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!

IFAQ: Cyclopes in Eberron

2023 continues to be an extremely busy year. Among other things, I’m taking part in the liveplay session Destiny of Worlds, where I play Merrix d’Cannith of Eberron next to Ed Greenwood as Elminster of Shadowdale! If you haven’t seen it yet, the first two episodes are available here. I’m working on a larger article I’ll have out in the next few days, but in the meantime I wanted to address a few more questions from my patrons on Patreon. Such as…

How would you use cyclopes in your Eberron?

I’ve never used cyclopes in a campaign, and I think this raises an important secondary aspect to this sort of question… which is not just how I’d use a thing in Eberron, but WHY I’d add whatever that thing is to a campaign. While there’s a place for everything in Eberron, just because you CAN add something doesn’t mean you SHOULD. My question is always how will this make my story more interesting? Why will encountering a cyclops be a compelling experience for the players… and how will it be different from dealing with an ogre chib or an ettin in the Barrens? Fourth edition made cyclopes fey, tying them to fomorians and playing up the idea of the “evil eye.” But in fifth edition they’re just giants with poor depth perception. If I’m going to use those cyclopes in my campaign, I want to add something that makes them interesting.

Sight is the thing that immediately stands out with a cyclops. 5E gives them poor depth perception, but I like the idea of balancing that with a supernatural gift. Two thoughts immediately come to mind.

Plane Sight. It’s said that the first cyclopes were giants who yearned to see things no one else could see. They were so driven that they each plucked an eye from their skulls and cast them into the void; each found their way to a different plane. Now every cyclops sees two worlds at once they see the material plane through the eye in their head… but each cyclops is bound to another plane, and they perceive that plane overlaid atop the material. This is similar to my vision of the kuo-toa of the Thunder Sea, but where the kuo-toa are all bound to Dal Quor, each cyclops is tied to a different plane.

The first thing I like about this is that it gives me an immediate foundation to make every encounter with a new cyclops unique, because its personality and abilities may be affected by its unique vision. Consider…

  • A cyclops who is an unexpectedly sophisticated warrior, because they see into Shavarath and have studied the combat techniques of the celestials and fiends. Such a cyclops could be a dangerous foe, but they could also potentially be a swordmaster who’s able to teach manuevers that can’t be learned anywhere else on the material plane.
  • A cyclops who lives in a desolate cave but who is a surprisingly erudite sage; they perceive Syrania and while sitting in their cave, they are reading books in the library of a Dominion of Knowledge.
  • A cyclops who perceives Dal Quor, who sees the nightmares of their enemies. Do they use this knowledge to frighten enemies in battle, or do they actually use it to try to help people understand their dreams and face their fears?

Even following this model, not every cyclops has to be so clever and sophisticated; as presented in 5E, the default cyclops only has an 8 Intelligence and 6 Wisdom. So for every Shavarath-linked cyclops who has mastered celestial martial arts, you could have four more who are just especially aggressive because they perceive themselves as being constantly surrounded by war. Likewise, a cyclops who sees Dal Quor COULD just be confused by these visions—reacting to the dream-personas of adventurers rather than their physical selves—as opposed to making clever use of this model. I prefer to play with the more intelligent cyclops, but they can still be brutes if that’s what your story calls for.

Piercing the Veil. Rather than seeing into other planes, another option is to allow cyclopes to see into the Ethereal Veil. What I like about this idea is that it could lead to cyclopes dwelling in haunts, because they perceive the haunted echo of what once was. A cyclopes lives in the burnt-out ruins of a manor because it still sees Lady ir’Halan’s grand ball. Some cyclopes could take this further and serve as mediums, learning to communicate with ghosts and shades. Less sophisticated cyclopes might see the denizens of the haunt, but be unable to communicate with them; but they could still see these ghosts as companions. Either way, a cyclops could be an interesting way to draw adventurers’ attention to a haunted location. If I went down this path, I would probably go ahead and grant cyclopes the ability to see invisible objects and creatures, as see invisibility also grants ethereal sight.

But where are they from? My basic inclination is to keep cyclopes as being rare and remarkable, rather than to introduce a nation of cyclopes somewhere in the world. There’s a few options. They could be creations of the daelkyr Belashyrra; do they have any loyalty to the daelkyr or was this purely an abstract experiment? They could be native fey, each with a story, much like I’ve said of hags in this article. They could be the devolved descendants of giants from the Group of Eleven. However, what I would do is to make them a strain of ogre—making cyclops sight a rare, recessive trait that occasionally appears among ogre communities. In the ancient nation of Borunan, these eye-seers were celebrated for their plane-sight, which was usually tied to Shavarath or Fernia. They are rarely seen in the present day, but can still appear in any ogre bloodline. In Khorvaire they’re mostly found in Droaam, but can potentially be encountered anywhere on the continent.

That’s all for now! Thanks as always to my Patreon supporters for making these articles possible. And check out Destiny of Worlds!

IFAQ: The Beliefs of the Blood of Vol

Art by Laura Hirsbrunner

When time allows, I like to answer interesting questions from my patrons. This has been an exceptionally busy month and I’ve largely only been able to answer questions on my Patreon, but I’m going to try to get to a few more this week, starting with this one.

The Blood of Vol asserts that everyone has the potential to become a god, but that no one actually has yet. How does this appeal to a commoner? Maybe a player character can believe that they’ll be the first one to do it, but isn’t this kind of like saying it’s a religion in which no one’s ever made it to heaven yet, but hey, maybe you’ll get lucky?

So the first thing to recognize is that the typical Seeker (someone who believes in the Blood of Vol, short for “Seeker of the Divinity Within“) doesn’t expect to become a god. A basic principle of the faith is that we all could become gods, but that the curse of mortality was created to prevent us from doing so—that you will die before you can unlock your true potential. It’s not a question of “maybe you’ll get lucky.” You won’t get lucky. You will die first. That’s literally why death exists. That’s not the goal of the faith.

So what is the goal of the faith? Let’s look at the basic principles presented in Eberron: Rising From The Last War.

  • Everyone has a spark of divinity. Find that power within.
  • Death is the end, Dolurrh is oblivion, and if the gods exist, they are cruel. Stand with those you care for; all we have is this life and each other.

Working backwards, the first thing the Seeker faith does is to provide an explanation for injustice and suffering. Why is there death and disease? Why do our crops fail and our children die? Because the universe is cruel. There’s no benevolent skyfather, there’s no happy afterlife at the end of the rainbow. If there are gods, they’re jealous beings who hoard their power and laugh at our pain. This is why the faith thrives in the harshest parts of Khorvaire; it’s the faith of a people who see suffering every day, and who seek an explanation for it. And that explanation is life is cruel. But what the Seeker faith tells you is to FIGHT. The universe is against us. This life is all we have. So fight for those you care about. Protect your family and your friends, because the world WILL try to take them from you. To be a Seeker is to know that there is misfortune around every corner, to be ever ready for the next plague or famine, because you know the universe will take any chance to screw you over. But it’s also to know that you will not lay down and die… and even if you do die, damn it, let your family animate your corpse so you can keep fighting for them until your bones are ground to dust.

And when it comes to fighting… Everyone has a spark of divinity. Find that power within. The common Seeker doesn’t expect to become a god, to fully unlock their Divinity and to become an omnipresent entity with the power of a Sovereign. But the SPARK of that power is within them… and they CAN draw on that power. This is most obvious in the magic of Seeker paladins, clerics, and adepts. Seekers believe that their divine spellcasters draw power from their own divine sparks. Each Seeker cleric is, in essence, their own deity. But what of the commoner who can’t cast divine spells? Well, consider the Vassal smith, who asks Onatar for guidance when they start their work. Consider the Vassal soldier who asks Dol Dorn for strength and courage in battle. They aren’t paladins or clerics, but they believe that they can get strength and guidance from a higher power. The Seeker soldier or smith believes the exact same thing—except that the higher power is within them. The Seeker knows that they have divinity within their blood… that they CAN perform miracles. They have the courage they need. They have the ability to make the finest sword that’s ever been seen. They don’t need to ask some alien force to help; the power is within them. A Seeker doesn’t ask Olladra for good fortune; they know that they can make their own luck. And if it doesn’t work? Well, that’s the cruel universe for you; spit in its eye and keep fighting.

So how does the Blood of Vol appeal to the commoner? It explains why you suffer. It urges you to defy the cruel fates and to fight for a better life, and it tells you that you have the power you need to fight. It doesn’t promise some gilded afterlife at the end of the road; death is the end. But that is exactly why it urges you to FIGHT for yourself and for everyone you care about. Because this life is all we have. Make it count.

WHY DOES THIS MATTER?

When you’re playing a Seeker, keep a few things in mind.

  • Some Seekers believe that the Sovereigns exist and that they are cruel. “As flies to wanton boys, so are we to the gods; they kill us for their sport.” Others believe that there are no deities, that the universe sis simply an impersonal engine of cruelty. Where do you fall on this scale? Do you believe that it’s theoretically possible to some day make the Sovereigns pay for their cruelty, or is the only fight that matters the struggle to survive?
  • As a Seeker, you’re always prepared for the worst. You expect nothing but cruelty from the world. Plague, disease, war, greed—whatever can go wrong surely will. You ration your food because there could be a famine next month… and when it happens you’ll be ready. The followers of the Silver Flame are prepared for the fiendish apocalypse; the Seekers are prepared for house fires, flash floods, flu outbreaks, and every other mundane, shitty thing that could happen. So as a Seeker, you’re never surprised when something bad happens. Of course you rolled a 1; the universe hates you.
  • … But again, part of what it means to be a Seeker is that you will fight against that cruelty. You’ll extinguish the fire. You’ll save your child from the flood and you will nurse them through the flu. You won’t give the universe the satisfaction of surrender.
  • And most crucially, you will fight for everyone you care about. You know that we can’t survive alone. Encourage teamwork. Try to form connections to the people you are working with, because you will need those connections to survive. You may be grim, but you’re not a lone wolf; you recognize the importance of standing with a pack.
  • As a divine spellcaster, you believe that your magic comes from within you. You’re drawing on your own divine spark. When you use divination, you’re being guided by the god you could become. Even if you’re not a divine spellcaster, you believe that you have that power within you, that you are being guided by your own divinity. Where others would pray to a higher power and say give me strength, you say I know that I have the strength I need within me.

What about necromancy? The Seeker refuses to surrender to death. We were cursed with mortality by the cruel universe; necromancy is a way to give that universe the finger. You killed my father? Well, he’s right here fighting alongside me. The Seeker faith asserts that death is oblivion and, therefore, there is no reason to have reverence for a corpse; a corpse is a tool, and if it can serve the greater good, that’s something any Seeker would want. Beyond that, Seekers have learned how to channel the energies of Mabar into necromantic rituals as a way to contain the negative environmental effects of those energies; in places like Atur, Seekers make significant use of necromancy because it’s actually vital to the ongoing health of the city.

So as a Seeker you may be grim and stoic. You may expect the worst from the world. But you know that we need to stand together to survive. You value friendship, love, and community, and you will fight fiercely for those you care about. And as seen in Atur, make sure to celebrate the joys of life when you can.

That’s all for now. Thanks as always to my Patreon supporters for making these articles possible, and look for a bigger article later in the week!

January IFAQ: Atur, Seeker Saints, Penguins, and More!

I’m still in the process of deciding what I’m doing next—whether my next major project will be another Eberron book for the DM’s Guild, or whether I will explore a new setting—and if the latter, whether it will be for 5E D&D, another system, or system agnostic. However, in the meantime, I’m starting a new campaign! Every month I run an online session in an ongoing campaign for Patreon. All patrons at the Threshold level have access to recordings of previous sessions… as well as a chance to play in every new session. Over the course of this month, I’ll be running a series of patron polls to determine exactly WHAT I’m running next. So if you’d like to help determine my next campaign—or be a part of it!—check out my Patreon.

Meanwhile, another benefit of my Patreon is getting to ask me questions. I don’t get to every question every month, but here’s a few of my favorites from January!

In the original 3e Setting book for Eberron Atur is described as a bit of a party city with lots of bordellos and taverns, how true is this in your modern conception of Eberron and the Blood of Vol? Or is this a vestige of when the Blood of Vol and Emerald Claw were treated as interchangeable terms, and thus Atur was made to be seedy and decadent?

Also called the City of Night, Atur sits in the shadow of the Ashen Spires, near the great Karrn Falls that spill out of the mountains and fl ow into the Karrn River. The close peaks of the Ashen Spires, the constant mist rising off the swirling waters of the Karrn, and the oppressive brick buildings make for a place that has relatively short periods of direct daylight and consequently long nights. But the City of Night was named more for the fact that the place seems to come alive when darkness overtakes the land. With the city’s temple to the Blood of Vol (called the Crimson Monastery) and its massive Vaults of the Dead, where corpse collectors store the fodder for Karrnath’s undead armies, Atur has a definite connection to the twilight and midnight hours. A significant portion of the population follows the teachings of the Blood of Vol and attends the daily rituals in the Crimson Monastery.

Otherwise, the City of Night has a rhythm and pulse that seems to increase when the sun goes down. Feast halls, taverns, theaters, and bordellos of all descriptions open their doors after dark and stay active until the sun struggles back up and over the mountains. For many visitors, the city seems to operate in a way opposite to the other metropolitan centers of the Five Nations. Everything appears quiet and deserted by day, but by night the the various shops and businesses open to crowds of people.

Eberron Campaign Setting

The Grand Duchy of Atur is infamously a stronghold of the Seeker faith and a center for necromantic research. Its association with the Blood of Vol long predates Kaius I’s embrace of the faith, and its status as a palatinate means it remains a safe haven for Seekers regardless of how they are viewed elsewhere. Because of the strength of Seeker traditions, undead are found throughout the city. Knowing this, many who hear the name “City of Night” think Atur must be a grim, miserable place. Nothing could be further from the truth. Atur is a city that looks death in the eye—and because of that, it is a city that CELEBRATES LIFE. Karrnath as a whole is a stoic and austere culture; Atur is a place that celebrates all of the joys of life. Food, sex, art—all are enshrined and presented in a spectrum of delights. That spectrum means that there are definitely seedy elements in Atur, and if you’re looking for decadence you can find it. The quote above calls out that Atur is home to entertainments of all descriptions and that’s the key; there are taverns so fine your adventurers will surely never be let through the door, and some of Thuranni’s finest artists only perform at the grand Palace of Shadows. This is something that has evolved over the course of a thousand years, again with Atur running at odds to the generally stoic persona of the typical Karrn; the City of Night is a place for a Karrn to escape their lives for a few days, and tourism is its primary industry. So certainly, outsiders often call Atur “seedy and decadent”—but that description fails to grasp how seriously Aturans take their duty of celebrating life, and the quality of the food, music, and other performances that can be found in the City of Night.

Atur has been a bastion for the Blood of Vol since it first took root in Karrnath. The Crimson Covenant was first formed in the great monastery of Atur, and that Crimson Monastery has grown into the largest temple to the Divinity Within in Khorvaire. It was in Atur—in the palace of Nighthold—that the leaders of the faith forged their alliance with Kaius I. However, while a majority of the citizens of Atur follow the Blood of Vol, it’s not exclusively tied to the faith. The Great Hall of Feast and Fortune—commonly referred to as the Feast Hall—is one of the grandest temples of Olladra in the Five Nations; in addition to traditional services, it’s the finest venue for parties in the city, and the sounds of coins and dice can be heard at all houses in the gaming hall.

Thanks to the influence of the Blood of Vol, undead are a common sight in Atur.

  • The Seekers have no attachment to corpses and most are happy to donate their remains to serve the greater good. As a result, skeletons are found performing menial tasks and manual labor across the city. Because they serve many different functions, they’re generally painted to indicate their service; blood-red for those associated with the Monastery or other temples, dark green for sanitation, black and gold for those tied to the city watch, blue for this tied to commerce; artists add often secondary designs that give each skeleton a little personality. However, these are standard skeletons, possessing limited intelligence; they are managed by Bone Wranglers, specialized magewrights who effectively program the undead. As noted in the Monster Manual, “Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn’t work, it searches for another way through or around the obstacle.” So a sanitation skeleton is focused on collecting garbage and disposing of it, but it can show limited initiative to overcome obstacles.
  • The Vaults of the Dead are a vast complex that served as the center of Karrnath’s necromantic war machine. Its fortified facilities include workshops for the production of undead, warehouses for storing bones and bodies, and the vast catacombs that currently hold the Karrnathi undead that have been sealed below since the Treaty of Thronehold was found. While the vast majority of the Karrnathi Undead are sealed in the vaults, the Atur Watch has a significant corps of these sentient undead, and they can also be found protecting the Ministry of the Dead, the palace of Nighthold, and other important locations. The Vaults of the Dead are maintained by the Ministry of the Dead, NOT by the Blood of Vol. While many Seekers serve in the Vaults, they serve the Crown and the Vaults are a separate entity from the Crimson Monastery.
  • The Crimson Monastery has its own corps of undead—Seeker martyrs who have devoted their endless lives to service to their faith. Most of these are Oathbound, a form of mummy; most have greater intelligence and lower strength than the typical mummy in the Monster Manual, but the principle is the same. Oathbound are sustained by the oaths they’re sworn to uphold and the restrictions placed upon them; many can’t actually leave the Crimson Monastery, while others are bound to their service but can roam the city. Oathbound can also be found in other roles in the city; the oldest tavern in Atur, The Old Bones, is maintained by Grethan and Talan Todar, two oathbound who’ve been serving Seekers for centuries. Unlike skeletons and Karrnathi undead, Oathbound do maintain memories of their former lives; but their oaths place considerable limitations on their activities.

Because of this, there are a number of businesses that cater specifically to undead. Second Life is an Oathbound salon. Despite what you may read in the Voice of Thrane, there’s no zombie bordellos in Atur (or ARE there…?) but there are a few establishments that are devoted to entertaining the undead. Oathbound can’t eat or drink and don’t experience physical pleasure, but they can still feel desire; Eulogies specializes in storytelling and roleplaying, helping the Oathbound remember joys they can no longer experience directly.

As called out above, Atur celebrates the arts. Before the Last War, Atur was the seat of House Phiarlan’s Demesne of Shape, devoted to physical arts—painting, sculpting, ceramics—as well as to the creation of costumes, props, and other supporting goods. In the wake of the Shadow Schism, House Thuranni claimed the demesne, now known as the True Shapers Enclave. This is a center for production and education, but it’s complimented by the Palace of Shadows—One of the grandest performance spaces held by Thuranni. This is not to be confused with the actual palace of Nighthold, a secondary seat for the royal family. As Atur is a Grand Duchy, it is semi-autonomous, but the presence of the Nighthold has always been a source of pride and a sign of the importance of the city. Kaius III has spent little time in Atur over the last decade, but Queen Etrigani loves the City of Night.

This only scratches the surface of the many wonders of the City of Night. You can be certain that in a visit to Atur you will see wonders you’ve never seen anywhere else. Is it seedy and decadent? It can be, if that’s what you’re looking for. But it can also be a place of astonishing beauty, a chance to experience meals and joys you won’t find anywhere else. And it is certainly a place to find forgotten secrets in the vaults of the Crimson Monastery, or to speak to an oathbound older than Galifar itself. But remember, what happens in Atur doesn’t always stay in Atur…

Am I correct in remembering that Atur is a major mabar manifest zone? If so how does that effect it’s status as a party scene and its culture more generally?

You are correct: Atur is in the most powerful Mabaran manifest zone in Karrnath, which is why it’s the seat of the Vaults of the Dead and the center for the production of undead. Which sounds bad, right? The key comes from the Fort Bones article in Dungeon 195: “Temples of the Blood of Vol are often built in manifest zones linked to Mabar or Dolurrh. The Seekers have learned to harness the power of (these zones) and to protect their comrades from their dangers.” This is WHY Atur is the site of the Crimson Monastery—the largest temple of the Blood of Vol in Khorvaire—and why Atur was left inviolate even when the nation shifted away from the Seeker faith: they need the Seekers to continue their rituals to keep the dangers posed by the Mabaran zone contained. This is also a concrete reason for the revelry in Atur; just as the Aereni veneration of the Undying Court generates the positive energy needed to sustain the Deathless, the ongoing celebration of life is part of the equation that holds the power of Mabar at bay. Incidentally, this is the underlying reason Queen Etrigani is fascinated with Atur and spends a significant amount of time there. She shares the common Aereni belief that Mabaran necromancy and undead pollute the world, but she is intrigued by the techniques the Seekers have developed to contain these energies… and she appreciates the active celebration of life even in this place of death.

I’m running a session in Atur and I’m trying to think of who would be memorialized by statues in the city. Does the BoV have any saints?

One of the basic principles of the Blood of Vol is that dead is dead—that Dolurrh eradicates the soul. The Seekers seek to unlock their Divinity Within, and clerics and paladins are partially doing just that. If someone truly did unlock the full potential of their Divinity Within they would in theory have the power of a Sovereign, but personally, I DON’T want to say “There’s a bunch of people who have already done that and we get power from them” because that fundamentally alters the flavor of the faith and because I always prefer to have things happening NOW than to have happened sometime in the past. I’d rather have your Seeker cleric potentially being the first to accomplish this. Some might believe that someone HAS unlocked their full divinity in the past—but that if so, they are locked in battle with the Sovereigns and unable to help mortals. The main point is that the Blood of Vol doesn’t have Saints in the sense of people who have died but who are still invoked to provide supernatural assistance. The dead are DEAD. You don’t pray to Malevanor hoping he will grant you favor; you go talk to Malevanor at the Crimson Monastery, because he became Oathbound precisely so he could continue to help Seekers after death.

So, the Blood of Vol doesn’t have saints in the sense of people-who-may-intercede-on-behalf-of-the-living. But BECAUSE dead is dead, the Blood of Vol does believe it’s important to remember the dead and to honor their memory and works. It’s the same way that WE have statues of founders and heroes; we don’t pray to them, but we want to remember them. Gyrnar Shult and Malevanor are two examples of recent people who could have statues honoring their achievements in Atur (a statue of Malevanor as he was in life, not reflecting him as Oathbound!). There could be statues of other great priests, philosophers, or soldiers; even in Atur, Karrns still respect martial prowess and courage.

Any advice how to create compelling religions in homebrew worlds?

Successful religions build community and generally offer hope or provide explanations for the challenges people face in life. The Sovereign Host tells us the Sovereigns are guiding us, that Boldrei brings us together, Aureon’s laws make us stronger, and that the Dark Six can be blamed for all the evil in the world. The Blood of Vol tells us the Sovereigns are to blame for the evil in the world (well, one Seeker sect says this): the gods are against us, life is cruel, and we need to stand together because all we have is one another. The Silver Flame teaches that there are real, concrete forces of evil in the world itself, but that we can overcome them by standing together and channeling the light of the Flame. So again, first and foremost: WHY should someone adopt the faith you’re creating? What questions does it answer? What hope does it offer? What about this faith would cause it to spread and flourish?

How would you explain Eberron to people who believe it is a Grimdark setting because of the multitude of world ending threats posed to it “at the same time?”

The multitude of world ending threats are presented as OPTIONS, but it’s up to the DM to decide which—if any—actually ARE world ending threats. It’s entirely possible that the stars aren’t right—that none of the overlords could be released in the next century, that the daelkyr are securely bound, that the Mourning was a fluke (a Cannith weapon that could only be created during a planar convergence that won’t happen for another five hundred years), that the Kalashtar have the Dreaming Dark situation under control. Part of my general campaign advice is to pick one or at most two of these threats to be factors in your story arc and to kick the others down the road; they all COULD happen right now, but none of them HAVE to.

So in short, it’s as grimdark as you want it to be. It COULD be that everything’s coming to a boiling point right at this moment… and while we’re at it, Lhesh Haruuc and King Boranel could die, Aundair could decide to reclaim Thaliost and the Eldeen Reaches, there could be a civil war in Karrnath, etc, etc… but the general approach of the setting is to present the DM with a lot of options, and for you to decide which will actually be threats TODAY.

Where would you put Penguins in your Eberron?

You’re asking the wrong question. You should have asked “Where WOULDN’T you put Penguins in your Eberron?” Those little %*¥#s are EVERYWHERE. Ok, just kidding. For real, though: they’re in the sewers of Sharn. There was a huge craze when Zil explorers brought them back from Everice, but then people got bored with them and dropped them down the privy, and next thing you know, soiled penguin swarms.

Of course, there’s the other obvious answer, “Silver Flame convents.”

And FINALLY, don’t forget about that time the megafauna penguin burst through the Lamannia manifest zone and laid waste to half of Silver Lake.

That’s all for now. Feel free to discuss these topics in the comments, but I’m afraid I won’t have time to answer questions myself. And again, thanks to my Patreon supporters for making these articles possible—follow the link if you want to ask your own questions or get in on my next campaign!

Session Zero: Background Prompts

Art by Julio Azevedo

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

You often suggest questions for new players starting a campaign to spark some character motivation. “Why do you owe/need 200gp?” “What is something you regret?” What would you suggest a good prompt would be for a campaign set in the Principalities?

This is, indeed, something I suggest. What’s your greatest regret and Why do you need 200 GP? are both mentioned in Eberron Rising From The Last War. As a DM, what I like about What’s your greatest regret is that it immediately gives me ideas about who the character is and about situations to work into future adventures. Can I squeeze in a chance for the character to regain something they’ve lost or to redeem their past mistake? Meanwhile, why do you need 200 gp is a way to give a concrete NEED that drives the story. You aren’t just taking this kill-rats-for-5-gp job because you have nothing better to do; you only have two weeks to pay off the Boromar Clan before they come after you!

In Chronicles of Eberron, I suggest another of my favorite background questions—What did you do during the Last War? The Last War lasted for a century, and came to an end only two years before the default campaign start. Many of the current nations didn’t exist or weren’t officially recognized during the Last War; if you’re from Droaam, you’re probably older than your nation. If you’re playing a fighter, did you serve in the war? If so, who did you fight for… and if not, why not, when you clearly have the skills? Was your ranger a scout, or were you a smuggler? Did you artificer repair weapons of war, or did you help warforged deserters build new lives? A follow up question is what did you lose during the Last War—a friend? Your home town? Your faith in the Sovereigns?

Part of what I like about questions like this is that they give me an immediate sense of the character without providing too much detail. I don’t actually WANT a player to show up to session zero with a ten-page backstory already written about their character, because I want the player characters to evolve together. You can add details to your character’s backstory over time. If we all agree that you served Breland during the war, and served on the Breland-Droaam border, then in a later adventure when you meet a worg ranger we can say Oh, of course—you met Ja’taarka when you were serving at Orcbone! That was that long patrol—you saved his life and you helped him find your way back home. If the player has carefully documented every battle they fought in, that’s more likely to get in the way of the unfolding story. But having a general picture—I fought for Breland on the Droaam front, and my brother was killed by minotaur raiders from Turakbar’s Fist—gives us a strong basic foundation we can build on.

Questions like this work with character background, but don’t define it. Critically, just because you fought in the Last War doesn’t mean you need to take the Soldier background. The benefit of the Soldier background is Military Rank, which establishes that you get recognition and respect from other soldiers (regardless of their nationality!). To me, this indicates that you were essentially a war hero—lots of people fought in the war, but any soldier knows YOUR story. Meanwhile, if you were a quartermaster you might take the Guild Artisan background. Entertainer? Perhaps you were the company musician before you launched your professional career. The direction-finding abilities of an Outlander are perfect for a scout. Your Acolyte could have been the chaplain, while your Criminal could have worked with the black market during the war—or simply gotten into crime afterwards. Essentially, the war is so far reaching in Eberron that fought in the war isn’t a defining background; it’s just a shade of it.

So: I like to present players with one or two interesting questions at the start of a campaign, as prompts to story. With that in mind, let’s get back to the original question… What would be a good prompt for a campaign set in the Lhazaar Principalities?

Any of the questions mentioned so far would work for such a campaign. Even pirates have regrets. Perhaps your party has a boat, but you need 200 gp to pay off your docking fees! And what DID you do during the Last War? Were you a pirate? A privateer? An innocent fisher whose boat was destroyed by Karrnathi soldiers during a navel battle? But I understand that the SPIRIT of this question is What’s a unique and interesting prompt for Lhazaar characters? Thinking about it, my question is…

What’s your most famous ancestor known for?

d12What’s Your Most Famous Ancestor Known For?
1Brutal Piracy. It’s not rust that stains the shores of Orthoss red—that’s the blood spilled by your ancestor, said to be one of the most merciless pirates to sail the Lhazaar Sea.
2Buried Treasure. Your ancestor amassed a legendary hoard, including priceless artifacts from Aerenal. But they swore that no one would ever find their treasure… and no one ever has. Can you claim your long-lost inheritance?
3Turtle Hunting. Drake hunting plays an important role in the Principalities, and your ancestor was the greatest turtle-hunter of them all. It’s said turtles still quake when you speak their name. But your ancestor was eaten by a particularly large and vicious dragon turtle, who’s still at large; do you want revenge?
4Humiliating Defeat. Your ancestor had grand dreams and early success, only to come to an especially embarrassing end. There’s a popular song about it. Who was their enemy? Do you believe there’s more to the story… or was your ancestor, in fact, an idiot?
5Prince of an Ancestor. There’s an annual holiday in Port Verge celebrating the deeds of your ancestor, a folk hero who clashed with Galifar and Riedra but always shared their bounty with people in need. They became a prince through popular acclaim and reigned over a golden age. Think you can live up to that?
6Fishing. Your ancestor was a pacifist who condemned both piracy and all forms of bloodshed, and who encouraged the people of the Principalities to focus all their efforts on fishing and trade. Do you support their views, or are you tired of people making fish jokes every time you walk in the room?
7Betrayal. First, your ancestor led a mutiny and took a ship from their captain. Then they murdered a prince and claimed a crown. Their reign only lasted for a single generation, but it was marked by countless acts of ruthless betrayal. Are you equally deceptive, or are you ashamed of their legacy?
8Trafficking with Malefic Powers. Your ancestor was said to be a warlock whose success was the result of deals with immortal evils. Do you believe these stories or do you think it’s jealous slander? Could you have inherited some sort of vile pact without knowing it?
9Carrying the Light. The people of the Principalities aren’t especially devout, but your ancestor was a missionary who briefly inspired a strong following that still lingers to this day. What faith did they follow? Do you uphold this tradition?
10Haunting The Lhazaar Sea. Your ancestor died long ago, but they still sail the sea in a ship of shadow and bones. Were they a brutal raider who still seeks to slake their thirst for blood? Or is their undead existence the result of a curse—they’re forced to wander the waters until they right an ancient wrong?
11Pirate and Poet. While your ancestor was a pirate for a short time, what they are known for is their poetry; they created countless shanties that are still sung to this day. If you’re an entertainer or bard you might carry on their legacy; if not, you may be sick of all the damn songs.
12Founding The Principalities. You’re descended from Lhazaar herself, the pirate queen who led the fleet from Sarlona. Sure, at this point, half the people of the Principalities have some trace of her blood in their veins… but you are from a line that has always preserved and celebrated that connection, a line that has produced many remarkable captains and raiders. Your parents have Lhazaar’s sword. Can you live up to the legend and claim that sword?

In a Lhazaar campaign, I expect the adventurers will eventually have a ship; they may walk a line between piracy and privateering, they might search for lost treasures, or they might get involved in the politics of the Principalities and perhaps even claim a crown. But the Principalities are a relatively small region of people closely linked together, and that means there will be stories about the past. People know who your parents were, and your grandparents—and they know what they did. Who’s the most famous or infamous member of your line, and what are they known for? Do you want to reclaim your ancestor’s legendary lost treasure or prove that they didn’t lose their last battle due to incompetence? Is your ancestor a source of inspiration to you, like the Tairnadal elves—or are they an albatross you carry, a story you’d like people to forget?

The table here presents a few specific ideas, but there’s countless possibilities. What your famous ancestor a prince, a pirate, a priest or a privateer? Are they renown for daring raids against Lyrandar shipping, or cursed as a traitor who worked with Lyrandar? Did they do great things at the beginning of the Last War, or did they sail in the first days of the Principalities?

This is a random example, and there are countless other questions you could ask. The point is that you don’t need to know everything about your character as a campaign begins… but answering a few interesting questions may give you a strong foundation to build upon. Thanks as always to my Patreon backers, whose support makes these articles possible!

IFAQ: Dol Arrah, the Warrior Sun

When battle is joined, Dol Dorn gives you the courage to stand your ground and the strength to swing your sword. But it’s Dol Arrah who calls you to the battlefield and who gives you the reason to fight—Dol Arrah who urges you to stand up to injustice and to smite the wicked. Dol Dorn gives you strength, but Dol Arrah gives you wisdom; Dol Arrah tells you when to fight and how to use your strength wisely and justly. If you cannot hear Dol Arrah’s voice when your hand falls to your blade—think twice about whether you should draw it. 

On my Patreon, I’ve been asked what makes being a follower of Dol Arrah interesting? Why would I want to play a character devoted to her rather than to the Silver Flame? There’s considerably more canon material on the Church of the Silver Flame than there is on the Sovereign of Sun and Sacrifice; even Tira Miron abandoned her vassal roots to embrace the Silver Flame. It was templars of the Flame who stood against the hungry horde in the Silver Crusade. We have a clear picture of what it means to be a paladin devoted to the Silver Flame. Why choose Dol Arrah instead? 

Despite their surface similarities, Dol Arrah and the Silver Flame are very different. The role of a divine champion of Dol Arrah has little in common with that of a templar of the Silver Flame. Both will team up to slay a vampire, certainly; but beyond that, their outlook and general duties are quite different. The keyword of the Silver Flame is defense. It is a force that defends the innocent from evil, and primarily from supernatural evil; it binds the overlords and empowers those who fight undead and fiends, but takes no side in mundane politics or wars between mortal nations. By contrast, Dol Arrah is a Sovereign of war. Along with Dol Dorn and the Mockery she is present on every battlefield and every soldier hopes that she sees their cause as just. The Silver Flame protects humanity from evil; Dol Arrah guides those who fight for justice with honor, regardless of who or what they are fighting. At the same time, Dol Arrah is the patron of diplomats: part of wisdom in war is knowing when a battle can be avoided.

If you’re playing a character devoted to Dol Arrah, remember that she doesn’t exist in isolation; she’s part of the Sovereign Host, an interconnected pantheon whose members govern different situations. Dol Arrah may urge you to fight for justice, but it’s Onatar who puts steel in your hand and Dol Dorn who gives you the strength to swing it; for that matter, it’s Aureon’s laws that establish the nature of justice. By saying that you’re “a servant of Dol Arrah” what you’re saying is that you have a special connection to Dol Arrah that’s stronger than that of most people—that she has called you to service and charged you to fight in her name. But you should still honor ALL of the Sovereigns in their place and time, and you may color your spells as coming from any of the Sovereigns when appropriate. When you issue a command, you speak with Aureon’s voice. When you use find steed you are calling on Balinor, and when you cast bless you might ask Olladra for good fortune. The Sovereigns are united; you may be a champion of Dol Arrah, but you’re still a Vassal of the Sovereign Host. Beyond, part of your duty is to embody the values of Dol Arrah: to stand up for justice, to spread light, and to inspire others to act with honor and wisdom. This comes to the point that unlike a templar of the Silver Flame, it’s not your daily duty to hunt down the undead—but when you encounter a supernatural threat, you should call down the light of the Warrior Sun.

WHAT’S YOUR WAR? 

While there are chivalric orders specifically devoted to Dol Arrah, she doesn’t have a large standing force like the templars of the Silver Flame, because in the Vassal view ALL soldiers are guided by Dol Arrah. When someone is called out as a servant of Dol Arrah, there is a purpose to the power that she grants. Her divine champions aren’t generally charged to wander around looking for random injustice; when she calls a paladin or cleric, it’s because there is a battle they must fight. There’s a specific injustice that must be addressed, an enemy that must be defeated, a war that only you can win. So, what is it? Let’s consider a few possibilities. 

  • You must defeat Breggan, the bandit queen of the Black Crown Company. 
  • You must overthrow Mika Stoneface and help Prince Someone claim the Cloudreaver Principality. 
  • You must help the Boromar Clan defeat Dassk, or vice versa
  • You must drive the Tairnadal from Valenar. 
  • You must defeat the Order of the Emerald Claw and destroy Lady Illmarrow. 
  • You must reunite the Eldeen Reaches and Aundair. 
  • You must restore the nation of Cyre. 

These cover a wide range of options. The first few are very regional; Breggan Blackcrown operates on the Western Frontier, and few people outside of the Lhazaar Principalities have even heard of the Cloudreaver Principality. On the other hand, a quest to restore Cyre or to to destroy Lady Illmarrow is a more abstracted struggle whose battles could be fought across Khorvaire. The idea of Dol Arrah supporting the Boromar Clan or Daask may seem strange, but remember that Dol Arrah is present in every battle; if she commands a champion to take a side, it’s because she has declared the cause to be just and because she expects her champion to MAKE it a just and to fight with honor. She may order her paladin to fight alongside the Boromar Clan, but that doesn’t mean they should embrace the treacherous tactics the Boromars might be used to; on the contrary, the idea would be that the champion should inspire the Boromars to be better, to show them how to win their war with honor. 

This isn’t a decision one person—player or DM—should make alone. Player and DM should work together to decide both the nature of the character’s war and how important it will be to the campaign. An Arrah champion’s war is the reason they’re adventuring and why they possess divine power. The character believes that they are receiving guidance from Dol Arrah—missions that lead them in pursuit of victory. But is each adventure a clear battle in the war? Or are most adventures just about honing the champion’s skills or acquiring allies? The champion should spread their light wherever they are, fighting with honor and pursuing justice—if they encounter a pack of ghouls in the graveyard, they should deal with them. But they should still have the sense that they are pursuing their war—that if they aren’t clearly fighting the enemy, they are doing something to sharpen their skills or their blade. As a DM, one of the key things I would work on is figuring out how to fit the other player characters into the war. You don’t want one character to have a driving, overarching goal that no one else cares about. If you’ve got a Arrah paladin destined to restore Cyre, than I’d either want the other PCs to have their own ties to Cyre or to have skills the champion clearly needs; part of the paladins’ mission is to convince the bard that they should use their diplomatic skills to help achieve the goal of a new Cyre. Likewise, keep in mind that not all of these wars can be won with steel; the goal mentions above is to REUNITE Aundair and the Eldeen Reaches, and this is a war that will require insight and diplomacy.

WISDOM IN WAR

Dol Dorn is the Sovereign of strength and courage, the patron of the common soldier. Dol Dorn gives you the strength to fight; Dol Arrah gives you a reason to fight, and shows you how to use your strength wisely. She’s the patron of paladins, but also of generals, strategists, and diplomats. As a champion of Dol Arrah, your role isn’t just to fight well; it is to inspire others, to lead in battle and to show them how to fight with honor. The Mockery shows the quickest path to victory, even if it comes with a brutal cost; Dol Arrah shows her champions how to win without compromising their morals, even if it requires risk or sacrifice. And again, Dol Arrah guides mediators and diplomats who prevent unnecessary bloodshed.

So where a paladin of the Silver Flame defends, a paladin of Dol Arrah needs to inspire—to lead others into battle and to inspire them to fight with honor. For a paladin, Oath of Devotion is an easy option, but the Oath of Glory is another clear choice; the Inspiring Smite reflects the rallying power of Dol Arrah. At the same time, the Oath of Vengeance can also work if you are emphasizing the active aggression of the mission—the drive to defeat the enemy rather than to defend the innocent. However, this quest for victory should never come before honor or justice… unless, of course, your champion actually serves all Three Faces of War instead of just Dol Arrah!

For clerics, War, Life, and Light are all possible domains. War and Life both reflect a champion who will fight in the vanguard, inspiring allies and getting the wounded back on their feet. The Light domain reflects Dol Arrah’s role as the Warrior Sun; the cleric should still seek out the battlefield, but they can stay behind the vanguard, inspiring and exhorting them while striking enemies with the sun’s wrath. 

In either case, Martial Adept—or a few levels of Battlemaster fighter—is an excellent way to convey the martial nature of Dol Arrah and to make the champion feel like a leader. Commander’s Strike, Commanding Presence, and Maneuvering Strike are all ways to reflect the idea of the Arrah champion as a leader and strategist who relies on wisdom over brute force. Persuasion and Insight are both important skills for a champion who seeks to resolve battles without bloodshed, and Commanding Presence also helps with Persuasion!

A DIVINE MISSION? 

I’m suggesting that a champion of Dol Arrah should have a divine mission, that the Sovereign has called them to service to fight a war. How does this fit with the distant nature of the divine in Eberron? The Sovereigns don’t manifest physically in Eberron. People can still have dreams or visions of them; the point is that a skeptic can say how do you know your dream wasn’t just a dream… or even the work of a night hag or quori? And the simple fact is that there’s no easy way TO know; it’s a matter of faith. But in general, Vassals believe that the Sovereigns speak to them through instinct and intuition. The champion may simply know what their mission is with an absolute certainty, that they realize things, or see signs they can’t quite explain in everyday events… when they hear the name Mika Rockface they simply know it is their destiny to bring her down. An intermediary step is what I describe in this article: the idea that the champion receives visions but that they aren’t entirely clear. When they see Mika Rockface, they see a bloody sword hanging over her; when they see the player character destined to become prince, they see a crown floating over their head. The champion is in touch with a divine power, but it’s not something that can be questioned. Another intermediary step is to give the champion a celestial intermediary, as often happens with spells such as commune. The champion has visions of a mighty warrior in red dragonscale armor; at some point in the future they will discover this is actually a Shavaran angel who serves Honor-In-War, who feels compelled to guide them through their mission. 

With a broad mission—restore Cyre—the war may last the entire campaign and never actually be won; it’s what drives the champion, but it’s not actually within the scope of the campaign. On the other hand, with a small, narrow war it’s possible the champion will win their war well before the campaign is over. In this case, the player and the DM must decide how to proceed. Does the champion receive a new, even greater mission? Or are they allowed to rest… in which case, the paladin could potentially be redesigned as a fighter, laying down both their divine powers and obligations? 

That’s all for now. In conclusion, in playing a champion of Dol Arrah, consider the war you’ve been charged to fight; the manner in which you receive your divine guidance; your broader devotion to the Sovereign Host; and in general, your duty to fight with honor and inspire others to do the same. Happy holidays, and thanks to my Patreon supporters for asking this question and for making these articles possible! 

IFAQ: Selling The Sovereigns

We’ve got a few important announcements this week—if you want to be sure to catch them, sign up for the Twogether Studios newsletter! Beyond that, as time permits I like to answer questions posed by my Patreon supporters. Here’s one from this month…

How do you make the Sovereign Host feel like the predominant faith for a large portion of Khorvaire and thus a major part of the world? It often feels like they end up overshadowed by other faiths.

Previous, I’ve said this about the Sovereign Host.

The Sovereign Host is deeply ingrained into daily life in the Five Nations. Even if you don’t BELIEVE in the Sovereigns, you know the names and basic attributes of the Nine and Six. Likewise, everyone knows the basic story that in the dawn of time the world was ruled by demons; that the Sovereigns fought them; and that the demons were bound.

The broad idea is that the Sovereign faith is omnipresent in the Five Nations; that even if you don’t follow the faith, you can feel its impact throughout the nation. And yet, it’s also a more casual faith than the Church of the Silver Flame, lacking the monolithic structure or the militant mission of the templars. The Blood of Vol draws attention because it’s feared and misunderstood; the Path of Light is exciting because it’s locked in conflict with the Dreaming Dark. Set against these more dramatic stories, how can a DM make the Sovereigns feel like the dominant faith in the Five Nations?

One of the defining features of the Vassal faith is that the Sovereigns are always with us, always ready to offer guidance or inspiration; you just have to ask. You don’t have to go to a temple; you can always just say Aureon, guide me. While this can be done with deep devotion, it’s also something that should just come out constantly in casual, everyday speech… which is to say, Vassals swear by the Sovereigns all the time. Try dropping some of these into NPC conversation.

  • Sovereigns and Six! A good general expression of astonishment. Sovereigns and Six, have you ever seen such a mess?
  • Aureon’s Eyes! Essentially, How did you miss this or you should have known better. “Aureon’s Book” is slightly more positive; Are you ready for the exam, Kel? Aureon’s Book, I hope so.
  • Dorn’s Strength! This can be a positive invocation, something a warrior says as they draw their blade or an athlete says as they enter the ring. Or it can be an expression of long-suffering frustration… Dorn’s strength, Kel’s coming over here.
  • Olladra Smiles. A general acknowledgement of good fortune. Can be sincere, or said to someone else as a snarky anyone can get lucky. Olladra scowls is a general expression of bad luck,while Olladra cries or Olladra’s tears is usually a sarcastic “Ooooh, poor baby” when someone complains about misfortune.

These are just a few examples. Arrah’s Light, Onatar’s Hammer, Korran’s Purse. In one of my novels, a Brelish ambassador says Boldrei’s bloody feet! as an expression of frustration. Again, everyone knows the names and roles of the Sovereigns; this sort of swearing is a simple cultural touchstone. Beyond this, it’s common for people to call on the Sovereigns for casual blessings, and this is a friendly act. Boldrei’s blessings, my friends! is a common greeting from any innkeeper, while a teacher may start their lesson with Aureon, be with us now.

This is also reflected in places and shops. Just looking to Sharn, Olladra’s Kitchen, Boldrei’s Hearth, Korran-Thiven and The Korranath are all districts. Olladra’s Arms is an inn, Boldrei’s Tears sells potions, the Grand Hall of Aureon and the Korranath itself are temples. Need a name for a random business? (Sovereign’s) (Tool) is an easy option… get your sword at Onatar’s Forge or pick up a pastry at Arawai’s Bounty.

This ties to the general idea of shrines and monuments. This article talks about how the Sovereigns may be depicted in artwork—whether as dragons, using their symbols, or blended with images of beloved historical figures. Sovereign monuments and shrines can be found all over the place. A shrine can be any place where people feel the Sovereigns are present. Farming communities in northern Breland (and Cyre before it fell) often have blessing trees, a large centrally located tree that serves as a shrine to Arawai and Boldrei; people will hang small offerings in the branches of the tree, especially as thanks for a good harvest or the birth of a child. Adventurers could find a shrine to Dol Arrah and Dol Dorn that’s a literal sword in a stone; the village founder embedded the sword in quickstone, saying the Sovereigns will grant their strength and the blade to a champion if the village is ever in need. In Sharn, the gnome Daca sits atop a densewood pillar and shouts advice to those below; this is seen as a blessed shrine of Boldrei. Basically, anywhere adventurers go, they could bump into a Sovereign shrine or icon.

Perhaps you want something that more actively evokes the Sovereigns? How about Holidays? Both Sharn: City of Towers and Rising From The Last War provide a list of common holidays observed in the Five Nations, and most are associated with the Sovereigns or Six. These can add a lot of color to the background of a story. If it’s early Nymm, then everyone’s getting ready for Brightblade, the festival of Dol Dorn. If you’re in Sharn, you can be sure that mercenaries and adventurers are coming to town, ready for the prizefights and the Cornerstone contest of champions. People may be practicing archery or wrestling, and tavern brawls are likely to shoot way up due to the competitive spirit in the air. As Barrakas approaches, people will start talking about what beast will be brought in for The Hunt, and people may plan their own smaller hunts. Wildnight can be wondrous or dangerous, while the nights of Long Shadows are a time that even adventurers may want to stay in and join their friends around the fire. These can be background events, or they can form the basis of an entire adventure. Do you participate in the Contest of Champions on Brightblade? Does a patron hire you to capture a wondrous monstrosity and transport it to Sharn for The Hunt? You could even have an adventure that focuses on the stories you tell on the nights of Long Shadows, and the old ghosts that are stirring.

Another way to remind people of the Sovereigns is through magic items. The Vassal faith is the dominant faith of the Five Nations, and this may be reflected in their tools. Even if it’s made using arcane science, a sentinel’s shield may bear the Sun of Dol Arrah, while a good luck stone might be a domino imbued with Olladra’s blessing. Looking to more powerful items—legendaries and artifacts—you could have items that are tied directly to the Sovereigns in some way. Dol Dorn’s sword was famously shattered. An Aurum concordian could have found proof that nine legendary weapons were made from the fragments of Dol Dorn’s blade and be determined to recover them all; while each weapon is powerful on its own, can the fragments be reassembled to recreate Dol Dorn’s sword? Before people say but I thought there was no proof the Sovereigns existed, this is a common misunderstanding. It’s provable fact that the myths of the Sovereigns are based on the deeds of champions (possibly dragons) who fought the fiends in the Age of Demons, but at that point in time they were mortal champions. The myth is that they ascended to become the omnipresent Sovereigns after defeating the overlords, and THAT’S the part that can’t be proven. As a Sovereign, Dol Dorn has no use for a sword; he is present anywhere a blade is drawn. But he HAD a sword back when he was a mortal champion fighting demons.

In conclusion, if you want to make the Sovereign faith feel widespread, the key is to show how it IS a part of everyday life—in common speech, in place names, in widespread shrines, in festivals.

Wait, DOES everyone accept that there were mortal champions who inspired the Sovereign myths? And how do immortals play into this—don’t some immortals revere the Sovereigns?

Hmm. Let me reframe that. What I meant to say is this. It’s a provable fact that there were mortals whose names and deeds are very similar to the myths of the Sovereigns. This is NOT common knowledge; what’s common knowledge is the myths of the Sovereigns. But there is testimony from dragons, ancient giant records, and most notably, testimony from immortals that prove the existence of beings like the dragon Ourelonastrix. My point was that the fact that these historical figures can be proven to have existed doesn’t prove the existence of the Sovereigns, one way or the other. A few factors…

  • The core myth is that the Sovereigns defeated the demons and then ascended to serve as immortal guardians. The existence of mortal champions doesn’t prove ascension.
  • Most likely the Sovereign myths and relics came from multiple champions. We have a myth about Dol Dorn’s sword being shattered and we may have pieces of Dol Dorn’s shattered sword. But a dragon wouldn’t need a sword. So, was there also a titan or a giant who inspired myths of Dol Dorn? Were they involved in the Age of Demons or did they come later?
  • Tied to the above, many scholars will argue that there’s not proof that those oldest known champions became the Sovereigns as opposed to being early servants of the Sovereigns. THe key example here is Ourelonastrix, the first Loredrake. A skeptical scholar could easily say the Draconic word ‘strix’ means ‘invigorate.’ So ‘Ourelonastrix’ means ‘He who is invigorated by Aureon‘—clearly, one of the first priests of the Sovereign.

OK, but what about the immortals? There are immortals who worship the Sovereigns, right? Doesn’t that prove they exist? Well, here’s a key quote from Exploring Eberron…

When priests of the Sovereign Host cast spells such as commune or planar ally, they usually interact with celestials from the planes. Typically, this is a celestial that embodies the same concept as the Sovereign in question; when a Vassal priest casts conjure celestial in Dol Arrah’s name, a warlike angel may come from Shavarath. When a celestial speaks the name of a Sovereign, listeners will hear the name they are most familiar with, whether that’s Balinor, Baalkan, or Bally-Nur. As such, some scholars assert that it’s slightly unclear if a summoned angel serves “Dol Arrah,” or if it instead serves “Honor in War” and it’s just being translated as Dol Arrah. If asked such a pedantic question, both the angel and a devout Vassal might simply respond with, “What’s the difference? Dol Arrah is honor in war.”

Well, OK, but Exploring Eberron also says “The Librarian of Dolurrh may mention the time Aureon came to borrow a book—but that was almost a hundred thousand years ago.” In this case, the Librarian is talking about a mortal champion who embodied Aureon. But here again, part of the point is that immortals don’t get too hung up on the details. If Jaela Daran came to the Librarian, they’d likely say “I spoke to the Silver Flame today.” The Librarian spoke to a being who was the essence of Law and Lore. The distinction of whether they WERE the pre-ascended Sovereign or whether they were simply a mortal channeling the power of the Sovereign—a mighty cleric or priest—is irrelevant.

So, there were mortal champions who inspired myths and left relics behind. There are immortals who honor the Sovereigns. But the Sovereigns themselves do not manifest as physical entities, and the existence of immortals who honor them or mortals who resemble them doesn’t tell us whether they are, in fact, guiding us in this very moment.

One More Option…

I’ve suggested that the way to suggest the presence of the Sovereigns is to have people use their names and to highlight their festivals. But there’s another option, which is to suggest the presence of the Sovereigns. I wouldn’t do this casually, but let’s imagine that an adventurer—not a paladin or cleric, just whoever—is facing a demon in an epic fight that could have grave consequences for their nation. They have been paralyzed by hold person and they are about to make their next saving throw, and they may die if they fail it. I might ask them—you were raised a Vassal, right? Do you ask Dol Arrah to aid you? If they say they will, I might follow up—what do you offer? What is your vow or your sacrifice? If they give a compelling answer, well, perhaps the save will succeed on its own; if not, maybe I’ll give them a second chance or just say it succeeds. Either way… will they fulfill their vow? DID they get help from Dol Arrah, or did they just concentrate their will with such determination that THEY broke the spell? Or, perhaps did something else give them aid? In this article I talk about the fact that Divine magic should be mysterious—part of what differentiates it from Arcane magic is that it’s not scientific. I wouldn’t want to ever say “If you say a prayer to Dol Dorn at the start of combat you get a +1 Initiative.” But maybe, if it really matters, if you need it to succeed, and your character calls on a greater power—whether it’s a Sovereign, the Flame, their own divine spark—maybe it will answer. I definitely wouldn’t suggest this as a standard rule or something players could or should ever rely on… but as a DM, if you want your players to wonder if the Sovereigns are with them, you might want to occasionally give them reason to believe that they are.

As this is an IFAQ I won’t be answering questions on this topic, but please share your own thoughts or ways you’ve used the Sovereigns! And thanks to my Patrons for making these articles possible.

IFAQ: Dullahans in Eberron

It’s been a busy month and I haven’t had a lot of time to write, in part because I’ve been making games like Cool Cool Cool, currently in its final day on Kickstarter! However, every month I answer questions from my patrons on Patreon, and I wanted to address two of those at once!

Are there any unique undead to specific cultures, or undead that show up in certain species more than others? How do dullahans fit into Eberron?

Rather than creating entirely unique undead, I tend to add regional flavor to existing creatures. Consider the ruins of Shadukar, a Thrane city set ablaze by Karrnath during the Last War, abandoned ever since due to the infestation of restless dead. Shadukar remains under an eternal haze of smoke and ash that refuses to disperse. Those who’ve entered the ruins and survive talk of smoke ghosts, moaning figures formed from soot and the scent of burnt flesh who seek to draw the heat from living creatures… and the charred, blackened bones still cloaked in a faint, smoky outline of the flesh they once wore. The practical fact is that these are just shadows and skeletons, though I add the details that smoke ghosts aren’t resistant to fire; their fiery demise is still seared into their memory, and a torch is a good way to drive off these lingering dead.

In dealing with undead, the first question I want to answer is why does this creature exist? There’s two basic paths here—Spontaneous undead and Intentional undead.

Intentional Undead are created by a sentient entity, whether that’s mortal necromancers or immortal beings. Lady Illmarrow, Katashka the Gatekeeper, the Bone King of Mabar, the long-dead Qabalrin elves of Xen’drik. Sentient undead are created for a purpose, and you should get a sense of that—the signature of the creator. Notably, Katahska the Gatekeeper delights in mortal FEAR of death and the undead, so its creations are intentionally grotesque and designed to provoke terror; while the Qabalrin sought solely to overcome death through undead. Thus, Qabalrin vampires are elegant and subtle, draining blood with delicate fangs that leave barely-visible wounds… while a vampire of Katahska uses a writhing wormlike proboscis that leaves hideous wounds, and the feeding is horrifying for both victim and observers. The Katashka vampire is supposed to provoke terror; that’s part of its purpose.

Spontaneous Undead are generally created due to an intersection of planar energies and emotion. Mabaran undead are driven to consume life force in some form (whether as blood, raw energy, or something else); they are typically hungry. Dolurrhi undead are the more traditional restless dead driven by unfinished business or an emotional anchor, something I discussed in more depth earlier this month with haunts. Mabaran undead are often monstrous, as they are hungry manifestations of entropy and despair, while Dolurrhi undead will usually display some hint of their anchors in their appearance.

So with this in mind, let’s consider the dullahan—the headless horseman. In standard 5E lore, dullahans are “the remains of villains who let vengeance consume them… Wicked knights or commanders in life, dullahans adhere to twisted codes of chivalry or soldiership.” By default, the dullahan is an easy candidate for spontaneous Dolurrhi undead. As I called out in the haunts article, battlefields where terrible tragedies occurred are often haunted; I’d say that the dullahan normally lingers in the Ethereal Veil of the battlefield where it dies, unable to cross by choice, but drawn into the world at certain times to search for its lost head. Such a dullahan could come from any culture; a Brelish commander whose head was destroyed by an arcane blast, a Dhakaani hobgoblin whose head was vaporized by a beholder, a Talenta raptor-rider whose head was stolen by a rival. Part of the idea of the spontaneous dullahan is that it can be laid to rest—you can fight it, sure, but you could also possibly resolve the situation by finding their head or by somehow offering them peace.

That’s one option. I could imagine a servant of Katashka the Gatekeeper stealing the head of a deceased hero and using it in a ritual that raises the former champion as a tormented dullahan, forced to so terror in the community it once loved until it is restored to its head; so again, the adventurers might be forced to fight the dullahan, but unless they can find its head and lay it to rest, it will always return. As noted above, with a Katashka dullahan I’d emphasize the horror—graveworms writhing in its exposed flesh, chunks of is body sloughing away as it takes damage, the sense that the dullahan is in agony even as it is forced to fight.

Another way to use an intentional dullahan would be to reverse the formula and make it a voluntary transformation: rather than seeking its lost head, the dullahan’s head could be like the phylactery of a lich. Returning to the Talenta Plains, consider the story of Headless Haralara…

When Haralara was astride her clawfoot Scythe, none could match them for speed or skill. Together they were faster than any fastieth and as silent as nightfall. Long ago, there was a night of six moons and a swordtooth titan was seen on the planes. The maskweavers called a great hunt, and said that the first hunter to draw the blood of the beast would be blessed. All knew this would surely be Haralara—and so the other hunters forged a pact, to hunt together not for the titan, but to take Haralara’s head. These were the finest hunters in the Plains save for Haralara herself. United, none could stand against them; when Haralara heard of this, she knew she was doomed. But Haralara was clever. They couldn’t take her head if they couldn’t find it; so she hide it where it would never be found, and then, riding Scythe, Headless Haralara hunted down each and every one of her enemies and took their heads. She rode with them into the night lands, where she haunts and hunts to this day; woe to the hunter who draws the absent eye of Headless Haralara.

In this case, Haralara knows where her head is… and as long as it’s hidden, she can’t be permanently destroyed. If she takes an interest in a group of adventurers—Because a halfling adventurer is the descendant of one of her old enemies? Because the adventurers killed a beast she was hunting?—they can defeat her temporarily in combat, but the only way to permanently escape her wrath is to figure out where she hid her head so long ago!

I’ll note that these thoughts on the dullahan are based on the fifth edition interpretation of the creature, which is largely inspired by “The Legend of Sleepy Hollow.” Really, this creature should just be call a headless horseman; the dullahan is drawn from Irish folklore and has a far deeper and more significant role there than “ghost searching for its head.” I actually created statistics for this fey psychopomp in a book I wrote for 3.5 called Classic Fey. But for purposes of this article, I’m focusing on the creature as presented in fifth edition.

That’s all for now! I won’t be answering questions, but as a bonus for patrons, I’m posting four ghoul variants on Patreon! Happy Halloween!

IFAQ Roundup: Bugbears, Deathless Drow, Seeker Funerals and More!

Every month, my Patreon supporters can ask me questions. Here’s a lightning round of questions from September!

In Exploring Eberron the Dhakaani Bugbears are characterized as Bulwarks in the military structure, and the Dhakaaani Bugbear playable race has no reference to bugbears innate gift for Stealth and ambushing… is there a reason for this?

Largely, it was ignored because the Dhakaani needed the bugbear’s strength more than their stealth. Under the base 3.5 rules, the bugbear has a substantial strength bonus and more hit points than either goblin or hobgoblin. Essentially, the goblins COULD serve as spies and scouts; they COULDN’T serve as shock troops or heavy laborers, while the bugbears could. Overall, Dhakaani military strategy wasn’t based on stealth; so again, for the Dhakaani, the bugbear’s strength was the tool they had a greater use for. Per the canon Dragonshard, “From an early age, bugbears are raised to think of themselves as the heroes and martyrs of Dhakaani civilization. They are taught to believe that their strength is the single greatest weapon of the Empire.” They are described as being skirmishers and typically having barbarian levels, so they often would serve as scouts and harriers; it’s certainly useful for scouts to be sneaky. But the Dhakaani focused more on the Golin’dar for stealth and the Guul’dar for strength; even their name translates to “Strong People.”

An important part of this is the idea that the hobgoblins effectively controlled the stronger bugbears through narrative; they didn’t WANT the bugbears to focus on their cunning. The Dhakaani intentionally downplayed that talent because they wanted the bugbears to embrace the bold vanguard role, something that comes up with the modern Marguul bugbears…

Since there isn’t much written on the Marguul tribes of the Seawall Mountains, what do you see as unique to the Marguul that differentiates them from other goblinoid cultures?

What’s been established is that the Marguul are a league of bugbear tribes whose ancestors “rose up against their hobgoblin oppressors to seize control of their own destiny.” While they’re fewer in number than the Ghaal’dar, “For centuries, the bugbears have raided the larger hobgoblin communities… slaughtering the arrogant hobgoblins.” While some have come down to take part in the Darguul experiment, most remain in the Seawall Mountains, “where they continue to battle any creatures that cross their path.” As noted above, they place great value on martial skill and guerilla warfare, and worship the Mockery and the Lhesh Shaarat (“King of Swords”), an interpretation of Dol Dorn.

The Marguul are supposed to be a challenge that makes it dangerous for adventurers and others to travel in the Seawall Mountains. But this isn’t because they’re somehow innately evil: it’s because they have valid reasons to despise and fight outsiders. The people of the Five Nations are the chaat’oor who drove their ancestors into the hinterlands and who built their cities on the bones of the great Dar fortresses. The catch is that they then also hate the Ghaal’dar, who sought to dominate the displaced dar and to rule those hinterlands. While their records don’t go back that far, Marguul anger can be traced all the way back to Dhakaan, where as noted above, bugbears were effectively indoctrinated to support the ruling hobgoblins and to serve as laborers and front-line troops. The Marguul essentially say we are the strongest of our kind. For countless generations you have feared us and sought to control us. Well, you SHOULD fear us and you will never control us again. So again, the Marguul are supposed to be dangerous. But there is reason for their anger, and if their grievances and their traditions are understood, they could become friends or allies. But their initial stance is aggressive, because they believe that only bugbears have ever done what’s best for the bugbears.

Going more into unique aspects of the bugbears, this is where I’d bring in the traditional bugbear affinity for stealth mentioned earlier. The Marguul have always been outnumbered by the Ghaal’dar, and they embrace guerilla warfare. It is in this aspect that they revere the Mockery—what this article calls The Lord of Victory. Just because you’re strong doesn’t mean you have to be reckless. When your enemies have greater numbers and resources, the Mockery will show you the path to victory, even if it leads you through the shadows. Bugbears have a natural gift for stealth, and the Marguul have refined this to an art. I see the Marguul as exceptional hunters and stalkers, viewing the greatest warrior as the one whose enemy never sees them. I imagine them as having a long tradition of stealth duels, with six Marguul entering a hunting ground from different points and stalking and counter-stalking… though to be clear, in such Marguul duels victory would come from striking an enemy firmly with a blunted weapon; the Marguul wouldn’t carelessly spill their own blood. I could absolutely see an adventure in which explorers venture into Marguul territory playing out like Predator, with unseen Marguul hunters stalking their prey, laying traps and slowly weakening them before a final conflict. This is also where the challenge of diplomacy comes in. Again, the Marguul have reason to distrust and hate the people of the outer world; and when you enter their territory, the first time you see one of them may be when they strike to kill.

I can easily imagine a Marguul player character; the ECS notes that a few of the Marguul have descended into Darguun and become mercenaries, and this could lead them out into the wider world. I’d just emphasize that they come from a culture that sees the rest of the world as oppressors and betrayers; they are always suspicious, always ready for danger, and surprised by altruism and kindness. What others might see as dishonorable strategies, they see as smart tactics; look back to this article at Redblade Rrac’s story of the two wolves.

The undead of Kech Nasaar are cut off from the Uul Dhakaan, but did a ghaal’dar of the kech ever rise to Marhu, ruling for centuries, or does the Emperor need a living connection to the dream, much like the edicts of Galifar prevent the dead from claiming the crown?

From Exploring Eberron: “The edict of a long-dead emperor asserted that no dead creature could wear the imperial crown; while the services of the Nasaar were valued, the dead are severed from the Uul Dhakaan and cannot draw on the wisdom of the past or see Jhazaal’s dream.” It’s quite likely that at some point there was an undead marhu because they’d need a reason to MAKE such an edict—most likely a marhu who became undead after taking office—but clearly their reign was disastrous enough that the edict was made. Which is to say, I doubt that they ruled for centuries, because that would require people to be content with their rule… and the edict suggests that they were not.

A Valenar warband plans to conduct a raid into Darguun in 998 YK, Besides Darguun opposition, are there any political or social obstacles the raiders would need counter or avoid; factions within the Valaes Tairn, Khorovar, or House Lyrandar?

That depends. At any given time, a certain number of warbands are assigned to the Host of Valenar. They have specific duties and answer to the High King, and definitely can’t raid Darguun, any more than a platoon in the US army could just decide to attack Canada. The catch is the bands that AREN’T assigned to the Host. They’re free to do whatever they wish. They could sell their services as mercenaries, roam as adventurers, or act as raiders. They don’t have to tell anyone what they’re doing or request permission to act, and the High King will accept no responsibility for their actions nor shield them from consequences… though the Host doesn’t extradite raiders either, so if you want them, you’ll have to come to Valenar and get them. Which is, of course, what the Valenar actually want and why the High King allows these raids, even if he doesn’t authorize them. Having said that, warclan leaders actually do keep track of the general positions and intentions of their bands; they may not know the specifics of what they plan, but effectively there’s a lot of Knowing winks when warband X says that they’re going to spend the summer “hunting” on the border of Darguun.

If the Blood of Vol see death as the gods’ cruel joke, how does a Blood of Vol priest perform a funeral? What do they say to offer comfort if their congregation believes that the departed soul has been cheated out of their rightful apotheosis?

Seeker funerals don’t focus on the loss; they focus on remembering the person who has been lost, sharing stories and ensuring that *they won’t be forgotten.* HOWEVER, a Seeker funeral is also about focusing on the people who have been left behind. Community is important to the Blood of Vol. There’s nothing to be done for the dead, but we can still help the living. If a child has been orphaned, who in the community will take them in? If a family is left with debts, who will offer them support? One of the key principles of the BoV is to defy the cruelty of the universe by standing together and looking out for each other. You may have taken Maia’s mother, cruel fate, but she won’t be left alone.

Could a drow from Xendrik become deathless? what about a half elf? how could a half elf or drow become worthy enough to become a member of the Undying Court?

So first of all, I’ve said before that there could be drow and drow/elf hybrids integrated into Tairnadal and Aereni culture who trace their roots back to the original exodus from Xen’drik—and that because of this, there may well be drow members of the Undying Court. But the key point is that while they’re biologically drow, these elves are culturally Aereni and Tairnadal and have been for tens of thousands of years… so very different from a Sulatar drow showing up from Xen’drik today.

COULD a Xen’drik drow or half-elf become a deathless member of the Undying Court? Sure, though in my Eberron it hasn’t happened yet. In principle, anyone could. But the key factor is that they have to be adored by the Aereni; they have to be welcomed by the Court and sustained by the living Aereni. We’ve called out that the energy required to sustain the deathless is a limited resource, which is why standards are so high and why so few Aereni become deathless. The principle of the Undying Court is that the living people don’t want to ever lose the deathless individual—that they value their skills or insights so highly that they wish to preserve them forever. It’s not just about a few priests bestowing this on the drow in question; the PEOPLE have to know of them and love them. To become one of the lesser deathless they only need the adoration of a relatively small population, like a town; but to become a Councilor they need to be loved by the Aereni as a whole. How could they accomplish that? You tell me. They’d have to be known and loved by the Aereni as a whole, granted a space that could go to a member of an Aereni line. Perhaps if they publicly saved Aerenal from a major threat — a Draconic attack, an Overlord, a Daelkyr, Lady Illmarrow. Perhaps if they made some sort of discovery or creation that significantly improved life on Aerenal. It would need to be something on that level — something significantly greater than the deeds of the current members of the Court, something so remarkable people are willing to break millennia of tradition to honor this individual.

Tis the season. The Pumpkin Spice Season! So what in Eberron is like the equivalent of pumpkin spice—something that everyone associates with that autumnal pop culture crowd?

When autumn rolls around, it’s time to bring out the sandfruit spice! This delightful staple of the Brelish frontier is sure to become a beloved fall tradition across the Five Nations. Any day now.

This message brought to you by Vesper and the Threshold Sandfruit Society.

For context, Sandfruit grows in the region covered by my upcoming Frontiers of Eberron: Threshold book. It’s highly unappetizing, and there’s an ongoing quest to find ways to improve the experience. Just as pumpkin spice doesn’t actually contain pumpkin, sandfruit spice is a blend used to flavor sandfruit. And trust me, if it can make sandfruit bearable, you’re going to love it!

That’s all for this month! I won’t be answering follow-up questions but feel free to discuss these topics in the comments. And if you want to ask your own questions, check out my Patreon!

IFAQ: Blood Hunters in Eberron

Actually a Bitter Phoenix by Rich Ellis and Grace Allison, but close enough…

When time permits, I like to answer interesting questions posed by my Patreon supporters, such as…

How would you incorporate Matthew Mercer’s blood hunters into Eberron?

At its core, the blood hunter is a warrior who can strengthen their own attacks and weaken their enemies at the expense of their own health. A blood hunter can invoke the Crimson Rite to infuse a weapon with elemental power or invoke a Blood Curse on an enemy, but this requires them to take damage based on the role of their Hemocraft die. A secondary aspect is a knack for hunting monsters. From the beginning, they have advantage on checks made to track or recall information about fey, fiends, or undead; the Brand of Castigation allows a blood hunter to mark a creature and always know the path toward it. Ghostslayer blood hunters specialize in dealing with the undead; Lycan blood hunters take on aspects of the curse of lycanthropy; Mutant blood hunters alter their own physiology; and Profane Soul blood hunters forge pacts with dangerous entities to gain their powers. Ultimately, the defining feature to me is monster hunters who burn their own essence to bring down their foes.

The critical question is what aspects of the existing blood hunter we want to keep. Is it important that the character is part of an order, or could they be a unique individual who has found their own path to this power? Does the power have to be based on blood, or as long as the core mechanics remain the same, could it be about consuming the character’s soul? I’ve never used blood hunters in my campaign, but here’s a few different ways I could imagine doing it.

The Order of the Silver Night (Ghostslayer)

When the jealous gods cursed our people with mortality, they filled the night with countless terrors—tempting demons, slavering werewolves, hungry corpses, and more. They sought to sever our path to divinity, to trap us in our flesh and to tear us apart. But I will seize that power and use it to slaughter these horrors, even if burns my body from within. I will be the silver sword in the night, the blade that stands between the innocent and terror.

The Seekers of the Divinity Within—also known as the Blood of Vol—know that there is a spark of divinity within mortal blood. They also know that the universe is a hostile place, that the gods have stacked the odds against mortals, and that only by standing together can humanity survive. So it was that long ago the wizard-priest Duran devised the ritual known as the Hunter’s Bane. Its name comes from the fact that the rite is incredibly painful, and can cripple or even killed those who undertake it. But those few Seekers with the strength and faith to complete the ritual of the Hunter’s Bane can draw on the power of their own divine essence, channeling their own power into their blades or laying curses on their enemies. But this power hasn’t been earned through enlightenment; the hunter can channel their divine spark into their blood, but it literally burns them from within.

The Order of the Silver Night protects seekers from supernatural threats. While they are far fewer in number, these Night Hunters serve much the same role as the templars of the Silver Flame—though a hunter will point out that their order is nearly a thousand years older than Tira’s church. They are ever watchful for scheming fiends, horrors emerging from Khyber, and other beasts… but their true and greatest enemies are the restless dead. Outsiders see Seekers using skeletons as laborers and learning from oathbound martyrs and assume that the Blood of Vol embraces all undead. But a ravenous ghoul is no one’s ally, and an exorcist is the only answer when a maddened ghost possesses an innocent in a quest for bloody vengeance. With its proliferation of Mabaran manifest zones, Karrnath deals with more spontaneous, malefic undead than any of the other Five Nations—and the hunters of the Silver Night stand ready to deal with these terrors. With this in mind, the hunters of the Silver Night typically use the Ghostslayer archetype; others use the Profane Soul archetype with an Undying Patron.

It may be that there is another aspect to the Night Hunters, one not known even to the hunter initiates themselves. The Seekers of the Divinity Within view sentient undeath as both a gift and a sacrifice. The faithful support vampires and oathbound with a tithe of blood, but this is based on the implicit understanding that the undead serve the living. It’s possible that the lich Duran—the oldest member of the Crimson Covenant and the creator of the Hunter’s Bane ritual of the Silver Night—has recruited an elite group of Night Hunters to police the Seeker undead, and to eliminate those who have been corrupted by greed or by the influence of Mabar. If a player character is drawn into this secret order, they could be tasked to investigate the Order of the Emerald Claw, to eliminate the undead who aren’t truly devoted to the well-being of the Seekers… perhaps even Lady Illmarrow herself. Whether the character uses the Profane Soul or Ghostslayer Archetype, Duran would effectively be an Undying patron.

It would be simple enough to posit a Ghostslayer order within the Church of the Silver Flame—one could even say that the damage the hunter suffers is “being burnt by the Flame.” However, I like the visceral contrast between the templar paladin calling on the Flame and the Seeker hunter ripping their unearned power from their own divine spark, doing whatever it takes to protect the innocent even if it may kill them. I’d love to play in a campaign with those two characters fighting side by side.

Olarune’s Blessed (Lycan)

Long ago, Olarune gave our people a gift. We could fully embrace the Beast Within, wielding all the power of the wild. But an ancient evil snatched her gift and twisted it, so any who channeled its power would become predators bound to its will. We refuse to surrender Olarune’s blessing. We defy the ancient evil, and use this power to destroy every monster it has unleashed within our woods.

The Towering Wood is filled with terrors. Capricious fey, plantlife twisted by the daelkyr Avassh, the fiendish minions of the Wild Heart—these are just a few of the dangers of the deep wood. The shifter tribes of the Towering Wood are guided by Moonspeaker druids, by cunning rangers and bold barbarians. But some of their most legendary champions are those who have reclaimed Olarune’s Blessing—fierce warriors who can unlock the full potential of their shifting gift.

Olarune’s Blessing doesn’t come easily. The rite of the Hunter’s Bane is one of the mysteries of the Moonspeaker druids; it can only be performed when the moons are properly aligned, and if the aspirant lacks spiritual strength they will become a monster bound to the will of the Wild Heart. A triumphant hunter receives Olarune’s gift, but the curse is always a part of it, and this is the principle of the damage dealt by blood hunter abilities; when the hunter draws on these powers they are actively fighting the curse of the Wild Heart, pushing through the corruption to seize the primal gift.

In playing one of Olarune’s blessed, the main question is why have you left the Towering Wood? You are a champion of your people, and there are many threats in the Eldeen you could deal with; why, then, would you become a wandering adventurer? Here’s a few possibilities…

  • You lost control and the Wild Heart’s influence turned you against your people. Your Moonspeaker restored you at the cost of their own life. You have left the Towering Wood to distance yourself from the influence of the ancient evil; you must master the blessing and strengthen your resolve before you can risk returning to your home.
  • A feud with other blood hunters drove you from the Wood. This could have been fueled by tragic romance, by tribal politics, or something else—but it is a mortal feud that drove you from your home, not fear of an immortal power. Do you intend to one day return and settle the matter, or have you closed the door on your old life?
  • The Eldeen Reaches are a young nation living in the jealous shadow of Aundair. The survival of the Reaches may depend on the recognition and support of the people of other nations. You’ve been sent into the world to be a hero—to perform great deeds that will raise awareness of and support for your people.
  • You have a nemesis—a fiend tied to the Wild Heart? A particularly cunning and cruel lycanthrope? Whoever they are, they inflicted great suffering on your people in the Towering Wood but have since fled. You are determined to hunt them down and make them pay. If you’re starting as a low-level character, it could be that this nemesis slew your blood hunter mentor. You know that you don’t currently possess the power necessary to defeat them. Finding and defeating your nemesis is your endgame, but as an adventurer you are working to develop the skills and allies you will need to defeat them; it’s not a race.

Mutant blood Hunters

With Mutant blood hunters. there are so many interesting possibilities that I find it difficult to choose one over the other. The Mutant hunter ingests mutagens that temporarily alter their physical capalities, and which possess both positive and negative side effects. Here’s just a few ideas…

  • The Gifts of the Traveler. As a changeling, you were born into a nomadic family with a secret gift they’ve kept hidden even from other changelings—a system of rituals and formulas that allow them to push the bounds of changeling shapeshifting. How have they used this power? Are they agents of the Traveler, challenging traditions and promoting change? Are they locked in a feud with another changeling clan—a shadow war singleskins know nothing about? As an adventurer, are you acting as an agent of your family, or are you perhaps its last surviving member?
  • Narathun Commandos. The dwarves of Clan Narathun are driven by the pursuit of arcane knowledge. Over the last century they have struggled to wrest the secrets of fleshcrafting from the Realm Below. The Narathun commandos are the product of that work—soldiers transformed to fight aberrant fire with fire. Your Hunter’s Bane rite essentially merged a symbiont with your nervous system, and your basic blood hunter abilities reflect this painful bond. Your mutagens are short-lived symbionts or formulas that interact with the embedded force. You surely served in the War Below; why have you left? Did you serve your time and retire with honor? Have you been banished from your hold after an incident in Sol Udar you won’t speak of? Are you pursuing a Cult of the Dragon Below—or are you afraid that such a cult has sunk its claws into your family?
  • Seryan Heir. As a dragonmarked heir of House Vadalis, you have discovered that you have ties to the infamous Seryan family—a Vadalis line that practiced vile magebreeding techniques and created horrifying monsters. You’ve read your ancestors’ notes and experimented on your own body using their techniques, undergoing the excruciating Hunter’s Bane rites; now you are continuing to experiment with their mutagens. While your ancestors may have been monsters, you believe that their work can be used for the greater good; you just need to perfect it, and you’re the only test subject you’re willing to endanger. You’re an adventuring Doctor Jekyll. It could be that you actually harvest ingredients from the creatures your party defeats—Hang on, let me get the eye from this bullette; it’ll be perfect for my experiments!

Profane Soul blood Hunters

Even more than Mutants, Profane Soul blood hunters present a vast array of possibilities based on the patron that they choose. An Undying hunter could be tied to the Silver Night, while an Undead hunter could be connected to Katahska the Gatekeeper or the Bone King of Mabar. In Aundair, there could be an order of Archfey hunters who use their gifts to hunt down renegade fey; Hexblade hunters could have ties to the Court of Shadows, knowingly or unwittingly drawing power from Sul Khatesh. On the other hand, a Hexblade hunter could have been transformed when they unwittingly accepted a cursed weapon—perhaps from one of the Daughters of Sora Kell! The Great Old One works well for a hunter with a tie to one of the daelkyr or even the Dreaming Dark; is the hunter fighting the force that transformed them, or do they revel in its gifts?

Most of these ideas work best for characters who are starting at 3rd level, allowing the connection to the patron to be part of the character’s story from the very beginning. However, you could still establish the story even if the character doesn’t receive the full benefits of the relationship initially. The main thing to keep in mind is the principle that it’s painful for a blood hunter to draw on their powers. This suggests the idea that the Hexblade hunter is cursed; that the Great Old One hunter is dealing with painful daelkyr modifications; that the Archfey hunter pays a price for channeling fey power. This article on warlocks might provide additional ideas!

That’s all for now! As this is an IFAQ, I won’t be answering questions on this topic, but feel free to discuss these ideas and share what you’ve done with Blood Hunters in your Eberron! And thanks as always to my Patreon supporters for making these articles possible!