IFAQ: Who Trusts The Trust?

My Patreon supporters are currently voting on the subject of the next long article, but when time permits I like to address shorter, infrequently asked questions. Today’s question comes from Neut:

It is my understanding that the Zil Gnomes are very willing to use assassination as a valid tool for progression (be it professional, or just enforcing secrets being kept). How does this not conflict with the Code of Galifar, which as far as I have understood, still exists within the recognized Thronehold Nations?

There’s vital misunderstanding here. Assassination is NOT a valid tool for progression in Zilargo. Murder, theft, and all other major crimes recognized under the Code of Galifar are crimes in Zilargo. What defines Zilargo isn’t the laws themselves; it’s how they are enforced. This is clearly called out on page 131 of Rising From The Last War:

Zil gnomes live their lives within a web of intrigues. The Trust condones their actions, as long as they break no laws and don’t threaten the state or the status quo. A gnome charlatan can connive to steal a jewel mine from another gnome—as long as the charlatan accomplishes the deed through cunning, negotiation, or deception rather than violence or outright theft, and as long as the mine stays in Zil hands.

So Zil culture encourages intrigue, but only when it DOESN’T involve breaking the law. So… why might someone have this mistaken impression of Zil society as a place where assassination and poisoning are commonplace? It’s not because of what the law allows; it’s about how the laws are enforced. It’s about The Trust. This is an organization of spies and assassins who act to maintain order in Zilargo. Rising suggests that as much of a third of the population of Zilargo serve the Trust in some way, primarily as informants. By combining this massive network with excellent divination techniques, the Trust knows everything that happens in Zilargo—or at least, that’s what they want to think. There is no due process in Zilargo. If you even PLAN to break the law, the Trust can pass sentence and take action. Now: assassination isn’t the automatic punishment for all crimes; that would be ridiculously extreme. The first step is just a warning, a ghost sound whisper of “I wouldn’t do that.” They might just impose a fine, or exile you. The main point is that the gnomes don’t like confrontation and they don’t believe in imprisonment. If they feel that you can’t safely be a part fo society and exile isn’t a logical answer, they will remove you from society permanently, and do so in a quiet way with minimal impact on everyone else.

So: Zil gnomes do NOT see assassination as a valid tool for progression. On the whole, the Zil are MORE law-abiding than the people of the Five Nations. The Zil take pride in the fact that you can walk through the alleys of Trolanport at night without carrying a weapon—because they know the Trust is watching them, and that it will both protect them from any malefactors and kill them if they step out of line. They will push up to the edge of the law with their intrigues, but they won’t cross it.

Just to set the tone of the Trust, consider this quote from the Eye on Eberron article in Dragon 406:

Two years after Zilargo was founded, a pamphlet was distributed across the nation announcing the existence of the Trust and the role it would play in days to come. This tract lauded the shared virtues of the Zil: love of family, ingenuity, curiosity, and the ability to overcome adversity through wit and wisdom. The pamphlet acknowledged that friendly competition between neighbors is the whetstone that keeps wits sharp. Competition would be accepted—crime would not. The precise definition of crime is quite vague, and it ends  “To those who follow the proper path, we shall be as invisible as any ghost. Trust that we have your best interests at heart. Trust that we will act only when we must. Trust that we will always look after the needs of our great family, and that we need your aid as much as you need ours.”

The essential point is this. To most of us, Zilargo sounds like a terrifying nightmare. It’s an absolute surveillance state where at least one in three people is an informer, and where secret police are authorized to preemptively assassinate you when you haven’t even committed a crime yet. You don’t get to see your accuser or offer a defense, and the only force policing the Trust is the Trust itself. But it’s not terrifying to the Zil, because they actually trust the Trust. They truly believe that it only uses its unchecked power for the good of Zilargo, and so far—as hard as this is for most outsiders to conceive of—that seems to be the case. The Zil are willing to sacrifice their privacy and some measure of their freedom for absolute security, and they are proud of the fact that their homeland has the lowest crime rate in Khorvaire—even if that’s because you can potentially be killed for even planning a crime.

So to the original question, this is acceptable under the Code of Galifar because the Code establishes what is considered a crime; but individual nations can decide how to enforce the laws and how they punish crimes. Both Zilargo and Karrnath impose harsh systems of justice on top of the foundation of the Code. Murder is a crime: but in these nations, the forces of the law have a license to kill.

How do the Zil view how OTHER nations establish their laws and punishments? How do they treat people who are not Zil and do not understand the Trust?

The Zil think that other nations are dangerous cesspools of crime and violence, though they understand that the rest of the world just doesn’t get their trust of the Trust. So the Zil think their way of life is superior, which is why they support it so strongly. With that in mind, the job of the Trust is to protect the people of Zilargo, not to coddle outsiders. If you pose a threat you will be dealt with. However, assassination isn’t the first choice. Remember that whole thing about a third of the nation working for the Trust? The first step is to DISSUADE you. Warn you that you’re being watched. Remind you that people don’t do things that way in Zilargo. Potentially, drug you and toss you on the first boat to Sharn, warning you never to return. The important point here is that it shouldn’t be impossible for adventurers to adventure in Zilargo—but they need to understand that they can’t just resort to brute force or do things the same way they would in Sharn; they need to play the game. If I’m running a Zil story, I will make sure the PCs have a local guide who will call out the risks and offer alternatives. “You do that and you’re all going to get killed. But if you want to get that same result, you could do it THIS way.”

How would the Trust handle high-level (15+) PCs coming to Zilargo? What preparations would they make to handle potential violations of laws and norms by people who will be hard to intimidate or control?

The first and simplest step is to send a very clear warning. “We’re pleased your business brings you to Zilargo. We are aware of your destructive activities in [[INSERT PLACE NAME]], and for your benefit and ours we want to inform you that we will not tolerate any violation of our laws. We will not risk our citizens in any kind of open conflict. If we are forced to take action against you it will be decisive and final; we are also prepared to take retaliatory action against [[NPC YOU CARE ABOUT]]. There will be no further warning. Do not put us to the test.”

Now, there’s two critical questions here. The first is COULD the Trust defeat high level player characters, and the answer to that is YES. The second is more important, and it’s does anyone want that to happen? And the answer to that is NO. The Trust will know everything there is to know about the PCs. Their secrets. Their weaknesses. The magic items they rely on and the spells they like to use. The Zil aren’t warriors; they are experts in illusion and divination, and fighting them will be like being the chump in a heist movie. They’ll steal your magic items and replace them with mundane duplicates. They can poison every drink you take, with a poison tailored to kick in… NOW. Heck, this room we’re standing in? It’s designed to drop into a sphere of annihilation, because we are NOT taking chances. But that’s back to the second question. They COULD do this, but none of us wants that. They don’t want to burn that awesome sphere of annihilation trap, and no player wants their character to be destroyed with no save. So set aside the idea of whether they can beat the PCs and instead say “How can they get the PCs out of Zilargo as quickly and safely as possible.” Which means that instead of FIGHTING the PCs, the most likely answer is that the Trust will HELP them to get what they want — either obviously or secretly. They’ll surround the PCs with undercover agents, who will make sure that the PCs get the information they need as quickly as possible. Heck, if the PCs are looking for an object, it could just turn up on their bed with a note saying “You can go now.” Again, the Trust doesn’t LIKE assassinating people; it’s just always looking for the most efficient way to protect the people of Zilargo.

What about the practice of slavery in Darguun? That’s a clear violation of the Code of Galifar.

This is certainly true. The Code strictly outlaws slavery, but there are Marguul and Ghaal’dar clans who practice it. The main issue is that Lhesh Haruuc wants to put an end to it, but currently lacks the support among the Ghaal’dar warlords to do so. So the question is what happens next. Everyone is still recovering from the war and foreign leaders understand Haruuc is in a difficult position; as long as he’s seen to be working toward it, I think most leaders will be satisfied. The most likely scenario is that if he fails to make significant progress in a few years, at least some nations will impose economic and diplomatic sanctions—putting pressure on Haruuc to take more decisive action.

To the upshot of that is: Thronehold nations are supposed to adhere to and uphold the Code of Galifar. They can go further if they choose, and both Karrnath and Zilargo do. However, it’s not yet clear what will happen if a nation fails to uphold the Code, because the Treaty has only been in force for two years and no one has yet called out a major violation and demanded an international response; the system has yet to be put to the test. But Darguun is currently failing to enforce the Code and it that’s not resolved soon, it could become an issue. This also applies to Valenar’s acts of aggression. These do violate the terms of the Treaty, but so far they haven’t been significant enough to push someone to take action.

Thanks as always to my Patreon supporters for keeping this blog going!

IFAQ: Mysteries of History

Every month I ask my Patreon supporters to choose a topic for a major article, and that poll will happen next week. But in the process I get a lot of smaller, infrequently asked questions that can be addressed quickly. Today’s IFAQ comes from Patrick.

I’m always having trouble thinking of what the mortal inhabitants of the world would know in terms of history – and to which degree history has been researched with the aid of magic. For instance, would it be common knowledge that the Age of Giants ended roughly 40,000 years ago? How would that be supported – divination magic perhaps? Would Morgrave University teach chronomantic spells so scholars visiting ancient ruins could catch glimpses of what once happened?

This is one of the tricky questions in any setting. As players and DMs, we have access to a perfect source of information that tells us everything there is to know about the setting. But what do the people IN the world know, and how do they know it? This is complicated by the fact that (thanks in part to the existence of long-lived races like elves and dragons), the scope of history is VAST. By the canon timeline, the civilization of the giants fell forty thousand years ago. In OUR world, forty thousand years ago Neanderthals were making flutes out of bones; the Cro-magnon were still thousands of years from achieving dominance. The timeline of the Empire isn’t that far off Mesopotamia in our world, and again, we all know a great deal about Mesopotamia, right? So it’s reasonable to wonder how much people would know about these truly ancient civilizations.

The 3.5 Player’s Guide to Eberron and the 4E Eberron Campaign Guide both have tables that provide exactly this sort of information, listing skills like History, Arcana, and Religion and setting the DC to know specific facts. Since this is an IFAQ—which means, short answer—I’ll leave that there; if you want to know WHAT people know, you can check one of those out. But that leaves the question of HOW do the people of the Five Nations know these things?

The first answer is simple. Yes, they know the Age of Giants ended 40,000 years ago, because they learned about it from the elves. Aereni civilization is an unbroken path that goes all the way back to Xen’drik, and they care deeply about their history. Aside from the fact that the Five Nations has long had diplomatic relations with Aerenal and there’s an exchange of information, there’s been a significant number of Aereni immigrants over the course of thousands of years, including both House Phiarlan—a house that originally specialized in bards, people who preserved information—and the elves exiled after the fall of the Line of Vol. One of Phiarlan’s branches is the Demesne of Memory, which is all about history and the written word. And, of course, Phiarlan is about ENTERTAINMENT; it’s quite likely that even in the Five Nations, you have at least a few plays, operas, and popular songs that romanticize the battles of the elves and giants.

This same principle applies to later history. Dhakaani civilization collapsed and the Ghaal’dar themselves know little of it… and the Heirs of Dhakaan are largely unknown and not inclined to share their knowledge. But the elves fought the Dhakaani. There are Tairnadal patron ancestors who are celebrated for fighting the dar, and members of the Undying Court who may have personally negotiated with Dhakaani leaders, back in their mortal lives. So once you get to the rise of the Undying Court, you have people with (un)living memory of a vast scope of history — even if, thanks to their insular nature, that may not go very deep.

So that answers the question of whether people understand the BROAD scope of history: yes, they do, because unlike in our world, in Eberron you can essentially go TALK to a Neanderthal leader, and his distant descendants still carefully practice his bone-flute-making techniques.

But the next question is: How MUCH do they know and do they use magic to do it? How much is, again, answered in the PGtE and ECG. An important point here is to always stop and think “What makes a good story?” Because ultimately that’s what matters most. We don’t actually WANT the people of the Five Nations to know everything there is to know about the giants of Xen’drik, because it makes a better adventure to have your characters be on the cutting edge of finding it all out. Yes, the people of the Five Nations know that the Age of Giants ended 40,000 years ago, and scholars even know that the largest and most powerful giant civilization was the Cul’sir Dominion. But they DON’T know what actually happened to the Emperor Cul’sir. They don’t know exactly what happened to the 13th moon, even if some scholars know the giants had something to do with it. Which means your adventurers could learn those answers by finding the Cul’sir Moonbreaker and destroy the emperor’s demi-lich! It’s good for people to have a broad scope of history to know “There was a great nation that fell in war” – but it will usually be more compelling to players to uncover history in the field instead of through a book report.

Which gets us back to the use of magic. The answer is certainly, yes, people DEFINITELY use magic as a tool for archaeology. But remember that the wide magic of the Five Nations tops out at around 3rd level. Which means that speak with dead is absolutely in the quiver of your adventuring archaeologist, but commune or legend lore generally aren’t. It is VERY likely that they do employ chronomantic and divination techniques designed specifically for this purpose, but keep in mind that they should be of about that 1st-3rd level of power; they might show scenes, but they aren’t providing the kind of information you’d expect to get from a 5th or 6th level spell. And it’s also quite possible that they are rituals that may take a while to perform. These are academic tools, and won’t be fine-tuned for the adventurer who needs to cast things in 6 seconds. It might take an hour for a magewright archaeologist to perform the ghosts of the past ritual… and, of course, they’ll need someone to protect them while they do it!

So in short: the people of the Five Nations know the broad scope of history but don’t know a lot of specific details. Scholars know more, and the EPG and ECG give a broad set of skill checks for this purpose. Magic is used to research history, but common magic only goes to 3rd level and spells or rituals may not be optimized for use by player characters. Finally, always consider what will make the best story, and whether you WANT information to come from a skill role or whether adventurers might be making historic discoveries through their actions.

I’d also like to learn what people, both laymen and scholars, know about the history of humanity on Sarlona, given how it’s easier to explore Xen’drik than to convince the Inspired to let anyone past their port city.

Good point, double so because the elves had no contact with the people of Sarlona so that route is closed. The answer is definitely that they remember some things because they brought history with them. The modern faith of the Sovereign Host was established in the Sarlonan nation of Pyrine. But that nation fell in the Sundering over a thousand years ago, and archaeologists CAN’T go visit its sites. And while the modern faith is called “The Pyrinean Creed”, with proficiency in History or Religion a commoner probably doesn’t know what “Pyrine” is (A priest? A city? A nation? All of the above?). With checks people know the names and stories that they have either pieced together from the preserved records and traditions or through use of divination. But largely, the nations of old Sarlona are MORE mysterious to people of the Five Nations than the giants of Xen’drik.

That’s all for now! Thanks again to my Patreon supporters for keeping this site going and for asking great questions.

Behind The Scenes of Exploring Eberron

Work in progress illustration by Carolina Cesario!

We’ve been working on Exploring Eberron for a long time, but some of you may not know HOW long it’s been! In this guest post, producer Wayne Chang pulls back the curtain…

SOON™.

We all hate that phrase, because it means something we are looking forward to—generally in the Dungeons & Dragons-o-sphere—is delayed. We want it NOW, but that is never an indicator of when.

My name is Wayne, and I am the producer and art director for Keith Baker‘s Exploring Eberron. Many may not know or realize my involvement with the book–Keith’s book, my project–but I wanted to put some behind-the-scenes insights for all the fans waiting so patiently. I’ll also give an update on the status of the book at the end.

The first inkling of Exploring Eberron came about in the fall of 2018. Keith was attending a local convention as a guest and we had a chance to hang out, eat, and chat. We’d been recording Manifest Zone since 2017 and worked on a couple DMs Guild Eberron adventures together, but had never met face-to-face. We talked about a few ideas he had about possible Eberron products–smaller productions like warforged and dragonmarks–and I talked about wanting a physical D&D book with my name in the credits.

It wasn’t until PAX East in 2019, over a couple plates of wings, that we made the decision to really nail down and start on what would publicly be known as “Project: Raptor”. (The name comes from a joke Keith made about 300 pages of dinosaurs.) The premise was to consolidate Keith’s evolving ideas about Eberron over the past 15 years and to expand upon the things he didn’t have the chance to officially write with Wizards of the Coast. I wanted a book of Keith’s Eberron (i.e. Kanon) all in one place and not spread out over years of blogs and correspondences, with pretty pictures to go with. I really wanted to emphasize the “in my Eberron” aspect of Keith’s work and give my good friend a chance to write whatever he wanted.

Our brainstorm document for Eberron Expanded–the original working name for the book–is over 4,000 words for a book we planned on being 160 pages long. We started an imprint–KB Presents–and made project plans regarding the book and launch, including securing permission for print-on-demand. We were excited! On July 23, 2019, one year after the launch of Wayfinder’s Guide to Eberron, we officially announced Project: Raptor.

This was not an idle time, however. Keith was already busy writing Eberron: Rising from the Last War for Wizards of the Coast, The Adventure Zone: Bureau of Balance with the McElroy’s, additional projects with Twogether Studios, and family emergencies. I was taking time off with my newborn son and maintaining my brokerage from a distance while on leave. We produced plenty in the background, but every stone unturned brought about new subjects Keith wanted to write about and expand. Other background problems plagued us on the production side: artists missing deadlines or flaking out, layout designer issues (including one layout person who needed to be fired and refused to return their advance), and an ever expanding book that ballooned from the original 160-page estimate as writing progressed.

As the November 2019 launch deadline loomed, we pushed back to December. More problems and emergencies came around, and holidays would slow and stop progress on the book. We knew we were disappointing many fans, but we pushed back the launch date again into 2020. The book kept expanding, pushing well past 200 pages at this point. More art was ordered and more stock art was acquired to punctuate the growing number of pages. All of this brought on more delays, but we pushed through. Even the ENnies nomination deadline came and went, something I had hoped we would hit.

Some people have wondered what kind of testing and vetting the book has received. Since the fall of 2019, a select group of playtesters has reviewed mechanics, text, and also fact-checked sources for us. This group carries the confidence of not only the production team, but are also experts in the field of Eberron lore. I will not reveal their names here, but they have our utmost thanks as well as credits in Exploring Eberron. I say “production team” because this project grew beyond just Keith and myself to include a multi-talented editor/layout/designer, as well as an additional designer. Some might be aware of the former, but both their identities will remain hidden for a little while longer. I joked once that I could put together an Exploring Eberron: Unabridged by stringing together chat messages between all of us–it would likely be longer than the book itself!

So, where is Exploring Eberron? The process for each chapter is: text, questions and feedback, response, editing, layout, review. The majority of art assets are already completed, additional art and resources might be required in the layout phase. As of the writing of this article, the raw text of the book is nearly done and down to the last 20 pages or so. Post production takes a while and we will not skip anything that may reduce the quality or polish on the book. After review is signed off, we will send the final documents to DMs Guild for approval. A hardcover is ordered and review begins again, this time looking for physical discrepancies. Once all that is done, we can launch. We cannot accurately give a timeline for everything you see above, which can take a month or two, but we are getting closer to a predictable estimate. I promised to be as transparent as possible when I can.

Exploring Eberron is over 240 pages in length, has over 50 pieces of custom and exclusive art, and has consumed over a year of our lives. It has cost blood, sweat, and tears–as well as conventional time and money–but working on the book has brought me great pride and amusement. We know you are waiting (im)patiently for it and our goal to exceed your expectations. So stick with us a little longer, you’re in for quite a book…

Dolurrh, the Realm of the Dead

Every month, my Patreon supporters select a topic for a major Eberron article. This month’s choice was the plane of Dolurrh. Additional information about Dolurrh and all of the planes of Eberron is coming soon inExploring Eberron!

Endless caverns stretch throughout Dolurrh, bleak passages of gray stone. Wherever you go, shadowy figures reach towards you, imploring, but you feel only the faintest chill as their insubstantial fingers pass through you. Mist pools around your feet, and as you press forward you realize this swirling mist is moaning. This is no natural phenomenon; these are the remnants of souls who have forgotten their original form. This is Dolurrh, where mortal souls go after their bodies die, where memories fade and lives are forgotten.

Mortal spirits are drawn to Dolurrh within moments of death, and their memories begin to decay immediately. Within days, most spirits no longer have any desire to leave Dolurrh; within weeks, most only have the faintest memories of their previous lives. The faiths of Aerenal and the Blood of Vol assert that Dolurrh is the absolute end of existence, the last echoes of a life before it is gone completely. But when Dorius Alyre ir’Korran drew his classic planar map he used the octogram symbol of the Sovereign Host to represent Dolurrh, because he declared it to be the door through which all mortals must pass to join with the Sovereigns. This has come to be a common view: what appears to be memory fading is actually the soul slowly ascending to a higher form of existence, rising to a level of reality no mortal can experience. The vassals of the Sovereign Host say the faithful finally join the Sovereigns; followers of the Silver Flame say that noble souls strengthen the Flame. What is left behind is a husk—the cast-off remnants, like an abandoned snakeskin or the traces of memory that can be read using speak with dead. Thus, while Dolurrh has long been known as the Realm of the Dead, there are many who call it The Gateway. Ultimately, this is a matter of faith. Whether the other side of Dolurrh is oblivion or paradise, no one ever returns from it.

All living creatures will come to Dolurrh, sooner or later. Those that come here before death are almost always looking for something: a lost soul, a forgotten memory. But living or dead, any who come to Dolurrh can be trapped by its power.

Universal Traits

Everything about Dolurrh is gray and gloomy. Even the brightest colors seem faded, the most joyful sounds seem dull. The heavy weight weight of ennui settles on travelers the moment they arrive, making even the simplest tasks feel challenging. And there is a constant pull, tugging on memory and emotion, a desire to just sit down and let it all go.

  • Eternal Ennui. When you enter Dolurrh, you immediately gain one level of ennui (described below). This cannot be removed by rest or any other effect. It is immediately removed when you leave Dolurrh.
  • Impeded Magic. In order to cast a spell of 1st level or higher in Dolurrh, you must succeed on a spellcasting ability check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
  • Timeless. Time passes on Dolurrh at the same rate as on Eberron. But creatures on Dolurrh don’t age, and do not need to eat, sleep, or drink. Other natural processes may be delayed, though living creatures can benefit from resting normally and can suffer damage and die.
  • Inevitable Entrapment. Every time you complete a short or long rest, you must make a DC 12 Wisdom saving throw. If you fail, you gain one level of ennui. Each time you make this saving throw, the difficulty increases by 1. If you don’t complete a rest over the course of a 24 hour period, you must make this saving throw at dawn.

Ennui reflects the soul-sapping power of Dolurrh. It’s gained in levels, and duplicates the effects of exhaustion. However, it affects all creatures, including undead and other creatures immune to exhaustion. Ennui saps motion and memory. When a creature reaches six levels of ennui, its will is completely broken and it can take no purposeful action; if this happens to a living creature, its physical body dies and it becomes a husk bound to Dolurrh. Ennui is separate from exhaustion, and levels don’t stack. If a creature has both ennui and exhaustion, use which has more levels to determine the effects.

Undead cannot recover from ennui while in Dolurrh. If a living creature completes a long rest and succeeds on the saving throw against Inevitable Entrapment by 5 or more, they reduce their ennui level by 1. Creatures native to Dolurrh are immune to Eternal Ennui and Inevitable Entrapment, but still have to deal with the effects of Impeded Magic.

DENIZENS OF DOLURRH

The Quick

The native creatures of Dolurrh are bound to the cycle of transition, and all have some role to serve in this process. Nalfeshnee demons patrol the Catacombs of Dolurrh, dispersing melds and lemures and dealing with mortal intruders; Dolurrhi nalfeshnee appear as large humanoids whose features are shrouded by gray mist. Marut inevitables are more powerful guardians, and are occasionally dispatched to Eberron to intervene with acts of resurrection. No one is sure what triggers this deadly intervention, but Jorasco healers will always cast augury before raising the dead; if the result is “woe” they will refuse the job. Finally, the shadar-kai are servants of the Queen of the Dead, shades granted new life in this form. They serve her in the Vault of Memories and occasionally as her hands on Eberron, though their actions are almost always enigmatic. Other denizens of Dolurrh are unique. The Librarian is found in the Vault of Memories, while the Smith of Souls dwells in the Crucible; both are described later in this section.

The Dead

The spirits of the dead are omnipresent in Dolurrh. Shades are souls that are freshly arrived in Dolurrh, and maintain a portion of their memory and original appearance. They are insubstantial and can’t interact with material objects. Shades that are overcome by ennui become husks, which have only the vaguest memories of their past lives or awareness of their surroundings. Occasionally a group of husks cluster around one strong memory, forming an ectoplasmic mass called a meld that seeks more memories to consume; these are presented in more detail in Exploring Eberron.

Sometimes a shade clings to a memory with such intensity that even Dolurrh can’t eradicate it—perhaps a terrible mistake or bitter grudge. Other memories fade, but the creature lingers as a ghost and can be a danger to mortals. Other forms of undead are rarely seen in Dolurrh. The entities found here are the spirits of the dead, either undergoing transition or trapped in the process. Corporeal undead such as ghouls, skeletons, or zombies have no place here, while undead that hunger to consume life belong in Mabar.

The Lingering

Memories of joy and happiness do no harm in Dolurrh. But memories of pain, of cruelty, of anger… these don’t fade so easily, and they can hurt others. Even if they don’t trap shades as ghosts, this psychic residue can build up in the gears of the spiritual machinery of Dolurrh. Often it takes the presence of a mortal to trigger it; when this occurs, the lingering pain and hate coalesces into a solid form. The least of these are lemures, which are formed from hateful memories or deeds. The emotional residue of hundreds or thousands of people can form deadly sorrowsworn. In particular, the Last War and the Mourning created a lot of deaths that could fuel manifestations of the Angry and the Lost. When a character is struck by one of the Lingering, they may have a flash of one of the memories or deeds that drive the entity.

The Lingering are formed in Dolurrh and are immune to the effects of Eternal Ennui and Inevitable Entrapment. However, they are a waste product, not the desired result. Nalfeshnee, maruts, and other guardians will destroy the Lingering whenever they are found. 

The Queen of the Dead

The Queen of the Dead dwells in the great spire that rises up above the Vault of Memories. She is the most powerful being in Dolurrh, and has the ability to pluck shades from the cycle of entrapment and even to grant them new life. She appears to be an elf woman, robed in silver and black, her face hidden by a cracked alabaster mask. But little is known about her motives or her origins. She creates the shadar-kai by housing shades in new bodies. She saves other souls that she never restores; she preserves them in the Vault of Memories, saving them from dissolution for unknown reasons. She collects secrets and memories, plucking her favorites from those gathered by the Librarian and keeping them in her personal collection. Sometimes she seems to directly oppose mortal necromancers, especially Lady Illmarrow. At other times she seems to be interested in killing specific people, perhaps so she can preserve their spirits or their memories. But such direct action is extremely rare, remarkable if it occurs more than once in a century; most of the time she remains silent in Dolurrh, unknown and unknowable.

There are many mysteries about the Queen of the Dead. She takes the form of an elf and gives her shadar-kai elven bodies, yet she existed long before the elves. Her actions directly involve the Material Plane, in a way unusual for the great planar powers. This may simply be tied to her role as keeper of the gateway; or there may be some greater secret yet to be revealed.

LAYERS OF DOLURRH

Dolurrh is universally gray and gloomy. All layers that have been described in the accounts of explorers have appeared to be underground; no one has ever seen the sky in Dolurrh. Unlike most planes, the layers of Dolurrh don’t embody different ideas; instead, they serve different functions. Dolurrh is a machine for gathering, collecting, and perhaps transitioning souls; all of its layers serve that purpose. Here are four of them.

The Catacombs

Tunnels are carved into gray stone. In some places they are painfully tight; in others they widen into grand halls, with ceilings lost in the darkness. The dead are everywhere, shades pleading for release and husks keening in the shadows. Some chambers contain vast wells filled with moaning mist; in others nalfeshnee herd shades into pens or scrape lemures off the walls. There is no particular logic to it, just endless tunnels.

The Catacombs may be larger than Khorvaire, or even Eberron. A mortal could wander forever through these winding tunnels, or at least until they are consumed by ennui. However, there are junction points that transcend the logic of distance. If one knows the right symbols to follow, they can cross the vastness of the Catacombs quickly or pass to other layers.

The Kennel

All the mortals born on Eberron are bound to Dolurrh, but like spirits are drawn together. The Catacombs holds the spirits of dead humanoids. The Kennel is similar in appearance, but it contains the shades and husks of beasts and monstrosities. Here you’ll hear the howls of fading wolf spirits, and see flocks of spectral birds flying through grand halls… along with larger and more fierce creatures. Beast spirits rarely linger long in Dolurrh, as most have fewer memories to erase.

It’s possible that the Queen of the Dead has created special servants that wander these halls, just as she has made the shadar-kai; adventurers could be questioned by a clever raven with the soul of a poet. But nalfeshnee and maruts can be found here as well as in the Catacombs.

The Crucible

In the Crucible, the immortal spirit known as the Smith of Souls refines the essence of faded spirits and creates things out of this husksteel. The Smith forges the armor and weapons of the shadar-kai, and creates the maruts from the husks of brave souls. She also creates smaller and stranger items from husksteel. This is a comparatively small layer, but it is still a grand foundry, tended by shadar-kai and guarded by newly-forged maruts.

The Smith wears a mask of black steel and an apron that seems to be made from dragonhide. When forging maruts she is a giant; when crafting tiny trinkets she appears to be a gnome. It’s possible that she collects the memories of mortal artisans, and can replicate their works at her forge.

The Vault of Memories

The heart of Dolurrh is the Vault of Memories. It’s a tower carved up through gray stone, larger than any of the great towers of Sharn. The lowest levels are the Library. Here, the spirit known as the Librarian interviews each shade and makes a record of its life. The power of the Librarian is such that an entire life can be confined to a single large page. Every sigil inscribed holds a crucial memory; a character proficient in Arcana can read the symbol to experience that memory. The many floors of the library hold countless books of preserved lives, carefully tended by shadar-kai scribes. The Librarian himself is a massive hooded figure, and his books are enormous. It’s said that he can be many places at once, which is how he is able to speak to every shade before it fades. 

In the halls above the library, the Queen of the Dead keeps her many treasures. What seem to be obsidian statues are actually shades, crystallized to prevent them from fading into husks. Paintings and crystals contain memories that the Queen has chosen to isolate. Beyond these are countless trinkets and oddities, items collected by her shadar-kai over the vast scope of history. And higher still are the chambers of the Queen herself, where she usually sits in silent contemplation listening to the whispers of the countless shades in her domain. 

MANIFESTATIONS OF DOLURRH

Here are a few of the ways Dolurrh can affect the Material Plane.

Manifest Zones

Manifest zones tied to Dolurrh rarely possess the full properties of the plane. But they are close to the Realm of the Dead, and that means they are almost always haunted. Shadows may move in strange ways, and travelers may hear whispers they can’t quite make out.

Restless spirits yearn to return to the Material Plane, and it’s easier for them to do so in Dolurrhi zones. Sometimes they manifest as ghosts. Other times they’ll animate the corpses of people buried in the zone; these creatures are effectively zombies, but may display unusual intelligence as they seek to resolve their unfinished business. Raising the dead can be dangerous in a Dolurrhi zone; there’s a chance that the wrong spirit will be returned to the body!

While these are negative traits, Dolurrhi zones can have positive effects. In many zones it is easier to return people from the dead; you only have to spend half the usual material components when casting such a spell. In others, anyone can cast speak with dead as a ritual; this takes an hour to perform, and the caster must have the corpse they wish to speak with and a personal connection to the deceased.

The most dramatic manifest zones are those that serve as gateways to the Catacombs of Dolurrh. Opening such a gateway might require a special ritual, a significant sacrifice, an alignment involving the moon Aryth, or all of the above. It might only work if Dolurrh is coterminous. But under the right circumstances, you can use the gateway to enter the Realm of the Dead—and hopefully, to return. 

Coterminous and Remote

As with any plane, Dolurrh can become coterminous or remote when it serves the needs of a story. It has has a slow planar cycle, and becomes coterminous for a full year once every century. Fifty years after that, it is remote for a full year. Shorter phases are tied to the movements of the moon Aryth.

While Dolurrh is coterminous, it’s easier for ghosts to slip from the Realm of the Dead into the Material Plane, especially around Dolurrhi manifest zones. Any form of magic that restores life to the dead can also serve as a conduit for unwanted spirits.

While Dolurrh is remote, no form of magic that restores life to the dead—including revivify or reincarnate—will function. The only way to restore life to the dead in these times is by directly traveling to Dolurrh and pulling the shade back to the world. Ghosts are also especially common in this time. But these aren’t ghosts that return from Dolurrh; rather, if Dolurrh is remote when people die in the grip of great emotion or with vital unfinished business, their spirits can more easily resist Dolurrh’s pull.

Dolurrhi Visitors

 The most common types of visitors from Dolurrh have already been discussed. A marut may show up in response to resurrection. Ghosts may drag their way back into the world. And the shadar-kai—or other revenant servants of the Queen of the Dead—may come to the world pursuing her enigmatic missions.

Dolurrhi Artifacts

The most common Dolurrhi artifacts are the creations of the Smith of Shadows. These are formed of husksteel, the fused essence of faded souls. Depending on the nature of the object, it could be crafted from a single spirit—a dagger whose edge is forged from a single moment of pain—or from the emotional residue of multiple husks. Despite the name, husksteel can appear as dark metal, slick black leather, dark iridescent cloth, or other substances.

In creating a husksteel object, consider the memory or emotion that is the heart of the item. For a magic item, this should reflect its purpose; a husksteel cloak of elvenkind could be formed from a secret. A husksteel variation on a dagger of venom might be formed from a moment of absolute terror; when its power is invoked, the victim struck by the dagger must succeed on a DC 15 Wisdom saving throw or take 2d10 psychic damage and be frightened of the wielder for 1 minute. 

Other husksteel items are largely curiosities. Adventurers could find a monocle that shows the last thing seen by a dead man, or a journal containing poems written by a celebrated poet—after they died.

CONCERNING RESURRECTION

Returning life to the dead is not a reliable service in Eberron. There are many characters who are capable of casting the necessary spells, from clerics to adepts of House Jorasco. But just because it can be cast doesn’t mean that it should be cast… or that it will work if it does.

The first and simplest limitation is time. The longer a spirit remains in Dolurrh, the more it falls under the sway of ennui. Any spell that returns life to the dead requires the spirit to want to return. Once the shade becomes a husk, it can no longer make that decision and can’t be raised or reincarnated; note that most religions maintain that this is because at this point the true soul has moved on to a higher level of existence; you can’t easily pull someone back from their union with the Sovereigns. So you only have about a week or two—depending on the strength of will of the victim—to pull them back. But even before that time, it is quite possible that the spirit will simply choose not to return. What is it they have to live for? Is that worth fighting to lulling ennui of Dolurrh?

The second limitation is risk. The appearance of maruts is extraordinarily rare, but in part that’s because Jorasco knows to check beforehand and won’t raise someone if there’s a risk. Essentially, the question is whether this person is supposed to come back… or if this is, indeed, their time to die. If so, a marut may appear to challenge the resurrection.

The final risk is the direct intervention of a higher power. It’s said that the Keeper can snatch souls before they reach Dolurrh. It’s up to the DM to decide if there’s any truth to this myth; the story says that such souls must be recovered from the Lair of the Keeper in the Demon Wastes. The Keeper itself may or may not be there, but it’s certainly the abode of a powerful dracolich! Alternatively, the Queen of the Dead can crystallize a shade and prevent it from being restored, or she can catch a spirit that’s about to be restored and set a price on its passage. The flip side of direct intervention is that the Queen of Death—or another power that seems dramatically appropriate, as chosen by the DM—could offer to return a shade to life for a price. This is a way to bring a low-level character who can’t afford resurrection back to life, while adding a hook to their story. This article provides some ideas about the possible cost of a life.

Perhaps your augury warns you of woe. Perhaps Dolurrh is remote. There’s one way you can always bring someone to life: to go to Dolurrh, find their shade, and drag it back out to the Material Plane. All you need to do is to locate a single soul in the endless Catacombs (perhaps with the help of a native guide, the records in the Vault of Memories, or powerful divination magic) and evade the many guardians to return to the world. But if you succeed, the victim receives a new body, just as if you’d cast true resurrection; and while the defenders will try to stop you from leaving, they won’t interfere once you return to Eberron. It is theoretically possible to restore a husk in this way as well, but it won’t restore lost memories. Most resurrected husks are effectively mindless. Some can relearn new skills, though their original memories are forever lost. This is why people don’t try to bring back the Tairnadal ancestors or Galifar I; you could bring a body back, but it’s not the original person in any meaningful way. This is why the Queen of the Dead (and perhaps the Keeper) preserves certain shades from decay—so that it could be possible to restore them, even after centuries.

In the Age of Giants, the Cul’sir Dominion sent an army into Dolurrh to recover the spirits of a family lost in the Quori Conflict; none returned. The Queen of the Dead doesn’t care if a shade or two are stolen every century or even every decade. But her power cannot be contested in Dolurrh, and thieves who attract her personal attention will find their shades torn from their bodies in the blink of an eye.

DOLURRHI STORIES

Dolurrh can inspire many simple stories through its manifest zones or escaped ghosts. A husksteel trinket could provide a flash of memory that sets the adventurers on a particular path. And finding a way to rescue a shade from the underworld is always an epic tale. Here’s a few deeper stories to consider.

The Once and Future Queen of the Dead. The Queen of the Dead is an enigmatic figure who wields great power in Dolurrh. But there’s another being who uses this title: Erandis Vol, the last heir of the Mark of Death. Through her agents in the Order of the Emerald Claw and beyond, Erandis seeks to restore the power of her dragonmark; no one knows what godlike powers she might wield if she unlocks its full potential. Meanwhile, the Queen of the Dead seems to oppose Erandis, and often sends her agents—both shadar-kai and adventurers she’s restored to life at a price—to interfere with Vol’s schemes. This could be exactly what it appears. The Queen of the Dead may despise necromancers, and Vol is seeking to depose her. But perhaps there’s more to it. Time works in strange ways when dealing with the planes and beings of vast power. Perhaps the Queen of the Dead isn’t trying to stop Erandis; perhaps she’s guiding her down a very specific path. Perhaps Erandis will become the Queen of the Dead, in which case, she always will have been her. Or perhaps that’s what’s supposed to happen, but there’s a way in which it could still go wrong… which could destroy the Queen of the Dead and throw Dolurrh itself into chaos.

Agent of Death. After the adventurers kill a nefarious villain, their foe reappears alive and well. This happens time and again. How is the villain escaping from Dolurrh? Are acting as an agent for the Queen of the Dead, or have they simply found a back door to the Realm of the Dead? Either way, what can the adventurers do to lay them to rest once and for all?

Devastating Sorrow. When Dolurrh becomes coterminous, a powerful sorrowsworn emerges and devastates the region. The adventurers may not have the ability to defeat the sorrowsworn in battle, but if they understand the circumstances of its creation—the emotion that drives it and the event that triggered it they might be able to disperse the deadly monster by defusing this emotion. 

That’s it for now. Thanks again to my Patreon supporters for choosing the topic!

Exploring Eberron: Dhakaan

Illustration by Kristof Koteles

In Exploring Eberron, I delve into topics I’ve been wanting to exploring in more detail for over a decade. One of these is the Kech Dhakaan, the goblinoids who still maintain the traditions of the Empire of Dhakaan. This section examines Dhakaani history, the active clans, and provides support for playing characters from the Kech Dhakaan—as well as a glossary if you’re worried about keeping track of all those dar words!

I don’t want to give a release date for Exploring Eberron until I’m sure of it; I am still wrapping up the final pieces now. But we’re getting very close, and I can’t wait to share it with the world!

As always, thanks to my Patreon supporters: I’ll be posting the requested Dolurrh article tomorrow!

IFAQ: Houses and Politics

I’m still busy working on Exploring Eberron, but I like to take time to answer questions from my Patreon supporters when I can. Today’s question comes from Reighndragon:

How far do the dragonmarked houses involve themselves in national politics? How do they view the restrictions imposed on them by the Korth Edicts? In specific: Is it possible for a dragonmarked gnome of House Sivis to take a seat in the advisory council of the king of Q’Barra? Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?

First of all, I suggest reviewing this article for a deeper look at the houses overall, including a discussion of the Korth Edicts. Let’s look at the basic points.

  • The houses are first and foremost BUSINESSES. They are interesting in making a profit.
  • They do business with and have holdings in most of the nations of Khorvaire.
  • In many cases—especially Sivis and Kundarak—their business depends on their customers believing that they are neutral, reliable forces. If it was revealed that House Sivis was sharing all its data with the Royal Eyes of Aundair, it would be a disaster for the house.

So this is a simple equation: What does a house gain from getting involved in politics, and what does it have to lose? In the long run, will this help its profits, or hurt them? Let’s look at the two examples.

Can a Sivis gnome take a seat on the advisory council of the King of Q’barra?

Certainly. This doesn’t even violate the Korth Edicts, which prevent a member of a dragonmarked house from owning land, holding a noble title, or maintaining an army. If a King wants ADVICE, where’s the harm in that? Corporations in our world hire lobbyists and get included on advisory boards all the time. The only reason it would be a problem is if word got out that this advisor was sharing Sivis customer secrets; if that were to happen, I would expect the advisor to be very publicly excoriated from the house, and possibly be faced with more severe punishments for scarring the reputation of the house.

A quick point of comparison is Valenar. House Lyrandar essentially runs the administration of the nation on behalf of the Tairnadal. But they don’t actually hold noble titles or own the land; it’s a simple arrangement where they do work the Tairnadal don’t want to do, while allowing them to create opportunities for Khoravar immigrants. But here’s the big thing: they don’t give the Tairnadal free shipping. Their administrative work is a separate business transaction; but if the Tairnadal want to use Lyrandar airships, they pay just like anyone else. Which brings us to the next question…

Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?

House Lyrandar is a BUSINESS. They can and did provide transport services to ALL nations during the war. The opening of my novel City of Towers involves a Cyran force defending against an airship attack. But that isn’t a political move on the part of Lyrandar, because they serve anyone who can pay for the service. So sure, they’d allow Aundair to charter an airship for their paratroops, and then they’d let Thrane charter a ship for its counter attack. They aren’t choosing a side; they’re selling their services to anyone with the gold.

Now, COULD they decide to take sides and offer their services to Aundair for free? Sure, they could, but WHY? How does this help their bottom line, when it invites distrust and possible retaliation from the rest of the Five Nations? Their neutrality is their shield and maximizes their profits; once they choose sides, they are narrowing their markets. Why is this a sound business decision? What is Aundair offering that’s worth risking their business? We’ve called out that Aurala is friends with the Matriarch of the house, and Aurala could offer them a second grant like Stormhome (which ALSO violates the Edicts…). But essentially, why wouldn’t they just ask Aundair to PAY for the ship? Aurala can definitely afford it, and that’s what Lyrandar does.

So: at the end of the day, houses are going to make their choices driven by profit. At the moment, they work with anyone willing to pay for their services. They definitely can and will do favors for allies—see House Jorasco’s ties to the Boromar Clan in Sharn—but that is always measured on the balance of will this help our hurt our profits? Now let’s hit one more part of the question…

How do they view the restrictions imposed on them by the Korth Edicts?

Again, check out this article for a deeper look at this question. One of the key story elements of Eberron is the idea that it may no longer be possible to enforce the Korth Edicts. If Breland makes a Deneith heir a duke, who’s actually going to do something about it? Queen Aurala’s consort is a Vadalis heir, and though he holds no title it’s pretty sketchy. The Korth Edicts worked when Galifar was united; now, it’s possible no single nation can enforce them, and we’ve called out examples of houses that ARE pushing against them. One concrete example is House Tharashk; in brokering the services of Droaamite services, they are likely breaking the “no armies” clause. But who’s going to try to stop them… especially when everyone wants to hire their monster mercenaries? So again, it’s all about will this help or hurt their profits?

The other big thing people often forget about the Korth Edicts is that they weren’t simply a burden on the houses; they were an opportunity. Essentially, they were a deal with Galifar: If the houses agreed not to challenge him politically (no titles of nobility) or militarily (no land, no armies) he wouldn’t challenge them economically. The houses hold monopolies on a scale that’s illegal in the US today, and under the Edicts they regulate their own industries. So they don’t particularly want to throw out the Edicts, because for House Sivis, the lack of antitrust laws is far more important to their bottom line than being able to have a noble title. This ties to one last question that came up in another discussion. Paraphrased…

My character was hired by House Cannith to do a job that involved me being locked in a room with no way to leave. While I was doing this job, a bunch of cultists teleported in and because I couldn’t leave, my friends and I were nearly killed. Can I sue Cannith for negligence? And if I do, would they be more likely to settle or to do something dramatic like assassinate me?

The good news is that they probably wouldn’t assassinate you. The bad news it that it’s because you don’t have a case. There’s no worker protection laws in Eberron. The Korth Edicts specifically protect the nobility—the houses can’t raise armies against them or create rival kingdoms—but they aren’t about protecting the commoners. On the contrary, the Edicts specifically lay the foundation for the house monopolies. This is far more like The Jungle than the world we live in today. Having said that, this isn’t to say that they houses are intentionally careless with the lives of their employees, especially heirs of their own house; part of being family businesses is that they don’t want their own children to die. If a Lyrandar heir is injured on the job, they likely will be taken care of. But this is driven by their own self-interest, not the law; and if a random “adventurer” is hurt while working for them… isn’t that why they call them adventurers?

Now: I said they wouldn’t assassinate you… which is BECAUSE you have no case. If you did, or at least were posing some other sort of threat to them? Then it’s at least on the table. We’re back to that original question: how will this affect their bottom line? Are you a hero whose actions matter and whose death would be noticed? Do they NEED to assassinate you, or can they just threaten you? Slander you? Buy your company and have you fired? We’ve said before that the houses will do terrible things to maintain their power. The question is always back to the balance sheet; how much are you going to cost them, and what’s the best way to minimize that number? It’s also definitely the case that some houses are worse than others, and that ultimately it will come to who’s in charge of the region. I think the majority of Lyrandar heirs would be horrified at the idea of their house sanctioning assassination. But Calynden d’Lyrandar, the Kraken of Stormreach? That dude has Thuranni on speed dial.

To be clear: this is a terrible terrible situation… and that’s the point. Overall, the houses are amoral corporate entities driven by profit and possessing potentially unchecked power. Because one of the other core principles of Eberron is that it’s a world that needs heroes. Some heroes fight demons; others battle corrupt corporations. Which story do you want to explore? Note that if it’s a story you DON’T want to explore, you can push a more positive view of the houses. But the current situation is intentionally imperfect.

Why did the Twelve permit Cannith to agree to the shutting down of the creation forges in the Treaty of Thronehold? Beyond producing warforged it seems like that is a huge hit to their ability to produce goods on a massive scale.

Excellent question, and also discussed in the other linked article. Here’s the factors.

  • The Treaty of Thronehold represented a rare moment of unity. The reason the Korth Edicts are difficult to enforce is because no one nation can enforce them alone. This was a demand made by ALL THE NATIONS.
  • House Cannith’s leadership and its major operations were lost in the Mourning, and the house is STILL reeling from that blow. Starrin d’Cannith, the patriarch lost in the Mourning, might well have found a way to counter the demand. But as of the Treaty of Thronehold, Cannith doesn’t even HAVE a patriarch.
  • The warforged are seen as weapons. Most nations were uncomfortable with Cannith having the capability of producing its own private army of constructs, given that the war was now over. The recognition of warforged as sentient, free beings was a further nail in this coffin: It could be seen as violating both the Korth Edicts (no house armies) AND the Code of Galifar (no slaves).
  • Last but not least: Cannith had always dominated the Twelve. Many of the other houses were HAPPY to see Cannith taken down a peg. So they weren’t fighting as fiercely as they might have against other restrictions.

Bear in mind, the creation forges are NOT the primary tool that Cannith uses for mass production of mundane goods; they have other eldritch machines and focus items that assist general mass production. Rising From The Last War specifically identifies the forges as producing warforged (page 280) while the Eberron Campaign Guide says “These enormous contraptions… are designed to churn out mechanized soldiers.” They were also used to produce titans and homunculi, but again, they WEREN’T the be-all end-all of Cannith’s production facilities, and there are “Forgeholds” that don’t have creation forges.

So this article paints the Dragonmark Houses in a bleaker and more corporate light than most… but they’re definitely not monolithic. So I’m curious as to which of the Houses you think is more willing to incidentally hurt people on their way to profit (aka less empathy), versus those with more empathy involved in their methods.

This is a good question. I am presenting the houses in a harsh light here, because the point is that they could do terrible things if they chose. The theme we wanted to explore with them from the start is that in the wake of the Last War, are the houses more powerful than nations? But the fact that there are few checks on their power isn’t supposed to make them monsters. The idea is that over centuries, most people have come to trust and rely on the houses, because they’ve been reliable. You believe that Sivis will keep your secrets safe, that Kundarak protects your goods, that you’ll get the best sword at a smith with the Cannith seal and you won’t get food poisoning at the Ghallanda inn. I call out that they regulate their own industries as a sign of the power they possess; but the twist is that they actually DO regulate their own industries. There’s tremendous potential for abuse, but that doesn’t mean it’s common. In general, MOST PEOPLE view the houses as reliable businesses, not as terrifying corporate tyrants. It’s just that, again, they DO have unchecked power and COULD abuse it… and what happens if and when they do?

So the question is: What houses are willing to hurt people in the name of profit? Which generally lack empathy? As the question notes, houses aren’t monolithic. So I’ll call out that I think Cannith is near the top of the “low empathy” list. During the war they manufactured weapons for all sides, and they essentially created a slave race that they threw onto the front lines of that war. On the other hand, I’ll note that Aaren d’Cannith—the creator of the modern warforged—left the house in protest of the treatment of the warforged. Of the current Cannith contenders I’d say that Jorlanna is probably the best of them; both Zoraln and Merrix are pretty ruthless.

So Cannith is up there. Thuranni surely is as well; it’s a house who’s specialty IS assassination. Calynden may make the order, but it will be a Thuranni heir who actually fires the crossbow. Phiarlan is somewhat better, and again, there are a significant number of Phiarlan heirs who truly believe in the ARTISTIC mission of the house and don’t work with the Serpentine Table.

I’d put Vadalis on the low-empathy side, as well. They are essentially about manipulating animals for the benefit of humanity, and I don’t think PETA would approve of their methods. Sivis is tricky because they definitely place the APPEARANCE of neutrality as paramount… but they’re also Zil gnomes, so they live in a society that embraces the idea of assassination as an acceptable tool in pursuit of the greater good. I tend to think of Sivis as one of the nicer houses, but in part that’s because they DON’T have a lot of competition; if something came up, we’d likely see a darker side pretty quickly.

So which are the nicest houses? I think Kundarak is pretty much what it says on the can: they are honest folk who want to keep your stuff safe for you. Ghallanda is literally in the business of hospitality, and their name means “The Helpful Hound That Appears Where Needed The Most”; i think they are the most inclined to offer empathy and even charity when called for; at the end of the day, I think Ghallanda likes people. I think Medani is a reasonably empathetic house and tries to do what it feels is right, which is also why they’re one of the less influential houses. I tend to think that Orien is another house that basically just tries to provide a useful service; they haven’t tried to destroy Lyrandar’s airship business…. yet.

The others all fall in the middle. I think Lyrandar is generally a friendly house. But if someone started developing airships anyone can fly? People like Calynden would go to great extremes to eliminate that threat. Individual Tharashk inquisitives can be great, but the house as a whole is very ambitious. Jorasco is very complicated, and discussed at more length in the article linked earlier; there are many Jorasco HEIRS who are driven by empathy and want to help however they can, but there’s also ruthless people determined to ensure that the house thrives as a business.

I’m going to stop there, because this has already gone on WAAAY too long for an IFAQ. BUt the ultimate answer is this: The houses are as ruthless and frightening as you want them to be. The framework is there to run a campaign in which the houses are ruthless dystopian megacorporations, and it’s questionable who could stop them if they go in that direction. But you CAN also just focus on them as reliable service providers, and just ignore the lack of outside oversight or labor laws.

Thanks again to my Patreon supporters! Per the latest Patreon poll, the next major article will explore Dolurrh, the Realm of the Dead!

IFAQ: Historical Figures in Thelanis?

My previous article on Faerie Tales in Thelanis raised a number of good questions that I wanted to respond to. But these IFAQ articles are supposed to be short and focused, so rather than expanding yesterdays article, I figures I’d address this as a new infrequently asked question.

If a historical figure has become a figure of folklore, how would they manifest in Thelanis? If the faerie tale has changed over time, does the figure in Thelanis change as well?

This is a valid question, because in yesterday’s article I talk about a story told in Breland called “The Sleeping Prince,” in which Sora Katra curses a newborn prince so he falls into an eternal slumber. That’s clearly a faerie tale. The villain is Sora Katra. Faerie tales are the foundation of Thelanis. Therefore, Sora Katra must have a counterpart in Thelanis, right?

Wrong! Because there’s a catch. In the MROR HOLDS, there’s a tale older than Breland that tells of how Lady Narathun cursed Doldarun’s son to slumber, until he was rescued by humble Toldorath. In ancient Sarlona, the Corvagurans told a tale of how the prince was cursed by the Demon-Seer of Ohr Kaluun—a nation that no longer exists. There’s even a Dhakaani story about how Hezhaal—a Dirge Singer who felt betrayed by the empire and withdrew to study dark magics—cursed the son of the Marhu with eternal slumber, only to have him saved by a humble golin’dar.

Sora Katra, Lady Narathun, the Demon-Seer, Hezhaal… none of these exist in Thelanis. Instead, there’s a layer of Thelanis where an archfey known as the Lady in Shadow dwells in the wilds and plots revenge on those who have wronged her. Elsewhere in the layer, there is indeed a prince she has cursed to slumber waiting to be rescued. But there’s also a tower where the Lady in Shadow has imprisoned her own son; and she keeps a walled garden of wonders, and will punish anyone who steals from it. And The Lady in Shadow has been in Thelanis for as long as anyone knows—longer than ANY of the civilizations that tell these tales.

A follow up question is how the stories of Thelanis differ from myths. The key point is that myths are specific stories, dealing with the deeds of specific deities. Consider the myth of the Deluge, something found in many different cultures. The tale of Utnapishtim, of Deucalion, of Noah; each of these is a myth. What you’d find in Thelanis is a layer in which a humble person escapes a great flood that kills the other denizens of the layer (… over and over and over). But it’s not Noah, Utnapishtim, or Deucalion. It’s the core story that serves as the foundation for all of them.

Now, here’s the bit that will really bake your noodle: some of these things actually happened. The Dhakaani don’t tell fictional stories; Hezhaal was a real person. Sora Katra is a real person, and most likely she DID curse a prince as described; the whole point of the Daughters being legends is that they did the things people talk about. And yet, the Lady in Shadow is older than any of them. So that’s the central mystery of Thelanis: how is it that these stories in Thelanis keep being retold or keep being played out in different civilizations? Does the story continue to exist in Thelanis because it continues to exist in some form in the world, or does it continue to exist in the world because of Thelanis? You can bet that there’s a class at Morgrave University that dwells on this very topic!

In 5th edition, hags are fey. So… what’s Sora Katra’s connection to Thelanis?

It’s true: in fifth (and I believe fourth) edition, hags are fey. But in third edition, when the Daughters of Sora Kell were created, they were monstrous humanoids. I don’t intend to change the fundamental story of the world every time a new edition redefines a monster—just as the new default lore associated with, say, medusas doesn’t change the backstory of Cazhaak Draal.

With that said, in many ways it makes more SENSE for the Daughters of Sora Kell to be fey than to be monstrous humanoids. They ARE specifically the antagonists in dozens of faerie tales told in the Five Nations. They follow a sort of faerie tale logic, especially Sora Teraza. So I actually LIKE that they are fey; the issue is that they aren’t FEY OF THELANIS. Just as rakshasa and the demons of the Demon Wastes are native fiends tied to Khyber rather than the planes, the Daughters of Sora Kell are native fey. This has a number of important impacts. The archfey of Thelanis are immortal; if they are destroyed they will be reborn, much like the overlords of Eberron. It’s possible they might CHANGE slightly—that there’s a sense that it’s a new iteration—but the core story will exist. And that’s the second point: the archfey of Thelanis are essentially trapped by their stories. For all their power, they CAN’T change their stories. Like the angels and fiends of Shavarath, they rarely meddle with Eberron because for the most part their stories are self contained (the exception being archfey whose stories specifically INVOLVE meddling with Eberron, likethe Prince of Frost I described yesterday).

The Daughters break all those rules. First of all, they are mortal. They had parents and they were born… and some day they WILL die. Beyond that, while they inspire stories, they are very actively meddling with events in Eberron. They are defined by basic stories and do tend to hold to those iconic roles, but they aren’t TRAPPED in the same way the immortals are. So, they share some characteristics with the fey of Thelanis, but they are native fey and differ in many important ways.

Thanks again to my Patreon supporters for keeping this blog going, especially in these difficult times. One day left in the April poll!

IFAQ: Faerie Tales in Eberron

My Patreon supporters are still voting on the subject of the next major article, but it the meantime I wanted to take a moment to answer this question from The Ultimate Human:

In an upcoming adventure, my players are going to head into Thelanis. I want them to have to advance through stories to advance to deeper layers of the plane. Do you have any suggestions for commonly told (in universe) stories or myths that would be unique to Eberron, or ideas for adapting fairytales to the setting?

When I’m making up faerie tales or folktales for a story, I try not to make it very deep or complicated. If the idea of a story is that it’s a story that all the characters know – a common folktale they’d have heard as kids – it needs to be a story the players can pick up quickly. If it’s too long or contains too many details, they won’t be able to remember it all.

With this in mind, I’ll certainly use stories from our world as inspiration. In Exploring Eberron I mention the tale of “The Sleeping Prince.” A newborn prince is cursed by Sora Katra; when he comes of age he falls into a deep slumber, until he’s are saved by the Woodcutter’s Daughter. This isn’t Briar Rose, but it’s close enough that I don’t need to explain it in any more detail to most players. Now, if the ADVENTURE needs more detail—the characters need to re-enact the conclusion—then I’ll add something that fits the adventure I want to run. Well, she had to steal the Silver Rooster from the giant’s tower, and when the Prince heard it crow at dawn the curse was broken. Say, there IS a giant tower just to the north… The key point here is that you can make a story first, and then figure out the adventure; or you can make the adventure (I want a story with a giant!) and the explain how it connects to the story.

In general, there’s a few steps I’d use to create an in-world story. The first is to identify the purpose of the story. WHY do people tell this story to their friends or children? Here’s a few basic reasons.

  • Warning. Don’t stray from the path. Don’t tell lies. Don’t take gifts from strangers. The story teaches you NOT to do something, by showing the disastrous consequences of that behavior.
  • Encouragement. Be brave! Be honest! Believe in yourself! This story shows the values and behavior society wants from you, and the rewards it can have.
  • Fan Fiction. The story may encourage or warn, but it’s primarily an opportunity to showcase a protagonist who is based on a historic figure or who exemplifies the values of our culture, family, or nation. This is King Arthur; we all know the stories aren’t entirely true, but it’s fun to imagine that they could be. You could make someone up for this story, or grab a figure from history (King Galifar! Lhazaar! Mroranon!).

The next step is to consider if there’s an existing trope that applies, because again, in this case you WANT it to be as easy as possible for the players to fill in the blanks. Person cursed to enchanted sleep? Child trapped in a tower? Hero is rewarded for act of kindness with unreasonably powerful magic item? Got it.

Following this principle, consider a few of the challenges faced in the novel The Gates of Night when a group of adventurers are passing through Thelanis. They need to hunt a legendary beast; this is essentially the Calydonian Boar/Questing Beast myth. A serpent offers to let them cross a river on its back, but only if they answer a question truthfully: this is an encouragement story, be brave and be honest and you’ll make it across. They go to an inn, where the innkeeper demands a character’s voice as payment for the night, promising to return “a voice” in the morning; hijinks ensue when it’s the wrong voice. Don’t make shady deals with strangers!

These sorts of stories are great for a single adventure. If you’re dealing with a longer arc for fey, you may want a deeper story. In creating the Prince of Frost for Court of Stars, I said that he was once the Prince of Summer, but his heart froze when his beloved chose a mortal hero over him. She and the hero cast their spirits forward in time to escape his wrath; now he bides his time in his tower of frozen tears, taking out his anger on mortal heroes and waiting for the spirit of his beloved to be reborn. This adds a touch of tragedy—he’s not just EEEEEEvil, he’s betrayed and bitter—but gives him both an ongoing role (he hates virtuous mortal heroes) and a concrete goal that could be explored (if one or more of the PCs carries the spirit of his beloved or her lover). Yet it’s still a story that I could tell in two sentences.

The final question is if you can add a concretely Eberron touch to the story. For example, in “The Sleeping Prince” it’s Sora Katra who curses the Prince. I could imagine a story about how an ancient druid stuck an axe in Oalian and said that only the destined protector of the land could remove it; when the farmer Arla did, she became the first Warden of the Wood, gathering the bravest rangers from across the land around the Oaken Table in the Greenheart, along with a mystical advisor (The Great Druid). Boom, now I can easily spin off a whole bunch of stories about the Wardens of the Wood by lifting from Arthur.

Another option to consider when creating folktales for your campaign is to involve your players. The whole idea is that these are stories the CHARACTERS will know and care about. So rather than you just telling them, ASK for details. “Hey,Bo Mroranon, everyone knows the story of Mroranon and the Troll King—how young Mroranon tricked the Troll King and stole his crown. Do you remember how exactly he tricked the King?” There are times when this isn’t the right answer, but if you don’t NEED to control every aspect of the story, this is a great way to give the players a sense of personal investment; these are THEIR stories. Note that in doing this, I’ll establish the absolute details; I could have said “Mroranon stole the Troll King’s crown, but lost his hand in the process” — meaning the player can’t now say “The King just gave him the crown and nothing bad happened!

So: I recognize that I haven’t actually answered the original question in the sense of “What are some stories in the world” — but that’s because *I* don’t have a library of existing stories, I make them up as needed. Consider the lesson of the story; if there’s a familiar trope you can hang it on, but at the same time if there’s a twist to ground it in Eberron; and how it’s going to affect the adventure.

Do you have any collections you like?

I think the simplest answer is to just share a picture of a few of my bookshelves. A Field Guide To Little People is certainly a favorite, as are the D’Aulaires myths. But I also enjoy books that take the style of faerie tale and folklore but tell unique stories, such as The Dictionary of the Khazars by Milorad Pavić; Night’s Master by Tanith Lee; and Deathless by Catherynne Valente.

Have you created any faerie tales or folktales in your Eberron? Share your experiences below! And thanks as always to my Patreon supporters for keeping this blog going!

IFAQ: Lhazaar Princes

While we’re all trapped in our bunkers, I’ve asked my Patreon supporters to present some interesting short questions on topics that are infrequently raised. Today’s question comes from Joseph.

When did Ryger become High Prince of the Lhazaar Principalities? The ECS says he represented the Lhazaar Principalities as High Prince at Thronehold, and that this was necessary for the Principalities to be recognized as a nation. Rising says he awarded himself the title AFTER Thronehold. While other sources—this Dragonshard and ECS in talking about Thuranni—suggest that there’s always been a high prince. What’s the story?

Needless to say, I can only give my opinion. But given that I wrote all of the Lhazaar material referenced above, that should count for something.

In this case, the most accurate source is the Dragonshard. The Rising section was simplified for the sake of brevity; the goal of Rising was to focus on the present rather than delving too deeply into how we got there. With this in mind, the crucial first step is to understand what it means to BE “High Prince.” In most of the principalities, the title of prince isn’t hereditary. You have to EARN it; you become a prince by being a leader the people of your principality will follow, whether you achieve it through charisma or wealth. With that in mind, the question posed here says that “there’s always been a high prince”… which is inaccurate on one crucial detail. Consider this quote from the Dragonshard…

The Lhazaar princes have always been willful and independent, and the history of the region is filled with feuds between princes. Powerful alliances have risen and fallen, but the islands have never been fully united under one prince. There has always been at least one lord who has claimed the title of high prince. This claim usually reflects the power of the lord’s fleet, and as a result the high prince usually has the respect of the other princes — but this doesn’t make their word law. They can make requests of the other princes, but unless they intend to use force, they cannot make demands.

So: Lhazaar herself was the first high prince, the first captain whose influence stretched across the entire region. Since then, there’s always been at least one lord who’s claimed the title. The key points here are that there’s been times when there’s been two or even three people who have CLAIMED to be the high prince; and that giving yourself the title doesn’t mean anything on its own. You don’t wield power because you’re the high prince; you can call yourself the high prince BECAUSE you wield enough power to back it up it.

What does this mean for Ryger? Let’s turn back to the ECS.

The largest fleet currently operating in the Principalities is the Seadragons, led by High Prince Ryger ir’Wynarn… The prince has ruled the Seadragon Principality for fifteen years, and throughout that time he has claimed to have the blood of the Galifar kings running through his veins. Whether this claim is true or not, Ryger has demonstrated remarkable charisma, a gift for leadership, and a head for strategy that makes him one of the deadliest captains plying the waters off the eastern shores… Pirate, privateer, merchant—Ryger has worn all of these hats and more since wresting the prince’s crown from the head of Horget Black, the previous high prince of the Lhazaar Sea.

As high prince, Ryger is seen as a leader among equals, and most of the sea barons and pirate lords bow to his wisdom and counsel (though not yet to his rule). Those who refuse to pay heed to Ryger do so quietly, so as not to attract the attention of his warships and loyal warriors. It was Ryger who gathered a council of captains and went to Thronehold to represent the Principalities in the talks that ended the war. Now, working mainly as a merchant fleet for House Orien, the Seadragons hope to gain an even greater advantage in peace than in war. High Prince Ryger wants to unite the Principalities under one banner… the banner of Prince Ryger ir’Wynarn.

Let’s break this down.

  • “High prince” is a title that implies that the bearer is the most powerful captain in the Principalities and wields influence throughout the region.
  • Ryger has been a prince for 15 years, but he didn’t start as high prince.
  • Horget Black was the previous high prince. He was in power at least 25 years ago, when he welcomed Thuranni to the region. At some undefined point in the last 15 years, he was defeated by Ryger, who “wrested the prince’s crown from his head.” While this could be a literal crown, the main point is that Black was acknowledged as the most powerful and influential captain in the Principalities and Ryger defeated him, thus implying that HE was now the most powerful captain.
  • Ryger gathered the delegation of princes that represented the region at Thronehold, and used the title of High Prince while there. No one else in the region challenged this, and this means that the other NATIONS assume that Ryger is the recognized leader of the Principalities.
  • … Which he kind of is, because no one else has challenged him and he has the strongest fleet. However, he WANTS the Principalities to join together as a true unified nation with a clear hierarchy, and that has NOT happened. He’s the high princes, and other princes will RESPECT that, but he can’t actually COMMAND any of them–he can only make requests and threats.

Rising meanwhile condenses this all down into a very simple form: Ryger has the best fleet, he represented the nation at Thronehold, he’s declared himself high prince, but he’s been unable to unite everyone. The timeline’s a little fuzzy, but the main point is that he called himself high prince before, but by using the title at Thronehold he gained international recognition as high prince and that really sealed the deal.

An important point here is that the Principalities are not a unified culture. The gnomes of Lorghalen, the Bloodsail elves of Farlnen, Mika’s Cloudreavers, the changelings of the Gray Tide—these are all proudly independent and unique. They have joined together against common enemies, and they have common traditions that unite them against the rest of the world, including the traditions of prince and high prince. But high prince isn’t a title that’s granted, it’s a title that’s claimed by someone who has the power to back it up. Ryger is high prince because he says he is and because no one’s challenged his claim. But he HASN’T managed to get Lorghalen and Farlnen and the Gray Tide to all come together and agree on a more concrete system of governance or greater union.

So: What happened to Horget Black?

Little has been said about Horget Black. Most crucially, it’s never said WHAT Principality he ruled. The ECS states that he gave Thuranni the right to set up shop in REGALPORT. There’s two ways to look at this.

The first is that Horget was himself Prince of the Seadragons. In this case, Ryger was a brilliant and capable Seadragon captain who served Captain Black for a period of time before seizing both his principality and the title of high prince. This isn’t in any way unprecedented; again, in most principalities, prince isn’t a hereditary title. The question is how it ties into the statement that Ryger has been Prince of the Seadragons for 15 years; whether that was also when he defeated Horget, or if it’s referencing that he was one of the most respected captains during that time—people were already calling him a prince even though he served Horget. It’s possible that as he called himself High Prince, Horget let his best captains be called princes.

The second option is that Horget was asserting his authority as high prince by inviting Thuranni to go settle on SOMEONE ELSE’S ISLAND. That’s the kind of thing you could get away with if you’re truly the high prince, and it would be a clear reason for Ryger to hold a grudge.

Where’s Horget now? It’s really up to you. We know he’s not a power player in the Principalities today. However, we also know that you are only prince as long as you can hold power; if he was legitimately broken—by an injury, by a crippling loss of reputation, or by age—it’s not unreasonable that he would accept his defeat and remain in a lesser standing. PERSONALLY, I’d do one of two things: I’d either have him sailing a ghost ship and occasionally popping up to take vengeance on Seadragon vessels… OR I’d have him as an old man missing a limb, serving Ryger in Regalport as a trusted advisor.

Have you put some thought towards how people travel between principalities? Given what you’ve said above, is it plausible to assume Rygar might enforce a set of rules around people who’ve fairly paid to travel between princes, or is it more like a mutual agreement that princes don’t sabotage each other’s ships when they’re carrying civilians/foreigners or trade goods?

Most ships in the region fly two flags: the flag of the ship itself (IE Breland, Aerenal, Lyrandar) and a secondary flag indicating the Principality with which they are doing business. So an Aereni ship carrying lumber to Regalport will fly a secondary Seadragon flag.

So: it’s more like a mutual agreement. If you plunder a ship bearing a Seadragon flag, you are striking at Ryger, and he may demand reparation or take retaliatory action. Conversely, if a merchant ship flies a Seadragon flag WITHOUT having legitimate business with Ryger, he may take offense at THAT.

I’ll answer more infrequently asked questions in the days ahead, and be posting a poll to Patreon to determine the subject of the next major article! Smooth sailing to you all!

IFAQ: Dhakaani Artificers?

While I get certain questions about Eberron all the time, I’ve asked my Patreon supporters to give me some simple infrequently asked questions. Today’s question comes from DMZ:

I have a goblin PC who is an Heir of Dhakaan but I don’t feel confident about his backstory. Are there any Dhakaani clans that are known for their Artificers, that want to preserve knowledge and the past or maybe one that wants to unite goblinoids once again?E

The Empire of Dhakaan was an advanced goblin nation that dominated Khorvaire long before humanity arrived on the continent. It was ultimately destroyed by the daelkyr, but before it fell completely a number of clans retreated into deep vaults. Recently these “Heirs of Dhakaan” have returned to the surface. They are more advanced and disciplined than the Ghaal’dar goblinoids most people are familiar with. You can find more information on the Dar—Dhakaani goblinoids—in this article.

So: are there any Dhakaani clans known for their artificers, their desire to preserve knowledge, and maybe that wants to unite goblinoids once again? In fact, there’s one that fits all three of these categories: the Kech Volaar, the “Keepers of the Word.” The Volaar value knowledge above all else—both the records of history but also, knowledge of the arcane. The Volaar have the finest duur’kala bards of all the clans. But they also have daashor—the forge adepts who serve the Dhakaani as artificers—and they are actively working to perfect the arcane science that produces wizards. All of the Dhakaani clans want to reunite the DAR, but many believe that the modern goblinoids have been corrupted by the daelkyr and cannot be saved. Of all the clans, the Kech Volaar are the most optimistic that it may be possible to reclaim these lost souls and to rebuild the Empire with ALL goblinoids.

There are a number of elements that make the Kech Volaar an excellent choice for PCs who want to be Dhakaani adventurers. The Kech Volaar are eager to learn more about the modern world, and especially to study the arcane science or traditions of other cultures. As such, a Volaar adventurer could simply be out in the world gathering information, with a special interest in investigating anything tied to arcane science. The Volaar are also determined to recover powerful Dhakaani artifacts lost during the fall of the Empire (and quite possibly now in the hands of chaat’oor!), which is another concrete quest for a player character to pursue.

So as a Volaar artificer you could be gathering information, searching for Dhakaani artifacts, or simply trying to improve your own skills by studying the artifice of other cultures.

Exploring Eberron has an extended section about the Kech Dhakaan that describes nine clans and goes deeper into the daashor tradition, so there’s a deeper examination of all of this coming soon!