Dread Metrol: Into The Mists

The wolves of Karrnath howl at our gates. The vile necromancers of the north have brought their armies of the dead. But we are Cyrans. We do not give in to fear. What our dreams imagine, our hands create, and we have dreamt a dream of victory. It will take all that we have to give—even our very bones, so that the Karrns cannot turn our dead against us. But I know the Cyran heart, and I know that we will prevail. If you’re willing to wield a sword, report to the Vermishard of War; otherwise, report to the Vadalis Kennels for processing.

—Queen Dannel ir’Wynarn

In 994 YK, the Mourning swept across the nation of Cyre. The glorious capital of Metrol was one of the first cities to fall to the Mourning. But what if Metrol wasn’t destroyed in the Mourning? What if the city was lost in the mists, cut off from the rest of Eberron ever since that day? What if it has been under siege by what seem to be endless undead forces? How would Metrol survive? What would Queen Dannel do in pursuit of victory?

These are the questions posed in Dread Metrol: Into The Mists. We describe the book as a crossover with Ravenloft, and if you’ve read Van Richten’s Guide to Ravenloft you’ll recognize the core ideas of the Domain of Dread and the dark lord Dannel. But you don’t need to know anything about Ravenloft to explore Dread Metrol. All you need to know is that it’s a city that’s fallen through the cracks of reality and now is trapped in an endless siege. It’s a vision of Eberron where House Vadalis has weaponized wererats and where Cannith corpse collectors comb the city looking for spare parts. You can use it as a deadly detour for existing characters, adventurers who are torn from their regular world; or you can use it as the foundation for a new campaign, creating characters who could only emerge from this dark crucible.

Dread Metrol is a 110-page PDF that comes with a 10 high-resolution maps. The first half of the book is a deep dive into the city of Metrol, discussing the layout of the city and the forces that wield power within it. This also contains a section discussing adventurers from Metrol, whether as part of a Metrol campaign or as an unusual background for unusual characters. Do you want to play a Reborn halfling stitched together and animated by Jorasco chirugeons? Metrol is the place for it! It also contains the Mastermaker, an artificer archetype that replaces their own flesh with wood and steel. The second half of the PDF is “The Mourning After,” an adventure by Andrew Bishkinskyi set in Dread Metrol that can take characters from 1st to 4th level; the hooks provided can pull characters to Metrol, or the adventure can be used as the beginning of a campaign set in the city. In addition to all of this, Dread Metrol comes with a separate, 32-page player-friendly PDF that provides general information about Metrol without spoiling the deepest, darkest secrets!

The short form is that if Dread Metrol brings the themes of Ravenloft to Eberron and can serve as a bridge between the settings. But if you know nothing about Ravenloft, you can still explore the horrors of war in Metrol. And if you’re planning a Last War campaign, the sourcebook provides a snapshot of a city that now only exists as a ruin and a queen lost to the Mourning.

Dread Metrol: Into The Mists is a platinum seller on the DM’s Guild. Check it out now!

DREAD METROL Q&A

Previously you’ve suggested that Barovia could be a pre-Galifar Karrnath domain, and Strahd could be an ancient Karrnathi warlord. But the section on Mabar in Exploring Eberron suggests that the Hinterland consumes fragments within years or decades; how do you reconcile this with a pre-Galifar fragment that would be over a thousand years old?

The short answer is that while both can be found in the Hinterlands of Mabar, there’s crucial differences between a typical planar fragment and a domain of dread. The fragments are essentially being digested by Mabar, after which they become part of the plane. But a domain of dread isn’t just being digested; it is specifically designed to imprison and torment a darklord. The question is why. The most logical answer is that it is is how new Dark Powers are created—that somehow a darklord can evolve to become one of the Dark Powers. We see an example of this in the Queen of All Tears; for some time, she might have been a darklord imprisoned in a Hinterlands domain.

So essentially, standard fragments are digested over a period of years, but domains of dread exist for as long as it takes to complete the journey of the darklord, whether they ascend to the ranks of the Dark Power or somehow find release.

Dread Metrol says that Queen Dannel was crowned in 943 YK and was 17 years old at that time. So she’s 73 years old?

That’s correct! those dates and her age were established in Five Nations and Forge of War. If that seems surprisingly old, keep in mind that (as seen on the cover) Dannel has made construct improvements to herself; beyond that, she may well receive experimental Jorasco treatments that limit the effects of aging.

How would you integrate the haunted lightning rail—Cyre 1313—from Van Richten’s Guide with Dread Metrol?

The two are different domains, and part of the theme of Dread Metrol is its absolute isolation. So by default, I wouldn’t integrate the two. However, there is a lightning rail station in Metrol; if I was running a Dread Metrol campaign and was ready to change things up, I might have Cyre 1313 pull into the station. I would expect there to be a flood of people trying to get to the train; how will the adventurers get to the front of that line, and what intrigues might carry onto the train when it leaves?

Falkovnia in Van Richten’s Guide is a “Domain Besieged by the Dead.” Is Dread Metrol basically the same thing?

There are certainly similarities between the two domains; both explore the horrors of war and an extended undead siege. The primary differences are the intensity of the siege and the application of arcane science—both as employed by the attacking forces and the people of Metrol. In Falkovnia, criminals are impaled; in Metrol, they’re taken to the Vadalis Kennels or given to Cannith as spare parts. In Falkovnia, new zombies show up on the night of the new moon. In Metrol, new forces emerge from the mists each night, and they may bring mystical siege weapons and arcane bombardment. You can wander the ruined countryside in Falkovnia; in Metrol, the city is the domain, and all that lies beyond the walls are blasted battlefields.

So the two domains explore a number of overlapping fiends—but aside from the possibility of fighting some zombies, an adventure in Metrol will be quite different from one in Falkovnia.

Will this be available in print?

Not at the moment. We’re looking into this, but there are certain restrictions—and also, print on demand costs have increased dramatically.

That’s all for now! You can find Dread Metrol: Into The Mists on the DM’s Guild.