IFAQ: The Emerald Claw

My new book Exploring Eberron is available now on the DM’s Guild. You can find a FAQ about it here. Today I want to look at a few questions about the Order of the Emerald Claw.

The Order of the Emerald Claw seem like terrible villains. While they’re sometimes compared to “The Nazis in Indiana Jones movies,” they don’t have the power base or support that made the Nazis a credible threat. If everyone hates them, how is it that they get away with anything? And what have they actually DONE that’s worse than the Swords of Liberty, anyway? The Kanon take on the Blood of Vol just makes this worse, because by the original 3.5 interpretation they at least had the support of the Blood of Vol religion, while Keith’s take on the Blood of Vol emphasizes that they don’t approve of the extreme actions of the Emerald Claw.

So, there’s a lot to unpack here. First of all, I want to drill down on the narrative purpose of the Order of the Emerald Claw. There are MANY villains to choose from in Eberron. On one side of the spectrum we have the Lords of Dust and the Dreaming Dark. Both of these organizations are extremely powerful. Both have fiendish agents that can pose a challenge even to epic-level characters. Both have vast resources and far-reaching plans, but both are masters of subterfuge. Quori mind seeds and overlord cultists can be found in any organization, often with no obvious indication of their true allegiance. Given this, they are intended to be long-term villains. At low levels, adventurers who clash with them won’t even know what organization they are dealing with; it’s only at higher levels that they will start to realize just how widespread these powers are. Both organizations have plans that could transform Khorvaire itself. And in both cases, even once adventurers know that they are dealing with, they are SO vast that you can’t expect to bring them down in a single fight. On a fundamental level, players can’t hope to DESTROY the Lords of Dust; they can only hope to kick the can down the road, stopping their current plans and forcing them to return to their schemes for another century.

For a second tier of villain, you can bring in Dragonmarked Houses or nations themselves. These forces aren’t otherworldly, and their motives often aren’t mysterious; but because of their vast support it can be difficult for adventurers to oppose them. And in the case of nations, their motives may not be evil. If the Royal Eyes of Aundair are trying to obtain a magical weapon to help Aundair win the Next War, it’s entirely conceivable that there might be a wizard among the adventurers who studied at Arcanix and who actually thinks Aundair SHOULD win the Next War. These forces DO have vast support and thousands of people who believe that their actions are justified, and adventurers may need to think about the consequences of choosing a side. And likewise, adventurers likely can’t expect that through their actions they will destroy House Deneith or the nation of Aundair.

But perhaps you’re just starting a new campaign. The low level characters aren’t capable of fighting rakshasa. They don’t yet know enough about the world to appreciate the deep schemes of the Dreaming Dark, or the impact of making an enemy of House Deneith. You need a villain that’s easy to understand and who operates on a scale small enough for people to understand. Lucky for you, there are three groups specifically designed for this purpose.

THE AURUM are classic Bond villains. They’re rich and powerful enough to hire thugs or adventurers, but they don’t have the vast resources and international influence of the Dragonmarked Houses. Their goals are PERSONAL and SELFISH. The average Aurum Concordian isn’t trying to RULE THE WORLD; they’re trying to get a particular artifact for their collection, or to crush a business rival, or to simply increase their own wealth. Their motives are easy to understand. They have enough power to make life difficult for adventurers, but they aren’t ancient immortals or as well connected as Dragonmarked barons; if the players make an implacable enemy of a Concordian, they can simple go to a new city for a while. In short, the Aurum are EASY and OBVIOUS villains: people with enough power to either threaten low level adventurers or to hire them, but intentionally NOT as powerful as Dragonmarked Houses, let alone the Lords of Dust. WITH THAT BEING SAID… If the adventurers love the Aurum and you WANT to have that low-level villain evolve into a greater threat over time, you can choose to engage the Cabinet of Shadows, revealing that the Aurum ISN’T just a collection of wealthy narcissists and DOES have a greater agenda. But that’s simply an option; MOST concordians aren’t part of the Cabinet, and their actions and motives can be as shallow as you want.

THE CULTS OF THE DRAGON BELOW are irrational and can appear ANYWHERE. They aren’t a vast, monolithic force; they are a myriad of small cells, and each one is driven by its own unique visions. Even two cults tied to the same daelkyr may have no awareness of or connection to one another. Their goals can be as grand or as focused as the story requires, and could be as simple as a handful of murder-sacrifices or as grand as a ritual that could destroy a city. But as every cell IS unique, they are a force whose goals are typically easily understood and that can be completely defeated. Defeating the Transcendent Flesh sect in Wroat doesn’t defeat DYRRN, but that particular cult can be conclusively eliminated. Again, in comparison to the Dreaming Dark or the Lords of Dust, you can think of them as “Monster of the Week” villains; their schemes AREN’T necessarily part of some vast grand scheme, they HAVEN’T anticipated your interference; and if you defeat them today, this particular cult WON’T be back to cause trouble. On the other hand, if you WANT that long term threat to evolve over the campaign, the daelkyr play the same role here that the Shadow Cabinet does for the Aurum. In fighting the cults, low-level adventurers will come to learn about the daelkyr, who are a greater threat that may challenge them at higher levels—but that doesn’t change the fact that they have conclusively triumphed over THIS ONE CULT.

THE ORDER OF THE EMERALD CLAW are classic pulp villains. When they are described as “Nazis in Indiana Jones Movies” the emphasis is on IN MOVIES, not “historical Nazis.” I think a better comparison is Cobra Command from the GI Joe franchise. The Emerald Claw doesn’t have the support of any nation. There is nothing sympathetic about its agenda. The Emerald Claw serves a narcissistic lich who is willing to drown innocents in blood if it helps her get the power she seeks. And like the Cults, the Emerald Claw is a “Monster of the Week” villain. Its schemes are focussed and often exactly what they appear. Its minions can come in all levels of power; a group of 1st level adventurers can face a changeling necromancer who’s just PRETENDING to be a vampire and his squad of goons, while a group of 10th level adventurers can face a squad of ACTUAL vampires. You could use the Emerald Claw as villains in a single adventure and then never use them again, or you can use them as recurring villains, until the adventurers ultimately find a way to destroy Lady Illmarrow herself… because unlike The Dreaming Dark, the Lords of Dust, or even a dragonmarked house, it’s plausible that a group of adventurers COULD defeat Lady Illmarrow and truly destroy the Order of the Emerald Claw. The Emerald Claw is a FINITE villain, whose goals are petty and focused. And in specifically comparing it to the Swords of Liberty, the point is that the Swords of Liberty may use violent methods, but they have a rational goal; they want to affect political change. We never expect players to have any question that opposing the Emerald Claw is the right thing to do, any more than GI Joe will ever say “Huh, Cobra might actually have a good point” or than Indiana Jones will say “Maybe we SHOULD give the Nazis the Ark of the Covenant this time.”

So focusing specifically on the Emerald Claw, it’s INTENTIONAL that everyone hates them, that they don’t have the support of nations, that they can’t field an army. They are a terrorist force that can appear anywhere to cause chaos, but they DON’T have the power to, for example, conquer a nation (or even a large city). If you oppose them, YOU aren’t making an enemy of a nation or choosing a side in the Next War.

As for “What have they done that’s so evil,” what do you WANT them to have done? The point is that they are a terrorist organization that uses necromancy as a weapon. Using my OWN campaign as an example, I recently ran a campaign set in Callestan that involved the Emerald Claw…

  • In the first session, an agent of the Emerald Claw paid a PC courier to carry a time-locked bag bag of holding to a crowded tavern, thinking they were going to meet a client. Instead, the bag opened and turned out to be full of hostile skeletons, and the PCs had to protect the patrons from these undead.
  • Next, a friend of the adventurers was infected with a zombie virus set to trigger when the victim entered a micro-manifest zone tied to Mabar, which turned out to be in a local dreamlily den. The adventurers were able to contain the outbreak, but they couldn’t save everyone—and there was no saving their friend.
  • Next, the Emerald Claw used the micro-Mabar zone to throw a few blocks of Callestan into the Hinterlands of the Endless Night; the players had to find a way to escape, also openly clashing with agents of the Claw for the first time.

The point is that these acts were all SMALL SCALE. The Emerald Claw was testing necromantic weapons on a captive populace that no one (aside from the PCs) cared about. The EC could well be planning to unleash these techniques on a larger target—spreading a contagious zombie virus across Sharn itself—but the adventurers were dealing with a small, localized problem. And ultimately, they could locate and defeat the necromancer responsible for these tragedies. It could be that that necromancer WOULD return in a future adventure in a new undead form—with greater powers to challenge the more powerful player characters—but the adventurers could absolutely wipe out that CELL and feel a legitimate sense of triumph, which can be more difficult when dealing with the Lords of Dust and their far-reaching schemes.

But patriotism… OK, but haven’t we said that many of the soldiers of the Emerald Claw are Karrnathi patriots? Indeed… Karrnathi patriots who want the Queen of the Dead to take over Karrnath and then lead it to conquer Khorvaire. These “patriots” are extremists whose goals aren’t supposed to be sympathetic. This isn’t like the Swords of Liberty, where you might introduce a cell leader whose actions are driven by the cruel actions of a local noble who tormented their vassals. Likewise, if you WANT some shades of gray with your necromancy, you can use a Blood of Vol sect who AREN’T tied to the Emerald Claw, and who may have legitimate grievances. Whether or not they are driven by patriotism, Emerald Claw agents ultimately want the living people of Khorvaire to be ground under the skeletal bootheel of the Queen of the Dead; this isn’t supposed to be some kind of rational “OK, maybe they’re got a point here” situation. THIS is why kanon divorces them from the Blood of Vol; because as a faith, the Blood of Vol has many shades of gray and sympathetic aspects, while the Emerald Claw is supposed to be an absolute evil.

But Erandis is a tragic figure… Certainly! I’ve explored this in a number of other articles. But her personal tragedy isn’t supposed to justify the horrors she inflicts in pursuit of her goals. Again, from a design perspective, the Emerald Claw are supposed to be absolute villains; the players are never expect to say “Wait, we shouldn’t fight them until we know more.” While the personal tragedy of Erandis helps to explain how she went down this dark path, she still went down that path. What suggested with the saga of the Queen of the Dead is the possibility that if she achieves her goal and truly ascends, that she could BECOME a benevolent entity and perhaps even feel remorse for her actions, but that’s supposed to be a wacky twist, not a justification for the terrors she inflicted on innocents in her quest.

So the Emerald Claw aren’t SUPPOSED to be the most powerful or nefarious villains of the setting; on the contrary, they are specifically useful BECAUSE they operate on a small scale, with actions that are typically both clearly reprehensible (starting a zombie outbreak in an innocent neighborhood) and small enough that they can be dealt with by a party of adventurers. They’re an opening act who can appear any time you need a quick and easy villain and who help prepare the players to take on the REAL villains of the campaign, whose schemes are more subtle and far-reaching. Likewise, all of these three groups—the Aurum, the Cults of the Dragon Below, the Emerald Claw—could themselves turn out to be unwitting tools of the Lords of Dust!

Were all of the original members Karrnathi knights or have there been supporters and laymen members from its creation?

The organization takes its name from the Seeker chivalric order that served in the war, and uses the reputation of that original order to present its members as Karrnathi patriots opposing the weak leadership of Kaius III. But from the very beginning, the actual members of that order were only a fraction (albeit an elite core) of the new Order of the Emerald Claw. Lady Illmarrow had been building her power for centuries, and the Emerald Claw is just a convenient rallying point for her forces… and remember that Illmarrow herself isn’t a Seeker of the Divinity Within! So from the very begining, Illmarrow’s operatives included undead lieutenants and retainers from her domain in Farlnen, along with thugs recruited From Lhazaar Seeker offshoots… reinforced with Karrns angry about Kaius’s peace initiative and lured by dreams of power in the new Empire of the Queen of the Dead. Essentially, there ARE misguided Karrnathi patriots and Seekers in the Order, including original members of the Chivalric Order. But many of its members—especially in its inner circle—seek only personal power in the service of Lady Illmarrow and have no interest in Karrnath or the Divinity Within. The cause of Karrnathi patriotism is a convenient figurehead that lets the order APPEAR to have a legitimate political motive, but they ultimately serve only the Queen of the Dead.

Would you run a campaign of emerald claw player characters fighting Kaius since he is not a real patriot nor a real bov believer?

Now, I wouldn’t. When I want to run a story that’s about patriotic Seekers whofeel betrayed by Kaius, I use the Order of the Ebon Skull—another Seeker chivalric order that was disbanded. These are my go-to group to explore anyone with legitimate grievances who are actually trying to make Karrnath a better place and to help Seekers. From a design perspective, the Emerald Claw isn’t SUPPOSED to have this sort of depth. It’s a front that has been entirely corrupted to serve the purposes of Lady Illmarrow, who is neither a Karrnathi patriot nor a believer in the Divinity Within, and anyone who serves her is either a willing tool or a dupe.

With that said, I ran a campaign in which one of the PCs WAS a paladin of the Blood of Vol who had been trained by Lady Illmarrow and who specifically wanted to bring down Kaius because he’s not a real patriot or a real BoV believer. But from the very beginning the PLAYER knew that his character was a dupe being used as a tool by Illmarrow. His whole idea for his story arc was that if he succeeded in bringing down Kaius he’d REALIZE he’d made a terrible mistake and would ultimately have to battle Illmarrow and the Emerald Claw. So the character wasn’t somehow proving that the Emerald Claw wasn’t so bad; the player KNEW the character was a fool and a tool, but wanted that revelation and redemption to be part of his story arc.

For Emerald Claw members who know that the order is loaded by Vol, what are their motivations?

Forget the name “Vol” for a moment. Most members of the Order of the Emerald Claw know that their order is led by Lady Illmarrow, the infamous lich also known as the Queen of the Dead. Some believe that Illmarrow will take over Karrnath and then lead Karrnath to conquer Khorvaire. They want this because they believe their leaders are weak and because they believe that they will hold positions of power in this future empire of the undead. Many others don’t care about Karrnath or the Blood of Vol, and are interested PURELY in the personal power they can gain. Some are necromancers who yearn for the arcane secrets Illmarrow can teach them. Others simply hunger for the power and immortality of the vampire or the death knight. Their motivations aren’t supposed to be sympathetic; again, if I want a complex story, I’ll use the Ebon Skull. So if your brother has joined the Emerald Claw, it means your brother dreams of living in a world ruled by a ruthless lich-queen and is willing to kill innocents to make it come to pass. Maybe he hates life. Maybe he thinks mortal rulers are weak and misguided. Maybe he wants revenge on someone. But again, if he’s joined the Emerald Claw, it’s because he is willing to kill innocents so a ruthless lich-queen might someday rule the world.

Thanks as always to my Patreon supporters, who keep this blog going!

IFAQ: The Elvish Language

My new book Exploring Eberron is available now on the DM’s Guild. You can find a FAQ about it here. Yesterday I posted an IFAQ about developing languages. In the comments, a question came up about the role of the Elvish language in the world. Since the answers have broader implications on a general philosophy of worldbuilding, I wanted to make it a standalone IFAQ. So…

Elvish is the language of Thelanis. Is that primordially true, i.e. did Elves speak that language prior to their enslavement by the Giants? Also, if Elvish is the language of Thelanis, are Elves born knowing it, or must it be taught to children like any other language?

There are no canon answers to these questions. By the rules of D&D, elves speak Elvish. It’s part of their racial features. There’s no explanation of where the language came from or how they come to learn it. So first, to be clear, everything I’m about to say is what I do IN MY CAMPAIGN. It has no foundation in any canon source, though as far as I know it doesn’t contradict any canon source either; the topic has simply never come up. But if you don’t like it, don’t use it. To me, this is a perfect example of a choice where you need to think about the broader implications—you need to be sure you WANT your story to go down a particular path. So I’ll tell you my answer, but then I want to talk about WHY I’d answer that way.

First: Elvish is the language of Thelanis. That is primordially true. The planes are universal concepts, and their fundamental principles don’t change (setting aside the complications of Dal Quor!). With that said, one of the minor effects of Thelanis is that while you are in Thelanis, you understand Elvish. When you’re wandering through the Endless Weald, you can understand the songs of the dryads singing in the trees; you are part of the story and that means you understand its words. It is only when you and a dryad LEAVE Thelanis that you realize that you can’t understand her any more, and start hearing her words as Elvish instead simply understanding their meaning.

Second: In my Eberron, every elf is born with an innate understanding of the Elvish language. It doesn’t matter if you’re an orphan born in a Sharn gutter or a proud Aereni. You don’t have to be taught; the language a part of you, tied innately to the Fey Ancestry feature. It is impossible to be an elf and NOT understand Elvish.

WHY DO THIS? What appeals to me about this is that in concretely establishes that elves are not human. They aren’t just humans who have pointed ears and live for centuries. They are fundamentally alien beings whose minds do not work the same way as human minds. It further reinforces other things we’ve established about the elf cultures, namely that they are extremely tied to tradition and that they aren’t as innovative as humans. This makes sense if elves have a greater degree of engrained knowledge and instinct than humans. As an elf, you never have to develop a new language. You are born knowing THE LANGUAGE, the language that will allow you to speak to any elf anywhere.

This comes back to one of my basic principles of world building. I like exploring worlds that are unlike our own. To me, it’s fascinating to consider the impact of having a language seared into your brain from the moment of birth. How would that affect the development of culture? It is fundamentally the antithesis of the Babel story—the people of the world are divided by their many languages, but all elves are united by their common tongue.

The original question included this: was Giant the language that the oppressed elves were supposed to use with their overlords, while Elvish was preserved as the language they used among themselves? Absolutely. The giants weren’t going to learn Elvish, so elf servants had to learn at least basic Giant. It’s not that Elvish was preserved, because the elves couldn’t forget it even if they wanted to. But it was unquestionably SUPPRESSED, and elves would be punished for speaking it. But this is also a crucial factor in the eventual uprising. Captives of the giants, descendants of Qabalrin refugees, the unconquered ancestors of the Tairnadal—despite their different cultures and histories, they were united by the Elvish tongue and could always understand one another. Given this, one might well ask what about the Drow? First of all, by the RULES drow speak Elvish. Second, they possess the Fey Ancestry trait. To me, those two facts hold the answer. While altered by the giants, the drow still have their Fey Ancestry, and it is through that ancestry that they know the Elvish language.

This gets to a much deeper and more complicated question: Do the Khoravar (half-elves) innately understand Elvish, or do THEY have to learn it? The reason this is complicated is because it has vast ramifications on the relationship between Khoravar and Elves. We’ve often raised the question can a half-elf become a Tairnadal? Could they join the Undying Court? If all elves innately understand Elvish and Khorvar do NOT understand Elvish, that’s a deep point in favor of the idea that Khorvar are fundamentally not elves… while if they are born with the knowledge of Elvish, that’s a strong argument that they ARE spiritually part of the elf species and COULD connect with Patron Ancestors. PERSONALLY, I would say that Khoravar DO innately know Elvish, for the same reason as drow. Under the rules of 5E, half-elves possess the Fey Ancestry feat and have Elvish as an ingrained language. For me, it’s all about that Fey Ancestry; part of what it means to have Fey Ancestry is to KNOW ELVISH, in the same way that I’ve said that part of being a druid is that you KNOW DRUIDIC. This also explains why the Valenar were so quick to bring in Khoravar administrators; they may not consider them equals, but it’s good to have an administrator who KNOWS THE LANGUAGE. But this is definitely a case where I could see a DM ruling the other way specifically because of how they want to play out that story of the Khoravar who wants to be Tairnadal. We’ve also made a point of saying that many Khoravar communities develop a Khoravar Cant that is a unique blend of Elvish and Common; part of the point of this is that they KNOW Elvish, but they are choosing to speak in a manner that is unique to THEIR people, not simply relying on the language of either parent. Likewise, it adds color to the relationship between Aereni and drow; even though the drow were created to kill elves, they still know the Language.

So this raises another interesting question… what happens when you need a new word? A situation arises where there’s a concept that’s never been expressed in Elvish, or a poet is expressing an entirely new concept. Do they create a new word? If so, wouldn’t they have to teach it to others? Isn’t this exactly how we end up developing unique dialects and new languages? Certainly. But this is where we get back to the point that they’re not human, that they are touched by the Fey, that this is something that fundamentally doesn’t make sense. The poet doesn’t create a new word the way a human poet would. They realize they already know the word, even though it’s never been spoken in Elvish before. And once spoken, every other fey creature also knows that word. Because Elvish isn’t just a mundane, mortal language; it is an immortal, magical language. An elf knows Elvish because fundamentally, they are fey, and being fey means knowing Elvish. The language evolves as it is needed, and all fey creatures know the language. What this DOES mean is that any creature without Fey ancestry who learns Elvish WILL find that new words occasionally appear and they’ll have to learn their meaning, because without Fey Ancestry, they don’t get those automatic dictionary updates.

This is a long discussion of a point that, mechanically, makes no difference. Because by the rules, elves just know Elvish. It’s a racial feature with no inherent story. But the point is that once you add a story you GIVE it meaning. The reason I’d say that they DO all know it, that it is fundamentally tied to Fey Ancestry is because I WANT to explore the impact of that decision—on the Xen’drik Uprising, on the relationship between Khoravar and Aereni, on the idea of elves being bound to tradition. I think it’s interesting to explore ways in which elves AREN’T like humans, and to imagine what it would be like to be born with immediate, perfect knowledge of a language.

So, in conclusion, when there is no canon answer to questions like this—or even if there is!—the question to me is always how will it affect the story, and what story do I want to tell? *I* find the story of innate-knowledge-of-Elvish more INTERESTING that Elvish-is-just-a-mundane-language-like-any-other. But you certainly don’t have to agree with me!

Are there other languages that would work the same way?

Certainly. I’d say that an aasimar understands Celestial the same way that an elf understands Elvish; they don’t have to learn it, and you can’t be an aasimar and NOT understand Celestial (unless you’re an aasimar tied to a power that speaks another immortal language; note that the Court aasimar in Exploring Eberron speaks both Elvish and Celestial, and of course has Fey Ancestry!). All true immortals are born innately possessing all of their basic knowledge, including languages, and I would say that just like I’ve suggested with Elvish, if Celestial needs a new word, all creatures with an innate knowledge of Celestial automatically know that word. Again, MORTALS who have LEARNED the language wouldn’t get that automatic update. This could be an interesting element for archaeologists, being able to date inscriptions in Abyssal or Celestial based on “Note the use of ‘Alael’, which didn’t become part of the language until the Age of Giants.” But in general this would be an aspect of immortal languages. Humans can make new languages; immortals are born knowing their language, and again, can usually make themselves understood when they wish to.

In this article I suggested that Undercommon might be constantly evolving, but that anyone who could speak Undercommon automatically knows the current form of it—essentially the same principle as the Elvish dictionary updates, but that rather than just ADDING to the existing language, the pre-existing words are always changing… and that when you find inscriptions in Undercommon, they may make no sense under the current form of the language or they might have taken on a new meaning. However, this is a pretty difficult concept for us poor mortals to wrap our brains around, and I didn’t actually push it in either the Wayfinder’s Guide or Rising From The Last War.

Before the fall of Xen’drik were there multiple Giant languages for each realm?

This comes back to the whole question of language-in-games in general. Xen’drik is a massive continent and there were multiple, very distinct giant civilizations. Barring some exterior factor—IE Fey-Ancestry-means-you-speak-Elvish—it’s reasonable to assume that these different giant cultures would all have developed unique languages. However, it’s also the case that we haven’t defined those languages; we’ve never mentioned Sulatan or Elevenese. What we’ve said is that the language we know as Giant was the COMMON TONGUE of Xen’drik, widespread enough that it is what you find spoken by the vast diverse range of creatures across the continent. I might very well introduce the idea of Elevenese as a PLOT DEVICE—the adventurers have found an ancient scroll in Risia that’s written in old Elevenese, the pre-Giant language of the Group of Eleven! It’s completely unknown in the modern age, and you’ll need to use Comprehend Language!—but I’m not going to expect a player character to waste a language slot learning Elevenese; Giant is the language you NEED to know to get by in Xen’drik. Again, at the end of the day, it’s the question of how will this decision affect the story you and your friends tell at your table?

What is the difference/relationship between Celestial and Draconic?

In the article that’s been linked a few times I suggested that they might be the same, but I’ve actually backed off from that (and we didn’t include it in Rising From The Last War). I think that there are SIMILARITIES between the two, just as I’ve suggested that Goblin and Orc may have their roots in Abyssal (noting the similarity between Goblin and the names of the Overlords). But essentially, I think Draconic is the oldest MORTAL language, but it’s not an IMMORTAL language.

What about gnomes? Aren’t they fey? Do they know Elvish?

The idea that gnomes are from Thelanis was added into the fourth edition books specifically to address the fact that in fourth edition Dungeons & Dragons, gnomes were fey creatures. This is no longer true in fifth edition, and it’s not something we mention in Rising From The Last War. To my mind, this is in the same category as BAATOR, which was added into the planar cosmology in fourth edition, and REMOVED AGAIN in Rising From The Last War. Canon can evolve, and the latest canon does NOT have gnomes as Thelanian immigrants. What I have suggested is that there are gnomes who have immigrated FROM EBERRON TO THELANIS through the Feyspires, but they are natives of Eberron. They do not have Fey Ancestry and as such don’t have an innate understanding of Elvish. If a gnome knows Elvish, it’s because they learned it like anyone else.

Setting aside the fact that the idea of gnomes being from Thelanis was always a 4E artifact, the gnomes and elves of Eberron have a few very fundamental differences that reflect this. The elves are deeply bound to tradition and not driven toward innovation. They are happy to exist in isolation. By contrast, gnomes are typically extremely inquisitive. They are called out as being explorers, seeking out new lands and discovering new cultures. The Zil try different religions. House Sivis is specifically called out as having created multiple languages. They’ve reverse-engineered elemental binding techniques recovered from Xen’drik. The fact that there’s some gnomes in Thelanis is a reflection of that deeply inquisitive nature—not of Thelanian origins. With that said, as I describe in the Exploring Eberron FAQ, I’m playing a gnome artificer from Pylas Pyrial in my current campaign. But he’s NOT a fey creature; he’s just using the “Magical Thinking” style of artifice tied to his Pyrial upbringing.

Thanks for taking this deep dive into the Elvish rabbit hole. And thanks to my Patrons for making it possible!

IFAQ: Creating Languages

My new book Exploring Eberron is available now on the DM’s Guild. You can find a FAQ about it here. I am currently working on a longer article about the Nobility of Khorvaire, but as time permits I like to answer interesting short questions from my Patreon supporters, so here’s one from Samantha:

How do you pick the names for the Overlords? They seem to all have a common thread or convention, and I’m dying to know what it is.

The answer is tied to a broader question of worldbuilding, which is how deep do you go in creating languages for a world? Exploring Eberron includes a Goblin glossary, compiled with help from Don Bassingthwaite and Jarrod Taylor. The bulk of that glossary was developed by Don when he was working on his Legacy of Dhakaan novels, but he built it on the foundation I’d established in previous sourcebooks. The answer is that I almost never go deep into creating a language; but my goal is to be distinctive and consistent. I don’t usually bother to create a full dictionary of hundreds of words. But I establish a simple set of rules and keep track of existing words, and use the existing words as a foundation going forward.

So for example, here’s a few we came up with developing the 3.5 Eberron Campaign Setting.

Elvish. The elves use a lot of diphthongs, especially ae and ai. Words often have a soft flow, and V and L are common letters: Vadallia, Valaestas, Valenar, Vol. We quickly established Shae as “City”, Taer as “Fortress”, and “Pylas” as “Port.” This is important for worldbuilding, because you want consistent naming conventions for places when you are creating maps—even if you don’t yet no the culture. Elvish words are usually multisyllabic, and L, S, and R are common end letters… Tairnadal, Aerenal, Valenar. However, you have a few short names, usually formed on -ol—Vol, Shol.

Goblin. An immediate goal was for Goblin to feel harsher than Elvish. Goblin also uses a lot of diphthongs, but generally with repeated vowels—duur, ghaal, guul. It blends sibilance with harsh k and kh sounds—Shaarat’khesh, Taarka’khesh, Kech Shaarat. As seen in two of those three examples, glottal stops are common. As with Elvish, we immediately settled on place names, so draal was “city”; Rhukaan Draal, Cazhaak Draal, again with the harsher sound, dipthongs, and hard k’s. We started with those few basic words: duur is “dirge“, shaarat is “sword”, taarka is “wolf”, volaar is “word”, ghaal is “mighty” and could be attached to a people (ghaal’dar) or thing (ghaal’duur). We had Shaarat’khesh, the “silent blades” and Kech Shaarat, the “Keepers of the Blade.” But the point is that at the time, we didn’t have too much more than that. Until Don came along, we DIDN’T create a extensive Goblin dictionary; it was simply the case that when you needed to make a new Goblin word, you wanted to look back over the words that already existed and to make a word that feels like it fits the same pattern. So again, for me, the vital element is consistency.

So with that in mind, how did we pick the names of the overlords? Well, even before picking their names, we established the idea that every overlord would have a common title. The overlord’s actually names would be ancient and people might be superstitious about using them. Beyond that, part of the issue of using alien languages is that players can have trouble remembering them. “Rak Tulkhesh” is a jumble of sounds; “The Rage of War” immediately says this is an angry warmonger. So for most of them, the TITLE came first: The Rage of War, the Voice in the Darkness, the Keeper of Secrets, the Shadow in the Flame. In then developing their actual names, it’s the same process as for Goblin or Elvish: establish basic principles and make sure you stick with them. So…

  • Most overlords have a monosyllabic first article and a multisyllabic second article: Rak Tulkhesh, Sul Khatesh.
  • Like Goblin, overlord names often combine harsh consonants with sibilants—Tulkhesh, Oreshka. However, overlords generally DON’T use diphthongs or glottal stops.
  • Ul, kh, and sh are common; Sul Khatesh, Tul Oreshka, Rak Tulkhesh. Part of the concept is that while they’re usually broken into short-name long-name, to some degree each syllable has power… it’s actually Rak-Tul-Khesh and Tul-Or-Esh-Ka. This plays to the idea that on some level the name of an overlord is an incantation… which explains why you DON’T want to say their names!

There are exceptions to all things. Eldrantulku the Oathbreaker uses a single word in both name and title, but you can still imagine his name as El-Dran-Tul-Ku. Dral Khatuur has a diphthong in her name. She probably should have been Dral Khatur; I admit that this was just a case where *I* liked the look and feel of Khatuur… Dral-Kha-Tuuuuur.

Some older versions of D&D had Lawful, Neutral, and Chaotic as languages, but didn’t fully expand on their role. How would you make them distinct from Infernal, Abysmal, and/or Celestial for Eberron?

PERSONALLY, how I’d make them distinct is by making them nonexistent. There’s a number of reasons why I wouldn’t use these in my campaigns.

First, I usually find that having too many languages tends to get in the way of a story instead of making it more fun. The last thing I want is for the adventurers to meet a crucial NPC but then find no one can speak to him. This CAN be fun if it’s a specific part of the story — they need to play charades to figure out the directions to the dragon’s lair, or they need to find the one sage in the region that can read ancient Orc. But I don’t want that to be a part of EVERY ADVENTURE. As a result, I tend to REDUCE the number of languages in the game, focusing on the idea of “common tongues” — Common as the common language of Galifar, Goblin as the common language of Galifar, Giant as the common language of Xen’drik, Riedran as the common language of Sarlona. Exotic languages are EXOTIC and may play an interesting story role — the gnolls will be impressed if you actually speak gnoll — but any Znir gnoll will understand Goblin.

But beyond that, ALIGNMENT languages are especially weird for Eberron, where we try to downplay the role of alignment and play up personal choice. It’s not like you are born lawful and go to lawful school where they teach you to speak Lawful. You could make it the language of Daanvi, and in the 3.5 ECS many planes have languages. But in my Eberron, any immortal that WANTS to be understood WILL be understood. When the couatl appeared to Tira Miron, it didn’t speak Common; it just SPOKE, and she UNDERSTOOD. When you finally make it to the Amaranthine City of Irian, I don’t WANT you to find that you don’t understand anything the crowds are saying. The planes aren’t just mundane alien worlds, they are UNIVERSAL SYMBOLS — and as such, I say that if an immortal wants to be understood, it WILL be understood. I don’t mind having planar languages as the MOST esoteric of the esoteric languages; if you find a SCROLL from Mabar, maybe it’s written in Mabaran. And to be clear, an immortal CAN speak a mundane language if that serves its purpose. But that’s a conscious choice.

So having said all that, it’s not what I would do, but on that principle of EVERYTHING HAS A PLACE, if I HAD to put alignment languages in Eberron, I would say that they are fundamentally magical languages; they are universal languages — the speech of immortals — but are only understood by people who share the outlook of the speaker. So perhaps a Shavaran angel of the Legion of Freedom DOES speak Chaotic, which means that any creature with a chaotic alignment understands it perfectly and no one else understands it at all. It is the language of FREEDOM, understood by any free spirit. But it’s not a language you can LEARN; it’s part of the I’m-an-embodiment-of-chaos aspect of the immortal. If a player character could speak it, it would be through some kind of magic item or supernatural gift.

As a fun side note: sometimes soldiers or emergency service personnel use a “pointy-talky” card to facilitate communication with people when they have no common language. When we were developing the RPG Phoenix: Dawn Command we created a pointy-talky for Phoenixes to use on their missions; I’m going to share that now on my Patreon!

IFAQ: Immortal Alliances

When time permits, I like to answer interesting questions posed by my Patreon supporters. Today I want to answer a few questions about immortals in Eberron.

In the past I’ve said that one of the most important differences between mortals and immortals in Eberron is that immortals lack free will. With a few notable exceptions, immortals can’t change. They may LOOK like humans (or humanoids), but they are essentially cogs in a metaphysical machine: created to serve a specific purpose. The gear in a watch didn’t DECIDE to be a gear, and it can’t suddenly quit being a gear; in the same way, the typical angel of Shavarath didn’t DECIDE to fight in the war, nor could it choose to stop.

So: immortals come into existence with an established purpose and with the knowledge and tools needed to play that role. The deva in Shavarath didn’t have to learn how to use a sword, and more important, over the course of hundreds of thousands of years of war, it’s never gotten any better at it. Again, one of the strengths of mortals is that they can change. They begin with no skills whatsoever, but they can follow any path they choose. This isn’t to say that immortals can’t learn new facts. And this does vary by immortal. Hektula, the rakshasa Librarian of Ashtakala, has surely learned new spells over the last hundred thousand years. However, she may not have gained any new class levels in that time. She’s broadened her knowledge, but she is at the peak of her potential and can’t push beyond it.

Or course, there are exceptions! The radiant idols are fallen angels of Syrania. The kalashtar are bound to quori who rebelled against il-Lashtavar. It’s possible that you could find an angel of Shavarath who has abandoned the eternal war. But these are exceptionally rare. We’ve never said how many quori exist, but for sake of argument, let’s say there’s a hundred thousand… mostly lesser spirits like the tsoreva, and mostly devoted to duties in Dal Quor. From the perspective of the quori, the current era of Dal Quor has lasted for 400,000 years. In all that time, we’ve called out 67 quori who rebelled to become kalashtar. Let’s imagine there’s another 33 who were either caught and destroyed or who have managed to remain undetected. That’s still around a .1% rebellion rate over the course of 400,000 years… not too bad. Essentially, these are malfunctions. They’re gears that came into existence with the wrong number of teeth. Which is why the Dreaming Dark seeks to destroy rebel quori — to that energy can be drawn back into Dal Quor and reforged into a proper, compliant spirit.

So, keep these basic principles in mind. Most immortals come into existence with a clear purpose and with the skills they need to accomplish that function. They choose how they pursue that purpose, but they cannot change it. They are powerful, but they cannot learn new things as mortals can. Some of them have existed for a million years of subjective time. They don’t grow bored; they don’t desire change. They are what they are.

With that in mind, let’s look at a few questions.

How common is it for a fiend or cult to serve multiple overlords?

This depends on your definition of “Serve.” Most lesser fiends are bound to their overlord in the same way that the quori are bound to il-Lashtavar. Mordakhesh didn’t DECIDE to work for Rak Tulkhesh; the Shadowsword is essentially an extension of Rak Tulkhesh, the embodiment of one of the many ideas that falls under the Rage of War. Serving Rak Tulkhesh is part of his spiritual DNA; it’s not a choice, it’s what he IS. Thus, he will never feel that same loyalty to another overlord; it’s not in his nature.

HOWEVER: It’s possible that Rak Tulkhesh and Sul Khatesh could have a common goal, and that they might work together to create a cult that serves both of them. The mortals in that cult might feel equal loyalty to both overlords, just as devotees of the Restful Watch revere both Aureon and the Keeper. The fiends associated with the cult might work toward its common goals, but it doesn’t change the fact that every one of those fiends is devoted to EITHER the Rage of War or Keeper of Secrets, not both. They pursue the alliance because it serves the purposes of their overlord, but there is never any question that THEY serve their overlord and only their overlord.

Ultimately, this sort of alliance is why the Lords of Dust came into existence—to facilitate cooperation between the servants of different overlords. With that said, it’s more common that this simply extends to preventing fiends from fighting one another as opposed to actual alliances like I’ve described above. In fact, I’m not sure there IS an example in canon of two overlords working together in that way. Part of it is because their natures are SO different that it is hard for them to forge a lasting alliance; a second aspect is that the things the overlords require for their freedom—the Prophetic “combinations” to their chains—typically have nothing in common. Keep in mind that the reason the overlords were defeated was because they wouldn’t cooperate… and that while we mortals would learn from that mistake, immortals can’t change. So it’s not IMPOSSIBLE to have a fiendish cult that serves two overlords, but it’s not common and not likely to be long-lived.

In theory, it’s MORE plausible with the daelkyr, because the daelkyr were all originally on the same side. They have shared resources; Dyrrn created the dolgrims and Belashyrra created beholders, but both can be found serving any daelkyr. However, it’s also the case that most daelkyr cults are shaped by the mental influence of their daelkyr patron, and this is a powerful and unique force; a mortal bound to both Dyrrn and Belashyrra would be mentally torn in two very different directions. So again, it’s more likely than an alliance between overlords, but still not likely to be a long-term alliance.

There’s one wild card here: non-native fiends. NATIVE fiends have a bond to a particular overlord. But we’ve called out the fact that there are immortals from the planes who have broken from their planes and joined with the Lords of Dust… essentially, rather than a fiend rebelling to become an angel, it’s a fiend rebelling to be a fiend somewhere else. Two canon examples of this are Thelestes, a succubi who serves the overlord Eldrantulku; and Korliac of the Gray Flame, a Fernian pit fiend allied with Tul Oreshka. Such fiends are already outliers, because they have broken their original path, which again most immortals can’t do. As such, there’s nothing that prevents them from choosing yet ANOTHER path. CURRENTLY Thelestes serves Eldrantulku… but she could decide to serve Bel Shalor and the Wyrmbreaker as well, or to simply break her ties to the Oathbreaker. Ultimately, as with all things, the end answer is do what’s best for your story. Most quori can’t rebel against il-Lashtavar, but SOME CAN; if you want a new rebel quori in your story, then there’s a new rebel quori! If you decide that the Wyrmbreaker is betraying Bel Shalor and working with Eldrantulku, so be it (though like the Devourer of Dreams, it’s not entirely odd to think that the chief servants of spirits of betrayal and corruption might themselves betray their masters!).

Can immortals be promoted or demoted? Can an immortal gain power?

Yes, just not in the same way that mortals can. Time and experience aren’t how immortals improve. Essentially, the way to think of any particular group of immortals—the quori, the angels of the Legion of Justice, the fiends of Rak Tulkhesh—is as a pool of energy. The amount of energy in that pool is static and cannot change. If there are a hundred thousand quori, there will always be a hundred thousand quori. Kill one—or a hundred—and their energy flows back to il-Lashtavr, which eventually reconstitutes that energy and spits out replacements. This is why people bind immortals instead of killing them; you can’t destroy that energy, but if you can take it out of circulation, that’s a win.

So: this pool of energy is static. But it’s not distributed equally. A powerful immortal like Mordakhesh holds more of that energy than a typical Zakya rakshasa. A powerful immortal can redistribute that energy. So it is POSSIBLE for a deva in Shavarath to be elevated to the position of planetar… but only if a planetar is demoted to deva, or if the deva is taking the place of a planetar that was destroyed rather than it being reconstituted. Likewise, Rak Tulkhesh could STRIP Mordakhesh of some of his power, and then invest that power into another fiend. So yes, the higher powers CAN elevate or promote the immortals below them; but only by redistributing that energy from somewhere else. There will always be devas in Shavarath; Justice Command can’t just promote them all to the rank of solar.

However, there’s one other possible twist. The energy within a pool is static. But the other way for an immortal to gain power is to TAKE energy from somewhere else. This is the idea of the Devourer replacing il-Lashtavar: that an immortal could USURP another immortal’s power. Another possibility is that an immortal could somehow draw power from an artifact or some other outside source. So Mordakhesh doesn’t gain levels just by killing things. But if he found some way to literally absorb the essence of a coautl, maybe he COULD gain strength. The main thing is that this would be a momentous event that is shaking the metaphysical balance of the multiverse. It’s quite possible that it would be dangerous and potentially unstable… that there would be some way to restore the couatl, pulling the power back out of the fiend.

What are the attitudes of the Daelkyr and the Dreaming Dark towards one another? What about the Lords of Dust?

The Lords of Dust, the Dreaming Dark, and the daelkyr are the three most powerful malevolent forces in the setting. Their ultimate goals are mutually exclusive. The Dreaming Dark seek a stable world dreaming their dream. The overlords seek a return to primordial chaos. The daelkyr seek to transform reality into something unrecognizable. There’s no vision of victory that will allow two of these groups to both be satisfied. It is also the case that they are DANGEROUS. A rakshasa doesn’t fear death; it knows it will return. But can a daelkyr change the ESSENCE of a rakshasa—driving it mad or turning it into something new and horrifying? If you’re a rakshasa, you don’t want to find out. Essentially, NO ONE in their right mind, immortal or otherwise, wants to fight the daelkyr if they can avoid it.

These groups don’t actually know much about one another. The daelkyr and fiends don’t dream, so the quori can’t spy on them that way. The Dreaming Dark holds its councils in Dal Quor where none can spy of them. Riedra is hidden from the Draconic Prophecy. The daelkyr don’t care what the other two are up to, and their actions are inscrutable. Dreaming Dark mind seeds and daelkyr cults can appear anywhere, subverting long-established Lords of Dust agents without even realizing it. So more often than not these groups will stumble onto one another accidentally—and when they do, the first one to realize it will usually act to eliminate the threat. Consider that the Edgewalkers of Riedra are specifically trained to fight fiends and aberrations!

On the other hand, if you WANT these groups to work together in your campaign, go for it. The main question is why. The easiest ally is the Lords of Dust, because their goal of manipulating the Prophecy could require one of the other factions’ schemes to succeed. The main thing is that in any sort of alliance, each faction likely thinks it’s coming out ahead in the exchange… because in the end, they can’t both get what they want.

Personally, I rarely use all three of these as equal threats groups in the same campaign. All of these factions have been scheming for centuries or even thousands of years. There’s no reason that all of their schemes have to come to a tipping point in 998 YK. It’s entirely reasonable to say that the stars won’t align for the Lords of Dust for another decade, or that the daelkyr are currently dormant. So you can have alliances or conflicts between them, but you also can choose to ignore one or more completely.

You could also have the groups work against one another, using PCs as pawns.

Certainly. As noted above, in my opinion if their plans conflict, they will oppose one another, and the player characters could be caught in the middle of that. The main thing in MY Eberron is that the Chamber and the Lords of Dust are actively at war (though a very cold war). They are playing a game on the same board—manipulating the Prophecy—and they understand one another. By contrast, neither the Chamber nor the Lords of Dust really have a clear picture of the daelkyr or the Dreaming Dark. So they eliminate these threats when they interfere with their plans, but they don’t see the big picture of what they are trying to accomplish — while the dragons and fiends DO have that picture with one another.

What’s a “native outsider?” Are they basically the same as immortals that live on other planes, only native to Eberron, or is there more to them than that?

“Native outsider” is a holdover term from 3.5 and can be thought of as “native immortal.” It means that the immortal is a product of the material plane. Native fiends are apocryphally said to be children of Khyber, while native celestials are children of Siberys. First of all, this means that when the immortal dies, it will be reborn on Eberron——while if you destroy a Shavaran devil on Eberron, it will be reborn on Shavarath. It’s also the case that immortals in some way embody the concept of their planes of origins. So take a pit fiend. If it’s from Shavarath it is ultimately a spirit of WAR and tyranny. If it’s from Fernia it is first and foremost a fiend of FIRE. If you just want a generic “I’m eeeeevil” pit fiend, than it should be a native immortal tied to one of the overlords, such as Bel Shalor. As a side note, the night hags of Eberron are native immortals, but aren’t tied to the overlords; they are their own faction.

Regarding stuff like efreet, salamanders, or similar entities, would you have them all follow the same template as fiends and celestials in that they generally maintain a particular alignment or distribution of alignments, or is this not a fundamental aspect of some groups of immortals and the alignment of a group is more dynamic in some cases?

My definition of “Immortal” means the following: the creature is tied to a specific plane; it came into existence with its skills and knowledge in place, and did not need to learn; it does not reproduce naturally; it has a static population, and when it is destroyed, either it will be reborn or a new creature of its type will appear to take its place. As long as it meets these criteria it doesn’t matter if a creature is a celestial, elemental, fiend, or aberration. If it does NOT meet these criteria, it is not immortal under these terms. Thus, for example, a vampire is immune to aging, but it won’t be replaced if it is destroyed and it has a method of reproduction. It’s not an immortal; it’s a mortal that is channeling the power of Mabar, which sustains its life.

Immortals are SYMBOLS more than they are living creatures. They have purpose, even if often that purpose is simply to represent an idea. The basic definition of “fiend” is that it embodies an EVIL aspect of an idea, while a “celestial” embodies a GOOD aspect of an idea. Shavarath is the plane of WAR. Devils represent war fought in pursuit of tyranny; angels, war fought in pursuit of justice. So for these spirits, alignment is part of their core concept. Elementals aren’t as clear cut and don’t have an automatic alignment bias. But as they are immortals, they represent IDEAS. So the key question is “What is their idea?”

In MY Eberron, what the efreeti represent is the beauty and glory of fire… but also its capricious and deadly nature. The raging bonfire is beautiful and awe-inspiring, but if you are careless it can burn all you hold dear. So too with the efreeti. They are glorious and powerful. But anger them and they will burn you in the blink of an eye. What we’ve said in Eberron is that alignment doesn’t tell us WHAT you’ll do, it tells us HOW you’ll do it. You can have an evil king who wants peace or a good queen who pursues war; it’s just that the evil king will be ruthless in his pursuit of peace while the queen will be kind as she pursues war. Efreeti don’t necessarily want to DO things we would consider evil. They want to celebrate their wealth and power. They want to outshine their rivals. An efreet might invite you to a grand gala in its brass citadel, with no hostile intent. But if you insult it, or embarass it by using the wrong fork, it will burn you with no remorse. THAT is what makes efreeti evil. It’s not that they are all conquerors or torturers; it’s that like fire, they have no mercy and no empathy. They BURN, bright and beautiful, and if you aren’t careful they will burn you.

So efreeti are not universally pursuing an evil CAUSE in the same way that the devils of Shavarath are. But they still have evil ALIGNMENTS because it’s in their nature to be merciless and unrelenting… even if a particular efreeti has no grand designs we would see as evil. Meanwhile, the beings who embody the purely benevolent aspects of fire are celestials, and those who embody SOLELY its destructive aspects are fiends. The Azer are spirits of industry and are neutral. Efreeti are both the beauty of fire but also its danger; they won’t necessarily pursue evil goals, but they have no remorse when their actions cause suffering.

That’s all for now! Thanks as always to my Patreon supporters for keeping this site going!

IFAQ: The Inspired

I’m still working on my Riedra article—which will now be split into multiple articles, though I’ll post both this week—but I thought I’d start the week off with an IFAQ on a related topic raised by my Patreon supporters: The Inspired.

Rising From The Last War has this to say about the Inspired.

Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.

Rising from the last war, page 294

This is concrete and clear. The quori can possess any dreaming humanoid that agrees to the possession. The Inspired are members of a subspecies of humanity—known as the Chosen in Riedra—bred to be possessed. What Rising doesn’t call out is that in the original canon, Chosen are bred to be possessed by a specific quori spirit; you’re not simply a generic Chosen available to all quori, you’re Chosen of Lord Sulatesh. Chosen can volunteer to be possessed by another quori (and most would be happy to do so), but only one spirit has unlimited access. In Riedra, GENERALLY “Inspired” means Chosen-who-is-actively-being-possessed, but if the spirit leaves an Inspired host because of important business in another host, the “empty” Inspired still maintains their position and will carry on in the spirit’s absence.

Now, Rising muddies the water a little with this subsequent paragraph.

Most of the people of the Five Nations have heard of the Inspired lords of Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, merchants and mayors might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.

RISING FROM THE LAST WAR, PAGE 294

The main point here is that the section is using “Inspired” as a general term for any creature possessed by a quori spirit. Which is fine, because you can use the STAT BLOCK for any such creature. But it’s important to understand that this second class of people—humanoids who have ALLOWED a quori to possess them—will not CALL themselves “Inspired” and they would not be recognized as Inspired by the people of Riedra. Likewise, it is the CHOSEN who “resemble the kalashtar, having an almost supernatural beauty.” There’s no change to the appearance of people who willingly allow themselves to become possessed, and again, these voluntary hosts can be of any humanoid species that can dream. The stat block in Rising presumes a Chosen host, but you could have a dwarf, an ogre, or even a shifter infected with lycanthropy as a voluntary host.

Quori possession is entirely different from the relationship between a kalashtar and their quori spirit. With the kalashtar, the quori is a passive presence that simultaneously guides many kalashtar. With the Inspired (voluntary or otherwise) the quori is an active presence that controls a single body at a time, and it fully dominates the host. What we’ve said is that while possessed by a quori, it feels like you are making your own decisions, but you have no control; because of this, people who are possessed by a quori for long periods of time often find that their personality shifts to mirror that of the quori, because it feels natural. This is why the Inspired are trusted even when they aren’t inhabited; even without the quori presence, they tend to think like the quori. However, this sort of shift requires years of possession. Someone who is tricked into accepting quori possession and quickly freed—either because the quori voluntarily leaves or because it is driven out—remembers what happened while they were possessed and can refuse to let the quori return.

So: a quori working with Chosen hosts can move between its vessels at will. It could have Chosen vessels on three different continents and coordinate international schemes involving all three hosts. However, if the quori is working with someone who was voluntarily possessed, they may not have this option; it could be that the moment they leave the host it will turn against them, raising the alarm and undoing their schemes. Note that such a freed host may not KNOW much about the quori’s grand schemes. Usually quori trick victims into accepting possession with clever lies—claiming to be an angel, or the spirit of a heroic ancestor, or something like that. The victim may quickly realize that’s true, but they don’t know what the quori actually is or what it wants. The quori gets access to the memories of the victim, but the victim doesn’t learn the secrets of the quori. So again, freeing a host can be a major snag in the plans of the Dreaming Dark, but it doesn’t provide access to all their secrets.

So just to sum up: The Inspired is the title used for the rulers of Riedra. These rulers are raised up from the Chosen—a magebred form of humanity who cannot resist being possessed by the patron quori of their line. Quori can also possess any willing humanoid capable of dreaming, but the once they leave that host they will have to be granted permission to return to it. 

The humans found in the Carrion Tribes of the Demon Wastes are supposed to be descended from refugees from Sarlona. Could some of these refugees have been people who were part of the Chosen magebreeding program? It seems wonderfully tragic for them to flee Sarlona to avoid being possessed only to end up in a land of fiends. Could this mean that there is a bloodline of Carrion Tribe barbarians optimized for fiendish possession?

Sure! We don’t know what was involved in creating the Chosen. It’s quite possible that the Inspired experimented with existing possessing fiends to perfect their hosts, and began with a vessel that was broadly vulnerable to any form of possession. The main point is that they’d have to have been failures as CHOSEN, because the defining feature of the Chosen is that they can be possessed ANYWHERE. Again, a quori of the Dreaming Dark can have Chosen vessels on every continent and move between them at will; their physical location is irrelevant. So a Chosen vessel can’t simply RUN from its patron quori; it will need to have some form of supernatural protection to avoid possession. But sure, you could have a bloodline in the Demon Wastes whose members are descended from early failures in the programs that created the Chosen.

The ECS notes the Chosen/Empty Vessels have slight fiendish and elven qualities (pg 290). With Sarlona and Aerenal being quite separate, is this elven quality a result of some magebreeding, selective breeding with traders, or just a way to describe their grace and etherealness?

Largely the latter. Rising is clearer about this, simply stating “Inspired resemble the kalashtar, possessing an almost supernatural beauty.” Actual elves would be a weird options since they’re very uncommon on Sarlona and because they don’t dream, which makes them a strange choice for a dream-host; I’d actually think that part of what defines the Chosen is that on one level they are ALWAYS dreaming, that their innate connection to Dal Quor is stronger than that of most creatures. The quori may have worked with tieflings from Ohr Kaluun as part of their program (giving that fiendish touch); another possible vector for an elf aspect is something that will come up in the upcoming articles, namely that one of the sorcerer-lines of Corvagura drew its power from Thelanis and had fey features.

What’s the story with mind seeds?

Mind seed is a psionic discipline from the 3.5 psionics rules that replaces the consciousness of the victim with a copy of the consciousness of the caster. In 3.5 the kalaraq quori had a specialized version of this—focused mind seed—that replaced the PERSONALITY of the victim while keeping their memories and skills intact, which is a pretty important detail if you want to to replace a top spy and not have them lose all the skills they need to perform their job.

Mind seed is a perfect example of an ability that is, ultimately, a plot device and doesn’t actually require psionics rules to be used in a story. It’s not intended to be used on player characters; it’s a tool that allows the Dreaming Dark to infiltrate other organizations, seeding people in their dreams. Seeds are the ultimate moles, because they aren’t possessed and thus can’t be exorcised; once the seed personality has taken hold, the only way to recover the original personality is with the equivalent of a wish. So again, it doesn’t really NEED mechanics; all that matters is that the Dreaming Dark has the capability to replace a victim’s personality with the personality of a Kalaraq quori, which allows them to have moles almost anywhere.

Of course, it’s reasonable to wonder: why doesn’t the Dreaming Dark have hundreds of mind seeds? Why aren’t all the rulers of Khorvaire mind seeded? There’s a few factors. The kalaraq generally plant seeds in dreams, so there’s the basic idea that they can only affect mortal humanoids that dream; they can’t mind seed elves or warforged. It’s also the case that mind seed is a slow process that can be stopped if it’s identified along the way (in the 5E version, you have about 6 days in which the effect can be removed by remove curse). So, for example, in Adar people know what to look for and will generally nip potential mind seeds in the bud. But people in Khorvaire are less familiar with this… so, why don’t they mind seed ALL the important people in Khorvaire? The answer is called out in Secrets of Sarlona: The quori don’t CONTROL mind seeds. Someone who’s possessed is entirely dominated by the possessing spirit. A mind seed is a copy of the quori in a humanoid body. The driving cause that unites the quori is the fear that the turning age of Dal Quor could destroy them all… but a mind seed ISN’T a quori and isn’t actually threatened by this. And worse still, the kalaraq quori are spirits of ambition. So it’s rare, but kalaraq mind seeds have cut ties with the Dreaming Dark to pursue their own ambitions… and as they have the cunning and knowledge of one of the leaders of the Dreaming Dark, these rogue seeds can be serious threats. As a result, the quori are very careful about not relying too heavily on mind seeds. The ideal mind seed has an interesting challenge that will keep the seed from becoming bored, while not having so much power that it will collapse the quori plans if the seed does rebel.

With that said, Rising From The Last War presents a simpler version of this that states that the victim “becomes a thrall under the quori’s control.” And you can certain take this approach, perhaps just limiting the number of thralls each kalaraq can have. But I prefer the original concept, which is that the mind seeds AREN’T under quori control. They serve solely because of inherited loyalty; but they have the potential, however rare, to evolve and rebel.

That’s all for now! More on Riedra will be coming this week. Thanks to my Patreon backers for keeping this site going!

IFAQ: The Elves of Aerenal

As chosen by my Patreon supporters, my next major article is going to be on the nobility of Khorvaire. This article is a shorter subject. Last week I wrote about the Tairnadal elves. This article deals with the other culture of Aerenal: the Aereni elves, the servants of the Undying Court. I’ve written about Aerenal in this article and this article, and there’s a section on Aerenal in Exploring Eberron; I’m including the two pages we’ve already previewed below. Let’s consider a few infrequently asked questions!

Image by Matthew Riley for Exploring Eberron

Are Phiarlan and Thuranni elves still considered Aereni? Are they eligible to become spirit idols or deathless? What about the elves with the Mark of Shadow who serve with the Cairdal Blades in Aerenal?

The answer to this is largely spelled out in this article. “Aereni” is a culture; being Aereni means that you honor your ancestors, give your devotion to the Undying Court, and serve the Sibling Kings. The shadow-marked families—Tialaen, Shol, Ellorrenthi, Paelion, Thuranni—were never actually Aereni; they remained independent from the Undying Court, the line of Vol, and the Tairnadal, and traveled between communities of all of these cultures. When the Undying Court eradicated the line of Vol and exiled its allies, the shadow-marked families chose to leave with them. Some feared that they too would be persecuted for their marks; others believed that the supporters of the Undying Court had committed an unforgivable sin in spilling so much elven blood. As this article says, “to mark their departure from elven society, (the shadow-marked families) formally joined their lines into a new alliance: House Phiarlan.

As for those shadow-marked elves who are occasionally seen in the Cairdal Blades? This is also explained in the article: “A handful remained, believing that it was their duty to the kingdom; these elves found themselves largely absorbed into other lines, and this mingling of blood causes the Mark of Shadows to occasionally appear in Aerenal.” The elves who develop the Mark of Shadow in Aerenal aren’t Phiarlan or Thuranni; they are now Jhaelian or Mendyrian. And the mark only appears rarely because unlike the houses, the Aereni aren’t trying to arrange matches to produce the mark; the marked bloodlines are heavily diluted.

So no: the elves of House Thuranni and Phiarlan aren’t Aereni. They intentionally severed their ties to their homeland and have no loyalty to the Undying Court or the Sibling Kings. And since elevation to the Undying Court—whether as a spirit idol or as one of the deathless—is an honor the Aereni bestow on their most celebrated citizens, it is not offered to those elves who have abandoned their homeland and its traditions.

With that said, a Phiarlan elf could return to Aerenal, abandoning the house and embracing the Aereni traditions; they’d just have to find a noble line willing to adopt them, just like the shadow-marked elves who stayed behind when the phiarlans originally left. And as Aereni, such elves would be eligible to join the Court, though again, they’d have to impress the priests and people with their worth. But joining the court isn’t about whether you have a dragonmark; it’s whether you are a devotee of the Undying Court who has proven yourself worthy to join it, and whose talents and achievements justify this gift.


Could someone use a spirit idol as a template to clone a revered ancestor? Perhaps by transferring the soul into a construct body, or even a living elf willing to give their body to the ancestor?

All of this seems possible, but the real question is would the ancestor be happy about it? As noted in the ExE preview, for many Aereni becoming a spirit idol is something they look forward to. When they aren’t interacting with the living, the spirit within the idol exists within a paradise of its own making, dwelling within its memories and ideas. The Aereni see life as something you do to prepare for your afterlife. You don’t want to die too quickly, because then you don’t have enough memories to build a satisfying eternity. But most see life as the chrysalis, with the spirit idol as a blessed ascension, eternity unbound by the physical form.

So COULD the soul within a spirit idol be transferred into some other vessel? Sure, I don’t see why not. But this isn’t a problem the Priests of Transition are trying to solve; they see the spirit idol as being a blessed member of the Undying Court, not as a victim who needs to be saved.

Do Aereni ever join the Tairnadal, for instance one who feels rejected and out of place with their family?

Sure! We’ve mentioned it before. And likewise, zaelantar youths sometimes leave the steppes and become Aereni; this is one path for a Tairnadal youth who doesn’t get chosen by a patron ancestor. This isn’t common in either direction; a would-be Aereni has to be accepted by a noble line, while a would-be Tairnadal has to be chosen by a patron ancestor to truly become Tairnadal. But it certainly happens.

The Tairnadal faith seems fundamentally more demanding than the Undying Court. Both revolve around preserving and communing with honored ancestors, but the Tairnadal faith requires imitation and constant war, while it doesn’t seem like the Undying Court places any demands on its followers (maybe to eliminate Mabaran undead)?

The Tairnadal faith is more demanding than the Undying Court, yes. This is because the end result of the devotion is completely different. Through their faith, the Aereni seek to preserve the Undying Court. But with the exception of the ascendant counselors and divine spellcasters, the Aereni have a very concrete, limited relationship with their ancestors. If you took the Right of Counsel feat in the 3.5 ECS, you had to physically go to Shae Mordai to speak with your ancestor. By contrast, each Tairnadal vessel believes that they are a living vessel for the spirit of their patron. They believe that the patron offers them direct, personal guidance—that their remarkable skills are the result of the patron guiding their hands. So the Tairnadal endures this more demanding service because they believe that they receive a more dramatic benefit in exchange.

Having said that, a critical point is that we just haven’t talked much about what Aereni devotion actually looks like. Only the elite Deathguard are charged to fight Mabaran undead. An Aereni civilian shows their devotion through prayers, which combine expressions of gratitude for the ongoing protection the Court provides with tales that commemorate their deeds and discoveries. But the second way an Aereni honors the ancestors is by following in their footsteps. This isn’t as dramatic or absolute as the Tairnadal revenant. But Aereni do seek to hone a skill that one of their ancestors perfected—to study their teachings and master their techniques. The point is that these skills often have nothing to do with WAR and often aren’t as OBVIOUS as the revenant’s martial devotion. But the Aereni painter is honoring a great painter of the past. The bowyer followers the example of a legendary artisan (and may have served the deathless artisan as an apprentice). As a side note, this is why the WGtE suggested an Aereni variant that sacrificed weapon proficiencies for expertise with a single skill or tool—because that focused expertise is a form of Aereni devotion. Exploring Eberron includes a different approach to this concept.

So Tairnadal devotion is more demanding and intense than Aereni devotion. But the Aereni do offer prayers to their ancestors throughout the day, and they think about their ancestors constantly, reflecting on their lessons and honoring them through the exercise of their skills.

How do clerics of the Undying Court actually MANIFEST? Are they rare? For the cleric, what does it feel like to cast a spell and how do they believe they are doing it?

So under the hood, the Undying Court actually has a great deal in common with the Silver Flame. The Silver Flame was created when a force of immortals bound their spirits together into a force of pure celestial energy. The Undying Court is likewise a gestalt of souls—it is essentially a smaller Silver Flame, whose coherent elements are able to also maintain independent existence (as deathless) while still adding their power to the whole.

When a cleric of the Undying Court casts a spell, they are drawing on that GESTALT, not dealing with a single, specific member of the Court. They don’t send in a request for magic that has to be approved; what it MEANS to be a cleric of the Undying Court is that you have been recognized as a worthy vessel of its power and you have been granted the ability to draw on that well of energy. This is especially important beyond Aerenal, as the Court can’t directly affect the world the way it does in Aerenal; it NEEDS champions to serve as its hands. But essentially, as a cleric of the Undying Court, when you cast a spell, you are reaching out with your mind and channeling the power of your collective ancestors. You can FEEL them all around you, hear dozens of whispering voices, feel their strength and support. But it’s not that ONE SPECIFIC ANCESTOR is with you; it’s the gestalt as a whole.

HAVING SAID THAT, in my campaign I WILL give a cleric or paladin of the Undying Court a close relationship to a particular ancestor. They can’t initiate contact with that ancestor, but it may give them divine visions (something I discuss in this article) and missions. If they use commune or similar spells, it will be that ancestor who gives them answers. It’s a little like the idea of Tira Miron being the Voice of the Flame; the UC spellcaster will have a specific ancestor who acts as their intermediary to the Court. So that’s a unique aspect to worshipping the Court.

As for rarity, in my opinion Aerenal has more divine spellcasters than any nation in Khorvaire, even Thrane. For the Aereni, divine magic IS a science. They CREATED a divine power source, and it’s part of their government! A divine caster of the Undying Court still needs faith; it’s that faith that allows them to channel the power. But they are also, essentially, granted a license to draw on the power of the Court.

Of course, that’s if they ARE legitimate representatives of the Court. You could certainly play a character who is in essence a divine hacker—stealing energy from the Court to cast their spells WITHOUT actually being an authorized agent of the Court. This could be an interesting path for a Divine Soul sorcerer. Another option would be an Undying Warlock, who would have a relationship with a specific ancestor rather than drawing on the power of the Court… which could be because the ancestor is running a rogue operation hidden from the rest of the Court!

Just how many bodily desires do Deathless retain anyways?

In my opinion, none. Deathless are described as desiccated corpses. Consider the description of the ascendant counselor: the corpse of an elf so shriveled and aged it seems no more substantial than smoke. What survives in the deathless is the SOUL, loosely bound to the body. What makes an ascendant counselor “ascendant” is that they have moved almost entirely beyond their bodies; from the 3.5 ECS “They rarely inhabit their physical forms, preferring to explore the universe in astral form.” The body of a deathless is a corpse. it has no biological processes; if you pushed food down its throat it would just rot in its stomach cavity.

However, the counter to this is that the deathless experience reality in a way mortals can’t imagine. They are sustained by positive energy, by the love of their descendants; that is their food and drink. Do they love? Certainly. On a certain level, they ARE love; just as they are sustained by the energy of their descendants, they are defined by the love they feel for them in return. This is why deathless are “usually neutral good.” What we’ve said about Mabaran undead is that they are drawn towards evil because the hunger of Mabar hollows them out emotionally, driving them to become predators; conversely, the Deathless are sustained by love, and this softens a cruel heart.

Meanwhile, spirit idols are sustained by positive energy but live in a world they craft from their memories. They eat, they drink, they love. But they eat anything they can imagine, whether it’s having the memory of their favorite meal or whether they can combine different tastes they remember to create something new. Their companions are likewise the memories of people they knew, so they can return to an old lover, duel with a rival, or share a drink with a close friend. All of which ties to whether either form of deathless would WANT to return to life. The key with the spirit idol is that the elves believe that you need to live long enough to HAVE enough memories and ideas to populate eternity. So they will raise people who die young, even if they are deemed worthy of joining the court, because they haven’t completely the life segment of their spiritual journey. But they see physical existence as, essentially, a chore—something you do in preparation for what comes next, not the highest form of existence.

That’s all for now, but there’s more Aerenal ahead in Exploring Eberron! Thanks as always to my Patreon supporters, who keep this site going!

IFAQ: Who Leads The Tairnadal?


When time permits, I like to answer questions from my Patreon supporters. Joseph asks:

Who actually leads the Tairnadal elves? Is it a theocracy?

It’s an interesting question. The Tairnadal are the elves of the Aerenal steppes, and the elves who have claimed Valenar are Tairnadal elves. The Aereni are ruled by the Undying Court and the Sibling Kings. Valenar has a “High King.” But what of the Tairnadal of Aerenal? Do they have a monarch, or are they ruled by the Keepers of the past?

The reason this hasn’t been answered in the past is because it’s not a question with a simple answer. There is no single monarch or high priest who leads the Tairnadal, and the answer is rooted in their unusual and rigid culture. All the cultures of Aerenal cling tightly to tradition and the past. The Tairnadal came to Aerenal as soldiers—fresh from fighting against the giants of Xen’drik and their minions—and never stood down. What drives and defines the Tairnadal is their devotion to their patron ancestors. This began before the elves even reached Aerenal, as a basic cult of personality: those warriors who’d served with fallen champions being determined to honor their heroes by following in their footsteps. Those who were most devoted to this path swore that they felt a connection to their idols—that the spirit of the champions were guiding them. So this basic element—preserve the ancestors by emulating their lives—was a part of Tairnadal society from the beginning. The traditions and role of the Keepers of the Past evolved on Aerenal, but the patron ancestors were with them from the start.

Tairnadal society is shaped by their religion. This is described on page 147 of Rising From The Last War and I’m not going to retread it entirely here. But to sum up: when an elf comes of age the Keepers of the Past determine which ancestor has chosen them, and “it’s your sacred duty… to live your life as they did and to allow the champion to walk the world again through you.” It’s important to recognize that there’s a twofold aspect to this duty. The first is that through this devotion, the living preserve the ancestors. But there is also the concrete belief that through this devotion, the ancestor can act through the revenant—that the living benefit because they receive their guidance from the dead. The doctrine of the faith is that you can only receive this guidance from the ancestor that has chosen you—which means that if you refuse to accept that bond, you are denying your community the chance to benefit from the ancestor’s supernatural guidance. Essentially, the Tairnadal believe that you will never be as useful on your own as you could be if you embraced the path of your patron ancestor, and that refusing to follow that path is deadly arrogance and selfishness, and there is no place for such selfishness in a tight-knit warband.

So: Tairnadal culture is based on people emulating the lives of their patron ancestors. But these ancestors were fighting a guerilla war. Which means that the Tairnadal have to engage in endless war to follow their example… and with this in mind, they have been engaging in complex wargames for tens of thousands of years. Combatants will spare an enemy when possible—you don’t finish off a fallen foe—there is no point to a battle that doesn’t truly test the skills of the combatants, and battles are fought with spell and steel.

Working with this foundation, there are two basic aspects to Tairnadal civilization: war and peace. the zaelantar and zaeltairn. The zaelantar (“peaceful souls”) maintain the civilian infrastructure, while the zaeltairn (“warrior souls”) serve in an army and fight the endless war.

The zaelantar raise and train both young elves and beasts of war and burden. They craft weapons and tools, and they maintain the settled communities of the steppes. The bulk of the zaelantar are young elves. Remember that an elf receives a patron ancestor when they come of age. But this doesn’t usually happen until an elf is at least 60! In the initial decades of their lives, they train in basic skills (Background! Elven weapon familiarity!), study Tairnadal history, and maintain their community—including carry for the younger elves. Through this process they are effectively auditioning to the patron ancestors. The young elf who excels at hunting expects they will be chosen by a legendary archer or stalker. The elf who becomes a leader in the community hopes to be chosen by one of the great leaders of the past. Nonetheless, you are talking about elves spending at least four decades of what humans would consider adult life working in a zaelantar community. So who performs basic, necessary tasks? The elves who haven’t yet been set on a different path. Other zaelantar include former tairn who are unable to fight—either because of age or some other infirmity—but who can teach the young. The Keepers of the Past are largely zaelantar, serving to train and guide. And finally, there are those who have been chosen by patron ancestors whose legendary skills are tied to the civic sphere: fabled smiths, legendary teachers, the Siyal Marrain (druids who tend the beasts), and so on.

The zaeltairn engage in war, emulating their ancestors in the field. They are split into armies, each of when is further divided into clans and bands. A Tairnadal army is effectively a city-state. It isn’t a temporary duty; once assigned to an army Tairnadal serve until they die or until they retire (or are forced to retire) to train the young. Most armies are mobile; most of the patron ancestors were guerilla soldiers and mobility was vital; they follow migratory paths across the steppes. There are a few that are settled, based on the specialties of the ancestors represented by the army. Notably, each of the great jungles of the region—around Shae Thoridor and Var-Shalas—are home to an army, whose members specialize in jungle warfare and commando operations.

There are three great cities in the region held by the Tairnadal.

  • Var-Shalas is the largest city of the Tairnadal. It is the stronghold of the Keepers of the Past, and it is here that the Shanutar (council of lords) conducts its business.
  • Shae Thoridor is the second great city of the zaelantar. It is smaller than Var-shalas, but nonetheless an important seat of the Keepers of the Past and an industrial center for the goods required by the armies.
  • Taer Senadal is a fortress—but an unusual one. Var-Shalas and Shae Thoridor are surrounded by walls of bronzewood thorns, similar to Taer Valaestas in Valenar. Taer Senadal is a fortress of stone. Because it’s not a fortress built to defend the region from attack; it’s built to be attacked. Senadal can be roughly translated as “whetstone,” and Taer Senadal is a fortress manned by youths in the late stages of their training. Armies take turns attacking the fortress, allowing the youths to hone their skills as they defend it and the tairn to practice attacking fortifications.

All of which finally brings us back to the original question: Who rules the Tairnadal? Are they a theocracy?

Religion is the absolute foundation of Tairnadal culture. Following the dictates of the religion sensible (the faithful receive the guidance of the ancestors), a duty to the dead (it preserves the ancestors), and a duty to the community (as the ancestral guidance makes you a more effective citizen). But the Keepers of the Past are guides, not leaders. The basic leadership role within the Tairnadal is the shan, which can be loosely translated as “lord.” Each band has a lu-shan (“band lord”), clan leaders simply use the title shan, and the leaders of armies are var-shan (“great lord”). On the side of the zaelantar, an an-shan (“young lord”) is a youth who guides a band of youths, while a tar-shan (“peace lord”) maintains a village or a district of one of the great cities. Note that shan is not a gendered term, and any tairnadal can hold this position.

The twist to this is that the characterization of Shaeras Vadallia as “High King” is largely a translation error. Shaeras is the var-shan of Valenar, the Great Lord of the Army of Valenar. it is the highest position of authority that the Tairnadal recognize, but each army has a var-shan of its own.

With this in mind, the structure of Valenar is a general model for the Tairnadal overall. As described in the ECS, there are 45 warclans on Khorvaire; this is the Army of Valenar. At any given time, twenty of these clans are under the direct command of the var-shan (Shaeras Vadallia), while the rest are active in the field. The same is true for the armies on Aerenal: each army has a core of clans that remain close and under the direct command of the var-shan, while others follow general direction but operate independently. Likewise, within a clan a certain number of bands remain under the direct command of the shan, while others may be dispersed on independent operations (scouting, harrying, etc). While the structure of Tairnadal society is relentlessly martial, they actually don’t have a complex hierarchy of ranks. Warbands are essentially families, whose members serve together indefinitely. When there is a split-second military decision to be made, the lu-shan commands and cannot be questioned. But if there are other issues, the band debates them around the campfire and consensus rules. The lu-shan does have the final say, but it is rare for a lu-shan to veto the decisions of the band without clear military reason. And if this is done, the band respects the decision because they respect the lu-shan, not because of the title alone. This ties to an important fact: those appointed to leadership roles are elves channeling the spirits of legendary leaders. Within a clan, of course the Vadallia revenant is the lu-shan, because she’s channeling Vadallia. Taeri is an unparalled swordsman, but he’s not a leader; who would even think of appointing a Taeri as shan? It is also the case that a respected revenant’s word carries a great deal of weight in matters related to that ancestor. A Vadallia lu-shan is a good general war leader, but when planning an ambush they may defer to the Falaen revenant, trusting their expertise in matters of stealth and cunning.

This overall structure flows upstream. If the shan issues a command it must be obeyed. But unless it’s an urgent matter, the shan will seek the consensus of the lu-shan. If it isn’t a question of war, they will seek the guidance of Keepers of the Past or even the tar-shan. Beyond this, each army dispatches two clans to Var-Shalas and one to Shae Thoridor. These clans protect the cities, but the shans also represent their army in the shanutar—a council that includes the tar-shans, and which is overseen by Keepers of the Past.

So once again: Who leads the Tairnadal? When decisions must be made in a moment, a shan’s word is absolute. In other matters, the Tairnadal seek consensus—whether a lu-shan consulting with their band, a shan seeking consensus from the lu-shans, or the var-shan consulting the shans. Beyond this, people respect the ancestors that are channeled; they look to those guided by ancient leaders to channel that wisdom.

All of which is a VERY long answer to what seemed like a simple question, but there you have it!

How do the Draleus Tairn and the Silaes Tairn fit into this structure?

They’re armies. The Draleus Tairn are largely defined by their ancestors; their patrons are heroes renowned for fighting dragons. The Silaes Tairn have some ancestral overlap with the Valaes, but believe that the the battle should be taken back to Xen’drik. Note that bands of Draleus and Silaes Tairn DO make expeditions to Xen’drik; the Draleus are also always preparing for the next time Argonnessen attacks Aerenal.

So are armies all made up of people who follow the same ancestors?

Not at all. Essentially, think of the ancestors as being military specialties. You’re rarely going to find a warband that has more than one Vadallia, because it doesn’t NEED more than one Vadallia. On the other hand, a band with a specific purpose—commandos, archers, scouts—may have multiple elves who channel the same ancestor because they want that overlap of skills. But ancestors are shared among all the Valaes armies, assigned to clans and bands as suits the needs of each unit.

How difficult is it for an ambitious revenant to break the mold of their ancestors and forge their own name in memory? Is this more within the wheelhouse of player characters, or are there examples of exceptional tairnadal who exceed the precedent of their patron ancestor, becoming patrons in their own right?

This is specifically discussed in this article… which gives the example of Carys Daealyth, who is guided by Daealyth Taeri, who was guided by Taeri. The main point is that those champions don’t typically BREAK the mold, they go beyond it. From that article:
So as a Tairnadal elf it is your duty to honor your ancestor and to do all that you can to bring glory to their name; but the hope is that in doing so you will become a vessel for their spirit and that together you will forge NEW legends—and that someday, future Tairnadal will channel YOUR spirit.

How does parenting work among the Tairnadal? Are familial relations important?

Generally, NO. Who your father and mother are is far less important than who your patron ancestor is. Tairnadal don’t maintain property, so you’re not passing your holdings down to a child. Critically, note that the Tairnadal don’t use family names: a Tairnadal elf uses a given name and the name of their patron ancestor. So Shaeras Vadallia may have been the son of Jael Cardaen and Sol Taeri; ultimately, that doesn’t matter. A child is given to the Zaelantar to be raised, and becomes an adult when chosen by a patron ancestor. And it’s worth noting that at this point, almost all Tairnadal are in some way tied to all of the patron ancestors; it’s not like there’s only one bloodline that produces Vadallias, or that you expect to be chosen by the same patron as your parents.

With that said, Tairnadal likely know who their parents are, and there are cases where relatives end up serving together in the same band or clan. So you can have siblings who feel a strong attachment or even a parent and child with a bond. But on the societal level, your personal lineage isn’t as significant as your spiritual lineage.

Can you talk a little about dynamics between Tairnadal elves and Lyrandar/Half-elves in Valenar? Especially with a Khoravar with a Tairnadal parent?

If you can find it, this is discussed in an Expeditionary Dispatches article from WotC called “The People of Taer Valaestas.”

As called out in the previous answer, direct blood lineage is less important to the Tairnadal than spiritual lineage, and it is the belief of the Tairnadal (supported by existing precedent) that no Khoravar can channel a patron ancestor. So essentially, the Tairnadal treat the Khoravar as being akin to zaelantar. They are people with a connection to the elves, and they are willing to do important tasks no tairn wishes to do. However, with most zaelantar there is the understanding that they will become tairn (or that they have been chosen by a peaceful ancestor, which is still an honor and duty), while they don’t believe that to be possible with the Khoravar. So the essential point is that they see the Khoravar as useful children but don’t believe they will ever grow up or be able to undertake the true responsibility of a Tairnadal—to embody an ancestor. That’s not their fault, just a sad fact. Of course, what we’ve said is that if any Khoravar could prove this wrong and channel an ancestor, it would be a player character!

Are there ever cases where a young elf coming of age is not selected by ANY ancestor? If so, how are such elves regarded by their fellows?

The Keepers of the Past aren’t selected by any one ancestor; instead, they have the ability to hear many ancestors, which is what allows them to serve in their role. In one campaign I ran, a PC played a Tairnadal shaman whose role was specifically to channel and remember a host of lesser ancestors who weren’t significant enough to become full patron ancestors, but that deserved to be remembered.

If the elf isn’t chosen by an ancestor and lacks the gift of the Keepers, what it means is, essentially, that they didn’t graduate. I said that MOST elves receive an ancestor at around 60, after they undergo a few decades as zaelantar. If you don’t get picked? Work another decade as zaelantar and we’ll try again at the next time. It would be assumed that if you’re not picked it’s because you haven’t displayed enough value to be chosen; that doesn’t mean you deserve to be shunned, it means you need to go back to work and do better. You’re a disappointment, certainly. But there may well be a case where it’s later discovered that a particular elf didn’t get picked because ALL of the ancestors wanted them and they couldn’t reach an agreement, or something like that; there could certainly be a tale of the elf who was thought to be shunned but who was in fact the most exceptional of all (… and went on to become a player character!). But the typical answer is that they would simply continue on as zaelantar.

Second question: Since the Tairnadal are constantly looking for battles to fight, do they ever seek out manifest zones of Shavarath, or venture to that plane itself?

I write about Shavarath in Exploring Eberron, and that’s a pretty extreme option; it is a vicious meat grinder and it would take exceptional mortals to survive there for an extended amount of time. Consider that the immortals are CONSTANTLY being killed and just reform; it’s a touch road for elves to jump in where angels fear to tread. With that said, it’s entirely possible that the Tairnadal SUMMON fiends or other extraplanar threats so they have worthy foes to fight. They might even use undead! Exploring the actual forms of conflicts the Tairnadal fight on Aerenal is a deep topic that could definitely fill another article.

That’s all for now. Thanks as always to my Patreon supporters, who keep this site going and help choose topics! And if for some reason you’re looking for even MORE information about the Tairnadal, this article answers many questions and has links to many other articles!

IFAQ: The Houses At War

Today I want to continue the discussion of the Dragonmarked Houses with a few questions raised by my Patreon supporters. The first comes from Joseph:

My understanding is both Lyrandar and Orien participated in the supply lines of the nation’s militaries, not just civilian supplies. Was their neutrality respected? Was that part of the price? Or did attacks happen, probably while trying to disguise the source?

To begin with, it’s important to consider the nature of the Last War. It was never a total war, fought with the intent to utterly annihilate the enemy. The goal of every nation was to place their ruler upon the throne of a reunited Galifar… which in turn meant that severe destruction of infrastructure and attacks on civilians were discouraged, because ultimately you’re hoping that all of it will be YOUR infrastructure and that those civilians will accept your leader’s right to rule. So to begin with, just consider our rules of war. We can be sure that the Five Nations were operating under similar restrictions, if not necessarily identical: Targeting civilians was a war crime, and civilians, aid workers, and medical personnel should be protected. In the early days of the war, the Twelve established a basic set of principles with the leaders of the Five Nations. Essentially, house forces were to be treated as noncombatants, even if on the battlefield… and in turn, would not be expected to engage in combat. A Cannith artificer might be present with a unit of soldiers to maintain the warforged and artillery, but they wouldn’t engage in active combat and offer no resistance to an enemy. A Jorasco healer would only heal soldiers of the nation that contracted their services, but again, they wouldn’t fight members of an opposing nation. This would in turn apply to their vehicles as well. The lightning rail and Orien carriages were forbidden targets. If a coach was transporting military personnel or supplies, it could be STOPPED and those supplies could be confiscated or personnel taken prisoner, but the coach and its Orien crew should be allowed to pass.

That’s the basic principle, and it further increased the value of those services; a purely Karrnathi coach is a valid target for Cyran attack, while an Orien coach is inviolate. Of course, this is the PRINCIPLE, but there’s a number of additional factors.

  • There were always commanders and soldiers willing to disregard the rules of war (just consider the destruction of the White Arch Bridge or the bombardment of Korth). Just because you weren’t supposed to target the lightning rail doesn’t mean it didn’t happen.
  • Any House personnel or vehicles actively engaging in conflict forego this protection. So first of all, Deneith mercenaries are treated like any other combatant. A Orien coach that’s got a mounted weapon and fires on soldiers can be destroyed. And if the Cannith artificer disobeys House orders and fights alongside the unit they’re embedded with, they become a valid target. Certainly, there were times when soldiers would claim House personnel offered resistance even when they hadn’t.

With both of these things in mind, bear in mind that the primary incentive against this behavior was financial. House personnel serving with the enemy were not to be killed, but they would be taken prisoner and ransomed back to the house. There was a clearly established rate of exchange and this would be applied against that nation’s bills with the house. Meanwhile, the houses would impose financial penalties and raise rates when nations violated their rules. So As a soldier, if you kill a Jorasco healer, you’re costing your nation gold—while if you take them prisoner, you’re saving money. It’s not simply a good idea; officers would enforce this seriously.

So in short: people generally respected the neutrality of the Dragonmarked houses. It was rare that they would, for example, blow up an Orien caravan even if it was carrying military supplies. However, they could STOP the caravan and confiscate those supplies. Or they COULD blow it up, likely trying to pin the crime on another nation. But if it was the truth was discovered, they would suffer financial penalties. So you can be sure it happened, just not constantly.

A secondary point to consider here is the fact that the houses wield monopolistic power unrivaled by any corporation in our world (because we have laws preventing it!). For many of the services they provided, there simply was no reliable alternative. Nations certainly worked at it: the Arcane Congress surely worked to develop a system of arcane communication that could take the place of the Sivis speaking stones, Thrane assembled a corps of adept healers, etc. But none of these had the full scope of the services the houses could provide. You couldn’t just buy your warforged from somewhere else, and if you didn’t work with Orien your goods would take longer to reach their destination. Every nation relied on the services of at least SOME of the houses. There was undoubtedly at least one incident where an officer seized control of house facilities, essentially seeking to nationalize them—or even just used a house facility as a shield for military operations. This is where the Twelve was vitally important, because while ONE house might have trouble challenging a nation, no nation could make do without the services of all twelve. So an attack on a Vadalis facility could result in a rate increase from all houses—or even a service blackout for a particular region. Again, these things surely happened—and there were consequences when they did.

Deneith seems like it would have substantially higher casualties than the other houses due to its focus. Do they ransom their heirs if they’re captured during house business? Do they do anything special to keep their numbers up?

As noted above, Deneith personnel serving as soldiers are valid targets and don’t receive the same protections as a Sivis stonespeaker or a Jorasco healer. With that said, the general rules of war likely prohibited killing soldiers who are too injured to fight or who surrender (again, that doesn’t mean it didn’t HAPPEN, just that people were supposed to accept surrender). So Deneith soldiers would have to fight fiercely enough that people would actually want to hire them: but they could surrender if seriously injured. And just as with all house personnel, there was surely a system of ransom for them. The rate would vary based on the position of the person: a marked Deneith heir would bring in a good ransom, while a mercenary with no blood tie to the house would command a fairly low rate. But soldiers would know that if you could take a Deneith officer alive, it’s best to do so.

Having said that, it’s also important to remember that the bulk of Deneith soldiers aren’t blood heirs of the house: they are mercenaries licensed and trained by the house. In some cases—look to the Ghaal’dar and the Valenar—they weren’t even trained by the house; the house simply served as a broker for their services. So losing a Blademark unit is a loss to the house because they’ll have to recruit and train new soldiers—but they’d only lose a few blood heirs in the process. So they certainly had higher casualty rates than the other houses, but not every slain mercenary was a Deneith heir.

Thanks to my Patreon supporters for keeping this site going! I’ll be posting the topic poll for the next major article soon.

IFAQ: Before The Houses

When time allows, I like to answer interesting questions submitted by my Patreon backers. This week, I’m going to answer a few questions about the Dragonmarked Houses. Today’s question comes from Alex. According to the 3.5 Dragonmarked sourcebook, the Mark of Sentinel was the first dragonmark to appear among the humans of Khorvaire. The Deneith warlords ruled the region around Karrlakton for around four centuries; it then fell into two centuries of warfare, which came to an end when Karrn the Conqueror united the region and established the nation of Karrnath. Alex asks:

Given that they were in power for 400 years, should we assume that some of Karrnath’s culture is actually the culture of the Deneith bloodline?

While the subject is Deneith, this is a question that applies to all of the houses. Where did the houses come from? To what degree do their cultures reflect those of the nations in which they first appeared, or vice versa? A critical factor is that the houses didn’t begin as HOUSES. The houses as they exist today evolved over time. Consider this passage from the 3.5 sourcebook Dragonmarked.

It is often assumed that each house has a single founder: that some ancient Master Cannith was the first person to develop the Mark of Making, with House Cannith born of his children. The truth is not so simple. Each dragonmark first appeared within multiple families, although the marks were bound to specific races and regions. The Mark of Sentinel appeared among the people of Khorvaire’s northern coast, while the Mark of Making was found in the region that would eventually become Cyre. It took generations for these first dragonmarked to realize the significance and power of their marks.

It continues…

The Lyrriman gnomes of House Sivis claim that their forebears were the first to identify and unify the dragonmarked families, while members of the Vown family of House Cannith make similar claims. Seven dragonmarks were known by the time Karrn the Conqueror sought to bring all Khorvaire under his rule, though the families that bore them were not yet unified. The Sivis League, the Tinkers Guild of Cannith, and the Phiarlans of Aerenal had all laid the groundwork for their future houses, but the Sentinel families of the north were still divided. Some fought alongside Karrn, while others were among his strongest foes.

So: the Mark of Sentinel didn’t appear on House Deneith, because House Deneith didn’t exist at the time. Each mark appeared on multiple families. These families were united by their species and by their general region, and also by their aptitudes. The Aashta and Torrn clans of the Shadow Marches were already renowned hunters before they developed the Mark of Finding . On Aerenal, the Elorrenthi and Thuranni had served as phiarlans (essentially, traveling bards) for tens of thousands of years before appearance of the Mark of Shadows. In a few cases—scribing, shadows—the marked families already had close ties. But more often than not, the families had no ties; and even if they shared a broad occupation, they might approach it in different ways. Looking at the Mark of Making, the Vown family were wealthy and respected artisans even before they developed the dragonmark. But the Jurans were a rootless family of itinerant tinkers with little wealth or influence. The Mark of Making was a boon to the traveling Jurans, allowing them to mend broken things with a touch; but they were still on a very different path from the wealthy Vowns.

Over the course of generations, early dragonmarked barons were able to confirm that the child of two parents who bore the same dragonmark was more likely to develop that mark, and this drew the families together. Other dragonmarked opportunists saw the benefit of uniting those that carried the marks—of consolidating this power behind a single house. But this idea wasn’t universally or immediately accepted. In the Shadow Marches, the Torrn and Aashta clans were bitter rivals, in part due to their respective ties to the Gatekeepers and the Cults of the Dragon Below. Other families simply didn’t recognize the value of unity; it took the efforts of the young House Sivis and House Cannith to convince the bearers of the other marks to follow their example and to join together. Many of the things now seen as standard practices of the houses are traditions developed by House Sivis and incorporated into the foundation of the Twelve.

So now, let’s come back to the original question and take a look at the young House Deneith. We’ve never mentioned any of its families by name. Dragonmarked contains a seeming internal contradiction in canon. The introduction clearly talks about the Sentinel families and notes that these families were deadly rivals. On the other hand, the Deneith chapter says the following:

House Deneith was founded centuries ago from a family of warlords… The skill of Deneith warlords in battle was already well known, and when the mark appeared in their bloodline, it only added to their fearsome reputation. For over four hundred years, they ruled over the area near modern-day Karrlakton. Then war and a cycle of famine weakened the Deneith leadership and allowed rival factions to challenge it… Legends tell of how the leaders of House Deneith pledged themselves to Karrn even before he began his quest for power, though their reasons for doing so have been lost to time.

I didn’t write this section, so I can’t speak to the intention behind it. But there’s a very simple way to reconcile the apparent contradiction. The introduction says that there were multiple Sentinel families, and that some fought alongside Karrn while others fought against him. The Deneith chapter specifically talks about Deneith warlords and how they allied with Karrn. The logical answer is that DENEITH is the name of ONE of the Sentinel families—the family that was established in the region of Karrlakton. But there were other Sentinel families near what is now Korth, Vedakyr, Vulyar. And note that the chapter text above doesn’t claim that these Deneith ruled what is now KARRNATH; they only ruled the region around KARRLAKTON. So they were never more than local warlords. Following “war and a cycle of famine” they lost that concrete position and ultimately allied with Karrn. How I’M going to interpret that is that for a time they were warlords, but after their downfall they became mercenaries. Because even though they allied with Karrn and he was victorious, they didn’t become Karrnathi warlords.

So how I see it is this. Deneith was a powerful family with a strong martial tradition that ruled the region around Karrlakton. However, they were better soldiers than rulers. They weren’t great at managing peasants or handling famines, and they were forced to abandon Karrlakton following famine and rebellion. However, the core of the family remained intact as a remarkable mercenary company, their skills enhanced by the Mark of Sentinel. They were rivals with a number of other Sentinel families; every warlord wanted their own “Sentinel Guard.” In allying with Karrn, Deneith wasn’t seeking land; they sought dominance over the other Sentinel families that served Karrn’s enemies. And as Karrn united the warlords under his rule, the Sentinel families were forced to submit and serve with the Deneith Blademark—forming the foundation of the house as it exists to day. Integration with the Twelve restored a little more sense of balance between the families of the house, but it nonetheless bears the name of Karrn’s victorious allies.

Consider also the symbol of the house: the three-headed chimera. To me it makes sense that this represents the fact that there are three major families within the house, each of which identifies with one of the beasts. Deneith is the Dragon, the heart of the house, and has its roots in Karrlakton. The other two heads were its ancestral rivals; I’ll say that the Lion was based in what is now Rekkenmark, while the Ram was based in Vedykar—so the house seal is also a sort of marp of the house roots on the map, with the lion in the west, the dragon in the center, and the Ram in the east. Having said that, there are certainly lesser families within the house—just as Tharashk has three major families (Torrn, Aashta, and Velderan) but additional lesser families. And again, these Sentinel families are now all united—but looking to the seal, the Deneith dragon is definitely the first among equals.

Which brings us to the second part of the question. Is Karrnath’s culture actually Deneith culture? Yes and no. Deneith never ruled Karrnath, it simply dominated the area around Karrlakton… and they were deposed two centuries before Karrn the Conqueror established Karrnath itself. I think there’s no question that Deneith is strongly defined by its Karrnathi roots, but I think that they were shaped by proto-Karrn culture as opposed to concretely defining it. And I do think that even before the reign of Karrn they had chosen the path of the mercenary over that of the landed warlord. It could well be that in establishing the Korth Edicts, Galifar ir’Wynarn (who was himself a Karrn, don’t forget!) was inspired by the existing relationship between the Karrnathi warlords and House Deneith—that he essentially said “What if you were all like Deneith—mercenaries who provide a service rather than nobles and landowners?

So I do think that Deneith is proud of its ancient roots and its ties to Karrnathi history. But I also think that Deneith has its own unique culture—something that has evolved tied to its centuries of service as the house of mercenaries and trusted enforcers of the law.

I’ll answer additional questions about the Dragonmarked Houses later in the week. Thanks to Alex and the rest of my Patreon backers, who keep this blog going!

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.