Dragonmarks: Gem Dragons, Gem Dragonborn, and Gith!

As time permits, I like to answer interesting questions posed by my Patreon supporters. This month, a number of questions circled around the same topic—how would I integrate gem dragons and gem dragonborn into my Eberron? In adding anything new to the setting, by question is always how it makes the story more interesting. I don’t want to just drop gem dragons into Argonnessen and say they’ve always been there; I want them to change the story in an interesting way, to surprise players or give them something new to think about. So here’s what I would do.

Dragons of Sardior

Eberron as we know it isn’t the first incarnation of the prime material plane. We don’t know how many times reality has fundamentally shifted, jumping to a new rat in the maze of reality. But we know of one previous incarnation because of its survivors. When their reality was on the brink of destruction, a rag-tag fleet of Gith vessels escaped into the astral plane. These survivors split into two cultures, with the Githzerai dwelling in vast monasteries in Kythri and the Githyanki mooring their city-ships in the astral plane. The transition of realities is a difficult thing to map to time. For us, our reality has always existed, going back to the dawn of creation. For the Gith, the loss of their world is still a thing some hold in living memory. They are hardened survivors. Some crave revenge on the daelkyr, while others are solely concerned with the survival of their people. But the Githyanki aren’t the only survivors of their reality. It was an amethyst greatwyrm who helped the Gith fleet break the walls of space, and a small host of dragons accompanied the survivors into their astral exile. But the dragons aren’t like the metallic and chromatic dragons of the world that we know. They are the gem dragons.

The Progenitors are constants across all versions of the material plane. They created the planar structure of reality, and the material plane is the end result of their labors. The Eberron of the Gith—let’s call it “Githberron”—started with the same primordial struggle. In the current Eberron, the dragons are said to have formed when Siberys’s blood fell onto Eberron. In Githberron, Khyber didn’t tear apart Siberys’s body; she shattered his mind. The gem dragons believed that fragments of Siberys’s consciousness were scattered through reality, and they sought to reunite these shards; just as arcane magic is said to be the blood of Siberys in Eberron, in Githberron psionic energy is called the dream of Siberys.

Where the dragons of our Eberron are concentrated in Argonnessen, the dragons of Githberron were spread across their world. However, they were culturally connected through a telepathic construct—a vast metaconcert, which they believed was a step toward reuniting the shattered Siberys. They called this psychic nation Sardior. So rather than Sardior being another Progenitor, Sardior was their answer to Argonnessen—and they believe it is the soul of Siberys. This idea involves a small but crucial chance to the gem stat block, which is that I’d add Trance (as the elf racial trait) to all gem dragons. When trancing, gem dragons would project their consciousness into Sardior. Today the survivors yearn to recreate Sardior, and each gem dragon carries their own piece of it within their mind; however, I’m inclined to say that there just aren’t enough of them to sustain a global (let alone extraplanar) metaconcert. Two gem dragons in the same place might be able to link their minds when they trance, to dwell together in a sliver of Sardior. But to truly restore the dream of Siberys, they need more dragons. But there’s a catch to that…

Reproduction

In modern Eberron, dragons reproduce as other creatures do. My gem dragons of Sardior, on the other hand, use one of the other methods described in Fizban’s Treasury of Dragons:

Enlightened non-dragons (most often Humanoids) are transformed into dragon eggs when they die, when they experience profound enlightenment… Humanoids and dragons alike understand the transformation to be a transition into a higher state of existence.

The gem dragons of Sardior weren’t born in isolation; they are the evolved, transcendent forms of other denizens of Githberron. This means that they have a fundamentally different relationship with humanoids than the dragons of Argonnessen. In the current Eberron, dragons see humanoids much like mice; useful for experiments, but don’t feel bad if you have to exterminate them, and isn’t it cute when they think they’re dragons. By contrast, in the Gith Eberron, dragons all evolved from humanoids, meaning both that they have memories of their humanoid existence and that they rely on humanoids to propagate their species. This is one of the key reasons they work with the Gith, even if they don’t especially like the Githyanki raiding. Not only are the Gith the last survivors of their world, they may be the only species capable of producing new gem dragons.

So, what is this process of reproduction and enlightenment? First, it requires a certain degree of psionic aptitude. The dragons see psionic energy as the dream of Siberys, and to become a dragon you are essentially drawing the essence of Siberys into yourself; what it means to be a dragon is to become a refined shard of the mind of Siberys. This doesn’t requires all pre-dragons to be full psions, but you need to have some degree of psionic ability, even if it’s just one of the psionic feats from Tasha’s Cauldron of Everything. The second aspect is more ineffable, and it involves unlocking your full potential—becoming the best version of yourself that you can be. In many ways this is similar to the idea of mastering the Divinity Within in the Blood of Vol, or becoming worthy of Ascension to the Undying Court in Aerenal, and it should be just as difficult; it’s usually the work of a lifetime, not something you can rush. And I’d combine the two aspects of the Fizban’s quote—the ascension requires both enlightenment and death, that on death you become a gem dragon egg. So the point is, become enlightened, live your enlightened life, and hope that when you die you’re reborn as a dragon—you don’t want to rush the process unless you’re really sure you’re sufficiently enlightened. It’s definitely something that could happen to a player character, but it would only happen when they die.

A second key aspect of this is the idea that the type of dragon you become reflects the path you walked in life. The reason sapphire dragons are warlike is because they were warriors in their first lives. Amethyst dragons were planar scholars devoted to fighting aberrations before they became dragons; if a Gatekeeper from Eberron became a gem dragon, they’d be amethyst. I’m inclined to say that some of the character’s original memories and skills are lost in the process of draconic ascension, since it would be a significant change to say that every gem wyrmling has the skills of a mortal paragon—but the essence of that first life remains and guides the dragon moving forward. While the wyrmling may not have the full skills of the mortal seed, they have its wisdom and determination, the experience of a life well lived.

Encounters

In my campaign, there are less than a hundred dragons of Sardior in the current reality. They have a single greatwyrm—an amethyst dragon who played a crucual role in helping the Gith escape their doomed reality and who generally resides at and protects Tu’narath in the astral plane. But again, each gem dragons—even the Wyrmlings—has a rich story of a prior life. Some were Gith warriors who fought against the daelkyr. Some were sages or scholars. In building an encounter with a gem dragon, the first question for the DM should be who were they before they became a dragon?

Gem dragons work with the Gith—both Githzerai and Githyanki—for many reasons. Many of the dragons were Gith before their ascension (though there were many other humanoid species on their world) and they are the last remnant of their lost world. Beyond that, the dragons yearn to recreate Sardior, and the dragons don’t yet know if it’s possible for humanoids of this reality to undergo draconic ascension; the Gith may be the only source of new gem dragons. The dragons who join Githyanki on their raids are primarily sapphire dragons, many of whom were Gith warriors in their former lives and who want to keep their people sharp; amethyst dragons are typically found in the monasteries of the Githzerai, helping build their dream of striking at Xoriat. But not all gem dragons work with the Gith. Here’s a number of ways that adventurers could encounter a gem dragon in my Eberron.

  • The Guardian. These are the dragons who work with the Gith. Some can be encountered working openly with their Gith charges, fighting alongside Githyanki raiders or protecting a Githzerai monastery. Others could shadow their charges covertly—for example, working as a sort of guardian angel for a Gith adventurer.
  • The Draconic Observer. These gem dragons are studying the native dragons of Eberron. They seek to understand the ways of Argonnessen and to see if there’s any chance that the metallic and chromatic dragons could become part of Sardior—not unlike the Dhakaani dar and the Ghaal’dar.
  • The Mentor. These gem dragons study the humanoids of this reality. Some merely observe, while others try to guide humanoids toward draconic ascension. This could be subtle and covert, but a mentor could be found training humanoids in the psionic arts—seeing this as the first step toward the enlightenment that could produce a gem dragon egg. Alternately, a sapphire or amethyst dragon could take a direct interest in the depredations of the daelkyr in this world, and could be working with Gatekeepers or Mror dwarves—most likely secretly, but anything is possible.
  • The Hedonist. The gem dragons have escaped the utter destruction of their reality. All of the dragon types mentioned above hope to rebuild Sardior, but there are surely some who want to look to the future instead of dwelling in the past, to enjoy the life that they have and to pursue whatever it is that brings them joy. This is the option for a gem dragon who has no ties to the Gith and no grand agenda. They could be dwelling among humanoids and experiencing simple joys; perhaps an undercover gem dragon has become an Aurum concordian! Or they could be found in isolation, gathering a hoard of whatever it is they treasure and enjoying the world around them.
  • The Native. In Githberron, gem dragons are born through a process of ascension. The DM must decide—is it possible for this to occur in the current incarnation of Eberron? If so, it’s reasonable to think that at some point it has occurred even among unguided mortals—that there are people who have become gem dragons on their own. These dragons would know nothing of Githberron or Sardior, and their motives would likely be tied to their own history and culture. Beyond this, the gem dragon stat blocks could also be used with other sorts of spontaneous dragons; moonstone dragons could essentially be draconic changelings, dragons of Argonnessen who’ve spent time in Thelanis and been altered by the experience.

While most of these paths are largely benevolent, there’s certainly room for any of these dragons to go down a sinister path. A guardian may place the survival of the Gith above all else, caring nothing for the damage they do to this cracked mirror in pursuit of their goals. A mentor could eliminate students who fail to live up to expectations—or kill them believing that they will become dragon eggs, only to discover that they weren’t ready.

A key question is how Argonnessen interacts with gem dragons, and whether gem dragons are vulnerable to the influence of the Daughter of Khyber. Given that they are from an alien reality and are so different in how they are formed, I am inclined to say both that gem dragons aren’t affected by the Daughter of Khyber and also that they don’t show up in the Draconic Prophecy. With this in mind, in my campaign, Argonnessen doesn’t know much about gem dragons. Because they can and have spontaneously manifested over the course of history, Argonnessen dismisses isolated encounters with gem dragons as fluke occurrences, thinking they’re much like a draconic version of tieflings or aasimar; they haven’t yet realized that there is a civilization of gem dragons active in the world. This gives player characters the opportunity to have a front row seat for the full first and open contact between Sardior and Argonnessen. The Sardior dragons have been studying Argonnessen via their draconic observers and dealing with a few individual sympathetic dragons, but they haven’t yet dealt with the Conclave or the Chamber—and adventurers could be a part of this event when it occurs. Will the Conclave work with these alien dragons? Or will they view them as a threat that should be eliminated? A second plot thread I might explore is the idea that the gem dragons aren’t as vulnerable to the Daughter of Khyber as native dragons, but that they aren’t immune to her influence… that a gem dragon who remains on Eberron and exercises its power might slowly be corrupted by the overlord, turning a valued ally into an enemy. The main point is that I’d rather have these things occur as part of the story the player characters are involved in than to be something that occurred long ago.

Kalashtar, Adar, and the Dreaming Dark

One important question is how the dragons of Sardior interact with the psi-active forces of the current Eberron, notably Adarans, kalashtar, and the Dreaming Dark. If psionic talent is a cornerstone of the evolution into a gem dragon the kalashtar could be natural allies for Sardior; the Adaran shroud would also make Adar a compelling place to have a secure Gith creche for raising children. On the other hand, it’s possible that because kalashtar psionic talent is tied to an alien spirit that the kalashtar are a spiritual dead end or at least would have MORE trouble ascending than other humanoids. It could be that Adar is already home to one or more native gem dragons; it could be very interesting to reveal that there’s always been a gem greatwyrm hidden beneath Adar, helping to protect its people.

On the other side of things, gem dragons might be more interested in Riedra and the Inspired. Could the Hanbalani be hijacked to create a form of Sardior? On the other hand, once the gem dragons have revealed their presence, I could imagine the Dreaming Dark trying to capture and use them; this could be the source of an obsidian dragon.

The main point to me is that I’m always more interested in having interesting things happen NOW than setting them in the past. I’d rather have Adaran or Kalashtar players be actively involved when a Sardior emissary comes to Adar and asks to build a creche than to say that it happened a century ago… though I do love the idea of the revelation that there have always been a few native gem dragons in Adar who have helped to guide and protect the nation!

What About Gem Dragonborn?

In my Eberron, gem dragonborn are like gem dragons, in that they aren’t a species that reproduces with others of their kind; they must be created. For these purposes, I’d consider the half-dragon origins suggested in Fizban’s Treasury of Dragons. True Love’s Gift suggests that a bond of love between a dragon and another creature can produce a dragonborn, while Cradle Favor suggests that some gem dragons can transform an unborn child. How and why this could occur would depend on the nature of the dragon sharing their power. A guardian dragon could cultivate a squad of dragonborn soldiers. Likewise, a mentor could cultivate a small family of dragonborn to help with its mission. On the other hand, a secretive hedonist or mentor could produce a dragonborn through a bond of love, with the child and their mother never knowing the true nature of the draconic godparent. On the other hand, Fizban’s offers other possible paths to becoming a half-dragon… notably, the idea that “A creature that bathes in or drinks the blood of a dragon can sometimes be transformed into a half-dragon.” I wouldn’t make this reliable or easy technique… but it leaves the possibility that some of the Draleus Tairn hunt gem dragons for this reason, or that a dying gem dragon might choose to give the last power of its blood to a humanoid that finds it.

This provides a range of options for a gem dragonborn player character. If you’re tied to a guardian, it means that you have an active connection to the Sardior survivors and a Gith vessel. Why have you left your ship? Have you been exiled for some crime, and seek to clear your name? Do you have a specific mission, whether diplomatic or searching for a particular artifact? If you’re tied to a mentor, you could have a relationship with your draconic benefactor not unlike that of a warlock and their patron; your dragon seeks to gather information and to help elevate humaniodity, and you are their eyes and hands. On the other hand, it could be that you were born as a gem dragonborn but don’t know why—that part of your quest is to discover the dragon who transformed you and to learn why.

Thoughts For Gith…

Given my theory of Githberron, one might ask what this means for Gith player characters. Are all Githyanki survivors of Githberron? Do all Gith have to have a connection to the Astral or to Kythri? A few thoughts…

The timeless nature of the astral plane means that you could play a Githyanki character who’s a survivor of the lost world. Part of the idea of Githberron/Sardior is that psionic energy was more abundant there, so you could justify being a low-level character by saying that you were a more powerful psion in your own world and part of the reason you’re traveling is to learn to work with the lesser energies of this one. With that said, the Githyanki do want to continue to grow their population; in this article I suggest the existence of creche ships that serve this purpose. I imagine adolescent Githyanki having a sort of rumspringa period—they have to be out of the astral until they physically mature, and some ships might encourage their youths to explore the material plane in this time, learning about the wider world, honing their skills, and making potential allies. Meanwhile, Kythri ISN’T timeless—which among other things suggests that the only Githzerai who personally remember Githberron are monks who’ve mastered some form of the Timeless Body technique (which I’d personally allow some Githzerai NPCs to do even if they don’t have all the other powers of a 15th level monk). On the other hand, because we are dealing with events that defy the concept of linear time, if it suits the story a DM could decide that from the perspective of the Gith, it’s only actually been a few decades since Githberron was lost! Either way, I could also see the Githzerai having a wandering period where their adolescents experience life in the material plane, to understand existence beyond Kythri.

In any case, I would say that all Gith have a connection to either a city-ship or a monastery. So as a Gith, why might you be an adventurer? A few ideas…

  • You’re a Gith adolescent in your wandering time, honing your skills and seeing the world; you plan to return to your people in a few years.
  • You’re a Githyanki advance scout studying the people of this world so your ship can decide whether and where to raid in it.
  • You’re the child of a Githyanki who chose not to return after the Wandering, and you know nothing of your ancestors or their customs.
  • You are working with a gem dragon mentor, who’s requested your help in their work studying or attempting to uplift the humanoids of this world.
  • You’re on a personal mission to eliminate the mind flayer Xor’chyllic, who committed horrific war crimes in your reality. Your people refused to support your quest, so you’ve gone rogue and need to cultivate a team of local allies.

That’s all for now! I don’t have time to answer many questions on this article, but feel free to discuss your ideas and ways you’ve used gem dragons or Gith in the comments. If you want to see more of these articles, to have a chance to choose future topics, or to play in my ongoing online Eberron campaign, check out my Patreon!

Dragonmark: The Roots of the Reaches

These people fall into two distinct cultures: the farming folk of the eastern plains and the people of the woods. The farmers live on the eastern edge of the Towering Wood. Their ancestors were citizens of Aundair, but their grandparents and great-grandparents turned against the lords of Aundair during the Last War, when the princes of Galifar abandoned them. The plains folk live simple lives, but they are rugged and proud. Most have taken up the beliefs of the druids, and villages have druid advisors. The people of the woods hid from the eyes of Galifar, and most prefer the solitude of the Towering Wood to the bustle of the Five Nations. Shifters and centaurs sometimes live in their own isolated tribes, but most forest folk prefer to live in small mixed communities—human, elf, and shifter living side by side. They follow the faith of one of the druid sects, but only the most exceptional actually become druids or rangers, joining the patrols that guard woods and plains alike.

Player’s Guide to Eberron

The “Eldeen Reaches” has its roots in early Common and Druidic; it can be translated as “The Old Land” or, perhaps, “The Oldest Land.” The term has been used since the earliest days of the Five Nations, but until the Last War it wasn’t the name of a nation; it primarily referred to the land beyond civilization. The people who actually lived in this vast woodland region called their home the Towering Wood, and most still do. It was only in the midst of the Last War that the Eldeen Reaches became a nation, and that nation was and is something entirely new—the fusion of the traditions of former Aundairians with the shifters and druidic initiates of the Towering Wood. A crucial point is that the former Aundairians didn’t simply adopt the traditions of the Woodfolk, because the people of the Wood weren’t themselves united and besides, many of the woodland traditions couldn’t be directly applied to the agricultural lands of the east. The Wardens of the Wood helped the people of the farmlands secede from Aundair—and then, they worked together to build something entirely new for both of them. While the Eldeen Reaches are now a nation, more than anything they are an experiment, one that is very much still in progress.

Much has been written about the Eldeen Reaches in the present day, but I want to explore the history of the Reaches and of the Towering Wood—because the past can shed vital light on the present and on what the world within the Wood actually looks like.

The Forgotten Roots of the Towering Wood

The Towering Wood is ancient, and not even the trees know all of its secrets. But someone who studies the tales of the Moonspeaker druids, the chants of the Ghaash’kala, and the long-lost records of Dhakaan may piece together this tale of the Wood—a tale that may even be true.

The Towering Wood is as old as the world. Some say the greatpines were the first trees Eberron created, that the Wood was the first forest. In these tales, the Woods were home to the first humanoids, the Ur-Oc… the species we now know as orcs. Tale or truth, the archaeological record shows that orcs were once found across the west coast of Khorvaire, from the Shadow Marches to the Demon Wastes. But the first age was no time of peace. The Towering Wood may have been the first forest created by Eberron, but it was quickly claimed and corrupted by one of the vile children of Khyber—an archfiend known as the Wild Heart. From the Towering Wood, the Wild Heart fought ceaselessly with other overlords; its greatest rival was the Rage of War, Rak Tulkhesh, who held the Shadowcrags and the lands beyond. There are many stories that could be told of this time, tales of the endless battles between gnoll and orc, of how the orcs of the north were freed by the First Light and witnessed the birth of the Binding Flame. There are stories to be told of the dragons, of how they came to Khorvaire after the binding and how the Daughter of Khyber shattered all that they created. But these tales are in the deep and distant past, and our interest lies closer to the present. In the “Age of Monsters,” the goblins of Dhakaan became the greatest power in Khorvaire. They drove the orcs into harsh and dangerous lands, places the goblins didn’t want—high mountains, deep swamps, the wild and untamed woods. The orcs cared little, for they loved these primal lands. And so as the empire expanded, the orcs prospered in the Towering Wood. They lived in harmony with the fey of the Twilight Demesne, and kept the malevolent Gloaming at bay. They raised no cities and forged no empires, and felt no need for either.

So how is it that when humanity came to Khorvaire, there were no orcs in the Towering Wood?

A student of arcana might leap to a conclusion. Surely, it was the daelkyr! And in part it was. When the forces of Xoriat boiled into the world, the Twister of Roots sunk its tendrils deep into the Towering Wood. But the Gatekeepers—orcs druids, trained by the dragon Vvaraak—came north to the Towering Wood and shared their secret knowledge with their cousins. Together, druidic orc and Dhakaani goblin overcame the horrors of the daelkyr and drove the lords of Xoriat into the darkness. The daelkyr were bound in Khyber by primal seals, which took many forms. Some say that the seals had to match to the nature of the daelkyr. The Twister of Roots couldn’t be bound with stone or steel; Avassh could only be held at bay by a living seal of root and leaf, and so it was that the druids created the Eldeen Ada—Druidic for, essentially, the first trees—imbuing a handful of trees with sentience and primal power. The greatest of these, and the only one known in the wider world, is the Guardian of the Greenheart, the Great Druid Oalian. But there are other guardian trees spread across the Towering Wood. Some guide their own communities of druids and rangers. Others prefer the company of dryads or elemental spirits. At least one has grown bitter and despises humanoids. The Eldeen Ada have existed for thousands of years, and they have been an invaluable source of primal wisdom. If this tale is true, they are more than that. Oalian is one element of the living seal that keeps Avassh in Khyber. So it wasn’t the Twister of Roots that destroyed the orcs of the Towering Wood. And yet, a thousand years later, the Eldeen Ada would be the only remnant of those orcs. When humanity came to Khorvaire, the Wood was the domain of scattered shifter tribes and feral gnolls. What happened?

The tales of the shifter Moonspeakers never say how the shifters came to Khorvaire. They speak only of a time of chaos and terror, a time when shifters were feral beasts. According to this myth, it was Olarune who taught the first shifters to master the beast within, and who trained the first Moonspeakers. A historian who carefully traces these stories and compares them with the Dhakaani ruins in what is now the Eldeen Reaches could come to a clear conclusion: soon after the daelkyr were bound, something happened in the Towering Wood that utterly obliterated both the orcish culture within the Wood and the Imperial cities just beyond it. Centuries later, a handful of shifter tribes are living in the Wood, with tales of the moon goddess leading them out of terror. What could do such a thing? Why, the same power that almost did it again, thousands of years later. The evidence suggests that the Wild Heart broke free from its bonds and held dominion over what is now the Eldeen Reaches, possibly for centuries. All civilizations in the region were obliterated. Those humanoids that survived were taken by the Curse of the Wild Heart, becoming cruel, predatory lycanthropes driven by the will of the overlord. Somehow, centuries later, something broke this cycle. Something new emerged among the cursed victims of the Wild Heart—champions wielding primal power, who somehow returned the overlord to his bonds. And when peace returned to the Wood, there were no orcs left—there were only shifters.

This is a possibility, not absolute fact; other myths suggest that the first lycanthropes were cursed shifters, not the other way around. But this story explains the dramatic disappearance of the orcs and orcish culture in the region, and is is echoed by the events of the Silver Crusade. It’s simple fact that the overlords can escape their bonds; the near-release of Bel Shalor threw Thrane into chaos in the Year of Blood and Fire. Thrane’s travails are well documented because the civilization that dealt with it survived and still exists today. This dominion of the Wild Heart came as the Dhakaani Empire was collapsing and contributed to that collapse, and the orcs of the Towering Wood were completely destroyed by it. The only survivors of that time are the trees themselves. Oalian surely knows what became of the orcs, but in the few times they’ve been asked, they’ve said there are secrets that cannot be unspoken. This echoes the fact that we don’t know how the curse was broken in the Silver Crusade… that there may have been a reason that the details of the victory were never shared and celebrated. Breaking the fourth wall for a moment, there’s a practical reason for this. If, as a DM, you decide to make the Wild Heart part of your campaign, one of the crucial challenges for the player characters will be finding out how it was defeated before and why those details were hidden. WHY won’t Oalian discuss it? Would sharing that knowledge widely somehow help the Wild Heart? Could it be something even stranger: in order to bind the Wild Heart, a group of templars and Moonspeakers had to become a new form of lycanthrope—another form of the living seal—and that to this day there is a secret group of lycanthropes at the heart of the Church of the Silver Flame, somehow evading all forms of divination? Have all the Keepers since that time been lycanthropes? Ultimately, the point is that the Wild Heart has been released before, and the eradication of the orcs and goblins of the region shows the stakes: fully unleashed, the Wild Heart would destroy the people of the Eldeen Reaches and Aundair. But should this threat arise again, people will have to learn how the Overlord was defeated before and why those involved kept those details hidden.

This story contains another important secret: who—or what—is Olarune? In the Moonspeaker tales, Olarune is the moon herself, descended from the heavens to guide the shifters and to free them from a time of chaos. The implication is that these proto-shifters were natural lycanthropes controlled by the Curse of the Wild Heart—which removes free will and enforces cruel, predatory behavior—and that “Olarune” somehow overcame the curse, while also making them shifters. Rather than being slaves to predatory instincts, they “mastered the beast within.” Who would and could do such a thing? One simple answer is a dragon. The dragon Vvaraak taught the first gatekeepers, and Olarune is said to have taught the first Moonspeakers. Could Olarune have been another Child of Eberron—or even Vvaraak herself, returned from a period of stasis? Another possibility is that Olarune was an archfey who came to the Towering Woods through the Twilight Demesne—that shifters may still have a literal faerie godmother in Thelanis. Perhaps Olarune was a manifestation of Eberron itself, a force of primal power. Or, just possibly, Olarune was a player character of her age—not an avatar of Eberron, but a natural lycanthrope who somehow channeled the power of Eberron, much as Tira Miron channeled the power of the Silver Flame. Again, this is a decision for each DM to make for themselves, should they decide to tell the story. The question is whether Olarune still exists—whether adventurers can find her in Thelanis or in Argonnessen, whether druids can reach her by communing with nature, or whether she was just a mortal—in which case it might be possible for a mortal champion of this age to assume her mantle.

The Coming of Humanity

Once upon a time, an orc culture was spread across the Towering Wood. When humanity came to what is now Aundair, the Towering Wood was inhabited by scattered shifter tribes; aside from the absence of orcs, the shifter population was far lower than that of the ancient orcs of the region. There’s two reasons for this. The first is understanding the desires of the Wild Heart. Look to the Silver Crusade: the overlord didn’t simply turn ALL of the people of the Towering Wood into lycanthropes. He turned some of the denizens into lycanthropes, and then set them on their former friends and neighbors. The Wild Heart isn’t in any way a spirit of nature; he delights in savagery and the prey’s fear of the predator. If and when he was released before, he created servants and forced them to prey upon their former people. A grim possibility is that the reason he was eventually rebound—the reason Olarune was able to create the shifters—was because there were no innocents left to hunt, and that this weakened the overlord.

So first of all, the initial shifter population was just a fraction of the former orcs. The second point is that the Towering Wood was far more dangerous than it had been in the past. At the start of the Age of Monsters, the Wild Heart had been bound for tens of thousands of years, and the daelkyr had yet to arrive. The Wood as it exists today—and as humanity first found it— is quite a different place. Consider…

  • The Twister of Roots is the daelkyr that has the greatest influence in the Towering Wood, but Dyrrn the Corruptor touches it as well. While the daelkyr are bound, their minions and their influence can affect the surface. As noted in the Player’s Guide to Eberron, “For every dryad, there is a dolgrim; for every unicorn, there is a runehound.” Cults of the Dragon Below can manifest at any time, and countless denizens of the Wood have been corrupted by the daelkyr over the ages.
  • The Wild Heart held dominion over the region for centuries before being rebound, and its power rose again during the Silver Crusade. The scars of these conflicts remain. The woods are filled with dire and horrid beasts that act with unnatural aggression and cruelty. There are bands of feral gnolls still driven by the hunger of the Wild Heart. It seems that the power of the Curse of the Wild Heart may be growing again, and it could well be that the bite of a horrid beast could inflict an innocent with the curse.

All of this is added to the effects of powerful manifest zones… primarily to Lamannia and Thelanis, but with notable exceptions such as the Gloaming. Beyond this, despite their best efforts the Ghaash’kala can’t contain every element of evil that seeks to cross the Labyrinth; there are always a few fiends roaming the northern woods. The crucial point is that the Towering Wood are dangerous. In his Chronicle of Thaliost, the sage Dalen Book wrote that “The world ends at the Towering Wood.” The human settlers interacted with shifters on the edge of the Wood—sometimes trading, sometimes fighting—but after a few efforts they settled on the pleasant lands they called Thaliost and abandoned the idea of claiming the “Eldeen Reaches.” However, there were always some people who heard the call of the Wood.

This brings us to the druid sects we know today. The bulk of the shifter tribes follow the Moonspeaker tradition. But there were always a few drawn to different paths. Largely, these were tied to region—and most often to the guidance of one of the ancient trees. The Children of Winter have always been based in the Gloaming and helped to contain this sinister power. The Greensingers walk the edge of the Twilight Demesne. The Ashbound protect the northern Reaches from the fiends that cross the mountains. So the first druids of all of these sects were shifters, but slowly, new initiates trickled in from the newcomers settling to the east. It was at this point that Oalian formed the Wardens of the Woods, to protect the people of Thaliost from the Wood and to protect the Wood from civilization. The Wardens helped to mediate disputes between shifters and settlers, and earned the respect of both sides.

As centuries passed, the shifters of the Towering Wood maintained their traditions, while the people of Thaliost continued to expand and grow. But on the whole, it remained as Dalen Book had said; for all intents and purposes, civilization came to an end at the edge of the Towering Wood.

The Silver Crusade and the Lycanthropic Purge

Thaliost became Galifar, and under Galifar the Towering Wood and the land around it were all declared to be part of Aundair. The Eldeen Reaches was a term used to refer to all the lands west of the Wynarn River. It was a region of Aundair, known for its farmland—but it was on the edge of civilization and lacked the sophistication of Fairhaven or Thaliost, the arcane elegance that had come to define Aundairian culture. The nobles largely ignored reports of gnoll reavers, and the few times that the Carrion Tribes breached the Labyrinth in force, little was done until they threatened Varna. This disdain can be clearly seen in the ninth century. When werewolves terrorized the farmers of the Reaches, the lords of Aundair ignored their pleas for aid. It was the Church of the Silver Flame that responded, by launching the Silver Crusade. After a bad start based on ignorance and the work of cunning wererats, a tenuous alliance was formed between the templars and the inhabitants of the Towering Wood. Templars needed the support of shifter villages to carry the campaign deeper into the Wood, and it was only by working together that Moonspeakers and templars were able to break the power of the Wild Heart. This could have been a moment that forged a strong and lasting bond between the two forces. But for whatever reason, the details of that victory weren’t shared. The templars of Thrane left the region, and only the Pure Flame remained—Aundairians who embraced the Flame as a weapon, and who sought an outlet for their pain and someone to blame for their losses and suffering. Under the guise of hunting down every last lycanthrope—ultimately, an impossible task, as the lingering power of the Wild Heart can always create more—the Pure Flame carried out decades of cruel purges that drove a lasting wedge between shifters and the church.

As historians often focus on the tragedy of the Purge, there’s another important aspect of this period that’s often overlooked. The Pure Flame arose because Aundairians embraced the force they saw as saving them from the apocalyptic threat. But it wasn’t only the templars who fought that battle. Some farmers fought alongside shifters; others were saved from death by the druids and rangers of the woods, most notably the Wardens of the Wood. Even as some farmers embraced the Pure Flame and hunted for imaginary werewolves, others embraced the druidic mysteries and left their fields to serve as Wardens of the Wood. This moment laid the cornerstone for the modern Eldeen Reaches, increasing contact and interaction between the farmers and the Woodfolk and increasing the numbers of all of the Eldeen sects. One reason the people of the Five Nations know so little about the druids is because before the Silver Crusade there just weren’t enough of them to push beyond the Reaches. The Ashbound are an especially good example of this. TODAY they are infamous for raiding Dragonmarked facilities and sabotaging airships. Prior to the last century, they didn’t have enough contact to even know about the Dragonmarked Houses, let alone the numbers to plan such raids. Even as followers of the Pure Flame pressed deeper into the Wood in pursuit of their purge, other Aundairians learned about the primal mysteries. So all of the sects grew in power, the Wardens of the Wood most of all.

It’s important to understand that at this time, the people of the Wood weren’t in any way a NATION. If the Moonspeaker shifters had been united, they might have joined together to wipe out the Pure Flame; but they weren’t united. Some chose to retreat deeper into the woods; others fought the Pure Flame, played into the zealots’ narrative. Eventually the Wardens of the Wood worked with the Moonspeakers and other sects to draw a line the Pure Flame couldn’t cross, and it was this that brought the Purge to an end. Some of the people of Western Aundair were grateful to the Wardens, while to the followers of the Pure Flame it was proof than no druid could be trusted.

The Eldeen Secession

The Last War proved to be the undoing of the old order. As the conflict intensified, Aundair pulled its forces back to protect its heartland and eastern borders, leaving the Eldeen Reaches to fend for themselves. Bandit lords sponsored by Karrnath and the Lhazaar Principalities harried the farms west of the Wynarn River, using the forest as a base and staging ground. In the south, Brelish troops crossed the Silver Lake to occupy Sylbaran, Greenblade, and Erlaskar. As things went from bad to worse, an army of druids and rangers emerged from the forest. In 956 YK, the Wardens of the Wood rallied the farmers and peasants, crushing the bandit army before it knew what was happening. With order restored in the north, the Wardens turned their attention to the south. In 959 YK, they finally succeeded in driving the Brelish forces back across the lake.

Angry at the Aundairian crown for abandoning them, the people swore allegiance to the Great Druid, breaking all ties with the lords of Aundair and resisting several Aundair attempts to regain control. Since 958 YK, the people of the Eldeen Reaches have considered themselves to be part of an independent nation, and they were finally recognized as such with the signing of the Treaty of Thronehold. It remains to be seen whether Aundair will try to reclaim its old territories now that the Last War has ended.

Eberron Campaign Setting

The lords of eastern Aundair had long ignored the farmers on the edge of civilization, and this pattern continued in the Last War. The Eberron Campaign Setting presents the basic issue. Eastern Aundair looked to the west for taxes, for crops, and for conscripts; but they left the farmers to defend themselves from brigands, gnolls, even Brelish soldiers. For the most part, these were relatively minor incidents—in part because the Wardens of the Wood did act to deal with bandits that sought shelter in the Towering Wood or who came too close to the edge of the forest. But as the war went on, these provocations grew increasingly serious. State-sponsored brigands became better organized and armed… and at least some of these “brigands” were Pure Flame zealots. The Brelish advance across Silver Lake was the last straw.

The Eberron Campaign Setting presents the arrival of the Warden army almost as a surprise, with the farmers saying “What the heck! Let’s sign up with you!” a year later. This is a romantic image, but it oversimplifies things. The ties between the people of the west and the Wardens of the Wood had been growing for over a century, ever since the Silver Crusade. The intervention was the result not only of years of pleas from the east, but also of diplomacy within the Wood, as the Wardens convinced the woodland tribes and the other sects to join their cause. The appearance of the Wardens in 956 YK was carefully planned, and many of the farmers were already prepared to join the fight. The idea of secession was already on the table in 956 YK; it simply took the victories and the show of strength by the Wardens to convince the holdouts to embrace the cause. The Wardens won over a few of the landed nobles, even though it meant relinquishing their titles. Others were driven from their lands—though as most of these lords were already living in the cities of the east, it was easily done.

The Evolving Reaches

In considering with the Eldeen Reaches, it’s important to understand the degree to which the Towering Wood is still vast and untamed; the Player’s Guide to Eberron notes that “humanity barely has a foothold in that fortress of nature.” In many ways, the Towering Woods can be compared to the Lhazaar Principalities; the various sects and tribes respect Oalian and could be rallied again, but they’re spread wide and hold fast to their own traditions. The most unified part of the nation is the fields, because its people were unified as citizens of Aundair. As I said at the start, the Eldeen Reaches are an experiment, where the people of the fields are actively learning how to blend their old ways with the druidic traditions. There are still people in the Reaches who don’t support the new nation and who are rooting for Aundair to reclaim the land; they’re simply enough of a minority that they don’t exert power over any major community. These include followers of the Pure Flame, though many of these folk have moved east to Thaliost, delighted to have an ancient city ruled by one of their own.

The thing to always keep in mind is that the Eldeen Reaches have only existed in this current form for four decades. They’re still learning how to settle disputes and the most effective ways to employ druidic magic in everyday life. So far the Reaches are thriving, and most of the people of the land are proud of what they’ve created. But it’s evolving every day, and the shadows of the Towering Wood are just as dangerous as ever.

WHY DOES THIS MATTER?

As with any lore, it always comes down to the question… why does this actually matter to you, whether as player or DM? There’s a few points to consider here.

First, always consider the separation between the fields and the Wood. The fields are the focus of the great experiment, where the people of cities and villages are integrating the druidic traditions into everyday life. But Varna is far older than the Reaches as a nation. There are people in Varna who are either indifferent to this experiment and even some who actively oppose it. If you’re from one of the cities, where do you stand on this? Are you a fervent supporter of your nation, keen to help it realize its full potential and to serve as a beacon to the world, showing the wisdom of adopting the druidic traditions? Are you working to rally allies against the threat of Aundairian aggression? Or are you indifferent—you’re from the Reaches, but you’re not excited about it? Or are you actively opposed to “the Warden Occupation” and hope to help Aundair reclaim the region? If you’re from the Wood, are you deeply invested in the experiment of the fields, or are you from a deep forest tribe with no interest and little knowledge of the Five Nations?

All of this especially applies to a druid, ranger, or other character with a primal background. If you’re a druid, were you born into the sect or did you come from a family of farmers and choose this path yourself? Keep in mind that the reaches have only been around in their current form for forty years. If you’re an elf, you’re mostly likely older than the nation. Did you fight in the struggle for independence? Were you born in the Wood, or were you raised in Aundair?

As a DM, one of the most crucial things to remember is how mysterious and dangerous the Towering Wood is. As noted in the PGtE, humanity barely has a foothold in that fortress of nature… and the shadows of the wood are home to fiends, aberrations, monstrosities, fey, undead, and more. Neither the ancient orcs nor the Wild Heart built cities, but adventurers could still find ritual sites, cave dwellings, or other relics that reach back to the Age of Monsters or even the Age of Demons. Dhakaani soldiers fought alongside Gatekeeper druids, and there could be an undead dar troop still lost the Gloaming. And while the Gloaming and the Twilight Demesne are MASSIVE manifest zones, there are many, many smaller manifest zones scattered throughout the region. You can potentially encounter fey or undead anywhere in the Wood. The Wardens and the other sects do their best to locate and watch these, and a Thelanian zone might have a resident Greensinger… but again, the Wood is vast.

Next up, keep the events of the Silver Crusade and the Purge in mind. There’s surely remnants of villagers still haunted by innocent shifters slain during the Purge; but you could also find relics of battles where templars and shifters stood side by side. Beyond this, while the power of the curse was broken, the Wild Heart nearly broke free and the remnants of its power can still be felt. There are horrid animals that are crueler and more cunning than any natural beast should be, feral gnolls that are thralls of the Wild Heart, beasts that are actually hosts for fiends, and more. The Wood was also a stronghold of the daelkyr Avassh; you never know when you might stumble upon a cult or relics of the Twister of Roots

A final thing to keep in mind is whether the Eldeen experiment will take a dramatic turn in your campaign. Will Aundair try to reclaim the Reaches? And if so, how will the rest of Khorvaire react? Or is this danger a lurking problem for future generations?

Q&A

While I don’t have time to answer every question people may have about the Eldeen Reaches, I do want to answer some questions posed by my Patreon supporters this month.

Any fiendish forces from the Wastes that bypass the Ghaash’kala will inevitably end up in the Reaches. Given that fiends and Carrion Tribes do sometimes break through, and the Ghaash’kala are ‘too corrupted’ to leave, is there an organization in the Reaches that deals with such incursions?

The critical issue here is to understand the scale of the situation. The Ghaash’kala are able to stop large forces, which is why it’s been centuries since the Carrion Tribes have managed to cross the Labyrinth. But the Labyrinth stretches across hundreds of miles, and individual fiends or small groups of raiders can slip through. And when they do, what they reach is the Towering Woods—hundreds of miles of a land where “humanity barely has a foothold,” and where dolgrims, horrid beasts, feral gnolls and worse things abound.

Essentially, it’s unfeasible for the denizens of the Towering Wood to try to enforce order on regions of the Wood where they don’t actually live. It’s too large and filled with too many threats, and ultimately, what’s the point? Why lay down innocent lives to enforce order on land no one actually wants to use for anything?

So no, there is no organization in the Reaches that attempts to deal with EVERY INCURSION from the Demon Wastes; the fiends that make it across the mountains disappear into the host of threats the Wood has to offer. With that said, there are two organizations that seek to defend occupied territory from fiends. The first of these is the Wardens of the Wood, who have a broad mandate to protect the people of the Reaches from ALL threats (… as well as protecting the Reaches from the people!). and who cover the widest range. Meanwhile, the Ashbound particularly despise fiends, which they consider to be incarnations of unnatural magic; it’s for this reason that the Ashbound are concentrated in the northern woods. So the point is that even the Ashbound don’t try to catch EVERY FIEND that makes it through the Labyrinth. But they remain ever alert within the regions they inhabit, and hunt fiends whenever they find signs of their presence.

A secondary point to keep in mind here is that Eberron is designed to be a world in need of heroes. Rather than saying the Ashbound have a long-established alliance with the Ghaash’kala and work closely together to deal with threats, I’m inclined to say the Ashbound have a feud with the Ghaash’kala based over a misunderstanding that happened centuries ago and never work together. This is exactly the sort of thing that a diplomatic player character could resolve, but it makes it a problem that needs to be fixed if there’s a threat of a mass incursion from the Demon Wastes… as opposed to saying “Oh, no biggie, the Ghaashbound Alliance has it all under control.”

Who are some famous figures from across the Eldeen Reaches (including the area before it was the Reaches)? Any famous heroes or villains or organizers or leaders past or present that the players could point to and say hey, my character is inspired one way or another by this figure?

First and foremost is Oalian themself; initiates of every sect respect the wisdom of the Great Druid. Here’s a few other prominent figures who have been mentioned in canon.

  • Bennin Silverclaw is a shifter champion from the time of the Silver Crusade. He’s renowned for playing a crucial role in forging the alliance between an shifters and the templars. He fought alongside the templars during the Crusade and may well have been part of the force that finally broke the power of the Curse. He’s believed to have died pursuing a force of lycanthropes into the Demon Wastes.
  • Briar is a Khoravar Greensinger. In the decade leading up the the secession, he roamed the Reaches raising spirits and encouraging people to embrace independence. Even after the secession, he remained active on the Aundair-Eldeen border, rallying the Reachers and embarrassing the Aundairians. He was captured by Aundairian forces in 968 YK, and has spent the last 30 years in a silent cell. Note that this Briar is no relation to Briar of Threshold, and may well have been imprisoned before that Briar was born.
  • Faena Graymorn is a Khoravar druid. While Oalian is the spiritual leader of the Wardens, they’re a tree; Faena is the humanoid leader of the sect, conducting important business that requires hands and legs. She played a critical role in the secession and was involved in the negotiations that earned the Reaches recognition at the Treaty of Thronehold. She is a powerful druid; songs are sung about her deeds driving the Brelish from Sylbaran. However, the years are catching up to her. Today she’s primarily an administrator and diplomat; it’s been a decade since she’s called down lightning against a foe.
  • Stormclaw is an Ashbound shifter whose strength is legendary throughout the Reaches. He’s said to have crushed fiends with his bare hands, and even to have survived an armwrestling contest with Sora Maenya (before the rise of Droaam). Stormclaw is a bold and ruthless hunter; where his comrade Tasia hunts wizards in Aundair, Stormclaw reserves his wrath for the fiends he tracks in the northern woods.
  • Raven is one of the most powerful members of the Children of Winter. Where the Children have long contained the power of the Gloaming, Raven has harnessed it and can wield it in battle. She is one of the voices asserting that the time has come to cleanse the world—that the Mourning is merely the first sign, and that the only path to the new s\Summer lies directly through Winter.

Quite a few more notable members of the sects are mentioned in the Player’s Guide to Eberron; here’s one section that mentions a few other Wardens of the Wood.

Other notable members of the wardens include Root (NG male personality warforged fighter 2/druid 4), a spiritual soldier searching for his place in the natural world; Moselin (NG male human druid 7), advisor to the town of Cree and also an active hunter of aberrations; and Feralyn Wolf-tail (NG female gnome ranger 5/Eldeen ranger 1), a clever gnome who hunts poachers and bandits.

Player’s Guide to Eberron

These are just a handful. There are surely other heroes and martyrs of both the Silver Crusade and the struggle for independence, as well as other guardian trees. And if you’re a shifter, there’s Olarune herself!

Were Eberron’s centaurs ever integrated into Galifar or the Five Nations?

So… In my Eberron, the large monstrosity centaur and medium fey centaur are entirely different creatures with completely different backgrounds and cultures, just as I suggested that fey changelings are entirely different from humanoid changelings. In my Eberron, there are a few different species of Monstrosity centaur, including one that’s more equine and one that’s more tribex (including bone headplates and short horns). With all of these subspecies, their humanoid torso has a distinct appearance ; they are half-humanoid, but you’d never mistake such a centaur for a human or elf; they are CENTAURS. By contrast, Fey centaurs vary dramatically in both aspects of their appearance; they aren’t limited to being equine, and their humanoid elements typically DO resemble another mortal species. So you may find a fey centaur that’s half-human, half-horse; but you could also find one that’s half-dwarf, half-riding dog or half-elf, half stag. These are primarily cosmetic details that don’t affect their statistics, and they aren’t limited by genetics but rather by story. Fey cenaturs are usually found near Thelanian manifest zones, and may have a consistent phenotype related to the story of that zone; but when they venture away and out into the wider world that becomes less fixed. Just as two shifters can have a child whose beast doesn’t match either of them, a human/horse fey centaur who mates with a dwarf/riding dog centaur could produce an elf/stag centaur.

Canonically, no, centaurs haven’t been significantly integrated into the Five Nations. The one place I know of where they are specifically called out in canon is the Player’s Guide to Eberron, which states that there are a few nomadic tribes of centaurs in the Eldeen Reaches, noting that they “are most common in the western forests near the Twilight Demesne.” Given that they are canonically denizens of the Towering Wood as opposed to the planes and in particular that they are associated with the Twilight Demesne—the largest Thelanian manifest zone presented in canon—I would say that the Eldeen centaurs are fey centaurs. I’d imagine that each nomadic tribe could have a different phenotype—there might be a tribe of elf/stags near the Demesne, a tribe of human/horses near the border between wood and field, a tribe of gnome/wolves in the north—though as noted above, fey centaurs don’t have to be consistent. In MY Eberron, the Wood centaurs are much like shifters: some tribes have chosen to completely ignore what’s going on in the east and follow their old traditions in the deep Wood, while others joined the Wardens of the Wood (or other sects—I can definitely imagine a centaur Greensinger) and have become part of the experiment. So definitely, in my campaign the Eldeen Reaches has a force of (fey) centaur cavalry as part of its military. With this in mind, I think that you could encounter Eldeen centaurs across the Five Nations just as you can encounter Greensingers or Wardens of the Wood across the Five Nations—they are rare and exotic, but not completely unknown.

But what about the NON-Fey centaurs? We’ve still never mentioned them as having a significant presence in the Five Nations and I’m not inclined to change that. I mentioned a strain of tribex centaurs and a strain of equine centaurs. In my campaign I have the tribex centaurs in the Talenta Plains and the equine centaurs in the Barrens of Droaam; in the Last War, it was actually Droaam that had a small force of centaur cavalry. Monstrosity centaurs can thus be encountered working with House Tharashk, but they are few in number and again, exotic and interesting.

Do you see the Voice of the Flame advising the Keeper of the Flame at the end of the Lycanthropic Purge to issue a public and formal apology to the shifters of the Eldeen Reaches?

tl;dr No, I don’t see the Church issuing a formal apology at the end of the Purge; but I can DEFINITELY imagine Jaela Daran issuing a formal apology today, perhaps even having an in-person ceremony in Greenheart.

Why the shift? First, it’s important to separate the Silver Crusade from the Lycanthropic Purge, as discussed in more detail in this article. The templars didn’t come to the region to kill shifters, they came to defend the innocent from lycanthropes. This started poorly, due to the fact that the raiding lycanthropes were almost entirely cursed shifters and that the wererats were actively working both to convince the templars that all shifters were the enemy and to convince the shifters that all templars were the enemy. But again, the shifters were also fighting the lycanthropes, and thanks to the work of heroes like Bennin Silverclaw, the two forces were able to work together as the conflict continued. There were ongoing tragedies throughout the Crusade, because that’s part of having a conflict with an enemy that can not only hide among your allies, but can turn your allies into your enemies with a bite. But again: shifters and templars were both fighting the lycanthropes, who posed an existential threat to ALL civilizations in the region. By the end of the conflict, templars were laying down their lives to protect shifter villages. Individual commanders surely apologized for tragedies they were involved in and may have done their best to make restitution in the moment. But overall, I don’t see the Church feeling that in needed to make a big public apology; countless templars had died fighting to protect both shifters and the people of Aundair.

… And then we get the Purge. But the thing about the Purge is that it wasn’t dictated by Flamekeep, and it wasn’t terribly well organized. It was an ongoing, slow, horrible persecution that lasted for decades. Most of all, it’s quite likely that the world at large—including Flamekeep—knew very little about it. This isn’t world with TV or internet. No one in Breland or Cyre had any awareness of what was going on the shifters in the Towering Wood. The Pure Flame templars surely reported to Flamekeep that they were engaging in absolutely necessary ongoing vigilance. Surely, over time, some word must have reached Flamekeep—I can imagine a heroic shifter making their way across Aundair to plead for help for their people. It’s possible the Keeper of the time did nothing, but it’s also possible they just didn’t do ENOUGH. They could have sent a strongly worded edict, they could have excommunicated a particular Pure Flame leader—meaning well but not understanding the extent of the hatred and the horror being committed. But not long after that, the Last War began… and I doubt apologizing to shifters was on anyone’s mind in the midst of the war.

Now the war is over. And now that the Eldeen Reaches are a nation, I’m sure that information about the horrors of the Purge are far more widely known. So NOW I see Jaela reaching out to make a formal apology for the Purge—for lighting the fire of the Pure Flame and leaving without foreseeing the danger, and for failing to do more to stop it. The mission of the Silver Flame is to protect all innocents; despite the noble intentions of the crusade, through its actions the Church set in motion a brutal tragedy that result in suffering and death for countless innocents. So yes, I think Jaela would apologize. And as I said, I could imagine a big public ceremony in the Greenheart—which could be a dramatic drive for adventures in many ways, especially if Jaela felt it necessary to attend in person, away from the power she wields in Flamekeep.

As a side note, I don’t see the Voice of the Flame as literally telling a Keeper what to do. Tira is more like an extremely strong conscience; she “speaks” more directly to a Keeper than to anyone else, but it’s still more about FEELINGS than her just say “Yo, Keeps! You fixed that shifter thing yet?” The Keeper can use commune to speak to Tira, but even then it’s up to the Keeper to set the topic. So if a Keeper said Should I do more to acknowledge the suffering of the shifters the Voice would say yes, absolutely—but she can’t force the topic if it doesn’t come up.

If the shifters of the Towering Wood are isolated tribes and may not even have had contact with the people of the fields… why do they speak Common? Shouldn’t they have their own language?

There’s a number of possible answers to this. As called out in this article, languages are one of the places where most settings sacrifice realism for ease of play—because it’s not a lot of FUN to have sessions where you go into the Reaches but get tripped up because no one speaks the Woodland language that no one uses anywhere else in Khorvaire.

With that in mind—it definitely doesn’t make sense that the Woodland shifters, as a whole, would speak Common. SOME would, because they’d have learned it as a trade language; I’m sure the Wardens of the Wood teach Common as part of the Eldeen experiment. So there’s nothing wrong with a player character shifter speaking Common even if they come from the deep Wood. But what would they actually speak at home?

  • First of all, I WOULDN’T make the Deep Wood language Druidic. I’m of the opinion that Druidic is a magical language that can only be mastered by people who can work primal magic—that in some ways, the Druidic language is primal magic, but some rangers or initiates never master the whole thing. So there are definitely Moonspeakers who speak Druidic, but it’s not the language used by the Deep Wood shifters.
  • Two valid possibilities are Orcish or Goblin. This would be strong evidence that the shifters are in fact descended from orcs. The question is if they’d speak Goblin because their ancestors adopted it during the Dhakaani reign—or would they have held onto Orcish, which would be someone amusing since we’ve suggested it’s a dead language even in the Shadow Marches?
  • Another possibility would be that the Moonspeakers say Olarune taught them a language when they first mastered the Beast Within; this could be Sylvan or potentially Elven, if you use my ideas on Elven.
  • If I were to say “They have their own entirely unique language that isn’t spoken anywhere else in Khorvaire” I would likely give this to any shifter player character from the region as a bonus language, without making them spend a language slot on it. From a practical standpoint, it’s a question of how often will the character actually use this? If the only time it will come up is when their cousin shows up in Sharn or on the two sessions the group makes a trip into the Wood, I’m fine with just giving it to a character as a bonus—just as I suggest that the Karrnathi native might be able to have a conversation with Karrn villagers the Thrane paladin can’t follow.

There’s some evidence that shifters are native to Sarlona as well given their presence in the Tashana Tundra. Did shifters independently arise in two places, or might there be a strange link between Tashana and the Reaches through Khyber?

My thought was the latter. With the timeline suggested, the emergence of shifters in the Wood would have still been thousands of years ago—easily enough time for a group of shifters to discover a land-bridge (well, demiplane bridge) through Khyber and for the common roots to have been forgotten. Given that those roots appear to have BEEN forgotten, the implication is that this bridge is either very infrequently active or that the passage leading to it has either been lost or claimed by a deadly force (hello, daelkyr) that severed any possible ties between the two cultures. There’s also been some discussion in the past of a remarkable sea crossing! The main point is that it’s been a long time—more than three thousand years—and there’s certainly been time for shifters to make it across the sea.

Is there any particular story to elves settling in the Wood?

Elves are present in the Eldeen Reaches, but there’s never been any mention of them having a unique, independent cultural identity. None of the sects are uniquely elvish and there’s no mention of entirely Elvish communities; instead, PGtE notes “the forest folk prefer to live in small mixed communities—human, elf, and shifter living side by side.” If you actually look at the numbers given in the ECS, elves make up a smaller percentage of the population of the Reaches than they do in ANY of the Five Nations; only 3% of the Reacher population are elves, compared to 11% of the population of Aundair! This may be because the elves were always based around the major cities of the east, or it could be that because of their long lifespans, most of the elves of the region remained loyal to Aundair and left the Reaches during the secession.

While the Reaches have fewer elves than any of the Five Nations, half-elves make up a considerable portion—16%, the same percentage seen in Aundair. The Player’s Guide to Eberron notes that fully half of the Greensingers in the Reaches are Khoravar. Combined with the statement that humans and elves live side by side, what this suggests to me is that a relatively small number of elves heard the call of the wild and immigrated to the Towering Wood over the years, but that they have very large families. So I think elves could be found in any of the druidic sects, and that where they are found they will often be elders with multiple generations of Khoravar children; there may only be a few established families of full-blooded elves. If one uses the subrace and considers eladrin to be elves, you could also have a handful of eladrin from Shae Loralyndar spread throughout the sects. Many would likely be Greensingers, still serving as envoys of their Queen. But you could easily have a few who have become attached to the mortal world and chosen to leave the City of Rose and Thorn.

So elves make up a small percentage of the population of the Reaches, and I feel that this would be split between the elves of the Wood—who would be spread across the sects, each with their own story about what drew them to the wild—and the elves of the fields, who were born as Aundairian citizens and chose to support the uprising even when most of their cousins chose not to.

One issue with the Reaches climatically is there’s no good way for the water from the Towering Wood to be replenished—the Wynarn river flowing north is going to drain water out of the system with Lake Galifar faster than any rain coming from the ocean (even off the Barren Sea) would naturally replenish it. Is there a Lamannia zone or some well of water from Khyber that’s kept things going?

Eberron is fundamentally a supernatural world; manifest zones and other mystical forces produce effects that defy what one would expect. This is especially notable with the Reaches, where just across the mountain you have the deeply unnatural and inhospitable environment of the Demon Wastes, while the Eldeen Reaches are said to be remarkably fertile. It’s certainly reasonable to think that there’s subterranean aquifers drawing water from Lamannia. It’s also possible that the region is simply infused with primal power—that it is close to Eberron herself. But the real issue here is that the maps simply don’t show a realistic distribution of waterways. I assume that there are streams and rivers flowing into the Towering Wood from both the Byeshk Mountains and the Shadowcrags, and that there are some significant bodies of water in the Wood (if nothing on the scale of Lake Galifar). Certainly, I’d expect the Icehorn Mountains to have considerable snowpack (perhaps enhanced by Risia) which would further contribute to the region.

That’s all for now! I’d love to hear your thoughts and experiences with the Eldeen Reaches in the comments section, though I won’t be answering additional questions. Keep in mind that everything I write here is just what I would do in MY campaign and certainly contradicts some canon sources (I’m lookin’ at you, Forge of War). The idea that the shifters of the Towering Wood may be descended from orcs is a possibility, but not one you have to embrace. With that said, this ties to my general thought that half-orcs are a reflection of the remarkable adaptability of orcs rather than humans—that “half-orc” means orc and something else, not specifically orcs and humans. But that’s another story!

As always, thanks to my Patreon supporters for making these articles possible! As a bookend to March’s article on the Lurker in Shadow, later this month I’ll be writing a Patreon-exclusive article on the Wild Heart.

Dragonmark: Couatls and the Silver Flame

Before I get started, here’s a quick word from our sponsor… Me! If you’d like to see me running an Eberron game, Fugue State is live Wednesdays at 7:30 PM Pacific for the next few weeks (and you can see previous sessions at that site). If you’d like a chance to play in my ongoing monthly Eberron game, check out the Threshold level of my Patreon. Likewise, the amount of time I have for this site and the subjects of the articles I write are all tied to Patreon, so if you’d like to support the site, that’s the place to do it!

Anyone who’s been to a church of the Silver Flame has seen the image of Tira and the couatl. But what are the couatls, and what do people actually know about them? How can you encounter them in the present day?

What are Couatls?

Couatls are native celestials, the last children of Siberys. They were born in the first age of the world, and they helped the mortal species of that time in their struggles against the fiendish overlords. The balance of power dramatically favored the fiends, and the children of Siberys realized that the only path to victory was through sacrifice. Working together, the native celestials abandoned their individual forms and fused their immortal essence together, creating a well of pure divine energy. As the dragons and other mortals defeated the overlords, this Silver Flame was able to bind them. Since that point, the Flame has been strengthened by the addition of millions of mortal souls, but it began with the sacrifice of the native celestials, and that immortal essence is the foundation of the Flame.

The question of the imbalance of power between fiends and celestials is one that is often discussed by sages and theologians. Why are fiends found across the world, while the celestials seemingly abandoned it… especially when planes such as Shavarath and Daanvi have a more even division between fiends and celestials? In his Codex of All Mysteries, Korran asserts that the answer is simple: Khyber slew Siberys. Through treachery, Khyber slew Siberys even before the world was formed and the native celestials are a reflection of the final spark of Siberys. In that time so long ago, the native celestials realized that as the balance of power tilted so dramatically toward the fiends that what they could accomplish as isolated individuals was trivial. But in fusing their essence into one great gestalt they could generate a power that could at least bind the overlords, and which could empower mortals to battle the fiends themselves. This ties to a crucial underlying theme of the setting: Eberron is a world that needs heroes. The Silver Flame is the greatest force of light in the world, but it cannot act on its own; it depends on mortal champions to carry its light against the darkness. A small handful of independent celestials remain in the world, and this will be discussed later in this article. But the bulk of celestial power in Eberron is concentrated into the Silver Flame—a tool and a weapon for mortals to wield.

Now, couatls aren’t the only form of native celestial. But just as the rakshasa are the most common form of fiend, the couatls are the most common form of celestial on Eberron. Any other form of celestial could potentially be used as a native celestial, but most such spirits will share some cosmetic elements with couatl: prismatic coloring, feathers, serpentine characteristics. So a native deva might have rainbow-feathered wings and fine iridescent scales. Why these traits? One theory is that this is a reflection of Siberys himself; the nation of Khalesh used a banner that showed Eberron and Khyber as dragons entwined, with Siberys as a winged serpent encircling the struggling wyrms. This is purely speculative, the coloring and other traits are common among native celestials and are sometimes inherited by mortal creatures infused with celestial energy, such as the Shulassakar or aasimar tied to the Silver Flame.

One complication in dealing with couatls is their shifting power level in different editions of Dungeons&Dragons. The 3.5 couatl had a challenge rating of 10, with the note that it was possible to encounter a huge couatl with up to three times as many hit dice as that CR 10 version. However, the 5E Monster Manual presents the couatl as a fairly minor celestial, with a Challenge rating of 4. The trick is that in Eberron, “couatl” is like “rakshasa”—it’s a category, spanning spirits with a wide range of power. Looking to the rakshasa, not only are there different classes—the standard rakshasa, the ak’chazar, the naztharune, the zakya—but you also have unique individuals with far greater power than the rank and file. Just as Mordakhesh is dramatically more powerful than the typical Zakya rakshasa, the couatl Hezcalipa (the ally and mentor of the dragon Ourelonastrix, who might be the inspiration for the Sovereign Aureon) was dramatically more powerful than a typical CR 4 couatl. But what do you do with this in fifth edition, which only provides statistics for the CR 4 couatl? There’s a few options.

  • Reskin other celestials. Couatl aren’t the only native celestials. You could introduce a deva or a ki-rin as a child of Siberys. But you could also take the stat block of one of these more powerful celestials and just describe the entity as a winged serpent instead of as a winged humanoid or golden-scaled beast. A deva attacks with a mace, inflicting 1d6+4 bludgeoning damage plus 4d6 radiant damage; you can have the deva-couatl attack with a bite that deals 1d6+4 piercing damage and “floods their body with radiant venom” which deals 4d6 radiant damage. Yes, this is different from the poison effect of the CR 4 couatl, and the deva doesn’t have the ability to constrict its foe; but just as not all serpents constrict or produce venom, not all couatl do either. So make the simplest changes—swapping the bludegoning damage of the mace to piercing for fangs, because that’s obvious—but otherwise, just change the way you describe the creature and its attacks. This doesn’t have to be limited to celestials; you could easily take the guardian naga stat block, change it from monstrosity to celestial, and describe it as a wingless couatl.
  • Blend old and new. You can follow the same basic idea, but actually change a few abilities to more closely reflect the couatl. It makes sense that any form of couatl would have the Shielded Mind trait of the CR 4 couatl. For a couatl ki-rin you could describe the Horn attack as a bite attack (which just doesn’t produce venom), but replace the two hoof attacks of the ki-rin with a single Constrict attack, following the model of the CR 4 couatl—perhaps raising the DC to escape to DC 17, reflecting the Ki-rin/Couatl’s higher CR and Strength. Likewise, you could swap out spells on the Ki-Rin’s spell list to include all the spells on the CR 4 couatl’s spell list. But overall, you can still us the ki-rin stat block to reflect the more powerful creature.
  • Create something new. If you have the time, you can use the CR 4 as a blueprint to create your own unique powerful couatl. It’s not something *I* have time to do right now, but I think it makes perfect sense to create couatl with distinct abilities—a loremaster couatl (such as Hezcalipa), perhaps a warlike couatl guardian shrouded in (silver) flame.

Likewise, keep in mind that couatl don’t have to be as powerful as the CR 4 version! A Celestial warlock with the Chain pact could have a tiny couatl as a familiar. Use the statistics of a pseudo-dragon, but describe it as a couatl; this has the same relationship to a standard couatl that an imp does to a more powerful devil. Remember that as celestials, couatls are essentially divine tools and ideas given form. The tiny couatl is simply a minor spirit of light; it’s not biologically related to the more powerful couatl.

This ties to one other point, which is that immortals are tools and concepts. They exist for a reason, and they don’t choose that path as mortals can. The tiny couatl familiar exists to advise the warlock; you could play it as a minor spirit of wisdom or as a guardian angel. But every couatl has a purpose and/or embodies a concept. Where the immortals of the planes embody concepts tied to their planes (War, Hope, Law, etc) the immortals of Eberron are more broadly “good” and “evil.” In creating a specific couatl, a DM could decide that it’s a spirt of truth, or courage, or wisdom—and play its personality accordingly. Swapping out spells is another simple way to reflect this and give a particular couatl some unique flavor.

What Do People Know About Couatls?

Anyone in a nation where the Silver Flame has a presence is familiar with the basic idea of the couatls—their appearance and the fact that they’re celestial emissaries of the Silver Flame. In this, they are much like angels in OUR world; almost everyone can look at a picture of one and say “That’s an angel,” but not everyone believes they exist, and even those people who DO believe they exist don’t generally expect to meet one. Couatls are part of the mythology of the Silver Flame. Tira Miron was guided by a couatl, and the templars use rainbow fletching on their arrows to emulate the swift-flying couatl. Couatls are often also part of the manifestations of divine magic tied to the Silver Flame. When a cleric of the Flame casts spirit guardians, the guardians are often couatl-like shapes formed of silver fire. Summon celestial and planar ally typically manifest couatls or other creatures with couatl-like attributes. These spells aren’t commonplace, but the point is that people associate couatls with the Silver Flame, and if they see one they will say “That’s a couatl! Like the one that guided Tira!” as opposed to “What’s that?”

With that said, Khorvaire’s Church of the Silver Flame isn’t actually that old… and couatls have been known since the dawn of time. Anyone proficient in History or Religion may know that couatls have been revered by many cultures. As mentioned earlier, the pre-Sundering nation of Khalesh in Sarlona was devoted to the celestial serpents. The orc kala’sha paladins of Ghaash’kala often tattoo a couatl wound around one of their arms; they know the couatl as emmissaries of the Binding Flame.

So almost everyone in the Five Nations knows what a couatl is. Again, think of it as analgous to angels in our world. Anyone can recognize a picture of one, but it’s going to take a Religion check to explain the difference between a cherub or a seraph.

Silvertide and Serpent Cults

So: in kanon, everyone knows what a couatl is. Everyone’s seen that picture of Tira and the couatl. However, canon has some inconsistencies in this regard. On the one hand, page 70 of City of Stormreach says this of a priest…

He only speaks of it to his most trusted parishioners, but (the priest) practices the traditions of an ancient serpent cult, passed down to his father by a feathered yuan-ti. Although the values are similar to those of the modern church, this faith teaches that the Silver Flame was kindled by the sacrifice of the couatls in the dawn times; Tira Miron and the Keeper of the Flame are stewards who bring the light of the Flame to humans too limited to see the ancient force on their own. Guin has served as an intermediary for the shulassakar yuan-ti in the past, and this could serve as the basis for an adventure.

This isn’t the heresy that has caused the Stormreach church to be severed from Flamekeep; the section specifies that it’s the opposition to the theocracy that’s the major problem, and the quote here specifies that the priest only speaks of his beliefs to those close to him. It’s not that these beliefs are heretical, but they are unusual. However, the 4E Eberron Campaign Guide introduces the concept of Silvertide, saying “This highest holy day of the faith celebrates the sacrifice of the couatls and the birth of the Silver Flame.” So Stormreach says that the idea of the couatl sacrifice is a secret the priest only shares with his most trusted friends, while the ECG says it’s the basis of the most important holy day the church has. How do we reconcile this contradiction?

The Age of Demons ended a hundred thousand years ago, the precise details of what happened then frankly aren’t as important to most of the people of Khorvaire as the things that happened a few centuries ago. In my opinion, the tales of the Age of Demons and the story of Tira’s sacrifice can be seen as similar to the Old and New Testaments. While the two are directly related, different religions place different weight on the two books. The Serpent Cults are primarily interested with the ORIGINAL story and see Tira’s sacrifice as a recent and relatively minor development. But to the people of the Five Nations, Tira’s sacrifice is the most important story, because it happened to them. Tira saved the people of Thrane from a fiendish apocalypse, and as the Voice of the Flame, she continues to guide them today. They know the general stories about how the Flame was kindled in the dawn of time to bind the overlords and they are grateful for that first sacrifice, but it’s just too long ago to have deep personal meaning; while Tira is the Voice that speaks to them today, and her sacrifice is the reason Thrane even exists.

With this in mind, you can see how I describe the festival of Silvertide on my ongoing Threshold campaign. A key point is that the priest doesn’t actually describe that original sacrifice as the COUATL sacrifice, because those details are largely irrelevant; she speaks of the battle between the forces of light and darkness and of the sacrifice of those first champions to kindle the Flame. Because the LESSON of Silvertide is the power of sacrifice—to respect the first champions whose sacrifice lit the Flame; Tira, whose sacrifice allows us all to draw upon it; and anyone whose sacrifices have made a difference in your own personal life. A key part of the festival is to call out and honor sacrifices others have made for you, and to consider what sacrifices you can make for others. So as the ECG says, it IS a festival that honors the couatl sacrifice; but it honors the SACRIFICE, not the COUATL.

This brings us to the idea of serpent cults. A number of canon sources describe serpent cults—sects found across the world and throughout history. What differentiates a serpent cult from a Silver Flame faith is the direct focus on the couatl as opposed to the Flame. A Flame sect focuses on the Silver Flame as it exists today—a conglomeration of countless noble souls of many species. Most honor the couatl as emissaries and servants of the Flame, but they are secondary to the Flame itself. A serpent cult focuses on the couatl, honoring them as the first children of Siberys and emphasizing their role in creating the Flame. Serpent cults often downplay the idea that other creatures can join the Flame and instead emphasize the Flame as the pure light of the couatl. Looking at key named sects, the Sarlonan nation of Khalesh was a serpent cult devoted to the couatl; the Ghaash’kala, on the other hand, are a Flame sect. They may call it the Binding Flame instead of the Silver Flame, but it is the FLAME that they honor above all; couatl are its tools.

So looking back to Stormreach, again, the priest’s beliefs aren’t dire heresy; they’re just unorthodox views that most followers of the modern Church don’t share or care about. To the typical Thrane parishoner, emphasizing that the first sacrifice was entirely couatl would be a slightly eccentric belief that undermines the moral of the story—that we all have the power to make a difference through our sacrifices, and that any noble soul can strengthen the Flame. This is reflected in the original statement on page 303 of the Eberron Campaign Setting

Ultimately the couatls sacrificed most of their number in order to seal the overlords within their combined souls. Scholars have theorized that this is the ultimate source of the force worshiped by the Church of the Silver Flame. The Church ministry is ambivalent about this theory, stating that regardless of how the Flame was first kindled, there is a place within the Flame for all noble souls.

Encountering Couatls

There’s three main ways to encounter a couatl in the present age.

Ancient Guardian. The quote from the ECS states that most of the couatl joined together to found the Flame. Most isn’t all; a handful remained as incarnate individuals to accomplish vital tasks that couldn’t be entrusted to mortals. Keep in mind that they use mortal agents when they can—the shulassakar, the Masivirk’uala lizardfolk, and the Ghaash’kala, even Tira Miron are all examples of this. A few reasons you might need an actual couatl are to preserve knowledge that can’t be trusted to a mortal; to oversee a project that will take many generations to unfold; do accomplish a task that requires the innate celestial powers of the couatl; or to guard an area that’s either too hostile, isolated, or corruptive to entrust to a mortal. An ancient guardian is an immortal who has existed since the Age of Demons; they don’t have heart demiplanes and typically are reborn in the location where they are destroyed, with the length of time this takes depending on the strength of the couatl and the manner in which it is destroyed. While they are incarnate spirits of light, the fact that they have usually existed in intense isolation can make these guardians more intense than their temporary counterparts; they often have tunnel vision tied to their vital task. A temporary couatl has watched humanity grow; a guardian may not have seen another living creature since before human civilization existed.

Temporary Emissary. When a priest of the Silver Flame casts summon celestial, they aren’t pulling a couatl from some other location in the world. Instead, the spirit is directly manifesting from the Silver Flame itself, and when its work is done it will return to the Flame. The Silver Flame is a mass of hundreds of thousands of souls, but within the Flame those spirits exist as a transcendent gestalt, not as individual personalities. When a temporary couatl manifests, it will employ the personality of one of the original couatl; this could allow adventurers to actually speak with Hezcalipa, for example. But Hezcalipa doesn’t exist as an individual while she’s part of the Flame, and her actions when she does appear are moderated by being part of that gestalt; she is first and foremost an emissary of the Flame, shaped by the memories of a couatl who sacrificed itself long ago.

Channeling and Visions. You don’t have to meet a couatl in the flesh. The CR 4 fifth edition couatl can cast dream, a useful tool for guiding and advising mortals. The 3.5 ECS also explored the idea of divine channeling…

A mortal who channels a celestial becomes a mortal manifestation of the celestial’s power. The celestial can draw on all the mortal’s memories, and the celestial senses what the mortal senses. The mortal and the celestial can communicate telepathically, but neither has complete access to the current thoughts of the other.

Looking to the tale of Tira Miron, the original idea was that most of the time Tira was channeling the couatl; it was guiding her, but it wasn’t just flying along next to her. In other places we’ve suggested that her guiding couatl was actually bound with her sword Kloijner. This is why in the image above, you can’t see the rainbow feathers of the couatl; it’s a spiritual presence. When it comes to a dream vision or channeling a couatl, there’s still the question of whether the spirit is an ancient guardian that has always been separate from the Flame or if it’s a temporary emissary sent out into the world to accomplish this task. In the case of emissaries, an emissary who grants dreams might never fully manifest as a physical couatl; think of it as an antenna extended from the Flame to broadcast a signal, after which it is retracted.

With any use of visions in dreams, a valid question is how this relates to Dal Quor. In my opinion, couatl visions don’t occur in Dal Quor; they effectively intercept the dreaming spirit before it reaches Dal Quor. This ties to the idea that they actually isolated the dreams of the Masvirik’uala, as described in this article. If you embrace this idea, it’s possible that they could actually give visions to mortal who sleep in some way but don’t actually dream, such as Kalashtar or elves—but that’s definitely up to the DM to decide. The general idea is that couatls have an affinity for mortal minds, something reflected in earlier editions by their psionic abilities; but they are native celestials, not creatures of Dal Quor. With that said, a scheming quori could definitely impersonating a couatl when manipulating someone with its own dream visions…

So, how can you encounter a couatl? You might find one as the guardian of an ancient vault, sworn to keep the cursed items within from falling into mortal hands… or to guide mortal champions to reclaim these deadly artifacts after the vault is breached. You could be visited by a couatl who has emerged from the Flame to assist you in overcoming a great threat, but it can only remain at your side for a brief time—or, potentially it can only assist you through dreams, or a moment of divine channeling. The main thing to keep in mind is that all of these are incredibly rare. There are only a handful of ancient guardians in existence, and they are dealing with tasks no mortal could handle. As for emissaries, the Silver Flame is a machine designed to do two things: to bind overlords and to empower mortal champions. Short term spells like summon celestial are part of that machine—tools that work through mortals and lasts briefly. For a couatl emissary to emerge from the Flame is like pulling a random gear off the machine; it’s difficult and potentially dangerous to the machine itself. It’s the sort of thing that happens to people like Tira Miron—heroes who can change the fate of the nation or the world. But overall, the Silver Flame deals with problems by empowering mortals, not by deploying celestials. This ties to that fundamental principle: Eberron is a world that needs heroes. The physical appearance of an emissary is a legendary event… but player characters have the potential to be legends.

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

Dragonmarks: Night Hags and Nightmares

The night hags of Eberron are mysterious and enigmatic. The Princess Aundair asserted that night hags were fallen fey cast out of Thelanis; it was likewise Aundair who popularized the idea that night hags created nightmares by ripping the wings off of pegasi. The scholars of Galifar debunked both of these ideas, and established that night hags are native fiends of Eberron that have existed since the Age of Demons. But many questions remain unanswered. If night hags are fiends, why do they seem to have no sympathy for raksashas or other native fiends? How is it that on the one hand you have Sora Kell, who’s described as tearing apart armies with her talons and laying waste to a city with a single spell… and on the other, you have stories describing night hags who seem little more powerful than a typical troll? And if the night hags are native fiends, why do they have such an affinity for dreams and a talent for traveling to other planes?

The most reliable source on the topic is the Codex of All Mysteries, written by Dorius Alyre ir’Korran. The Codex makes the following observations.

Thirteen hags emerged in the First Night, old on their first day; they were called grandmothers even before the first mortal was born. Twelve of these night hags were bound in covens of three; even then, Sora Kell made her own path. Most fiends are tied to one of the dread overlords, and it would be easy to think that the first hags were children of Sul Khatesh, given their affinity for both secrets and magic. But there is no overlord in the First Night. Rather, it seems that the twelve and one collectively embody an idea. Many fiends embody concepts that mortals fear, and the simplest answer is that the night hags embody mortal fears of the night—both specifically of nightmares, but also of the unknown forces lurking in the darkness. The accounts of Jhazaal Dhakaan add a twist to this, suggesting that the night hags embody the curiosity of Khyber itself. Jhazaal observes that the night hags should be considered evil, as they will lead mortals into despair and doom without remorse. But she notes that the hags lack the greater malevolence of the overlords, that they have no desire to dominate mortals or the world; instead, they love to watch stories unfold, especially stories that end in tragedy. In the first days to the world, the night hags served as intermediaries between mortals, fiends, and the other great powers of reality. They took no sides in the many wars of that time, finding joy in moving stories along and watching the horrors that unfolded; they had no agenda, for this story needed no finger on the scales to tilt it toward disaster. The hags simply loved being in the midst of the chaos, and reveled in turning the pages of history.

Should we accept these stories, a night hag is many things at once. She is a shaper of nightmares, who takes joy in hand-crafting nocturnal visions so terrifying that a mortal might fear to ever sleep again. She is an ancient being who may have spoken with dragons, demons, and even overlords. And above all, she is a creature who delights in watching stories unfold and in seeing what happens next—especially when those tales end in tragedy.

What of the curious spectrum between night hags? How can we reconcile the legend of Sora Kell shattering an army with the tale of Sola the Smith outwrestling Sora Tenya? How can we account for the fact that a catalogue of night hags produces more than thirteen names? The answer may be found in another Dhakaani account. The dirge singer Uula Korkala blamed the hag Sora Ghazra for the tragedy that befell her city, and rallied the greatest champions of the age to her pursuit of vengeance. She worked with the legendary hunter Ur’taarka to track the hag and to create snares that could bind even the greatest of fiends. She worked with the daashors to enchant the chain of the mighty Guul’daask, creating a weapon that would shatter the hag’s spirit even as it crushed her bones. Korkala took her vengeance, and Sora Ghazra was defeated. But it is no simple thing to kill an immortal. The shards of Ghazra’s shattered spirit embedded themselves in her killers. Ur’taarka, Guul’daask, even Korkala herself—all were haunted by nightmares. Unable to sleep, they wasted away in body and mind. Eventually the magic of this curse reshaped them into hags—lesser versions of the primal crone they’d destroyed. This created a line of night hags, each bearing this curse. When any one of them dies, the killers will be consumed by nightmares. The curse grows weaker with each generation, and there are heroes who have survived this gauntlet of nightmares; but any who are broken by these terrors will become a weaker hag. Thus, should you encounter a night hag who seems not to live up to the terrifying legend of Sora Kell, she is likely one of Ghazra’s line; the threat she poses will depend on how far removed she is from her ancestor.

Dorius Alyre ir’Korran is a legendary scholar and diviner, known for his ambition to supplant Aureon himself; the Codex is the most trusted source of information on the hags. The actual entry includes far more information than just this, providing further details on many of the original thirteen hags and their covens. However, it is as always up to the DM to decide if any of this is true, or if it is still speculation or even misinformation spread by the hags themselves.

If you trust the Codex, there are a few things to keep in mind.

  • Night hags can have a vast range of power. The Challenge 5 night hag presented in fifth edition is likely a weak descendent of Sora Ghazra. Sora Kell was the most powerful of the primal night hags—the one who always stood alone—and likely has a Challenge rating over 20. Other hags—between the other primal hags and the greater descendants of Sora Ghazra—would fall somewhere within that spectrum. Because of Ghazra’s story, there’s no absolute limit on the number of night hags in the world. There may have only been thirteen primal night hags, but the extent of Ghazra’s brood is entirely up to the DM. The lesser hags of Ghazra’s brood DO NOT retain many memories of the hag that spawned them; they have a basic foundation, but a CR 5 hag doesn’t have memories of the Age of Demons and doesn’t retain all the contacts and connections of their parent hag.
  • Night hags largely view mortals as a form of entertainment. They typically have a cruel sense of humor, and they take joy in hand-crafting nightmares for people who catch their interest. Many of them do enjoy testing virtuous heroes and seeing if they can hold to their ideals. But at the end of the day, most are driven by cruel curiosity; if a hero DOES persevere and overcome adversity, they’ll chuckle and move on, making a note to check back in a few decades. They don’t CARE about the goals of the overlords or the Chamber; they just love good stories. The night hag Jabra sells goods in both Droaam and the Immeasurable Market of Syrania. Her goods won’t necessarily bring misfortune to the buyer; among other things, she sells dreams she’s collected over the centuries. But SOME of her goods are certainly bound to bring tragedy to someone, if not necessarily the person who purchases them. And more than anything, her work as a merchant is a way to while away the immortal hours while she waits for someone interesting to cross her path—a story she can delight in following to its end.
  • Night hags wield power in Dal Quor, as measured by their ability to manipulate dreams. They have an understanding with the quori; remember, the primal night hags once served as ambassadors to all the great powers, and they can be persuasive when they choose. Night hags can smell the touch of a quori on a mortal’s dream, and they will thus avoid interfering with dreamers who play critical roles in the plans of the Dreaming Dark. Beyond this, Dal Quor is vast; night hags and quori generally do their best to stay out of each others’ way. With that said, there have been stories of friendships, rivalries, and feuds between specific quori and night hags; a particular tsucora and a child of Ghazra might take turns tormenting a particular mortal, each trying to craft the most terrifying dream.
  • Night hags have a particular affinity for dreams and Dal Quor. For a night hag, shaping a dream is like playing an instrument; it’s both art and a satisfying hobby. A night hag doesn’t HAVE to have some grand agenda in deciding to haunt a particular mortal, any more than a writer has some specific vendetta against the sheet of paper they select on which to write a story. On the other hand, they may well focus on people who draw their attention. In Droaam, Jabra has been known to buy peoples’ dreams. The simple fact is that she can haunt someone’s dreams whether they agree to it or not; but Jabra enjoys convincing a victim to agree to their torment.
  • Primal night hags are immortal and have existed since the dawn of time. If slain, they will reform in the demiplane known as the First Night. Ghazra’s brood can be killed, at which point they infect their killers with their nightmare curse. Each such generation grows weaker, and it’s possible that the CR 5 night hag of the Monster Manual is simply too far removed from the source to curse its killers… or it might be that they have only to enduring a single nightmare or a few nights to overcome the curse.
  • Primal night hags don’t require a heartstone to become ethereal. A heartstone is a focusing item that allows one of Ghazra’s brood to tap into this power, concentrating their weaker spirit.

With all that in mind, let’s consider a few specific questions.

The ECS says that Night Hags are neutral, but here you say they’re evil. Which is it?

Many ideas in the ECS have evolved over time. When I wrote that original section in the ECS, the intent was to emphasize that the night hags aren’t allied with the Lords of Dust and the overlords—that they are, ultimately, neutral. However, in retrospect, I feel that they should both be fiends and should have an evil alignment. They were born in Khyber, and on a personal level, they delight in tragedies and will unleash nightmares without remorse. We’ve called out that good people can do evil things and that evil people can do good; in the case of the night hags, they are evil beings who choose not to serve a greater good or greater evil.

The immortals of Eberron draw from a finite pool of energy and don’t reproduce. But Sora Kell has daughters, and there’s also hagblood characters. How’s this work?

Night hags can reproduce, but this doesn’t follow normal biological science and most never do. Essentially, what a night hag does in creating a child is much like how they create a nightmare; each of the Daughters of Sora Kell are, essentially, nightmares made real. It’s quite likely that the hag has to invest a certain amount of her own essence in her children, not unlike the story of Sora Ghazra. If so, Sora Kell is likely no longer as powerful as she once was, and this could explain why she’s been missing for so long.

Sora Ghazra’s children are created when a sliver of her spirit reshapes a mortal body. The weaker the are, the more mortal they are; the least of these hags might be able to have children in the normal way, though these children wouldn’t be night hags.

Night hags can trap mortal souls in soul bags. Why do they want mortal souls?

Trapping souls is hardly unheard of in Eberron. Sora Maenya isn’t a night hag, but she’s known for trapping the souls of her victims in their skulls and keeping them. She doesn’t DO anything with them; she just likes collecting them. Sora Teraza traps souls in books, cataloguing the life of the subject. This is the model for night hags. Some may bind captured souls into objects, keeping a collection of soul-bound dolls, for example. Others may weave the souls into acts of magic. For example…

What’s the origin of nightmares (the monsters) in Eberron? Do they have a connection to night hags?

Nightmares are fiends that protect their riders from fire and allow them to travel between the planes. The first nightmares were created by Sora Azhara, a primal night hag with a particular love of Fernia. She crafted the first nightmares by fusing literal nightmares with the ashes of the Demon Wastes and mortal souls. A few of her sisters admired her creations, delighting in their ability to carry mortals into dangerous places, and created nightmares of their own. Any creature capable of casting nightmare could potentially learn the ritual for creating a nightmare. This requires a bound mortal soul slain by nightmares; ashes from the Demon Waste; and a living equine creature, which serves as the physical framework. This is the origin of the tortured pegasus story—but the victim doesn’t have to be a pegasus. A creature who’s soul is bound into a nightmare can’t be raised from the dead by any means until the nightmare is destroyed; the soul is however preserved from Dolurrh while bound. Typically, the mortal spirit is unconscious and oblivious to the passage of time during this binding.

What does it mean that the primal night hags serve as ambassadors? If there were thirteen of them, did they have ties to specific planes?

“Ambassador” isn’t an official title. Night hags are capable of moving across planes, something that’s uncomfortable for most native immortals. Essentially, they spend a lot of time traveling—they are in part driven by curiosity—and they know people. The dragons and fiends of the Age of Demons found it useful to have a recognized neutral force, and the night hags enjoyed being a part of the story. This continues today. The night hag Jabra knows thousands of immortals through the time she’s spent at the Immeasurable Market. A random lesser night hag may know a number of quori—some friends, some rivals. Sora Azhara has a love of Fernia and is a regular guest at the parties of the efreet. But this is ultimately an informal role, more “I know a hag who knows a guy” than being officially appointed by the Progenitors or anything like that.

That’s all for now! Thank you to my Patreon supporters both for making these articles possible and for suggesting the topic; in my monthly call for questions, someone asked “Night Hags! Just Night Hags!… So here we are! If you want to have a chance to shape future topics and help insure that there are more articles, pitch in at my Patreon.

Also: I am continuing to work on Frontiers of Eberron: Threshold, and TONIGHT (Wednesday September 8th) I’m kicking off a new stream to playtest the material. It’s part of the Fugue State stream, which I play in with Colin Meloy and Chris Funk of the Decemberists, Charlie Chu of Oni Press, Han Duong, and Jennifer Kretchmer. It’s going to run for about six weeks and the first episode is TONIGHT, so if you want to see it kick off, drop by the Twogether Studios Twitch channel at 7:30 PM Pacific Time! This is a very casual stream—basically just our home game in action—but I’m sure it will be fun!

Dragonmark: Priests, Krozen and Zerasha

July is quickly fading, but as time allows I want to answer a few questions posed by my Patreon supporters. This month, people asked about a pair of priests—High Cardinal Krozen of Thrane and Zerasha of Graywall.

Dealing with the Divine

Krozen and Zerasha are both powerful divine spellcasters. In third edition, Krozen was defined as a 12th level cleric of the Silver Flame, making him one of the most powerful clerics in canon Khorvaire. While never defined, Zerasha is supposed to be similar in her power—a priest respected and feared by a city of monsters and the mind flayer who governs it. Given that most priests in Khorvaire are adepts—or don’t even cast spells at all—I want players to feel how remarkable these individuals are when they encounter them. A powerful wizard is essentially a scientist, someone who uses logic and knowledge to break the laws of reality. A powerful divine caster is something else. Both Zerasha and Krozen are the chosen agents of cosmic powers. The Sovereigns and Six are omnipresent forces. The Shadow knows the evil that lurks in the hearts of mortals, and Zerasha is one of its chief agents. Krozen can command the dead to return to life or call celestials from the essence of the Silver Flame. We can debate the existence of the Sovereigns, but the Silver Flame is the force that stands between Eberron and the overlords, and Krozen is a conduit for its power. These aren’t just people who have learned how to perform magic tricks. They are the chosen agents of vast cosmic forces. If you’ll pardon the phrase, they are burdened with glorious purpose.

But how do you make the powerful priest feel different from a wizard or a prince? This is something I discuss at more length in this article. One of the key points is to separate the way divine NPCs cast spells from how player characters do it. We need the structure of the classes for player characters because we need tactical precision, and I’m fine to say that in combat, Krozen casts spells as a 12th level cleric. But outside of combat I don’t feel that he needs to engage with his magic in the same way as a player character. The most common divine spellcasters—adepts—function much like magewrights; they have a specific set of cantrips and spells they can cast and that’s all they can cast. A typical spellcasting priest might be able to cast thaumaturgy, light, and ceremony. There are specialist adepts—oracles who can cast divination, healers who can perform lesser restoration—but the oracle can’t just decide to become a healer in the morning. They have been granted a divine gift, and they can’t exchange it for another one. More powerful spellcasters like Zerasha and Krozen aren’t limited like this, but they also don’t call their divinity on the phone each morning and make spell requests. Their divine power source grants them the spells they need when they need them, provided the request is justified. Krozen doesn’t prepare zone of truth ahead of time, but if he formally demands you speak the truth in the light of the Flame, zone of truth happens. Essentially, his spells are selected on the fly to match the situation he finds himself in. But the contrast is that he doesn’t have the freedom a PC has to request any spell. The Flame may empower Krozen to raise someone from the dead or to smite them with a flame strike, but in spite of his effective level it’s not going to grant him the power to create undead or to cast contagion; these aren’t the tools of a righteous servant of the Flame, and if you DO see a Flame priest using such spells, it’s a clear sign that they are actually a servant of the Whispering Flame or a warlock hacking the Flame. Krozen may take actions we consider evil, but he believes his actions are righteous in the light of the Flame; he’s not drawing on malefic powers.

Divination is another important example. With the spellcasting power of a 12th level cleric, Krozen could technically cast commune three times a day, along with a batch of auguries. And that’s how things work for PCs. But Krozen doesn’t just have some magic hotline that he can dial three times per day. He can’t just call up Tira Miron and say “Does Boranel dye his hair? Yes? I KNEW it!” It’s not some sort of abstract, scientific tool that he can just use for whatever random, trivial detail he wants to know. But the flip side is that he may simply receive information that he needs—that he can receive divine visions. Even when he doesn’t cast augury, he may suddenly KNOW that a decision he’s about to make could lead to disaster. Even without commune, he might KNOW the truth about a situation. This is especially relevant for Zerasha, because part of what defines the Shadow is dangerous secrets. Consider this description of the Shadow from this article:

As the dark side of Aureon, the Shadow is also the Sovereign of Knowledge… but specifically the things you shouldn’t know. The Shadow knows the evil that lurks in the hearts of mortals. It knows who killed your parents. It knows what your lover really thinks about you. And it knows secrets of magic that Aureon won’t share… techniques that can provide power, but at a cost.

So It’s not that Zerasha sits down and says “I want to know secrets about this player character” and casts commune or some other divination spell; it’s that when the players come before her, she simply DOES know who killed the paladin’s parents and why the rogue murdered their partner, because that’s part of what it means to be the voice of the Shadow.

The short form is that when dealing with NPCs who are powerful divine spellcasters, I want them to FEEL like they are conduits to powers far greater than they are. When Krozen demands that you speak the truth, zone of truth happens. When he barks out an order, it may become a command, because that’s the power that flows through him. I want the powerful priest to feel larger then life, because at the end of the day they are the conduits for something that IS larger than life.

Now, reading all this, you might say “But I thought Eberron was the setting where we don’t know if the gods even exist.” We know that deities don’t walk the world in Eberron. You will never have a chance to punch Aureon in the face. But we know that divine power sources exist. We know that priests have been drawing on the POWER of Aureon for tens of thousands of years, and that in part because of this, most people believe divine forces exist. They may argue about details; the Cazhaak interpretation of the Dark Six is quite different from how they’re depicted in the Pyrinean Creed. But most people believe in SOME form of divinity, and part of the reason for that is the fact that divine magic exists.

With all of this in mind, you might say “If that’s how you handle NPC priests, why don’t you deal with player character clerics in the same way?” I offer some suggestions in that direction in this article. But fifth edition embraces the idea that NPCs and PCs don’t have to follow the same rules. Part of being a player character is having flexibility and tactical control. It’s about having the ability to make choices. I’ve played campaigns in which divine characters CHOSE to give me more control over their spells—embracing the idea that the powers were gifts they didn’t fully control—but that was a choice they made that fit the story of that character. But one of the fundamental principles of Eberron is that player characters are remarkable, and I have no problem with them having a greater degree of versatility and precision than most other servants of the divine.

Having worked through that, let’s talk about the two specific priests that people have asked about…

Who is High Cardinal Krozen of Thrane?

Our blessed child is the Keeper of the Flame and shows us all the path to the light. But I am the keeper of the nation, and if I must toil in the darkness to ensure its prosperity, so be it.

High Cardinal Krozen

People have lots of questions about Cardinal Krozen of Thrane. What’s his first name? Does he realize he’s evil? Does he believe in a greater good—or for that matter, does he even believe in the Silver Flame? What makes him more important than the other 11 High Cardinals of the Church? These are all good questions. I’ve always liked Krozen, but my vision of him is quite different from how he’s evolved in canon sources. I know what I originally planned for him when we first created the character, and that’s how I use him, so I’ll lay that out here. Keep in mind that this directly contradicts multiple canon sources (which, admittedly, contradict themselves on some points). This is MY interpretation and I am not going to reconcile it with what other authors have done with the character; it’s up to you to decide which version you prefer.

My original vision of High Cardinal Thrane was loosely inspired by Cardinal Richelieu as depicted in The Three Musketeers—a ruthless man who is engaged in sly intrigues, but who is nonetheless an extremely capable leader, perhaps moreso than the king the protagonists serve. It was always my vision that Cardinal Krozen was devoted to Thrane and that he performs his duties exceptionally well—that he is a brilliant strategist and a charismatic orator. But this is tied to the idea that he truly believes that he knows what is best for the nation. The basic dictate of the Silver Flame is to protect the innocent from supernatural evil. Where Jaela recognizes that this applies to ALL innocents, regardless of their faith or nationality, Krozen believes that you aren’t innocent unless you’re a Thrane and a servant of the faith, and don’t oppose him. He DOES fight to protect the innocent—but only those HE decides are innocent.

So I see Cardinal Krozen as a remarkable man—one of the player characters of his generation. He’s human and I see him as being about fifty years old. The details of his youth—and, in fact, his first name—aren’t generally known; the general story is that he lived on the Aundairian border and that the Flame granted him the power to perform great deeds, first in the defense of his village and then as a templar. He was always charismatic and intelligent, but beyond that, his divine power was always remarkable; when he called on the Flame, he gained the power to smite his foes. In his early twenties he rose out of the templars and into the hierarchy of the church, turning his gifts to leadership behind the scenes rather than fighting on the battlefield. From there, his star rose and rose; those who opposed him were either won over by his charisma or driven from his path, one way or another.

Part of the core idea of Krozen is that he represents the danger of Thrane becoming a theocracy—that in doing so it drags the church into the management of temporal matters and political concerns. The idea of Thrane is that Jaela Daran represents the pure ideals of the faith—while Cardinal Krozen deals with political realities. Again, Jaela does believe that “protect the innocent” applies to all people—that Krozen believes that it can only be applied to the faithful and to Thranes. It’s not that he is a vile, selfish person; but he has blended his faith with his devotion to his nation and places the good of Thrane over all others. Beyond this, Krozen very much has a Chosen One mentality. He possesses immense divine power, and in his mind this proves his righteousness. He believes he was given this power to serve the interests of Thrane, and the fact that he still wields that power proves that he is right to do so. He will crush others who get in his way—even other priests or templars—because he believes, again, that those who oppose him aren’t innocent.

In considering all this, take a moment to think about the Shadow in the Flame. There are those—the Whispering Flame cultists—who knowingly choose to serve Bel Shalor. But the true power of the Shadow in the Flame is its ability to piggyback on the Voice of the Flame and to pour poison in the ears of the truly faithful. Bel Shalor loves to erode empathy and to convince people to do evil when they only seek to do good. The Shadow in the Flame reveled in the suffering caused by the Silver Crusade, and Bel Shalor undoubtedly sees Cardinal Krozen as a valuable tool. The question for the DM to decide is how much of a hold does Bel Shalor have over the Cardinal? In MY Eberron, Krozen KNOWS the dangers posed by the Shadow of the Flame; all the faithful do. And with that in mind, he does his best to resist those impulses; he knows that he does questionable things (like, you know, torture and murder…) but he truly believes that he is acting for the greater good and that he’s NOT a tool of the Shadow in the Flame. But in your campaign you could decide that he HAS fallen prey to Bel Shalor’s whispers and no longer realizes the evil he is doing… or even go further and decide that he is a priest of the Whispering Flame. Personally I prefer to follow the shades-of-grey model, to say that while Krozen does evil things, he only does them when pursuing the interests of Thrane—that he always believes his actions are justified. I like the idea that Krozen knows he walks a dark path, but that he believes it is the path the Flame has set him on, and that at the end of the day he is protecting the innocent—even if he has had to sacrifice his own innocence to do it.

Now, some people may be say “That’s all fine, but who IS he?” Krozen is one of the high cardinals of Thrane. Per the original Eberron Campaign Setting…

This group of powerful church leaders administers both the workings of the church and the functions of the government. In theory, the cardinals answer to the Keeper of the Flame. In practice, they run the church and the government, only dealing with the Keeper on issues that require divine attention and interaction with the Voice of the Flame. The cardinals believe that they know best when it comes to running the government and the church, and they leave the Keeper to deal with the well-being of the spirit of the nation. This arrangement has led to problems between the Council and the Keeper in the past, but the current Keeper seems interested more in divine and spiritual matters than the intricacies of secular administration.

There may be twelve High Cardinals, but Krozen is the effective leader of the Council—and thus, of Thrane. If you have a divine problem, talk to Jaela. But if you’re looking into the deployment of Thrane troops or about getting more resources for Rellekor, it’s Krozen who can get things done. The general idea is that Krozen is in many ways the opposite of Jaela. Where the Keeper is compassionate, the Cardinal is ruthless. The Cardinal is a master of political intrigue, while Jaela prefers honest dealing. Jaela wants what’s best for all innocents; Krozen cares only for Thrane.

The final thing I’ll call about about Krozen is this: If there’s twelve high cardinals, why is he the leader? What makes him special? The short answer is that what makes him special is that he IS special. Again, not all priests are spellcasters at all, and in a world where everyday magic goes to 3rd level, a 12th level spellcaster is remarkable. He can raise the dead! Those who oppose him are struck down by flame strikes! You’ve seen him shape celestials from the pure power of the Flame! And as I said, while I don’t just let him cast commune three times a day, he hears the Voice of the Flame in ways that others do not (and, of course, potentially the Shadow in the Flame as well). There’s surely other spellcasters among the cardinals, but Krozen stands out; if you look to the 3.5 statistics, he’s notably a more powerful spellcaster than the high priest of the Host and Archierophant Ythana in Sharn: City of Towers. Power alone isn’t everything, but the whole idea is that this power is matched with passion and charisma—that just like a player character, Krozen is remarkable. With this in mind, he doesn’t command the Council of Cardinals, but he has won the loyalty of the majority of its members and thus is the EFFECTIVE leader of the council. In my opinion, there’s four cardinals who are utterly devoted to him; three who believe he’s doing what’s best for Thrane; and four who don’t support him. Of these four, all believe that the Keeper shows the proper path for the nation and that Krozen’s actions are concerning; one or two may have deeper concerns, or believe that he is serving the Shadow in the Flame. So Krozen DOESN’T have absolute control of the council, but he’s effectively the leader.

Krozen as a Villain

As I’ve just spent a lot of time insisting that Krozen believes he’s acting for the good of Thrane and that he is an effective leader, you might wonder if I actually see him as a villain. I do, generally—just a villain with many layers. He performs evil deeds in pursuit of the greater good, and more than that, he is only concerned with the greater good of THRANE. When I use Krozen, I want it to be clear why people support him. I want Thranes, in particular, to feel conflicted because Krozen IS good at his job—that if the nation was guided purely by the idealistic Jaela, it would be easy prey for the machinations of Kaius, the Royal Eyes of Aundair, and the Dark Lanterns. Krozen is effective; but is that enough to justify his methods? And IS he a tool of the Shadow in the Flame, even if he refuses to see it?

Zerasha, the Voice of the Shadow

You think you know why you’re here. You think we have to be enemies. But that’s the voice of your petty and jealous Sovereigns, who fear what you could become if you follow the paths I could show you.

Zerasha of Graywall

The medusa Zerasha is a priest of the Shadow in the city of Graywall. She’s mentioned in a Dragon article, which says…

The street ends at the Eye of the Shadow, a small windowless temple formed from black stone. The medusa priestess Zerasha holds court here. A fearsome combatant and skilled ritual caster, Zerasha is the most influential voice in Graywall after Xorchylic; the people of the town have come to trust her oracular gifts. At the moment, she is an ally of the Daughters of Sora Kell, but her first loyalty is to the Shadow and to her own warlord, the Queen of Stone. Should there ever be a civil war in Graywall, the black-scaled medusa will be a force with which to be reckoned. 

Backdrop: Graywall, Dragon 368

That’s the only canon information that exists on her. Since I wrote that article, people have asked: What is the priestess Zerasha’s relationship with Xorchylic? What are her goals, and what might cause those goals to become so misaligned with Xorchylic’s as to cause open conflict?

In my mind, Zerasha is truly devoted to her faith and to her Queen, in that order. As described in this article, she believes that the Shadow is the guide and guardian of those creatures followers of the Sovereigns consider monsters. Beyond this, she is what the article describes as a mentor. Acting on behalf of the Shadow, she seeks to help the faithful achieve their ambitions—even if that means following the darkest possible paths to do so. Beyond that, the Shadow is the Sovereign of secrets. As described above, she is an oracle—not as gifted in this regard as Sora Teraza, but certainly the most powerful oracle in Graywall. She knows secrets. Having said that, as I called out above, her knowledge comes from the Shadow and she doesn’t know things until she needs to know them. When she meets a player character, the Shadow may tell her their secrets; but it’s not like she just randomly knows everyone’s secrets all the time. And again, if the Shadow shares a secret with Zerasha, it’s so she can DO something with that secret.

So in terms of her goals, I believe that Zerasha’s goals are first and foremost to offer spiritual guidance to the people of Graywall and to help them achieve their true potential. Beneath that, her goals are whatever tasks the Shadow sets before her; it’s quite common for her to feel that there is a particular individual the Shadow wishes her to focus on, someone who needs to be guided on the proper path. And beneath that, her loyalty is to her queen, the medusa Sheshka, and to the people of Cazhaak Draal.

Her relationship with Xorchyllic largely depends on what the DM decides Xorchyllic is truly up to. As long as Xorchyllic is pursuing the greater good of Graywall and Droaam, Zerasha will support him. But we’ve called out that the Flayer Guard of Droaam serve the interests of the governor first and the common folk second. If Xorchyllic is somehow oppressing or harming a portion of the city in pursuit of his personal agenda, that could bring him into conflict with Zerasha. Ultimately, the question is what is the interest of the Shadow? If the Shadow supports Xorchyllic and wants the illithid to achieve its ambitions, Zerasha could work closely with the governor. On the other hand, if the Shadow is most interested in helping a lowly kobold on the Street of Shadows achieve her ambitions of overthrowing Xorchyllic and becoming a new warlord, than Zerasha would oppose the mind flayer. The same is true for player characters. What does the Shadow think of them? It could be that it favors their enemies, in which case Zerasha will oppose them. Or it could be that the Shadow has an interest in one of the adventurers and wants to show them the path to power—in which case, Zerasha who seek to serve as their mentor. But again, a mentor of the Shadow will always lead you down dangerous paths…

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

Dragonmarks: Familiars, Homunculi, and Animal Companions

A wizard walks into a tavern with a raven on his wrist. A Cannith heir is close behind, followed by her gleaming steel defender. The Eldeen ranger is waiting for them, with his wolf curled up under the table.

All three of these are plausible player characters in an Eberron campaign. But how do these things—familiars, animal companions, homunculi—fit into the world? How do people react to them, and what do people know about them? Would any of them actually be allowed in a tavern, and would a typical person actually be able to tell the difference between a familiar and an animal companion?

Familiars, homunculi, and animal companions play different roles in the game and in the world, and I want to explore each one of them. But to begin with, let’s answer the quick questions. In the Five Nations…

  • Familiars are most common in Aundair and (previously) Cyre, but they have been employed throughout the Five Nations for centuries. They are also found in Zilargo and the Eldeen Reaches.
  • Even beyond these four areas, people are familiar with the basic idea of familiars and most people know at least some of the following facts: Familiars can communicate with their companion; their companion can see through their eyes; familiars can potentially channel touch spells; they can be easily dismissed and resummoned; they can be resummoned if killed.
  • People generally assume that familiars are extensions of a spellcaster (discussed in more detail later in this article) and don’t consider them fully independent beings. Along with homunculi, they are seen as tools. In the eyes of the law, a character is responsible for the actions of their familiar/companion/homunculus, and you can’t get away with murder by casting the killing spell through your familiar.
  • While most people can’t tell the difference between a familiar and an animal companion, most know that familiars are usually limited to tiny forms. The common assumption is that a tiny animal companion is a familiar, and a small or larger animal companion is a beast.
  • If an establishment allows patrons to carry weapons, it will generally allow well-behaved familiars, homunculi, or animal companions, unless the creature seems especially unsanitary or aggressive. In part, this is a metagame conceit: we are still playing a game, and the Beast Master ranger or Battlesmith artificer shouldn’t be crippled every time the adventurers go indoors. But it also ties to the idea that people recognize these things as tools. So in my opinion, any place that will allow the barbarian to carry his greataxe will allow the battlesmith to bring her steel defender… And conversely, a fine restaurant like the Oaks in Sharn isn’t going to let you bring your axe or your steel defender to your table.
  • Most people know that a spellcaster can spy through the eyes of a familiar, just as they know that someone with the spell beast sense (druid, ranger, Vadalis heir) can see through the eyes of a mundane animal. People don’t assume that every rat is a spy, but they know it’s a POSSIBILITY… so tiny animals showing up in highly secured areas or behaving in a clearly unnatural manner may be dealt with as if they’re spies.
  • In major cities with a significant population of magewrights or arcane universities, you may find businesses that cater to characters with familiars—the bring-your-own-sassy-magical-cat cafe.
  • While most people assume familiars are extensions, they also recognize traditional imps and quasits as fiends. Having a quasit as a familiar isn’t ILLEGAL, but it definitely makes a statement; even if you’re not actively associating with fiends, you’re choosing one to represent you. Some people will see that as cool and edgy, some people will see it as a sign that you’re a scumbag, and some people will see it as pretentious— “LOOK AT ME! I CONSORT WITH DEEEEEMONS!” It will definitely be noticed, and it’s up to the DM to decide how people will react. But again, people see familiars as tools, so they aren’t going to burn you just for having an imp; but it’s similar to whether your fighter has a greatsword of plain steel or whether he’s carrying a rune-carved sword that moans softly. You can’t get arrested for it, but people will make judgements because of it.

So key takeaways: People are familiar with the idea of familiars and homunculi. They largely see them as tools and will treat them accordingly. If a tiny animal behaves in an unusual manner, people may assume that it’s a familiar or otherwise being manipulated by magic. With those general things settled, let’s take a quick look at the differences between these three categories of companion…

FAMILIARS

Mechanically, familiars have a common foundation—the find familiar spell. Warlocks, wizards, and druids all acquire their familiars by using this spell, and this establishes the core rules that all familiars follow—shared senses, telepathic communication, can be dismissed and resummoned, and so on. But while this provides a concrete baseline for the mechanics of a familiar, from a story perspective the familiars of a wizard, a warlock, and a druid may be very different. While this isn’t an exhaustive list, here’s three important categories of familiar.

Extensions

The most common form of familiar—the form used by most wizards and magewrights in the Five Nations—is an externally manifested aspect of the spellcaster’s personality. A few aspects of this…

  • As an extension of you, your familiar doesn’t know anything that you don’t know—but it’s drawn from your subconscious, and may know things you’ve forgotten or draw conclusions you haven’t consciously made.
  • All familiars must obey the spellcaster’s commands. An extension doesn’t resent this; they’re part of you. If they do have any personal goals, they’re likely things you actually want, even if you haven’t consciously realized it.
  • When an extension is dismissed or slain, it returns to your subconscious. This isn’t unpleasant for the familiar, and most extensions don’t resent being dismissed.
  • An extension is drawn from you. Most extensions have the fey creature type; in many ways, they are manifested stories. Extensions would only manifest as celestials or fiends if they are tied to remarkably virtuous or deeply vile people.
  • If you wish, you and your DM could decide that the familiar represents a specific aspect of your personality, which could in turn flavor its personality and demeanor. This could also be reflected by its shape, which you can change by casting the spell. It could be that as a cat it reflects your curiosity, while as a hawk it’s your courage and as a weasel it’s your cunning. A secondary question is whether each of these three would present themselves as having different names—if they essentially identify as three familiars—or whether they maintain a single identity even though their shape and personality changes.

In many ways, an extension is like a character in your dreams. They have distinct personalities, you can have interesting conversations with them, they FEEL real—but ultimately they’re a manifestation of your own mind. This doesn’t stop them from being fun and interesting individuals; it could be that your rat familiar embodies your sense of humor! But they can’t be killed because they’re a part of you; and conversely, if you die, they will die with you.

Extensions are the most common form of familiar in the Five Nations. They are a product of arcane science. On some levels (especially in Aundair), a familiar is both a tool and a status symbol for an accomplished spellcaster; wizards are rare, but some magewrights and demi-wizards manifest familiars for this reason. However, the most common users of familiars in the Five Nations are falconers. This is a magewright specialty that masters a narrow form of find familiar. A falconer can only summon a single shape of familiar—so if they can summon a hawk, they can’t turn it into a cat—but they can maintain telepathic communication and a sensory link with their familiar over a far greater distance than usual. The typical range of a falconer is one mile, but an exceptional falconer can go even farther. Falconers typically served as scouts and skirmishers in the Last War, and as the name suggests, most summon birds (typically hawks or falcons, though owls and ravens are also used). There are other magewrights who use this specialized form of find familiar in different ways—ratcatchers who conjure cats, even assassins who can conjure poisonous snakes. All of this ties to the basic point that people see extensions as tools—you learn to manifest an extension because you have a use for it.

Emissaries

When a warlock acquires a familiar, it’s generally not an extension of the warlock—it’s an emissary of the warlock’s patron, an independent entity whose services are granted to the warlock as a gift. However, this can also be an appropriate choice for a conjurer wizard or any other character who has made bargains with a powerful supernatural being. Important details about emissary familiars…

  • An emissary is an independent spirit with its own history and agenda. It’s up to the DM to decide exactly what that agenda is. It may be that the emissary is entirely benevolent and has been sent solely to assist you and protect you. But it could be that the emissary is sent to watch you—to see if you’re living up to expectations, to remind you of agreements you’ve made with your patron, or to serve as an intermediary for communication; the patron might temporarily possess the familiar when they want to communicate with you.
  • Tied to this: an emissary familiar has to follow your orders when it comes to taking physical actions, but it doesn’t have to share all of its information with you. Unlike an extension, an emissary may have knowledge you don’t have—but it’s only going to share that information with you if it serves the interests of the patron.
  • The creature type of the emissary will generally reflect the creature type of the patron. If you’re working for Sul Khatesh she’ll give you a fiend, while a celestial warlock channeling the power of the Silver Flame will have a celestial familiar. A DM may choose to tweak type and details to fit a particular patron. For example, an efreeti patron could give a warlock a familiar that’s mechanically an imp, but with the elemental type and knowledge of Primordial instead of Infernal; they might even say that its sting inflicts fire damage instead of poison damage, causing the victim to burn from within. An undead patron could likewise give an “imp” that’s got the undead type and inflicts necrotic damage with its sting.
  • Emissary familiars CAN assume a mundane animal form, but even those that take the form of animals may have a “natural” form that reflects their origins. A raven gifted by an efreeti could choose to appear as a tiny phoenix wreathed in cold flames, or just as a mundane bird.
  • It’s up to the DM to decide what happens to the emissary when it is dismissed/killed. It may be that it returns to the domain of its patron; if this is the case, it may actually WANT to be dismissed occasionally to go and take care of its own business. Or it may be that as long as it’s bound to you, it is bound to your spirit and retreats into you when dismissed. If this is the case, it may still be aware of what is going on around you, even if it can’t take any actions.

The basic question between having an extension or an emissary is whether you want your familiar to be entirely loyal and reliable, or if you LIKE the idea that your familiar may have secrets and agendas you don’t know about. An extension may have a semblance of personality, but at the end of the day it really is a puppet; an emissary is a truly independent entity who is only working with you for now, and who could have their own significant role to play at some point in the campaign.

Emissary familiars are rare. You can go to school to become a falconer, but there’s no common magewright paths that teach people to make bargains with overlords. As noted above, people generally assume that familiars are extensions, so having an imp as a familiar doesn’t automatically mean you’re making deals with demons, but to a common person what it means is that THE PROJECTION OF YOUR PERSONALITY IS A FIEND and people will judge you accordingly. And if people DO realize that no, this is an actual emissary of Sul Khatesh and you are getting advice from it, that’s not going to be great; so usually, you’re going to want your imp to be in an animal form.

Primal Spirits

Tasha’s Cauldron of Everything introduces the Wild Companion feature, allowing a druid to cast find familiar by using a charge of wild shape. Such a familiar has the fey creature type. It’s worth noting that beasts summoned with the conjure animals spell also have the fey creature type. This doesn’t mean that they are from Thelanis. If you’re a Greensinger, they might be; but typically, these are primal spirits. These can be seen as native fey, in the same way the Lords of Dust are native fiends. They are essentially stories made real—the idea of a beast given temporary form. A few details…

  • Primal spirits don’t have individual identities in the same way as emissaries or extensions. They are more iconic beings. Your raven embodies the idea of “raven” and will behave as you expect a raven to act in a fable or folktale. A cat may be curious, a raven may be wise. But the cat embodies the idea of CAT, not of your personal curious Graymalkin.
  • Primal spirits generally only remain for as long as they are needed; when they die or are dismissed they simply return to the transcendent essence of Eberron.
  • Primal spirits generally have no desires other than to help the summoner. They don’t NEED anything and generally look forward to returning to the heart of Eberron.
  • Druids and rangers typically employ primal spirits to avoid placing living animals in danger. They don’t feel any compunctions about sending summoned animals or familiars to their deaths because they aren’t really alive; you can’t kill an idea, and ultimately that’s what they are.

Primal spirits are typically only found in communities with strong primal roots—the Eldeen Reaches, the Qaltiar drow, the Lorghalen gnomes. In such places, you may find the equivalent of Falconer magewrights—gleaners who can conjure a specific familiar spirit, and who can maintain their bond with it over an unusually long distance. Primal communities often also involve animal companions, but people working with living beasts will generally be much more conscientious about placing their companions in dangerous situations—whereas primal spirits suffer no lasting harm from death.

In Conclusion…

Familiars are the most common class of companion, and extensions are the most common class of familiar. Falconers and similar magewrights use familiars as practical tools, while arcanists use often familiars as companions and assistants. Emissaries are rare and thus rarely recognized for what they are, but most people won’t be thrilled if you reveal that your companion is an actual fiend given to you because you made a bargain with a malefic power.

HOMUNCULI AND CONSTRUCT BEASTS

A homunculus is a construct, typically created by an artificer or wizard. They notably don’t follow the rules of find familiar; a homunculus can’t be simply dismissed and recalled at will. The most common form of homunculus player characters deal with is the homunculus servant, which is created using an artificer infusion. The servant is a tiny construct, and notably the shape of the homunculus is up to the artificer. The intention of this is that the appearance of the homunculus should reflect the techniques of the artificer. A Cannith Traditionalist may create a steel dragonfly with crystal wings—a creature similar to a warforged, perhaps with metal threads or gears instead of root-like tendrils. An artificer from Pylas Pyrial may use Thelanian logic to create a flying teapot. And an alchemist who’s experimenting with daelkyr fleshcrafting techniques could create a tiny platypus with one eye and three wings. A Battle Smith artificer gets to create a more powerful homunculus, a steel defender. Again, what’s specifically noted is that the shape and design of the defender is up to the artificer, including the choice as to whether it has two legs or four. This reflects the idea that all of these homunculi are extremely unique. The fact that the artificer can only have one of each type of homunculus at a time reflects the idea these creatures aren’t entirely stable—that the artificer has to continue to maintain their companion and to maintain the reserve of arcane energy that sustains it. As noted, homunculi can’t be dismissed and resummoned with the ease of a familiar, but if one is destroyed it can be rebuilt.

So a key point is that the homunculi of player characters aren’t supposed to be as familiar as a raven or even an imp. They’re supposed to stand out; they’re reflections of the unique genius of the artificer character. Unlike familiars and falconers, there isn’t a class of magewrights that creates homunculi; again, familiars ultimately come from a 1st level spell, while homunculi are derived from an artificer class feature. They’re more exotic than familiars. At the same time, people understand the CONCEPT of homunculi. Sentient magic items exist. Constructs exist. The Clockwork Menagerie of Eston was one of the wonders of Cyre centuries before House Cannith perfected the warforged. And with that said, the Last War involved a constant escalation in the development of constructs leading up to the Last War. Animated weapons have been developed, ranging from the tiny arbalester to the arcane ballista. Warforged titans stormed across the battlefield decades before their smaller cousins. And House Cannith does create construct beasts; the iron defenders of House Cannith can be produced as autonomous constructs (though they are typically considerably weaker than the steel defender of an accomplished Battle Smith). These creatures are still EXOTIC, but they aren’t unheard of and people generally won’t be frightened by them. They’ll draw attention, certainly, but attention isn’t always bad. With that said, the daelkyr-inspired fleshcrafted homunculus will generate the same sort of reaction as the imp familiar; people may not run you instantly out of town for having a creepy homunculus, but they will judge you by the company you keep.

I’ll be posting a table of random ideas for homunculus servants on my Patreon as an exclusive bonus for Inner Circle and Threshold patrons later in this week, so if you’re a supporter, keep an eye out for that!

ANIMAL COMPANIONS

What about the ranger and his wolf? Well, beasts are a part of everyday life in Eberron. From horses and tribex to the giant owls of Sharn or the Valenar hounds, there’s nothing strange about seeing someone with an animal companion. Magewright falconers conjure their companions, but Vadalis farriers can cast animal friendship, speak with animals, and beast sense, and gleaners (primal magewrights) in the Eldeen Reaches also develop these talents. Many gnomes cultivate the gift of speaking with small beasts. Exotic beasts are often rarer in major cities simply because of the difficulty of maintaining them, but people aren’t especially SURPRISED to see a ranger with a wolf companion; the fact that there are people who can befriend and speak with animals is a simple fact of life, and has been for centuries.

Animal companions aren’t exactly tools in the same way as familiars, because they’re independent living creatures. A Beast Master can replace an companion that dies, but an animal still died… while familiars and conjured beasts can be put in harm’s way with no lasting risk. Nonetheless, to the world at large they are still largely seen as tools and treated accordingly, so the same rule applies. If the ranger is allowed to bring his sword and his bow into a place of business, he’s probably allowed to bring his wolf; and if the wolf bites someone, the ranger will be held responsible, just as if he’d stabbed the victim with a sword.

Some might wonder if the existence of speak with animals would drive an overall greater wave of ethical behavior regarding the treatment of animals. Sadly, this is not the case in the Five Nations. Speak with animals exists, but MOST people can’t cast it. People will still take a tribex-drawn carriage down to a restaurant where they’ll eat a steak, without stopping to think “Was that tribex happy? Did the cow I’m eating live a good life?” The general attitude of House Vadalis is that they’ve been granted dominion over beasts, and it is their right to exploit that power. This is quite different in wide primal societies—such as the Eldeen Reaches and Lorghalen—but in the Five Nations beasts are still primarily treated as property and tools.

That’s all for now! Thanks to my Patreon supporters for helping to choose this topic and for making these articles possible.

Dragonmarks: Common Knowledge

As time permits, I like to answer interesting questions posed by my Patreon supporters. One question that often comes up is “What do people in the world actually know about (subject)?” As players and DMs, we have access to a tome of absolute knowledge that tells us all about the Lords of Dust, the Dreaming Dark, the Empire of Dhakaan, and so on. We know that characters may know about these things if they have appropriate proficiencies and make successful skill checks. But what do people know WITHOUT making any skill checks? What things are just common knowledge?

This article reflects the common knowledge of a citizen of the Five Nations. Common knowledge will vary by culture, and I can’t account for every possible variation. People in Stormreach are more familiar with drow than people in Fairhaven. Shadow Marchers will have heard of the Gatekeepers, while Karrns won’t have. In general, you can assume that things that have a direct impact on the lives of people living in a region will be part of common knowledge. For example, the people of the Mror Holds don’t know a lot about the daelkyr in general, but they DO know about Dyrrn the Corruptor, because they’ve been fighting him for decades and he signed his name with Dyrrn’s Promise in 943 YK. So determining what things are common knowledge will often require the use of common sense.

With that said, the people of the Five Nations can be assumed to know the following things.

Planes, Moons, and Manifest Zones. Everyone knows the names of the planes and the moons, and the basic attributes of the planes (IE, Shavarath is the Eternal Battleground and is filled with celestials and fiends fighting). Think of this a little like knowledge of the planets of the solar system in our world; most people can name the planets and know that Mars is the Red Planet, but only someone who’s studied them can tell you the names of all of the moons of Jupiter. The main point is that the planes have real, concrete effects on the world through their manifest zones and coterminous/remote phases, and people understand these things. A common person may not be able to tell you the precise effects of a Shavarath manifest zone unless they actually live by one, but they know Shavarath is the Eternal Battleground and could GUESS what such a manifest zone might do.

The Creation Myth. Everyone knows the basic story: Khyber, Eberron, and Siberys created the planes. Khyber killed Siberys and scattered his pieces in the sky, creating the Ring of Siberys. Eberron enfolded Khyber and became the world. Whether people believe this is literally true or a metaphor, everyone knows the myth and everyone understands that magic comes from Siberys, natural creatures come from Eberron, and fiends and other evil things come from Khyber.

The Sovereign Myth. The Sovereign Host is deeply ingrained into daily life in the Five Nations. Even if you don’t BELIEVE in the Sovereigns, you know the names and basic attributes of the Nine and Six. Likewise, everyone knows the basic story that in the dawn of time the world was ruled by demons; that the Sovereigns fought them; and that the demons were bound. The Dark Six are largely only known by their titles—The Mockery, the Keeper—and their original names are something that would only be known by someone with a tie to a relevant cult or with proficiency in History.

The Silver Flame. Tied to this, everyone knows the idea that the Silver Flame is the force that binds demons. People do NOT know where it came from. Many vassals assume the Sovereigns created the Silver Flame. Those who follow the faith assert it is a celestial force that is strengthened by noble souls.

Dragons. Everyone knows that dragons exist and that they are terrifying and powerful creatures. People know stories of dragons guarding hoards of treasure, and if you’re from Thrane you know of the Bane of Thrane, the dragon who slew Prince Thrane. There are also a few stories about heroes making bargains with dragons, or dragons possessing secret knowledge. People know that Argonnessen is a land of dragons, but they know almost nothing about it beyond “Here there be dragons” and the fact that people who go there don’t come back. Some people know that dragons occasionally attack Aerenal, and know that the giants of Xen’drik were destroyed in some sort of war with dragons. So everyone knows that dragons exist; that they are extremely powerful; and that they can be deadly threats or enigmatic advisors. Most people don’t ever expect to see a dragon. The idea that there are dragons secretly manipulating humanity is a conspiracy theory on par with the idea that many world leaders in our world are secretly reptilian aliens; there are certainly people who believe it, but sensible people don’t take it seriously.

Evil Exists. Everyone knows that there are fiends, undead, aberrations, and lycanthropes in the world. They know that ghouls may haunt graveyards, that the creepy stranger in town could be a vampire or a werewolf, and that dangerous things could crawl out of Khyber at any time. This is why the Silver Flame exists and why templars are generally treated with respect even by people who don’t follow the Silver Flame; people understand that evil exists and that the templars are a volunteer militia who are ready to fight it.

The Overlords and the Lords of Dust. Everyone knows that the overlords were archfiends who dominated the world at the beginning of time. Regardless of whether you believe in the Sovereigns or respect the Flame, you know that the overlords are real because one broke out and ravaged Thrane a few centuries ago. Most people have heard stories of a few of the overlords and may know their titles—the Shadow in the Flame is the one most people have heard of—but would need to make checks to know more. But critically, everyone knows that there are bound archfiends that would like to get out and wreck things.

Most people have never heard of “The Lords of Dust.” People have certainly heard stories of shapeshifting demons causing trouble and know that this is a real potential threat, but the idea that there is a massive conspiracy that has been manipulating human civilization for thousands of years is up there with the idea that dragons have been doing the same thing. If you have credible proof that someone in town is actually a fiend or is possessed by a fiend, people will take the threat seriously; people know that such threats can be real. But few people actually believe that there’s a massive conspiracy that secretly controls the course of history, because if so, why haven’t they done anything more dramatic with it?

As a side point to this, most COMMON PEOPLE don’t differentiate between devil, demon, and fiend and treat these as synonyms. People know of rakshasas as “shapeshifting demons,” even though an arcane scholar might say “Well, ACTUALLY ‘demon’ refers specifically to an incarnate entity of chaos and evil, and the rakshasa is a unique class of fiend most commonly found on the material plane.” But the Demon Wastes could be called “The Fiend Wastes;” in this context, “Demon” is a general term.

Khyber and the Daelkyr. Tied to the creation myth and to the idea that evil exists, people know that BAD THINGS COME FROM KHYBER. They don’t know about demiplanes, but they know that if you find a deep hole there might be something bad at the bottom of it. Critically, most people just know that THE DRAGON BELOW IS THE SOURCE OF BAD THINGS and don’t actually differentiate between aberrations, fiends, and monstrosities. This is why the Cults of the Dragon Below are called “The Cults of the Dragon Below” even though a cult of Dyrrn the Corruptor really has nothing in common with a cult of Sul Khatesh; as far as the common people are concerned, they are cults that worship big evil things, and big evil things come from Khyber, hence, cult of the Dragon Below.

With this in mind, most common people don’t have a clear understanding of what a “daelkyr” is. Anyone who’s proficient with Arcana or History has a general understanding of the difference between the daelkyr and the overlords without needing to make a skill check. But for the common person, they are both powerful evil things that are bound in Khyber.

Fey and Archfey. Everyone knows that the fey exist. Everyone knows about dryads and sprites, and everyone knows that they’re especially common near manifest zones to Thelanis. Beyond this, everyone know FAIRY TALES about fey and archfey, and knows that there’s some basis to these stories. So people know STORIES about the Lady in Shadow and the Forest Queen, and they know that somewhere in the planes, you might actually be able to meet the Forest Queen. But they don’t actually EXPECT to every meet one. Most people have no way to easily differentiate between an archfey and some other type of powerful immortal. Notably, you could easily have a cult of the Dragon Below that’s bargaining with Sul Khatesh but BELIEVES it is bargaining with an archfey, or a cult of Avassh that thinks it’s blessed by the Forest Queen. If a cult worships “The Still Lord” or “The Queen of Shadows”, they don’t have some kind of special key that tells them whether that power is a fiend, a fey, or a celestial; that distinction is ACADEMIC, and would require a skill check.

Specific knowledge of the fey is more prevalent in regions that are close to Thelanis manifest zones or where people have a tradition of bargaining with the fey; notably, Aundairians know more about fey than most people of the Five Nations.

The Dreaming Dark and the Kalashtar. Everyone knows that when you dream you go to Dal Quor. Everyone accepts the idea that “There are demons that give you bad dreams!” Very few people believe that those fiends are manipulating the world. People have had bad dreams FOREVER. If bad-dream-demons were going to take over the world, why haven’t they already done it? As with the Lords of Dust, people will listen to credible threats that a specific person could be possessed, but few will believe stories of a massive dream conspiracy bent on world domination.

Looking to Sarlona and the Inspired, everyone knows that the Riedrans have a strict culture and they’re ruled by beings who they say are channeling celestial powers. Few people have ever met a Riedran, let alone one of the Inspired. Those who have met kalashtar (which for the most part only happens in major cities) know that the kalashtar have been oppressed and driven from Sarlona, but largely assume this is about political and religious differences, not a war between dream-spirits. It’s relatively common knowledge that people from Sarlona study some form of mind-magic, but most people don’t know the precise details of how psionics are different from arcane or divine magic.

The Aurum. While it’s a stretch to say that everyone’s heard of the Aurum, it’s about as well known as, say, Mensa in our world. It’s generally seen as an exclusive fraternal order of extremely wealthy people. Because it IS exclusive and because many of its members are minor local celebrities, there are certainly lots of conspiracies theories about what it’s REALLY up to… but even if there’s people who SAY that the Aurum wants to overthrow the Twelve or that it engineered the Last War, at the end of the day people know it’s that fancy members-only club on Main Street that always donates generously to the Race of Eight Winds celebrations.

Secondary Religions. Aside from the Silver Flame and the Sovereign Host, most of the other religious are relatively regional. The Blood of Vol is the best known of the secondary religions because of the role it played in Karrnath during the Last War, but outside of Karrnath most people think it’s some sort of Karrnathi death cult. Everyone knows druids exist, and the Wardens of the Wood are relatively well known because of their central role in the Eldeen Reaches, but the other sects are largely unknown outside of the areas where they operate; the Ashbound are likely the second best known sect because of sensationalized reports of their violent actions. The Path of Light is largely unknown aside from people who have direct interaction with kalashtar.

Goblins and the Empire of Dhakaan. Everyone in the Five Nations knows that goblins were on Khorvaire before humanity, and that they had an empire that fell long ago. Most people don’t know the name of this empire or exactly how it fell. People generally recognize Dhakaani ruins as being goblin creations, and know that many of the largest cities of Khorvaire are built on goblin foundations, but there’s certainly a lunatic fringe that asserts that those structures are clearly too sophisticated to be goblin work and must have been built by some forgotten human civilization. However, most people understand that these “forgotten human” stories are ridiculous conspiracy theories, on par with the idea that shapeshifted dragons are secretly manipulating the world.

The History of Xen’drik. People know that Xen’drik was home to a civilization of giants. Most people believe that the giants were destroyed in a war with the dragons. Many people know that the elves were originally from Xen’drik and fled this destruction. Without History proficiency, most people do NOT know the name of any of the giant cultures or that there were more than one, and they definitely don’t know anything about giants fighting quori. The idea that arrogant giants destroyed the thirteenth moon is a common folk tale, but it has many forms and it’s something most people know as a serious fact.

Spies. When people in the Five Nations talk about spies, they’re usually thinking of The Dark Lanterns or the Royal Eyes of Aundair. Both are well known spy agencies known to operate covertly in other nations, similar to the CIA and KGB during the height of our cold war. Most people in the Five Nations have heard of the Trust and understand that it’s some sort of secret police force that maintains order in Zilargo, but don’t know much more than that and they aren’t concerned about Zil spies. House Phiarlan and House Thuranni are known as providers of ENTERTAINMENT and aren’t generally seen as spies. The assertion that Phiarlan runs a ring of spies is like the idea that Elvis worked for the CIA; not IMPOSSIBLE, but not something people see as a particularly credible threat.

Exotic Player Species. Most people know that drow come from Xen’drik. People know that lizardfolk and dragonborn come from Q’barra, but most people in Khorvaire don’t know that these are two different species. Tieflings are generally understood to be planetouched; as discussed in Exploring Eberron, aasimar are generally so rare that they won’t be recognized by the general populace. With that said, overall people are fairly accepting of species they’ve never encountered. In a world where people DO deal with humans, orcs, shifters, goblins, warforged, elves, kalashtar, ogres, medusas, and more every day, people who’ve never seen a goliath before are more likely to say “Huh, never seen that before” than to panic because it’s some sort of alien giant-man; exotic characters will generally be targets of curiosity rather than fear.

Dragonmarks and Aberrant Dragonmarks. The dragonmarks have been part of civilization for over a thousand years. The houses provide the major services that are part of everyday life. Everyone in the Five Nations knows the names of the houses and the common twelve marks. Without proficiency in History, people won’t have heard of the Mark of Death. Common knowledge is that aberrant dragonmarks are dangerous to both the bearer and the people around them, and are often seen as the “touch of Khyber.” Without proficiency in History, they won’t know much about the War of the Mark, aside from the fact that the aberrants were dangerous and destroyed the original city of Sharn.

The Draconic Prophecy. Most people have heard of “The Draconic Prophecy” but know almost nothing about it aside from the fact that it’s, y’know, a prophecy. When such people talk about the Prophecy, what they’re usually talking about is the Caldyn Fragments, a collection of pieces of the Prophecy assembled by Korranberg scholar Ohnal Caldyn (described in City of Stormreach). Most people definitely don’t understand that it’s an evolving matrix of conditional elements or that it’s the key to releasing the overlords.

Aerenal, the Undying Court, and the Tairnadal. Aerenal is an isolationist culture that has little interest in sharing its traditions with others. However, the elves do trade with the Five Nations and there’s been enough immigration over the course of history to provide a general knowledge of their culture. Most people know that Aerenal is ruled by the Undying Court, and that the Undying Court is made up of ancient undead elves. Most people don’t have a clear understanding of the difference between deathless and other undead. In Five Nations, most people have never heard of “Tairnadal” and assume any Tairnadal elf is from Valenar. They know that Valenar elves are deadly warriors who are always looking for fights and who worship their ancestors, but they don’t know any specifics about patron ancestors or the Keepers of the Past.

Q&A

What do most people believe about the connection between shifters and lycanthropes?

Most people believe that there is some sort of distant connection between shifters and lycanthropes. Shifters are often called “weretouched,” and some people mistakenly believe that they get wild when many moons are full. However, few people few people believe that shifters are capable of spreading lycanthropy or are sympathetic to lycanthropes. Those negative stereotypes exist, especially in rural Aundair or places where people have never actually SEEN shifters, but they’re not common.

What do followers of the Silver Flame believe about the Sovereigns? What does the Church teach about them? Is it normal to venerate both, at least among the laity? Do they even believe the Sovereigns exist?

Nothing in the doctrine of the Church of the Silver Flame denies the existence of the Sovereigns. It’s entirely possible to follow both religions simultaneously, and templars are happy to work with paladins of the Host. However, the point is that the Church of the Silver Flame doesn’t CARE if the Sovereigns exist. Their general attitude is that if the Sovereigns exist, they are vast powers that are maintaining the world overall. Arawai makes sure there’s rain for the crops. Onatar watches over foundries. That’s all great, but SOMEONE HAS TO DEAL WITH THE GHOULS IN THE GRAVEYARD. It’s notable that the Church of the Silver Flame, for example, doesn’t have a unique creation myth because at the end of the day it doesn’t MATTER where the world came from, what matters is that the people who live in it are threatened by supernatural evil and we need to work together to protect them.

I’ve said before that the Church of the the Silver Flame is more like the Jedi or the Men in Black than any religion in our world. It is EXTREMELY PRACTICAL. Evil exists, and good people should fight it. The Silver Flame is a real, concrete source of celestial energy that can empower champions to fight evil. Noble souls strengthen the Flame after death, so be virtuous. If you want to believe in some sort of higher beings beyond that, feel free. What’s important is to protect the innocent from supernatural evil, and faith in the Flame will help you to do that. So the Church doesn’t teach anything about the Sovereigns and it doesn’t encourage its followers to believe in them or incorporate them into its services in any way, but it doesn’t specifically deny that they exist or forbid followers from holding both beliefs.

That’s all for now! Feel free to ask about other general information topics in the comments, but I won’t have time to address every topic. Thanks again to my Patreon supporters who make these articles possible!

Dragonmark: The Tricks of the Lords of Dust

Art by Rich Ellis and Grace Allison from Phoenix Dawn Command

Looking at the power of the Council of Ashtakala, people might wonder why the Lords of Dust haven’t conquered the world. A rakshasa’s first answer to this would be, “Haven’t we?”

“Eternal Evil,” Dragon 337

This month is challenging for many reasons, so rather than writing a long article I planned to write a number of smaller articles addressing questions posed by my Patreon supporters—questions like…

How do the Lords of Dust actually manipulate the people of Khorvaire, considering that their mental manipulation magics are not quite on par with, say, the Dreaming Dark? What’s the edge that allows them to compete with even mundane intelligence agencies such as the Dark Lanterns or House Phiarlan?

The problem is that sometimes questions that SEEM like simple topics turn out to have a lot of layers, and this turned out longer than planned. But let’s start with the shortest summary. How do the Lord of Dust manipulate the people of Khorvaire?

  • The Lords of Dust have been manipulating the people of Khorvaire since before there were people on Khorvaire. They don’t need to subvert people as the Dreaming Dark does, because they have a vast network of pawns that have been serving them for many generations.
  • Because of this, they already have people in influential positions in most major institutions and organizations in Khorvaire. They generally don’t directly control any of those organizations, but they are able to control the flow of information, burying reports, guiding the leaders in particular directions, and so on. And they do have Thuranni assassins, Dark Lanterns, and Trust agents (among others) who are directly loyal to them if they need them.
  • They have amassed vast wealth over the course of a hundred thousand years. Their top agents are mind-reading fiends. When they do need to put pressure on someone new, they can use both gold and secrets to do so.
  • They know possible paths of the future. They can start political movements that they don’t directly control because they know that in a century that movement will accomplish the thing they want it to. They have the Butterfly Effect on their side; they DO know that this one butterfly flapping its wings will cause a hurricane across the world in a decade. Now, that knowledge isn’t ABSOLUTE. They don’t know the impact of EVERY butterfly. But they know a few of them, and use those to their benefit.
  • A fun way for the Lords of Dust to manipulate people in the present is Faustian bargains: Give me your soul and I will grant you great wealth! Beat me at fiddling and I’ll give you this golden fiddle, but if you fail I take your life! The point is that FIENDS CAN LIE. Sul Khatesh can actually form warlock pacts, but a normal rakshasa CAN’T actually claim your soul. The point of this is the butterfly effect. What the fiend WANTS is for you to have this golden fiddle or to have wealth (which the Lords of Dust can easily grant through their connections and amassed resources) because somehow those things advance the prophetic path they are trying to lock in. But they want you to think that you WON the fiddle, or that they have claim to your soul… when both of these were just set dressing so people wouldn’t try to understand their REAL motives.

That’s the short answer. But as I said, there’s a lot more to this. So if you’d like to know more, read on.

An important step in planning an Eberron campaign is to decide which major villains you want to use, because you don’t have to use them all (and I personally wouldn’t). There’s nothing wrong with saying that it’s going to be a century before the Lords of Dust have an opportunity to release an overlord, that the stars aren’t right for any of the daelkyr, or that the Dreaming Dark is content in Riedra for the moment. So first of all, keep in mind that there’s no rule stating that the Lords of Dust HAVE to be actively competing with the Dreaming Dark, because it could be that the Lords of Dust aren’t trying to accomplish anything significant at the moment.

In choosing which villains you want to use, you want to consider the difference in their goals and methods, something I briefly discuss in this article. The Dreaming Dark is an alien force that seeks to conquer through subversion and infiltration, and this is why its tools are mind seed and possession. The story of the Dreaming Dark is a story of people you trust being turned against you, a story of secret invasion. The Lords of Dust tell a very different story. They have immense power in the present day. They have resources they’ve been amassing for a hundred thousand years. They have access to artifacts and eldritch machines. They have agents in place in every major house and organization. But they don’t care about the present day. Look back to the quote that opened the article. The Lords of Dust aren’t trying to conquer the world, because from their perspective they already have. They don’t want the trouble of openly ruling pathetic mortals, but through their vast network of pawns, they already have all the power they need in the present. Their goal isn’t to infiltrate existing organizations, because if they need to infiltrate an organization, they’ve already done it. Their goal is to shape events that will in turn shape the path of the future. Let’s take a quick look at the resources they have available.

  • The Lords of Dust are immortals who have been present since time began. They have been planning their schemes for a hundred thousand years. This has given then time to amass vast resources and to shape civilizations on both a large and small scale; the “Eternal Evil” article notes that when Lhazaar planned her expedition to Khorvaire, a rakshasa was advising her.
  • Through their studies of the Draconic Prophecy, they not only know the paths that will release their overlords, but they have a general roadmap of the paths the future can take. So that raksahsa guiding Lhazaar wasn’t acting blindly; they KNEW the consequences of pointing Lhazaar at Khorvaire and were intentionally shaping the future. The Lords of Dust are the organization who could build a vault in the wilderness because they know that THREE THOUSAND YEARS LATER it will be important. Again, think of them as time travelers; they just have to live their way forward to their desired future instead of jumping back and forth.
  • The central core of the Lords of Dust are rakshasa. Their leaders—Hektula, the Wyrmbreaker, etc—are exceptionally powerful rakshasa. But even the default rakshasa is a shapeshifting, mind-reading fiend with a range of enchantment and illusion abilities and potentially, the ability to return after death. But in many ways, the most powerful rakshasa ability is their spell immunity. A rakshasa cannot be “affected or detected” by spells of 6th level or below unless it allows it. That includes things like detect evil and good, see invisibility, and even true seeing. It allows them to walk through magic circles and forbiddance as if they weren’t there. They can ignore the vast majority of tools that would normally be used to detect the presence of fiends or to defend against them. It’s up to the DM to decide what it means that you “can’t be affected or detected” by, say, true seeing or zone of truth. In MY campaign I say that both spells appear to work normally even though they don’t; so a truthteller BELIEVES the rakshasa has been affected by zone of truth even though they haven’t, and true seeing shows the rakshasa’s disguise self as it it was its true appearance. So again, the point is that the rakshasa have a huge advantage because the magic we rely on for our highest security doesn’t work on them; the rakshasa CAN lie in a zone of truth and can look a top Medani agent in the eye without its true nature being exposed.
  • The majority of the agents of the Lords of Dust are mortal “pawns.” Some of these are what Exploring Eberron calls loyalist cultists, who know the power they serve and and proud of this allegiance. But just as many are devoted to SOMETHING or SOMEONE but don’t realize that this is a fiend or a creation of fiends. Again, the Lords of Dust have been working at this since before human civilization existed, and they are shapeshifting, mind-reading fiends with a map of the future. They have created political movements, art movements, devoted groups of friends, what have you — all to gain pawns who will do a favor at the precise moment it’s needed, likely never knowing the full significance of that favor. One of the most important functions of a pawn is to be in a useful position that allows a rakshasa to temporarily take their place at critical moments. It’s a waste to have a rakshasa working as a clerk in the royal archives of Breland for thirty years. But the Lords of Dust may have a PAWN working as a clerk, and on the three days where there’s something vitally important that the Lords of Dust need in the archives, a rakshasa can take the pawn’s place and accomplish those tasks. Again, it’s almost impossible to identify these pawns, because FOR THE REMAINING THIRTY YEARS that pawn is just a loyal clerk doing their job and they don’t even KNOW what the rakshasa did or why it did it when they let it take their place.

So the story of the Dreaming Dark is one of aliens infiltrating our world. The story of the Lords of Dust is one of discovering that aliens infiltrated our world thousands of years ago and have been secretly pulling the strings ever since. The goal in dealing with the Lords of Dust isn’t to UTTERLY DEFEAT THE LORDS OF DUST. They’re simply too deeply entrenched, not to mention immortal, and again, they are actually part of the status quo of society as we know it. You’ve lived alongside them all your life, and they NEED the world to generally be stable; if they need you assassinate Queen Aurala in order to free Sul Khatesh, they need there to be a Queen Aurala. So the goal is to disrupt their immediate plans so that they will go back to the drawing board and scheme for another two centuries while our lives go on as normal.

When dealing with the Lords of Dust, part of the question is what you’re actually dealing with. You can use them in small ways or as major villains. Here’s a quick overview.

  • Lone Wolves. The schemes of the Lords of Dust unfold over the course of centuries. What do they do to pass the time in the space in between? Adventurers could clash with a fiend who, while technically tied to the Lords of Dust, is pursuing an entirely personal agenda. A lone rakshasa could be playing a game with a mortal family—say, killing the second child of each family member when that child reaches their 22nd birthday—just for fun. They could start a cult of serial killers because it amuses them to do so. They could seek revenge on a dragon that annoyed them a thousand years ago. In creating lesser fiends, consider that they are likely to share some traits with the overlord they serve. Minions of Sul Khatesh may be interested in arcane experiments, minions of Rak Tulkhesh may enjoy murder and cruelty, and minions of Eldrantuklu love intrigues. So essentially, you can have a villainous fiend—even a member of the Lords of Dust—without the adventure being about THE LORDS OF DUST.
  • Doing What They Love. Mordakhesh and Rak Tulkhesh love to spread war and hatred. Hektula and Sul Khatesh love to have people using magic in ways that sow fear. These schemes don’t necessarily AMOUNT to anything; they are literally just a way to pass the time for a few centuries while they wait for their next release-the-overlord possibility to come around. In general, you can think of this as “feeding the overlord.” It’s not like Rak Tulkhesh can starve to death, but if Mordakhesh can feed him war he is HAPPY and that in turn pleases Mordakhesh. So he LIKES to sow hatred even when there’s no world-shattering threat involved, as long as he doesn’t cause so much chaos that it interferes with future plans. So you can fight an evil wizard who’s empowered by Sul Khatesh and do something good by defeating them, but the FATE OF THE WORLD was never at stake and Hektula herself doesn’t care too much. You did a good thing that protected the local community from that wizard, but it’s not like Hektula will vow vengeance because she has literally done THOUSANDS OF TIMES. Sometimes the seeds grow into beautiful bloody flowers, sometimes troublesome adventurers stop them. No big deal… she’ll plant more.
  • Butterfly Collectors. It’s possible that one or more of your characters has a critical role to play in events that will trigger the release of Sul Khatesh… two hundred years from now. The whole idea of manipulating the Prophecy is that it takes generations to play out. As such, it’s possible that a Lord of Dust needs the adventurers to do something that doesn’t threaten them or the world in the present day, and that could even be useful to them. Consider The Hobbit: Gandalf could be a disguised rakshasa, who brings the dwarves to the Shire, convinces Bilbo to join their company, and helps them defeat Smaug because he knows that if Bilbo joins them he WILL find the One Ring, and he’s just laying the groundwork for the events of The Lord of The Rings, which will occur a century later. But in the short term, Bilbo and his friends defeat a dragon, find a magic ring, have great adventures and become friends. This is exactly the sort of thing a Lord of Dust could set in motion; it not only SEEMS innocent, it IS innocent… until a century later, when the fate of the world is determined by these events. Remember that the Lords of Dust are limited by needing the correct mortals to fulfill the Prophecy, because they need things to happen in the proper way. In this example, Hektula might know EXACTLY where the Ring is the whole time, but she needs BILBO to defeat Golumn in the battle of riddles and to claim it himself.
  • Loyalist Cults. Many pawns work for the Lords of Dust without knowing it. But all of the overlords have cults that DO know who they work for and revel in it. The Carrion Tribes of the Demon Wastes are examples of this, but there can be fiend cults throughout Khorvaire. If you need a quick minor villain, great, use an overlord cult. This is in the middle of this list because it can go in either direction. The cultists could be engaged in a scheme that will lead to the release of an overlord, or they could just be in that “doing what they love” role. Rak Tulkhesh loves to have cults shedding blood, and it could be that’s all that’s going on—and you stopping that cult is just a good thing for everyone. Or it could be that the actions of that cult are part of an early stage of releasing an overlord. The question there is whether a) by the time the adventurers defeat the cult, they have already done the critical action they needed to perform to push the prophecy to the next level or b) whether the cult being defeated WAS PART OF THE PLAN ALL ALONG. Because that’s the way the Lords of Dust work; they may have pushed their cult into your path because they NEEDED you to defeat them. Exploring Eberron discusses the cults of five different overlords.
  • Releasing an Overlord. This is the main event: the idea that the Lords of Dust are working toward the release of an overlord, and that a release—or at least a partial release—could occur in the course of a campaign. This requires the Lords of Dust to get a particular path of the Draconic Prophecy to pass; this is discussed in this article. The critical point is that these are things that have MANY steps and you’re just coming in at the end; they have likely been working on this for centuries, and these are the last steps. So usually this is something that adventurers will discover at a critical point and then have to fight on multiple steps. The challenge is that the rakshasa have a map of the future and the adventurers don’t. As noted above, it could be that by the time the adventurers defeat a cult they’ve already accomplished what they needed to do, or it could be that defeating the cult was part of the plan.
  • Rebinding an Overlord. Here’s the thing: preventing the release of an overlord isn’t nearly as much fun as rebinding an overlord that has been partially released. If you successfully keep the plan from succeeding, you never actually get to see how bad things could be. History is full of moments when the plans of the Lords of Dust were blocked and NOBODY KNOWS ABOUT THEM. But everybody knows about Tira Miron’s sacrifice to rebind Bel Shalor, because the Shadow in the Flame WAS partially released and terrorized Thrane for months before Tira figured out how he could be defeated… which meant identifying a different path of the Prophecy (she needed to be channeling a couatl; to be wielding Kloijner; to fight him at a particular place and time; to be working with specific allies). A campaign involving the partial release of an overlord gives all sorts of opportunities to battle fiends and unravel mysteries, and to ultimately fight an aspect of the overlord (which is what the stat blocks in Rising represent, though they are MUCH weaker than the overlords presented in third edition)… While a campaign in which the adventurers just block the release can feel anticlimactic.

You might well say “If the Lords of Dust are so powerful, why don’t they just kill the player characters the moment they become a threat?” Because sure, from a mechanical standpoint they easily could. They have hundreds of rakshasas—possibly thousands—epic magic and countless pawns in positions of power. The reason they don’t turn all the power against the adventurers is because they need the player characters—or at least, believe that they MIGHT need the player characters. You know how we always say that player characters are remarkable and that they’re the heroes of the age? That’s because they are PROPHETICALLY SIGNIFICANT. It may be that the Lords of Dust have specific plans that they need to use the PCs for (Hektula needs you to kill Queen Aurala to release an overlord) or it could be that they are just the first dominos in a long line (Hektula needs your wizard’s GREAT-GRANDAUGHTER to kill Aurala’s great-grandsonand your wizard doesn’t even have any children yet). They may not even KNOW what role they need you for, but they know you’re significant and they’re figuring it out. This is why pawns of the Lords of Dust tend not to be the people IN power, but rather the advisors, the scribes, the people in the background. The Lords of Dust can’t force the actions of prophetic lynchpins without derailing the prophecy. They couldn’t just replace Lhazaar with a rakshasa or use dominate person (which any raksahsa can cast) on her; they needed her to CHOOSE to go to Khorvaire. It’s the same here. They can manipulate the adventurers by manipulating the events around them, but they can’t just mind control them or replace them.

One way to think about it is rats in a scientist’s maze. Your PC is a rat and the Wyrmbreaker wants you to go down a particular path. He can try to lure you to go the way he wants—drop a piece of cheese down the right path—but he can’t just PUSH you down the path or the experiment becomes invalid. Should you at the final moment FAIL to go down the proper path, he’s not going to kill the rat; what’s the point? Instead he’s going to put you back in the cage and start figuring out the next experiment. Because that’s the thing: there will ALWAYS be a way to release the overlords. The moment Tira rebound Bel Shalor, a new path for his release began to take shape. It could take centuries for the Lords of Dust to identify that new path, and a thousand years before they have a chance to make it happen, but they WILL figure it out. Dustoran has tried and failed HUNDREDS OF TIMES. When you foil his plot, he’s going to just move on to the next one. And let’s face it, even if he was certain he has no further use for you, he doesn’t NEED to kill you. You’re mortal. If you’re human, you’ll be dead in a few decades; he’ll still be here in ten thousand years.

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

Dragonmarks: Sphinxes of Eberron

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

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

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

“Which is true?”

“Which will you believe?”

City of Towers

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

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

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

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

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

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

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

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

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

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

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

Why Does This Matter?

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

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

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

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

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

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

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

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

Don’t Time Travelers Break The Game?

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

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

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

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

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

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

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

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

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

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

But What About Zenobaal?

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

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

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

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

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