IFAQ: Wounding Werewolves and Changeling Hair

What happens when you cut a changeling’s hair?

Good question. When a changeling is killed, their body reverts to their natural form. With that in mind, it seems like if you sever some element of a changeling’s body—like its hair—it should revert, right? And if you say no—that the changeling’s hair retains its appearance after being separated—then does mean than changelings can use their power to grow their hair, and then cut it off and sell it to wigmakers?

As with many things, the key question here is what’s the story you want to tell? I don’t want a simple, foolproof method for revealing a changeling with one snip of the scissors. I also don’t want a changeling to be able to create infinite wigs. We need a rope ladder: Kel, can you grow fifty feet of hair? With this in mind, I personally say two things.

  • When a changeling’s hair is cut, it WILL revert—becoming colorless and crumbling away. But it doesn’t happen instantly. It takes about 24 hours for changeling hair to revert. Which means that wigmakers will wait a day before they’ll pay you for your hair—but also that it’s not a useful tool for a guard to decide whether they’re letting you into a room.
  • Changeling hair is an extrusion of the character’s biomass. I will place limits on just how much they can create—six feet of hair, sure! Fifty feet, no. If a mass of hair is cut off, it won’t KILL the changeling, but I may give them one or more levels of exhaustion; they are pushing their body to its limits.

But how does this tie to the idea of a character instantly reverting on death? The key question is what that process of reversion actually looks like. From a mechanical, story perspective, what’s important is that observers immediately know the character was an imposter, and have enough information to identify them if they know them. But that doesn’t mean that it has to be an instant FULL reversion. It could be that the dead changeling’s FACE reverts within moments and that the rest of the change spreads out from there over the course of the next 24 hours. The revelation that they’re an imposter is instant; but there’s no reason the full reversion can’t take a little longer.

In 5E D&D, Lycanthropes are immune to slashing, bludgeoning, and piercing damage from non-magical, non-silver weapons. How did people mistake shifters for lycanthropes during the Silver Crusade, when all you’d have to do to test it is to poke them with a dagger?

Like the changeling haircut, this seems reasonable. A werewolf is immune to mundane weapons. Therefore, I can’t hurt the werewolf with my iron dagger. If I’m concerned that you might be a werewolf, all you have to do is to let me prick your finger. But again, is that the story we want to tell? The traditional story of the werewolf is one of suspense and horror, murderer hidden among the innocents. The Silver Crusade resulted in the deaths of countless innocents who were believed to be lycanthropes—how could that happen if it’s so easy to identify them?

If you want that suspense, the answer is simple: It’s NOT that easy to identify them. As with many of my discussions of class features, it’s important to separate the mechanical effect defined in the rules from the cosmetic manifestation of that effect, which is up to the DM. The rules state that werewolves can’t be hurt by mundane weapons. That doesn’t mean that they can’t be CUT by mundane weapons, or that they don’t bleed when injured in this way; it just means it doesn’t actually cause a loss of hit points.

Look to the movies. Typically, when a werewolf is shot with a normal gun, it’s not that the bullets bounce off of them. The mundane bullets punch holes in the werewolf, but don’t hurt it; it just keeps coming until you finally use a silver bullet. Having impenetrable skin is the domain of superheroes. Having the werewolf who’s been shot and stabbed, who may have bone exposed by ghastly injuries, and who just does not die is what makes a werewolf horrifying and unnatural.

So in my campaign, it’s not that a lycanthrope can’t be physically injured by a mundane weapon, it’s that they don’t suffer an actual DAMAGE from it. They will heal from the injury with unnatural speed, but not so fast that you can watch it happen. Which means that just cutting someone’s palm with a steel dagger won’t tell you if they’re a werewolf; the dagger will cut them and they will bleed, regardless of whether they’re a werewolf or not. Now, cutting their throat or stabbing them in the heart with that dagger will tell you something, because if they’re human they will die — while if they’re a werewolf, they’ll pull the dagger out of their heart and laugh at you. Essentially, you need to inflict ENOUGH damage that a normal person would be debilitated by it to realize that the lycanthrope isn’t being adversely affected—which in turn led to innocents dying during the Silver Crusade, victims of tests that proved they weren’t werewolves but only by inflicting so much damage that these innocents subsequently died.

This is the path to take if you want it to be difficult to identify a werewolf, and you want it to be a source of suspense and horror. If you want a middle road, one option is to force a lycanthrope to make a Charisma (Deception) check to simulate suffering pain from an injury, perhaps with advantage or disadvantage based on the degree of the injury. It’s easy to wince when someone cuts your palm. It’s harder to convince people you’re suffering the agony of a knife through your gut when you actually aren’t.

This is a general principle to keep in mind. The rules tell us the MECHANICAL EFFECT. But three creatures with immunity to a particular damage type could manifest that immunity in very different ways.

That’s all for now! Lest it go without saying, my latest projects are Eberron Confidential on the DM’s Guild and the Threshold campaign I’m running for my Patreon supporters!

IFAQ: Dragons Bad?

I’ve been keeping busy. In addition to working on my Threshold Campaign, I’m also about to release The Adventure Zone: Bureau of Balance and I DID just release Eberron Confidential. And that’s just the projects I can talk about! However, when time permits I like to answer interesting questions from my Patreon supporters. So…

In the canon lore of Eberron, the dragons of Argonnessen completely obliterated the civilizations of the giants of Xen’drik, and in the process all of the lesser civilizations on Xen’drik as well. This involved not simply devastating physical force, but also epic magic such as the Du’rashka Tul (a curse that causes any culture that grows too large to be gripped by homicidal rage) and the Traveler’s Curse (which warps time and space). Why would they do all of this instead of just conquering Xen’drik conventionally?

This relates to the role of dragons in the world, a topic I discussed in this Dragonmark on The First War, but let’s take another look at it. The primary sourcebook on the dragons of Eberron is, surprise, Dragons of Eberron. and what I’m about to say is largely drawn from that. First, let’s take a moment to consider dragons—as defined by the 3.5 rules on which the original lore of Eberron was based.

Dragons are suffused with magical power. This grows stronger as they age, until it suddenly gutters out. Thus, a dragon can live for up to 4,400 years, and as they age they simply become stronger, smarter, and gain more magical power. Under the 3.5 SRD, a typical gold great wyrm has the powers of a 19th level sorcerer, and as seen in Dragons of Eberron, exceptional dragons can add additional class levels on top of that. The dragons of Argonnessen believe that they are the children of Eberron and Siberys, and that they can ascend to become the Sovereigns after death—that they are the gods that lesser creatures worship. With this in mind, dragons don’t consider humanoids to be their equals. At best, they’re essentially dogs—potentially useful if domesticated, possibly dangerous when feral, and so cute when they think they’re dragons. At worst, humanoids are like cockroaches—swarming, insignificant creatures who live and die in the blink of an eye and should be wiped out if they cause trouble. Oh, don’t worry about it. The way they reproduce, in just a century there’ll be swarms of them again.

Dragons of Eberron outlines how, around sixty thousand years ago, dragons spread out from Argonnessen and interacted with the other creatures of Eberron. According to DoE…

Some merely wished to study the lesser creatures. A few came as mentors, foremost among them the descendants of Ourelonastrix. These dragons shared the secrets of magic with giants, curious to see what innovations these promising creatures might develop. But the bulk of the dragons chose the path of conquest. Flights of dragons carved out dominions across the world. For most of the dragons, it began as a game—one with a high cost in life among nondragons.

For a dragon, running a humanoid kingdom was kind of like having an ant farm. It was a source of entertainment and amusement, and if if a few thousand humanoids died when you forced them to fight with a rival dragon, what of it? However, as DoE calls out, things went downhill from there.

In time, however, the struggle turned dragon against dragon. Friendly rivalries became bitter. The blood of dragons flowed. And as the troubles spread, the Daughter of Khyber stirred in the Pit of Five Sorrows.

This is the first crucial factor in understanding the actions of the modern dragons: The Daughter of Khyber. One of the most powerful overlords of the first age, she has the ability to corrupt and control dragons. She begins by amplifying their cruelty and instinct for tyranny, the desire to rule lesser beings; and from that root she eventually consumes them completely, until they become extensions of her own immortal evil. Argonnessen itself was nearly destroyed in the escalating conflict that followed. When the battles were finally won and the Daughter of Khyber fully restored to her prison, the Conclave of Argonnessen ordered all dragons to return and forbade any further draconic imperialism. The dragons remain hidden in Argonnessen not simply because they have no interest in other civilizations, but because it is dangerous for them to meddle with lesser creatures.

But there’s a second element to this. Tens of thousands of years later, the giants of Xen’drik—using power based on the knowledge shared by dragons—destroyed the moon Crya and threatened the balance of the planes of Eberron. The dragons resisted taking action, but centuries later they threatened to unleash these powers again. According to Dragons of Eberron, “Perhaps they thought victory was possible, but many historians believe it was pure nihilism—if the titans couldn’t rule the world, they would destroy it.” As this threat became known…

Shocked and alarmed at the effect of the forces already unleashed by the giants, this time (the dragons) chose to act. A scaled army poured forth from Argonnessen, with flights of all colors led by the militant wyrms of the Light of Siberys. The conflict was brutal, and its outcome never in doubt. The dragons had no interest in holding territory. They made no effort to avoid civilian casualties; they brought fire, fang, and epic magic to bear in the most destructive ways imaginable. In the end, nothing was left of the proud nations of Xen’drik. Giant, elf, and all other cultures of the land were laid low by the dragons, and powerful curses ensured that the giants would never again threaten the world. Their mission accomplished, the dragons returned to Argonnessen to brood. All agreed that the people of Xen’drik would never have posed such a threat if the dragons had not shared the secrets of magic. The Conclave called the event kurash Ourelonastrix—Aureon’s Folly—and forbade any flight from sharing the secrets of Argonnessen with lesser beings.

So: Why didn’t the dragons wage a conventional war? They couldn’t, for multiple reasons. First of all, the giants were already preparing a doomsday ritual BECAUSE they were losing a war. A slow campaign wouldn’t solve that problem, it would simply push the giants even further up against the wall. Second, a conventional campaign of conquest is EXACTLY the sort of action that feeds the Daughter of Khyber. For both of these reasons, the draconic action had to be swift and decisive, not about ruling lesser creatures but simply about eliminating the threat. And this is where we come back to that point of humanoids are like cockroaches to dragons. The Conclave concluded that it had made a terrible mistake in sharing magic with the giants. Their response to this wasn’t Let’s teach them to use our power with greater wisdom, it was let’s completely wipe our mistake from the world and make sure we never do that again.

This is what drives Argonnessen today. Dragons must not repeat Aureon’s Folly, which is why Vvaraak is an apostate for sharing her secrets with the Gatekeeper druids. Dragons must not try to rule lesser creatures beyond the borders of Argonnessen. They can WATCH them. They can manipulate them, for purposes of the grand conflict over the Draconic Prophecy. But they cannot rule them. And should they become a serious threat to Argonnessen, destroying them all is a viable solution. One can even make the argument that both the Du’rashka Tul and the Traveler’s Curse were examples of draconic MERCY. The Dragons were determined that the giants would never again threaten the world as they once did. They COULD have utterly eradicated them from existence. Instead, they destroyed their civilizations, and put in place safeguards to ensure that they’d never rebuild a civilization that could pose a threat—but they DIDN’T just reduce Xen’drik to a plane of glass.

This goes all the way back to one of the basic principles of Eberron: The world needs heroes. If the Tarrasque appears and is going to destroy Sharn, the dragons won’t show up to help you, because they do not care what happens to Sharn. If they do, it’s only because it’s tied to the Prophecy and there’s a very specific outcome that they want — in which case, it’s likely they still can’t defeat the Tarrasque THEMSELVES, they need to help you do it, because that’s what is required for the Prophecy. At the end of the day, the main point is while the dragons of Argonnessen may not be EVIL, they are not your friends. They are not here to help you. They don’t CARE if the Dreaming Dark takes over Sarlona or Khorvaire unless there’s a clear threat to Argonnessen. They don’t care about the Mourning unless it, too, can be proven to be a threat to the entire world (as the actions of the Cul’sir were). And if they DO decide something is a problem, there is the risk that they will solve it in the same way they solved their problems with Xen’drik. We don’t think much about exterminating cockroaches when they get in our way, and to Argonnessen as a whole, your character is a cockroach.

The key point is that generally, the people of Khorvaire have no contact with dragons. They know they exist, but no one ever goes to Argonnessen (in part because those who do don’t return). Dragons aren’t just another nation like Riedra or the Aereni. To the people of Khorvaire, Argonnessen is a legend—and it’s likely for the best that it stays that way.

Dragons as Individuals

So what’s the point of HAVING dragons in the world if you can’t use them? Well, everything I wrote is about Argonnessen. It’s based on the idea that IF dragons lived for thousands of years, IF every dragon possessed significant magical power, why WOULDN’T they have a civilization far greater than anything we know? But the follow-up is that that civilization largely ignores the lesser civilizations, following its own version of the Prime Directive (because of Aureon’s Folly and the Daughter of Khyber). However, INDIVIDUAL DRAGONS can have their own goals and interests and play many different roles in a campaign. Just to name a few…

  • The Observer. The Chamber is watching the world to make sure that things are moving according to their plans. In general, Chamber observers manipulate rather than acting directly, and you’d never know they were dragons… unless something goes wrong. My novella “Principles of Fire” involves two Chamber observers, and something going wrong.
  • The Rogue Dragon. Not all dragons obey the Conclave of Argonnessen. And while many dragons establishing empires is a problem for the Daughter of Khyber, a SINGLE dragon being a jerk isn’t a big deal. Rogue dragons might be rogues because they want to HELP humanoids—like Vvaraak, who taught the Gatekeepers—or because they want to hurt them, as with Sarmondelaryx terrorizing Thrane. Some rogue dragons just want to pursue arcane studies, though again, because dragons often see themselves as far above humanoids, a dragon scientist may well use humans as lab rats. So you can HAVE a dragon as an ally or a villain in a campaign; the point is that they don’t have the full support of Argonnessen behind them, and thus shouldn’t overshadow the player characters.
  • The Wild Dragon. Dragons are intelligent and have (at least in the 3.5 model) innate magical powers. But you can still have a dragon orphaned in the wild, who knows nothing of Argonnessen and has essentially grown up feral. Or you could have a dragon who’s been corrupted by the Daughter of Khyber and is an agent of evil, but who likewise knows nothing of Argonnessen.

So, you can HAVE a random evil dragon or a benevolent dragon ally if you choose. But Argonnessen itself was always intended to be that spot on the map that says Here There Be Dragon, the place that we DON’T know about… The place that will pose a challenge for even the mightiest characters. It’s supposed to be a mystery, something beyond our understanding or our reach. Because remember that Eberron was grounded in principles of pulp adventure, and that concept of ancient powers in an unknown realm, advanced far beyond human civilization is certainly in keeping with that. You can find a further discussion of why we chose to follow this path in the First War article.

How do you handle the changes made to dragons in the different editions?

It’s a tricky point. The whole idea of Argonnessen IS based on the vast power possessed by the 3.5 dragons. A gold great wyrm has mental abilities scores in the 30s and the spellcasting abilities of a 19th level sorcerer, and that’s an average great gold wyrm. The point of Argonnessen was if creatures with such power and intellect existed and had existed for tens of thousands of years, WOULDN’T they have a civilization far beyond what we’re depicting for the Five Nations?

The dragons of 5E are generally weaker, and that’s probably for the best. Do you really NEED an enemy dragon to be able to drop a wish on you in addition to breathing fire? So for purposes of running adventures, I’m fine with using a default 5E dragon as that wild dragon who never mastered its innate magical powers and using the Innate Spellcasting rules for a Chamber observer. But personally, I’m not changing my default vision of Argonnessen because the rules have changed, and there’s a simple way to have this cake and eat it, too. The 5E age chart for dragons only goes to Ancient. 3.5 has two further categories, Wyrm and Great Wyrm — and it’s the Great Wyrms that would be throwing wishes around. So it’s reasonable to say that great wyrms still exist and still have all the powers they wielded in 3.5… you just don’t see them outside of Argonnesen.

Ultimately, as with anything, the question is what is the story you want to tell? The idea of Argonnessen was to be the mysterious space blank on the map, to be the civilization that’s tens of thousands of years beyond humanity, to be the illuminati secretly fighting a war with fiends in the shadows. If that’s not a story you want to tell, don’t tell it. Part of the point of the dragons BEING so secretive is that if you remove the Chamber and the Lords of Dust from the game, no one would know. All canon is only a place to start; if there’s anything you don’t like about it, don’t use it.

Now: Previously I have done my best to answer every question posted on an article. However, the whole idea of IFAQs is that they are short, meaning I can write more of them. In the past, I’ve ended up answering so many questions that the article ends up being longer than a Dragonmark… and this article is ALREADY longer than I planned. So: feel free to ASK questions about this topic, but there’s a good chance I’m not going to answer them. And again: if you want to know the CANON answers about dragons, check out Dragons of Eberron, and if you want more kanon answers, check out The First War.

Thanks as always to my Patreon supporters!

IFAQ: Swearing, Djinn, and Genasi

Every month I ask my Patreon supporters to pose interesting questions about Eberron. Here’s a few lingering questions from October!

Any swear words specific to Khorvaire?

The humans of Khorvaire excrete and reproduce much as we do – so swear words related to those functions are just as applicable on Eberron as Earth. Setting-specifice swears generally invoke things that are unique to the world, whether that’s deities or planes. Looking to my novels, a few examples…

  • Dolurrh! is much like saying Hell! With this in mind, we’ve also seen Damn you to Dolurrh!
  • Thrice-damned invokes the Progenitors, essentially Damned by Eberron, Khyber, and Siberys. So, that thrice-damned dwarf!
  • You can always invoke the Sovereigns. Sovereigns above! is a general invocation, a sort of give me strength! In The Queen of Stone, the Brelish ambassador swears by Boldrei’s bloody feet! — essentially a variant of God’s blood! Any Sovereign could be used in this way. Aureon’s eyes, Kel, what made you think you could get away with that?
  • Olladra is the Sovereign of fortune, and often invoked to acknowledge good or bad luck. Olladra smiles is a polite way to say That was lucky, while Olladra scowls is essentially that didn’t turn out the way I wanted it to.
  • Flame! is often used even by people who aren’t devoted to the Silver Flame. Depending on the context and the faith of the speaker, Flame! can be an earnest invocation as opposed to an expression of frustration.

These are curses of the Five Nations, and in the Common tongue. I don’t have time to comb through all the curses we’ve created in other languages, but Maabet is a Dhakaani curse that a city goblin might still use.

Do you have a vision for how Djinni and Marids fit in the planes?

Syrania embodies peace, and all that flourishes in times of peace. Knowledge, commerce, and contemplation are all elements of Syrania. Angels perform the tasks necessary to maintain the Immeasurable Market while Dominions contemplate the concept of commerce, but angels don’t enjoy the luxuries that commerce provides. This is the role of the djinn. The floating towers of the Dominions are serene and often austere; above them are the cloud-palaces of the djinn, wondrous spectacles of crystal and stone. Within, the djinn dwell amid glorious opulence, their needs tended by unseen servants. In this, they reflect the efreet of Fernia—but the efreet are defined by the hunger of the consuming flame, the endless desire for more, while the djinn are more comfortable in their luxury. A djinni may find joy in contemplating a fine work of art, while the efreeti is always concerned that their neighbor has something finer. Essentially, the djinn are more peaceful that the efreet. Rather than representing air itself, think of the djinn as embodying the wonder of the clouds, the idea that there could be castles in the sky. While they lack the fiery temper of the efreet, djinn can be as capricious as the wind; intrigue is also a thing that flourishes in times of peace, and they can take joy in matching wits with clever mortals.

So, the djinn celebrate the fruits of peace—including celebration itself. Djinn regularly hold grand galas in their floating manors; but these focus on the joy of good times with good company as opposed to the ostentatious and competitive displays of the efreet. Nonetheless, a mortal who earns a reputation as an amazing entertainer or artist could potentially be invited to a djinni’s ball. Thus, a warlock with the Genie patron can be seen as an agent for their patron in the material plane, searching for tings that will delight their benefactor. A dao patron may be eager to obtain exotic materials and rare components to use in their works. An efreeti may task their warlock to find the treasures or wonders they need to outshine their rivals. While a djinn patron may want the warlock to find beautiful things, works of art for their mansion or delightful companions for their next feast.

Marids are harder, but I’d personally place them in Thelanis, in a layer that embodies wondrous tales of the seas. This ties to the 5E lore that marids are master storytellers, and consider it a crime for a lesser being to interrupt one of their tales. I could imagine a grand marid who’s both elemental and archfey, who styles themselves as “The Ocean King” and claims dominion over all shipwrecks and things lost in the water (not that they actually ENFORCE this claim, it’s just part of their story…).

Now: having said this, I could imagine placing the djinn in Thelanis as well, in a layer of clouds that incorporates a range of stories about giants in the sky and other cloud palaces. I personally like them in Syrania because it allows them to embody the joys that commerce and peace bring in ways the angels don’t, but I could also see djinn as being primarily tied to stories of wonders in the sky.

Is there a place for genie nobles who can grant wishes?

That’s part of the point to placing djinn on Syrania; they are, on one level, spirits of commerce. Some love to bargain and have the power to grant wonders if their terms are upheld (but can be capricious about terms). Even lesser djinn who don’t have the actual power of wish could still make such bargains, granting things that are within their power. It can also fit with marids on Thelanis, with that idea that it’s fueled by the stories of mighty genies granting wishes (and the often negative consequences of foolish wishes).

How do genasi fit into Eberron? And how would a fire genasi influenced by Lamannia differ from one influenced by Fernia?

Exploring Eberron has this to say about genasi…

Genasi aren’t innately fiendish or celestial; they’re purely elemental. While quite rare, when recognized, a genasi is generally understood to be neutral in nature —a remarkable mutation, but not something to be feared or celebrated.

Following this principle, genasi aren’t true-breeding and don’t have a recognized culture in Eberron; each genasi is a unique manifestation. As for the difference between the Lamannian genasi and the Fernian genasi, it’s not dramatic; they do both represent the neutral fore of fire. However, I could see saying that the Fernian genasi is inspired by the industrial fires of Fernia, and has a natural instinct for industry and artifce, while the Lamannian genasi is more inspired by the pure elemental force.

For other ways to use genasi in a campaign, consider the options in this article. Previously we suggested that another source of genasi (water or earth) could be Lorghalen gnomes bound to elemental forces.

To which degree are people aware of planar manifest zones and their influence on daily life?

People are very aware of manifest zones and their effects. They don’t know the locations of every zone — it’s not always easy to spot a zone at a glance — but it’s common knowledge that it’s a manifest zone that allows Sharn’s towers to rise so high, and why you don’t have skycoaches everywhere. People know that a blighted region might be a Mabaran manifest zone, and that a fertile one could be tied to Lamannia or Irian. Dragonmarked houses actively search for manifest zones that are beneficial to their operations, and I’d expect that there’s an occupation not unlike feng shui consultants, who evaluate the planar balances of a particular region.

With that said, most common people can’t tell you the PRECISE effects of each type of manifest zone; that’s the sort of thing that requires an Arcana check. But the common people are very much aware of the existence of manifest zones and their importance, and if something strange happens someone can reasonable say “Could this be a manifest zone?

If a Brelish war criminal escapes to Graywall, how likely are the Daughters or Xor’chylic to agree to a Brelish request for extradition? In general, how do extradition requests function with non-Treaty nations?

Generally, not at all. Given that Breland refuses to recognize Droaam as a nation, it’s hard for them to make a request based on international law. Beyond that, what’s more interesting for story purposes—that Droaam just turns over the criminal because Breland asks, or that Breland needs to turn to Sentinel Marshals, bounty hunters, or PLAYER CHARACTERS to apprehend the war criminal? Part of the point of having non-Treaty nations is to create situations like this.

It’s been stated that dragons became expansionist and begun colonizing eberron until this expansion brought about the release (or partial release) of the overlord tiamat, and subsequent retreat to Argonessen. What was the nature of this expansion? Empire or rival fiefdoms, did it expand to the planes of the cosmos? What were the buildings, technology and treasures like? Do remnants remain would some dragons seek to restore this age?

First of all, if you haven’t read the 3.5 sourcebook Dragons of Eberron, that’s the primary source on draconic culture, architecture, and history. The Thousand, the Tapestry, and the Vast aren’t the civilizations that drove that expansion, but they are what they became, and it also discusses the impact of the Daughter of Khyber.

With that in mind, consider that you’re talking about events that occurred eighty thousand years ago. Even among the long-lived dragons, you’re talking about dozens of generations ago. It’s likely that very few remnants of that expansion have survived the passage of time—and those that did may have been repurposed and reused by multiple civilizations since then. Perhaps Stormreach or Sharn are built on ancient draconic foundations, whose origins were long forgotten even before the Cul’sir Dominion or Dhakaani Empire came to power. There may well have been competing draconic fiefdoms or even warring empires; but whatever these civilizations were, they were forgotten tens of thousands of years ago, in part because the dragons had to banish imperialistic urges from their hearts to resist the Daughter of Khyber. There could possibly be some dragons who yearn to restore draconic dominion over the world—and it would be such dragons who would fall prey to the influence of the Daughter of Khyber and become her cultists.

I wish I had time to develop some examples of long-forgotten draconic civilizations and to chart the evolution of their arcane science, but I’m afraid that’s beyond the scope of an IFAQ. But if you aren’t familiar with Dragons of Eberron, that’s the deepest canon source on this.

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

IFAQ: 5N Fleets, Rune Arms, and the Next War

October was a busy month, between Threshold, Eberron Confidential, and my many non-Eberron projects. As a result, I have a backlog of interesting questions from my Patreon supporters; here’s a few of them.

How strong are the naval traditions of each of the Five Nations, and which one would have the strongest navy?

In considering this, keep in mind that the existing maps of Khorvaire do a poor job of showing rivers, and there are considerably more rivers and lakes than have been called out. Having said that, even with what we have seen keep in mind that during the Last War these rivers and lakes were likely more significant than sea travel. Scion’s Sound is a lengthy border that connected all of the Five Nations except Breland. Lake Galifar is a massive body of water that creates a front between Breland and Aundair, and fishing and shipping along Lake Galifar has always been an important part of life in Aundair. Beyond this, Karrnath was the primary seat of Galifar’s navy in the north—keeping watch on the Lhazaar Principalities—while Sharn was the main point of trade between Galifar and Stormreach. In general, though, Galifar had no need of a significant militarized navy. The Lhazaar Principalities didn’t present a united threat; the bulk of commercial trade was handled by House Lyrandar; and Galifar wasn’t especially devoted to intercontinental trade or exploration.

So when the Last War began, as with many elements of Galifar, people who’d served the united kingdom pulled back to their nations. So one question is who were the common sailors of Galifar? Karrnath provided most of the soldiers of Galifar; was there a nation that provided the majority of the sailors? Yes, and that nation was Aundair. While all of the nations had their coastal fishing trade, Aundair had two key factors: the central role of Lake Galifar and the presence of House Lyrandar. The Windwright’s Guild has its home in Aundair, and Aundair was always home to the largest shipyards and trade schools of the Windwright’s Guild.

So Aundair has always had the greatest expertise. However, Karrnath had the most significant force of warships in service as the war began, which gave it an early edge. Breland—which had a strong naval tradition based on the trade across the Thunder Sea and ties to the expert shipwrights of Zilargo—was able to quickly get up to speed.

As the war progressed, the naval forces of each nation evolved to reflect their nation strengths. Aundair generally had the best sailors, and warships well-outfitted with arcane weaponry and defenses. Karrnath had fewer ships, but relied on its exceptional marines. By the end of the war, Breland had a significant fleet, employing Zil elemental and alchemical weaponry. Cyre never had an especially strong fleet, but it generally had the cutting edge of Cannith developments; my novel The Fading Dream includes a Cannith breacher, an aquatic construct designed to attack ships from below.

What are your thoughts on Thrane’s role in Scion’s Sound? I feel like Thrane’s Navy is not only an opportunity to expand on how important Scion’s Sound was to Galifar, but also I feel like Thrane could use some more interesting facets to it.

Thrane definitely had was to exert its power over Scions Sound, but that wasn’t tied to its SHIPS. Thrane brought two unique elements to the Scion line. The first were lantern posts, lighthouse-like structures burning with silver flame; manned by devout priests, these towers could blast vessels that drew too close with bolts of radiant fire. Their second advantage was their air force. To the best of my knowledge, Thrane is the only nation canonically called out as conducting aerial bombardment. Through their wyvern cavalry and other tools, Thrane had air superiority over the Sound; they didn’t need to match Karrnathi ships on the water if they could destroy them from above.

So yes, Thrane had a significant role in Scion’s Sound and they had ships, but their ships weren’t the source of their power.

Besides Thaliost, what are the other ‘hot spots’ of Khorvaire that could trigger a new large scale war similar to the last war?

You’re not going to see a new large scale war until there’s an answer to the Mourning. The Mourning is, essentially, the equivalent of the nuclear deterrent in our world. And entire country was destroyed in a day, and one of the dominant theory is that it was caused by the cumulative effect of war magics used in the Last War — that the world could be a mystical powderkeg, and it could be that one barrage of siege staffs is all it would take to trigger another Mourning and destroy Breland. Another possibility is that it was an experimental weapon, in which case who built it and could they use it again? It is this fear that holds the great powers of Khorvaire in check, and they won’t risk a large scale conflict until it’s resolved. So until then, the threat is about SMALL conflicts. Thaliost is one example. The Eldeen Reaches is another; will Aundair seek to reclaim the eastern Reaches? Droaam and Breland is another potential hotspot. Valenar is actively provoking its neighbors and is another strong contender. The Heirs of Dhakaan could try to seize control of Darguun…. assuming the Ghaal’dar don’t fall into civil war when Haruuc dies. You could also see an uprising in Breland spearheaded by the Swords of Liberty when Boranel dies, or have Karrnathi warlords rise up against Kaius.

Assuming you’re set on a large scale war, the first thing you need to do is resolve the Mourning. Someone has to find out the answer. Was it a fluke that won’t happen again? Was it a weapon, and if so can it be replicated? Assuming that answer doesn’t prevent war, a major hotpot beyond the ones I mentioned before is Thronehold, which is currently divided between the four surviving nations.

What do you think of Rune arms and how would you handle them in-game?

Rune arms are something created for D&D Online. I haven’t personally played DDO since they were introduced, so I don’t have in-depth knowledge of them. But what I understand is that they’re an offhand weapon that allows the artificer to make an energy attack as a bonus action, with a secondary effect of adding elemental damage to the artificer’s main weapon attack.

So, how would you introduce the rune arm into fifth edition? Well, let’s look at it again: it’s an offhand weapon that can only be used by artificers and allows them to make a ranged attack as a free action. Well, my immediate thought is you just described the artillerist artificer’s Eldritch Cannon. In creating an Eldritch Cannon, an artificer can make it a tiny object that can be held in one hand. The artificer can use a bonus action to make an attack with the cannon. So… artificer-only one-hand weapon that can be used to make an attack as a bonus action… Sounds like a rune arm! Now, in DDO, adventurers can find rune arms that inflict a range of damage types or have greater power. But given that these items can only be used by artificers, my response to this would be to treat the rune arm object as a sort of schema—as long as it’s in the possession of an Artillerist artificer, it allows them to summon a different type of Eldritch Cannon. So it still uses the Eldritch Cannon ability and takes the place of the standard cannon, but could change the damage type or enhance the effect.

So that’s what I’d personally do: say that the rune arm is is the common tiny form of Eldritch Cannon used by Artillerist artificers, and create rune arm items that enhance the feature in various ways.

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

IFAQ: The Crimson Covenant

My last IFAQ dealt with the role of mummies in the Blood of Vol. This ties into another question that’s equally relevant to the season: How would you use the Crimson Covenant in your Eberron?

Information about the Blood of Vol is wildly inconsistent across canon material. You can find some of my thoughts on this in this article. My vision of the Blood of Vol is articulated in Exploring Eberron. In short, the Blood of Vol was created in Eberron, when exiled elves fleeing the destruction of the line of Vol settled among humans and dwarves living in a harsh land, long oppressed by tyrants who used the Sovereign Host to justify their rule. The elves shared a tale of a champion who attained divine power only to be crushed by the existing gods, and the humans recast that to fit their reality. In their story, Vol isn’t an elf with a dragonmark who fights the Undying Court, but rather is a human who finds a spark of divinity within and fights the Sovereign Host. The NAME is there and the bones of the story can be seen, but the truth that iinspired it is long forgotten. The elves shared some of their necromantic traditions with the humans, and that aspect of the faith has its roots in Aerenal. But it was only in the synthesis of the cultures and traditions that the faithful actually found the Divinity Within. The Aereni line of Vol were NECROMANCERS; they never harnessed this power.

So: the Blood of Vol was is something entirely unique to Khorvaire, something formed by the blending of Vassal heretics and exiled elves. When this religion was taking root, Erandis Vol was hiding from the Undying Court and building her strength; it was many centuries before she would stumble across the faith that carried her family’s name. She sees the Blood of Vol as a useful tool and is happy to manipulate them, and the result of this is the Order of the Emerald Claw. But she didn’t create their faith and she doesn’t share it. She aspires to be a goddess, but it is her apex dragonmark that is her path to divine power, not some universal Divinity Within.

The Blood of Vol has always been a religious of the downtrodden, of those who believe that the gods are cruel and the universe is unforgiving. Its strongholds lie in Mabaran manifest zones, shunned lands no one else could tame. As discussed in Exploring Eberron, the structure of the faith is far looser than that of the Church of the Silver Flame. Some priests are trained in one of the great temples such, such as the Crimson Monastery of Atur; others have never met a priest from beyond their village, and learned the faith from their local abactor. So, what then is the Crimson Covenant?

The basic principle of the Blood of Vol is that every mortal holds a spark of divinity within their blood, and the goal is to unlock that Divinity Within. But few can accomplish that in their lifetime, and death is oblivion. Some champions of the faith become undead—typically vampires and oathbound mummies—to live beyond what their mortal span would allow. This is a form of martydom; an undead creature has no spark of life, and loses the Divinity Within. But they gain time, and can guide and protect other Seekers. The Crimson Covenant are the oldest and most powerful of these undead champions, some of whom were guiding the Seekers before Erandis Vol even knew the faith existed.

Among most of the faithful the Crimson Covenant is little more than a legend; most seekers believe that Hass Malevanor, High Priest of Atur, is the greatest spiritual leader of the faith. There is good reason for this secrecy. First and foremost, there are many—the Aereni Deathguard, templars of the Silver Flame, paladins of Dol Arrah, and other champions of the light—who would see these elders as monsters to be destroyed. But there is another aspect: all undead aren’t created equal. We think of things in terms of stat blocks and rules, under which a lich is a lich is a lich. But the necromancy of the early Seekers was adapted from Aereni techniques; it was never as sophisticated as the techniques used by the Bloodsails or the Line of Vol, and has its own quirks. The most ancient member of the Crimson Covenant, Duran, was its first lich; but while his will is strong, his enchantments are unable to maintain his body and he exists now as a demilich. Most of the members of the Crimson Covenant are oathbound, and many of their oaths are quite restrictive. Beyond this, many members have had their humanity slowly worn away by the passage of time, and they know it; it is difficult for them to interact directly with the living. With this in mind, Malevanor ISN’T a member of the Crimson Covenant; he is still young, still comfortable with the world. But he and other priests protect the Covenant and rely upon it for guidance, and the Covenant does perform the most sacred rituals of the faith. The core of the Covenant resides in the catacombs below Atur, and it is their devotions that contain and channel the dreadful powers of this sunless land.

So for the most part the Crimson Covenant are masterminds and advisors. They can cast spells and perform rituals that are far beyond Malevanor’s powers—but only a few of them are actually capable of freely moving within the world. As such, they generally support the faith by creating magic items, raising undead (they were certainly an important part of raising the first armies for Karrnath), and casting divinations and other rituals. They teach the most promising students in the Crimson Monastery. But there are only a few—such as the Silent Knight and Lady Dusk—who often act in the outer world. There have been others—there were a few members of the Crimson Covenant who rose from their chamber to lead Seekers in the Last War—but they have been destroyed.

So, to go back to the original question, How would I use the Crimson Covenant in my Eberron? I would use it as something the adventurers hear of in whispers. Seekers may receive guidance from the Crimson Covenant; I might even choose to say that when a Seeker priest casts commune, it’s the Covenant that answers. Its possible they won’t even believe it exists until one of these ancient champions actually DOES appear to assist a group of seekers… or alternately, until one of them is discovered and destroyed, and the Mabaran manifest zone they were containing becomes a threat. Beyond that, it would depend on the relationship between the adventurers and the Seekers. If the adventurers are fighting the Emerald Claw, I’d probably start by having them believe that the mysterious Crimson Covenant is their enemy, perhaps the true leaders of the Emerald Claw. But eventually they would finally meet the Covenant, and if they walked the proper path it could be a powerful ally in the question to put an end to the threat posed by the Claw. With that said…

What’s the relationship between Lady Illmarrow and the Crimson Covenant?

Originally, none. The Crimson Covenant are elder Seekers, many of whom have served the faith for longer than Illmarrow has been aware of it. However, Lady Illmarrow is a mastermind, and over the course of centuries some of her handpicked agents have risen to join the Crimson Covenant. It is through these agents that Illmarrow knows the plans of the abactors and influences the faith to her own ends. It is Illmarrow’s agents who have prevented the Covenant from taking any action against the Emerald Claw, convincing the others that they must wait and see, and that perhaps Illmarrow is acting as a champion of the faith. Some of those councilors slain in the Last War were victims of schemes laid by their fellow councilors, because they posed a threat to Illmarrow’s plans. So the point is that Lady Illmarrow doesn’t control the Crimson Covenant… But she is influencing it, and in many ways slowly poisoning it to help with her agenda. So again, if I were running a campaign in which the adventurers were fighting Illmarrow and the Emerald Claw, an important piece of the endgame would be identifying and destroying her agents in the Crimson Covenant, at which point its surviving members could be valuable allies.

Likewise, I could certainly see a member of the Crimson Covenant who is suspicious of Illmarrow’s influence but unable to act openly serving as a patron for a group of adventurers—potentially using the Immortal Being group patron, or serving as an Undying patron for a warlock or a personal spiritual guide for a Seeker paladin or cleric. Such a patron could direct adventurers to operations of the Emerald Claw or to expose other agents of Illmarrow within the faith.

What’s the relationship between the Blood of Vol and the Bloodsail Principality? Also, the article “Dolurrh’s Dawn” has an individual named Ashalyn Vol who’s said to have created some of the core principles of the Blood of Vol. How’s that work with this interpretation?

Well, I DID say canon was inconsistent! Having said that, let’s take a look at what the canon Bloodsail article says.

The religion known as the Blood of Vol is a bastardized version of the beliefs of the elves of Farlnen, and it has grown and changed over the centuries. Bloodsail priests are far more pragmatic than are their Karrnathi counterparts. They shape their divine spells from the raw energy of Mabar, and whereas the Seekers of Atur try to unlock the immortal potential of the Divinity Within, the priests of Port Cairn are content with the simpler immortality of undeath. Nonetheless, the two faiths share some common practices, and followers of the Blood are treated with respect in Farlnen.

The bolded element is the key. After the line of Vol was eradicated in Aerenal, the Undying Court allowed elves allied to the line but who didn’t carry its blood to either swear fealty to the Court or to accept exile. Some of these went directly north to Farlnen and became the Bloodsails. Others landed in Lhazaar and migrated west, mingling with humans and dwarves. The Blood of Vol arose from that mingling of traditions, and the Divinity Within was a discovery of this new faith. So Ashalyn Vol WAS a cleric and did set the first cornerstones of the faith. But those cornerstones were about channeling the power of Mabar, not about finding the Divinity Within. The idea of fighting against death was there, but how you do it is very different. The Seekers see undeath as a sacrifice; the Bloodsails see it as entirely satisfactory and don’t believe in a divine inner spark; they don’t believe the oathbound gives anything up by becoming undead, and their divine magic isn’t drawn from the same source as that of a Seeker priest. So as noted, the Bloodsails RESPECT the Seekers and recognize their common roots; but they also think the Seekers are, well, crazy humans with bizarre conspiracy theories. “The Sovereigns cursed people with mortality, so they couldn’t become gods themselves” — that’s just a ridiculous idea!

Part of the point of this is to challenge the concepts of Elven Exceptionalism and that Things Were Always Better In The Old Days. I like the idea that the blending of elf and human beliefs and ideas created something new—that this fusion allowed them to DISCOVER the Divinity Within, which is a real divine power source that the line of Vol never knew about or harnessed. To me this is more compelling than saying “Oh, an elf discovered it five thousand years ago – we’re just following in their footsteps and we’ve never really made any sort of improvements.” The Bloodsails ARE just following in Ashalyn’s footsteps, because that’s what elves do; they cling to the traditions of their ancestors. But the Blood of Vol did something NEW. And part of MY idea is that they are continually improving their techniques—that Duran the demilich is a demilich because their original lich technique was flawed and that they’ve gotten better at it — that the techniques used to produce Malevanor were superior to the oathbound rituals they used centuries ago.

What’s the relationship between the Crimson Covenant and Kaius III? How does the Covenant feel about Lady Illmarrow and the Emerald Claw?

In thinking about the Crimson Covenant, it might be helpful to look at the US Supreme Court. It’s a small body of people who are experts at what they do (we hope) but who have differing opinions and who were appointed in very different times. It’s a lifetime position, and in this case, when we say lifetime, we mean eternity—or until you get taken down by a paladin of Dol Arrah. There are members of the Crimson Covenant who are older than Galifar, and at least one who’s older than Karrnath. For these people, the events of the last ten years—the Order of the Emerald Claw, Kaius III—are a tiny drop in the bucket of time. It’s only been a decade; let’s see how it plays out in another decade.

You definitely have factions in the Covenant. There are those who argue that the Covenant should be focused on teaching the living—that it’s not its place to intervene directly. There are those who say that they should be trying to find a way to destroy the Sovereigns directly, those who say they should undermine the institutions that encourage worship of the Sovereigns, and those that say that all this discussion of the Sovereigns is ridiculous, because they don’t exist. There are those who believe Lady Illmarrow poses a threat to the faith, and those who argue that she’s a champion and that the Covenant should be supporting her—along with those who say “Let’s see what happens in the next ten years.”

So there are definitely enough members on the Covenant who support Illmarrow or at least want to wait and see to keep the Covenant as a whole from acting against her. But there’s certainly members of the Covenant who ARE worried about Illmarrow and the Emerald Claw. Such a member might well be secretly working with Kaius III, and might very well work as a patron for an adventurer or a party of adventurers. They can’t convince the majority of the Covenant to take action, but they do believe that something should be done.

What stops the Crimson Covenant from using some preexisting D&D 5e methods of achieving effective immortality, such as the Reincarnate and Clone spells?

Part of the idea of Eberron has always been to consider magic as a tool and a science—which means that we add limitations to it that aren’t necessarily obvious from the rules. If you’re making a character you can be a druid, just like that. But in the WORLD, druidic magic comes from ancient traditions. A random person in Sharn can’t just say “I’m going to be a druid” and start casting thorn whip; they need to LEARN these traditions from someone else. There is no established druidic tradition in Karrnath, therefore, the Crimson Covenant has no druids and no idea how to cast reincarnate. On the other side, clone is an 8th level spell, which is far outside the common power level of the Five Nations—which is normally 1st-3rd level spells are common tools, 4th-5th are attainable but rare. On that scale, clone is the stuff of legends. Even if we assume that there are a few members of the Crimson Covenant who have gained the power to cast 8th level spells, the next point of considering arcane magic as a science is that just because there’s rules for a spell doesn’t mean that every culture has developed every spell. This is something we called out in earlier editions with the idea of limiting certain rituals to character with dragonmarks. As a PLAYER CHARACTER, your wizard can learn any spell on the wizard spell list. And in my Eberron you can be sure that Mordain the Fleshweaver has discovered clone. But beyond that, it’s up to the DM to decide what spells are available to NPCs. If you want to have a member of the Covenant who uses clone as a path to immortality, tell that story! But in my campaign, no one in the Covenant has discovered how to cast that spell.

Ultimately, remember—the rules are a tool for the DM to use to tell a story. It’s always up to us to decide which elements we want to use and which we choose to ignore. I prefer to think of each wizard spell as a scientific discovery, and to consider that different traditions—the Twelve, Arcanix, Aerenal, the dragons—may know spells that the others haven’t yet mastered. Again, player characters can choose any spell—but that’s part of what makes them remarkable.

That’s all for now! My next major article (as chosen by my Patreon supporters) will deal with Ghost Stories of Eberron. And tomorrow I’ll have a few announcements about other things I’m working on!

IFAQ: Transportation

As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s a few relating to transportation in Eberron.

How ubiquitous was the lighting rail before/during the last war? Going from the map, it doesn’t look like it actually connects to all that much.

The lightning rail has been in operation for almost two centuries, and in my opinion it is a widespread, common form of long distance transportation. I feel that the rail lines shown on the map are just a few of the most notable ones, but that more or less any major city in the Five Nations will have a lightning rail station, unless it was damaged in the Last War and is awaiting repair. In my first draft of the adventure Shadows From The Last War the adventurers take a lightning rail from Sharn to Rukhaan Draal, and use a lightning runner (see below) on the abandoned rails in Darguun to reach Rose Quarry. So in short, it’s as common as you want it to be, but in MY Eberron, most significant cities of the Five Nations are connected by lightning rail.

Does Eberron have an equivalent to cars or motorcycles?

Magical land vehicles are uncommon in Eberron. Aside from the lightning rail, House Orien uses horses with the equivalent of horseshoes of speed for couriers and high-speed stagecoaches, but the horse is still the motive force (note that these are a form of dragonmark focus item and require a rider or coachman with the Mark of Passage). My first draft of SotLW had a lightning runner, a stagecoach-sized vehicle that can run on the lightning rail. The Explorer’s Handbook introduced the elemental land cart, which is essentially an automobile, but notes “Most of the few elemental land carts in existence belong to nobles of one of the dragonmarked houses.” House Orien and the Twelve are surely WORKING on new forms of land transportation and you can introduce them into your campaign if you choose, but they aren’t common in canon Eberron.

How far in the future do you pitch House Orien demiplane transportation? Could it be introduced tomorrow or is it still a few years away in your mind?

To clarify: Demiplanes are small pockets of reality that connected to the material plane in Khyber. These connections defy normal space, so you could find an entrance to the daelkyr Belashyrra’s prison demiplane in the Shadow Marches, walk for a mile, and then emerge in Xen’drik — a trip that would have taken days or weeks by other methods. It’s been suggested that House Orien would love to find a way to harness this effect, creating a system of transplanar highways.

The people of the Five Nations know almost nothing about demiplanes. The idea of Orien’s interest assumes that the house has stumbled upon a demiplane, confirmed that it is a spatial shortcut, and wants to make use of it. My assumption is that they are working on creating artificial portals, because most existing portals won’t be much use; they can’t do much with a random portal out in the middle of the Shadow Marches. But they could develop an eldritch machine that uses the power of the Mark of Passage (hence, Orien) to rip a path into a demiplane.

With all that in mind, how close is that to being functional? NOT AT ALL. First consider that the whole thing is highly experimental. Consider also that they need to figure out how to get passengers safely through the demiplane. It may be a shortcut, but you still may have to travel for a mile across Belashyrra’s prison to reach the exit point; how are they doing that?. What dangers might they face? Which reaches the main point: in my Eberron, ORIEN HAS NO IDEA WHAT THEY ARE MESSING WITH. This is entirely like Weyland-Yutani discovering a xenomorph and saying “I’ll bet we can use that.” They don’t KNOW that they are opening portals into, for example, daelkyr prisons or overlord’s hearts. I expect that these efforts will have DISASTROUS CONSEQUENCES. So in my campaign, this isn’t a service you can actually expect to WORK any time soon; it’s something that serves to drive ADVENTURES, as adventurers are hired to explore demiplanes, or accompany Orien pathfinders, or to deal with the horrors the house accidentally released into Passage by opening portals best left closed.

What about Brooms of Flying? Exploring Eberron says Aundair used these in the war; have they been adapted for civilian use?

By the rules of Fifth Edition, a broom of flying is an extremely useful item. It’s an uncommon magic item, putting it within the range of Khorvaire’s wide magic. Unlike wings of flying, there’s no time limit on the use of the item, and critically, it doesn’t even require attunement. What’s been suggested is that Aundair used these for elite units and that other nations developed them in smaller quantities—so they aren’t commonplace in civilian life, but they are in the world.

With this in mind, the first question I’d ask is are they brooms? While the core magic item is a broom, I see no logical reason that they should be actual brooms in Eberron; remove the mythology of Earth and there’s no particular reason a broom is associated with flight. So I’d actually call them skystaffs. Keep the same essential shape—a short wooden haft—but remove the bristles, add a seat, and perhaps handles that fold out from the shaft. Essentially, make it a tool clearly designed for its function as opposed to a household item that does something unexpected. I’d then say that while anyone can use one, they require Dexterity checks for tight maneuvers or sustained balance at full speed, unless the rider has proficiency in air vehicles—so anyone CAN use one, but it requires some training to actually use one effectively. As a final element, I’d say that a skystaff is made using soarwood, which is a crucial factor in why there aren’t more of them in service at the moment. The enchantment isn’t that difficult—again, “uncommon” level in terms of its power—but the actual components required to create one are in limited supply, so there aren’t that many around. Having said that, they are most often seen in Aundair, and you’ll certainly see a few in the skies above Fairhaven or darting around Arcanix.

That’s all for now! Thanks to my Patreon supporters for their support and questions.

IFAQ: Lightning Round!

Every month I ask my Patreon supporters for short questions. Normally I’d spread these out over a lot of short articles, but September kept me busy and I didn’t have a chance. So, here’s an assortment of infrequently asked questions, dealing with dwarves, Dar, the Dark Six, numerology, electrum, and much too much more!

Are the Dark six truly evil? Or are they just misunderstood by the civilized people?

There’s no absolute answer, because the Sovereigns and Six can’t be judged independently of their followers. The Sovereigns and Six are IDEAS. To people who follow the Pyrinean Creed, the Dark Six are literally symbols of evil. The Devourer is the source of the destructive powers of nature. The Shadow creates monsters and lures people down dark paths. While to someone who follows the Cazhaak traditions, the Devourer tests us and weeds out the weak, and the Shadow helps us unlock our true potential. But the whole point of religion in Eberron is that there is no absolute proof that one of these beliefs is right and that the other is wrong. The question is which YOU believe to be true, and what you will do because of those beliefs. So, are the Dark Six truly evil? It depends who you ask. I’ve written a number of articles that talk about how different groups view the Dark Six; these include articles on the Shadow, the Keeper, the Fury, and the Traveler.

How well known is the commonality of the 13-1 in Eberron? Is it common numerology? Does it cause issues with there being 15 member of the Sovereign Host?

People within the setting are aware of the patterns that link certain phenomena. The ones most people know about are the moons, the planes, and the Dragonmarks. Most people believe that this is because there is a relationship between these things—that the moons are linked to the planes or to the dragonmarks in some meaningful way. Most people don’t believe that EVERYTHING is somehow tied to a baker’s dozen, so no one things it’s strange that there’s 15 deities in the Sovereign Host or that there’s only eight beasts in the Race of Eight Winds. And while most people do believe that the numerology of moons, marks, and planes is significant, MOST will say that some of the other baker’s dozens—the number of Mror Holds for example—are surely just a bizarre coincidence, though others will claim that it’s tied to the Prophecy. So people are AWARE of it, but they don’t believe that it does or should apply to every aspect of the world.

You once said “Antus ir’Soldorak recently began minting electrum coins called “Eyes” (due to the stylized eye on one face).” What are the public/private reasons for that eye and what has been the public reaction(s)?

So setting aside the IN-WORD explanation, there’s two explanations for why *I* made those decisions. Electrum pieces have been a weird outlier since AD&D; 4E dropped them completely. I wanted to give them an actual concrete role in the setting, along with a reason why they WEREN’T used in 4E — that they are actually new in the world. As for “Eye”, the MAIN reason for this is to fit the pattern of the coin name matching the letter of the metal: copper crowns, silver sovereigns, gold galifars, electrum eyes. Of course, I chose “Eyes” —rather than, say, “Elephants”—because I liked the idea that perhaps there IS a greater significance to it. The Player’s Guide to Eberron introduces an enchantment spell created by the Aurum that uses a platinum piece as a component; it seemed very in line with Soldorak’s ambitions to create a coin that could be used, perhaps, as a specialized scrying target… that in spreading this new currency across the Five Nations, he’s actually laying the groundwork for a vast spying network.

Is that true? That’s up to you to decide, based on the role of the Aurum in your campaign. Likewise on the reaction to the coins themselves. Personally, I think the reaction would vary from indifference to disdain—with some people seeing it as a publicity stunt and others seeing it as unnecessary. On the other hand, Soldorak could create a publicity campaign suggesting that his electrum coins are more reliable than others—especially if this was combine with a surge in counterfeiting of traditional currencies with base metals.

What’s Shaarat Kol and Kethelrax like? Do the kobolds and goblins have the same culture, or are kobolds as described in Volo’s?

In brief: This article discusses the most widespread kobold culture in Eberron. Droaam in particular has a number of micro-cultures created by the interactions between kobolds, goblins, and the other inhabitants of the regions, so there are isolated kobold clans and bands of goblins that have entirely unique traditions. However, most of the kobolds and goblins of the region have a shared history of being oppressed and dominated by other creatures, which has established a strong bond between the two species and a number of common traditions. This is the foundation of Shaarat Kol: it is a dominion formed from the ground up by kobolds and goblins freed from subjugation and working together to CREATE their own culture. It blends together a number of different micro-cultures, and it’s still finding its identity. Full details on Shaarat Kol and Kethelrax could be a topic for a future Dragonmark article.

Do magebred flowers and plants exist and what uses could they have?

Eberron possesses a host of flora not seen on our world. The most common source of such unusual plant-life is the influence of manifest zones. We’ve already talked about many such plants over time: livewood, Araam’s crown, dawn’s glory. The pommow plant of Riedra is specifically called out as being actively magebred—not merely “naturally” occurring in a manifest zone, but developed by the Inspired. A more detailed exploration of magebred and supernatural plants could be a subject for a future Dragonmark article.

What is the path to citizenship in the Five Nations?

Galifar is based on feudal principles, and most nations retain that basic foundation. To become a citizen of such a nation requires an audience with a local noble. The applicant swears fealty to the nation and its ruler, and also direct allegiance to that local noble; the noble in turn formally accepts them as a subject. This means that the noble is accepting responsibility for that individual, and the individual is promising to obey that noble, pay taxes, and answer any call for conscription, as well as to respect the laws of the land. The noble doesn’t HAVE to accept an offer of fealty, and most won’t unless the potential subject intends to reside within their domain. So it’s entirely valid for a Brelish noble to refuse to accept the fealty of an ogre from Droaam because either they don’t believe the ogre will uphold the laws or they don’t believe that the ogre intends to remain within their domain. Likewise, back before Droaam, the Barrens were considered to be part of Breland but the inhabitants of the region weren’t Brelish citizens, because they’d never sworn fealty to any Brelish lord; legally (from the perspective of Galifar) they were outlaws squatting in Brelish land.

In the modern age, much of this process is handled by bureaucracy, especially in the case of children of existing citizens. In some regions there are annual ceremonies where each child swears an oath to the local lord before being recognized as an adult. But in a populous region like Sharn, the parents will file paperwork when the child is born, and when the child becomes an adult they’ll file their own statement. But the underlying principle remains the same: someone needs to make a decision on behalf of the local lord as to whether to accept the offer of fealty, and this will be based on the applicant’s residence, reputation, family, and other factors.

How do governance and taxation work in the biggest principalities in Lhazaar? Are there any established checks on the princes’ powers, or are they all like little autocracies?

Every principality is unique, and the laws of a principality can dramatically change from prince to prince. As shown by the recent article on Lorghalen, the culture and traditions of the gnome islanders have nothing in common with the Bloodsails. The idea of the Principalities as a truly formalized alliance with a single leader and a more unified set of laws is a very new concept; Ryger ir’Wynarn is striving to bring the Principalities together, but that’s very much a work in progress.

What makes the dwarves of the Realm Below concretely different from the dar of Dhakaan? They’re both subterranean empires. If I want to have adventurers have to deal with daelkyr forces massing in a subterranean ruin, why would I use one instead of the other?

One reason to use one culture instead of the other is the location of the story. Sol Udar occupies a small region, primarily just the land under the Ironroot Mountains. Under most of Khorvaire, the Dhakaani were the only advanced subterranean nation. In Xen’drik you don’t have Dhakaani or Udar; instead you might find the Umbragen drow or Giant ruins. As for cosmetic differences, the appearance of the Realm Below is discussed on page 119 of Exploring Eberron. The civilization of Sol Udar was a highly magical civilization that incorporated cantrip effects into daily life. An Udar ruin will have magical lighting, illustrate music, climate control. The Dhakaani are primarily a martial society: their forge adepts created magical weapons, but they didn’t have arcane air conditioners or magical jukeboxes. Dhakaani structures are stark and brutalist in design, though extremely durable; from the ground up, they were designed for WAR. The Udar weren’t so warlike, and their homes have a lot more cosmetic comforts. The second aspect is the degree to which the Udar specialized in working with demiplanes—meaning that for any Udar ruin you want to establish what demiplane it’s attached to and how those effects manifest in the ruin.

In Exploring Eberron, Jhazaal Dhakaan is said to have created the Ghaal’duur horn, but she’s also described as a bard. How does this fit with the fact that the Dhakaani have a strong tradition of artificers?

It’s not just Exploring Eberron; the Ghaal’duur is first mentioned as a creation of Jhazaal in the 3.5 Eberron Campaign Setting. It’s always been assumed that the duur’klala create magic items, but they create magic items associated with bardic magic. Duur’kala create items associated with enchantment, inspiration, and healing, while the daashor generally create armor and weapons of war. Now, the daashor CAN create any sort of item. Jhazaal created the First Crown, which is an artifact tied to inspiration; but it was a daashor who created the Rod of Kings. Still, the general principle is that the forge adepts create the tools of war, while the dirge singers create items associated with peace.

Do the Dragonmark houses view The Twelve as an authority or an advisory body?

The Twelve is technically a RESOURCE. It’s an arcane institute devoted to developing tools and techniques that benefit all of the dragonmarked houses. Dragonmarked heirs learn the arcane arts from the Twelve, and many important tools—such as the Kundarak vault network and most dragonmark focus items—were developed by the Twelve. The Council of the Twelve discusses issues of interest to all houses and helps to mediate disputes, but it has no AUTHORITY… though because its work is of great value to all of the houses, no house would want to take actions that would cause it to be cut off from the institute.

What stands out about Eberron’s transitive planes? Or are they just part of the backbone of Eberron’s reality, and a shortcut to the other planes in the Deep Ethereal and the Astral?

They’re primarily a part of the backbone of Eberron’s reality. In the 3.5 ECS the transitive planes were called out as functioning normally, and we’ve never suggested that they were created by the progenitors; instead, they are part of the basic metaphysical framework that the progenitors built upon. So they are largely supposed to fill the same function as they do in other settings.

What was the family of Mordain Fleshweaver inside House Phiarlan?

This is the sort of question I prefer not to answer. The answer has no significance for me. I could make a D6 table of named Phiarlan families and randomly say “Shol”, because hey, that’s a Phiarlan family. But that doesn’t make anyone’s story BETTER. The question is what do you WANT his family to be? If one of your player characters is a Thuranni, you might say that Mordain is also Thuranni, and might take an interest in the character because of that. Or you could say he was Paelion and will have a vendetta against the PC for that reason. But perhaps you’ve got a character who’s a Shol from Phiarlan… well, maybe Mordain is a Shol! Essentially, Mordain’s specific lineage isn’t an important part of his story, so I don’t want to make a choice that has no meaning for me but might get in the way of YOUR story. Since you’re asking the question, you presumably have a situation where it’s going to matter; so what do you WANT the answer to be? What will be the most interesting answer for your campaign?

That’s all for now! I’ll be asking my Patreon supporters for October questions soon, and I have a new Patreon experiment I’ll discuss next week!

IFAQ: Aerenal, Continued

The island of Aerenal is home to the majority of the elves of Eberron, including the Aereni and the Tairnadal. I’ve written a number of articles about these cultures, and Exploring Eberron delves deeper still, but my Patreon supporters came up with a few new questions!E

Are the people of Khorvaire aware of the basics of the Undying Court?

I think the common people of Khorvaire are aware that the Aereni worship their ancestors and keep them alive as some form of undead, but that’s about it; I wouldn’t expect a random citizen of the Five Nations to know what a “Deathless” is without making an Intelligence (Religion) check.

Have the Aereni sought to colonize a major Irian manifest zone elsewhere?

It’s never been mentioned in any canon source. The Valraean Protectorate in Exploring Eberron was established to create a secure buffer around Aerenal rather than being driven by a desire for significant expansion. However, just because it hasn’t been done in canon is no reason not to do it in your story. If *I* were to do this, I personally wouldn’t make it AERENAL that’s driving the colony, but rather a specific noble line or dissident group that wants to essentially found a “New Aerenal”—perhaps tied to the Skullborn, the elves who yearn to become deathless but who aren’t willing (or worthy) to follow the long and difficult path this transition usually requires. A secondary advantage to this—making it a smaller faction, not Aerenal as a whole—is that it makes it easier for adventurers to oppose the colony (or ally with it) without affecting their relationship with Aerenal itself.

Is it possible for other non Elven religions or groups to create and maintain positive energy undead like the Undying Court?

Sure. It requires powerful Irian manifest zones, a specific set of rituals and resources, and a population that’s fiercely devoted to the undead—as part of the idea of the positive energy undead it’s that devotion that sustains them when they leave the manifest zone. Like any sort of magic, this isn’t supposed to be easy or trivial; if it was, everyone would be doing it! But it’s not supposed to be something that’s somehow limited to ELVES. I could easily imagine an Irian zone in the Demon Wastes that serves as a bastion for the Ghaash’kala, with a few deathless elders who have protected this haven for millennia.

It seems weird to me how close the Undying Court is to the goals of the Seekers, especially considering the latter were inspired by its enemy.

All of the Elven cultures—the Tairnadal, the Aereni, the line of Vol—were driven by the basic question of how do we preserve our greatest souls? The Aereni created the Undying Court, preserving their heroes with their devotion. The Tairnadal become living avatars of their patron ancestors. The line of Vol noted that the flaw with both of these approaches is they are dependent on their being living elves who continue to practice their devotion. If all elves died—or simply had a change of heart—the patron ancestors would be forgotten and the Undying Court would be trapped in Shae Mordai. So Vol embraced Mabaran necromancy, ensuring that its beloved ancestors would be able to TAKE the lifeforce they needed to survive, whether as vampires, liches, or other undead.

As discussed in Exploring Eberron, the Blood of Vol is a comparatively young religion that was born on Khorvaire and is only loosely inspired by the traditions of the line of Vol (which are preserved more closely by the Bloodsail elves of Farlnen). But actually, the goals of the Undying Court and the Blood of Vol aren’t really that similar. Both agree that death is oblivion. The Blood of Vol believes that all living creatures have a spark of divinity within them—that there is divine potential in life, but that most creatures die before they can master this power. They believe that only the living have this power, and that while undeath may be a way to escape oblivion, undead creatures—both deathless and Mabaran—no longer have the spark of divinity and can never achieve their true potential. The Undying Court essentially believes the OPPOSITE of this; they believe in a transcendental state that can only be attained by the deathless, but the fact that the deathless rely on the living to sustain them prevents everyone from getting to pursue this power. So the Aereni don’t want to live forever; they believe that death and the transition to deathlessness is a necessary part of ascension.

So, they’re similar in “They are religions that believe death is bad and that it’s possible for people to ascend to a higher state.” But the Aereni believe that only a few people can achieve this higher state and that it can only be achieved after death, while the Blood of Vol believe that it’s possible for everyone to achieve divinity, but that death is the absolute end of that journey.

What was there in Aerenal before the elves?

Describing all of the challenges the elf refugees faced in founding their nation and all of the wonders they discovered would be the subject of a major article, not an IFAQ. However, if the question is were there any CIVILIZATIONS in Aerenal before the elves, no. The elves didn’t come to Aerenal as conquerors with the power to sweep aside an existing nation. They were a diverse armada of refugees from different subcultures, fleeing both war and dragonfire. The modern cultures—Vol, Aereni, Tairnadal—evolved ON Aerenal. But the idea has always been presented that Aerenal was an untamed and undeveloped land, a seemingly blessed refuge for these weary travelers.

Having said that, it’s a valid question as to WHY Aerenal was uninhabited. Humanoids are spread across Eberron, and Aerenal is a large and fertile land. Why had no one settled there? Here’s a few possibilities, each of which could support a different story.

  • It wasn’t sheer luck that brought the refugee fleet to Aerenal, and it wasn’t pure chance that the land was uninhabited and ready from their use. A cabal of dragons were responsible for both of these things; they secretly protected and guided the fleet, and they had carefully cleared the land in advance. This surely means that Aerenal has a role to play in the Prophecy, and it would surely be tied to the ongoing Elf-Dragon Wars. Canon sources have already suggested that those “wars” might be Argonnessen honing the skills of the elves in preparation for a true challenge yet to come; it could be that they set this plan in motion tens of thousands of years ago. If this is the case, it both means that the dragons have a plan for Aerenal and that there MIGHT have been a previous civilization on Aerenal, but if so, the dragons destroyed or removed it. Who knows? Perhaps Seren civilization began on Aerenal!
  • Aerenal is filled with powerful Irian manifest zones that support the creation of deathless. It’s possible that there was a previous civilization that achieved the creation of deathless, only to disappear completely long before the elves arrived. Did all of its members achieve some sort of deathless transition? Or, like the line of Vol warned, did the living members of the society die (perhaps due to a plague, perhaps due to dragons?) leaving their deathless to fade away without mortal devotion?
  • Aerenal also holds powerful Mabaran manifest zones. One possibility is that the prior society sought to harness THIS power, and their unwise efforts ultimately resulted in the death of their people. Alternatively, their major cities could have been consumed by Mabar (as described in Exploring Eberron), perhaps still existing there; could this be the origin of the Bone King? If either of these scenarios are true, could the cataclysm occur a second time? Or could the Undying Court hold it at bay?

Are there humanoids that have a significant presence or role in Aerenal beyond elves and half elves—something more meaningful than just traders, ambassadors, or tourists?

No. The 3.5 Eberron Campaign Setting presents the population of Aerenal as 77% elves, 19% deathless, 3% half-elves, 1% other. Both Aereni and Tairnadal are insular cultures unwelcoming to outsiders, and at least throughout the history of the elven presence there’s never been a rival humanoid culture on Aerenal.

That’s all for now! Thanks as always to my Patreon supporters for making this blog possible.

IFAQ: Arcane Photography

It’s been over a month since the release of Exploring Eberron, and I’m working on something new—a shorter project we’re currently calling “Fool’s Gold.” However, as time permits, I like to answer interesting questions from my Patreon supporters; here’s one raised by patrons Joseph and Tiernan.

In your Eberron, do you have photography—or at least, an arcane equivalent?

We’ve often called out that Eberron is closer to the late nineteenth century than it is to the twentieth century. It’s reasonable to imagine a form of arcane photography that works with principles of, say, illusory script to cast an image onto parchment. So I think there is a LIMITED form of arcane photography in the Five Nations, but the key there is LIMITED — closer to the tintype photography of the eighteenth century than to a digital camera (or even a Polaroid). Key points…

  • It wouldn’t be FAST. Like a tintype, the subject would have to sit still for a few rounds while the image was captured.
  • It wouldn’t be SUBTLE. It’s not like you’re hiding this apparatus in your bow tie.
  • The resolution might be limited; again, look to the tintype as an example.
  • I’d expect it to require some degree of magical affinity to operate — it’s the tool of a specialized magewright, though I might allow a PC who can cast minor illusion or possibly prestidigitation to operate one.

Because this is a form of ILLUSION magic, I could imagine the image having brief animation, as with the photographs in the Harry Potter series, but I’d leave that to the DM. The main point is that this is an evolving tool and it is currently limited. In the Thorn of Breland series, Thorn is a spy, and she’d LOVE to have something like a digital camera, but she doesn’t; while I think that camera equivalent exists, it’s too bulky and too slow to be of use to her in her missions. So the Korranberg Chronicle may have pictures of a royal coronation, but it isn’t a trivial, widespread technology; you probably still need to copy the inscriptions you find in the Dhakaani tomb, not just take a photograph. With that said…

You’ve called out before that House Phiarlan uses magic to project plays in other parts of the world. Could it be something akin to this technology?

House Phiarlan doesn’t PROJECT plays to other parts of the world. A Phiarlan crystal theater uses a dragonmark focus item similar to a limited crystal ball to SCRY on the stage, and then that image is projected from that crystal focus to the local screen. So the core “technology” here isn’t a broadcast device, like a television; it’s a limited crystal ball that can only scry on a few preset locations (channels, if you will).

However, House Phiarlan DOES have the image projector, mentioned in Magic of Eberron, that allows them to record a short scene and replay it as an illusion. With this in mind, I think it’s quite reasonable for PHIARLAN (and Thuranni) to have a focus item that allows them to record images, and to transfer that image onto parchment or a similar surface. Personally, I’d see this as something like this:

SHOL EYE

Wondrous item, common (requires the Mark of Shadow)

This is a small stone disk bearing a sliver of siberys dragonshard and engraved with the Mark of Shadow; it can easily be concealed in the palm of one hand. While holding the Shol eye, a creature with the Mark of Shadow can use an action to record an image in the eye. This can be the full vista of what the bearer can currently see, or it can be focused on a specific individual or object within line of sight. A Shol eye can only hold a single image at a time. If a creature with the Mark of Shadow works with the eye for the duration of a short rest, they can transfer the stored image out of the eye and onto a sheet of parchment or similar material.

This is a common item; a more powerful item could store multiple images. This ties to the basic idea that the houses have access to tools that others do not, and it would be a definite edge for Phiarlan spies. However, as with many unique dragonmarked tools, I’d expect other forces to be working to duplicate the effect. The slow and bulky tintype equivalent would be the first step toward this. But I could see, for example, the Trust having a way to record a short audible illusion—a simple, limited voice recorder.

In any case, that’s what I would do: call it out as something that exists but in a limited form, with Phiarlan having access to superior tools and other organizations actively working to improve their capabilities. The main issue about making photography more commonplace is to consider the ways it will impact a campaign. Can adventurers take a picture of an an ancient inscription instead of having to take the time to copy it down? How easy is it for them to record evidence of wrong-doing—or to be caught red-handed themselves? If I was running a campaign in which the adventurers WERE chroniclers, I could definitely imagine giving them a camera equivalent but playing up the challenges of working with its limited capabilities: it takes four rounds to capture the image and it’s not small. CAN they keep the target talking long enough to get the image, and what happens if they spot the camera? As with anything, I’d want to make sure it makes the story more exciting and fun.

Thanks again to my Patreon supporters for making these articles possible. Have you used photography in your Eberron campaigns?

IFAQ: Airships and Arcanix

I’m currently traveling across the country for the first time since March. I’ve got a few hours to kill and I’m camped out in an abandoned food court in the Detroit Airport, so before I start my Gamma World kingdom, I thought I’d answer a few questions from my Patreon supporters tied to things that float—airships and Arcanix!

What do the of crew an airship and a train of lightning cars do to assist their respective pilots? More specifically, what are the most interesting things you have the respective crews do in your games?

In my opinion, an airship is just as complicated to run as a sailing vessel. You have to maintain the windwards (which are what keep people from getting blown off the upper deck). There are a host of lesser focusing crystals that maintain the ring and that have to be adjusted if conditions change dramatically. Refined dragonshards need to be fed to the heart to maintain the binding, especially when the elemental is operating at full capacity. The same basic principles apply to the lightning rail, though like comparing a train to a masted galleon, I think the lightning rail doesn’t require a large crew; you’ve got a pair of engineers maintaining the binding and ensuring all other systems are running, a few assistants, and conductors or staff to deal with the passengers.

As for MY games? I largely have the crew stay out to the way and do their jobs, because they’re too busy to chat with adventurers. I’ve run a one-shot set on an airship a number of times over the past year, and the main NPC the adventurers encounter is the steward, because it’s his job to deal with them. When there’s a dramatic combat scene, I may call out a number of NPC crew members in the scene who are doing their jobs and note that if these innocents die bad things could happen; if a fireball takes out the guy maintaining the windwards, things could get very unstable!

What are some amenities you could find at a House Lyrandar docking tower?

As I’m sitting in an airport as I write this, it’s tempting to just start listing off things I see around me. However, it’s important to remember that air travel is a very recent development. Per canon, the first elemental airships went into service in 990 YK — only eight years before the default start date! In my opinion this date refers to the launch of Lyarandar air travel as a commercial service, and is the culminations of decades of experiments and prototypes. But as an INDUSTRY it’s still very young. Likewise, tourism is largely a new development as of the signing of the Treaty of Thronehold; the Brelish weren’t going sightseeing in Thrane while the Last War was underway. So I think most Lyrandar docking towers are simple and functional; they haven’t had TIME to build up the full range of amenities that you see in a large modern airport. With that said, I think that in the largest hubs you could start to see that coming together. I imagine a deal with Ghallanda to have Gold Dragon Inn tavern franchises. You’d certainly have a lavatory equipped with a cleansing sphere. It’s not unreasonable to imagine a souvenir stand—in our world, souvenirs have been around for thousands of years!

Do airships require a constant stream of refined dragonshards to keep the elemental bound? Do they need this when the ship is idle? How expensive is it to continue fueling these ships?

This is called out in Rising From The Last War.

Eberron dragonshards are rosy crystals with crimson swirlds flowing in the depths and are typically refined into a glowing powder… Eberron dragonshard dust is used in the creation of some magic items, and many powerful tools—such as the lightning rail and elemental airships—require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.

Eberron: Rising From The Last War, page 275

The key phrase there is to maintain their enchantments. On an airship, dragonshards aren’t consumed in the same way as gasoline or coal; it’s not that burning dragonshards provides motive power, because the motive power comes from the elemental. But airships have a web of additional secondary enchantments in addition to the binding—the windwards, the control systems—and these have to be maintained. The job of the airship’s engineer is to monitor and maintain those many enchantments. So dragonshards aren’t exactly FUEL, but they’re a vital ongoing expense that ensures that the vessel continues to operate. Another way to look at it would be dilithium crystals in Star Trek; they are vital to the ongoing operations of a starship, but the engineers aren’t constantly dumping dilithium into a warp furnace. The ship needs an ongoing supply of dragonshards, but consumption is a long-term process.

Addressing the specific questions, power isn’t consumed to keep the elemental bound; the elemental is contained within a Khyber shard and is a separate system. But it is the ongoing expenditure of power that keeps the elemental integrated with the ship and produces the elemental ring. And yes, that consumption continues even when the ship is standing still.

Is Arcanix the name of the floating towers or the village?

For anyone who doesn’t recognize the name, Arcanix is one of the prominent institutes of arcane learning in Khorvaire. It’s located in Aundair, and described as floating towers hovering above a village. Earlier canon sources complicated things by suggesting that Arcanix was originally part of Thrane before the war, which seems odd as arcane magic has always been a focus of Aundairian culture, and Arcanix is supposed to be closely tied to the Arcane Congress. So, here’s MY answer.

Arcanix is the village. It has long been contested by Aundair and Thrane, and by Thaliost and Daskara before that; while it was part of Thrane under Galifar, many of the inhabitants were Aundairians who traveled to the village. Because, mysteriously, Arcanix seems to inspire people who seek arcane knowledge. This isn’t always incredibly dramatic; it’s not like everyone who studies magic at Arcanix revolutionizes the field of science as we know it. But if you study the statistics, people are more likely to master the arcane arts if they study in Arcanix. So: while Arcanix was part of Thrane under Galifar, it was largely inhabited by Aundairians and Aundairians CONSIDERED it to be part of Aundair, which is why, when the Last War broke out, they seized it and moved the floating towers there to secure it. Because that’s the thing about FLOATING TOWERS—you can move them! The floating towers were a previous asset of the Arcane Congress and thus have always been a facility for arcane research and learning, as well as being fortified; so the towers were already an established arcane school before being moved, and placing them in Arcanix was just a bonus. Whatever the effect of the region that enhances arcane comprehension works above the village as well as on the ground, so modern students study in the towers. But the village was called Arcanix before the towers were there.

A secondary question, of course, is WHY the region is so conducive to the study of the arcane. This is something that is SUPPOSED be a mystery within the world, and is surely something debated in Arcanix itself. Arcanix is in a Thelanian manifest zone, so that’s surely a factor—it’s up to the DM to decide if this is an active portal, and if so if there’s a particular acrhfey associated with it (The Mother of Invention would be a logical choice) or if it’s a more subtle zone. But there may be a darker power at work beyond this. Some scholars believe that Arcanix is above the soul-prison of the overlord Sul Khatesh. There have been times when cults of the Queen of Shadows have taken root in Arcanix, and there have been a few individuals who have actively bargained with Sul Khatesh or her minons. But even without any active or malefic influence, the mere presence of the Keeper of Secrets may help those seeking arcane knowledge… and this has been sufficient to crush the objections of those who fear the Queen of Shadows. But again, all of these are things that COULD be. As a DM it’s up to you to decide if Arcanix is haunted by Sul Khatesh, blessed by Aureon, watched over by the Mother of Invention, or if there’s an even stranger explanation.

Also on the topic of Arcanix, what is the relationship between the way its towers float, and the way Sharn’s towers float?

The manifest zone of Sharn enhances magic related to flight and levitation. This is why you have flying buttresses and skycoaches in Sharn; those tools don’t work outside the zone. Skyway and the floating towers of Sharn use these same principles, so they aren’t the SAME as Arcanix. But the towers of Sharn inspired Arcanix, driving the Arcane College to find a way to replicate the effects without the zone. Arcanix and the Tower of the Twelve are proof that it can be done, but the fact that we don’t see such towers everywhere—and that both of these two are the seat of arcane research facilities—suggests that the enchantment requires regular maintenance by arcane experts. Which is easy enough when your tower is filled with some of the most gifted arcanists in Khorvaire. So the Sharn towers are stable, drawing on the manifest zone to maintain the effect; other floating towers require expert maintenance.

Is there any correlation between Arcanix and, as of Rising from the Last War, the Aundairian attack on Sharn’s Glass Tower? Was Aundair able to achieve such an attack precisely because they Aundair was also intimately familiar with floating towers?

Certainly. The Arcane Congress created the towers of Arcanix using information gleaned from studying the floating towers of Sharn, and during the Last War, they explored ways to weaponize that. The main question is why they didn’t target Skyway, which would have devastated a far larger area. It’s possible that they didn’t WANT to—that the Glass Tower was an experiment or a warning, but they didn’t want to cause such extreme destruction. Or it’s possible Skyway is a more powerful and stable effect and that the techniques used on the Glass Tower couldn’t bring it down.

Thanks again to my Patreon supporters for keeping this site going and for posing interesting questions. The Inner Circle supporters are currently voting on the topic for the next major article; the Library of Korranberg is in the lead, but there’s still one day to cast a vote! And check out my latest DM’s Guild PDF: a collaboration with the band Magic Sword!