IFAQ: The Near Future

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s one from this month…

With a complete lack of Player interaction, what major events would play out in your Eberron in the five years following 998 YK?

I have an Eberron one-shot that I’ve run 59 times. It never gets boring for me, because it’s filled with interesting decision points and choices for the players. I’ve never gotten bored with running it, because every time I run I see something I’ve never seen before—every group of players comes up with something no one else has tried. It’s like I get to watch my favorite movie over and over, but it surprises me every time.

Eberron overall is the same thing for me. 998 YK is a nexus of possible dramatic events—far more than you could incorporate into a single campaign. This is intentional, because an Eberron story can be so many different things—gritty noir in Callestan, globetrotting expeditions with the Clifftop adventurers, horror, intrigue, and more. Every campaign I run engages with different elements and thus takes a different path. A key part of this is that I never use all the major villains in one campaign. I’ve said before that with the Dreaming Dark, the Lords of Dust, and the Daelkyr, I’ll pick one to play a major role and use the others sparingly. Most of these major threats are working on plans that spans centuries, and it’s easy enough to say that none of the overlords are close to release right now or that it’s going to take another decade for the Dreaming Dark to set a scheme in motion.

So, for example… In the next five years, will there be war between Droaam and Breland? Well, even if you remove player characters from the equation, is the Dreaming Dark involved (in which case they might be interested in promoting unity and manipulate people to drive peace) or does the overlord Tol Kharash seek to inspire war? Are the Heirs of Dhakaan going to emerge in force or are they going to hold off for another decade? I can’t just give you a list of “This is what would happen in the next five years” because the answer will change with every campaign I set up; it will depend on which of the major powers are manipulating the world in the background, whether the tone is grim horror or over the top pulp action, and so much more. With that said, what I can do is to call out what those major events would be. The OUTCOME will depend on the forces involved… but these are a few of the factors that I’d want to address in any campaign that covers that period.

Droaam seeks recognition. As Droaam continues to rise, will it eventually be accepted as a Thronehold nation, in which case Droaamites will be more widely seen across Khorvaire? Or will fear and intolerance drive Breland into war with Droaam, with or without the support of other Thronehold Nations? This is something that comes up in my novel The Queen of Stone, which is set during 999 YK.

King Boranel dies. What happens next? Does the Brelish monarchy come to an end, and if so, does this have any broader impact on the other Wynarn monarchs? Or do the loyalists coalesce around a surprisingly effective heir—and if so, is that heir secretly a figurehead for the Dreaming Dark, a servant of the Lords of Dust, or beholden to the Twelve and to House interests?

Someone fights Valenar. The Valenar want someone to attack them, and will continue to poke at hornet’s nests. Darguun or Karrnath are the most likely to respond, but anything’s possible. Here again—the Tairnadal want a war so they can emulate the deeds of their ancestors. But does some other force have an interest in this conflict? Could the Valenar be collectively possessed by Rak Tulkhesh? Is their a Cult of the Dragon Below spreading through the Tairnadal—could that elf warrior have a tongueworm hidden beneath his Zaelta veil?

Haruuc dies. As seen in Don Bassingthwaite’s Legacy of Dhakaan novels. What happens next? Does someone manage to fill the void, and if so, are they puppets of the Dreaming Dark or the Lords of Dust? Do the Heirs of Dhakaan emerge openly? Or does Darguun fall into chaos?

Arcane science advances. The last 30 years have brought us warforged, airships, and colossi. What’s coming next? I’d chose 2-3 major breakthroughs that could have a significant impact on the story. Do we improve teleportation circles? Come up with a Sending-based improvement to communication, or something like radio? A weapon? Or, as seen in my Siberspace campaign… spelljammers?

The Lord of Blades escalates. The Lord of Blades wants to make a dramatic statement, and I’m sure he will do SOMETHING major in the next five years… anything from urging a violent warforged uprising in Sharn to unleashing Cannith superweapons recovered from the Mournland. While his intentions may be pure—he’s dedicated to the cause of his people—is he an unknowing puppet of one of the ancient powers?

What’s up with the Dragonmarked Houses? Beyond any advances in arcane science, a number of houses are already pushing the limits of the Korth Edicts. Do any seek to more actively exert political influence or to expand their power within the world? Does Cannith get a single baron or does it break into multiple houses like Thuranni and Phiarlan? Do any rivalries—notably Deneith and Tharashk—grow deeper?

Kaius III is challenged. Many of the warlords of Karrnath are unhappy with Kaius’s pursuit of peace… and those potential usurpers could be manipulated by anyone from Rak Tulkhesh to Lady Illmarrow. A coup or civil war could start within Karrnath, or it could be triggered by an outside, like the exile Drego Thul. And whatever path you choose, Kaius has secrets… what happens if they are exposed?

An ancient power is released. Consider the story of Tira Miron. She ultimately prevents the overlord Bel Shalor from fully escaping their bonds. But the saga begins with Bel Shalor being partially released—starting a year of blood and fire, as the overlord’s power and its fiends spread across Thrane. There’s literally dozens of overlords, along with the daelkyr. I could definitely imagine a campaign in which the adventurers don’t have the opportunity to prevent an overlord from being released; the partial release is what sets the campaign in motion, and the adventurers must battle against the chaos it brings to the world and try to return it to its prison.

Aurala wants a war. Does she get it? On a small scale, this could revolve around Thaliost or the Eldeen Reaches. On a large scale, Aurala wants to reignite the Last War and claim the throne of reunited Galifar. But to do this, she’d need reason to believe she could win—an unbeatable alliance (with Riedra? With an overlord?) or an arcane superweapon that no nation can stand against. This also ties to…

An answer to the Mourning? The major factor preventing the Next War is fear of the Mourning. As long as people don’t know what caused the Mourning, they are afraid to go back to war. If it’s a weapon, someone could have that weapon; if it was an environmental effect caused by the overuse of war magic, restarting the war could cause the Mournland to expand. The mystery of the Mourning is the deterrent. If that mystery is solved, the key questions will be who solves it; whether that answer allows them to replicate or control the Mourning; or whether the answer proves that war magic IS dangerous, making it difficult to pursue war.

These are major points I’d be thinking about, but there’s so many more! Do the Heirs of Dhakaan unite under a single leader and emerge in force? Does Oargev establish a new Cyre? Is there a change in relations with Riedra, or perhaps a dramatic shift in the stalemate between Riedra and Adar? Looking back to the original question, I can’t tell you which of these things WILL happen or how they will play out, because it’s all going to depend on the story I feel like telling as I set up the campaign… do I want a war story? Do I want it to explore corporate overreach or advancements in arcane science? Just like my convention one-shot… If I run 59 Eberron campaigns, I expect to see 59 different paths for the future.

That’s all for now. If you’ve enjoyed the article, please consider checking out my Patreon! In addition to asking the questions that drive articles like this, my Patreon support directly determines how much time I can spend creating Eberron content in the future. I’m also doing a monthly live Q&A, and Threshold patrons have the chance to play in my ongoing Eberron campaign. And for the month of July, patrons can get a special discount on Exploring Eberron! Check it out, and thanks to all of you who are already patrons!

IFAQ: The Grand Duke of Atur

When time permits I like to answer questions posed by my Patrons. Many are simple; others require more thought. It’s taken me a few months to address this question, and you may want to read this article on Atur before you dive into it. With that said…

In your Eberron, who is the Duke of Atur and what do his personal agenda and political aspirations look like? 

Delve into the pre-Galifar history of Karrnath and you’ll find references to the “Dark Ages.” This was a time of tyrants and feuding warlords, but the use of dark doesn’t refer to this brutality… rather, it’s a reference to the literal darkness found in Karrnath during this period. There were vast shadow lands, barren stretches where clinging mists obscured the sun. These shadow lands posed a threat even to those who shunned them. Shadows, wights, and other deadly undead would rise within the mists and emerge to threaten the surrounding lands. These shadow lands are powerful manifest zones tied to Mabar. While fighting tyrants and warlords, the first followers of the Divinity Within often took shelter in shadow lands, and they learned how to manipulate the Mabaran energies with their rituals. And over time they found ways to channel these energies—using some of this power to raise skeletons and zombies to help with everyday life, and dispersing additional Mabaran energy in ways that limited its impact on the flora and fauna of the region. The people of the surrounding regions soon learned that the Seekers were useful neighbors—that even if their necromantic practices were disturbing, it was better to have skeletal farmers on the border than bloodthirsty wights crossing it. 

The region where Atur now stands is one of the most powerful Mabaran manifest zones in Khorvaire, known in records as the Lake of Sorrows. The necromancer Duran dispersed the shadows of this “lake” and built a fortress for his followers here, and over the course of time this expanded to become the city of Atur. When the other warlords joined together to support the first Queen of Karrnath, Duran chose to stand apart: his loyalty was to his followers and to their faith. While some urged the Queen to destroy the Seekers, she remembered the horrors that once emerged from the Lake of Shadows, and preferred to keep those forces in check. So she negotiated an arrangement with Duran—one preserved to this day, granting Atur the status of a semi-independent palatinate. It was in Atur that Kaius I negotiated with the Seekers of the Divinity Within, and it holds the Vaults of the Dead where most of Karrnath’s undead forces are held in reserve, patiently waiting to return to the battlefield. Despite Moranna’s edicts condemning the Blood of Vol, the crown needs the Seekers to contain the Lake of Sorrows and to maintain the Vaults of the Dead. And so Atur remains a proud Grand Duchy and a stronghold of the Blood of Vol… and the Grand Duke Davian Karla is its ruler. 

The Blood of Vol was born from the blending of the traditions of Aereni exiles and human rebels. Davian is a Khoravar who can trace his bloodlines back to Duran the Wise and the shadow-touched towers of Shae Deseir. Though his title of Grand Duke entitles him to use the ir suffix, his parents weren’t nobles and Davian is proud of his lowly roots; he enjoys the discomfort of his fellow warlords when they remember how he earned his title. Because as a palatinate, Atur isn’t bound by the traditions of Karrnath, and the title of Grand Duke isn’t hereditary. It is bound to a second title… Warden of the Lake of Shadows. There is a core of Mabaran energy at the heart of Atur, a force first contained by the Seeker Duran. Binding this power is a crucial part of holding the harmful energies of the region at bay. It is a task that requires tremendous willpower, faith, and an understanding of necromantic science… and the favor of the Lake itself. When the Grand Duke of Atur is lost, any resident of Atur can seek to claim the title. The process is simple. An applicant must descend to a chamber below the great palace, immerse themselves in the ever-spreading pool of shadows… and drive a dagger into their heart. While dying, they must draw the shadows into their body and bind this Mabaran power to their blood. No one lives through this ritual: they will either be reborn as the Warden of the Lake of Shadows, or die in the darkness and be forgotten. Going forward, the Grand Duke is infused with this power. It sustains them, protecting them from age and disease. They are alive—mechanically, using the Reborn lineage. But their body is now bound to the shadow, and they do not heal normally. When they are seriously injured, flesh falls away to reveal the shadow within. Eventually—when shadow outweighs flesh—the Grand Duke will be drawn into Mabar as a wraith. Duran escaped this fate by becoming a lich, but every Warden who’s followed him has eventually been consumed by this darkness. 

Davian Karla has been Grand Duke of Atur for 235 years. He was 33 when he claimed the title—a necromantic prodigy, and one of the youngest people to successfully claim the title. He is not as powerful a practical necromancer as Malevanor or the late Gyrnar Shult; but it is his deep understanding of the principles of necromancy and his devotion to the Seeker faith that allows him to contain the Lake of Shadows. He is an elegant Khoravar with pale skin and shining dark hair that he usually wears in a plaited braid. The irises of his eyes are ever-shifting gray, forever reflecting the Lake of Shadows. Davian is tall and thin, but not gaunt; he moves with an easy grace, like water flowing against stone. His fine, dark clothing generally hides his most distinctive feature. During the Last War he lost his left arm and upper left shoulder, along with strips of his left chest and lung. Where once there was flesh, now there is shadow—a misty replica of the limb he once had. While he is conscious, he can choose to make this phantom limb substantial, and so he usually hides it beneath silk and leather. But should he choose, Davian can make his arm insubstantial; there are stories of him reaching into a rivals’ chest and running ghostly fingers across their heart. 

Davian’s primary motivation is to protect Atur and to maintain it as a bastion of the Blood of Vol. During the Last War, he played a vital role in negotiating the Seeker alliance with the crown and overseeing the construction of the Vaults of the Dead. In the present day he navigates a difficult path, balancing the resentment of many warlords and their desire to scapegoat the Seekers for Karrnath’s setbacks with the fact that Karrnath needs the Seekers to maintain the Vaults and to contain deadly Mabaran energies. He is equally skilled with intimidation and persuasion; he can play on the fears of those unnerved by his ghostly halflife and the power he possesses, but he can be extremely charming when circumstances require. Atur is a city that celebrates life, and Grand Duke Karla embraces that; he loves poetry and dancing, and often joins his people in the streets during wild nights. While he is angry about how the Seekers have been treated, he does all that he can to maintain his relationship with King Kaius III and Queen Etrigani. He does not seek to expand his holdings, because it is the Mabaran foundation of Atur that ensures no other warlord could ever claim it. But he is determined to maintain its independence and to ensure it remains a sanctuary for the Blood of Vol. 

Davian Karla is a committed Seeker. He is not a priest, but his role as Warden of the Lake of Sorrows commands the respect of other Seekers; while he can never fully unlock the power of the Divinity Within, he holds the deadly shadows at bay with the strength of his mind and blood. He has resisted the influence of Lady Illmarrow and despises the Order of the Emerald Claw for tarnishing the reputation of Seekers both in Karrnath and beyond; however, he is in touch with the Crimson Covenant and abides by their commands. As the vessel of the Lake of Sorrows, he cannot travel more than sixty miles from Atur; there is a supernatural gravity tying him to the city, and his body cannot be moved further even against his will. 

How powerful is Davian? That’s up to the DM. It could be that he contains the power of the Lake but cannot wield it; likewise, it could be that his necromantic knowledge is reflected by expertise in Arcana but not by practical spellcasting. On the other hand, it could be that he possesses vast power he just almost never exercises. Davian Karla is alive; for now he is a humanoid, not undead. But it could be that he has the power of a Death Knight and could use that stat block. He doesn’t usually wear armor and he’s alive; but he could possess all of the other abilities and traits of a Death Knight. Regardless, he is a skilled swordsman and served in the military before he became Grand Duke; in battle he can choose whether to fight with a weapon or to strike with his phantom grip. His ghostly touch mimics the life drain attack of a wraith: +11 to hit, 4d8+5 necrotic damage, and the target must succeed on a DC 16 constitution saving throw or have their hit point maximum reduced by the damage taken. Again, it could be that this grip is the only dramatic supernatural ability he possesses, or it could be that he is one of the most dangerous beings in Karrnath… who wants to find out? 

How would you use him in a story? Grand Duke Davian Karla is a powerful figure working to protect the Seekers and their interests. But aside from the diplomatic maze he navigates, he is also the governor of an important province and has countless duties to oversee and attend to. Beyond this, after two centuries governing the infamous City of Night, Davian is widely known across Karrnath—and he can’t go far from his city. Taking all of these factors together, Davian needs capable agents to help him as he strives to help the Seekers. Depending on their beliefs and allegiances, Davian could support an entire party of adventurers. Alternately, he could be the secret patron of a single Seeker character, providing instructions through spectral messengers (let’s call them “undead drops”). He could push his agents to quietly oppose the Emerald Claw while minimizing the damage the Claw does to the reputation or the Blood of Vol. He could have them help other Seekers in trouble, or acquire necromantic lore or artifacts sought by the priests of the Crimson Monastery. Or he could need help with more mundane issues—dealing with diplomatic rivals or undermining rival warlords. 

One question the DM must decide is the relationship between Davian and Kaius III—which in turn depends on the path they’ve decided to take with Kaius. It is possible that Davian is a close confidante of Kaius III, working to help him fight Lady Illmarrow while maintaining the King’s secrets. Or it’s possible that there is a bitter divide between them—that Davian maintains a diplomatic relationship, but doesn’t know the king’s secrets and blames Kaius for the difficulties the Seekers are facing. 

If the adventurers oppose the Blood of Vol—perhaps lumping all Seekers in with the Order of the Emerald Claw—then Davian could be a dangerous enemy. Or, in your Eberron, you could decide that Grand Duke Karla has embraced Lady Illmarrow and that he is giving the Emerald Claw a safe haven within Atur. As always, it’s a question of the story you want to tell. Could the Grand Duke of Atur be a powerful ally, or is he a deadly foe? 

That’s all for now. If you’ve enjoyed the article, please consider checking out my Patreon! In addition to asking the questions that drive articles like this, my Patreon support directly determines how much time I can spend creating Eberron content in the future. I’m also doing a monthly live Q&A, and Threshold patrons have the chance to play in my ongoing Eberron campaign. Check it out, and thanks to all of you who are already patrons!

IFAQ: Kobold Character Hooks

As time permits, I like to answer interesting questions posed by my Patreon supporters. This month, someone asks…

Could you expound on the role of kobolds in Eberron? They often seem to be lumped together with goblins as “small, chaotic humanoids oppressed by those in power,” but they don’t have anything as interesting as the Dhakaani or Khesh’dar hooks that the goblins have. What are some interesting hooks for kobold characters?

Before looking at kobolds, take a moment to consider orcs in Khorvaire. In the Demon Wastes, the devout Ghaash’kala fight fiends and channel the power of Kalok Shash. In the Mror Holds, the Jhorash’tar follow the Path of Bones. In the Shadow Marches you have the rising corporate power of House Tharashk, the ancient primal Gatekeepers, and those who cling to the Old Ways of the Dragon Below. Just next door in Droaam, there’s the peaceful culture of the Gaa’ran and the aggressive Gaa’aram.

Kobolds are just as diverse as orcs; we just haven’t had time to explore many of their cultures in depth. I don’t have time to go into detail now, but here’s a quick overview of some of the canonical kobold cultures.

The Seawall Mountains. Kobolds have a strong presence in the Seawall Mountains and have often clashed with Zil gnomes seeking to expand their mining operations. This is one of the main places where you’ll find the iredar and irvhir cultures described in this early Dragonshard article. Rather than the traditional association with flesh and blood dragons, these kobolds believe that they have a direct connection to the PROGENITOR dragons.

Zil Kobolds. The Zil clash with the iredar and irvhir in the mountains, but over the centuries there are kobolds who have chosen to live alongside gnomes, sharing their cultures. This isn’t as strong a blending as you see between orcs and humans in the Shadow Marches; there’s only a few such villages along the edge of the Seawall Mountains. But because of this, you can find kobold agents of the Trust, kobolds teaching at Korranberg colleges, and so on.

Stormreach. City of Stormreach infamously suggests that there’s a bounty on kobold hides in Stormreach. This is a nod to the grinding needs of the video game set in Stormreach, and not something I use in my campaign. In my Stormreach kobolds have an important role in the community maintaining the sewers and serving as guides to the lower levels of the ancient city. And, of course, the kobold Hassalac Chaar is one of the most powerful spellcasters in the setting.

Q’barra and the Poison Dusk. We haven’t talked much about the peaceful kobolds of Q’barra, and they could follow the same iredar/irvhir traditions as the Seawall kobolds. But what we have said is that the kobolds of Q’barra are especially vulnerable to the influence of the Cold Sun and are frequently found within the Poison Dusk—recently discussed in this article. So if you’re looking for kobolds serving an evil dragon, Rhashaak and the Poison Dusk are what you need.

The Oppressed People of the Barrens. As called out in Exploring Eberron, kobolds and goblins have long been oppressed in the Barrens of what is now Droaam. This is beginning to change with the rise of Droaam, most notably because of Kethelrax the Cunning and Shaarat Kol. However, Kethelrax is still fighting on behalf of Shaarat Kol and of those smallfolk still suffering cruelty at the hands of tyrannical chibs.

Kanonical Kobolds of Droaam. Just as you have the Gaa’aram and Gaa’ran orcs in Droaam, there are multiple kobold cultures in Droaam. Frontiers of Eberron discusses the Khaar’paal, kobold spreads across the Graywall Mountains. The Khaar’paal are referenced in the Kethelrax article I linked above, but here’s another tiny preview from Frontiers. Keep in mind that this specifically refers to a small group of Khaar’paal artisans living on the edge of Quickstone; they come from a city in the Graywall Mountains that is largely and considerably more sophisticated than Quickstone.

The Khaar’paal are a group of about sixty kobolds camped on the southern edge of the Tents. They don’t work metal; their tents are made of leather, their tools of wood and stone. At a glance most assume these kobolds are a primitive nomadic tribe. This assumption is wrong on every count. Khaar’paal means “mageblood“, and the Khaar’paal kobolds have an innate talent for arcane magic not unlike that of a sorcerer. They may not use metal, but they have talented magewrights who make use of mending, prestidigitation, magecraft, continual flame and similar magical techniques and tools, and work with exotic materials like quickstone and wyvern hide. Their wands may not be as well-tooled as those produced by House Cannith, but the Khaar’paal scouts are wandslingers as capable as any Brelish arcane dragoon.

So how about some hooks?

The above examples are just some of the kobold cultures in Eberron. But any of these could provide a foundation for a kobold adventure. Consider…

  • A Zil kobold sage—a former Korranberg professor who might secretly be an agent of the Trust.
  • A Stormreach kobold sorcerer who’s a child of Hassalac Chaar. They could be adventuring on a mission from their father, or they could just be a nepo baby out on a lark.
  • A Droaamite champion of the Dark Six. Proud to be a vessel of their deity, and willing to challenge anyone who dares look down upon them. A cleric or bard tied to the Fury could seek to rally and inspire allies; a kobold paladin of the Fury could be a holy avenger determined to right the wrongs they see in visions.
  • A Droaamite agent of Kethelrax the Cunning, sent out into the wider world to gather allies and resources for Shaarat Kol, and perhaps to hunt down envoys of Rhesh Turakbar or others who have abused the smallfolk of Droaam in the past.
  • A Khaar’paal wandslinger looking to make their fortune among the slow-moving softskins of the east.
  • A Seawall iredar kobold druid or ranger who believes they are guided by Eberron herself, following a series of visions.
  • A Q’barran kobold warlock who was part of the Poison Dusk. They broke the fiendish hold of the Poison Dusk and they’ve fled Q’barra to put some distance between them and its influence, but they are still tapping its powers and gifts as a warlock… slightly afraid that every use of its power could be pulling them back into its thrall.

Random Kobolds

So, there’s a lot of options for kobolds. When you meet a kobold on the road, what could their story be? You can easily choose the answer drawing on any ideas above, but if you know me you know I love a random rolling table, so here’s one for kobolds. While this can get you some very random possibilities, you can generally figure out which culture they might relate to. Kobold warlocks are probably tied to irvhir or the Poison Dusk… though they don’t have to be! Likewise, a kobold artificer could be a Khaar’paal alchemist, or perhaps they’re a Zil prodigy who studied evocation at Korranberg and designed siege staffs during the Last War!

d8A…KoboldWho is…
1EnthusiasticSorcerer… Working for the Trust.
2GrimWarlock… Possessed by a fiend.
3ElderlyCleric… Fabulously wealthy.
4BrilliantWandslinger… Seeking revenge.
5ArtisticArtificer… Carrying a powerful magic item.
6YoungPaladin… Guided by a vision.
7EmotionalBard… On the run.
8ArrogantNoble… Possibly a dragon in disguise.

That’s all for now! If you’d like to see more articles or ask your own questions, check out my Patreon! I run a monthly campaign that patrons can play in, and I’ll be doing a live Q&A for patrons on June 28th.

IFAQ: Beer, Specials, and Soft Drinks in Eberron

May was a busy month, but I still had time to answer some important questions posed by my Patreon supporters. Such as…

Are there soft drinks in Khorvaire?

One source of soft drinks that’s been called out in canon sources are the Zil waterhouses. A waterhouse is a restaurant that serves only bread and water, but both are infused with flavor using prestidigitation. This flavoring can be subtle or exceptionally strong. It can mimic mundane flavors, but it can also create unique flavors that can’t be found in nature; I imagine “vazilla” as a unique Zil take on vanilla. The Waterhouse is an old Zil tradition, and part of the point of it is getting an artisanal experience, flavored fresh for you. However, in my campaign House Ghallanda has expanded this tradition; House arms like the Gold Dragon Inn sell a variety of beverages, alcoholic or otherwise, using flavors crafted by a long lasting form of culinary prestidigitation; this can also add carbonation to a beverage. So Black Dog Fizz is a popular cola-like beverage available at any Gold Dragon Inn… along with many other options.

Nightwood ale is popular across Khorvaire, but expensive beyond Karrnath. What are some other popular ales in the taverns of Khorvaire?

Nightwood Ale is widely recognized as the BEST beer in the Five Nations. But the CHEAPEST ale is Black Dog Brew, produced by House Ghallanda and sold in any licensed tavern. Anyone with a refined palate will sneer at you for drinking Black Dog, but it’s cheap, reliable, and universally available (and not to be confused with Black Dog Fizz!). Swordtooth Ale is Ghallanda’s higher quality beer. Dwarves will want to look for Londurak’s Bounty or Greenspire Stout, potent Mror mushroom brews that will wreck any species that’s not resistant to poison damage. Meanwhile, Jorlanna d’Cannith and House Jorasco are collaborating on Iron Bull, an innovative energy drink. Needless to say, there are dozens of other brands out there, but that’s something to get you started.

What are some of the regional specialty dishes that can be found at a Gold Dragon Inn?

I’m not a culinary expert or historian. I can make up some completely random things — and I will — but it’s not going to meet my usual standard of worldbuilding, because I don’t have time to study historical cuisines and figure out something that would actually feel realistic. Notably, I’d expect climate and local crops to play a role; if I was taking this seriously, I’d want to research the correlation of those things in our world and consider the impact of manifest zones or magic to create a realistic menu. I have discussed my opinion of general styles of national cuisine in this article on potatoes, so here’s a few ideas for things you could find at the Gold Dragon Inn…

  • AUNDAIR: Fey Cakes. Ostensibly, enormous cakes for a sprite; in practice, tiny cupcakes with overly elaborate frostings and toppings. Usually delicate, light cake with a sparkling texture achieved using prestidigitation.
  • BRELAND: Boranel Potato— Typically called a “Borry Spud”, this is a fully loaded baked potato.
  • CYRE: Cyrans love the King’s Meal, a collection of small plates reflecting the traditions of many other nations; this is a sort of diverse dim sum or tapas.
  • KARRNATH: During the various famines that afflicted Karrnath, the most reliable food sources were plants that grew in Mabaran manifest zones. These generally have a very bitter taste but are highly nourishing… in part because they suck the lifeforce out of other things and concentrate it. Bitter biscuits are a form of hard tack made using Mabaran manifest dusk flour; soldier’s spread is a Marmite-like paste. Most people find these products revolting, but they are mainstays in the Karrnathi military and were important staples for commoners during the war; a taste for soldier’s spread is the sign of a true Karrn.
  • THRANE: Thranes LOVE baked beans.

Now, as I said, I’m not an expert, but I CAN make up completely random things. So without further ado, here’s a table of things you could find as daily specials at the Gold Dragon Inn…

PUB SPECIALS

d12
1SpicyTribexStew
2ChilledVenisonNuggets
3BakedSpiderCasserole
4FriedBuletteKebabs
5DicedDuckPie
6CrispyEggSalad
7SizzlingFishSoup
8BarbequedThrakelCake
9PickledCheeseBiscuits
10JelliedPotatoLoaf
11GrilledMushroomJam
12InvisibleFirepepperSandwiches

I’ve answered many more questions on my Patreon and the associated Discord server. This month I’ll be doing another live Q&A and the next session of my Eberron campaign… along with a preview from Frontiers of Eberron! So check it out if you’re interesting in any of those things. Otherwise, let me know what soft drinks are available in YOUR Eberron in the comments!

April Round-Up: Mror Halflings, Organized Sports, and More!

It’s been a busy month. As we’ve recently announced on Twitter, we’re shuttering KB Presents and I’m going to be focusing on my work with my company Twogether Studios. However, this is not the end of my devotion to Eberron. I’ll be finishing Frontiers of Eberron: Quickstone; this will be released by Visionary Productions and Design, which will also continue to support Exploring Eberron, Chronicles of Eberron, Eberron Confidential, and Dread Metrol. Beyond that, while I don’t have plans to create another Eberron BOOK after Frontiers, I will be continuing to support the setting on my Patreon—and the amount of support I have on the Patreon directly affects the number of articles I’ll be posting on the blog here. If you’re not familiar with the Patreon, in addition to the ability to ask me questions and shape articles, the Threshold level gives you a chance to play in my monthly ongoing campaign and to participate in polls and story hours that shape it; the deadline for applying for the next session is tomorrow! So if that sounds interesting… or if you’d like to see more content here… check it out! In the meantime, let’s address a few patron questions…

With the halflings of Eastern Karrnath being a sort of midground between Karrnath and the Talenta Plains, was there any historical fusion between the Mror dwarves of the Ironroot Mountains and the Talenta?

As a culture, the Talenta nomads are more concerned with self-sufficiency than with producing a sufficient surplus to drive significant, international trade. As I’ve noted before, different tribes specialize in different types of dinosaurs, which is one point of trade between tribes, and some specialize in particular crafts—but again, this is only carried out on a scale designed to support small-scale trade between passing tribes, not strangers in the dead lands.

However, there is one exception: the Castalaloa, “Those who prefer to walk between.” This clan of stout halflings (along with occasional dwarves, gnomes, and even orcs) settled on the sheer cliffs of the southwestern Ironroot Mountains. Climbers of legendary skill, they dwelt in caves high on the cliff face. They were renowned breeders of glidewings and interacted with the dwarves of the high cliffs, the Talenta tribes who would pause in passing along the plains below, and the Jhorash’tar orcs. While their culture was grounded in Talenta traditions, over time they incorporated elements from both the Mror and the Jhorash’tar.

Thanks to the small size of the clan and the nearly unreachable nature of their dwellings, the Castalaloa largely ignored the coming of Galifar. If you LIKE the idea of the Castalaloa, they could continue to thrive to this day, trading with Soldorak above and potentially even making use of Soldorak-bred symbionts. On the other hand, if you’d rather have them as a lingering mystery… Aside from Soldorak, the main clan in the southwest was Noldrun. The Castalaloa could have primarily dealt with Clan Noldrun… and been swept away with whatever doom took Noldrunhold. In this case, who knows what lingers in the Castalaloa caves, high up on the mountain face?

How would you handle the Gladiator background in the Five Nations?

In thinking of gladiators in the Five Nations, think about boxing, wrestling, and MMA in our world. Legal gladiatorial combat might incorporate weapons or cantrips, but it’s performed by professional, voluntary athletes and never intentionally fought to the death; it’s something celebrated as a display of material excellence. Skyblades and the Race of Eight Winds are two examples of this from Sharn, tied specifically to the unique environment of Sharn, but every nation and city has variations; in Aundair there are definitely public matches involving the dueling societies mentioned in this article. Again, the key is that this is professional, voluntary, and as safe as is reasonably possible given the nature of the conflict.

Another thing to keep in mind is the holiday of Brightblade. The following quote is from Sharn: City of Towers, but the festival is celebrated wherever Vassals are found…

Brightblade (12 Nymm): Brightblade, the holy day of Dol Dorn, the Sovereign Lord of Strength and Steel, sees festivals occur in all of the temple districts of the city. Prizefights, wrestling matches, archery contests, and jousts occur throughout the day, culminating in a contest of champions at the Cornerstone arena in Middle Tavick’s Landing. The champions receive generous prizes, and a fortune can be made gambling on the contests.

Occasionally, even more fantastic conflicts have been staged on Brightblade—full-scale battles held on the training grounds of Daggerwatch, free-for-all melees with hundreds of contestants, and similar spectacles.

If you’re looking for something more lethal, you have street level matches as showcased by the Burning Ring in Sharn. The point is that these potentially deadly battles are ILLEGAL. As called out in Sharn: City of Towers, the City Watch is always trying to shut it down and the Ring is constantly moving. As a champion of the Burning Ring, you’d want to take the Criminal background rather than the Gladiator background; you’d have a reputation and contacts within a specific community, but you wouldn’t be a widely celebrated celebrity.

This was created by reddit user VintageArborGold in this post.

What’s the state of organized sports in Eberron? Do you envision an Olympic Games or multinational sporting league coming to Khorvaire’s future?

As established by the Race of Eight Winds and the previous answer, there was always a love of sport and competition in Galifar. There have always been martial and athletic competitions, and likewise competitions to test mystical skill, as called out in the article on Wizard’s Circles. With that being said, the Last War would have put a damper on friendly international competition… but now that the war is over and no one won, there’s undoubtedly a hunger for competition that could be answered with sport. But part of what would make this interesting is that it’s all coming together RIGHT NOW… which means that adventurers could get in on the ground floor or face unexpected challenges because the systems supporting the sport haven’t been fully worked out yet.

A parallel to the Olympics—a major event that showcases the finest athletes of each nation, but that’s only performed once every few years—is a no brainer. I would call this the Thronehold Games, to be celebrated for the first time at Thronehold on 11 Aryth 998 YK. To recognize the signing of the Treaty of Thronehold, athletes from all of the Thronehold nations would come together in friendly competition… and yes, this would exclude Droaam!

But I do also like the idea of something more like our organized sports, with teams competing every week in cities across the Five Nations. And further, I like the idea that this is something entirely new, NOT one of the traditional forms of sport and athletic display that make up the Thronehold Games. So with that in mind… how about Hrazhak? Once again, from Sharn: City of Towers…

Hrazhak: Two teams of seven shifters play hrazhak, a rough, full-contact sport. Each team carries a wooden idol. To score, a team must steal its opponent’s idol and place both idols in its goal. Obstacles such as trees, streams, and piles of rubble play a major role on a hrazhak field, requiring the competitors to make full use of their inhuman jumping and climbing abilities. Idols can be thrown or carried, and there are no limits on contact between participants, although only natural weapons are allowed. There is no required structure to a hrazhak team, but most include two runners, climbers, and renders. Renders and biters can inflict serious injuries on their opponents, and a low-level druid or adept is usually on hand to provide healing; however, any competitor who receives healing is removed from play for the remainder of the match. Competitors are not allowed to use magic or psionic abilities.

The only formal hrazhak arena in Sharn is located in Cornerstone, where it is a spectator sport and a source of gambling. However, shifters have created ramshackle hrazhak fields in the slums and warehouse districts of the city, and shifter youths often play impromptu games in the parks.

Now, am I suggesting that the Five Nations celebrate shifters and shifter culture? Of course not! I’m suggesting that the Five Nations takes Hrazhak and “improves” it for a general audience. Rather than relying on the natural abilities of a shifter, players would be magewrights trained in the use of specific cantrips and spells… or they could be athletes using equipment that produces these effects. Primal savagery, Longstrider, Spider Climb, Jump—while we’re at it, how about a player who specializes in using Thorn Whip to interfere with opposing players? With the sport being a new thing, I could see constantly shifting rules as the League managers decide what is and isn’t allowed. And who would be running this league? While there could be a case for one or more of the Dragonmarked Houses, I’d go in a completely different direction. Who would be interested in creating a new form of mass entertainment that could potentially challenge the dominance of the Houses of Shadow? Especially a form of entertainment driven by wealthy team owners spread across Khorvaire? And who would have no shame about stealing and profiting on a proud shifter tradition? It sounds like a perfect opportunity for the Aurum—also giving a great chance to play up feuds between the Aurum concordians who own teams. Of course, there could always be a more subtle hand at play; perhaps Mordakhesh the Shadowsword sees this as an opportunity to enflame nationalism and competitive spirit…

I didn’t create the image of the Hrazhak League shown here; it’s from this post by Redditer VintageArborGold. But I love the direction and I would be happy to see the Fairhaven Dragonhawks take on the Korranberg Ducks!

What do followers of the Path of Light believe happens when they die? I don’t recall this ever being discussed.

I don’t know if it’s been mentioned in canon (I didn’t work on Faiths of Eberron, but maybe it is?) but in MY campaign the belief of the Path of Light is that there is a universal lifeforce that encompasses all things and all the planes. It’s not a god; it’s the energy that defines existence. Souls are drawn from this force and live lives, gathering experiences. After death, the soul travels to Dolurrh and is released from its burdens, rejoining the universal lifeforce. Eventually the energy will be drawn back into new souls. But think of the lifeforce is like an ocean, and a soul is like a cup of water. You can pour it back into the ocean and draw out a new cup—but you’re never going to get exactly the same cup twice. You may meet someone and feel a connection to them, and perhaps that’s because elements of your souls knew one another in a previous existence… or perhaps it’s because you actually share elements of what was once a single soul. Another way to think about this is that life is the universe dreaming. Each dream exists as a unique and beautiful expression, and when you wake it is gone, never to return. But when you sleep, there will always be a new dream… perhaps it will draw on elements of what has gone before, perhaps not.

On the one hand, a faith like the Blood of Vol could look at this as a terrible thing, as the principle is that once you pass through Dolurrh, your unique identity will be dispersed. But to the Path of Light, that’s not a thing to fear. You are beautiful. You are part of the eternal expression of the universe, and you always will be. Enjoy the dream while it lasts, then follow where it takes you next. Don’t TRY to hold on to eternity. Don’t be afraid of change. In this, you actually see the fundamental difference between the kalashtar quori and the Dreaming Dark. The children of Il-Lashtavar are desperate to stop the turning of the age, to exist forever even if it means absolute stagnation. The followers of il-Yannah are determined to ring in the new age, even though doing so will likely destroy their current incarnations. Because they believe that what comes next will be beautiful. Don’t try to cling to a single dream; there’s another one waiting to be born.

That’s all for now! Thanks again to my Patreon supporters for asking interesting questions!

IFAQ: Skycoaches of Sharn

Image by Wayne Anthony Reynolds from Sharn: City of Towers

As time allows, I like to answer interesting questions posed by my Patreon supporters. This month someone asked Who actually runs the skycoaches of Sharn?

Skycoaches are an iconic element of the City of Towers—small boats that dart between the spires, carrying passengers to every level of Sharn. As House Lyrandar holds a near-monopoly on airship travel, one might expect Lyrandar to run the skycoaches as well. But the skycoaches of Sharn have nothing in common with Lyrandar’s elemental airships. While Lyrandar’s airships are a recent development, the skycoaches of Sharn have been in operation for centuries; they were developed soon after the flying buttresses that highest towers of the city. Sharn is located in a manifest zone tied to Syrania, and skycoaches operate through a series of sympathetic principles that tie them to the Azure Sky. Among other things this means that they don’t function outside of Sharn; if you fly a skycoach beyond the city limits it will slowly lose power and descend to the surface. This is why you don’t see skycoaches in Wroat or Fairhaven; it’s a unique aspect of Sharn. There may be a few other cities that are located in similar manifest zones that could support skycoaches—but we’ve never suggested that such a city could rival Sharn, and most likely the skycoaches in such a city would have to be uniquely attuned to the manifest zone of that place and wouldn’t be casually interchangeable with the coaches of Sharn. As a point of trivia, the city of Eston is noted as using “skycoaches,” but despite the name, these vessels operate on entirely different principles than the coaches of Sharn and are more like carpets of flying.

The coaches of Sharn have soarwood hulls. The weight of passengers and other trappings prevents a coach from being naturally buoyant, but they are astonishingly lightweight. The interior of the hull is engraved and inlaid with arcane patterns; this channels the motive energy that drives the coach. The control system is made on of two linked pieces—a medallion of the sky and the medallion anchor. The anchor is a metal plate affixed to the coach, while the medallion itself is worn by the pilot. The primary function of the medallion of the sky is to allow easy, reliable control of the linked coach; while attuned to the medallion, the bearer has advantage on any ability checks (Air Vehicles) to control the coach, and doesn’t need to make a check to perform simple actions. The medallion also serves as a feather token, allowing an attuned wearer to cast feather fall once per long rest. Without a medallion, someone who’s proficient in either Arcana or Air Vehicles can control a coach, but it’s more challenging—and because it’s more a measure of understanding theory rather than practical knowledge, checks to control a coach using Arcana have disadvantage.

So: every skycoach has a medallion anchor and a medallion of the sky. These are forged in Sharn and are carefully regulated by the city government. Medallions are bought from the city and registered with the city, and transferring ownership of a medallion of the sky is a formal process that must be properly documented and approved by the original owner. The City Council evaluates the number of skycoaches operating in the city one a decade, but it’s actually quite rare for the city to issue new medallions; as a rule, if you want to run a skycoach in Sharn, you have to either inherit a medallion or buy one from a current owner. Even if one happens to fall into your hands, if you can’t prove that the original owner voluntarily transferred it to you, the city will reclaim it and sell it at auction.

So: the skycoach business has deep roots in the city of Sharn. There are a handful of one-coach operations; Dael Tantein, affectionately known as “the Sphinx” is an elf who’s been flying his coach for over five hundred years. However, most coaches are associated with companies that own the coaches and hire pilots. The Skycoach Company table provides a list of the best-known companies.

d6  SKYCOACH COMPANY
1-2The Swan. Over a third of the coaches in Sharn are tied to the Swan. The company is based in Dura and owned by the Undalon—a line of Brelish dwarves with long ties to the Boramar Clan. Swan coaches aren’t always pretty, but they’re ubiquitous and they’ll take you anywhere you want to go, no questions asked. Andala Undalon runs the daily operations of The Swan; she’s a gold concordian within the Aurum and keen to increase her hold on the skies of Sharn.
3The Gold Line. Based in Skyway, the Gold Line provides the most luxurious coaches in Sharn. Even the most basic Gold Line coach is well appointed and maintained, and charges twice the usual price for travel. The Gold Line also has three “party barges” and two gilded fliers—these fliers are twice as fast as the typical skycoach. Gold Line coaches are usually only found in Skyway and the upper districts, and its higher end coaches can only be booked by appointment.
4Silverstreak. Based in Middle Central, Silverstreak is notable in that it will rent skycoaches (along with a qualified driver) for extended periods, allowing a group to have a personal skycoach at their disposal for days or even weeks. The owner, Serra Narim, is an ambitious entrepreneur who’s been expanding her business as quickly as possible; she’s always looking for opportunities to acquire additional medallions.
5Aureon’s Flight. Based in Menthis, Aureon’s Flight is notable for hiring students from Morgrave University as part-time pilots. Its pilots aren’t as fast or as ruthless in their work as their counterparts in Silverstreak or the Swan, but they’re often very familiar with the entertainment districts and have interesting stories to tell.
6Other. The four companies mentioned above are the largest, but there’s a host of individuals and small companies who have maintained their medallions over the years. Roo are a group of goblins who run four coaches out of Malleon’s Gate; Daask has been offering to help them expand. Eagle’s Claw runs three coaches, and is noted for its fanatical devotion to the Eagle in the Race of Eight Winds. Feel free to make up a new company!

Skycoach pilots are often colorful characters. The company they’re tied to may suggest characteristics of a pilot—Gold Line pilots are usually more “respectable” than Swan pilots, and Gold Liners know the best restaurants in Skyway while the Swan can take you to the dingiest dives in Lower Dura. But company aside, the Coach Pilot table can help you quickly create an interesting pilot.

d8SKYCOACH PILOTS
1ElderlyHuman… Who’s deeply religious.
2YoungHalfling / Gnome… Who’s got a story to share.
3TalkativeElf / Khoravar… Who wants to sell you something.
4SullenDwarf / Goblin… Who fought in the war.
5CuriousChangeling / Shifter… Who has an interesting hobby.
6RudeOrc / Jhorgun’taal… Who flies like a maniac.
7HelpfulWarforged… Who loves the Race of Eight Winds.
8CreepyExotic… Who knows a “shortcut.”

Would House Lyrandar or Orien be interested in encroaching on the Skycoach business?

If that’s a story you want to tell, don’t let me stop you! But in my campaign, no, Lyrandar and Orien don’t care about the Skycoach business. It’s important to remember just what an incredibly niche market this is—a mode of transportation that operates in a single city—and that the dragonmarks don’t offer any particular edge in flying a skycoach. Lyrandar is interested in dominating international air travel; it’s OK with leaving the alleys of Sharn to the Swan and the Gold Line.

With that said, House Vadalis offers air travel within Sharn; if Vadalis expands the services of its eagles and hippogriffs, that could be a concern. Beyond that, there’s aways tension between the existing companies; the Swan would love to consume Silverstreak.

That’s all for now! I don’t have time to answer questions, but share your own Skycoach ideas and experiences below. And if you have questions of your own or want to help support the site—or even play a game with me—check out my Patreon!

IFAQ: Recorded Music and Songs of the Poison Dusk

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s a few from this month!

Is there an equivalent to the phonograph in Eberron? If so, how accessible is it?

In this article I gave my thoughts on the equivalent of photography in Eberron. So, what about recorded sound? Well, Eberron is about the every day application of magic. Is there a spell of 3rd level or below that could reasonably be applied to produce a similar effect? Absolutely. Minor illusion is a cantrip that allows the reproduction of sound… and spellshards are crystals that hold data. And who loves music AND has a talent for illusion? So, putting that all together…

If you attend the Tain Gala, Celyria will show you her latest acquisition—a Phiarlan hydra. The base of this wonder is a cube of black stone. A four-headed hydra is engraved on its top, and the mouth of each hydra is a spherical depression that can hold a polished globe of wood embedded with a tiny dragonshard. Each of these “marbles” holds a performance by one of Phiarlan’s finest musicians. But the hydra has a fifth head, sculpted from copper and wood, rising up from the base. When you activate the hydra, it draws out the sound of the performance held within one of the marbles and projects it through the sculpted head, as clear as if you were there. So come to the Tain gala, and hear the hydra sing!

Personally (largely because it’s never been mentioned before) I’m inclined to make the hydra a recent development that’s currently only available to the wealthy. But the principles aren’t terribly complicated — it’s cantrip level magic — so I could see it quickly gaining popularity and spreading. PCs with the entertainer background could be encouraged to record some marbles for Phiarlan! Also, if you’re interested in the idea of broadcast audio entertainment in Eberron, check out the House Sivis Echoer Station!

Do the Poison Dusk lizardfolk of Q’barra have any significant musical/artistic customs?

Certainly! But it’s important to remember that the Poison Dusk aren’t exclusively lizardfolk and that they aren’t a traditional culture. As called out in Dungeon 185, the Poison Dusk includes kobolds, troglodytes, lizardfolk, and dragonborn—including mutants like the blackscale lizardfolk. They aren’t a culture that has evolved over time; they are victims of Masvirik, whose personalities and memories have been eroded and overwritten by the power of the Cold Sun. Their leaders are actively (if often only partially) possessed by fiends.

So with all that in mind, in thinking about ANY of the customs of the Poison Dusk, I would want them to feel eerie and alien—to help convey the concept that these are people who are all, on some level, shaped by fiendish influences.

Considering all this, what comes to my mind is the Hissing Chorus. This is a rhythmic, ululating hissing, at its base almost like the sound of wind. This hissing is supplemented by body percussion, each participant using a single hand to tap claws against scales, or potentially to scrape claws against another surface — essentially, adding fingernails on a blackboard to a musical performance. The key to all of this is that the rhythm is seemingly random, asymmetric and unpredictable, yet all participants work in perfect unison; it’s an ecstatic experience driven by instinct, something that draws the musicians into communion with the Cold Sun. The Hissing Chorus is encountered in many ways and with varying intensity. A single Poison Dusk may effectively whistle while they work, hissing quietly to themself. A troop will hiss as they march, with greater force and intensity. And a Poison Dusk community may hiss together as a writhing mob, guided by a dusk-shard imbued champion who voice is amplified by magic, potentially with instrumentalists using hide drums and scraping surfaces that send chills through anyone within range. But the PRINCIPLE is the same throughout, and crucially, the song is something that is constantly evolving; it’s more like speaking in tongues than playing a treasured symphony. Because the Poison Dusk has no lengthy history; time and time again, they have been hunted down by the Trothslorsvek and the Masvirik’uala, only to rise once more, hissing their eerie, endless song.

That’s all for now! If you have questions of your own, join my Patreon. As always, thanks to my patrons for making this site and these articles possible!

IFAQ: Nilbogs in Eberron and the Solar of Xoriat

Hey all! I’m currently in New York City. As you can see in the picture above, I just saw the musical Hadestown; I loved it, which is no particular surprise, given that Dolurrh basically exists to provide an opportunity for adventurers to venture to the underworld to try to rescue loved ones!

I am still working on my next Dragonmark article, but I wanted to answer a few of the interesting questions that have been raised by my Patreon supporters. I’ll also be running the next session of my Frontiers of Eberron campaign on Patreon soon, so if you’re interested in play in a session with me, check that out! In the meantime…

How might you fit Nilbogs into Eberron? Is there a way you would fit an immortal trickster spirit that possesses goblinoids into your eberron?

The nilbog was introduced in the original Fiend Folio as a sort of joke—a goblin who is healed when it should suffer damage, and who can only be hurt if you cast healing spells on it. It’s goblin backwards, get it? Monsters of the Multiverse brought a number of Fiend Folio classics into 5E, including the nilbog. The 5E nilbog isn’t quite as extreme as the original. It has a reaction—Reversal of Fortune—that allows it to reduce a source of damage to zero and to heal as a result, and this is the only way it can be hurt. But this is a reaction; once the nilbog has used up its reaction it can suffer damage normally. And it can’t benefit from healing magic, but you can’t KILL a 5E nilbog by casting cure wounds on it.

The 5E nilbog is presented as a trickster spirit that only possesses goblins, which an explanation tied to the deity Maglubiyet. My immediate reaction is that the core idea of the nilbog—a trickster who can’t easily be defeated by brute force—is a fun concept, but that in Eberron there’s no particular reason it would have to be a GOBLIN. Its key abilities—Reversal of Fortune, a sanctuary—like effect that charms creatures that try to attack it, a 2d4 mocking word and at-will use of hideous laughter—could easily be applied to other base statblocks. TSo with that in mind, there’s a few different ways I could imagine using the basic idea of the nilbog in my campaign.

  • Mocking Joy. In fifth edition, nilbogs are presented as fey. It’s easy to imaging an archfey—a cousin of Fortune’s Fool—who challenges tyrants and mocks the mighty, laughing at all threats; let’s call them Mocking Joy. This archfey has a strong connection to a manifest zone in Droaam, and historically nilbogs have almost exclusively been encountered among the oppressed kobolds and goblins of the Barrens. Many scholars BELIEVE that it’s a goblin-only condition, hence the use of the term “nilbog”—but this is inaccurate. Any humanoid Mocking Joy deems a worthy avatar—typically an oppressed underdog—could be granted the chaotic gifts of nilbogism; this would also cause them to become a fey creature for the duration of this possession.
  • Gift of the Traveler. A trickster who laughs in the face of danger and sows chaos? This sounds like an excellent option for a devotee of the Traveler, perhaps an agent of the Cabinet of Faces. In this case I wouldn’t make it external possession, but rather a sort of ecstatic communion; the devotion channels the Traveler and gains the abilities of a nilbog for the duration of that experience. While such nilbogs could be goblins, any humanoid would be an option; most often I’d be inclined to make these nilbogs changelings, which would add another trick to their mischievous arsenal. While I’ve suggested that this would be a case of the nilbog voluntarily invoking the Traveler, it could be switched to suggest that there’s a place at which anyone could be temporarily possessed, acting as a nilbog and not being able to remember anything that happens during the possession. However, because of the nature of faith in Eberron I’d personally say that this can only affect devout Vassals or followers of another Sovereign variant—that it’s not an external spirit like a quori, it’s still a manifestation of the victim’s own faith. They KNOW what the Traveler is like, and they are temporarily compelled to act as if they were the Traveler. If I went down THIS path, I might concievably create similar forms of ecstatic possession for other members of the Sovereigns and Six!
  • The Touch of Xoriat. The nilbog is typically presented as a hilarious, mischevious trickster. But what if it wasn’t? Consider its core abilities. When you try to attack the nilbog, it can break your mind, temporarily turning your aggression into blind adoration. It can inflict psychic damage and shake your confidence simply by speaking to you (Mocking Word). And it can twist reality, turning a deadly attack into a soothing balm. This CAN be wacky fun… but it could also be terrifying. Rather than a fey gift, I could see it as the result of a strange bond to Xoriat. I’d say that they first appeared in Eberron during the Xoriat incursion and the subsequent collapse of Dhakaan, and as such scholars THINK it’s a goblin-only condition… but again, that any creature could develop these abilities, and I’d make them aberrations instead of fey. They could be tied to a particular daelkyr, but I also kind of like it as a more general effect of Xoriat rather than daelkyr engineering. I’ll note that while these nilbogs wouldn’t be wacky fey tricksters, I’d be inclined to say that the connection to Xoriat shift their perception of reality, and that they would be amoral and inclined to cause chaos if not necessarily mischief.

Exploring Eberron says that Daanvi has a Solar assigned to observe each plane and to administer justice there. It specifically names Azazar as the Solar of Xoriat. What is Azazar like? Are they corrupted by forbidden knowledge, or are they a potential source for information on Xoriat that adventurers could have a normal conversation with?

Well, let’s start by looking at the actual kanon lore.

There are thirteen solars, each assigned to monitor and administer justice within one of Eberron’s planes (no solar holds dominion over the Material Plane). However, there are a host of restrictions on how and when they may act. Typically, a solar must be invoked by a legitimate authority within the plane in question—so while Hazariel, the Solar of Syrania, is usually called in to cast down radiant idols, Azazar, the Solar of Xoriat, has never yet been called on by that plane. Until called, they watch; while in the Panopticon, solars can observe anything that occurs in the plane of their dominion.

So one of the first important points here is that Azazar has never actually been to Xoriat, and likely never will; who would summon them? Having said that, Azazar has been monitoring Xoriat since the beginning of creation and in my mind is suited to that task; the Solars were created for this purpose and Azazar was made to be able to administer justice in Xoriat if it becomes necessary to do so.

So… Azazar is a Solar and uses the base attributes of a Solar. But they are also made to be able to observe and act within the Plane of Revelations. Solars already have truesight; I’d probably add some sort of mind blank affect to Azazar’s block, and further give them the Alien Mind trait of a daelkyr, on the basis that in order to be able to observe Xoriat, Azazar’s mind must process knowledge in ways that material mortals can’t; it’s not malevolent, but making contact with their thoughts will disrupt your normal thought process.

Moving further, I’d probably roleplay Azazar much like Doctor Manhattan: not malevolent, but as someone who perceives reality in a way you can’t understand. To be able to “observe” Xoriat and follow the progress of events there, Azazar would have to be unbound by the perception of linear time and might be actively aware of multiple possible timelines simultaneously. So I’d emphasize that Azazar CAN be a source of information about Xoriat, but that the information you receive will often be cryptic or inaccurate, because it will only make sense when you’re in the right time, place, or even the right timeline. Azazar isn’t in any way corrupted by Xoriat; Azazar understands Xoriat, but they can’t share that understanding with a creature with a limited, linear perception of reality.

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

IFAQ: Wind Whisperers and Talenta Outsiders

Last week I was at MegaCon in Florida playing games with Six Sides of Gaming, and I’m busy working on Wayfinder, which is entering early access soon, so I’m still working on the next Dragonmark article! However, whenever time permits I like to answer short questions posed by my Patreon supporters. So let’s look at a few of those.

There’s a lot of lore about the Bloodsails of Farlnen, the Aereni, and the Tairnadal. The Wind Whisperers of Orthoss also trace their roots back to Aerenal? How do they approach death?

So, to start, let’s take a look at what’s been said about the Wind Whisperers…

Not all of the Aereni refugees sought shelter in the shadow of the Fingerbones. Some fully embraced Lhazaar culture, mingling with humans and creating a significant population of half-elves. The island of Orthoss is a haven for the Khoravar, and half-elves from across Khorvaire have found their way to the town of Blackrock. Notably, the Lhazaar lifestyle has attracted a number of members of House Medani and House Lyrandar over the centuries — young rebels seeking an escape from the smothering traditions of their houses.

First and foremost, what this tells us is that the Wind Whisperers ARE NOT AN ELF CULTURE like the Bloodsails, the Aereni, and the Tairnadal. They don’t have a lot of full-blooded elves and thus aren’t shaped by some of the biological aspects of being an elf—notably the exceptionally long lifespan, which is part of why the pure elf cultures are so concerned about avoiding death. They are a KHORAVAR culture that from the start fully embraced Lhazaar culture; they have had a steady influx of immigrants bringing their own traditions; the PRINCE is a Lyrandar excoriate who wasn’t even born on the island. It’s described as a haven for “young rebels seeking an escape from the smothering traditions of their houses” and its people are said to be “as wild and unpredictable as the wind itself.”

So: consider the general rebellion against smothering traditions and the fact that the prince is an immigrant; the Wind Whisperers don’t WANT to cling to ancient traditions and they aren’t going to be obsessed with their ancestors. On the contrary, the Wind Whisperers embrace constant change. The fact that they are led by Koulton is proof that they are always looking to the immigrants to bring them NEW traditions and ideas; they don’t want to force old beliefs on people, they want to adapt and incorporate to new ones. So the Wind Whisperers of the present day may have very different traditions than they did five hundred years ago, and THEY may have been quite different five hundred years before that. And, as you note, Orthoss isn’t noted for Mabaran or Irian manifest zones, which drive the culture of the Aereni and the Grim.

To address the specific question — how do they approach death — I’d say that they have a casual and comfortable relationship with death. They don’t try to cling to their ancestors or their past; they are like the wind, ever flowing and moving forward. We are here and then we’re gone, but the wind will always flow; not exactly a belief in reincarnation as much as a approach of It’s all going to be all right; don’t try to fight the wind, allow it to carry you on to whatever lies beyond. But again, that’s a general, casual idea because the Wind Whisperers HATE SMOTHERING TRADITIONS and are always open to change.

What’s a good reason for a Talenta adventurer to remain away from the Plains for an extended period of time—something beyond duty to clan, spirit or the houses? What’s something that could drive an outlander to want to become less of an outsider?

This is a tricky question, and I’m going to include a few answers that don’t quite fit the question. But here’s a few immediate ideas that tie to the question of why doesn’t the outlander go home?

FOUND FAMILY. This is the usual path *I* have taken when I have played this sort of character. If, over the course of adventures, I have formed a bond to any of the other adventurers — if we’ve bled for one another, if we’ve saved each other’s lives — then THEY are my clan, and as long as one of them is in danger or has unfinished business, I will remain and see the journey through with them. They may not have ASKED me to do this; they may not share my belief that we are family; but if *I* believe that we are bound in blood, that is sufficient.

NOTHING TO RETURN TO. One of the simplest reasons to LEAVE the Plains is because your clan is no longer there. This could be because they were wiped out; you may have originally left seeking vengeance on whatever force destroyed them. It could be because you were exiled: the remain but you’re not part of the clan any more. Or for the more positive outcome, it could be because YOUR WHOLE CLAN left the Plains; they’ve immigrated to Sharn at the request of, say, Saidan Boromar, and now your task is to help them settle and to protect them from the dangers of this new world. Depending on your choices, this is an obvious pairing with Found Family; you lost your clan and now you’ve found a new one.

NEW SPIRITS. An important part of Talenta belief is that spirits are EVERYWHERE, not just the on the Plains… and the spirits of, say, Sharn have no one who listens for them. They may be suffering, creating spiritual cankers, or they might have things that need to be done and no one who can help. If the character goes back to the Plains, they are just one of countless people working with the spirits; they aren’t NEEDED. In Sharn, no one else hears the cries of the spirits and they could play a truly unique role.

IS THERE ANYTHING OF VALUE? Does the character believe that there is absolutely nothing of interest in the world beyond the Plains? Or do they think there’s might be something worth bringing home—anything that could improve the life of their clan, whether that’s a single magical tool or a new technique? If they haven’t found anything, are they still sure there’s nothing to find? Essentially, they could take an active role in trying to discover the most valuable things in wherever they are — not necessarily monetary value, but things that could help their clan. Can they learn new crafting techniques? Master a new form of magic? Learn a new way of communicating with spirits, or even discover a new form of spirit?

PERSONAL INTEREST. What do THEY want? Is there anything in this world that has caught their attention? Have they fallen in love… which could be with a person, a place, or an idea? Might they want to become a star of the Crystal Theater, to outshine the legend of Boroman ir’Dayne or to woo a Boromar heir? Have they heard the story of a Talenta champion who came to the region centuries ago and lost a legendary artifact… and can they find both the story and the artifact itself? Do they encounter a traveler from a rival clan, with a score than must be settled?

That’s far from a comprehensive list, but that’s all the time I have and hopefully something there will prove useful! Thanks again to my Patreon supporters for asking interesting questions and making these articles possible. Also, I’m going to be running my next Frontiers adventure later this month—if you’d like to have a chance to play a session with me, check out my Patreon!