Hacking 5E Eberron

I am confident that there is going to be official 5E support for Eberron, but I don’t know when it will happen or how extensive it will be… and I know that there’s people out there who want to start a 5E Eberron campaign RIGHT NOW. I can’t provide extensive support, in part because I don’t know the system well enough. I’m still learning it, and I don’t know what’s balanced and what isn’t. My first pass on a few ideas was based on material in the playtest that has now changed; it needs to be reevaluated and rebalanced, and it’s going to be a while before I have time for this. But I can still provide some advice on starting your own Eberron game.

First and foremost, reskinning is your friend. Don’t be afraid to change names and change flavor. An infernal warlock doesn’t have to be infernal; as long as your DM’s on board, there’s no reason “Dark One’s Blessing” can’t be “Blessing of the Silver Flame.” “Hellish Rebuke” becomes “Vengeance of the Flame.” And pow! – you’ve got a Silver Pyromancer. Consider the following examples…

BEASTHIDE SHIFTER WARRIOR. Mechanically, he’s a half-orc barbarian with the bear totem spirit. Which means that he’s strong and durable, he’s got darkvision, and when he gets into a fight he can temporarily enter a state where he becomes stronger and more durable. You and I know it’s “barbarian rage”; but there’s no reason you can’t describe it as beasthide shifting.

LONGSTRIDER SHIFTER DRUID OR RANGER. Mechanically, she’s a wood elf; she’s got darkvision, enhanced senses (Perception proficiency), she’s fast, and good at hiding in the woods. She doesn’t literally shift, but on the other hand, any time she moves 35 feet she’s moving faster than a human could; you could simply describe her shifting at the start of combat. There’s a few things that don’t make sense, like the fact that she doesn’t sleep and has weapon training. You could ignore that or recolor it – it’s not that she DOESN’T sleep, it’s that her senses are so sharp that she can’t be taken unawares even while sleeping, and her feral mind resists charming effects. And is it really a problem that your shifter druid happens to know how to use a longbow?

HALF-ELF ARCHER ARTIFICER. This guy might be from House Cannith, but he’s from a mixed bloodline and can’t inherit the dragonmark. But he DOES have a talent for crafting temporary magic items and for making things explode. He can recognize and identify any sort of magic by studying its aura. He’s good with rituals and can figure out how to perform anybody’s rituals. Druid? Wizard? Cleric? He understands the fundamental principles and can make anybody’s ritual work. But crossbows are his specialty. Give him a moment and he can jury-rig a hand crossbow from almost anything. Give him another moment and he can throw together an enchanted bolt. Explosive? Stunning? Radiant Damage? He can do it. Of course, mechanically he’s an Infernal Warlock with the Pact of the Tome. His mastery of rituals comes from his Book of Ancient Secrets invocation. His ability to identify any magic item is the Eldritch Sight invocation. His fantastic hand crossbow is simply the cosmetic explanation of his Eldritch Blast. He can always put a deadly crossbow together, and he can fix up a host of magic bolts. Radiant damage? Sacred Flame. Explosive Bolt? Fireball. Stunning Bolt? Hold Person. Flamethrower? Burning Hands. Of course, given that the crossbow is entirely cosmetic, he can use any of these effects without it; this time the fireball is a one-use wand he’s thrown together. The point is that “invocations” don’t have to be invocations; they can represent his expertise. Spells can be jury-rigged magic items; he’s simply limited in how many he can put together before he needs to inventory his supplies with a short rest, and he can only create items tied to his specialties. It’s obviously not perfect; he can’t repair constructs (although with the Tome pact, you can get him the Mending cantrip) or create PERMANENT magic items. But it can at least get you the FLAVOR of an artificer until the real thing gets figured out.

WHAT ABOUT DRAGONMARKS?

I have thoughts on how to handle Dragonmarks, but my ideas are still very half-baked. For now, the simplest thing to do is simply to not play a character with a Dragonmark. You could still be in a HOUSE; any number of backgrounds support this. You Guild Artisan is a Cannith heir. Your Entertainer is Phiarlan. Your Soldier is from House Deneith. Your half-orc ranger with the Outlander background is Tharashk. Your Noble isn’t an aristocrat; he’s an arrogant House heir from a particularly powerful branch of the family. He hasn’t developed the mark yet, but you just wait and see – he WILL. You don’t need to have the Mark to have the flavor of the house.

If you really really want the Mark, there’s a few ways to do it. The simplest is the Magic Initiate feat; simply relabel it “Least Dragonmark” and choose a spell and cantrips that reflect your desired class. If you’re human, you can even do it at first level. Alternately, you could explain some of your class abilities as being derived from your mark, just as I reflavored the barbarian rage as Beasthide Shifting. Combine that with an appropriate background and it can certainly work. However, I do think there is a much better way to do this; I just think it wants to be its own thing, and I haven’t worked it out to my satisfaction.

WHAT ABOUT WARFORGED AND CHANGELINGS? KALASHTAR AND PSIONICS?

While all of these things are important parts of Eberron, you can have an Eberron game without them – and for now, that’s what I suggest you do. There are lots of possibilities you CAN easily explore right away… so try one of those. One of my favorite Eberron PCs is a warforged artificer, but in the campaign I’m in right now I’m playing a half-orc paladin from the Demon Wastes… because that DOES work perfectly within the existing rules, and it’s an interesting part of Eberron I’ve never explored in depth. If I hadn’t done that I was considering playing a Royal Eye of Aundair (arcane trickster rogue), a paladin of the Blood of Vol, or an agent of the Trust. Other characters in my campaign include a Gatekeeper druid and someone actually playing Jaela Daran (a cleric of Light using halfling racial stats to reflect “child”). I really like playing warforged, and I certainly will once they are ready, but I can start exploring Eberron in 5E without them.

BUT HOW DO YOU RECONCILE EBERRON WITH RARE MAGIC ITEMS?

It’s a good question, and frankly one I can’t answer in depth until I’ve actually seen the DM’s Guide. The main thing to me is that you can keep the fundamental idea of Eberron as a world in which low-level magic is used to benefit society – where we send messages with speaking stones and light the streets with continual flame – without making magic swords commonplace. The idea of 5E is that even a +1 magic sword is a special thing, and I’m okay with that as a concept. Low level magic remains a driving force of Eberron – it just turns out than many magic items that used to be low-level are now in fact high-level.

I’ll revisit this topic once the DM’s Guide is out, and I hope that there will be official support that will address it even more clearly in the future. But the short form is that I don’t believe 5E’s approach to magic items critically damages the basic foundation of Eberron.

That’s all I have time for today, as I’m just about to head off to PAX. If you’re in Seattle, check out my schedule here – in particular, I will be hanging out at Card Kingdom from 6 PM – 8 PM this Thursday!

Before I go, here’s two quick questions from the mailbag…

WotC seems to have taken down Eye on Eberron and your other series of Eberron articles. Do you know if they have plans to put them up again in the near future, or, if not, they are mirrored elsewhere?

I think this is just about reorganizing the website to focus on 5th Edition. It looks like all the content is still archived and available. The Dragonshard articles are here. And I think this is all the 4E articles.

My players are heading into Dolurrh through a manifest zone. Thoughts on the effect on unguarded players and divine powers?

Off the top of my head, the big thing about Dolurrh is that it saps your memories. I’d have people make Wisdom saves every so often, and anytime they fail say “Tell me what you’ve just forgotten.” If they can think of something dramatic and entertaining, that’s what they’ve forgotten. If there’s nothing compelling, I might have them forget a proficiency, spell, or class ability. It’s not something you can FIGHT – so needless to say, it’s a pretty compelling reason to get out of there ASAP.

I don’t particularly think DIVINE powers would be singled out; if there’s trouble, I think arcane magic would be equally affected. Bear in mind that Dolurrh isn’t the source of negative energy – that’s Mabar. So I might run through the spell list and come up with a few spells that will behave in an unusual manner – does Speak With Dead allow you to make contact with the living? If you use resurrection magic, does it fail, or does it just zap the target right out of Dolurrh? But I don’t have a list of effects off the top of my head.

Dragonmarks 8/21/14 – Drow, Dwarves and More!

As some of you may recall, my original plan was to write about Aundair. However, I’ve been a little busy recently, between conventions, Gloom, and starting my own company.  I do still plan to tackle Aundair and the Eldeen in the near future, and to talk about options for 5th Edition, as much as I can. But for now, here’s a few questions that came my way about the races of Eberron. As always, these are just my personal opinions and may contradict or clash with canon sources.

Eberron is hardly lacking in diverse character options, but none of your various Drow societies allow easy opportunities for use as player characters. Was this deliberate? Could you reasonably think of a playable Drow? As it stands, the Vulkoor-worshipers, Sulatar, and Umbragen are all xenophobic “jungle savages” for adventuring parties to slay or narrowly escape.

First off: was it deliberate that they didn’t allow EASY opportunities for player characters? Absolutely. The Drow are supposed to be alien and mysterious; I wouldn’t want them to be casually integrated into the Five Nations, because if that’s the case what makes it interesting to play one? With that said, “no easy options” doesn’t mean “no options”, so let’s look at a few.

The Foundling. In my novel The Shattered Land, we run into a gray-skinned man named Gerrion. He’s a Sulatar halfblood who now lives in Stormreach as a gambler and guide. While Gerrion is specifically half-drow, his story works just as well for a full drow; he’s drow by blood but was raised among humans. Just as the city elves of Eberron are dramatically different from the Aereni or the Tairnadal, you can always just have a city drow, who is genetically drow but not influenced by their cultures.

The Fish Out Of Water. If you consider the protagonists of the Dreaming Dark trilogy to be an adventuring party, The Gates of Night introduces a drow player character in Xu’sasar. She is a Qaltiar drow (an offshoot of the Vulkoori, but with a broader animistic tradition as opposed to being entirely hung up on scorpions) who ends up stuck with the rest of the party and as lone survivor of her clan. There’s no easy way for her to physically return to her home, and with her clan dead, not much for her to return to. So she binds herself to the party and fights alongside them, doing her best to adapt to their strange world and bizarre traditions. If you want to get a better sense of how I see this working out, well, check out the book!

The Emissary. The Umbragen aren’t “jungle savages”; if you go to the primary source, they are a subterranean culture easily as advanced as the Aereni. Most critically, they are currently locked in battle with the Daelkyr lord Belashyrra… and they are losing that war. By and large, the Umbragen aren’t xenophobic; they simply don’t CARE about the surface world. The primary reason for an Umbragen to come to the surface is to find weapons, magic, or allies to help inn their war against the Daelkyr… which is a perfectly valid path for an adventurer. If that doesn’t work for you, you could easily have an Umbragen exile who has been banished from the depths for any number of reasons, and traveled to Khorvaire because hey, they aren’t some sort of jungle savage, and if they must live on the surface they’d rather do it somewhere civilized.

 
Eberron has always reveled in non-standard takes on traditional D&D races, yet the presentation of dwarves in the setting cleaves very closely to traditional view of our favorite bearded alcoholics. Was this intentional? In a setting where the elves are Mayan necromancers and the hobbits ride dinosaurs, it seems curious to have dwarves still happily mining their mountains and hating orcs.

First off, the goal of Eberron wasn’t to change races just for the sake of changing races; it was an exploration of facets of those races. Both the Aereni and the Tairnadal are essentially a response to the long lifespan of the elves, with the idea that a race of people with a potential thousand year lifespan will have trouble letting go; thus they find ways to cling to life, preserving their heroes through magic or emulation. The intrigue-laden society of the gnomes is tied to their natural knack for illusions, ability to talk to burrowing spies, and knack for alchemy (which is to say poison). In the case of the dwarves, what I wanted to explore is something that I feel doesn’t come out often… The dwarves have all the gold (along with the best steel). If you look at the picture of the male dwarf in the 3.5 ECS, he’s not a long-bearded warrior in chainmail with an axe in one hand and a stein in the other; he’s a merchant prince. The dwarves of Eberron are the Medici banks and Saudi princes. Yes, they can fall back on their natural toughness and their love of the axe, but their power is their gold. Let’s look at Antus ir’Soldorak, chancellor of the Aurum:

Antus’s holdings include gold and platinum mines. Following the secession of the Mror Holds, he founded the Soldorak Mint, and his currency is now commonplace throughout Karrnath and the Lhazaar Principalities. He has invested his wealth across the Five Nations, and could have an interest in any sort of industry that serves the needs of an adventure. He is determined to break the power of the Twelve and stamp out the last vestiges of Galifar, and to this end he searches for new industrial and magical developments—seeking to fund such endeavors and exploit their results before the knowledge can be acquired or destroyed by the Twelve. He has an enormous gilded airship, Chains of Gold, which includes its own speaking stone station and altar of resurrection. Soldorak spends most of his time aboard his ship, flying from city to city to oversee local operations. He purchased his noble title, and technically he is a Karrnathi warlord, but he rarely visits his estates.

Just to point out, Antus isn’t a weird unique case; while it has spread across Khorvaire, the Aurum was founded in the Mror by wealthy dwarf-lords who wished to increase their influence.

So you can HAVE the drunken dwarf warrior who wants nothing more than to go beat down those mountain orcs, but he’s likely working for one of the mighty clan lords whose power comes from gold more than from iron.

There’s no question: on the surface, the dwarves are the least distinct of Eberron’s races. But there is still a unique aspect to them that can be very interesting to explore, if you dig into it.

Did any of the dwarves who kicked out the surface tribes, survive down in Khyber below the Mror holds?

Not according to canon sources, but you could always change that in your campaign. Perhaps there’s a lone fortress still holding out against the aberrations. Perhaps explorers find an amazingly advanced peaceful dwarven civilization… but is all as it seems, or are they secretly controlled by the daelkyr? Or perhaps the only survivors are the derro, the twisted remnants of the ancient dwarves. Personally, I lean towards the latter option… all that’s left below is horror and ruin, and ancient secrets waiting to be found. But it’s certainly something you could take in a different direction.

Were there any races you wanted to have in Eberron that didn’t make the cut? If so, what were they?

Well, there were the merfolk and sahuagin in the oceans, but I wasn’t pushing for those to be playable races. The only playable race that was cut from the original write-up was goblins, who have always continued to linger on the fringes of playability.

If a new PC race were to emerge, where’s your best pick as to where?

That’s too broad a question to answer without more information. Eberron is full of options for introducing new creatures or races. In some cases, the best answer would be overlaying it on an existing element… for example, replacing the half-ogre Eneko of Sarlona with Goliaths, if you want a Goliaths in your game. Wilden could be created when Oalian explodes one day. With that said, there’s lots of entities that could produce a new race. Mordain the Fleshweaver. The Daelkyr.  House Vadalis. Someone messing with the tools the giants used to create the elves and drow. A new race could have existed for ages in Khyber or Xen’drik and simply never been encountered until recently. Or it could be the result of the Mourning – a Cyran village or town spared from death, but instead transformed into an entirely different species. Each option is simply going to bring different story hooks for a player of that race.

One thing that has nettled me for years; why does the Mark of Finding manifest across racial lines? Humans never end up with the Marks of Storm or Detection, yet Tharashk counts both humans and half-orcs among their number.

An excellent question – after all, full-blooded orcs can’t get the mark either. There is no known answer, and it’s one of the many mysteries of the Dragonmarks; why are ANY of them bound to the races that they are. However, it is something that the people of the Shadow Marches point to as proof that the half-orcs are a bridge between the two races… the Mark of Finding is something humans possess and orcs don’t, but it is shared by the jhorgun’taal (the Marcher term for half-orcs, “children of two bloods”).

How do the Gnolls of the Znir Pact feel about Gnolls throughout the rest of Khorvaire?

For the most part, that they are feral barbaric savages. But it’s not like there’s a lot of gnolls IN Khorvaire outside of Droaam, and most are in desolate places like the Demon Wastes or the depths of the King’s Forest, so it’s a rare thing for a Znir gnoll to actually encounter a non-Znir gnoll.

How are warforged handling their new OS? (That is to say, 5th edition)

It’s too soon to say. There was an early version of warforged presented in the alpha playtest materials, but I think it could be improved upon, and as it wasn’t included in the PHB there’s still an opportunity for that to happen.

How may warforged did a creation forge make at one time? Did they come off in batches?

In my opinion, this varied by forge, but most forges would be designed to produce multiple warforged of the same design at one time.

If the eladrin had a chance to get a portal or spell or something that could take them back to Thelanis would they take it? Would they leave the feyspires behind?

Some might. But if you read my novel The Fading Dream, my premise is that many of the more powerful fey are tied to their spires… that they are in some ways manifestations or extensions of the spire. They could wander from it for a time, but they couldn’t choose to abandon it forever without losing their identity.

 

Dragonmarks 7/2/14: Subraces, Sarlona, and More!

So I’ve got over 50 questions on my slush pile, and I don’t have time to answer them all. As a result, the next few Q&As will be tied around particular themes, such as The Five Nations and Magic. This helps me narrow down the pile and will hopefully make it easier for people to find answers in the future. I’m sorting the existing questions into these categories, so if I don’t answer your question about Boranel’s children here, it’s because it’s a Five Nations topic. The next post will be on Aundair and The Eldeen Reaches, including the druids. If you have new questions on those topics, post them below!

As always, these are my personal opinions and nothing more. They may contradict previous or past canon sources.

What’s going on with D&D Next? Is the setting going to see major changes like the Forgotten Realms or is it just going to be a rules set change? Will there be new Eberron novels?

It’s too early in the process to answer these questions, I’m afraid; things are still being worked out. There will BE Eberron support for D&D Next, but exactly how extensive it is or what form it will take remains to be seen.

There’s also been a number of questions about how I’d handle specific mechanics in D&D Next, such as an artificer or dragonmarks. While I’d like to answer these questions, these are things that take a significant amount of time and testing; I don’t have answers I’m 100% satisfied with yet. All I can say is that one way or another, these answers will be coming in the future.

Are there any plans to make Eberron compatible with Pathfinder or any rules already out?

The vast majority of Eberron material that’s out there is 3.5 material, which is considerably easier to convert to Pathfinder than, say, to D&D Next. If you haven’t read this material, it’s available in PDF form at D&D Classics.  As Eberron belongs to WotC, it’s not currently possible for Paizo (or anyone else) to produce new Eberron material for Pathfinder.

What do you mean when you said you don’t use subraces? You use the drow don’t you and they are a subrace of elf!

This is mainly a 3.5 issue. I use drow, and in 4E I use eladrin, which some could see as “high elves.” But I don’t use Sun Elves, Chaos Gnomes, Snow Orcs, Star-Bellied Halflings, and so on. There are literally dozens of subraces in 3.5 D&D, and the vast majority of them exist for one of two reasons…

  • “I want to play class Y and I want to be race X but race X is terrible at class Y… so I’ll play a subrace of race X, which is exactly the same but has the perfect stats and favored class for class Y.”
  • “I think that if race X lived in environment Y, they would need to be stronger, so they should have a strength bonus.”

Humans don’t change. Inuit don’t get a bonus to Constitution because they live in the arctic. Thus, I dislike this idea that every other race should alter their stats because of the environment the live in. And if Race X isn’t the ideal match for a Class Y, I’d prefer to challenge you to think of how that race would adapt to compensate for that handicap rather than making a new version of the race that lacks it.

Let’s look at the Valenar. Many people have asked me: “Valenar like being rangers. Why not give them ranger as a favored class?” My response is that as Elves have an innate racial talent for wizardry, what you’ll see among the Valenar is a lot of rangers with a few levels of wizard—something that makes them distinctly different from other races and reflects their elven nature. In my opinion, that favored class isn’t cultural; if it was, a member of any race that grows up in another culture should have that favored class. Instead, it is fundamental to the race. Whether it’s a difference in brain structure, innate fey blood, or what have you, Elves have a natural talent for wizardry. I’d rather explore how that affects the martial culture of the Valenar than simply ignore it and make them a different sort of elf entirely.

Now, let’s look to drow and eladrin. Both have deep cultures and history within the setting. While both are racially tied to elves, they are also physically distinct on a very fundamental level—differences that occurred not just because “They lived somewhere cold” but because their ancestors were genetically altered by the magic of the giants. The only difference between a Tairnadal and an Aereni is cultural; an Aereni can choose to BECOME a Tairnadal elf. But he can’t decide to become drow or eladrin. It’s not just a cultural difference; it’s a fundamental physiological difference with a logical origin, along with an interesting role in history.

I’m not innately adverse to subraces. I’m adverse to subraces that in my mind have no logical reason to exist and that add nothing substantial to the history or story of the world. This isn’t just limited to subraces; it extends to full-on RACES. Personally, I don’t use Illumians or Goliaths or Genasi. I don’t want my world to feel like a Mos Eisley cantina, with a different species at every table. I’d rather use fewer races but really focus on their cultures, histories, and role in the world. Which leads us to…

How do the lords of dust view Tieflings and how are tiefling viewed by different nations or religions? What of very obvious tieflings?

I never used tieflings in 3.5 Eberron. However, as they are a core race in 4E D&D, I developed a place for them. In canon Eberron, tieflings can trace their roots back to Ohr Kaluun, a Sarlonan nation that made pacts with fiends; Ohr Kaluun is also the source of the skulks. During the Sundering, Ohr Kaluun was vilified and destroyed. Those tieflings that survived escaped to Droaam and the Demon Wastes, and this is where their descendants live today. The tieflings of the Demon Wastes are scattered among the Carrion Tribes and have no distinct culture of their own. The tieflings of Droaam have their own kingdom, the Venomous Demesne; this is where to go if you want tiefling pride and intrigue. However, neither the Demon Wastes or the western edge of Droaam have any real traffic with the Five Nations. In Sharn, there are in all likelihood more medusas than tieflings. And there are certainly more harpies and ogres. Tieflings simply aren’t prevalent enough for people to be aware of their origins or to have a strong opinion. When someone sees a tiefling in Sharn, their first response won’t be “Flame preserve us! Her ancestors made pacts with fiends!” Instead, it’s more likely to be “Whoa! That’s the sexiest minotaur I’ve ever seen!

With that said, if I decided I wanted to do something with tieflings, I think that the Venomous Demesne could be a fascinating place to explore. Here’s a place where the warlock tradition is the foundation of their culture, a place where fiendish bargains are a fundamental part of life. I see a lot of room for interesting intrigue. And if I was to play a tiefling from the Demesne (warlock or no), I would certainly establish what pacts the character or their family had made, what intrigues they are tied to, and what has driven them out into the wider world. While by contrast the Demon Wastes are the source for the isolated tiefling with no cultural or family connections.

How do the Lords of Dust feel about tieflings? “Whoa! That’s the sexiest minotaur I’ve ever seen!” The ancestors of the tieflings didn’t make pacts with the Overlords. There’s no innate connection that makes the Lords of Dust treat tieflings any differently than orcs, hobgoblins, humans, or what have you.

Now: that’s how I use tieflings, and it’s the canon position in 4E. But you could go a different way. You could say that tieflings are bound to the Overlords (though why do they have horns instead of stripes?). You could have them be persecuted by the Silver Flame. It’s just not what I do.

What subraces do you use in D&D Next?

Given my big diatribe there, this may come as a surprise… but at the moment I use all of them. I just don’t consider most of them to be subraces (with Drow as the sole exception); I think of them as different manifestations of the races’ natural talents. If you look to D&D Essentials, most races took the form “ELF: +2 Dexterity, +2 Intelligence or Wisdom.” I liked this as a way of providing flexibility, and that’s how I look at the subraces in 4E. Rather than saying “City Halflings are Lightfoot and Talenta Halflings are Stout”, I prefer to say “ANY Halfling can be Lightfoot or Stout.” These are simply different paths any member of the race can follow. So a Valenar warband would include both “wood elves” and “high elves”… just like I’ve got an ectomorphic body type, while my best friend from high school is a mesomorph.

You COULD say “All Aereni are High Elves and all Tairnadal are Wood Elves”, but again, this raises all those issues like “But an Aereni can become a Tairnadal” and “What about a elf who was raised by humans?” For me, it’s just simpler to say that they aren’t “subraces”, they are simply different manifestations of elf found in all elven communities. The drow are a clear exception, because again, you can’t just “decide to be a drow when you grow up”; they have a significantly distinct physiology and a clear role in the world.

If you were to run a campaign aimed at ridding Sarlona of the Inspired, what would it take for the Inspired to lose hold of Sarlona?

The simplest answer is the one the Kalashtar are pursuing: get the cycle of Dal Quor to shift, bringing an end to the Age of il-Lashtavar. If this is done, all the quori will be drawn back to Dal Quor and transformed. Do that, and you end the occupation in a moment. So the question is what you can do to accelerate that.

First of all: if you haven’t done it yet, read Secrets of Sarlona. Otherwise, much of what I say here won’t make sense.

My first question: Why do you want to rid Sarlona of the Inspired? Do you have a system in mind to take its place? At the moment, the people of Riedra love the Inspired, and the Inspired provide for their basic needs. They are denied many freedoms people of Khorvaire take from granted, but they largely don’t have to worry about crime, starvation, shelter, etc. As you can see in regime changes across the world, when you kick out a dictator you create a vacuum… and what’s going to fill it? In ridding Sarlona of the Inspired, will you collapse Riedra into civil war, famine, and plague?

Assuming you’ve got an answer to that, there’s a few lynchpins to the Inspired system. The major key is the hanbalani monoliths. These control the dreams of the people, serve as planar anchors and power generators, and are the backbone of continental communication. Whether you’re acting on a regional level or continental, the hanbalani are vital targets. The second critical target is the psionic teleportation circles that allow swift transportation of troops and supplies. Of course, these draw on the local hanbalani for power, so if you eliminate one you eliminate the other.

You’d also likely want to work with existing dissident groups: The Broken Throne, the Dream Merchants, the Horned Shadow, the Unchained, and the Heirs of Ohr Kaluun. Of course, some of these groups – notably, the Heirs of Ohr Kaluun – are worse than the Inspired, so it’s again a question of who you really WANT to help.

But the most important ally and the true key to success would likely be the Edgewalkers—the Riedran military arm tasked with defending the nation from extraplanar threats. It would be incredibly difficult, but if you could convince the Edgewalkers that the Inspired themselves are an extraplanar threat, you’d gain access both to a disciplined corps of people trained in dealing with hostile spirits and a force recognized as heroes by the common people.  However, it’s all how you prove this. Just saying “They’re possessed by spirits” won’t do the trick, because EVERYONE KNOWS THAT; you’d need to prove that those spirits aren’t what they say that they are, and that despite the fact that they’ve kept the nation prosperous and cecure for a thousand years – and despite the fact that they themselves created the Edgewalkers – that the Inspired are somehow an evil threat that must be removed.

Could you go into more detail about what you think would happen if all the Quori disappeared, leaving their Inspired vessels empty? Are Chaos and civil war inevitable?

It’s a valid question. If the only thing that happened is that the quori themselves vanished – say the Age turned without a visible terrestrial struggle – it wouldn’t actually be immediately obvious to anyone except the Chosen (the mortal hosts of the Inspired) themselves. And the Chosen aren’t simply puppets who would suddenly be useless if the Inspired vanished. A few things to bear in mind:

  • Most quori have multiple Chosen vessels and move between them. Thus, the Chosen are used to operating and ruling even without quori guidance. It’s been noted that over the course of years, the presence of a quori has an effect similar to mind seed; the Chosen essentially thinks like the quori even when the quori isn’t present.
  • Tied to this is the fact that there are also a significant number of actual mind seeds around Sarlona. For those who aren’t familiar with the discipline, mind seed essentially reformats a creature’s brain to be a duplicate of the manifester, minus a few levels of experience. So mind seeds are humans, ogres, whatever – but with the personality, memories, and some of the class levels of a quori. They’ll all still be around even if the quori are transformed.

So eliminating the QUORI wouldn’t immediately throw every community into chaos. The Chosen are capable of leading and the people are used to obeying the Chosen. However, there are three other things that would cause more trouble.

  • The hanbalani monoliths are used for communication and more significantly, to control the dreams of the populace. The people of Riedra don’t think of dreams as a source of inspiration or creativity; they think of them like a news channel, where they get the latest information. This is part of what gives them such a sense of unity: they literally share the same dream. Once you eliminate that, first you have wiped out the government’s ability to provide news; second, there is an excellent chance that people will panic when they start having everyday normal nightmares, because they’ve never had them before. They may think that evil spirits are attacking them, or just generally freak out because they don’t know what’s going on. You could mitigate this with help from the Unchained, who are Riedrans who have experiemented with dreams, but it’s going to be the main immediate source of panic.
  • The hanbalani also power the system of psionic teleportation circles. If the hanbalani are left intact, there would be Chosen or mind seeds who could maintain them, even if they couldn’t create new ones. But if you eliminate the hanbalani and thus this network, you’re going to have communities that no longer have access to supplies they are accustomed to, which could thus lead to shortages, famine, etc.
  • Most of all: the Chosen may be capable leaders on their own, but they lack the pure unity of purpose shared by the quori. What I’ve said before about immortal outsiders is that to a large degree they lack free will. Kalashtar aside, the quori have a truly inhuman dedication to their common goal. This is enhanced by the fact that they are planning their actions from Dal Quor (where time moves at a different rate than on Eberron). The Inspired Lords of the major cities may never meet in person, because they don’t have to; their quori meet and make plans in Dal Quor and then return to the Chosen. Left on their own, the Chosen may be good leaders, but they are human. They will come up with their own goals and agendas. They will have doubts about one another. The leaders of the Thousand Eyes may decide that they are best suited to maintain order… and be opposed by the military leaders or the Edgewalkers.

So a certain amount of chaos and panic are inevitable once people start dreaming. The Chosen may maintain order, but without the unifying, inhuman influence of the quori I think that you will get factionalizing and civil war fairly quickly. With that said, I don’t see things dissolving into UTTER chaos; I think you’d see a breakdown into three or four major factions/nations, with a handful of isolated independent communities scattered around them. The largest of these would likely be a faction maintaining that the quori will return – that people need to maintain tradition and calm and just wait it out. But I think you’d get SOME significant factions moving in different directions.

Will common people revolt against their masters without pacifying influence of the hanbalani?

I don’t think that’s a given, but it’s a possibility. Again, the majority of people in Riedra BELIEVE in the Chosen and Inspired. They will be looking to the Chosen to fix things, not instantly turning on them. On the other hand, SOME might instantly turn on their lords.

Or will any external power take a chance to prey on weakened Riedra?

I don’t think there’s any mundane force powerful enough to try to INVADE Riedra. They’d still have their military infrastructure, even if leadership is fragmented. I think it’s far more likely that Riedra’s greatest enemy would be other Riedrans, as different Chosen lords pursue different agendas to fix things. But setting aside the concept of invasion, there’s lots of forces that would take advantage. The Akiak dwarves. The Heirs of Ohr Kaluun, who I think would immediately seize at least one small province. The Horned Shadow. For that matter, I could easily see a Lord of Dust deciding that this is a perfect opportunity to gain followers… or failing that a group of dragons. The main question on those last two is if they were certain the quori were GONE; otherwise they might not want to poach so quickly. But that leaves another possibility…

WHAT WOULD THE NEW QUORI DO? The easiest way to get rid of the quori is for the age of Dal Quor to turn. This effectively eliminates ALL kalashtar and Inspired; their quori spirits will be sucked back into Dal Quor and released in a new form that fits the flavor of the new age. In all likelihood they wouldn’t immediately return to Eberron, because we’ve established that the quori of a new age know nothing about the quori of the previous age; they wouldn’t know anything about Riedra, the Inspired, or any of that. However, if you WANTED to, you could decide that these new quori are quick learners… and that they actually do return to the Chosen in a new, more benevolent form, and work with them to create an entirely new Riedra.

OF COURSE… if something like this happens, are you entirely sure you believe them? Or could it be the old quori just trying to get your PCs to leave them alone?

I’ve been trying to understand a few things about the shifter nations of the Tashana Tundra. So I said to myself, where there are shifters, there must be lycanthropes… but what happened to lycanthropes beyond western Khorvaire during the 9th century? Were they not affected by the new strain of lycanthropy that led to the Purge?

You’re working from a flawed premise: “Where there are shifters, there must be lycanthropes.”  While many people assume that shifters are thin-blooded lycanthropes, there’s a shifter tradition that maintains that the reverse is true – that the shifters came first, and that the first lycanthropes were created from shifters. The existence of a shifter nation elsewhere in the world—in a place where lycanthropy may not even exist—certainly supports this idea.

That same article calls out the fact that the shifters and the lycanthropes weren’t allies. The only way the Shifters were affected by the strain of lycanthropy that led to the Purge was that the lycanthropes sought to use them as scapegoats and living shields. Even before the Purge occurred, there was a sect among the Eldeen shifters dedicated to hunting down evil lycanthropes, because those guys are bad news for everyone.

So, the short form is that the Purge had no particular impact on the shifters of Sarlona.

A second question is how shifters migrated from one continent to the other. Setting aside the plausible possibility of parallel evolution, the most likely possibility is that a tribe of shifters passed through Thelanis via manifest zones… the same way Daine & co get from Xen’drik to Sarlona in The Gates of Night. The Eldeen certainly has its fair share of Thelanian manifest zones.

You’ve mentioned before that a LE cleric of the Silver Flame would detect as LG, as the clerical aura is stronger than that of his personality. What would happen, if by some twist of fate, someone became a CG paladin (of freedom) of the Silver Flame (3.5, Unearthed Arcana)? Would others be able to detect that she is chaotic?

This is a house rule that I discuss in detail here. Under 3.5 rules, a divine power has an alignment. The Silver Flame is Lawful Good. A cleric has a powerful divine aura tied to his divine power source that is actually stronger than his personal aura. So a chaotic cleric of the Silver Flame will radiate an aura of law.

All this is based on the 3.5 SRD description of detect (alignment). This spell specifically calls out CLERICS as having that powerful aura. As a DM, I would be willing to extend this effect to “divine spellcaster,” thus including paladins, favored souls, and so on. However, by the rules as written, a paladin wouldn’t have this aura.

A key point, however: this isn’t some sort of trick or loophole you can take advantage of. If you have a divine aura, it is because you have deep faith and a mystical connection to that source. To be cloaked by the aura of the Flame, that LE Cleric must be truly devoted to the Flame; it’s simply that he may take evil actions in pursuing that faith and philosophy. So assuming that you or your DM allow paladins to have that aura, your paladin must be called by the Flame to have its aura. If you see a way to reconcile a Paladin of Freedom with faith and devotion to the Flame, this could work, and it would conceal a chaotic alignment. But again, it’s not a trick or a cheat; it’s because the character literally is bound to something bigger than himself, and that bond overshadows his personal alignment.

Did the Thranes of the Church of the Silver Flame, at least some of its priests, care for the wounded of rival nations during the Last War?

The faith of the Silver Flame maintains that the best way to combat human evil is by showing an example of virtuous behavior, through acts of compassion and charity. Given that, anyone who follows the Silver Flame would be encouraged to show kindness to prisoners. We’ve established that the Puritan faith of Aundair tends to stray from this and lose sight of the value of compassion, and Breland has the highest percentage of corrupt priests (of all faiths, not just the Flame). Still, you could expect to see such acts of kindness from any truly devoted follower of the Flame. And overall, I would certainly expect Thrane to have the best record for taking care of prisoners of war.

Since Jorasco works for profit, and the CotSF is understood as being more altruistic, were there voices that opposed more aggressive factions and took care of and even healed rival soldiers and civilians from other nations?

Throughout all Five Nations you surely found conscientious objectors who refused to fight. Some simply left; this is how the current human civilization of Q’barra was founded. Others might have done their best to care for the injured, especially innocent civilians; I’d expect such behavior from adepts of Boldrei just as much as from priests of the Silver Flame. But a key point here: You suggest that this might present an alternative to Jorasco, because Jorasco works for profit. The key is that the church simply don’t have the resources to offer some sort of free alternative to Jorasco that could provide all the services Jorasco is capable of providing. In the present day, you do have charitable clinics maintained by both the Flame and the Host (again, Boldrei is all about caring for the community). Go to such a place and you’ll find an acolyte trained in the Heal skill that will do their best to assist you. But they can’t provide magical healing. One of the central pillars of Eberron is that people with player character classes are rare, and that even at first level PCs are remarkable people. The typical priest of any faith isn’t a cleric; he is an expert trained in skills like Diplomacy, Religion, Sense Motive, History, Heal, etc. The role of the priest is to provide moral and spiritual guidance to his community, not to cast spells for them. Divine casters are rare and remarkable people who are likely to be pursuing vital missions for their faith. There simply aren’t enough spellcasting clerics in the world to replicate the services that Jorasco provides, and even Jorasco couldn’t provide those services based on spellcasters; it relies on Dragonmark focus items that can be used more frequently than Vancian magic allows. The reason Jorasco can charge what it does is because it’s the only place you can get magic healing RIGHT NOW when you want it.

Having said that: Thrane has more divine spellcasters than any other nation. This was a key military asset for the nation during the Last War. But even there, it doesn’t have so many of them that it could simply treat them as a replacement for combat medics. There are many things a divine spellcaster can do that can have a more dramatic impact on the outcome of a battle than healing an individual soldier, especially when you can buy that service from Jorasco.

So might there have been priests in Thrane who healed enemy combatants and civilians? I’m sure there were. Just bear in mind that this didn’t somehow make Jorasco obsolete or redundant, because these charitable healers couldn’t offer all the services Jorasco can.

What would happen if the Dragons launched their next attack on the elves and the elves wiped them out without effort? Full scale war?

Just like the true cause of the Mourning, the motivation for the Elf-Dragon conflict is left to the individual DM. Consider this quote from Dragons of Eberron:

Those who study this puzzling behavior ask… What motivates this seemingly endless struggle? If the dragons truly wish to eliminate the elves, why don’t they commit their full forces to the task? If they don’t care enough to do so, why do they continue to fight in such piecemeal fashion?

One theory is that the dragons despise the exten­sive practice of necromancy, even when it draws on the positive energy of Irian, but do not view it with the same abhorrence as the giants’ planar studies. Thus, they cannot agree en masse that Aerenal should be laid low.

Another possibility is that the struggle is a form of exercise for the dragons, a proving ground for the younger warriors of the Light of Siberys. Conversely, it might be that the wars are fought to test the elves and harden them for some future conflict, just as a soldier will sharpen his blade in preparation for battles to come. The dragons might be unwilling to share the secrets of their power with lesser races, but they can still push the lower creatures to reach their full potential. The long struggle with the dragons has certainly forced the Aereni wizards and Tairnadal warriors to master the arts of war and magic.

The response to an overwhelming defeat would depend on the reason for the attacks. If the purpose of the conflict is in fact to hone the skills of the elves, it could be that the dragons would be pleased by this outcome. It could be that, thanks to the Prophecy, the dragons know that an Overlord will be released in Aerenal… and that if the elves couldn’t defeat a dragon attack, they’d never be ready to face the Overlord. If the dragons were using the elves as a training ground for their young warriors, I don’t think they’d seek vengeance on the elves for defeating them; the dragons chose the battle, not the elves. Instead, I think it would mean that they’d chose a NEW target for future training exercises—something more evenly balanced. Perhaps Sharn?

Divine Ranks and Eberron, where do the progenitors stand, for example?

Frankly, they don’t. Divine Ranks are part of a god’s statistics, suggesting the power it wields when it manifests… and the deities of Eberron don’t manifest. The only beings we’ve assigned Divine Rank to in Eberron are the Overlords of the First Age, precisely because they DO manifest in this world; IIRC, we’ve set their divine ranks at 7.

Now, looking to the Progenitors, consider a few things. IF you take the myths at face value and believe that they are literally true, the Progenitors created reality as we know it. They didn’t just create planets and creatures; they created all of the planes that we know. At the end of all of this, Eberron became the world. Eberron can’t physically manifest because doing so would be the equivalent of the world stretching out and standing up. The Progenitors exist on a scale beyond everything else. And no one believes that they directly grant spells. Many druids revere Eberron, but they don’t think that Eberron listens to them or personally answers their prayers; Eberron sleeps, holding Khyber in her coils, and what they respect is the system she created. So, if I had to give Eberron a divine rank, I’d make it a minimum of 30. They are the over-est of overdeities.

I’m running a 3.5 Eberron game and the bottom line is this: Vol is seeking to attain godhood by sacrificing hundreds of thousands of lives in a mater of days. To do this, she has discovered a set of powerful artifacts that would awaken the greatest and most powerful evil of all and bind it to her will. The entity? Not an Overlord, but KHYBER himself, restored, not in full cataclysmic power, but close. She then intends to send him again the Five Nations and harvest the souls through several Eldritch Engines. I would appreciate your input on this plot and to suggest any substitutions or monsters that might represent Khyber.

This question runs into the same problem I mentioned above. Khyber is literally the underworld. Khyber is the demiplanes that exist in the world. If Khyber was truly somehow physically restored to its primal form, a) you’d be ripping out the heart of the world, which would have cataclysmic effects; and b) the scale is simply too grand for PCs to face it. Consider Siberys. If you believe the myth, the Ring of Siberys is literally the remains of Siberys’ body… and it wraps around the entire world. The Progenitors are simply TOO BIG to be brought into a normal combat.

With that said, I’m not one to stomp on a story. So if you want to keep Khyber as your threat, you could say that it isn’t Khyber’s true body, but rather a physical manifestation of Khyber’s spirit… in which case, it can be the biggest, baddest dragon you care to put together.

However, if I may suggest an alternative: I wouldn’t use Khyber for this plot. Among other things, Khyber isn’t a force of death (I realize Siberys might argue this point). ALL the Progenitors are forces of creation; Khyber may create fiends, aberrations, and monsters, but that’s still creation. If Khyber were to manifest, I wouldn’t expect the occasion to be marked by a big dragon smashing things; I’d expect to see hordes of new monsters and fiends being created by this event. None of which really fits the idea of Vol becoming a Goddess of Death.

 

So my suggestion is that she summon one of Khyber’s children… specifically, Katashka the Gatekeeper. Katashka is the Overlord that embodies death and undeath. If Vol wants to become a goddess, what she basically wants to do is to take Katashka’s place. So my plot would be that Vol finds a way to release Katashka and bind him to her will, harnessing the deaths that he causes and ultimately using that power to usurp his place and become him.

The Overlords are entities with an approximate divine rank of 7. You can see find more details about creating an Overlord in 3.5 rules in Dragon 337; you can get a PDF of this issue here.

OK, there’s still a lot of questions on my pile – let’s do a quick lightning round of ones with short answers.

What happened to Eberron’s thirteenth moon?

It was destroyed by the giants of the Sul’at League during the conflict between the giants and the Quori of the previous age. This action had horrific physical and mystical consequences for Eberron, and this is why the dragons intervened the next time the giants considered using such a weapon. It’s discussed in more detail in the novel The Gates Of Night.

Does the force known as the Silver Flame have adherents beneath the waves? A different take on it like the Gash’kala?

Not in any canon source. It certainly doesn’t fit sahuagin culture as it’s been presented. However, if you play with the idea that the aboleths are agents of an aquatic overlord, one could assume that the aquatic races fought them during the Age of Demons; given that, I could see having a merfolk interpretation of the Silver Flame that traces back to that conflict. But it’s not something that’s ever been concretely defined.

Would there be werewolf war if a werewolf lord were to appear?

I’m not sure what you mean by “werewolf war” – a war between werewolves, or a new attack on the scale of the one that triggered the Purge. There IS someone I’d consider a “werewolf lord” in Eberron: Zaeurl, the leader of the Dark Pack. She’s been keeping the Pack on track and alive for the last two centuries. On the other hand, if you mean something more like an Overlord, I suggest you check out The Queen of Stone for my take on that idea…

 Would anyone on Khorvaire care if Stormreach was destroyed?

Absolutely! Stormreach is the gateway to Xen’drik, which is a source of many imported goods—dragonshards, kuryeva, eternal rations, and more. Dragonshards are the key, as they are a vital part of the magical economy. Plus, something that could destroy Stormreach could presumably threaten any coastal town in the Five Nations. I’d expect it to be a serious concern.

Besides the Lord of Blades and his whole warforged supremacy thing, what other cults, societies or groups have emerged in and around the Mournland?

I’ll revisit this in the future in more detail, but the short form is that it’s very difficult for any human to live IN the Mournland, both because of the hostile environment and simple lack of natural resources. But you’re going to see scavengers and salvagers; refugees who have established communities on the edge; cults of the Dragon Below that believe the Mournland is the promised land; bandits willing to take the risks to shelter from the law; and creatures that have evolved to live in the Mournland (want a city of Abeil? It just popped up in the Mournland!). Per canon, you have a wider range of warforged factions than just the followers of the Lord of Blades. And don’t forget the magebred empress and her followers (from the 4E ECG).

Beyond the world, sun, and the thirteen moons, are any other celestial bodies in the galaxy described anywhere?

Not in any canon source that I’m aware of. Though the 3.5 ECS includes constellations.

OK, that’s all I have time for now. If you have questions about Aundair or the Eldeen Reaches, post them below!

Dragonmarks 6/25/14: House Heraldry

I’ve been traveling for the last few weeks and haven’t had a lot of time. There’s a lot of good questions in the Q&A slush pile, and I still have other features I want to work on. But last time I said I’d finally address the question of Dragonmarked Heraldry, so that’s what I’m doing today. As always, this is just my personal opinion, and it may contradict existing or future canon material.

A question regarding the emblems of each Dragonmarked House…. why did each house choose each particular magical beast?

Flip open the ECS or ECG and turn to the section on Dragonmarked Houses, and you will see the seals of the houses. Each house has a particular beast, such as House Orien and its Unicorn. But why exactly does Kundarak use a manticore? What’s the basis behind these?

The current structure of the Dragonmarked Houses is an artificial construct established at the founding of the Twelve. Some of the houses were already operating as monolithic guilds, but others were more scattered; there were tinker families with the Mark of Making that weren’t tied to the influential Vown artificers. While every house has unique traditions, the Twelve worked to establish a unifying foundation, codifying the system of licenses and bound businesses; adoption of foundlings and excoriation; patriarchs and seneschals; and so on. Part of the purpose of this was to establish the houses as a united front in the face of kings and lesser guilds. The Guild seals were thus established in deliberate emulation of noble heraldry, with a unifying theme: the use of magical beasts, creatures who—like the Dragonmarked themselves—possessed innate mystical powers that set them apart from mundane wolves and bears.

The upshot of all this is that some of the houses had a preexisting attachment to their chosen symbol… while others literally chose a beast on the spot because it was the structure that had been agreed upon. So Kundarak actually does have a strong ongoing relationship with manticores, while Thuranni has no attachment to real displacer beasts. Needless to say, in the centuries that followed the selection of these symbols some houses have developed an attachment to their patron creature or superstitions connected to it, like the claim that Orien heirs need to remain virgins until the Test of Siberys to “attract the Unicorn.” But many of the houses had no pre-existing connection to the beast they chose. Anyhow, here’s my thoughts on the origins of these symbols…

CANNITH: THE GORGON

Cannith are artificers, who weave magic into steel. The bull has long been a symbol of power and triumph. What better symbol for this industrial house than a steel bull? The core Cannith guild was already using this symbol, and it was Cannith that proposed the magical-beast tradition; Sivis latched onto the idea and helped them push it through.

DENEITH: THE CHIMERA

The families that founded House Deneith had each prospered as independent mercenary companies. Each company had its own heraldic beast. While they couldn’t preserve each of these traditional symbols, they embraced the idea that like the chimera, their new house bound multiple beasts together into an even more fierce form.

GHALLANDA: THE BLINK DOG

As described in Dragonmarked, “Ghallanda” is the Talenta name for the blink dog. Talenta tales identify the blink dog as a helpful creature who appears to help stranded travelers: “The helpful hound who appears where needed the most.” It’s Eberron’s answer to the Saint Bernard with the barrel of booze on its neck.

JORASCO: THE GRIFFON

The Jorasco leaders wanted to use the Glidewing as their symbol, but the majority insisted on a unified theme of magical beasts. The Jorasco matriarch had seen a painting of griffons descending on a battlefield to help the wounded, and it stuck with her; this was accepted by her kin and the Twelve. As it turns out, the image was actually of griffons descending on a battlefield to feed on carrion, so it’s often been seen as an odd choice, but the house has stuck by it.

KUNDARAK: THE MANTICORE

As noted in Dragonmarked, this is tied to a legend of an early alliance between the clan and the manticores of the Ironroot Mountains. The house maintains this alliance to this day, and employs manticore cavalry in the mountains.

LYRANDAR: THE KRAKEN

Also called out in Dragonmarked; a common legend of the house founder holds that a kraken emerged from the depths to save him when he was attacked by pirates. Beyond this, a hidden sect within the house maintains that the founders of the house continue to exist as immortal krakens, though this tale is largely unknown outside the house.

MEDANI: THE BASILISK

Medani’s power is observation. They will see your enemies before they can harm you. They will spot threats… and eliminate them. Thus, a creature with a deadly gaze was a logical choice.

ORIEN: THE UNICORN

Pretty straightforward: the Unicorn is a swift land creature, a strong image, and it has the ability to teleport (check the SRD!). ‘Nuff said.

PHIARLAN: THE HYDRA

Also covered in Dragonmarked. The five heads of the Hydra represent the five artistic demesnes of the house, and they also appreciate its general reputation for resilience.

SIVIS: THE COCKATRICE

The power of Sivis lies in words; thus, the a creature with a “deadly quill” seemed to be an appropriate choice.

THARASHK: THE DRAGONNE

Again, from Dragonmarked: The Dragonne is a deadly hunter touched by dragons, long respected by Marcher hunters.

THURANNI: THE DISPLACER BEAST

Like Orien, it’s pretty straightforward; a feared predator who’s never where you think it is. What better symbol for a house of shadowy assassins?

VADALIS: THE HIPPOGRIFF

House Vadalis claims to have bred the first hippogriff. Whether or not this is true, they were certainly the first to domesticate the creatures and sell them as mounts; this was a strong part of their early success and an obvious choice for house symbol. However, as the house breeds many flying mounts, it’s not considered gauche for a Vadalis to back a different creature in the Race of Eight Winds.

TARKANAN: THE BEHOLDER

When Thora Tavin and her allies established House Tarkanan, they deliberately adopted some of the trappings of the Dragonmarked Houses. However, rather than choosing a magical beast, they chose one of the mightiest aberrations. This works on multiple levels. Obviously it’s a powerful creature feared by others; it also ties to the fact that aberrants are often treated as monsters or abominations by the “pure” dragonmarked.

I was wondering if you wouldn’t mind recapping some of your ideas for the beast that the Mark of Death would use if it hadn’t been scrubbed away into obscurity and (nigh) extinction.

As noted before, the Line of Vol was never a “Dragonmarked House”; it was erradicated centuries before the Twelve came into existence. As such, it never had any reason to follow the magical beast tradition, and would have been more likely to use the traditional elven seal of the line, or a creature more traditionally associated with psychopomps or the dead (such as a raven). If for some reason it had to follow suit, one possibility would be the Catoblepas, which is a “magical beast” and death-themed. However, the Catoblepas is deadly as opposed to being associated with death, and the Mark of Death is more about understanding and interacting with the dead than killing things, so it’s not a very good match. If I had to pick a magical beast for them, I’d personally choose the Sphinx; hidden knowledge is more appropriate for line than a deadly gaze.

You mention how some of the Houses have adopted their beast, but as many of the beasts are intelligent as well, how do they feel about representing a humanoid structure of power? Do Displacer Beast Packlords revel in their feline authority to see themselves plastered on flags, if they know how to interpret such things? Do unicorns accept their majesty being condensed into a symbol of travel and transport?

I don’t see it as a serious concern. Despite their varying intellects, none of these creatures have been presented as having anything on par with a nation. The Kundarak dwarves made a pact with a particular manticore tribe, but we’ve never presented manticores as having any remote political or cultural impact; it’s sort of like saying “Does Karrnath worry that wolves don’t like their being used on the flag?” Taking unicorns, I think it’s going to vary by unicorn; some may be amused, some may be insulted, most probably won’t care in the slightest. But there’s no unicorn nation that is going to band together and raise some sort of concerted outcry about it. And at the end of the day, the images being used aren’t especially offensive or specific to any particular cultural group among those species; it’s essentially the equivalent of having a sports team called “The Human Beings.”

Back on the previous point, some of the houses actually do interact with their heraldic beasts. Vadalis breeds manticores. Some Talenta-based Ghallanda have friendships with local blink dog packs. Kundarak still deals with Ironroot manticores. But even there, MOST Ghallanda have never seen a blink dog, and a Kundarak dwarf doesn’t have some sort of special in with a manticore from Droaam, any more than having human friends from Karrnath will help you when some thugs from Thrane want to beat you up.

Dragonmarks 5/30/14: Vol, the Dark Six, and the Trouble With Aundair

Spring has been a busy time, and I haven’t had much time for the site. I’m working on a lot of exciting things, and I look forward to being able to discuss them in more detail in the future. I also have a backlog of Stories & Dice to get to. But for now, here’s a few Eberron questions. As always, bear in mind that these are only my personal opinions and that my answers may contradict canon material.

Chris Perkins said that Eberron will have 5e/DNDnext support and your input. Is this true?

Yes. It’s far too early to talk about details as to what form support will take, how extensive it will be, or anything like that, but I have been talking with Mike Mearls and Chris Perkins about Eberron in D&D Next, and I will be working with WotC on future Eberron support. More details to follow in days to come.

What makes Aundair interesting? It seems like idyllic farm land except for Aurala’s ambitions.

This question came in at the last minute, and it can easily be the subject of an entire post. So I’m just going to give you a very high level overview, and explore all these points in more detail in the future.

What makes Aundair interesting?

  • A land divided. Aundair USED to be idyllic farm land… until a big chunk of its idyllic farmers seceded to form the Eldeen Reaches. That’s huge ongoing rift with serious impact on daily life in both Eldeen and Aundair. Then to the west, you have Thaliost – a major Aundairian city now in the hands of Thrane. Of all the surviving Five Nations (we’ll leave Cyre out of this) Aundair carries the worst wounds from the war… which is one of the reasons Aundair HAS ambitions.
  • Mystical sophistication. Aundair is the seat of the Arcane Congress. It’s the smallest of the Five Nations, and during the war, Aundair relied on its arcane superiority to survive. Out of all the Five Nations, Aundair is the one where arcane magic is the most integrated into daily life. If you want to explore that aspect of Eberron, Aundair is the place to do it.
  • Ambition. Aundair dares! The bitter wounds of the war give Aundair a motive to fight – the belief (perhaps foolish) that only renewed war could settle these injustices and turn the fortunes of the nation. Combine this with the belief that Aundair’s mystical edge could let it win that war – that it’s just one super-weapon away from ultimate power. The King’s Citadel is basically working to preserve the status quo… while the Royal Eyes want to destroy it. If you want to be a spy who’s out to CAUSE trouble instead of stopping trouble, it’s the place for you.
  • A nation of dreamers. Karrnath is stoic and grim. Thrane is tied to the church. Breland is industrial and grimy. Aundair is all about magical thinking, figuratively and literally. Its people have the most romantic – and unrealistic – outlook on things, in part because as the nation of magic, they know life can BE unrealistic. Aundairians love duels. They love grand gestures. Life in Aundair is full of flair and color. This ties to the fact that most of the zealots of the Silver Flame are actually from Aundair – because they are more passionate and, if you will, magical in their beliefs, while Thranes tend to be moderate and compassionate.

I’d love to go into more detail on all of these points, but I don’t have time. But to me, the high degree of magical integration combined with the tensions of Thaliost and Eldeen can give birth to a host of interesting stories.

I notice that, in relation to Aundair, you did not mention that, according to the maps published in Forge of War, the entire of southern Aundair (including Arcanix) was actually part of Thrane before the Last War, and a good chunk of northern Thrane (not just Thaliost) used to be part of Aundair. Do you use those border changes in your home game? If so, how does that impact the nation?

This is why I always say “My answers may contradict canon material.” I have no problem with borders having shifter, but I don’t accept the idea that Arcanix was originally part of Thrane. As I said above, the whole idea of Aundair is that it’s the nation most driven by arcane magic… that Aundair herself was one of the earliest wizards and made her nation the seat of the Arcane Congress, and that this is an integral part of Aundair’s character and culture. Conversely, Thrane has nothing arcane in its culture at all (yes, Silver Pyromancers, but that’s the key – even wizardry is tied to the church). Having Thaliost or other significant cities have changed hands is interesting, but having Arcanix have been part of Thrane weakens both nations, because it doesn’t play into the character of either.

Why the Dark Six? By this I mean: What is the function of the Dark Six and their worshippers from a plot perspective? If I’m looking to run an evil cult, why the Dark Six? Or is there some completely different function that they’re serving that I am missing?

First off, it’s a mistake to separate the Dark Six from the Sovereign Host. The Shadow is cast by Aureon. The Mockery puts Dol Dorn and Dol Arrah in perspective… as shown by the Three Faces of War, which is devoted to all three of them. We’ve mentioned a number of cults that blend the worship of Host and Six – for example, the Restful Watch, who revere both Aureon and the Keeper. The Host and the Six are all part of the same big picture, and you should always consider how your cult walks the line between the two.

Looking to one simple example: Onatar is the divine patron of House Cannith. However, the house has always been a haven for Traveler Cults. Canniths who follow the Traveler typically do so because the Traveler drives innovation. Onatar guides the hands of the smith when he makes a sword, but is the Traveler who gives him the idea for a gun or a bomb – something that could utterly change the face of warfare (for better or for worse). The Traveler encourages dangerous risks and paradigm shifts. These things are dangerous, and that’s what puts the Traveler in the Dark Six. But Cannith Traveler cultists have made some of the largest breakthroughs in the history of the house. Sometimes dangerous risks pay off.

The Three Faces of War maintain that all the Dols have a place on the battlefield. Dol Arrah is the patron of honor and strategy, and there’s a time for that. Dol Dorn is the rough-and-tumble patron of the career soldier. But war can get ugly… and that’s where Dol Azur comes in. The Mockery pursues victory at any cost. He shows you the path to defeat the undefeatable foe. He’s not honorable. He’s not strong. But he will win, and so will you… if you’re willing to follow his path.

In Droaam, the Six are revered as positive forces. Humans see the Shadow as the corrupting force that creates monsters. Well, monsters see the Shadow as the Prometheus who gave them their gifts, powers Aureon won’t share with humanity. For wizards, the Shadow/Aureon divide is much like Traveler/Onatar or Mockery/Dol Arrah. Do you follow the rules, or do you follow the path others are afraid of?

In short, don’t just think about one of the Six in isolation. Think of them alongside their counterparts in the Host, and think about what it says about a person that they embrace the aspect represented by the Six.

Could some way the cultists of the Dark Six and the Lord of Dust cooperate? Maybe could a rakshasa impersonate a god?

Certainly! In my opinion, both the Lords of Dust and the Chamber have posed as deities to manipulate mortal cults. Of course, I wouldn’t really call this “cooperation”; the cultists don’t realize they’re working with a fake god, after all. But yes, the Lords of Dust may manipulate cults of the Dragon Below, the Dark Six, or for that matter the Sovereign Host (though that’s usually the dragons’ department).

Why is the Order of the Emerald Claw not shown to have grey morality too? It can have tragic figures.

I have a different answer to each of these sentences. Taking the last one first: It’s very easy for the Emerald Claw to have tragic figures associated with it. Its members can be driven by tragic past, misguided patriotism or religious zeal, or an understandable desire for vengeance for crimes inflicted during the war. Erandis Vol herself is a very tragic figure, with many valid reasons for doing what she is trying to do.

But that’s where we come to grey morality. Erandis is a tragic figure with understandable motives for doing what she is trying to do. But when what she is trying to do is suck out the life force of everyone in Sharn so she can power her necrotic resonator and become Queen of the Dead, there’s no question that your PCs are doing the right thing when they try to stop her. And that’s the purpose of the Emerald Claw. It’s like Cobra in GI Joe or the bad guys in Raiders of the Lost Ark; these are PULP villains, enemies that the PCs KNOW they should oppose whenever they are encountered.

If you want more shades of grey, just pick a different order. Personally, I use the Order of the Ebon Skull as my go-to Blood of Vol chivalric order with a complex moral agenda. But from a storytelling perspective, there is a value to having a particular force that the players KNOW they don’t need to think about; if the Emerald Claw is up to something, stopping it is the right thing to do.

So the key point: You can do anything you want with the Emerald Claw. YOU can make them more complex. But their role within the setting as designed is specifically to BE a black-and-white pulp enemy as opposed to a shades of gray noir faction.

How are Outsiders, native and otherwise, seen in Blood of Vol theology?  They have blood, and they have immortality. Do Outsiders have the divine spark?  If so, why aren’t they getting divinity and deific status with the massive amounts of time at *their* disposal?

First: The Blood of Vol maintains that Eberron and its inhabitants are special, a belief shared by others. The planes are isolated aspects of reality: War, peace, light, darkness, order, chaos. Eberron (well, the material plane in general) is where all these things come together. Mortals know war AND peace, order AND chaos. They dream, they have inspiration, and at times this can drive them to madness. The pit fiend of Fernia and the angel of Syrnia each possess tremendous power, but both are limited by their fundamental nature. An embodiment of war can’t become a force for peace. In a sense, it’s about free will. Ultimately, very few immortal outsiders actually have it. They are incarnate ideas, but that means that they are bound by their nature. Changing their fundamental nature literally means a physical transformation; a fallen angel becomes a devil or a radiant idol or what have you. And it’s very rare that this can happen in the first place.

So: an angel has vast power to begin with, but it’s limited by its nature. You don’t get to be a hashalaq quori by starting out as a tsucora and working your way up; you either are a hashalaq or you’re not.

The mortals of Eberron have nothing BUT potential. A baby has no power at all, but he can grow up and become an amazing sorcerer or a mighty cleric. If he can do all that in a single century while also suffering the daily trials of mortal life, what could he achieve with eternity at his disposal?

Looking at it another way: the basic premise of the BoV is that mortals have a divine spark and the potential to achieve divinity… and that because of this the gods afflicted them with mortality. The fact that outsiders are immortal is, essentially, a sign that they have no spark… because the gods don’t see them as threats or rivals. Which makes them tools, weapons, slaves, servants… call it what you will. The key point is that for all its power, a pit fiend (or a lich, for that matter) lacks the raw potential of a mortal human.

As a side note, I personally don’t think that immortals DO have blood in the same sense as mortals. If you want to get purely mechanically, if a creature doesn’t specifically say it can’t be killed by stirges then it theoretically has some form of circulatory fluid that can be drained with a negative effect. But even if that’s true, I don’t think that an angel’s blood or demon ichor is going to resemble the blood of a human or an elf. I might say that an angel’s blood is light, while the blood of a demon might be a foul black substance that slowly eats away at mortal matter… and I’d probably change this based on the nature of the angel or demon. Really, that’s a DM’s call – but I don’t think immortal blood resembles mortal blood, and that’s enough for a BoV priest to call it a mockery or imitation.

Are there any particularly handy resources already floating around where you’ve commented on the Blood of Vol history or philosophy, particularly the role of its undead champions (when they’re not just being used as a corny “eeevil” death cult), the nature of House Vol before its fall, or the history of the Blood of Vol dating back to before Galifar such as Aerenal or the Qabalrin?

I don’t know about “handy.” One of these days I’ll have to consolidate some of these into a single coherent entry. But here’s a few scattered pieces and discussions across the web. The RPG.Net links are discussion threads, but ones where I’ve posted at some length.

Eberron Expanded: Libris Mortis

Dragonmark: The Mark of Death

Dragonmark: Erandis Vol – Hot or Not?

RPG.Net: What’s Erandis Been Doing For 3,000 Years?

RPG.Net: The Blood of Vol

On this one, I particularly recommend pages 2 and 3, which discuss what makes it an attractive religion to followers and what a paladin of the BoV can do to “fight death”.

Is there a dark side of house Ghallanda? Hosting illegal parties with dangerous substances and activities I would guess…

Anything can have a dark side, if you want it to.  House Ghallanda doesn’t just run inns and restaurants; they are the masters of the urban social arena. They know what to do to make their clients comfortable. A Ghallanda fixer is the person who can get you anything. He may employ members of other houses to accomplish that – turning to Sivis, Medani, or Tharashk, among others – but the point is, the concierge at the Gold Dragon Inn can get you anything. You can just as easily have crisis managers and cleaners – the branch of Ghallanda who takes care of things when there’s a dead body in the prince’s room or when the Countess overdoses on the dreamlily the concierge obtained for her. Ghallanda also has its promoters who build up celebrities to help as draw to Ghallanda events and locations.

Beyond that… are you familiar with the Black Dogs, from Eberron? These are Ghallanda assassins, who among other things are experts at mystically poisoning food and drink.

Do you have any thoughts on what place Vestiges and Pact Magic might have in Eberron? 

Personally, I say that Vestiges are immortal entities that linger in Dal Quor. Not exactly gods, they are beings who have become legends, and their spirits draw power and sustenance from that. I’ve called out titans of Xen’drik and ancient dragons as possible Vestiges. It’s entirely possible the Daughters of Sora Kell are trying to become Vestiges, or that Sora Kell is one.

If you could add a new continent to Eberron, what would you put on it?

Drawing on past answers, the simplest is that I wouldn’t add a new continent; I’d add more depth (get it?) to the undersea civilizations. At the moment, I don’t feel a need to add something completely new to the surface world, in part because it’s so easy to add an entirely new race/civilization/whatever to Xen’drik.

You once mentioned how the future of Eberron may be (warriors with many magical weapons, etc) Have you played in a future era?

I’ve played in some very near-future scenarios, but not in a future where the level of magic has changed significantly.

If warforged have no souls, which is an option, could Canniths somehow force/program them to do something against their will?

People in the world argue about whether or not warforged have souls. Speaking personally, the question to me isn’t whether warforged have souls; the fact that they can be raised from the dead is basically proof of that. Instead the question is how can they have souls, and where those souls come from. Whatever your stance on this, whether or not warforged have souls doesn’t affect Cannith’s ability to manipulate them. You can’t “program” a warforged; if you could, Cannith would have done it to all of them. There are quite a few aspects of sentience Cannith would love to have selectively removed from the warforged, but sentience came fully formed. Cannith can provide basic direction to the warforged – producing a model with an inherent aptitude for combat or recon, for example – and it is this that suggests that they might actually be using recycled souls. The reason Warforged X pops out with an innate aptitude for combat is because he has the soul of a soldier.

In any case, the key point is that by canon there is no way for an artificer to “program” a warforged. You could always introduce something – say that Merrix has a secret network of Warforged Manchurian candidates – but it’s not the default.

I must admit, though, that I prefer the possession of souls by warforged to not be settled under canon but to be left to each DM…

Even if it is established under canon, it’s ALWAYS up to each DM to change canon as they see fit. The main issue is that warforged BEHAVE as if they have souls for purposes of magic that directly affects a soul – resurrection, trap the soul, magic jar, etc. The DM could certainly come up with an explanation for why this is possible when they don’t actually have souls – but MECHANICALLY they are treated like creatures that do have souls.

I wonder if perhaps Cannith artificers do not at the very least have the capacity to “charm” warforged in a very powerful way, being their creators, or of removing their souls from their bodies -temporarily or not- if they do have souls.

Again, it’s always up to you as a DM. But from a world design standpoint, the concept has always been that Cannith itself doesn’t fully understand or control the warforged. If every aspect of the warforged was under their control, there are many aspects of humanity they would probably eliminate. The idea is that they didn’t CHOOSE to give the warforged the capability to feel love, or sorrow, or fear; these things simply came with the package when they found a way to imbue them with sentience. Again, the key is that warforged aren’t robots; they are living beings who were created through artificial means.

Thus, a typical Cannith has no means to control the thoughts of a warforged, even one he created. However, what he does have are many, many ways to DESTROY a warforged… disable construct, inflict damage, etc. We see this in the Dreaming Dark novels with Lei; she can’t take control of a warforged, but she can certainly shut one down.They can’t manipulate their thoughts any more than they can manipulate the thoughts of any other living being. But they can take apart their bodies, because that’s the part of the warforged the Cannith understand perfectly.

With that said, you can do anything with the right Eldritch Machine; this is presumably the foundation of the soul-stripping plotline in DDO.

I’m sure it’s been asked before, but… name one new technology you’d like to see replicated Eberron-style. Smartphones?

In the original proposal I had “crystal theaters.” Essentially, the theater has a GIANT CRYSTAL BALL, with a number of preset “channels” – Phiarlan and Thuranni stages where major events are performed. At showtime, the screen is tuned to the proper location. It’s an example of magic accomplishing the same function as technology, but using the existing mechanics of magic. Rather that the event being broadcast to the screen, the screen is scrying on the stage. I use these in my campaign, but I don’t think they made it into any official source.

Bear in mind that Eberron’s key principle is finding ways to use D&D magic to accomplish the things we do with technology. So in thinking about something like a smartphone, the question is how you create a smartphone using existing D&D principles. Is it a sentient magic item with decent knowledge skills combined with a form of sending that can only connect with someone carrying another smartphone? That sort of thing would work, but of course, a sentient magic item is SENTIENT… so you might have to worry about whether your smartphone is smarter than you.

That’s all for today. A late question is “Why do the Dragonmarked Houses use the animal symbols they do” and I’ll see about addressing that as a bonus tomorrow.

Dragonmark 3/19/14: Orcs, Mean Streets and More

The last few months have been very busy. I’ve got many things I’d love to write about, including a bag full of Stories & Dice entries; however, I’m working on multiple deadlines and it’s going to be another week or two before I can get to them.

In other news, I will be attending T.A.B.L.E. in Coppell, Texas on March 28-30th. It’s a gaming expo that’s working to reach out to people who don’t normally play games, and it’s got a few small-time guests like me and Steve Jackson. If you’re in the area, I hope you will come and play a game with me!

And now, the latest round of Eberron questions. As always, my answers are not official in any way and may contradict canon sources; this is how I do things in my personal Eberron.

What’s next for you and Eberron? Anything?

The main news I do have is that the PDF of the 3.5 Eberron Campaign Setting is available online here. As for new Eberron material, no news to report yet, but I’ll let you know as soon as there is anything to know.

 

Could you tell us about your dndnext Eberron experience?

I don’t have time to go into a lot of detail, I’m afraid. I’m playing a changeling inquisitive (rogue), which means I’m really playing three or four different characters. I’m having fun with my personal vision of changeling culture, in which personas are tangible things that are shared within families and passed down to descendents; so my character has a few identities that are older than he is, and he’s got obligations and expectations to fulfill whenever he uses one of them. After an adventure involving werewolves, the DM and I have actually spun off a whole new take on the history of lycanthropy in Eberron – where the curse originally came from—and this will hopefully play a larger long-term arc in the story of the character. The game itself is sent a few decades in the future of the default setting, which means I don’t know everything; one of the other players is playing Jaela, who mysteriously vanished and has now returned with only a fraction of her former abilities. So far it’s been a lot of fun. The system is very different from both 3.5 and 4E, but there’s a number of things I like about it, and we haven’t had any trouble adapting changelings, shifters, inquisitives, and other elements to the system.

 

I am trying to make the Orcs more than just Green, Strong Humans and could use some advice.

To me, a key thing is that the orcs are a very primal race. Their emotions and instincts run deep, and they are very passionate. While they are often known for their fierce rages, this passion is just as powerful when in manifests as love or grief. They engage with the world around them more fully than many humans do. It’s easy to look back at their shared history with the Dhakaani and portray the orcs as savages who lived in the woods while the goblins built empires, but the key to me is that the orcs never wanted the civilization the goblins adored. It’s not that orcs are stupid or brutish; it’s that they don’t feel the same need to impose their will on the world that many other races do. They embrace their lives as part of nature instead of holding themselves above it. This is why they have a natural inclination for the primal classes, and why they took so quickly to Vvaraak’s teaching.

As a minor aside, this quote from The Player’s Guide To Eberron might be useful.

Many of the people of the Five Nations are uncomfortable around half-orcs and find the idea of humans and orcs crossbreeding to be vile and distasteful. Such beliefs have never found root in the Shadow Marches, though, and those orcs who chose to welcome humanity to their land were quick to mate with the newcomers. Those who followed the druidic paths knew that hybrids are often the strongest plants, while the Khyber cultists have always seen change as a path to power. In the Marches, half-orcs are celebrated; they are called jhorgun’taal, “children of two bloods.” Blood is everything to the clans, and the jhorgun’taal are the proof that orc and human are kin. They have the strong spirituality of their orc forebears and the wisdom of humanity, and as such many of the greatest druids and priests are half-orcs.
The jhorgun’taal perform important tasks in the Marches, for while they are not as clever or charming as their human kin, they have the trust of both races. As a result, the sheriff of a muck-mining town is more likely to be a half-orc than a member of either of the pure races. Likewise, when the clans send ambassadors to negotiate feuds or trading rights, they often send a jhorgun’taal, even if a more charismatic human comes along as an advisor.
While half-orcs are a true-breeding race in their own right, the jhorgun’taal are just as likely to mate with humans or orcs as with their own kind. The half-orcs of the Shadow Marches don’t see themselves as a separate race; rather, they consider themselves to be the bridge that makes humans and orcs one race.

Looking to the race as a whole, I see orcs as a fundamentally chaotic race where goblins are fundamentally lawful. Goblins thrive on structure and hierarchy; orcs are more driven by instinct and impulse. Where the goblins established a vast empire, the orcs remained bound to family and clan; we’ve never mentioned a “King of the Orcs”. They are passionate and creative, but more driven by what an individual can accomplish than a nation. This doesn’t prevent them from placing value on tradition, as shown by both the Gatekeepers and Cults of the Dragons Below… but even there, both of these faiths are far less structured than the Church of the Silver Flame. Humanity has a greater impulse towards order, and House Tharashk reflects the marriage of human and orc; it benefits from orcish passion and strength, but also from the human desire to build and expand.

This is a simplistic look at a complex race. The Ghaash’kala orcs of the Demon Wastes are highly disciplined… but even there, their structure is less hierarchical and complex than that of the Church of the Silver Flame. Again, my feeling is that on a very primal level they value personal instinct and emotion more highly than the rule of law. An orc lives in the moment and follows his feelings.

While House Tharashk strongly reflects the influence of humanity and the half-orcs, it is worth noting that Tharashk is a house that has already been pushing rules and stepping on toes. Through its dealings with Droaam it is overlapping with the existing business of Orien and Deneith, while its inquisitive business fills a role long monopolized by Medani. This ties to that early point. They are more chaotic and more inclined to pursue their own desires than to accept the established order and be content with one niche.

As a final thought: When the Daelkyr invaded, they made things from the creatures they fought. They made dolgrims, dolgaunts, and dolgarrs from the goblin races. They made chokers out of Halflings. But we’ve never said what they made out of orcs. Perhaps this is because they COULDN’T physically corrupt the orcs, and that this is another reason that Vvaarak chose them; there is something fundamentally primal about the orcs that prevents the daelkyr fleshwarping. Thus instead they chose to mentally corrupt the orcs, preying on their passions and planting the seeds of madness and the Cults of the Dragon Below. If you like this idea, here’s a few other things you could play with…

  • We have half-orcs and we have half-elves. We’ve never mentioned, say, half-dwarves, half-halflings, half-gnomes, or half-goblins. This could be because orcs are an exceptionally fertile and versatile race due to their deep primal nature. Note that when we say “half-orc” we don’t say what the other half is… so perhaps you can have orc/goblins, orc/dwarves, etc and it’s just that the orcish half is dominant enough that most people can’t tell them apart. As for elves, the elves are themselves a genetically altered slave race; they too may have an unnatural ability to interbreed with other species (and if you read the Khoravar Dragonshard, the fact that they could produce offspring with humans was a surprise to the elves as well).
  • Perhaps the orcs are actually the root race that produced the shifters. The first shifters could easily have been primal champions created by Vvaarak and the first Gatekeepers… orcs blended with animalistic spirits.

 

Why don’t we see many Cults of the Dragon Above? Apart from draconic prophets, Siberys doesn’t seem to have worshipers.

Well, if you look to the Progenitor myth, Siberys is DEAD; those are the pieces of his body floating in the night sky. People may revere Eberron as the source of natural life and Khyber as the Mother of Monsters, but Siberys died before the world was even created. He gave us gifts; many say that the energy that is the foundation of all magic is the “blood of Siberys.” But Siberys is dead and not looking for your prayers.

Beyond that, very few people worship ANY of the Progenitors directly. The short form is that the Progenitors aren’t seen as active forces. People worship the Sovereigns instead of Eberron, because the Sovereigns are seen as active forces who may intervene in mortal affairs.  Khyber won’t and can’t personally do anything to you. But Khyber’s children – the Overlords – can and will. Thus, the “Cults of the Dragon Below” are typically tied to the Daelkyr, to a particular Overlord, or they are crazies who don’t actually think of themselves AS a cult; take a look at this Dragonmark for more details.

 

Where is your favorite location in Eberron to set a game, and why? Besides Sharn.

Personally? Graywall in Droaam. It’s like Casablanca, only with more trolls. It’s a frontier nation where the law is more or less whatever Xorchylic wants to be. It’s a haven for war criminals, dissidents, bounty hunters, and other interesting characters. There’s ancient ruins dating back to Dhakaan and the Daelkyr below it. And it’s a great opportunity to explore the intriguing possibilities of a nation of monsters. Check out The Queen of Stone for more of my vision of Droaam.

 

A player wants to play an incorruptible Sharn Watch Captain. How much could he clean up his district before Boromar kills him?

There’s many different layers to this question.

First of all: How is this going to impact your game? If it’s PURELY background… if he’s playing a paladin and wants to say “I started out cleaning up the mean streets of Sharn, and now I’m heading out into the wider world”… personally, I’d let him. If you’re not IN Sharn, what’s the harm in it? It means when he goes back to Sharn, he’ll have some allies and enemies, and he may be disappointed at how things have gone to crap in his absence. But if your adventures aren’t ABOUT cleaning up Sharn, then what’s the harm in him having done some impressive things in his time on the force and somehow kept ahead of the hit men?

On the other hand, perhaps your campaign is about Sharn, and what this player is saying is that he wants clean up the streets as part of the campaign. First of all, what district is he dealing with? Many parts of Sharn already are quite clean; Skyway is a very different place from Callestan. Second, there’s a limit to what one guard can do when the structure around him is corrupt; however gifted and virtuous he is, if his targets keep getting tipoffs, if his companions let them escape, if charges don’t stick, it doesn’t matter how many he brings in. So he may need to clean up the WATCH before he can really make a dent in the Boromar Clan; and once he’s cleaned up the Watch, he’s not a lone target any more. And remember, being in the Watch doesn’t make him judge, jury, and executioner; if he runs around slaughtering Boromar fences and smugglers, HE’S the criminal.

Next up: look at any good noir story. How often do the bad guys just shoot the good guy in the head? It shouldn’t be as simple as “He arrests some guys so they kill him.” Instead, you want to draw it out, and put him in a position where he has to think about his actions and the price of his principles. If this were MY game, I would sit down with the player and ask a number of questions. I’d ask him to tell me his three favorite places in the district he protects. What’s his favorite bar? Or shop? Then tell me his three favorite people. The barmaid? The orphan beggar boy? I’d like to know about his family; his vision of what he wants the district to be; and the worst mistake he ever made (because if this is a noir character, he’s made AT LEAST one). Once I know all these things, I have a wealth of tools to play with that are far more interesting that just killing him. After all, the Boromars aren’t an especially violent organization; they prefer blackmail and coercion to murder. What does he do if they threaten his family? If they take that beggar boy hostage? If they threaten reprisals, and when he ignores the threat, they burn down that bar? If the only tool you have to work with is the life or death of the player, it’s all or nothing. So you need the player to care about other things in the world, so you can threaten those… and follow through on some of those threats. A final challenge here is to come up with a reason the Boromars don’t WANT to kill him. Perhaps he’s so beloved that they don’t want the attention that would come from an assassination… in which case one thing they’ll do is to try and attack his reputation. Perhaps Saiden Boromar has a personal vendetta… the classic “I will take everything away from him before I give him the mercy of death.” Perhaps his family has a connection to the Boromars he doesn’t know about; his father was a corrupt cop who saved Saiden Boromar’s life three times, and Saiden is going to ignore three mortal insults before he takes action.

Side note: personally, I’d be inclined to have the PC be a relative newcomer in the district he wants to clean up. Either he’s just been transferred from a nicer district, or this is where he grew up but he’s been away. Rather than explain how he’s been a pain in Boromar’s rear for years and has never dealt with the consequences, start the clock NOW.

You could turn it around and say that it simply makes no sense that the PC has survived this long… but someone else is looking out for him. Someone shoves the assassin from his hiding place so the PC has a chance to defend himself. Someone pushes the poisoned drink from his hand. Someone gets the barmaid out of the bar before it’s destroyed. Is it the Chamber? A Lord of Dust who has plans for the PC? The Tyrants? House Thuranni? Someone could have long term plans for the PC… or they could want to see the PC clean up the district, but want him to be the figurehead.

The short form: There’s lots of ways to make this background work. It’s all a question of how far you want to go with it, and what impact it’s really going to have on your actual campaign. As a minor recommendation, I suggest Warren Ellis’ Fell (available in graphic novel form); here you have a story of a remarkable detective sent into a corrupt place, who does his best to clean it up but is limited by the overwhelming scope of the corruption and his own very limited resources. Find ways to make little things feel like big victories; he doesn’t have to bring down the entire Boromar Clan on day one, and they can overlook a lot of little losses.

 

How do you keep track of SO many factions?

Generally speaking, I don’t. In any particular campaign, I pick a certain number of factions I want to use, and I pick a few of the major villains. I don’t try to weave Vol, the Dreaming Dark, the Daelkyr, the Aurum, the Lord of Blades and half a dozen Overlords into a single coherent plot; instead I pick two or three that I will focus on, typically with one as the obvious initial threat, one as the hidden long-term threat, and one as the wild card, and focus on those. The others are around for me to sprinkle in for interesting one-shots, but I don’t try to make them all equal. Short form: Most of these forces are playing a waiting game. The Stars (or the Prophecy) need to be right for the Daelkyr to pose a threat. If I don’t want to use them, I simply assert that their stars won’t be right for another century; they simply aren’t going to be major players in this arc. This also addresses the question of why all these world-threatening forces aren’t stomping on each others’ toes; they simply don’t all have to be active right at this moment.

 

Are there many other large ‘franchises’ in Eberron, aside from the Houses?

Certainly. Most of the major members of the Aurum are people with their own franchises of one form or another; I suggest you check out this Eye on Eberron, if you can. Organized crime gives you another recognized brand, such as Daask and the Boromar Clan. Many of these sorts of franchises are limited to a particular nation, but are still everyday encounters in those nations. On a broader scale, you have the Church of the Silver Flame, which touches the world in many ways; a key example would be their free clinics. You generally can’t get the magical services you could get at a Jorasco house and it’s not as comfortable, but it’s a low-cost alternative for people who need help and something everyone is familiar with. Another would be the Korranberg Chronicle, which is known and respected across Khorvaire.

 

Drow – Why scorpions?

It’s a common misconception (one made by many of the inhabitants of Khorvaire and Stormreach) that the drow are especially hung up on scorpions. The Sulatar and Umbragen don’t care about scorpions at all. Among the jungle tribes, Vulkoor the Scorpion is simply one of a pantheon of primal spirits; if you read The Gates of Night or The Shattered Land, Xu’sasar calls on a number of other spirits. The Vulkoori tribes consider Vulkoor to be the greatest and most powerful of these spirits, but that’s a particular choice of a particular group of tribes.

 

WHY do souls go to Dolurrh? Did they originate there and are returning home? Is there some sort of magic pulling people there? Where did it originate? Why are souls made? (Are these “Big Unanswerables”?)

These are Big Unanswerables. A key point is that no one actually agrees on what Dolurrh IS or what happens to the souls that go there. It’s a provable fact that when someone dies a soul appears in Dolurrh that matches them, and that this soul then fades over time. The most common theory among the Sovereign Host is that the “fading” isn’t destruction at all; rather, Dolurrh is a GATEWAY to the realm of the Sovereigns, a place that is beyond all mortal experience and cannot be visited even with planar magic. The “fading” effect is the process of the soul transitioning to this higher realm; and what is left behind is just a husk, like a discarded snakeskin. Meanwhile, the Blood of Vol asserts that Dolurrh is the end; some believe that the Sovereigns created Dolurrh specifically to destroy mortal spirits, and that your spirit is drawn their after death because they designed it that way. Others say that the “fading” is the spirit being cleansed so it can be reused and reincarnated. But there’s no absolute “right” answer.

With that said… the general answer to big unanswerables such as “Why are souls made and what draws them to Dolurrh” is “The Progenitors did it.” The Progenitor myth includes the creation of the planes and the creation of mortal and immortal life. They set the system in place; they simply don’t interfere with it directly now it’s in motion. Meanwhile, the Sovereigns aren’t described as having CREATED the world; they simply govern particular aspects of it.

 

In your opinion, which nation is most likely to restart the Last War?

In MY Eberron, definitely Aundair. Of the current rulers of the Five Nations, Aurala is the only one who’s called out as really having a strong vision of reuniting Galifar. In my Eberron, Aundair is also aggressively pursuing research into new forms of war magic, as arcane magic is the only thing that offsets Aundair’s small size and population. This could be seen as a threat or provocation by the other nations… or alternately, if Aundair does develop superior rituals it could give them the confidence to act.

Another possibility is Cyre. Groups such as Dannel’s Wrath want vengeance for the fall of Cyre, and might engage in terrorist actions designed to provoke the other nations to war.

None of the other rulers—Boranel, Jaela, or Kaius—are portrayed as having an interest in war. However, Boranel and Kaius are specifically called out as being in precarious positions. Boranel is old and there’s a movement that’s interested in unseating the monarchy in Breland; and Kaius has alienated many of the warlords. If a current ruler is displaced, a new ruler could emerge with a more aggressive agenda.

 

The comic introducing Chapter 1 of Magic of Eberron suggests that nobility can have Karrnathi undead minions. Is that common?

It depends how you define “minions.” You can’t buy Karrnathi undead, and you can’t key them to be specifically loyal to a particular person. For more information on the process used to create them and the nature of Karrnathi undead, check out the article on Fort Bones.

Karrnathi undead are soldiers by nature. It’s believed that they channel the martial spirit of Karrnath. As such, they typically abide by the military chain of command; in The Queen of Stone, there’s a Karrnathi skeleton with the Karrnathi delegation. You could also find them serving bone knights regardless of their current standing. So personally, when I look at the comic in Magic of Eberron, I assume that Lord ir’Krast is a bone knight or a high-ranking member of the Emerald Skull or a similar order. The skeleton is loyal to someone who happens to be a noble; that doesn’t mean any random noble could purchase a Karrnathi skeleton. It’s one of the economic advantages of the warforged; anyone could buy one of those.

 

How would one get to the Lair of the Keeper in the Demon Wastes?

The simplest way would be to take a boat to the ruins of Desolate and cut across on land from there. A more difficult path would be to go through the Labyrinth to Festering Holt and go north, which among other things takes you very close to Ashtakala. Bear in mind that there’s no perfect maps of the Demon Wastes, so it’s not as though anyone in the Five Nations knows EXACTLY where the Lair of the Keeper is (and SURPRISE – it’s shielded from divination!). It’s very much a “Here there be dragons” situation; its location is loosely derived from a handful of ancient accounts and Ghaash’kala myths. If you really want to find it, you’d be best off getting a local guide or dealing with a living person who’s been there… say, Sora Teraza.

 

What info have you been hiding about the dwarves that got sealed in Khyber by their now topside dwelling kin?

I feel like I’ve written about this in detail somewhere, but I don’t remember where. Short form: In MY Eberron, they were wiped out or corrupted beyond recognition during the Daelkyr Incursion. The ruins of the Old Kingdom are now filled with aberrations and other horrors, and there’s a Daelkyr somewhere beneath the Ironroot Mountains. Mror heroes sometimes go below in search of glory and treasure.

Oh, and bear in mind, the surface dwarves didn’t seal the other dwarves below… the surface dwarves got KICKED OUT of the awesome subterranean kingdom. Check out this Dragonshard on the subject.

 

Which factions or countries have the largest rivalries with each other?

There’s no shortage of rivalries…

Karrnath and Thrane

The Chamber and the Lords of Dust

The Royal Eyes of Aundair and the King’s Citadel of Breland

The Kalashtar and the Dreaming Dark

Adar and Riedra

The Blood of Vol and the Sovereign Host

Thuranni and Phiarlan

Cannith and Cannith (and Cannith)

The Aurum and the Twelve

House Tarkanan and the Twelve

Aundair and the Eldeen Reaches

The Ashbound and House Vadalis

The Gatekeepers and (some of) the Cults of the Dragon Below

The Boromar Clan and Daask

The Lhazaar Princes and the Lhazaar Princes

Erandis Vol and the Undying Court

The Swords of Liberty and the Brelish Monarchy

… And that’s just the tip of the iceberg. Beyond that, if you pick one of the Five Nations, you can probably find a faction in any of the other Five Nations that hates them.

 

What is the royal symbol of the kingdom of Galifar?

I’m not sure it’s ever been defined in a canon source. In my Eberron, it’s a gold crown bearing five jewels, set against a green field; I believe a canon source somewhere speaks of Cyre as “the purple jewel in Galifar’s crown,” and this is where that expression comes from. Cyre kept the Crown of Galifar on its flag during the war, while adding other elements.

 

Are there equivalents to European monastic orders for the major faiths?

Sure. It’s touched on at the beginning of this Dragonshard, though it then turns to a description of more martial orders.

Many of the creatures can trace a path back to their origins, but what of shapechangers? We know changelings descend from dopplegangers, but where do beasties like dopplegangers, and by proxy things like tibbits, come from?

Depending on what edition you’re using, the distinction between changelings and doppelgangers can be blurred. In 3.5 they are concretely distinct species; in 4E “doppelganger” is an alternate word for changeling, implying that the changeling uses his abilities for larcenous purposes. As for origins, I’ve developed a particular changeling creation myth for my D&D Next character; perhaps I’ll include it in a dedicated Changeling post in the future. I’ll also point out that one of the first D20 products I had published was The Complete Guide to Doppelgangers, by Goodman Games; there I propose a lifecycle that links doppelgangers and mimics, though it’s not something I’d use for changelings as presented in canon Eberron.

Who judges those convicted to go to Dreadhold? Sivis judges, international judges, judges from the 5 nations?

The key thing to bear in mind is that Dreadhold isn’t directly tied to ANYONE’S legal system. Dreadhold is a for-profit operation run by a business, House Kundarak. Consider prisoner Deep Fourteen, who some believe to be the true Kaius III. He was never convicted of any crime. Almost no one in the world knows that he exists. He was sent to Dreadhold by the King of Karrnath, who is paying for his incarceration. With that said, does this mean ANYONE can send someone to Dreadhold? Probably not. I expect that Kundarak has a certain criteria they apply before they accept prisoners from you, likely defined by your legal status and your wealth. The short form is that they take prisoners sent to them by the courts of the Five Nations… but they probably also take prisoners sent to them by the Aurum or patriarchs of Dragonmarked Houses. It’s not Kundarak’s job to determine guilt or innocence; it’s their job to imprison the people they are paid to imprison, for as long as they are paid to do so. A potentially interesting point would be to have Dreadhold release a host of dangerous criminals or political dissidents (some who may have been preserved in the Stone Ward for centuries) that were imprisoned by United Galifar or Cyre, because none of the Thronehold nations want to keep paying for their imprisonment.

Being a private or for-profit endeavor, house Kundarak could get in trouble in my opinion if they accept to imprison someone in exchange for payment when that someone is innocent or not deserving such a harsh punishment and is sent to Dreadhold by a nation or anyone else who is its rival.

First off: We HAVE discussed the existence of international courts that judge war crimes, established under the terms of the Treaty of Thronehold. The key is that these courts have nothing in particular to do with Dreadhold. They can choose to send a person to Dreadhold, but if they do someone will have to be designated to pay for it, and be treated like any other client. Kundarak evaluates every prisoner submitted to Dreadhold. They consider all the risks associated with incarceration; these include the challenges posed by the prisoner and risks associated with the prisoner’s outside influence. If they decide to accept the prisoner, they set the cost of imprisonment. If the client agrees to those terms, they will maintain the incarceration until the client or their heirs cease payment or cancel the contract.

What DON’T they consider? If the prisoner is innocent or guilty. That’s not their problem. Dreadhold isn’t about justice. Every nation has its own prisons. Dreadhold isn’t part of any nations’ judicial system. You send someone to Dreadhold when no other prison can hold them; when you are concerned about an uprising or military action to free them; or when you can’t kill them but never want them to see the light of day again, like Melysse Miron. Dreadhold exists in international waters, and it’s not under the jurisdiction of any kingdom. If Aundair objects to the imprisonment of someone Breland has sent to Dreadhold, Kundarak’s answer is simple: take it up with Breland. If you want, you can lay siege to Dreadhold; however, it is one of the most impregnable fortresses in Eberron and on top of that, your nation would face immediate sanctions from the Twelve.

This touches on one of the key themes of Eberron: the balance of power between the houses and Eberron. When Galifar was united, Kundarak would be unlikely to refuse the King of Galifar if he demanded the release of a prisoner. But the Queen of Aundair is an entirely different matter… and it can be argued that Aundair needs the Twelve far more than they need her. Is she willing to risk losing the services of all the houses at a time when she’s contemplating war? Essentially, no single house HAS the leverage to place demands on Kundarak… and thus, Kundarak will simply say “Take it up with the people who sent the prisoner to us.”

Case in point: Prisoner Deep Fourteen. He’s being held incommunicado, masked, in a deep cell. His identity is hidden from the world. Is he guilty of something? Given that we don’t even know his identity, who knows? Kaius wanted this person to disappear forever, so he sent him to Dreadhold… there’s no one to challenge this, and Kundarak doesn’t care what his story is.

With that said: Kundarak can and will refuse submissions. Let’s say Erandis Vol kidnapped Jaela and sent her to Dreadhold. Kundarak would in all likelihood refuse to take her, not wanting to have the entire Church of the Silver Flame rise against them. On the other hand, if Cardinal Krozen sent her to Dreadhold with the full support of the church, they would take her. It’s not a question of innocence or guilt; it’s the fact that if she’s sent by the church, it’s safer for Kundarak to take her.

But the key thing to remember: Dreadhold isn’t about justice. It’s a business, plain and simple. Half the people in there may be innocent; if you want to get them out, take it up with the people who imprisoned them, or break them out yourself.

Is the Church of the Silver Flame still paying for Melysse Miron’s incarceration, or do they have an alternate deal worked out with Kundarak?

Yes, they are still paying for her. With that said, I doubt she’s the only one; I suspect they have a significant ongoing payment that covers a significant number of prisoners. It’s likely they are covering Saeria Lantol’s imprisonment as well. The mandate of the church is to protect the innocent from supernatural evil. If the best way to do that is to pay for its incarceration, they will.

How do the Sentinel Marshals view Dreadhold?  On the one hand, it houses legitimate prisoners, which they must support, but does the incarceration of others not in accordance with any law give them pause?  If a person was kidnapped according to the laws of the nation in which the crime occurred, and then sent to Dreadhold, would the Marshals feel a need to do anything about it?

A key point: The Sentinel Marshals aren’t some sort of Justice League, fighting crime for the good of all. Let’s take a look at the first source to describe the Sentinel Marshals, Sharn: City of Towers:

During the reign of King Galifar III, House Deneith was granted the right to enforce the laws of the kingdom, bringing fugitives to justice and enforcing punishments in exchange for gold.

Sentinel Marshals aren’t tied to the Watch. They aren’t casual law enforcers. If a Sentinel Marshal is walking down the street and sees a robbery, he’s not OBLIGATED to do anything about it. Many are honorable people who MIGHT… but that’s not their job. They are private contractors who are authorized to enforce the law across Khorvaire. Some Sentinel Marshals are deeply concerned with honor and justice; for others it’s just a job. It’s a job they have to take very seriously – Sentinel Marshals are held to very high standards of conduct – but you could easily have an evil Sentinel Marshal, who plays strictly by the rules but doesn’t give a damn what happens to the criminals he brings in. Meanwhile, looking back to Kundarak: THEY aren’t the kidnappers. As I said, Dreadhold is in international waters. If the person who brought the prisoner to Dreadhold kidnapped them, fine – FIND THE KIDNAPPER and get them to end the incarceration contract. So say Saiden Boromar kidnaps someone and sends them to Dreadhold. If there’s a Sentinel Marshal who’s so infuriated by this miscarriage of justice that he’s going to take independent action to do something about it, the best thing for him to do would be to expose Saiden and bring him to justice. SAIDEN has committed the crime of kidnapping in a nation bound by the Code of Galifar. Dreadhold is NOT bound by the Code of Galifar.

Fun side note: As Dreadhold is in international waters and not actually covered by the Code of Galifar, it’s technically not a crime to break into Dreadhold. It’s a frontier operation. if Kundarak catches you, well, they may just throw you in a deep cell… but you won’t end up in a court anywhere.

Again about Dreadhold, since they are in international waters, they could be payed to perform tortures to a prisioner?

I’m sure that they could; after all, one could argue that the conditions of Deep 14’s imprisonment are a form of torture. With that said, I don’t see them resorting to torture to acquire information. In a world where people have access to detect thoughts, zone of truth, discern lies, and so on, I can’t imagine that the keepers of the most sophisticated prison in Eberron would use physical torture as a primary means of extracting information… though I suppose that physical and psychological torture could be COMBINED with some of those spells as a way to force an answer and then verify its accuracy. While they could farm this out to another house, it wouldn’t surprise me if Kundarak has its own specialists in this; after all, psychological warfare would play an important role in holding certain prisoners.

Since he came up, are there any people that you have in mind for Prisoner Deep Fourteen besides the real Kaius? 

Spoilers here, so if you don’t know Kaius’ story skip this question. I don’t have anyone in mind for D14, but I could brainstorm a few possibilities, given a moment. He’s someone Kaius wants alive, but not allowed to speak or write. The idea that he’s a relative is one possibility. Another is that he’s a Karrnathi warmage who committed war crimes so vile he couldn’t be left at liberty (in part because other nations would demand justice) but Kaius wants to be able to retrieve him if there’s another war. A third even zanier possibility is that HE is Kaius I, and that the biggest secret of Karrnath is that Kaius III IS Kaius III, presenting himself to Kaius’ inner circle as his grandfather. If you want to get really deep into conspiracies, try this. Erandis arranged to have Kaius transformed. Because of the nature of this process, the vampire that transformed Kaius has direct influence over him, if s/he chooses to exert it. Unwilling to live with this threat hanging over him, Kaius I turned Kaius III into a vampire. In this theory, I’m asserting that a vampire can assert control over his direct progeny, but not over THEIR progeny. So K1 sires K3, and then arranges for K3 to send him under deep cover into Dreadhold. K3 poses as K1 posing as K3. His mission: to find and eliminate K1’s sire, so no one can dominate K1; once that’s done, he’ll free K1 from Dreadhold. In the meantime, Erandis is baffled by the fact that she can’t exert control over Kaius.

Personally, I like the idea of K3 posing as K1 posing as K3… but perhaps I’ve been watching too much Orphan Black.

Now, I just came up with this idea on the spur of the moment. But running with it a little further, you can get even farther out there and say Kaius III isn’t a vampire. Here’s the sequence of events. Kaius is turned into a vampire by Erandis. After being undercover for a time, Erandis sends him to replace K3 and take over Karrnath; she likes the idea of having a puppet on the throne. But K1 is no one’s puppet, and he has his own scheme. K3’s lover Etrigani is a deep-cover Deathguard agent, and knows rituals that can allow a living person to appear undead, a variant of the half-life techniques common among the Jhaelian clan. Together, Etrigani, K1, and K3 arrange to make it SEEM as though K3 is actually vampire K1. This “coup” – the idea that K1 has replaced K3 – is revealed to Morana and the other inner circle of Karrnath, and of course all of Vol’s spies. “K3” – actually K1 – is sent to Dreadhold, and made incommunicado, so there is no way for Vol to manipulate him; he can’t get out even if he wanted to. Etrigani and K3-posing-as-K1 want to destroy the vampire that sired K1 and to get as much information as they can about Erandis’ inner circle and her reach in Karrnath. Again, in this scenario Etrigani is an agent of the Deathguard, who have been trying to eliminate Erandis for centuries. But K1 is under close scrutiny by Vol. She doesn’t understand why she can’t control him, but he’s doing his best NOT to reveal his true identity. He’s too closely watched. He needs agents she doesn’t know… agents like the PCs.

The main thing I like about this is that most people who know Eberron know that Kaius III is a vampire and Kaius I. To negate both of these – not only is he actually Kaius III, he’s not even a real vampire – is a great way to catch people who think they know everything about the world offguard. And it helps solidify K3 and Etrigani’s relationship; it’s not that she loves him in spite of his being a vampire, something that’s an anathema to her people; rather, she loves him because they are working together to bring down Erandis, and it’s her skills that allow him to maintain his masquerade.

 

 

Dragonmarks: Spies, Heraldry, and a Lightning Round

When I put out a call for questions last week, I didn’t expect to get fifty of them. This has inspired me to get to work organizing previous posts, both because some of the questions people asked have already been answered and because it would be nice to have all the answers on Droaam or The Mark of Death in one place. I’m going to answer a few topics in detail today, and then do a lightning round of short answers. If your question isn’t dealt with here, it may be addressed in the upcoming reorg.

As always, my answers are entirely unofficial and may contradict canon sources. If you’re looking for official answers, you might check the Dragonshard Archive, Eberron Expanded, or Eye on Eberron.

So on to the questions!

Does Eberron have a place in the next edition? Will we ever see more novels?

Eberron certainly has a place in the new edition, but I don’t have any concrete new information about what that place will be. Warforged appeared in the playtest material, and James Wyatt has mentioned Eberron a number of times in his articles about D&D Next. However, I don’t yet know exactly what that place will be or how much support you can expect, and whether novels will be a part of it. I’ll make an announcement as soon as there is concrete news.

How’s your experience been with D&D Next? And how do you run changelings in your campaign, as a player or DM?

Given that I’m playing a changeling in the D&D Next campaign I’m in, these two questions are directly related. I’m planning to write an entire post on my adventures in DDN, and I’ll cover both these questions there.

I’m hoping for advice on two fronts; I want to diversify the various intelligence agencies (Dark Lanterns, Royal Eyes, and… who do Thrane and Karrnath have?)…

First, bear in mind that the King’s Citadel isn’t just the intelligence service of Breland. back in the day, the Citadel was the intelligence service of GALIFAR, just as the Arcane Congress was the center for mystical research for Galifar, and Rekkenmark the center for training for the armies of the united kingdom. While the Citadel employed agents from all Five Nations, the bulk of its resources and command structure were based in Breland, and the vast majority of its agents were from Breland. Just as Rekkenmark reflects the martial culture of Karrnath and Aundair’s love of the arcane is tied to the presence of the Congress, the Citadel was a source of national pride for Breland and a reflection of their pragmatic culture, and the vast majority of Citadel agents were Brelish. So the reason you hear more about the Citadel than about the agencies of other nations is because it is the oldest and largest force. Prior to the Last War, Karrnath didn’t HAVE a national intelligence agency; it had the King’s Citadel. Its current agency was built at the start of the war using those Karrnathi agents who’d worked with the Citadel and the bits of infrastructure it was able to seize. But the Citadel is a national strength of Breland… just as the Arcane Congress, Rekkenmark, and Flamekeep are all institutions that once served all nations but now benefit their home nation.

So: at the start of the Last War, the Five Nations had to come up with an individual approach to intelligence. Here’s how it broke down.

Aundair. The Royal Eyes were established by Aundair herself at the dawn of Galifar. They were her personal corps of spies established to spy on the leaders of the other nations (which is to say, Aundair’s own siblings). They maintained this mission over the centuries, an have an exceptional talent for intelligence-gathering augmented by the finest arcane divination techniques and equipment in the Five Nations. Since the Last War they have expanded their numbers and the scope of their operations. However, they don’t have the numbers or resources of the Citadel, and their strength is still divination.

Breland. The Dark Lanterns and King’s Shadows once encompassed all of Galifar. As such, they have centuries of resources and techniques at their disposal. Many of their foreign safehouses and moles were identified and eliminated over the course of the Last War – but not all of them. Their agents are both more versatile and more numerous than those of the other Five Nations, and they have no particular specialty; they can carry out any sort of operation. Breland’s strong ties to House Medani and good relationship with Zilargo are additional strengths. Short form: A Dark Lantern may not be as tough in a fair fight as a Karrnathi agent and may not have the specialized magic of a Royal Eye, but they have exceptional training and strong mission support. Karrnath has warriors, Aundair has wizards, and Breland has rogues.

Cyre. Each nation had its own strengths. Breland had the Citadel. Karrnath had Rekkenmark. Cyre had the royal treasury and mint. Initially, Cyran intelligence relied heavily on House Phiarlan and House Tharashk. As the war progressed, Cyre built up its own agencies using their own ex-Citadel agencies. One that has been mentioned in the novels is the Fifth Crown, an urban strike force specializing in infiltrating enemy territory. Cyran agencies were small and had limited strategic resources (safehouses, generational moles, etc) but were generally extremely well equipped.

Karrnath. The people of Karrnath take pride in military discipline and skill, and think little of those who would skulk in the shadows; before the Last War, few Karrns service with the King’s Dark Lanterns. In the wake of the war, Karrnath established the Twilight Brigade as a special division of the White Lion police force; members of the Twilight Brigade are sometimes called “Dark Lions”. The Brigade specializes in counterintelligence, devoting its efforts to identifying and eliminating enemy operatives; it also serves the function of “secret police”, gathering information on Karrns on behalf of the king. Karrnath thus has a limited reach when it comes to gathering intelligence in foreign nations, often relying on Phiarlan and Thuranni for such purposes; its philosophy is to deny intelligence to the enemy and then rely on its own martial strength. With that said, during the war it made use of the Raven Corps, an organization formed from Blood of Vol mystics who specialized in gathering intelligence through the use of necromancy – interrogating corpses, using shadows as spies, and so on. The Raven Corps was a volunteer force, and was disavowed and disbanded at the same time as the Emerald Claw and other Seeker orders.

Thrane. The Argentum is a branch of the Church of the Silver Flame tasked with identifying, locating, and obtaining powerful or dangerous artifacts… by any means necessary. The Argentum has carried out this mandate for centuries, and this talent for covert operations made it the logical choice to serve as the foundation for Thrane’s intelligence agency in the war. In this, the Argentum is similar to the Royal Eyes. It is a small, specialized organization that has been operating for centuries and is highly skilled at a specific type of mission, which has now been given greater resources and drafted to perform other operations. As such, it’s on par with the Royal Eyes in terms of resources and scope, and still trailing behind the Citadel. Where the Royal Eyes specialize in information gathering, the Argentum excels at theft and extraction, and has access to the warehouse of dangerous artifacts its gathered over the centuries.

… and need a little help coming up with potential hot spots in a cold war across Khorvaire.

A personal favorite of mine isThaliost. Once a major Aundairian city, it’s now controlled by Thrane. They placed an Aundiarian bishop in charge of the city, but his zealous excesses have exacerbated a delicate situation. Violence is inches away, and there’s certainly opportunity to push things one way or the other and to threaten Thrane or Aundair.

Droaam is also good, as you can see in my novel The Queen of Stone. There’s all sorts of topics that could come up: its desire to be recognized, the threat of hostility against Breland, the activities of Daask, Droaam harboring war criminals or political refugees, a nation trying to secure a military or economic alliance with Droaam (which is sitting on many useful resources), or even Sora Teraza announcing that she has a collection of secrets that could topple governments and she’s going to release it next week – do you steal it? Destroy it? Protect it from other nations?

Stormreach has many of the same possibilities as Droaam. A nation could be pursuing a strategic resource in Xen’drik, funding an extremist group operating out of Stormreach, conducting secret business with Lyrandar, etc.

Beyond that, you can have themes that could occur anywhere. Any sort of serious research on the cause of the Mourning is a serious cold war threat; it’s the Manhattan Project all over. Any form of significant arcane research could be nearly as significant an issue – anyone creating something that could give them a position strong enough to start the war anew. This could be creation of a new spell or weapon, an alliance with Argonnessen, Aerenal, or Riedra, something that would cripple another nation (say, extinguishing the Silver Flame), etc.

Do the Dragonmark Houses place any honor, taboo, or significance on their standard beast? For example, would a Thuranni killing a displacer beast be seen as bad form?

It varies by house. The tradition of house heraldry is tied to the Twelve; bear in mind that Thuranni, for example, was Phiarlan until just a few decades ago, so they haven’t had long to build up a particular attachment to their heraldic beast. In some cases the beast was chosen by the house because it was a creature they already had an attachment to or use in some way. For example, in the Talenta Plains the blink dog has a reputation for helping stranded travelers; “ghallanda” actually means “helpful hound who appears where needed the most.” House Tharashk took the dragonne both because it is a fierce predator, but also because it’s a “dragon-that’s-not-a-dragon”; this is a reflection of their general view of themselves as outsiders (also reflected by their willingness to overlap Deneith and Vadalis in their dealings with Droaam). The cockatrice of Sivis can be seen as “the deadly quill.” For the most part the beast is chosen for what it represents, not because the house has a literal relationship with it. However, Kundarak does make use of manticore cavalry, and Lyrandar legends say that the spirits of Lyrandar elders linger as krakens in the depths.

So for the most part, a Thuranni killing a displacer beast would be like a Republican killing an elephant – a humorous coincidence, but not a dishonorable act.

However, if you WANTED to take it further you could certainly decide that there is a greater significance to the beasts. Perhaps each house truly does have a totem spirit, something that revealed itself to the founders of the houses… an incarnation of the power of the mark that can choose to manifest in the wild beasts. So not every gorgon has a tie to Cannith… but any gorgon could suddenly speak to a Cannith heir and offer them advice or call on them for a favor. It could be very interesting to say that there IS a sentience to each mark; the real question then is what it means that the Mark of Shadow has two beasts.

What, if any, was the totem beast for the Mark of Death? Or was the mark eradicated before it had a chance to be a proper House?

Per canon, the line of Vol was never a “Dragonmarked House”. The traditions of the houses were established and standardized by the Twelve, and the line of Vol was exterminated long before that. If you run with the idea that the beasts are more than mere symbols, then it would make sense for the mark to have a totem beast. One possibility would be for that beast to be undead, but I wouldn’t go that way; all the others are magical beasts, and I’d look for a beast that is in some way associated with the dead.

OK: there’s a lot of good questions, but too many for me to answer in depth. So it’s time for a LIGHTNING ROUND! When I do the reorg I may expand on some of these, but for now I’m keeping it quick.

Since the code of Galifar is not applicable in Xen’drik, do the Sentinel Marshals find obstacles and is their jurisdiction denied by the storm lords in Stormreach?

Sentinel Marshals have no official jurisdiction in Stormreach and the Storm Lords could block them. However, consider that Sentinel Marshals are honored members of House Deneith. Blocking the actions of a Marshal is thus spitting on House Deneith… which could be seen as insulting the Twelve. Is this situation worth the danger of economic reprisals from the Houses? In short, the Storm Lords COULD block a marshal, but I’d only expect them to do it for a VERY good reason.

What Icons would you use for an Eberron 13th Age game?

Lucky for you, I addressed this in a previous post!

Eberron and 13th Age

Can you get Randy Lander to start up our game again?

Yes. If he knows what’s good for him. I’ve got your number, Randy.

Where can I find out more about Darguun? What is society like there? Tech level? Cultural idiosyncrasies?

At the moment, your best bet is to read Don Bassingthwaite’s novels, such as Legacy of Dhakaan.

Was the Undying Court ambivalent to the daelkyr invasion of the Dhakaani empire? Or busy with some other pressing business at the time?

Excellent question that deserves more than a lightning round answer, but that’s all the time I’ve got for it. Short answer: The power of the Undying Court is concentrated in Aerenal. They undoubtedly took action to defend Aerenal from the incursion. The Dhakaani had already fought the Tairnadal and driven them from Khorvaire, so there was no love between elf and goblin; even if the Court had the power to help Dhakaan, it’s not much of a surprise that they chose to focus on their own defense.

Is there any evidence to support the claim that the daelkyr were refugees seeking asylum in Eberron and that the Dhakaani empire was the one to initiate hostilities, forcing the daelkyr to respond in self defense?

None at all. You may be thinking of the theory that the Quori were refugees seeking asylum in Eberron when they were attacked by the Giants; there’s a fair amount of evidence suggesting that, and more important, neither culture survived to the present day, so there’s no way to verify it. Meanwhile, we have the Gatekeepers, Heirs of Dhakaan, and the Daelkyr themselves as multiple living threads attesting to the hostile intent and actions of the Daelkyr. With that said, it can be argued that the Daelkyr don’t consider collapsing civilizations and warping creatures into new forms to be a hostile act. You might consider this Dragonmark:

The Daelkyr and their Cults

Are there Gatekeepers corrupted by the Daelkyr?

Certainly. “Gatekeepers corrupted by the Daelkyr” is an entirely valid foundation for a Cult of the Dragon Below. Consider the link above.

What would it take for Droaam to be accepted as a nation the way Darguun has been?

Good question, and one that’s explored in my novel The Queen of Stone. You might also look at the following Dragonmark:

Droaam and the Daughters of Sora Kell

Who fathered the Daughters of Sora Kell? Do they have any favorite children of their own?

They each have different fathers, which is why they are all different types of hags. The identities of their fathers have never been revealed in any canon source. No children have ever been mentioned in a canon source, though you might find a possibility in the comic Eye of the Wolf.

How would the Daughters of Sora Kell react if the Queen of Stone was assassinated?

The main question is if they were aware of it in advance or orchestrated it themselves. Remember that Sora Teraza is the most gifted oracle of the age, so you can be sure SHE’D know; the question is if she shared the information with her sisters. Personally, my feeling is that if they allowed it to happen it’s because it helps them in some way. They could have allowed it in order to replace her with a more pliable warlord. It could be a calculated move to create a martyr to inspire their forces or to demand concession from the nation of the assassins. I’d check that Dragonmark about and consider what the motives of the Daughters are in your campaign.

I watched Game of Thrones seasons 1-3. I noticed quite a lot of parallels between it and the Eberron setting. Is Eberron more than just a little inspired by A Song Of Ice And Fire?

My original pitch for Eberron was “Lord of the Rings meets Raiders of the Lost Ark and The Maltese Falcon.”  If I wrote that today, I’d probably substitute Song of Ice and Fire for LotR, because there are lots of similar aspects; stories don’t always end well, there’s more shades of gray than black and white morality, and hey, a terrible civil war. I can only imagine that I hadn’t really gotten into SoI&F when I was first working on Eberron. With that said, there are major differences. One of the central themes of Eberron is exploring the impact of magic on civilization, while Westeros is a low-magic society. SoI&F has three dragons; Eberron has an entire continent of them. SoI&F is more about the balance of power between kings, while Eberron is more about the balance between the aristocracy and the mercantile Dragonmarked Houses. Essentially, I think Game of Thrones is a great inspiration for a martial or political Eberron campaign, but it wasn’t a driving factor in the original development of the world.

What would a Warforged god be like? Domains? Favored weapon?

Faiths of Eberron includes two: the Becoming God and the Lord of Blades. That’s a place to start.

Is it settled that warforged have souls?

No, it’s not settled. This is a quote from an old HDWT post:

This is one of the key mysteries of the setting, and one that should never be given a canon answer. The artificers of House Cannith generally assert that (the spark of life in a warforged) is something artificial that they have created; others, such as the kalashtar, maintain that this is impossible, and that no mortal agency can create a soul. With this in mind, a number of theories are out there. One is that they are reincarnated spirits of soldiers who died during the war, thus explaining their natural talents for war. Another is that they are quori vessels waiting to be filled; it’s a back-up plan that would allow the quori to escape Dal Quor if the age turns, and the soul is a sliver of the quori. For a third, turn to the Sovereign Host theory that the spirits found in Dolurrh are just the husks of the true souls, which must strip away these worldly trappings to ascend to the realms of the Sovereigns… so the Warforged soul is essentially the recycled compost of a previous soul. Anyhow, there’s a few possibilities – I’m sure you can come up with more!

THAT’S ALL FOR NOW… I’d love to answer more questions, but I need to sleep and do some actual work. Upcoming posts will address Phoenix, my experiences playing D&D Next, and the next Dice Story – along with working on organizing old Dragonmarks.

Got more questions or thoughts on these topics? I’d love to hear them!

 

 

 

Eberron Continued: What Is Canon?

I’ve got a lot of things I want to write about this week – Phoenix, Kickstarter, and more. However, a comment on the last Dragonmark raises an interesting question, namely “What is canon?”

Let’s start with the comment itself.

If you consider DDO to be canon in some way, there is two survivors from the Dragon/Giant war too: The Stormreaver and The Truthful One. They both died in the conclusion of the most recent game raid, but their history had been told since DDO launch.

Excellent point. But what really interests me is “if you consider DDO to be canon…” I am thrilled with everything that DDO has done and the stories that they have created. They have helped to keep Eberron alive over the years in which there’s been little new published material. But personally, I don’t consider that material to be canon… any more than I consider my own novels to be canon. Because in my mind, these are the same thing.

What COULD be considered canon? I could see a case for any of the following.

* Sourcebooks created by Wizards of the Coast.

* Articles created or authorized by Wizards of the Coast – the Dragonshards, Eberron Expanded, articles from DDI, Dragon, or Dungeon.

* Eberron novels authorized by Eberron.

* The lore created for D&D Online.

With that said, when the design team first created Eberron, we made the decision that novels wouldn’t be considered canon. A novel is a particular story that COULD happen in Eberron… but that doesn’t mean it WILL happen. In other words, just because a novel says that Lhesh Haruuc of Darguun dies in 999 YK doesn’t mean that you’ll ever see that mentioned or acknowledged in a sourcebook. In the Dreaming Dark Trilogy Pierce gets an artifact – the Docent Shira. When I wrote Secrets of Xen’drik, I included game stats for Shira. But I didn’t mention Pierce. Because if you want to use Shira in your campaign, I want YOU to decide what happens to her. So in a sense, SHIRA is canon – covered in a core sourcebook – while Pierce is not. In my opinion, DDO is in the same category as a novel. If DDO does something with the Lord of Blades that contradicts what you’ve done with him, you aren’t somehow wrong. DDO is one possible story, just like the novels. But it’s not any more important than your story.

This raises the bigger question: What is the purpose of canon? In my opinion, having canon material gives players and gamemasters a common language. It lets players from different groups share stories. It gives them something to expect. It can inspire stories and adventures. I can go into an Eberron game and tell the DM “What I really want to do is to investigate the Mourning.” Canon provides the major pillars that carry the setting… The Last War, the Mourning, the Treaty of Thronehold, the Dragonmarked Houses, the Prophecy. I may not know the specific details a DM has decided (such as the cause of the Mourning), but I know the Mourning is a major force in the world. Canon creates a CONTEXT. In my opinion, canon is most useful as a source of inspiration, when the ideas of the Lords of Dust or Lhesh Haruuc’s successor or the Race of Eight Winds or whatever gives you an idea for a story and gives the PCs context to fill in all the little details around it. What I don’t want is for it to limit you. Case in point, in the last Dragonmark someone asked if Eberron had legends of sunken lost continents. None of the material I’ve written does; in developing the setting I focused more on creating civilizations for the aquatic races than on having sunken surface nations. But as a DM, the LACK of canon information shouldn’t stop you from creating your own sunken nation. And regardless of what a novel says, you should feel free to kill Lhesh Haruuc, keep him alive, or just replace him entirely with this cool bugbear you’ve developed.

Beyond this: I might say “Sourcebooks are canon, but novels aren’t.” But the fact of the matter is that *I* don’t use everything in the sourcebooks. For example, I feel that the depiction of Thrane in The Forge of War runs counter to its depiction in other sources and to my personal vision of the nation… and thus, I ignore it. So in my campaign, The Forge of War isn’t canon. Meanwhile, you might decide that since you and your players love the Legacy of Dhakaan books, you want to make the events and characters in that book part of your story. So for you, it’s canon. When we talk about our respective campaigns, I can say “I’ve made DDO and the Thorn of Breland canon, but I’m ignoring the other novels”… and that lets you know what to expect, and gives you information you can use in creating your own character and story.

Ultimately, “canon” is a tool that helps you and your players understand the world. It creates a common language for storytelling. So what’s really important isn’t the broad generic canon, but the canon for your campaign. Personally, I’d suggest that you tell players what’s going to be canon when you start a campaign. If you like certain novels, you can say “These novels are canon.” If you hate a particular sourcebook, mention that you aren’t using it. What’s important is creating YOUR canon.

So… that’s my long rant on canon material. What do YOU think? Do you personally use the events of the novels and DDO in your campaigns? Do you feel that encouraging DMs to make the world their own is a strength of the setting, or a weakness?

Dragonmarks: Lost Lands and Obscure Places

Do you want to know what’s going to happen with Eberron in D&D Next? So do I. There’s still no official answer, but I’m hopeful that we’ll see support for the setting in some form. With that in mind, I’m finally getting into a Next Eberron campaign. The gamemaster is my friend Galen Ciscell, designer of Atlantis Rising… which means I actually have a chance to PLAY in Eberron, which doesn’t happen often.

Playing DDN in Eberron means that we’re making up house rules for things as we need them. I’m playing a changeling rogue, and over the last few weeks I’ve developed changeling racial stats and a background and rogue path for Inquisitives. I want to wait until I’ve had a chance to do some playtesting before I post any of these, but if there isn’t OFFICIAL support for Eberron you may at least get my house rules. It’s also been an opportunity for me to expand on my personal take on changelings. I’ve always loved changelings and doppelgangers; one of my first D20 products was The Complete Guide to Doppelgangers by Goodman Games. I didn’t work on the Changeling chapter of Races of Eberron, and I’ve got different ideas about changeling culture… so I may post those one of these days. The first session is tomorrow – we’ll see how it goes!

My next post will be about Phoenix. But today I’m going to tackle some lingering Eberron questions.

Are there legends of mysterious lost lands underwater like Atlantis in Eberron?

There’s many “lost lands” in Eberron. The Mournland and Noldrunhold are lost lands right in Khorvaire, while Xen’drik is an entire lost continent (Hmm, that sounds like a promising title for an MMORPG…). However, in canon material, there’s no SUNKEN lands like Atlantis. In part, this is because the original design had considerably more detail on the aquatic civilizations. So the oceans were essentially other countries – nations you didn’t visit often, certainly, but places you can find on a map; you could go to Sharn and talk to ambassadors from the Sahuagin nations of the Thunder Sea.

Of course, there’s no reason at all that you can’t add a lost sunken continent. But it’s not something I’ve ever encountered in canon material.

Concerning Xen’drik, did the giants ever deal a serious blow to the dragons?

No. The giants never FOUGHT the dragons. The dragons launched a massive preemptive strike while the giants already had their back against the wall fighting the elves. And consider the nature of that strike; we’re not simply talking about a physical assault, we’re talking about epic magic on a scale that hasn’t been seen since. The Du’rashka Tul collapsed most major population centers into bloodthirsty savagery. The Curse of the Traveler crippled communication and travel. By the time the giants knew what hit them – if they EVER did – it was too late.

As a side note, this is a subject modern scholars often debate with regard to Aerenal. Given the astonishing force the dragons unleashed against Xen’drik, how is it that the Aereni have held their own in conflict with Argonnessen? There’s two standard theories on this. The first is that this speaks to the massive power of the Undying Court. Taken as a gestalt entity, the UC is essentially an incarnate deity and Aerenal is its divine domain; it can’t extend that power to make an aggressive strike against Argonnessen, but it can defend Aerenal against any threat. That’s the elf-friendly theory. The other (mentioned in Dragons of Eberron) is that the dragons have never actually tried to defeat Aerenal. The “war” has simply been the actions of a small faction of dragons who are actually trying to hone the skills of the elves for some future purpose. It’s not a war of destruction; it’s like sharpening a blade.

But did the giants ever successfully retaliate against some dragons? Or… Will they?… Could they?

Bear in mind that Xen’drik fell over THIRTY-EIGHT THOUSAND YEARS AGO. The rulers of Xen’drik weren’t even the giants we know today; Emperor Cul’sir was a titan. All the dragons involved in the conflict are long, long dead. The situation is somewhat like us deciding to attack Mars in retaliation for something done to the Neanderthals: beyond our capabilities and seeking vengeance for something that has absolutely no bearing on our modern life.

WITH THAT SAID… If I wanted to do such a plot, here’s what I’d do. I’d say that the Emperor Cul’sir avoided death by becoming a vestige. I’d then have HIM return. His entire purpose at this point is vengeance. I’d have him reactivate all kinds of ancient magic, enhanced by the power he’s built up as a vestige (including warlock followers of many races) and uplift many of today’s pathetic degraded giants into titans, and make a huge XEN’DRIK RISING campaign out of it.

Is the Galethspyre that gives the town its name, the “narrow sliver of blue stone jutting up over 600 feet from the bank of the Dagger River”….any idea what this is meant to be? Some kind of plinth or monolith from the Dhakaani Empire or something older? I know you didn’t work primarily on The Five Nations, but I’m wondering if you have/had any ideas about this feature. The text has nothing more than that and I know my PCs will totally want to investigate the town’s namesake, especially if it’s ancient and magical.

Honestly, I’d never heard of Galethspyre until this question came up. If you haven’t heard of it either, you’ll find it on page 63 of Five Nations, where it’s described as a significant port city on the Dagger river with, you guessed it, a 600 foot blue spire. But just because I didn’t make it doesn’t mean I can’t come up with ideas. A few things came to mind.

1. Why’s the city a thriving city? It’s a port, which is a concrete practical reason. But this being Eberron, one of the major reasons to establish a city is to take advantage of some sort of natural magical resource, typically a manifest zone. Thus it could be that the spire is the result of a manifest zone, a marker placed so people can find the manifest zone, or an artifact with a useful effect on par with a manifest zone.

2. Why build a 600 foot blue spire? Nothing about it says “Dhakaani Monument” to me. That leaves a few interesting possibilities.

* It’s a natural occurrence, or a natural result of a manifest zone.

* It’s a creation of a pre-Galifar human civilization, though given that there’s no other blue spires mentioned, presumably something isolated – a Cult of the Dragon Below or a brilliant lone wizard.

* It’s an artifact of the Age of Demons, either generated by an Overlord or placed by the dragons to mark the location of an Overlord.

* It’s a creation of the Shulassakar, perhaps tapping into a natural point of power of the Silver Flame.

* Some combination of the above.

PERSONALLY, I’d go with the following:

The Galethspyre is an artifact of the Age of Demons. It serves as a lightning rod for the ambient energy of the Silver Flame – not so significant as the fountain in Flamekeep, but still noticeable. The area was originally settled by a group of Khaleshite* explorers, who were guided to it by signs; unbeknownst to the settlers, their priest was a Shulassakar halfblood, and there has been a hidden Shulassakar presence in the city ever since. The energy of the Galethspyre manifests in many subtle ways; the waters are usually well stocked with fish, weather is remarkably mild, and Flamic visions are clearer and more common than usual.

The Khaleshite faith was always at odds with the Pyrinean faith that came to dominate the region (which is to say, the Sovereign Host) and the people of the Spire maintained a low profile during pre-Galifar days. Today, Galethspyre continues to practice its own personal version of the Silver Flame, one of the few places where fragments of the Khaleshite faith has been preserved. While they acknowledge the Keeper and maintain the basic standards of the church, the rituals are older and the priests use Old Common in their rituals.

So there’s something to play with. Beacon for generally positive divine energy; secret family of Shulassakar priests; splinter sect of the Flame; possible Lord of Dust desire to destroy it.

Umm, that’s great. but what’s a “Khaleshite?”

Khalesh is one of the old human nations of Sarlona that predate human settlement in Khorvaire. You can read about it in Secrets of Sarlona, though the information is limited. Short form: the Khaleshite faith is what modern scholars call a “serpent cult.” It shared the same basic outlook and goals as the modern Church of the Silver Flame, but specifically revered the couatl as agents and symbols of the divine light. It was somewhat more aggressive that the modern church, in terms of aggressively seeking to eliminate the foul practices of, say, Ohr Kaluun. Most of the noble families had shulassakar blood, and this was used against them in the Sundering.

So looking at a modern Khaleshite sect:

* It would camouflage itself as a regular CotSF.

* It would respect the modern Church as a branch of the true faith, but feel that they’re “new money” if you will. Tira and the Keepers are all fine and well, but the Shulassakar were around long before Tira, and are directly touched by the ultimate source of the Flame.

* Nonetheless, they do believe in the same basic goals: protect the innocent from supernatural evil.

* There could be a line of Shulassakar hidden within the community.

* There would be lots of couatl imagery, and the services would be performed in Old Common.

 

How would you envision the architecture, look, and feel of Gatherhold?

Another obscure corner heard from! The Eberron Campaign Setting has this to say about Gatherhold, the only permanent halfling settlement in the Talenta Plains: “House Ghallanda built and maintains Gatherhold, both as its headquarters and as a place where all the Talenta tribes might gather and meet as equals.” A few things that immediately come to to mind:

The town is built into a rocky outcropping on the shore of Lake Cyre. “Built into” includes a number of structures that extend into the hill, hobbit-hole style. It also includes a large natural amphitheater; nature and magic combine to provide excellent acoustics, so while you may have thousands gathered here, someone who stands on Speaker’s Rock can be heard by all.

The Ghallanda enclave is largely dug into the hill. This makes it very secure; it’s generally cozier than subterranean structures of dwarves or goblins. Outsiders aren’t generally invited into the heart of the enclave, and it’s not built to accommodate medium creatures.

Along the base of the hill, you have buildings designed for outsiders, many of which are sized for medium creatures. These include a large Gold Dragon Inn and significant Jorasco and Deneith enclaves. The Deneith enclave was built by Deneith and is a notably different architectural style. I’d envision the traditional Talentan structures as being adobe structures with rounded edges, while Deneith is a stone fortress with hard edges.

Beyond this cluster of buildings you have a host of tents and wagons. 80% of the population of the city is found in this area; even the permanent halfling residents prefer tents to the hard walls of the enclave. Wagons and caravans are always coming and going, and the layout changes regularly. There’s always an open market and a festival of some sort, but the location and the theme is constantly changing. Some days there’s theater with masked storytellers; some days there’s races or jousting; some days its competitions around food or drink. The key is that it’s fluid and changing. And don’t forget dinosaur herds! The stock show is a great time to get into town.

I can’t find much on the King’s Dark Lanterns nor the King’s Shadows. How does one join? What kind of adventures or missions would one go on? From what I can tell, the Dark Lanterns are kind of like professional CIA, while the Shadows are like… problem solvers of the lethal kind. A bit like SPECTRES from Mass Effect.

Funny you should mention Mass Effect, since both Lanterns and Shadows are agents of the King’s… Citadel (entirely a coincidence, I assure you!).

The primary sources for information on the Citadel are Five Nations, Sharn: City of Towers, and the 4E Eberron Campaign Guide. The Dark Lanterns are the covert arm of the Citadel. Their primary job is the acquisition of intelligence, hence the name; they are the lantern that shines a light on things the King needs to know. However, as shown in the Thorn of Breland novels (which are out of print, but still available in kindle and Audible formats), Dark Lantern missions can cover anything from observation to theft to assassination. Lanterns can also duplicate the tasks of other branches (such as Thorn protecting Prince Oargev, nominally a task for a King’s Shield) when there’s something particularly sensitive about the job. The King’s Shadows aren’t really a separate division; rather, they are the most trusted and elite agents, assigned the MOST secret and sensitive missions. According the the ECG, “only the captain, commander, and king know its operatives’ identities.” You’d never introduce yourself as a King’s Shadow; you’d always have some other cover. It’s possible that Thorn herself is a Shadow as opposed to a Lantern.

How do you become a Lantern or Shadow? Well, the Citadel is an arm of the Brelish government; the Lanterns are a covert arm of the Citadel; and the Shadows are the most elite Lanterns. So first you have to earn the trust of the Brelish Crown and be willing to swear yourself to its service; then display enough skill and loyalty to earn the title. There’s no such thing as a “Freelance Lantern”; it’s a fulltime job. With that said, if you’re an amazing rogue who saves Breland or the king on multiple occasions, it’s possible you could be declared an honorary Shadow. It’s not exactly like being a Spectre in MA, in that you wouldn’t exactly have any authority and couldn’t advertise your position; but you could get cooperation from the other arms of the Citadel and be called in for special missions. If you like the idea of being a Spectre, you might be better off as a Sentinel Marshal, since their authority is recognized by multiple nations; the King’s Shadows are very specifically agents of the Brelish crown.

How would you integrate eyekin and non-evil beholders from your Complete Guide to Beholders into Eberron? Would they be enemies of the Daelkyr?

This ties to my recent post on the Daelkyr, which is to say that their actions are often inexplicable to humans. Personally, I could easily see Belashyrra as having created ALL the different types of beholders in the guide and sent them out in the world in intentional opposition to one another. Why? Does this advance his goals in any way? Maybe. Or maybe it’s like throwing paint at a wall because the patterns are beautiful. Alternately, you could get really weird and say that ONE of the types of beholder is the original, that they come from another material world, and that the Daelkyr actually destroyed their world and created all the other beholders just as they made dolgaunts from hobgoblins and mind flayers from gith. In which case THOSE beholders would be fervent enemies of the Daelkyr and dedicated to avenging their lost world. The Eyekin could easily be agents of Belashyrra, or you could align them to this “True Beholder” faction.

A few more questions about the Dragon-Giant conflict…

I must confess that I had alwayes before misinterpreted the fall of giant civilization because I thought that the giants and dragons direcly clashes at least once. Could it be that having inflicted terrible curses in Xen’drik the dragons brought upon themselves or attracted dome evil?

The giants and dragons DID directly clash once. But it’s hard to qualify it as a “war”, as that term suggests that the giants were able to respond to it, plan defensive and offensive actions, and that it lasted for a significant amount of time, much like the Giants’ conflicts with the Quori and the elves. It didn’t. Personally, I’d guess the conflict was measured in weeks. It was a sneak attack that combined epic magic on a scale beyond that known to the giants with brutal coordinated physical assaults. The giants were already crippled by their long conflict with the elves and were lucky to even put up a decent struggle in some places, let along launch a coordinated assault back at Argonnessen.

With that said, if you WANT to explore that story, there’s nothing stopping YOU from saying some giant wizard set all his talent and skill to creating a doomsday device to take revenge on the dragons. It simply raises the question of why it’s taken 40,000 years to take effect.

As for the dragons attracting evil, certainly. That evil is called “Tiamat.” The whole point of Tiamat is that she is the embodiment of all the worst elements of dragonkind: pride, aggression, hubris. When the dragons use their powers to oppress or destroy, Tiamat grows stronger. That’s why the dragons went right back to Xen’drik after the assault instead of colonizing it, and it’s why they’ve never taken similar action since. It was an act of desperation because they believed that the giants were about to inflict irreparable damage in their war against the elves; the Dragons destroyed them before this could happen. But it surely strengthened Tiamat, and they retreated to Argonnessen to continue to contain her. If you haven’t read Dragons of Eberron, the story’s in there.

If you consider DDO to be canon in some way, there is two survivors from the Dragon/Giant war too: The Stormreaver and The Truthful One. They both died in the conclusion of the most recent game raid, but their history had been told since DDO launch.

It was careless of me to suggest that all giants and dragons from this period are dead. The point is that the natural lifespan of a giant or dragon is such that any that were around in the Age of Giants would be long dead. But there’s lots of ways they could survive past their natural lifespans. In DDO, the Stormreaver and the Truthful One are reserved by a unique enchantment that binds their lives together. Emperor Cul’sir is a Vestige. Antaegus (from City of Stormreach) was held in suspended animation. There’s many ways to create exceptions, if you want to.

However, the core point is that there never really WAS an “Dragon/Giant War”; when the dragons assaulted Xen’drik, it was a cataclysmic, one-sided attack. If my DDO lore is correct, the Stormreaver and the Truthful One both come from the Giant-Quori Conflict, which happened two thousand years before Argonnessen’s brutal assault.

This does touch on a greater question: What is canon? I’ll get to that in my next post.

 

 

Dragonmarks: JorascoCare and the Mark of Snails

It’s still convention season for me. I just got back from a fantastic weekend at G.A.M.E. in Missouri, and next weekend I’ll be in Seattle for GeekGirlCon. I look forward to writing about G.A.M.E. and about Phoenix, which I tested there and will be testing at GGC. But today seemed like a good time to address one player’s concerns about the deplorable state of healthcare in Eberron, so it’s time for another Q&A! As always, everything said here is just my opinion based on my personal campaign, and it may contradict canon sources.

I have a real problem with the ability of Artificers to outright heal people. I see Artificers as the inventors and creative geniuses of the magic world, being able to see the very essence of magic and it’s wondrous patters to infuse that energy into ‘wonderful’ toys. When I say magic I mean Arcane, as Divine is just something that is beyond the knowledge of the mortal being and unable to be manipulated.

Am I missing something? How is House Jorasco the ‘House of Healing’ if any artificer can throw around healing magic. I don’t see how Jorasco is still around with the prevalence of Artificers in the setting.

You don’t say what system you’re playing now, so I’m going to start with universal principles and then move to system specifics.

First major issue: There’s no such thing as “the prevalence of artificers.” The player character classes are rare and exceptional. If you go to the average temple, you won’t find a cleric or a paladin there; the priest will most likely be an expert trained in Religion, Diplomacy, History, and similar skills – someone who offers spiritual guidance, not magic. Where you do have magical healers – whether at Jorasco or in a charitable clinic dedicated to Boldrei or the Silver Flame – they’ll be adepts, not clerics. The vast majority of spell-workers employed by House Cannith (or anyone else) are magewrights. You said it yourself: Artificers are the inventors and creative geniuses of the world. The magewright is the magical equivalent of an electrician; an artificer is someone like Nikolai Tesla or Merrix d’Cannith—an innovator who can challenge the way people think about magic. There are AT LEAST a hundred Jorasco heirs for every artificer in the world… possibly considerably more.

Next, to quickly look to the original 3.5 artificer, there are no infusions on the default list that can directly heal organics. There’s only one way for an artificer to do this: to create a spell storing item. The whole idea of this is that you are literally creating a new prototype magic item on the spot—one that’s unstable and is going to be destroyed after one use. You have to make a UMD check to have it work at all, and if it fails, it might blow up in your face. Furthermore, it requires you to spend XP, which means it’s entirely possible that an NPC can’t use it at all, since NPCs don’t necessarily HAVE XP the way PCs do. Spell Storing Object is the infusion that truly represents the idea of an artificer as a creative genius: you are creating an item that CAN’T be created by a wizard, and you’re making it out of lint and pure determination. A wizard CAN’T create a wand for that – but you just did. It’s not a casual thing. It’s dangerous—and just as dangerous the second time as the first—and it costs you to do it.

If you’re talking about the 4E artificer, I can’t help you there. I didn’t work on the 4E Eberron Player’s Guide. The artificer isn’t my design; it was chosen to be a “leader” class, and leaders heal. But what I will point out is that healing in 4E means something very different than it does elsewhere. A warlord can heal you with an INSPIRING WORD. Literally. That’s not magic, it’s him being so encouraging that you get the will to get back up and get in the fight. So think of the 4E artificer’s healing as being more like that of the warlord than that of the cleric; it’s more that he’s giving you a shot of adrenaline than divinely removing your wounds. With that in mind, don’t think of “healing” as literally wiping away serious injuries; “hit points” are a very abstract thing representing morale, determination, and the strength to keep on fighting. Which brings me to the next major point…

MOST PEOPLE DON’T GO TO JORASCO FOR CURE LIGHT WOUNDS.  Loss of hit points is, by and large, a problem suffered by adventurers. Frankly, they make no sense when it comes to the idea of the health care industry. Consider that 90% of the population are either 1st level commoners or experts, and thus have three or four hit points. A sixth level dwarf fighter might have sixty hit points. What does that even mean? Can the dwarf literally stand there and get shot with a dozen arrows and just walk it off? Or are hit points a measure of his martial skill and ability to avoid damage in the first place? The short form is that a cure spell that heals 3d8+6 hit points isn’t a service that first level expert will ever require, and it’s questionable what it even MEANS in a physical sense. Most people are going to go to Jorasco for the same reason WE go to a hospital. You’ve got the flu. There’s a weird pain in your side that won’t go away. You broke your arm. Now, Jorasco DOES have the power to make these troubles go away instantly with magic, but frankly, most people can’t afford to pay for that, and most people don’t NEED the problem to go away instantly. They don’t go to Jorasco for magic; they go there for the mundane services of the Heal skill. When you go to a Jorasco healing house, you know that the people are professional healers; and you know exactly what to expect in terms of prices, because they are standardized.

Looking back to system, when the people of 4E go to Jorasco, if they aren’t just going for mundane healing they are likely going for a healing RITUAL, like Cure Disease or Remove Affliction. As noted in this Dragonmark, I actually restrict key rituals like that to the Dragonmarked. In the case of healing, I would make an exception for certain especially holy divine healers – but in my campaign, a cleric of Dol Dorn couldn’t actually learn the Cure Disease ritual. A cleric might be well versed in the Heal skill, and be able to help you through the disease that way – but the instant cure only comes from Jorasco.

Although given your concerns about arcane healing in general, I’ll note that you’ve got problems beyond Eberron; the 3.5 Bard is an arcane caster with cure spells on his list, which is the loophole that does let the artificer make an arcane wand of cure light wounds.

Now, given that we’re talking about Dragonmarks, I’ll throw an extra question in…

Do Aberrant Dragonmarks only do big dangerous things? Or are they just the ones talked about? Would people fear a rubbish one? If an Aberrant Dragonmark allowed me to control the actions of snails, would the cultural fear of the mark exile me?

The core idea is that true dragonmarks are constructive, while aberrant dragonmarks are destructive. The true dragonmarks deal with healing, communication, creation—and they do so in predictable ways. Aberrant dragonmarks deal with fire, plague, madness and more, and beyond that do so in unpredictable ways. One person’s aberrant fire mark lets them spontaneously generate flame; another burns enemies up from within; a third sets anything the bearer touches on fire. Furthermore, aberrant dragonmarks are often difficult or dangerous to the bearer. The person with the flame mark may suffer painful burns any time they use the mark, or it may activate spontaneously in times of stress.

There are exceptions to these rules; for example, the Mark of Storm has some offensive applications. But the mark is still predictable and doesn’t harm its bearer. On the flip side, take Brom’s mark in The Son of Khyber. It’s essentially localized reincarnation; he can survive almost any injury, but the wound heals with the flesh of a random species… so he has the arm of a troll, and it’s called out that he often regrows internal organs that don’t work with the rest of his physiology, requiring the medic to cut them out until they regrow in a compatible form.

Coercion is certainly a valid form of aberrant power. So it’s POSSIBLE you could have an aberrant mark of snail control. However, the key point is that aberrant marks are entirely unpredictable and never take exactly the same form. So no one is capable of looking at your mark and saying “Oh, that’s snail control.” All they know is that it’s aberrant, and that aberrant marks CAN spread disease, control minds, cause fire, and worse, and often cause the bearer to go mad. So yes, you will be ostracized and feared by many.

Some point out that the powers of least marks are easily mimicked by, say, a low-level sorcerer, and that’s true. The point is that generally, a sorcerer has to learn how to perform sorcery; it’s the result of training and discipline. An aberrant mark is thrust on the owner; is often difficult to control; and may cause pain or madness to the bearer. Essentially, people don’t automatically assume a sorcerer is a sociopath—while they tend to jump to that conclusion with aberrants.

With regard to the matter of true dragonmarks I have a question. If true dragonmarks are constructive in nature, what does that say about the Mark of Death? In terms of its role in the Prophesy/cosmology, is the act of creating undead a creative, potentially civilizing force? Or did the Mark have other applications and House Vol was simply doing it wrong?

I’ve written about this subject at length in a previous post on The Mark of Death. Here’s two key quotes:

…the Mark of Death should be about interacting with death and the undead, but I wouldn’t make it about KILLING, because that’s an aberrant path. Things like speaking with the dead; animating the dead; controlling or even laying undead to rest; these all fit. It could be that a dragonshard focus item could be created that would harness that power in a destructive fashion – but that’s not the innate power of the mark.

In 4E, I will say that in addition to providing access to focus items and any logical rituals, I’d probably allow someone with the mark to perceive ghosts and to use speak with dead as a skill challenge as opposed to a ritual. I’d likely put a limit on length of death, but I’d personally have the Mark of Death involve interaction with the dead… not to be confused with the Mark of Healing, which prevents people from dying.

Addressing your question specifically, look at your own phrase – “the act of CREATING undead.” Right there, it’s a creative act as opposed to a destructive one. Note that the Blood of Vol frequently uses undead to perform useful domestic labor; skeletons or zombies don’t HAVE to be used for aggression. Now, the Undying Court maintains that the creation of Mabaran undead harms Eberron itself – that negatively charged undead inherently consume the ambient energy of the world. But that’s a particular religious view that’s essentially like worrying about your carbon footprint; the UC believes it’s a serious threat and the BoV asserts that it’s nonsense.

Short form, though: The Mark of Death shouldn’t be about CAUSING death; it should be about INTERACTING with death and with the dead, just as the Marks of Handling and Healing interact with the living.

In light of your response, could the Mark of Death have been used to create undying, as opposed to Mabaran undead?

It’s possible. The line of Vol had been invested in the pursuit of Mabaran necromancy for thousands of years prior to the appearance of the mark. I wouldn’t say that the mark was inherently oriented towards Irian necromancy, but it could be that the mark was essentially “neutral” and Vol only explored its Mabaran applications.

With that said, bear in mind that there are some deep and fundamental differences between the two styles, which drive the reasons the different factions pursued each style.

First, there’s a basic mystical concept: creatures need energy to survive. An undead creature isn’t a zero-sum proposition; it has to have an ongoing source of energy to sustain its undead existence.

Negative necromancy is self-contained. You create a vampire and you let him go… from that point on he is self-sufficient and doesn’t need you to survive. Negatively-charged undead get the life force they need to survive by consuming it. In some cases this is obvious – the vampire drinking blood, the ubiquitous level drain. The Undying Court maintains that it is in fact the case with ALL Mabaran undead, even when it’s not obvious. A skeleton doesn’t APPEAR to be consuming anyone’s life force; but Court scholars assert that the skeleton actually absorbs ambient life energy from its environment – a theory that seems to be born out by the blighted areas around Fort Bones. In short, the UC believes that negative undead cause environmental damage just by existing.The key point, however, is that negative undead TAKE the energy they need to survive.

By contrast, positive necromancy requires energy to be given. The deathless can’t survive on their own. Deathless can be sustained by ambient energy in an Irian manifest zone, and many of the major Aereni cities (notably Shae Mordai) were constructing in Irian zones for exactly this reason. However, their primary source of sustenance is mortal devotion. The faithful of the Undying Court channel positive energy through their adoration of their elders. No one is harmed in this process – but it’s not something that can be forced. So if all the Aereni died or simply turned away from the faith, the spirits of the Court would dwindle and fade, clinging to their manifest zones just to survive.

The whole purpose of the Elven faiths was to prevent the future loss of the greatest souls of the elves. The line of Vol asserts that the Irian approach fails because it relies on continued devotion from the living… while a lich never runs out of power. While the Undying Court maintains that this is only because the lich preys on the living – and that if the people aren’t willing to sustain the undead of their own free will, it doesn’t deserve to continue.

Short form: Even if the Mark of Death COULD be used to create positive undead, bear in mind that those undead would still require Irian energy or mortal devotion to survive long-term; that’s the nature of positive necromancy.