What Defines the Mror?

Image by Júlio Azevedo for Exploring Eberron

In March’s poll, my Patreon supporters selected Mror dwarves as the subject for this article. Exploring Eberron covers the Mror in more depth, delving into the history of the Holds, the cultures of the ruling clans, and further information about the ongoing conflict in Khyber—along with the symbiont that have been claimed as spoils of war. So there’s lots more (Mror!) to look forward to… but today, let’s look at what it means to be Mror.

Dwarves aren’t human. In creating a Mror character it can help to reflect on the ways in which dwarves differ from humanity. Clan plays a significant role in Mror culture, but there’s a few common things that can be born in mind for any Mror character.

DARKVISION

While the dwarves of the Realm Below may have spent their entire lives below the surface, the Mror dwarves were born on the surface of the Ironroot Mountains. Mror dwarves appreciate sunlight and color, and their buildings typically have windows. However, dwarves don’t need light. While in total darkness a dwarf suffers disadvantage on sight-based Perception checks. This is inconvenient, but not unbearable. Areas where people need to do skilled work will have at least dim light. But many mine tunnels and stretches of the Realm Below have no light sources.

A more general impact is that the circadian rhythms of dwarves are more flexible than those of humans. While it’s important to maintain a regular schedule, day and night have little meaning for the Mror. Mror communities are active at all hours, and major Mror businesses are continuously open. “Nightlife” isn’t a concept in Mror society, and entertainment can likewise be found at all hours; traveling Mror are often frustrated by the limited opportunities in human communities.

THE WAR BELOW

Characters from the Five Nations are shaped by the Last War. Mror are shaped by Dol Udar, the War Below. Currently this conflict is simmering, with a stalemate along the deep siege lines, but there has been no victory and the threat remains. When the war was at its height, all Mror lived in daily fear of aberrant attacks and the full resources of the holds were directed to the war effort. The Mror Holds are smaller than the Five Nations, and the impact of the conflict was intense. All civilians engaged in combat drills in preparation for dolgrim assault, and everyone was expected to contribute to the war effort—repairing or producing arms and armor, maintaining fortifications, or fighting.

For the Mror, this is the source of the Weapon Training and Tool Proficiency racial features. In creating a Mror character or NPC, consider how the war affected you and how this is reflected by your class and proficiencies. A few questions to consider…

  • Did you fight on the front lines, battling aberrations in the depths? If so, what’s the most terrifying thing you saw in the conflict? Are you scarred by your experiences, or does nothing scare you anymore?
  • If you didn’t fight in the Realm Below, did you serve on any civilian support brigades? Did you spend your childhood sharpening axes and repairing armor (proficiency in smith’s tools) or working on fortifications (mason’s tools)? Were you kept out of the conflict by family connections, or did you refuse to serve?
  • Who or what did you lose to the conflict? Did you have a stake in a colony or mine that had to be abandoned? Do you have a sibling or lover lost in the depths—and if so, do you know that they’re dead, or could they be prisoners of Dyrrn?
  • Do you dream of delving deeper into the depths, or would you rather see the Realm Below sealed away forever?

If you use your racial Tool Proficiency for brewer’s tools, you may have been involved in creating supplies for soldiers. However, this is also a common choice for Mror who venture beyond the holds. As mentioned later, the alcohol of the Five Nations is extremely weak by Mror standards, and some consider the ability to brew personal supplies to be a basic survival tool when traveling in foreign lands.

FAMILY FIRST

The Mror Holds are a feudal society. There are twelve active holds. Each is governed by a ruling clan, which gives its name to the hold; Droranathhold is ruled by Clan Droranath. Each hold is then broken up into smaller territories known as spires, each ruled by a clan; there are ancient ties of kinship and marriage between clans and the ruling clan. Within a spire, families maintain tenant relationships with the local clan. Land is held by a clan or family, and most businesses are family businesses. Families are long established, and the creation of an entirely new family is a rare event.

The Mror engage with their history through stories, and clans and families are the characters in those stories. Typically, a Mror tale refers to heroes and villains solely by their family names. So in Mroranon and the Troll King, it doesn’t matter exactly when the story took place or WHICH specific Mroranon it was; it’s a story about Mroranon, and any Mroranon dwarf should strive to live up to that example. Where the Tairnadal elves seek to emulate specific ancestors, Mror dwarves view their family as a greater whole. It’s only natural that you’d help a family member in need, and betraying a family member is like stabbing yourself in the hand. This drives feuds and alliances; if you’re wronged by a Hronnath dwarf, the blame lies with Clan Hronnath, not simply the individual. This reflects the elves in another way. The Aereni elves preserve their ancestors as deathless undead. The Mror don’t feel that need to preserve individuals; you preserve your FAMILY by living up to its character and by adding to its story. The Mror also aren’t as particular about precisely following the traditions of ancestors, as shown by the clans that are currently using symbionts; what you do is less important than the way in which you do it, the values you stand for and the lines you will not cross.

This doesn’t mean that Mror don’t take personal responsibility for their actions or feel pride in their personal deeds. For one thing, the deeds of living dwarves are generally acknowledged by name, as are most events that have occurred within the last century. But looking to your place in history, your name may not be remembered, but you hope that your deeds will be added to the trove of stories told of your family… and that you won’t forever shame your family with the stories of your misdeeds.

In creating a Mror character or NPC, consider your family. Are you part of a clan or ruling clan? If so, are you close enough to power to take the noble background, or are you a lesser heir? Are you from a tenant family, and if so what is your family’s business? Once you’ve considered this, the crucial question is what is the character of your family? While this isn’t as concrete as the Tairnadal, when people tell stories about your family, what are the virtues they highlight? Are there any particular things your family is known for, any celebrated deeds you might emulate, anything a member of your family should never do? Some families do have specific taboos; a Tronnan must never break their word, while a Holladon never turns away a guest. Does your family have any such traditions?

Another thing to consider is how your family was affected by the Dol Udar. Did they invest deeply in the depths, only to suffer grevious loses when the horrors rose? Did they fight on the front lines, or largely remain aboveground? Do they have a family treasure recovered from the Realm Below—a legendary item or artifact you might some day have the honor to wield? Are they willing to embrace symbionts, or are they disgusted by the tools of the daelkyr?

Finally, what is your standing with your family? If it’s good, why have you left the Mror Holds? (Rising From The Last War includes a table with suggestions for this!) If it’s bad, what happened? Is this a situation you hope to fix, or have you turned your back on your family? As a player, you should talk to your DM about the role your family might play in a campaign. Do you want to have cousins showing up in need of assistance or to be drawn into new feuds, or would you rather that your family remain in your backstory? 

LONG LIFE, TREASURED STORIES, AND STORIED TREASURES

The Mror attitude toward family is one example of how they deal with their long lives. A dwarf can live to be up to 350 years old. Intellectually they mature at about the same rate as humans, but they generally aren’t considered to be full adults until around 50 years of age. This ties to the fact that dwarves have a low rate of fertility, and their reproductive peak is between 50 and 120. While under fifty, a Mror dwarf is usually learning the family trade and working for their elders; at fifty and above, a dwarf will start thinking about starting their own branch of the family tree and the family trade.

In stark contrast to the elves of Aerenal, the Mror dwarves deal with their long lives by largely ignoring the passage of time: by not trying to record every detail or remember every person, simply holding on to the best moments and ideas. The story matters more than the concrete facts. Individuals come and go, but the family remains and the story continues. Tied to this is the fact that the Mror love stories. Like the dar, the Mror prefer stories to be based on fact as opposed to being absolute fiction… but a story should always be entertaining, and as long as the spirit is true it’s fine to exaggerate a few details. The talespinner bard thus does serve as a keeper of history, but their role as entertainers is as important—if not more so—than their role as sages. In playing a Mror character, you might come up with a few old stories you love. But you may also take joy in dramatically retelling the story of your adventures—the deeds of both you and your fellow adventurers—celebrating and highlighting their finest moments.

Another aspect that has been highlight about the Mror is their love of objects—their love of treasure. In part this ties to a deep appreciation of quality of work. The dwarves appreciate beautiful things, but durability and functionality are far more important—as shown by the willingness of many dwarves to embrace grotesque symbionts. Beyond this, the Mror are deeply interested in objects with stories of their own. Every family has family treasures. Sometimes these are the most powerful magic items the dwarves have acquired, and this is notably the case with artifacts and legendary items that have been recovered from the Realm Below over the last century; part of the pride of the ruling clans is derived from the treasures they can boast of. But a family treasure can also be a mundane item that has been a part of many epic stories. As noted earlier, no one cares which specific Mroranon heir was the hero of Mroranon and the Troll King. But the fact is that the house still has the bracer that hero made from the troll king’s nose-ring, and carrying this relic is a tremendous source of pride. As a Mror adventurer, when you find treasures, you want to know the stories they are already carrying—who forged this Flametongue? What battles has it seen? But beyond that, consider the items you possess that you feel a strong attachment to—and consider whether their stories are evolving along with yours.

GRAND GREETINGS AND GIFTS

Mror dwarves can be seen as boastful by outsiders, quick to share tales of their exploits. The truth of the matter is that they love stories. It’s not that they seek to dominate every conversation with their tales, it’s that they expect others to share their stories as well; and if they don’t, Mror will be quick to boast about the deeds of their companions. Anyone who spends much time around Mror will quickly grow used to the phrase tol kollanor the Common rendition, “that reminds me of a story.” Mror hate quick meetings; any gathering should have time for tales.

While there are certain families known for their thrift, generosity is an important virtue towards the Mror. As much as they value their storied treasures, there is joy to be had in giving the perfect gift—in showing that you can afford to give away a treasure, and that you recognize someone who will appreciate it and make good use of it. A common tradition at a grand feast is for each of the greatest heroes present—typically, the scions of ruling clans—to offer a gift to the host along with a tale of how they came by the gift; the one who gives the finest gift is served first at the feast.

While you may not attend many feasts, consider this tradition when you have time and opportunity. Is there a chance to give a comrade a perfect gift? Is there a treasure you possess that might be better suited to one of your companions?

FASHION

Clothes tell a story, and Mror dwarves love to tell tales. As with most Mror possessions, the quality of clothing comes first. Because of this, dwarves from lesser families may only have a single set of clothing, but these are durable and well made. With this in mind, Mror place great stock in accessories. A Mror outfit typically has elements that can be reversed, shifted, or removed. Brooches have important cultural significance, and include family crests, the seal of the ruling clan, the symbol of a Sovereign whose favor is sought, or even moods; there are brooches that mean leave me alone and looking for company. Other forms of jewelry—rings, chains, bracelets—are commonly worn by dwarves of all genders. This is an opportunity to show wealth, but decorative ornaments of iron are often worn by common folk. The dultar (“blood blade”) is a dagger worn both as a utilitarian tool and as a statement of allegiance; each of the ruling clans has a distinct style of dultar. Any Mror dwarf can immediately identify another dwarf’s clan from their dultar; for an outsider, this requires an Intelligence (History) check.

Other affectations are tied to clan and family. Some families prefer neatly trimmed beards. Many clans weave beads into facial hair or braids, with the design of the bead invoking the favor of a Sovereign or honoring a clan. Hair dye is often used as a form of personal expression.

Clans that have embraced the used of symbionts—notably Soldorak and Narathun—have developed many exotic fashions over the last century. For such dwarves, wearing symbiont clothing or accessories is a sign of courage and power—much as a hunter might wear the hides of animals they’ve defeated. Living clothing typically has a texture similar to leather, though chitin plating or hornlike protrusions are possible. Patterns or colors may shift to reflect the mood of the wearer; a living cloak may ripple or billow of its own accord. Living clothing is self cleaning and mending, and feeds on the excretions (primarily sweat) of the host. Narathun currently has the finest artisan-breeders working with living clothing, and styles are constantly evolving.

CUISINE

When approaching Mror cuisine, there’s an important thing to keep in mind: Mror dwarves have exceptional constitutions and are resistant to poison. The dwarves live in high mountains and subterranean settlements; while some of their meats and vegetables are familiar to the people of the Five Nations, they also use a wide variety of mushrooms and moss. Red pudding is a form of peaceful ooze raised as livestock. While these are entirely harmless to any creature resistant to poison damage (many Stout halflings of the Talenta Plains enjoy Mror cuisine), Mror stew can sicken creatures with more delicate stomachs.

Alcohol is also a form of poison, and Mror spirits have to be exceptionally strong to satisfy sturdy dwarves. Mror brewers often use mushrooms to produce alcohol, and also produce a number of mushroom-based beverages with light hallucinogenic effects. Most Mror hosts will be careful to keep travelers from buying drinks that could kill them!

RELIGION

Mror talespinners maintain that the dwarves are blessed by the Sovereigns, especially Kol Korran and Onatar. It is a curious coincidence that kol is the Dwarvish word for “commerce,” while dol means “war.” The talespinners say the Traveler stole the names of the Sovereigns from the dwarves during the Exile. The priests of Krona Peak say that Kol Korran came to the hero Mroranon and promised the dwarves wealth and prosperity for as long as they remembered his name and followed his path, while the talespinners of Doldarunhold swear that the hero Doldarun was the child of Dol Dorn and Dol Arrah. The records of the Library of Korranberg show that there were a number of Zil missionaries active in the Ironroots in the centuries before Bal Dulor, and some sages assert that these tales may have been the work of clever missionaries. Whatever the truth, there were already shrines to the Sovereigns when young Karrn led his forces to conquer the holds.

While the Mror broadly acknowledge all of the Sovereigns, Kol Korran and Onatar are the most beloved; Boldrei and Olladra are also often invoked. Clan Doldoran, Mroranon, and Soranath are especially devout, while Droranath, Soldorak, and Toldorath are the most pragmatic. The Blood of Vol and the Dark Six have small followings in Narathun, but other faiths have had little success in the holds.

WHAT ABOUT SUBRACES?

The general population of the Mror Holds includes both hill and mountain dwarves. Rather than being distinct ethnicities, these are primarily a secondary form of background, reflecting the nature of your upbringing. Mountain dwarves typically served in the hold militias and fought in the War Below, hence their Dwarven Armor Training. Hill dwarves were typically civilians, though this isn’t absolute; a fighter with the soldier background and a backstory of service in the war could still be a hill dwarf, as they receive armor proficiency from their class.

The Mark of Warding reflects a blood tie to House Kundarak. While this is typically limited to dwarves of Kundarakhold, Over the course of generations the Kundarak bloodline has spread throughout the holds. Such watered down bloodlines are less likely to produce a dragonmark, but you could play a Mror dwarf from another clan who develops the Mark of Warding. As with other foundlings, the house would typically be glad to accept you as Kundarak; will you embrace that, or do you prefer to maintain your allegiance to the family you were born to?

Exploring Eberron includes a new subrace with a particular (rare) role in the Mror Holds—so that’s something to look forward to!

That’s all for today. Thanks as always to my Patreon supporters. I’ll be posting the poll for the April article on Patreon soon, and we’ll have more short Q&A articles next week!

Dragonmarks: Modern Medicine

Could there be a pandemic in Eberron? A plague spread by the Children of Winter, or a bioweapon created by the nosomantic chiurgeons of House Jorasco? How does disease even work in a world where lesser restoration can remove any disease? Given events in our world, these things are on my mind and I thought I’d tackle them with a series of articles. This post will take a quick look at medicine in the Five Nations; a follow-up article will explore the role of disease and plagues in campaigns.

HEALTH AND HEALING

Fifth edition presents a largely abstract view of health. As I’ve mentioned before, hit points are a very nebulous concept—a blend of actual physical health and luck, skill, or willpower. A character can regain hit points by spending hit dice during a short rest, and is fully restored after a long rest. When you use the Medicine skill, all you need to do is role a die. But remember that when we play D&D, we are building a story together. The rules provide a foundation for that story, but it’s up to the DM and players to add the details. MECHANICALLY you’re as good as new after a long rest, and you don’t have to do anything other than hang out for eight hours to get that benefit. But if there’s a character with the Medicine skill in your party, you might tell the story of how that character worked to patch you up during that long rest—how they had to stitch up a particularly deep wound, how they gave you a shot of Irian-infused water to keep you on your feet or rubbed a Mabaran salve on your arm to numb the pain. When someone uses the Medicine skill or an herablism kit, they or the DM can DESCRIBE them as using medical tools or techniques, even if all the PLAYER does is roll a die. The point is that the rules keep things simple; we don’t WANT player characters to spend a long time sitting on the sidelines recovering from a sprained ankle or a broken rib. But you can DESCRIBE that process of recovery in as much detail as you want.

Also, remember that in fifth edition the rules that apply to player characters don’t necessarily apply to NPCs! YOU may recover fully after a long rest, because you’re the protagonist of the story; you’re the hero in the action movie who keeps pushing on after enduring ridiculous amounts of damage. But the DM can say that an NPC takes longer to recover from a serious wound—that a city guard will need days of bedrest to recover after being dropped to zero hit points, even if they were stabilized and healed. Player characters are remarkable. We can highlight this by showing that other people DO need more time to recuperate than player characters… or their particularly remarkable opponents.

JORASCO SERVICES

In the Five Nations, most people rely on House Jorasco for medical services. As I’ve discussed in previous articles, priests in most temples and churches aren’t spellcasters; they provide spiritual guidance, not spellcasting services. So the Jorasco healing house serves the common role of a clinic or hospital in our world. Villages or communities that don’t have a dedicated healing house will still usually have a Jorasco-trained healer, whether it’s an heir of the house or someone who learned their skills from the Healer’s Guild.

Page 10 of Rising From The Last War lists the services you can obtain from House Jorasco. The first two are tied to the Medicine skill: Minor nonmagical care or major nonmagical care. This ties back to the idea that just because PLAYER CHARACTERS don’t have to deal with sprains, concussions, broken bones, and such, these things still exist in the world! Likewise, most people rely on nonmagical treatment for diseases. Lesser restoration provides an instant cure, but the 50 gp cost is beyond the reach of most commoners. But again: there’s nothing wrong with nonmagical care. The skill is called MEDICINE; it reflects the use of medicines and medical techniques—setting broken bones, disinfecting wounds, treating fevers, and on and on. Again, most player characters never need these things; but the common people do, and Jorasco provides these services.

Then we get to magical services. Lesser restoration costs 50 gp; remove curse is 75 gp; greater restoration is 150 gp. Who provides these services? What does this help actually look like? Here again, player characters are remarkable. The typical Jorasco healer isn’t a cleric; they’re a magewright. Per page 318 of Rising From The Last War, a magewright casts lesser restoration as a ritual that takes an hour and that requires “additional material components” that cost up to 40 gp. MECHANICALLY this is a “ritual that requires components.” But this is where the idea of arcane science enters the picture. I don’t see a Jorasco healer as sitting next to you chanting for that hour, and then POOF you’re healed. In my opinion, the “ritual” reflects medical work. They may be using divining rods and Irian salves instead of CAT scans and antibiotics, but they are starting with a foundation of mundane skill and then ADDING magic to accelerate the effects and perform healing that is impossible with skill alone. You can have the Jorasco chiurgeon shouting “I need a Lamannian rod and 5 cc’s of Mabaran moss, STAT!” as they work to break your curse or cure your disease. Likewise, the spell uses “40 gp of additional components”—but those components might be ENTIRELY DIFFERENT depending on WHAT they are treating. So: mechanically, a Jorasco healer can cure cackle fever or sewer plague by casting lesser restoration. But how they cure these two different diseases might LOOK entirely different. And once you accept the idea that different diseases require different components to treat them, you have the possibility that a Jorasco house could run out of the components needed to cure a specific disease! Now, refined Eberron shards can take the place of any costly component, and this can help with an outbreak; but if you’re in an isolated village, residuum could be harder to find than Mabaran moss. To be clear, this isn’t a concern for player characters. When your cleric casts lesser restoration it’s NOT a ritual and doesn’t require components… but again, that’s because player characters are remarkable!

How does the Mark of Healing factor into this? The simple answer is that most magewrights with the Healer specialty are assumed to be halflings with the Mark of Healing; they are able to master this specialty because they have the mark, and they are channeling the powers of the mark any time they cast their rituals. This is the same as the concept that you could play a Jorasco Life cleric who presents their healing magic as being drawn from their mark as opposed to religious faith. So they ARE using the mark to heal; it’s just that this uses standard magewright mechanics.

All of these same principles apply to the other services that Jorasco offers. Remove curse can be presented as a sort of magical infection. It’s not that the Jorasco healer mumbles for an hour and the curse stops; it’s that they perform a sort of mystical surgery, literally carving the curse out of your aura. While the RULES say remove curse never fails when cast on a player character, it’s still possible that it doesn’t always work on NPCs and that it’s normally potentially dangerous! Note that greater restoration is a 5th level spell—beyond the standard wide magic available in the Five Nations—and that Rising notes that only Jorasco’s finest healers can perform the ritual.

And finally, there’s raise dead. This is supposed to be a rare service, something available only at the finest Jorasco houses. This is typically tied to a focus item, the altar of resurrection. But there’s a number of points that have been spread out across various sourcebooks. The first is the idea that again, while Raise Dead always works on PLAYER CHARACTERS, it’s NOT reliable for NPCs! First of all, memory starts to fade as soon as a soul reaches Dolurrh. Someone has to CHOOSE to return to life… and if they’ve spend too much time in Dolurrh, they may no longer remember why they want to return. Even if they wish to return, sometimes the spell just doesn’t work. Sometimes it can restore life but draw the wrong soul back into the body. Or it may summon a number of hostile ghosts while leaving the corpse dead… or draw a marut that seeks to destroy the would-be healer. This is why wealthy people AREN’T automatically raised immediately after death; because for most people it simply isn’t a valid argument. What we’ve said is that IF a Jorasco house has the ability to raise the dead, they will always cast augury before raise dead… and if the proposed resurrection draws a result of woe, they will refuse to take the case. Essentially, raise dead is a tool that lets us bring player characters and crucial villains back from the dead; but it’s not a service for everyone! This is a topic I’ve discussed in more detail before: this article explores resurrection and alternatives to death, while this article considers the idea that you could add a personal price to resurrection beyond the components of the spell.

WHAT ABOUT FAITH HEALING?

As I’ve said: in the Five Nations, people don’t go to temples to be healed, they go to hospitals. But what about places like Thrane, where divine magic is more widespread? Or the Eldeen Reaches, where there’s more of an emphasis on primal magic than on the industrial magic of House Jorasco?

The Wayfinder’s Guide to Eberron discusses the idea of adepts, divine or primal counterparts to arcane magewrights. Page 127 of Rising notes that “divine adepts provide important services.” There still ARE Jorasco houses in Thrane, it’s simply that divine magic IS more widespread. You still wouldn’t go to the temple and ask the priest to cure you, but there are clinics tied to the Church of the Silver Flame where adepts can heal you. Such clinics can also be found in other nations, typically tied to adepts of Olladra; in the Eldeen Reaches, there are druidic adepts—often called gleaners—who may be able to perform healing rituals. The magic of an adept LOOKS different than that of a magewright; a Silver Flame adept will chant while they treat you, while seeking to excise malign influences with blades of light. But a critical point is that mechanically there’s no difference between an adept and a magewright, which means that this healing still takes an hour to perform and still costs the adept 40 gp. The components may be DIFFERENT than those used by the arcane magewright, but the point is that magically healing generally can’t be offered for free because it’s not free for the caster. In the Eldeen Reaches, it’s not that a druid spends 40 gp to buy components; it’s that the ritual consumes rare roots and herbs (likely charged with the essence of Lamannia or Irian) that would have such a value if they had to buy them. Usually people rely on the Medicine skill because magic has a price.

Q&A

Is the germ theory of disease known in Eberron? Or is there some truth to the humoral theory in a fantasy world where the four elements are more of a real thing than in our own? This would come into play in order to determine such behaviour as hand-washing and sterilisation of instruments or blood letting. For that matter, is there room for alternative medicines, rejecting that of Jorasco?

To answer the last question first, there’s DEFINITELY room for alternative theories and approaches to medicine. I expect that Riedra and Aerenal have dramatically different approaches to medicine. However, the crucial point is that MECHANICALLY this all works out to using the Medicine skill and to the benefits of resting. You can DESCRIBE it with exotic color, but at the end of the day it doesn’t MATTER if your healer is using Jorasco traditions or Riedran qi manipulation; the result is the same.

Going back to the first part of the question, this touches on an interesting point. Because it’s not simply whether the people of Eberron are familiar with germ theory, it’s the question of are most diseases in Eberron actually caused by germs? This is a world where werewolves, undead, and fiends are REAL THREATS. Lycanthropy isn’t caused by germs, and there could be any number of other diseases in Eberron that are actually cause by a mild form of demonic possession or by transmutation effects. There’s definitely a school of medicine that is based on the balance between planar influences, asserting that if you have a fever it’s because your Fernian influences are too high and you need to be treated with Risian ice… And in Eberron, that may be true. So there are germborne diseases in Eberron, but it’s not the ONLY form of disease out there and may not be the foundation of Jorasco treatment. I’ll talk more about kinds of diseases in the follow-up article, but the main point is, again, that this is somewhat cosmetic. Whether the disease is caused by a germ or an evil spirt, you counter it with rest, Medicine, or lesser restoration. These treatments are all tied to theories of medicine, but whichever theory you use, it will work according to the rules. Though you’re certainly free to say Bloodletting is a terrible principle that DOESN’T work, and while there are healers who perform bloodletting, they aren’t proficient in the Medicine skill and provide no actual benefits! Likewise, Jorasco potions of healing are reliable, but if you buy your healing potions from some unlicensed charlatan, you could find that all you’ve bought is snake oil. Trust that Jorasco logo!

Do the people of Eberron know how to prevent/treat scurvy or what it really is? 

This is similar to the preceding question, and could ultimately be asked about any disease from our world. But Eberron’s not our world. For all we know, the Ring of Siberys could radiate an aura of vitamin C, and it could be impossible to have a C deficiency in Eberron. There’s no rules for scurvy in 5E, and it’s never been mentioned as a problem in any sourcebook, so the default is that it’s not a problem—either because it’s been identified and people know how to deal with it, or because for some reason ((C-rays from the Ring of Siberys!) it’s just not an issue. I’ll talk about this more in the follow-up post, but the short form is that you need to decide what diseases you want to be threats, and ultimately what makes a good story. Personally, I don’t feel that players running out of oranges and catching scurvy is a story I want to tell, but that shouldn’t stop you from doing so!

If magewrights can carve a curse out of a person’s aura, was this ever suggested as a solution during the Lycanthropic Inquisition by Jorasco or the Silver Flame’s own minor healers?

Certainly. Under the rules of fifth edition, that’s EXACTLY how you treat lycanthropy: you cast remove curse, and if you’re doing it as a magewright ritual that means you’re performing just this sort of spiritual surgery. However, there’s a few factors here as regards the Silver Crusade…

  • Bear in mind that especially early on, I’m sure the templars DID cure people when they had the ability to do so. It simply wasn’t viable as an overall solution to the problem, based on resources, the number of lycanthropes, and the fact that you would have to capture and hold lycanthropes alive to do this—and especially in the early days of the Purge, the odds were stacked against the Templars. They didn’t have the luxury of trying to take most of their enemies alive; they were lucky if THEY could stay alive.
  • If you’re using magewrights or adepts, you need 60 gp worth of specialized components to cast that ritual. What are those components? Are they specialized to each type of lycanthropy (IE, you need to treat a wereboar with different herbs than a wererat), or general? It’s quite reasonable to say that when the Crusade began the templars didn’t have either full knowledge of proper treatment or that they simply didn’t have access to sufficient supplies of the appropriate components—and this was before the residuum revolution which lets you use refined dragonshards instead of any component.
  • Critically: Lycanthropy during the Purge was different from lycanthropy as it exists today. This is literally true, as the rules for curing lycanthropy in 3.5 rules are far more difficult that just casting remove curse. It either has to be done by a 12th level cleric within three days of the affliction (and 12th level clerics are VERY rare in Eberron) or it has to be attempted during a full moon… and the victim has to make a DC 20 Will save for it to work. Eberron gets a lot of full moons, but still, that’s a lot of time and resources for a ritual that has a very high chance of not working.

The simplest explanation for the change in the rules of lycanthropy is that lycanthropy itself has changed: that the power of the curse is now weaker than it was during the purge, because the influence of the overlord or daelkyr behind the surge has faded… or alternatively, because techniques for treating lycanthropy have advanced significantly over the last century. Either way, lycanthropy can now be effectively treated by a magewright performing remove curse; that doesn’t change the fact that it wasn’t a viable solution to the problem at the height of the purge.

That’s all for now! When time allows, I’ll write a follow-up article about using disease in an Eberron campaign, but my Patreon supporters will decide the topic of the next article. Until then, wash your hands!

Dragonmarks: Gnolls and the Znir Pact

Art by Mariana Suarez Otero for Eberron Expanded

In the dawn of time, before the Sovereigns and the Silver Flame, Eberron was the domain of the fiendish overlords. This was an age of chaos, as the overlords constantly clashed with one another. The Rage of War commanded armies of fiends and savages, while the Wild Heart raised hordes of ravenous beasts. In the struggles between the two, the Wild Heart bred dire hyenas that could consume the Zakya warriors of Rak Tulkhesh. But fiends cannot be permanently slain by tooth or claw; their energy remains. Twisted from within by the immortal essence of the demons they’d devoured, the hyenas were warped into something entirely new, something that was neither beast or demon: and so the first gnolls were born.

Formed from both War and the Wild, the first gnolls were recruited and bred by both Rak Tulkhesh and the Wild Heart. As foot soldiers of the overlords they fought against orcs and the other early humanoids, as well as battling gnoll clans serving other overlords. Even after the overlords were defeated and bound by the Silver Flame, gnolls continued to be pawns of the overlords. The fiendish spark burned within them, and when they weren’t directly serving the Lords of Dust, most gnolls engaged in savage acts of brutality. The Dhakaani goblins ruthlessly exterminated gnolls in imperial territories, driving them back into the wilds.

In the present day gnolls are primarily found on the west coast of Khorvaire. Here’s a few notable concentrations of gnolls.

  • Gnolls are found across the Demon Wastes. Some have integrated into the Carrion Tribes, while other clans refuse to have anything to do with other creatures. These gnolls have embraced the Rage of War and engage in endless, ecstatic violence; when there are no outsiders to fight, they find reasons to battle the other clans. There have been times in the past when a great leader has united them and lead a horde through the Labyrinth, and this could happen again; but for the most part they are one of the ongoing dangers of the Demon Wastes, ever hungry to spill blood in the name of Rak Tulkhesh.
  • The gnolls of the Towering Wood are creatures of the Wild Heart. These feral hunters prowl through the Eldeen Reaches, preying on any creatures who cross their paths. These gnolls rarely organize beyond clans. The fact that they don’t form armies limits the overall threat that they pose to the people of the Towering Woods; they’ve never amassed in sufficient numbers to threaten the Greenheart, for example. But because they’re scattered and mobile, the Wardens of the Wood and the shifter tribes of the Towering Woods have never been able to end the threat. Clans melt away into the depths, appearing to strike isolated villages and travelers. Some say that there is a piece of the Towering Wood that can only be found by gnolls and lycanthropes who serve the Wild Heart—a dark haven where these feral forces build their strength and wait to strike.
  • There at least two gnoll clans that live deep in the King’s Forest of Breland. While smaller than the clans of the Towering Wood, these gnolls are likewise driven by the Wild Heart; they are cruel hunters who take pleasure in terrifying their quarry. Typically they remain in the wildest, darkest depths of the King’s Forest, avoiding the Knight Rangers and restricting their attacks to those fools who stray far from the safe paths. But there have been times when their numbers have grown, and when gnoll raiders have emerged from the Forest to prey on surrounding villagers.

While savage gnolls are often tied to the Rage of War or the Wild Heart, few know those names. Clans are guided by warlocks and fiendish visions, and each clan has its own name for the power that fuels their thirst for blood. The gnolls of Rak Tulkhesh show more martial discipline, while the gnolls of the Wild Heart are feral and cunning. Both are uniformly cruel, taking pleasure not simply in spilling blood but in instilling terror in their prey. The last great raid across the Labyrinth was centuries ago, but the people of Aundair still share grisly tales of the horrors unleashed by the pillaging gnolls, and Brelish children know gnolls devour those fools who stray from the path. This uniform cruelty is unusual in Eberron, where goblins are often more honorable than humans and orcs may be champions of the light. But gnolls aren’t natural creatures; they were shaped by overlords, and the essence of demons flows through their veins. They were bred to spill blood and sow terror, and for countless generations they gleefully embraced that path. But there are gnolls who reject the foul influence of their creators… such as the Znir Pact of Droaam.

THE ZNIR PACT

The region now known as Droaam has long been home to gnoll clans. The Rage of War seeks endless battle, and when there is no greater conflict it delights in setting its minions against one another. For countless generations, gnolls fought troll, ogre, and other gnolls seeking blood for their hungry idols. Centuries ago two gnolls from rival clans faced one another on a battlefield soaked in the blood of their kin and questioned the path that had led them there. The two urged others to deny the voice that called for endless war, to refuse to chase death in the service of a fiend. Two became four, then eight, until entire clans heeded the call. Clan leaders dragged their idols to the place now known as Znir—a word that simply means stone—and there they shattered the images of the fiends they once served. Together the gathered hunters, shamans, and warriors swore an oath: They might be many clans, but from this day forward they would be one pack. They would allow no one—not chieftain, god, or demon—to hold dominion over them.

This was easier said than done. Fighting the fiendish influence within was challenging enough, but the western wilds were a chaotic tapestry of battling forces. The leaders of the newly forged Pact had no desire to rule over other creatures, but even just holding their territory would invite attack. And so they developed the path that has carried them forward to this day: the road of the mercenary. The gnolls would claim no territory beyond the lands around Znir. They would fight for any who would pay a fair price. But if anyone sought to enslave a gnoll, or to strike against Znir itself, they would face the wrath of all of the united clans. This was a lesson that had to be taught many times, but after a century or so, the point was made. To those who paid them, the gnolls were as reliable as stone. Those who betrayed them or who picked a fight would fall before the might of the full Pact.

Some scholars of the Five Nations find it strange that the Znir Pact never took the path of conquest. There was no parallel to the united force of the Pact within the region, and they could have defeated the various chieftains and warlords they served. But the fact is that the gnolls have never had a desire to rule other creatures. They love the hunt and the thrill of battle. The path of the Pact allows them to do what comes naturally—to stalk and kill, to fight endless battles. But they do so together. They choose the paths they follow and the battles they fight. One could look at the Pact and say that they serve many masters. But the Znir gnoll would respond that they serve only themselves: that they choose who they fight for, that they set the terms of their service.

Znir Clans

The Znir gnolls include a dozen different clans, each of which holds onto distinct traditions. Once the clans were devoted to different faces of the overlords, but when they shattered the statue, each clan chose one of the moons. All gnolls hunt and fight, but the Barrakas are known to be the finest trackers of the Pact; the Aryth the deadliest archers; and the Olarune are the strongest warriors and most forceful in the vanguard. Typically, mercenary units are comprised of gnolls of a single clan, assigned based on the nature of the task that lies ahead, and contracts are usually negotiated for a period based on cycles of the clan’s moon. The clans maintain distinct territories within the Znir region. Despite this, all gnolls are welcome around the hearth of any clan; the Znir take pains to crush any tension that arrises between the clans. Shamans and leaders from each clan maintain a council at the Znir, around the broken idols. Here they mediate disputes, assign contracts to clans, and allocate funds and equipment. The Eyre clan have honed their skills as smiths and tanners, and they craft much of the equipment used by the Znir gnolls… though there is still a strong tradition of scavenging among the Znir, and warriors will often claim trophies from fallen foes.

Gnoll vs Gnoll

Droaam is a small place, and the Znir will serve any who will pay a fair price. This inevitably leads to conflict between Znir gnolls. In such situations, Znir will fight one another with all their skill. But they will strike to wound… and a gnoll wounded by another gnoll will immediately withdraw from battle, no matter how superficial the wound. While some clients take umbrage at this—You can still fight! Get back out there!—this is an absolute rule of all Znir contracts, and those who defy this will be punished by the united clans.

In general, the Znir take their contracts seriously. If the client breaks the terms of the agreement, the contract immediately ends. As long as terms are met, Znir will face any danger and will never betray a client. They have earned this reputation over the course of centuries, and this gives them a place much like the Sentinel Marshals of House Deneith in Khorvaire; everyone knows that the word of the Znir is as unbreakable as stone.

The Daughters and Tharashk

In their rise to power, the Daughters of Sora Kell have contracted for fully half of the forces of the Znir Pact (divided among all clans). This is an extended contract, under which the gnolls serve both as soldiers, hunters, and peacekeepers. Most large communities have a Znir garrison that’s serving the Daughters. These troops are present to protect the region from brigands or invaders, and to help maintain order. But they serve the Daughters, not the local warlord; it’s understood that if the warlord turns against the Daughters, the local Znir will act in their interests. The remainder of the Pact serves other masters. Many warlords maintain their own Znir forces, either as bodyguards, enforcers, or hunters. House Tharashk has also begun brokering the services of Znir gnolls within the Five Nations. The Pact is still cautious about this arrangement, however. Within Droaam, Znir customs are known and respected, and the Znir can unite against anyone who defies them. The Znir recognize that they don’t hold such power over the rulers of the Five Nations… and thus they are concerned about serving so far from their stones. In addition to those who serve through House Tharashk, a number of Znir have been sent east to study the Five Nations, gathering knowledge of its people and customs so the Znir council can determine how to engage with the wider world. This scouting role is a reasonable path for a gnoll player character; it’s their job to travel the world beyond and learn its ways, and to make friends and allies.

The Demon Within

The Znir defied the overlords when they shattered their statues, but there is still a spark of a fiend in the blood of each gnoll. Znir refuse to allow the demon within to hold dominion over them. Young gnolls learn how to resist this influence—to channel the strength of the fiend without giving it power over them. For most gnolls this is simply a matter of discipline. Znir gnolls are known for remaining calm in the face of provocation; having learned to fight their own demons, they aren’t easily manipulated by mortals. However, some gnolls learn to draw on their unnatural heritage and to channel this power in useful ways. Znir gnolls have their own equivalents of rangers and barbarians; the ranger’s primal magic draws on the Wild Heart, while the barbarian channels the fury of the Rage of War. Znir shamans are similar to warlocks, typically following the path of the Fiend. However, in all of these examples, the Znir don’t serve the dark power. Rather, they can be seen as stealing their strength from it; learning to draw on it without giving anything in return.

In their determination not to let fiendish forces hold dominion over their people, the Znir gnolls have also developed their own techniques for fighting supernatural threats. Champions trained to face fiends and undead are known as hwyri, and wield powers similar to those of paladins in other lands. However, hwyri don’t worship any divine power. Their abilities come from training and understanding of the demon within; they aren’t crusaders, they’re mercenary demon hunters. Most hwyri come from the Vult clan, and in a land that shuns the Silver Flame, these gnolls can be the best hope for people facing fiendish threats. There has been some tension between the Vult and the lycanthropes of the Dark Pack; the Vult shamans suspect that the Pack is vulnerable to the influence of the Wild Heart.

ZNIR GNOLL TRAITS

Exploring Eberron will include my rules for Znir gnoll player characters. For the moment, here’s a few general tips on playing a Znir gnoll.

  • Bone Eaters. Gnolls possess powerful jaws, as reflected by their bite attack. Gnolls can chew through and digest bone, and dislike letting food go to waste. When savage gnolls raid a village, they will consume even the bones of their victims. Znir gnolls won’t eat their fallen foes if they’re in the company of creatures who will be uncomfortable with such behavior. But they will often eat a small piece of any creature they slay—even if it’s just a finger—to form a bond with the victim. The Znir believe that those you kill wait for you in the realm of death, and honoring them ensures that they won’t be hungry when you travel to that land.
  • Pack Instincts. Gnolls have very strong pack instincts. They instinctively work together in combat, and they think nothing of placing themselves in harm’s way to protect their kin. Znir gnolls will not deceive members of their pack; if there are problems, they will call them out directly. If a gnoll character adopts a group of adventurers as their temporary pack, these things apply to the other players—but they will be surprised and angry if their non-gnoll packmates don’t show them the same respect.
  • Casual Aggression. Gnolls often seem very aggressive to other creatures. However, gnolls themselves don’t consider casual intimidation to be a hostile act; it’s just a way to establish a place in the hierarchy of the pack, largely ignored once that hierarchy is established. One of the most common ways this manifests is that gnolls make demands rather than requests. As a gnoll, use active statements rather than passive queries.
  • Cunning Hunters. Gnolls are strong and aggressive by nature. But both the Znir gnolls and there savage kin are cunning hunters rather than simple brutes. Gnolls work together as a pack, always searching for weaknesses in enemies and supporting injured allies. Znir goals won’t break their word, but they don’t hold to any idea of honorable conduct on the battlefield; they are ruthless and efficient, and see nothing wrong with ambushing or tricking a superior foe. Some gnolls have a supernatural knack for minicry, and will use this gift to draw enemies into danger.
  • The Fiend Within. As a gnoll, there is a spark of demonic influence within you. The Znir learn to control this at an early age. But how does it manifest in you? Do you suppress it completely, or do you channel it in some way—possibly reflected by your class abilities? Are you a hwyri who seeks to fight supernatural threats, or are you not concerned with such things?

That’s all I have time for today, but you’ll find more about gnolls and the Znir Pact in Exploring Eberron! Thanks to my Patreon supporters, who keep this site going and who chose this topic!

Dragonmarks: Lamannia

Eberron has a unique planar cosmology, but Rising From The Last War only scratches the surface of the planes; in this article and the upcoming Exploring Eberron, I’m digging deeper. Thanks to my Patreon supporters, who keep this site going and who chose this topic for my final January article!

LAMANNIA: THE TWILIGHT FOREST

Lamannia embodies primordial nature, untapped and untamable. It represents the raw power and majesty of the natural world. Lamannia is often called the Twilight Forest, and depicted as a realm of colossal trees and massive beasts. However, the forest is just one of the facets of Lamannia. Every natural environment is represented in Lamannia, contained in a layer that exemplifies and exaggerates its features. Windswept desert, raging ocean, endless plains; all can be found in Lamannia.

At first glance, Lamannia appears to overlap with a number of other planes. How does the Twilight Forest differ from the domain of the Forest Queen in Thelanis? How does the chill tundra differ from the icy layers of Risia? Shouldn’t the volcanoes of the Broken Lands be in Fernia? Well, there are dryads in the trees of the Endless Weald of Thelanis; sprites hide behind leaves and satyrs dance in the clearings. And in Fernia a blazing volcano could be home to Azer smiths forging wonders in its depths, or a balor who delights in unleashing streams of lava to destroy unwary adventurers. In Fernia, the volcano is a metaphor for industry or destruction. In Lamannia, it’s a metaphor for volcano. It’s an iconic, perfect example; it doesn’t need fey or fiends to make its point, because the volcano itself is the point. The elementals of Lamannia aren’t the anthropomorphic genies found in Fernia and Syrania; they are the pure, living essence of the elements, unburdened by any humanoid desire. Its primary inhabitants are beasts—both beasts that you might encounter in the wilds of Eberron, and massive creatures that can be seen as iconic representations of their type: the idealized incarnation of BEAR or WOLF.

Some scholars assert that Lamannia served as a blueprint for the material plane, that it was in Lamannia that the Progenitors perfected the ideas of storm and stone. They believe that the natural world is infused with the essence of Lamannia—and that druids and others who wield primal magic actually manipulate that Lamannian essence. Certainly, Lamannia is charged with primal power; druids who travel to the Twilight Forest can be overwhelmed by the sheer force of nature that infuses this place.

Lamannia lies close to the world, and it’s one of the easiest planes to reach. Its treasures are wood and stone—natural object imbued with elemental power, herbs and plants whose effects are far stronger than their mortal counterparts. But when you come to Lamannia, you are prey; there are many predators in this realm, and anyone who seeks to despoil the embodiment of nature will be hunted.

Universal Traits

Lamannia is a reflection of the natural world, intensified and exaggerated. The air is pure and clean, the water fresh and clear. Colors are impossibly vivid. It is suffused with life—a realm in which any stone could be an earth elemental, where any tree could be awakened.

Vegetation is nearly always in bloom and beasts are almost always in the peak of health. With the exception of layers such as The Rot, Lamannia reflects the ideal state of the natural world. Here are a few of the consistent traits of the plane.

Extended primal magic. When you cast a spell that draws on primal magic magic that has a duration of 1 minute or longer, the duration is doubled, to a maximum duration of 24 hours. Typically druids and rangers channel primal magic, but it’s up to the DM to decide in the case of each spellcaster. A paladin that follows the Oath of the Ancients might channel primal magic to cast their spells, while an Aundairian ranger could use arcane techniques.

Indomitable beasts.While in Lamannia, beasts and elementals have a +2 bonus to Constitution and advantage on saving throws against being charmed, frightened, or immobilized. When an elemental or beast first arrives in Lamannia from another plane, any magical effect that is charming it or binding it in any way is broken; this can be disastrous for an elemental airship that’s thrown into the plane.

The land provides. When you make a Wisdom (Survival) check to forage for food or shelter in Lamannia, you have advantage on the roll. The vegetation is bountiful and the land sustaining. It may be difficult to forage in the Broken Land, but you’ll at least have advantage to help you with the roll.

Primordial matter. It is difficult to destroy or contaminate the matter of Lamannia. An ongoing purify food and drink effect cleanses any sorts of poisons or contaminants from beyond the plane. In addition, natural materials such as wood and stone are tougher than their mundane counterparts. When trying to destroy such objects, increase the Armor Class suggested in Chapter 8 of the Dungeon Master’s Guide by 3 and double the hit points of the object.

Most layers of Lamannia follow a traditional day-night cycle. However, layers aren’t synchronized and likewise don’t match any time zone in Eberron. There is only one moon in the sky of Lamannia; a Wisdom (Nature) check with a DC of 10 will identify it as Olarune, though it appears larger than in the sky of Eberron and is always full.

Denizens of Lamannia

A common story of Lamannia tells of an explorer who passed through a manifest zone and found herself on a vast mountain peak. Pushing up the mountain, she was exploring a mysterious thicket when she was set upon by rats the size of wolves. She fought the rats, but was on the verge of being overwhelmed… until a giant beak flashed down and snapped up a rat in a single bite. The wide ‘thicket’ wasn’t natural briar; it was the nest of a gargantuan roc.

BEASTS

Lamannia is filled with all manner of beasts. Any natural creature can be found in Lamannia; indeed, some sages assert that the presence of a creature in Lamannia is what defines it as “natural.” These creatures fall into the following categories.

·       Mundane animals are identical to their counterparts in Eberron. Any natural creature can be found in a layer with an appropriate environment. If such beasts are the first things player characters encounter in a visit to Lamannia, they might not realize they’ve traveled to another plane.

·       Dire animals are creatures of remarkable size. Any beast described as ‘giant’ or ‘dire’ can serve in this role. Such creatures are more common than mundane animals; in the Twilight Forest, most owls are giant owls, and they prey on giant weasels and rats. While the existing animals are a place to start, any sort of beast can have a dire counterpart in Lamannia.

·       Megafauna are gargantuan beasts. The roc is an example of Lamannian megafauna; those found in Eberron have been drawn through manifest zones or slipped between planes during coterminous periods. A megafauna serpent could use the statistics of a purple worm. These two creatures provide a rough scale of power for megafauna, but a DM can create a wider range of megafauna; adventurers could be hounded by a pack of gargantuan wolves. While these creatures are similar in form to beasts, they are typically classified as monstrosities. Between their vast size and their connection to the plane, they are immune to most effects that only target beasts, and you can’t charm a roc with a simple animal friendship spell.

·       Totems are beasts that are beyond the tactical scale… creatures that can be measured in miles. The gnome explorer Tasker tells a tale of finding an island in the Endless Ocean that turned out to be an enormous turtle; another of his stories deals with a pack of lycanthropes living in the fur of a massive roaming wolf. Such totems aren’t natural creatures and don’t need to eat or excrete. Their origins and purpose are unsolved mysteries, but most sages believe that they are immortal spirits projected by the plane itself. Some claim that the totems are connected to all creatures cast in their image. Others believe that the totems are sources of primal power, that barbarians, shifters, and druids can receive power and guidance from them. All that is known for sure is that they’re immune to common spells, and to date there are no accounts of anyone successfully harming or communicating with a totem.

For the most part Lamannian beasts are no smarter than their counterparts on Eberron. However, there are animals that possess intelligence similar to that granted by the awaken spell. However, even these beasts generally follow their natural instincts and live wild lives. While in Sharn giant owls may own shops and run for city council, the giant owls of Lamannia are content to hunt the beasts of the Twilight Forest. So it’s possible to find creatures in Lamannia that speak Common or a Primordial dialect, but most have little interest in long conversations. Also, don’t forget that dinosaurs are natural beasts! While a megafauna owl is impressive, the megafauna version of a swordtooth titan (tyrannosaur) is a sight to see!

ELEMENTALS

After beasts, the most common inhabitants of the plane are elementals. Genies, mephits, and anthropomorphic elementals are found on other planes; the inhabitants of Lamannia are pure and raw in form. These include the standard earth, fire, air, and water elementals, but they can come in a wide array of sizes and forms. Adventurers exploring the broken lands could encounter tiny globs of lava crawling across the land… while the leviathans of the Endless Ocean and the elder tempests of the First Storm are forces of apocalyptic power. The elementals of Lamannia are the spirits commonly summoned and bound by the Zil, used to propel lightning rails and airships. While intelligent, these elementals are utterly alien. They have little concept of time, and perceive the world around them though the balance of elements. The sole desire of most elementals is to express their element: to burn, to flow, to fly. Many have an antagonistic attitude towards spirits of other elements, which drives the deadly conflict in the Broken Land. This is another obstacle in dealing with elementals, as they tend to perceive humanoids as globs of water. While it’s possible for a character that speaks Primordial to talk with a Lamannian elemental, it’s usually difficult to establish any sort of common basis for negotiation. Still, there are legends of wandering druids who “befriended earth and air;” anything is possible!

HUMANOIDS

The merfolk came to Eberron from Lamannia, and their ancestors remain in the Endless Ocean. These primordial merfolk are closer to their elemental roots than their counterparts in the seas of Eberron; while they are just as intelligent as their cousins, they are driven by primal instincts. They wield druidic magic, but they don’t craft tools or structures. This serves as a model for other humanoid natives of Lamannia. Any race with a strong primal connection could be tied to Lamannia, but natives of Lamannia are driven by instinct and avoid the trappings of civilization. There could be tabaxi dwelling in the branches of the Twilight Forest, but if so they will feel feral and wild.

During the Silver Crusade, a significant number of lycanthropes made their way or were exiled to Lamannia. While in Lamannia, a lycanthrope cannot spread the curse to anyone other than their offspring. The unnatural impulses of the curse—the drive to prey on innocents, the bloodlust that can cause a victim of lycanthropy to lose control of their actions—are suspended while they remain on the plane. Primal instincts are amplified; Lamannian werewolves remain predators and take joy in the hunt. But they aren’t driven to evil and remain in full control. Packs and communities of lycanthropes are scattered across the layers. Most are descended from lycanthropes who fled Eberron to escape both the templars and the dark power whose corrupting influence led to the crusade; these shapeshifters embrace their primal nature and rarely assume humanoid forms. But there are also packs descended from afflicted templars who chose exile over death, who strive to preserve the beliefs and traditions of their ancestors. There are bitter feuds between these afflicted templars and the “first wolves” and other lycanthropes of Lamannia, but the templars can be valuable allies for planar travelers.

There are also a handful of druids and rangers who have crossed into Lamannia and chosen to remain in this primal paradise. Many run with lycanthrope packs, embracing their feral instincts and spending their days in wild shape. Others act as planar shepherds, seeking to minimize the impact of dangerous manifest zones and to help unwary travelers.

HIGHER POWERS

There are no celestials or fiends in Lamannia. It is a realm of elementals and beasts, and the elementals are alien and untamed. Yet explorers often report a feeling that they are being watched. And there are times when random events seem to be guided by an unseen hand. When outsiders have sought to bring industry to bear in Lamannia, they have been found by megafauna or elder elementals, or struck by especially vicious turns of weather. It’s possible that this is the work of the totems—that totems possess omniscience and great influence over their layers. Or there could be a greater power that watches over the entire plane. There is a single moon in the sky above every layer, the moon Olarune; some scholars assert that this is the consciousness that governs the plane. This is reflected in Eldeen shifter traditions that predate the practices of the Wardens of the Wood; shifter druids suggest that it was Olarune who created the shifters, and that the first lycanthropes were her champions. It is up to the DM to decide if there’s any truth to these tales. 

Layers of Lamannia

Like many of the planes, Lamannia is made up of layers—a connected web of demiplanes, each highlighting a particular aspect of primal nature. The scope of any single layer is up to the DM as suits the needs of the story. One layer in Lamannia might contain a single colossal mountain peak; on the other hand, the Twilight Forest could be as large as Khorvaire itself (or even Eberron!). The edge of a layer could be an impassable physical barrier, or it could wrap around onto itself; sail far enough in the Endless Ocean and you’ll find yourself back where you began.

The layers of Lamannia are connected by physical portals, but these portals often only allow travel in one direction. Any deep pool of water may connect a layer to the Endless Ocean; but while you can get to the Ocean by diving into a pond in the Twilight Forest, but there’s no gate back to the Forest on the other side. The Endless Ocean contains small islands; people who explore these islands will find they have moved to a new layer.  

The Twilight Forest

The sky is hidden by the dense canopy of this vast rainforest, leaving the forest floor in an endless twilight. The trees are over a hundred feet in height—impressive, certainly, but not as tall as the greatpines of the Towering Wood in the Eldeen Reches. But as people explore the Twilight Forest, they will come upon strange ridges and walls of wood. Some come together, forming twisted wooden canyons. Following these, explorers will find that they are the roots of truly colossal trees, vast titans wider and taller than the towers of Sharn. The Twilight Forest as mortals experience it lies in the shadow of the grander canopy that rises far above it, and these mighty trees are home to megafauna and mightier beings.

The Twilight Forest is wild and untamed. However, explorers can find wide tracks through the lower forest. Survival experts may recognize that these aren’t tracks formed by humanoid hands; rather, they are the paths of totems, who have crushed the lesser forest beneath their colossal feet. The Forest is filled with beasts; mundane and dire creatures in the lower forests, megafauna in the grand canopy above it, and the occasional passage of totems. There are multiple communities of lycanthropes scattered throughout the lower forest. A clan of wererats have carved out a warren in the roots of a colossal tree, while a pack of wild wereboars feuds with werewolves descended from exiled templars. An ancient elf druid named Haral, who spends most of her time in the form of an owl, does her best to maintain order; she is assisted in this by a megafauna owl she calls Ruark. However, the Twilight Forest is larger than the Eldeen Reaches; these are just a few examples of the inhabitants of the forest.

Another noteworthy area is the Graveyard. Of all of the layers, the Twilight Forest is closest to Eberron. There are many manifest zones between the Twilight Forest and the material plane, and when the planes are coterminous it’s possible for people—or objects—to pass through. The region known as the Graveyard contains a number of manifest zones that are tied to the oceans of Eberron, and to the air above them—and over the course of thousands of years, they have caught a number of ships in their net. The focal point of these manifest zones are dozens of feet above the ground. First of all, this means that it’s not easy for stranded travelers to find their way back; second, this means that ships fall when they pass through, causing damage and often killing many of the travelers. So the Graveyard contains the wrecks of ships from many eras—an ancient Aereni galleon, a Lhazaar vessel, a recently lost Lyrandar airship. This provides an opportunity to introduce outside influences to the Twilight Forest, or to have forgotten treasures hidden in Lamannia. A Dhakaani vessel holds a priceless and powerful artifact long sought by all of the Heirs of Dhakaan… but the vessel was infected by spawn of the Daelkyr, and these have carved out a foul warren beneath the ship.

Elementals don’t have an especially strong presence in the Twilight Forest, but they are still present throughout it. A gust of wind, a pool of water, a rolling stone—in Lamannia, any of these things could be alive.

The Broken Land

The Broken Land is a volcanically active region filled with high mountains and lava plains. There are constant eruptions, and the layer is home to many fire and earth elementals, who engage in an ongoing environmental conflict. Fire elementals flow out with the lava as volcanoes erupt; earth elementals work to contain the eruptions and to rebuild the shattered peaks, only to have them erupt again. Few beasts manage to thrive in this layer, but there are some tough dinosaurs who’ve clawed out a niche. While this region has fewer connections to Eberron than the Twilight Forest, it’s also possible to find shipwrecks or remnants of other travelers here; it’s certainly a harsh and deadly landscape for adventurers who are stranded here or those who must recover a lost relic from this place.

The Endless Ocean

This layer reflects the majesty of the ocean depths. It is home to a vast array of fish and aquatic beasts, along with merfolk tribes and a wide range of water elementals… from simple sentient currents and weirds all the way to massive leviathans. Megafauna battles are common, and this is the source of the tale of the island that turned out to be a totem turtle. True islands are few and far between, and most are actually portals to other layers of Lamannia. There are many manifest zones spread across the Endless Ocean, almost all of which connect to the ocean depths of Eberron.

The First Storm

A layer of plains and low hills, this region is permanently lashed by hurricane winds and endless storms. Beasts huddle in caves and the limited shelter, while all manner of elementals clash in the storm-lashed plains. A massive elder tempest drives the heart of the storm; during the Sundering of Sarlona, an apocalyptic cult in Ohr Kaluun sought to bring this elemental to Eberron, believing it would destroy the world.

The Rot

Decay is part of nature, and this is reflected in the Rot. This relatively small layer is swamplike, filled with fallen, rotting trees. There are corpses of megafauna beasts scattered around the layer, and giant insects and other massive scavengers prey on their remains. There’s a community of wererats thriving in the Rot, and there could be a small outpost of the Children of Winter who found there way here. While this is a symbol of death and decay, it is entirely natural; the undead have no place here. It’s possible a necromancer could arrive here, hoping to animate the massive corpses; however, this would violate the theme of the plane, and if there is any higher power at work in Lamannia it would direct forces to counter this. While most layers of Lamannia are free from disease, disease is itself part of nature; a manifest zone tied to the Rot could spread plagues into the surrounding region.

Titan’s Folly

Lamannia is filled with precious natural resources; it’s hardly surprising that an advanced civilization would try to harvest them. During the Age of Giants, the Cul’sir Dominion set up a research station and mining camp in a layer of Lamannia. After a decade struggling against megafauna attacks and elemental-enhanced weather, the outpost was finally overwhelmed and abandoned. It is a testament to the arcane engineering of the giants that anything remains of this structure… although it may be that it remains because the ruin itself has become a symbol of nature-reclaiming-civilization, becoming the theme of the layer. Vines and moss cover shattered walls, and the bones of giants are scattered throughout the remnants of this garrison. Valuable and powerful treasures may well be hidden in the Folly, but explorers will have to contend with aggressive elementals, dangerous beasts, and traps left by the long-dead giants themselves.

Other Layers

These are just a handful of the many layers of Lamannia. In developing a layer, think of a distinctive natural feature—a canyon; a desert; a lone mountain—and build the layer around it. What creatures would be found there? Have any outsiders taken up residence? Is there an unusual role for elementals? How does it connect to other layers, or to Eberron?

Manifestations of Lamanna

There are many ways for Lamannia to influence an adventure even if the player characters never leave the material plane.

MANIFEST ZONES

Lamannia is a prolific source of manifest zones. Quite often manifest zones are found at the heart of a region that resembles the connected layer: zones tied to the Endless Ocean are found underwater, while manifest zones tied to the Twilight Forest can be found in the Towering Woods, the King’s Forest, and other vast woodlands. However, it’s also possible to find Lamannian zones in areas with no obvious connection to the layer—such as the aquatic zones tied to the Twilight Forest that produce the Graveyard. Here’s a few of the common effects of Lamannian manifest zones.

Elemental Power. Manifest zones tied to Lamannia may have strong elemental resonance. When spells that summon elementals are cast in such a region, they’re treated as if they were cast at a level one higher than the spell slot that was expended. There are a number of these zones in Zilargo, and House Cannith and the Twelve are eager to find unclaimed zones. However, there are risks associated with them. Elementals may spontaneously manifest in such places; sometimes they linger for a long time (a pool tied to Lamannia could be inhabited by water weirds), but often they only linger for a few hours and then dissipate. Passing through such a zone can also impart a surge of power to an existing elemental; this can potentially allow a bound elemental to break free from its bonds.

Gateways. A manifest zone can serve as a direct portal between Lamannia and Eberron. Typical such portals only open under certain circumstances—often when the planes are coterminous, but the requirements could be even more restricted (for example, when the planes are coterminous and Olarune is full). Such gateways can allow adventurers to travel to Lamannia, but they can also be the source of hostile elementals or deadly megafauna. Rising From The Last War suggests the idea that what appears to be a ring of standing stones could be a group of slumbering earth elementals stranded in such a gateway.

Growth. A common effect of a Lamannian manifest zone is to enhance the growth of plants or beasts in the region around it. This is less about fertility (which is commonly associated with Irian) and more about the size and health of the beast. Animals are often drawn to such zones. House Vadalis is always searching for manifest zones with this trait, and many Vadalis enclaves are built in these zones.

Purity. Vegetation and water in such a zone are healthy and pure, as if constantly affected by purify food and drink. Such zones can be a valuable resource for small communities. Such regions may also manifest the ‘primordial matter’ described earlier; stone and wood may be unusually tough. The prison of Dreadhold is built in such a manifest zone; not only is the stone of the region denser than usual, it cannot be penetrated by scrying or teleportation.

Resistance. While Lamannian manifest zones can be useful tools for communities or dragonmarked houses, some zones actively resist and repel civilization. As noted in Rising From The Last War, weather, vegetation, and a rapid rate of decay can combine to quickly destroy structures built in the zone and overgrow the ruins.

These effects aren’t mutually exclusive; a manifest zone could have both the growth and resistance traits, and also become a gateway under specific circumstances. Zones can also have very specific effects; notably, the elemental power trait is often tied to a specific element. The weird-haunted pool enhances water elementals, but doesn’t help if you’re trying to summon fire elementals.

COTERMINOUS AND REMOTE

Lamannia has a swift planar cycle. It is reliably coterminous for a week around around the summer solstice, and remote for a week during the winter solstice; it can also become coterminous at other times, often related to the lunar cycle of Olarune.

While Lamannia is coterminous, the effects of Lamannian manifest zones are enhanced. In regions of unspoiled nature—such as the Eldeen Reaches, the wilds of Q’barra—fertility of both plants and animals is enhanced, and beasts conceived in these periods are often exceptionally strong and healthy. Primal spells that affect beasts or elementals are extended; if a spell has a duration of 1 minute or longer, the duration is doubled, to a maximum duration of 24 hours.

While Lamannia is remote, fertility rates drop and beasts born in these periods are often weak or sickly. Beast are often uneasy, and the duration of any primal spell that affect beasts or elementals is cut in half, to a minimum duration of one round.

LAMANNIAN VISITORS

The inhabitants of Lamannia rarely choose to travel to Eberron. Those few civilized creatures—lycanthropes, merfolk—are content in their primal realm and generally only cross over by accident. However, accidental visitors can be a source of trouble or adventure. A powerful elemental or a megafauna beast can pose a deadly threat to a region. Megafauna creatures can become local legends; imagine a Vadalis expedition seeking a legendary megafauna ape (which, if captured, might break free while on exhibition and climb the towers of Sharn!). There’s no records of a totem beast ever passing through to Eberron, and it’s possible that they cannot manifest beyond Lamannia.

LAMANNIAN TREASURES

Lamannia vegetation is prized by alchemists. Herbs and roots from Lamannia can produce exceptionally strong potions, and many types of Lamannian vegetation have innate magical effects; there are bushes in the Twilight Forest that naturally produce goodberries. Lamannian lumber likewise can have unusual traits, mirroring the densewood and bronzewood found in Aerenal. Lamannian wood and stone can serve as powerful focuses for primal magic, for creating figurines of wondrous power, or for tools designed to summon or bind elementals.

Lamannian Stories

Lamannia is a source of elementals and dire beasts. It is wild and untamed, strengthening primal magic and providing a haven to lycanthropes. It resists any intrusion by civilization. Here’s a few ideas for working it into your story.

·       A Savage Land.  When a party of adventurers unknowingly pass through a gateway, they must find a way to survive in this wild realm. This could be as simple as finding another manifest zone to take them home… or it could require them to survive in Lamannia for months while waiting for the planes to become coterminous. Another option is for the group to be stranded when their airship passes through a manifest zone and the elemental breaks free; in this case, the adventurers must decide whether to protect the other survivors, and deal with conflicts that arise among them.

·       Megafauna Island. Due to close ties to Lamannia, there’s an island that is home to an unusual array of megafauna beasts. Adventurers could stumble onto this on their own, or they could be hired by an heir of House Vadalis who wants to investigate the rumors without drawing the attention of rivals in the house.

·       The Great Beast. A Lamannian zone could realize a megafauna predator into the region, spreading terror among the locals. Must this creature be destroyed? Can it be returned through the zone, or is it even hostile?

·       Lycanthropes. Lamannia suppresses the negative effects of the curse of lycanthropy. Adventurers could stumble upon a village of lycanthropes and jump to the wrong conclusion, not knowing that the influence of the local manifest zone allows them to control the curse. Alternatively, a group of benevolent lycanthropes could return to Eberron only to fall prey to the predatory impulses of the curse: can the adventurers capture these lycanthropes alive and help them return to the Twilight Forest?

·       Relic Hunt. The trail of a powerful artifact leads to Lamannia. It might have been on a ship lost in the Graveyard, or it could be that an artificer needs Lamannian resources to complete an eldritch machine. Can the adventurers win this deadly race?

·       At War With Nature. An Ashbound druid manages to establish a new Lamannian manifest zone in a major city, such as Fairhaven or Sharn. The resistance effect is causing the city to crumble, releasing elementals and wild vegetation. Can the adventurers find a way to remove the manifest zone? Alternately, House Cannith could be determined to create a bridge that allows them to harvest Lamannian resources… will they succeed, or will their efforts backfire dramatically?

·       Unusual Flavor. The impact of a manifest zone can be felt just as part of the backdrop of a scenario. The village of Clearwater is in a hostile region, but it survives because of the small lake that provides fresh water and a seemingly inexhaustible supply of fish. In a small Eldeen village, the locals live in harmony with a breed of giant rabbits unknown elsewhere in Khorvaire. A tribe of shifters lives in the branches of the three massive trees that grow in a Lamannian manifest zone.

If you have questions or stories about what you’ve done with Lamannia, post them below!

Dragonmarks: UA Subclasses

The latest Unearthed Arcana article presents new subclasses for the barbarian, monk, paladin, and warlock. I’ve already written articles about the barbarian, monk, and warlock that examine the role of each class and subclass in the setting, and I wanted to look at the new subclasses and share how I’d incorporate them into Eberron.

Barbarian: The Path of the Beast

The Path of the Beast allows a barbarian to physically transform: manifesting natural weapons, adapting to hostile environments, and channeling psychic power through their attacks. A simple way to use this is as a form of Weretouched Master, a tradition that enhances a shifter’s primal gifts. Shifter barbarians are found in the Eldeen Reaches, and a champion with the powers of the Path of the Beast would definitely fit in among the Ashbound or possibly the Wardens of the Wood.

With that said, one of the key features of the Path of the Beast is that you can change the benefit each time you use a feature. You can change the benefit of Bestial Soul each rest, and manifest a different natural weapon every time you use Form of the Beast… including “great mandibles” or a “spiky tail.” Add to this the idea that the higher level features have a certain psychic flavor and I think this is an interesting martial tradition for changelings—let’s call it a Changeling Monstrosity, as an alternative to the Changeling Menagerie druid suggested in this article. This is based on the idea of a changeling warrior learning to make more dramatic transformations, which fits with the fact that they can change the natural weapon each time they use it; you’ll see a few other explorations of this idea in Exploring Eberron. But where would this tradition be found? It feels too savage for the stable changelings of Sharn; instead, I see it as being a tradition developed by the changelings of Droaam, emulating the monstrous creatures they deal with on a daily basis. Imaging a changeling arguing with a minotaur and suddenly manifesting mandibles and a scorpion tail. The higher level features reflect the idea that the changelings of Lost have learned to harness latent psychic abilities. A player character following this path could have left Droaam in the service of Daask, could be serving the interests of Lost, or could simply be following their own path.

The Path of the Beast also lends itself to the idea of the Experiment… someone whose class features were bestowed upon them by an outside force. I see three obvious options for this.

  • Mordain the Fleshweaver. A person growing mandibles and a spiked tail when they get angry? That certainly sounds like something Mordain would enjoy. A major advantage to Mordain is that he might create something like this as a one-off, with no deep investment in what actually happens to the character—so it’s a way to follow this path without having a lot of strings attached. One question I’d have is whether you were created from scratch, or if you had a life before you were changed… in which case, how and when did it happen? Can you return to your old life, or are you afraid to reveal what you’ve become? You could instead be a creation of a daelkyr, which is the same basic idea on a larger (and more terrifying) scale.
  • House Vadalis. We’ve hinted at Vadalis experiments magebreeding supersoldiers; you could be the result. Unlike Mordain, if Vadalis is involved this would likely have been a carefully organized program and there would be others… unless you were the only one that survived! Given this, you could have escaped from the program, in which case you might be on the run or even forced to fight other members of your unit (consider the show Dark Angel). But you could also be an agent of the house; the program was a success, after all, and you’re proud of your heritage.
  • The Mourning. You were in Cyre on the Day of Mourning and it changed you… but you’re still learning just how deep those changes go. If I went down this path, I’d play up the unpredictable nature and the idea that you’re afraid of what you’re becoming. Even if I, the PLAYER, was fully in control of my abilities I might suggest that the CHARACTER isn’t… that they don’t always choose when they rage, and that they don’t know what Form of the Beast will take.

In all of these cases, you might say “But if you start at 1st level, you won’t HAVE any of your Path of the Beast powers when the campaign begins.” This doesn’t concern me. The whole idea is that the character is evolving. I’d start out by emphasizing how my existing class features reflect this backstory—that when I rage, my damage resistance and increased damage reflect a physical transformation—and have it just ramp up dramatically when I finally manifest the Path of the Beast.

Monk: The Way of Mercy

Monks who follow the Way of Mercy are “wandering physicians to the poor and hurt” who “learn to manipulate the life force of others to bring aid to those in need.” An immediate, simple option is for this to be an order tied to House Jorasco. There are already a number of orders that learn to use marks in unconventional ways; some of the abilities of the Way of Mercy are reminiscent of the Nosomantic Chiurgeons of Dragonmarked. Now, one could make the argument that Jorasco heirs are supposed to charge for their services and don’t simply help those in need. In previous articles I’ve called out the fact that I believe this to be overstated; that a Mercy order could be essentially a PR path for the house, or also that they might charge those they heal to perform community service as payment for their healing. But if you DO want to be strict about Jorasco-doesn’t-heal-without-pay, an alternative is to say that this is a tradition that PREDATES the house—an order of halfling monks that operate in the Talenta Plains, who have refused to accept the modern traditions and values of the house. This would add to the idea of them wearing masks—they are formally concealing their identities and connection to the house—and ties to the Talenta mask tradition. Personally, I also like the idea of a plague doctor mask based on a glidewing’s head. So you could say that this IS a part of the house, or you could say that it’s essentially a renegade tradition: the house doesn’t actively seek to suppress it, but it’s understood that its members will be masked and largely keep to the Plains.

Jorasco is the easiest option for this path, and Jorasco halfling isn’t a bad choice for a monk. But there’s certainly other options. A few off the top of my head…

  • A prototype warforged designed as a field medic.
  • An acolyte of Arawai’s Gift, a vassal sect that sees life as the gift of the Sovereign of Life and Love. Monks of this order are charged to preserve life and to mediate disputes… but if someone abuses Arawai’s Gift, it can be rescinded.
  • A kalashatar follower of the Path of Light; this tradition could combine the martial discipline of the Path of Shadows with psychometabolic healing techniques. In this case, I’d definitely flavor the features as being psionic in origin.

Looking to Jorasco’s Mercy or Arawai’s Gift, I’d probably flavor the character less as an aggressive martial artist and more focused on deep knowledge of pressure points and Qi. Even when using a standard unarmed strike—and even though it still deals bludgeoning damage—I might still describe it as a gentle touch that nonetheless deals significant damage.

Paladin: The Oath of the Watchers

The Oath of the Watchers is a little more straightforward than the previous two subclasses. A few ideas…

  • The Shadow Watchers are a kalashtar order that seek to fight the agents of the Dreaming Dark. As quori are classified as aberrations in Rising From The Last War, Abjure The Extraplanar is a useful tool. Spells such as chromatic orb could be presented as psychic manifestations, though other abilities could be derived from faith in il-Yannah.
  • The Edgewalkers are an elite Riedran military force trained to combat extraplanar threats. You could be a renegade Edgewalker who fled Sarlona after discovering that your masters ARE extraplanar threats, or you could be a goodwill envoy sent by the Inspired to help deal with a rising threat in Khorvaire (the Inspired don’t like the Lords of Dust or daelkyr any more than anyone else does).
  • The Oath of the Watchers is a perfectly logical path for templars of the Silver Flame; the Church has always had its orders of exorcists.

While the Gatekeepers are also well known for battling extraplanar threats, I personally prefer druid/ranger/barbarians as Gatekeepers; but any Watcher Paladin would likely find a good ally in a Gatekeeper.

Warlock: The Noble Genie

The role of genies in Eberron is a larger topic I don’t have time to cover right now. With that said, there’s relatively little about the subclass that requires a connection to a genie. The most distinctive features are the idea that you have an object that you use to tether creatures to temporarily add them to your patron’s menagerie, and that you can ultimately call on your patron for favors. A few alternatives…

  • An Ancient Dragon is using you as a remote researcher. When you use Genie’s Entertainment, you’re actually transporting the victim to your patron’s laboratory in Argonnessen.
  • An Archfey‘s story revolves around their vast menagerie, and Genie’s Entertainment draws the victim to their domain in Thelanis. There’s nothing that says an Archfey HAS to serve as an Archfey patron, if the powers of a different patron make sense with their story!
  • You could actually be a field researcher for a University… perhaps the Library of Korranberg, Arcanix, or Morgrave University. Rather than having an all-powerful patron, your Vessel and the benefits could all be tools created by artificers at your University; if it’s Morgrave, it could very new and experimental, with new class features literally reflecting new innovations your department has developed.

How do you plan to use these subclasses? The topic of the next article will be chosen by my Patreon supporters, who keep the website going—thanks for your support!

Dragonmarks: The Dragonmarked Houses

In the wake of the war, many nations still want to contain the power of the dragonmarked houses. The clearest example of this attitude is the provision of the Treaty of Thronehold that called for the destruction of the creation forges that House Cannith used to create the warforged. At the time the treaty was signed, House Cannith was divided, reeling from the loss of its baron and its Cyran holdings in the Mourning. Now, realizing that weakness and concession led to Cannith’s losses, the houses refuse to be so easily cowed, and no united Galifar remains to rein them in. The houses are not bound by national borders. With the threat of renewed war looming on the horizon, the possibility of losing the services of a house is one that few nations can afford. Indeed, some leaders are working to build close ties with the houses. Aundair granted Stormhold to House Lyrandar in a clear violation of the Korth Edicts, and that house’s activities in Valenar also overstep the law. House Deneith’s military forces at its headquarters in Korth have grown beyond even the more generous provisions granted to it in the edicts, but Karrnath has yet to challenge this state of affairs.

All this creates a situation rife with intrigue and ready for adventure, as player characters—especially those who bear dragonmarks themselves—negotiate the ever-changing alliances and plots among the houses and the nations. Aside from the individual intrigues of each dragonmarked house, you might also consider the growing influence of the houses as a whole. A century ago, the balance of power clearly lay in the hands of the monarchy. Today, the divided leaders of Khorvaire’s many nations squabble and work intrigues, weakening their influence over their economies. Meanwhile, the reach of the merchant houses grows stronger with each day. There are many who whisper that if the nations of Khorvaire are ever to be united again, it will not be a descendant of Galifar who sits on the throne, but a dragonmarked heir of one of the houses.

This text is from from the fourth edition Eberron Campaign Guide, and it reflects a few of our basic design goals in creating the dragonmarked houses. Eberron is a world where magic is a part of industry, where it provides services that are part of everyday life—communication, transportation, medical services. If you need healing, you don’t go to a temple, you go to a hospital—which is to say, a Jorasco healing house. Part of our goal in doing this was to contrast the traditional feudal fantasy kingdom with the modern multinational corporation… to explore the idea that in an industrial world, the barons of industry may be as powerful—or more powerful—than kings and queens. In part this was inspired by powerful corporate families throughout history, such as the Medici Bank or Thurn & Taxis. it was equally inspired by the megacorporations of the cyberpunk genre, which often envisions a world in which industry has largely supplanted nations, where brand loyalty may mean more than nationality. Eberron isn’t at that point YET, but it was always the idea that you could imagine it going there… that the houses are growing in power while the nations are tearing themselves apart. It’s a theme you see explored in the last two Thorn of Breland novels, among others.

You don’t have to explore this in your campaign. The basic principle of Eberron is that we present more threats than any one campaign could possibly deal with—daelkyr, Dreaming Dark, Overlords rising, dragonmarked dystopia, the Next War, the Queen of the Dead—and it’s up to the DM to decide which will play a factor in a campaign, and which are still decades or centuries away from being relevant. Just as the stars may not be right for the daelkyr to arise, it could be that in YOUR Eberron the houses have no sinister agenda and are simply friendly, reliable service providers. But the idea is there that the houses are forces with the power to rival nations, driven purely by the interests of their families and an endless hunger for profit.

To be clear, it’s not the case that the houses are supposed to be evil. They’re essentially self-regulated monopolies. Given that, they could engage in vicious price gouging. They could knowingly peddle substandard goods, or take advantage of their customers in any number of ways. In general, we present them doing the reverse: we call out that people prefer to go to a Cannith-licensed smith or a Ghallanda-licensed tavern because they trust the quality and pricing, whereas an unlicensed business could be peddling substandard wares. By default, we present the houses as having earned the trust of the public over the course of centuries of reliable service. Jorasco may charge for healing; but we’ve never suggested that they charge unreasonable rates, and we’ve said that it is the industry people are used to dealing with. By defaultand you can of course change this—the houses are essentially nations. They put the interests of their nation and their citizens above the good of outsiders; Jorasco is first and foremost considered with the stability and profitability of House Jorasco, just as King Boranel puts the interests of Breland ahead of the needs of the people of Thrane. The houses aren’t GOOD; they aren’t driven by compassion and they don’t engage in charity. And they do take ruthless action to preserve their power, just as a Breland will use the King’s Dark Lanterns to eliminate threats to the nation. But as a whole, the houses are working to provide quality services at a fair price… and they could do far worse if they chose.

With that said, while a house as a whole may not be a force for evil, there are cabals and factions WITHIN the houses that are certainly engaged in cruel or ruthless actions. Looking to Jorasco, we’ve discussed the idea that there are secret facilities engaged in bioweapons research. The nosomantic chiurgeons are an order that twist the power of the Mark of Healing to do harm rather than to prevent it. The Fading Dream shows a secret facility where innocent monsters are being tortured as part of Jorasco experiments. The point is that the typical Jorasco healer would be horrified by what’s going on in that facility… just as a typical Brelish citizen may not support the actions of the Dark Lanterns or the Swords of Liberty. The LEADERS of the Houses may well pursue ruthless agendas the common heir knows nothing about. House Cannith could have caused the Mourning… but that doesn’t mean every Cannith artificer was a part of it. As the opening paragraph suggests, the houses are a source of constantly shifting alliances and plots, and this is enhanced by the fact that they aren’t loyal to or accountable to any one nation.

So the houses could be involved in a campaign in a number of ways…

  • As neutral service providers who shape the general landscape and flavor of the world, providing the everyday services adventurers come to rely on.
  • As forces whose ambitions drive adventure—either because they are seeking rare resources, exploring or seeking to establish a presence in new regions, or pushing the envelope of arcane science in dangerous ways. A group of Vadalis researchers may have no evil intent, but that won’t stop the war-beasts they’ve magebred from wreaking havoc. A Cannith artificer is creating warforged that appear human; she may have no evil purpose for them, but the Lord of Blades has a few ideas. Such situations could involve the player characters working as operatives for one of the houses, cleaning up a mess made by the house, or competing with house agents.
  • As opponents whose quests for profit or power puts innocents or allies of the PCs in danger. This could be something on a grand scale, or it could be quite specific: the PC artificer has made a remarkable discovery and House Cannith wants to either buy it or destroy it. Again, this may involve a specific faction within a house rather than the entire organization: a Traveler cult within House Cannith, a specific unit of assassins in House Thuranni, a Vadalis cabal magebreeding supersoldiers, or just a single ruthless baron with a vision and vast resources. You can even blend this with other forces, introducing a Cult of the Dragon Below or Dreaming Dark cell within a dragonmarked enclave.
  • If you want, you COULD explore the idea of the Twelve actively working to undermine the monarchies and leaders of the Thronehold Nations. As it stands, this is something that is largely happening organically; it’s not that the house are trying to take over the world, they’re just slowly pushing their limits. But if you WANT to jumpstart a dragonmarked dystopia, that’s up to you.

Needless to say, these ideas would usually involve a particular house or a cabal within a house… and could involve two houses working at cross-purposes. Here’s a few of the more significant house conflicts.

  • House Deneith resents House Tharashk for edging into the mercenary trade by brokering the services of monstrous forces.
  • House Orien is threatened by House Lyrandar’s introduction of air travel. Currently this is a very young and limited form of travel, but as it expands it could seriously hurt Orien’s monopoly on overland transportation.
  • House Thuranni split from House Phiarlan less than thirty years ago. While the two houses largely operate in different territories, there’s certainly a strong rivalry when their paths cross.
  • House Cannith lost its leaders during the Last War, and there’s currently three powerful barons vying for control of the house. It remains to be seen if one of them can unite the house behind them, or if it will shatter and follow the example of Thuranni and Phiarlan.
  • House Medani and House Tharashk are rivals in the Inquisitive business, and Medani and Deneith have overlap in personal protection. While they specialize in different things, there’s still room for rivalry.
  • All of the dragonmarked houses are made up of multiple family lines, and there can always be intrigue between them. The biggest example of this is the split of the Houses of Shadow, which occured when the Thuranni erradicated the Paelion, another Phiarlan line. But this is always a possible source of tension and intrigue.

The Twelve is an organization formed specifically to help mediate these sorts of disputes and to foster cooperation between the houses. House Sivis likewise actively works to keep the peace between and within the houses. But these are certainly points of tension that could form the basis of a plot.

Agent or Excoriate?

What does it mean to be a dragonmarked character? Are you complicit in the actions of your house or bound by its rules? Could you be a rebel, or a spy engaging in covert operations on behalf of the house? The answer is simple: what do you want your story to be? The houses are massive organizations with thousands of heirs. Are you close to the powers that run the house, or did you grow up working on the factory floor? Do you want to be limited by the rules of the house, or do you want to be on the outside?

The Dragonmarked sourcebook presents five different roles for player characters. Here’s a quick overview, along with my thoughts on how this relates to fifth edition.

The Agent

As an agent of a dragonmarked house, you have close ties to a house and its leaders. Depending on your status and accomplishments, you can draw on the authority and resources of the house—limited at first when you’ve yet to prove yourself, but increasing with your accomplishments. The flip side of this is that you have responsibilities and you’re accountable to the house. Your actions reflect upon it and you’ll be expected to follow its rules and regulations. In short, your ties to the house are a constant factor in your life, and will likely come up in every adventure—whether it’s because the house has given you a specific mission, or simply because your ties to the house affect your interactions with others. One topic that’s worth discussing with your DM is whether you want to be proud of your house and if you’d like it to be shown primarily in a positive light in the campaign… or if you like the idea of your house taking actions that force you to question your loyalty, and if you might uncover secrets you wish you didn’t know.

Your influence as an agent is based on your actions, so this is something you have to earn over time. However, there’s two backgrounds that make sense if you want this to be a long-term part of your character. House Agent from the Wayfinder’s Guide to Eberron reflects an ongoing role as an operative and troubleshooter for your house. You may not be close to the leadership, but you’re a recognized agent. Alternately, Noble reflects the idea that you are tied to one of the most powerful and influential families within the house… reflecting the idea that in Eberron, a dragonmarked baron has power to rival a prince or duke. Your Position of Power has a different flavor than that of an aristocrat, but you are still heir to wealth and power. Nobles may see you as new money, but they will respect your family’s influence.

In the novels, Lei d’Cannith begins as an agent of House Cannith. She’s a uniformed house operative serving alongside the Cyran military; she adheres to all house rules; and she has ties to important families and has been provided with an arranged marriage to solidify her position.

The Scion

As a scion you’re an heir in good standing with your house, but you aren’t actively working for a branch of the house, and you have little recognition or responsibility. At some point in your career you worked for one of the house guilds, but you’re currently out on your own. Effectively, if the houses were nations, you’d be a citizen: you have certain rights based on your citizenship, but the house will only pay attention to you if you draw attention to yourself. This is the simplest approach if you like the idea of being part of one of these powerful families, but don’t want to have a lot of responsibilities. As with the agent, it’s good to talk with your DM and discuss the role you’d prefer to see the house play in your story. Would you prefer to stay at a distance? Would you be interested in being drawn more deeply in over time as your reputation grows? The house could definitely take an interest in you as you gain influence and power. There could be intrigues with your family, or you could have prophetic significance you don’t know about. You could discover corruption within the house and have to decide whether to fight it or whether to simply break ties with it. You begin as a largely free agent, but there’s many ways your story could go.

While a scion could have any background, there are a few that could reflect your ties to your house. Guild Artisan is an obvious one, with your guild being the house guild that covers your particular trade; your Guild Membership feature means that you can call on the support of the house, even if it’s on a more practical level than the Noble or House Agent. If you’re Phiarlan or Thuranni, a background as an Entertainer may be a reflection of a career that began with the House Guilds, while if you’re a Spy you could be a former agent who’s still maintained a few contacts and covers. Soldier is a fine choice for House Deneith, and your Military Rank represents your honorable service within the Blademark mercenary corps. Lyrandar Sailors, Sivis Scholars, Tharashk Urban Bounty Hunters… all of these reflect the idea that you had an honest career within the house, but currently you don’t have any responsibilities to it.

The Orphan

As an orphan, you’ve chosen to break your ties with your house. This often happens when an heir wants to engage in actions forbidden by the Korth Edicts, such as marrying into a noble family. But it can also be driven by a matter of principle: a Jorasco heir wants to devote their life to charitable healing, or a Deneith soldier wants to fight for a particular cause instead of for gold. The main point is that you chose to cut yourself off. You’re not allow to wear the house insignia or to present yourself as an heir, but you’re not an excoriate. If your circumstances change, you could even potentially return to it. The main question to answer in creating your character is why did you leave? Was it driven by the Edicts? Was it a matter of principle? Was it tied to love, or to prevent a scandal?

In many ways being an orphan is the simplest way to play a dragonmarked character, if all you want is the abilities of the mark. You have no responsibilities, no access to house resources, and you can’t even use the house name… but you’re also not burdened by the infamy of excoriation. The main question is if you want the house to play a role in your life. If you left to avoid a scandal, do you want it to come back up? If you were driven away by love gone wrong, do you want to cross paths with your lover or your rival? If you left because of a principle, do you want that to be a theme as your story evolves? Or do you just want to focus on a career as an adventurer with a dragonmark, without getting into any of that?

An orphan can follow almost any background. The main point is that the benefits of your background will not reflect an active tie to your house. If you’re a Soldier and a Deneith orphan, you should either drop Military Rank, or say that it reflects your rank in a different military organization; you’ve broken all ties to the Blademark. If you’re a Noble, you don’t have a Position of Privilege within the house; instead, you or one of your parents could have married into the aristocracy. Of course, you could take the Noble background with the Retainers option, suggesting that you turned your back on your life of privilege but a few loyal retainers remain by your side.

In the Dreaming Dark novels, Daine is an orphan who left House Deneith in order to serve in the Cyran army.

The Excoriate

An Excoriate has committed a crime against the house and been formally cast out of it. This is far more severe than being an orphan. Your likeness is circulated; heirs of the house are forbidden from providing you with any sort of aid or assistance, and even members of other houses will usually shun excoriates. This punishment is reserved for serious offenses, and carries the weight of infamy, so the immediate question is what did you do? Did you actually commit treason or make an attack against your house? Did you deserve your excoriation, or is it the result of political maneuvering—you uncovered corruption or some other secret the house needed to keep hidden? If it was possible, would you want to find a way to return to your house, or do you despise your family and everything it stands for?

An excoriate is an orphan with an extra serving of drama. You aren’t simply ignored by the house, you will actively have to deal with the consequences of your infamy. If the adventure requires interaction with a house, you may have to disguise yourself or make yourself scare. On the other hand, perhaps you still have friends or contacts in the family… but are you willing to place them at risk by asking for their help?

While an excoriate can follow any background with the same limitations as the orphan, this is also a logical path for a Criminal; it could be that your criminal activities are what got you excoriated, or it could be that you were forced into a life of crime after being thrown from the house. It’s also a good match for a Folk Hero, especially if you were excoriated for doing something that hurt your house but helped the common people. A more unusual option would be Hermit or Haunted One; you have seen or discovered something the house doesn’t want known.

In the Dreaming Dark novels, Lei d’Cannith becomes an excoriate. In her case, she doesn’t know why she was driven from the house, and this is an ongoing mystery she slowly unravels over the course of her story.

The Foundling

As a foundling you never had a connection to a house. You’re presumably descended from an orphan or excoriate… or you might be the illegitimate child of a member of a house. You’ve grown up without any guidance from the house and you don’t know any of its traditions; you’ve learned to use the mark entirely on your own. As a general rule, the houses are quite happy to bring foundlings back into the family, so you COULD become a scion or agent if you ever wanted to… so the question is, why haven’t you? Is it that you’ve never had contact with a house—that you’re an Urchin, Hermit, or Outlander who has never been to a house enclave? Have you been recruited by some other organization keen to make use of your powers… so you might be a Spy or a Criminal, or an Acolyte who’s chosen your faith over your house? Or are you AFRAID of the houses… either because you know a terrible secret about them, or for purely irrational reasons?

A foundling has no immediate responsibilities; typically, the house doesn’t know you exist. Generally, the reason to play a foundling character is because you want to explore a relationship with the houses… or to play the idea of being a dragonmarked agent of another organization. If your reputation grows and your mark is revealed, your house may pressure you to join—is that a story that you want to explore? If not, you might be better off as an orphan.

Q&A

This article began as a general Q&A with questions provided by my Patreon supporters—thanks for keeping this website going! Here’s answers to those questions. 

Why did you decide to limit dragonmarks to specific bloodlines as opposed to making them available to all members of a particular race? 

In part this was inspired by historical precedent—the Medici Bank, Thurn & Taxis, industrial dynasties like the Rockefellers. But there’s a few major reasons we chose to limit it. Tying the houses to families is a way to immediately ensure self-interest and to encourage the monopoly aspect: they began in one place, they had the immediate motive to ensure the prosperity of their families, and it’s not like someone halfway across the world could develop the mark independently and challenge their monopoly. The second aspect is the fact that families have drama. If you’re dragonmarked and there’s a villain in the house, they may be your uncle or your cousin. Essentially, if you have a dragonmark, you have a connection to the house, whether you’re a foundling, orphan, or agent; it’s not the case that you just developed it randomly on your own.

This is also something that clearly and concretely distinguishes the houses from aberrant dragonmarks, which do appear entirely at random.

Was it intentional for House Jorasco to come across as a heartlessly capitalistic organization? 

The Dragonmarked sourcebook presents a particularly heartless view of House Jorasco, requiring every heir to swear an oath never to heal without payment and suggesting that heirs can actually be excoriated for breaking this oath… when excoriation is elsewhere said as a rare punishment reserved for treason and similar acts. Personally, I consider this to be extreme, and that oath isn’t something I use in my Eberron. I definitely focus on the fact that the house is a business, not a charity. Again, think of the house as a nation; Breland is going to put the interests of the Brelish people ahead of Thranes, even if that means some Thranes may die. Jorasco’s position is simple. They don’t have the resources to heal everyone. They need to make a profit to prosper and continue to provide their services. Therefore, they will limit their services to those who can pay. And people KNOW that. I live in the US, and I know that I can’t just walk into a doctor’s office and demand that the doctor give me a free checkup; it’s just not how the system works. Would it be better if everyone had all the services they needed? Of course! But that’s not how the system works… and I don’t think my doctor is evil or heartless because of it. I don’t expect an auto mechanic to fix my car for free. I don’t expect the grocer to give me free food. In Eberron, Cannith doesn’t give away warforged and Orien doesn’t offer free rides on the lightning rail… and Jorasco only heals those who can pay for it.

With that said, I feel the oath as presented in Dragonmarked is too specific and strict. I DEFINITELY don’t support the idea of a Jorasco cleric saying “Sorry, fellow PC, I can’t use a healing word until you give me 5 gp. Oath, y’know.” With that said, I think it’s entirely appropriate for the house to insist that a Jorasco agent be compensated for healing they perform… but that compensation can take many forms. If the party is performing a service for the house, that’s the payment. Otherwise, does the agent feel that the actions of the party are increasing the reputation of the house? are they helping Jorasco allies? Essentially, the services of a Jorasco healer should never be taken for granted—but even the Dragonmarked chapter notes that alternative forms of payment are an option.

I find it hard to imagine a good-aligned Jorasco PC who doesn’t in some way chafe against their House, a chaotic-aligned Jorasco PC who isn’t an excoriate, or indeed much room for good-aligned or chaotic-aligned NPC Jorascos at all; again, was that intentional?

Again, I see this as being based on the Dragonmarked idea that a Jorasco heir could be actively punished for helping without payment, and as I said, I see that as extreme. While they are at a healing house, they have to follow the rules, just as a Cannith smith has to meet the standards and follow the pricing established by the house. But I don’t support the idea that if that halfling healer is walking home and a kid falls off a bike, the healer would say “I’d love to take a look at that, but it will cost 5 crowns.” SOME Jorasco heirs may be heartless and cruel, but I also feel there are Jorasco heirs who do care about their patients and who do the best they can… and if they can’t give away full services for free, they might at least point the patient towards charitable services.

I will say that it’s hard to see a chaotic individual becoming a house agent, but not impossible; “Damn it, Dravis! You broke a dozen house regulations, but I can’t argue with your results.”

With that said, the IS the point of the orphan or excoriate. While I don’t support the Dragonmarked oath, I definitely agree that a Jorasco healer isn’t allowed to give away the services of a house of healing, and there are some who will balk at that or at the fact that the house isn’t doing more to help as many people as possible. You could leave as an orphan to do your part; or perhaps you’re a folk hero and excoriate who gave away an entire shipment of healing potions to help save a village.

There’s two points I do want to call out here. One is the fact that while Jorasco is BEST known for its healing magic, the most COMMON and affordable services are mundane treatment enhanced by the power of the mark—which is to say, use of the Medicine skill with the intuition bonus granted by the mark. If you’ve got gold you can get a lesser restoration to remove an ailment instantly, but most treatments are long term and based on the healer’s skills. So in looking to the fact that they expect payment, most of what they do is an actual SERVICE—not just the work of a moment and a spell slot.

The second is that there are people who provide charitable healing. The Church of the Silver Flame and adepts of Boldrei sometimes operate free clinics. The critical points here…

  • These places look after people who are truly in need. This is Faela in Sharn, caring for the destitute people of Fallen. If you show up with gold in your purse just trying to avoid paying Jorasco costs you clearly could afford, they’ll tell you to get lost.
  • Most priests in Eberron aren’t divine spellcasters. These charitable clinics provide access to someone trained in the Medicine skill, but this isn’t a place you go hoping for a free restoration. They don’t have dragonmark focus items or the other resources of a Jorasco house.

Essentially, in a big city there will be some options for people in desperate need, but this doesn’t change the fact that Jorasco is seen as the standard and most reliable option.

How strong or fragile are the limitations of the Korth Edicts after the War?

The Korth Edicts are the laws put in place by the united kingdom of Galifar to limit the power of the dragonmarked houses. These include restrictions on the houses holding land or maintaining military forces. The issue with the Korth Edicts is that Galifar is no longer a united entity. So if a house violates these terms… who’s going to enforce them? Cannith abided by the terms of the Treaty of Thronehold when it demanded the destruction of the Creation Forges, but that was a rare moment both of unity between all Thronehold nations and exceptional weakness for Cannith, which had just lost its leadership. But imagine if Aundair decided to call out Stormhome as Lyrandar violating the terms of the Edicts… and imagine Lyrandar saying “Of course! We completely understand your need to stand by these antiquated principles. But we were planning on Stormhome being the new center of our weather control operations, and if we can’t have the island we’ll have to discontinue this service in Aundair. It’s really too bad: I have it on good authority that you’re looking at a severe drought this summer without our help. We’ll also need to raise costs on airship travel out of Aundair to offset the costs… and House Sivis told us that if we raised our rates, they’d probably, they’ll have to increase the cost of communications across Aundair as well. Are you SURE that our little island is a problem? It would be so much simpler for all of us if we just kept things as they are.”

Essentially, the war weakened the nations and strengthened the houses. The Twelve are still testing the limits of the Korth Edicts. At the moment they aren’t violating them on a massive scale, but the main point is if they did, who would actually be able to do anything about it? This is a theme that comes up across the Thorn of Breland novels. Would the nations stand together to enforce limits on the houses? Or would the houses be able to exploit the divisions between the nations and continue to get what they want?

So the Korth Edicts are weakening. Is that how House Vadalis has land on which to put their compounds and Varna, Merylsward et al? I couldn’t think of who they pay rent to, now that the Reaches no longer under Aundairian rule. Did they just quietly claim ownership of the land?

The Player’s Guide to Eberron says “Since the houses do not own land, the edicts dictate a system of rents to be paid to the crown. In the wake of the Last War, the houses continue to operate under the edicts of Korth, treating the local ruler as the crown for purposes of the law.” Stormhome is called out as a special exception, where Aundair granted the land to Lyrandar in violation of the Korth Edicts.

The Eldeen Reaches are likewise an unusual case. Prior to the Eldeen secession, Vadalis was paying rent to the Aundairian crown for its holdings in Varna. Following the Eldeen secession, I believe that the Wardens of the Wood came to an arrangement with Vadalis, where the house holds the land in exchange for maintaining the local infrastructure and supporting the Eldeen secession. Much like the Valenar and House Lyrandar, the Wardens of the Wood have no interest in maintaining large cities, so it makes sense that they’d deputize the house to do so. Again, this is a violation of the Korth Edicts, but the Eldeen Reaches were never a part of the Korth Edicts, so why should they enforce them?

In the last book of Thorn of Breland, we see a covert joint operation between several of the Houses after Drix uses an Orien teleportation circle. What was the purpose of that operation and what are other “secret project” that the houses are working on ?

The houses are always working on joint projects; facilitating such cooperation is the primary purpose of the Twelve, along with presenting a unified front if a nation challenges the houses. The Kundarak vault network was a joint operation between Cannith, Kundarak, and Orien. Airships are a joint operation between Cannith, Lyrandar, and the Zil. In the case of The Fading Dream—and I say this because it’s not a major spoiler to the main plot of the story—they stumble into a facility that appears to be a joint Jorasco-Vadalis program seeking to unlock and replicate the supernatural abilities of various monsters. Jorasco would love to be able to replicate the regenerative powers of trolls, and Vadalis would be thrilled to be able to magebreed the harpy’s voice or medusa’s gaze into other species. House Cannith often gets dragged into things because the houses need them to build magic items or focus items… and this in turn is why they have traditionally been the most influential house within the Twelve. House Orien doesn’t especially need House Jorasco, but it relies on Cannith to produce conductor stones and coaches.

As for other secret projects, who can say? If Vadalis was magebreeding supersoldiers, I’d expect Jorasco to be involved. Likewise, we’ve hinted at the existence of Jorasco bioweapons programs, and that could likewise benefit from Vadalis insights. Each house has a specialty; in thinking of an interesting idea, consider which specialties would be required to bring it about.

House Deneith is the only House with rights, through the Treaty of Thronehold, to maintain an army. How does this contend with House Tharashk’s mercenary operation, if at all?

See the earlier discussion of the Korth Edicts. Tharashk doesn’t maintain an army in the same way that Deneith does with the Blademark; Tharashk simply brokers the services of independent monstrous mercenaries. It also generally bases these forces in Droaam or the Shadow Marches, neither of which are Thronehold nations. If it wants to establish a garrison in the Five Nations, that could be an issue.

Is there a bloodline of Halas Tarkanan?

Halas Tarkanan was the commander of one of the major aberrant dragonmarked forces during the War of the Mark. We know he had a consort, the Lady of the Plague. No canon source mentions them having children, and even if they did, one would presume that they died in the destruction of Dorasharn. House Tarkanan has never mentioned any sort of recognized Tarkanan bloodline; instead anyone with an aberrant dragonmark is considered to be a member of the house and to have a right to use the Tarkanan name. But the point is that no one knows, so this is entirely something for each DM to explore. Do you WANT a secret bloodline of Halas Tarkanan? Then come up with a story of how it survived the siege of Dorasharn and run with it.

With that said, this relates directly to the earlier question about the dragonmarked families. Aberrant dragonmarks are not reliably hereditary. The most reliable way to produce an aberrant dragonmark is by mixing pure dragonmarked lines. Aside from that, aberrant dragonmarks can appear on anyone, anywhere, regardless of heritage. We’ve said that children of aberrant parents aren’t assured of developing aberrant marks, and that those that do usually won’t inherit the abilities of their parents. In The Son of Khyber, Zae is the daughter of Fileon… but Fileon has a deadly touch, while Zae talks to rats. This is intentionally in direct opposition to the reliable, hereditary nature of “true” dragonmarks; aberrant marks are chaotic and impossible to control. So you COULD have a bloodline of Halas Tarkanan, but being an heir of Halas doesn’t automatically mean you’ll get an aberrant mark, and even if you do it may have no resemblance to his mark.

According to D&D Beyond, a warforged character can have an aberrant dragonmark. Is this a mistake? 

The Wayfinder’s Guide placed no racial restrictions on aberrant marks. Changelings, shifters, or even warforged can have aberrant marks. An aberrant warforged would be highly unusual, and raise questions about how it happened and what it means. But with that said, there IS an warforged with an aberrant dragonmark in The Son of Khyber—and again, people there are puzzled and wonder what it means. The whole point of aberrant dragonmarks is that they are unpredictable and they AREN’T tied to bloodlines.

How did Thuranni get away with the Shadow Schism? What’s the common understanding of the mass-murder/disappearance of so many Paelions?

This is covered on page 82 of Dragonmarked. The Paelions were accused of plotting a massive wave of assassinations targeting the heads of nations and dragonmarked houses. Per Dragonmarked, To this day, Baron Elar d’Thuranni maintains that he acted out of loyalty to his own house and all the dragonmarked houses, quashing a plot that would have thrown all of Khorvaire into even greater upheaval”… And within the Twelve, there are many that believe him and support him, which is why Thuranni was accepted as a house by the Twelve.

As for the public understanding of the situation, bear in mind that this occurred in the middle of a war; that the Paelions were believed to be entertainers; and that the Thuranni are expert assassins with a great deal of experience covering their tracks. Depending on the situation, assassination could have been made to look like the result of military action (Aundarian arcane explosive accidentally brings down opera house!), the work of bandits (tragic loss as bandits senselessly murder traveling Phiarlan troupe!), or criminal activity (Were gambling debts behind the carnival massacre?). It’s not like the common people even know the difference between all the Phiarlan lines. You can be sure that there are conspiracy theorists that have pieced it together, but you can be equally sure Thuranni agents have spread a host of ridiculous theories that have clogged up those channels—the Paelions were a cult of the Dragon Below! They were secret agents of the Silver Flame slain by demons! But the short form is that the public was more concerned with war and not in a place to be terribly interested in the seemingly coincidental deaths of Phiarlan entertainers.

Beyond this, one theory is that the “Shadow Schism” was an amicable arrangement between Elar and Elvinor d’Phiarlan—that they both wanted to eliminate the Paelions, and that the entire schism is a sham. Don’t forget that these are the finest actors in Eberron; this could all be part of an elaborate play that’s going to take a century to play out… which is, again, not a lot of time for an elf!

The Dragonshard articles on House Phiarlan give different locations for the Five Demesnes (the primary house enclaves) than the Dragonmarked Sourcebook. Which is correct? 

The Dragonmarked sourcebook is the more accurate source.

Have you thought about putting an explicitly anti-House organization into the setting? 

There are a few specifically anti-house organizations… it’s just a question of whether it’s a pleasant answer. The Aurum is entirely an anti-house organization. The Ashbound are anti-house, along with anti-many other things. There’s a few others like that. But we intentionally didn’t put an entirely benevolent, well organized anti-house organization for the same reason the Gatekeepers are withered and fading: we don’t want the major problems of the world to be solved by NPC organizations. Typically where there are such organizations—notably the Church of the Silver Flame, a compassionate organization that does charitable work, provides free healthcare where it can, and seeks to fight supernatural evil—we call out problems that limit its ability to accomplish that mission. Because the world needs player characters to shift the balance. As it stands it’s a world with many problems and few solutions; it’s up to YOU to find the best answer.

While most people see the houses as directly dispensing the services they provide, isn’t it the case that most of those services are actually provided by the guilds—and that the members of the guilds aren’t necessarily part of the dragonmarked family? What are the interactions between high-ranking, unmarked guild members and those house leaders who govern their affairs? 

This is a good question, and it’s covered on page 11 of Dragonmarked. You are absolutely correct: the HOUSES are families, and the GUILDS are what provide services. However, there’s a Venn diagram here, because the Guilds govern three different types of businesses.

  • House Arms are businesses directly run by blood heirs / house agents on behalf of the house.
  • Bound Businesses are essentially franchises. They’re funded by the guild in exchange for a greater share of the profits, and they maintain a recognized guild identity—for example, the Gold Dragon Inn of House Jorasco. In many cases, a bound business will have to be run by a blood heir because the business may require the use of dragonmark focus items to provide its services, but many of the employees may be outside of the house. They have more independence than a house arm, but they have significant limtiations.
  • Licensed Businesses are businesses that uphold the standards of the guild, and are usually run by people trained by the guild, but they are not directly tied to the house and generally aren’t run by blood heirs.

The critical point here is that licensed businesses can’t provide the unique house services. You can have a licensed scribe who’s Sivis-trained, but they can’t manage a message stone. Meanwhile, most Sivis message stations are house arms, because the house actively maintains and expands the stone network.

So looking to Jorasco, a house arm is directly run by the house through the guild. It will have the best equipment and the largest number of blood heirs. A bound house will likely be run by a blood heir who can use dragonmark focuses, but will have less of those focuses and a significant number of unmarked staff. And a licensed house of healing will largely provide nonmagical services, but the people there will be Jorasco trained and maintain Jorasco standards, and they may sell Jorasco potions.

Generally speaking, I expect the leadership of the guilds to be largely comprised of blood heirs… though quite possibly UNMARKED blood heirs. Remember that only around half of the heirs develop even the least mark, and guild administration is an important position that doesn’t require a mark. You don’t HAVE to be an heir to rise to a position of authority, but there’s always going to be some degree of nepotism you’ll have to deal with. Still, it’s not the case that the Finder’s Guild is primarily run by outsiders who are going to negotiate with the house; leadership will still mainly be Tharashk heirs, even if they’re unmarked, and they will have the interests of the house at heart.

Dragonmarks: The Artificer

A staff serves as a channel for destructive powers. A scroll holds words that can alter reality when read allowed. A potion is imbued with energies that can transform whoever drinks it. These treasures don’t simply appear in dungeons. In Eberron, magic is a form of science. Magic items are technology, and artificers are the engineers who work with these tools.

For the last two months I’ve been writing about the Dark Six. I’m tied up with multiple deadlines, and I will finish the Dark Six series as soon as I can. However, Wizards of the Coast just released a new version of the Artificer and I want to share my thoughts on it right away. Thanks as always to my Patreon supporters, who keep this website going!

This latest version of the artificer was designed with Eberron in mind, however the goal wasn’t to precisely replicate either the third or fourth edition versions of the artificer. An artificer is an arcane engineer who channels magic through tools, and who expresses creativity in a number of ways. Bear in mind that Unearthed Arcana is playtest material and that it specifically calls out that the next month’s UA article may contain additional content for the artificer. So the subclasses and content presented aren’t intended to be comprehensive or final. With that in mind, let’s explore a few things.

Artificers and Spells

Some people are disappointed that the artificer casts spells, and wish that it had a unique system of its own. A few things to bear in mind…

  • Scrolls and wands are examples of the technology artificers work with. What’s a scroll? A tool that casts a spell. The idea that the artificer produces spell effects through using tools is the logical extension of this. If an artificer created chemical explosives or firearms, it would make sense for them to use some other system. But they create items that produce spell effects, so it makes sense that the class can produce those effects.
  • The third edition artificer also cast spells. They were called “infusions” and had to be placed in objects, but aside from a few cosmetic aspects, they were spells. Now, the artificer had access to some unique effects, and we’ve already introduced one of these; arcane weapon is a variation of personal weapon augmentation. And there could be additional unique artificer spells in the future. But there’s no need to create an entirely separate system of mechanics for an artificer to heal when cure wounds is a simple, functional option. I’ll note that the artificer Lei in my novels frequently heals people; in 3E terms she’s using spell-storing item to create a cure wounds item, but the end result was that she was using a tool to cast cure wounds.

The critical point here is about flavor. From a STORY perspective, an artificer isn’t “casting a spell” like a wizard or cleric does—they are using tools to produce magical effects. As the Magic of Artifice sidebar calls out, while this follows the tried and true rules of spellcasting, from a story perspective it’s quite different. An artificer has to use a tool to perform magic, and the question is what that looks like. MECHANICALLY, an artificer gains no benefits and suffers no penalties from the fact that they are performing magic in a different way. But as long as you don’t demand something that should change the rules, this is an opportunity for you to add flavor to your particular artificer.

The Tools of Magic

Most artisans’ tools aren’t a single object. You’re not proficient with “a hammer”; you’re proficient with smith’s tools. So when you use a tool to cast a spell, it’s not that you just have a single magic hammer that you wave. Which elements of your tool are you using? What are you producing that creates the effect? Consider a few ideas…

  • Tinker’s Tools. This is a general catchall, as you can justify almost any sort of odd gadget with tinker’s tools. When using tinker’s tools, the idea isn’t that you’re producing your effect with the tools themselves (unless you’re casting mending or something similar), but rather that you’ve tinkered together some sort of prototype item. For example, my tinker artificer might use a dragon-shaped sidearm to produce fire bolt, or use a modified gauntlet to deliver shocking grasp. The point is that these things are unstable prototypes that can’t be used by anyone else and that I have to constantly tinker with to maintain. So I have to possess my tinker’s tools; I have to have a tool in hand to produce the spell effect; but that “tool” can be a dragon-gun as opposed to a pair of pliers. Regardless of what it LOOKS like, bear in mind that it is inherently magical. I might cast cure wounds using a tiny metal spider I’ve tinkered. But while it may LOOK like a clockwork construct, it’s magic that allows it to move and think. Mundane engineering may be a part of a tinker’s creations, but magic is what makes them work.
  • Alchemist’s Supplies. Alchemy blends chemical reaction with magic. This is the underlying principle behind most potions; the challenge of creating a potions is to suspend the mystical reaction so it can be consumed at a later date. It’s much easier to trigger an instant effect, and that’s what you’re doing when you use alchemist’s supplies to cast your spells. Your firebolt could be a thrown flask or some sort of dragon-gun like the tinker; in your case, it’s activating and spitting your flaming concoction. Poison spray is easily justified as flinging foul substances. Cure woundsfalse life, water breathing could all be potions you mix and serve on the spot: disguise self or alter self could be mystically charged cosmetics.
  • Calligrapher’s Supplies. Sigilry channels arcane power through symbols and sound, using special inks and techniques. As alchemy is to potions, sigilry is to scrolls; it’s much easier to produce an instant effect than to suspend and sustain it as a scroll. When you cast fire bolt, it could be that you use your quill to trace the name of fire in the air before you; or if could be that you have the sigil written down, and all you have to do is read it to produce the effect. Whether you draw sigils onto things or craft simple scrolls and read them, your pen is mightier than most swords.
  • Cartographer’s Supplies. This is a twist on the sigilist. On the one hand, you could just use your tools in the same way, drawing sigils. But if you want to be more exotic about it, you could specialize in calculating ley lines and the relationships between the planes. Essentially, the world is filled with mico-manifest zones waiting to be triggered; you’re using your tools to calculate the proper alignments to channel the energies you need.
  • Painter’s Supplies. If you want to be fanciful about it, you could paint what you need into reality. When you cure wounds, you’re literally painting over the injury; when you cast fire bolt, you paint the flame in the air and it flies towards your opponent. This is a variation of sigilry, but the same underlying principles apply. You might even create scrolls that are images rather than words!
  • Thieves’ Tools. All artificers are proficient with both thieves’ tools and tinker’s tools, and the point is that you largely use them in the same way. Thieves’ tools are picks and other fine manipulators. It’s not that you cast a fire bolt by pointing a lockpick at someone; it’s that you can use the lockpick to clear out that problematic valve on your dragon-pistol. Of course, if you WANT to come up with some lock-based form of artifice you can.
  • Woodcarver’s Tools. Wands, staffs, and rods are one of the most basic forms of arcane focus. As with tinker’s tools, if you perform magic with woodcarver’s tools, you aren’t actually blasting someone with a saw. Instead, you are using experimental, exotic, or otherwise temporary wands or rods. Again, the effect is that you have to have a tool in your hand and you have to possess woodcarver’s tools to perform your magic, but the exact nature of the tool in your hand is up to you. It could appear to be a traditional wand, or you could have come up with some new revolutionary form of wand/staff/rod.

Use your imagination, and remember that while you need a tool, you don’t have to work your magic with the tool itself; it’s that it enables you to use whatever you actually have in your hand to produce the effect. You don’t fling your alchemist’s tools at your enemy; you throw a temporary potion created using your alchemist’s tools. But you still have to have alchemist’s tools and a free hand to do this.

Spell Preparation and Infusions

During a long rest, an artificer prepares a number of spells equal to their Intelligence modifier + half their artificer level. They can also swap out one of their cantrips. But this isn’t a wizard reading a book. When an artificer prepares spells, it’s about putting together the specialized supplies and tools you need for the things you want to do. You can’t create a scroll with just ANY ink; a sigilist has to mix entirely different inks based on the type of effects they’re going to produce. Likewise for an alchemist, who prepares special reagents that they’ll combine to produce spell effects. If you’re a tinker, you’re creating and fine tuning your gadgets. The same is true of your cantrip; if you switch light for fire bolt, you’re apparently weaponizing your torch. All of this also explains the idea of spell SLOTS. The reagents you’ve prepared are tricky to produce and don’t last forever. You’re preparing as much as you can, but once you go through all your mystic inks you can’t produce another scroll effect until you have a few hours to work on it. Effectively, your spells use temporary magic items that only you can use—and you prepare those during your long rest.

Meanwhile, infusions allow you to create longer-lasting tools that your friends CAN use. This is a compromise with the generally low-magic approach of 5E and the idea that artificers should be able to create magic items. You CAN create items, but you can’t flood the party with them; it’s up to you what you do with this limited resource.

Turrets and Homunculi

We’ve said before that Eberron is a world where the weapons of war are magical. I’ve talked about siege staffs, tree-trunk sized staffs that can produce evocation effects far beyond the typical fireball or lightning bolt. First of all, you can assume that the artillerist is capable of maintaining and operating siege staffs.

Then we come to the turret. A turret is “a magical object that occupies a space and has crablike legs.” This base design reflects the apparatus of Kwalish and the arcane ballista seen in some previous designs. The main point is that it is fundmantally magical. It may have crablike legs, but it’s magic that animates them.

Beyond this, though, you and your DM can work out the exact form of YOUR turret. The main point is that it can produce the effects described and that it has a walking speed of 15 feet. Your force ballista could look like a mundane ballista that fires bolts of energy instead of physical projectiles. But it could also be a metal dragon that spits energy bolts. it should reflect YOUR personal style of artifice. Likewise, the Alchemical Homunculus of the alchemist is a tiny construct that can fly and that produces alchemical salves or splashes of acid. It could be a metal dragonfly that secretes salves, or it could be a tiny floating cauldron! Whatever it is, it’s a construct designed to deliver alchemical substances.

Styles of Artificer

As with any other class, there’s many ways to interpret the artificer and many different stories you can tell. Here’s a few ideas.

  • Wage Mage (Guild Artisan). You learned your trade from House Cannith, whether as an heir or in one of their trade schools. You put in your time in a house enclave or factory, and you’ve still got contacts in the business. Your artifice is functional and by the book, using the latest principles of accepted arcane science… unless, of course, your were thrown out of your job because you tried to push beyond the envelope.
  • Siege Engineer (Soldier). You operated and maintained the engines of war. Which nation did you serve? Are you haunted by the memory of blasted battlefields, or are you proud of your deeds? The Military Rank of the soldier background implies that you served with distinction, but you could be a Folk Hero who deserted during the war, or a mercenary veteran.
  • Innovator (Sage). You don’t do well with authority, and you never got along with House Cannith. As far as you’re concerned, the standard techniques of the magewrights and guild artisans are antiquated. You do things your way… though it’s up to you to say that the difference is! You could be a devotee of the Traveler, working on ideas that could shatter the current industrial paradigm. Or you could just be working with unusual materials or techniques.
  • Tool of War (Warforged Envoy). As a warforged, you were built to maintain other magical systems. Are you an experimental prototype, or a maintenance worker whose abilities outshone any expectations? Are you just doing a job, or do you hope you can use your skills to help all warforged? As an envoy, your Integrated Tool allows you to have your spellcasting focus embedded in your body, but bear in mind that you still have to devote a hand to using that tool; this doesn’t allow you to perform magic hands-free.
  • Thelanian Tinker (Entertainer or Outlander). In your youth you slipped through a manifest zone to Thelanis, and during your time there you learned unusual fey techniques. Like any other artificer, you use tools to produce magical effects and you can create temporary magic items. But your techniques are entirely UNscientific. You may sing to your tools, or talk to them as if they were alive; you replicate boots of flying by CONVINCING your boots that they are actually birds. Your turret or homunculus may be animated by a minor fey—perhaps a friend from your childhood.

Conclusions

This latest iteration of the artificer is just that—an iteration. It will surely continue to evolve, and your feedback could be part of that. But in use it as it stands, the key point to me is to recognize the creativity inherent in the class. Whether you’re swapping a cantrip or preparing entirely new spells, it reflects your character’s creative nature. You use the same basic rules for spellcasting as other classes, but from a story perspective it’s about you producing those effects with innovative techniques and tools. And while the ability to create permanent magic items is limited—a necessity given the basic assumptions of 5E—infusions allow you to create and modify your own unique items.

Q&A

Currently, the rules state “You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature.” Do you think it’s fair to amend that to say “Or an item crafted by your artisans’ tools?”

I think that the wording should be clarified, yes; again, it’s a playtest. However, my point is that tools are inherently abstract objects. “Tinker’s tools” weigh ten pounds. That’s not a single solid ten pound tool; it’s a tool KIT that has a lot of separate components. My argument is that when the text says “You have to have an artisan’s tool in hand” it doesn’t mean that you have to be holding your entire toolbox; you have to have the kit in your possession, and you have to have a hand free to make use of that tool. If you accept that, then I’m saying that the dragon pistol or alchemical salve is PART of the tinker’s tools or alchemist’s supplies.

Essentially, you have to have the tool in your possession and you have to have a hand dedicated to using that tool. If these conditions are met, what does it matter what the thing in your hand actually looks like? But with that said, I agree that it should be clarified if this is the desired outcome.

Post your thoughts and questions about this latest version of the artificer below!

Dragonmarks: Cyre

The Jewel in Galifar’s Crown. Wondrous Cyre. Cyre was the heart of the united kingdom of Galifar. But what was the nation actually like? Many sourcebooks have explored the cultures and cities of Thrane, Breland, Aundair, and Karrnath. Since Cyre has fallen, the focus is often on the current plight of the refugees and not on the nation they lost. But as a Cyran PC, what are the memories you treasure? What was your childhood like? If you hope to rebuild your nation, what is it that you aspire to recreate?

In this article I’ll explore some of the history and culture of Cyre before the Mourning. Bear in mind that this is not canon material, and may even contradict canon sources.

“WHAT OUR DREAMS IMAGINE, OUR HANDS CREATE”

Galifar Wynarn was a military genius, but it was his eldest daughter Cyre who imagined the warring nations working together as a single family: Karrnathi might, Daskari faith, and the wisdom of Thaliost working together for the greater good. In crafting the map of the united kingdom, Galifar declared that Cyre would be the heart of the realm. His daughter would govern the province, and have all that she needed to pursue her vision. The crest of the Cyre is a crown and bell on a green field, above a hammer and bellows. The seat of the crown, the bell that rings in change, and the tools to build the future; the motto of the nation is “What our dreams imagine, our hands create.”

The provinces of Galifar largely retained the cultures and traditions of the nations they had once been. In many ways, their differences were reinforced and celebrated. Each nation was given one of the pillars of the united kingdom: the Arcane Congress in Aundair, the King’s Citadel in Breland, Rekkenmark in Karrnath, the Grand Temple of Thrane. Cyre was the exception. Rather than building upon the existing culture of Metrol, Cyre drew experts and artisans from across Galifar. Cyre wasn’t the center of any one discipline. Rather, it was the nexus where all of these things came together: the best of what Galifar could be. When the Arcane Congress perfected the everbright lantern, Metrol was the first city whose streets were lit with them. Soldiers trained in Rekkenmark, but the finest warriors served in the Vermishard Guard. While Metrol was the showpiece—a city of wonders—this principle was applied across central Cyre. Education, art, even agriculture; Cyre displayed the best of what Galifar could accomplish. 

This continued and evolved over the course of centuries. Karrns are tough, Thranes wise, Aundairians clever. The people of Cyre can trace their roots to all of these nations and believe they share all of these strengths; but beyond that, Cyrans strive to be creative, innovative, and artistic.

Cyre’s artistic (and some might say whimsical) temperament was balanced and sustained by the presence of House Cannith, which was based in the great city of Making. Many of Cannith’s greatest forgeholds were spread across Cyre; this provided a practical, industrial foundation that supported the wonders of Cyre. And those wonders took many forms. Where the Arcane Congress of Aundair focused on the practical applications of magic, the Wynarn Institute of Cyre explored the artistic potential of the arcane. Metrol was a city of light and marvels. Visitors could speak to illusions of past heroes and kings, and watch re-enactments of historic moments. It’s said that no one ever went hungry in Metrol, and no one ever felt the bite of winter. Cyrans say that this reflects the generosity and selflessness of the Cyran spirit; critics point out that these social projects were only possible because of the taxes paid by the people of other provinces. Certainly, Cyre held the wealth of Galifar and had a standard of living higher than any other province. Was this decadent? Or was in a work in progress, a model that could have someday been applied to all nations? There’s no way to know. Cyrans mourn what was lost; the people of other nations criticize the Cyran lifestyle as parasitic and unsustainable. What our dreams imagine, our hands build; bitter outsiders point out that it may have been Cyran hands that built, but they used the resources gathered by the hard work of others. 

This bitterness was further fueled by the Galifar’s traditions of succession. Following the example of Galifar I, the monarch’s children served as the governors of the five provinces. The eldest governed Cyre, and upon the death of the monarch they would take up the crown and their children would take over the governing positions. The prior governors would serve as regents until children were of age and as advisors moving forward, and when a monarch lacked five children the previous governors would maintain the posts. But the principle was simple: Cyre was the heart of Galifar, and all else would shift around it. Over the history of Galifar, there were multiple rebellions and attempted secessions; the Last War was simply the largest and last of them.

OUTER CYRE

Galifar’s goal with Cyre was to create something new, a culture combining the best aspects of the other nations. In the newly forged Thrane, Aundair, and Breland, the people kept their old traditions and the ruling families were often incorporated into the new governing structure. But in the old kingdom of Metrol—which covered an area roughly the size and shape of the modern Mournland—the old systems and rulers were pushed aside to make room for Cyre’s dream. Some of the noble families of Metrol embraced this new path. Others were resettled by Galifar, granted authority over regions that had previously existed as independent frontiers.

Southern Cyre covered what is now Darguun. Largely unsettled when Galifar was founded, it persisted as a backwater in the shadow of the kingdom. Its people ultimately prospered and took pride in their identity as Cyrans, aping the customs of the central kingdom. However, they had little of the wealth invested in the north or the wonders that came with it. There were ongoing clashes with goblins, a few severe—but the Ghaal’dar largely remained in the mountains and dark places until the Last War.

By contrast, Eastern Cyre —what’s now Valenar—was effectively a separate nation with dramatically different culture and values… and it was arguably Galifar’s greatest failing. The region had first been settled by immigrants from the Khunan region of western Sarlona. Galifar I wanted the lands of old Metrol, so he gave the nobles of Metrol authority over this region, setting them as the feudal overlords of the Khunan settlers. The Blade Desert served as a physical and cultural divide, and having granted the nobles their lands, Galifar largely ignored them. The noble families thus held to the traditions of Metrol rather than embracing the new culture of Cyre. Many were dissatisfied with the arrangement, and took this out on their Khunan subjects. Overall, the nobles of Eastern Cyre were petty and proud, and all too often cruel to their tenants. Some wonder why it was so simple for the elves to seize control of Valenar; first and foremost it’s because the Khunan people had no love for their Cyran rulers (generally called “thrones”) and many feel they are actually better off under the new regime.

CYRE AND THE LAST WAR

Under the reign of King Jarot, Cyre continued to shine. Aspiring artists and young nobles made their way to the heart of the kingdom, while the most promising artificers settled in the city of Making. King Jarot lavished attention on Cyre: expanding the Vermishard Palace; working with House Orien to expand the scope of the lightning rail within Cyre; spending hundreds of thousands of galifars on the Wynarn Institute of Art and the Cathedral of the Sovereign Host.

Following the death of Jarot, Galifar spiraled towards war. Initially, Cyran morale was high. Queen Mishann had centuries of tradition behind her. And everyone knew that Cyre had the best of everything: the finest wizards, the best soldiers, the foremost artificers. And on one level, this was true. But a single unit of exceptional soldiers means little when set against the martial cultures of Karrnath or Thrane. Cyre’s finest wizards were artists and theoretical scholars; Aundair had long worked on magic as a tool of war. And the expert artificers were largely tied to House Cannith, which remained neutral in the war. If you consider the nations as characters, Thrane is a paladin; Karrnath is a fighter; Aundair is a wizard; and Breland is a rogue. In this party, Cyre is the bard: elegant, clever, and doing a little bit of everything… but best when working with others, not well prepared to go toe to toe alone against a powerful foe.

Cyre adapted; it had to. Initially it relied heavily on mercenaries; it was the seat of Galifar’s treasury, and had the gold to spare. But as time passed and the scope of the conflict became clear, Cyrans devoted themselves to war. Cyre lacked the martial spirit of Karrnath or Thrane, but its people were sustained by the absolute belief that they were in the right. Beyond that, in the eyes of the people, Cyre was Galifar. It embodied the ideals of the kingdom, the best of what it could be—and that was something worth fighting for. Nonetheless, the struggle was a tremendous blow to the Cyran psyche. For centuries Cyrans had seen themselves as the stars of the show, beloved by all; now all hands were raised against them, and some at least could see their former beliefs as arrogance and narcissism. Cyre had indeed had the best of everything, but that’s because it was freely given. Now the Arcane Congress devoted its knowledge purely on the good of Aundair, Rekkenmark trained only Karrns, and the King’s Citadel served Breland. Cyre had echoes of all these things. Its wizards were still a match for any nation other than Aundair; the Vermishard Guard formed the core of Cyre’s new military academy. But it was clear that the Cyran dream had been sustained by many hands, and now the nation had to learn to stand on its own. 

TRADITIONS AND CUSTOMS

Cyran culture blends the traditions of other nations. A Cyran can play Conqueror with a Karrn, sing an add-a-verse song with an Aundairian, and debate religion with a Thrane. This reflects the founding principles of Cyre—to gather the best aspects of Galifar and to build upon them. Some call this the Cyran appreciation, and considering it an admirable thing. Others call it appropriation, depicting the Cyrans as carrion crawlers who steal from others and have the arrogance to say they can do better. But the Cyran appreciation is rooted in love, not arrogance. It’s based in the idea that there is no single perfect path, and maintains both that diversity is a source of strength and that there’s always room for improvement. Cyran culture is thus a strange chimera—a blend of familiar elements from across Khorvaire, combined with a steady, ongoing evolution. A Cyran musician might play Karrnathi funeral dirges in the style of a Thrane devotional. It’s a puzzle where the pieces are known, but they’re constantly being arranged in new ways. 

The Last War built walls between Cyre and the other nations, and every nation evolved in this isolation. Cyrans know the old add-a-verse songs beloved by Aundairians, but few know the Epic of Valiant and Vigilant, a tale of martial bravery close to the heart of every modern Aundairian. They don’t know the maxims of Beggar Dane that now serve as a cornerstone of Breland. But Cyrans still see their culture as being founded on the best principles of Galifar, and can still find some common ground with people of any nation. In playing a Cyran, you can find familiar things anywhere you go. But what is it that you treasure in your memories of Cyre? Do you cling to the past, or do you embrace the Cyran principle of always striving to find a new and better way?

Fashion

Cyran fashion blends practicality with endless diversity. Cyran clothing begins with a simple foundation: this base layer may be colorful, but it is first and foremost practical and durable. Breeches and skirts, shirts or gowns; a Cyran starts with whatever the individual finds most comfortable. Again, this base level is well made, but it is more functional than decorative. It’s what comes next that adds flair. Cloaks and gloves are both integral parts of Cyran fashion. Gloves can be short and sturdy for work or war, or long and decorative for more formal occasions. Cloaks likewise vary between the practical and purely decorative: a heavy cloak for traveling, a short cloak for a casual social event, and a long, light cloak with a glamerweave lining for an evening at the Grand Stage. In addition to gloves, boots, and cloaks, jewelry is an important part of Cyran fashion. Cyran jewelry is often made from copper, leather, wood, or glass; it’s not a display of wealth, but rather a way to express individuality. Feathers and bells are also common accessories; there is a Cyran dance that involves belled bracelets and anklets. Finally, masks are often worn at formal or festive occasions. Cyran masks aren’t intended to conceal identity or intent; rather they are a way of enhancing identity and expressing a mood.

Traditionally, Cyran fashion is filled with color (often accentuated with glamerweave). In the wake of the Last War, many Cyrans have adopted Mourningwear—clothing cut in the Cyran style, but entirely in black. Others celebrate their nation by preserving its styles. Because of the emphasis on durability, a Cyran character may still have the clothes they were wearing on the Day of Mourning. What was that outfit, and do you still wear it? Do you favor a mask, and if so, what is its design?

Cuisine

Cyran cuisine reflects all the principles taken above: working with the best of all traditions and then continuing to explore. In many ways this is similar to the Sharn fusion found in the City of Towers, and a number of Cyran refugees are rising stars in Sharn’s culinary scene. Cyrans blend the thrakel spices of Thrane with traditional Karrn stews, and add the heat of southern Breland to the delicate pastries of Aundair. While many refugees cling to family recipes as a way to remember the fallen nation, others continue the tradition of Cyran appreciation—adopting new favorites from the place they’ve found shelter, and looking for ways to improve them.

Magic

Traditionally, Cyrans viewed arcane magic as a form of art as well as a practical tool. On the one hand this lent itself to a wider study of illusion and enchantment than found in other nations. But beyond this, it’s also about the presentation of magic. Magewright, bard or wizard, a Cyran often puts more show into the performance of magic than even an Aundairian. For a wizard who’s studied at the Wynarn Institute, somatic components are almost a dance, and verbal components have the cadence of song or poetry. This ties to the Cyran love of capes and flowing clothing. As a Cyran spellcaster, you are truly a student of arcane arts; consider how your casting reflects this.

Religion

While the Silver Flame had some devoted followers and temples in Cyre, the Sovereign Host was the dominant faith. At the same time, religion is driven by faith and tradition, and Cyrans have always been encouraged to question and search for new paths. The war drove some Cyrans to embrace their faith more tightly, but for others it was another source of doubt. Likewise, the Mourning threw many devout Cyrans into a crisis of faith. With that said, there are many devout Cyrans. Followers of the Silver Flame don’t question the cause of the Mourning: they simply seek to protect the innocent from harm. Vassals of the Sovereign Host trust that there is a purpose to their suffering. And in the wake of the Mourning, some Cyrans have turned to the Blood of Vol or Cults of the Dragon Below, cursing the gods they once worshipped or following a darker vision. There are also a number of new strains of the old faiths: Cyran twists on the Flame and the Host that seek to adapt traditions to make sense of the war and the world.

The preceding paragraph primarily applies to Central Cyre. The nobles of Eastern Cyre were devout vassals, convinced that their leadership was a divine right. The people of Southern Cyre are less arrogant, but still tend to have a quiet faith in the Sovereigns.

In playing a Cyran divine caster, consider the impact the Mourning had on your faith. Are you conflicted and struggling to hold to your beliefs? Or was the Mourning a source of inspiration—you know you have a divine purpose, that your people need you? If you’re tied to an existing faith, do you follow the standard traditions or have you found an unusual path?

THE THREE CYRES

When most people say “Cyre” they’re thinking of Central Cyre. When they speak of Cyran refugees, they are talking about the people who fled the Mourning. But there were Cyran refugees long before the end of the war. The Tairnadal elves established the kingdom of Valenar in 956 YK, while Lhesh Haruuc claimed southern Cyre as Darguun in 969 YK. While Valenar was an unpleasant surprise, it had relatively little impact on the nation. Eastern Cyre had always been isolated, and the Khunan majority embraced elf rule; the refugees were thus a handful of nobles who were painfully out of touch with the traditions of the central kingdom. The loss of Darguun was a more significant blow. Southern Cyre was a backwater, but this was still close to home—and it resulted in a flood of refugees that the wartorn nation was ill-prepared to handle. In creating a Cyran character, consider which Cyre you’re from. 

  • Central Cyre. Odds are good that you yourself think of your home as the “true” Cyre. Before the Mourning, did you give much thought to the refugees of Valenar and Darguun? Even now, do you think of them when you think of your homeland? Are you devoted to the idea of rebuilding your nation and clinging to your memories and traditions? Or following the Cyran appreciation, are you instead looking forward and trying to find a new and better path, even if that means abandoning the dreams of Cyre?
  • Eastern Cyre. You’re tied to a noble family that can trace its roots back to Old Metrol, before Galifar even existed. You don’t accept any of the nonsense about Cyre being “the best of Galifar” or challenging tradition; if people had stuck to the old ways, perhaps all of this could have been avoided. Your people were devoted to the Sovereign Host and truly believed that Aureon had chosen you to rule. At the same time, your lands have been lost for over forty years, and the people of Central Cyre have never avenged you or shown your family the respect you deserve. You’re not as affected by the Mourning as some, because it wasn’t YOUR Cyre that was destroyed; now the others just get to see how you feel. As an Eastern Cyran, you have noble ancestry but you’re unlikely to have the noble background, as nobody cares about your claims. Do you despise the Valenar and hope to reclaim your long-lost homeland? Or do you want to rally Cyran survivors around the TRUE royal bloodlines, challenging Oargev and re-establishing the long-forgotten kingdom of Metrol?
  • Southern Cyre. Your people have been struggling for decades, eking out a life in camps and shelters. You were encouraged to take up military service; it was easier to send you to the front than to find a new home for you. Many of your friends and family chose to idolize the Queen and central Cyre, believing that she had a vision, that she would rebuild Galifar and restore an age of wonders. Did you feel that way? Were you an idealist and an optimist? Or were you bitter and angry at the nation that failed to protect you? Are you loyal to Cyre, or are you solely concerned with Darguun and taking vengeance on the goblins?

THE WONDERS OF CYRE

Cyre is lost to the Mournland, and all people have are their memories. But what are those memories? Cyre was a land of wonders… what are some of those wonders? Here’s a few of them…

  • The Vermishards. Seven spires rise up from Metrol, a natural (or supernatural) wonder. These plateaus held the ancestral homes of the noble lines of Old Metrol, and the Royal Vermishard was the seat of the Cyran crown. However, over the course of centuries other powerful forces—such as House Cannith and House Phiarlan—made their way to the Vermishards. Cannith and Phiarlan worked together with Cyran magewrights to embed illusory lighting into the Vermishards, and these glittering spires were a remarkable part of the Metrol skyline.
  • The Wynarn Institute of Art. The Wynarn institute was both one of the foremost academies of magic in Khorvaire and one of its most amazing museums. In addition to purely artistic exhibits, the Hall of Kings allowed rulers to converse with illusory replicas of the past rulers of Galifar. Treasures of the pre-Galifar kingdoms were displayed here, along with modern works of art.
  • The Vault. The Royal Treasury of Galifar was commonly known as the Vault. While there were reserves hidden around the kingdom, the Vault included both the mint, the primary reserves of both currencies and precious metals, and cultural artifacts deemed too valuable to be displayed. Salvagers have dreamed of finding the “Golden Palace,” but there are stories saying that the Vault is actually missing. The Mourning had strange effects on Metrol, and the Vault may have simply been physically displaced, or it could have fallen into another plane.
  • The Cathedral of the Sovereign Host. Following the spread of the Church of the Silver Flame in Thrane, the Cathedral of the Sovereign Host became the primary seat of vassal devotion on Galifar. Many of the rulers of Galifar would make an addition to the Cathedral as a way of showing their piety. By the reign of King Jarot, it was a wonder. Nine colossal statues encircle the temple. Illusory displays within depicted scenes from the faith, and there was a vast collection of relics and artifacts. The fate of the cathedral and its treasures remains unknown.

All of these are within Metrol itself, and they just scratch the surface of what was possible. Aundair has floating towers; Cyre expanded on this with floating gardens, flower petals falling on the wind to the cities below. Even small towns had crystal theaters when people could scry on the great performances in the Demesne of Shape. There was always music in the air and lights in the sky. With this in mind, feel free to create wonders. Cyre was the seat of House Cannith and House Phiarlan, and second only to Aundair in arcane sophistication. What your dreams imagine, their hands could create. And even if they DIDN’T create the things you dream of, people might believe that they did; the legends of Cyre only continue to grow now that the kingdom is lost.

FINAL THOUGHTS

As a Cyran, you come from a culture that strove to find the best in all things, a tradition that encouraged creativity and innovation. But your people have also lived through a century of betrayal and war, fighting enemies on all sides. How has this affected you? Are you an idealist who still believes in the promise of Galifar—someone who believes that the Five Nations can and should unite, someone who tries to bring people together? Or do you curse the traitors who betrayed Mishann and doomed Galifar? Are you scarred by the memory of the Mournign and determined to reclaim your homeland or rebuild it somewhere else, or are you always looking forward to what happens next? Do you have any living relatives, and if so where are they now and what is their condition? Will you send money to your family in High Walls or New Cyre, or are you alone in the world? Beyond that, where was your home and what did you leave behind? Is there anything you wish you could recover from the Mournland, whether it’s something with practical value or simply sentimental? What do you still have to remind you of Cyre? 

GENERAL Q&A

Do Cyran nobles still have authority even though their lands have been lost?

This depends on the family and on the people you’re dealing with. The nobility of Cyre was originally drawn from across the Five Nations, and many Cyran noble families still have strong ties to other nations. Some families had significant holdings in other nations and still have wealth and influence, even if it’s limited. On the other hand, many Cyran nobles have lost everything but their titles. Some Thronehold nobles treat these displaced aristocrats with courtesy, but many dismiss them: at the Treaty of Thronehold, Queen Aurala famously said “Cyre no longer exists, and refugees have no place at these proceedings.”

In regard to YOUR character, there’s a simple way to determine the standing of your family: Your choice of background. If you take the noble background, your Position of Privilege means that you are treated with the respect of any noble; this implies that your family still has holdings or at least the respect of other aristocrats. But you could also be a fallen noble forced down a dark path (criminal background), a dandy who uses charm to find your way into courts even though you no longer have influence (charlatan), or a hero who still fights to protect the common people of Cyre even though you have no rank (folk hero). You could also take the noble background with the variant Retainers feature, reflecting that while you no longer have a position of privilege, you still have a few loyal followers who have been with your family for as long as you can remember.

The Forge of War says that Thrane turned away or even attacked Cyran refugees fleeing from the Mourning. You’ve said that this is inaccurate and possibly Karrnathi propaganda. Would this be a pervasive rumor? Would Cyrans think of Thranes as butchers who turned their backs? Is Karrnath exempted from this? What about Breland and Aundair?  

The faith of the Silver Flame is founded on the basic principle of defending the innocent from supernatural evil. I’ve already called out that if followers of the Flame were serving on opposite sides in a battle and a group of demons suddenly appeared, I’d expect the templars to set aside their political differences until the supernatural threat was dealt with. The same principle applies here. I could easily imagine an initial violent response if the surge of refugees was perceived as an attack. However, once it became clear that thi sis literally innocents fleeing a supernatural threat, I would expect Thrane to be the MOST active nation in providing support and shelter.

So my initial reaction is that Forge of War is simply WRONG. The situation as described makes no sense and I don’t see it as a rumor that would stick, because anyone familiar with the church should know it makes no sense. Why would they do something like that?

WITH THAT SAID: Maybe you WANT it to be true. If this is the case, the question is what could MAKE it happen as described. The simplest answer is that the facts aren’t straight. The Mourning transforms things caught within it. So perhaps Thrane templars DID “slaughter a host of Cyrans fleeing from the Mourning”—because those Cyrans had been caught in the Mourning and transformed into a ravening pack of bloodthirsty killers. They weren’t FLEEING the mists, they were charging out of them to kill anything they could get their hands on, and the templars had no choice but to put them down. So it is an absolute fact that Thrane forces killed a host of Cyran refugees, and Karrnath or other nations have publicized the story. But the truth isn’t as they present it—and beyond that, I’d still expect people who hear the story to say “But that doesn’t make any sense!”

So as a quick overview of how nations have responded to Cyrans, here’s MY personal opinion.

  • Breland has been presented as the most willing to shelter Cyrans without strings, as shown by the establishment of New Cyre. There are certainly tensions between the common people of Breland and the refugees, and life in camps like High Walls is hardly ideal, but it’s better than anything offered by Aundair or Karrnath.
  • I think Thrane would have responded with compassion and provided significant support. However, I can imagine Thrane focusing on integrating refugees into Thrane society as opposed to trying to preserve Cyran culture or supporting Cyran nobles; consider that they already set aside the Wynarn monarchy in favor of the Church. So they’d provide support and opportunities—for a new life as Thranes.
  • Aundair has been presented as unsympathetic (see that quote from Queen Aurala at the Treaty of Thronehold), and that makes sense. Aundair is the smallest of the Five Nations and has its own problems with the Eldeen Reaches, and Aurala still believes she would be the best ruler for a restored Galifar; none of this suggests sympathy for Cyre.
  • Likewise, I think Karrnath would be VERY unsympathetic. Cyre and Karrns were bitter rivals; per Forge of War, the Mourning followed directly on the heels of a Cyran sneak attack on the city of Atur. Karrnath had long struggled with famines and thus lacks the ability to suddenly support an influx of outsiders, and Karrns are known for being ruthless and pragmatic. Beyond this, as I called out in my last article, the Karrnathi undead are perfectly willing to slaughter civilians. If anyone slaughtered masses of Cyran refugees on the border, I’d expect it to be Karrnath.

Several maps show parts of the Talenta plains (or the borderlands) as part of Cyre during the Last War. Were these wartime holdings? Provinces of Cyre? How was Cyre’s relationship with the Halflings?

This is covered on page 202 of the 3.5 ECS:

Karrnath and Cyre both claimed parts of the Talenta Plains during the Last War. Prior to the fall of the kingdom of Galifar, the halfling tribes were permitted to wander their ancestral lands as long as they paid tribute to the Galifar king. With the coming of war, the halfling tribes began to cooperate in unprecedented ways to protect the Plains that all the tribes revered. Warriors of different tribes banded together, repelling invaders from Karrnath and Cyre by using their knowledge of the ways of the Plains to confuse and confound the invaders. Later, when the Plains became the place for various combatant nations to clash, the halfling tribes tried to stay out of the way.

Cannith had a lot of holdings in Cyre, and almost invariably there would have been mingling with the locals. Do you see the Houses as having a mostly distinct culture or also being something like citizens of the nation they grew up in? Cannith worked a lot with Cyre during the war, was that more an accident of proximity and money or did a lot of the leadership sympathize with the Cyrans? For example, is there a Cannith style or are there Cyran Cannith, Brelish Cannith, etc. styles of architecture/production?

The houses definitely hold themselves as extranational entities. They take their neutrality very seriously, and the only house we’ve suggested as having a national bias is Medani: so Cyre’s heavy association with Cannith was certainly based on gold. Cannith heirs consider themselves to be Cannith first, nation second. However, there’s certainly a national component to the personality of a dragonmarked heir. Beyond interaction with the locals, you’ve got the fact that houses are comprised of different families and these families are based in different nations—so the Vown are Brelish Cannith, while Juran are (or were) Cyran Cannith. It’s also the case that different enclaves have different focuses, which also affects corporate culture. Cannith South is focused on general industry, while Cannith East is more driven by weapons research and recently, experimenting with necromancy.

With that said, the HOUSES hold themselves as neutral; the members of the houses often had their own sympathies. In The Dreaming Dark novels, Daine is a Deneith heir who cut ties with the Blademark in order to fight for Cyre. Dragonmarked discusses such characters, who are generally referred to as “orphans.”

Could you elaborate a bit on what would happen to the royals and their families of the other nations once they were done reigning/advising. Would they be demoted to “regular” noble status? Would they hold land, and how would they inherit?

The position of governor came with land, but those holdings were tied to the position and would be passed to the new governor. The tradition was for a governor to marry into one of the noble families of the nation they governed, which served both to strengthen their connection to the land and to give them estates after their tenure passed. So the warlord families of Karrnath include many former governors. But this does mean that when the nations rallied behind their “kings” and “queens” to start the Last War, it was a substantial change. Frankly, this reflects how easy it was for Thrane to shift to a theocracy; they weren’t deeply attached to Wrogar’s line. Likewise, we’ve said that Kaius III is still in a delicate position with the Warlords of Karrnath; they trace their lineage back to the founders of the nation, while Kaius I was a son of Jarot. But the short answer to the question is that the governors would marry into the local nobility, which helped both to keep bloodlines fresh and to strengthen ties between Galifar and the local nobility.

What would YOU like to know about Cyre? Post your questions below. And thanks as always to my Patreon supporters for requesting the topic and making it possible!

Dragonmarks: Lycanthropes

I’m hard at work on many projects, but I’ve had a few questions tied to lycanthropes… and with Halloween around the corner, it seems like an appropriate topic to address! Thanks as always to my Patreon supporters for supporting the blog.

I’ve been listening to the stories of the Werewolf Trials of the Middle Ages. Was the Eberron purge based on these, or is this just a coincidence?

For those of you unfamiliar with the setting, the Lycanthropic Purge is an event that occurred around two centuries before the default Eberron campaign. The Church of the Silver Flame sent an army of templars into western Aundair and what is now the Eldeen Reaches to combat a rising tide of lycanthropy. Following a brutal conflict, the church supported an ongoing campaign to root out and cure or exterminate all lycanthropes that could be found. This conflict is also the root of the Pure Flame, a zealous sect of the Church of the Silver Flame that engages in ruthless and often violent behavior.

People often think of the Purge as a sort of inquisition, similar to the Salem Witch Trials or the Werewolf Trials mentioned above. It certainly ENDED that way, with the newly minted zealots of the Pure Flame trying to hunt down every last lycanthrope… and in the process, targeting many shifters and other innocents. So you can certainly use werewolf trials as inspiration for this period. But that wasn’t how the Purge BEGAN; it’s how it ENDED, a cruel inquisition carried out by people who had suffered through a decade of terror and loss and who were hungry for bloody vengeance. So how did it start?

Under the rules of third edition D&D—the edition that existed when Eberron was created—lycanthropy was a virulent curse. Under the rules of the time, any lycanthrope could spread lycanthropy. If one wererat creates two victims, and each of them infect two others, within five cycles of infection you have 243 wererats… and that assumes each one only has two victims! Essentially, in lycanthropy as presented you have the clear potential for a zombie apocalypse: a massive wave that could result in untold death and ultimately destroy civilization as we know it. The Purge ENDED in a cruel inquisition. But it BEGAN as a noble, selfless struggle to save the world from collapsing into primal savagery. Thousands of templars gave their lives in the Towering Woods, fighting to protect the people of Aundair from supernatural horror.

Under the rules of 3.5 and 4th Edition, afflicted lycanthropes can’t spread the curse. This eliminated the threat of exponential expansion that made the Purge so necessary. Personally, I make this a part of history. At the time of the Purge, lycanthropy was more virulent. By the end of the Purge, the power of the curse had been broken. The question is: Was this tied to some specific victory, to ann Overlord being rebound or an artifact that was destroyed? Or was it simply tied to the number of lycanthropes—when the population grows, so does the power of the curse? And this is important, because in FIFTH edition, all lycanthropes can spread the curse again! Personally, I’m embracing this as the continued evolution: whatever cause the power to wane, it’s rising again. A werewolf apocalypse is a very real threat. Could another purge be called for?

What Makes Lycanthropy A Curse?

Lots of people like lycanthropes. They see lycanthropes as champions of nature, and as the persecuted victims of the purge. So why am I insistent about it being a curse?

First, there’s a simple logic to the decision. Lycanthropes possess amazing abilities. They can transfer these gifts to others, quite easily. So if there’s no downside to being a lycanthrope, why aren’t we all lycanthropes? Why isn’t this gift embraced and shared? If one member of a party contracts lycanthropy, why shouldn’t every member of the party get in on it?

With this in mind, D&D has generally inherited its view of lycanthropy from the Universal monster, not from the World of Darkness and its champions of Gaea. Even a man who’s pure of heart and says his prayers by night can become a wolf when the moon is full. It’s the vision of werewolves that chain themselves up as the moon grows close for fear of killing innocents. The third edition rules were very clear about this. Initially, when a victim falls prey to the curse, THEY BECOME AN NPC for the duration of the event and act according to their lycanthropic alignment. You lose all control and don’t know what you’ll do.

The rules specify that if this goes on long enough, the alignment change becomes permanent and it’s possible for the player to take over. But this isn’t a casual thing. In Eberron, an evil person can have a valid role in society. But 3E called out that an evil lycanthrope isn’t just “evil;” they’re murderers who enjoy preying on their former family and friends. Likewise, a good lycanthrope isn’t just a nice person; they are compelled to abandon civilization to live in the wilds. Fifth Edition echoes this. Consider the following quotes from the fifth edition Monster Manual:

  • Evil lycanthropes hide among normal folk, emerging in animal form at night to spread terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns.

  • Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.

The point here is simple: no player character should WANT to become a lycanthrope. It’s a terrifying burden; even good-aligned lycanthropy will destroy your original personality and turn you into someone else.

Eberron generally takes a broad approach to alignment. But lycanthropy is a special case: it is a supernatural force that IMPOSES an alignment, and this overrides the victim’s ability to choose their own path. What we do say is that there are different strains of lycanthropy, and that alignment is tied to strain. So it is possible to have a good-aligned werewolf… but if they infect someone that person will become a good-aligned werewolf. Here again, I can’t emphasize enough that being a good-aligned lycanthrope isn’t just about being a virtuous person. If it was, the Silver Flame would support it. But just look back at that quote from the Monster Manual: Good lycanthropes are “reclusive and uncomfortable” around civilization. Good or evil, the curse fundamentally changes who you are and enforces a powerful set of instincts and drives.

I feel that natural lycanthropes have a greater ability to adapt and evolve personalities around the behavior dictated by the curse. But it’s important to recognize that there is a fundamental difference between a natural lycanthrope and, say, a gnoll or a shifter. The lycanthrope isn’t just bestial in appearance; they are a vessel for a powerful supernatural force that shapes and drives their behavior. A natural werewolf can fight those urges, but the urges will always be there.

The Origin of Lycanthropy

The origins of lycanthropy are shrouded in mystery. As with the Mourning, I don’t think this is something that needs to be established in canon. I’d rather present a few different ideas, and let each DM decide which one they prefer. So consider the following.

The Gift of Olarune. Common belief is that shifters are thin-blooded lycanthropes. But there are shifters who say that their kind came first. Shifters are touched by Eberron and Olarune, tied to the natural world. Olarune empowered her champions with a stronger bond to nature, blessing them with enhanced vitality, animal form, and other gifts. According to this legend, this gift was corrupted by a dark power—one of the other forces presented below. This explains why lycanthrope traits don’t reflect the natural animal. The wolf isn’t a cruel murderer; but the werewolf embodies our fears of the savage predator that lurks in the darkness. The rat doesn’t scheme to spread disease and undermine cities… but the wererat does.

This means that there was a proto-lycanthropy that was entirely benevolent… and it allows players to have a quest to restore this, cleansing the curse as opposed to wiping it out. In my opinion, this “pure” lycanthropy wasn’t infectious—it would only produce natural lycanthropes, assuming it was hereditary at all. Alternately, it might not even resemble lycanthropy; these blessed champions could be a form of druid.

I have no objection to the idea of there being a small population of these blessed lycanthropes in the world—but again, I’d probably make them non-infectious. The blessing is something you earn, not something you get from a bite. This removes the issue of “Why don’t we all become blessed lycanthropes?”

Overlords: The Wild Heart. The novel The Queen of Stone suggests that lycanthropy is tied to one of the fiendish Overlords of the First Age, a mighty spirit known as the Wild Heart. If this is true, lycanthropy has been around since the dawn of time… and the waning and waxing of the power of the curse likely reflects the strength of the Overlord’s bonds. If you want positive lycanthropes in the world, the Wild Heart could have corrupted Olarune’s Gift… or you could reverse it and say that Olarune’s Gift is a variant that released some of those cursed by the Wild Heart.

Daelkyr: Dyrrn the Corruptor. The Daelkyr are known for transforming victims and creating monsters. Not all of their creations are aberrations; the daelkyr Orlassk is credited with creating medusas and basilisks. Dyrrn the Corruptor is especially know for, well, corruption; this certainly fits with a curse that transforms people both physically and mentally and turns victims into predators that prey on their own friends and family. This could have been something created from scratch… or they could have corrupted the existing primal gift.

So personally, I see even good lycanthropes as victims, and as people who don’t want to spread their curse because it WILL destroy the original personality of the victim. I have run a campaign in which a druid was working to restore the curse to its original blessed form.

But looking to all of this: this is how I run lycanthropes. It’s in line with the depiction in the Monster Manual, which emphasizes lycanthropy as a curse that drives unnatural behavior (whether good or evil). I personally like the idea of the lycanthrope as an alien entity, a being whose behavior is shaped by an unknown supernatural power. Essentially, D&D has a LOT of half-animal humanoids. Tabaxi, gnolls, giff… I like to make lycanthropes feel very different than all of these. Whether in human, hybrid, or animal form, a werewolf is a magical weapon, shaped and empowered to prey on the innocent (or to defend them, if it’s a good strain). Natural lycanthropes can take control of this; Zaeurl of the the Dark Pact is a brilliant warlord. Zaeurl isn’t wild or uncontrolled, she isn’t a slave to her instincts. But she is still a vessel for a power that makes her a supernatural predator, and those murderous instincts are always there. The same is true of the good lycanthrope: they aren’t cruel or murderous, but there is a deep primal core to their personality calling them to retreat to the wilds, to defend their territory.

But again: I embrace this because I LIKE it… because I LIKE lycanthropes, regardless of alignment, to feel dangerous and alien. I want my players to be terrified of contracting lycanthropy, not looking forward to it. If you want to do something different in your campaign, follow the path that’s going to make the best story for you and your players.

The Timeline of the Purge

Here’s a quick overview of the Lycanthropic Purge, pulled from one of my earlier posts.

  • Lycanthropes have been present throughout the history of Galifar. However, they rarely acted in any sort of coordinated fashion; afflicted lycanthropes couldn’t spread the curse; and natural lycanthropes would generally avoid spreading the curse. They were dangerous monsters and something that templars or paladins of Dol Arrah would deal with, but not perceived as any sort of massive threat… more of a bogeyman and reason to stay out of wild areas.
  • Around the Ninth Century, there was a shift in Lycanthropic behavior. Packs of werewolves began coordinating attacks. Eldeen wolves began raiding Aundair, and wererats established warrens beneath the cities of western Aundair. More victims were left alive and afflicted. While terror spread among the common folk of western Aundair, the nobles largely dismissed the claims.
  • Sages in the Church of the Silver Flame confirmed that afflicted lycanthropes could now spread the curse. They realized that the raids and urban actions might not be as random as they appeared – that this could be the groundwork and preparations for a serious large-scale assault. Combined with the risk of exponential expansion, this was a potential threat to human civilization.
  • Templars were dispatched to Aundair, and fears were confirmed; there were more lycanthropes than anyone guessed, and they were better organized than had been seen in the past. What followed was a brutal guerrilla war; the templars had numbers and discipline, but they were fighting an unpredictable and extremely powerful foe that could hide in plain sight and turn an ally into an enemy with a single bite. Thousands of Aundairians and templars died in these struggles. Cunning lycanthropes intentionally sowed suspicions and fomented conflict between templars and shifters, resulting in thousands of additional innocent deaths.
  • The precise details of the war aren’t chronicled in canon and likely aren’t known to the general public. I expect it happened in waves, with periods where the templars thought the threat had finally been contained… only to have a new resurgence in a few years. Again, canon doesn’t state what drove the power of the lycanthropes. Whatever it was – demon, daelkyr, shaman – the templars finally broke it. Afflicted lycanthropes could no longer spread the curse, and all lycanthropes were freed from whatever overarching influence had been driving their aggression.
  • While the threat was largely neutralized at this point, people didn’t know that. There’d been ups and downs before. Beyond this, the Aundairian people had suffered through decades of terror and they wanted revenge. This is the point at which the Purge shifted from being a truly heroic struggle and became something more like a witch hunt, with mobs seeking to root out any possible lingering lycanthropes. Tensions with shifters continued to escalate as bloodthirsty mobs sought outlets for their fear and anger. A critical point here is that at this point, most of the aggressors were no longer Thrane templars. The primary instigators were Aundairians who had adopted the ways of the Silver Flame over the course of the Purge. For these new believers, the Silver Flame wasn’t just about defense; it was a weapon and a tool for revenge. This is the origin of the sect known as the Pure Flame, and its extremist ways can be seen in priests like Archbishop Dariznu of Thaliost, noted for burning enemies alive.

The take-away here is that the Purge began as a truly heroic struggle against a deadly foe, and the actions of the templars may have saved Galifar from collapsing into a feral savagery. But it ended in vicious persecution that left deep scars between the shifters, the church, and the people of Aundair. And now, it may be happening again.

Q&A

How prevalent were lycanthropes during the Dhakaani Empire?

That depends on the origin you chose for them. If you follow the idea of an Overlord, than the curse would exist during the Empire. However, I think it would be extremely rare. Consider a) the Dhakaani are highly civilized and city based, and b) the Dhakaani were a highly regimented and ruthless culture. Essentially, I would see the Dhakaani as being VERY quick to completely cauterize any nest of lycanthropes, just as they would quickly wipe out any form of biological disease. Now, lycanthropes could have still flourished in the wilds— the Towering Woods, the Shadow Marches—but they wouldn’t be seen in the Empire.

On the other hand, if lycanthropes were created by Dyrrn the Corruptor, they would have been a weapon unleashed in the Xoriat Incursion. There could well be historical evidence of a stretch of the western empire that was almost completely wiped out in a lycanthropic exponential expansion. Given this, if you wanted to present a Kech of the Heirs of Dhakaan that have somehow adapted and controlled their lycanthropy, it could be an interesting story—though the other Kech might see these things as abominations.

I know that werewolves transform when any moon is full, but do the twelve moons effect them differently in any noticeable way?

We’ve never discussed this in canon. There’s certainly precedent for it with the Moonspeaker druid. We’ve suggested the idea that Olarune has the greatest influence over lycanthropes, but I think it would be very interesting to say that different moons drive different impulses or moods. Another option would be to tie each strain to a particular moon.

I’m very curious about how lycanthrope genetics work. I know it’s a supernatural thing and probably don’t follow any scientific logic at all, but bloodlines and heritage are still strong symbolic themes to play with. 

It’s a good question. If a natural evil werewolf has a child with an afflicted good werebear, what’s the child? You’re correct to keep in mind that this is fundamentally magic and that science isn’t the factor here. I’m inclined to follow the precedent of the kalashtar, and to say that while the child may inherent genetic traits from both parents, they only inherent the supernatural lineage of one of them. In the example above, they don’t produce some sort of neutral wolfbear; the child is either a good werebear or an evil werewolf. In the kalashtar, this is predictable and tied to gender; the child inherits the curse from the parent of the same gender. But you could just as easily make it random, or assert that one of the strains (I’d tend to say the evil one) is dominant.

I will say that I don’t consider natural or afflicted to be a factor in this. Once you have the curse you have the curse. It’s more deeply rooted in the natural—it can’t be removed, and it’s shaped them psychologically since birth—but in terms of passing it to a child, I think there’s no difference.

Is it correct to assume that the children of a natural or afflicted lycanthrope with a humanoid is a shifter (albeit one with far more obvious bestial traits than average)?

No, that’s not what I’d say at all. In my opinion, the connection between lycanthropes and shifters is more nebulous than that—and as I suggest above, it could be that shifters actually predate lycanthropes. We’ve called out that with shifters it’s not necessarily clear what animal they are tied to, and that shifter traits aren’t hereditary. If shifters are related to lycanthropes, I think it’s the process of many generations.

So personally, I would say that the child of a humanoid and lycanthrope is a going to be a natural lycanthrope. The curse isn’t natural and isn’t limited by genetics; it’s a curse. WITH THAT SAID… I can see some strong story potential to making it not an absolutely sure thing, which would allow you to have a character who appears to be normal only to develop lycanthropy spontaneously late in life (Shadow over Innsmouth style).

With that said, if you want to use shifter mechanics to represent a hybrid child of a human and lycanthrope, there’s nothing wrong with that. I’d just personally say that the character isn’t a traditional shifter—that the MECHANICS are the same, but that there will be obvious physical differences (this character would be more obviously linked to the particular animal, would be driven to a specific subrace, etc).

One sourcebook (was it Secrets of Sarlona?) mentioned that shifters and lycanthropes originated from Sarlona, more specifically from the Tashana Tundra. If so, shouldn’t the daelkyr hypothesis be ruled out?

The sourcebook in question is Secrets of Sarlona. There’s a few factors to consider here.

  • Secrets of Sarlona suggests that shifters began on Sarlona, but gives no explanation of how they came to Khorvaire.
  • It specifically presents this Tashan origin as a surprise to both the humans and shifters of Khorvaire.
  • Neither shifter culture seems to have the motives or resources to organize a vast migration by sea, and the Eldeen shifter culture isn’t strongly intertwined with humanity.

Putting these three factors together suggests that shifters arrival in Khorvaire predates humanity, and was unusual in its origin. So I’ll present one hypothesis: Perhaps a large group of shifters entered one of the Wild Zones of Sarlona and were thrown into Thelanis. There, an Archfey—who called herself Olarune, after the moon—guided them through the Faerie Court, leading them out through another manifest zone into Khorvaire. This provides the basis for folktales of shifters as the chosen people of Olarune and gives them a migration that’s entirely unconnected to humanity. This could have occurred long before humanity crossed the ocean. And if we posit the Towering Wood as their landing point, it’s a wild region that was never tamed by Dhakaan; so it’s entirely possible they could have been present during the Daelkyr conflict.

WITH THAT SAID: A daelkyr wouldn’t have to cross thousands of miles to threaten Sarlona. We’ve discussed the Umbragen of Xen’drik fighting daelkyr. Remember that Khyber contains a myriad of demiplanes, which don’t follow natural law. So you could easily descend into Khyber in the Eldeen Reaches and emerge in Xen’drik, if you found the right passage.

Also: Secrets of Sarlona DOESN’T provide any explanation for the origin of lycanthropy. It seems to have had no significant impact on the history of Sarlona and is barely mentioned. It presents the possibility that it’s the result of an exposure to wild zones, but this is clearly called out as simply one possibility, not concrete fact… and I find it to be a weak story compared to the other options.

This is very well-timed, not just for Halloween, but because the shifter and the Silver Flame warlock in my group are sort of eyeing each other warily…

It’s worth exploring this a bit. The shifter tribes of the Towering Woods have far more experience with lycanthropes than humans do. They know that the good strains don’t pose a threat, and many clans would work in harmony with good-aligned lycanthropes. However, they despise EVIL lycanthropes. Again, per core rules, an evil lycanthrope is compelled to prey on the weak and innocent, even taking joy in targeting former friends and family members. The shifters understood this threat better than anyone, and had no desire to shield evil lycans. But they also understood that there were good strains as well.

So in principle, shifters and templars could have worked together against the common foe. But cunning lycans (especially wererats) worked to destroy this possibility before it could be realized. These agents intentionally sowed the idea that shifters were weretouched and supported all lycanthropes, actively working to set the templars and shifters against one another. The damage done by this lingers to this day. Many shifters hate the church, and followers of the Pure Flame hold to the idea that all shifters are weretouched or lycan sympathizers.

With that said, this isn’t universal. Many people on both sides understand that this was a trick, misinformation to turn allies against one another. There were shifters and templars who fought side by side during the Purge, and shifters who have become champions of the church in the decades that have followed.

All of which is to say: It’s up to your players to decide where they stand on this. Either one could be blinded by superstition and prejudice. Or they could understand that this hatred was engineered by a mutual foe, and be trying to work past it.

During development, was the purge specifically created to offset the “They’re heroes!” mentality that might come from such a “Holy Glorious Shenanigan” mindset otherwise?

Yes and no. The Purge was inspired by historical events, certainly: crusades, the Inquisition, wiping out smallpox. But in these situations, it’s vital to remember that Eberron isn’t our world. When we think of witch trials, we inherently assume that this involves the paranoid persecution of innocents, because (we believe) witches aren’t real. By contrast, the Purge was driven by an absolute concrete apocalypse level threat. Whatever you think about lycanthropes generally—even if you believe that lycanthropy is a blessing creating champions of the natural world—the lycanthropy presented in the rules of third edition was a curse, a supernatural force that could turn the noblest soul into a cruel murderer with the power to create more murderers. The curse that set the Purge in motion was a real, concrete supernatural threat that would have collapsed human civilization into primal murderous savagery. This is why it’s logical to think that this curse was created by the daelkyr or an Overlord: because it’s a weapon perfectly designed to tear apart a civilization from within and without.

So at its core, the Purge WAS a Holy Glorious Shenanigan. People ask why the Church didn’t put more effort into curing the victims, why it was so ruthless. To me, this fails to grasp the brutality of the situation. In my mind, we are talking about a horrific, terrifying struggle. Lycanthropes are powerful and deadly, and one-to-one the Templars were badly outmatched. Take the movie Aliens and set it in a redwood forest: that’s how I see the early days of the Purge. Add to this the idea that any village you find could be riddled with wererats scheming to poison you or turn you against innocents… or the entire village could BE innocent, and YOU DON’T KNOW. There could have been periods of peace, but when a surge occurred it would be sheer apocalyptic horror. In this phase, the templars weren’t cruel inquisitors. They weren’t in the position of power. They were heroes laying down their lives to protect the innocent people of Aundair.

After years of conflict, the tide finally turned. The power of the curse was broken. Suddenly the numbers of lycanthropes began to dwindle as they were defeated. But as noted in my timeline, this had happened before; no one knew that this time the threat was truly over. Now that the outright war had been won, the focus shifted to rooting out the survivors… those lycanthropes still hidden among the population. THIS is where we shift to the cruel inquisition and the paranoid witch hunt, taking the story we’ve seen play out many times in our history. But it’s important to remember that you’re dealing with a population that had suffered through a generation of blood-soaked terror, people who’d had lost countless loved ones to murderous lycanthropes. And remember that WE have the benefit of a rulebook that tells us with absolute authority how lycanthropy works, how it can be cured, that a good lycanthrope only creates other good lycanthropes. They had none of these things: what they had were countless conspiracy theories and superstitions born of terror and rage. And this was the foundation of the Pure Flame: a sect who saw the Silver Flame as a weapon, a tool not simply to protect the innocent but to punish the enemy, a force that had saved them from annihilation and could now make the forces that caused such terror pay for it.

So if anything, the Purge is a reflection of the moral complexity of the setting. It’s an event that can’t be painted as entirely good or purely evil. It was a conflict fought for the noblest of reasons that may have saved human civilization; and it was a ruthless persecution that resulted in the deaths of thousands of innocents and set an ember of hatred and suspicion between shifters and the church that still burns today. It is a stain upon the Church of the Silver Flame because of the innocents who died; but it’s also a symbol of selfless courage, of templars placing themselves in harms way to protect hundreds of thousands of innocent lives.

That’s all for now… happy Halloween!

Dragonmarks: The City of Silver and Bone

The fourth edition of Dungeons & Dragons introduced the concept of the Feyspires: cities that drift between the Faerie Court of Thelanis and the material world. Legends say that the giants of Xen’drik pillaged one of these mystical cities, stealing its treasures and taking its people as slaves. According to these tales, the elves of Eberron are descended from these fallen fey. And it’s said that the ruins of the citadel remain somewhere in the wilds of Xen’drik. But these events occurred many tens of thousands of years ago, and the elves themselves know nothing about their distant ancestors. All that we know is the name of the fallen feyspire: Shae Tirias Tolai, the City of Silver and Bone.

So: the ruins of an ancient mystical city are lost in Xen’drik. But what will explorers find if they discover this shattered feyspire? What WAS the City of Silver and Bone? As with anything in Eberron, the answer is ultimately up to you. But here’s one possibility… an option that sheds new light on a few of the mysteries of the elves.

Study the lore of ancient cultures, and you’ll find a recurring story of a city that stands on the edge of life and death. A shade is drawn to Dolurrh, but along the way it passes through a wondrous city of silver and bone, a city with tapestries of fine glamerweave and bone fountains filled with blood. The librarians of this final city record the tales of the ghosts, a last record before their memories are lost in Dolurrh. The artists work with creative shades, offering a last chance to complete unfinished works. And then there are the necromancers who make darker bargains, offering a chance to return to the world of the living… but at a terrible cost.

This was Shae Tirias Tolai: the city at the crossroads, the repository of final thoughts and the last chance for the fallen to find a way back to the world. And its existence answers a number of questions that have lingered for some time.

  • The Qabalrin. It’s said that the Qabalrin were an elven nation of mighty necromancers who were feared by the giants, and who pioneered many techniques of necromancy. Stories say that there are ancient Qablarin vampires hidden in deep crypts, mighty undead that have been slumbering for tens of thousands of years. But the question has always remained: where did these elves come from? How did they learn these grand secrets of necromancy, this magic that rivaled the giants? If the tales are true, the first Qabalrin were fugitive citizens of Shae Tirias Tolai, survivors who used their necromantic knowledge to found a new realm in the mortal world.
  • Elven Necromancy. Likewise, the distant tie to Tirias Tolai explains the elven penchant for necromancy, both positive and negative. The Aereni and the line of Vol know nothing about their ancient ancestors, but memories still linger in their blood… and this may explain how the elves came to form two of the most remarkable necromantic traditions in Eberron.

But… it’s said that the giants feared the Qabalrin. How could that be, if they defeated Shae Tirias Tolai? Well, the story is that the titans of old took Shae Tirias Tolai by surprise, using treachery and careful preparation to catch the people of this city unaware. Beyond that, the inhabitants of the City of Silver and Bone weren’t warlike by nature. They dealt peacefully with the shades; they never expected an attack and weren’t prepared for battle. The Qabalrin, on the other hand, turned all their knowledge and power into weapons. They also rooted themselves in the mortal world. The original inhabitants of the City of Silver and Bone WEREN’T arch-liches or vampires; they simply knew the secrets of creating such things. In destroying the Silver City, the giants forced the survivors down a dark path.

So what lies in the ruins of the City of Silver and Bone? The first thing to bear in mind is that it is at its heart an imaginary city. It is literally ripped out of a faerie tale, and its structures and elements don’t have to conform to any sort of natural logic. It was always a gothic citadel that blended beauty and luxury with morbid reminders of death. Its people have been taken and it has been bound to the material world, but in a strange sense the city itself is still alive. Its story has simply evolved to encompass its downfall. Envision every story of a haunted castle or mansion and project it here. It is a city that was built using bones as its base—bones of dragons, giants, and all manner of lesser creature. Bone blends with marble and silver, with pools of fresh blood (which by all logic should have coagulated tens of thousands of years ago). Imagine a place of gothic beauty, and now add the aftermath of a terrible battle. Glamerweave tapestries display the tales of forgotten heroes, but the cloth is torn and tattered. The sounds of battle can still be heard as echoes. The spirit of every giant that fell in that ancient battle remain bound here, along with the angry shades of doomed eladrin and other innocent shades who were trapped in transition. Explorers may be overwhelmed by visions of that terrible final conflict, or assaulted by spirits who seek vengeance or a final release. An important point is that these spirits don’t have consecutive memory: for the most part, they are still trapped in the moment of their demise, still fighting their final battles and yearning for revenge on a nation that’s now dust.

Within this concept, it’s up to the DM to decide what wonders remain. Perhaps the library remains intact, holding the secrets of thousands of ancient champions (including dragons, giants, orcs, eladrin, and many others). Maybe there’s a vault of demiliches of dozens of different species, dragon-skulls who still remember the battles against the Overlords. The mightiest artifacts would have been taken by the giants, but there could be many lesser treasures that were beneath their notice… or deep vaults (such as that ossuary of demiliches) where even the giants feared to tread. Ultimately, it’s still important to bear in mind that it’s NOT simply the ruins of a mortal city; explorers are stepping into the story of a haunted ruin, clinging to its tragic loss. Another question to consider is whether the archfey of the city still remains, and if so in what form.

Strangely, this could be another way to explore the Raven Queen in Eberron. Perhaps the ruins of Shae Tirias Tolai still linger between Eberron, Thelanis, and Dolurrh. The Raven Queen is the archfey of the city that stands between life and death. The Shadar-Kai are all that remain of her beautiful children, and the memories she captures are what preserve her existence. If you take this route, the ruins would be revealed to be a gateway to Dolurrh. The question is whether the Raven Queen has accepted her fate and embraced her new story… or whether the player characters could undo the damage that has been done and somehow restore the City of Silver and Bone, allowing it to serve once again as a friendly waystation on the journey into oblivion.

Story Hooks

People exploring Xen’drik could simply stumble onto the ruins of Shae Tirias Tolai. The Curse of the Traveler makes the geography of Xen’drik unreliable; explorerers could discover the ruins once and never find their way back to the shattered city. But they could also be drawn to the haunted city. Consider the following ideas.

  • The party discovers a trinket from Shae Tirias Tolai. It could be carried by an enemy, found in a villain’s hoard, or simply discovered in a flea market or the trash heaps of Sharn. The trinket yearns to be returned to the City of Silver and Bone, and whoever holds it will have visions of the ancient city and its final battle. The trinket serves as a compass, and the party that carries it can ignore the Traveler’s Curse. Will they follow where it leads? A table of possible trinkets is included at the end of this article.
  • The Order of the Emerald Claw is searching for Shae Tirias Tolai. There are secrets in the City of Silver and Bone that are critical to the plans of the Queen of the Dead. Perhaps she can raise an army of lingering giant ghosts and bind them to her will. Possibly a crumbling dragon demilich knows the secret of restoring her lost mark. Whatever power she seeks, the PCs must find a way to reach Tirias Tolai before the Queen of the Dead… or if they arrive too late, to turn the lingering ghosts of the city against the Emerald Claw.
  • When a previously unknown undead force (Acererak? A Qablarin arch-vampire? A sinister being directly channeling the power of Mabar and Dolurrh?) threatens the world, the key to understanding this villain may lie in Shae Tirias Tolai. It could be held in a crumbling scroll in the library, found on a tattered tapestry, or contained in the cracked skull of an ancient demilich.
  • Someone who has been raised from the dead finds that they hear whispers, and are haunted by nightmares when they sleep or trance. Even though they have returned from death, a piece of their spirit has been trapped in Shae Tirias Tolai… and unless it can be released, their soul will eventually be torn from their body and pulled down into the haunted city. Play this a horror movie: the player character returned from the dead, but they came back incomplete and that hole in their soul is growing; if they can’t find the city they see in their visions, they will either die again or become some sort of undead monster.
  • Consider a variation of the Eye of Vecna. The giants couldn’t destroy the archfey of Shae Tirias Tolai, but they took pieces of the archfey and scattered them across the world. Each of these pieces grants great power, but the pieces yearn to be reunited and to return to the fallen feyspire. The spirit may not be evil in the traditional sense, but all mortals are as dust to it, and all that it cares about is its restoration and the restoration of its citadel. One possibility is that the sentience of the archfey doesn’t communicate directly with those who bear the pieces… but that they all know that ultimate power awaits in the haunted city.

These are just a few ideas. The point is that the City of Silver and Bone can serve many roles. It could be a haunted dungeon that adventurers stumble into once while exploring Xen’drik. It could the the ultimate capstone in the plans of the Emerald Claw. Or it could be a mystery that develops over time, a slow burn tied to the visions of a resurrected hero or the whispers of a powerful artifact.

Here’s a few ideas for trinkets tied to Shae Tirias Tolai. Even if the adventurers never go to the City of Silver and Bone, one of these trinkets could add interesting color to a story.

If you have questions or ideas tied to the City of Silver and Bone, share them below! Thanks as always to my Patreon supporters, who keep this website going. I’ll be at DragonCon, and I’ll post my schedule tomorrow!