IFAQ: The Elves of Aerenal

As chosen by my Patreon supporters, my next major article is going to be on the nobility of Khorvaire. This article is a shorter subject. Last week I wrote about the Tairnadal elves. This article deals with the other culture of Aerenal: the Aereni elves, the servants of the Undying Court. I’ve written about Aerenal in this article and this article, and there’s a section on Aerenal in Exploring Eberron; I’m including the two pages we’ve already previewed below. Let’s consider a few infrequently asked questions!

Image by Matthew Riley for Exploring Eberron

Are Phiarlan and Thuranni elves still considered Aereni? Are they eligible to become spirit idols or deathless? What about the elves with the Mark of Shadow who serve with the Cairdal Blades in Aerenal?

The answer to this is largely spelled out in this article. “Aereni” is a culture; being Aereni means that you honor your ancestors, give your devotion to the Undying Court, and serve the Sibling Kings. The shadow-marked families—Tialaen, Shol, Ellorrenthi, Paelion, Thuranni—were never actually Aereni; they remained independent from the Undying Court, the line of Vol, and the Tairnadal, and traveled between communities of all of these cultures. When the Undying Court eradicated the line of Vol and exiled its allies, the shadow-marked families chose to leave with them. Some feared that they too would be persecuted for their marks; others believed that the supporters of the Undying Court had committed an unforgivable sin in spilling so much elven blood. As this article says, “to mark their departure from elven society, (the shadow-marked families) formally joined their lines into a new alliance: House Phiarlan.

As for those shadow-marked elves who are occasionally seen in the Cairdal Blades? This is also explained in the article: “A handful remained, believing that it was their duty to the kingdom; these elves found themselves largely absorbed into other lines, and this mingling of blood causes the Mark of Shadows to occasionally appear in Aerenal.” The elves who develop the Mark of Shadow in Aerenal aren’t Phiarlan or Thuranni; they are now Jhaelian or Mendyrian. And the mark only appears rarely because unlike the houses, the Aereni aren’t trying to arrange matches to produce the mark; the marked bloodlines are heavily diluted.

So no: the elves of House Thuranni and Phiarlan aren’t Aereni. They intentionally severed their ties to their homeland and have no loyalty to the Undying Court or the Sibling Kings. And since elevation to the Undying Court—whether as a spirit idol or as one of the deathless—is an honor the Aereni bestow on their most celebrated citizens, it is not offered to those elves who have abandoned their homeland and its traditions.

With that said, a Phiarlan elf could return to Aerenal, abandoning the house and embracing the Aereni traditions; they’d just have to find a noble line willing to adopt them, just like the shadow-marked elves who stayed behind when the phiarlans originally left. And as Aereni, such elves would be eligible to join the Court, though again, they’d have to impress the priests and people with their worth. But joining the court isn’t about whether you have a dragonmark; it’s whether you are a devotee of the Undying Court who has proven yourself worthy to join it, and whose talents and achievements justify this gift.


Could someone use a spirit idol as a template to clone a revered ancestor? Perhaps by transferring the soul into a construct body, or even a living elf willing to give their body to the ancestor?

All of this seems possible, but the real question is would the ancestor be happy about it? As noted in the ExE preview, for many Aereni becoming a spirit idol is something they look forward to. When they aren’t interacting with the living, the spirit within the idol exists within a paradise of its own making, dwelling within its memories and ideas. The Aereni see life as something you do to prepare for your afterlife. You don’t want to die too quickly, because then you don’t have enough memories to build a satisfying eternity. But most see life as the chrysalis, with the spirit idol as a blessed ascension, eternity unbound by the physical form.

So COULD the soul within a spirit idol be transferred into some other vessel? Sure, I don’t see why not. But this isn’t a problem the Priests of Transition are trying to solve; they see the spirit idol as being a blessed member of the Undying Court, not as a victim who needs to be saved.

Do Aereni ever join the Tairnadal, for instance one who feels rejected and out of place with their family?

Sure! We’ve mentioned it before. And likewise, zaelantar youths sometimes leave the steppes and become Aereni; this is one path for a Tairnadal youth who doesn’t get chosen by a patron ancestor. This isn’t common in either direction; a would-be Aereni has to be accepted by a noble line, while a would-be Tairnadal has to be chosen by a patron ancestor to truly become Tairnadal. But it certainly happens.

The Tairnadal faith seems fundamentally more demanding than the Undying Court. Both revolve around preserving and communing with honored ancestors, but the Tairnadal faith requires imitation and constant war, while it doesn’t seem like the Undying Court places any demands on its followers (maybe to eliminate Mabaran undead)?

The Tairnadal faith is more demanding than the Undying Court, yes. This is because the end result of the devotion is completely different. Through their faith, the Aereni seek to preserve the Undying Court. But with the exception of the ascendant counselors and divine spellcasters, the Aereni have a very concrete, limited relationship with their ancestors. If you took the Right of Counsel feat in the 3.5 ECS, you had to physically go to Shae Mordai to speak with your ancestor. By contrast, each Tairnadal vessel believes that they are a living vessel for the spirit of their patron. They believe that the patron offers them direct, personal guidance—that their remarkable skills are the result of the patron guiding their hands. So the Tairnadal endures this more demanding service because they believe that they receive a more dramatic benefit in exchange.

Having said that, a critical point is that we just haven’t talked much about what Aereni devotion actually looks like. Only the elite Deathguard are charged to fight Mabaran undead. An Aereni civilian shows their devotion through prayers, which combine expressions of gratitude for the ongoing protection the Court provides with tales that commemorate their deeds and discoveries. But the second way an Aereni honors the ancestors is by following in their footsteps. This isn’t as dramatic or absolute as the Tairnadal revenant. But Aereni do seek to hone a skill that one of their ancestors perfected—to study their teachings and master their techniques. The point is that these skills often have nothing to do with WAR and often aren’t as OBVIOUS as the revenant’s martial devotion. But the Aereni painter is honoring a great painter of the past. The bowyer followers the example of a legendary artisan (and may have served the deathless artisan as an apprentice). As a side note, this is why the WGtE suggested an Aereni variant that sacrificed weapon proficiencies for expertise with a single skill or tool—because that focused expertise is a form of Aereni devotion. Exploring Eberron includes a different approach to this concept.

So Tairnadal devotion is more demanding and intense than Aereni devotion. But the Aereni do offer prayers to their ancestors throughout the day, and they think about their ancestors constantly, reflecting on their lessons and honoring them through the exercise of their skills.

How do clerics of the Undying Court actually MANIFEST? Are they rare? For the cleric, what does it feel like to cast a spell and how do they believe they are doing it?

So under the hood, the Undying Court actually has a great deal in common with the Silver Flame. The Silver Flame was created when a force of immortals bound their spirits together into a force of pure celestial energy. The Undying Court is likewise a gestalt of souls—it is essentially a smaller Silver Flame, whose coherent elements are able to also maintain independent existence (as deathless) while still adding their power to the whole.

When a cleric of the Undying Court casts a spell, they are drawing on that GESTALT, not dealing with a single, specific member of the Court. They don’t send in a request for magic that has to be approved; what it MEANS to be a cleric of the Undying Court is that you have been recognized as a worthy vessel of its power and you have been granted the ability to draw on that well of energy. This is especially important beyond Aerenal, as the Court can’t directly affect the world the way it does in Aerenal; it NEEDS champions to serve as its hands. But essentially, as a cleric of the Undying Court, when you cast a spell, you are reaching out with your mind and channeling the power of your collective ancestors. You can FEEL them all around you, hear dozens of whispering voices, feel their strength and support. But it’s not that ONE SPECIFIC ANCESTOR is with you; it’s the gestalt as a whole.

HAVING SAID THAT, in my campaign I WILL give a cleric or paladin of the Undying Court a close relationship to a particular ancestor. They can’t initiate contact with that ancestor, but it may give them divine visions (something I discuss in this article) and missions. If they use commune or similar spells, it will be that ancestor who gives them answers. It’s a little like the idea of Tira Miron being the Voice of the Flame; the UC spellcaster will have a specific ancestor who acts as their intermediary to the Court. So that’s a unique aspect to worshipping the Court.

As for rarity, in my opinion Aerenal has more divine spellcasters than any nation in Khorvaire, even Thrane. For the Aereni, divine magic IS a science. They CREATED a divine power source, and it’s part of their government! A divine caster of the Undying Court still needs faith; it’s that faith that allows them to channel the power. But they are also, essentially, granted a license to draw on the power of the Court.

Of course, that’s if they ARE legitimate representatives of the Court. You could certainly play a character who is in essence a divine hacker—stealing energy from the Court to cast their spells WITHOUT actually being an authorized agent of the Court. This could be an interesting path for a Divine Soul sorcerer. Another option would be an Undying Warlock, who would have a relationship with a specific ancestor rather than drawing on the power of the Court… which could be because the ancestor is running a rogue operation hidden from the rest of the Court!

Just how many bodily desires do Deathless retain anyways?

In my opinion, none. Deathless are described as desiccated corpses. Consider the description of the ascendant counselor: the corpse of an elf so shriveled and aged it seems no more substantial than smoke. What survives in the deathless is the SOUL, loosely bound to the body. What makes an ascendant counselor “ascendant” is that they have moved almost entirely beyond their bodies; from the 3.5 ECS “They rarely inhabit their physical forms, preferring to explore the universe in astral form.” The body of a deathless is a corpse. it has no biological processes; if you pushed food down its throat it would just rot in its stomach cavity.

However, the counter to this is that the deathless experience reality in a way mortals can’t imagine. They are sustained by positive energy, by the love of their descendants; that is their food and drink. Do they love? Certainly. On a certain level, they ARE love; just as they are sustained by the energy of their descendants, they are defined by the love they feel for them in return. This is why deathless are “usually neutral good.” What we’ve said about Mabaran undead is that they are drawn towards evil because the hunger of Mabar hollows them out emotionally, driving them to become predators; conversely, the Deathless are sustained by love, and this softens a cruel heart.

Meanwhile, spirit idols are sustained by positive energy but live in a world they craft from their memories. They eat, they drink, they love. But they eat anything they can imagine, whether it’s having the memory of their favorite meal or whether they can combine different tastes they remember to create something new. Their companions are likewise the memories of people they knew, so they can return to an old lover, duel with a rival, or share a drink with a close friend. All of which ties to whether either form of deathless would WANT to return to life. The key with the spirit idol is that the elves believe that you need to live long enough to HAVE enough memories and ideas to populate eternity. So they will raise people who die young, even if they are deemed worthy of joining the court, because they haven’t completely the life segment of their spiritual journey. But they see physical existence as, essentially, a chore—something you do in preparation for what comes next, not the highest form of existence.

That’s all for now, but there’s more Aerenal ahead in Exploring Eberron! Thanks as always to my Patreon supporters, who keep this site going!

Sidebar: Aurum Concordians

While few outsiders know what goes on inside an Aurum hall, the existence of the organization is no secret; most members proudly wear the eight rings of their concord. If you asked a member of the Aurum to describe it, they’d say that it’s a fraternal order with a hall in every major city in the Five Nations. They’d brag about how the Aurum strengthens local communities through philanthropy and charitable work. They’d call out that the Aurum is an organization where people with different political and religious beliefs can set those differences aside and talk as friends: that it’s an organization for people who want to make a difference in the world, who can reach beyond class and nation. However, at the end of the day few can argue that one practical purpose of the organization is to increase the wealth and power of its members. Friends do favors for friends—and everyone’s friends in the Aurum. You have a problem with the Sharn Watch? Let’s have a drink with Commander Yorgan and see if we can work something out.

Push farther, and some concordians will acknowledge that one of the founding principles of the Aurum is that the existing system within Khorvaire is oppressive: the dragonmarked houses have tyrannical economic monopolies and the monarchies of the Five Nations are outdated. The Aurum brings together the finest and most capable people outside that structure, and helps them to achieve the opportunities they deserve. Now, you may have heard rumors of a “Shadow Cabinet” that seeks to tear down the houses or overthrow monarchies, but that’s just ridiculous. The Aurum is a social club. Last night we had a delightful performance from the Diva Laria. Provost Salar gave an impromptu lecture on the Sulat League and Councilor Evix discussed a Xen’drik expedition they’re funding. No one tried to conquer the world.

Anyone who’s read the sourcebooks knows that—spoiler alert—the Shadow Cabinet DOES exist. But the important point is that most members of the Aurum itself don’t actually know that. The Aurum is what it appears to be: an alliance of wealthy and influential people who enjoy each other’s company and who use their wealth and influence to help each another. Sure, many are evil in alignment, and those people are especially likely to take advantage of the connections offered by the Aurum to strengthen their positions and gain power, even if this circumvents the law or steals those opportunities from others. But there are concordians who are truly good, who do seek to use the Aurum’s influence to strengthen the local community. And many are squarely neutral, enjoying the camaraderie of the society and happy to help their fellow concordians where they can, but having no grand aspirations of their own.

So there’s a few roles an Aurum concordian can serve in a story.

  • Patron. Are you looking for someone who wants to fund an expedition? Someone who wants to pay a group of adventurers to do something that doesn’t quite fall within the law but isn’t entirely criminal, either? This is the role of the concordian. They have gold, and they have enough connections to arrange for watch patrols to be light around the entrance to Old Sharn, or to get you past customs when you land with contraband artifacts. But they don’t have the resources of a dragonmarked house or a spy agency; they need adventurers to run their errands. And these tasks don’t have to shake the world or threaten the city. A concordian may simply be indulging a personal (perhaps slightly illegal) hobby: adding to their collection of (contraband) Sulat elemental seals, or taking actions to humiliate a professional or social rival. Concordians are people who have enough wealth and power to be able to hire and help adventurers—but not so much power that adventurers become irrelevant.
  • Rival. If adventurers get on the wrong side of a concordian, it can cause a lot of trouble for them… but still, not as much trouble as making an enemy of a dragonmarked house or the King’s Citadel. A concordian may have wealth and they will certainly have contacts, but especially if they’re in the lower concords there’s a limit to how many favors they can call in. Consider Ambrose Jakis in The Name of the Wind; he’s a perfect example of how an Aurum conordian could make trouble for an adventurer who’s earned their ire. To a lesser extent, a concordian could serve as a patron for a rival group of adventurers, who thus get a lot of unfair advantages because of the wealth and influence of their patron.
  • Member. A player character could be given a chance to JOIN the Aurum. An existing member (perhaps a patron) would have to sponsor them, and they’d begin in the Copper Concord. As such, they wouldn’t have a lot of pull right away—but if they do favors for concordians, others will do favors in return. They may receive opportunities they’d never have gained on their own, and have access to gossip and secrets they’d never have been able to learn. It’s a great opportunity… but they will be expected to do favors for the higher ranking concordians.

But what about the Shadow Cabinet?

From a design perspective, the Aurum is designed to be an easy source of patrons and rivals. The connections of the Aurum make a concordian a dangerous enemy or a powerful ally, but part of the point of the Aurum is that it’s NOT a tightly knit conspiracy; members have to pay for favors with favors, and there are members of the Aurum who aren’t friends with one another. It’s not as tightly knit as the Dreaming Dark or even as a dragonmarked house. It’s a quick source of influential figures, but these are people low-level adventurers can deal with.

But what about the Shadow Cabinet? This follows the idea of the Illuminati or SPECTRE: an hidden organization of powerful people who intend to shift the balance of power. Members of the Shadow Cabinet ARE more tightly connected, and do freely share resources—making them far more dangerous than just an individual Silver Concordian. They want to disrupt or control monarchies, to break the power of the dragonmarked houses; a DM who wants a dramatic twist could reveal that the Shadow Cabinet was responsible for the Shadow Schism that divided House Phiarlan (whether working with or framing the Paelions)—and that they are now actively encouraging the rivalries between the three Cannith factions, hoping to permanently split that house as well. One might well say “If I want a plutocratic villain, why not just use a dragonmarked house? They seem to have more power and cooler gimmicks. And that’s correct: the houses DO have far more power. The point of the Shadow Cabinet is that they ARE the upstarts and the underdogs—that they are FIGHTING the established great powers of the monarchies and houses. For all his wealth and power, Antus ir’Soldorak still needs Lyrandar excoriates to fly his grand airship. He doesn’t have all the power he wants: which is why he’s fighting to disrupt the Twelve. This is a struggle that will surely take decades to bear meaningful fruit. Again, it’s possible that the Shadow Schism was a great victory for the Aurum, and that took place 26 years ago. I don’t expect the Shadow Cabinet to have any chance to actually take over the world in the course of campaign; if they COULD somehow destroy the dragonmarked houses in a year, Khorvaire would collapse into chaos. The power is that they are trying. They are working to disrupt the order, to turn houses against one another, to fund innovations that would reduce their power. They are actively trying to shake the status quo, and this can drive the events of an adventure. But their role in the story is to be the disruptive underdogs, not to actually be on top. With that said, a very important point that differentiates the houses and the Shadow Cabinet is that a dragonmarked hosue has massive power and influence within a single field. The Shadow Cabinet has agents spread across society, in places the houses can’t touch. They have concordians in the military, in the judiciary, in the arts. Their power is less CONCRETE than that of the houses, but it is more subtle; a concordian customs inspector can cause a lot of trouble for local house operations!

Hearing all of this raises an interesting option: the Shadow Cabinet COULD be presented in a heroic light. The dragonmarked houses DO wield oppressive monopolistic power. The monarchies of the Five Nations could be seen as outdated. It is entirely possible to present the Shadow Cabinet as a heroic alliance that is trying to make change—that is fighting to help the artificer working on an airship that anyone could pilot, or to push democracy in the Five Nations. By default, canon presents the Shadow Cabinet as being driven by purely selfish goals: it doesn’t actually want to make the world a better place, it wants to make it a better place for members of the Shadow Cabinet. But it is entirely possible to present it in a more altruistic light. And the reason I’m saying this with no spoilers is because, as a player, you don’t know what your DM is doing with them. When you spot someone wearing eight rings, you know they’re in the Aurum. But are they secretly plotting to throw the Five Nations into chaos? Are they fighting a secret battle in pursuit of economic innovation and democracy? Or are they a casual member who just enjoys a good game of Conqueror at the club? And as a DM, if you want to maintain that mystery, the point is to use concordians in those different capacities. Have the adventurers benefit from Aurum philanthropy. Have them need to protect an orphanage that was built with Aurum donations. When the concordian comes to them with a seemingly innocent job, is it exactly what it appears to be… or could it be serving a hidden agenda? W

Who’s In The Aurum?

The common impression is that the Aurum is an alliance of the wealthy and powerful, because it’s those wealthy and powerful members who attract attention. And usually by the time someone is in the Gold or Platinum Concords they will be wealthy or powerful… but they may not have started out that way. The Aurum doesn’t look for wealth: it looks for influence and potential. The Copper Concord includes people who don’t have power yet—but their sponsor sees a way that they could, if the right strings are pulled. Officers in the military or the watch. Civic officials. Up and coming artists. Promising artisans. The further up you go, the more wealth and influence the concordian is likely to have. They’re not a watch officer, they command a district garrison. They aren’t an aspiring playwright, they’re an international sensation. Or they could be a wealthy collector of rare Sarlonan antiquities—but if they’re in the Gold or Platinum Concords, they will be VERY wealthy…

The Aurum Concordian table provides a quick way to generate a random concordian. You’ll have to establish the basic details—this concordian is an old Brelish dwarf—but the table helps to establish that he’s an ambassador who profited off the Last War and has close ties to the Brelish military. These are basic prompts, and it’s up to you to decide how he profited off the war, or what those close ties are like—does he have personal sway with a single military unit (he can call on the Redcloak Battalion in Sharn) or does he have broader ties to Brelish military leadership?

To be clear, the Aurum seeks to shake the status quo and thus tends to reject members who are powerful nobles or well-placed dragonmarked heirs. However, a concordian could be from a lesser noble family (a minor Lhazaar prince), or as in the case of Antus ir’Soldorak, could have bought a noble title. Likewise, concordians won’t include members of powerful dragonmarked families, but they can include excoriates or members of families that have fallen into disfavor and are unhappy with the Twelve… and the Aurum includes many people who run businesses licensed by the houses, but who aren’t tied to the house by blood and chafe under its yoke.

So again, an Aurum concordian can be a useful patron, a dangerous rival, someone seeking to help strengthen their community or someone determined to increase their own power at all costs. Invoking the Aurum is a quick way to establish that someone has wealth and influence… but it shouldn’t automatically establish someone as a VILLAIN. The Aurum is intended to be a source of easy foes for low-level adventures, but it can be just as useful as a source of patrons. In the novel The City of Towers, the down-on-their-luck adventurers turn to a member of the Aurum for work. And while concordians COULD turn to organizations like the Boromar Clan, House Tarkanan, or House Deneith, some members prefer not to deal with actual criminals or economic rivals… and that’s where adventurers come in!

What’s Your Connection?

The table above is a quick way to generate a random concordian. But perhaps you want an adventurer to have a concrete connection to that character. The following tables (originally posted in this article) help with that. It turns out that one of the adventurers was childhood friends we the ambassador, and that the ambassador pulled strings a year ago to get them out of jail… but now the ambassador is being targeted for assassination and they’re calling in that favor. The Aurum Concordian table takes the place of the “Aurum Member” table below, but I’m leaving that column in below, as it gives some quick and concrete examples.

General Q&A

Does a member of the Copper Concord who’s also in the Shadow Cabinet outrank a member of the Gold Concord who’s not in the Cabinet?

The Shadow Cabinet—if it even exists!—is a secret even to members of the Aurum. So no, the copper concordian can’t make demands of the gold concordian, because the gold concordian doesn’t recognize their authority. However, the people IN the secret society work more closely together than most members of the Aurum. So a member of the Platinum Concord may go out of their way to help the copper, in a way that seems unusual—because both are in the Shadow Cabinet, and it serves the purposes of the Cabinet. But it’s always possible a DM could decide to use the Aurum WITHOUT the Shadow Cabinet… or they could decide that there’s no difference between the two, and that all members of the Aurum pursue the goals of the Cabinet.

Is there an initiation ceremony or ritual involved with joining the Aurum? If so, what is that like?

Like most fraternal orders, the Aurum undoubtedly has a vast number of secret ceremonies and rituals. What are they like? SECRET. This is a level of detail you’re not likely to ever see in canon because we could easily write an entire book about the rituals of the Aurum, but for most campaigns it will never matter. Should the adventurers ever happen to witness an Aurum initiation, you can invent the rituals or even ask your players to suggest details. But certainly, it’s a solemn, complicated ceremony and it likely involved swearing oaths under a zone of truth.

When someone joins the Aurum, they join a particular hall. We use the concord rank (gold, silver, etc) as a general indicator because it’s all that most adventurers will ever have to deal with, but you can be sure that there are a vast number of internal honors and titles used within a hall. Someone’s not just a gold concordian, they’re a “Faithful Warden of the Gold Concord” —which is itself a step up from being an “Honored Initiate of the Gold Concord.” The one that matters most is the Keeper of the Hall, who is the ultimate local authority (and almost always a member of the Platinum Concord). While I’m not going to try to suggest all the secret rituals that go on as part of initiation or advancement, I will say that in either case the initiate receives the eight rings of their concord and they also receive a concordian’s coin of the metal of their concord. The rings are produced locally; every hall has their own variation on the basic design, but they are mundane metal. A concordian’s coin is a magic item produced by the Soldorak Mint. The coin has the Aurum seal on one face (the chained crown) and a profile on the other (see below). A concordian’s coin has the following properties.

  • The coin is initially unbound. When someone holds the coin in the fist and recites a specific oath, the coin is bound to that person; the only way to break this bond is to destroy or disenchant the coin. Initially, the profile on the face of the coin is a blank silhouette. When the coin is bound, it takes on the appearance of the person it’s bound to.
  • Only the person the coin is bound to can hold the coin. Anyone else who touches it will receive an unpleasant arcane shock. This doesn’t cause permanent damage, but if someone picks up or holds a concordian’s coin they must make a DC 10 Wisdom save each round to keep from dropping it.
  • The person the coin is bound to can use it as an arcane focus. It can also be used as a holy symbol by a cleric of the Sovereign Host (specifically Kol Korran or the Keeper).
  • A concordian’s coin is a common magic item. Coins of the gold and platinum concords often carry additional enchantments; a concordian’s coin might be enchanted to serve as an amulet of proof against detection and location, for example.

Beyond this, there is also a series of protocols involving both coins and rings. For example, when shaking hands on first meeting, a concordian will tap a particular finger against the finger of the other concordian, who will answer with a different tap based on the respective ranks of the members. Likewise, at a meal between concordians they may place their coins on the table; placing them in certain configurations (crown up, to the left of a drink) can convey hidden messages.

How distinctive are the rings and coin of an Aurum concordian?

Each hall has a unique ring design. However, these rings are pure metal and the designs aren’t so complex; part of the point of the ring is that another ring can be easily worn above it (like many engagement rings). So Aurum rings wouldn’t be that hard to fabricate, especially if the people you’re dealing with aren’t familiar with the hall designs. The coin is another matter. Each one is unique to the bearer, and if someone is familiar with the Aurum and has any doubts about your identity, one of the first things they’ll do is touch your coin to see if they get a shock. All concordian’s coins are made at the Soldorak Mint; counterfeiting one isn’t just about craftsmanship, it’s about calibrating the shock to feel like the Solodrak shock. It’s something a capable artificer with proficiency in forgery could accomplish, but it’s not a trivial thing. Of course, all of this comes to the question of if you’re trying to fool a member of the AURUM. Most people don’t even know concordians carry coins, let allow that they’ll shock you.

Would the Aurum take action against someone falsely claiming to be a concordian?

ABSOLUTELY. This is a highly exclusive organization of rich and powerful people. They will NOT take kindly to people seeking to profit off their reputation. Of course, they have to find out about the hoax to take action… so a charlatan could get away with it for as long as they can get away with it. But the local hall will NOT be happy with charlatans passing themselves off as concordians.

That’s all for now. Thanks to my Patreon supporters for keeping this site going! The Patreon poll to determine the subject of the next major article ends soon—currently it’s neck and neck between Sarlona and the nobility of Khorvaire.

IFAQ: The Houses At War

Today I want to continue the discussion of the Dragonmarked Houses with a few questions raised by my Patreon supporters. The first comes from Joseph:

My understanding is both Lyrandar and Orien participated in the supply lines of the nation’s militaries, not just civilian supplies. Was their neutrality respected? Was that part of the price? Or did attacks happen, probably while trying to disguise the source?

To begin with, it’s important to consider the nature of the Last War. It was never a total war, fought with the intent to utterly annihilate the enemy. The goal of every nation was to place their ruler upon the throne of a reunited Galifar… which in turn meant that severe destruction of infrastructure and attacks on civilians were discouraged, because ultimately you’re hoping that all of it will be YOUR infrastructure and that those civilians will accept your leader’s right to rule. So to begin with, just consider our rules of war. We can be sure that the Five Nations were operating under similar restrictions, if not necessarily identical: Targeting civilians was a war crime, and civilians, aid workers, and medical personnel should be protected. In the early days of the war, the Twelve established a basic set of principles with the leaders of the Five Nations. Essentially, house forces were to be treated as noncombatants, even if on the battlefield… and in turn, would not be expected to engage in combat. A Cannith artificer might be present with a unit of soldiers to maintain the warforged and artillery, but they wouldn’t engage in active combat and offer no resistance to an enemy. A Jorasco healer would only heal soldiers of the nation that contracted their services, but again, they wouldn’t fight members of an opposing nation. This would in turn apply to their vehicles as well. The lightning rail and Orien carriages were forbidden targets. If a coach was transporting military personnel or supplies, it could be STOPPED and those supplies could be confiscated or personnel taken prisoner, but the coach and its Orien crew should be allowed to pass.

That’s the basic principle, and it further increased the value of those services; a purely Karrnathi coach is a valid target for Cyran attack, while an Orien coach is inviolate. Of course, this is the PRINCIPLE, but there’s a number of additional factors.

  • There were always commanders and soldiers willing to disregard the rules of war (just consider the destruction of the White Arch Bridge or the bombardment of Korth). Just because you weren’t supposed to target the lightning rail doesn’t mean it didn’t happen.
  • Any House personnel or vehicles actively engaging in conflict forego this protection. So first of all, Deneith mercenaries are treated like any other combatant. A Orien coach that’s got a mounted weapon and fires on soldiers can be destroyed. And if the Cannith artificer disobeys House orders and fights alongside the unit they’re embedded with, they become a valid target. Certainly, there were times when soldiers would claim House personnel offered resistance even when they hadn’t.

With both of these things in mind, bear in mind that the primary incentive against this behavior was financial. House personnel serving with the enemy were not to be killed, but they would be taken prisoner and ransomed back to the house. There was a clearly established rate of exchange and this would be applied against that nation’s bills with the house. Meanwhile, the houses would impose financial penalties and raise rates when nations violated their rules. So As a soldier, if you kill a Jorasco healer, you’re costing your nation gold—while if you take them prisoner, you’re saving money. It’s not simply a good idea; officers would enforce this seriously.

So in short: people generally respected the neutrality of the Dragonmarked houses. It was rare that they would, for example, blow up an Orien caravan even if it was carrying military supplies. However, they could STOP the caravan and confiscate those supplies. Or they COULD blow it up, likely trying to pin the crime on another nation. But if it was the truth was discovered, they would suffer financial penalties. So you can be sure it happened, just not constantly.

A secondary point to consider here is the fact that the houses wield monopolistic power unrivaled by any corporation in our world (because we have laws preventing it!). For many of the services they provided, there simply was no reliable alternative. Nations certainly worked at it: the Arcane Congress surely worked to develop a system of arcane communication that could take the place of the Sivis speaking stones, Thrane assembled a corps of adept healers, etc. But none of these had the full scope of the services the houses could provide. You couldn’t just buy your warforged from somewhere else, and if you didn’t work with Orien your goods would take longer to reach their destination. Every nation relied on the services of at least SOME of the houses. There was undoubtedly at least one incident where an officer seized control of house facilities, essentially seeking to nationalize them—or even just used a house facility as a shield for military operations. This is where the Twelve was vitally important, because while ONE house might have trouble challenging a nation, no nation could make do without the services of all twelve. So an attack on a Vadalis facility could result in a rate increase from all houses—or even a service blackout for a particular region. Again, these things surely happened—and there were consequences when they did.

Deneith seems like it would have substantially higher casualties than the other houses due to its focus. Do they ransom their heirs if they’re captured during house business? Do they do anything special to keep their numbers up?

As noted above, Deneith personnel serving as soldiers are valid targets and don’t receive the same protections as a Sivis stonespeaker or a Jorasco healer. With that said, the general rules of war likely prohibited killing soldiers who are too injured to fight or who surrender (again, that doesn’t mean it didn’t HAPPEN, just that people were supposed to accept surrender). So Deneith soldiers would have to fight fiercely enough that people would actually want to hire them: but they could surrender if seriously injured. And just as with all house personnel, there was surely a system of ransom for them. The rate would vary based on the position of the person: a marked Deneith heir would bring in a good ransom, while a mercenary with no blood tie to the house would command a fairly low rate. But soldiers would know that if you could take a Deneith officer alive, it’s best to do so.

Having said that, it’s also important to remember that the bulk of Deneith soldiers aren’t blood heirs of the house: they are mercenaries licensed and trained by the house. In some cases—look to the Ghaal’dar and the Valenar—they weren’t even trained by the house; the house simply served as a broker for their services. So losing a Blademark unit is a loss to the house because they’ll have to recruit and train new soldiers—but they’d only lose a few blood heirs in the process. So they certainly had higher casualty rates than the other houses, but not every slain mercenary was a Deneith heir.

Thanks to my Patreon supporters for keeping this site going! I’ll be posting the topic poll for the next major article soon.

IFAQ: Before The Houses

When time allows, I like to answer interesting questions submitted by my Patreon backers. This week, I’m going to answer a few questions about the Dragonmarked Houses. Today’s question comes from Alex. According to the 3.5 Dragonmarked sourcebook, the Mark of Sentinel was the first dragonmark to appear among the humans of Khorvaire. The Deneith warlords ruled the region around Karrlakton for around four centuries; it then fell into two centuries of warfare, which came to an end when Karrn the Conqueror united the region and established the nation of Karrnath. Alex asks:

Given that they were in power for 400 years, should we assume that some of Karrnath’s culture is actually the culture of the Deneith bloodline?

While the subject is Deneith, this is a question that applies to all of the houses. Where did the houses come from? To what degree do their cultures reflect those of the nations in which they first appeared, or vice versa? A critical factor is that the houses didn’t begin as HOUSES. The houses as they exist today evolved over time. Consider this passage from the 3.5 sourcebook Dragonmarked.

It is often assumed that each house has a single founder: that some ancient Master Cannith was the first person to develop the Mark of Making, with House Cannith born of his children. The truth is not so simple. Each dragonmark first appeared within multiple families, although the marks were bound to specific races and regions. The Mark of Sentinel appeared among the people of Khorvaire’s northern coast, while the Mark of Making was found in the region that would eventually become Cyre. It took generations for these first dragonmarked to realize the significance and power of their marks.

It continues…

The Lyrriman gnomes of House Sivis claim that their forebears were the first to identify and unify the dragonmarked families, while members of the Vown family of House Cannith make similar claims. Seven dragonmarks were known by the time Karrn the Conqueror sought to bring all Khorvaire under his rule, though the families that bore them were not yet unified. The Sivis League, the Tinkers Guild of Cannith, and the Phiarlans of Aerenal had all laid the groundwork for their future houses, but the Sentinel families of the north were still divided. Some fought alongside Karrn, while others were among his strongest foes.

So: the Mark of Sentinel didn’t appear on House Deneith, because House Deneith didn’t exist at the time. Each mark appeared on multiple families. These families were united by their species and by their general region, and also by their aptitudes. The Aashta and Torrn clans of the Shadow Marches were already renowned hunters before they developed the Mark of Finding . On Aerenal, the Elorrenthi and Thuranni had served as phiarlans (essentially, traveling bards) for tens of thousands of years before appearance of the Mark of Shadows. In a few cases—scribing, shadows—the marked families already had close ties. But more often than not, the families had no ties; and even if they shared a broad occupation, they might approach it in different ways. Looking at the Mark of Making, the Vown family were wealthy and respected artisans even before they developed the dragonmark. But the Jurans were a rootless family of itinerant tinkers with little wealth or influence. The Mark of Making was a boon to the traveling Jurans, allowing them to mend broken things with a touch; but they were still on a very different path from the wealthy Vowns.

Over the course of generations, early dragonmarked barons were able to confirm that the child of two parents who bore the same dragonmark was more likely to develop that mark, and this drew the families together. Other dragonmarked opportunists saw the benefit of uniting those that carried the marks—of consolidating this power behind a single house. But this idea wasn’t universally or immediately accepted. In the Shadow Marches, the Torrn and Aashta clans were bitter rivals, in part due to their respective ties to the Gatekeepers and the Cults of the Dragon Below. Other families simply didn’t recognize the value of unity; it took the efforts of the young House Sivis and House Cannith to convince the bearers of the other marks to follow their example and to join together. Many of the things now seen as standard practices of the houses are traditions developed by House Sivis and incorporated into the foundation of the Twelve.

So now, let’s come back to the original question and take a look at the young House Deneith. We’ve never mentioned any of its families by name. Dragonmarked contains a seeming internal contradiction in canon. The introduction clearly talks about the Sentinel families and notes that these families were deadly rivals. On the other hand, the Deneith chapter says the following:

House Deneith was founded centuries ago from a family of warlords… The skill of Deneith warlords in battle was already well known, and when the mark appeared in their bloodline, it only added to their fearsome reputation. For over four hundred years, they ruled over the area near modern-day Karrlakton. Then war and a cycle of famine weakened the Deneith leadership and allowed rival factions to challenge it… Legends tell of how the leaders of House Deneith pledged themselves to Karrn even before he began his quest for power, though their reasons for doing so have been lost to time.

I didn’t write this section, so I can’t speak to the intention behind it. But there’s a very simple way to reconcile the apparent contradiction. The introduction says that there were multiple Sentinel families, and that some fought alongside Karrn while others fought against him. The Deneith chapter specifically talks about Deneith warlords and how they allied with Karrn. The logical answer is that DENEITH is the name of ONE of the Sentinel families—the family that was established in the region of Karrlakton. But there were other Sentinel families near what is now Korth, Vedakyr, Vulyar. And note that the chapter text above doesn’t claim that these Deneith ruled what is now KARRNATH; they only ruled the region around KARRLAKTON. So they were never more than local warlords. Following “war and a cycle of famine” they lost that concrete position and ultimately allied with Karrn. How I’M going to interpret that is that for a time they were warlords, but after their downfall they became mercenaries. Because even though they allied with Karrn and he was victorious, they didn’t become Karrnathi warlords.

So how I see it is this. Deneith was a powerful family with a strong martial tradition that ruled the region around Karrlakton. However, they were better soldiers than rulers. They weren’t great at managing peasants or handling famines, and they were forced to abandon Karrlakton following famine and rebellion. However, the core of the family remained intact as a remarkable mercenary company, their skills enhanced by the Mark of Sentinel. They were rivals with a number of other Sentinel families; every warlord wanted their own “Sentinel Guard.” In allying with Karrn, Deneith wasn’t seeking land; they sought dominance over the other Sentinel families that served Karrn’s enemies. And as Karrn united the warlords under his rule, the Sentinel families were forced to submit and serve with the Deneith Blademark—forming the foundation of the house as it exists to day. Integration with the Twelve restored a little more sense of balance between the families of the house, but it nonetheless bears the name of Karrn’s victorious allies.

Consider also the symbol of the house: the three-headed chimera. To me it makes sense that this represents the fact that there are three major families within the house, each of which identifies with one of the beasts. Deneith is the Dragon, the heart of the house, and has its roots in Karrlakton. The other two heads were its ancestral rivals; I’ll say that the Lion was based in what is now Rekkenmark, while the Ram was based in Vedykar—so the house seal is also a sort of marp of the house roots on the map, with the lion in the west, the dragon in the center, and the Ram in the east. Having said that, there are certainly lesser families within the house—just as Tharashk has three major families (Torrn, Aashta, and Velderan) but additional lesser families. And again, these Sentinel families are now all united—but looking to the seal, the Deneith dragon is definitely the first among equals.

Which brings us to the second part of the question. Is Karrnath’s culture actually Deneith culture? Yes and no. Deneith never ruled Karrnath, it simply dominated the area around Karrlakton… and they were deposed two centuries before Karrn the Conqueror established Karrnath itself. I think there’s no question that Deneith is strongly defined by its Karrnathi roots, but I think that they were shaped by proto-Karrn culture as opposed to concretely defining it. And I do think that even before the reign of Karrn they had chosen the path of the mercenary over that of the landed warlord. It could well be that in establishing the Korth Edicts, Galifar ir’Wynarn (who was himself a Karrn, don’t forget!) was inspired by the existing relationship between the Karrnathi warlords and House Deneith—that he essentially said “What if you were all like Deneith—mercenaries who provide a service rather than nobles and landowners?

So I do think that Deneith is proud of its ancient roots and its ties to Karrnathi history. But I also think that Deneith has its own unique culture—something that has evolved tied to its centuries of service as the house of mercenaries and trusted enforcers of the law.

I’ll answer additional questions about the Dragonmarked Houses later in the week. Thanks to Alex and the rest of my Patreon backers, who keep this blog going!

IFAQ: Galifar – One Nation or Five?

As time allows I like to address shorter questions raised by my Patreon supporters. This one comes from Mariamow: I would love to see a breakdown of the fashion of the nations! Specifically how things were pre-last war mostly all being a single nation, how it evolved and why it evolved in that way.

A full nation-by-nation breakdown of fashions is a significant topic; I’ll put it on the Patreon topic poll for June. However, I wanted to take a moment to address the second half of the question: As pre-war Galifar was a single nation, how and why did the Five Nations evolve as they did?

Galifar wasn’t a single nation: it was a united kingdom. Two thousand years ago, the warlord known as Karrn the Conqueror sought to bring the nations of central Khorvaire under his control and failed. A thousand years later, Galifar I succeeded. But unlike Karrn, he didn’t seek to crush these nations and impose Karrnathi culture onto them. Galifar was a diplomat as well as a warrior, and he achieved victory through compromise. He rallied the Dragonmarked Houses to his side with the Korth Edicts. He gained the support of the goblins with the promise of freedom. And with a notable exception, he won acceptance for his rule by respecting the traditions of his defeated enemies. He appointed his children as governors of the conquered nations, and he did rename the nations after them. His homeland of Karrnath remained unchanged, but the nation of Thaliost became Aundair; Daskara became Thrane; Wroat became Breland; and Metrol became Cyre. But his children took local nobles as their spouses, and for the most part local leaders who swore fealty to Galifar and accepted his laws and edicts were allowed to keep their positions and lands. Rather than crushing the cultures of the nations, he largely embraced them and sought to harness their strengths for the greater good. Notably, each nation was granted one of the major institutions of Galifar—something that built on their existing strengths but which also served as a cultural anchor and point of pride moving forward.

  • Aundair had the strongest system of general education (later used as a model for all of Galifar) and the greatest expertise in wizardry and artifice. The was chosen as the home of the Arcane Congress, Galifar’s center for mystical research and education.
  • Breland became the seat of the King’s Citadel, service both as the strong shield of the ruler and as their eyes and ears. Beyond this, Breland would also evolve into a major center for commerce and industry. All of these were supplemented by its close ties to Zilargo, which remained culturally independent but under the general jurisdiction of Breland.
  • Karrnath had the oldest and strongest martial tradition. Rekkenmark was both the most prestigious military academy in Galifar and the secondary seat of military administration.
  • Thrane was known for its devotion to the Sovereign Host, and was the seat of the Grand Temple of the Host. The temple was devastated during the Year of Blood and Fire; following the sacrifice of Tira Miron, the majority of the people of Thrane converted to the faith of the Silver Flame, and the Grand Temple was replaced by Flamekeep.
  • Cyre was the exception to the rule of maintaining the existing culture. Here Galifar displaced the existing nobility and built a nation that would be a model for the kingdom as a whole—drawing on the cultural strengths of all five nations to and creating something new. This was a source of pride for the new Cyrans, but a bitter pill for the displaced nobles of Metrol (largely granted new lands in what is now Valenar)—and in general, there was a lingering resentment that Cyre’s prosperity was built with the sweat of the other nations.

So people considered themselves to be citizens of Galifar, but they still thought of themselves as Cyrans, Brelish, or Aundairian. The sourcebook Forge of War includes a map of Galifar before the war, and again, it’s not one nation: it’s five.

Galifar was a metropolitan society. Part of the point of spreading its major institutions across the continent is that people would go to Aundair to learn magic or to Karrnath to study war and then return to their homelands. So the nations weren’t isolated, and Cyre in particular strove to draw inspiration from all of the nations. Nonetheless, Karrns were the most likely to serve as soldiers and Aundairians the most likely to become scholars or wizards.

So while the cultures of the Five Nations have deep roots in the pre-Galifar nations, the traits most associated with them today—Aundair’s arcane strength, Thrane’s devotion—developed under Galifar. In the previous article I mentioned that the soldiers of the Five Nations started from a common base for their uniforms, because the ARMY was the army of Galifar; but the soldiers within the army had always thought of themselves as Brelish, Aundairian, etc and when they changed into civilian clothing it would reflect their local culture.

All of which is to say that there’s certainly room for a longer discussion of the cultures and fashions of the Five Nations when I have time to write about them! Until then, in dealing with the Five Nations the key point is to remember that while they have only been independent nations for a century, they Five Nations have traditions and cultural identities that go back far longer than that.

Thanks as always to my Patreon supporters for keeping this site going! As determined by the poll on Patreon, the my next major article will concern the moons and the potential for a space race in Eberron.

IFAQ: Show Business in Eberron

When I have time, I like to address some of the infrequently asked questions from my Patreon supporters. Today’s question comes from Ben:

How do you envision an Eberron theatre? Probably more than just The Globe with continual flame footlights, right?

Absolutely! The issue is that “theatre” covers a wide range of performances and performance spaces. The Grand Stage of Sharn employs the latest techniques and has all sorts of expensive equipment, while the Classic Theater offers minimalist performances at more reasonable prices.

Most theatre companies have a shadow orchestra. This includes one or more magewrights who use thaumaturgy and minor illusion to provide sound and dramatic effects (Thunder! Doors slamming! The roar of a dragon off stage!). Light is indeed provided by continual flame footlights (permanent), and in my opinion the orchestra can use thaumaturgy to brighten, dim, or change the color of this illumination; when performed by a trained technician on theatrical lights this effect lasts for more than a minute, so this is how you raise and lower lights, change the mood, etc.

Exceptional actors will also know thaumaturgy and many will be able to cast disguise self. Following the general principle that magewright spells can vary from standard spells, I’d say that the theatrical version of disguise self has to be cast as a ritual, but that the effect lasts for up to three hours—so it will last for the length of a performance. As not all actors will have this training, there’s common magic items that provide the voice amplification effect of thaumaturgy, along with shiftweave and similar tools for costuming.

Beyond that: the entertainment industry is dominated by the houses of Shadow. The power of the dragonmarked houses largely comes from focus items that amplify the powers of the mark, like the sending stones of House Sivis—and spells of up to 3rd level are part of wide magic. Thus, when you’re dealing with a professional Phiarlan or Thuranni theatre, you’ll have a shadow weaver—a podium that allows an operator with the Mark of Shadow to cast major image, which lets you create images, sounds, and even smells. So with this, the shadow orchestra can create anything from elaborate lighting, weather, fire, explosions, or even monsters charging on stage. In the finest Phiarlan theatres, the stage has an embedded focus item that has an effect similar to hallucinatory terrain (though able to function within a building). Traveling companies of Phiarlan’s Carnival of Shadows have such a focus item mounted in a wagon, allowing them to create an amazing set within minutes.

So the short form is that theatre will often employ illusory effects, from simple lightning and amplification of sound to more dramatic special effects. I’ll also call out the crystal theaters that have been mentioned a few times. Phiarlan’s answer to movie theaters, these use a scrying effect to project the image of a live performance on one of the house’s main stages.

In considering Eberron theater, one should also keep changelings in mind. Given that disguise self exists and that most major performances don’t require a star to SWITCH appearance, changelings may not be the stars of every show, but almost every company has at least one changeling actor who serves as understudy and plays a host of minor roles. Tavick’s Landing in Sharn is notable for changeling street performers, and while traveling changeling troupes aren’t as grand as the Carnival of Shadows, they are extremely versatile. While changelings have little use for disguise self, professional entertainers will still learn thaumaturgy and minor illusion; instead of disguise self, a changeling magewright entertainer will typically learn silent image.

Have you use the theatre in your adventures? share your story in the comments!

IFAQ: Who Trusts The Trust?

My Patreon supporters are currently voting on the subject of the next long article, but when time permits I like to address shorter, infrequently asked questions. Today’s question comes from Neut:

It is my understanding that the Zil Gnomes are very willing to use assassination as a valid tool for progression (be it professional, or just enforcing secrets being kept). How does this not conflict with the Code of Galifar, which as far as I have understood, still exists within the recognized Thronehold Nations?

There’s vital misunderstanding here. Assassination is NOT a valid tool for progression in Zilargo. Murder, theft, and all other major crimes recognized under the Code of Galifar are crimes in Zilargo. What defines Zilargo isn’t the laws themselves; it’s how they are enforced. This is clearly called out on page 131 of Rising From The Last War:

Zil gnomes live their lives within a web of intrigues. The Trust condones their actions, as long as they break no laws and don’t threaten the state or the status quo. A gnome charlatan can connive to steal a jewel mine from another gnome—as long as the charlatan accomplishes the deed through cunning, negotiation, or deception rather than violence or outright theft, and as long as the mine stays in Zil hands.

So Zil culture encourages intrigue, but only when it DOESN’T involve breaking the law. So… why might someone have this mistaken impression of Zil society as a place where assassination and poisoning are commonplace? It’s not because of what the law allows; it’s about how the laws are enforced. It’s about The Trust. This is an organization of spies and assassins who act to maintain order in Zilargo. Rising suggests that as much of a third of the population of Zilargo serve the Trust in some way, primarily as informants. By combining this massive network with excellent divination techniques, the Trust knows everything that happens in Zilargo—or at least, that’s what they want to think. There is no due process in Zilargo. If you even PLAN to break the law, the Trust can pass sentence and take action. Now: assassination isn’t the automatic punishment for all crimes; that would be ridiculously extreme. The first step is just a warning, a ghost sound whisper of “I wouldn’t do that.” They might just impose a fine, or exile you. The main point is that the gnomes don’t like confrontation and they don’t believe in imprisonment. If they feel that you can’t safely be a part fo society and exile isn’t a logical answer, they will remove you from society permanently, and do so in a quiet way with minimal impact on everyone else.

So: Zil gnomes do NOT see assassination as a valid tool for progression. On the whole, the Zil are MORE law-abiding than the people of the Five Nations. The Zil take pride in the fact that you can walk through the alleys of Trolanport at night without carrying a weapon—because they know the Trust is watching them, and that it will both protect them from any malefactors and kill them if they step out of line. They will push up to the edge of the law with their intrigues, but they won’t cross it.

Just to set the tone of the Trust, consider this quote from the Eye on Eberron article in Dragon 406:

Two years after Zilargo was founded, a pamphlet was distributed across the nation announcing the existence of the Trust and the role it would play in days to come. This tract lauded the shared virtues of the Zil: love of family, ingenuity, curiosity, and the ability to overcome adversity through wit and wisdom. The pamphlet acknowledged that friendly competition between neighbors is the whetstone that keeps wits sharp. Competition would be accepted—crime would not. The precise definition of crime is quite vague, and it ends  “To those who follow the proper path, we shall be as invisible as any ghost. Trust that we have your best interests at heart. Trust that we will act only when we must. Trust that we will always look after the needs of our great family, and that we need your aid as much as you need ours.”

The essential point is this. To most of us, Zilargo sounds like a terrifying nightmare. It’s an absolute surveillance state where at least one in three people is an informer, and where secret police are authorized to preemptively assassinate you when you haven’t even committed a crime yet. You don’t get to see your accuser or offer a defense, and the only force policing the Trust is the Trust itself. But it’s not terrifying to the Zil, because they actually trust the Trust. They truly believe that it only uses its unchecked power for the good of Zilargo, and so far—as hard as this is for most outsiders to conceive of—that seems to be the case. The Zil are willing to sacrifice their privacy and some measure of their freedom for absolute security, and they are proud of the fact that their homeland has the lowest crime rate in Khorvaire—even if that’s because you can potentially be killed for even planning a crime.

So to the original question, this is acceptable under the Code of Galifar because the Code establishes what is considered a crime; but individual nations can decide how to enforce the laws and how they punish crimes. Both Zilargo and Karrnath impose harsh systems of justice on top of the foundation of the Code. Murder is a crime: but in these nations, the forces of the law have a license to kill.

How do the Zil view how OTHER nations establish their laws and punishments? How do they treat people who are not Zil and do not understand the Trust?

The Zil think that other nations are dangerous cesspools of crime and violence, though they understand that the rest of the world just doesn’t get their trust of the Trust. So the Zil think their way of life is superior, which is why they support it so strongly. With that in mind, the job of the Trust is to protect the people of Zilargo, not to coddle outsiders. If you pose a threat you will be dealt with. However, assassination isn’t the first choice. Remember that whole thing about a third of the nation working for the Trust? The first step is to DISSUADE you. Warn you that you’re being watched. Remind you that people don’t do things that way in Zilargo. Potentially, drug you and toss you on the first boat to Sharn, warning you never to return. The important point here is that it shouldn’t be impossible for adventurers to adventure in Zilargo—but they need to understand that they can’t just resort to brute force or do things the same way they would in Sharn; they need to play the game. If I’m running a Zil story, I will make sure the PCs have a local guide who will call out the risks and offer alternatives. “You do that and you’re all going to get killed. But if you want to get that same result, you could do it THIS way.”

How would the Trust handle high-level (15+) PCs coming to Zilargo? What preparations would they make to handle potential violations of laws and norms by people who will be hard to intimidate or control?

The first and simplest step is to send a very clear warning. “We’re pleased your business brings you to Zilargo. We are aware of your destructive activities in [[INSERT PLACE NAME]], and for your benefit and ours we want to inform you that we will not tolerate any violation of our laws. We will not risk our citizens in any kind of open conflict. If we are forced to take action against you it will be decisive and final; we are also prepared to take retaliatory action against [[NPC YOU CARE ABOUT]]. There will be no further warning. Do not put us to the test.”

Now, there’s two critical questions here. The first is COULD the Trust defeat high level player characters, and the answer to that is YES. The second is more important, and it’s does anyone want that to happen? And the answer to that is NO. The Trust will know everything there is to know about the PCs. Their secrets. Their weaknesses. The magic items they rely on and the spells they like to use. The Zil aren’t warriors; they are experts in illusion and divination, and fighting them will be like being the chump in a heist movie. They’ll steal your magic items and replace them with mundane duplicates. They can poison every drink you take, with a poison tailored to kick in… NOW. Heck, this room we’re standing in? It’s designed to drop into a sphere of annihilation, because we are NOT taking chances. But that’s back to the second question. They COULD do this, but none of us wants that. They don’t want to burn that awesome sphere of annihilation trap, and no player wants their character to be destroyed with no save. So set aside the idea of whether they can beat the PCs and instead say “How can they get the PCs out of Zilargo as quickly and safely as possible.” Which means that instead of FIGHTING the PCs, the most likely answer is that the Trust will HELP them to get what they want — either obviously or secretly. They’ll surround the PCs with undercover agents, who will make sure that the PCs get the information they need as quickly as possible. Heck, if the PCs are looking for an object, it could just turn up on their bed with a note saying “You can go now.” Again, the Trust doesn’t LIKE assassinating people; it’s just always looking for the most efficient way to protect the people of Zilargo.

What about the practice of slavery in Darguun? That’s a clear violation of the Code of Galifar.

This is certainly true. The Code strictly outlaws slavery, but there are Marguul and Ghaal’dar clans who practice it. The main issue is that Lhesh Haruuc wants to put an end to it, but currently lacks the support among the Ghaal’dar warlords to do so. So the question is what happens next. Everyone is still recovering from the war and foreign leaders understand Haruuc is in a difficult position; as long as he’s seen to be working toward it, I think most leaders will be satisfied. The most likely scenario is that if he fails to make significant progress in a few years, at least some nations will impose economic and diplomatic sanctions—putting pressure on Haruuc to take more decisive action.

To the upshot of that is: Thronehold nations are supposed to adhere to and uphold the Code of Galifar. They can go further if they choose, and both Karrnath and Zilargo do. However, it’s not yet clear what will happen if a nation fails to uphold the Code, because the Treaty has only been in force for two years and no one has yet called out a major violation and demanded an international response; the system has yet to be put to the test. But Darguun is currently failing to enforce the Code and it that’s not resolved soon, it could become an issue. This also applies to Valenar’s acts of aggression. These do violate the terms of the Treaty, but so far they haven’t been significant enough to push someone to take action.

Thanks as always to my Patreon supporters for keeping this blog going!

IFAQ: Mysteries of History

Every month I ask my Patreon supporters to choose a topic for a major article, and that poll will happen next week. But in the process I get a lot of smaller, infrequently asked questions that can be addressed quickly. Today’s IFAQ comes from Patrick.

I’m always having trouble thinking of what the mortal inhabitants of the world would know in terms of history – and to which degree history has been researched with the aid of magic. For instance, would it be common knowledge that the Age of Giants ended roughly 40,000 years ago? How would that be supported – divination magic perhaps? Would Morgrave University teach chronomantic spells so scholars visiting ancient ruins could catch glimpses of what once happened?

This is one of the tricky questions in any setting. As players and DMs, we have access to a perfect source of information that tells us everything there is to know about the setting. But what do the people IN the world know, and how do they know it? This is complicated by the fact that (thanks in part to the existence of long-lived races like elves and dragons), the scope of history is VAST. By the canon timeline, the civilization of the giants fell forty thousand years ago. In OUR world, forty thousand years ago Neanderthals were making flutes out of bones; the Cro-magnon were still thousands of years from achieving dominance. The timeline of the Empire isn’t that far off Mesopotamia in our world, and again, we all know a great deal about Mesopotamia, right? So it’s reasonable to wonder how much people would know about these truly ancient civilizations.

The 3.5 Player’s Guide to Eberron and the 4E Eberron Campaign Guide both have tables that provide exactly this sort of information, listing skills like History, Arcana, and Religion and setting the DC to know specific facts. Since this is an IFAQ—which means, short answer—I’ll leave that there; if you want to know WHAT people know, you can check one of those out. But that leaves the question of HOW do the people of the Five Nations know these things?

The first answer is simple. Yes, they know the Age of Giants ended 40,000 years ago, because they learned about it from the elves. Aereni civilization is an unbroken path that goes all the way back to Xen’drik, and they care deeply about their history. Aside from the fact that the Five Nations has long had diplomatic relations with Aerenal and there’s an exchange of information, there’s been a significant number of Aereni immigrants over the course of thousands of years, including both House Phiarlan—a house that originally specialized in bards, people who preserved information—and the elves exiled after the fall of the Line of Vol. One of Phiarlan’s branches is the Demesne of Memory, which is all about history and the written word. And, of course, Phiarlan is about ENTERTAINMENT; it’s quite likely that even in the Five Nations, you have at least a few plays, operas, and popular songs that romanticize the battles of the elves and giants.

This same principle applies to later history. Dhakaani civilization collapsed and the Ghaal’dar themselves know little of it… and the Heirs of Dhakaan are largely unknown and not inclined to share their knowledge. But the elves fought the Dhakaani. There are Tairnadal patron ancestors who are celebrated for fighting the dar, and members of the Undying Court who may have personally negotiated with Dhakaani leaders, back in their mortal lives. So once you get to the rise of the Undying Court, you have people with (un)living memory of a vast scope of history — even if, thanks to their insular nature, that may not go very deep.

So that answers the question of whether people understand the BROAD scope of history: yes, they do, because unlike in our world, in Eberron you can essentially go TALK to a Neanderthal leader, and his distant descendants still carefully practice his bone-flute-making techniques.

But the next question is: How MUCH do they know and do they use magic to do it? How much is, again, answered in the PGtE and ECG. An important point here is to always stop and think “What makes a good story?” Because ultimately that’s what matters most. We don’t actually WANT the people of the Five Nations to know everything there is to know about the giants of Xen’drik, because it makes a better adventure to have your characters be on the cutting edge of finding it all out. Yes, the people of the Five Nations know that the Age of Giants ended 40,000 years ago, and scholars even know that the largest and most powerful giant civilization was the Cul’sir Dominion. But they DON’T know what actually happened to the Emperor Cul’sir. They don’t know exactly what happened to the 13th moon, even if some scholars know the giants had something to do with it. Which means your adventurers could learn those answers by finding the Cul’sir Moonbreaker and destroy the emperor’s demi-lich! It’s good for people to have a broad scope of history to know “There was a great nation that fell in war” – but it will usually be more compelling to players to uncover history in the field instead of through a book report.

Which gets us back to the use of magic. The answer is certainly, yes, people DEFINITELY use magic as a tool for archaeology. But remember that the wide magic of the Five Nations tops out at around 3rd level. Which means that speak with dead is absolutely in the quiver of your adventuring archaeologist, but commune or legend lore generally aren’t. It is VERY likely that they do employ chronomantic and divination techniques designed specifically for this purpose, but keep in mind that they should be of about that 1st-3rd level of power; they might show scenes, but they aren’t providing the kind of information you’d expect to get from a 5th or 6th level spell. And it’s also quite possible that they are rituals that may take a while to perform. These are academic tools, and won’t be fine-tuned for the adventurer who needs to cast things in 6 seconds. It might take an hour for a magewright archaeologist to perform the ghosts of the past ritual… and, of course, they’ll need someone to protect them while they do it!

So in short: the people of the Five Nations know the broad scope of history but don’t know a lot of specific details. Scholars know more, and the EPG and ECG give a broad set of skill checks for this purpose. Magic is used to research history, but common magic only goes to 3rd level and spells or rituals may not be optimized for use by player characters. Finally, always consider what will make the best story, and whether you WANT information to come from a skill role or whether adventurers might be making historic discoveries through their actions.

I’d also like to learn what people, both laymen and scholars, know about the history of humanity on Sarlona, given how it’s easier to explore Xen’drik than to convince the Inspired to let anyone past their port city.

Good point, double so because the elves had no contact with the people of Sarlona so that route is closed. The answer is definitely that they remember some things because they brought history with them. The modern faith of the Sovereign Host was established in the Sarlonan nation of Pyrine. But that nation fell in the Sundering over a thousand years ago, and archaeologists CAN’T go visit its sites. And while the modern faith is called “The Pyrinean Creed”, with proficiency in History or Religion a commoner probably doesn’t know what “Pyrine” is (A priest? A city? A nation? All of the above?). With checks people know the names and stories that they have either pieced together from the preserved records and traditions or through use of divination. But largely, the nations of old Sarlona are MORE mysterious to people of the Five Nations than the giants of Xen’drik.

That’s all for now! Thanks again to my Patreon supporters for keeping this site going and for asking great questions.

IFAQ: Houses and Politics

I’m still busy working on Exploring Eberron, but I like to take time to answer questions from my Patreon supporters when I can. Today’s question comes from Reighndragon:

How far do the dragonmarked houses involve themselves in national politics? How do they view the restrictions imposed on them by the Korth Edicts? In specific: Is it possible for a dragonmarked gnome of House Sivis to take a seat in the advisory council of the king of Q’Barra? Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?

First of all, I suggest reviewing this article for a deeper look at the houses overall, including a discussion of the Korth Edicts. Let’s look at the basic points.

  • The houses are first and foremost BUSINESSES. They are interesting in making a profit.
  • They do business with and have holdings in most of the nations of Khorvaire.
  • In many cases—especially Sivis and Kundarak—their business depends on their customers believing that they are neutral, reliable forces. If it was revealed that House Sivis was sharing all its data with the Royal Eyes of Aundair, it would be a disaster for the house.

So this is a simple equation: What does a house gain from getting involved in politics, and what does it have to lose? In the long run, will this help its profits, or hurt them? Let’s look at the two examples.

Can a Sivis gnome take a seat on the advisory council of the King of Q’barra?

Certainly. This doesn’t even violate the Korth Edicts, which prevent a member of a dragonmarked house from owning land, holding a noble title, or maintaining an army. If a King wants ADVICE, where’s the harm in that? Corporations in our world hire lobbyists and get included on advisory boards all the time. The only reason it would be a problem is if word got out that this advisor was sharing Sivis customer secrets; if that were to happen, I would expect the advisor to be very publicly excoriated from the house, and possibly be faced with more severe punishments for scarring the reputation of the house.

A quick point of comparison is Valenar. House Lyrandar essentially runs the administration of the nation on behalf of the Tairnadal. But they don’t actually hold noble titles or own the land; it’s a simple arrangement where they do work the Tairnadal don’t want to do, while allowing them to create opportunities for Khoravar immigrants. But here’s the big thing: they don’t give the Tairnadal free shipping. Their administrative work is a separate business transaction; but if the Tairnadal want to use Lyrandar airships, they pay just like anyone else. Which brings us to the next question…

Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?

House Lyrandar is a BUSINESS. They can and did provide transport services to ALL nations during the war. The opening of my novel City of Towers involves a Cyran force defending against an airship attack. But that isn’t a political move on the part of Lyrandar, because they serve anyone who can pay for the service. So sure, they’d allow Aundair to charter an airship for their paratroops, and then they’d let Thrane charter a ship for its counter attack. They aren’t choosing a side; they’re selling their services to anyone with the gold.

Now, COULD they decide to take sides and offer their services to Aundair for free? Sure, they could, but WHY? How does this help their bottom line, when it invites distrust and possible retaliation from the rest of the Five Nations? Their neutrality is their shield and maximizes their profits; once they choose sides, they are narrowing their markets. Why is this a sound business decision? What is Aundair offering that’s worth risking their business? We’ve called out that Aurala is friends with the Matriarch of the house, and Aurala could offer them a second grant like Stormhome (which ALSO violates the Edicts…). But essentially, why wouldn’t they just ask Aundair to PAY for the ship? Aurala can definitely afford it, and that’s what Lyrandar does.

So: at the end of the day, houses are going to make their choices driven by profit. At the moment, they work with anyone willing to pay for their services. They definitely can and will do favors for allies—see House Jorasco’s ties to the Boromar Clan in Sharn—but that is always measured on the balance of will this help our hurt our profits? Now let’s hit one more part of the question…

How do they view the restrictions imposed on them by the Korth Edicts?

Again, check out this article for a deeper look at this question. One of the key story elements of Eberron is the idea that it may no longer be possible to enforce the Korth Edicts. If Breland makes a Deneith heir a duke, who’s actually going to do something about it? Queen Aurala’s consort is a Vadalis heir, and though he holds no title it’s pretty sketchy. The Korth Edicts worked when Galifar was united; now, it’s possible no single nation can enforce them, and we’ve called out examples of houses that ARE pushing against them. One concrete example is House Tharashk; in brokering the services of Droaamite services, they are likely breaking the “no armies” clause. But who’s going to try to stop them… especially when everyone wants to hire their monster mercenaries? So again, it’s all about will this help or hurt their profits?

The other big thing people often forget about the Korth Edicts is that they weren’t simply a burden on the houses; they were an opportunity. Essentially, they were a deal with Galifar: If the houses agreed not to challenge him politically (no titles of nobility) or militarily (no land, no armies) he wouldn’t challenge them economically. The houses hold monopolies on a scale that’s illegal in the US today, and under the Edicts they regulate their own industries. So they don’t particularly want to throw out the Edicts, because for House Sivis, the lack of antitrust laws is far more important to their bottom line than being able to have a noble title. This ties to one last question that came up in another discussion. Paraphrased…

My character was hired by House Cannith to do a job that involved me being locked in a room with no way to leave. While I was doing this job, a bunch of cultists teleported in and because I couldn’t leave, my friends and I were nearly killed. Can I sue Cannith for negligence? And if I do, would they be more likely to settle or to do something dramatic like assassinate me?

The good news is that they probably wouldn’t assassinate you. The bad news it that it’s because you don’t have a case. There’s no worker protection laws in Eberron. The Korth Edicts specifically protect the nobility—the houses can’t raise armies against them or create rival kingdoms—but they aren’t about protecting the commoners. On the contrary, the Edicts specifically lay the foundation for the house monopolies. This is far more like The Jungle than the world we live in today. Having said that, this isn’t to say that they houses are intentionally careless with the lives of their employees, especially heirs of their own house; part of being family businesses is that they don’t want their own children to die. If a Lyrandar heir is injured on the job, they likely will be taken care of. But this is driven by their own self-interest, not the law; and if a random “adventurer” is hurt while working for them… isn’t that why they call them adventurers?

Now: I said they wouldn’t assassinate you… which is BECAUSE you have no case. If you did, or at least were posing some other sort of threat to them? Then it’s at least on the table. We’re back to that original question: how will this affect their bottom line? Are you a hero whose actions matter and whose death would be noticed? Do they NEED to assassinate you, or can they just threaten you? Slander you? Buy your company and have you fired? We’ve said before that the houses will do terrible things to maintain their power. The question is always back to the balance sheet; how much are you going to cost them, and what’s the best way to minimize that number? It’s also definitely the case that some houses are worse than others, and that ultimately it will come to who’s in charge of the region. I think the majority of Lyrandar heirs would be horrified at the idea of their house sanctioning assassination. But Calynden d’Lyrandar, the Kraken of Stormreach? That dude has Thuranni on speed dial.

To be clear: this is a terrible terrible situation… and that’s the point. Overall, the houses are amoral corporate entities driven by profit and possessing potentially unchecked power. Because one of the other core principles of Eberron is that it’s a world that needs heroes. Some heroes fight demons; others battle corrupt corporations. Which story do you want to explore? Note that if it’s a story you DON’T want to explore, you can push a more positive view of the houses. But the current situation is intentionally imperfect.

Why did the Twelve permit Cannith to agree to the shutting down of the creation forges in the Treaty of Thronehold? Beyond producing warforged it seems like that is a huge hit to their ability to produce goods on a massive scale.

Excellent question, and also discussed in the other linked article. Here’s the factors.

  • The Treaty of Thronehold represented a rare moment of unity. The reason the Korth Edicts are difficult to enforce is because no one nation can enforce them alone. This was a demand made by ALL THE NATIONS.
  • House Cannith’s leadership and its major operations were lost in the Mourning, and the house is STILL reeling from that blow. Starrin d’Cannith, the patriarch lost in the Mourning, might well have found a way to counter the demand. But as of the Treaty of Thronehold, Cannith doesn’t even HAVE a patriarch.
  • The warforged are seen as weapons. Most nations were uncomfortable with Cannith having the capability of producing its own private army of constructs, given that the war was now over. The recognition of warforged as sentient, free beings was a further nail in this coffin: It could be seen as violating both the Korth Edicts (no house armies) AND the Code of Galifar (no slaves).
  • Last but not least: Cannith had always dominated the Twelve. Many of the other houses were HAPPY to see Cannith taken down a peg. So they weren’t fighting as fiercely as they might have against other restrictions.

Bear in mind, the creation forges are NOT the primary tool that Cannith uses for mass production of mundane goods; they have other eldritch machines and focus items that assist general mass production. Rising From The Last War specifically identifies the forges as producing warforged (page 280) while the Eberron Campaign Guide says “These enormous contraptions… are designed to churn out mechanized soldiers.” They were also used to produce titans and homunculi, but again, they WEREN’T the be-all end-all of Cannith’s production facilities, and there are “Forgeholds” that don’t have creation forges.

So this article paints the Dragonmark Houses in a bleaker and more corporate light than most… but they’re definitely not monolithic. So I’m curious as to which of the Houses you think is more willing to incidentally hurt people on their way to profit (aka less empathy), versus those with more empathy involved in their methods.

This is a good question. I am presenting the houses in a harsh light here, because the point is that they could do terrible things if they chose. The theme we wanted to explore with them from the start is that in the wake of the Last War, are the houses more powerful than nations? But the fact that there are few checks on their power isn’t supposed to make them monsters. The idea is that over centuries, most people have come to trust and rely on the houses, because they’ve been reliable. You believe that Sivis will keep your secrets safe, that Kundarak protects your goods, that you’ll get the best sword at a smith with the Cannith seal and you won’t get food poisoning at the Ghallanda inn. I call out that they regulate their own industries as a sign of the power they possess; but the twist is that they actually DO regulate their own industries. There’s tremendous potential for abuse, but that doesn’t mean it’s common. In general, MOST PEOPLE view the houses as reliable businesses, not as terrifying corporate tyrants. It’s just that, again, they DO have unchecked power and COULD abuse it… and what happens if and when they do?

So the question is: What houses are willing to hurt people in the name of profit? Which generally lack empathy? As the question notes, houses aren’t monolithic. So I’ll call out that I think Cannith is near the top of the “low empathy” list. During the war they manufactured weapons for all sides, and they essentially created a slave race that they threw onto the front lines of that war. On the other hand, I’ll note that Aaren d’Cannith—the creator of the modern warforged—left the house in protest of the treatment of the warforged. Of the current Cannith contenders I’d say that Jorlanna is probably the best of them; both Zoraln and Merrix are pretty ruthless.

So Cannith is up there. Thuranni surely is as well; it’s a house who’s specialty IS assassination. Calynden may make the order, but it will be a Thuranni heir who actually fires the crossbow. Phiarlan is somewhat better, and again, there are a significant number of Phiarlan heirs who truly believe in the ARTISTIC mission of the house and don’t work with the Serpentine Table.

I’d put Vadalis on the low-empathy side, as well. They are essentially about manipulating animals for the benefit of humanity, and I don’t think PETA would approve of their methods. Sivis is tricky because they definitely place the APPEARANCE of neutrality as paramount… but they’re also Zil gnomes, so they live in a society that embraces the idea of assassination as an acceptable tool in pursuit of the greater good. I tend to think of Sivis as one of the nicer houses, but in part that’s because they DON’T have a lot of competition; if something came up, we’d likely see a darker side pretty quickly.

So which are the nicest houses? I think Kundarak is pretty much what it says on the can: they are honest folk who want to keep your stuff safe for you. Ghallanda is literally in the business of hospitality, and their name means “The Helpful Hound That Appears Where Needed The Most”; i think they are the most inclined to offer empathy and even charity when called for; at the end of the day, I think Ghallanda likes people. I think Medani is a reasonably empathetic house and tries to do what it feels is right, which is also why they’re one of the less influential houses. I tend to think that Orien is another house that basically just tries to provide a useful service; they haven’t tried to destroy Lyrandar’s airship business…. yet.

The others all fall in the middle. I think Lyrandar is generally a friendly house. But if someone started developing airships anyone can fly? People like Calynden would go to great extremes to eliminate that threat. Individual Tharashk inquisitives can be great, but the house as a whole is very ambitious. Jorasco is very complicated, and discussed at more length in the article linked earlier; there are many Jorasco HEIRS who are driven by empathy and want to help however they can, but there’s also ruthless people determined to ensure that the house thrives as a business.

I’m going to stop there, because this has already gone on WAAAY too long for an IFAQ. BUt the ultimate answer is this: The houses are as ruthless and frightening as you want them to be. The framework is there to run a campaign in which the houses are ruthless dystopian megacorporations, and it’s questionable who could stop them if they go in that direction. But you CAN also just focus on them as reliable service providers, and just ignore the lack of outside oversight or labor laws.

Thanks again to my Patreon supporters! Per the latest Patreon poll, the next major article will explore Dolurrh, the Realm of the Dead!

IFAQ: Historical Figures in Thelanis?

My previous article on Faerie Tales in Thelanis raised a number of good questions that I wanted to respond to. But these IFAQ articles are supposed to be short and focused, so rather than expanding yesterdays article, I figures I’d address this as a new infrequently asked question.

If a historical figure has become a figure of folklore, how would they manifest in Thelanis? If the faerie tale has changed over time, does the figure in Thelanis change as well?

This is a valid question, because in yesterday’s article I talk about a story told in Breland called “The Sleeping Prince,” in which Sora Katra curses a newborn prince so he falls into an eternal slumber. That’s clearly a faerie tale. The villain is Sora Katra. Faerie tales are the foundation of Thelanis. Therefore, Sora Katra must have a counterpart in Thelanis, right?

Wrong! Because there’s a catch. In the MROR HOLDS, there’s a tale older than Breland that tells of how Lady Narathun cursed Doldarun’s son to slumber, until he was rescued by humble Toldorath. In ancient Sarlona, the Corvagurans told a tale of how the prince was cursed by the Demon-Seer of Ohr Kaluun—a nation that no longer exists. There’s even a Dhakaani story about how Hezhaal—a Dirge Singer who felt betrayed by the empire and withdrew to study dark magics—cursed the son of the Marhu with eternal slumber, only to have him saved by a humble golin’dar.

Sora Katra, Lady Narathun, the Demon-Seer, Hezhaal… none of these exist in Thelanis. Instead, there’s a layer of Thelanis where an archfey known as the Lady in Shadow dwells in the wilds and plots revenge on those who have wronged her. Elsewhere in the layer, there is indeed a prince she has cursed to slumber waiting to be rescued. But there’s also a tower where the Lady in Shadow has imprisoned her own son; and she keeps a walled garden of wonders, and will punish anyone who steals from it. And The Lady in Shadow has been in Thelanis for as long as anyone knows—longer than ANY of the civilizations that tell these tales.

A follow up question is how the stories of Thelanis differ from myths. The key point is that myths are specific stories, dealing with the deeds of specific deities. Consider the myth of the Deluge, something found in many different cultures. The tale of Utnapishtim, of Deucalion, of Noah; each of these is a myth. What you’d find in Thelanis is a layer in which a humble person escapes a great flood that kills the other denizens of the layer (… over and over and over). But it’s not Noah, Utnapishtim, or Deucalion. It’s the core story that serves as the foundation for all of them.

Now, here’s the bit that will really bake your noodle: some of these things actually happened. The Dhakaani don’t tell fictional stories; Hezhaal was a real person. Sora Katra is a real person, and most likely she DID curse a prince as described; the whole point of the Daughters being legends is that they did the things people talk about. And yet, the Lady in Shadow is older than any of them. So that’s the central mystery of Thelanis: how is it that these stories in Thelanis keep being retold or keep being played out in different civilizations? Does the story continue to exist in Thelanis because it continues to exist in some form in the world, or does it continue to exist in the world because of Thelanis? You can bet that there’s a class at Morgrave University that dwells on this very topic!

In 5th edition, hags are fey. So… what’s Sora Katra’s connection to Thelanis?

It’s true: in fifth (and I believe fourth) edition, hags are fey. But in third edition, when the Daughters of Sora Kell were created, they were monstrous humanoids. I don’t intend to change the fundamental story of the world every time a new edition redefines a monster—just as the new default lore associated with, say, medusas doesn’t change the backstory of Cazhaak Draal.

With that said, in many ways it makes more SENSE for the Daughters of Sora Kell to be fey than to be monstrous humanoids. They ARE specifically the antagonists in dozens of faerie tales told in the Five Nations. They follow a sort of faerie tale logic, especially Sora Teraza. So I actually LIKE that they are fey; the issue is that they aren’t FEY OF THELANIS. Just as rakshasa and the demons of the Demon Wastes are native fiends tied to Khyber rather than the planes, the Daughters of Sora Kell are native fey. This has a number of important impacts. The archfey of Thelanis are immortal; if they are destroyed they will be reborn, much like the overlords of Eberron. It’s possible they might CHANGE slightly—that there’s a sense that it’s a new iteration—but the core story will exist. And that’s the second point: the archfey of Thelanis are essentially trapped by their stories. For all their power, they CAN’T change their stories. Like the angels and fiends of Shavarath, they rarely meddle with Eberron because for the most part their stories are self contained (the exception being archfey whose stories specifically INVOLVE meddling with Eberron, likethe Prince of Frost I described yesterday).

The Daughters break all those rules. First of all, they are mortal. They had parents and they were born… and some day they WILL die. Beyond that, while they inspire stories, they are very actively meddling with events in Eberron. They are defined by basic stories and do tend to hold to those iconic roles, but they aren’t TRAPPED in the same way the immortals are. So, they share some characteristics with the fey of Thelanis, but they are native fey and differ in many important ways.

Thanks again to my Patreon supporters for keeping this blog going, especially in these difficult times. One day left in the April poll!