Gnomes Beyond Zilargo was the topic my Patreon supporters chose in September, and there’s a lingering question: What would you do with the Svirfneblin in Eberron?
In my personal campaign I tend to limit the number of unique species and subspecies in the world. For example, in my campaign, Hill Dwarves, Mountain Dwarves, Ruinbound Dwarves, and Mark of Warding Dwarves are all just “dwarves”—a character from the Mror Holds could use any of those subraces and I’d just describe the character as a “Mror dwarf”, not a “Mountain dwarf.” Essentially, the Mountain Dwarf subrace represents early military training—it’s a secondary background, not a genetic disposition.
So with that in mind, I have a set of questions I ask when adding any exotic race to Eberron: Why do you want to add this race to the world? Is it simply that you want a character that has its mechanical advantages? Could your character be UNIQUE—perhaps a creation of House Vadalis, Mordain the Fleshweaver, or the daelkyr? Or do you want to add the CULTURE to the world—because you specifically want to be part of the society associated with that species?
With that in mind, the next step is to look at the svirfneblin and identify their defining features in Fifth Edition. As a subrace, they don’t actually have a lot of abilities: they have Superior Darkvision, Stone Camouflage, and speak Undercommon. If we look further to the Monster Manual description, Deep Gnomes have innate spellcasting abilities, and can cast nondetection, disguise self, blur, and blindness. This ties to their existing story: they are a society of subterranean gnomes who have close ties to earth elementals and who largely use their magic to avoid contact with outsiders, hiding themselves away. Keeping both sets of abilities in mind, here’s a few ways I might use them in MY Eberron.
The Gnomes of Lorghalen
Earlier I wrote an article about the Gnomes of Lorghalen, presenting them as a reclusive culture with strong ties to elementals. I wouldn’t say that ALL Lorghalen gnomes are svirfneblin; most dwell on the surface of the island and have no use for Superior Darkvision, the Lorghali work with a wide range of elementals, and I don’t see any reason for the Lorghali to be physically distinct from their Zil ancestors. However, I think it’s entirely plausible to say that there are a number of Lorghali families who took up residence in deep caverns below the island—caves with an especially strong tie to Lamannia, specifically the element of earth. It’s this that drew these families down there—it’s much easier to perform earth magic and work with earth elementals in the depths—and that over the course of generations, the energies of the caverns mutated these families, creating the genetically distinct Deep Gnomes. Essentially, it’s a variation of the genasi. I think these Deep Gnomes would be a fully integrated part of Lorghali society, even if they largely chose to remain in their caves; the Lorghali are a close-knit society, and I don’t see the unusual appearance of the svirfneblin being an issue.
If I went with this approach, I would replace Undercommon with Primordial; the Lorghali have no contact with the daelkyr or their followers, while they use Primordial in their dealings with elementals.
Agents of the Trust
The Trust is known for its secrecy. There’s even rumors of “ghost agents” who use rings of invisibility and sustenance to live their lives entirely unknown. What if evidence surfaced that the Trust wasn’t just training and equipping spies, but that they had magebred a subspecies of gnome, born into the service of the Trust and innately imbued with the ability to evade divination? If you don’t wish to hold on to the culture of the Deep Gnomes, this is a story you could explore. Per the Monster Manual, the svirfneblin can cast nondetection at will—an exceptional tool for a spy. And disguise self and blur are both excellent tools for espionage.
There’s two ways to take this. The first is more benevolent—the process of becoming a Deep Gnome is voluntary, and involves both training and alchemical, arcane treatments—more Captain America than Doctor Moreau. If I went this way, then a player character svirfneblin might be an active agent of the Trust: James Jalius Bonde.
A second approach is to emphasize that the process used to create these Deep Agents is horrifying and that they are forced to serve through lifelong indoctrination and psychological conditioning—that the people of Zilargo don’t know about the svirfneblin and would be horrified if they found out. In this case, I’d emphasize that this is the work of a small sub-branch of the Trust—a semi-rogue agency who has hidden their work from the Triumvirate. The reason for this is to emphasize that if a player character is a svirvneblin who’s broken free, that they aren’t being pursued by the entire Trust, which is a crazy burden to place on a PC; rather, they are dealing with a secret agency WITHIN the Trust, which has limited resources. My inspiration here would be the Bourne Identity series—The hero is hunted by Treadstone, not the entire US government. I’d suggest that the player character is presumed dead, and is trying to stay off the grid. With that in mind, I’d actually be willing to give the Svirfneblin Magic feat, but emphasize that they NEED to stay hidden or they will be targeted by assassins. While it’s a powerful ability, there’s a limited number of scenarios that will actually be broken by nondetection, and I think it’s a fun story to explore.
A third possibility would be to make the svirfneblin a society of gnomes WITHIN Zilargo who managed to magebreed themselves to induce the natural nondetection and other talents, as a way to avoid being watched Trust. Essentially, a secret enclave of brilliant alchemist artificers who believe that the Trust is watching EVERYONE with divination magic ALL THE TIME—sort of a tinfoil hat conspiracy taken to an amazing extreme!
Would these Eberron deep gnomes still be gray and bald?
The Lorghali deep gnomes would. The idea is that it’s a physical mutation similar to a genasi. In the case of the “Captain America” agent of the Trust or the “Tinfoil Hat” gnome, I’d be inclined to give them the abilities of the deep gnome but not the traditional appearance; in which case Stone Camouflage might be a sort of limited invisibility (given that it works regardless of what the character is wearing, it’s presumable not just based on skin color). With the “Bourne Identity” version of the Trust agent, I personally WOULD keep the gray-and-bald appearance to emphasize how dramatic the experiments were—that they largely DO stay hidden (though again, Svirfneblin Magic gives them limited use of disguise self!). Of course, in that storyline almost no one knows what a deep gnome is; they’d be a curiosity, quite possibly mistaken for some sort of goblin.
Have you used svirfneblin in an Eberron campaign? If so, share your approach in the comments! And if you’ve missed any of the previous gnome articles, check out the Gnomes of Lorghalen and the Gnomes of Pylas Pyrial! And if you want to vote on the topic of the next dragonmark article, check out my Patreon!
In September, my Patreon supporters chose “Gnomes Beyond Zilargo” as the topic of the month, and I partially covered the topic with this article on The Gnomes of Lorghalen. It’s no longer September, but I wanted to address the Gnomes of Pylas Pyrial before moving on to the next topic.
The Glamerwind River connects the Zil city of Oskilor to the Thunder Sea. There’s only a few small villages along the banks of the river. But choose the right time to sail down the Glamerwind and you may hear ethereal music coming from the Shimmerwood. At night, you might see swarms of glimmering lights dancing among the trees—flights of pixies creating dazzling displays of illusion. If you abandon your boat and follow the music or the dancing lights, you may find a massive tower rising up in a vast clearing, a spire of glowing white stone entwined with threads of gleaming gold. This is Pylas Pyrial, the Gate of Joy—a citadel of the Faerie Court, a wonder from Thelanis momentarily in the mortal world.
Pylas Pyrial is a feyspire. Most of the time it rests in the Moonlit Vale of Thelanis, at certain times it is drawn into Eberron. Usually this occurs when the moon Rhaan is full, but this alone isn’t the determining factor; according to Shan Pyrial, the ruler of the spire, it is the “tides of joy” that draw it to the material plane. Even when it is present, it can’t always be found; people have wandered in the Shimmerwood for days, trying to follow the music and yet never finding it. Additional information about the feyspires can be found in the 4E Eberron Campaign Guide. In general, most feyspires remain hidden from the nations that surround them and are known only from stories. Pylas Pyrial has been known to the gnomes since long before Zilargo was founded, and the majority of the inhabitants of the feyspire are gnomes. Many Korranberg scholars believe that the gnomes of Eberron are most likely descended from gnomes who left Pylas Pyrial long ago; this explains the natural talents for illusion and wild speech that many gnomes develop, both of which are common among the gnomes of Pylas Pyrial. The question is why these ancient gnomes would have left Pylas Pyrial in sufficient numbers to create a beachhead for a new species on Eberron… and adding to this mystery is the fact that Shan Pyrial refuses to discuss it.
While Pylas Pyrial is known to the Zil, they haven’t spread the news of its existence widely. It’s generally seen as a family secret shared by the Zil—told as a story that they know is real. But given how sporadically it appears, one can’t ever be sure of finding it. The region of the Shimmerwood surrounding the tower is a powerful Thelanian manifest zone, and those who have tried to clear the forest or build too close to the spire have always suffered disasters; and those who come to the spire driven by greed cannot pass through the gates. There are a few villages along the Glamerwind, whose people maintain ties with the spire and rejoice when it returns… and there are agents of the Trust in these villages, who monitor the tower and make sure the fey don’t pose a threat to the nation. But by and large Pylas Pyrial is allowed to be a wonder. While it’s shown on OUR maps, the Zil don’t mark it on the standard maps they produce; after all, most of the time it’s not there!
THE GNOMES OF JOY
When the Prince of Summer was betrayed by his lover, his heart froze and he became the Prince of Frost. So bitter was he that he tore the sun from the sky, swearing that there should be no light in the vale while there was no light in his heart. None of the lords of the court challenged him. Some remained silent out of fear, but most found that they preferred to live in moonlight, and so the Moon Court found its name. But there was a gnome who loved to dance under the sun and sought a respite from the somber shadows. She went to the prince’s palace of frozen tears, and found the doors frozen shut. She sang a happy song, and caught the notes as they rose to the sky, carrying her to the highest tower. The prince’s servants barred her path, but the gnome danced with them and melted their frozen hearts. She found the prince on his glittering throne, and begged for him to return the sun. The Prince challenged the gnome to dance for him, to maintain her high spirits while he spoke of every tragedy of the past and of those yet to come. The Prince was certain her heart would freeze as his had, but the gnome held fast to her hope and her light. At last the Prince relented, telling her: You shall be the Prince of Joy, keeper of the summer sun. But you must keep it within your own tower until all of the lords of the Moon Court ask for its return. And you must keep joy bright in your heart, for if it ever fades, the sun will fade with it.
Consider the basic attributes of the Forest gnome. They’re quick, they’re clever, they have a talent for illusions and the ability to speak with small beasts. Add to this mix strong curiosity and a general love of life. These are the gnomes of Pylas Pyrial. In dealing with a Pyrial gnome, imagine that they have stepped right out of a folktale—because in a very real sense, they have. They live in a world that is defined by storybook logic, a world where a good heart and noble intent will allow the reckless hero to overcome those who would do them harm. Some Pyrial gnomes are idealistic and naive, easily deceived; however, others are far more clever than their enemies expect, affecting trust to convince an enemy to lower their guard. However, even such cunning gnomes are never cruel or driven by selfish goals. Joy is the defining principle of Pylas Pyrial. The spire and its people celebrate life, embracing the brightest moments and pushing through the dark.
If this sounds extremely optimistic for the noir-touched world of Eberron, it’s because it is. Pylas Pyrial isn’t a mortal city. It’s an idea, a story about the happiest place on Eberron. It’s a place where the sunlight never fades, where there is always music and laughter. It’s a city where everyone looks out for each other, where people give the happiness of a neighbor the same weight as their own. If it’s hard to imagine how this works, the answer is to not look at it too closely. Because again, on a certain level it’s not real. The gardens always produce a surplus. The golden light of the Summer Sunbanishes disease. Most of its people have never experienced hardship or bitter loss. Some are artisans, creating the wonders that are part of everyday life in the Spire. Some are entertainers, tasked to sing and dance, raising the spirits of those who see and hear them. Others tend the gardens and work in the kitchens, for in Pylas Pyrial every day ends with a grand feast and celebration. Regardless of their position, the people of Pylas Pyrial love what they do, and love bringing happiness to those around them.
Pylas Pyrial typically only appears in Zilargo for a few days each year. Its people welcome guests, but those carrying greed or cruelty in their hearts cannot pass through the Gate of Joy. This is a trait of the gates themselves, not something the guards can control; generally, the guards will talk with those who cannot enter, trying to learn what burdens them and help them to find a path to joy. Once within the spire, strangers are celebrated. The people of Pylas Pyrial are always curious to learn more about the “Sunlit World” (their name for Eberron, in contrast to the Moonlit Vale where the spire spends most of its days). Visitors are encouraged to tell stories, and display whatever talents they might possess. Entertainers will find an enthusiastic audience, and the day always ends with a glorious heroes feast.
The people of Pylas Pyrial trade with the local villagers, and it’s possible to obtain wonders here; common magic items truly are commonplace, and more powerful items can be obtained. But the Pyrial gnomes have no need of gold and no interest in profit. They seek things that bring joy, and may be willing to trade a magic item for a fantastic joke or a heirloom that has brought delight to many despite having no real value. They may also trade things in exchange for promises—a promise to spread joy or to help those dwelling in darkness. But bear in mind that those driven by greed cannot pass the gates, and further that as Pylas Pyrial is on the edge of Thelanis, promises made here carry great weight. While the spire can be a source of wonderful magic items, the creations of Pylas Pyrial cannot easily be replicated in the Sunlit World of Eberron; Zil artificers have long tried to reverse-engineer these gifts, but the magic woven into them is tied to Thelanis and defies all logical arcane science.
The spire itself is surprisingly reminiscent of one of the great towers of Sharn; it is a vast hollow cylinder, with people living on ledges around the edges and platforms and bridges crossing it. At a glance, it seems that the sun itself is at the top of the spire, but in fact this is a globe in a golden cage. The Pyrials say that this is the sun the prince plucked from the sky in Thelanis; on closer examination, it seems to be a crystal sphere about the size of a wagon wheel. Flights of pixies and sprites fill the air. There is always music, and yet it can dramatically change from platform to platform. The temperature is perfect, and there are delightful scents in the air… but both those scents and the temperature vary to match what delights you. On some platforms people play games; on others people dance, dine, or contemplate things of beauty. Many visitors might wish to remain forever, but few can. Most creatures of the Sunlit World will find themselves left behind when the spire departs, suddenly standing in the Shimmerwood. Those who do remain within find it easy to be lost in the endless celebration, losing track of time and whatever goals they might have had. However, those who keep their wits about them can venture out into the Moonlit Vale. In this way, Pylas Pyrial can both provide a passage to Thelanis and a safe haven for adventurers who wish to explore it or negotiate with the Moon Court.
Trouble In Paradise
At a glance, Pylas Pyrial is a magical wonderland… A literal embodiment of joy. Those with evil in their hearts can’t cross its threshold. But there are a number of ways to challenge the joy of Pylas Pyrial. Consider the following ideas…
Wounded in War. During the Last War Aundair launched a sneak attack against Zilargo, targeting a production facility in the Shimmerwood creating alchemical weapons for Breland. This force—which included ground troops, siege staffs, and a team of bombardiers on skystaffs—successfully made it up the Glamerwind, but mistook Pylas Pyrial for its target. The spire withstood the fierce siege, but sustained damage before it disappeared, and a number of residents of the spire who’d been wandering in the woods were left behind. Shan Pyrial was injured in this attack and her wound will not heal; some fear that the vision of war has wounded her sense of joy, and should that fade the tower will crumble and perhaps, the sun itself will be extinguished. It may be that the spire has not returned to Eberron since then, or that if it has the inhabitants have refused to open the gates.
Stranded on Eberron. The 4E Eberron Campaign Guide proposed the idea that a number of Feyspires have been trapped on Eberron since the Mourning, and that the cataclysm also stripped the towers of the defenses that have kept them hidden—along with the enchantments that keep those of evil intent from entering the spire. In the past, the people of Pylas Pyrial knew that visitors had to have good intent and that the visit would only last a few days. Now the spire is trapped, possibly forever. And the longer it remains, the more its fairytale magic may also begin to fade. What do they do if their gardens begin to fade and they don’t have enough food for their endless feasts? Can hope sustain the Gate of Joy even if its magic fades? Will they join the Triumvirate, and if so, will they accept the Trust, or will they defy it?
Hidden Serpents. The effect that prevents those with evil intent from entering Pylas Pyrial is powerful magic, but that doesn’t mean it’s impervious. Perhaps some evil force has taken root inside the citadel. One possibility is rival fey: the Prince of Frost may still yearn to see Shan Pyrial thrown into despair, and his agents could try to trick adventurers into being their tools. Or perhaps a rogue dragon has plans for the tower—or the Trust has managed to get a foothold, not realizing that their malign intentions could poison the spire itself. Perhaps someone seeks to steal the Summer Sun; this is a powerful artifact and immense source of power, but its removal could doom the spire.
Magical Mystery Tour. The spire rejects those who come with greed in their hearts, and the Zil don’t spread word of its existence. But the gnomes who dwell on the Glamerwind love the spire, and a Zil might want to bring friends to the Feyspire. Or perhaps House Ghallanda has learned of the spire and begun to arrange a few expeditions for those seeking something truly exotic; the tour guide’s heart may be weighed down by greed, preventing them from entering the spire, but they can still bring others to it! Pylas Pyrial doesn’t follow an entirely reliable schedule, but there are times it’s most LIKELY to appear. So adventurers could be invited to visit the spire by Zil friends or asked to accompany a Ghallanda tour, perhaps to protect high-paying celebrities from across Khorvaire…
The first question with any Pyrial character is why you’ve left the Gate of Joy to walk the decidedly unjoyful world. A few possibilities…
Curiosity. You’re that storybook hero whose curiosity draws them into endless danger. You’ve always been fascinated by the Sunlit World and chose to leave the spire of your own free will. You may have a particular mystery you want to see or solve—Have tea with a dragon! Find a fey artifact stolen long ago! Meet every king or queen!—or you may have no agenda at all, merely trusting that the road will lead you where you need to go.
Agent of Joy. Shan Pyrial has charged you with a mission vital to the safety of the spire. If you’re using the Wounded in War plotline, you could be searching for something that will cure the wounded shan. If you’re using the Stranded on Eberron plotline, you might be searching for a way to return your home to Thelanis… perhaps by unraveling the mystery of the Mourning itself. Alternately, you could be trying to recover a treasure stolen from the spire by some clever mortal. A key question is how urgent this quest is. Is it the driving force of the campaign? Or do you have time to explore the world and pursue other quests—just always making sure to keep your eyes open for something that will help you as you go about other adventures?
War Orphan. Following the Wounded in War plotline, you could have been stranded in Eberron during the siege of Pylas Pyrial. You might have fled from the Aundairian forces, or you could have even been captured and taken back to Aundair as a prisoner. In both of these cases you may hope to return to Pylas Pyrial, though you may have realized that something’s keeping the spire from returning. Can you maintain your optimism even in the face of unrelenting adversity? Alternately, it could be that you were just a child when you were stranded, perhaps growing up as an urchin; you barely remember the Gate of Joy, but you still have the ability to weave its storybook logic into your artifice or spells.
Pyrial gnomes are defined by their optimism and their fey worldview. While they understand that evil and greedy people exist—most stories have a villain, after all—they hold to hope and to the broader belief that the world is a place of wonders and joy. Even when outwittng or battling a foe, a Pyrial gnome is never cruel. Cruel and greedy behavior on the part of those they consider friends will deeply disturb them, though they may try to draw their friends onto a brighter path rather than simply abandoning them. The key element is that Pyrial gnomes are used to living in a world that meets their expectations. The longer a Pyrial gnome dwells in the Sunlit World, the more they will have to come to terms with the cruelty and suffering that is a part of it. The question is whether hope and optimism will prove stronger than despair, or whether the gnome will be broken by the misery of the mortal world. A Pyrial gnome who’s been overcome by despair could serve as an interesting villain, as they seek to steal the hopes of others.
The second important aspect of Pyrial gnomes is that they carry a touch of Thelanis with them. They are used to operating under storybook logic… and often, that continues to work even beyond their spire. This is especially relevant with Pyrial artificers. These characters use the approach that Exploring Eberron calls “Magical Thinking”. A Pyrial Alchemist might use Cook’s Utensils as a spellcasting focus, producing baked goods with magical effects (have you ever seen someone killed by a catapult pie?). A Pyrial artillerist might use painter’s tools to paint bolts of fire that then become real. A Pyrial urchin artificer can use tinker’s tools just like any other artificer, but create things out of garbage—things that logically shouldn’t work, and yet somehow do.
While artificers are an obvious example of this, Pyrial gnomes can follow many other paths. The gnomes of Pylas Pyrial are gifted illusionists, although they generally use their magic to entertain others, not to harm them; but a Pyrial illusionist will happily use their magic to trick those who would harm others. A Pyrial rogue can describe their class abilities as being tied to remarkable luck; Sneak Attack and Evasion could both reflect being in the perfect place, an enemy stumbling, or something else that follows the story of the lucky gnome. While gnomes are naturally suited to being illusionist wizards and artificers, a Pyrial gnome could easily be an archfey warlock—especially if they’re following the path of the Agent of Joy.
Ultimately, the Pyrial gnome provides an opportunity to play a character who’s literally out of this world—a character who’s stepped out of a fairy tale and who expects the world to act like one. It can serve as a beachhead for a campaign that involves exploring Thelanis, allowing the characters to travel to the Faerie Court and serving as a safe haven while they’re there. If you explore the Wounded In War or Stranded On Eberron plots, it can be a tragic location, with its optimistic people being forced to deal with harsh reality.
Characters don’t have to be gnomes to have a connection to Pylas Pyrial. While gnomes make up a significant portion of the population, the spire is also home to eladrin and to a wide range of fey. Beyond that, any bard or archfey warlock could say that they were drawn to the spire and went with it to Thelanis, learning their skills from fey mentors.
So are the Pyrial gnomes just normal gnomes? Or are they fey?
That depends where they are. Part of the idea is that the mortal inhabitants of Thelanis become more mortal when they leave it. Note that the 5E monster stat blocks for eladrin generally count them as fey—but eladrin player characters are simply humanoids. The gnomes of Pylas Pyrial generally use the traits of Forest gnomes, and they are especially adept with their illusions, which they use constantly to entertain; while in Pylas Pyrial, most residents also possess the abilties of prestidigitation. At the DM’s descretion, Pyrial gnomes could be considered as fey while in the spire. But when they are walking in the Sunlit World, their magic fades a little, and they are largely indistinguishable from their Zil cousins.
Has the Trust infiltrated Pylas Pyrial?
Most Zil assume that it has, but ultimately it’s up to the DM. It’s not a simple matter; agents have to be able to get past the gate, which means that they can’t have evil intent. So you could certainly have agents who just want to protect Zilargo by observing the spire—and again, protecting Zilargo is the mission of the Trust—but you couldn’t have people who hoped to somehow steal the power of the spire or profit from it. Second, you can’t be sure that your agents will remain with the spire when it returns to Thelanis; they could easily be left in the Shimmerwood. Third, for those that are taken with the spire there is a very real risk of them going native. The joy of the spire is infectious, and many would-be spies have likely been swept up in it and forgotten their original missions.
Having said that, there’s no question that the Trust MONITORS Pylas Pyrial and that it has agents in the Glamerwind villages. Someone who receives a remarkable magic item or has some sort of unusual dealings with the spire could be intercepted by Trust agents after leaving Pylas Pyrial.
Do the Dragonmarked Houses have dealings with Pylas Pyrial?
Ultimately this is up to the DM. The general idea is no: the Zil haven’t publicized it; the Pyrial gnomes don’t WANT to have a Gold Dragon Inn opening in the spire; and those driven by greed can’t enter. Given that the spire appears sporadically and that its wonders can’t easily be duplicated, it’s not the most logical investment. If I were to pursue this idea in a campaign, I wouldn’t say that the houses already have dealings with the spire—I’d focus on the idea that they have just learned about it and WANT to have dealings with it. Following on the idea of the Magical Mystery Tour, Ghallanda and Sivis could establish a Glamerwind village—a sort of amusement park on the doorstep—while Cannith could be determined to crack the secret of how fey magic works. All of these create possibilities for active interaction NOW that could involve player characters, rather than just saying that the houses have been working with the spire for centuries.
How do you pronounce “Glamerwind”?
As with anything in Eberron, you can be sure that there are people who pronounce it different ways. However, it’s “wind” as in “wind a clock”—because it’s the river that winds down to the Glamer Bay.
The Zil gnomes don’t identify themselves by clanholds like the Mror, but they do maintain deeply connected and widespread familial connections, yes? Are there family names you use when highlighting Pylas ties?
Zil don’t have clanholds, but they do have HOUSES, which are deeply established alliances of families (note that Sivis was a Zil house before it waas a dragonmarked house). However, the Pyrial gnomes don’t have any sort of concept like this, in part because Zil houses are often a foundation for intrigue and competition and the Pyrial gnomes don’t devote their energies to such things. It’s also a very small population, so a Pyrial gnome is more likely to have a name like Big Halan (because there’s only two Halans and he’s the big one) or Jala the Butcher’s Daughter. This adds to the general chicken and egg mystery of whether Zil gnomes were originally Pyrial immigrants, because you don’t have clear family links.
Do Pyrial gnomes speak the gnome language, Elvish, or Sylvan?
I consider Sylvan and Elvish to be dialects; Elvish uses Sylvan as its base, but has drifted and has a number of slang words and new concepts, and has lost other words. So anyone who speaks Elvish can understand Sylvan and vice versa, but there’s a noticeable accent and a few things that don’t perfectly translate. Meanwhile, we’ve said before that the Gnome language is an artificial, intentionally constructed language created by the early gnomes to replace what they considered to be their original, inferior language (presumably Sylvan). So yes, Pyrial gnomes speak Sylvan by default, not Gnome. There could well be some denizens of Pylas Pyrial who speak Sylvan and Gnome but don’t actually speak Common.
Regarding the Gate of Joy barring those with evil in their hearts: given Eberron’s take on alignment, does this apply to all creatures with an evil alignment or is this protection more particular than that?
It’s more particular. Note that when I first mentioned it I didn’t use the word evil, I mentioned greed and cruelty. The Gate rejects anyone who comes to the spire with evil or selfish INTENT, regardless of the alignment written on their character sheet. An evil character who truly means no harm to the spire and has no desire to profit from their visit could be allowed in, while a good character who’s there with a commercial agenda would be kept out, even if they BELIEVED their goal was a good one. You can’t come into the spire if you intend to cause harm, spread sorrow, or to take advantage of the spire or its people; it’s about purity of purpose, not just alignment.
That’s all for now! Thanks to my Patreon supporters for choosing the topic and keeping the site going. Voting on the next Dragonmark topic is starting now!
In September, my Patreon supporters chose “Gnomes Beyond Zilargo” as the topic of the month. In the next few days, I’ll be discussing the gnomes of Lorghalen and the Feyspires.
Two years after the founding of Zilargo, a pamphlet was distributed explaining the existence of the Trust and the role that it would play in the nation moving forward. This tract concluded with the words To those who follow the proper path, we shall be as invisible as any ghost. Trust that we have your best interests at heart. Trust that we will act only when we must. Trust that we will always look after the needs of our great family, and that we need your aid as much as you need ours. Today, the Trust is universally accepted as part of Zilargo, and it’s estimated that at least a third of the population works for the Trust in some capacity. But despite what the Triumvirate would have you think, not all of the early Zil embraced the Trust with open arms. Some demanded accountability, insisting that this Trust be drawn into the light. Others called it a coup, urging their families to end the experiment of Zilargo and return to their prior independence. But few spoke out against the Trust for long; deadly accidents and unlikely misfortune quickly stilled to voices that challenged this new order. It seemed it was too late for those who opposed the Trust to remove it from their nation… And so, most chose to remove themselves, leaving their new nation behind.
Many of these dissidents immigrated into the Five Nations, and most who did so abandoned their old ways and fully embraced their new nations. A simple indicator of this is name. Zil gnomes use three names: A personal name, family name, and house name. Alina Lorridan Lyrris is Alina of the Lorridan family in House Lyrris. Even if they have distant blood connections to a Zil family, a gnome with no direct ties to Zilargo won’t be part of a Zil house. So if the gnome sage you meet in Aundair calls herself Talia Lorridan Lyrris, you know she considers herself Zil; if she’s just Talia Lorridan, she’s likely Aundairian.
Other dissidents had grander aspirations and took to the sea. The gnomes had long been accomplished sailors, and while they never had a colonizing spirit, they’d explored the coasts and made note of interesting and unclaimed lands. Now these sailors dreamt of creating their own new havens, whose glories might one day outshine the land they left behind. Sadly, most of these rebel colonies came to bad ends. Tolanen was located on the Shadow Marches; some years after its founding, a trading vessel docked to find the town completely depopulated. While the travelers blamed pillaging orcs, accounts later confirmed that there were no signs of conflict—and that the only looting was committed by the merchants themselves. New Zalanberg was established on the coast of Xen’drik, near the modern settlement of Zantashk. Over the course of decades, it prospered and grew. And then, within the span of a week, its people tore the town and one another to pieces—one of the notable examples of what has come to be recognized as the Du’rashka Tul. There were a handful of others, but only one still thrives to this day: the principality of Lorghalen.
Glancing at a map, you might wonder why Lorghalen was uninhabited when the gnomes claimed it. This tropical island seems far more inviting than the icy mountains of Orthoss and Farlnen. But names tell a story. The Tempest Strait is lashed by storms as powerful as any found in the Thunder Sea. The southernmost island is close to Mabar and Dolurrh, and there are strange ghosts and hungry shadows in the depths of the Dreadwood. The northern coastline of Lorghalen is lined with hidden reefs and unusual stone outcoppings. These threats are exacerbated by unpredictable “currents” that can dash a ship against the rocks… actually the work of the many water elementals that dwell along the coast. The safest landing is Hammer Bay, northeast of the small island. But “The Hammer” isn’t a natural island; it’s a massive earth elemental. It never ventures far from its mapped position, but it has no love of ships; any vessel that draws too close may be shattered by a hurled stone or a mighty fist.
Gnome explorers chronicled these threats long ago, and the gnomes who sailed east knew what they were heading into. The Lorghalen expedition included a number of sages specializing in elementals and Lamannia… Scholars who hoped they could convince the Hammer to let them land safely. And so they did, establishing the town of Cornerstone on the shore of Hammer Bay.
Exploring the island, the gnomes found that it was poised on the edge of Lamannia. The land was bountiful, fresh water was plentiful, and much of the island was alive. Lorghalen has the most intense concentration of elementals found beyond the wild zones of Sarlona. Stones roll of their own accord. The earth rumbles. What seems to be a peaceful pond might unexpectedly move to a new location. Most of the elementals of Lorghalen are spirits of earth and water, but there are storms that follow paths of their own choosing and pits of endless fire. These elementals are creatures of Lamannia, pure and inhuman; there are no dao or marids here. There are also a number of megafauna beasts in the deep jungle; sailors may occasionally spot rocs hunting whales off the coast of Lorghalen. This is why the island had never been colonized in the past; what city could survive the ravages of an avalanche of earth elementals? But the colonists came prepared. The leaders of the expedition had long studied elementals, convinced that it was possible to reason with these alien creatures. Using these techniques they were able to secure the region around Cornerstone. Over the course of generations, the Lorghalen gnomes developed and honed these techniques, learning how to live in harmony with the elementals and even to convince the spirits and beasts of the land to work with them. This lifestyle has consequences. Cornerstone is the only large city on the island; other gnomes live in family estates along the coast, or on the edge of the jungle. But the deep jungles of Lorghalen are left to the primal forces. The gnomes know what they can harvest without upsetting the balance, but they are careful not to push these limits.
After a few minor clashes in the region, the Lorghalen gnomes were recognized as one of the Lhazaar Principalities. Their small fleet primarily focuses on merchant trade within the Principalities. There are many unusual plants in the jungles of Lorghalen, and the Lorghali produce medicines, drugs, and potent spirits. The wood of Lorghalen is exceptionally strong, rivaling the densewood and bronzewood of Aerenal; the Lorghali don’t export lumber, but they sell fine wooden goods. While there are relatively few ships in the Lorghalen fleet, Lhazaar tread lightly around a Lorghali vessel; not only are the hulls of their ships exceptionally strong, but most vessels are accompanied by one or more water elementals. These friendly spirits help propel the vessel, allowing Lorghalen ships to match the capabilities of Lyrandar elemental galleons. In battle, Lorghalen ships are known for launching small earth elementals at opposing ships, stone missiles that continue to wreak havoc after impact. All together, the Lorghalen gnomes are known and respected within the Principalities, but are largely unknown beyond it. For the most part they do their trading within the islands, allowing others to carry their goods to distant lands.
WHO ARE THE GNOMES OF LORGHALEN?
The gnomes of Lorghalen and share some traits with their Zil cousins. They love clever oratory and prefer to solve their problems with words instead of swords. But where the gnomes of Zilargo dive deep into intrigue, the founders of Lorghalen based their society on principles of freedom and honesty. The founders of Cornerstone swore that there would be no secrets on their island: that all knowledge should be shared, and all problems drawn into the light, not removed in the shadows. Ties to previous Zil houses were dissolved, and all gnomes of the island consider themselves to be one house; so a gnome of the island might introduce themselves as Tara Tan Lorghalen.
Families are still important to the Lorghalen gnomes, and each family maintains an estate—a farming village based around a central long house. Each family is known for specific crops and skills, and Cornerstone is where they all come together. While families maintain funds for dealing with the world beyond Lorghalen, on the island the economy is largely driven by barter and the exchange of favors. All of the families have lodging in Cornerstone, and each family has three representatives on the Cornerstone Council, which governs the island and mediates disputes. The council is led by the Prince of Lorghalen, but this is an unusual position with less power than in other principalities. The Prince of Lorghalen is recognized as the cleverest gnome on the island, and as such someone whose voice should always be heard and opinion considered. But they have no power beyond that. Any Lorghali can claim the title by defeating the current prince in a series of duels of wit and strategy. Sometimes decades go by with no challenges; at other times, challenges have been a weekly or daily occurrence.
The Lorghali produce excellent mediators, apothecaries, and farmers. But what makes them truly remarkable is their tradition of primal magic and their relationship with the elementals of the region. As discussed in this article, the elementals of Lamannia are alien creatures whose thought processes and perception of reality are quite different from those of the humanoids of Eberron. Rather than binding elementals, the Lorghalen stonesingers manipulate elementals and natural forces by communing directly with the spirit and convincing it to help. At its simplest level—producing the sort of effects associated with druidcraft—this is barely more complicated than singing a few words in Primordial. More significant requests require a deeper communion with the spirits, which requires both concentration and an expenditure of will in addition to the song—urging the spirit to comply, impressing the request onto it. These things thus carry all the standard limitations of casting a spell.
The most common and important work of a stonesinger is to work with elementals. On a Lorghalen ship, a stonesinger literally sings to the elemental associated with the ship, encouraging it to move the vessel swiftly. If the stonesingers are killed, the elemental will still recognize the vessel as friendly, but it can’t be compelled to perform any particular action and it may simply wander off. On the island, stonesingers negotiate with the elementals to establish the territories where the gnomes can build, and convince earth elementals to plow their fields and water elementals to provide irrigation. Remarkable stonesingers can manipulate elemental and natural forces in more subtle ways—charming beasts, encouraging plants to grow, even conjuring fire or drawing lightning from a clear sky. Others learn the melodies that define their own bodies, learning how to heal injuries or even change their shape. Almost every Lorghalen gnome knows at least a few simple songs, but those who can work greater magics—those with the powers of bards or druids, discussed in more detail below—are greatly respected. While the stonesingers are a unique tradition that plays a central role in Lorghalen culture, they have nothing against other forms of magic; in particular, Lorghalen alchemists are able to perform wonders using the unusual plants of their island. The original immigrants included a handful of dissidents from the families of House Sivis, and while the Lorghali have made no particular effort to cultivate the Mark of Scribing, there are still a few gnomes in each generation who manifest the mark; such gnomes often become the most gifted wizards of the island.
Overall, the gnomes of Lorghalen have little interest in dealing with the outside world. They consider it to be a dangerous place driven by greed and dishonesty. However, some are drawn beyond the island by sheer curiosity, others by the challenge of matching wits with a dangerous world, and some by a need to obtain resources or techniques unavailable on Lorghalen. Most strive to remain true to the principles of their culture even in hostile lands, solving problems through open discussion rather than treachery and subterfuge. They aren’t fools; a Lorghalen gnome won’t spill every secret to a stranger, and even is a gnome doesn’t want to lie, they don’t have to say anything at all. But they prefer Persuasion to Deception—believing that they can convince an enemy of the proper path. Intimidation is also an acceptable tool, but this is largely a matter of tone—not making ideal threats, but rather making sure an enemy understands just how dangerous the wrong decision could be.
Gnomes make up the vast majority of the population of the island, though there are a few others who have immigrated over the years. Because of the dangers posed by the Hammer, usually the only way to reach Cornerstone is on a Lorghalen ship. The Lorghali are largely gracious hosts and curious gnomes are often eager to talk to outsiders, but the gnomes are aware that outsiders don’t share their traditions of honesty and watch strangers with both eyes. In particular, over the last century a number of Zil have reached out to Lorghalen. The islanders are especially suspicious of their cousins and do not trust the Trust, but there has been a little cultural exchange; notably, a fascination with the Lorghalen stonesinging techniques led to the rise of the Power of Purity movement in Zilargo.
You can play a gnome from Lorghalen using standard rules. However, here’s a few variants you could consider if both DM and player approve. These are as unofficial as can possibly be, and solely reflect what I’d do at my table.
The stonesingers of Lorghalen aren’t druids in the traditional sense. Notably, few have the ability to change shape, and they generally don’t speak the Druidic language. This ties to the idea that the stonesingers are largely channeling the power of Lamannia as opposed to Eberron, and channel this power through song and force of personality rather than faith. You could reflect this in two ways.
The typical stonesinger uses the bard class, but uses the druid spell list instead of the bard spell list. Stonesingers have no particular knack for illusion or enthralling humanoids; they use their songs to charm the elements themselves. The College of Eloquence and the College of Lore are both sound choices for stonesingers.
Lorghalen druids learn the Primordial language instead of Druidic, unless they already speak Primordial. Add Perform to the list of skill proficiencies available to the class. Shapeshifting stonesingers are rare, but the stories of those who can sing new shapes speak of singers who can assume elemental form, so Circle of the Moon is a reasonable choice.
Variant Gnome: Lorghalen
The standard rules for gnomes can be used for Lorghalen gnomes, especially Forest gnomes and those rare few with the Mark of Scribing. However, Lorghalen gnomes are known more for their charisma than their intellect, and for working with nature as opposed to weaving illusions. With this in mind, a DM and player could choose to represent a Lorghalen gnome by making the following changes to the Forest gnome.
Ability Score Increase. Your Dexterity score increases by 1, and your Charisma score increases by 2. This trait replaces the Ability Score Increase traits of both the Gnome and the Forest gnome.
Song of the Elements. You know the Druidcraft cantrip. Charisma is your spellcasting ability for it. In addition, you can speak, read, and write Primordial. This trait replaces the Natural Illusionist trait of the Forest gnome.
Any sea-related background can be an appropriate choice for a Lorghalen character. Lorghalen pirates are rare, but sailors, fishers, and shipwrights are all common on the isle. An entertainer could be the first stonesinger to actually perform on the stages of the Five Nations. A Lorghalen hermit’s discovery could involve something about Lamannia or elementals—perhaps a terrible secret about the elemental binding industry! Lorghalen gnomes generally use the forest gnome or Mark of Scribing subrace.
While stonesingers are the most distinct aspect of Lorghalen culture, a Lorghalen gnome could pursue any class. An Alchemist artificer could make their potions using strange herbs and elemental ores brought from the island. The Lorghali aren’t especially religious—they don’t see a divine hand at work in nature, instead interacting with the spirits directly—but a Lorghali paladin could present their Oath of the Ancients as being tied to Lamannia.
Of course, a crucial question for a Lorghalen gnome is why have you left? Most islanders are quite content on their elemental paradise. What’s cause you to travel into the deadlands of Khorvaire? The Reasons For Leaving Lorghalen table can provide some ideas.
As with anything in Eberron, the ultimate question is why does it matter? What can Lorghalen add to your game that you can’t find anywhere else? What could bring adventurers to travel to this isolated island, or to cause a stonesinger to cross their path? Here’s a few ideas.
While Lorghalen’s fleet is small, its ships and fast and powerful. Traditionally it hasn’t been deeply involved with the politics of the Lhazaar Principalities, but in the wake of the Treaty of Thronehold the gnomes could play an important role in securing the position of the High Prince.
When adventurers stumble through a manifest zone to Lamannia, they re-emerge in Lorghalen. What will it take to return home?
The Lorghali dislike deception and rarely engage in piracy… until now. A Lorghali warship is terrorizing the region around the Dreadwood, supported by a host of elementals. Who is this pirate, and what are their motives?
There are many wonders in the deep jungles of Lorghalen: megafauna beasts, massive elementals, plants charged with the energies of Lamannia. Adventurers are sent to Lorghalen to retrieve something from the jungles. Perhaps a Cannith alchemist needs a legendary berry, or an Aurum showman wants them to capture a megafauna beast. Can they get past the Hammer? Will the Lorghali interfere with their quest?
The Lorghali have forged an alliance with the Power of Purity and the Ashbound druids and are launching a concerted effort to disrupt Zilargo’s elemental binding industry and sabotage elemental vessels. Is this just a matter of principle, or do they know a terrible secret that could lead to a far worse catastrophe?
A previous article on the Lhazaar Principalities said that the gnomes occupied Lorghalen before Lhazaar arrived, whereas this suggests they claimed the island after Lhazaar.
That’s correct. What I’m now saying is that early gnome explorers discovered Lorghalen long ago, but only settled it after the rise of the Trust.
Do the Dragonmarked Houses have outposts on Lorghalen?
They don’t have a significant presence on the island. I’d rather explore the story of the houses taking an interest in Lorghalen and actively trying to expand their presence there rather than have it be established. So there’s no Orien outpost or Lyrandar docking tower in Cornerstone. I might give them a Gold Dragon Inn that’s just opened in the wake of the Treaty of Thronehold. It could also be interesting to have a Sivis outpost that’s recently established and working with Lorghali foundlings with the Mark of Scribing. House Sivis would certainly be interested in tapping a new supply of heirs—but the Council of Cornerstone is suspicious of Sivis and anything that could give the Trust a foothold on their island.
What’s the religion of the Lorghali?
The Lorghali follow a tradition of concrete animism. They live in a land that is literally alive with spirits; they refer to the lands beyond the island as “Deadlands” because of this, finding it depressing to wander in realms where the wind and waves aren’t singing back to them. There are a number of exceptionally powerful entities, including elementals like the Hammer and legendary megafauna beasts. So the Lorghali don’t believe in distant, abstract deities; instead, they focus on concrete, local spirits. They respect nature, but in a much more CONCRETE way that a druid who reveres Eberron as a whole; they have a personal relationship with the well that provides their water and the boulder that roles by every day, and they likely have festivals in which the greater spirits are invoked. But this isn’t about FAITH, it’s a practical, concrete relationship—which is why they tend toward primal magic as opposed to divine.
What are the Lorghali’s beliefs in regards to death and the afterlife then?
They’re largely laid back about it. They’re focused on living their best life, and when it’s over, it’s over; whatever happens next will happen. It’s essentially the opposite of Aerenal and the faiths that are obsessed with avoiding Dolurrh; at the end of the day, the Lorghali don’t care what happens after death, as long as they live a good life. Having said that, they also live right next to the Dreadwood, which is tied to Mabar and Dolurrh; I imagine there’s at least one story cycle that essentially presents Lorghalen as the isle of the living, and Dreadwood as the isle of the dead. But the ultimate point is that the Lorghali don’t care about the afterlife; they care about living their best life now.
How much strong do you see The Hammer in CR terms?
I don’t think you could measure the Hammer in CR terms. You’re talking about an earth elemental so large that it shows up on the map as an island. Imagine trying to destroy a mountain by hitting it with a sword; it’s a crazy concept. If I was to use it in an encounter, I’d be inclined to treat it almost as an environmental effect rather than a creature; every X rounds a boulder will impact, can you get out of range before destroys your ship? Or I’d have adventurer literally fight its hand… if they do enough damage to that, it retreats. But it’s on such a vast scale that I wouldn’t treat the Hammer itself as a standard creature.
That’s all for now. My next article will look at the gnomes of the Feyspires! Thanks to my Patreon supporters for choosing these topics and keeping this site going—I’ll be posting the stat block for the Lorghalen cannonball on Patreon!