Dread Metrol: Into The Mists

The wolves of Karrnath howl at our gates. The vile necromancers of the north have brought their armies of the dead. But we are Cyrans. We do not give in to fear. What our dreams imagine, our hands create, and we have dreamt a dream of victory. It will take all that we have to give—even our very bones, so that the Karrns cannot turn our dead against us. But I know the Cyran heart, and I know that we will prevail. If you’re willing to wield a sword, report to the Vermishard of War; otherwise, report to the Vadalis Kennels for processing.

—Queen Dannel ir’Wynarn

In 994 YK, the Mourning swept across the nation of Cyre. The glorious capital of Metrol was one of the first cities to fall to the Mourning. But what if Metrol wasn’t destroyed in the Mourning? What if the city was lost in the mists, cut off from the rest of Eberron ever since that day? What if it has been under siege by what seem to be endless undead forces? How would Metrol survive? What would Queen Dannel do in pursuit of victory?

These are the questions posed in Dread Metrol: Into The Mists. We describe the book as a crossover with Ravenloft, and if you’ve read Van Richten’s Guide to Ravenloft you’ll recognize the core ideas of the Domain of Dread and the dark lord Dannel. But you don’t need to know anything about Ravenloft to explore Dread Metrol. All you need to know is that it’s a city that’s fallen through the cracks of reality and now is trapped in an endless siege. It’s a vision of Eberron where House Vadalis has weaponized wererats and where Cannith corpse collectors comb the city looking for spare parts. You can use it as a deadly detour for existing characters, adventurers who are torn from their regular world; or you can use it as the foundation for a new campaign, creating characters who could only emerge from this dark crucible.

Dread Metrol is a 110-page PDF that comes with a 10 high-resolution maps. The first half of the book is a deep dive into the city of Metrol, discussing the layout of the city and the forces that wield power within it. This also contains a section discussing adventurers from Metrol, whether as part of a Metrol campaign or as an unusual background for unusual characters. Do you want to play a Reborn halfling stitched together and animated by Jorasco chirugeons? Metrol is the place for it! It also contains the Mastermaker, an artificer archetype that replaces their own flesh with wood and steel. The second half of the PDF is “The Mourning After,” an adventure by Andrew Bishkinskyi set in Dread Metrol that can take characters from 1st to 4th level; the hooks provided can pull characters to Metrol, or the adventure can be used as the beginning of a campaign set in the city. In addition to all of this, Dread Metrol comes with a separate, 32-page player-friendly PDF that provides general information about Metrol without spoiling the deepest, darkest secrets!

The short form is that if Dread Metrol brings the themes of Ravenloft to Eberron and can serve as a bridge between the settings. But if you know nothing about Ravenloft, you can still explore the horrors of war in Metrol. And if you’re planning a Last War campaign, the sourcebook provides a snapshot of a city that now only exists as a ruin and a queen lost to the Mourning.

Dread Metrol: Into The Mists is a platinum seller on the DM’s Guild. Check it out now!

DREAD METROL Q&A

Previously you’ve suggested that Barovia could be a pre-Galifar Karrnath domain, and Strahd could be an ancient Karrnathi warlord. But the section on Mabar in Exploring Eberron suggests that the Hinterland consumes fragments within years or decades; how do you reconcile this with a pre-Galifar fragment that would be over a thousand years old?

The short answer is that while both can be found in the Hinterlands of Mabar, there’s crucial differences between a typical planar fragment and a domain of dread. The fragments are essentially being digested by Mabar, after which they become part of the plane. But a domain of dread isn’t just being digested; it is specifically designed to imprison and torment a darklord. The question is why. The most logical answer is that it is is how new Dark Powers are created—that somehow a darklord can evolve to become one of the Dark Powers. We see an example of this in the Queen of All Tears; for some time, she might have been a darklord imprisoned in a Hinterlands domain.

So essentially, standard fragments are digested over a period of years, but domains of dread exist for as long as it takes to complete the journey of the darklord, whether they ascend to the ranks of the Dark Power or somehow find release.

Dread Metrol says that Queen Dannel was crowned in 943 YK and was 17 years old at that time. So she’s 73 years old?

That’s correct! those dates and her age were established in Five Nations and Forge of War. If that seems surprisingly old, keep in mind that (as seen on the cover) Dannel has made construct improvements to herself; beyond that, she may well receive experimental Jorasco treatments that limit the effects of aging.

How would you integrate the haunted lightning rail—Cyre 1313—from Van Richten’s Guide with Dread Metrol?

The two are different domains, and part of the theme of Dread Metrol is its absolute isolation. So by default, I wouldn’t integrate the two. However, there is a lightning rail station in Metrol; if I was running a Dread Metrol campaign and was ready to change things up, I might have Cyre 1313 pull into the station. I would expect there to be a flood of people trying to get to the train; how will the adventurers get to the front of that line, and what intrigues might carry onto the train when it leaves?

Falkovnia in Van Richten’s Guide is a “Domain Besieged by the Dead.” Is Dread Metrol basically the same thing?

There are certainly similarities between the two domains; both explore the horrors of war and an extended undead siege. The primary differences are the intensity of the siege and the application of arcane science—both as employed by the attacking forces and the people of Metrol. In Falkovnia, criminals are impaled; in Metrol, they’re taken to the Vadalis Kennels or given to Cannith as spare parts. In Falkovnia, new zombies show up on the night of the new moon. In Metrol, new forces emerge from the mists each night, and they may bring mystical siege weapons and arcane bombardment. You can wander the ruined countryside in Falkovnia; in Metrol, the city is the domain, and all that lies beyond the walls are blasted battlefields.

So the two domains explore a number of overlapping fiends—but aside from the possibility of fighting some zombies, an adventure in Metrol will be quite different from one in Falkovnia.

Will this be available in print?

Not at the moment. We’re looking into this, but there are certain restrictions—and also, print on demand costs have increased dramatically.

That’s all for now! You can find Dread Metrol: Into The Mists on the DM’s Guild.

Dragonmarks 5/02/16: Ravenloft and Cyre

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

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

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

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

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

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

Could Cyre be tied to Ravenloft?

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

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

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

What are the Dark Powers? 

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

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

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

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

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

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

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

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

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

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