IFAQ: Galifar – One Nation or Five?

As time allows I like to address shorter questions raised by my Patreon supporters. This one comes from Mariamow: I would love to see a breakdown of the fashion of the nations! Specifically how things were pre-last war mostly all being a single nation, how it evolved and why it evolved in that way.

A full nation-by-nation breakdown of fashions is a significant topic; I’ll put it on the Patreon topic poll for June. However, I wanted to take a moment to address the second half of the question: As pre-war Galifar was a single nation, how and why did the Five Nations evolve as they did?

Galifar wasn’t a single nation: it was a united kingdom. Two thousand years ago, the warlord known as Karrn the Conqueror sought to bring the nations of central Khorvaire under his control and failed. A thousand years later, Galifar I succeeded. But unlike Karrn, he didn’t seek to crush these nations and impose Karrnathi culture onto them. Galifar was a diplomat as well as a warrior, and he achieved victory through compromise. He rallied the Dragonmarked Houses to his side with the Korth Edicts. He gained the support of the goblins with the promise of freedom. And with a notable exception, he won acceptance for his rule by respecting the traditions of his defeated enemies. He appointed his children as governors of the conquered nations, and he did rename the nations after them. His homeland of Karrnath remained unchanged, but the nation of Thaliost became Aundair; Daskara became Thrane; Wroat became Breland; and Metrol became Cyre. But his children took local nobles as their spouses, and for the most part local leaders who swore fealty to Galifar and accepted his laws and edicts were allowed to keep their positions and lands. Rather than crushing the cultures of the nations, he largely embraced them and sought to harness their strengths for the greater good. Notably, each nation was granted one of the major institutions of Galifar—something that built on their existing strengths but which also served as a cultural anchor and point of pride moving forward.

  • Aundair had the strongest system of general education (later used as a model for all of Galifar) and the greatest expertise in wizardry and artifice. The was chosen as the home of the Arcane Congress, Galifar’s center for mystical research and education.
  • Breland became the seat of the King’s Citadel, service both as the strong shield of the ruler and as their eyes and ears. Beyond this, Breland would also evolve into a major center for commerce and industry. All of these were supplemented by its close ties to Zilargo, which remained culturally independent but under the general jurisdiction of Breland.
  • Karrnath had the oldest and strongest martial tradition. Rekkenmark was both the most prestigious military academy in Galifar and the secondary seat of military administration.
  • Thrane was known for its devotion to the Sovereign Host, and was the seat of the Grand Temple of the Host. The temple was devastated during the Year of Blood and Fire; following the sacrifice of Tira Miron, the majority of the people of Thrane converted to the faith of the Silver Flame, and the Grand Temple was replaced by Flamekeep.
  • Cyre was the exception to the rule of maintaining the existing culture. Here Galifar displaced the existing nobility and built a nation that would be a model for the kingdom as a whole—drawing on the cultural strengths of all five nations to and creating something new. This was a source of pride for the new Cyrans, but a bitter pill for the displaced nobles of Metrol (largely granted new lands in what is now Valenar)—and in general, there was a lingering resentment that Cyre’s prosperity was built with the sweat of the other nations.

So people considered themselves to be citizens of Galifar, but they still thought of themselves as Cyrans, Brelish, or Aundairian. The sourcebook Forge of War includes a map of Galifar before the war, and again, it’s not one nation: it’s five.

Galifar was a metropolitan society. Part of the point of spreading its major institutions across the continent is that people would go to Aundair to learn magic or to Karrnath to study war and then return to their homelands. So the nations weren’t isolated, and Cyre in particular strove to draw inspiration from all of the nations. Nonetheless, Karrns were the most likely to serve as soldiers and Aundairians the most likely to become scholars or wizards.

So while the cultures of the Five Nations have deep roots in the pre-Galifar nations, the traits most associated with them today—Aundair’s arcane strength, Thrane’s devotion—developed under Galifar. In the previous article I mentioned that the soldiers of the Five Nations started from a common base for their uniforms, because the ARMY was the army of Galifar; but the soldiers within the army had always thought of themselves as Brelish, Aundairian, etc and when they changed into civilian clothing it would reflect their local culture.

All of which is to say that there’s certainly room for a longer discussion of the cultures and fashions of the Five Nations when I have time to write about them! Until then, in dealing with the Five Nations the key point is to remember that while they have only been independent nations for a century, they Five Nations have traditions and cultural identities that go back far longer than that.

Thanks as always to my Patreon supporters for keeping this site going! As determined by the poll on Patreon, the my next major article will concern the moons and the potential for a space race in Eberron.

IFAQ: Show Business in Eberron

When I have time, I like to address some of the infrequently asked questions from my Patreon supporters. Today’s question comes from Ben:

How do you envision an Eberron theatre? Probably more than just The Globe with continual flame footlights, right?

Absolutely! The issue is that “theatre” covers a wide range of performances and performance spaces. The Grand Stage of Sharn employs the latest techniques and has all sorts of expensive equipment, while the Classic Theater offers minimalist performances at more reasonable prices.

Most theatre companies have a shadow orchestra. This includes one or more magewrights who use thaumaturgy and minor illusion to provide sound and dramatic effects (Thunder! Doors slamming! The roar of a dragon off stage!). Light is indeed provided by continual flame footlights (permanent), and in my opinion the orchestra can use thaumaturgy to brighten, dim, or change the color of this illumination; when performed by a trained technician on theatrical lights this effect lasts for more than a minute, so this is how you raise and lower lights, change the mood, etc.

Exceptional actors will also know thaumaturgy and many will be able to cast disguise self. Following the general principle that magewright spells can vary from standard spells, I’d say that the theatrical version of disguise self has to be cast as a ritual, but that the effect lasts for up to three hours—so it will last for the length of a performance. As not all actors will have this training, there’s common magic items that provide the voice amplification effect of thaumaturgy, along with shiftweave and similar tools for costuming.

Beyond that: the entertainment industry is dominated by the houses of Shadow. The power of the dragonmarked houses largely comes from focus items that amplify the powers of the mark, like the sending stones of House Sivis—and spells of up to 3rd level are part of wide magic. Thus, when you’re dealing with a professional Phiarlan or Thuranni theatre, you’ll have a shadow weaver—a podium that allows an operator with the Mark of Shadow to cast major image, which lets you create images, sounds, and even smells. So with this, the shadow orchestra can create anything from elaborate lighting, weather, fire, explosions, or even monsters charging on stage. In the finest Phiarlan theatres, the stage has an embedded focus item that has an effect similar to hallucinatory terrain (though able to function within a building). Traveling companies of Phiarlan’s Carnival of Shadows have such a focus item mounted in a wagon, allowing them to create an amazing set within minutes.

So the short form is that theatre will often employ illusory effects, from simple lightning and amplification of sound to more dramatic special effects. I’ll also call out the crystal theaters that have been mentioned a few times. Phiarlan’s answer to movie theaters, these use a scrying effect to project the image of a live performance on one of the house’s main stages.

In considering Eberron theater, one should also keep changelings in mind. Given that disguise self exists and that most major performances don’t require a star to SWITCH appearance, changelings may not be the stars of every show, but almost every company has at least one changeling actor who serves as understudy and plays a host of minor roles. Tavick’s Landing in Sharn is notable for changeling street performers, and while traveling changeling troupes aren’t as grand as the Carnival of Shadows, they are extremely versatile. While changelings have little use for disguise self, professional entertainers will still learn thaumaturgy and minor illusion; instead of disguise self, a changeling magewright entertainer will typically learn silent image.

Have you use the theatre in your adventures? share your story in the comments!

IFAQ: Who Trusts The Trust?

My Patreon supporters are currently voting on the subject of the next long article, but when time permits I like to address shorter, infrequently asked questions. Today’s question comes from Neut:

It is my understanding that the Zil Gnomes are very willing to use assassination as a valid tool for progression (be it professional, or just enforcing secrets being kept). How does this not conflict with the Code of Galifar, which as far as I have understood, still exists within the recognized Thronehold Nations?

There’s vital misunderstanding here. Assassination is NOT a valid tool for progression in Zilargo. Murder, theft, and all other major crimes recognized under the Code of Galifar are crimes in Zilargo. What defines Zilargo isn’t the laws themselves; it’s how they are enforced. This is clearly called out on page 131 of Rising From The Last War:

Zil gnomes live their lives within a web of intrigues. The Trust condones their actions, as long as they break no laws and don’t threaten the state or the status quo. A gnome charlatan can connive to steal a jewel mine from another gnome—as long as the charlatan accomplishes the deed through cunning, negotiation, or deception rather than violence or outright theft, and as long as the mine stays in Zil hands.

So Zil culture encourages intrigue, but only when it DOESN’T involve breaking the law. So… why might someone have this mistaken impression of Zil society as a place where assassination and poisoning are commonplace? It’s not because of what the law allows; it’s about how the laws are enforced. It’s about The Trust. This is an organization of spies and assassins who act to maintain order in Zilargo. Rising suggests that as much of a third of the population of Zilargo serve the Trust in some way, primarily as informants. By combining this massive network with excellent divination techniques, the Trust knows everything that happens in Zilargo—or at least, that’s what they want to think. There is no due process in Zilargo. If you even PLAN to break the law, the Trust can pass sentence and take action. Now: assassination isn’t the automatic punishment for all crimes; that would be ridiculously extreme. The first step is just a warning, a ghost sound whisper of “I wouldn’t do that.” They might just impose a fine, or exile you. The main point is that the gnomes don’t like confrontation and they don’t believe in imprisonment. If they feel that you can’t safely be a part fo society and exile isn’t a logical answer, they will remove you from society permanently, and do so in a quiet way with minimal impact on everyone else.

So: Zil gnomes do NOT see assassination as a valid tool for progression. On the whole, the Zil are MORE law-abiding than the people of the Five Nations. The Zil take pride in the fact that you can walk through the alleys of Trolanport at night without carrying a weapon—because they know the Trust is watching them, and that it will both protect them from any malefactors and kill them if they step out of line. They will push up to the edge of the law with their intrigues, but they won’t cross it.

Just to set the tone of the Trust, consider this quote from the Eye on Eberron article in Dragon 406:

Two years after Zilargo was founded, a pamphlet was distributed across the nation announcing the existence of the Trust and the role it would play in days to come. This tract lauded the shared virtues of the Zil: love of family, ingenuity, curiosity, and the ability to overcome adversity through wit and wisdom. The pamphlet acknowledged that friendly competition between neighbors is the whetstone that keeps wits sharp. Competition would be accepted—crime would not. The precise definition of crime is quite vague, and it ends  “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.”

The essential point is this. To most of us, Zilargo sounds like a terrifying nightmare. It’s an absolute surveillance state where at least one in three people is an informer, and where secret police are authorized to preemptively assassinate you when you haven’t even committed a crime yet. You don’t get to see your accuser or offer a defense, and the only force policing the Trust is the Trust itself. But it’s not terrifying to the Zil, because they actually trust the Trust. They truly believe that it only uses its unchecked power for the good of Zilargo, and so far—as hard as this is for most outsiders to conceive of—that seems to be the case. The Zil are willing to sacrifice their privacy and some measure of their freedom for absolute security, and they are proud of the fact that their homeland has the lowest crime rate in Khorvaire—even if that’s because you can potentially be killed for even planning a crime.

So to the original question, this is acceptable under the Code of Galifar because the Code establishes what is considered a crime; but individual nations can decide how to enforce the laws and how they punish crimes. Both Zilargo and Karrnath impose harsh systems of justice on top of the foundation of the Code. Murder is a crime: but in these nations, the forces of the law have a license to kill.

How do the Zil view how OTHER nations establish their laws and punishments? How do they treat people who are not Zil and do not understand the Trust?

The Zil think that other nations are dangerous cesspools of crime and violence, though they understand that the rest of the world just doesn’t get their trust of the Trust. So the Zil think their way of life is superior, which is why they support it so strongly. With that in mind, the job of the Trust is to protect the people of Zilargo, not to coddle outsiders. If you pose a threat you will be dealt with. However, assassination isn’t the first choice. Remember that whole thing about a third of the nation working for the Trust? The first step is to DISSUADE you. Warn you that you’re being watched. Remind you that people don’t do things that way in Zilargo. Potentially, drug you and toss you on the first boat to Sharn, warning you never to return. The important point here is that it shouldn’t be impossible for adventurers to adventure in Zilargo—but they need to understand that they can’t just resort to brute force or do things the same way they would in Sharn; they need to play the game. If I’m running a Zil story, I will make sure the PCs have a local guide who will call out the risks and offer alternatives. “You do that and you’re all going to get killed. But if you want to get that same result, you could do it THIS way.”

How would the Trust handle high-level (15+) PCs coming to Zilargo? What preparations would they make to handle potential violations of laws and norms by people who will be hard to intimidate or control?

The first and simplest step is to send a very clear warning. “We’re pleased your business brings you to Zilargo. We are aware of your destructive activities in [[INSERT PLACE NAME]], and for your benefit and ours we want to inform you that we will not tolerate any violation of our laws. We will not risk our citizens in any kind of open conflict. If we are forced to take action against you it will be decisive and final; we are also prepared to take retaliatory action against [[NPC YOU CARE ABOUT]]. There will be no further warning. Do not put us to the test.”

Now, there’s two critical questions here. The first is COULD the Trust defeat high level player characters, and the answer to that is YES. The second is more important, and it’s does anyone want that to happen? And the answer to that is NO. The Trust will know everything there is to know about the PCs. Their secrets. Their weaknesses. The magic items they rely on and the spells they like to use. The Zil aren’t warriors; they are experts in illusion and divination, and fighting them will be like being the chump in a heist movie. They’ll steal your magic items and replace them with mundane duplicates. They can poison every drink you take, with a poison tailored to kick in… NOW. Heck, this room we’re standing in? It’s designed to drop into a sphere of annihilation, because we are NOT taking chances. But that’s back to the second question. They COULD do this, but none of us wants that. They don’t want to burn that awesome sphere of annihilation trap, and no player wants their character to be destroyed with no save. So set aside the idea of whether they can beat the PCs and instead say “How can they get the PCs out of Zilargo as quickly and safely as possible.” Which means that instead of FIGHTING the PCs, the most likely answer is that the Trust will HELP them to get what they want — either obviously or secretly. They’ll surround the PCs with undercover agents, who will make sure that the PCs get the information they need as quickly as possible. Heck, if the PCs are looking for an object, it could just turn up on their bed with a note saying “You can go now.” Again, the Trust doesn’t LIKE assassinating people; it’s just always looking for the most efficient way to protect the people of Zilargo.

What about the practice of slavery in Darguun? That’s a clear violation of the Code of Galifar.

This is certainly true. The Code strictly outlaws slavery, but there are Marguul and Ghaal’dar clans who practice it. The main issue is that Lhesh Haruuc wants to put an end to it, but currently lacks the support among the Ghaal’dar warlords to do so. So the question is what happens next. Everyone is still recovering from the war and foreign leaders understand Haruuc is in a difficult position; as long as he’s seen to be working toward it, I think most leaders will be satisfied. The most likely scenario is that if he fails to make significant progress in a few years, at least some nations will impose economic and diplomatic sanctions—putting pressure on Haruuc to take more decisive action.

To the upshot of that is: Thronehold nations are supposed to adhere to and uphold the Code of Galifar. They can go further if they choose, and both Karrnath and Zilargo do. However, it’s not yet clear what will happen if a nation fails to uphold the Code, because the Treaty has only been in force for two years and no one has yet called out a major violation and demanded an international response; the system has yet to be put to the test. But Darguun is currently failing to enforce the Code and it that’s not resolved soon, it could become an issue. This also applies to Valenar’s acts of aggression. These do violate the terms of the Treaty, but so far they haven’t been significant enough to push someone to take action.

Thanks as always to my Patreon supporters for keeping this blog going!

IFAQ: Evil Tairnadal Ancestors?

I’m often asked about the cause of the Mourning or the abilities of the Mark of Death, but there are a few infrequent questions worth discussion. Like this one:

Has it ever been the case that the Tairnadal Keepers of the Past have identified a newborn’s ancestral spirit as some great villain from elven history? If so, what happens to them? Are they banished with their family exiled? Are the elves with heroic ancestral patrons forced to attempt to kill the child?

The foundation of my answer lies in a previous Tairnadal FAQ. There’s two key points.

You don’t receive a patron ancestor at birth. The Keepers of the Past don’t determine your patron ancestor until adolescence. The prior FAQ notes “Tairnadal children spend their youth essentially auditioning for the ancestors.” The idea is that the patron ancestors aren’t simply picking you based on your BLOOD—they are picking you based on your talents, your personality, and your spirit. You HELP the spirit by emulating the ancestor, so they don’t want to pick people who aren’t a good fit. In making a Tairnadal character, an important question to consider is were you chosen by the patron you hoped for, or did you have to adapt? Another aspect of this is that the Tairnadal are a CULTURE. Tairnadal can choose to abandon their traditions and become Aereni, and vice versa; if you just DON’T emulate your ancestor, you’re losing the opportunity to receive their guidance, but nothing else happens. So again, the choice happens at adolescence, after you’ve spent your childhood learning about the ancestors and the customs of your people, and training in the skills you hope will make you suitable to your preferred patron.

This ties to the second key point: The patron ancestors only exist because of the devotion of the Tairnadal. The living Tairnadal keep the ancestors from fading through devotion and by emulating them. The patrons REWARD their devotees with guidance, but if living elves simply chose not to revere an ancestor, that ancestor would fade and be lost. This is one main reason that elves DON’T get to choose their ancestors, and why as a Tairnadal it’s your DUTY to honor the ancestor who chooses you—because if everyone played favorites and picked Ancestor A over Ancestor B, we’d LOSE Ancestor B. But the key point here is you don’t get to BE a patron ancestors unless the Tairnadal want to keep you around. The previous article says “Despite being beloved and preserved in memory, did they have any notable flaws? Because it’s the duty of the revenant to embody their flaws as well as their virtues! But an elf wouldn’t be preserved as a patron ancestor unless their virtues significantly outweighed their flaws.”

So you can have a patron ancestor who’s noted for their cruelty or arrogance, and it’s the duty of their chosen to be cruel or arrogant. But they have to have been celebrated heroes IN SPITE of those flaws. If someone was an utterly despicable villain, the Tairandal would simply choose NOT to follow their example, the spirit would fade (as spirits do) and that would be that. So no: following the standard traditions of the Tairnadal, a newborn could never be chosen by a legendary villain, and their family wouldn’t be exiled.

WITH THAT SAID… That’s “following the standard traditions of the Tairnadal.” If you want to tell this story, you just have to be clear that it’s OUTSIDE of those traditions. The Tairnadal sustain their ancestors through freely offered devotion. But this is a world where undead are real. So you could easily create a new form of undead: Tairnadal spirits of infamous villains who AREN’T revered or preserved, and who are instead sustained through involuntary spiritual vampirism—selecting a host and forcing that host to reenact their deeds (as opposed to the standard system where again, the ancestor can reward a good host but can’t FORCE them to do anything). It could be that there’s a much stronger biological factor in their choice of host than usual (as noted in the FAQ article, at this point most living Tairnadal are connected to dozens of ancestors and it’s not a major factor), and that when such a host appears it’s a major concern.

SO: Could an infamous villain choose a newborn elf at birth? Not by the standard traditions. But if you WANT an infamous villain to choose a newborn elf at birth, just make a new threat that supports the story.

Are the elves with heroic ancestral patrons forced to attempt to kill the child?

I wanted to revisit this for just a moment to again reflect on things. It’s important to understand that the Tairnadal aren’t CONTROLLED by their ancestors. They believe that they are REWARDED with spiritual guidance when they do a good job of emulating the ancestor—that the champion can act through them and share its skills. They believe that by emulating the ancestor they preserve it, which adds the point that it’s their civic DUTY to do so… hence the idea that if you’ve been chosen by a cruel ancestor it’s your duty to be cruel, and if you’ve been chosen by an ancestor celebrated for their virtue, it’s your duty to be virtuous. But ultimately that’s about DUTY: you are never actually forced to take an action you don’t want to do. It’s very much like a paladin’s oath: you CAN break it, you’d just prefer not to.

So first of all, MOST Tairnadal ancestors are champions who fought giants, dragons, or goblins. They are heroes to their people, but they are soldiers as opposed to general champions of virtue. With that said, you could easily have a patron ancestor who was known as a demon hunter or ghostbuster—someone who protected the people by hunting down supernatural threats, much like followers of the Silver Flame. And yes, if you were chosen by that ancestor, it would be your duty to hunt down supernatural threats. If you define this evil thing as a form of negative undead, there’s a secondary aspect to consider: rather than being hunted by TAIRNADAL, it might be hunted by the Deathguard of Aerenal, who are explicitly sacred commandos who hunt down and destroy undead.

I’ll be answering more questions in the days ahead: thanks to my Patreon supporters for their support and interesting questions!