You have passed through death and returned stronger than before, and now you are the last hope of a world besieged by nightmares. To defeat the Dread you will have to unravel ancient mysteries and overcome terrifying threats. You have seven lives to save the world: make each one count.
Phoenix: Dawn Command is a roleplaying game in which death is how your character grows stronger. My co-designer Dan Garrison and I wanted to find a way to capture the drama and tension of moments like Gandalf facing the balrog in Moria, moments where a hero can overcome impossible odds—but often with a terrible price. Phoenix is a game where the most dramatic moments come from difficult decisions rather than random die rolls. A few key elements…
In Phoenix, death isn’t the end of the story… but its very significant. Phoenixes return after death, stronger than before. But they don’t return right away; they don’t return to the place where they died; and most important, they can only return seven times. Each death grants you greater power—but it also brings you closer to the final end. Just because you CAN return doesn’t mean you want to throw your life away; but it means that you can choose to sacrifice your life to bring down the balrog, knowing you will return.
Phoenix doesn’t use dice. Instead, each character is tied to a deck of cards, and you play cards to determine the outcome of your actions. This grants the player more narrative control: you know what you have to work with this round, and won’t waste your turn trying to do something cool only to roll a one. Beyond this, you can push beyond the value of your cards using Sparks, which represent your magical essence. But when you run out of Sparks, you die. So you can buy success—but is it worth the cost? Is this the right moment to go all in?
People have asked if they could adapt Phoenix to Eberron or d20. We specifically chose NOT to make it using the d20 system because the degree of narrative control that comes from the card-based system of Phoenix is an important element. When the wraith slashes at you with its spectral blade, you know you could avoid it, spending your cards on defense. But you also know that one blow won’t be enough to kill you. Do you evade the attack? Or do you grit your teeth and take the wound, knowing that you can use your good cards to crush the wraith on your next turn? This is a key point of what Phoenix is about. Whether an enemy hits you isn’t about a random roll against your armor class; it’s about whether it’s more important to you to avoid damage or to deal it. With that said, this articletalks about how I’d combine Phoenix and Eberron, and it’s also something I explore in a different way in my collaboration withMagic Sword on the DM’s Guild.
I love Phoenix: Dawn Command, and I hope to do more with it in 2021. With that in mind, we want to give you a chance to experience it for yourself. So for today—Monday, November 30th—Phoenix Dawn Command is 80% off in our webstore. Shipping is still significant—the game weighs 6 pounds!—but you can get the game itself for just $10. This includes everything you need for a DM and up to 4 players to play, including a seven-mission adventure path.
So if you’re ever been curious about Phoenix: Dawn Command, now is the time to check it out!
UPDATE: We are currently dealing with technical issues and Phoenix is unavailable. We will repeat the sale for 24 hours once we have this resolved.
My Patreon supporters have chosen Arcane Science and Industry as the topic of the month. I’ll be writing a more extensive article on the topic later in the month, but now I want to address questions on a related topic: The role of flight. Before I go any further, I’ll note that you can find more of my thoughts on airships in this article, and that the 3.5 sourcebook Explorer’s Handbook is the primary canonical source. With that said…
Outside of the skycoaches of Sharn, how prevalent are airships in the other nations? Were they used in the last war? Are there nations with growing fleets of them? Do the goblins of Darguun have any?
One of the basic principles of Eberron is that arcane magic is a form of science, and that like any science, it evolves as people unlock its secrets. The idea was always that there should be a sense of evolution. In particular, the Last War drove a number of arcane breakthroughs: warforged, wandslingers, and airships. According to the timeline in the original Eberron Campaign Setting, the first airships went into service for House Lyrandar in 990 YK—less than ten years ago. In addition, Lyrandar airships are the only form of airship currently in mass production and they require a Lyrandar pilot to reliably control the elemental. The point of this is that air travel is a very recent development and it is dominated by House Lyrandar. So at the moment, NATIONS don’t have significant numbers of airships; LYRANDAR has them, and even it doesn’t have very many. Only major cities have the docking towers required by Lyrandar airships; combined with the relatively small fleet, this is why airships haven’t completely overshadowed the lightning rail.
It’s quite possible that the King’s Citadel of Breland has an airship produced in secret and piloted by a Lyrandar excoriate, or that Aundair has been working on an airship that doesn’t require a Lyrandar pilot. But no nation has fleets of airships, definitely not the Darguuls. Likewise, there were a few Lyrandar airships that were designed for military service—the Stormships”—but they played a very small role in the war, appearing only at the very end of it.
So the science behind the airship has been established, and from this point going forward airships will play an increasingly significant role. But for now they are still few in number and rely on House Lyrandar… and House Lyrandar would like to keep it that way. The point is that ongoing developments with airships can be an important plot point of a campaign. IF the Darguuls somehow start producing a fleet of airships, that would be a major mystery—how are they doing it? What do they plan to do with them?—that could be an important plot point.
As the skycoaches of Sharn were mentioned, it’s important to remember that skycoaches are nearly unique to Sharn; they rely on the magical effects of the manifest zone surrounding Sharn, and will crash if they’re taken more than a few miles from the city. You could find skycoaches in other cities in similar manifest zones, but you couldn’t fly a skycoach between those two points.
With all of that said: airships are a new development. Aerial combat is not. Galifar the Dark—the third ruler of the united Galifar—is said to have created the Race of Eight Winds as a way to test various aerial mounts, and the skyblade tournaments of Sharn likewise are a reflection of a traditional of aerial combat. But this is a tradition of mounted combat—not large vessels such as the modern airship. More on that later.
What sort of flying magical items do you see across Khorvaire? Brooms exist as D&D canon, but it seems like different countries would have different sorts of flying apparatuses.
First, let’s review my previous discussion of the broom of flying.
By the rules of Fifth Edition, a broom of flying is an extremely useful item. It’s an uncommon magic item, putting it within the range of Khorvaire’s wide magic. Unlike wings of flying, there’s no time limit on the use of the item, and critically, it doesn’t even require attunement. What’s been suggested is that Aundair used these for elite units and that other nations developed them in smaller quantities—so they aren’t commonplace in civilian life, but they are in the world.
With this in mind, the first question I’d ask is are they brooms? While the core magic item is a broom, I see no logical reason that they should be actual brooms in Eberron; remove the mythology of Earth and there’s no particular reason a broom is associated with flight. So I’d actually call them skystaffs. Keep the same essential shape—a short wooden haft—but remove the bristles, add a seat, and perhaps handles that fold out from the shaft. Essentially, make it a tool clearly designed for its function as opposed to a household item that does something unexpected. I’d then say that while anyone can use one, they require Dexterity checks for tight maneuvers or sustained balance at full speed, unless the rider has proficiency in air vehicles—so anyone CAN use one, but it requires some training to actually use one effectively. As a final element, I’d say that a skystaff is made using soarwood, which is a crucial factor in why there aren’t more of them in service at the moment. The enchantment isn’t that difficult—again, “uncommon” level in terms of its power—but the actual components required to create one are in limited supply, so there aren’t that many around. Having said that, they are most often seen in Aundair, and you’ll certainly see a few in the skies above Fairhaven or darting around Arcanix.
This further reflects the idea that Aundair is the most mystically advanced nation. The aerial cavalry of the Five Nations has relied on hippogriffs for centuries; Aundair’s introduction of the skystaff was an early innovation in the war, and they became more common as the conflict continued. So more on that later, but in my opinion the skystaff was introduced early in the Last War. It predates the airship, but only by a century. The advantages of the skystaff are that it’s very portable. As it doesn’t have to eat or breathe, you can keep a skystaff in a bag of holding indefinitely, making it an excellent tool for covert operatives. But with a top speed of 50 ft, it’s slower than a hippogriff (60 ft) and considerably slower than a pegasus (90 ft).
Another uncommon form of flight is winged boots. In my opinion these predate the skystaff (in Khorvaire) by a few centuries. They were first created in Sharn by artificers experimenting with the property of the manifest zone, and these early models only worked in Sharn. However, by 812 YK an artificer had developed winged boots that could be used beyond the City of Towers. Because the boots are limited to the wearer’s walking speed and can only be used for up to four hours, they are more limited than flying mounts and aren’t widespread. They’re typically found in Breland, as they’re still most often used in Sharn—but all of the spy agencies of Khorvaire make use of them, along with some elite commandos and thieves.
Other magical tools of flight are more exotic. The cloak of the bat and wings of flying are rare items, which means that they CAN be found in the Five Nations but that they’re rare and unusual. A few stories I could see for such items:
The Narathun flesh-crafters of the Mror Holds have created a form of wings of flying with the symbiont quality—a living creature that bonds to the body of the wearer. They’ve only produced a few so far.
The Seeker spy organization known as the Raven Corps had an elite unit outfitted with cloaks of the bat when they served Karrnath during the Last War. A person attuned to such a cloak must expend 1 hit die after completing long rest, as the cloak drains a bit of their blood.
The Church of the Silver Flame has an elite order of templars who wear cloaks of flying that transform into the rainbow wings of a couatl. These are driven by faith as opposed to arcane magic, and only people with great faith in the Flame can attune to them.
Druidic magic can create wings of flying that use the principles of wild shape. Rather than being cloaks, these are often torcs or necklaces; the wings sprout from the back of the bearer. There’s a Tairnadal ancestor whose revenants employ such tools, and a unit of the Wardens of the Wood—the Gray Owls—who use these tools.
Thelanis can be the source of any sort of flight magic, from wings of flying to winged boots. Each such item has its own unique story. One pair of Thelanian boots might be birds turned into boots, that still sing when they’re happy; another might be a pair of boots without wings, that allow the bearer to walk on sunbeams or shadows.
Other forms of flight items could be found that have limitations. House Lyrandar could have cleared a form of wings of flying that harnesses a minor elemental for lift, but that can only be attuned by someone with the Mark of Storm; another cloak might only work in a particular manifest zone, just like the skycoaches of Sharn.
The main point is that these items are rare and unusual but can be found in the Five Nations, and there were a few elite units in the Last War that employed them.
As very rare items, carpets of flying are not commonly found in the Five Nations. When encountered, these may be the product of more advanced civilizations (Aerenal, Argonnessen, the Lords of Dust), or be extraplanar in origin (Syrania, Thelanis).
Keep in mind also that feather tokens are actually common items. Paratroopers weren’t that common for most of the war because hippogriffs can’t carry many people. But Thrane certainly delivered paratroopers by wyvern, and later in the war airships could carry paratroopers with feather tokens.
What sort of air forces did each nation deploy during the Last War?
At the beginning of the war, the standard aerial cavalry of Galifar was the hippogriff rider. There were a few other forces based on local traditions, notably the dragonhawks of Aundair and the wyverns of Thrane, but the hippogriff was the mainstay of aerial combat. Such hippogriffs were primarily used as scouts and skirmishers, and there had never been an effort to field a mass aerial force. Each nation followed different paths during the war.
Aundair had three distinctive elements: dragonhawks, skystaffs, and floating citadels.
Aundair developed skystaffs at the start of the Last War. While other nations replicated them over the course of the war, Aundair has always had the most significant number of them. The skystaff has the advantage of not being alive, thus removing the complications associated with maintaining a living mount.
The dragonhawk is the symbol of Aundair. Larger, faster, and more powerful than hippogriffs, the primary limitation of the dragonhawks is their slow rate of reproduction. However, Aundair employed them to great effect during the Last War, and their dragonhawk cavalry played a key role in defending the nation from Thrane’s wyverns.
Aundair has a few floating towers. The best known of these is Arcanix—though what can easily be forgotten is that Arcanix isn’t ONE floating tower, it’s FOUR. As discussed in this article, the reason you don’t see many of these towers is that the effect is unstable and requires considerable ongoing arcane maintenance—which is easy to do when you stock the citadel with the finest wizards in your nation, as is the case with Arcanix. But the Arcane Congress does have a few other floating towers. While the towers float, they don’t MOVE under their own power; moving them during the Last War required massive teams of dragonhawks.
Breland always had the best hippogriff riders. Due to the Race of Eight Winds and the popularity of skyblades, Breland had the strongest tradition of hippogriff riding and many of the riders in the army of Galifar were Brelish. As such, while Breland’s air force lacked the raw power of Aundair’s dragonhawks and Thrane’s wyverns, its hippogriff forces were known for their daring and their skill. Late in the war, Breland employed a few of House Lyrandar’s stormships.
Cyre was relatively weak in the air. It had a small corps of hippogriff riders, and encouraged House Cannith to work on flying constructs, few of which made it beyond the prototype stage. It largely relied on siege staffs and long rods to deal with enemy fliers.
Karrnath had the weakest air force throughout the war. It relied on its strong evokers to blast enemy fliers, and relied on its dominance on the ground. The Blood of Vol experimented with undead flying units; while dramatic, these were never produced in large numbers. As a result, many of Thrane’s greatest victories involved air superiority, and Korth still bears the scars of Thrane’s aerial bombardment.
Thrane has a strong, versatile air force tied to a number of elements.
Wyverns are to Thrane as dragonhawks are to Aundair. For tens of thousands of years, the cliffs around Flamekeep have been home to wyverns. The least of these are typical wyverns as presented in the 5E Monster Manual… generally Large in size and incapable of speech. But there is an exceptional strain of wyverns—typically known as elder wyverns, regardless of their age—that are both more intelligent than their cousins and grow to far greater sizes; as presented in the 3.5 Monster Manual, these wyverns can grow to Gargantuan size. While they are on average less intelligent than humans, elder wyverns are capable of speech. The early settlers of Daskara made peace with the elder wyverns and the rulers of Daskara always had wyvern “advisors.” During the Year of Blood and Fire the wyverns were also threatened by the forces of Bel Shalor, and Tira Miron rallied the elders to her cause; the wyvern Ashtarax carried her in her final confrontation with the forces of Bel Shalor. Following Tira’s sacrifice, the wyverns themselves adopted the faith of the Silver Flame; they consider the defense of Flamekeep to be a sacred duty. The wyverns have relatively little concept of the wider Five Nations and don’t care to know; they serve the church because they believe it serves the Voice of the Flame, and they say that Tira continues to guide them. So, Thrane can field lesser wyverns in battle, but it is the gargantuan elders who spread terror. An elder wyvern can can carry a crew into battle, and early in the war Thrane pioneered new techniques of aerial combat; their trademark was the use of vast bags of holding to drop massive rocks and divinely-infused explosives on their enemies. While the great wyverns lack the powers of dragons, some of the elders have such deep faith that they can channel the power of the Silver Flame; a wyvern might strike at enemies with sacred flame, or even greater powers.
Angels are templars equipped with wings of flying. This version of this rare item is created through a ritual that draws on the faith of the bearer; only the most devout templars can become angels, and typically the item will lose its power when the character attuned to it dies. These wings typically appear to be the rainbow wings of a couatl. Because of these elite templars, Thrane was often believed to have recruited actual angels to fight for them. While Thrane did occasionally deploy celestials formed from the Flame, the majority of its winged warriors were these mortal templars.
Thrane also employed a corps of hippogriff riders. Often a few hippogriffs would be harnessed to the back of a gargantuan wyvern, released to engage any flying enemies that sought to interfere with bombardment.
How common is/was technological powered flight (blimps, dirigibles, or balloons) in Eberron?
None have ever been mentioned in canon that I’m aware of. If I were to introduce some, I’d consider a magical aspect: a dirigible filled with Thelanian clouds, or an alternative form of elemental binding using a harnessed air elemental, which sacrifices speed but doesn’t need a Lyrandar pilot. I might also consider giving dirigibles to the Dhakaani (perhaps created by the Kech Aar’ar, the Keepers of the Air) as another way to show the Dhakanni pursuing a different path than the arcane science of the Five Nations.
How does House Vadalis relate to dragonhawks and wyverns?
House Vadalis is the primary breeder and trainer of hippogriffs. It supplied Galifar with these mounts and continued to breed hippogriffs for all nations during the war. Other creatures are bred and magebred to serve regional markets. For example, the bear is to Breland as the dragonhawk is to Aundair; so in BRELAND, House Vadalis has long worked to build a better bear, with results seen in the magebred bears unleashed on the battlefields of the Five Nations. It is also the case that Vadalis has long worked with creatures that are actually intelligent, as pegasi and the giant owls of Sharn. Such creatures are actually treated as members of the house. They are raised and trained by Vadalis, and Vadalis doesn’t SELL them; it temporarily places them, and the mounts have to agree to the service.
So that’s background: Vadalis has certain beasts and creatures that it supplies to all of the Five Nations, and others that are regional specialties. Vadalis does breed dragonhawks in Aundair, but it is not involved with the wyverns of Thrane—although it does provide Thrane with hippogriffs.
As an interesting side note, the 3.5 sourcebook Five Nations calls out that in the wake of the Eldeen secession, druids in the Reaches have awakened a number of dragonhawks and sent them east, where they may be a fifth column that can disrupt Aundair’s air forces.
What about griffons?
Griffons reflect the challenge of changing systems. In 3.5, the griffon (flight speed 80) was considerably slower than the hippogriff (flight speed 100). In fifth edition that is reversed; the griffon is both stronger AND faster than the hippogriff. With this in mind, I would consider griffons to be used by most nations as an alternative to Aundair’s dragonhawks. However, I would maintain that the griffon is more difficult to control and requires more maintenance—so hippogriffs remain the common aerial mount, with griffons as heavy support.
With the changes in Fifth Edition, how does the Hippogriff fare in the Race of Eight Winds?
Traditionally, the Hippogriff and the Pegasus are the top competitors in the Race of Eight Winds. The Pegasus remains at the top. With the hippogriff’s dramatic reduction in speed in fifth edition, the question is: do you change the lore to match the mechanics, or do you change the mechanics to match the lore? Personally, I’m going to do the latter and say that while wild hippogriffs have a speed of 60 feet, the magebred hippogriffs of House Vadalis have an air speed of 80 feet—call them zephyr hippogriffs. They are no longer FASTER than the Griffon, but the fact of the matter is that the Griffon is still usually more interested in taking down other competitors than in WINNING the Race, so the Hippogriff usually comes out ahead.
What about Aerenal? It’s the source of soarwood—does it use it for flight?
Yes. Aerenal is the source of soarwood, and it’s also significantly more mystically advanced than the Five Nations. I mentioned that Aerenal is a possible source of carpets of flying; those might be woven in part from fibers from the soarwood trees, and there might be massive carpets used as a form of transit. Brooms of flying are more common in Aerenal than even in Aundair. Here again, I’d make them skystaffs rather than BROOMS, but as is typical of Aerenal I wouldn’t see them as uniform in design and mass produced. Instead, I’d imagine them as being sort of like hobby-horses, with fanciful designs; one might have the carved head of a dragon, other the head of an eagle, with similar engraving along the shaft and a seat designed to resemble the creature’s wings. Despite all of that, we’ve never mentioned the Aereni as using airships or elemental binding, and I don’t think they do.
That’s all for now. Feel free to ask questions, but understand that I may not have time to answer them. In other developments, my latest D&D supplement Eberron Confidential is available now on the DM’s Guild, I’m continuing to work with my Patreon supporters to develop my Threshold campaign, and this Friday (November 20th) at 6 PM Pacific time I’ll be playing my new Adventure Zone game with Griffin McElroy, Laser Malena-Webber and Damion Poitier on my Twitch channel! Thanks for your support!
Good question. When a changeling is killed, their body reverts to their natural form. With that in mind, it seems like if you sever some element of a changeling’s body—like its hair—it should revert, right? And if you say no—that the changeling’s hair retains its appearance after being separated—then does mean than changelings can use their power to grow their hair, and then cut it off and sell it to wigmakers?
As with many things, the key question here is what’s the story you want to tell? I don’t want a simple, foolproof method for revealing a changeling with one snip of the scissors. I also don’t want a changeling to be able to create infinite wigs. We need a rope ladder: Kel, can you grow fifty feet of hair? With this in mind, I personally say two things.
When a changeling’s hair is cut, it WILL revert—becoming colorless and crumbling away. But it doesn’t happen instantly. It takes about 24 hours for changeling hair to revert. Which means that wigmakers will wait a day before they’ll pay you for your hair—but also that it’s not a useful tool for a guard to decide whether they’re letting you into a room.
Changeling hair is an extrusion of the character’s biomass. I will place limits on just how much they can create—six feet of hair, sure! Fifty feet, no. If a mass of hair is cut off, it won’t KILL the changeling, but I may give them one or more levels of exhaustion; they are pushing their body to its limits.
But how does this tie to the idea of a character instantly reverting on death? The key question is what that process of reversion actually looks like. From a mechanical, story perspective, what’s important is that observers immediately know the character was an imposter, and have enough information to identify them if they know them. But that doesn’t mean that it has to be an instant FULL reversion. It could be that the dead changeling’s FACE reverts within moments and that the rest of the change spreads out from there over the course of the next 24 hours. The revelation that they’re an imposter is instant; but there’s no reason the full reversion can’t take a little longer.
In 5E D&D, Lycanthropes are immune to slashing, bludgeoning, and piercing damage from non-magical, non-silver weapons. How did people mistake shifters for lycanthropes during the Silver Crusade, when all you’d have to do to test it is to poke them with a dagger?
Like the changeling haircut, this seems reasonable. A werewolf is immune to mundane weapons. Therefore, I can’t hurt the werewolf with my iron dagger. If I’m concerned that you might be a werewolf, all you have to do is to let me prick your finger. But again, is that the story we want to tell? The traditional story of the werewolf is one of suspense and horror, murderer hidden among the innocents. The Silver Crusade resulted in the deaths of countless innocents who were believed to be lycanthropes—how could that happen if it’s so easy to identify them?
If you want that suspense, the answer is simple: It’s NOT that easy to identify them. As with many of my discussions of class features, it’s important to separate the mechanical effect defined in the rules from the cosmetic manifestation of that effect, which is up to the DM. The rules state that werewolves can’t be hurt by mundane weapons. That doesn’t mean that they can’t be CUT by mundane weapons, or that they don’t bleed when injured in this way; it just means it doesn’t actually cause a loss of hit points.
Look to the movies. Typically, when a werewolf is shot with a normal gun, it’s not that the bullets bounce off of them. The mundane bullets punch holes in the werewolf, but don’t hurt it; it just keeps coming until you finally use a silver bullet. Having impenetrable skin is the domain of superheroes. Having the werewolf who’s been shot and stabbed, who may have bone exposed by ghastly injuries, and who just does not die is what makes a werewolf horrifying and unnatural.
So in my campaign, it’s not that a lycanthrope can’t be physically injured by a mundane weapon, it’s that they don’t suffer an actual DAMAGE from it. They will heal from the injury with unnatural speed, but not so fast that you can watch it happen. Which means that just cutting someone’s palm with a steel dagger won’t tell you if they’re a werewolf; the dagger will cut them and they will bleed, regardless of whether they’re a werewolf or not. Now, cutting their throat or stabbing them in the heart with that dagger will tell you something, because if they’re human they will die — while if they’re a werewolf, they’ll pull the dagger out of their heart and laugh at you. Essentially, you need to inflict ENOUGH damage that a normal person would be debilitated by it to realize that the lycanthrope isn’t being adversely affected—which in turn led to innocents dying during the Silver Crusade, victims of tests that proved they weren’t werewolves but only by inflicting so much damage that these innocents subsequently died.
This is the path to take if you want it to be difficult to identify a werewolf, and you want it to be a source of suspense and horror. If you want a middle road, one option is to force a lycanthrope to make a Charisma (Deception) check to simulate suffering pain from an injury, perhaps with advantage or disadvantage based on the degree of the injury. It’s easy to wince when someone cuts your palm. It’s harder to convince people you’re suffering the agony of a knife through your gut when you actually aren’t.
This is a general principle to keep in mind. The rules tell us the MECHANICAL EFFECT. But three creatures with immunity to a particular damage type could manifest that immunity in very different ways.
That’s all for now! Lest it go without saying, my latest projects are Eberron Confidential on the DM’s Guild and the Threshold campaign I’m running for my Patreon supporters!
In the canon lore of Eberron, the dragons of Argonnessen completely obliterated the civilizations of the giants of Xen’drik, and in the process all of the lesser civilizations on Xen’drik as well. This involved not simply devastating physical force, but also epic magic such as the Du’rashka Tul(a curse that causes any culture that grows too large to be gripped by homicidal rage) and the Traveler’s Curse (which warps time and space). Why would they do all of this instead of just conquering Xen’drik conventionally?
This relates to the role of dragons in the world, a topic I discussed in this Dragonmark on The First War, but let’s take another look at it. The primary sourcebook on the dragons of Eberron is, surprise, Dragons of Eberron. and what I’m about to say is largely drawn from that. First, let’s take a moment to consider dragons—as defined by the 3.5 rules on which the original lore of Eberron was based.
Dragons are suffused with magical power. This grows stronger as they age, until it suddenly gutters out. Thus, a dragon can live for up to 4,400 years, and as they age they simply become stronger, smarter, and gain more magical power. Under the 3.5 SRD, a typical gold great wyrm has the powers of a 19th level sorcerer, and as seen in Dragons of Eberron, exceptional dragons can add additional class levels on top of that. The dragons of Argonnessen believe that they are the children of Eberron and Siberys, and that they can ascend to become the Sovereigns after death—that they are the gods that lesser creatures worship. With this in mind, dragons don’t consider humanoids to be their equals. At best, they’re essentially dogs—potentially useful if domesticated, possibly dangerous when feral, and so cute when they think they’re dragons. At worst, humanoids are like cockroaches—swarming, insignificant creatures who live and die in the blink of an eye and should be wiped out if they cause trouble. Oh, don’t worry about it. The way they reproduce, in just a century there’ll be swarms of them again.
Dragons of Eberron outlines how, around sixty thousand years ago, dragons spread out from Argonnessen and interacted with the other creatures of Eberron. According to DoE…
Some merely wished to study the lesser creatures. A few came as mentors, foremost among them the descendants of Ourelonastrix. These dragons shared the secrets of magic with giants, curious to see what innovations these promising creatures might develop. But the bulk of the dragons chose the path of conquest. Flights of dragons carved out dominions across the world. For most of the dragons, it began as a game—one with a high cost in life among nondragons.
For a dragon, running a humanoid kingdom was kind of like having an ant farm. It was a source of entertainment and amusement, and if if a few thousand humanoids died when you forced them to fight with a rival dragon, what of it? However, as DoE calls out, things went downhill from there.
In time, however, the struggle turned dragon against dragon. Friendly rivalries became bitter. The blood of dragons flowed. And as the troubles spread, the Daughter of Khyber stirred in the Pit of Five Sorrows.
This is the first crucial factor in understanding the actions of the modern dragons: The Daughter of Khyber. One of the most powerful overlords of the first age, she has the ability to corrupt and control dragons. She begins by amplifying their cruelty and instinct for tyranny, the desire to rule lesser beings; and from that root she eventually consumes them completely, until they become extensions of her own immortal evil. Argonnessen itself was nearly destroyed in the escalating conflict that followed. When the battles were finally won and the Daughter of Khyber fully restored to her prison, the Conclave of Argonnessen ordered all dragons to return and forbade any further draconic imperialism. The dragons remain hidden in Argonnessen not simply because they have no interest in other civilizations, but because it is dangerous for them to meddle with lesser creatures.
But there’s a second element to this. Tens of thousands of years later, the giants of Xen’drik—using power based on the knowledge shared by dragons—destroyed the moon Crya and threatened the balance of the planes of Eberron. The dragons resisted taking action, but centuries later they threatened to unleash these powers again. According to Dragons of Eberron, “Perhaps they thought victory was possible, but many historians believe it was pure nihilism—if the titans couldn’t rule the world, they would destroy it.” As this threat became known…
Shocked and alarmed at the effect of the forces already unleashed by the giants, this time (the dragons) chose to act. A scaled army poured forth from Argonnessen, with flights of all colors led by the militant wyrms of the Light of Siberys. The conflict was brutal, and its outcome never in doubt. The dragons had no interest in holding territory. They made no effort to avoid civilian casualties; they brought fire, fang, and epic magic to bear in the most destructive ways imaginable. In the end, nothing was left of the proud nations of Xen’drik. Giant, elf, and all other cultures of the land were laid low by the dragons, and powerful curses ensured that the giants would never again threaten the world. Their mission accomplished, the dragons returned to Argonnessen to brood. All agreed that the people of Xen’drik would never have posed such a threat if the dragons had not shared the secrets of magic. The Conclave called the event kurash Ourelonastrix—Aureon’s Folly—and forbade any flight from sharing the secrets of Argonnessen with lesser beings.
So: Why didn’t the dragons wage a conventional war? They couldn’t, for multiple reasons. First of all, the giants were already preparing a doomsday ritual BECAUSE they were losing a war. A slow campaign wouldn’t solve that problem, it would simply push the giants even further up against the wall. Second, a conventional campaign of conquest is EXACTLY the sort of action that feeds the Daughter of Khyber. For both of these reasons, the draconic action had to be swift and decisive, not about ruling lesser creatures but simply about eliminating the threat. And this is where we come back to that point of humanoids are like cockroaches to dragons. The Conclave concluded that it had made a terrible mistake in sharing magic with the giants. Their response to this wasn’t Let’s teach them to use our power with greater wisdom, it was let’s completely wipe our mistake from the world and make sure we never do that again.
This is what drives Argonnessen today. Dragons must not repeat Aureon’s Folly, which is why Vvaraak is an apostate for sharing her secrets with the Gatekeeper druids. Dragons must not try to rule lesser creatures beyond the borders of Argonnessen. They can WATCH them. They can manipulate them, for purposes of the grand conflict over the Draconic Prophecy. But they cannot rule them. And should they become a serious threat to Argonnessen, destroying them all is a viable solution. One can even make the argument that both the Du’rashka Tul and the Traveler’s Curse were examples of draconic MERCY. The Dragons were determined that the giants would never again threaten the world as they once did. They COULD have utterly eradicated them from existence. Instead, they destroyed their civilizations, and put in place safeguards to ensure that they’d never rebuild a civilization that could pose a threat—but they DIDN’T just reduce Xen’drik to a plane of glass.
This goes all the way back to one of the basic principles of Eberron: The world needs heroes. If the Tarrasque appears and is going to destroy Sharn, the dragons won’t show up to help you, because they do not care what happens to Sharn. If they do, it’s only because it’s tied to the Prophecy and there’s a very specific outcome that they want — in which case, it’s likely they still can’t defeat the Tarrasque THEMSELVES, they need to help you do it, because that’s what is required for the Prophecy. At the end of the day, the main point is while the dragons of Argonnessen may not be EVIL, they are not your friends. They are not here to help you. They don’t CARE if the Dreaming Dark takes over Sarlona or Khorvaire unless there’s a clear threat to Argonnessen. They don’t care about the Mourning unless it, too, can be proven to be a threat to the entire world (as the actions of the Cul’sir were). And if they DO decide something is a problem, there is the risk that they will solve it in the same way they solved their problems with Xen’drik. We don’t think much about exterminating cockroaches when they get in our way, and to Argonnessen as a whole, your character is a cockroach.
The key point is that generally, the people of Khorvaire have no contact with dragons. They know they exist, but no one ever goes to Argonnessen (in part because those who do don’t return). Dragons aren’t just another nation like Riedra or the Aereni. To the people of Khorvaire, Argonnessen is a legend—and it’s likely for the best that it stays that way.
Dragons as Individuals
So what’s the point of HAVING dragons in the world if you can’t use them? Well, everything I wrote is about Argonnessen. It’s based on the idea that IF dragons lived for thousands of years, IF every dragon possessed significant magical power, why WOULDN’T they have a civilization far greater than anything we know? But the follow-up is that that civilization largely ignores the lesser civilizations, following its own version of the Prime Directive (because of Aureon’s Folly and the Daughter of Khyber). However, INDIVIDUAL DRAGONS can have their own goals and interests and play many different roles in a campaign. Just to name a few…
The Observer. The Chamber is watching the world to make sure that things are moving according to their plans. In general, Chamber observers manipulate rather than acting directly, and you’d never know they were dragons… unless something goes wrong. My novella “Principles of Fire” involves two Chamber observers, and something going wrong.
The Rogue Dragon. Not all dragons obey the Conclave of Argonnessen. And while many dragons establishing empires is a problem for the Daughter of Khyber, a SINGLE dragon being a jerk isn’t a big deal. Rogue dragons might be rogues because they want to HELP humanoids—like Vvaraak, who taught the Gatekeepers—or because they want to hurt them, as with Sarmondelaryx terrorizing Thrane. Some rogue dragons just want to pursue arcane studies, though again, because dragons often see themselves as far above humanoids, a dragon scientist may well use humans as lab rats. So you can HAVE a dragon as an ally or a villain in a campaign; the point is that they don’t have the full support of Argonnessen behind them, and thus shouldn’t overshadow the player characters.
The Wild Dragon. Dragons are intelligent and have (at least in the 3.5 model) innate magical powers. But you can still have a dragon orphaned in the wild, who knows nothing of Argonnessen and has essentially grown up feral. Or you could have a dragon who’s been corrupted by the Daughter of Khyber and is an agent of evil, but who likewise knows nothing of Argonnessen.
So, you can HAVE a random evil dragon or a benevolent dragon ally if you choose. But Argonnessen itself was always intended to be that spot on the map that says Here There Be Dragon, the place that we DON’T know about… The place that will pose a challenge for even the mightiest characters. It’s supposed to be a mystery, something beyond our understanding or our reach. Because remember that Eberron was grounded in principles of pulp adventure, and that concept of ancient powers in an unknown realm, advanced far beyond human civilization is certainly in keeping with that. You can find a further discussion of why we chose to follow this path in the First War article.
How do you handle the changes made to dragons in the different editions?
It’s a tricky point. The whole idea of Argonnessen IS based on the vast power possessed by the 3.5 dragons. A gold great wyrm has mental abilities scores in the 30s and the spellcasting abilities of a 19th level sorcerer, and that’s an average great gold wyrm. The point of Argonnessen was if creatures with such power and intellect existed and had existed for tens of thousands of years, WOULDN’T they have a civilization far beyond what we’re depicting for the Five Nations?
The dragons of 5E are generally weaker, and that’s probably for the best. Do you really NEED an enemy dragon to be able to drop a wish on you in addition to breathing fire? So for purposes of running adventures, I’m fine with using a default 5E dragon as that wild dragon who never mastered its innate magical powers and using the Innate Spellcasting rules for a Chamber observer. But personally, I’m not changing my default vision of Argonnessen because the rules have changed, and there’s a simple way to have this cake and eat it, too. The 5E age chart for dragons only goes to Ancient. 3.5 has two further categories, Wyrm and Great Wyrm — and it’s the Great Wyrms that would be throwing wishes around. So it’s reasonable to say that great wyrms still exist and still have all the powers they wielded in 3.5… you just don’t see them outside of Argonnesen.
Ultimately, as with anything, the question is what is the story you want to tell? The idea of Argonnessen was to be the mysterious space blank on the map, to be the civilization that’s tens of thousands of years beyond humanity, to be the illuminati secretly fighting a war with fiends in the shadows. If that’s not a story you want to tell, don’t tell it. Part of the point of the dragons BEING so secretive is that if you remove the Chamber and the Lords of Dust from the game, no one would know. All canon is only a place to start; if there’s anything you don’t like about it, don’t use it.
Now: Previously I have done my best to answer every question posted on an article. However, the whole idea of IFAQs is that they are short, meaning I can write more of them. In the past, I’ve ended up answering so many questions that the article ends up being longer than a Dragonmark… and this article is ALREADY longer than I planned. So: feel free to ASK questions about this topic, but there’s a good chance I’m not going to answer them. And again: if you want to know the CANON answers about dragons, check out Dragons of Eberron, and if you want more kanon answers, check out The First War.
Last month I announced plans to run an online Eberron campaign set in Threshold, a town on the edge of Breland and Droaam. In October, I worked with my Patreon supporters to establish important details about the town. The dominant faith is the Three Faces of Coin, a variant of the Sovereign Host focused on commerce and industry (both legal and otherwise). There’s an undercurrent of interest in the Cazhaak worship of the Dark Six, driven by the kobold community on the edge of town. Other significant segments of the population include Brelish veterans who fought for the local lord during the war, Cyran refugees granted safe haven in this backwater, and a few goblin families from Sharn.
With this completed, we’re now developing the Characters. Each session will have a different group of players, chosen from among the patrons. The players will choose their characters for the session from a roster of ten shared characters—and we’re currently establishing defining those ten characters. Three have been fully developed.
The Marshal is a Battle Master fighter with the Mark of Sentinel; a battle-scarred Sentinel Marshal from the oldest family in House Deneith, he was excoriated after they killed a war criminal who would otherwise have gone free. Now he wants to make a difference on the frontier.
The Smith is a beasthide shifter and a blacksmith from Cyre. She doesn’t remember anything that happened in 992 YK, but since then she’s found that her natural strength and shifter abilities have been enhanced in strange ways—giving her the powers of a Way of the Beast Barbarian. While she’s using these gifts to help protect the Cyran refugees and has become a local folk hero, the Smith mainly wants to work at the smithy she’s established with her partner, the Cannith tinker who built their prosthetic leg. The Smith and the Tinker are pictured above, as envisioned by Julio Azvedo.
The Greensinger is a druid of the Circle of Dreams; while they typically appear to be an elf, they’re actually a changeling. They grew up in Thelanis, in the realm of an archfey known as Fortune’s Fool, and this has led to an optimistic outlook; now, they seek to help the people of Threshold establish a relationship with the local fey. The Greensinger is a skilled storyteller and singer; they know many magical songs (spells), including a song that holds tremendous power—but singing it might kill them.
The Smith and the Marshal came from a poll selecting “The Muscle.” Currently we are finishing up “The Faith” with a poll that establishes details about The Flame, a kalashtar orphan who receives visions from the Silver Flame. We still have six characters to go, covering the Knowledge, the Cunning, and the Unexpected. Below you can see a screenshot of the poll for the Flame, which is going on for another day…
What I like about this process is that even though I’m presenting ideas, I don’t know how these characters will turn out. The question of whether the Flame is Last of their Line or Not Kalashtar will have a major impact on their long term story arc. Because I’m running this campaign for a hundred potential players instead of five, it’s a different process than creating characters with people around a table, but I’m enjoying seeing these characters come together. And I’d be remiss if I didn’t point out that these “Facts” play the same role as the secrets I present in my latest DM’s Guild book, Eberron Confidential…. In fact, Last of their Line is taken directly from that book!
I expect the first actual Threshold game session to be at the end of the month, given that there’s still six characters to develop. If you’d like to be a part of that process, go to my Patreon and check it out!
Thanks also to Threshold supporter Sierra, who created the following image to lobby for the Flame in the last poll!
Everyone has secrets—and sometimes, those secrets can shape a story.Eberron Confidential is available now on the DM’s Guild, and it includes the following…
54 character secrets, ready to be printed out and distributed as player handouts.
Tips for Dungeon Masters to integrate each secret into a campaign.
Options for introducing secrets to your players, whether at character creation or during an ongoing campaign.
Ideas for using rumors to add drama to party dynamics.
Tables for quickly generating NPC secrets whenever you need them.
These secrets give each character a unique connection to the world of Eberron, and to provide an intriguing story hook for the DM to explore. Each secret also provides a minor mechanical benefit. In this, they’re similar to backgrounds, but where a background provides a very general story, secrets are specific and unique. It’s possible everyone in a party of adventurers could be former soldiers—but only one is hiding an aberrant dragonmark or was raised by gnolls.
These secrets are broken into categories, allowing the players and the DM to decide just how significant they want these secrets to be. Looking at the two examples above, Dated Daask is a casual secret designed to be used in a campaign based in Sharn—while Prince of Blood is a huge secret that could become a major part of a campaign if the secret heir chooses to pursue their claim. These secrets aren’t intended to cause strife between player characters, but rather to give each character a story to explore—something that could be exciting for the entire party.
Every month I ask my Patreon supporters to pose interesting questions about Eberron. Here’s a few lingering questions from October!
Any swear words specific to Khorvaire?
The humans of Khorvaire excrete and reproduce much as we do – so swear words related to those functions are just as applicable on Eberron as Earth. Setting-specifice swears generally invoke things that are unique to the world, whether that’s deities or planes. Looking to my novels, a few examples…
Dolurrh! is much like saying Hell! With this in mind, we’ve also seen Damn you to Dolurrh!
Thrice-damned invokes the Progenitors, essentially Damned by Eberron, Khyber, and Siberys. So, that thrice-damned dwarf!
You can always invoke the Sovereigns. Sovereigns above! is a general invocation, a sort of give me strength! In The Queen of Stone, the Brelish ambassador swears by Boldrei’s bloody feet! — essentially a variant of God’s blood! Any Sovereign could be used in this way. Aureon’s eyes, Kel, what made you think you could get away with that?
Olladra is the Sovereign of fortune, and often invoked to acknowledge good or bad luck. Olladra smiles is a polite way to say That was lucky, while Olladra scowls is essentially that didn’t turn out the way I wanted it to.
Flame! is often used even by people who aren’t devoted to the Silver Flame. Depending on the context and the faith of the speaker, Flame! can be an earnest invocation as opposed to an expression of frustration.
These are curses of the Five Nations, and in the Common tongue. I don’t have time to comb through all the curses we’ve created in other languages, but Maabet is a Dhakaani curse that a city goblin might still use.
Do you have a vision for how Djinni and Marids fit in the planes?
Syrania embodies peace, and all that flourishes in times of peace. Knowledge, commerce, and contemplation are all elements of Syrania. Angels perform the tasks necessary to maintain the Immeasurable Market while Dominions contemplate the concept of commerce, but angels don’t enjoy the luxuries that commerce provides. This is the role of the djinn. The floating towers of the Dominions are serene and often austere; above them are the cloud-palaces of the djinn, wondrous spectacles of crystal and stone. Within, the djinn dwell amid glorious opulence, their needs tended by unseen servants. In this, they reflect the efreet of Fernia—but the efreet are defined by the hunger of the consuming flame, the endless desire for more, while the djinn are more comfortable in their luxury. A djinni may find joy in contemplating a fine work of art, while the efreeti is always concerned that their neighbor has something finer. Essentially, the djinn are more peaceful that the efreet. Rather than representing air itself, think of the djinn as embodying the wonder of the clouds, the idea that there could be castles in the sky. While they lack the fiery temper of the efreet, djinn can be as capricious as the wind; intrigue is also a thing that flourishes in times of peace, and they can take joy in matching wits with clever mortals.
So, the djinn celebrate the fruits of peace—including celebration itself. Djinn regularly hold grand galas in their floating manors; but these focus on the joy of good times with good company as opposed to the ostentatious and competitive displays of the efreet. Nonetheless, a mortal who earns a reputation as an amazing entertainer or artist could potentially be invited to a djinni’s ball. Thus, a warlock with the Genie patron can be seen as an agent for their patron in the material plane, searching for tings that will delight their benefactor. A dao patron may be eager to obtain exotic materials and rare components to use in their works. An efreeti may task their warlock to find the treasures or wonders they need to outshine their rivals. While a djinn patron may want the warlock to find beautiful things, works of art for their mansion or delightful companions for their next feast.
Marids are harder, but I’d personally place them in Thelanis, in a layer that embodies wondrous tales of the seas. This ties to the 5E lore that marids are master storytellers, and consider it a crime for a lesser being to interrupt one of their tales. I could imagine a grand marid who’s both elemental and archfey, who styles themselves as “The Ocean King” and claims dominion over all shipwrecks and things lost in the water (not that they actually ENFORCE this claim, it’s just part of their story…).
Now: having said this, I could imagine placing the djinn in Thelanis as well, in a layer of clouds that incorporates a range of stories about giants in the sky and other cloud palaces. I personally like them in Syrania because it allows them to embody the joys that commerce and peace bring in ways the angels don’t, but I could also see djinn as being primarily tied to stories of wonders in the sky.
Is there a place for genie nobles who can grant wishes?
That’s part of the point to placing djinn on Syrania; they are, on one level, spirits of commerce. Some love to bargain and have the power to grant wonders if their terms are upheld (but can be capricious about terms). Even lesser djinn who don’t have the actual power of wish could still make such bargains, granting things that are within their power. It can also fit with marids on Thelanis, with that idea that it’s fueled by the stories of mighty genies granting wishes (and the often negative consequences of foolish wishes).
How do genasi fit into Eberron? And how would a fire genasi influenced by Lamannia differ from one influenced by Fernia?
Exploring Eberron has this to say about genasi…
Genasi aren’t innately fiendish or celestial; they’re purely elemental. While quite rare, when recognized, a genasi is generally understood to be neutral in nature —a remarkable mutation, but not something to be feared or celebrated.
Following this principle, genasi aren’t true-breeding and don’t have a recognized culture in Eberron; each genasi is a unique manifestation. As for the difference between the Lamannian genasi and the Fernian genasi, it’s not dramatic; they do both represent the neutral fore of fire. However, I could see saying that the Fernian genasi is inspired by the industrial fires of Fernia, and has a natural instinct for industry and artifce, while the Lamannian genasi is more inspired by the pure elemental force.
For other ways to use genasi in a campaign, consider the options in this article. Previously we suggested that another source of genasi (water or earth) could be Lorghalen gnomes bound to elemental forces.
To which degree are people aware of planar manifest zones and their influence on daily life?
People are very aware of manifest zones and their effects. They don’t know the locations of every zone — it’s not always easy to spot a zone at a glance — but it’s common knowledge that it’s a manifest zone that allows Sharn’s towers to rise so high, and why you don’t have skycoaches everywhere. People know that a blighted region might be a Mabaran manifest zone, and that a fertile one could be tied to Lamannia or Irian. Dragonmarked houses actively search for manifest zones that are beneficial to their operations, and I’d expect that there’s an occupation not unlike feng shui consultants, who evaluate the planar balances of a particular region.
With that said, most common people can’t tell you the PRECISE effects of each type of manifest zone; that’s the sort of thing that requires an Arcana check. But the common people are very much aware of the existence of manifest zones and their importance, and if something strange happens someone can reasonable say “Could this be a manifest zone?“
If a Brelish war criminal escapes to Graywall, how likely are the Daughters or Xor’chylic to agree to a Brelish request for extradition? In general, how do extradition requests function with non-Treaty nations?
Generally, not at all. Given that Breland refuses to recognize Droaam as a nation, it’s hard for them to make a request based on international law. Beyond that, what’s more interesting for story purposes—that Droaam just turns over the criminal because Breland asks, or that Breland needs to turn to Sentinel Marshals, bounty hunters, or PLAYER CHARACTERS to apprehend the war criminal? Part of the point of having non-Treaty nations is to create situations like this.
It’s been stated that dragons became expansionist and begun colonizing eberron until this expansion brought about the release (or partial release) of the overlord tiamat, and subsequent retreat to Argonessen. What was the nature of this expansion? Empire or rival fiefdoms, did it expand to the planes of the cosmos? What were the buildings, technology and treasures like? Do remnants remain would some dragons seek to restore this age?
First of all, if you haven’t read the 3.5 sourcebook Dragons of Eberron, that’s the primary source on draconic culture, architecture, and history. The Thousand, the Tapestry, and the Vast aren’t the civilizations that drove that expansion, but they are what they became, and it also discusses the impact of the Daughter of Khyber.
With that in mind, consider that you’re talking about events that occurred eighty thousand years ago. Even among the long-lived dragons, you’re talking about dozens of generations ago. It’s likely that very few remnants of that expansion have survived the passage of time—and those that did may have been repurposed and reused by multiple civilizations since then. Perhaps Stormreach or Sharn are built on ancient draconic foundations, whose origins were long forgotten even before the Cul’sir Dominion or Dhakaani Empire came to power. There may well have been competing draconic fiefdoms or even warring empires; but whatever these civilizations were, they were forgotten tens of thousands of years ago, in part because the dragons had to banish imperialistic urges from their hearts to resist the Daughter of Khyber. There could possibly be some dragons who yearn to restore draconic dominion over the world—and it would be such dragons who would fall prey to the influence of the Daughter of Khyber and become her cultists.
I wish I had time to develop some examples of long-forgotten draconic civilizations and to chart the evolution of their arcane science, but I’m afraid that’s beyond the scope of an IFAQ. But if you aren’t familiar with Dragons of Eberron, that’s the deepest canon source on this.
That’s all for now! Thanks as always to my Patreon supporters for making these articles possible.
October was a busy month, between Threshold, Eberron Confidential, and my many non-Eberron projects. As a result, I have a backlog of interesting questions from my Patreon supporters; here’s a few of them.
How strong are the naval traditions of each of the Five Nations, and which one would have the strongest navy?
In considering this, keep in mind that the existing maps of Khorvaire do a poor job of showing rivers, and there are considerably more rivers and lakes than have been called out. Having said that, even with what we have seen keep in mind that during the Last War these rivers and lakes were likely more significant than sea travel. Scion’s Sound is a lengthy border that connected all of the Five Nations except Breland. Lake Galifar is a massive body of water that creates a front between Breland and Aundair, and fishing and shipping along Lake Galifar has always been an important part of life in Aundair. Beyond this, Karrnath was the primary seat of Galifar’s navy in the north—keeping watch on the Lhazaar Principalities—while Sharn was the main point of trade between Galifar and Stormreach. In general, though, Galifar had no need of a significant militarized navy. The Lhazaar Principalities didn’t present a united threat; the bulk of commercial trade was handled by House Lyrandar; and Galifar wasn’t especially devoted to intercontinental trade or exploration.
So when the Last War began, as with many elements of Galifar, people who’d served the united kingdom pulled back to their nations. So one question is who were the common sailors of Galifar? Karrnath provided most of the soldiers of Galifar; was there a nation that provided the majority of the sailors? Yes, and that nation was Aundair. While all of the nations had their coastal fishing trade, Aundair had two key factors: the central role of Lake Galifar and the presence of House Lyrandar. The Windwright’s Guild has its home in Aundair, and Aundair was always home to the largest shipyards and trade schools of the Windwright’s Guild.
So Aundair has always had the greatest expertise. However, Karrnath had the most significant force of warships in service as the war began, which gave it an early edge. Breland—which had a strong naval tradition based on the trade across the Thunder Sea and ties to the expert shipwrights of Zilargo—was able to quickly get up to speed.
As the war progressed, the naval forces of each nation evolved to reflect their nation strengths. Aundair generally had the best sailors, and warships well-outfitted with arcane weaponry and defenses. Karrnath had fewer ships, but relied on its exceptional marines. By the end of the war, Breland had a significant fleet, employing Zil elemental and alchemical weaponry. Cyre never had an especially strong fleet, but it generally had the cutting edge of Cannith developments; my novel The Fading Dream includes a Cannith breacher, an aquatic construct designed to attack ships from below.
What are your thoughts on Thrane’s role in Scion’s Sound? I feel like Thrane’s Navy is not only an opportunity to expand on how important Scion’s Sound was to Galifar, but also I feel like Thrane could use some more interesting facets to it.
Thrane definitely had was to exert its power over Scions Sound, but that wasn’t tied to its SHIPS. Thrane brought two unique elements to the Scion line. The first were lantern posts, lighthouse-like structures burning with silver flame; manned by devout priests, these towers could blast vessels that drew too close with bolts of radiant fire. Their second advantage was their air force. To the best of my knowledge, Thrane is the only nation canonically called out as conducting aerial bombardment. Through their wyvern cavalry and other tools, Thrane had air superiority over the Sound; they didn’t need to match Karrnathi ships on the water if they could destroy them from above.
So yes, Thrane had a significant role in Scion’s Sound and they had ships, but their ships weren’t the source of their power.
Besides Thaliost, what are the other ‘hot spots’ of Khorvaire that could trigger a new large scale war similar to the last war?
You’re not going to see a new large scale war until there’s an answer to the Mourning. The Mourning is, essentially, the equivalent of the nuclear deterrent in our world. And entire country was destroyed in a day, and one of the dominant theory is that it was caused by the cumulative effect of war magics used in the Last War — that the world could be a mystical powderkeg, and it could be that one barrage of siege staffs is all it would take to trigger another Mourning and destroy Breland. Another possibility is that it was an experimental weapon, in which case who built it and could they use it again? It is this fear that holds the great powers of Khorvaire in check, and they won’t risk a large scale conflict until it’s resolved. So until then, the threat is about SMALL conflicts. Thaliost is one example. The Eldeen Reaches is another; will Aundair seek to reclaim the eastern Reaches? Droaam and Breland is another potential hotspot. Valenar is actively provoking its neighbors and is another strong contender. The Heirs of Dhakaan could try to seize control of Darguun…. assuming the Ghaal’dar don’t fall into civil war when Haruuc dies. You could also see an uprising in Breland spearheaded by the Swords of Liberty when Boranel dies, or have Karrnathi warlords rise up against Kaius.
Assuming you’re set on a large scale war, the first thing you need to do is resolve the Mourning. Someone has to find out the answer. Was it a fluke that won’t happen again? Was it a weapon, and if so can it be replicated? Assuming that answer doesn’t prevent war, a major hotpot beyond the ones I mentioned before is Thronehold, which is currently divided between the four surviving nations.
What do you think of Rune arms and how would you handle them in-game?
Rune arms are something created for D&D Online. I haven’t personally played DDO since they were introduced, so I don’t have in-depth knowledge of them. But what I understand is that they’re an offhand weapon that allows the artificer to make an energy attack as a bonus action, with a secondary effect of adding elemental damage to the artificer’s main weapon attack.
So, how would you introduce the rune arm into fifth edition? Well, let’s look at it again: it’s an offhand weapon that can only be used by artificers and allows them to make a ranged attack as a free action. Well, my immediate thought is you just described the artillerist artificer’s Eldritch Cannon. In creating an Eldritch Cannon, an artificer can make it a tiny object that can be held in one hand. The artificer can use a bonus action to make an attack with the cannon. So… artificer-only one-hand weapon that can be used to make an attack as a bonus action… Sounds like a rune arm! Now, in DDO, adventurers can find rune arms that inflict a range of damage types or have greater power. But given that these items can only be used by artificers, my response to this would be to treat the rune arm object as a sort of schema—as long as it’s in the possession of an Artillerist artificer, it allows them to summon a different type of Eldritch Cannon. So it still uses the Eldritch Cannon ability and takes the place of the standard cannon, but could change the damage type or enhance the effect.
So that’s what I’d personally do: say that the rune arm is is the common tiny form of Eldritch Cannon used by Artillerist artificers, and create rune arm items that enhance the feature in various ways.
That’s all for now! Thanks as always to my Patreon supporters for making these articles possible!
Earlier this month I revealed my plan to run an online Eberron campaign for my Patreon supporters. The campaign will use a set of pregenerated characters, but the players for each session will be determined by a challenge posed to supporters.
Currently I’m involved in Session Zero: the same process I’d use to lay the groundwork of a campaign at the table, but drawn out and resolved by polling supporters. Through this process, we’ve established a number of important details. Threshold is a town on the edge of Breland, the last outpost of civilization before you reach Graywall. It is in the domain of Count ir’Blis, and a core group of settlers are Brelish veterans who served ir’Blis during the Last War. However, the town has become a haven for devotees of a Sovereign Host sect known as the Three Faces of Coin—a faith devoted to facilitating trade and profit, whether through legitimate commerce or shadier paths. Their efforts helped draw House Orien to the town, and Orien has brought in a local kobold clan to help with labor; this has also brought the Cazhaak faith—an alternate interpretation of the Dark Six—to Threshold. Recently, ir’Blis has allowed a large contingent of Cyran refugees to settle in the town, and they’ve been joined by a few goblin families from Sharn. So there’s a mix of people in Threshold, and lots of potential for conflict and intrigue.
The supporters decided that the adventurers were working for the town itself—that each character has a tie to Threshold and a stake in its prosperity. The next step in this session zero is to define the characters themselves. Through polls, we’re going to define a total of ten characters that will form the recurring cast of player characters; this will ensure that every player will have some options in deciding who to play. We’re starting with a poll that chooses the basic concepts for two characters; the next poll will add details and determine their classes and subclasses.
So, currently we are selecting two characters that I’m defining as The Muscle. Here’s the concepts people are choosing from:
The Sheriff is a warforged juggernaut who served under Count ir’Blis during the Last War, and they have ties to the Brelish veterans who make up part of the population. Along with the Steward, the Sheriff represents the interests of ir’Blis and is tasked to maintain order in Threshold. The next round of questions will determine if the Sheriff is a grim realist, or if they are driven by faith or idealism.
The Marshal is a dragonmarked former Sentinel Marshal of House Deneith. They’re no longer part of the house, and rumors swirl as to whether they were excoriated for wrongdoing or severed ties of their own accord. Either way, they believe in justice and they’re determined to make a difference in Threshold.
The Smith is a Cyran shifter just trying to make an honest living. They’ve opened a general store with their partner, a Cannith tinker. They don’t like to talk about what they did during the war, but they can swing a hammer and you won’t like them when they’re angry. They’re respected within the community of Cyran refugees within the town, and pursue the interests of their people.
The Hunter is a Tharashk half-orc and licensed bounty hunter. They’ve been working the frontier for a decade, and know their way around Droaam and the wilds. Their first interest is profit, and they have ties to the Three Faces of War… but thanks to their time in Droaam, they’ve also adopted some of the beliefs of the Cazhaak faith.
All of these characters will be part of Threshold. The question is which ones will be player characters, and which ones will be NPCs with their own secrets and goals. Will the Sheriff be a player character responsible for maintaining order—or will the Sheriff be an NPC the adventurers will have to deal with if they cause trouble?
Part of what I love about the Session Zero process is seeing how the story evolves through collaboration. I have my own ideas for the story, but things will definitely change depending on which of the characters are selected and the decisions made in the next round of questions. If you’d like to be a part of this process—and to potentially join in the game—join the Threshold tier of my Patreon!
While I’m proud of Exploring Eberron, there’s a lot of Eberron left to explore and KB Presents is working on a number of different projects. We’ve already teased a project codenamed Fool’s Gold. This is something that is still in development, but over the last month I had two new ideas that have taken precedence. The first of these is Threshold, an online Eberron campaign that I’m developing and playing with my Patreon supporters. I’m excited about this, and once I had the idea I wanted to get started on it immediately. I’m still going through the Session Zero on Patreon and working out some details about the town, and I’ll be running the first adventure in November.
In addition to Threshold, I had another “Hmmm” moment—an idea that I loved and wanted to create right away. We initially called this project Skeleton, but I can tell you now that the actual name is Eberron Confidential. I’m not going to say too much about it just yet, but I’ll tell you that it’s short, it’s fun, and it’s something both players and DMs can enjoy. It’s currently in editing, and I think it will be available as a PDF on the DM’s Guild by around November 10th. While this pushed Fool’s Gold, that work isn’t lost; I have two major DM’s Guild Eberron releases planned for 2021.
Of course, Eberron is only part of my professional life! I also create games with my company Twogether Studios. After long complications due to COVID-19, we finally have our games back in stock, including Illimat and my RPG Phoenix: Dawn Command. In addition, we’ve developed a collaborative storytelling game based on The Adventure Zone with the McElroy family, and we’ll be releasing it soon! You can get on the release mailing list here, or you can watch us play it with the McElroys and other friends on our Twitch channel!
If you have any questions about Threshold or The Adventure Zone: Bureau of Balance, post them below! As for Eberron Confidential, I’ll be sharing more details once it’s through editing!