Dragonmarks 6/13/16: Cults and Fiends

As I write this, Phoenix: Dawn Command is on a boat… albeit a very slow boat… headed for the United States. In the days ahead I’m going to be spending more time talking about Phoenix, both delving into the setting and system. I’ll still be answering questions about Eberron when I can, but most likely it will only be once or twice a month.

We will be launching Phoenix at Gen Con, and our full list of events should go active sometime this week. At the moment, there are two events you can sign up for. The first is All About Phoenix, where all the secrets of Phoenix will be revealed. The second is a Q&A with Keith Baker. In the past I’ve done this as an informal event in a hotel lobby. It’s still going to be casual, but this year we’ve gone ahead and gotten a room for it. This is your chance to ASK ME ANYTHING, whether it’s about Eberron, Gloom, Phoenix, or what I had for dinner on Tuesday night.

In any case: Today’s topics are cults and fiends. Let’s get to the questions!

What do you think a cult of Siberys would look like as an existential threat, especially in contrast to the schemes of the numerous Cults of the Dragon Below?

First, let me clarify how I’m reading the question. You’re asking what it would look like as an existential threat, by which I think you’re saying if they were the villains of the story. This is a slightly odd question, because in the mythology Siberys is a positive figure… a creative force killed by treacherous Khyber. This ties to the fact that all myths agree that Siberys is dead… the pieces of his body can be seen in the night sky. So from what we’ve established, most Siberys cults focus on his sacrifice and on the gifts that he’s given us; one common assertion is that magic itself is the blood of Siberys, flowing down from the Ring of Siberys. So essentially, modern society is only possible because of the gift of Siberys.

BUT: let’s take the challenge of having a Cult of Siberys as the villains of a story.

First of all, don’t forget that few Cults of the Dragon Below literally worship Khyber; instead, most are aligned with the Daelkyr, Lords of Dust, or something else that’s more directly tangible. So a Cult of the Dragon Above might have some intermediary entity that they serve. The logical choice would be a couatl, as they are generally seen to be the children of Siberys in the same way that the rakshasa are children of Khyber, but then you have the question of what makes this cult different from a traditional Serpent/Silver Flame cult.

A concrete thing about Siberys is that there’s pieces of his body floating around the world (assuming you believe the myth). So: I’d run with that. A Siberys cult is seeking to restore Siberys to life. To do this, they seek to collect all the Siberys shards. Perhaps the chief agents of this cult embed the shards within their bodies… ultimately become a sort of living shard-fusion, sort of like the Shardminds from 4E. Such a being could channel tremendous mystical power, and they wouldn’t care how much destruction they have to wreak in the process of collecting the shards. As the cult’s plot continues, they could work on Eldritch Machines that would not only draw all Siberys shards, but also drain all the magic out of an affected region… again, magic being “the Blood of Siberys.” The cultists believe that once Siberys is restored, he will create a new, perfect world – so they aren’t concerned with the havoc or suffering caused by their actions. Presuming that they are stopped, magic would eventually return to the drained regions – but it would be up to you to decide how long this would take, and it could cause all manner of chaos. Sharn is sustained by magic, and if the region was drained, the city would collapse.

So: There’s one idea to work with.

We know that cultists of the Dragon Below believe their lords to be the children fo Khyber and that the daelkyr aren’t in any hurry to disabuse them of this false notion. But what do the daelkyr themselves think of the Dragon Below and the origins their minions attribute to them.

There’s a bunch of points to address here. But before I get to any of them, I suggest you review this Dragonmark (https://keith-baker.com/dragonmarks-the-daelkyr-and-their-cults/).

First: “Cult of the Dragon Below” is a general term that people use to encompass wildly different sects largely united by irrational behavior and often some sort of connection to Khyber… a literal connection to Khyber, be that an association with aberrations, demons, or a desire to find shelter in the underworld. Only a few actually revere Khyber, the Progenitor Dragon; and most of those do it in a fairly abstract way.

With that said, who says it’s a “false notion”? According to myth, the Progenitors created the planes. The Material Plane was the last thing they created, because the world was created by their fight. Each Progenitor exerted greater influence on different planes. So Lamannia is a plane that strongly reflects the influence of Eberron, while Xoriat strongly reflects the influence of Khyber. So while the Daelkyr weren’t created in the physical realm of Khyber, that doesn’t mean that they couldn’t be considered to be “Children of Khyber.”

But to cut to the chase: Erandis Vol deceives and manipulates her followers. The Dreaming Dark and the Lords of Dust are masters of manipulation. The Daelkyr? NOT SO MUCH. They don’t need to deceive their followers, because for the most part THEIR FOLLOWERS ARE INSANE. It’s not that cultists work with Dolgaunts because they think the Dolgaunts are agents of Khyber and the Dolgaunts maintain a web of lies; they work with the dolgaunts because they think the dolgaunts are divine emissaries, the gatekeepers to a secret paradise that lies below, or the reincarnation of King Jarot. The Dolgaunts surely do a certain amount of playing along with whatever delusions the cultists are laboring under, but it’s not like they have built the deception themselves; they just need to listen to whatever the cultists are spouting and smile and nod.

Essentially, I see the Daelkyr as more primal than many of the other epic threats of Eberron. They change reality simply by existing. Their presence drives mortals mad. Their purposes are enigmatic; is change alone their goal, or do they have grander schemes we’ve yet to understand?

Are the Daelkyr still in Xoriat eager to get here?

It’s not defined in canon, so it’s really up to you. Per canon, I don’t believe we’ve actually established if there ARE any Daelkyr still in Xoriat. What we’ve said in the past is that “The Daelkyr aren’t the most powerful spirits in Xoriat; they’re simply the most powerful spirits that have an interest in Eberron.”

Part of the point of outsiders is that they are ideas given form, and that their form reflects their nature. In the article linked to above I point out that Daelkyr may essentially reflect the creatures they are dealing with. Given this I would advance the idea that the Daelkyr may literally be defined as the spirits that seek to spread madness… thus inherently there are no Daelkyr in Xoriat because it is the act of leaving Xoriat that makes them Daelkyr.

But ultimately, there is no canon answer.

If the Planes books ever get made, I’d love to see something about the themes and “exceptions” for placing monsters on that plane. For example, Fernia is obviously the fire plane, but it is also slightly evil aligned. Despite this, Celestials still arise from the pane if they have a fire theme, in defiance of alignment. I’ve been trying to place Pathfinder’s Gambling Devil in Eberron’s cosmology but have found it tough. Does it fit on Daanvi with its lawful nature? Or is Kythri better since it can manipulate probability and make people take risks? I honestly lean to the latter, despite conventional D&D wisdom on alignments, but clearer guidance would be nice.

Most planes have a “preferred” type of spirit. Quori are the primary fiends of Dal Quor. Angels are especially numerous in Syrania. Couatl and rakshasa are the most common celestials and fiends of Eberron itself (technically, of Siberys and Khyber).

With that said: You can have any spirit manifest on any plane, provided that it fits the CONCEPT of that plane.

Case in point: Shavarath, the Eternal Battleground. The three largest forces in Shavarath are an army of Archons, an army of Devils, and an army of Demons. The Archons embody the concept of just battle and war fought for noble reasons. The Devils reflect violence in pursuit of tyranny and power. And the Demons are bloodlust and chaos, random violence and brutality. You could put ANY devil you wanted into the Infernal Legions of Shavarath… but that devil would be fundamentally defined and motivated by its role in the Eternal War. Which may not serve the story you have in mind. And taking the Gambling Devil, while it IS a devil, it’s not particularly a devil that screams “I HAVE A PLACE ON THE BATTLEFIELD.”

The original ECS said that Pit Fiends are found in Fernia. In my opinion, you can find Pit Fiends in Fernia, but I believe that you can also find Pit Fiends in Shavarath… and that you can potentially find a Pit Fiend in the Demon Wastes, spawned by Khyber and with no connection to Shavarath or Fernia. All three of these Pit Fiends would have the same statistics. However, their appearance and behavior would be quite different.

  • The Pit Fiend of Shavarath is a general in the Infernal Legion. It wears heavy armor engraved with burning runes. It embodies tyranny and war, leading with an iron fist and enforcing discipline with fear and fire. Its sole desire is gaining an edge in the eternal war, and any dealings it has with mortals will revolve around how they could shift the balance or assist in the struggle.
  • The Pit Fiend of Fernia is a dark shadow wreathed in eternal flame, the embodiment of flame used to sow terror and destroy enemy holdings. It is a cruel being that rules over a fiefdom in Fernia, and it is constantly fighting (and burning) enemies as that is part of its nature… but unlike the fiend of Shavarath, it’s dealing with a series of feuds as opposed to ONE BIG WAR. In general it has no interest in Eberron or mortals; if they do cross its path it will seek to use them as tools in its current feud.
  • The Pit Fiend of Khyber is the classic scaled fiend. It’s not tied to War or Fire; instead, it can embody whatever concept best suits your story. Pride? Tyranny? Cruelty? It might rule over a host of rakshasa and be associated with the Lords of Dust. It could be the patron fiend of one of the Carrion Tribes, and send its warriors to fight the Ghaash’kala orcs. Or it could be a lone spirit bound to a specific location within the Demon Wastes, hoping the mortals that cross its path can somehow break its bonds.
  • A surprise fourth option would be Baator. In the Eye on Eberron article I presented Baator as a demiplane… a prison created by celestial powers (some say the Sovereigns) to hold corrupted and rebellious spirits. Those, the fiends of Baator weren’t always fiends. The Pit Fiend of Baator is thus a classic fallen angel. Furthermore, the denizens of Baator want mortal souls; they are seeking to build their own power bases following the same model as the Silver Flame.

As I said, mechanically these could all be EXACTLY THE SAME; it’s simply that their behaviors and motivations will all be different… and each one would serve a different role in the story.

ALL OF WHICH IS TO SAY: You don’t have to decide where ALL Gambling Devils are from; you just need to decide where this one is from. And the critical question there is what does it want? What is the story you are trying to tell with it? If it is gambling to try to win a mortal soul, then it’s a good match for Baator. If it’s purely and generically evil, it might be spawned directly by Khyber. Heck, if it’s about taunting people with the promises of dreams that will be snatched away at the last minute, it could actually be from Dal Quor… a fringe spirit spawned by the plane but with no connection to the Dreaming Dark.

So figure out what your spirit wants and how it’s going to act. Base its plane of origin on that, and then shape its appearance to reflect the plane it’s from.

If we had an outsider that represented death by immolation, would that outsider be native to Dolurrh, native to Fernia, or native to both? Would alignment play into account at all?

If its primary purpose in the universe is BURNING ANYONE IT CAN, it’s from Fernia. If its primary purpose is BURNING ITS ENEMIES IN WAR, it’s from Shavarath. If its primary purpose is to SERVE AS AN EXAMPLE OF A PARTICULAR WAY YOU COULD DIE – IE, the “death” part is more important than the “burning” part, then sure, go for Dolurrh. And if it’s first and foremost an evil scheming spirit who just happens to be good at burning people, then I’d tie it to Khyber or Baator. Alignment should be reflected in its core concept and thus behavior. If it’s Lawful, that implies people being immolated in an organized and intentional way; if it’s chaotic, than it’s people being randomly immolated in wildfires.

We know that unofficially there is a group of Dwarves in the Demon Wastes who have Deathless among them. I would assume this means they have access to a manifest zone to Irian. What are they like religiously? Are they another splinter cult that worships the Silver Flame? An odd variation of the host? Or some other sect that doesn’t fit well with the more common religions?

Deathless are sustained both by the energy of Irian and the devotion of a group of worshippers. So like the Aereni, these dwarves revere their ancestors, and it is this devotion that sustains their deathless spirits. Be aware that this is a comparatively small community and only has a handful of deathless guardians – a powerful shelter in the Demon Wastes, but nothing on the scale of the Undying Court.

Related to the planes (but not necessarily the things that live there): Sharn’s weather is described as generally rainy (Sharn, pg. 24) but it’s also supposed to be a manifest zone for Syrania which is perpetually clear blue skies. Is it clear for Skyway and rainy for everyone below?

Manifest zones reflect an aspect of the plane that touches them, but their effects can take many different forms. A manifest zone tied to Syrania might enhance magic of flight, generate perfect blue skies, or create a peaceful aura that diffuses all hostilities (among other possibilities). Sharn’s zone affects flight, but doesn’t encourage peace in any way… and doesn’t help with the weather.

Also related to the planes, what happens in a manifest zone when another plane moves coterminous to the Material Plane?

Per canon, nothing. Eberron is touched by all of the planes. A manifest zone has a special connection to one of them, but it’s still influenced by the others.

What do the denizens of other planes think of the Greensingers and their idea of unrestricted planar travel?

Bear in mind that the majority of inhabitants of Khorvaire have never heard of the Greensingers, and they live on the same plane of existence. If you’re a horned devil in the Infernal Legion, fighting THE WAR THAT SHAPES REALITY, you really have no way to hear or reason to care about some group of druids on Khorvaire. Imagine if on D-Day you grabbed a soldier at Normandy and said “Hey! A bunch of Ecuadorian tourists would like to visit – what do you think?” Not every plane is as focused as Shavarath, but for the most part the denizens of the planes have their own $&%* to deal with and don’t really care about Eberron.

There are exceptions. The Quori have always been more interested in humanity than other outsiders because they deal with mortals all the time (through their dreams)… while that random devil in Shavarath may have never even seen a human. And the nobles of Thelanis have an interest in shaping new stories… which is why they have always been the most notable patrons of the Greensingers. If you’re playing with Baator, the former prisoners would welcome an easier path to the material plane… and it would be interesting to have a group of Greensingers who believe they are working with a benevolent fey discover that their patron is actually an archdevil. And I’m sure that entities like the Inevitables would take great issue with mortals opening up gates to Dolurrh… if it ever actually happened.

Do planar beings of different planes have contact between themselves? Or it’s more common to have contact/travel to the Material Plane?

The Material Plane is the hub where all the planes together. Each plane is a pure concept: War, Peace, Order, Chaos. On Eberron, all these things come together. Beyond that, you have soft spots such as Manifest Zones. So essentially, Syrania HAS a connection to the Material Plane… while it has no inherent connection to Kythri. Thus it is far easier and more common for there to be contact between Eberron and Syrania that between Syrania and Kythri. With that said, this is also the role of demiplanes – to serve as bridges between planes with no innate connections. Baator is one example of this, serving as a prison for immortals of many planes. There is at least one “crossroads” demiplane, though it’s not something I’m going to expand on until I can do so for the DM’s Guild.

Beyond this: Think of each plane as a machine. Each immortal is a cog in that machine, with a very specific role to play. Unlike mortals, the immortals have a very clear sense of their place and their purpose. A soldier in one of the armies of Shavarath never stops to say “Why am I fighting? Is there something better I could be doing?” They are embodiments of War; they have no other purpose. Essentially, for all that they may be brilliant, immortals generally have less free will than mortals. So as a general rule, the soldier in Shavarath has no interest in anything beyond fighting the war… and thus no interest in contacting Eberron or any other plane. However, Eberron is the plane they are most likely to contact by accident, being caught in a manifest zone or coterminous effect.

With that said: There are some immortals whose nature encompasses curiosity or a desire to push beyond their plane. A sage from Syrania or Daanvi might well travel to other planes in search of knowledge. Beyond that, there are always those rare exceptions who evolve beyond their original purpose. Taratai and the other Kalashtar Quori. Radiant idols and the prisoners of Baator. Thelestes and Korliac of the Gray Flame in the Lords of Dust. So there’s always room in a story to have spirits crossing planar lines – but it is certainly the rare exception, not the norm.

This applies to the immortal inhabitants of the planes. It’s less true for the mortal inhabitants, who aren’t so closely bound to their planes and who have more free will. Again, it would be more common to find them in demiplanes, as there’s no direct path between, say, Shavarath and Syrania… but such travel surely does happen.

If immortals incarnate concepts and has no free will, how does it come that (rogue Eladrin) Luca Syara choose to fight the war, became deprimited and change her alignment to neutral?

The same way Taratai turned against the Dreaming Dark, or an angel becomes a Radiant Idol. Check the paragraph above: “…there are always those rare exceptions who evolve beyond their original purpose.” Out of all the Quori that exist, sixty-seven rebelled to form the Kalashtar. Likewise, there may be a dozen or so Radiant Idols… which is a tiny percentage of the Host of Syrania.

The statement “Immortals have no free will” is a little too forceful. The Devourer of Dreams and Lady Sharadhuna of the Thousand Eyes differ in opinion as to the path the Quori should take in Eberron, and each has their own schemes and intrigues. The point is that both are utterly devoted to il-Lashtavar, and that this wasn’t a choice either of them made; it is a fundamental part of who they are, present from the moment they came into existence. The same is true of all Quori. They come into existence with purpose, and very few of them ever evolve the ability to question that purpose. Likewise, the soldier in the army of Shavarath doesn’t fight the endless war because they’ve thought about it, considered all the options, and decided that war is the thing for them… they fight because it is the only reality they can imagine. They choose HOW they fight. They come up with cunning strategies, they negotiate and break alliances, but they fight and they fight and they fight. IT IS POSSIBLE for one of these eternal soldiers to break away from this… but again, you’re talking about a handful over the course of history out of tens of thousands of spirits.

WITH THAT SAID: Luca Syara is a Ghaele Eladrin. The powerful immortals of Thelanis aren’t united by a common purpose. Each one has their own unique story and they play out that story. In Luca’s case, there’s a few possibilities. She was drawn to Eberron by what she saw as a righteous war, and odds are excellent that THAT was part of her defined nature. Now, one possibility is that her disillusionment is a legitimate shift in her nature, as Taratai turned away from the Dreaming Dark. BUT… it is also possible that this IS her story: that she joins righteous but doomed causes and then goes through a cycle of tragic despair, before finding a new righteous but doomed cause.

You said that an immortal who change his alignment would become something complitely different. A good rakshasa wouldn’t be a rakshasa anymore, like a radiant idol is not an angel. Is there any canon creature you would use as an ex-rakshasa? 

Not that comes to mind. Personally, I’d want to design something from the ground up, as we did with Radiant Idols. With that said, with the Baator article we assert that the fiends in Baator are corrupted spirits from other planes. So there’s precedent for just using whatever makes sense to you.

Could this be a path for introducing a hellbreed in Eberron? A rakshasa that lost most of his power, including immortality, in a path of redemption?

It’s feasible. I think I’ve also heard this concept being used for Devas.

How would you shape a planar campaign in Eberron? Players with abilities to plane travel? A planar transportation(an ancient giant ship)? Is there Sigil in Eberron somewhere?

I think all three of those are sound ideas, but frankly I wouldn’t design a planar campaign in Eberron until there’s been an opportunity to describe the planes in more detail.

The planes are not inhabited only by spirits born of ideas. There are some more normal and mortal beings living there. How is their religion? Do they worship aspects of the Host/Flame like everyone else?

That’s not an easy question to answer in this format, because I simply don’t have the time or room to describe the faiths that DON’T have any parallel in Eberron. The short form is that some do associate themselves with the Sovereigns, though often with their own twists. But there are certainly other beliefs tied to their own planes and the powerful spirits within it. Within Thelanis, for example, most mortal fey are more concerned with allegiance to their ruling immortal than abstract belief in some greater power.

The Silver Flame doesn’t have much of a following in the planes, because it is concretely a Material thing: a force created by spirits of Eberron to protect the people of Eberron. There are some who appreciate the CONCEPT of it, but they don’t devote themselves to it.

Do they have the same creation myth of the Progenitor Dragons? The myth itself is very Material Plane-centric, are they ok being just “Side” planes?

Most do have the same creation myth, which among other things justifies the fact that their planes ARE connected to and influence the Material. But most would argue with your assertion that the myth is “Material Plane-centric.” As a planar entity, I would point out that the planes were the FIRST creations of the Progenitors, and that they were completed. By contrast, Eberron the world is a thing that occurred as the result of a brawl. They say that the Material is touched by and shaped by all planes simply because it is the final resting place of the Progenitors who created them all, not because the Material is somehow the pinnacle of creation. Essentially, the angel of Syrania asserts that Syrania is a perfectly designed machine… while the Material is an unfinished lump of clay that just happens to be where the Progenitors called it quits.

Sharn is a fantasy city inspired in the manifest zone to Syrania. In an alternative dimension Eberron, how could Sharn be affected by different manifest zones?

This seems like a broader question about the effects of manifest zones in general. Whenever the opportunity comes to write about the planes in more detail, I’d definitely like to present multiple examples of manifest zones tied to each plane, and to go into more detail about the effects of coterminous and remote periods. But it’s not something I have time for right now.

Khyber runs under the entirety of Eberron, so are there deep trenches underwater that lead to the “Deeps”; flooded sections of Khyber?

Certainly. But bear in mind that Khyber is more than just a physical underworld; it also contains portals to demiplanes, allowing the discovery of fantastic regions that transcend the limits of reality.

Is it possible that there are one or more daelkyr that had no interest in the surface races and instead went after the underwater world? What sort of ‘dol-merrow’ concepts would you think such a daelkyr would come up with?

It’s certainly possible. However, just to present another alternative, the Eberron Expanded article on Lords of Madness calls out the Aboleths as contemporaries of the Rakshasas and the demon Overlords, and Sahuagin legend speaks of a battles between the Devourer and the ancient fiends back in the dawn of time that friend the sahuagin from Aboleth domination. A Daelkyr would thus be a relatively recent entry into this ancient Aboleth-sahuagin rivalry. As for what a daelkyr might do with merfolk or sahuagin as a starting point, I’ll have to think about it.

The 3.5 sourcebook Elder Evils had a gigantic creature called “the Leviathan”; a creature of “pure chaos left over from the creation of the world”… My question is then: Would you consider the ‘primordial chaos beast’ Leviathan to be a child of Khyber, creation of the Daelkyr, or from some other being entirely? If the Head of Eberron (whether it is actually her physical head shall be left out of this question) is in Argonessen, could the Leviathan or source of its legends be the “Head of Khyber”?

I would personally make such a thing tied to Khyber as opposed to the Daelkyr, and making it the “Head of Khyber” seems plausible. The very first draft of Eberron actually included a serpent literally wrapped around the world, essentially filling this same role. The faith of the Sahuagin includes ritually consuming an enemy to gain its strength; back in that first draft, the Sahuagin were searching for a way to eat the world serpent.

 

That’s all I have time for. The next Q&A will be about the Lords of Dust or Druids, depending on which gets more interest… so if you have any questions, post them in the comments!

Game of Thrones Bingo, Episode 6.8

Screen Shot 2016-06-12 at 11.43.00 AM

For anyone playing along at home, here’s the bingo cards for this week’s Game of Thrones:

GoT Bingo 6-8

There’s a few holdovers from last week, as we’re still hoping to see Arya on a boat and at least one dead Frey, not to mention a few possibilities for more familiar zombies. And while we all know that Stannis is Dead, the space refers to someone – most likely Brienne – specifically bringing it up in conversation. “Face Off” primarily means someone removing their face (as we saw last episode)… but we’ll accept a particularly dramatic confrontation!

Have fun!

Dragonmarks 6/6/16: Edition Wars

This is a tremendously busy time for me. As I write this, Phoenix: Dawn Command is being loaded onto a boat somewhere, and in 5-8 weeks it should be in our hands (barring unforeseen disasters like hungry whales or RPG pirates). We are preparing to launch the game at Gencon. Our first event is already listed – a seminar where we’ll be discussing every aspect of Phoenix: Dawn Command, from setting to system – but in the near future a host of new events will go live, including game sessions and a chance to try out the character generation system. So keep an eye out (or follow @twogetherstudio on Twitter)! In addition to this, I’ve been working on a number of card and board games. I can’t talk about any of these yet, but there’s exciting news in the future.

Unfortunately, there is no official news about Eberron. While I hope it will be unlocked for the DM’s Guild, I have no idea when that might happen… but at this point there’s a decent chance it won’t be in 2016. Nonetheless, I love the world and I’ll keep answering questions… though in months to come, I’m also going to start talking more about Phoenix and its setting!

If Eberron was not designed under the assumption of D&D v3.5 rules and mechanics, how might it look different to you? What would you have changed or left out? How might a system-neutral version of Eberron look?

It’s an interesting question. I’ve played Eberron using other systems, and I don’t feel it is dependent on D&D mechanics. At the same time, you’re right: it was specifically designed with those mechanics in mind. So what impact did that have? Here’s a few thoughts.

  • Alignment. The D&D Alignment system is a tough match for the shades-of-gray noir elements of Eberron. We’ve done our best to work around this. We removed most alignment constraints on monsters. We don’t require divine spellcasters to match the alignment of the deity they worship. And in general, we assert that evil people can still play a positive role within society – a more nuanced approach that I discussed in this Q&A post. But it’s still something that I could just as happily do without.
  • Arcane Magic. One of the most basic principles of Eberron is the fact that under D&D rules, arcane magic acts like a science. It is reliable. It’s repeatable. A wizard can learn a spell from another wizard or from a scroll. A spell always works, provided you don’t get punched in the face while casting it. A wizard can create a new spell or a magic item. Eberron was at its core a reaction to this: If arcane magic behaves in a scientific manner, why wouldn’t society seize upon it and incorporate it as we have with other sciences? Thus a lot of things in Eberron are looking at how we could solve problems using the spells and other supernatural tools that exist in D&D. We light the streets with continual flame and send messages across long distances using a variation of whispering wind. In Droaam, the Daughters of Sora Kell feed the masses using an endless supply of troll sausage. I can’t easily tell you what Eberron would look like if we hadn’t been working with those assumptions, because they affect the world in many different way… anywhere where someone said “Wait, you could use this spell to accomplish this useful effect.”
  • Psionics. I remember reading the psionics rules in the appendix of my old AD&D manuals. They’ve been a part of D&D since the early days, and yet they’ve never really seemed to fit in (with the notable exception of Dark Sun). I wanted a way to integrate them into the world… and yet, a way that allowed people who just don’t like psionics in their fantasy to remove them without too much difficulty. This led to the Kalashtar, the Inspired, and the storyline of Sarlona – a distant and mysterious continent where Psionics were the foundation of society in the same way that magic was used in Khorvaire. If I’d been starting COMPLETELY FROM SCRATCH and didn’t have psionics already in the mix, it’s quite possible I wouldn’t have added them in.
  • Elves and Dwarves, Orcs and Goblins. Just like alignment, these are things that come with the D&D package. If Eberron wasn’t a D&D setting, it might not have included these; Phoenix: Dawn Command doesn’t include any of the D&D classic demi-humans, for example. But because it IS a D&D setting, it needed a place and an interesting role for the classic demi-humans and humanoids… and so we have the Tairnadal, Dhakaani, and the rest.
  • Halflings Riding Dinosaurs. Like psionics, this aspect of the Talenta Plains arose because dinosaurs have always been in D&Dand yet they very rarely get used. They’re also an awesome pulpy thing. But the idea honestly came up because we were thinking of something interesting for Talenta nomads to ride, and we realize that nobody ever uses dinosaurs.

To be clear: I love the Inspired, the Undying Court, the Gatekeepers and the Ghaash’kala. I love that Eberron has halflings on raptors. But these are all things that definitely exist because Eberron was designed as a D&D setting. You can adapt them to any system, as many people have shown… but the reason they exist in the first place is because Eberron was a setting for D&D… a setting with elves, dwarves, psionics, dinosaurs, alignment, and more.

About Eberron in 5e, ignoring the drastic difference in content for Eberron between the D&D versions, which ruleset do you think works best to capture the feel of Eberron?

I’ve run Eberron in many different systems, from 3E – 5E for D&D to the Lady Blackbird and Over The Edge systems. I know people who have played it using Savage Worlds, Pathfinder, Fate Core, Mutants and Mastermind, and GURPS, though I never have.

I don’t feel that there’s a One True Eberron system. Each system has strengths and weaknesses. Really, it depends on the type of story that you want to tell and which mechanics will best represent that system. For example, Over The Edge is a rules-light system that’s great for a story-driven game, but it’s not a system I’d use for a combat-heavy adventure. It also depends on the players that you’re working with. I’ve found that 4E is a good game when dealing with people who have played MMOs but never played a tabletop RPG before, because many of the basic concepts make sense to them… equipment slots, powers with cooldown timers, etc. Looking to 5E, I like the simplification of certain mechanics and the use of Inspiration and backgrounds as a way to try to encourage roleplaying… though I like Lady Blackbird for going considerably farther with the idea of mechanically encouraging a player to roleplay their character.

With that said, there is one particular element of 4E+ that I like for Eberron, and that is rituals. Vancian magic has never quite made sense as the foundation for Eberron’s magical economy, because it’s a little hard to see how a magewright locksmith could make a living when he can only cast Arcane Lock twice a day. Under the 4E ritual system, Arcane Lock takes ten minutes to cast and uses 25 gp worth of components. The magewright locksmith can lock as many doors as time and resources allow, jacking up the price sufficiently to make it worth his time. The downside to this is that by the rules, the only limitation on casting rituals is being a ritual caster and having the right book. So there’s no concept of having a magewright specialized in casting a particular ritual; instead, in theory any magewright could change jobs by picking up a different book. At my table, I rectified that with a house rule stating that the ability to cast any ritual from a book reflects a remarkable level of skill generally only possessed by PCs… and by adding a “Magewright” feat that allows a character to cast select three rituals and to perform them without a book (though still requiring the normal time and component cost). Thus you have the locksmith who knows Knock and Arcane Lock, the lamplighter who can cast Continual Flame all day, and so on. But that’s still just a specific mechanical element that helps with the overall logic of Eberron’s economy… and as shown by 5E, something that can easily be adapted.

So the long and the short of it is that I don’t have a preference. 4E combat in particular is a very different experience from 3E or 5E, and the question is do you want that experience? When I was working on a different campaign setting a few years back – Codex – I was considering not just making it system neutral but encouraging people to change systems between adventures, picking the system that best models the story you want to tell. In retrospect that’s a lot of work (mainly converting characters constantly), but to me it’s still a case that each system has different strengths – find the one that YOU like best. Eberron will work wherever you go.

I would love an article on Eberron’s magic (level) and the new rules system with its “even low level magic items are mighty”-approach. 

In the comments on the last update, Pteryx suggests a “Book of Everyday Magic” to address this point, and I think that’s a great idea. I see what 5E is trying to do with the “even low-level magic items are mighty” approach, and I’m not opposed to it; when I’m playing 5E, it IS kind of cool that my +1 sword is a big deal… especially in contrast to 4E, where you’ve got to constantly be upgrading every slot to be on par with your level. At the same time, I don’t feel that this rules out the general feel of Eberron, which has always been “wide magic, not high magic.” You can still have the streets lit with continual flame and airships in the sky even if +1 weapons are rare. The cantrip prestidigitation allows the caster to heat, chill, flavor, or clean… So an innkeeper (especially a Ghallanda innkeeper) might have a chest that keeps contents cool, a pan that instantly cooks with no heat, and a broom that instantly cleans a room in one sweep. Canon sources already mention the idea that Aundair has cleansing stones that serve as communal washing machines. Even when it comes to weapons and armor, you can have minor effects that are clearly useful magic without actually providing a full +1 enhancement. Imagine a suit of armor or a sword with an innate mending effect – over the course of an hour, it will restore itself to pristine condition, eliminating dents or rust. Such a sword would sharpen itself. Now, in mechanical terms players never worry about rust or sharpening weapons… but that just mean you’d want to call out that something remarkable is going on here!

Essentially, the issue is that 5E wants to make a +1 enhancement feel powerful… which means that magic items with a direct effect on COMBAT (or healing, spell recovery, or other things that affect combat capabilities) need to be rare. But that still leaves room for lots of everyday magic, and someday when I have time I’d love to create that Book of Everyday Magic.

Can you think of another new class unique to Eberron other than the Artificer?

There was another class we considered when we were originally developing Eberron. We called it the Journeyman, but “Everyman” or “Unlikely Hero” would have worked just as well. In pulp stories, you often have a normal person who gets swept up in the adventure and carried along with the heroes. A nosy reporter, a bartender whose bar got burnt down, a spunky kid, a nightclub singer who just happened to be dating the hero. We considered a variation of this for Eberron: the character who is NOT an adventurer, not a warrior or a wizard, but who nonetheless gets caught up and carried along with the adventurers… the Watson to Holmes, or the Xander to Buffy.

The Journeyman would be something of a skill monkey, because the point was that they HAD a normal profession and might be quite good at it. But the main strength of the Journeyman is amazing, pulp-level luck. Even though he has no right to survive the terrifying dangers that threaten paladins and rangers, SOMEHOW that spunky chronicler lands a lucky blow or evades the deadly trap. In practice this would have related to action points: the Journeyman would have more action points than any other character and a number of specialized uses for them – essentially, spell-like abilities fueled by action points. In fifth edition, I could also see a Journeyman having a number of abilities along the lines of those granted by a typical Background – things that aren’t at all useful in combat, but that can have a lot of value to story. The nosy chronicler isn’t as good a fighter as the rogue, but he excels at research and has sources all over Khorvaire.

Ultimately, we decided not to develop this class. But I might take a crack at it one of these days; it’s certainly something that can provide some interesting story and roleplaying hooks.

As side note: Jode from The Dreaming Dark novels could be an example of a journeyman. He’s a Jorasco healer. He’s quick and quick-witted, but he’s not a spell-caster or a combat monster. I think I considered him to be a rogue, justifying his backstabbing as “a healer’s knowledge of anatomy” as opposed to any sort of talent for assassination. But he’d work just as well as a Journeyman: he’s legitimately a healer, trained in mundane healing supplemented by his dragonmark, who gets by on wit and luck.

I always loved the numbers of Eberron. You know, all the 12+1 missing/different. Did you ever think any reason for that? It’s just “how prophecy work”? 

Essentially, yes… it’s “how prophecy works.” The premise of the Prophecy is that there is a code that defines reality… and if you understand it, you can manipulate the future. The Prophecy doesn’t follow a single path; it’s a massive matrix of if-then statements. The key point here is that there are underlying rules to reality. It’s not unreasonable to think that arcane magic (and possible divine as well) is tapping this same underlying system: if the proper rituals or formulas are invoked, reality is altered. Once you accept the idea that arcane magic is a science – that reality follows rules – it’s logical to have patterns that can be seen in the world. In some cases these are literal patterns, such as the dragonmarks that appear on landmarks. In others, it’s things like the linked numbers of planes, dragonmarks, clans, etc.

In this case, it began with a coincidence: the fact that we had thirteen planes of which one was lost, and thirteen dragonmarks of which one was lost. That wasn’t carefully planned, but once we realized it we liked the idea that it was a reflection of the underlying order, and so people continued to work the pattern into future things.

The funny thing? The fact that it’s a “Baker’s Dozen” was something we didn’t even notice until someone pointed it out.

That’s all the time I have for this week. Based on the stack of questions already in the queue, next week’s Q&A is going to deal with cults, druid sects, and denizens of the planes. If you have questions on any of these subjects, feel free to ask below!

Game of Thrones Bingo, Episode 6.7

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I’ll be posting a new Eberron Q&A and writing about Phoenix next week, but for now, here’s the ten-card bingo set for this week’s episode of Game of Thrones. Will someone Lose Face (figuratively or literally)? Will we see another familiar zombie? And will someone (possibly a cook) be revealed to have a bun in the oven? Remember, in the Game of Bingo, you win or… you don’t win. Basically.

Download the cards here: GoT Bingo 6-7

Game of Thrones Bingo, Episode 6.6

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It’s the end of the week, and that means it’s time for Game of Thrones Bingo. Last week turned out to be a fairly easy card. I’m not sure about this one, as I’ve dropped a lot of fringe possibilities into the list. We know the episode features Margaery… Will Loras or Olenna appear? Will we see Walder Frey or Littlefinger? Will Dany be reunited with her dragons? And will we see a beloved character… perhaps from last episode… return as a wight? Time will tell!

Download the set of ten cards here: GoT Bingo 6-6

Dragonmarks 5/23/16: What Comes Next?

It’s a busy time right now. Phoenix: Dawn Command is on the move, and we’re making plans for our demo events at Gen Con. If you’re attending GenCon, I recommend checking out our main seminar on Phoenix… but there will also be opportunities to try out the game itself. I’m looking forward to exploring the world of Phoenix in more depth once the game is out.

At the same time, there’s a lot of material I’d like to create for Eberron if the opportunity presents itself. So this question at the top of the Q&A pile caught my eye.

Which supplements are you most eager to write?

There’s still no news on when – or for that matter if – Eberron will be unlocked for people to use in the DM’s Guild. However, I’m still optimistic that it will happen sometime in the next few months or years. But if it happened tomorrow… what would I start writing?

The short answer is that there’s far more things I’d like to write than I realistically will have time to create. given that, I’m very curious what you would like to read. I’m more interested in exploring regions of the world that haven’t been dealt with in depth than just revisiting the same core locations. But here’s just a few things I’d love to develop, if the opportunity ever presents itself.

THEMES OF EBERRON

There’s a few sorts of stories that work well in Eberron that don’t necessarily work in every setting. Any of these could be explored in greater depth, providing both character options related to that theme (backgrounds, spells, class options, tools, skill applications) and information for the DM about developing and running adventures or campaigns focused on that concept. A few possible themes that could be explored…

  • Investigation. How to make mystery the central theme of an adventure or entire campaign. This would include options for the professional Inquisitive along with general ways to work mysteries and investigation part of a compelling story. As an Eberron product, it could also explore the existing detectives of Eberron (Tharashk, Medani), and present both organizations, locations, and situations well-suited to such stories. 
  • Espionage. The Five Nations are caught in a cold war as everyone races to unlock the secrets of the Mourning and to prepare for the next war. How can this shadow war impact your stories? What about the other forces at play, from the Trust and the Houses of Shadow to the ancient struggle between the Chamber and the Lords of Dust? As with Investigation, this would present options for players and storytellers alike. 
  • Dreaming. Dreams are something that has always intrigued me. In Eberron, Dal Quor is the underpinning of reality, a place we all touch when we sleep. How can dreams affect and enhance a campaign? How can players interact with the Quori? Could you play a character who is a vestige of an ancient dream somehow returned to the waking world? This would explore both the casual use of dreams in a story and ways to make them a central focus of a campaign, along with new options for players and DMs. 

These are just a few examples. I could see Themes about Crime (campaigns based around the underworld of Sharn, Stormreach, or other major cities); Death (What exactly happens when you die? How can mortals interact with Dolurrh? What lies beyond?); Prophecy (What are practical ways to incorporate the Draconic Prophecy into a campaign? Could you have a cleric devoted to the Prophecy, or a bard who specializes in interpreting it? ); War (How can the Last War affect a campaign? Where is new violence most likely to occur, and what happens if it does?) and many more.

PLANES OF EBERRON

At the moment, the planes are little more than high concepts. I’d like to do a piece on each plane, discussing…

  • The metaphysical role of the plane, and how it relates both to Eberron and the other planes. I think in some cases my personal vision of each plane isn’t clearly presented; see the discussion about Syrania in last week’s Q&A for an example of this.
  • The inhabitants of the plane: their nature, culture, goals, and interaction both with one another and outsiders.
  • Examples of manifest zones, coterminous/remote effects, and other ways that the plane’s influence can be felt on Eberron.
  • Notable locations, story hooks, and other ways that the plane can be a meaningful part of a story.

There’s 13 planes, not to mention the discussion of demiplanes. Rather than spending months working on a single massive tome, I’d likely want to do this as a monthly thing, with a new plane every month or so.

THE GOBLIN HANDBOOK

I’ve long wanted to do a comprehensive sourcebook on the goblins of Eberron. Different sections of this would include Goblin PCs, including character options, ways to integrate goblinoids into normal adventuring parties, and themes and ideas for goblinoid parties and campaigns; Dhakaan, a more in-depth look at history, the clans, and tools and techniques of Dhakaan; Darguun, a detailed look at the nation, including more details on major cities, ruins and other interesting adventure location, factions, plot hooks, and more; The Khesh’dar, the Silent Clans; and possibly a look at running a campaign set during the Xoriat Incursion. To do this probably, I’d want to team up with Don Bassingthwaite on a number of things… but I think that could happen.

DROAAM: NATION OF MONSTERS

Droaam is one of my favorite regions of Eberron, both because of the vast range of adventuring options and because it’s interesting to explore the cultures and possibilities that can evolve from a foundation of unified monsters. As with Darguun, I’d love to present options for PCs or campaigns starting out of Droaam; explore the politics and power groups; look at the locations that can drive stories, including Graywall, Khazaak Draal, and the Great Crag; delve deeper into the Daughters of Sora Kell; and generally explore the story potential of the region.

THE DEMON WASTES

As I’ve mentioned in previous Q&As, the Demon Wastes are an area ripe for adventurers, but one that isn’t explored in much depth in the current material. It’s more than just a barren wasteland; it’s a nexus of demiplanes and manifest zones, and home to a host of ancient evils. What lurks in the Lair of the Keeper? What treasures await in Ashtakala? What are the dangers of the Labyrinth, and what is the saga of the Ghaash’kala orcs who guard it? Who are the demons of the Wastes, and what threat do they pose to the world beyond? In addition to resources for building adventures, this would also explore options for PCs from the Demon Wastes, including the Ghaash’kala.

A BOOK OF BEGINNINGS

Quite often, groups of adventurers have no coherent story. Each character is born in isolation, and they come together in a tavern to fight evil and gain gold because that’s what they have to do so we can play this adventure tonight. But an adventure can be far more satisfying if the entire party has a shared story. This would explore this concept both at a high level and concretely, presenting different sorts of player groups and shared stories and looking at how this could influence an entire campaign. Are you Cyran veterans fighting to find a place in a world after the war? Are you agents of the Citadel on a mission for the Brelish crown, or crusaders united in service to the Sovereign Host or Silver Flame? Are you operatives of the Twelve, and if so, do you share a common dream or are each of you putting the interests of your family first? Or might you actually be experiements of the Twelve… magebred humans escaped from a Vadalis facility?

This would present a number of compelling concepts, along with player options tied to each concept and ideas for DMs to explore.

TIMES PAST

I don’t particularly want to advance the timeline… but I’d be interested in exploring the past in more depth. Any of the following times could make an interesting period for adventuring.

  • The Last War. What adventures are possible in the midst of the War itself? This would explore the potential of a Last War campaign, dealing both with martial conflict and the unexpected challenges that can arise in Eberron – such as when your unit stumbles upon a passage to Khyber or an ancient Dhakaani ruin in the midst of what would otherwise be a simple operation. This would also explore the tools of war – spells and items employed on the battlefield. 
  • The Lycanthropic Purge. Two centuries ago, a threat arose in the west that could have destroyed Galifar itself. It was a terrifying and brutal conflict. What did it look like on the ground? Do you want to take on the roles of the templars battling the darkness or the innocents struggling to survive it? 
  • The War of the Mark. Will you play a squad of Dragonmarked heirs fighting against the darkness? Or a group of persecuted Aberrants struggling to survive? Either way, it’s a chance to delve into the prehistory of modern civilization… and to explore aberrant marks and dragonmarks in more depth.
  • The Xoriat Incursion. The Empire of Dhakaan is at its height, but the world is falling apart. The armies of Madness have clawed their way into reality, and now the Dhakaani must seek allies from across Eberron to stand against the armies of the Daelkyr. This is a chance to explore a very different vision of Khorvaire, and to face one of the most terrifying forces in the setting.

That’s seven core concepts already, and already around twenty ideas if you break all the individual possibilities out. And I could come up with more. So really, one of the most important questions is what do you want to read? Do any of the above ideas actually appeal to you? Let me know in the comments!

Game of Thrones Bingo, Ep. 6.5

Screen Shot 2016-05-21 at 10.55.56 AMAs with last week, I’ve created a set of ten bingo cards for this week’s episode of Game of Thrones. While I have avoided spoilers about the episode, the preview shown last week gave an indication of which plotlines will be at the heart of the episode; as such, I’ve left out any references to King’s Landing but added in spaces dealing with Braavos, Bran, and the Castle Black Crew. As always, there is a good chance that a particular square will not actually appear in the episode, but that’s what keeps it interesting. We know that Littlefinger appears… but will he be creepy about Sansa? Will Meera have anything to do other than waking up Bran? Will we actually hear “Promise me” at the Tower of Joy?

Anyhow, if you’d like to play along, download a copy of the cards here: GoT Bingo 6-5

Game of Thrones Bingo

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I’ve been watching the new season of Game of Thrones with a group of awesome and creative friends. Making games is what I do, so naturally I decided to make a game out of it. If you’re interested in trying it out, you can download the full set of ten cards by clicking on the following link: GoT Bingo 6-4.

I did put these cards together with episode 6.4 in mind; I had a hunch that we wouldn’t see Bran again until 6.5, so there’s nothing on these cards about Bran, Meera, or Hodor. I’ll put together a new set of cards for the next episode, so check back here on Saturday!

Phoenix Seminar 2In other news, if you’ve been following the blog you know that my new RPG Phoenix: Dawn Command is coming out soon. If you’re attending Gen Con Indy (August 4-7th) and would like to know more, come to our seminar on PhoenixWe’ll be discussing the setting, the system, and talking about all the things that make Phoenix unique. I hope to see you there!

Dragonmarks 5/10/16 : Planes, Druids, and Fiends

I’m working away on a number of different projects that I can’t talk about just yet, while waiting for Phoenix: Dawn Command to come back from the printer. One thing I can mention: I’m scheduled to be a guest at Acadecon 2016 (Dayton, Ohio on November 11th-13th), which is in the last few days of funding on Kickstarter. It’s a small event but has a great lineup of guests, so if you might be interested, follow the link and check it out.

Meanwhile, I’ve got dozens of Eberron questions to work through, and many could be the subject of entire posts. But there’s a few that can be answered quickly, and I’m going to see how many I can get through in one sitting.

If Eberron is ever opened for DM’s Guild, would you consider finally writing and publishing a complete Planes of Eberron?

Absolutely. I have a long list of topics I would love to write about as soon as it is possible to do so, and the Planes are high on that list.

Some planes have a key role in Eberron’s story and are very important for Eberron’s flavour. I mean Dal Quor, Xoriat, Dolurrh. Other planes, at least in core set, looks more as “a place where you can find some creatures that wouldn’t fit anywhere else”. But somehow I feel these creatures would need to be “eberronized”. 

I feel that all of the planes have much more to offer than simply being a source of exotic creatures. Each plane needs to be a compelling foundation for stories, whether the plane is the location of the story or something that directly influences it. I have deeper ideas for all the planes that have been revealed so far, and I feel that Mabar and Lamannia have just as much to offer as Xoriat or Dal Quor. And I look forward to writing about them as soon as it’s possible!

Months ago, we discussed the idea of a Daelkyr obsessed with the Silver Flame and trying to make it stronger in creepy ways. Do you think it could work more on celestial versions of aberration, or maybe in aberrating celestials, like a half-illithid angel?

In my opinion, part of what defines the material plane is that its inhabitants are innately connected to ALL of the planes. Humans live and die. They dream and know madness. They can fight wars and find peace. They are already connected to every plane, and that makes it relatively easy for them to be corrupted or transformed by the influence of planar beings. Beyond this, most mortals are creatures of flesh and blood, influenced by genetics, disease, and similar factors. So creatures of Eberron are easy clay for a daelkyr to work with.

By contrast, immortal outsiders are formed from the pure essence of a single plane. They are ideas given form, only loosely bound to physical reality. An archon from Shavarath is a pure embodiment of war. It wasn’t bred or born; it embodies an idea, and madness isn’t part of that idea. So I think it’s far more difficult for a daelkyr to transform an angel or a quori that to affect a mortal. With that said, anything is possible if it makes a good story. In a way, you can think of an angel as a piece of computer code as opposed to a being of flesh and blood. If the daelkyr could find a way to hack that code and rewrite the fundamental idea that defines the angel, they could twist it. It would just be a completely different process from the fleshwarping techniques they use on the creatures of Eberron.

If a paladin of the Blood of Vol who grew up in the ranks of the church or in another way discovers the true nature of the cult, would he lose his abilities? Or do you think in Eberron can exist a corrupted paladin or a paladin without a faith?

PERSONALLY, I hold paladins to a very different standard than clerics. I am a firm believer in the idea that you don’t choose to be a paladin: it is a divine calling that chooses you. As such, I do feel that it is vital for a paladin to remain “on-mission” and that a paladin who loses faith would lose their abilities until they could find their way back to it. With that said, I feel that paladins are defined by THEIR view of their faith. Clerics typically work through doctrine and study; an illiterate farm girl could become a paladin if she is called. She won’t lose her powers just because she’s excommunicated, and she’s unlikely to lose her faith after encountering a single corrupt priest; instead, she will likely be inspired to follow her calling and do something about that corruption.

This is especially true in the case of the Blood of Vol. Where do divine casters tied to the Blood of Vol draw their strength? The Divinity Within. Seekers believe that we all have the divine spark in our blood – that we could all be gods, and that we were cursed with mortality to keep us from reaching this potential. A paladin of the Blood of Vol isn’t getting her powers from an outside source; she has been called by her own divine spark, her own potential urging her to protect her people and fight death.

Add to this, I actually think the faith of the Blood of Vol has no more corruption than any other organized religion in Eberron… it’s simply that it’s called out more dramatically in Erandis. I believe that the majority of priests of the Blood are committed to the principles of their faith. In my campaign, Malevenor is a true Seeker and Atur a stronghold of the faith. The leaders of the Order of the Emerald Claw are corrupt and abusing the faith of their followers, but the devoted priests far outnumber the corrupt.

Now, if your question was “If a BoV paladin raised in the Emerald Claw discovered the corrupt nature of its inner circle, would she lose her faith and her powers,” I think she would turn on the corrupt priests – but I don’t believe that this would shatter her faith in the basic principles of the religion, especially since her divine power actually comes from within her, and isn’t in any way a gift from those corrupt priests.

A long time ago you wrote that you were playing an orc paladin of Demon Wastes and that you were going to tell us about this experience. I think it is a very interesting point in Eberron. How can a few of orcish tribes stand against all the demons of Demon Wastes?

There’s many more questions you could ask. Where do the demons of the Demon Wastes come from, anyway? What do they do when they aren’t trying to escape the Wastes? Why don’t the demons just go AROUND the Labyrinth? Why were the Ghaash’kala first chosen to guard the Labyrinth, and who set them there? And setting aside the demons, how can the Ghaash’kala survive in such a harsh landscape? What to they eat? Where do they acquire their weapons and armor?

This is a big topic, and when Eberron comes to the DM’s Guild the Demon Wastes is a topic I intend to explore in detail. But here’s the high level overview. There’s far more going on in the Demon Wastes than outsiders realize. It is a web of manifest zones, ancient wards, eldritch machines and demiplanes. Just as the modern Gatekeeper Druids hold back the Daelkyr by maintaining the ancient wards, the Ghaash’kala are also working with tools that date back to the Age of Demons and the foundation of the Silver Flame. As for how they obtain resources and food, they forage in Khyber. There are entrances to Khyber all across the Demon Wastes. When I say “Khyber” here, I don’t mean physical caves; I mean the demiplanes where demons are bound and born. Essentially, the Ghaash’kala raid the Abyss to obtain resources that aren’t available on the material plane.

Needless to say, this is the very tip of the iceberg… but I look forward to explaining in greater detail when it’s possible to do so.

I have a new group of players. They would love to play or a team related to Greensingers or to Ashbounds. But I feel like Greensingers are nice people singing and getting drunk in the almost-innocent plane of Thelanis and Ashbounds are interesting only at low levels, since their natural enemies are humans. Would you have any suggestion for either a Greensinger or Ashbound campaign?

I have a very different view of each sect, and I think you could definitely run a campaign tied to either sect.

Let’s start with the Greensingers. I don’t see them as “nice people” or, for the most part, as drunkards. The Greensingers are concerned about the balance between the natural world and the planes… especially Thelanis and the Fey. It’s noted that “many Greensingers spend time in the halls of the Faerie Court before returning to Eberron to act as ambassadors, servants, and spies for the fey lords.” This same article notes that “These individuals can serve as guides to Thelanis (and perhaps other planes), but they cannot always be trusted; their motives are as mysterious as the fey themselves.”

If I was going to run a campaign based on the Greensingers, I’d start by developing their Fey patrons. I’d want members of the party to have ties to different patrons, and to work with each player to develop their own personal goals. These could be tied to threats that are passing from one realm to the other; to the plight of the Feyspires; or to ancient bargains or pacts established by the Fey themselves. I’d look at the depiction of Bast and the fae in Wise Man’s Fear by Patrick Rothfuss, or in my own novels Gates of Night or The Fading Dream. In my view, a Greensinger campaign could have all the action and suspense of Mission Impossible and Ocean’s Eleven spread across two planes. The Greensingers are tied to a secret world most mortals know nothing about it, and they alone know how that world threatens and is threatened by Eberron.

As for the Ashbound, the last thing I’d worry about is that their threats are primarily low-level or human. The stereotype of the Ashbound is that they are crazy fanatics who run around burning down Vadalis magebreeding facilities, and some of them do. But the basic drive of the Ashbound is to protect the world from the unnatural influence of magic, and there’s a lot of that going around. Perhaps you’ve heard of the Mourning? If I was running an Ashbound campaign, I would emphasize the terrible threat posed by the irresponsible use of magic. Driven by greed and the thirst for power, the Five Nations and the Dragonmarked Houses are pushing the limits of magic further and further. Concern of a second Mourning is certainly a possibility: but you can also emphasize the smaller scale horrors such research has unleashed. Explore the biological weapons Jorasco’s nosomatic chirugeons are developing, or the war magics Minister Adal is exploring in his quest to ensure victory in the Next War. Expand on Magebreeding… the experiments that have gone horrible wrong and the creations that Vadalis cannot control. and that’s not even touching demons and other unnatural magical entities that are anathema in the eyes of the Ashbound. You can play the Ashbound as zealots who primarily bother humans… but you can also play them as champions fighting a secret crusade against threats and villains the common folk don’t know about. You can play them as fanatics… but they can just as easily be the supernatural world’s answer to the Men in Black, protecting the innocent from arcane terrors they never even know about.

What relations to Night Hags – any of the nine supposed to inhabit the Demon Wastes, and great Sora Kell herself – have with the Quori? We know that they had a quasi-neutral situation as ambassadors in the Dragon-Fiend wars, but they also have powers over dreams. How do the Quori feel about this, and, conversely, do the hags know about the previous incarnations of Dal Quor?

There’s no canon answer to this. If you’re asking how I’d run it: First off, keep in mind the vast scale of Dal Quor. Every creature that dreams visits Dal Quor… and we’ve also indicated that there’s regions of Dal Quor made up of the dreams of long-dead entities, and places like the Citadel of Fading Dreams. Natural dreams are created through the interaction of the dreamer’s subconscious with the mutable reality of Dal Quor. Quori have the power to override this and alter an individual’s dreams, but it’s not as if they are personally monitoring and shaping EVERY DREAM. As a result, if your wizard uses Dream or Nightmare, he’s not innately stepping on the toes of the Quori; he’ll only draw attention if he happens to mess with a dream a Quori IS directly shaping for some purpose.

So you COULD say that the Night Hags fly under the radar of the Quori; they have enough experience to recognize when a dream is being manipulated by Quori and choose to avoid interfering. However, I’d personally say that the Night Hags are known in Dal Quor – I think they’d extend their role as fiendish ambassador to include their interaction with Dal Quor. I think they’d HAVE to know more about the previous incarnations of Dal Quor than the Quori do, which would be an immediate basis for a relationship. It could be that they have helped shape the Quori reaction to the turn of the age in this and previous ages… they might have even set the Quori-Giant war in motion.

The short form, though, is what works best for your story? Do you want a Night Hag to be able to act as a neutral intermediary between the party and il-Lashtavar? Would you like to have a Night Hag with a bitter feud with a powerful Quori… or a deep love formed in a previous age, leading her to want to force the turn of the age in the hopes of restoring her lover’s spirit to the form she once knew? It’s up to you.

What is the difference between some of the Rajahs who seem to step on each other’s toes: (a) Bel Shalor is a spirit of treason, but so is Eldrantulku. Though I assume Bel Shalor is more of the classical temptor and corruptor of innocence. (b) Sul Katesh is the keeper of secrets, but Tul Oreshka also has power over them. (c) Dral Khatuur and the overlord served by Drulkalatar are spirits of the wild, though Dral Khatuur is more specialised in cold.

The Overlords of the First Age aren’t gods, and they can step on each other’s toes. The range of their influence is limited; if Rak Tulkhesh is influencing events in the Five Nations, he’s out of range to also be influencing events in Xen’drik – but there could be ANOTHER Overlord tied to war influencing Stormreach. With that said, the ones you’ve described are different from one another. I’d love to do a more detailed accounting of each of these when the DM’s Guild opens up for Eberron, but in short:

  • Bel Shalor is more about corruption while Eldrantulku is about chaos and discord.
  • Sul Khatesh is the master of arcane secrets, while Tul Oreshka knows the secrets that will drive you mad. Sul Khatesh knows incantations that can destroy cities or raise the dead; Tul Oreshka knows what your lover truly thinks about you, and what’s lurking underneath your bed in the dark.
  • Dral Khatuur embodies the chill that kills the harvest and saps the strength of the strongest man. The Wild Heart is the predator that lurks within, the rabid instincts that lie beneath the surface waiting to be unleashed.

The key is that the Overlords are fundamentally about the EVIL that their spheres can do – the things that cause fear and death. There’s nothing positive about Dral Khatuur; she embodies the killing cold. She’s not part of the natural cycle; she will bring unending winter. Likewise, the Feral Master is a corruptor of natural impulses, turning innocents into savage monsters.

Back on the WotC forums, in the days when they existed, you mentioned that you had details on Dral Khatuur and her place of imprisonment, but had to clear it with WotC whether you could release any information. Has there been any movement on this?

I have a 10,000 word backdrop on Dral Khatuur and her prison in the Frostfell. If Eberron is unlocked for the DM’s Guild I’ll see if I can revise it and post it there.

How do various Rajahs – or, for that matter, gods – interact with planes that are within their spheres: Dral Khultur with Risia, Rak Tulkesh with Savarath, the Wild Heart with Lamannia, Katashka with Mabar and Dollurh, and so forth?

As I mentioned above, Eberron is touched and influenced by all the planes. The Overlords are fundamentally spirits of Eberron and as such reflect how the planes influence mortals as opposed to having some sort of personal tie to the planes. So Tul Oreshka is strongly tied to Madness and has a closer connection to Xoriat than to the other planes… but that’s just an amplified version of the connection ALL mortals have to Xoriat, and it doesn’t mean that she has some sort of bond to or influence over the Daelkyr or other creatures of Xoriat.

That’s all I have time for today. As always, leave your questions and comments below!

Dragonmarks 5/02/16: Ravenloft and Cyre

My last call for Eberron questions produced over forty questions, many quite complex. So it’s going to be some time before I get to them all. But let’s get started with one of the big ones… though as always, important disclaimers. Nothing I say here is official. These are my thoughts – often off the top of my head – and how I might handle things in MY campaign. I may contradict canon sources. As with all things, use what you like and ignore what you don’t. With that said…

Do you have any advice for incorporating Ravenloft in an Eberron Campaign?

Ravenloft is set in the Demiplane of Dread, a pocket dimension shaped by the enigmatic Dark Powers. These mysterious forces draw realms from the material plane, along with individuals of great evil; these become the Dreadlords who rule over these domains. The most infamous Dreadlord is Strahd von Zarovich, who rules over his domain of Barovia from Castle Ravenloft.

In tying Ravenloft to Eberron, the first question is whether you want the Demiplane of Dread to serve as a bridge between realities – if you want to have Lord Soth ruling a piece of Krynn, or to say that Barovia is a piece of the Forgotten Realms. If not, it’s a simple matter to say that all of the domains in the Demiplane of Dread are drawn from different points in Eberron’s history… especially if you assert that time passes differently in the Domain of Dread, so while a domain may have disappeared thousands of years ago, it may have only been years or centuries from the perspective of those trapped within it. Here’s a few possibilities to consider.

  • Ancient Karrnath. Barovia could easily have been a fiefdom in pre-Galifar Karrnath. With this approach you could use Strahd and his history exactly as written. Alternately, you could keep the basic story of Strahd, but change him to an infamous character from the history of Khorvaire. My first choice would be to make him Karrn the Conqueror, the king who first sought to unite the Five Nations by force… and failed. In this model, Karrn retreated to his ancestral stronghold of Ravenloft after his defeat, drawing his family and closest allies to him – and it is here that you could overlay the existing story of Strahd. This would be interesting because it would present Barovia as Karrn’s idealized vision of what Karrnath (and the Five Nations under his rule) should have been. It would also present the vision of a ruthless, vampire Karrn king… an interesting contrast and foil to Kaius III of present day Karrnath. And it opens the possibility that Karrn/Strahd could be seeking a way to return to Eberron, still hoping to unite the Five Nations under his rule. If I ran Ravenloft in Eberron, this is the path I would likely take.
  • Ohr Kaluun. This is one of the pre-Sundering kingdoms of Sarlona. Its people were known both for their strong mystical traditions and their dark practices, and it’s easy to imagine that a Dreadlord such as Hazlik could be drawn from this place. One of the distinctive aspects of Ohr Kaluun is the War Labyrinths used as citadels by the ruling families; a haunted fortress maze could certainly fit into Ravenloft.
  • The Dhakaani. Who says domains have to be dominated by humans? The Demiplane of Dread could contain a fiefdom plucked out of the Dhakaani empire at the height of its power. If you want to add a little more Lovecraftian flavor to your Gothic horror, the hobgoblin Dreadlord could secretly be running a Cult of the Dragon Below; rather than being undead, she could be bonded to life-sustaining symbionts.
  • The Qabalrin. Little is known about this ancient Elven civilization, aside from the fact that they possessed vast knowledge of the arts of necromancy and produced the first humanoid vampires and liches. They are thought to have been decadent and cruel; it’s said that they learned their secrets directly from the Shadow, and that Aureon himself destroyed their civilization. You could easily say that a piece of the Qabalrin survived the destruction that formed the Ring of Storms by being drawn into the Demiplane of Dread… or perhaps, that the entire civilization of the Qabalrin was drawn into the Demiplane, and that the meteor strike was an unrelated event that occurred in the aftermath. As the Qabalrin are thought to have been the greatest mortal masters of necromancy, it would be easy to say that Vecna is one of the first Qabalrin liches.

While you can work any or all of these options into an Eberron Ravenloft campaign, there’s another possibility that has even greater potential.

Could Cyre be tied to Ravenloft?

Four years ago the nation of Cyre was consumed by the Mourning, a catastrophe that left twisted remnants of the nation surrounded by dead-gray mists. As mists are the traditional hallmark of the Dark Powers, it would be an easy thing to say that the Mourning was nothing less than Cyre being consumed by the Demiplane of Dread. If you decide to follow this path, a critical question is just how much of Cyre you want to incorporate into the Demiplane. Is the entire country there? Or did only a small region survive the transition, such as the city of Metrol?

Per existing canon, the mists spread across Cyre on the Day of Mourning, killing or transforming anything caught within them. If you follow this path, you could say that those things twisted by the Mourning died in Eberron but lived on in the Demiplane of Dread.At first, transportation to this Dread Cyre might seem like a dream come true to Cyran PCs. Here they could find villages destroyed by the Mourning, friends or family thought long dead, or other treasures or secrets long lost in core Eberron. But over time the full extent of the realm’s corruption would be revealed. Mad Cannith artificers are performing horrific experiments, perhaps blending human and warforged to create something new and terrible. A legendary bard is perfecting a performance that drives all who hear it mad. And, of course, no one can escape the mists that surround the nation. Queen Dannel rules with an iron fist, justifying this cruelty as necessary to preserve the nation through this vital time. But what is the truth of Dannel’s tale? Is she the domain’s Dreadlord, and if so, what evil deed caused her and her nation to be drawn into Dread? Were her misdeeds tied to personal passion or ambition, or did she travel down a dark path in a quest to save her people? Does she believe that she HAS saved Cyre by pulling it out of the Last War? Or is she searching for a way to return the nation to Eberron… and if so, has she developed a horrific weapon that will ensure Cyran dominion upon its return?

A possible twist on this is to start a campaign with the player characters in Cyre on the Day of Mourning (you’d want to make clear to the players that they’ve never heard of the Mourning, and that the war is still going on). They see the dead-grey mists, but when the mists pass over them… nothing happens. Everything appears to be the same. Continue the adventure as normal, but the players will eventually learn of the impassible wall of mist surrounding the borders of the nation, and discover the slowly spreading darkness that is corrupting every aspect of their land. What will they do? Say they find a way to return… but discover that Dannel has been working on a horrific weapon of mass destruction, and that it was this work that drew the nation into Dread? Will they seek to return Cyre to Eberron if it could result in a far greater horror than the Mourning being unleashed on the rest of Khorvaire? Or will they remain in the Demiplane of Dread and find a way to live with the darkness?

What are the Dark Powers? 

Ravenloft is shaped by the Dark Powers, entities that both empower and torment the Dreadlords. The Dark Powers are largely enigmatic, but it may help you to determine their true nature in the contact of Eberron. Here’s a few possibilities.

  • The Dark Powers could be one or more of the Overlords of the First Age – the fiendish masters of the Lords of Dust banished over a hundred thousand years ago. The Demiplane of Dread could potentially be inside an Overlord (metaphysically speaking). The corrupt nature of the Dreadlord creates a link to the Overlord, who then consumes the Dreadlord and the surrounding domain and gains strength by slowly digesting it. Tul Oreshka (AKA The Voice In The Darkness) would be a good match from the Overlords that have been named so far, but you could easily create a new Overlord for this purpose.
  • The prime spirit of Dal Quor is il-Lashtavar, “The Darkness That Dreams.” The Demiplane of Dread could in fact be a part of Dal Quor. Each domain is literally the nightmare of its tormented Dreadlord. These domains serve as anchors that help il-Lashtavar avoid the turning of the age that will end its existence. A question to address with this is whether the Quori are aware of this and interact with it, or whether this is a private practice of the great darkness that its minions know nothing about.
  • Mabar is the consuming darkness. It is always seeking a foothold in Eberron, an opprtunity to consume its light and life. Mabar is the source of the negative energy that sustains the undead, and they are its unwitting touchstones into the world. The Dark Powers could be the prime spirits of Mabar, and the process of absorbing domains and corrupting Dreadlords could be part of a slow quest to consume all of Eberron. This would be a way to explain why Cyre is far larger than any other domain; the connection is growing stronger each time, and the next consumption could take an entire continent.

These are just a few ideas, and you don’t have to go to such extremes to use Ravenloft in your game. If you’ve done something different with Ravenloft in Eberron, post your ideas in the comments!

What are some easy points of reference for Cyran culture? We know that Karrnath is generally dour and proud of its military heritage and that the Brelish are cosmopolitan and welcoming, but descriptions of Cyre tend to be “was welcoming, now is a smouldering wasteland.” What values would a Cyran character have? What was its niche back when it still existed? 

The great institutions of Galifar were spread throughout the Five Nations, and while they belonged to the kingdom they had considerable impact on the nations in which they lay. Karrnath has Rekkenmark, and has always prided itself on martial skill and discipline. Aundair has the Arcane Congress, and values knowledge and all things arcane. Thrane has Flamekeep; while not a branch of Galifar, it is still an institution that has shaped the nation. Breland has the King’s Citadel. Back in the day this organization served all of Galifar, but it was based in Breland… and while Brelish may be cosmopolitan and welcoming, they are also extremely pragmatic. Essentially, if you had to assign classes to the nations, Karrnath is the fighter; Aundair the wizard; Thrane the cleric; and Breland is the rogue. So where does this leave Cyre?

Cyre was the heart of Galifar. Thronehold was the literal capital, but all the arms and various attendants of government spilled out from the island into Cyre. The nation was a center for trade, but beyond this it was the nexus of art and culture within Galifar. Breland had a strong industrial capacity, but Cyre produced the finest things in the kingdom. Poets, playwrights, artisans of all sorts: if you were at the top of your field, then Metrol is where you belonged. Add to this the fact that Cyre was the ancestral home of House Cannith and seat of most of its Forgeholds. Essentially, the other four nations had a strong single focus; Cyre is where the best of all of those things came together, or at least that’s what a Cyran would tell you. If I had to put a class to it, Cyre would be the bard. Of all the nations, it was the most charismatic, and its people valued diplomacy, commerce, and art over brute strength, devout faith, or pure knowledge.

With that said, no accounting of Cyran character would be complete without considering the impact of the Last War. The war lasted nearly a hundred years, and any human Player Character from Cyre will know no other life. Here’s a few things to consider:

  • They were in the right. Mishann ir’Wynarn was Jarot’s rightful heir. Mishann should have been Queen of Galifar; the Last War began because others challenged her rightful succession. The Cyrans know with absolute certainty that they are the only nation whose actions were beyond reproach, that it was the greed and betrayal of the other nations that destroyed Galifar. The loss of their nation simply reinforces this: it is the ultimate injustice, as they alone were truly in the right. As a side note, Mishann was assassinated by the Order of the Emerald Claw. While this was relatively early in the war, it’s still a potential foundation for prejudice against Karrns in general and the Blood of Vol specifically.
  • Surrounded by enemies. Karrnath, Thrane, Breland, and towards the end of the war Darguun and Valenar. Every other nation had one or more relatively secure borders, areas of the nation that were less affected by the ongoing conflict. There was no safe haven in Cyre, and they were always girding for the next attack.This fostered a strong community spirit – it’s us against the world – and led to…
  • Resourcefulness. Cyre didn’t have the military power of Karrnath or the mystical might of Aundair. It lacked Breland’s spy network or the divine force of Thrane. Cyre had to somehow hold off all of these foes. This led Cyre to employ more warforged and mercenary forces than any other nation (something that didn’t work out so well in Valenar and Darguun), but it also forced the Cyran people to become extremely adaptable and resourceful – stretching resources, adapting tactics to deal with their many and varied foes, and always being prepared for an attack from a new quarter. This trait has served Cyrans well as refugees, as they must continue to make the most of limited resources and constant adversity.
  • Artistry. The luxurious lifestyle of old Cyre was quickly lost as all resources were devoted to the war, but the people always treasured the fine things they still had: music, dance, literature. The most heartwrenching and uplifting works of art of this time still come from Cyre, and most Cyrans hone some sort of artistic talent, be it dabbling in an instrument, telling stories, or simply drawing in the dirt. This continues to be a source of pride for Cyrans in their exile; whatever they have lost, they know they have the talents to create new treasures. In this, there is some common ground with Aundairians, who place great value on wit and knowledge. However, the Aundiarians are more naturally scholars while Cyrans are artists. The finest histories of the war were produced in Aundair; the most heartwrenching songs came out of Cyre. Likewise, throughout the war, Aundair was able to maintain its ivory towers. Cyran artists lived and worked with mud, sweat, and tears.

Cyrans are proud. They may not have been the best warriors, wizards, or priests. But they were in the right from the very beginning of the war. They stood back to back against the enemies that surrounded them. Even when the war took everything from them, they have held on to the culture that defined them. Once Cyran tailors worked with the finest silks, and now they work with rags; but they still find ways to make things that are unique and beautiful.

Phew! Two questions down, thirty-eight to go. Share your thoughts or questions on Ravenloft, Cyre, Eberron, or anything else below!