What is Frontiers of Eberron?

My new book Frontiers of Eberron: Quickstone is coming out in September! Here’s what you need to know.

  • Frontiers of Eberron: Quickstone is focused on the Western Frontier, the contested region between Breland and Droaam. This is a region where denizens of Droaam and Brelish settlers interact on a regular basis, and the book includes information on playing Droaamite characters and lore about some of the cities and subcultures of Droaam.
  • It will only be available on the DM’s Guild. Print on Demand will be an option, as with my previous books on the DM’s Guild. The target date for release is September 17th, though there are a few elements of the process that are out of our control that could force delays.
  • The book includes a gazetteer of the region, a deep dive into the town of Quickstone, a bestiary, new magic items, and “Heart of Stone”—an adventure arc by Imogen Gingell that takes characters from 1st to 5th level. The bestiary includes a range of interesting creatures and individuals, from the humble tribex to the daelkyr Orlassk—as depicted above by cover artist Thomas Bourdon!
  • Frontiers of Eberron: Quickstone will come out after the 2024 Player’s Handbook and will be fully compliant with the new rules. It contains new subclasses, species, backgrounds, and feats, including a new approach to Dragonmarks. Keep in mind that this is not official content in any way—this is developed by myself and Imogen Gingell and is what I’m using at my table, but it is not endorsed by WotC.
  • While the frontier supports both pulp adventure and noir intrigue, it also weaves in aspects of traditional Westerns. It’s worth noting that Droaam is a rising power that is threatening to drive Breland out of the region, and that what’s drawing new people isn’t gold or oil, but rather the opportunities being created by the rise of this new nation. But it is far from Sharn, Fairhaven and the Code of Galifar; it’s a place where there are ruins that have been shunned for centuries and powers unknown in the Five Nations, where justice may depend on a hero with a wand. With that in mind, it has a lot of options for wandslingers and optional rules for arcane duels!

I began developing Frontiers in 2020, but the pandemic and other issues forced me to place it on hold until now. However, I have been running a campaign in Quickstone for my patrons over the last few years. Here you can see the town map, as depicted by the amazing Marco Bernardini! Over the next few weeks I’ll be giving patrons a sneak peek at some of the content, so if you can’t wait, check out my Patreon! And I’ll be posting more details here in the days ahead.

IFAQ: Hellfire Weapons in Eberron

This is the oni Roo from my Graywall campaign, illustrated by Matthew Johnson. But she’s kinda fiendy?

Frontiers of Eberron is coming out in September! I am holding a live Q&A at Noon Pacific time TOMORROW, Saturday August 17th, to discuss the book. This is on my Patreon Discord channel, so you have to be a Threshold patron to participate. Even if you can’t attend live, the session will be recorded and shared for patrons. So, that’s a thing. Another benefit of being a Patron is that you get to ask me questions. Questions like…

What are your thoughts on hellfire weapons, lemures, and the River Styx in Eberron?

The principle of Hellfire Weapons is that they catch the souls of creatures killed by them and turn them into lemures on the River Styx, where they are recruited to fight in the Blood War. Eberron doesn’t have the River Styx or the Blood War. So what’s the point of Hellfire Weapons? Off the top of my head, I have three ideas.

One option is to tie them to Shavarath. Say that they’re tied to the Legion of Tyranny and that they catch souls and turn them into devils fighting for the Legion. On the surface, this fits the core idea—recruit you into an army of devils fighting an extraplanar war. But there’s a few issues, notably that mortal souls ALREADY fight in Shavarath. Every mortal projects a conscript into Shavarath, the same way you project a dream self into Dal Quor when you dream. In this very moment, you ARE fighting in the Eternal Battleground. Which makes Hellfire Weapons slightly redundant. The catch is that your conscript-self is recruited by whichever Legion most closely matches your values and nature; the Hellfire weapon would catch your soul and force it into service for Tyranny. If I ran with this idea I’d make it an extremely new development likely initiated by a mortal: the immortals of Shavarath have been fighting their war since the dawn of creation and don’t do dramatic innovation. The idea would be that a mortal (Warlock? Artificer? Dragon? All of the above?) came up with this plan, theorizing that this would be a way to slowly but inexorably shift the balance of power in Shavarath.

Having said that, this isn’t an option I’d use. The whole point of Shavarath is that it’s AN ETERNAL BATTLE. Everyone comes back. It’s not really an interesting backdrop for a CAMPAIGN… and also, again, it’s not really SUPPOSED to be a situation driven by dramatic shifts. Which brings us to option two. What I’d do is to keep the core idea of the hellfire weapon—if it kills you, you are reborn as a devil in a hellscape, stripped of memory and forced to fight—and dump the part where the battle takes place in another plane. That’s right: I’d say that hellfire weapons are manufactured by the Lords of Dust, and you don’t return to the River Styx, you return in THE DEMON WASTES. I’d say that this was a recent breakthrough in Ashtakala—facilitated by Hektula and Sul Khatesh—and that Rak Tulkhesh and, say, Eldrantulku are recruiting forces into the Demon Wastes in this way. In theory they are going to raise a vast army of corrupted mortal souls and roll over the Ghaash’kala and into Western Khorvaire… but for now, they’re mainly fighting each other. So as a campaign, you get killed with a hellfire weapon and find yourself as a lemure in the Demon Wastes, assigned to fight alongside one of the Carrion Tribes against rival Carrions. If this sounds interesting, check out this recent article on the Demon Wastes!

A third option—and the one I’d personally use—would be to say that the weapons are forged by Mordakhesh (albeit with the help of an innovative mortal artificer) and send your soul to the Bitter Shield, the heart demiplane of Rak Tulkhesh, which is another realm of endless war. In theory, again, Rak is building up a massive horde of soul-soldiers who will on day emerge to terrify Eberron, but in the meantime you are in a realm that is the heart of an overlord of war. There could be a river of blood there where you wash up that washes away some memory, filling the Styx role. You’re adjacent to Eberron, but is there any way for you to return to it? Unlike the other scenarios, in the Heart of Rak Tulkhesh the war truly is pointless; the “enemy” might change every day. But this could also be an interesting opportunity to explore a series of epically impossible conflicts, because this is essentially the dream of an archfiend of war. You and your fellow adventurer-recruits are assigned to a squad, and while everything around you changes from day to day, your squad sticks together. Today you need to sneak into a citadel mounted on the back of a tarrasque and kill the commander. Tomorrow you need to hold a narrow pass against a swarm of berserkers. What fresh terror will come up the day after that?

I haven’t read Descent Into Avernus, where Hellfire Weapons come from. so I don’t know how it handles the idea that the adventurers have been recruited into an endless, immortal war… specifically, how it handles death. If you return after you die, then why does any of it matter? Why is it exciting to try and infiltrate the Tarrasque Fortress; why not just jump off it and die? If I was running the session, I’d run with these principles…

  • Your soul has been bound to this battle. The arc of the campaign is about finding a way to escape and become mortal—or to choose to abandon mortality and try to make a real difference in the hellscape. To succeed on either path, you need to hold onto your mortal identity.
  • When you die you return. But each time you return, you lose a fraction of your identity and become a little more fiendish. I would have a little set of fiendish boons, and each time you die you get a new fiendish boon—possibly tied to the sort of fiend you’re becoming. But you’d also lose a fraction of your mortality… and I’d also have tasks and tools that respond to that mortality. So aside from your mortality being necessary to escape, it has a practical benefit if you can hold on to it. The main point here is that there is an end: if you lose all of your mortality and fully become a fiend, your character has been lost and you’ll become an NPC.
  • When you die you don’t return right away; essentially, you are reborn in the downtime between adventures. So an early death is going to hurt the odds of success for your party, potentially leading to a total party kill. Which is possible in this scenario because there will always be another war tomorrow. You will all lose some of your mortality, but failure is an option. I’d most likely recruit players whose characters have died to play NPCs for the duration of a session.

With all this in mind, a thing I’d at least consider is to not run this as a D&D campaign at all, but rather to use my own RPG system, Phoenix Dawn Command, which is all about death and rebirth. I’d just tweak the Phoenix system a little so that the schools represent different types of fiends; add the “mortality” element; and say that if you die seven times, you fully become a fiend and you’re lost.

Anyhow, I know this is very different than how they work in Descent to Avernus, but that’s how *I* would use Hellfire Weapons! And in case it’s not obvious, in all of these cases the soul is being diverted from its proper path—Dolurrh and whatever lies beyond. So it’s possible the Queen of the Dead might eventually take an interest once this hits a critical mass…

But wait! I thought that immortals couldn’t reproduce! Does this change that?

It is a basic principle of Eberron that immortals cannot be destroyed, but that they cannot reproduce—that an overlord is a finite pool of energy, and it supports a finite number of fiends. It’s possible that Hellfire Weapons are a new development that changes that, and there’s a simple precedent for how it would work: It’s a core belief of the Church of the Silver Flame that virtuous mortals join with the Flame after death and strengthen it. If this is actually true, it means that mortal souls are an energy source that can merge with and strengthen a source of immortal power. So it could be that a brilliant mortal artificer—and I say mortal because this is where I’d highlight that mortals are more innovative than immortals—has studied this and figured out a way to do the same for the overlords, binding mortal souls to strengthen the overlords. But even then, mortals bound to the Silver Flame don’t become full fledged celestials. And with that in mind, I’d say what’s happening with Hellfire Weapons is something entirely different. What APPEARS to happen is that a mortal killed by the weapon awakens in a new place as a weak fiend, and with each death they become more and more fiendish until they are full fiends. To an outsider this LOOKS like a new fiend is being born. But that’s not what’s happening at all. Remember that MOST of the fiends tied to an overlord were bound along with it; rakshasa are the most common native fiends because they were best able to escape this binding. What’s going on with Hellfire Weapons isn’t the creation of a new fiend; it’s that the mortal soul is being connected to a fiend bound by the Silver Flame and used as a means of escaping the Flame. Which is why you don’t want to die even though you’d get more power, and why the final fiend becomes an NPC—because it’s NOT the adventurer, it’s an ancient fiend who has hollowed out their soul and used it to escape.

So again, the point is that fiends ARE finite — Hellfire Weapons are a way to bring more fiends into the world, but it’s done by freeing them from their bonds.

Thanks again to my Patreon supporters for interesting questions and the support that makes these articles possible!

Dragonmark: Lamias of Eberron

Lamia by Brynn Metheney from the Monster Manual.

It is said that love is the origin of the lamia—deepest love of primal evil. A warlock may seek power from one of the foul overlords, but only the most remarkable can truly embrace their masters—loving Tyranny, War, Treachery, Secrets—and they are forever changed by this experience. The touch of the overlord burns their mortality away, freeing them from all fear of time but stripping them of the ability to sire or carry new life. Their bodies are reshaped in the feline mold of the spirits they embrace—though there are tales of lamia that are serpentine in appearance. If true, is this a reflection of the overlord that has touched them, or is it evidence that the rakshasa themselves have not always favored a feline appearance? Whatever the truth, the lamia retains half of its mortal form, and the lower shape of a beast. Like the rakshasa, it has the power to deceive and to charm mortals. The behavior of a lamia reflects the fiend it so loves. One that loves Tyranny will be a petty tyrant; one that loves Secrets may conceal itself in a place of knowledge, while one that loves Treachery will surely go into a place filled with people, where factions can be created and bloody feuds can be set in motion…

Dorius Alyre ir’Korran, The Manual Maleficent

The Age of Demons came to an end when the fiendish overlords were bound by the Silver Flame, along with their mightiest servants. But a few fiends slipped through the wards… especially the sly rakshasas, resistant as they are to all forms of magic. Ever since then the rakshasa have moved secretly among mortals, manipulating families and nations in pursuit of Prophetic ends. Along the way, countless mortals have been drawn into cults and into the service of the overlords. And a few among these attracted the attention of the greatest unbound servants of the overlords—the prakhutu. Rakshasas are immortal, and do not reproduce biologically. But there are consequences to loving a fiend. Those mortals who form a true union with a prakhutu—and through this lesser fiend, to the overlord itself—can be transformed by the experience, imbued with partial immortality and a spark of fiendish power. This is the origin of the lamia. Ultimately, immortals are ideas—and a lamia loves the idea of an overlord so deeply that it has become a part of them, forever changing them in the process.

The Monster Manual describes lamias as hedonistic tyrants, saying “Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants.” This is a perfect description of a lamia devoted to the overlord Tol Kharash, and there are such lamias living in the Barrens of Droaam. Some of the weaker lamias have embraced the Daughters of Sora Kell, and they are recognized as chibs within the structure of the nation. But there is one of greater power that defies the Daughters. Hezhala was once a hobgoblin dirge singer. She was seduced by the glorious vision of Tol Kharash and his avatar in that age, seeing in her mind an empire driven not by muut and atcha but rather by the adoration and fear of the perfect empress—her. She blends the powers of lamia and bard, and her words can break the minds of those that hear her. Centuries ago, she returned to the ruins of Ashar Draal, the city of her birth. Much like Ashtakala, Hezhala cloaked Ashar Draal in illusion. She bound a host of goblins to her will, along with ogres and orcs that she cloaked to have the appearance of bugbears and hobgoblins. She ruled an echo of the Dhakaani Empire, not as it was, but as it would have been under her rule. When Sora Teraza came to Ashar Draal, the blind sister wasn’t fooled by the illusions. She offered Hezhala the chance to be a part of something greater—to live in reality instead of clinging to illusion. But she would have to release her hold on her ensorcelled thralls—to embrace the Daughter’s vision. Hezhala refused; she was an empress and would not serve another, no matter how powerful they were. She ordered her champions to kill Sora Teraza, and that was a mistake. When Teraza returned to Ashar Draal, she came with Maenya’s Fist behind her. The city that had long been ruined was reduced to rubble, and today it is known as the Fallen Demesne. Hezhala’s fate is a mystery. She may be bound in chains below the Great Crag; or she may have escaped, and even now she may be dreaming of how she will one day rule the new nation the Daughters are building.

Hezhala is more powerful than a typical lamia. But the point remains: she is a lamia of Tyranny, a lover of Tol Kharash, and she seeks to rule her own petty domain. There are others like her at large in the Barrens. But this is not the only path a lamia can take…

  • A lamia devoted to Eldrantulku the Oathbreaker can use the standard lamia stat block. But they will dwell among people, hiding in a great city or court, disguising themselves with illusion and using their enchantments to encourage intrigues and to sow discord.
  • A lamia that loves Sul Khatesh adores watching the impact of dangerous knowledge. Such a lamia might run a coven of warlocks in a small village. They could maintain a “school of magic” in an out of the way tower, drawing in travelers and forcing them to be their pupils. Or they might find a place to hide in an institute of learning, guiding select pupils and driving them down dangerous paths. There could be lamias living in the stacks of the Library of Korranberg… possibly with the blessing of the gnomes.
  • A lamia bound to Tul Oreshka replaces Disguise Self with Invisibility, Suggestion with Crown of Madness, and Geas with Phantasmal Killer cast as a 5th level spell. They can cast message at will without disrupting their invisibility. They often live as solitary hermits contemplating mysteries, but when travelers draw near the lamia innately knows secrets that will hurt them, and may stalk them invisibly and whisper terrible things to them. When engaged in combat, Crown of Madness and Phantasmal Killer reflect their abilities to trap victims in their own minds, while puppeting their bodies.
  • Lamias tied to Rak Tulkhesh live to incite others to violence. They rarely stay in one place for long, because wherever they go violence follows. They have incited refugees to turn on those giving them shelter, seeking to take a new home by force… or causes those sheltering refugees to fear such an uprising and take dreadful action. They have enflamed tensions along borders, started crime wars between rival gangs, and far worse. There could be a lamia in Thaliost right now, while another lamia is running a cell of the Swords of Liberty in Breland.

Often a lamia will directly manipulate and rule a force of mortal thralls. However, some lamias love to embrace a talented mortal following the same path that they did. A lamia of Sul Khatesh may find an arcane prodigy and act as an advisor, encouraging the mortal student to start a coven. Lamias living among mortals sometimes start families; while lamia can’t have children of their own, they will steal mortal children and raise them, building families from scratch and guiding the family from the depths of their manor.

All lamia have ties to a prakhutu, but direct contact between them was fleeting and in the past. They love the overlord, and more specifically the idea of it. Lamia don’t usually have direct supervision or guidance from the Lords of Dust; they are usually left to follow their own instincts. However, a lamia may well be helping a prakhutu enact a particular path of the Prophecy — even if they don’t know it. But I could imagine a party of adventurers defeating a lamia in the deep library of Arcanix, only to hear a voice from the shadows…

Alas, poor Halarax. I always knew it would end this way, but it’s still a shame to see your lovely story end.” Time stands still as an old woman emerges from a book-lined passage. As she moves toward the fallen lamia, her form shimmers, and you see her feline shape, arcane sigils inscribed on her fur in steaming blood. You can feel her age, her power, and her sorrow. She stares into your eyes as she easily lifts the massive corpse with her twisted hands. “I cannot touch you today, little children. But one day… you will pay for killing my lover.”

And then she and the corpse are gone, and you can move again.

The lamias of Eberron typically have the lower bodies of tigers, a reflection of the rakshasa. However, a lamia can have a different appearance if that fits its story. Lamias were once mortal and their upper body reflects that original mortal form. A lamia under Arcanix might be a human or an elf. A lamia in the Barrens might have the torso of a hobgoblin or even of a minotaur. In creating a lamia, consider its history. Lamias have limited immortality; they are immune to the effects of aging, but they can be killed. Nonetheless, Hezhala was a dirge singer before the fall of Dhakaan; consider the things a lamia might have seen, the mortals it might have known. And as shown with Hezhala, a lamia could have greater powers than the basic stat block provides.

Dream Vampires. Many lamias lose the ability to dream as part of the price of their immortality. One myth says that lamias can remove their eyes, and must do so in order to sleep. While this is unlikely, some dreamless lamias learn how to form a connection to the dreams of mortals—to experience dreams through their victims. Such a lamia gains the ability to cast dream once per day, targeting a creature that has been affected by its Idyllic Touch within the last week. Some lamias simply observe their victim’s dreams, or send messages through dreams as a way to direct thralls. Others torment their victims, causing them to sicken and eventually die. This is the “Nightmare” effect of the Dream spell—preventing successful rest and inflicting 3d6 psychic damage. However, keep in mind that while it is mechanically a “nightmare”, the dream could be terrifying, inspiring, or ecstatic bliss; the point is that it is exhausting, reflecting the idea that the lamia is feeding on the victim’s dreams and lifeforce. The nature of the dreams should reflect the overlord the lamia is tied to, as well as their own desires. My thought is that this process prevents the dreamer from going to Dal Quor; the lamia’s Idyllic Touch forms a psychic bond and the victim essentially dreams in the mind of the lamia. So a lamia will never cross paths with a quori in Dal Quori, but a quori could take an interest in the fact that thralls are being cut off from Dal Quor. I might allow a dream-stealing lamia to send messages to any thrall they have a dream bond with, but the idea of this is that they can only feed on one at a time. So they might be able to cast Dream more than once, but they can only use the Nightmare ability once per day.

And now for something completely different… The idea I suggest above makes sense to me and ties to the standard D&D lore of the lamia in that they were once mortal but were transformed by their ties to fiends. However, there is another idea that is sitting in the back of my mind, something completely different but that feels like it could be fun. And this is the idea that lamias are from Sphinxlantis. Sphinxes are powerful members of the civilization of Sphinxlantis, who possess the ability to move through time. Lamias, on the other hand, are rogues and renegades who fled from Sphinxlantis—but it was a one way journey, and they have no ability to travel through time on their own. Following the idea that Sphinxlantis faced an inescapable doom, the common lamia could simply have fled to escape that doom and now seeks to live a hedonistic life in the place that it landed; this gives you the traditional lamia behavior described in the Monster Manual, the petty tyrant and pleasure seeker. On the other hand, you could have a lamia that has fled to a very specific moment in time because there is something it wishes to see or experience, or a person it wishes to interact with. In this, it’s essentially a weaker and more limited sphinx. A lamia might approach could be infatuated with a particular member of an adventuring party, refusing to say what it is that they’re going to do but constantly implying that they are going to be amazing. Such a lamia could be a helpful advisor—dropping the idea that all lamias are evil, though in the eyes of Sphinxlantis this lamia is surely a rogue. Or it could refuse to offer any useful advice, and at some point say “That’s it?” because the adventurer has actually accomplished the moment they came to witness… and the lamia now will try to assuage its disappointment by killing the adventurer.

While this is what I would do with lamias, there are many other good ideas out there. The moderator Jason on the Eberron Discord has a different take on lamias and the Fallen Demesne, and whether it’s to talk about lamias or anything else, it’s a great resource for all things Eberron. Check it out! And as always, thanks to my Patreon supporters for making these articles possible! I’m going to be previewing pieces of Frontiers of Eberron for patrons over the next few weeks, so if that sounds fun, now is a good time to join!

GenCon, ProgCore, and more!

Hi Everyone! I’m hard at work getting ready for GenCon, and for those you going, I wanted to let you know where you can find me!

First of all, when I’m not running around like a cockatrice with my head cut off, I’ll be hanging out at the Twogether Studios booth—Booth 1459 in the Exhibitor’s Hall! Drop by if you want anything signed or if you have a burning question about Eberron or anything else I’ve worked on! And while you’re at it, check out our amazing games! Meanwhile, I’ll be at the following events…

Thursday, 3 PM – 4 PM: Eberron: A 20 Year Retrospective

Reflect on the past and future of Eberron at this panel with me, Christopher Perkins, and Jeremy Crawford! Only a few tickets left for this! As as soon as it’s done, I’ll be racing to…

Thursday, 4 PM – 6 PM: D&D Live! Legacy of Worlds in Eberron with DM Keith Baker

An archmage from Toril, an artificer from Eberron, and an elf prince from Grayhawk walk into a bar… you’d think one of them would have seen it. Legacy of Worlds is a live play series featuring me as Merrix d’Cannith, Ed Greenwood as Elminster of Shadowdale, Luke Gygax as Melf, Elisa Teague as Elise Zaruvan, and Tommy Gofton as Loholt Lynnvander—an unlikely What If style team-up! This session is the first time *I* have DM’d a Legacy game, and I am going to take the party on a wild ride in Eberron. And I’m 90% certain that attendees will get a free metal d20 from Foam Brain Games! I hope you can join in! There’s also VIP seats here!

Friday, 10 AM – Noon: D&D Live! Legacy of Worlds

Legacy of Worlds continues! I’ll be playing Merrix and continuing in our question to recover the Deck of Many Things and save the Multiverse. What could possibly go wrong?

Friday, 1 PM – 3 PM: D&D Live! Imarian Nights

Dungeon Master Tommy Gofton takes us on a musical adventure through the world of Imaria!

Friday, 6 PM – 8 PM: The Multiversal Roast of Mordenkainen

Do you remember that time when Merrix and Mordenkainen brought the 13th moon of Eberron back, only to have King Boranel break it again? This charity event uses the framework of the Baron Munchausen RPG, but features a group of multiversal luminaries reminiscing about their adventures with the late, great Mordenkainen! Hijinx will surely ensue!

Saturday, 11 AM – 1 PM: D&D Live! Legacy of Worlds

The adventure continues! Where will we go next? Will Merrix break Dark Sun? It wouldn’t be the first time…

Sunday, 2 PM – 4 PM: Design a Module Live: The Playthrough

Over the course of the convention, the Six Sides of Gaming team are running a series of Design a Module events in which YOU can help create a unique adventure. On Sunday, I will have to face that adventure, along with Ed Greenwood, Luke Gygax, Elisa Teague and Tommy Gofton!

So, there’s going to be a lot of opportunities to hang out and roll some dice. I hope to see you at some or all of these events, but ESPECIALLY my game on Thursday at 4, because I’ve never had the chance to DM an Eberron adventure for Elminster, and I have PLANS…

Meanwhile, I have a lot of friends and colleagues who have crowdfunding campaigns going on at the moment, and I want to draw your attention to them!

PROGCORE FANTASY: DARK AGE OF THEER

ProgCore Fantasy is an ambitious multimedia project that seeks to capture the flavor of the dark fantasy of the ’70s and ’80s—drawing on movies like Labyrinth and Legend, musicians like King Crimson and Rush, artists like Erol Otis and Alicia Austin, and far, far more. The project includes:

  • universal sourcebook for any fantasy TTRPG system that is full of tips, advice, and universal house rules, all designed to help Players and GMs heighten the Wonder Mystery and Danger of their gaming sessions. The sourcebook also contains a gameworld designed for ProgCore Fantasy, Theer, described through short stories, adventure hooks, creatures, and magic.
  • documentary actual play that immerses you in play with our friends: Todd Stashwick, Felicia Day, Marc Bernardin, Yuri Lowenthal, Dr. Drea Letamendi, and Anjali Bhimani, with David Nett GMing.
  • Prog Rock soundtrack, produced by Jason Charles Miller, with original Prog Rock songs and ambient music.
  • An animated short, telling a dark fantasy story from the Dark Age of Theer, animated by the best in the business and voiced by top voice artsists.

ProgCore has only two days left! Help bring this amazing vision to life!

FOAM BRAIN GAMES: LOST TOME OF MONSTERS 2

Want a mini that you can wear? Foam Brain is producing a series of Piniatures—enamel pins that can also be used as pins, each with its own unique metal die and encounter card! This is a random series of loot bags, but whatever you get is sure to be adorable.

PROJECT DASTAN

As described by project creator KP11 Studios: Project Dastan is an initiative to uplift diverse voices across cultures and diaspora by providing a platform to tell their stories through various geek/nerd culture content. Our goal is to show the creative and storytelling prowess of people from around the world, from various backgrounds, cultures, etc! Dastan means “story” in Urdu and Hindi, and we are here to help tell your stories! On top of that, we hope to use this momentum to help create the very first, high-production value Indian TTRPG actual play, using studios IN India, as well as local talents and crew. We want to tell an authentic story, while also showing the world that there is so much that the non-western world has to offer!

I hope you’ll take a moment to check out these awesome projects, and I hope to see you at GenCon!

IFAQ: The Tain Gala

A female harpy singing and playing the lute.
Taleth of the Forgotten Choir will be performing at the next Tain Gala.

When time permits, I like to answer interesting questions posed by my Patreon supporters. Questions like this…

I have a session coming up that I’m setting at the Tain Gala. I was curious what sorts of things might go on at the gala that a level 3 or so party would reasonably be able to take part in? My hope for the session is that the players will walk away having made a good impression with some wealthy folk and have it lead into them gaining a group patron.

The Tain Gala was first introduced in the Sharn: City of Towers sourcebook, which had this to say about it.

The Tain Gala (first Far of each month): Balls, galas, and feasts occur throughout the year, as ambassadors, nobles, and dragonmarked heirs wine and dine their relatives and associates. However, the Tain Gala has become an institution in Sharn. The ir’Tains, one of the oldest and most powerful families in Sharn, owns many towers and their wealth rivals that of the Kundarak clan. The guest list of the Tain Gala defines the social order of the city. The families with permanent invitations to the Gala, the Sixty, are the royalty of Sharn.

In addition to these aristocrats and wealthy gentry, Lady Celyria ir’Tain does her best to invite a few unusual celebrities to entertain her guests—artists, poets, and sometimes adventurers. Aside from fantastic food and drink, such guests receive generous gifts and a temporary increase in status; for the next month, the attitude of any member of the Sixty is increased by one category when dealing with the celebrity. An adventurer known to be a friend of Lady ir’Tain often receives invitations to other events or other forms of special consideration.

The Tain Gala is first and foremost a place for the wealthiest and most powerful families of Sharn to mingle: to see and be seen, to share news and gossip, and to network with one another. It is a celebration of their power and wealth, which is displayed through the decor, the clothing, the food, and the entertainment. The attendees will eat, drink, gamble, and dance—all of which provide opportunities to share gossip and discuss plans. Eligible heirs will court and be courted. People engaged in business will talk to allies and rivals. Powerful people will discuss politics with city councilors. So it is a place to celebrate and to be entertained, but there are countless deals and schemes unfolding in the shadows. If you want a quick glimpse at what this is like, I suggest you watch Bridgerton or The Gilded Age. The Sixty Families are engaged in a complex dance that has been going on for ages and which will continue long after tonight.

Against the steady backdrop of the Sixty Families and their negotiations and intrigues, entertainment changes from month to month. There will always be music and dance; here’s a random table of possible performers.

Tain Gala Performers

d8Performer
1Taleth of the Forgotten Choir. A harpy songbird from Droaam and devotee of the Fury, whose enchanting voice draws emotion from even the hardest heart.
2Castalo Con Cavaron. One of the finest Thurimbar players of the modern age, this Zil gnome weaves the complexities of an orchestra with his mystical rod.
3The Hydra Quintet. The current prodigies of House Phiarlan’s Demesne of Music.
4The Brelish Symphony Orchestra. The top members of the orchestra, drawn away from the Kavarrah Concert Hall for this command performance.
5Elvinor d’Phiarlan. The current matriarch of House Phiarlan, giving a rare performance of the legendary Dance of Twenty Shadows.
6Strings of Steel. A warforged trio that’s become a sensation. Two members of the trio were built to perform, while the third is a former war hero now devoted to music.
7Duo Delo. A pair of changelings who blend song and dance, switching parts and voices throughout the performance.
8Hammertail. A trio from the Talenta Plains who combine percussion with sounds generated by small glidewings.

Beyond that, there will be special guests who have been invited to provide entertainment, whether through actual performance or simply by sharing their stories in conversations. There could be poets, actors, athletes or illusionists who will entertain others with impromptu performances. There might be war heroes, displaced Cyran nobles, or ambassadors from Aerenal or Riedra. This Tain Gala Guests table can help with random ideas, but it’s just a foundation; the point is, there will always be a small selection of people who aren’t part of the Sixty, who have been invited to liven up the gala.

Tain Gala Guests

1d10A…With…
1Cyran RefugeeA remarkable artifact
2War HeroA fascinating story
3Popular Actor or PoetAn urgent cause
4AmbassadorNews of a terrible disaster
5Passionate PriestAn exotic familiar or animal companion
6Legendary WizardAn investment opportunity
7Powerful NobleAn important announcement
8City CouncilorA desire to wed
9Dragonmarked HeirA call to action
10Wayfinder AdventurerRoll Again, but the guest is an imposter!

What about the Adventurers?

The main question to address if you’re running an adventure at the Tain Gala is why are the adventurers there? Here’s a few ideas.

Bodyguards. One of the regular guests of the gala asks the adventurers to accompany them because they are afraid of some sort of threat. This threat could be physical, social, or supernatural—as serious as assassination, or as casual as Saiden Boromar always steps on my feet—you need to make sure that doesn’t happen. The question here is why the guest is using the adventurers and not hiring Deneith or Medani. One option is that using house bodyguards is a sign of fear; the adventurers won’t be recognized as bodyguards by the other guests.

Fifteen Rounds of Fame. If the adventurers have done something dramatic and public as part of their adventures, Lady ir’Tain could want them to come and regale her guests with retellings of their recent deeds. This is an excellent opportunity for other guests to try to hire the adventurers for their own intrigues.

Background. One or more of the player characters could be invited based on their background. An entertainer could be hired to entertain; a good performance at the Tain Gala would open all sorts of doors. A soldier could be asked to share stories, or the gala could be having a special memorial for survivors of an especially brutal conflict. A sage could be asked to lecture on their area of expertise, or to confirm the authenticity of an artifact. In this case, the other adventurers could be present as guests of the honored guest.

Undercover. The adventurers are brought in by a guest who has a secret agenda. Posing as servants or family members, the adventurers are expected to break away and perform some sort of heist or scheme over the course of the gala. Alternatively, the adventurers could be hired by the Royal Eyes, King’s Citadel, or some other espionage agenda and charged to infiltrate the gala disguised as servants or entertainers.

Fight Club. We don’t talk about this, but… If you want to take a darker path, the ir’Tains could occasionally hire groups of adventurers to face off in (usually) non-lethal combat. This could be a special occasion—for example, a way to commemorate the festival of Brightblade—or it could be a dark secret that has been going on for years.

Scandal! Some member of the Sixty could choose to bring a group of adventurers to the Gala precisely because they don’t belong there. Cariana ir’Tain could meet the adventurers in a Callestan club and invite them to come to her home, neglecting to mention the big party that’s happening. Daral ir’Tain could want the adventurers to overshadow a rival noble’s big entrance.

Fifteen Rounds and Background are the best approaches if the goal is to connect the adventurers with a new patron; Undercover and Bodyguards are based on the idea that the party already has a patron who’s bringing them to the gala.

But what do you DO there?

As noted, the gala is a PARTY. People talk, drink, dance. What does this look like in terms of scenes and challenges for players? Here’s a few ideas.

  • Conversation. Much of the party is people talking to one another. A question is whether the adventurers are primarily interested in LISTENING—in which case you might have them make Insight and Perception checks to pick up interesting information—or if they are TALKING, in which case they should be making Charisma checks using the skill that matches their demeanor.
  • Dancing. Even if they have no interest in romance, adventurers might be asked to dance. At its simplest, a round of dancing could require a Performance or Acrobatics check. For something more dramatic—especially at a gala celebrating an important Cyran refugee—people could dance the Tago or something equally challenging. If romance IS part of the adventurer’s goals, Persuasion, Insight, or Deception could also come into play; you could draw out a single dance with multiple ability checks reflecting both physical and social talent.
  • Spotlight. Depending on their background and history, an adventurer could be the focus of attention, asked to regale the gathered guests with a description of their deeds or a demonstration of their skills. Depending on the stakes and the complexity of this, it could be a single ability check or it could be a series of checks that provides greater opportunity for a scale fo success and failure.
  • Gambling. There’s always a room where people play games. Depending on the time and the tone of the session, you could resolve gaming with ability checks or you could have players actually play a game. If you take this approach, you could create a unique game for your session; use games like Three Dragon Ante or Illimat; or as suggested in this article, use Chess or Poker as placeholders for Conqueror or Thrones.
  • Dining. Eat and drink! An uncouth adventurer could have to rely on Insight or Performance to keep from embarassing themselves; a finicky adventurer might have to make a Wisdom saving throw to force down a particularly unpleasant delicacy. Likewise, adventurers who choose to drink or partake in other intoxicants could have to make Constitution saves (with any relevant bonuses against poison); exhaustion is a reasonable mechanic to use for inebriation.

Now, I’ve suggested ability checks adventurers could make if you WANT to roll dice, but you don’t have to roll dice! Many of these situations work just fine as pure roleplaying. if you do choose to roll, this can be to measure the scale of success rather than to determine success or failure. The soldier can’t actually FAIL at telling her war story—but a exceptional role will make her the center of attention and perhaps earn an audience with the general in attendance. This latter point can be another key to what adventurers are DOING. If they are trying to acquire a patron or if they want to meet an important person who doesn’t mingle, they might have to impress the guests first. In this case, ability checks could be used, but again, failure doesn’t have to mean FAILURE; it just means the performance didn’t impress the people they hoped to impress. It could be as simple as telling the adventurers to get an audience with Saiden Boromar tonight, each one of you will have to do something that impresses people; you’ve got two chances. What do you do?

That’s all for now! This is only the tip of the iceberg, but hopefully it gives you some fun ideas to work with. Thanks to my Patreon supporters, who make these articles possible; I’m posting an extra People You Meet At The Party table on Patreon as bonus content for patrons. I’ll note that Taleth of the Forgotten Choir, the harpy pictured above (drawn by Matthew Johnson) is a player character in the new campaign I’m just starting for patrons! In addition, GenCon is coming up and some of my events are getting booked up: here’s my schedule, though I am NOT in Elisa Teague’s Legacy game and I’m in the 2 PM game on Sunday! I’d also like to give a shout out to friends making good things: KP11 Studios’ Project Dastan, the first studio actual play in India; Todd Stashwick’s Progcore Fantasy: Dark Age of Theer; and Foam Brain Games’ Lost Tome of Monsters 2!

Enjoy the Gala!

Flashback: Sphinxes of Eberron

I’ve written a lot of articles over the last decade, and every now and then I like to pull and old article back on top of the stack for people who missed it the first time. This is a combination of two of my previous articles, on Sphinxes and Sphinxlantis. Enjoy!

She had the body of a great black cat, with the neck and head of a beautiful elf-maiden – though if that head was on a humanoid body, she’d have to be nine feet tall to match the scale. Her skin was flawless cream, her eyes glittering gold. Her long hair was midnight black, dropping down and mingling with the vast raven’s wings folded on her back. The black of her fur and hair was striped with bands of brilliant orange, and these seemed to glow in the dim light; when she shifted these stripes rippled like flames.

“Why are you doing this?” Daine said. “If you know so much about our destinies, why the riddles? Why not just tell us what you know?”

The sphinx smiled. “What answer do you wish to hear, Daine with no family name? That I am bound by divine and arcane laws, and have told you all that I can? That I have told you what you need to know to fulfill your purpose in this world? Or that I have my own plans, and I am shaping your destiny as much as any of the others who watch?”

“Which is true?”

“Which will you believe?”

City of Towers

Sphinxes are enigmatic and inscrutable. For all their cryptic insights and challenges, in some ways the greatest riddle of the sphinx is the sphinx itself. Where do they come from? What is the source of their knowledge, and most of all, what is their motivation? In most tales a sphinx is found guarding some arcane site or artifact, only sharing its treasure or its knowledge with those who can pass its test. Why does it do this?

No sphinx will answer these questions. No power on Eberron can read the mind of a sphinx, and divinations shatter against their inscrutable nature. And so the sages of Eberron are left to ponder the riddle, studying the clues that are available. The first and most popular theory about sphinxes was presented by the loremaster Dorius Alyre ir’Korran. In his Codex of All Mysteries, ir’Korran asserted that sphinxes are living embodiments of the Draconic Prophecy. Their oracular abilities are tied to the fact that they are manifestations of the Prophecy and innately know the paths of the future. They are bound to their duties and found in portentous locations because they are literally instruments of destiny, positioned to guide and challenge the people who will in turn shape history. They slip through time and space because they exist beyond it. Ir’Korran suggested that although they appear to be individuals, sphinxes are in fact all part of a greater entity, fingers on a hand too vast for mortals to see.

For centuries most scholars have embraced ir’Korran’s theory. Magister Mara ir’Lain observed that sphinxes often appear to be guarding tombs, temples, or treasures, but there are no reliable accounts of a sphinx being assigned such a task. An androsphinx that identified itself as Silverstorm challenged Harryn Stormblade in the ancient Dhakaani citadel below Cazhaak Draal, but the only Dhakaani account that mentions sphinxes is the story of Jhazaal Dhakaan outwitting a sphinx to obtain its secret knowledge. Ir’Lain believed that this supported the Codex: that as Silverstorm wasn’t posted by the Dhakaani, its stewardship of Cazhaak Draal must be tied to the Prophecy.

However, over the centuries, scholars have learned more about sphinxes. In his paper “The Sphinx in the Library”, Professor Cord Ennis of Morgrave University made the following observations (summarized for the terrestrial reader; Ennis doesn’t mention the Monster Manual):

  • Sphinxes are powerful and varied spellcasters. The androsphinx in the Monster Manual is a divine spellcaster, using Wisdom to cast cleric spells. the gynosphinx is an arcane spellcaster, using Intelligence to cast wizard spells. While it’s possible that this is tied to the species of sphinx, it’s equally plausible that these are learned skills—that an androsphinx could master arcane magic, or a gynosphinx could channel magic through faith.
  • While they often appear to be bound to some sort of duty, sphinxes seem to have personalities and even a desire to learn. The most well-documented sphinx of the modern age, Flamewind, resides at Morgrave University and often spends her time reading; she has been known to attend parties and theatrical events.
  • Sphinxes are monstrosities, not celestials, fiends, or fey. This suggests that they are creatures of flesh and blood, rather than immortal incarnations.

Ennis challenges the Codex on multiple points. If sphinxes are extensions of the Prophecy, why are they monstrosities rather than some form of celestial or fiend? Why do we see what appear to be both wizards and clerics among them, rather than a single path reflecting the channeled power of the Prophecy? Why did Flamewind attend the premiere of Five Lives, and even shed a tear in the final act? There are certainly reports of Flamewind assuming the role of the imperious oracle—as she did when first encountered, and as in the account quoted at the start of the article—and yet, she also seems to be capable of more casual interactions.

Cord Ennis believed this proved that sphinxes could have a more mundane origin: that they are mortal creatures, that they can study and learn, that they have more personality than the typical celestial. But as critics were quick to point out, no one has ever discovered any evidence of a civilization of sphinxes. There’s only a single account (discovered in Cul’sir ruins) of multiple sphinxes being encountered at the same time. All of this supports the Codex. There’s no signs of a sphinx civilization because sphinxes are tools of the Prophecy.

A team of researchers in the Arcane Congress presented a new theory, seeking to bridge the two: that sphinxes are creatures of Thelanis. The premise is that sphinxes aren’t instruments of destiny, but rather that they exist to drive the plot. Thelanis is the plane of stories, and its archfey often seem to enjoy seeing echoes of their stories in the world. Under this theory, the reason sphinxes show up at such dramatic times and locations is because the story needs them to—that they are some form of servants to the archfey, helping to guide the world in ways that echo the story of their masters. This ties to the fact that Thelanian creatures often show more personality and quixotic behavior than celestials, and that lesser fey aren’t immortal. While a compelling theory, opponents counter with the point that sphinxes don’t share the typical traits of Thelanian entities—which is to say, they are monstrosities rather than fey.

Most recently, Cord Ennis returned with a refinement of his thesis. Ennis suggests that sphinxes are mortal, civilized creatures, but that the reason there’s no evidence of any sphinx civilization is because they aren’t from this time. There are a number of accounts in which people facing sphinxes in their lairs are shifted through time—the apocryphal tale that Breggor Firstking was a beggar who was given a chance to relive his life and used his knowledge to become a king, or the story of the man who sleeps in a sphinx’s lair without permission and awakes a hundred years later. According to Ennis’s theory, the idea that sphinxes can move through time helps to explain both their seemingly oracular abilities and their interest in cryptic actions; that their enigmatic behavior shapes future events in ways we don’t see, but they do. The lack of any signs of sphinx civilization is because it doesn’t exist in the scope of history as we know it. And further, the fact that sphinxes only manipulate time in their lairs suggests the use of some form of eldritch machine as opposed to the innate powers one would expect in a living manifestation of the Prophecy—that they accomplish time travel using a tool, rather than personal power alone. Ennis asserted that this could explain Flamewind’s observed behavior—at times the cryptic oracle, and at other times almost more of a curious tourist.

While intriguing, Ennis admitted that there was one piece of the puzzle that still escaped him. When do these time-traveling sphinxes come from? His first thought was the distant future—that they could even be some sort of mystically evolved descendants of the modern races. Yet if that were the case, is there no risk of their meddling changing their own future? Given this, he ultimately favored the idea that the sphinxes are from the very distant past—that they could potentially be the citizens of the FIRST civilization of Eberron, a society that predates the Age of Demons and whose existence was wiped from history by the dominion of the overlords. With this as a foundation, Ennis suggests that the actions of the sphinxes might not be the absolute demands of destiny one would expect from embodiments of the Prophecy, but rather a grand game. As their time is long past, the sphinxes don’t actually care about the ultimate outcome; whether the overlords rise again or the daelkyr are unleashed doesn’t actually hurt them. Ennis further suggests that this could reflect the different techniques seen among sphinxes. The “divine” sphinxes—those wielding clerical abilities—could see their actions as being a divine mission, potentially even one mandated by the Progenitors (because what other gods were there at the dawn of time?) while the “arcane” sphinxes could be the scientists of their time. Thus, Flamewind could be in Sharn because she knows it is a nexus of elements she wants to deal with—events or people she wants to observe or influence—but that between those key events she is simply enjoying studying this time and place, so alien to her native time.

While these are all intriguing possibilities, as long as sphinxes remain inscrutable they will remain a mystery. Servants of the Prophecy? Agents of the archfey? Travelers from the dawn of time? All three are possible, and the only way to learn the truth is through adventure. Within their lairs, sphinxes have the ability to manipulate time and travel the planes.

Why Does This Matter?

The mystery of the sphinx is an important part of the creature, and something I want to maintain rather than simply providing an absolute answer. Are sphinxes time travelers? Agents of Prophecy? Shapers of story? All three are possible—but each has a different impact on both the role a sphinx may play in a campaign and on the mechanics of the sphinxes themselves. Most critically, the rules of the sphinx’s lair action state that the sphinx can shift itself and others to “another plane of existence.” It doesn’t specify which plane of existence or that the sphinx has multiple options. This answer—along with the circumstances under which the sphinx would USE its lair actions—likely depends on its origins. Because again, always remember that just because a sphinx CAN do something doesn’t mean it WILL. A Prophecy sphinx my have the POWER to shift people through time, but it may never use it if it isn’t required. So, let’s briefly consider the theories presented above and the ways these would impact a story.

Time Travelers. One of the core elements of sphinxes as time travelers is the idea that they are a mortal civilization. They are advanced beyond any civilization that exists today, but they are individuals using magical tools to accomplish these things—they are arcane scientists and divine spellcasters, capable of observing the tapestry of time and playing a great game with it. If this is the case, Flamewind in Sharn may indeed have very specific events she wants to observe and people she wishes to drive down specific paths, but at the end of the day she is a mortal wizard. She may play the role of being enigmatic and all-knowing, but there’s a touch of the Wizard of Oz; she DOES have knowledge of the future and of the potential destiny of the characters, but she’s not in fact infallible, she is playing her own game, and she also enjoys being a little bit of a tourist between those critical events. Should you follow this path, there’s a few points I’d consider.

  • The spellcasting abilities of a sphinx reflect whether they are a divine or arcane spellcaster—essentially, a wizard or a cleric. Under this approach, gynosphinxes and androsphinxes are simply male and female sphinxes, and it should be possible to encounter an androsphinx wizard or a gynosphinx priestess. A key question is what divine power sphinxes serve; personally, I like the idea that they might have a different sort of relationship with the Progenitors than people of the present day.
  • In shifting themselves or others to another plane, I would specifically use XORIAT. We’ve established that Xoriat is the key to time travel, and I’d assert that the time travel techniques being used by the sphinxes are based in this. The sphinxes aren’t creatures OF Xoriat and have no love for the daelkyr; they are scientists who are USING Xoriat. But they can also toss you into it for kicks.
  • The lair abilities of a sphinx are tied to a form of eldritch machine. Most likely this is specifically linked to the sphinx and cannot be used or even understood by any other creature… But it’s POSSIBLE that someone who’s figured out the mystery of the sphinx and has access to their lair could find a way to hack their time machine. A second specific question is where Flamewind has her lair. If the lair is a machine, it’s not likely to be something she could build in Morgrave University. In the novel City of Towers, this is why she deals with the protagonists in the abandoned temple in Malleon’s Gate; she hangs out at Morgrave, but her LAIR is in Malleon’s.
  • The final point is that time-traveling sphinxes are manipulating events, but they don’t have the same sort of agenda as heralds of Prophecy or Archfey emissaries. They aren’t invested in the outcome in the same way as, say, the Lords of Dust or the Chamber. Ultimately, this isn’t their time and the outcome won’t actually AFFECT them; it’s more intriguing than vital. However, divine sphinxes are more likely to be driven by a divine mission, while arcane sphinxes are more likely to be scientists and researchers.

Agents of the Archfey. If Sphinxes are tied to Thelanis, they are a form of fey; it’s up to the DM to decide whether to add the fey subtype or simply to say that you don’t HAVE to be fey to be from Thelanis. Sphinxes would effectively be Greater Fey—not truly immortal, but with a loose relationship to time and reality. A few thoughts about Thelanian sphinxes…

  • The plane they can travel to is Thelanis. Their ability to manipulate time is something that they don’t use with great precision and essentially only use when it serves the story; they aren’t truly time travelers, but they can throw Rip Van Winkle ahead a century when it fits the story.
  • A sphinx will be tied to a specific archfey, and its goals and the role it plays—guarding a location, posing a riddle—are tied to the story of that archfey. A Thelanian sphinx will be bound by fey logic: if it eats anyone who fails to answer its riddle, that’s not a CHOICE, it’s what it HAS TO DO. It MUST follow its role in the story.
  • While they draw on wizard or cleric spell lists, sphinxes aren’t actually clerics or wizards; their spellcasting reflects innate fey powers rather than arcane science.

Incarnations of Prophecy. If they are incarnations of the Prophecy, sphinxes stand sideways to the conflicts of the Lords of Dust and the Chamber. They don’t seek to manipulate the Prophecy: they ARE the Prophecy. While they may not be celestials or fiends, neither are they mortal creatures: they appear when and where they are needed, and likely disappear back into the Prophecy once their purpose has been fulfilled. If you want to explain the curious behavior of Flamewind, one possibility is to say that while a Prophetic sphinx has a limited existence, during the time it does exist it is a conscious entity; that Flamewind has spent eons as a disembodied thread of the Prophecy and is enjoying this incarnate period while she waits for the purpose that has caused her to be made manifest comes to a point. Key points about Prophetic sphinxes…

  • A Prophetic sphinx has no tied to any specific plane; as such, the planes it can access are likely tied to its specific Prophetic role.
  • This likewise ties to its ability to time travel. Essentially, a Prophetic sphinx has no free will. It exists for an absolute purpose. It CAN manipulate time or transport people to the planes, but it won’t and can’t use this power unless it is necessary for the purpose it’s manifested to fulfill. If adventurers must travel to Shavarath, it will transport them to Shavarath. If they must go forward ten years, it will take them forward ten years. But it can’t just decide that it would be INTERESTING to take them forward ten years to see what happens, as a time-traveling sphinx might.
  • The spellcasting abilities of a Prophetic sphinx are an innate part of its purpose and not skills it has learned.
  • The sphinx only exists to fulfill a purpose, guiding or guarding a particular node of the Prophecy. It is quite possible that part of its purpose is to prevent the Lords of Dust, Dragons, or other forces from interfering with that Prophetic lynchpin. But it has no wider goals, and it will discorporate once its purpose is fulfilled.

Essentially, time traveling sphinxes are the most free-spirited and are essentially playing a game with their riddles and challenges, while Prophetic sphinxes are the least free-willed and most bound to an absolute agenda, with Thelanian sphinxes falling in between.

Do Time Travelers Break The Game?

The fifth edition sphinx has the ability to travel in time, and to take others with it. From a purely abstract perspective, this throws all sorts of wrenches into a campaign. If adventurers fight a sphinx, why doesn’t it just go back in time and kill their grandparents? If the daelkyr rise, why don’t the adventurers get a sphinx to take them back in time and undo everything?

First of all, that last point is an excellent argument for having that power: it IS an ultimate escape hatch. It means that you CAN put failure on the table. You CAN have have Rak Tulkhesh break its chains and drown the Five Nations in blood, and the only hope is for the adventurers to fight their way to Sharn and convince Flamewind to give them a second chance. From a narrative perspective, that option is a great thing to have. The trick is that it shouldn’t be something that trivializes every defeat… “Oh, Flamewind, I lost at cards last night. Can we redo that?” Which brings up a number of points: when they can travel in time, and when they will travel in time.

First of all: time travel is a LAIR ACTION for a sphinx. You may not meet a sphinx in its lair… and a particular sphinx might not even HAVE a lair. In Sharn, Flamewind definitely can’t call Morgrave University “her lair.” Presumably, her lair was in the Xen’drik ruins where she was first found. I’ve suggested that she might have built a NEW lair in some abandoned part of Sharn, but it’s equally plausible to say that she just doesn’t have a lair in Sharn; if she wants to help you time travel, you’ll all have to make a trip to Xen’drik (and hope nothing else has taken over her lair!). So keep in mind that when you meet a sphinx guarding a tomb, there’s no rule saying that the tomb is actually its LAIR.

Second: Even if a sphinx COULD solve all your problems with time travel, why would it? The Thelanian sphinx is there to nudge the story in a particular direction, not to completely rewrite it; as said earlier, it’s likely doesn’t have full free access to time travel, and can only actually use the power when it fits the narrative (IE: it can toss Rip Van Winkle forward a hundred years, but it can’t take you back in time to murder King Jarot). The Prophecy sphinx is even more limited, bound by unbreakable bonds of fate to only do the things it’s supposed to do, and taking you back in time isn’t an option. The wild card is the time traveling sphinx, but here’s the catch: it doesn’t care about your problems. From the perspective of the time traveler, it sees the full scope of history, filled with uncountable deaths and tragedies. From your perspective, the release of Rak Tulkhesh is a horrible tragedy that could be stopped and hundreds of thousands of people could be saved. From the time traveler’s perspective, the rise of Rak Tulkhesh and those tragic deaths are just one page in the book of all history, one filled with countless tragedies and countless deaths; what the time traveler knows is that HISTORY GOES ON, and that in three thousand years these events will only be a memory. The time traveler’s job isn’t to defeat Bel Shalor for Tira Miron; it’s to challenge Tira Miron to realize that she has the power to do it herself. Or they might even just be here to watch! The release of Rak Tulkhesh in 998 YK is a fascinating moment in history and they’re just here to watch it unfold.

The short answer I’d give is that when dealing with a time traveling sphinx, decide EXACTLY WHY IT’S HERE. If it’s a divine sphinx it may have what it believes to be a divine mission. If it’s an arcane sphinx, it may be a tourist here to observe history or it might be playing a game, seeing if it can engineer a very specific outcome. Whatever the goal, nothing else matters to it. Everyone around it is simultaneously already dead and haven’t yet been born. You may want it to solve your problems, but your problems are no more important to it than the problems of every single other tragic person in history, and if it’s not helping them it won’t help you. It’s not here to beat Rak Tulkhesh for you—it’s here to give you the clue or the challenge, and then see if you do succeed… or take notes on exactly how things play out when you fail and then go home to the dawn of time, where that failure is just an entertaining anecdote.

Of course, there’s a third even zanier option to consider, following the model of The Magicians: How do you know that sphinxes HAVEN’T been resetting the timeline? Is it in fact possible that Flamewind is in Sharn to engineer a very specific outcome—and if it somehow fails, she will take the entire city back in time and replay the entire scenario until you dummies get it right? It could be that the adventurers somehow realize that Flamewind has prevented Rak Tulkhesh from being released thirty times already—but again, she can’t solve the problem, she can only pull everyone back a year and hope that this time you’ll figure it out. Or, on a smaller scale, you could have a Groundhog Adventure where each day ends with a second Mourning and the adventurers starting over again… Once again, Flamewind is reseting Sharn each time they fail, but she can’t actually solve the problem for them, because it’s their history. But again, it’s easy enough to say that this is the single reason she’s in Sharn… and once you to get it right, she’ll return to her own time for good.

Essentially, yes, unlimited time travel would cause all sorts of problems. So limit it. Limit what they can do (no lair, no travel; no violating the laws of the Prophecy; etc) and limit what they are willing to do. Your horrific apocalypse is just one page in a very big history book, and for the time tourist it’s a cool event to observe happen, not something they need to fix.

Looking the time travelers from the past, How do they handle and reconcile the fall of their civilization? They can go back to their home at the dawn of time, but eventually that time runs out on their civilization?

Certainly. It’s something we see in various versions of Atlantis. Imagine that they know that their civilization will end in one year. The overlords are going to rise and that is absolutely, 100% inevitable: Krypton WILL explode. They don’t have the resources to project their entire civilization beyond the Age of Demons; they can only support, say, one hundred time travelers. And it may even be that they can only support them for a certain amount of time, that they will eventually be pulled back to the doomed dawn. So those one hundred time travelers are essentially stretching that final year out for as long as possible by dwelling in other times — seeing as much as they can of a future their people will never know, cataloguing the wonders of eternity and doing what they can to be a part of legend—to create stories that WILL be remembered—before they are gone.

On the other hand, if you want a more activist story, consider this: what if the reason the sphinxes are tweaking history and shaping stories is because they are creating a point in the distant future that they CAN move their civilization to? Essentially, it’s an even longer game than the Lords of Dust. Each shift—each hero tested—is shifting the number of a combination lock. At some point they will create the future they are looking for, five thousand years from now, when Sphinx Atlantis can leap forward in time and be saved. So they could, essentially, be from both the past AND the future.

If you had to place “Sphinxlantis”—the theoretical Sphinx lost civilization—anywhere in Your Eberron, where do you think it would be and why? What would it be like?

The answer is simple: It was in a place that no longer exists. This comes back to the idea that it simply isn’t possible for the sphinxes to somehow save it. The overlords ripped their way out of Khyber and they can shape reality with their power. It’s not just a matter of splitting previous continents, though I think that definitely happened. Consider the overlord Ran Iishiv, the Unmaker. It seeks to tear down reality itself, and in the Age of Demons it was free to express that desire; in my opinion, large chunks of whatever existed before were completely annihilated by Ran Iishiv, and that’s just ONE of the overlords. This comes back to the observation that there are no traces of a sphinx civilization… in my opinion, it’s one of the pieces of the world that Ran Iishiv unmade while earning that title. There may be TRACES of Sphinxlantis that have somehow survived, but I think they would be more likely to be artifacts than structures.

A second key point is that in my opinion, Sphinxlantis was just one of the civilizations that existed in the past. So what other creatures were around? For starters, dragons and titans. Dragons are said to have emerged from the blood of Siberys falling upon Eberron; they were there at the start. You could use this to play with some of the “First World” ideas, if you want. However, in my opinion “modern” dragon civilization has absolutely nothing in common with the Sphinxlantis-era dragons—whatever civilization existed at the dawn of time were completely annihilated by the Age of Demons. Rak Tulkhesh and Tol Kharash set existing civilizations against one another in brutal wars, while Eldrantulku and Bel Shalor tore them apart from within. The Wild Heart and the Heart of Winter devastated civilizations with the horrifying potential of nature, while Ran Iishiv simply annihilated them. And dragons themselves would be subsumed by the Daughter of Khyber. Again, these are just a few of the overlords and they dominated the world for millions of years… it’s no surprise that little remains. With that said… who else could have existed? Frankly, anyone. Dragons and titans are sure things. But given the role of the Ghaash’kala, it’s quite possible that orcs existed at the dawn of time and survived through the Age of Demons. I’ve joked about the people of the Five Nations attributing Dhakaani ruins to some lost human civilization… but if it suits the story you want to tell, you could say that there was a human civilization in Sphinxlantis, something far more advanced than the present day. A truly odd idea is that the sphinxes were products of a primordial human civilization. Rather than saying that in the past you had sphinx families sitting around a table together at Sphinxsgiving, it could be that the sphinxes were created by the people of Sphinxlantis AS time travelers—that the reason their eldritch machines can’t be used by others is because the sphinxes themselves essentially ARE eldritch machines. You can explore this idea whether or not you use humans as their creators.

Another thing I’d consider: If the myths are accurate, Sphinxlantis predates both the Sovereign Host and the Silver Flame. Earlier I suggest that the divine spellcasting sphinxes may engage more directly with the Progenitors. This ties to something I suggested in my Siberspace campaign—that LILENDS are children of Siberys. There’s some broad similarities between lilends and sphinxes, both blending humanoid and animal features. It could be that the shape of the sphinx is a reflection of a connection to Siberys (though they ARE mortal, not celestial)… or it could be that the people of Sphinxlantis created the sphinxes in partial emulation of lilends and other celestials. In any case, because Sphinxlantis predates the Silver Flame, they would have had more interaction with individual native celestials—couatls, lilends, and more.

Why Does This Matter?

A key question in deciding why this matters depends on the motivation of the sphinxes. Do the sphinxes have a mission? Are they paving the way for a new Sphinxlantis to be born in the distant future? Are they playing a cosmic chonological game with one another? Is there actually a secret war being waged between the divine spellcasting sphinxes and the arcane spellcasting sphinxes? Or are they ultimately just tourists, stretching out the final days of their civilization by living out their lives in other times and watching the world that takes their place?

Aside from the sphinxes themselves, one reason this matters is because it is an excellent source of artifacts. Part of the whole point of time traveling sphinxes is that they are more advanced than any modern civilization, including Argonnessen. The certainly had a closer relationship with the native celestials, and may have had a closer relationship with the Progenitors themselves. And any object that has survived from the dawn of time would HAVE to be powerful and virtually indestructible. So this is an excellent origin point for artifacts that are incredibly powerful but have no connection to any known civilization—artifacts that could do ANYTHING.

Typing this, another thought occurs to me. I’ve said that the sphinxes could have had a different relationship with the Progenitors. That could include Khyber. If I wanted to explore a story that deals with the Progenitors as actual, concrete entities I might consider the idea that Sphinx civilization is older than the world itself—that rather than being created BY the Progenitors, the sphinxes could have come to this reality WITH the Progenitors. In this concept, they aren’t celestials because they’re older than the celestials. Though again, this is as a civilization—any individual sphinx is mortal, so it’s not like Flamewind is older that Eberron, but her people were. This could be one reason that they aren’t fighting the destruction of Sphinxlantis… because some among them honor Khyber and believe that Khyber deserved an opportunity to express their vision on reality, at least for a time.

Again, it’s important to me to say that we don’t know if the Progenitors were real or if the creation myth is just a metaphor. But part of the point is that if it is a metaphor, it may be a metaphor in which the reality we know was created not by cosmic dragons but by three immensely powerful mortal individuals—potentially, members of the same civilization as the Sphinxes. I say this in the same way I suggest multiple possible causes for the Mourning: because the answer depends on the story you want to tell. If sphinxes are survivors of the first civilization, THEY may know the true nature of the Progenitors… and may have been their servants, creations, or peers.

GENERAL QUESTIONS

What about Zenobaal?

Dragons of Eberron presents the idea of Zenobaal, a rogue dragon who refers to itself as “The Prophecy Incarnate”. One aspect of Zenobaal is that he has an alliance with a gynosphinx named Maris-Kossja, and that they have a brood of half-dragon gynosphinx offspring. How does that fit with this idea?

There’s a few factors: first and foremost, this article is based on the fifth edition interpretation of sphinxes, which positions them as being more rare and unique — as opposed to the default 3.5 approach, by which sphinxes are just part of the world. This article notably doesn’t address hieracosphinxes, for example. The second point is that I didn’t create Maris-Kossja or Zenobaal, and this article is based on how *I* use sphinxes — which is more reflected by Flamewind. With that said, I have no issues with Zenobaal, and I think it can work in this interpretation. The simplest approach is to use the time travel idea, because under that concept sphinxes ARE mortal and could have offspring; Maris-Kossja has come from the past or future, is fascinated with Zenobaal, and has chosen to produce offspring with him… creating that rare time when you could encounter multiple sphinxes. That’s pretty straightforward. The more exotic option is to go with the Prophetic Sphinx and say that this is evidence of Zenobaal’s deep ties to the Prophecy. Zenobaal is so bound to the Prophecy that it has literally manifested a mate for him—and that his half-dragon offspring are flesh-and-blood manifestations of the Prophecy.

In general, however, this article is based on the 5E interpretation of sphinxes and will not necessarily apply to all 3.5 uses of sphinxes. You’ll have to decide how to address other contradictions. If you go with time travel sphinxes, and interesting option is to say that criosphinxes and hieracosphinxes are MODERN sphinxes — that they are either the primitive ancestors of or devolved descendants of the time traveling sphinxes.

The Inscrutable trait prevents anyone from reading the thoughts of a sphinx. Can a sphinx choose to lower this defense and allow an adventurer to detect its thoughts?

With questions like this, my first response is what’s going to make a more interesting story? As I say above, to me the inscrutability and the mystery of the sphinx are part of what make encounters with them so compelling. Consider the exchange between Daine and Flamewind at the start of this article: which answer will you believe? I like the fact that even if a sphinx wants to help a group of adventurers, it HAS to remain cryptic and enigmatic; they will never be able to know for certain whether it’s telling the truth and what it might be hiding from them. The concrete reasons for this would vary based on the story of the sphinx. If sphinxes are manifestations of the Prophecy, it’s reasonable to think that their thoughts are so complex and immense that no mortal mind can grasp them. If they are time travelers, it could be that their perspective is simply too alien to be understood, or it could be that anyone peering into their minds is caught up in a labyrinth of possible pasts and futures. It could be interesting to run an adventure in the mind of a sphinx, with the adventurers trying to find their way out. By the 5E rules as written, a sphinx CAN allow other forms of divination to affect it—so it can allow you to scry or locate it, if it chooses—but it is simply impossible to discern the thoughts or emotions of a sphinx, and I’d continue that.

The latest news from WotC suggests that Sphinxes will be Celestials…

Any sort of new edition will always shake things up, and the lore will have to adjust to it. Consider that this article presents three different interpretations of sphinxes, and that Professor Ennis’s argument against the Prophecy sphinx is that they ought to be celestials. So the whole point is that IN EBERRON ITSELF, next year you can expect to see the a Korranberg scholar publish a paper rebutting Ennis’s work by saying The latest research suggests that sphinxes ARE celestials. The Prophecy Sphinx SHOULD be celestial, just as the Fey Sphinx should be fey; it’s the time traveling sphinxes that make the most sense as monstrosities. So all of the ideas here remain valid; it’s up to a DM to decide if they want to pick the one that makes the most sense with the current mechanics, or if they want to actually keep ALL of them and just say that “sphinx” is being used as a name for three completely different forms of creature because it’s hard for a casual observer to tell the difference. Just like how in The Queen of Stone, Thorn deals with a creature she calls a maniticore, but it’s definitely not the standard monstrosity manticore from the Monster Manual…

Thanks for taking this journey into the past with me, and thanks to my Patreon supporters for making these articles possible! The artwork that accompanies this article is an image of the medusa Essra, by the artist Matthew Johnson. Essra is one of the characters in the new Eberron campaign I’m running for my patrons, the first episode of which happens this weekend. If you want to watch the games I’ve run or play in a session yourself, check out my Patreon!

IFAQ: Troll Origins

The Chib is a chill troll in Graywall. Art by Matthew Johnson.

As time permits, I like to answer interesting questions posed by my Patreon supporters. Questions like…

What do you see as the origin of trolls in Eberron? They are so different from other giants, they almost seem like aberrations to me – maybe some Daelkyr or other experimented with ogres?

In my Eberron, there has never been a nation of trolls; they have always been found in wild places on the edges of civilization, but never amassed in great numbers or forged a kingdom. A common folk belief is that they are the children of hags; whether or not they are directly related, trolls are often found in the vicinity of story hags. The dominant theory among Korranberg scholars is that trolls began as native fey—that the first trolls were the literal embodiment of the monster under the bridge and the predator in the shadows. This explains both their remarkable healing ability and the fact that in spite of this incredible gift, they haven’t spread to dominate the region or the world. They aren’t entirely real and don’t follow the same basic logic as natural creatures. Their fertility rate fluctuates so that there’s always just enough of them to maintain their role in the story. This also supports a difference between trolls and ogres. Both are large and powerful, but ogres are more human in their behavior and aspirations. Much like the supporting cast of Thelanis, trolls are often patient and content to play out their role in a tale; the point being that a troll might be content to sit beneath a bridge for a century, while an ogre would get bored after a day or two. The fly in the ointment is that trolls aren’t fey. The Korranberg assertion is that trolls began as native fey but that those who left Thelanian manifest zones slowly became more real, as has been seen to occur with eladrin. With this in mind, trolls encountered in Thelanian manifest zones—or in Thelanis itself—may be fey instead of giants.

The region of the Barrens that is now the domain of the Prince of Bones was never a nation in the same way as the Cazhaak Draal or the Venomous Demesne. It’s a region of ruins, haunted and dominated by trolls, lesser hags, and roaming monstrosities. The Prince of Bones is the largest and oldest troll—a legend who blends elements of traditional troll and annis hag. With the guidance of the Daughters of Sora Kell, the Prince of Bones is working to change the story of his domain, and towns are rising among the ruins. But the ruins remain, and there are still monsters that prefer lurking in the shadows to living in the light; it’s still one of the wildest and deadliest regions of Droaam.

So throughout the history of Khorvaire, trolls have played the role of monster, rarely seen in large numbers and rarely organized. This has changed with the rise of the Droaam and the appearance of war trolls. These are the backbone of Maenya’s Fist: an army of disciplined troll soldiers, well equipped and skilled in the use of weapons. There’s no precedent for such a force in history, and no one knows exactly how Sora Maenya assembled this army or how long it took. One theory is that Sora Maenya has a massive fortress deep in the roots of the Byeshk Mountains, where she has been building her army for centuries; according this theory, most of the war trolls are her children or her descendants. Others assert that Sora Maenya essentially worked epic magic to craft a story… that in the same way the first trolls may have embodied the idea of the monster beneath the bridge, that Sora Maenya wove a tale of the Legion of Monsters. So even more so than the domain of the Prince of Bones, if there is a true city of trolls to be found, it is Maenya’s Keep below the Byeshk.

While the idea that the first trolls were native fey is the most popular academic theory, there is a second idea proposed by scholars at Morgrave University. They believe that goblins, bugbears, and hobgoblins are magebred species—that some ancient civilization bioengineered the Dar subspecies to fill specific roles in society. This theory suggests that trolls were products of these same magebreeders—but that they proved wild and uncontrollable, and weren’t integrated into dar civilization. The question remains who these magebreeders were. Most proponents of this idea suggest that dragons were responsible, as it’s known that there was a Draconic civilization on Khorvaire that completely collapsed and disappeared. Others believe that it was a humanoid species—the protodar—who were either exterminated by their creations or who potentially destroyed themselves through civil war, leaving their dar soldiers behind. A final theory combines both of the above, suggesting that the trolls were engineered by the creators of the dar, but that they were then influenced by Thelanis, which is what made them uncontrollable.

Whether their roots are as fey or as living weapons, trolls are long lived and durable, but have a very low rate of reproduction; they have never been as populous as ogres, let alone the dar. Their role in Droaam—both with the war trolls of Maenya’s Fist and the domain of the Prince of Bones—represents a new shift in the role of trolls within Khorvaire.

Thanks to my Patreon supporters for their support! If you have your own questions, you can ask them on Patreon.

IFAQ: Goliaths in Eberron

The Chib is a troll from my upcoming Droaam campaign, but he IS a big guy. Art by Matthew Johnson.

When time allows, I like to answer interesting questions posed by my Patreon supporters. Questions like…

Now that Goliaths are coming to the PHB with their different forms based on their giant ancestry, do you have any thoughts on how they could be included more commonly than the few paragraphs afforded in Chronicles?

Good question. When the Fourth Edition of D&D added Dragonborn and Eladrin to the Player’s Handbook, we found ways to give each of those species roles in the setting that could easily support player characters—while at the same time, not making dramatic changes that would feel jarring to people in long-term Eberron campaigns, such as saying the people of Thrane are all dragonborn. With this in mind we placed a Dragonborn culture in Q’barra, with the idea that the human colonists hadn’t fully differentiated between the Trothlorsvek dragonborn and the Lizardfolk Cold Sun Federation—we’d always said there’d been reptilian humanoids in Q’barra, it just turns out there was a greater variety than people knew about.

In previous sources I’d suggested that Goliath mechanics could be used the represent the Eneko of Sarlona, an offshoot ogre species largely found in the Syrkarn region. This idea—reskinning Goliaths as an existing species—is still an option. Goliaths with fire giant ancestry could be used as Eneko. Goliaths with hill giant ancestry could be reskinned as ogres from Droaam. Cloud giant goliaths could be recast as Oni. That could work. But with them as a core species in the new PHB, it feels weak to me; it’s valid for people to want a place for Goliaths, something more than just “They’re actually ogres.”

Thinking it over, I’ve come up with not one, not two, but FOUR possible options that could work—each with a very different footprint within the setting and a very different set of roles for player characters. The question is how big a role you want goliaths to play and whether you want them to have a dramatic, active story or if you just want a safe space where they can come from. So, here’s a few ideas to consider.

HOUSE VADALIS: PROJECT GOLIATH

During the final decade of the Last War, the Feral Heart of House Vadalis set up a secret facility in Xen’drik. Far from the eyes of the Five Nations, dragonmarked magebreeders used the abhorrent techniques of the Seryan line to imbue human test subjects with the essence of dead giants. These experiments were agonizing and deadly. The test subjects were criminals, deserters, and others smuggled from Khorvaire. Dozens were slain in the initial trials, but over time the research bore fruit, creating few dozen people each carrying a fraction of a giant’s might. It was then that Project Goliath came under attack. The survivors don’t know who was responsible. Was it Sulatar Drow? The Battalion of the Basalt Towers? The Guardians of Rusheme? Whoever was responsible, the disruption allowed the goliaths to break free from their captivity, destroy the facility from within, and escape.

This idea is what I call a small batch approach. The point would be that there’s only around 24 goliaths in the world, and that if you’re a goliath, you know all the others; you were all tormented in that secret Vadalis facility, and all escaped together. You don’t have a large footprint in the world and most people who meet you will have no idea what you are or what you can do. A few key elements of the story…

  • Project Goliath was a rogue operation run by the Feral Heart. So House Vadalis as a whole isn’t hunting you down. But member of the Feral Heart may have survived the destruction of the facility. Will you investigate and try to track down any survivors? Or wait and see if they rebuild and come after you?
  • How did the Feral Heart capture you? Did they kidnap you directly? Or were you betrayed by someone else? Were you a soldier whose corrupt commander claimed you were a casualty of war before shipping you to Vadalis? A criminal betrayed by your employer? The key point being, are you just happy to be alive, or are you looking for some payback?
  • What’s your relationship with the other goliaths? Are you allies trying to help one another and fighting against common enemies? Or… are some of the other goliaths terrible people the world was better off without? Do you feel an obligation to track down these other goliaths before they can wreak havoc in the Five Nations?
  • What’s your relationship with the giant who’s essence you carry? Are they fully dead and gone? Are you haunted by their spirit? Or do you perhaps have flashes of their memories, glimpses of artifacts and secrets in Xen’drik that could change the world? And if so, are the other goliaths allies who could work with you to uncover these secrets—or do you need to make sure that no one finds the artifacts you see in your giant-touched dreams?

The point of Project Goliath is that it is a clear and easy path for goliath ADVENTURERS, but it doesn’t actually create a goliath CULTURE. Instead it ties the goliaths directly to the giants of Xen’drik, with that idea that adventurers (and possibly, villainous rivals) going follow dreams and memories to uncover deadly secrets in Xen’drik.

LORGHALEN: ELEMENTAL GOLIATHS

Chronicles of Eberron explores the island of Lorghalen, one of the southern isles of the Lhazaar Principality. The island of Lorghalen and the waters around it are a nexus for powerful elemental energies. As depicted in Chronicles, Lorghalen is home to a gnome culture; but the gnomes are depicted as working closely with native elementals. But a generation after the gnomes settled on Lorghalen, the first goliaths appeared—born fully formed in Lorghalen groves, but with the minds of children. The Lorghalen sages believe that it’s the elemental forces of Lorghalen instinctively responding to the presence of the humanoid settlers—creating these giants to work with the tiny newcomers and to protect them. As such goliaths have always been celebrated in Lorghalen; a newborn Goliath is adopted into a gnome family as a “big brother.”

Lorghalen goliaths feel a deep connection to the natural world. The older they grow the stronger this becomes, and as they grow older they begin to grow in size and elemental power. These Elders have the statistics of giants, but have the Elemental creature type rather than Giant. They are tied to the elemental energies of Lorghalen and rarely leave the island; they dwell in its strongest manifest zones, mediating on the flow of energies and advising Lorghalen stonespeakers.

Lorghalen goliaths are a half-step further than Project Goliath. They have a small footprint in the world and their culture is intertwined with the Lorghalen gnomes. Part of what’s interesting about the Lorghalen goliaths is to play up their elemental connection—they aren’t tied to giants, they’re tied to EBERRON and to the forces of nature. The idea that they are essentially immortal—seeds that will grow into giant elders—can also be a fun thing to explore. As a goliath adventurer, this is your time to see the world before you settled down and become an elder bound to a place of power. You might be a seed cast on the wind looking for a new elemental stronghold out in the world—you could be very interested in meeting druids or other primal cultures. However, this idea of an elemental culture closely tied to gnomes may not be what people want from goliaths. So…

LHAZAAR: THE STONEHEART PRINCIPALITY

Long before humanity came to Khorvaire, a massive airship crashed on the eastern coastline. The ship was built by giants—a unique vessel designed to explore the world beyond the land of Xen’drik. The ship fell because it entered a powerful Lamannian manifest zone, releasing bound elementals and causing the ship to plummet into what is now known as the Forsaken Forest. The wood possesses the Primordial Matter trait of Lamannia, and its vegetation is strong and vibrant—and refuses to be conquered by civilization. The survivors of the crash built a settlement in the woods, but despite their valiant struggles the forces of nature overcame the giant pioneers. Ruins are scattered around the ancient ship, overgrown and worn down. Planar scholars might note the resemblance to the layer called Titan’s Folly in Lamannia—another place where giants fought the power of Lamannia and lost. But this expedition left a lasting mark on the region: Goliaths. When Lhazaar landed in the region that bears her name, she found being already dwelling on the mainland—orc, dwarves, and the mighty goliaths that lived on the edge of the Forsaken Forest. Lhazaar and her peers were ruthless and determined to carve out a home in this new land, and in the days ahead they would slaughter and oppress goblins and other denizens of Khorvaire. But the Goliaths of Skairn were too strong and too well entrenched to be easily conquered. The newcomers established treaties with the giantfolk, establishing what is now known as the Stoneheart Principality. The Stoneheart capital of Skairn plays an important role in the Principalities. The goliaths have little interest in seafaring and take to the water only to fish; but the Lamannian-touched lumber they harvest from the Forsaken Forest is some of the finest available in the region, and traders come from across the Principalities to purchase lumber for their shipwrights. The Stoneheart don’t have a fleet on the water, and Skairn remains neutral in the feuds of the Sea Princes; it is a friendly port for all.

The Stoneheart Goliaths are proud of their ancient ties to the land. They believe they are descended from the ancient giants that fell in the forest, and that they have ties to the region older even than those of the dwarves. Mechanically, there is one important element. Goliaths are born with the Powerful Build trait—they are large and powerful. But upon reaching adolescence, they make a pilgrimage into the Forsaken Forest, traveling to the ancient shipwreck and touching an artifact within it: a massive stone charged with mystical energy, which they call The Stone Heart. Touching the stone sends a surge of mystical energy through the young goliath, triggering their Giant Ancestry trait (and providing access to Large Form, though not all goliaths manifest this power). one aspect of this is that the Giant Ancestry trait isn’t directly hereditary; the child of two goliaths with fire giant ancestry could manifest Stone’s Endurance or Storm’s Thunder. There are also goliaths in other principalities—notably, the Cloudreavers—who don’t possess Giant Ancestry, as they have never been to the Stone Heart to activate this latent power.

The Stoneheart Principality is prosperous, buoyed by the lumber trade and the strength of its people. Stoneheart goliaths have never sent a fleet onto the water, but they have often served as mercenaries for other princes. A small number of elite Stoneheart mercenaries sell their services through House Deneith, and the princes of Karrnath have traditionally had a goliath bodyguard. As such, while goliaths are rarely seen in the Five Nations, they are recognized and renowned for their strength, endurance, and commitment to a task. During the Last War, Deneith brokered the services of an elite company of goliaths known as the Stone Hammer. Throughout most of the war they served Karrnath; but toward the end of the war Cyre lured them away. Because of this, most members of the Stone Hammer died in the Mourning. Many of the survivors have chosen to remain with communities of Cyran refugees, holding to their last contract to protect Cyre. The former captain of the Stone Hammer, Skuldaran, now protects Prince Oargev in New Cyre.

The point of the Stoneheart Principality is to give the goliaths of Khorvaire a unique culture, role in history, and tie to the giants of Xen’drik without having such an overwhelming presence that it feels strange not to have encountered them before. People across the Five Nations have heard of goliaths due to royal bodyguards and the tone Hammer, but they are still quite rare outside the Lhazaar Principalities. Within the Principalities they have an important role, but they are a mainland force that has no strong ties to piracy. They were there before Lhazaar, and they are the people of wood and the stones of the coast. They have no interest in sailing on the water, but it is their lumber that makes it possible. And this is also a way to add flavor to the canonically undeveloped port of Skairn and the Forsaken Forest. What is the Stone Heart, and what other secrets could be hidden in the ancient ruins around it?

THE GOLATHARI: THE TITAN’S BLADE

In the last days of Xen’drik, the immortal titan Golath foresaw the plans of the dragons and led a small force into a Khyber demiplane. Golath was a target of interest, and he sealed the gate to the plane behind him so that the dragons would find no trace of him and believe him dead. Golath and his kin conquered the native denizens of the demiplane, and over the course of tens of thousands of years they built a mighty empire. Now they have returned… and they want vengeance.

The idea of the Golathari is to take many of the traditional tropes of the Githyanki and recast them onto Goliaths. They are a brutal, powerful extraplanar raider culture ruled by a godlike immortal tyrant. Goliaths are descended from the giants who accompanied the titan Golath and the humanoid natives of the demiplane; over the course of tens of thousands of years they have become a unique species. Unlike what I’ve suggested for the goliaths of the Stoneheart Principality, the Giant Ancestry of the Golathari goliaths would be hereditary, and furthermore, this is where I’d use the Ordning.The giants of ancient Xen’drik didn’t have this tradition, but it is something established by Golath and maintain among his goliaths as well as the actual giants of his demiplane; goliaths with hill giant ancestry are expected to show respect to those further up the Ordning.

The idea of the Golathari is that they are a brutal martial culture that has held onto and built upon some of the mystical traditions of Xen’drik, as well as working with unique materials and energies found in their demiplane. For millennia, Golath has been plotting a way to take revenge against Argonnessen, and he is finally putting that plan into action. He has found a way to open portals from his demiplane into Eberron, but it is currently impossible for anyone to enter the demiplane against his wishes. He has developed weapons uniquely suited to fighting dragons. Dragonbane weapons are an easy option, but this could also be the source of Orbs of Dragonkind. I could also imagine him having developed artifacts that can temporarily strip a dragon of its inherent arcane abilities. If you wanted to borrow a further twist from the traditional Githyanki story, Golath could have forged a dangerous alliance with the Daughter of Khyber—who is content for Golath to slay and enslave dragons and break the current civilization of Argonnessen knowing that when she herself is freed her children will destroy the last titan. But for now Golath’s weapons—like Orbs of Dragonkind—could be empowered by the overlord, and he could Spawn of Tiamat fighting alongside his goliaths.

If I used this story, I would make the Golathari Incursion something that’s unfolding RIGHT NOW. Across the world, Golathari raiders are striking Chamber operations and assassinating rogue dragons. They may be gathering parts for a devastating weapon that could strip the arcane power of all the dragons of Argonnessen. The Golathari goliaths believe in their righteous cause and are utterly devoted to their immortal tyrant; again, this is a space where you could borrow the relationship between the Githyanki and Vlaakith in other settings. And with that in mind, that’s a key element for Golathari goliath adventurers: are you a loyal servant of the Titan King on an important mission requiring you to work with these tiny denizens of this backwater world? Or are you a rebel and a renegade, someone who knows that Golath consumes the essence of those goliaths who become too powerful, and who sees him for the tyrant he is?

EVERYDAY GOLIATHS

The four ideas presented above are all designed to give goliaths a STORY within the world—whether it’s a very recent story like Project Goliath, or if they’ve been around for a while, like the Stoneheart Principality. However, you don’t HAVE to give goliaths a deep story. And even if you DO use the Stoneheart Principality, you can make a goliath who’s just descended from a family of goliaths that immigrated to Karrnath centuries ago and think of themselves as Karrns. Just as Brelish dwarves and elves are BRELISH rather than having ties to the Mror or Aereni cultures, if you just want to play a goliath from Sharn who works for the Boromars and doesn’t CARE where he came from, that’s fine. Likewise, I said above that I wouldn’t turn the entire population of Thrane into dragonborn… but I have no problem with the idea that there may be dragonborn living in Thrane. Someone raised the idea that it would be cool to have a community of wyvernborn living in Thrane, and I love that; I just wouldn’t completely change the established culture and history of Thrane in adding them. But as long as player and DM are on the same page, you don’t have to use a story that’s as exotic as any of these options to add a new ancestry to your campaign.

IN CONCLUSION…

While these ideas aren’t mutually exclusive, I personally would choose one of them for my campaign. Project Goliath is the least intrusive, as only a handful exist. The Lorghalen goliaths have a very small footprint; they have a place to call home, but haven’t made much impact. The Stoneheart Principality is a way to give goliaths a clear and unique culture while still interweaving them with the existing story of the Lhazaar Principalities. And the Golathari are both an active and entirely new threat, rising up from Khyber with an aggressive agenda. And if they CAN actually strip Argonnessen of its power, what will that do to the balance of power in the world? Who will stand against the Lords of Dust?

Feel free to discuss these ideas in the comments, but I am unlikely to have time to answer questions here. If you do want to ask me questions — like the one that inspired this article! — check out my Patreon.

Dragonmarks: Sora Teraza and the Demon Wastes

When time permits, I like to answer interesting questions posed by my Patreon supporters. Questions like this…

Did/does Sora Teraza have a carrion tribe dedicated to her?

When the Daughters of Sora Kell revealed themselves as the rulers of the newfound nation of Droaam, the people of western Khorvaire were shocked and terrified. The Daughters of Sora Kell were figures from folk tales, from the stories parents used to frighten troublesome children or inspire young heroes. Everyone knew stories of the ravenous, unstoppable Sora Maenya; the cunning Sora Katra; and the… wait? There’s three of them? Who’s the third one? Sora Teraza was largely only known to scholars who studied the Demon Wastes. Confirmed accounts of her came from records recovered from Greenholt and Kymar’s Folly, and there were apocryphal accounts from other explorers and would-be pioneers—a mysterious blind woman, oddly at ease in the deadly surroundings, who greeted the protagonists of the story by name. Sometimes she predicted doom—When the sun rises in seven days, there will be no one living in Newholt. In other tales, she presents travelers with difficult choices—Fortune favors you, ir’Dayne. If you hold to your course, you will find the orb you seek in the ruins of the shattered tower. But you should know: your daughter is dying. A subtle Khyberian infection festering in her blood. None have noticed the signs, and unless it is treated with Aram’s crown she will be dead in three days. Turn back this moment, and you will reach the Sivis station in time to send a message. But if you turn back now… you will never see this tower again. But there are only a few of these stories, buried in library vaults or ir’Dayne’s personal journals. So one might wonder… how is it that Teraza stands proudly alongside her sisters? The answer is that she is just as legendary as they are. She is featured in just as many stories as Sora Maenya. She has been spoken of in whispers for centuries… but not in the Five Nations. Sora Teraza is a legend, but she’s a legend in the Demon Wastes… a tale of the Carrion Tribes.

Who are the Carrion Tribes?

The Carrion Tribes are the primary denizens of the Demon Wastes. The people of the Five Nations know little about them, and the common vision of the Carrion echoes this description from the Eberron Campaign Setting:

Descended from Sarlonan refugees stranded in the Wastes more than a millennium and a half ago, the Carrion Tribes consist of vicious humans who worship the malevolent spirits that haunt the Wastes. Over the centuries a handful of different tribes have emerged, each following a different fiendish overlord. No matter which fiend they pledge allegiance to, the Carrions are bloodthirsty nomads known to slaughter any strangers they come across—including members of other Carrion Tribes.

Reading this, people might wonder: Why would anyone choose to live in the Demon Wastes? Why would anyone willingly choose to revere a fiend? Don’t they know the overlords are evil? In my opinion, that ECS quote reflects the common vision of the tribes—but the truth is more complex. The Demon Wastes is a glimpse of what the world was like during the Age of Demons. It is a place where multiple overlords touch the world, more strongly than anywhere else. And what most delights the overlords? Tormenting mortals. Rak Tulkhesh yearns for mortal bloodshed. Ashurak delights in slow suffering and disease. Katashka wants the living to fear the dead. Over the course of history, there have been Carrion Tribes of many species. The first Ghaash’kala fought corrupted orcs and gnolls in the Wastes. There have been dwarves, shifters, goblins, and even halfling tribes over the course of millennia. How do they get there? The obvious way is shipwrecks. The influence of the Wastes extends into the waters off the coast, and vessels that travel too close can be caught in unnatural currents or storms. The largest single migration in recent history is the event called out in the ECS—a wave of refugee ships from Ohr Kaluun fleeing the Sundering, pursued by war galleys from Nulakhesh—all of which were dashed against the reefs and rocks of the Wastes. This brought thousands of humans to the Wastes, but it wasn’t the only time this happened. When Lhazaar settled on eastern Khorvaire, there were explorers who came to the other side, only to be lost in the Wastes. And throughout the history of Galifar there have been merchants and soldiers blown off course, and explorers and treasure hunters reaching too close to the fire. Because an effect of this is that the coastline of the Wastes is studded with shipwrecks. Treasures from Ohr Kaluun were carried away from the Sundering only to be lost in the sea. Merchant vessels with rich cargoes have fallen beyond the Wastes. There’s wonders to be found—but most of those who have sought these wonders have fallen prey to the dangers of the Wastes themselves.

Shipwrecks are one way to reach the Wastes, but not the only way. Most demiplanes breach the world in more than one location. Throughout the course of history, mortals have been lured into demiplanes and ended up in the Demon Wastes. Sometimes this is random chance, the fate of unlucky explorers. But there have been a number of larger migrations organized by the Lords of Dust, either tricking people into joining large expeditions or in some cases forcing them through. The overlords love their toys, and when the population falls too low, something has to be done.

The point is that the Carrion Tribes aren’t an ancient civilization and they aren’t a unified culture. They are victims struggling to survive in an extremely hostile environment. They rise and fall. The tribes named in canon lore are current Carrion Tribes. The Moon Reavers are one of the oldest surviving tribes, but the current incarnation of the Plaguebearers have been around for less than a century; Ashurak has had a number of vassal tribes throughout history, but all have eventually been destroyed. Even the term Carrion Tribe isn’t a name the tribes themselves use; it’s a term coined by the Ghaash’kala, reflecting the fact that in their view of things, the corrupted tribesfolk are already dead and it’s a mercy to kill them; they are walking carrion. Since most knowledge of the Demon Wastes has come from interaction with the Ghaash’kala, scholars have adopted the term. But the Moon Reavers feel no kinship with the Plaguebearers; they are bitter and deadly rivals.

This explains how the ancestors of the Carrion Tribes found themselves in the Demon Wastes. But why do the tribes revere fiends? It’s important to understand that the Demon Wastes are a deeply unnatural environment. The common image of the Wastes is “A plain of blackened sand and volcanic glassRivers of lava, bubbling pits of noxious stew, and barren wasteland.” And that is the common and most pleasant form of the Wastes. But that’s just a foundation upon which countless horrors are laid. Part of this is that the Wastes are full of fiends. Some of these are fully sentient, free-roaming fiends that have stat blocks in the Monster Manual. But others are minor entities who have no independent physical form, and instead inhabit aspects of the land. There are fiend that manifests as a swarm of stinging insects, a fiend that inhabits plants and possesses anyone who eats them, a fiend that dwells in pools of water and tears anyone who drinks the water apart from within. Where Katashka has influence, fiends will possess the corpse of any creature that dies. It’s not just that the Wastes are alien and extremely dangerous, it’s that they are fundamentally evil. This is a land that wants to see you suffer. But this isn’t purely random. Entrances to demiplanes are scattered around the Demon Wastes. Many of these are heart demiplanes of overlords. In the Age of Demons, each overlord dominated a particular region of the world, and the largest entrances of their heart planes are found in those regions. But many have back doors in the Demon Wastes, and these in turn project a smaller radius of influence within the Wastes. The overlords are bound and can’t emerge into the Wastes, but their influence still shapes a region, and the lesser fiends reflect their overlord. Thus, within Katashka’s sphere of influence undead are plentiful and corpses will rise. The Wild Heart’s domain is filled with vicious gnolls and supernatural beasts. The hamlet of Festering Holt is within the domain of Eldrantulku, because the vestige of civilization is better for the intrigues and betrayals that delight the Oathbreaker; but the region is filled with venomous creatures and poisonous flora, and the wind whispers secrets that will turn travelers against one another. Festering Holt is a neutral ground, spared from direct attack by other tribes; but all outsiders know that staying too long in Festering Holt is a subtle death sentence.

So the key to understanding the Carrion Tribes is that their motivation is survival. They are born into a hostile world shaped by supernatural forces and it’s the only reality they know. People ask why do they revere fiends? Don’t they know the overlords are evil? As a member of a Carrion Tribe, you’ve never known anything that’s NOT evil. The Carrion Tribes don’t choose their patron fiends because they like the idea of them; they believe that placating their overlord is the only thing that will allow them to survive—protecting them not only from the deadly environment and fiend-influenced wildlife, but also from the other Carrion Tribes. Not to mention the Ghaash’kala. WE see the Ghaash’kala as heroic champions of the Silver Flame; to the Carrion Tribes, they are terrifying monsters. This is exacerbated by the fact that most of the Carrion Tribes are illiterate and history is only preserved in living memory. They don’t choose between a peaceful existence and fiend-worshipping war; they are born into a world in which their fiendish patrons are the only thing that stand between life, death, and all of the other fiends in the Wastes. They stake their claim in a particular region of the Wastes and make their peace with the powers that dwell there, and then use that alliance to fight against the countless horrors that surround them. They can’t leave; the Ghaash’kala will kill anyone who approaches the Labyrinth. All they know is endless war. And it is in this war that Sora Teraza is a legend. Sora Teraza plays the same role in the Demon Wastes that Gandalf does in Middle Earth. She is a wanderer and wizard, a source of wisdom who offers a glimpse of the future. She has helped to rebuild tribes that were almost destroyed and to negotiate temporary truces. She has broken curses and slain monsters. And she has been a harbinger of doom, for she takes no side for long. So Sora Teraza has no single Carrion Tribe; when she is in the Wastes, she wanders, and every tribe gives welcome to the Dusk Walker.

So could I play a character from the Demon Wastes?

Absolutely. Outlander or Haunted One are both reasonable backgrounds for a character from the Wastes. In playing a Carrion survivor, there’s a few things to consider…

  • How did you escape from the Wastes? Did you evade the Ghaash’kala? Did you escape through a demiplane? Did one of the Lords of Dust help you to escape? Or perhaps… Sora Teraza?
  • Are you still loyal to your fiendish patron? Do you believe that the members of your tribe are blessed? Are you proud of your patron’s gifts (which could be warlock or sorcerer abilities, barbarian rage, etc)? Are you pursuing some agenda on behalf of your patron? Or…
  • Do you recognize that your “patron” was your jailor and tormentor? Have you become a demon hunter? Do you want to find a way to rescue other members of your tribe from the Wastes?
  • Consider that you have lived your life in a deadly supernatural world literally filled with demons. The reality of life elsewhere in Khorvaire will likely be bizarre to you. The people are soft and trusting, with no fear of fiends in the water or in the food they eat, not expecting their neighbors to murder them. Are you delighted by the peaceful wonders of the world, or are you deeply suspicious and always waiting for the other shoe to drop?

Another character option is someone who was stranded in the Wastes for an extended period of time—perhaps as a child—only to eventually be rescued. In this case you have memories on both sides of the Labyrinth.

Can demiplanes be used to escape the Wastes? If they came through demiplanes, why don’t the Carrion Tribes leave through them?

The Ghaash’kala raid demiplanes for supplies, and this may make demiplanes sound like a fun adventure. But as a general rule, demiplanes are even deadlier than the Wastes. The Ghaash’kala are elite, disciplined soldiers who possess forged armor and weapons, divine magic, and couatl relics. They have detailed maps and records of each of the demiplanes they deal with, and act with speed and surgical precision. By contrast, the Carrion Tribes don’t have the equipment, knowledge, or discipline of the Ghaash’kala, and their conventional wisdom is avoid the deadly lands below. They came through the demiplanes, but that’s because the overlords wanted them to reach the Wastes; they may have been guided or herded by the Lords of Dust, and even then, many surely died along the way. And beyond this, there is no limit to the potential size of a demiplane. The Ironlands could be the size of Breland, or they could be the size of Khorvaire itself; the Ghaash’kala and the Kech Shaarat both interact with the Ironlands, but they aren’t running into one another there. Likewise, it’s possible for fiends to escape the Wastes by traveling through demiplanes, and this is how most of them do travel between the Wastes and the rest of Khorvaire. However, MOST fiends are deeply uncomfortable entering demiplanes aside from the ones that spawned them. Rakshasa are uniquely immune to this, a side effect of the same power that shields them from most magic. This, again, is why rakshasa are the most common native fiends. You can face a free-roaming vrock in the Wastes… but if it wants to leave, the only path out is the Labyrinth.

If the influence of overlords is regional, could you make a map of the Demon Wastes that shows the areas affected by different overlords?

It’s something that could potentially be done, but no modern scholar has sufficient understanding of the Demon Wastes. It could be a goal for House Sivis. But there’s surely maps in the Library of Ashtakala that show the influence of each overlord.

How does this influence reflect the fact that the overlords are bound? Are the Carrion Tribes actually dealing directly with overlords?

The influence of the overlords is more like ambient radiation. While it’s not a perfect analogy, you can think of the overlords as sleeping and this influence as their dreams. The Carrion Tribes make their piece with the influence of the overlord as a general force; it’s not like they have personal conversations with them, or that the overlords are aware of them as individuals. However, Carrion Tribes also often interact with active fiends. The Moon Reavers interact with Night Hags. The Plaguebearers revere Ashurak, but they interact with Bloody Vasa, an oinoloth spawned by Ashurak. It’s also the case that lesser rakshasa and other shapeshifting fiends often conceal themselves among the Carrion Tribes, serving as leaders or spiritual guides; the fiends are aspects of their overlords, and they enjoy the suffering of the mortals.

That’s all for now! I probably won’t have time to answer questions, but feel free to ask. June was a busy month for me, but there’s a lot of things going on. On my Patreon I’m about to start a new online Eberron campaign for patrons; the hagling pictured above is one of the potential characters in that campaign, a hexblood bartender drawn by Matthew Johnson. I’m also finishing Frontiers of Eberron and will have some previous for patrons this month. And last but not least, I’ll be playing and running D&D on stage at GenCon—use the links about to learn more!

Community Creations at the DM’s Guild!

This month is the 20th anniversary of the Eberron Campaign Setting. But even after twenty years, there are many elements of the setting that have never been explored in depth, whether in canon wizards content or my own creations. However, over the last four years people have been able to release their own Eberron content on the DM’s Guild and at this point there are hundreds of products out there… And for the next three days, all Eberron products are 20% off at the DM’s Guild!

I am humbled and grateful to everyone who has helped to keep the setting alive and to expand the world by creating their own content for it. As I said, there are hundreds of products and I can’t possibly identify them all. But I wanted to call out a few of the products and creators on the DM’s Guild that you might want to check out! Starting with, well, me…

Exploring Eberron. My first independent Eberron book, Exploring Eberron covers a number of topics I always wanted to address in canon but that never happened. The largest of these are the Planes of Eberron’s unique cosmology; Exploring Eberron takes a deeper look at each of the planes. It also covers the civilizations of the Thunder Sea, the Dhakaani goblinoids, the Mror Dwarves, and much much more! While you’re there, take a look at my other DMsG work. Eberron Confidential provides a host of interesting background hooks for characters; Dread Metrol explores the crossover between Eberron and Ravenloft; Chronicles of Eberron takes a look at a host of topics, from nobility to Session Zero to Karrnathi undead! And for a tiny deep cut that’s less than two dollars, check out my Eberron collaboration with the band Magic Sword!

The Eberronicon. This book is a fantastic resource that consolidates lore details from across all of the editions of Eberron into one, handy reference. Do you want to play a changeling? The Eberronicon tells to about the Gray Tide, the Tyrants of Sharn, the changelings of Riedra and more, all in one place. This provides easy access to a lot of deep lore!

Convergence Manifesto. Produced by the same community that created the Eberronicon, this 13-episode adventure path that takes you across Eberron and explores the influence of the planes. In order, it’s Fired & Forgotten, Live Another Day, Rime or Reason, Living Legend, Perfect Timing, Night’s Gambit, The Silvered Edge of Twilight, March of Madness, Weathering The Storm, At Death’s Door, A Heart In Mourning, Lost In Dreams, and Skyfall. And as long as we’re talking about adventures, I’ll also recommend Escape From Riedra by the awesome Imogen Gingell; The Deathless Skies of Cyre by Sadie Lowry and Amber Litke; and Curtain Call and Trust No One, a pair of adventures by me, Wayne Chang, Anthony Turco, and Robert Adducci!

Politics of Eberron. This bundle gathers together the work of Joseph Meehan, and provides ideas for cultures and politic intrigue for all of the nations of Khorvaire. The bundle is already an impressive bargain, even more so during the sale!

Map Perilous and More! This imposing sourcebook provides over five hundred pages of enemies, allies, and rivals for your Eberron campaign. This is just one of many sourcebooks created by Anthony Turco. The Adventurer’s Almanac and Psion’s Primer provide a host of character options, While the Xen’drik Advisory gives more threats and hooks for the Shattered Land! And speaking of Xen’drik…

The Giant’s Guide to Xen’drik is another titanic sourcebook, with over 500 pages of content including monsters, character options, and a look at 13 fallen nations of Xen’drik! And while you’re at it, check out Jamie Bernstein’s Hektula’s Khyber Codex—with a look at 38 demiplanes in Khyber!

Kendal Santor has explored some of the most dangerous regions of Eberron. With the help of a number of the authors who’s work I’ve already mentioned, this bold sage has created Kendal Santor’s Treatise on the Mournland and Wisdom and Warning: The Demon Wastes.

Sora Esma, Trinkets and More! In addition to the collection of urban legends seen above, this hag has nine collections of Eberron-themed trinkets sure to add some excitement to any campaign. My fingers would fall off linking to each one, but you should check out this full list of things created by Jarrod Taylor, including his work in the Points of Interest series!

Revisiting Sarlona. The nations of Sarlona are barely covered in the original canon, and a number of community authors have taken a deeper and more thoughtful look at the lands beyond Riedra. Check out Talvakri’s Guide to Adar and Linvakri’s Guide to Syrkarn… I believe a book on the Tashana Tundra is in the works!

The Naturalist’s Guide to Eberron. Working from A-Z, Matthew Booth has gone through the monsters of Dungeons & Dragons and considered how they might logically fit into the world of Eberron. This link goes to the first volume—Aarakocra to Azer—but the series continues through the alphabet!

Blessed of the Traveler is a guide to incorporating transgender characters and stories into the Eberron setting for Dungeons & Dragons, with looks at how several cultures and faiths approach gender, as well as a look at magical transition methods. For some reason it’s not part of the sale, but it’s ONE DOLLAR, so I think that’s OK. Meanwhile, if you’ve been looking for a queer take on the Lord of Blades, check out Queercoded!

Tiefling Treatise brings heaps of new lore and a queer focus for the tieflings of Eberron, including information on the Venomous Demesne and sanctuary of Rellekor. If you want more of Megan Caldwell’s Eberron work, check out Cyre 1313: The Mourning Rail and the Thunder Sea Merfolk Report!

Sarhain’s Guide to the Silver Flame explores the various cultures that worship or revere the Silver Flame and the Couatl in Eberron. And it’s written by the Church’s very own Drego Sarhain (with a little help from Luke Robinson), so you know it’s reliable!

Starilaskur: Crossroads of Destiny explores one of the canonically ignored industrial cities of Breland! Author Dylan Ramsey has also delved deeper into Eberron in Uncaged Goddesses and Eberron: Seeds of Strife, as well as providing Eberron conversions for Candlekeep Mysteries and Keys From The Golden Vault!

It’s not the DM’s Guild, but if you want to lend a hand to a worthy charity, Beadle & Grimm’s are donating 50% of the profits on their Eberron products to Extra Life this month, and there’s a raffle if you want to donate directly!

As I said, there are hundreds of amazing Eberron products on the DM’s Guild, and they’re all on sale now. I can’t possibly cover them all, and I’ll end with Shard Wars, for those of you who’ve been wanting a more sci-fi take on your Eberron! Go to the DM’s Guild, browse, read some reviews, and you might find something wonderful. I want to personally thank everyone who’s put their energy and imagination into creating content for the world of Eberron—and I apologize to all the creators who didn’t get mentioned directly. If you’ve got an Eberron product on the DM’s Guild, post a description and a link in the comments! Thank you all for bringing the world to life, and happy Eberroniversary!