Dragonmarks: Modern Medicine

Could there be a pandemic in Eberron? A plague spread by the Children of Winter, or a bioweapon created by the nosomantic chiurgeons of House Jorasco? How does disease even work in a world where lesser restoration can remove any disease? Given events in our world, these things are on my mind and I thought I’d tackle them with a series of articles. This post will take a quick look at medicine in the Five Nations; a follow-up article will explore the role of disease and plagues in campaigns.

HEALTH AND HEALING

Fifth edition presents a largely abstract view of health. As I’ve mentioned before, hit points are a very nebulous concept—a blend of actual physical health and luck, skill, or willpower. A character can regain hit points by spending hit dice during a short rest, and is fully restored after a long rest. When you use the Medicine skill, all you need to do is role a die. But remember that when we play D&D, we are building a story together. The rules provide a foundation for that story, but it’s up to the DM and players to add the details. MECHANICALLY you’re as good as new after a long rest, and you don’t have to do anything other than hang out for eight hours to get that benefit. But if there’s a character with the Medicine skill in your party, you might tell the story of how that character worked to patch you up during that long rest—how they had to stitch up a particularly deep wound, how they gave you a shot of Irian-infused water to keep you on your feet or rubbed a Mabaran salve on your arm to numb the pain. When someone uses the Medicine skill or an herablism kit, they or the DM can DESCRIBE them as using medical tools or techniques, even if all the PLAYER does is roll a die. The point is that the rules keep things simple; we don’t WANT player characters to spend a long time sitting on the sidelines recovering from a sprained ankle or a broken rib. But you can DESCRIBE that process of recovery in as much detail as you want.

Also, remember that in fifth edition the rules that apply to player characters don’t necessarily apply to NPCs! YOU may recover fully after a long rest, because you’re the protagonist of the story; you’re the hero in the action movie who keeps pushing on after enduring ridiculous amounts of damage. But the DM can say that an NPC takes longer to recover from a serious wound—that a city guard will need days of bedrest to recover after being dropped to zero hit points, even if they were stabilized and healed. Player characters are remarkable. We can highlight this by showing that other people DO need more time to recuperate than player characters… or their particularly remarkable opponents.

JORASCO SERVICES

In the Five Nations, most people rely on House Jorasco for medical services. As I’ve discussed in previous articles, priests in most temples and churches aren’t spellcasters; they provide spiritual guidance, not spellcasting services. So the Jorasco healing house serves the common role of a clinic or hospital in our world. Villages or communities that don’t have a dedicated healing house will still usually have a Jorasco-trained healer, whether it’s an heir of the house or someone who learned their skills from the Healer’s Guild.

Page 10 of Rising From The Last War lists the services you can obtain from House Jorasco. The first two are tied to the Medicine skill: Minor nonmagical care or major nonmagical care. This ties back to the idea that just because PLAYER CHARACTERS don’t have to deal with sprains, concussions, broken bones, and such, these things still exist in the world! Likewise, most people rely on nonmagical treatment for diseases. Lesser restoration provides an instant cure, but the 50 gp cost is beyond the reach of most commoners. But again: there’s nothing wrong with nonmagical care. The skill is called MEDICINE; it reflects the use of medicines and medical techniques—setting broken bones, disinfecting wounds, treating fevers, and on and on. Again, most player characters never need these things; but the common people do, and Jorasco provides these services.

Then we get to magical services. Lesser restoration costs 50 gp; remove curse is 75 gp; greater restoration is 150 gp. Who provides these services? What does this help actually look like? Here again, player characters are remarkable. The typical Jorasco healer isn’t a cleric; they’re a magewright. Per page 318 of Rising From The Last War, a magewright casts lesser restoration as a ritual that takes an hour and that requires “additional material components” that cost up to 40 gp. MECHANICALLY this is a “ritual that requires components.” But this is where the idea of arcane science enters the picture. I don’t see a Jorasco healer as sitting next to you chanting for that hour, and then POOF you’re healed. In my opinion, the “ritual” reflects medical work. They may be using divining rods and Irian salves instead of CAT scans and antibiotics, but they are starting with a foundation of mundane skill and then ADDING magic to accelerate the effects and perform healing that is impossible with skill alone. You can have the Jorasco chiurgeon shouting “I need a Lamannian rod and 5 cc’s of Mabaran moss, STAT!” as they work to break your curse or cure your disease. Likewise, the spell uses “40 gp of additional components”—but those components might be ENTIRELY DIFFERENT depending on WHAT they are treating. So: mechanically, a Jorasco healer can cure cackle fever or sewer plague by casting lesser restoration. But how they cure these two different diseases might LOOK entirely different. And once you accept the idea that different diseases require different components to treat them, you have the possibility that a Jorasco house could run out of the components needed to cure a specific disease! Now, refined Eberron shards can take the place of any costly component, and this can help with an outbreak; but if you’re in an isolated village, residuum could be harder to find than Mabaran moss. To be clear, this isn’t a concern for player characters. When your cleric casts lesser restoration it’s NOT a ritual and doesn’t require components… but again, that’s because player characters are remarkable!

How does the Mark of Healing factor into this? The simple answer is that most magewrights with the Healer specialty are assumed to be halflings with the Mark of Healing; they are able to master this specialty because they have the mark, and they are channeling the powers of the mark any time they cast their rituals. This is the same as the concept that you could play a Jorasco Life cleric who presents their healing magic as being drawn from their mark as opposed to religious faith. So they ARE using the mark to heal; it’s just that this uses standard magewright mechanics.

All of these same principles apply to the other services that Jorasco offers. Remove curse can be presented as a sort of magical infection. It’s not that the Jorasco healer mumbles for an hour and the curse stops; it’s that they perform a sort of mystical surgery, literally carving the curse out of your aura. While the RULES say remove curse never fails when cast on a player character, it’s still possible that it doesn’t always work on NPCs and that it’s normally potentially dangerous! Note that greater restoration is a 5th level spell—beyond the standard wide magic available in the Five Nations—and that Rising notes that only Jorasco’s finest healers can perform the ritual.

And finally, there’s raise dead. This is supposed to be a rare service, something available only at the finest Jorasco houses. This is typically tied to a focus item, the altar of resurrection. But there’s a number of points that have been spread out across various sourcebooks. The first is the idea that again, while Raise Dead always works on PLAYER CHARACTERS, it’s NOT reliable for NPCs! First of all, memory starts to fade as soon as a soul reaches Dolurrh. Someone has to CHOOSE to return to life… and if they’ve spend too much time in Dolurrh, they may no longer remember why they want to return. Even if they wish to return, sometimes the spell just doesn’t work. Sometimes it can restore life but draw the wrong soul back into the body. Or it may summon a number of hostile ghosts while leaving the corpse dead… or draw a marut that seeks to destroy the would-be healer. This is why wealthy people AREN’T automatically raised immediately after death; because for most people it simply isn’t a valid argument. What we’ve said is that IF a Jorasco house has the ability to raise the dead, they will always cast augury before raise dead… and if the proposed resurrection draws a result of woe, they will refuse to take the case. Essentially, raise dead is a tool that lets us bring player characters and crucial villains back from the dead; but it’s not a service for everyone! This is a topic I’ve discussed in more detail before: this article explores resurrection and alternatives to death, while this article considers the idea that you could add a personal price to resurrection beyond the components of the spell.

WHAT ABOUT FAITH HEALING?

As I’ve said: in the Five Nations, people don’t go to temples to be healed, they go to hospitals. But what about places like Thrane, where divine magic is more widespread? Or the Eldeen Reaches, where there’s more of an emphasis on primal magic than on the industrial magic of House Jorasco?

The Wayfinder’s Guide to Eberron discusses the idea of adepts, divine or primal counterparts to arcane magewrights. Page 127 of Rising notes that “divine adepts provide important services.” There still ARE Jorasco houses in Thrane, it’s simply that divine magic IS more widespread. You still wouldn’t go to the temple and ask the priest to cure you, but there are clinics tied to the Church of the Silver Flame where adepts can heal you. Such clinics can also be found in other nations, typically tied to adepts of Olladra; in the Eldeen Reaches, there are druidic adepts—often called gleaners—who may be able to perform healing rituals. The magic of an adept LOOKS different than that of a magewright; a Silver Flame adept will chant while they treat you, while seeking to excise malign influences with blades of light. But a critical point is that mechanically there’s no difference between an adept and a magewright, which means that this healing still takes an hour to perform and still costs the adept 40 gp. The components may be DIFFERENT than those used by the arcane magewright, but the point is that magically healing generally can’t be offered for free because it’s not free for the caster. In the Eldeen Reaches, it’s not that a druid spends 40 gp to buy components; it’s that the ritual consumes rare roots and herbs (likely charged with the essence of Lamannia or Irian) that would have such a value if they had to buy them. Usually people rely on the Medicine skill because magic has a price.

Q&A

Is the germ theory of disease known in Eberron? Or is there some truth to the humoral theory in a fantasy world where the four elements are more of a real thing than in our own? This would come into play in order to determine such behaviour as hand-washing and sterilisation of instruments or blood letting. For that matter, is there room for alternative medicines, rejecting that of Jorasco?

To answer the last question first, there’s DEFINITELY room for alternative theories and approaches to medicine. I expect that Riedra and Aerenal have dramatically different approaches to medicine. However, the crucial point is that MECHANICALLY this all works out to using the Medicine skill and to the benefits of resting. You can DESCRIBE it with exotic color, but at the end of the day it doesn’t MATTER if your healer is using Jorasco traditions or Riedran qi manipulation; the result is the same.

Going back to the first part of the question, this touches on an interesting point. Because it’s not simply whether the people of Eberron are familiar with germ theory, it’s the question of are most diseases in Eberron actually caused by germs? This is a world where werewolves, undead, and fiends are REAL THREATS. Lycanthropy isn’t caused by germs, and there could be any number of other diseases in Eberron that are actually cause by a mild form of demonic possession or by transmutation effects. There’s definitely a school of medicine that is based on the balance between planar influences, asserting that if you have a fever it’s because your Fernian influences are too high and you need to be treated with Risian ice… And in Eberron, that may be true. So there are germborne diseases in Eberron, but it’s not the ONLY form of disease out there and may not be the foundation of Jorasco treatment. I’ll talk more about kinds of diseases in the follow-up article, but the main point is, again, that this is somewhat cosmetic. Whether the disease is caused by a germ or an evil spirt, you counter it with rest, Medicine, or lesser restoration. These treatments are all tied to theories of medicine, but whichever theory you use, it will work according to the rules. Though you’re certainly free to say Bloodletting is a terrible principle that DOESN’T work, and while there are healers who perform bloodletting, they aren’t proficient in the Medicine skill and provide no actual benefits! Likewise, Jorasco potions of healing are reliable, but if you buy your healing potions from some unlicensed charlatan, you could find that all you’ve bought is snake oil. Trust that Jorasco logo!

Do the people of Eberron know how to prevent/treat scurvy or what it really is? 

This is similar to the preceding question, and could ultimately be asked about any disease from our world. But Eberron’s not our world. For all we know, the Ring of Siberys could radiate an aura of vitamin C, and it could be impossible to have a C deficiency in Eberron. There’s no rules for scurvy in 5E, and it’s never been mentioned as a problem in any sourcebook, so the default is that it’s not a problem—either because it’s been identified and people know how to deal with it, or because for some reason ((C-rays from the Ring of Siberys!) it’s just not an issue. I’ll talk about this more in the follow-up post, but the short form is that you need to decide what diseases you want to be threats, and ultimately what makes a good story. Personally, I don’t feel that players running out of oranges and catching scurvy is a story I want to tell, but that shouldn’t stop you from doing so!

If magewrights can carve a curse out of a person’s aura, was this ever suggested as a solution during the Lycanthropic Inquisition by Jorasco or the Silver Flame’s own minor healers?

Certainly. Under the rules of fifth edition, that’s EXACTLY how you treat lycanthropy: you cast remove curse, and if you’re doing it as a magewright ritual that means you’re performing just this sort of spiritual surgery. However, there’s a few factors here as regards the Silver Crusade…

  • Bear in mind that especially early on, I’m sure the templars DID cure people when they had the ability to do so. It simply wasn’t viable as an overall solution to the problem, based on resources, the number of lycanthropes, and the fact that you would have to capture and hold lycanthropes alive to do this—and especially in the early days of the Purge, the odds were stacked against the Templars. They didn’t have the luxury of trying to take most of their enemies alive; they were lucky if THEY could stay alive.
  • If you’re using magewrights or adepts, you need 60 gp worth of specialized components to cast that ritual. What are those components? Are they specialized to each type of lycanthropy (IE, you need to treat a wereboar with different herbs than a wererat), or general? It’s quite reasonable to say that when the Crusade began the templars didn’t have either full knowledge of proper treatment or that they simply didn’t have access to sufficient supplies of the appropriate components—and this was before the residuum revolution which lets you use refined dragonshards instead of any component.
  • Critically: Lycanthropy during the Purge was different from lycanthropy as it exists today. This is literally true, as the rules for curing lycanthropy in 3.5 rules are far more difficult that just casting remove curse. It either has to be done by a 12th level cleric within three days of the affliction (and 12th level clerics are VERY rare in Eberron) or it has to be attempted during a full moon… and the victim has to make a DC 20 Will save for it to work. Eberron gets a lot of full moons, but still, that’s a lot of time and resources for a ritual that has a very high chance of not working.

The simplest explanation for the change in the rules of lycanthropy is that lycanthropy itself has changed: that the power of the curse is now weaker than it was during the purge, because the influence of the overlord or daelkyr behind the surge has faded… or alternatively, because techniques for treating lycanthropy have advanced significantly over the last century. Either way, lycanthropy can now be effectively treated by a magewright performing remove curse; that doesn’t change the fact that it wasn’t a viable solution to the problem at the height of the purge.

That’s all for now! When time allows, I’ll write a follow-up article about using disease in an Eberron campaign, but my Patreon supporters will decide the topic of the next article. Until then, wash your hands!

Dragonmarks: Halflings

Halflings have a variety of compelling roles in Eberron. At the same time, they are shrouded in mystery. Where did halflings come from? How do the subraces of Fifth Edition map to their roles in Eberron? Here’s my thoughts on the matter. As always, these are my personal thoughts, and may contradict canon sources; notably, my thoughts on subraces are certainly at odds with the Player’s Guide to Eberron.

WHAT’S A HALFLING?

In dealing with any nonhuman race, one of the first questions to ask is how are they different from humans? How is a halfling rogue fundamentally different from a human rogue? What does it mean to be a halfling?

At the end of the day, halflings are more like humans than most races. They don’t have darkvision. They don’t have inherent mystical abilities like the forest gnomes. They live slightly longer than humans—5E has them live to around 150 years—but that’s not such a dramatic difference that it’s going to shape a culture as it does for the elves. So on a basic, fundamental level, what does it mean to be a halfling and how might this affect you?

The first critical element is sizeHalflings are small. For a Talenta halfling in the Plains, this doesn’t have much impact; you’re the primary humanoid race of your region and what civilization exists is designed to accommodate you. But a halfling in the Five Nations is a small creature in a medium world. Even Ghallanda designs its inns to accommodate medium creatures, though they at least have furniture and a few rooms designed specifically for small creatures. But as a rule, everything around you is annoyingly oversized. While humans are rationally used to dealing with halflings and gnomes, on a subconscious level many are still likely to treat you as children or to dismiss you as a physical threat. How do you react to all these things? Is it a constant source of irritation? Is it something you embrace and use, taking advantage of the human tendency to underestimate you?

Next up is speedDue to their small size, halflings are literally slower than humans (25 ft walking speed). But they are quick, something reflected both by their high Dexterity and the Halfling Nimbleness ability that allows them to pass through the squares of larger creatures. Combine this with the Naturally Stealthy trait of the Lightfoot halfling—which as I note below, is my default halfling—and you have a creature with a natural ability to outmanuever and outwit their enemies. Halflings live in a world of clumsy giants. When it comes to battle, rather than matching strength to strength, halflings are naturally going to lean towards mobility and finesse. Looking to the Talenta Plains, this ties to the fact that they don’t forge heavy armor. Their warriors aren’t plate-armored fighters; they’re rogues, barbarians, and rangers. Skill and speed are important; even the barbarian is going to make use of their fast movement to outmaneuver their foes.

Beyond this you have bravery and luck. How is it that every halfling is lucky? Who can say. Maybe it’s Eberron’s blessing; maybe it’s an aspect of the Prophecy. But it’s there; halflings are luckier than other creatures, and it’s hardly surprising that luck would breed bravery. Despite their small size, halflings tend to be bold and more willing to take chances than creatures of other races. In contrast to the staid hobbits of Tolkein, I generally see halflings as being innately curious and inclined to take chances. But again, this ties to the quick wit mentioned above. Just because a halfling is brave doesn’t mean that they’re stupid. They aren’t oblivious to risk; it’s just that on a fundamental level, they are generally more willing to take risks than members of other species.

SUBRACES

What sort of halflings do you find in the Talenta Plains? My answer is “all of them.” Unless a subrace is concretely distinct from the core race—like drow or duergar—I prefer to use subraces as a reflection of individual aptitude or unique qualities as opposed to linking biology and culture. I’d rather look at the story of a particular character and if it feels like that character should be Lightfoot, then make them Lightfoot regardless of where they are from. So looking at this, what does subrace mean?

  • Lightfoot halflings combine a natural talent for stealth with remarkable charisma. To me, this is the default for Eberron’s halflings. Naturally Stealthy is a boon for a Talenta hunter or a Boromar enforcer, while Charisma serves Ghallanda barkeep and Boromar grifter alike.
  • Stout halflings sacrifice charm and stealth for resilience. I’m happy to simply see this as a possible expression of being a halfling; hunters tend to be more stealthy, while other members of the community are more durable.
  • I see Ghostwise halflings as rare anomalies, a trait that may be as much mystical as biological. The halflings believe that spirits shape the world. In the Plains, a Ghostwise halfling is seen as touched by the spirits, and is likely to become a druid or shaman. In the Five Nations, a Ghostwise halfling would be seen as a curiosity or even a freak.

CHARACTER ROLES

So you’re making a halfling character. Where are you from? What’s your role in the story? What does being a halfling mean for you? Here’s a few ideas.

The Talenta Halfling

The halflings of the Talenta Plains hold to a way of life that has sustained them for thousands of years. Most are content to follow their ancient ways, but the world has been shrinking. Between the stories of the dragonmarked houses, the growth of Q’barra and Valenar, and the general impact of the war, an increasing number of halflings have been drawn into the outside world. Consider the following possibilities…

  • You served as a mercenary scout in the Last War. You’ve stayed with your comrades in arms since then, hoping to find fortune and adventure.
  • Some force—Emerald Claw? Aurum? Lords of Dust?—wiped out your tribe. You have ventured to the Distant Lands to learn more about your foe and to determine how you can take your revenge.
  • The Treaty of Thronehold declared the Talenta Plains a sovereign nation, but this concept is still strange to the people of the Plains. Your tribe has sent you to the Distant Lands to learn more about them and to find allies that can help your tribe and the Plains overall if there is trouble in the days ahead.
  • The spirits have marked you for a purpose. You have visions that guide you. You don’t yet know what they mean, but you know that you have a destiny you must fulfill, and you won’t turn your back on adventure.
  • You’re simply curious. You’ve always wondered what lies beyond the Plains, and you’re on a journey of discovery. You’re thrilled with ANY adventure… and you find adventure in things that others see as quite mundane.

As a Talenta halfling in the Five Nations, you’re a stranger in a strange land. Cities, airships, lightning rails—these are wondrous things, and it’s amazing what the people of these places take for granted. You are also unaccustomed to the myriad laws and customs of these places; your culture is simpler and more open. Outlander and Hermit are both logical backgrounds, reflecting your relative isolation from civilization. Barbarians, rangers, and rogues are all possible paths for Talenta hunters and warriors. Bards exist, entertaining and carrying news between tribes; I see the flamboyant College of Blades as a good path for the Plains. Spiritual leaders tend to be druids or nature clerics; their faith is a blend of ancestor worship and respect for primal spirits, with a layer of the Sovereign Host (notably, Balinor is thought to have been a great Talenta hunter). If you have XGtE, the Circle of the Guardian is a good choice for the druids of the Plains. Otherwise, both the Circle of Land and Moon are perfectly appropriate, with the Land druid caring for the Plains themselves and the Moon druid bonding with its creatures (and reveling in dinosaur shapes!). If you have a dinosaur companion, bear in mind that you believe your spirit is connected to theirs; they aren’t simply a mount, they are the closest thing you have to family in these foreign lands.

The Dragonmarked Halfling

House Jorasco and House Ghallanda are major institutions in the Five Nations. Ghallanda has maintained stronger ties to the Plains than Jorasco, but for the house members who live in the Five Nations, the Plains are more a part of your peoples’ colorful past than something you particularly embrace yourself.

An immediate question to consider is your role in your house. Are you a workin’ stiff—in which case you might that the Guild Artisan or Entertainer background? Or are you a child of a matriarch, or otherwise connected to the heart of the house… making you for all intents and purposes a Noble? Here’s a few random ideas.

  • You’re an heir to one of the wealthiest families in your house. You’ve never had to work for anything in your life, and your family even bought you magic powers from an archfey (you’re not sure exactly how they managed it, but that’s not your concern). Are you slumming with adventurers just to see how the little people live? Or has your family finally cut you off so you will learn to survive on your own? (Archfey Warlock with the Noble background)
  • You’re a healer, with a remarkable connection to the Mark of Healing. You served as a mercenary medic during the Last War, but after all the suffering you saw you couldn’t bear to work only for gold. Now you’re trying to use your abilities to help the innocent—and since you started down the path, your powers have grown. (This character is technically a Life domain Cleric, but they are drawing their spells and powers through their dragonmark instead of through devotion to a deity.)
  • You used to own a nice little inn in Cyre. It might have been lost in the Mourning or just destroyed in the war. Now you’re on the road with a few of the unusual characters who used to hang out in your bar. Perhaps you’re hoping to raise the funds and find the right place to start a new inn. Or perhaps you’re determined to unlock the mystery of the Mourning, or take vengeance on the Karrnathi commander who destroyed your place. (Rogue with the Guild Artisan background)

Incidentally, all of these are characters I’ve seen or used in my own adventures and campaigns.

The Boromar Clan

The Boromar Clan has dominated the criminal underworld of Sharn for centuries. For the most part, Boromar focuses on non-violent crime… theft, smuggling, gambling… but the halflings are willing to get their hands dirty when they have to. And recently, they’ve had to. Refugees from Cyre and the monstrous forces of Daask are shaking up the established order in Sharn, and your family is going to have to fight to hold onto its kingdom. Where do you stand in all of this?

The Boromar Clan is an easy story for any halfling with the Criminal or Charlatan background. The question is if you’re still connected with the Clan, or whether you’ve left that life behind. Either way, do you still have rivals or allies? A close connection with the Clan can be a benefit in Sharn, but a strong Boromar connection can be a curse as well; you may be called upon to do missions for your family, or you may be targeted by Daask or other enemies.

While it’s easy enough to have a single character with a Boromar connection—the equivalent of the classic thief with a tie to a guild—another option for a noir campaign is to have an entire party tied to the Boromar Clan. While halflings are the foundation of the organization, they hire people of any race and background. With that said, it could be interesting to have an all-halfling crew trying to hold a chunk of territory against Daask: a whisper bard as the mastermind, an assassin rogue and a barbarian (or ranger) as the muscle, maybe a dino-wildshaping druid as your eccentric mystical support. If Sharn doesn’t suit you, this same crew could be sent to Stormreach or even Q’barra to spearhead a new operation!

The Five Nations

Not every halfling is an innkeeper or a criminal. Halflings are spread across the Five Nations, and they can follow any path a human might. Your halfling could have studied magic at Arcanix or felt Boldrei’s call to become a cleric. As with most races in Eberron, ultimately culture is more important than species; you can embrace one of the ideas I’ve suggested above, but don’t be limited by them!

ORIGINS

One question that’s come up in the past is where are halflings FROM? Humans come from Sarlona. Dwarves migrated from the Frostfell and had an empire below the surface. Elves started in Xen’drik. What’s the story of halflings?

The short form is that no one knows. The Talenta halflings have primarily relied on oral traditions. Their culture has existed for thousands of years, but there are no concrete records of exactly how it began or what came before. Currently canon leaves this a mystery, and I doubt that’s going to change; as such, if you want the ancient history of the halflings to be a part of your story, it’s something you’ll have to develop. A simple answer is that halflings share a common ancestor with gnomes; perhaps gnomes evolved on a divergent path due to long-term exposure to Thelanian manifest zones, or perhaps gnomes are the descendants of halflings who immigrated TO Thelanis, returning as something entirely new. Or perhaps halflings are simply children of Eberron, created by the Progenitor herself according to a divine plan. In any case, it seems likely that the Talenta halflings have held their land and their traditions for thousands of years. The Player’s Guide to Eberron suggests that chokers are halflings warped by the Daelkyr, which would place the halflings into the Age of Monsters; as noted in previous posts, the Dhakaani had little interest in enslaving other races and would have simply driven the halflings to the edges of the empire. So you can certainly ADD more details—explore epic conflicts with Dhakaani and Dragonborn—but in general, they’ve simply been following the same path throughout history.

Q&A

Are there any strong arcane traditions amongst the Talentans?

It depends how you define “arcane.” The Talenta halflings don’t have a strong inclination towards scientific inquiry, which is reflected by the fact that their culture hasn’t really changed over the course of thousands of years. So I think wizards and artificers are entirely unknown there. Bards definitely have a role in the Plains, but I’d be somewhat inclined to paint their magic as calling on the spirits for favors, or as tricks they’ve learned from the spirits. This is the same path I’d take for an Archfey warlock, which would be the type of warlock that seems most likely in the Plains… though I could see a Celestial warlock who’s found a couatl patron in Krezent. Sorcerers are as possible in the Plains as they are anywhere, but we’ve never talked about powerful lines of sorcerers in Talenta, and I’d consider them to be rare and remarkable; as with the warlock, I could see a divine soul being touched by the power of Krezent.

Have Eberronian halflings ever had wars where they weren’t somehow squashed “because small”? Do you have any ideas for what sorts of tactics they would use?

I don’t think the halflings have every been “squashed.” Largely they’ve chosen to avoid combat; they’re nomadic, and they’re simply moved out of the way of conflict. Looking to the ECS, it notes:

With the coming of the humans and the rise of the Five Nations, the halflings found their territory shrinking as human settlements encroached on the wide-open plains.

It’s not that the halflings were defeated in battle; it’s that they simply moved out of the way of the settlers, eventually discovering that they were running out of space. Which leads to the next section…

At times, the halflings attempted to hold their position and drive the humans away, and a number of bloody battles punctuate the shared history of the two races. In the end, the two races found common ground and eventually discovered a way to peacefully coexist (the Last War not withstanding).

Again: the halflings weren’t defeated. There were bloody battles, and in the end they reached common ground (and notably, the halflings held onto the Talenta Plains). Now, during the Last War, it’s noted that both Karrnath and Cyre began claiming land in the Plains. The ECS says that “the halfling tribes were permitted to wander their ancestral lands as long as they paid tribute to the Galifar king” and for a time they did that. But during the Last War…

With the coming of war, the halfling tribes began to cooperate in unprecedented ways to protect the Plains that all the tribes revered. Warriors of different tribes banded together, repelling invaders from Karrnath and Cyre by using their knowledge of the ways of the Plains to confuse and confound the invaders.

Ultimately the issue of the the Plainsfolk isn’t their small stature; it’s their small NUMBERS and limited military resources. From a strategic perspective they’re guerrilla warriors who will use mobility and knowledge of the region to outmanuever their enemies. But when you set the Talentans against Karrnath, you are essentially talking about the Ewoks fighting the Empire; they don’t have the numbers, the resources, or the martial or arcane discipline that the Karrns have (not to mention undead). The fact that they HAVE won battles against Karrn forces is a testament to their innovation and their guerrilla tactics.

One thing I’d say here: Talenta forces lack the power and discipline of, say, Dhakaani or Valenar—both cultures that are ENTIRELY FOCUSED on martial excellence. However, I would say that the general harsh environment would likely produce a higher than average number of Talentans that have a level of a player character class than you normally see in Eberron. So most Talentan forces will be made of up 1st level rogues, rangers, or barbarians as opposed to warriors or commoners. And you’ll have heroes who are higher level and potentially druids, clerics, or paladins (such as Holy Uldra). So one-on-one, the halflings are probably tougher than the average Brelish soldier – but when it comes to a war, they still lack the numbers and the military/arcane machinery of the Five Nations.

Why have they never been seen as a threat to other nations? Is it their culture and lack of large scale unification, or generic fantasy underestimation by the big folk?

Lack of large scale unification, lack of population, and essentially, lack of any compelling reason to go on the offensive. By their nature, the halflings have always been the stream that flows around obstacles instead of a force that tries to conquer them. I see no problem with presenting legends of a Lathon who DID unite tribes and wreak havoc in a previous age, and these would be stories Holy Uldra would be invoking now as she rallies warriors to her banner; it’s just not something that’s happened any time recently.

Is there much conflict between urban halflings, Talenta halflings and Dragonmarked halflings? And for that matter, between criminal Boromar and other urban halflings? Criminal halflings and the nomads?

In the world itself, these things aren’t so easily divided. Sharn: City of Towers notes that the Boromar Clan still has ties to the Talenta Plains and has a squad of barbarians—the Clawfoots—they use for brute force operations. So you can be sure that there’s Boromars who take pride in their heritage and Plainsfolk proud to work with them, Boromars who think halflings from the Plains are bumpkins, and Talentans who think the Boromars are city slickers who wouldn’t survive a day in the Plains. Likewise there are specific Jorasco and Ghallanda heirs who work closely with the Boromar Clan, and others who despise criminals and anyone who works with them. As for urban halflings, as I’ve said, many will put their national identity before their racial identity. Dragonmarked halflings won’t fault anyone for this; it’s not like they’re inviting unmarked halflings to join their house. Boromar halflings essentially ARE urban halflings, they’ve just formed a common bond. And Talentans might see urban halflings as creeps for abandoning their traditions, or they might not care – it depends on the individual.

What does the Boromar clan of the Talenta plains think of their Sharn counterpart?

I don’t think the Boromars of the Plains have a very clear concept of what Sharn IS, let alone the precise role of the Boromar Clan there. We know that there is some ongoing connection, because of the presence of the Clawfoot enforcers. My guess is that once a year, Saiden Boromar sends a delegation to the Plains with gifts and supplies for the old family; if there’s talented people who want to join the Clawfoots, they travel back with that delegation.

In general I think they understand Sharn to be a tower of the big folk, and the Boromar Clan to be a group of clever hunters who use their wits to profit off the big folk. I’m sure there’s some who think that their city cousins have lost their way and who don’t want their gifts, and others who think it sounds like a grand adventure. This would likely mean that this tribe is one of the best-equipped tribes in the Plains, in terms of forged weapons, armor, potions, and gifts they might receive.

 Is the above statement about “not all halflings being either innkeeps or criminals” a stereotype that has traction in Eberron?

Ghallanda and Jorasco are the PUBLIC face of halflings in the Five Nations; the Boromar Clan (and thus, the criminal stereotype) is specific to Sharn. So “Innkeeps and Healers” for sure, “Criminals” mainly in Breland. Unlike goblins, I don’t think halflings in the Five Nations are broadly forced into criminal paths.

Are some dinosaurs feathered in Khorvaire and if so do the Talenta incorporate these feathers into their dress/ceremonies?

We haven’t seen any in canon artwork, but it seems appropriate – especially given the couatl. And if they ARE feathered, I’d expect those feathers to be used in rituals, yes.

Would a halfling from the Talenta Plains be as capable (from a fluff perspective) of connecting with dinosaurs from Q’Barra, Xen’drik or Argonnessen if raised there?

The bond is a cultural thing, not genetic. If a Talenta halfling went to Q’barra, the same techniques they use to work with dinosaurs in the Plains should work on dinosaurs in Q’barra, and they could form a connection. But a halfling child raised by humans in Stormreach and then dropped in the middle of Xen’drik doesn’t have some sort of innate magical bond; it’s part of Talenta tradition.

My player is planning to open a brothel and I ruled that Ghallanda has control over that, but do they or is that more a Phiarlan/Thuranni entertainment field?

Per canon prostitution has been presented as “legal but shady”, and generally falls into the domain of the underworld, not something that is licensed and sanctioned by a Dragonmarked House. In Sharn, for example, prostitution is primarily the domain of the Tyrants. So I’d say it’s handled on a more local level as opposed to being part of a house guild.

Are there paladin traditions among the Talenta halflings, devoted to Balinor or other sovereigns?

Sure, I think you could find an Oath of the Ancients paladin tied to Balinor in the Plains. But bear in mind that the Talenta tradition maintains that Balinor was a great halfling hunter, so it’s essentially woven together WITH ancestor worship and general veneration of nature spirits.

These questions are about the mask weavers, the Talenta druids. What visages do the masks of the mask weavers tend to reflect? Are there any specific paths for the mask weavers, from the newer editions point? Could a mask weaver also serve as lath?

The masks are spirit masks. They aren’t made to represent a particular creature or totem; they are a vessel for the spirit of the wearer or their mount. As such, I think there is an extreme variety; it is about creating a mask that reflects the spirit of the wearer. Within a particular tribe you’d have a common general style, but the subject of the mask will vary and in many cases will be more abstract than concrete. A spiritual leader could certainly serve as lath; while she’s a cleric, I’ll point out that Uldra is a lath. As for paths, as suggested above, the Circle of the Guardian is a logical path, but Moon or Land can both work.

Can you expand more on the classes and subclasses you think fit Talenta Halflings, and other halflings, like aren’t there Ghallandan assassins? Do you see a place for Talentan Monks, Warlocks (5e needs a “Primal Spirits” style warlock patron), Cavalier Fighters, etc?

The Ghallandan assassins you’re thinking of are the Black Dogs, who specialize in the use of poison (and are covered in Dragonmarked). The short form is that there’s a way to do almost anything. Personally, I DON’T see an order of Talenta monks; like wizards and artificers, to me the monk implies a static development of a tradition that feels at odds with the nomadic lifestyle of the plains. But if I WANTED to play a Talenta monk, I’d 100% introduce the idea of an Open Hand tradition that is all about fighting like a dinosaur. Take this Hammertail Kick, villain!” Looking to Warlocks, I already suggested options for Archfey and Celestial warlocks earlier. Again, this is a way to look at trappings. The Talenta believe that there are spirits in the world, and they may view the fey through that lens; I’ll point to Xu’sasar in Gates of Night, who is perfectly happy to see Vulkoor in Thelanis. The Archfey approach can also be seen as tying to the Talenta love of stories, which also blends with ancestor worship. A SCHOLAR may look at it and say “You’re dealing with some sort of archfey.” A Talenta Warlock may say “I’m talking with the Voice of the Winds, who guided Lathon Jhelan when he needed to fool the scale-king.”

As for others, I don’t really have time to run down every possible subclass. I generally prefer rogue, ranger, and barbarian as Talenta warriors, but if you want a fighter the cavalier definitely makes sense; likewise, you can certainly have a paladin (Ancients seems sound) with a celestial dino-mount. Ultimately, anything is possible; some paths just make more sense than others.

If you have questions or thoughts, share them below! Thanks as always to my Patreon supporters, who make these articles possible.

Dragonmarks 7/2/14: Subraces, Sarlona, and More!

So I’ve got over 50 questions on my slush pile, and I don’t have time to answer them all. As a result, the next few Q&As will be tied around particular themes, such as The Five Nations and Magic. This helps me narrow down the pile and will hopefully make it easier for people to find answers in the future. I’m sorting the existing questions into these categories, so if I don’t answer your question about Boranel’s children here, it’s because it’s a Five Nations topic. The next post will be on Aundair and The Eldeen Reaches, including the druids. If you have new questions on those topics, post them below!

As always, these are my personal opinions and nothing more. They may contradict previous or past canon sources.

What’s going on with D&D Next? Is the setting going to see major changes like the Forgotten Realms or is it just going to be a rules set change? Will there be new Eberron novels?

It’s too early in the process to answer these questions, I’m afraid; things are still being worked out. There will BE Eberron support for D&D Next, but exactly how extensive it is or what form it will take remains to be seen.

There’s also been a number of questions about how I’d handle specific mechanics in D&D Next, such as an artificer or dragonmarks. While I’d like to answer these questions, these are things that take a significant amount of time and testing; I don’t have answers I’m 100% satisfied with yet. All I can say is that one way or another, these answers will be coming in the future.

Are there any plans to make Eberron compatible with Pathfinder or any rules already out?

The vast majority of Eberron material that’s out there is 3.5 material, which is considerably easier to convert to Pathfinder than, say, to D&D Next. If you haven’t read this material, it’s available in PDF form at D&D Classics.  As Eberron belongs to WotC, it’s not currently possible for Paizo (or anyone else) to produce new Eberron material for Pathfinder.

What do you mean when you said you don’t use subraces? You use the drow don’t you and they are a subrace of elf!

This is mainly a 3.5 issue. I use drow, and in 4E I use eladrin, which some could see as “high elves.” But I don’t use Sun Elves, Chaos Gnomes, Snow Orcs, Star-Bellied Halflings, and so on. There are literally dozens of subraces in 3.5 D&D, and the vast majority of them exist for one of two reasons…

  • “I want to play class Y and I want to be race X but race X is terrible at class Y… so I’ll play a subrace of race X, which is exactly the same but has the perfect stats and favored class for class Y.”
  • “I think that if race X lived in environment Y, they would need to be stronger, so they should have a strength bonus.”

Humans don’t change. Inuit don’t get a bonus to Constitution because they live in the arctic. Thus, I dislike this idea that every other race should alter their stats because of the environment the live in. And if Race X isn’t the ideal match for a Class Y, I’d prefer to challenge you to think of how that race would adapt to compensate for that handicap rather than making a new version of the race that lacks it.

Let’s look at the Valenar. Many people have asked me: “Valenar like being rangers. Why not give them ranger as a favored class?” My response is that as Elves have an innate racial talent for wizardry, what you’ll see among the Valenar is a lot of rangers with a few levels of wizard—something that makes them distinctly different from other races and reflects their elven nature. In my opinion, that favored class isn’t cultural; if it was, a member of any race that grows up in another culture should have that favored class. Instead, it is fundamental to the race. Whether it’s a difference in brain structure, innate fey blood, or what have you, Elves have a natural talent for wizardry. I’d rather explore how that affects the martial culture of the Valenar than simply ignore it and make them a different sort of elf entirely.

Now, let’s look to drow and eladrin. Both have deep cultures and history within the setting. While both are racially tied to elves, they are also physically distinct on a very fundamental level—differences that occurred not just because “They lived somewhere cold” but because their ancestors were genetically altered by the magic of the giants. The only difference between a Tairnadal and an Aereni is cultural; an Aereni can choose to BECOME a Tairnadal elf. But he can’t decide to become drow or eladrin. It’s not just a cultural difference; it’s a fundamental physiological difference with a logical origin, along with an interesting role in history.

I’m not innately adverse to subraces. I’m adverse to subraces that in my mind have no logical reason to exist and that add nothing substantial to the history or story of the world. This isn’t just limited to subraces; it extends to full-on RACES. Personally, I don’t use Illumians or Goliaths or Genasi. I don’t want my world to feel like a Mos Eisley cantina, with a different species at every table. I’d rather use fewer races but really focus on their cultures, histories, and role in the world. Which leads us to…

How do the lords of dust view Tieflings and how are tiefling viewed by different nations or religions? What of very obvious tieflings?

I never used tieflings in 3.5 Eberron. However, as they are a core race in 4E D&D, I developed a place for them. In canon Eberron, tieflings can trace their roots back to Ohr Kaluun, a Sarlonan nation that made pacts with fiends; Ohr Kaluun is also the source of the skulks. During the Sundering, Ohr Kaluun was vilified and destroyed. Those tieflings that survived escaped to Droaam and the Demon Wastes, and this is where their descendants live today. The tieflings of the Demon Wastes are scattered among the Carrion Tribes and have no distinct culture of their own. The tieflings of Droaam have their own kingdom, the Venomous Demesne; this is where to go if you want tiefling pride and intrigue. However, neither the Demon Wastes or the western edge of Droaam have any real traffic with the Five Nations. In Sharn, there are in all likelihood more medusas than tieflings. And there are certainly more harpies and ogres. Tieflings simply aren’t prevalent enough for people to be aware of their origins or to have a strong opinion. When someone sees a tiefling in Sharn, their first response won’t be “Flame preserve us! Her ancestors made pacts with fiends!” Instead, it’s more likely to be “Whoa! That’s the sexiest minotaur I’ve ever seen!

With that said, if I decided I wanted to do something with tieflings, I think that the Venomous Demesne could be a fascinating place to explore. Here’s a place where the warlock tradition is the foundation of their culture, a place where fiendish bargains are a fundamental part of life. I see a lot of room for interesting intrigue. And if I was to play a tiefling from the Demesne (warlock or no), I would certainly establish what pacts the character or their family had made, what intrigues they are tied to, and what has driven them out into the wider world. While by contrast the Demon Wastes are the source for the isolated tiefling with no cultural or family connections.

How do the Lords of Dust feel about tieflings? “Whoa! That’s the sexiest minotaur I’ve ever seen!” The ancestors of the tieflings didn’t make pacts with the Overlords. There’s no innate connection that makes the Lords of Dust treat tieflings any differently than orcs, hobgoblins, humans, or what have you.

Now: that’s how I use tieflings, and it’s the canon position in 4E. But you could go a different way. You could say that tieflings are bound to the Overlords (though why do they have horns instead of stripes?). You could have them be persecuted by the Silver Flame. It’s just not what I do.

What subraces do you use in D&D Next?

Given my big diatribe there, this may come as a surprise… but at the moment I use all of them. I just don’t consider most of them to be subraces (with Drow as the sole exception); I think of them as different manifestations of the races’ natural talents. If you look to D&D Essentials, most races took the form “ELF: +2 Dexterity, +2 Intelligence or Wisdom.” I liked this as a way of providing flexibility, and that’s how I look at the subraces in 4E. Rather than saying “City Halflings are Lightfoot and Talenta Halflings are Stout”, I prefer to say “ANY Halfling can be Lightfoot or Stout.” These are simply different paths any member of the race can follow. So a Valenar warband would include both “wood elves” and “high elves”… just like I’ve got an ectomorphic body type, while my best friend from high school is a mesomorph.

You COULD say “All Aereni are High Elves and all Tairnadal are Wood Elves”, but again, this raises all those issues like “But an Aereni can become a Tairnadal” and “What about a elf who was raised by humans?” For me, it’s just simpler to say that they aren’t “subraces”, they are simply different manifestations of elf found in all elven communities. The drow are a clear exception, because again, you can’t just “decide to be a drow when you grow up”; they have a significantly distinct physiology and a clear role in the world.

If you were to run a campaign aimed at ridding Sarlona of the Inspired, what would it take for the Inspired to lose hold of Sarlona?

The simplest answer is the one the Kalashtar are pursuing: get the cycle of Dal Quor to shift, bringing an end to the Age of il-Lashtavar. If this is done, all the quori will be drawn back to Dal Quor and transformed. Do that, and you end the occupation in a moment. So the question is what you can do to accelerate that.

First of all: if you haven’t done it yet, read Secrets of Sarlona. Otherwise, much of what I say here won’t make sense.

My first question: Why do you want to rid Sarlona of the Inspired? Do you have a system in mind to take its place? At the moment, the people of Riedra love the Inspired, and the Inspired provide for their basic needs. They are denied many freedoms people of Khorvaire take from granted, but they largely don’t have to worry about crime, starvation, shelter, etc. As you can see in regime changes across the world, when you kick out a dictator you create a vacuum… and what’s going to fill it? In ridding Sarlona of the Inspired, will you collapse Riedra into civil war, famine, and plague?

Assuming you’ve got an answer to that, there’s a few lynchpins to the Inspired system. The major key is the hanbalani monoliths. These control the dreams of the people, serve as planar anchors and power generators, and are the backbone of continental communication. Whether you’re acting on a regional level or continental, the hanbalani are vital targets. The second critical target is the psionic teleportation circles that allow swift transportation of troops and supplies. Of course, these draw on the local hanbalani for power, so if you eliminate one you eliminate the other.

You’d also likely want to work with existing dissident groups: The Broken Throne, the Dream Merchants, the Horned Shadow, the Unchained, and the Heirs of Ohr Kaluun. Of course, some of these groups – notably, the Heirs of Ohr Kaluun – are worse than the Inspired, so it’s again a question of who you really WANT to help.

But the most important ally and the true key to success would likely be the Edgewalkers—the Riedran military arm tasked with defending the nation from extraplanar threats. It would be incredibly difficult, but if you could convince the Edgewalkers that the Inspired themselves are an extraplanar threat, you’d gain access both to a disciplined corps of people trained in dealing with hostile spirits and a force recognized as heroes by the common people.  However, it’s all how you prove this. Just saying “They’re possessed by spirits” won’t do the trick, because EVERYONE KNOWS THAT; you’d need to prove that those spirits aren’t what they say that they are, and that despite the fact that they’ve kept the nation prosperous and cecure for a thousand years – and despite the fact that they themselves created the Edgewalkers – that the Inspired are somehow an evil threat that must be removed.

Could you go into more detail about what you think would happen if all the Quori disappeared, leaving their Inspired vessels empty? Are Chaos and civil war inevitable?

It’s a valid question. If the only thing that happened is that the quori themselves vanished – say the Age turned without a visible terrestrial struggle – it wouldn’t actually be immediately obvious to anyone except the Chosen (the mortal hosts of the Inspired) themselves. And the Chosen aren’t simply puppets who would suddenly be useless if the Inspired vanished. A few things to bear in mind:

  • Most quori have multiple Chosen vessels and move between them. Thus, the Chosen are used to operating and ruling even without quori guidance. It’s been noted that over the course of years, the presence of a quori has an effect similar to mind seed; the Chosen essentially thinks like the quori even when the quori isn’t present.
  • Tied to this is the fact that there are also a significant number of actual mind seeds around Sarlona. For those who aren’t familiar with the discipline, mind seed essentially reformats a creature’s brain to be a duplicate of the manifester, minus a few levels of experience. So mind seeds are humans, ogres, whatever – but with the personality, memories, and some of the class levels of a quori. They’ll all still be around even if the quori are transformed.

So eliminating the QUORI wouldn’t immediately throw every community into chaos. The Chosen are capable of leading and the people are used to obeying the Chosen. However, there are three other things that would cause more trouble.

  • The hanbalani monoliths are used for communication and more significantly, to control the dreams of the populace. The people of Riedra don’t think of dreams as a source of inspiration or creativity; they think of them like a news channel, where they get the latest information. This is part of what gives them such a sense of unity: they literally share the same dream. Once you eliminate that, first you have wiped out the government’s ability to provide news; second, there is an excellent chance that people will panic when they start having everyday normal nightmares, because they’ve never had them before. They may think that evil spirits are attacking them, or just generally freak out because they don’t know what’s going on. You could mitigate this with help from the Unchained, who are Riedrans who have experiemented with dreams, but it’s going to be the main immediate source of panic.
  • The hanbalani also power the system of psionic teleportation circles. If the hanbalani are left intact, there would be Chosen or mind seeds who could maintain them, even if they couldn’t create new ones. But if you eliminate the hanbalani and thus this network, you’re going to have communities that no longer have access to supplies they are accustomed to, which could thus lead to shortages, famine, etc.
  • Most of all: the Chosen may be capable leaders on their own, but they lack the pure unity of purpose shared by the quori. What I’ve said before about immortal outsiders is that to a large degree they lack free will. Kalashtar aside, the quori have a truly inhuman dedication to their common goal. This is enhanced by the fact that they are planning their actions from Dal Quor (where time moves at a different rate than on Eberron). The Inspired Lords of the major cities may never meet in person, because they don’t have to; their quori meet and make plans in Dal Quor and then return to the Chosen. Left on their own, the Chosen may be good leaders, but they are human. They will come up with their own goals and agendas. They will have doubts about one another. The leaders of the Thousand Eyes may decide that they are best suited to maintain order… and be opposed by the military leaders or the Edgewalkers.

So a certain amount of chaos and panic are inevitable once people start dreaming. The Chosen may maintain order, but without the unifying, inhuman influence of the quori I think that you will get factionalizing and civil war fairly quickly. With that said, I don’t see things dissolving into UTTER chaos; I think you’d see a breakdown into three or four major factions/nations, with a handful of isolated independent communities scattered around them. The largest of these would likely be a faction maintaining that the quori will return – that people need to maintain tradition and calm and just wait it out. But I think you’d get SOME significant factions moving in different directions.

Will common people revolt against their masters without pacifying influence of the hanbalani?

I don’t think that’s a given, but it’s a possibility. Again, the majority of people in Riedra BELIEVE in the Chosen and Inspired. They will be looking to the Chosen to fix things, not instantly turning on them. On the other hand, SOME might instantly turn on their lords.

Or will any external power take a chance to prey on weakened Riedra?

I don’t think there’s any mundane force powerful enough to try to INVADE Riedra. They’d still have their military infrastructure, even if leadership is fragmented. I think it’s far more likely that Riedra’s greatest enemy would be other Riedrans, as different Chosen lords pursue different agendas to fix things. But setting aside the concept of invasion, there’s lots of forces that would take advantage. The Akiak dwarves. The Heirs of Ohr Kaluun, who I think would immediately seize at least one small province. The Horned Shadow. For that matter, I could easily see a Lord of Dust deciding that this is a perfect opportunity to gain followers… or failing that a group of dragons. The main question on those last two is if they were certain the quori were GONE; otherwise they might not want to poach so quickly. But that leaves another possibility…

WHAT WOULD THE NEW QUORI DO? The easiest way to get rid of the quori is for the age of Dal Quor to turn. This effectively eliminates ALL kalashtar and Inspired; their quori spirits will be sucked back into Dal Quor and released in a new form that fits the flavor of the new age. In all likelihood they wouldn’t immediately return to Eberron, because we’ve established that the quori of a new age know nothing about the quori of the previous age; they wouldn’t know anything about Riedra, the Inspired, or any of that. However, if you WANTED to, you could decide that these new quori are quick learners… and that they actually do return to the Chosen in a new, more benevolent form, and work with them to create an entirely new Riedra.

OF COURSE… if something like this happens, are you entirely sure you believe them? Or could it be the old quori just trying to get your PCs to leave them alone?

I’ve been trying to understand a few things about the shifter nations of the Tashana Tundra. So I said to myself, where there are shifters, there must be lycanthropes… but what happened to lycanthropes beyond western Khorvaire during the 9th century? Were they not affected by the new strain of lycanthropy that led to the Purge?

You’re working from a flawed premise: “Where there are shifters, there must be lycanthropes.”  While many people assume that shifters are thin-blooded lycanthropes, there’s a shifter tradition that maintains that the reverse is true – that the shifters came first, and that the first lycanthropes were created from shifters. The existence of a shifter nation elsewhere in the world—in a place where lycanthropy may not even exist—certainly supports this idea.

That same article calls out the fact that the shifters and the lycanthropes weren’t allies. The only way the Shifters were affected by the strain of lycanthropy that led to the Purge was that the lycanthropes sought to use them as scapegoats and living shields. Even before the Purge occurred, there was a sect among the Eldeen shifters dedicated to hunting down evil lycanthropes, because those guys are bad news for everyone.

So, the short form is that the Purge had no particular impact on the shifters of Sarlona.

A second question is how shifters migrated from one continent to the other. Setting aside the plausible possibility of parallel evolution, the most likely possibility is that a tribe of shifters passed through Thelanis via manifest zones… the same way Daine & co get from Xen’drik to Sarlona in The Gates of Night. The Eldeen certainly has its fair share of Thelanian manifest zones.

You’ve mentioned before that a LE cleric of the Silver Flame would detect as LG, as the clerical aura is stronger than that of his personality. What would happen, if by some twist of fate, someone became a CG paladin (of freedom) of the Silver Flame (3.5, Unearthed Arcana)? Would others be able to detect that she is chaotic?

This is a house rule that I discuss in detail here. Under 3.5 rules, a divine power has an alignment. The Silver Flame is Lawful Good. A cleric has a powerful divine aura tied to his divine power source that is actually stronger than his personal aura. So a chaotic cleric of the Silver Flame will radiate an aura of law.

All this is based on the 3.5 SRD description of detect (alignment). This spell specifically calls out CLERICS as having that powerful aura. As a DM, I would be willing to extend this effect to “divine spellcaster,” thus including paladins, favored souls, and so on. However, by the rules as written, a paladin wouldn’t have this aura.

A key point, however: this isn’t some sort of trick or loophole you can take advantage of. If you have a divine aura, it is because you have deep faith and a mystical connection to that source. To be cloaked by the aura of the Flame, that LE Cleric must be truly devoted to the Flame; it’s simply that he may take evil actions in pursuing that faith and philosophy. So assuming that you or your DM allow paladins to have that aura, your paladin must be called by the Flame to have its aura. If you see a way to reconcile a Paladin of Freedom with faith and devotion to the Flame, this could work, and it would conceal a chaotic alignment. But again, it’s not a trick or a cheat; it’s because the character literally is bound to something bigger than himself, and that bond overshadows his personal alignment.

Did the Thranes of the Church of the Silver Flame, at least some of its priests, care for the wounded of rival nations during the Last War?

The faith of the Silver Flame maintains that the best way to combat human evil is by showing an example of virtuous behavior, through acts of compassion and charity. Given that, anyone who follows the Silver Flame would be encouraged to show kindness to prisoners. We’ve established that the Puritan faith of Aundair tends to stray from this and lose sight of the value of compassion, and Breland has the highest percentage of corrupt priests (of all faiths, not just the Flame). Still, you could expect to see such acts of kindness from any truly devoted follower of the Flame. And overall, I would certainly expect Thrane to have the best record for taking care of prisoners of war.

Since Jorasco works for profit, and the CotSF is understood as being more altruistic, were there voices that opposed more aggressive factions and took care of and even healed rival soldiers and civilians from other nations?

Throughout all Five Nations you surely found conscientious objectors who refused to fight. Some simply left; this is how the current human civilization of Q’barra was founded. Others might have done their best to care for the injured, especially innocent civilians; I’d expect such behavior from adepts of Boldrei just as much as from priests of the Silver Flame. But a key point here: You suggest that this might present an alternative to Jorasco, because Jorasco works for profit. The key is that the church simply don’t have the resources to offer some sort of free alternative to Jorasco that could provide all the services Jorasco is capable of providing. In the present day, you do have charitable clinics maintained by both the Flame and the Host (again, Boldrei is all about caring for the community). Go to such a place and you’ll find an acolyte trained in the Heal skill that will do their best to assist you. But they can’t provide magical healing. One of the central pillars of Eberron is that people with player character classes are rare, and that even at first level PCs are remarkable people. The typical priest of any faith isn’t a cleric; he is an expert trained in skills like Diplomacy, Religion, Sense Motive, History, Heal, etc. The role of the priest is to provide moral and spiritual guidance to his community, not to cast spells for them. Divine casters are rare and remarkable people who are likely to be pursuing vital missions for their faith. There simply aren’t enough spellcasting clerics in the world to replicate the services that Jorasco provides, and even Jorasco couldn’t provide those services based on spellcasters; it relies on Dragonmark focus items that can be used more frequently than Vancian magic allows. The reason Jorasco can charge what it does is because it’s the only place you can get magic healing RIGHT NOW when you want it.

Having said that: Thrane has more divine spellcasters than any other nation. This was a key military asset for the nation during the Last War. But even there, it doesn’t have so many of them that it could simply treat them as a replacement for combat medics. There are many things a divine spellcaster can do that can have a more dramatic impact on the outcome of a battle than healing an individual soldier, especially when you can buy that service from Jorasco.

So might there have been priests in Thrane who healed enemy combatants and civilians? I’m sure there were. Just bear in mind that this didn’t somehow make Jorasco obsolete or redundant, because these charitable healers couldn’t offer all the services Jorasco can.

What would happen if the Dragons launched their next attack on the elves and the elves wiped them out without effort? Full scale war?

Just like the true cause of the Mourning, the motivation for the Elf-Dragon conflict is left to the individual DM. Consider this quote from Dragons of Eberron:

Those who study this puzzling behavior ask… What motivates this seemingly endless struggle? If the dragons truly wish to eliminate the elves, why don’t they commit their full forces to the task? If they don’t care enough to do so, why do they continue to fight in such piecemeal fashion?

One theory is that the dragons despise the exten­sive practice of necromancy, even when it draws on the positive energy of Irian, but do not view it with the same abhorrence as the giants’ planar studies. Thus, they cannot agree en masse that Aerenal should be laid low.

Another possibility is that the struggle is a form of exercise for the dragons, a proving ground for the younger warriors of the Light of Siberys. Conversely, it might be that the wars are fought to test the elves and harden them for some future conflict, just as a soldier will sharpen his blade in preparation for battles to come. The dragons might be unwilling to share the secrets of their power with lesser races, but they can still push the lower creatures to reach their full potential. The long struggle with the dragons has certainly forced the Aereni wizards and Tairnadal warriors to master the arts of war and magic.

The response to an overwhelming defeat would depend on the reason for the attacks. If the purpose of the conflict is in fact to hone the skills of the elves, it could be that the dragons would be pleased by this outcome. It could be that, thanks to the Prophecy, the dragons know that an Overlord will be released in Aerenal… and that if the elves couldn’t defeat a dragon attack, they’d never be ready to face the Overlord. If the dragons were using the elves as a training ground for their young warriors, I don’t think they’d seek vengeance on the elves for defeating them; the dragons chose the battle, not the elves. Instead, I think it would mean that they’d chose a NEW target for future training exercises—something more evenly balanced. Perhaps Sharn?

Divine Ranks and Eberron, where do the progenitors stand, for example?

Frankly, they don’t. Divine Ranks are part of a god’s statistics, suggesting the power it wields when it manifests… and the deities of Eberron don’t manifest. The only beings we’ve assigned Divine Rank to in Eberron are the Overlords of the First Age, precisely because they DO manifest in this world; IIRC, we’ve set their divine ranks at 7.

Now, looking to the Progenitors, consider a few things. IF you take the myths at face value and believe that they are literally true, the Progenitors created reality as we know it. They didn’t just create planets and creatures; they created all of the planes that we know. At the end of all of this, Eberron became the world. Eberron can’t physically manifest because doing so would be the equivalent of the world stretching out and standing up. The Progenitors exist on a scale beyond everything else. And no one believes that they directly grant spells. Many druids revere Eberron, but they don’t think that Eberron listens to them or personally answers their prayers; Eberron sleeps, holding Khyber in her coils, and what they respect is the system she created. So, if I had to give Eberron a divine rank, I’d make it a minimum of 30. They are the over-est of overdeities.

I’m running a 3.5 Eberron game and the bottom line is this: Vol is seeking to attain godhood by sacrificing hundreds of thousands of lives in a mater of days. To do this, she has discovered a set of powerful artifacts that would awaken the greatest and most powerful evil of all and bind it to her will. The entity? Not an Overlord, but KHYBER himself, restored, not in full cataclysmic power, but close. She then intends to send him again the Five Nations and harvest the souls through several Eldritch Engines. I would appreciate your input on this plot and to suggest any substitutions or monsters that might represent Khyber.

This question runs into the same problem I mentioned above. Khyber is literally the underworld. Khyber is the demiplanes that exist in the world. If Khyber was truly somehow physically restored to its primal form, a) you’d be ripping out the heart of the world, which would have cataclysmic effects; and b) the scale is simply too grand for PCs to face it. Consider Siberys. If you believe the myth, the Ring of Siberys is literally the remains of Siberys’ body… and it wraps around the entire world. The Progenitors are simply TOO BIG to be brought into a normal combat.

With that said, I’m not one to stomp on a story. So if you want to keep Khyber as your threat, you could say that it isn’t Khyber’s true body, but rather a physical manifestation of Khyber’s spirit… in which case, it can be the biggest, baddest dragon you care to put together.

However, if I may suggest an alternative: I wouldn’t use Khyber for this plot. Among other things, Khyber isn’t a force of death (I realize Siberys might argue this point). ALL the Progenitors are forces of creation; Khyber may create fiends, aberrations, and monsters, but that’s still creation. If Khyber were to manifest, I wouldn’t expect the occasion to be marked by a big dragon smashing things; I’d expect to see hordes of new monsters and fiends being created by this event. None of which really fits the idea of Vol becoming a Goddess of Death.

 

So my suggestion is that she summon one of Khyber’s children… specifically, Katashka the Gatekeeper. Katashka is the Overlord that embodies death and undeath. If Vol wants to become a goddess, what she basically wants to do is to take Katashka’s place. So my plot would be that Vol finds a way to release Katashka and bind him to her will, harnessing the deaths that he causes and ultimately using that power to usurp his place and become him.

The Overlords are entities with an approximate divine rank of 7. You can see find more details about creating an Overlord in 3.5 rules in Dragon 337; you can get a PDF of this issue here.

OK, there’s still a lot of questions on my pile – let’s do a quick lightning round of ones with short answers.

What happened to Eberron’s thirteenth moon?

It was destroyed by the giants of the Sul’at League during the conflict between the giants and the Quori of the previous age. This action had horrific physical and mystical consequences for Eberron, and this is why the dragons intervened the next time the giants considered using such a weapon. It’s discussed in more detail in the novel The Gates Of Night.

Does the force known as the Silver Flame have adherents beneath the waves? A different take on it like the Gash’kala?

Not in any canon source. It certainly doesn’t fit sahuagin culture as it’s been presented. However, if you play with the idea that the aboleths are agents of an aquatic overlord, one could assume that the aquatic races fought them during the Age of Demons; given that, I could see having a merfolk interpretation of the Silver Flame that traces back to that conflict. But it’s not something that’s ever been concretely defined.

Would there be werewolf war if a werewolf lord were to appear?

I’m not sure what you mean by “werewolf war” – a war between werewolves, or a new attack on the scale of the one that triggered the Purge. There IS someone I’d consider a “werewolf lord” in Eberron: Zaeurl, the leader of the Dark Pack. She’s been keeping the Pack on track and alive for the last two centuries. On the other hand, if you mean something more like an Overlord, I suggest you check out The Queen of Stone for my take on that idea…

 Would anyone on Khorvaire care if Stormreach was destroyed?

Absolutely! Stormreach is the gateway to Xen’drik, which is a source of many imported goods—dragonshards, kuryeva, eternal rations, and more. Dragonshards are the key, as they are a vital part of the magical economy. Plus, something that could destroy Stormreach could presumably threaten any coastal town in the Five Nations. I’d expect it to be a serious concern.

Besides the Lord of Blades and his whole warforged supremacy thing, what other cults, societies or groups have emerged in and around the Mournland?

I’ll revisit this in the future in more detail, but the short form is that it’s very difficult for any human to live IN the Mournland, both because of the hostile environment and simple lack of natural resources. But you’re going to see scavengers and salvagers; refugees who have established communities on the edge; cults of the Dragon Below that believe the Mournland is the promised land; bandits willing to take the risks to shelter from the law; and creatures that have evolved to live in the Mournland (want a city of Abeil? It just popped up in the Mournland!). Per canon, you have a wider range of warforged factions than just the followers of the Lord of Blades. And don’t forget the magebred empress and her followers (from the 4E ECG).

Beyond the world, sun, and the thirteen moons, are any other celestial bodies in the galaxy described anywhere?

Not in any canon source that I’m aware of. Though the 3.5 ECS includes constellations.

OK, that’s all I have time for now. If you have questions about Aundair or the Eldeen Reaches, post them below!

Dragonmarks: JorascoCare and the Mark of Snails

It’s still convention season for me. I just got back from a fantastic weekend at G.A.M.E. in Missouri, and next weekend I’ll be in Seattle for GeekGirlCon. I look forward to writing about G.A.M.E. and about Phoenix, which I tested there and will be testing at GGC. But today seemed like a good time to address one player’s concerns about the deplorable state of healthcare in Eberron, so it’s time for another Q&A! As always, everything said here is just my opinion based on my personal campaign, and it may contradict canon sources.

I have a real problem with the ability of Artificers to outright heal people. I see Artificers as the inventors and creative geniuses of the magic world, being able to see the very essence of magic and it’s wondrous patters to infuse that energy into ‘wonderful’ toys. When I say magic I mean Arcane, as Divine is just something that is beyond the knowledge of the mortal being and unable to be manipulated.

Am I missing something? How is House Jorasco the ‘House of Healing’ if any artificer can throw around healing magic. I don’t see how Jorasco is still around with the prevalence of Artificers in the setting.

You don’t say what system you’re playing now, so I’m going to start with universal principles and then move to system specifics.

First major issue: There’s no such thing as “the prevalence of artificers.” The player character classes are rare and exceptional. If you go to the average temple, you won’t find a cleric or a paladin there; the priest will most likely be an expert trained in Religion, Diplomacy, History, and similar skills – someone who offers spiritual guidance, not magic. Where you do have magical healers – whether at Jorasco or in a charitable clinic dedicated to Boldrei or the Silver Flame – they’ll be adepts, not clerics. The vast majority of spell-workers employed by House Cannith (or anyone else) are magewrights. You said it yourself: Artificers are the inventors and creative geniuses of the world. The magewright is the magical equivalent of an electrician; an artificer is someone like Nikolai Tesla or Merrix d’Cannith—an innovator who can challenge the way people think about magic. There are AT LEAST a hundred Jorasco heirs for every artificer in the world… possibly considerably more.

Next, to quickly look to the original 3.5 artificer, there are no infusions on the default list that can directly heal organics. There’s only one way for an artificer to do this: to create a spell storing item. The whole idea of this is that you are literally creating a new prototype magic item on the spot—one that’s unstable and is going to be destroyed after one use. You have to make a UMD check to have it work at all, and if it fails, it might blow up in your face. Furthermore, it requires you to spend XP, which means it’s entirely possible that an NPC can’t use it at all, since NPCs don’t necessarily HAVE XP the way PCs do. Spell Storing Object is the infusion that truly represents the idea of an artificer as a creative genius: you are creating an item that CAN’T be created by a wizard, and you’re making it out of lint and pure determination. A wizard CAN’T create a wand for that – but you just did. It’s not a casual thing. It’s dangerous—and just as dangerous the second time as the first—and it costs you to do it.

If you’re talking about the 4E artificer, I can’t help you there. I didn’t work on the 4E Eberron Player’s Guide. The artificer isn’t my design; it was chosen to be a “leader” class, and leaders heal. But what I will point out is that healing in 4E means something very different than it does elsewhere. A warlord can heal you with an INSPIRING WORD. Literally. That’s not magic, it’s him being so encouraging that you get the will to get back up and get in the fight. So think of the 4E artificer’s healing as being more like that of the warlord than that of the cleric; it’s more that he’s giving you a shot of adrenaline than divinely removing your wounds. With that in mind, don’t think of “healing” as literally wiping away serious injuries; “hit points” are a very abstract thing representing morale, determination, and the strength to keep on fighting. Which brings me to the next major point…

MOST PEOPLE DON’T GO TO JORASCO FOR CURE LIGHT WOUNDS.  Loss of hit points is, by and large, a problem suffered by adventurers. Frankly, they make no sense when it comes to the idea of the health care industry. Consider that 90% of the population are either 1st level commoners or experts, and thus have three or four hit points. A sixth level dwarf fighter might have sixty hit points. What does that even mean? Can the dwarf literally stand there and get shot with a dozen arrows and just walk it off? Or are hit points a measure of his martial skill and ability to avoid damage in the first place? The short form is that a cure spell that heals 3d8+6 hit points isn’t a service that first level expert will ever require, and it’s questionable what it even MEANS in a physical sense. Most people are going to go to Jorasco for the same reason WE go to a hospital. You’ve got the flu. There’s a weird pain in your side that won’t go away. You broke your arm. Now, Jorasco DOES have the power to make these troubles go away instantly with magic, but frankly, most people can’t afford to pay for that, and most people don’t NEED the problem to go away instantly. They don’t go to Jorasco for magic; they go there for the mundane services of the Heal skill. When you go to a Jorasco healing house, you know that the people are professional healers; and you know exactly what to expect in terms of prices, because they are standardized.

Looking back to system, when the people of 4E go to Jorasco, if they aren’t just going for mundane healing they are likely going for a healing RITUAL, like Cure Disease or Remove Affliction. As noted in this Dragonmark, I actually restrict key rituals like that to the Dragonmarked. In the case of healing, I would make an exception for certain especially holy divine healers – but in my campaign, a cleric of Dol Dorn couldn’t actually learn the Cure Disease ritual. A cleric might be well versed in the Heal skill, and be able to help you through the disease that way – but the instant cure only comes from Jorasco.

Although given your concerns about arcane healing in general, I’ll note that you’ve got problems beyond Eberron; the 3.5 Bard is an arcane caster with cure spells on his list, which is the loophole that does let the artificer make an arcane wand of cure light wounds.

Now, given that we’re talking about Dragonmarks, I’ll throw an extra question in…

Do Aberrant Dragonmarks only do big dangerous things? Or are they just the ones talked about? Would people fear a rubbish one? If an Aberrant Dragonmark allowed me to control the actions of snails, would the cultural fear of the mark exile me?

The core idea is that true dragonmarks are constructive, while aberrant dragonmarks are destructive. The true dragonmarks deal with healing, communication, creation—and they do so in predictable ways. Aberrant dragonmarks deal with fire, plague, madness and more, and beyond that do so in unpredictable ways. One person’s aberrant fire mark lets them spontaneously generate flame; another burns enemies up from within; a third sets anything the bearer touches on fire. Furthermore, aberrant dragonmarks are often difficult or dangerous to the bearer. The person with the flame mark may suffer painful burns any time they use the mark, or it may activate spontaneously in times of stress.

There are exceptions to these rules; for example, the Mark of Storm has some offensive applications. But the mark is still predictable and doesn’t harm its bearer. On the flip side, take Brom’s mark in The Son of Khyber. It’s essentially localized reincarnation; he can survive almost any injury, but the wound heals with the flesh of a random species… so he has the arm of a troll, and it’s called out that he often regrows internal organs that don’t work with the rest of his physiology, requiring the medic to cut them out until they regrow in a compatible form.

Coercion is certainly a valid form of aberrant power. So it’s POSSIBLE you could have an aberrant mark of snail control. However, the key point is that aberrant marks are entirely unpredictable and never take exactly the same form. So no one is capable of looking at your mark and saying “Oh, that’s snail control.” All they know is that it’s aberrant, and that aberrant marks CAN spread disease, control minds, cause fire, and worse, and often cause the bearer to go mad. So yes, you will be ostracized and feared by many.

Some point out that the powers of least marks are easily mimicked by, say, a low-level sorcerer, and that’s true. The point is that generally, a sorcerer has to learn how to perform sorcery; it’s the result of training and discipline. An aberrant mark is thrust on the owner; is often difficult to control; and may cause pain or madness to the bearer. Essentially, people don’t automatically assume a sorcerer is a sociopath—while they tend to jump to that conclusion with aberrants.

With regard to the matter of true dragonmarks I have a question. If true dragonmarks are constructive in nature, what does that say about the Mark of Death? In terms of its role in the Prophesy/cosmology, is the act of creating undead a creative, potentially civilizing force? Or did the Mark have other applications and House Vol was simply doing it wrong?

I’ve written about this subject at length in a previous post on The Mark of Death. Here’s two key quotes:

…the Mark of Death should be about interacting with death and the undead, but I wouldn’t make it about KILLING, because that’s an aberrant path. Things like speaking with the dead; animating the dead; controlling or even laying undead to rest; these all fit. It could be that a dragonshard focus item could be created that would harness that power in a destructive fashion – but that’s not the innate power of the mark.

In 4E, I will say that in addition to providing access to focus items and any logical rituals, I’d probably allow someone with the mark to perceive ghosts and to use speak with dead as a skill challenge as opposed to a ritual. I’d likely put a limit on length of death, but I’d personally have the Mark of Death involve interaction with the dead… not to be confused with the Mark of Healing, which prevents people from dying.

Addressing your question specifically, look at your own phrase – “the act of CREATING undead.” Right there, it’s a creative act as opposed to a destructive one. Note that the Blood of Vol frequently uses undead to perform useful domestic labor; skeletons or zombies don’t HAVE to be used for aggression. Now, the Undying Court maintains that the creation of Mabaran undead harms Eberron itself – that negatively charged undead inherently consume the ambient energy of the world. But that’s a particular religious view that’s essentially like worrying about your carbon footprint; the UC believes it’s a serious threat and the BoV asserts that it’s nonsense.

Short form, though: The Mark of Death shouldn’t be about CAUSING death; it should be about INTERACTING with death and with the dead, just as the Marks of Handling and Healing interact with the living.

In light of your response, could the Mark of Death have been used to create undying, as opposed to Mabaran undead?

It’s possible. The line of Vol had been invested in the pursuit of Mabaran necromancy for thousands of years prior to the appearance of the mark. I wouldn’t say that the mark was inherently oriented towards Irian necromancy, but it could be that the mark was essentially “neutral” and Vol only explored its Mabaran applications.

With that said, bear in mind that there are some deep and fundamental differences between the two styles, which drive the reasons the different factions pursued each style.

First, there’s a basic mystical concept: creatures need energy to survive. An undead creature isn’t a zero-sum proposition; it has to have an ongoing source of energy to sustain its undead existence.

Negative necromancy is self-contained. You create a vampire and you let him go… from that point on he is self-sufficient and doesn’t need you to survive. Negatively-charged undead get the life force they need to survive by consuming it. In some cases this is obvious – the vampire drinking blood, the ubiquitous level drain. The Undying Court maintains that it is in fact the case with ALL Mabaran undead, even when it’s not obvious. A skeleton doesn’t APPEAR to be consuming anyone’s life force; but Court scholars assert that the skeleton actually absorbs ambient life energy from its environment – a theory that seems to be born out by the blighted areas around Fort Bones. In short, the UC believes that negative undead cause environmental damage just by existing.The key point, however, is that negative undead TAKE the energy they need to survive.

By contrast, positive necromancy requires energy to be given. The deathless can’t survive on their own. Deathless can be sustained by ambient energy in an Irian manifest zone, and many of the major Aereni cities (notably Shae Mordai) were constructing in Irian zones for exactly this reason. However, their primary source of sustenance is mortal devotion. The faithful of the Undying Court channel positive energy through their adoration of their elders. No one is harmed in this process – but it’s not something that can be forced. So if all the Aereni died or simply turned away from the faith, the spirits of the Court would dwindle and fade, clinging to their manifest zones just to survive.

The whole purpose of the Elven faiths was to prevent the future loss of the greatest souls of the elves. The line of Vol asserts that the Irian approach fails because it relies on continued devotion from the living… while a lich never runs out of power. While the Undying Court maintains that this is only because the lich preys on the living – and that if the people aren’t willing to sustain the undead of their own free will, it doesn’t deserve to continue.

Short form: Even if the Mark of Death COULD be used to create positive undead, bear in mind that those undead would still require Irian energy or mortal devotion to survive long-term; that’s the nature of positive necromancy.