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: The Beliefs of the Blood of Vol

Art by Laura Hirsbrunner

When time allows, I like to answer interesting questions from my patrons. This has been an exceptionally busy month and I’ve largely only been able to answer questions on my Patreon, but I’m going to try to get to a few more this week, starting with this one.

The Blood of Vol asserts that everyone has the potential to become a god, but that no one actually has yet. How does this appeal to a commoner? Maybe a player character can believe that they’ll be the first one to do it, but isn’t this kind of like saying it’s a religion in which no one’s ever made it to heaven yet, but hey, maybe you’ll get lucky?

So the first thing to recognize is that the typical Seeker (someone who believes in the Blood of Vol, short for “Seeker of the Divinity Within“) doesn’t expect to become a god. A basic principle of the faith is that we all could become gods, but that the curse of mortality was created to prevent us from doing so—that you will die before you can unlock your true potential. It’s not a question of “maybe you’ll get lucky.” You won’t get lucky. You will die first. That’s literally why death exists. That’s not the goal of the faith.

So what is the goal of the faith? Let’s look at the basic principles presented in Eberron: Rising From The Last War.

  • Everyone has a spark of divinity. Find that power within.
  • Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life and each other.

Working backwards, the first thing the Seeker faith does is to provide an explanation for injustice and suffering. Why is there death and disease? Why do our crops fail and our children die? Because the universe is cruel. There’s no benevolent skyfather, there’s no happy afterlife at the end of the rainbow. If there are gods, they’re jealous beings who hoard their power and laugh at our pain. This is why the faith thrives in the harshest parts of Khorvaire; it’s the faith of a people who see suffering every day, and who seek an explanation for it. And that explanation is life is cruel. But what the Seeker faith tells you is to FIGHT. The universe is against us. This life is all we have. So fight for those you care about. Protect your family and your friends, because the world WILL try to take them from you. To be a Seeker is to know that there is misfortune around every corner, to be ever ready for the next plague or famine, because you know the universe will take any chance to screw you over. But it’s also to know that you will not lay down and die… and even if you do die, damn it, let your family animate your corpse so you can keep fighting for them until your bones are ground to dust.

And when it comes to fighting… Everyone has a spark of divinity. Find that power within. The common Seeker doesn’t expect to become a god, to fully unlock their Divinity and to become an omnipresent entity with the power of a Sovereign. But the SPARK of that power is within them… and they CAN draw on that power. This is most obvious in the magic of Seeker paladins, clerics, and adepts. Seekers believe that their divine spellcasters draw power from their own divine sparks. Each Seeker cleric is, in essence, their own deity. But what of the commoner who can’t cast divine spells? Well, consider the Vassal smith, who asks Onatar for guidance when they start their work. Consider the Vassal soldier who asks Dol Dorn for strength and courage in battle. They aren’t paladins or clerics, but they believe that they can get strength and guidance from a higher power. The Seeker soldier or smith believes the exact same thing—except that the higher power is within them. The Seeker knows that they have divinity within their blood… that they CAN perform miracles. They have the courage they need. They have the ability to make the finest sword that’s ever been seen. They don’t need to ask some alien force to help; the power is within them. A Seeker doesn’t ask Olladra for good fortune; they know that they can make their own luck. And if it doesn’t work? Well, that’s the cruel universe for you; spit in its eye and keep fighting.

So how does the Blood of Vol appeal to the commoner? It explains why you suffer. It urges you to defy the cruel fates and to fight for a better life, and it tells you that you have the power you need to fight. It doesn’t promise some gilded afterlife at the end of the road; death is the end. But that is exactly why it urges you to FIGHT for yourself and for everyone you care about. Because this life is all we have. Make it count.

WHY DOES THIS MATTER?

When you’re playing a Seeker, keep a few things in mind.

  • Some Seekers believe that the Sovereigns exist and that they are cruel. “As flies to wanton boys, so are we to the gods; they kill us for their sport.” Others believe that there are no deities, that the universe sis simply an impersonal engine of cruelty. Where do you fall on this scale? Do you believe that it’s theoretically possible to some day make the Sovereigns pay for their cruelty, or is the only fight that matters the struggle to survive?
  • As a Seeker, you’re always prepared for the worst. You expect nothing but cruelty from the world. Plague, disease, war, greed—whatever can go wrong surely will. You ration your food because there could be a famine next month… and when it happens you’ll be ready. The followers of the Silver Flame are prepared for the fiendish apocalypse; the Seekers are prepared for house fires, flash floods, flu outbreaks, and every other mundane, shitty thing that could happen. So as a Seeker, you’re never surprised when something bad happens. Of course you rolled a 1; the universe hates you.
  • … But again, part of what it means to be a Seeker is that you will fight against that cruelty. You’ll extinguish the fire. You’ll save your child from the flood and you will nurse them through the flu. You won’t give the universe the satisfaction of surrender.
  • And most crucially, you will fight for everyone you care about. You know that we can’t survive alone. Encourage teamwork. Try to form connections to the people you are working with, because you will need those connections to survive. You may be grim, but you’re not a lone wolf; you recognize the importance of standing with a pack.
  • As a divine spellcaster, you believe that your magic comes from within you. You’re drawing on your own divine spark. When you use divination, you’re being guided by the god you could become. Even if you’re not a divine spellcaster, you believe that you have that power within you, that you are being guided by your own divinity. Where others would pray to a higher power and say give me strength, you say I know that I have the strength I need within me.

What about necromancy? The Seeker refuses to surrender to death. We were cursed with mortality by the cruel universe; necromancy is a way to give that universe the finger. You killed my father? Well, he’s right here fighting alongside me. The Seeker faith asserts that death is oblivion and, therefore, there is no reason to have reverence for a corpse; a corpse is a tool, and if it can serve the greater good, that’s something any Seeker would want. Beyond that, Seekers have learned how to channel the energies of Mabar into necromantic rituals as a way to contain the negative environmental effects of those energies; in places like Atur, Seekers make significant use of necromancy because it’s actually vital to the ongoing health of the city.

So as a Seeker you may be grim and stoic. You may expect the worst from the world. But you know that we need to stand together to survive. You value friendship, love, and community, and you will fight fiercely for those you care about. And as seen in Atur, make sure to celebrate the joys of life when you can.

That’s all for now. Thanks as always to my Patreon supporters for making these articles possible, and look for a bigger article later in the week!

January IFAQ: Atur, Seeker Saints, Penguins, and More!

I’m still in the process of deciding what I’m doing next—whether my next major project will be another Eberron book for the DM’s Guild, or whether I will explore a new setting—and if the latter, whether it will be for 5E D&D, another system, or system agnostic. However, in the meantime, I’m starting a new campaign! Every month I run an online session in an ongoing campaign for Patreon. All patrons at the Threshold level have access to recordings of previous sessions… as well as a chance to play in every new session. Over the course of this month, I’ll be running a series of patron polls to determine exactly WHAT I’m running next. So if you’d like to help determine my next campaign—or be a part of it!—check out my Patreon.

Meanwhile, another benefit of my Patreon is getting to ask me questions. I don’t get to every question every month, but here’s a few of my favorites from January!

In the original 3e Setting book for Eberron Atur is described as a bit of a party city with lots of bordellos and taverns, how true is this in your modern conception of Eberron and the Blood of Vol? Or is this a vestige of when the Blood of Vol and Emerald Claw were treated as interchangeable terms, and thus Atur was made to be seedy and decadent?

Also called the City of Night, Atur sits in the shadow of the Ashen Spires, near the great Karrn Falls that spill out of the mountains and fl ow into the Karrn River. The close peaks of the Ashen Spires, the constant mist rising off the swirling waters of the Karrn, and the oppressive brick buildings make for a place that has relatively short periods of direct daylight and consequently long nights. But the City of Night was named more for the fact that the place seems to come alive when darkness overtakes the land. With the city’s temple to the Blood of Vol (called the Crimson Monastery) and its massive Vaults of the Dead, where corpse collectors store the fodder for Karrnath’s undead armies, Atur has a definite connection to the twilight and midnight hours. A significant portion of the population follows the teachings of the Blood of Vol and attends the daily rituals in the Crimson Monastery.

Otherwise, the City of Night has a rhythm and pulse that seems to increase when the sun goes down. Feast halls, taverns, theaters, and bordellos of all descriptions open their doors after dark and stay active until the sun struggles back up and over the mountains. For many visitors, the city seems to operate in a way opposite to the other metropolitan centers of the Five Nations. Everything appears quiet and deserted by day, but by night the the various shops and businesses open to crowds of people.

Eberron Campaign Setting

The Grand Duchy of Atur is infamously a stronghold of the Seeker faith and a center for necromantic research. Its association with the Blood of Vol long predates Kaius I’s embrace of the faith, and its status as a palatinate means it remains a safe haven for Seekers regardless of how they are viewed elsewhere. Because of the strength of Seeker traditions, undead are found throughout the city. Knowing this, many who hear the name “City of Night” think Atur must be a grim, miserable place. Nothing could be further from the truth. Atur is a city that looks death in the eye—and because of that, it is a city that CELEBRATES LIFE. Karrnath as a whole is a stoic and austere culture; Atur is a place that celebrates all of the joys of life. Food, sex, art—all are enshrined and presented in a spectrum of delights. That spectrum means that there are definitely seedy elements in Atur, and if you’re looking for decadence you can find it. The quote above calls out that Atur is home to entertainments of all descriptions and that’s the key; there are taverns so fine your adventurers will surely never be let through the door, and some of Thuranni’s finest artists only perform at the grand Palace of Shadows. This is something that has evolved over the course of a thousand years, again with Atur running at odds to the generally stoic persona of the typical Karrn; the City of Night is a place for a Karrn to escape their lives for a few days, and tourism is its primary industry. So certainly, outsiders often call Atur “seedy and decadent”—but that description fails to grasp how seriously Aturans take their duty of celebrating life, and the quality of the food, music, and other performances that can be found in the City of Night.

Atur has been a bastion for the Blood of Vol since it first took root in Karrnath. The Crimson Covenant was first formed in the great monastery of Atur, and that Crimson Monastery has grown into the largest temple to the Divinity Within in Khorvaire. It was in Atur—in the palace of Nighthold—that the leaders of the faith forged their alliance with Kaius I. However, while a majority of the citizens of Atur follow the Blood of Vol, it’s not exclusively tied to the faith. The Great Hall of Feast and Fortune—commonly referred to as the Feast Hall—is one of the grandest temples of Olladra in the Five Nations; in addition to traditional services, it’s the finest venue for parties in the city, and the sounds of coins and dice can be heard at all houses in the gaming hall.

Thanks to the influence of the Blood of Vol, undead are a common sight in Atur.

  • The Seekers have no attachment to corpses and most are happy to donate their remains to serve the greater good. As a result, skeletons are found performing menial tasks and manual labor across the city. Because they serve many different functions, they’re generally painted to indicate their service; blood-red for those associated with the Monastery or other temples, dark green for sanitation, black and gold for those tied to the city watch, blue for this tied to commerce; artists add often secondary designs that give each skeleton a little personality. However, these are standard skeletons, possessing limited intelligence; they are managed by Bone Wranglers, specialized magewrights who effectively program the undead. As noted in the Monster Manual, “Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle.” So a sanitation skeleton is focused on collecting garbage and disposing of it, but it can show limited initiative to overcome obstacles.
  • The Vaults of the Dead are a vast complex that served as the center of Karrnath’s necromantic war machine. Its fortified facilities include workshops for the production of undead, warehouses for storing bones and bodies, and the vast catacombs that currently hold the Karrnathi undead that have been sealed below since the Treaty of Thronehold was found. While the vast majority of the Karrnathi Undead are sealed in the vaults, the Atur Watch has a significant corps of these sentient undead, and they can also be found protecting the Ministry of the Dead, the palace of Nighthold, and other important locations. The Vaults of the Dead are maintained by the Ministry of the Dead, NOT by the Blood of Vol. While many Seekers serve in the Vaults, they serve the Crown and the Vaults are a separate entity from the Crimson Monastery.
  • The Crimson Monastery has its own corps of undead—Seeker martyrs who have devoted their endless lives to service to their faith. Most of these are Oathbound, a form of mummy; most have greater intelligence and lower strength than the typical mummy in the Monster Manual, but the principle is the same. Oathbound are sustained by the oaths they’re sworn to uphold and the restrictions placed upon them; many can’t actually leave the Crimson Monastery, while others are bound to their service but can roam the city. Oathbound can also be found in other roles in the city; the oldest tavern in Atur, The Old Bones, is maintained by Grethan and Talan Todar, two oathbound who’ve been serving Seekers for centuries. Unlike skeletons and Karrnathi undead, Oathbound do maintain memories of their former lives; but their oaths place considerable limitations on their activities.

Because of this, there are a number of businesses that cater specifically to undead. Second Life is an Oathbound salon. Despite what you may read in the Voice of Thrane, there’s no zombie bordellos in Atur (or ARE there…?) but there are a few establishments that are devoted to entertaining the undead. Oathbound can’t eat or drink and don’t experience physical pleasure, but they can still feel desire; Eulogies specializes in storytelling and roleplaying, helping the Oathbound remember joys they can no longer experience directly.

As called out above, Atur celebrates the arts. Before the Last War, Atur was the seat of House Phiarlan’s Demesne of Shape, devoted to physical arts—painting, sculpting, ceramics—as well as to the creation of costumes, props, and other supporting goods. In the wake of the Shadow Schism, House Thuranni claimed the demesne, now known as the True Shapers Enclave. This is a center for production and education, but it’s complimented by the Palace of Shadows—One of the grandest performance spaces held by Thuranni. This is not to be confused with the actual palace of Nighthold, a secondary seat for the royal family. As Atur is a Grand Duchy, it is semi-autonomous, but the presence of the Nighthold has always been a source of pride and a sign of the importance of the city. Kaius III has spent little time in Atur over the last decade, but Queen Etrigani loves the City of Night.

This only scratches the surface of the many wonders of the City of Night. You can be certain that in a visit to Atur you will see wonders you’ve never seen anywhere else. Is it seedy and decadent? It can be, if that’s what you’re looking for. But it can also be a place of astonishing beauty, a chance to experience meals and joys you won’t find anywhere else. And it is certainly a place to find forgotten secrets in the vaults of the Crimson Monastery, or to speak to an oathbound older than Galifar itself. But remember, what happens in Atur doesn’t always stay in Atur…

Am I correct in remembering that Atur is a major mabar manifest zone? If so how does that effect it’s status as a party scene and its culture more generally?

You are correct: Atur is in the most powerful Mabaran manifest zone in Karrnath, which is why it’s the seat of the Vaults of the Dead and the center for the production of undead. Which sounds bad, right? The key comes from the Fort Bones article in Dungeon 195: “Temples of the Blood of Vol are often built in manifest zones linked to Mabar or Dolurrh. The Seekers have learned to harness the power of (these zones) and to protect their comrades from their dangers.” This is WHY Atur is the site of the Crimson Monastery—the largest temple of the Blood of Vol in Khorvaire—and why Atur was left inviolate even when the nation shifted away from the Seeker faith: they need the Seekers to continue their rituals to keep the dangers posed by the Mabaran zone contained. This is also a concrete reason for the revelry in Atur; just as the Aereni veneration of the Undying Court generates the positive energy needed to sustain the Deathless, the ongoing celebration of life is part of the equation that holds the power of Mabar at bay. Incidentally, this is the underlying reason Queen Etrigani is fascinated with Atur and spends a significant amount of time there. She shares the common Aereni belief that Mabaran necromancy and undead pollute the world, but she is intrigued by the techniques the Seekers have developed to contain these energies… and she appreciates the active celebration of life even in this place of death.

I’m running a session in Atur and I’m trying to think of who would be memorialized by statues in the city. Does the BoV have any saints?

One of the basic principles of the Blood of Vol is that dead is dead—that Dolurrh eradicates the soul. The Seekers seek to unlock their Divinity Within, and clerics and paladins are partially doing just that. If someone truly did unlock the full potential of their Divinity Within they would in theory have the power of a Sovereign, but personally, I DON’T want to say “There’s a bunch of people who have already done that and we get power from them” because that fundamentally alters the flavor of the faith and because I always prefer to have things happening NOW than to have happened sometime in the past. I’d rather have your Seeker cleric potentially being the first to accomplish this. Some might believe that someone HAS unlocked their full divinity in the past—but that if so, they are locked in battle with the Sovereigns and unable to help mortals. The main point is that the Blood of Vol doesn’t have Saints in the sense of people who have died but who are still invoked to provide supernatural assistance. The dead are DEAD. You don’t pray to Malevanor hoping he will grant you favor; you go talk to Malevanor at the Crimson Monastery, because he became Oathbound precisely so he could continue to help Seekers after death.

So, the Blood of Vol doesn’t have saints in the sense of people-who-may-intercede-on-behalf-of-the-living. But BECAUSE dead is dead, the Blood of Vol does believe it’s important to remember the dead and to honor their memory and works. It’s the same way that WE have statues of founders and heroes; we don’t pray to them, but we want to remember them. Gyrnar Shult and Malevanor are two examples of recent people who could have statues honoring their achievements in Atur (a statue of Malevanor as he was in life, not reflecting him as Oathbound!). There could be statues of other great priests, philosophers, or soldiers; even in Atur, Karrns still respect martial prowess and courage.

Any advice how to create compelling religions in homebrew worlds?

Successful religions build community and generally offer hope or provide explanations for the challenges people face in life. The Sovereign Host tells us the Sovereigns are guiding us, that Boldrei brings us together, Aureon’s laws make us stronger, and that the Dark Six can be blamed for all the evil in the world. The Blood of Vol tells us the Sovereigns are to blame for the evil in the world (well, one Seeker sect says this): the gods are against us, life is cruel, and we need to stand together because all we have is one another. The Silver Flame teaches that there are real, concrete forces of evil in the world itself, but that we can overcome them by standing together and channeling the light of the Flame. So again, first and foremost: WHY should someone adopt the faith you’re creating? What questions does it answer? What hope does it offer? What about this faith would cause it to spread and flourish?

How would you explain Eberron to people who believe it is a Grimdark setting because of the multitude of world ending threats posed to it “at the same time?”

The multitude of world ending threats are presented as OPTIONS, but it’s up to the DM to decide which—if any—actually ARE world ending threats. It’s entirely possible that the stars aren’t right—that none of the overlords could be released in the next century, that the daelkyr are securely bound, that the Mourning was a fluke (a Cannith weapon that could only be created during a planar convergence that won’t happen for another five hundred years), that the Kalashtar have the Dreaming Dark situation under control. Part of my general campaign advice is to pick one or at most two of these threats to be factors in your story arc and to kick the others down the road; they all COULD happen right now, but none of them HAVE to.

So in short, it’s as grimdark as you want it to be. It COULD be that everything’s coming to a boiling point right at this moment… and while we’re at it, Lhesh Haruuc and King Boranel could die, Aundair could decide to reclaim Thaliost and the Eldeen Reaches, there could be a civil war in Karrnath, etc, etc… but the general approach of the setting is to present the DM with a lot of options, and for you to decide which will actually be threats TODAY.

Where would you put Penguins in your Eberron?

You’re asking the wrong question. You should have asked “Where WOULDN’T you put Penguins in your Eberron?” Those little %*¥#s are EVERYWHERE. Ok, just kidding. For real, though: they’re in the sewers of Sharn. There was a huge craze when Zil explorers brought them back from Everice, but then people got bored with them and dropped them down the privy, and next thing you know, soiled penguin swarms.

Of course, there’s the other obvious answer, “Silver Flame convents.”

And FINALLY, don’t forget about that time the megafauna penguin burst through the Lamannia manifest zone and laid waste to half of Silver Lake.

That’s all for now. Feel free to discuss these topics in the comments, but I’m afraid I won’t have time to answer questions myself. And again, thanks to my Patreon supporters for making these articles possible—follow the link if you want to ask your own questions or get in on my next campaign!

IFAQ: Smalltown Karrnath, Ghallanda Scouts, and Speaking with the Dead!

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

Canonically, Karrnath has a significant halfling population. How does this affect its culture?

The cultures of the Five Nations are inherently cosmopolitan, woven from a tapestry of different species. Halflings make up a minimum of 4% of the population of all of the Five Nations, and have since the time of Galifar. So first and foremost, keep in mind that the culture of Karrnath as it is defined—a culture of martial discipline and warlords, the undercurrent of the Seekers—were all formed with halflings as part of that tapestry. There are halflings teaching at Rekkenmark and at the Atur Academy. The typical Karrnathi halfling is grim and stoic, and likely served in the military; a Thrane halfling is likely to be devoted to the Silver Flame; an Aundairian halfling may be a flamboyant wandslinger. They’re all halflings, but they’re also Karrns, Thranes, and Aundairians—and they are part of the gestalt that created those cultures to begin with.

With that said, Karrnath does indeed have a higher halfling percentage than most of the Five Nations—twice that of any other nation. So roughly half the halfling population of Karrnath reflects the typical widespread presence of haflings throughout Galifar, halflings who identify culturally as Karrns. But that leaves another 5% of the population. These halflings are concentrated in southeastern Karrnath, along the always loosely-defined border with the Talenta Plains. This region has a tumultous history. Before Galifar, there were times when Karrn warlords subjugated nomad tribes, and there were times when Talenta raiders struck deep into Karrnath. Galifar and modern Karrnath largely brought an end to both extremes, but also established this region as a buffer zone. Some nomad tribes chose to settle in the area, adopting agriculture and swearing fealty to warlords in exchange for protection and support. In the present day, these still exist. These small towns are communities that are almost entirely comprised of halflings, whose people think of themselves as Karrns but still retain some elements of the Talenta faith, speak both Common and Halfling in everyday life, and who may domesticate fastieth, glidewings, or hammertails.

In the wake of the Last War, this region has taken on new significance. The original Eberron Campaign Setting says “… to curb continued aggression from the Valenar elves, Karrnath has established a separate alliance with the halfling clans of the Talenta Plains. This alliance has allowed Karrnathi troops to set up forts in halfling territory for the mutual protection of both nations.” So the buffer zone of halfling communities has existed for centuries, but in the wake of the Last War and this alliance, you have new Talenta tribes choosing to settle in this buffer region and adopting this hybrid lifestyle, as well as nomadic tribes who have shifted their migratory routes to pass through southern Karrnath, taking advantage of the alliance. Essentially, the border between Karrnath and the Talenta Plains is a spectrum whose inhabitants blend the traditions of both cultures. You have halflings who consider themselves Karrns and who are legally Karrnathi citizens, but who still maintain a number of Talenta tradititions (as well as unique traditions that have evolved through the merging of the two cultures)—and you also have nomads who consider themselves Talenta and aren’t Karrnathi citizens, but who are allowed to dwell in southwestern Karrnath due to the current alliance.

So small towns are Karrnathi communities—some of which have been around for centuries—and Karrns of any species are welcome in them. However, the practical fact is that these are mostly small communities, figuratively and literally; they are built by small humanoids for small humanoids. Medium humanoids can usually find shelter in a barn or church, and some villages have a dwarf or human family who may allow medium travelers to stay with them; but overall, these communities are on a smaller scale than the human-built Karrn towns. While many are small in population as well as scale, there are a few small towns of significant size along the Vulyar-Irontown road. The most notable of these is Sorallandan, a town of over ten thousand that has significant outposts of both House Ghallanda and House Jorasco; Sorallandan is a Halfling word meaning “The Hope For Comfort At The End Of A Lengthy Journey.”

Are there halfling warlords in Karrnath, or are these small towns governed by warlords of other species?

It’s a mix. The small towns around Odakyr and Vulyar owe fealty to human warlords, who are content to let the villages follow their own traditions as long as they meet their commitments as vassals. However, there are two domains along the stretch of land between Vulyar and Irontown that are held by halfling warlords. One of these warlord families—the Toralamars—were raised from the small towns centuries ago; Sorallandan is the Toralamar seat, and the family is committed to maintaining the traditions of the towns and ongoing cultural exchange with the Plains. By contrast, the Warlord Asta Vanalan commanded Fort Deepdark during final decade of the Last War, and Kaius recognized her service by granting her dominion over the nearby lands previously ruled by the ir’Jennrei line; while this technically ennobles her, Vanalan rarely employs the ir’ honorific. The Vanalan family has deep roots in Rekkenmark, and Asta is working to impose more traditional Karrnathi culture on the small towns within her domain; this includes an effort to convince Karrns from the west to resettle in the region. As a warlord, Asta has passed the daily duties of command of Deepdark to Brandin ir’Dulinch, but Deepdark remains the seat of her power.

Is there a group of kids in Khorvaire who wear sashes and sell cookies?

The first one that comes to mind are the Ghallanda Scouts. This organization is run by the Hosteler’s Guild of House Ghallanda. The mission of the Ghallanda Scouts is to build confidence and character. The primary focus is on wilderness skills—sharing the Talentan heritage of the house with all who wish to learn. However, it’s also well known for selling cookies, which both helps to raise funds and to hone business skills. Ghallanda Scout programs can be found anywhere where the house has a presence, and all children are welcome to participate; it’s not limited to halflings or Ghallanda heirs. If a character has the Outlander backgrounds, they could have been raised in the wild… or they could be a Sharn native who loved their time in the Ghallanda Scouts; just swap “A trophy from an animal you killed” for “A collection of merit badges.”

How common is the practice of Speak With Dead in the Five Nations?

There’s a few different aspects to this. Speak with dead is a service that exists in Khorvaire; the list of magewrights on page 318 of Rising From The Last War includes a medium who can perform Speak With Dead as a ritual, and elsewhere we mention a member of the Blackened Book—the mystical division of the Sharn Watch—using it as part of an investigation. So it’s a tool that is used in law enforcement, and I’ve previously mentioned it as a tool that would be used in archaeology. With that said, it’s not commonplace in the Five Nations, for a few key reasons.

  • It’s difficult and expensive. Third level spells are at the top tied of what’s commonly encountered as “everyday magic” and according to Rising, you’d have to pay a medium 100 gp to perform the ritual.
  • It doesn’t actually contact the spirit of the victim. You are drawing on trace memories attached to the corpse; you aren’t drawing their spirit back from Dolurrh. So it’s an effective way to gather information, but it’s not like you can have a normal conversation with your dead grandpa because you miss him.
  • It has to be cast on a corpse. Followers of the Silver Flame typically cremate their dead. Vassals bury them and generally don’t look kindly on people digging their relatives up. It’s typically used by investigators before corpses are buried; at the very least, you’re going to have to file some paperwork to get dispensation to dig up a corpse for questioning. Which ties to the fact that…
  • The people of the Five Nations don’t like necromancy. It’s not outlawed—and again, speak with dead is definitely used by investigators and archaeologists—but in the Five Nations, people think talking to skulls is CREEPY, and digging up the dead is worse.

So speak with dead exists and is used in the Five Nation, but it’s primarily used as an investigative tool prior to burial or as a scholarly tool on remains that have been recovered. Having said that, let’s talk about the exceptions.

Medium is listed as a magewright specialty. Magewrights have limited spell selection and can only cast spells as rituals, but they can also produce effects that are more dramatic than the standard spells. A magewright medium can certainly perform the standard speak with dead ritual—but a skilled medium can do more than that. In my campaign, a skilled medium can cast speak with dead without access to the corpse, provided they have access to strong emotional anchors—objects that were important to the deceased, and most of all, a living person with a connection to them. This is like a classic seance; it is a slow, lengthy process and the people who are close to the deceased have to actively participate in it.

If the deceased person hasn’t been dead for long, such a ritual may actually be able to reach their spirit in Dolurrh; but remember that spirits in Dolurrh are afflicted with ennui and are constantly losing their memories, so the longer they’ve been dead, the less of them will be left. The spell description notes that “Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer.” In the case of reaching a spirit still in Dolurrh I’d require a skill check on the part of the medium (Arcana or Religion) and a Charisma check on the part of the petitioner—with advantage or disadvantage based on their relationship to the deceased and how long they’ve been dead; a good result on both checks might be able to give a semblance of actually having a conversation with the deceased. Of course, the other side of this is that there are some mediums who are simply charlatans—who use detect thoughts to determine what the petitioner wants to hear, and illusion magic to put on a spookshow.

The Seekers of the Divinity WithinAKA the Blood of Vol—have skilled necromancers and no sentimental attachment to corpses. In some Seeker communities, the skulls of people seen as particularly wise or who possess valuable information will be preserved in a sort of library ossuary, allowing a necromancer to consult them with questions. However, this is just standard speak with dead, not something more dramatic like the spirit idols of Aerenal. Mediums can draw on the trace memories that remain in the skulls, but they aren’t actually speaking to the spirits of the deceased.

Meanwhile, when you go to Aerenal speak with dead is a very common tool—but in Aerenal, spirits of the dead are often preserved in spirit idols that prevent them from the dissolution of Dolurrh. When interacting with a spirit idol, speak with dead allows the caster to have an actual conversation with the deceased spirit; it’s not limited to five questions, and provided the spirit likes the questioner, answers don’t need to be cryptic or short.

That’s all for now! If you’d like to present questions for future articles, join my Patreon—thanks to my patrons for their questions and support! I won’t be answering further questions on this topic, but feel free to discuss these ideas and what you’ve done in your campaign in the comments!

IFAQs: Seeker Crime, Targath, and the Dreaming Dark

October was a chaotic month for many reasons, and I’m also preparing for Pax Unplugged—my first convention in almost two years! As a result I haven’t been able to write much for the last few weeks. There’s an article on The Mockery in the works, but for now I wanted to share a few questions posed by my Patreon supporters last month.

Is there crime in Seeker towns and villages? Since the overall theme of the Blood of Vol seems to be “we only have each other/self-improvement” at it’s most altruistic, I wonder if the usual trigger for crime (lack of resources/access and a submarket growing to fill need) exists in a community that’s living very community minded.

All of the major religions of Eberron encourage strong communities. The Silver Flame encourages people to stand together in the face of supernatural threats, and to try to fight human evil with compassion and by example. The Blood of Vol teaches that we face a hostile universe and cruel gods and all we have is one another. The Sovereign Host urges us to obey Aureon’s laws, while Boldrei binds a community together. But within any community, not everyone will hold to one of these faiths, and even those who do may not live up to the ideals of their faith… or interpret them generously. There are many faiths in our world that encourage compassion and charity; but not everyone who follows those faiths shares their possessions with the poor. And this doesn’t begin to deal with crimes of passion and other unpremeditated crime. Beyond this, there’s the possibility of a Seeker criminal who emphasizes breaking the laws of the land to get the people of their community the things they need; there’s also a practice common in many grifter communities of only targeting outsiders. Everyone knows Joey is a pickpocket, but they also know he only targets tourists and adventurers passing through, so that’s fine; he may even tithe part of his take to the local church.

So I don’t think I’d say “There is no crime in Seeker communities.” Instead, I’d consider how crime might evolve in such a community—IE criminals who are acting in the best interests of the community or targeting outsiders—and also consider the likelihood that as with Karrnath in general, the forces of the law might be especially ruthless in a Seeker community; if you DO choose to prey upon your community, they’ll make a harsh example of you. This would actually be a potential contrast between Seekers and the Silver Flame. The Flame encourages us to show compassion and inspire by example—so you want to show mercy to the criminal and try to guide them to the light. I can see Seekers being considerably more pragmatic; if you prey on your community, you’ve made your choice and will suffer the consequences. The Silver Flame believes that noble souls strengthen the Flame after death, and thus tries to guide people to the light; the Blood of Vol knows this life is all we have and won’t waste time with such notions.

Targath doesn’t get much mention after being floated as a resource for periapts of health, reducing the risk of disease, and as a weapon against deathless in ECS. Since it’s a resource found in Northern Argonnessen do you have any thoughts for ways the dragons, Seren, and dragonborn could make use of targath for both benign purposes and as a weapon?

Targath is an exotic metal introduced in the 3.5 EBerron Campaign setting, along with byreshk, bronzewood, and others. Part of the point of targath is that it’s an exotic metal almost completely unknown in Khorvaire, and mined and used by a civilization that is all but unknown and dramatically more advanced than Khorvaire. in this, it is quite similar to vibranium in the Marvel Universe—a wondrous substance, but one the common people know almost nothing about, encountered in the weapons of champions. Odds are good that only a handful of sages and artificers in Khorvaire have even encountered targath, and those who have only in weapons recovered from remnants of the Dragonborn Empire or Seren champions. The Aereni are familiar with it, but for obvious reasons they would have no reason to encourage knowledge of it or spread it around. Among other things, this makes it a fun “miracle substance” for PC artificers to “discover”—WE know it just as a set of game mechanics, but for the PC artificer it’s a source of unknown potential and an obvious “power component” they could use to create items like a periapt of health. Even the Dragonborn of Q’barra have no traffic with Argonnessen, so their Targath items would be the regalia of champions, handed down over the course of thousands of years. Essentially, the point is that this is one way to concretely identify an item as belonging to the Trothlorsvek; it’s made from a metal unknown on Khorvaire.

Looking to the Serens, the question is whether the metal can be found on the islands, or only on mainland Argonnessen. If it’s on the islands, the Serens may use it in many ways, likely incorporating it into unenchanted decorations and ornaments. This could imbue a general degree of health across their population, even without the full effect of a magic item. The Serens aren’t an advanced culture, so I wouldn’t expect to see a lot of exotic mystical uses, but they may also have items given to them by their draconic patrons. As for the dragons, keep in mind that Targath is like dragonshards: it’s an exotic material that doesn’t exist in our world but that channels a particular form of mystical energy in undefined ways. It’s especially tied to HEALTH, so amulets of health and periapts of wound closure are obvious. But a belt of giant strength, armor of poison resistance, or cloak of protection forged in Argonnessen could all be described as having Targath strands woven through them. Potions of healing from Argonnessen could be identified by the traces of Targath infused into the potion, and it could be this that allows Argonnessen to produce potions of supreme healing, potions of longevity, and elixirs of health.

Ultimately, it’s an exotic substance that allows an alien culture to produce wonders we can’t produce in the Five Nations; you can work it into any sort of magical effect associated with supernatural health.

How suspicious are the major nations of Riedra beyond what you’d usually expect of a nation looking at another nation whose intentions you’re not fully sure of?

Well, let’s compare Aerenal and Riedra. Both are distant nations. Both are isolationist cultures that don’t allow outsiders to freely travel through their lands. Both are older than Galifar and have rigid traditions. Both claim to have leaders who possess divine powers. Keep in mind that aside from its conflict with the Kalashtar, Riedra has never been a conquering power; it arose from the Sundering when the Inspired UNITED the common people to bring an end to the vicious conflict between the warring nations. So again, Riedra is older than Galifar, but has never engaged in any sort of obviously hostile action against Khorvaire. It’s been a reliable trade partner and has helped multiple nations over the course of the war. What reason is there to BE suspicious of it? The people of Khorvaire may find Riedran customs to be strange and oppressive, but overall the RIEDRANS are content; so again, what reason is there to be suspicious of them? And if there IS reason to be suspicious, would those same suspicions be applied to Aerenal? WE know about the Dreaming Dark and Riedran aspirations. But part of the point of the Dreaming Dark is that it can be a disruptive force in Khorvaire without directly employing Riedran agents. if anything, the main reason to BE suspicious of Riedra is that it’s TOO GOOD TO BE TRUE… it’s TOO friendly. Why were they so willing to help out Khorvaire during the war? Why aren’t they interested in spreading their culture or beliefs to Khorvaire? Why don’t they want outsiders roaming unrestricted in their lands?

So on a high level no one is particularly suspicious of either Riedra or Aerenal, because both are isolationist powers that don’t actually seem to WANT anything from Khorvaire. However, there may be INDIVIDUALS—spies, ministers, sages—who have personal suspicions and gut feelings they’re trying to justify. On the other hand, the Dreaming Dark can use dream manipulation to help improve their image. It’s amazing how many people have dreams about helpful, friendly Riedrans…

If the players found a way into Dal Quor, and took the fight to Tirashana (a powerful agent of the Dreaming Dark) in her home plane, where might they find her?

I think the main question is whether she’s expecting company. if so, I’d expect her to build her lair from the nightmares of the adventurers who are pursuing her. Dal Quor is a mutable reality, so her lair could include the childhood home of one of the adventurers, or the prisoner of war camp they were in during the Last War, or the site of a tragic loss. I’d look to the book/movie IT as a possible source of inspiration, in terms of what it means to attack a mistress of nightmares in the seat of her power. Likewise, you might want to read The Gates of Night, which has some general inspiration for adventures in Dal Quor. But the key point is that I would build her lair from the nightmares of the player characters. And to do that, I’d personally ask the players to help shape it. I’d ask THEM to tell me what’s so scary or creepy about a scene—because they know better than you what their character would find terrifying. One of the greatest strengths of RPGs is that they are COLLABORATIVE. Especially when it comes to horror, each player knows better than you what they would find terrifying and entertaining—and likewise, they know better than you the lines they don’t want to cross and the things they DON’T want to experience in a story.

Could describe your ideas for a Quori of Sloth? How would they effect dreamers? What is their position and role in hierarchy of Dreaming Dark?

“Sloth” isn’t quite the right word for a quori. The general idea is that quori specialize in developing and manipulating particular emotions or moods. So the key is that this quori—which I’ll call the Lluora—doesn’t embody sloth itself; rather, it specializes in SAPPING MOTIVATION. Consider all the tools of procrastination—creating distracting tasks or options; causing the mortal to endlessly question their decisions, paralyzing them with self-doubt; causing them to question their end goal; encouraging Whataboutism and “Why bother doing anything when nothing will ever really change?” I don’t think they’d be common. One possibility is that they’d be a sort of jailor, trapping mortals in their own mental prisons and preventing them from ever building up the motivation to escape. Another is that they’d advise kalaraq, suggesting ways to undermine mortal motivation.

So in short, the Lluora is a quori spirit that specializes in creating doubt, undermining self esteem, and similar tools. “Why bother doing anything at all?”

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

IFAQ: September Lightning Round!

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

In our world, some fairy tales heroes deal with/encounter undead: Ghosts, wraiths, skeletons, headless horsemen, etc. On the material plane, the hero would encounter them in manifest zones to Dolurrh or Mabar, but how would that story be told in Thelanis? Are there any fey in Thelanis that have to do with undead or necromancy?

First of all, you can find almost anything in Thelanis if it fits a story archetype. There’s a barony in Thelanis with a massive dragon in it, and a barony filled with ghosts. But the key point is that those ghosts were never living mortals, and that dragon likewise isn’t mortal (it’s an archfey!) and has no connection to Argonnessen or the dragons of Eberron. If a ghost story is about a ghost that lingers because of unfinished business, it’s likely tied to Dolurrh. If it’s about an aggressive undead being who consumes life or hope, it’s likely tied to Mabar. If it’s more about the abstract idea—a story that can be found repeated in many cultures, that’s more about the allegory than the specific actions of a historical undead creature—then it could be tied to Thelanis. You can have devils in Fernia, Shavarath, and Daanvi, but they’re very different from one another; likewise, you can have ghosts in Mabar, Dolurrh, or Thelanis, but they’re very different from one another. Thelanian undead aren’t actually the remnants of mortals; they’re the IDEA of remnants of mortals. It’s up to the DM to decide whether these creatures should even be considered to be undead for purposes of magical effects, or if they are in fact fey. personally, I’d probably be inclined to make Thelanian ghosts both undead AND fey; they ARE fey, but they react like you’d expect undead to react, because that’s the story.

Who is Lady Dusk of the Crimson Covenant?

The article on the Crimson Covenant notes that members of the Covenant “guide and protect other Seekers. The Crimson Covenant are the oldest and most powerful of these undead champions, some of whom were guiding the Seekers before Erandis Vol even knew the faith existed. ” It’s also long been noted that Seeker communities donate blood which is kept in barrels of preserving pine to sustain vampire champions. This practice began with Lady Dusk, believed by some to be the first human vampire in Khorvaire. Given her age and the secrecy with which she shrouds herself, few facts are known about her. The most common of these is that she was the daughter of a warlord in the first days of Karrnath; recent scholarly work suggests that she was a member of the House of the Ram, one of the warlord dynasties that would eventually merge into House Deneith. When elf refugees came west fleeing the destruction of the Line of Vol, the lady gave them shelter and fell in love with one of these refugees. When her family decided to exterminate these elves, Lady Dusk fought alongside them. She was executed by her family… but, according to the story, her lover had already shared her blood and Dusk rose as a child of the night.

Ever since then, Lady Dusk has followed the path of the undead champion—acting to guide and protect the Seekers of the Divinity Within. She’s the model of an undead champion of the faith and the reason communities began storing reserves of blood. With that said, this is dangerous work; over the centuries, most of her peers—including her lover—have been destroyed, and Dusk herself has narrowly escaped many times. As such she rarely acts openly; she disguises herself and works from the shadows. If something is threatening a Seeker community, she won’t just charge in with fangs bared; she will try to organize mortal resistance. It’s the idea of teaching someone to fish instead of fishing for them; Lady Dusk is a GUIDE, and those she assists may never know who their mentor was.

What do the Carrion Tribes of the Demon Wastes eat to survive? Do they make use of Shadow Demiplanes for resources in the same way as the Ghaash’kala?

There’s flora and fauna in the Demon Wastes, it’s just highly aggressive and often poisonous or infused with fiendish power. Over many generations the Carrion Tribes have developed resistances to these natural and supernatural toxins, and they can eat things travelers can’t safely eat—though in part because of this diet, members of the Carrion Tribes have a very low life expectancy and their numbers remain relatively low. The Carrion Tribes aren’t as disciplined or well equipped as the Ghaash’kala and also rarely retain institutional knowledge; for all of these reasons, they don’t harness demiplanes as effectively as the Ghaash’kala. Essentially, there’s lots of things you can eat in the Demon Wastes, if you don’t mind hosting infernal parasites, shortening your lifespan and suffering hallucinations and severe mood swings; for the Carrion Tribes, that’s just a typical Tuesday.

How do you imagine the curriculum at Arcanix to be? Is the goal of classes specifically to teach how to cast spells in a practical manner, in which case I’d imagine most courses don’t go beyond the Third Circle, or are there classes in which the theory of higher level magic is studied even if the spell can’t be cast by the students? Accompanying this, I’m curious if there’s a presence by Wizard Circles in Arcanix similar to companies at universities trying to recruit talent near graduation.

The Strixhaven book coming out in a month is sure to have lots of suggestions about this topic, so I’m somewhat loathe to discuss it now. But first of all, arcane magic is a form of science, so to begin with, consider how any form of science is taught. You’re going to have base entry-level classes that teach the principles of Arcana along with the basics of arcane science and history. These will advance into practical magic, from there into study of specific schools of magic, from there into specialized topics within that field. Most students of Arcanix don’t become wizards, and there are some who can cast perform ritual magic that’s beyond the Third Circle, just more limited than what a wizard can do; so yes, there are definitely classes dealing with magical THEORY that goes beyond the practical limits of 3rd level spells. Keep in mind that Arcanix is always driving students to push beyond the limits of what’s currently possible; Third Circle may be the practical limit of everyday magic TODAY, but the students of Arcanix intend to change that.

Many of the students of Arcanix will never cast spells as a wizard or sorcerer does. However, Aundair has the highest percentage of wandslingers and war wizards in the Five Nations. Thus you have the War College within Arcanix, which focuses on practical battlefield magic. It’s here that you will get direct training in combat cantrips, arcane sparring, drills to hone concentration, and so on, along with classes in tactics and strategy.

Meanwhile, wizard circles aren’t COMPANIES. The equivalent to companies would be the dragonmarked houses or the Arcane Congress, both of which do send recruiters to Arcanix. But wizard circles are essentially fraternities; they don’t simply have recruiters at Arcanix, they have CHAPTERS at Arcanix.

How do the magic tattoos from Tasha’s Cauldron of Everything fit into Eberron?

Like all magic items, magical tattoos are a set of mechanics, which can be flavored very differently based on the story and cosmetic elements associated with them. There’s no single form of magic tattoo or single culture associated with them; instead, there are a number of different forms of magical tattooing. Sigilry is the field of arcane science that is used to create scrolls, and master sigilists can create magical tattoos infused with arcane power. On Khorvaire, the Mark of Scribing has given Sivis the edge in creating magical tattoos, but Thuranni and Phiarlan also have a limited tradition of arcane tattoos. But magical tattoos can also be created using divine magic—such as the couatl tattoos of the Ghaash’kala, which I mentioned in a recent article. Such tattoos are in part empowered by the faith of the bearer and can usually only be attuned by a person who shares the faith of the creator. There’s also a primal tradition of tattooing, employed by the shifters of the Towering Wood; Races of Eberron discusses these tattoos, which shift in appearance when the bearer activates their shifting trait. So it’s the same way that many different cultures use wands, but the design of the wand and the powers channeled will vary based on the culture and their magical tradition.

What do the Valaes Tairn do when they aren’t fighting? Would there be a reason for a group of warriors to be in Sharn besides looking for an artifact of some kind?

What they do when not fighting depends on their patron ancestor. Tairnadal seek to emulate their patrons at all times, not just in battle; so what was their patrons known for? Were they explorers? Entertainers? Arcane researchers? With that said, as long as it doesn’t directly oppose what their patrons would do, Tairnadal can also pursue their own interests when there’s no clearly mandated path. So a group of Tairnadal in Sharn could be looking for work; they could be tourists passing the time between mercenary assignments; they could be pursuing a rogue Tairnadal who betrayed their warband; they could be following the example of their patron. There were grand cities in Xen’drik at the time of the elven rebellion; perhaps their patron was known for protecting the innocent in the shadows of the greatest city of the age. The Tairnadal have identified Sharn as the closest equivalent and are fighting crime in Lower Dura!

That’s all for now! If you have an infrequently asked question, I’ll be taking another round soon on my Patreon!

IFAQ: Kaius and Lady Illmarrow

Image by Rich Ellis and Grace Allison, from Phoenix Dawn Command

In my previous article, I answered questions my patrons posed about the Blood of Vol. In response to that, one of my patrons asked a question that had deeper roots reflected the changes to the setting over the course of three editions of D&D.

Could you please clarify the historical relationship between the vampiric Kaius, the Blood of Vol, and Erandis/Illmarrow under your current conception of their lore?

One of the most infamous “secrets” from the original Eberron Campaign Setting is that Kaius ir’Wynarn III, the King of Karrnath, is actually Kaius I—that he was transformed into a vampire by Erandis Vol and replaced his descendant. I say “secret” because this information was included in the basic description of Karrnath in the book, and because there have been images and miniatures of Kaius the Vampire… so while it was supposed to be a secret in the WORLD, most PLAYERS were aware of it. In describing this, the ECS says…

When the Last War was in full swing, Kaius I was approached by priests of the Blood of Vol. These priests promised to aid Karrnath against its enemies, provided Kaius agreed to a few minor considerations… First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces… Second, the priests provided an elite fighting force dedicated to both Vol and Kaius—the Order of the Emerald Claw.

That was in the ECS, the first Eberron book ever written. Over the course of fifteen years, the concept of the Blood of Vol, Erandis Vol, Lady Illmarrow, and the Order of the Emerald Claw all evolved. Lady Illmarrow is a spider who has agents spread among the Seekers—including priests and members of the Crimson Covenant—but the faith doesn’t serve her personally. Likewise, it has been established that the Order of the Emerald Claw was just ONE of the Seeker chivalric orders, but not the only one. So for a more detailed breakdown of the timeline as I personally run it…

  • Early in the war, plagues and famines wreak havoc in Karrnath. Priests of the Blood of Vol — possibly including Malevanor’s predecessor Askalor, or even a young and still living Malevanor — approach Kaius and propose an alliance between the Seekers and the crown, offering necromantic advancements and undead troops in exchange for elevating and celebrating the faith and developing the chivalric orders.
  • The Seekers celebrate this alliance and the common people grudgingly accept it. Over the course of decades, Seeker priests and necromancers work to find ways to enhance Karrnath’s military might through necromancy. This includes widespread use of common undead troops with their bone knight commanders, the development of the Seeker orders, and the perfection of the Odakyr Rites, creating the Karrnathi undead.
  • This continues until the Regent Moranna turns against the Blood of Vol, disbands the orders, and breaks ties between the faith and the crown. When Kaius III rises to power, he blames Karrnath’s troubles—including the plagues and famines that originally set the alliance in motion—on the Seekers, a populist strategy that salvages Karrnathi pride and seeks to solidify support behind Kaius; this is important because not all of the warlords support his desire for peace.

This all public-facing, well documented fact. What is NOT publicly known is what happened to Kaius I and the role of Lady Illmarrow. One of the intentional choices we made when writing Eberron Rising From The Last War was to leave the ultimate truth about this up to the DM. Specifically, Rising includes a newspaper article that says Maybe Kaius is a Vampire… Or maybe he isn’t! This is tied to an in-world conspiracy theory I personally subscribe to, but I’ll get back to that later. So the main point is that what I’m about to say isn’t a spoiler, because IT MAY NOT BE TRUE IN THE CAMPAIGN YOU ARE PLAYING IN, reader. But with the assumption that Kaius I is a vampire…

Long before the Last War, Lady Illmarrow worked to spread agents throughout the Seekers. She gained power over priests and even placed a number of her own loyal servants within the Crimson Covenant. While useful, this influence was limited by the fact that the Seekers had little political influence and no organized military; there was no equivalent to the Order of the Emerald Claw for her to use. As the Last War began, she used her influence with her Seeker agents to promote the idea of the alliance with the Crown. It’s worth noting that it is entirely possible that ILLMARROW is responsible for some of the plagues and famines, creating a situation where Kaius needed the alliance. Regardless of whether this is true, the priests who approached Kaius I largely did so in good faith, truly believing that their actions would benefit both their country and their faith—while Illmarrow’s loyalists made sure to include the idea of the Seeker chivalric orders. In the decades that followed, the elevation of the Seekers and their integration into the military served Illmarrow’s agenda in a number of different ways. Her agents within the Seekers gained more broad influence in the nation. She gained greater access to the Karrnathi military (remember, not all the members of the modern Emerald Claw are Seekers—many are just Karrnathi veterans and patriots!). She had access to the arcane resources of Karrnath to help her develop necromantic weapons. And with the development of the chivalric orders, she was able to build the core of a force that could serve as her personal strike force—the Order of the Emerald Claw.

Next, the ECS tells us this:

When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire. Instead of becoming a compliant thrall, however, Kaius fought to keep his independence. Furious that the vampire refused to be humbled, Vol eventually forced the issue by triggering Kaius’s blood lust (something he had been struggling to control). When the crimson haze cleared, Kaius discovered that he had killed his beloved wife.

Even with the many changes over the years, in my campaign the basic idea of this is the same. As the price of the continued Seeker alliance—something Illmarrow could control through her agents—Kaius was forced to become a vampire. This should have made him a thrall forced to do Illmarrow’s bidding, but somehow he was able to resist her control… though not before killing his wife. We know that what happened next is that he went into hiding. There’s likely two reasons for this: the first being that the world wasn’t (and still isn’t) ready to put a vampire on the throne of Galifar, and the second being that whatever allowed him to resist Illmarrow’s control wasn’t reliable; he had to go into hiding until he found a way to protect himself from her influence. The ECS tells us “Now, after eighty years of hiding and secretly working to break all ties with the Blood of Vol, Kaius has returned to govern his nation. He has taken the place of his great grandson, pretending to be Kaius III.” Looking back to the public-facing facts, it is at this time that Karrnath breaks ties with the Seekers and disbands the chivalric orders. It’s up to you how far this goes; as I say above, in my campaign Kaius III is now using the faith as a straw man to build support. Regardless of whether you follow that path, Kaius III has taken an anti-Seeker stance and opposes Illmarrow, while Illmarrow has reformed the Order of the Emerald Claw as her personal army, including both original Seeker members and Karrnathi fanatics who believe she will return Karrnath to greatness (unlike peace-loving Kaius III).

The question that remains is who is Kaius III? It is possible that he’s Kaius I the vampire pretending to be Kaius III. I personally like the theory that he’s Kaius III pretending to be Kaius I pretending to be Kaius III—that the reason Illmarrow can’t control him is because he’s NOT really Kaius I, but rather Kaius I is remaining in hiding and working through K3 until they can find a way to break Illmarrow’s hold over him. This ties to the next question, which is assuming K1 is a vampire, what IS Illmarrow’s hold over him? The ECS account implies that Erandis used a ritual to turn K1 into a vampire. *I* prefer the idea that she turned him the old fashioned way—that one of her top vampire lieutenants sired Kaius, and that it is actually that lieutenant who can control Kaius, using the standard bond between sire and spawn. One of the main reasons I prefer this is because it means killing that vampire is the key to breaking Illmarrow’s hold over Kaius, and that’s a story adventurers could get involved in.

If you follow the original narrative in which Kaius I is a vampire who replaces Kaius III, what to you think he did in all the years between disappearing and becoming Kaius III? It is almost 100 years for a ex-king vampire probably with none or few allies.

First of all, I COMPLETELY disagree with the idea that Kaius I had “no or few allies.” He didn’t just run away. His disappearance would have been very carefully planned. To my knowledge the exact circumstances have never been described, but I expect that he faked his own death, used cosmetic transmutation to enact a long term disguise, and then went into hiding among a carefully established network of supporters. For the sake of absolute secrecy it’s quite likely that many of the people sheltering him didn’t know who he was, but they would know that he was a loyal servant of the former king. He would have retained contact with followers with influence in court, and in MY Eberron he was certainly continuing to manipulate events in Karrnath from hiding, offering guidance to generals and nobles who remained loyal to him and likely dealing with political rivals from the shadows. Ultimately, this culminated with his working closely with Moranna to plan the Regency and his return. Again, aside from Moranna many of the people he worked with may not have had known exactly who they were dealing with, but they certainly respected and valued his advice.

Beyond that, one of the most important things he was doing was learning everything he could about vampires. He was surely working to master his own abilities, but also to understand his weaknesses and particularly to understand the methods Illmarrow could use to control him and what he could do to block them. In this, I expect that he was working closely with Seekers. Remember that Kaius has been called out as having a loyal cabal of Seeker followers who, among other things, provide him with blood. Part of the idea is that even though Kaius PUBLICLY denounces the Seekers—because it’s politically expedient to do so—he maintains ties with a devoted sect OF Seekers. Why would they follow him? Because they recognize that Illmarrow holds a poisonous influence within their faith and that Kaius opposes her—they believe that in the long term, Kaius WILL help the Seekers. Time will tell if they are correct.

But to the short form, I believe that the vampire Kaius I was always pursuing his return, which required him to learn more about the nature of vampires and to manipulate events from the shadows. He built alliances, destroyed enemies, and studied the nature of the undead.

WHY DOES THIS MATTER?

All this may be fun for folks who like quibbling over inconsistencies in canon sources, but as a DM or player, why does any of this matter to you? Here’s the key breakdown.

  • The Order of the Emerald Claw is a force that is directly loyal to Lady Illmarrow. Its forces include Seekers with elite military training—bone knights, battlefield necromancers—as well as Karrnathi veterans who aren’t Seekers but who are fanatically devoted to Illmarrow.
  • While there are still necromantic forces integrated into the Karrnathi military—non-Seeker Karrns learned necromancy during the time of the alliance—a significant portion of this strength was lost when the crown broke ties with the Seekers. The bulk of the Karrnathi undead were sealed in subterranean vaults, and some of the warlords are afraid that they cannot be trusted.
  • As a Karrnathi Seeker, you may have to deal with hatred from your own people, who have been encouraged to blame the Seekers for all of Karrnath’s woes. Some Seekers are angry about this and have turned against the Crown, and it’s many of these Seekers who support the Emerald Claw. However, other Seekers are still devoted to Karrnath and trust that this time will pass.
  • Kaius III opposes Lady Illmarrow and the Emerald Claw. It may be that Kaius is a vampire who has found a way to resist her control; that he isn’t a vampire at all; or that he is actively carrying out a plan to break her power (IE destroying his sire). Illmarrow seeks to undermine Kaius; her loyalists in the Emerald Claw accuse him of being weak, of robbing Karrnath of its rightful victory by pursuing peace, and so on.
  • It also ties to the most basic question of whether Kaius is a potential ally or whether he’s a dangerous enemy. If adventurers oppose Lady Illmarrow, Kaius could be a powerful friend. On the other hand, while he may want a peaceful solution, in my opinion Kaius still wants to rule Galifar; remember that if he is the vampire Kaius I, he’s one of the five rulers who STARTED the Last War. I believe that he pursues peace because he doesn’t feel Karrnath can win and reunite Galifar through force, at least for now. But in my opinion he is a ruthless man and a brilliant strategist who has been scheming for a year. He may be the enemy of your enemy if you’re opposing Illmarrow, but that doesn’t mean that he doesn’t have sinister plans of his own… it’s just that where Aurala is willing to restart the Last War, I think Kaius is searching for a different path to the throne of Galifar.

As a Karrnathi Seeker player character, an important question is whether you are angry at Kaius III for turning on your faith (and if so, if you actually have a positive opinion of the Order of the Emerald Claw); whether you simply have no opinion; or whether you are actually loyal to your king in spite of this betrayal. If you choose the latter approach, one option is that you are actually part of the king’s inner circle (even if only at the lowest level)—that you are sworn to help him find a way to break Lady Illmarrow’s poisonous influence within the faith.

As an example of this: In a campaign I ran, a player created a paladin of the Blood of Vol. His backstory was that his parents were members of a Seeker chivalric order and were killed when Moranna turned on the faith. As a child, the PC was taken in and raised by Lady Illmarrow, taught to harness his powers and led to believe that Kaius III betrayed his faith and was responsible for the death of his parents. As a PC, his initial arc was to build his power and gain allies to help him bring down Kaius III. That was the PC’s goal, but what the PLAYER knew from the start was that his character was a dupe and that Kaius III wasn’t truly guilty. His whole idea was that, assuming he succeeded in killed Kaius, it would through Karrnath into chaos and the PC would realize Illmarrow had lied—that the SECOND arc of his story would be undoing the damage he’d done and bring down Lady Illmarrow. We never actually reached that second arc in the campaign, but I appreciated the idea—that he KNEW his character’s goal was something foolish that would have disastrous consequences, but that his long-term character arc would be cleaning up that mess. And in this story you can see something I talked about in the previous article—that it may be that any number of Illmarrow’s agents serve her because they believe she has the best interests of the Seekers or of Karrnath at heart, and that if they discover absolute proof that this is not the case, they could turn against her.

You used to talk about Erandis Vol as quite a sympathetic character, murdered and robbed of her birthright while still a teenager, but your presentation of “Lady Illmarrow” is quite different; she seems more unambiguously evil.

There’s a few important elements here. From the very beginning Erandis Vol was intended to be one of the major antagonists of the setting. Eberron draws on Pulp and Noir themes, and Erandis and the Emerald Claw were always intended to weigh on the pulp side of that spectrum. They’re the Nazis in an Indiana Jones movie, Ming the Merciless in Flash Gordon, COBRA in GI Joe. What I’ve always said is that the Emerald Claw are the villains adventurers can always feel good about opposing: you never need to stop and say “I wonder if we should actually let the Nazis have the Ark of the Covenant” or “Maybe COBRA has some good points.” The SEEKERS have a far greater degree of moral complexity and depth of story, and SEEKERS can be allies or enemies. But Erandis and the Emerald Claw are supposed to be some of the most reliable, straightforward villains you can encounter in the world.

Having said that: I see Erandis as a TRAGIC character, and I always have. I LIKE villains to have depth and motivations we can understand. Erandis has endured horrors and carries an enormous burden. I can understand why she commits atrocities. But the key point there is that she commits atrocities. We may feel sympathy for her loss, we may understand her drive to reclaim her birthright, but the simple fact is that she will destroy nations and slaughter countless innocents in pursuit of that goal. She’s a tragic villain, but the key word there is VILLAIN.

The second important point here is that the people who work for her DON’T KNOW HER TRAGEDY. And that’s what underlies this question and WHY we introduced the identity of Lady Illmarrow. Erandis Vol is the woman murdered as an adolescent, who saw her entire bloodline unjustly eradicated because of a mark she bears on her skin but cannot use, who cannot even choose oblivion but is bound to an eternity to contemplate her failings and the stolen legacy of her line. It is Erandis who must hide her name and nature lest the forces that eradicated everyone she cares about come after her again. She CAN’T share her burden. She can’t even declare her name with pride lest she bring down ruin on all she has accomplished. And thus, she created Lady Illmarrow, a Grim Lord who has risen to power among the Bloodsails entirely on her own merits, unburdened by ancient tragedy. Lady Illmarrow is infamous not for the deeds of her family, but for her own deeds and power. She is respected and feared by her minions, even those who have no knowledge of her true past and potential.

It could well be that Erandis uses Illmarrow to channel her darkest impulses and to be the ruthless tyrant she needs to be to achieve her destiny, while Erandis remains the murdered adolescent still mourning her family. She’s been alive for thousands of years and has suffered through immense tragedy; it could well be that Illmarrow is in some ways an independent persona, that the mask Erandis created has taken on a life of its own and in this way allows the core of Erandis to retain some innocence. However, the ultimate point is that whether she’s Erandis or Illmarrow, she is a dangerous villain who will break the world if it allows her to achieve her goals.

If Erandis Vol wants to die (“she cannot choose oblivion”) why doesn’t she just reveal her presence to the Deathguard and let them destroy her?

First of all, just because Erandis may hate her existence doesn’t mean that she wants the DEATHGUARD to end it. The Undying Court destroyed her entire bloodline and she is all that’s left of their legacy. If she was to be destroyed without mastering her mark, all of that would be for nothing. And she will NOT allow the Undying Court to win this struggle.

Second: the Deathguard can’t destroy her. Since Rising From The Last War, it is canon that the elocation of Erandis’s phylactery is unknown; if her body is destroyed, she will reform in a random location hundreds of miles away. So the Deathguard can’t grant her oblivion. What it CAN do is slaughter all her allies, steal or destroy all the relics she’s gathered, and ruin all the plans she’s carefully built up over centuries. The danger they pose isn’t to her personally, but rather to everything she has managed to accomplish. Imagine you’d spent 800 years building up a plan; would you want a bunch of $&%* paladins to suddenly drop in, destroy everything, and leave you in a new body hundreds of miles away having to spend centuries to rebuild everything you’ve lost?

I’ve written a number of articles that are quite relevant to this topic, so for people who HAVEN’T been reading this blog for years, here’s a few you might want to check out.

Dragonmark: The Blood of Vol

IFAQ: The Crimson Covenant

IFAQ: Malevanor

IFAQ: Mummies and the Blood of Vol

Erandis: Hot or Not?

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

IFAQ: Blood of Vol, Malevenor, and Tairnadal Burial!

It’s been a very busy month, but as time permits I like to answer short questions posed by my Patreon supporters. Here’s a few questions related to the Blood of Vol, the mummy priest Malevanor, and the burial customs of the Tairnadal elves.

Malevanor—the Blood of Vol’s high priest of Atur—seems to have genuine faith and sits between Erandis, the Crimson Covenant, and the Seeker community. What makes him tick? Is he good, bad, or in between?

In life, Hass Malevanor was a Seeker priest and student of necromancy. A Karrnathi patriot, he devoted his life to helping to develop superior combat applications of necromancy. Along with Gyrnar Shult, Malevanor played a key role in the development of the Odakyr Rites—the rituals used to create Karrnathi Undead. The basic principles of the Blood of Vol maintain that the universe is cruel and that we must stand together; Hass fought for the good of both his people and his nation. Exploring Eberron says “The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice.” This ties to the point that Seeker undead—especially the Oathbound—are expected to guide and protect the living. As both High Priest and Oathbound, this is the role Malevanor sees for himself. It is his duty to guide and protect living Seekers. As an Oathbound, he can never truly find the Divinity Within—but he can help the living Seekers and seek to find and aid those who may yet be the greatest living champions of the faith.

I personally believe that Hass is still a patriot who loves the idea of Karrnath, but it’s also the case that Karrnath has betrayed him and his people. He will always put the good of the Seekers above all else—but if he CAN help Karrnath along the way, he will.

So in Kanon, what’s his relationship with Lady Illmarrow?

I think that Malevanor believes Illmarrow is dangerous and that he questions her devotion to the faith, but he also realizes her POWER, and both a) doesn’t want to have her as an enemy and b) wants to see that power used for the good of his people. So he’s trying to maintain an alliance with Illmarrow, but it’s an uneasy relationship. Ultimately, he is OATHBOUND. I believe that his oaths are just what it says on the tin: that he is bound to protect the Seekers, help them find the Divinity Within, and to maintain and protect Atur. Which is an interesting contrast with the lich Illmarrow. I don’t think Malevanor COULD betray the faith for his own personal gain, because the oaths that sustain his undead existence are predicated on doing his duties as high priest and protecting his people.

Could Malevanor be a warlock patron (say, Undead or Undying)?

Sure, Malevanor could definitely be a warlock patron for a Seeker warlock. I’d love to do a campaign with a PC Seeker warlock who’s essentially Malevanor’s undercover agent working against Illmarrow. The main thing I’d emphasize in this case is that it’s not that Malevanor is giving the warlock powers, it’s that the warlock’s powers come from their own Divinity Within and that maelvanor is just helping them to unlock those powers. Because that is literally what he’s supposed to do: help Seekers harness the power of the Divinity Within.

In most of the Five Nations, the Blood of Vol is a series of independent covert cults without any clear connection or hierarchy between them. How does the Crimson Covenant or Lady Illmarrow find or get in contact with these cults? Or does Illmarrow mainly rely on the Order of the Emerald Claw?

Exploring Eberron has this to say:

The (Blood of Vol) isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, where they can practice their traditions without drawing the ire of their neighbors… Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it.

With that in mind, the important thing to understand is that the Blood of Vol is a religion that Seekers follow because it helps them make sense of their lives, providing meaning and strengthening their community. Most Seekers don’t know who Lady Illmarrow is and don’t have any interest in helping her with her grand schemes. Illmarrow has agents scattered throughout the faithful who do support her—from agents in the Crimson Covenant down through hub temples or villages—and these specific agents may provide support to her schemes. But OVERALL Illmarrow doesn’t control the faith and most Seekers don’t serve her purposes; some actively despise and oppose the Order of the Emerald Claw. Meanwhile, the members of the Order are Illmarrow’s active agents; some are extremist Seekers, while others—including Illmarrow herself—aren’t Seekers at all.

So: Illmarrow’s active agents are almost entirely in the Emerald Claw. Agents of the Emerald Claw may be able to get support from a local Seeker community but that is not at all a sure thing; it will depend in Illmarrow has supporters or sympathizers within that specific community.

Meanwhile, the Crimson Covenant is something that even Seekers generally know of only as a rumor. One thing I’ve suggested is that when a Seeker priest uses commune, they could actually get their answers from the Covenant. For more on the Crimson Covenant, refer to this article.

I like the idea of the Crimson Covenant being influenced by Lady Illmarrow, but not under her full control. But how could adventurers free it over her influence without having to destroy the mummies and liches that are loyal to her?

This depends entirely on how you decide to present the members of the Crimson Covenant who are loyal to Illmarrow. WHY are they loyal to her? It could be that Illmarrow is deceiving them, and that if adventurers can expose the truth these members of the Covenant will turn against her. Or it could be that these members of the Covenant are themselves merely hungry for power and not concerned with the good of the Seekers; if adventurers could prove this to the other members of the Covenant, then the truly faithful might clean house.

The Blood of Vol is a religion that values basically faith in your inner self. It seems there would not be much of value to Seeker cleric besides their own life (and maybe life of others). What would a BoV cleric refer to as “sacred”? Does this notion even apply to the Blood of Vol?

Looking up “Sacred”, I found this definition: connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration. So with this in mind, what does a Seeker priest consider to be sacred?

  • Life. First and foremost, the Blood of Vol is based on the idea that mortals possess a spark of divinity within. We ARE the gods we venerate—or at least, we have the potential to be.
  • Blood. More specifically, the Seekers consider blood to be the channel of the Divinity WIthin.
  • Survival. This one’s a little more abstract and not shared by all sects, but the general idea is that death is unnatural—that mortality is a curse invented to prevent us from unlocking the Divinity Within. With this in mind, fighting death is a sacred activity. Don’t give up, and do all you can to protect the people you love.

One of the central rituals of the Blood of Vol is the communal sharing of blood as a way of establishing the bond between a community. What we have called out is that while Seekers believe that life is sacred and death is a tragedy, they recognize that you can’t save everyone and their focus is on protecting their own communities and people. Any death is a tragedy, but if bandits attacks your village, you need to put your OWN survival ahead of those who are trying to kill you and the people you care about. But I could very well see some Seekers who actively try not to kill their enemies, believing that any death is a loss.

Though again: There are many sects in the Blood of Vol. The Thieves of Life largely care only about their OWN lives and Divinity Within, and are all too happy to sacrifice others in pursuit of their own ascension.

And now for something completely different…

How do the Tairnadal/Valenar elves bury their dead? Especially when they’re in the field or engaged in battle?

So: The Tairnadal are a nomadic culture. They are essentially always engaged in battle and on the move, and generally don’t place a lot of importance on physical monuments. Likewise, they don’t place much importance on corpses. They’re concerned with the SPIRIT, believing that the spirit can live on through devoted followers. For revenant blades of Cardaen, Cardaen’s spirit is with them at all times; it doesn’t matter where his bones are.

Having said that: we’ve talked about revenants who treasure relics of their patron ancestors. Notably, the Player’s Guide to Eberron talks about the zaelshin tu:

Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearing the sigil of his patron ancestor with him at all times. With a zaelshin tu, you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen’drik to Aerenal and encased in your zaelshin amulet.

The two noteworthy points here are that champions carry a piece of their patron—so again, not burying them in some grand tomb—and that these are described as teeth or slivers of bone; we’ve never described them as using, say, bonecraft armor.

With this in mind, I think that the common Tairnadal practice is to burn the dead, and then to collect ashes, teeth, and slivers of bone that survive the fire, which would be carried by other members of the fallen elf’s warband and possibly passed on to the Keepers of the Past. You don’t want to leave something behind an enemy could desecrate, and all you need is a sliver that can help serve as a beacon to their spirit.

That’s all for now! Thank you to my Patreon supporters for their questions and support!

IFAQ: Elves and Pugs

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

IFAQ: The Crimson Covenant

My last IFAQ dealt with the role of mummies in the Blood of Vol. This ties into another question that’s equally relevant to the season: How would you use the Crimson Covenant in your Eberron?

Information about the Blood of Vol is wildly inconsistent across canon material. You can find some of my thoughts on this in this article. My vision of the Blood of Vol is articulated in Exploring Eberron. In short, the Blood of Vol was created in Eberron, when exiled elves fleeing the destruction of the line of Vol settled among humans and dwarves living in a harsh land, long oppressed by tyrants who used the Sovereign Host to justify their rule. The elves shared a tale of a champion who attained divine power only to be crushed by the existing gods, and the humans recast that to fit their reality. In their story, Vol isn’t an elf with a dragonmark who fights the Undying Court, but rather is a human who finds a spark of divinity within and fights the Sovereign Host. The NAME is there and the bones of the story can be seen, but the truth that iinspired it is long forgotten. The elves shared some of their necromantic traditions with the humans, and that aspect of the faith has its roots in Aerenal. But it was only in the synthesis of the cultures and traditions that the faithful actually found the Divinity Within. The Aereni line of Vol were NECROMANCERS; they never harnessed this power.

So: the Blood of Vol was is something entirely unique to Khorvaire, something formed by the blending of Vassal heretics and exiled elves. When this religion was taking root, Erandis Vol was hiding from the Undying Court and building her strength; it was many centuries before she would stumble across the faith that carried her family’s name. She sees the Blood of Vol as a useful tool and is happy to manipulate them, and the result of this is the Order of the Emerald Claw. But she didn’t create their faith and she doesn’t share it. She aspires to be a goddess, but it is her apex dragonmark that is her path to divine power, not some universal Divinity Within.

The Blood of Vol has always been a religious of the downtrodden, of those who believe that the gods are cruel and the universe is unforgiving. Its strongholds lie in Mabaran manifest zones, shunned lands no one else could tame. As discussed in Exploring Eberron, the structure of the faith is far looser than that of the Church of the Silver Flame. Some priests are trained in one of the great temples such, such as the Crimson Monastery of Atur; others have never met a priest from beyond their village, and learned the faith from their local abactor. So, what then is the Crimson Covenant?

The basic principle of the Blood of Vol is that every mortal holds a spark of divinity within their blood, and the goal is to unlock that Divinity Within. But few can accomplish that in their lifetime, and death is oblivion. Some champions of the faith become undead—typically vampires and oathbound mummies—to live beyond what their mortal span would allow. This is a form of martydom; an undead creature has no spark of life, and loses the Divinity Within. But they gain time, and can guide and protect other Seekers. The Crimson Covenant are the oldest and most powerful of these undead champions, some of whom were guiding the Seekers before Erandis Vol even knew the faith existed.

Among most of the faithful the Crimson Covenant is little more than a legend; most seekers believe that Hass Malevanor, High Priest of Atur, is the greatest spiritual leader of the faith. There is good reason for this secrecy. First and foremost, there are many—the Aereni Deathguard, templars of the Silver Flame, paladins of Dol Arrah, and other champions of the light—who would see these elders as monsters to be destroyed. But there is another aspect: all undead aren’t created equal. We think of things in terms of stat blocks and rules, under which a lich is a lich is a lich. But the necromancy of the early Seekers was adapted from Aereni techniques; it was never as sophisticated as the techniques used by the Bloodsails or the Line of Vol, and has its own quirks. The most ancient member of the Crimson Covenant, Duran, was its first lich; but while his will is strong, his enchantments are unable to maintain his body and he exists now as a demilich. Most of the members of the Crimson Covenant are oathbound, and many of their oaths are quite restrictive. Beyond this, many members have had their humanity slowly worn away by the passage of time, and they know it; it is difficult for them to interact directly with the living. With this in mind, Malevanor ISN’T a member of the Crimson Covenant; he is still young, still comfortable with the world. But he and other priests protect the Covenant and rely upon it for guidance, and the Covenant does perform the most sacred rituals of the faith. The core of the Covenant resides in the catacombs below Atur, and it is their devotions that contain and channel the dreadful powers of this sunless land.

So for the most part the Crimson Covenant are masterminds and advisors. They can cast spells and perform rituals that are far beyond Malevanor’s powers—but only a few of them are actually capable of freely moving within the world. As such, they generally support the faith by creating magic items, raising undead (they were certainly an important part of raising the first armies for Karrnath), and casting divinations and other rituals. They teach the most promising students in the Crimson Monastery. But there are only a few—such as the Silent Knight and Lady Dusk—who often act in the outer world. There have been others—there were a few members of the Crimson Covenant who rose from their chamber to lead Seekers in the Last War—but they have been destroyed.

So, to go back to the original question, How would I use the Crimson Covenant in my Eberron? I would use it as something the adventurers hear of in whispers. Seekers may receive guidance from the Crimson Covenant; I might even choose to say that when a Seeker priest casts commune, it’s the Covenant that answers. Its possible they won’t even believe it exists until one of these ancient champions actually DOES appear to assist a group of seekers… or alternately, until one of them is discovered and destroyed, and the Mabaran manifest zone they were containing becomes a threat. Beyond that, it would depend on the relationship between the adventurers and the Seekers. If the adventurers are fighting the Emerald Claw, I’d probably start by having them believe that the mysterious Crimson Covenant is their enemy, perhaps the true leaders of the Emerald Claw. But eventually they would finally meet the Covenant, and if they walked the proper path it could be a powerful ally in the question to put an end to the threat posed by the Claw. With that said…

What’s the relationship between Lady Illmarrow and the Crimson Covenant?

Originally, none. The Crimson Covenant are elder Seekers, many of whom have served the faith for longer than Illmarrow has been aware of it. However, Lady Illmarrow is a mastermind, and over the course of centuries some of her handpicked agents have risen to join the Crimson Covenant. It is through these agents that Illmarrow knows the plans of the abactors and influences the faith to her own ends. It is Illmarrow’s agents who have prevented the Covenant from taking any action against the Emerald Claw, convincing the others that they must wait and see, and that perhaps Illmarrow is acting as a champion of the faith. Some of those councilors slain in the Last War were victims of schemes laid by their fellow councilors, because they posed a threat to Illmarrow’s plans. So the point is that Lady Illmarrow doesn’t control the Crimson Covenant… But she is influencing it, and in many ways slowly poisoning it to help with her agenda. So again, if I were running a campaign in which the adventurers were fighting Illmarrow and the Emerald Claw, an important piece of the endgame would be identifying and destroying her agents in the Crimson Covenant, at which point its surviving members could be valuable allies.

Likewise, I could certainly see a member of the Crimson Covenant who is suspicious of Illmarrow’s influence but unable to act openly serving as a patron for a group of adventurers—potentially using the Immortal Being group patron, or serving as an Undying patron for a warlock or a personal spiritual guide for a Seeker paladin or cleric. Such a patron could direct adventurers to operations of the Emerald Claw or to expose other agents of Illmarrow within the faith.

What’s the relationship between the Blood of Vol and the Bloodsail Principality? Also, the article “Dolurrh’s Dawn” has an individual named Ashalyn Vol who’s said to have created some of the core principles of the Blood of Vol. How’s that work with this interpretation?

Well, I DID say canon was inconsistent! Having said that, let’s take a look at what the canon Bloodsail article says.

The religion known as the Blood of Vol is a bastardized version of the beliefs of the elves of Farlnen, and it has grown and changed over the centuries. Bloodsail priests are far more pragmatic than are their Karrnathi counterparts. They shape their divine spells from the raw energy of Mabar, and whereas the Seekers of Atur try to unlock the immortal potential of the Divinity Within, the priests of Port Cairn are content with the simpler immortality of undeath. Nonetheless, the two faiths share some common practices, and followers of the Blood are treated with respect in Farlnen.

The bolded element is the key. After the line of Vol was eradicated in Aerenal, the Undying Court allowed elves allied to the line but who didn’t carry its blood to either swear fealty to the Court or to accept exile. Some of these went directly north to Farlnen and became the Bloodsails. Others landed in Lhazaar and migrated west, mingling with humans and dwarves. The Blood of Vol arose from that mingling of traditions, and the Divinity Within was a discovery of this new faith. So Ashalyn Vol WAS a cleric and did set the first cornerstones of the faith. But those cornerstones were about channeling the power of Mabar, not about finding the Divinity Within. The idea of fighting against death was there, but how you do it is very different. The Seekers see undeath as a sacrifice; the Bloodsails see it as entirely satisfactory and don’t believe in a divine inner spark; they don’t believe the oathbound gives anything up by becoming undead, and their divine magic isn’t drawn from the same source as that of a Seeker priest. So as noted, the Bloodsails RESPECT the Seekers and recognize their common roots; but they also think the Seekers are, well, crazy humans with bizarre conspiracy theories. “The Sovereigns cursed people with mortality, so they couldn’t become gods themselves” — that’s just a ridiculous idea!

Part of the point of this is to challenge the concepts of Elven Exceptionalism and that Things Were Always Better In The Old Days. I like the idea that the blending of elf and human beliefs and ideas created something new—that this fusion allowed them to DISCOVER the Divinity Within, which is a real divine power source that the line of Vol never knew about or harnessed. To me this is more compelling than saying “Oh, an elf discovered it five thousand years ago – we’re just following in their footsteps and we’ve never really made any sort of improvements.” The Bloodsails ARE just following in Ashalyn’s footsteps, because that’s what elves do; they cling to the traditions of their ancestors. But the Blood of Vol did something NEW. And part of MY idea is that they are continually improving their techniques—that Duran the demilich is a demilich because their original lich technique was flawed and that they’ve gotten better at it — that the techniques used to produce Malevanor were superior to the oathbound rituals they used centuries ago.

What’s the relationship between the Crimson Covenant and Kaius III? How does the Covenant feel about Lady Illmarrow and the Emerald Claw?

In thinking about the Crimson Covenant, it might be helpful to look at the US Supreme Court. It’s a small body of people who are experts at what they do (we hope) but who have differing opinions and who were appointed in very different times. It’s a lifetime position, and in this case, when we say lifetime, we mean eternity—or until you get taken down by a paladin of Dol Arrah. There are members of the Crimson Covenant who are older than Galifar, and at least one who’s older than Karrnath. For these people, the events of the last ten years—the Order of the Emerald Claw, Kaius III—are a tiny drop in the bucket of time. It’s only been a decade; let’s see how it plays out in another decade.

You definitely have factions in the Covenant. There are those who argue that the Covenant should be focused on teaching the living—that it’s not its place to intervene directly. There are those who say that they should be trying to find a way to destroy the Sovereigns directly, those who say they should undermine the institutions that encourage worship of the Sovereigns, and those that say that all this discussion of the Sovereigns is ridiculous, because they don’t exist. There are those who believe Lady Illmarrow poses a threat to the faith, and those who argue that she’s a champion and that the Covenant should be supporting her—along with those who say “Let’s see what happens in the next ten years.”

So there are definitely enough members on the Covenant who support Illmarrow or at least want to wait and see to keep the Covenant as a whole from acting against her. But there’s certainly members of the Covenant who ARE worried about Illmarrow and the Emerald Claw. Such a member might well be secretly working with Kaius III, and might very well work as a patron for an adventurer or a party of adventurers. They can’t convince the majority of the Covenant to take action, but they do believe that something should be done.

What stops the Crimson Covenant from using some preexisting D&D 5e methods of achieving effective immortality, such as the Reincarnate and Clone spells?

Part of the idea of Eberron has always been to consider magic as a tool and a science—which means that we add limitations to it that aren’t necessarily obvious from the rules. If you’re making a character you can be a druid, just like that. But in the WORLD, druidic magic comes from ancient traditions. A random person in Sharn can’t just say “I’m going to be a druid” and start casting thorn whip; they need to LEARN these traditions from someone else. There is no established druidic tradition in Karrnath, therefore, the Crimson Covenant has no druids and no idea how to cast reincarnate. On the other side, clone is an 8th level spell, which is far outside the common power level of the Five Nations—which is normally 1st-3rd level spells are common tools, 4th-5th are attainable but rare. On that scale, clone is the stuff of legends. Even if we assume that there are a few members of the Crimson Covenant who have gained the power to cast 8th level spells, the next point of considering arcane magic as a science is that just because there’s rules for a spell doesn’t mean that every culture has developed every spell. This is something we called out in earlier editions with the idea of limiting certain rituals to character with dragonmarks. As a PLAYER CHARACTER, your wizard can learn any spell on the wizard spell list. And in my Eberron you can be sure that Mordain the Fleshweaver has discovered clone. But beyond that, it’s up to the DM to decide what spells are available to NPCs. If you want to have a member of the Covenant who uses clone as a path to immortality, tell that story! But in my campaign, no one in the Covenant has discovered how to cast that spell.

Ultimately, remember—the rules are a tool for the DM to use to tell a story. It’s always up to us to decide which elements we want to use and which we choose to ignore. I prefer to think of each wizard spell as a scientific discovery, and to consider that different traditions—the Twelve, Arcanix, Aerenal, the dragons—may know spells that the others haven’t yet mastered. Again, player characters can choose any spell—but that’s part of what makes them remarkable.

That’s all for now! My next major article (as chosen by my Patreon supporters) will deal with Ghost Stories of Eberron. And tomorrow I’ll have a few announcements about other things I’m working on!