Every month I answer interesting questions posed by my Patreon supporters. Here’s one that came up this month…
In honor of the recent International Transgender Day of Visibility, are there any canonical NPCs you would consider being trans and/or nonbinary?
My immediate answer is every elf in Eberron, as called out in this article. Beyond that, however, this is a question where I’m far more interested in what other people have to say than in my own cisgendered opinion. Because the basic answer is that anyone could be. Exploring Eberron presents the idea that cosmetic transmutation is a safe and effective tool for transition. We’ve said that the people of Khorvaire are comfortable with gender fluidity and nonbinary identity—whether it’s the ongoing fluidity of a changeling or elf or a long-term decision. So the simple answer is that any canonical NPC COULDbe transgender. But this in turn has a certain sense of “So what?” If Krozen transitioned when he was twenty but has identified as male for two decades, how exactly is it visible now? Should it even be called out now, given that Krozen is who they wish to be? I wonder if rather than “Which canonical NPCs transitioned in the past,” a more interesting question might be “Which canonical NPCs might transition in the future”—because to me, that’s what would make the story visible.
The short form is that I’m more interested in the answers of those who are living this experience than in my own ideas. Please share and discuss your thoughts—whether about canonical NPCs, transgender and nonbinary representation in Eberron in general, or experiences from your campaigns—in the comments. And while it’s not my work, I’d like to draw attention to Blessed of the Traveler, a DMs Guild book discussing this topic!
AN IMPORTANT UPDATE. I have never had to moderate comments on a post before, but I will be doing so on this post. I am asking for the input of people who are living this experience. Saying “I’m not trans and I don’t include any representation in my campaign” doesn’t add anything to this conversation, and instead further isolates people who are already isolated. This post isn’t going to force you to change how you DM. What it is—I hope—is for a chance for fellow gamers who normally feel unseen and unheard to share their experiences and to talk about how they would change the world. The question here is how do you include representation in your campaign; “I don’t” or “I won’t” aren’t useful contributions to this discussion and will be removed to keep things focused.
I have said before that in my campaign, “good” reflects empathy and compassion—our ability to understand the pain of others and the desire to avoid causing suffering. So please: be good. If the experiences of the people posting here are not your own, listen to them; this is not the time or the place to argue. Thank you all for your time, your energy, and your compassion.
As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s a few more from March!
Canonically, Karrnath has a significant halfling population. How does this affect its culture?
The cultures of the Five Nations are inherently cosmopolitan, woven from a tapestry of different species. Halflings make up a minimum of 4% of the population of all of the Five Nations, and have since the time of Galifar. So first and foremost, keep in mind that the culture of Karrnath as it is defined—a culture of martial discipline and warlords, the undercurrent of the Seekers—were all formed with halflings as part of that tapestry. There are halflings teaching at Rekkenmark and at the Atur Academy. The typical Karrnathi halfling is grim and stoic, and likely served in the military; a Thrane halfling is likely to be devoted to the Silver Flame; an Aundairian halfling may be a flamboyant wandslinger. They’re all halflings, but they’re also Karrns, Thranes, and Aundairians—and they are part of the gestalt that created those cultures to begin with.
With that said, Karrnath does indeed have a higher halfling percentage than most of the Five Nations—twice that of any other nation. So roughly half the halfling population of Karrnath reflects the typical widespread presence of haflings throughout Galifar, halflings who identify culturally as Karrns. But that leaves another 5% of the population. These halflings are concentrated in southeastern Karrnath, along the always loosely-defined border with the Talenta Plains. This region has a tumultous history. Before Galifar, there were times when Karrn warlords subjugated nomad tribes, and there were times when Talenta raiders struck deep into Karrnath. Galifar and modern Karrnath largely brought an end to both extremes, but also established this region as a buffer zone. Some nomad tribes chose to settle in the area, adopting agriculture and swearing fealty to warlords in exchange for protection and support. In the present day, these still exist. These small towns are communities that are almost entirely comprised of halflings, whose people think of themselves as Karrns but still retain some elements of the Talenta faith, speak both Common and Halfling in everyday life, and who may domesticate fastieth, glidewings, or hammertails.
In the wake of the Last War, this region has taken on new significance. The original Eberron Campaign Setting says “… to curb continued aggression from the Valenar elves, Karrnath has established a separate alliance with the halfling clans of the Talenta Plains. This alliance has allowed Karrnathi troops to set up forts in halfling territory for the mutual protection of both nations.” So the buffer zone of halfling communities has existed for centuries, but in the wake of the Last War and this alliance, you have new Talenta tribes choosing to settle in this buffer region and adopting this hybrid lifestyle, as well as nomadic tribes who have shifted their migratory routes to pass through southern Karrnath, taking advantage of the alliance. Essentially, the border between Karrnath and the Talenta Plains is a spectrum whose inhabitants blend the traditions of both cultures. You have halflings who consider themselves Karrns and who are legally Karrnathi citizens, but who still maintain a number of Talenta tradititions (as well as unique traditions that have evolved through the merging of the two cultures)—and you also have nomads who consider themselves Talenta and aren’t Karrnathi citizens, but who are allowed to dwell in southwestern Karrnath due to the current alliance.
So small towns are Karrnathi communities—some of which have been around for centuries—and Karrns of any species are welcome in them. However, the practical fact is that these are mostly small communities, figuratively and literally; they are built by small humanoids for small humanoids. Medium humanoids can usually find shelter in a barn or church, and some villages have a dwarf or human family who may allow medium travelers to stay with them; but overall, these communities are on a smaller scale than the human-built Karrn towns. While many are small in population as well as scale, there are a few small towns of significant size along the Vulyar-Irontown road. The most notable of these is Sorallandan, a town of over ten thousand that has significant outposts of both House Ghallanda and House Jorasco; Sorallandan is a Halfling word meaning “The Hope For Comfort At The End Of A Lengthy Journey.”
Are there halfling warlords in Karrnath, or are these small towns governed by warlords of other species?
It’s a mix. The small towns around Odakyr and Vulyar owe fealty to human warlords, who are content to let the villages follow their own traditions as long as they meet their commitments as vassals. However, there are two domains along the stretch of land between Vulyar and Irontown that are held by halfling warlords. One of these warlord families—the Toralamars—were raised from the small towns centuries ago; Sorallandan is the Toralamar seat, and the family is committed to maintaining the traditions of the towns and ongoing cultural exchange with the Plains. By contrast, the Warlord Asta Vanalan commanded Fort Deepdark during final decade of the Last War, and Kaius recognized her service by granting her dominion over the nearby lands previously ruled by the ir’Jennrei line; while this technically ennobles her, Vanalan rarely employs the ir’ honorific. The Vanalan family has deep roots in Rekkenmark, and Asta is working to impose more traditional Karrnathi culture on the small towns within her domain; this includes an effort to convince Karrns from the west to resettle in the region. As a warlord, Asta has passed the daily duties of command of Deepdark to Brandin ir’Dulinch, but Deepdark remains the seat of her power.
Is there a group of kids in Khorvaire who wear sashes and sell cookies?
The first one that comes to mind are the Ghallanda Scouts. This organization is run by the Hosteler’s Guild of House Ghallanda. The mission of the Ghallanda Scouts is to build confidence and character. The primary focus is on wilderness skills—sharing the Talentan heritage of the house with all who wish to learn. However, it’s also well known for selling cookies, which both helps to raise funds and to hone business skills. Ghallanda Scout programs can be found anywhere where the house has a presence, and all children are welcome to participate; it’s not limited to halflings or Ghallanda heirs. If a character has the Outlander backgrounds, they could have been raised in the wild… or they could be a Sharn native who loved their time in the Ghallanda Scouts; just swap “A trophy from an animal you killed” for “A collection of merit badges.”
How common is the practice of Speak With Dead in the Five Nations?
There’s a few different aspects to this. Speak with dead is a service that exists in Khorvaire; the list of magewrights on page 318 of Rising From The Last War includes a medium who can perform Speak With Dead as a ritual, and elsewhere we mention a member of the Blackened Book—the mystical division of the Sharn Watch—using it as part of an investigation. So it’s a tool that is used in law enforcement, and I’ve previously mentioned it as a tool that would be used in archaeology. With that said, it’s not commonplace in the Five Nations, for a few key reasons.
It’s difficult and expensive. Third level spells are at the top tied of what’s commonly encountered as “everyday magic” and according to Rising, you’d have to pay a medium 100 gp to perform the ritual.
It doesn’t actually contact the spirit of the victim. You are drawing on trace memories attached to the corpse; you aren’t drawing their spirit back from Dolurrh. So it’s an effective way to gather information, but it’s not like you can have a normal conversation with your dead grandpa because you miss him.
It has to be cast on a corpse. Followers of the Silver Flame typically cremate their dead. Vassals bury them and generally don’t look kindly on people digging their relatives up. It’s typically used by investigators before corpses are buried; at the very least, you’re going to have to file some paperwork to get dispensation to dig up a corpse for questioning. Which ties to the fact that…
The people of the Five Nations don’t like necromancy. It’s not outlawed—and again, speak with dead is definitely used by investigators and archaeologists—but in the Five Nations, people think talking to skulls is CREEPY, and digging up the dead is worse.
So speak with dead exists and is used in the Five Nation, but it’s primarily used as an investigative tool prior to burial or as a scholarly tool on remains that have been recovered. Having said that, let’s talk about the exceptions.
Medium is listed as a magewright specialty. Magewrights have limited spell selection and can only cast spells as rituals, but they can also produce effects that are more dramatic than the standard spells. A magewright medium can certainly perform the standard speak with dead ritual—but a skilled medium can do more than that. In my campaign, a skilled medium can cast speak with dead without access to the corpse, provided they have access to strong emotional anchors—objects that were important to the deceased, and most of all, a living person with a connection to them. This is like a classic seance; it is a slow, lengthy process and the people who are close to the deceased have to actively participate in it.
If the deceased person hasn’t been dead for long, such a ritual may actually be able to reach their spirit in Dolurrh; but remember that spirits in Dolurrh are afflicted with ennui and are constantly losing their memories, so the longer they’ve been dead, the less of them will be left. The spell description notes that “Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer.” In the case of reaching a spirit still in Dolurrh I’d require a skill check on the part of the medium (Arcana or Religion) and a Charisma check on the part of the petitioner—with advantage or disadvantage based on their relationship to the deceased and how long they’ve been dead; a good result on both checks might be able to give a semblance of actually having a conversation with the deceased. Of course, the other side of this is that there are some mediums who are simply charlatans—who use detect thoughts to determine what the petitioner wants to hear, and illusion magic to put on a spookshow.
The Seekers of the Divinity Within—AKA the Blood of Vol—have skilled necromancers and no sentimental attachment to corpses. In some Seeker communities, the skulls of people seen as particularly wise or who possess valuable information will be preserved in a sort of library ossuary, allowing a necromancer to consult them with questions. However, this is just standard speak with dead, not something more dramatic like the spirit idols of Aerenal. Mediums can draw on the trace memories that remain in the skulls, but they aren’t actually speaking to the spirits of the deceased.
Meanwhile, when you go to Aerenal speak with dead is a very common tool—but in Aerenal, spirits of the dead are often preserved in spirit idols that prevent them from the dissolution of Dolurrh. When interacting with a spirit idol, speak with dead allows the caster to have an actual conversation with the deceased spirit; it’s not limited to five questions, and provided the spirit likes the questioner, answers don’t need to be cryptic or short.
That’s all for now! If you’d like to present questions for future articles, join my Patreon—thanks to my patrons for their questions and support! I won’t be answering further questions on this topic, but feel free to discuss these ideas and what you’ve done in your campaign in the comments!
Every month, I answer interesting questions posed by my Patreon supporters. Here’s a few that came up this month!
What is the basis of nationalism in Khorvaire?Everyone speaks Common. Ethnicity doesn’t seem to be a factor, considering that you can be Brelish while being a dwarf or elf, let alone human. If it’s about shared history and traditions, can an Aundairian adopt Brelish ways and become a Brelishman?If an overwrought Sword of Liberty is setting out on a terror campaign against foreigners, what is he looking for to determine who is and isn’t a “foreigner”?
First, let’s talk about language—something I did in this article. One of the basic points is that the Common tongue is an artificial construct we use because it makes stories easier; it’s not especially FUN to have the story come grinding to a halt because no one speaks Karrnathi. So, everyone in the Five Nations speaks Common. But as I note in that article…
I prefer to limit the number of languages I use, but also to play up the idea of regional dialects and slang. Common draws on all of the old languages of pre-Riedran Sarlona, so you can definitely get variation from place to place. When the paladin from Thrane is in a small Karrnathi village, he might have to make an Intelligence check to perfectly understand the conversation of the locals or a Charisma check to communicate clearly… unless, of course, he has a local guide to help out. It allows for the challenge and potential humor of limited communication while still allowing for the possibility of communication with no help. If a character has the Linguist feat or is from the region, I’d allow them to act as that local guide — so we’ve got a little fun flavor because the Karrn PC can joke with the locals at the expense of the Thrane.
Then there’s this article on “The People of the Five Nations.” A key note: “Rather than being judged by the color of your skin, you’ll be evaluated by your ACCENT, ATTITUDE and FASHION.” (highlights added). So again, everyone may be speaking Common, but in my campaign, unless someone is actively trying to disguise it it’s obvious from their accent where they’re from (unless part of their story is “I went to Arcanix and worked hard to ditch my small-town Brelish accent.”)
To look to a real world example, consider the US Civil War. Consider how people in a small town in Mississippi would feel about someone from New York City moving into town four years after the war. He might look just like most of the townsfolk; he might even have a great-grandfather from the town. But he doesn’t dress like them, he doesn’t sound like them, he doesn’t share their customs, and the people in the town lost a lot of good boys in the war. Even if that outsider does his best to lose his accent and to adopt local customs…. do you think the locals will say “Oh, that’s OK then?” Or might some of them even be angrier, thinking he’s mocking them?
So: it’s NOT about blood. You can be a Brelish dwarf or a Brelish elf. It’s about customs. It’s about the way you speak and the sound of your name. It’s about your values and your traditions. Can you quote Beggar Dane? Are you willing to help a friend pull one over on the tax collectors? If you ditch everything about you that defines you as Cyran, then congratulations, they might even let you join the Swords of Liberty. But that’s not something most Cyrans WANT to do; the people of High Walls and New Cyre believe that they WILL regain their nation, and they are proudly holding on to their accents and their customs. And that draws the ire of the Swords of Liberty.
Why are merfolk native to Lamannia? In my musings about them, they seem to be (in our real-life mythology) more akin to dryads and other fey spirits.
In OUR world, merfolk are mythological. In Eberron—or in Fifth Edition in general—they’re not. A dryad isn’t a natural creature; it’s fey, and part of what that means its that it’s not bound by the limits of nature. Many fey are essentially immortal. They don’t reproduce in the way humanoids do, and for the most part, they don’t evolve. There’s no nation of dryads in Eberron; where they are found, they are tied to their stories, and time essentially passes through them.
None of this is true of the merfolk of Eberron or Lamannia. They’re not fey; they’re humanoids. They live, they raise families, they die. Those that live in Lamannia are influenced by the primal nature of the plane. According to Exploring Eberron, “There are merfolk in Eberron—such as the Kalamer of the Thunder Sea—but their people began in the Endless Ocean of Lamannia, and are still found there. These primordial merfolk remain close to their elemental roots and instincts. They wield druidic magic, but don’t craft tools or structures. Other humanoid natives of Lamannia are much the same; any race with a strong primal connection could be tied to Lamannia, but they’re driven by instinct and avoid the trappings of civilization.” But once they arrived in Eberron, they evolved and they changed. The Kalamer of Eberron have many distinct cultures, and Karakala engages in diplomacy and trade with the other nations of the Thunder Sea. If you have an immortal siren who has nothing better to do than sit on a rock and lure sailors to their doom, that could be a Thelanian fey who happens to have the general appearance of a merfolk. But that’s the point—it would be fey, content to play out this somewhat pointless role for centuries. So you could definitely have fey that LOOK like merfolk—but that’s not what the Kalamer are.
Regarding Fey—many of the Archfey lords, especially in your novels, have masks hiding their faces but the enchanted disguises still move with emotions. Was there anything in particular that inspired this custom for Eberron fey of importance?
It largely ties to the idea that the Archfey are STORIES rather than PEOPLE. The stories inspired by the Lady in Shadow can be found among the dar, the dwarves, and humanity; the Lady herself isn’t human, dwarf, or dar. With some Archfey I’ve suggested that people see them in different ways, interpreting them in a familiar form; others appear masked, leaving what lies beneath to the viewer’s imagination. At the same time, the masks generally animate because the point of the mask isn’t to conceal emotion; it’s to leave room for the viewer to add details.
With some groups like elves and gnomes sailing the seas at the same time as Rhiavaar slaver ships, it would be interesting to know what impact or presence western Sarlona had on eastern Khorvaire. Would the Zil merchants have been surprised by human ships coming west?
So first of all, it’s important to keep in mind that we’re discussing events that occurred thousands of years ago, are almost entirely undocumented, and that have a minimal impact on any modern nation. So the discussion is extremely hypothetical. Having said that that, let’s talk about what ways going on in the Lhazaar Sea when Lhazaar showed up. First of all: Lhazaar wasn’t the first Sarlonan human to land in the region that now bears her name. She was the first to lead a serious, large-scale force there… but the reason they were willing to take that risk was because they knew of the land from other Rhiavhaarans who’d made the crossing and even established outposts on some of the islands. Essentially, Lhazaar was coming because it was clear there was profit to be made. Keep in mind that at this time, Rhiavhaar wasn’t some sort of disciplined empire. Rhiavhaarans were known as coastal reavers and pirates, and when asking “what ships did they attack with their piracy” — in part they clashed with vessels from the Syrkarn nations, but they also clashed with OTHER RHIAVHAARANS; the Provinces of Riedra article notes that during the Sundering, the Dreaming Dark brought down Rhiavhaar by exacerbating existing clan feuds. Part of what was remarkable about Lhazaar’s expedition was the number of people she convinced to work together.
The original question asks if Zil merchants were surprised by humans arriving, because they were trading with the Mror. But the Zil WEREN’T trading with the Mror before Lhazaar, because Zilargo didn’t exist then. Per this canon article, Zilargo specifically formed in response to Malleon’s reaving along the southern coast. Exploring Eberron notes that humanity largely ignored the Mror until Galifar, while “Zil explorers” came to Mror in the time known as Dul Krok—the time in which humanity was spreading across Khorvaire. There may have been a few ships from Trolanport exploring the east coast when Lhazaar arrived, but Zilargo as we know it didn’t even exist and didn’t yet have established trade with the Mror. Likewise, the Aereni have always been insular. I expect the Aereni traded with Khunan and Sunyagir, so their ships would have clashed with Rhiavhaaran pirates in the south, but I doubt they would have been frequently encountered in the current region of the Lhazaar Principalities. So around the time Lhazaar landed, most likely the majority of the sea traffic in the region would have been other Rhiavhaarans, either opportunist raiders or smaller-scale settlers.
What kinds of alcohol / drinks are popular in Adar?
Alcohol exists in Adar, but it isn’t especially remarkable or beloved. The more distinctive regional beverage is varit, pure water infused with a liquid form of sentira that conveys a pure emotion. Why get drunk when you can simply drink joy? Pure varit is quite intense, so it’s usually watered down; a few drops in tal to start the day off with a positive feeling. For the most part, Adaran varit is distilled from positive feelings, but there’s a distillery in Raan that specializes in sorrow, for those who wish to wallow in grief. As it hasn’t been mentioned canonically, I don’t think it’s currently well known in Khorvaire. I’d think imported varit would be a rare and exotic beverage—the sort of thing Aurum concordians would brag about drinking—but that there could be varit distilleries starting up in Overlook or other Adaran communities.
That’s all for now! Feel free to discuss these ideas or to share what you’ve done with any of these things in the comments, but as this is an IFAQ, I won’t be answering further questions on these topics. Thanks to my Patreon supporters for asking interesting questions!
This is Caron Ellis’s work from Illimat, but it would certainly fit in an Aundairian oracle deck.
When time permits, I like to answer interesting questions posed by my Patreon supporters. This one has come up a few times…
Are there any cultures within Khorvaire that particularly utilize the Tarokka style deck? Is this associated with a dragonmarked house, magewrights, or something else?
Eberron: Rising From The Last War includes “oracle” as one of the possible specialties for magewrights; as presented, they can cast augury and divination as rituals. I expand on this in Exploring Eberron:
At DM discretion, a magewright’s spells may have expanded—or limited—effects. Consider what it takes to make a spell a viable commercial service. For example, augury only allows the caster to predict events 30 minutes in the future—useful for adventurers in the midst of a dungeon, but not for the farmer wanting an opinion on planting crops. A professional oracle might be able to predict woe or weal anywhere from a day to a week in advance—but such an oracle could have very specific limitations, such as only being able to make predictions related to to weather or agriculture. As a DM, use the existing spells as a model, but adjust them as necessary to create a viable business.
This is one place where I’d draw a sharper line than usual between magewrights (who employ arcane science) and adepts (who perform divine rituals). As a 2nd level spell, augury is in the range of everyday magic; as a 4th level spell divination is a little beyond it. With this in mind, I’d be inclined to either say that only the most exceptional magewright oracles can perform divination, or that they can only perform a narrow version of it, as described above. While for adepts I’d be inclined to say that they can cast augury at will but that divination is less predictable; they can pray on a thing, but sometimes answers come and sometimes they don’t… and sometimes, an adept oracle receives answers to questions without even asking them. It’s faith, not science.
So: Oracles can be found across Khorvaire, and they can cast augury and divination. But what does this LOOK like? The rules gives us the mechanics of spells, but flavor is something we have to add. Take fireball. Typically we think of a wizard raising a hand and calling out a word of power to produce a blast of fire from thin air. On the other hand, an artificer who employs alchemist’s supplies as their spellcasting focus could describe casting a fireball as hastily assembling a magical Molotov cocktail. It’s the same spell, but the flavor is completely different. The same definitely holds true here. An adept oracle might light incense and pray throughout their ritual time, seeking the answer within. A magewright oracle could employ bones, tea leaves, or unquestionably, cards—and I think there are oracular traditions that use all of those tools on Khorvaire.
We’ve never discussed cartomancy in any canon source that I’m aware of, but I’ve always assumed that it exists. A key question is how do people think the cards work? What power is guiding the cards? Let’s look at a few possibilities and where they’d fit.
The Draconic Prophecy. Eberron HAS the idea of a vast power that can be used to shape or predict the future, and it’s easy to imagine a deck of cards that’s seen as a lens for drawing guidance from the Draconic Prophecy. Personally I’d say that this is a very limited lens—peeking at the Prophecy through a hole in a piece of cardboard, no match for the vast observatories and tools employed by the Lords of Dust and the Chamber—but still useful as a tool for everyday life and a reliable way of casting divination. Personally, I would imagine this using a blend of the Sovereigns, Progenitors, and Planes as the arcana. To me, this would be the Rider-Waite of the Five Nations—a standard deck employed across the nations. Let’s call it the Golden Deck or the Dragon Deck (when it depicts the Sovereigns as dragons).
Sul Khatesh. The Keeper of Secrets loves esoteric rituals and people seeking forbidden knowledge. The Deck of Shadows is said to have been created by Hektula, and it uses overlords and archfiends as its arcana. It has a sinister reputation and is said to reveal painful secrets and things people don’t want known—all catering to Sul Khatesh’s love of people fearing magic. So this is found across Khorvaire, but it’s not a deck people will use in nice neighborhoods.
Thelanis. The spirits speak through the cards, and in this case the spirits are the archfey of Thelanis. The Deck of Stories is most commonly used in Aundair—where there’s long-standing traditions of dealing with the fey—but it can be found across the Five Nations.
Xoriat. It’s said the artist who drew the first tohiish dooval deck gouged out his eyes before sketching the cards. The images on the cards are unnerving, abstract designs; it’s not unlike a deck of Rorshach images, with different people seeing very different things as they stare at the cards. The tohiish dooval—”dangerous truth“—first appeared in the Shadow Marches and is rarely seen in the Five Nations, but there are rumors that Narathun oracles have started using a similar deck found in the Realm Below.
The Divinity Within. It’s not about the cards—it’s about the person reading them. Adept oracles of the Blood of Vol use cartomancy more than those of any other faith, but there’s no standardized deck associated with the faith. You could use Tarokka, Harrow, or any other deck. What’s important is what the reader sees in the cards, because the cards are the tool they use to reach their own Divinity Within.
These are just a few possible decks and traditions; an Aereni oracle might use a unique deck with cards representing their own personal ancestors. Aside from its use as a divinatory tool, I’d definitely allow a warlock to use a cartomancy deck as an arcane focus (and as their Book of Shadows, if they have Pact of the Tome); they could use the cards as a means to communicate with their patron, and could describe producing their spell effects by dramatically displaying and invoking specific cards.
I’ve got a Duergar Spirit Bard who uses a Harrow deck he found while in a labor camp in Ohr Kaluun; given that the whole vibe for Ohr Kaluun is “dark magic”, cartomancy felt like a natural fit.
This seems entirely reasonable, and such a tradition could have been carried over into the Venomous Demesne. But with that said, the question that immediately comes to my mind is what makes it “Dark Magic”? Is it a method of communicating with fiends? Are the cards printed using the blood of an innocent, and it’s their tormented spirit that speaks through the cards? Is the deck itself a bound imp? For those who aren’t familiar with it, Ohr Kaluun is a region in Sarlona which was in the past known for dangerous and sinister magical practices, including consorting with malevolent powers. When creating magic items from Ohr Kaluun, I love to try to hit this—to ask why would people be afraid of this place? I want players to say “I want to keep this item because it’s useful, but also, ewwww.”
That’s all for now! Feel free to discuss these ideas or to share what you’ve done with cartomancy in the comments, but as this is an IFAQ, I won’t be answering questions on the topic. Thanks to my Patreon supporters for asking interesting questions!
When time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s one that came up this month. As always, my answers are based on what I do in my personal campaign and may contradict canon sources: notably, this article is based on the premise that the Wild Heart was the cause of the Lycanthropic Purge, which is just one of the options presented in canon.
I’d like to run a campaign set during the Lycanthropic Purge. On the Manifest Zone podcast you mentioned running a one-shot with a mixed party during this time, and I was wondering if you have any suggestions. Should I have my players make characters on both sides and alternate between them, or would that be too confusing?
In my Eberron, the Purge began when the archfiend known as the Wild Heart awoke in the Towering Wood and spread its power across the region. Countless innocents died, but none suffered so much as the shifters of the Towering Wood. Entire villages were brutally slaughtered, while elsewhere hunters tortured innocents as they sought to root out hidden wererats.
… And then the templars arrived.
When people think of the Lycanthropic Purge, they often think of the final stage—the slow decades in which the zealots of the Pure Flame sought to eliminate every last lycanthrope, heedless of how many innocents they harmed in the process. Everyone knows that shifters died in the conflict and that it created a deep rift between the shifters of the west and the Church of the Silver Flame. What is often overlooked is that countless innocent shifters died before the templars ever came to the Towering Wood. The Silver Crusade wasn’t a struggle between templars and shifters. It was a war between the servants of the Wild Heart and everyone else; shifters just suffered the worst of it.
First, let’s establish some basic facts. This Dragonmark article provides basic information about the Silver Crusade, now often known as the Lycanthropic Purge. This IFAQarticle discusses different strains of lycanthropy—in particular, the Curse of the Wild Heart, the primary strain involved in the Silver Crusade. This is important because the lycanthropes being fought weren’t blessed by Olarune or champions of the natural world; they were cursed by an overlord and essentially demonically possessed.
The Templars of the Silver Flame came in response to lycanthropes raiding western Aundair. After securing the region they realized the threat was based deep in the Towering Wood—and that they would have to push into the woods to fight it. Butwho were those lycanthropes who triggered the crusade? Where did the forces that raided Aundair come from? The curse began in the Towering Wood, and it was the people of the Towering Wood who were the first victims of the Wild Heart—and the majority of them were shifters. Why did the templars fear shifters? Why was it so easy for them to believe shifters could be lycanthropes? Because the majority of the lycanthropes they fought were cursed shifters, taken by the Wild Heart before the templars came into the region. And templars didn’t jump to this conclusion alone; wererats hidden among shifters and templar forces delighted in sowing chaos and turning people who should be allies into enemies. Wererats worked to convince templars that innocent shifters were scheming lycanthropes, and to convince shifters that the templars were butchers and that their only chance for survival was to strike first. So there were all too many incidents where innocents died. But the templars never believed that all shifters were lycanthropes or that all shifters were the enemy. Shifters were the civilians of the Towering Wood. But shifters also formed the bulk of the forces of the Wild Heart, and lycanthropes were hidden in almost every shifter village.
So in looking at the actual battles of the Purge, there were essentially two movies playing out at the same time. In the open forest you had a movie that was a blend of Aliens and Predator. Werewolves, wereboars, and other lycanthropes were feral and bloodthirsty. Some—especially wereboars—would rely on brute force, charging directly into enemy forces. Weretigers and similar types preferred to toy with templars, stalking them, laying traps and ambushes. Werewolves could go either way, sometimes overrunning their enemies and other times hounding them, striking swiftly and then disappearing. One to one, only the greatest templar champions were a match for an individual lycanthrope. This was complicated by the fact that the templars couldn’t afford to silver every weapon. Specialists had silvered halberds, greatswords, and arrows; but most templars had to rely on silvered daggers to bring down their foes. This was a horror movie. The templars relied on superior numbers to overcome the enemy, but one to one they were grievously outmatched. The lycanthropes were at home in the woods, while the templars were from the villages of Thrane. Then you had the inhabitants of the wood—primarily shifters, but also the followers of the druidic traditions we know think of as the Eldeen sects. Shifters, humans, elves, and others, these people knew the woods and knew the enemy far better than the templars, but they had been savaged by the Wild Heart before the templars ever arrived, and had always been isolated from the outside world.
This brings us to the second story playing out in the Towering Wood… a blend of The Thing and the game Are You A Werewolf? Wereboars relied on brute force, but wererats specialized in psychological warfare. Wererats infiltrated every village and outpost they could find, working to worm their way into templar forces as well as the communities of the Towering Wood. And keep in mind that the templars relied on those villages as bases of operations and sources of supplies in the vast untamed woods; they needed the help of shifter villagers. The wererats used these positions to gather intelligence on their enemies, but also to amplify paranoia and to turn innocents against one another. Set aside templars and shifters—when two squads of templars meet in the wood, can they trust one another? What about when a squad of templars finds a single templar, the lone survivor of a squad butchered in a werewolf attack. She swears she was never bitten, that she’s still human… but can they trust her, or will their fear overwhelm them? One might say lycanthropes are immune to non-silvered weapons… couldn’t they just prick her finger with an iron blade? Good question, but in my campaign it’s not quite so simple. This article discusses the topic in more length, but the short form is that werewolves bleed when you stab them with iron knives, they just won’t DIE; so to make a conclusive determination by wounding them with a weapon, you’d have to inflict enough damage that they might actually die if they’re innocent, which is how many innocents ended up dying in the later years of the Purge.
So this war was both physical and psychological, and whichever front you were fighting on, it was a horror story. The enemy could be anywhere, and all it would take was a single untreated bite to turn you into a monster who would turn on your friends. The adventure I described on Manifest Zone involved the remnants of a templar patrol needing to join forces with a shifter Moonspeaker druid and her warden, who were tracking a champion of the Wild Heart. The shifters knew more about this threat than the templars, but they couldn’t defeat the enemy on their own. And yet, could either group trust that the other? Could they get past the innocent blood that had been spilt and work together?
Creating A Party
So: in running a campaign set in during the “Surge” era, it’s not about shifters versus templars. It’s about shifters, templars, Greensingers, Wardens of the Wood, Ashbound and more—all of the inhabitants of the Towering Wood and the army that came from beyond it—against the deadly power of the Wild Heart. I wouldn’t have players create characters on both sides of this conflict, because the servants of the Wild Heart weren’t acting with free will; this comes to the point that player characters that become evil lycanthropes are often placed under DM control. The forces of the Wild Heart weren’t choosing to fight; they were extensions of an overlord. What I’d do is to have players create two character concepts at the beginning of the campaign: a templar character and a native of the Towering Wood, who could be a shifter or a member of one of the druidic sects. The players would begin as a squad of templars assigned to a deep forward patrol, seeking the source of the Wild Heart’s power. Whenever a player character dies, the group would have the opportunity to acquire a local ally—that player’s backup character. Because again, part of the point is that this is a horror movie in which the templars were largely outmatched, so unlike many campaigns I’d want to be clear from the onset that player characters can die. We’d be prepared for that and players would know that death wouldn’t be the end of the story—but they’d know that it’s a very real threat, and they’d have a backup character prepared. And with this in mind, if a player loses their initial character and assumes the role of their secondary, I’d have them make a new secondary—who could be a native or could be a templar, the last survivor of another patrol thrilled to find friends. And I’d at least throw out that possibility you never know, one of the secondary characters you acquire could be a wererat… Even if this never happened, part of the point would be to establish how powerful this fear could be.
Wait, The Eldeen Druids Were Involved?
We’ve never mentioned the role of the Wardens of the Wood or the Ashbound in the Lycanthropic Purge, but of course they were involved. The Towering Wood was the front line of the war, and the Towering Wood is the home of the Eldeen sects. Cut Oalian and count the rings; he’s been around for far longer than two centuries. The point is that the bulk of the population of the Towering Wood—the majority of its villages and communities—were shifters, so they received most of the attention… and meanwhile, the templar forces far outnumbered the Wardens of the Wood. But yes, the Eldeen Sects were absolutely involved in the conflict, fighting both to survive and to protect other innocents where they could. They suffered tremendous losses during the conflict—some at the hands of templars convinced they were lycanthropes—but the Wardens in particular did manage to protect many innocents. We’ve mentioned before that the Pure Flame emerged from the Lycanthropic Purge as the Aundairians who’d suffered through the Purge embraced the Silver Flame. But just as the Flame received a surge of new followers in the aftermath of the conflict, so did the Wardens of the Wood! Especially in the region around Niern—the closest to the Greenheart—many people owed their survival to the efforts of the Wardens and either immigrated into the woods in the aftermath of the Purge or simply maintained contact with their Warden allies. This was one more factor in the willingness of the people of western Aundair to embrace the Wardens and form the Eldeen Reaches during the Last War; because the region already had history with the Wardens, still told the stories of Warden rangers bravely fighting wereboars. But again, the key point is that the Wardens didn’t have the numbers or the military discipline of the templars. They played a key role in a few specific areas, and they certainly were involved in the final push that broke the power of the Wild Heart, along with templars and Moonspeakers—but to the world at large, this was the templars’ story.
How Did Any Shifters Survive?
The templars didn’t learn of the threat until the lycanthropes spread beyond the Towering Wood and into Aundair. We’ve said that shifter villages were important staging areas for templar forces during the conflict, and that there were villages with just a handful of wererats hidden among an otherwise innocent population. But how is it that there were any shifter villages by the time the templars arrived? How is it that they weren’t completely overwhelmed before the forces of the Wild Heart began invading Aundair?
The key to this is that we’ve never discussed what the Wild Heart actually wanted to accomplish or how it was finally defeated. We know that the Wild Heart had broken most of its bonds, that it was able to exert its influence over a vast region, and that at some point it was likely able to manifest a physical avatar at the seat of its power (a manifestation similar in power to the overlords presented in Rising From The Last War). We know that in general it drew strength from the spread of lycanthropy, and that eliminating lycanthropes weakened it. But as discussed in this article, the bonds of the overlords are enigmatic and tied to the Prophecy. It is entirely possible that the Wild Heart needed the templars to break free from its prison. I’ll take it a step further and say that it may well have needed templars to kill innocent shifters—that part of why cunning wererats were engineering paranoia and driving massacres is because this was a crucial component of the lock on the Wild Heart’s prison. One could say if that’s the case and someone figured it out, couldn’t they just leave? and sure, if someone figured it out, they could—but that wouldn’t undo the damage already done. Even if it wasn’t fully free, the Wild Heart would still command an army of lycanthropes and could still destroy Aundair; things had gone way too far for ignoring it to be an answer. The templars may have been a key element in releasing the Wild Heart—but they also had a vital role to play in fully rebinding it, which is what eventually occurred.
The upshot of all of this is to remember that the true goals of the Wild Heart were more subtle than simply kill and expand… and that the ultimate defeat of the Wild Heart required more than just physical force. It’s up to the DM to decide exactly what these two options—release and rebind—involved.
In Conclusion…
In telling a story or creating a campaign around the Silver Crusade, I’d keep the following points in mind…
Shifters of the Towering Wood were the primary inhabitants of the Wood before the Crusade. Most villages in the wood were shifter communities.
These shifters suffered grievous losses and were fighting for their survival before the templars even arrived. Shifter villages that hadn’t been openly attacked were often infiltrated by wererats.
Templars weren’t the enemy of the shifters, and they did work together in villages. But the Wild Heart forever worked to make them enemies and to trick them into bloodshed.
The known druid sects—Wardens of the Wood, Ashbound, Greensingers, Children of Winter—were all involved in the conflict, but because of their small numbers were typically confined to specific regions. They were fighting for their survival. Prior to the Aundairian attacks, non-shifter lycanthropes in the Towering Wood would be drawn from the druid sects.
The goal of the Wild Heart was to shatter the final bonds imprisoning it. While bloodshed and the spread of lycanthropy helped this, its true goals were more complex; this is why the conflict lasted as long as it did and why it didn’t raze every village.
In my campaign, good people slaughtering innocents would be a critical element of the Wild Heart’s goals. So there were two clear front lines—physical conflict with powerful lycanthropes and psychological conflict with wererats seeking to compel innocents to kill one another.
All of this deals with the first phase of the Purge. Once the power of the Wild Heart was broken, afflicted lycanthropes could no longer infect others and champions of Olarune and other good lycanthropes were freed from its control. But the conflict wasn’t over, and there were decades of strife and pain as the Pure Flame continued its efforts to root out every last lycanthrope. As a story, this would be more like The Crucible, and it’s not a campaign I’d particularly like to run.
Even if you never run a campaign set in this period, it can still play a role in the story of many player characters in the modern day. If you’re from the region—whether human or shifter—what happened to your family during the Purge? Were your ancestors slaughtered by lycanthropes, templars, or both? Did they adopt the faith of the Flame or join one of the druid sects because of their actions in the Silver Crusade… or have they never forgiven one of those groups for the actions it took during the Purge? If you’re playing an elf or a similarly long-lived character, did you actually experience part of the Purge yourself, and if so, what role did you play?
That’s all for now! My time is very limited right now, so I may not be able to answer questions on this topic. Thanks to my Patreon supporters for asking interesting questions and for making these articles possible; follow the link if you’d like to help support the site and determine the topics of future articles!
Every month, I ask my Patreon supporters for interesting questions about Eberron. This is the first time I’ve been asked about flumphs! So let’s get to it!
What’s the role of Flumphs in Eberron, especially in Riedra or Adar?
As far as I know, flumphs have never been addressed in canon. I’ve personally never used a flumph in any campaign I’ve run, so I’m primarily familiar with them from their appearances in Order of the Stick. So, the following things are true about flumphs in 5E.
Flumphs are small aberrations.
Flumphs are telepathic. They feed on telepathic emanations and thus are thus found around other telepathic species. They can eavesdrop on telepathic communication in their vicinity and cannot be perceived by telepathy or divination.
Flumphs are wise and benevolent. They dislike holding on to evil thoughts, and thus when they overhear evil thoughts they will try and share them with good people—so they’re ideally suited to spilling the beans on illithid or aboleth schemes.
They’re traditionally found in the Underdark, and live in harmonious units known as cloisters.
So with all that in mind, here’s how I’ll use flumphs in Eberron…
Flumphs are natives of Xoriat, where they dwell in the Emocean—a tide of surging thoughts and emotions, deeper and more primal than Dal Quor’s Ocean of Dreams. Flumph cloisters drift along streams of consciousness, drawing sustenance from the pure psychic emanations surrounding them. This is a blissful experience, and most flumphs have no interest in traveling to the material plane. But occasionally manifest zones form maelstroms within the Emocean, especially when people within the manifest zone suffer intense emotions. Flumphs in the material plane are fish out of water, and need to quickly find a source of psychic emanations in order to survive. While flumphs can draw sustenance from any form of telepathic emanation, they are benevolent by nature. While they can survive on a diet of cruelty, it’s distressing and they will seek to expunge the evil thoughts in a psychic exchange with good creatures whenever possible.
Flumphs enter Eberron through manifest zones to Xoriat. Here’s a few places flumphs can be found in Eberron.
There are flumphs scattered across Sol Udar beneath the Mror Holds, pulled in by the fear and suffering of the dwarves battling Dyrrn the Corruptor. Most Mror flumphs are isolated and lost, struggling to survive. Sages of Clan Narathun have established a flumph sanctuary beneath Shadowspire and reunited a flumph cloister. A group of Narathun bards have been working with these flumphs to develop their thoughtsinging techniques, and flumphs are helping Narathun watch for Dyrrn’s forces.
Flumphs can be found in the swamps of the Shadow Marches. Some linger in the periphery of dangerous telepathic entities. Others have formed a symbiotic relationship with a sect known as the Uul’gaanu, the “Daughters of the Dream.” A benevolent variation of Kyrzin’s Whisperers, the Uul’gaanu build their communities around hidden flumphs. The flumphs help the Uul’gaanu develop basic telepathic abilities; an Uul’gaanu community has a very simple hive mind, with members of the community casually sharing emotions and thoughts. Community members gather together for psychic metaconcerts, generating shared emotions that feed their flumphs. Dealing with the Uul’gaanu can be unsettling for outsiders, as the Uul’gaanu respond to the thoughts and emotions of their companions without need for speech; while for their part, the peaceful Uul’gaanu are often distressed by the cruel or selfish thoughts of outsiders. As a result, the Uul’gaanu tend to remain isolated from other Marcher communities.
Flumphs have emerged in wild zones of Sarlona over the years. Because of their ability to eavesdrop on psychic communication, the Inspired consider them a security risk and exterminate them whenever they are found. However, a number of flumphs have found safe havens in the fortress monasteries of Adar. Adaran flumphs are valued members of their communities, engaging in thoughtsinging and presenting young Adarans with philosophical challenges. Some flumphs choose to work with Adaran security forces, watching for Inspired infiltrators and influences.
As denizens of Xoriat, flumphs perceive reality in very different ways from creatures of the material plane, and have different outlooks on the nature of time, space, matter, and individual identity. Those who can bend their brains to encompass these concepts can learn a great deal from flumphs, as shown by the nascent group mind of the Uul’gaanu and the thoughtsinging techniques of the Narathun. However, these concepts can be difficult to reconcile with everyday life in the material plane, and this can make conversations with flumphs confusing for people fully grounded in reality.
What is the Dreamspace, and how would you use it?
The Dreamspace is a concept introduced in Secrets of Sarlona, which has this to say:
Planar gateways that once linked Eberron and Dal Quor, the Region of Dreams, were sundered during the cataclysmic wars that destroyed Xen’drik and shattered the giant civilization. Since then, Dal Quor has been forever distant, and no stable manifest zones to Dal Quor exist anywhere on Eberron.
However, Dal Quor and Eberron remained inextricably linked by the state of dreaming—the process by which mortal minds travel to the Region of Dreams, and the subtle gateway through which the quori first began their conquest of Sarlona some fifteen centuries past.
Discovered short years ago and still known only to a few, the dreamspace is an effect that appears related to this spiritual connection between planes, but one that as yet has no explanation. It appears as a kind of ripple of arcane and psionic energy—a border of sorts between the mortal world and the world of dreams… Regardless of its origin, different factions among both the kalashtar and Inspired distrust—some even say fear—the dreamspace. In particular, a good number of Inspired are said to be disturbed by the existence of a power connected to Dal Quor that they neither control nor understand.
Secrets of Sarlona, Page 18
Secrets of Sarlona includes a set of “Dreamtouched Feats” that allow people to attune themselves to the Dreamspace. Specific uses include the Dream of Contact, which allows long-distance telepathic communication (not unlike Sending) and Dream of Insight, which allows the dreamer to make a Intelligence-based skill check with a substantial bonus to the role—essentially, drawing knowledge from the collective unconscious. These techniques are crucial tools for the Unchained, a resistance movement within Riedra whose members engage un unsanctioned free dreaming.
That’s the extent of canon information. The Dreamspace was “discovered a few short years ago” and both the Inspired and kalashtar distrust it. So what IS it? A few possibilities that come to mind…
The Dreamspace is just part of the natural infrastructure of the planes. Think of it as the phone lines that connect mortal dreamers to Dal Quor. There’s nothing sinister about it; it’s just a (super)natural part of the world.
The Dreamspace is an artifact created by the quori of a previous age when they interacted with Eberron. Rather than tying this to the Giant-Quori conflict in Xen’drik, I’d tie this to an even older age of Dal Quor, potentially associated with long-forgotten civilizations in either Khorvaire or Sarlona… civilizations destroyed by the rising of the Daughter of Khyber or another Overlord. This allows for the discovery of ancient rituals or artifacts designed to manipulate the Dreamspace, and leaves the question open as to whether the quori of that past age were benevolent or if the Dreamspace itself was designed as some sort of weapon or tool of oppression.
People have only discovered the Dreamspace recently because it’s only recently come into existence. It’s the side effect of unforeseen damage the Inspired are inflicting on the psychosphere of Eberron through their use of the hanbalani monoliths. At the moment it’s a useful tool, but as the damage becomes more extensive it could connect unwilling minds, cause dreaming spirits to be lost in the Dreamspace instead of reaching Dal Quor, or far worse things.
The Dreamspace is a hoax. It’s a creation of the Dreaming Dark, a lure that’s being used to draw out rebels like the Unchained. Attuning the the Dreamspace and developing Dreamtouched techniques actually makes the user more vulnerable to quori possession.
These are all interesting possibilities. The point is that, like the Mourning, I wouldn’t WANT to present a single kanon or canon answer, because a central point of the Dreamspace is that the people using it don’t know what it is. It is a new tool that’s being latched onto by a desperate resistance—is it a blessing, or could it be a trap? Is it secretly a tool of the Dreaming Dark, or is it a the horrifying result of their messing with powers beyond even their control? Each of the four options above would form the foundation of very different stories. Using the first option, it could be a simple, reliable tool that has no other significant impact on the story. Using the second option could unveil a quori scheme from a previous age that dwarfs the ambitions of the Dreaming Dark—while the third option could end with the Dreaming Dark and the player characters working together to disassemble the hanbalani system before it tears reality apart.
So, the Dreamspace was always intended to be an idea that each DM could use in different ways; perhaps one of these ideas will inspire you!
That’s all for now! Thanks again to my Patreonsupporters for posing interesting questions and for making these articles possible!