Dragonmarks: The Overlords Revealed

In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn’t be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.

Eberron: Rising From The Last War.

The overlords are one of the greatest threats in the Eberron campaign setting. They ruled the world in its first age, and they yearn to break their bonds and drag reality back to that age of demons. The Lords of Dust work to free the overlords, while the dragons of the Chamber oppose their efforts—and this long, cold war is one of the driving forces in the setting. I’ve written many articles about the overlords over the years, and this month I’ve received a host of questions concerning specific overlords from my Patreon supporters. I thought I’d revisit the topic and bring some of that scattered information together, as well as updating things to incorporate the ideas presented in Rising From The Last War and Exploring Eberron.

WHAT ARE THE OVERLORDS?

  • The overlords are immortal fiends with immense power (equivalent to divine rank 7 in 3.5 terms). At full power, an unbound overlord exerts influence over a broad region, but this dominion is finite; it might cover a country, but not an entire continent. There were approximately thirty overlords, and between them they dominated the world. While they have the equivalent of Divine Rank and while I may refer to them as “gods” in this article, they aren’t deities. They cannot grant divine magic, though a devout follower might be able to draw power directly from Khyber as a result of their faith. 
  • The overlords cannot be permanently destroyed. The couatl sacrificed themselves and fused their celestial energy together to create the Silver Flame, a force capable of binding the overlords and most of their minions.
  • While most of the fiendish forces were bound with their masters, some slipped through. These beings largely work to release their masters, and they are called The Lords of Dust. They are opposed by the dragons of The Chamber.
  • Each overlord is bound in a physical vessel, but it is the power of the Silver Flame that keeps them bound. They can only be released if a particular piece of the Draconic Prophecy comes to pass. The Draconic Prophecy is constantly evolving, and so the Chamber and the Lords of Dust study it and seek to manipulate it to achieve their goals.
  • Even while bound, the overlords still influence the regions around their prisons. Most Overlords are effectively asleep, and this influence is essentially an effect of their “dreams”. A few — such as Bel Shalor, the Shadow in the Flame — are more aware and actively scheming.
  • “Demon” usually refers to a chaotic evil fiend, but it can also be used as a general term for any evil immortal, and this is its context of “The Age of Demons.”

The overlords are commonly referred to as the children of Khyber. The truth is slightly more complex; they are actually the architecture of Khyber. Beyond the physical tunnels and caverns that extend into the depths, Khyber is a matrix of demiplanes. These can be seen as the dreams of the progenitor, each reflecting a horrifying vision of a possible reality—realms defined by fear, bloodshed, and worse. While most are isolated, some—known as heart demiplanes—are able to leak out into the prime material plane, and this is where native fiends come from. The overlord is the defining spirit of the demiplane. When it is “released,” its power flows out into reality, slowly reshaping the world to mirror its heart plane. The entity that can be fought is an avatar of that force, but it’s just a projection; if that projection is destroyed, its power flows back into its heart plane, regenerates and returns. So physically defeating an overlord is only a temporary setback for it, and the physical form you encounter is merely a projection.

One common question is what differentiates overlords from the Dark Six. There’s a few major differences. First and foremost, the overlords absolutely exist. You can find the resting place of an overlord or go to its heart demiplane. If they’ve loosened their bonds, an overlord can manifest an avatar and you can actually fight it. So while you’ll never shake hands with Aureon or dine with the Devourer, there may be a time when you can punch Rak Tulkhesh in the nose or have tal with Sul Khatesh. The downside of this is that as powerful as they are, overlords have a limited sphere of influence. While bound they can only influence the regions around their prison or where their heart demiplane touches the world. When released, their power has a finite radius. Bel Shalor threw Thrane into chaos, but his power wasn’t felt in Sharn or even in Korth. Other overlords have different limitations: the Daughter of Khyber can reach across the world, but she can only influence dragons. A final important difference is that the overlords aren’t some sort of logically arranged pantheon. Some of their ideas overlap; Bel Shalor and Eldrantulku are both corruptors, Sul Khatesh and Tul Oreshka hold secrets, Masvirik deals with reptiles while the Daughter of Khyber corrupts dragons. There’s an overlord of cold, but we’ve never mentioned one associated with fire. They aren’t gods, they’re monsters. Bel Shalor and Eldrantulku overlap in concept, but they influence entirely different regions within the world. Rak Tulkhesh is infamously an overlord of war, but there could be an entirely different overlord associated with bloodshed or war in Sarlona. Overlords are epically powerful, but they are also finite. They don’t explain the existence of evil, they embody specific aspects of it.

Every edition that Eberron has been part of has provided statistics for some of the overlords, and these vary wildly in power. Under the 3.5 rules, overlords rivaled lesser deities; they possessed the equivalent of 7 divine ranks and 30-50 character levels. The 3.5 version of Sul Khatesh could cast counterspell as a free action, had spontaneous access to all wizard and sorcerer spells, and could destroy antimagic fields; she had innate true seeing as well as the ability to cast legend lore on anything she could see. By contrast, Rising From The Last War presents Sul Khatesh as a CR 28 threat with a fairly limited set of spells. How do these two interpretations relate to one another? The answer is that the lesser deity equivalent statistics reflect the full power that an entirely unbound overlord could wield, while the CR 28 interpretations of Sul Khatesh and Rak Tulkhesh reflect a weaker avatar, most likely manifested by an overlord who’s still partially bound. At the end of the day, overlords are essentially plot devices. They are the most powerful entities that exist on Eberron, and at their full power were able to face armies of dragons. They aren’t supposed to be balanced; the idea that player characters can face them directly and potentially win the fight would reflect limits placed on the overlord (IE partial binding), the fact that the player characters are vessels of the Prophecy, the impact of special preparations (Tira Miron might have bathed Kloijner in the waters of Irian or the heartsblood of Durastoran the Wymbreaker). Overlords wield apocalyptic levels of power, and any stat block should be seen as an inspiration for what an overlord might be capable of, not an absolute limit.

How Are The Overlords Bound?

Overlords can’t be permanently destroyed. When an avatar is defeated its essence flows back into its heart plane and reforms. What the champions of the first age did was to bind that essence—preventing it from returning to its heart plane. Essentially, they severed the overlord’s brain from its heart; the heart demiplanes still exist, but the consciousness of the overlords are bound elsewhere and they can’t manifest their avatars or exert their full power. While the essence of each overlord is bound to a physical vessel, it is the power of the Silver Flame that actually keeps the overlord bound. A vessel can be damaged—Rak Tulkhesh is bound to a Khyber shard that’s been shattered—but this won’t release the overlord.

How Can They Be Released?

Releasing an overlord is no trivial matter. The prisons of the overlords are as indestructible as the fiends themselves. The only way for an overlord to be released is for a certain path of the Prophecy to come to pass. For this reason, the actions of the Lords of Dust are enigmatic. They cannot simply release their masters— they must bring history to a particular crossroads, a point at which the planes and moons are aligned and the darkness can rise again. It is up to you to decide just what is required for a particular overlord to be released. It could be something as grim as the downfall of a nation, or something as positive as the birth of a child.

Eberron Campaign Guide

This article goes into much more depth about the nature of the binding and how it can be broken. There’s a few things to keep in mind. The first is that the Prophecy is almost always tied to the actions of specific mortals. Despite all their power, the dragons and the Lords of Dust can’t resolve a situation with brute force; they need to guide the actions of mortal pawns. The second is that the Prophecy is always evolving. There is always a path for the release of an overlord. As soon as the Chamber severs one branch, a new one begins to take shape. There will never be a time when humanity doesn’t have to worry about the overlords; foiling the plans of the Lords of Dust buys time, as a new branch may take centuries to be uncovered and cultivated—but there is always a path to release Sul Khatesh and there always will be. And while the Lords of Dust and the Chamber are always working to cultivate these branches or to trim them, there’s always the chance that the events required to release an overlord will play out entirely on their own. Not all overlords have agents within the Lords of Dust, and the Chamber isn’t omnisicent; it’s always possible that the necessary events will simply happen, even if there’s no cult or fiend driving them.

How Do They Pose A Threat?

As long as the overlords are bound by the Silver Flame, they can’t physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants scheme to release their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.

Eberron: Rising From The Last War

If the bonds of an overlord can only be broken by a prophetic path, what does it mean for an overlord to “grow stronger?” Overlords threaten the world in two ways. If an overlord is released from its prison, it will transform a region of the world into a mirror of its heart demiplane. This may start slowly, but the end results can be dramatic. The Cold Sun will steal the light from the sky, while the Heart of Winter will blanket her domain in ice. Every overlord has a handful of fiends that walk the world… but if an overlord is unbound, greater forces will emerge from its demiplane. Beyond this, the overlord itself will be able to manifest a physical avatar, as shown in Rising From The Last War. An overlord is only able to affect the world directly if their bonds are broken. But even while bound, they still have the ability to influence mortals. Tiamat corrupts dragons, the Wild Heart corrupts nature, and Rak Tulkhesh drives people to spill blood. Essentially, bound overlords can still influence mortals—and the more mortals who succumb to their influence, the greater this power becomes. Sul Khatesh can’t walk the world and unleash and arcane armageddon, but she can still whisper secrets to warlocks and create cabals and cults, while Rak Tulkhesh can shatter peace and drive war. “Partial release” falls between these two. When partially released the Wild Heart was able to amplify the power of the curse of lycanthropy and assert control over all ‘thropes, and it may have been able to manifest an avatar in the heart of the forest; but we’ve never suggested that the Towering Woods themselves were physically transformed, or that the avatar of the Wild Heart was roaming freely and striking down its enemies. Ultimately, this is about the needs of the story. A bound overlord has a very limited ability to influence mortals. An unbound overlord can affect both mortals and the world itself, and can manifest an avatar wielding tremendous power. A partially released overlord falls somewhere in between, with whatever limitations you need to impose to make your story satisfying. The key point is that even when they aren’t trying to release their overlord, cults and fiends will often try to increase its influence—usually by playing out its core concept (war, undead, betrayal, sinister magic) in a region.

While bound, the overlords are effectively dreaming—or trancing, if you prefer, as they aren’t tied to Dal Quor and can’t be targeted by dream. The point is that they aren’t entirely conscious, nor are they fully comatose. Rak Tulkhesh revels in hatred and bloodshed, but it’s his speaker Mordakhesh who schemes across the centuries and who actively sows strife. Sul Khatesh does whisper to her warlocks and share dangerous secrets, but even this is essentially reflexive; it’s how her influence manifests, and not every warlock she deals with is part of a world-breaking scheme. The Lords of Dust understand the world and scheme to free their overlords; the overlords themselves are delighted when their influence grows, but are only partially aware of what is going on in the world. This is what makes their speakers—prakhutu—so important; Mordakhesh can commune with Rak Tulkhesh and divine what the Rage of War desires. (Hint: It’s war.)

WHO ARE THE OVERLORDS?

There is no complete list of overlords, and even their exact number is uncertainly; one canon source says “around thirty” while another says “a few dozen.” Likewise, even with the overlords that do exist, much is left vague. Does Sakinnirot have a prakhutu, and if so, do they consult with the Bleak Council of Ashtakala? Where is Tul Oreshka’s prison? Largely this is intentional, because the overlords are essentially plot devices. Does Sakinnirot have a prakhutu? Well, do you want it to? We know the location of Sul Khatesh’s prison, but Tul Oreshka’s is intentionally undefined so that it can be wherever you want it to be. Are their thirty overlords or thirty-six? The answer is how many do you need?

This is a list of all of the Overlords who’ve been mentioned in canon or kanon. It includes details on where they’ve appeared, but again, many of them simply don’t have much information available; in many cases, the information provided here is more than actually exists in canon. Don’t let that hold you back; use this as inspiration and build upon it to meet the needs of your campaign.

ASHTAKALA, The Demon City. Located in the Demon Wastes, Ashtakala is described in many sources as the last citadel of the Lords of Dust and the meeting place of their Bleak Council. In this article I present the idea that Ashtakala is itself an overlord, the immortal embodiment of the citadel of evil.

ASHURAK, The Slow Death. While never named in canon, the Slow Death is the patron of the Plaguebearers, one of the Carrion Tribes of the Demon Wastes. Ashurak revels in the horror of disease. The plagues they spread are agonizing and disfiguring, but never kill quickly; lingering suffering is the hallmark of Ashurak. While their prison is in the Demon Wastes, their influence can be carried by the diseases they creates and Plaguebearers have occasionally started cults in the Five Nations. While it might seem that these cultists would find allies among the Children of Winter, the truth is quite the opposite; the maladies of Ashurak are deeply unnatural and the druids battle these cults whenever they find them. Ashurak isn’t one of the most powerful or infamous overlords, but they do have representatives among the Lords of Dust; their speaker is Shalashar, a native oinoloth. (ECS)

BEL SHALOR, The Shadow in the Flame. Bound in Flamekeep, Bel Shalor is the most infamous overlord in Khorvaire, largely due to his well-documented devastation of Thrane and subsequent defeat at the hands of Tira Miron. Bel Shalor embodies our fear of one another and the capacity for even the most virtuous person to do evil. He thrives on paranoia and smiles anytime a good person harms an innocent or ignores their conscience. Bel Shalor’s speaker is the ak’chazar rakshasa Durastoran the Wyrmbreaker, and his minions are a powerful force within the Lords of Dust. Where his influence was originally tied to Thrane, due to the conditions of his binding he can influence anyone who draws on the power of the Silver Flame; it’s entirely possible he wanted to be bound, that he always planned to become the Shadow in the Flame. (ECG, ExE)

THE DAUGHTER OF KHYBER, Tiamat. The Daughter of Khyber embodies the fear of dragons and the evil they can do—fears both of humanoids and of the dragons themselves. She is bound in the Pit of Five Sorrows in Argonnessen, but much like Bel Shalor and the followers of the Silver Flame, the Daughter of Khyber can touch the heart of any dragon wherever they may be. Her influence can be subtle, hidden within pride or even a desire to help lesser creatures—but once she sinks her hooks into a dragon’s soul, she can twist even noble desires toward evil ends. The Daughter of Khyber’s machinations have brought the world to the edge of disaster at least once since the Age of Demons, devastating ancient civilizations on Khorvaire that have now been forgotten; it is because of this that the dragons of Argonnessen place severe restrictions on how dragons exercise power in the wider world. Known to some as Tiamat, the Daughter of Khyber has no involvement with the Lords of Dust, and if she has a speaker their identity is unknown. (Dragons of Eberron, ECG, ExE)

DRAL KHATUUR, The Heart of Winter. Bound in the Frostfell, Dral Khatuur embodies of all of the terrors of winter—endless night, the killing frost, the ice-encrusted face of a frozen friend. Her minions are frozen corpses, fiends sculpted from ice, and the howling, hungry wind. She despises all other creatures, including the other overlords; she had no ties to the Lords of Dust and waits in the Frostfell for anyone foolish enough to venture into her domain.

ELDRANTULKU, The Oathbreaker. As described in Dragon 337, Eldrantulku is a spirit of discord who turns allies into enemies and lovers into mortal foes. A master deceiver, his title comes from his ability to convince others to break their oaths. He is not a force of war—he corrupts the innocent, using ambition, jealousy, and paranoia as his tools. He is active within the Lords of Dust. Notable minions include Thelestes, an exiled Mabaran succubus and deadly assassin; and the devious rakshasa Kashtarhak, his prakhutu. The location of Eldrantulku’s prison is unknown.

KATASHKA, The Gatekeeper. Katashka thrives on mortal fears of death and the undead. He is thought to have brought the first undead into the world, and certainly created the first liches and dracoliches. Katashka’s servants are part of the Lords of Dust, and his prakhutu is the dracolich Mazyralyx, thought by some to be the origin of many myths of the Keeper. The location of Katashka’s prison is a mystery. The Lair of the Keeper in the Demon Wastes is a possibility, but it’s just as possible that this contains a connection to his heart demiplane. Katashka’s cults are more widespread than many other overlords, which suggests that his prison has been shattered and scattered like that of Rak Tulkhesh. As Katashka is known to create liches, one possibility is that pieces of his shattered prison are used as phylacteries by his lich champions, who spread his influence wherever they go. Katashka largely works with undead as opposed to fiends; his champions include the ancient wizard Kyuss and his spawn. (Dragon 337, ECG, ExE)

THE LURKER IN SHADOW. In the first age of the world, the Thunder Sea was the domain of a powerful overlord embodying the fear of the unknown and unknowable, of the unimaginable terrors lurking in the depths and in the darkness. Its true name is one more secret. Its servants call it Surash Ka, which is simply Abyssal for “The Deep Lord” or “The King Below;” the sahuagin and other denizens of the Thunder Sea avoid even that name, calling it the Lurker in Shadow or just the Lurker. It’s an exceptionally powerful overlord; when unbound, it dominated the Thunder Sea and even now its influence can be felt across the region. The Lurker in Shadow has no interaction with the Lords of Dust. Its servants include aboleths, shadow demons, and shark-aspected rakshasa, but stories say these are the least of the horrors it has spawned. While the Lurker has some overlap with Sul Khatesh and Tul Oreshka, Sul Khatesh is focused on arcane knowledge and personal secrets, while Tul Oreshka deals with secrets that can break people; the Lurker in Shadow deals with the things you can’t imagine, the forces that lie just beyond sight and that are waiting to pull you down. I’ll be providing more information about the Lurker in a follow up article.

MASVIRIK, The Cold Sun. Masvirik consumes the light, embodying our fears of all that slithers through the dark and cold. On the one hand, he embodies the warmblooded fears of reptiles and venomous vermin. On the other, he embodies reptilian fears of cold and death. His minions include corrupted lizardfolk, dragonborn, and kobolds, along with undead reptilian creatures and fiends who thrive on cold instead of heat. Masvirik is imprisoned beneath Haka’torvhak, and his influence is felt across Q’barra. His speaker, the dragon Rhashaak, is bound in Haka’torvhak; the reptilian rakshasa Asshalara represents Rhashaak on the Bleak Council of Ashtakala. (Dungeon 185)

RAK TULKHESH, The Rage of War. Rak Tulkhesh embodies the fear of war and bloodshed, whether as a victim of violence or losing oneself to bloodlust and rage. The cults of Rak Tulkhesh include brutal raiders who embrace lives of endless violence, but also those who spread hate and strife—anything that stirs up harsh conflict where there might otherwise be peace. The prison of Rak Tulkhesh has been shattered, and his influence is spread across Khorvaire; however, he has a strong presence in the Demon Wastes and his Carrion Tribes are always thirsty for bloodshed. His speaker, Mordakhesh the Shadowsword, is a respected member of the Lords of Dust and a brilliant military strategist. (Dragon 337, Dragon 416, ECG, ExE, Rising)

RAN IISHIV, The Unmaker. Bound beneath Adar, Ran Iishiv is a force of chaos and destruction. Some believe that Ran Iishiv reflects Khyber’s primal hatred of creation itself, the burning desire to tear down the material plane and start anew. Whatever the truth, Ran Iishiv was expecteptionally powerful and feared even by other overlords; it’s believe that the wild zones to Kythri in Adar reflect Ran Iishiv literally tearing through reality. Even while bound, the Unmaker’s fury is a powerful force. Ran Iishiv may be the source of the storms that batter Adar, and some accounts claim its rage created the volcano of Korrandor. Ran Iishiv has no allies among the Lords of Dust, and it’s even possible fiends tied to other overlords would help prevent the Unmaker’s release. Ran’s primary servants are the Endseekers, cultists who have heard the Unmaker’s dreaming whispers and seek to return reality to primordial chaos. (Secrets of Sarlona)

SAKINNIROT, The Scar That Abides. Those loyal to Sakinnirot say it was the first child of the Dragon Below but the last to be born. In many ways it embodies pure hatred—not the savage bloodlust of Rak Tulkhesh, but hatred that smolders and burns. Sakinnirot thrives on bloody feuds that only serve to deeping the need for revenge, on physical and spiritual wounds left to fester. It’s possible that Sakinnirot is nothing less that the patient fury of Khyber itself, the determination for vengeance upon the world that holds it prisoner. Whatever the truth, Sakinnirot is one of the most powerful overlords; during the Age of Demons, the Scar laid claim to all of Xen’drik and reveled in battling other overlords. It was bound even more tightly that most overlords, and few of its fiendish servants escaped into the world; both because of this and its feuds with other overlords, the Scar That Abides isn’t represented within the Lords of Dust. However, the rakshasa Lorishto—an Ak’chazar of Eldrantulku—has been seeking to weaken the binding of Sakinnirot, hoping to become the prakhutu of the Scar That Abides. (City of Stormreach)

THE SPINNER OF SHADOWS. Presented in D&D Online, the Spinner of Shadows is commonly associated with spiders; however, this reflects her wider role as an overlord of hidden schemes, of the careful vendetta and the joy of toying with a powerless foe. While she has significant overlap with Sakinnirot, the Spinner is less driven by burning hatred and more by hungry ambition—the schemer willing to climb a web formed of innocent corpses to achieve their desires. While not one of the most powerful overlords, one of her strengths is her talent for remaining hidden—reflected by the fact that she had her domain in Xen’drik despite Sakinnirot’s claim on the continent. because of this obsession with secrecy, it’s unlikely that the Spinner is involved with the Lords of Dust; her agents scheme along, hiding even from their fiendish cousins. (D&D Online—technically neither canon nor canon, but I’m including her on the list)

SUL KHATESH, The Keeper of Secrets. Per Rising From The Last War, “Sul Khatesh is known as the Keeper of Secrets and the Queen of Shadows. She embodies the fears and superstitions surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.” She may be bound beneath Arcanix, but she has found ways to spread her influence further. Her prakhutu—the First Scribe, Hektula—has written books of magic that can grant tremendous power but that also serve as a focus for her influence; these could mirror the effects of the Book of Vile Darkness or the Demonomicon. Likewise, Sul Khatesh spreads cabals and covens, and where her cultists come together to perform malefic rituals, Sul Khatesh can touch the world. While she often whispers to her warlocks and to other susceptible minds, Sul Khatesh is essentially dreaming; while her whispers rarely work out well for those who listen to them, they aren’t all tied toward one grand plan. The agents of Sul Khatesh are a strong force in the Lords of Dust. Hektula maintains the library of Ashtakala and often mediates disputes between the other speakers. (Dragon 337, City of Stormreach, ECG, ExE, Rising)

TOL KHARASH, The Horned King. There is a dark power bound beneath the fortress known as Turakbar’s Fist, and it has long spread its influence across the barren region now known as Droaam. Znir hwyri hunt those who fall too far down its path, while the minotaur clans see this power as their patron. Tol Kharash can easily be mistaken for Rak Tulkhesh, as both delight in bloodshed and war. However, Tol Kharash is a force of tyranny rather than rage. It drives the strong to oppress the weak… and the crueller they are, the better. The Horned King is the common name of the overlord and the aspect worshipped by Rhesh Turakbar and his clan, the Blood Horns; they raid and pillage in his name. However, each of the major minotaur clans has their own unique interpretation of the Horned King. The Red Hooves are devoted to He Who Walks Behind, and prefer sly ambushes to the howling assaults of the Blood Horns. The Blade Breaker clan worships One Horn, who rewards displays strength and courage. While the Blade Breakers are just as aggressive as the Blood Horns, they are less brutal; it’s just possible that while THEY think One Horn is an aspect of the Horned King, they are in truth drawing on a different power entirely—perhaps, the essence of Dol Dorn. Tol Kharash has relatively few fiendish minions. His greatest servants are possessed mortals as opposed to manifested fiends; he has no representatives in Ashtakala and doesn’t work with the Lords of Dust. (Tol Kharash appears in the upcoming Frontiers of Eberron: Threshold)

TUL ORESHKA, The Truth In The Darkness. Tul Oreshka embodies our fear of secrets and the things we don’t know, of unbearable truths and feelings we’d kill to keep secret. These may be deeply personal—your mother wishes you’d died instead of your brother—or shocking cosmic revelations. She’s far more primal than Sul Khatesh; the words she deals with may not conjure fire or fiends, but they still have the power to shatter lives. People who pass by her prison may learn terrible things through ghostly whispers or vivid nightmares. Her cults take many forms, and are almost always driven by a compelling, infectious idea. While she doesn’t deal in traditional mystical knowledge as Sul Khatesh does, Tul Oreshka can reveal secrets that defy our previous understanding of magic or that alter the way we see reality; for example, a cult of Tul Oreshka might reveal that humans are all fiends, that humanity itself is collectively an overlord. While her agents are unpredictable, Tul Oreshka does participate in the Bleak Council of the Lords of Dust; her current speaker is a pit fiend named Korliac of the Gray Flame, though Tul Oreshka’s speakers rarely hold the position for long. The location of Tul Oreshka’s prison has never been established. (Dragon 337)

VAL GULTESH, The Shaper of Nightmares. Many overlords embody something that is feared; Val Gultesh feeds on fear itself. They thrive on paranoia and on lives torn apart by unfounded fears, and crafts nightmares that help spread terrifying and disruptive ideas. While they can shape nightmares, they do so from Eberron—effectively, using a powerful form of the dream spell that can potentially affect hundreds of people at once—as opposed to entering Dal Quor. The quori of the present age haven’t encountered an unbound Val Gultesh; it’s quite possible the overlord would pose a threat to them, especially to quori manifesting in Eberron as Inspired or Kalashtar. Val Gultesh is imprisoned somewhere in Zilargo, and it’s possible that should their power grow that they could corrupt the Trust to serve their purposes; however, the Trust could be aware of this threat, and may have ruthlessly eliminated cults of Val Gultesh in the past. The Shaper of Nightmares works with the Lords of Dust, but the nature of their speaker and the power of their faction have yet to be established. (Mentioned in the adventures “Curtain Call” and “Fear Reveals Truth”)

THE WILD HEART. The Wild Heart embodies mortal fears of the natural world. To some degree this embodies the sheer unknown that the wild represents, but it especially draws on the fear of predators—the unknown dangers lurking in the depths of the darkest wood. The Wild Heart is known both for their connection to gnolls and as one of the primary sources of lycanthropy; in Kanon, they were the cause of the Lycanthropic Purge. As a force that is fundamentally opposed to civilization, the Wild Heart uses no name and takes no part in the schemes of the Lords of Dust. Their speaker is a shapeshifting fiend known as Drukalatar Atesh, but its fiendish minions are more likely to possess or be fused with beasts than to act in fiendish form. (Novel: The Queen of Stone)

YAD-RAGHESH, The Fallen Rajah. The fiend known as Yad-Raghesh is a mystery; some loredrake scholars question whether they were actually an overlord, or whether they were an exceptionally powerful champion of Sakinnirot or Ran Iishiv. What is known is that during the wars of the Age of Demons, Yad-Raghesh fought in the form of a colossal two-headed rakshasa; that they were defeated with surprising ease; and that it was later discovered that they had somehow imbued their essence into the region in which they were slain, permanently corrupting it. The corpse of Yad-Raghesh remains in this vale, which seethes with hatred and fiends. There is no evidence that the consciousness of Yad-Raghesh remains as an active force, and they play no role in the Lords of Dust, but they have effectively transformed this “Vale of the Fallen Rajah” into a heart demiplane in the midst of Argonnessen. (Dragons of Eberron)

UNNAMED AND UNKNOWN. A number of overlords have been hinted at in canon sources but never described in detail. Secrets of Sarlona suggests that there are overlords imprisoned in the Kretok Peninsula and in Sustrai Mor, while the Player’s Guide to Eberron suggests that an overlord with power over the weather is bound on Tempest Isle. Some previous lists included Shudra the Fleshrender, a “mighty rakshasa” mentioned in Forge of War. However, Shudra is a rakhsasa champion on par with Mordakhesh and Hektula; he’s associated with the overlord Dhavibashta, who appears in James Wyatt’s novel In The Claws Of The Tiger. As mentioned at the start, this is not intended to be a complete list of overlords, and I would never want to create such a list; there should always be room in the world for an overlord who perfectly suits the needs of your story.

How Do These Overlords Relate to the Planes?

The overlords are spirits of Khyber and the material plane. As the material plane ties together all of the iconic concepts that define the outer planes, some of the overlords reflect ideas that are represented in the planes. Rak Tulkhesh is associated with war, and Shavarath is associated with war. Tul Oreshka and the Lurker in Shadows both deal with the unknowable and unnatural in ways that evoke Xoriat, and Val Gultesh shapes nightmares. But Val Gultesh isn’t a creature of Dal Quor and the Rak Tulkhesh isn’t from Shavarath. They are spirits of the material plane, and deal with mortals who fight and dream; but they influence those things in and from the material plane, and have no connection to or alliances with the denizens of the planes. In general, the power of an overlord will trump the power of any extraplanar entity while they are in the material plane; an unbound Val Gultesh might be able to control quori possessing human hosts. For this reason, extraplanar entities generally try to avoid conflict with overlords and the Lords of Dust.

Are The Overlords Allies?

Absolutely not. They often fought one another during the Age of Demons, and a few of those that have been named—Ran Iishiv, Sakinnirot, Dral Khatuur—have been specifically called out as being shunned by the Lords of Dust. Part of the point is that the overlords embody terrible things, and that all they desire is to express their nature. Rak Tulkhesh IS furious bloodshed and has no other way to the world; if you live next to Rak Tulkhesh, you KNOW he’s going to constantly attack you. Likewise, Eldrantulku is the embodiment of betrayal. The Lords of Dust who deal with him know that sooner or later any arrangement will have an unpleasant surprise; but because they know this, they can prepare and work around it. The key point is that the Lords of Dust aren’t the overlords, they’re the lesser fiends that serve them. Rak Tulkhesh is unreasoning war, but Mordakhesh is careful and calculating, and willing to scheme with the servants of other overlords. With that being said, the Lords of Dust always place the interests of their own overlord above all else… and many members of the Lords of Dust have long-standing feuds or rivalries with other fiends.

Why do the Lords of Dust serve the Overlords?

Given that the overlords ARE so firmly bound, it’s a reasonable question—why do the Lords of Dust serve the overlords? Why doesn’t Mordakhesh pursue his own interests? There’s a few aspects to this. The first is that the fiends are immortals, which makes them fundamentally inhuman. They were created as the physical embodiments of ideas, and they can’t change those ideas. Mordakhesh never chose to serve Rak Tulkhesh; it’s a fundamental aspect of what he is and he can’t change it. Furthermore, all native fiends are tied to heart demiplanes. When Mordakhesh dies, he returns to the Bitter Shield, the heart of Rak Tulkhesh. In essence, while he has his own unique personality, Mordakhesh is part of Rak Tulkhesh. Immortals CAN change—angels can fall, quori can become kalashtar—and it’s certainly possible to encounter a fiend that’s somehow shifted its allegiance or even become something other than a fiend. But it would be extremely unusual. Most fiends don’t choose to serve their overlord; it’s a fundamental part of who and what they are.

HOW CAN YOU USE THE OVERLORDS?

Eberron is balanced on a precipice. Should the overlords rise en masse, they’d destroy reality as we know it and drag the world back into the primal chaos of the Age of Demons. However, the release of a single overlord would be a devastating event that could destroy a nation—but it wouldn’t instantly herald the end of the world. We’ve seen examples of this before. In the Year of Blood and Fire, Bel Shalor devastated Thrane until he was rebound by the sacrifice of Tira Miron. In this article, I suggest that the Lycanthropic Purge was the work of the Wild Heart; as the Towering Woods were more remote than Thrane, the impact of their partial release and the sacrifices made to rebind them are less well known. It could even be that it was a release of an overlord.

Legacy. Overlords are sources of evil, and their existence can be used to explain why evil things existence in the world. The Daughter of Khyber corrupts dragons. The Wild Heart is one of the sources of lycanthropy, while Katashka creates many forms of undead. The overlords have the power to create artifacts; a sword bearing a shard of Rak Tulkhesh might grant great power while also spreading strife and hatred. An adventure or a campaign arc could involve creations of the overlords—a rogue dragon, a pack of werewolves, a clan of clever ghouls, a cursed artifact—without actually having anything to do with the overlord or its goals. The Book of Vile Darkness may have been written by Hektula and be a vector for the influence of Sul Khatesh; but it may be that Sul Khatesh’s plans are on hold for the next century, and the book is only dangerous by virtue of its innate power.

Cults and Influence. Even while bound, the overlords influence mortals. Exploring Eberron delves into the many forms these cults take—from ancient secret societies that actively work to release an overlord to deluded sects who have no idea of the power they’re tied to. The whispers of Bel Shalor are a threat to every follower of the Silver Flame. Followers of Rak Tulkhesh strive to cause strife, and the ghouls of Katashka feast on flesh beneath cities across Khorvaire. So adventurers can clash with a cult of the Whispering Flame or a cabal of Katashka’s ghouls even if the overlord has no greater role in the campaign.

Long-Term Plans. Prophetic paths that lead to the release of an overlord have many steps; they can take generations or even centuries for finally bear fruit. As discussed in this article, adventurers can be caught up in a scheme set up by one of the Lords of Dust, but regardless of the outcome, there’s no threat of an overlord actually being released. It may even be that a fiend wants to help an adventure acquire a powerful magic item—because the character needs to have that item to fulfill their role in the Prophecy. It’s also the case that the Lords of Dust have their own feuds and rivalries; adventurers could get a tip about a rakshasa scheming to take over a local guild, only to eventually realize it was another fiend that helped them.

Character Origin. Player characters can be tied to overlords. A Tome warlock could be tied to Sul Khatesh and the intrigues of her Court of Shadows. A Great Old One warlock might be receiving visions from Tul Oreshka, not knowing why they’ve been chosen by the Truth in the Darkness or what she wants with them. A barbarian character could have a sliver of Rak Tulkhesh’s prison shard bound to their flesh; the shard is what powers their rage, but by mastering that rage they help hold the overlord at bay. This could be vitally important if the campaign involves the potential release of the Rage of War… or it could be that there’s no risk of Rak Tulkhesh escaping this century, but the character may clash with cultists who want to claim the shard.

Threat of Release. The threat of an overlord’s release could be a driving arc for a campaign, building to a climactic clash in which the adventurers must fight against a doomsday countdown to prevent an overlord from escaping its binding. The key here is that if the players succeed, the overlord won’t be released. They’ll be dealing with cultists and Lords of Dust. It could even be that they face a weak avatar in the conclusion of that final battle, but it’s a battle that can be won.

So far, these ideas suggest ways to use overlords in minor roles… or how to use them as the ultimate challenge of a campaign. But there’s another option—to say that the campaign isn’t about stopping the release of an overlord, but rather dealing with the impact of it. Let’s look at a historical example…

THE YEAR OF BLOOD AND FIRE: Tira’s Campaign

When Bel Shalor broke his bonds in Thrane, he plunged the region into chaos—a period known as the Year of Blood and Fire. In my vision of things, Tira Miron didn’t simply ride up and smite him; it was a long road that led her from first touching the Flame to her final sacrifice. And while she may have made that sacrifice alone, she had companions on the journey. Canonically we’ve mentioned the avenger Samyr Kes, but in my opinion she had a full party of stalwart allies. In short, Tira was one of the player characters of her age. I see her campaign as going something like this…

  • When Bel Shalor first breaks his bonds, his power is weak. The Eberron Campaign Guide says “If the Shadow in the Flame is freed, his influence will begin to extend out over the land around him, first covering a few miles, and ultimately spreading out across an entire nation. People who fall under his sway become selfish and cruel, turning on one another instead of standing against him.” This is the world in which the campaign begins—a Thrane in which people are drawn to darkness, where good people are tempted to commit atrocities. Tira begins as a paladin of Dol Arrah. She knows something is wrong, but she doesn’t know what it is. In her initial adventures, she fights the symptoms—clashing with newly-formed cults, with good people drawn to evil, and perhaps even with a few shadowy fiends—agents of Bel Shalor who helped with his release.
  • As the campaign proceeds and Bel Shalor’s power grows, the Year of Blood and Fire truly begins. Murder and arson spread across the realm. Cities burn. Innocents suffer. Fiends emerge into the chaos, gathering cults and preying on the innocent. And it is in this time—perhaps as she chooses her Oath—that Tira has a vision of a couatl and is first touched by the power of the Flame.
  • Along with her companions, Tira fights the horror spreading across the land. She learns to harness the power of the Silver Flame and uses it to protect the innocent. She establishes a haven in an Irian manifest zone, and develops techniques that can help her followers recognize and resist the insidious corrupting influence. Her and her allies discover the source of the darkness. Reaching it, they discover that Bel Shalor has broken his bonds but is not yet fully free; he can manifest a weak avatar but can’t yet leave the spot in which he’s been bound. Nonetheless, this avatar is far too powerful for Tira and her companions to defeat, and they are lucky to survive and flee. But now they know their enemy.
  • While they can’t defeat Bel Shalor, Tira and her allies are celebrated champions protecting a community of people. They continue to deal with Bel Shalor’s servants and those who’ve been corrupted by his influence, but they are also doing all they can to learn how Shalor can be defeated. In addition to the couatl, they receive assistance from a (secret) agent of the Chamber. They travel to Daanvi, seeking knowledge in the Infinite Archive, and to other planes as well. They take steps laid out in the Prophecy, though many of these challenges are enigmatic and set them directly at odds with agents of the Lords of Dust.
  • Guided by the Flame and the Prophecy, Tira obtains the greatsword Kloijner. A brutal cult is spreading across Thrane, but Tira presses to the heart of it and exposes Durastoran the Wyrmbreaker, the speaker of Bel Shalor. The rakshasa kills her Chamber ally, but Tira takes him down with Kloijner. This battle is part of a prophetic path Tira has uncovered. She knows it will keep Durastoran from reforming for decades. But it also fully releases Bel Shalor, who now strides across Thrane as a vast force of shadow.
  • Tira knew the consequences of defeating Durastoran. She and her companions gather all those innocents freed from Shalor’s power in the Irian zone that has become their haven. She holds Durastoran’s heart, and beyond that she knows that the fully friend Shalor can’t stand to have a stronghold of light at the heart of his darkness. All of this has been foreshadowed by the Prophecy; though her Chamber ally has fallen, Tira knows that Bel Shalor will come to her and she knows what she must do. She rallies her allies, sharing the light of the Flame. Bel Shalor comes with an army of fiends and victims, and Tira’s faithful make their stand in the last bastion of light. Though the battle seems hopeless, Tira’s allies help her reach Bel Shalor himself—and it is in this moment that Tira and her couatl guide make their final sacrifice, binding Bel Shalor with the light of Tira’s soul and the power of the Flame, which surges forth as the column that can still be seen in Flamekeep to this day.

Now, this is MY vision of how this all went, and I’m sure there’s canon sources that tell the story another way. Furthermore, I’m writing this in the moment and I don’t have any more details about it. In my mind, Tira traveled to Irian and Daanvi as part of her adventures, but I don’t know exactly what she did in Irian. So I’m just saying: I’ve just sketched out an outline of the campaign Tira might have gone through, but it’s not like I’ve actually written any of the adventures.

Nonetheless, the point is that this isn’t a campaign in which Tira even has a chance to prevent Bel Shalor from being released. He’s already been partially released when the campaign begins—and if I was running the campaign, part of the point is that the players wouldn’t know it. In the session zero, I’d emphasize that something is wrong with the world, that they will be champions of the light trying to identify an infectious evil that is spreading across the land—that they’d be both warriors and investigators. During the campaign they not only uncover the true threat of Bel Shalor and the Wyrmbreaker, they also must develop their own personal connections to the Silver Flame. The first tier of the campaign would be almost entirely spent dealing with cultists and corrupted innocents, trying to determine what power is behind it; they might initially think they can stop Bel Shalor from being released, only to reach that stronghold of evil and discover he’s already out. In tier 2 they are dealing with the increasingly apocalyptic consequences of his release, fighting fiends as well as cultists and the corrupted; this get more dramatic from there.

This is an apocalyptic scenario; we know from the start that it’s called The Year of Blood and Fire. There’s going to be burning cities and mass chaos. However, that flavor would depend on the overlord involved. A campaign based around the release of Sul Khatesh could be far more subtle. The Court of Shadows spreads, and as the campaign continues its dark vision of the world starts to become real, towers of shadow appearing across the nation. Common people start gaining arcane powers and resolving petty feuds and disputes with curses. Sly rakshasa offer tempting pacts. It builds to a point where civilization could collapse into outright arcane terror… but it can take time. Minister Adal might even forge an order of witchfinders and seize control of Aundair, little realizing that he too is just a pawn of Sul Khatesh, helping to spread delightful fear and terror. Every story will be different. The release of the Rage of War will involve brutal bloodshed; the release of the Oathbreaker could have very subtle effects.

That’s all for now, but look out for a Patreon-exclusive article delving deeper into the Lurker in Shadow. Thanks as always to my Patreon supporters for asking the questions that inspired this article and for making all of these articles possible.

IFAQ: The Lycanthropic Purge Campaign

When time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s one that came up this month. As always, my answers are based on what I do in my personal campaign and may contradict canon sources: notably, this article is based on the premise that the Wild Heart was the cause of the Lycanthropic Purge, which is just one of the options presented in canon.

I’d like to run a campaign set during the Lycanthropic Purge. On the Manifest Zone podcast you mentioned running a one-shot with a mixed party during this time, and I was wondering if you have any suggestions. Should I have my players make characters on both sides and alternate between them, or would that be too confusing?

In my Eberron, the Purge began when the archfiend known as the Wild Heart awoke in the Towering Wood and spread its power across the region. Countless innocents died, but none suffered so much as the shifters of the Towering Wood. Entire villages were brutally slaughtered, while elsewhere hunters tortured innocents as they sought to root out hidden wererats.

… And then the templars arrived.

When people think of the Lycanthropic Purge, they often think of the final stage—the slow decades in which the zealots of the Pure Flame sought to eliminate every last lycanthrope, heedless of how many innocents they harmed in the process. Everyone knows that shifters died in the conflict and that it created a deep rift between the shifters of the west and the Church of the Silver Flame. What is often overlooked is that countless innocent shifters died before the templars ever came to the Towering Wood. The Silver Crusade wasn’t a struggle between templars and shifters. It was a war between the servants of the Wild Heart and everyone else; shifters just suffered the worst of it.

First, let’s establish some basic facts. This Dragonmark article provides basic information about the Silver Crusade, now often known as the Lycanthropic Purge. This IFAQ article discusses different strains of lycanthropy—in particular, the Curse of the Wild Heart, the primary strain involved in the Silver Crusade. This is important because the lycanthropes being fought weren’t blessed by Olarune or champions of the natural world; they were cursed by an overlord and essentially demonically possessed.

The Templars of the Silver Flame came in response to lycanthropes raiding western Aundair. After securing the region they realized the threat was based deep in the Towering Wood—and that they would have to push into the woods to fight it. But who were those lycanthropes who triggered the crusade? Where did the forces that raided Aundair come from? The curse began in the Towering Wood, and it was the people of the Towering Wood who were the first victims of the Wild Heart—and the majority of them were shifters. Why did the templars fear shifters? Why was it so easy for them to believe shifters could be lycanthropes? Because the majority of the lycanthropes they fought were cursed shifters, taken by the Wild Heart before the templars came into the region. And templars didn’t jump to this conclusion alone; wererats hidden among shifters and templar forces delighted in sowing chaos and turning people who should be allies into enemies. Wererats worked to convince templars that innocent shifters were scheming lycanthropes, and to convince shifters that the templars were butchers and that their only chance for survival was to strike first. So there were all too many incidents where innocents died. But the templars never believed that all shifters were lycanthropes or that all shifters were the enemy. Shifters were the civilians of the Towering Wood. But shifters also formed the bulk of the forces of the Wild Heart, and lycanthropes were hidden in almost every shifter village.

So in looking at the actual battles of the Purge, there were essentially two movies playing out at the same time. In the open forest you had a movie that was a blend of Aliens and Predator. Werewolves, wereboars, and other lycanthropes were feral and bloodthirsty. Some—especially wereboars—would rely on brute force, charging directly into enemy forces. Weretigers and similar types preferred to toy with templars, stalking them, laying traps and ambushes. Werewolves could go either way, sometimes overrunning their enemies and other times hounding them, striking swiftly and then disappearing. One to one, only the greatest templar champions were a match for an individual lycanthrope. This was complicated by the fact that the templars couldn’t afford to silver every weapon. Specialists had silvered halberds, greatswords, and arrows; but most templars had to rely on silvered daggers to bring down their foes. This was a horror movie. The templars relied on superior numbers to overcome the enemy, but one to one they were grievously outmatched. The lycanthropes were at home in the woods, while the templars were from the villages of Thrane. Then you had the inhabitants of the wood—primarily shifters, but also the followers of the druidic traditions we know think of as the Eldeen sects. Shifters, humans, elves, and others, these people knew the woods and knew the enemy far better than the templars, but they had been savaged by the Wild Heart before the templars ever arrived, and had always been isolated from the outside world.

This brings us to the second story playing out in the Towering Wood… a blend of The Thing and the game Are You A Werewolf? Wereboars relied on brute force, but wererats specialized in psychological warfare. Wererats infiltrated every village and outpost they could find, working to worm their way into templar forces as well as the communities of the Towering Wood. And keep in mind that the templars relied on those villages as bases of operations and sources of supplies in the vast untamed woods; they needed the help of shifter villagers. The wererats used these positions to gather intelligence on their enemies, but also to amplify paranoia and to turn innocents against one another. Set aside templars and shifters—when two squads of templars meet in the wood, can they trust one another? What about when a squad of templars finds a single templar, the lone survivor of a squad butchered in a werewolf attack. She swears she was never bitten, that she’s still human… but can they trust her, or will their fear overwhelm them? One might say lycanthropes are immune to non-silvered weapons… couldn’t they just prick her finger with an iron blade? Good question, but in my campaign it’s not quite so simple. This article discusses the topic in more length, but the short form is that werewolves bleed when you stab them with iron knives, they just won’t DIE; so to make a conclusive determination by wounding them with a weapon, you’d have to inflict enough damage that they might actually die if they’re innocent, which is how many innocents ended up dying in the later years of the Purge.

So this war was both physical and psychological, and whichever front you were fighting on, it was a horror story. The enemy could be anywhere, and all it would take was a single untreated bite to turn you into a monster who would turn on your friends. The adventure I described on Manifest Zone involved the remnants of a templar patrol needing to join forces with a shifter Moonspeaker druid and her warden, who were tracking a champion of the Wild Heart. The shifters knew more about this threat than the templars, but they couldn’t defeat the enemy on their own. And yet, could either group trust that the other? Could they get past the innocent blood that had been spilt and work together?

Creating A Party

So: in running a campaign set in during the “Surge” era, it’s not about shifters versus templars. It’s about shifters, templars, Greensingers, Wardens of the Wood, Ashbound and more—all of the inhabitants of the Towering Wood and the army that came from beyond it—against the deadly power of the Wild Heart. I wouldn’t have players create characters on both sides of this conflict, because the servants of the Wild Heart weren’t acting with free will; this comes to the point that player characters that become evil lycanthropes are often placed under DM control. The forces of the Wild Heart weren’t choosing to fight; they were extensions of an overlord. What I’d do is to have players create two character concepts at the beginning of the campaign: a templar character and a native of the Towering Wood, who could be a shifter or a member of one of the druidic sects. The players would begin as a squad of templars assigned to a deep forward patrol, seeking the source of the Wild Heart’s power. Whenever a player character dies, the group would have the opportunity to acquire a local ally—that player’s backup character. Because again, part of the point is that this is a horror movie in which the templars were largely outmatched, so unlike many campaigns I’d want to be clear from the onset that player characters can die. We’d be prepared for that and players would know that death wouldn’t be the end of the story—but they’d know that it’s a very real threat, and they’d have a backup character prepared. And with this in mind, if a player loses their initial character and assumes the role of their secondary, I’d have them make a new secondary—who could be a native or could be a templar, the last survivor of another patrol thrilled to find friends. And I’d at least throw out that possibility you never know, one of the secondary characters you acquire could be a wererat… Even if this never happened, part of the point would be to establish how powerful this fear could be.

Wait, The Eldeen Druids Were Involved?

We’ve never mentioned the role of the Wardens of the Wood or the Ashbound in the Lycanthropic Purge, but of course they were involved. The Towering Wood was the front line of the war, and the Towering Wood is the home of the Eldeen sects. Cut Oalian and count the rings; he’s been around for far longer than two centuries. The point is that the bulk of the population of the Towering Wood—the majority of its villages and communities—were shifters, so they received most of the attention… and meanwhile, the templar forces far outnumbered the Wardens of the Wood. But yes, the Eldeen Sects were absolutely involved in the conflict, fighting both to survive and to protect other innocents where they could. They suffered tremendous losses during the conflict—some at the hands of templars convinced they were lycanthropes—but the Wardens in particular did manage to protect many innocents. We’ve mentioned before that the Pure Flame emerged from the Lycanthropic Purge as the Aundairians who’d suffered through the Purge embraced the Silver Flame. But just as the Flame received a surge of new followers in the aftermath of the conflict, so did the Wardens of the Wood! Especially in the region around Niern—the closest to the Greenheart—many people owed their survival to the efforts of the Wardens and either immigrated into the woods in the aftermath of the Purge or simply maintained contact with their Warden allies. This was one more factor in the willingness of the people of western Aundair to embrace the Wardens and form the Eldeen Reaches during the Last War; because the region already had history with the Wardens, still told the stories of Warden rangers bravely fighting wereboars. But again, the key point is that the Wardens didn’t have the numbers or the military discipline of the templars. They played a key role in a few specific areas, and they certainly were involved in the final push that broke the power of the Wild Heart, along with templars and Moonspeakers—but to the world at large, this was the templars’ story.

How Did Any Shifters Survive?

The templars didn’t learn of the threat until the lycanthropes spread beyond the Towering Wood and into Aundair. We’ve said that shifter villages were important staging areas for templar forces during the conflict, and that there were villages with just a handful of wererats hidden among an otherwise innocent population. But how is it that there were any shifter villages by the time the templars arrived? How is it that they weren’t completely overwhelmed before the forces of the Wild Heart began invading Aundair?

The key to this is that we’ve never discussed what the Wild Heart actually wanted to accomplish or how it was finally defeated. We know that the Wild Heart had broken most of its bonds, that it was able to exert its influence over a vast region, and that at some point it was likely able to manifest a physical avatar at the seat of its power (a manifestation similar in power to the overlords presented in Rising From The Last War). We know that in general it drew strength from the spread of lycanthropy, and that eliminating lycanthropes weakened it. But as discussed in this article, the bonds of the overlords are enigmatic and tied to the Prophecy. It is entirely possible that the Wild Heart needed the templars to break free from its prison. I’ll take it a step further and say that it may well have needed templars to kill innocent shifters—that part of why cunning wererats were engineering paranoia and driving massacres is because this was a crucial component of the lock on the Wild Heart’s prison. One could say if that’s the case and someone figured it out, couldn’t they just leave? and sure, if someone figured it out, they could—but that wouldn’t undo the damage already done. Even if it wasn’t fully free, the Wild Heart would still command an army of lycanthropes and could still destroy Aundair; things had gone way too far for ignoring it to be an answer. The templars may have been a key element in releasing the Wild Heart—but they also had a vital role to play in fully rebinding it, which is what eventually occurred.

The upshot of all of this is to remember that the true goals of the Wild Heart were more subtle than simply kill and expand… and that the ultimate defeat of the Wild Heart required more than just physical force. It’s up to the DM to decide exactly what these two options—release and rebind—involved.

In Conclusion…

In telling a story or creating a campaign around the Silver Crusade, I’d keep the following points in mind…

  • Shifters of the Towering Wood were the primary inhabitants of the Wood before the Crusade. Most villages in the wood were shifter communities.
  • These shifters suffered grievous losses and were fighting for their survival before the templars even arrived. Shifter villages that hadn’t been openly attacked were often infiltrated by wererats.
  • Templars weren’t the enemy of the shifters, and they did work together in villages. But the Wild Heart forever worked to make them enemies and to trick them into bloodshed.
  • The known druid sects—Wardens of the Wood, Ashbound, Greensingers, Children of Winter—were all involved in the conflict, but because of their small numbers were typically confined to specific regions. They were fighting for their survival. Prior to the Aundairian attacks, non-shifter lycanthropes in the Towering Wood would be drawn from the druid sects.
  • The goal of the Wild Heart was to shatter the final bonds imprisoning it. While bloodshed and the spread of lycanthropy helped this, its true goals were more complex; this is why the conflict lasted as long as it did and why it didn’t raze every village.
  • In my campaign, good people slaughtering innocents would be a critical element of the Wild Heart’s goals. So there were two clear front lines—physical conflict with powerful lycanthropes and psychological conflict with wererats seeking to compel innocents to kill one another.

All of this deals with the first phase of the Purge. Once the power of the Wild Heart was broken, afflicted lycanthropes could no longer infect others and champions of Olarune and other good lycanthropes were freed from its control. But the conflict wasn’t over, and there were decades of strife and pain as the Pure Flame continued its efforts to root out every last lycanthrope. As a story, this would be more like The Crucible, and it’s not a campaign I’d particularly like to run.

Even if you never run a campaign set in this period, it can still play a role in the story of many player characters in the modern day. If you’re from the region—whether human or shifter—what happened to your family during the Purge? Were your ancestors slaughtered by lycanthropes, templars, or both? Did they adopt the faith of the Flame or join one of the druid sects because of their actions in the Silver Crusade… or have they never forgiven one of those groups for the actions it took during the Purge? If you’re playing an elf or a similarly long-lived character, did you actually experience part of the Purge yourself, and if so, what role did you play?

That’s all for now! My time is very limited right now, so I may not be able to answer questions on this topic. Thanks to my Patreon supporters for asking interesting questions and for making these articles possible; follow the link if you’d like to help support the site and determine the topics of future articles!

IFAQ: Dreamspace and Flumphs

Art by Julio Azevedo

Every month, I ask my Patreon supporters for interesting questions about Eberron. This is the first time I’ve been asked about flumphs! So let’s get to it!

What’s the role of Flumphs in Eberron, especially in Riedra or Adar?

As far as I know, flumphs have never been addressed in canon. I’ve personally never used a flumph in any campaign I’ve run, so I’m primarily familiar with them from their appearances in Order of the Stick. So, the following things are true about flumphs in 5E.

  • Flumphs are small aberrations.
  • Flumphs are telepathic. They feed on telepathic emanations and thus are thus found around other telepathic species. They can eavesdrop on telepathic communication in their vicinity and cannot be perceived by telepathy or divination.
  • Flumphs are wise and benevolent. They dislike holding on to evil thoughts, and thus when they overhear evil thoughts they will try and share them with good people—so they’re ideally suited to spilling the beans on illithid or aboleth schemes.
  • They’re traditionally found in the Underdark, and live in harmonious units known as cloisters.

So with all that in mind, here’s how I’ll use flumphs in Eberron…

Flumphs are natives of Xoriat, where they dwell in the Emocean—a tide of surging thoughts and emotions, deeper and more primal than Dal Quor’s Ocean of Dreams. Flumph cloisters drift along streams of consciousness, drawing sustenance from the pure psychic emanations surrounding them. This is a blissful experience, and most flumphs have no interest in traveling to the material plane. But occasionally manifest zones form maelstroms within the Emocean, especially when people within the manifest zone suffer intense emotions. Flumphs in the material plane are fish out of water, and need to quickly find a source of psychic emanations in order to survive. While flumphs can draw sustenance from any form of telepathic emanation, they are benevolent by nature. While they can survive on a diet of cruelty, it’s distressing and they will seek to expunge the evil thoughts in a psychic exchange with good creatures whenever possible.

Flumphs enter Eberron through manifest zones to Xoriat. Here’s a few places flumphs can be found in Eberron.

  • There are flumphs scattered across Sol Udar beneath the Mror Holds, pulled in by the fear and suffering of the dwarves battling Dyrrn the Corruptor. Most Mror flumphs are isolated and lost, struggling to survive. Sages of Clan Narathun have established a flumph sanctuary beneath Shadowspire and reunited a flumph cloister. A group of Narathun bards have been working with these flumphs to develop their thoughtsinging techniques, and flumphs are helping Narathun watch for Dyrrn’s forces.
  • Flumphs can be found in the swamps of the Shadow Marches. Some linger in the periphery of dangerous telepathic entities. Others have formed a symbiotic relationship with a sect known as the Uul’gaanu, the “Daughters of the Dream.” A benevolent variation of Kyrzin’s Whisperers, the Uul’gaanu build their communities around hidden flumphs. The flumphs help the Uul’gaanu develop basic telepathic abilities; an Uul’gaanu community has a very simple hive mind, with members of the community casually sharing emotions and thoughts. Community members gather together for psychic metaconcerts, generating shared emotions that feed their flumphs. Dealing with the Uul’gaanu can be unsettling for outsiders, as the Uul’gaanu respond to the thoughts and emotions of their companions without need for speech; while for their part, the peaceful Uul’gaanu are often distressed by the cruel or selfish thoughts of outsiders. As a result, the Uul’gaanu tend to remain isolated from other Marcher communities.
  • Flumphs have emerged in wild zones of Sarlona over the years. Because of their ability to eavesdrop on psychic communication, the Inspired consider them a security risk and exterminate them whenever they are found. However, a number of flumphs have found safe havens in the fortress monasteries of Adar. Adaran flumphs are valued members of their communities, engaging in thoughtsinging and presenting young Adarans with philosophical challenges. Some flumphs choose to work with Adaran security forces, watching for Inspired infiltrators and influences.

As denizens of Xoriat, flumphs perceive reality in very different ways from creatures of the material plane, and have different outlooks on the nature of time, space, matter, and individual identity. Those who can bend their brains to encompass these concepts can learn a great deal from flumphs, as shown by the nascent group mind of the Uul’gaanu and the thoughtsinging techniques of the Narathun. However, these concepts can be difficult to reconcile with everyday life in the material plane, and this can make conversations with flumphs confusing for people fully grounded in reality.

What is the Dreamspace, and how would you use it?

The Dreamspace is a concept introduced in Secrets of Sarlona, which has this to say:

Planar gateways that once linked Eberron and Dal Quor, the Region of Dreams, were sundered during the cataclysmic wars that destroyed Xen’drik and shattered the giant civilization. Since then, Dal Quor has been forever distant, and no stable manifest zones to Dal Quor exist anywhere on Eberron.

However, Dal Quor and Eberron remained inextricably linked by the state of dreaming—the process by which mortal minds travel to the Region of Dreams, and the subtle gateway through which the quori first began their conquest of Sarlona some fifteen centuries past. 

Discovered short years ago and still known only to a few, the dreamspace is an effect that appears related to this spiritual connection between planes, but one that as yet has no explanation. It appears as a kind of ripple of arcane and psionic energy—a border of sorts between the mortal world and the world of dreams… Regardless of its origin, different factions among both the kalashtar and Inspired distrust—some even say fear—the dreamspace. In particular, a good number of Inspired are said to be disturbed by the existence of a power connected to Dal Quor that they neither control nor understand.

Secrets of Sarlona, Page 18

Secrets of Sarlona includes a set of “Dreamtouched Feats” that allow people to attune themselves to the Dreamspace. Specific uses include the Dream of Contact, which allows long-distance telepathic communication (not unlike Sending) and Dream of Insight, which allows the dreamer to make a Intelligence-based skill check with a substantial bonus to the role—essentially, drawing knowledge from the collective unconscious. These techniques are crucial tools for the Unchained, a resistance movement within Riedra whose members engage un unsanctioned free dreaming.

That’s the extent of canon information. The Dreamspace was “discovered a few short years ago” and both the Inspired and kalashtar distrust it. So what IS it? A few possibilities that come to mind…

  • The Dreamspace is just part of the natural infrastructure of the planes. Think of it as the phone lines that connect mortal dreamers to Dal Quor. There’s nothing sinister about it; it’s just a (super)natural part of the world.
  • The Dreamspace is an artifact created by the quori of a previous age when they interacted with Eberron. Rather than tying this to the Giant-Quori conflict in Xen’drik, I’d tie this to an even older age of Dal Quor, potentially associated with long-forgotten civilizations in either Khorvaire or Sarlona… civilizations destroyed by the rising of the Daughter of Khyber or another Overlord. This allows for the discovery of ancient rituals or artifacts designed to manipulate the Dreamspace, and leaves the question open as to whether the quori of that past age were benevolent or if the Dreamspace itself was designed as some sort of weapon or tool of oppression.
  • People have only discovered the Dreamspace recently because it’s only recently come into existence. It’s the side effect of unforeseen damage the Inspired are inflicting on the psychosphere of Eberron through their use of the hanbalani monoliths. At the moment it’s a useful tool, but as the damage becomes more extensive it could connect unwilling minds, cause dreaming spirits to be lost in the Dreamspace instead of reaching Dal Quor, or far worse things.
  • The Dreamspace is a hoax. It’s a creation of the Dreaming Dark, a lure that’s being used to draw out rebels like the Unchained. Attuning the the Dreamspace and developing Dreamtouched techniques actually makes the user more vulnerable to quori possession.

These are all interesting possibilities. The point is that, like the Mourning, I wouldn’t WANT to present a single kanon or canon answer, because a central point of the Dreamspace is that the people using it don’t know what it is. It is a new tool that’s being latched onto by a desperate resistance—is it a blessing, or could it be a trap? Is it secretly a tool of the Dreaming Dark, or is it a the horrifying result of their messing with powers beyond even their control? Each of the four options above would form the foundation of very different stories. Using the first option, it could be a simple, reliable tool that has no other significant impact on the story. Using the second option could unveil a quori scheme from a previous age that dwarfs the ambitions of the Dreaming Dark—while the third option could end with the Dreaming Dark and the player characters working together to disassemble the hanbalani system before it tears reality apart.

So, the Dreamspace was always intended to be an idea that each DM could use in different ways; perhaps one of these ideas will inspire you!

That’s all for now! Thanks again to my Patreon supporters for posing interesting questions and for making these articles possible!

The Dark Six: The Devourer

This image by Vincentius Matthews doesn’t actually depict the Devourer, but hey, oceans.

In the dawn times, the Sovereigns of the natural world chose to share their gifts with mortals. Arawai taught the first farmers, but she also showed us how to work with wood and heal with herbs. Balinor taught us both how to hunt game, and how to work with the horse and hound. Together these Sovereigns showed us how to harness these gifts of the natural world. Arawai and Balinor sought to lift us up, but there was another who sought to tear us down. The Devourer despised the first people and their civilization, seeing them only as prey. This struggle continues to this day. Arawai showed us how to harness the wind for sail and mill, but the Devourer sends winds that snap masts shatter buildings. Kol Korran taught us to build ships, and the Devourer delights in sinking them. Onatar showed us how to harness fire, but it’s the Devourer who smiles when the uncontrolled flame engulfs a city. The Sovereigns guide us when we work with nature—but we must always be careful and cautious, for the Devourer is ever ready to bring the power of the wilds down upon us.

Phthaso Mogan, High Priest of Sharn

You humans see the wilds as a thing that must be tamed. You fight it, caging it in your fields and binding it with leash and chain. We embrace the storm, running with the wind and dancing through the fire. We know that flame paves the way for new growth, that culling the weak strengthens the pack. You fear the Devourer; we ARE the Devourer.

Khaar’kala of the Great Pack

Arawai and Balinor embody mortal dominion over the natural world. Arawai grants power over flora, while Balinor grants power over fauna—guiding both the hunter and those who domesticate animals. But the Devourer is there to remind us that the wild can never be truly bound. We must never grow too arrogant or complacent; we must never forget to respect the power of nature. Because when we do, the Devourer will be there with wind, with flame, with tooth and with claw.

More than any other Sovereign, the interpretation of the Devourer varies dramatically from culture to culture, driven by the relationship of culture and species to the natural world. The Pyrinean interpretation of the Devourer reflects a fundamental fear of the untamed wild, while the sahuagin Sha’argon is the paragon of a species of carnivores who believe the strong should consume the weak. The Church of the Wyrm Ascendant depicts the Devourer as a dragon turtle while Arawai and Boldrei are traditional dragons; this reflects the fact that the Sovereigns walk among humanoids and guide them, while the Devourer lurks in bitter isolation in the deepest water, sinking ships and lashing the land with hurricanes. Ultimately, it’s a question of whether a civilization fears nature’s wrath, or whether it seeks to embrace primal power.

NATURE’S WRATH: The Pyrinean Creed

As described in the quote from Phthaso Mogan, the Pyrinean Creed asserts that the Sovereigns showed their vassals how to control the natural world. Arawai guides those who harvest, while Balinor guides those who hunt. Both reflect our power to impose our will on nature. In this vision of the world, the Devourer reflects the fact that we can’t ever fully control nature. The Devourer is the explanation for natural disasters and tragedies. It is the Devourer who sink ships and levels villages with wildfires and hurricanes. It’s the Devourer who guides the wolves who prey upon our sheep. The important thing to understand is that under the Pyrinean Creed, there is no benevolent aspect to the Devourer. The Devourer, Arawai, and Balinor are differentiated by the outcome, not by the tool that produces that outcome. It’s common for vassals to associate Arawai with gentle rains and the Devourer with scouring storms. But if gentle rains come in sufficient quantities to cause devastating floods, they are a tool of the Devourer; while if a region relies on monsoons to irrigate land, vassals will see those nuturing storms as gifts of Arawai. A shepherd curses predatory wolves as teeth of the Devourer, but might well have a magebreed wolf that’s been domesticated by House Vadalis guarding their flock; whether a wolf is associated with Balinor or the Devourer is determined by the outcome of interacting with it.

So under this view, there is nothing benevolent about the Devourer… and yet, he is part of everyday life. The farmer thanks Arawai for her guidance but is ever fearful of the Devourer’s wrath. Because of this, Vassals who regularly deal with dangerous natural forces often make placatory offerings to the Devourer. The principle is that the Devourer will have his due. If you benefit from working with the natural world, the Devourer will eventually come to even the scales; but if you make an offer willingly, he may accept it and pass you by. Among Vassals, it’s common to burn a fraction of the yield after a harvest; skeptics simply burn the dross, while devout Vassals base the burn on their own prosperity and what they have to lose. Vassal sailors trust Kol Korran to guide them, but many also cultivate a relationship with the Devourer and make an offering when their vessel reaches deep water. This could be anything from a single crown to a lock of hair, a poem, or something more precious; it depends on the perceived danger of the voyage and where they feel they stand with the Lord of the Depths. Again, there is no thought of benevolence here; it’s much like playing poker with a very dangerous opponent, with the question being how well you know your enemy and what you can get away with on this voyage. While common, this is still a superstition and there are some captains who won’t abide it on their ships, whether they assert that it’s a foolish waste of resources or that making offerings to the Devourer is more likely to draw his attention than to placate him.

The Three Faces of the Wild

The Three Faces of the Wild is a mystery cult within the Five Nations. Much like its counterparts, it honors members of both Sovereigns and Six: in this case, Arawai, Balinor, and Shargon. The Three Faces of the Wild acknowledge Shargon—the Devourer—as the primal force of untamed nature, but don’t depict him as inherently malevolent. Shargon demands people respect nature and maintain the balance between nature and civilization… and should they forget, or disrupt the balance due to greed or ignorance, he will remind them of nature’s might. Followers of the Three Faces of the Wild recognize that many disasters can be avoided—not by making a sacrifice or burning a field, but by understanding the interactions between civilization and nature. When a village suffers severe floods, rather than cursing the Devourer, perhaps don’t build your village in a flood plain. Followers of the Three Faces practice free range grazing and low-impact farming, and oppose techniques that they see as causing lasting harm to the world. This often leads them to oppose industrial advances that they see as threatening the natural world, and there have been clashes between Three Faces sects and House Vadalis or House Cannith enclaves, not to mention mundane damming and logging operations. Outright violence is rare; the sect prefers to solve problems with social engineering. However, this is still a potential source of environmental conflict in the heart of the Five Nations—and dangerous zealots can take root in an otherwise benevolent branch of this sect.

Champions of the Devourer

Beyond the Three Faces and placatory offerings, there’s little worship of the Devourer within the Five Nations; he’s a force to be feared and placated, not idolized. As a result, champions of the Devourer are rare and remarkable—and often dangerous.

  • The Storm Herald is a wandering priest who travels through agricultural regions. When a Storm Herald comes to a community, they will call together the Vassals and have them organize a communal feast. At this feast the Herald calls on people to discuss their profit and loss, the blessings they’ve received from the Sovereigns and what is owed to the Devourer. Sacrifices are made both through the feast itself and through additional burnt offerings at the feast. The principle is that the Storm Herald helps the community buy a period of prosperity, carrying disaster away when they leave. Storm heralds are extremely rare, mainly known through stories; in these stories, some are good people who are truly trying to help the innocents avoid disaster while others are extortionists running supernatural protection rackets—unless I am satisfied, there WILL be a disaster.
  • The Lightning Rod is another figure typically only encountered in stories or plays—someone blessed or cursed by the Devourer, who draws disaster wherever they go. Wherever they go, they are plagued by predators, bad weather, spontaneous fires, and other minor phenomena. The longer they stay in one place, the worse these manifestations will get. In stories, some lightning rods manage to weaponize this effect, becoming storm sorcerers or Ancients paladins—but even these champions need to keep moving, lest the disasters that dog their heels destroy the people they care about.
  • The Zealot is an extremist who despises civilization and industry. A typical zealot becomes infuriated by a particular manifestation of civilization—a new Tharahsk mine, a Vadalis ranch, a lightning rail line driving across their field, or even just a group of local farmers cutting down a tranquil grove—and their intense devotion to its destruction unlocks divine power. Devourer zealots generally have more in common with cults of the Dragon Below than with druidic sects. They typically lack organization or deep tradition—often involving a single divinely inspired individual—and are usually driven by an ever-growing obsession with the destruction of their target. Should a zealot achieve their goal, they could snap out of that obsession and return to normal life, or they could latch on to a new and even greater obsession; having destroyed the Orien ranch near their village, they’re now determined to destroy the house enclave in the nearby city, continually escalating until their finally fall in battle. While zealots can be tied to the Three Faces of the Wild, what characterizes the zealot is their obsession with destroying their target and the degree of supernatural power they wield; a Three Faces sect might try to negotiate with an environmental offender or to otherwise find a peaceful solution, while a zealot sees themselves as the vengeful hand of the wild.

House Lyrandar: The Kraken’s Brood

The basic doctrine of House Lyrandar maintains that the Mark of Storms is a blessing granted by Arawai and Kol Korran, a gift to help the Khoravar prosper. However, these is a sect within the house that claims that holds more sinister beliefs. These cultists say that their mark is a gift of the Devourer, and that it is intended to be used as a weapon—that the Khoravar are meant to assert their dominion over Khorvaire with hurricanes and lightning. This sect maintains that their greatest visionaries have become krakens who dwell in the deepest waters and guide their followers through visions; as such they call themselves the Kraekovar or “Kraken’s Brood.” Kraekovar heirs learn to use their dragonmarks in unusual and destructive ways, specializing in lightning. Other Lyrandar heirs say that this represents a fundamental corruption of the dragonmark—that the mark isn’t meant to be used as a weapon—and that this in turn causes the Kraekovar to become unstable and sociopathic. While the Kraekovar claim that their power ultimately flows from the Devourer, they don’t share any common cause with the Three Faces of the Wild or with zealots; they are loyal to their own elders—whom they believe to be immortal krakens—and to their vision of a nation ruled by Khoravar storm kings.

Nature and Tempest, Druid and Paladin

Champions of the Devourer can take many forms. One zealot might have the gift of wild shape and run with a pack of wolvesdrawing on the Moon druid for inspiration—while another might be more like a Storm sorcerer, wielding shocking grasp and lightning bolts. One of the main potential points of confusion is the difference between a cleric or paladin of the Devourer, and one devoted to Arawai or Balinor. Can a priest of Arawai use the tempest domain? Can a champion of the Devourer have the Oath of the Open Sea? In short, yes. The Nature domain, Tempest Domain, Oath of the Ancients, Oath of the Open Sea—all of these could be suitable for Arawai or the Devourer. Remember that the Devourer isn’t the Sovereign of Storms; he’s the Sovereign of the destructive power of nature, while Arawai is nature harnessed in the service of civilization. So, a few points to keep in mind…

  • A servant of Arawai could be a Tempest cleric or a Storm sorcerer. Their devotion allows them to smite an enemy with lightning, but for them this is no different than the ability to plant a seed or to harness an oxen to a plow; they have been granted dominion over nature as a tool to serve the greater good. An Arawai Storm sorcerer will typically be calm—even serene—when using their powers, and will strive to minimize collateral damage. The same goes for a Paladin of the Open Sea; they may call lightning or unleash a tidal wave, but they will control these forces and seek to use them with precision, avoiding harm to innocents.
  • Where the priest of Arawai harnesses the power of nature for the greater good, the champion of the Devourer teaches us that nature cannot be controlled. They revel in the wild and primal nature of the powers that flow through them and make no effort to avoid collateral damage; they have been granted these powers to make people fear the power of nature.

The point is that even if two clerics are casting the exact same spell, it should feel different if it’s tied to Arawai or to the Devourer. Arawai’s lightning bolt will be focused and precise, while the Devourer’s should feel more wild and intimidating, as if the caster is barely in control of the bolt. Beyond this, especially when dealing with NPCs, keep in mind that the spells wielded by player characters don’t have to reflect the absolute limits of mystical power. It may be that a Storm Herald can curse a community with a promise of a devastating hurricane, or that the death of a champion of the Devourer will trigger a flash flood. Neither of these effects have the precision or speed of control weather or tidal wave… but that very unpredictability is what should make them interesting. This ties to the general ideas present in this article. With this in mind, even a player character who’s tied to the Devourer could be a lightning rod, drawing disasters wherever they go unless they ensure that the people around them make sufficient sacrifices.

PRIMAL POWER: The Cazhaak Faith

In Droaam nature has a single face, and it’s both beautiful and cruel. Ghaal’gantii—the Devourer—speaks through the storms that lash the land, through the fangs of the worg, through the stone beneath the hands of the medusa. This isn’t a tradition of shepherds; it’s the faith of the wolves. There’s no need to split the roles of hunter and predator, and no interest in a deity to bless the harvest; outside of the Gaa’ran, widespread agriculture is all but unknown. The Devourer embodies a view of a world that’s red in tooth and claw. He is the hunger that drives us to survive, but he places deadly obstacles in our way; those that can overcome the challenges of the Devourer grow strong and prosper, while the weak are swept away to make room for the strong.

For most who follow the faith, the Devourer is a force to be endured rather than celebrated. He will test you with a hurricane or a wildfire. He’ll lash you with thorns, and his hand is in the deadly currents of the rapids. You can certainly offer a prayer or a sacrifice, but what he wants is your strength. Survival isn’t something he will give you in exchange for a gift; he has given you tooth and claw, and he wants to see you use them. Because of this, many of the peoples of Droaam rarely invoke the Devourer; they acknowledge him, but they don’t make offerings to him as the Vassals do. The most notable exception to this are the purest predators of the region—the worgs and the lycanthropes of the Great Pack—who call on him to sharpen their senses and their fangs. This isn’t a petition, it’s an offer—join me in my hunt, that you may share my joy in victory. The Cazhaak Devourer has no need of weaklings who require his aid to survive; but a worthy hunter can draw his eye, and his favor with it. The only sacrifice that need be made is the kill itself. The Fury is often closely connected for such devotees. The Devourer is a source of physical strength, while the Fury is the source of instinct; both are important to the hunting worg.

Beyond the predators, the Devourer also draws the prayers of those who work with natural resources. Largescale agriculture may be uncommon, but Medusa stoneworkers and kobold apothecaries thank the Devourer for nature’s bounty. Even here, though, the tone is different than the thanks offered by the Vassal priests of Arawai. The Cazhaak faithful know that the Devourer gives nothing; he only offers you the chance to take it. Essentially, the Devourer puts the “hunt” in “hunter-gatherer.” Whether you’re an apothecary looking for bloodroot or a sculptor seeking the perfect place to strike the stone, you face a challenge; the Devourer will sharpen your eyes and give you the hunger to succeed, but you must still fight for your victory. The people of Droaam don’t sail, but if they did they would scoff at the placatory offerings of Vassal sailors. If the Devourer chooses to challenge you with a storm, he will; you honor him and earn his favor by facing that challenge without fear and surviving it. What the Devourer wants from you is strength and skill, not trinkets tossed in the water.

Cazhaak Champions of the Devourer

Just as Vassal priests can perform services of all of the Sovereigns, a Cazhaak priestess of the Shadow will offer thanks to the Devourer. However, it’s rare to find a singularly devoted priest of the Devourer in a temple in Droaam, because the Devourer has little interest in cities and buildings. His most devoted priests are the worgs running with their pack and the harpies singing high on storm-wreathed peaks. Here’s a few examples of devoted champions of the Devourer.

  • The Huntmaster. The Great Pack is an alliance of worgs, lycanthropes, and other predators. Huntmasters are equal parts bard and priest, inspiring their comrades with wolfsong and guiding them on the hunter’s path.
  • The Stormsinger. While Huntmasters focus on the hunt, the Stormsinger embraces the furious power of hurricane and storm. Most Stormsingers are harpies, devoted equally to the Fury and to the Devourer. They dance through the winds, delighting in the deadly play of lightning. Largely Stormsingers are ecstatic mystics who praise the Six through song and flight, but they can also call down lightning on enemies in battle. If there is reason, they can draw away storms, luring the storm itself with their songs.
  • The Stoneshaper. Medusa architects invoke the Shadow and the Devourer. The Shadow wove stone into the medusa’s blood and shows them the secrets of working it, while they thank the Devourer for the raw gift of stone. Stoneshapers are specialized adepts capable of producing effects like stone shape, mold earth, and meld into stone.
  • The Wolfchild. Goblins and kobolds have long been oppressed in the Barrens of Droaam, being dismissed as small and weak by the ogres, trolls, and their kin. But there have always been those whose fury and determination to bring down their enemies—no matter their size—has drawn the favor of the Devourer and unlocked the predator within them. Known as the Gaa’taarka, these champions develop the gift of wild shape. While they are most often associated with wolf form, they aren’t limited to it; there are Gaa’taarka who can scout as hawks or fight as bears. The Gaa’taarka are broadly similar to Moon druids (and this would be a way to play a Wolfchild as a character) but most don’t possess the full spellcasting abilities of a druid. Those that can cast spells typically possess magic tied to working with beasts—beast sense, speak with animals, and similar spells. In the past, Wolfchildren have often served as champions defending their kin from would-be oppressors. In the present, a number of Gaa’taarka have joined the Great Pack, while others are serving with Maenya’s Fist. Technically, any devoted creature could become a Gaa’taarka; however, it’s still primarily associated with goblins and kobolds, hence their being described as “children.”

This is by no means a complete list—just a handful of examples of Droaamites touched by the Devourer.

OTHER VIEWS OF THE DEVOURER

As with all of the Sovereign and Six, many different interpretations of the Devourer can be found across the world.

  • In Xen’drik, the giants of Rusheme revere the goddess Rowa of the Jungle Leaves, who incorporates aspects of both Arawai, the Fury, and the Devourer; according to City of Stormreach, Rowa is “the goddess of life and nature. Rowa is much beloved, but she is given to fits of passion that can drive her into a rage. As a result, storms, wildfires, and other natural disasters are attributed to ‘Rowa’s wrath.’
  • As mentioned earlier, the Three Faces of the Wild respect Shargon as the untamed power of the wild, but don’t see him as malevolent; they seek to find the balance between Arawai and Shargon.
  • The sahuagin of the Eternal Dominion honor Sha’argon, saying that he began as a mortal hunter who stalked, killed, and devoured their interpretations of Arawai and Balinor, thus claiming dominion over nature. This vision of the Devourer is even more ruthless than their Cazhaak counterpart. The sahuagin razh’ash teach that Sha’argon “sets the laws of the world, and they are cruel. Life is an endless struggle. The weak will perish in the storm or be consumed by the mighty. Those with cunning and courage can conquer the world itself, and the victor has the right to devour their vanquished foe.”  

These are just a few examples; there’s no limit to the number of sects that might be out there, each with their own unique interpretation of the Devourer. This also relates to the relationship between the Devourer, Arawai, and the Fury. There is a Pyrinean myth that suggests that the Fury is the child of Arawai and the Devourer—a metaphorical representation of the concept that a storm destroying a farm causes anguish to the farmer. On the other hand, Rusheme conflates the three into a single deity, while a Droaamite myth asserts that the Fury was born of Eberron’s cry of pain when she brought life into being. Priests create myths about the Sovereigns as a way to teach lessons, and those myths vary based on the culture that creates them and the lessons they’re passing on.

USING THE DEVOURER

One of the simplest ways to bring the Devourer into your campaign is to talk about the weather. It’s an important part of everyday life, but it’s something we often ignore in adventures—and it doesn’t help that the sourcebooks don’t go into much detail about what to expect in different parts of Khorvaire. So to some degree you’re on your own here. But if time after time you mention the gloomy rains of Sharn, you lay the groundwork for the slowly-building threat of a hurricane that somehow resists the power of the Raincaller’s Guild. Is a group of Devourer zealots responsible for this threat? Is it the work of the Kraken’s Brood (in which case the Raincaller’s Guild may have been sabotaged from within)? Can the adventurers find a Storm Herald, and if they do, what will the herald want in return? A storm at sea, a wildfire threatening to sweep over an adventurer’s home village… when these moments come, will the adventurers embrace the superstition and make an offering to the Devourer, or will they spit in the eye of the storm?

Followers of the Devourer can be an easy source of villains. Zealots can always turn up to shatter cities or strike at the Dragonmarked Houses. The Kraken’s Brood uses primal force in their pursuit of power. A Droaamite worg may honor the Devourer by hunting the most dangerous prey—and they’ve set their sights on one of the player characters. On the other hand, champions of the Devourer don’t have to be enemies. A medusa stoneshaper could prove an invaluable ally when adventurers are trying to get into a collapsed mine. The Three Faces of the Wild could draw attention to industrial activities that do threaten a local community. A Droaamite huntmaster could adopt the adventurers as their temporary pack and guide them through a dangerous region. They could also just be mysterious. If the adventurers have business in a small community, a Storm Herald could arrive and call for the Devourer’s Feast. They say that this is an innocent action which will help to protect the village from disaster. Will the adventurers help organize the feast, or will they oppose the Herald—and if so, will disaster indeed strike?

Player characters could follow any of the paths described above. An urban druid could be devoted to the Three Faces of the Wild. A goblin or kobold could play a Moon druid as one of the Gaa’taarka—have they been sent out on a mission from the Daughters of Sora Kell, or are they just following their instincts? A Lyrandar Fathomless warlock could have been raised in the Kraekovar cult… have they turned against the Kraken’s Brood, or are they trying to oppose its corruption from within the system? A Storm sorcerer could be a lightning rod, both cursed and blessed by the Devourer; they have also power over lightning and wind, but if they stay in one place for too long disaster will follow. Can they find a way to lift this curse… and if they do, will they lose their gifts as well?

That’s all for now. Note that this article reflects how I use the Devourer in my campaign and may contradict canon sources! Thanks to my Patreon supporters for choosing this topic and for making these articles possible; follow the link if you want to have a voice in future topics! Because of serious IRL events I will not be able to answer many questions on this topic, but feel free to discuss your experiences and thoughts on the Devourer and to praise his Watery Deepness in the comments.

IFAQ: Prince Oargev’s Suitors

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s one that’s come up a few times over the last few months.

Who would you cast as suitors for Khorvaire’s most eligible bachelor, Prince Oargev ir’Wynarn?

Oargev ir’Wynarn is the last son of Cyre’s ruling family. He was serving as an ambassador to Breland when the mysterious disaster befell his nation and has since become the unofficial leader of the Cyran refugees scattered throughout the other domains. He hopes to one day gather all of Cyre’s homeless children to this refuge in Breland. His other desire revolves around discovering the truth behind the destruction of his kin and country, and exacting revenge on the guilty parties. Until then, he graciously accepts the hospitality of Breland (even if the Brelish have given him unwanted land in the middle of nowhere) and works to rebuild the confidence and honor of his subjects. He serves as mayor of New Cyre while also playing the role of a king in exile.

Eberron Campaign Setting

Though young, Oargev is already a widower. His wife was lost on the Day of Mourning while Oargev was abroad. Oargev must take a new wife if the Cyran branch of the line of Wynarn is to endure. The prince, now twenty-five years of age, is both charming and gallant, and the coming social season is sure to be lively as both the families of Cyre and the nobles of other nations try to woo this dynamic leader.

Five Nations

In talking about Prince Oargev, an important first step is to resolve contradictory canon. Canon sources disagree on everything from Oargev’s age to his alignment to his class (notably, presenting two different sets of statistics for Oargev in the same book, Five Nations). Personally, I prefer Five Nations‘ first choice—NG aristocrat 2/bard 2—reflecting an optimistic idealist with raw artistic and arcane talent, both things Cyrans admire. But the more significant contradiction is his age and parentage. Forge of War and the 4E ECG both describe Oargev as the son of Queen Dannel ir’Wynarn. But his original mention in the 3.5 ECS simply describes him as “the last son of Cyre’s ruling family”—and Five Nations calls out that he’s young, 25 years old as of 998 YK. By canon, Queen Dannel became Queen of Cyre in 943 YK… meaning that she had been RULING Cyre for thirty years when Oargev was born. If we consider parallels in our world and cast Queen Dannel as Queen Elizabeth II of England, I’d personally cast Oargev as a young Prince Harry, not Charles; he was one of Dannel’s grandchildren. He is the “last son of Cyre’s ruling family,” not the last son of Dannel herself.

So for purposes of this article, Oargev is young—25 as of 998 YK. He’s idealistic, “charming and gallant“; he “hesitates to betray” his allies, and believes he’s doing what’s best for the Cyran people. He’s charming and artistic, being appointed to serves as a wartime ambassador when he was only twenty years old. He’s a grandson of Queen Dannel. Who were his parents? Honestly, I don’t care. It could be fun to create a story about his parent’s tragic relationship and how that affected him growing up, or to suggest that Dannel herself was jealous of the popularity of one of Oargev’s parents, or something like that. But I don’t like getting too deep into the weeds unless I’m actually telling a story in which those facts MATTER. The most important details are that Dannel was Queen of Cyre on the Day of Mourning and that Oargev is the last scion of the royal family; if you feel a need to fill in additional details about the Cyran royals, go right ahead. Which brings us to the next important question…

WHY DOES THIS MATTER?

Why does anyone CARE who Oargev is dating? What possibly relevance could it have to an adventure you might run? It’s a valid question. As I mentioned with Oargev’s parents, I don’t like adding obscure details unless they’re going to actually matter in the story that I’m telling. So why could Oargev’s love life matter in your campaign? Here’s a few possibilities.

The Legacy of Cyre. One of the simplest, basic backstories for a group of Eberron adventures is former Cyrans. Whether you were soldiers who served together or patrons of the same lost tavern, shared Cyran background is an easy way to forge a bond between a group of characters and to justify a group of wandering adventurers; your homeland was destroyed, and all you have now is the bonds you build. This in turn brings us to New Cyre. If you have a group of Cyran adventurers—or even just one influential Cyran within your party of adventurers—then New Cyre matters. As a Cyran your nation has been destroyed and your people scattered to the winds. New Cyre is a nexus for Cyran refugees, a place where your people are struggling to maintain your culture and to rebuild your nation. In a party with one or more Cyran adventurers, one question I’d ask in session zero is what are your ties to New Cyre? It’s the largest assembly of Cyran refugees… does the character have any family or friends in New Cyre? Do they want to see their nation reborn or have they turned their back on it?

If the adventurers care about Cyre or New Cyre, one possibility is for Oargev to serve as their patron—as described in more detail in the Head of State group patron presented in Eberron: Rising From The Last War. Adventures can be driven by the ongoing interests of Cyre and by the investigation of the Mourning or the Mournland. New Cyre itself could serve as an adventuring hub. If you follow any of these ideas, than Oargev’s relationships matter. Oargev’s spouse will shape the direction of his life and ambitions, and these in turn will shape the future of New Cyre and the potential of Cyre reborn. Do you want to see Oargev with someone who will fuel aggressive ambitions to rebuild—or seize—a new Cyre? Or would you rather see him with someone more conciliatory, who will focus on the security and well-being of the refugees even if that means abandoning the idea of Cyre reborn? Are you worried about your prince becoming a tool or a puppet of malign forces? If so, you should care about his suitors.

A Horse in the Race. Even if the adventurers have no ties to Cyre, they could have a connection to one of the suitors. Are they working with the Citadel? Perhaps their contact asks them to look out for Heydith. Are they part of House Cannith? Maybe Idara is an old friend. If they’re warforged they could have ties to Rose, or be interested in their agenda. If you really want Oargev’s choice to matter, get one of the player characters in the race! This is especially appropriate for a player character with the noble background; are they personally interested in Oargev, or is there pressure from their family to pursue the match? This could easily combine with having Oargev as a patron, as the adventurer tries to win his heart while helping enact his agenda. This is a story for a particular type of player, but if you have a player who wants to pursue the prince, it could be fun!

The Draconic Prophecy. The Draconic Prophecy revolves around the interaction of prophetically significant people and events. It’s a simple matter to assert that Oargev—let’s call him the Last Prince—is a prophetically significant figure whose choice of spouse will have cascading consequences in the Prophecy. Depending on the importance of the outcome, you could have disguised rakshasas or dragons in play trying to influence events, or adventurers working for the Chamber could be told you make sure Oargev and Haydith fall in love! A key point is that if the Prophecy requires that Oargev and Haydith fall in love, the Lords of Dust can’t just brute force the answer (using dominate or replacing Haydith); if the Prophecy requires them to fall in love, they will have to legitimately fall in love for it to qualify.

The point here is that you could have a part of adventurers who has no interest in Cyre whatsoever but who are working with the Chamber (or the Lords of Dust) in pursuit of the Prophecy and who are directed to play Cyrano and to meddle in Oargev’s romantic affairs… or if they’re more interested in protecting New Cyre, they could run afoul of the disguise rakshasa pulling strings.

Phiarlan Presents: The Prince. If your adventurers have no interest in Oargev or Cyre, you could still throw in his romance as a source of comic relief. House Phiarlan is building up its crystal theaters—theaters that use scrying tools to tune into distant entertainment. Phiarlan is building up a repertoire of crystal programming, and they’ve settled on The Prince. They’ve helped assemble the team of potential matches for Oargev, and each week there’s a series of crystalized trials that help the Prince narrow down his choice. People are following the drama across Khorvaire, and each adventure NPCs could be discussing the latest twist or elimination. Meanwhile, in exchange for going along with this circus, Oargev is getting Phiarlan’s support for New Cyre… both financial support and access to their more secret services.

So there’s a number of ways to make Oargev matter. If the player characters are Cyran, Oargev’s choice could determine the future of their people. If the adventurers are dealing with the Prophecy, it could be a key point they have to push in a particular direction. And if they don’t care at all, it could still be a funny story unfolding in the background of the campaign! Which suitor will receive the Purple Rose of Cyre?

WHO ARE THE SUITORS?

As with so many things in Eberron, my immediate reaction is who do you want them to be? Because ultimately the question is always what’s going to make the best story. I don’t have time to come all canon sources for eligible young nobles, or to come up with a comprehensive list of the eligible heirs of every noble family of the Five Nations. So what I’m going to provide here isn’t in any way a comprehensive list. Instead, it’s a few examples of suitors, highlighting how that suitor could have an interesting impact on a story. As a DM, you should definitely expand this list to include your own favorite canon NPCs or new characters you create. There may be dozens of competitors on the field; I’m just calling out a few I’d use in MY campaign.

  • Haydith ir’Wynarn, Princess of Karrnath. Following the Treaty of Thronehold, King Kaius III and King Boranel agreed to an exchange of hostages—each sending members of their family to live in the foreign court. Haydith is Kaius’s younger sister, and she’s said to have become quite popular at court. Nonetheless, she’s far from her home and friends, a stranger trying to make her place in Breland just as Oargev is. I could see Haydith having true feelings for Oargev, sympathizing with his immense loss (“Most of my friends are dead too. Or undead.”). In my campaign, Haydith is about 20 years old (a shift from canon) and is a brilliant, sharp-witted gothic princess—a blend of April Ludgate and Wednesday Addams. She’s currently a pawn in Boranel and Kaius’s game of Conqueror, and she wants to change the game; if she ended up with Oargev, she’d push for him to do something truly unexpected.
  • Rose. A unique warforged envoy, Rose given to the Cyran royals as a gift from House Cannith, and served as a companion to Oargev’s sister Marhya. The Princess died in the Mourning, but Rose survived years in the Mournland and rallied a community of warforged survivors who still dwell in the Mournland. In presenting themself as a suitor, Rose notes that both they and Oargev are leaders of a people with no recognized homeland; Cyre has been lost and the warforged have never had a true home. Rose has a vision of warforged and refugees working together to rebuild a new Cyre where both are full and equal partners. Whether this means undoing the effects of the Mournland or simply reclaiming it as is, Rose is passionate about creating a new future for both their people. Needless to say, the marriage of a noble and a warforged is unprecedented, and there’s the obvious question of an heir; but Rose dismisses such concerns, believing that if they can find a way to create a new Cyre, they can find a way to create a family. Where the Lord of Blades advocates separatist aggression—the warforged building their identity apart from humanity—Rose seeks to bring two lost peoples together, peacefully building something stronger than either would be alone. If player characters are either Cyrans, warforged, or both, they may have an interest in Rose’s agenda.
  • Lady Talalara is an Inspired ambassador from Riedra, recently appointed to Oargev’s makeshift court in New Cyre. Riedra is offering economic assistance, but Talalara is offering something more—promising to train a new generation of Cyran psychics, helping Oargev’s people unlock power they could potentially use to reclaim Valenar or Darguun or to create a new nation for his people. And if this proliferation of young psychics also served as an excellent cover for having more quori hosts on Khorvaire, so much the better.
  • Vestige is a changeling with a gift for adopting the forms and personalities of people who’ve died. With Oargev, he often adopts the form of the Prince’s late wife, allowing Oargev to spend more time with his first love; he also adopts the personas of others lost in the Mourning, allowing Oargev to consult with his father or speak with his sister. Vestige serves as a medium, believing he brings peace to both the living and the dead by giving people additional time. However, he also maintains his own identity; as consort he would expect to be identified as Vestige, and to forge a new Cyre that is especially hospitable to changelings, both settled changelings and the Children of Jes. (Note that Vestige’s gift is a form of divine ritual—sort of like Speak With Dead, but instead of having a piece of the body he has to go through a short seance-like ritual with someone who remembers the person who’s persona he will assume. Vestige can then assume the deceased person’s form and is guided by their memories. A skeptic could assert that Vestige is actually just telepathically drawing on the living person’s memories of the deceased; the DM will have to decide whether Vestige can access memories of the dead they never shared with the living anchor.)
  • Ilina Corla d’Cannith. Scion of a powerful family, Ilina dreamed of being matriarch of House Cannith. But the Corla line were entirely based in Eston and Making, and the Mourning wiped Ilina’s lineage from the face of Khorvaire. She has refused to align herself with any of the three Cannith factions that have formed since the war; instead, she has remained with Cyran refugees, and has played a vital role in building and maintaining the infrastructure of New Cyre. There’s quite a few ways Ilina could go, depending on the shape of the story. She could only be interested in helping the refugees. She could be seeking influence that would make her a valuable asset to whichever of the three Cannith factions she ultimately allies with. Or she could be taking a more dramatic third option—suggesting that she could rally excoriates and foundlings and reclaim Cannith facilities in the Mournland, building a new Cyre that directly wields dragonmarked power beyond any of the houses. Depending on which path you follow, she might be happy to renounce her family name, or she could be determined to test the limits of the Korth Edicts—after all, since Oargev holds no lands at present and she is acting independently of the house, is it really defying the Edicts?
  • Siiana of the Kapaa Dor. Siaana is a champion of the Kapaa Dor clan of the Ghaal’dar hobgoblins. She recognizes that Darguun began with an act of betrayal (albeit reclaiming land taken from her people long ago) and hopes that her union with Oargev would be the bridge to reforging Cyre and Darguun into an entirely new nation where human and goblin could move forward together in peace. With that said, the Kapaa Dor are old rivals of Lhesh Haruuc and his Rhukaan Taash, and Siiana certainly recognizes that forging her new nation would involve breaking his.

These six examples are all quite exotic. As Five Nations calls out, Oargev is also surrounded by the scions of the surviving families of Cyre, along with other nobles of the Five Nations. Shaela ir’Ryc, Jalene ir’Tala, Donal ir’Kulan, Isti ir’Dalas, and Habra ir’Soras are five such heirs. One of them’s a mind seed of the Dreaming Dark, one’s part of a cult of the Dragon Below, one’s a warlock bound to an archfey, one’s fiercely devoted to the Silver Flame, and one’s tied to the Three Faces of Love; it’s up to you to decide which is which. Some say that Oargev maintains a correspondence with Queen Diani of Thrane, another monarch whose domain isn’t all that she wishes it was. But again, all of these examples are just a place to start; the important thing is to think about the story you want to tell and the role the suitor has to play in it. Should they find bliss with Oargev, how will it affect the possible future of New Cyre and its people?

Because of everything going on in my life at the moment, I will not be answering questions on this topic. However, if you’ve used Prince Oargev in your campaign, who have YOU used as his suitors? I’d love to hear your ideas and stories in the comments!

IFAQ Round-Up: Archfey, Astral Questions, and Saints

Every month, my Patreon supporters have an opportunity to ask a question. Some of these questions become the basis of full articles, such as my recent article on the Grim Lords of Farlnen. Others just get short answers. Here’s a roundup of a few such questions that came up in January!

Have you any thoughts on how to tie the Lady in Shadow (an archfey from Exploring Eberron) to the Emerald Claw or Lady Illmarrow? In particular, how would an Archfey warlock of the Lady in Shadow relate to Illmarrow?

From a story perspective, Illmarrow already sort of IS the Lady in Shadow. She’s an infamous mage who dwells in the inhospitable wilds, which is the basic story of the Lady in Shadow. We’ve said before that the Archfey enjoy seeing their stories played out. Of course, that WAS Illmarrow’s story… until she raised an army of extremists (the Emerald Claw). “Cult leader” is a very different story from “sinister enigmatic hermit.” So one easy option is that the Lady in Shadow is actually sympathetic to Illmarrow but wants to shut down the Emerald Claw… because she wants Illmarrow back as the mysterious witch in the wilds, not being an active cult leader.

Another option is that Illmarrow made a bargain with the Lady herself at some point in the past. Illmarrow’s been around for thousands of years, and she’s been pursuing all manner of arcane options; she easily could have tried bargaining with archfey to get her mark back, only to have it fail. If you go that way, then the Lady in Shadow has a vendetta. It could be that Illmarrow simply broke a promise and needs to be punished. Or it could be that Illmarrow stole an artifact belonging to the Lady, something that holds a significant amount of her power… and that the Lady CAN’T act against Illmarrow until that artifact is recovered or destroyed. So the LiS would help her warlock generally oppose Illmarrow, working up to the moment when the vendetta can be settled.

A final optional twist would be that the Lady in Shadow wants her warlock to BECOME Lady Illmarrow. This would be a super long-term goal, but it goes back to the idea that the LiS likes there being a Lady Illmarrow who serves as a real-world analogue of the Lady in Shadow… but that Erandis is no longer filling that role. So she wants the warlock to bring down Erandis and then keep being Illmarrow.

The Second Son (or ‘Count of the Barren Marches’) is an archfey mentioned in Exploring Eberron, but there’s little information beyond him being a jealous would-be usurper whose schemes almost always fail. What are the “Barren Marches” he rules like? Who are the “siblings” who his lands are always inferior to—other archfey, or just characters in HIS story? What real-world stories did you have in mind writing him?

Much like the Lady in Shadow, the Second Son is a nebulous figure whose details are less important than his overriding concept. His covetous nature is the key, but the exact details aren’t as important. In fact, every time you go to the Barren Marches, he could be lusting after something new. Within the Moonlit Court, HIS OLDER SIBLING MIGHT CHANGE from season to season; the point is just that he always HAS an elder sibling who’s widely beloved and has what the Second Son desires. Looking to inspiration, you could go anywhere from Claudius in Hamlet, villainous depictions of King John, all the way to the Grinch Who Stole Christmas. Technically that last one isn’t about INHERITANCE, but it fits the TONE of the Second Son to a T; a miserable man in a miserable cave hates his happy prosperous neighbors and schemes to end their joy through theft. In terms of his schemes failing, I think the more accurate point is that they END BADLY. Claudius does succeed at claiming his brother’s crown, but the story still ends (spoiler alert) with Claudius dead and the kingdom fallen. The Second Son never ends up with what he desires for long… and even if he does, he’ll realize it’s not enough.

As for what the Barren Marches are like, the key point is that THEY’RE NOT AS NICE AS HE’D LIKE THEM TO BE. They could be rocky moors, a desert, the Grinch’s barren peak. Again, I think it’s quite reasonable that what they border CHANGES EVERY SEASON to reflect whatever story he’s playing out in this particular moment.

If the previous instances of Eberron, like the famous Githberron, were all instances of the material plane (as Gith have survived by hiding in other planes), does that mean that inhabitants of the planes remember this previous Eberrons? Besides both Gith cultures, where would the best places be to understand/learn about this?

Does that mean that inhabitants of the planes remember this previous Eberrons?” The immortals don’t. Remember that immortals are essentially part of the machinery of reality. Think of the planes as hardware that’s running Eberron 2.0.2.1. When it gets upgraded to Eberron 2.0.2.2, the hardware remains in place, but the software gets updated… and in this analogy, immortals are software, and their memories are updated to be in line with the new reality. Last week we were at war with Eastasia and had always been at war with Eastasia. Then we upgraded to Eberron 2.0.2.2, and now we’ve always been at war with Eurasia instead.

The big question is what happens to extraplanar mortals. We know that creatures in the Astral Plane can survive updates, but the Githzerai have chosen to dwell in Kythri. The question is whether there’s been another update since Githberron—if they were able to ride out the change with the same force of will that lets them maintain order in Kythri—or if there is a real possibility that when another update occurs, the Githzerai will be “overwritten” and erased. If it hasn’t happened yet, the Githzerai themselves don’t know the answer. The main place to find out more about previous realities would be in Xoriat or the Astral Plane, both of which don’t get changed in these updates.

Given the timeless nature of the astral plane, are all the gith “leftover” from previous incarnations of Eberron? And if not, how does gith society reproduce on a “timeless” plane — if you don’t age, do they have to take their children somewhere else to grow them into adulthood?

Note the sentence from the article: “This has led to a faction in Tu’narath advocating for an invasion of the Material Plane—asserting that a foothold in the material would both ALLOW THEIR POPULATION TO GROW and to give them an anchor in time.” Children can’t be born or grow in the Astral Plane. The Githyanki population is thus largely made up of survivors. However, there’s is a faction that is working to increase the population, maintaining a few Creche ships that anchor in isolated parts of the Material plane where children can grow. An interesting question is how these newborns are treated by the veterans. Some may celebrate them as proof that the Gith will overcome all hardships and thrive; others may feel that because they never saw the “True World” they can’t truly understand what it means to be Githyanki.

Could there be remnants of Quori armies in the Astral Plane from before Dal Quor was torn from the material plane, or would being cut off from the Dreaming Dark be fatal? And in a similar vein, Quori from il Lashtavar’s prior incarnations?

If going to the Astral Plane was a safe way to avoid the Turning of the Age, I’d expect the quori to have done it en masse long ago instead of messing around with the material plane. So the question is WHY it’s not safe. Personally, I think that while immortals can travel through the Astral Plane, it’s dangerous for them to stay there for extended amounts of time. Immortals are fundamentally extensions of their planes, and the Astral is outside creation. If they spend too much time there (and I’m saying months or years, not minutes) I think their identity would degrade; they wouldn’t DIE, but they’d become something DIFFERENT. So you could have some survivors of a previous age, but they WOULDN’T BE QUORI ANYMORE and they wouldn’t have clear memories of their age.

You’ve said in the past that Thrane has more wide divine magic than the other countries – How does that look in practice? Is it more, “The bones of Belladonna Martyrs will break curses or cure diseases of worthy pilgrims” or more, “Through our understanding of the holy power of the flame, we’re able to set up a Zone of Truth courthouse”?

More the latter. Remember that the Silver Flame is a power source that empowers the worthy. As a paladin of the Flame you aren’t calling on saints, you’re just drawing on the Flame itself. With that said, even adepts need faith. The Flame is a gift that allows people to protect the innocent, and this will be called out. In the Courthouse, the truthteller would say “Let no falsehood be uttered in the light of the Flame!” as they draw the zone of truth. A healer would say “Let the power of the Flame flow through you, driving out the foul disease.” There is a REVERENCE and appreciation for this gift; but it is about drawing directly on the power of the Flame. With that said, tools that help focus and channel the power of the Flame could take the form of reliquaries or similar things. The bones of the Belladonna Martyrs don’t have inherent power, but it’s possible that they can help an adept channel the Flame more effectively; that the faith of the martyrs remains in the bones, and strengthens the faith of the adept who holds them. We’ve never talked about common channeling tools of the CotSF, and it’s an interesting question—but a larger one than I can answer right now.

I was wondering if the various faiths of Eberron have saints or Saint-like figures as common knowledge? Or are the religions too decentralized? I know the Blood of Vol has undead martyrs in a more physical sense and the Church of the Silver Flame has Keepers and cardinals of the past still sometimes revered, but is it widespread in those faiths or the Sovereign Host or even the druidic faiths?

It depends how you define “saint.” The Church of the Silver Flame most definitely has martyrs and champions who are honored. Tira Miron is the most obvious of these, but Sharn includes a shrine to Fathen the Martyr; I’d assume Fathen is just one example of many. The key point is that people don’t believe that (aside from Tira) these saints still exist and can intercede on their behalf; people HONOR Fathen and preserve his memory, but they don’t PRAY to him.

The Sovereign Host largely focuses on the Sovereigns, who are after all always with you. With that said, it’s called out as having LIVING saints—people who are recognized as being especially close to the Sovereigns. I’ve called out that you might have a village where people see the blacksmith as being close to Onatar and ask for his blessing, while in Sharn we have the concrete (literally!) example of Daca; on page 83 of Sharn: City of Towers she’s specifically identified as a saint in her stat block. But the main point is that these Vassal saints are largely honored for their holiness in life, but don’t continue to be venerated after death. I could imagine a particular Vassal sect that embraces the concept and creates reliquaries, but it’s not standard practice.

I feel that the druidic faiths largely accept the idea that death is death and wouldn’t be likely to ask the dead to intercede on their behalf. On the other hand, I think it could be very interesting to explore the idea of Tree Saints—great druids who have transfered their souls into trees when they were close to death, and who can continue to advise people, much like Aereni spirit idols. I WOULDN’T suggest this as an origin for Oalian, and I’d be inclined to limit the power of these saint trees to offering advice, perhaps affecting the weather in their region, etc rather than making them actual spellcasters like Oalian. But I think there could be some fun flavor with druids going to the Whispering Grove to ask the elders for advice.

That’s all I have time for now. I’m happy to clarify these answers, but I won’t be answering entirely new questions in the comments. However, I am about to launch another call for questions on Patreon, so if you have an interesting Eberron question that’s the place to ask it!

Dragonmarks: The Grim Lords of Farlnen

The ship is a shadow in the night, its darkwood hull all but invisible against the water. It is the sail that draws the eye. The black silk is adorned with a hundred crimson sigils, each burning with pale light. The sea is calm, but a groaning wind fills the sails. If you make your living on the Lhazaar Sea, you know what that vessel is. If you’re lucky, it’s a merchant vessel carrying the strange spices and other goods of Farlnen. If not, you’d be wise to make your peace with the Sovereigns. The Bloodsails are known to take prisoners, but they rarely take them alive.

Eye on Eberron: The Bloodsail Principality, Dragon 410

Thousands of years ago, the Undying Court and dragons of Argonnessen joined forces to eradicate the line of Vol. All elves who carried the blood of Vol were slain. But there were many elves who supported Vol despite having no blood ties to the line. The victors offered these defeated elves a choice: swear allegiance to the Undying Court or be exiled from Aerenal. A large force of these exiles traveled north and laid claim to the island of Farlnen, founding the Bloodsail Principality. A bleak and sunless land, Farlnen is charged with the energies of Mabar, allowing the people of this realm to perform remarkable feats of necromancy. Prince Shaen Tasil is the living ruler of Farlnen, but the greatest power on the island is the Grim, a council of mighty undead. Some of the Grim work for the benefit of the Principality, while others focus on their own esoteric interests and arcane research.

The members of the Grim are powerful undead. Canon lore includes one infamous member of the Grim: Lady Illmarrow, the self-proclaimed “Queen of the Dead.” Few members of the Grim leave Farlnen; most make extensive use of the power of Mabar, and rely on retinues of skeletal and spectral servants. More than this, Farlnen is a safe haven. There are many would-be heroes—the Aereni Deathguard, templars of the Silver Flame, Paladins of Dol Arrah—who would be thrilled to destroy a Grim Lord. While few possess the power to accomplish such a thing, most of the Grim prefer to remain in their estates, protected both by powerful wards and by their peers. As a result, only a few of the Grim are known beyond Farlnen—and even those are obscured by legends and rumors. Here are a few unusual members of the Grim, lords whose tales are known in Lhazaar.

Lord Varonaen, The Bloody Gardener

Before the elves came, Farlnen was just bare rock and sand. The sun doesn’t shine there, and no living thing could prosper in that cursed place. But a land with no sun sounds mighty nice if you’re a vampire, like Lord Varonaen! He steers the elves to Farlnen, and when he gets there he breaks his ship to splinters and he scatters the splinters across the stony ground. He kills his own sailors and waters the wood with their blood, and they sprout up as darkwood trees and bloodstained roses. All the night-gardens of Farlnen, it was Varonaen who planted the seeds. And if the Bloodsails kill you on the sea? They’ll keep your bones to work an oar, but they’ll won’t let your flesh go to waste; cargoes of carrion make their way to Farlnen to feed the bloody gardens.

Lord Sylian Varonaen is the oldest member of the Grim. The Varonaen were allies of Vol long before the Mark of Death appeared, and Sylian was one of the first vampires created on Aerenal. Where Vol studied ways to imbue humanoid creatures with the energies of Mabar, Sylian Varonaen explored its effects on plants. Varonaen was fascinated by those strains of flora that managed to adapt to Aerenal’s Mabaran zones, and improved upon these with his own hybrids; it was he who refined the strain of darkwood that Aerenal exports to this day. It was no accident that Varonaen and his exiles came to Farlnen. The elves knew they needed powerful a Mabaran zone to continue their research, and Varonaen came prepared. The story quoted above is apocryphal, but it holds seeds of truth. Varonaen brought his hybrids with him across the Lhazaar Sea and established the first night gardens. He planted darkwood groves, and in the centuries that followed he developed entirely new strains of vegetation that could thrive in the unique conditions of Farlnen. While the stories are exaggerated, there is some truth to them. Darkwood isn’t watered with blood… but some of Varonaen’s creations do thrive when fertilized with the flesh of the dead. Some of his experiments are just plants, but others can be treated as both plants and undead; Varonaen has created assassin vines that drain the lifeforce of creatures they constrict and a shrieker that howls with the cry of a banshee.

Lord Varonaen played a vital role in founding Farlnen. The people rely on his hybrid plants as a source of both food and lumber, and the exotic spices and wines produced from his creations are unique exports sold by Bloodsail merchants. Despite his part in ensuring the survival of his people, Varonaen has never asserted his power over his peers; his plants are his sole obsession, and he has spent the centuries working on his gardens. He has the manner of a mild, friendly scholar—but he feels no compunctions about creating plantlife that feeds on the living, or sacrificing strangers in this work.

There was a time when Lord Varonaen traveled in search of exotic blooms. It was on such a journey that he was destroyed by the Deathguard of Aerenal. While his vampire form was reduced to ashes, Varonaen had bound his spirit to his garden much as a lich has its phylactery. He was reborn in Farlnen as a wraith (albeit a unique wraith with spellcasting abilities). While he often remains in this incorporeal form while doing his work, he has crafted a body from darkwood and can animate this vessel when he wishes to interact with the physical world. He hasn’t left Farlnen since his death, and it may be that he can’t travel far from this soul garden. However, adventurers could encounter his creations either in Farlnen or beyond, or have need of an exotic elixir that can only be produced from his undead plants. He could even have an interest in consulting with an adventurer renowned as a master alchemist or unusual druid.

Haeldar Krakensbane

You think you’ve looked death in the eye? Wait until you’ve stared into the empty sockets in the skull of a dragon turtle, after it’s capsized your ship and it’s coming right for you. I’m telling you now, you get too close to the Sunless Isle and pirates are the least of your worries. I know you’ve heard these stories before, but have you ever wondered where the Bloodsails GOT these bones so they could animate ’em? I can tell you in two words: Haeldar Krakensbane. He was a legend in life, a dragonslayer who fought alongside the rebel elves just for a chance to fight dragons. He got himself exiled for his troubles, and sailed north with the rest of ’em. His ship runs afoul of a bloody great kraken, which demands tribute from the fleet. The elves, they’re rightly terrified, and they all agree to pay its price. But Haeldar, he’s not having it. It’s his ancestor, see? Never would bend to a beast. So he siezes control of his ship, and no surprise, kraken sinks it and kills everyone aboard—including Haeldar’s children! You’d think that would be the end of it, but weeks later, as them elves are camped out on the sunless shore, they see a monster on the horizon. It’s the kraken; after it swallowed Haeldar, he refused to die, dug his way up through its heart and out its eye. Now here he is, riding the damn dead thing home.

That beast still patrols the waters of Farlnen today. And Haeldar… he spends much of his time mourning his lost children, but when the mood is upon him, he goes back to sea. He won’t force his own on the hunt, not again. But he’ll board another vessel, take command of it, and take it on another monster hunt. If he comes to your ship, hope you’re one of the lucky ones, that he takes down his prey with your vessel still intact. Haeldar Krakensbane never misses his mark… but the ships he sails rarely make it home again.

In life, Haeldar Arrael was a Tairnadal of the Draleus Tairn. He fought alongside the line of Vol not because he believed in their cause, but because it gave him the opportunity to fight dragons. Over the course of the conflict, he fell in love with an elf of the Vyrael line, and following the defeat of the line of Vol he sailed north in the company of his wife and kin. As the story says, when a mighty leviathan threatened his ship, Haeldar put his dreams of glory ahead of the safety of his family. He lost everything, including his own life—but his hunger for victory was so great that he returned as a death knight in the very belly of the kraken, slaying his enemy and animating its corpse.

As described in the tale, Haeldar spends much of his days in mourning. But he is also the source of many of the great beasts bound in undeath as guardians of Farlnen. Haeldar slays these creatures—serpents, dragon turtles, his eponymous kraken—personally, and it is his unique gift that animates those he slays; however, he turns control of these sentinels over to living necromancers upon his return to the island. And as the tale says, when he is in the mood for a hunt, Haeldar will set out on board a Bloodsail vessel—but he will board and sieze control of some other ship, ensuring that he doesn’t place more elves at risk in his relentless pursuit of challenges at sea. Adventurers on the water could encounter a vessel that’s been seized by Haeldar and is in the midst of a hunt—or they could be aboard a vessel when Haeldar commandeers it, and have to decide whether to fight the death knight or to assist him and hope to survive his hunt.

The Ship of Eldaraen

When I was just a boy in the rigging, my captain spotted a ship dead in the water near Farlnen. Beautiful elven vessel it was, not a soul aboard. We board the vessel, no sign of the crew, but it’s well loaded with treasures. The sailors, they took what they could carry; me, I was just a boy, and I’d heard all too much about Farlnen to see such a thing as luck. After looting what he could, my captain scuttles the ship and we watch it sink as he sails away. But late that night, the lass in the ‘nest calls a ship on the horizon. It was that same vessel, good as new, following us. The captain, he panics, starts prepping Zil fire he’d been saving to burn the cursed ship down. He launched six cannisters, and the riggings of the elf ship were all aflame. But then, as sure as I see you now, I saw a shadow amid the barrels we had left… and that’s all I saw before the explosion. I’m the only one who survived, and whatever loot my captain claimed, it should be spread across the bottom of the ocean. But I tell you this, and I’m telling you true: I remember my captain holding that same golden skull you have in your hand now, and that ship behind us, it’s the same one we sank so long ago.

Many see the days before Galifar as the golden age of piracy. Riedran ships were on the water, but there was no united Galifar and the dragonmarked houses had only a sliver of the power they wield today. In those days Bloodsail captain Vyra Eldaraen was the terror of the northern seas. She plundered the oceans for two centuries before her luck finally ran out. With all the plunder she’d amassed, Eldaraen was restored as an oathbound, and she chose to be bound to her ship. Though other members of the Grim warned against it, she sought to continue her career—and soon enough, the Deathguard and a brave captain—Bright Lorrister, a distant ancestor of the modern Prince of the Heavenly Fleet—destroyed Eldaraen and sunk her ship. But a century later, records reported a clear sighting of Eldaraen’s vessel, as good as new. It seemed that somehow, Eldaraen had become something more than any mere oathbound; she had become truly bound to the ship itself, and just as a lich’s body reforms after it is destroyed, the ship of Eldaraen will always return… even if no original part of the ship remains.

Stories of the Ship of Eldaraen vary, and it seems that it goes through stages. In some stories, the ship is actively populated by a crew of wights and shadows, with Eldaraen herself manifesting as a wraith among them. In others, as in the tale shared above, the ship appears to be empty… though in some stories, Eldaraen manifests aboard it in a form similar to a demilich. A few facts are consistent…

  • The Ship is immune to all forms of divination. Creatures can’t teleport into or out of the ship or use planar travel to enter or leave it, unless traveling to Mabar.
  • The Ship seems to have become a mobile manifest zone tied to Mabar, which extends 500 feet from the ship. Within that area. The radius of all light sources is halved; saving throws against necromancy spells are made with disadvantage; and undead have advantage on saving throws to avoid being turned or frightened.
  • The ship carries the plunder of centuries, but treasures taken from it often bring ill luck. Sometimes the items themselves are actively cursed. Other treasures cause the victim to be tracked by the Ship itself (as in the story above) or specters from its crew, or haunted by nightmares until the loot is flung back into the water. The details vary, but the treasures of Eldaraen always return to her eventually.

The Ship of Eldaraen is included in this article as it is a powerful undead entity tied to the Bloodsail Principality. However, Eldaraen is not believed to be an active member of the Grim; the ship follows its own path, and doesn’t appear to coordinate with the living. On the other hand, it’s possible that there is more to this than meets the eye. It could be that Eldaraen is in contact with other Lords of the Grim, communicating through sending or even interacting with them in the court of the Bone King of Mabar. Even if this is not the case, it’s possible that a living Bloodsail elf could track down the Ship and recruit Eldaraen to help her people should the Bloodsails have need of her.

The Vyrael Sisters

The Bloodsail Elves pursue undeath as a path to eternal life. Some are content to endure the red thirst of the vampire or undertake the vows of the oathbound. Others yearn for the power of the lich—but that power isn’t a gift that can be given. It can only be claimed by a being who possesses both tremendous will and arcane knowledge. Few individuals possesses these traits… but on Farlnen, there’s one example of a family claiming power no single member could achieve alone. The Vyrael were one of the largest and most powerful families among the exiled elves that set out for Farlnen. In the early days of the island, three sisters of the Vyrael line rose to prominence, working with Lord Varonaen to establish the night gardens and to lay the foundations of Farlnen. Centuries later, they knew their time was running out. Torae believed that she had mastered the ritual that granted lichdom, but she was certain her two sisters couldn’t survive the process… and she couldn’t bear to leave her siblings behind. Working together they became something entirely new—the first Skull Lord of Farlnen, three spirits bound together in a single form.

The Vyrael Sisters are one of the more active members of the Grim. Each sister has her own interests, and they take turns serving as the primary force of their shared body.

  • Torae Vyrael is the most accomplished wizard of the sisters. While she is in control of the body the DM should feel free to change the standard spells of the Skull Lord, and she should also possess a single 8th level spell slot and expertise with Arcana. Torae loves to spend her days studying obscure lore or mentoring accomplished Bloodsail necromancers. If an elf player character has Vyrael blood (knowingly or not) and arcane talent, Torae could reach out to them through sending and dream and offer to serve as a mentor; she would make an excellent Undead patron for a warlock.
  • Solae Vyrael is the most politically active of the sisters. While she is the dominant spirit, they have expertise with Insight and Persuasion. Solae advises Prince Shaen Tasil, and enjoys hosting salons and galas with Bloodsail captains and other interesting individuals. While foreigners are rarely welcome on Farlnen, exotic adventurers who visit the Sunless Isle might receive an invitation to such a salon. If so, they’d best prove entertaining; boring guests rarely survive the evening. Of course, spurning an invitation from Vyrael is even more dangerous than attending…
  • Vyla Vyrael is a scholar and philosopher, with expertise in History and Religion; while she is in control of the body, they can switch up to five spells for spells from the Cleric spell list. While she studies religions, Vyla herself draws her divine power through Mabar, shaped by her will. Nonetheless, she is fascinated by the concept of religion, and hopes to some day concretely prove the existence of the Sovereigns—though she largely subscribes to the view that if the Sovereigns exist, they are cruel. Should a group of adventurers be seeking the mysteries of the divine, it’s possible Vyla may have answers they seek. She also collects divine artifacts, and adventurers could clash with agents she’s dispatched to recover a new relic for her collection.

One of the Sisters always holds dominance over their shared body, and this is something that can be changed after a long rest. However, the other sisters are an active presence at all times. They can speak and offer opinions; but it is the active spirit that affects the capabilities of the body. The Sisters have a longstanding feud with Haeldar Krakensbane, whom they blame for the death of their aunt. While they have never engaged in any direct violence against Haeldar, it’s quite possible they’d provide surreptitious aid to adventurers clashing with the Krakensbane. The Sisters are essentially an unusual form of lich, and it’s quite possible that they have a phylactery and will return if they are destroyed; however, returning in this way would require the willpower of all three sisters, and if one sister lost her desire to cling to existence, they would all pass on.

The Grim Lords mentioned here are among the most unusual of their kind. Most members of the Grim are vampires, with oathbound (mummies) as the next most common form; there are only one or two liches aside from Illmarrow and the Lords Vyrael. These are all I have time to discuss now, but hopefully these give you some ideas to work with!

If Farlnen is such a powerful source of Mabaran undead and the Undying Court hates the practice of Mabaran necromancy, why hasn’t Aerenal done more to wipe out the Bloodsails?

Mabar consumes light and life. There are many who believe that anything that draws the energies of Mabar into Eberron is inherently destructive, and in particular that undead animated by the power of Mabar ambiently consume the lifeforce of Eberron itself. In many ways, this is analogous to the threat of global warming in our world. It’s a threat that is only expected to play out over a very long time with incremental impacts (such as grass withering around a garrison of skeletal warriors). Given this, there’s people who are concerned about it; people who are convinced it’s nonsense; and the vast majority of people who simply don’t care.

The Aereni care, and they’ve created the Deathguard as a force that eliminates undead and polices the practice of Mabaran necromancy. But Aerenal is an extremely insular nation that takes almost no action in the world beyond its borders. Most notably, the original description of the Deathguard in the 3.5 ECS states that the Deathguard was “Created to battle the corrupted spirits of the realm” which is to say, they mainly operate in Aerenal itself. Essentially, if you compare Mabaran necromancy to global warming, Aerenal has enacted extremely strict regulations within Aerenal itself… but they aren’t sending soldiers to Detroit to blow up automobile factories, let along smashing individual gas-guzzling cars in New Jersey. The key point here is Karrnath. The skeletons in the armies of Karrnath likely outnumber the entire population of Farlnen. Yet over the course of a century, the Deathguard hasn’t somehow brought down Karrnath or destroyed Fort Bones. What they have done is send agents—notably, a highly influential agent with direct access to the king, who has convinced Kaius III to break ties with the Blood of Vol and to limit military necromancy. But that’s a more typical path for the Deathguard to pursue in the wider world than direct military action.

The second key point is that Farlnen is in a strong Mabaran manifest zone. Mabaran manifest zones are a part of the world and always have been, offset by the presence of Irian manifest zones. The short form is that Mabaran necromancy has less impact on the environment when it’s practiced in such a manifest zone because you’re already halfway in Mabar. So making skeletons on Farlnen adds less to your carbon footprint than making them in Sharn. This ties to the fact that many of the major centers for necromancy—such as Atur—are in Mabaran zones. The Aereni don’t like any use of Mabaran necomancy, but they’re not very concerned about Atur, Odakyr, or Farlnen; we’ve called out before that necromancers channeling the energies of such a zone may actually reduce its overall environmental impact.

So cutting to the chase: destroying individual undead is really pretty small potatoes for Aerenal; they aren’t trying to hunt down every individual vampire in the world any more than environmental activists in our world blow up individual gas-powered cars. Occasionally, they WILL target what they see as high value targets. They took down Lord Varonaen a few centuries ago, and they killed Eldaraen—though there, note that they worked with a local hero to pull it off. But overall, they don’t mind the Bloodsails existing as long as they are largely confined to Farlnen. They would be far more concerned if the Bloodsails spread the practice of Mabaran necromancy throughout the Principalities, and that’s one reason the Bloodsails haven’t done that, and why they haven’t spread their culture beyond the island… but even if that occurred, as seen in Karrnath, Aerenal would be more likely to send a diplomat than an assassin to deal with the problem.

The short form is that Deathguard strikes can happen, but it’s extremely rare for them to occur outside of Aerenal—and when they do, it’s very likely that the Deathguard will try to work with some sort of local heroes, like Bright Lorrister in Lhazaar. All of which is to say that rather than solving a problem for the PCs, the Deathguard are likely to try to work with capable adventurers and deal with the problem together.

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