Dragonmarks 12/21: Is Boranel Evil?

This will likely be the last Dragonmark of 2012. Come the new year, I will be focusing most of my creative energy on my new world, which I’ll talk more about next week. In months ahead, I will be discussing elements of the new world and asking for your opinions on different things. However, Eberron remains close to my heart and I will continue to do Dragonmark posts; they’re just more likely to be monthly than weekly. And while I have no new information on the subject, I hope that Eberron will be supported in D&D Next – if you want to see Eberron support in DDN, keep asking WotC and hope for the best!

As always, the answers to the questions below are my personal opinions and may conflict with canon sources.  

If Krozen’s evil, shouldn’t Boranel be evil too? He uses his dark lanterns to commit assassination, theft etc: evil acts.

Does he? Again, for my opinions on alignment in Eberron, take a look at this post. I’d pay particular attention to the discussion of Kaius and Aurala, and the note that Aurala’s generals and ministers may engage on actions on behalf of Aundair she wouldn’t personally condone.

Let’s compare Zilargo and Breland for a moment. Both have exceptional intelligence services. Both employ assassins. But just how do they employ those assassins? In Zilargo, the Trust routinely deploys assassins against its own citizens. Not only that, it regularly engages in pre-emptive assassination, killing people who haven’t yet committed any crime (but will if they aren’t stopped). They are content to, in short, rule through terror and the threat of execution.

In Breland, Lord Ruken ir’Clarn is the leader of a movement determined to end the Brelish monarchy when Boranel dies. He seeks to rob Boranel’s children of their birthright and change Brelish tradition. And yet, he’s still alive. Do you think Boranel doesn’t know what he’s up to? Do you think that Ruken is somehow so amazing that the Dark Lanterns couldn’t kill him? No on both counts. His shield is that he’s a Brelish noble and member of parliament whose actions are, by and large, purely democratic in nature. Boranel doesn’t want ir’Clarn to succeed, but if it the will of the people that he does, Boranel will accept it. I’ll also point to the fact that despite the Citadel being a key edge Breland had over the other nations during the Last War, Dark Lanterns were never deployed to assassinate other kings or queens. They were certainly employed in the war – look to Thorn’s Far Passage assignment – but there were places the king wouldn’t go.

Looking to the Thorn of Breland novels, Thorn’s first assignment is to recover a prisoner from a nation that is NOT a signatory of the Treaty of Thronehold and thus not bound by the Code of Galifar. Thorn is told that she is authorized to kill that prisoner’s jailer if need be, but that isn’t the mission; she’s there to rescue a prisoner, not specifically to assassinate a foreign leader. In the second novel, she is sent to identify a terrorist threat to Breland, and if it exists, to eliminate its leader. This is a straight-up assassination, true, but again it is targeting a criminal who potentially poses a threat to every citizen of Sharn… and she’s instructed to confirm that he is a threat before carrying out the sentence (and she’s pretty cranky about acting as what she sees as a paid assassin for House Cannith). In the third novel, her initial assignment is to protect Prince Oargev from assassins, and she’s authorized to use lethal force in the process – but she’s there in a defensive capacity. Breland is willing to employ assassination as a tool against terrorists and monsters. But it doesn’t use it casually and it chooses targets carefully. More important is the fact that Boranel is King of Breland, not master of the Citadel. He allows the Dark Lanterns to exist. At times, he even requests specific actions from them. But he is NOT their direct commander and is in all likelihood not even aware of many of the assassinations that they carry out. Who is? People like Talleon Haliar Tonan, commander of the Sharn Dark Lanterns (Sharn: City of Towers page 139). Talleon is specifically noted as being “devoted to the preservation of Breland and to the King, but he is utterly ruthless, and authorizes torture, theft, and assassination if the mission requires it.” I highlight the but because it speaks to the fact that this isn’t the general tone of Breland or the general will of the king; Talleon is willing to take extreme action in defense of the kingdom that Boranel likely wouldn’t approve of. And what’s Talleon’s alignment? Lawful evil. He works within a hierarchy and system – but he is willing to engage in evil acts to preserve that system.

Earlier there was a long discussion about the Valenar invasion, and that the Humans were only too happy to throw off the yoke of Cyran rule, based on hatreds dating back to old Sarlona. But what of Lhesh Haruuc’s creation of Darguun — from lands that had also been part of Cyre? Were the Humans there from the same region of Sarlona as those in Valenar?

No, I don’t believe that the human inhabitants of Darguun were or are of Khunan descent. The Khunans were never a numerous people. They fled directly across ocean during the Sundering, settling on the east coast of Khorvaire. They were thus refugees, not a planned settlement; they didn’t come with supplies or plans for expansion; and the region that is now Valenar was quite sufficient for their needs. You see similar “refugee colonist” cultures in the Shadow Marches and the Demon Wastes; in both cases you have a similar situation where these people were happy to settle where they landed and never had need or resources to push deeper into the continent.

Meanwhile, the people of Cyre are largely descended from the blended folk of Rhiavaar, Nulakesh, and Pyrine—people who came in an organized wave of colonization and expansion. Nonetheless, the human population density of Khorvaire is relatively low, and the Five Nations always claimed territory that they didn’t really need. Breland claimed Droaam and the Shadow Marches as part of its domain; however, unlike Cyre, it never actually conquered those territories. Cyre DID conquer Khunan Valenar and set its nobles up as overlords.

Being far inland, Darguun never had refugee colonists. Cyre claimed the territory and had settlers there, but it never had a particularly dense human population. The main reason it was so easily stolen is that Cyre’s grip on it was always tenuous… and there was no way it could stretch itself to reclaim that largely unnecessary region when it was already hard pressed on all sides by the other nations.

As I recall from a flashback scene in the Heirs of Dhakaan trilogy, some Cyrans fought back…and died. Are the rest now slaves, or did Haruuc treat them with dignity in exchange for their acceptance of the new realilty?

Haruuc had no interest in being an occupying force. He didn’t want to conquer humans; he wanted them out of the land that rightfully belonged to his people. As such, Cyrans suffered one of three fates:

  • Exile. Those who were smart and fled towards the heart of Cyre were largely allowed to leave.
  • Death. Again, Haruuc didn’t want the hassle of managing a large captive population, and unlike the Valenar he had no intention of becoming a liege lord to human vassals; again, he was building a new homeland for his people, taking back the land originally stolen by humanity. There was no room for human dignity in this equation. If people resisted, most were killed.
  • Slavery. Some prisoners were kept as slaves. Again, the goblin view is that these are the people who stole Khorvaire from their ancestors; they deserve no better.

Having said that, there’s no reason that INDIVIDUAL humans couldn’t earn the respect of the goblins around them and find some sort of acceptance within a Darguul community. But that would very much be a case by case basis; it wasn’t Haruuc’s intention in the war of foundation.

I will also point out that the Valenar had a longer engrained relationship with the Khunans. The Valenar had defended the region for decades. The Khunans were used to their presence; there were adults with no living memory of a time when they didn’t have Valenar defenders. The Valenar simply killed the Cyran overlords and said “We’re in charge now” and the Khunans largely said “OK, doesn’t make much difference to us.” In Darguun, you didn’t have this sort of pre-existing relationship. Goblins were employed as mercenaries, but the percentage of mercenary goblins was quite low compared to the current population of Darguun; Haruuc brought together a host of goblins who had never had anything to do with humans, promising them a better land and better life.

Apart from Aundair, who is more likely to ignite the next war?

If I had to pick one force, I’d go with the Lords of Dust supporting Rak Tulkhesh. The question is who they would trick into starting it for them. This is discussed in more detail in a recent Eye on Eberron article (http://www.wizards.com/dnd/Article.aspx?x=dnd/dragon/2012October).

What 3 historical events in Eberron timeline would make the best backdrops/focus for one-off adventures?

It’s very difficult for me to limit myself to three. So I’ll just say that these are three events I believe would make good one-offs – but by no means the only ones. If I had the time, I could come up with twenty, easy. And no, I don’t have time.

The Lycanthropic Purge: Part One. Some people have the idea that the Purge was a one-sided affair, with poor miserable lycanthropes being relentlessly pursued by evil templars. This wasn’t the case at all. When it began, it was a war. I like to call it “28 Days Later with werewolves instead of zombies.” I’d also consider Aliens to be an excellent inspiration for tone. A single lycanthrope was generally far more than a match for the typical templar (most likely a 1st level warrior) and all it takes is a single bite to pass the infection. I’ve often wanted to make a one-off about a group of lost/scattered templars and local shifters forced into an uneasy alliance as they try to escape suddenly hostile territory, or to deal with a fiend-possessed lycanthrope leader… dealing both with an extremely deadly foe and their own distrust of one another.

The Lycanthropic Purge: Part Two. Eventually the power of the curse was broken; the number of lycanthropes were cut down to more containable numbers; and it became closer to a witch-hunt. But that witch-hunt could make for a very interesting one shot. The PCs are a mix of Silver Flame inquisitors and local villagers. There are wererats in the village, and they are murderous, malevolent and very clever… and they will do their best to trick you into harming innocents. Can you find the true villains without harming or killing innocent people?

Against The Giants. The PCs take on the roles of elven resistance fighters from a variety of cultures in the last days of the war against the giants. You’ve got a drow assassin who’s turned on his former masters but is still distrusted by the others; a haughty Qabalrin necromancer and a Cul’sir wizard liberated from the giants… along with early Tairnadal. Take this group and turn it into Inglorious Basterds. I want my titan scalps!

Do you ever tire of creating content for the ‘kitchen sink’ of campaign settings?

This is related to another question…

Did you ever feel like the stipulation of “if it’s in 3.5, it’s in Eberron” hurt your creativity in any way?   Two examples of which that I can think of just to edify my point are this: I’m personally not a huge fan of psionics, but you not only have a custom race with them, but in fact an entire continent.  Arguably putting it on par of importance with Dragons (one part of the name of the game).   Second example is the creative take you took on the drow in Xen’drik.  I felt like they were something that had to be put in due to fan love for their race, and that you had to add, but that you really twisted on it’s head._

First, let’s tackle the phrase “kitchen sink.” This impression usually comes from that second phrase – the fact that one of the ten things you should know about Eberron is “if it’s in D&D, it has a place in Eberron.” The key to me is that when I hear “kitchen sink”, I think of it as a negative term that implies that things are jammed together with no rhyme or reason. We’re going to have a culture that is effectively identical to revolutionary France next to an Aztec nation next to Menzoberranzan. This isn’t the case in Eberron. Just look at the answers I’ve given in the last few posts. They are answers about the unique history and cultures of Eberron – the political and religious conflict between Thrane and Cyre; the fate of Cyran refugees; the difference between Boranel and Krozen. My recent Eye on Eberron articles deal with the Rage of War, the sacred assassins of the Silver Flame, and the Children of Winter. None of these are in any way defined by it being a “kitchen sink”; they are tied to the religions and mystical forces unique to the world.

It’s also vital to recognize that the statement isn’t “If it’s in D&D, it’s in Eberron.” It’s “If it’s in D&D, it has a place in Eberron.” If you love abeil (bee people), there are many places you COULD put them. They could have a lost hive-city deep in Xen’drik. They could be a product of the Mourning, in which a Cyran city was transformed into an Abeil hive. They could be a new creation of Mordain the Fleshweaver. But if I don’t like abeil, I don’t have to use them at all. They aren’t IN Eberron; it’s simply easy for you to add them in if YOU want to. There’s a place for them in Eberron. This is the key to the statement that Eberron is a “kitchen sink.” It’s as much of a kitchen sink as you want it to be. I don’t use goliaths, genasi, illumians, chaos gnomes, etc. But if I wanted to, I could find a place for them.

With that said, there are things I was forced to put in. We needed a clear role for the core races of D&D, including the drow… and with the advent of 4E, including dragonborn and eladrin. 4E added Baator to the cosmology. Now, if I had been told “The drow must be just like Forgotten Realms… in fact, we want you to put Menzoberranzan somewhere” I would be very frustrated. Instead, my challenge was “you’ve got to have drow… but what makes the drow of Eberron unique? What makes the eladrin of Eberron different from those of other settings?” I think the EoE article on Baator is the best example of this. I will admit that I HATED having Baator added to the cosmology when it wasn’t there before. The Eye on Eberron article gave me a chance to define Baator in a way that made sense for Eberron… to create a new story for it, one that used the same familiar cast of characters but gave them a new backstory, motivation and role in the world than how they’d been used before. Baator is a divine prison, and Asmodeus has only just broken his bonds and risen to power; the archdevils have an element of warring crimelords, struggling to build new empires from ashes.  It’s a completely different way of using the devils than you’d get in 4E core, and that’s what I like. If YOU like Menzoberranzan, you can add it to Eberron; no one’s stopping you. But I’m going to offer the Sulatar, Qaltiar, and Umbragen.

So is it creatively stifling? It IS limiting to be forced to work in some of these things, sure. There are some I wouldn’t add in if I was doing it entirely on my own, absolutely. But if anything, it’s an interesting creative challenge to say “How do I make gnomes that AREN’T the gnomes you find elsewhere?”

Looking to psionics, that was my choice from the start, not something forced upon the world. When I read my original AD&D Player’s Handbook, it came with an appendix on psionics. They’ve always been around in D&D, but they’ve generally been a weird stepchild that doesn’t really fit the tone of everything else… or forced on everyone, as in Dark Sun. With Eberron, I wanted a compromise. I wanted to give psionics a logical place in the world, and to consider the impact they would have on a culture much as Khorvaire explores the impact of magic. But I also wanted to make sure that someone who HATED psionics could essentially ignore them. Hence, Riedra. If you LIKE psionics, play up the role of the kalashtar and Dreaming Dark, and maybe even set your campaign in Riedra. If you hate psionics, drop the Dreaming Dark and the Kalashtar, and never go to Riedra. You don’t NEED to put kalashtar in your campaign; but if you like them, they have a place complete with history, conflict, and culture.

If you ever tire of it, what kind of theme/campaign setting would you prefer to work on?

Funny you should ask, as I AM working on a new campaign setting. Thanks to Jeff LaSala, I’m due to write about my “Next Big Thing”, and that is going to be my new campaign setting. The holidays have pushed me off schedule, so it won’t come out until next week, but expect more news then… to be followed by an ongoing discussion of the world as it moves towards completion.

Dragonmarks 12/5: Siberys, Flame and Hybrids!

Soon I’ll start talking about the new setting I’m working on, but for now here’s another round of Eberron answers to chew on. As always, these are just my personal opinions & aren’t canon in any way.

What can you tell us about the status of Eberron in the next edition?

At this point in time, I have no new information. It’s my hope that it will be supported, but I haven’t heard anything positive or negative in this regard.

When will you write more novels? Are you writing one now? Write one now.

As regards Eberron novels, that’s up to Wizards of the Coast, not me. Eberron belongs to WotC, and they are the only ones empowered to authorize Eberron stories. There’s lots of stories I’d like to tell, and this is one reason I’m working on a new setting – so that I’ll have free rein to develop fiction in that world.

In the unlikely event that a Warforged gained a dragonmark, would it replace the ghulra, or be its own thing?

A warforged getting a dragonmark is going to be a one of a kind story, so it’s up to you, really. Is the dragonmark somehow manufactured? Is the Prophecy declaring this warforged to be a tool of destiny? This will likely manifest in different ways. However, I personally wouldn’t replace the ghulra. The ghulra is, essentially, the true name of the warforged: the symbol of its soul. It is unique. A dragonmark is not unique; it can be shared by many people. It touches the soul, but it is not the entirety of it.

Can you provide an in game explanation about how the only interracial breeding possibilities are between human with orcs and elves?

First off, changelings and kalashtar can both interbreed with other races, including humans, Khoravar, and elves. However, these crossings don’t produce hybrids; a human-kalashtar crossing produces a human or a kalashtar, not a half-kalashtar. So to reframe the question, why are half-elves and half-orcs the only hybrid races?

First off, I see no reason to assume that other hybrids aren’t possible; it’s simply that if they are possible, the offspring are a) not sufficiently different from one of the parent races so as to require new mechanics, and/or b) are sterile or otherwise not true breeding. Essentially, if you were in my campaign and said “I want to play a half-dwarf… mechanically he’s a dwarf, he’s just a little skinny and people make fun of his mother” I’d allow it. But I wouldn’t give you any special abilities for it – you don’t get to take human-only feats. So there exists the possibility that half-elves and half-orcs aren’t the only hybrids. But they are still the only true-breeding hybrid races that possess their own unique racial traits, so let’s keep moving forward.

We’ll start with the Khoravar… that’s the name the half-elves of Eberron have given their race, for those who don’t know it. First off, as noted in the Dragonshard on the subject the elves themselves were surprised and disturbed when they had viable hybrid offspring. Why is this possible? It could be that it has little to do with humanity and everything to do with the elves. Remember that the elves are the product of genetic engineering; when the giants enslaved the people of Shae Tirias Tolai, they altered them and stripped them of their ability to slip through the Feywild, transforming eladrin into the modern elves. They were bred to be slaves; as such, it’s not unreasonable to think that they intentionally made them genetically adaptable to help maintain their stock. We’ve never discussed the possibility of, say, elf-goblin hybrids… but if you want to make things interesting, you could say that elves can breed with anything. It would explain the fifty shades of elf you find in many settings.

As for half-orcs, personally, I think orcs work in the same way. I don’t personally consider half-orcs to be specifically half-human, half-orc. In my opinion, a half-orc might be part hobgoblin, elf, shifter, or dwarf. Basically, the orc genes are dominant enough to produce a uniform set of traits when bred with other creatures; though with that said, I’d think that you would see some differences between the hobgoblin and shifter half-orcs. But mechanically they are identical. Why is this possible? It could simply be a bizarre evolutionary trait that has allowed the orc to thrive in difficult environments. Or it could have been a gift from Vvaarak – a blessing of fertility upon the first race of druids.

What if Siberys was not killed by Khyber, despite false myths that say the contrary? Or could he resurrect?

Well, assuming you take the Progenitor myth at face value, it’s hard for Siberys to be alive because the pieces of his body are scattered across the sky. The dragons were born from his blood, and the radiance of the Ring is in my opinion the primary source of the energy mortals manipulate with magic. If he’s not killed, you have no Ring, no dragons, and no magic.

Could he be resurrected? Anything’s possible. But I don’t know what you’d do with him if he was. We’re talking about a dragon wrapped around the world… a dragon who, in his first life, created entire planes for fun. Which means if he was alive again, there’s no particular reason for him to hang around in this one; he’d probably go and see how things were working out in Syrania and Irian, then swim off into the Astral to think about what to do next. The gravitational impact of this celestial motion would likely wreak all sorts of havoc, and there’s then the question of if there would still be arcane magic in the world if he left.

A key point here is that Siberys has no particular reason to care about humans. We’re children of Eberron, and late to the game at that. Even the dragons were born of his blood, not personally shaped by his hand; if anything, he’d be more interested in the outer planes, because those he worked on deliberately.

And worst comes to the worst, he’d want a second round with Khyber and might try to get Eberron to let her go. And Eberron is the world we are standing on. If Eberron were to rise, it would literally destroy the world as we know it.

So personally, I’d let sleeping dragons lie.

What kind of creatures dwell, by your reckoning and imagination as the creator of Eberron, within the distant Ring of Siberys.

Siberys is, in my mind, the source of arcane magic. Dragons are the children of Siberys and Eberron; as such they are mortal creatures whose blood is suffused with mystic power. Per Dragons of Eberron, the couatl were formed from “the pure blood of Khyber before it touched the earth.” So couatl are one example of creatures you might find in the Ring. The key to me is that natives of the Ring would likely be highly magical creatures, as much spirit as flesh; flight would also be a common thing. But beyond “look to the couatl as an example,” it’s not a subject I’ve given much thought.

Does Eberron exist in a specifically imagined Solar System; if so what are the other celestial bodies or major planets therein.

Nope. We defined the moons, and there are a lot of them; you could choose to spread them out as planets if you prefer. But we’ve never described other planets in the system. I believe there are other worlds – the daelkyr are described as having produced mind flayers when they destroyed the homeworld of the Gith – but we’ve never stated if these are physical worlds that can be reached through space travel or alternate material planes. It’s something I’m thinking about as I’m developing my new setting, but it wasn’t something that was considered for Eberron.

Why did Thrane reject Cyran refugees?

I’ll throw out a few factors.

  • Like all of the Five Nations, Thrane’s resources were stretched thin by the war. Krozen’s top priority was to make sure he could tend to the needs of his own people.
  • No one won the war. Cyre never conceded its position or acknowledged Thrane as a righteous victor. Many of those refugees are thus unrepentant enemy combatants. Even the civilians have the potential to form a hostile fifth column within the native population. Why should we put the safety and wellbeing of our own people at risk to help those who were, months ago, trying to kill them?
  • The Mourning is utterly terrifying. An entire nation has been destroyed. No one knows why or how. Is it divine punishment of the Cyrans, and if so, will it follow them wherever they go? We need to regroup, consolidate our forces, and find out what it is and how to protect ourselves from it; this is not a time to take unnecessary risks.

There’s three reasons. Jaela would likely argue for compassion for those in need. Krozen would counter that the closed border protects the people of Thrane. And in the end, Jaela is the spiritual leader; it was Krozen and the cardinals who chose to refuse refugees.

On the other hand, while I understand the motives for Thrane’s rejection of the refugees, it seems odd since Breland welcomed them, and this puts the Flamers to shame given their beliefs in helping others.

The key here is to look at the event in context. The people of Thrane follow the faith of the Silver Flame. But they are also the people of Thrane, and have secular concerns that drive their daily lives. This isn’t a case of peaceful innocents hurt by a natural disaster. At the time of the Mourning, Thrane and Cyre had been at war for almost a century… and the last few decades of the war were fairly bitter between them. Consider the following, drawn from The Forge of War:

  • In 978 YK, Cyre and Thrane were briefly allies. However, Cyre refused to aid Thrane against Brelish aggression. This led to a collapse of the alliance. One of the first conflicts following this was Cyre’s siege of Arythawn Keep. This was a brutal massacre. The Cyrans took no prisoners, and their warforged troops pursued those who fled, hunting them down tirelessly and slaughtering them. That’s an image that is very close to the minds of Thranes on the Cyran border: their own innocents being mercilessly pursued by Cyran troops.
  • In 993 YK, Jaela Daran came to power and immediately sought peace with Cyre. Queen Dannel refused her entreaties, and Thrane soon learned that this was because Cyre had an ambitious plan to bring down Thrane with a direct assault on Flamekeep itself.  Per Forge of War, while this plan was never executed, “Keeper Daran had no counter to High Cardinal Krozen’s claim that Cyre was a clear and present danger.” So again, when Cyre was seemingly punished by divine force for its folly, most Thranes felt little desire to aid the people who just years earlier had plotted to ravage Flamekeep.

In many ways, the question isn’t why Thrane didn’t help Cyre, but rather why Breland did. Breland and Thrane were allied against Cyre on the Day of Mourning. However, Breland had fewer bitter conflicts in its past – no incidents matching either of those I called out above. And to be more cynical, the fact of the matter is that the Cyran claim to the throne was always the best one. By taking in Oargev – keeping his former enemy close – Boranel put himself in a very strong position to control whatever future the nation may have. Breland’s actions may have been pure politics as much as humanitarian kindness.

I do believe that individual followers of the Flame quite likely provided aid to Cyran civilians in need, both before and after the Mourning; and remember, there are followers of the Flame in Breland as well as Thrane. But these incidents were the acts of compassionate individuals as opposed to the policy of a nation. Thrane’s refusal to aid Cyre was a secular act, not driven by faith; it was the act of a nation scarred by war, one that had offered the hand of peace in the past and been answered with betrayal and aggression.

Speaking of Cyre: was there ever anyone doubting what they were doing, when they were planning on attacking Flamekeep? That is, literally, the most important city for the Church of the Silver Flame… I can definitely imagine the shock people of Thrane felt, for those who found out about this (did it become public knowledge? because if so, yeah, Krozen is right in that you can’t expect Thranes to help the people from Cyre all that much)… Kind of insane, really, to consider destroying Flamekeep.

Who said anything about destroying it? We’re going to liberate it from the corrupt cardinals and false Keeper. And don’t forget, there are followers of the Flame who believe the theocracy is a mistake and source of corruption. Under Cyran rule, the church would be restored to its proper role.

Well, I mean, being seen to march against Flamekeep with the purpose of killing the Keeper, that would still cause some unrest, surely? Sure, the Church might have been too involved in secular matters, but going in there to try and kill Jaela Daran still wouldn’t go very well with most followers of the Church, even those outside of Thrane – Cyre isn’t exactly noted as a gathering point of the Silver Flame, so they can’t even do what Aundair might be able to pull off, and say they’re working towards protecting the true purpose of the Church, at least not while also being particularly convincing. Also, the Keeper was chosen by the Flame itself – then again, the queen could be trying to sell it as Jaela being false, so that could work, for those who would believe her.

Let me preface this by saying that the attacking Flamekeep scenario comes from The Forge of War, which I didn’t work on. As such, while I’m going to explain what I consider to be the logic behind it, it wasn’t my idea to begin with. But let me try.

The plan was not publicly known, nor did it involve fighting through Thrane. According to Forge of War , the idea was to defeat Thrane with a single massive naval assault on Flamekeep, with the idea that if Flamekeep could be seized Thrane would be forced to capitulate. With this in mind…

  • This plan was driven by the fact that there was a new, inexperienced Keeper… and surely enhanced by the fact that she was a child, something unprecedented in history.
  • I don’t think the plan was ever to “kill the Keeper.” Rather, it would be a matter of taking her as a hostage. Dannel would have a couple of angles she could work. First of all, she would be dissolving the flawed theocracy and restoring the church to its proper role as spiritual guardian. Second, she would be essentially serving as a regent. This child Keeper is too young to handle such responsibility; Dannel will protect her and guide her as she grows into her role. With the subtext being “she is our prisoner and we could kill her if we wanted.” Many followers of the Flame had doubts about the theocracy, and false Keepers aside, the idea of a child Keeper would seem strange to many. So Dannel presents herself as a protector restoring things to their proper place… not a destroyer or assassin. Rather, she kills Krozen, pinning all the blame on him for corruption and leading the church astray.
  • The plan wasn’t publically known. I would imagine that the force being chosen for the assault would be carefully vetted, either being loyal vassals of the Sovereign Host who would be happy to weaken the Flame, or followers of the Flame who strongly opposed the theocracy.
  • When Krozen exposed the plan, you can be sure that he painted it in the worst possible light. He likely accused them of wanting to kill Jaela, and if it was me, I’d say that Dannel planned to declare Oargev as a new puppet Keeper (doubly infuriating because the Keeper is chosen by the Flame, not by mortals). So yes, this infuriated both Thranes and other loyal followers of the Flame in other countries. The plan was thus never carried out; once warned the Thranes surely bolstered their defenses, and beyond that the public sentiment in all nations would make it an unwise move.

But yes, you can see why this would make Thranes unsympathetic to the Cyran refugees… if you go with the idea of Krozen presenting Oargev as Dannel’s would-be puppet Keeper, you can doubly see why there would be no hope of setting up a New Cyre in Thrane; I’d further play up a large segment of Thranes – and even Flame loyalists in Breland – bitterly hating Oargev in the present day.

Can the SF be a good deity and not just an impersonal force?

The Silver Flame isn’t an impersonal force. It’s a force of positive energy that holds mighty demons at bay. When Bel Shalor escaped his bonds and threatened Thrane, it reached out to Tira and gave her the power she needed to defend her people. Since then, it has continued to empower noble souls to defend the innocent. It calls paladins to service and grants its power to the most faithful of its servants. It’s not an impersonal force. It doesn’t grant its gifts to everyone. When Overlords ravage the land, it doesn’t ignore the people in need.

However, it’s not an anthropomorphic entity. It’s a gestalt of thousands of noble souls, many of which were never human. It doesn’t view the world as a human would, nor does it value humans more highly than other mortals; an orc and a human are equally worthy of its gifts, if they have noble aims. It exists to defend the mortals of Eberron from supernatural threats: demon lords who would collapse the world into chaos; undead forces that would drain the life from it; a plague of lycanthropy that could consume nations. It takes no stand on conflicts between mortals, whether that’s humans fighting humans or humans fighting orcs. It was kindled by couatls fighting demons before human civilization existed. It grants its agents the power to save humanity from demons; it is up to the humans to use that power wisely when no supernatural threat exists. In judging a mortal soul, it doesn’t view it the same way as we might. It responds to faith, selflessness, the desire to help others. Tira, Krozen, Jaela, and Dariznu all share faith and a fierce determination to help their fellow mortals, and it is this that binds them all to the Flame. It’s simply that they all have different ideas about the form this help should take. Dariznu believes that publicly burning dissidents alive is the only way to bring others to the righteous path; Jaela finds this to be horrifying, while Krozen considers it a necessary sacrifice to maintain order in Thaliost. All three believe that their actions and approaches help people… and that is what the Flame responds to. It’s also the case that the Flame can only act through its agents. When Bel Shalor threatened Thrane, the Flame couldn’t simply blast him; it could only empower Tira to do what needed to be done. The Flame isn’t an impersonal force. It was formed from a great sacrifice, and ever since then it has protected the world from evil. But it is only as strong as its mortal agents. It gives noble souls the power to do good; it’s up to them to live up to the promise of their own souls.

If you want the Silver Flame to be more active, I wouldn’t do this through the Flame itself; rather, I’d turn to the Voice of the Flame. Tira’s spirit is the bridge between Church and Flame. Per canon, her role is subtle and passive… it is the quiet voice that urges you to do good, set against the subtle influence of Bel Shalor pushing you towards darkness. If I want to give someone a divine vision from the Flame, I’d have it come from Tira. But personally, I don’t want the Flame itself to be actively intervening in the daily lives of most people, because it strips a depth from the stories. I want the PCs to be the ones who have to decide what to do about Dariznu – is he actually serving a greater good, as he believes? Do they have the right to bring him down, and have they thought about what happens after? If the Flame itself personally sanctions this action, it becomes clear-cut and to my mind, less interesting. As is, the Flame empowers your paladin because you have the conviction to do good, and the potential to do good. But it’s up to you to live up to that potential, and to make the right choices.

Dragonmark 9/13: Cthulhu, Silver Flame, and More!

In the past, my posts have primarily been focused on Eberron. Moving into the future, that’s going to change. Eberron will continue to be a major topic of conversation, but I also want to discuss a broader range of gaming topics… and the new setting we’ve got in the works.

Today, however, I’m going to get to work on the Eberron backlog. There’s more questions than I have time to answer in one post, but don’t worry—I’ll get to everything eventually. As always, these answers are purely my opinions and house rules, and aren’t official in any way.

What are some of the inspirations for Eberron themes and locations (the cold war, Xen’drik and Africa or El Dorado legends?)

This could be a subject for an entire post, and I have other questions I’d like to answer today. So I’m going to keep it relatively concise, and only name a few. As with the countries themselves, there’s relatively few things in Eberron that are inspired by a single event or thing; instead, most draw on a combination of sources. With Khorvaire in the wake of the Last War, you have a touch of the malaise that followed World War One, combined with the cold war inspired by the nuclear bomb after WWII. Xen’drik takes elements from the legend of Atlantis, the writings of Edgar Rice Burroughs, and any number of pulp movies or legends like El Dorado. Dhakaan draws on Rome and feudal Japan, blended with ideas specific to the goblins themselves. The Daughters of Sora Kell draw both on the Baba Yaga stories and the many myths that deal with three mystic sisters.

Beyond these sorts of things, you have elements of the setting that are inspired by elements of D&D itself: if medusas exist as a race, what sort of society would they create? If yuan-ti are serpentfolk, and the feathered serpent couatl are emissaries of the light, why not have feathered yuan-ti? Sending and whispering wind are useful spells for communication – what business model would arise around them?

This just scratches the surface, but again, I this could be the subject of a very long post – and should we reach a time when there’s no other questions, perhaps it will be.

Do you think it is possible to run a proper Eberron campaign using 2E rules?

Why not? I’ve run Eberron using Over The Edge rules. I know people who run it with GURPS and Savage World. It’s certainly possible. 2E uses Vancian magic, so it shouldn’t be too hard to adapt dragonmarks. I’d need to pull out 2E books to figure out how to deal with skills/feats and the degree to which it matters. But I’m sure it could be done without too much trouble.

 You’ve said The Queen of Stone is your favorite Eberron novel written by you. What’s your favorite Eberron game sourcebook penned by you?

Honestly? Probably the 4E Eberron Campaign Guide, simply because it was an opportunity to draw on many of my favorite elements of things I’d written elsewhere (for example, the Lords of Dust section draws on the “Eternal Evil” article I wrote for Dragon) and because it also highlights a few key themes of the setting that slipped by in the 3.5 ECS. So set aside the system and focus purely on the text, and it would be the 4E ECG.

Would your novel series be considered the canon Eberron series?

During the development of the setting, we decided that Eberron novels would serve as a source of inspiration as opposed to changing the setting itself. None of the novels are “canon” in terms of being material you are expected to use in your campaign, or being taken into account in future sourcebooks. For example, Pierce acquires an artifact in The Shattered Land. I present the statistics for that artifact in Secrets of Xen’drik, but never mention Pierce. If you want, you could say that Pierce exists in your version of Eberron and that he found that docent. Or you could have one of your players find Shira, using her depiction in the novel as inspiration for the role she might play in your own.

In terms of what novels are the best introduction to Eberron… I think that taken on its own, City of Towers is a fairly good choice. It brings up a number of critical elements of the setting – Sharn, the Last War, dragonmarked houses – and the appendices are useful for people who’ve never encountered the setting. However, as a series, I think that the Thorn of Breland series is somewhat more unique to Eberron. The themes – espionage in the wake of the Last War, the balance of power between dragonmarked houses and the nobility, aberrant dragonmarks – are tied closely to the setting, while The Dreaming Dark trilogy is a more traditional adventures-travel-the-world-to-fight-a-great-evil story.

As a side note, while the novels don’t transform the world, as authors we do our best to maintain continuity between the novels themselves. For example, when I was writing The Queen of Stone, I talked to Don Bassingthwaite about his plans in The Legacy of Dhakaan, and who would be a logical ambassador to Droaam in the time period of Queen of Stone.

In what ways did Cthulhu Mythos elements inspire & and appear in Eberron?

Good question. As you might have figured out from things like Cthulhu Fluxx and Cthulhu Gloom, I enjoy Lovecraft’s work. It’s certainly something that has influenced Eberron and will surely influence my future work. And really, many of the major villains of the setting has some touch of Lovecraft.

The Dreaming Dark reflect my long love of exploring dreams and the ways they can influence the world; my first published work was an Over The Edge piece called “Dreaming on the Verge of Strife” that could easily be adapted to Eberron. With that said, the idea that there is a strange dreamland you could explore? With a terrible horror at the center that can devour your soul? Filled with nightmare spirits and other terrors? There’s more to the Quori than Kadath, but The Dream-Quest isn’t a bad source of inspiration for Dal Quor adventures.

The Lords of Dust are more concrete in form than most of the Great Old Ones, and draw on mythological figures such as Mahishasura as much as Cthulhu. On the other hand, they are ancient evils older than humanity, waiting for that time when the stars are right and they can rise up and reduce everything to primordial chaos. There’s certainly an element of cosmic horror there… highlighted for Overlords like the Voice in the Night and the Heart of Winter.

The Daelkyr are horrors from beyond time and space. Some people have asked why they look so human, to which I say that they shouldn’t feel limited by the picture; that physical body is merely an aspect of the daelkyr, and may not actually appear the same way to multiple viewers. Instead, focus on the fact that they corrupt all that they touch, that they cause madness with their mere presence, and that in Xoriat they may not have humanoid forms at all.

Essentially, the Overlords are the VAST HORRORS THAT WILL DESTROY EVERYTHING WHEN THEY RISE, and the Daelkyr are so alien that mortals cannot bear their presence without suffering… two different aspects of Lovecraft’s cosmic entities.

Meanwhile, the Cults of the Dragons Below cover the full range of cult archetypes. You have groups like the Finch Family (actually created by Ari Marmell, but certainly in line with my vision), to the wilder cultists and corrupted beings like the people of the Inner Sun.

I have a question regarding the Silver Flame. It is a cosmic force that stretches all across Eberron to hold back the Overlords. However according to Five Nations, Keeper Jaela is only specially empowered by the Flame while she is in the Flamekeep cathedral. What is it that makes that location special? Is Tira Miron as the Voice of the Flame limited in a way the Flame itself is not so that she can only commune with Jaela in a particular place?

Essentially. The Silver Flame has existed since the couatl kindled it with their original sacrifice. The traditions of the Ghaash’kala orcs predate the arrival of humanity on Khorvaire, as do the Shulassakar. However, the Silver Flame can’t speak to all souls. Due to her spiritual nature and nobility, Tira Miron was a suitable vessel for its power – and her sacrifice allowed her to become the Voice of the Flame, speaking to her people. In some ways, Jaela is less the Keeper of the entire Flame and rather the mortal intermediary of the Voice of the Flame… the living conduit that allows the Voice of the Flame to speak to other mortals. Flamekeep isn’t the only place she can commune with Jaela, but it’s the only place she can channel her power to the Keeper. And incidentally, it’s also where Bel Shalor’s power is the strongest, which is why Melysse Miron is stronger there.

Are there other places of power where the Keeper would be equally empowered? Or something else entirely?

There are other places where OTHER Keepers would be equally empowered. While we’ve never spelled it out, I believe that the Ghaash’kala and Shulassakar have their own Voices and Keepers, and likely there are others as well.

Is it far-fetched to think that a follower of the Silver Flame may somehow convert Kaius or forge an alliance with him against the Blood of Vol undead?

Far-fetched? Absolutely. Impossible? No. The feud between Thrane and Karrnath is one of the strongest within the Five Nations. Kaius has already made some unpopular decisions, and even if this didn’t involve a political alliance with Thrane, it would likely be perceived that way. With that said, the purpose of the Silver Flame is to defend the innocent from supernatural evil. The church came to the aid of Aundair during the Purge. If the Emerald Claw/Blood of Vol posed a clear and obvious large-scale threat to innocents, the Church would likely offer its assistance; it’s up to you to decide if Kaius would accept it… and if, as happened in Aundair, this might give the church a stronger foothold in the region.

The Silver Flame is in my opinion the most interesting take on religion in DnD ever, and so would love you to write a novel or short story with a heroic flame paladin, since Eberron novels seem to focus on antiheroes (Thorn, Sabira or Abraxis Wren) but seldom on noble heroes and even less on flamers despite the pulp and heroic elements of Eberron apart from noir ones and the relevance of the Silver Flame.

Have you read Legacy of Wolves by Marsheila Rockwell? That has a Silver Flame paladin as a protagonist. For my part, I’d be interested in writing a story with a more heroic lead, but at this point it’s not up to me. I don’t know what plans WotC has for future Eberron fiction, and without their authorization I can’t write stories in the world.

I`m currently running an Eberron game in the Kingmaker adventure path, in which the characters build up their own nation. I had the campaign set in northern Xen`drik, ignoring that bit about “no maps of the continent” (but it could be on Q`Barra or the Eldeen Reaches). In this regard, how would the other nations react? Maybe the elves would see this as an invasion in their ancestral homeland? The Tairnadal would like to test their might against the newcomers? Cyrans would move to a new land of opportunities? And what about Dragonmark houses?

Personally, my gut for a “new nation” campaign would be to set the adventurers up in charge of a Lhazaar Principality, keeping them in the middle of things and giving lots of room to deal with intrigue and challenges from the surrounding princes. Q’barra is another option, but I prefer to use that for frontier-village Deadwood-style games as opposed to nation-building. But assuming you go with Xen’drik, my immediate thought is that the other nations wouldn’t have a major reaction. Xen’drik is largely perceived as a place that cannot be settled, and I’d think people would say “They won’t last three years” as opposed to “WE MUST STOP THEM NOW!” Now, this would change if you discovered something incredibly valuable all the other nations wanted – say, the largest field of Siberys shards ever seen – but just on its own, I don’t see declaring a nation in Xen’drik as being a cause for war. Dragonmarked houses could certainly be interested, if you seem like a significant enough force to make a real go at it, but they’d also likely want to found your relationship on better terms than the Korth Edicts. As for the Tairnadal, attacking a fledgling settlement seems like a weird way to honor your guerilla-resistance ancestors; I think it would be more likely that the Sileus Tairn might offer to help you in exchange for using your country as a home base in their new campaign against the giants and other challenges of Xen’drik.

Dragonmarks 8/9: Lightning Round 5!

It’s time for another Eberron Q&A! Let’s get right to it…

Let’s say that I’ve got a player who really likes games with Nerull. How would you put him in? The Keeper? Lord of Dust?

The thing about the Keeper is that you only interact with him through his cults, and they aren’t even all bad. The Restful Watch believe that Aureon and the Keeper work together to preserve vital souls from Dolurrh so that they can be returned to Eberron in a time of need; in many communities, the RW maintains cemeteries and performs funerary rites. As a result, I’d go with the Lords of Dust, specifically the Overlord Katashka, also known as the Gatekeeper. Lord of death and undeath, Katashka is said to have created the first undead. His mightiest servant is the dracolich Mazyralyx, who some scholars believe is the original inspiration for the myths of the Keeper. Katashka himself is bound, but you can bring Mazyralyx and any number of fiendish and undead servants to bear. Katashka is mentioned on page 30 of the 4E ECG and in this Eberron Expanded article.

Continuing with the theme…

How exactly does a Rajah like Yad-Raghesh ( from Dragons of Eberron, page 50) die?

He doesn’t. That’s the point of Yad-Raghesh’s tale; his apparent death appears to be a shocking, one-of-a-kind victory, but it is later discovered that rather than dying, he has simply spread his spirit across the Vale, transforming it into a pit of corruption that spawns fiends and slowly expands. If Yad-Raghesh was truly “dead”, the blight on the land would pass; it’s the presence of his spirit that keeps it alive and growing.

Now, to be clear: An Overlord can be temporarily killed the standard way – by reducing his hit points below zero. It’s simply that this doesn’t last for long; he returns within a day. In the case of Yad-Raghesh, he didn’t return and thus appeared to have been truly defeated. This turned out to be a false hope. By transforming himself in this way, he at least partially escaped the binding of the Silver Flame; he can’t return to his original form, but his power is continuing to spread while the other Overlords are held in check.

As for what he represents, I would say corruption. He gave up his physical existence to BECOME the corruption he embodied.

Out of all Eberron NPCs, which one would be the most likely to become a Ravenloft Darklord?

I don’t know about “most likely,” but my choice would be Merrix d’Cannith. His great crime? The attempt to create true life, moving beyond the warforged (who can’t procreate) to create something that can truly replace the current people of Eberron. In the Gothic architypes, he’d be a sort of Frankenstein, his realm filled with his imperfect creations – after all, the Dark Powers might let him get close to his goal, but they’d never allow him to succeed.

Suppose you have a player who, for whatever reason, wants part of his PC’s story arc to be romancing a noble. Who would be your best/favourite NPC noble for this role?

I’m still planning to write more about the nobility in the future, but this is more targeted. It depends where your story is set, but I’d personally choose Princess Haydith of Karrnath, who currently resides in Boranel’s court in Breland. According to Five Nations she’s only fifteen, but it’s easy enough to adjust that as you see fit. I think Haybith is an interesting character for a number of reasons. She’s the sister of a king, so certainly an important noble; she’s in a foreign land and thus likely happy to find a new friend or romance; she’s already a political pawn in Kaius’s efforts to promote peace, but she could easily be targeted by those who wish to strike at Kaius himself. And, of course, getting close to Haydith provides an interesting connection to Kaius itself, which could go any number of different ways.

Besides a certain royal prince (already mentioned in the ECG) who are some potential identities behind the mask of Prisoner Deep Fourteen?

Let’s look at the facts. He was sent to Dreadhold by Kaius III. He is being kept alive. His features are hidden. He can’t speak and isn’t allowed to communicate in other ways. So why keep him alive but incommunicado? Here’s a few random ideas, which I am making up at this very moment.

War Wizard. This individual is one of Karrnath’s greatest war wizards, responsible for creating immensely powerful and horrific rituals used in war. He’s wanted for a host of war crimes, and Kaius promptly had him tried and supposedly executed at the end of the war before any other nation could get their hands on him (thus claiming innocence in some of his worst atrocities). However, the fact of the matter is that he wants the man alive so if the war begins again he can bring him back into service. Heck, if you want to go there, you could say that he is the architect of the Mourning itself! Kaius is horrified by the damage the weapon did and doesn’t want his future kingdom devastated like this… but he doesn’t want to kill the one man who knows how to make a second Mourning.

Demon Vessel. During the war, Kaius made deals with a powerful fiend. When it came time for the fiend to collect what was promised to it, Kaius was able to trick it into possessing this mortal body, which was then bound and sent to Dreadhold. If the vessel is killed, the demon will be freed and will take a terrible vengeance on Kaius and Karrnath.

Who’s Your Daddy? According to some myths, a vampire has influence over vampires that it creates. Some superstitious people maintain that slaying a vampire will result in the deaths of those it has sired; even if this isn’t true as a default, a brilliant necromancer could certainly devise sympathetic rituals to strike at a vampire through it’s sire. As for why Kaius III would want a vampire locked away – I’ll leave it to you to figure that out.

Have you ever ran an adventure in Everice or Frostfell? What sort of things might be found there? I can only think of Daelkyr/Quori ruins greatly inspired by At the Mountains of Madness, though I wonder what ideas flow through your head.

I wrote a backdrop set in the Frostfell for the print edition of Dungeon that never ended up seeing the light of day. Rumor has it that some form of it may appear as an Eye on Eberron article. For now, I’ll simply say that my vision of the Frostfell includes old dwarven ruins and the impact of a powerful Overlord of the Age of Demons.

I noticed the other day that, geographically, much of the demon wastes should be rainy, frozen misery. Was this intended?

The Demon Wastes is an unnatural place, due to the presence of buried overlords and close ties to Khyber. So rainy, frozen misery is certainly appropriate; but it also has its share of volcanic activity, burning basalt wastes, and the like.

With House Sivis’ tight standards for authentication, how effective is forgery for your typical hard-working scoundrel?

Difficult. However, based on the principle that science advances with needs, I’m sure that there are tools in existence allowing people who can create arcane marks to (attempt to) forge a Sivis mark. And bear in mind that not all documents in circulation are authenticated by Sivis. Letters of credit and identification papers generally are; but when the innkeeper sends a letter to his brother, he’s not likely to run over to the bank to get it authenticated.

Lightning rail roads are always shown as a single line of stones. How do the trains pass each other?

I don’t believe that the coach needs to ride directly above the rail; it’s about the interaction between the two. as such, I think two trains could slide to the side (using some form of front deflector) and move alongside each other, with the rail in between the two of them, for a short period of time.

I want a villain with an airship. He’d need a Lyrandar pilot. Why wouldn’t the House put a stop to that? At what point would the House personally step in to stop a rogue member assisting a villain?

It would only concern the house if it was somehow causing bad publicity for them. Their initial response would simply be to declare the individual to be a rogue and excoriate, and likely put a bounty on him based on just how much trouble he was causing them; meaning that yay, the player characters can collect an extra reward. I’d only see the house leadership as taking some sort of direct action if the individual became a huge black eye for them – if her actions were causing people to boycott Lyrandar services or the like.

Did the ancient goblins/giants/dragons have artificers? If not, why not? If so, what are some examples of ancient artifice, as opposed to just ancient magic in general?

First off: the artificer is a PC class. I don’t like saying that “Culture X doesn’t have a single individual of class Y”, because PC-class individuals are remarkable people. Just because the ancient dragon culture as a whole didn’t have artificers doesn’t mean that there wasn’t *A* dragon artificer; what I’m going to say is my view of the culture’s approach to magic as a whole. And with that in mind, bear in mind that there’s nothing an artificer can create that can’t be created by some other spellcasting class. The artificer is simply more versatile and efficient. In my opinion, it represents a more industrial approach to the creation of magic items: a focus on magic items as a tool of society, as opposed to a secondary aspect of whatever field of magic the individual pursues. So, looking at each culture:

Dragons of Argonnessen. I don’t see artificers as being a significant part of draconic cultures. Dragons are magic, and their style of magic largely involve learning to channel their own innate power, or using it to create greater effects in the world around them – which is to say, primarily sorcery. Dragons of Eberron talks about loredrakes and divine casters, and loredrakes such as Ourelonastrix obviously unlocked epic level magic lesser creatures haven’t yet mastered – things like the magic used to devastate Xen’drik. But I don’t see artifice as such being a particular interest of dragons.

Giants of Xen’drik. Yes, I believe that there were artificers in Xen’drik. In particular, the Sulat League has been shown as having a very industrial approach to magic, between elemental binding, magebreeding, and the tools and weapons they created. In The Dreaming Dark trilogy you see a number of examples of their artifice, such as the moon-breaker and the chamber of false dreams.

Dhakaani Goblins. No artificers. They have exceptional smiths whose techniques and knowledge of metallurgy allow them to produce magical arms and armor, but a Dhakaani war-smith simply doesn’t have the versatility of an artificer (who can also disable constructs, craft everburning torches, create spell-storing objects, etc). The Dhakaani goblins do know how to create artifacts – Ghaal’Duur, to name one – but as described in the recent Kech Ghaalrac article, “these objects cannot be mass produced; each one is unique and requires rare components to create—the blood of a daelkyr, slivers of Khyber dragonshards imbued with a demon’s essence, and the like.” So again, they have exceptional treasures, but that doesn’t mean that they have a culture that produces artificers; their treasures are made by their smiths and the duur’kala. With that said, if your goal is to find a place where an artificer could learn a new infusion, I could see saying that a PC artificer could learn some sort of new technique by working with the Dhakaani smiths, even if those smiths aren’t artificers.

Was there ever the idea to break up Cannith’s HUGE powerbase and split up the magic stuffs a bit more? Yeah, Cannith is split up three ways that make sense but would it make sense for Denieth to make the Warforged … or have Lyrandar make the airships? Cannith just seems very omnipresent in a world surrounded by magic.

Don’t overestimate Cannith’s power. Cannith produces airships, but it can’t make airships that actually work without the help of both Lyrandar and Zil elemental binders. Cannith created the Kundarak vault network, but it required the assistance of Orien and Kundarak heirs. Cannith is the house of making, and they are the foundation of the magical economy. But many of the critical tools of society require multiple houses to work together. This is the primary purpose of the Twelve: to facilitate this sort of cooperation and create things no house could create alone.

So allowing Lyrandar to create airships on its own would significantly alter the balance of power. As it is, Lyrandar needs Cannith… but Cannith also needs Lyrandar. There are many things – the warforged, wands, etc – that Cannith creates alone, but even there it relies on House Tharashk for the massive amounts of dragonshards required for its work. They are one of the most powerful and influential houses, but there are other houses that can challenge them – especially with the current schism in their ranks.

Maybe you answered this before, but how would you retcon the Silver Flame being the ones to handle resurrection in DDO?

The short answer is that I wouldn’t. City of Stormreach leaves resurrection in the hands of Jorasco, and even there notes that it’s not something they do lightly as many strange mishaps have happened in the past. However, if I had to, I’d start by saying that because of those mishaps Jorasco has finally dropped the service. Then I’d highlight the fact that the Silver Flame in Stormreach is a heretical sect that’s been cut off from Flamekeep for refusing to accept the authority of the theocracy (maintaining that the political ties distract the church from its true mission and breed corruption). Lacking the support of Flamekeep, they may have turned to this as a way to raise the money they need to maintain their mission in Stormreach. One option is to say that they’ll only resurrect people who they consider to be unworthy of joining the Flame, reasoning that thus they aren’t actually robbing the Flame of a soul; another approach is to say that as they are a minority “heretical” sect, they feel the need to keep anyone who might champion their cause alive.

Are there enough kalashtar to form an evil splinter-group, perhaps countered by a group of altruistic Inspired? How about one that has defected & wants to warn the world?

Evil kalashtar? Sure. I think Races of Eberron actually presented a group of Kalashtar who essentially wanted to become full-fledged quori. Kalashtar are mortal creatures; their personalities are influenced by their quori spirits, but at the end of the day, they are unique individuals. An evil kalashtar may be a manic, psychotic individual because of the psychic dissonance between their actions and the beliefs of their connected Quori, but that’s fine for a villain!

“Altruistic Inspired” are a very different story. The kalashtar can come in any flavor because they are mortal. Inspired aren’t. They are immortal embodiments of nightmares. They are literally evil incarnate*. They can change – as the kalashtar quori did – but this is like an angel falling and becoming a demon. An immortal is an idea given form, and if that idea changes, the form will change as well; it’s not something that would go unnoticed, and that transformed spirit would either be eliminated or force on the run, as the kalashtar quori were. Just bear in mind that there is a fundamental difference between mortals and immortals; immortals don’t have as much free will and opportunity for mental evolution as mortals do. This is why the Lord of Dust remains fundamentally the same being he was a hundred thousand years ago; it’s not in his nature to change.

With that said, all quori may be “evil”, but that doesn’t mean they are opposing the players. The primary concern of the quori is preserving Dal Quor. Many highly placed quori believe that they have accomplished that by gaining control of Riedra, and that as long as the kalashtar don’t mess things up, there is no need to take hostile action against Khorvaire… and that in fact, this simply risks disrupting the success they have achieved. Such quori aren’t “altruistic”, but they may see the actions of the Dreaming Dark as running against the best interests of their people, and thus be willing to help the PCs. However, I wouldn’t expect them to take any action that would threaten the quori and Dal Quor as a whole; again, for that to occur, you’d really have to have such a fundamental shift that the spirit is, essentially, a fallen angel (or redeemed fiend).

* As a side note: quori aren’t actually “evil” incarnate. They are the embodiments of the nightmare age, and they feed on (and create) mortal nightmares. The Tsucora quori are tied to fear; the Du’ulora to agression and hate; the Kalaraq to pride and ambition; etc.

That’s all I have time for this week. Feel free to leave more questions below!

Dragonmarks 6/14: Lightning Round 4!

Big week this week, but it may be two weeks before there’s another update; I’m getting ready to move back to Portland and there’s a lot of work to be done! As always, these are my personal thoughts and may not always mesh with canon sources. Take ’em for what they are worth.

Did you sneak any personal data into Eberron? Is “Eberron” the name of a favourite cat as a child? Is Merrix a best friend?

Bear in mind that not all the names are mine; many things changed in the big brainstorming phase when I was working with James Wyatt, Bill Slaviscek, Chris Perkins, and the rest, and many NPCs were developed in that phase. For example, I think it was Bill Slaviscek who came up with the name “Khorvaire”, so maybe someone in his family drove a Corvair. Everyone on the original design team left their marks on the world somewhere.

On my part, the only one that comes to mind is Greykeyll from Eye of the Wolf and City of Towers. In real life, Greykell is my adopted sister. The character in City of Towers essentially is her, dropped into Eberron. When I was developing ideas for the comic and decided to use a Cyran veteran, she seemed like a logical choice – and as I mentioned earlier, her background became much more interesting at that point. And hey, she’s got a great fantasy name!

The real Greykell!

Sharn and Stormreach are two cities that have seen a decent amount of source material. Are there any other cities that you would like to see fleshed out? Which ones and could you elaborate on what is interesting about those places?

I want to see EVERYTHING fleshed out. But I’ll pick out a few specific examples.

Graywall. I got started with this in this Dungeon Backdrop, but it’s one of my favorite cities and I’d love to do more. I love the frontier feel and the chance to explore monsters in a role beyond “the creatures you kill for treasure.” It’s also a great haven for dissidents, deserters, and war criminals. As I like to say, it’s Casablanca with more trolls.

Thaliost. It’s a powder keg right in the heart of the Five Nations, and a chance to take a deeper look at both Aundair and Thrane. it was something that was in the running for a 2012 Dragonshard, but Eston ended up winning the “undeveloped city” slot.

Pylas Talaear. This port city serves as the gateway to Aerenal. We haven’t taken a close look at what daily life is like in Aerenal, and what it’s like for foreigners who visit; I think it would be a great place to explore.

Atur. Ancient stronghold of the Blood of Vol in Karrnath. The crown has distanced itself from the faith, but Kaius still holds court in Nighthold. This is an interesting place to explore the full spectrum of the Blood of Vol and its relationship with Karrnath, and the conflict between the Emerald Claw and other elements of the faith.

Did you have explanation for the day of mourning when you first developed the setting?

No. I had half a dozen explanations that all made sense to me, which is essentially the approach you get with a lot of things in Eberron. To me, the cause of the Mourning was far less important than the impact it had on the world. The unsolved Mourning is what holds the Next War at bay and keeps the world in a cold war, and that interests me far more than an adventure in which people solve it. So here’s a few I considered:

* It was an environmental consequence of the amount of magic being used in the war – both war magic and increased production on the part of the houses. This is one thing driving the ceasefire; until people can be sure that using war magic won’t cause another Mourning, it’s hard to start firing the siege staffs again.

* It was a misfire of a weapon that was being developed, most likely by Cannith. The question then becomes if any of the current Cannith heirs know anything about it, or if all information was lost.

* It was a successful test of a weapon, and whoever did it is waiting to “reload” before they take credit for their actions.

* It was the result of the release of a demon Overlord or Daelkyr, who is currently sitting in the Mournland rebuilding its strength and studying the world. This could be an interesting blend with the Becoming God or Mournland Magebred.

* The Children of Winter are right: it is simply the beginning of the end. Whether or not it was triggered by magic, it is a catastrophic environmental failure that will soon start to spread across the world until the entire world is transformed; at that point, an entirely new world will be created.

* It’s the work of the Sovereigns – a warning to get people to stop and reconsider.

* It’s tied to the appearance of the Feyspires (see The Fading Dream).

… I could continue, but you get the idea. Any of these could be true. And as long as any could be true, people have to proceed as if they are all potential threats.

Some people may say “But in The Gates of Night it’s implied that Lei’s parents know what caused the Mourning! So that means you had an answer!” Well, if you read closely, they don’t say they know WHAT caused the Mourning, they say they know WHO caused the Mourning. They have a specific answer in mind, and it could apply to any of those explanations I’ve given above… and I’ll leave it at that.

If you have a ‘new favorite’ explanation of the day of mourning, and if so, what is it?

Clearly, it’s the Spellplague!

… OK, maybe not.

It’s sometimes mentioned that cultists of the Dragon Below have some kind of “promised reward” in the form of a wonderful place deep within Khyber. Have you ever fleshed out any details about what this promised land would be for them, or is this something that’s intentionally vague and/or subject to change depending on the particular cult?

A key principle of the Cults of the Dragon Below is that they aren’t monolithic in any way. The majority of cultists don’t even think of themselves as “cultists of the Dragon Below”; it’s a label that academics use to cover the diverse range of sects. Common elements are connections to or affection for aberrations; ties to Daelkyr or Overlords; and bizarre beliefs which may actually be schizophrenic in nature. I’ve talked about a sect that believes there’s a glorious kingdom below that you can only reach by paving the path with the blood of enemies. It could be that this is a literal, physical place. Khyber is supposed to include, essentially, demiplanes – there could be some bizarre wonder-world you can only get to through this cavern in the Shadow Marches. Or it could be utter lunacy. This same basic belief could appear in another cult across the nation, especially if it’s tied to the same Overlord or Daelkyr; but that doesn’t imply any communication between the two cults, and it’s possible cult two has an entirely different idea of their paradise… or that their paradise also exists but is a different demiplane.

Were there any other potential races you thought of for Eberron before settling on Changelings, Warforged, and Shifters? Also, regarding Changelings, what are your personal ways for keeping Changeling PC’s in check?

First, you left Kalashtar out of the list, and they were in from day one. Beyond that, there were no other NEW races in the original proposal. It was suggested that goblinoids should be viable characters. As for changeling PCs, it depends what they’re trying to do; I’ve played in quite a few games with changeling PCs without problems. Can you be more specific (in the comments) about exactly what problems you’re having (and what edition you’re using)? Their clothing and equipment doesn’t change, and in a society in which changelings exist people will pay attention to such things. In a city like Sharn, groups such as the Tyrants may actually police their own, as someone passing through and giving changelings a bad name will hurt them in the long term. Beyond that, though, anyone can be a changeling with a hat of disguise or first levelillusion spell – and there they can change clothes, too! Changeling abilities are useful, but they shouldn’t be foolproof – and bear in mind that this is a world where changelings, illusionists, rakshasa and more are simply known fact.

In a real society, the medieval urban elite would be bankers, traders, captains of industry. But in Eberron, industry and trade is dominated by the Dragonmarked. How do hypothetical non-Dragonmarked urban elites compete without the magical edge the Dragonmarked possess?

Not easily, which is why the Houses are typically described as having monopolistic power over their fields of industry. Thus, the simplest way for a non-dragonmarked urban elite to thrive is to run a business sanctioned by one of the houses; this is something described in the Dragonmarked sourcebook. Not every inn is a Ghallanda inn; but if it’s got the Ghallanda seal of approval, you know it’s of quality… and that it gives the house a share of its profits. To be licensed, you need to adhere to house standards (and put up with inspections) and pay your dues. But it’s possible for everyone to profit.

There are other options. You can find a niche that none of the houses cover. While we’ve never mentioned it, it’s possible Cannith has a line of clothes. But they aren’t competing with people like Davandi in the field of high fashion. You could specialize in a particular field; you can’t make smoothies as quickly as someone using a Ghallanda prestidigitation-based blender, but you have a special recipe that makes it worth the wait and higher price. This is the point of, say, The Oaks in Sharn. The food is simply better than you’ll get in the Gold Dragon Inn. But it’s due to the genius of that single chef. You could also possess a resource that the house needs and doesn’t have. The Mror lords are wealthy because they own the gold and steel mines.

I’ve talked about how the houses may bring their power to bear on someone who threatens their monopolies. The thing is, it has to really be a viable threat. Ghallanda doesn’t care if the Oaks is the best restaurant in Sharn; they still make fat dragons every day from all of their restaurants. It’s only if the Oaks’ chef tried to create a national chain and a series of low-end cheap eateries that they’d start to worry. Likewise, Cannith doesn’t need to drive every single smith out of business. However, if you buy from a smith who doesn’t have the Gorgon seal, you don’t know what sort of steel you’re getting!

Considering the masses of Warforged that have been produced , what countermeasures against Warforged have been created? How likely would it be for an influential Individual like Nolan Toranak to find/create them ?

Honestly, the masses of warforged still make up a relatively small number of the total troops fielded during the war. With that said, you don’t need something to be entirely developed to destroy warforged; anything that would be especially effective against armored infantry will work. Heat metal, some sort of corrosive cloud, a swarm of rust monsters… take your pick. And if you’re using 3.5 rules, you have a wide range of inflict damage/disable construct spells you can build into weapons. I don’t think Nolan Toranak could create them, but he could certainly buy them.

What do the leaders of Aerenal think about Xen’drik and the recent trend of expeditions looting all those giant relics? I can’t imagine them to be neutral about this, since they know better than almost anyone else what the ancient giants were capable of.

What are they going to do – blockade the Thunder Sea? There’s more humans than elves. I think the most likely approach would be for them to send their own forces – a specialized unit of the Cairdal Blades – to try to destroy the things they feel are too dangerous to be found. So when your adventurers have just found a really, really cool artifact, have some elves show up who want to destroy it.

What does the Dreaming Dark think of Aerenal? I imagine they must be pretty concerned with the power of the Undying Court, and the fact that the elves will likely know some of the stuff that happened back when the Quori invaded Xen’drik.

Maybe yes, maybe no. The Dreaming Dark seeks to impose order upon the chaotic minds of humanity because mortal dreamers affect Dal Quor. Elves don’t dream, therefore it’s quite likely that their actions have no impact on Dal Quor; and setting aside that tiff with Vol, Aerenal has shown itself to be an incredibly stable society that has barely changed in twenty thousand years. What more could the Quori want from it?Essentially, their best bet is to leave it alone and hope that nothing changes.

As for the elves remembering the Quori invasion, there’s all sorts of issues there.

* It’s not like the elves who founded Aerenal were big on pre-war history. They don’t even have concrete info about the Qabalrin; the line of Vol was just using scraps of Qabalrin lore.

* The exact details of the Quori “invasion” are still very mysterious. While it’s logical to assume that they were seeking to evade the turn of the Age as the current Quori are, it’s entirely possible that they were trying to do this in a non-aggressive manner; the existence of the docent Shira shows the possibility that they simply sought to ESCAPE Dal Quor, but had no desire to conquer the people of Eberron. Another possibility that’s come up is that the giants – who were clearly aggressive – actually sought to conquer Dal Quor, and that the actions of the Quori were in fact self-defense.

* Any way you slice it, that war involved an entirely different age of Dal Quor, and the Quori were nothing like those of the present day. So even if there are elves who kept excellent records, those records describe interactions with a very different culture and species.

How would the Dreaming Dark feel about Warforged , since they do not sleep and therefore dont dream ?

See the above, and for that matter, read The Dreaming Dark trilogy. It was written by this Keith Baker guy – you might have heard of him. It’s out of print, but still available in ebook form: City of Towers, The Shattered Land, and The Gates of Night.

“Do warforged dream of humunculi sheep?” A question that came up in game recently when one character offered to show the warforged character her dreams. The warforged said that “they don’t dream.” Other than a “Blade Runner” type adventure, how do you interpret this concept?

How do *I* interpret it? Well, you might want to check out The Dreaming Dark trilogy. I hear it’s available on Amazon. Now in time for the holidays!

Could Karrnathi skeletons theoretically act autonomously like a warforged or do they require Karrnathi military orders to act?

Karrnathi skeletons can make autonomous decisions based on pre-existing orders. So if a Bone Knight tells his undead regiment “Hold this pass at any cost” and then dies, the regiment is capable of adapting their tactics to deal with whatever new threat comes along. However, they cannot do any of the following:

* Decide that they are sick of holding the pass and want to do something else.

* Conclude that circumstances have changed and that the pass is no longer strategically important.

* Compose poetry while they are waiting.

* Improve their skills – which is to say, gain class levels.

* Have any sort of emotional attachment to anyone or anything in their unit.

Karrnathi undead aren’t like vampires or liches. They can only be made from the corpses of elite Karrnathi soldiers, but a newly risen Karrnathi skeleton is identical to every other Karrnathi skeleton; it has none of the memories of the original soldier. The ritual isn’t some cheap form of raise dead. One way to look at it: a warforged has a soul; Karrnathi undead do not. FOr more on Karrnathi undead and possible dark secrets about them, check out the Fort Bones Eye on Eberron article.

On the Ashbound: do you see there being room in the Ashbound doctrine for members who oppose not arcane magic, but the mundane pollution of Eberron?

Allow me to answer with a quote from the Player’s Guide to Eberron: “To the Ashbound, many things violate the natural order, with arcane magic at the top of the list. The Ashbound see such magic as the epitome of the unnatural, using formulas and rituals to twist the laws of nature and create deadly effects that were never meant to exist. Cities and other physical manifestations of civilization are next on the list, along with structured agriculture and the magebreeding of animals—twisted attempts to reshape the world.”

“Pollution” is just a symptom; civilization is the disease.

How would the Ashbound regard an arcane caster who draws their magic from nature, such as the Pathfinder witch?

That depends. How does it manifest, from a practical in-world standpoint? How does someone looking at the witch recognize that her magic is arcane in the first place, and how can they tell that it comes from a “natural source”? If she is using the verbal, somatic, and material components of a wizard, then the Ashbound will treat her like a wizard. If she looks more like a druid, then most will treat her like a druid; it would take some sort of magehunter who’s actually trained to sniff out arcane magic to recognize her and decide what to do.

What is a cutting disk, what does one look like & how did it come to be a kalashtar weapon?

One is shown here in the hand of the Atavist Lanhareth. The kalashtar prefer curved things to hard angles. In my opinion it was developed as a soulknife weapon long before it was used in steel. As a result, they come in many styles; any soulknife could come up with a different take on it.

If Eberron religions were replaced with Earth religions what would their analogues be?

The Sovereign Host is a pantheistic faith dealing with anthropomorphic deities, and as such could map to any number of Earthly religions. Frankly, the others weren’t intended to mirror Earthly religions and don’t map well at all.

The Church of the Silver Flame doesn’t worship an anthropomorphic deity. It doesn’t believe that its divine power created the world; rather, it believes that this power was created to combat the evil in the world. Add to that the fact that supernatural evil unquestionably exists. The current human church (as opposed to other Flame sects like the Shulassakar) was founded when Tira Miron was empowered by the Flame to defeat Bel Shalor. This is sort of like Godzilla appearing in North America and stomping on Texas and Oklahoma before being defeated by someone who was given a special gun by aliens and invited to join the Galactic Federation of Godzilla Binders. People don’t “worship” the Flame as such; the Flame is a source of power noble people can draw on to protect the innocent from evil, and the Church is the organization that coordinates that (and as the Shulassakar show, you don’t have to be part of the church to form a connection to the Flame). It has as much in common with the Jedi and the Men In Black as it does with Christianity.

The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.” Again, not a very direct map to anything.

Concerning religions, while the Silver Flame is certainly no direct analogue of a real-world religion, to my mind many of its elements are similar to Catholic and Christian elements. Aside from cardinals, the idea of sacrificing oneself for getting rid of evil (Tira Miron, etc.) and the existence of exorcisms are some of them.

Certainly. Note that I said “it has as much to do with the Jedi as Christianity” – which is to say, there are elements of each. The elements you mention are good examples – and bear in mind, long before Tira Miron was born, the Flame itself was formed by the sacrifice of the Couatl; the most fundamental principle of the Flame is noble sacrifice to defeat evil. It’s simply the case that while there are important similarities, there are also some very fundamental differences – people can be blinded by one and not see the other.

Blood of Vol is cult like, individual, secret. How do you reconcile that with a massive Monastery in Atur? How old is that?

I think we have very different views of the Blood of Vol. Have you read the Eye on Eberron article on Fort Bones? One pertinent quote: “The Blood of Vol has had a presence in Karrnath for many centuries, and followers of this faith served under Karrn the Conqueror and Galifar I.” There are many Karrnathi villages where it’s always been the dominant faith for over a thousand years, and in any major Karrnathi city it should be easy to find the neighborhood of the Seekers or the local priest; Atur has long been its urban stronghold. However, it was never endorsed or supported by the royal family, and this is what Kaius did – he made it the religion of the state and gave its priests real political power. Now he’s reversed that, disbanded the orders, and condemned the Emerald Claw. In my campaign, Moranna and Kaius are also using the Seekers as scapegoats for many of Karrnath’s troubles and defeats – why, their dark magics are probably why Karrnath had such troubles with the plagues in the first place, and then they tricked us to relying on them. This is an effort to undercut the power the faith gained during the war and to strengthen Kaius’ support by saying “all our past problems can be blamed on these people, and I’m taking steps to change that.”  So life can be difficult for the faithful. But it’s still not a crime to follow the faith, and most who follow it remain loyal to Karrnath even though their fortunes have changed; the commander of Fort Bones is a seeker.

As for being individual and cult-like, there’s two paths Seekers tend to follow. You have the hermit-like followers who carry out a solitary pursuit of the Divinity Within, which is after all a personal quest. However, most Seekers believe that you CAN’T find the Divinity Within in a human lifespan, which is precisely why they believe the Sovereigns created the curse of mortality – to prevent humans from attaining their true potential and becoming the equals of the Sovereigns. These Seekers hope that their undead martyrs (martyrs in that an undead creature can never attain the Divinity Within, which is tied to the blood and spark of life) and the champions of the church will some day break the chains of death for all people, Seekers and non-Seekers alike. In the meantime, the faith places a very strong emphasis on community. The universe is against us and death is the end. Therefore, hold tight to your friends and neighbors. Present a united front. Every death diminishes us, and we must stand together in the face of this. The most common religious rite is bringing the community together and sharing blood in a basin; this emphasizes that the community is one, and must stand together. I’ll also note that a cleric of the Blood of Vol is more likely to raise the dead than one of the Sovereign Host (who believes that Dolurrh is the gateway to joining the Sovereigns) or the Silver Flame (who believes noble souls strengthen the Flame). The Seeker cleric knows that nothing better is waiting for you, and if he can get you back, he will.

Now, the Order of the Emerald Claw is secret and cult-like. But it’s an extremist sect. Some Seekers support its actions even if they won’t join it; but others despise the Emerald Claw and oppose it when they can.

Where does the Emerald Claw keep finding those gullible kids to be their minions?

Who says they’re gullible? There’s a few different things that drive them.

* The principle of the Blood of Vol is that the ancient undead champions have the wisdom to guide the living towards the Divinity Within and that if anyone can defeat the Sovereigns and free the living from the curse of mortality, it’s them. And what undead champion is mightier than the Queen of Death? The sad part is that by canon, Erandis doesn’t care about that, but hey, they don’t know that. “There is no greater champion than the Queen of Death. She will usher in the new Age of Life.”

* The Blood of Vol came to the aid of Karrnath in its hour of need. Seekers who could have stayed out of harm’s way joined the battle because their priests called on them to do so. They shared secrets of the faith with the king, created Fort Zombie and Fort Bones, helped the nation to survive. Now the King has turned on them and condemned them without reason. He ignores their good works and blames his own failings on them. “My father gave his life for this kingdom! He spilled his blood on its soil! And this king spits upon his sacrifice? i will give MY loyalty to a Queen who will never betray us.”

* Most Seekers don’t actually WANT to be undead. They want the Divinity Within; being a corpse driven by a blood-thirst that cannot be slaked pretty much sucks next to that. However, there are some who are purely driven by a desire for personal immortality and power, and Erandis plays to that. “The Queen of Death has promised that I shall be one of her next blood lords if I succeed at this mission!”

* Kaius’ actions have angered many of the non-Seeker warlords. His efforts to broker a peace are seen as weakness. Many Emerald Claw recruits aren’t seekers at all; they have simply been lured by the idea that this Queen of Death will overthrow Kaius and place their warlord of choice (who might be one of those she’s promised to make a vampire, or even Erandis herself) on the throne of Galifar. “I fight for Karrnath! This lily-white king is sucking the blood from our country – the Queen of Death shall lead us all to victory!”

I could go on, but I do have to do some work that pays bills sometime. But you get the idea.

Are you aware of any 4e conversions of the Master Inquisitive?

Not personally. I’d make it a theme. Have a base ability that helps with investigation and utilities tied to Perception, Insight, and Steetwise (look to the skill powers for inspiration). Not sure about what I’d do with the combat powers, you could tie it to the way they handle Sherlock Holmes in the Downey movies – using Insight to anticipate an opponent’s moves and make a more effective attack.

Do representitives from Adar / Kalashtar not speak to the nations of Khorvaire?  Do they not say ‘Hey guys Riedra is ruled by extra planar denizeniens bent on world (means everyone) domination, we should do something!’   Does no one care?

This is covered in more detail in sources like ​Races of Eberron. To a certain degree, the kalashtar suffer from a level of cultural arrogance; “This is our battle to fight.” There’s also the fact that most of the kalashtar of Adar don’t approve of active warfare in the first place; they believe that it is through their continued passive resistance that they will force the turn of the age, and THIS is what will win the war. if you want to do something to help, stop fighting your wars and letting the quori turn you against one another, because THAT is how they conquered Sarlona. However, there are kalashtar in Khorvaire who want to do more. Some of these might try to raise awareness. But here’s the problems with that:

  • Riedra is a global superpower. It is a valuable ally and trade partner, and many nations received Riedran aid during and since the Last War. In short, nations have good reason to want to keep Riedra as an ally.
  • Riedra has taken no offensive action against any nation in Khorvaire.
  • Riedra asserts that the Adarans are religious fanatics and terrorists, much like the Order of the Emerald Claw – something the common folk of Khorvaire can identify with.
  • The leaders of Riedra are demons trying to enslave us all!” If this is true, why hasn’t Riedra tried to enslave anyone? Even the history of Riedra is one of the common people embracing the Inspired as their saviors, not one of conquest. Beyond this, bear in mind that the leaders of Riedra don’t deny that they are possessed; they simply assert that the spirits that possess them are benevolent ancestors. It’s not particularly different from the Tairnadal or the Undying Court.
  • No-one is especially concerned about having Adar as an ally.
  • The Dreaming Dark is careful to keep its operations entirely separate from Riedran ambassadors, and the Dreaming Dark has no recognized authority in Riedra; if the action can be traced to Riedra at all, it would be something the Inspired could dismiss as criminal.
  • There are mind seeds and quori agents scattered across Khorvaire, some in positions of power. Essentially, the Kalashtar who goes to the Duke and announces his suspicions about a local Dreaming Dark plot may simply be exposing himself to the agents of the Dark.

So: Riedra has in the past shown itself to be a valuable ally to Khorvaire. Adar can’t prove any claims it might make, and drawing itself into the spotlight actually makes it easier for the Dreaming Dark to use propaganda against it. The kalashtar believe that it’s their task to oppose the Inspired. Some feel that they do this simply by surviving and continuing their devotion to the Path of Light. Others seek to identify, expose, and destroy individual operations of the Dreaming Dark (which, remember, more often then not have no obvious connection to Riedra). Experience has shown that it’s more effective to gather a small skilled force – say, a party of adventurers – and handle things directly.

Kalishstar resemeble humans so much, how evident would it be for someone to identify a character as Kalishtar instead of human …

Following 3.5 rules, a kalashtar receives no penalty if it attempts to disguise itself as human. So if they TRY to appear human, it’s not very hard for them to do. If the kalashtar makes no effort to conceal its identity, its mannerisms, appearance (unnatural symmetry, etc), and potentially clothing will make it stand out as unusual, even if the observer isn’t familiar enough with kalashtar to recognize it for what it is.

You mentioned the Duke being controlled by a “mind seed.”

A mind seed is a psychic infection that rewrites the personality of the victim to that of a quori. So the mind seed isn’t controlling the Duke as such; he’s become a willing servant of the Dark.

Aren’t all Kalashtar seen as enemies of the Dreaming Dark? Therefore he wouldn’t even have to talk to the infected Duke, merely be seen by him … or would that Duke necessarily immediately know if someone was Kalishtar or Human by sight?

To address the second part first, if the kalashtar disguises his appearance – wearing a hooded robe, taking some effort to adjust his body language – he can easily pass as human. Beyond that, does the duke actually see every traveler who passes through his domain? However, if he walks up to the duke and says “I am a lightbringer of Adar, and I tell you that there is evil in this place!” – well, the cat-of-light’s out of the bag at that point.

As to the first question: is every kalashtar seen as an enemy? Every kalashtar is connected to a rebel quori, and as such the Dark would be happy to destroy every kalashtar of a line in order to reclaim that spirit. However, on a daily level, not every kalashtar is actively engaged in conflict with the Dreaming Dark, and of those who are the vast majority do so simply by performing the rituals of the Path of Light, which are ever-so-slowly keeping the wheel of the age turning. The net result of this is that yes, the Dark is always a potential threat to a kalashtar, which is why they generally live in Adaran communities and draw little attention to themselves. But in practice, the death of any single random kalashtar is a very very low priority to the Dreaming Dark. So let’s go back to that infected duke. He’s a very valuable tool for the Dreaming Dark and likely engaged in long-term political schemes. He sees some random kalashtar on the street. Risking exposure and the upset of all his plans just to kill some random, possibly harmless kalashtar isn’t remotely worthwhile. On the other hand, if that kalashtar is either drawing attention to himself or directly threatening the operations of the Dark – suddenly it may be worthwhile to risk exposure in order to eliminate him. Of course, they’d try to eliminate him in a way that DIDN’T risk exposure – frame the kalashtar for a crime, for example, so the duke can execute him legally. But if the kalashtar stays in the shadows, keeping a low profile and concealing his true nature from those he doesn’t know, he’s far safer than if he walks around saying “LET ME TELL YOU ABOUT THE DREAMING DARK!” – which is why they don’t do it.

Another way to look at the lightbringers’ approach to the Dreaming Dark is very much Tommy Lee Jones’ statement to Wil Smith in the original Men in Black. Why don’t they tell the world about all the aliens? Because ignorance is what lets these people live their normal, happy lives. If you tell them that there are evil monsters in their dreams they are never going to sleep soundly again, and yet that won’t help one bit in making those dreams safer. The Lightbringers are aware the threat. They will identify it and deal with it. If you’re a capable adventurer, perhaps you can help. But revealing it to the world will only cause panic for no purpose. There’s a certain arrogance to this – they frankly think they can handle this better than you can, paladin of the Silver Flame – but there it is.

Look for more about the Dreaming Dark in an upcoming Eye on Eberron article!

As always, I’d love to hear what you’ve done in your campaign or your thoughts on any of these things. The next Q&A is going to concern the nobility of the Five Nations – feel free to ask questions here!

Dragonmarks 5/23: Lightning Round 3!

Hey everyone! It’s been a busy week between work and preparing for Comicpalooza, and so I’ve ended up with another lightning round as opposed to taking on a larger subject. There’s been a lot of interest in the Dwarves and The Daughters of Sora Kell, and I will be giving each of these topics a full post in weeks ahead. With that said, remember that this is specifically a question and answer forum, not an outlet for general lore like you’d get from the Dragonshards or Eye on Eberron. As a result, the more questions you ask, the more answers I can provide. Just saying “Tell me more about dwarves” is too vague. Saying “Do you use any unique religious traditions in the Mror Holds in your game?” is a question I can easily answer. So think about this and post your questions here.

I’ve also added a few new answers to the previous post on the Dragonmarked Houses, notably “Why do the Zil bind elementals instead of Cannith?” and more on Dragonmark focus items.

Now on to this week’s questions!

Will there ever be a followup to Eye of the Wolf? I loved that.

I’m glad you liked it, and I certainly wrote it with a longer story in mind. But I don’t think that’s going to happen. Sorry!

Are there any restricted Races/Classes in your personal games?

As a general rule, it’s all about story. I don’t like subraces (wild elves, chaos gnomes, sherbet dwarves) and in my 3E campaign, these didn’t exist in the world. I don’t like races that exist primarily for the purpose of character optimization. In 4E, the vast majority of exotic races aren’t part of my campaign; you’d never encounter a shardmind or goliath or illumian on the streets of Sharn. However, if a player came up with an excellent story for their use of such a race, I’d probably go for it. For example, I didn’t use genasi in the world overall. But if someone said “I want to be the result of a Zil experiment gone horribly wrong that tried to bind elementals to people!” – well, that sounds like fun and I can see lots of interesting stories that could spin off from that, so I’d allow it. But there wouldn’t be a Genasi nation in the world. Likewise, I once played a deva avenger with the explanation that he was a human infused with the spirits of thousands of people who died in the Mourning; his class abilities and memories of a thousand lives were the result of the thousand souls urging him on, not any personal immortality.

In Argonessen, dragons have a society. What happens when different colors mate?

The role of color in Argonnessen is discussed on pages 15-16 of Dragons of Eberron; beyond this, the flights of the Thousand are segregated by color, so it doesn’t come up often. One of the key points is that different colors of dragons are essentially different species. They have significantly different lifespans, different mental capacity, and their mystical and elemental natures are different. There’s no canon answer, but my personal hunch would be to say that only dragons of matching elemental types can produce offspring, so a red dragon and a brass dragon could successfully mate; the offspring would be a mixed litter, though I’d tend to make the chromatic dominant as the shorter-lived species.

With that said, you could certainly add more colorful possibilities. One that immediately pops into mind: Just as mixing dragonmarks produces new, aberrant dragonmarks, mixing the blood of dragons produces horrifying aberrant dragons. Every aberrant dragon is unique (and like aberrant marks, their true nature might not emerge at birth) and dangerous in its own way; potentially, they are directly bound to Khyber and Tiamat. This is why the Thousand are segregated by color – but there’s always those young and foolish lovers in the Vast who refuse to believe the legends!

What kind of information would have a Seren barbarian about the dragons? And how much of this information would he willing to share with the rest of the world?

Have you read this canon Dragonshard article on the Serens? The short form is the dragons are essentially gods to the Serens; they don’t approach them in an academic fashion, and they certainly aren’t privy to the secrets of the Conclave or the Chamber. A Dragonspeaker knows more, especially about the personal lineage and history of their founder and the founders of opposing lines. But that knowledge is likewise couched in the form of stories and myths. For the most part, I think they’d be willing to share these tales with people they respect.

A key point is that the Serens aren’t allowed in the interior of Argonnessen. So again, they can’t tell you about the kingdoms of the Vast or where to find the Light of Siberys; they don’t know these things themselves. Some exceptional Serens are chosen to serve in more significant ways, but such individuals are unique and it’s up to you to decide what they know.

Are the Knights of Thrane are a secular order? (that is naturally largely made up of Flame adherents?)

You are correct on both counts. The Crown Knights of Thrane were established before the Church of the Silver Flame existed and the order has no connection to the church. However, the knights themselves are largely followers of the Flame – as are most of the people of Thrane – and the order often acts in the service of the church. However, on paper, its first duty is to Queen Diani.

Are monsters seen as unusual and mysterious outside Sharn and Droaam?

It depends on the monster. Goblins are found in most major cities; Khorvaire was their home before humanity even arrived, and many major cities are built on goblin foundations. House Tharashk also sells the services of monstrous mercenaries, but this again is something that’s only going to be a factor in large cities.

So ogres, goblins, bugbears, gnolls – these are species people are familiar with, and even if a farmer doesn’t like dealing with them, he’s probably seen them once or twice during his life.

Next you have magical beasts: basilisks, gorgons, displacer beasts, wyverns, and so on. The relationship between these creatures and a farmer is much like your relationship to, say, a grizzly bear. You know they exist. You’ve seen pictures in the heraldry of the Dragonmarked Houses. You might see one at some sort of menagerie. But you don’t expect to encounter one in daily life, and you’d be frightened if you did. From here you get to exotic creatures like gibbering mouthers and medusas. Someone born in the Shadow Marches likely knows what a gibbering mouther is; someone in Sharn would have no idea and find it horrifying. Living near Droaam, most people in Breland know what a medusa is. But they don’t expect to meet one – even in Sharn, there’s only 2 or 3, and they don’t walk the streets – and they’d be frightened if they did. The dwarves of the Mror Holds sometimes ride manticores – but to someone in Aundair, a manticore is a strange and wondrous thing. It’s all about geography – just as a hippo can be commonplace to someone who grew up in Africa and bizarre to a visitor from Europe.

Finally, you have exotics: aboleths, dracoliches, gray renders, maruts, purple worms. There’s nowhere where a dracolich is just “part of the wildlife”. Scholars may know about these things, but even in Sharn the common folk will run if a marut suddenly smashes through a Jorasco healing house; they won’t say “Oh, look, it’s an inevtiable spirit of some sort.”

So short answer: Consider the following questions:

* Does the creature occur in nature? Or is it only produced by planar convergences/mystic experiments/other unnatural action?

* Is the creature part of the local flora and fauna? Have the people who live there encountered it in the past?

* Is it possible to peacefully coexist with this creature? Can it be domesticated or is there a benefit to working with it?

* Does the creature have a civilization that interacts with the Five Nations?

If the answer to the majority of these questions is “No”, the creature likely qualifies as “mysterious.” If the answer to most of them is “yes,” then it’s simply part of the world – like an elephant, a monkey, or a wolverine, it might be rarely encountered, but it’s out there.

As much as I liked having the tieflings added as a playable race right from the start in Fourth Edition, I do miss the original “planetouched” version from Planescape, which could have any number of indicators of their fiendish heritage. I always thought that there was potential for using these sorts of ideas in combination with manifest zones in Eberron.

Back when 4E first came out, I posted a range of ideas for incorporating tieflings into the game on the WotC boards. Tracing their origin to Ohr Kaluun and placing them in the Demon Wastes and Droaam as a result of the exodus from Ohr Kaluun fits with the established history of Ohr Kaluun as a nation with a strong mystical tradition infamous for trafficking with fiends, and it allows those who wish to do so to preserve some of the “heirs of an ancient empire” aspect of the 4E tiefling flavor. With that said, being from the Venomous Demesne of Droaam is very different from growing up among the Carrion Tribes, so there’s room for variety there.

With that said, one of the other ideas I suggested what exactly what you mention above: Tieflings occasionally result when a child is conceived in a manifest zone during a coterminous period. In this case, there is no such thing as a tiefling culture. Physical appearance would vary based on the plane that influences them, and there’s no reason two tieflings have to have the same appearance in spite of being tied to the same plane. A tiefling tied to Fernia might have iron horns and feverish red skin, while one tied to Risia could have horns and hair formed from ice and lower the local temperature by a few degrees.

With that said, there’s no reason this same concept couldn’t be extended to include other races. I don’t want to have goliaths on Khorvaire. But if you want to say that your goliath character is someone planetouched by Shavarath, I could run with it. Rather than turning to stone, his skin becomes iron temporarily; he is filled with a thirst for battle that cannot be slaked. I’d change his appearance accordingly, but it would be a way to use the mechanics without introducing a new culture. Though if I did this, I’d certainly explore hte story further. What does it mean to be a child of war or fire? How will this affect you over time?

As always, these are just my opinions and aren’t canon unless referencing a canon source. If I didn’t get to your question this week, don’t worry – it’s on the list!

Dragonmarks 5/9: Lightning Round 2

It’s time for more quick questions. Let’s jump right in.

This may be a bit of a personal question, but I’d like to hear your thoughts on the effect of winning the setting contest on your life. From the outside, it looks like your life took a major turn at that point. Do you think so as well? What do you think you would have done if you had not won that contest? Do you think you would have been on the same path, just slower and more fraught, or do you think you would be doing something completely different?

I knew I wanted to make games for a living when I was in high school. I just didn’t know how to get the job. When I came out of college I ended up working in computer games, and I slowly made contacts as a freelancer. My first paying RPG work was “Dreaming On The Verge Of Strife” in Atlas Games’ Forgotten Lives, published in 1997. I continued to work with Atlas, and branched out to Green Ronin and Goodman Games. In 2002 I quit the computer game industry to see if I could make it as a full-time freelancer. And in 2002 WotC held the Fantasy Setting Search. Which worked out pretty well for me.

So needless to say, I certainly believe I’d be on the same path today, because I’d been on that path for years when the FSS happened. But it certainly would have been a much longer and harder road, and there’s no telling where I’d be today. Eberron has been an amazing experience for me, and the international scope of it has made things like Have Dice Will Travel possible; the fact that there’s people in, say, Slovakia who like what I do still kind of amazes me.

Do you tend to run more sandbox games or pre-planned adventures (either your own creations or published stuff)?

I prefer sandbox style. I’ve written a longer piece about it here.

Who is your favorite canon NPC and why?

That’s a very tough question for me; I like anyone I create. And as shown by the previous discussion on Erandis Vol, I generally have more backstory for NPCs than ever gets into the books. But if I had to pick one… I’d cheat and pick three: the Daughters of Sora Kell. I’m fond of the mythic archetype and their role in the world. And I enjoy running them in scenes, even if it’s not an opportunity that arises often. One of the things I like about Eberron is that the monsters aren’t always the villains, and I enjoy the range of stories you can tell with them.

Where would you place the Tarrasque on Eberron?

Tough choice. You could drop it in the Thunder Sea or Xen’drik, make it a creation of the Daelkyr or a living weapon from the Age of Demons. But personally, I’d shift its abilities a little and make it a physical embodiment of the Mourning. Have it come stomping out of the Mournland, and in addition to the standard trail of devastation, it transforms the land in its wake into more Mournland. No one knows exactly what it is, because the dead-gray mists surround it at a distance; its only when you pierce the mists that you discover the source of the devastation.

Is the d’ only added for marked members of a house? I thought it was, but I keep getting confused about it.

Per canon (Player’s Guide to Eberron), no. It’s something any member of a Dragonmarked house can use. In which case it’s more relevant when they are using their family names instead of their house name. For example, an elf might call herself Tian d’Shol – which reminds people that Shol is a Phiarlan line.

With that said, in my home campaign, I reserve d’ for dragonmarked members of the house, because I feel it gives it a little more meaning. When someone introduces themselves as “Adron d’Cannith”, you know something about them beyond what you’d get from Cannith alone.

So officially no, but it’s up to you!

If you were to make an alternate-universe trope Eberron setting, what would change?

Not to dodge the question, but rather than create an alternate present day, what I’d want to do is to explore the past. There’s so many interesting eras that provide a different flavor of Eberron – the Empire of Dhakaan, pre-Sundering Riedra, the Silver Purge – that I’d rather dig into one of those than mess around with the present.

Can warforged feel emotion? My DM says they can’t.

Your DM is the final authority in his or her Eberron campaign. If the DM has chosen to make this decision in spite of canon material that states otherwise (such as this Dragonshard, which specifically states that warforged are capable of emotional behavior), then in HIS Eberron they can’t.But in case it’s simply a misunderstanding, let me elaborate on the canon position.

Warforged aren’t robots. Their behavior isn’t programmed into them. They possess many traits that Cannith artificers would be just as happy to eliminate from them if it was possible to do so. Warforged are living constructs created using tools most artificers can’t fully understand; the creation forge allows modern artificers to repeat Aaren d’Cannith’s miracle, but very few truly understand it or are capable of innovating on it (Merrix and Aleisa being two canon examples… though Aleisa is only pseudo-canon, being from a novel). Warforged possess souls, though the origin of those souls remains a mystery. The net result of this is that warforged are capable of experiencing emotions, but they have little context for emotion. The basic training Cannith gave them when they emerged from the forge was designed to focus them on their purpose and to suppress distractions. In the wake of the war, some have pushed beyond that and explored their own emotions; others have clung to it and suppressed all feelings.

So your DM is partially correct, in that Cannith sought to suppress emotion in the warforged. However, in the canon universe warforged are capable of emotional behavior.

If the warforged have “reincarnated” souls of the dead and the ghulra were their dewey decimal system ID…. where would the card catalog be?

Obviously that first one is a big “if.” But assuming it’s true, I’ll give you two possibilities.

* The Infinite Vault of Daanvi. Supposedly crafted by Aureon and Asmodeus before Aureon ascended to the unknown, it is the greatest source of lore in all reality.

* Eston. If House Cannith was aware that this was the source of warforged souls (again, big if, but work with me) clearly they would have their records in the central enclave of the house. Of course, now it’s been lost in the Mourning. If some adventurous salvagers run across it, what will they do with the information? And was Cannith able to choose what souls they harvested, or was it luck of the draw? Might they have secretly been selling a variation of Keeper’s Fang weapons to their many clients – weapons enchanted to capture souls and direct them to the vaults in Eston?

Speaking of Eston, the city is covered in the new Eye on Eberron article posted today. And just for due diligence, all material in these Dragonmark is my personal opinion and may be contradicted by canon material!

Dragonmarks 4/25: Lightning Round!

As always: my answers her are my personal opinion, are not canon in any way, and may contradict canon sources. These are my thoughts and how I run my personal campaign, nothing more.

If you have a question you’d like to ask or a topic for a post, please leave it on this thread. There’s been some great questions so far, though I’m afraid many of them will require a full post to address. However, a few only require short answers. So today I’ve put together a list of those and we’re going to zip through them, starting with a question I know has been on your mind…

In which regions are tribex found?

If you’re saying “What’s a tribex,” I’m sure you’re not alone. Here’s a picture (from Eberron concept artist Steve Prescott – check out his website here).

IIRC, canon sources have only mentioned tribex in the Talenta Plains. We’ve generally described tribex as being part of Talenta cuisine. However, I personally consider tribex to have relatives found in a range of environments, and potentially as varied as moose, elk, and deer. The Fading Dream has a fey knight wearing a helmet shaped like the “head of a woodland tribex,” found in what used to be Cyre; I’d also imagine a wooly variant of the tribex in themountains of the Mror Holds. All forms of tribex would share a few key features: triple horns, bony headplate, lion-like tail.

I know most of you are here for the tribex, but I figured I should include a few more obscure questions as well. So…

What’s going to happen to Eberron in D&D Next?

Right now, you guess is as good as mine! Eberron is the property of Wizards of the Coast, it’s up to them to decide what form future support will take. All I can say for certain is that I’m signed on to write Eye on Eberron articles until the end of the year, and that Marsheila Rockwell’s Skein of Shadows comes out in July. Will Eberron get print support in the next edition? Will Eye on Eberron be renewed for 2013? At this point, I don’t know.

If you’d like to see more support for Eberron in the future, the best thing to do is to talk about it. Given that it hasn’t had many releases recently, there’s few ways for the people at WotC to just the current level of interest in the world. If there’s a clear burst of interest, well, it can’t hurt. Ask questions here! Join the Eberron discussion group on G+! Vote for Eberron in this WotC forum poll! I can’t promise that any of these things will make a difference, but they can’t hurt.

Also, is there any way to still get a hold of the Dolurrh’s Dawn charity adventure? I missed it and would be willing to purchase it/donate if need be.

I’m afraid I’m not authorized to give it away or post it here. However, if you post on messageboards you might be able to find someone who did purchase it and get it from them. There’s no DRM, and given that it’s not for sale it’s not like you’re hurting anyone.

There’s been a ‘Group of Eleven’ mentioned several times in regards to Xen’drik and giant civilization during their golden age, but nothing besides that: a mention. So, I was wondering, who exactly were they? What were they all about?

Initially we referred to “the giants” as if they were a monolithic entity. However, Xen’drik is vast and I saw no logical reason that you wouldn’t have multiple giant cultures, so when I was working on The Shattered Land and Secrets of Xen’drik, I sketched out a few in my head. The Sulat League were experts in elemental binding, and they produced the fire giants and the drow. The giants of the Cul’sir Empire chose to unite under their titan emperor and became the single largest civilization in Xen’drik. The Group of Eleven was an alliance of eleven smaller city states, each led by a powerful mage. While their alliance made them powerful, I saw them as far more culturally diverse than the Cul’sir, with a culture that promoted internal and external competition; where the Cul’sir believed a peaceful society allowed research to foster, the Group of Eleven maintained that competition drove evolution.

With that said, the name actually came from a night when a large group of us were trying to get a table for dinner. The phrase “group of eleven” kept getting tossed around, and I liked the sound of it.

What’s the craziest explanation for the Mourning you’ve used in a campaign?

I’ve never explained the Mourning in a campaign. For me, the Mourning is the key to maintaining the cold war. Once its answer is known, people know if it can happen again and if its power can be harnessed. If it can’t happen again, there are people ready to reignite the Last War. If it can be harnessed, it will drive a massive race to do so, as unilateral control of such a weapon would make war irrelevant. If the adventurers in my campaign ever found out the cause of the Mourning, the biggest challenge facing them would be to cover it up before anyone else found out and keep it secret.

Now, it has come up in my novels. In The Gates of Night Lei’s parents suggest that they know WHO is behind it; given that the book has been around for over 5 years and it’s not a major plot point, I’ll give you the SPOILER that they are talking about the Traveler, because they are part of the Traveler’s Cannith cult. They aren’t speaking literally; rather, the point is that whoever or whatever triggered it, it’s the hand of the Traveler on Eberron, and it will drive chaos, change, and evolution. Meanwhile The Fading Dream presents a more concrete theory. I won’t spoil this one, and I’ll simply say that it’s possible it’s the real answer… or not.

Since none of that provides a crazy theory, I’ll throw one out: Clearly, the Mourning was caused by the Spellplague, which was so powerful it punched a whole through realities. Consider the similarities between spellscars and dragonmarks, the plague-lands and the Mournland. Now, this may seem unlikely because a) the Spellplague was introduced in 4E and the Mourning has been around longer than that and b) despite any similarities between spellscars and dragonmarks, dragonmarks existed long before the Mourning. But this is INTERDIMENSIONAL MAGIC. It cannot be so easily explained! THE MOURNING IS THE SPELLPLAGUE!

OK, maybe not.

If I was to encounter a spelljammer type junkyard (think Watto’s from Phantom Menace), where on Eberron would that be most likely?

The key word here is “junkyard.” If I introduced Spelljammer into Eberron, I’d probably riff off the cold war space race and the colonization of the Americas. Each nation is creating its own spelljammers, looking for an edge and competing in the spheres. And what about those rumors about Riedran spelljammers powered by the dreaming crew? Does your team of adventurers have the right stuff to explore what lies beyond?

However, if I was just dropping a spelljammer junkyard into the world as it stands, I’d put it in Xen’drik and say that some nation of giants – the Group of Eleven, for example – experiemented with spelljamming and either gave up or it was lost when the dragons laid waste to the continent. This adds the fun factor that these spelljammers would be giant-sized! Can you get the Titanic into working shape?

Another option would be to say that Cannith or the Zil explored spelljamming a century ago and gave up when the Last War began. The scrapyard holds half-finished hulls and other abandoned tools. Such a location could be anywhere in Khorvaire… though if Cannith is the source, another possibility would be to choose a Cannith forgehold in the Mournland, which would explain the program’s demise.

Do you do any special “plane-mapping” in your campaigns if you run D&D 4E? I find the Shadowfell, Feywild etc. to be mildly confusing compared to the Eberron cosmology. So I guess the question is, what’s your cosmology mapping for 4E?

Honestly? I just use the same planar set-up I always have. When something comes up that requires me to use one of the new planar concepts (IE, Feywild), I come up with something that makes sense. Covering the major ones…

I consider The Feywild to be another name for Thelanis.

The Shadowfell can be either Mabar or Dolurrh, depending on the context. Mabar is the source of negative energy and most undead; Dolurrh is where spirits linger after death.

While the idea of mapping some planes to the Elemental Chaos and others to the Astral Sea works fine, I generally don’t bother to think of it that way in my mind. I still use the orrery design, and I’m happy with it. And I’ll point out that per the recent Eye on Eberron article, Baator is more of a demiplane – so we’re back to the original planes of the orrery.

As always, please discuss your own ideas, experiences, or further questions tied to these topics below!

Dragonmarks 3/28: Roots of Magic

If you’re looking for official Eberron support,the place to go is the Wizards of the Coast website. I recommend that you check out the Dragonshards archive (no subscription required!) and Eye on Eberron (subscription only). A new EoE article just went up today: The Chamber!

While I’m posting links, I’d also like to call out a far more complete list of Eberron resources maintained by Echohawk on ENWorld. It’s definitely worth checking out!

While I can’t provide official Eberron material here, I can at least answer questions and talk about things I do in my personal Eberron campaigns. If you’ve got questions, post them as comments and I’ll add them to the list. Just so you know when to check in, I henceforth declare Wednesday to be Dragonmark day – however, depending on my workload, that may be every other Wednesday! But if there is going to be a Dragonmark  update in a given week, it will happen on Wednesday.

Now, on to some questions!

Did you make Eberron from scratch or was it a home campaign?

The one-page idea that I submitted to the Fantasy Setting Search was entirely original. As it worked its way to the final stages of the search and into actual production, I ended up incorporating ideas from a number of different campaigns I’d run over the years. For example, the Zil gnomes are largely pulled from my high school campaign. Other key ideas came about after the setting had been selected, during the brainstorming sessions with James Wyatt, Bill Slaviscek, Chris Perkins, and other members of the WotC team. For example, the Talenta halflings were always set up as nomads… but it was in those brainstorming sessions that the idea came up that they could have domesticated dinosaurs (my memory of this was that it sprung from James’ son being in a dinosaur phase, but I know other people remember it differently). In any case, there are pieces of it that come from the past, and pieces that were made up at the very end of the process.

What piece of source information is your favorite?

It’s a tough call, because I’m a perfectionist and I’m always looking at books in the light of “We didn’t manage to squeeze in that detail about X.” So it’s hard to find something that I’m ever completely happy with. With that said, in terms of sourcebooks I am pleased with Chapter 1 of the 4E Eberron Campaign Guide; I feel that it sums up a lot of details that were scattered across various 3.5 sourcebooks and articles, and does a better job of capturing some of the underlying themes of the setting (such as the scars left by the Last War) than the 3.5 ECS.

What was the one thing you wanted to put in Eberron that you didn’t get around to doing (as opposed to things left on the cutting room floor)?

There are many things I wish we’d had time to squeeze into the sourcebooks. Many of these aren’t especially vital for playing in the world – which is why they weren’t at the top of the list – but help to add depth to the world, which interests me. One of the core themes of Eberron is the idea of exploring how magic as it exists in D&D would be integrated into society and shape a civilization. Given this, one thing I’d like to have is a stronger sense of the development of magic. Who were the arcane pioneers who shaped magic as we know it today? What were the key discoveries and how did each one impact the world? For example, how long has the Sivis message stone been in use, and who invented it? What’s the history of Zil elemental binding – were there some terrible disasters along the way to the efficient harnessing we have today? What about the war? We know about the warforged and the eternal wands… but what other weapons were developed in the Last War and previous wars?

This isn’t vital, because it doesn’t affect the world as we know it today: it’s a question of how we got to this point. I’d just like to add that level of detail someday.

One thing I did consider when I was thinking about this back before 4E rolled around was the idea that magical components – verbal, somatic, material – are themselves tools that have been developed over time to help spellcasters channel magical energy more effectively. In 3.5, you have metamagic feats (Still Spell, Silent Spell) that allow you to ignore components in exchange for raising the spell slot level of a spell. So… where did these components come from? If magic is treated as a science, did it spring into existence fully formed with a language of verbal and somatic components? Did the first fireball require a ball of guano?

I prefer the idea is that components were themselves innovations. When Aundair was a living person, magic was a raw force that was channeled with force of will and mental discipline. What this meant was that the spells were simply higher level. A magic missile didn’t have verbal or somatic components – and it was a 3rd level spell instead of a 1st level spell. The formulas and gestures were developed over time as tools that allowed people to channel this power more efficiently. By the present day these things have become so engrained into arcane study that people have to receive special training (IE feats) to cast without them. So if your wizard went back in time to the birth of Galifar, people would be astonished at his capacity for casting and curious about his strange words and gestures.

I warned you this wasn’t going to be especially relevant to your current game, right?

That’s all for this week – what do you want to know next?

Eberron Thoughts: Do Warforged Dream of Iron Defenders?

As always: The material I do for Eye on Eberron is canon; anything I say here is just my opinion. Take it for what it’s worth!

Over on Dungeonmastering.com, Frank asks:

I have a quick question about the warforged from Eberron. In 4e, it is written that they only need four hours of ‘inactivity’ to regain all the extended rest benefits, however they are still fully aware and perceptive of their surroundings during this time. So i was wonder, what constitutes ‘inactivity’ per se? Would one be able to do simple tasks during this time? Specifically could they work on learning a language for the hours?

It’s an interesting question. The warforged of third edition didn’t need to sleep at all. The 3.5 ECS specifically called out that a warforged wizard had to rest for 8 hours to regain spells, but the wizard was the only class that had any restrictions. When we were working on converting the warforged to 4E, this was a subject of debate. I felt that it was very important that warforged not have to sleep, in part because it’s something that’s clearly established in the novels and something that makes them useful in the war; they are sleepless sentinels and can march on through the night.

So my first thought is this: Warforged don’t NEED to rest. A warforged can operate continuously without any rest whatsoever—marching, fighting, learning a language. It simply won’t gain the benefits of an extended rest until it does get those four hours. But if it doesn’t NEED those benefits, it can simply keep going and going and going.

But what if it does need an extended rest? What can it do during those four hours? Well, let’s look at the benefits of an extended rest:

  • Healing surges, healing surges, and action points are restored.
  • Daily powers are recharged.

To my mind, the physical benefits suggest three things. First, warforged have reservoirs of alchemical fluids. I could see these being depleted by strenuous activity and requiring downtime to be restored. I firmly believe that a warforged should be able to take basic physical actions while “resting” – patrolling, tending to armor or weapons, marching in a column – but running, engaging in combat, exerting full strength, etc should break that rest. Bear in mind that per 4E rules periods of such activity simply add to the total time you need to rest – they don’t reset your clock.

Continuing with the discussion of healing, warforged heal in two ways. First, I’ve always seen warforged as doing a certain amount of self-smithing… mending and patching while others are sleeping. However remember that warforged are in part living creatures. Even aside from the livewood tendrils, their metal components aren’t dead metal. A warforged juggernaut literally grows spikes on his armor… and pieces of metal sliced off a warforged will corrode, which is why you can’t strip adamantine-plated warforged and sell them for parts. Warforged are made of steel, leather, and stone, but all of these elements are magical in nature; they are living constructs.

Next issue: Daily powers. This varies by power source. Where do the warforged’s powers actually come from? In the case of divine classes, I believe that the warforged needs to spend those four hours in meditation and prayer, contemplating his vision of the divine and his connection to it. The warforged paladin can still patrol while doing this, but it takes up higher brainpower and would keep him from learning a language or anything else requiring a high level of focus. Ditto for the wizard, who spends his resting time considering mystic formulas and the nature of magic itself. The primal warforged meditates on his connection to the land around him, and the way in which the livewood within his body is part of the world. The warlord thinks about his allies and how he can inspire them in the day ahead.

So generally speaking, my thought is that recharging daily powers will prevent a warforged from engaging in other intellectual activities. A warforged who is purely regaining healing surges could read a book or study a lesson while doing it, though – and for a warforged bard, learning a language might actually BE the rest that restores his daily powers!