IFAQ: Elven Miscellany

My last article discussed the impact the long lifespan of elves has on the elves of the Five Nations. This brought up a few other points I’d like to discuss.

Elves are Old for a Long Time

The elves of Aerenal devote decades or centuries to intense, focused study. In the previous article I said that the elves of the Five Nations don’t do this because the infrastructure doesn’t support it; a Brelish elf is going to the same school or university as a Brelish human, and there’s no decades-long classes in the Brelish core curriculum. This raised the question of whether that means the elves of the Five Nations are more versatile than the Aereni… and if so, if combining greater versatility with longer life meant that they dominated the study of arcane sciences in Khorvaire. The answer to this is NO. It’s not just the culture of the Aereni that’s the issue; it’s the fact that elves mentally mature at the same pace as humans and then are OLD FOR A VERY LONG TIME. Here’s a quote from a previous article…

This ties to the idea that a seven-hundred year old lifespan is both a blessing and a curse. Our fluid intelligence – which fuels our ability to adapt to entirely new things – peaks in young adulthood. You grandfather may be a brilliant doctor, a skilled mathematician, and still have trouble learning to use an iPhone that a three-year-old masters in three days. The child is running on fluid intelligence, which allows them to quickly adapt to new things. You grandfather is working off crystallized intelligence, the concrete skills he has perfected over time. For me, this is the fundamental difference between elves and humans… because in my Eberron, both elf and human peak in fluid intelligence at the same time. An elf’s mental facilities don’t deteriorate due to age as a human’s will, so the 110-year-old elf is still sharp and alert… but they’re is also just as firmly set in their ways as a hundred-year-old human, and it’s difficult for them to adapt to entirely new things.

Eberron Flashback: Aereni and Tairnadal

This follows the principle that older people tend to be more conservative than younger people, and the point I made earlier that Brelish elves are more likely to support the monarchy because they don’t like change. Aereni society is built with this in mind, but the general idea is that elves are more likely to specialize than to be diverse in their skills because it’s harder for them to learn entirely new things—and, just as I don’t remember much of the Latin I learned in college, if an elf doesn’t USE a skill for 50 years, it will atrophy. Focusing on a few skills ensures that they MAINTAIN those skills. So if you go to Arcanix, the 500 year old elf professor is more likely to be the one who’s been teaching the same Siberyan Principles course for 300 years—and who is AMAZING at it—than the young hotshot teaching the course that challenges all established principles. There are always exceptions; Mordain the Fleshweaver is a remarkably innovative elf, though it’s questionable as to whether you can still call him an elf. And your player character elf can certainly defy this pattern. But generally, elves are old for a long time; a 200 year old elf has the same general outlook on life that a 200 year old human would if they could live that long, and they aren’t as flexible in their outlook as a 20 year old human.

Where Did You Get Your Training?

Throughout many editions of D&D, elves, dwarves, and other races have had features that feel more cultural than genetic. All elves have “Elf Weapon Training” with longswords and longbows. All dwarves know how to use axes and they’re either brewers and smiths; in third edition, all dwarves had a bonus to fight orcs. It doesn’t matter if they’d never SEEN an orc or ever picked up a hammer: ALL DWARVES HAVE THIS.

This stems from the same monocultural impulse that says “All orcs are evil,” and from the beginning we pushed against this in Eberron. In third edition we largely just ignored it. In fifth edition we’ve more actively challenged it. The Aereni elf subrace in Wayfinder’s Guide and Exploring Eberron removes the Elf Weapon Training trait, because elves in Eberron DON’T all know how to use swords and bows. In Wayfinder’s and Rising From The Last War we suggested that assigned racial languages could be changed, because dwarves aren’t born knowing Dwarvish; if you’re a dwarf born in the slums of Sharn, you might know Goblin instead of Dwarvish. Tasha’s Cauldron of Everything expanded on this with the optional Proficiency Swap system; they specifically call out the example of an elf who swaps longsword proficiency for an instrument proficiency. So Maza Thadian, the best cook in Sharn, doesn’t know how to use a longbow—because she traded that proficiency for Cook’s Utensils.

So the key point here is that Elf Weapon Training—or Dwarf Weapon Training, or similar features—don’t represent some sort of genetic talent. Which means that if you’re playing an elf and you choose to KEEP Elf Weapon Training, it’s up to you to decide how your character acquired that training. In Exploring Eberron I note that Mror dwarves can base their racial Weapon Training and Tool Proficiencies on their experiences in the War Below. This is an equally logical approach for dwarves and elves of the Five Nations. The Last War lasted for a century. Even if your background is entertainer, you can still say that you served in the last war for a decade back eighty years ago. It didn’t because the focus of your life, which is why you’re a bard instead of a fighter, but you still retain that basic training. On the other hand, if your background is ENTERTAINER, perhaps you worked archery into your act. Or, even if you don’t worship the Silver Flame NOW, perhaps you spent a decade as part of a devout Thrane militia fifty years ago and received your training then. Or you could say that your elf character never touched a bow until yesterday—but YOU have an ancestor who lives in your memories and who’s been training your while you trance. Essentially, the fact that you have skill with these weapons is part of your character’s story, and I want to know the STORY behind it. Three Brelish elves may all have Elf Weapon Training—but HOW they got those proficiencies may be completely different for each of them, and it’s certainly different from the training a Tairnadal ranger received.

Potential Lifespan is Just That

In the last article a question was raised as to whether elves would have a different outlook on the Blood of Vol, because the religion evolved as a reaction to the brutality of life and elves are less likely to see life as brutish and short. Well, the Blood of Vol evolved in the cold, harsh regions of Karrnath and the northern Lhazaar Principalities. It evolved among people who were fighting famine and plagues, and who were oppressed by tyrannical rulers. It is a reaction to the basic question what just gods would allow death and suffering… and SUFFERING is an important word to remember. Because just because an elf can POTENTIALLY live to be 700 years old doesn’t mean they WILL. Elves have no special resistance to cold or disease. They may not sleep, but they still need food and water. They can suffer from the cold, and they can suffer the agony of watching their starving children dying from diseases. The long lifespan can seem like a curse on two levels: first, when an elf child dies of a fever when they are ten years old, it seems more unjust because they COULD have had centuries of life. Second, the elf who does live for centuries while enduring starvation and disease and who has to watch their friends dying around them may well feel that another century of life is just more time to suffer.

Aerenal is in many ways a utopia. It is a peaceful, advanced nation where people DO expect to live out most of their natural life in comfort and health. And yes, the Blood of Vol won’t find much purchase there. But it won’t find much purchase ANYWHERE where people live long and comfortable lives. It takes root in those places where people are surrounded by suffering and loss, places where the cruelty of mortal life is made manifest. And just because elves can potentially live longer than humans doesn’t mean that they will—and it doesn’t protect them from starvation, poverty, plague, or any of the other tragedies that humanity endures.

My Patreon backers have posted a lot of good questions on other topics, so this is all for elves for the moment… I’ll try to get back to it in a century or so! Thanks to my Patreon supporters for making these articles possible.

IFAQ: Elves and Pugs

In the fifth edition of Dungeons & Dragons, elves can live to be up to 750 years old. In the past I’ve written many articles about the elves of Valenar and Aerenal and how their long lifespans have affected their culture. But what about the elves of the Five Nations, who are part of a culture driven by short-lived humans? This month, my Patreon supporters posed a number of interesting questions on this topic.

An adult elf of the Five Nations is not only older than the current monarch of their nation, they’re older than the NATION, given that Galifar only dissolved a century ago. How does their long lifespan affect their national loyalty?

First of all, we’ve always said that most demihumans of the Five Nations tend to put their national identity before their species. A third-generation Brelish halfling might support the Glidewing in the Race of Eight Winds as a nod to their Talentan heritage, but they consider themselves Brelish, not Talentan. So that’s the first point to consider: elves born in the Five Nations generally embrace that culture. Which comes to the second point: until the Last War, the Five Nations were united as Galifar. But there were still Five Nations, each of which was culturally distinct and maintained traditions that predated Galifar; Galifar united them under a single ruler and code of laws, but it didn’t erase that cultural identity. The point of this is that not only does your 300-year-old Brelish elf think of themselves as Brelish, they’ve thought of themselves as Brelish far longer than a 30-year-old human; they’ve had far longer to invest in the traditions of Breland and to have a very strong sense of what it means to be Brelish. Which ties to the second point. Because their long lifespan means they’ll outlive the humans around them—whether we’re talking about their monarch or their neighbor—the elves of the Five Nations tend to invest in institutions and customs more than in individual humans. An elf invests in the concept of Breland more deeply than in any one ruler. Likewise, they invest in families more than individuals, seeing the living members of the family as the latest incarnation of that beloved family. For an off the cuff example, consider the relationship between humans and dogs. My household is a pug household. We had a pug we loved, and when he passed away we got a new pug—who is very much his own person, but also very much a pug. And when he passes away, I expect we’ll get another pug. We love our pugs, and in the moment, we love our current pug most of all. But we also know that barring tragedy we will outlive him. So we love him in the moment, we give him the best life that we can, and when he passes we’ll honor him by bringing a new pug into our lives. What we’re NOT going to do is suddenly decide to get a St. Bernard; we’ve become pug people, and we don’t WANT a different dog.

This basic principle applies both to national identity and to an elf’s personal relationships with shorter lived races. Breland in this instances is “Pugs” while King Boranel is “The Current Pug.” The elf who has chosen to live in Breland for three centuries loves Breland more than any other nation. Most likely, they also love Boranel; they may fondly remember Wroaan or other rulers, but Boranel is alive and with them now; they will always honor Wroaan’s memory, but they support the current king. Unless, of course, they don’t like Boranel, in which case they may grumble and think “There’s always a bad one in the litter, but in another ten yeas we’ll get a new one that will be better.” That elf doesn’t want to go live in Thrane any more than I want to get a St. Bernard; they’ve become comfortable with Breland and it’s become part of their identity. With this in mind, I would also say that Brelish elves in particular likely strongly oppose the Swords of Liberty and the anti-monarchy movement, because the four hundred year old elf is far more invested in the institution of the Brelish monarchy than the human who’s only lived with it for twenty years. They’ve invested in the idea of Breland for centuries, and part of that idea of Breland is that it’s a monarchy.

As I said, I’d extend this to an elf’s personal relationships with humans. In playing an elf character, I’d consider whether I know the ancestors of one or more of the other player characters. I might ask one of the other players (it’s a collaborative story and I want to work with them, not impose my story on them ) if they’re OK with the idea that my character has had a long relationship with their family. Throughout the campaign, I might discuss my experiences and adventures with their ancestors. It might even be that the reason I’m part of the adventuring party is to look after that character—because their grandfather would never forgive me if anything happened to them. If you’re familiar with Deep Space Nine, there’s a touch of this in the way Dax refers to their previous hosts. As an elf, play up the fact that you may have known Queen Wroaan or met Kaius I. When you’re at a store in Sharn, mention how it use to be a restaurant a century ago and had the best fried spider legs in the city—they just don’t make them like that any more.

It’s suggested that some elf immigrants to Khorvaire came with a plan to marry into human families and essentially outlive their way to power, inheriting family fortunes from their short-lived spouses. Canon lore suggests that this was abandoned out of an initial revulsion for the Khoravar, but how has it played out in the present day?

The canon answer is clear: elves haven’t taken over all the noble families of Galifar, and in fact, very few elf nobles are mentioned. The question, then, is WHY. The answer is that people of Galifar are well aware of the disparate lifespans of their neighbors and that the laws of the land take it into account. Any position with a lifetime appointment will have clauses that allow for the holder to be removed, so you can’t just appoint a warforged to a lifetime position and then have no way to remove them ever. Meanwhile, nobles will always has pre-nuptial agreements to address this; I think the standard one is simply that a spouse doesn’t inherit the title. It passes to the eldest child or, failing that, to a sibling.

Looking at an example of this in play, Kaius III of Karrnath is married to Etrigani, an Aereni elf. As long as Kaius is alive, Etrigani carries the title of queen. When Kaius dies, however, the crown of Karrnath would pass to their eldest child, not to Etrigani. If they have no children (and currently they don’t), it would pass sideways along the line to Kaius’s sister Haydith. A spouse could likely serve as a regent while waiting for a child to come of age, but they can’t claim the title as their own… thus preventing an elf from marrying into a family of human nobles and holding the title for the next five centuries.

There are a few elf nobles in the Five Nations, and it’s certainly the case that if you’re an Aundairian elf with the noble background, you may be waiting a LONG TIME before the title falls to you.

This raises another question. If my elf character is two hundred years old and knew the wizard’s grandfather, how come I’m only a first level character?

The long-lived races are always a problem in this regard, and I’ve talked about this before in this article. First of all, I’ll call out the fact that in REAL LIFE, skill doesn’t progress in a continuously upward line as we grow older. I learned Latin in college, I haven’t used that skill in two decades, and at this point I can recognize some words but I couldn’t write a sentence in Latin. In another 20 years I may have forgotten it entirely, and that’s nothing like an elf living for centuries. Generally speaking, we reach plateaus with skills and have to work to maintain them. I also fenced in college. Guess what? I’m older now and while I still know some tricks, I’m not a better fencer than I was. Admittedly I multiclassed and took levels of writer instead of fighter, but the point remains: age alone doesn’t equate to skill. A second point is simple: How good is your grandfather at making TikTok videos? Now, replace “TikTok videos” with “Modern Techniques of Arcane Spellcasting.” You could absolutely say that your 1st level elf wizard was a cutting edge wizard 300 years ago, but he’s been out of the game for a while—writing novels, perhaps—and now his spellcasting techniques are incredibly out of date and he can’t figure out these fancy somatic components the kids are doing these days. “That thing! With the fingers!”

While that’s a FUNNY option, I would personally be more likely to use my elf character being 1st level to add a hook to their backstory: WHY are they 250 years old and only first level? My immediate inclination is just what I said above but without the comical agism. My elf character trained as a wizard 200 years ago, and then spent the last 200 years as a novelist or a poet—some career that essentially has no concrete bearing on the skills I use while adventuring—and I need to get back in practice. I remember the basics, and it’s all going to come back to me quickly once we get going, but come on people, I haven’t even cast a cantrip since before you were born.

A more dramatic option would be to justify my temporary low level as a form of injury. Perhaps I served in the Last War—possibly even serving with the parents or grandparents of one of the other characters—and suffered “spellshock” from an arcane attack. Or perhaps I was caught in the Mourning and was found in a coma—I’ve recovered, but my whole body feels numb and I haven’t fully recovered my spellcasting ability. OR, perhaps I was on an epic adventure (again, could be with an ancestor of one of the PCs) and was cursed by an archfey. Breaking that curse could be an ongoing story hook, or it could be something that is broken BECAUSE I’m adventuring with the descendant—allowing me to regain my skills. All three of these options would allow me to say that I WAS a fairly high level character a century ago but I’ve temporarily lost those skills. While other characters may feel like they’ve dramatically improved by the time they reach 9th level, I feel like I’ve only just gotten my sea legs back.

The main point here is that you shouldn’t look at the old dwarf or elf and say “It makes no sense that I’m 120 and still have the same skills as a 20 year old human.” First of all, remember that in Eberron ANY player character is remarkable. Second, don’t just say “it makes no sense”—figure out a way that it COULD make sense. An injury, a curse, a century away from adventuring. The fact that you’re only 1st level NOW doesn’t prevent you from having BEEN higher level at some point in the past.

Do the longer lived races like the elves and dwarves view the Blood of Vol differently (insofar as their lives are not as short, cruel and hopeless as the oppressed humans who latched onto it a couple millennia ago)?

This raises an important point: the fact that you CAN live to be seven hundred years old doesn’t mean that you WILL. Elves are just as susceptible to disease and to cold as humans are. They may not sleep, but they certainly need to eat. So if you’re an elf farmer in Karrnath surprised by a sudden frost, you can still be worried that you’re hungry, that your children are freezing and one has a fever, and that if the frost kills your crops there’s no knowing how you’ll get the money you need to survive. Even if you do somehow live through it, the fact that you get to look forward to hundreds of years of watching your friends die may not feel like a blessing. Those people who founded the Blood of Vol, who felt that life was short, cruel, and helpless, weren’t dying of old age. So no, I don’t think it has a notable effect. And also, the Blood of Vol has never been widespread in the Five Nations. The Brelish elf may not see the appeal to the Blood of Vol, but most Brelish HUMANS don’t see the appeal either.

That’s all for now! I am VERY busy with writing deadlines and family matters and I likely won’t have times to answer questions on this topic. Thanks as always to my Patreon supporters for asking interesting questions and for making this website possible!

Dragonmarks: Sphinxes of Eberron

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

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

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

“Which is true?”

“Which will you believe?”

City of Towers

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

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

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

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

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

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

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

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

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

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

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

Why Does This Matter?

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

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

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

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

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

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

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

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

Don’t Time Travelers Break The Game?

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

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

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

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

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

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

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

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

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

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

But What About Zenobaal?

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

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

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

A warning: I am working on multiple deadlines at this point in time, and will not be answering as many questions on this topic as I often do. Feel free to post questions and thoughts below and to comment on other peoples’ questions; just keep in mind that I may not have time to answer them.

Thanks as always to my Patreon supporters, who chose this topic and the next one in the queue: Avassh, the Twister of Roots!

Dragonmarks: Airships, Expanded

The airship is an iconic element of Eberron. I’ve recently wrapped up a series on Arcane Industry and I’ve discussed Flight in Eberron in a previous article, but I’ve received a lot of questions about airships that aren’t covered in current material and I want to share my thoughts on them. A few disclaimers: this is not a deep mechanical breakdown of all aspects of airships and airship travel, and notably doesn’t delve into airship combat in any way. Likewise, this is quite different that what’s suggested in the 3.5 Explorer’s Handbook, which I didn’t work on. This how I use airships in MY campaign; it’s up to you to decide if you want to use this approach in yours.

THE BASICS

First and foremost, it’s important to understand that airships are a recent development. Lyrandar’s first airships went into service in 990 YK, just eight years before the default starting date. All of this ties to the idea that the science of air travel is very recent and that there’s a lot of room for improvement. From a narrative perspective, we don’t WANT airships to be perfect. We want it to be easy for airships to crash, because adventurers having to escape from crashing airships is an excellent drama. We want them to have limited range so that there are still places you can’t get to easily—that you can’t just fly your airship to Ashtakala. We want them to be largely limited to House Lyrandar because that gives Lyrandar power and adds another source of dramatic tension. So always keep in mind that airships aren’t perfect and that this is intentional. This is the DAWN of air travel; again, Eberron is closer overall to mid-nineteenth century Earth than to twentieth century Earth.

An airship is made using a soarwood hull. Soarwood is effectively weightless, though it’s not lighter than air. So a piece of soarwood will naturally float in the air, but it won’t rise. The crucial point here is that the soarwood hull is weightless… But an airship is more than its hull. Cargo, crew, and the elemental engine all do have weight, and these are sufficient to pull an airship to the ground. It is the elemental engine that provides lift and keeps an airship in the air; if the ring is shut down, an airship will crash.

So what IS the elemental engine? The heart of it is the elemental core, an engraved sphere of brass and mithral with a khyber dragonshard at the center. A raw elemental is bound to this dragonshard—”raw” in the sense of “general” elemental, not an anthropomorphic entity like an efreeti or azer. The elemental is absolutely anchored to the core and can’t be easily released; what the engine does is to pull it out from the core, stretching it out across the ship’s systems and the ring. This doesn’t release the elemental; it’s still anchored to the khyber shard, and if the engine is fully shut down, the elemental snaps back into the core.

Mark Tedin’s original airship from the 3.5 Eberron Campaign Setting.

AIRSHIP SYSTEMS

The elemental engine provides both lift and motive power. As long as the engine is active, an airship can hover or move forward. But there’s a lot more going on with an airship than just the ring. Here’s a few of the secondary systems that are vital to airship operations.

  • Elemental Veins. The elemental engine uses engraved strips of metal to channel the power of the elemental through the vessel and out to the ring. You can think of these as the veins of the ship, channeling power through its body. In addition to directly connecting the core to the elemental ring, these channel the secondary enchantments of the focusing nodes and the wind wards. There is a great deal of redundancy to the patterns of the veins, so severing a single line will have minimal impact on the ship; it could cause a particular section to lose heat or create a gap in the wards, but it would taken massive damage to cause the ring to break down. The metals used in the veins vary based on the type of elemental involved.
  • Focusing Nodes. These are metal polyhedrons, typically 8 inches in diameter, engraved with engraved with sigils and inlaid with Eberron dragonshards. They’re superficially similar to the conductor stones used in the lightning rail and serve a similar role; they are placed at critical vein junctures and help to draw out and stabilize the power of the core. Focusing nodes also maintain an enchantment that maintains a consistent temperature within the vessel, even at high altitudes that would typically be bitterly cold. As with the veins, the loss of a single node generally isn’t disastrous, but the crew needs to monitor and maintain them.
  • Wind Wards. An airship is an open-deck vessel that moves swiftly through the upper atmosphere. What keeps people from being blown off the deck? How can people breathe at high altitudes? How does an airship handle turbulence? The wind wards are the answer to these questions. An airship is enveloped in a ward that shunts both wind and small objects (such as birds) around the vessel, as well as maintaining air pressure within the wards. The wind wards are also play a role in maneuvering the ship; the ring provides forward thrust, but the envelope of winds helps the vessel turn. While the wards are controlled by the Wheel of Wind and Water, they draw power from the focusing nodes and have their own system of “ward wings” that must be maintained and adjusted by the crew. In the current design, the wind wards suffice only to ensure the safe operations of the vessel and don’t provide any special protection in combat; projectiles can penetrate the wards. However, it’s possible that a future design could strengthen the wind wards to serve as a form of defensive shield.
  • The Wheel of Wind and Water. This is the dragonmark focus item that controls the ship. It has two purposes: it allows the captain to interface with the elemental, helping to calm it and to direct speed and thrust; and it also allows the captain to maintain the wind wards, and use them to direct fine maneuvering.

THIS IS NOT INTENDED TO BE A COMPLETE LIST OF SYSTEMS. Airships are complicated, and a DM can certainly add greater complexity to fit the needs of the system. But this provides a general overview of major systems and things that can go wrong.

WHY LYRANDAR?

The classic airship uses a fire elemental in its ring… so why is the Mark of STORM useful for controlling it? What is it that gives Lyrandar the monopoly on air travel?

The Mark of Storms gives its bearer a general affinity for elemental forces that is enhanced by the wheel of wind and water. However, that’s a secondary aspect. It’s the wind wards that are specifically tied to the Mark of Storm, and every airship relies on these WIND wards, regardless of the form of elemental that provides thrust. As noted above, the wards both protect the ship and its crew and play an important role in maneuvering. An airship without the wind wards would have to operate at lower altitudes and slower speeds, and couldn’t maneuver as effectively as a Lyrandar vessel. The wheel of wind and water serves both purposes: controlling the elemental and drawing on the pilot’s mark to maintain the wind wards.

While a wheel of wind and water typically LOOKS like a classic ship’s wheel, the pilot doesn’t actually steer by turning it; instead, the pilot enters into a trancelike state where they commune with the elemental and wards. It’s not that they issue specific orders to the elemental, it’s that they experience the ship as an extension of their body.

So what happens when a ship loses its Lyrandar pilots? Most people simply can’t interface with a wheel of wind and water, but player characters aren’t most people. Someone with a strong personality and understanding of arcane science could essentially try to hack the system, using their sheer force of will to direct the elemental. Personally, I’d allow a player character who’s proficient with Arcana to bond to the wheel; while it doesn’t follow the normal rules of attunement, this connection does require the pilot to devote one of their attunement slots throughout the process. An unmarked pilot must make make regular control checks; this is performed when they first bond to the wheel, whenever they make a significant change to speed or course, and every hour they remain connected. A control check is a Charisma check with a base difficulty of 12, though the DM can adjust this based on current conditions (it’s more difficult to maintain control in a storm, for example); they could also choose to increase the difficulty each hour, if the goal is to model an emergency situation that can’t be sustained indefinitely. Every time the pilot fails a check, both the pilot and the elemental suffer a level of exhaustion (the effects of elemental exhaustion are described below). An unmarked pilot can’t maintain the wind wards; this forces the vessel to operate at lower altitudes, typically cuts its maximum speed in half, and makes storms and other weather effects considerably more dangerous. A pilot can choose to use Intimidation when making a control check—forcing their will upon the elemental—but if the check fails, the elemental suffers two levels of exhaustion.

A pilot with the Mark of Storm has a far easier time controlling an airship; all of the systems are designed to interface with the marked heir. They only need to make a control check once every four hours. Complex maneuvers or adverse conditions could require a Charisma (Air Vehicles) check, but failure doesn’t impose exhaustion on the pilot, though depending on the conditions calling for the check it could impose elemental exhaustion.

ELEMENTAL EXHAUSTION AND ONGOING COSTS

Elementals bound to airships aren’t entirely aware of their condition. While technically sentient — possessing Intelligence and even language— “raw” elementals are extremely alien beings that don’t perceive reality or the passage of time in the same ways that creatures of the material plane do. More than anything, a raw elemental wants to express its nature. A fire elemental wants to BURN. When an airship is operating at peak efficiency, that’s what the elemental experiences; the fire elemental in the ring doesn’t even realize it IS bound, it just knows that it’s BURNING. The challenge to the pilot is essentially to keep the elemental calm. The more excited it gets, the more energy flows into the systems… and while this might seem like a good thing, it actually runs a risk of overloading the focusing nodes and burning out the elemental engine—initially causing the loss of secondary systems, and eventually causing the elemental ring to collapse and the ship to crash.

The brings us to the ongoing costs of maintaining an airship. Eberron: Rising From The Last War notes that “many powerful tools—such as the lightning rail and elemental airships—require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.” The key phrase there is to maintain their enchantments. Dragonshards don’t function as FUEL for an airship; again, the motive power is provided by the elemental, and that movement doesn’t directly require any expenditure of dragonshards. However, dragonshards must be expended to maintain the elemental engine—both periodic infusions of residuum to the main engine node and replacing focusing nodes that burn out (new shards can be implanted in a burnt-out node, so it’s not that the entire node is disposable). So dragonshards aren’t analagous to gasoline in a car; instead, it’s about adding oil to keep the engine running and replacing fuel. But, the more restless an elemental becomes, the more of a strain it places on these systems. This is measured by the concept of Elemental Exhaustion. With no levels of exhaustion, the ship runs at peak capacity. At six levels of exhaustion, the elemental must be confined to the core, which means the elemental engine (and ring) has to be shut down. The levels in between don’t have the standard effects of exhaustion, but they require an increasing expenditure of residuum to maintain the engine and focusing nodes will burn out; at high levels of exhaustion, it’s likely that sections of the ship will be without heat and it might become impossible to maintain the wind wards. This is a simple system, and if I was planning to make extensive use of it I’d add more concrete details to the consequences of each level—but this is the basic idea.

This brings up two important questions I’ve been asked, Can airships hover? and Why are docking towers so important? Yes, airships can hover. The elemental doesn’t particularly care if it’s moving or standing still as long as it’s generating the ring. Which means hovering places the same strains on the elemental engine as moving—and that a hovering airship is still going to generate elemental exhaustion and consume shards. The most important function of a docking tower is to calm the elemental. Every eight hours spent at a docking tower removes a level of elemental exhaustion, and it’s also possible for an airship to hover indefinitely while connected to a docking tower.

This in turn explains the current limitations of air travel: It’s dangerous to go too far from a docking tower… And currently there AREN’T THAT MANY DOCKING TOWERS; they’re primarily in the big cities. This isn’t something that I particularly want to put strict ranges on, because it’s not entirely reliable (a skilled pilot can keep the ship in the air for a longer period of time) and because it might well vary based on the design of the ship itself; certain ships may be designed to endure longer journeys and higher rates of exhaustion, while a small “commuter” ship might fail with just two levels of exhaustion. Ultimately, the point is that this is a tool that allows the DM to place limits on what a vessel can do. If a group of adventurers hijack an airship and want to fly to Ashtakala the DM can say “This ship won’t make it that far“—perhaps adding “… But that bigger ship over there could!” Though as a second note, I’d think that just being in the Demon Wastes might be something that upsets the elemental and significantly raises the difficulty of control checks. This is something the pilot would definitely notice—the elemental doesn’t want to be here.

UNORTHODOX AIRSHIPS

The standard Lyrandar airship designs are the work of collaboration between Zilargo and the Twelve, specifically House Lyrandar and House Cannith. Zil shipwrights create the hulls (using soarwood from Aerenal) and Zil binders produce the elemental cores, while Cannith artisans install the elemental engine and the veins. It was Cannith and Lyrandar working together who produced the first working wind wards, it is this that currently provides Lyrandar with dominance over the industry. Cannith doesn’t know the secrets of Zil binding, because they aren’t actually involved in the development of the elemental core; and meanwhile, the Zil don’t have the expertise to create the elemental engine or to produce wind wards.

With that said, these airships have been operating for less than a decade and the science is still evolving. Lyrandar and Cannith are continuing to evolve their design, improving speed, maneuverability, and range; they’ve certainly been experimenting on aerial warships as well. On the other side of things, the Arcane Congress and the Zil themselves are exploring other approaches to air travel, building on the principles of the skystaff (broom of flying) or carpet of flying. Currently these are largely limited to small, low-altitude vehicles—like the skystaff—but the work is ongoing. As a DM, if you WANT to introduce an airship that breaks some of the rules described here—notably, an airship that doesn’t require a Lyrandar pilot or that has an indefinite range—go ahead! The main things to think about are HOW it manages to be more efficient than the Lyrnadar vessels and where it came from. Is it a single prototype that can’t be efficiently reproduced? Or are there more of them? In general, House Lyrandar doesn’t care about one-offs; the fact that one group of adventures has a superior airship doesn’t threaten their business. On the other hand, if the adventurers or their patron actually seek to create a fleet of airships that will challenge Lyrandar’s economic monopoly they could have to deal with saboteurs or other troubles. But again, a single group of adventurers with their own unique airship isn’t a problem for Lyrandar.

GENERAL Q&A

What do the of crew an airship do to assist their respective pilot? More specifically, what are the most interesting things you have the crews do in your games?

In my opinion, an airship is just as complicated to run as a sailing vessel. You have to make adjustments to maintain the wind wards. You have to monitor the focusing nodes and adjust less crystals that maintain the ring. The engineer monitors the elemental engine, which includes adding residuum but also just performing minor rituals that keep the systems running. In my games I largely have the crew stay out to the way and do their jobs, because they’re too busy to chat with adventurers. I’ve run a one-shot set on an airship a number of times over the past year, and the main NPC the adventurers encounter is the steward, because it’s his job to deal with them. When there’s a dramatic combat scene, I may call out a number of NPC crew members in the scene who are doing their jobs and note that if these innocents die bad things could happen; if a fireball takes out the guy maintaining the local wind wards, things could get very unstable!

How volatile is an elemental core?

In my opinion, the elemental core itself is quite stable. The elemental CAN’T easily be removed from the core; it’s stretched out of it, but if the engine breaks down, it snaps back into the core; when not engaged, it lies in a dormant state. So more often than not, an elemental core can actually be recovered from a crashed airship. On the other hand, there can be effects that target the core itself. In one adventure I ran, when an airship passed through an airborne Lamannian manifest zone it broke the containment and caused the elemental to burst free (noted as a risk of zones with the Elemental Power trait in Exploring Eberron). In my novella Principles of Fire, terrorists specifically break the containment of one of an airship’s elemental cores (it was a double-ringed ship and the other survived the crash). So GENERALLY the cores are stable, but nothing’s stopping a DM from creating a specific threat that can break one.

What’s the difference between different kinds of elemental rings? Why do some ships have more than one?

In my opinion, different types of elementals should provide different benefits and drawbacks. I don’t have time right now to get into a full breakdown of different airship designs and the specific effects of rings, but my most basic thought is that fire is faster (more FORCE) and air is more maneuverable. Multiple rings can be added for speed, but what we’ve suggested in the past is that they are used by especially large ships—that essentially, one ring is devoted to LIFT and the other to THRUST.

Is there anything you do use from the airship section in Explorer’s Handbook?

I think most of the material in Explorer’s Handbook can overlap with the ideas I present here. The maps are good, the basic concept of the “arcane matrix” is similar to what I do with the elemental veins, and all the rules about shiphandling, manueverability, and such are things I don’t address here that work fine. I use life rings and like the sidebar on “How To Survive A Crashing Airship.” We mainly differ in the idea of elemental consciousness, the process of controlling the elemental, and the ongoing costs of maintaining an airship—along with the idea of the wind wards.

Soarwood isn’t lighter than air? What about the soarwood skiffs from Five Nations?

This is a reference to the following quote…

Karrnathi soldiers stormed the city of Shadukar in 959 YK. The city’s defenders were not expecting a Karrn attack from Cyre, especially one accomplished using soarwood skiffs that could glide across the Brey River.

Five Nations, Page 149

These soarwood skiffs weren’t FLYING vehicles; they were simply so exceptionally light and buoyant that they allowed the invading force to glide across the surface of the river, both more quickly and quietly than traditional boats. But Karrnath does not have a fleet of flying skiffs.

How does this work with the Wind Whisperers, who have stolen airships? If they don’t have docking towers, how can they maintain them?

The Wind Whisperers are a force in the Lhazaar Principalities that include half-elves with the Mark of Shadows. I think they have managed to create a single functional equivalent of a docking tower in their home harbor. But beyond that, I’d assert that they’ve found a way to calm elementals that is different from what the house uses; the most logical answer is that they have a few allies from Lorghalen that worked with them on this. As someone noted on Discord, “one gnome with a flute vs precision Cannith engineering.”

Can a pilot develop a bond or connection with the elemental of their ship?

I think they can, yes. The piloting process I’ve described is essentially a trance where they do connect to the elemental. It’s a little like working with any kind of mount; you can ride a horse without feeling any empathy for it, but you’ll have a better experience if you’re able to establish a connection. I think the best pilots are those who do feel a tie to their elemental companion. Note that this would not satisfy the Power of Purity — as noted in the next question — who would point out that the elemental is still BOUND and has no choice; the fact that the pilot may empathize the elemental with it doesn’t mean they are treating it as an euqal.

What are the moral issues with binding elementals into Khyber dragonshards? How sentient are they?

(Reposted from a previous Dragonmark) There’s no easy answers in Eberron. The elemental binders of Zilargo claim that bound elementals are perfectly content; that elementals don’t experience the passage of time the way humans do. All they wish is to express their elemental nature, and that’s what they do through the binding. The Zil argue that elementals don’t even understand that they ARE bound, and that binding elementals is in fact MORE humane than using beasts of burden. An elemental doesn’t feel hunger, exhaustion, or pain; all a fire elemental wants to do is BURN, and it’s just as content to do that in a ring of fire as it is in Fernia.

On the other hand, an Ashbound druid will tell you that this is a fundamental disruption of the natural order. And any random person might say “When a bound elemental is released, it usually goes on a rampage. That means it was unhappy, right?”

Maybe… or maybe not. In my opinion, the “raw” elementals — the “fire elemental” as opposed to the more anthropomorphic salamander, efreeti, or azer — are extremely alien. They don’t experience existence in the same way as creatures of the material plane. They are immortals who exist almost entirely in the moment, making no plans for the future or worrying about the past. My views are pretty close to the description from the 5E Monster Manual: “A wild spirit of elemental force has no desire except to course through the element of its native plane… these elemental spirits have no society or culture, and little sense of being.”

When the fire elemental is released, it usually WILL go on a rampage. Because what it wants more than anything is to burn and to be surrounded by fire… so it will attempt to CREATE as much fire as possible. If it burns your house down, there’s no malice involved; it literally doesn’t understand the concept of a house, or for that matter the concept of YOU.  In my short story “Principles of Fire” one of the characters interrogates a bound air elemental; he advises a colleague that the elemental doesn’t really understand its surroundings, and sees humans as, essentially, blobs of water.

So: there’s no absolute answer. Some people are certain that the elementals are entirely happy, and others are certain that it’s a barbaric and inhumane practice. What I can say is that MOST of the people in the Five Nations don’t think about it at all; to them, it’s no different from yoking an ox or using a bonfire to cook dinner. If you want to create a story based on a radical group that has proof that bound elementals are suffering, create that story. But the default is that there are extreme views on both sides, but that the majority of people just ride the airship without giving a thought to whether the ring has been unjustly imprisoned.

Follow-Up: A question was posed about how this relates to the Power of Purity, a group of Zil binders that seek to understand elementals and to work more closely with them. This still works with what I’ve described here. Elementals ARE sentient. It is possible to communicate with them. They simply are sentient in a very alien way. They have language, but that doesn’t mean they think like we do. In my vision, “raw” elementals generally don’t speak with one another; the elemental languages represent the ability to interface with the elemental and to draw its attention in a way that usually doesn’t happen. An airship pilot needs to interface with and guide an elemental, and a Purity binder does this as well. Most binders DISMISS the need to understand the elemental consciousness; Purity binders feel that truly understanding elementals is the secret to vastly better results. And if you want someone to suddenly reveal that elementals are being tortured and to upset the industry, the Power of Purity would be a good place to start.

That’s all for now! Thanks again to my Patreon supporters for making articles like this possible!

Dragonmarks: Arcane Industry

Sora (Sahra Syrralan d’Sivis) by Julio Azevedo

Previous articles have discussed the basic principles of Arcane Science, delved into Arcane History and the evolution of the Arcane Arts, and discussed Wizard Circles. But we’re still building a picture of how magic is integrated into everyday life. What is a magewright, and how does someone become one? How widespread are factories in the Five Nations, and what are they like?

The first thing to understand is that Khorvaire is actively and rapidly evolving. My original draft of the setting imagined a world that was more industrial—a world where wands and rods had largely replaced bows, where there were analogues to cars and radio. In developing the setting we made an intentional choice to pull back from that, to ensure that at the end of the day it still felt like D&D. But that world is out there, and it’s not that far away. This is one of the main reasons we’ve never advanced the timeline. In the last century we’ve seen the development of warforged and blast disks, and the rise of the common wandslinger. Lyrandar launched its first airship eight years ago, and within eight years we have docking towers in most major cities. We’ve shown some examples of airship innovation, with double-ring vessels. But again, these are innovations we’ve seen in just eight years. What will we have in another ten years? Flying fortresses? Will we triple the speed of airships, or create skycoaches that don’t rely on manifest zones? Galifar may have been a peaceful, golden age; but stability and stagnation went hand in hand. The Last War forced the nations (and the Houses supplying them) to innovate, to use every resource, to develop new tools and techniques.

Now the war is over, that spirit is part of civilian life. The world is changing. It’s intentional that people in Khorvaire ride horses, that more soldiers use crossbows than do wands. There ARE factories in Breland, but there’s still a place in the world for the independent blacksmith working at their forge. Today Breland is ruled by a king; but who knows what tomorrow will bring. The Arcane Revolution is happening NOW, and it’s up to decide how that manifests in your campaign. So there are arcane factories, but they are still new and expanding. There are still artisans who don’t use magecraft or other cantrips in their work, especially in small communities. But factories are spreading and new magewrights are being trained every day. The world is changing.

As always, the ideas I present in this article are what I do at my table and in my Eberron. This is not canon and may contradict canon material. Where there are contradictions, it’s up to you to decide which path to follow or how best to integrate these ideas.

THE WIDER WORLD

In considering the development and impact of arcane industry, it’s important to understand that the maps we have of Khorvaire are very high level. In my opinion, they don’t show all the rivers or roads and they only call out the most important or especially interesting settlements. There are hundreds of villages in Breland; Sharn alone is surrounded by a dozen smaller communities which, among other things, produce food and other staples the City of Towers relies on. This absence isn’t an accident. While it may SEEM like a map of Breland should include every community in Breland, the practical fact is that dropping another 400 towns and villages onto the map won’t actually make it better; it would bury the existing locations in a wave of noise. Those locations that are called out are the places where things are most likely to HAPPEN. There’s always an adventure in Sharn—whereas in the Sharn-adjacent hamlet of Dane’s Rest, the most exciting thing to happen in the last century was that time Lyndimae’s sow gave birth to an aberrant-marked piglet (something those fancy Morgrave scholars still say is impossible, but they weren’t there when it burnt down the sty, now, were they?).

So where the existing maps of the Five Nations give the impression of a handful of cities spread across a largely empty landscape, I see the nations as more active and vibrant, with steady traffic on rivers, roads, and rails. There are definitely vast stretches of undeveloped land—regions such as the King’s Forest or the Dragonwood—but where you have a major city like Sharn, Wroat, Flamekeep, or Fairhaven, there’s an active community around it. Even a town like Ardev has some smaller outlying hamlets and thorps. One reason this is important is because it’s these communities that actually produce a lot of the raw materials industry relies on. The cities are where you have house enclaves, universities, and nobles hosting galas—but it’s the villages where you have the fields, quarries, and mines. If you look back to my Q’barra campaign, that was set in a small mining town that wasn’t in any canon material—because they aren’t mining dragonshards in Newthrone! So the main point is that there is more out there—there are fishing villages along the shore of Redcliff Bay and miners living in the foothills of the Blackcaps. If you need one, just call it out and add it to the map—as I’ve done with my current Threshold campaign. Threshold is a mining town that has been largely irrelevant for most of its existence and has now become important with the rise of Droaam; and so, I’ve added it to my map and my story.

So there’s a reason we don’t try to show every village. However, I do have an issue with the limited scope of the lightning rail as depicted on the current maps. While it’s easy to imagine that the rail system suffered a certain amount of damage during the war, the lightning rail has been operating for nearly two centuries; while it may have taken a century to really take root, I see it as being more widespread than is currently shown and a backbone of freight transportation. I’ll note that in my first draft of the adventure Shadows From The Last War the adventurers take the lightning rail from Sharn to Rukhaan Draal—and part of the plot rested on the idea that while Orien doesn’t currently operate other rails in Darguun, the network of conductor stones is still there and independent Orien heirs are running smaller coaches on them. Likewise, in Threshold I’ve established that the lightning rail runs through Ardev and out to Threshold… and Orien is actively negotiating to extend it into Droaam.

Part of the idea of the upcoming Frontiers of Eberron: Threshold book is to look at a smaller region in more detail. But the key point here is to understand that the economy of Khorvaire is more robust than what we’ve called out; that there is an industrial infrastructure that’s deeper than the handful of cities we’ve highlighted on the map. The focus of the existing material is always on adventure, not on establishing a clear model of the industrial economy. But the economy is supposed to be there underneath it.

LIMITATIONS AND INNOVATIONS

With that in mind, the next step is to understand the limitations of magic and a few of the key innovations that are driving the current arcane revolution. As the previous articles have established, arcane magic behaves in a scientific manner and it’s more complicated than it appears to be. It’s simplified in play because this is a game, and we don’t WANT it do be complicated for players to use. But player characters are remarkable. The fact that an artificer can potentially create ANY magic item they feel like is an expression of their remarkable talent, and also reflects unorthodox techniques; they’re the genius creating a prototype in their garage, but those same techniques don’t work on an industrial scale. Let’s quickly review some of the historic limitations on arcane magic.

  • Dragonmark Only. Long ago there were many effects that could only be produced by dragonmarked individuals and then, only a few times per day.
  • Exotic Components. Components are a limiting factor in both spellcasting and magic item creation, from the need to carry balls of sulphur and guano to cast fireball to the need to have the poison glands of a wyvern to create a dagger of venom. Looking to the latter example, a need for such exotic components made it unfeasible to produce such items on a large scale.
  • Narrow Skills. Arcane workers specialize in particular materials (cloth, wood, metal, paper) and specific schools of magic (Illusion, evocation). Except for player characters, the person who makes a hat of disguise can’t also create a wand of magic missiles, just as a gunsmith can’t assemble a television; the two items require a completely different subset of Arcana specializations.

Meanwhile, here’s a host of developments which (over a significant period of time) helped to usher in the modern age.

Spellcasting Focuses and V/S Components. The ability to use a wand to focus your fireball instead of having to carry a supply of guano-balls was a key development for the widespread wandslinger, and streamlined spellcasting overall. Likewise, verbal and somatic components are a tool that have evolved over time and allowed a more efficient use of arcane energy.

The Twelve and Dragonmark Focus Items. The Twelve created a forum in which the Dragonmarked Houses could combine their talents and create tools and techniques no single house could create alone. This accelerated the development of dragonmark focus items, which amplify the powers of a mark and can be used repeatedly. A Sivis heir being able to cast whispering wind (a 3.5 spell) once per day is a novelty; the development of the speaking stone is what transformed the communications industry. However, the cost of creating focus items was an early limitation, something that would be offset by…

Eberron Dragonshards. The most common form of dragonshard, Eberron dragonshards were found to be a universal source of arcane power—allowing early artificers to bypass the traditional limitations of rare components. However, even after this discovery was made, Eberron dragonshards weren’t available in significant quantities. When the young House Tharashk realized it could use its mark for prospecting as well as bounty hunting, Eberron dragonshards became available in significant quantities.

Access to larger quantities of Eberron dragonshards was a general boon to the development of magic items. But the match that lit the fuse of the arcane revolution was the development in the mid-ninth century of the techniques for refining Eberron dragonshards into residuum, a powdered form of the shards that concentrates their power, dramatically increasing the amount of energy people could work with. You know how there’s a base cost to creating a magic item? A significant portion of that is residuum, which can be acquired from House Tharashk—and this takes the place of the exotic components (Manticore spines! Irian crystals! Dragon’s blood!) that had been required in the past. Most magic items still do require some exotic components—you can’t make an airship without soarwood—but refined dragonshards provided a universal base material and general source of fuel that dramatically increased the ability to produce magic items and dragonmark focus items on a larger scale. Which in turn led to the following developments…

  • Agriculture. The widespread implementation of storm spires in agricultural regions allows House Lyrandar to ensure optimal weather, minimizing drought and other disasters. Cannith’s improved manufacturing allows the development and distribution of efficient tools, and they’re developing irrigation systems tied to the principles of create water. Combined with Vadalis’s enhanced livestock this created a surge in agricultural productivity in the late ninth century, contributing to the expansion of major cities and an increase in the industrial workforce.
  • Communication. While the first speaking stones were developed at the end of the eighth century, it was only with the discovery of residuum that they could be deployed on a wide scale. Improved communication helps facilitate collaboration in both research and business. The Arcane Congress developed sending stones in the early days of the Last War and continues to improve the tools of arcane communication. In turn, Tasker’s Dream—a think tank in House Sivis—is working to improve Sivis capabilities and services.
  • Manufacturing. House Cannith’s arcane forges (described in more detail below) allow more widespread production of mundane goods and tools. Combined with the development of the guild trade schools, this helped spread the used of both efficient techniques and tools that allow even independent artisans to produce goods more efficiently than in the past. These techniques include the magecraft cantrip, which allows arcane artisans work more efficiently than those using purely mundane techniques.
  • Transportation. As noted above, there are more roads and rivers in Khorvaire than we see on our maps. The elemental galleons of House Lyrandar are important for sea travel, but elemental-bound barges play an important role in river transport—and the development of residuum and improved binding techniques accelerated the production of these vessels. Likewise, it was the development of residuum that allowed the lightning rail to spread. According to canon, by 869 YK there were rail lines connecting the Five Nations all the way out to the Ironroot Mountains and the Talenta Plains, and the scope of the rail network continued to expand over the decades leading to the Last War. All of this aided in the transportation of both food and raw materials, further driving all other levels of the economy.

So the century leading up to the war saw an increase in the available labor force, while the development of cantrips and ritual magic—disseminated through guild trade schools—enable the rise of the modern magewright. Increasingly efficient techniques for finding and refining Eberron dragonshards made it possible to produce magical items and effects in larger quantities. Most professional magewrights rely on residuum to perform their rituals; it’s not just that people didn’t have the training, it’s that in the past it wouldn’t have been possible to sustain the modern magewright economy.

The Last War diverted much of the labor force, but it also created a burning need that didn’t exist under the unity of Galifar—both to supply the armies of each nation and for constant innovation, each nation eager to find some sort of edge. A century of war strained both resources and infrastructure, which is one reason that the dragonshard deposits of Q’barra and Xen’drik are of such great interest to House Tharashk. Now, in the wake of the war, the systems that evolved to feed that appetite are being turned to civilian needs—both repairing the damage that was done and finding ways to improve everyday life.

INDUSTRY IN THE WORLD

So we have a general sense of the forces that are driving the arcane revolution, but how does it actually manifest in the world? When you’re looking for general touchstones, what we’ve said is that Eberron has more in common with Earth in the nineteenth century than the twentieth or beyond. We are starting to see factories, but for the most part these are the sort of factories you’d see during the American Civil War, not modern automation. We have the point-to-point communication of the speaking stone—which fills much the same role as the telegraph—but in canon, we don’t yet have a wide-broadcast analogue to the radio. In general, magic is being used to produce better tools and techniques for artisans and farmers, but with a few notable exceptions work is still done by individuals. A typical smith may have trained at a Cannith trade school and may pay for the license that lets them display the Cannith seal; but such licensed independents still make up a significant part of the labor force. The greater industrial forces of the dragonmarked houses—Vadalis battery farms, Cannith’s creation forges—are expanding, and it’s easy to see have these could soon transform the economy in the days ahead. But again, that’s the point; the world is changing.

Having said that, the broadly-nineteenth-century model is just that—a general yardstick. Part of the point of Eberron is that it uses different tools than our world, and that means there are things that can be done in Eberron that are impossible even in the present day. While it’s not yet an economically viable service, House Orien can teleport you from Sharn to Korth in the blink of an eye. House Phiarlan may not have access to modern special effects, but they can do things with illusion we can only dream of. Prestidigitation can heat or chill food in seconds. This is especially true when we get into eldritch machines. Lyrandar’s storm spires can control the weather, and Cannith creation forges can create life. So the Five Nations don’t have analogues to television or cars, they don’t have the internet, and airships aren’t as advanced or widespread as our airplanes. But aside from the fact that arcane science advances with every day, always keep in mind the ways in which it does differ from our technology.

Let’s look at a few specific manifestations of arcane industry…

A Vadalis riding tribex, by Olie Boldador

Magebreeding

House Vadalis and those independents licensed by the Handler’s Guild cover a range of businesses: animal husbandry, teamster services, veterinary medicine. These are generally specialized, generational fields. Redleaf Harriers breeds hounds, raptors, and other hunting beasts, while the Willowhaven Ranch outside Varna is the largest dairy farm in the Five Nations. As with any dragonmarked house, most of the largest and well-supported businesses are run by house heirs, but the Handler’s Guild also licenses countless independent ranchers and breeders. The black hippogriff seal ensures that the people in charge have Vadalis training and that beasts are cared for and raised according to house standards. So there are a few massive ranches like Willowhaven, but there are countless small farms as well.

When most people hear “Vadalis,” they think of magebreeding. This is a term that has many meanings. Let’s start with the earliest description.

The widespread use of magic on Eberron has led to the development of magical enhancements to animal breeding, particularly within House Vadalis. Some experiments in that direction have created new creatures that are actually magical beasts, with unusual intelligence and supernatural or spell-like abilities. In general, however, the aim of these breeding programs is simply to create better animals—ones that are more suited for use in the work of daily life. These magically enhanced animals are called magebred.

Eberron Campaign Setting, page 295

Today, House Vadalis identifies three distinct forms of magebreeding.

Incremental magebreeding is similar to breeders in our world trying to produce a new breed of dog. The result is a slight variation in the standard beast well suited toward a particular role: a hen that lays larger eggs, a tiger that’s easier to train, a hound that thrives in colder climates or has a remarkable sense of smell. One concrete example of this is the riding tribex. For thousands of years, the plains tribex has been bred as a beast of burden and source of food. The riding tribex is smaller and faster—sturdier than a horse and capable of enduring long, sustained trips.

Enhanced magebreeding seeks to strengthen a creature, imbuing it with minor supernatural qualities. The Magebred Animal template in the 3.5 Eberron Campaign Setting suggests the following changes:

  • One of Strength, Dexterity, or Constitution is increased by 4; the other two ability scores are increased by 2.
  • Armor Class is increased by 2, reflecting increased overall durability.
  • Magebred animals are easier to train, can learn more tricks or maneuvers than purely mundane creatures, and the DC of Animal Handling checks involving the beast is reduced by 2.
  • The creature gains either a +10 bonus to one of its movement speeds, an additional +2 bonus to armor class, or a bonus to tracking checks.

These creatures are still considered beasts; in 3.5 D&D terms, they were limited to an Intelligence of 2. A few critical points about this template. It’s intended to reflect BREEDS of magebred animals. So Redleaf hounds all have +4 Dexterity and a bonus to tracking; it’s not as though two pups in the same litter each get to choose whether the +4 goes to Strength or Dexterity, or whether they get the boost to movement or tracking. House Vadalis created the first Redleaf hounds through active enhanced magebreeding; but ever since then, Redleaf Harriers has bred that enhanced line, while the house magebreeders have moved on to other things.

The second point is that this is a simple template that is intended to give a broad example of what can be done. The template only suggests a possible bonus to movement, armor class, or tracking checks. But I could see any of the following as being the sort of features that enhanced magebreeding could produce:

  • Increased fertility; increased laying for egg-laying creatures, along with potentially unusual egg characteristics.
  • Animals used to provide meat or dairy could be magebred to enhance these aspects, whether that’s simply increasing the quantity or adding an unusual quality (flavor, color). This is how you get the cow that produces chocolate milk.
  • Heightened senses; a magebred falcon might have a bonus to Perception instead of Survival.
  • Specific resistances: creating a creature that doesn’t just have thick fur, but that is actually resistant to cold damage.
  • Unnatural appearance. A horse with metallic, silvery fur; a hound with glowing eyes; cats that always have identical markings.

The key points here are that the general goal of enhanced magebreeding is to produce new breeds with hereditary traits and generally requires generations to produce results. They don’t take a horse and GIVE it metallic fur; they easily COULD with cosmetic transmutation, but it wouldn’t last. Instead they work to instill a trait over multiple generations, that will thereafter be passed down to offspring. Typically enhanced breeds are only available to house arms in the Handler’s Guild, and enhanced beasts are sterilized before they are sold to others. Stories say that there are all sorts of safeguards to deal with poachers—that enhanced animals will die if they aren’t feed special Vadalis supplements, that they will frenzy and turn on rustlers, that Vadalis has death squads that sneak around the world hunting for unauthorized breeders—but these are probably just rumors. Probably.

Innovative magebreeding involves the creation of either an entirely new species or imbuing an existing creature with dramatic supernatural characteristics. Popular legend holds that the house’s first act of innovative magebreeding was the production of the hippogriff; skeptics claim that Vadalis simply discovered the first hippogriff after it emerged from a manifest zone tied to Kythri. A more recent and dramatic example is the tressym, first produced just twenty-four years ago. The house is always working on innovative projects, but actual successes are far and few between; innovative creations are often sterile, stillborn, or mentally unstable. Many innovative creatures are monstrosities as opposed to beasts.

While it’s more colorful and exciting than, say, dairy farming, magebreeding is a tiny fraction of the work of House Vadalis. Ranches and kennels tied to the Handler’s Guild may perform iterative magebreeding, but enhanced and innovative magebreeding is performed almost entirely within house enclaves or in conjunction with the Twelve. The tressym was produced through collaboration with House Medani, and there are stories of Vadalis working with House Jorasco on ghastly experiments involving troll’s blood and medusa’s eyes.

So what does a magebreeding facility actually look like? What is the daily work that goes on within? The following tools are used in magebreeding.

  • Manifest Zones. Zones tied to Kythri and Lamannia are both highly prized by House Vadalis, though any zone can have value; a Risian manifest zone could be crucial when trying to breed a creature resistant to cold. Sometimes this is about creating a facility in a manifest zone, but often it involves using secondary materials, such as foodstuffs grown in the relevant manifest zones or harnesses formed from planar materials.
  • Focus Items and Eldritch Machines. Vadalis magebreeders use focus items that help them both to maintain control of beasts through the process of magebreeding, compel necessary behaviors, shape instincts, and monitor the state of their charges. Eldritch machines can serve more dramatic purposes; one that comes to mind is the spire of growth, a monolith that accelerates the aging of any beasts within its radius; these help with generational breeding, though these spires are expensive to create and dangerous to maintain (supposedly they don’t affect humanoids…). In general, eldritch machines that produce truly dramatic effects are likely to be either unique or experimental, and may become unstable or require a steady supply of dragonshards.
  • Rare Components. As noted before, Vadalis has been experimenting with troll’s blood. Innovative and enhanced magebreeding often uses transmutation techniques to imbue a creature with the qualities of another creature; this can require organs, blood, or other elements of the creature with the desired trait. Likewise, planar resources can be important in magebreeding.
  • Transmutation Magic. Magebreeding can involve a wide array of transmutation rituals, most of which have little practical application to adventuring: rituals to enhance fertility, highly specific polymorph effects, rituals that simply increase a beast’s chances of surviving the transfusions and other operations it’s going through. A side effect of this is that there is a corps of specialists within Vadalis who excel at cosmetic transmutation (as described in Exploring Eberron). This is rarely a service they perform for humanoids, but there is at least one Vadalis transmuter who runs a business altering the new pets of rich clients to match the appearance of a deceased pet. As a general rule, polymorph alone doesn’t allow successful breeding; polymorphed creatures are functionally sterile while under the effects of the spell, so while you can turn a cat into a dog for an hour, if it mates with another dog in that time it won’t end up producing either puppies or kittens. This is certainly something Vadalis has and continued to experiment with, but lasting change isn’t as simple as a single 4th level spell.

So the point is that magebreeding facilities often look like farms or vertinary hospitals, with special chambers for performing rituals or imbuing planar energies. But magebreeding is invariably a long-term process, involving both breeding and the careful study of multiple generations. Vadalis is always searching for ways to produce swifter and more dramatic results… And these efforts often end in disaster, or at least adventure!

What about plants? One question that’s frequently come up is whether House Vadalis also magebreeds plants. On consideration, my answer is that they do not. Their expertise is limited to fauna, not flora. We have specifically called out Riedran work magebreeding plants (such as dreamlily and the pommow). We’ve talked about the fact that soarwood is a vital limited resource, suggesting that Vadalis can’t replicate it. I also see magical manipulation of plantlife as something that may end up being a strength of the Eldeen Reaches. So there are lots of interesting possibilities for magebred plants, but it’s not a field monopolized by a dragonmarked house;this is an area of the economy that hasn’t currently been locked down, leaving opportunities for independent forces to fill that gap.

Magewrights

A magewright is someone who uses cantrips and arcane rituals to perform their job. It’s a generic term, like technician. “Magewright” isn’t a job; the job is lamplighter or locksmith or truthteller. A typical blacksmith is a magewright, using magecraft and mending to enhance their work; but if you ask their occupation, they’ll say “blacksmith.” The point is that in the modern age, arcane cantrips and rituals are becoming standard tools of industry. If you go to a small village, you may find a smith who doesn’t know how to cast mending; but they’ll have a hard time competing with the Cannith-trained smiths who can mend a broken object in seconds.

As has been discussed in earlier articles and Exploring Eberron, most magewrights are highly specialized and use cantrips or spells that are more limited than the spells used by player characters—though sometimes limitations are balanced by specific advantages. A magewright launderer may use a form of prestidigitation that can only clean or dry, and that only affects fabric or leather—but it may affect a larger area than the standard cantrip. As noted in Rising From The Last War, most magewrights can only cast leveled spells as rituals (even spells that normally don’t have the ritual tag); these often rituals take longer than usual; and they require an additional material cost of 20 gp x the spell’s level, typically refined Eberron dragonshards. Magewrights can produce their effects over and over, but there is a cost in time and gold. Likewise, Magewrights are often proficient with very narrow slices of Arcana. For a player character, Arcana represents broad knowledge; a magewright might be an expert with Arcana but ONLY regarding illusion effects, because that’s all that they mastered in their studies.

Like the wandslinger, the number of magewrights in the world has increased exponentially over the course of the last century. This is due both to the development of improved training techniques and to the need for more services. Magewrights also highlight a crucial difference between the arcane economy and our technological economy. Arcane magic can produce remarkable effects, but it often requires a living creature to guide it. At the moment, laundry is typically done by a magewright who casts their specialized prestidigitation, not by use of a machine anyone can use. Some of the most important tools are dragonmark focus items that can only be operated by someone who possesses a specific dragonmark. Magic items exist, and as noted below exist in ever-increasing numbers—but at the moment there is a vital human (well, living) component to the economy.

Most magewrights are trained by one of the guilds tied to the dragonmarked houses. These trade schools pass along specific techniques tied to the houses, and ultimately provide the student with the opportunity to work within the guild or to license an independent business. The Arcane Congress has its own training programs, and other nations are working on their own programs, but these are typically limited to a few specific fields that until recently were critical to the war effort; again, you don’t go to “magewright school”, you train to be a tinker or a lamplighter. Aside from having the greatest expertise and deep pockets, the trade schools of the guild have the public trust; everyone KNOWS that if you want to be the best smith you can be, you should get Cannith training, not study with some Morgrave outreach program. With that said, not all Magewrights learn from schools. Especially in smaller communities, a magewright may learn their trade through a local apprenticeship. It’s also possible that a magewright could stumble onto their own unique techniques (for example, an Aundairian shoemaker who learns fey techniques for mending shoes).

Manufacturing

House Cannith dominates industrial manufacturing, but isn’t particularly involved in the harvesting or development of raw materials. Likewise, House Cannith is known for two things: the development and maintenance of durable tools and weapons and the creation of magic items (common and otherwise). A key example of this is clothing. Cannith produces and sells looms and weaver’s tools, and it creates enchanted clothing—but it largely performs the latter function by purchasing clothing from weavers and then adding the enchantments. In the case of some of the new factories, Cannith is employing weavers to produce those clothes onsite—but it doesn’t dominate the production of clothing or the fashion industry in the same way that it dominates the creation of swords or constructs. Many expert artisans in all fields still receive Cannith magewright training, but Cannith on the whole is focused on function; fashion is another cottage industry, where independent forces like Clebdecher, Davandi, and a host of Aundairians can shine. 

This ties to the general point that a great deal of modern manufacturing is still the province of individuals or small businesses. The local blacksmith may be Cannith-trained, but you still go and deal with the local blacksmith.

With that said, that is changing. Eldritch machines like creation forges and the legendary genesis forge are amazing arcane factories that allow heirs to channel the forces of conjuration and transmutation and reshape matter through magic alone. However, most Cannith factories aren’t that advanced. They employ assembly lines, with workers having focused tasks that contribute to a greater whole. They use arcane principles—using forms of prestidigitation and mending to polish and shape elements, for example—but they are still more akin to nineteenth century factories than those of the modern day. The simple fact of the matter is that I’m not an expert on manufacturing techniques, and I can’t give you a precise breakdown of what goes on in a Cannith arms factory. But I can say that if that factory is producing swords, every sword in a particular model is nearly identical in quality and appearance—and that it’s produced by an assembly line as opposed to the work of a single smith. It is also the case that a Cannith workshop is generally tightly focused and uses tools that effectively provide advantage to the production of a specific type of thing. That Cannith arms factory is able to churn out swords and halberds, but they can’t suddenly turn around and start producing wagons tomorrow; they’re metalworks, and while they might be able to shift to producing maces by changing out molds, they can’t suddenly start producing leather armor.

Cannith is also the source of the bulk of the magic items that are found in the present day. As a general rule, even common items aren’t yet MASS produced, though Cannith is working on it. Let’s consider a cloak of many fashions. First they need the base, physical cloak, which has to be produced to certain specifications (a particular material, specific total mass; given the esoteric nature of arcane magic, it’s even possible that it has to be a specific color). Assembly line workers can perform preparatory work—imbuing the material with residuum and a certain elixir; attaching a brooch, itself specially prepared—but ultimately it is a specialized magewright who performs a lengthy ritual that draws on arcane forces and binds them to the cloth. The Cannith facility is designed to help this process; the chamber that magewright works in is engraved with arcane patterns that allow them to channel the energies involved in illusion-into-cloth rituals more efficiently. This ties to the basic difference between Cannith artisans and player characters creating magic items. Cannith facilities are geared to create specific items and they can do so quicker and more cheaply than an artificer. But that workshop is entirely geared toward binding illusion into clothes—producing a specific version of cloak of many fashions, perhaps a form of cloaks of elvenkind, maybe a specific type of glamoured armor. They can’t just decide to produce a wand of magic missiles tomorrow; their speed and efficiency is tied to following a clearly established pattern.

Cannith dominates manufacturing and sets the standards of the industry, but that doesn’t mean all goods are manufactured by Cannith. We’ve always called out that Breland has the greatest industrial capacity of the Five Nations, while through the Arcane Congress Aundair has the most sophisticated facilities for producing magic items. The Cogs of Sharn are an important center for metalworking. Cannith facilities are simply better, because dragonmark focus items are cheaper and more effective than other tools and because Cannith artisans have Artisan’s Intuition; but Brelish facilities are still effective and capable of producing mundane equipment on par with Cannith’s basic goods.

What About Automation?

Even before House Cannith created the fully sentient warforged, it developed the semi-sentient warforged titans. Homunculi have been around for quite some time, and I’ll talk about both homunculi and familiars in more detail in a future IFAQ. The principles of arcane automation are clearly on the table, and already one of the primary concerns meatbags—I mean, people—have raised about the warforged is that these tireless constructs might steal the jobs of honest folk. As it stands, the general concept is that the science just isn’t there yet. There may certainly be prototype factories where animated metal limbs perform the work that once required human hands, or where docents perform the work of enchantment. But again, this ties to the point that the world is changing. Currently, the magewright is a crucial living component of modern manufacturing; but perhaps the next decade will bring dramatic change.

WHY DOES THIS MATTER?

This is always the key question with this type of article. Ultimately, why does any of this matter? How does any of this actually affect your adventure or your adventurer? Here’s a few things to consider.

  • Independent artisans are still common. Most are trained or licensed by the dragonmarked houses, and people value a house license because it promises a standardized level of quality. If you have the Guild Artisan background, odds are good you’re tied to one of the house guilds… But if you’re proficient with Smith’s Tools, you could have been a soldier trained to maintain equipment in the Last War, you could have worked in the Cogs, or you could simply have learned the trade from the village smith.
  • Manifest zones are often an important aspect of industry. It’s Syrania that makes the City of Towers possible. As a DM developing an interesting industrial site, consider if there’s a manifest zone that could be relevant—and if so, what unforeseen consequences it could have. Sharn has its radiant idols. If Cannith has built a massive forgehold in a Fernian manifest zone to take advantage of its Fires of Industry trait, they might run into problems when an exiled dao decides to lay claim to the facility…
  • Consider the practical applications of cantrips. Within seconds, a magewright can heat, chill, clean, flavor, or mend. That’s a tool; prestidigitation lets you heat and flavor food, but unless you’re proficient with cook’s utensils there’s no assurance you’ll do it well.
  • Factories exist, and employ assembly lines and specialized facilities, but are not as advanced—or automated—as what we’re used to.
  • On the other hand, eldritch machines can produce effects that are beyond what we can do today. However, these often either require a dragonmarked heir (as with the storm spire or creation forge) or are either unique or prototype facilities that could easily have unexpected problems.
  • Tied to this, arcane science is constantly advancing. Both the houses and independent forces are trying to push the envelope. Risky experiments can have unsafe consequences or require questionable actions—whether that’s about Vadalis kidnapping trolls to harvest their blood, or Cannith making a new generation of warforged that channel the essence of fiends from Shavarath.

GENERALQ&A

As we start moving into the late Victorian period the first department stores begin showing up and textiles are by and large one of the most industrious industries… The smaller tailors will buy the newest patterns from France or Italy, then you’d go in and be fitted and pick out your fabrics. In larger department stores it is much the same, but instead of a dress made in your hometown it is shipped in from a more manufacture savvy city or country. I’m assuming that one could say that Cannith acts as these large department stores, and these dresses (still made to order and fit) are then brought in so that Cannith artificers can enchant them. Or would it be more of a service that Cannith does, that one can order a gown in a fine silk, and the tailor can have it sent off to Cannith to have a glamour put upon it?

There’s a few factors here. The first is that so far in canon I don’t believe we’ve discussed the existence of a classic department store in the model of Selfridge’s or Le Bon Marche. I believe that there’s a lot of room for just such a business to exist in Fairhaven or Sharn, but the point is that it doesn’t exist yet. MY inclination would be to highlight this as a key development of the world moving forward from the war—to tell a Selfridge-like story of the entrepreneur who’s trying to introduce the department store to the Five Nations. The question then comes as to whether that store would be Cannith, or whether it would be an independent—who could, therefore, be an Aurum member. Essentially, Cannith specializes in MAKING things; we’ve never said they specialize in SELLING them, and that could be a crucial distinction here.

This ties to the key question of where the dragonmarked monopolies lie. What businesses do you want to be utterly dominated by the houses, and where are the opportunities for independents and the Aurum to get a foothold? Just as I suggest above that Vadalis isn’t involved in magebreeding plants, I’m inclined to say that Cannith is focused on function over fashion. I DO think it’s reasonable to say that they enchant bolts of fabric with relevant enchantments (self-cleaning, simple glamerweave effects) and then sell them to tailors. But I don’t think that most dressmakers are Cannith. In Sharn: City of Towers, the two most celebrated tailors are Hellien Clamas Clebdecher and Thurik Davandi—both independent gnomes. In Threshold, the Cannith heir runs the smithy while Littlehand Haberdashers is independent. Personally, I like having those spaces in the world that fall in the cracks between houses. I think it IS reasonable to say that Cannith produces bolts of cloth—that tailors buy their materials from Cannith—but I’m OK with the idea that fashion is outside of Cannith, and that the department store could be a new development.

But also tied to that, in general I tend to think that fine glamerweave is often custom work. I think it’s reasonable to say that there are basic glamerweave effects that can be bound to bolts of cloth and that are seen in bulk—field of stars, flowing water, embers—but I tend to think that more dramatic glamerweave effects are usually custom work. So it could be that a tailor would make a dress and then you’d take it to a glamerweave artisan, but I don’t think that artisan would necessarily be Cannith.

Would it be House Cannith that has magewright plumbers?

Yes and no. Rather than “plumber,” I’d call this magewright trade custodian. Prestidigitation to clean; a form of mending that can be used to repair damaged masonry and wood; and potentially a speciality spell like create or destroy water, floating disk, or even some form of generating fire to dispose of refuse. Custodians could serve as plumbers in cities that have plumbing, but would also deal with general maintenance of infrastructure, remove refuse and graffiti, and so on. Again, I could definitely see that the Cannith Tinker’s Guild would TRAIN custodians, but I’m not sure that it would actually broker their services; I think custodians would probably work directly for the civic authority. However, the Tinker’s Guild might license itinerant custodians who travel between smaller villages.

What’s the role of the city of Making, which now resides on the Glass Plateau, in this? Were there any particular innovations or was it “just” a major industrial center? Was it the original home of one or more Cannith families?

The city of Making is a source of contradictory canon. In some places it’s described as “the birthplace of House Cannith.” Yet Rising From The Last War and earlier canon sources clearly establish Eston as the seat of House Cannith and the focus of its greatest works. Likewise, Rising says “A secret Cannith facility is supposed to hide in the city’s subterranean depths“—which implies that the city overall isn’t dominated by Cannith.

My answer lies in the final question—Was it the original home of one or more Cannith families? As this article notes, Cannith was formed from multiple families. The Vown family—which we’ve called out as one of the more powerful families today—was definitely associated with Eston. I’d say that the region around making was associated with both the Harn and Juran families (though the Jurans were always travelers and didn’t settle in one city). While Eston became the seat of the united house, Making remained a center of GENERAL industry within Cyre, both Cannith and other cottage industries. To tie it to the preceding questions, I’d take it a step further and say that Making might have been the center for Cannith’s textile production—so yes, Cannith had facilities in Making, but they largely produced bolts of cloth and other basic goods, whereas in Eston they have the clockwork menagerie and three creation forges. This ties to the statement that Cannith had a SECRET facility beneath Making; the point is that they had factories and facilities on the surface but that they were all devoted to peaceful production, while if there was some sort of weapons research going on in Making, it was in this hidden outpost.

As with all of these articles, there’s many more aspects of this I’d like to cover. Future IFAQs may deal with questions about the lightning rail, airships, and familiars. As always, thanks to by Patreon supporters, who chose this topic and who make these articles possible!

IFAQ Lightning Round: Q’barra!

Recently my Patreon supporters posed a number of questions about Q’barra, and I wanted to share the answers where everyone could see them! These get fairly deep into the weeds of Q’barra lore, so here’s a few quick explanations for terms you might not know.

  • Masvirik is the fiendish overlord bound in Q’barra, more commonly known as “The Cold Sun.” The Poison Dusk are the servants of Masvirik, a blend of corrupted lizardfolk, kobolds, and dragonborn.
  • The Masvirik’uala are an alliance of lizardfolk sworn to protect the region from the Poison Dusk and Masvirik. To ensure that they never forgot their mission, the couatl bound the lizardfolk to a shared dream that would forever remind them of their purpose. This is discussed in more detail in this article.
  • The Trothlorsvek is the dragonborn culture in Q’barra, and are also discussed in the previously linked article. Their ancestors came to Q’barra with Rhashaak, the last dragon sent to protect the region from Masvirik.
  • Dusk shards are eberron dragonshards infused with fiendish power.

Before I dive into the questions, I wanted to call out that there’s just 24 hours left for people who want to submit an entry to play in my next Threshold session; you can find more information here.

Previously you made an off hand comparison that “Masvirik is to the lizardfolk as Katashka is to humans” – what did you mean by that?

Some servants of the Poison Dusk are undead and some aren’t, but those that are undead aren’t like Mabaran undead. Masvirik’s champions channel the overlord’s power, which can cause mutation. After death, that aspect of Masvirik can continue to animate the body, creating a form of undead. Keep in mind that when I say “aspect of Masvirik” that doesn’t mean he himself is consciously driving all these beings; like most overlords, Masvirik is essentially dreaming. Possession starts as just a general drive to serve the Poison Dusk. Physical mutation generally occurs as the spirit grows stronger and begins to edge out the mortal spirit; ultimately this can kill the vessel, leaving an undead being entirely driven by the evil within it.

What role do the Blackscale Lizardfolk play in Q’barra?

It wasn’t clearly defined in the 3.5 ECS. The approach of 4E was to say that Masvirik’s servants are vessels for its power and that this physically transforms them — and that the colonists mistakenly assumed these were distinct species, whereas in fact they are corrupted. So the classic “Poison Dusk lizardfolk” weren’t pygmy lizardfolk, but rather corrupted kobolds—with Dungeon 185 noting that the kobolds of the region are the most vulnerable to the influence of the Cold Sun, thus driving that idea that most of the time, people encountering “The Poison Dusk” encounter these small scales. It goes on to note that with Masvirik’s dusk shard champions “Many are physically transformed so that they possess serpentine or draconic traits and specifically resemble a black dragon” — so Blackscale lizardfolk aren’t a SPECIES, but rather corrupted champions of Masvirik. As such, they largely aren’t encountered outside of the Poison Dusk and don’t play a distinct role in Q’barra separate from the Poison Dusk. 

The ECS states that the Cold Sun are primarily found in the “north and east”. Would you then say that the Dragonborn/Trothlorsvek are actually the primary scales in Hope/New Galifar? Or is that outdated canon?

It’s outdated canon. With that said, I wouldn’t say that there ARE “primary scales” in Hope and New Galifar. The Masvirik’uala form the bulk of the population, but what Dungeon 185 notes is that “the lizardfolk proved willing to cede certain regions to the outsiders”. They don’t have a concept of owning land and they essentially moved out of the regions the colonists moved into; they largely avoid contact with the settlers when possible. I think they can still be found in Hope and New Galifar, but again, they essentially move to stay out of the way of the colonists, so you don’t FEEL their presence strongly. By contrast, the Trothlorsvek are few in number and their cities are largely in the unclaimed region, but they are more open to interacting with the settlers when they do meet; High Elder Bhisma has forged an alliance with Newthrone and forbid clans from attacking human cities, and it was likely Bhisma who participated in the Thronehold discussions. But the Dragonborn have their ancient duties to attend to and aren’t TRYING to integrate with the settlers, which again is why the settlers know so little about them.

Is the shared dreamscape of the Masvirik’uala in Dal Quor, like the Uul Dhakaan, or is it separate from the plane?

Logically, it makes more sense for it to be isolated from the plane. It was created by the couatl, who have no personal connection to Dal Quor or reason to have influence over it. Furthermore, if it’s in Dal Quor it’s easier for it to be manipulated or corrupted by outside forces, so it’s SAFER for it to be isolated. So my inclination would be to say that the lizardfolk dream is IN THE SILVER FLAME. The main thing is that this would mean that the Masvirik’uala should be IMMUNE TO THE DREAM SPELL, because like kalashtar they don’t dream in Dal Quor. On the other hand, if you want adventurers to be able to explore it or want it to be corrupted by the Quori you could place it in Dal Quor… But again, it seems illogical to me that the couatl would have the ability to permanently transform Dal Quor. Yes, on the one hand the Couatl host had more raw power than Jhazaal Dhakaan, and she created the Uul Dhakaan… but on the other hand, as a mortal, Jhazaal had a tie to Dal Quor and a deep understanding of stories, while as native celestials the couatl have no connection to Dal Quor.

Would you say that the Draconic Eidolon has existed undisturbed since the rise of draconic power toward the end of the Age of Demons? Would it have weathered the Turning of Ages, undisturbed? I assume the Draconic Eidolon might have been attacked in the past by quori, but remained impenetrable?

I’d be inclined to say that it’s more recent than the Age of Demons. It’s supposed to be an arcane artifact—something the dragons CREATED—and to me, it’s an example of the fact that even at their more advanced level of magic, dragons are capable of innovation and evolution. With that said, one possibility would be to say that it was created by Ourelonastrix and that it holds the spirits of the dragons who inspired the myths of the Sovereigns; in that case, yes, it would be that old.

What kind of magic do the lizardfolk use? Dragons of Eberron mentions that Vvaraak taught many other groups of druids, including that ” lizardfolk boast Gatekeepers in Q’barra and Xen’drik” while Rising from the Last War says that lizardfolk culture “blends druidic traditions with the beliefs of the Silver Flame”

The general principle is that where there’s contradictions, the latest source takes precedence—notably, the intentional change of the Blood of Vol over the editions when compared to the ECS. Rising intentionally contradicts prior canon on a number of points. So I would use Rising’s statement here: the Lizardfolk have a tradition that blends primal magic and the power of the Silver Flame. I see no reason that Vvaraak would have had anything to do with it, and beyond that, the Masivirik’uuala AREN’T GOOD AT LEARNING NEW THINGS. The whole reason their culture has remained as stable as it has for tens of thousands of years is that they rely on the dream for their traditions. If Vvaraak taught them something entirely new, it would be forgotten in a few generations because it’s not embedded in the dream. So I’d ignore Dragons of Eberron on this point — though it could be advanced as a crackpot theory by a Morgrave scholar.

As noted, they wield a blend of divine and primal power… so, for example, an Ancients paladin or a Nature cleric are both solid choices for the lizardfolk, though rangers and druids are also options. They do not have a Keeper or Voice of the Flame; the shared dream of the Masvirik’uala serves the role of a Voice of the Flame for them. 

Do the Shulassakar play any role in the region? The dragonshard on them says “The shulassakar devote their energy to guarding Krezent and other couatl ruins scattered across Eberron.”

No, the Shulassakar don’t play a major role in the region. The lizardfolk predate the Shulassakar and the lizardfolk dream is essentially a self-sustaining system; they don’t NEED shulassakar assistance (just as there’s no significant shulassakar presence among the Ghaash’kala). The Shulassakar guard Krezent because there’s no one else to do it. I expect that there may be some Shulassakar OBSERVERS in Q’barra, but they aren’t integrated into the Masvirik’uala.

When did Rhashaak arrive? How has he survived? Was he the first draconic guardian of Haka’torvhak?

This is a question that simply isn’t going to have a logical answer, which is why my general principle is NOT to try to pin down every scrap of history in these vast stretches. Per 5E dragonborn lifespan is equivalent to humans. Barring a supernatural force like the Uul Dhakaan or lizardfolk dreams, it’s hard to envision a dragonborn civilization enduring for *75,000* years with no significant change — and still being around to have an empire that clashed with the Dhakaani. One way to explain it would be to suggest that they have gone through multiple rises and falls, being nearly decimated by the Poison Dusk only to eventually rebuild, in which case past civilizations could be entirely different. A simpler alternative would be that Rhashaak was the LAST guardian, not the first; that with all previous guardians, Argonnessen eradicated them AND their dragonborn retinue when they became corrupted. With Rhashaak, they realized that while he was corrupted, he was both contained and containing Masvirik—that rather than replacing the cork in the bottle over and over, they could just LEAVE it. So in that case, Masvirik could have been put in place in the Age of Monsters, allowing his dragonborn to establish an empire around the same time as Dhakaan.

For story purposes, whether Rhashaak’s reign lasted one thousand years or three thousand years is largely irrelevant; it lasted for a long time, a long time ago. However, if you want to nail it down, there’s two possibilities. Either it’s artistic license — even the dragonborn likely don’t have perfect records, and who else would even know? The lizardfolk don’t record history in that way—or Rhashaak was ALWAYS SUSTAINED BY THE POWER OF HAKATORVHAK—that part of BEING the guardian of Haka’torvhak was spiritually bonding with the city, and it was always just a question of how long he could sustain it without being corrupted.

What’s the big difference between a dusk shard and a khyber shard with a demon in it? Is it just that dusk shards, being based in Eberron shards, were a more convenient storytelling mechanism for Q’barra?

The short form is that there weren’t enough Khyber shards IN Q’barra, so Eberron shards were used instead, which is why THEY DON’T WORK AS WELL. In general principle, think of a dusk shard as a sponge used to soak up Masvirik’s malefic power; it’s better than leaving the mess on the floor, but you’re going to get wet if you touch it.

That’s all for now! Thanks again to my Patreon supporters for making these articles possible.

Threshold: Casting Session 2

Art by Carolina Cesario

In 2009 I traveled around the world, going from place to place and running an Eberron session for everyone I stayed with. One of the things I loved about that was getting meet and play with a vast range of different people. Thanks to the pandemic, travel isn’t in the cards for the forseeable future. So at the end of last year I started working on something else: an online campaign for my Patreon supporters. This is an ongoing campaign that is based in the town of Threshold and that uses a roster of ten established player characters… but each session, da different set of players will play those characters. In between sessions, all of my patrons will have a chance to shape the town and the story through polls and other activities—so even people who don’t have a chance to play will be a part of the campaign.

In the winter of 2020 I worked with my patrons to build our roster of characters. I’ve set up a campaign site where patrons can review the characters and the ongoing progress of the campaign, as well as adding session logs and other notes. In January I ran the first session of Threshold, and patrons have access to the video of that session. Now I’m getting ready for the second session, and I’m doing the casting call. If you might like to play in that session, read on!

Briar the Greensinger, by Julio Azevedo

My original idea was that I would randomly select the players for each session from my pool of patrons. However, Patreon has strict rules that prevent any such randomized benefits. However, they do allow contests. So first I polled supporters to choose the time for the session—I’ll be running each session at a different time, to ensure that all patrons have an opportunity to participate, regardless of their time zone. This next session is going to be at 10 AM – 2 PM Pacific Time, February 21st. Today I opened up the contest. As I said, Threshold uses a roster of ten player characters:

  • Bel, the Smith (Beasthide shifter, Beast barbarian, folk hero)
  • Briar, the Greensinger (Changeling, Dreams druid, entertainer)
  • Deven, the Tailor (Goblin, Mastermind rogue, spy)
  • Ja’taarka, the Good Boy (Worg, Gloom Stalker ranger, soldier)
  • Rolan Harn, the Marshal (Deneith human, Battle Master fighter, soldier)
  • Sora, the Stonespeaker (Sivis gnome, Scribe wizard, sage)
  • Tari, the Flame (Kalashtar, Divine Soul sorcerer, urchin)
  • Three-Widow Jane, the Wandslinger (Khoravar, Genie warlock, criminal)
  • Ink, the Scholar (Ruinbound dwarf, Alchemist artificer, sage)
  • Vael, the Mystery (Valenar elf, Glory paladin, folk hero)

For this session, the challenge is to choose a character you want to play and to describe their connection to another character. If I chose your answer, that becomes part of the developing canon. So last session we established that the scholar Ink had gone on a disastrous date with Three-Widow Jane, that Rolan had danced with Sora at a grand ball in Sharn, and that one of Deven’s teenage daughters is a student at Ink’s schoolhouse. So regardless of what happens in the actual adventure, the characters and the story will continue to evolve.

Now, I’ve used that challenge for these first two sessions because it’s a good way to build a strong foundation for these shared characters. But I will use different challenges in the future. Perhaps one session I’ll have people draw a sketch of the character they want to play, or to present me with an Eberron-themed limerick. I want to make sure that everyone has a chance to play, regardless of their time zone or talents. With only five players each session, that may take a while… but even those who don’t play still get to help shape the story. And again, the video and audio of the session are shared with patrons, so everyone gets to follow along with the story.

If this sounds interesting to you, go to my Patreon and support at the Threshold level; the most recent Threshold post includes the specific details of the challenge and the link to the campaign website, where you can learn more about the established characters. The current challenge runs until noon on Wednesday the 17th, and I’ll be running the session on the 21st. I’m going to run at least one session a month; if there’s sufficient interest and support, I might be able to accelerate that.

Briar the Greensinger, by Julio Azevedo

While the campaign is only just beginning, I’ve really enjoyed the process of creating the town and the adventurers. As is suggested by the image at the top, this is a campaign that blends fantasy with elements of the Western genre, something I’ve previously explored in Q’barra. Threshold is set on the opposite side Khorvaire, on the border between Breland and the rising nation of Droaam. It’s a town where a worg can duel an agent of a dragonmarked house, where the ever-expanding lightning rail brings prosperity and unexpected dangers. Beyond the campaign, I’m currently developing this sub-setting in a sourcebook for the DM’s Guild, Frontiers of Eberron: Threshold; so this is a chance to get a sneak peek at what lies ahead!

Thanks for reading, and I hope to see you in Threshold!

Dragonmarks: Powerful Characters and Campaigns

This month, my Patreon patrons asked for guidance on running high-level adventures in Eberron. In my next article, I’ll discuss plot hooks and villains you might use for such adventures. But first, I want to build a foundation with this article. Because there’s two primary challenges to building high level adventures in Eberron. The first is the concept that there aren’t a lot of high level NPCs in Eberron cities—how do you challenge player characters when they’re more powerful than the rest of the world? The second is that the best way to set up high level adventures is to plan ahead—to think about where your campaign will go at the higher levels before the adventurers get there.

PLAYER CHARACTERS ARE REMARKABLE

From the beginning, a central idea of Eberron was that player characters are remarkable. They’re the heroes of the movie, the protagonists of the novel… and especially in pulp adventures, such heroes are larger than life. Even at low levels, player characters are more capable than most people in the world. Just consider the Five Nations: we say that magic of 3rd level is part of everyday life, magic of 4-5th level is rare and remarkable, and magic of 6th level or above is legendary. So what does that mean for the 11th level wizard, who can cast 6th level spells? If adventurers are so much more powerful than the people around them, what can challenge them?

A common problem is the idea that if the player characters are the most powerful people in the room, what keeps them under control? This is reflected in many MMORPGs, where city guards are extremely powerful because it’s the only way to limit antisocial behavior; players have to believe that if I break the rules, my character will die. This idea is that a player may say if my PC is more powerful than the king, why aren’t I the king? If my wizard is higher level than the archmage of Arcanix, why don’t I take their place?

The all-powerful guards are necessary if players just want to be murder hoboes or knights of the Dinner Table — if they view the campaign as nothing more than an opportunity to kill anything that can give them XP and loot. And if those are your players, the rest of this article may not help you. But the fact is that D&D is a roleplaying game, not a wargame. When we play an RPG, we are creating a story. We’re making our own movie. And how do we want that movie to end? With that in mind, consider James Bond, Indiana Jones, and Aragorn from Lord of the Rings. All three of these would be the player characters in their respective stories. All three are badasses who can beat the odds and defeat legions of lesser foes. And yet they don’t rule their worlds. Looking at them one by one…

  • James Bond is the best spy in MI6. But no Bond movie ends with him murdering the Queen and declaring himself King of England. In D&D terms, Bond is probably higher level than M. But he doesn’t want to be M. He’s a field agent, not an administrator. And critically, he’s driven by duty and his love of his country. He doesn’t WANT power or wealth; he is the hero of the story, and he wants to do his job and help his people. When he wins a victory, the next step isn’t TAKE OVER THE WORLD, it’s to wait for the next threat that only he can deal with.
  • Indiana Jones is an adventurer who can overcome impossible odds. But he’s also a college professor… and at the end of the adventure, the government is going to take the Ark of the Covenant away and give it to the “Top Men in the Field.” Watching the movie, we all KNOW these “Top Men” are idiots and that Indy is far more capable than them. But he gives them the Ark and goes back to his college. Because again, he’s loyal to his country and he likes his job; he’d rather BE an adventuring professor than running some government think-tank. Adventurers are typically adventurers because they’d rather be adventurers than to have desk jobs, regardless of how much power or prestige comes from those positions.
  • In Lord of the Rings, Legolas, Gimli, and Aragorn are the classic model of player characters—ridiculously powerful compared to the people around them. While the Rohirrim—veteran soldiers!—are dying in droves at Helm’s Deep, Gimli and Legolas are doing cool stunts and comparing the dozens of foes they’ve dispatched. But at the end of the battle, they don’t kill Theoden and take over the keep themselves; instead, they head off to the next adventure, seeking a challenge that only they can face. But wait! Aragorn DOES become king at the end! Quite true, but the key there is at the end… and more critically, that kingship was always a part of his story. He was always Isildur’s heir, the Last of the Dunedain, bearer of the Sword that was Broken. If Aragorn was a player character, he and the DM would have established this idea during session zero. It’s an evolving part of his story comes to a satisfying conclusion at the end of the story; he didn’t just seize a crown on a whim because he happened to be the most powerful character in the room at the time

My point is that if players care about the story, it doesn’t matter if the player characters are the most powerful people in the room or the kingdom. Perhaps they COULD slaughter the entire garrison of city guards… but why would they want to? The fact that there’s no one in the city that can challenge them isn’t an issue if their enemies aren’t the common people of the city. On the contrary, ideally the fact that the player characters are so much more powerful than the common people becomes almost a burden, because it means the common people need their protection—that with great power comes great responsibility. What we said when we were writing the original ECS was that if the Tarrasque attacks Sharn, it’s up to the player characters to do something about it, because no one else can. There’s no Elminster or Gandalf waiting in the wings. Jaela Daran would if she could, but she’ll lose her power when she leaves Flamekeep. The Great Druid is a tree. Mordain the Fleshweaver, Lady Illmarrow, the Lords of Dust… they might have the power, but they aren’t going to use it to help; more likely than not, it was one of them that brought the Tarrasque to Sharn. So your characters are the more powerful than anyone in Sharn? Then you’re the only people who can save it

There’s two places where this doesn’t work. The first is if your players don’t want to be heroes. Perhaps they want to be true villains, or perhaps they just want to be sociopathic murder hobos. We’re the most powerful people in Sharn, who can stop us? It’s a simple fact that Eberron wasn’t designed to tell this story. Eberron was designed with the idea that adventurers would be the greatest heroes of the age, that if the Tarrasque attacks Sharn, only the PCs can stop it—not if the PCs attack Sharn, who will stop them?

There’s two answers to this. The first is that while Khorvaire doesn’t have many powerful HEROES, it has no shortage of powerful villains. Just because you decide to be a jerk doesn’t mean that the Dreaming Dark or Lady Illmarrow will be your buddies. Your villainous plans likely clash with their villainous plans. So you’re still going to have to deal with the bad guys. Second, the reason Eberron doesn’t have powerful NPC heroes is because we expect you to be those heroes. If you choose to be villains, the forces that oppose you will be the heroes of the age—the characters you COULD have been, but chose not to. The next Tira Miron, a new Harryn Stormblade, a Thorn of Breland. It will be up to the DM to create those heroes, because again, by default we want you to BE those heroes. But if you decide to be the greatest villains of the era — or just the bloodthirstiest murder hobos —the DM can fill that void with new champions.

The second place where power can be an issue is when you just don’t WANT your characters to be the most powerful people in the setting, good or evil. Perhaps you’re playing a campaign where your characters are ratcatchers in Sharn, and it makes no SENSE that you’d ever be able to fight the Tarrasque or battle Lady Illmarrow. The answer there is simple enough: don’t become that powerful. Yes, characters of 10th level and above are remarkable in Khorvaire; if that doesn’t make sense with your story, keep the characters below 10th level! Use milestone advancement instead of experience points. Focus on abstract rewards rather than the typical loot: the treasures you gain are social standing, business opportunities, and hey, the friends you make along the way. I was a player in just such a ratcatchers campaign, and we started at 3rd level and ended the campaign at 3rd level, because mechanical advancement wasn’t what the campaign was about. The rules are tools, and it’s always up to us to decide which to use and how to use them. if you don’t want to tell a story about the most powerful characters in Sharn, they never have to become the most powerful characters in Sharn.

Earlier I said that ideally part of what keeps powerful characters in check is that they like the story and want to be a part of it. James Bond doesn’t shoot the Queen because that’s not part of the story any of us want to see. What this means is that you need to have a story that the players want to be a part of, and their characters need to have clear roles in that story. So, let’s talk about that.

SCRIPTING THE SHOW: CAMPAIGN DESIGN

So you’re sitting down to run a new campaign for your friends. You could just dive into it blindly. They meet in a tavern, they learn about a ruin, they get some treasure, and you’ll figure out what happens next week when next week rolls around. And when you get to the higher levels, perhaps you realize that you’re running out of things that could randomly stumble across the adventurers’ path. If that’s you, no worries—I will have some suggestions for you in the next article. But it’s not how I approach a campaign. For me, developing a new campaign is very much like developing a TV show. Let me walk you through my steps.

The Writers’ Room: Session Zero

As the DM, I’m creating the bulk of the story, but it’s not MY story. My favorite thing about RPGs is collaboration—working with the players to create a story that we’ll all love. So using the TV analogy, the first thing I have to do is to pitch the idea to the players. I may want to run an espionage campaign. But if none of the players want to play an espionage campaign, that’s where you end up with James Bond shooting the Queen—because the player isn’t interested in this story and doesn’t care about how it ends. So the first thing I’m going to do is to find a group of players who want to play an espionage campaign. I’m going to get buy-in on other aspects of it. Would you rather be working for Breland or Aundair? I want this to be a high-stakes campaign where player characters can die… are you all OK with that? Your characters need to blend in, so I’m not going to allow exotics like tieflings, minotaurs, aarakocra—are you all ok with that?

This is basically the role of the group patrons presented in Rising From The Last War and Tasha’s Cauldron of Everything. A group patron essentially establishes the genre of the story—establishing from the start that we’re all spies or we’re all working for Sora Kell. Once I have player buy-in on the basic story, I’ll generally get the players to talk through character ideas. In addition to ensuring that there’s a balanced party and that character ideas fit the story, this is also an opportunity to see if the players have interesting ideas that I can use. These could be fairly simple—things like the secrets in Eberron Confidential, which give a unique hook but don’t drive the entire story. On the other hand, sometimes a player will have a BIG idea. I ran a campaign in which a player said I want to be a paladin of the Blood of Vol. My idea is that my parents were Seekers who were condemned by Kaius and killed, and i was raised and trained by Lady Illmarrow. My goal is to overthrow Kaius III. However, if and when I succeed, I’ll realize that I’ve been deceived for my entire life: that Lady Illmarrow was deceiving me. Then I’ll have to try to reform the Order of the Emerald Claw and defeat Lady Illmarrow, while also having to deal with the chaos I’ve caused in Karrnath by killing Kaius.

Now: that’s a very deep story. Given a backstory like that, one option as DM is to say That’s really not going to fit with the campaign I have planned. We aren’t going to be going anywhere near Karrnath. Is there something else you’d enjoy? Another option is to explore middle ground. This adventure isn’t going to Karrnath, but what if you were a Glory paladin, your parents were revolutionaries who were killed, and you were raised by the Swords of Liberty and are determined to bring down King Boranel? The player gets a similar ideaI’m being duped into killing a king, which will cause chaos I need to fix—but it works with the story I have in mind. Another possibility is to say That’s outside the scope of this campaign, but I’m fine with the idea that you were trained by Illmarrow and that you are trying to recruit allies who could help you overthrow Kaius—that’s just something that you’d presumably do after this campaign is done. With all of these, the point is that I want the player to be excited about the character and their story. I want to know that james Bond won’t kill the Queen not because she’s too powerful and he couldn’t, but because he actually WANTS to protect the Queen.

So: the first step is the pitch. The second step is to see what kind of characters players are interested in. And from there, I’ll start to develop my show.

The Story of the Series

In session zero I established the genre of our story. I may have set out a group patron. I likely told the players WHERE the story was taking place—Callestan in Sharn, Hope in Q’barra, Threshold. I may have set out an overall story in the pitch: You’re spies working for the King’s Citadel, you’re exorcists of the Silver Flame, you’re professional adventurers with the Clifftop Adventurer’s Guild. But they don’t know what troubles lie ahead, what mysteries they’ll have to unravel, what enemy they’ll ultimately face. So I’m going to start by sketching that out. How and where is this story going to begin… and in my mind, how’s it going to end?

A critical point here is that I expect that my plan won’t entirely survive contact with the enemy. I’m not going to try to force the campaign to follow an absolute path, because it’s a collaborative story; it could be the choices of the players will carry us in a completely unforeseen direction. I was in a campaign where we were fighting the Emerald Claw and we all got killed by vampires, and the players (myself included) lobbied the DM to have us all come back as vampires forced to serve the Emerald Claw, trying to find some way to escape this curse. That sort of creative freedom is one of the things that makes RPGs great. But even if I know it may not last, I’m still going to have a general idea of where the campaign is headed and with this in mind I’m going to pick an endgame villain. I’ll talk about this more below, but the point is that I’m going to pick a powerful villain who is driving the ultimate story—someone who can pose a threat to high level characters, and someone who they may not even KNOW about until they’ve come a long way. The players may initially think that they’re fighting the Aurum, but once they finally defeat the Aurum mastermind they’ll discover that he was just a pawn of Sul Khatesh… and I know that the final endgame will be defeating the unleashed Sul Khatesh and restoring her binding.

The Story of the Season

Once I’ve come up with the overall story—The adventurers are going to start as adventurers in Sharn but will stumble into a mystery that will ultimately lead them to saving Aundair from Sul Khatesh—I am going to break it down into seasons. This means coming up with clear milestones where the players feel a real sense of accomplishment and learn something significant that will drive the next season. So looking to the plot I’ve described, the players may not even hear the name Sul Khatesh in the first season. They’ll be dealing with mysteries in Sharn, clashing with the Boromar clan and a powerful Aurum Concordian. But there’s a recurring villain or NPC who’s a warlock of the Court of Shadows, and it’s going to be in the SECOND season that we realize that he’s been manipulating the Concordian or providing them with secrets or magic items on behalf of Sul Khatesh.

To begin with, I’m only going to focus on the first season; I’ll have general ideas for what will happen next (it’s in season two that they discover who the warlock works for) but I’m going to start by developing that first season. What’s the primary action: Solving mysteries? Defending a small town? Recovering relics from the Mournland? Who’s the first major villain the adventurers will have to deal with? What’s the first clear, concrete milestone where they’ll feel like they really accomplished something and made a lasting change? How will this set things up for the second season?

One aspect of this stage is to estimate how MANY seasons there may be. Do I think this campaign could go on for years, or do I only expect it to last for ten sessions? If it’s a limited run, I may not need that endgame villain; the big bad of the season may be sufficient.

The Story of the Episode

Each adventure is like an episode of a show. Some are going to advance the story, moving us toward the milestone that defines the season. Others may be “Monster of the Week” stories that are just fun and don’t advance the story, and that’s OK; sometimes you just need a chance to beat up a bandit and take their pie. I’m not going to try to plan every adventure in a season right away, in part because the actions and decisions of the players are likely to change the path. But I’ll usually come up with basic ideas for the first three adventures, figuring out out how these will introducing critical elements of the overall story and the season. Who are the key NPCs I want to appear? Will the adventurers obtain an item that’s going to become important later?

For example, two years ago I was running a short campaign (only planning one season). The setting was Callestan in Sharn, with a Gangs of New York vibe. The adventurers were going to have to deal with the conflict between Daask and the Boromar Clan, but the big bad would turn out to be the Order of the Emerald Claw. In the first session, one of the characters—a courier—was hired to deliver a package to a tavern. The package contained a timelocked bag of holding filled with skeletons, and the adventurers had to deal with them. The second adventure involved a zombie outbreak in a dreamlily den. The third adventure involved a device being triggered on a planar faultline, dropping a section of the district into Mabar. The key point is that as of the end of that third adventure the PCs still hadn’t heard the name “The Order of the Emerald Claw.” They knew that SOMEONE was using Callestan as a proving ground for necromantic weapons, but they’d been busy putting out the fires and dealing with tensions among the gangs. They were getting clues and they were making friends, but they hadn’t yet identified the necromancer who was the big bad of the season.

Another example is my novel Dreaming Dark novel series. From the beginning I knew that the endgame villain was the Dreaming Dark; heck, it’s the title of the series. But in the first novel, City of Towers, the adventurers never fight an agent of the Dreaming Dark or hear its name. Instead they deal with a Cult of the Dragon Below. But certain things happen that they’ll later find were caused by the Dreaming Dark, and they get help from a kalashtar NPC who becomes very important in the second book. So, the Dreaming Dark is the endgame villain, but the big bad of the first season is a Cult of the Dragon Below.

For a final example, consider the campaign I’m currently running for my Patreon supporters; Patrons can watch the first session here. First I pitched the idea of running this fantasy western on the edge of Droaam. Then we built out the characters. Now the first season has begun. With minor spoilers, in this first session I’ve introduced a threat that could play a greater role in the future—the fiend-touched minotaurs of Turakbar’s Fist—and the adventurers have made a bargain with an enigmatic supernatural entity. Right now the players don’t KNOW the full importance of either of those things. It could be that one of those is tied to the Big Bad of the https://transparentpharmacy.net/ season. It could be that one of them is tied to the endgame villain. Or either or both could be more incidental. It’s only over time that they’ll learn what’s important and what’s incidental, as the story continues to unfold.

Recurring Characters

Something we called out in the original Eberron Campaign Setting is that good campaigns often have recurring characters, both villains and allies. Player characters grow more powerful over time; nothing stops VILLAINS from becoming more powerful as well. Magneto won’t suddenly become irrelevant when the X-Men gain a level; instead, he’ll find an even greater source of power HE can use, becoming an even greater threat that only they can face. Lady Illmarrow, the Lord of Blades, Mordain the Fleshweaver… the statistics given for them are a starting point, but if you’re using them in a major role and the adventurers grow in power, have the enemy improve as well! While this is something you can do with the major villains, you can also build a great villain from humble beginnings. The original ECS included three sets of statistics for Halas Martain, who was essentially Belloq from Raiders of the Lost Ark—a rival adventurer who might try to steal the achievements of the PCs. We included three sets of statistics so he could continue to grow just as they did. We originally planned to do the same thing for the Lord of Blades—three sets of statistics, so that he could grow in power over the course of a campaign—but this ended up being cut. Recurring villains and allies are a great way to build investment in a story. Players may not care about a random bandit, but when they realize that bandit is working for #$%# Halas Martain—who spoiled their previous adventure, and who they thought was dead—then there’s investment.

One problem with this is that D&D is a system where casual death is often assumed… Where player characters often just kill their enemies. When Halas Martain tries to steal the Orb of Dol Azur from you, what, you’re going to take him prisoner and keep him with you for days while you find an appropriate authority? Who does that? but there’s lots of ways to deal with this. Don’t have your villains fight to the death. Perhaps Halas jumps off a bridge in Sharn when he only has 1 hit point left; and you know he’s got a feather token. Perhaps he vanishes. Did he blink? Turn invisible and run away? Who knows, but he’s clearly gone. Or perhaps he definitely died. So what? This is a world with raise dead. Maybe he was restored by the Queen of the Dead in Dolurrh and charged with a mission! Maybe this ISN’T Halas Martain at all — it’s a changeling who’s adopted the identity to mess with you. Consider comic books; there’s always a way to bring back Doctor Doom if you want to.

Big Bads, Endgame Villains, and Incidental Opponents

Eberron has a LOT of villains. Just between the different daelkyr and overlords there’s a host of awful fates awaiting the world. Add in the Dreaming Dark, the Aurum, the Cults of the Dragon Below, the Dragonmarked Houses, the Heirs of Dhakaan—there’s no shortage of possible enemies, and one might think that there’s no possible way Khorvaire could survive with such forces arrayed against it.

The key for me is that I’m never going to use all of those villains in a single campaign. The Rak Tulkhesh exists, sure; but it’s entirely possible that the threads of the Prophecy won’t align in a way that could release him for another thousand years, and that Tulkhesh and his cults just aren’t a factor in my campaign. Perhaps the Dreaming Dark is busy in Sarlona and just doesn’t have time to meddle with Khorvaire right now. It’s OK to leave some of the toys on the shelf. When I start a campaign, I’m going to start by picking an endgame villain—someone with the power to challenge even the most powerful characters, someone whose ambitions will create a compelling story. With that in mind, then I’ll pick a big bad for the first season. Perhaps the two will be related; if my endgame villain is Lady Illmarrow, I might choose Demise (an Emerald Claw necromancer) as my first big bad; she’s powerful, but she’s someone the adventurers CAN clash with at, say, 6th level. On the other hand, I might pick someone who has no connections to the endgame villain. Perhaps the big bad of the first season is going to be Daask; it’s simply that while we are fighting Daask we’ll stumble onto a few plans and agents of the Emerald Claw, things that won’t make sense until we get to season two… just like the Dreaming Dark in City of Towers.

Once I’ve got my endgame opponent and my big bad(s), I can decide if I want to use any of the others as incidental opponents. It may be that the Dreaming Dark won’t have any major role in the campaign, but that means I could use a Thoughtstealer as a monster of the week and not worry about how it connects to anything.

We designed our villains with these roles in mind. The Lords of Dust, the Dreaming Dark, and the Daelkyr are all good potential endgame villains. The Aurum, the Emerald Claw, and the Cults of the Dragon Below are all designed to be possible opponents for low level characters. Villains like the Lord of Blades and Lady Illmarrow falling in the middle, as powerful foes who aren’t entirely beyond reach but who could grow more powerful over the course of a campaign. I talk more about different villains and the way they can shape a campaign in this article (which predates Rising, so it might be outdated!).

So that’s a glimpse into MY process; hopefully you enjoyed it! In my next article I’ll give some more specific examples of story hooks, plot twists, and characters you might use in high level Eberron campaigns. Thanks as always to my Patreon supporters, who chose this topic and who make it possible for me to write these articles!

Threshold Begins

Art by Carolina Cesario

The Five Nations never expected Droaam to last. A nation of monsters? Medusas and harpies working with trolls and ogres? Surely they’ll turn on each other. It’s only a matter of time. A decade later, Droaam stands stronger than ever. Dragonmarked houses and independent traders smell opportunity. But some are afraid to invest too heavily in Droaam itself. After the bloody incident at Kundarak’s outpost in Graywall, many houses are looking for a foothold on the Brelish side of the border… And that foothold is Threshold.

A small mining town on the edge of the Graywall mountains, Threshold was devastated by raids during the Last War. In the last decade a number of forces have converged to rebuild and expand the town. Followers of the Three Faces of Coin believe in unhindered trade, and have an interest in creating a haven for smugglers. Count Thavius ir’Blis has allowed a group of Cyran refugees to settle in this corner of his domain, while also granting a stake in Threshold to the Brelish soldiers that served him faithfully during the Last War. House Orien has brought the lightning rail to Threshold… the last stop as it considers expanding into Droaam. But Threshold was never a large town. There are still secrets in and below the mountains that the townsfolk have yet to discover. And Droaam may be a source of opportunities, but it unquestionably holds deadly threats. Threshold fell during the Last War. Will this new incarnation thrive, or is it a disaster waiting to happen?

Art by Julio Azevedo

Threshold and the region around it are the subject of the sourcebook I’m currently working on—Frontiers of Eberron: Threshold. It’s also the setting of an online campaign I’m running for my Patreon supporters. This is an experiment: while I may livestream it in the future, to begin with I’ll just be recording it and sharing the episodes with supporters. Rather than having a set cast of players, there’s a set roster of characters, but each session I’ll recruit a new set of players from my Patreon supporters. Before each session, I’ll pose a creative challenge (as the rules governing Patreon prevent it simply being a random determination); I’ll use this to choose the players for the session. Once someone plays in a session they can’t be chosen again for the next few sessions. I’m sure this process will evolve; I see the first three sessions as an experiment. But the point is that we’re creating an ongoing story about a set of shared characters, and every patron has a chance to participate. Even people who don’t get to play will be able to shape the story. Over the last two months, supporters have helped to create our roster of characters, and every month I’ll be posing a few polls that will help to shape the story and the town. Here’s the cast of characters that emerged from this process; the image above is Julio Azevedo’s interpretation of Ja’taarka, a worg ranger.

  • Bel, the Smith (Beasthide shifter, Beast barbarian, folk hero)
  • Briar, the Greensinger (Changeling, Dreams druid, entertainer)
  • Deven, the Tailor (Goblin, Mastermind rogue, spy)
  • Ja’taarka, the Good Boy (Worg, Dark Stalker ranger, soldier)
  • Rolan Harn, the Marshal (Deneith human, Battle Master fighter, soldier)
  • Sora, the Stonespeaker (Sivis gnome, Scribe wizard, entertainer)
  • Tari, the Flame (Kalashtar, Divine Soul sorcerer, urchin)
  • Three-Widow Jane, the Wandslinger (Khoravar, Genie warlock, smuggler)
  • Ink, the Scholar (Ruinbound dwarf, Alchemist artificer, sage)
  • Vael, the Mystery (Valenar elf, Glory paladin, folk hero)

I’ll be running the first https://beachyspharmacy.com/ Threshold game at 1 PM Pacific Standard Time on January 23rd. I’ve just posed the challenge to determine the first set of players on Patreon, and it will run until Sunday, January 17th. If you have questions you can ask them here, or find out more in the Threshold posts on Patreon! I’m looking forward to getting the campaign underway.

IFAQ: Wizard Circles

In my last three Dragonmark articles, I’ve discussed Arcane Science, The Arcane Arts, and Arcane History. This has raised a few questions, including…

In the last article you mentioned the Guild of Moonlight and Whispers. Could you provide the names of some of the other wizard circles and arcane orders that make up the Arcane Congress?

Certainly! Arcane orders have played an important role in the development of arcane science. and can provide both connections and rivals for spellcasting characters. Eberron: Rising From The Last War discusses the costs and benefits of arcane orders on page 158, while Sharn: City of Towers discusses them on page 146. In short, membership in an arcane order provides you with high-quality lodging, advantage on arcane research and benefits when creating magic items when you have access to the facilities of your order. But beyond that, it provides a degree of status: If you’re a member of the Esoteric Order of Aureon, you’re a REAL wizard. While these are tangible benefits, a second point is that in means that you have peers. As we’ve always said, true wizards are rare and remarkable. If you’re in an arcane order, you know other wizards and artificers. They could provide you with useful leads or insights for your adventures. You could learn spells from the order’s library; if a DM wants to limit spell access, it could be that certain orders are the only place to acquire a specific unusual spell, because Maximillian Hysian of the Esoteric Order created Maximilian’s Earthen Grasp. It can also be a fun source of rivals—whether establishing that you have a friendly rivalry with a member of your own order, or a more bitter feud with a member of another order. It is the case that not all arcane scholars use the wizard or artificer class; there could be a sage in your circle who knows 5th level spells even though they can’t cast them, or someone capable of creating magic items even though they don’t have the full abilities of an artificer.

The canon books specifically discuss the three orders known in Sharn and Breland: the Esoteric Order of Aureon, the Guild of Starlight and Shadows, and the now-shunned Closed Circle. Arcane orders are found across the Five Nations, but they began in ancient Thaliost and Aundair has more than any other nation.

As with anything I write, this is a foundation for DMs to build upon. Ignore what you don’t like, and add your own ideas to your Eberron!

THE ARCANE ORDER OF AUREON (Aundair, Thrane)

The Arcane Order of Aureon is the largest and most powerful circle in Aundair, wielding influence both within the Arcane Congress and among the nobility of the nation. For this reason it is often disparaged by the other circles, who assert that it has become a hollow shell choosing members based on pedigree rather than arcane talent… essentially, that its members are more likely to be nobles rather than sages. Members of the Arcane Order must swear to use “Aureon’s Gift” to preserve civilization and in the service of the law. While its diverse membership practice all forms of magic, the schools of evocation, abjuration, and divination have especially strong support in the order.

Though not the first wizard’s circle, this was the first circle to use the term arcane order. The Arcane Order was founded in ancient Daskara by monks devoted to Aureon, but quickly spread into Thaliost. Bound by the belief that magic should be a force for law and order, the circle were staunch supporters of Galifar I. They provided magical support during his conquest and helped enforce order across the united kingdom in the aftermath. They formed the solid foundation of the Arcane Congress and ensured the Congress served crown and kingdom. It’s worth noting that the Princess Aundair was originally a member of the Guild of Moonlight and Whispers—and that Aundair herself was instrumental in convincing the other circles to unite in the Arcane Congress, setting aside the feuds many of the lesser circles had with the Arcane Order. Those feuds continue to this day, but are conducted within the confines of the Congress.

Over the course of centuries, internal rivalries caused the Arcane Order to split along national lines. This resulted in Breland’s Esoteric Order of Aureon and the Erudite Order of eastern Cyre. The Arcane Order remained a force in central Cyre and in Thrane, though its support dropped significantly in Thrane following the depredations of Sarmondelaryx, the Year of Blood and Fire, and the rise of the Silver Flame. Today the Arcane Order maintains a single hall in Thrane, in the city of Sigilstar.

THE GILDED LABYRINTH (Thrane)

While small, the Gilded Labyrinth is the one truly respected arcane order in Thrane. Its members are more commonly known as Silver Pyromancers, and specialize in incorporating the divine energy of the Silver Flame into arcane spells. This requires a deep devotion to the Flame in addition to arcane knowledge. Mechanically, members of the Gilded Labyrinth might be Divine Soul sorcerers or Celestial warlocks, but their traditions are grounded in arcane science and members must be proficient in Arcana. The Labyrinth is an arm of the Church of the Silver Flame, operating under the broader umbrella of the Order of the Pure; more information can be found on page 152 of the Five Nations sourcebook.

THE GUILD OF MOONLIGHT AND WHISPERS (Aundair)

Said to be the first true wizard’s circle in Khorvaire, the Guild of Moonlight and Whispers was founded in ancient Thaliost by Margana Lain. The guild was dedicated to finding ways to replicating the mystical powers of the fey through arcane science. Members specialize in illusion, enchantment, divination, and magic related directly to the fey, and the Guild is an exceptional source of knowledge regarding fey and archfey.

Moonlight isn’t a large circle, in part because of its extremely high standards. However, it is the most widely respected circle in Aundair, in part because Princess Aundair was herself a member of Moonlight and Whispers. While its members are devoted to their nation, they believe that the Arcane Order of Aureon’s obsession with laws and political power undermines the pure pursuit of arcane knowledge. When someone challenges Aureon in the Arcane Congress, it usually takes the support of Moonlight to have a chance to succeed. Breland’s Guild of Starlight and Shadows was founded by members of Moonlight, and the two are generally friendly; while Starlight has less of an interest in the fey, both circles have a common interest in illusion and enchantment. Members of one of these circles will usually be admitted to the halls of the other, though not accorded the privileges of full members.

Mechanically, most members of the circle are wizards, but the guild does accept Archfey warlocks as long as they are proficient in Arcana; the circle is devoted to understanding fey magic, not simply using it.

THE ORDER OF THE ETHEREAL BLADE (Aundair)

The Order of the Ethereal Blade was founded in the fifth century (YK) as a duelist’s society, where members of other circles could test their skills and spells in battle with fellow mages. What began as a mystical fight club became the core of the original Knights Arcane, and also pioneered Aundair’s Bladesinger tradition (the Tairnadal, Greensingers, and others have their own forms of this path). Today, the Ethereal Blade focuses on the study and development of war magic, but it remains a dueling society whose members are always ready to prove their mettle in battle. Many of Aundair’s finest warmages are members of the Order, along with officers of the Knights Arcane and Knight Phantoms.

While it began as a wizard’s circle, today the Order of the Ethereal Blade welcomes Eldritch Knights, Arcane Tricksters and others who blend martial and mystical techniques. With that said, it’s still an arcane order. There are other societies that cater purely to duelists and wandslingers, including Fairhaven’s League of ir’Lain and the Darkwood Wands of Passage.

THE UNSPOKEN WORD (Aundair)

The Unspoken Word is devoted to the pursuit of ultimate arcane power. Members believe that laws and moral concerns should never stand in the way of knowledge. Just as the Guild of Moonlight and Whispers seeks to unlock the mysteries of the fey, the Unspoken Word strives to master the powers of dragons, overlords, and daelkyr. Its members are determined to unravel the secrets of the Du’raskha Tul, the moon-shattering magics of the giants, and more. What has allowed this order to survive when similar groups—such as the Closed Circle of Breland—were destroyed is the absolute insistence that such magic should never be USED: that these words will forever remain unspoken. Unspoken mages insist that fear cannot be allowed to stand in the way of progress. But an Unspoken wizard pursuing the moon-breaking magic of the giants will insist that they have no desire to shatter moons; it’s simply that if such powers can be understood, could we use them in positive ways?

Members of the Unspoken Word are often viewed with a trace of fear, and most enjoy this infamy. They like to imply that they have dreadful secrets locked away in their vaults, fell powers they could unleash if they choose to. But again, they continue to exist because they never have caused disasters… and because their members are mages of considerable skill. While most are wizards, they accept Fiend and Great Old One Warlocks, provided they are proficient in Arcana and devoted to the pursuit of arcane science.

Mordain the Fleshweaver is said to have been part of the Unspoken Word before his fall from grace, though other accounts say that he began as a member but ultimately severed ties with the order in part because he believed such knowledge should be USED. However, the order may still have relics from his time as a member, and it’s possible Mordain still sends them little “gifts” — some of which could be very dangerous.

Lesser Orders

The circles mentioned above have considerable prestige and significant resources. They have broad areas of study; while Moonlight may specialize in Illusion and Enchantment, you can still discuss evocation in the hall. But especially in Aundair, there are a host of lesser orders. Most have a narrow focus and more limited resources. Members of the Lodge of the Eternal Flame are acknowledged as some of the most accomplished pyromancers in Khorvaire, but they only accept Evokers and refuse to practice any form of frost-related magic, and they only have a single hall. Here’s a few of these lesser orders.

  • Dolurrh’s Gate. Based in Fairhaven in Aundair, this is one of the only respected orders of Necromancers in the Five Nations. Members of the order focus on the positive uses of necromancy, such as the practical value of speak with dead; they’re also experts on undead, studying how to contain and control undead threats.
  • The Golden Seal. This order of Abjurers is based in Fairhaven in Aundair. Originally part of the Arcane Order of Aureon, they were split from the main order in 312 YK and charged with maintaining the mystic defenses of the Arcane Congress—and in replicating the abilities of the Mark of Warding. It was wizards of the Golden Seal who first perfected the common glyph of warding spells used in the Five Nations. While small, this is an elite order whose members gained considerable prestige during the Last War.
  • The Guild of Endless Doors. Based in the city of Passage in Aundair, this guild of Conjurers catalogs manifest zones that can serve as planar portals, along with the circumstances that can open them. They are determined to unlock the secrets of teleportation, and to make this a part of everyday life. They have often feuded with the Guild of Moonlight and Whispers, and some believe that House Orien has sabotaged their research. It’s worth noting that the Guild of Endless Doors did develop the forms of teleport, teleportation circle, and misty step currently taught at Arcanix; it’s simply that those first two spells are largely useless because of how few people in the Five Nations can actually cast them, and they are working on developing more accessible forms of this magic. However, they are a lesser order and lack the resources of Orien.
  • The Keepers of Aureon’s Veil. The Keepers are a semi-monastic order, who maintain the Starpeaks Observatory in the mountains close to the village of Askelios. While reclusive, they are respected for their exceptional work with divination; when a Keeper addresses the arcane congress, people listen. This is an excellent option for a Diviner with the hermit background.
  • The Lodge of the Eternal Flame. Located in the city of Thaliost, this order of Evokers specializes in pyromancy. The Lodge is located on a small manifest zone tied to Fernia, and the “Eternal Flame” is a manifestation of that.
  • The Children of Siberys. One of the newest circles is based in Arcanix, and is notable in that it doesn’t actually involve wizards. This article discusses “Dragonblood sorcerers”—sorcerers who use the trappings and techniques of arcane magic to focus their gifts. Traditionally these sorcerers have been rare curiosities. Recently Arcanix Provost Iria ir’Rayne posited that there may be considerably more latent Dragonblood sorcerers in the world than we realize, simply waiting for their powers to be recognized and released. Iria founded the Children of Siberys in 989 YK, with the intention of both guiding Dragonblood students and in studying the nature of Dragonblood sorcery. At the moment it’s a small order that lacks resources or influence, but ir’Rayne is fighting to expand the circle. A player character who chooses to be a Dragonblood sorcerer could easily be an important member of the Children, even at low level.

Again, these are just a few of the lesser orders… and these are orders that are active today, not taking into account the many circles that have fallen over time, on their own or through hostile action (like the Closed Circle of Sharn).

Secret Societies

Arcane orders are exclusive, but generally not secret; part of the point of joining an arcane order is the prestige associated with it. While the Unspoken Word walks a dangerous line, it celebrates this and takes pride in its work. However, there are other cabals of mages that aren’t so open. The Court of Shadows is a league of warlocks and wizards inspired by Sul Khatesh. The Mosiac Committee is an Aundairian society that works to obscure the Draconic Prophecy. The College of Whispers is devoted to the Shadow, and counts both bards and wizards among its members. These are just a few examples; there are many more hidden below the surface of society.

Q&A

What is the relationship between wizard circles and the dragonmarked houses? They come across like smaller, yet non-negligible businesses and start-ups standing under the shadow of much vaster megacorporations.

While Sharn: City of Towers highlights the ability to sell spellcasting services as one of the benefits of an order, this is rendered somewhat obsolete by the current implementation of magewrights and notably isn’t mentioned as a benefit of circle membership in Rising From The Last War. Essentially, while your wizard may know how to cast knock, imagine our world: if you need someone to open your door, are you going to go to the Mason’s hall and ask if someone there can help, or are you just going to go to the professional locksmith who has a store on the corner and is licensed by House Kundarak? And while the orders allow members to create magic items at a lower cost, they don’t have the facilities to produce such items on an industrial scale. It is the case that if you’re looking for a magical service no magewright can provide or a magic item Cannith doesn’t sell, the Esoteric Order of Aureon might be able to help you — but precisely because that would be dealing with services the houses can’t provide, they aren’t direct rivals.

With that said, the circles are responsible for many of the developments that have brought services that were once solely tied to the dragonmarked houses to the public domain. I believe the Guild of Endless Doors has already cracked the basic mystery of teleportation, which is why an Arcanix-trained wizard can learn the teleport spell; it’s simply that as a 5th level spell it’s beyond the ability of any common magewright and hasn’t been able to be incorporated into everyday magic, and they’re still trying to develop a more accessible form of it. Likewise, while the guilds are not run to make a profit, some receive grants from the Arcane Congress while others sell their work to the Arcane Congress; these funds have been invested over centuries and ensure the solvency of the circles.

Would the Aurum count among its number many members of arcane orders?

Yes, it’s quite likely that the Aurum includes a number of influential members of arcane orders. And it may well be that there are Aurum concordians helping to fund the work of the Guild of Endless Doors and other circles that have the potential of undermining dragonmarked monopolies.

When you say the Guild of Moonlight and Whispers has high standards, what form might that take? Do you need to be able to cast second level spells, or have at least a +7 to Arcana, or pass a series of tests (or all of the above)?

Largely this is a plot device. It’s quite reasonable to say that they’d actually require someone to be able to cast a spell of the Third Circle (3rd level) or to hit a repeated set of high Arcana checks in an extended challenge. But if you WANT a PC to be part of an order at 1st level, you could say that an influential member of the circle has sponsored them because “They can see their exceptional promise” or simply as a mysterious favor—no one knows why Syla ir’Lain broke protocols to allow her in, but some say the request was made by the Lady in Shadow herself! The main point is to say that membership is exclusive and that members must be remarkable in some way — it’s not just magewrights and wandslingers.

Can you explain the relationship between the Wizard Circles and the Arcane Congress?

The formal structure of the Arcane Congress would need to be the topic of another article. The circles are part of the foundation of the Arcane Congress and have representatives in the Congress, along with the noble families, but the Congress is a formal institution that directly serves the crown (and is funded by it). The Arcane Order of Aureon was instrumental in building the foundation of the Congress, but the Order and the Congress are two separate entities (though many members of the Order serve in the Congress).

In a sense, the circles serve as research arms of the Congress. If the Guild of Endless Doors unlocks new secrets about teleportation, it will pass those along to the Congress. In some cases circles receive research grants from the Congress, while others operate independently and sell the fruits of their labor to the Congress.

Are there similar organizations for sorcerers and warlocks?

Part of the challenge here is that WE see the world through a mechanical lens. WE see all wizards as wizards, all sorcerers as sorcerers. But the WORLD doesn’t necessarily have such ironclad distinctions. Consider this: Wizards don’t choose their Arcane Tradition until 2nd level. They all start with the same basic foundation. They are all using the same arcane science; even if they debate the merits of Externalism versus Siberyan Theory, two wizards can trade spells. Arcane Tradition is a point where they diverge, but it’s a specialization rather than a completely different path. I may be an Evoker while you’re a Diviner, but we’re still both WIZARDS… And I can still cast divinations, and you can still cast fireballs. We still have a common frame of reference. And that’s part of what wizards circles are for: for wizards to learn from one another, to collaborate on research, and so on.

By contrast, WE see all sorcerers as sorcerers, but in practice they don’t have a lot in common. This is part of why THEY choose their archetype at 1st level: because sorcerers with different origins are extremely different. Consider three sorcerers: a human with red scales and an affinity for flame, who might grow wings if they become powerful enough; a Lyrandar half-elf who channels power through their Mark of Storm; and a kalashtar orphan who intuitively wields divine energies as a Divine Soul sorcerer. What do these three have in common? What can they teach one another? What would cause THEM to think that they should form a club?

Having said that, there are some organizations for sorcerers. The biggest are called “dragonmarked houses.” The previous article on Arcane History touches on “Dragonblood” sorcerers, who DO use the trappings of arcane science to master their abilities, and I’ve given them a lesser order in the list above… But that’s because they’re TRYING to approach their powers from a scientific perspective and learn from them.

Warlocks are in a similar position. They choose their patrons at 1st level, and again, an Archfey warlock devoted to the Forest Queen doesn’t feel some sort of kinship to a Great Old One warlock working for Dyrrn the Corruptor just because they are both arbitrarily classified as “warlocks.” Warlocks with an interest in arcane science can join circles, as described above. Other warlocks generally only ally with warlocks serving the same patron, and often these covens are highly secretive (such as the Court of Shadows). So there are definitely alliances of warlocks, but they are usually driven by allegiance to a common patron, not by a shared scholarly interest in the abstract experience of being a warlock.

Also are there any other circles outside of Aundair, like Cyre and Karrnath?

The question raised was specifically about the circles aligned with the Arcane Congress, so I wasn’t covering other nations; Thrane just snuck in (since admittedly the Gilded Labyrinth isn’t part of the Congress). Breland has the Esoteric Order of Aureon, the Guild of Moonlight and Shadows, and had the Closed Circle. Karrnath doesn’t support wizard’s circles; it focused on martial orders and chivalric societies. With that said, some of those martial orders include warmages and the like; the Order of the Blackened Sky is an example of this. but they are martial orders with a magical aspect, not wizard’s circles.

Would The Unspoken Word be trying to discover the cause of the Mourning? Given that discovering the cause of the Mourning might return the world to war, might the Aurum, the Houses, or peace-loving monarchs be trying to stop them?

In my opinion, there are MANY forces trying to discover the cause of the Mourning. The Unspoken Word, the Arcane Order of Aureon, the Royal Eyes, the King’s Dark Lanterns, Rekkenmark, the Order of the Emerald Claw, the Lord of Blades, the Shadow Cabinet, every branch of House Cannith, and many more. Yes, while we don’t know the cause of the Mourning, there will be peace because we are afraid to return to war. However…

  • It is entirely possible that the Mourning was caused by a manufactured weapon or ritual.
  • If that’s the case, someone already KNOWS the cause of the Mourning. They could be perfecting the ritual or building an improved, focused version of the weapon.
  • If someone does master such a weapon and we know nothing about it, we will have no defense. Whether we intend to build such a weapon ourselves or simply to discover how to protect ourselves from it, we must understand it.
  • We cannot take the risk of someone else discovering and mastering this power while we remain in ignorance. Even if every nation agreed not to pursue it, that would leave groups like the Lord of Blades and the Emerald Claw pursuing it, and imagine the horrors we would face if one of them mastered such power?
  • For a more idealistic approach, a certain queen might think with the power of the Mourning at my disposal, no nation could stand against me. I would be able to restore a peaceful, unified Galifar without even fighting a war, because who would dare challenge such power?
  • Given that: are you so certain that the Unspoken Word wasn’t actually behind the Mourning? If anyone could have produced such a horrific weapon, wouldn’t it be them—most likely working in the direct service of the crown? You can be sure the Voice of Breland has accused them of it…

So first of all, I think the Unspoken Word is one of the top suspects among those who believe the Mourning was a weapon. Within Aundair, I think it’s entirely possible that it’s actually caused their stock to rise, either because people believe they might have caused the Mourning or because people believe they might be the key to mastering its power and coming up with a viable defense against it. The question of which they want is up to you. Do they think the best way to defend Breland is to harness this power as a weapon? Or are they actually true to their stated principles, and are determined that no one should ever USE such a weapon? The answer could determine if they’re a dangerous enemy or a valuable ally for the adventurers…

That’s all for now! Thanks as always to my Patreon supporters for posing the question and making these articles possible.