Dragonmarks: The Gatekeepers

I’m leaving for GenreCon in the morning and still have to pack, do another round of Phoenix edits, and all sorts of other little life things, so I’m only going to address one Eberron question today. Don’t worry – I’ll get to the others next week! As always, this is just my personal opinion and might contradict canon material.

I always hoped for more info on the Gatekeepers, especially on their Seals and ways of breaking them.

A relevant question that’s come up before is “How can you have Gatekeepers and Cults of the Dragon Below working side by side in House Tharashk?” The answer is that both Cults and Keepers are deeply ingrained traditions that define the culture of the Shadow Marches… but that neither are generally relevant in daily life. The Daelkyr conflict was over seven thousand years ago. Let’s say a third of the people in the Shadow Marches follow the Gatekeeper traditions… what that really means is that it determines the holidays they observe, the songs they sing, the oaths they make. The typical follower of “The Old Ways” knows that you blindfold the dead so Belashyrra can’t use their eyes… but he doesn’t necessarily BELIEVE it. Meanwhile, the true Gatekeepers—the ones who are deeply concerned with maintaining the seals, who dispatch rangers into the deep swamps to fight Dolgaunts, etc—are sort of like a cross between a modern-day Revelations cult and the Men in Black. The majority of Marchers think that they’re a little over the top and creepy… while the true Keepers, in turn, don’t bother the common people with the fact that they just eliminated a force of Dolgrims under Zarash’ak because, frankly, they don’t need to know.

So the short form is the Marches are filled with, essentially, non-practicing Gatekeepers; people who know the traditions and stories, but consider them to be just that. Meanwhile, the active Gatekeepers are almost a secret society. The fact that people know the Old Ways mean they can operate in the open; it’s just that people don’t realize that the local holy man really IS a druid with significant powers and not just an old storyteller.

It’s up to you as a gamemaster to decide just how many true Gatekeepers there are and how far their influence spreads. There could be a tiny handful of them hidden in the Shadow Marches, with the true mysteries of their faith all but forgotten. Or they could be a powerful, active force that has been hiding in the shadows of House Tharashk, using the House as a way to plant agents and observers across Khorvaire and taking a very active role in combating aberrant threats. Essentially, it’s a question of what you want them to be. Are they a handful of sages who can provide the PCs with information but who need the PCs to actually face a threat? Or are they an active, powerful force that could provide significant assistance (or pose a significant threat) to PCs?

THE GATEKEEPER SEALS

There’s not a lot of canon information on the seals that hold the Daelkyr at bay. The IDEA of the seals is a core part of the setting, but like the cause of the Mourning, they haven’t really been nailed down. So I’m making this up as I write it, but here’s MY answer.

The Gatekeeper seals are one of the great mysteries of Khorvaire. It’s well-established in legend that the Gatekeepers created the seals that hold Xoriat at bay and prevent the Daelkyr from returning to the surface. But what ARE the seals? Listen to a dozen stories and you’ll hear a dozen different answers. Some say they are dolmen structures found in the deep swamps, massive rune-carved stones infused with byeshk ore and placed in powerful manifest zones. In other stories they are small disks worn as pendants by the Gatekeepers. Each pendant is connected to a particular Daelkyr, and the bearer can sense the thoughts of the Daelkyr and draw on its power… though this carries the threat of madness. One story says that the mightiest druids turned themselves into trees, and that these guardian trees are themselves the seals. One song popular in the Marches claims that IT is the seal, and that as long as it is sung the Daelkyr while never return. Others believe that the seals are the light held in the dragonshards scattered throughout the Marches, and fear that House Tharashk’s mining of the shards will doom all. All stories agree that powerful magic was used to hide the seals, and that much is clear as divination magic has proven entirely unable to reveal any sort of useful information about the seals; whatever form they take, they won’t be easily found.

As a DM, I would latch onto the mystery. There’s a half-dozen theories about what the seals are. What happens when the PCs NEED to know the answer… or when someone is clearly taking steps to systematically eliminate each possibility? I’d take the approach that even the majority of the Gatekeepers don’t know the truth; the order is thousands of years old, and the elders intentionally dispersed and hid the knowledge so it would be difficult to destroy. And all of the things described above do exist—dolmen sites, ancient druids preserved as trees, disks tied to Daelkyr, a song of faith. Perhaps one of them is the REAL seal… or perhaps they all are, and releasing the Daelkyr requires all of them to be eliminated.

With that said, I do like the idea of leading players to believe that the seals are stationary locations, and then having them discover that they are easily portable pendants… and having one of them come into the PCs’ possession. So you have an amulet which is personally holding Belashyrra in Khyber. You can use the amulet to draw on a fraction of his power or to get a sense of what he’s up to – but if you do, you draw his attention to you and he learns what YOU are up to. In a sense, it’s like the One Ring, except you CAN’T destroy it, because that will release Belashyrra. So what do you do with it?

The idea of portable seals in really interesting, but it seems to me that leaving the seals in the custody of isolated or itinerant druids would be incredibly dangerous, since (from Faiths of Eberron) the rituals to maintain the seals must be conducted annually, and a druid who had an unlucky encounter with a chuul wouldn’t be keeping up with the rituals.

I’ll point out that in at the very beginning of this post I note that the ideas here are my personal opinions and may contradict canon material…. IE, this may not mesh with Faiths of Eberron. I suggest a number of different forms that the seals might take. The FoE material really only applies to the static sites – IE, the “byeshk-laced dolmens”. If the seal is a song, it can only be broken if people stop singing it, and it’s not tied to a particular tainted location. Likewise, with the pendants, the idea is that the pendant doesn’t automatically taint the world around it; rather, it’s when you choose to use its power that you risk corruption.

My point is that all of these things could exist. There are tainted sites in Eberron that Gatekeepers tend annually. There are songs that people sing. And there are pendants. But which one of them is actually the seal? Again, if I’m running it, I’d say that part of the point is that even the druids aren’t sure any more… that the druids who tend those sites BELIEVE that if they fail in their duties the Daelkyr will be freed. And they might be right, or they might have been taught that just to make sure that even they can’t reveal the true secret of the portable pendant seals to the enemy. SOMEONE out there must know the truth… but who? Part of the point here is to emphasize that the seals were made seven thousand years ago by a society that at the time likely relied on an oral tradition. That’s a lot of time for misinformation to take root.

Likewise, my point above is that you could have the Gatekeepers as isolated shamans who drift from tribe to tribe and have little connection… or you could say that they are a highly organized conspiracy that uses the modern largely-ambivalent faith as a cover for the dedicated, coordinated druids and rangers who are tracking aberrant activity. It’s all a question of what best suits your campaign and what inspires you.

Dragonmarks: The Dragonmarked Houses, pt 2

As always, this material represents my own personal opinions; it’s not canon and may contradict canon sources. I still don’t have any new information about official Eberron support in D&D Next, but I hope to have news soon.

I’ve talked about the Dragonmarked Houses and Aberrant dragonmarks before. Before getting to the current questions, I want to bring up a key point from the earlier article.

The power of the houses comes from the fact that they offer services that are unavailable elsewhere, at least on the scope and scale they can provide. While some houses do work to eliminate competition, for many of their services there simply isn’t significant competition. While clerics can heal, there aren’t a lot of spell-casting priests in Eberron, and they generally have a divine calling and a purpose in the world; it’s not viable to fully replace Jorasco healing houses with clerics. Likewise, while an individual spellcaster could learn and cast sending, that’s trivial compared to the network of Sivis speaking stones that deliver thousands of message each day. Magic is a form of science, and new discoveries require innovation; and it’s always easier to create a tool that enhances an existing power than to make one that generates the same effect from nothing.

So it is a default assumption of the setting that people simply haven’t found a way to create magic items that duplicate the effects of most dragonshard focus items without the need for a mark. In 4E, I suggest restricting many rituals to the Dragonmarked to reflect this. Groups like the Arcane Congress are always working on this, and your PC might be an innovator who can make some of these effects no one has until now. But the key point is that while the houses are monopolies, this is often because no one knows how to replicate what they can do on an international scale; only a few have to actively deal with serious competition.

What would happen to Eberron if all the Dragonmarks suddenly went dormant?

It would be a serious blow to the culture of the Five Nations. Swift long distance communication relies on Orien and Sivis. Orien and Lyrandar are cornerstones of mass transit and freight. Loss of Jorasco removes basic medical services, which would likely lead to plagues. Between loss of transit and Lyrandar weather control, you’d probably end up with famines when crops fail or food can’t be delivered. Loss of Cannith brings mass production of common goods and primary creation of magical goods to a halt. Breaking the Kundarak vault system suddenly cuts many people off from their wealth, which could seriously impact some nobles. If you look at my list of restricted rituals in 4E, suddenly those rituals just don’t exist in the world.

Now, it’s not the end of magic or civilization. You’ve still got magewrights out there; check this article for examples of services magewrights provide. The lamplighters who keep the streets lit aren’t using dragonmarks to do it. Some standard magical services would remain intact. Furthermore, there ARE skilled wizards and artificers outside of the houses. Nobles would still have access to some of those old services by hiring the best independent mages money can buy. But much of the system that provides magical services to the middle class would fall apart, and people would have to implement mundane systems to take their place.

Aundair would be in a strong position because of the Arcane Congress and the general effort to bring arcane magic into everyday life. Thrane has the highest percentage of divine casters and would thus have the best ability to counter the loss of Jorasco healing. Karrnath has a decent war magic program, but would be hurt by the loss of things like communication, transportation, and weather control.

I get the impression that the houses are everywhere, and if you open a business that’s within their “domain”, you either have to join the house or get stomped on. If my character starts a mercenary Company, would they have to eventually join with house Deneith? The problem with that, is that, if my character don’t possess a dragonmark or family within that house, he’ll only be able to climb so far within it.

First: It is entirely possible to operate a business without being affiliated with a house. There’s many independent mercenary companies, many smiths who don’t work for Cannith, many inns that aren’t tied to Ghallanda. One wizard who can cast Sending doesn’t pose a threat to House Sivis; it’s only if he actually comes up with a way to offer service on the same scale that they do that he becomes a real threat.

So, one independent mercenary company of 100 people based in Sharn doesn’t pose a threat to Deneith. But an independent mercenary army of 10,000 people with branches in multiple cities DOES pose a threat to Deneith, and they would attempt to stop it or assimilate it before it reached that level.

With that said, assimilation is always the preferred path. Most houses would rather just get a share of your profits that wipe you out. As described in Dragonmarked, Guild membership comes in three flavors. Most businesses are licensed. They pay a small percentage of profits and vow to uphold guild standards, and in exchange they get to show the guild stamp. So the average inn isn’t OWNED by Ghallanda, but it’s licensed by Ghallanda; the seal of the Hosteller’s Guild is an assurance that you won’t get food poisoning, be killed in the night, etc. Bound businesses are essentially franchises, and the nature of the services they offer are dictated by the guild. So an inn licensed by Ghallanda can serve whatever food it wants, as long as the quality meets Guild standards; but a Gold Dragon Inn has to serve the same core menu as all other Gold Dragon Inns.

So back to you: You want to start a mercenary company. You could be entirely independent and do your own thing, and as long as you don’t seriously threaten Deneith’s business they’ll leave you alone. However, you might find that clients pass you up and hire licensed Deneith mercenaries instead, because the Deneith seal assures them that the soldiers meet Deneith standards of training and discipline, and because they can go to the house for compensation if the mercs fail to perform. And if you decide to be licensed by Deneith, they aren’t going to try to limit your success; they’ll even send work your way. They’ll simply expect a share of your profits.

The houses do work to maintain their monopolies, but they’d rather be making money from you than spending money crushing you. They’ll only take ruthless action if they truly see you as a mortal threat to their overall success.
How do the different houses respond to a dragonmark going from least to lesser, lesser to greater, etc? There are system reasons why it happens, but does anyone in the game world have theories? Does anyone do anything to try to encourage/suppress the progression?

Well, now we venture into the realm of house rules. MECHANICALLY, marks are clearly delineated into four sizes. We have pictures of each of those four sizes. However, I personally don’t believe that you go to sleep with a Least Mark and wake up with a Lesser. I believe that marks grow organically over time. So take three people with Least Marks and they might all be different sizes and shapes – all clearly recognizable as somewhere between Least and Lesser, but different stages of development. You know you’ve reached the next stage when you are capable of performing the magic associated with the next stage, or using a focus item that requires that level of mark.

Now, that doesn’t change the question of why people think Marks grow and what affects someone’s potential. Most people believe it’s largely genetic, and that a child whose parents have powerful marks will be more likely to develop a powerful mark of their own; this also ties to the belief that children of two houses will develop aberrant marks. However, there are any number of other theories, ranging from diet and mental exercise to planar alignment and the influence of the Prophecy.

Which houses meddle in their members’ love lives, and why?

In dealing with this, it’s vitally important to remember that houses aren’t monolithic  entities. Every house is made up of multiple families; the Shadow Schism that created House Thuranni was a civil war between the Phiarlan families. The different Cannith factions are likewise largely divided along family lines. So with this in mind, I’ll give you some reasons, but interfering with your love life is something that’s more likely to be done based on the policies of your FAMILY than your house. One Cannith family may go out of its way to arrange political alliances or bring new blood into the house; if you’re the best artificer of the age & not dragonmarked, they’d like to convince you to marry into the family. Meanwhile, a different Cannith family may strictly forbid people marrying outside the house. Now, why might they interfere?

  • Dragonmarks. You’ve got a Siberys mark. You think we’re going to let you  waste that on unmarked trash? Elaydren Vown has a greater mark, and we’ve already made arrangements.
  • Race. You may love this elf, but think of your children. If they aren’t fully human, there is no chance they will manifest a mark. Will you damn them for your own selfish desire?
  • Politics. We have an opportunity to secure a connection with the Brelish aristocracy/end the feud with the Vowns/Arcane Congress etc. We’re not letting you waste yourself on some guttersnipe ex-soldier.
  • Recruitment. Flega is the finest artificer in the Five Nations. We need to bring her into the house, and you’re going to do it.
  • Prejudice. Your father was killed in the attack on Shadukar. I’ll see you excoriated before you sleep with a Thrane.

Vadalis is highly likely to arrange marriages for marks. Tharashk is remakably liberal and sees outside marriage as a good way to increase its influence. But beyond that, it’s really about your personal family.

Dragonmarks are seen only on the peoples living on Khorvaire. Why are there none on the goblin race, who lived before humans?

Good question. And why do they appear on half-orcs but not full orcs? And why not on gnolls or shifters or changelings? Nothing about the marks is clear. Bear in mind that they didn’t all appear at once; marks appeared on the Aereni and Talenta Halflings more than five centuries before they appeared on humans, and more than TWO THOUSAND YEARS before the Mark of Finding appeared on half-orcs. Who’s to say that the goblins won’t suddenly manifest a mark no one’s seen before?

And, of course, one answer is that the marks have only appeared at certain times and on certain races because they are an experiment of, say, the Daelkyr; they are actively picking and choosing who gets what mark.

Is there any reason why Greater Aberrant marks aren’t as common any more? Is the ‘bloodline’ that much weaker or another reason?

No one knows for certain. The common belief is that the strongest bloodlines were wiped out in the War of the Mark and that strength is simply gone from the world. But aberrant marks have never been strictly tied to bloodline, so it’s a little odd. So a secondary question would be “Why are aberrant marks becoming more common now?” I’ll give you a few possible answers for that:

  • The Mourning has wounded nature and increased the number of aberrant marks.
  • It’s a sign of the increased power of an overlord.
  • It’s dictated by the Prophecy.
  • It’s the work of the Daelkyr.
  • It’s just natural; the aberrant lines were weakened in the War of the Mark, and now it’s finally regaining strength.

If another house started to form, under what kind of mark do you think would be new and novel?

I’d probably start by saying that there’s been a changeling Dragonmark for over a century, but unlike most marks they can hide it by shapeshifting, so no one KNOWS about the changeling Dragonmarked House. I’d also consider the idea of the goblins developing a mark. With that said, I like the 13-1 structure… so what I might do is to have one of these two races develop the Mark of Death. There’s only 13 marks; the elves had their time with the Mark of Death; now it’s moving to another race. Is this a sign? Will the other marks start migrating too? If it’s about how long they’ve been around, the Mark of Shadow and the halfling marks would be the next to go…

Are there any houses /marks you would redesign or replace if you could? Any reason why, or ideas to that effect?

I’ve never been happy with the mechanics for aberrant dragonmarks; I’d change those if I had the opportunity. And I’ve already redesigned the relationship between marks and rituals in 4E, as noted in the previous articles. As for the houses themselves, I’m generally happy with them. I don’t think Orien has ever had the attention it deserves, and I could see doing more with Vadalis and eugenics. In general, I’d love to look at ALL of the houses in more detail, but I’m happy with the fundamental concepts.

I wonder what it’s like for non-creepy Vadalis who just want to breed a better pig.

Which is most of them. For that matter, magebreeders are only a small segment of the house; most heirs are ranchers, teamsters, veterinarians, handlers, jockeys, and more; people who love working with animals and whose animals can do amazing things.

Which house do you think has most potential as an outright villain? Would your answer be different for adventure v. campaign?

Certainly. Again, I think Vadalis has a lot of long-term potential because magebred humans are creepy (and an extremely logical source of homegrown Inspired for the Dreaming Dark to use). Lyrandar has tremendous ambition. And hello, by canon (which you can of course ignore) Zorlan d’Cannith of Cannith East is a seeker of the Blood of Vol; you could easily make him an ally of the Emerald Claw.

What is Cannith East’s greatest strength?

In my opinion? War. Cannith South specializes in warforged and manufacturing, but I’ve always considered Cannith East to be the arms specialists. They may not have manufacturing facilities to match South, but their unique form of ingenuity is building better weapons. Aside from that, they’ve been experimenting with undead, so consider the weird things you can do with that.

If all marks of a kind are the same, what about the Draconic Prophecy? Not every Mark of Making can indicate the same destiny, can it?

Not at all. First of all, speaking GENERALLY, the prophetic significance of dragonmarks isn’t tied to the individual; it’s about patterns. Think of dragonmarked individuals as tarot cards or runes. Someone who knows the Prophecy may walk into a bar, say “OK, I see Greater Storm, Lesser Making, and three of Least Healing. Which means… it’s going to be a bad day.” That bad day may not even involve any of the marked individuals; they’re just signposts for someone who knows how to read them. Having a Dragonmrk doesn’t automatically mean that YOU are significant to the Prophecy; in means that you are now a tea leaf others can use to read it. If you ARE personally significant to the Prophecy, your mark will be one of the things that identifies you, but it won’t be the only thing.

Do you think there is tension or rivalry between houses Tharashk and Medani given how both work with inquisitives?

Certainly. However, one issue here is that Medani is a very subtle house; its services also overlap with Deneith when it comes to bodyguards. Medani is the warning guild. Its specialty is counterintelligence and predictive work. You hire a Deneith bodyguard when you want muscle at your side; you hire Medani for defense when you want them to identify and neutralize the threat before it actually manifests. The same is true of inquisitives. Tharashk inquisitives are more of your classic private eyes. They are the people the innkeeper will hire to find out who stole his valuables, or who’s dating his wife. Medani’s inquisitives deal with more complex problems and generally, wealthier clients. They’re who you call in to negotiate with a blackmailer – or to prevent blackmail when you’re vulnerable but it hasn’t happened yet. Think someone might have spies watching you, or an assassin after you? Hire Medani. Short form: Medani inquisitives handle complex cases for wealthy clients; Tharashk inquisitives solve basic problems for a broader client base.

Likewise, Tharashk’s monstrous mercenaries overlap with Deneith, but don’t really fill the same space. Most of Deneith’s best clients won’t turn to ogres and gnolls instead of Deneith’s reliable forces.

While Tharashk is stepping on toes, it’s also the best source for the single most valuable resource in the magical economy: dragonshards. As a result, while Deneith and Medani are rivals with Tharashk, they don’t really want to get into an all-out feud with the house, and many other houses are willing to support Tharashk in conflicts.

I wonder why house Phiarlan does not seek to outlaw Thuranni. After all, both houses have the same dragonmark.

Among other things, because they are family. The Shadow Schism only occurred a few decades ago. The Mark of Shadow has been around for thousands of years, and elves themselves live for centuries. There are still members of the Thuranni families in House Phiarlan and vice versa. They are now professional rivals, and the wounds of the schism run deep for some; but they are still brothers and sisters. What they have largely done is divide up Khorvaire, so for the most part they aren’t directly competing in the same territories.

Moreover, why do not the sentinel marshals or national authorities imprison and prosecute those they know are killers from Thuranni? Granted, in the shadow war there is a place for spies and assassins, but an overt assassin organization should be frowned upon by the populace, and despite their alibies, many are aware of the true business of house Thuranni.

First, it’s the same principle as the Mafia or other major organized crime organizations: you may KNOW they do bad things, but can you actually catch them doing them? And as the Captain of the local city watch, do YOU really want to make a personal enemy of a family of professional assassins? Someone who starts a crusade to bring down Thuranni assassins will immediately become a target. Beyond that, their “alibis” are more than just alibis. You say that many people should be aware of the “true business” of Thuranni. But assassination ISN’T the “true business” of Thuranni. The Shadow Network is a guild of entertainers and artists, including many of the finest performers in Khorvaire. While the Network supports the covert ops that the house engages in, this doesn’t change the fact that the day-to-day business of the house is entertainment. As a normal person on the street, you can’t simply go to a Thuranni enclave to hire a spy or assassin; you go to the enclave to purchase art, to take classes (in music, acting, or other forms of art), or to engage the services of entertainers. If you want those other services, you have to know the right channels to take, and they will reach out to YOU.

With that said, if a Thuranni assassin just walked up on the street and stabbed the Mayor of Sharn in front of witnesses, Sentinel Marshals and Dark Lanterns WOULD be dispatched to bring them in (or simply kill them). Being in Thuranni isn’t a license to break the law. Again, it’s like organized crime in our world. You can get away with it if you’re careful and play by the rules that have been established, but if you’re clumsy you will get caught and pay the price.

Now for a perennial question…
Also, what happened to Cyre, really? You must have a personal Canon, right?

As I just said at DragonCon, no… I actually don’t. To me, the Mourning is much more powerful as a mystery. Once the answer is defined, it is possible to predict if it can happen again and whether it can be harnessed. Once that information becomes public, it will completely change the balance of the cold war between the Five Nations. I like the current balance of power, so I’ve never felt a need to run a campaign in which the answer is found. Meanwhile, I can think of a dozen answers that all could be true. One appears in The Fading Dream. But it could have been a Cannith weapon, possibly tied to trying to harness the power of an Overlord; or it could have been the release of an Overlord; or it could have been the natural result of using too much war magic; or it could have been the harbinger of Xoriat coming back into alignment with Eberron for the first time in thousands of years; or it could have been the beginning of the end that the Children of Winter have been talking about; or it could have been Khyber Herself finally straining against Eberron’s bonds; or it could have been a creation of the Lord of Blades, building a new homeland for his people, and he’s just about got Mourning Mk II ready to go; or… you get the idea.

I’ve always felt like the reason presented for the Mourning in The Fading Dream was not, in fact, the reason, so much as it was the “tea leaves” that indicated an event in the Prophecy was about to occur… I have always felt like the physical cause of the Mourning was still undetermined in the Thorn continuity.

The cause of the Mourning is DEFINITELY undetermined in the Thorn continuity. The Eladrin have advanced a theory, but Thorn herself doesn’t buy it. With that said, you are exactly right: this is exactly the way Prophetic manipulation would work. There could be an aspect of the Prophecy that says something to the effect of “If the Silver Queen wounds the Unknown Prince, his land shall share his pain.” Meanwhile, the Mourning itself could be caused by a Cannith weapon malfunction. What the Prophecy does is says “If event A occurs, event B will follow.” To us, there is nothing directly relating these two things – but the Prophecy lets you control one by controlling the other.

This last question is something of a spoiler for my novel The Son of Khyber. Skip over it if that concerns you.

The Son of Khyber appears in another novel prior to his appearance in The Son of Khyber. What happened between the two appearances?

If it’s not entirely clear, the individual in The Son of Khyber ISN’T the same person you’ve encountered before; he’s another soul occupying that person’s body. He’s the spirit of an aberrant leader from the War of the Mark, an ancestor of the body he occupies. He made his way back to Khorvaire, found House Tarkanan, and essentially took over. The house was a small organization, and the Son of Khyber has significant experience as a military leader, more knowledge of aberrant marks and especially aberrant focus items than anyone in the modern age, and a mark that’s more powerful than any modern aberrant. Having stepped out of time as the aberrants were being hunted down, he was pretty driven to turn things around.

Now, the other side of this coin is what happened to the original spirit that occupied that body, and that’s a good question. I had thought about him and his Jorasco companion making an appearance in The Fading Dream, as Taer Lian Doresh is both on Dal Quor and Eberron, but it was too much to fit in. But he’s still around on Dal Quor, and you can be sure his other companions are trying to get him back.

Eberron and 13th Age

A few years back I had a chance to work with Rob Heinsoo, Jonathan Tweet, and Lee Moyer on the roleplaying game that eventually became 13th Age. While I was only involved in the early concept phase, it was a great opportunity with an amazing team. After many delays, 13th Age is finally in print. Since some people may be interested in running a 13th Age campaign in Eberron, it seems like a good time to repost something I wrote back in 2012.

If you were to run an Eberron game using 13th Age, what would you use for Icons?

Some of you may be saying “What’s 13th Age, and why does it need Icons?” So let’s clear that up. 13th Age is a new roleplaying system developed by Rob Heinsoo and Jonathan Tweet, with a little bit of help from yours truly in the very beginning. The Icons are central part of the default setting of the game and of the system itself. The Icons are thirteen powerful NPCs who exert a tremendous amount of influence on the world, and who in many ways embody central themes. The High Druid is a force of nature, while the Archmage and the Emperor are forces of civilization and order. The Priestess speaks for all the deities of light, while the Diabolist traffics with all manner of dark forces.

OK: there’s some powerful people in the world. What makes this central to the game? Why would you need to have Icons if you wanted to use the 13th Age system to play Eberron? During character creation, you get three points to spend on connections to Icons, and these connections define your character’s background and affect ongoing gameplay. Consider the following example:

Lyssa Calton sets her connections as Emperor 2 (positive), Lich King 1 (negative). Discussing things with the GM, she works out the idea that she comes from a powerful noble family in the Dragon Empire, and that her ancestors were instrumental in one of the Lich King’s worst defeats. As a result, he has laid a curse on her family: whenever someone of her bloodline dies, they become undead servants of the Lich King. Right from the start, this gives the GM lots of hooks to work with. Lyssa obviously will want to find a way to break the curse. Family honor calls on her to oppose the Lich King. And in the meantime, due to the position of her family, she might be called on to serve the Empire in some way, or used as a pawn in a scheme to dethrone the Emperor.  However, these relationships can also have in-game effects on the fly. For example, when the adventurers are stopped by an Imperial patrol, Lyssa could see if her connection with the Emperor allowed her to influence the guards and command their assistance. And while the relationship with the Lich King is a negative one, she can still be creative with it; perhaps the curse can allow her to infiltrate a band of undead, as they already perceive her as one of them.

So: a relationship with an Icon helps define a character and drive a story, but it is also a concrete in-game tool in the character’s arsenal. If you’re using the system in Eberron, you’re going to what something to take its place. What will it be?

It’s not a simple question. In many ways, Eberron was intentionally designed NOT to have figures like the Icons. There’s no clear equivalent to the Archmage or the Emperor; all the human rulers are about equal in power (well, except Queen Diani of Thrane). Keeper Jaela is the most powerful priestess, and yet in many ways Krozen matches her in influence… and where the Priestess of 13th Age speaks for all the gods of light, Jaela is tied only to the Silver Flame. There is no one Elf Queen or Dwarf King.

Given this, I think the best choice is to try to address the underlying role of the Icons—defining the background of your character and giving you influence within the game. With that in mind, I think the list has to be based on your campaign. Who do you see as the major players? Consider the following.

Hands of the Twelve: From start to finish, this campaign is going to revolve around the Dragonmarked houses: their internal rivalries, the balance of power between the houses and broken Galifar’s nobility, the growing power of House Tarkanan and the aberrant dragonmarks. Each house has its personal agendas; as the PCs rise in power, they will need to decide whether to embrace that goal and bring it to pass, or whether to change the direction of their house. The Icons are each of the individual dragonmarked houses, the Twelve as an institution, and House Tarkanan. Each character is a member of one of the houses they are tied to and bears the dragonmark of that house; when they use the mark in a creative way, use Icon relationship dice to determine how effective it is. When a player takes a point of relationship with a house, she should also pick an individual who’s her personal patron/ally/enemy/rival in that house; this puts a human face on things in addition to reflecting a connection to the house as a whole.

Return of the Host: The Sovereigns and Six Don’t manifest in the world directly. But following the Mourning, they can no longer sit idly by – so they have chosen mortals to serve as their hands in the world. Here the Icons are the gods of the Sovereign Host and the Dark Six; you could choose to add in other divine or immortal forces, such as the Silver Flame or Undying Court. Relationships reflect alliances or feuds, and these don’t have to all be on the obvious sides; while a Player Character may serve Aureon, it’s possible that he has angered Dol Arrah and the Shadow. Alternately, an artificer could be chosen by both Onatar and the Traveler; over the course of his adventures, he will have to decide which path to follow, and bear the consequences of that choice.

Lords of Sharn: The DM has declared that the entire campaign is going to be set in Sharn. As a result, the Icons for the campaign are on a much smaller scale that you’d normally expect. Instead of the Prince of All Thieves, you can have the Boromar Clan and Dassk as Icons. Even here, the GM should decide who the major players are going to be: by the book, Daask, House Tarkanan, the Boromar Clan, and the Tyrants are all influential criminal forces; however, she may decide that the Boromar Clan is the only one that is going to get full recognition as an Icon, and that a relationship with the Boromar Clan reflects overall ties to the criminal underworld. Similarly, I’d pick one or two dragonmarked houses (probably Cannith and Tharashk, personally) as worthy of being Icons in the campaign; you don’t want to dilute the list by offering too many choices, and you can use this relationship to determine influence with allied houses. So following this, my personal Sharn list might be:

  • The City Council
  • The City Watch
  • The King’s Citadel
  • Morgrave University
  • The Boromar Clan
  • House Cannith
  • House Tharashk
  • House Tarkanan
  • The Church of the Silver Flame
  • The Sovereign Host
  • The Blood of Vol/Order of the Emerald Claw
  • The Aurum
  • A Nation (Choose one)

I’ve thrown on “A Nation” as a way of suggesting a character with a strong connection to a nation’s government – from a gnome who’s got friends in the Zil embassy to a Brelish nobleman. Tarkanan and Tharashk could be pulled if you didn’t plan on having a lot of dragonmarked hijinx, but I think that they each bring good story potential to the table.

As with the Dragonmarked example, I’d have each character choose a specific ally/patron/rival/ally to be the face of each Icon they choose. They have ties to the Silver Flame – are they agents of the corrupt hierophant or of a more lowly but dedicated priest?

There may seem to be some significant gaps here. What about the Chamber? The Lords of Dust? The Dreaming Dark? The list of possible Icons goes on and on. In part, I dropped these because the longer the list, the less impact each Icon has. Another reason to drop these groups is because they are secretive. Part of the point of the Icons is that everyone knows who they are and that their names alone carry influence; with the Lords of Dust, a player character tied to their schemes probably won’t even know it for a long time, let alone have an opportunity to do name dropping.

In general I encourage you to decide which groups will be the most influential in your campaign. Yes, the Lords of Dust and the Chamber are both powerful forces capable of exerting global influence. But do you want them to do so in this campaign? An Icon chosen by a player character will potentially play a role in every session – are you prepared to use the potential Icon in that way? Just as a player’s choice of Icons defines their personal story, your choice of Icons defines the story of the campaign. If the Daelkyr are available as an Icon choice, people should expect them to have an impact; if you’re not interested in that, don’t put them on your list.

I’m not sure I 100% agree with choosing a specific patron, personally… while an Icon may be killed, the advice given was that that should probably be a very major event, maybe even a campaign conclusion. This would still apply to a house or organization falling. It doesn’t really apply if your patron is a lowly priest.
Perhaps I wasn’t clear. When I suggest choosing a patron, it’s not to have that patron serve as the Icon. A lowly priest doesn’t serve the same role as the Priestess. However, the same can be said of Ythana Morr – and the fact that she is technically the leader of the Silver Flame in Sharn doesn’t mean she’s the one who’s going to be the best story match for your character. The ICON in this case is the Church of the Silver Flame. That is the force you are connected to; you should establish the basis of that connection; and it’s your connection to that entire organization that should be taken into account when you use your relationship dice, not the patron. The patron is simply a bonus, in part to make up for the fact that these organizations DON’T have a single face; again, Ythana’s no more the true face of the Silver Flame in Sharn than Flamebearer Mazin Tana, and as you say, the death of either one of them won’t be the end of the Silver Flame in Sharn; if you lose your rival, I’d just sit down with you and pick a new ally/rival/patron tied to the force. For example, say you’ve got Mazin as an ally, and because of the work you do together he dies; you might now gain an enemy in Ythana Morr because your work has been exposed, or perhaps Mazin’s daughter will blame you for his death.

So again: the ENTITY is taking the role of the Icon, and you need to define your history and relationship with that entity. The idea of adding an individual – whether a patron, rival, friend, or enemy – is simply a further way to develop the history of your character. In particular, if you look to the Hands of the Twelve idea, the point is that three characters could all be from House Cannith and make that their most important relationship – but they may all have secondary relationships with different individuals in the house.

I noticed you didn’t address one (I think common) campaign type, though: The international intrigue game.

Correct, because it’s not a question with an easy answer; it’s what I was covering with the last paragraph of the first answer. I feel it is important to limit your list of icons to around 10-15, both for the sake of the players and the story. If I simply listed every possible force that COULD be considered an icon, it would be way over that; in the Thronehold nations alone you hit that number, and that’s not including churches, dragonmarked houses, groups like the Emerald Claw or Aurum, or potentially the more secretive manipulators. As such, I really feel that you need to decide which of these forces are the REAL movers and shakers in this campaign. A global game may involve every nation in some form. But are Q’barra and the Lhazaar Principalities actually as significant or influential in the story you envision as Thrane or Aundair? Will the faith of the Sovereign Host actually play an Iconic role? For that matter, will the Church of the Silver Flame play a role that isn’t covered by, say, Thrane or Aundair? Do you want the Twelve as a single Icon, or do you want to pick one or two houses that are going to be particularly important to the action of the campaign?

So let’s look at ONE EXAMPLE of a political intrigue game.  I’m going to use this list of Icons.

  • Aundair
  • Breland
  • Cyre
  • Karrnath
  • Thrane
  • Darguun
  • Droaam
  • The Eldeen Reaches
  • Valenar
  • House Cannith
  • House Thuranni
  • The Aurum
  • Blood of Vol/Emerald Claw
  • Church of the Silver Flame
  • The Lord of Blades

This campaign is going to focus on the cold war between the Five Nations and the threat of a new war, which will be assured if the mystery of the Mourning is solved. Droaam, Darguun, and Valenar will all have active roles, and the potential of open conflict with any of the three is possible; the relationship between Aundair and the Eldeen Reaches will also be an issue. The Church of the Silver Flame will have a role to play outside of Thrane; for example, a Brelish character could be a respected templar with a significant relationship with the Church yet who opposes the theocracy in Thrane. While all of the dragonmarked houses will be involved, only two will have major roles. Cannith may be critical in solving the Mourning, and with war on the horizon, every nation is trying to forge stronger ties with the House of Making. Meanwhile, Thuranni is going to be acting as a significant opposing force to the national intelligence agencies… but who are they working for? As noted before, the Chamber and Lords of Dust are both involved in this campaign, but both are deep enough behind the scenes that I’m not including them as Icons.

Players don’t actually have to have a relationship with a nation to be from that nation. A relationship implies a close tie to the powers and interests of that nations. A tie to Breland may make the player a noble, a ranking agent of the Citadel, a prominent member of the anti-monarchy movement… or of course, it could mean that he’s made powerful enemies in that nation or has some other form of negative relationship there.

But I could easily come up with an entirely different campaign model. One point I’ll make is that 13th Age only runs through character levels 1-10; In planning a campaign story, you’re not looking for a 30-level arc.

What do you think should happen with Icons that are secretive, like say the Scar that Abides?

Personally, I don’t consider them to be “Icons.” I was involved in the early concepting stages of 13th Age, when the list of Icons was being developed. One of the possibilities we considered was an evil force in the underworld that was the source of aberrations, not unlike the Daelkyr. Ultimately we decided that while such a thing might exist, it didn’t fit the role of “Icon.” While it might have a significant role within the world as a threat, people couldn’t interact with it directly; only a few of the other Icons interacted with it, and even then not directly (little possible beyond “hold it at bay”) and there was little possibility of friendly interaction. Could you have a story/background tie with it? Sure. You’re a half-blood aberration. Your family was killed fighting the aberrations. But overall, its impact on the world is one-sided and limited. By contrast, the Lich King’s impact on the world is obvious; he has history with the other Icons; and it is actually possible for other forces to negotiate with him or interact with him or his lieutenants. Someone could form a temporary alliance with him; the Dragon Empire could decide to go to war against him; the Archmage could reveal that the Lich King is his father; the Prince of Shadows might have the Lich King’s heart in a chest.

So in other words, secret forces can be part of backgrounds and they can be tied to unique things whether they are Icons or not. They could be just as powerful or even more powerful than the Icons. But for me, the purpose of an “Icon” is that it shapes the world both in its own right and through its constant interactions with other Icons. Looking to the Diplomacy game, having Aundair, Thrane, and the Church of the Silver Flame as separate Icons shows that you’re dealing with the way all three of these affect one another as separate forces. It may be that the Chamber and the Lords of Dust are pulling the strings of all three of them – but if none of them KNOW it, then the story as the world perceives it remains about the interaction between church and nations, and those are what I’d choose as my Icons.

But your mileage may vary! It’s just a question of what it means to be an Icon.

Dragonmarks: The Daelkyr and their Cults

In days to come I’ll be talking about GenCon, Gloom, and Phoenix. But it’s been a few months since I wrote anything about Eberron. When I started the Dragonmarks I focused on specific topics, and I wanted to get back to that. So today I’m talking about the Daelkyr and the Cults of the Dragon Below. As always, everything here is just my opinion. It may contradict present or future canon sources and is not official in any way. With that said…

Eberron has its fair share of apocalyptic villains. The Lords of Dust serve fiendish Overlords who ruled the world in the dawn of time and wait to be released to rule it again. The Dreaming Dark uses our dreams as tools to enslave us. Then there are the Daelkyr. Eight thousand years ago, the Daelkyr came through from the plane of madness, and by the time they were bound in Khyber they’d brought down the Empire of Dhakaan. Unlike the Overlords, the Daelkyr are still active in Khyber. You could go down into the underworld and meet one. Their stats in the 3.5 ECG don’t even seem that impressive, really. So what’s up with the Daelkyr? Why bother with them when you have the more powerful and ancient Lords of Dust around? What do they bring to a story?

First of all, what are the Daelkyr?

The Daelkyr are powerful entities from Xoriat, the plane of Madness. They aren’t the most powerful denizens of Xoriat; they are simply the mightiest to have shown any interest in other planes. They are immortal outsiders, not creatures of flesh and blood. The slightest touch of a daelkyr can sicken or warp organic creatures, and its mere presence can cause temporary madness. Peering into the mind of a Daelkyr can cause permanent insanity. This speaks to the fundamental difference between the Daelkyr and all those other forces: we don’t understand them. The others make sense to us. The Dreaming Dark wants to control the world because that’s the only way they can secure the survival of their culture. The Lords of Dust want to free their masters and restore their primal dominion over the world. The Daelkyr… we just don’t know. At the end of the day we don’t know what they want or how they intend to achieve it. We know what’s keeping them at bay – the seals created by the Gatekeepers – but we don’t know why the Daelkyr haven’t already broken those seals or what would happen if they did. Unlike the Overlords, the Daelkyr are free to move about in Khyber. They have armies of aberrations and cults scattered across the world. Why haven’t they taken more active measures to secure their release? Are the mightiest Daelkyr working together, or are they working at cross purposes? Why is it that their cults often follow completely different creeds and are quite often entirely unaware of one another? Again, at the end of the day, we don’t know. We know they are down in Khyber. We know the power they possess. But we don’t know what they want or what they are doing.

A common theory is that the Daelkyr aren’t actually soldiers or conquerors: they are scientists and artists. They don’t actually have any interest in ruling the world or in destroying it; they are simply interested in changing it. They took the goblins of Dhakaan and created dolgaunts, dolgrims, and dolgarrs from them and then sent those creatures back against the empire. It could be that this conflict was all they wanted… they didn’t actually CARE about who won, they simply wanted to watch the goblins fight these twisted mockeries of their own kind and see what impact that had. And in the end, it wasn’t the military force of the Daelkyr that destroyed the empire; it was the seeds of madness, the rivalries created, the erosion of faith in tradition, the cults, and all the myriad other long-term effects that brought down Dhakaan. The Daelkyr wounded the empire with brute force, but it was the infection over time that killed it… which may have been their goal all along.

Meanwhile, they DIDN’T make any sort of dolgaunt equivalent from orcs; instead they just spawned a host of cults that linger to this day. Yet many of those cults don’t directly revere or serve the Daelkyr themselves. Again, it seems like change was more their goal than destruction.

Part of the point here is that the release of a Daelkyr is not likely to be anywhere near as apocalyptic as the release of an Overlord. It’s something that would have dramatic effects on a region – but it could conceivably go unnoticed by the world at large for years. Heck, there could be a free Daelkyr at large right now.

Let’s look at a few questions.

Was the daelkyr’s humanoid appearance always part of the concept?

The Daelkyr are often depicted as attractive, androgynous humanoids clad in organic armor. Some wonder “why do they look human, when they originally fought goblins?” In my opinion, this appearance doesn’t remotely reflect the true nature of the Daelkyr; it is simply something the human brain puts together to make some sort of sense of what it’s facing. As such, a goblin might see some sort of handsome goblinoid wearing the skins of its enemies, and a warforged might see an imposing construct clad in the rusting remnants of other warforged. I’m inspired by this image of Galactus from back in the day…

Bear in mind that a Daelkyr can cause confusion at will – which is to say, it can break your mind just by thinking about you. Given that, the idea that different people may see Daelkyr differently is a fairly minor thing.

With that said, I also believe that different named Daelkyr will have unique appearances. We’ve shown Kyrzin (Prince of Slime) as a vaguely humanoid slime with human limbs embedded in it. I’d expect Belashyrra (Lord of Eyes) to be associated with eyes. With that said, I WOULD be more inclined to make Belashyrra some sort of humanoid as opposed to, say, a giant beholder. Daelkyr do carry symbionts designed to be used by humanoids. They may not look HUMAN, but I think they manifest in a humanoid shape.

How high is the Daelkyr threat level compared to the overlords?

As described above, I don’t consider the Daelkyr to be as IMMEDIATE an apocalyptic threat as the Overlords. The release of the Daelkyr won’t mean instant devastation; the main thing is that once those seals are broken, you may never be able to fix them again. The conflict between the Dhakaani and the Daelkyr lasted for centuries, and I wouldn’t expect things to be different now. A released Daelkyr wouldn’t destroy the world… but it WOULD start changing the region around it, and might eventually fling an army of aberrations at the country next door, spread plagues or waves of madness, or otherwise do things that could harm tens of thousands of people or break the existing balance of power.

(The Daelkyr) are a little difficult to use in a campaign as the main villains because they are not as strong, manipulative, or great in number as the overlords…

I’ll touch on influence in a moment, but speaking to “strength”, there’s a few things. First, bear in mind that a Daelkyr should never be found alone. They create monsters, madness, and bizarre diseases as a hobby, and have had eight thousand years to indulge in this. Belashyrra has a battalion of beholders, not to mention dolgaunts, mind flayers, and anything else you care to create. And if you want to say that Belashyrra has bred an army of 100,000 beholders and has it sitting under Sharn right now… than he does.

Second: Don’t be limited by the stats that are presented. First of all, Daelkyr are like demon princes. All of the major ones – Belashyrra, Kyrzin, Dyrrn the Corruptor, Orlassk – should be unique individuals with their own powers. Second, more than any other creature in D&D, Daelkyr should break the rules. The fundamental rule of the Daelkyr is that we don’t understand them. As powerful as the Overlords are, they are part of Eberron. They are embodiments of concepts that shape our world. The Daelkyr are something else entirely. They don’t belong here. Having magic or other fundamental rules warp around them is entirely in keeping with them as a concept.

Aside from the fact that direct magical effects may not work as you expect, feel free to assign powers to Daelkyr that simply have no grounding in standard mechanics. For example, it’s said that Belashyrra can see through anyone’s eyes. Maybe that’s exaggerated; maybe it’s the literal truth. Maybe he can blind anyone he wants – anywhere, anytime – or swap your sight with someone else, so suddenly you’re seeing the world through the eyes of an orc shaman in the Shadow Marches. Meanwhile, the Marchers say that Kyrzin has influence over anyone who’s suffering from excessive mucus. Maybe a faerie tale… maybe not. Again, the key with the Daelkyr is that we DON’T KNOW. This is enhanced by their alien attitude and uncertain goals. If the Dreaming Dark could see through everyone’s eyes, they would use it to further their known agenda. Belashyrra COULD do lots of useful things with this gift, and simply chooses not to. Why?

How much day-to-day influence do the Daelkyr actually have, and why? As opposed to mere personal might?

This ties to the question above: We don’t know, because we don’t know what they want, and we don’t know what they are capable of. It’s possible that anyone who’s got a cold is an unwitting agent of Kyrzin, and that anyone who’s got eyes is an unwitting spy for Belashyrra. Beyond this, ANYONE WHO’S CRAZY MAY BE CRAZY BECAUSE OF THEM. And “crazy” is a very broad term, as I’ll discuss when we get to the cults.

Furthermore, the Daelkyr can always create new things we’ve never seen before. Someone asked if the Daelkyr could actually be responsible for Dragonmarks. Why not? The Daelkyr specialize in creating and modifying lifeforms. They get to break the rules. They could have created the dragonmarks as a weird living way of embodying the Prophecy that the dragons and fiends still can’t really understand… and the aberrant dragonmarks are a weird variant of that experiment. This could relate to the Cult project in my City of Towers novel… and could mean that they could create new dragonmarks, move them onto new races, etc.

So the short form is “How much influence do they have? Well, how much influence do you WANT them to have?” The key here is that a campaign in which the Daelkyr are the villains should feel entirely different from one dealing with the Dreaming Dark or the Lords of Dust. it doesn’t HAVE to revolve around the release of a Daelkyr; it could revolve around the emergence of a new sort of dragonmark, an attack by an army of previously unknown aberrations, the killing spree of a single bizarre serial killer, the spread of a horrible plague… or all of these things stitched together in a strange and unexpected tapestry.

I find that horror is difficult to pull off without visual aid.

This needs to be the subject of its own blog post, but the trick here is that the gooey symbionts are really the least frightening thing about the Daelkyr. What’s far more frightening is the fact that you don’t know what they are, what they want, or what they can do to you. Say you are looking in the mirror one morning, and just for a moment you see Belashyrra looking back at you. What does it mean? Perhaps a small eye-shaped dragonmark-like tattoo then appears on your hand. What does it mean? Perhaps you start having telepathic intuitions about the motives of people around you. They save you from an ambush, but… what does it mean? Then you hear about another fellow who had the same mark, and who ended up killing his friends and family and disappearing… and no one knows why. The fear here isn’t VISUAL at all; it’s the fact that you are touched by something you don’t understand, you don’t know why, you don’t know what to do about it, and you don’t know what’s going to happen next.

Similarly, when dealing with the powers of the Daelkyr, think about what they actually are and what can make them horrifying. A Daelkyr can use confusion at will. But what does it mean to be “confused”? Does it take you back to the most horrible time in your life when you were surrounded by enemies? Does it make you watch helplessly while your body blunders around on its own? When it uses Feeblemind, it is stripping away your ability to speak, to understand language, to do anything you once could do… the idea of that, of being conscious but unable to communicate, unable to remember how to use a sword or cast a spell… that’s more horrifying to me than any gooey monster. The horror of the Daelkyr is the things you CAN’T fight with a sword… and the fear of what might be coming next.

Why don’t the Daelkyr team up and free themselves, like, right now?

I’ve answered this above, but I’ll reiterate it here… THIS IS A QUESTION DAELKYR SCHOLARS HAVE BEEN ASKING FOR CENTURIES. It may be because they don’t care about being imprisoned. Perhaps it’s because they are immortal and know that the seals will all break in 999 YK when Xoriat finally becomes coterminous again, and they don’t mind waiting. Perhaps it’s because they can do everything they want to do WHILE being imprisoned. Or perhaps it’s because they are engaged in a series of feuds so esoteric and strange that we don’t even know they are going on!

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

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.

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.

The question about the Undying Court’s reaction (or absence thereof) to the Daelkyr invasion of the Dhakaani Empire reminds me of one that’s been bugging me for some time. Did the Daelkyr only target Khorvaire for their invasion – and within Khorvaire, only the south-west in and around the Shadow Marches and some of the border areas? I’ve read that the chokers may have been formed from halflings, so strikes into the Talenta Plains may have happened – but what of Xen’drik, Argonessen, or Sarlona – who, in the absence of Gatekeepers, would have been defenseless?

As far as has been mentioned in canon, the Xoriat incursion was limited to Khorvaire; notably, there’s no mention of it having targeted Sarlona at all, and even the problems of the Umbragen came after the Daelkyr were trapped in Khyber. They struck across Khorvaire; in addition to the Talenta Plains example, they also wiped out the Dwarven civilization that once existed below the Ironroot Mountains. Looking to the question of why they’d do this when there were other, easier targets… the Shadow Marches has an unusually large number of manifest zones to Xoriat, and this is part of what made the incursion possible in the first place. Bear in mind that there were no Gatekeepers in Khrovaire when the Daelkyr attacked; they were formed in response to the incursion, and if the Daelkyr had attacked Sarlona Vvaraak would have gone there. But most of all, bear in mind that the Daelkyr weren’t looking for a defenseless place. They weren’t trying to claim territory; they were (as best as we can tell) interested in transforming the world. Today, Dhakaan has fallen, and we have dolgaunts and dolgrims, derro beneath the mountains, cults of the Dragon Below, chokers in the shadows… it’s not clear that they are unsatisfied with the outcome. As noted in the other Dragonmark, they don’t seem to be working very hard to break the seals. Having dropped seeds of madness into Eberron, they may simply be watching as those seeds spread, waiting until the time is right for the next phase.

 

Now let’s move from the Daelkyr to the Cults of the Dragon Below. A few people asked variations of the same question…

“Why would anyone find the Cults attractive, given their obviously ‘wrong’ nature?”

Because if you’re in the cult, it doesn’t seem “wrong.” Imagine that you wake up one morning with the sudden realization that you are the reincarnated soul of King Arthur, and that you have to save the world from the new Modred. You have the ability to see the auras of the other Knights of the Round Table, and so you start gathering them together – and they in turn see you as their king. You even find Merlin dwelling in the sewers, and he whispers to you of your missions. This is a perfect model for a Cult of the Dragon Below. The cultists don’t see that “Merlin” is a mind flayer, or that “Excalibur” is a bizarre sword formed from muscle and bone; they see it as the most perfect sword ever formed. Because they are insane. It may be a extremely subtle madness, and “King Arthur” may be a brilliant and charismatic leader. But he’s still convinced that he IS King Arthur, when in fact he’s just some random soldier holding a gooey sword and talking with a mind flayer. To you as an outsider it seems “wrong.” For him, it is his destiny and a quest that will determine the fate of the world.

This is why Cults rarely work together. They are driven by delusions and don’t necessarily share any sort of common creed. One cult embraces the aberration and sees symbionts as a way to improve on weak flesh; another doesn’t even see symbionts AS symbionts, instead seeing them as amazing glittering treasures.

The Cults seem to be an avenue for the desperate and insane, why would a rational person of means who join the Cults?

See above. “King Arthur” could be one of the greatest generals of the Five Nations, in charge of thousands of troops. He could also be an amazing strategist and extremely rational person… except for the part where he thinks he’s King Arthur. Just because you’re insane doesn’t mean you’re desperate, and “insane” can mean MANY different things. Poor and desperate people might turn to a cult willingly because they see it as a source of power or a means of survival. But madness can strike anyone, anywhere. And that’s not even getting into the fact that Kyrzin could technically spread a cult by using the common cold.

Why do people join the Cults? It seems like their core tenet is that everyone’s going to die, but the faithful die faster.

Game mechanics sort of imply all cults are some what uniform. How much variation is there? Can they hate each other?

Blood of Vol seems like a morally-ambiguous church (at least in terms of followers) -Why was Dragon Below not written similar?

I want to address these together. I’ve already talked about the fact that a Cult can appear anywhere, anytime, and that their creeds can vary dramatically. However, we also have the established, long-term cults that you find in places like the Shadow Marches. There’s a few sources on these:

Touched By Madness” is an article in Dragon Magazine (back when it was a magazine) that discusses a variety of cults.

The Gibbering Cults are described in this article on the Daelkyr Kyrzin. Gibbering Cults cultivate gibbering beasts, and when a member of the cult grows sick or elderly, they feed them to the family beast. They believe that the soul lives on in the beast, and that they can hear its wisdom when they listen to the beast. Beyond this, they aren’t innately evil. They aren’t going to feed YOU to the family beast, because you don’t deserve it. Some gibbering families may be crazed killers; others might seem just like you and me – provided you stay out of the basement. Really, it’s not that different from the Undying Court.

The Inner Sun cults are mentioned in this Eye on Eberron article. Here’s a quote:

Collectively, the Cults of the Dragon Below are anything but monolithic. Creeds vary wildly from one group to another, and cults spring up spontaneously; sometimes a madman has a vision that infects the minds of those around him. A few common threads of thought, however, appear in similar forms across cult lines. One shared precept is that the world is an imperfect place. Khyber sought to perfect it—to eliminate pain, suffering, death and all other woes—but the other dragons turned on her, and when Eberron couldn’t defeat Khyber, she trapped her.

The second element of this credo concerns the realm of the Inner Sun. It is the belief that a paradise exists within Khyber, a place where people can escape the suffering of everyday life. Most of the cults that subscribe to this belief consider the Vale of the Inner Sun to be a place that can be reached only after death, often coupled with the requirement that one must earn passage to the vale by spilling the blood of worthy enemies. This perceived duty has been the motivation behind the acts of many murderers and vicious Marcher clans.

Many of these hereditary cults aren’t LOOKING for new members. You join one by being born into it, and it makes sense to you because that’s how life has always been. But you could certainly play a half-orc barbarian raised in an Inner Sun cult who’s joined the party looking to kill enough worthy foes to earn his way to the Vale… and he could end up being a great and noble hero, despite this belief.

How do cults operate in Sharn, and what arm of law enforcement rides herd on them?

The point of the Cults is that it’s hard to monitor them because a new one can pop up anywhere and the lack of a common creed makes it difficult to identify. So the Blackened Book is investigating the weird summonings going on in Ashblack, while the Citadel is looking into this whole King Arthur thing, and none of them have noticed the gibbering family living in Fallen.

How would you suggest using a Cult of the Dragon Below as allies to the PCs instead of antagonists?

Don’t make it obvious that they ARE a Cult of the Dragon Below. Again, that Gibbering family may be fine, decent, helpful people who just happen to be getting ready to feed grandma to the gibbering mouther in the basement. Or try this: there’s a cult that is convinced that they must steel their minds and souls to face a terrible threat. They believe that there are CREATURES LIVING IN OUR DREAMS and trying to control us. They are actually going around assassinating people because “Their minds have been consumed by dream-monsters”; they also have some awesome monk disciplines tied to this training. The leader of the cult is, in fact, a mind flayer, but he doesn’t eat anyone’s brains; instead, he “consumes their fears”, a process that does actually seem to strengthen will without harmful side effects; he also helps them operate without sleeping, to avoid the dream monsters, and it’s his training that helps them spot the “corrupted”. He tells the adventurers that he bears their kind no ill will and simply seeks to keep the dream-monsters from consuming the mind of the world. SO… is this all on the level? Is the mind flayer actually training people to oppose the Quori? Are they actually assassinating mind seeds? Or are they in fact just totally misled and crazy, assassinating entirely innocent people?

When did the cults start to take hold? Were there giants and elves/drow that venerated the Dragon Below or did worship of the horrors get footing only after the Xen’drik cataclysm?

Well, cults that literally worship KHYBER have existed long before the Xoriat Incursion. as for Xoriat-inspired cults, we haven’t mentioned any specifically, but there’s no reason some couldn’t have existed before the arrival of the Daelkyr; in fact, it would be logical for there to have been a cult in the Dhakaani era that laid the groundwork for the arrival of the Daelkyr in the first place.

If the Gatekeepers didn’t stop the Daelkyr invasion, how would it have changed Eberron as a game system? Would it have been akin to, say something like Dark Sun or Ravenloft?

Sure, or Gamma World. The ultimate goal of the Daelkyr is to reshape the world, and once they are done they’d likely move on to another world (as noted in the suggestion that the Gith are survivors from another world claimed by the Daelkyr). It would be a world filled with aberrations, madness, strange powers, and the like – both flora and fauna would definitely be affected.

Dolgrim, Dolgaunts, etc, are obviously the goblinoid aberrations – if I wanted to create other races’ aberrations, what is the guiding principle regarding a “corrupt” race? Dolgrims and Dolgaunts don’t seem much like goblins and hobgoblins except in size.

There is no “guiding principle”. It’s going to depend entirely on what daelkyr you’re dealing with. Kyrzin likes slimes and disease. Belashyrra has a fondness for eyes. Orlassk likes stone and petrification. Dyrrn just likes corruption in any form, mental or physical. As noted above, DRAGONMARKS could be the result of Daelkyr “corruption”. A Daelkyr may choose to create something designed to inspire fear or horror in others… or it may design something strange and bizarre that it simply finds pleasing or necessary for its goals. The Dols were created to serve as soldiers and unleashed on the Dhakaani. They were designed to horrify the Dhakaani and to be effective soldiers. Dragonmarked humans could have been engineered as a way to control the Prophecy (or they could have nothing to do with the Daelkyr – don’t get me wrong). Any form of manipulation is appropriate.

What part, if any, do the Lords Of Dust play in the formation of the cults?

What part do you want them to play? If it furthers the goals of their Overlord, a Lord of Dust might well set a cult in motion. The Daelkyr are weaker than the Overlords, and certain Overlords (such as the Voice in the Darkness) don’t see the Daelkyr’s actions as any sort of threat to their goals. Beyond this, of course, there are some “Cults of the Dragon Below” that are entirely dedicated to the Overlords as opposed to being influenced by the Daelkyr.

Why did Vvaraak teach the orcs to fight the daelkyr? Wasn’t Darguun militarily the more capable power? Will of the Prophecy?

It could have been driven by the Prophecy. it could be that the Daelkyr already had too much influence over the Dhakaani for Vvaraak to reach them. I’m inclined to say that the Dhakaani were simply too entrenched in their own cultural traditions to abandon them and embrace some bizarre tree-hugging dragon’s weird religion. The Dhakaani knew exactly how to handle the situation: steel, military discipline, and the magic of the Duur’kala. If some barbarian orc wants to go pray to moss or the “great earth dragon” – frankly, that sounds like the exact sort of madness our enemy is spreading.

Since the Silver Flame opposes supernatural threats, does the Church of the SF have alliances with gatekeepers against Daelkyr?

The Gatekeepers are almost entirely unknown outside of the Shadow Marches, and given some of the CotSF’s issues with Droaam aren’t entirely trusting of the Church; overzealous followers of the Pure Flame might well see orc mystics as a problem, not a solution. With that said, the Church of the Silver Flame seeks to protect the innocent from all supernatural threats, and the Daelkyr are certainly a supernatural threat. So I think that Jaela would find common ground with Maagrim’Torrn if they ever met, and I think most true followers of the Flame would help Gatekeepers if they faced aberrations together, but Thrane and the Shadow Marches are far away.

Can an exorcist of the SF repel the Daelkyr and Xoriat beings?

An exorcist’s Flame of Censure affects “outsiders with the evil subtype”. As a result, it WILL work against a Daelkyr – an evil outsider – but won’t work against a dolgaunt. Aberrations aren’t really the province of the Flame; it’s used to dealing with fiends, undead, and the like, and the point of aberrations is that they are fundamentally more alien than even a demon; aberrations are the things we don’t understand, things that don’t follow natural law.

Bakery News & Eberron Q&A!

What can I say? I enjoy my poutine.

You might be wondering where I’ve been for the last few weeks. Well, Calgary, for one… I had a fine time sampling poutine, playing games and acquiring fine dice bags at the Calgary Expo. Beyond that, I’ve been very busy. I have a number of projects in the works at the moment – my level for Paizo’s Emerald Spire superdungeon, a new expansion for Gloom, ongoing work on Codex, and two entirely new games—and as a result I’ve had to take a little time off from Dragonmarks and Six Questions. But they will return!

Before I get to the questions, a few other bits of news:

  • Gloom was featured in this week’s episode of The Escapist’s The Wishlist!
  • I’m an Industry Insider Guest of Honor at Gen Con 2013. I’ll be bringing all sorts of things to playtest to the convention, though at the moment I haven’t figured out my gaming schedule. If you’re going to GC, watch this space for more news!
  • I’m also scheduled to be a guest at GenreCon in October. What can I say – I can’t stay away from Canada!

Now on with the questions! First, two in a similar vein…

Since the inception of D&D Next, do you feel Eberron will still have prominence in this new system? Will it still be playable?

Currently WotC hasn’t decided what they are going to do for Eberron support in D&D Next. It’s been said that they will at least convert the races and perhaps the artificer. If you want to see more support, the best thing to do is to let WotC know it. Post on forums! Ask Customer Service if it will be supported! If it’s clear there is an audience that wants support, then it’s more likely that the support will come to pass.

 

With 4E not receiving a lot of support and D&D Next still some time away, is Eberron sticking with the D&D system, or able to branch as it’s own?

Eberron is the property of Hasbro and Wizards of the Coast, so legally I can’t create new content for it on my own, in any system. I hope that Eberron will be supported in D&D Next and that I will be a part of that, but since it’s currently unknown I’m also developing a new setting, under the working title (and only a working title) Codex. That’s an ongoing, long-term project and I don’t want to discuss it in detail until I have a clear path to release, so expect to hear more about it later in the year.

 

I was wondering what people called ‘The Last War’ before it ended, and when they started using that name.  I know IRL a very small number of people called WWI ‘the first world war’ when it was just starting, but there were a bunch of other names used at the time.

For most of the people of the Five Nations, it was simply known as “the war.” However, if they were talking about it to a Riedran or Aereni, they’d generally refer to it as “The War of Succession” or “The Succession War.” Cyrans would be more likely to call it “The Insurrection” or “The Traitor’s War.”
Is there any story behind who first called it ‘The Last War’?

I don’t think it’s been stated in canon. I believe that the term is first formally used in the preamble of the Treaty of Thronehold, which essentially states that all signatories have seen the horrors wrought in this grievous conflict, and vow to make this the last time that these nations shall take arms against one another – the last war that Khorvaire will know. The Treaty of Thronehold is as well-known across the Five Nations as the Gettysburg Address is in the USA, and everyone knows the preamble. The Brelish claim that it was Boranel who coined the phrase; the Thranes insist it was Keeper Jaela; and so on.

 

If we corelate the Last War to WWI, what would be your take on WWII?

While there are many keystones in WWI that relate to the Last War, the end of the war is much closer to that of WWII: the appearance of a weapon that completely changes the face of modern warfare. While few nations believe the peace will last, and all are jockeying for power, no nation would dare to start a new war until the mystery of the Mourning is revealed. How could Aundair dare to employ wide-scale war magics in the field when it’s possible the widespread use of such magics is what destroyed Cyre? How can they dare attack another nation until they are certain that nation hasn’t harnessed the power of the Mourning? Beyond this, there is the fact that if any nation COULD harness the power of the Mourning and weaponize it, who would dare to challenge them? Until you answer the question of the Mourning, it’s impossible to define the shape of the Next War. Will it be fought with almost no magic to prevent another war? Will it be much like the Last War, once it is revealed that the Mourning was a fluke? Or will the Mourning be weaponized, making the new conflict take a completely different form from the last?

 

What does Eberron look like a thousand years after the era of the printed setting?

What will it look like? A warped wasteland enshrouded by dead-gray mists. Of course, the way things are going it will look like that in just five years.

 

The “facts” about Eberron are “just what is believed.” How far from those “facts” has the truth gotten in your games? And what drove that departure?

I always tell people not to be bound by canon, and to use the books as inspiration rather than limitation. So, how does MY version of Eberron vary from canon? It would take a lot of time to compile an exhaustive list, but here’s a few things.

  • In 4E, I limit many key magical rituals to characters with Dragonmarks; this helps explain why the dragonmarked houses have the economic power that they do, because they are the only source of these critical magics.
  • Related to this, I’ve always put a lot of restrictions on resurrection magic. Casual resurrection simply doesn’t work for most people, and resurrection spells are often dangerous—you might just bring in random hostile ghosts, or get the wrong spirit in the body, etc. I want resurrection to be one of the rare and impressive magics that people are still amazed by, not a reliable service you can purchase from Jorasco. Reliable resurrection is something that would have a tremendous impact on a society, and I don’t feel that Eberron has that taken into account.
  • I’ve always emphasized the idea that dragonshards are an integral part of any sort of industrial magic, from the creation of magic items to common spells. In 4E this is easily accomplished by saying that residuum is processed dragonshards. The point is to emphasize the importance of dragonshards to modern civilization, which helps people understand the power of House Tharashk and the importance of dragonshard-rich regions such as Q’barra and Xen’drik.
  • I hold to the 3E canon idea that Dragonmarks are bound by bloodline. I might allow a PC to have a dragonmark that doesn’t belong, but if I did it would be a historic, campaign-defining event.
  • I never added Baator to the cosmology, as was done in 4th Edition. I like the existing balance of the cosmology and didn’t see a need to change it. With that said, I like the version of Baator I developed for DDI, in which it is a demiplane (so it doesn’t contradict the original material) and in which Asmodeus’ rise to power only occurred around the Mourning—playing up the idea that the Mourning had reverberations across the planes. This also presents the devils of Baator as an entirely new force in the world. Rather than saying that they’ve always been around and figuring out how they have interacted with the Lords of Dust, Quori, etc, this presents them as an entirely new planar faction that is a concern and potential threat to all the long-term power players.
  • I have a very different vision of Thrane than that presented in The Forge of War, but I’ve spoken about this at some length elsewhere.
  • Likewise, I have a very different vision of the Blood of Vol: the tone and practices of the faith, its history in Karrnath, etc. Again, I’ve written about this at length elsewhere. Looking to the “Why,” the point to me is that a successful religion offers some form of comfort to its followers. It is a way to make sense of the universe. The Blood of Vol is a very GRIM religion, but it is nonetheless a faith that seeks to answer questions (first and foremost, what benevolent god would allow death and suffering to exist?) and build strong communities; it is a faith that ultimately seeks to destroy death and create a paradise on Eberron.
  • I’ve done more with sahuagin civilization than has been covered in canon; this is hinted at in The Shattered Land, and comes out a little in the Xen’drik sourcebooks.
  • I don’t use subraces, and don’t feel obliged to find a place for every new monster or race that comes along. I COULD if I wanted, but I generally see no reason to do so. I feel that intelligent races should have a history and sense of place in the world, so I don’t want to add new ones in without good reason.

I could probably go on for pages. As you can see, most of these aren’t huge changes; they’re just little things. But the short form is I do what makes sense to me for the stories I want to run.

 

What if the kalashtar rebellion fuels up quori hatred & empowers Il-Lashtavar preventing a change in Dal Quor?

Quori don’t experience emotion the way most mortals do. They aren’t mercurial beings. They don’t go from love to hate in a single day, or even a year. Like most immortals, they are incarnations of ideas; a tsucora quori is an incarnation of fear, a du’ulora an embodiment of fury, and so on. Essentially, a quori who hates can never STOP hating, or hate any more than it already does; hatred is its nature. The kalashtar quori are an anomaly that must be eradicated so they can be returned to the fold—so the rebellious spirit can be eradicated and restored to its proper nature. So first off, the actions of the kalashtar haven’t actually created MORE hatred among the quori; the quori hate exactly as much as they always have, according to their nature. Mortal dreams can affect Dal Quor—but the quori are part of Dal Quor, and their emotions don’t influence it.

With that said, this is largely while the Adaran kalashtar don’t advocate violence. They believe that the turn of the age will occur; it is inevitable. By meditating on il-Yannah they help strengthen her vision and move towards that new age. But they don’t feel a need to try to hurry the change—and certainly not by a spread of violence and hatred.

If anything will empower il-Lashtavar, it’s not the spread of hatred among the quori that will do it… it’s the spread of hatred through humanity and other mortal dreamers.

 

Dragonmarks 3/27: Khyber and Archivists

At the moment, most of my attention is focused on Gloom. With TableTop Day and the special promo release approaching, I’ve been working on a variety of support; you’ll be seeing a number of Gloom videos and articles over the next few weeks. However, I recently answered these two questions and figured I’d share them with you. The Archivist question is a fairly obscure topic, but there’s some interesting story potential even if you don’t use the Archivist class. As always, these answers are my personal opinion and may contradict canon sources.

Check back tomorrow for more Gloom news!

Of all the lands across Eberron, the one that I find most mysterious is the vast underground realm of Khyber. I have read about the Underdark of Forgotten Realms and the Darklands of Pathfinder. There is not much detail about the realms. Nothing about its terrain, lifeforms, other denizens etc. Will these be addressed in upcoming future?

Khyber is a fundamentally different place than the Underdark. Here’s a quote from the Eye on Eberron article “The Inner Sun”:

Walk through the typical cave, and you’ll find what you expect to find: slick rock, stalagmites and stalac­tites, molds and insects. But there is more to Khyber than mundane matter. The proper passage in Khyber can take you to the Abyss, or to the furnaces of Fernia. The Vale of the Inner Sun is a similar place, a pocket of space loosely connected to the material world. The heart of the vale is only about a hundred miles in diameter, but it’s possible that the entire place is larger than Khorvaire.

Khyber isn’t just a set of caves; it is a different layer of reality. What you find going through one passage to Khyber may be completely different from what I find down a different tunnel just a dozen miles away. In the Forgotten Realms, the Underdark is a country that happens to be under the map. Khyber has a few of those—the lost kingdom of the dwarves destroyed by the Daelkyr, the realm of the Umbragen, the home of the Kech Ghaalrac—but you could still take a fork in the road and find something entirely different.

In other words, there’s not a lot of information about the terrain and lifeforms found in Khyber because there’s an almost endless array of it. You can find the realms of the Daelkyr and their aberrant hordes. You can find the Umbragen drow. You can find devious Derro in the ruins of Noldrunhold, or the Vale of the Inner Sun. The catch is that you can’t walk from the Vale of the Inner Sun TO Noldrunhold without passing back through Eberron; the two are on different planar layers.

Essentially, as opposed to being one more country, Khyber is a sandbox that can contain whatever the story calls for. The Vale of the Inner Sun in Dragon 414 is an example of one of the realms of Khyber… but you can make one that’s entirely different.

Will there be more information released about Khyber? I’d love to write a supplement containing a number of different layers of Khyber, and expanding on the Daelkyr, the Umbragen, the lost empire, and other Khyberians we’ve already discussed. However, at the moment I’m not aware of any plans for future Eberron support, so I wouldn’t get your hopes up.

I’m sorry if this question is out of left field, but it’s always been kinda difficult for me and my game groups to answer in a way that satisfies and I would welcome your opinion. How do Archivists (from Heroes of Horror) fit in? Archivists seem to treat divine magic the way that wizards and artificers treat arcane magic: they approach it like a science. Yet I’ve read in some of your previous posts that in Eberron, the fact that divine magic can’t be treated like science is what makes it distinct.

If you’re not familiar with the Archivist class, you can find it online here.

In introducing Archivists to an Eberron campaign, I think that the first question you need to ask is whether the class is in fact employing divine magic. It is the case that I see arcane magic as being driven by a scientific approach to the manipulation of magical force, while divine magic is driven by faith and, theoretically, some element of divine intervention. As such, if an archivist is truly capable of casting divine spells without faith, I would argue that it’s not a divine class; rather, it is an arcane class that is duplicating the effects of divine spells through arcane means. I’d actually consider their spells to be arcane for any purpose that distinguishes between arcane and divine, even though they are duplicating the effect of divine spells.

With that said, I think it’s quite possible to use the archivist as a divine class. Just looking at the description of the class itself…

While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself… Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god’s favor.

So per the class description, most archivists are devout; they simply approach the working of divine miracles in a scholarly way as opposed to fervent supplication.

I think there’s a very obvious path for the divine archivist. Aureon is the Sovereign of Law and Lore. He is the patron god of wizards, who teaches the value of science and its ability to shape reality. Now take this and add it to the syncretistic approach of the Sovereign Host, whose followers maintain that ALL religions are simply worshipping the Sovereigns by different names. Many faiths are quite obviously doing that, such as the giants of Xen’drik. In the past, I’ve suggested that when new cleric spells are added by new supplements, rather than making them instantly available, DMs should find a way to introduce them organically into the campaign—so in exploring the Grand Temple of Ourelon in Xen’drik, an enormous prayerbook written by giants may reveal a new way to invoke Aureon that leads to the new spell. Which brings us to the Archivist: A divine scholar who studies other cultures and delves into ruins in search of new ways to reach the Sovereigns. It could well be that a new prayer CAN’T be instantly accessed by a traditional priest; rather, the Archivist identifies it, copies it, masters it, and then finds a way to translate it into a ritual that modern priests can use. So I could see the Archivists of Aureon being a highly respected order of priests.

The same approach could apply to the Silver Flame; an Archivist of the Silver Flame could study serpent cults, fight alongside the Ghaash’kala, and venture into the ruins of Khalesh to find the ways in which other cultures have drawn on the power of the Silver Flame, and translate those rituals into a form that works for the modern church. In so doing they further understanding of the Flame and its mission; they could also be charged to catalog the Overlords of the First Age and other fiends bound by the Flame.

While such an Archivist is trained to perform their rituals in an academic manner, they are still driven by a core of faith, and it’s that belief that allows them to recognize and master the key elements of a new ritual. As I said, I think such Archivists would be treated with respect and awe by others who share their religion; they are expanding our understanding of the faith.

The reason I’d take this approach is that it plays to the idea of the Archivist as explorer. This isn’t work you can do from a library. You must find the ruins of other cultures that shared your faith, or interact with other cultures that practice your religion through a different lens. If you stay at home, you can only touch the gods in the ways you already know; the Archivist ventures out into the world to learn new ways to reach the divine. It’s not “scientific” in a way that defies faith; it’s a quest to broaden the concept of what can be accomplished with faith. It ties to the idea that the core religions have been practiced by many different cultures, and that each one may have different techniques. I think it’s a great idea for an adventurer. But to me, the Archivist is still driven by his faith, and the idea that we can always learn more about the divine.

If you’re fixed on the idea of the Archivist as a faithless individual who approaches magic from a purely abstract and scientific place, as I said I’d make that character and his magic arcane instead of divine. I’d also make it an entirely new thing, not an established order; it represents a new, entirely modern approach to magical theory that isn’t reflected by society as it stands. Both the Arcane Congress and the Twelve would be likely sponsors, depending on whether the character is affiliated with the dragonmarked houses or the Five Nations. Both the Arcane Congress and the Twelve have considerable resources and are striving to expand the potential of arcane science. Of course, the Twelve will ultimately put these discoveries to industrial use, while the Arcane Congress will use them to support Aundair and the rest of the Five Nations… but finding a way for arcanists to reproduce divine effects would certainly strengthen Aundair and weaken Thrane.

If you go with the Twelve, House Sivis is actually the house that immediately comes to my mind. Phiarlan is certainly about chronicling history, but Sivis is the one that is looking at the power of the word, and which would be most inclined to look to a prayer as a linguistic tool that channels magical energy.

What kinds of interactions would an archivist provoke from clerics and druids?

A divine Archivist such as I’ve described above would be respected by clerics, because they are seeking to expand understanding of the faith, not to undermine it. An arcane Archivist—a faithless individual seeking to pillage the blessings of the divine for secular use—would likely receive a very negative reaction from people of faith. Divine magic is a blessing; for you to try and harness it purely for personal gain is deeply offensive.

As for druids, it will definitely depend on the sect. I wouldn’t expect any druidic sect to be thrilled by a faithless scholar trying to learn their secrets… and the Ashbound in particular would likely have a very violent response to the idea.

Would any other houses employ them as an alternative to other divine casters? How might this affect Jorasco and their business?

Personally, I don’t see Archivists as being an alternative to divine casters. First off, ALL PC classes are rare. You don’t generally hire a cleric; you hire an adept or magewright. And I’d consider an Archivist to be far rarer than a cleric. Again, as I see it, at the core of the thing an Archivist is an explorer; an Archivist who just goes to work at a Jorasco house of healing is abandoning his quest for knowledge. How is a person who gives up so easily for a little gold going to have the drive to become an Archivist in the first place? I think it’s more likely that the arcane Archivist would work for the Twelve, seeking to break down the barrier between the arcane and the divine so that magewrights can learn healing magic and work for the houses.

As far as how it would impact Jorasco’s business, bear in mind that most of Jorasco’s business actually involves mundane treatment. Adventurers aside, people don’t generally go to a Jorasco house for Cure Light Wounds or even Cure Disease (which is available but expensive); they go to be treated by experts in the Heal skill. The spells and rituals are available through dragonshard focuses or house adepts, when needed. If some archivist sought to set up a new secular healing service, it would be as though someone started selling airships than don’t require the Mark of Storms, and would likely be treated the same way. The houses have the power they have because they are monopolies. If this new business truly looks like it could pose a threat—as opposed to being one single healing house in a continent filled with Jorasco houses—they could attack it in any number of ways, from spreading slander and scandalous rumors to employing Thuranni assassins to take out the Archivist.

Given the strict control of arcane magic in Riedra, would archivists be viewed in the same light?

Unless they are acting in the service of the Inspired, absolutely.

 In a recent thread on the WoTC site you said that the Silver Flame is not a god, and in these posts you mentioned that while not being an impersonal force it is not an anthropocentric deity. I think (but may be wrong) that Faiths of Eberron said that the SF is a god. I was wondering if this is one of those aspects, as the mourning, left for the DM to decide, and that thus the SF can or cannot be a god created by the sacrifice of the Couatls depending on each DM. Otherwise, if it is not a god, could it be a force that is ultimately serving a good deity, perhaps a major one that is not even from the Sovereign Host but a benign more powerful being?

EVERYTHING in Eberron is left for the DM to decide. “Canon” is simply inspiration. With the Mourning, we don’t even GIVE you an answer… but you can always change anything you’d like. What you have hear is an example of that. Faiths of Eberron is technically a canon source. However, I disagree with a number of key elements of its depiction of the Silver Flame, and run things differently at my table. It’s always up to you to do what you want to do. So moving on, let me explain why I do what I do.

The Silver Flame is fundamentally different from the deities of the Sovereign Host. The followers of the Host assert that their deities are omnipresent and shape all things. Any time a smith picks up a hammer, Onatar is with him. Any time a soldier draws a sword, the Three Faces of War are watching. How do you KNOW Onatar is with the smith? Because he produced good work. So essentially, the Sovereigns are omnipresent, but there is no concrete PROOF of their existence; it’s a matter of faith.

The existence of the Silver Flame isn’t a matter of faith. We know with absolutely certainty that it exists, because if it didn’t the Overlords would be rampaging across the world. The SIlver Flame is an energy field that holds fiends at bay. It was created by the sacrifice of the Couatl, and according to the articles of the faith, strengthened ever since then by noble mortal souls. Mortal champions of the faith can draw on the power of the Flame to perform divine magic. Essentially, this is like a Jedi Knight and the Force. There’s no question as to whether the Force exists; it’s just a matter of whether you are personally capable of touching it and harnessing its power. And similarly, the Force isn’t something that acts on its own; it empowers the Jedi Knights to serve as champions, but it can’t stop the Jedi from being hunted down or from falling to the dark side. It can guide and it can strengthen… but it can’t MAKE anything happen on its own.

Beyond this is the question of what it even “wants”. Because it’s not an anthropomorphic entity. It’s not one being; it’s the souls of hundreds of thousands of beings merged together. They are united by basic beliefs – defend the innocent from harm – but they aren’t ONE MIND. This is the idea of the Voices of the Silver Flame. You can’t have a conversation with the Silver Flame, because the Silver Flame isn’t an individual entity. So a Voice of the Flame is a soul that doesn’t merge with the Flame as fully as most; instead it retains enough identity that it CAN directly interact and guide the faithful on some level. Tira is the Voice to the modern church; in my opinion, every branch of the faithful – from the Ghaash’kala to the Khaleshites – have their own voices. But Tira ISN’T the Silver Flame; she’s like an ambassador. She’s not infallible. She’s not even divine. She’s a mortal soul who gave up her life to defend the innocent from evil. Essentially, she’s a saint. It’s Tira who whispers in your conscience, and Tira who answers commune. But she’s not a god. She can’t affect reality on her own. She can only offer guidance.

Which comes to your next question: “could it be a force that is ultimately serving a good deity?” The Silver Flame can’t serve anything, because that implies that it is capable of independent action. The Silver Flame is a resource. It’s a wall that stands between us and cosmic horror, and a well that virtuous people can learn to draw from. But again, it’s like the Jedi: the Force is the tool that the Knight uses to do good, but if there are no Knights, it can’t act on its own.

Tied to this is the point that Tira Miron was herself a paladin of Dol Arrah. In dedicating herself to the Silver Flame, she wasn’t breaking some sort of vow to Dol Arrah. The existence of the Silver Flame doesn’t in any way contradict or oppose the existence of Dol Arrah; it’s simply operating on a different level. Trust me, the priests of Dol Arrah do say that the Silver Flame is simply a manifestation of Dol Arrah’s divine light; the priests of the Silver Flame simply take the view that the Flame is a concrete force while Dol Arrah is an abstract one. Generally, followers of Dol Arrah and the Silver Flame work well together; the followers of the Flame are simply more pragmatic, if you will.

This ties to my second disagreement with Faiths of Eberron: The idea that the struggle against evil can be “won.” I’ve discussed this before, but to sum up: as I see it, the Silver Flame is a concrete, real force that protects us from darkness and grants its champions the strength to carry on that fight in the present day. There will always be evil; even if you completely eliminated it, all it takes is one new person thinking an evil thought to bring it back into the world. Unlike the Blood of Vol – whose followers think Death can be destroyed – the followers of the Flame don’t fight because they believe the battle can be WON; they fight because it is by fighting that they make the world a better place. Perhaps we can reach a world where no one need fear evil, where no one is endangered by it – but we will always need those who remain vigilant for new dangers, and who are prepared to fight them. Looking again to the Jedi, the Empire can be defeated… but that doesn’t mean that there will NEVER BE EVIL AGAIN, it just means that for the moment the universe is a better place.

Dragonmarks 3/4: The Lords of Dust

I’m pulling a few answers from other weeks, and I’ll continue to do so as time allows so this can be a comprehensive source for all of my Q&A discussions of the Lords of Dust and the Overlords. So check back in a few days and I may have expanded it! As always, these answers are just my opinions and may contradict canon sources… though to the best of my knowledge, I’ve written most of the canon sources on the Lords of Dust!

There are a number of decent sources of information on the Lords of Dust. I recommend the Eberron Campaign Guide (4E) and Dragon 337. With that said, let me try to clarify some of the common points of confusion right away.

The Lords of Dust is an alliance of fiends—mostly rakshasa, as they are the most common native fiends of Eberron—who serve the interests of the fiendish overlords of the Age of Demons. There were originally approximately thirty of these overlords. Their power was equivalent of that of gods in most other settings. Most exerted influence over a region akin to a large modern nation, but some had more subtle influence reaching across the entire world. Overlords are part of the very fabric of reality, and they cannot be destroyed any more that you can destroy death or treachery. They can only be bound, and that only with the guidance of the Prophecy. The only known force capable of binding them is the Silver Flame, which was created by the sacrifice of the Couatl host, a sacrifice that created an immortal force of light to contain the immortal force of darkness.

The overlords of the Age of Demons are the most powerful entities that exist in the setting. An individual overlord is equivalent in power to il-Lashtavar (the force behind the Dreaming Dark) or the entire Undying Court. A question worth asking is, if they are so incredibly powerful and had hordes of demons on top of it, how did the war of the Age of Demons last so long? It lasted for centuries… why didn’t the overlords just win?

There’s a few answers. The first is that it wasn’t a “war” in the sense we think of it. Some of the overlords—like Rak Tulkhesh and Katashka—fielded armies that could be fought in a traditional battle. Some sought to directly control and enslave dragons, titans, and other creatures. But with many of them, the “war” was simply existence. They are immortal. Their fiendish servants are immortal. They don’t NEED to conquer you. They just do what they do. A battle against Tul Oreshka is a battle against madness; having more soldiers doesn’t help you win a fight. The Voice in the Darkness “wins” when you succumb to madness; she doesn’t need to occupy your city if she occupies your mind.

Got that? Now add to this the fact that for the most part, the overlords were neither friends nor allies. They are not human in any sense of the word: they are primal entities who shape reality by virtue of existing. Far from being friends, many of them actually fought one another; when you are an incarnation of strife or discord, that’s kind of what you do. One of the main reasons they were finally defeated is because their opponents were able to target them individually or use their existing rivalries against them. And bear in mind that absolute immortality and nigh-omnipotence breeds a lot of overconfidence.

After they were bound, their surviving servants eventually recovered and began laying plans to free their masters. Eventually this brought them in conflict with one another. The Lords of Dust aren’t a monolithic force; they are more like the United Nations, with each member of the Council of Ashtakala representing the interests of a different overlord. They don’t all share resources, and three different Lords of Dust may all have personal agents in the same court. The purpose of the Council is at best to exchange favors and at worst to try to keep the Lords from interfering with one another’s plans accidentally (key word: accidentally. Intentional interference happens). The Wyrmbreaker calls the council together and explains that he’s going to be doing something that involves a group of heroes and will probably kill the Queen of Aundair. The Shadowsword explains that he has plans involving Aurala, but based on his insights into the Prophecy, perhaps Durastoran could achieve the same results with the death of Kaius III—and he’d be happy to lend some agents to that cause. Perhaps the Wyrmbreaker agrees, perhaps he doesn’t, perhaps he agrees but still plans to see to it that Aurala dies.

The next thing is to understand what it takes to release an overlord. It’s nothing so simple as breaking a seal or melting a ring. The conditions for the release of an overlord are different for each one, and involve a long-term manipulation of the Prophecy. In the case of the Aurala death above, we’re not just talking about Aurala’s death; it would be trivial for one of the Lords of Dust to make that happen. Instead, it’s that a particular hero (the son of a particular person, herself the daughter of a particular person, born in particular circumstances) must kill a beloved ruler on a particular day with a particular weapon, and must do so believing they are serving a greater good but in fact be wrong. So the Lord of Dust not only can’t kill the ruler, they actually have to make sure that the person who does the killing doesn’t know why they are doing it. Some of the overlords’ release conditions have nothing to do with one another; others are actually overlapping or contradictory, so actions cannot be taken to free one without directly screwing with another. This can result in Lords of Dust helping heroes. The problem is, if a Lord of Dust is helping you, you can be certain it’s somehow benefiting them.

If an Overlord is released, it generally won’t return at full power. It will take time for its power to grow.  Bel Shalor was released, and wreaked havoc in Thrane for almost a year before he was finally bound again by the sacrifice of Tira Miron. It wasn’t the end of the world; it was simply a year of utter terror for the people of Thrane. Of course it’s possible that Bel Shalor intended this all along as a way of infecting the Silver Flame, and thus his release wasn’t as devastating as it could be. But generally, the immediate release of an Overlord will affect an area of a few miles, spreading out until it encompasses a nation or more. The impact will also greatly depend on WHICH Overlord is released. An incarnation of madness or war will cause immediate violence or insanity. An elemental force like Dral Khatuur would cause a new ice age. But an incarnation of tyranny or betrayal may have a very subtle effect that takes years to really be noticed. It’s entirely possible that the Mourning was caused by the release of an Overlord, and that there are continuing effects that people simply haven’t identified. Essentially, the effect of an Overlord’s release is up to the DM. It could have instantly apocalyptic effects, or it could be a slow cancer that eats away at the region over time.

Tied to this, I once had a PC warlock in my campaign who was actually a willing agent of an overlord. The idea behind his character was that it was inevitable that an overlord would eventually be released… but his overlord would at least keep society intact in a form that people could live in, as opposed to dissolving it into chaos, war, or ice. Life in the domain of his overlord might be endless tyranny and oppression and tears of blood, but it’s far better than what you’d get from Tul Oreshka or Rak Tulkhesh. He didn’t LIKE the future he believed was coming, but he believed that ONE of them had to get out eventually, and his was the best option.

So bearing all that in mind…

Is there a list of all the rajahs already published somewhere? With the rajahs theme, location and where to find the full writeup?

I’ve never done it. However, Lord Gore at the WotC forums put together this list, which may be the most comprehensive around; I’ve updated it with Overlords mentioned since it was written.

  1. Bel Shalor, the Shadow in the Flame (Tamor Hills, Khorvaire) ECG page 29
  2. Dral Khatuur, the Heart of Winter (Frostfell) female overlord Druid 25/Sorcerer 15/Frost MageFb 10 Death, ColdFb, WinterFb unpublished
  3. Eldrantulku the Oathbreaker (unknown) NE male overlord rogue 15/sorcerer 15/mindbenderCAr 10 CorruptionBoVD, Trickery Dragon 337 pages 63, 69-70
  4. Katashka the Gatekeeper (Lair of the Keeper, Khorvaire) LE male overlord cleric 8/wizard 8/true necromancerLM 14 Deathbound, UndeathECS DoE page 36, Dragon 337 page 70, ECG page 30
  5. Rak Tulkhesh, the Rage of War (Khorvaire) NE male overlord fighter 15/blackguard 10/cleric 15 Destruction, War; Dragon 337 pages 65, 70; ECG page 31
  6. Ran Iishiv the Unmaker (Korrandar, Sarlona) SoS page 12
  7. Sakinnirot the Scar that Abides (Stormreach, Xen’drik) CoS page 156
  8. Shudra the Fleshrender (Mel-Aqat, Xen’drik) PGtE page 155, TFoW page 127
  9. Sul Khatesh the Keeper of Secrets (Arcanix, Khorvaire) LE female overlord wizard 36/archmage 4 Knowledge, Magic CoS 89, Dragon 337 pages 60, 68; ECG pg 31
  10. Tiamat, the Daughter of Khyber (Pit of Five Sorrows, Argonnessen) DoE page 9
  11. Tul Oreshka, the Truth in the Darkness (unknown) CE female overlord bard 20/wizard 10/loremaster 10 Madness, ShadowECS Dragon 337 pages 64, 70
  12. Masvirik the Cold Sun (Haka’Torvhak, Q’Barra); Dungeon 185 (DDI)
  13. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  14. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  15. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  16. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”
  17. The Spinner of Shadows (Xen’drik), DDO

I believe that Sul Khatesh is the only one that’s received a complete 3.5 writeup, in Dragon 337. I’ll also note that I prefer the term overlord to rajah. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the overlords rule the rakshasa, they are not themselves rakshasa.

For you, how many overlords do exist? There is 17 listed, that’s all? There is a couple more? 17 more? A hundred more?

According to the Eberron Campaign Guide (page 30), “approximately thirty fiendish overlords are bound in Khyber.”

How big is the area of influence of an overlord?

Thirty overlords once held dominion over all of Eberron. A fully empowered overlord can easily hold dominion over an entire nation. However, it will take time for a released overlord to regain its full power. Its immediate dominion would cover a few miles, and would then quickly grow until it covered an entire nation or more.

If Katashka is made free, how long until the effects(pests, deaths, undead hordes) are sensed in the Talenta Plains? And Q’barra? Or Xen’drik/Sarlona?

That’s entirely up to you. You could decide that Katashka’s influence spreads quickly and that within days wights are crawling out of cemeteries across the world. Or you could decide that his power is growing slowly and won’t expand exponentially until Mabar’s next coterminous phase.

What if more than one overlord is released. Would they ally or make war on one another?

It entirely depends on what overlords they are. The Voice in the Darkness doesn’t do alliances. The Oathbreaker will, but there’s no question that any alliance with him will end in betrayal. And in some cases there’s no real basis for alliance—Rak Tulkhesh wants endless war, while Dral Khatuur simply wants to freeze everything in her reach. Some might fight, but such a feud might be even worse for mortals in the disputed territory than an alliance.

Are the overlords friendly to each other enough to releasing some or all of the other still bound ones? If Bel Shalor breaks his bonds, he will stride to Aundair and try to release Sul Khatesh, or he will just make sure she never gets free?

First, Bel Shalor can’t stride to Aundair and release Sul Khatesh. For Sul Khatesh to be released, the conditions of her Prophecy must be met. It doesn’t matter how much raw power Bel Shalor brings to bear; releasing an overlord is delicate work. Now, would he TRY to? Possibly. Bel Shalor in particular is a devious force, and has clearly learned a thing or two from his imprisonment. He might well see the value in releasing as many of the other overlords as possible, where Tul Oreshka just wouldn’t bother. On the other hand, there are certainly rivalries and some overlords might work against one another. It’s been noted that Dral Khatuur has no love for any of the others, and as a result she doesn’t have representatives on the Council of Ashtakala.

How common is the knowledge about how their prison works or where each of of then is between the overlords? Does every overlord know how to break free? Or how to break other free?

Extremely uncommon, no, and no. The secrets are all held in the Prophecy. It likely took thousands of years of study before any rakshasa figured out the secrets of releasing their master, and there may well be ones whose release conditions have never been identified. One thing to bear in mind is that the Prophecy is a living thing that constantly shifts as the future becomes the present. So Rak Tulkhesh can be released if X, Y, and Z happen. If you remove Z from the equation—by destroying the person who was supposed to have a child or the sword that child was supposed to use—the universe will simply recalculate and find a new way to solve for Z; and all the scholars who knew the original answer will have to keep studying until they figure it out. This is what the Chamber does: seek to identify paths that will release Overlords and eliminate them, while the Lords of Dust find paths that will release them. It’s a never ending conflict, even though it rarely comes to a demon and a dragon fighting one another.

What should the response of the Argonessen dragons be if an overlord is released?

Rebinding an overlord is just as difficult as releasing one, and in the same way, brute force is no answer. Bel Shalor wreaked havoc for a year in Thrane before Tira defeated him. Do you think Argonnessen just didn’t know or care? They knew; they simply had no path to rebind him, so they stayed far away. They may well have helped Tira without her knowing it. Just as it doesn’t help Sul Khatesh to have a rakshasa kill Queen Aurala, it doesn’t help Argonnessen if an army of dragons defeats Bel Shalor; he’d just reform tomorrow. So Argonnessen would get to work trying to find an answer to the problem, and trying to isolate themselves from the impact of the release. But brute force—even all the magic of Argonnessen—is no answer to the release of an overlord.

Of course it’s possible they would take action to contain the impact of a release. If the Rage of War gets out and transformed the Five Nations into a raving army of bloodthirty reavers, the dragons might sink their boats before they can reach Argonnessen. But this won’t stop Rak Tulkhesh.

And what about Aerenal? Are they safe against one overlord? Two? How long could take to the free overlord to crack the island defenses?

The Undying Court is essentially an artificial overlord. As such, it would be able to stave off the hostile influence of another overlord for a time, but as noted above, it would also depend on the form that influence takes. Tul Oreshka drives mortals mad. Rak Tulkhesh drives them to war. Aerenal could keep Rak Tulkhesh from infecting the elves, but they can’t stop him from flinging hordes of reavers at the island. And if you had an alliance of overlords, who knows?

Realizing that the bonds of the Daelkyr have to be maintained, and with the chaos brought by one or more released overlords, is safe to assume that sooner or later they would falter, and the mad gods would spill in Eberron again. How could they interact with the acting overlord(s)?

Daelkyr are small potatoes next to overlords. Bear in mind that the daelkyr aren’t even the toughest things in Xoriat; they’re just the toughest things that have any interest in other planes. Beyond that it depends on the overlord in question. The Voice in the Darkness might welcome the daelkyr. Rak Tulkhesh doesn’t care who’s fighting as long as someone is. An overlord who actually wants to exert dominion over mortals and have some semblance of civilization—an incarnation of Tyranny, for example—would need to deal with the daelkyr to keep them from wrecking that. But many overlords might just incorporate the daelkyr into their plans.

And Sarlona? What would be the Dreaming Dark response to an age of demons again?

Pretty much any free Overlord will mess things up for the Dreaming Dark. However, the Dreaming Dark has never been noted as having expert knowledge of the Prophecy, which means a) they don’t have lots of warning about it and b) they don’t really know what to do to deal with it. And remember, fiends don’t dream. Again, the Dreaming Dark was active when Bel Shalor spent a year free in Thrane. Most likely they would keep their distance while studying the situation and trying not to panic about it. They might provide aid to whoever proves to have a chance to bind it. But a Riedran army won’t help. Thought they may not know that—so if you WANT them to, you could have them panic and do something dramatic, simply so it can fail awesomely. Heck, a confrontation between the Dreaming Dark and an overlord might be just what it takes to push Dal Quor into the next age… which could be the best thing that could possibly happen, if the next age of Dal Quor is one of light.

If a Lord of Dust was killed, would the death be for good (akin to killing a demon in the Abyss) or would it reform somewhere?

In Eberron, immortal spirits cannot be destroyed. Unless they are bound, they will always reform. This is true of every immortal from rakshasa to devils to quori. Depending on the type of immortal, it may not retain its memories after death and reincarnation. This is true of quori, and it’s why the Dreaming Dark seeks to exterminate the Kalashtar quori – so they can be reintegrated and reborn as part of il-Lashtavar. With rakshasa, weaker ones generally lose memories, while strong ones (such as the Council of Ashtakala) will generally reform with memories intact. Now, there are ways to ensure that you destroy the memories, and ways to delay that reincarnation, and the key there is to know your Prophecy. Kill the Wyrmbreaker with normal steel on a Tuesday and he’ll be back by Thursday. But if the Son of Seven Sorrows kills him with a silver sword forged in the tears of the Keeper under the light of a new moon, he might be dead for a year and a day. Which is to say, a DM should always feel free to come up with interesting circumstances under which it is possible to effectively kill a fiend.

Are there angelic or good aligned counterparts to the overlords?

If you mean “Is there an incarnate force that’s called something like ‘The Cuteness of Kittens’?” No, there isn’t. If you mean “Is there any sort of native celestials on Eberron,” there WERE: the couatl. They were never as powerful as the Overlords, and were more on par with the rakshasa… and they sacrificed themselves to create the Silver Flame. On some level you could say that the Silver Flame is the good counterpart to the Overlords, which is why it can bind them; it’s simply less concrete and more abstract.

Why is this? Look to the progenitor myth. Khyber killed Siberys and was in turn imprisoned by Eberron. The Overlords are Khyber’s children, and like Khyber, are forces of evil that cannot be vanquished, only bound. Eberron doesn’t produce incarnate spirits like the Overlords: her children are mortal. So Eberron DID create a thing that embodies the cuteness of kittens: she created kittens. Meanwhile, Siberys would be the source of native celestials, and he did create some, like the couatl – but they were created from the blood of Siberys after his defeat, and thus lack the power of the victorious Khyber.

From a purely practical worldbuilding standpoint, there’s a simple reason for this. Eberron is designed to be a world that needs heroes. All the powerful forces of good are limited. Jaela Daran is a child whose power is limited beyond Flamekeep. Oalian doesn’t leave the Greenheart. When evil rises, the world needs you; there is no ultimate good force that can step in and solve the problem for you. The Silver Flame can empower you to solve the problem, but it can’t solve the problem for you.

Is there not even a single surviving Couatl?

I believe we have a few places in canon where there are still couatl who were left behind to watch over things. And there are of course the Shulassakar, the feathered yuan-ti. Beyond this, the fact that the couatl are gone from the word doesn’t mean that they can’t play a role–it means that they need your help to do it. Tira Miron was aided by a couatl, but it didn’t help her in corporeal form; it empowered her and advised her spiritually. In D&D 3.5 this is called divine channeling; I don’t know if 4E ever did a version of it. Essentially, it’s a form of possession that doesn’t actually control the person being possessed, instead granting them additional powers. The premise is that this isn’t something just anyone can do; Tira’s faith and courage made it possible, and it’s what defines her as the Voice of the Silver Flame — her ability to hear the Flame when others did not. So the couatl CAN affect the world, but only through the medium of heroes. Which comes back to that basic premise of Eberron: there are no forces of good that can solve the problem alone. They need you.

On the other hand, the Silver Flame preaches that it will one day cleanse the world from all evil, and naturally that involves the lords of dust, which entails that they are not truly invincible.

This idea comes from Faiths of Eberron. I didn’t work on that book, and I don’t agree with the idea. To me, the key of the Silver Flame is that you don’t fight because you think the battle can be won: you fight because it is that battle which makes the world a better place. There’s no end condition: it is an eternal struggle. There will always be a need for champions. There will always be a need for courage and sacrifice. Evil can’t be permanently vanquished, because good and evil are choices people make. You can’t eliminate lying from the world, because every time someone speaks they have the choice to lie. You can teach that person the value of honesty. You can encourage them to tell the truth. But if you truly eliminated their capacity to lie, you have taken away their free will, and how is that a good thing? This is the lesson of the Overlords. They will always be there, just as the potential for war, death, and treachery will always be there. Through our actions, we hold them at bay, both physically and in the human heart. Through courage and virtue, we show people the proper path and inspire them to be better than they are, to ignore the tempting whispers of evil. And when a noble soul dies their spirit joins the Flame, where it continues to hold evil at bay and strengthen those who fight it.

In several tales heroes tend to be inspired by higher noble powers and realize that they are still fragile and prone to temptation (this is well reflected by Eberron’s handle of alignments), and just as the lords of dust embody several aspects of evil (war…), there ought to be embodiments of goodness.

The Silver Flame is a positive source of spiritual power. It is a source of inspiration. But unlike the Overlords, it cannot act alone: it needs to act through champions. Again, this is part of what defines it as good; it cannot enforce its nature on others, but rather they must choose it. Rak Tulkhesh makes people fight. Katashka revels in death. There is no entity that forces you to be good; there are simply powers that can strengthen you if you choose to be good, just as it was Tira’s courage and virtue that allowed the couatl to empower her.

In my eyes, the fact that virtuous behavior is a choice is what makes it truly virtuous. If it is enforced–whether by a supernatural agency or a mortal power–it loses its meaning. The followers of the Silver Flame don’t do what they do because they expect to win and utterly eliminate all evil forever; they follow the precepts of the Flame because doing so is what makes the world a better place.

This is in marked contrast to the Blood of Vol, many of whose followers believe that they can some day eliminate the concept of death from the world; one can well ask what that would actually mean, and if in so doing they would also eliminate new birth. But that’s another topic. Meanwhile, you might want to consider the following…

Could the place of an Overlord be usurped, or could a person rise to become an overlord? For example, if Erandis Vol decided that her destiny was to achieve actual dominion over death, could she rise to become the embodiment of the concept of death, or failing that, usurp the place of Katashka as the gatekeeper of death?

Anything is possible. We have said that there are members of the Lords of Dust who don’t want to free their Overlord masters, but rather to usurp their power. If it’s possible for a rakshasa to do it, than it’s presumably possible for a human to do it; you’ve just got an interim step of becoming an entity of incarnate spirit like a rakshasa. With that said, you don’t have to usurp the power of an Overlord to become an embodiment of a concept. Erandis Vol wishes to become the Queen of Death (and bear in mind, she’s been working at it for thousands of years and has a unique spiritual basis for being able to do it–the Mark of Death–so clearly this isn’t a casual thing). However, I don’t think this requires her to displace Katashka. The Overlords embody horrible things. That doesn’t mean they govern them. Katashka embodies our fears of death and the horror of the undead. He can enslave the spirits of the dead and bind them to his service in the mortal world. But as he is part of this world, he doesn’t govern the fate of the dead in the worlds beyond. Rak Tulkhesh gains strength from strife, and when free he can create strife. But again, he only has dominion over the rage of war… he has nothing to do with a just conflict.

So the question you have to ask, is do you want to become an Overlord… a finite entity who can be bound and whose dominion is limited… or do you want to become a Sovereign, whose power is unbound and touches all it inspires? The Sovereign Host maintains that Dol Dorn and Dol Arrah can be found any time a blade is drawn, and that Onatar is there in every forge. Tied to the previous answer, the Sovereigns don’t take incarnate form; they inspire and act through mortal vessels. When you create something new, Onatar (or the Traveler) is with you. When you fight, Dol Dorn is with you. And, of course, when you choose to do evil in war, the Mockery is with you. But even the Mockery isn’t finite in the way an Overlord is.

People have sought to become Sovereigns before. The founder of the Library of Korranberg sought to displace Aureon as lord of knowledge. According to the draconic faith of Thir (as discussed in Dragons of Eberron), this is possible; when a new being takes on the mantle of a Sovereign, the previous one ascends to greater realms. Myths suggest that the first Sovereigns were ascended dragons who fought the Overlords in the first age. So there’s mythical precedent for it; it’s just a question of what it takes, and what it actually means if you succeed, since Sovereigns don’t manifest after ascension.

Is there any connection between Katashka the Gatekeeper and other prominent undead-themed entities (eg Vol and her followers).

Not according to canon. However, you could always decide that Katashka is connected to all negatively empowered undead, whether they know it or not… and that Vol, Kaius, and other influential undead are all secretly pawns in the Overlord’s plans. This certainly seems like a fine approach for starting with the Emerald Claw as a heroic tier threat, moving to Vol herself in paragon, and then bringing Katashka in as the true epic threat. For those wanting to know a little more about Katashka, check out Dragon 337 or this Eberron Expanded article.

Any idea what Overlord you would place under Sharn? Some of the details of Fallen (the improvement of which was a major goal of a paladin in one of my games) seems to imply something malign is buried below the city.

By canon, the spiritual force of evil in Sharn isn’t tied to an Overlord; it’s tied to the fact that it’s a dumping ground for Syrania where fallen angels… AKA Radiant Idols… are left to rot. My novel The Son of Khyber specifically addresses the idea of a malign spiritual force tied to Fallen. With that said, you could decide that the reason Sharn is such a great place for dumping angels – aside from being a manifest zone – is due to the presence of an Overlord.

Why could Siberys be killed, but Khyber only imprisoned? Or could Khyber be killed by (only) Eberron or an alive Siberys?

Assuming you take the myth at face value, there’s a few reasons. First, Khyber employed treachery, taking Siberys by surprise. Second, because that is what Khyber is: destruction. Treachery. Corruption. Evil. Eberron, on the other hand, is Life. Destruction isn’t in her nature. So she deals with Khyber by imprisoning him through creation–by building the world around Khyber, creating a living prison to hold her sibling at bay. One point I’ll make is that despite the power of Khyber’s children, their number is limited. They may never die, but if there are thirty overlords today, there will never be thirty-one tomorrow. Eberron’s children may be mortal, but they have the power of creation, and that’s something Khyber lacks. So again, Eberron didn’t create an immortal, stagnant overlord called the Cuteness of Kittens; she created kittens, and new kittens are born every day.

Of course, the progenitors and the myth are symbols as much as anything else. The triumph of Khyber explains why evil can exist in the world. Destruction cannot defeat creation, which is why Khyber can never escape Eberron; however, it can corrupt creation, as made manifest in the Age of Demons. The defeat of the demons shows that mortal life can choose a better path – that virtue can hold evil at bay – but as noted above, it can never be defeated eternally.

Meanwhile, it’s worth noting that the Ring of Siberys is the primary source of arcane energy; as such, even in death Siberys gives people the tools to change the world. They must decide whether to use them wisely.

Do you consider the DDO semi-released Overlord, The Spinner of Shadows, a good example of the demonstration of Overlord power? For non-DDO players, she is imprisoned by the Silver Flame magic, and is basically invulnerable, have some powerful poison that infects you on contact, and can summon an infinite number of demons and spiders to do her bidding. The objective of the quest is recovering parts of the Silver Flame magic that was “eaten” by some magically-altered spiders specifically to counter it, and redo the wards. If you lure her too close to the flame wards, she is weakened enough to run in fear for a few seconds.

There’s no such thing as a reasonable display of overlord power. You say yourself that she’s “semi-released.” So anything could be a reasonable display of power based on the conditions of that release. Rak Tulkhesh could turn an entire country into sociopathic killers. But if he’s “semi-released”, maybe he can only do that to things he can touch through an avatar. In other words, sure, I think this is a perfectly reasonable way to use an overlord in a form that it can be tangibly interacted with in an MMORPG. And I really appreciate DDO’s efforts to work with the existing mythology of the overlords when they could just call the Spinner Lolth and do anything they wanted. But it’s not like you need to use this as a guideline for the release of a different overlord, because it really can take whatever form fits your story.

Dragonmarks 2/26: Teleportation, Warforged, Paladins and More!

It’s a very busy time for me right now. I just got back from Portland Comic Con, Gamestorm is coming up, and I’ve got a lot of irons in the fire. I’m itching to start talking about Codex, and in the future Codex discussions will be interspersed with Dragonmarks. However, I’ve still got a few things I want to finish up first, so for this week, it’s more Eberron questions. As always, all answers are my personal opinion and may contradict canon sources!

This week we have a few different topics: warforged, paladins of Aerenal, Overlords of the Age of Demons, teleportation, and more. First up: WARFORGED AND HOUSE CANNITH.

How do you see Warforged evolving and where do you see their race going in the future?

First off, I’ll point out that warforged are capable of physically evolving. The Reforged and Warforged Juggernaut prestige classes both involve a physical transformation; the warforged juggernaut actually grows heavier armor and spikes. Warforged are fundamentally magical entities, and they are living constructs; there’s more to this than just being sentient. So I think it’s quite possible that if you jumped forward a hundred years, you’d find a vast range of unique warforged who have adapted to different environments and circumstances.

With that said, the greatest obstacle in their evolution as a race and their future is their inability to procreate. The Lord of Blades is trying to address this by seizing control of a creation forge and finding a way to make it work. In The Dreaming Dark novels, Lei’s parents explore a different solution to the issue of warforged procreation. Following the previous path, perhaps some warforged could evolve the ability to procreate. However, if any of these come to pass, how will the rest of the world react? The threat of the warforged is limited because of their numbers. If the Lord of Blades is found to be producing new warforged, will nations or houses band together to stop him?

If Cannith permanently split into West/East/South, can you see them becoming “Corporations”, or what would happen?

If they permanently split, I think they would logically seek to become separate houses individually recognized by the Twelve; after all, Thuranni and Phiarlan have paved the way for this. The only question I see is if one of them would instead choose to ally directly with a nation as opposed to becoming a smaller house… if Jorlanna would ally with Aundair, for example. There’s also the question if any would keep the Cannith name. In the case of Phiarlan, the larger house kept the original name, and I suspect the same would hold true here.

Next up: TELEPORTATION AND HOUSE ORIEN.

House Orien controls teleportation in Khorvaire, but it is unclear what you are actually paying for. The Campaign setting says that teleportation is 10 gp per mile.  But they left the service description out of the book.  From reading the rest of the Eberron Campaign Setting (ECS) and having a little knowledge about some of the novels I believe the mode of transportation is a teleportation circle.  Is that true?

It depends what you’re playing, and exposes the challenge of multisystem design.

Eberron was designed for the third edition of Dungeons & Dragons. The premise was that magic of up to third level was fairly well integrated into society. Higher-level magic – such as teleportation – was not. It’s possible to pay Orien for teleportation, but what you are paying for is to have an heir with the Siberys Mark of Passage transport you using the once-per-day power of his mark. Looking to random locations where I know this is discussed, it’s called out on page 11 of Secrets of Xen’drik—which includes the percentage chance of finding such an heir on any given day in Khorvaire’s largest cities—and page 67 of City of Stormreach, which suggests that a teleporter comes to Stormreach about once every three days. So it’s a service that exists, but it’s not reliable; per SoX you could be waiting in Korth ten days before a teleporter shows up. With this in mind, I’ll note that the idea of charging “by the mile” makes no sense at all. It doesn’t make that much difference to the teleporter whether you’re going five miles or a thousand, and you’re using his daily charge either way; so the idea that you could pay ten gp to teleport ten miles is just silly. Any sort of teleportation is going to cost thousands. It’s a service that only the very wealthy can afford, and even they can’t always get it.

By contrast, Secrets of Sarlona reveals that Riedra is a nation that does have institutionalized teleportation circles and goes into detail about them. This was always intended to be a concrete difference between Riedra and Khorvaire, a reflection of the supernatural power of the Inspired and a contributing factor to the unity of their culture.

Then Fourth Edition comes along.

In 4E, Linked Portal is a level 8 ritual that allows the user to access a network of circles, described in the ritual as being at “most major temples, important wizards’ guilds, and large cities.” We address this on page 45 of the 4E Eberron Campaign Guide, stating that House Orien maintains Khorvaire’s network of linked portals and heirs perform the ritual for travelers. I show this system at work in The Fading Dream.

With that said, I don’t particularly LIKE this system. It’s too institutional and advanced for 998 YK Khorvaire as presented in Eberron, and makes airships and lightning rail travel largely obsolete. As such, unless I’m running a 4E campaign, I would ignore it completely and keep teleportation as a rare and expensive service.

If it is a circle does it function just like the teleportation circle spell or did you have a few tweaks you were planning on? If they use circles, where are they? Which leads me to another question – how frequent would the guild houses be; every outpost or town? If that is true, how are they operated?  The way I understand the teleportation circle spell is that it can teleport you anywhere.  From reading the ECS I get the impression that the House of Orien uses a connected network of circles to jump from point to point.   Which is more correct?

By default 3.5 rules, there is no circle service at all: you hitch a ride with an individual teleporter with a Siberys mark. By 4E rules, it’s not using teleportation circle, it’s using linked portal. As such it only provides direct transportation between portals. The ECG says “House Orien maintains an extensive network of permanent teleportation circles in cities throughout the Five Nations. Outside the Five Nations, circles are less widespread, limited to the larger cities and national capitals.”

Again, while it’s there to accommodate 4E rules, this system doesn’t fit my personal vision of Eberron in 998 YK. It makes travel to remote locations too quick and casual; I’d rather that a trip to Stormreach be significant as opposed to a quick stop down at the Orien enclave.

Who operates the circle? Is it a high level mage or is any house member capable of operating them? The last teleport question, how does the house member know where the traveler wants to go?  If I understand the spell correctly the caster can travel anywhere as long as they are familiar with the location.

If we’re talking circles, then we’re talking 4E’s linked portals. Which means you tell the house member the destination city and they take you to the portal. It’s not as flexible as a 3.5 teleportation circle spell.

Next topic: PALADINS AND THE DEATHLESS.

One of the tasks that was trusted to me by the GM was creating a Paladin from Aerenal.   We felt that some of the standard Paladin abilities just didn’t fit.  So I changed a couple of things. We dropped turn undead.  We felt the undying and undead were too closely related for the purpose of what the ability did.  So we turned to Pathfinder and borrowed the Channel Positive Energy ability.  It allows the Paladin to heal injuries or deal damage to negative energy undead.   We both thought that fit the flavor of Aerenal much better.

While you didn’t ask this as a question, allow me to address it. if this is something you’re doing for ALL paladins in order to give paladins a more distinct role from clerics—which I’d argue is the goal of the Pathfinder shift—bravo. However, if you’re saying that you’d specifically change the ability for paladins of the Undying Court because they work closely with the Deathless, I have to disagree. The Deathguard—which most of the paladins of the Undying Court are part of—is specifically charged with seeking out and destroying negative energy undead, and Turn Undead is obviously a potent tool in that war. As for the deathless, it allows them to “rebuke” deathless. But what does this actually MEAN? When you rebuke undead, they are either awed (and leave you alone) or controlled. That’s the mechanical effect, but what’s the in-game explanation? To me, it’s a matter of the deathless voluntarily recognizing and respecting the authority of the paladin. It is no different from a police officer flashing his badge and demanding that people either stand aside (awed), or commandeering civilian resources to deal with a crime (controlled). If you portray the deathless as fighting against it and being forced to comply against its will, it seems highly inappropriate… so don’t. Portray the deathless as choosing to alter its behavior of its own free will because of the paladin/cleric’s display of divine authority. The Paladin is the agent of the entire Undying Court; if the paladin is high enough level, that gives them enough clout to ask a favor of an individual deathless.

With that said, if the power is abused for trivial purposes, it is just like a cop commandeering your car and then using it to buy donuts. He could DO it, but if you report it to his superiors, he’ll get in trouble for doing it. A paladin who abuses his authority—rebuking without good reason—should suffer the same sort of disciplinary action from the mortal authorities of the Court.

And bear in mind, any positively aligned cleric/paladin can rebuke deathless. A paladin of the Silver Flame or Path of Light can do it. If you follow my interpretation, this is because the Deathless recognizes them as agents of a benevolent divine force and chooses to work with them; it’s interagency cooperation in the name of greater good. If you take a forced-into-slavery approach and take the power away from Aereni paladins, you have the strange situation of Kalashtar paladins being able to command deathless when the Deathguard can’t.

Where I am struggling though is the spells.   With the background of all the arcana in Aerenal should the Aerenal paladin have access to arcane magic instead of divine?  

A lot of people focus on Aerenal’s arcane achievements. In 4E people sometimes ask if Aereni elves should have a bonus to Intelligence instead of Wisdom. But bear in mind that while Aerenal is relatively advanced in matters of arcane magic, its greatest achievement by far is divine. Aerenal has created a god. The Undying Court is the only active, sentient force in the setting that wields full divine power. It’s equivalent to the Silver Flame, but you can actually go and talk to the beings that are a part of it. And an Aereni paladin is a direct agent of than conscious, active divine force. Frankly, no one has a better justification for wielding divine magic than an Aereni paladin, called by the Court to act as its hand in the world. If you want to reflect the tradition of the arcane, multiclass as wizard. You could even use something like the Silver Pyromancer PrC from the Silver Flame. But I see no reason to take away an Aereni paladin’s divine spellcasting ability; if anything, I’d expand it.

Turning from the divine to the demonic, it’s time for OVERLORDS AND THE UNDEAD.

Is there a list of all the rajah already published somewhere? With the rajah’s theme, location and where to find the full writeup?

I’ve never done it. However, Lord Gore at the WotC forums put together this list, which may be the most comprehensive around.

  1. Bel Shalor the Shadow in the Flame (Tamor Hills, Khorvaire) ECG page 29
  2. Dral Khatuur the Heart of Winter (Frostfell) female overlord Druid 25/Sorcerer 15/Frost MageFb 10 Death, ColdFb, WinterFb unpublished
  3. Eldrantulku the Oathbreaker (unknown) NE male overlord rogue 15/sorcerer 15/mindbenderCAr 10 CorruptionBoVD, Trickery Dr 337 pages 63, 69-70
  4. Katashka the Gatekeeper (Lair of the Keeper, Khorvaire) LE male overlord cleric 8/wizard 8/true necromancerLM 14 Deathbound, UndeathECS DoE page 36, Dr 337 page 70, ECG page 30
  5. Rak Tulkhesh the Rage of War (Khorvaire) NE male overlord fighter 15/blackguard 10/cleric 15 Destruction, War Dr 337 pages 65, 70; ECG page 31
  6. Ran Iishiv the Unmaker (Korrandar, Sarlona) SoS page 12
  7. Sakinnirot the Scar that Abides (Stormreach, Xen’drik) CoS page 156
  8. Shudra the Fleshrender (Mel-Aqat, Xen’drik) PGtE page 155, TFoW page 127
  9. Sul Khatesh the Keeper of Secrets (Arcanix, Khorvaire) LE female overlord wizard 36/archmage 4 Knowledge, Magic CoS 89, Dr 337 pages 60, 68; ECG page 31
  10. Tiamat the Daughter of Khyber (Pit of Five Sorrows, Argonnessen) DoE page 9
  11. Tul Oreshka the Truth in the Darkness (unknown) CE female overlord bard 20/wizard 10/loremaster 10 Madness, ShadowECS Dr 337 pages 64, 70
  12. Unnamed (Krertok Peninsula, Sarlona) SoS page 12
  13. Unnamed (Sustrai Mor, Sarlona) SoS page 91
  14. Unnamed (Tempest’s Isle, Lhazaar Principalities) PGtE page 99 possibly a rajah
  15. Yad-Raghesh (The Vale of the Fallen Rajah, Argonnessen) colossal two-headed overlord DoE page 50 “dead”

I believe that Sul Khatesh is the only one that’s received a complete 3.5 writeup, in Dragon 337. I’ll also note that I prefer the term Overlord. “Rajah” tends to get subsumed into “rakshasa rajah”—and while the Overlords rule the rakshasa, they are not themselves rakshasa.

Is there any connection between Katashka the Gatekeeper and other prominent undead-themed entities (eg Vol and her followers).

Not according to canon. However, you could always decide that Katashka is connected to all negatively empowered undead, whether they know it or not… and that Vol, Kaius, and other influential undead are all secretly pawns in the Overlord’s plans. This certainly seems like a fine approach for starting with the Emerald Claw as a heroic tier threat, moving to Vol herself in paragon, and then bringing Katashka in as the true epic threat. For those wanting to know a little more about Katashka, check out Dragon 337 or this Eberron Expanded article.

I just read the original ECS and it gave the impression that the Blood of Vol worship/idolize undead, when I recall that this has been clarified as not true in later books; what is going on with the Blood of Vol?

I’m not sure exactly what the question is here. You are absolutely correct that I consider the depiction of the Blood of Vol in the original ECS to be flawed. They don’t idolize undead; however, many or their martyrs and champions ARE undead, which can cause others to think this. Later books give a more rounded view of the Seekers. Here’s a quick description I wrote a little while ago…

The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.”

What I really need to do is to get all these Q&As organized into a master list by subject. Until then, take a look at this Q&A – there’s a lot about the BoV there.

And finally, a little RANDOM STUFF.

I’m sorry if this has been asked before, but you said the scale of Khorvaire was incorrect. How so?

I feel that the Five Nations should be on the scale of France and England; by the original maps, they’re on the same scale as Russia and China. It’s a question of travel time between nations, the logical impact an army traveling on foot can have, and similar things.

Apart from some druids, are there people that consider magic as dangerous or evil? What if its use did caused the mourning?

If it caused the Mourning, then you might want to listen to the Ashbound and Children of Winter or there might be another Mourning soon. I don’t believe we’ve specifically described any antimagic groups in canon, but I’m sure there are some out there.

 

Dragonmarks 2/20: Demons and Deathless!

I’d planned on talking about Codex this week, but for a number of reasons I’m holding back on that for another week. However, if you’re going to be at Wizard World Portland Comic Con this weekend, I’ll be discussing it at my Eberron & Beyond talk, Saturday at 2 PM.

Today I’m just going to pull some questions out of the Eberron mailbag. As always, these are just my opinions, and some contradict canon material. So there!

Are the demons of the planes connected to the fiends of Khyber? Is a balor from Fernia Khyber-spawned?

Yes and no. The progenitor wyrms created all of the planes, and some show the influence of one progenitor over the others. So a balor from Fernia is Khyber-spawned in the sense that it was created by the progenitor wyrm Khyber… but it has no innate connection to the physical Khyber found in the material plane.

Tied to this is the fact that fiends embody specific concepts. Fernia is fire. Benevolent outsiders from Fernia embody the positive aspects of fire: its light drives away the darkness; its warmth keeps us alive; it purifies wounds and drives off dangerous predators; it gives the heat that fuels the forge. Fiends of Fernia embody the negative aspects of fire. Chaotic fiends embody the terrifying destructive force of it, the uncontrollable flames that consume homes and cities. Lawful fiends embody the terrible uses fire can be put to—fire as a weapon of war or torture, harnessed as an intentional engine of destruction.

A balor of Fernia and a balor of Khyber have the same game statistics. But they represent different things. They will have very different personalities and goals, and I would personally have them be physically distinct from one another. The balor of Fernia is an embodiment of wild fire, and should be flame incarnate. The fiends of Khyber are more generally spirits of terror and pure malevolent evil; a Khyberian balor will wield fire, but it will be less fiery in its appearance, and interested in a broader range of goals; it will also owe fealty to one of the overlords of the Age of Demons, which will further determine its theme and behavior.

I have a follow up. Say that the aforementioned Balor of Fernia found its way to Eberron. Through a portal or summoning ritual or whatever. Would said Balor fall in line with one of the Overlords and its agents, or would the fiery Balor have its own agenda.

A Fernian balor embodies the terrifying chaotic destructive power of fire. As such, it might be tricked into serving the ends of an Overlord, but its prime interest will be laying waste to cities and otherwise spreading fire and fear. The key point here is that extraplanar spirits embody ideas, and that determines their goals and purpose. If there is an Overlord that offers them the opportunity to pursue their ends or help them in other ways (protection or vengeance from enemies, for example) they might ally. But there’s no innate all-Balors-must-serve-Overlord-Bob thing going on.

One of the most detailed sources on the Lords of Dust is the article Eternal Evil, written back when Dragon was a print magazine. This includes bios of six members of the Council of Ashtakala. One is a Fernian pit fiend who serves the Truth in the Darkness, and another is a Mabaran succubus allied with the Oathbreaker.

It has been confirmed that dinosaurs roam the Talenta Plains, but in one of the adventure books I believe, there was a mention of a Swordtooth (Tyrannosaurus) in Khorvaire. Are dinosaurs present in Qbarra? If so, how are they different from their cousins in Xendrik?

I don’t think that it has ever been stated in any canon source. But my opinion is that Q’barra is a cradle for reptilian life on Khorvaire. The lizardfolk domesticated dinosaurs long before the Talentans did, and it may well have been the expansionist dragonborn who brought domesticated dinosaurs to the Talenta Plains. If you haven’t read it, I’d advise you to check out my Explore Q’barra article, which discusses the reptilian cultures of Q’barra in more detail.

At the core, I don’t think there are any fundamental differences between dinosaurs of Xen’drik and Q’barra. However, Q’barra was once the domain of the demon overlord known as Masvirik, AKA the Cold Sun. Masvirik has the power to corrupt and influence reptilian creatures, as seen in the Poison Dusk humanoids and the corrupted dragon Rhashaak. As reptilian creatures, dinosaurs could certainly be touched by the Cold Sun. I would expect such tainted dinosaurs to have half-fiend traits. If you refer to the Explore Q’Barra articles I wrote for DDI, I could also see dinosaurs being used as dusk shard vessels. So you might have a swordtooth possessed by an ancient demon!

Given the history of elves and giant magic, would giants have also had a number of Deathless or did the elves do that alone?

There’s a few conflicting versions of this in canon material. This is MY opinion on the matter.

The elves didn’t learn how to create deathless from the giants. On the contrary, Aeren’s death was the primary spark that led to all three of the elves’ traditions. Aeren led the elves out of Xen’drik and died in the process. The elves had lost their savior, and also had time to reflect on how many of their greatest heroes had been lost in battle against the giants. While no one can know with certainty the final fate of the dead, what is know is that souls go to Dolurrh and appear to fade away – that the dead are truly lost. The elves swore that their next heroes would not be lost so easily… but the settlers of Aerenal came from many different cultures, and they split along cultural lines.

  • The warrior progenitors of the Tairnadal tradition chose to preserve the spirits of their heroes by becoming their avatars in the world; the dead heroes live on through their descendants.
  • The founders of the Undying Court sought to ensure that their greatest heroes simply never died. However, their techniques rely on positive energy: the devotion freely given by those who worship the Court, and by the massive manifest zones to Irian that exist on Aerenal.
  • The flaw with both of the preceding approaches is that they depend on living elves. If no elves embody a Tairnadal ancestor, it will be lost. If no one worshipped the Undying Court, its power would fade. The line of Vol was determined to give their heroes the power to survive at any cost; even if the last living elf dies, Erandis Vol will still exist. They drew on the techniques of the Qabalrin elves and developed the foundation of modern necromancy.

We’ve never described the giants as having a religious culture like that of the Undying Court, which serves as a source of positive energy. It could be done with the existence of a powerful manifest zone, but I don’t really see it. Deathless is the most passive form of undeath, and the giants of Xen’drik were anything but passive. What I’ve suggested elsewhere is that the titans cheated death by becoming Vestiges… so an entirely different path.

Is there religious intrigue in Eberron? Factions of the SF attempting to split or vying for power? Jealousy of the SH?

In a word? Yes.

To go into more detail, there’s intrigue within and between all of the faiths of Eberron, from the Silver Flame to the Path of Light. The Sovereign Host is broken into more sects than you can shake an Octogram at. The Silver Flame already has defined intrigue between the core faith, the Pure Flame, the Whispering Flame, the Stormreach separatists, factions loyal to different cardinals and more… and that’s not even bringing the Ghaash’kala, Shulassakar, or Cold Sun Federation into the equation. The Blood of Vol has intrigue between those who believe in the core principles of the faith, and groups loyal to Erandis or who only see the faith as a path to power. Within the Path of Light you have the passive traditionalists of the Adaran path and those who advocate aggressive action. And that’s just what we’ve seen so far; there’s certainly room to add more intrigue if you want it.

Do you consider Khorvaire’s economy to be industrial or post-industrial?

I’d say it’s an industrial society moving towards a post-industrial economy. You have the magewright as the driving force of the magical economy, but the future lies in the new ideas of the Twelve and the Arcane Congress. Of course, Khorvaire has an economy unlike our world in that there are a great deal of monopolies. The Dragonmarked Houses have proprietary control of many vital tools; it doesn’t matter how smart you are, you can’t make a warforged without a creation forge. Of course, it could be that brilliant innovators—such as PC artificers or wizards—could find some way to break one or more of those monopolies.

What are the things hanging from the belt of the Lord of Blades on the 4E Eberron Campaign Guide?

Only Wayne Reynolds knows for sure. However, if I had to come up with an answer, I’d say that they are the schema-keys of Cannith artificers he’s killed.

What would an Eberron-inspired arcane lighthouse look like for you?

It entirely depends on who’s making it. Generally speaking, it would simply be a very large everburning lantern – a beacon of cold flame with amplifying lenses. The Aereni elves would be more likely to tap ambient positive energy, creating something more graceful and without any “flame”. Thrane might do something similar tapping the power of the Silver Flame, in which case it would have religious trappings, while one built during the war in Karrnath by Blood of Vol engineers might be empowered by bound ghosts.

Dragonmarks 1/30: Dreams, Werewolves, and DM Etiquette

The last post generated quite a few interesting questions, so I decided to push ahead with another round. As always, these are purely my opinions and may contradict canon material.

In general, how much is it worth correcting players who, during play, misremember aspects of a setting?

This depends on a number of different factors.

  • Is the element directly important to the current adventure? Will the flawed recollection interfere with players’ ability to enjoy the story?
  • How will your players respond to being corrected? Will it be a welcome clarification, or cause irritation?
  • Is the misremembered element something that is especially important to you or your interpretation of Eberron? Is it something fundamental (the Last War was fought between the Five Nations, not between Galifar and Riedra) or a point of trivia that actual people in Eberron might not know (according to Faiths of Eberron, House Medani helped end the lycanthropic purge by creating a focus item that identified lycanthropes).

As someone who travels the world running Eberron games, I often have players who aren’t familiar with the setting. Perhaps I’ve got a player in a one-shot who is treating his warforged like a robot. I know that there’s lots of differences between warforged and robots. But his interpretation isn’t going to interfere with the one-shot adventure, and my explaining the differences will frustrate him rather than improve his enjoyment of things. On the other hand, if I had that same player in a campaign that was going to last for a year and involve interactions with other warforged, House Cannith, and the Lord of Blades, I probably would explain the differences so he’d have the proper context for his interactions with these forces. And if someone said “This ‘Last War’ was fought against the goblins, right?” I’d explain it right away.

Codex sounds very interesting. When will we be able to know more about it? I’d like to know if you’ll create it entirely on your own or if supporters will somehow participate, as happened with the Midgard campaign setting.

I will be writing a longer post about it sometime within the next week; I have a few deadlines I need to deal with first. I’ll address the design process in that post.

Concerning colonization… wasn’t Stormreach originally a colonial post of Galifar?

No. This is discussed in more detail in City of Stormreach. It was established as an outpost by pirates and legitimized by a compact with Galifar, but it was never subject to Galifar’s laws or authority, and it wasn’t settled according to any sort of royal plan.

Secondly, is there room for unknown continents in Eberron?

There’s room for anything in Eberron if you want to come up with a story for it. But a mystery continent is a big add, because Eberron has been well-explored. From dragons to gnomes to elves, you’ve had a host of intelligent, sophisticated races exploring the world. How did this continent go undiscovered? Was it hidden by magic? Has it just risen from the ocean floor? Or have people known about it but never gone there, and if so, why has that changed?

By contrast, Codex is set during a period of exploration, and the potential to discover new lands is one opportunity for people to add their own flavor to the setting.

Are there concepts or facets of Eberron that seem intrinsically influenced or tied to certain editions, such as 3E where it was debuted and 4E where it got its (arguably) first big makeover? As a DM I feel pretty confident in my ability to fit rules, story and player expectations into a package everyone will have fun with, but I’m curious if the issue’s ever come up with the mighty Hellcow.

Not big ones, but sure, there’s a lot of little things. A few examples:

  • Eberron was originally designed for D&D 3E, but by the time it was released D&D was up to 3.5. The changes might seem fairly minor, but they can still have an impact. Notably, in 3E, any lycanthrope can spread the curse; if you’re bitten by a werewolf and turned, you can bite me and turn me. This was the impetus for the Lycanthropic Purge: lycanthropy is a dangerous contagious curse that could easily spread out of control if not contained. But 3.5 changed this so that only natural-born lycanthropes could spread the curse; a true werewolf could bite you and turn you, but you couldn’t pass it to me. This completely changes the exponential threat potential and makes the Purge seem like overkill. Hence we shifted the story to say that back in the time of the Purge, the curse was stronger and all ‘thropes were infectious; the Purge weakened it, so it’s no longer the threat it once was.
  • The first Thorn of Breland novel was written during the 3.5 era. In 3.5, dragons possess blindsight, and this plays a role in the story. Likewise, Thorn is very much a 3.5 Assassin; if she gets a little while to watch you, she can do a sudden death strike, and she knows a handful of spells (disguise self, spider climb, etc). In 4E, dragons DON’T possess blindsight, and at the time of the second novel, there were no rules for assassins. I ended up simply ignoring most of these things… though I did address the Eladrin in the third Thorn novel.

Races would probably be the biggest change; with 4E, we wanted a place for the new core PHB races – dragonborn and eladrin. I feel we did a reasonably good job of fitting these in without dramatically changing the world, and I like the role of the Eladrin. But it did take some thought.

In general, Eberron was designed with 3E D&D in mind – but it can certainly be adapted to any system.

All this time I thought it was the Silver Flame Church who started the anti-Lycanthrope purge, not the Flame itself/Tira!

If you haven’t read it, I’d take a look at this Dragonshard article about the Purge. A lot of people have the wrong idea about the Purge, and think that the Keeper got up one day and said “You know what I feel like doing? Hunting down lycanthropes who are minding their own business.” In fact, the Purge began as a war of defense and containment after there was an exponential surge in lycanthropy in what is now the Eldeen Reaches. Waves of lycanthropes were raiding Aundair, and at that time the curse was highly contagious. I like to describe it as “28 Days Later with werewolves instead of zombies.” The first days of the “Purge” were much like the marines versus the xenomorphs in Aliens: brutal and terrifying. One to one, very few templars were a match for a lycanthrope, and one bite is all it takes to turn an ally into an enemy. After years of bloody conflict the tide turned in favor of the Silver Flame, but it was no easy battle. The decades of persecution that followed were fueled by a hunger for revenge, especially on the part of the Aundairians who had lost homes, friends, and family to the lycanthrope plague. This is why the Aundairian Pure Flame are the most zealous and aggressive followers of the Silver Flame; their branch of the faith was born in war and vengeance.

And lastly, it says in Faiths of Eberron that the Lycanthropic Purge ended shortly after House Medani invented a dragonshard focus that could detect lycanthropes. Do you have any thoughts on how this item would function?

I didn’t work on Faiths of Eberron, so I don’t know what the author had in mind. As a dragonshard focus item, it would require an heir of the house to operate it. Other than that, I’d have it function as best fits your story. It could be a tracker a la Aliens, which notes general position and distance, but not complete details; this would allow you to maintain some mystery. “There’s definitely a werewolf in this room… but which of us is it?” If you want to kill that mystery, it could be a monocle that reveals the lycanthrope’s true shape, but thus only works with line of sight.

It says in the Eberron Campaign Setting that “when mortals dream, they psychically project their minds to Dal Quor.” What about immortals? Could a bound rakshasa rajah in suspended animation find a way to project his mind to Dal Quor?

The basic idea is that mortal spirits are influenced by all of the planes, and pulled between them. We slip into Dal Quor when we dream. We’re pulled to Dolurrh when we die. Beyond this, we are creatures of body and soul; it’s the spirit that visits Dal Quor when you dream, leaving your body behind.

Meanwhile, immortals are physical embodiments of ideas. This has two aspects. First, the immortal doesn’t dream the way mortals do. Its body isn’t mere flesh: it’s a physical representation of its spirit. The two don’t separate. If it wants to go to Dal Quor, it goes there in one piece. So it doesn’t “dream”, but it could planar travel. This ties to the second point. The mortals of Eberron are touched by all planes. War and peace, light and darkness, madness and dream; all of these things shape mortal minds. An immortal is a creature of one shade. It is PURE war, unadulterated madness or dream. It is a physical embodiment of the core ideas of its plane. A rakshasa or a Fernian balor has no innate connection to Dal Quor; dreams aren’t part of their core identity.

Having said that, could a Khyberian Overlord find a way to project itself into Dal Quor? Sure. If that’s the story you want to have happen, make an explanation. Perhaps Bel Shalor’s connection to the Silver Flame lets it ride mortal spirits into Dal Quor. Perhaps the followers of the Voice In The Darkness have created an eldritch machine that lets her push into the realm of dreams. If you want it to happen, decide what it takes. But it’s not normal, and it would be a significant event.

Furthermore, it also states that “the only way to reach Dal Quor from the Material Plane is through the psychic projection of dreaming.” Does this mean that only mortals on the material plane dream? What about mortals on other planes? What about mortals from the material plane traveling to other planes?

As noted above, creatures of Eberron are inherently shaped by all of the planes, and it its this connection to Dal Quor that lets us go there when we dream. Many of the planes don’t HAVE mortal inhabitants… or their mortal inhabitants are immigrants (or descendants of immigrants) from the material plane. I would say that most native mortals don’t go to Dal Quor when they sleep; in this I’ll point to the Eladrin, who don’t dream. Do traveling mortals dream? I’d say it depends on the plane. In Fernia, you might dream in Dal Quor; however, planes such as Baator (well, demiplanes) or Dolurrh might have a spiritual gravity that prevents you from escaping through dreams.

Do some noble lords have their own armies, as in feudal societies?

Yes and no. If you look to Karrnath, while the army has a national command structure, individual forces are raised and maintained by the noble families; the leaders of each family are known as warlords. So while the army typically serves the coordinated vision of the king, every soldier is personally loyal to a specific warlord, and any warlord could choose to remove his support from the king – something Kaius has to keep in mind. While this has been specifically called out in Karrnath, I imagine it’s the basic model for most of the nations: nobles are charged to raise and maintain elements of the national armies. Beyond this, there’s nothing stopping nobles from having their own private forces. The only restriction that’s ever been mentioned is the Korth Edicts, which prevent Dragonmarked Houses from having armies. If a noble of Galifar wants an army and can afford to maintain it, that’s their business.