Dragonmarks: Magicians

It’s busy as always here. Renegade Games just announced the Scott Pilgrim game I’ve been working on, and I just got back from a trip to LA where I did some things with Maze Arcana, Saving Throw, and Geek & Sundry. I don’t have time for a big article, but an interesting question came up during the week and wanted to explore it.

Before I start I want to take a moment to address the limitations of this format. Eberron is the intellectual property of Wizards of the Coast, and at the moment, only WotC can create new material for Eberron. What I can do – both here and on Manifest Zone – is to clarify the material that does exist, as well as talk about how I use it and interpret it. But I can’t create entirely new material. So for example: I’d really like to write more about the planes, but I can’t precisely because so little has been written about them – and it’s a logical subject for an official sourcebook or series of official articles at some point in the future. This is why I’m planning to post more Phoenix material here in the future. I can’t create new material for the Shadow Marches, but I can create material for the Fens in Phoenix… and give some tips as to how you could adapt that to the Shadow Marches. So keep an eye out for that. And in the meantime, the best thing you can do for Eberron is to continue to voice your interest and support – to be sure that WotC knows there is ongoing interest in new material!

This question came up in a discussion earlier this week, and it pushes a lot of my buttons, so…

I’ve always felt the sorcerer is a strange class. They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list. Theoretically you could have a sorcerer with Charisma 18 and Intelligence 3, who can barely read but can still use scrolls… Finally, specifically for Eberron, do they immediately control their power or do they have the same problem as aberrant dragonmarks, where they could accidentally harm friends or family? And aren’t they persecuted as “Hidden Aberrants?”

The first issue here is how you view classes. Are classes a construct that exists in the world exactly as they exist in the rules? Does every member of a class have access to all the choices within that class? Or are they simply mechanical tools that allow us as GMs and players to model the characters we want to play? Does every sorcerer in the world recognize “I am a sorcerer?” Or is that a term we use to identify anyone using this rule set, but not something they would recognize?

To me, what’s important is to start with an idea of who a character is and what their role is in the world. Then I will apply a class and break it down from there. Each class has a core, basic mechanical principle; the sorcerer’s is I cast arcane magic from a very limited list of spells, but with greater flexibility in casting than a wizard. The wizard has to memorize spells in advance, but has the ability to use any spell they can acquire; the sorcerer is limited to a very specific set of spells. Bear in mind that arcane magic is an ambient force that exists in the world of Eberron. The power is there, and it can be manipulated by tools, by formulas, by innate talent. A sorcerer interacts with this power in a fundamentally different way than a wizard – but within that framework (spontaneous arcane casting) there’s room for a lot of different concepts and stories.

  • Harry ir’Potter. There are people in Eberron who simply have a natural potential to channel the ambient arcane power in the world, but it’s a gift that they’ll never manifest unless they learn to harness is. Arcanix seeks out these sorcerers. By studying the principles of magic and engaging in a focused curriculum, they learn to produce specific magical effects. This character possesses both Spellcraft and Knowledge: Arcana, reflecting their disciplined study of magic. Their spells have no particular relation to one another, because they have chosen exactly what spells they want to cast as part of their studies; they understand their talent and its limitations. These characters are called sorcerers at Arcanix, though many wizards refer to them as “living wands”, mocking their inability to master a spell from a spell book.
  • Touched By Fire. Irilask is a tiefling conceived in a manifest zone tied to Fernia. She is a living conduit to Fernia, and she has developed the ability to channel its eternal flames. All her spells have to do with fire; as DM, I may allow her to cosmetically shift some spells to reflect this, so maybe her ghost armor is made of solidified flames. She could know Spellcraft or Knowledge: Arcana, but it’s up to the player; her spells aren’t tied to arcane study and there’s no reason she needs to have these skills.
  • Dragonmarked Savant. Haskal d’Lyrandar is a dragonmarked scion with the Mark of Storms. While he only possesses the Least Mark of Storms, he has connected to the mark in a deeper way that most heirs ever do. His mark is a lens through which he focuses arcane power related to winds and lightning; he levitate on a cushion of wind, or strike his foes with lightning or shocking grasp. Again, these are powers most heirs can never develop (and more destructive than the typical mark powers); the point is that the mark helps him understand and focus arcane power. Like Irilask, he doesn’t need to understand how magic works, because the mark is the tool that allows him to use it. He could study Spellcraft, but he doesn’t have to.
  • Deadly Aberrant. Tesha possesses an aberrant mark with power not seen in centuries. Like Haskal, she has a base mark (Inflict Wounds)… but like Haskal, I’m using the sorcerer class to represent the unusually powerful and versatile nature of her mark, which does far more than simply granting a single spell-like ability once in a day. Just as in the stories, Tesha’s abilities manifested when she was young and were never under control, and she killed her family before she knew what she was doing. Even now, these powers frighten her… and yet, they continue to grow stronger (as she gains new spells). If Tesha was a PC, I might provide her with a mechanical benefit (say, +1 to save DCs) in exchange for the downside that as GM, I can trigger her abilities without her permission. Meanwhile, she knows absolutely nothing about Spellcraft or Knowledge: Arcana; she doesn’t understand her powers or CHOOSE to make them grow stronger, they simply do.

These are just a few concepts off the top of my head. A sorcerer could be someone twisted by the power of the Mourning. They could be the beneficiary of some sort of fey boon, or the result of mysterious magebreeding experiments. A sorcerer could have a connection to one of the Progenitor dragons, something I explored in a Dragon article back in the day. Of all these examples, Harry Potter is the only one who would think of himself as a “sorcerer” – it’s simply that *I* will use the class to mechanically represent the concepts I’ve come up with. Most likely an expert in the arcane will use the term “sorcerer” to identify “spontaneous arcane caster”, and HE might call Tesha or Irilask sorcerers, but THEY don’t identify that way.

Let’s revisit a few specific points…

They don’t “understand magic,” but they can read scrolls, use wands, and have Spellcraft and Knowledge: Arcana in their skill list.

First of all: a sorcerer doesn’t have to understand magic. That doesn’t mean they don’t. Looking to the examples I gave above, Harry Potter DEFINITELY understands magic and based on his concept he should have Spellcraft and Knowledge: Arcana. Haskal and Irilask don’t have to understand magic, but they could if you wanted to take the character in that direction – in which case they should take the skills reflecting it. Tesha definitely doesn’t understand magic and her powers have nothing to do with Spellcraft or Knowledge… so I wouldn’t give her the skills. The fact that they are on the skill list is a tool we can choose to use; but if it doesn’t make sense with the concept, don’t give them those skills.

The second question does follow, though: Tesha could be an illiterate peasant. So how is it that she can use a scroll?

The question you have to ask here is what is a scroll? Being literate doesn’t allow you to use it; a normal person can’t read a scroll and produce a magical effect. A scroll isn’t written in any sort of normal language, hence the existence of the read magic spell. Instead, a scroll is about sigils and symbols that contain pure arcane magic… and once you activate the scroll, the magic is GONE. So again, it’s not simply about words; a scroll is a spell that’s been frozen midcast and bound to paper. In my opinion, the ability of a sorcerer to use a scroll doesn’t represent them literally reading it the way you might read a book; it represents them connecting with the magic, feeling the locked progress, and having the power to unlock it and release the power inside. The same principle holds true for a wand. A wand doesn’t have a button; you have to understand how arcane magic works. A wizard may have a disciplined, technical approach to using a wand. In the case of Tesha, whether she’s using a wand or a scroll, she doesn’t understand what she’s doing in a scientific way. She just holds the scroll and she can feel the power within it, see the pattern in her mind… and she somehow knows that if she completes that unfinished pattern, makes that connection, the power bound to the page will be unleashed.

Because they approach it technically, a wizard can look at a scroll and copy the concept into their spell book. They look at the frozen spell and say “I get it – I understand the principle here and I think I can replicate that.” The sorcerer can’t do that, but they can still unleash the frozen spell.

Finally, specifically for Eberron, do they immediately control their power or do they have the same problem as aberrant dragonmarks, where they could accidentally harm friends or family? And aren’t they persecuted as “Hidden Aberrants?”

As outlined above, this entirely depends on the story of your sorcerer. Harry ir’Potter will never manifest magic if he doesn’t get training. Irilask is in some ways like an aberrant, having the ability to spontaneously produce fire, but the fact that it IS entirely under her control and has no negative consequences is what makes her NOT an aberrant. Meanwhile, Tesha IS an aberrant, and her sorcerer levels are simply a reflection of her aberrant power; and it’s part of her story that these powers are dangerous, and thus she WILL be persecuted.

Bear in mind that people with PC class levels are rare in Eberron, and add to that the idea that there is no one set of rules governing how a sorcerer’s abilities manifest. Even with aberrant dragon marks, it’s STORY that says that they are dangerous to the bearer and those around them. Mechanically nothing says an aberrant mark can trigger on its own; it’s a choice we ENCOURAGE because it’s part of the flavor of the setting, and that STORY is why aberrants are feared.

I almost always have low level NPCs call their spells by other names, until some bookish wizard gets a chance to correct them. 

At my table, the spell the sorcerer casts may not BE the same “spell” that the wizard uses. In the examples above, the way Irilask casts her fireball will be quite different to what Harry would do, let alone a wizard. These spells have to have the same limitations laid out in the rules: verbal components, somatic components, etc. And someone can use Spellcraft to recognize a spell from these things. But that doesn’t mean that there is one single incantation that is the only way to cast a fireball, and that Irilask has somehow spontaneously stumbled onto it thanks to her connection to Fernia. Irilask has to have SOMETHING that matches the limitations of a verbal component; but in her case, that could be a strange sort of throat-singing that helps her focus her power, while Harry DOES use the same incantation an Arcanix wizard would use. Spellcraft is about recognizing patterns of magic as much as specific words.

This ties to my idea that Aereni arcane magic presents very differently from Aundair’s path. At my table the idea is that the Aereni use a definitive lexicon of magical incantations, and that as an Aereni wizard you not only learn the 82 words for fire and the proper conjugation, you also learn to enunciate them with the exact pronunciation the elf who first scribed the spell… while Aundair’s Path is that each wizard works from a basic toolset but personalizes it. So four wizards from Arcanix are all using the same fundamental incantation for their fireball, but they are emphasizing different syllables, and they’ve added or dropped a few words to find out what works best for them. Their gestures are similarly unique. Think of it as the magical equivalent of music. The Aereni are a classical symphony orchestra, where each piece has to work just so; Arcanix teaches jazz, and every time you cast a spell the casting might be slightly different, as you adjust to the feelings of the moment. Which is why an Aereni spends a century learning the same foundation a human can master in a decade. It’s not that the elf is stupid; it’s that their wizardry is literally more ARCANE, and human wizardry is more “figure out what works and run with it.” I think the Aereni are appalled by human wizards and amazed that they somehow produce magic with their clumsy, kluge-y methods. Meanwhile, those same methods are why human wizards are coming up with things that the elves have never tried in twenty thousand years of working spells… because their approach to magic encourages creativity.

With planes like Lamannia and Thelanis, is it possible that “sorcerer druids” would appear in the Eldeen Reaches and similar places, essentially treating primal magic like normal sorcerers would arcane?

I have no object to the concept of a spontaneous primal caster. The point of the sorcerer vs the wizard is that arcane energy exists in the world waiting to be manipulated, and the two classes represent two different ways of manipulating that energy. Primal magic is also a force that exists in the world, and I am entirely open to the idea that there are different ways to manipulate that. With that said, I seen Thelanis as more tied to arcane magic than to primal magic… back to my previous posts on Thelanis, I don’t see there being anything natural about Thelanis. A dryad is a fey creature, not an elemental. She’s not a natural entity; she’s about the magic we imagine could be part of the world. So it’s more that I see there being Greensingers with levels in Sorcerer and Bard, who supplement their primal magic with arcane illusion and enchantment, than I see Thelanis producing primal sorcerers. Lamannia is a stronger possibility, but personally, I’d see a primal sorcerer as someone who has simply developed an innate connection to Eberron itself. On some level I could see this in the Rothfuss style of someone who knows “the name of the wind” – they don’t know any of the standard druidic rituals or tradition, but they have found a way to directly interact with primal forces.

How do you conceptualize progress as a wizard (i.e. levelling up) versus society’s progress in arcane magic as a whole in a world where magic is a scientific discipline?

Good question. Check out this post if you haven’t. The main issue is that arcane magic IS fundamentally different from our science and technology. It behaves in a scientific fashion: it is reliable, repeatable, predictable. However, it is something that incorporates a living component in a way that’s not easily defined. A 5th level wizard may be more intelligent than a higher level wizard, and could have a better understanding of magical theory (Spellcraft) than that wizard. They can read a 7th level spell and understand the concept, but they can’t cast it. Further, even the higher level wizard has to memorize that spell and then they can only cast it once before they need to prepare it again. Which means that it’s not simple science like a software engineer coding a piece of software or a scientist making a calculation. The wizard is a direct living component of this effect. The basic idea of arcane magic is that there is ambient energy in the world that can be channeled to alter reality. But beyond understanding theory, I believe that this requires significant willpower and takes a certain toll on the mind of the user. Note that a wizard’s Will Saving Throw goes up as they increase in level. In memorizing a spell, a wizard is balancing forces, weighing energy, both making mental calculations and potentially performing sub-rituals that are triggered when the final spell is released. But the short form is that a lower level wizard literally cannot cast that higher level spell. Something about their brain simply isn’t capable of serving as a channel or focus for the power that’s being unleashed. And that right there is something scientists in our world don’t generally have to deal with.

So first of all: It is certainly the case that if you go to Arcanix, they have a library of spells that almost no one can cast. They’ve had high-level wizards (like Mordain) in the past. And there are a few 12th level wizards floating around Aundair over the course of the war. They know this power exists, but most people simply cannot perform these spells. And you can be sure that they’re researching ways to make that possible.

WITH ALL OF THAT SAID: A fundamental pillar of Eberron is that player characters are exceptional. This is reflected by action points, by the fact that they use player character classes, and by the fact that they can both quickly advance in level and attain levels far beyond the masses. So if a wizard is a scientist, your PC IS Tesla or Einstein. The fact that YOUR wizard can create new spells doesn’t mean that EVERY wizard in the world can do it so easily; your character may make arcane breakthroughs people have been struggling with for centuries.

A 20th level wizard living in the present is going to be able to call down meteor swarms just as a 20th level wizard living in pre-Galifar Khorvaire 1,500 years earlier would be. The GM could restrict the spell list for the earlier wizard but does that still leaves us with phenomenally powerful spells available in the present (and also probably upsets the player of the ancient high level wizard)?

There’s a few ways to look at this. In the case of non-human civilizations, that’s correct. Giants, dragons and Aereni were all throwing around meteor swarms long ago. With HUMAN civilization, there’s room to play with this. Some day I’d like to do a deeper look at the evolution of arcane magic, and to identify the breakthroughs and legendary wizards who made them. But here’s the simple answer I came up with using 3.5 rules to consider how magic might have evolved in Galifar: Components. In 3.5 there are meta magic feats – Still Spell, Silent Spell – that let you cast a spell without verbal or somatic components… by increasing the slot of the spell by one level. This means it is POSSIBLE to perform those effects without gestures or incantations. In MY Eberron, those gestures and incantations didn’t appear out of the blue: they were painstakingly developed over centuries of research. The fact that proper gestures help to efficiently channel arcane energy was a revelation, and then generations of human wizards worked to refine those gestures. Likewise with incantations. So go back a thousand years and a wizard would be casting many of the same spells, but he’d be doing it without somatic or verbal components, and the spell slot would be two higher. So back in the day, Magic Missile was a third level spell. When your future wizard pops back, flinging magic missiles around like they’re nothing, it’s AMAZING to past wizard… even though he recognizes the principles you’re using. Meanwhile, in the present day, we’ve become so dependent on incantations and gestures that most wizards can’t even imagine casting a spell without them without special training (metamagic feats)… just as now we have matches and lighters, most people don’t know how make a fire without them.

How do NpC adepts fit into the mix, especially in 3.5 when they get familiars? If they are a healer, does their magical companion strike anyone as out of the ordinary?

First of all: just as I’ve outlined with sorcerers, the adept is a tool you can use to represent a certain type of character. Just because it has a particular spell on its spell list or skill in its skill list doesn’t mean that EVERY adept has access to that spell in the context of the world. And looking to familiars, note that per the SRD, they may call a familiar; it doesn’t automatically appear if they never call it. So, for example, most Jorasco healers are adepts. Some revere Arawai or Boldrei, while others are agnostic and draw their healing power through the lens of their dragonmark. A Jorasco adept whose power is justified as coming from his mark will simply never take spells like Burning Hands or Wall of Fire; those spells are on the adept spell list, but they don’t make logical sense for THIS adept.

So within the world, adepts are healers, both secular and religious. They are found in all of the major faiths as a step between the mundane priest and the full cleric; they are able to touch the divine, but not with the full power of a cleric, just as the magewright understands the principles of magic but not so well as the wizard. They can also be found in places like the Elder as a simple village healer… though I also created the Gleaner to serve this role.

As for familiars, there are wizards and sorcerers in the world. Familiars exist. And hey, in 3.5 gnomes can talk to animals… not to mention Vadalis magebreeding. Familiars may draw attention, but it’s not like people will freak out about them; it’s a recognized magical talent.

Would 4E/5E rituals be the natural culmination of the process of greater spell acessibility at the cost of more complex spell components? It seems to me that rituals almost all but eliminate the caster themselves as a living component.

I’ve written about rituals before. The basic CONCEPT of rituals is a far better match for Eberron’s vision of a magical economy than Vancian magic. It’s hard to imagine a magewright making a living making arcane locks if he can only make two per day; what’s he do for the rest of the day? This is what led to Dragonmark Focus Items in 3.5 – the point that while a Sivis Gnome can cast Whispering Wind once per day with his mark alone, what is economically important is that it lets him use a Speaking Stone and communicate more frequently. In addition, the idea has always been that Eberron dragonshards are the “fuel” of the magical economy. If you consider 4E’s residuum to be crushed and refined Eberron dragonshards (something I discussed in the Q’barra Dragon backdrops, IIRC) then that works. The magewright can cast arcane lock as often as he wishes during a day, provided he has the time (15 minutes per ritual) and a sufficient supply of dragonshards,  and he marks up the costs to make his profit.

So: the basic principle of rituals is very good for Eberron. However, what I HATE about 4E rituals is the idea that it’s all about just essentially reading them off a book. Because Magewrights and Eberron are about the idea that performing a particular ritual or set if rituals is a JOB – that you have an arcane locksmith who knows knock and arcane lock, an augur who can perform divinations, a lamplighter who makes continual flames… not that these guys could pass books around and suddenly trade jobs. So what I do in 4E is to say that Magewright is a feat allowing the individual to perform three rituals without a ritual book. So PCs with the Ritual Caster feature are prodigies who are so talented that they can just look at a book and perform the ritual on the spot; but most people in the world spend years studying a book and mastering the ritual. They don’t need the book to perform the ritual, but they also can’t just spot-read a different ritual.

Having said all of that, how do rituals eliminate the caster as a component? The ritual can’t cast itself. It’s a pattern that produces an effect… but you still need the ritual caster to perform that ritual, channel and focus the energy, and make it happen. Even dragon mark focus items require a character with a dragonmark to operate them.

Tied to “Greater Spell Accessibility”, in my 4E Eberron I also restricted a significant number of rituals to the dragonmarked… essentially having rituals take on the role of the Dragonmark focus items in 3.5, but with the idea that the Arcane Congress is always looking for ways to replicate these effects with rituals anyone can learn. This is discussed in far more detail in this post.

How have you used sorcerers and magic in YOUR games?

Manifest Zone: The Last War

The second episode of the Manifest Zone podcast is up! The subject is the Last War. As the podcast is a stream of consciousness discussion, I’m going to do a follow-up post after each episode… think of it as my commentary track.

The Last War is a critical part of the story of Eberron. By default, an Eberron campaign begins in the year 998 YK. YK means “Year of the Kingdom” — specifically, the Kingdom of Galifar, which brought together the disparate nations of Khorvaire almost a thousand years ago. Galifar was prosperous and generally peaceful for centuries. However, when King Jarot ir’Wynarn died in 894 YK, his heirs refused to follow the standard practice of sucession. The five provinces of Galifar — Aundair, Breland, Cyre, Karrnath and Thrane — split apart, forming what are now known as the Five Nations. A century of war followed as each heir attempted to rebuild Galifar under their rule. The war finally came to an end following the Mourning, a mystical cataclysm that completely destroyed the nation of Cyre, transforming it into the warped region known as the Mournland. No one knows the cause of the Mourning. Was it a weapon, and if so, are its creators developing a second one? Was it the result of using too much war magic, in which case continued conflict could result in further destruction? The Mourning occurred in 994 YK, and within two years the war formally ended with the Treaty of Thronehold in 998 YK. But no one WON the war, and few people are happy with its outcome. The mystery of the Mourning is holding further conflict at bay, but sooner or later that mystery will be solved… and most believe that when it is, war will be inevitable. Some rulers are actively pursuing the cause of peace, while others are already preparing for the next battle.

The Last War serves a number of important functions. First and foremost, it shatters the established order and creates an era that is filled with conflict and uncertainty. Thanks to the war, we see a number of critical developments:

  • New Nations. Darguun, Valenar, Q’barra and Droaam were all born from the conflict, as new forces seized land once claimed by Galifar. The Eldeen Reaches expanded into Aundair, while the Mror Holds and Zilargo asserted their independence. Some of these shifts were more dramatic than others; for Zilargo it’s virtually a semantic change, while Darguun and Valenar represent violent upheavals of the previous order.
  • Balance of Power. As a single market, Galifar had the power to dictate terms to the Dragonmarked Houses – something it did with the Korth Edicts, which established that dragonmarked house can’t hold land, titles, or maintain military forces (with exceptions made for House Deneith). Now the nations need the houses more than the houses need any one nation. If the houses do decide to violate the Korth Edicts, who would have the power to enforce them?
  • Innovation. The Last War drove innovation, and within the last century there have been many critical developments. First there were warforged titans, and this led to fully sentient warforged. The eternal wand is a critical advance in the science of wands, being both more accessible and reusable; the next step could be a wand that anyone can use. The airship was developed during the war, which is a critical point: air travel is still very new in Khorvaire! These are a few major examples, but in my opinion this is representative of a broader range of advances, as both houses and nations struggled gain an edge in the conflict.
  • Opportunity for Adventure. The Mournland is the world’s largest dungeon, and it’s sitting right in the middle of the continent. Cyre was the richest of the Five Nations, and all its treasures are lost in a twisted wasteland filled with monsters. If you prefer espionage, the Five Nations are all vying for power and position as they prepare for whatever happens next. This can even extend to straight pulp adventure. You’re searching for the Orb of Dol Azur in Xen’drik? Well, so’s the Order of the Emerald Claw… and if they get ahold of it, you can be sure they’ll use its power against Breland in the Next War!

Beyond this, the Last War is a source of infinite character hooks. The war ended two years ago. The typical soldier in the last war was a first level warrior (that’s an NPC class from 3.5 – a crappy version of the fighter – if you don’t know the term). As even a first level PC classed character, you are more talented than the typical soldier. So, if you’re a fighter… did you fight in the war? If so, were you a mercenary, or did you fight for one of the nations… and if so, which one? Are you still loyal to your nation, or are you disillusioned by what you’ve been through? And if you didn’t fight in the war even though you clearly had the skills to do so, why didn’t you fight?

This is something you can develop as deeply as you wish. For some people, this is a way to really add depth to a character. What happened to you during the war? What were your greatest victories, and what did you lose? Were you a war hero, or were you just a grunt in the trenches? Did you spend any time in a POW camp, and if so, what did you endure? How about your family – how did the war affect them? If your character is religious, how did the war and the Mourning affect your faith – was it a solace to you in difficult times, or has it forced you to question your faith?

This can easily form the foundation for a story that unites an entire party of adventurers. One of my go-to ways to start a campaign is to establish that the players were all part of a unit of soldiers during the last war. With that in mind, I’ll ask each character to figure out how their concept fits within that mold. You want to play a warforged fighter? Easy, you were made for the war. You’re playing a warlord? Congratulations, you’re the captain of the unit. Wizard? OK, you were the arcane support. My standard nation of choice is Cyre, because while no one won the war, Cyre definitely lost it. As a Cyran soldier, you have no homeland; you’ve lost everything; and yet, you still have a particular set of skills. Why WOULDN’T you become an adventurer? It’s essentially Mal and Zoe from Firefly. And like Firefly, what I like to do with this set up is to actually set the first adventure (or two) during the war: so we get to see your group working together as a unit, and we get to see some of the things they went through. You’ve got to hold an undersupplied post against an advancing army of Karrnathi undead. It’s a fight that can’t be won, and in the process you’ll have to make difficult decisions, and you’ll deal with a Karrnathi commander who you will surely come to hate. Once we resolve that, we’re going to talk through the next two years: how you moved from being soldiers to adventurers. But you’ve got a foundation to work with. You’re not strangers brought together by an old man at a bar. You’re comrades in arms. You’ve faced the undead together. And when that Karrnathi bastard shows up again working for the Emerald Claw, you’ve got a real reason to take him down.

In the episode of Manifest Zone, we talk about how war can leave fairly intense scars. You don’t have to dig that deeply if you don’t want to. You can establish that your fighter fought for Breland and leave it at that. You may not want to burden your character with a crisis of faith or PTSD. You could very well ask how it benefits YOU to damage your character, or to hand the GM tools to make your life difficult. For me, it’s not about given the GM “things to use against you”, because as the GM I’m not your enemy. At my table, what we are trying to do is to build a story together… and for that story to be as dramatic and compelling as possible. These sorts of scars give your character depth. They give you trauma that you can overcome, and they give you things to fight FOR beyond simply getting a better magical sword. Just looking at, for example, The Force Awakens: Finn is a former conscript who’s fled war and ultimately works up the courage to fight the people he once fought for – even though this pits him against people he once served with. Rey is an orphan who’s avoided the conflict and lived as a scavenger. And Poe is the soldier who believes in his cause. In Firefly, Mal is an officer who was deeply devoted to his cause, only to have that faith crushed in defeat; but it’s still there, underneath his mercenary cynicism. Having flaws gives your character depth. In 5E D&D, these elements can be worked into Backgrounds; at some point I may post something that explores backgrounds particularly well suited to Eberron.

So: the Last War is a source of upheaval and change that creates opportunity for adventure and adventurers. It provides a wealth of hooks for character development. It can also provide a host of possibilities for adventures. Setting aside the Mournland, you can have to deal with mystical weapons gone terribly wrong, from a rampaging titan to a secret program that sought to create magebred supersoldiers. You can have “dungeons” anywhere, because rather than having to rely on ancient ruins you can have NEW ruins created during the war. You can track down war criminals or delve into espionage. Whether you care about a country or are just looking for opportunities, the shadow of the Last War creates many possibilities.

THE SHAPE OF THE WAR

With all that said, many people want a better sense of the actual nature of the war. Was it more like World War I, with grueling trench warfare and soldiers being ground up on a relatively static front line? Was it a time of constant change, with cities being seized and lost? Was it like modern warfare, with air strikes and similar attacks inflicting damage far beyond the front lines?

The sourcebook The Forge of War provides the canon answer to these things and is your best source for in-depth information, since I don’t have time (or permission) to write a sourcebook on the Last War. With that said, I didn’t work on The Forge of War and it is the canon source I have the most issues with. It doesn’t delve as deeply into the concept of innovation as I’d like, and doesn’t explore the question of what new weapons and tools were developed in the war. It ignores many other canon sources; one of the most infamous examples is its statement that Thrane lacked any decent archery support, when archery is a devotional practice of the Church of the Silver Flame and should be one of the greatest strengths of Thrane. With that said, FoW provides a POSSIBLE overview of the course of the war.

As for my answer: The Last War was all of these things. It lasted for a century, and that wasn’t a century of constant, unending total war. It had its slow periods, with soldiers glaring at one another across the static front lines. And these were punctuated by periods of intense conflict, of shifting alliances and changing borders. And while it was largely concentrated on the fronts, there certainly were magical attacks that pushed beyond the front to cause indiscriminate damage further back. Often this would be triggered by a new magical development. When Karrnath first incorporated undead into its armies; when Cyre fielded the first warforged titans; when Aundair pioneered new long-range war magic. One issue to me is that I feel that we haven’t established the primary weapons used in the warThe magic items and spells that PCs use are geared towards squad-level combat with small groups of powerful individuals, because that’s what PCs are. But a fireball that inflicts 6d6 damage over a thirty foot radius is both overkill and too small an area to have much impact on a group of a thousand first level warriors. So what spells did war mages rely on? Do you take the principle of cloudkill to make a larger-scale gas attack… and if so, did someone invent the equivalent of a gas mask? One advantage of this approach — the idea that most spells used in the war were lower damage but larger area — means that faced with such things, PCs get to shine on the battlefield. A 6d6 fireball may be a grave threat to a third level PC. But if the magical bombardment inflicts 1d6 fire damage over a hundred foot radius, it’s still a serious threat to the common soldiers – but the PCs can miraculously survive a few blasts, which is after all how we want this movie to go.

The basic principle of Eberron is that it’s a world in which arcane magic has been used to solve the problems we’ve solved with technology. So if you look to the common tools of modern warfare — mines, tanks, artillery — I feel all of these should have their parallels in Eberron, but based on arcane principles. The warforged titan is one answer to the tank; I could imagine a variation on the apparatus of Kwalish as another. In my novels, we see a variation of mines (based on the principle of a glyph of warding) and artillery — specifically the siege staff. Following the idea that a wand is a form of mystical sidearm and that the staff is physically larger and more powerful, a siege staff is a staff made from a tree trunk — thus capable of holding even more energy and projecting it farther. Neither of these things were ever given mechanics, but it’s the sort of thing I’d like to see addressed some day.

Tied to this, in a previous post Zeno asks: It is said that Titan Warforged was created for war. That sometime devils has been released on opponents. I wonder why 1st level commoners should be thrown in a war like that. A single titan Worforged could kill a whole army.

It’s true: the typical soldier in Eberron has no chance against a warforged titan. Just as common soldiers in our world have trouble when faced with tanks, chemical weapons, or incendiary bombs. It sucks to be a typical soldier when you have to charge up a hill against an entrenched machine gun. War has never been fair, and it’s not fair here.

With that said: the typical person in Eberron is a first level commoner, but the typical soldier would be a first level warrior; a veteran might be second level. Small difference, but a difference nonetheless. Nonetheless, a second level warrior wouldn’t stand a chance against a warforged titan. Why would they be thrown into that war? Because that’s all they had to work with… and because it’s what also forms the bulk of the opposing forces. Infantry is the best tool to hold ground. Meanwhile, the warforged titan is a specialized and very expensive piece of military equipment that serves a specific role on the battlefield. Think of the warforged titan as a tank. If you’ve got a squad of soldiers armed with machetes or even standard smallarms, they simply aren’t equipped to deal with a tank. If they try, they’ll get killed. The same thing is true of a squad of warriors facing a warforged titan. In both cases, what you won’t see is the soldiers charging in and trying to hack the overpowering enemy apart with machetes. Instead, you’re going to have the following questions:

  • Do we have access to equipment that allows us to overcome this threat? Do we have an arcane specialist with a wand or staff with a spell that can defeat this? Do we have a siege staff? Can we summon a planar ally? Essentially, do we have anti-tank weaponry in our unit? You see this in City of Towers, where the unit is faced with a military airship and requires a specialist to bring it down.
  • If not, can we take advantage of the terrain? Can we lure it into swampy terrain where it will sink? Is there a minefield? Can we get it onto a bridge and collapse the bridge?

If the answer to these things is no, then they won’t engage it. They’d retreat and regroup. So IN THEORY a warforged titan could kill a whole army; in practice, the army would disengage.

On top of this, consider that military command would be tracking these things. Units with warforged titans, the capability to summon planar allies, and the like are exceptional; that’s exactly the sorts of units that would be tracked. So when that titan shows up and you have nothing to handle it, you get out of there and hope that command already has forces en route with anti-titan capabilities.

So yes: the warforged titan can slaughter a squad of typical soldiers, as can a summoned fiend or any number of other threats. Which means once the titan exists, people immediately began finding ways to deal with it — just as people in our world invented anti-tank weaponry. And this is great for House Cannith, which sells you the weapons, and then sells you the thing you need to counter the latest weapon, and then sells you the thing you need to counter the counter, and so on.

Could we get a brief overview of each of the Five Nations’ general tactics in the Last War?

Certainly. If they were a party of adventurers, Karrnath was the fighter. Aundair was the wizard. Thrane was the paladin. Breland was the rogue. And Cyre was the bard. This is a gross simplification – not addressing Breland’s industrial capacity or Cyre’s wealth – but it’s a good place to start as a mental image.

With that said, this could be the subject of a sourcebook. I’d refer you to Forge of War, but I don’t think they actually got this correct. So first of all: Galifar was a united kingdom, but its resources were spread throughout the five provinces. This is generally reflected in the culture of that province. So for example, Karrnath was the seat of Galifar’s military and the home of Rekkenmark, its premier military academy. Soldiers from across Galifar trained at Rekkenmark, and when the war began most returned to fight for their own nations. Likewise, wizards from all countries trained at the Arcane Congress in Aundair. So all sides benefitted from these resources initially. But the people of that province were the most committed to the concept embodied by those institutions; had the MOST people trained at those institutions; and held onto the institutions themselves and their resources as the war continued. So at the start of the war, every nation had spies trained by the King’s Citadel. But Breland had the most of them, and had the facilities, records, and resources of the Citadel itself. With that in mind…

Karrnath was the seat of Rekkenmark and the Royal Army. Karrnath has always had a harsh, martial culture. In general, they had the most disciplined and best-trained soldiers, and had exceptional heavy infantry and cavalry. I’ve always felt that they had decent war magic, though obviously inferior to Aundair and extremely focused (primarily evocation). Karrnath was further distinguished as the war went on by the use of undead in battle. So in Karrnath you have stoicism, discipline, and general martial excellence… with a side dish of undead.

Aundair was the seat of Arcanix and the Arcane Congress, and has always had the edge in arcane magic. It is the smallest of the Five Nations, and has always relied on magic to make up for that. So Aundair would have the best mystical artillery, both using things like siege staffs and in terms of having the most actual wizards on the battlefield. They lacked the industrial capacity of Breland or House Cannith, but were always the leaders in arcane innovation… so to make a modern analogy, they didn’t have the MOST missiles and bombs, but they had the BEST missiles and bombs, and were the most likely to surprise you with something you hadn’t seen before.

Breland was the industrial heart of Galifar, and further was the seat of the King’s Citadel… which includes the intelligence agency of Galifar. So from the start they had the greatest numbers of spies, assassins, and other covert operatives. This was further enhanced by a strong relationship with Zilargo and House Deneith. So intelligence was always a strength of Breland. Beyond that, they had numbers and resources, and what they lacked in discipline they often made up for in spirit and charisma; so your rank and file soldiers weren’t as exceptional as you’d get in Karrnath, but they’d be more likely to have truly inspiring leaders, and to break the rules of war to try something new. I still think the rogue is a good analogy: Not as good in a straight up fight, but clever and unpredictable, and very dangerous if they can catch you off guard.

Thrane was the seat of Flamekeep and the heart of the Silver Flame. This shouldn’t be underestimated. While the Silver Flame is revered across Galifar, Thrane was its heart, and Flamekeep is where paladins and clerics would received their training. And this is critical, because the Silver Flame is a martial faith. The Silver Flame is about being prepared to defend the innocent from supernatural evil. Archery is a devotional practice, and every Thrane villager trains with the bow. Beyond that, the Silver Flame maintained its own army of Templars. The Lycanthropic Purge was the biggest example of templars at war, but on a smaller scale the templars were constantly hunting down and eliminating supernatural threats. Karrnath was the seat of the army; but the Thranes had if anything more soldiers who’d actually SEEN BATTLE, even if they hadn’t been fighting other humans. This also meant they had more hands-on experience supplying and supporting their forces than most nations.

In summary, Thrane’s greatest strengths were peasant militias, exceptional archers, morale enhanced by a shared creed, an experienced and disciplined force in the Templars, and beyond that, the greatest ability to bring divine magic to the battlefield. PC class characters are exceptional, but to the degree that there were clerics and paladins on the battlefield, Thrane had the lion’s share of them… and just as Aundair was most likely to produce a dramatic new arcane technique, Thrane was most likely to suddenly summon plaanr allies or otherwise turn the tide through use of divine magic.

Which leaves Cyre. Cyre was known as the center of art and culture, and in some way it wasn’t the best at anything… but at the same time, it also had a little bit of everything. Hence the bard — jack of all trades, not tied to any one path. Cyre also had the fact that according the the laws of Galifar, they were in the right — so back to the bard, strong morale. Finally, Cyre’s greatest asset was holding the wealth of the kingdom… which in turn meant that they could field the most mercenaries and draw the greatest amount of support from the Dragonmarked Houses. And it certainly didn’t hurt that House Cannith was based in Cyre. So Aundair had the BEST arcane magic; Cyre had considerably more of what could be bought from House Cannith. Cyran forces involved a lot of mercenaries (Deneith, Valenar, Darguul) and more warforged than any other nation… and like Breland, what leaders lacked in discipline and experience, they would attempt to make up for with charisma. As we all know, the heavy use of mercenaries had some pretty disastrous consequences down the line… but there you are.

That’s all I have time for now, but I will continue to answer questions over the course of the week. Let me know how you’ve used the Last War in your campaign and what you’d like to know about it! And check out the latest episode of Manifest Zone!

FOLLOW UP QUESTIONS

I seem to recall that Aundair took Arcanix from Thrane. If so, did they possess the arcane advantage they were known for at the beginning of the war? And if so, where did it come from?

This is from The Forge of War and is one of those the elements I strongly disapprove of. With that said, here’s my answer. The Arcane Congress has always been part of Aundair. It was founded by Aundair herself if the early days of Galifar, and respect for magic and education have both been engrained into the Aundairian character in a way no Thrane can understand. Arcanix — the greatest university and the seat of the Arcane Congress – is a floating citadel. It is also a mystical stronghold; Aundair’s greatest military asset its its arcane prowess, and Arcanix is, if you will, its Death Star. And like the Death Star, it’s mobile. It’s a floating institution, and when they seized a particularly desired stretch of land from Thrane and laid claim to it in the war, they moved Arcanix to that region. So it is true, Aundair took what is now Arcanix from Thrane during the war… but it wasn’t Arcanix when they took it.

You’ve established that the Keeper of Secrets is bound at Arcanix’s location. Would you say that she is tied to the town, the mobile fortress, or both?

As a GM, I’d definitely say she’s bound to the location. From a story perspective, this helps justify new developments at Arcanix tied to the presence of Sul Khatesh. I’d probably say that Hektula is manipulating Aundair and that shifting the location of Arcanix is part of the puzzle that will eventually free the Keeper of Secrets. But it could also simply be that Minister Adar learned of the location of Sul Khatesh on his own and has a team of sages seeking to tap into her knowledge and power… and we all know that will go well.

Why did the Five Nations refuse to recognize Droaam in the Treaty of Thronehold, when they recognized Darguun and Valenar? 

On the surface, it’s easy to see all these things as being equals. Darguun and Droaam are both nations of monsters, right? Kind of. First there’s the issue of timing. Valenar rose over forty years before the end of the war; Darguun almost thirty years before the Treaty. Both fielded large armies during the course of the war. Both represented recognized civilizations. Essentially, both had proven that they weren’t going anywhere, and they had sufficient military forces that it was vital to get them to the table in the interests of establishing a general peace.

By contrast, at the time of the treaty Droaam had been around for a decade. It was an assembly of creatures whose cultures were largely unknown in the east; no one had really considered the idea that harpies or medusas we in any way civilized. And while Droaam brokered mercenaries through House Tharashk, it never fielded a true army during the war. It’s the closest thing Eberron has to a terrorist state. It’s something the people of the east didn’t believe would last and something they don’t WANT to last. They settled with Darguun and Valenar because they had to. Droaam wasn’t seen as a civilization deserving of respect or as such a significant threat that it needed to be placated. My novel The Queen of Stone explores the ongoing relationship between the Thronehold nations and some of these issues.

When suggesting your players to be war comrades, did you ever had problems in finding a place for druids and barbarians?

It’s generally an approach I’d use when I’ve got a group of players who don’t have character ideas they’re dead-set on — so it’s something where the players would build characters with the war story in mind, and I’d challenge THEM to figure out how the character fits.

Primal characters don’t have a strong role in any of the Five Nations, so it’s not an easy match. The first and most important question is whether they are driven by the mechanics of the class, or by its specific role in the setting. Do they want to be a barbarian because they want to be a savage outsider, or because they like the mechanical abilities of the barbarian class? If they want to be an outsider — a druid from one of the Eldeen Sects or a barbarian from the Demon Wastes — they need to think of what could cause a character with that background to serve with your nation. They could be a mercenary. In the case of a druid, they might not actually be part of the army; they could simply be a mysterious ally who’s chosen to help the squad. If your soldiers are Brelish, the druid could be one of the Shadows of the Forest who’s chosen to help against their enemies. In the case of the barbarian, I’ll note that among the Dhakaani, the barbarian class represents a martial art that involves a cultivated state of battle fury; they aren’t savages, they are specialized warriors. Your PC barbarian could follow this same path — having the abilities of a barbarian but not the flavor. Worst case scenario, say that the barbarian and druid don’t join the party until after the war… and if you do initial adventures set during the war, it’s a great time to have these players put on red shirts and play the warriors or experts who likely won’t make it through the adventure… and their tragic deaths can help bond the rest of the squad.

But the point of doing that “squad scenario” is to say “Make a character who would be in this squad.” If your players won’t be happy with that limitation, I wouldn’t follow this path.

About Karrnath: do you think people there had already a different relationship with undead and/or death? Were they more ready to accept undead soldiers than others?

Absolutely. It’s not always been presented clearly, but Karrnath and the Lhazaar Principalities have always been the stronghold of the Blood of Vol. The faith was well-anchored in Karrnath long before the war, and in Seeker communities you’d already have undead performing basic labor; they’d just never been harnessed and organized for war, and the Odakyr Rites (which produce the distinctive Karrnathi Undead) hadn’t been developed. In part this is tied to the idea that Karrnath is the harshest of the Five Nations in terms of environment, and its people were generally more receptive to the bleak outlook of the Blood of Vol. It’s not like the Silver Flame and Thrane; the number of Seekers is small enough that Kaius could choose to use them as scapegoats in the present day. But the faith has always been around in Karrnath and thus its people had more casual contact with undead than any of the other Five Nations.

Would a Karrnathi Silver Flame or Sovereign cleric, or maybe even a bard be DIFFERENT in his approach to the topic?

Mechanically or philosophically? Mechanically, no. If you want a different approach to undead, make a Blood of Vol cleric. Philosophically they’ve be more used to having them in mundane roles and thus less likely to see ALL UNDEAD AS ABOMINATIONS then their counterparts in other nations. The focus of the Silver Flame is protecting the innocent from supernatural evil; a templar raised in Karrnath knows that the skeleton working in the fields in that Seeker community ISN’T suddenly going to turn on the villagers. With that said, the Silver Flame has never had a strong foothold in Karrnath, precisely because its culture leans more towards the bleak pragmatism of the Blood of Vol; in my opinion, Seekers have always outnumbered the followers of the Flame in Karrnath.

Five Nations says Thrane was the nation Breland feared the most… I thought Breland was much stronger than all.

If Breland was “stronger than all” the war wouldn’t have lasted a century. Breland had more people and stronger industry. But Aundair had better magic and Karrnath had better soldiers. As for Thrane, I didn’t write Five Nations so I can’t tell you what they were thinking. But let’s look at a few key factors.

  • Thrane and Breland share a significant border.
  • Along with Karrnath, Thrane has the most militant culture among the Five Nations. Its people stand ready to fight supernatual evil… but that still means that they are combat ready and prepared to make sacrifices for their faith. Again, in my mind the peasant militias are one of Thrane’s greatest assets.
  • Tied to this, I feel Thrane had a morale advantage over the other nations because its people are united by common belief, and by a faith that taught them to be ready to fight and to make sacrifices to protect the innocent.
  • Thrane has the greatest access to divine magic on the battlefield. Unlike arcane magic, divine magic isn’t a science. As a result, it’s more mysterious, and mystery isn’t something you want in an enemy.
  • Most of all: Thrane abandoned the monarchy to become a theocracy. That was undoubtedly terrifying to the leaders of all of the Five Nations — especially to Breland, where the monarchy is on thin ice.

Was Talenta pulled into the Last War at all, or was their relative distance and the influence of Ghallanda and Jorasco enough to spare them from most of the fighting?

The Talenta Plains are a large undeveloped stretch of relatively barren land; it’s got little that anyone actually WANTS, and virtually no cities or fortresses that could be claimed as strategic assets. The tribes have never assembled into what the Five Nations would consider an army. Thus they primarily are a path that Karrnath and Cyre passed through while fighting each other. If I was developing a full history of the war, I could certainly come up with some interesting events involving the Plains: interactions with the Q’barran colonists; interactions with Karrnathi forces planning a surprise offensive against the heart of Cyre; general interactions with supply lines, or the time Cyre decided to establish a fort there. But generally actions in the war would have involved raids, mercenary service (uncommon but possible), or defensive actions.

Forge of War indicates that of all the nations, only Karrnath didn’t ally with one of the other five at any point during the war. Do you agree with this?

It’s not my idea, to be sure. With that said, the Karrnathi character includes both deep confidence in the superiority of their own martial skills — a conviction that they are the greatest power in Khorvaire — and a bitter stoicism, they’ll have to kill us before we back down and even then our bones will rise and fight until they are ground to dust. So it seems unlikely to me that they wouldn’t have at least negotiated with Aundair regarding joint operations against Cyre, or the like (and I feel this has even been discussed in some other source), but I’m willing to accept the idea that Karrnath never engaged in a full if-the-war-ends-we-share-power alliance — that they always believed that they would either win the war and rule Galifar on their terms, or fight to the bitter, bitter end. This still can be seen in the present day, where many of the warlords consider Kaius’s strong support of peace initiatives to be a betrayal, a belief that drives many Emerald Claw recruits.

How common were sending stones and other Sivis communications equipment on the battlefield?

We’ve established that communications in Eberron are more akin to telegraph that to radio or phone. It wasn’t a modern battlefield where squads come be in direct real-time communication with one another. With that said, Sivis communication was a vital tool for long-term coordination. Speaking Stones are BIG and expensive; you’re talking about a wagon, and something Sivis wouldn’t want to put at risk in active battle. So you’d have such a thing with a major army, but not a unit. I can imagine a smaller focus device allowing a Sivis heir to send a message to or receive a message from the nearest speaking stone, but how I’d see it would be something requiring a ritual – maybe ten minutes, maybe more, along with expenditure of ground dragonshards – to activate, and likely that ritual has to be active to receive messages. So an heir could send an emergency message to the nearest stone if he had ten minutes to do it; but receiving messages is something he’d do at a specific time – check messages at noon – and not something that could be done in the midst of active combat. Of course, if you’re in a HUGE hurry, sending is an option – but there’s very few heirs who can do that.

So it was a vital tool for coordinating strategies and getting updates, but not real-time communication and not something the smallest units would have. With that said, I think you’d also see the Five Nations exploring other options – experimenting with Kalashtar psions, Aundair developing an alternate method of arcane communication, Vadalis messenger birds – but Sivis would be the gold standard.

Someone mentioned Karrnath doing necromantic experiments on living prisoners? That seems…beyond the pale for a salvageable nation state, to me. I don’t want to go that dark with Karrnath, but I’m curious about your take on that? 

That someone was me. It’s part of the plot for an adventure I wrote for the ChariD20 event; the PCs are former Cyran prisoners of war who were used as fodder in necromantic experiments. A critical point here is that the adventure is about hunting the camp commander down in Droaam, because he’s a war criminal who’s fled the Five Nations. It’s not that Karrnath as a whole encouraged or engaged in such behavior; it’s that there’s ONE GUY (and his soldiers) who did so, and if he remained in Karrnath, KAIUS would have had him tried for war crimes. This ties to the difference between the Blood of Vol – a faith that uses necromancy, but generally as a positive tool that serves the needs of a community – and the Order of the Emerald Claw, which is about over-the-top pulp villainy and routinely engages in horrific actions. This commander is a pulp villain: a scenery-chewing mad necromancer that we all agree is a deplorable human and deserves to be brought to justice (whatever that ends up meaning).

So it’s not about KARRNATH being that dark. This is an example of what the Order of the Emerald Claw is capable of, and it’s WHY the Order of the Emerald Claw is considered a terrorist organization; again, if the villain here remained in Karrnath, he’d have been brought to justice for his crimes.

My player is under the impression that Karrnath was not doing as well as they had, toward the end of the war, and may have started experimenting on people out of a bit of desperation. My impression was that… they were still in a strong position when the war ended, other than the famines.

Karrnath has always been struggling due to famine and plagues. They turned to use of undead in the first place as a way to offset this. However, Kaius chose to break ties with the Blood of Vol and limit the use of necromancy towards the end of the war, as opposed to embracing desperate measures. The main issue is that at full strength one would have expected Karrnath to steamroll Cyre; instead, because of their troubles, it’s been more even. But it’s still a force to be reckoned with, and many warlords are angry at Kaius for pursuing peace because they believe Karrnath is still strong enough for war. As a side note, in my Eberron Kaius blames the famines and plagues on the Blood of Vol, giving him a populist platform to strengthen his position; thus Karrnathi Seekers are dealing with prejudice and anger, which is further exacerbated by the actions of the Order of the Emerald Claw.

Dragonmarks: Rural Eberron

I’m working on a lot of projects right now. Over the next few months I’m going to be putting most of my energy into Phoenix: Dawn Command. Part of the point of developing a new setting and system is that I’m free to develop it in a way I can’t currently develop Eberron. However, my intention is to include conversion notes and to develop ideas that could fit into Eberron or another world, so you can get the most out of whatever I’m doing.

I’m also part of a new Eberron podcast called Manifest Zone. We recently sent out a call for questions. Many of the questions we received are too narrow or specific for what we want to do with the podcast… but they’re still some great questions that I wanted to address. Here’s on that stood out for me.

It’s easy to make Eberron feel like Eberron in the big cities. How do I do the same when visiting a tavern, or hamlet?

It’s an excellent question. I’m going to start with the general topic of rural Eberron, and deal with taverns in a second post – because I actually have a surprising amount to say about taverns. But starting with the general issue: What makes a farm in Breland different from one in the Dalelands of the Forgotten Realms? What is it that makes that small Aundairian village different from a generic Tolkien scene? As a gamemaster, what can you do to draw people into the setting? Well, let’s look at a few of the pillars of the setting.

Magic is a part of everyday life.

Remember: Eberron isn’t about high magic and the works of epic wizards. It’s about wide magic – the widespread use of low-level magic to solve problems that we’ve solved with technology. Everyone needs light. Farmers might not people able to afford everbright lanterns in every room, but I’d still imagine a farm would have at least two. Of course, rural magic depends on where you are. In Karrnath, a Seeker community will have skeletons performing menial tasks. In Aundair, a farm might have a floating disk that serves some of the same purposes as a tractor. In the Eldeen, you might have gleaners – the druidic equivalent of magewrights, with farmers knowing a simple druidic ritual or two to help with the crop. And consider that even one level of magewright gives access to the magecraft spell, which provides a +5 to Craft checks. From the ECS:

Every magewright worthy of the name knows the magecraft spell (see page 113). Truly expert coopers recite the magecraft  spell over their barrels, the best blacksmiths chant it as they hammer hot iron, and the finest potters cast it while they spin their clay. 

Magewrights aren’t limited to the big city; it’s an NPC class for a reason. So again, in describing a blacksmith, mention the magical gestures he makes over his forge and the sigils engraved in the anvil (designed to effectively channel the magecraft effect).

Beyond this, communities will be built around useful magical resources. Any thriving community will have a central well enchanted with a purify water effect. One of the most useful spells is a cantrip: prestidigitation. With this spell you can clean, heat, cool, flavor. Given that these principles exist, it’s easy to envision minor magic items that do just one of these things… and now you have mystical refrigerators, vacuum cleaners, microwaves, washing machines, and more. In a small town people may not own personal magic items, but a large farm may still have an ice room. We’ve mentioned before that Aundairian villages often have cleansing stones, a central fountain-like structure where you can bring laundry to have it instantly cleaned.

Even where people aren’t using magic themselves, consider manifest zones. Sharn exists because it’s built on a manifest zone that makes the towers possible. Dreadhold is built on a manifest zone that strengthens its stone, while it’s the zones to Irian that make the Undying Court possible in Aerenal. Manifest zones are natural resources, and where there are manifest zones with beneficial effects people will take advantage of them. A manifest zone to Fernia could be unnaturally temperate, or it could be that within the stone, basalt grows unusually warm – so the people in the zone heat their houses and foods with these stones. Use your imagination: what could be a beneficial manifestation of a particular plane, and how would people harness it?

Finally, consider the ambient impact of the greater magical economy. Mention the airship this passes overhead; perhaps the old farmer hates the damn things (remember that airships haven’t been around that long!). Perhaps a House Orien representative is in town negotiating a new lightning rail that’s going to pass through the area.

If it’s in D&D, there’s a place for it in Eberron.

Khorvaire isn’t our world. It’s a world where ogres and griffons and medusas are part of nature, and that’s before you get into the possibilities of magebreeding (Cows that produce chocolate milk? Hens that lay hardboiled eggs?). That Aundairian ranch might be breeding dragonhawks instead of horses. When you pass by a field in Breland you might see an ogre pulling a plow on his own. His name’s Bargh; he was a mercenary with Tharashk during the war, and liked the area so much he just stayed behind afterwards and was taken in by the local farm. Which leads to…

Consider the impact of the war.

We’re two years out from a devastating century of war, which involved a wide range of magical weapons. You could have the equivalent of a magical minefield – a stretch of land that’s been abandoned because of explosive wards still scattered across the countryside. You could come to a place where a bridge is being rebuilt and you have to take ferries across; the Brelish ferryman curses the damn Cyrans, and complains about how they ruined his town and now Boranel is buying them dinner. You might find craters from powerful war magics, ruins that have never been rebuilt, a hamlet that was once a prosperous town before the war took most of its population… or another town that’s home to a large refugee population, and tensions are high.

Consider Religion. 

In a village in Thrane, you might find the townsfolk practicing archery on the green while a cantor sings praises to Tira. Next door in Breland you may have a village that has no priest, but everyone believes the oldest farmer is blessed by Arawai, and he speaks on her behalf at village gatherings. Shrines to Sovereigns can take many forms. Daca sits on a pillar in Sharn, but you could just as easily find a pillar saint in a small town.The central square in a Karrnathi hamlet contains a bloodstained stone basin, used for the ritual sharing of blood. In western Breland you might find a cairn made from shards of shattered statues; this dates back to a time when the Znir gnolls lived in the region, but the locals have continued to add stones to it.

Presumably, small villages are less diverse than great cities like Sharn, but how much so? Do non-humans tend to have their own communities in rural areas, or are they integrated with the majority human population?

I believe that most communities are integrated in the Five Nations. It varies by nation – Humans make up 70% of the population in Thrane, while they are less than half of the populace of Breland. Tied to this, through the Dragonmarked Houses every common race has a critical role in the economy that helps their position in society. There’s surely racisim in Khorvaire, and you can play that up from any angle you like; but it’s still the case that I’m used to having halflings running the inn the hospital, and gnomes sending messages. And this has been true for a thousand years. Dwarves built the towers of Sharn. So in my opinion, while racism is definitely out there, in the Five Nations nationalism is stronger. If I’m from Breland, I care more about the fact that you’re Brelish than that you’re a dwarf; that piece of things will come second.

So for the most part, I believe you see diversity in communities. In Breland, if there’s ten families in a village, you can expect at least two of them to be dwarves or gnomes. With that said, you’re likely to see SOME concentration simply because it’s necessary to sustain a community. Which is to say, if each village was a perfect microcosm you’d have one gnome family, one dwarf family, one halfling family… and what happens when the children are looking for mates? So I suspect you have village A that’s blended dwarves and humans, village B that’s gnomes and humans, etc… but people aren’t going to freak out if a halfling moves in. Probably.

You certainly could have entire villages of a particular race, but I don’t think it’s the norm.

Are there any significant numbers of warforged outside of the cities, e.g. the village with the warforged named Smith who was welcomed because the former village smith died in the War?

I’d expect warforged to congregate in the cities. Lacking clear direction and purpose and owning no property, it’s easier for them to make a start around others of their kind. And warforged are both new and created as weapons of war – so it’s far more logical to see prejudice against warforged than against the races that have been part of your civilization for centuries. With that said, I think you see warforged in small communities where they have attachments to people who live there. When the soldier came home to his farm after the war, his warforged companion came with him and works on the farm. In the local tavern, a warforged remains as the bouncer. And I think an entire village of warforged – a gift of land from a noble grateful for their service – is an intriguing story idea. As for your smith (and I played a warforged artificer named Smith for a while), some villages would welcome him and others might drive him away; again, prejudice against warforged is more common than any of the demihumans.

Could a kalashar thrive in a hamet where she is the only psion for miles, or would she feel the need to conceal her talents? Similar question for changelings?

I think a kalashtar could do just fine. It’s easy for kalashtar to disguise themselves as humans if they want, but I also don’t think we’ve established fear of psionics as a big thing in the Five Nations; most people would just assume it’s some sort of mind magic. Changelings are another question and one I’ll address at more length at some places. Breland is fairly accepting of changelings and they may live openly. In other places you’ll oftn see changelings concealing their true nature; bear in mind, the reason they are called “changelings” dates from people having children with a disguised shapeshifter, and when the child is born a changeling, believing that their actual baby has been stolen away. And you also have small communities that are entirely changelings – though you won’t know it passing through. So it depends on the place: changelings will often hide, but a trusted changling whose family has been part of the community for a while may just live out in the open.

These are just a few ideas. The possibilities are endless, especially when you get into the different nations and their own unique elements, but that’s all I have time for now. Feel free to share ways you’ve presented the flavor of the world below!