IFAQ: War Crimes and Potatoes

I’ve been traveling and haven’t had much time to write. But whenever I have time, I like to answer interesting questions posed by my Patreon supporters. Here’s two that came up in June on clearly related topics: War crimes and potatoes.

What counted as a war crime during the Last War?

Looking to the definition of war crimes in our world is a good place to start. One of the key points is that in principle, the Last War was being fought with the intent of reuniting Galifar. As a result, causing unnecessary harm to civilians or civilian infrastructure was definitely an issue – consider the Geneva Convention’s censure of “taking of hostages and extensive destruction and appropriation of property, not justified by military necessity and carried out unlawfully and wantonly.” NOT JUSTIFIED BY MILITARY NECESSITY is the key point there. It’s understood that there will be a certain amount of collateral damage in military operations—but are we talking about justified destruction or about wanton, extreme actions that inflict avoidable harm on the civilian population?

Likewise, the development or deployment or weapons of war that would cause unnecessary suffering or collateral damage was also censured. Again, the key is MILITARY NECESSITY: is the use of this weapon justified, or is it a weapon that will clearly cause grievous and unnecessary harm to civilians or irreparable damage to what we one day hope will be a reunited Galifar?

The crucial underlying point is that the civilians were ultimately seen as the innocent people of a united Galifar. The monarchs were fighting over the succession, but they were fighting for the right to rule all of the people of Galifar—so don’t butcher civilians. Likewise, there was a general rule that you don’t target noncombatant members of dragonmarked houses (IE Jorasco healers)—though this only applies to NONCOMBATANTS, so a Deneith mercenary or a Jorasco healer who takes up arms would be valid targets.

A highly contentious point was the treatment of corpses. Four of the nations supported laws forbidding the desecration of corpses and gravesites. As a result, under the code of war Karrnathi necromancers could only animate the corpses of Karrnathi citizens. This is a rule that many frontline necromancers violated during the war, and there are active cases based on this—with Karrnathi counselors arguing the point of “military necessity.”

When would war crimes actually have been defined? Were they already on the books when the Last War began? Were they only defined with the Treaty of Thronehold?

The basic principle of the Last War is that the five heirs of King Jarot challenged the traditional succession… But that all sought to reunite Galifar under a particular leader. None of the Five Nations were trying to secede; it was a war about who should rule the united whole. So there was reasonable open communication between the warring powers from the very beginning, and I think the general terms of warfare were established early on; again, the war was fought over the question of who was worthy to rule Galifar, not to destroy any of the Five Nations. So I think basic agreements on the treatment of civilians and prisoners would have been established by the leaders of the Five Nations early in the war. Beyond this, the war lasted for a century and wasn’t going at a breakneck pace the whole time; there were certainly previous attempts at mediation and temporary ceasefires during which the rules of war could be renegotiated, prisoners exchanged, etc. There surely were additional clauses established in the Treaty of Thronehold—such as forbidding the creation of warforged—but the basic laws likely date back to the start of the war.

Would Cloudkill be outlawed under the rules of war? If not, why not?

There are banned weapons of war. And it’s easy to draw casual comparisons to our world: cloudkill is a form of poison gas, we banned poison gas, therefore wouldn’t they ban cloudkill? But with any comparison to our world, it’s important to look at the reasons we made the decisions we made and to see if they actually apply to D&D. Poison gas was banned because it horrified the public. Mustard gas was seen as a slow and agonizing way to die—slowly suffocating while your skin and lungs blister—and notably, had horrific long-term effects on the people who survived gas attacks. It also wasn’t especially EFFECTIVE; heck, if the wind changed it could threaten your own people. Essentially, it was a very traumatizing weapon, causing unnecessary suffering when considering its actual effectiveness.

Cloudkill, on the other hand, is none of these things. It inflicts 5d8 poison damage—even the half damage inflicted with a successful saving throw is sufficient to kill a typical commoner, so it kills just as quickly as a fireball. There’s no risk of wind blowing it out of your control. It has no effect OTHER than damage—no long-term side effects, nothing that indicates that it particularly causes pain; it doesn’t even inflict the Poisoned condition, which would be an easy way to represent debilitating pain. There’s nothing that makes cloudkill any more inhumane than a fireball; one could argue that swift death by gas might be MORE humane than death by fireball, and fireballs are a standard part of war in the Five Nations.

If I was to create an equivalent to mustard gas, I’d make it slow-acting—either 1d6/round or simply to say that it kills through suffocation—while adding additional effects to reflect the agonizing pain and long-term after-effects. Let’s say that it inflicts the Poisoned condition the first time a victim fails their saving throw and makes them Incapacitated on their second saving throw, as well as reducing Constitution by 1 every time they fail a saving throw (incidentally reducing their ability to resist suffocation). This Constitution damage would be permanent unless magically cured. You could also add a risk of blindness, which was another long-term side effect of mustard gas. The essential point is that a weapon like fireball—or, in my opinion, cloudkill—is seen as a valid, effective weapon of war. Weapons that will be banned are those seen as causing unnecessary suffering or which are specifically designed to cause mass civilian casualties.

What are a few specific ways the people of Khorvaire and beyond enjoy their potatoes?

Keep in mind that I myself am not an expert on all the ways one can prepare potatoes, and that someone with a stronger culinary background might be able to present more interesting and exotic alternatives to what I’m going to suggest. With that in mind…

  • While other sources may not agree with me, I’ve always personally seen Thrane as relatively ascetic in its cuisine. I see Thranish life as being largely driven by small farming communities. As a result, I see Thranish country cuisine as being more functional than exotic. So I’d say Thranish potatoes would be floury potatoes par-broiled to cook the outside while leaving the inside nearly raw, providing an immediate carb-hit from the outside, with a longer release of carbohydrates over time as the uncooked core is slowly digested. 
  • By contrast, I’ve always seen Aundairian cuisine as being both more dramatic and subtle, playing off the more widespread presence of prestidigitation. Likewise, I see the Aundairians being more inclined to show off with their cuisine, taking pride in delicate work. So I could see a sort of Hasselback potato with different flavors infused between the slices, or fine croquettes. 
  • Breland I’d lean toward a straightforward baked potato but with lots of extras piled on, with the specific extras varying by region (and also somewhat being a chance to show off one’s wealth). 
  • Karrnath I personally lean toward potato soup and stews. 
  • Cyre would of course borrow from everyone else, but I’d also be likely to make Cyre the place that’s developed the fried potato and dishes spinning off from them. Though House Ghallanda has picked up and popularized thin fried potatoes across the Five Nations—everyone loves dragon fries!

With that said, these are just MY ideas, and a better cook might be able to come up with more interesting options! Thanks as always to my Patreon supporters for keeping this site going and for asking these important questions!

IFAQ: Kaius and Lady Illmarrow

Image by Rich Ellis and Grace Allison, from Phoenix Dawn Command

In my previous article, I answered questions my patrons posed about the Blood of Vol. In response to that, one of my patrons asked a question that had deeper roots reflected the changes to the setting over the course of three editions of D&D.

Could you please clarify the historical relationship between the vampiric Kaius, the Blood of Vol, and Erandis/Illmarrow under your current conception of their lore?

One of the most infamous “secrets” from the original Eberron Campaign Setting is that Kaius ir’Wynarn III, the King of Karrnath, is actually Kaius I—that he was transformed into a vampire by Erandis Vol and replaced his descendant. I say “secret” because this information was included in the basic description of Karrnath in the book, and because there have been images and miniatures of Kaius the Vampire… so while it was supposed to be a secret in the WORLD, most PLAYERS were aware of it. In describing this, the ECS says…

When the Last War was in full swing, Kaius I was approached by priests of the Blood of Vol. These priests promised to aid Karrnath against its enemies, provided Kaius agreed to a few minor considerations… First, the priests worked with Kaius’s own court wizards to perfect the process for creating zombie and skeleton troops to bolster Karrnath’s forces… Second, the priests provided an elite fighting force dedicated to both Vol and Kaius—the Order of the Emerald Claw.

That was in the ECS, the first Eberron book ever written. Over the course of fifteen years, the concept of the Blood of Vol, Erandis Vol, Lady Illmarrow, and the Order of the Emerald Claw all evolved. Lady Illmarrow is a spider who has agents spread among the Seekers—including priests and members of the Crimson Covenant—but the faith doesn’t serve her personally. Likewise, it has been established that the Order of the Emerald Claw was just ONE of the Seeker chivalric orders, but not the only one. So for a more detailed breakdown of the timeline as I personally run it…

  • Early in the war, plagues and famines wreak havoc in Karrnath. Priests of the Blood of Vol — possibly including Malevanor’s predecessor Askalor, or even a young and still living Malevanor — approach Kaius and propose an alliance between the Seekers and the crown, offering necromantic advancements and undead troops in exchange for elevating and celebrating the faith and developing the chivalric orders.
  • The Seekers celebrate this alliance and the common people grudgingly accept it. Over the course of decades, Seeker priests and necromancers work to find ways to enhance Karrnath’s military might through necromancy. This includes widespread use of common undead troops with their bone knight commanders, the development of the Seeker orders, and the perfection of the Odakyr Rites, creating the Karrnathi undead.
  • This continues until the Regent Moranna turns against the Blood of Vol, disbands the orders, and breaks ties between the faith and the crown. When Kaius III rises to power, he blames Karrnath’s troubles—including the plagues and famines that originally set the alliance in motion—on the Seekers, a populist strategy that salvages Karrnathi pride and seeks to solidify support behind Kaius; this is important because not all of the warlords support his desire for peace.

This all public-facing, well documented fact. What is NOT publicly known is what happened to Kaius I and the role of Lady Illmarrow. One of the intentional choices we made when writing Eberron Rising From The Last War was to leave the ultimate truth about this up to the DM. Specifically, Rising includes a newspaper article that says Maybe Kaius is a Vampire… Or maybe he isn’t! This is tied to an in-world conspiracy theory I personally subscribe to, but I’ll get back to that later. So the main point is that what I’m about to say isn’t a spoiler, because IT MAY NOT BE TRUE IN THE CAMPAIGN YOU ARE PLAYING IN, reader. But with the assumption that Kaius I is a vampire…

Long before the Last War, Lady Illmarrow worked to spread agents throughout the Seekers. She gained power over priests and even placed a number of her own loyal servants within the Crimson Covenant. While useful, this influence was limited by the fact that the Seekers had little political influence and no organized military; there was no equivalent to the Order of the Emerald Claw for her to use. As the Last War began, she used her influence with her Seeker agents to promote the idea of the alliance with the Crown. It’s worth noting that it is entirely possible that ILLMARROW is responsible for some of the plagues and famines, creating a situation where Kaius needed the alliance. Regardless of whether this is true, the priests who approached Kaius I largely did so in good faith, truly believing that their actions would benefit both their country and their faith—while Illmarrow’s loyalists made sure to include the idea of the Seeker chivalric orders. In the decades that followed, the elevation of the Seekers and their integration into the military served Illmarrow’s agenda in a number of different ways. Her agents within the Seekers gained more broad influence in the nation. She gained greater access to the Karrnathi military (remember, not all the members of the modern Emerald Claw are Seekers—many are just Karrnathi veterans and patriots!). She had access to the arcane resources of Karrnath to help her develop necromantic weapons. And with the development of the chivalric orders, she was able to build the core of a force that could serve as her personal strike force—the Order of the Emerald Claw.

Next, the ECS tells us this:

When Vol, the ancient lich at the heart of the Blood of Vol cult, appeared before Kaius to collect her “considerations” for the aid her priests provided him, he had no choice but to submit. In addition to allowing the cult to establish temples and bases throughout Karrnath, Vol demanded that Kaius partake in the Sacrament of Blood. Instead of the usual ceremony, Vol invoked an ancient incantation that turned Kaius into a vampire. Instead of becoming a compliant thrall, however, Kaius fought to keep his independence. Furious that the vampire refused to be humbled, Vol eventually forced the issue by triggering Kaius’s blood lust (something he had been struggling to control). When the crimson haze cleared, Kaius discovered that he had killed his beloved wife.

Even with the many changes over the years, in my campaign the basic idea of this is the same. As the price of the continued Seeker alliance—something Illmarrow could control through her agents—Kaius was forced to become a vampire. This should have made him a thrall forced to do Illmarrow’s bidding, but somehow he was able to resist her control… though not before killing his wife. We know that what happened next is that he went into hiding. There’s likely two reasons for this: the first being that the world wasn’t (and still isn’t) ready to put a vampire on the throne of Galifar, and the second being that whatever allowed him to resist Illmarrow’s control wasn’t reliable; he had to go into hiding until he found a way to protect himself from her influence. The ECS tells us “Now, after eighty years of hiding and secretly working to break all ties with the Blood of Vol, Kaius has returned to govern his nation. He has taken the place of his great grandson, pretending to be Kaius III.” Looking back to the public-facing facts, it is at this time that Karrnath breaks ties with the Seekers and disbands the chivalric orders. It’s up to you how far this goes; as I say above, in my campaign Kaius III is now using the faith as a straw man to build support. Regardless of whether you follow that path, Kaius III has taken an anti-Seeker stance and opposes Illmarrow, while Illmarrow has reformed the Order of the Emerald Claw as her personal army, including both original Seeker members and Karrnathi fanatics who believe she will return Karrnath to greatness (unlike peace-loving Kaius III).

The question that remains is who is Kaius III? It is possible that he’s Kaius I the vampire pretending to be Kaius III. I personally like the theory that he’s Kaius III pretending to be Kaius I pretending to be Kaius III—that the reason Illmarrow can’t control him is because he’s NOT really Kaius I, but rather Kaius I is remaining in hiding and working through K3 until they can find a way to break Illmarrow’s hold over him. This ties to the next question, which is assuming K1 is a vampire, what IS Illmarrow’s hold over him? The ECS account implies that Erandis used a ritual to turn K1 into a vampire. *I* prefer the idea that she turned him the old fashioned way—that one of her top vampire lieutenants sired Kaius, and that it is actually that lieutenant who can control Kaius, using the standard bond between sire and spawn. One of the main reasons I prefer this is because it means killing that vampire is the key to breaking Illmarrow’s hold over Kaius, and that’s a story adventurers could get involved in.

If you follow the original narrative in which Kaius I is a vampire who replaces Kaius III, what to you think he did in all the years between disappearing and becoming Kaius III? It is almost 100 years for a ex-king vampire probably with none or few allies.

First of all, I COMPLETELY disagree with the idea that Kaius I had “no or few allies.” He didn’t just run away. His disappearance would have been very carefully planned. To my knowledge the exact circumstances have never been described, but I expect that he faked his own death, used cosmetic transmutation to enact a long term disguise, and then went into hiding among a carefully established network of supporters. For the sake of absolute secrecy it’s quite likely that many of the people sheltering him didn’t know who he was, but they would know that he was a loyal servant of the former king. He would have retained contact with followers with influence in court, and in MY Eberron he was certainly continuing to manipulate events in Karrnath from hiding, offering guidance to generals and nobles who remained loyal to him and likely dealing with political rivals from the shadows. Ultimately, this culminated with his working closely with Moranna to plan the Regency and his return. Again, aside from Moranna many of the people he worked with may not have had known exactly who they were dealing with, but they certainly respected and valued his advice.

Beyond that, one of the most important things he was doing was learning everything he could about vampires. He was surely working to master his own abilities, but also to understand his weaknesses and particularly to understand the methods Illmarrow could use to control him and what he could do to block them. In this, I expect that he was working closely with Seekers. Remember that Kaius has been called out as having a loyal cabal of Seeker followers who, among other things, provide him with blood. Part of the idea is that even though Kaius PUBLICLY denounces the Seekers—because it’s politically expedient to do so—he maintains ties with a devoted sect OF Seekers. Why would they follow him? Because they recognize that Illmarrow holds a poisonous influence within their faith and that Kaius opposes her—they believe that in the long term, Kaius WILL help the Seekers. Time will tell if they are correct.

But to the short form, I believe that the vampire Kaius I was always pursuing his return, which required him to learn more about the nature of vampires and to manipulate events from the shadows. He built alliances, destroyed enemies, and studied the nature of the undead.

WHY DOES THIS MATTER?

All this may be fun for folks who like quibbling over inconsistencies in canon sources, but as a DM or player, why does any of this matter to you? Here’s the key breakdown.

  • The Order of the Emerald Claw is a force that is directly loyal to Lady Illmarrow. Its forces include Seekers with elite military training—bone knights, battlefield necromancers—as well as Karrnathi veterans who aren’t Seekers but who are fanatically devoted to Illmarrow.
  • While there are still necromantic forces integrated into the Karrnathi military—non-Seeker Karrns learned necromancy during the time of the alliance—a significant portion of this strength was lost when the crown broke ties with the Seekers. The bulk of the Karrnathi undead were sealed in subterranean vaults, and some of the warlords are afraid that they cannot be trusted.
  • As a Karrnathi Seeker, you may have to deal with hatred from your own people, who have been encouraged to blame the Seekers for all of Karrnath’s woes. Some Seekers are angry about this and have turned against the Crown, and it’s many of these Seekers who support the Emerald Claw. However, other Seekers are still devoted to Karrnath and trust that this time will pass.
  • Kaius III opposes Lady Illmarrow and the Emerald Claw. It may be that Kaius is a vampire who has found a way to resist her control; that he isn’t a vampire at all; or that he is actively carrying out a plan to break her power (IE destroying his sire). Illmarrow seeks to undermine Kaius; her loyalists in the Emerald Claw accuse him of being weak, of robbing Karrnath of its rightful victory by pursuing peace, and so on.
  • It also ties to the most basic question of whether Kaius is a potential ally or whether he’s a dangerous enemy. If adventurers oppose Lady Illmarrow, Kaius could be a powerful friend. On the other hand, while he may want a peaceful solution, in my opinion Kaius still wants to rule Galifar; remember that if he is the vampire Kaius I, he’s one of the five rulers who STARTED the Last War. I believe that he pursues peace because he doesn’t feel Karrnath can win and reunite Galifar through force, at least for now. But in my opinion he is a ruthless man and a brilliant strategist who has been scheming for a year. He may be the enemy of your enemy if you’re opposing Illmarrow, but that doesn’t mean that he doesn’t have sinister plans of his own… it’s just that where Aurala is willing to restart the Last War, I think Kaius is searching for a different path to the throne of Galifar.

As a Karrnathi Seeker player character, an important question is whether you are angry at Kaius III for turning on your faith (and if so, if you actually have a positive opinion of the Order of the Emerald Claw); whether you simply have no opinion; or whether you are actually loyal to your king in spite of this betrayal. If you choose the latter approach, one option is that you are actually part of the king’s inner circle (even if only at the lowest level)—that you are sworn to help him find a way to break Lady Illmarrow’s poisonous influence within the faith.

As an example of this: In a campaign I ran, a player created a paladin of the Blood of Vol. His backstory was that his parents were members of a Seeker chivalric order and were killed when Moranna turned on the faith. As a child, the PC was taken in and raised by Lady Illmarrow, taught to harness his powers and led to believe that Kaius III betrayed his faith and was responsible for the death of his parents. As a PC, his initial arc was to build his power and gain allies to help him bring down Kaius III. That was the PC’s goal, but what the PLAYER knew from the start was that his character was a dupe and that Kaius III wasn’t truly guilty. His whole idea was that, assuming he succeeded in killed Kaius, it would through Karrnath into chaos and the PC would realize Illmarrow had lied—that the SECOND arc of his story would be undoing the damage he’d done and bring down Lady Illmarrow. We never actually reached that second arc in the campaign, but I appreciated the idea—that he KNEW his character’s goal was something foolish that would have disastrous consequences, but that his long-term character arc would be cleaning up that mess. And in this story you can see something I talked about in the previous article—that it may be that any number of Illmarrow’s agents serve her because they believe she has the best interests of the Seekers or of Karrnath at heart, and that if they discover absolute proof that this is not the case, they could turn against her.

You used to talk about Erandis Vol as quite a sympathetic character, murdered and robbed of her birthright while still a teenager, but your presentation of “Lady Illmarrow” is quite different; she seems more unambiguously evil.

There’s a few important elements here. From the very beginning Erandis Vol was intended to be one of the major antagonists of the setting. Eberron draws on Pulp and Noir themes, and Erandis and the Emerald Claw were always intended to weigh on the pulp side of that spectrum. They’re the Nazis in an Indiana Jones movie, Ming the Merciless in Flash Gordon, COBRA in GI Joe. What I’ve always said is that the Emerald Claw are the villains adventurers can always feel good about opposing: you never need to stop and say “I wonder if we should actually let the Nazis have the Ark of the Covenant” or “Maybe COBRA has some good points.” The SEEKERS have a far greater degree of moral complexity and depth of story, and SEEKERS can be allies or enemies. But Erandis and the Emerald Claw are supposed to be some of the most reliable, straightforward villains you can encounter in the world.

Having said that: I see Erandis as a TRAGIC character, and I always have. I LIKE villains to have depth and motivations we can understand. Erandis has endured horrors and carries an enormous burden. I can understand why she commits atrocities. But the key point there is that she commits atrocities. We may feel sympathy for her loss, we may understand her drive to reclaim her birthright, but the simple fact is that she will destroy nations and slaughter countless innocents in pursuit of that goal. She’s a tragic villain, but the key word there is VILLAIN.

The second important point here is that the people who work for her DON’T KNOW HER TRAGEDY. And that’s what underlies this question and WHY we introduced the identity of Lady Illmarrow. Erandis Vol is the woman murdered as an adolescent, who saw her entire bloodline unjustly eradicated because of a mark she bears on her skin but cannot use, who cannot even choose oblivion but is bound to an eternity to contemplate her failings and the stolen legacy of her line. It is Erandis who must hide her name and nature lest the forces that eradicated everyone she cares about come after her again. She CAN’T share her burden. She can’t even declare her name with pride lest she bring down ruin on all she has accomplished. And thus, she created Lady Illmarrow, a Grim Lord who has risen to power among the Bloodsails entirely on her own merits, unburdened by ancient tragedy. Lady Illmarrow is infamous not for the deeds of her family, but for her own deeds and power. She is respected and feared by her minions, even those who have no knowledge of her true past and potential.

It could well be that Erandis uses Illmarrow to channel her darkest impulses and to be the ruthless tyrant she needs to be to achieve her destiny, while Erandis remains the murdered adolescent still mourning her family. She’s been alive for thousands of years and has suffered through immense tragedy; it could well be that Illmarrow is in some ways an independent persona, that the mask Erandis created has taken on a life of its own and in this way allows the core of Erandis to retain some innocence. However, the ultimate point is that whether she’s Erandis or Illmarrow, she is a dangerous villain who will break the world if it allows her to achieve her goals.

If Erandis Vol wants to die (“she cannot choose oblivion”) why doesn’t she just reveal her presence to the Deathguard and let them destroy her?

First of all, just because Erandis may hate her existence doesn’t mean that she wants the DEATHGUARD to end it. The Undying Court destroyed her entire bloodline and she is all that’s left of their legacy. If she was to be destroyed without mastering her mark, all of that would be for nothing. And she will NOT allow the Undying Court to win this struggle.

Second: the Deathguard can’t destroy her. Since Rising From The Last War, it is canon that the elocation of Erandis’s phylactery is unknown; if her body is destroyed, she will reform in a random location hundreds of miles away. So the Deathguard can’t grant her oblivion. What it CAN do is slaughter all her allies, steal or destroy all the relics she’s gathered, and ruin all the plans she’s carefully built up over centuries. The danger they pose isn’t to her personally, but rather to everything she has managed to accomplish. Imagine you’d spent 800 years building up a plan; would you want a bunch of $&%* paladins to suddenly drop in, destroy everything, and leave you in a new body hundreds of miles away having to spend centuries to rebuild everything you’ve lost?

I’ve written a number of articles that are quite relevant to this topic, so for people who HAVEN’T been reading this blog for years, here’s a few you might want to check out.

Dragonmark: The Blood of Vol

IFAQ: The Crimson Covenant

IFAQ: Malevanor

IFAQ: Mummies and the Blood of Vol

Erandis: Hot or Not?

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

IFAQ: Blood of Vol, Malevenor, and Tairnadal Burial!

It’s been a very busy month, but as time permits I like to answer short questions posed by my Patreon supporters. Here’s a few questions related to the Blood of Vol, the mummy priest Malevanor, and the burial customs of the Tairnadal elves.

Malevanor—the Blood of Vol’s high priest of Atur—seems to have genuine faith and sits between Erandis, the Crimson Covenant, and the Seeker community. What makes him tick? Is he good, bad, or in between?

In life, Hass Malevanor was a Seeker priest and student of necromancy. A Karrnathi patriot, he devoted his life to helping to develop superior combat applications of necromancy. Along with Gyrnar Shult, Malevanor played a key role in the development of the Odakyr Rites—the rituals used to create Karrnathi Undead. The basic principles of the Blood of Vol maintain that the universe is cruel and that we must stand together; Hass fought for the good of both his people and his nation. Exploring Eberron says “The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice.” This ties to the point that Seeker undead—especially the Oathbound—are expected to guide and protect the living. As both High Priest and Oathbound, this is the role Malevanor sees for himself. It is his duty to guide and protect living Seekers. As an Oathbound, he can never truly find the Divinity Within—but he can help the living Seekers and seek to find and aid those who may yet be the greatest living champions of the faith.

I personally believe that Hass is still a patriot who loves the idea of Karrnath, but it’s also the case that Karrnath has betrayed him and his people. He will always put the good of the Seekers above all else—but if he CAN help Karrnath along the way, he will.

So in Kanon, what’s his relationship with Lady Illmarrow?

I think that Malevanor believes Illmarrow is dangerous and that he questions her devotion to the faith, but he also realizes her POWER, and both a) doesn’t want to have her as an enemy and b) wants to see that power used for the good of his people. So he’s trying to maintain an alliance with Illmarrow, but it’s an uneasy relationship. Ultimately, he is OATHBOUND. I believe that his oaths are just what it says on the tin: that he is bound to protect the Seekers, help them find the Divinity Within, and to maintain and protect Atur. Which is an interesting contrast with the lich Illmarrow. I don’t think Malevanor COULD betray the faith for his own personal gain, because the oaths that sustain his undead existence are predicated on doing his duties as high priest and protecting his people.

Could Malevanor be a warlock patron (say, Undead or Undying)?

Sure, Malevanor could definitely be a warlock patron for a Seeker warlock. I’d love to do a campaign with a PC Seeker warlock who’s essentially Malevanor’s undercover agent working against Illmarrow. The main thing I’d emphasize in this case is that it’s not that Malevanor is giving the warlock powers, it’s that the warlock’s powers come from their own Divinity Within and that maelvanor is just helping them to unlock those powers. Because that is literally what he’s supposed to do: help Seekers harness the power of the Divinity Within.

In most of the Five Nations, the Blood of Vol is a series of independent covert cults without any clear connection or hierarchy between them. How does the Crimson Covenant or Lady Illmarrow find or get in contact with these cults? Or does Illmarrow mainly rely on the Order of the Emerald Claw?

Exploring Eberron has this to say:

The (Blood of Vol) isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, where they can practice their traditions without drawing the ire of their neighbors… Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it.

With that in mind, the important thing to understand is that the Blood of Vol is a religion that Seekers follow because it helps them make sense of their lives, providing meaning and strengthening their community. Most Seekers don’t know who Lady Illmarrow is and don’t have any interest in helping her with her grand schemes. Illmarrow has agents scattered throughout the faithful who do support her—from agents in the Crimson Covenant down through hub temples or villages—and these specific agents may provide support to her schemes. But OVERALL Illmarrow doesn’t control the faith and most Seekers don’t serve her purposes; some actively despise and oppose the Order of the Emerald Claw. Meanwhile, the members of the Order are Illmarrow’s active agents; some are extremist Seekers, while others—including Illmarrow herself—aren’t Seekers at all.

So: Illmarrow’s active agents are almost entirely in the Emerald Claw. Agents of the Emerald Claw may be able to get support from a local Seeker community but that is not at all a sure thing; it will depend in Illmarrow has supporters or sympathizers within that specific community.

Meanwhile, the Crimson Covenant is something that even Seekers generally know of only as a rumor. One thing I’ve suggested is that when a Seeker priest uses commune, they could actually get their answers from the Covenant. For more on the Crimson Covenant, refer to this article.

I like the idea of the Crimson Covenant being influenced by Lady Illmarrow, but not under her full control. But how could adventurers free it over her influence without having to destroy the mummies and liches that are loyal to her?

This depends entirely on how you decide to present the members of the Crimson Covenant who are loyal to Illmarrow. WHY are they loyal to her? It could be that Illmarrow is deceiving them, and that if adventurers can expose the truth these members of the Covenant will turn against her. Or it could be that these members of the Covenant are themselves merely hungry for power and not concerned with the good of the Seekers; if adventurers could prove this to the other members of the Covenant, then the truly faithful might clean house.

The Blood of Vol is a religion that values basically faith in your inner self. It seems there would not be much of value to Seeker cleric besides their own life (and maybe life of others). What would a BoV cleric refer to as “sacred”? Does this notion even apply to the Blood of Vol?

Looking up “Sacred”, I found this definition: connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration. So with this in mind, what does a Seeker priest consider to be sacred?

  • Life. First and foremost, the Blood of Vol is based on the idea that mortals possess a spark of divinity within. We ARE the gods we venerate—or at least, we have the potential to be.
  • Blood. More specifically, the Seekers consider blood to be the channel of the Divinity WIthin.
  • Survival. This one’s a little more abstract and not shared by all sects, but the general idea is that death is unnatural—that mortality is a curse invented to prevent us from unlocking the Divinity Within. With this in mind, fighting death is a sacred activity. Don’t give up, and do all you can to protect the people you love.

One of the central rituals of the Blood of Vol is the communal sharing of blood as a way of establishing the bond between a community. What we have called out is that while Seekers believe that life is sacred and death is a tragedy, they recognize that you can’t save everyone and their focus is on protecting their own communities and people. Any death is a tragedy, but if bandits attacks your village, you need to put your OWN survival ahead of those who are trying to kill you and the people you care about. But I could very well see some Seekers who actively try not to kill their enemies, believing that any death is a loss.

Though again: There are many sects in the Blood of Vol. The Thieves of Life largely care only about their OWN lives and Divinity Within, and are all too happy to sacrifice others in pursuit of their own ascension.

And now for something completely different…

How do the Tairnadal/Valenar elves bury their dead? Especially when they’re in the field or engaged in battle?

So: The Tairnadal are a nomadic culture. They are essentially always engaged in battle and on the move, and generally don’t place a lot of importance on physical monuments. Likewise, they don’t place much importance on corpses. They’re concerned with the SPIRIT, believing that the spirit can live on through devoted followers. For revenant blades of Cardaen, Cardaen’s spirit is with them at all times; it doesn’t matter where his bones are.

Having said that: we’ve talked about revenants who treasure relics of their patron ancestors. Notably, the Player’s Guide to Eberron talks about the zaelshin tu:

Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearing the sigil of his patron ancestor with him at all times. With a zaelshin tu, you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen’drik to Aerenal and encased in your zaelshin amulet.

The two noteworthy points here are that champions carry a piece of their patron—so again, not burying them in some grand tomb—and that these are described as teeth or slivers of bone; we’ve never described them as using, say, bonecraft armor.

With this in mind, I think that the common Tairnadal practice is to burn the dead, and then to collect ashes, teeth, and slivers of bone that survive the fire, which would be carried by other members of the fallen elf’s warband and possibly passed on to the Keepers of the Past. You don’t want to leave something behind an enemy could desecrate, and all you need is a sliver that can help serve as a beacon to their spirit.

That’s all for now! Thank you to my Patreon supporters for their questions and support!

IFAQ: Thrane Fashion

Art by Bad Moon for Frontiers of Eberron: Threshold

As time permits, I answer interesting questions posed by my Patreon supporters. Here’s another:

The Thrane fashion section is missing from Five Nations—any general ideas on how citizens of Thrane might dress distinctly differently from the other Five Nations?

In thinking of Thrane, it’s useful to contrast the forces shaping it to those that shaped its neighbors. Aundair has the widest penetration of everyday arcane magic and is also shaped by long-term interaction with the Fey. This leads to fashions that are wild and whimsical, to widespread glamerweave, cosmetic prestidigitation, and a general love of flamboyance and flair. On the other side, Karrnath has the harshest climate and the most martial culture. When it embraces fashion, it tends toward a gothic approach that is both grim and intentionally intimidating; the strong seek to SHOW their strength, and you see a definite martial element across general fashion. So with that said…

Faith is the cornerstone of Thrane. This predates both the Church of the Silver Flame and Thrane itself; before Galifar, the people of Daskara were devoted to the Sovereign Host. Divine magic is as important to Thrane as arcane magic is to Aundair, but that power comes from deep faith. I have always seen the typical Thrane as more humble and stoic than their counterparts in the other nations. A key element of the faith of the Silver Flame is the idea that we face a constant, shared threat—that people should be prepared to face supernatural evil and to protect themselves and their neighbors. We’ve called out that shared devotion—and practices like group archery—are key elements of daily life for the common Thrane. I see Thrane fashion as reflecting all of these things. They don’t seek to intimidate their rivals or to celebrate their martial prowess, as you see in Karrnath; and they don’t seek to shine the brightest or to dazzle their peers, as happens in Aundair. More than anything, Thrane fashion is SIMPLE and FUNCTIONAL.

Blue and silver are colors associated with the faith, and both of these colors are thus commonly seen throughout the populace. Now, it’s not that people don’t take pride in their appearance—but they aren’t especially driven by a desire to shine brighter than their neighbors; what is vital is to wear clothing that is PRACTICAL. More than any other nation, the people of Thrane know that dolgrims could burst out of the ground or ghouls could swarm out of the graveyard at any moment; so as a Thrane, you’re always thinking “Am I wearing something that would be practical in a zombie apocalypse?”

On a more specific level, I think that long coats and dusters are common in Thrane: simple, durable, versatile when it comes to weather. The same concept goes to boots and hats; in Thrane, a hat is designed to protect you from the sun and rain; in Aundair, a hat exists to make a STATEMENT, and its functionality is a secondary bonus.

This means that at a glance, Thranes have significant uniformity—similar colors, similar overall design of clothing. But it’s not a UNIFORM. And likewise, where an Aundairian will use Mending to repair damage and likely throw out (or recycle) clothing that is out of style, Thranes will wear their clothes to the bitter end and repair them by hand. They aren’t embarrassed to have clothing with patches or a cloak that’s clearly using a piece of another cloak. So while there’s a common overall style, there’s also a significant degree of tiny, unique details, as clothes evolve over time. I could also definitely imagine a patchwork aspect to clothing, almost like a quilt—where people specifically patch their clothes with pieces of cloth that have particular significance to them—heirlooms from family members, a strip from of the cloak of a heroic templar.

We can see some aspects of this reflected in Epitaph, the Thrane missionary pictured above. Epitaph is a priest, so there is a little flair to her outfit; I’d argue that her flowing sleeves are tied to a tendency to make sweeping gestures while preaching. But compared to Aundairian fashion, it’s a fairly SIMPLE outfit. There’s no glamerweave, no decorative embroidery, no jewelry, She’s wearing practical footwear. Her most prominent accessory is the symbol of her faith, as befits a missionary. Her clothing serves its purpose. Now, she doesn’t have the “patchwork” aspect I suggested above, but that’s not surprising for a missionary, who represents the Church; but the common templar isn’t embarrassed to wear a patched cloak, or their father’s long coat modified to fit their frame.

Is there a specific style of glamerweave that does incorporate silver, similar to how silverburn alters the colors of mundane fires?

The fashion potential of glamerweave is effectively limitless; it’s illusion imbued into cloth. The Church of the Silver Flame has a small but significant following in Aundair, and yes, I believe that Aundairian priests will often have burning lines of Sliver Flame traced on their robes. In my mind, Archbishoip Dariznu of Thaliost may take things even farther; I could imagine him in a silver cloak that appears to be trimmed in actual silver flames.

Does the sentiment of reducing waste and reusing things extend to food too, does Thrane have dishes equivalent to jok/congee, horchata or cod cakes, where the food can be prepared from leftover prepared food (examples far from exhaustive)?

Yes. Again, a good way to think of Thrane is We’re always prepared for a zombie apocalypse. So you’re definitely looking for ways to recycle waste and to get the most out of the supplies you have. In some ways, this is an interesting contrast to Karrnath, which we’ve always called out as the most martial by culture. Karrnath is proud of its martial heritage and has mandatory military service. But the people of Thrane are essentially SURVIVALISTS, always training to be prepared for the threats they know are out there. This ties to the point that local militias are a major part of Thrane’s military; it’s not as FORMAL as the armies of Karrnath, but again, most Thranes have drilled with the bow since childhood. And, of course, prior to the Last War the templars of Thrane often saw more active combat than many of the soldiers of Galifar; the Silver Crusade was certainly the most dramatic conflict in the century leading up to the Last War.

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

IFAQ: Education, Overlords, and More!

Art by Bad Moon for Frontiers of Eberron

The latest episode of Threshold has been posted on my Patreon for Threshold patrons! In this episode, the crew spends the day at the feast of Bounty’s Blessing. In addition, young Tari meets the Silver Flame missionary Epitaph, pictured above; Epitaph and this art will be seen in the upcoming Frontiers of Eberron!

In the meantime: Each month, I ask my Patreon patrons to submit questions. Sometimes these form the basis of articles, but there’s often questions that are interesting but have short answers. As I’m getting read to do a new call for questions, I wanted to post a lightning round with some of the questions patrons asked in May.

Do the Overlords, and their envoys in the Lords of Dust, have any form of a non-aggression pact towards one another, or is it just a free-for-all should the machinations of one come into conflict with another?

This is addressed in this article. A critical line: “The Overlords weren’t allies and had no interest in cooperation. When the domains of two overlords overlapped they would clash, and many took great joy in these conflicts.”

To begin with, don’t just think of the overlords as powerful rakshasa. They engage with reality on a fundamentally different level than their lesser minions. Overlords are primordial forces that shape reality around them sheerly by existing. In a real way, you can think of overlords as kaiju, like Kong or Godzilla. Mortal lives and cities are utterly insignificant to them and they will sweep them aside without even noticing. Rak Tulkhesh spreads rage and war. He doesn’t meticulously plan out the details of these actions because he doesn’t have to; if he is unleashed in his full power, everyone within his sphere of influence will be consumed by bloodlust and a hunger for conflict. Now, with this in mind, one can ask: could Kong and Godzilla have a non-aggression pact? Well, they certainly might team up in a particular encounter in order to defeat Monster Zero. But it’s not like they’re WRITING SOMETHING DOWN. and the next time they meet, Kong might decide to kick Godzilla’s @$$.

However, THE LORDS OF DUST are a completely different story. They are servants of the overlords and seek to return reality to a state of primordial chaos, but THEY engage with the world on a far smaller scale. Rak Tulkhesh will just sweep over a nation and cause it to collapse into savage warfare, because that’s the power he wields. But MORDAKHESH doesn’t have that power, and HE has to manipulate newspapers and subvert generals and make long term plans. And with that in mind, the PURPOSE of the Lords of Dust and the Bleak Council of Ashtakala IS to facilitate cooperation and communication between the servants of the different overlords in order to prevent unnecessary conflicts. So if Mordakhesh and Hektula find that they both have plans for a particular group of adventurers, they will meet in Ashtakala and try to work something out. And in general, they do manage to avoid unnecessary conflict with one another. But the key word there is “unnecessary”; they will almost always put the interests of their overlord ahead of the interests of the Lords of Dust as a whole… which is a weakness that can potentially be exploited.

How does public education actually work in Khorvaire? Who receives free education? Is it any different in, say, Sharn, particularly the lower wards?

The educational system of the Five Nations is described on page 132 of the Eberron Campaign Setting: “Throughout the Five Nations (or at least what’s left of them), formal schooling is considered a right and a necessary part of every child’s training. Rural manors maintain schools for the sons and daughters of the peasants and laborers. Private tutors provide an education for the children of royal and economic nobility. In towns and cities, schools cater to all who wish to attend. In no case is education mandatory; however, most people understand the advantages offered to them by the remnants of the Galifar education system. Higher education and study is available at a number of colleges and universities, as well as among the religious institutions.” So while they’ve never been specifically mentioned, we can assume that there are public schools in Sharn. With that said, I think it’s reasonable to assume that this system faces the challenges of any public schooling system, and that there are regions — such as the lower wards of Sharn — where schools will be understaffed and underfunded. It’s also important to note that the ECS specifies that education is offered but never mandatory. Nonetheless, the Five Nations do have a reasonably effective public education system… which is why it’s taken for granted that the average person in the Five Nations speaks Common and is literate.

How does Morgrave university works in terms of recruiting new students? How much it can cost per year? Or is it the talent that forms entry barrier, not the money – can they have some sort of research for especially talented young people and offer them free tuition? For example, is it possible that some people from Morgrave notice poor urchin kid on the street and take him in because he is a talented sorcerer and seems like promising/useful student and/or magic user?

Here’s a relevant comment from Wayfinder’s Guide to Eberron:

As a Morgrave student, you’re not an adventurer yet. You’ve got talent, but you’re learning. Consider how your background ties into this. As a noble, are you an entitled rich kid who thinks you’re better than everyone else? As an urchin, did you somehow earn a scholarship, or are you literally sneaking into your classes? As a criminal, you could be the daughter of a Boromar crime boss, or you might be an entrepreneur selling dreamlily to the nobles. A charlatan could be a brilliant drama student or an undercover spy trying to root out enemy agents in the faculty. If you’re an entertainer you might be a prodigy whose talent is only just emerging. A Morgrave story is about coming of age and unlocking your potential. So think about your background as a way to set up the person you’re becoming, as opposed to representing adventures that you’ve already had.

The point here is that I would make the price the price of plot. D&D economics are extremely nebulous, in order to calculate a REALISTIC tuition I’d have to sit down and concretely establish the actual incomes of the different social classes of Khorvaire, which frankly I don’t have the time to do. Hence the suggestion to use backgrounds above. If you want the characters to be students at Morgrave, then they ARE students at Morgrave. If a character’s a noble, then their family is paying their tuition. If they’re an urchin, either they have a scholarship or they are sneaking into classes. The point is, the character is going to Morgrave; I’ll use their story to decide exactly how.

The only time I would want to set a concrete tuition was if it was an important plot point that the character has to RAISE that tuition over the course of their adventures, following the model of The Name of the Wind — but note that in the Kingkiller Chronicles, THE TUITION IS DIFFERENT FOR EVERYONE, which again allows the author to set the tuition at the rate that makes it most interesting for the story. 10 gp could be an insurmountable obstacle to a 1st level character and completely trivial for a 4th level character; so a system that bases the tuition off of what you want it to be for THIS story is going to be more useful than me arbitrarily setting a cost that could be too high or too low for the story you want to tell.

What are the towns inside the Towering Wood like? We know about Greenheart and the feyspire Shae Loralyndar, but are there others? Who lives there, and how are they different than the ones in the western Reaches?

There are very few traditional “towns” in the Towering Wood; the 3.5 ECS notes that “In the great wood, the druid sects and shifters typically live in small communities that are roughly equivalent to thorps and hamlets.” Essentially, these are communities that will be tied around an extended family and live off the land; whenever population grows to a level that strains local resources, a group will split off and start a new home in unclaimed territory. The Towering Woods are vast and population density is extremely low, so there’s no shortage of space. Towering communities employ primal techniques instead of arcane or mundane industry, so you will often find homes that are embedded into living trees or that are made of stone that has been shaped by hand. Envoys—often druidic initiates—travel between family estates, sharing news and needed supplies. Shae Loralyndar is an unusual exception, and there are a handful of satellite elven/Greensinger villages around it, but those represent a distinct culture that’s different from the mainstream—just as there are nomadic shifter tribes that have traditions that are entirely different from the settled folk.

What does prophetic significance look like? Is dragonmark graffiti’d on the wall of a ruined building prophetically significant? How do the Chamber and Lords of Dust recognize this significance?

This could definitely be the subject of a longer article, but in brief: what’s been said about the Prophecy is that it takes many forms and involves more than one element at a time. IE it can be crop circles; fissures formed by an earthquake; graffiti on a wall; an unusual pattern of bloodstains. But this is COMBINED with a particular planar or lunar conjunction, a spike in magical energies, the presence of three dragonmarked people, etc. This is part of why it’s generally only creatures with vast lifespans and enormous resources that are able to interpret it. That graffiti on the wall MIGHT be significant, but unless you’ve been studying the Prophecy for a thousand years (or you’re, say, a cleric of the Prophecy with divine insight) you don’t have the context to fully interpret it.

Can Aberrant Dragonmarks appear on Warforged?

Yes. It’s an extremely bizarre thing that will be seen as a curiosity and draw interest from certain scholars, but it is possible.

That’s all for now! Thanks again for my Patreon supporters for asking interesting questions and for making these articles possible.

IFAQ: Rakshasas and Native Fiends

As time permits, I like to answer interesting questions posed by my Patreon supporters. Today, I want to look at native fiends, with a particular focus on rakshasa.

What’s a “Native Fiend”?

A native fiend is a fiend that was spawned in a demiplane of Khyber. If it’s physically destroyed, its energy will return to its place of origin and it will reform. Powerful fiends retain their identity and memories from incarnation to incarnation, while weak fiends may not. So if you kill Hektula the Scribe, she will reform in the Tower of Shadows—the heart demiplane of Sul Khatesh—and she will remain Hektula and remember how you defeated her. On the other hand, if you kill Bob the Imp, a new imp will eventually appear to take his place, but it may be Bill the Imp, and he won’t remember you.

The key point is that native fiends are from the material plane. Hektula isn’t from Shavarath or Daanvi; she’s part of the spiritual architecture of the material plane. She belongs here.

How does this affect spells like Banishing Smite or Banishment?

While native fiends belong in the material plane, they are spawned in demiplanes. I’d say that banishing effects banish them to their demiplane of origin. The main question is whether they return at the end of the spell effect (which is normal for native creatures) or remain banished to the demiplane (following the rules for extraplanar creatures). There’s a case to be made either way—on the one hand, they are native to this plane; on the other, the balancing effects of the 5E rules don’t consider the possibility of a native fiend. Personally, I’d be inclined to base it on the power of the fiend in question: a lesser fiend would be banished to their demiplane, while a major villain would return when the spell expires; you can’t banish an overlord with a 4th level spell. And of course, rakshasas are immune to spells of 6th level or below, so you can’t banish Hektula with these spells.

Fiends from the planes reflect central ideas. Fiends from Shavarath are tied to war, while fiends from Daanvi are about tyranny and the abuse of law. What do native fiends represent?

At the most basic level, native fiends represent evil. They are all that is wrong with the world, all the things we hate and fear made manifest. Fiends from other planes generally don’t care about Eberron because they have business on other planes; the devil from Shavarath has a war to fight. The devil of Khyber is part of Eberron; their purpose is to represent evil in our world.

Beyond that, there are two basic classes of native fiend, based on their demiplanes of origin. As described in Exploring Eberron, heart demiplanes are essentially the true manifestation of an overlord. Fiends from heart demiplanes are, fundamentally, extensions of the overlord and they should be projected through the lens of that overlord. This is why Hektula is a scribe and Mordakhesh is a warrior; Hektula is an element of the Keeper of Secrets, while Mordakhesh is an element of the Rage of War. Fiends from heart demiplanes can freely leave those demiplanes, and while their personalities reflect their overlords, they have independent consciousness and personalities. It’s even possible—though quite rare, except with Eldrantulku—for fiends to scheme against the overlord they are tied to.

The second common class of native fiend are those tied to shadow demiplanes. These demiplanes are essentially alien worlds within the world; each reflects a concept—the Ironlands, the Abyssal Forest of Khaar—but they have no overlord and no obvious purpose; they simply are. Compared to heart fiends, shadow fiends have limited self-awareness and independence; they may appear to be intelligent, but they don’t actually have long-term goals or aspirations. They’re essentially set dressing, part of the story of the demiplane; most can’t voluntarily leave their demiplanes. However, there are places in the world where these demiplanes can bleed into Eberron… most notably, the Demon Wastes. As a result, there are fiends roaming the Demon Wastes that aren’t aligned with the Lords of Dust and who have no long-term agenda; they leave other fiends alone, but anything else is fair game. So when you fight a vrock in the Demon Wastes and think “Doesn’t it have something better to do”—no, it really doesn’t.

Night hags are a notable exception to these classifications. While they’re native fiends, they are independent beings with no known ties to the overlords. They not only move freely across Eberron, but are able to move throughout the planes; the night hag Jabra can often be found at the Immeasurable Market of Syrania, and Sora Kell is well established as a planar traveler. The Aereni sage Tyraela Mendyrian claimed to have visited a demiplane called the Covenant, which she believed to be the point of origin of the night hags; she theorized that the night hags were created by Khyber for a specific purpose, and were intentionally independent of the overlords.

Why are most native fiends rakshasas?

Surprise twist: Most native fiends AREN’T rakshasa. During the Age of Demons, all manner of fiends roamed Eberron. There were goristros and mariliths in the armies of Rak Tulkhesh, and scheming ultroloths in the city of Eldrantulku. It’s not that most native fiends are rakshasas, it’s that most UNBOUND native fiends are rakshasas, and that’s because rakshasas are hard to bind.

The Age of Demons came to an end when the native celestials of Eberron fused their essence together to create the Silver Flame, which was then used to bind the fiends. This not only bound the overlords, it bound the vast majority of their fiendish minions—who, again, are in many ways extensions of the overlord. But some fiends were able to escape the binding. Some were just lucky. Others were so weak that they escaped notice; think of the tiny fish that slips through the gaps in the net made to catch larger creatures. And then you have the rakshasas. One of the defining features of the rakshasa is its complete immunity to spells of 6th level or below. Rakshasas can’t be spotted with detect good and evil. They can pass through magic circles. Forbiddance? Not a problem. Now, this effect isn’t absolute; you CAN trap a rakshasa with, say, imprisonment. But the grand binding wasn’t targeting the rakshasas, it was targeting the overlords, and catching their lesser minions in the same net. And it turns out that rakshasas are especially slippery fish, and were able to slip through in far greater numbers than other lesser fiends.

As it turns out, rakshasas are also exceptionally well suited to the long, subtle work required to free the overlords. They’re immune to the divination and abjuration magics common in the Five Nations. They can read thoughts. They can either shapeshift or disguise themselves with illusions (depending what edition you’re using). Which comes to the second point. There ARE a handful of other free fiends loose in the world. There is at least one goristro tied to Rak Tulkhesh roaming in the Demon Wastes, revered by his Carrion Tribes. But as a general rule, the Lords of Dust don’t have a need for a twenty-foot engine of destruction stomping around; Mordakhesh can actually get a lot more mileage by controlling, say, a newspaper editor.

So the short form is that rakshasas are the most common native fiends that are loose in the world, because they are difficult to detect and bind and because they are the fiends most capable of accomplishing the things that need to be done. However, there ARE other fiends in the world, and if you want to use one in a story, go ahead. The main things to consider are which overlord it’s tied to (if any) and if it’s working with the Lords of Dust.

Why do rakshasas look like tigers? Are people superstitious about tigers because of them?

What we’ve long said is that the appearance of immortals is something that can vary based on their origin. You can find a pit fiend in Shavarath, a pit fiend in Fernia, and a pit fiend in Khyber, but they don’t look the same. The pit fiend of Shavarath is a spirit of war and will wear heavy armor engraved with burning runes. The pit fiend of Fernia is a spirit of fire, a figure of shadow wreathed in flame. The form of the pit fiend of Khyber will vary based on the overlord it’s associated with. The general idea remains the same — a terrifying winged humanoid — but the cosmetic details should be adjusted to fit the defining concept of the fiend.

Take this basic idea and add to it the idea that rakshasa are innately shapeshifters. In 5E they don’t actually shift shape, but rather use disguise self. Nonetheless, the key point is that rakshasa look like what they want to look like. With this in mind, in my opinion, THE TIGER FORM ISN’T THE TRUE FACE OF A RAKSHASA. I feel that in their natural, purest form, the appearance of a rakshasa will reflect the nature of its overlord. Rakshasa servants of the Lurker in Shadow might have a sharklike appearance. Rakshasa tied to the Cold Sun could be serpentine. Hektula the Scribe may be a cloaked figure whose actual appearance can’t be seen within the shadows of her cowl, because mystery is part of her defining concept. So they’re all humanoid, but their appearance varies. Having said that, I feel that for the rakshasa shape is like clothes are for a human. Most of us don’t walk around naked; we wear clothes, and we generally take into account the common styles of our culture. Currently, the fashion in favor with the Lords of Dust is “tigers” and as we’ve described, the Lords of Dust add their personal touches to this; Mordakhesh has stripes of flame, while Hektula is a jaguar with arcane sigils in place of spots. But this is the fashion they choose to wear, and specifically you can think of it as the working uniform of the Lords of Dust. Hektula wears her jaguar-shape while she’s tending the library of Ashtakala, but when she returns to Tower of Shadows she may wear a shape closer to her true form.

So this has two aspects. First, not all rakshasa appear as tigers. I think animal-human hybrids are common, but as I suggested with Hektula I don’t think it’s absolutely required. Second, however, tigers have been in fashion with the Lords of Dust for at least the last few thousand years. So I think it is likely that there are superstitions associated with tigers, but I think that this is much like we have stories about the Big Bad Wolf. It’s not like any reasonable person thinks all tigers are inherently evil or that this stops Boranel from loving his ghost tigers; it’s just that there are surely folk tales about fiendish tigers.

What use do you see the Lords of Dust having for Shadow Demiplanes?

Part of the idea of the demiplanes is that each is an idea in the mind of Khyber. Because of this, fiends aren’t especially COMFORTABLE entering other demiplanes. This is why the Lords of Dust meet in Ashtakala rather than in the Tower of Shadows—because Mordakhesh doesn’t BELONG in the Tower of Shadows. Most likely he could enter it, but it would be uncomfortable and potentially impose exhaustion or have other negative effects. Essentially, each demiplane is a particular pure idea—the material plane is where all those ideas can come together.

From a practical, design standpoint this ties to the fact that as a DM, I don’t particularly want the Lords of Dust to make extensive use of demiplanes. I like the idea that demiplanes can fill the role of undiscovered country—rather than saying that the Lords of Dust have been harvesting the Abyssal Forest for tens of thousands of years. It also leaves room for lesser domain lords, which could include any of the existing archdevils or demon princes; it’s been a while, but IIRC in my conversion of the Savage Tide adventure path I suggested that Demogorgon was just such a lesser archfiend, below the status of an overlord but ruling over an aquatic demiplane. With that said, I’m fine with the idea that MORTALS have been messing with demiplanes—the Kech Shaarat have an outpost in the Ironlands, the Ghaash’kala gather supplies in the Abyssal Forest, Marcher cultists strive to find the Vale of the Inner Sun. But all of those things have a small impact on the region because they ARE mortal, and because they don’t truly understand what they’re dealing with.

So the funny thing is that in some ways, if you’re in the Demon Wastes and being pursued by fiendish forces, it may be that the safest haven you can find IS a shadow demiplane — because if your pursuers aren’t from that demiplane, they won’t follow you into it.

Wouldn’t adventurers face instant death if they walked into a heart demiplane? Is there an avatar of the overlord in its heart demiplane?

Exploring Eberron says this about heart demiplanes:

To defeat the overlords, the champions of the Age of Demons used the Silver Flame to bind their immortal essence, preventing them from returning to their heart demiplane to reform. This essentially severed the brain from the heart—but the heart demiplanes still exist.

Think of a heart demiplane like the body of a human in a coma. It is a reflection of the overlord, but their consciousness isn’t there; everything is running on autopilot. Think of it as Barad-Dûr (the Tower of Sauron) in The Lord of the Rings; it was still a very dangerous place when Sauron was regenerating, but Sauron wasn’t there. So if you go to the Tower of Shadows you will have to deal with the lesser fiends that you find there, and you might have to deal with Hektula if she’s taking a break from the Library of Ashtakala, but you won’t find an avatar of the overlord and there’s no omnipotent, omniscient presence that will instantly find you and destroy you. A heart demiplane is still, by definition, one of the most dangerous places you could possibly go, but it’s not instant death.

Now, if an overlord is partially released, things would be different. In my opinion, the most common form of “partial release” would be that the overlord’s spirit has returned to its heart demiplane but that it is unable to fully emerge from the demiplane. So to look back to Lord of the Rings, Sauron is now back in Barad-Dûr, but he can’t leave it. At that point, yes, if your paladin of the Silver Flame enters the Tower of Shadows, Sul Khatesh would likely feel it and you definitely could encounter her avatar there. However, that’s the point. Again, this is literally THE MOST DANGEROUS THING YOU COULD EVER DO. The only way it would be feasible would be if you have some form of preparation that makes the impossible possible—“Sul Khatesh would normally detect us the instant we entered her domain, but the Cloak of the Traveler will shield us from her gaze… Just make sure it doesn’t get damaged!” This also specifically gives epic adventurers an opportunity to face an overlord in battle without having the overlord unleashed into the material world.

Since there’s native fiends, are there native celestials?

Certainly. However, you rarely see them in the present day. First of all, from a mythological standpoint celestials are children of Siberys while fiends are children of Khyber… and Khyber killed Siberys. So if you accept the creation myth as literal truth, there’s a concrete reason why the material plane has more fiends than celestials; this is also an intentional part of the design of the world, because it’s why Eberron needs heroes. Second, the vast majority of the native celestials of Eberron fused their essence together to create the Silver Flame, becoming the force that now binds the overlords. But native celestials can be encountered—either temporarily drawn out of the Silver Flame, or spirits that were never part of the binding. The couatl are the most common and preferred form of native celestial, but you could definitely have an angel of the Silver Flame. As with fiends, the point is to adjust its appearance to reflect its source. So if I had a deva of the Flame, I’d give it rainbow-feathered wings, a nimbus of silver flame, and slightly serpentine features. So native celestials are extremely rare and typically couatl (or at least couatl-ish) but Siberys could produce any sort of celestial.

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

IFAQ: Elven Miscellany

My last article discussed the impact the long lifespan of elves has on the elves of the Five Nations. This brought up a few other points I’d like to discuss.

Elves are Old for a Long Time

The elves of Aerenal devote decades or centuries to intense, focused study. In the previous article I said that the elves of the Five Nations don’t do this because the infrastructure doesn’t support it; a Brelish elf is going to the same school or university as a Brelish human, and there’s no decades-long classes in the Brelish core curriculum. This raised the question of whether that means the elves of the Five Nations are more versatile than the Aereni… and if so, if combining greater versatility with longer life meant that they dominated the study of arcane sciences in Khorvaire. The answer to this is NO. It’s not just the culture of the Aereni that’s the issue; it’s the fact that elves mentally mature at the same pace as humans and then are OLD FOR A VERY LONG TIME. Here’s a quote from a previous article…

This ties to the idea that a seven-hundred year old lifespan is both a blessing and a curse. Our fluid intelligence – which fuels our ability to adapt to entirely new things – peaks in young adulthood. You grandfather may be a brilliant doctor, a skilled mathematician, and still have trouble learning to use an iPhone that a three-year-old masters in three days. The child is running on fluid intelligence, which allows them to quickly adapt to new things. You grandfather is working off crystallized intelligence, the concrete skills he has perfected over time. For me, this is the fundamental difference between elves and humans… because in my Eberron, both elf and human peak in fluid intelligence at the same time. An elf’s mental facilities don’t deteriorate due to age as a human’s will, so the 110-year-old elf is still sharp and alert… but they’re is also just as firmly set in their ways as a hundred-year-old human, and it’s difficult for them to adapt to entirely new things.

Eberron Flashback: Aereni and Tairnadal

This follows the principle that older people tend to be more conservative than younger people, and the point I made earlier that Brelish elves are more likely to support the monarchy because they don’t like change. Aereni society is built with this in mind, but the general idea is that elves are more likely to specialize than to be diverse in their skills because it’s harder for them to learn entirely new things—and, just as I don’t remember much of the Latin I learned in college, if an elf doesn’t USE a skill for 50 years, it will atrophy. Focusing on a few skills ensures that they MAINTAIN those skills. So if you go to Arcanix, the 500 year old elf professor is more likely to be the one who’s been teaching the same Siberyan Principles course for 300 years—and who is AMAZING at it—than the young hotshot teaching the course that challenges all established principles. There are always exceptions; Mordain the Fleshweaver is a remarkably innovative elf, though it’s questionable as to whether you can still call him an elf. And your player character elf can certainly defy this pattern. But generally, elves are old for a long time; a 200 year old elf has the same general outlook on life that a 200 year old human would if they could live that long, and they aren’t as flexible in their outlook as a 20 year old human.

Where Did You Get Your Training?

Throughout many editions of D&D, elves, dwarves, and other races have had features that feel more cultural than genetic. All elves have “Elf Weapon Training” with longswords and longbows. All dwarves know how to use axes and they’re either brewers and smiths; in third edition, all dwarves had a bonus to fight orcs. It doesn’t matter if they’d never SEEN an orc or ever picked up a hammer: ALL DWARVES HAVE THIS.

This stems from the same monocultural impulse that says “All orcs are evil,” and from the beginning we pushed against this in Eberron. In third edition we largely just ignored it. In fifth edition we’ve more actively challenged it. The Aereni elf subrace in Wayfinder’s Guide and Exploring Eberron removes the Elf Weapon Training trait, because elves in Eberron DON’T all know how to use swords and bows. In Wayfinder’s and Rising From The Last War we suggested that assigned racial languages could be changed, because dwarves aren’t born knowing Dwarvish; if you’re a dwarf born in the slums of Sharn, you might know Goblin instead of Dwarvish. Tasha’s Cauldron of Everything expanded on this with the optional Proficiency Swap system; they specifically call out the example of an elf who swaps longsword proficiency for an instrument proficiency. So Maza Thadian, the best cook in Sharn, doesn’t know how to use a longbow—because she traded that proficiency for Cook’s Utensils.

So the key point here is that Elf Weapon Training—or Dwarf Weapon Training, or similar features—don’t represent some sort of genetic talent. Which means that if you’re playing an elf and you choose to KEEP Elf Weapon Training, it’s up to you to decide how your character acquired that training. In Exploring Eberron I note that Mror dwarves can base their racial Weapon Training and Tool Proficiencies on their experiences in the War Below. This is an equally logical approach for dwarves and elves of the Five Nations. The Last War lasted for a century. Even if your background is entertainer, you can still say that you served in the last war for a decade back eighty years ago. It didn’t because the focus of your life, which is why you’re a bard instead of a fighter, but you still retain that basic training. On the other hand, if your background is ENTERTAINER, perhaps you worked archery into your act. Or, even if you don’t worship the Silver Flame NOW, perhaps you spent a decade as part of a devout Thrane militia fifty years ago and received your training then. Or you could say that your elf character never touched a bow until yesterday—but YOU have an ancestor who lives in your memories and who’s been training your while you trance. Essentially, the fact that you have skill with these weapons is part of your character’s story, and I want to know the STORY behind it. Three Brelish elves may all have Elf Weapon Training—but HOW they got those proficiencies may be completely different for each of them, and it’s certainly different from the training a Tairnadal ranger received.

Potential Lifespan is Just That

In the last article a question was raised as to whether elves would have a different outlook on the Blood of Vol, because the religion evolved as a reaction to the brutality of life and elves are less likely to see life as brutish and short. Well, the Blood of Vol evolved in the cold, harsh regions of Karrnath and the northern Lhazaar Principalities. It evolved among people who were fighting famine and plagues, and who were oppressed by tyrannical rulers. It is a reaction to the basic question what just gods would allow death and suffering… and SUFFERING is an important word to remember. Because just because an elf can POTENTIALLY live to be 700 years old doesn’t mean they WILL. Elves have no special resistance to cold or disease. They may not sleep, but they still need food and water. They can suffer from the cold, and they can suffer the agony of watching their starving children dying from diseases. The long lifespan can seem like a curse on two levels: first, when an elf child dies of a fever when they are ten years old, it seems more unjust because they COULD have had centuries of life. Second, the elf who does live for centuries while enduring starvation and disease and who has to watch their friends dying around them may well feel that another century of life is just more time to suffer.

Aerenal is in many ways a utopia. It is a peaceful, advanced nation where people DO expect to live out most of their natural life in comfort and health. And yes, the Blood of Vol won’t find much purchase there. But it won’t find much purchase ANYWHERE where people live long and comfortable lives. It takes root in those places where people are surrounded by suffering and loss, places where the cruelty of mortal life is made manifest. And just because elves can potentially live longer than humans doesn’t mean that they will—and it doesn’t protect them from starvation, poverty, plague, or any of the other tragedies that humanity endures.

My Patreon backers have posted a lot of good questions on other topics, so this is all for elves for the moment… I’ll try to get back to it in a century or so! Thanks to my Patreon supporters for making these articles possible.

IFAQ: Elves and Pugs

In the fifth edition of Dungeons & Dragons, elves can live to be up to 750 years old. In the past I’ve written many articles about the elves of Valenar and Aerenal and how their long lifespans have affected their culture. But what about the elves of the Five Nations, who are part of a culture driven by short-lived humans? This month, my Patreon supporters posed a number of interesting questions on this topic.

An adult elf of the Five Nations is not only older than the current monarch of their nation, they’re older than the NATION, given that Galifar only dissolved a century ago. How does their long lifespan affect their national loyalty?

First of all, we’ve always said that most demihumans of the Five Nations tend to put their national identity before their species. A third-generation Brelish halfling might support the Glidewing in the Race of Eight Winds as a nod to their Talentan heritage, but they consider themselves Brelish, not Talentan. So that’s the first point to consider: elves born in the Five Nations generally embrace that culture. Which comes to the second point: until the Last War, the Five Nations were united as Galifar. But there were still Five Nations, each of which was culturally distinct and maintained traditions that predated Galifar; Galifar united them under a single ruler and code of laws, but it didn’t erase that cultural identity. The point of this is that not only does your 300-year-old Brelish elf think of themselves as Brelish, they’ve thought of themselves as Brelish far longer than a 30-year-old human; they’ve had far longer to invest in the traditions of Breland and to have a very strong sense of what it means to be Brelish. Which ties to the second point. Because their long lifespan means they’ll outlive the humans around them—whether we’re talking about their monarch or their neighbor—the elves of the Five Nations tend to invest in institutions and customs more than in individual humans. An elf invests in the concept of Breland more deeply than in any one ruler. Likewise, they invest in families more than individuals, seeing the living members of the family as the latest incarnation of that beloved family. For an off the cuff example, consider the relationship between humans and dogs. My household is a pug household. We had a pug we loved, and when he passed away we got a new pug—who is very much his own person, but also very much a pug. And when he passes away, I expect we’ll get another pug. We love our pugs, and in the moment, we love our current pug most of all. But we also know that barring tragedy we will outlive him. So we love him in the moment, we give him the best life that we can, and when he passes we’ll honor him by bringing a new pug into our lives. What we’re NOT going to do is suddenly decide to get a St. Bernard; we’ve become pug people, and we don’t WANT a different dog.

This basic principle applies both to national identity and to an elf’s personal relationships with shorter lived races. Breland in this instances is “Pugs” while King Boranel is “The Current Pug.” The elf who has chosen to live in Breland for three centuries loves Breland more than any other nation. Most likely, they also love Boranel; they may fondly remember Wroaan or other rulers, but Boranel is alive and with them now; they will always honor Wroaan’s memory, but they support the current king. Unless, of course, they don’t like Boranel, in which case they may grumble and think “There’s always a bad one in the litter, but in another ten yeas we’ll get a new one that will be better.” That elf doesn’t want to go live in Thrane any more than I want to get a St. Bernard; they’ve become comfortable with Breland and it’s become part of their identity. With this in mind, I would also say that Brelish elves in particular likely strongly oppose the Swords of Liberty and the anti-monarchy movement, because the four hundred year old elf is far more invested in the institution of the Brelish monarchy than the human who’s only lived with it for twenty years. They’ve invested in the idea of Breland for centuries, and part of that idea of Breland is that it’s a monarchy.

As I said, I’d extend this to an elf’s personal relationships with humans. In playing an elf character, I’d consider whether I know the ancestors of one or more of the other player characters. I might ask one of the other players (it’s a collaborative story and I want to work with them, not impose my story on them ) if they’re OK with the idea that my character has had a long relationship with their family. Throughout the campaign, I might discuss my experiences and adventures with their ancestors. It might even be that the reason I’m part of the adventuring party is to look after that character—because their grandfather would never forgive me if anything happened to them. If you’re familiar with Deep Space Nine, there’s a touch of this in the way Dax refers to their previous hosts. As an elf, play up the fact that you may have known Queen Wroaan or met Kaius I. When you’re at a store in Sharn, mention how it use to be a restaurant a century ago and had the best fried spider legs in the city—they just don’t make them like that any more.

It’s suggested that some elf immigrants to Khorvaire came with a plan to marry into human families and essentially outlive their way to power, inheriting family fortunes from their short-lived spouses. Canon lore suggests that this was abandoned out of an initial revulsion for the Khoravar, but how has it played out in the present day?

The canon answer is clear: elves haven’t taken over all the noble families of Galifar, and in fact, very few elf nobles are mentioned. The question, then, is WHY. The answer is that people of Galifar are well aware of the disparate lifespans of their neighbors and that the laws of the land take it into account. Any position with a lifetime appointment will have clauses that allow for the holder to be removed, so you can’t just appoint a warforged to a lifetime position and then have no way to remove them ever. Meanwhile, nobles will always has pre-nuptial agreements to address this; I think the standard one is simply that a spouse doesn’t inherit the title. It passes to the eldest child or, failing that, to a sibling.

Looking at an example of this in play, Kaius III of Karrnath is married to Etrigani, an Aereni elf. As long as Kaius is alive, Etrigani carries the title of queen. When Kaius dies, however, the crown of Karrnath would pass to their eldest child, not to Etrigani. If they have no children (and currently they don’t), it would pass sideways along the line to Kaius’s sister Haydith. A spouse could likely serve as a regent while waiting for a child to come of age, but they can’t claim the title as their own… thus preventing an elf from marrying into a family of human nobles and holding the title for the next five centuries.

There are a few elf nobles in the Five Nations, and it’s certainly the case that if you’re an Aundairian elf with the noble background, you may be waiting a LONG TIME before the title falls to you.

This raises another question. If my elf character is two hundred years old and knew the wizard’s grandfather, how come I’m only a first level character?

The long-lived races are always a problem in this regard, and I’ve talked about this before in this article. First of all, I’ll call out the fact that in REAL LIFE, skill doesn’t progress in a continuously upward line as we grow older. I learned Latin in college, I haven’t used that skill in two decades, and at this point I can recognize some words but I couldn’t write a sentence in Latin. In another 20 years I may have forgotten it entirely, and that’s nothing like an elf living for centuries. Generally speaking, we reach plateaus with skills and have to work to maintain them. I also fenced in college. Guess what? I’m older now and while I still know some tricks, I’m not a better fencer than I was. Admittedly I multiclassed and took levels of writer instead of fighter, but the point remains: age alone doesn’t equate to skill. A second point is simple: How good is your grandfather at making TikTok videos? Now, replace “TikTok videos” with “Modern Techniques of Arcane Spellcasting.” You could absolutely say that your 1st level elf wizard was a cutting edge wizard 300 years ago, but he’s been out of the game for a while—writing novels, perhaps—and now his spellcasting techniques are incredibly out of date and he can’t figure out these fancy somatic components the kids are doing these days. “That thing! With the fingers!”

While that’s a FUNNY option, I would personally be more likely to use my elf character being 1st level to add a hook to their backstory: WHY are they 250 years old and only first level? My immediate inclination is just what I said above but without the comical agism. My elf character trained as a wizard 200 years ago, and then spent the last 200 years as a novelist or a poet—some career that essentially has no concrete bearing on the skills I use while adventuring—and I need to get back in practice. I remember the basics, and it’s all going to come back to me quickly once we get going, but come on people, I haven’t even cast a cantrip since before you were born.

A more dramatic option would be to justify my temporary low level as a form of injury. Perhaps I served in the Last War—possibly even serving with the parents or grandparents of one of the other characters—and suffered “spellshock” from an arcane attack. Or perhaps I was caught in the Mourning and was found in a coma—I’ve recovered, but my whole body feels numb and I haven’t fully recovered my spellcasting ability. OR, perhaps I was on an epic adventure (again, could be with an ancestor of one of the PCs) and was cursed by an archfey. Breaking that curse could be an ongoing story hook, or it could be something that is broken BECAUSE I’m adventuring with the descendant—allowing me to regain my skills. All three of these options would allow me to say that I WAS a fairly high level character a century ago but I’ve temporarily lost those skills. While other characters may feel like they’ve dramatically improved by the time they reach 9th level, I feel like I’ve only just gotten my sea legs back.

The main point here is that you shouldn’t look at the old dwarf or elf and say “It makes no sense that I’m 120 and still have the same skills as a 20 year old human.” First of all, remember that in Eberron ANY player character is remarkable. Second, don’t just say “it makes no sense”—figure out a way that it COULD make sense. An injury, a curse, a century away from adventuring. The fact that you’re only 1st level NOW doesn’t prevent you from having BEEN higher level at some point in the past.

Do the longer lived races like the elves and dwarves view the Blood of Vol differently (insofar as their lives are not as short, cruel and hopeless as the oppressed humans who latched onto it a couple millennia ago)?

This raises an important point: the fact that you CAN live to be seven hundred years old doesn’t mean that you WILL. Elves are just as susceptible to disease and to cold as humans are. They may not sleep, but they certainly need to eat. So if you’re an elf farmer in Karrnath surprised by a sudden frost, you can still be worried that you’re hungry, that your children are freezing and one has a fever, and that if the frost kills your crops there’s no knowing how you’ll get the money you need to survive. Even if you do somehow live through it, the fact that you get to look forward to hundreds of years of watching your friends die may not feel like a blessing. Those people who founded the Blood of Vol, who felt that life was short, cruel, and helpless, weren’t dying of old age. So no, I don’t think it has a notable effect. And also, the Blood of Vol has never been widespread in the Five Nations. The Brelish elf may not see the appeal to the Blood of Vol, but most Brelish HUMANS don’t see the appeal either.

That’s all for now! I am VERY busy with writing deadlines and family matters and I likely won’t have times to answer questions on this topic. Thanks as always to my Patreon supporters for asking interesting questions and for making this website possible!

IFAQ Lightning Round: Q’barra!

Recently my Patreon supporters posed a number of questions about Q’barra, and I wanted to share the answers where everyone could see them! These get fairly deep into the weeds of Q’barra lore, so here’s a few quick explanations for terms you might not know.

  • Masvirik is the fiendish overlord bound in Q’barra, more commonly known as “The Cold Sun.” The Poison Dusk are the servants of Masvirik, a blend of corrupted lizardfolk, kobolds, and dragonborn.
  • The Masvirik’uala are an alliance of lizardfolk sworn to protect the region from the Poison Dusk and Masvirik. To ensure that they never forgot their mission, the couatl bound the lizardfolk to a shared dream that would forever remind them of their purpose. This is discussed in more detail in this article.
  • The Trothlorsvek is the dragonborn culture in Q’barra, and are also discussed in the previously linked article. Their ancestors came to Q’barra with Rhashaak, the last dragon sent to protect the region from Masvirik.
  • Dusk shards are eberron dragonshards infused with fiendish power.

Before I dive into the questions, I wanted to call out that there’s just 24 hours left for people who want to submit an entry to play in my next Threshold session; you can find more information here.

Previously you made an off hand comparison that “Masvirik is to the lizardfolk as Katashka is to humans” – what did you mean by that?

Some servants of the Poison Dusk are undead and some aren’t, but those that are undead aren’t like Mabaran undead. Masvirik’s champions channel the overlord’s power, which can cause mutation. After death, that aspect of Masvirik can continue to animate the body, creating a form of undead. Keep in mind that when I say “aspect of Masvirik” that doesn’t mean he himself is consciously driving all these beings; like most overlords, Masvirik is essentially dreaming. Possession starts as just a general drive to serve the Poison Dusk. Physical mutation generally occurs as the spirit grows stronger and begins to edge out the mortal spirit; ultimately this can kill the vessel, leaving an undead being entirely driven by the evil within it.

What role do the Blackscale Lizardfolk play in Q’barra?

It wasn’t clearly defined in the 3.5 ECS. The approach of 4E was to say that Masvirik’s servants are vessels for its power and that this physically transforms them — and that the colonists mistakenly assumed these were distinct species, whereas in fact they are corrupted. So the classic “Poison Dusk lizardfolk” weren’t pygmy lizardfolk, but rather corrupted kobolds—with Dungeon 185 noting that the kobolds of the region are the most vulnerable to the influence of the Cold Sun, thus driving that idea that most of the time, people encountering “The Poison Dusk” encounter these small scales. It goes on to note that with Masvirik’s dusk shard champions “Many are physically transformed so that they possess serpentine or draconic traits and specifically resemble a black dragon” — so Blackscale lizardfolk aren’t a SPECIES, but rather corrupted champions of Masvirik. As such, they largely aren’t encountered outside of the Poison Dusk and don’t play a distinct role in Q’barra separate from the Poison Dusk. 

The ECS states that the Cold Sun are primarily found in the “north and east”. Would you then say that the Dragonborn/Trothlorsvek are actually the primary scales in Hope/New Galifar? Or is that outdated canon?

It’s outdated canon. With that said, I wouldn’t say that there ARE “primary scales” in Hope and New Galifar. The Masvirik’uala form the bulk of the population, but what Dungeon 185 notes is that “the lizardfolk proved willing to cede certain regions to the outsiders”. They don’t have a concept of owning land and they essentially moved out of the regions the colonists moved into; they largely avoid contact with the settlers when possible. I think they can still be found in Hope and New Galifar, but again, they essentially move to stay out of the way of the colonists, so you don’t FEEL their presence strongly. By contrast, the Trothlorsvek are few in number and their cities are largely in the unclaimed region, but they are more open to interacting with the settlers when they do meet; High Elder Bhisma has forged an alliance with Newthrone and forbid clans from attacking human cities, and it was likely Bhisma who participated in the Thronehold discussions. But the Dragonborn have their ancient duties to attend to and aren’t TRYING to integrate with the settlers, which again is why the settlers know so little about them.

Is the shared dreamscape of the Masvirik’uala in Dal Quor, like the Uul Dhakaan, or is it separate from the plane?

Logically, it makes more sense for it to be isolated from the plane. It was created by the couatl, who have no personal connection to Dal Quor or reason to have influence over it. Furthermore, if it’s in Dal Quor it’s easier for it to be manipulated or corrupted by outside forces, so it’s SAFER for it to be isolated. So my inclination would be to say that the lizardfolk dream is IN THE SILVER FLAME. The main thing is that this would mean that the Masvirik’uala should be IMMUNE TO THE DREAM SPELL, because like kalashtar they don’t dream in Dal Quor. On the other hand, if you want adventurers to be able to explore it or want it to be corrupted by the Quori you could place it in Dal Quor… But again, it seems illogical to me that the couatl would have the ability to permanently transform Dal Quor. Yes, on the one hand the Couatl host had more raw power than Jhazaal Dhakaan, and she created the Uul Dhakaan… but on the other hand, as a mortal, Jhazaal had a tie to Dal Quor and a deep understanding of stories, while as native celestials the couatl have no connection to Dal Quor.

Would you say that the Draconic Eidolon has existed undisturbed since the rise of draconic power toward the end of the Age of Demons? Would it have weathered the Turning of Ages, undisturbed? I assume the Draconic Eidolon might have been attacked in the past by quori, but remained impenetrable?

I’d be inclined to say that it’s more recent than the Age of Demons. It’s supposed to be an arcane artifact—something the dragons CREATED—and to me, it’s an example of the fact that even at their more advanced level of magic, dragons are capable of innovation and evolution. With that said, one possibility would be to say that it was created by Ourelonastrix and that it holds the spirits of the dragons who inspired the myths of the Sovereigns; in that case, yes, it would be that old.

What kind of magic do the lizardfolk use? Dragons of Eberron mentions that Vvaraak taught many other groups of druids, including that ” lizardfolk boast Gatekeepers in Q’barra and Xen’drik” while Rising from the Last War says that lizardfolk culture “blends druidic traditions with the beliefs of the Silver Flame”

The general principle is that where there’s contradictions, the latest source takes precedence—notably, the intentional change of the Blood of Vol over the editions when compared to the ECS. Rising intentionally contradicts prior canon on a number of points. So I would use Rising’s statement here: the Lizardfolk have a tradition that blends primal magic and the power of the Silver Flame. I see no reason that Vvaraak would have had anything to do with it, and beyond that, the Masivirik’uuala AREN’T GOOD AT LEARNING NEW THINGS. The whole reason their culture has remained as stable as it has for tens of thousands of years is that they rely on the dream for their traditions. If Vvaraak taught them something entirely new, it would be forgotten in a few generations because it’s not embedded in the dream. So I’d ignore Dragons of Eberron on this point — though it could be advanced as a crackpot theory by a Morgrave scholar.

As noted, they wield a blend of divine and primal power… so, for example, an Ancients paladin or a Nature cleric are both solid choices for the lizardfolk, though rangers and druids are also options. They do not have a Keeper or Voice of the Flame; the shared dream of the Masvirik’uala serves the role of a Voice of the Flame for them. 

Do the Shulassakar play any role in the region? The dragonshard on them says “The shulassakar devote their energy to guarding Krezent and other couatl ruins scattered across Eberron.”

No, the Shulassakar don’t play a major role in the region. The lizardfolk predate the Shulassakar and the lizardfolk dream is essentially a self-sustaining system; they don’t NEED shulassakar assistance (just as there’s no significant shulassakar presence among the Ghaash’kala). The Shulassakar guard Krezent because there’s no one else to do it. I expect that there may be some Shulassakar OBSERVERS in Q’barra, but they aren’t integrated into the Masvirik’uala.

When did Rhashaak arrive? How has he survived? Was he the first draconic guardian of Haka’torvhak?

This is a question that simply isn’t going to have a logical answer, which is why my general principle is NOT to try to pin down every scrap of history in these vast stretches. Per 5E dragonborn lifespan is equivalent to humans. Barring a supernatural force like the Uul Dhakaan or lizardfolk dreams, it’s hard to envision a dragonborn civilization enduring for *75,000* years with no significant change — and still being around to have an empire that clashed with the Dhakaani. One way to explain it would be to suggest that they have gone through multiple rises and falls, being nearly decimated by the Poison Dusk only to eventually rebuild, in which case past civilizations could be entirely different. A simpler alternative would be that Rhashaak was the LAST guardian, not the first; that with all previous guardians, Argonnessen eradicated them AND their dragonborn retinue when they became corrupted. With Rhashaak, they realized that while he was corrupted, he was both contained and containing Masvirik—that rather than replacing the cork in the bottle over and over, they could just LEAVE it. So in that case, Masvirik could have been put in place in the Age of Monsters, allowing his dragonborn to establish an empire around the same time as Dhakaan.

For story purposes, whether Rhashaak’s reign lasted one thousand years or three thousand years is largely irrelevant; it lasted for a long time, a long time ago. However, if you want to nail it down, there’s two possibilities. Either it’s artistic license — even the dragonborn likely don’t have perfect records, and who else would even know? The lizardfolk don’t record history in that way—or Rhashaak was ALWAYS SUSTAINED BY THE POWER OF HAKATORVHAK—that part of BEING the guardian of Haka’torvhak was spiritually bonding with the city, and it was always just a question of how long he could sustain it without being corrupted.

What’s the big difference between a dusk shard and a khyber shard with a demon in it? Is it just that dusk shards, being based in Eberron shards, were a more convenient storytelling mechanism for Q’barra?

The short form is that there weren’t enough Khyber shards IN Q’barra, so Eberron shards were used instead, which is why THEY DON’T WORK AS WELL. In general principle, think of a dusk shard as a sponge used to soak up Masvirik’s malefic power; it’s better than leaving the mess on the floor, but you’re going to get wet if you touch it.

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

IFAQ: Wizard Circles

In my last three Dragonmark articles, I’ve discussed Arcane Science, The Arcane Arts, and Arcane History. This has raised a few questions, including…

In the last article you mentioned the Guild of Moonlight and Whispers. Could you provide the names of some of the other wizard circles and arcane orders that make up the Arcane Congress?

Certainly! Arcane orders have played an important role in the development of arcane science. and can provide both connections and rivals for spellcasting characters. Eberron: Rising From The Last War discusses the costs and benefits of arcane orders on page 158, while Sharn: City of Towers discusses them on page 146. In short, membership in an arcane order provides you with high-quality lodging, advantage on arcane research and benefits when creating magic items when you have access to the facilities of your order. But beyond that, it provides a degree of status: If you’re a member of the Esoteric Order of Aureon, you’re a REAL wizard. While these are tangible benefits, a second point is that in means that you have peers. As we’ve always said, true wizards are rare and remarkable. If you’re in an arcane order, you know other wizards and artificers. They could provide you with useful leads or insights for your adventures. You could learn spells from the order’s library; if a DM wants to limit spell access, it could be that certain orders are the only place to acquire a specific unusual spell, because Maximillian Hysian of the Esoteric Order created Maximilian’s Earthen Grasp. It can also be a fun source of rivals—whether establishing that you have a friendly rivalry with a member of your own order, or a more bitter feud with a member of another order. It is the case that not all arcane scholars use the wizard or artificer class; there could be a sage in your circle who knows 5th level spells even though they can’t cast them, or someone capable of creating magic items even though they don’t have the full abilities of an artificer.

The canon books specifically discuss the three orders known in Sharn and Breland: the Esoteric Order of Aureon, the Guild of Starlight and Shadows, and the now-shunned Closed Circle. Arcane orders are found across the Five Nations, but they began in ancient Thaliost and Aundair has more than any other nation.

As with anything I write, this is a foundation for DMs to build upon. Ignore what you don’t like, and add your own ideas to your Eberron!

THE ARCANE ORDER OF AUREON (Aundair, Thrane)

The Arcane Order of Aureon is the largest and most powerful circle in Aundair, wielding influence both within the Arcane Congress and among the nobility of the nation. For this reason it is often disparaged by the other circles, who assert that it has become a hollow shell choosing members based on pedigree rather than arcane talent… essentially, that its members are more likely to be nobles rather than sages. Members of the Arcane Order must swear to use “Aureon’s Gift” to preserve civilization and in the service of the law. While its diverse membership practice all forms of magic, the schools of evocation, abjuration, and divination have especially strong support in the order.

Though not the first wizard’s circle, this was the first circle to use the term arcane order. The Arcane Order was founded in ancient Daskara by monks devoted to Aureon, but quickly spread into Thaliost. Bound by the belief that magic should be a force for law and order, the circle were staunch supporters of Galifar I. They provided magical support during his conquest and helped enforce order across the united kingdom in the aftermath. They formed the solid foundation of the Arcane Congress and ensured the Congress served crown and kingdom. It’s worth noting that the Princess Aundair was originally a member of the Guild of Moonlight and Whispers—and that Aundair herself was instrumental in convincing the other circles to unite in the Arcane Congress, setting aside the feuds many of the lesser circles had with the Arcane Order. Those feuds continue to this day, but are conducted within the confines of the Congress.

Over the course of centuries, internal rivalries caused the Arcane Order to split along national lines. This resulted in Breland’s Esoteric Order of Aureon and the Erudite Order of eastern Cyre. The Arcane Order remained a force in central Cyre and in Thrane, though its support dropped significantly in Thrane following the depredations of Sarmondelaryx, the Year of Blood and Fire, and the rise of the Silver Flame. Today the Arcane Order maintains a single hall in Thrane, in the city of Sigilstar.

THE GILDED LABYRINTH (Thrane)

While small, the Gilded Labyrinth is the one truly respected arcane order in Thrane. Its members are more commonly known as Silver Pyromancers, and specialize in incorporating the divine energy of the Silver Flame into arcane spells. This requires a deep devotion to the Flame in addition to arcane knowledge. Mechanically, members of the Gilded Labyrinth might be Divine Soul sorcerers or Celestial warlocks, but their traditions are grounded in arcane science and members must be proficient in Arcana. The Labyrinth is an arm of the Church of the Silver Flame, operating under the broader umbrella of the Order of the Pure; more information can be found on page 152 of the Five Nations sourcebook.

THE GUILD OF MOONLIGHT AND WHISPERS (Aundair)

Said to be the first true wizard’s circle in Khorvaire, the Guild of Moonlight and Whispers was founded in ancient Thaliost by Margana Lain. The guild was dedicated to finding ways to replicating the mystical powers of the fey through arcane science. Members specialize in illusion, enchantment, divination, and magic related directly to the fey, and the Guild is an exceptional source of knowledge regarding fey and archfey.

Moonlight isn’t a large circle, in part because of its extremely high standards. However, it is the most widely respected circle in Aundair, in part because Princess Aundair was herself a member of Moonlight and Whispers. While its members are devoted to their nation, they believe that the Arcane Order of Aureon’s obsession with laws and political power undermines the pure pursuit of arcane knowledge. When someone challenges Aureon in the Arcane Congress, it usually takes the support of Moonlight to have a chance to succeed. Breland’s Guild of Starlight and Shadows was founded by members of Moonlight, and the two are generally friendly; while Starlight has less of an interest in the fey, both circles have a common interest in illusion and enchantment. Members of one of these circles will usually be admitted to the halls of the other, though not accorded the privileges of full members.

Mechanically, most members of the circle are wizards, but the guild does accept Archfey warlocks as long as they are proficient in Arcana; the circle is devoted to understanding fey magic, not simply using it.

THE ORDER OF THE ETHEREAL BLADE (Aundair)

The Order of the Ethereal Blade was founded in the fifth century (YK) as a duelist’s society, where members of other circles could test their skills and spells in battle with fellow mages. What began as a mystical fight club became the core of the original Knights Arcane, and also pioneered Aundair’s Bladesinger tradition (the Tairnadal, Greensingers, and others have their own forms of this path). Today, the Ethereal Blade focuses on the study and development of war magic, but it remains a dueling society whose members are always ready to prove their mettle in battle. Many of Aundair’s finest warmages are members of the Order, along with officers of the Knights Arcane and Knight Phantoms.

While it began as a wizard’s circle, today the Order of the Ethereal Blade welcomes Eldritch Knights, Arcane Tricksters and others who blend martial and mystical techniques. With that said, it’s still an arcane order. There are other societies that cater purely to duelists and wandslingers, including Fairhaven’s League of ir’Lain and the Darkwood Wands of Passage.

THE UNSPOKEN WORD (Aundair)

The Unspoken Word is devoted to the pursuit of ultimate arcane power. Members believe that laws and moral concerns should never stand in the way of knowledge. Just as the Guild of Moonlight and Whispers seeks to unlock the mysteries of the fey, the Unspoken Word strives to master the powers of dragons, overlords, and daelkyr. Its members are determined to unravel the secrets of the Du’raskha Tul, the moon-shattering magics of the giants, and more. What has allowed this order to survive when similar groups—such as the Closed Circle of Breland—were destroyed is the absolute insistence that such magic should never be USED: that these words will forever remain unspoken. Unspoken mages insist that fear cannot be allowed to stand in the way of progress. But an Unspoken wizard pursuing the moon-breaking magic of the giants will insist that they have no desire to shatter moons; it’s simply that if such powers can be understood, could we use them in positive ways?

Members of the Unspoken Word are often viewed with a trace of fear, and most enjoy this infamy. They like to imply that they have dreadful secrets locked away in their vaults, fell powers they could unleash if they choose to. But again, they continue to exist because they never have caused disasters… and because their members are mages of considerable skill. While most are wizards, they accept Fiend and Great Old One Warlocks, provided they are proficient in Arcana and devoted to the pursuit of arcane science.

Mordain the Fleshweaver is said to have been part of the Unspoken Word before his fall from grace, though other accounts say that he began as a member but ultimately severed ties with the order in part because he believed such knowledge should be USED. However, the order may still have relics from his time as a member, and it’s possible Mordain still sends them little “gifts” — some of which could be very dangerous.

Lesser Orders

The circles mentioned above have considerable prestige and significant resources. They have broad areas of study; while Moonlight may specialize in Illusion and Enchantment, you can still discuss evocation in the hall. But especially in Aundair, there are a host of lesser orders. Most have a narrow focus and more limited resources. Members of the Lodge of the Eternal Flame are acknowledged as some of the most accomplished pyromancers in Khorvaire, but they only accept Evokers and refuse to practice any form of frost-related magic, and they only have a single hall. Here’s a few of these lesser orders.

  • Dolurrh’s Gate. Based in Fairhaven in Aundair, this is one of the only respected orders of Necromancers in the Five Nations. Members of the order focus on the positive uses of necromancy, such as the practical value of speak with dead; they’re also experts on undead, studying how to contain and control undead threats.
  • The Golden Seal. This order of Abjurers is based in Fairhaven in Aundair. Originally part of the Arcane Order of Aureon, they were split from the main order in 312 YK and charged with maintaining the mystic defenses of the Arcane Congress—and in replicating the abilities of the Mark of Warding. It was wizards of the Golden Seal who first perfected the common glyph of warding spells used in the Five Nations. While small, this is an elite order whose members gained considerable prestige during the Last War.
  • The Guild of Endless Doors. Based in the city of Passage in Aundair, this guild of Conjurers catalogs manifest zones that can serve as planar portals, along with the circumstances that can open them. They are determined to unlock the secrets of teleportation, and to make this a part of everyday life. They have often feuded with the Guild of Moonlight and Whispers, and some believe that House Orien has sabotaged their research. It’s worth noting that the Guild of Endless Doors did develop the forms of teleport, teleportation circle, and misty step currently taught at Arcanix; it’s simply that those first two spells are largely useless because of how few people in the Five Nations can actually cast them, and they are working on developing more accessible forms of this magic. However, they are a lesser order and lack the resources of Orien.
  • The Keepers of Aureon’s Veil. The Keepers are a semi-monastic order, who maintain the Starpeaks Observatory in the mountains close to the village of Askelios. While reclusive, they are respected for their exceptional work with divination; when a Keeper addresses the arcane congress, people listen. This is an excellent option for a Diviner with the hermit background.
  • The Lodge of the Eternal Flame. Located in the city of Thaliost, this order of Evokers specializes in pyromancy. The Lodge is located on a small manifest zone tied to Fernia, and the “Eternal Flame” is a manifestation of that.
  • The Children of Siberys. One of the newest circles is based in Arcanix, and is notable in that it doesn’t actually involve wizards. This article discusses “Dragonblood sorcerers”—sorcerers who use the trappings and techniques of arcane magic to focus their gifts. Traditionally these sorcerers have been rare curiosities. Recently Arcanix Provost Iria ir’Rayne posited that there may be considerably more latent Dragonblood sorcerers in the world than we realize, simply waiting for their powers to be recognized and released. Iria founded the Children of Siberys in 989 YK, with the intention of both guiding Dragonblood students and in studying the nature of Dragonblood sorcery. At the moment it’s a small order that lacks resources or influence, but ir’Rayne is fighting to expand the circle. A player character who chooses to be a Dragonblood sorcerer could easily be an important member of the Children, even at low level.

Again, these are just a few of the lesser orders… and these are orders that are active today, not taking into account the many circles that have fallen over time, on their own or through hostile action (like the Closed Circle of Sharn).

Secret Societies

Arcane orders are exclusive, but generally not secret; part of the point of joining an arcane order is the prestige associated with it. While the Unspoken Word walks a dangerous line, it celebrates this and takes pride in its work. However, there are other cabals of mages that aren’t so open. The Court of Shadows is a league of warlocks and wizards inspired by Sul Khatesh. The Mosiac Committee is an Aundairian society that works to obscure the Draconic Prophecy. The College of Whispers is devoted to the Shadow, and counts both bards and wizards among its members. These are just a few examples; there are many more hidden below the surface of society.

Q&A

What is the relationship between wizard circles and the dragonmarked houses? They come across like smaller, yet non-negligible businesses and start-ups standing under the shadow of much vaster megacorporations.

While Sharn: City of Towers highlights the ability to sell spellcasting services as one of the benefits of an order, this is rendered somewhat obsolete by the current implementation of magewrights and notably isn’t mentioned as a benefit of circle membership in Rising From The Last War. Essentially, while your wizard may know how to cast knock, imagine our world: if you need someone to open your door, are you going to go to the Mason’s hall and ask if someone there can help, or are you just going to go to the professional locksmith who has a store on the corner and is licensed by House Kundarak? And while the orders allow members to create magic items at a lower cost, they don’t have the facilities to produce such items on an industrial scale. It is the case that if you’re looking for a magical service no magewright can provide or a magic item Cannith doesn’t sell, the Esoteric Order of Aureon might be able to help you — but precisely because that would be dealing with services the houses can’t provide, they aren’t direct rivals.

With that said, the circles are responsible for many of the developments that have brought services that were once solely tied to the dragonmarked houses to the public domain. I believe the Guild of Endless Doors has already cracked the basic mystery of teleportation, which is why an Arcanix-trained wizard can learn the teleport spell; it’s simply that as a 5th level spell it’s beyond the ability of any common magewright and hasn’t been able to be incorporated into everyday magic, and they’re still trying to develop a more accessible form of it. Likewise, while the guilds are not run to make a profit, some receive grants from the Arcane Congress while others sell their work to the Arcane Congress; these funds have been invested over centuries and ensure the solvency of the circles.

Would the Aurum count among its number many members of arcane orders?

Yes, it’s quite likely that the Aurum includes a number of influential members of arcane orders. And it may well be that there are Aurum concordians helping to fund the work of the Guild of Endless Doors and other circles that have the potential of undermining dragonmarked monopolies.

When you say the Guild of Moonlight and Whispers has high standards, what form might that take? Do you need to be able to cast second level spells, or have at least a +7 to Arcana, or pass a series of tests (or all of the above)?

Largely this is a plot device. It’s quite reasonable to say that they’d actually require someone to be able to cast a spell of the Third Circle (3rd level) or to hit a repeated set of high Arcana checks in an extended challenge. But if you WANT a PC to be part of an order at 1st level, you could say that an influential member of the circle has sponsored them because “They can see their exceptional promise” or simply as a mysterious favor—no one knows why Syla ir’Lain broke protocols to allow her in, but some say the request was made by the Lady in Shadow herself! The main point is to say that membership is exclusive and that members must be remarkable in some way — it’s not just magewrights and wandslingers.

Can you explain the relationship between the Wizard Circles and the Arcane Congress?

The formal structure of the Arcane Congress would need to be the topic of another article. The circles are part of the foundation of the Arcane Congress and have representatives in the Congress, along with the noble families, but the Congress is a formal institution that directly serves the crown (and is funded by it). The Arcane Order of Aureon was instrumental in building the foundation of the Congress, but the Order and the Congress are two separate entities (though many members of the Order serve in the Congress).

In a sense, the circles serve as research arms of the Congress. If the Guild of Endless Doors unlocks new secrets about teleportation, it will pass those along to the Congress. In some cases circles receive research grants from the Congress, while others operate independently and sell the fruits of their labor to the Congress.

Are there similar organizations for sorcerers and warlocks?

Part of the challenge here is that WE see the world through a mechanical lens. WE see all wizards as wizards, all sorcerers as sorcerers. But the WORLD doesn’t necessarily have such ironclad distinctions. Consider this: Wizards don’t choose their Arcane Tradition until 2nd level. They all start with the same basic foundation. They are all using the same arcane science; even if they debate the merits of Externalism versus Siberyan Theory, two wizards can trade spells. Arcane Tradition is a point where they diverge, but it’s a specialization rather than a completely different path. I may be an Evoker while you’re a Diviner, but we’re still both WIZARDS… And I can still cast divinations, and you can still cast fireballs. We still have a common frame of reference. And that’s part of what wizards circles are for: for wizards to learn from one another, to collaborate on research, and so on.

By contrast, WE see all sorcerers as sorcerers, but in practice they don’t have a lot in common. This is part of why THEY choose their archetype at 1st level: because sorcerers with different origins are extremely different. Consider three sorcerers: a human with red scales and an affinity for flame, who might grow wings if they become powerful enough; a Lyrandar half-elf who channels power through their Mark of Storm; and a kalashtar orphan who intuitively wields divine energies as a Divine Soul sorcerer. What do these three have in common? What can they teach one another? What would cause THEM to think that they should form a club?

Having said that, there are some organizations for sorcerers. The biggest are called “dragonmarked houses.” The previous article on Arcane History touches on “Dragonblood” sorcerers, who DO use the trappings of arcane science to master their abilities, and I’ve given them a lesser order in the list above… But that’s because they’re TRYING to approach their powers from a scientific perspective and learn from them.

Warlocks are in a similar position. They choose their patrons at 1st level, and again, an Archfey warlock devoted to the Forest Queen doesn’t feel some sort of kinship to a Great Old One warlock working for Dyrrn the Corruptor just because they are both arbitrarily classified as “warlocks.” Warlocks with an interest in arcane science can join circles, as described above. Other warlocks generally only ally with warlocks serving the same patron, and often these covens are highly secretive (such as the Court of Shadows). So there are definitely alliances of warlocks, but they are usually driven by allegiance to a common patron, not by a shared scholarly interest in the abstract experience of being a warlock.

Also are there any other circles outside of Aundair, like Cyre and Karrnath?

The question raised was specifically about the circles aligned with the Arcane Congress, so I wasn’t covering other nations; Thrane just snuck in (since admittedly the Gilded Labyrinth isn’t part of the Congress). Breland has the Esoteric Order of Aureon, the Guild of Moonlight and Shadows, and had the Closed Circle. Karrnath doesn’t support wizard’s circles; it focused on martial orders and chivalric societies. With that said, some of those martial orders include warmages and the like; the Order of the Blackened Sky is an example of this. but they are martial orders with a magical aspect, not wizard’s circles.

Would The Unspoken Word be trying to discover the cause of the Mourning? Given that discovering the cause of the Mourning might return the world to war, might the Aurum, the Houses, or peace-loving monarchs be trying to stop them?

In my opinion, there are MANY forces trying to discover the cause of the Mourning. The Unspoken Word, the Arcane Order of Aureon, the Royal Eyes, the King’s Dark Lanterns, Rekkenmark, the Order of the Emerald Claw, the Lord of Blades, the Shadow Cabinet, every branch of House Cannith, and many more. Yes, while we don’t know the cause of the Mourning, there will be peace because we are afraid to return to war. However…

  • It is entirely possible that the Mourning was caused by a manufactured weapon or ritual.
  • If that’s the case, someone already KNOWS the cause of the Mourning. They could be perfecting the ritual or building an improved, focused version of the weapon.
  • If someone does master such a weapon and we know nothing about it, we will have no defense. Whether we intend to build such a weapon ourselves or simply to discover how to protect ourselves from it, we must understand it.
  • We cannot take the risk of someone else discovering and mastering this power while we remain in ignorance. Even if every nation agreed not to pursue it, that would leave groups like the Lord of Blades and the Emerald Claw pursuing it, and imagine the horrors we would face if one of them mastered such power?
  • For a more idealistic approach, a certain queen might think with the power of the Mourning at my disposal, no nation could stand against me. I would be able to restore a peaceful, unified Galifar without even fighting a war, because who would dare challenge such power?
  • Given that: are you so certain that the Unspoken Word wasn’t actually behind the Mourning? If anyone could have produced such a horrific weapon, wouldn’t it be them—most likely working in the direct service of the crown? You can be sure the Voice of Breland has accused them of it…

So first of all, I think the Unspoken Word is one of the top suspects among those who believe the Mourning was a weapon. Within Aundair, I think it’s entirely possible that it’s actually caused their stock to rise, either because people believe they might have caused the Mourning or because people believe they might be the key to mastering its power and coming up with a viable defense against it. The question of which they want is up to you. Do they think the best way to defend Breland is to harness this power as a weapon? Or are they actually true to their stated principles, and are determined that no one should ever USE such a weapon? The answer could determine if they’re a dangerous enemy or a valuable ally for the adventurers…

That’s all for now! Thanks as always to my Patreon supporters for posing the question and making these articles possible.