Eberron: Rising From The Last War says that in the Eldeen Reaches, “communities include awakened animals and plants as members.” This raises a number of unanswered questions. Are these awakened beings considered to be citizens under the Code of Galifar? How common are awakened animals in the Reaches? Have they ever been hunted like normal animals? As always, keep in mind that what follows is what I do in my campaign based on my interpretation of the awaken spell—your mileage may vary.
The act of awakening an animal or plant isn’t about evolution. The caster doesn’t create a new species of sentient animal with a single spell. Instead, awaken shapes a sentience from the collective anima of the world and fuses that with the subject, creating a unique intelligent entity; it’s not unlike summon beast, but the spirit is infused into an existing body instead of having a conjured physical form. The awakened creature can access the memories of their life before awakening, but they are a new and unique entity. Critically, if a druid awakens two rabbits, their offspring aren’t sentient. So there aren’t vast lineages of awakened animals out in the world. Every awakened animal has a direct connection to a powerful spellcaster. Druids and bards who can cast awaken are rare, and the spell also has a significant casting cost; it’s not something that is ever done trivially.
So awakened animals and plants are found in Eldeen communities. But any time you encounter one, it’s worth asking who awakened this animal and why? Here’s a few answers.
- Oalian’s Voice. The Wardens of the Wood maintain a network of awakened birds and other animals who act as scouts and messengers. Many of these creatures have been awakened by Oalian themself, and roost in the branches of the Great Druid when they return to Greenheart. Given how few Eldeen communities have Sivis message stations, these beasts play an important role in connecting communities. They’re far more than animal messengers; while they carry important messages between sect leaders, they also share stories and news with the general community, and many are celebrated entertainers. Beyond this, part of their work is to gather information; in may ways, the Voice is the Eldeen answer to the Korranberg Chronicle. So adventurers could very well find themselves being interviewed by a raven, who then spreads word of their deed across the Reaches!
- Guiding Trees. Every Eldeen community has a druidic advisor. Many also have a guiding tree—a tree awakened by one of the leaders of the sect the community has aligned with. As traditionally awakened trees, these are generally young trees that are capable of movement and which walked to the community, but once in their new home they generally take root and prefer not to move without reason. These trees typically act as spiritual advisors; your town druid may be busy, but the guiding tree is always there when you need advice.
- Bloodhounds. The Wardens of the Wood seek to maintain order across the Reaches, and this includes helping local councils investigate and deal with crime. The Wardens have long had a corps of awakened canines—mostly wolves in the Wood, but over the last forty years this have expanded to include other hounds. Bloodhounds (a term used regardless of breed) generally work with a humanoid Warden, whether traveling or residing in a community, but occasionally a Bloodhound—or even a team of Bloodhounds—can be found working independently.
- The Faithful. Many powerful druids awaken a few animals to serve as companions and confidantes. Over time, these animals can become valued agents of the sect, being charged with important duties or acting as a representative of their companion druid. Should they outlive their companion, the faithful beasts typically continue to work with the sect. So you can find a Moonspeaker tribe where a great bear—once the companion of a legendary druid—is still respected as one of the elders of the tribe, or meet a wolf who’s come to Varna to speak on behalf of Faena Graymorn.
- The Totem. Especially in the deep Wood, some communities identify with a particular beast or plant, and have an awakened creature of that type who serves as a combination of mascot and advisor. While some such creatures have nothing to offer but mundane wisdom and inspiration, some totems possess greater primal gifts and serve as oracles and spirit guides.
- The Retired. It’s always possible to encounter an awakened creature that served in one of these roles until it chose to retire. This could be for any of the reasons a human chooses to retire. Perhaps they were injured. Perhaps they got too old for this %&$. Perhaps they just realized they wanted to do something else with their lives; awakened animals aren’t slaves, and while most are happy to work with their sects, it’s always a choice. So when you go to an Eldeen tavern, you might meet a crow who used to work for Oalian’s Voice, but who currently just does stand-up three nights a week and enjoys local gossip, or a former Bloodhound who lost her sense of smell and now works as a bouncer.
- The Returned. While they aren’t technically awakened animals, some druids are able to transfer their spirits into an animal form after death… essentially, a variation of reincarnate that transfers the soul into a beast instead of a humanoid form. The Returned retain their memories and skills from humanoid life. Most only possess a fraction of their druidic abilities, if any—but a few have managed to regain their powers. Many Returned continue to serve their sects, but others prefer to spend their days in the wilds or to retire and pursue a hobby they never had time for in life.
- The Fey. While most druids won’t create awakened animals without a reason, Greensingers are the sect most likely to awaken animals just to bring more magic into the world (although the 1,000 gp component cost keeps them from doing this TOO often). So while most Awakened creatures have a clear connection to a druid or a community, when you’re near the Twilight Demesne you may meet a talkative magpie or a shrub with a story to tell. While this uses the awaken spell, the subjects of this Greensinger technique are considered to be fey as well as beasts or plants.
Are awakened animals considered citizens under the Code of Galifar?
If they’re citizens of the Eldeen Reaches, definitely. In my campaign, becoming a citizen of the Reaches involves swearing an oath of allegiance to a druidic representative—I don’t have time to develop all of the details, but it’s largely saying that you swear to abide by the laws of your community and the Great Druid, and that you will protect the Reaches and its people in times of trouble. The key point here is that in the Reaches, awakened animals are treated like any other sentient creature. While they’re often found performing specific jobs, again, they aren’t slaves and they can quit any time they want. They’re fellow citizens of the Reaches, and if you commit a crime against one, it’s no different than committing a crime against any humanoid. If you kick a dog in a Reacher villager, he could go to the council and accuse you of assault, and if you shoot Bambi the awakened deer, it’s murder… though it’s worth asking why did someone awaken a deer? It definitely could happen in Greensinger territory, but an awakened deer would be very unusual elsewhere. Now, the trick is that while an awakened dog may be a citizen of the Reaches and thus entitled to the protection of the law in Sharn, you’ll have to convince the Sharn Watch of that, which may take some doing. On the other hand, there’s a giant owl on the Sharn Council, so who can say!
As a side note, while we often talk about Oalian as being an awakened tree, the rituals and power invested in the Eldeen Ada were more significant than the basic awaken spell. One aspect of this is that standard awakened plants can move around. In my campaign, Oalian is stationary and infused with primal power; they’re more than just a smart tree.
What sort of materials do the people of the Eldeen Reaches use for armor and weapons?
The people of the fields haven’t abandoned the use of metal. With the exception of some extremist Ashbound, there’s no inherent taboo against metalworking; metal comes from the soil, after all. The Wardens of the Wood seek balance between the wild and civilization, not to eradication industry entirely. The goal is to reduce the environmental impact of industry; scope may be reduced, and primal magic may be employed in place of destructive mundane techniques. Primal magic can help locate objects, shape or mold earth and stone, and when it comes to smithing, anyone who’s fought a druid knows that primal magic can be used to heat metal. The Reaches aren’t primitive; they are a primal civilization, and the key is to consider what tools primal magic can offer.
So the Eldeen Reaches are reshaping the industries of the east, but they haven’t abandoned them. The people of the fields still refine and work with metal, producing similar weapons and armor to those their Aundairian ancestors created. On the other hand, the people of the Wood have long had access to interesting materials aside from metal, and have primal techniques for shaping and strengthening wood, hide, stone, and bone to make it the equal of metal (if not superior to it, as with bronzewood and darkleaf presented in the ECS). So here’s a few options to consider…
- Wood and leaves, potentially drawn from plants that don’t exist in our world or strengthened by manifest zones, primal techniques, or, well, Avassh.
- Hide and leather, especially the hides of horrid animals (in the ECS, the horrid template increases a creature’s natural armor class by +5!)
- Bones, claws, or teeth. These can be drawn from creatures that don’t exist in our world—such as horrid animals—and strengthened using forms of magic fang and similar rituals. While this may not always be the most efficient choice, in some cases it may be used because of totemic significance.
- Stone, shaped and strengthened using primal techniques.
So an Ashbound champion might wear armor fashioned from the hide of a horrid bear and wield a two-handed macuahuitl embedded with its teeth… but due to the techniques of the Ashbound artisans, these things would be the equivalent of a breastplate and greatsword.
That’s all for now! Thanks again to my Patreon supporters for making these articles possible. I won’t be answering further questions on this topic, but please discuss your own ideas and how you’ve used awakened animals in your campaigns!
There’s no shortage of questions concerning the Eldeen Reaches, and I decided to answer a few more.
Does the Eldeen Reaches have a government and ministers? Is anything like the Code of Galifar enforced? Do the shifters in the Deep Wood acknowledge this? What’s the relationship between the Eldeen Reaches and other nations?
For the past forty years, the Eldeen Reaches have officially been under the protection and guidance of Oalian, the Great Druid of the Wardens of the Wood. Long dominant in the forest, the Wardens have spread out into the plains to ensure order throughout the region. Each village has a druid counselor who provides magical assistance and spiritual guidance, and who advises the leaders of the community. Councils made up of representatives from each farming family govern each of the communities. Bands of Warden rangers patrol the forest, responding to threats as they arise.
The shifter tribes and druid sects have their own customs, but leaders are usually chosen based on age and spiritual wisdom. Concepts of law are guided by the ways of nature, and justice is usually swift and harsh.
Politically, the folk of the Eldeen Reaches largely ignore the events of the east and are ignored in return. The Wardens of the Wood have made clear to Breland and Aundair that they will defend the nation against any military threat and have no interest in further discussions regarding borders, treaties, or resource rights.Eberron Campaign Setting
These are the basic facts as laid out in the Eberron Campaign Setting. The Reacher communities are self-governing. Druidic advisors help guide the villages, and the Wardens of the Wood act as the connective tissue, “preserving order throughout the region”. Each community sets its own rules, inspired by the sect its aligned with. The Code of Galifar is a good general model; most things considered crimes in Sharn will probably be crimes in Varna. On the other hand, a village that’s embraced the teachings of the Children of Winter may have unusual ideas as to what constitutes a proper trial. The main point is that it’s very much what we’d consider frontier justice, with the Wardens acting as sheriffs and communities largely relying on the hue and cry–on people being ready to come together to help when a crime occurs. Meanwhile, the tribes of the Deep Wood generally respect Oalian and the Wardens, but only a few have chosen to become a full part of the Reacher experiment, and most still maintain the same traditions they’ve followed for centuries, ignoring the world beyond the Wood.
Politically “the folk of the Eldeen Reaches largely ignore the events of the east and are ignored in return.” Sharn: City of Towers specifically notes that the Eldeen Reaches don’t have any sort of consulate in Sharn and Five Nations says that they’ve rebuffed diplomatic contact with Aundair. But never forget that this is an experiment. The Treaty of Thronehold is only two years old; the Reaches are still figuring out what it means to be a nation, and how to play at politics. So at the moment, they don’t do much of it; they “largely ignore the events of the east” and “have no interest in further discussions.” But depending what happens in the days and years ahead the Reachers may realize that they have to forge stronger ties to other nations, and have to get better at the game of diplomacy. If adventurers have ties to the Reaches, they could be instrumental in helping to establish or protect the first Eldeen embassies.
What exactly IS the Towering Wood? What makes it different from any other forest?
The Towering Wood hasn’t been explored in depth in canon. Canon sources say that they are preternaturally fertile and that the forces of magic permeate the wood. We’ve mentioned greatpines and “awe-inspiring” bluewood trees. Reflecting my last post, the Eberron Campaign Setting has this to say…
The deep woods of the Eldeen Reaches remain mostly as uncultivated and pure as they were when the world was young. In the Age of Monsters, when the goblinoids forged an empire across Khorvaire, the Eldeen Reaches were the domain of orcs who sought to live in harmony with the wilderness. The orcs were devastated in the war against the daelkyr. As a result of this terrible conflict, the forest was seeded with aberrations and horrid creatures formed by the sinister shapers of flesh.
In my campaign the Towering Wood is surrounded by a buffer zone—a few miles of woodland where the trees are smaller, where there are certainly predators but where you aren’t as likely to piss off a dryad or encounter horrid wolves. The people of the fields have always hunted game and harvested lumber from this region, and it’s likely grown thinner over the history of Galifar. But the people have always known that there’s a line you don’t cross. Because when you reach the Wood itself… you feel that capital letter. You can feel its age and its power. And you if you blunder into it without knowing your way… Fey. Fiends. Aberrations. Plants twisted by Avassh. Undead. Horrid animals. Feral gnolls. Lycanthropes. Until a decade ago, Sora Maenya. If you just randomly chop down a tree, you might be cutting into Old Algatar, the great interconnected Eldeen Ada who will surely lay a terrible curse upon you or send a treant to crush you. And set aside all of these supernatural threats: if you just brought in a team to start cutting down bluewoods, you’d have to deal both with the Ashbound and the Wardens of the Wood; one of the prime directives of the Wardens is to protect the Wood from the outside world. It’s entirely possible Cannith has tried harvesting in the Towering Wood in the past; it’s just never ended well.
With that said, people live in the Towering Wood. The key is that you have to understand the threats, to be able to recognize warning signs, to know the locations of manifest zones and the safe paths maintained by the Wardens of the Wood. Looking to the present day, the Eldeen farmland communities work with their druidic advisors to harvest lumber from the edge of the Towering Wood, both ensuring that their actions are sustainable and that the lumberjacks don’t blunder into a dryad’s grove or one of Avassh’s bone orchards. Anyone can hunt and harvest from the Towering Wood… it just requires care and understanding.
But is the Wood actually like? For a start, it holds trees that don’t exist in our world. Greatpines are similar to the pine trees we know, but have thicker trunks and can reach heights of over 250 feet. The awe-inspiring bluewoods are more massive than our redwoods. But as you go deeper, you can encounter something different. This is a point where I break with canon—keeping the same general idea, but shifting it slightly. The ECS describes a specific region called The Guardian Trees, where the trees “dwarf the greatest redwoods”—but this is a very specific region that only spans about 30 miles. In my campaign, I take a different approach. First, I use the term guardian tree to refer to the Eldeen Ada. Second, in my Towering Woods those immense trees aren’t limited to a tiny region; they are spread across the forest. I call them titans—primordial trees that dwarf anything in our world, potentially thousands of feet in height. These titans are infused with primal energy—there’s the possibility they are literally the first trees, so they are sustained beyond what should be possible for any mundane fauna. The article I linked is tied to my Phoenix: Dawn Command setting, in which the titans have all fallen. In the Towering Wood I’d say most of the titans are still standing, but that there are a few that have fallen. This allows for the possibility of stumptowns (as pictured above, communities in the stumps of titans) or for communities or dungeons carved into the densewood trunks of fallen titans. Unlike the ECS, I spread these throughout the wood, but they are still rare; there’s a few dozen of them in total across the entire Wood. But each one is a truly remarkable landmark, and a wellspring of primal power. Traditional magic doesn’t work on a titan, so you can’t just animate one of them. Some people believe that the titans are awakened but are simply too vast to perceive humanoids; others believe that they hold the spirits of all the druids who’ve died in the region. Either could be true. To date Avassh hasn’t corrupted a living titan… but it could certainly have infested the trunk of a fallen one.
A final important point is that the map as it stands doesn’t show any rivers or bodies of water in the Towering Wood. This is solely because the maps have low resolution. Rivers and streams flow down from the mountains and through the wood, and there are pools tied to Lamannian and Thelanian manifest zones. There’s nothing on the scale of Lake Galifar or Silver Lake, but there are certainly immense ponds and streams that can prove challenging to cross.
What do the communities of the people in the Towering Wood look like?
The people of the woods hid from the eyes of Galifar, and most prefer the solitude of the Towering Wood to the bustle of the Five Nations. Shifters and centaurs sometimes live in their own isolated tribes, but the forest folk prefer to live in small mixed communities—human, elf, and shifter living side by side. They follow the faith of one of the druid sects, but only the most exceptional… join the patrols that guard woods and plains alike.Player’s Guide to Eberron
There are many subcultures within the Towering Wood. Each of the druidic sects has its own tradition, and there are also sects that we haven’t discussed. The shifter Moonspeakers are a very significant faction that’s received little attention, primarily because they don’t interact much with the world beyond the Wood; there’s also a unique centaur tradition (though centaurs are also found among the Wardens, Greensingers, and other sects).
So first of all, you have the basic division of nomadic versus stationary communities. Within those categories, you see considerable variation reflecting the traditions of each sect and tribe. A detailed breakdown is beyond the scope of this article, but looking to the settled communities, some primarily create structures using tanned hides—essentially, tent cities, often extending up into the trees with hides stretched between strong boughs. Some build wooden platforms in the trees, while others—”root dwellers”—prefer sod walls and burrows going into the earth. In part, this depends on the weather and the nature of local threats, whether people need to take to the trees or if they feel secure on the ground. As noted below, people definitely take advantage of the resources the Wood presents; where you have a fallen titan (the tree, not the monster), people will build homes into the stump or the trunk. Beyond Greenheart, one of the largest communities in the Wood is just known as the Crossroads; this is a stumptown that lies along the migratory paths of a number of different nomadic tribes, which serves as central marketplace where people from different communities and sects exchange goods and services.
For the most part, however, the communities of the Wood are quite small. The Woodfolk don’t practice industrialized agriculture, so a community needs to be careful not to extend past the limits of local resources, and will split when it grows too far.
There’s a few things to keep in mind when dealing with the people of the Wood. Only the most gifted among them are full-fledged druids or rangers—just as few priests in the Five Nations are actual clerics, and few of the students in Arcanix are actually wizards. However, many possess some connection to primal power. This may be reflected by the abilities of a Gleaner, the primal equivalent to a magewright or adept. Gleaners can cast cantrips and perform spells as rituals, and as always their may have abilities beyond the standard spells; Deep Wood light-weavers create long-lasting light sources using a form of faerie fire. Gleaners also work with beasts in many ways, mirroring the ideas suggested for dinosaurs in this Talenta article; beasts serve as messengers, scouts, guards, beasts of burden, mounts, small-scale livestock, and more. Other Reachers master primal gifts that aren’t spells, and could possess gifts that mirror specific class abilities. Quite a few Deep Wood shifters master a limited form of wild shape allowing them to assume the form of a particular beast a few times a day (something that’s sure to send any follower of the Pure Flame crying “Werewolf!!!!”); even some non-shifters master this gift. A hunter might have a ranger’s Favored Foe feature, even if they don’t cast spells. Essentially, the full powers of a druid are remarkable—but primal magic and primal gifts are part of daily life in the Deep Woods. It’s also worth noting that on the whole, the people of the Deep Woods are highly competent, because they have to be. There’s a reason the Children of Winter lament how eastern civilization coddles the weak but have no such complaints about the people of the Wood, and a reason why the population of the Wood is far lower than that of the fields. The Towering Woods are dangerous. Survival is hard, and everyone is expected to contribute to their community. Ranger or not, every denizen of the Deep Wood has to be prepared to fight for survival. The tools may vary—some prefer a bow, some their own teeth, some a thorrn whip—but the Woodfolk are tough as ironwood, because they have to be.
Within a typical Woods community, everyone has tasks assigned to help the community, based on the skills they possess. The gleaners and actual druids of the community provide spiritual guidance, an expansion of the druidic advisors seen in the fields. Having said that, there ARE communities that are entirely comprised of initiates and hunters. Looking to the Wardens of the Wood, what you’ll see most are patrols, which function much like Valenar warbands: self-sufficient units capable of living off the land, which follow established paths between the major communities—helping travelers, containing new threats that have emerged, and maintaining ties between communities. You can also find circles, which function much like monasteries in the outside world; groups of gleaners and actual druids maintaining sacred sites and performing rituals, often for the benefit of nearby communities; for example, a circle may perform rituals which repel or calm horrid beasts in a wide area, or that hold back the influence of Avassh.
When creating a Deep Woods community, here’s a few things to consider.
- What sect are they associated with? Who’s their spiritual leader?
- What species are part of the community?
- Why have they chosen this location? Is there a manifest zone here, or an especially useful resource? In either case, how have they harnessed this?
- Do they work with a specific sort of beast?
- What are the most significant local threats? Does the community have a particular way of dealing with them?
If the Eldeen Reaches is so decentralized and lacks industry, how can it possibly challenge Aundair or any of the Five Nations?
There’s two key elements here. The first is the spirit and determination of the Reachers. It is unlikely that they could invade Aundair or Breland, but they have sworn to be independent and are willing to fight to the bitter end to maintain that independence. This ties to the point that the Wardens excel at small-unit guerilla tactics. Essentially, it’s a statement of you can try to invade us, but be warned that we will never surrender, that you will pay a price each and every day.
The second point is more enigmatic. While Thrane bends them a bit, in general the Five Nations play by the same set of rules. Go back a century and all their generals were trained at Rekkenmark. Their nations are grounded on arcane science and the services of the Dragonsmarked Houses. They know what to expect from one another. But the Eldeen Reaches don’t play by those rules. They’re a wide primal society, wielding a power that’s never been fully tested in this way. The Five Nations don’t know what the Reachers are capable of—and beyond that, the REACHERS don’t know what they’re capable of. The spells player characters wield provide us with a foundation, but Exploring Eberron already addresses arcane artillery and war rituals—the idea that the powers of a player character are oriented around swift squad combat. Given time, given tools, given a full circle of druids allied around the Great Druid themself—the Reachers wield the pure power of nature. They shattered the castles of tyrant lords with earthquakes and scattered armies with hurricanes. They terrified enemies with swarms of stinging insects and devastated them with plagues (“Those who survive will be stronger for it,” the Children of Winter say). The most infamous engagement was the battle for Varna, in which Lake Galifar itself rose up to fight for the Wardens. At least, that’s what the stories say. They’re surely exaggerated; but the point is that the druids were able to raise an elemental of unprecedented size and power that devastated Aundairian ships and sent their forces into disarray.
Even the Warden soldiers who were at the siege don’t know what was involved in raising Lake Galifar or if it could be done again. And that’s the point: the full capabilities of the Reaches are a mystery. Their army is a fraction of the size of any of the Five Nations. Their industrial capacity is far smaller. But no one—not even the Reachers themselves—knows what they are capable of. You can be sure that there’s teams in the Arcane Congress specifically devoted to analyzing and countering the primal capabilities of the Wardens. But for now, those mysterious powers are sufficient to give any nation pause.
Are there Treants in the Towering Wood?
Absolutely… both natural treants, fey treants, and the dreaded gaa’avash. In my campaign, the treants of the Towering Wood are the children of the Eldeen Ada. Each has its own distinct personality, but each treant is spiritually linked to one of the guardian trees and follows its direction. So Oalian doesn’t leave the Greenheart, but their child Gywahar was part of the Warden forces during the Secession and many of the enemy assumed the treant was Oalian themself. Meanwhile, fey treants are found in Thelanian manifest zones and essentially a variation of dryads—a different sort of tree story.
Avassh has great influence in the Towering Wood. Elsewhere there have been suggestions that the Barrens are barren because of some sort of massive defoliation effort enacted by the Dhakaani. Why wouldn’t the Towering Wood have suffered the same fate?
There’s no certain answer to this question in the present day; you’d need to consult ancient Dhakaani or the long-dead orcs of the Towering Wood. But there’s two obvious answers. The first is that Dhakaani lived in the region that’s now the Barrens, while they never lived in the Towering Wood. They had to do something because Avassh was destroying their people… while meanwhile, the orcs of the Towering Woods would never have supported such actions. Beyond this, I’d be inclined to say that whatever cataclysmic method they used likely wouldn’t have worked in the Towering Wood, which is “preternaturally fertile.” The primal power of the region made it a safer haven for Avassh, even if the titans themselves resisted her influence.
That’s all for now! As always, these answers are my opinions and may contradict canon sources. Thanks to my Patreon supporters for asking interesting questions and for making these articles possible; if you’d like to see more frequent articles or to be able to influence future topics, check it out!
One of the things I’ve always liked about the warforged is the idea that as a warforged, your body was designed for a specific purpose. If you’re a sorcerer, it may be because you were designed to be a sorcerer… and what does that even mean? Do you have wands built into your arms? If you’re a warforged barbarian, is your “Rage” a battle mode?
The idea of the envoy warforged (in The Wayfinder’s Guide to Eberron) came from this idea: the concept of a warforged specifically designed for a particular purpose. The primary benefits of this are flexibility. You gain proficiency in a skill, a tool, and a language. But building on that idea of built for a purpose, you can also pick a tool you’re proficient in and have a functioning version of that tool integrated into your body. As a rogue, you can have lockpicks built into your fingers. As a bard, you could have an integrated instrument. In a campaign I’m in, I’ve been playing a warforged druid named Rose. Functionally, she has an integrated herbalism kit. Cosmetically, I describe this as her having plants growing from the root-like tendrils that make up warforged musculature; typically, these are roses, but the idea is that she could grow the plant she needs for a specific situation. Functionally, this doesn’t allow her to do anything she couldn’t do with a standard herbalism kit; it’s just a fun visual idea.
The design intent of this feature was that you had an integrated tool, an object that could normally be held in a hand. We considered limiting it to artisan’s tools specifically, but there’s a lot of tools that are very flavorful—the warforged rogue with built in thieves’ tools, the bard with an instrument, the druid with the herbalism kit—that would be lost in this case. So we just left it as “a tool.” Some people immediately jumped on the fact that the “Tools” list on page 154 of the Player’s Handbook includes Vehicles (Land and Water). So… could you be a warforged with an integrated chariot? How about an integrated wardship? Could you be a warforged transformer?
Again, this was never the intent. I think this is something that most people recognize, and I’m sure any future iteration of the warforged will eliminate the loophole. Among other things, the ability doesn’t grant any ability to transform; it states that the tool is integrated into the body of the warforged and that “You must have your hands free to use the use the integrated tool.” It doesn’t change your size, so as a medium sized creature, what would it even MEAN to have a wagon integrated with your body? As it wasn’t something we ever intended, I didn’t give it any further thought.
UNTIL NOW. One of my regular playtesters and I share a birthday, and therre’s a tradition of playing D&D on that day… specifically, playing a one shot with the most ridiculous characters you can come up with, characters you could never play in a serious game. As I sat down to come up with a ridiculous character, I realized that this was the time to play a warforged transformer.
The immediate question is what it actually means to have an “Integrated Vehicle.” The PHB provides very few details ABOUT vehicles to begin with. How fast can a chariot go? What exactly is the difference between a wagon and a carriage? Beyond that, as defined the Integrated Tool ability doesn’t actually allow for any sort of transformation; it’s simply that the tool is always available to you. So what does it MEAN to have an integrated carriage? Three immediate answers suggest themselves.
- You are a wagon at all times. You have wheels and can provide cover for passengers. However, since you’re still a medium creature, you can only carry tiny passengers.
- You have some sort of extradimensional space. If we imagine a carriage can hold at least four medium creatures, SOMEHOW you fit those medium creatures into your body. Given the vast potential for abuse in a character having a large extradimensional space, it’s not something I’d normally allow into a game, BUT this is a ridiculous session.
- You physically transform into a vehicle… in this case, a Large carriage. Under the circumstances, I’d allow this as a sort of version of wild shape. However, because it’s not supposed to be a big advantage, I’d have the character’s statistics (including hit points and armor class) remain constant. As a carriage you won’t have hands, but you still move using your character’s base speed; you can simply carry other creatures in your body.
For the scenario we’re talking about, I’m leaning towards option three. It’s an action to transform either way. As a vehicle you have to hands and can’t cast spells requiring somatic components. I’m thinking the character can talk as a vehicle (unlike wild shape). And again, the character’s AC, hit points, and movement remain unchanged; it’s COLORFUL, but it shouldn’t be a huge advantage. The one benefit I would likely give is to ignore encumbrance in vehicle form, or at least dramatically increase it. I might limit the character’s movement to their normal speed, but I don’t think the character has to be strong enough to carry the rest of the party; that’s the benefit of being a carriage.
Given that, it means I want a character that’s fast. For the adventure, we’re making fifth level characters; both Monk and Barbarian have increased movement at 5th level, and there’s also the option of a feat. The Mobile feat adds +10 movement speed, so the character could have up to a 50′ move; not bad for a chariot or a carriage. Given that, I’m considering three possibilities.
- Druid. When *I* used to watch Transformers, I always liked the ones that turned into animals. Ravage. Laserbeak. The Dinobots. However, this misses the whole idea of having a warforged with an integrated vehicle, and the official ruling has always been that warforged druids turn into normal animals. So scratch that.
- Monk. A monk have fast movement and increased unarmed damage, which is an easy basis for fighting as a vehicle; if you run into someone, you can make an Unarmed Strike. And if I use the Sun Soul monk, I could have a ranged attack! I immediately thought of a warforged who turns into a tiny lightning rail engine, zooming around and zapping people with lightning from the elemental arc. Using Mobile to get the 50′ movement and being able to ram people and keep moving would certainly be entertaining.
- Barbarian. I’ve always liked the idea that a barbarian’s rage can be reflected as a “battle mode” for a warforged. The fast movement of a barbarian provides a base 40′ movement, or 50′ with Mobile. Unlike the monk, I wouldn’t see the character as fighting in carriage form, but it still works for the idea of a sort of Optimus Prime—a powerful warrior (perhaps with a ridiculously oversized two-handed weapon) who can turn into a carriage between fights and roll out with the party on board.
That’s where I’m at right now. So with that in mind: have any of you ever allowed a warforged envoy to have an integrated vehicle? How did YOU handle it? Which of these ideas do you think I should explore? Post your comments below!
I’ve been both busy with deadlines and physically sick, so I haven’t had much time to post over the last month, but there’s many other things to discuss. Eberron has just had it’s fifteenth anniversary, and to commemorate that, the podcast Manifest Zone did an Anniversary episode with the original 3.5 Eberron design team: Myself, James Wyatt, Chris Perkins, and Bill Slavicsek. Listen to the interview here! And thanks as always to my Patreon supporters!
A druid draws their power from Eberron. All natural life—from the druid, to the wolf, to the tree—is connected, all part of Eberron. The druid can use this connection to assume the form of other natural creatures, to manipulate the weather and other natural phenomena, to influence plants and animals.
With that said, what does it mean to be a druid? To most of the people in Eberron, the word “druid” conjures an image of mysterious sects conducting rituals in the deep wilds, of Ashbound avengers and Wardens of the Wood. Such druidic orders certainly exist, but a critical point is that not all of their members are druids.
In Eberron, the classes used by player characters reflect a remarkable degree of talent and potential. Most priests of the Silver Flame aren’t clerics or paladins. The same holds true with the members of druidic sects. Consider a few tiers of mystical talent.
- Many of those who follow the Eldeen traditions are hunters, farmers, or initiates in the mysteries who have yet to unlock mystical powers. A hunter might be proficient in Survival and Stealth. An Initiate would likely be proficient with Survival and Nature, and perhaps Medicine, Insight, or Persuasion—useful skills for advising a community and helping to resolve disputes. These people are competent and devoted, but they don’t have all the talents of player characters.
- Player characters and champions of a sect may have classes, but they won’t all be druids. Rangers play an important role in all of the Eldeen sects. Barbarians can be found in many of them, and there are Greensinger bards and warlocks. It’s a druidic tradition, but not restricted to druids.
- Other NPCs fall between these two extremes. An initiate might know a few cantrips, spells, or rituals—druidcraft, speak with animals—without having the full scope of a true druid. You might meet an initiate with the Wild Shape ability… but who can only use it to assume a narrow range of shapes (local birds, for example).
So: you can follow one of the druidic traditions without having any levels in the druid class. Conversely, you can have druid as your class without being tied to any of these traditions.
What is the Druidic Language?
What I’m suggesting here is that druids aren’t all bound by common traditions, and that you can take level in the druid character class without sharing any traditional druidic beliefs. But if that’s the case, what’s the Druidic language? How is it that a Talenta maskweaver and a shifter weretouched master—two people with absolutely no cultural overlap—somehow know this secret language unknown to the rest of the world? And furthermore, once it’s that widespread, why don’t MORE people know it? Shouldn’t rangers in the Wardens of the Wood learn to speak Druidic?
There’s two ways to approach this. One is to treat Druidic as a mundane language—exotic, certainly, but as a mundane language that anyone could learn. If I were to do this, I’d definitely make it available to anyone in an Eldeen sect regardless of class. But it still raises the question of why a Qaltiar drow druid in Xen’drik—someone whose culture has never had any contact with Khorvaire—would share a language with both the Talenta Maskweaver and the Warden of the Woods.
A second option is to say that Druidic is a fundamentally magical language. It’s not some sort of secret code: it is literally the language of Eberron. If you embrace this idea, you can extend this to say that the ability to perform druidic magic is integrally tied to knowledge of the Druidic language—that the two are one and the same. Think of Druidic as the source code of the natural world; when you perform a druid spell with verbal components, you are simply speaking in Druidic. Depending on YOUR beliefs, you might see this as petitioning the spirits for aid or you could see it as simply operating the “machinery” of nature. But the idea remains that the Druidic language is the tool used to perform magic. All druids understand it because mastering it is a fundamental part of what it means to be a druid. Even if you’re a hermit who learned your druidic abilities by listening to the wind, when you meet another druid you’ll find you both speak the same language—the language you learned from the wind. The idea here is that while Druidic can be considered to be a language for purposes of spells like comprehend languages—which is to say, magic can reveal its meaning—only someone who can cast spells from the druid spell list can fully learn the language.
With THAT in mind, I’d probably drop Druidic from some of my variant “druid-who’s-not-a-druid” ideas… allowing them to learn another language in its place. And I might allow another character (a Nature cleric casting themselves as a variant druid, a spellcasting ranger or Greensinger bard with spells that can be found on the druid spell list) to learn Druidic. Here again, the point isn’t that they learn it like any other language; it’s that knowledge of the language is an inherent part of their connection to druidic magic.
The broad idea of druids as a servants of nature, tied to ancient traditions and serving as spiritual guides and protectors—can be seen across Khorvaire. It’s most obvious in the Eldeen Reaches, where every major community has a druidic advisor. The Gatekeeper tradition of the Shadow Marches is older still, and Gatekeeper initiates and wardens have been protecting Eberron from unnatural forces for thousands of years. Halfling druids guide the nomadic tribes of the Talenta Plains. The Tairnadal elves worship the spirits of the past, but there are warrior druids among their ranks; the Valenar capital of Taer Valaestas is protecting by a living wall of thorns.
How do these traditions map to 5E? If you’re a Warden of the Woods, should you take the Circle of the Land or Circle of the Moon? Personally, I prefer to avoid concrete restrictions. In particular, Land druids focus on spellcasting while Moon druids enhance their shapeshifting talents. To me, this can easily reflect the aptitude of an individual. Most Wardens of the Wood may be Land druids… but if your WotW shifter Wolf excels at shapeshifting and prefers to be in lupine form, I have no problem with her being a Moon druid and a Warden. In the descriptions below I suggest common classes, but there’s nothing to prevent you from making an uncommon character.
The Wardens of the Wood
Common Classes: Cleric (Nature), Druid (Land), Ranger (Hunter, Beast Master)
The Wardens of the Wood are the largest of the sects of the Eldeen Reaches, with thousands of active members. The primary purpose of the Wardens is to protect the innocent: which includes protecting the people of the region from the dangers of the wild, but simultaneously protecting the innocent creatures of wood and wild from dangers posed by civilization. The Wardens ensure that the dangers of the Towering Wood don’t spill out into the farmlands of the Eldeen Reaches, while also dealing with brigands and poachers. The Wardens work with the farmers of the Reaches, and every Eldeen village has a Warden advisor who helps ensure that the farmers are working with the land instead of harming it, and who seeks to peacefully resolve disputes within their village or with other communities.
The Wardens serve as the militia of the Eldeen Reaches. While they are the largest sect, most of their members are hunters or advisors. Among the druids, the Circle of Land is the most common path; however, druids with a knack for shapeshifting might take the Circle of the Moon, and those who guard the deep woods may follow the Circle of the Shepherd.
As a Warden, one question is why you’ve left your community behind. The Wardens act to protect the wild from the world and vice versa; how are your adventures advancing that goal?
Common Classes: Barbarian (Beast Totem, Berserker, Storm Herald); Druid (Moon, Shepherd)
Where the Wardens of the Wood believe that nature and civilization must be kept in balance, the Ashbound believe that they are at war—and the Ashbound are the champions of nature. Ashbound seek to defend the natural world from the depredations of civilization. In frontier regions, this often involves guerilla strikes against encroaching settlements or making brutal examples of poachers. However, the Ashbound also see arcane magic as a dangerous and corrupting force. Ashbound have made strikes against the holdings of dragonmarked houses and released bound elementals, often causing chaos in the process.
Barbarians are common among the Ashbound. This doesn’t reflect savagery; it’s about drawing on the fury of the natural world, which may manifest through the Storm Herald archetype. Ashbound druids are warriors, and many follow the Moon Circle so they can fight with tooth and claw.
While the Ashbound believe that arcane magic is a corrupting force and that divine spellcasters are little better (clearly bargaining with alien forces that have no place in the natural world), it’s still possible to play a moderate Ashbound as a PC. You want to emphasize the reason you are out in the world—to stop the Mourning from spreading, to find allies to bring down the dragonmarked houses. If your party is serving this greater cause, you can overlook the actions of the party wizard—but you’d still want to encourage them to limit the use of unnatural magic, using it only when absolutely required.
The Children of Winter
Common Classes: Barbarian (Zealot), Druid (Spores, Twilight), Ranger (Gloom Stalker, Monster Slayer)
The Children of Winter see death, disease, and decay as part of the natural order. They believe that if the natural order is bent too far the world will retaliate with a terrible cleansing fury (the metaphorical “Winter” of their name)… and many in the sect believe that the Mourning is the first stage of that destruction. On the positive side, the Children of Winter despise undead as creatures that defy the cycle of life and death, and many of the are dedicated to hunting down and destroying undead. On the darker side, some believe that the benefits of civilization also defy the natural order, allowing the weak and infirm to survive when they’d never survive in the wilds. They see disease as an important tool that weeds out the weak and may spread disease in large cities or towns; but they may also push other situations that force conflict and ensure the survival of the fittest. However, not all Children approve of these methods. Likewise, some extremists among the Children believe that the apocalyptic Winter has already begun and should be welcomed, and that great cities should be torn down; while others fervently believe that the Mourning is a warning and that there is still time to stop this cataclysm. Such Children seek to contain contaminated regions, such as the Mournland and the Gloaming.
The Children of Winter are a small sect, but have a high percentage of elite individuals. They are comfortable in darkness, thus leading some to following the path of the Gloom Stalker ranger or the Twilight Druid. Monster Slayer rangers specialize in hunting down the undead. The Spore druid is a good match for the Children who embrace decay and disease, and its temporary ability to create a spore zombie (for one hour) is acceptable within the sect, but Children wouldn’t cast animate dead.
As a Child of Winter PC, you are trying to protect the world from the coming apocalypse. You do this by fighting undead, by investigating the Mourning, and when possible by pushing situations that test the weak. You may oppose extremists among the sect engaging in actions you believe are unjustified. While death is part of the natural cycle, you’re still able to heal your allies. You oppose using magical healing to sustain creatures who could never survive in the wild. But healing the fighter after he chooses to battle a pack of vampires—an unnatural situation he could have easily avoided—is entirely justified.
Common Classes: Barbarian (Ancestral Guardian, Beast Totem); Druid (Land, Shepherd); Ranger (Horizon Walker, Monster Slayer)
The primary mission of the Gatekeepers is to protect the natural world from unnatural forces. They are best known for fighting aberrations, but they are equally concerned about fiends and other things that do not belong in the natural world. The Gatekeepers have their roots in the Shadow Marches, and there are many in the Shadow Marches who support the “Old Ways”; but they have a presence across Khorvaire, often in the shadow of House Tharashk. Gatekeepers are constantly vigilant for extraplanar incursions, and also work to maintain existing seals that hold the Daelkyr in Khyber.
While Land and Shepherd are sound circles for Gatekeeper Druids, the Circle of the Moon is entirely appropriate for Gatekeepers who prefer to fight with tooth and claw. It’s believed that ancient Gatekeepers created the first horrid animals, and it’s thought that some Gatekeepers could assume horrid forms. The ranks of the Gatekeepers include passionate barbarians and more strategic rangers; the Horizon Walker is an especially appropriate path for Gatekeeper rangers.
As a Gatekeeper PC, are you simply keeping an eye out for trouble or do you have a particular task in hand? You might be pursuing a particular threat—a Cult of the Dragon Below, a Daelkyr agent. Or you could be protecting something: a location or an artifact that needs to be kept safe.
Common Classes: Bard (Glamour); Druid (Dreams); Ranger (Horizon Walker); Warlock (Archfey)
The Greensingers believe that the magic of the fey compliments and enhances nature, and they encourage close ties between Thelanis and Eberron. They work to improve relations between mortals and the fey, teaching people how to safely interact with the fey and serving as ambassadors to the faerie realms. While the bards and druids draw the most attention, many Greensingers are simply people who learn the stories of the fey and follow their traditions, seeking to live in harmony with their fey neighbors.
Any path that touches the Fey has a place among the Greensingers. The Dream druid is the archetypal Greensinger, but their ranks include quite a few bards and a handful of warlocks. One critical point is that while the Greensingers are united by core principles, many Greensingers are aligned with a particular archfey—a patron who has ties to their region—and they may work to advance the specific agenda of their patron in the world. This can lead to feuds between Greensingers working for different archfey. This is expected and understood, though Greensingers will try not to kill rivals in the sect. This also leads to the image of Greensingers as a source of mischief and chaos; their actions are unpredictable, as they serve the agendas of different fey.
In creating a Greensinger druid, you should decide if you follow the general principles of the sect or if you have a tie to a specific archfey. If so, work with your DM to work out the story of your patron and the role they might play in the campaign.
Common Classes: Cleric (Nature), Druid (Land, Shepherd)
The Siyal Marrain are the druids of the Tairnadal, descended from heroes who unleashed the force of nature against the giants of Xen’drik. The Siyal Marrain see nature as a tool and a weapon, and don’t have the same sort of devotion to the natural world found among the Eldeen sects. Members of this order care for and protect the famed horses of the Tairnadal; legends say that the first of these Valenar warhorses were druids trapped in wild shape by a giant’s curse, and that this is the source of their remarkable abilities. Aside from this, the Siyal Marrain are warriors who ride with warbands and use their powers in battle.
The Siyal Marrain revere their ancestors, just like other Tairnadal; their patron ancestors were druid heroes. With this in mind, when a Siyal Shepherd druid conjures their beast totem, it could actually manifest as an aspect of a Tairnadal hero as opposed to being a purely primal beast spirit. Meanwhile, a Nature cleric is a path for a Siyal who’s more focused on direct combat—relying on armor as opposed to shapeshifting. Rangers and other classes aren’t listed as the Siyal aren’t a broad tradition like the Eldeen sects; being one of the Siyal Marrain means being a primary spellcaster.
As with any Tairnadal elf, in creating a Siyal druid you should work with your DM to develop the story of your patron ancestor and to consider your relationship with Tairnadal culture. Why aren’t you serving with a warband or protecting the herds? Is your career as an adventurer driven by the actions of your ancestor?
Common Classes: Druid (Dreams, Moon, Shepherd)
The halflings of the Talenta Plains believe that the world around them is filled with spirits—spirits of nature, spirits of their ancestors, and more. A number of details of this tradition can be found in this article. A maskweaver guides their tribe and serves as an intermediary for the spirits: part medium, part ambassador. They help warriors forge bonds to their mounts, and as the name implies, they help to create the masks that serve as important tools when dealing with the spirits.
Like the Greensingers, the Talenta druids often deal with the fey. Unlike their Eldeen counterparts, the maskweavers see no distinction between fey, purely natural spirits, or the ghosts of their ancestors. As far as the druid is concerned, all of these things are part of the spirit world, and all should be treated with respect. Talenta druids may also show respect for the Sovereigns Balinor and Arawai; however, they generally assert that these Sovereigns were Talenta heroes—that Balinor was a legendary hunter—and revere them in the same way as the other spirits.
The three common classes described above reflect different paths. The Moon druid focuses on working with dinosaurs, and excels at assuming dinosaur shapes. The Shepherd deals first and foremost with natural and ancestral spirits. Generally their totems reflect common beasts of the Plains: the Bear is the Hammertail (ankylosaurus), the Eagle is the Glidewing (pteranodon), and the Wolf is the Clawfoot Raptor. However, a druid devoted to heroes of the past—or Arawai and Balinor—could conjure spectral traces of those heroes as their totems. Meanwhile, the Dreams druid focuses on the fey spirits and manifest zones. This is specifically a druidic tradition (though it could apply to a Nature cleric). There are many barbarians and rangers in the Plains, and a few Archfey warlocks; while these champions may respect the spirits, only the druids perform the duties of the maskweavers.
Druids That Aren’t Druids
Mechanically, a druid is primarily defined by spellcasting abilities, limited armor, and Wild Shape. Here’s a few quick ideas for characters that use the druid class withoutbeing spiritual devotees of nature.
Normally, a changeling can only assume humanoid forms. But a changeling who devotes themselves to the art of shapeshifting can transcend this limitation, mastering the ability to assume a wide array of shapes. At its core, a menagerie is a Moon druid focused on their shapeshifting powers.
You could play this as a character in touch with primal forces, in which case you could speak Druidic and cast any spells on the druid list. however, if you want to play the character as a master-of-shapes without delving into the primal connection, you could swap Druidic for a standard language and focus on spells that fit either shapeshifting abilities or changeling powers. Barkskin, darkvision, jump, longstrider, meld into stone, poison spray, resistance, and similar spells could all tie to shapeshifting mastery. Charm person, guidance, hold person, and the like could reflect enhanced psychic abilities. And healing spells, enhance ability, protection from energy and such could reflect an ability to alter the forms of others; I could see cure wounds being a sort of disturbing thing where you touch someone and scar over their wounds using your own body tissue.
The Mark of Handling gives a character a mystical connection to the natural world. But this gift isn’t something the heir earns; it is their birthright. A Vadalis heir could present druidic magic as a symptom of their dominion over nature. The same connection that lets you influence the behavior of animals could allow you to assume their forms… or even to control a wider range of creatures with charm person and hold person.
A Vadalis monarch could function as a normal druid and could even potentially understand Druidic, but I’d play up the flavor that this is a power of your mark and something you demand as opposed to a petition to spirits or natural forces.
Shifters are well suited to primal paths and to being traditional druids or rangers, and shifters can be found in most of the Eldeen sects. However, you could play a shifter druid as an expert in shapeshifting as opposed to being a servant of nature. As with the changeling menagerie, I’d make this a Moon druid and encourage spells that reflect control of shape. A shifter might not take charm person or hold person, but even without druidic faith, speak with animals, animal friendship, and similar spells could be justified as being a manifestation of the shifter’s lycanthropic heritage.
These are just a few ideas, but hopefully you understand the concept! If you have questions post them below. As always, thank you to my Patreon supporters, who make it possible for me to spend time on this site.
What exactly is the difference between a Nature cleric and a druid? Does a follower of the Sovereign Host have to be a cleric? Could I play a Warden of the Woods as a Nature cleric?
Well, let’s look at the concrete mechanical differences between the two.
- A Nature cleric can wear any sort of armor, including heavy armor. A druid isn’t proficient with heavy armor, and the PHB states that “druids will not wear armor or use shields made of metal.”
- Wild Shape is an important element of the druid. A Nature cleric doesn’t shapeshift.
- A Nature cleric has a different selection of combat spells. Sacred flame has a better range than any druid cantrip, and guiding bolt is a strong, long range attack; by contrast, the druid can unleash a thunderwave or lash enemies with a thorn whip.
- Generally speaking, the druid is more of a close range combatant. As noted above, most of their battle magic is relatively close range, and Wild Shape generally drives them towards melee combat.
- A Nature cleric doesn’t know Druidic.
It’s certainly simple to say that as a general rule, priests of the Sovereign Host are clerics and spellcasters in the Eldeen Reaches are druids. However, I always believe in putting story first. If someone wants to play a priest of Balinor who excels at assuming the forms of wild beasts, I see no reason not to make that character a druid. Likewise, if someone wants to be a Warden of the Wood but doesnt’ want to deal with shapechaning, I’m fine with making them a Nature Cleric. The main issue to me is Druidic. If I feel the character IS essentially a druid from the story side, I’d let them swap out one of their current languages for druidic. On the other hand, I’m fine with the idea that the typical priest of Arawai doesn’t speak Druidic. Per my idea above, Druidic is something you learn as part of directly engaging with the natural world… while a typical Sovereign priest reaches out to a deity, not to the world itself.
In my Q’barra campaign, I had a player who really liked the idea of being a Greensinger druid, but who had no interest in shapeshifting and preferred being able to use long-ranged magic in combat. So we made her character a Nature cleric instead of a druid. I allowed her to swap a language for Druidic. Beyond this: She had heavy armor proficiency, but wearing heavy armor really didn’t fit the image of the character. We agreed that she had received a gift from her Archfey patron: mystical tattoos across her body. She had an amulet, and when she wore the amulet the tattoos hardened her skin and protected her… essentially, barkskin. While active, the tattoos shimmered and glowed slightly—not providing useful illumination, but giving her disadvantage on Stealth checks (just like wearing heavy armor). The net result of this was to give her the AC that her class proficiencies allowed, while still having limitations (Stealth penalty, obvious to observers, it could be “removed” by taking away the amulet). Now, YOUR DM might not be willing to go that far, and that’s entirely reasonable. I’m a fan of this sort of reskinning to fit an interesting story—but it does add complexity and potentially balance questions, and it’s always up to each DM to decide what they’re comfortable with.
Why use the existing archetypes instead of making new archetypes for the Eldeen sects?
The Eberron IP belongs to Wizards of the Coast, and legally you can’t post new Eberron material. So I’m looking at the best match within existing material. The Horizon Walker ranger is a solid option for a Gatekeeper, and the Twilight druid is a good match for the Children of Winter. If Eberron is unlocked for 5E I might explore archetypes that are more directly tied to the concepts of a particular tradition, but it’s currently not an option.
It’s been over a month since my last post: where have I been?
There’s been quite a few things that kept me off the internet. At Twogether we’ve been hard at work getting Illimat to press. Gloom In Space just came out, and I’ve been working on another game you’ll be seeing later in the year: Scott Pilgrim’s Precious Little Card Game. Beyond this, I’ve been dealing with family issues and helping organize gaming on the JoCo Cruise. And to top it all off, I have the flu.
So: I’ve been busy. And I’m going to continue to be busy for the forseeable future. I’m a Guest of Honor at MidSouthCon later this month; I’m working on a new new game, just recorded an episode of a new podcast, and I’m still planning a range of support for Phoenix: Dawn Command in the next few months.
However, I don’t want to let too much time go by without addressing Eberron questions, so let’s get back to it.
Would people from Varna and other eastern settlements in the Eldeen Reaches reconsider going back under Aundairian sovereignty if the Ashbound and the Children of Winter increase attacks against those “civilized” lands and the Wardens are reluctant or unable to protect them?
As with most things in Eberron, it’s certainly possible if it’s a story you want to explore. It’s especially plausible in Varna, as House Vadalis maintains strong ties to Aundair and would be happy to see Varna return to Aundair.
The critical thing to understand is that the split between Aundair and the Eldeen wasn’t a spur of the moment decision during the Last War. The bandits were the excuse but not the root cause. Instead, it was the culmination of events that had been brewing for a thousand years. The Wardens of the Wood predate Galifar, and always had ties to the people of the Reaches. Galifar united the Five Nations by conquest. His daughter Aundair was set over the northeast, and she sought to instill her values in the people of the region: her love of education, civilization, and arcane magic. But the further you get from Fairhaven, the more people hold to the old ways. When the Eldeen Reaches seceded from Aundairan, they weren’t suddenly allying with mysterious druids they knew nothing about; they were throwing off centuries of oppression and returning to their ancestral roots.
Varna is an exception. It has always been the seat of House Vadalis. It’s the largest city in the Reaches, a center of industry, and it has the strongest ties to Aundair. It’s the logical place for a pro-Aundairian movement to arise.
With that said: the critical question is why the Wardens wouldn’t take action if the Children of Winter and the Ashbound became increasingly aggressive. Small raids may be overlooked, but large-scale action should draw a response from Oalian and the Wardens; that’s what the Wardens are for. One option is that they simply can’t defend the Reaches — that the Ashbound or Children of Winter have had a sudden surge in numbers and power, perhaps drawing members away from the Wardens. If this is the campaign plan, I’d want to explore WHY the sect in question has suddenly gained such power. What’s behind the surge? Why do they feel expanded aggression is necessary? Alternately, it could be that the Wardens are unwilling to interfere… but again, why is this? If innocents are being hurt, why won’t the Wardens take action? If it were me, the answer to these questions would be a critical part of the story of the campaign.
Are there still any operating shrines to or faithful of the Silver Flame in the Eldeen Reaches since the time of the purge?
Excellent question, and one that hasn’t been explored as deeply as it probably should have been. The Silver Flame gained a foothold in the region when the templars fought the lycanthropic plague. This is an example of a time when the Wardens couldn’t defend the region against a threat, and many placed their faith in the force that saved them. With that said, it’s important to emphasis that this is the stronghold of the so-called “Pure Flame.” These are people who first encountered the Flame as a tool of war. It’s this splinter of the faith that has produced people like Cardinal Dariznu. Charity and compassion aren’t key components of the Flame you’ll find here, and a friar from Thrane may find little common ground with a templar from the Reaches.
I guess those faithful are mistrusted by the local shifters…
That goes both ways. Followers of the Pure Flame generally consider shifters to be tainted by lycanthropy… essentially, that they are werewolves-in-waiting, who could at any time fall prey to the corruption in their blood. And it was the followers of the Pure Flame that instigated the worst of the atrocities in the inquisition that followed the Lycanthropic Purge — driven by an understandable hunger for vengeance on the force that nearly destroyed them. So yeah, local shifters will generally dislike followers of the Flame.
Are purified shifters seen as traitors by others?
I don’t think “traitor” is the right word, but it’s something that would be incredibly rare. The primary faith of the Flame in the region is the Pure Flame, and per the Pure Flame shifters are cursed. So a Shifter follower of the Pure Flame would be someone who in all likelihood distrusts their own kind; it’s sort of like a half-fiend embracing the faith, likely believing that it can help them overcome the evil in their lineage.
With that said, the core beliefs of the Silver Flame aren’t prejudiced against shifters, and a shifter cleric from Flamekeep wouldn’t feel this way; however, most locals don’t know the difference, as the Pure Flame is the only form of the Silver Flame they’ve encountered.
Could a surge in the other sects be perhaps the outcome of a ploy by queen Aurala?
I wouldn’t see that as happening directly, but indirectly, certainly. The Ashbound are deeply opposed to the abuse (or for that matter, the use) of arcane magic. Imagine that Aurala makes a gift of mystical tools to villages in the Reaches – a kindly peace offering. Cleansing stones, everburning lamps, some new system of wards, or especially something that affects the natural order – something that blocks disease, affects the fertility of the region, etc – could push the Children of Winter or Ashbound to aggression removing this unnatural thing. Thus Aurala is doing something generous and the sects blocking it are seen as heartless and cruel. Of course, if you want to keep it interesting, it could be that Aurala’s magic WILL disrupt natural patterns; there’s no reason the Ashbound can’t actually be RIGHT with their concerns.
Or a rogue dragon trying to shape the prophecy by weakening the Wardens or furthering chaos in the Reaches?
Seems more like something that would be tied to the Lords of Dust, and the Lords of Dust would have a more logical basis for having an entrenched network of agents in the region that could help manipulate events.
If it was a Gatekeeper that awakened Oalian (if it was), why did he found a new sect of druid faith?
Why do new religions evolve, or existing religions change? Tira Miron was a paladin of Dol Arrah, and she became the Voice of the Silver Flame. Oalian is a unique individual. He’s bound to the natural world in a way the druid who awakened him never could be. He has a unique perspective and centuries of experience – and in that time, he created the sect he believed the region needed.
How has having Droaam as a new neighbor influenced the Reaches?
Before she joined her sisters as a ruler of Droaam, Sora Maenya was the Terror of the Towering Woods. She’s not a new threat, and the Towering Woods have never been safe. That’s why the Wardens of the Wood exist: to protect outsiders from the wood, and to protect the wood from outsiders. They’ve clashed with the Znir Pact and the Wind Howlers long, long before Droaam ever existed. If anything, hostilities between the Reaches and Droaam have probably DROPPED since Droaam became a nation as the Daughters have tighter control over forces that would have otherwise engaged in random raids and skirmishes.
Did the Greensingers arise from other druidic sects like the case with Oalian founding the Wardens?
Essentially. The druidic traditions in the Reaches can be ultimately traced back to the Gatekeepers. But like Oalian, the inhabitants of the Reaches — shifters, human settlers, others — learned these traditions after the Xoriat incursion, and weren’t as focused on the Gatekeeper mission. Imagine that a member of the Chamber founds an order of wizards and teaches them arcane magic to use to find a demon. They do, and the members of the circle devote their lives, and those of their descendants, to maintaining the seals. But along the way, a member of the circle teaches some of their magic to someone else – an outsider who hasn’t sworn to maintain the seals, or a child who leaves their family instead of embracing their duty. This person goes north and teaches the magic they’ve learned to someone else. At this point, this third generation wizard knows only the basic principles of the magic and almost none of the history behind it; but they have enough to build upon, to make their own discoveries and create their own traditions.
This is what you have in the Reaches. The basic techniques of druidic magic can be traced back to the Gatekeepers, but we’re talking about thousands of years — more than enough time for new traditions to evolve and arise. The Greensingers are just such a case, shaped when druidic initiates encountered envoys of Thelanis, or found their way into the Faerie Court themselves.
And do you see the majority of the Greensingers as being more loyal to their fey patrons or to the people of the Reaches, considering that they act as intermediaries between the two?
I see the Greensingers as being an intensely individualistic sect, far more so than any of the others. They’re tied to different patrons and inspired by different things. Some of them may be deeply devoted to serving as intermediaries or guides; others may solely be concerned with the agendas of their fey patrons.
What could change if the Wardens decide that Ashbounds are right and arcane magic is driving the world to apocalypse? Could the druid together do something? Would they try something extreme like a war to house cannith, attempting to kill everybody with the mark of making?
Do they have the resources to do anything like that? It’s really up to you as a GM. In my opinion, the Wardens of the Wood are a small force; while they may have access to significant primal power in the Towering Woods, like the Undying Court, that power is concentrated in a specific geographic location; they simply don’t have the capability of threatening House Cannith across the Five Nations. Which is part of the basic premise of Eberron: if they DID decide House Cannith was a threat, they’d need to find some champions – IE PCs – to do something about it. Note that even at the height of their power, the Gatekeepers couldn’t face the Daelkyr on their own; it was the alliance of Gatekeepers and Dhakaani that overcame the incursion.
With that said, if you wanted to use this as something the PCs need to prevent as opposed to enact, there’s any number of plots I could image. Perhaps they work with the Children of Winter and come up with a plague that specifically targets the dragonmarked, killing them or simply sterilizing them. This isn’t an instant effect, but it’s something that is spreading rapidly; can the PCs find a cure before it’s too late? What consequences will losing a big chunk of the dragonmarked have on the world?
Perhaps they enact a massive ritual that separates Eberron from Siberys and completely disrupts arcane magic – which would have widespread ramifications, such as the collapse of Sharn and crashing of airships. The initial ritual might only last for a day – but can the PCs find an answer before a follow-up ritual makes it permanent?
And the real question I’d ask is What if they’re right? What if it IS pushing Eberron closer to the apocalypse? If you reverse this ritual, will it trigger a new and more widespread Mourning?
I explored this concept in greater depth in an Eye on Eberron article in Dragon 418. Here’s an excerpt.
The doctrine of the Children of Winter states that Siberys is the source of arcane and divine magic; Eberron the mother of primal and natural things; and Khyber is the font of aberrations and fiends. The first signs of Eberron’s fury would be a wave of natural disasters. Thousands die as floods, hurricanes, and earthquakes shake the world. Once she is fully awake, Eberron asserts her preeminence over her creation, banishing the influence of Khyber and Siberys alike. The Lords of Dust are forced into the depths with other fiends, while the dragons of Argonnessen are wiped out. The magical energies wielded by both wizards and priests are cast back to the Ring of Siberys, and arcane and divine magic fails utterly. The towers of Sharn collapse under their own weight. Airships fall from the sky. Amid this chaos, awakened plants tear down the foundations of cities, newborn primal predators hunt survivors, and plagues ravage the land.
The loss of magic is the key event of this disaster, but it doesn’t make the world a mundane place. Dragons are hard hit because arcane magic flows through their blood—but there are many natural creatures that have innate supernatural abilities. The ogre still has his strength, and the blink dog can still slip through space. Primal magic is stronger than ever, and the youngsters in the ruined cities will grow up to be barbarians and wardens. But beyond that, only a handful of people can still use arcane and divine magic . . . including the player characters. One of the underlying themes of Eberron is that the PCs are the most important people of the age, and here is where that precept is made manifest. Player character clerics and paladins are the last connection to the divine in a world cut off from the heavens. The PC sorcerer still holds a spark of Siberys in his blood, while the artificer is one of the only people who can harness the residual energy that remains. The characters have powers that no one else can wield. Will they search for a way to restore the old order, or will they use their abilities for personal gain? Will the wizard try to create rituals that anyone can use, or use his powers to carve out a kingdom?
Maybe it’s a too off topic question, but if the plan of the Ashbound was to kill or sterilize every Cannith… what would change in Eberron? How would it be an Eberron without House Cannith?
It’s off topic, but I’ll allow it. Personally, I don’t think the removal of House Cannith alone is a logical goal for the Ashbound. Among other things, House Vadalis and House Jorasco are more obvious offenders when it comes to “twisting the natural order of things” and Vadalis is based in Varna, right on the doorstep of the Ashbound. Beyond that, removing House Cannith WOULDN’T have a dramatic immediate effect on things, because most of what Cannith does can be replicated by independent artificers, alchemists, wizards and blacksmiths; what Cannith does is a) innovate and b) industrialize. Inventions like the warforged – something that can only be created by Cannith – are rare; mostly, they produce everything from potions to mundane tools, and creation forges and schemas allow them to produce these things more efficiently and in larger quantities than other folks. Remove House Cannith and what you’ll get is prices of common items going up, shortages occurring, and quality starting to vary dramatically; right now Cannith defines the “industry standard”.
We’ve always said that Eberron is “widespread magic” as opposed to “high magic”. It’s the industrial aspect of Cannith that allows it to be widespread, producing mundane items like everburning torches and the like. Remove Cannith and those things will still be produced – just by a hundred independents, resulting in that range of quality and availability. It wouldn’t be as dramatic as eliminating arcane magic entirely.
Do you have questions about the Eldeen Reaches? Post them below!
We’re closing in on the release of my new RPG Phoenix: Dawn Command, and Jenn and I are working to organize the events we’ll be running at Gen Con. But I’ve been promising to answer questions about Druids in Eberron for a while, so here goes! As a side note, the image above is actually a Devoted Phoenix, but as a Grimwald shaman he’s SORT of a druid. Anyhow…
In the previous Dragonmark, I wrote about the difference between arcane and divine magic. As I mentioned there, I prefer druidic magic to be an entirely separate path as opposed to a subset of divine magic – taking the 4E approach of making druids and rangers primal casters. If you believe the myth of the Progenitors, arcane and divine magic both draw on the power of Siberys, while primal magic is the power of Eberron – the world itself. This reinforces the idea that druidic magic is natural magic, and fundamentally different from either arcane magic or divine magic.
So… How is it different? Arcane magic is about manipulating mystical energy through scientific methods. Divine magic uses faith and willpower as a method to tap divine power sources. What’s involved in primal magic? In my opinion, it walks a path between the two. Power is present in nature, and it comes in many forms. You have the direct elemental power of wind and storm; the power of animal archetypes; the life force of the world; and more. Primal magic involves touching and channeling one of these forces. In my opinion, this is like lucid dreaming – something anyone in theory COULD do, but something that in practice few people master. Another example would be Naming in Patrick Rothfuss’s Name of the Wind. To generate lightning, a wizard will use a formula that alters the laws of physics. A cleric will call on the power of the Sovereigns. The druid simply understands the storm and knows how to ask it to do what she wants. This doesn’t require any particular belief, nor does it unlock every secret of nature at once. A ranger may have learned how to tell the world to leave no trace of his path, but that doesn’t mean he knows how to talk to the storm. With that said…
HOW DOES YOUR DRUID CAST SPELLS?
Primal magic doesn’t require belief to function… but that doesn’t prevent humans from layering belief on top of it. Each druidic sect has its own approach, and ultimately it’s up to you to decide how your primal caster operates. When you perform a spell, what do you do? Here’s a few approaches.
- You invoke the spirits of nature. You speak to the storm and ask it to strike your foes. You call to primal spirit of the Hawk and ask it to lend you its wings.
- You know secret words and rituals that let you channel natural forces – one word that calls the storm, another that gives you skin of bark. There’s more to this than just the word itself; it’s about understanding the storm and the tree. Nonetheless, you don’t actually talk to the storm; you simply know how to make lightning strike your enemy, the same way a farmer knows how to plant a seed so it will grow. You understand nature in a way most people do not, but to you this isn’t magical; it’s natural.
- All things are connected through Eberron. You are already connected to the hawk and the storm. You don’t invoke them with secret names or address them as spirits; you simply reach through that connection and draw on the power you need. When you heal someone, you are helping them draw on their own connection to the primal lifeforce; when you hurt them, you are reaching through that connection and channeling disease.
- You are a champion of Eberron, empowered by the world itself to protect her. She created the storm and the hawk, and she gives you dominion over them. You are the hand and the voice of the Wild.
In a sense, primal lies between divine and arcane, and the question is which end of the spectrum you fall under. Do you interact with spirits the same way a priest might speak to angels? Do you believe that you are a champion of the world as a paladin is a champion of the Silver Flame? Or do you believe that nature simply is, and the magic you perform is no more “magical” than a tree growing from the seed – you just know how to make natural things happen on demand?
WHAT ABOUT RANGERS?
Rangers serve as the warriors of the Eldeen druidic sects. They are primal characters in 4E and use druidic magic in 5E. Thus, as a whole, they fit the concepts presented above, and rangers from the Eldeen sects will follow the belief framework of their sect. However, it may be that you have an idea for a ranger that doesn’t really fit any of these. You want to be an awesome hunter, but you don’t really see your character thinking about “the balance of nature” or anything like that. If you want a not-so-druidic ranger, here’s a few approaches.
- You can characterize your ranger’s spells as being more “tricks” that they’ve picked up. Perhaps you cure wounds using a salve you’ve learned to make, or create a fog cloud with a smoke grenade. Your hunter’s mark or jump could simply be driven by skill, and detect magic an innate sense of things. Mind you, all of these things WOULD still be magic, and could be dispelled, detected, etc – but it’s more that you’ve jury-rigged things that produce magical effects as opposed to having a deep connection with the power of nature.
- Personally, I’d have no objection to a ranger who wanted to define his spells as arcane (reflecting a scientific approach to magic) or entirely divine (tied to his faith to Arawai or Balinor, for example). I wouldn’t change the spell list, as that’s part of the class balance, and because they can choose spells that fit what they are looking for – but I’d be happy to consider their magic to be arcane or divine instead of primal for any magical effects that relate to such things.
- You can simply play a ranger who doesn’t use spells; one version of this was presented in this Unearthed Arcana article.
To date, most of the focus on primal magic has been on the druidic sects of the Eldeen Reaches. Aside from the primary setting guide, you can find more details on these sects in the Player’s Guide to Eberron and Faiths of Eberron. Each of these sects is primarily concerned with a different aspect of nature. Here’s the very short version.
- The Wardens of the Wood are about balance. They help people live in harmony with nature, and act to protect both the innocent and the wild. They are the largest of the Eldeen sects and the one that gets the most new recruits, as they actively work to help and protect the people of the Eldeen Reaches.
- The Gatekeepers are about protecting nature from the unnatural. They fight the forces of Khyber and Xoriat, and maintain the seals that hold the Daelkyr at bay.
- The Children of Winter are about the cycle of life… and death. They believe that civilization has thrown this cycle out of balance and use disease and other means to test and thin the herd. They further believe that there will come a time when an apocalypse cleanses the world, clearing a path for its rebirth. Some of them believe the Mourning is the first stage in this disaster… and that it should be welcomed and accelerated.
- The Ashbound oppose civilization. They despise agriculture, cities, and all the ways in which civilization seeks to control or abolish the natural world… but they are especially opposed to those who warp the natural order with unnatural magic. They are the most zealous and dangerous of the sects. This sect includes a significant number of barbarians along with rangers and druids.
- The Greensingers are ambassadors to the Fey. They linger in areas that are close to Thelanis, and often travel between the planes. While they are most strongly connected to the Fey, some Greensingers are more broadly interested in traffic with all of the planes.
The critical thing is that these five sects are NOT all of the druids in the world! To begin with, we’ve said that there’s around a dozen active sects in the Eldeen Reaches (which obviously means that there were thirteen, but one’s gone missing). We have never described the other Eldeen sects, because this is part of “There’s a place in Eberron for anything in D&D…” We intentionally left those other sects open so DMs have an easy place to drop in new sects of their own or interesting sects from other settings or sourcebooks. It’s possible we will add others in future material; I have an idea for a shifter sect with a focus on shapeshifting and living among the beasts of the wild, which hasn’t made as much of an impact as the others because its members are largely invisible within the woods. But the point is: These five sects exist to give you hooks to play with, but they are not intended to cover every possible sect.
Beyond this, within canon we’ve already presented a number of other druidic sects.
- The Shadows of the Forest, from the King’s Forest of Breland
- The Mask Weavers of the Talenta Plains
- The Guardians of Rusheme in Xend’rik
- The Siyal Marrain of the Tairnadal elves
- The Followers of the Broken Path, a warforged sect in the Mournland
- The Seren Dragonspeakers of Argonnessen
If I had the time to go through every sourcebook, I’m sure I could find more examples of druidic sects. The five named sects are those with the greatest impact on the Five Nations, and have been cast into the spotlight by the Eldeen secession. But you’re not limited to these five choices when you make a primal character of your own.
What do the Ashbound and Children of Winter think of the Undying Court, to the extent they are aware of each other? Have the Followers of the Broken Path had any significant contact with the other druid sects? Do the Gatekeepers nowadays a connection to the Wordbearer Dhakaani?
I’m merging all these together because they are all variations of the same question, which is how much contact do the Eldeen sects have with the rest of the world? The answer: not much. There’s a reason we call them the ELDEEN sects. We’re used to a world that is filled with information, where TV and internet keep us in constant contact with the entire world. Not only does Eberron lack these things, but the druid sects – especially the Ashbound – largely avoid the tools that do exist; the Ashbound aren’t going to go use House Sivis speaking stones or pick up the latest chronicle. The Wardens of the Wood rose up to protect the people of the Eldeen Reaches during the Last War; but during the thousand years Galifar was unified, they rarely left the Towering Woods.
With that said, some of the sects have taken an interest in the wider world recently BECAUSE of the Mourning. Children or Winter have ventured east to study the Mourning and to bring Winter to the great cities of the Five Nations. Some Ashbound believe they must strike deeper at the heart of civilization; some Gatekeepers want to reach out to find help in their struggle. These are things you can expand upon to meet the needs of the story you want to tell. But BY DEFAULT the Eldeen sects have little knowledge of or contact with the world beyond the Towering Woods. Among other things, this means that as a player character from one of these sects, you may be a trailblazer. The Gatekeepers haven’t been in contact with the Wordbearers or joined forces with the Kalashtar to fight the Dreaming Dark… but YOUR Gatekeeper might be the druid who restores the ancient alliance with the Dhakaani or negotiates new ties to the Kalashtar. This ties to the general philosophy of Eberron: YOU should be the people at the heart of events that change this era. There are many groups that share common interests with the Eldeen sects… but it’s up to you to establish those ties.
THE CHILDREN OF WINTER
It’s not so clear to me what’s the goal of Children of Winter. Do they want to kill any human life?
From Dragon 418: When Eberron created life, she also created death. She gave the asp its venom and set plagues loose in the world. All these things have their purpose. Now you have pulled the serpent’s teeth and leashed the plagues with magic. Our mother will not be mocked, and her wrath is coming soon.
This is in the voice of one of the Children; a later section is clearer.
Although they surround themselves with vermin and the trappings of decay, the Children see themselves as champions of life. They believe that all natural things have a purpose, even those that seem malevolent. Death clears the way for new life. Disease weeds out the weak. The Children work to preserve this cycle.
The Children despise the undead and destroy them whenever they encounter them… and if they WERE aware of the Undying Court, they’d despise it as well. Positive or negative energy means little to them; the simple fact is that these elves have placed themselves outside the natural cycle, and no good can come of it. And while they aren’t as dedicated to it as Gatekeepers and have no specialized spells, the Children will also fight aberrations or similar unnatural threats if they encounter them.
So why do the Children kill people? What’s their real goal? Let’s look back to Dragon 418: Like most druids, the Children see Eberron as the source of all life and the spirit of the natural world. They believe that she had a grand design for nature, a purpose yet unfulfilled. And they believe that if humanity strays too far from the path of Eberron’s design, she will wipe the slate clean and start again.
It’s not simply that the Children believe that people are “breaking the rules” with their medicine and their Undying Courts; they believe that these things THREATEN EVERYONE, and that if we don’t get the population under control the WORLD WILL BE DESTROYED. By spreading disease, they are using the tools nature designed to weed out the weak and reduce population. A significant number of Children believe that the Mourning is the harbinger of this “Winter” – the apocalypse Eberron will use to wipe the slate clean and start again. This has created a subsect whose members welcome this; this world is too far gone, and they want to bring down the Winter and reset the world. However, other Children oppose this and still believe the current world can be saved.
Are the Children of Winter aware of all the cosmic threats like Daelkyr, Lords of Dust and so on? Do they care?
No more than most people. WE know about the Lords of Dust because we have a cool book that spills all their secrets – but they are a conspiracy that has successfully remained hidden for thousands and thousands of years. The Children fight aberrations when they encounter them, but in short, the Daelkyr haven’t been a serious threat for thousands of years and the Overlords haven’t been a threat for tens of thousands of years. They’ve GOT a thing that they know about that is a real serious issue, and that’s what they worry about. Side note: Back in the day, when Bel Shalor was almost released… to the degree that the Children of Winter were aware of the troubles of Thrane, they might have considered THAT to be a possible harbinger of Winter.
THE GATEKEEPERS AND DRAGONS
As I understand the Gatekeeper sect, most of it’s knowledge came from Vvaraak’s teachings a long time ago. And most of it is lost today, especially the underlying magical principles of the seals and the annual ritual. They merely follow rituals they don’t understand any more, at least not in the fullest. So, in my understanding, they would not be able to repeat the ritual they used to seal the Gates to Xoriat – right?
That is correct.
Are the gatekeepers aware that Vvaraak was/is a dragon? If need be, would they try to find her today or seek help from another dragon?
Vvaraak taught the first Gatekeepers sixteen thousand years ago, and dragons aren’t immortal, so Vvaraak is long dead… plus, there’s a decent chance she was assassinated by the Eyes of Chronepsis for her actions in Khorvaire. The Gatekeepers have no easy way to contact Argonnessen and even if they did, the dragons wouldn’t help them. As called out on page 11 of Dragons of Eberron, Vvaraak’s actions were a betrayal of draconic customs:
A true child of Eberron, Vvaraak foresaw a disaster that would wound the world itself. The Conclave had no interest in this struggle; just as the dragons had stood aside while the giants of Xen’drik battled Dal Quor, the elders of the Conclave told Vvaraak that they would act when a clear threat to Argonnessen existed, and not before.
As a whole, the dragons aren’t your friends. They aren’t here to help. They stood by and watched as the Xoriat Incursion tore apart the Empire of Dhakaan. They did nothing during the Giant-Quori War. Heck, they attack Aerenal on a regular basis just so the kids can earn their wings. The one time they took decisive action was when the giants were preparing to do something that would threaten Argonnessen… and they dealt with that by utterly destroying giant civilization. Vvaraak was an extremely rare individual who truly cared about the lesser races – but that’s not a common thing.
I read that the gatekeepers have friendly connections to the Chamber and sometimes their scholars (known as dragons?) come to converse with the druid elders. If that’s true, why not simply ask a visiting dragon what to do if something with the seals/Daelkyr threat is … threatening? Or how to repeat the ritual properly?
It is true that over the centuries the Chamber has established Siberys Observatories in the Shadow Marches. But you’re making the mistake of thinking of the Chamber as “good guys” who would help if the people needed it. The Chamber monitors the Prophecy and ensures that it remains on the approved path. The only way to monitor the Prophecy is to have agents across the world. Essentially, the Chamber is using the Gatekeepers to collect data, which they can periodically pick up. The Gatekeepers don’t fully understand what they are doing, and I don’t think their Chamber contacts identify themselves as dragons. Even if they did, they would only help if it was part of the approved path of the Prophecy. It’s entirely possible that a Daelkyr Uprising IS part of the approved path, in which case not only would the Chamber not help them stop it, they’d actively mislead them to keep things on track.
Generally speaking the Chamber is better for us than the Lords of Dust, because their endgame doesn’t involve the release of demonic Overlords. But they are not our friends. Vvaraak broke with the Chamber when she taught the Gatekeepers.
What do the Gatekeepers think about the prophecy? Do they have druids specialized in deciphering the prophecy? Is it incorporated in their daily life somehow?
Yes and no. There are Siberys Observatories in the Shadow Marches, and the Chamber has got the Gatekeepers monitoring these and collecting the data they need for occasional pickup. This data MAY be useful in the short term at predicting events within the Shadow Marches, and the Gatekeepers undoubtedly believe that it will give them advance warning of a Daelkyr resurgence. However, they are not capable of monitoring the Prophecy as a whole from one location, and the scope of the Prophecy goes way beyond the Marches. It takes a group like the Chamber, Lords of Dust, or Undying Court – immortals with vast resources and power – to be able to put together the bigger picture.
So there are druids who specialize in using the Observatories, and in using them to predict local events and monitor the seals, but they aren’t concerned with the wider scope of the Prophecy.
The Gatekeeper community getting smaller with every generation, so it gets more challenging to maintain the seals. Are there seals all over Khorvaire or are they all located in the Shadow Marches/Eldeen Reaches/Demon Wastes?
It has been established somewhere that the location of the seals doesn’t correspond to the physical location of the imprisoned Daelkyr. With that said, in MY campaign many of the seals are highly portable. There are a few seals that are vast buried stones, but a seal could also be a pendant, or a ring, or embedded in a staff. In this case it is possible that prophecy dictates where a seal must go; it could be that to function, one of the seals needs to follow a particular path or visit a series of locations. All of this is a great foundation for a Gatekeeper PC who is assigned to carry one of the seals, and who must take it to certain dangerous places to maintain its power.
How many seals do the Gatekeepers maintain? Somehow I recall that there are 6 (or7) Daelkyr left in this world and I assumed that therefore there are 6 (or 7) major seals as well, probably accompanied by smaller ones. Is this defined in canon material? And if not, how would you do it?
There are six Daelkyr that have been called out by name, however the Player’s Guide to Eberron states “These are undoubtedly among the most powerful of their kind, with abilities beyond those presented in the EBERRON Campaign Setting.” So there are as many Daelkyr as you need for the purposes of your story, and the same holds true for the seals. Given that you’re talking to ME, obviously I would say that there were thirteen seals, but one has already been destroyed in the past, and many believe that this is why the Daelkyr are stirring now.
Do you have some ideas what special relics back from the Daelkyr war the gatekeepers might have right now or have legends about? (beside Vvaraak’s tears)
Not off the top of my head. It’s certainly a topic I’d love to explore if Eberron gets unlocked for the DM’s Guild!
Am I right in thinking that you wouldn’t really have creatures of Thelanis considering themselves Greensingers or druids?
You are correct. With that said, the Greensingers themselves are the least “druidic” of the Eldeen sects. We’ve already noted the fact that they sometimes multiclass with arcane classes (typically bard)… and as far as their druidic magic goes, they are much more in the model of “I know the secret name of the storm, so I can ask it to smite my enemies” than “I am a servant of Eberron.” Shapeshifting is also a common strength of Greensingers, in part in emulation of the fey who aren’t bound to a single form.
It’s hard for me to imagine the native inhabitants of Thelanis or Lamannia taking up druidic traditions per se – even if it weren’t “the magic of Eberron itself”, Thelanis isn’t the same kind of natural world that druids care for.
First of all, I wouldn’t include Lamannia in this equation. The Greensingers have strong ties to Thelanis, largely derived from the presence of the Twilight Demesne. They have no particular attachment to Lamannia. Aside from that, the Greensingers themselves don’t care for the natural world in the way that most druids do. The Greensingers look at what nature COULD be. They see the story. They imagine that the wind is singing a song, that the tree truly dances in the wind… because in Thelanis, it does. If you wanted, you could decide that Greensinger magic is actually slightly different from that of other druids… that rather than drawing on pure nature, they are temporarily imbuing the world around them with a touch of Thelanis. A dryad isn’t a natural part of Eberron, but it could be that a Greensinger temporarily creates a dryad in a normally natural tree.
Even if you don’t go that far, that’s how the Greensinger sees it. They see the world as a magical place, and it becomes more magical around them.
THE WARDENS OF THE WOOD
How are the Wardens of the Wood inserted in the geopolitics of the Reaches? Since they were a very active part of the independence, and there is very little about how the region is organized.
From page 97 of The Player’s Guide to Eberron:
When the plains folk seceded from Aundair, the Wardens trained their militias and fought at their sides. In their gratitude, the folk turned to the study of the druidic mysteries, and this helped make the land remarkably fertile. Today, Warden rangers patrol the entirety of the Reaches, fighting bandits, poachers, and other interlopers.
And from page 172 of the Eberron Campaign Setting:
Long dominant in the forest, the Wardens have spread out into the plains to ensure order throughout the region. Each village has a druid counselor (of anywhere from 1st to 7th level, depending on the size of the community) who provides magical assistance and spiritual guidance, and who advises the leaders of the community. Councils made up of representatives from each farming family govern each of the communities. Bands of Warden rangers patrol the forest, responding to threats as they arise.
As a side note, some of these druid counsellors might be gleaners. But the short form is that the Wardens advise and protect, but do not rule. Also note that while the Wardens patrol the entire region and settle any disputes between villages, each village does have its own mundane militia – trained by the Wardens, but not made up of primal-classed characters.
THE ASHBOUND AND THE MOURNING
What do the Ashbound think of clerics and their divine magic?
That it’s the unnatural result of trafficking with alien spirits. At the end of the day it’s manipulating the same energy wizards do, and they have no love of it. It’s possible a priest of Arawai or Balinor would meet with their approval if he SEEMED primal. But generally, if it’s not natural magic, it’s UNnatural magic.
Finally I am thinking on a campaign focused on the Ashbound. In that campaign they behave like real terrorists. They are fundamentalists, but they are right. Mourning happened because too much of magic has been used. So, here comes the question: if THAT is what caused the Mourning, who should know that? Lords of Dust, Chamber, the Twelve, a daelkyr, someone in Daanvi? How should they react?
The idea that the Mourning was caused by the extensive use of war magic is one of the popular theories within the world, and it is a primary reason for the Treaty of Thronehold: the fear that continuing the war will simply cause the effect to spread. As for who would KNOW THIS WITH ABSOLUTE CERTAINTY? That depends on where you want to go with it.
- The Twelve are a weird choice, but not out of the question. You could say that Cannith knew that the extensive use of war magic was a danger but concealed this information because hey, their business is about selling war magic. If this is the case, it can be argued that THEY CAUSED THE MOURNING. That’s an interesting plotline to me, because what are you going to do about it? This is especially true if it was known to the Twelve – if the leadership of all of the houses were complicit in hiding this information and continuing to push the world closer to doomsday.
- The Lords of Dust or the Chamber work if you want to say that the Mourning was foretold by the Prophecy. If it’s the Lords of Dust, I would argue that the Mourning is in fact the visible manifestation of weakening the bonds of the Overlords, and that at least one Overlord was released on the Day of Mourning and now lingers in the Mournland as it regains its power. So the action was caused by overuse of magic, but there is worse still to come.
Assuming that it was the result of human action, another twist on the Twelve being behind it would be to have the information shared or revealed by the Dreaming Dark, who have plucked it from the dreams of one of the Twelve conspirators. What’s their angle? I don’t know. But if you want to bring in another faction, that’s an option.
Are the druid sects a religion? If so, the vast majority of “druids” and “rangers” are really not classed individuals, and don’t have the capabilities of a class level PC. It seems to me this distinction is always reinforced by you with wizards (most are magewrights) and clerics (most are even adepts) but is never touched with druids.
This is really two different questions, so I’ll address them in order. There is a spiritual component to the beliefs of the different druidic sects: live in harmony with the world and your surroundings. Some – on an individual basis – take this further and see themselves as champions of Eberron; but other members have a more pragmatic view, and that’s fine. Again, primal magic doesn’t REQUIRE belief the way divine magic does. A sect provides guidelines for how a person should live their life, but it doesn’t necessarily tell them what they must believe.
As for your second point, there’s once again multiple answers.
- Every sect generally has a large number of common people who share their general beliefs and approach to life. This is especial true of the Gatekeepers. When talking about the Shadow Marches we say that a significant portion of the population follows the Gatekeeper traditions. This doesn’t mean they are druids, that they know anything about the seals other than ancient stories, or that they are ready to fight aberrations; it simply means that they tell the stories of the Gatekeepers, respect their traditions, and would welcome and honor an actual Gatekeeper druid who shows up. The same is true of the Wardens in the Eldeen Reaches. There are many commoners who are ALIGNED with the Wardens, but they wouldn’t actually CALL themselves Wardens of the Wood. Further, for every classed Warden, you might have a half dozen initiates struggling to master their skills, or working to help the sect in support roles.
- With that in mind, when we say “Wardens of the Wood” or “Gatekeepers”, we are generally referring to the elite core of that sect – the people who do have primal classes, and who actively pursue the goals of the sect. Now, most of these people would top out at first or second level, but this IS remarkable; this one reason the Reaches were able to secede and why they still haven’t been reclaimed. It’s why groups like the Ashbound and Children of Winter are serious threats even if each may have less than a thousand active members: they are small groups of exceptional people.
- With THAT said, part of the issue is that core D&D doesn’t have a primal NPC class – an equivalent of an adept or magewright. Which is why I made one. Years ago I made a primal NPC class called The Gleaner. This was posted on Giant In The Playground, but hasn’t been used elsewhere. It is precisely what you’re looking for here, and yes, for every full druid in the Wardens of the Wood you have a number of Gleaners who travel the Reaches and the woods helping those in need. While D&D doesn’t have a system in place for someone “evolving” from one class to another, I would personally say that many druidic sect initiates begin as first level gleaners and then evolve into rangers or druids once they fully master their skills.
In general, do how the sects see each other? Are druids of different Eldeen sects more friendly to each other than a random person they meet? Do they all pay some respect to Oalian?
This is addressed on page 57 of The Player’s Guide to Eberron:
Despite their differences in belief, Oalian supports all the druids, since each sect embraces an aspect of the natural world. In return, most druids respect Oalian as the ultimate spiritual authority in the region, and they gather at The Greenheart for important conclaves and rituals.
Beyond that, I’d say that in general the active members of the sects will treat primals of other sect with respect, and they might work together to resolve certain problems; they joined forces during the Eldeen Secession, and members of any sect would join together to deal with undead or aberrations in the woods. But that won’t prevent Wardens from opposing members of other sects who are endangering innocents; there have certainly been many clashes between Wardens and Ashbound in the past.
If the druid sects would be aware of the Aundarian plans against the reaches, could they start a war against Aundair? Would it become a new global war?
In thinking of the capacity of the Reaches to wage war, bear in mind that they are not a normal nation. They are a collection of villages and small communities, and the closest thing they have to a single leader is a tree. They don’t have a strong industrial base to create weapons of war. Their population is a fraction of Aundair’s, let alone the other nations. One of their greatest strengths is their strong bond to the Towering Woods and their ties to the manifest zones and magic of the woods; once they lead an army into hostile territory, they lose that. And if they were to invade Aundair, what would victory look like? Would they try to actually occupy it in some way? It’s not like the people of Fairhaven are suddenly going to adopt the lifestyle of the farmers to the west.
So no: I don’t see the Eldeen Reaches waging a full-scale war against Aundair. With that said, I could certainly see them engaging in GUERILLA warfare. If Aundair begins building up forces in preparation for reclaiming the Reaches, they could definitely launch targeted strikes to take out caches, depots, or research facilities. Part of the point is that the Reaches don’t have either the infrastructure or the numbers of Aundair… but what they do have is a small but elite force. If it came to a straight-up war, Aundair simply outnumbers and outguns the Reaches. But with an army of rangers and shapeshifting druids, the Reaches are well-suited to covert strikes before disappearing back into the woods.
The Eldeen sects are so named, as you say, because they’re native to the forests of the Eldeen Reaches. Do you think their particular philosophies or concerns are tied to that location, or are they the sort of thing that might have arisen independently in other regions and/or taken root there if brought by a rare wandering druid?
Geography definitely plays a role. The Greensingers largely came about because of the Twilight Demesne, while the Children of Winter have a connection to the Gloaming. Proximity to Aundair is definitely a factor for the Ashbound.
With that said: I believe that the mechanical elements of the sects reflect different ways to focus druidic magic, and that you could see other sects adopt these same practices even if they don’t share the same name or precisely the same beliefs. The Seren Dragonshard linked to above notes that most Dragonspeakers follow the paths of the Wardens of the Wood or Gatekeepers… which is about them MECHANICALLY following those paths, not that some of them say “We’re Gatekeepers!” So in creating a new sect, if you don’t want to create entirely new mechanics, you could certainly say “Which of the five is it most like in its purpose?”
This is particularly relevant to the Greensingers. The Eldeen sect has a strong connection to the Twilight Demesne. But if you’re using the 4E story, I’d say that you could have similar sects in any of the regions where Feyspires manifest – essentially, anywhere that has a strong, ongoing connection to Thelanis. These would share similar traits – fey ambassadors, blending druidic and bardic paths – but they wouldn’t necessarily call themselves Greensingers. WITH THAT SAID… you could just as easily say that the Greensingers began in the Twilight Demense, entered Thelanis, and from Thelanis spread out to such places… and thus make them all part of the same sect.
You’ve mentioned previously that each sect tends to fight one enemy, Aberrations for Gatekeepers / Undead for Children of Winter, is there a sect setup to fight the Lords of Dust? or Demons / Devils in General?
The Overlords aren’t bound by a natural force; they are imprisoned by the SIlver Flame. Thus they are primarily opposed by forces that channel the SIlver Flame, like the Ghaash’kala orcs. So no: at present there is no canon druidic sect that focuses on fighting demons. On the other hand, I’d think EVERY sect WOULD fight demons if they encountered them.
Tied to this: the sects often have one foe they are most concerned with, but they’ll still fight the others. The Gatekeepers are focused on aberrations and the Children despise undead. But the Gatekeepers will definitely destroy undead and the Children will hunt down aberrations that cross their paths. It’s just that these things aren’t a focus of their daily lives.
How do the different druidic sects and the Church of the Silver Flame tend to perceive each other?
Personally, I think there’s very little interaction between them. The Church can’t possibly monitor every single sect or cult that exists in the world, and the druids aren’t especially interested in interacting with them; they’re doing just fine, thank you. WE know what the Gatekeepers are doing is vitally important, but to the world at large they are obsessing about something that hasn’t been a threat since before humanity came to Khorvaire. With that said, I’d think that they would have a generally positive view of the Wardens of the Wood, who likely assisted templars during the Lycanthropic Purge, and a generally negative view of the Children of Winter and Ashbound, both of whom take actions that can threaten innocents… and the Ashbound in turn will see the Church as channeling unnatural energy. Meanwhile, the Gatekeepers live in the shadows and don’t believe that they need the help of some human outsiders.
WITH THAT SAID: In the last 5E Eberron campaign I’ve been playing in, the players include a Ghaash’kala paladin, a cleric of the Silver Flame (well, technically, Jaela Daran), and a Gatekeeper druid. We work together well because we do all share a common goal of protecting the innocent from evil, and we’ve been happy to pursue each other’s personal issues. But we’re still playing it that our respective organizations really don’t know a lot about one another.
Furthermore, if primal magic does not require belief… could a druid believe in and follow the Silver Flame?
The question I’d ask is why they become a druid in that case, instead of becoming a cleric. But other than that, there’s no reason they couldn’t. You could easily CREATE a sect of Silver Flame-inspired druids in the Eldeen who adopted the faith after fighting alongside templars in the Lycanthropic Purge.
Are there any druidic traditions amongst the Blood of Vol?
The Seeker tradition is largely urban and druidic traditions generally develop in the wild. Further, the goals of the Seekers are fundamentally TO BREAK THE CYCLE OF NATURE; combined with their affinity for undead, this would brand them as abominations in the eyes of the Children of Winter, if not most sects.
When it comes to druids, are there any sects that tend to utilizing the feat from 3.5 “Assume Supernatural Ability”? Does it fit with any specific sect’s view on the world?
Nothing particular comes to mind… but I don’t have time to go through and figure out a) what shapes a druid could take where this would come into play and b) the level that would be required to do so, which would affect how much it could really be central to a sect. You could certainly make a new sect around the idea.
And are there any sects that use “Draconic Wildshape”?
Sure: the Seren Dragonspeakers.
Are there any druidic traditions amongst the merfolk and sahuagin? What are some druidic traditions of the Vulkoorim drow of Xen’drik?
I’m certain that there are aquatic druidic traditions. The Qaltiar drow have a tradition involving primal spirits, as seen in The Shattered Land and Gates of Night. But neither of these are things I have time to explore in this format. Once Eberron is unlocked for the DM’s Guild, I’d love to explore this in depth (or see what other people do with it).
Is there any more information about the druid(s) that awakened Oalian and Kraa’ark Lors?
Not at present.
Life in the Lhazaar Principalities revolves around the sea. What’s the possibility of there being a druidic sect in that area who focus on the sea life of the region; ensuring fishermen get bountiful catches, ensuring whaling ships don’t hurt the creatures unnecessarily, and predicting the hurricanes off the Sea of Rage?
It’s a logical role for druids or gleaners, and something that has been suggested in passing; in particular, it’s been noted that Cloudreaver priests of the Devourer may develop druidic abilities, and the Wind Whisperers are a powerful force. With that said, we haven’t presented druids as a defining pillar of society in the Lhazaar the way we have in the Eldeen Reaches, so if I was writing for canon Eberron, I probably wouldn’t make them the secret masters of the Reaches. However, I could see adding in a gleaner sect that does exactly the sort of thing you suggest – ensuring bountiful catches, predicting storms, preventing overfishing. As a Gleaner sect they could exist without DOMINATING the culture; some respect them, some curse them as annoying busybodies. But they aren’t as dramatically powerful as the Cloudreaver druids or the Wind Whisperers.
As a side note on the Wind Whisperers: In theory, their power comes from a connection to the Mark of Storms. In practice, I might give a powerful Wind Whisperer NPC druid, warlock or sorcerer levels with storm/lightning related magic reflecting a deeper connection to primal storms unlocked by the mark. So the power that makes them a force to be reckoned with is more than just the base abilities granted by the mark.
What’s the tie between the Prophecy and Primal Magic? Aren’t both a direct expression of Eberron?
Eberron may be the source of Primal Magic, but she’s not the sole source of the Prophecy. There are many different theories about the origin and nature of the Prophecy; the dominant view in the Chamber (as called out in Dragons of Eberron) is that “The Prophecy is a reflection of the ongoing struggle between Khyber and Eberron. The Progenitors shaped reality at the beginning of time, and the Prophecy reflects their divergent desires for their creation.”
If dragons know primal magic and druidism for millennia, should we suppose that a sect of very powerful, high level dragons/druids exist and take care of the equilibrium of Eberron?
Powerful draconic druids do exist. The Child of Eberron is one of the core archetypes of the religion of Thir, as covered in Dragons of Eberron: All natural life sprang from the progenitor dragon Eberron, and the child of Eberron honors the Great Mother and defends her works. However, the vast majority believe that this is a task fit solely for dragons, not something that the lesser races should be involved in. There may be a few Children of Eberron acting within Khorvaire, but they aren’t working with lesser druids (whom Vvaraak should never have taught!) and are generally dealing with primal problems we don’t even perceive. Humans are like ants to them: part of the natural world, capable of forming communities, but of no directrelevance to their actions… and if you have to wipe out a bunch of them to do something important, they’ll recover from it. The critical example of this is Xen’drik: when the giants were about to take action that seriously threatened the equilibrium of Eberron, the dragons acted and utterly destroyed their civilization.
The good news for us is that the Children of Eberron are generally only concerned with SERIOUS threats to the equilibrium of Eberron, like “destroying a moon.” Things that are just going to wipe out a bunch of human nations aren’t that big a deal… again, when you look at things from a perspective of millennia, they’ll grow back. With that said, I suspect the Children of Eberron are concerned with the Mourning, and could potentially be allies in a plot that seeks to solve this mystery… but again, if the answer to the Mourning is “humans did it” and there’s a chance they could do it again, there is a very real risk that Argonnessen would decide that human civilization should go the way of the giants.
If primal magic is the result of invoking the primal spirits, using the secret names and rituals to channel natural forces, or tapping into the interconnectedness of all things through Eberron, how do druids and other primal casters use magic when they travel to other planes? In theory, primal magic is the domain of Eberron herself, so when traveling away from her, wouldn’t a primal spellcaster be cut off from their magic?
Good question. The same problem applies to Divine and Arcane magic, which are fundamentally drawing on the power of Siberys; shouldn’t going to another plane separate them from this source? The short and simple answer is that no, it doesn’t. The Progenitors created all the planes, and all of the planes are connected to Eberron. The creatures of Eberron live and die, know peace and war, dream and go mad. This is because Eberron is touched by all of the planes. The same process works in reverse. Dal Quor may not have a direct connection to Thelanis, but it DOES have a connetion to Eberron, and this allows your caster to draw on the power of Eberron or Siberys.
Now, if YOU had more time, it would certainly be interesting to change the way that primal magic works in Thelanis or Lamannia, and it’s something I might explore if/when I have the opportunity to develop Planes of Eberron. But the simple out if you don’t have time for such tinkering is “Eberron touches all the planes.”
My next few post will be about Phoenix: Dawn Command, but I will be posting another Eberron Q&A sometime in the next few weeks; the topic will be Thelanis and The Fey. Post your questions about Phoenix or Eberron below!
I’m working away on a number of different projects that I can’t talk about just yet, while waiting for Phoenix: Dawn Command to come back from the printer. One thing I can mention: I’m scheduled to be a guest at Acadecon 2016 (Dayton, Ohio on November 11th-13th), which is in the last few days of funding on Kickstarter. It’s a small event but has a great lineup of guests, so if you might be interested, follow the link and check it out.
Meanwhile, I’ve got dozens of Eberron questions to work through, and many could be the subject of entire posts. But there’s a few that can be answered quickly, and I’m going to see how many I can get through in one sitting.
If Eberron is ever opened for DM’s Guild, would you consider finally writing and publishing a complete Planes of Eberron?
Absolutely. I have a long list of topics I would love to write about as soon as it is possible to do so, and the Planes are high on that list.
Some planes have a key role in Eberron’s story and are very important for Eberron’s flavour. I mean Dal Quor, Xoriat, Dolurrh. Other planes, at least in core set, looks more as “a place where you can find some creatures that wouldn’t fit anywhere else”. But somehow I feel these creatures would need to be “eberronized”.
I feel that all of the planes have much more to offer than simply being a source of exotic creatures. Each plane needs to be a compelling foundation for stories, whether the plane is the location of the story or something that directly influences it. I have deeper ideas for all the planes that have been revealed so far, and I feel that Mabar and Lamannia have just as much to offer as Xoriat or Dal Quor. And I look forward to writing about them as soon as it’s possible!
Months ago, we discussed the idea of a Daelkyr obsessed with the Silver Flame and trying to make it stronger in creepy ways. Do you think it could work more on celestial versions of aberration, or maybe in aberrating celestials, like a half-illithid angel?
In my opinion, part of what defines the material plane is that its inhabitants are innately connected to ALL of the planes. Humans live and die. They dream and know madness. They can fight wars and find peace. They are already connected to every plane, and that makes it relatively easy for them to be corrupted or transformed by the influence of planar beings. Beyond this, most mortals are creatures of flesh and blood, influenced by genetics, disease, and similar factors. So creatures of Eberron are easy clay for a daelkyr to work with.
By contrast, immortal outsiders are formed from the pure essence of a single plane. They are ideas given form, only loosely bound to physical reality. An archon from Shavarath is a pure embodiment of war. It wasn’t bred or born; it embodies an idea, and madness isn’t part of that idea. So I think it’s far more difficult for a daelkyr to transform an angel or a quori that to affect a mortal. With that said, anything is possible if it makes a good story. In a way, you can think of an angel as a piece of computer code as opposed to a being of flesh and blood. If the daelkyr could find a way to hack that code and rewrite the fundamental idea that defines the angel, they could twist it. It would just be a completely different process from the fleshwarping techniques they use on the creatures of Eberron.
If a paladin of the Blood of Vol who grew up in the ranks of the church or in another way discovers the true nature of the cult, would he lose his abilities? Or do you think in Eberron can exist a corrupted paladin or a paladin without a faith?
PERSONALLY, I hold paladins to a very different standard than clerics. I am a firm believer in the idea that you don’t choose to be a paladin: it is a divine calling that chooses you. As such, I do feel that it is vital for a paladin to remain “on-mission” and that a paladin who loses faith would lose their abilities until they could find their way back to it. With that said, I feel that paladins are defined by THEIR view of their faith. Clerics typically work through doctrine and study; an illiterate farm girl could become a paladin if she is called. She won’t lose her powers just because she’s excommunicated, and she’s unlikely to lose her faith after encountering a single corrupt priest; instead, she will likely be inspired to follow her calling and do something about that corruption.
This is especially true in the case of the Blood of Vol. Where do divine casters tied to the Blood of Vol draw their strength? The Divinity Within. Seekers believe that we all have the divine spark in our blood – that we could all be gods, and that we were cursed with mortality to keep us from reaching this potential. A paladin of the Blood of Vol isn’t getting her powers from an outside source; she has been called by her own divine spark, her own potential urging her to protect her people and fight death.
Add to this, I actually think the faith of the Blood of Vol has no more corruption than any other organized religion in Eberron… it’s simply that it’s called out more dramatically in Erandis. I believe that the majority of priests of the Blood are committed to the principles of their faith. In my campaign, Malevenor is a true Seeker and Atur a stronghold of the faith. The leaders of the Order of the Emerald Claw are corrupt and abusing the faith of their followers, but the devoted priests far outnumber the corrupt.
Now, if your question was “If a BoV paladin raised in the Emerald Claw discovered the corrupt nature of its inner circle, would she lose her faith and her powers,” I think she would turn on the corrupt priests – but I don’t believe that this would shatter her faith in the basic principles of the religion, especially since her divine power actually comes from within her, and isn’t in any way a gift from those corrupt priests.
A long time ago you wrote that you were playing an orc paladin of Demon Wastes and that you were going to tell us about this experience. I think it is a very interesting point in Eberron. How can a few of orcish tribes stand against all the demons of Demon Wastes?
There’s many more questions you could ask. Where do the demons of the Demon Wastes come from, anyway? What do they do when they aren’t trying to escape the Wastes? Why don’t the demons just go AROUND the Labyrinth? Why were the Ghaash’kala first chosen to guard the Labyrinth, and who set them there? And setting aside the demons, how can the Ghaash’kala survive in such a harsh landscape? What to they eat? Where do they acquire their weapons and armor?
This is a big topic, and when Eberron comes to the DM’s Guild the Demon Wastes is a topic I intend to explore in detail. But here’s the high level overview. There’s far more going on in the Demon Wastes than outsiders realize. It is a web of manifest zones, ancient wards, eldritch machines and demiplanes. Just as the modern Gatekeeper Druids hold back the Daelkyr by maintaining the ancient wards, the Ghaash’kala are also working with tools that date back to the Age of Demons and the foundation of the Silver Flame. As for how they obtain resources and food, they forage in Khyber. There are entrances to Khyber all across the Demon Wastes. When I say “Khyber” here, I don’t mean physical caves; I mean the demiplanes where demons are bound and born. Essentially, the Ghaash’kala raid the Abyss to obtain resources that aren’t available on the material plane.
Needless to say, this is the very tip of the iceberg… but I look forward to explaining in greater detail when it’s possible to do so.
I have a new group of players. They would love to play or a team related to Greensingers or to Ashbounds. But I feel like Greensingers are nice people singing and getting drunk in the almost-innocent plane of Thelanis and Ashbounds are interesting only at low levels, since their natural enemies are humans. Would you have any suggestion for either a Greensinger or Ashbound campaign?
I have a very different view of each sect, and I think you could definitely run a campaign tied to either sect.
Let’s start with the Greensingers. I don’t see them as “nice people” or, for the most part, as drunkards. The Greensingers are concerned about the balance between the natural world and the planes… especially Thelanis and the Fey. It’s noted that “many Greensingers spend time in the halls of the Faerie Court before returning to Eberron to act as ambassadors, servants, and spies for the fey lords.” This same article notes that “These individuals can serve as guides to Thelanis (and perhaps other planes), but they cannot always be trusted; their motives are as mysterious as the fey themselves.”
If I was going to run a campaign based on the Greensingers, I’d start by developing their Fey patrons. I’d want members of the party to have ties to different patrons, and to work with each player to develop their own personal goals. These could be tied to threats that are passing from one realm to the other; to the plight of the Feyspires; or to ancient bargains or pacts established by the Fey themselves. I’d look at the depiction of Bast and the fae in Wise Man’s Fear by Patrick Rothfuss, or in my own novels Gates of Night or The Fading Dream. In my view, a Greensinger campaign could have all the action and suspense of Mission Impossible and Ocean’s Eleven spread across two planes. The Greensingers are tied to a secret world most mortals know nothing about it, and they alone know how that world threatens and is threatened by Eberron.
As for the Ashbound, the last thing I’d worry about is that their threats are primarily low-level or human. The stereotype of the Ashbound is that they are crazy fanatics who run around burning down Vadalis magebreeding facilities, and some of them do. But the basic drive of the Ashbound is to protect the world from the unnatural influence of magic, and there’s a lot of that going around. Perhaps you’ve heard of the Mourning? If I was running an Ashbound campaign, I would emphasize the terrible threat posed by the irresponsible use of magic. Driven by greed and the thirst for power, the Five Nations and the Dragonmarked Houses are pushing the limits of magic further and further. Concern of a second Mourning is certainly a possibility: but you can also emphasize the smaller scale horrors such research has unleashed. Explore the biological weapons Jorasco’s nosomatic chirugeons are developing, or the war magics Minister Adal is exploring in his quest to ensure victory in the Next War. Expand on Magebreeding… the experiments that have gone horrible wrong and the creations that Vadalis cannot control. and that’s not even touching demons and other unnatural magical entities that are anathema in the eyes of the Ashbound. You can play the Ashbound as zealots who primarily bother humans… but you can also play them as champions fighting a secret crusade against threats and villains the common folk don’t know about. You can play them as fanatics… but they can just as easily be the supernatural world’s answer to the Men in Black, protecting the innocent from arcane terrors they never even know about.
What relations to Night Hags – any of the nine supposed to inhabit the Demon Wastes, and great Sora Kell herself – have with the Quori? We know that they had a quasi-neutral situation as ambassadors in the Dragon-Fiend wars, but they also have powers over dreams. How do the Quori feel about this, and, conversely, do the hags know about the previous incarnations of Dal Quor?
There’s no canon answer to this. If you’re asking how I’d run it: First off, keep in mind the vast scale of Dal Quor. Every creature that dreams visits Dal Quor… and we’ve also indicated that there’s regions of Dal Quor made up of the dreams of long-dead entities, and places like the Citadel of Fading Dreams. Natural dreams are created through the interaction of the dreamer’s subconscious with the mutable reality of Dal Quor. Quori have the power to override this and alter an individual’s dreams, but it’s not as if they are personally monitoring and shaping EVERY DREAM. As a result, if your wizard uses Dream or Nightmare, he’s not innately stepping on the toes of the Quori; he’ll only draw attention if he happens to mess with a dream a Quori IS directly shaping for some purpose.
So you COULD say that the Night Hags fly under the radar of the Quori; they have enough experience to recognize when a dream is being manipulated by Quori and choose to avoid interfering. However, I’d personally say that the Night Hags are known in Dal Quor – I think they’d extend their role as fiendish ambassador to include their interaction with Dal Quor. I think they’d HAVE to know more about the previous incarnations of Dal Quor than the Quori do, which would be an immediate basis for a relationship. It could be that they have helped shape the Quori reaction to the turn of the age in this and previous ages… they might have even set the Quori-Giant war in motion.
The short form, though, is what works best for your story? Do you want a Night Hag to be able to act as a neutral intermediary between the party and il-Lashtavar? Would you like to have a Night Hag with a bitter feud with a powerful Quori… or a deep love formed in a previous age, leading her to want to force the turn of the age in the hopes of restoring her lover’s spirit to the form she once knew? It’s up to you.
What is the difference between some of the Rajahs who seem to step on each other’s toes: (a) Bel Shalor is a spirit of treason, but so is Eldrantulku. Though I assume Bel Shalor is more of the classical temptor and corruptor of innocence. (b) Sul Katesh is the keeper of secrets, but Tul Oreshka also has power over them. (c) Dral Khatuur and the overlord served by Drulkalatar are spirits of the wild, though Dral Khatuur is more specialised in cold.
The Overlords of the First Age aren’t gods, and they can step on each other’s toes. The range of their influence is limited; if Rak Tulkhesh is influencing events in the Five Nations, he’s out of range to also be influencing events in Xen’drik – but there could be ANOTHER Overlord tied to war influencing Stormreach. With that said, the ones you’ve described are different from one another. I’d love to do a more detailed accounting of each of these when the DM’s Guild opens up for Eberron, but in short:
- Bel Shalor is more about corruption while Eldrantulku is about chaos and discord.
- Sul Khatesh is the master of arcane secrets, while Tul Oreshka knows the secrets that will drive you mad. Sul Khatesh knows incantations that can destroy cities or raise the dead; Tul Oreshka knows what your lover truly thinks about you, and what’s lurking underneath your bed in the dark.
- Dral Khatuur embodies the chill that kills the harvest and saps the strength of the strongest man. The Wild Heart is the predator that lurks within, the rabid instincts that lie beneath the surface waiting to be unleashed.
The key is that the Overlords are fundamentally about the EVIL that their spheres can do – the things that cause fear and death. There’s nothing positive about Dral Khatuur; she embodies the killing cold. She’s not part of the natural cycle; she will bring unending winter. Likewise, the Feral Master is a corruptor of natural impulses, turning innocents into savage monsters.
Back on the WotC forums, in the days when they existed, you mentioned that you had details on Dral Khatuur and her place of imprisonment, but had to clear it with WotC whether you could release any information. Has there been any movement on this?
I have a 10,000 word backdrop on Dral Khatuur and her prison in the Frostfell. If Eberron is unlocked for the DM’s Guild I’ll see if I can revise it and post it there.
How do various Rajahs – or, for that matter, gods – interact with planes that are within their spheres: Dral Khultur with Risia, Rak Tulkesh with Savarath, the Wild Heart with Lamannia, Katashka with Mabar and Dollurh, and so forth?
As I mentioned above, Eberron is touched and influenced by all the planes. The Overlords are fundamentally spirits of Eberron and as such reflect how the planes influence mortals as opposed to having some sort of personal tie to the planes. So Tul Oreshka is strongly tied to Madness and has a closer connection to Xoriat than to the other planes… but that’s just an amplified version of the connection ALL mortals have to Xoriat, and it doesn’t mean that she has some sort of bond to or influence over the Daelkyr or other creatures of Xoriat.
That’s all I have time for today. As always, leave your questions and comments below!
Big week this week, but it may be two weeks before there’s another update; I’m getting ready to move back to Portland and there’s a lot of work to be done! As always, these are my personal thoughts and may not always mesh with canon sources. Take ’em for what they are worth.
Did you sneak any personal data into Eberron? Is “Eberron” the name of a favourite cat as a child? Is Merrix a best friend?
Bear in mind that not all the names are mine; many things changed in the big brainstorming phase when I was working with James Wyatt, Bill Slaviscek, Chris Perkins, and the rest, and many NPCs were developed in that phase. For example, I think it was Bill Slaviscek who came up with the name “Khorvaire”, so maybe someone in his family drove a Corvair. Everyone on the original design team left their marks on the world somewhere.
On my part, the only one that comes to mind is Greykeyll from Eye of the Wolf and City of Towers. In real life, Greykell is my adopted sister. The character in City of Towers essentially is her, dropped into Eberron. When I was developing ideas for the comic and decided to use a Cyran veteran, she seemed like a logical choice – and as I mentioned earlier, her background became much more interesting at that point. And hey, she’s got a great fantasy name!
Sharn and Stormreach are two cities that have seen a decent amount of source material. Are there any other cities that you would like to see fleshed out? Which ones and could you elaborate on what is interesting about those places?
I want to see EVERYTHING fleshed out. But I’ll pick out a few specific examples.
Graywall. I got started with this in this Dungeon Backdrop, but it’s one of my favorite cities and I’d love to do more. I love the frontier feel and the chance to explore monsters in a role beyond “the creatures you kill for treasure.” It’s also a great haven for dissidents, deserters, and war criminals. As I like to say, it’s Casablanca with more trolls.
Thaliost. It’s a powder keg right in the heart of the Five Nations, and a chance to take a deeper look at both Aundair and Thrane. it was something that was in the running for a 2012 Dragonshard, but Eston ended up winning the “undeveloped city” slot.
Pylas Talaear. This port city serves as the gateway to Aerenal. We haven’t taken a close look at what daily life is like in Aerenal, and what it’s like for foreigners who visit; I think it would be a great place to explore.
Atur. Ancient stronghold of the Blood of Vol in Karrnath. The crown has distanced itself from the faith, but Kaius still holds court in Nighthold. This is an interesting place to explore the full spectrum of the Blood of Vol and its relationship with Karrnath, and the conflict between the Emerald Claw and other elements of the faith.
Did you have explanation for the day of mourning when you first developed the setting?
No. I had half a dozen explanations that all made sense to me, which is essentially the approach you get with a lot of things in Eberron. To me, the cause of the Mourning was far less important than the impact it had on the world. The unsolved Mourning is what holds the Next War at bay and keeps the world in a cold war, and that interests me far more than an adventure in which people solve it. So here’s a few I considered:
* It was an environmental consequence of the amount of magic being used in the war – both war magic and increased production on the part of the houses. This is one thing driving the ceasefire; until people can be sure that using war magic won’t cause another Mourning, it’s hard to start firing the siege staffs again.
* It was a misfire of a weapon that was being developed, most likely by Cannith. The question then becomes if any of the current Cannith heirs know anything about it, or if all information was lost.
* It was a successful test of a weapon, and whoever did it is waiting to “reload” before they take credit for their actions.
* It was the result of the release of a demon Overlord or Daelkyr, who is currently sitting in the Mournland rebuilding its strength and studying the world. This could be an interesting blend with the Becoming God or Mournland Magebred.
* The Children of Winter are right: it is simply the beginning of the end. Whether or not it was triggered by magic, it is a catastrophic environmental failure that will soon start to spread across the world until the entire world is transformed; at that point, an entirely new world will be created.
* It’s the work of the Sovereigns – a warning to get people to stop and reconsider.
* It’s tied to the appearance of the Feyspires (see The Fading Dream).
… I could continue, but you get the idea. Any of these could be true. And as long as any could be true, people have to proceed as if they are all potential threats.
Some people may say “But in The Gates of Night it’s implied that Lei’s parents know what caused the Mourning! So that means you had an answer!” Well, if you read closely, they don’t say they know WHAT caused the Mourning, they say they know WHO caused the Mourning. They have a specific answer in mind, and it could apply to any of those explanations I’ve given above… and I’ll leave it at that.
If you have a ‘new favorite’ explanation of the day of mourning, and if so, what is it?
Clearly, it’s the Spellplague!
… OK, maybe not.
It’s sometimes mentioned that cultists of the Dragon Below have some kind of “promised reward” in the form of a wonderful place deep within Khyber. Have you ever fleshed out any details about what this promised land would be for them, or is this something that’s intentionally vague and/or subject to change depending on the particular cult?
A key principle of the Cults of the Dragon Below is that they aren’t monolithic in any way. The majority of cultists don’t even think of themselves as “cultists of the Dragon Below”; it’s a label that academics use to cover the diverse range of sects. Common elements are connections to or affection for aberrations; ties to Daelkyr or Overlords; and bizarre beliefs which may actually be schizophrenic in nature. I’ve talked about a sect that believes there’s a glorious kingdom below that you can only reach by paving the path with the blood of enemies. It could be that this is a literal, physical place. Khyber is supposed to include, essentially, demiplanes – there could be some bizarre wonder-world you can only get to through this cavern in the Shadow Marches. Or it could be utter lunacy. This same basic belief could appear in another cult across the nation, especially if it’s tied to the same Overlord or Daelkyr; but that doesn’t imply any communication between the two cults, and it’s possible cult two has an entirely different idea of their paradise… or that their paradise also exists but is a different demiplane.
Were there any other potential races you thought of for Eberron before settling on Changelings, Warforged, and Shifters? Also, regarding Changelings, what are your personal ways for keeping Changeling PC’s in check?
First, you left Kalashtar out of the list, and they were in from day one. Beyond that, there were no other NEW races in the original proposal. It was suggested that goblinoids should be viable characters. As for changeling PCs, it depends what they’re trying to do; I’ve played in quite a few games with changeling PCs without problems. Can you be more specific (in the comments) about exactly what problems you’re having (and what edition you’re using)? Their clothing and equipment doesn’t change, and in a society in which changelings exist people will pay attention to such things. In a city like Sharn, groups such as the Tyrants may actually police their own, as someone passing through and giving changelings a bad name will hurt them in the long term. Beyond that, though, anyone can be a changeling with a hat of disguise or first levelillusion spell – and there they can change clothes, too! Changeling abilities are useful, but they shouldn’t be foolproof – and bear in mind that this is a world where changelings, illusionists, rakshasa and more are simply known fact.
In a real society, the medieval urban elite would be bankers, traders, captains of industry. But in Eberron, industry and trade is dominated by the Dragonmarked. How do hypothetical non-Dragonmarked urban elites compete without the magical edge the Dragonmarked possess?
Not easily, which is why the Houses are typically described as having monopolistic power over their fields of industry. Thus, the simplest way for a non-dragonmarked urban elite to thrive is to run a business sanctioned by one of the houses; this is something described in the Dragonmarked sourcebook. Not every inn is a Ghallanda inn; but if it’s got the Ghallanda seal of approval, you know it’s of quality… and that it gives the house a share of its profits. To be licensed, you need to adhere to house standards (and put up with inspections) and pay your dues. But it’s possible for everyone to profit.
There are other options. You can find a niche that none of the houses cover. While we’ve never mentioned it, it’s possible Cannith has a line of clothes. But they aren’t competing with people like Davandi in the field of high fashion. You could specialize in a particular field; you can’t make smoothies as quickly as someone using a Ghallanda prestidigitation-based blender, but you have a special recipe that makes it worth the wait and higher price. This is the point of, say, The Oaks in Sharn. The food is simply better than you’ll get in the Gold Dragon Inn. But it’s due to the genius of that single chef. You could also possess a resource that the house needs and doesn’t have. The Mror lords are wealthy because they own the gold and steel mines.
I’ve talked about how the houses may bring their power to bear on someone who threatens their monopolies. The thing is, it has to really be a viable threat. Ghallanda doesn’t care if the Oaks is the best restaurant in Sharn; they still make fat dragons every day from all of their restaurants. It’s only if the Oaks’ chef tried to create a national chain and a series of low-end cheap eateries that they’d start to worry. Likewise, Cannith doesn’t need to drive every single smith out of business. However, if you buy from a smith who doesn’t have the Gorgon seal, you don’t know what sort of steel you’re getting!
Considering the masses of Warforged that have been produced , what countermeasures against Warforged have been created? How likely would it be for an influential Individual like Nolan Toranak to find/create them ?
Honestly, the masses of warforged still make up a relatively small number of the total troops fielded during the war. With that said, you don’t need something to be entirely developed to destroy warforged; anything that would be especially effective against armored infantry will work. Heat metal, some sort of corrosive cloud, a swarm of rust monsters… take your pick. And if you’re using 3.5 rules, you have a wide range of inflict damage/disable construct spells you can build into weapons. I don’t think Nolan Toranak could create them, but he could certainly buy them.
What do the leaders of Aerenal think about Xen’drik and the recent trend of expeditions looting all those giant relics? I can’t imagine them to be neutral about this, since they know better than almost anyone else what the ancient giants were capable of.
What are they going to do – blockade the Thunder Sea? There’s more humans than elves. I think the most likely approach would be for them to send their own forces – a specialized unit of the Cairdal Blades – to try to destroy the things they feel are too dangerous to be found. So when your adventurers have just found a really, really cool artifact, have some elves show up who want to destroy it.
What does the Dreaming Dark think of Aerenal? I imagine they must be pretty concerned with the power of the Undying Court, and the fact that the elves will likely know some of the stuff that happened back when the Quori invaded Xen’drik.
Maybe yes, maybe no. The Dreaming Dark seeks to impose order upon the chaotic minds of humanity because mortal dreamers affect Dal Quor. Elves don’t dream, therefore it’s quite likely that their actions have no impact on Dal Quor; and setting aside that tiff with Vol, Aerenal has shown itself to be an incredibly stable society that has barely changed in twenty thousand years. What more could the Quori want from it?Essentially, their best bet is to leave it alone and hope that nothing changes.
As for the elves remembering the Quori invasion, there’s all sorts of issues there.
* It’s not like the elves who founded Aerenal were big on pre-war history. They don’t even have concrete info about the Qabalrin; the line of Vol was just using scraps of Qabalrin lore.
* The exact details of the Quori “invasion” are still very mysterious. While it’s logical to assume that they were seeking to evade the turn of the Age as the current Quori are, it’s entirely possible that they were trying to do this in a non-aggressive manner; the existence of the docent Shira shows the possibility that they simply sought to ESCAPE Dal Quor, but had no desire to conquer the people of Eberron. Another possibility that’s come up is that the giants – who were clearly aggressive – actually sought to conquer Dal Quor, and that the actions of the Quori were in fact self-defense.
* Any way you slice it, that war involved an entirely different age of Dal Quor, and the Quori were nothing like those of the present day. So even if there are elves who kept excellent records, those records describe interactions with a very different culture and species.
How would the Dreaming Dark feel about Warforged , since they do not sleep and therefore dont dream ?
See the above, and for that matter, read The Dreaming Dark trilogy. It was written by this Keith Baker guy – you might have heard of him. It’s out of print, but still available in ebook form: City of Towers, The Shattered Land, and The Gates of Night.
“Do warforged dream of humunculi sheep?” A question that came up in game recently when one character offered to show the warforged character her dreams. The warforged said that “they don’t dream.” Other than a “Blade Runner” type adventure, how do you interpret this concept?
How do *I* interpret it? Well, you might want to check out The Dreaming Dark trilogy. I hear it’s available on Amazon. Now in time for the holidays!
Could Karrnathi skeletons theoretically act autonomously like a warforged or do they require Karrnathi military orders to act?
Karrnathi skeletons can make autonomous decisions based on pre-existing orders. So if a Bone Knight tells his undead regiment “Hold this pass at any cost” and then dies, the regiment is capable of adapting their tactics to deal with whatever new threat comes along. However, they cannot do any of the following:
* Decide that they are sick of holding the pass and want to do something else.
* Conclude that circumstances have changed and that the pass is no longer strategically important.
* Compose poetry while they are waiting.
* Improve their skills – which is to say, gain class levels.
* Have any sort of emotional attachment to anyone or anything in their unit.
Karrnathi undead aren’t like vampires or liches. They can only be made from the corpses of elite Karrnathi soldiers, but a newly risen Karrnathi skeleton is identical to every other Karrnathi skeleton; it has none of the memories of the original soldier. The ritual isn’t some cheap form of raise dead. One way to look at it: a warforged has a soul; Karrnathi undead do not. FOr more on Karrnathi undead and possible dark secrets about them, check out the Fort Bones Eye on Eberron article.
On the Ashbound: do you see there being room in the Ashbound doctrine for members who oppose not arcane magic, but the mundane pollution of Eberron?
Allow me to answer with a quote from the Player’s Guide to Eberron: “To the Ashbound, many things violate the natural order, with arcane magic at the top of the list. The Ashbound see such magic as the epitome of the unnatural, using formulas and rituals to twist the laws of nature and create deadly effects that were never meant to exist. Cities and other physical manifestations of civilization are next on the list, along with structured agriculture and the magebreeding of animals—twisted attempts to reshape the world.”
“Pollution” is just a symptom; civilization is the disease.
How would the Ashbound regard an arcane caster who draws their magic from nature, such as the Pathfinder witch?
That depends. How does it manifest, from a practical in-world standpoint? How does someone looking at the witch recognize that her magic is arcane in the first place, and how can they tell that it comes from a “natural source”? If she is using the verbal, somatic, and material components of a wizard, then the Ashbound will treat her like a wizard. If she looks more like a druid, then most will treat her like a druid; it would take some sort of magehunter who’s actually trained to sniff out arcane magic to recognize her and decide what to do.
What is a cutting disk, what does one look like & how did it come to be a kalashtar weapon?
One is shown here in the hand of the Atavist Lanhareth. The kalashtar prefer curved things to hard angles. In my opinion it was developed as a soulknife weapon long before it was used in steel. As a result, they come in many styles; any soulknife could come up with a different take on it.
If Eberron religions were replaced with Earth religions what would their analogues be?
The Sovereign Host is a pantheistic faith dealing with anthropomorphic deities, and as such could map to any number of Earthly religions. Frankly, the others weren’t intended to mirror Earthly religions and don’t map well at all.
The Church of the Silver Flame doesn’t worship an anthropomorphic deity. It doesn’t believe that its divine power created the world; rather, it believes that this power was created to combat the evil in the world. Add to that the fact that supernatural evil unquestionably exists. The current human church (as opposed to other Flame sects like the Shulassakar) was founded when Tira Miron was empowered by the Flame to defeat Bel Shalor. This is sort of like Godzilla appearing in North America and stomping on Texas and Oklahoma before being defeated by someone who was given a special gun by aliens and invited to join the Galactic Federation of Godzilla Binders. People don’t “worship” the Flame as such; the Flame is a source of power noble people can draw on to protect the innocent from evil, and the Church is the organization that coordinates that (and as the Shulassakar show, you don’t have to be part of the church to form a connection to the Flame). It has as much in common with the Jedi and the Men In Black as it does with Christianity.
The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.” Again, not a very direct map to anything.
Concerning religions, while the Silver Flame is certainly no direct analogue of a real-world religion, to my mind many of its elements are similar to Catholic and Christian elements. Aside from cardinals, the idea of sacrificing oneself for getting rid of evil (Tira Miron, etc.) and the existence of exorcisms are some of them.
Certainly. Note that I said “it has as much to do with the Jedi as Christianity” – which is to say, there are elements of each. The elements you mention are good examples – and bear in mind, long before Tira Miron was born, the Flame itself was formed by the sacrifice of the Couatl; the most fundamental principle of the Flame is noble sacrifice to defeat evil. It’s simply the case that while there are important similarities, there are also some very fundamental differences – people can be blinded by one and not see the other.
Blood of Vol is cult like, individual, secret. How do you reconcile that with a massive Monastery in Atur? How old is that?
I think we have very different views of the Blood of Vol. Have you read the Eye on Eberron article on Fort Bones? One pertinent quote: “The Blood of Vol has had a presence in Karrnath for many centuries, and followers of this faith served under Karrn the Conqueror and Galifar I.” There are many Karrnathi villages where it’s always been the dominant faith for over a thousand years, and in any major Karrnathi city it should be easy to find the neighborhood of the Seekers or the local priest; Atur has long been its urban stronghold. However, it was never endorsed or supported by the royal family, and this is what Kaius did – he made it the religion of the state and gave its priests real political power. Now he’s reversed that, disbanded the orders, and condemned the Emerald Claw. In my campaign, Moranna and Kaius are also using the Seekers as scapegoats for many of Karrnath’s troubles and defeats – why, their dark magics are probably why Karrnath had such troubles with the plagues in the first place, and then they tricked us to relying on them. This is an effort to undercut the power the faith gained during the war and to strengthen Kaius’ support by saying “all our past problems can be blamed on these people, and I’m taking steps to change that.” So life can be difficult for the faithful. But it’s still not a crime to follow the faith, and most who follow it remain loyal to Karrnath even though their fortunes have changed; the commander of Fort Bones is a seeker.
As for being individual and cult-like, there’s two paths Seekers tend to follow. You have the hermit-like followers who carry out a solitary pursuit of the Divinity Within, which is after all a personal quest. However, most Seekers believe that you CAN’T find the Divinity Within in a human lifespan, which is precisely why they believe the Sovereigns created the curse of mortality – to prevent humans from attaining their true potential and becoming the equals of the Sovereigns. These Seekers hope that their undead martyrs (martyrs in that an undead creature can never attain the Divinity Within, which is tied to the blood and spark of life) and the champions of the church will some day break the chains of death for all people, Seekers and non-Seekers alike. In the meantime, the faith places a very strong emphasis on community. The universe is against us and death is the end. Therefore, hold tight to your friends and neighbors. Present a united front. Every death diminishes us, and we must stand together in the face of this. The most common religious rite is bringing the community together and sharing blood in a basin; this emphasizes that the community is one, and must stand together. I’ll also note that a cleric of the Blood of Vol is more likely to raise the dead than one of the Sovereign Host (who believes that Dolurrh is the gateway to joining the Sovereigns) or the Silver Flame (who believes noble souls strengthen the Flame). The Seeker cleric knows that nothing better is waiting for you, and if he can get you back, he will.
Now, the Order of the Emerald Claw is secret and cult-like. But it’s an extremist sect. Some Seekers support its actions even if they won’t join it; but others despise the Emerald Claw and oppose it when they can.
Where does the Emerald Claw keep finding those gullible kids to be their minions?
Who says they’re gullible? There’s a few different things that drive them.
* The principle of the Blood of Vol is that the ancient undead champions have the wisdom to guide the living towards the Divinity Within and that if anyone can defeat the Sovereigns and free the living from the curse of mortality, it’s them. And what undead champion is mightier than the Queen of Death? The sad part is that by canon, Erandis doesn’t care about that, but hey, they don’t know that. “There is no greater champion than the Queen of Death. She will usher in the new Age of Life.”
* The Blood of Vol came to the aid of Karrnath in its hour of need. Seekers who could have stayed out of harm’s way joined the battle because their priests called on them to do so. They shared secrets of the faith with the king, created Fort Zombie and Fort Bones, helped the nation to survive. Now the King has turned on them and condemned them without reason. He ignores their good works and blames his own failings on them. “My father gave his life for this kingdom! He spilled his blood on its soil! And this king spits upon his sacrifice? i will give MY loyalty to a Queen who will never betray us.”
* Most Seekers don’t actually WANT to be undead. They want the Divinity Within; being a corpse driven by a blood-thirst that cannot be slaked pretty much sucks next to that. However, there are some who are purely driven by a desire for personal immortality and power, and Erandis plays to that. “The Queen of Death has promised that I shall be one of her next blood lords if I succeed at this mission!”
* Kaius’ actions have angered many of the non-Seeker warlords. His efforts to broker a peace are seen as weakness. Many Emerald Claw recruits aren’t seekers at all; they have simply been lured by the idea that this Queen of Death will overthrow Kaius and place their warlord of choice (who might be one of those she’s promised to make a vampire, or even Erandis herself) on the throne of Galifar. “I fight for Karrnath! This lily-white king is sucking the blood from our country – the Queen of Death shall lead us all to victory!”
I could go on, but I do have to do some work that pays bills sometime. But you get the idea.
Are you aware of any 4e conversions of the Master Inquisitive?
Not personally. I’d make it a theme. Have a base ability that helps with investigation and utilities tied to Perception, Insight, and Steetwise (look to the skill powers for inspiration). Not sure about what I’d do with the combat powers, you could tie it to the way they handle Sherlock Holmes in the Downey movies – using Insight to anticipate an opponent’s moves and make a more effective attack.
Do representitives from Adar / Kalashtar not speak to the nations of Khorvaire? Do they not say ‘Hey guys Riedra is ruled by extra planar denizeniens bent on world (means everyone) domination, we should do something!’ Does no one care?
This is covered in more detail in sources like Races of Eberron. To a certain degree, the kalashtar suffer from a level of cultural arrogance; “This is our battle to fight.” There’s also the fact that most of the kalashtar of Adar don’t approve of active warfare in the first place; they believe that it is through their continued passive resistance that they will force the turn of the age, and THIS is what will win the war. if you want to do something to help, stop fighting your wars and letting the quori turn you against one another, because THAT is how they conquered Sarlona. However, there are kalashtar in Khorvaire who want to do more. Some of these might try to raise awareness. But here’s the problems with that:
- Riedra is a global superpower. It is a valuable ally and trade partner, and many nations received Riedran aid during and since the Last War. In short, nations have good reason to want to keep Riedra as an ally.
- Riedra has taken no offensive action against any nation in Khorvaire.
- Riedra asserts that the Adarans are religious fanatics and terrorists, much like the Order of the Emerald Claw – something the common folk of Khorvaire can identify with.
- “The leaders of Riedra are demons trying to enslave us all!” If this is true, why hasn’t Riedra tried to enslave anyone? Even the history of Riedra is one of the common people embracing the Inspired as their saviors, not one of conquest. Beyond this, bear in mind that the leaders of Riedra don’t deny that they are possessed; they simply assert that the spirits that possess them are benevolent ancestors. It’s not particularly different from the Tairnadal or the Undying Court.
- No-one is especially concerned about having Adar as an ally.
- The Dreaming Dark is careful to keep its operations entirely separate from Riedran ambassadors, and the Dreaming Dark has no recognized authority in Riedra; if the action can be traced to Riedra at all, it would be something the Inspired could dismiss as criminal.
- There are mind seeds and quori agents scattered across Khorvaire, some in positions of power. Essentially, the Kalashtar who goes to the Duke and announces his suspicions about a local Dreaming Dark plot may simply be exposing himself to the agents of the Dark.
So: Riedra has in the past shown itself to be a valuable ally to Khorvaire. Adar can’t prove any claims it might make, and drawing itself into the spotlight actually makes it easier for the Dreaming Dark to use propaganda against it. The kalashtar believe that it’s their task to oppose the Inspired. Some feel that they do this simply by surviving and continuing their devotion to the Path of Light. Others seek to identify, expose, and destroy individual operations of the Dreaming Dark (which, remember, more often then not have no obvious connection to Riedra). Experience has shown that it’s more effective to gather a small skilled force – say, a party of adventurers – and handle things directly.
Kalishstar resemeble humans so much, how evident would it be for someone to identify a character as Kalishtar instead of human …
Following 3.5 rules, a kalashtar receives no penalty if it attempts to disguise itself as human. So if they TRY to appear human, it’s not very hard for them to do. If the kalashtar makes no effort to conceal its identity, its mannerisms, appearance (unnatural symmetry, etc), and potentially clothing will make it stand out as unusual, even if the observer isn’t familiar enough with kalashtar to recognize it for what it is.
You mentioned the Duke being controlled by a “mind seed.”
A mind seed is a psychic infection that rewrites the personality of the victim to that of a quori. So the mind seed isn’t controlling the Duke as such; he’s become a willing servant of the Dark.
Aren’t all Kalashtar seen as enemies of the Dreaming Dark? Therefore he wouldn’t even have to talk to the infected Duke, merely be seen by him … or would that Duke necessarily immediately know if someone was Kalishtar or Human by sight?
To address the second part first, if the kalashtar disguises his appearance – wearing a hooded robe, taking some effort to adjust his body language – he can easily pass as human. Beyond that, does the duke actually see every traveler who passes through his domain? However, if he walks up to the duke and says “I am a lightbringer of Adar, and I tell you that there is evil in this place!” – well, the cat-of-light’s out of the bag at that point.
As to the first question: is every kalashtar seen as an enemy? Every kalashtar is connected to a rebel quori, and as such the Dark would be happy to destroy every kalashtar of a line in order to reclaim that spirit. However, on a daily level, not every kalashtar is actively engaged in conflict with the Dreaming Dark, and of those who are the vast majority do so simply by performing the rituals of the Path of Light, which are ever-so-slowly keeping the wheel of the age turning. The net result of this is that yes, the Dark is always a potential threat to a kalashtar, which is why they generally live in Adaran communities and draw little attention to themselves. But in practice, the death of any single random kalashtar is a very very low priority to the Dreaming Dark. So let’s go back to that infected duke. He’s a very valuable tool for the Dreaming Dark and likely engaged in long-term political schemes. He sees some random kalashtar on the street. Risking exposure and the upset of all his plans just to kill some random, possibly harmless kalashtar isn’t remotely worthwhile. On the other hand, if that kalashtar is either drawing attention to himself or directly threatening the operations of the Dark – suddenly it may be worthwhile to risk exposure in order to eliminate him. Of course, they’d try to eliminate him in a way that DIDN’T risk exposure – frame the kalashtar for a crime, for example, so the duke can execute him legally. But if the kalashtar stays in the shadows, keeping a low profile and concealing his true nature from those he doesn’t know, he’s far safer than if he walks around saying “LET ME TELL YOU ABOUT THE DREAMING DARK!” – which is why they don’t do it.
Another way to look at the lightbringers’ approach to the Dreaming Dark is very much Tommy Lee Jones’ statement to Wil Smith in the original Men in Black. Why don’t they tell the world about all the aliens? Because ignorance is what lets these people live their normal, happy lives. If you tell them that there are evil monsters in their dreams they are never going to sleep soundly again, and yet that won’t help one bit in making those dreams safer. The Lightbringers are aware the threat. They will identify it and deal with it. If you’re a capable adventurer, perhaps you can help. But revealing it to the world will only cause panic for no purpose. There’s a certain arrogance to this – they frankly think they can handle this better than you can, paladin of the Silver Flame – but there it is.
Look for more about the Dreaming Dark in an upcoming Eye on Eberron article!
As always, I’d love to hear what you’ve done in your campaign or your thoughts on any of these things. The next Q&A is going to concern the nobility of the Five Nations – feel free to ask questions here!