrow!
March has continued to be a crazy time. I was helping with gaming events on the JoCo Cruise, so I just returned from a week on the oceans… and I did come back sick, though fortunately not with Covid-19. So I’ve been recovering from that and adjusting to the new pace of life on land. I am still writing, and this means that we don’t have a firm release date for Exploring Eberron yet; I will tell you as soon as we do. However, editing and layout continue on the completed sections of the book. Wayne Chang and Laura Hirsbrunner have been working tirelessly to keep things moving forward, and I wanted to share the week’s previews!
Above is the opening of the bestiary chapter, featuring the daelkyr Valaara. Other sections of the book discuss Valaara’s cults and symbionts, while this chapter includes statistics for the Crawling Queen. Just to maintain some suspense, we’ve concealed the names of the other creatures in the section, but at least you know what types of creatures lie ahead. These creatures are tied to the other content in the book, so there’s a few tied to the planes, a few tied to the oceans, and a few other surprises.
We’ve also finished layout on Chapter 6, which covers magic items and other treasures. While the first page just gives examples of common, everyday items, there’s a wide range of treasures in this section tied to different cultures and places. That item hanging on the wall is a conversion of the Coat of Eyes, which originally appeared in my 4E adventure Khyber’s Harvest.
Work continues! We’ll have more news and previews next week.
Could there be a pandemic in Eberron? A plague spread by the Children of Winter, or a bioweapon created by the nosomantic chiurgeons of House Jorasco? How does disease even work in a world where lesser restoration can remove any disease? Given events in our world, these things are on my mind and I thought I’d tackle them with a series of articles. This post will take a quick look at medicine in the Five Nations; a follow-up article will explore the role of disease and plagues in campaigns.
HEALTH AND HEALING
Fifth edition presents a largely abstract view of health. As I’ve mentioned before, hit points are a very nebulous concept—a blend of actual physical health and luck, skill, or willpower. A character can regain hit points by spending hit dice during a short rest, and is fully restored after a long rest. When you use the Medicine skill, all you need to do is role a die. But remember that when we play D&D, we are building a story together. The rules provide a foundation for that story, but it’s up to the DM and players to add the details. MECHANICALLY you’re as good as new after a long rest, and you don’t have to do anything other than hang out for eight hours to get that benefit. But if there’s a character with the Medicine skill in your party, you might tell the story of how that character worked to patch you up during that long rest—how they had to stitch up a particularly deep wound, how they gave you a shot of Irian-infused water to keep you on your feet or rubbed a Mabaran salve on your arm to numb the pain. When someone uses the Medicine skill or an herablism kit, they or the DM can DESCRIBE them as using medical tools or techniques, even if all the PLAYER does is roll a die. The point is that the rules keep things simple; we don’t WANT player characters to spend a long time sitting on the sidelines recovering from a sprained ankle or a broken rib. But you can DESCRIBE that process of recovery in as much detail as you want.
Also, remember that in fifth edition the rules that apply to player characters don’t necessarily apply to NPCs! YOU may recover fully after a long rest, because you’re the protagonist of the story; you’re the hero in the action movie who keeps pushing on after enduring ridiculous amounts of damage. But the DM can say that an NPC takes longer to recover from a serious wound—that a city guard will need days of bedrest to recover after being dropped to zero hit points, even if they were stabilized and healed. Player characters are remarkable. We can highlight this by showing that other people DO need more time to recuperate than player characters… or their particularly remarkable opponents.
In the Five Nations, most people rely on House Jorasco for medical services. As I’ve discussed in previous articles, priests in most temples and churches aren’t spellcasters; they provide spiritual guidance, not spellcasting services. So the Jorasco healing house serves the common role of a clinic or hospital in our world. Villages or communities that don’t have a dedicated healing house will still usually have a Jorasco-trained healer, whether it’s an heir of the house or someone who learned their skills from the Healer’s Guild.
Page 10 of Rising From The Last War lists the services you can obtain from House Jorasco. The first two are tied to the Medicine skill: Minor nonmagical care or major nonmagical care. This ties back to the idea that just because PLAYER CHARACTERS don’t have to deal with sprains, concussions, broken bones, and such, these things still exist in the world! Likewise, most people rely on nonmagical treatment for diseases. Lesser restoration provides an instant cure, but the 50 gp cost is beyond the reach of most commoners. But again: there’s nothing wrong with nonmagical care. The skill is called MEDICINE; it reflects the use of medicines and medical techniques—setting broken bones, disinfecting wounds, treating fevers, and on and on. Again, most player characters never need these things; but the common people do, and Jorasco provides these services.
Then we get to magical services. Lesser restoration costs 50 gp; remove curse is 75 gp; greater restoration is 150 gp. Who provides these services? What does this help actually look like? Here again, player characters are remarkable. The typical Jorasco healer isn’t a cleric; they’re a magewright. Per page 318 of Rising From The Last War, a magewright casts lesser restoration as a ritual that takes an hour and that requires “additional material components” that cost up to 40 gp. MECHANICALLY this is a “ritual that requires components.” But this is where the idea of arcane science enters the picture. I don’t see a Jorasco healer as sitting next to you chanting for that hour, and then POOF you’re healed. In my opinion, the “ritual” reflects medical work. They may be using divining rods and Irian salves instead of CAT scans and antibiotics, but they are starting with a foundation of mundane skill and then ADDING magic to accelerate the effects and perform healing that is impossible with skill alone. You can have the Jorasco chiurgeon shouting “I need a Lamannian rod and 5 cc’s of Mabaran moss, STAT!” as they work to break your curse or cure your disease. Likewise, the spell uses “40 gp of additional components”—but those components might be ENTIRELY DIFFERENT depending on WHAT they are treating. So: mechanically, a Jorasco healer can cure cackle fever or sewer plague by casting lesser restoration. But how they cure these two different diseases might LOOK entirely different. And once you accept the idea that different diseases require different components to treat them, you have the possibility that a Jorasco house could run out of the components needed to cure a specific disease! Now, refined Eberron shards can take the place of any costly component, and this can help with an outbreak; but if you’re in an isolated village, residuum could be harder to find than Mabaran moss. To be clear, this isn’t a concern for player characters. When your cleric casts lesser restoration it’s NOT a ritual and doesn’t require components… but again, that’s because player characters are remarkable!
How does the Mark of Healing factor into this? The simple answer is that most magewrights with the Healer specialty are assumed to be halflings with the Mark of Healing; they are able to master this specialty because they have the mark, and they are channeling the powers of the mark any time they cast their rituals. This is the same as the concept that you could play a Jorasco Life cleric who presents their healing magic as being drawn from their mark as opposed to religious faith. So they ARE using the mark to heal; it’s just that this uses standard magewright mechanics.
All of these same principles apply to the other services that Jorasco offers. Remove curse can be presented as a sort of magical infection. It’s not that the Jorasco healer mumbles for an hour and the curse stops; it’s that they perform a sort of mystical surgery, literally carving the curse out of your aura. While the RULES say remove curse never fails when cast on a player character, it’s still possible that it doesn’t always work on NPCs and that it’s normally potentially dangerous! Note that greater restoration is a 5th level spell—beyond the standard wide magic available in the Five Nations—and that Rising notes that only Jorasco’s finest healers can perform the ritual.
And finally, there’s raise dead. This is supposed to be a rare service, something available only at the finest Jorasco houses. This is typically tied to a focus item, the altar of resurrection. But there’s a number of points that have been spread out across various sourcebooks. The first is the idea that again, while Raise Dead always works on PLAYER CHARACTERS, it’s NOT reliable for NPCs! First of all, memory starts to fade as soon as a soul reaches Dolurrh. Someone has to CHOOSE to return to life… and if they’ve spend too much time in Dolurrh, they may no longer remember why they want to return. Even if they wish to return, sometimes the spell just doesn’t work. Sometimes it can restore life but draw the wrong soul back into the body. Or it may summon a number of hostile ghosts while leaving the corpse dead… or draw a marut that seeks to destroy the would-be healer. This is why wealthy people AREN’T automatically raised immediately after death; because for most people it simply isn’t a valid argument. What we’ve said is that IF a Jorasco house has the ability to raise the dead, they will always cast augury before raise dead… and if the proposed resurrection draws a result of woe, they will refuse to take the case. Essentially, raise dead is a tool that lets us bring player characters and crucial villains back from the dead; but it’s not a service for everyone! This is a topic I’ve discussed in more detail before: this article explores resurrection and alternatives to death, while this articleconsiders the idea that you could add a personal price to resurrection beyond the components of the spell.
WHAT ABOUT FAITH HEALING?
As I’ve said: in the Five Nations, people don’t go to temples to be healed, they go to hospitals. But what about places like Thrane, where divine magic is more widespread? Or the Eldeen Reaches, where there’s more of an emphasis on primal magic than on the industrial magic of House Jorasco?
The Wayfinder’s Guide to Eberron discusses the idea of adepts, divine or primal counterparts to arcane magewrights. Page 127 of Rising notes that “divine adepts provide important services.” There still ARE Jorasco houses in Thrane, it’s simply that divine magic IS more widespread. You still wouldn’t go to the temple and ask the priest to cure you, but there are clinics tied to the Church of the Silver Flame where adepts can heal you. Such clinics can also be found in other nations, typically tied to adepts of Olladra; in the Eldeen Reaches, there are druidic adepts—often called gleaners—who may be able to perform healing rituals. The magic of an adept LOOKS different than that of a magewright; a Silver Flame adept will chant while they treat you, while seeking to excise malign influences with blades of light. But a critical point is that mechanically there’s no difference between an adept and a magewright, which means that this healing still takes an hour to perform and still costs the adept 40 gp. The components may be DIFFERENT than those used by the arcane magewright, but the point is that magically healing generally can’t be offered for free because it’s not free for the caster. In the Eldeen Reaches, it’s not that a druid spends 40 gp to buy components; it’s that the ritual consumes rare roots and herbs (likely charged with the essence of Lamannia or Irian) that would have such a value if they had to buy them. Usually people rely on the Medicine skill because magic has a price.
Is the germ theory of disease known in Eberron? Or is there some truth to the humoral theory in a fantasy world where the four elements are more of a real thing than in our own? This would come into play in order to determine such behaviour as hand-washing and sterilisation of instruments or blood letting. For that matter, is there room for alternative medicines, rejecting that of Jorasco?
To answer the last question first, there’s DEFINITELY room for alternative theories and approaches to medicine. I expect that Riedra and Aerenal have dramatically different approaches to medicine. However, the crucial point is that MECHANICALLY this all works out to using the Medicine skill and to the benefits of resting. You can DESCRIBE it with exotic color, but at the end of the day it doesn’t MATTER if your healer is using Jorasco traditions or Riedran qi manipulation; the result is the same.
Going back to the first part of the question, this touches on an interesting point. Because it’s not simply whether the people of Eberron are familiar with germ theory, it’s the question of are most diseases in Eberron actually caused by germs? This is a world where werewolves, undead, and fiends are REAL THREATS. Lycanthropy isn’t caused by germs, and there could be any number of other diseases in Eberron that are actually cause by a mild form of demonic possession or by transmutation effects. There’s definitely a school of medicine that is based on the balance between planar influences, asserting that if you have a fever it’s because your Fernian influences are too high and you need to be treated with Risian ice… And in Eberron, that may be true. So there are germborne diseases in Eberron, but it’s not the ONLY form of disease out there and may not be the foundation of Jorasco treatment. I’ll talk more about kinds of diseases in the follow-up article, but the main point is, again, that this is somewhat cosmetic. Whether the disease is caused by a germ or an evil spirt, you counter it with rest, Medicine, or lesser restoration. These treatments are all tied to theories of medicine, but whichever theory you use, it will work according to the rules. Though you’re certainly free to say Bloodletting is a terrible principle that DOESN’T work, and while there are healers who perform bloodletting, they aren’t proficient in the Medicine skill and provide no actual benefits! Likewise, Jorasco potions of healing are reliable, but if you buy your healing potions from some unlicensed charlatan, you could find that all you’ve bought is snake oil. Trust that Jorasco logo!
Do the people of Eberron know how to prevent/treat scurvy or what it really is?
This is similar to the preceding question, and could ultimately be asked about any disease from our world. But Eberron’s not our world. For all we know, the Ring of Siberys could radiate an aura of vitamin C, and it could be impossible to have a C deficiency in Eberron. There’s no rules for scurvy in 5E, and it’s never been mentioned as a problem in any sourcebook, so the default is that it’s not a problem—either because it’s been identified and people know how to deal with it, or because for some reason ((C-rays from the Ring of Siberys!) it’s just not an issue. I’ll talk about this more in the follow-up post, but the short form is that you need to decide what diseases you want to be threats, and ultimately what makes a good story. Personally, I don’t feel that players running out of oranges and catching scurvy is a story I want to tell, but that shouldn’t stop you from doing so!
If magewrights can carve a curse out of a person’s aura, was this ever suggested as a solution during the Lycanthropic Inquisition by Jorasco or the Silver Flame’s own minor healers?
Certainly. Under the rules of fifth edition, that’s EXACTLY how you treat lycanthropy: you cast remove curse, and if you’re doing it as a magewright ritual that means you’re performing just this sort of spiritual surgery. However, there’s a few factors here as regards the Silver Crusade…
Bear in mind that especially early on, I’m sure the templars DID cure people when they had the ability to do so. It simply wasn’t viable as an overall solution to the problem, based on resources, the number of lycanthropes, and the fact that you would have to capture and hold lycanthropes alive to do this—and especially in the early days of the Purge, the odds were stacked against the Templars. They didn’t have the luxury of trying to take most of their enemies alive; they were lucky if THEY could stay alive.
If you’re using magewrights or adepts, you need 60 gp worth of specialized components to cast that ritual. What are those components? Are they specialized to each type of lycanthropy (IE, you need to treat a wereboar with different herbs than a wererat), or general? It’s quite reasonable to say that when the Crusade began the templars didn’t have either full knowledge of proper treatment or that they simply didn’t have access to sufficient supplies of the appropriate components—and this was before the residuum revolution which lets you use refined dragonshards instead of any component.
Critically: Lycanthropy during the Purge was different from lycanthropy as it exists today. This is literally true, as the rules for curing lycanthropy in 3.5 rules are far more difficult that just casting remove curse. It either has to be done by a 12th level cleric within three days of the affliction (and 12th level clerics are VERY rare in Eberron) or it has to be attempted during a full moon… and the victim has to make a DC 20 Will save for it to work. Eberron gets a lot of full moons, but still, that’s a lot of time and resources for a ritual that has a very high chance of not working.
The simplest explanation for the change in the rules of lycanthropy is that lycanthropy itself has changed: that the power of the curse is now weaker than it was during the purge, because the influence of the overlord or daelkyr behind the surge has faded… or alternatively, because techniques for treating lycanthropy have advanced significantly over the last century. Either way, lycanthropy can now be effectively treated by a magewright performing remove curse; that doesn’t change the fact that it wasn’t a viable solution to the problem at the height of the purge.
That’s all for now! When time allows, I’ll write a follow-up article about using disease in an Eberron campaign, but my Patreonsupporters will decide the topic of the next article. Until then, wash your hands!
In the dawn of time, before the Sovereigns and the Silver Flame, Eberron was the domain of the fiendish overlords. This was an age of chaos, as the overlords constantly clashed with one another. The Rage of War commanded armies of fiends and savages, while the Wild Heart raised hordes of ravenous beasts. In the struggles between the two, the Wild Heart bred dire hyenas that could consume the Zakya warriors of Rak Tulkhesh. But fiends cannot be permanently slain by tooth or claw; their energy remains. Twisted from within by the immortal essence of the demons they’d devoured, the hyenas were warped into something entirely new, something that was neither beast or demon: and so the first gnolls were born.
Formed from both War and the Wild, the first gnolls were recruited and bred by both Rak Tulkhesh and the Wild Heart. As foot soldiers of the overlords they fought against orcs and the other early humanoids, as well as battling gnoll clans serving other overlords. Even after the overlords were defeated and bound by the Silver Flame, gnolls continued to be pawns of the overlords. The fiendish spark burned within them, and when they weren’t directly serving the Lords of Dust, most gnolls engaged in savage acts of brutality. The Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, driving them back into the wilds.
In the present day gnolls are primarily found on the west coast of Khorvaire. Here’s a few notable concentrations of gnolls.
Gnolls are found across the Demon Wastes. Some have integrated into the Carrion Tribes, while other clans refuse to have anything to do with other creatures. These gnolls have embraced the Rage of War and engage in endless, ecstatic violence; when there are no outsiders to fight, they find reasons to battle the other clans. There have been times in the past when a great leader has united them and lead a horde through the Labyrinth, and this could happen again; but for the most part they are one of the ongoing dangers of the Demon Wastes, ever hungry to spill blood in the name of Rak Tulkhesh.
The gnolls of the Towering Wood are creatures of the Wild Heart. These feral hunters prowl through the Eldeen Reaches, preying on any creatures who cross their paths. These gnolls rarely organize beyond clans. The fact that they don’t form armies limits the overall threat that they pose to the people of the Towering Woods; they’ve never amassed in sufficient numbers to threaten the Greenheart, for example. But because they’re scattered and mobile, the Wardens of the Wood and the shifter tribes of the Towering Woods have never been able to end the threat. Clans melt away into the depths, appearing to strike isolated villages and travelers. Some say that there is a piece of the Towering Wood that can only be found by gnolls and lycanthropes who serve the Wild Heart—a dark haven where these feral forces build their strength and wait to strike.
There at least two gnoll clans that live deep in the King’s Forest of Breland. While smaller than the clans of the Towering Wood, these gnolls are likewise driven by the Wild Heart; they are cruel hunters who take pleasure in terrifying their quarry. Typically they remain in the wildest, darkest depths of the King’s Forest, avoiding the Knight Rangers and restricting their attacks to those fools who stray far from the safe paths. But there have been times when their numbers have grown, and when gnoll raiders have emerged from the Forest to prey on surrounding villagers.
While savage gnolls are often tied to the Rage of War or the Wild Heart, few know those names. Clans are guided by warlocks and fiendish visions, and each clan has its own name for the power that fuels their thirst for blood. The gnolls of Rak Tulkhesh show more martial discipline, while the gnolls of the Wild Heart are feral and cunning. Both are uniformly cruel, taking pleasure not simply in spilling blood but in instilling terror in their prey. The last great raid across the Labyrinth was centuries ago, but the people of Aundair still share grisly tales of the horrors unleashed by the pillaging gnolls, and Brelish children know gnolls devour those fools who stray from the path. This uniform cruelty is unusual in Eberron, where goblins are often more honorable than humans and orcs may be champions of the light. But gnolls aren’t natural creatures; they were shaped by overlords, and the essence of demons flows through their veins. They were bred to spill blood and sow terror, and for countless generations they gleefully embraced that path. But there are gnolls who reject the foul influence of their creators… such as the Znir Pact of Droaam.
THE ZNIR PACT
The region now known as Droaam has long been home to gnoll clans. The Rage of War seeks endless battle, and when there is no greater conflict it delights in setting its minions against one another. For countless generations, gnolls fought troll, ogre, and other gnolls seeking blood for their hungry idols. Centuries ago two gnolls from rival clans faced one another on a battlefield soaked in the blood of their kin and questioned the path that had led them there. The two urged others to deny the voice that called for endless war, to refuse to chase death in the service of a fiend. Two became four, then eight, until entire clans heeded the call. Clan leaders dragged their idols to the place now known as Znir—a word that simply means stone—and there they shattered the images of the fiends they once served. Together the gathered hunters, shamans, and warriors swore an oath: They might be many clans, but from this day forward they would be one pack. They would allow no one—not chieftain, god, or demon—to hold dominion over them.
This was easier said than done. Fighting the fiendish influence within was challenging enough, but the western wilds were a chaotic tapestry of battling forces. The leaders of the newly forged Pact had no desire to rule over other creatures, but even just holding their territory would invite attack. And so they developed the path that has carried them forward to this day: the road of the mercenary. The gnolls would claim no territory beyond the lands around Znir. They would fight for any who would pay a fair price. But if anyone sought to enslave a gnoll, or to strike against Znir itself, they would face the wrath of all of the united clans. This was a lesson that had to be taught many times, but after a century or so, the point was made. To those who paid them, the gnolls were as reliable as stone. Those who betrayed them or who picked a fight would fall before the might of the full Pact.
Some scholars of the Five Nations find it strange that the Znir Pact never took the path of conquest. There was no parallel to the united force of the Pact within the region, and they could have defeated the various chieftains and warlords they served. But the fact is that the gnolls have never had a desire to rule other creatures. They love the hunt and the thrill of battle. The path of the Pact allows them to do what comes naturally—to stalk and kill, to fight endless battles. But they do so together. They choose the paths they follow and the battles they fight. One could look at the Pact and say that they serve many masters. But the Znir gnoll would respond that they serve only themselves: that they choose who they fight for, that they set the terms of their service.
The Znir gnolls include a dozen different clans, each of which holds onto distinct traditions. Once the clans were devoted to different faces of the overlords, but when they shattered the statue, each clan chose one of the moons. All gnolls hunt and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth the deadliest archers; and the Olarune are the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually negotiated for a period based on cycles of the clan’s moon. The clans maintain distinct territories within the Znir region. Despite this, all gnolls are welcome around the hearth of any clan; the Znir take pains to crush any tension that arrises between the clans. Shamans and leaders from each clan maintain a council at the Znir, around the broken idols. Here they mediate disputes, assign contracts to clans, and allocate funds and equipment. The Eyre clan have honed their skills as smiths and tanners, and they craft much of the equipment used by the Znir gnolls… though there is still a strong tradition of scavenging among the Znir, and warriors will often claim trophies from fallen foes.
Gnoll vs Gnoll
Droaam is a small place, and the Znir will serve any who will pay a fair price. This inevitably leads to conflict between Znir gnolls. In such situations, Znir will fight one another with all their skill. But they will strike to wound… and a gnoll wounded by another gnoll will immediately withdraw from battle, no matter how superficial the wound. While some clients take umbrage at this—You can still fight! Get back out there!—this is an absolute rule of all Znir contracts, and those who defy this will be punished by the united clans.
In general, the Znir take their contracts seriously. If the client breaks the terms of the agreement, the contract immediately ends. As long as terms are met, Znir will face any danger and will never betray a client. They have earned this reputation over the course of centuries, and this gives them a place much like the Sentinel Marshals of House Deneith in Khorvaire; everyone knows that the word of the Znir is as unbreakable as stone.
The Daughters and Tharashk
In their rise to power, the Daughters of Sora Kell have contracted for fully half of the forces of the Znir Pact (divided among all clans). This is an extended contract, under which the gnolls serve both as soldiers, hunters, and peacekeepers. Most large communities have a Znir garrison that’s serving the Daughters. These troops are present to protect the region from brigands or invaders, and to help maintain order. But they serve the Daughters, not the local warlord; it’s understood that if the warlord turns against the Daughters, the local Znir will act in their interests. The remainder of the Pact serves other masters. Many warlords maintain their own Znir forces, either as bodyguards, enforcers, or hunters. House Tharashk has also begun brokering the services of Znir gnolls within the Five Nations. The Pact is still cautious about this arrangement, however. Within Droaam, Znir customs are known and respected, and the Znir can unite against anyone who defies them. The Znir recognize that they don’t hold such power over the rulers of the Five Nations… and thus they are concerned about serving so far from their stones. In addition to those who serve through House Tharashk, a number of Znir have been sent east to study the Five Nations, gathering knowledge of its people and customs so the Znir council can determine how to engage with the wider world. This scouting role is a reasonable path for a gnoll player character; it’s their job to travel the world beyond and learn its ways, and to make friends and allies.
The Demon Within
The Znir defied the overlords when they shattered their statues, but there is still a spark of a fiend in the blood of each gnoll. Znir refuse to allow the demon within to hold dominion over them. Young gnolls learn how to resist this influence—to channel the strength of the fiend without giving it power over them. For most gnolls this is simply a matter of discipline. Znir gnolls are known for remaining calm in the face of provocation; having learned to fight their own demons, they aren’t easily manipulated by mortals. However, some gnolls learn to draw on their unnatural heritage and to channel this power in useful ways. Znir gnolls have their own equivalents of rangers and barbarians; the ranger’s primal magic draws on the Wild Heart, while the barbarian channels the fury of the Rage of War. Znir shamans are similar to warlocks, typically following the path of the Fiend. However, in all of these examples, the Znir don’t serve the dark power. Rather, they can be seen as stealing their strength from it; learning to draw on it without giving anything in return.
In their determination not to let fiendish forces hold dominion over their people, the Znir gnolls have also developed their own techniques for fighting supernatural threats. Champions trained to face fiends and undead are known as hwyri, and wield powers similar to those of paladins in other lands. However, hwyri don’t worship any divine power. Their abilities come from training and understanding of the demon within; they aren’t crusaders, they’re mercenary demon hunters. Most hwyri come from the Vult clan, and in a land that shuns the Silver Flame, these gnolls can be the best hope for people facing fiendish threats. There has been some tension between the Vult and the lycanthropes of the Dark Pack; the Vult shamans suspect that the Pack is vulnerable to the influence of the Wild Heart.
ZNIR GNOLL TRAITS
Exploring Eberron will include my rules for Znir gnoll player characters. For the moment, here’s a few general tips on playing a Znir gnoll.
Bone Eaters. Gnolls possess powerful jaws, as reflected by their bite attack. Gnolls can chew through and digest bone, and dislike letting food go to waste. When savage gnolls raid a village, they will consume even the bones of their victims. Znir gnolls won’t eat their fallen foes if they’re in the company of creatures who will be uncomfortable with such behavior. But they will often eat a small piece of any creature they slay—even if it’s just a finger—to form a bond with the victim. The Znir believe that those you kill wait for you in the realm of death, and honoring them ensures that they won’t be hungry when you travel to that land.
Pack Instincts. Gnolls have very strong pack instincts. They instinctively work together in combat, and they think nothing of placing themselves in harm’s way to protect their kin. Znir gnolls will not deceive members of their pack; if there are problems, they will call them out directly. If a gnoll character adopts a group of adventurers as their temporary pack, these things apply to the other players—but they will be surprised and angry if their non-gnoll packmates don’t show them the same respect.
Casual Aggression. Gnolls often seem very aggressive to other creatures. However, gnolls themselves don’t consider casual intimidation to be a hostile act; it’s just a way to establish a place in the hierarchy of the pack, largely ignored once that hierarchy is established. One of the most common ways this manifests is that gnolls make demands rather than requests. As a gnoll, use active statements rather than passive queries.
Cunning Hunters. Gnolls are strong and aggressive by nature. But both the Znir gnolls and there savage kin are cunning hunters rather than simple brutes. Gnolls work together as a pack, always searching for weaknesses in enemies and supporting injured allies. Znir goals won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; they are ruthless and efficient, and see nothing wrong with ambushing or tricking a superior foe. Some gnolls have a supernatural knack for minicry, and will use this gift to draw enemies into danger.
The Fiend Within. As a gnoll, there is a spark of demonic influence within you. The Znir learn to control this at an early age. But how does it manifest in you? Do you suppress it completely, or do you channel it in some way—possibly reflected by your class abilities? Are you a hwyri who seeks to fight supernatural threats, or are you not concerned with such things?
That’s all I have time for today, but you’ll find more about gnolls and the Znir Pact in Exploring Eberron! Thanks to my Patreonsupporters, who keep this site going and who chose this topic!
Eberron has a unique planar cosmology, but Rising From The Last War only scratches the surface of the planes; in this article and the upcoming Exploring Eberron, I’m digging deeper. Thanks to my Patreon supporters, who keep this site going and who chose this topic for my final January article!
LAMANNIA: THE TWILIGHT FOREST
Lamannia embodies primordial nature, untapped and
untamable. It represents the raw power and majesty of the natural world.
Lamannia is often called the Twilight Forest, and depicted as a realm of
colossal trees and massive beasts. However, the forest is just one of the
facets of Lamannia. Every natural environment is represented in Lamannia,
contained in a layer that exemplifies and exaggerates its features. Windswept
desert, raging ocean, endless plains; all can be found in Lamannia.
At first glance, Lamannia appears to overlap with a
number of other planes. How does the Twilight Forest differ from the domain of
the Forest Queen in Thelanis? How does the chill tundra differ from the icy
layers of Risia? Shouldn’t the volcanoes of the Broken Lands be in Fernia?
Well, there are dryads in the trees of the Endless Weald of Thelanis; sprites
hide behind leaves and satyrs dance in the clearings. And in Fernia a blazing
volcano could be home to Azer smiths forging wonders in its depths, or a balor
who delights in unleashing streams of lava to destroy unwary adventurers. In
Fernia, the volcano is a metaphor for industry or destruction. In Lamannia,
it’s a metaphor for volcano. It’s an
iconic, perfect example; it doesn’t need fey
or fiends to make its point, because the volcano itself is the point. The
elementals of Lamannia aren’t the anthropomorphic genies found in Fernia and
Syrania; they are the pure, living essence of the elements, unburdened by any
humanoid desire. Its primary inhabitants are beasts—both beasts that you might
encounter in the wilds of Eberron, and massive creatures that can be seen as
iconic representations of their type: the idealized incarnation of BEAR or
Some scholars assert that Lamannia served as a
blueprint for the material plane, that it was in Lamannia that the Progenitors
perfected the ideas of storm and stone. They believe that the natural world is
infused with the essence of Lamannia—and that druids and others who wield
primal magic actually manipulate that Lamannian essence. Certainly, Lamannia is
charged with primal power; druids who travel to the Twilight Forest can be
overwhelmed by the sheer force of nature that infuses this place.
Lamannia lies close to the world, and it’s one of the
easiest planes to reach. Its treasures are wood and stone—natural object imbued
with elemental power, herbs and plants whose effects are far stronger than
their mortal counterparts. But when you come to Lamannia, you are prey; there
are many predators in this realm, and anyone who seeks to despoil the
embodiment of nature will be hunted.
Lamannia is a reflection of the natural world,
intensified and exaggerated. The air is pure and clean, the water fresh and
clear. Colors are impossibly vivid. It is suffused with life—a realm in which
any stone could be an earth elemental, where any tree could be awakened.
Vegetation is nearly always in bloom and beasts are
almost always in the peak of health. With the exception of layers such as The
Rot, Lamannia reflects the ideal state of the natural world. Here are a few of
the consistent traits of the plane.
Extended primal magic. When you cast a spell that draws on primal magic magic that has a duration of 1 minute or longer, the duration is doubled, to a maximum duration of 24 hours. Typically druids and rangers channel primal magic, but it’s up to the DM to decide in the case of each spellcaster. A paladin that follows the Oath of the Ancients might channel primal magic to cast their spells, while an Aundairian ranger could use arcane techniques.
Indomitable beasts.While in Lamannia, beasts and elementals have a +2 bonus to Constitution and advantage on saving throws against being charmed, frightened, or immobilized. When an elemental or beast first arrives in Lamannia from another plane, any magical effect that is charming it or binding it in any way is broken; this can be disastrous for an elemental airship that’s thrown into the plane.
The land provides. When you make a Wisdom (Survival) check to forage for food or shelter in Lamannia, you have advantage on the roll. The vegetation is bountiful and the land sustaining. It may be difficult to forage in the Broken Land, but you’ll at least have advantage to help you with the roll.
Primordial matter. It is difficult to destroy or contaminate the matter of Lamannia. An ongoing purify food and drink effect cleanses any sorts of poisons or contaminants from beyond the plane. In addition, natural materials such as wood and stone are tougher than their mundane counterparts. When trying to destroy such objects, increase the Armor Class suggested in Chapter 8 of the Dungeon Master’s Guide by 3 and double the hit points of the object.
Most layers of Lamannia follow a traditional
day-night cycle. However, layers aren’t synchronized and likewise don’t match
any time zone in Eberron. There is only one moon in the sky of Lamannia; a
Wisdom (Nature) check with a DC of 10 will identify it as Olarune, though it
appears larger than in the sky of Eberron and is always full.
Denizens of Lamannia
A common story of Lamannia tells of an explorer who
passed through a manifest zone and found herself on a vast mountain peak.
Pushing up the mountain, she was exploring a mysterious thicket when she was
set upon by rats the size of wolves. She fought the rats, but was on the verge
of being overwhelmed… until a giant beak flashed down and snapped up a rat in a
single bite. The wide ‘thicket’ wasn’t natural briar; it was the nest of a
Lamannia is filled with all manner of beasts. Any
natural creature can be found in Lamannia; indeed, some sages assert that the
presence of a creature in Lamannia is what defines it as “natural.” These creatures
fall into the following categories.
animals are identical to their counterparts in Eberron. Any natural
creature can be found in a layer with an appropriate environment. If such
beasts are the first things player characters encounter in a visit to Lamannia,
they might not realize they’ve traveled to another plane.
animals are creatures of remarkable size. Any beast described as ‘giant’ or
‘dire’ can serve in this role. Such creatures are more common than mundane
animals; in the Twilight Forest, most owls are giant owls, and they prey on
giant weasels and rats. While the existing animals are a place to start, any
sort of beast can have a dire counterpart in Lamannia.
are gargantuan beasts. The roc is an example of Lamannian megafauna; those
found in Eberron have been drawn through manifest zones or slipped between
planes during coterminous periods. A megafauna serpent could use the statistics
of a purple worm. These two creatures provide a rough scale of power for
megafauna, but a DM can create a wider range of megafauna; adventurers could be
hounded by a pack of gargantuan wolves. While these creatures are similar in
form to beasts, they are typically classified as monstrosities. Between their
vast size and their connection to the plane, they are immune to most effects
that only target beasts, and you can’t charm a roc with a simple animal friendship spell.
· Totems are beasts that are beyond the tactical scale… creatures that can be measured in miles. The gnome explorer Tasker tells a tale of finding an island in the Endless Ocean that turned out to be an enormous turtle; another of his stories deals with a pack of lycanthropes living in the fur of a massive roaming wolf. Such totems aren’t natural creatures and don’t need to eat or excrete. Their origins and purpose are unsolved mysteries, but most sages believe that they are immortal spirits projected by the plane itself. Some claim that the totems are connected to all creatures cast in their image. Others believe that the totems are sources of primal power, that barbarians, shifters, and druids can receive power and guidance from them. All that is known for sure is that they’re immune to common spells, and to date there are no accounts of anyone successfully harming or communicating with a totem.
For the most part Lamannian beasts are no smarter than their
counterparts on Eberron. However, there are animals that possess intelligence
similar to that granted by the awaken spell.
However, even these beasts generally follow their natural instincts and live wild
lives. While in Sharn giant owls may own shops and run for city council, the
giant owls of Lamannia are content to hunt the beasts of the Twilight Forest.
So it’s possible to find creatures in Lamannia that speak Common or a
Primordial dialect, but most have little interest in long conversations. Also,
don’t forget that dinosaurs are natural beasts! While a megafauna owl is
impressive, the megafauna version of a swordtooth titan (tyrannosaur) is a
sight to see!
After beasts, the most common inhabitants of the plane
are elementals. Genies, mephits, and
anthropomorphic elementals are found on other planes; the inhabitants of
Lamannia are pure and raw in form. These include the standard earth, fire, air,
and water elementals, but they can come in a wide array of sizes and forms.
Adventurers exploring the broken lands could encounter tiny globs of lava
crawling across the land… while the leviathans of the Endless Ocean and the
elder tempests of the First Storm are forces of apocalyptic power. The
elementals of Lamannia are the spirits commonly summoned and bound by the Zil,
used to propel lightning rails and airships. While intelligent, these elementals
are utterly alien. They have little concept of time, and perceive the world
around them though the balance of elements. The sole desire of most elementals
is to express their element: to burn,
to flow, to fly. Many have an antagonistic attitude towards spirits of other
elements, which drives the deadly conflict in the Broken Land. This is another
obstacle in dealing with elementals, as they tend to perceive humanoids as
globs of water. While it’s possible for a character that speaks Primordial to
talk with a Lamannian elemental, it’s usually difficult to establish any sort of
common basis for negotiation. Still, there are legends of wandering druids who
“befriended earth and air;” anything is possible!
The merfolk came to Eberron from Lamannia, and their
ancestors remain in the Endless Ocean. These primordial merfolk are closer to
their elemental roots than their counterparts in the seas of Eberron; while
they are just as intelligent as their cousins, they are driven by primal
instincts. They wield druidic magic, but they don’t craft tools or structures.
This serves as a model for other humanoid natives of Lamannia. Any race with a
strong primal connection could be tied to Lamannia, but natives of Lamannia are
driven by instinct and avoid the trappings of civilization. There could be
tabaxi dwelling in the branches of the Twilight Forest, but if so they will
feel feral and wild.
During the Silver Crusade, a significant number of
lycanthropes made their way or were exiled to Lamannia. While in Lamannia, a
lycanthrope cannot spread the curse to anyone other than their offspring. The
unnatural impulses of the curse—the drive to prey on innocents, the bloodlust
that can cause a victim of lycanthropy to lose control of their actions—are
suspended while they remain on the plane. Primal instincts are amplified;
Lamannian werewolves remain predators and take joy in the hunt. But they aren’t
driven to evil and remain in full
control. Packs and communities of lycanthropes are scattered across the layers.
Most are descended from lycanthropes who fled Eberron to escape both the templars
and the dark power whose corrupting influence led to the crusade; these
shapeshifters embrace their primal nature and rarely assume humanoid forms. But
there are also packs descended from afflicted templars who chose exile over
death, who strive to preserve the beliefs and traditions of their ancestors.
There are bitter feuds between these afflicted templars and the “first wolves”
and other lycanthropes of Lamannia, but the templars can be valuable allies for
There are also a handful of druids and rangers who
have crossed into Lamannia and chosen to remain in this primal paradise. Many
run with lycanthrope packs, embracing their feral instincts and spending their
days in wild shape. Others act as planar shepherds, seeking to minimize the
impact of dangerous manifest zones and to help unwary travelers.
There are no celestials or fiends in Lamannia. It is a
realm of elementals and beasts, and the elementals are alien and untamed. Yet
explorers often report a feeling that they are being watched. And there are times when random events seem to be
guided by an unseen hand. When outsiders have sought to bring industry to bear
in Lamannia, they have been found by megafauna or elder elementals, or struck
by especially vicious turns of weather. It’s possible that this is the work of
the totems—that totems possess omniscience and great influence over their
layers. Or there could be a greater power that watches over the entire plane.
There is a single moon in the sky above every layer, the moon Olarune; some
scholars assert that this is the consciousness that governs the plane. This is
reflected in Eldeen shifter traditions that predate the practices of the
Wardens of the Wood; shifter druids suggest that it was Olarune who created the
shifters, and that the first lycanthropes were her champions. It is up to the
DM to decide if there’s any truth to these tales.
Layers of Lamannia
Like many of the planes, Lamannia is made up of layers—a
connected web of demiplanes, each highlighting a particular aspect of primal
nature. The scope of any single layer is up to the DM as suits the needs of the
story. One layer in Lamannia might contain a single colossal mountain peak; on
the other hand, the Twilight Forest could be as large as Khorvaire itself (or
even Eberron!). The edge of a layer could be an impassable physical barrier, or
it could wrap around onto itself; sail far enough in the Endless Ocean and
you’ll find yourself back where you began.
The layers of Lamannia are connected by physical portals, but
these portals often only allow travel in one direction. Any deep pool of water
may connect a layer to the Endless Ocean; but while you can get to the Ocean by
diving into a pond in the Twilight Forest, but there’s no gate back to the
Forest on the other side. The Endless Ocean contains small islands; people who
explore these islands will find they have moved to a new layer.
The Twilight Forest
The sky is hidden by the dense canopy of this vast
rainforest, leaving the forest floor in an endless twilight. The trees are over
a hundred feet in height—impressive, certainly, but not as tall as the
greatpines of the Towering Wood in the Eldeen Reches. But as people explore the
Twilight Forest, they will come upon strange ridges and walls of wood. Some
come together, forming twisted wooden canyons. Following these, explorers will
find that they are the roots of truly colossal trees, vast titans wider and
taller than the towers of Sharn. The Twilight Forest as mortals experience it
lies in the shadow of the grander canopy that rises far above it, and these
mighty trees are home to megafauna and mightier beings.
The Twilight Forest is wild and untamed. However,
explorers can find wide tracks through the lower forest. Survival experts may
recognize that these aren’t tracks formed by humanoid hands; rather, they are
the paths of totems, who have crushed the lesser forest beneath their colossal
feet. The Forest is filled with beasts; mundane and dire creatures in the lower
forests, megafauna in the grand canopy above it, and the occasional passage of
totems. There are multiple communities of lycanthropes scattered throughout the
lower forest. A clan of wererats have carved out a warren in the roots of a
colossal tree, while a pack of wild wereboars feuds with werewolves descended
from exiled templars. An ancient elf druid named Haral, who spends most of her
time in the form of an owl, does her best to maintain order; she is assisted in
this by a megafauna owl she calls Ruark. However, the Twilight Forest is larger
than the Eldeen Reaches; these are just a few examples of the inhabitants of
Another noteworthy area is the Graveyard. Of all of
the layers, the Twilight Forest is closest to Eberron. There are many manifest
zones between the Twilight Forest and the material plane, and when the planes
are coterminous it’s possible for people—or objects—to pass through. The region
known as the Graveyard contains a number of manifest zones that are tied to the
oceans of Eberron, and to the air above them—and over the course of thousands
of years, they have caught a number of ships in their net. The focal point of
these manifest zones are dozens of feet above the ground. First of all, this
means that it’s not easy for stranded travelers to find their way back; second,
this means that ships fall when they
pass through, causing damage and often killing many of the travelers. So the
Graveyard contains the wrecks of ships from many eras—an ancient Aereni
galleon, a Lhazaar vessel, a recently lost Lyrandar airship. This provides an
opportunity to introduce outside influences to the Twilight Forest, or to have
forgotten treasures hidden in Lamannia. A Dhakaani vessel holds a priceless and
powerful artifact long sought by all of the Heirs of Dhakaan… but the vessel was
infected by spawn of the Daelkyr, and these have carved out a foul warren
beneath the ship.
Elementals don’t have an especially strong presence
in the Twilight Forest, but they are still present throughout it. A gust of
wind, a pool of water, a rolling stone—in Lamannia, any of these things could
The Broken Land
The Broken Land is a volcanically active region filled
with high mountains and lava plains. There are constant eruptions, and the
layer is home to many fire and earth elementals, who engage in an ongoing
environmental conflict. Fire elementals flow out with the lava as volcanoes
erupt; earth elementals work to contain the eruptions and to rebuild the
shattered peaks, only to have them erupt again. Few beasts manage to thrive in
this layer, but there are some tough dinosaurs who’ve clawed out a niche. While
this region has fewer connections to Eberron than the Twilight Forest, it’s
also possible to find shipwrecks or remnants of other travelers here; it’s
certainly a harsh and deadly landscape for adventurers who are stranded here or
those who must recover a lost relic from this place.
The Endless Ocean
This layer reflects the majesty of the ocean depths. It
is home to a vast array of fish and aquatic beasts, along with merfolk tribes
and a wide range of water elementals… from simple sentient currents and weirds
all the way to massive leviathans. Megafauna battles are common, and this is
the source of the tale of the island that turned out to be a totem turtle. True
islands are few and far between, and most are actually portals to other layers
of Lamannia. There are many manifest zones spread across the Endless Ocean,
almost all of which connect to the ocean depths of Eberron.
The First Storm
A layer of plains and low hills, this region is
permanently lashed by hurricane winds and endless storms. Beasts huddle in
caves and the limited shelter, while all manner of elementals clash in the
storm-lashed plains. A massive elder tempest drives the heart of the storm;
during the Sundering of Sarlona, an apocalyptic cult in Ohr Kaluun sought to
bring this elemental to Eberron, believing it would destroy the world.
Decay is part of nature, and this is reflected in the
Rot. This relatively small layer is swamplike, filled with fallen, rotting
trees. There are corpses of megafauna beasts scattered around the layer, and
giant insects and other massive scavengers prey on their remains. There’s a
community of wererats thriving in the Rot, and there could be a small outpost
of the Children of Winter who found there way here. While this is a symbol of
death and decay, it is entirely natural; the undead have no place here. It’s
possible a necromancer could arrive here, hoping to animate the massive
corpses; however, this would violate the theme of the plane, and if there is
any higher power at work in Lamannia it would direct forces to counter this. While
most layers of Lamannia are free from disease, disease is itself part of
nature; a manifest zone tied to the Rot could spread plagues into the surrounding
Lamannia is filled with precious natural resources; it’s
hardly surprising that an advanced civilization would try to harvest them.
During the Age of Giants, the Cul’sir Dominion set up a research station and
mining camp in a layer of Lamannia. After a decade struggling against megafauna
attacks and elemental-enhanced weather, the outpost was finally overwhelmed and
abandoned. It is a testament to the arcane engineering of the giants that
anything remains of this structure… although it may be that it remains because
the ruin itself has become a symbol of nature-reclaiming-civilization, becoming
the theme of the layer. Vines and moss cover shattered walls, and the bones of
giants are scattered throughout the remnants of this garrison. Valuable and
powerful treasures may well be hidden in the Folly, but explorers will have to
contend with aggressive elementals, dangerous beasts, and traps left by the
long-dead giants themselves.
These are just a handful of the many layers of Lamannia.
In developing a layer, think of a distinctive natural feature—a canyon; a
desert; a lone mountain—and build the layer around it. What creatures would be
found there? Have any outsiders taken up residence? Is there an unusual role
for elementals? How does it connect to other layers, or to Eberron?
Manifestations of Lamanna
There are many ways for Lamannia to influence an
adventure even if the player characters never leave the material plane.
Lamannia is a prolific source of manifest zones. Quite
often manifest zones are found at the heart of a region that resembles the
connected layer: zones tied to the Endless Ocean are found underwater, while
manifest zones tied to the Twilight Forest can be found in the Towering Woods, the
King’s Forest, and other vast woodlands. However, it’s also possible to find
Lamannian zones in areas with no obvious connection to the layer—such as the
aquatic zones tied to the Twilight Forest that produce the Graveyard. Here’s a
few of the common effects of Lamannian manifest zones.
Elemental Power. Manifest zones tied to Lamannia may have strong elemental resonance. When spells that summon elementals are cast in such a region, they’re treated as if they were cast at a level one higher than the spell slot that was expended. There are a number of these zones in Zilargo, and House Cannith and the Twelve are eager to find unclaimed zones. However, there are risks associated with them. Elementals may spontaneously manifest in such places; sometimes they linger for a long time (a pool tied to Lamannia could be inhabited by water weirds), but often they only linger for a few hours and then dissipate. Passing through such a zone can also impart a surge of power to an existing elemental; this can potentially allow a bound elemental to break free from its bonds.
Gateways. A manifest zone can serve as a direct portal between Lamannia and Eberron. Typical such portals only open under certain circumstances—often when the planes are coterminous, but the requirements could be even more restricted (for example, when the planes are coterminous and Olarune is full). Such gateways can allow adventurers to travel to Lamannia, but they can also be the source of hostile elementals or deadly megafauna. Rising From The Last War suggests the idea that what appears to be a ring of standing stones could be a group of slumbering earth elementals stranded in such a gateway.
Growth. A common effect of a Lamannian manifest zone is to enhance the growth of plants or beasts in the region around it. This is less about fertility (which is commonly associated with Irian) and more about the size and health of the beast. Animals are often drawn to such zones. House Vadalis is always searching for manifest zones with this trait, and many Vadalis enclaves are built in these zones.
Purity. Vegetation and water in such a zone are healthy and pure, as if constantly affected by purify food and drink. Such zones can be a valuable resource for small communities. Such regions may also manifest the ‘primordial matter’ described earlier; stone and wood may be unusually tough. The prison of Dreadhold is built in such a manifest zone; not only is the stone of the region denser than usual, it cannot be penetrated by scrying or teleportation.
Resistance. While Lamannian manifest zones can be useful tools for communities or dragonmarked houses, some zones actively resist and repel civilization. As noted in Rising From The Last War, weather, vegetation, and a rapid rate of decay can combine to quickly destroy structures built in the zone and overgrow the ruins.
These effects aren’t mutually exclusive; a manifest
zone could have both the growth and resistance traits, and also become a
gateway under specific circumstances. Zones can also have very specific effects;
notably, the elemental power trait is often tied to a specific element. The
weird-haunted pool enhances water elementals, but doesn’t help if you’re trying
to summon fire elementals.
COTERMINOUS AND REMOTE
Lamannia has a swift planar cycle. It is reliably
coterminous for a week around around the summer solstice, and remote for a week
during the winter solstice; it can also become coterminous at other times,
often related to the lunar cycle of Olarune.
While Lamannia is coterminous, the effects of Lamannian
manifest zones are enhanced. In regions of unspoiled nature—such as the Eldeen
Reaches, the wilds of Q’barra—fertility of both plants and animals is enhanced,
and beasts conceived in these periods are often exceptionally strong and
healthy. Primal spells that affect beasts or elementals are extended; if a
spell has a duration of 1 minute or longer, the duration is doubled, to a
maximum duration of 24 hours.
While Lamannia is remote, fertility rates drop and
beasts born in these periods are often weak or sickly. Beast are often uneasy,
and the duration of any primal spell that affect beasts or elementals is cut in
half, to a minimum duration of one round.
The inhabitants of Lamannia rarely choose to travel to
Eberron. Those few civilized creatures—lycanthropes, merfolk—are content in
their primal realm and generally only cross over by accident. However,
accidental visitors can be a source of trouble or adventure. A powerful
elemental or a megafauna beast can pose a deadly threat to a region. Megafauna
creatures can become local legends; imagine a Vadalis expedition seeking a
legendary megafauna ape (which, if captured, might break free while on
exhibition and climb the towers of Sharn!). There’s no records of a totem beast
ever passing through to Eberron, and it’s possible that they cannot manifest
Lamannia vegetation is prized by alchemists. Herbs and
roots from Lamannia can produce exceptionally strong potions, and many types of
Lamannian vegetation have innate magical effects; there are bushes in the
Twilight Forest that naturally produce goodberries.
Lamannian lumber likewise can have unusual traits, mirroring the densewood and
bronzewood found in Aerenal. Lamannian wood and stone can serve as powerful
focuses for primal magic, for creating figurines
of wondrous power, or for tools designed to summon or bind elementals.
Lamannia is a source of elementals and dire beasts. It
is wild and untamed, strengthening primal magic and providing a haven to
lycanthropes. It resists any intrusion by civilization. Here’s a few ideas for
working it into your story.
Land. When a party of
adventurers unknowingly pass through a gateway, they must find a way to survive
in this wild realm. This could be as simple as finding another manifest zone to
take them home… or it could require them to survive in Lamannia for months
while waiting for the planes to become coterminous. Another option is for the
group to be stranded when their airship passes through a manifest zone and the
elemental breaks free; in this case, the adventurers must decide whether to
protect the other survivors, and deal with conflicts that arise among them.
Island. Due to close ties to Lamannia, there’s an island that is home to an
unusual array of megafauna beasts. Adventurers could stumble onto this on their
own, or they could be hired by an heir of House Vadalis who wants to
investigate the rumors without drawing the attention of rivals in the house.
Beast. A Lamannian zone could realize a megafauna predator into the region,
spreading terror among the locals. Must this creature be destroyed? Can it be
returned through the zone, or is it even hostile?
Lamannia suppresses the negative effects of the curse of lycanthropy. Adventurers
could stumble upon a village of lycanthropes and jump to the wrong conclusion,
not knowing that the influence of the local manifest zone allows them to
control the curse. Alternatively, a group of benevolent lycanthropes could
return to Eberron only to fall prey to the predatory impulses of the curse: can
the adventurers capture these lycanthropes alive and help them return to the
Hunt. The trail of a powerful artifact leads to Lamannia. It might have
been on a ship lost in the Graveyard, or it could be that an artificer needs
Lamannian resources to complete an eldritch machine. Can the adventurers win
this deadly race?
With Nature. An Ashbound druid manages to establish a new Lamannian
manifest zone in a major city, such as Fairhaven or Sharn. The resistance
effect is causing the city to crumble, releasing elementals and wild
vegetation. Can the adventurers find a way to remove the manifest zone?
Alternately, House Cannith could be determined to create a bridge that allows
them to harvest Lamannian resources… will they succeed, or will their efforts
· Unusual Flavor. The impact of a manifest zone can be felt just as part of the backdrop of a scenario. The village of Clearwater is in a hostile region, but it survives because of the small lake that provides fresh water and a seemingly inexhaustible supply of fish. In a small Eldeen village, the locals live in harmony with a breed of giant rabbits unknown elsewhere in Khorvaire. A tribe of shifters lives in the branches of the three massive trees that grow in a Lamannian manifest zone.
If you have questions or stories about what you’ve done with Lamannia, post them below!
The Darguul warlord studied Caerys, slowly spinning the chan of his flail. “What could bring you to this place, elf?” His tribe gathered around them, forming a wide circle of shadows and gleaming red eyes.
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”The warlord hissed in fury, and his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
The Tairnadal elves of Eberron are devoted to the arts of war. When a Tairnadal elf reaches adolescence, a rite is perform that determines which of the patron ancestors has chosen the child. From that point on, it is the duty of the elf to emulate this ancestor, perfecting their skills and following in their footsteps. Each Tairnadal wears a zaelshin, an amulet that bears the sigil of their patron; when performing heroic deeds they cover their face with a veil known as a zaelta (“spirit mask”), so the enemy sees the zaelshin rather than the face of the living elf.
The Tairnadal have always been called out as one of the most efficient and deadly fighting forces in Eberron. In part this is due to their discipline and absolute devotion to the arts of war. The Tairnadal are ascetics who undergo decades of harsh training, and spend their lives searching for ever greater challenges for their skills. But the idea has always been that there’s a possibly supernatural aspect. Through their devotion, the Tairnadal preserve the spirits of their greatest champions; but the idea is that this allows the ancient heroes to guide the living elves. When a Tairnadal elf acts on instinct and intuition, they believe that the spirit of their ancestor can guide their hands and direct their thoughts. So for a Tairnadal, following the path of an ancestor isn’t simply an annoying chore; they believe that the more closely they emulate the ancestor, the easier it is for the patron to live through them, sharing their legendary skills.
So in part, the devotion of the Tairnadal is based on the belief that they are keeping the spirits of their ancestors from fading into oblivion. But this is balanced against the belief that the living Tairnadal receive concrete benefits from this relationship—that the exceptional skills of Tairnadal warriors and wizards reflect the direct guidance of these ancestors.
Over the years, there are a number of questions that come up frequently.
If Tairnadal culture is based on the relationship with the ancestors, how did it begin? Who were the first ancestors?
Is it possible for my character to become a patron ancestor, or can living elves never be seen as the equals of their ancestors?
Where are the patron ancestors? If their spirits still exist, why haven’t they been resurrected?
How do I choose a patron ancestor for my character? Why does it matter?
Can half-elves become Tairnadal?
What’s the difference between Valenar elves and Tairnadal?
Who are the patron ancestors?
One thing that many people don’t realize is that the original patron ancestors weren’t Tairnadal. The elves who fought against the ancient giants came from many different cultures. In Dragon 407, the article “Vadallia and Cardaen” presents two patron ancestors—one a warrior queen who was born free in the wilds of Xen’drik, the other a wizard trained by the Cul’sir giants who turned against his masters. The original patron ancestors were united by their common cause, but they came from many different cultures and backgrounds. Tairnadal culture was born on Aerenal, forged by refugees united by the stories of their champions and the determination that they would never be conquered again.
So the FIRST patron ancestors were heroes who fought against the giants. But while the foundation of the Tairnadal faith is to honor and preserve the ancestors, it’s understood that this is because it lets the mortal elf channel the skills of those legendary heroes… and potentially to use those skills to become legends in their own right. Look back to the story that begins this article. What this tells us was that in the Age of monsters there was a Tairnadal champion named Daealyth who was channeling the patron ancestor Taeri, one of the champions of Xen’drik. But the deeds of Daealyth were so exceptional that she herself became a legend—and TODAY, we have the elf Caerys, who is channeling Daealyth. So as a Tairnadal elf it is your duty to honor your ancestor and to do all that you can to bring glory to their name; but the hope is that in doing so you will become a vessel for their spirit and that together you will forge NEW legends—and that someday, future Tairnadal will channel YOUR spirit.
A secondary aspect to this is the idea that when dealing with generational ancestors, you do honor the patrons of your patron. In the opening paragraph, Caerys says that the battle will “bring no honor to the Taeri.” While she is the chosen of Daealyth, Daealyth was chosen by Taeri, and Caerys feels a secondary allegiance to the original champion.
Summing up: The first patron ancestors were champions of the conflicts on Xen’drik. However, over the course of tens of thousands of years new patrons have risen, and if you perform legendary deeds as a Tairnadal elf you yourself could become a patron ancestor.
in developing a patron ancestor—whether as a player or DM—consider that they are a celebrated, legendary figure and that the elves what to make sure they are never forgotten. Why are they celebrated and admired? What was their greatest achievement? Did they have a particular tool or treasure they were known for? Despite being beloved and preserved in memory, did they have any notable flaws? Because it’s the duty of the revenant to embody their flaws as well as their virtues! But an elf wouldn’t be preserve as a patron ancestor unless their virtues significantly outweighed their flaws.
But where ARE the patron ancestors? Are they in Dolurrh? Why don’t they get resurrected?
People only linger in Dolurrh for about a month before their spirits fade. In the past this has been used as a concrete limit on any form of resurrection; that unless a spirit is somehow kept from fading in Dolurrh (as some say occurs if the soul is snatched by the Keeper), there’s no way to return after it fades.
This is concrete fact. But no one knows if there’s anything beyond Dolurrh. The vassals of the Sovereign Host believe that Dolurrh is a gateway to the realms of the Sovereigns. Followers of the Silver Flame say the spirit moves on from Dolurrh to merge with the Silver Flame. The Blood of Vol says that fading is oblivion. The Tairnadal faith maintains that you persist for as long as you’re remembered. The more people who remember you, the stronger your spirit and the greater your ability to influence the world. Thus, the patron ancestors aren’t in Dolurrh and are beyond the reach of resurrection, but it’s believed that they continue to exist regardless.
How do I choose a patron ancestor for my character? Why does it matter?
Tairnadal elves don’t get to choose their patron ancestors; rather, the ancestor chooses the living elf. So Tairnadal children spend their youth essentially auditioning for the ancestors. The basic belief is that if you prove yourself to be an exceptional archer you’ll be chosen by a patron who specializes in archery—that early aptitudes inform the choice. But again, ultimately, the patron chooses the elf. You might EXPECT to be chosen by the legendary archer because of your skill, only to be chosen by a brave swordsman—who may have picked you because of your bravery, or some other aspect of your character you haven’t considered to be an asset.
One thing that is rarely a factor is bloodline. Consider the assertion that one in every 200 people is thought to be related to Genghis Khan. Most Tairnadal elves are related to many of the patron ancestors. It’s possible that you will end up tied to the same ancestor as your parents or siblings, but it’s not expected.
So in choosing a patron ancestor for your character, the primary question is how will it affect your story. Consider the following elements. F
Legend. The Tairnadal patrons are legends. They become patrons because the elves believe that their deeds must not be forgotten and that others should follow their example. What did your patron do to earn this devotion? What were they known for? What was their greatest deed? Did they have a legendary weapon or accessory (and if so, are you working to find it)? A signature move or spell? What is a distinctive thing about them that you can emulate?
Ideals, Bonds, Flaws. As a Tairnadal you’re expected to pattern your after your ancestor. Are your personality traits something you’ve cultivated to be more like your ancestor? Or are they things you’re trying to overcome? For example, if your flaw is your overconfidence, it could be that you’re NOT naturally overconfident, but you’re TRYING to be, because that’s something your ancestor was known for.
Class Features. Patrons are suppose to share their skills with their revenants. Do you see your ancestor as a source of class features—either those you have at the moment or those you will eventually gain? For example, if you’re a ranger, your Favored Enemy and Fighting Style likely reflect your ancestor. When you cast hunter’s mark, you might describe it as feeling your ancestor guide your aim. As a rogue or bard, it makes sense for your expertise to be tied to the skills your ancestor was celebrated for. If you’re a sorcerer or a true, your patron likely was as well. If you’re a warlock you might serve the same patron as your ancestor; if you’re a hexblade, your patron might be the weapon they carried. So, what does your class and your choices say about your ancestor?
Relationship. Are you proud to follow in your ancestor’s footsteps? Do you value their guidance and believe that together you will create new legends? Did you hope you’d be chosen by them, or did you always imagine you’d be chosen by a different patron? Beyond that, what is your actually relationship with the patron? Do you feel their presence guiding you? Do you have visions while trancing? This is especially appropriate for Tairnadal paladins, clerics, or warlocks; you could believe that the ancestor has a concrete purpose for you to fulfil.
Rivals. There are many more elves than patrons, and most patron ancestors have multiple elves following in their footsteps. You can find entire warbands dedicated to a particular patron. How well-represented is your patron among the Tairnadal? Are there dozens or hundreds of elves following in their footsteps, or are you one of only a few? What makes you stand out from the others? Do you have a particular rival who’s determined to be a better revenant than you?
Once you’ve considered these things, you can work out the rest of the details with your DM. How will your patron fit into the campaign? Are you trying to find their legendary artifact weapon? Are you driven to defend the innocent, or to hunt down a particular type of creature? As a Tairnadal you have a story you’re trying to relive; ideally that story should fit into the scope of the campaign your DM has in mind, not clash with it.
Can Half-Elves Become Tairnadal?
Ultimately that’s not up to mortals; it’s up to the patrons. What we’ve said is that there’s never been a case of a half-elf being chosen by a patron ancestor. But there’s nothing stopping you from making a Khoravar character who believes they HAVE been chosen and is trying to prove it. Again, if a Keeper of the Past could confirm it, it’s not the place of mortals to deny it.
What’s the difference between Valenar and Tairnadal?
Valenar are a subset of the Tairnadal elves. They are Tairnadal who came to Khorvaire as mercenaries and laid claim to the region they were protecting. The short form is that if you’re VALENAR then you fought in the Last War and served under High King Shaeras Vadallia. if you’re Tairnadal you could have remained on Aerenal and taken no part in the Last War. The Valenar are an armed host engaged in an active military operation; this means, for example, that there are no Tairnadal children in Valenar, because the civilian infrastructure of Tairnadal society remains in Aerenal; the Valenar are part of an ongoing military operation.
Previous editions have focused on the amazing horses of the Valenar, beasts with seemingly supernatural attributes. We’ve always highlighted that despite its best efforts, House Vadalis has never been able to breed these horses in captivity. Over the course of two editions, we’ve called out a few things the first is the idea that what makes the horses special isn’t simply genetic—that it’s tied to the idea that the HORSE is channeling the spirit of a legendary ancestor, that this is replicating the bond between the patron and their animal companion. This led us to the thought that it shouldn’t be limited to horses. While the Valenar are renowned for their cavalry, they also have expert commandos, assassins, and soldiers of every specialty—an elf could have a remarkable hound or hawk. The key point is that the idea of being chosen by a Valenar beast isn’t simply that the animal likes you; it’s that there’s a bond between you and the spirit within the beast. This is why you can only have one Valenar beast; if your patron was bound to a hawk, you can have a Valenar hawk as a companion, but you can’t later trade it in for a horse. The hawk is a defining part of your ancestor’s story.
Rising From The Last War does suggest that a Valenar beast could bond to a non-elf adventurer. This would be exceptionally remarkable, and the big question is what this means. Do you have some distant blood tie to the ancestor? Do you have a spiritual connection to them? Could you be an elf reincarnated in human form? Or has the spirit simply judged you to be a worthy companion?
House Vadalis hasn’t given up on replicating Valenar beast. But the idea is that what makes the beast special is the SPIRIT, and this only manifests when it is bound to a Tairnadal companion; when bred in captivity away from their people, the spirit won’t manifest and the Valenar beast will be born as a mundane creature, not fey.
This isn’t the first article I’ve written about the Tairnadal. If you want to dig deep, you should explore the following links.
If you have questions about the Tairnadal, post them in the comments! Thanks as always to my Patreon supporters, who keep this site running.
Has there ever been a Tairnadal who was later turned into a deathless?
It’s an interesting question, and more complicated than you might think. Bear in mind that the Aereni and the Tairnadal are two entirely different cultures with different values and traditions. The Tairnadal are ascetic, nomadic, and relentlessly martial. The Aereni are static and peaceful. While they join forces against common threats, they have relatively little in common and there’s not a lot of interaction between them. Looking to the deathless, the Aereni consider their tradition to be superior because the deathless continues to exist in this world. The Tairnadal consider their path to be superior, because the ancestor lives on through hundreds of revenants; they see that as a form of ascension, a superior form of immortality to just being trapped in Shae Mordai for eternity. A secondary factor is that while, per 3.5 rules, it is possible for a priest of the Undying Court to animate lesser deathless, the entire principle of the undying is that they are sustained by the devotion of their descendants—that for a Tairnadal deathless to survive, they would need to have the love and devotion of a sufficient population of local elves.
So could it happen? Sure. The Tairnadal and Aereni have joined forces multiple times to fight against dragons, and perhaps a Tairnadal champion performed such great deeds that the Aereni animated them after death and have sustained them with their love. But the TAIRNADAL might consider this to be a punishment rather than a blessing; they might rather live on in the memories of their descendants rather than be trapped in an undead body.
In saying that the Tairnadal ancestors aren’t in Dolurrh, are you confirming that there IS something beyond Dolurrh? Doesn’t that have enormous implications for other religions?
The Tairnadal faith is just that: a faith. The Tairnadal BELIEVE their ancestors are reaching out from beyond Dolurrh, just as a Vassal smith believes that Onatar is guiding her hands. You can’t just have a casual conversation with a patron—”Hey, Great-great-great-uncle Haen, what’s it like beyond Dolurrh?” Instead, they communicate through visions and intuition.
With that said: the Tairnadal are channeling SOMETHING. It is a concrete fact that a revenant blade can gain a supernatural level of skill by following the path of their ancestors. There is SOMETHING real going on here. And it’s quite possible that it’s exactly what the Tairnadal believe it to be. The idea of a patron ancestor existing in a state beyond death and guiding multiple descendants is very similar to the kalashtar quori, who also exist in the collective souls of their bloodlines. But the point is that there’s no absolute certainty here… and even if the Tairnadal spirits do somehow exist beyond Dolurrh, it doesn’t reveal what happens to the souls of faithful Vassals or reveal whether the Sovereigns exist.
What is the relationship between the Aereni and Tairnadal like? Did they just kinda divide up the isles between them and call it good?
This is summed up on page 218 of the original Eberron Campaign Setting: “Relations between the Tairnadal and the elves of the Undying Court are cordial. They honor the same ancestors, and respect the shared blood that flows through their veins.” It’s also the case that elves do move between the two cultures. Children who don’t adapt to the harsh life of the Tairnadal may be fostered among the Aereni, while the ECS says that “In the last few millennia many younger elves of southern bloodlines have left their homes to join the Tairnadal.” The Tairnadal have fought alongside the Aereni when Aerenal has been attacked, and as I suggest elsewhere, you might well find Tairnadal mercenaries serving as marines on Aereni ships. So yes, they split up the island long ago. The Tairnadal have remained in their territory, and so far there’s never been a conflict over those borders; Aerenal isn’t overcrowded.
What sources of internal conflict does Valenar/the Tairnadal have?
Tairnadal culture has little room for internal dissent. It is, in essence, a highly disciplined army that is further united by deep devotion to a shared religion. This ties to the general elf dedication to tradition and is reflected by the fact that the civilization has stood, virtually unchanged, for over twenty thousand years. On the one hand, this reflects unity and stability; on the other hand, it also reflects the general stagnation of Aerenal.
So: the Tairnadal are effectively an army, broken into a clearly defined system of warclans and warbands. The endless training exercises conducted between these united provides an outlet for competition within the culture, as does the competition between revenants struggling to be the best avatars of their patrons. There’s also a tension between revenants whose patron ancestors had feuds. But this is friendly competition; people who truly don’t fit it will simply be expelled from the society, typically fostered to the Aereni. With that said, there are some philosophical divisions, shown by the Silaes Tairn, Dralaeus Tairn, and Valaes Tairn; but these are long-established sects that have coexisted for millennia.
Within the Valaes Tairn, the primary point of conflict is simple: who supports the Valenar initiative? While many of the warclans joined Shaeras’s expedition, others chose to remain on Aerenal and disapprove of his actions (which some see as a dishonorable betrayal of a client). As a Tairnadal elf, you should decide if you serve in Valenar or if you oppose it.
Valenar is a different issue, because it involves many different factions. The TAIRNADAL in Valenar are strongly united; they are, again, a disciplined army in the field. But you also have Cyran loyalists, House Lyrandar, Khoravar immigrants, and the khunan majority, all with different aspirations and dreams. House Lyrandar imagines a Khoravar state, while most Tairnadal see the kingdom as a tool—the perfect place to fight a war without threatening Aerenal.
There are no Valenar civilians? This is news to me. Do they rely on locals for everything else? Are children and noncombatants shipped out?
This is discussed in more detail in this post, among other places. But yes, that’s the idea. The Tairnadal don’t need land. They don’t care about Valenar as a long-term kingdom (with the understanding that “long-term” has a different meaning for people who live for centuries). It’s a military beachhead and an opportunity for conflict; what they WANT is to encourage a powerful enemy to attack them, allowing them to emulate their ancestors (who fought a guerilla war against a powerful foe). By keeping their civilian infrastructure on Aerenal they maintain the ability to abandon Valenar entirely if it serves their purposes.
I understand that the Valenar elves use the locals to fill civilian roles but who does that for the Tairnadal back home. Who grows the food, looks after the kids, makes sure no one poops in the well, etc?
On Aerenal, much of the mundane work is done by elves who have yet to earn blade or steed. But there are master craftsmen among the elves of Valenar, those who dedicate their lives to the work of supporting the soldiers. This is not a choice; it is religious duty. When a child comes of age among the Tairnadal, the Keepers of the Past perform divinations to see which of the ancient heroes has chosen the initiate. Honorable warrior, stormcalling druid, merciless hunter, master smith –- these are just a few of the archetypes found among the ancient Tairnadal, and it is up to the young elf to follow whatever path is laid before him. Most of the Valaes Tairn are deadly warriors, but some are destined to support their kindred as smiths, engineers, or other vital tasks. These elves are known as the zaelantar, “peaceful spirits.” They are viewed with a mixture of respect and pity by their warlike brethren; the work they do is vital, and yet they are denied the chance to ride into battle or stalk prey.
The critical point here is that Tairnadal undergo decades of training and service before they are bound to an ancestor. So you might not be bound to an ancestor until you’re 60 years old. Which is fairly trivial for an elf who could live for a thousand years, but that’s still a good 40 years of productive labor. So who looks after the kids? Older kids. Meanwhile, elders who’ve retired from active duty train the youth, along with the Keepers of the Past.
With that said, bear in mind that Tairnadal society is completely unlike life in the Five Nations. The Tairnadal are essentially an army, and you’re in boot camp for the first few decades of your life. EVERYONE does latrine duty when it’s their turn, and everyone makes sure people don’t poop in the well; if you do, expect harsh military discipline. As an adult, you’re part of a warband; the warbands are nomadic, remaining in motion and living off the land. This lifestyle is sustained both by strict population control AND by powerful druidic magic that ensures that the Tairnadal don’t grow beyond the ability to sustain this nomadic lifestyle—with primal magic used both to enhance the fertility of the land and its creatures and to improve the efficiency of Tairnadal foraging (see the cualra flask in the article linked above).
So Tairnadal warbands are mobile and self-sufficent. These migrate between settled communities that train the young and provide the services of the zaelantar and the Keepers of the Past. Most of the work to maintain these communities is performed by young elves (who can, again, be up to 60 years old!) who’ve yet to be assigned an ancestor and a warband. Meanwhile, the Siyal Marrain are responsible for maintaining both the Valenar beasts and the land itself, ensuring that the warbands aren’t overtaxing its resources.
Also, are there non-military ancestors (great healers and guides, to say nothing of artists and lovers)?
There are great healers and guides, as well as artists and lovers; they’re just ALSO deadly warriors. Luckily, D&D supports this. The great healer is a war cleric or druid, who can smite as well as heal. The great artist might a bard of the College of Blades, whose artistry is deadly. As for great lovers, the story of Vadallia and Cardaen is a story of tragic love; it’s just that the lovers happen to be a peerless warrior and a mighty wizard.
This is a fundamental difference between Tairnadal and Aereni. The Ascendant counselors of the Undying Court include sages, philosophers, and abstract artists. But Tairnadal society is relentlessly martial. Life revolves around perfection of martial skill and magic. Those who yearn for a more peaceful life can become Aereni; this does happen, just as some among the Aereni leave their culture to follow the path of the Tairnadal. With that said, there are patrons that fill more traditionally civilian roles; we’ve spoken of the zaelantar artisans (mentioned above) and of the Siyal Marrain who tend the horses and the land. But even they are part of the core cycle of Tairnadal culture. There’s no patron who’s “the poet who never touched a blade or cast a spell,” unless he somehow defeated an army with his words.
Is it possible for a Tairnadal warlock’s patron to BE their ancestor?
I’m inclined to say no, because to me this muddies the line between cleric and warlock. To me, a cleric is someone who draws their magic from their faith in a higher power… while a warlock has an arrangement with a concrete entity. Essentially, the cleric requires faith while the warlock doesn’t; the warlock is making a deal with someone they know exists. This changes the dynamic because warlock patrons usually have clear, finite agendas, and because in principle you COULD find a warlock patron and punch them in the nose.
So looking to an Archfey warlock: if their patron is an archfey of Thelanis, that’s a being that exists and who we can go and meet. It can have quarrels with other archfey. It might betray or deceive the warlock. It could give you a physical gift or want you to bring it something. By contrast, if it’s a patron ancestor it only exists in this abstract “It’s sustained in the memory of all Tairnadal” way… it’s more like the devotion of a cleric or paladin than the bargaining of a warlock.
So personally, I would keep that intact. Rather than saying that the patron is your ancestor, I’d say that you have the SAME patron as your ancestor. If your ancestor was an archfey warlock, you are following in their footsteps by becoming an archfey warlock, serving the same patron they did—and there’s an interesting relationship in that your patron is an immortal being who KNEW your ancestor. It can still be that your pact blade is the blade your ancestor wielded, that your familiar was their familiar—but it’s because you’re serving the same patron they didn’t, not because they are the patron.
What’s up with the Valenar slaughtering refugees fleeing from the Mourning?
I didn’t work on the book that described this incident, and it doesn’t make any sense to me. Valenar don’t revel in needless bloodshed. The ancestors they emulate were rebels who rose up against tyranny and cruelty. As a rule, the Valenar don’t want to conquer or oppress; they want to fight conquerors and oppressors. Note that they themselves don’t actually RULE Valenar; they’ve left the administration to the Khoravar. Many believe that the Valenar don’t actually WANT a kingdom; what they want is to provoke a powerful nation into attacking them, because THAT replicates the conflict with the giants—guerillas fighting against overwhelming odds. It’s very likely that they’ve claimed Valenar solely because they want Karrnath or Darguun to try to take it from them.
So: in suggesting that they needlessly slaughtered civilians, I want to know WHY. Valenar aren’t inherently cruel. They could have perceived the refugees as a threat, perhaps thought they were BRINGING the Mourning. Or it’s possible they were in some way following the path of an ancestor. But if so, I’d want to know HOW the ancestor’s story drove them to slaughter civilians—and what it is that would make such an ancestor a figure worth celebrating and preserving. If you said that there’s an ancestor who was undefeated in battle, who saved tens of thousands of elves, but who also showed no mercy to enemy civilians, OK, I could perhaps accept that. But the short form is that this incident was created by an author who didn’t explain the reasons behind it and likely didn’t fully understand Tairnadal culture, so I don’t give it a lot of weight.
If all goes well, I’ll be doing more Eberron support on this site in 2020. The frequency and form of this content will depend on my Patreon support. In addition to feature articles, I’ll always be tackling frequently asked questions about Eberron. But I also want to take the time to answer a few INfrequently asked questions.
Can Warforged Cry?
In MY Eberron, no: warforged don’t cry. There’s two major reasons for this. The first is that warforged are generally depicted as having crystaline eyes. They thus have no need to lubricate their eyes and there’s no logical reason for them to have any sort of tear duct. So there’s no biological reason for it. But beyond that: I don’t WANT non-human species of behave just like humans. I always think it’s more interesting to explore how a nonhuman species differs from humanity as opposed to saying “They’re just like us, but with pointy ears or green skin.” So I want to know what warforged do INSTEAD of crying.
Warforged have the capacity to feel emotion. A warforged can feel joy or sorrow. But they can’t smile, and in my opinion, they can’t cry. So how do these emotions come out? Is there an involuntarily physiological response like a tear? Is there a more voluntary response, like when you embrace the sorrow and start sobbing? In MY Eberron, a warforged’s involuntary response to sorrow is a slight trembling that runs through the root-like musculature of the warforged. If the warforged has metal armor plating, this will rattle the plates against one another, creating a soft, dissonant chiming sound. If the warforged has non-metal armor, if will be more of a rustling like rain. When a warforged is in the grip of sorrow, a common response is to bring its arms together—as if hugging itself—and to rhythmically tap is fingers against its forearms, essentially creating an amplified version of that “crying” sound. A warforged may also do this rhythmic tapping against one forearm as a general expression of sorrow or frustration—the equivalent of taking a deep sigh.
Now, that’s what *I* do in MY Eberron. The second side of the question is what I think the official answer might be, and my suspicion is that it’s “If there’s no rule that states a warforged can’t cry, than it can cry.” If I HAD to explain how this would work, I’d say “The organic components of a warforged are infused with alchemical fluids. Warforged tears are an involuntarily expulsion of these fluids.” But again, I personally would prefer for them to express their grief in a way that’s unique to warforged, rather than to mirror humanity.
What are your thoughts on warforged crying? Have you ever addressed it in your campaign? Post your answers below! Also, go to TheAdventureZoneGame.com to check out my latest game, currently in preorder until mid-January 2020!