Dragonmarks: The Demon Wastes vs The Mournland

Over on my Twitter (@HellcowKeith) I received a question that seemed worthy of a more-than-140-character response.

Demon Wastes vs Mournland: what are the key differences? When would I choose to set an adventure in either one? Both have similar elements: magical wasteland, “edge of the world” vs “apocalyptic” feel, manipulative villains scheming from ruined cities. Roaming savages & arcane horrors prey on PCs; devastated landscape, unnaturally hostile weather; both are essentially nation-wide dungeons.

Tldr: What kind of encounter/challenge/adventure/story would fit in either one, but not the other?

The Demon Wastes and the Mournland are both nation-sized dungeons, but they are different in many ways.

  • The Demon Wastes are ancient; the Mournland is brand new.
  • The ruins in the Demon Wastes are cities built by demons. They have been ruins for tens of thousands of years, and they hold magic that humans can’t begin to create… and anything perishable has long since perished, unless preserved by magic. The ruins in the Mournland are ruins of human cities. They were only ruined two years ago, and they contain everything you’d expect to find in a human city that was suddenly depopulated… including things that may be precious to people who survived the Mourning.
  • The inhuman threats of the Demon Wastes are fiends and the creations of fiendish power. They are ancient and innately malevolent; it is a place that is fundamentally EVIL. The inhuman threats of the Mournland are mutations seemingly created with no rhyme or reason. It may be dangerous, but it’s not evil.
  • The mortal threats of the Demon Wastes are well-established and have been in places for hundreds or thousands of years. The Carrion Tribes are themselves ancient. The Ghaash’kala have been defending the Labyrinth longer than human civilization has existed. This things have history and customs. By contrast, nothing in the Mournland is more than two years old. If there is any sort of organization or culture – IE followers of the Lord of Blades, Eladrin, Mournland Magebred – they’ve either come from the outside or only just sprung into existence. The Mournland has no history.
  • The Demon Wastes are peppered with portals into Khyber that led to demonic demiplanes. This means that you can find all sorts of bizarre wonders and worlds in the Demon Wastes, if you can find the portals. In my recent post on the Ghaash’kala I mentioned the Abyssal Forest of Khar and the battlefields of the Ironlands. A point here is that THESE places are ancient and have their own histories and structures, even if they are entirely new to the players… and again, they are fundamentally shaped by evil and filled with demons. By contrast, the Mournland is random and unpredictable. You can find all sorts of strange environments, but you won’t find ancient cities populated by demon warriors.
  • The Demon Wastes are a great place to find ancient magic humans could never create – artifacts and strange tools. The Mournland is a great place to find treasures people CAN create, left behind when they were killed.
  • The Demon Wastes are off in a corner of the world and hidden behind the Labyrinth, and have been essentially stable for tens of thousands of years. The Mournland is right in the middle of the Five Nations and is a mystery; people fear that it could suddenly start to expand.

With that in mind, here’s a bunch of adventure hooks for each that I am literally making up on the spot, so no promises that they are good.

THE DEMON WASTES

  • The adventurers must steal a scroll from the Library of Ashtakala. Perhaps it reveals the true plans of Bel Shalor, the only way to defeat Rak Tulkhesh, or exactly where Sul Khatesh is imprisoned. While in the Library, they could find entirely new arcane magic spells and rituals created by the rakshasa, or details of a new threat tied to the Draconic Prophecy.
  • Someone near and dear to the party (perhaps a PC) has been slain by a Keeper’s Fang dagger. This leads the adventurers to go to the Lair of the Keeper in the Demon Wastes to see if the soul can be reclaimed. Is this just the laid of a mundane dracolich (perhaps the FIRST dracolich), or is it a portal to another plane? Can the soul actually be found there and reclaimed?
  • An unnatural plague is sweeping through Aundair and the Eldeen Reaches. It’s definitely come from the Demon Wastes – can they find the source and a cure in the Wastes? Is the source in the wastes proper, or must you find a path to the Abyssal Forests of Khar to find that cure?
  • Take the same idea but make it personal: a PC is afflicted by a curse or disease that is tied to the Age of Demons. Perhaps they found a cursed artifact that they can’t get rid of, or dealt with a fiend or fiendish ruin elsewhere in Khorvaire. The only way to solve the problem is to go to the Wastes. It could be that this is the only place that artifact can be removed or destroyed (a la Lord of the Rings), that they need to bargain with a fiend, or just that it’s the only place that information can be found.
  • A great paladin of the Silver Flame went to the Demon Wastes and never returned. Can you discover what happened to him and reclaim his holy relics?
  • You need to do something tied to one of the planes, and the only being who can tell you what you need to know is the ancient night hag who served as ambassador to that plane during the Age of Demons. Can you find her in the Demon Wastes, and if so, what will she demand in exchange for her services?
  • The couatl sent Tira Miron to the Demon Wastes to find her sword Kloijner, the only weapon that could harm Bel Shalor. Likewise, a PC could be sent to the Demon Wastes by a vision or through lore to recover a powerful artifact from the Dragon-Fiend war.
  • Scholars are always curious to discover more about the ancient prehuman civilizations. You can blatantly rip off At The Mountains of Madness: The PCs accompany a scholarly expedition seeking to delve into the prehuman history of the Wastes, but the ruined city they explore isn’t quite as dead as they expect…

THE MOURNLAND

  • One of the Cannith factions hires the PCs to recover house secrets from a forgehold in the Mourning. This can be entirely straightforward… or the work may have evolved or mutated, or may be something Cannith doesn’t want the world to know exists. This could also be critical to the power balance between the Cannith factions – will the PCs change sides, or be opposed by another faction? Alternately, someone OTHER than Cannith could be trying to steal these secrets…
  • As above, but with ANY Dragonmarked house: a house enclave in the Mournland holds an important artifact that must be recovered, but that may have mutated or evolved in an interesting way.
  • Prince Oargev needs you to recover family tools or secrets from Metrol. Did Cyre have a secret weapon or plan that they never had a chance to deploy because of the Mourning? If so, does Oargev want to ensure that this doesn’t cause anyone harm, or does he want to use its power for New Cyre?
  • If any of the PCs are Cyrans, they could simply want to recover family heirlooms from their homes, or to try to discover the fate of their home town.
  • Inhuman raiders are striking from the Mournland and then retreating back into it. Can you find them in the Mournland and end this threat?
  • Something new (Eladrin, Magebred, Warforged) has set up a base in the Mournland, and you must go into it in order to negotiate with them.

I’m short on time so I’ll stop there, but the critical thing with the Mournland is that it’s filled with things that people want: family heirlooms, treasured works of art, secret weapons or plans from the war. It has museums, forgeholds, palaces – and people know that these things are there, in contrast to the ancient and mysterious secrets of the Demon Wastes. Consider if Washington DC was suddenly warped by magic: there would be people who would want to recover artifacts from the Smithsonian, plans from the Pentagon, family treasures, etc. By contrast, the ruins of the Demon Wastes are entirely unknown; we have no idea what rakshasa civilization even looked like, let along what treasures or dangers their cities hold.

A few more questions have come up…

Any tips on what a rakshasa city looks like? 

An important point here is that fiendish cities were created, not constructed. They were made by the Overlords, for whom it was a trivial matter to shape reality within their sphere. So the first main point is which Overlord created the city? There’s no common style here. Katashka might build a city from bones, while Rak Tulkhesh’s followers would live in a fortress of steel and stone. The city of Sul Khatesh would be a spectacle of magic while also being filled with secrets. Tul Oreshka might not have a city… or her city might exist as a shared delusion that overtakes anyone who comes upon it.

In general, things to consider:

  • These cities were formed by epic magic as opposed to mundane labor. You can have floating towers or monuments. You can have structures made out of impossible substances – a living tower, a house made from mist that somehow never drifts apart. Need light? Buildings could simply glow, or anyone in the city might find that they have darkvision within its confines.
  • Magic still lingers in these places, but that doesn’t mean it’s as strong as it was. You might have one floating tower that’s standing while another has come crashing down. A fountain of fire or blood could still be running, or it could be scroched or dried up. We’ve said of Ashtakala that the memories of the city linger even though the city is ruined – and that anyone who enters it will be cloaked in those memories.

So go deep alien and feel free to use impossible materials and designs… as opposed to the Mournland, where things may have been warped, but the FOUNDATION is entirely familiar and mundane.

What did demons like to do before the Overlords were trapped?

Immortals are ideas given form, and the primary thing they like to do is embody that idea. The demons and archons of Shavarath have been fighting since the dawn of time, and with a few remarkable exceptions they never grow tired or question the struggle; it is their PURPOSE and sole interest. During the Age of Demons, lesser fiends were essentially an extension of their Overlords. The minions of Rak Tulkhesh delighted in spreading war, and if there was no war to spread they would simply fight one another in an endless cycle of pointless violence (as they’d eventually reincarnate after death). The fiends living in Eldrantulku’s domain surely had an incredibly elaborate bureaucracy and series of houses engaged in endless schemes and vendettas. Not all Overlords HAD rakshasa or other fiends as their primary minions; Draal Khatuur is called out as preferring the company of her own icy spirits and creations to the rakshasa, and Katashka the Gatekeeper would likely rule a realm filled with undead (with a foundation of fiends specializing in necromancy and slaughter).

As I’ve said before, in Eberron immortals generally have less free will than mortals do. They don’t decide what they want to be; they KNOW what they ARE, and know it with absolute clarity. Because they’ve been so long separated from their Overlords, some rakshasa have drifted a bit – but even a rakshasa who seeks to usurp her master’s power instead of trying to free him seeks that power so SHE can become the Overlord and embody that concept. But looking to the height of the Age of Demons you can almost think of the rakhsasa as actors in a play, endlessly playing out the roles defined by their Overlord. It’s not entirely scripted, but the direction never changes. The minions of Eldrantulku are always coming up with their own new ideas and schemes – but they couldn’t just decide “Why don’t we all work together and NOT betray each other for once?”

I wonder why, if that is the nature of the cities, there aren’t demon ruins spread everywhere in Eberron. And WHY do demons need cities?

First off, demon ruins aren’t confined to the Demon Wastes. Page 20 of the 4E Eberron Campaign Guide described demon ruins as one of the types of places you can find adventure, noting in part “Fiendish strongholds are likely to be found at the edges of civilization, in places such as the Demon Wastes and Q’barra, but a subterranean ruin could lie hidden anywhere in Khorvaire.” Krezent in the Talenta Plains and Ha’katorvhak in Q’barra are both ruins from the Age of Demons. So these ruins ARE spread across Eberron. It’s simply that very, very few have survived. The Age of Demons was over a hundred thousand years ago. What hasn’t succumbed to time was often intentionally destroyed, either in the conflicts of the time or leveled by dragons in ages after. Those places that have survived are generally extremely isolated, incredibly durable, and generally infused with immensely powerful magic – like Ashtakala.

But let’s take a moment to look at the question of WHY these cities existed in the first place. Demons don’t need cities in the same way that humans do. They don’t need food. They don’t sleep. They aren’t concerned with shelter from the elements. Their numbers are static, so they don’t create NEW cities to house a growing population.

Now, the greatest cities would be the seats of power of Overlords. The city is a reflection of the Overlord; they don’t NEED it, but it is a representation of the Overlord and their power. Let’s call these citadels. There were a limited number of Overlords and not every Overlord would have a citadel, so that’s a concrete limit right there. An Overlord wouldn’t and couldn’t make more than one citadel; it literally is the heart of their power. Thus, Haka’torvhak is the seat of the Cold Sun. These places are the most likely to survive in some form, because they are suffused with the power of an overlord. But the fact that we haven’t mentioned, say, a citadel of Sul Khatesh suggests that even these could be destroyed.

Lesser cities serves a different purpose: they’d house mortals. Because most of the Overlords feed on mortals. Not literally – but it’s through mortals that the Overlords express their nature. Rak Tulkhesh is the Rage of War and yearns to create conflict and bloodshed. He can get his demons to fight each other just as a way to pass the time…but it’s not real. They’re immortal. They don’t feel rage and loss and death the way mortals do. Tul Oreshka needs mortals to experience her madness. An Overlord of Tyranny exists to dominate mortals. Tiamat is the darkness in dragons – which is meaningless without dragonsNot all Overlords need mortals. Draal Khatuur embodies the killing cold, and she is happy to lord over a desolate frozen waste. This was the point of the PC warlock in one of my campaign who was working for an Overlord of Tyranny. He didn’t WANT his Overlord to escape, but if one of them HAD to escape, at least his Overlord needed to keep mortals around… while Draal Khatuur would be happy to kill them all.

So it was these mortal cities that would have been spread across Eberron, but there WEREN’T made to last for a hundred thousand years and most are ash and rubble… hence the surviving demons assuming the title “Lords of Dust.”

And with all of THAT said: the current cities like Ashtakala do survive a concrete purpose. They are places for the rakshasa to meet and scheme. They are places for them to store their lore and their treasures. The Lords of Dust DON’T have the transcendent power of the Overlords, and they do value their artifacts and lore. So they don’t need cities the way humans do – but they still need places to keep their stuff!

Do the dead grey mists cover the sky? Or do they merely act as walls around the perimeter of the Mournland? 

They form a dome over the Mournland. We’ve put the ceiling at around 150 feet in the past; we’ve never said how deep the mist layer is. This also means that you never directly see the sun while in the Mournland.

What would happen if a flying airship entered the Mournland?

Like many things in Eberron, the primary answer is what do you want to have happen? The defining trait of the Mournland is that it is unpredictable. There are many things that could happen…

  • The powers of the Mournland interfere with the elemental binding. The elemental is unleashed and the airship crashes in the Mournland.
  • The airship is attacked by a flying creature. This could be a living spell. It might be something like a warped dragon; there were surely some Chamber observers in Cyre at the time of the Mourning, and they could have been twisted by its power. It could be some sort of transformed elemental – originally part of an airship, it was released and transformed during the Mourning, and now it seeks to free all other bound elementals it senses.
  • The airship is attacked by some sort of entrenched defenses still in place from the war.
  • The airship encounters unnatural weather that could bring it down.

All of these are the reasons people DON’T take airships over the Mournlands, of course…

I always hear that the Mournland is full of mutants, but it’s never been very clear to me what that actually means. Are we talking normal beasts and monsters with some extra bits on them? Unique monstrosities from obscure sourcebooks? Aberrations, but somehow distinct from the creations of the daelkyr?

All of the above. I generally say “warped” or “transformed” instead of “mutated”; to me, mutation suggests that there’s some sort of genetic logic behind things, while the Mournland doesn’t follow any predictable patterns. I’ve said before that you can use the Mournland as a place to add any unusual creature, because you don’t have to explain its evolution; if you want to drop a city of Abeil (bee-people) into the Mournland, you could say that it’s a village of humans who have been transformed into abeil by the Mourning… or a hive of bees transformed into abeil! You have altered animals like the carcass crab. You have undead, like the glass zombies. You also have natural or supernatural forces that have been transformed, like living spells or the razor wind (a warped elemental) in The Fading Dream.

To me, the only predictable thing about the Mournland is that it’s not predictable – that if you find one city of abeil, that’s not an indication that there’s going to be any more.

If you’re reading this, what have YOU done with the Mournland or the Demon Wastes?

In case you haven’t heard, I’ve started a Patreon to fund content for this site. The Inner Circle gets to vote on what topics are covered in the future. This one was spur of the moment, but the next Dragonmark will be about Planes and Manifest Zones! Thanks to all of you who are already supporters!

Dragonmarks 8-11-17: Xoriat

I’m on the road for the next few weeks. I’ll be continuing to write on the road, and I have lots of things planned – including more Phoenix support. But… I’m part of a monthly Eberron podcast called Manifest Zone. Our most recent episode focused on Xoriat and the Daelkyr, and this question came out of that… and it crept into my mind like a worm that wouldn’t leave until I wrote down the answer.

In the spirit of “If it has stats we can kill it,” what would an adventure to Xoriat look like? While “you cannot comprehend the nature of it” is good for illustrating the whirling madness of it all, it’s hard to work with as a setting.

I can’t answer this in detail until it’s legal for me to create a planar handbook, but I can at least share some basic thoughts. This is based on the original design and 3.5 lore; 4E did some odd things to try to merge Eberron with core cosmology and ignoring that.

To begin with: The Far Realm can be a useful source of inspiration, because it’s a very alien realm that produces aberrations and madness. But bear in mind that Xoriat is not the Far Realm. It’s not beyond reality. It is one of the thirteen planes that define reality; it is part of the planar orrery, and it touches and influences Eberron and all its inhabitants. It is defined by being alien and unknowable, a source of madness and inspiration. But it is still part of the underlying machinery of reality.

So with THAT in mind, consider the role it plays. Kythri is the churning chaos – which means that Xoriat isn’t about chaos. Instead, I see Xoriat as being a parallel to Dal Quor. I think you have islands of stability — regions that have coalesced around particularly powerful spirits, much as il-Lashtavar creates a central core in Dal Quor. These islands are surrounded by a sea of shifting reality – not entirely chaotic, but inexorably changing.

The islands are relatively stable. It’s on these islands that the Daelkyr have their domains, and where the mortal inhabitants – like the Illithids – have cities and communities. These regions aren’t chaotic;  they are alien. Consider an island where everything — buildings, food, the air — is alive. Perhaps you tell time by the shifting gravity; if you’re walking on the ceiling, that means it’s midday, while by evening you’ll be back on the floor. Apply Escher logic. Consider that many aberrations don’t need traditional food or water to survive; instead, a farmer may tend a field of misery. However strange these places are, you can come to understand them and learn their ways.

Out in the sea of madness, you can find almost anything. But here the key is to differentiate it from Dal Quor and its shifting dreams. Dreams generally have an internal logic; you may be giving a musical recital in your underwear, but the musical recital is something that actually happened in your past and being in your underwear is about some sort of issue you’re dealing with. The fringes of Xoriat don’t have any internal logic and aren’t drawn from your memories. They might be things you never imagined — or they could be revelatory insights that could either drive you made or change the way you look at reality. Consider the following…

  • A house built from hate. What does incarnated hate look like? You’ll have to decide, but the PCs innately know that’s what it is. Mirrors reflect the things you hate. Books in the house chronicle hateful deeds and people. And the longer you stay in it, the more you begin to hate the people around you… or yourself.
  • An endless void of empty white space. There is no end to this bleak solitude, and you know that this is what mortal existence is. To proceed, you must simply act out your travel, just as you pretend that the events of your life actually mean something. Eventually, if you convince yourself, you’ll find yourself in the world you’ve imagined.
  • A lush orchard. The trees grow secrets, and secrets buzz around in the air like tiny birds. Some of them may be your secrets, or those of your enemies. Others may be secrets of strangers, or secrets about the nature of reality. Think carefully before you listen to their songs.
  • Your home – the ooze-creche you were grown in when Kyrzin first made you. What, you thought you were adventurers? No, you’re cerebral oozes created by Kyrzin and loosed upon the world in ages past. You crawl into the minds of mortals and consume them, assuming their identities for as long as it’s useful, then moving to a new host. You’ve been a Dhakaani champion. You ate the mind of Malleon the Reaver. And then each of you consumed one of these adventurers. You compelled them to come together, knowing that they would finally be able to return you to your home, to the pools of primal slime where you were made. At last you can abandon this singular existence and return to the unifying ichor. So dive into the pool and let it all go. Or what? Can you truly continue as you did in the past, knowing that this person you think you are is simply a collection of residual memories and that you’re a thought-eating ooze with who knows how many alien instincts programmed into you?  To be clear: In all likelihood this is a delusion, not actual fact. But if you’re in a room full of oozes and you have clear memories of BEING an ooze and suddenly remember other lives – how do you KNOW if it’s true or not?

The trick here is to consider that these are things that could drive you mad. In the garden of secrets, any secret you listen to should have the capacity to deeply shake what you thought to be true… something that could literally break a lesser person. Can you handle the truth? While this could be secrets of people, it could also be universal truths. As a wizard, one of these secrets might show you a way to cast all spells as if you’d used a higher level spell slot – with the absolute knowledge that you are going to die in thirty years, and each time you cast a spell in this way you are cutting a year off your life. Again, a lesser wizard might be driven mad either by the revelation that magic is slowly killing us or that the time of your death is set or simply by the science involved. Perhaps your PC isn’t troubled by that… but are you going to use this magic? Conversely, you might have to deal with physical changes. Passing through a portal might cause your gender or race to flip, or shift the minds of the PCs into the bodies of the PCs sitting to their right. Touching something might cause a strange fungus to start spreading on your arm, slowly and inexorably. You know is consuming you and feeding off your memories, and that most everyone in your life are themselves hollow fungus slaves. What will you do?

Aside from this, you could have currents of madness that simply run through the entire realm. If a rage-storm hits, people who fail will saves might be driving into a murderous frenzy. Streams of sorrow flow through the air, and one drop can render you catatonic. Watch out!

You’ve mentioned in the past that there are things more powerful than the Daelkyr in Xoriat. How do you envision these entities? Like primordial Lovecraftian beings? Or like Thelanis´ Archfeys, but with alien agendas and rivalries?

These entities are the geography of Xoriat. They are vast and alien, and even the daelkyr are like fleas to them. We know they exist because the islands of stability are the side effect of their presence, reality shaped by the gravity of their spirits. If the Daelkyr are like the Kalaraq Quori – mighty masterminds with armies of followers – these beings are like il-Lashtavar. Too vast for us to interact with, but we know them by their impact on the plane.

With that said, I expect there are other entities that are on the same power level and cosmic scale as the Daelkyr who simply have no interest in physically traveling to other worlds. Like most planar immortals, these would represent some aspect of their plane. So looking to my example of maddening secrets, you could easily have something like the Cthaeh from Wise Man’s Fear – a static entity who is a repository of maddening knowledge, who has no agenda but who could be both extremely valuable and tremendously dangerous for anyone who encounters it.

A second question is: how is Mordain the Fleshweaver different from the Daelkyr? Why you should choose him as an enemy instead of a Daelkyr?

It’s a good question. I’ve written a number of articles about Mordain; here’s one that’s online. The thing about Mordain is that he operates on a smaller scale on every level. He’s essentially a mad scientist. He’s not trying to topple civilizations or transform the world; he’s engaging in interesting local experiments. Here’s one example of something he might do. He is one of the most powerful wizards on Khorvaire, but he’s still mortal – not an immortal incarnation that drives people insane by looking at them. His projects are generally going to show results in the short term, while the Daelkyr may set things in motion that won’t fully develop for thousands of years. He has a small army of creatures he’s made, but not the legions of aberrations that the Daelkyr have at their disposal.

Beyond this: I generally wouldn’t use Mordain as an enemy. He doesn’t leave his tower and has little interest in the world beyond using it as a test ground for his creations. I use him as an enigmatic third party – someone who could be an ally or a threat depending on how an experiment plays out. Is there a player who wants a character of a strange race? Maybe they were created by Mordain. Is there a disease that can’t be cured? Maybe Mordain can cure it – assuming he didn’t create it! An alliance with Mordain could give the Daughters of Sora Kell access to powerful living weapons – can you disrupt the alliance? You’ve found a rare magical resource that Mordain undoubtedly wants – what would you want from him in exchange?

Conversely, the Daelkyr have plans that have been in motion for millennia. They have vast armies at their disposal. They have hidden cults and can create new ones on the spur of the moment. We’ve suggested that they may have created the Dragonmarks – which means that it’s something that’s been unfolding for over two thousand years. Their actions could be small-scale – a cult causing trouble in a small town – or they could threaten entire civilizations.

Would the inhabitants of Xoriat are mindless undead and constructs as an affront, since their madness can’t touch them?

Here’s the thing: calling Xoriat “The Realm of Madness” reflects a biased mortal view. I don’t think the DAELKYR consider themselves to be lords of “Madness”. They might call Xoriat “the Realm of Revelations.” It is a fact that exposure to Xoriat typically drives mortals mad – but that’s because WE CAN’T HANDLE IT, not because that’s its purpose. Kyrzin is the Prince of Slime, not the Lord of Schizophrenia. The fact that his attention temporarily drives you mad and that you’ll go completely insane if you try to read his thoughts is incidental to him, a sign of your small mind as opposed to his right to drive you mad. I think Belashyrra would be more annoyed by the fact that a skeleton has no eyes than the fact that it doesn’t go insane.

Related to this: The wizard spell confusion is an enchantment with the sole purpose of disrupting a creature’s ability to think. Meanwhile, a Daelkyr has the ability to cause confusion at will. But in my opinion that’s NOT a “I will disrupt your thoughts now” ability: it’s literally that if the Daelkyr focuses its full attention on you, it breaks your brain. Your mind can’t handle the Daelkyr’s presence. So if the Daelkyr encounters a thinking creature who’s immune to mind-altering effects, I think it’s more likely to find it a novelty than to be outraged.

That’s all I have time for at the moment, but hopefully it gives you some ideas to work with. It’s not chaos, and it’s not a dream; it is madness. This can carry lies or revelations. It is a place where there is no concept of the impossible. And it is a place that you should not go.

Dragonmarks: Orcs and the Ghaash’kala

Last week I wrote about Goblins, Orcs, and the Dhakaani. It turns out that there’s a lot to say about goblins, and the post has grown to an unwieldy size. So for the ease of future generations I’ve decided to separate the orc material into a standalone post. As as long as we’re talking about orcs, I want to takes some time to delve into the Ghaash’kala, a topic that’s received little attention in the main sourcebooks.

As I said in the previous post, my goal in Eberron is always to explore what makes each PC race unique. In what way are orcs not just humans with green (or grey) skin and fangs? How are they different from goblins and other “savage humanoids”? Let’s take a look.

ORCS

While they aren’t as directly animalistic as shifters, I see orcs as a very primal race. They’re extremely passionate and emotional; this can manifest as aggression or rage, but it’s just as strong when it comes to loyalty, affection and faith. They believe in things intensely. This led to them being the first druids on Khorvaire and having one of the oldest sects of the Silver Flame – the Ghaash’kala guardians of the Demon Wastes. But they’re also highly individualistic… leaning more towards chaos than law. They are very effective in small tribes or family groups, where they all know each other and are working together… but they aren’t good with faceless authority, blind obedience, or being part of a huge infrastructure. This is one of the main reasons the orcs never dominated Khorvaire. They are barbarians by nature. They have no innate desire to build vast cities or organize huge armies; the small tribe is what they are comfortable with. This led to their being pushed into the fringes of Khorvaire by the Dhakaani goblins, and that’s where this linger to this day. If the goblins are like ants or wasps, orcs are like wolves: fierce, loyal to their pack, but not inclined to form into a massive legion of wolves and conquer the world.

In playing an orc – whether as a player or DM – I’d emphasize this primal and passionate nature. They feel emotions strongly, and are quick to anger but equally quick to celebrate. They believe things deeply, and can be very spiritual. As an orc, you’re loyal to your pack – whether that’s your family or your adventuring companions – and quick to distrust massive, faceless forces and invisible authority. This may seem at odds with the idea of strong faith, but they’re equally distrustful of monolithic organized religions. The Ghaash’kala are one of the oldest sects of the Silver Flame, but they operate in small clans and have never formed the sort of political hierarchy that you see in the Church of the Silver Flame. So as an orc, follow your heart; explore your faith; be true to your friends and suspicious of those who would tell you what to do.

Half-orcs blend the traits of orc and human, and it’s up to you to decide which manifest most strongly in your personality. Do you have the quick emotion and deep faith of your orcish ancestor? Or has this been tempered by your human side? Half-orcs are celebrated in much of the Shadow Marches, where they are thought to possess the best qualities of both races. However, the people of the Five Nations don’t generally share this view… and for that matter, most of the people of the Five Nations assume that orcs are brutish.

If the orcs are so chaotic & don’t make big cities, how do we have Zarash’ak and House Tharashk?   

Because of humanity. There are two primary cultures in the Shadow Marches. The tribes are the older culture and continue to live as their ancestors did thousands of years ago. The clans embraced humanity – and over the generations, they adopted many human customs. House Tharashk is an unprecedented alliance between clans, and one that would never survive if not for the humans and half-orcs that balance the chaotic tendencies of their orcish kin. Tharashk orcs have grown up in this blended culture. While they are used to it, it’s still in their nature to question authority, and most Tharashk orcs are ultimately more loyal to their close kin and enclave than to the overall institution – but that’s enough to keep the house intact. Zarash’ak is the largest city the Marches have ever seen, built by House Tharashk when success demanded it; the orcs had no desire to build such things in the past.

Orcs make up the Gatekeepers and the Ghaash’kala. So are they fundamentally good creatures? 

Not at all. Yes, the Ghaash’kala and Gatekeepers are two forces that have protected Eberron for thousands of years. But for every orc in the Ghaash’kala, there’s at least two in the Carrion Tribes of the Demon Wastes. For every Gatekeeper, there’s an orc tied to a cult of the Dragon Below. One reason the Daelkyr didn’t create an orcish equivalent of the Dolgaunts and Dolgrims was because many orcs were quick to embrace their cause; they didn’t need to make an orc slave race. So orcs are passionate in their beliefs, but that includes belief in the Overlords just as easily as loyalty to the Silver Flame.

Have you ever imagined a bardic tradition for orcs?

So a critical thing to bear in mind here is that most people in the world don’t use PC classes. In Eberron, most priests are experts or adepts, NOT clerics. The same applies here. Do orcs have traditions of music and dance? Absolutely! They’re passionate, creative and emotional. I can imagine a tradition of ecstatic song and dance, where listeners are exhorted to let go and give themselves to the music; and I can imagine a tradition of song that is more mournful – similar to Portuguese fado – that is about exhorting the listener to feel the pain or anger of the song. And I’d expect specific musical traditions tied to both the Gatekeepers and the Cults of the Dragon Below. As I call out below, the Dhakaani goblins don’t enjoy art for arts sake; their songs educate you about the past, their dancing is a form of combat drill. For the orcs, art is something to experience and enjoy.

But with that said, most entertainers wouldn’t be bardsA bard isn’t just an entertainer. They are arcane spellcasters and highly skilled loremasters. If all you’re looking for is entertainment, all you need is an expert trained in Performance and perhaps Insight and Persuasion. Among the Dhakaani the dirge singers are deeply integrated into their civilization, serving not simply as entertainers but also as healers, diplomats, and spiritual guides. We have not presented a similar critical role for bards in either the Ghaash’kala or Shadow Marches. With that said, do they exist? Sure. Here’s three ideas.

  • Memories. Much of the secret lore of the Gatekeepers has never been committed to writing; it is the task of a Memory to preserve this knowledge, remembering all things that both their modern comrades and future generations will need to know. Memories typically lead public services in Gatekeeper communities, and this is where inspiration comes in; they are master orators who can exhort the people to remember the importance of their cause. So a higher level druid might be the leader of a Gatekeeper sect, but the Memory may be the one who conveys his message to the people. In looking to the wider word, Memories could be sent out beyond the Marches both the confirm that their knowledge is still accurate (for example, checking the locations of Khyber seals to ensure they are still intact) and to update their knowledge base, investigating mysteries and learning new things. Memories generally know spells related to nature (Animal Friendship, Speak With Animals, Animal Messenger), healing spells, and spells that will help them uncover secrets, and they are usually well versed in knowledge-based skills (Arcana, History).
  • Passions. The Cults of the Dragon Below have always had a strong presence in the Shadow Marches. Many cults don’t have traditional priests or clerics; instead, they have Passions, ecstatic speakers who fan the flames of emotion (and often madness) in their communities. At their best, Passions are spiritual guides and mediators; at their worst they are demagogues and firebrands, inflaming dangerous emotions. As such they rarely have skills like History or Arcana; instead they are well-versed in Insight, Intimidation and Persuasion. Their spells likewise tie to emotion, manipulation and madness. Vicious Mockery, Charm Person, Hideous Laughter, and Suggestion are all solid choices for Passions. If you’re playing an edition where bards have a Bardic Knowledge ability, for a Passion this would reflect literal mad insights; they haven’t studied a topic, but they just declare what they believe – and strangely, that’s often the truth. There’s no organization among Passions; they general spring up spontaneously. Generally there’s only one per community. A Passion PC might have developed a passion for travel; they might be following a mad vision, having an idea of a grand quest that might or might not have any basis in reality; or they could even have been driven from their community for causing trouble, and it’s up to the PC to decide if they’re remorseful adn seek redemption, or if they’re out to sow more chaos.
  • Bridge. In the Shadow Marches, half-orcs are called jhorgun’taal, “the bridge of two bloods.” Some exceptional half-orcs embrace this role. They travel from community to community, carrying local news and helping to bind those communities together. They are entertainers and mediators, seeking to spread cheer and resolve feuds. They typically know the ways of both Gatekeepers and the Cults, and seek to bring out the best in followers of both paths. A Bridge bard would be a helpful guide and advisor to strangers coming to the Marches for the first time. It would be unusual for a Bridge to leave the Marches, but one could be driven by sheer curiosity or a desire to help a wider community.

THE GHAASH’KALA

Everyone knows about the Gatekeepers, the orc druids who fought the Daelkyr. But there’s another group of orc champions who’ve been fighting evil for far longer, and whose vigil has never waned: The Ghaash’kala of the Demon Wastes.

I created the Ghaash’kala in the original ECS. The only canon source that’s expanded on them is the Player’s Guide to Eberron. This is one of those cases where I don’t agree with what was written there – it’s not bad, it’s just not my vision. So to be clear, what you’re about to read contradicts canon and is literally what I do in my Eberron. A few years ago a friend of my ran a 5E Eberron campaign and I played a Ghaash’kala paladin, so I put more thought into the Ghost Guardians, and what follows is the result of that.

HISTORY

In the dawn of time the world belonged to the fiends. The Binding Flame was born from a desperate act of sacrifice. The Overlords cannot be destroyed, merely held at bay; their power yearns to break free from the Flame that binds them, and their servants prey upon those who have inherited the world. The Flame is fueled by courage, and it is only through the vigilance and sacrifice of champions that the light remains strong enough to hold the darkness at bay.

The prisons of the Overlords are scattered across the world, but their power is strongest in the Demon Wastes. Here lies the ruins of Ashtakala, the greatest city of the Age of Demons. Though the Overlords are bound, their power corrupts nature and weak minds. The Wastes are filled with horrors, both mortal and immortal. Left unchecked, these terrors would spread to the south and bathe Khorvaire in blood. But ancient magic and geography have established a barrier: the mountain range known as the Labyrinth. This barrier can’t stop the powerful rakshasa from leaving the Wastes, but it serves as a funnel for the lesser horrors. Bloodthirsty barbarians, minor fiends, twisted creatures… all flow through the Labyrinth seeking release. One force guards the gates of the Labyrinth and protects the innocents to the south: The Ghost Guardians, the Ghaash’kala, sworn to serve the Binding Flame from birth to death and beyond. The life of a Ghost Guardian is one of endless strife. It is a mirror to the Flame itself: it is a battle than can never be truly won, but through sacrifice they can continue to contain the evil and protect the innocent from harm.

The Ghaash’kala have no written records and don’t know exactly how long their ancestors have fought against the darkness. It’s clear that couatl trained and equipped the first Ghaash’kala; it may not have been during the Age of Demons itself, but it was long before humanity came to Khorvaire. As such, the Ghaash’kala may be the first humanoids to channel the power of the Silver Flame… or as they call it, Kalok Shash, the Binding Flame.

STRUCTURE

There are four Ghaash’kala clans spread across the Labyrinth. As far as they are concerned, the world is divided into two sides: the living and the fel (a word that could be translated both as “unliving” or “unnatural”; it is a term that encompasses both undead, fiends and life that has been corrupted). They have no interest in politics or commerce; should the Overlords rise, they will care nothing for trivialities of mortal nations. The Ghaash’kala place most people into the category of “The weak innocents we are protecting,” but they will accept members of any race into their ranks. They feel disdain for anyone strong enough to fight who ignores the greater duty, especially mercenaries who squander their gifts without any conviction whatsoever.

The Kalok Shash is a simple faith, and the Ghaash’kala don’t waste time on the elaborate rituals or titles of the Church of the Silver Flame. There are only a few recognized positions among the faithful.

  • A korta (“Speaker”) is someone who hears the Voice of the Flame more clearly than others. The korta serve as spiritual guides, diplomats and healers, using their connection to the Flame to guide and advise others. A korta’sha is a divine spellcaster. The korta’sha are always on the front lines, leading war parties and battling demonic influences.
  • A kala (“Guardian”) is a warrior who fights in service to the Flame; this includes the bulk of the Ghaash’kala population. A kala’sha is a divine warrior – typically a paladin.
  • A drok (“Hand”) is a non-combatant, either because of infirmity or because of a vital non-combat skill needed to support the fight.

There are no equivalent ranks to bishop, priest, cardinal, or any of that. The Ghaash’kala are few enough in number that the korta and kala are distinguished by their deeds. Everyone knows that the korta’sha Hurok is the greatest of the Speakers; he doesn’t need some special title to indicate that. The Ghaash’kala are also considerably more blase about divine spellcasters than most human cultures. To the Ghaash’kala, these individuals are weapons. A korta’sha isn’t necessarily holier than a non-casting korta… but she has a purpose and a duty. She is a tank, and a tank belongs on the battlefield. While Ghaash’kala despise mercenary soldiers, they are truly baffled by the idea of divine spellcasters who do not use their powers to directly fight evil.

Now: how have the Ghaash’kala survived in the Demon Wastes for tens of thousands of years? Where do they get the supplies they need, from steel for their weapons to the food and water they need to survive? What are their shelters like?

To start with the last: Each of the four clans has a stronghold carved deep into the rock of the Labyrinth, each drawing on the powers of a manifest zone. These were created by dragons and couatl in the first age, and are imbued with powerful magic; it is these fortifications that have served as a final refuge in even the hardest times. Likewise, the Ghaash’kala possess tools and weapons that have been handed down for generations. The Ghaash’kala consider these relics to be sacred gifts, and they might as well be; the most potent of them were crafted by the beings who first kindled the Flame itself. Of course, an artifact is not something to be used lightly; sometimes generations pass before someone successfully bonds with a relic. Some say that Tira Miron’s blade Kloijner came from the Wastes, that the couatl guided her north to claim the weapon she needed to face Bel Shalor. If one of your players is a champion of the Flame, perhaps there is an artifact waiting for them in the vaults of the Ghaash’kala.

Such tools certainly help explain the survival of the Ghaash’kala. But there are only a few such artifacts. The Maruk stronghold has a well that never runs dry, a variation of the Alchemy Jug. But they still need food and any number of basic supplies that can’t be found in this poisoned land. But the very thing that makes the Wastes so dangerous also provides opportunity. The Demon Wastes are peppered with passages to Khyber… not simply the physical underworld, but a host of demiplanes and demonic realms. Fiends emerge from these paths to prey on the weak… and the Ghaash’kala venture into them to find what they need. The Maruk hunt balewolves in the Abyssal Forests of Khar, and wield weapons taken from the corpses of the demon foot soldiers of the Ironlands. These strange realms are alien and deadly, but over the many centuries the Ghaash’kala have learned their secrets. As a result, the Ghaash’kala have resources that can’t be found anywhere in Khorvaire. Their weapons are forged from unknown materials, and they brew salves and unguents that would make Jorasco weep. So the idea is that the Ghaal’dar are essentially barbarians living in an apocalyptic landscape – but by mastering that environment, making the most of the resources available to them, and preserving and using ancient relics, they have found what they need to hold the line in their never-ending war.

KALOK SHASH: THE BINDING FLAME

Overall, the faith of the Binding Flame is harsh, simple and compassionate. It is the duty of the strong to protect the weak. It is the duty of the living to fight the fel… whether with the sword, or in the case of the drok by caring for the warriors and producing more warriors. Harsh sacrifice is often necessary, but the loss of any innocent life is a tragedy. With that said, there is a concrete line over which innocence is lost. One of the constant threats faced by the Ghaash’kala are the Carrion Tribe barbarians, mortals who serve the Overlords. The Ghaash’kala call a mortal who chooses to serve evil a fel’gha – “Vile Soul.” They do not waste time or tears on the fel’gha; there are too many threats to the world to worry about redeeming the corrupt. A Ghaash’kala would cast any human who chooses to prey on other humans in this category, and typically one deals with fel’gha with the sword. This can be a difficult challenge for a kala’sha who travels in the south, where many humans seek to take advantage of one another. A greedy innkeeper most likely isn’t a true fel’gha deserving of death… but the Ghaash’kala are disgusted that anyone would seek to harm others for profit.

While they may give it a different name, the Ghaash’kala channel the power of the Silver Flame. They may shout different invocations, but the visible manifestations of their magic are identical to those of an exorcist of the Silver Flame or a silver pyromancer. A paladin from Thrane and a korta’sha who observe each other in battle recognize that they wield the same forces. With that said, if you’re planning to use the Ghaash’kala in a campaign involving divine characters tied to the Flame, it’s an excellent opportunity to shift around spell lists. Perhaps the Ghaash’kala know ways to use the Flame that humans have never discovered… while Tira’s followers have discovered more subtle rituals that the Korta’sha have never imagined. The simplest way to handle this is to give the Ghaash’kala spells found in a new supplement or sourcebook – so you aren’t taking away core spells from a player, but rather providing an interesting path for learning new spells. Rather than having new options magically appear over night, it’s more interesting to make a cleric study with a korta’sha to learn that new spell or channel divinity option. And perhaps they have something to teach in return.

But wait: earlier, I said the korta hear the Voice of the Flame. Isn’t Tira Miron the Voice of the Flame? She is… for the Church of the Silver Flame. A Voice is the anchor of a manifestation of the faith. Tira is the Voice of Flamekeep. But the Ghaash’kala have their own Voice, just as the people of Khalesh did in Sarlona. One can assume that the Voice of Kalok Shash was an orc from long ago, but if so their name has been lost; they are simply known as Korta’Shash. If you use my idea of learning new divine spells by training with the Ghaash’kala, it could be that this isn’t just about learning a new incantation or gesture as it would be for a wizard… but rather realizing that there is more than one Voice of the Flame, and learning how to hear the Voice of Kalok Shash.

USING THE GHAASH’KALA

Here’s a few ideas about ways to bring the Ghaash’kala into your campaign.

  • If your adventurers need to go to the Demon Wastes – perhaps to explore the Lair of the Keeper? Or on a secret mission to Ashtalaka? – they will have to deal with the Ghaash’kala to get through the Labyrinth. The Guardians won’t stop people from going in, but will warn that no one tainted by the influences of the Wastes will be allowed to leave – are you sure this trip is worth it?
  • An adventurer with ties to the Silver Flame may be guided to the Labyrinth. There is an artifact in the Maruk stronghold that they must claim… but can they prove their worthiness to the guardians?
  • The players stumble onto a rakshasa plot to weaken the wards of the Labyrinth. The PCs must work with the Ghaash’kala to stop it – but will distrust or treachery doom this effort and unleash a horde of Carrion barbarians into Aundair?
  • A Ghaash’kala paladin arrives in the PC’s community. She’s tracking an escaped possessing fiend, and will do whatever she must to destroy it. Can the PCs help capture the fiend with minimal collateral damage?

Beyond this, the Ghaash’kala can be an entertaining background for a PC. Have you been sent in pursuit of a particular agenda – Stopping the rise of an overlord? Reclaiming Kloijner? Protecting one of the other PCs, even though neither you nor they know why this is important? Are you pursuing escaped demons or the opposing the Lords of Dust? Were you exiled for a crime (and did you actually commit it)? Or are you an ambassador, sent to learn the ways of the soft southerners and protect them? As someone who played a Ghaash’kala paladin, it can be fun to play a character who is truly a warrior in the cause of light… and yet, completely unfamiliar with the ways of civilization. While most Ghaash’kala are orcs, they accept members of any races. My paladin was a half-orc; his human father was a paladin who had returned Kloijner to the Wastes, and now the blade was guiding my character on a new quest in the south.

Is there a physical manifestation somewhere in the Wastes where the Voice of the Flame can be found, similar to Tira Miron?

You may be confusing Tira Miron – the Voice of the Flame – with Jaela Daran, the Keeper of the Flame. There’s no physical location where Tira Miron can be found. Flamekeep is the site of Tira’s sacrifice and the seat of Jaela’s power, but Tira isn’t physically; anyone who follows this branch of the faith can hear Tira no matter where they are.

The Ghaash’kala have no equivalent of the Keeper of the Flame. Every clan likely has a korta they consider to be closest to the Flame, but that’s based on their actions as opposed to being a special mystical connection; there’s no equivalent to the power boost Jaela gets in Flamekeep.

With that said: there is no canon explanation of what it takes to become a Voice of the Flame. It would certainly be reasonable to say that a mortal can become a Voice of the Flame when they voluntarily bind an Overlord – that in the process, their spirit merges with the Flame, but WITHOUT the usual process of going through Dolurrh, which means that they retain more of their individuality and consciousness. In which case, the Voice of Kalok Shash could have a story similar to Tira. Perhaps long ago a Ghaash’kala champion sacrificed themselves to bind Rak Tulkhesh. Somewhere in the Demon Wastes lies the point where this sacrifice took place; and like Flamekeep, this could be a place of power. Essentially, the Ghaash’kala don’t have a Keeper and don’t know where this point of sacrifice is, because it’s somewhere in the incredibly hostile Wastes. But if they could find it and somehow secure it, perhaps they COULD have a Keeper in the future.

Does the leaders of the Church of the Silver Flame know about the Ghaash’kala? If so, what does the relationship between those in the groups that know of each other look like?

Yes and no. There are a number of scattered sects that worship the Silver Flame. The Ghaash’kala and the Shulassakar are two prominent ones, but there are others. These are often called “Serpent Cults.” So the Church knows about the Ghaash’kala and has studied them. Whether an individual knows would be about a Religion check. It’s not COMMON knowledge, but neither is it entirely unknown. The Ghaash’kala have little interest in the outside world, because they have a war to fight.

So: in the campaign in which I played my Ghaash’kala paladin, there was a cleric of the Silver Flame from Flamekeep (technically a clone of Jaela, long story) and a Silver Pyromancer. I’d had a vision that guided me from the Wastes to protect the Jaela-clone. In their eyes, I was a barbarian – clearly serving the interests of the Silver Flame, but still a savage. In my opinion, they were soft folk who likewise had the right idea but had never fought on the front lines of the eternal war; lucky for them that I was there to protect them. So initially we didn’t UNDERSTAND each other – but we still respected one another as serving the same overall cause.

But here’s the thing. You COULD say that the Ghaash’kala and Church work closely together, that Flamekeep recognizes the importance of what the Ghaash’kala are doing and supports them. But is that a fun story? In my opinion it’s more interesting for YOUR STORY if there’s been fairly little contact between the two and each largely dismisses the other… which means that YOUR ADVENTURERS – whether they are from Thrane or the Wastes – will be the ones who ESTABLISH understanding and alliances. Let your players take an active role in establishing (or destroying the chances of) an alliance – because this is exactly the sort of thing that lets the PCs make a difference within the world.

That’s all I have time to write, but if you have questions or thoughts about the orcs or the Ghaash’kala, share them below!

Dragonmarks: Goblins

I don’t believe I’ve written about goblins in depth on this site. If you want to catch up on previous information, you might want to review my Dragonshard about the Dhakaani or this Dhakaani Strike Force. I’ve also written about the Kech Ghaalrac in Dragon 413.

In many settings, goblins and orcs are presented as genetically evil — malicious by nature, enemies the players can always feel good about fighting. From the start, we wanted to take a different approach to goblins and orcs in Eberron. I liked the idea that these creatures were fundamentally inhuman, and had a cultural history that often them set at odds with humanity, but that they were no more innately evil than dwarves or elves. This led to the idea that these were the primary aboriginal races of Khorvaire. The goblins once had an advanced civilization that dominated the continent: The Empire of Dhakaan. Conflict with the Daelkyr destroyed this civilization long before humanity came to the continent. When humans arrived the goblins had fallen into a savage state (and were far fewer in number than they had been at their height). Some goblins were enslaved by humans, a practice that continued until Galifar abolished it a thousand years ago; their descendants integrated into the population, and these are the city goblins you find in most major cities. Others goblins were driven into undesirable lands, and these were the ancestors of the current goblin population of Darguun and Droaam. So, goblins aren’t evil, but from a cultural standpoint they have every right to dislike the humans who took their lands and enslaved their ancestors. Even Sharn is built on the foundations of a great Dhakaani city.

So: this gave a sound role for goblins and orcs in the setting. But what are they like? What makes them different from humanity and from other monstrous races? How are they truly alien races, as opposed to just being humans with fangs and unusual skin colors?

GOBLINS

So what separates goblins from humans and orcs? One of the critical things to understand is that goblins themselves are split into three very distinct categories.

City goblins are descended from slaves. They have lived among the people of the Five Nations for as long as those nations have existed. All too often they are poor, and many feel driven to crime. City goblins have adopted many human customs and many have little knowledge of or attachment to their history.

The Ghaal’dar are the descendants of those goblins who fought the human settlers and were driven into inhospitable lands. While they are less barbaric than the tribal orcs, they are less sophisticated than the people of the Five Nations and are often thought of as warlike and savage; they are noted as practicing slavery. Looking at the Ghaal’dar, humans have a hard time believing that the goblins once had an advanced society that created tools House Cannith can’t replicate today. And they are right to be dubious. The Ghaal’dar are not the goblins of old. The Empire of Dhakaan fought the Daelkyr, and with the help of the Gatekeepers they banished these Lords of Madness to Khyber. But this war had deep and lingering consequences… consequences so severe that one can question if the Daelkyr are the ones who actually won the war. Even though the Daelkyr were banished, over the course of the long war they had sown seeds of madness and corruption among their enemies, and over time those seeds began to grow. The Empire had been stable for thousands of years… but within the course of generations, Dhakaan fell into civil war. Cults, coups, and madness tore apart their advanced civilization. Within centuries, the empire had collapsed. Soon its advanced traditions were lost. The Ghaal’dar don’t know how to smelt and refine adamantine alloys. They don’t possess the martial disciplines or techniques used by their ancestors. The strong dominate the weak, while under Dhakaan all worked together. There are still exceptional people among the Ghaal’dar – people like Lhesh Haruuc, who founded Darguun. But they are very different from the goblins who once dominated the continent.  Which brings us to…

The Heirs of Dhakaan, commonly just called the Dhakaani. Following the defeat of the Daelkyr, a number of Dhakaani leaders saw the signs of spreading madness. They constructed deep vaults and retreated from the world, taking their best and brightest with them. In doing this, they avoided the subtle curses that afflicted the rest of the goblins. For thousands of years they have honed their skills, and now they have returned. Currently they are split into Kech factions. They have no Emperor and this has kept them from uniting. Their numbers are limited, as each Kech carefully controlled population to deal with limited resources. But their martial discipline is rivaled only by the Tairnadal. Their smiths produce arms and armor superior to the work of House Cannith. Dhakaani champions are a match for any hero on Khorvaire. And they aren’t happy to see these soft creatures living in their ancestral lands. The Dhakaani are few in number and still divided… but they are a force to be reckoned with, and a way to surprise players who think of goblins as savages.

Common Traits

City goblins, the Ghaal’dar, and the Dhakaani have dramatic cultural differences. But they are all goblins, and share basic traits that concretely differentiate them from humans, elves, and other races. Goblins possess darkvision, and are quite comfortable dwelling underground. While they aren’t the only race to do so, it’s still a thing to bear in mind. Goblins don’t fear night or shadows the way many creatures do. On a primal, instinctual level night is a time when humans are vulnerable; for a goblin, it is a time when they are strong, as their darkvision gives them an advantage over their enemies. They don’t need light as humans do, which means that their buildings will have fewer windows and that they have no need for casual lighting. This is a small thing, but it’s part of remembering that they aren’t just humans with orange skin. They are a different species that has evolved under different circumstances and who have different instincts and brain chemistry than humans do. Here’s a few more things I consider to be basic goblin traits.

  • Goblins are innately lawful. They don’t have anything like an insect hive mind, but they naturally gravitate to hierarchical societies, establishing a social order and holding to it. Where orcs question authority, goblins are quick to establish structure and like being part of a greater whole. Note that I am using “lawful” to describe instincts – this doesn’t mean they feel any compulsion to obey human laws. Poor city goblins often turn to crime – but they will quickly form gangs and establish an order amongst themselves. The Ghaal’dar aren’t anywhere near as organized as the Dhakaani, but they still hold to a clear hierarchy and system of punishments for those who step out of line. And like the Tairnadal, the Dhakaani are essentially a martial society, with every aspect of life being tied to duty to the Empire.
  • Tied to this is the idea that goblins are inherently rational. Goblins are deeply pragmatic and faith is an alien concept to them. The Dhakaani never had clerics; they don’t believe in forces they cannot see influencing reality.This was called out from the start in the 3.5 Eberron Campaign Setting book, which said the Dhakaani don’t have clerics; their spiritual leaders are the bards who inspire the people with tales of the great deeds of the past. Note that these bards inspire the Dhakaani with tales of things that actually happened – they don’t see the appeal of fiction in any form. Again, this is a deep divide between the orcs and goblins. Orcs are passionate and imaginative; goblins are rational and practical. This is why the goblins NEEDED the orcish Gatekeepers in the fight against the Daelkyr. It wasn’t that the goblins didn’t bother to have their own druids; it’s that they fundamentally couldn’t grasp the sort of faith required to follow the divine and primal paths. While this is generally true of all goblins, it is especially strong among the DhakaaniWe’ve noted that AFTER the Empire fell, some goblins DID turn to a faith similar to the Host and Six; I believe you also saw a spectrum of Dragon Below cults. All of these things are symptoms of the “madness” planted by the Daelkyr… something that undermined this core aspect of goblin character. So you COULD find a cleric among the Ghaal’dar, even if they are far more rare than among other civilizations. But you should never see them among the Dhakaani, who resisted this corruption and maintained the traditions of their people.

So: regardless of culture, a goblin inherently prefers structure to disorder. You like having a clearly established leader and a clearly defined course of action. You are rational and pragmatic, always looking for an efficient solution to the problem at hand and rarely romanticizing things or engaging in wild speculation. Goblins aren’t emotionless Vulcans, by any means. But they aren’t as passionate as orcs: they are practical, always looking to cut the Gordian knot and solve problems as opposed to speculating about them.

Eusocial Creatures

So the first step in differentiating goblins and orcs was the idea of orcs as passionate and chaotic, with goblins being practical and more lawful. But there’s another thing that distinguishes goblins: multiple subspecies. There are at least three goblin subspecies – goblins, hobgoblins, and bugbears. There could easily be others that were around in the age of Dhakaan and have died out on the surface, goblin subtypes humans have never seen. To me, this is a fascinating aspect of goblins that’s rarely explored in any depth. It reminds me of eusocial species like ants, bees, and naked mole rats – and in such species, the different subspecies all serve a particular role within their society and work together. In most settings this isn’t true of goblins; instead, it’s usually a case of might makes right, with the stronger goblin species oppressing the weaker. But as called out in the ECS and this Dragonshard: 

 Among the Ghaal’dar and the Marguul, the strong rule the weak. Leadership is founded on fear, and the weaker races hate the stronger tyrants. Among the Dhakaani goblinoids, this is not the case. Each species has a role to serve in society, and each embraces this role. The hobgoblins rule not through force of arms but because the goblins and bugbears respect their ability to maintain structure and discipline. The strength of the bugbears is turned against the enemies of the clan. 

With Dhakaan, I wanted to emphasize the species worked together, each using their particular strengths for the benefit of the whole. The bugbears bring strength and courage. The goblins have cunning and finesse. And the hobgoblins are the most rational and disciplined, the most naturally oriented to build, to organize. In my opinion, it was the loss of this eusocial bond that truly destroyed the Empire – a subtle corruption that caused the sub-species to stop seeing themselves as one. But it’s something that is preserved in the Heirs of Dhakaan – a natural instinct to work towards the common good.

Which is not to say that the Dhakaani lack individuality or self-determination. They aren’t ants; every Dhakaani goblin is a sentient being with free will and their own dreams. A goblin has their general role in society mapped out, but they could still end up as a common laborer, an artificer, or one of the Sharaat’khesh. In one of my favorite Eberron campaigns, one of the PCs was a male Dhakaani hobgoblin who wanted to be a bard, a traditionally female role. Individual goblins may lack the eusocial instincts that drive the Dhakaani as a whole. But it’s still a critical note for the Empire as a whole. It is a place where racial caste roles are deeply engrained, and where people are respected for filling those roles. The goblins are the laborers, but they are appreciated for performing this vital function – not oppressed and forced into it.

GOBLIN HEROES

One question that’s been raised is how goblins can be used as allies or heroes in a campaign. To begin with, the Dhakaani are certainly heroes in their own eyes. They are champions who have returned from a self-imposed exile to find their homeland in the hands of aliens and their people reduced to savagery. The Dhakaani struggle to recover their lost artifacts and figure out how to restore their civilization is an inspiring one, and only “evil” if you’re one of those wretched aliens now holding their lands. So one way to use the Dhakaani as heroes is to play Dhakaani. One of the one-shot adventures I sometimes run at conventions puts players in the roles of a Kech Volaar strike force working to recover a lost artifact. Alternately, you can play an entire party tied to the Ghaal’dar, working for Lhesh Haruuc; as troubleshooters for the Lhesh, you can be trying to maintain order and ensure the survival of Darguun as a nation – something that requires dealing with the Valenar, the Marguul, the Dhakaani and, of course humanity.

In a broader sense, an obvious answer is to look to Don Basingthwaite’s trilogy of novels that deal with Darguun. You can easily set the (human) players in a position where they have to decide what faction to support in Darguun. Should they support the Ghaal’dar? Or can they work with someone like Tuura Dhakaan to choose a Dhakaani emperor who will serve as a stabilizing force in the region and ultimately prove a stronger and more valuable ally for the Five Nations than the unstable Ghaal’dar? Convincing the Dhakaani to respect the Five Nations instead of planning to drive these aliens from their homeland would be a challenge, but that doesn’t mean it’s impossible.

Looking at goblin player characters in a party that’s primarily non-goblinoid:

  • City goblins have largely adopted the cultures of the regions they live in. My Dreaming Dark novels mention a goblin serving voluntarily in the Cyran army, who’s for all intents and purposes Cyran. City goblins do have to deal with a certain amount of suspicion and prejudice, but that can be an interesting thing to struggle with. The majority of city goblins live in poverty – is that true of your family, or are you prosperous? Are you trying to help your family, or are you a loner?
  • Ghaal’dar aren’t as unified as the Dhakaani. As a Ghaal’dar goblin you could be an emissary of Lhesh Haruuc doing the will of the Lhesh. You could be a child of Haruuc seeking adventures that will prove your worth to succeed him when he dies. You could be a mercenary, just seeking to make your fortune in the world. Or you could have been driven from Darguun by a feud; perhaps you are gathering allies and strength so you can go back and avenge your slain kin.
  • Dhakaani are slightly odd as loners, but not impossible. Tuura Dhakaan of the Kech Volaar is more curious about this new world than many of her peers, and she may have sent you out into the world in order to gather information about it, and to learn about these alien invaders (humans). Should they be destroyed, or is co-existence a possibility? You could be on a quest to reclaim lost relics, either for your Kech or for some personal reason. Or you could be an exile banished from your Kech – was the exile justified, or is there a possibility of redemption and return?

Another possibility for goblin PCs is to be tied to the Khesh’dar, the spies and assassins of Dhakaan. In this case you might choose a different background that’s your cover story – and it’s up to you and the DM to decide what your real mission is, and when you’ll decide to share your true identity with the party.

THE DHAKAANI

So: let’s talk specifically about the Dhakaani. Here I speak both of the civilization that spread to dominate Khorvaire and the modern goblins who have preserved its traditions. Again, in my opinion there is a fundamental psychological difference between the Dhakaani and the Ghaal’dar; it’s not just that the Ghaal’dar weren’t raised in Dhakaani society, but also that their ancestors were subtly influenced by Xoriat and lack the eusocial bond and innate discipline of the Dhakaani goblins. But: What are the core elements of Dhakaan? Why was the Empire so successful?

If orcs can be seen as easily embracing the primal and divine, the Dhakaani are a fundamentally martial culture. War is in their blood. Some sages have theorized that the goblins are a magebred race, that their subspecies are the result of some long-forgotten force — A dragon? The Overlord Rak Tulkhesh? — crafting a warrior species. This is reflected by their natural instinct to hierarchy and discipline, but also by a racial genius for the arts of war. All of the Dhakaani can follow any martial path, but each subspecies has its specialties. Hobgoblins are exceptional fighters and warlords. The goblin Sharrat’khesh and Tarkha’hhesh are gifted rangers and rogues. Bugbears often serve as scouts, but the iconic Dhakaani bugbear is the barbarian. But the Dhakaani barbarian isn’t a primal savage; rather, their “rage” is a carefully cultivated state of ecstatic frenzy.

Honor and Duty, Atcha and Muut

Much like the Tairnadal, this martial mindset bleeds into all aspects of Dhakaani life. The Empire is always in a state of battle-readiness; if it’s not actively expanding, it’s preparing for the next inevitable conflict. The Heirs of Dhakaan have been in seclusion for thousands of years, but they have never lowered their guard or ceased their training. This also reflects the direction of Dhakaan society. As called out by Don Bassingthwaite, Dhaakani culture revolves around the concepts of muut and atcha. Muut is essentially about the honor of the Empire, and can be roughly translated as duty; atcha is personal honor. The most common form of thanks is ta muut, essentially “You do your duty.” Meanwhile Paatcha! is an offer of honor, typically an exhortation of a commander to his troops – this is your chance to gain honor! The key is that the Dhakaani are always considering these concepts: how you are fulfilling your duty to the Empire, and how your actions reflect on you. The key here – and a statement that’s often misunderstood – is that the Dhakaani idea of honor on the battlefield is very different from human concepts. I’ve said before that Dhakaani “don’t care about honor on the battlefield.” What I mean by that is that Dhakaani have no compunctions about killing a helpless foe, about killing civilians if it’s strategically logical, about ambushing an enemy, and similar actions that we generally consider dishonorable. The Dhakaani are concerned with victory. Honor comes from following the orders of your commander, from standing your ground against any odds, from displaying both skill and discipline. Do what you have pledged to do, and do it well. So Dhakaani take personal honor far more seriously than most human soldiers – but it’s important to understand what “honor” means to them.

An Evil Society? 

People have asked if the Dhaakani were an evil society. In my opinion, if you mapped them to an alignment it would be lawful neutral: highly structured and disciplined, but neither exceptionally cruel, corrupt, or altruistic. Note that the two primary Dhakaani leaders mentioned so far are Ruus Dhakaan, the lawful neutral leader of the Kech Shaarat; and Tuura Dhakaan, the neutral leader of the Kech Volaar. Dhakaani society is neither cruel nor kind: it is efficient and expedient. It is a society driven by constant war, and warfare is carried out in the most efficient and effective manner possible. They’d generally avoid targeting civilian populations not because it’s the morally correct thing to do, but because destroying them is a waste of resources that could be used in the future. Their leaders do what is best for the empire, which often means doing what is best for the people. But if it was for some reason necessary to wipe out an innocent village for the good of the Empire, they’d do it without hesitation… but they’d do it for the good of the Empire, not for personal gain. Again, corruption is extremely rare among the Dhakaani (though it can certainly be found among the Marguul and Ghaal’dar). Pursue muut above all and then your atcha. So the Dhakaani may often oppose player characters – but that doesn’t make them evil.

A secondary aspect is the role of slavery in the Empire. The Ghaal’dar and Marguul practice slavery, but in my opinion it was relatively rare in Dhakaan. The eusocial bond and racial caste system are the foundation of the Empire. Every goblin has a clearly defined role and embraces that role. Members of other species have no sense of muut and atcha. They are difficult to control, will always seek to rebel, and have no clear role in the first place. In some ways the Dhakaani can be seen as ants: they spread as efficiently as possible, and they don’t seek to compel other insects to work as slaves in their anthills; they simply kill rivals or drive them away. So it was with the Dhakaani. They spread to dominate the best lands in Khorvaire, and they drove their enemies into the lands they didn’t want. This isn’t to say that slavery was unknown, but it’s a rare practice that comes into play when a specific slave has a skill the Dhakaani need – a translator, a wizard, etc – as opposed to a major institution within the society.

Magic and Metallurgy

There are many things humans take for granted that the Dhakaani have never developed. But the Dhakaani are the finest armorers and weaponsmiths in the known world, superior even to House Cannith and the Tairnadal. They have mastered metallurgy and learned to produce and work with alloys that other races haven’t even discovered. Adamantine is a Dhakaani specialty; Cannith has learned to work with this metal, but it is costly and difficult, and they don’t understand it as the Dhakaani do.

This leads to the question of magic. The Dhakaani never developed the traditions of the wizard or sorcerer, and as noted above, they don’t have divine classes. Their primary sources of magic were bards and artificers. However, it’s important to recognize that these classes were NOT identical to Cannith artificers or Phiarlan bards. These core classes existed, but they would have had their own unique subclasses and specific spell lists. They may have developed paths that aren’t seen today, and may never have done things that we commonly associated with the classes. Specifically…

Dhakaani artificers are primarily armorers, weaponsmiths, and combat engineers. They don’t use constructs but excel at combat fortifications and siege warfare. Among hobgoblins this is primarily a male tradition, but exceptional goblins of both genders can follow this path.

Bards are the duur’kala, “dirge singers.” This path is almost exclusively followed by female hobgoblins. The duur’kala fill the roles that clerics do in many other societies; they are healers, diplomats, and spiritual leaders. They inspire the troops in battle. They heal the injured – note that in 5E, bards are nearly as gifted healers as clerics, and their spell list includes both raise dead and resurrection. They’re also vital to communication and coordination; note that the bardic spell list includes sending, clairvoyance, and various forms of teleportation. Powers of suggestion and charm are vital when mediating disputes and maintaining order within the Emopire, and equally useful for negotiating with enemies. So we generally depict the bard as an entertainer or vagabond. Within the Dhakaani, the duur’kala are leaders and healers with critical roles both on and off the battlefield. There’s nothing frivolous or light-hearted about them.

The critical point here is that lacking the paths of wizard or sorcerer, the Dhakaani rarely used magic as a direct weapon in combat. They relied more on the skill of well-equipped soldiers than on fireballs or cloudkill. The duur’kala heal and strengthen soldiers, but magic isn’t the primary weapon. It’s simply a branch of arcane science the Dhakaani never explored. But they’re interested in it now. They realize that the arcane magic wielded by the people of the Five Nations is an extremely effective weapon. The Kech Volaar are at the forefront of experimenting with this, and goblins are learning the arts of wizardry – and this is a place where you may find Volaar kidnapping human wizards to try to learn their secrets. But it’s still a new program, not one they’ve fully explored.

Known and Unknown

A critical thing about the Heirs of Dhakaan is that they’ve been in isolation for thousands of years. We haven’t gone into great depth about their achievements to begin with, and it’s entirely possible that a particular clan has developed something new over the course of centuries. Consider the following possibilities…

  • We’ve presented the Kech clans as being relatively small – having controlled their populations and remained within a single region. However, you could decide that a particular Kech spread and expanded and has a vast underground territory… that what’s been seen is just the tip of the iceberg, and that they already have armies on par with any of the Five Nations.
  • In a campaign I ran, I introduced a Kech clan that worked with necromancy. They bound the spirits of warriors into spheres, and could channel this power in devastating magical blasts. These spirit orbs could only be controlled and used by a duur’kala, and if the bard died, her sphere would explode – potentially taking out her killers. This did present a particular Kech with a form of powerful offensive magic – but that magic was still controlled by bards.
  • Tied to this… if you want to introduce firearms into Eberron, a very logical approach would be to give them to a particular Dhakaani Kech. This fits with the Dhakaani martial approach – again, more emphasis on developing weapons than magic. This could be a way to have a small Kech have a dramatic impact on Khorvaire… and it would be up to you how the other nations responded to the introduction of these weapons.

In Dragon 413 I introduced the Kech Ghaalrac, a Dhakaani force that has continually fought the Daelkyr since the incursion. These goblins have blended Gatekeeper horrid magebreeding, Daelkyr symbionts, and Dhakaani industry to create a wide range of innovations. So feel free to explore such things.

GENERAL QUESTIONS

Lots of good questions. Let’s get to them.

Would it fit the Dhakaani Empire if I used the Roman Empire as inspiration for their society, architeture, martial tactics and weapons and armours?

Nothing in Eberron is intended to directly map to our world, and Dhakaan is no exception. There’s certainly some base similarities to Rome – military discipline, widespread empire – and some similarities to feudal Japan or ancient India. And critically, Rome is a HUMAN civilization; Dhakaan is fundamentally an ALIEN civilization, shaped by things like the presence of the multiple goblin species. A few points of sharp dissimilarity to Rome:

  • The most critical element is the racial caste system, which in turn underlies the concept of muut. Everyone knows they are a part of the greater whole, and there is a natural instinct that encourages them to work together – something humans (and even the Ghaal’dar) lack.
  • Tied to this, a core practice of the Roman Empire was to assimilate other cultures – to spread their cultures and traditions to their conquered people. The Dhakaani have no interest in this – if you’re not a goblin, you can’t have muut – and they general drove their enemies from their lands, or simply eradicate them.
  • The Dhakaani Dragonshard calls out that the Dhakaani used infantry, cavalry, and archers. The hobgoblins favored speed and precision over strength and chain weapons (flails, spiked chains) are common. It also notes “A Dhakaani army is both tightly structured and surprisingly flexible. The military is based around small units of infantry that can quickly adapt tactics and formations to evolving combat conditions.” So a Dhakaani force can act in a large formation, but then suddenly split into many smaller units.
  • Looking to architecture: As I’ve called out earlier, the Dhakaani don’t need windows for light, and a Dhakaani fortress would only have slits for archers and visibility. In many cases their fortresses and cities are at least partially underground or carved into mountains.
  • Looking to armor, I see Dhakaani armor as being considerably more sophisticated than Roman armor, as well as being made from finer materials. Part of the point is that Dhakaani armor is better that what the Five Nations uses: more flexible, better coverage, lighter. Even their run-of-the-mill armor would still be considered masterwork. Again, this is an area where the Dhakaani are MORE advanced than the Five Nations.

As a side note, in the past we’ve suggested Dhakaan as a place to introduce martial traditions that don’t have a clear place in the Five Nations, including the Samurai, Kensai and Ninja classes.

I know during the Dhakaani Empire they fought a huge battle against the Daelkyr, with the assistance of the Gatekeepers saved Eberron. But who were the main enemies of the Dhakaani empire before that?

The Dhakaani fought every other major intelligent race on Khorvaire at some point. There was a time when orcs were spread across Khorvaire; the goblins DROVE them into places like the Shadow Marches, and the same may well be true of gnolls and other species. They fought the Tairnadal elves and the Dragonborn of Ka’rhashan, and may have clashed with the dwarven civilization that was also destroyed by the Daelkyr (the predecessors of the Mror). Beyond that, you have all the threats that linger today. The Lords of Dust were just as active then, and you had undead, lycanthropes, and the threat of other planar incursions.

Can you go into a little bit of the relationship between Lhesh Haruuc and the Dhakaani? If I remember correctly from the novels, they sort of grudgingly respect his position, but don’t really see Darguun as a proper goblin nation. 

As always, it’s worth noting that the novels – like this blog – are not canon. Both are possible interpretations, but you can always go in a different direction in your own campaign. So with that said, here’s my opinion.

The ancestors of the modern Heirs of Dhakaan went into isolation because they believed a curse was destroying their civilization. Thousands of years later they have returned… and discover that it’s exactly what happened. There are these alien creatures living in their ancestral lands, and the modern “goblins” are savages with no muut. Lhesh Haruuc shows that there is still a spark of Dhakaani spirit left in these corrupted creatures, but overall the Ghaal’dar – and even moreso, the Marguul – are a deeply disturbing display of how far their people have fallen. The critical question is whether it is possible to salvage anything, whether these modern goblins can be integrated into a new empire… or whether, in fact, the first step in restoring Dhaakan should be purging these disgusting remnants. I believe that this is a matter on which the Kech leaders differ; offhand I’d say that Tuura prefers integration and education, while Ruus advocates wiping them out. Part of the question you need to answer here is how many soldiers do the Heirs of Dhakaan have? How deep are their vaults, and how many Kech forces are out there? COULD they choose to wipe out the Ghaal’dar, or do they need their numbers?

So, in my opinion the relationship between Dhakaani & Haruuc varies by Khesh – and Haruuc himself is likely very on the fence as to whether these goblins are allies or enemies. Even in the best case, Tuura would want to reestablish Dhakaani society, and it’s worth noting that the Ghaal’dar have more freedom and individuality than the Dhakaani. In causing that eusocial bond to atrophy, the Daelkyr introduced an element of chaos in that strongly lawful goblin psyche – and the modern goblins may find they don’t want to be Dhakaani.

Are dirge-singers incorporated into the current Dhakanni military as a learned specialty serving specific tactical needs or more as a rank denoting authority in certain fields? Or something else entirely?

Something else entirely and somewhere in between. Dirge Singer isn’t a rank on its own, and you surely had different categories and ranks of duur’kala within the Empire; I would expect that some duur’kala focused specifically on healing, while others dealt more with diplomacy, lore, etc. So a low-ranking duur’kala specializing in healing might accompany a unit of soldiers in a support capacity – while a high-ranking diplomat/loremaster might assume control of a military unit for purposes of a particular mission. If you look to the Dragonshard, the fiction essentially depicts a duur’kala who is leading a unit of soldiers to reclaim a relic, because she’s their lore expert – but when it comes to battle, the military commander would take over.

The Dhakaani dominated the centre of Khorvaire, roughly corresponding with the modern Five Nations, but did they ever have a maritime culture?

In my opinion, their maritime culture was largely limited to river and coastal travel. As you suggest, the presence of Shaarat suggests that they did value rivers, which is logical for a widespread society. We’ve never discussed goblin incursions on Aerenal or suggested a goblin presence in Xen’drik. With that said, in my Bermuda-Triangle-influenced Lamannia adventure I have a massive Dhakaani galley lost en route to Xen’drik, but the idea is that it was a pioneering attempt and it didn’t go well.

If I wanted to use Koalinth (linked here) in name and spirit, how do you guys see them coming about? Were they bred to be aquatic hobgoblins, as the goblins and bugbears are said to be engineered for their roles? Or are they elite hobgoblins warriors using artifice to swim like fish and breathe and fight underwater?

Either one is an option. As it stands, the idea that the goblinoids were magebred is just that – an idea – and something that would have predated Dhakaan as opposed to being a part of it. So Rak Tulkhesh may have created them to be an army… and long after the Overlord was bound, the goblins developed a martial culture of their own. By this concept, the magebreeding idea is simply a justification for having this eusocial set of linked subraces… not a science possess by the Empire. So running with things as they ARE, it’s simpler to make the Koalinth specially trained goblins, working either with artifice tools. You could even say that they have been permanently modified – some sort of alchemical process – but that it’s not a true subrace.

With that said, I think it would be very interesting to say that magebreeding WAS a science the Dhakaani possessed and actively used. I’d be inclined to say that it was relatively rare – the work of specialists in a particular region of the Empire. But this would be an opportunity to use any of the other variant goblins – blues, norkers, varags, etc. A wacky twist would be to make these magebreeders responsible for the horrid animals found in the west. Currently the theory is that these were created by the Gatekeepers… but we’ve never really said how or why the Gatekeepers accomplished this, and if it’s something they can still do. It would be interesting to say that the horrid animals were the result of collaboration between the Gatekeepers and Dhakaani magebreeders during the Xoriat incursion – that the goblins created them, but gave them to the druids who were better able to control them.

So if I wanted to follow this, I’d introduce a new faction in modern day Eberron: The Kech Vorg’dar. Located on the western edge of the Five Nations – either on the edge of Breland or Aundair – this Kech was the heart of Dhakaani magebreeding and has both preserved the ancient techniques and improved upon them. They have a host of subraces, and other living weapons. How will they interact with the Wardens of the Wood, the Ashbound, and House Vadalis?

At one point, the PCs in my campaign were told that we were “honorable…for humans”. That raises my question: I’m guessing that “honor” in this case would be atcha – personal honor. We dealt honestly and respectfully with the dirgesingers and Tuura Dhakaan in particular, and returned a batch of Dhakaani treasures to the Kech Volaar. But would Dhakaani recognize any kind of “muut” among non-goblins?

I think you’re correct: humans could have atcha, but it would be hard for them to have muut. Muut is a reflection of the fact that in Dhakaan, every goblin HAS an established role and duty. It’s part of your blood and your instinct. You know what muut demands, or you should… whereas atcha is more about personal choice and action. Your actions helped the Empire, but you were acting based on personal integrity, not because of your established duty owed to the Empire. It’s possible that they would see a Brelish soldier doing his duty to Boranel as having a human form of muut, but essentially, they don’t see humans as having a society that has muut; humans are acting in a way that vaguely resembles a true society, but they are still basically disconnected savages with no real sense of the common good.

Without wizarding or sorcerous practices, were the otherworldly invaders a surprise to the Dhakaani? Were they aware of the planes/worlds?

The planes are an integral part of Eberron. The Dhakaani may not have had wizards, but they dealt with the effects of manifest zones and coterminous/remote periods. Note that Sharn is built on the foundations of a great Dhakaani city – meaning the Dhakaani chose to build their city in the manifest zone. In addition, both Arcana and Religion are bard skills; the Dhakaani might not believe in gods, but the Religion skill would still encompass knowledge of outsiders, undead, etc.

Did the Dhakaani have a concept of an afterlife, or was your honor in this life to you and the Empire what mattered?

Honor in this life is what matters, and it’s what ensures you are remembered in the future. You set an example that inspires others, and that lives on.

If they are not ants I guess there are some good or evil Dhakaani. So there are some moral discussion on what should be done or how to interact with other races.

Absolutely. The point is that all of those discussions would take for granted the basic assumption that the good of the Empire is paramount. Evil Dhakaani likely argue that all other species should be eradicated; good Dhakaani would press for enemies being allowed to flee and to settle in lands of no use to the Empire. As that’s what ended up being the more common practice, there’s certainly good Dhakaani out there. With that said, I’d maintain that most Dhakaani tend towards neutrality and also that corruption is not tolerated. One of the characteristics of an evil alignment is putting your desires ahead of the needs of others, and a Dhakaani caught pursuing their own agendas over the good of the Empire would be executed.

In general, I wonder what Dhakaani do when they don’t prepare for war.

Easy… prepare for war. Like the Tairnadal, this is the structure of their lives. If you’re a soldier, you hone your skills, drilling and engaging in tactical exercises and wargames. If you’re an artisan, you do the work that needs to be done, and then you work on honing and refining your skills. If you’re an armorer, spend any spare time you have working on ways to make even better armor.

Essentially, a critical part of “prepare for war” is to be the best you can be – so when they  have spare time, Dhakaani are almost always going to be practicing whatever it is they do so they can be better at it. A typical Dhakaani just perfects their talent, while an exceptional Dhakaani looks for new ways to innovate and improve upon the current techniques. And bear in mind that for the Dhakaani, that’s fun. As a bugbear barbarian, you love spending some downtime sparring with a comrade… even if you spent the day training, this is where you just fight for fun, proving your talent.

With that said, even for the Dhakaani there must be times when they relax, right? So what do they do? Here’s a few things.

  • Listen to the Duur’kala, who regale you with tales of past heroes and the glory of the Empire, reminding you WHY you work so hard every day.
  • Not all such entertainments would just be “listen to a bard.” There would likely be some that are acted (with a question being if there are professional Dhakaani actors, or if it’s simply an honor for a soldier to step up and take on the role of a hero). And I think you get more dramatic reenactments that double as war games.
  • Dance. I imagine that the Dhakaani have forms of dance that are similar to kata or the Maori haka – again, something that hones or expresses preparation for war, but nonetheless, it’s still a dance.

The main point – again, like the Tairnadal – is that for a Dhakaani, work isn’t a chore, it’s the focus of your life. You strike for muut and atcha. You gain muut by doing what you must do, and atcha by going above and beyond that. Engaging in activities that hone your skills IS entertainment. So essentially, Dhakaani look at Ghaal’dar or most humans and see them as incredibly slothful and unfocused, wasting the potential and with no sense of communal good.

How do the Dhakaani see love/sex/mate? 

I think Dhakaani feel love as others do, and there is certainly a duty to produce offspring and honor to be gained by guiding them on the proper path. With that said, family is less important than the Empire; when children reach an age that their aptitudes can be determines, I expect they are fostered in a school that focuses on those skills. So if you’re a goblin miner and your son has the potential to be one of the Shaarat’khesh, he goes to join the Khesh’dar and you may not see him again for years, or ever. Accepting that is muut. It’s also the case that within the Kech, reproduction would have to have been controlled to manage limited resources. We’ve established that goblinoids – especially goblins have a high rate of reproduction, and if the Kech are relatively small today that has to have been an intentional choice.

With that said, bear in mind that there’s an aspect here of the Dhakaani are not human. As humans, we are inherently alone. Love is in part about finding a companion, about building a family, and about ensuring its survival and prosperity. The point of the eusocial bond is that on a fundamental, biological and psychological level, Dhakaani goblins feel a bond to one another that humans don’t. Basically, they have a general love for each other that we don’t have as humans. The strength of the Empire is that it isn’t simply a political construct; its people work well together because they feel an inherent connection and loyalty to their comrades. So a Dhakaani goblinoid can certainly have a specific greater sense of love for a particular individual – but they have a broad real sense of connection to all the people of the Empire that we as humans don’t have with one another. And I’m saying that this was one of the critical things that was lost in the wake of the Daelkyr, and the loss of that connection that caused the Empire to collapse and led to civilizations like the Marguul and the Ghaal’dar. So again, this is a fundamental difference between the Heirs of Dhakaan and the Ghaal’dar.

Do the subraces reproduce among each other? How is that different for other goblins?

As far as I know, it’s never been established what happens if a bugbear mates with a goblin. I suspect that in Dhakaan it’s not an option, which is made easier by the fact that you spend most of your life surrounded by and interacting with members of your own subrace. Looking to love, again, I’m sure it exists and there may be tragic tales of the bugbear who loved a goblin, and you could certainly have that as a platonic relationship… but in terms of actual family, you must do what muut demands. With the other goblins, I doubt there are any absolute restrictions, but within a society like the Marguul I find it hard to image a bugbear consorting with a goblin. Family is definitely important among the Ghaal’dar, and for that reason it also seems likely that a hobgoblin bonding with a goblin would be at least somewhat scandalous.

Where was the heartland of the Empire? Was it a single palace under a singular Emperor, or were there multiple emperors ruling at once across the land?

We’ve never said where the Empire began; what works best for your story? We’ve implied that there was a single Emperor, but there were certainly regional leaders who served as the Imperial authority within an area.

I was hoping you could clear something up for me about “city goblins”. I’m not sure if it was written this way in canon, but my impression was always that only the Small goblinoids were incorporated into human society. Is this accurate, or do you see a lot of hobgoblin and bugbears that have grown up among humans as well?

You’re close. page 304 of the 3.5 ECS says:

During the initial human colonization of Khorvaire, Sarlonan invaders enslaved thousands of goblinoids. Today, goblinoids can be found in most of the major cities of Khorvaire. These goblinoids (mostly goblins, but some hobgoblins and bugbears) have been entirely assimilated into humanoid culture.

So that majority of the city goblin population are made up of actual goblins, but there are exceptions. It’s worth noting that “true” goblins have the highest birth rate and are already disposed towards common labor, so they were both the easiest to enslave and quickest to thrive in the years that followed… whereas the more aggressive bugbears and hobgoblins were more difficult to integrate and more likely to just be killed. But yes, there are city bugbears and hobgoblins, just not as many.

Do you think Darguun has any large scale dealings with Droam? Do you think their people or governments see each other as kindred spirits considering their histories?

In my novel The Queen of Stone, Darguun sends emissaries as part of the diplomatic mission to the Great Crag. No mention is made there or elsewhere that I’m aware of about any other significant dealings between the two nations. Darguun is already on thin ice regarding its own recognition as a nation, and a close alliance with a nation seen as something of a terrorist state wouldn’t help that. I’m sure that the Daughters have reached out to Haruuc with just such arguments – “We’re all outsiders, we should stand together” because Droaam needs allies. But what can Droaam offer Darguun – especially that would be worth endangering relations with Breland to gain? And as for being kindred spirits, they’re really not kindred spirits. Looking specifically to goblins, prior to the rise of the Daughters of Sora Kell most goblins in the region were oppressed by more powerful creatures – as they often are among the Ghaal’dar and Marguul. The fact that they have their own warlord in Droaam is a significant change that is thrilling for the goblins (and what makes them among the most loyal supporters of the Daughters) – and something that could actually cause trouble for the hobgoblin-dominated Ghaal’dar or bugbear-led Marguul if their goblin population is inspired to rebel. Essentially, yes, they are all “monsters” and deal with prejudice from humans – but culturally they don’t have a lot in common.

I wonder if dhaakaani would have been doomed against a free overlord or could have found another way to battle/imprison it.

Technically, the Dhakaani were doomed against the Daelkyr; it was the alliance with the Gatekeepers that enabled their defeat. So, if they fought an Overlord, it seems you’d end up with something similar. I could easily see a story based on the partial release of Rak Tulkhesh shaking the Empire thousands of years before the Daelkyr. Dhakaani skill might not be able to end the conflict, but this is where you could have a critical alliance with the Ghaash’kala of the Demon Wastes… champions of the Silver Flame who might leave the Labyrinth to bind the demon. Which brings us back to the difference we’ve established between orcs and goblins. The orcs are innately passionate and drawn to primal and divine paths; the goblins are innately pragmatic and drawn to martial paths. Goblin pragmatism and discipline allowed them to dominate Khorvaire; but Orc faith may have saved the world multiple times.

Just how secluded and hidden were the Kech clans? Thousands of years, operating entirely in secret, hidden from their fellow Dar, hidden from all the other underground races, yet never physically changing?

There’s a few different things to consider here.

  • The Dhakaani goblins already had a partially subterranean civilization; consider that the goblin ruins of Shaarat extend deep below Sharn. There were likely many goblins who already spent the vast majority of their lives underground. So that alone wouldn’t be enough to justify a physical change; goblins are already adapted to subterranean life.
  • We’ve never said they were hidden from all subterranean races. The Kech Ghaalrac are specifically called out as having been fighting a continuous war against the Dhakaani. Other Kech may have had to deal with other foes. They may even have had to fight corrupted Dhakaani in the last days of the Empire. However, these conflicts never extended to the surface.
  • So yes: The Dhakaani avoided all contact with the surface. Remember, their premise – which was correct – was that there was some form of psychic infection corrupting the goblins on the surface. They needed to avoid all contact with them until they could confirm that this curse was no longer a threat – something they were only sure of relatively recently.

Where did Ghaal’dar clan Bards come from if they weren’t somehow trained by the Kech Volaar?

Where do Brelish fighters come from if they aren’t trained in Karrnath? The Ghaal’dar are a unique culture that has evolved in the wake of Dhakaan. Their combat and bardic traditions might have hints of Dhakaan techniques that have lingered through generations, but they are not the same: a Ghaal’dar bard is NOT a duur’kala.  We’ve never particularly established that the Ghaal’dar HAVE a well-established bardic tradition; it might be that Ghaal’dar bards are basically self-taught mavericks. In 5E bards don’t have to know lore, so a Ghaal’dar bard could be more like the orcish Passion mentioned above.

How did the hidden clans come into the light? Did Haruuc know of the Dhakaani Kech clans before starting his rebellion? Did House Deneith have contact with them? Could a pre-969 Hobgoblin or Bugbear tribal chief hire a Khesh’Dar assassin or spy?

Haruuc knew nothing of the Kech when he started his rebellion. Full details of the Return have never been provided, and are something that would have to wait until there’s an ability to truly create new setting material, especially since each Kech has its own story and approach to contact. However, there’s a few basic things that have been established. The ECS notes Kech Volaar goblinoids often venture beyond Darguun in search of Dhakaani ruins, but they do not work as mercenaries. They rarely interact with other races except in the pursuit of a mission.

Beyond that…

  • The Khesh’dar were the first to return. They spent a few decades gathering information, confirming that it was safe to return, and establishing a basic intelligence network so the Kech weren’t returning blind. They might have sold their services to the locals, as working with modern goblins would be a good way to blend in and gain information, but they wouldn’t announce themselves as the Khesh’dar; they’d simply present themselves as talented mercenaries.
  • Before the Heirs of Dhakaan can decide how to deal with outsiders, they need an Emperor. As such their primary focus is dealing with each other – whether through conquest or diplomacy. The Kech Shaarat are assimilating others through combat, but these are calculated actions. The Kech Volaar are seeking to prove their right to rule by recovering artifacts. Every Kech should have a specific path it is following to assert its claim to the Imperial crown – or, barring that, have chosen another Kech to support.
  • The rise of Darguun has been specified as a trigger for the Return. One of the primary reasons for this is that it provides them with cover to act without drawing attention. Thanks to Darguun, there is a location where there’s a strong goblin presence. As Darguun is a Thronehold nation, Ghaal’dar have freedom to move throughout the Five Nations – and most citizens of the Five Nations don’t know enough about goblins to know the difference between Kech soldiers and Ghaal’dar. So a group of Kech Shaarat soldiers don’t walk around bragging about being Kech Shaarat. They pursue their objective quickly and efficiently, avoiding contact with outsiders whenever possible, and trust those outsiders won’t know that they aren’t just some sort of Ghaal’dar.
  • Tied to this: the basic premise that the Kech see everyone in Khorvaire as potential enemies. It’s POSSIBLE the Ghaal’dar can be salvaged, but it’s equally possible they’re corrupted abominations that will have to be wiped out. And if they are bad, humanity is worse. These things have stolen their lands and defiled their cities and tombs. So they aren’t walking up to House Deneith and saying “Hi! Do you want to hire us as mercenaries?” – unless they’re doing it specifically to infiltrate the House and learn its weaknesses. They aren’t here to make friends, and any contact with outsiders is going to be founded on the premise of Are you a threat, and if not, what is your value to our long term agenda?

So the main point of the Heirs of Dhakaan is that they are NOT known to the world at large. They are engaged in a shadow war with each other, and adventurers who interact with them are essentially pioneers on the edge of an exciting developing situation.  It’s up to you to decide whether the Dhakaani see a reason to interact with the PCs or will simply pursue their agenda as efficiently as possible. But this is about the fact that in Eberron, PCs are supposed to be the protagonists of the novel. When they run into the Kech Dhakaani, they are DISCOVERING something cool – there’s powerful ancient goblins, and they’re in conflict with other ancient goblins! – not just bumping into something that’s already well known.

Eberron turns Thirteen!

I first began working on Eberron in 2002, but the Eberron Campaign Setting was released in June of 2004. So the setting has just turned thirteen, and anyone who knows Eberron will know that thirteen is a number with special significance. There are thirteen planes, thirteen moons, thirteen dragonmarks… although all too often, one of these thirteen is destroyed or lost. While here in the United States we’re still waiting for Eberron to be unlocked for 5E, a gaming community in Peru organized a month-long Eberron celebration in honor of its 13th anniversary. The tome pictured above is a cake produced for that celebration, and it is one of the most fantastic things I’ve ever seen.

While I couldn’t make it to Peru for the party, I did appear in video form, and I promised to answer a question chosen by the group. I’ll get to that at the end of this post, but before I do I wanted to take a moment to thank all of you who have kept Eberron alive for the past thirteen years. I hope that we will see Eberron officially revived for 5E, but until that time it means a great deal to me that there are still those of you out there who are enjoying the world. My favorite thing about RPGs is the ability to create new stories — and I love that you are out there creating Eberron stories of your own.

At this time, I still have no official news about support for Eberron. I’ll continue to answer questions on this site, but I cannot produce new material here. With this in mind, I am and will be continuing to produce new setting material for my own RPG, Phoenix: Dawn Command. Even if you don’t play Phoenix, my hope is that you may find this material to be useful in your Eberron campaign. The main article I’ve produced is about The Fens, and this follow-up article talks about how you can use the Fens in Eberron.

With that said, there are many people working to keep Eberron alive, and I wanted to call out some of these. I am part of the monthly Manifest Zone podcast; each month we explore a particular aspect of the setting. On Facebook I’m aware of the Eberron Enthusiasts and Sages of Eberron groups, and beyond that The Piazza is the primary Eberron forum I keep an eye on. If you’re into live play, Maze Arcana is a livestream working with Wizards of the Coast, and you can get more Eberron in Role Out.

That’s all I have time to say at the moment, but I’d love to hear more from all of you. What’s your favorite moment from your time with Eberron, or your favorite thing about Eberron itself? What do you want to see in the future?

Meanwhile, here’s the two questions from the party in Peru…

How would you organize a campaign around a party of Dragonmarked characters? What could possibly bring them to work together? 

One obvious answer is the thing that brings all the houses together: The Twelve. This organization serves as a sort of United Nations for the Dragonmarked Houses. It exists to mediate grievances and resolve disputes, but also to unite the houses to accomplish things they couldn’t do alone. The Kundarak vault system – which required the talents and marks of House Orien and House Cannith to create – is a prime example of such cooperation. So, a party of adventurers could easily be elite troubleshooters for the Twelve – nominated by each of their individual houses and dispatched by the Twelve to handle problems or investigate opportunities that matter to all of the houses. Just a few examples of things that could fall into this category…

  • Investigating ancient magic that might be something the houses can use or reverse-engineer, such as evidence of warforged and elemental binding in ancient Xen’drik.
  • Investigating or shutting down operations of House Tarkanan.
  • Investigating a house enclave that has mysteriously gone dark.
  • Recovering valuable treasure from house enclaves in the Mournland.
  • Helping house operations that are threatened – for example, dealing with the Poison Dusk forces threatening a House Tharashk mining operation in Q’barra.
  • Mediating a dispute between two houses.
  • Deal with a house experiment gone wrong – a rogue Cannith construct, Vadalis magebreeding mistake, plague unleashed by Jorasco – without revealing the true nature of the problem to the public.

… And that’s all literally off the top of my head. This provides the PCs with an immediate powerful patron that will always be ready with a new assignment. If you want to complicate things, each of the houses the players are personally tied to could have their own agendas, and players could be torn between their own beliefs, the common goals of the Twelve, and the desires of their house.

A completely different approach would be to focus on a party of adventurers who are all excoriates – the EX-Dragonmarks. This could be unjustified – making them the Dragonmarked equivalent of the A-Team – or they could actively opposed the agendas of the houses they are from. They’re united because they are all outsiders, and the question is whether they are trying to redeem themselves and get back into their houses… or whether they are on an ongoing mission to expose corrupt and illegal activities tied to the Houses, whether these reflect the house as a whole or are the work of a small group of corrupt barons.

There’s three ideas – hopefully that’s enough to get you started.

What is the reach of Zilargo? Does the Trust meddle in other nations if Zilargo’s interests are at stake? 

Absolutely! In my opinion the Trust is one of THE most efficient espionage agencies in Khorvaire. The Zil have always embraced intrigue and cunning over military power as their primary means for affecting change in the world… and with their natural talents for illusion gnomes can be very efficient spies. The Trust doesn’t have the same degree of power or coverage in the Five Nations that it has in Zilargo, but it’s still very efficient. Likewise, the Trust won’t be as blasé about assassination elsewhere as it can be in Zilargo, but it definitely employs assassination when it has to. One of the most dangerous characters in the Sharn: City of Towers sourcebook is Madra Sil Sarin, one of the Trust’s top assassins. Madra has rings of sustenance and invisibility, and communicates with her superiors via telepathic bonds. As a result, she is a ghost: she spends her life in silence and invisibility, moving unseen through the city while waiting for a telepathic call to action.

While agents like Madra are ready to take direct action when it’s called for. the Trust PREFERS to act indirectly. The Zil maxim is Five words can defeat a thousand swords — and the trick is saying the right five words to the proper people. Just as hacking is becoming an increasing concern in modern politics, Zilargo can manipulate things very effectively simply by revealing secrets in the proper place and time. Does Zilargo support the Brelish monarchy or not? Do they support Kaius of Karrnath, or do they want to see rival warlords bring him down? Do they support the theocracy of Thrane, or might they help the monarchy by revealing evidence of corruption within the church?

But to deal with the question: Yes, Zilargo definitely meddles with other nations if their interests are at stake. However, more often than not they will meddle by exposing secrets… doing so in a way that furthers their own agenda, but at the same time, it’s an action that’s hard to trace to Zil actors.

If you’re dealing with PCs who are Zil agents, the most common thing they will be called upon to do is to acquire information – as secrets are the primary weapons in the Zil arsenal.

Dragonmark: The Blood of Vol

With all the things I should be working on, I shouldn’t be doing another Dragonmark so soon. But this topic came up in online discussion and it’s one of those things I can’t resist talking about. The Blood of Vol is one of the most misunderstood aspects of Eberron… which is only fair, since it’s misunderstood by most of the people OF Eberron. So I figured I’d post my thoughts here so people can find them in the future. Bear in mind that everything I say here is based on MY vision of the Blood of Vol, and contradicts canon sources. 

Now as I said, the followers of the Blood of Vol – who call themselves Seekers, shorthand for Seekers of the Divinity Within – are misunderstood both by writers, players, and the majority of the people of Khorvaire. A few common beliefs: The followers of the Blood of Vol worship Erandis Vol. All Seekers revere or worship undead. All Seekers want to become undead. The Seekers are all evil. All Seekers support the Order of the Emerald Claw.

Before I address these points, let’s look at where the Blood of Vol comes from. The roots of the religion can be traced back to the early elves of Aerenal. Elven culture sought to preserve the souls of their greatest heroes, and the resulted in a cultural split. The Tairnadal believed heroes could live on through their ancestors. The Undying Court sought to preserve their heroes through reverence and positive energy. The line of Vol rejected this, saying that both of these paths relied on living elves supporting the dead. They sought an approach that would ensure that their heroes were self-sustaining or could take what they needed to survive. This resulted in the development of Mabaran necromancy and the creation of vampires, liches, and the like. Then the Mark of Death came along, and the Undying Court used this as the foundation for a brutal power grab. Per other sources, The Sibling Kings declared that the blood of Vol was to be completely destroyed, since even a drop could destroy all living things. It was believed that they successfully exterminated the line; the survival of Erandis Vol is a secret that lasts to this day. The allies of the line of Vol were allowed the option of either swearing fealty to the Undying Court or choosing exile.

Now: The religion we know as the Blood of Vol was not practiced by the line of Vol. The elves of the Bloodsail Principality (Eye on Eberron, Dragon 410) are more representative of their traditions. The Blood of Vol evolved from the interaction between elven exiles and humans who believed in the Sovereign Host, and it was something entirely new. The elves brought with them the story of heroes who sought to transcend death, and how they were wiped out by cruel beings who feared the power of their blood. This blended with the myths of the Sovereign Host and the basic question what just god would allow death and suffering? Instead of the Mark of Death, the faith of the Blood of Vol maintains that all of us have a spark of divinity within our blood… and that the jealous gods cursed us with mortality so that we would never be able to unlock that power and challenge them. So: We all have the divinity within, but the universe is against us and death is oblivion. All we can do is stand together, look after those we love, and hope that some day we can break the curse of mortality and bring about a new age.

Now let’s get back to those common misconceptions.

  • The followers of the Blood of Vol worship Erandis Vol. NOPE. The typical Seeker knows nothing about Elven history. If asked to explain who “Vol” is, most would say that Vol was the first Seeker to discover the Divinity Within; others might add that the Sovereigns wiped out Vol and their family, fearing this power. But the Seekers don’t worship any Vol. The idea that Erandis is a member of that founding family would impress Seekers, who would assume that she’s spent the last few thousand years finding a way to break the curse of Mortality and free everyone to unlock the Divinity Within… but Erandis keeps her true identity secret because she doesn’t want the Undying Court coming after her. So only her closest associates know her true identity. Most agents of the Order of the Emerald Claw only know her as “The Queen of Death,” a lich with vast power and wisdom.
  • All Seekers revere or worship undead. The Seekers see undeath as a tool. Undead such as skeletons and zombies are useful and a way to thumb your nose at the universe: You may have killed me, but you’ll have to grind my bones to dust before I stop helping my people. Seekers believe that their souls are destroyed after death, so there is nothing magical about the body; why not use it in a way that will help those who still live? In addition, throughout history the Blood of Vol has had champions who have become undead so that they can continue to teach or protect the living, or search for ways to break the curse of mortality or fight the Sovereigns themselves; essentially, undead saints. What makes these beings worthy of respect isn’t that they are undead: it’s what they do WITH their undeath. So a Seeker doesn’t inherently see a vampire as worthy of reverence; they understand that many vampires are selfish and only out for themselves. They understand that a ghoul may simply be a slavering beast. It’s simply that there are those who have become mummies or vampires or liches so that they can champion the faith, and those beings deserve reverence.
  • All Seekers want to become undead. Actually, most Seekers don’t want to become undead. While it’s a way to literally avoid death, it’s accepted that the Divinity Within is tied to your blood and your lifeforce; once you become undead, you lose that spark (not unlike the fact that Erandis Vol can’t use her dragonmark…). The undead champions are considered to be martyrs who have given up their own chance at divinity to help others. It’s a way to avoid death, but it’s a crappy half-life compared to what we could be.
  • The Seekers are all evil. The Followers of the Blood of Vol have a bleak outlook on the world. Many hate the Sovereigns and consider those who worship them to be dupes and idiots. And they are comfortable with undead and practice necromancy, things many people associate with evil. But Seekers can be any alignment. In short, being a Seeker means you believe in the Divinity within and that death is oblivion. Armed with that knowledge, do you seek personal power or do you try to protect the weak? Do you care only about yourself; your family and community; or all people, as you see every death as a tragedy? The universe is against us: Does that make you selfish, or does it fill you with compassion for those who suffer? Do you hate those who follow the Sovereigns, or do you pity them? The faith of the Blood of Vol is a foundation, and one that encourages compassion and community. It’s what YOU do with that foundation that determines your alignment.
  • All Seekers support the Order of the Emerald Claw. NOPE. Overlap between the faith and the EC is a Venn diagram. Some agents of the Emerald Claw are Seeker extremists who believe that the Queen of the Dead is an undead champion who will break the curse of mortality and show them the path to the Divinity Within. They don’t question her actions: whatever she tells them to do, she must have a reason. Others aren’t Seekers at all; some are simply Karrnathi patriots who believe she will lead their nation to greatness, or who simply seek vengeance on the rest of Khorvaire. And then there are some – like Erandis herself – who see the Emerald Claw as a tool, and don’t believe in Karrnath or the Divinity Within. Meanwhile, the typical Seeker doesn’t condone the terrorist actions of the Emerald Claw and hates the fact that the Emerald Claw paints all Seekers in a bad light.

If you want to do deep reading, here’s a few other options.

Now, let’s get to questions.

Are undead warriors an extreme solution in Karrnath or now undeads are used in common works? Do they have undead farmers?

“Karrnath” isn’t the same thing as the Blood of Vol. The Seekers are comfortable with undead and have always used mindless undead – standard skeletons and zombies – for manual labor. You can definitely find a Seeker farmstead with skeletons in the fields. But Seekers have always been a minority in Karrnath and most Karrns consider that sort of thing to be creepy. During the Last War, Kaius embraced the Blood of Vol during a time of crisis recognizing that their necromancers could help reinforce the armies of Karrnath with undead, and they did. However, many Karrns hated this practice, believing that it sullied the martial reputation of their nation; they didn’t need to turn to such dark magics. Towards the end of the war Regent Moranna broke ties with the Blood of Vol, and Kaius III has actually blamed the Seekers for some of Karrnath’s problems – perhaps it was their dark magics that sickened crops and caused famines in the first place! This is basically a populist move that helped Kaius reinforce his power base, giving his people someone to blame for their misfortunes. In keeping with this – and as a gesture of goodwill to the other Thronehold nations – Kaius largely sealed his undead forces in the catacombs below Atur or in Fort Bones. So there ARE undead still in service in Karrnath – as seen in my novel The Queen of Stone – but they are the exception rather than the rule, and undead haven’t been incorporated into all walks of life. But if you WANT to explore how undead could be incorporated into everyday life, you can do this in Seeker communities – and on a larger scale, in Atur or Fort Bones.

I thought the undead in the Karnath military were former patriotic elite soldiers?

There are two common classes of undead in military service. The rank and file undead soldiers are mindless skeletons and zombies – the sort that can be created by animate dead, which must be controlled by a capable leader. The sentient “Karrnathi Undead” were a later development created at Fort Bones using the Odakyr Rites. These produce skilled undead soldiers that can take personal initiative, but the rituals can only be performed in Mabaran manifest zones (notably Atur and Odakyr, AKA Fort Bones) and require the remains of elite Karrnathi soldiers… so to get an elite Karrnathi skeleton, you have to lose an elite living soldier. Note that Karrnathi undead are sentient but do NOT have memories of their former lives. The Fort Bones article in Dungeon 195 goes into more detail about what Karrnathi Undead are actually like.

How do Seekers see uncorporeal undead? Are they treated the same as zombies?

The undead most commonly encountered in Seeker communities are the mindless skeletons and zombies that can be created using the Animate Dead spell, a third level spell that falls in the scope of Eberron’s “Wide Magic.” Animate Greater Undead is an eighth level spell, far out of reach of most BoV clerics, so you just don’t see a lot of spectres and wraiths in the typical community the way you see skeletons. Beyond this, the attitude towards skeletons and zombies is that they are tools – they’re made with the remains of your friends, but they aren’t your friend. By contrast, a sentient incorporeal undead that has the memories of its former life, such as a ghost, falls into the category of “You’ve transcended death at the cost of your divine spark… now what are you going to do with your unlife?” There’s nothing inherently good or bad about a ghost. If that ghost chooses to help mortals, it’s an undead champion; if it’s a selfish being or a crazed killer, it’s a monster.

BoV is like two different religions. One talks of community, god within, and how to unlock it. I don’t really understand how undeads fit in that: are they experiments? Are they supposed to fight with other Gods? And who is Vol for them?

Largely answered above, but to be clear: Undeath is a tool that allows you to extend existence at the cost of your divine spark. Mindless undead are simply tools, nothing more. Sentient undead who follow the faith are supposed to help mortals, whether that’s by protecting them, teaching them, or potentially yes, finding a way to defeat the gods and break the curse of immortality to them. “Vol” is a mythical figure, possibly the first Seeker; “Erandis” isn’t a name most Seekers have ever heard. Some may know that “Vol” was an elf, a necomancer, or even part of an elven family of master necromancers. But what matters is that this Vol was the one to discover the Divinity Within.

Then there are the ones who know. Vol is an evil lich who cares nothing of humans. They believe that she can become a God. Why should they believe it so much to cast spells through that?

Most of Vol’s inner circle aren’t actually Seekers themselves; they are simply aping the faith of their Seeker followers as a way to gain their loyalty. Such individuals AREN’T divine casters; they’d be arcane casters, like Erandis herself. Those that are Seekers fall into the evil Seeker definition above: They are interested in their OWN personal power and don’t care about the greater good. But as for spellcasting, they don’t get their power from their belief in VOL; they get their power from their belief in their OWN divine sparks. For a divine-class Seeker, their power comes from within.

So the huge misunderstanding I was in is that the Blood of Vol is NOT, in your opinion, a creation of Erandis Vol. I admit this will miss me. I loved the idea of Erandis creating her own religion for transcending death or maybe creating her personal Undying Court. But if I understand you see Erandis taking control of a pre-existing religion that could even be right and twisting the believers at her own plans.

Like all things in Eberron, you should definitely do what makes sense to you! But you are correct about my idea. I like the fact that the religion is an entirely plausible faith that stands on its own and that has a logical basis for providing followers with divine power: that power comes from within them. I love the idea that in spite of the fact that the faith works, that Erandis herself doesn’t believe in it. I also like the idea that this faith has been around for thousands of years – something that’s tricky if Erandis is a visible, known figurehead, since Erandis is hunted by both Aerenal and Argonnessen and the idea of slapping a big “I AM HERE” target on her head is a little wacky. My premise is that the religion emerged long ago, the dragons and the Undying Court looked at it and said “Bad name, but it’s just a name” and that Erandis stepped in long after to take over.

Beyond this, I like it as a religion that has a plausible basis in the world. Person A believes in the Sovereigns, benevolent beings who define reality. Person B’s son dies, and she says “Why would your Sovereigns take my son from me? Why would your Arawai let us starve? Why would your Aureon let this king oppress us? If there are gods in the heavens, they care nothing for me. I will find my power within.” With that said, I also see it as the perfect atheist’s religion. SOME members of the faith believe the whole Sovereigns-are-evil concept, but others simple assert (as presented in Faiths of Eberron) that there are no gods – that all divine power comes from the Divinity Within, and clerics of other faiths are just deluded people slapping pageantry on what ultimately comes from inside them. Power is there to be taken, but that doesn’t mean gods exist.

By the way: am I right that in some canon seeker are said like to search for people to donate blood for rituals and/or for feeding vampires?

You are correct, though they don’t have to search. This is called the Sacrament of Blood, and it’s a communal activity practiced by any Seeker community: coming together and sharing their blood in a basin, which can then be transferred to barrels of preserving pine to be shared with vampires in need. While the feeding of vampires is a side benefit, symbolically it’s about affirming that the members of the community are one, and united in their divinity. It’s covered in detail on page 79 of Faiths of Eberron.

If the champions of the Blood of Vol become undead and continue to walk the earth, even by restricting this to the most valiant ones, after a few centuries of practice that’s bound to be quite a crowd. Are they super-extra-picky? Or is there another explanation?

This is exactly why I push back on the idea that “undeath is the path to divinity” – because it’s not THAT hard to become undead, really, and if that truly was the goal you should have a huge pile of vampires out in the world. Thus, my version of the faith gives a concrete reason why it’s NOT the primary goal. Aside from this: liches and mummies are the preferable form of long-term sentient undead, because they don’t require sustenance (well, the Undying Court maintains that they draw life force from the world around them and are slowly killing us all – but they don’t need blood like vampires do). So that’s the preferable choice for your undead champion… but they aren’t easy to create, and in some ages there’s no one around who CAN make one. Looking to vampires, the community sustains vampires using the Sacrament of Blood, but that’s a limited resource and thus yes, creating a new vampire is considered to be an important decision, not something done lightly.

With that said, why aren’t there more undead champions? Because of all the people who want to destroy them. The Deathguard of Aerenal, the Church of the Silver Flame, the paladins of Dol Arrah… there’s a lot of groups out there that are happy to hunt down vampires and their kin, and this is one reason Erandis Vol keeps a low profile. There is surely a codex in Atur of all the great champions who have been destroyed by misguided mortals.

A good follower of the Blood of Vol wants to preserve all life. This proves to be an uneasy goal to reach, as the very mechanics of the game tend to push players to kill their opponents without seconds thoughts more often than not. What creatures, would you think, the BoV faith may consider “impossible to save” (and so, fair game to kill if they act evil)?

Well, rather than saying they want to preserve all life, I’d say that they consider every death a loss. Every death is a tragedy, and a good follower of the BoV sympathizes will all who labor under the curse; in my opinion, BoV clerics are the MOST likely to help others with resurrection magic, because they don’t believe dying people have some pleasant future with the Sovereigns of Flame. But with that said, that doesn’t mean that every life must be saved or that they cannot kill. Every death is a tragedy, but first and foremost you have to protect your people. If a bandit tries to kill you – or if a paladin of Dol Arrah is going to destroy your undead champion – it’s OK to kill them. If you CAN take them alive, great. But if misguided people pose a clear and deadly threat to the faithful, shed a tear for them and do what you must do to protect those who are truly innocent. Basically, it’s never something you should do without a second thought – but it’s acceptable to kill someone who will kill you or your people if nothing is done.

Aberrations are definitely fair game. Strangely, undead are valid to destroy, because they’re dead. Constructs, oozes, etc – all good. Beyond that, many Seekers only see the divine spark as existing in “things that look like me”. TECHNICALLY any intelligent creature with blood has the Divinity within, but many Seekers only extend that to humanoids, and others limit even further to humans and demihumans. So if you try to protect all sentient things you’d a very noble Seeker… but many would just see the blackscale lizardfolk as a monster, not a brother-in-blood.

What would be the position of the Church toward the warforged, in your opinion?

A warforged is essentially like an undead. Pity them as they have no blood and can never attain true divinity, but if they choose to serve the faith, it’s a noble calling and they should be treated with respect. Now, the stranger case is the warforged Seeker who attains divine power; in the 5E game I’m running right now, one of the PCs is a warforged BoV paladin. Some Seekers will look at this and say that they must have a piece of the divine spark for this to occur. Others would assert that because they are acting as a champion of the faith, they are actually drawing on the divinity of the people they are protecting.

You mentioned that the Bloodsails are more representative of the first traditions of the line of Vol. Does it have something to do with the presence of “Lady Illmarrow”, a.k.a. Vol herself, among the Grim?

No – it’s because the Bloodsails are the direct descendants of the elves who served the line of Vol and fought alongside it against the dragons and the Undying Court. The Blood of Vol took their ideas and mixed them up with existing beliefs about the Sovereigns and such; the Bloodsails follow the more pragmatic approach that death sucks and undeath gives you power and immortality, without investing in the idea of the Divinity Within.

I assume that the Church’s leeway, so to say, from what would had been its first “orthodoxy”, *whereas their very Messiah is still alive among them*, is a side effect of the fact that the existence of the said Messiah must stay a secret laced in several layers of mystery. That’s not a configuration that facilitates control. Would that assumption be correct? Or does Lady Vol just not care at all about what the content of those religions becomes, if she can use the infrastructure as a network for her agenda?

First of all, you might be interesting in this RPG.Net thread on “What’s Erandis Vol been doing for 3,000 years?” But a catch here is that like the line of Vol itself, the Bloodsails don’t make a religion out of undeath; they consider it to be a science. Per Dragon 410, Bloodsail priests “shape their divine magic from the raw energy of Mabar.” They respect the line of Vol as essentially the greatest scientists who unlocked the secrets of Mabaran necromancy, but they respect them for their accomplishments as much as their blood. The Grim Lord Varonaen, who found a way to make the sunless isle bloom, is just as worthy of reverence as Lady Illmarrow. As for Erandis herself, this is essentially the society she grew up in. Her parents didn’t consider themselves to be gods. Now, they told her that SHE had the potential to achieve divinity, but that’s a unique thing and on top of that, she can’t touch that power. So she’s OK using the power she has as a member of the Grim to serve her agenda. Should she finally manage to unlock her TRUE power, well, that’s a question for the future.

You say that Vol doesn’t claim to be the head of the Blood of Vol since she doesn’t want the Undying Court pursuing her. She choose instead to be called the Queen of Death and being known as a wise and very powerful Lich. Isn’t that enough for the Undying Court? They hunt undead. There is a cult that openly cooperate with undead and a very powerful lich. Isn’t already a target? 

OK, there’s a whole lot of elements to unpack here.

  • Don’t overestimate the power of the Undying Court. They wield divine power in Aerenal. They can defend Aerenal from draconic attack… but we’ve specifically called out that they couldn’t retaliate against Argonnessen, because their power is limited to Aerenal. Beyond Aerenal, their power is limited to that of their divine agents – clerics and paladins – who are no more inherently powerful that clerics and paladins of any other religion, such as, say, the Blood of Vol. The elite agents of the Aereni Deathguard are good at what they do. But they’re not epic level. And beyond that, if they are acting in Khorvaire they are agents of a foreign power conducting military operations in another nation – which has all the potential issues of a nation in our world sending assassins to kill an enemy. So: The Deathguard is powerful, yes. But it’s not all-powerful.
  • In life, Erandis Vol wasn’t a powerful wizard. She was a young half-dragon, and she was killed by the forces of the Undying Court. Her mother secretly resurrected her as a lich, using all the power she and Erandis’ father (an epic-level green dragon) had at their disposal to shield their daughter from divination. So: The Undying Court doesn’t believe that anyone escaped the destruction of the line of Vol. They aren’t specifically LOOKING for Erandis, and even if they were, they wouldn’t be looking for a powerful lich wizard; she’s become a powerful lich wizard over the last few thousand years.
  • The faith of the Blood of Vol first appeared over a thousand years ago. You can be sure the Undying Court thoroughly checked it out and confirmed that the only connection to Vol was the name.
  • The Blood of Vol produces undead champions. This is a known thing. The Deathguard will destroy them when possible, which is why there’s not a lot of them. But as noted above, it’s not a trivial thing.
  • The Queen of Death is the leader of the modern Order of the Emerald Claw. She assumed leadership of it less than ten years ago. As far as Aerenal is concerned, she’s just one more undead champion, like many they’ve seen over the years. Something to deal with if there’s an opportunity, but not a reason to unleash everything at their disposal or risk war with Khorvaire. She possesses epic-level shielding against divination. Her followers don’t know her location or true identity. But the Deathguard is good at what they do, and if they dig deep enough, perhaps they CAN discover the identity of the Queen of Death: She’s Lady Illmarrow of Farlnen. She is a Grim Lord of the Bloodsail Principality, an enclave founded by elves who accepted exile following the Blood of Vol, and whose leaders are powerful undead. So: She’s a powerful lich wizard in a place with the largest number of lich wizards in Eberron. She has a legitimate identity and history in that place. And it’s a place that even the Deathguard would tread lightly… and technically, a place where the Undying Court gave these undead elves license to be.

So: all undead champions of the Blood of Vol could be considered targets of opportunity for the Aereni Deathguard – beings they’d destroy if there’s an easy chance. But as it stands, the Queen of Death has done nothing requiring greater action. If they knew she was Erandis, there stands the risk that they would unleash all power at their disposal to deal with her, regardless of the consequences to Khorvaire or Aerenal. But at the moment, she’s a Bloodsail lord allied with an extremist sect of a faith that’s been around for centuries. These are both things that have happened before and don’t require any extreme action.

Also: how many very powerful lich wizards can exist in Eberron? Can’t the prophetic Undying Court just… hem… GUESS?

There’s not a lot of them, to be sure. But the Bloodsail Principality may well have the largest number of them in one place in Eberron. And again, Erandis wasn’t a powerful wizard in life; she came by her lichdom in an unusual way, and mastered magic after the fact. So “powerful lich” doesn’t automatically equal “survivor of the line of Vol.”

Plus they had thousands of years for just finding a phylactery. Maybe for some reason connected to the prophecy they DON’T WANT to stop her?

It’s quite possible, though to me that would be a motivation for the Chamber to leave her alone. With that said, looking the the Undying Court, they haven’t been looking for a phylactery because they had no reason to believe that there was a surviving Vol lich. With that said, this brings up an interesting point. Erandis is a highly unusual lich. She didn’t choose to become a lich; it was done to her. Her mother was determined to do everything possible to protect her child. Usually, a lich regenerates next to their phylactery. In MY Eberron, Erandis regenerates in a random location unrelated to her phylactery, which is in turn shielded by epic defenses against divination. The upshot of this: Erandis herself doesn’t know where her phylactery is. In my Eberron, there have been times early in her existence when she has tried to destroy herself, but she can’t. Not something you have to do, but the point being that not even she knows where or what it is.

By rules vampires are ALWAYS evil. So: are they still the same person they where in life? If a paladin of Vol turns vampire changes his personality? Became a black guard? And how a living paladin of Vol react to these changes?

While alignment restrictions are looser in Eberron, one place where I maintain them is when alignment is enforced by magic. And it’s a good question to ask, because in my opinion the alignment change forced by lycanthropy DOES dramatically alter the victim’s personality. So I’m fine with the idea that vampires become evil… but at this point it’s vital for you to understand how define evil in Eberron, as laid out in this previous post. Evil doesn’t mean you suddenly start murdering children. It means you could start murdering children and not feel remorse. It reflects a lack of empathy and compassion for others, an ability to harm others without remorse. In the case of a vampire, I feel that this is driven by a few factors.

  • Aside from blood, a vampire is sustained by the negative energy of Mabar – an alien plane that consumes life. This is the source of a vampire’s hunger to consume both blood and life energy, and it does change the vampire increasingly over time.
  • Likewise, vampires are made to be predators. They are made to charm and deceive, to hunt and consume. The powers of the vampire come with inhuman instincts that erode their previous nature. They simply can’t feel compassion for others as they once did: they can approve of the concept intellectually, but they don’t FEEL it the way they did before. It’s the way that being a sociopath can be a chemical thing as opposed to learned behavior.

First off, this is why vampires AREN’T the preferred choice for undead champions. Mummies don’t have alignment alteration and don’t need to prey on others as vampires do; they aren’t predators by nature. Thus, the high priest Malevenor is a mummy, not a vampire. But with that said, in Eberron evil characters CAN do good. King Kaius is pushing for peace. You can have an evil paladin of the Silver Flame. So the paladin of the Blood of Vol doesn’t HAVE to become a blackguard when they become a vampire. They COULD – or in 5E terms, they could change their Oath to reflect their nature – but they don’t have to. A vampire champion could still devote his existence to protecting Seekers and seek do serve the greater good. But he’ll find it easier and easier to kill those who oppose him without feeling any remorse, to torture someone to get information when such an act would have seemed repugnant in his warmer days, and so on. Essentially, Eberron is a world in which an evil character can still be a hero – but he’ll find it easier to do bad things in pursuit of that noble cause.

Considering the views the BoV has on undeadhood, and the value of the living, does this also apply the the karnathi skeletons and zombies? You mentioned that while intelligent they do not recall their life before death. Going by their 3.5 stat block their int and wis are completely average but they have a Cha of 1. does this mean they have a complete lack of personality, simply emodying the stereotypical “good soldier” if so I’m curious how their “always evil” alignment plays out?

The principle of the Karrnathi undead is that they are intelligent but not in any way human. They all possess identical skills and by default cannot advance, which is to say that unlike warforged, they can’t learn. The most detailed canon description of the Karrnathi undead comes from Dungeon 195, which notes:

Fear, hunger, and exhaustion are alien to them… One of the few limitations of the undead derives from their utter lack of mercy or compassion. Left on its own, a Karrnathi skeleton will slaughter all opposing forces—soldiers, civilians, even children…  the Kind fears that the undead aren’t animated by the soul of Karrnath, but rather by an aspect of Mabar itself—that the combat styles of the undead might be those of the dark angels of Mabar. Over the years, he has felt a certain malevolence in his skeletal creations that he can’t explain, not to mention their love of slaughter. He has also considered the possibility that they are touched by the spirits of the Qabalrin ancestors of Lady Vol. 

Now: you can always make exceptions to these rules. By default, Karrnathi undead can’t advance. However, I’ve MADE Karrnathi undead with a higher level of skill and with a more distinct (even if still inhuman) personality. So you can certainly create such unique beings if you choose. But looking to the rank and file of the Karrnathi undead, they are intelligent but entirely inhuman. Where each warforged is an individual capable of learning, evolving, and feeling, Karrnathi undead are largely identical sociopaths. This is why I’ve said you couldn’t use them as farmers; they hunger for battle, and would eventually end up killing a stablehand. So when Kaius agreed to seal the bulk of his undead forces below Atur, in part this was a friendly gesture to the other nations… but surely there was an element of him being nervous about leaving the undead standing around when they have nothing to kill.

So who was Erandis in life? 

There’s no canon answer to this, and it’s really a question of what do you want the answer to be? For me, a true answer to this and to the other related questions would require a serious examination of the culture that surrounded the line of Vol. The Bloodsail Principality is an example of the culture that evolved from this, but we haven’t established if they shared most of the same culture and values as the Aereni, or if they were as different from the Aereni as the Tairnadal are. Without a clear understanding of that culture, it’s impossible to say what her life was like. But if you assume some general similarity to the Aereni there’s a few things you can extrapolate.

  • All the Elven cultures are tied to a respect for the great souls of the past, and developing ways to save the great souls of the future. Lineage and history are important, and you are expected to DO something with your life – whether that’s to emulate the deeds of your ancestors or to master (and potentially exceed) their accomplishments. Erandis would surely have grown up knowing that she represents the pinnacle of her family’s work, and that it was her duty to live up to their expectations. Essentially: a “normal childhood” for an elf on Aerenal means something entirely different than what we think of as a “normal childhood”, at it’s going to involve concentrated study in the history of your line and the arts they perfected.
  • Erandis was a half-dragon produced in a secret breeding project with the potential to alter the world. Her existence was probably a secret, so to the degree that elven children run around and play games, she wouldn’t have been running around with them. However, she was part of a breeding program, which to me suggests that she did have siblings; she was simply the only one to manifest the apex mark.
  • My thought is that the war began the day Erandis fully manifested her mark – nothing Vol could do could hide that from Argonnessen. So Erandis had her mark for a period of time, but it’s a form of the mark that had never existed before and she didn’t have time to unlock its power before she was killed.
  • Given all that: I’ve suggested that she was probably around a 6th level wizard when she died. Given the general power level of Eberron, that’s an amazing degree of skill to possess as an adolescent.

So: my PERSONAL belief at this moment (because it might completely change, should I do a more in-depth exploration of the Vol culture) is that Erandis grew up in isolation, surrounded by attendants, tutors, and her siblings. I expect that it was a highly competitive environment – almost Ender’s Game level – as the tutors sought both to determine if any of the subjects possessed the apex mark and to prepare them to use it if they did. So I think you were combining intense necromantic study and competition (again, producing an adolescent 6th level wizard) with trials similar to the Test of Siberys. With all that said, I think there would have been intense focus on the fact that these children were the legacy of the line of Vol and the next generation of elven heroes. They weren’t raised to be weapons; they were raised to be Vol’s answer to the Undying Court. They were raised to be the god-heroes of ages to come. We’ve also established that Erandis’s mother truly loved her. Now, we don’t know how much sentimentality they actually expressed, but I think Erandis knew her parents and knew that they loved her – and that this was part of her drive to succeed – to make them proud.

And then, alone among her siblings, she DOES succeed. She manifests the apex mark. But she dies before she can master it, and her entire culture is wiped out. So again, to me her story is one of maddening tragedy – of having come within inches of a glorious destiny and fulfilling the dreams of her line, only to fail and carry the physical mark of that failure on her skin, the mark she can never unlock.

As a side note: She didn’t get to play with all the girls and boys. But she was a necromantic prodigy and even before she manifested the apex mark she may have displayed unnatural potential. Which is to say that I think even as a child, many of her friends and some of her teachers were dead – she probably spent a lot of time talking with ghosts.

How does a mummy like Malevanor become a spellcasting cleric of the Blood of Vol? If faith is required to cast clerical spells and the tenets of the faith of the Blood of Vol state that such power comes from the Divinity Within and undead are effectively cut off from that, wouldn’t a priest who became undead lose faith in his ability to cast spells?

It’s an excellent point, and why Erandis and Demise are arcane casters, not divine. But there are two ways to justify undead wielding divine power in the BoV, depending on which seems more convenient for the story of your campaign.

The easy version is to say that yes: Malevanor has no divine spark to draw on, but instead he draws on the undeveloped divinity of the faithful he serves. Essentially, the shepherd draws power from his flock. The power still comes from the Divinity Within, but he’s drawing on YOUR Divinity, not his own.

The more convoluted path comes back to the Sacrament of Blood, mentioned earlier: the Seeker practice of communally donating blood for the benefit of undead champions. While this has obvious direct value for vampires, it’s possible that a mummy like Malevanor could also drink blood: it doesn’t provide him with sustenance, but he then draws on the divine spark of the blood in his system. What’s interesting about this is that it makes the blood of the faithful a valuable commodity to more than just vampires – and also means that if Malevanor was cut off from his supply, his divine power would dwindle.

All religions do charity work right? Would the blood of Vol care for a Vampire that was not connected to their religion? For example, someone is turned vampire against their will and is abandoned by their family/group/religion, and resists giving in to the urges of his/hers new instincts, would the seekers care about this person?

It would depend on the Seekers in question. A few observations:

  • Priests of the Blood of Vol are generally very familiar with undead. They understand the needs of vampires better than almost anyone. However, as mentioned above they don’t inherently equate “undead” with “worthy of reverence.” They know ghouls are a threat and excel at dealing with them. They know vampires can be allies or predators, and they’ll deal harshly with predatory vampires. So they could help, but they’re also well-versed in what it would take to simply destroy this rogue vampire.
  • As noted in the previous examples, the Sacrament of Blood is a precious resource. The BoV limits the number of blood-dependent undead it intentionally creates because it has a limited ability to support them. The blood it takes to support this vampire could go to a true champion of the faith.
  • Given that, the situation is no different than if the person in question was simply suffering from a mundane disease. Is the compassion of the priest or community sufficient to cause them to share their limited resources with a stranger? Or do they feel the need to put the needs of their own community first?

The upshot is that it would depend on the state of the community (can they afford to spare the blood?), the demeanor of the vampire (are they at least friendly towards the Seekers, or are they behaving in an actively hostile or predatory fashion?), and the alignment of the priest. An evil cleric would say that the foolish mistakes of outsiders aren’t their concern, and they might actually try to destroy the vampire just to keep it from becoming a threat. A neutral cleric would likely help but would demand something in return; the vampire needs to perform some positive service for the community, or to take time to listen to Seeker doctrine in the hopes they might choose to become a champion of the faith. And a good priest would try to help them because it’s the right thing to do, and because they appreciate the vampire’s desire not to become a predator – though again, they’d likely use this as an opportunity to try to draw the vampire into the faith.

What would the Apex Mark of Death look like?

It’s not something I’ve ever thought about, and not something I’m prepared to give a concrete answer to without further contemplation. But looking at the factors in my mind: It is a form of the Mark of Death – an evolution beyond Siberys, but NOT an entirely new type of Mark. Therefore, I would say that it would have a clear resemblance to the true dragonmarks in general and the Mark of Death specifically. As I mentioned previously, the marks can always be identified: the Siberys Mark has the “nucleus” image of the core mark in the heart of all the widespread lines.

Speaking entirely personally, my vision has always been that it covered her body, like a Siberys mark. So, how is it DIFFERENT from a Siberys mark? What clearly marks it as something grander? Well, my answer would be to say that it extends beyond her body – that she anchors the mark, but that its power reaches into the world. We’ve seen this sort of thing before with the aberrant mark of the Son of Khyber in the novel of the same name and the Living Dragonmark feat, illustrated below.

If you go with this idea, when she was alive and empowered the Mark could literally have surrounded her. It was asked if this would be painful: I don’t see why. Aberrant marks can be painful, but the true Dragonmark is a more harmonious thing. As such, this could be another element of tragedy for Erandis. When her mark fully manifested, it surrounded her. It could be that she could hear it, feel reality in new ways through it, but again… she couldn’t quite UNDERSTAND it or control it. Then she was killed, and NOW the mark is simply dead lines on withered flesh. She knows what it was and what it could be, and knows it is lost.

I suspect a lot of them haven’t thought about the potential problems getting rid of death on a COSMIC level would introduce because of that narrow idea of what constitutes “death”. Makes me suspect there’s room for the story of a struggle against well-intentioned but misguided Seekers who have a potentially functional plan for destroying death… not thinking about how horribly that would screw up the natural world.

That’s definitely a story you could explore. With that said, it’s pretty easy to see that removing the concept of death from our world without any other changes would cause all sorts of disasters. And it’s important to understand that a farmer who follows the Blood of Vol doesn’t want to be an immortal farmer. The principle of the Blood of Vol is that we are all caterpillars, clinging to the branch of a tree. Given enough time, we can undergo a chrysalis and become butterflies – at which point we leave the branch and experience the existence in a new way. When you fully unlock the Divinity Within, you won’t just be a person with magic powers; you will ascend to an entirely different level of existence. The core belief of the Blood of Vol is that mortality means that we end up dying as caterpillars… and that death is final and absolute, condemning our divine spark to dissolution in Dolurrh and oblivion.

So: the BoV doesn’t want a world of immortal caterpillars. They want to end suffering – to eliminate plague and famine – and they want everyone to have lives long enough that they can achieve their potential, unlocking their divinity and moving on to the next stage of existence. In their perfect world, people will be born and they will leave existence: but they leave existence because they move on to something better, not because they die and are extinguished.

A few thoughts tied to this:

  • It is POSSIBLE for people to unlock the Divinity Within and move on without breaking the who cycle for everyone. So selfish Seekers this is all they want to do: achieve personal ascension, with no concern for others. But there are surely BoV “saints” who ARE believed to have ascended and to exist in a higher form already; we just want to make that possible for everyone.
  • Tying to the point that most BoV followers consider the “Vol” in the Blood of Vol to be the original Seeker who discovered the Divinity Within: there’s no issue with this clashing with the true history of the line of Vol. Elves live a long time and thus HAVE more time to try to unlock the Divinity Within. Hearing the true history of the line of Vol, a Seeker would say “So, it’s a family of elves who was studying necromancy? Clearly, the Vol WE reference was a member of that family who discovered the Divinity Within as part of that work.” Essentially, they don’t know WHICH member of the family it was, but there’s nothing problematic about the idea that a long-lived Elven necromancer might have stumbled upon this secret and accomplished something the rest of his family didn’t follow up on.
  • Honestly, I think Seeker sages pity the elves. They have the right idea and they have such long lives they ought to be able to accomplish it. But looking to the Undying Court, they tie themselves to this world – when someone who unlocks the Divinity Within should ascend to something BETTER than this world.

So: You definitely could have fun with a story about Seekers who literally just remove death from a particular area. But for most Seekers it’s not about achieving immortality in this world; it’s about an end to suffering and having as much time as you need to unlock the DW and move on to the next level of existence.

Dragonmarks: Fens and Marches

Last week I posted my first Imperial Dispatch article, delving more deeply into the world of Phoenix: Dawn Command. While I can’t create new material for Eberron, I want to look at what the Fens have to offer if you’re running an Eberron campaign.

The Fens are a region of deep swamp. The exist on the fringes of Ilona, one of the most civilized regions of the world; while they have cultural ties to Ilona, they are generally thought to be backwards. There are two distinct subcultures within the Fens; the Myrai seek to live in harmony with nature, while the Barochai see the natural world as something to be brought to heel and exploited. The noble families of both subcultures derived power from their House Gods, powerful spirits that took mortal avatars within their houses; many lesser families had bond beasts, animals serving as hosts for spirits. Both types of spirits were banished centuries ago when the first Phoenixes came to power, but their cultural influence remains. Meanwhile, in the present day dark powers are at work. Restless dead rise in the shadows. Corrupted bond-spirits merge with beasts and produce twisted monstrosities. And new creatures never seen before are appearing, as if the world itself is trying to make something that can survive the Dread. The greatest city of the southern Fens has been lost, and the Myrai people of the south seek shelter in the Barochai communities.

The Shadow Marches are the simplest match in Eberron. They too are a swampy region whose inhabitants are often considered backward; a region with two distinct traditions rooted in a past conflict, where cults still cling to those ancient traditions. For purposes of this conversion, I’m going to match the Myrai to tribal orcs that generally adhere to the traditions of the Gatekeepers, while the Barochai are a closer match to the blended clans – and especially to House Tharashk itself, as the Barochai are focused on industry and wringing a profit from nature. So I’ll be referring the Myrai as “the tribes” and Barochai as “the clans.”

We’ve never delved too deeply into the environment of the Marches, beyond “swamp.” As such, you could easily incorporate the most distinct physical feature of the Fens into the Shadow Marches. These are the Titans: trees which once grew up to a mile in height, but which were struck down in some ancient cataclysm. Their wood is infused with magic that prevents decay. So although the trees are long dead, but they form the physical foundation of the swamps. If you embrace this idea, the clans and House Tharashk carve their cities into the stumps and trunks of the Titans, while the tribes generally live atop them or make use of natural cracks and crevasses in the surface of a Titan. Both groups harvest lumber from the Titans, though the tribes approach this in a more industrial manner; this process is more akin to quarrying stone than the work of the traditional lumberjack. In d20 terms, the wood of a Titan would generally be considered to be Densewood, with veins which if harvested and treated properly can yield Bronzewood (both materials described on page 120 of the 3.5 Eberron Campaign Setting). In canon Eberron these rare woods come from the forests of Aerenal, but it’s not particularly unbalancing to give these resources to the Shadow Marches… and it justifies Gatekeepers having ancient bronzewood weapons and armor dating back to the Xoriat incursion. While you could make this one of House Tharashk’s industries, I’d be inclined to have Tharashk keep its focus on finding rarer things. Densewood-grade lumber could be an industry that the clans focused on before the rise of Tharashk, while Tharashk uses the Mark of Finding to locate the rarer veins of Bronzewood.

Aside from creating an additional industry for the Marches, this has a few effects.

  • The clans live in fortified communities, carved into the natural shelter of the Titans. Tribes or more isolated families will live atop Titan trunks or in natural “caves.”
  • The people of the region use wood for things that would be made from stone or steel in other places. If a building isn’t carved into a trunk or stump, it will be made from wooden blocks. Wooden spears are very common — used both for defense and as walking staffs — and knives and swords are typically made of Bronzewood.
  • The fallen Titans create a network of islands in the swampy morass. In heavily trafficked areas, bridges connect these islands; beyond this people generally use small boats to get from place to place.
  • The Titans add a vertical aspect to the landscape, especially as people generally live atop them or in their trunks. Bear in mind that the Titans fell thousands of years ago, and many have layers of soil and vegetation that have built up on their trunks.
  • In the Marches/Fens, the Titans have all fallen. However, in Eberron it is possible that living Titans can still be found. The most logical location for this would be the so-called Towering Wood in the Eldeen Reaches. You’d have to decide if the trees of the Towering Wood are full-sized Titans, or perhaps a similar but smaller variant. If you do have Titans, the next question is if one could be awakened. A human is essentially an ant to a Titan, which would make interaction with a Titan difficult. Even speak with plants might not bridge that vast difference of scale; if the Titan noticed the druid they could understand them, but they are still a tiny speck with a tiny voice. Given this, it could be interesting to have a single awakened Titan that’s wandering around the Reaches. Humans have no way to speak with it, but if necessarily Oalian himself might be able to communicate with it.

So to begin with, blending the Fens with the Marches adds an interesting physical element to the Marches in the form of the Titans. The city of Baroch is a fortress carved into the trunk of a Titan. You could use this concept to reimagine Zarash’ak, Tharashk’s capital city; or you could imagine Zarash’ak as a city suspended between a number of Titan stumps.

The Fens are defined by their relationship to the House Gods and bond beasts. While these things don’t exist in Eberron, some of the ideas are still relevant. The Myrai have some easy overlap with those who follow the Gatekeeper traditions… while the Cults of the Dragon Below could pick up the idea of the cults of Zaria or Taeloch. Bear in mind that there’s nothing saying that the members of a Cult of the Dragon Below couldn’t be vigilantes who are actually fighting evil people; it’s simply that they’re doing so because they believe a divine force is telling them to act. The Cults aren’t always evil; they’re just crazy. Meanwhile, you could explore the concept of bond beasts in Eberron. This could easily be a tribal tradition involving animals awakened by Gatekeeper druids; having each major tribal family have its own talking beast could add interesting culture for PCs who leave the cities and deal with the tribes.

With all that said, the Fens are shaped by their current troubles. This is tied to The Dread, the supernatural threat that is the foundation of the story of Phoenix: Dawn Command: a pervasive wave of terrors manifesting across the known world, with no clear rhyme or reason. if you wanted to explore this in the Marches, here’s some easy ways to adapt the threats of Phoenix.

  • The Bones are the corpses of dead soldiers, risen to continue the wars they fought long ago. In the Shadow Marches, these could be the corpses of the early Dragon Below cultists who fought for the Daelkyr in the Xoriat incursion. Alternately, you could have the bones of ancient Gatekeepers and Dhakaani goblins; even though they fought the Daelkyr in the past, that was long before humans, half-orcs, or other common races came to the Marches, and the Bones see all such creatures as invaders. Depending on the level of the PCs, you could use stats for Karrnathi undead for these Bones; with that said, the Bones use the tactics and techniques they used in life, and Gatekeeper Bones would employ druidic magic (perhaps twisted to add flavor).
  • The Fens are dealing with creatures warped by corrupted bond-spirits. This is an easy analogue to an increased surge in aberrations manifesting throughout the Marches, and you could decide whether these aberrations are “naturally” occurring, or if this is about mundane creatures being twisted into aberrations… which certainly was the hallmark of the Daelkyr back in the day.

The current situation in the Fens is driven by the mysterious loss of the great city of Myrn and by the idea that the Myrai are being driven north into the Barochai communities, which is causing overcrowding and tension. If you want to explore this idea, the concept would be that a surge in the appearance of undead and aberrations are driving the tribes to seek shelter in the clan communities. While Tharashk has some roots in the tribes and would likely show some sympathy for their plight, most of the clans consider the tribes to be willfully backwards and wouldn’t be happy with this surge of refugees, especially if people are worried about this rising supernatural threat. And what exactly is causing it? It is a resurgent Daelkyr, which is likely what the Gatekeepers would assume? Or could it be an Overlord rising — a twist that the aberration-focused Gatekeepers might not be prepared for? Either way, this could make an interesting saga for the PCs, especially if one of the PCs has roots in the region; cant they figure out what is behind this rising power before the Shadow Marches are consumed by darkness?

Now let’s look at a few questions…

Would the Titans be naturally occurring behemoths in the Marches, or would their growth be the result of Manifest Zones from ages past?

In Phoenix the idea is that the Titans are organic relics of the Old Kingdoms, and were brought down in the cataclysm that ended those civilizations. In Eberron, I’d mirror this with the story that the Titans were created by Eberron herself when the world was first formed and were brought down during the apocalyptic battles of the Age of Demons. Perhaps it’s literally true, or perhaps the first Titans were the product of a particularly powerful coterminous period/manifest zone interaction with Lamannia… or the work of an Overlord or similar benevolent spirit in the first age of the world. But to me, the idea of the Titans is that all that is left are their corpses. If you were to add them to the Towering Woods, I’d still consider the idea that those are smaller cousins, maybe a thousand feet in height – still huge, but leaving the idea of the Titans as something truly primordial.

Do you have any ideas beyond serpents and alligators (crocodiles?) that could be used as bond animals for a particular tribe? Or any animals added to the gleaner list for the Shadow Marches region?

Wolves, deer, raccoons, bears, beavers, muskrats, and various sorts of birds can all be found in swamps, and you can easily adapt such creatures to a fantasy environment (start with crayfish, end with a chuul) and that’s not including creatures that humanity could have brought over from Sarlona. In the Fens I’ve added the idea of the Fen-Cat, and the idea that humanity brought various sorts of dogs into the Fens with them. But there’s a fairly wide range of swamplife to choose from.

There really isn’t a physical border between Droaam and the Shadow Marches. Presumably the Daughters have their reasons for not invading, but I doubt the people of the Marches know what those reasons are. Have any arrangements been made between both nations?

There’s a number of factors here.

  • Droaam has only been a nation for a decade. The work the Daughters have done to unify the warlords and disparate elements is impressive, but they’ve still never fielded a true army and are working on maintaining discipline and order within their own borders.
  • House Tharashk is the greatest single power in the Shadow Marches. They already have close ties with Droaam, and this is important to Droaam because it’s their one channel for peaceful communication and integration with the Thronehold nations; while for Tharashk, Droaam is a source of a unique resource (monstrous mercenaries).
  • The Shadow Marches are an inhospitable environment with a very diffuse population that knows the environment better than anyone in Droaam. And it’s an environment that may be filled with hostile aberrations.

The critical point: What does Droaam have to gain from conquering the Shadow Marches? They’d get control of its resources, but in the process they’d shatter their ties with Tharashk and make an enemy of the Twelve, which would severely curtail any possibility of peaceful expansion of power into the Five Nations. As a side note, the Marcher orcs were never conquered by the Dhakaani Empire because the Marches had nothing that would make the difficulty of the conquest and occupation worth the trouble of doing it.

Are there still Daelkyr ruins in the Shadow Marches? What does Daelkyr architecture look like?

When the Daelkyr first came to Eberron, they established themselves in Khyber. No one knows exactly when they arrived, for they certainly spent a period of time capturing and altering local creatures to create their armies before unleashing those forces on Dhakaan. But from the start, they struck from the depths. One reason they were easily sealed in Khyber is that for the most part they were already there; the Gatekeepers simply bound them in the depths.

So the Daelkyr didn’t build cities on the surface; where they had strongholds above ground, they were existing structures that they captured. As far as “ruins” go, these would generally appear to be ruins from the original culture, and the differences would be things you’d only spot on closer examination (and largely relate to what unpleasant creatures or magical effects might linger in such places, as opposed to physical architecture).

As for what Daelkyr structures in Khyber look like, they are like the Daelkyr themselves: deeply alien and often inexplicable. In my opinion, they would also be extremely unique; there’s no one Daelkyr style. The halls of Dyrrn the Corruptor might have the biomechanical look of HR Giger. Belashyrra’s citadel could be a massive gibbering creature — a living fortress, every surface festooned with eyes. Orlaask’s fortress is inside a massive gargoyle that wanders the depths of Khyber. Whatever the appearance, the design should feel illogical. You might have a spiral corridor that corkscrews into a dead end, stalactite-like structures that project from the walls for no apparent reason, pools of luminescent liquid scattered around. These things may all have practical value – but if so, it shouldn’t be immediately clear to the human observer.

Almost nobody knows of the Daelkyr invasion. Is that right?

The Xoriat incursion predates human arrival on Khorvaire by thousands of years, and as noted above didn’t leave a lot of obvious physical remnants on the surface (aside from fallen Dhakaani cities). When humans arrived, most assumed that the Goblin civilization had collapsed in civil war, which was partially true; others assumed that the Dhakaani ruins were obviously too advanced to be associated with goblins, and were the work of some other advanced race. In the present day, the people of the Shadow Marches are familiar with stories of the Daelkyr and the ancient incursion, and scholars across Khorvaire are familiar with the theory, but most of the people of the Five Nations know nothing about it.

If you have questions or ideas, post them below!

 

Dragonmarks: Drow

These… they aren’t the elves you know from Khorvaire. Thousands of years ago, the elves fought the giants that ruled this land. Giant wizards captured elves and experimented on them, created their own soldiers to go places the giants could not. It’s said that they wove dark magic into the elven form, and that these are the result. The first elves call them the drow. 

Lakashtai, The Shattered Land

The conflict with Dal Quor weakened the giants of Xen’drik. In the centuries that followed, the elves rose up against the giants. In the early days of that conflict, the mages of the Sulat League created a new breed of elf. With perfect darkvision and a natural resistance to magic, the Drow were natural predators indoctrinated from birth to prey upon the rebel elves. At first the Drow were myths, spirits of the night that struck without warning and left no survivors. Even after the truth was revealed, the Drow remained a deadly threat throughout the rebellion. When Argonnessen crushed the civilizations of the giants, the Drow were caught in the destruction. Three primary cultures emerged from this time of chaos.

The bulk of the Drow are Vulkoori. Their ancestors took refuge in the deep jungles of Xen’drik and developed their own traditions. They are a primitive tribal culture; many focus their devotion on the scorpion spirit Vulkoor, while others revere a pantheon of primal spirits. Some tribes pursue an endless vendetta against the giants, taking vengeance against their ancient oppressors. Others are simply concerned with survival.

A smaller faction held to the traditions of their creators. These Sulatar held onto some of the techniques and artifacts of the Sulat giants, notably techniques involving the binding of fire elementals.

A third group fled underground, taking refuge in Khyber. There they found a source of dark power and bound their clan to it, drawing strength from this mysterious Umbra. These Umbragen are the most advanced of the Drow cultures, but they are locked in a conflict with the horrors of Khyber and they are slowly losing that war.

All of these cultures tend towards xenophobia and isolation. Explorers and the settlers of Stormreach have encountered the Vulkoori, but they know little about them. Few know the Sulatar or Umbragen exist… though an early encounter with the Sulatar may have provided the Zil with the inspiration that produced their elemental binding techniques.

Each of the Drow cultures serves a different purpose, both for players and gamemasters.

  • Vulkoori Drow can be an ally or a threat for characters exploring Xen’drik. They are resistant to the Traveller’s Curse, which makes them valuable guides for adventuring parties; however, most see the people of Khorvaire as outsiders and looters who have no place in Xen’drik. As a player character, a Vulkoori Drow is an opportunity to play an exotic primitive cast into an alien culture. Xu’sasar in The Dreaming Dark novels is a Vulkoori Drow, though from the pantheistic Qaltiar tradition.
  • The Umbragen are in many ways the closest to the Drow people are familiar with from other settings. They are an advanced subterranean culture centered around a dark power, and they are cruel and ruthless. They are driven by their bitter struggle with the Daelkyr, and this can make them a useful enemy-of-my-enemy; alternately, their quest for the power they need to defeat the Daelkyr could make them a threat to the people of the surface, as the Umbragen will sacrifice anything in pursuit of victory. An Umbragen PC could be an exile who turned on the dark traditions of their people, or a hero seeking the power to save them. Where the Vulkoori is a primitive, for the Umbragen Khorvaire is itself a primitive backwater.
  • The Sulatar aren’t as primitive as the Vulkoori, but neither are they as powerful or malevolent as the Umbragen. They can easily be found as the guardians of giant relics or ruins, and they know secrets about the past that have been forgotten by the others.

What would you like to know about the Drow of Eberron?

How would each of the citizens of the Five Nations see a Drow?

The inhabitants of Stormreach are familiar with Drow, and there are a handful of Drow and half-Drow that have been assimilated into the general population. As a result, people in Sharn and to a lesser extent other Brelish port cities will be somewhat familiar with them; even if they’ve never seen one, they’ve possibly heard stories.

Beyond that, I don’t particularly think the reaction is going to vary by nation; a Drow would be equally unusual anywhere in Khorvaire. With that said, Eberron is a world in which people deal with a wide variety of races (Elves, dwarves, gnomes, halflings, and even goblins) casually and are aware that they could bump into a lizardfolk or a gnoll; as unusual as a Drow is, it’s hardly the strangest thing you might see on the street. What I think the most likely reaction would be is the assumption that the Drow is some sort of one-off mutation of a normal elf. Consider the origin of planetouched Tieflings I’ve discussed earlier – perhaps this is what happens to an elf conceived when Mabar is coterminous? Or perhaps they were exposed to the Mourning? Or they’re part of a Vadalis magebreeding experiment? So: a curiosity to be sure, and not immediately seen as representative of a foreign culture. But I think less threatening than a hobgoblin or dragonborn — so more intriguing than shocking. But as always, go with what best fits your story.

Why did you decide to make Eberron Drow focus on scorpion icons instead of the classic spider icons?

The basic principle is that the traditional Drow association with spiders is tied to a specific culture and to Lolth, a fiend not present by default in the cosmology of Eberron. Vulkoor provides an iconic focus for those who wish it. Beyond this, it does speak to a different culture. The spider is defined by its web, and Lolth’s Drow are subtle and treacherous; the Drow of Vulkoor are more direct predators. It also fits their tribal and often nomadic nature, as the mother scorpion carries her young on her back.

With that said: Personally, I’ve never particularly liked a solitary focus on Vulkoor. My first opportunity to deal with the Drow in depth came when I wrote my novel The Shattered Land. Here I introduced the Qaltiar as a culture who respect the Scorpion, but also revere other primal animistic spirits: the Shifting Panther (displacer beast), the Tlixin Bird, and a host of other totems… and the Sulatar, a Drow culture that has nothing to do with arachnids.  So you it’s up to you whether you run with purely scorpion-focused Vulkoori, or the broader primal Qaltiar.

Where is it in canon that you speak of the Umbragen?

The Umbragen are mentioned in almost all canon sources that deal with Drow. They’re covered in most detail in Dragon 330, which included a detailed look at their culture and racial feats. However, they’re also described on page 52 of Secrets of Xen’drik, page 124 of City of Stormreach, and page 198 of the 4E Eberron Campaign Guide. To be clear, while I’ve said that they are the closest analogue to the Drow of other settings – being a culturally “evil” civilization that lives underground – they are a unique culture and due to their bond to the Umbra, not entirely Drow.

I’m a bit surprised, however, when you say that “for the Umbragen Khorvaire is itself a primitive backwater.” Could you please expend your thoughts about what, according to you, make the Umbragen so superior?

I may have chosen my words poorly, but it’s a difficult concept to distill. There are two things that distinctly distinguish the Umbragen from the civilization of the Five Nations. The Umbragen are less industrial than the Five Nations, to be certain. However, they are distinctly more magical. In my opinion, the typical Umbragen – regardless of whether they’re a soldier, a mystic researcher, a mushroom farmer or a smith – is likely to have at least one level of warlock or soulknife. Half of their government – the Vault of Shadows – is dedicated to mystical research for the benefit of their civilization. Combine this with the fact that they live in the shadow of the Qabalrin, an elvish civilization whose mystic advances matched those of the giants of Xen’drik. So they are used to a far greater degree of casual magic in the world, and the idea that the farmer over there is literally just a farmer – that he can’t conjure a blade of shadows or kill an enemy with a thought – makes him seem pathetic. Add to this the fact that the Umbragen have been at war with Khyber for as long as they can remember: a constant struggle with the terrors of the deep. So again, to them Khorvaire feels soft and weak. They whine about their losses in the Last War? They clearly know nothing of loss or struggle.

Again: taken as a whole, the Five Nations are more advanced as a civilization. The Umbragen have nothing on par with the systems of transit, communication or mass production that are part of daily life in the Five Nations. But the Umbragen are also from a smaller civilization and thus an Umbragen visitor wouldn’t immediately appreciate those things; and besides, if you need to communicate with someone far away, just speak to an Umbral sage who can send a message through the shadows.

With that said, something like Sharn should still be impressive to an Umbragen; the question is whether they’d acknowledge that. The Umbragen also tend to be aggressive and predatory, so a general attitude of “Your civilization is weaker than mine” is good for instilling fear in possible rivals.

How do the different elves view the Xen’Drik Drow and Umbragen and vice versa?

Both sides retain the most basic knowledge of the origins of their people — that they were bitter enemies in the ancient war. The elves of Khorvaire know the Drow as evil servants of the giants, while the Drow know the elves as the rebels whose foolish pride led to the destruction of Xen’drik. With that said, that conflict occurred more than twenty thousand years ago, before the modern civilizations of either elves or Drow existed. The Drow are all isolationists and know next to nothing about the modern elves, and the elves are only aware of the Vulkoori, who they consider to be the savage remnants of their ancient foes. So if a Drow came to Aerenal today, they’d be seen more as a curiosity than a bitter enemy.

With that said, the Tairnadal are deeply concerned with the history of their patron ancestors. Many of those ancestors were champions in the uprising against the giants — meaning that they fought the Drow. Such a Tairnadal might be quite excited to have an opportunity to fight one of these ancient foes.

It’s worth noting that the Qaltiar — a Vulkoori subculture — are Drow who themselves rebelled against the giants. They may still blame the elves for starting the apocalypse that destroyed Xen’drik, but they would be less hostile than others.

Are there any undying Drow or Umbragen? COULD there be? 
Are there any? None that we’ve established in canon. Could there be? Sure. Becoming Deathless has nothing to do with being an elf; it requires specific rituals and access to enormous amounts of positive energy, drawn both directly through Irian manifest zones and indirectly through the reverence of descendants. So it’s unlikely that there are any Deathless Drow in Xen’drik, because they don’t have the manifest zones or knowledge of the rituals (which took thousands of years of work in Aerenal to perfect). But if you wanted some renegade Drow (perhaps some of the original progenitors of the Qaltiar) to have joined the Aereni in the exodus, sure, there could be Deathless Drow.

Dragonmarks: Changelings

Long ago there was a woman named Jes, and she had a hundred children. Her rivals conspired against her, and swore to kill her hundred children. These enemies numbered in the thousands and wielded dark magic, and the Children would never prevail against them. Jes begged the Sovereigns for help, but their only answer was the wind and rain. She sought the aid of the Silver Flame, but its keepers would not hear her. In the depths of her despair, a lonely traveler took her hand. ‘I will protect your children if they follow my path. Let them wander the world. None will know them. They will have no kingdom but the road, and no enemy will find them. They may be shunned by all the world, but they will never be destroyed.’ Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away, and they could be whoever they wanted to be. And so it is until this day. Though the Children are shunned by all, the gift of the traveler protects them still, so long as they follow his path.

The changeling tribes refuse to let their stories be bound by the written word. The Taleshapers maintain that writing down a story traps it in a single shape; like a changeling, a story should be free to choose the face that suits the moment and the audience. This makes it difficult to pin down changeling history. Morgrave’s Handon Dal believes that this apocryphal tale suggests that the changelings were born in the Sarlonan nation of Ohr Kaluun, a realm known for its bitter feuds and mystical eugenics; skulks and tieflings are also believed to have emerged from Kaluunan rituals. Dal asserts that “Jes” was likely a clan matriarch in Ohr Kaluun, who sought aid from Pyrine and Khalesh, whose religions form the foundations of the modern Sovereign Host and Silver Flame, before resorting to changeling transformation as a way for her clan to survive a forced exodus.

Whatever the truth of this tale, it is the foundation for the tribal traditions. Each of the tribes traces its roots back to a group of the Hundred, and ‘The Children’ remains a common term for the changelings as a whole. The Taleshapers say that the Children scattered so that they couldn’t be caught in one place and destroyed. Following the precepts of the tale, they say that they will never raise a kingdom, but that it is their place to be forever unknown, to survive in the face of fear and scorn. Their shapeshifting is a divine gift given to them to preserve them against their enemies, and they are entirely justified in using it to fool the single-skins and take what they need to survive.

I didn’t write the changeling chapter of Races of Eberron. I don’t object to the ideas presented in it, but I’ve always had other thoughts. Eberron content is still restricted and I can’t present a version of changelings for 5E or a truly in-depth racial guide. But I wanted to share a few thoughts about how I use changelings at my table.

In my Eberron, there are three primary changeling cultures in Khorvaire.

  • Foundlings are changelings raised by other species. This could be due to interspecies romance, or the child could be orphaned or descended from an outcast… or part of a family of foundlings. Foundlings have no knowledge of changeling cultural traditions, and rarely have contact with changelings outside their own families. Foundlings develop a wide variety of philosophies, including those described in Races of Eberron. Some foundlings hide from their true nature, adopting a single face and never changing. Some are sociopaths who prey on those around them, stealing the faces of those they kill. There’s no predicting the beliefs of a foundling, and they can be found anywhere.  
  • Stable changelings live in changeling communities that are recognized and known to the people around them. They are often comfortable wearing the skins they were born in, feeling no need to hide their changeling nature. In the Five Nations, Breland is the only nation with stable changeling communities (notable Dragoneyes in Sharn); other stable communities include Lost in Droaam (from Dungeon #193) and the Gray Tide principality in Lhazaar. Stable communities were founded by tribal changelings, so some traditions overlap; however, many have been abandoned as the members of the community don’t feel threatened.
  • Tribal changelings cling to traditions stretching back to their origins in Sarlona; they refer to themselves as ‘The Children’. Their culture is defined by the hostility and distrust of outsiders; they hide their communities and their true identities from others, revealing just enough to keep strangers from seeking more. They live in the shadows of the other races, using their wits and their gifts to survive. Most tribal changelings spend their lives in motion, traveling from place to place and never staying long enough to draw unwanted attention. They are seen as tricksters and tinkers, and this reputation is often deserved; tribal changelings don’t consider it a crime to deceive single-skins. The tribes are based in Thrane, Aundair, and Karrnath, but wandering tribals can be found across Khorvaire.

The relationship between changelings and doppelgangers is in the hands of the gamemaster. “Doppelganger” could simply be a term used to describe a changeling sociopath who uses their powers in a predatory fashion. Alternately, doppelgangers could be a parallel species possessing greater telepathic and shapeshifting abilities; they may consider themselves the true heirs of Ohr Kaluun, asserting that changeling bloodlines are the result of interbreeding with other species. Meanwhile, tribal changelings assert the opposite; doppelgangers aren’t the predecessors of the changeling race, rather they are a cursed offshoot of it.  

In the past I never had an opportunity or reason to develop changelings further. Races of Eberron is the canon resource on changelings and it didn’t come up in other projects, until I wrote the article on Lost for Dungeon. However, when 5E started up a friend of mine launched an Eberron campaign and I decided to play a changeling rogue I called Tel, though the name the party knew her by was Max. I decided that Max was a tribal changeling, and so I worked a little more on their culture.

For me, one of the pillars of tribal culture is the idea of Personas: distinct identities that serve a personal and cultural role. I wrote the following as part of my character write-up for Max.

While Max can wear any face that she wants, such a disguise has no depth. A disguise she makes up for a task is a newborn, with no voice or history of its own. These personas have their own history and personality. Each one is a real person, with friends, enemies, and goals of their own. One way to think about it is that each persona is a story … and that while Max is wearing the persona, it’s her duty to further that story. Tel is true neutral. Max is neutral good; it’s important to her to help people, and she wants to make the world a better place. Bronson is a criminal who has survived a hundred streetfights and has a reputation as a ruthless torturer. He’s going to want to see profit in a venture, and won’t hesitate to kill or cause pain. Bronson also doesn’t speak Elvish, even though Tel does; she’d have to shift to another persona to do that.

Personas are tools. They have established identities that can be useful to the changelings who use them; in this example, Bronson has connections in the Boromar Clan established before my character was born, and the persona provides Max with access to those contacts. But it’s also a way for the changeling to focus their thoughts and talents. Personas are more than just faces. Mastering a persona is like learning to think in another language. It’s about being that person. Max is soft hearted and dislikes violence; Bronson is a ruthless killer. So when she knows violence is around the corner, Max will give way to Bronson and let him handle the fight. Likewise, Max knows people and is good at friendly manipulation; she’s the persona Tel uses when she plans to rely on Deception and Insight. While Bronson specializes in Intimidation. From a mechanical perspective, Max the rogue has the rogue’s specialization in different skills. From a story perspective, that specialization reflects her personas. So the raw character has specialties in Intimidation and Insight; but if I’m going to use Intimidation, I’ll switch to Bronson, because that’s his specialty. 

Every changeling can assume any number of faces. As noted above, these are newborns with no history, no fixed behavior; you might use them once and forget about them. Each changeling creates their own personas, creating one or more people they want to be. But they can also inherit personas from other members of their tribe. This involves training, with a living master of the persona teaching the youth how to be that persona. Many personas are unique, with only one member of the tribe being allowed to use the persona at any time; this prevents someone from doing something with the persona that could spoil it for others. However, there are also personas shared by the tribe. These are generally travelers – merchants, bards, tinkers, mercenaries – people no one knows exceptionally well, so it’s easy for different changelings to play the part without getting tripped up by recent events.

Again, to be clear: Not every face a changeling assumes is a persona. A tribal changeling can impersonate a guard for a momentary advantage and then throw the face away, or wear a particular guise for a party. Personas are a deeper part of the culture.

A second concept for tribal changelings is the ideas of skin cant. This is the concept that tribes employ cosmetic details – tattoos, birthmarks, scars, patterns of freckles – that have specific meaning to other members of their tribe. A particular facial scar (which could be added to any guise) might tell other members of the tribe I need help or everything I’m saying is a lie. It’s a simple way for a changeling to share information that also allows members of a tribe of identify one another even if they are wearing unknown faces.

LET ME TELL YOU ABOUT MY CHARACTER: TEL & MAX

So, now you’ve seen my ideas for tribal changelings… here’s an example of how I put these into action. At the start of the campaign, I developed four distinct personas for Tel. Here’s my notes on each one.

  • Max (female Karrnathi human) is Tel’s first face, the first persona she created on her own. She’s a freelance inquisitive (licensed by Tharashk). This fits, as she is extremely inquisitive by nature. If she sees someone in distress, she’ll ask what’s wrong… and if she can easily help, she will. She likes to make friends and help people when she can do it without personal cost. As a result of this, she has a lot of friends in a lot of places both people she’s done favors for, and people who she owes favors to. While she is an inquisitive, Max’s specialty is people. She’s as much a con artist as she is a detective, though she tries to use these talents to help rather than hurt. She has the changeling knack for seeing beyond the surface and an exceptional talent for sincerity and disguise. Max generally refers to herself as “Max” even when she’s using temporary faces simply because the things she’s doing are Max things; Tel is about helping the tribe, and if she’s just helping her friends, it’s Max doing it. As a Karrn who grew up near the Ironroots, she speaks (and curses in) fluent Dwarvish; she understands Elvish and Goblin but doesn’t speak either well. She’s prepared to fight, but doesn’t enjoy it, especially if it comes to killing; she prefers to leave bloodletting to Bronson and Meriwether.

 

  • Bronson Droranath (male Brelish dwarf) is a freelancer with the Boromar Clan… sometimes a fixer, sometimes a legbreaker, but he’s best known as an interrogater. He has a reputation in the Clan as someone who specializes in causing pain – not the deadliest dwarf in Dura, but if you get into a fight with him, he’ll leave a scar. Bronson has endured a great deal of pain, both physical and emotional, and he enjoys sharing it with others. He believes that the world is a cesspool and feels no remorse for his actions. Technically, he believes in the Sovereigns, but he also believes that they are cruel bastards. He despises Dassk and has a few enemies among the monsters. Tel inherited Bronson from her mother, Galiandrya. He’s been active in Sharn for seventy years, with long leaves of absence; once Garrow rose to power, Gal didn’t use him often. Bronson was the primary tool Gal used to teach Tel the intricacies of shapechanging. While he’s very familiar to her, Tel doesn’t like Bronson much, and she’s actually a little afraid of him… but there are certain jobs he’s good at and many of her useful Sharn contacts will only deal with him. He speaks Common and Dwarvish.

 

  • Rael Hess D’Medani (male Brelish Khoravar) is a foundling, a dragonmarked heir who had to earn his way back into his house after his grandparents were excoriated. He was taken in by the Hesses, who have always been noted for eccentricity; Rael lives up to that reputation. He’s a brilliant inquisitive, but has little patience for working within house protocols, and he’s never bound himself to the Guild. He shows up when he wants and disappears just as quickly. He’s helped the Sharn Watch, and worked with the King’s Guard during the war; as he had a distant connection with his house, he could provide direct assistance without the house taking sides. As such, he has a few distant acquaintances in the Guard and Watch who might call on his talents. Rael knows many trivial details, and can pontificate for hours on how a particular clue relates to a story. With that said, he’s astonishingly perceptive and intuitive. Rael is an heirloom persona created by Tel’s uncle Hol, who was a brilliant inquisitive in his own right. Hol groomed Tel to assume Rael, and this is the source of her inquisitive talents; Max still sees Rael as a wise mentor. Hol was eventually murdered; Rael still hopes to solve that case. Rael was sponsored by Uther Hess d’Medani, who knows his true nature but considers Rael a friend; Uther has also been a good friend to Max. While Rael doesn’t actually have a dragonmark, he often uses his mark as a form of meditation. He speaks all the languages Tel knows.

 

  • Meriwether (female Lhazaar elf) is a Phiarlan excoriate; technically she was Thuranni, but she left the house before the Shadow Schism. Before she was cut off from the house, she was a member of the Serpentine Table and a professional killer. Max saved Meriwether when the assassin was on the run, shortly after Max had begun wandering the world. Meriwether took in the changeling girl and taught her many things, honing her natural instincts for stealth, teaching her to spot a threat, and showing her how to use a rapier and blow and the trick to striking a lethal blow. Eventually, Meriwether died (a story that will need to be told at some point), and Max chose to continue her memory. Max knows a great deal about Meriwether and can get by fairly well even when dealing with her acquaintances (and she had very few friends). However, she certainly doesn’t know EVERYTHING about Meriwether. There also exists the possibility that Meriwether herself planned for Max to carry on in her name… that there’s some long game at work, and that Max could have suppressed memories or magic tattoos that won’t reveal themselves until the time is right. In connection with this: Meriwether was a storyteller as well as an assassin. She often told Max stories of the Valeus Tairn, who preserve the spirits of their ancestors by emulating their deeds. Following Tairnadal tradition, Max has kept a silk scarf of Meriwether’s and pulls it up to cover her lower face when she’s on a “Meri mission.” Is she actually preserving Meri’s spirit? Who knows. Meri wants her to become an assassin; Rael wants her to be an inquisitive.

So Max is entirely Tel’s creation. Bronson and Rael are inherited personas. And Meriwether is a real person who played an influential role in Tel’s life, who she adopted as a persona after the real Meriwether died. At the table, I’d switch between personas as best suited the current scenario. In addition to that, each persona provided different hooks the GM could play with. Did Meriwether have plans for Tel/Max? Could an old rival of Bronson’s show up with a grudge?

In addition to all this, there was one more twist. This campaign was a follow-up to a previous Eberron campaign that had lasted for years. In that campaign, the changeling Garrow – introduced in Shadows of the Last War as an agent of the Emerald Claw – ended up overthrowing Kaius and ruling Karrnath on behalf of Erandis Vol, until finally being brought down by the player characters. This new campaign was set a decade after the original, and I wrote up the following as part of Max’s background.

Max’s true name is Teliandyri, painted in blue and gold. She is a changeling of the true lineage of the Dawn Wanderers, a tribe of the Children based in Karrnath and the Lhazaar Principalities. Long ago, the Dawn Wanderers integrated the faith of the Blood of Vol into their beliefs, maintaining that the lesson of the Traveler is that every changeling has the potential to become the Traveler. The first Wanderer to present this faith spoke with the voice of Garrow, and Garrow has remained in her line as a champion of both Blood and Children. This proud tradition came to an end when Max’s mother Galiandyra (Gal) assumed the role of Garrow. GarrowGal betrayed her people and her faith for the promise of power, joining Erandis Vol’s corrupt Order of the Emerald Claw and ultimately seizing power in Karrnath. GarrowGal was defeated by Queen Bellandra ir’Wynarn, and her death sparked a backlash against both Children and Seekers.

Max comes from a proud line. Her ancestors created heroes, stories, and priests. Her people have always provided leadership and inspiration for the Dawn Wanderers, and the same things are expected of her. Garrow is hers by right of blood. But Galiandyra’s actions have cast a shadow on her blood, both in the eyes of the tribe and Tel herself. She has vowed to wander until she finds a way to redeem Garrow and undo the harm her mother has done to both Seekers and Children.

She left Karrnath when she was twelve — young for a wanderer, but changelings mature more quickly than humans. She has spent the last eight years roaming the Five Nations, drawing on the faces she has inherited and making names of her own. Max is her favorite face; she’s curious and always searching for mysteries. She has friends, enemies, and contacts in many places, and has many safe havens… but nothing she’d call a home. There is always a place for her among the Dawn Wanderers, but neither she nor they will rest until she has resolved her vow.

So Max also had a fifth Persona: Garrow. But the idea was that she’d never use Garrow until she had an opportunity to redeem him. And, of course, while they were playing different characters, all the other players in the group had been in that game where Garrow was a recurring villain… and I was looking forward to bringing him back and playing out that story.

As it turned out, the campaign didn’t last as long as the one before; people moved and life interfered. But I’ve always liked Max’s story.

Let me know what you’ve done with changelings in your campaign! Meanwhile, here’s a few questions that have come up.

A rogue has a wide variety of skills that can easily be adapted to several personas, what about ideas for some of the other classes?

Personas can be tied to skills – as the example of Max, where Bronson was used for Intimidation and Rael was the expert in Perception. But personas can also be about different approaches to the same thing. A changeling fighter could have a one persona for each of the three faces of war – a monster-hunting champion sworn to spread the light of Dol Arrah, a stoic soldier who fought for Breland during the Last War, and a ruthless mercenary who will use any dirty trick to achieve victory (and who has ties to House Deneith). As a player, it’s the question of whether this situation calls for a hero, a stoic, or a pragmatist – and each of these personas further has different connections in the world that could play a role in an adventure.

Beyond this, personas can have roles within the tribe or community that go beyond skills. The same changeling fighter could have a persona that’s a martial champion of the tribe, a hero who defends them from their enemies. Like Max and Garrow, it’s not a question of when it’s useful for the PC to assume this role; it’s a question of when they are prepared to live up to it and have the skills necessary to take on that mantle. For Max, becoming Garrow was a long term goal.

The same principle could apply to any class. A changeling wizard could have different personas for different schools of magic; if he primarily memorizes illusion spells, he’ll use his sly illusionist persona, while he uses a fiery dwarf when focusing on evocation. Or he might have an elderly sage for scholarly work and lore, along with a young battle mage persona who handles combat.

Like the Valeus Tairn, do you think changelings have a certain standard of reputation a persona needs to gain before they’d pass it on or is it more abstract along the lines of this persona still has a story to tell?

There’s a few issues to consider…

  • Does this persona have a strong enough identity that it can be passed on? Can you teach someone else to be this person?
  • Does this persona have any value to the tribe? Is there a REASON to keep this persona alive? Bronson provides valuable underworld connections in Sharn and as a dwarf, we could keep him going for another century.
  • In some cases a persona is essentially an office. Garrow is a spiritual leader within the Dawn Wanderers, and for Tel to assume the role is like becoming the Dalai Lama; she wouldn’t become Garrow until she can both redeem the identity and until she believes she can live up to the duties of being Garrow.

Looking to Garrow specifically, with the Tairnadal they keep the spirit of their heroes alive; here the point is that the changeling who takes on the persona of a hero has to be prepared to actually be that hero.

Would it be safe to say that most major “political” roles in a stable settlement may have personas attached? For example, you don’t go to Grey Tide healer, you go to Vim. There might be two or three changelings who could be Vim at any given time, but the healer is Vim. 

It would vary from community to community. And unlike Tairnadal, inherited personas don’t have to be legendary figures. In one village, the healer develops a persona for his healing work – Vim, a kindly, knowledgable man who puts patients at ease. As this is a persona, he can set it aside when he goes home to his family; Vim is the healer. People react well to Vim, and his apprentices learn the persona, so that way everyone who deals with “Vim” has that same sense of confidence and comfort (even though they know they may not be dealing with the original Vim). Over time Vim becomes the job, outliving the originator.

If there’s a major plague or something, would it be odd to see all three of these in the Vim persona at the same time?

Well, the apprentices have the skills whether they’re Vim or not, so they could heal without being Vim. On the other hand, they’ll be at their best when they’re Vim, because that persona is entirely focused on being the best healer. In a stable community, I think you could see this – three Vims at once – because the persona isn’t a deception; again, it’s basically an office and a focusing tool. It would certainly be rare among tribal changelings, where it’s generally important to maintain the illusion that the personas are real people.

So when they need leadership, they find Prince Kel, when they need healing, they find Vim, though these both may be assumed by a changeling named Rhett who makes his living as a farmer. More or less correct?

Close. Rhett may have been a farmer as a child. But being Vim requires significant training, and having mastered the form it’s unlikely those skills would be wasted on farming; if Rhett doesn’t serve as Vim full time, he’s probably apprentice to the primary Vim. Skill doesn’t come with the shape; rather, the shape serves both as a mnemonic focus for the changeling and as an identifying factor to those coming for service. Max’s mother taught her to be Bronson, and that work included learning to fight and to intimidate. Hol taught her the art of detection, and Rael was the focus for those skills. Rhett would be taught to be Vim, learning the art of medicine at the same time that he learns the mannerisms and features of the old healer.

And looking again to Max, she possesses all her skills in all her forms. The idea is simply that she is most comfortable using the skills in the persona associated with them. When she’s Bronson, she thinks like Bronson, ruthless and cruel; this is the best match for close combat. But she can still use a rapier as Rael without mechanical penalty. So going back to Rhett, assuming Vim’s form doesn’t make him a healer; training makes him a healer. It’s just that his training in medicine went hand in hand with being Vim, and people know to look for Vim when they need healing – trusting that someone who’s learned to mimic his form has also learned his skills.

How do you deal with Changling characters who have met and spent time with humanoids with wings, or who can breath underwater, like Aarikocra or Tritons?

Per the Eberron Campaign Setting book, the Changeling ability mimics Disguise Self, which specifically DOES NOT provide the abilities of the assumed form; this is in contrast to Alter Self, which does allow the user to create functional wings. Per the ECS, a changeling can LOOK like a Triton or an Aarikocra, but they can’t breathe water or fly.

How do the wandering tribals wander? Do they do so as individuals or as communities? If as communities, how do they travel without being immediately spotted?

Generally, individually or in small groups. A small group would have a nondescript wagon designed so it can easily be converted to appear to fill a number of different roles; it could be a merchant wagon, a coach of tourists, an entertainer and their entourage, and so on. this would be customized based on the region, the relevant personas they have with ties to the area, and what they plan to do in the area. If they have something to sell, they’re merchants. If they’re flush with cash, they’re tourists. If they’ve got a bard, they’re entertainers. And bear in mind, the changeling entertainer could have a legitimate Phiarlan license and be ready to put on a show. Beyond this, they are generally traveling through regions they know. So they know village X is strongly religious but has no priest and always responds well to a traveling preacher, while town Y has a soft spot for soldiers.

Beyond this, you also have individual tribals who remain stationary for periods in larger communities. They serve as anchors, passing messages between groups of wanderers, helping to gather resources, and filling wanderers in on local news or important changes in the community (along with things like “Jal was publicly killed while using his Old Barmy identity, so Barmy is dead in this region.”). When the anchor gets tired of the post, they can trade places with a wanderer familiar with the anchor persona. Typically, an anchor is someone who sees a fair amount without drawing a lot of attention or having too much responsibility – beggars, barmaids, etc – but some anchors hold more significant positions. For example, a changeling with healing skills may serve as a healer in a small village. That village is a central hub for the migration patterns of wanderers of that tribe, and they all know that the village is a safe place for an injured member of the tribe to go for healing and recovery without having to worry about being exposed and drawing hostility.

However, with personae which are deliberately passed from one changeling to another (at last the question!), are magical or psionic means ever used to transfer actual memories from one to the next?

It’s possible. Part of this depends on your view of the relationship between changelings and doppelgangers. Traditional doppegangers are fully telepathic and can detect thoughts at will. You could assert that changelings and doppelgangers are different species, or you could say that they are the same species; that the telepathic talent is something that exists in the race but must be honed; and thus, that doppelgangers have mastered this particular gift but that all changelings possess it on some level. When I first created the setting, my idea was that they WERE the same species and that there would be a “monster class” (this was just after Savage Species had been released) allowing a PC changeling to hone those doppelganger abilities. The racial skill bonuses of a changeling – Insight, Intimidation, and Bluff – are based on the idea that all changelings have some innate, instinctive telepathy, even if it’s not consciously controlled. One of the things I always liked about this is the idea that changelings essentially judge people by their thoughts/body language more than by their appearance.

If you embrace this idea, you can say that there are some tribes that have harnessed this ability and use telepathy in this manner. However, even if you don’t go this far, you could also say that a changeling persona teacher does develop a strong psychic bond with their student – that while this isn’t mechanically represented by a general telepathic ability, for story purposes it is possible for them to telepathically share memories through a process of meditation (a sort of mind meld).

As a side note, back in 3E I wrote the setting-neutral Complete Guide To Doppelgangers for Goodman Games. In that, doppelganger communites do have living “memory wells” where they can essentially download memories so that other doppelgangers in their community can catch up on the latest memories for a particular persona.

When a changeling has multiple strong personae, is the root identity always in total control? Do personae ever “fight” for dominance? Or slip out suddenly? Say Max is performing normal duties, when she spots one of Bronson’s arch-enemies. Could Bronson suddenly take over? Or would that only happen in a changeling who is somehow mentally damaged?

There’s some fine lines to define here. First of all, as *I* run them, the core personality is always in control of which personas are assumed. When Tel is being Max, the only personas involved are Tel and Max, and Bronson can’t suddenly jump in and take over. If a fight breaks out, it’s a question as to whether Tel WANTS to shift to Bronson.

Now, when Tel is Bronson, she is entirely in control in the sense that Tel’s desires and long-term goals drive Bronson’s actions. He’s not going to suddenly murder her friends. But she is embracing Bronson’s feelings and instincts, and letting those guide her response to a situation. So I describe Tel as being “afraid of Bronson” because she’s more likely to be ruthless or cruel when she’s Bronson. But she’s never ENTIRELY out of control, and she can always switch out of Bronson. Part of this means that if you have three changelings who have the Vim persona, they are still shaped by their own unique motives – they aren’t the EXACT SAME PERSON when they are Vim. But Vim will be a lens that filters that core personality.

Now, you could certainly present a mentally unstable changeling whose personas have fully taken on their own lives, but that’s not the standard.

Worldbuilding 101: Taverns

There’s a lot of exciting things in the World of Keith. Phoenix: Dawn Command is now available on Amazon. The price is the same as getting it at your FLGS or from our website, so if your FLGS carries it that’s your best option. However, if you can’t get it locally, Amazon provides a way to avoid the high shipping costs that have been a problem in the past. I’m writing new Phoenix material right now, so you’ll see more of that in the months ahead!

But on to today’s topic. A few weeks back, someone said It’s easy to make Eberron feel like Eberron in the big cities. How do I do the same when visiting a tavern, or hamlet?” 

I addressed the main question in this Dragonmark article, but taverns are an interesting topic and I wanted to take the subject beyond Eberron.

A tavern can serve many functions in a campaign. Traditionally, it’s a place for adventurers to meet mysterious strangers in order to acquire quests. But there are many other ways to use an inn. In Casablanca, Rick’s Cafe is a neutral ground where people from all walks of life mingle; “Everybody comes to Rick’s.” While also in Casablanca, The Blue Parrot is where you go if you want to make a deal with underworld boss Ferrari. Consider…

  • GOODS AND SERVICES. Are you looking for a pilot? You’ll find the best in the cantina in Mos Eisley. Smugglers, traveling merchants, mercenaries, spies… Anyone without a legitimate storefront may sell their services in their favorite watering hole. And the choice of tavern tells you a little something about that person.
  • ONE NIGHT STAND. Your adventure may be taking you to Mordor, but a night at the Prancing Pony can add color and complications to the journey. It’s easy to gloss over travel, taking the “red line on the map” approach. But a night in an interesting inn can be a memorable scene. How do you spend the evening? Do you hide in your room? Sing an old Brelish song with the captains in the corner? Gamble with those mercenaries? When the tinker offers to sell you a lucky charm, do you take it or do you tell them to get lost?
  • DEN OF THIEVES. A tavern can be a home base for a particular group of people. It could be neutral ground: if you want to negotiate with the Boromar Clan, have a drink in Callestan. Or it may be that you’re taking your life in your hands when you go inside, and you’d better be prepared to fight your way out. The party’s rogue may have a bar where she meets fences or negotiates with higher-ups in the guild. In my last CCD20 adventure, the party is pursuing a war criminal who’s holed up in an inn in Graywall; can they dig him out without angering the locals? Cottonmouth’s club in Luke Cage is a good example of this.
  • HOME FROM HOME. A tavern can be a great base of operations for a group of adventurers, especially if they are freelance agents. This could be a location that develops organically over time, or it could be something you work into the initial backstory. It could be a family business associated with one of the player characters, perhaps operated by a parent or sibling. It could be owned by a friend, perhaps a soldier who fought alongside the adventurers during the war but retired from the adventuring life due to injuries. It might be simple business; the innkeeper provides the adventurers with free room and board in exchange for them dealing with any troubles that arise in the bar while they’re around. It could even be that the inn belongs to one of the PCs… consider Kote in The Kingkiller Chronicles. Having a set base of operations can help the players feel a stronger sense of attachment to the world, and you can work with them to develop details about the inn. What’s their favorite meal? What’s an interesting detail about the server? What’s the most unusual feature about their character’s room? And of course, once the players are attached to the location, it becomes a thing that can be threatened to generate dramatic tension…

SETTING UP SHOP

So you’ve some ideas of what to do with your tavern… now you need to describe it. Start by considering the following elements.

PURPOSE. Typically, the general purpose of a tavern is to provide a comfortable place for people to gather over food and drink; if it’s an inn, add lodging to the lineup. Does your establishment have any other purpose? Is it a casino? A brothel? A recruiting center for mercenaries? Is it operated by a church or other organization, and how does that affect decor and services?

CLIENTELE. Does this establishment serve the general population, or does it serve a more specialized niche? While this could be something like mercenaries or criminals, it could just as easily cater to fans of a particular sport, people who work at a nearby business (a quarry, a mill, a shipyard), or members of a particular faith. This decision can help you envision what sort of people might be around on a typical afternoon. If it serves a particular niche, do they welcome outsiders or drive them away? Will the hrazhak fans teach you the sport, or give you the cold shoulder? If you’re planning to use the place more than once, come up with names and descriptions for three regulars people can usually expect to find here.

STAFF. Who runs this place? Is the innkeeper or bartender the owner, or are these separate? Is there live music? Is there a single weary barmaid? A host of goblin servants? Bound spirits that handle domestic tasks? How does the bartender maintain order… a shotgun or wand behind the bar? A scary bouncer? The general love of the clientele?

DISTINCTIVE FEATURES. What makes this inn stand out? Why is it in this particular location in the first place? Who founded it? Is the bartender a former celebrity of some sort? Is there something remarkable about the structure? Is there something that serves a particular purpose… a fighting ring? A stage for performances? What about food and drink? In Eberron, there are Zil waterhouses that only serve water flavored with prestidigitation… what does this place serve, and why?

LOCATION. Why is there a tavern here? In a big city it might be one of a dozen, but if it’s out in the wilds it’s a valid question. Is it on a major trade road? Does it cater to pilgrims on their way to a nearby shrine? Is it the last outpost of civilization on the edge of a mystic wasteland?

Here’s a few examples to consider…

  • The Labyrinth. Located in the monstrous city of Graywall, the Labyrinth is built into an old quarry. A vast awning keeps rain from flooding the quarry, and customers descend a spiral ramp to get down to the common room. A medusa manages the bar, and the statues scattered around are a warning to those who might cause trouble. Goblins and gnolls surround the central firepit, cheering for the harpy performing mesmerizing torch songs. The rooms for rent are part of a vast network of caves that stretch below the quarry.
  • The Quill. Known as a refuge for authors and wizards alike, The Quill is named for the writing implement of a legendary mage, which is ensconced above the bar. The Quill serves the students and faculty of the nearby college of magic, and this is reflected in its fixtures; the rooms are lit by continual flames, and there are a number of unseen servants that perform menial tasks. Most of the servers are students themselves, while the bartender is a retired alumni who prefers mixology to magic. Nonetheless, it’s an excellent place to hear gossip or trade for rare components. Brave mages can compete in the creative cantrip competition that occurs every week.
  • The Crooked Tree. This inn is on the only road that runs through the deep forest. It’s built around the trunk of a gnarled tree, and while she lets the innkeeper handle business, the owner is the ancient dryad bound to this tree. It could be that most customers are mortals who use the main road, or it could be that the inn primarily caters to the fey that lurk in the shadows of the wood; if this is the case, you might have to pay for a drink with a secret, or pay for your room with a promise; gold is worth nothing beneath the Crooked Tree.

These details are great for building random scenes. Even if you’re just using the inn as a one night stand, is there an event going on when the players arrive? Is it a competition a player could take part in? Give that bard a chance to do what they do best! Or if it’s on a trade road or pilgrimage route, will a caravan roll up while the player characters are dining, and will it bring trouble?

Should a fight break out, these details can also add a lot of flavor. In games like d20, combat can sometimes feel very clinical… I rolled an 18 and did six points of damage. OK, but what did you DO? Think about bar fights in any movie. Are you hitting someone with a barstool? Tossing them through the window, or back into a rack of bottles? What I like to do in this sort of situation is to provide the players with a 3×5 card with a list of notable things in the bar… A Roaring Fire; A Barstool; A Plate Glass Window; A Chandelier; A Barmaid With A Tray Of Drinks. If the player can explain how they are using one of these elements as useful part of their action, they gain a benefit. In This is a core principle of Phoenix: Dawn Command, but it’s something you can use in any system; for many players this sort of prompt really helps them visualize the environment and get more creative with their actions. In Phoenix, using an environmental element lets you draw a card. In d20, a good use of a prop could provide advantage to a roll… or in the case of the Roaring Fire, shoving someone into the fire might add a little fire damage to the attack instead of advantage to the roll. Using an element doesn’t remove the element from the environment – the fire doesn’t go out, and people can still do things with it – but the advantage only goes to the first person to make use of an element.

PASSING THE TIME

So: the adventurers stops in the Chattering Skull en route to the Mournland. It’s a Karrnathi bar, and the animated skull of the original owner rests on the bar. They’re there for the night. As GM, what can you do to make it interesting?

  • Games. How do the locals pass the time? If you feel so inclined, you could take a pause to actually play a game you feel resembles something people might play in the region. If you prefer to keep things short, you can use a few quick rolls to resolve the outcome. A bluffing game would be a test of Deception and Insight. A game like darts could be a series of opposed attack rolls; the person who makes the three best ranged attacks wins. Armwrestling? Sounds like a Strength/Athletics check. Drinking contest? Constitution/Endurance. With any of these, don’t rely entirely on the die roll; describe the game, and give a player a bonus for an entertaining description. Typically, the amount of money normal people would wager won’t be significant for PCs, but it can still be a good story and help PCs connect with the locals.
  • Entertainment. Is there entertainment at the tavern? A traveling bard could share local news or a stories of the region… either of which could potentially be useful if the actual adventure takes place nearby. if one of the players is an entertainer, they could be asked to fill this role themselves. Or there could be a competition, whether musical or magical!
  • Stranger Danger. You’re enjoying your dinner when a group of loud, arrogant Emerald Claw soldiers show up and start throwing their weight around. They aren’t here for a fight, and technically they aren’t breaking any laws. Are you going to be the one to engage in violence, potentially bringing harm to the innkeeper? If not, this can be a fun opportunity to interact with people who are usually villains in a non-violent context.
  • Mysterious Opportunity. A traveling peddler offers a good luck charm or an ancient map. A stranger approaches and says something that’s clearly a code phrase, and hastily backs away when the PCs don’t know the right response. A smuggler offers rare goods at a low price – the PCs don’t need the goods now, but do they want to miss the opportunity? A fight breaks out between two strangers at the next table… will the PCs interfere? A stranger – secretly a spy – suddenly collapses from poison. Will the PCs get involved? And there’s always the possibility for romance…
  • Ask The Players. A simple answer is to ask your players what happens. They’re spending an evening in a tavern… what do they think should happen? This gives the players an easy opportunity to shape the story… whether to introduce a new plot thread or simply to describe their armwrestling victory.

BUT WHAT ABOUT EBERRON? 

The original question was about taverns in Eberron. The first issue is definitely location; looking at the examples above, The Labyrinth is in Droaam; The Quill is near Arcanix; and The Crooked Tree is in Thelanis, though you could drop it in a manifest zone. Everything that I’ve said up to this point applies, but you want to answer specific questions tied to Eberron. How does magic apply? What impact has the war had? Is there a warforged bouncer? Did the bartender lose his arm during an Aundairian bombardment? Is there a way to involve a magical beast – the hearth is in a gorgon’s skull, or there’s a giant owl who’s taken up residence there? If there’s shifters in the region, are people arguing about the shifter sport hrazhak? Perhaps the bartender is a changeling, who has different faces for different moods… Max is always up for conversation, but when you see Mildred at the bar, just order your drink and don’t ask questions?

And as long as we’re talking about taverns in Eberron, we have to discuss the GOLD DRAGON INN. While Ghallanda licenses inns of all sorts, the Gold Dragon is their primary franchise operation. Just like in our world, the whole point of the Gold Dragon is that people know exactly what to expect when they go into one. So play that up. Add your own details about what defines a Gold Dragon Inn, and make sure to highlight that every time the players stop at one. Here’s a few I’m literally making up right now.

  • The Gold Dragon Inn has a mascot, Goldie the Dragon. Every GDI has a mural inside of Goldie wrapped around the inn, looking down at you with a wink and a grin. Some inns have a Goldie costume – which involves three halflings – that they bring out on special occasions.
  • The Gold Dragon Inn always has a greeter, typically a halfling barmaid who says something along the following lines. “Welcome to the Gold Dragon Inn, where our guests are our greatest treasure! Would you like a tankard of our Copper Egg ale?”

Basically, any time the players are wandering around and happen to stop for the night, what do you know, it’s a Gold Dragon Inn! With the exact same greeter speech! And friendly, helpful staff who are happy to provide you with useful information about the region! The place is amazingly clean, as the staff uses a minor dragonmark focus item that ties to the Mark of Hospitality, using a prestidigitation effect to wipe away dirt and grime with the wave of a wand. And then, once people have gotten used to it, have them end up in a bad part of Karrnath where there’s no Gold Dragon Inn. The tavern they end up in is grimy and there’s holes in the roof from Thranish air raids (“Never had the gold to fix ’em,” the owner says. “Don’t worry, I moved the bed out from under.”). The owner lost a forearm in one of those raids but has a skeletal prosthetic. He’s probably not going to kill you in your sleep. Probably.

JT: Are there any major inns or taverns that operate without Ghallanda’s backing, or as open competition to the House’s industry?

SD: Dragonmarked’ makes it seem like other establishments certainly exist, but if they’re not at least sponsored by the Hosteler’s Guild, they’re regarded in the Five Nations as second-rate or questionable. If an exception existed that posed a serious threat to Ghallanda interests in an area, unsavory repercussions might occur.

I’m including SpoonDragon’s answer because it hits the nail on the head. The Dragonmarked Houses dominate their fields, and have established and maintained that dominance over the course of centuries. But that doesn’t mean every inn is a Gold Dragon Inn. You have three classes of business, as established in Dragonmarked: businesses directly run by the house; businesses bound to the house, which are essentially franchises like the Gold Dragon Inn; and licensed business, which pay a percentage and agree to meet the industry standards established by the house in exchange for being able to use the house seal. MOST inns and taverns are licensed. The critical thing is that this isn’t just a scam run by the houses. They DO establish and enforce industry standards, a role that is usually handled by the government in our world. A tavern has to pay Ghallanda for the license, but it ALSO has to meet the house standards for hygiene and health, and that’s the real VALUE of the license: potential customers know they can trust it. That shabby Karrnathi inn described above COULDN’T be a licensed business, because it doesn’t meet the standards. So a really successful and well-established business – like The Oaks in Sharn – could run without a license, trusting in its established reputation. But it’s sort of like posting a sign on your door saying “We’ve never had a health inspection.”

Generally the houses won’t act against lone businesses that choose to operate outside their scope. However, if someone truly poses a serious threat to their market dominance, they will take steps to deal with it… starting with negotiation, then negative propaganda, then more severe methods. A Ghallanda Black Dog (from Dragonmarked) can poison food or drink just by looking at it; this is a handy person to have in your back pocket when you want to give a rival restaurant a reputation for food poisoning.

I have always wondered about Gold Dragon Inns, starting with the price point. Are we talking Super 8, or Hamton, or Hilton, or Fairmont, or what? How big is the common room (in terms of area or number of patrons)? Is there both a tavern and a restaurant? What sort of food is served? How many rooms? How many of those rooms cater to small creatures like gnomes and halflings? Are there any other services provided? What sort of security is present – for valuables, or common areas, or private rooms?

This was cut for space from Dragonmarked, but addresses this a bit…

Two Ghallanda-licensed taverns in Sharn may have nothing in common beyond the house seal. But the Hostelers Guild maintains a number of bound businesses with outposts across Khorvaire. These strive for uniformity, and a traveler knows exactly what he can expect when he goes to a Gold Dragon Inn. 

          The Gold Dragon Inn. A home away from home for the frequent traveler, the Gold Dragon Inn provides reliable (if not exceptional) services at reasonable rates. Every Gold Dragon Inn possesses a heavy safe secured with arcane lock, and a soundproofed back room that can be rented for private events or important negotiations. House Ghallanda works with House Thuranni and House Phiarlan, and a Gold Dragon Inn will always have some sort of guild-licensed entertainer on hand.

            The Drum and Lyre. These taverns specialize in spicy Talentan cuisine, and serve as venues for music and dance. Three nights of the week are reserved for halflings performing traditional Talentan works; three nights are filled by performers from House Phiarlan or House Thuranni; and one night is held for amateurs and independents, which can be an opportunity for PC bards to hone their skills and make a little silver. Occasionally musical performances are set aside for athletic events, including sporting matches between miniature clawfeet and other Talentan beasts.   

As I’ve said before, the Dragonmarked Houses essentially set the industry standards, which is to say the prices in the rule book. So if you look on page 158 pf the 5E Player’s Handbook, the Gold Dragon Inn generally would be considered Modest accommodations (5 SP/night) while the best suite in a GDI would be Comfortable (8 SP/night). I generally think of the GDI as having a simple tavern attached, but some might have a full restaurant (perhaps a Drum & Lyre!). The size and number of the rooms will be based on the expected clientele; a GDI in Zilargo will have lots of rooms for small guests, while one in Breland will be predominantly designed with medium guests in mind. A GDI could have six rooms or a hundred rooms, based on the logical ability of the region to support it and the needs of your story.

Now, as noted above, the GDI is not the only sort of inn Ghallanda runs. It’s a known quantity, but many Ghallanda heirs prefer to run their own unique licensed business. The house itself runs a number of more luxurious inns, such as the Twilight Palace in Graywall; these would be in the Wealthy to Aristocratic class of lodging, and include services provided by other Dragonmarked houses – a Sivis message station in the hotel, an Orien courier on call, etc.

HOW ABOUT PHOENIX?

I can’t create new material for Eberron, but I can create anything I want for my new RPG Phoenix: Dawn Command. I think this post has gone on long enough, but I’ll do a follow-up next week that highlights the role of the tavern in Phoenix, with a few different locations you could use in your campaign.