IFAQ: Owlen, Wealthy PCs, Bahamut and the Plight of the Dragonborn

When time allows, I like to answer interesting questions posed by my Patreon supporters. Here’s a few that have come up this month…

With Strixhaven coming out, I have a player who wants to play an Owlen. How would you add the Owlen to Eberron?

I’ve discussed some basic principles about adding new species to Eberron in this article. The basic question is what your player is looking for in playing an Owlen. Do they just want the racial traits? Do they specifically there to be an Owlen nation with a significant role in the world? Or are they open to the idea that there could be just a handful of Owlen?

If you’re playing a Strixhaven style game at, say, Arcanix, one of the first things I’d consider would be that the PC Owlen could be ENTIRELY UNIQUE—that they could have been the owl familiar of some legendary faculty member, and when the wizard died, one of their last acts was to transform their familiar into this form. So some of the current staff might see them as a sort of mascot, and there could be an ongoing legacy tied to their late master that you could explore over the course of the campaign.

If I were to add Owlen to MY campaign, I’d personally say that there’s a community of Owlen in the Bazaar of Dura in Sharn, who assist the giant owls and support the Owl in the Race of Eight Winds. They’ve been doing this job for hundreds of years; they aren’t found anywhere else in Khorvaire; and at this point, NO ONE KNOWS where they came from. Some believe the first Owlen came from Thelanis. Others claim a crazy Vadalis race fan magebred them. It’s beyond the living memory of the current Owlen, and THEY don’t know the answer. But the key point is that they’re a small, tight-knit community based in the Bazaar, with connections to a lot of Bazaar businesses and a particular focus on the Race of Eight Winds. The owl councilor Hruitt definitely has a Owlen valet who helps him with things that require hands… and the Owlen PC could potentially have a patron in Hruitt.

For me personally, either of these options—both of which give the character an immediate tie to NPCs, plot hooks to explore, and a unique role in the world—are more interesting than just saying that there’s an Owlen nation in the Towering Woods or something similar.

PCs can often end up getting incredibly rich by the “normal” standards of the world, sometimes still wandering around as a bunch of itinerant eccentrics, hoarding incredible wealth. Avoiding the trope of punishing characters for getting rich, what suggestions would you have for interesting, “Eberonn-y” ways of encouraging them to spend or use that money if the PCs aren’t coming up with any themselves?

Personally, I tend to downgrade wealth rewards, using superior equipment, influence, and favors as rewards rather than wealth. We’re eight episodes into my Threshold campaign and I think the only monetary reward has been some old Dhakaani copper pieces! However, the question is certainly valid, and with that in mind…

What do people in OUR world spend vast sums of money on? Property is certainly one option, and owning property also gives people a stake to protect; would someone like a mansion? Consider Schitt’s Creek; perhaps they buy a Brelish title and discover that they’ve actually taken responsibility for a small town, which frankly could use a lot of work. If not through title, any way you can get the players attached to a community is an opportunity to soak up cash. The town needs a speaking stone! Wouldn’t the cleric like to fund a beautiful church? Wouldn’t the fighter like to shore up its defenses, or perhaps establish a martial academy?

Another possibilities are for the characters to be asked to fund an adventure. A Morgrave professor knows the secrets to enter a Cul’sir tomb—but he’s not going to travel with the adventurers unless the fund a fully staffed expedition. Or perhaps the players are asked to invest in mystical research; if successful, it could have a transformative effect on their nation or their world. While we’re at it, don’t forget social causes. Do they support Brelish democracy? Oppose elemental slavery? If they’re Cyran, would they like to support housing for Cyran refugees or general improvements to New Cyre? If they’re Thranes, why don’t the just donate some of that gold to the poor? If a PC picks a cause and supports it both with significant funding and with their reputation, you could decide that it actually helps drive change with in the world—that they help to make New Cyre a prosperous city, or shift public opinion (one way or the other) on the future of the Brelish monarchy.

Since the Daughter of Khyber seems to be the representative of Tiamat in the Eberron setting, is there an equivalent representative for Bahamut? And if so, would they be more affiliated with Eberron or with Siberys?

II’ve addressed this before in the context of “Is there an Angelic/Celestial equivalent to the Overlords?” Here’s that answer.

If you mean “Is there an incarnate force that’s called something like ‘The Cuteness of Kittens’?” No, there isn’t. If you mean “Is there any sort of native celestials on Eberron,” there WERE: the couatl. They were never as powerful as the Overlords, and were more on par with the rakshasa… and they sacrificed themselves to create the Silver Flame. On some level you could say that the Silver Flame is the good counterpart to the Overlords, which is why it can bind them; it’s simply less concrete and more abstract.

Why is this? Look to the progenitor myth. Khyber killed Siberys and was in turn imprisoned by Eberron. The Overlords are Khyber’s children, and like Khyber, are forces of evil that cannot be vanquished, only bound. Eberron doesn’t produce incarnate spirits like the Overlords: her children are mortal. So Eberron DID create a thing that embodies the cuteness of kittens: she created kittens. Meanwhile, Siberys would be the source of native celestials, and he did create some, like the couatl – but they were created from the blood of Siberys after his defeat, and thus lack the power of the victorious Khyber. From a purely practical worldbuilding standpoint, there’s a simple reason for this. Eberron is designed to be a world that needs heroes. All the powerful forces of good are limited. Jaela Daran is a child whose power is limited beyond Flamekeep. Oalian doesn’t leave the Greenheart. When evil rises, the world needs you; there is no ultimate good force that can step in and solve the problem for you. The Silver Flame can empower you to solve the problem, but it can’t solve the problem for you.

Looking to Bahamut specifically, I ‘m fine with the concept that Bahamut COULD have existed in the past. One fan theory from the Eberron Discord is that Bahamut—known in Eberron as The Last Breath of Siberys—was a powerful celestial who existed in the Age of Demons, who led the effort to create the Silver Flame and became its heart. Rakshasa are the most common fiends, but Khyber can produce others; likewise, just because couatls are the most common native celestials doesn’t mean that they were the only ones. With that said, even if the Last Breath had the same statistics as Bahamut, it could still be presented as a couatl-dragon with rainbow feathers or even as an incarnate being of silver flame. Regardless, the point is that while the Last Breath may once have walked the world, now it exists only as the Silver Flame—and as in the above quote, it affects the world by empowering mortals. The Discord theory suggests that this could be the basis for a Silver Flame path in Argonnessen, in which the Last Breath is revered in the same way that Tira Miron is honored in the church of Thrane.

What might an Argonessen-based dragon say to a Q’barra-based dragonborn character when asked “Why did you leave us to our fate? For thousands of years we have had to mop up what comes out of Hakatorvhak. We’ve been fighting this losing battle for generations. Why haven’t you come to help us?! We worshipped you, we died for you, and you left us!!!”

First comes the question of whether a dragon is going to even bother to answer such a question. It’s like a rat asking a scientist conducting cancer research “Why are you doing this?” The scientist doesn’t consider the rat an equal who’s either deserving of an answer or capable of understanding it. They are a resource and a tool, short-lived creatures incapable of experiencing or understanding the world as a dragon does. The dragon doesn’t owe the dragonborn an answer, and likely doesn’t think the dragonborn could understand the answer if they gave it. But let’s assume they choose to answer. The dragon might well say something like this…

What would you have us do, little one? We contain the greater threat. Rhashaak gave his very soul to contain Masvirik, and he continues to do his duty to this day. The Poison Dusk is the mold that grows around his grave. It can never be permanently destroyed, merely contained. We cannot do it for you; prolonged action would risk raising the Daughter of Khyber and unleashing a threat far, far greater than the Poison Dusk. This is why your ancestors pledged to fight this battle, to contain this evil.

You call this a losing battle. We have been fighting this war across the world for a hundred thousand years. It is a war that cannot BE won, little one; but by fighting you allow countless others to live their lives never knowing of the danger. This was the battle your ancestors swore to fight. It was their children who lost their way and led your people into disaster through their desire for glory. Now you have returned to your duty, but you fail to understand it. This is not a war that can be won. But it is a war that must be fought—and we cannot fight it, lest we release an even greater evil upon the world. This is your battle. Rhashaak still serves his purpose, though it cost him everything. We ask no less of you than we asked of him. Will you stand strong? Or are your needs and desires more important than the fate of the world?

I’m not saying the dragon is right or that the character’s anger is misplaced. But that’s what they’d say. The dragons can’t step in and wave a magic wand and win this battle. The Poison Dusk will always return. The dragons can’t exert force over time without risking the rise of the Daughter of Khyber; that is why they needed the Dragonborn in the first place, to fight the long term battle. The character’s ancestors agreed to fight this war KNOWING it was forever. So uphold that bargain.

Now, perhaps the character means “Give us more support! Give us magic weapons! Send MORE dragonborn!” These could be entirely reasonable requests, and if the character somehow actually managed to make this case to the Light of Siberys—to say that the dragonborn can’t continue to contain the Poison Dusk without some form of additional support (that’s not just “Send dragons to solve the problem”), perhaps the Light of Siberys WOULD send that support. This is exactly the sort of way in which the actions of a player character could have a greater impact. The dragons believe that Q’barra is stable, that it’s contained. If a PC can actually present a case that the dragonborn need some form of aid—not just “Why don’t you solve this problem for us?”—perhaps they could get that help.

The last answer is a decent way of escalating a Q’barra campaign, and bringing in Argonessen politics without risking blowing up the region. Would you say that the dragons empowering the lesser races like that; being hands-off but still powerful influences on the world; would still risk the DoK waking? To put it simply: “Would the dragons still be able to ‘rule the world’ remotely from Argonessen without causing the Daughter of Khyber to wake?”

The short answer is that if the dragons could rule the world in this way without risk they already would. The longer answer is they’ve tried it before and it didn’t end well. How do you think the dragons KNOW about the threat of the Daughter of Khyber? Notably, we know almost nothing about the history of Khorvaire before the Age of Monsters. Why is that? In my opinion, it’s because whatever civilizations flourished there in the past were destroyed by the Daughter of Khyber—that it was in Khorvaire that the dragons learned a harsh and deadly lesson. Looking to the modern world, the point is that what we see the dragons do is the extent of what they believe they can safely maintain—which is largely observing with critical nudges in the right direction. We know a dragon accompanied Lhazaar, but they didn’t command her, they advised her. The general idea is that the Daughter of Khyber amplifies the tyranny of dragons, their desire to rule over lesser creatures—that the more direct power they exert, the greater the risk of corruption. So they could send the Q’barran dragonborn a shipment of weapons without much risk. But if they began to actively direct Q’barra and to treat it like a client state, it runs the risk of those involved becoming hungry for greater power, seeking to reestablish the dragonborn as an empire (one which properly glorifies their draconic masters, of course) and eventually becoming puppets of Tiamat. The status quo—where Argonnessen trusts forces like the dragonborn and shulassakar to defend key sites with little or no draconic involvement—reflects the lessons they’ve learned over the last hundred thousand years about what they can do safely.

That’s all for now! Thanks again to my my Patreon supporters, who make these articles possible!

IFAQ Lightning Round: Q’barra!

Recently my Patreon supporters posed a number of questions about Q’barra, and I wanted to share the answers where everyone could see them! These get fairly deep into the weeds of Q’barra lore, so here’s a few quick explanations for terms you might not know.

  • Masvirik is the fiendish overlord bound in Q’barra, more commonly known as “The Cold Sun.” The Poison Dusk are the servants of Masvirik, a blend of corrupted lizardfolk, kobolds, and dragonborn.
  • The Masvirik’uala are an alliance of lizardfolk sworn to protect the region from the Poison Dusk and Masvirik. To ensure that they never forgot their mission, the couatl bound the lizardfolk to a shared dream that would forever remind them of their purpose. This is discussed in more detail in this article.
  • The Trothlorsvek is the dragonborn culture in Q’barra, and are also discussed in the previously linked article. Their ancestors came to Q’barra with Rhashaak, the last dragon sent to protect the region from Masvirik.
  • Dusk shards are eberron dragonshards infused with fiendish power.

Before I dive into the questions, I wanted to call out that there’s just 24 hours left for people who want to submit an entry to play in my next Threshold session; you can find more information here.

Previously you made an off hand comparison that “Masvirik is to the lizardfolk as Katashka is to humans” – what did you mean by that?

Some servants of the Poison Dusk are undead and some aren’t, but those that are undead aren’t like Mabaran undead. Masvirik’s champions channel the overlord’s power, which can cause mutation. After death, that aspect of Masvirik can continue to animate the body, creating a form of undead. Keep in mind that when I say “aspect of Masvirik” that doesn’t mean he himself is consciously driving all these beings; like most overlords, Masvirik is essentially dreaming. Possession starts as just a general drive to serve the Poison Dusk. Physical mutation generally occurs as the spirit grows stronger and begins to edge out the mortal spirit; ultimately this can kill the vessel, leaving an undead being entirely driven by the evil within it.

What role do the Blackscale Lizardfolk play in Q’barra?

It wasn’t clearly defined in the 3.5 ECS. The approach of 4E was to say that Masvirik’s servants are vessels for its power and that this physically transforms them — and that the colonists mistakenly assumed these were distinct species, whereas in fact they are corrupted. So the classic “Poison Dusk lizardfolk” weren’t pygmy lizardfolk, but rather corrupted kobolds—with Dungeon 185 noting that the kobolds of the region are the most vulnerable to the influence of the Cold Sun, thus driving that idea that most of the time, people encountering “The Poison Dusk” encounter these small scales. It goes on to note that with Masvirik’s dusk shard champions “Many are physically transformed so that they possess serpentine or draconic traits and specifically resemble a black dragon” — so Blackscale lizardfolk aren’t a SPECIES, but rather corrupted champions of Masvirik. As such, they largely aren’t encountered outside of the Poison Dusk and don’t play a distinct role in Q’barra separate from the Poison Dusk. 

The ECS states that the Cold Sun are primarily found in the “north and east”. Would you then say that the Dragonborn/Trothlorsvek are actually the primary scales in Hope/New Galifar? Or is that outdated canon?

It’s outdated canon. With that said, I wouldn’t say that there ARE “primary scales” in Hope and New Galifar. The Masvirik’uala form the bulk of the population, but what Dungeon 185 notes is that “the lizardfolk proved willing to cede certain regions to the outsiders”. They don’t have a concept of owning land and they essentially moved out of the regions the colonists moved into; they largely avoid contact with the settlers when possible. I think they can still be found in Hope and New Galifar, but again, they essentially move to stay out of the way of the colonists, so you don’t FEEL their presence strongly. By contrast, the Trothlorsvek are few in number and their cities are largely in the unclaimed region, but they are more open to interacting with the settlers when they do meet; High Elder Bhisma has forged an alliance with Newthrone and forbid clans from attacking human cities, and it was likely Bhisma who participated in the Thronehold discussions. But the Dragonborn have their ancient duties to attend to and aren’t TRYING to integrate with the settlers, which again is why the settlers know so little about them.

Is the shared dreamscape of the Masvirik’uala in Dal Quor, like the Uul Dhakaan, or is it separate from the plane?

Logically, it makes more sense for it to be isolated from the plane. It was created by the couatl, who have no personal connection to Dal Quor or reason to have influence over it. Furthermore, if it’s in Dal Quor it’s easier for it to be manipulated or corrupted by outside forces, so it’s SAFER for it to be isolated. So my inclination would be to say that the lizardfolk dream is IN THE SILVER FLAME. The main thing is that this would mean that the Masvirik’uala should be IMMUNE TO THE DREAM SPELL, because like kalashtar they don’t dream in Dal Quor. On the other hand, if you want adventurers to be able to explore it or want it to be corrupted by the Quori you could place it in Dal Quor… But again, it seems illogical to me that the couatl would have the ability to permanently transform Dal Quor. Yes, on the one hand the Couatl host had more raw power than Jhazaal Dhakaan, and she created the Uul Dhakaan… but on the other hand, as a mortal, Jhazaal had a tie to Dal Quor and a deep understanding of stories, while as native celestials the couatl have no connection to Dal Quor.

Would you say that the Draconic Eidolon has existed undisturbed since the rise of draconic power toward the end of the Age of Demons? Would it have weathered the Turning of Ages, undisturbed? I assume the Draconic Eidolon might have been attacked in the past by quori, but remained impenetrable?

I’d be inclined to say that it’s more recent than the Age of Demons. It’s supposed to be an arcane artifact—something the dragons CREATED—and to me, it’s an example of the fact that even at their more advanced level of magic, dragons are capable of innovation and evolution. With that said, one possibility would be to say that it was created by Ourelonastrix and that it holds the spirits of the dragons who inspired the myths of the Sovereigns; in that case, yes, it would be that old.

What kind of magic do the lizardfolk use? Dragons of Eberron mentions that Vvaraak taught many other groups of druids, including that ” lizardfolk boast Gatekeepers in Q’barra and Xen’drik” while Rising from the Last War says that lizardfolk culture “blends druidic traditions with the beliefs of the Silver Flame”

The general principle is that where there’s contradictions, the latest source takes precedence—notably, the intentional change of the Blood of Vol over the editions when compared to the ECS. Rising intentionally contradicts prior canon on a number of points. So I would use Rising’s statement here: the Lizardfolk have a tradition that blends primal magic and the power of the Silver Flame. I see no reason that Vvaraak would have had anything to do with it, and beyond that, the Masivirik’uuala AREN’T GOOD AT LEARNING NEW THINGS. The whole reason their culture has remained as stable as it has for tens of thousands of years is that they rely on the dream for their traditions. If Vvaraak taught them something entirely new, it would be forgotten in a few generations because it’s not embedded in the dream. So I’d ignore Dragons of Eberron on this point — though it could be advanced as a crackpot theory by a Morgrave scholar.

As noted, they wield a blend of divine and primal power… so, for example, an Ancients paladin or a Nature cleric are both solid choices for the lizardfolk, though rangers and druids are also options. They do not have a Keeper or Voice of the Flame; the shared dream of the Masvirik’uala serves the role of a Voice of the Flame for them. 

Do the Shulassakar play any role in the region? The dragonshard on them says “The shulassakar devote their energy to guarding Krezent and other couatl ruins scattered across Eberron.”

No, the Shulassakar don’t play a major role in the region. The lizardfolk predate the Shulassakar and the lizardfolk dream is essentially a self-sustaining system; they don’t NEED shulassakar assistance (just as there’s no significant shulassakar presence among the Ghaash’kala). The Shulassakar guard Krezent because there’s no one else to do it. I expect that there may be some Shulassakar OBSERVERS in Q’barra, but they aren’t integrated into the Masvirik’uala.

When did Rhashaak arrive? How has he survived? Was he the first draconic guardian of Haka’torvhak?

This is a question that simply isn’t going to have a logical answer, which is why my general principle is NOT to try to pin down every scrap of history in these vast stretches. Per 5E dragonborn lifespan is equivalent to humans. Barring a supernatural force like the Uul Dhakaan or lizardfolk dreams, it’s hard to envision a dragonborn civilization enduring for *75,000* years with no significant change — and still being around to have an empire that clashed with the Dhakaani. One way to explain it would be to suggest that they have gone through multiple rises and falls, being nearly decimated by the Poison Dusk only to eventually rebuild, in which case past civilizations could be entirely different. A simpler alternative would be that Rhashaak was the LAST guardian, not the first; that with all previous guardians, Argonnessen eradicated them AND their dragonborn retinue when they became corrupted. With Rhashaak, they realized that while he was corrupted, he was both contained and containing Masvirik—that rather than replacing the cork in the bottle over and over, they could just LEAVE it. So in that case, Masvirik could have been put in place in the Age of Monsters, allowing his dragonborn to establish an empire around the same time as Dhakaan.

For story purposes, whether Rhashaak’s reign lasted one thousand years or three thousand years is largely irrelevant; it lasted for a long time, a long time ago. However, if you want to nail it down, there’s two possibilities. Either it’s artistic license — even the dragonborn likely don’t have perfect records, and who else would even know? The lizardfolk don’t record history in that way—or Rhashaak was ALWAYS SUSTAINED BY THE POWER OF HAKATORVHAK—that part of BEING the guardian of Haka’torvhak was spiritually bonding with the city, and it was always just a question of how long he could sustain it without being corrupted.

What’s the big difference between a dusk shard and a khyber shard with a demon in it? Is it just that dusk shards, being based in Eberron shards, were a more convenient storytelling mechanism for Q’barra?

The short form is that there weren’t enough Khyber shards IN Q’barra, so Eberron shards were used instead, which is why THEY DON’T WORK AS WELL. In general principle, think of a dusk shard as a sponge used to soak up Masvirik’s malefic power; it’s better than leaving the mess on the floor, but you’re going to get wet if you touch it.

That’s all for now! Thanks again to my Patreon supporters for making these articles possible.

IFAQ: Dragonshards and Tharashk

When did dragonshards become important as magical fuel? House Tharashk was discovered in 498 YK. The lightning rail went into operation in 811 YK, but Tharashk only stepped up mining in the Shadow Marches & Q’barra in the past decade? What delayed them so long?

There’s two significant questions here: When did dragonshards become important and why did it take Tharashk so long to start major mining operations in Q’barra?

The spells, items, and services available in 998 YK represent the pinnacle of arcane science. Like any form of science, these things didn’t emerge into the world fully formed. The lightning rail of 811 YK was the result of decades of research and development—and it was quite different than the lightning rail of 998 YK. It originally used volatile Fernian ash as its fuel, and both the binding and the conductor stones had flaws.

Eberron dragonshards are found across Eberron. Xen’drik, the Shadow Marches, and Q’barra are especially rich sources of dragonshards, but there are dragonshard deposits across Khorvaire. Eberron dragonshards are an important element in the creation of magic items and in maintaining ongoing magical effects—such as the lightning rail and elemental airships. Eberron shards can be refined into a powdered form that can be used in place of any spell component with a cost.

So: it’s possible to perform most forms of arcane science without dragonshards; it just takes a range of different substance, which are usually more exotic and specific to the effect being produced. However, this uses refined Eberron dragonshard powder (also known as residuum). Raw dragonshards can be used, but unless they are processed and refined it’s inefficient; you’re significantly better off using the other alternative. Because of this, the process of refining dragonshards to create residuum was a crucial breakthrough that had cascading effects across the magical economy. While creating magic items still requires a range of additional rare elements, the universal nature of refined dragonshards allowed Cannith and others to dramatically increase both the range and scale of production. Using processed dragonshards as an energy source made the lightning rail safer and allowed Orien to operate more carriages. But again, this process of refining was a breakthrough that occured less than two centuries ago, and it’s a process that continued to be explored.

So: Eberron Dragonshards have always been a valuable source of magical energy, but it wasn’t until the last two centuries that they became as valuable and universal as they are today. Eberron dragonshards CAN be found across Khorvaire, and initially, that supply was sufficient to meet demands. But within the last century that demand has steadily grown—which has in turn driven people to find richer pools to draw on.

This brings us to House Tharashk. Why are their operations in Q’barra only a decade old? House Tharashk began as a house of hunters, not prospectors. For centuries its primary focus was on inquisitive work and bounty hunting. Prospecting is a relatively new path that arose both with the increased demand for dragonshards mentioned above and crucially with the creation of the prospector’s rod. As with many houses, the base powers of the dragonmark aren’t as important as the focus items that channel that power. As the speaking stone is to House Sivis, the prospector’s rod is to Tharashk: it is this tool that expands the powers of the mark beyond the simple scope of casting locate object and allows prospecting on an industrial scale.

In my Eberron, it’s a mistake to say that prospecting in the SHADOW MARCHES only began ten years ago. Dragonmarked calls out that House Sivis originally came to the Shadow Marches in search of dragonshards, and that the mineral wealth of the Shadow Marches has always been a secondary source of wealth for the house. That effort may have increased over the past decade as the house as a whole has realized that there’s more wealth and influence to be gained from dragonshards than bounty hunting, but it’s been something that has been scaling up over the course of the past century.

Q’barra, on the other hand, IS a new development. The world’s a big place, and Tharashk hasn’t been able to search all of it. Prior to the Last War, Q’barra was a shunned backwater thought filled with hostile scales. The Dragon articles call out that it was only ten years ago that settlers discovered rich deposits of dragonshards in Q’barra. Tharashk responded quickly to this discovery and has ramped up its efforts ever since. But why didn’t they go there earlier? Because they already had a rich source of dragonshards in the Shadow Marches and were still expanding their operations, and because no one knew there were dragonshards in Q’barra. It’s entirely possible that there are other rich deposits in Khorvaire that have yet to be discovered!

Ultimately, the key takeaway here is that the arcane industry in Eberron is just like industry and science in our world. It evolves and expands. The current state of things in 998 YK reflects the latest developments; drop back to 498 YK or 811 YK and the world will be a much different place.

Thanks as always to my Patreon supporters for keeping this blog going! I’ll be posting a poll to the inner circle soon to determine the subject of the next article.

Yuan-Ti 2: How would *I* use them?

I’m getting ready for GenCon and working on Project Raptor and other things. But the other day I posted an article in response to a question from a Patreon supportersWhat’s the role of the yuan-ti in Eberron? In this article, I focused on the CANON role of the yuan-ti in the setting… yuan-ti civilization began in Sarlona; they were driven first to Argonnessen and then to Xen’drik, where they scheme and hunger for revenge. Which is fine. But I’ve never actually used any of that in a campaign I’ve run. In writing the article and addressing follow-up questions, I started thinking about how I would actually use them… and I thought I’d share that here.

It’s proverbial that If it exists in D&D, there’s a place for it in Eberron. But as I’ve said before, this was never meant to mean that everything in D&D IS in Eberron; it’s that it COULD be, if you want it to be a part of your campaign. I’ve always preferred to focus on fewer elements but to add more depth to them. I’ve never used the yuan-ti in a campaign because I’ve never had a need for them, when I’ve had the daelkyr, the Dreaming Dark, the Gatekeepers, the Dhakaani. But in adding anything, the question to me is what it brings—what’s unique about it. For me, the things that are compelling about the yuan-ti are…

  • Their variable phenotypes: from the purebloods who can blend in among humanity to the inhuman abominations and anathema.
  • The idea that they were once human but were corrupted by their dark devotions.
  • The principle that as a group they are up to no good… something that is rare in Eberron, where evil generally isn’t genetic. The yuan-ti are sly schemers, hungry for power and dominion over others.
  • The question of their connection to the shulassakar… who I”ll note I originally created as an alternative to the yuan-ti, a way to use the mechanics of the yuan-ti in a COMPLETELY different way than in other settings.

Now, one option is to try to take the rest of the traditional yuan-ti backstory—the fallen empire of slavers—and to fit that into the setting, and that’s essentially what the canon approach does; creating a yuan-ti nation in Sarlona that was overthrown during the Sundering. However, if I were to use them in my campaign, I wouldn’t do this. I don’t NEED another ancient kingdom, and my players have no reason to care about some nation that fell a thousand years ago on another continent. So I’d rather find a way to add the yuan-ti that makes them integral to the story that I’m telling.

So, if *I* were to use the yuan-ti, I’d turn it around and make their evolution from human to yuan-ti something that’s happening RIGHT NOW—not something that happened a thousand years ago. Q’barra is the prison of the Overlord Masvirik, also known as the Cold Sun: an archfiend embodying the divide between mammal and reptile, lord of scale and venom. Since the Age of Demons, Q’barra has seen conflict between the lizardfolk of the Cold Sun Federation and the corrupted forces of the Poison Dusk. A region of untamed jungle, Q’barra had long been ignored by the people of Galifar… until the Last War, when Ven ir’Kesslan led a flotilla of settlers east. These settlers soon discovered rich deposits of Eberron dragonshards in Q’barra, and this brought a new wave of opportunists and fortune seekers. Today, New Galifar seeks to maintain the values of the fallen kingdom, while Hope is a wild frontier.

In running a Q’barra campaign, one of the primary themes is the interaction between the settlers and the lizardfolk, tied to the idea that the settlers don’t understand the ancient dangers that linger in this land. But what if there are humans who do understand… warlocks and sages who seek to claim Masvirik’s power as their own? What if there is a conspiracy spread across the land, with agents among the nobles of New Galifar and the shard barons of Hope? What if they’re using their influence to stir up conflict between the humans and the scales… in the process destroying wards and allowing them to seize artifacts and dragonshards tied to Masvirik? And, of course, what if in doing this—in seeking to harness the power of the Cold Sun—these people are becoming something less than human?

In part, this could seem like any cult of the Dragon Below. Here’s the things I’ll call out to separate it.

  • It’s always been a theme of the yuan-ti that they aren’t devoted to their gods; they want their power. I’d highlight that here. The Poison Dusk are fanatically devoted to Masvirik. The yuan-ti have absolutely no love for the Cold Sun: they are opportunists who want to steal his power.
  • Q’barra includes dusk shards: dragonshards imbued with the power of Masvirik. The yuan-ti would be amassing these shards and using this dark power—to create eldritch machines, to create magic items, or as focus items. Some might grind up the shards and drink them. Acquiring dusk shards would be a common, basic goal of the yuan-ti… and something that would place them at odds with the Cold Sun Federation.
  • Rather than priests, I’d likely focus on these yuan-ti as sorcerers and warlocks; they are stealing the power rather than having it granted to them. A yuan-ti warlock could be tricking Masvirik into granting power, but more likely the Cold Sun isn’t an ACTIVE patron; rather, the warlock has just found a way to tap into its power. For NPCs, the point would be that these abilities are sustained and enhanced by dusk shards.
  • The mutation is caused by long term exposure to dusk shards and dramatically enhanced by channeling Masvirik’s power, and it’s something that’s happening right now. These yuan-ti have only been active for a few decades, and they’re still learning about their true nature. The abominations were born human and were once important members of their community; other members of their families have to hide the abominations, and cover for their inability to conduct business face to face. At this moment in time, there may not BE any anathema; one or more abominations will BECOME anathema over the course of the campaign.

Among other things, this allows a recurring NPC to mutate over the course of the story. The PCs deal with a villain; when they finally capture him, they discover that he’s a pureblood with serpentine characteristics. He escapes, causes more trouble, and eventually appears to be killed… only to return later as a malison or anathema, explaining how the Cold Sun revived him, and changed him in the process. Essentially, I don’t just want them to be snake people; I want to highlight that they are BECOMING snake people because of what they’re doing. I also wouldn’t limit them to humanity; there will be dwarves, elves, and orcs who are becoming yuan-ti.

What I like about this is that it makes the yuan-ti an unpredictable wild card. The Poison Dusk serve Masvirik. The Cold Sun Federation opposes him. They’ve been fighting this war for thousands of years. But the yuan-ti are new and are here for POWER. They are tied into the power structures of the settlers, and have allies at all levels of society.

Meanwhile, the shulassakar have been servants of the Silver Flame for thousands of years, transformed by their tie to the couatl. Shulassakar agents may show up mid-arc, sensing the disruption being caused by the actions of yuan-ti and Poison Dusk alike… just in time to confuse the PCs, who by now will have learned to distrust serpentine humans. Will they sort it out?

So, that’s what I would do with the yuan-ti. If you’ve done something else with them in your campaign, post it in the comments!

Yuan-ti have a strong connection to psionics, and in 3.5 they have natural psionic powers. However, in Eberron they have a strong arcane or even divine influence by being connected to the overlords. What would be the most common yuan-ti spellcaster? A psionic, a mage a priest or another one?

I don’t feel a need to add psionics to 5E yuan-ti just because they had them in 3.5. As noted above, I would focus on sorcerers and warlocks. The sorcerer would channel powers largely through supernatural mutation, while the warlock would be using arcane knowledge to essentially steal power from Masvirik.

Traditionally physical mutation is more associated with the daelkyr than with the Overlords. Are there other examples of Overlords causing physical mutations? How would you distinguish it from the daelkyr? 

It’s always been called out that agents of the Poison Dusk may be physically corrupted; 4E suggested that the Blackscale Lizardfolk weren’t actually a separate species, but were simply mutated champions of Masvirik. Beyond this, another Overlord noted for physical corruption is Katashka the Gatekeeper, who transforms followers (and others) into undead. The main question is whether the Overlord’s domain has an obvious physical aspect. Masvirik is associated with reptiles, and it’s reasonable that mammals who channel his power could develop reptilian traits. While Sul Khatesh embodies dangerous and arcane knowledge, and the manifestation of her corruption is that knowledge.

One way I’d highlight the difference between such Overlord corruption and the work of the daelkyr is that the corruption isn’t directed. Goblins didn’t spontaneously become dolgrims; Dyrrn took goblin prisoners and MADE dolgrims from them. By contrast, it’s not that Masvirik is intentionally turning these people into yuan-ti, and it’s not something they have control over; it’s a consequence of channeling his power.

This isn’t ENTIRELY dissimilar from some daelkyr; we’ve called out that followers of Belashyrra may start growing new eyes. However, that corruption doesn’t go very far; we’ve never suggested that they become beholders, for example. The key point I’d call out here is that the yuan-ti aren’t cultists, and the transformation isn’t a gift; it’s a consequence of their hunger for power.

On the Edge of Hope: Building a Foundation

One of my resolutions for 2018 is to play more roleplaying games. I’ve been running an 5E D&D campaign in Eberron, and I’m about to start a second one, and I thought I’d share my process as I kick off a new campaign.

In some ways, I approach creating a campaign the same way I’d approach creating a TV series (I imagine). It needs a compelling basic story; a vision for a long-term arc, broken down with smaller “seasonal” arcs; an interesting set of core characters. And most of all, it needs to be compelling and engaging for the audience… which in this case is myself and my players. And like a show, it’s not mine alone. As the DM, I may be the creator of this series… but the players are all part of the writer’s room. They know the audience better than I do, so I want to make sure that I’m drawing on them to build a “series” we all want to be a part of.

The Theme: Hope

When I’m preparing to launch a campaign, I’d usually reach out to the players and discuss different possible paths. Looking back to the TV analogy, I’d pitch a few different show ideas. A spy thriller dealing with the cold war between the Five Nations? Over the top pulp adventure in Xen’drik? A crime drama on the mean streets of Sharn? In this instance, however, I have a specific idea want to explore… and enough players to draw on that I can present the idea and say “Who wants to play in this?”

That idea is a fantasy western, D&D by way of Deadwood and Godless. There’s a place in Eberron for almost anything, and the place for this is Q’barra. Human settlers came to Q’barra to escape the horrors of the Last War, establishing the region of New Galifar. As they laid down roots, they discovered that the region was rich in precious dragonshards… and this drew a host of prospectors hoping to make their fortune. The wild frontier also offers a haven for deserters, war criminals and refugees fleeing the Last War. These people moved beyond New Galifar, establishing a region known simply as Hope.

The idea here is that the “show” is set in a small mining town on the edge of Hope. In many campaigns the player characters are constantly moving from place to place. Here, I want to root the campaign in this one location. The town is going to be another character; I want the players to become invested in the town and its people. I want its success or failure to matter to them. And that means that I need to work closely with them to develop characters that have a reason both to be here and to stay here… and to have a vision of what they want. Again, if we were making a TV show, we’d want to have some idea of the arcs of each main character. What makes them interesting? Why are they here? And what conflicts or drama do they have that we can mine for stories in future episodes?

So I’ve presented the basic idea and have a group of players who want to be a part of it. Here’s what I sent out to those players.

You’ve got a stake in a small shard-mining town in Q’barra, Eberron’s eastern frontier. The campaign is going to be centered on this town; it will serve as a hub and your actions will directly affect the success or failure of the town itself. With that said, it’s important to establish YOUR connection to the town: why you’re here, why you’ll stay if things get hard, what you’re looking for out here. In particular, there’s a few roles that you could take on.

  • Someone needs to be the Law in town – serving the role of sheriff, taking the responsibility of keeping people safe and maintaining order. A fighter or paladin would be the obvious choice here, but this is Eberron; any class could do the job.
  • Someone could be the Faith of the town – the preacher who serves the spiritual needs of the community and aims to keep them on a path. There’s multiple religions in Eberron, but this is a small town… so if one of you takes this role, you’re establishing the dominant faith in the area. Logically this would be a cleric, druid, or paladin.
  • Someone could be the Money… someone with a stake in a local business. Perhaps you’re the owner of the local saloon, or have a mining claim. Note that this doesn’t actually mean you’ll have more money to use; it means you have an economic tie to the success of the town.

Now, you don’t have to take on any of these roles, but if you don’t, someone will. There’s going to be law, and there’s going to be faith; if you don’t fill these spots, I’ll create NPCs who will. So you can be the Law, or you can deal with the Law.

Here’s a few other basic ideas that could fit the campaign, just to help get wheels turning…

  • A warlock, bard or rogue could easily be a gambler, grifter or professional wandslinger – or a bit of all three. Alternately, you could be a legitimate entertainer trying to maintain morale.
  • A wizard or artificer could be a scholar who’s come to this region because of the ancient ruins in the area, or to search for unusual dragonshards. Such a character could also potentially double as a schoolteacher if they felt like it.
  • A ranger or rogue could be a professional bounty hunter, hoping opportunity will wander through town.
  • Any character could be scarred by involvement with the Last War, a bitter conflict that only came to an end two years ago. For the best of reasons, you could be a deserter or accused of war crimes; perhaps you disobeyed orders to protect innocents or killed a corrupt commander.
  • The halflings of the nearby Talenta Plains are a relatively primitive nomadic culture. A halfling ranger, barbarian or druid could have formed a bond to one of the other PCs and followed them to Q’barra.
  • You came to town because of your significant other or your family. Are they still here, or did they tragically die recently? If so, are you on a quest for revenge?

These are just a few ideas; please feel free to come up with completely different thoughts. The main question is what would bring you to a mining town on the edge of the world, and what would keep you there?

Deepwater

I started this off with a basic concept of the town, which has the default name of Deepwater. It’s newly established — less than a year old. It’s on the edge of a small lake, which is both a source of fish and water and tied to streams used by shard miners. The area is a manifest zone to either Thelanis or Lamannia, which is one reason the lake is so fresh and well stocked. I also have the idea that while House Tharashk runs a number of large mining operations, this is an independent town; they sell shards to Tharashk, but Tharashk is going to mainly exist in the shadows as the scary Big Company that might show up to buy everyone out. With that in mind, here’s the three factions I see as making up the population of Deepwater.

  • Dwarves from the Mror Holds. An Aurum concordian has underwritten many of the costs of establishing Deepwater, and these dwarves are working her claims. The dwarvers are miners and masons, working claims and doing much of the work of building the city itself.
  • Refugees from the war. The simplest answer is for these to be Cyrans, but they could be from any nation.
  • Members of a particular religion, interested in establishing a community for members of their faith.

This provides a general concept for the town and the balance of power… but now, as the players start to develop their characters, I marry the two things together. If a player chooses to take on the Faith role, then the religion of their PC defines that religious community. Depending on the character and the religion, the region could have some special significance to the faith. Likewise, the nature of the refugees is something I can adjust to match the background of the characters; if someone has strong ties to the Last War, then the refugees can be from their nation and potentially even include their family or people they served with in the war. Essentially, I’ve got a concrete model for a town… but with a lot of pieces I can flip around to immediately connect with player backgrounds.

Building A Party

Looking at my current run of this scenario, the first place volunteered to be the Faith, and wanted to be a Greensinger. First of all, this cemented the idea that the town was in a manifest zone to Thelanis. The religious members of the community are Greensingers from across the Five Nations, drawn together by their shared faith and a belief that Deepwater is a truly magical place; they look to the PC as their guide and their ambassador to the fey. I’ve introduced the term ‘Singer as a shortened way to refer to the faithful, noting that many of their rituals do involve group singing.

Next up, a player liked the idea of being a recently freed warforged with a tie to the Money. Talking it through, we decided that he’d fought for Cyre and had led a group of refugees to the Mror Holds after the Mourning. There, Londurak — the Aurum concordian — agreed to provide for the refugees, if the PC would agree to be her agent and look after her interests in Deepwater. As a result, his ties are primarily to the Dwarves… and he may have to deal with specific directives from Londurak.

Another player volunteered to be the Law. His idea is that he was a shifter who fought for Cyre in the Last War… and who was disillusioned both with his own actions in the war and with the actions of the nobility and the dragonmarked houses — the greedy and powerful putting their own interests ahead of those of the people. He’s a paladin of the Silver Flame, but the idea is that he doesn’t know it yet. He’s come to Deepwater to help these people prosper and to protect the town, and this new conviction has put him in touch with the Flame… but he’s still finding that out. As a result, he’s given me as the DM control of all of his supernatural paladin abilities. decide when Divine Sense activates, or if this is a moment when his urging his friend to keep it together will trigger Lay On Hands. He’ll figure it out soon enough, but it’s been fun so far. With this in mind, this definitely establishes the refugee community as being from Cyre. It also gives the Law and the warforged a solid connection, though they’ve taken very different paths; the warforged is working for a big industrialist, while the Law is crusading against industrial power.

The remaining three characters included…

  • A Cannith artificer, on the outs with the house (though not actually excoriated) and conducting research. She’s a sage and decided that she maintains the towns’ library, which is to say she has a few books in a closet. We also call her out as acting as a general teacher.
  • A half-orc ranger. He’s a hunter licensed by Tharashk, but also has a distant relationship with the house. He’s a foundling who likes the stories of the house’s origins in the Shadow Marches, but doesn’t see that reflected by the industrial force running mining in Q’barra.
  • A human hexblade warlock. We decided he was from a merchant family in Newthrone, but started running with a bad crowd. He stole an heirloom wand from his family which turned out to have more power and mystery than he bargained for, and this wand is his patron. He killed a noble in Newthrone and is currently on the lam in Hope. He owes a few favors to some bad people, and he’s still figuring out the story of his mysterious wand.

Working On The Town

For the next stage I brought the group together. I explained that the Law, the Faith, and the Money PCs each represented one of the three forces that had brought this town into existence and asked if they had a preferred name for the town; they were happy to leave it as Deepwater. I gave them all an overview of the region and the town, including the critical NPCs I’d created (such as Thorn Velderan, the local Tharashk agent). Then I had each player introduce their character to the group, and as they discussed their characters, I asked them questions about the town. For each character, I asked the player to tell me about a friend or a rival they had in the town; to tell me about a location they were attached to in town; and to tell me something about the local tavern. The Law pointed out that he had a background ability that let him spot the bad apples in a community, so I asked him to tell me about one of those bad apples; we talked that through and established Dwyer, a smuggler and dreamlily dealer in the dwarven community. Meanwhile, I also suggested ties people might have with the NPCs we’d already established. By the time we were done, people felt like they knew this town, and we’d already established some interesting allies and rivals.

What Comes Next…

The next step is to start planning adventures. I’ll talk about that in a future post, but I’ve got a lot of hooks to work with. Q’barra comes with threats of its own, tied to the modern scales and to the mythic history of the region. Will people stumble onto ancient ruins charged with dangerous magic? Will they come into conflict with the lizardfolk… or will they have more problems with the greed of the locals or the threat posed by House Tharashk? The presence of the Greensingers means I’m definitely going to weave Thelanis into the story. Meanwhile, three of the characters have people they’ve sworn to protect. So there’s a lot of toys in the sandbox.

Q&A

A big element of frontier towns is the isolation that makes it a frontier and how groups and individuals compensate… Are there seasonal or manifest zone periods which limit ingress/egress to Deepwater? How frequent are new arrivals? Do people mainly get around by foot, horse, rail, oar, or sail? How strong are any monopolies?

Absolutely. This article mainly focuses on the characters, and next time I’ll talk more about the town. But these are definitely the sort of things you need to know. All of this ties to the basic question of why settle here? What is it that made people choose this particular spot? Is it confirmed mineral wealth, or is it because of the reliable source of food and water? With this being Eberron, a critical question is what magical services are available and what dragonmarked houses are represented? What goods and services are easily available (and from whom), and what is in short supply?

Some of these subjects I called out ahead of time. For example, I told players that there’s no lightning rail and no speaking stone; there’s a Orien coach every week, and if you want to send messages, you send them with the coach. At the same time, I also don’t want to overwhelm players with too much exposition too soon. Just as with a TV show, I want to make sure that I draw the viewers in and reveal critical details over time as opposed to doing a huge info dump from the start. Case in point, the first adventure dealt with an unexpected seasonal effect of the manifest zone — something that will definitely be an ongoing problem for the settlement, and something that helps explain why this nice spot wasn’t already claimed by the scales. Now the players need to actively determine how to deal with it, and how to minimize the impact on the town. Similarly with the factions: I’ve established the three main factions in the town. Some of the player have connections with specific factions. I’ve mentioned critical NPCs tied to them. But I want to take a little time for the players to get to know these groups and people in the context of the story before I play up the conflict between them. I want the players to get to know the old dwarf mason and the ‘Singer who runs the tavern before I set the ‘Singers and dwarves at odds, so the players have a bit of a stronger personal tie to that conflict. But I’ll talk more about that in the future.  

I know that some rpg’s have game mechanics revolving around building, managing, and advancing strongholds and settlements. Some even make it into their own mini game. Did you implement anything like those for this game or do you prefer to keep that sort of thing loose?

Personally, I’m keeping it somewhat loose. I’ll offer the players critical choices: the town is doing well… would you rather see a speaking stone here, or a Jorasco healer? But I haven’t established it as a literal sub-game. In my opinion that really depends on your players. A certain type of player will really enjoy that sort of extra level of game; with my current group I think the higher level approach is the way to go.

It’s hard for me to imagine Western without guns. Did you make any specific effort to cover that gap, treating war wands and such like guns, or is it just sword fights in the streets?

I’m using Wand Adepts, as I described in my previous post; so far I’m pretty happy with the results. Wands follow standard arcane focus rules, and I’m currently playing with rods as two-handed focuses that increase the range of offensive cantrips by 50%… so that gives some of the flavor of pistol versus long gun.

How do you explore the faith of greensingers? 

Thelanis is close to Eberron, and there are many places where it bleeds over into the natural world. I’ve called out before that a dryad isn’t a part of the natural world. The Greensingers disagree. They respect nature — holding to the shared common beliefs of all the druid sects — but they embrace fey magic in their worldview. They don’t WORSHIP the fey; they simply seek to live in harmony with them, to respect their ways and to benefit from an association with them. It’s the classic model of the person who leaves a pair of old shoes on their doorstep with a saucer of milk, hoping some spirit will accept the offering and fix the shoes. Essentially, they believe that the world is a BETTER place when fey magic is a part of it, provided you understand their ways and know how to work with them. So the common Greensinger knows the stories of the fey, the signs of their passage and how to interact with them. They sing songs in Sylvan and celebrate those times when the worlds are close. And — as in this case — they seek out manifest zones and places where the two are close and they can find that magic in the world.

Meanwhile, Greensinger DRUIDS serve as ambassadors between the worlds, and often as agents of specific archfey. So in this case, the player character is bound to an archfey called The Forest Queen. But she balances that against her general duties to the community, which she serves as guide, protector, and ambassador.

So SOME Greensingers act very much as independent operatives. In this case, she’s first and foremost the guide of her community, using her personal ties to the fey for their benefit.

I love D&D, but sometime I feel like a limit the idea of “group”. D&d works better when the players are men on a mission. When they start wanting different things, maybe to the point of potential conflict, It’s not the good system anymore. In that kind of scenarios the apocalypse engine works far better for example.

Different systems definitely specialize in different things. With this campaign the players all agreed that what they wanted to play was D&D. So while I’m adding in this meta-level of the town as a character, it’s still understood that the primary drive of a game session will be the player characters joining together as a group to deal with a threat or to solve a mystery. Where there’s some intentional conflicts that could grow — notably, the warforged’s Aurum boss pushing him in directions the shifter sheriff won’t approve of — the warforged player is already operating on the assumption that this might be something that causes his character to rethink his allegiance and side with the party. Essentially, the players like the idea that there will be some tensions and issues they need to work through — but they are still working on the fundamental concept that events will bond them together as a party of adventurers and as friends. So if trouble arises between the Dwarves and the Greensingers, the players expect that their characters will be working together to try to heal the rift, not that they’ll take sides and fight each other.

So: I absolutely agree that it’s good to know what sort of experience your players are looking for and to consider whether you’re playing the right system to provide that experience. But in this case, people want the core D&D experience; I’m just adding more flavor around that core.

If you have questions or thoughts, post them below! And as always, thanks to my Patreon supporters for keeping this blog going.

Dragonmarks: Lizard Dreams

My previous post dealt with creating an Eberron campaign based in Q’barra, and it spawned the following question.

How do you see a human (or dwarf or whatever) barbarian raised by Cold Sun lizardfolk working in this campaign?

As I mentioned in my article on exotic races, the first thing I’d want to do with this is to find out why the player wants to play this character. Why do they want to have been raised by scales? What impact has it had on them? How do they see this background playing into their future? The critical issue here is that Q’barra has three distinct reptilian cultures. Each one plays a dramatically different role in the campaign. I’m not thrilled about the idea of having a player character with deep connections to the Cold Sun Federation, because they have a very alien culture. Learning their motivations and figuring out how to communicate with them is something that I’d planned on being a significant challenge that would play out over the course of multiple adventures. Having a player who has been raised among them and thus inherently understands their customs and has contacts within the Federation completely changes that story.

But: this isn’t my story. It’s our story. If the player understands what the Cold Sun Lizardfolk are all about and specifically wants to have a connection to their culture, I want to find a way to work with that. I can change the direction of the story to embrace this new hook, and I’ll talk about that below. But the thing is that I doubt the player has that in mind. I suspect that they just like the idea of being an outsider raised among the indigenous culture, of walking between two worlds, trying to reconcile the values and culture they were raised with against the common culture of their biological kin. That’s a great story. But if that’s all they are looking for, I will steer them away from the Cold Sun lizardfolk – the Masvirik’uala – and encourage them to have ties to the Trothlorsvek dragonborn.

To explain in any more detail, I have to delve into potential spoilers for a Q’barra campaign. Most of what I’m about to discuss is drawn from the Q’barra articles I wrote for Dungeon 182 and Dungeon 185. If you’ve only read the core Eberron sourcebooks you won’t have encountered some of these ideas… and it’s important to remember that in Eberron, everything is optional. If you don’t like these ideas, don’t use them – and if you’re a player, don’t assume that your DM is using these things. But this is where I’d be going in my Q’barra campaign.

TROTHLORSVEK: The Dragonborn of Ka’rhashan

Long ago the dragons of Argonnessen dispatched forces to Q’barra to stand watch over places where fiendish influences lingered from the Age of Demons. To cut a long story short, over the course of thousands of years the dragonborn grew bored with their duties and spread out to the west, establishing a nation in the Talenta Plains and Blade Desert. They clashed with the goblins that dominated the heart of Khorvaire, but it was the corruption of Rhashaak and the rise of the Poison Dusk that destroyed their empire. They fell back to Q’barra and have never regained their power; what strength they have is spent guarding the cursed sites and fighting the Poison Dusk.

The dragonborn are divided into clans. They are a martial culture, still hungry for glory; they split their energies between battling the Poison Dusk and ritual battles against other clans. There are clans and leaders who believe that the it’s time for their people to abandon the ancient duties and turn their eyes to more glorious battles… perhaps beginning by driving the softskins from Q’barra.

So looking back to the question: while it would be unusual, I can definitely imagine a human (or dwarf, or halfling) who somehow ends up being raised by dragonborn. Perhaps the child’s parents earned the respect of a dragonborn champion before they died. Perhaps it was some form of debt of honor… or perhaps an elder believed that the Prophecy called for the protection of the child. This creates a host of possible story hooks. Was the character taken in by an entire clan, or were they only accepted by a specific champion or elder? Either way, did this create conflict for the clan or champion, either with another clan or within the clan itself? Does the character still have a place among the dragonborn, or were they driven out from the clan? Over the course of a campaign, members of the clan could show up; they might need the PC’s help on a mission, or could call the PC back to clan lands to defend their foster family or to represent the clan in a ritual battle or a rivalry with another clan. Or, a rival clan could show up in pursuit of a vendetta. Or trouble could arise with the Poison Dusk – and by the traditions of the character’s clan, they’re duty bound to oppose the Poison Dusk. Will they uphold the duties of their clan, or have they turned their back on that life?

So: Lots of story hooks here. The only problem is that the dragonborn aren’t especially barbaric. They have a sophisticated martial tradition and excellent smiths, and would be more inclined to produce fighters or paladins than barbarians. But if the player is set on barbarian, you could establish this as the traditions of their particular clan – which could be something else that sets that clan at odds with others.

MASVIRIK’UALA: The Lizardfolk of Q’barra

In developing the lizardfolk of Q’barra, I wanted to make them a truly alien culture. They aren’t just humans with scales; there are fundamental differences that make it very difficult for them to understand and communicate with humans, and this is something that has led to the current conflict with the colonists. In my Eberron, part of a Q’barra campaign would be coming to understand these differences and finding a way to improve communication. So, spoilers to that mystery lie ahead.

On the surface, the lizardfolk are a primitive tribal culture. They have no written language, and in conversation they often seem terse and cryptic. While they initially held to treaties established with the colonists, they’ve recently engaged in savage attacks on mining camps and caravans, leaving no survivors.

The lizardfolk are an ancient race. The Overlord Masvirik dominated their ancestors, and the couatl freed them from this demonic tyranny. Following to the great sacrifice that kindled the Silver Flame, the couatl planted a seed in the collective unconscious of the lizardfolk of the region — something that would guide them and unite them, and help prevent Masvirik from rising again. And that is this: The lizardfolk of Q’barra have shared dreams. Their dreams aren’t in any way random: they are lessons. They dream of the battles their ancestors fought, and from those dreams they learn both how to fight. They dream of the tyranny of the Overlord, and from this they know what they are fighting against. They have no written language because they don’t need one; everything they need to know comes to them in their dreams. This is why their culture remains largely unchanged even though their civilization is ancient; their dreams haven’t changed, and their dreams show them how to live. So they follow the exact same paths of war and magic that their ancestors followed, and have never tried to improve upon them.

Because of their shared dreams, all lizardfolk know the same stories. The idea of explaining one of these stories is an alien concept, because how could someone not know the story of the infamous traitor or the brave martyr? As such, one of the lizardfolk might say “We do not embrace T’karr.” What he means is “We cannot be fooled and we will not take a traitor into our midst; we recognize your treachery.” Should someone say “Wait, I don’t understand what you mean by that” he’d be at a loss – how can you NOT know the story of T’karr? EVERYONE knows that story.

This is why communication with the lizardfolk is so difficult… because even comprehend languages can’t unpack context and metaphor. The lizardfolk call themselves the Masvirik’uala, which literally translates to “The Cold Sun Alliance” or “Cold Sun Federation.” It is obvious to the lizardfolk that what this means is the alliance that stands against the Cold Sun, and this isn’t something they have to explain… but most humans assume that it’s the federation of the Cold Sun. Likewise, I’ll preserve one mystery and won’t say exactly while the Masvirik’uala have become hostile (you can get my reasoning in Dungeon 185), but I’ll say that to them it is entirely obvious that the people they are killing are agents of the Overlord Masvirik, and they know from their own experience with the Poison Dusk that such creatures cannot be saved or reasoned with; the only thing to do is to kill them quickly. No one could be accidentally doing the foolish and dangerous things these colonists are doing, because everyone knows how foolish and dangerous those things are.

A secondary point here is that the Masvirik’uala are entirely united. They don’t appear to have a structure that bonds all the tribes together, because they don’t need one; they all share the same background and values. So their tribes never fight. They work together to share territory and resources. They aren’t set apart by petty feuds or desire for glory, because they all know the enemy they must stand against, and that’s a struggle that will never end. So the PC raised among the dragonborn can be caught up in (or the cause of) feuds between dragonborn clans, and have to deal with those rivalries and vendettas… but the Masvirik’uala don’t waste time on such petty things.

And a final point that ties to all of these things and again emphasizes how alien the lizardfolk are: they don’t experience emotion the way that humans do. Their brain chemistry is different; while they HAVE emotions, they are generally at a flatter level than how humans and demihumans experience things. It’s not like a Vulcan who choses to embrace logic over emotion; it’s that the lizardfolk simply never become as consumed with extremes of rage or sorrow as a human can. When the lizardfolk massacre a mining camp, they aren’t driven by fury: they’re approaching it with the detachment of a gardener plucking weeds. They can feel sorrow when a friend dies unexpectedly or anger when they are unexpectedly betrayed – but even their, they don’t experience those emotions as deeply as other races; they are quite literally cold blooded. They certainly have barbarians among their warriors, but their “barbarian rage” is literally a triggered adrenaline rush, not “rage” as humans experience it.

Now, if a player really wanted to play a character raised among the Masvirik’uala – if they couldn’t get what they were looking for from the Dragonborn – I’d let them run with it. The critical question is does the human share their dreams? There’s no logical reason why they would… and without knowing their dreams the human would always be an outsider. They’d have learned some of the stories and references over time and they’d have a weird emotional affect, but they’d always be an outsider. However, at the end of the day the dreams of the Masvirik’uala come from the Silver Flame. It was the couatl who planted the dreams in their unconscious, and in many ways this is a model of the Voice of the Flame revered in the Five Nations. So you could say that a human raised among the lizardfolk actually learned to hear their Voice of the Flame — and as such, though human, they dream the lizardfolk dream. This would mean that they understand the ways and culture of the lizardfolk, that they can interpret their metaphors — that when the elder says “We don’t embrace T’karr” they know what that means; and they understand why the lizardfolk would massacre a mining camp, and that such an action would actually make sense to them. A critical question is why this character would LEAVE the Masvirik’uala and live among humans who don’t know any of these things. One logical reason would be because they want to serve as a bridge between the two cultures, and to try to mediate or rally the colonists — in which case that story should be a major part of the campaign. But it could also be that they were raised by lizardfolk but then “rescued” at a relatively early age by colonists. So they dream the lizardfolk dream and that keeps them on the path of the barbarian… but they haven’t actually been part of a tribe for a while.

With that said: My original plan for a campaign was that learning the motivations of the lizardfolk and figuring out how to communicate with them would be an ongoing challenge. If there’s a player who gets all of this, I might add a new mystery. The Masvirik’uala are driven by dreams. Those dreams are shaped by a divine force and thus, in theory, immune to manipulation by, say, Quori. But what if they aren’t? What if the Dreaming Dark has been manipulating the shared dream to create conflict? In Sarlona, the Dreaming Dark created a terrible war so that their Inspired vessels could emerge as the heroes of that conflict. They could do the same thing here — escalate the conflict, and have their new chosen vessels (who could be a noble family in Newthrone, a dragonmarked house, followers of some religion, etc…) take the spotlight as the people who will defend against this threat. Because the player character also dreams the dreams, they know why the lizardfolk are fighting; but because they are among the colonists, they know that what the dreams claim is untrue. Can they uncover the Quori manipulation and find a way to stop it before the conflict goes too far?

How would you handle a Q’barran lizardfolk leaving the tribe to become an adventurer, or a lizardfolk acting against the cultural norms in general? Would they be ostracised? Is there room for interpretation in the Lizardfolk Dream?

Sure. The lizardfolk are less driven by raw emotion than humans are, and they essentially know they have a purpose in a way humans don’t. They aren’t generally driven by a desire for change or innovation, and thus their civilization has remained largely unchanged for tens of thousands of years. They all know all the same stories. But once you set all that aside, they aren’t mindless. They have elders and priests to help guide them — and that means that individuals can always find their own paths.

So, my question is WHY one of the lizardfolk would leave their people and travel among the softskins – these strange savages who know so little of the world. Here’s a few ideas I could see.

  • They have had a unique and personal diving vision beyond the shared dream. This could be the direct intervention of a couatl spirit — just as Tira Miron had a couatl guide her on her path. Or if could be a Quori who’s intentionally misleading them. Either way, this vision could establish that there is something they must do away from their tribe.
  • They could have a role that’s clearly defined IN the shared dream. Perhaps the lizardfolk PC is tied to the Prophecy and has a role to play in dealizing with Rhashaak or Masvirik, and all the Masvirik’uala know it. Whenever they encounter lizardfolk, they’ll treat the “chosen one” with respect… meanwhile, the Poison Dusk is particularly targeting this PC.
  • Due to extended contact with outsiders, the PC has come to question the dreams. They believe that the dreams are holding their people back and are determined to find out more about other places and cultures. Meanwhile, they have been banished from the Masvirik’uala for these heretical beliefs. Yet they still dream the shared Dream — something terrible threatens their people, they’ll know about it through the dream.
  • The PC was touched by the Poison Dusk, which cut them off from the Dream. The PC then overcame the corruption and broke free from the influence of the Cold Sun, which no one has ever done before… but their connection to the Dream was never restored. The Masvirik’uala believe the PC is corrupted and has exiled them. Is the PC corrupted, or is their victory proof that they are the one who can bring down the Poison Dusk once and for all?

The idea that people can’t tell the difference between lizardfolk and dragonborn seems hard to swallow. 

The idea was never that people literally can’t tell the two species apart; it’s that most people have never cared enough TO tell the species apart. The distinction isn’t part of the common knowledge of a person living in Khorvaire. The settlement of Q’barra only began seventy years ago, and during a time of war. Q’barra includes multiple species: kobolds, troglodytes, lizardfolk (who come in multiple shades and sizes) and dragonborn. All of these cultures are insular and many are either actively hostile to the colonists or have difficulty communicating. So: A jungle guide or a Newthrone envoy will know ALL about the differences between these difference species and cultures. But even a typical prospector doesn’t CARE to know the difference. They’re all creepy. They’re all dangerous. It doesn’t make a difference if they’re tall or short, if they have tails or don’t have tails; they’re all scales. Meanwhile, in the Five Nations Q’barra is little more than a curiosity. People know stories of miners being attacked by dinosaurs and reptilian humanoids. There are probably stories that dragons live in the jungle, or even that the colonists domesticate dinosaurs. A SCHOLAR may know all about the Trothlorsvek and the Masivirik’uala… but the commoner doesn’t know and probably doesn’t care. They’re lizard people halfway across the world.

THE POISON DUSK

So what about the third faction: The Poison Dusk? Per Dungeon 182/185, the colonists have never understood the true nature of the Poison Dusk. They’ve assumed it’s just another tribe, when in fact they are the victims of fiendish corruption — reptilian creatures of many species who have fallen under the sway of Masvirik and Rhashaak. This is why they’ve never been completely destroyed. Even if they are wiped out, they eventually return; often those most involved in the destruction end up falling prey to corruption. Per canon, humans – and for that matter, any warmblooded creatures – aren’t vulnerable to Masvirik’s influence. However, just as with the shared dream of the Cold Sun, you could say that THIS human was touched by Masvirik, which would explain why the Poison Dusk took them in.

If I were to do this, I’d probably say that there is a dusk shard – a dragonshard imbued with demonic energy – embedded in the body of the player character. For most of their life, the demon in the shard has controlled them. At some point the PC was on a raid; their scaled comrades were killed; and something happened that broke the demon’s hold over the PC. If another member of the party is a divine character, I’d suggest that it was their power that freed the PC. Now the PC is in control, but they don’t entirely know what that means; they’ve been driven by a demon their entire life, and they have to discover what it means to make their own choices. Assuming you stuck with barbarian as a class, I might come up with a new Barbarian path playing with the idea that their “rage” draws on the demonic power of their shard. This is a way to justify the PC growing up in a savage culture while giving them an opportunity to be innocent of atrocities they may have committed while with the Poison Dusk (and I would definitely have them end up visiting villages they raided while with the PD and facing the families of people they murdered)… to have them have to decide if they want to embrace a brighter path or cling to their demonic instincts. And is there a risk that the demon could regain control of them?

RHASHAAK: LORD OF HAKA’TORVHAK

The black dragon Rhashaak came to Haka’torvhak as a guardian. He was corrupted by Masvirik and now channels part of the power of the Overlord… and because of this, he too is bound to Haka’torvhak. He is the figurehead of the Poison Dusk, and the colonists believe that the Poison Dusk worship Rhashaak as their living god. Which for all intents and purposes they do. But what does Rhashaak actually WANT? How can you use him in a campaign? Here’s a few ideas.

The Voice of Masvirik

Rhashaak is the living avatar of the Overlord Masvirik, one of the most powerful and evil beings ever to walk the world. Most of the Overlords essentially slumber in their prisons, but Masvirik is fully aware; the dragon is effectively a puppet. But While Masvirik is conscious, he is bound to the body of the dragon and has only a fraction of his power. His primary goal is to build his power, crush his enemies, and ultimately find a way to break the bonds of the Silver Flame and regain his full power. He calls himself “Rhashaak” because there’s no reason to let his enemies know that he has returned. But in truth, he is the Overlord Masvirik.

Under this storyline, Rhashaak remains as the god-king of the Poison Dusk. The critical aspects are that his ultimate purpose is to break the bonds and release Masvirik in his full glory.

The Mad Wyrm

Rhashaak is fused with the consciousness of Masvirik. He dreams the dreams of the slumbering Overlord, but doesn’t fully understand them. Instead, he truly believes that he, Rhashaak, is a god… or at least, he has the potential to become one. He seeks to force all of the people of Q’barra — both the lizardfolk and the softskins — to bow down and worship him. He is certain that if he can only bend enough followers to his cause, he will achieve his true divine potential, break the bonds holding him to Haka’torvhik and ascend to the heavens. It’s up to you if he thinks he’s going to become one of the Sovereigns or Dark Six, or if he will be an entirely new godlike being.

In this storyline, Rhashaak’s schemes DON’T clearly intersect with a desire to free Masvirik. His power comes from Masvirik, and the Poison Dusk are drawn to him because of this, but he will never mention the Overlord. He’s focused on dealing with dawn and dusk shards, and in fact, House Tharashk is more likely to free Masvirik than Rhashaak is. Instead, his actions purely about expanding his personal power in Q’barra, crushing his enemies, and forcing people to worship him. In this case, there could be a SEPARATE sect of dusk-shard fiendish reptilian champions that are working to free the Overlord… who resemble the servants of Rhashaak, but are actually working against him.

 

The Tortured Mastermind

Rhashaak began as a guardian. If you want to make the dragon a more complicated villain, you could say that he’s still that guardian. He’s been merged with Masvirik. The Poison Dusk worship him as a god and expect him to show them the path to unleash the Cold Sun. But he hates the Overlords and would never unleash Masvirik. At the same time, if the Poison Dusk knew this they would turn on him. He has to keep them believing that they are working towards the rise of the Cold Sun… all the while trying to find his own path to freedom and to ensure that Masvirik is never freed. In this scenario, a party of adventurers could be captured by the Poison Dusk and brought to Haka’Torvhak to be sacrificed – only to have Rhashaak himself set them free and help them escape.

Now, this is tricky enough – but if you want to make it even trickier, you could say that just because Rhashaak isn’t the villain people think he is doesn’t mean he’s a hero. Rhashaak may hate the Cold Sun and the Poison Dusk… but he could still be working towards a plan that will grant him divinity. This could be something that will let him claim Masvirik’s power as his own… or it could be something more akin to the divine power of the Undying Court. If he can fully bind Masvirik and also secure the full devotion of all of the scales, he could harness that to become something like a god. Would he use this power to redeem the Poison Dusk and be a just guide to the scales? Or would be be an even deadlier tyrant, free to unleash both his divine power and draconic might against the colonists?

This was supposed to be a quick two-paragraph answer to a question, and instead it turned into all this. Thanks as always to my Patreon supporters; the more support I have, the more time I can justify spending on the site… so if you want to see more content, check it out! I’ll be answering questions from patrons whenever time permits.

Dragonmarks: A Q’Barra Campaign

My last post raised a question: what cities or locations in Eberron can support an entire campaign? Sharn and Stormreach can fill this role, if you want them to. But what about other locations? Someone raised the idea of the city of Newthrone in Q’barra, and that got me thinking. Because I think you could easily run an entire campaign in Q’barra, but I wouldn’t start it in Newthrone.

In my mind, a Q’barra campaign would be a fantasy twist on the classic Western. The adventurers are people who’ve chosen to live on the frontier, searching for fortune, redemption, or simply an escape from something. Rather than starting them in the largest city in the region, I’d do the reverse and start them in an entirely new community. Q’barra is a frontier nation largely untouched by humans, but in the past decades prospectors and settlers have discovered rich deposits of dragonshards in Q’barra. Much like the classic gold rush, this has drawn a host of opportunists and fortune seekers – and all the sorts of people who hope to profit or prey upon them.

Player Backgrounds

So: I’d sit down with the players and establish that there’s a new town in the Hope region of Q’barra. Tharashk prospectors have identified the region as rich in shards, and it’s on the precipice of a boom. With that in mind, I’d ask the players if any of them want to be founders of this community. There’s a couple of roles a player could choose to fill:

  • The Law. Someone needs to keep order in this small town… do you have what it takes to pin that star to your chest? This is an easy go-to for a paladin, but there’s no reason a fighter or even a rogue can’t design to be the lawkeeper. It’s also a role that could be shared among multiple characters, either equally or as a warden with deputies.
  • The Faith. As a divine character — or a druid, for that matter — could be the spiritual guide for this small town. Their choice of faith will say a great deal about the flavor of the town; is the local church dedicated to the Silver Flame or to the Blood of Vol? And does the character have the respect of a significant portion of the community, or are they an evangelist trying to convert the faithless townsfolk? This is an opportunity to play up the idea of a divine caster filling the actual duties of a priest – guiding and counseling a community – as well as smiting undead.
  • The Money. It’s a small town, but someone’s got to buy and sell. Personally, I’d be inclined to have the primary merchant prince be an NPC so you have a little flexibility in tracking the local economy and you don’t get into the weird space of “Why don’t I give all my goods away to the party?” But you could certainly have a bard or rogue running the local saloon — having a stake in the local economy, and having a little bit of a minigame involving managing goods and employees.

If one or more players is up for taking one of these central roles, I’d ask them to name the townThey may not be the mayor, but they’re one of the founders… so what did they call it? For the rest of the article, I’m going to call my town Felhaven. But having the players name the town is a way to give them a concrete connection to it and establish that it is new. It’s not on the existing maps of Q’barra because it wasn’t there when those maps were made.

So, what about the rest of the players? Everyone needs a reason to be in Felhaven: What is it? Here’s a few ideas, just off the top of my head…

  • A rogue or bard could be any combination of grifter, gambler, entertainer or professional “companion” (an especially strong role for a changeling).
  • A ranger would make an excellent Tharashk bounty hunter — someone who’d have ties to the Tharashk prospectors in the area, and who could be offered work tracking down troublemakers. You could take the same path with another class, but ranger’s a great match.
  • I love the idea of a warlock or sorcerer as a professional wandslinger – gambler, duelist, and general scoundrel. Either one could also have ties to the dark powers in the region, either by choice or unwillingly.
  • A fighter could be an ex-soldier fleeing the war. They could be a deserter who fled during the war, a Cyran soldier without a home, someone who served with distinction but now feels they have no place in the Five Nations. But they could just as easily be a mercenary looking for opportunities — Firefly terms, Mal or Jayne. A deserter
  • An artificer or wizard could be interested in rare dragonshards in the region — believing that if they can locate a supply of these shards, they could make some sort of arcane breakthrough. Or they could be a sage interested in the history of the Age of Demons, eager to explore the local ruins.
  • A halfling druid, barbarian or ranger could have come from the Talenta Plains. They could have formed a bond to one of the other PCs and this is what drew them from their homeland… or they could have been exiled from their tribe, for reasons that will be explored as the campaign continues.

Given that Q’barra is off the beaten path, it’s also an easy place for any sort of unusual character who doesn’t feel comfortable in the Five Nations. Tiefling, warforged, magebred exotic race – Felhaven’s a perfect place for a person who doesn’t fit in elsewhere.

Once players have basic concepts, I’d also suggest that they come up with exactly what has brought their character to Felhaven… a hook that could be explored in future adventures. Here’s a few ideas:

  • Family. This is a good match for someone who has an important role in the town. Family could mean parents and siblings, but if could just as easily mean a spouse and children. Often adventurers are rootless, but in this scenario, Felhaven is the character’s home. Personally, if a player picked this path, I’d have each of the other players also take on the roles of a member of the PC’s family – rather than me playing them all as NPCs, if there’s a scene with the PC’s spouse, one of the players always takes on that role. In doing this, it gives the other players both a stronger connection to the fate of the family and to the town overall.
  • Profit. The character is a mercenary who’s in this for quick gold. They’re here for tomb raiding, bounty hunting, and anything else that could get a few galifars in their purse. Will they discover there’s something more important than gold as time goes on? Alternately, the character could be a dragonmarked heir, either sent to oversee a specific house operation or hoping to make a name for themselves within the house through their own action.
  • Redemption. The character did something terrible in the Last War… something they deeply regret. It’s possible that they are a wanted criminal in the Five Nations… and if so, it’s possible bounty hunters could show up in pursuit of them. Was the terrible action justified? Is it that they once were a truly terrible person and remorse has changed them? What will redemption involve?
  • Revenge. Someone wronged the PC in a terrible way – murdered their family, stole their future, what have you – and that person is somewhere in Q’barra. Felhaven is just the first step in tracking them down.
  • Knowledge. Q’barra has well-preserved ruins from the Age of Demons. The people of the Five Nations also know little about the lizardfolk and the Dragonborn. Any of these could be an interesting thing to pursue, and the PC could have a specific lead or contact they’re following up on.
  • Vision. This is an easy option for a divine character, but anyone can have a vision. The character has had a vision of a terrible darkness that could sweep out to destroy Khorvaire – and knows that the path to stopping it begins in Felhaven. Is this a true divine vision? Or could they be being manipulated by the Dreaming Dark?
  • Spy. The character is working for an organization that wants to keep an eye on this developing community. Easy options include the Aurum or a local crime boss in Newthrone… but you could have a secret agent of a Dragonmarked House or even the Lords of Dust. A changeling companion could have ties to the Cabinet of Faces. This most likely is something that gets the PC a little extra gold on a regular basis, but they could start getting orders that put them at odds with the needs of the community. Turning on their boss is a great arc for a midlevel story!
  • Mystery. The PC has a map to a fortune. It could be treasures stashed during the Last War, an ancient fiendish vault, or a rich shard field. Whatever it is, they have a lead on a fantastic opportunity – but it’s not something they can pull off alone.

Building The Town

So: now we have some well rounded player characters and some hooks to explore in upcoming episodes. Next I want to develop the town itself. Who are the major NPCs? Who are the power brokers? If the players didn’t take on these parts, someone has to be the law and there will certainly be some sort of temple or church. There will surely be a saloon, inn or brothel (or some combination of all of these) and a general store. There’s a local leader: is this a mayor, or is this town a Tharashk outpost governed by a Tharashk baron (in which case Tharashk would also provide the “law”)? What other groups are here? Who’s the richest person in town, and how desperate is the poorest person? I’d certainly want to develop these characters myself so they have secrets for the PCs to uncover, but I’d also engage the players to help me fill out details. “Bob, the innkeeper at the Rusty Nail is a beloved pillar of the community. What gender is the innkeeper? Sarah, what race are they? Galen, any distinctive physical details?” Again, I’m establishing the critical story detail – the innkeeper is a beloved figure, as opposed to a hated pennypincher – but I’m letting the players add details that give them a connection.

In creating the town, there’s a few critical questions. What services are available here? Is there a Sivis message station? Is there a Jorasco healer? What can be bought, and what’s the limit on what the merchants can afford to buy? Who are the potential troublemakers, and who could be patrons or long-term enemies of the PCs? In particular…

  • Is someone in town a disguised agent of the Chamber or the Lords of Dust?
  • Is someone being manipulated by the Dreaming Dark?
  • Is someone a spy for one of those groups I mentioned before?

Personally, I WOULDN’T provide a lot of dragonmarked services to begin with, because it’s a great way to establish the growth of the community; I’ll talk more about this below.

What last thing to consider: Manifest zones. Is the town built by or in a manifest zone, and if so, what are its effects? Manifest zones can have very useful effects; a zone tied to Lamannia might naturally purify all water in the region, while a zone tied to Fernia might cause fires to burn longer and brighter than normal. Logically, if people were going to build in a manifest zone it should have some sort of useful effect. But it’s also possible that the founders didn’t know the zone was there – or that there’s a zone adjacent to the town that has dangerous effects.

Plots

So we’ve got a fun location. We have interesting characters. What do we do for story? Here’s a few easy starting adventures….

  • There are ruins near the town. These could date back to the Age of Demons, or they could be tied to the fallen dragonborn nation. At low levels, you don’t necessarily want people stumbling into Haka’Torvhak, but these could be tiny outposts or tombs with simple traps and minor undead or local wildlife. This is a great opportunity for the PCs to do something that sends a longer term plot in motion: they take the magic orb from the tomb, little realizing that it was a warding stone holding an evil spirit in check… and in future adventures, they’ll have to deal with the unleashed spirit and its corrupted minions.
  • Bandits or criminals can threaten the town, preying on the honest prospectors. Can the PCs act as mediators, or violence the only solution?
  • Likewise, you could have any number of mysterious strangers showing up for an adventure of the week. A wealthy explorer shows up with a map but needs bold adventurers to help her find the prize. A large group of Cyran refugees shows up and wants to settle, but are they as innocent as they seem? A crusading priest shows up and tries to rally the townsfolk to his cause. A traveling tinker has a host of mystical treasures for sale… but we’ve long been warned to beware the gifts of the Traveler!
  • The PCs can run into trouble with the local scales – hostile lizardfolk and dragonborn. The Poison Dusk are aggressive servants of the local demon Overlord; the Cold Sun lizardfolk fight the Poison Dusk, but could end up fighting the PCs or Felhaven because the PCs have unknowingly violated a taboo or threatened the local balance. Can the PCs establish communication and work out an alliance with the Cold Sun? Logically, this is something that starts small – clashes with a few bands of warriors – but that over time draws PCs into the ancient conflict in the region and reveals the history of the dragonborn and the Cold Sun.
  • Within the town itself, you could have a Cult of the Dragon Below or a Dreaming Dark cell spread like a cancer until it’s uncovered. You could also simply have mundane troubles – organized crime or a Dragonmarked House seeking to claim the town as their own.

Beyond this, you’ve got a lot of hooks in the choices made by the players. If a PC is the law in these parts, you can always drop in quarrels or crimes they need to deal with… while the preacher may have to deal with morale and the saloon owner with economic challenges. If someone came to town seeking revenge, well, where’s that trail lead?

Now: In this scenario, I’d make the town essentially a character in the game as well… as the PCs grow in power, the town can gain levels as well. While the PCs are going on adventures, prospectors are hunting for shard deposits and farmers are settling in. if the PCs can hold off bandits and scales, the town prospers and should gain services. Each time the players gain a level, consider adding something new: a Sivis message station (perhaps initially only connected to Newthrone), a Jorasco healer, a magecrafting blacksmith, a Cannith tinker who produces a few minor magic items, a larger Tharashk refinery that raises the cap on what merchants can afford to play. If the players screw up, things could be lost; the message stone operator could be killed, or simply decide it’s too dangerous for him to stay. The players should feel a meaningful impact both for their triumphs and failures.

Longer term, you can start bringing in more powerful organizations and greater challenges.

  • An elite Emerald Claw squad comes through – what are they looking for in the jungle, and should the PCs stop them? Do they want to outright fight the Emerald Claw on the streets of Felhaven – which could result in a lot of innocent deaths – or find another answer? It could be that the secret to Erandis Vol’s ascension lies in the region – which is a reason to have a long term and evolving Emerald Claw presence. This is a good basic for a recurring villain, such as the necromancer Demise.
  • The Lords of Dust have plans involving Felhaven. Logically this would invovle the Overlord Masvirik, the demon bound in Haka’Torvhak… but you could also have agents of a different Overlord with plans that run counter to what Masvirik wants. The Lords of Dust seek to enact a particular branch of the Prophecy – and they’ll help the PCs, but only because they are trying to steer the PCs into unleashing Masvirik or another Overlord. Eventually the PCs might expose the rakshasa hiding in Felhaven – but is it too late to stop the demon’s plans?
  • You could likewise have an agent of the Chamber, whose plans involve the Prophecy and the scales. This character could be a patron who wants to use the party against the servants of Masvirik… but dragons have little regard for individual human lives, and missions could put the PCs in grave danger.
  • Initial casual bandit raids could escalate into a larger struggle. Does the powerful bandit leader have a goal beyond simply getting gold? Are they an agent of the Lords of Dust, the Dreaming Dark, a Dragonmarked House. or are they just a brilliant, charismatic leader? This could lead to a full-on attack on Felhaven.
  • A dragonmarked house could have plans that threaten the entire community. This could be about acquiring resources – Cannith wants all the rare dragonshards- or it could just be about direct house conflict, like Deneith striking against Tharashk. Following the idea of the rare dragonshards, Felhaven could end up being at the center of a conflict between agents of the three Cannith houses… and meanwhile, the Cold Sun could be furious because removing these shards is empowering the local fiends.
  • The Dreaming Dark could be attempting to create a new puppet figurehead — people who can take on the role of the Inspired in the event of a Quori takeover. Can the PCs uncover and expose this plot?
  • A Dragonmarked baron could seek to expand the power of their house across the region – either with or without the support of the Twelve.

Beyond this: gateways to Khyber can be found anywhere… and where you have Khyber, you can have the Daelkyr. What begins as a simple (and easily defeated) Cult of the Dragon Below can ultimately be tied to the rising power of a Daelkyr, complete with aberrant dinosaurs or warped lizardfolk. Alternately, the same approach can be taken with the Overlord Masvirik. A cult to Masvirik could also end up producing yuan-ti – literally new yuan-ti reflecting the corrupting influence of Masvirik, so the local merchant prince becomes yuan-ti over the course of the campaign.

Long term, this can lead to epic developments in the region:

  • Masvirik is unbound, and there is a bitter conflict as corrupted scales and possessed dinosaurs ravage the region.
  • A Daelkyr rises, unleashing abberant terror (with the exact nature depending on the Daelkyr).
  • Erandis Vol herself comes to Q’barra; once her mark is restored, she raises an army of undead dragonborn and lizardfolk.
  • The Dreaming Dark unleashes a scheme to take over Q’barra, using their makeshift Inspired (local heroes they’ve created and raised) as the figureheads.

Ideally, this is something where things that have been around from the start end up being central to the epic finale. That greedy Cannith baron who’s been a throne in the PC’s side throughout the campaign ends up becoming the vessel for Masvirik due to his foolish experiments with corrupted Dragonshards! Perhaps there’s even an army of possessed warforged, as this evil artificer has found a way to use the shards to implant demons into warforged!

Now: Felhaven might be the heart of the campaign, but that doesn’t mean the players will never leave it. Events and adventures should take the PCs to ruins across the region, to the cities of the Dragonborn or warrens of the lizardfolk, to Haka’Torvak and to Newthrone. But Felhaven can always be at the heart of it.

That ended up being longer than I planned, but I hope it’s interesting both in terms of developing stories in Q’barra and as a look at how I think about campaigns. In the meantime, I’m working on a number of big articles you’ll see in future weeks. As always, the more support I get on my Patreon the more time I can justify spending on this site. If you’re already supporting me, thank you very much; if not, check it out here!

Also: the ideas I present here draw heavily on the expanded Q’barra articles I wrote for Dungeon 182 and Dungeon 185. D182 examines the Dragonshard trade and introduces the concept of dusk shards and dawn shards. D185 delves deeper into the Cold Sun, Poison Dusk, and dragonborn of the region, along with additional information about the role it played during the Age of Demons.

 

What have you done with Q’barra? What would you do in a Q’barra campaign? Post your answers below!