Random Rolls: Forgotten Civilizations

My previous article calls out the fact that there may have been hundreds of civilizations that rose and fell over the course of the Age of Demons. Most of these cultures were directly influenced or guided by one of the overlords, which would allow rapid progress along a particular path and, most likely, an apocalyptic end; for Rak Tulkhesh, the only reason to create a civilization is to watch it fight increasingly brutal wars until it finally falls or destroys itself.

The Age of Demons came to an end a hundred thousand years ago, and many of these civilizations are millions of years old. Combined with their dramatic falls, few have left any traces of their existence. However, it’s always possible adventurers could fine a relic or a vault tied to one of these primordial civilizations, or encounter a vision of the past. These tables provide a quick foundation for a random civilization. The first presents a nation that could have existed on ancient Khorvaire. The second suggests a patron overlord and how that association would influence the culture. It may seem like the overlord should override the entry on the first table—that a civilization tied to Sul Khatesh should always be noteworthy for its arcane magic and that a nation created by Rak Tulkhesh would always be militant and known for its soldiers or weapons of war. But the two elements can co-exist. A nation crafted by Sul Khatesh will have magic as part of everyday life. But if the first table suggests it’s a militant empire known for its weapons of war, add arcane magic to that; its weapons of war are siege staffs or rituals of mass destruction. Rak Tulkhesh could create an isolated league of halflings known for their scholars and sages; but the scholars would be studying the nature of war and they would periodically emerge from isolated to ransack their neighbors.

This table is tied to Khorvaire, and as a result doesn’t include humans, giants, or dragons as the foundation of a nation. The category Extinct Creatures suggests something that was wiped out during the Age of Demons; if you get this result you could decide that there were humans or giants in Khorvaire in the past, or you could use a species that is completely unknown in the present day.

I have yet to write about the history of Khorvaire before the Dhakaani Empire, and you could use this table to create nations that might have existed during the Age of Giants. In this case you only need to use the first table; the question is what ultimately became of the civilization, if it’s completely unknown in the present day.

Ancient Civilizations

Roll on each column (or choose a result) to create a nation that once existed on Khorvaire!

d12A …Of…Noteworthy for its…
1DecliningEmpireOrcsArcane Magic
2WartornRepublicHalflingsSoldiers
3IsolatedLeagueGnomesPoetry or Music
4OppressiveKingdomGoblinoidsWeapons of War
5BrutalTheocracySentient BeastsSpiritual Beliefs
6CruelClanDwarvesMassive Monuments
7PrimitiveTribeLizardfolkBeasts or Monstrosities
8UnstableDynastyCentaursWarlocks
9MilitantOrderTieflingsHidden Celestials
10FanaticalCultMinotaursConstructs and Artifice
11PowerfulGuildKoboldsCrime Syndicates
12TerrifyingInstitutionExtinct CreaturesScholars and Sages

Overlord’s Influence

What overlord is associated with the civilization, and how is its influence felt?

d10Overlord’s Cultural Impact
1Sul Khatesh. Dangerous magic. The society could be based around arcane science, with powerful wizards and artificers and oppressive mystical industry. Or it could be a civilization driven by secretive warlocks—though these warlocks would likely all have pacts with fiendish lieutenants of Sul Khatesh. Magic is dangerous and common people live in fear of it.
2Rak Tulkhesh. Engine of War. This civilization will be obsessed with war. It could be an mighty imperial power engaged in constant military expansion, or it could be driven by endless internal conflict—rival warlords constantly testing strength and crushing anyone who shows weakness.
3Bel Shalor. Fear and Loathing. This society will be driven by fear. Its people fear one another just as much as they fear external enemies. It will have excessive fortifications and security measures, along with hosts of secret police. People often succumb to their own worst impulses. Shadows may play an active role as allies, tools, or as a threat.
4Eldrantulku. Endless Intrigue. The Oathbreaker delights in intrigue and betrayal. His nations will be filled with secret societies, mystery cults, and complex political systems rife with backstabbing and corruption.
5Tul Oreshka. Hermits and Heretics. The Truth in the Darkness revels in revelations. Any society driven by Tul Oreshka would be driven by visions and moments of inspirations. Given that Tul Oreshka delights in the fear of secrets revealed, there could be a powerful central authority—whether a church, library, or government—that is forever fighting against schims, heretics, and rebels. Poetry and other art from such a nation might be very powerful.
6Katashka. The Quick and the Dead. The Gatekeeper thrives on the fear of death and the undead. This could be internal—a nation ruled by tyrannical lich-lords or vampires who terrify their living suspects. Or it could be external, with a nation endlessly struggling to hold off a plague of the restless dead.
7Tol Kharash. The Iron Fist. The Horned King promotes soul-crushing tyranny. Any society he creates will brutally oppress its own people, as well as seeking to subjugate others. Compared to Eldrantulku or Bel Shalor, this oppression will be active and physical; the Horned King lacks the subtlety of those other overlords.
8The Daughter of Khyber. Dragonfear. As with Katashka and undead, the Daughter of Khyber delights in mortal fear of dragons. The cultures she creates could serve draconic masters and work together to terrify other nations… Or, the society could be driven by utter fear of dragons, scraping to raise tribute for their dragon lords and forever rebuilding from the last attack.
9Masvirik. Hidden Serpents. The Cold Sun delights in warmblooded fears. Lizardfolk or kobold societies could be early variations of the Poison Dusk. A culture based on another species could be an excellent place for spontaneous yuan-ti—with the common folk living in fear of the malevolent serpents hidden in their midst. I also imagine elaborate traditions of poison…
10Ashurak. Plague and Pestilence. The Slow Death trades in disease. Ashurak’s nations might live in constant fear of a perennial plague, going to great lengths to watch for signs of infection and ruthlessly sealing away anyone who shows symptoms. Alternately—like the Plaguebearers of the present day—Ashurak’s people could be carriers for a disease they’re immune to, taking it into the territories of other overlords like missionaries spreading the word.

Keep in mind that a single overlord could seed multiple civilizations at once. Rak Tulkhesh could shape a powerful league of orcs known for their weapons of war and a brutal clan of dwarves known for their soldiers, because he wants to watch them fight and see which successfully evolves into a cruel empire known for its massive monuments.

That’s all for now! Thanks to my Patreon supporters for making these articles possible. I will be doing a live Q&A on my Patreon Discord for patrons at 9 AM Pacific Time on Saturday, July 22nd. If you’re interested in joining live or watching the recording—or in playing in a session of my ongoing Eberron campaign—check out my Patreon!

IFAQ: The Near Future

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s one from this month…

With a complete lack of Player interaction, what major events would play out in your Eberron in the five years following 998 YK?

I have an Eberron one-shot that I’ve run 59 times. It never gets boring for me, because it’s filled with interesting decision points and choices for the players. I’ve never gotten bored with running it, because every time I run I see something I’ve never seen before—every group of players comes up with something no one else has tried. It’s like I get to watch my favorite movie over and over, but it surprises me every time.

Eberron overall is the same thing for me. 998 YK is a nexus of possible dramatic events—far more than you could incorporate into a single campaign. This is intentional, because an Eberron story can be so many different things—gritty noir in Callestan, globetrotting expeditions with the Clifftop adventurers, horror, intrigue, and more. Every campaign I run engages with different elements and thus takes a different path. A key part of this is that I never use all the major villains in one campaign. I’ve said before that with the Dreaming Dark, the Lords of Dust, and the Daelkyr, I’ll pick one to play a major role and use the others sparingly. Most of these major threats are working on plans that spans centuries, and it’s easy enough to say that none of the overlords are close to release right now or that it’s going to take another decade for the Dreaming Dark to set a scheme in motion.

So, for example… In the next five years, will there be war between Droaam and Breland? Well, even if you remove player characters from the equation, is the Dreaming Dark involved (in which case they might be interested in promoting unity and manipulate people to drive peace) or does the overlord Tol Kharash seek to inspire war? Are the Heirs of Dhakaan going to emerge in force or are they going to hold off for another decade? I can’t just give you a list of “This is what would happen in the next five years” because the answer will change with every campaign I set up; it will depend on which of the major powers are manipulating the world in the background, whether the tone is grim horror or over the top pulp action, and so much more. With that said, what I can do is to call out what those major events would be. The OUTCOME will depend on the forces involved… but these are a few of the factors that I’d want to address in any campaign that covers that period.

Droaam seeks recognition. As Droaam continues to rise, will it eventually be accepted as a Thronehold nation, in which case Droaamites will be more widely seen across Khorvaire? Or will fear and intolerance drive Breland into war with Droaam, with or without the support of other Thronehold Nations? This is something that comes up in my novel The Queen of Stone, which is set during 999 YK.

King Boranel dies. What happens next? Does the Brelish monarchy come to an end, and if so, does this have any broader impact on the other Wynarn monarchs? Or do the loyalists coalesce around a surprisingly effective heir—and if so, is that heir secretly a figurehead for the Dreaming Dark, a servant of the Lords of Dust, or beholden to the Twelve and to House interests?

Someone fights Valenar. The Valenar want someone to attack them, and will continue to poke at hornet’s nests. Darguun or Karrnath are the most likely to respond, but anything’s possible. Here again—the Tairnadal want a war so they can emulate the deeds of their ancestors. But does some other force have an interest in this conflict? Could the Valenar be collectively possessed by Rak Tulkhesh? Is their a Cult of the Dragon Below spreading through the Tairnadal—could that elf warrior have a tongueworm hidden beneath his Zaelta veil?

Haruuc dies. As seen in Don Bassingthwaite’s Legacy of Dhakaan novels. What happens next? Does someone manage to fill the void, and if so, are they puppets of the Dreaming Dark or the Lords of Dust? Do the Heirs of Dhakaan emerge openly? Or does Darguun fall into chaos?

Arcane science advances. The last 30 years have brought us warforged, airships, and colossi. What’s coming next? I’d chose 2-3 major breakthroughs that could have a significant impact on the story. Do we improve teleportation circles? Come up with a Sending-based improvement to communication, or something like radio? A weapon? Or, as seen in my Siberspace campaign… spelljammers?

The Lord of Blades escalates. The Lord of Blades wants to make a dramatic statement, and I’m sure he will do SOMETHING major in the next five years… anything from urging a violent warforged uprising in Sharn to unleashing Cannith superweapons recovered from the Mournland. While his intentions may be pure—he’s dedicated to the cause of his people—is he an unknowing puppet of one of the ancient powers?

What’s up with the Dragonmarked Houses? Beyond any advances in arcane science, a number of houses are already pushing the limits of the Korth Edicts. Do any seek to more actively exert political influence or to expand their power within the world? Does Cannith get a single baron or does it break into multiple houses like Thuranni and Phiarlan? Do any rivalries—notably Deneith and Tharashk—grow deeper?

Kaius III is challenged. Many of the warlords of Karrnath are unhappy with Kaius’s pursuit of peace… and those potential usurpers could be manipulated by anyone from Rak Tulkhesh to Lady Illmarrow. A coup or civil war could start within Karrnath, or it could be triggered by an outside, like the exile Drego Thul. And whatever path you choose, Kaius has secrets… what happens if they are exposed?

An ancient power is released. Consider the story of Tira Miron. She ultimately prevents the overlord Bel Shalor from fully escaping their bonds. But the saga begins with Bel Shalor being partially released—starting a year of blood and fire, as the overlord’s power and its fiends spread across Thrane. There’s literally dozens of overlords, along with the daelkyr. I could definitely imagine a campaign in which the adventurers don’t have the opportunity to prevent an overlord from being released; the partial release is what sets the campaign in motion, and the adventurers must battle against the chaos it brings to the world and try to return it to its prison.

Aurala wants a war. Does she get it? On a small scale, this could revolve around Thaliost or the Eldeen Reaches. On a large scale, Aurala wants to reignite the Last War and claim the throne of reunited Galifar. But to do this, she’d need reason to believe she could win—an unbeatable alliance (with Riedra? With an overlord?) or an arcane superweapon that no nation can stand against. This also ties to…

An answer to the Mourning? The major factor preventing the Next War is fear of the Mourning. As long as people don’t know what caused the Mourning, they are afraid to go back to war. If it’s a weapon, someone could have that weapon; if it was an environmental effect caused by the overuse of war magic, restarting the war could cause the Mournland to expand. The mystery of the Mourning is the deterrent. If that mystery is solved, the key questions will be who solves it; whether that answer allows them to replicate or control the Mourning; or whether the answer proves that war magic IS dangerous, making it difficult to pursue war.

These are major points I’d be thinking about, but there’s so many more! Do the Heirs of Dhakaan unite under a single leader and emerge in force? Does Oargev establish a new Cyre? Is there a change in relations with Riedra, or perhaps a dramatic shift in the stalemate between Riedra and Adar? Looking back to the original question, I can’t tell you which of these things WILL happen or how they will play out, because it’s all going to depend on the story I feel like telling as I set up the campaign… do I want a war story? Do I want it to explore corporate overreach or advancements in arcane science? Just like my convention one-shot… If I run 59 Eberron campaigns, I expect to see 59 different paths for the future.

That’s all for now. If you’ve enjoyed the article, please consider checking out my Patreon! In addition to asking the questions that drive articles like this, my Patreon support directly determines how much time I can spend creating Eberron content in the future. I’m also doing a monthly live Q&A, and Threshold patrons have the chance to play in my ongoing Eberron campaign. And for the month of July, patrons can get a special discount on Exploring Eberron! Check it out, and thanks to all of you who are already patrons!

IFAQ: The Grand Duke of Atur

When time permits I like to answer questions posed by my Patrons. Many are simple; others require more thought. It’s taken me a few months to address this question, and you may want to read this article on Atur before you dive into it. With that said…

In your Eberron, who is the Duke of Atur and what do his personal agenda and political aspirations look like? 

Delve into the pre-Galifar history of Karrnath and you’ll find references to the “Dark Ages.” This was a time of tyrants and feuding warlords, but the use of dark doesn’t refer to this brutality… rather, it’s a reference to the literal darkness found in Karrnath during this period. There were vast shadow lands, barren stretches where clinging mists obscured the sun. These shadow lands posed a threat even to those who shunned them. Shadows, wights, and other deadly undead would rise within the mists and emerge to threaten the surrounding lands. These shadow lands are powerful manifest zones tied to Mabar. While fighting tyrants and warlords, the first followers of the Divinity Within often took shelter in shadow lands, and they learned how to manipulate the Mabaran energies with their rituals. And over time they found ways to channel these energies—using some of this power to raise skeletons and zombies to help with everyday life, and dispersing additional Mabaran energy in ways that limited its impact on the flora and fauna of the region. The people of the surrounding regions soon learned that the Seekers were useful neighbors—that even if their necromantic practices were disturbing, it was better to have skeletal farmers on the border than bloodthirsty wights crossing it. 

The region where Atur now stands is one of the most powerful Mabaran manifest zones in Khorvaire, known in records as the Lake of Sorrows. The necromancer Duran dispersed the shadows of this “lake” and built a fortress for his followers here, and over the course of time this expanded to become the city of Atur. When the other warlords joined together to support the first Queen of Karrnath, Duran chose to stand apart: his loyalty was to his followers and to their faith. While some urged the Queen to destroy the Seekers, she remembered the horrors that once emerged from the Lake of Shadows, and preferred to keep those forces in check. So she negotiated an arrangement with Duran—one preserved to this day, granting Atur the status of a semi-independent palatinate. It was in Atur that Kaius I negotiated with the Seekers of the Divinity Within, and it holds the Vaults of the Dead where most of Karrnath’s undead forces are held in reserve, patiently waiting to return to the battlefield. Despite Moranna’s edicts condemning the Blood of Vol, the crown needs the Seekers to contain the Lake of Sorrows and to maintain the Vaults of the Dead. And so Atur remains a proud Grand Duchy and a stronghold of the Blood of Vol… and the Grand Duke Davian Karla is its ruler. 

The Blood of Vol was born from the blending of the traditions of Aereni exiles and human rebels. Davian is a Khoravar who can trace his bloodlines back to Duran the Wise and the shadow-touched towers of Shae Deseir. Though his title of Grand Duke entitles him to use the ir suffix, his parents weren’t nobles and Davian is proud of his lowly roots; he enjoys the discomfort of his fellow warlords when they remember how he earned his title. Because as a palatinate, Atur isn’t bound by the traditions of Karrnath, and the title of Grand Duke isn’t hereditary. It is bound to a second title… Warden of the Lake of Shadows. There is a core of Mabaran energy at the heart of Atur, a force first contained by the Seeker Duran. Binding this power is a crucial part of holding the harmful energies of the region at bay. It is a task that requires tremendous willpower, faith, and an understanding of necromantic science… and the favor of the Lake itself. When the Grand Duke of Atur is lost, any resident of Atur can seek to claim the title. The process is simple. An applicant must descend to a chamber below the great palace, immerse themselves in the ever-spreading pool of shadows… and drive a dagger into their heart. While dying, they must draw the shadows into their body and bind this Mabaran power to their blood. No one lives through this ritual: they will either be reborn as the Warden of the Lake of Shadows, or die in the darkness and be forgotten. Going forward, the Grand Duke is infused with this power. It sustains them, protecting them from age and disease. They are alive—mechanically, using the Reborn lineage. But their body is now bound to the shadow, and they do not heal normally. When they are seriously injured, flesh falls away to reveal the shadow within. Eventually—when shadow outweighs flesh—the Grand Duke will be drawn into Mabar as a wraith. Duran escaped this fate by becoming a lich, but every Warden who’s followed him has eventually been consumed by this darkness. 

Davian Karla has been Grand Duke of Atur for 235 years. He was 33 when he claimed the title—a necromantic prodigy, and one of the youngest people to successfully claim the title. He is not as powerful a practical necromancer as Malevanor or the late Gyrnar Shult; but it is his deep understanding of the principles of necromancy and his devotion to the Seeker faith that allows him to contain the Lake of Shadows. He is an elegant Khoravar with pale skin and shining dark hair that he usually wears in a plaited braid. The irises of his eyes are ever-shifting gray, forever reflecting the Lake of Shadows. Davian is tall and thin, but not gaunt; he moves with an easy grace, like water flowing against stone. His fine, dark clothing generally hides his most distinctive feature. During the Last War he lost his left arm and upper left shoulder, along with strips of his left chest and lung. Where once there was flesh, now there is shadow—a misty replica of the limb he once had. While he is conscious, he can choose to make this phantom limb substantial, and so he usually hides it beneath silk and leather. But should he choose, Davian can make his arm insubstantial; there are stories of him reaching into a rivals’ chest and running ghostly fingers across their heart. 

Davian’s primary motivation is to protect Atur and to maintain it as a bastion of the Blood of Vol. During the Last War, he played a vital role in negotiating the Seeker alliance with the crown and overseeing the construction of the Vaults of the Dead. In the present day he navigates a difficult path, balancing the resentment of many warlords and their desire to scapegoat the Seekers for Karrnath’s setbacks with the fact that Karrnath needs the Seekers to maintain the Vaults and to contain deadly Mabaran energies. He is equally skilled with intimidation and persuasion; he can play on the fears of those unnerved by his ghostly halflife and the power he possesses, but he can be extremely charming when circumstances require. Atur is a city that celebrates life, and Grand Duke Karla embraces that; he loves poetry and dancing, and often joins his people in the streets during wild nights. While he is angry about how the Seekers have been treated, he does all that he can to maintain his relationship with King Kaius III and Queen Etrigani. He does not seek to expand his holdings, because it is the Mabaran foundation of Atur that ensures no other warlord could ever claim it. But he is determined to maintain its independence and to ensure it remains a sanctuary for the Blood of Vol. 

Davian Karla is a committed Seeker. He is not a priest, but his role as Warden of the Lake of Sorrows commands the respect of other Seekers; while he can never fully unlock the power of the Divinity Within, he holds the deadly shadows at bay with the strength of his mind and blood. He has resisted the influence of Lady Illmarrow and despises the Order of the Emerald Claw for tarnishing the reputation of Seekers both in Karrnath and beyond; however, he is in touch with the Crimson Covenant and abides by their commands. As the vessel of the Lake of Sorrows, he cannot travel more than sixty miles from Atur; there is a supernatural gravity tying him to the city, and his body cannot be moved further even against his will. 

How powerful is Davian? That’s up to the DM. It could be that he contains the power of the Lake but cannot wield it; likewise, it could be that his necromantic knowledge is reflected by expertise in Arcana but not by practical spellcasting. On the other hand, it could be that he possesses vast power he just almost never exercises. Davian Karla is alive; for now he is a humanoid, not undead. But it could be that he has the power of a Death Knight and could use that stat block. He doesn’t usually wear armor and he’s alive; but he could possess all of the other abilities and traits of a Death Knight. Regardless, he is a skilled swordsman and served in the military before he became Grand Duke; in battle he can choose whether to fight with a weapon or to strike with his phantom grip. His ghostly touch mimics the life drain attack of a wraith: +11 to hit, 4d8+5 necrotic damage, and the target must succeed on a DC 16 constitution saving throw or have their hit point maximum reduced by the damage taken. Again, it could be that this grip is the only dramatic supernatural ability he possesses, or it could be that he is one of the most dangerous beings in Karrnath… who wants to find out? 

How would you use him in a story? Grand Duke Davian Karla is a powerful figure working to protect the Seekers and their interests. But aside from the diplomatic maze he navigates, he is also the governor of an important province and has countless duties to oversee and attend to. Beyond this, after two centuries governing the infamous City of Night, Davian is widely known across Karrnath—and he can’t go far from his city. Taking all of these factors together, Davian needs capable agents to help him as he strives to help the Seekers. Depending on their beliefs and allegiances, Davian could support an entire party of adventurers. Alternately, he could be the secret patron of a single Seeker character, providing instructions through spectral messengers (let’s call them “undead drops”). He could push his agents to quietly oppose the Emerald Claw while minimizing the damage the Claw does to the reputation or the Blood of Vol. He could have them help other Seekers in trouble, or acquire necromantic lore or artifacts sought by the priests of the Crimson Monastery. Or he could need help with more mundane issues—dealing with diplomatic rivals or undermining rival warlords. 

One question the DM must decide is the relationship between Davian and Kaius III—which in turn depends on the path they’ve decided to take with Kaius. It is possible that Davian is a close confidante of Kaius III, working to help him fight Lady Illmarrow while maintaining the King’s secrets. Or it’s possible that there is a bitter divide between them—that Davian maintains a diplomatic relationship, but doesn’t know the king’s secrets and blames Kaius for the difficulties the Seekers are facing. 

If the adventurers oppose the Blood of Vol—perhaps lumping all Seekers in with the Order of the Emerald Claw—then Davian could be a dangerous enemy. Or, in your Eberron, you could decide that Grand Duke Karla has embraced Lady Illmarrow and that he is giving the Emerald Claw a safe haven within Atur. As always, it’s a question of the story you want to tell. Could the Grand Duke of Atur be a powerful ally, or is he a deadly foe? 

That’s all for now. If you’ve enjoyed the article, please consider checking out my Patreon! In addition to asking the questions that drive articles like this, my Patreon support directly determines how much time I can spend creating Eberron content in the future. I’m also doing a monthly live Q&A, and Threshold patrons have the chance to play in my ongoing Eberron campaign. Check it out, and thanks to all of you who are already patrons!

IFAQ: Kobold Character Hooks

As time permits, I like to answer interesting questions posed by my Patreon supporters. This month, someone asks…

Could you expound on the role of kobolds in Eberron? They often seem to be lumped together with goblins as “small, chaotic humanoids oppressed by those in power,” but they don’t have anything as interesting as the Dhakaani or Khesh’dar hooks that the goblins have. What are some interesting hooks for kobold characters?

Before looking at kobolds, take a moment to consider orcs in Khorvaire. In the Demon Wastes, the devout Ghaash’kala fight fiends and channel the power of Kalok Shash. In the Mror Holds, the Jhorash’tar follow the Path of Bones. In the Shadow Marches you have the rising corporate power of House Tharashk, the ancient primal Gatekeepers, and those who cling to the Old Ways of the Dragon Below. Just next door in Droaam, there’s the peaceful culture of the Gaa’ran and the aggressive Gaa’aram.

Kobolds are just as diverse as orcs; we just haven’t had time to explore many of their cultures in depth. I don’t have time to go into detail now, but here’s a quick overview of some of the canonical kobold cultures.

The Seawall Mountains. Kobolds have a strong presence in the Seawall Mountains and have often clashed with Zil gnomes seeking to expand their mining operations. This is one of the main places where you’ll find the iredar and irvhir cultures described in this early Dragonshard article. Rather than the traditional association with flesh and blood dragons, these kobolds believe that they have a direct connection to the PROGENITOR dragons.

Zil Kobolds. The Zil clash with the iredar and irvhir in the mountains, but over the centuries there are kobolds who have chosen to live alongside gnomes, sharing their cultures. This isn’t as strong a blending as you see between orcs and humans in the Shadow Marches; there’s only a few such villages along the edge of the Seawall Mountains. But because of this, you can find kobold agents of the Trust, kobolds teaching at Korranberg colleges, and so on.

Stormreach. City of Stormreach infamously suggests that there’s a bounty on kobold hides in Stormreach. This is a nod to the grinding needs of the video game set in Stormreach, and not something I use in my campaign. In my Stormreach kobolds have an important role in the community maintaining the sewers and serving as guides to the lower levels of the ancient city. And, of course, the kobold Hassalac Chaar is one of the most powerful spellcasters in the setting.

Q’barra and the Poison Dusk. We haven’t talked much about the peaceful kobolds of Q’barra, and they could follow the same iredar/irvhir traditions as the Seawall kobolds. But what we have said is that the kobolds of Q’barra are especially vulnerable to the influence of the Cold Sun and are frequently found within the Poison Dusk—recently discussed in this article. So if you’re looking for kobolds serving an evil dragon, Rhashaak and the Poison Dusk are what you need.

The Oppressed People of the Barrens. As called out in Exploring Eberron, kobolds and goblins have long been oppressed in the Barrens of what is now Droaam. This is beginning to change with the rise of Droaam, most notably because of Kethelrax the Cunning and Shaarat Kol. However, Kethelrax is still fighting on behalf of Shaarat Kol and of those smallfolk still suffering cruelty at the hands of tyrannical chibs.

Kanonical Kobolds of Droaam. Just as you have the Gaa’aram and Gaa’ran orcs in Droaam, there are multiple kobold cultures in Droaam. Frontiers of Eberron discusses the Khaar’paal, kobold spreads across the Graywall Mountains. The Khaar’paal are referenced in the Kethelrax article I linked above, but here’s another tiny preview from Frontiers. Keep in mind that this specifically refers to a small group of Khaar’paal artisans living on the edge of Quickstone; they come from a city in the Graywall Mountains that is largely and considerably more sophisticated than Quickstone.

The Khaar’paal are a group of about sixty kobolds camped on the southern edge of the Tents. They don’t work metal; their tents are made of leather, their tools of wood and stone. At a glance most assume these kobolds are a primitive nomadic tribe. This assumption is wrong on every count. Khaar’paal means “mageblood“, and the Khaar’paal kobolds have an innate talent for arcane magic not unlike that of a sorcerer. They may not use metal, but they have talented magewrights who make use of mending, prestidigitation, magecraft, continual flame and similar magical techniques and tools, and work with exotic materials like quickstone and wyvern hide. Their wands may not be as well-tooled as those produced by House Cannith, but the Khaar’paal scouts are wandslingers as capable as any Brelish arcane dragoon.

So how about some hooks?

The above examples are just some of the kobold cultures in Eberron. But any of these could provide a foundation for a kobold adventure. Consider…

  • A Zil kobold sage—a former Korranberg professor who might secretly be an agent of the Trust.
  • A Stormreach kobold sorcerer who’s a child of Hassalac Chaar. They could be adventuring on a mission from their father, or they could just be a nepo baby out on a lark.
  • A Droaamite champion of the Dark Six. Proud to be a vessel of their deity, and willing to challenge anyone who dares look down upon them. A cleric or bard tied to the Fury could seek to rally and inspire allies; a kobold paladin of the Fury could be a holy avenger determined to right the wrongs they see in visions.
  • A Droaamite agent of Kethelrax the Cunning, sent out into the wider world to gather allies and resources for Shaarat Kol, and perhaps to hunt down envoys of Rhesh Turakbar or others who have abused the smallfolk of Droaam in the past.
  • A Khaar’paal wandslinger looking to make their fortune among the slow-moving softskins of the east.
  • A Seawall iredar kobold druid or ranger who believes they are guided by Eberron herself, following a series of visions.
  • A Q’barran kobold warlock who was part of the Poison Dusk. They broke the fiendish hold of the Poison Dusk and they’ve fled Q’barra to put some distance between them and its influence, but they are still tapping its powers and gifts as a warlock… slightly afraid that every use of its power could be pulling them back into its thrall.

Random Kobolds

So, there’s a lot of options for kobolds. When you meet a kobold on the road, what could their story be? You can easily choose the answer drawing on any ideas above, but if you know me you know I love a random rolling table, so here’s one for kobolds. While this can get you some very random possibilities, you can generally figure out which culture they might relate to. Kobold warlocks are probably tied to irvhir or the Poison Dusk… though they don’t have to be! Likewise, a kobold artificer could be a Khaar’paal alchemist, or perhaps they’re a Zil prodigy who studied evocation at Korranberg and designed siege staffs during the Last War!

d8A…KoboldWho is…
1EnthusiasticSorcerer… Working for the Trust.
2GrimWarlock… Possessed by a fiend.
3ElderlyCleric… Fabulously wealthy.
4BrilliantWandslinger… Seeking revenge.
5ArtisticArtificer… Carrying a powerful magic item.
6YoungPaladin… Guided by a vision.
7EmotionalBard… On the run.
8ArrogantNoble… Possibly a dragon in disguise.

That’s all for now! If you’d like to see more articles or ask your own questions, check out my Patreon! I run a monthly campaign that patrons can play in, and I’ll be doing a live Q&A for patrons on June 28th.

IFAQ: Beer, Specials, and Soft Drinks in Eberron

May was a busy month, but I still had time to answer some important questions posed by my Patreon supporters. Such as…

Are there soft drinks in Khorvaire?

One source of soft drinks that’s been called out in canon sources are the Zil waterhouses. A waterhouse is a restaurant that serves only bread and water, but both are infused with flavor using prestidigitation. This flavoring can be subtle or exceptionally strong. It can mimic mundane flavors, but it can also create unique flavors that can’t be found in nature; I imagine “vazilla” as a unique Zil take on vanilla. The Waterhouse is an old Zil tradition, and part of the point of it is getting an artisanal experience, flavored fresh for you. However, in my campaign House Ghallanda has expanded this tradition; House arms like the Gold Dragon Inn sell a variety of beverages, alcoholic or otherwise, using flavors crafted by a long lasting form of culinary prestidigitation; this can also add carbonation to a beverage. So Black Dog Fizz is a popular cola-like beverage available at any Gold Dragon Inn… along with many other options.

Nightwood ale is popular across Khorvaire, but expensive beyond Karrnath. What are some other popular ales in the taverns of Khorvaire?

Nightwood Ale is widely recognized as the BEST beer in the Five Nations. But the CHEAPEST ale is Black Dog Brew, produced by House Ghallanda and sold in any licensed tavern. Anyone with a refined palate will sneer at you for drinking Black Dog, but it’s cheap, reliable, and universally available (and not to be confused with Black Dog Fizz!). Swordtooth Ale is Ghallanda’s higher quality beer. Dwarves will want to look for Londurak’s Bounty or Greenspire Stout, potent Mror mushroom brews that will wreck any species that’s not resistant to poison damage. Meanwhile, Jorlanna d’Cannith and House Jorasco are collaborating on Iron Bull, an innovative energy drink. Needless to say, there are dozens of other brands out there, but that’s something to get you started.

What are some of the regional specialty dishes that can be found at a Gold Dragon Inn?

I’m not a culinary expert or historian. I can make up some completely random things — and I will — but it’s not going to meet my usual standard of worldbuilding, because I don’t have time to study historical cuisines and figure out something that would actually feel realistic. Notably, I’d expect climate and local crops to play a role; if I was taking this seriously, I’d want to research the correlation of those things in our world and consider the impact of manifest zones or magic to create a realistic menu. I have discussed my opinion of general styles of national cuisine in this article on potatoes, so here’s a few ideas for things you could find at the Gold Dragon Inn…

  • AUNDAIR: Fey Cakes. Ostensibly, enormous cakes for a sprite; in practice, tiny cupcakes with overly elaborate frostings and toppings. Usually delicate, light cake with a sparkling texture achieved using prestidigitation.
  • BRELAND: Boranel Potato— Typically called a “Borry Spud”, this is a fully loaded baked potato.
  • CYRE: Cyrans love the King’s Meal, a collection of small plates reflecting the traditions of many other nations; this is a sort of diverse dim sum or tapas.
  • KARRNATH: During the various famines that afflicted Karrnath, the most reliable food sources were plants that grew in Mabaran manifest zones. These generally have a very bitter taste but are highly nourishing… in part because they suck the lifeforce out of other things and concentrate it. Bitter biscuits are a form of hard tack made using Mabaran manifest dusk flour; soldier’s spread is a Marmite-like paste. Most people find these products revolting, but they are mainstays in the Karrnathi military and were important staples for commoners during the war; a taste for soldier’s spread is the sign of a true Karrn.
  • THRANE: Thranes LOVE baked beans.

Now, as I said, I’m not an expert, but I CAN make up completely random things. So without further ado, here’s a table of things you could find as daily specials at the Gold Dragon Inn…

PUB SPECIALS

d12
1SpicyTribexStew
2ChilledVenisonNuggets
3BakedSpiderCasserole
4FriedBuletteKebabs
5DicedDuckPie
6CrispyEggSalad
7SizzlingFishSoup
8BarbequedThrakelCake
9PickledCheeseBiscuits
10JelliedPotatoLoaf
11GrilledMushroomJam
12InvisibleFirepepperSandwiches

I’ve answered many more questions on my Patreon and the associated Discord server. This month I’ll be doing another live Q&A and the next session of my Eberron campaign… along with a preview from Frontiers of Eberron! So check it out if you’re interesting in any of those things. Otherwise, let me know what soft drinks are available in YOUR Eberron in the comments!

IFAQ: Recorded Music and Songs of the Poison Dusk

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s a few from this month!

Is there an equivalent to the phonograph in Eberron? If so, how accessible is it?

In this article I gave my thoughts on the equivalent of photography in Eberron. So, what about recorded sound? Well, Eberron is about the every day application of magic. Is there a spell of 3rd level or below that could reasonably be applied to produce a similar effect? Absolutely. Minor illusion is a cantrip that allows the reproduction of sound… and spellshards are crystals that hold data. And who loves music AND has a talent for illusion? So, putting that all together…

If you attend the Tain Gala, Celyria will show you her latest acquisition—a Phiarlan hydra. The base of this wonder is a cube of black stone. A four-headed hydra is engraved on its top, and the mouth of each hydra is a spherical depression that can hold a polished globe of wood embedded with a tiny dragonshard. Each of these “marbles” holds a performance by one of Phiarlan’s finest musicians. But the hydra has a fifth head, sculpted from copper and wood, rising up from the base. When you activate the hydra, it draws out the sound of the performance held within one of the marbles and projects it through the sculpted head, as clear as if you were there. So come to the Tain gala, and hear the hydra sing!

Personally (largely because it’s never been mentioned before) I’m inclined to make the hydra a recent development that’s currently only available to the wealthy. But the principles aren’t terribly complicated — it’s cantrip level magic — so I could see it quickly gaining popularity and spreading. PCs with the entertainer background could be encouraged to record some marbles for Phiarlan! Also, if you’re interested in the idea of broadcast audio entertainment in Eberron, check out the House Sivis Echoer Station!

Do the Poison Dusk lizardfolk of Q’barra have any significant musical/artistic customs?

Certainly! But it’s important to remember that the Poison Dusk aren’t exclusively lizardfolk and that they aren’t a traditional culture. As called out in Dungeon 185, the Poison Dusk includes kobolds, troglodytes, lizardfolk, and dragonborn—including mutants like the blackscale lizardfolk. They aren’t a culture that has evolved over time; they are victims of Masvirik, whose personalities and memories have been eroded and overwritten by the power of the Cold Sun. Their leaders are actively (if often only partially) possessed by fiends.

So with all that in mind, in thinking about ANY of the customs of the Poison Dusk, I would want them to feel eerie and alien—to help convey the concept that these are people who are all, on some level, shaped by fiendish influences.

Considering all this, what comes to my mind is the Hissing Chorus. This is a rhythmic, ululating hissing, at its base almost like the sound of wind. This hissing is supplemented by body percussion, each participant using a single hand to tap claws against scales, or potentially to scrape claws against another surface — essentially, adding fingernails on a blackboard to a musical performance. The key to all of this is that the rhythm is seemingly random, asymmetric and unpredictable, yet all participants work in perfect unison; it’s an ecstatic experience driven by instinct, something that draws the musicians into communion with the Cold Sun. The Hissing Chorus is encountered in many ways and with varying intensity. A single Poison Dusk may effectively whistle while they work, hissing quietly to themself. A troop will hiss as they march, with greater force and intensity. And a Poison Dusk community may hiss together as a writhing mob, guided by a dusk-shard imbued champion who voice is amplified by magic, potentially with instrumentalists using hide drums and scraping surfaces that send chills through anyone within range. But the PRINCIPLE is the same throughout, and crucially, the song is something that is constantly evolving; it’s more like speaking in tongues than playing a treasured symphony. Because the Poison Dusk has no lengthy history; time and time again, they have been hunted down by the Trothslorsvek and the Masvirik’uala, only to rise once more, hissing their eerie, endless song.

That’s all for now! If you have questions of your own, join my Patreon. As always, thanks to my patrons for making this site and these articles possible!

IFAQ: Nilbogs in Eberron and the Solar of Xoriat

Hey all! I’m currently in New York City. As you can see in the picture above, I just saw the musical Hadestown; I loved it, which is no particular surprise, given that Dolurrh basically exists to provide an opportunity for adventurers to venture to the underworld to try to rescue loved ones!

I am still working on my next Dragonmark article, but I wanted to answer a few of the interesting questions that have been raised by my Patreon supporters. I’ll also be running the next session of my Frontiers of Eberron campaign on Patreon soon, so if you’re interested in play in a session with me, check that out! In the meantime…

How might you fit Nilbogs into Eberron? Is there a way you would fit an immortal trickster spirit that possesses goblinoids into your eberron?

The nilbog was introduced in the original Fiend Folio as a sort of joke—a goblin who is healed when it should suffer damage, and who can only be hurt if you cast healing spells on it. It’s goblin backwards, get it? Monsters of the Multiverse brought a number of Fiend Folio classics into 5E, including the nilbog. The 5E nilbog isn’t quite as extreme as the original. It has a reaction—Reversal of Fortune—that allows it to reduce a source of damage to zero and to heal as a result, and this is the only way it can be hurt. But this is a reaction; once the nilbog has used up its reaction it can suffer damage normally. And it can’t benefit from healing magic, but you can’t KILL a 5E nilbog by casting cure wounds on it.

The 5E nilbog is presented as a trickster spirit that only possesses goblins, which an explanation tied to the deity Maglubiyet. My immediate reaction is that the core idea of the nilbog—a trickster who can’t easily be defeated by brute force—is a fun concept, but that in Eberron there’s no particular reason it would have to be a GOBLIN. Its key abilities—Reversal of Fortune, a sanctuary—like effect that charms creatures that try to attack it, a 2d4 mocking word and at-will use of hideous laughter—could easily be applied to other base statblocks. TSo with that in mind, there’s a few different ways I could imagine using the basic idea of the nilbog in my campaign.

  • Mocking Joy. In fifth edition, nilbogs are presented as fey. It’s easy to imaging an archfey—a cousin of Fortune’s Fool—who challenges tyrants and mocks the mighty, laughing at all threats; let’s call them Mocking Joy. This archfey has a strong connection to a manifest zone in Droaam, and historically nilbogs have almost exclusively been encountered among the oppressed kobolds and goblins of the Barrens. Many scholars BELIEVE that it’s a goblin-only condition, hence the use of the term “nilbog”—but this is inaccurate. Any humanoid Mocking Joy deems a worthy avatar—typically an oppressed underdog—could be granted the chaotic gifts of nilbogism; this would also cause them to become a fey creature for the duration of this possession.
  • Gift of the Traveler. A trickster who laughs in the face of danger and sows chaos? This sounds like an excellent option for a devotee of the Traveler, perhaps an agent of the Cabinet of Faces. In this case I wouldn’t make it external possession, but rather a sort of ecstatic communion; the devotion channels the Traveler and gains the abilities of a nilbog for the duration of that experience. While such nilbogs could be goblins, any humanoid would be an option; most often I’d be inclined to make these nilbogs changelings, which would add another trick to their mischievous arsenal. While I’ve suggested that this would be a case of the nilbog voluntarily invoking the Traveler, it could be switched to suggest that there’s a place at which anyone could be temporarily possessed, acting as a nilbog and not being able to remember anything that happens during the possession. However, because of the nature of faith in Eberron I’d personally say that this can only affect devout Vassals or followers of another Sovereign variant—that it’s not an external spirit like a quori, it’s still a manifestation of the victim’s own faith. They KNOW what the Traveler is like, and they are temporarily compelled to act as if they were the Traveler. If I went down THIS path, I might concievably create similar forms of ecstatic possession for other members of the Sovereigns and Six!
  • The Touch of Xoriat. The nilbog is typically presented as a hilarious, mischevious trickster. But what if it wasn’t? Consider its core abilities. When you try to attack the nilbog, it can break your mind, temporarily turning your aggression into blind adoration. It can inflict psychic damage and shake your confidence simply by speaking to you (Mocking Word). And it can twist reality, turning a deadly attack into a soothing balm. This CAN be wacky fun… but it could also be terrifying. Rather than a fey gift, I could see it as the result of a strange bond to Xoriat. I’d say that they first appeared in Eberron during the Xoriat incursion and the subsequent collapse of Dhakaan, and as such scholars THINK it’s a goblin-only condition… but again, that any creature could develop these abilities, and I’d make them aberrations instead of fey. They could be tied to a particular daelkyr, but I also kind of like it as a more general effect of Xoriat rather than daelkyr engineering. I’ll note that while these nilbogs wouldn’t be wacky fey tricksters, I’d be inclined to say that the connection to Xoriat shift their perception of reality, and that they would be amoral and inclined to cause chaos if not necessarily mischief.

Exploring Eberron says that Daanvi has a Solar assigned to observe each plane and to administer justice there. It specifically names Azazar as the Solar of Xoriat. What is Azazar like? Are they corrupted by forbidden knowledge, or are they a potential source for information on Xoriat that adventurers could have a normal conversation with?

Well, let’s start by looking at the actual kanon lore.

There are thirteen solars, each assigned to monitor and administer justice within one of Eberron’s planes (no solar holds dominion over the Material Plane). However, there are a host of restrictions on how and when they may act. Typically, a solar must be invoked by a legitimate authority within the plane in question—so while Hazariel, the Solar of Syrania, is usually called in to cast down radiant idols, Azazar, the Solar of Xoriat, has never yet been called on by that plane. Until called, they watch; while in the Panopticon, solars can observe anything that occurs in the plane of their dominion.

So one of the first important points here is that Azazar has never actually been to Xoriat, and likely never will; who would summon them? Having said that, Azazar has been monitoring Xoriat since the beginning of creation and in my mind is suited to that task; the Solars were created for this purpose and Azazar was made to be able to administer justice in Xoriat if it becomes necessary to do so.

So… Azazar is a Solar and uses the base attributes of a Solar. But they are also made to be able to observe and act within the Plane of Revelations. Solars already have truesight; I’d probably add some sort of mind blank affect to Azazar’s block, and further give them the Alien Mind trait of a daelkyr, on the basis that in order to be able to observe Xoriat, Azazar’s mind must process knowledge in ways that material mortals can’t; it’s not malevolent, but making contact with their thoughts will disrupt your normal thought process.

Moving further, I’d probably roleplay Azazar much like Doctor Manhattan: not malevolent, but as someone who perceives reality in a way you can’t understand. To be able to “observe” Xoriat and follow the progress of events there, Azazar would have to be unbound by the perception of linear time and might be actively aware of multiple possible timelines simultaneously. So I’d emphasize that Azazar CAN be a source of information about Xoriat, but that the information you receive will often be cryptic or inaccurate, because it will only make sense when you’re in the right time, place, or even the right timeline. Azazar isn’t in any way corrupted by Xoriat; Azazar understands Xoriat, but they can’t share that understanding with a creature with a limited, linear perception of reality.

That’s all for now! Thanks again to my Patreon supporters for making these articles possible!

IFAQ: Wind Whisperers and Talenta Outsiders

Last week I was at MegaCon in Florida playing games with Six Sides of Gaming, and I’m busy working on Wayfinder, which is entering early access soon, so I’m still working on the next Dragonmark article! However, whenever time permits I like to answer short questions posed by my Patreon supporters. So let’s look at a few of those.

There’s a lot of lore about the Bloodsails of Farlnen, the Aereni, and the Tairnadal. The Wind Whisperers of Orthoss also trace their roots back to Aerenal? How do they approach death?

So, to start, let’s take a look at what’s been said about the Wind Whisperers…

Not all of the Aereni refugees sought shelter in the shadow of the Fingerbones. Some fully embraced Lhazaar culture, mingling with humans and creating a significant population of half-elves. The island of Orthoss is a haven for the Khoravar, and half-elves from across Khorvaire have found their way to the town of Blackrock. Notably, the Lhazaar lifestyle has attracted a number of members of House Medani and House Lyrandar over the centuries — young rebels seeking an escape from the smothering traditions of their houses.

First and foremost, what this tells us is that the Wind Whisperers ARE NOT AN ELF CULTURE like the Bloodsails, the Aereni, and the Tairnadal. They don’t have a lot of full-blooded elves and thus aren’t shaped by some of the biological aspects of being an elf—notably the exceptionally long lifespan, which is part of why the pure elf cultures are so concerned about avoiding death. They are a KHORAVAR culture that from the start fully embraced Lhazaar culture; they have had a steady influx of immigrants bringing their own traditions; the PRINCE is a Lyrandar excoriate who wasn’t even born on the island. It’s described as a haven for “young rebels seeking an escape from the smothering traditions of their houses” and its people are said to be “as wild and unpredictable as the wind itself.”

So: consider the general rebellion against smothering traditions and the fact that the prince is an immigrant; the Wind Whisperers don’t WANT to cling to ancient traditions and they aren’t going to be obsessed with their ancestors. On the contrary, the Wind Whisperers embrace constant change. The fact that they are led by Koulton is proof that they are always looking to the immigrants to bring them NEW traditions and ideas; they don’t want to force old beliefs on people, they want to adapt and incorporate to new ones. So the Wind Whisperers of the present day may have very different traditions than they did five hundred years ago, and THEY may have been quite different five hundred years before that. And, as you note, Orthoss isn’t noted for Mabaran or Irian manifest zones, which drive the culture of the Aereni and the Grim.

To address the specific question — how do they approach death — I’d say that they have a casual and comfortable relationship with death. They don’t try to cling to their ancestors or their past; they are like the wind, ever flowing and moving forward. We are here and then we’re gone, but the wind will always flow; not exactly a belief in reincarnation as much as a approach of It’s all going to be all right; don’t try to fight the wind, allow it to carry you on to whatever lies beyond. But again, that’s a general, casual idea because the Wind Whisperers HATE SMOTHERING TRADITIONS and are always open to change.

What’s a good reason for a Talenta adventurer to remain away from the Plains for an extended period of time—something beyond duty to clan, spirit or the houses? What’s something that could drive an outlander to want to become less of an outsider?

This is a tricky question, and I’m going to include a few answers that don’t quite fit the question. But here’s a few immediate ideas that tie to the question of why doesn’t the outlander go home?

FOUND FAMILY. This is the usual path *I* have taken when I have played this sort of character. If, over the course of adventures, I have formed a bond to any of the other adventurers — if we’ve bled for one another, if we’ve saved each other’s lives — then THEY are my clan, and as long as one of them is in danger or has unfinished business, I will remain and see the journey through with them. They may not have ASKED me to do this; they may not share my belief that we are family; but if *I* believe that we are bound in blood, that is sufficient.

NOTHING TO RETURN TO. One of the simplest reasons to LEAVE the Plains is because your clan is no longer there. This could be because they were wiped out; you may have originally left seeking vengeance on whatever force destroyed them. It could be because you were exiled: the remain but you’re not part of the clan any more. Or for the more positive outcome, it could be because YOUR WHOLE CLAN left the Plains; they’ve immigrated to Sharn at the request of, say, Saidan Boromar, and now your task is to help them settle and to protect them from the dangers of this new world. Depending on your choices, this is an obvious pairing with Found Family; you lost your clan and now you’ve found a new one.

NEW SPIRITS. An important part of Talenta belief is that spirits are EVERYWHERE, not just the on the Plains… and the spirits of, say, Sharn have no one who listens for them. They may be suffering, creating spiritual cankers, or they might have things that need to be done and no one who can help. If the character goes back to the Plains, they are just one of countless people working with the spirits; they aren’t NEEDED. In Sharn, no one else hears the cries of the spirits and they could play a truly unique role.

IS THERE ANYTHING OF VALUE? Does the character believe that there is absolutely nothing of interest in the world beyond the Plains? Or do they think there’s might be something worth bringing home—anything that could improve the life of their clan, whether that’s a single magical tool or a new technique? If they haven’t found anything, are they still sure there’s nothing to find? Essentially, they could take an active role in trying to discover the most valuable things in wherever they are — not necessarily monetary value, but things that could help their clan. Can they learn new crafting techniques? Master a new form of magic? Learn a new way of communicating with spirits, or even discover a new form of spirit?

PERSONAL INTEREST. What do THEY want? Is there anything in this world that has caught their attention? Have they fallen in love… which could be with a person, a place, or an idea? Might they want to become a star of the Crystal Theater, to outshine the legend of Boroman ir’Dayne or to woo a Boromar heir? Have they heard the story of a Talenta champion who came to the region centuries ago and lost a legendary artifact… and can they find both the story and the artifact itself? Do they encounter a traveler from a rival clan, with a score than must be settled?

That’s far from a comprehensive list, but that’s all the time I have and hopefully something there will prove useful! Thanks again to my Patreon supporters for asking interesting questions and making these articles possible. Also, I’m going to be running my next Frontiers adventure later this month—if you’d like to have a chance to play a session with me, check out my Patreon!

IFAQ: Adepts and Divine Artifice

Art by Julio Azevedo

I’m on my way to MegaCon where I’ll be talking about games and playing on the main stage! It’s been a busy month: I’ve relaunched my Frontiers of Eberron campaign on my Patreon and I’m writing for Wayfinder. I’m working on the next Dragonmark article, which will deal with Khorvaire in the Age of Giants. But when time allows I like to answer interesting questions from my patrons… so lets look at one of those.

Could you expand on the description of the Crucible artificers in Exploring Eberron, or more generally on how the overlap between adept magic and artifice/magecraft works & what it looks like? I’m assuming the faiths have followed technological progress, but I’m having a hard time coming up with more than mass-produced religious icons, scripture, and holy water.

One of the central aspects of Eberron’s idea of Everyday Magic is the existence of a widespread force of spellworkers who don’t have the flexibility or scope of player character spellcasters. An oracle can cast divination and augury, but they can’t perform healing magic. A locksmith can cast knock and arcane lock, but they can’t conjure illusions or fling fireballs. For most people in the world, mastering a particular set of spells is a life’s work, and you can’t just spend an evening reading a spellbook or a morning in prayer and completely change your spell list.

In the original ECS, adepts and magewrights were called out as entirely different classes. As the concept evolved this line was blurred. Eberron Rising From The Last War generally uses “magewright” as a blanket term for any professional spellcaster. The Magewright Specialty table on page 318 of Rising includes Oracles, Mediators, and Healers—all roles traditionally associated with adepts and divine magic. But the point is that from a purely mechanical perspective, it doesn’t matter how the magewright casts the ritual, only that they can; the rest is cosmetic detail. I discuss this in this article, looking at the difference between a divine oracle and an arcane oracle. Both can cast divination, but for the adept this is about communing with a divine force, while for the arcane magewright it’s based on some form of science, such as cartomancy. The short form is that “magewright” as defined in Rising From The Last War simply means someone who can cast a limited set of ritual spells or cantrips and doesn’t care whether that person is a traditional magewright, adept, gleaner, or wandslinger.

I expanded on this in Exploring Eberron:

Arcane magic is a science; magewrights master its techniques. However, there are other forms of magic which can likewise be adapted to everyday functions. An adept derives their magic from their faith, a more limited form of what a cleric can do; likewise, a gleaner masters the simplest forms of druidic magic. Especially with the adept, this is usually more of a calling than a job; you don’t decide to become an oracle of Aureon, you find that you are gifted with visions. The rituals of an adept will invoke divine forces, while a gleaner will draw on the world around them and often use an herbalism kit as a spellcasting focus.

Having said that in Exploring Eberron, I’m going to quantify it here. VASSALS don’t choose to become adepts; they believe they are called or blessed by one of the Sovereigns. You can’t demand that Aureon give you the gift of prophecy; either he chooses you to be an oracle or he doesn’t. But that’s because Vassals interact with the Sovereigns as if they were people. As a Vassal, you ask Aureon for guidance. By contrast, the Silver Flame is an impersonal force. It’s not an anthropomorphic entity that decides to do things. The Silver Flame was created to bind the overlords. That’s its primary function and we’re all very lucky that it continues to perform that function. The fact that people of great faith can draw on its power to defend the innocent is a side benefit. The Silver Flame binds the overlords. To do that, it must be omnipresent within the world; and therefore, the power is all around, available for a person of faith to use.

The people of Thrane are raised with that concept. While Thranish belief in the Flame isn’t universal or oppressive, for the faithful it’s part of everyday life. You know that the Flame is all around you, that it holds the ancient evils at bay, and that those with sufficient devotion can wield its power to serve the greater good. It’s a tool, like the bow… and where some Thranes master the bow and become templars or serve in the village militia, others turn to the tool of prayer and focus on harnessing the power of the Flame. Hence, as said in Rising From The Last War, moreso than in the other nations, “Faith is part of daily life in Thrane and divine adepts provide important services.” Specifically, they provide services that are typically provided by arcane magewrights in other nations. Healer and oracle are common roles for adepts in any nation. But in Thrane, you can find launderers using the power of the Flame to cleanse dirty clothes. You can find locksmiths who channel the power of the Flame to cast arcane lock—providing protection for the innocent. You can even find entertainers who draw on the Flame to amplify their voices or create music. This looks different from a Vassal adept, because the adept of the Silver Flame doesn’t have to ask for the power; the power is THERE, and they just need to know how to use it. But the Flame adept still needs faith to channel the power, and needs to believe they are using their gift for the good of the community. So the Thrane launderer doesn’t say “Oh Flame, I beseech you, cleanse these filthy clothes!” But they may sing a hymn to Tira or to the Flame while doing the laundry, and for them, doing laundry is an expression of their faith—they feel the power of the Flame flowing through them, and know that they are helping this community. A secondary point to this is that Flame adepts take money for their services, because they need to be able to thrive to continue to provide those services to their community, but as a rule they aren’t driven by greed. They need to believe they are providing a valuable service and it’s only just for those who can afford it to pay a fair price for that service. But they believe that they are doing a service for those in need, not simply chasing gold; and Thrane adepts are thus more likely to perform charitable work for those who truly are in need than the typical Brelish magewright.

SO WHAT ABOUT THE CRUCIBLE?

With all that in mind, let’s look back at the original question. Exploring Eberron has this to say about the Crucible of Thrane: Developed during the Last War, this small order of adepts and artificers crafts items drawing on the power of the Silver Flame. So what do they actually MAKE? Is it all mass-produced scripture and holy water?

These days the difference between adepts and magewrights is cosmetic. The same principle applies to artificers. Just as you can play a bard who isn’t a musician, a barbarian who never gets angry, and a warlock without a patron, you can play an artificer who draws on the power of the Silver Flame. And they can create anything any other artificer could create. You can be an artillerist carving wands or an alchemist making potions. The key is that you are enchanting these items by infusing them with the power of the Flame. Where a Cannith artillerist might craft a wand of fireballs inlaid with Fernian brass and fine draconic sigils, your wand will be traced in silver and an invocation of the Flame—and it may inflict fire damage, the flames will be silver. Note in particular that the Crucible was developed during the Last War. So what does it make? WEAPONS. Siege staffs. Blast disks. Long rods. Mechanically these are the same as their Brelish counterparts, but the Thrane force staff flings bolts of blinding silver energy and one of the three actions required to activate the staff is invoking the Flame. Exploring Eberron says that using arcane artillery “requires specialized training, similar to that of an artificer or magewright; someone trained to operate arcane artillery is generally called a bombardier.” Operating a Thranish Flame-powered siege staff would require an entirely different set of training. There ARE elements of science involved; the staff is still a tool that must be maintained. But the energy involved is divine in nature and only responds to faith. If you wanted to take this a step farther, Exploring Eberron presents dragon’s breath as the primary ammunition used by arcane artillery. I would imagine that divine artillery would use a different substance, possible just called Flame by the bombardiers—a powder that is literally infused with faith, produced in factory-temples.

Having said all that, it is important to note that there are arcane magewrights and artificers in Thrane and divine adepts elsewhere. It’s possible that Breland has a unit where Brelish templars operate a Thrane-made Flame cannon, and Thrane may have used traditional blast disks. Note that the Crucible was formed DURING the Last War. It is a reflection of wartime innovation and the industrialization of the faith—and just as there are many devotees of the Flame who don’t approve of the theocracy of Thrane, there are likely many who don’t approve of this industrialization.

So the short form is that ANY magic item could be presented as being a product of the Crucible powered by the Flame. Just consider how that’s reflected in its appearance. Potions produced by a Crucible artificer may shimmer with a silver radiance or seem to burn. The command word for a Crucible wand is an invocation to the Flame. And crucially, consider how the creator of the item could belief that in its creation they are serving their community and protecting the innocent. The Crucible created weapons and tools to protect the people of Thrane. It brewed potions to heal them. But it couldn’t produce pure luxury items or trivial goods, because the typical Crucible artificer would stumble in creation, questioning how it was a worthy use of the Flame’s power.

VASSAL ADEPTS

So how do these principles apply beyond Thrane? Can you have a divine artificer bound to Boldrei, and what does that look like? Certainly, you can have Vassal artificers and adepts. The key is that they are less industrialized. Because faith in the Flame is such a universal constant in Thrane, and because the Flame is perceived as an omnipresent force, it can be approached like learning to use a tool. Faith in the Sovereigns is more casual and more personal; each Vassal develops their own relationship with the Sovereigns. So again, as noted above, you don’t train to be an oracle of Aureon; you realize that you are an oracle of Aureon. The same principle applies to the artificer of Boldrei. It’s not a job with a clear entry path. You likely start by training for a mundane job and then realizing that Boldrei is guiding you, that she is infusing your work with magic, and over time, you learn how to effectively use her gifts. Which also means three Artificers of Boldrei could be very different based on their relationship with the Sovereign. The first thing I imagine is an Alchemist artificer who uses Chef’s Tools to produce enchanted food; their cure wounds is a strong cup of Tal that perks you right up and their enhance ability is a muffin whose flavor depends on the ability involved, but which channels the energy of Boldrei’s Hearth. On the other hand, a Battle Smith of Boldrei would be driven more by Boldrei’s role as defender of the community; their Steel Defender doesn’t follow any Cannith principles, but is animated by the artificer’s faith. This is also a good time to point out that the Sovereigns don’t stand alone. We often call someone out as an “Oracle of Aureon” to say that out of the Host, they feel the strongest connection to Aureon. But when the Oracle of Aureon gets in a fight, they may still offer a prayer to Dol Dorn–and likewise, the Battle Smith “of Boldrei” can also feel a connection to the rest of the Host. They identify with Boldrei because they feel they’ve been called to defend their community, but they can still thank Onatar while they repair the armor that was damaged in a battle.

Nonetheless, the key point here is that Thrane is the only one of the Five Nations where divine artifice has become an industry. Vassal adepts and artificers are usually more unique, and that means the things they create will be as well. So Boldrei’s Alchemist may use cooking tools and give you a muffin to enhance your strength; while Boldrei’s Battle Smith could use smith’s tools and give you a medallion engraved with Boldrei’s sigil.

That’s all for now; hopefully this gives you some interesting ideas. As I’ll be at MegaCon for the next few days I won’t be answering questions, but feel free to share your ideas and experiences with divine artifice in the comments. And thanks as always to my Patreon supporters for making these articles possible and for asking interesting questions!

IFAQ: Perytons in Eberron

The Peryton, from the original AD&D Monster Manual. Note the humanoid shadow!

When time permits, I like to answer interesting questions posed by my patrons on Patreon. Last week I wrote about cyclopes. Today, let’s look at another monster you don’t see every day. Patron Travis asks do you envision an niche for perytons in Eberron? Why yes, yes I do.

Peryton? That’s an old legend, child, tied to the long nights of old Karrnath. It’s said that when love and murder are intertwined, the shadow of the victim can congeal and pool in their heart. When carrion birds consume the heart of the corpse, the anguished shadow can slip into them. The tormented spirit changes the birds into vessels for its pain, making them huge, horned, and hungry things. The only respite the peryton has is when it consumes the heart of another humanoid… and then, for a short time, its pain will pass.

That’s the OLD story, the one your grandmother may have known. But she’d probably never seen a peryton, likely never knew it as anything but a story. Here, we know them to be the hungry truth. The peryton is tied to murder and to vengeful shadows. Well, child, thirty years ago there was a war within the House of Shadows. The elves turned on one another, and the Thuranni wiped out the Paelion family. Those elves had strong shadows to begin with, and they were strengthened by both rage and poisoned love, for this was a battle of kin against kin. When the carrion birds feasted on the Paelion dead, the shadows they consumed were stronger than anything. These monsters—they’re as much shadow as flesh. Cut one of them and you’ll see the shadow-form below the fur and feathers, as much a part of it as its blood; mere steel won’t cut that shadow, you be warned of that. And you’ll see—the creature’s shadow, it’s no bird shape. It’s the shadow of an elf, twisted in anguish.

What we’ve got in these woods? Don’t call it a peryton, child. Call it what it is. Call it a paelion. And be warned. They’re hungry for the hearts of elves, for those that betrayed them. But in the end, they’re just hungry… and when they hear the beat of your heart, they’ll come for you.

The peryton is a creature created by Jorge Luis Borges that combines the features of a stag and bird. Like the medusa and the gorgon, D&D’s interpretation of the peryton has always diverged from the source material. As presented in 5E D&D, the peryton is a monstrosity with human-level mental ability scores. Perytons understand Elvish but can’t speak. They are noteworthy for casting humanoid shadows, as seen in the image from the original AD&D Monster Manual I’ve included above. The 5E peryton is resistant to non-magical physical attacks, though no explanation is given for this resistance. And the story is suggested that the perytons were formed when carrion birds fed on the corpse of someone who died associated with murder and magic.

The Paelion perytons—which I’ll refer to as paelions going forward—build on that idea. There’s something about this particular region in northern Karrnath that makes the peryton curse possible. Perhaps it’s an unsual manifest zone, perhaps the forgotten working of an overlord such as Sul Khatesh. Whatever the case, there’s a place where carrion birds can consume the essence of people who’ve been murdered; and the Thuranni in the region knew nothing about this when they killed a Paelion family living there. The corpses were left to rot, but their shadows lingered, vengeful and strong… and when the crows consumed those shadows, they became monstrous paelions.

A paelion is a medium-sized monstrosity with traits of stag and eagle. But what truly defines it is its shadow. The shadow cast by the paelion has the appearance of an elf. This shadow is always visible, even when there is a limited light source. This shadow is a fragment of a slain Paelion elf, and it grants the paelion its understanding of Elvish and near-human intelligence, but it is only a fragment of the dead elf; its sentience is a blend of bestial instinct and elvish memories. A paelion is driven by its hunger both for humanoid hearts and for vengeance, but it can’t fully remember or parse the reason in craves vengeance or what proper vengeance would look like. A paelion can predict and anticipate humanoid behavior—it understands houses, weapons, tools—but can’t just choose to sit and have a friendly conversation as a normal person would; the fires of hunger and vengeance are always driving it to hunt and feed. If adventurers could find a way to dull that consuming hunger, it’s possible that a paelion could regain some of the sentience and personality of the elf within its shadow, but finding a way to achieve this would be a difficult challenge.

The paelion’s humanoid shadow is a sliver of a murdered Paelion elf. While it manifests most obviously as a visible phenomenon, the shadow is also suffused through the creature’s body. This is the basis of the paelion’s resistance to non-magical physical damage; when you cut or pierce the paelion, you see the shadow of the creature still intact within the world. Beyond this, the strength of this shadow and the effects it can have vary from paelion to paelion. Here’s a few possible options. Spells use Charisma as their spellcasting modifier; a spellcasting peryton might have a higher than average Charisma.

1d6Paelion Peryton Shadow Traits
1The shadow can speak Elvish and may sing traditional Phiarlan songs. This is instinctive and isn’t consciously controlled by the peryton itself.
2The shadow can take on other shapes; the peryton can cast minor illusion as a bonus action.
3The shadow is aggressive; the peryton can cast chill touch as a bonus action.
4If the peryton is slain, its shadow lingers as an independent shadow.
5The shadow guides the peryton, providing it with darkvision with a range of 120 ft.
6The peryton can unleash its shadow to cast darkness. Once it’s used this ability, it can’t cast darkness again in this way until its completed a long rest.

Why does this matter?

The Paelion peryton can just be an interesting regional monster. There’s a village in Karrnath where the people are haunted by beautiful songs that come from the deep woods, but anyone who follows the song never returns; the villagers could throw a coin to their Witcher adventurers to deal with this threat. Traveling adventurers could be attacked by paelions, especially if there are elves or Khoravar in the party. So, they could just be monsters. On the other hand, if the adventurers have any personal connection to the Shadow Schism, these creatures could be vital as one of the last links to the true events of the Schism and the lingering remnants of the Paelion line. Perhaps there’s a way to restore the creatures to full consciousness, or even to isolate their shadows and return them to humanoid bodies. If not, it could still be the case that one of the songs sung by a paelion’s shadow reveals a key truth about the Schism… or perhaps, a clue to a hidden Paelion vault that holds a lost treasure, whether that’s an artifact, a secret, or even a long-forgotten song.

That’s all for now! If you have an interesting Eberron question and would like to help determine the subject of future articles, check out my Patreon!