Dragonmarks: Lightning Round 3/19

I’m just back from the JoCo Cruise and about to head off to PAX East, and I haven’t had an opportunity to write the next installment of the Dark Six series. Instead, I’m going to do a quick Q&A with questions submitted by my awesome Patreon supporters. These questions fall into two categories: some are questions that have canon answers, while others are essentially asking for speculation. What other failed secessions happened during the Last War, for example; none are mentioned in canon sources that I’m aware of, so any answers I give are me telling you what I might do in MY campaign. I’m marking these answers NC. 

The current political map of Khorvaire is defined largely by successful secessions – Valenar, the Mror Holds, and the Eldeen Reaches, to name a few. What kinds of *failed* secessions happened during the Last War?

(NC) One of my main rules of worldbuilding is this: In adding a detail to the lore, can I think of three ways that it could play a meaningful role in a story? I’ve never made a comprehensive list of all the rulers of Galifar, because I’ve never been in a situation where someone needed to know who was king in 464 YK; if it came up randomly at my table, I’d just make up a name and make a note of it. I bring this up for two reasons. First of all, you’ve generally heard about the winners because they HAVE defined the present map; and second, that means in describing failed secessions, I’m only interested in coming up with ideas that COULD play an interesting role in a story… whether that’s driving adventure, creating a colorful NPC or villain, or being tied to a character’s backstory.

With that in mind, here’s one idea.

Faldren’s Folly. The drive to rid Breland of the monarchy didn’t begin with Ruken ir’Clarn. In 961 YK, King Boranex of Breland committed suicide after the deaths of his two eldest sons. While Prince Boranel had proven himself in war, he was seen as an adventurer and dilettante. Commander Rand Faldren sought to rally support within the Brelish army for an overthrow of the monarchy, placing power in the hands of the parliament. He stopped short of attempting a coup, and stood down when the majority of parliament condemned the idea. However, soon thereafter he seized control of Orcbone, the fortress by the Graywall Mountains. He proclaimed the fortress to be the heart of “New Wroat,” reclaiming the pre-Galifar name of the nation, and called on those who sought freedom to join him, following the model of Q’barra. Breland dispatched a small force to retake Orcbone, which failed; given that the region was strategically unimportant and there were pressing concerns on other fronts, Boranel chose to pull soldiers back rather than to devote a major force to bring down Faldren; essentially, he put it on Faldren to defend his new settlers. This proved a disaster. As numbers grew, Faldren encouraged settlers to establish themselves in the foundation of an old goblin city… the city we now know as Graywall. These settlers were prepared for minotaur raiders, and repelled a few attacks. But they weren’t prepared for the skullcrusher ogres and war trolls that came later—the first appearance of the elite forces of Sora Maenya. The force drove deeper into New Wroat and laid waste to Orcbone. Rand Faldren was dismembered and his head was never found; some believe Sora Maenya still has it.

Boranel responded swiftly to the destruction. Orcbone was reclaimed and fortified, and many settlers were safely returned east. While some were grateful, others felt that Faldren was a martyr to the principles of a democratic Breland—that he was driven to his fate by the outdated monarchy, and that Boranel left the settlers to die because they challenged his authority. Today any western cells of the Swords of Liberty call Faldren a hero, and demand that stronger action be taken against the creatures of Droaam.

As an idea, this is tied to existing principles—the rise of Droaam and the ongoing uncertainty about the fate of the Brelish Monarchy. It serves as a rallying point for the Swords of Liberty. And a PC could have lost family in Faldren’s Folly… perhaps still yearning for vengeance against Sora Maenya or the troll commander who slaughtered their parents.

In each country, what power group would be most likely to react to a planar invasion ? Assuming it’s more covert than just a giant portal opening and a massive horde coming through. The invasion starting under the radar but growing as major threat as time progresses.

First and foremost: Who should deal with a covert planar invasion? The player characters. Eberron has always been designed as a world where there aren’t tons of powerful benevolent forces and where the ones that do exist are often limited in some way. So I’m going to continue to talk about the forces that might come into play, but in an ideal story, these forces WOULDN’T just solve the problem on their own. Perhaps they’re crippled by infighting or corruption. Perhaps they’ve been infiltrated and compromised by the invading forces. Essentially, even if the Church of the Silver Flame is ultimately the force that would fight such a thing, in my campaign the question would always be How do the player characters play a central role in that defense? 

With that said… most of the modern nations don’t have “Planar Invasion” agencies. On the one hand this is because they’re been focused on carrying out an actual war against very concrete, mundane enemies: Karrnath has been too busy fighting Thrane to devote much of their budget to the Xoriat Defense Initiative. However, part of the reason for this is that there’s a very well established and respected military force that is dedicated to protecting people of all nations from exactly this sort of threat: The Church of the Silver Flame. People often look at the Church of the Silver Flame through the lens of religion in our world. In OUR history, militant religions have often used that military force to impose their beliefs on others. But that’s never been the purpose of the templars. Instead, they are a volunteer army dedicated to defending ALL innocents—regardless of their nation or their beliefs—from the very real supernatural threats that exist in Eberron. At any time there could be a planar incursion, a horde of aberrations bursting out of Khyber, an overlord unleashed, or—just as a random example—a deadly surge in lycanthropy. And when that last one happened, who came to the defense of the people of Aundair? The Church of the Silver Flame.

I’ve said it before, but I’ll say it again: The Church of the Silver Flame has more in common with the Jedi and the Men in Black than with any religion in our world. The Silver Flame isn’t a traditional god; it is a force that holds demons at bay and that empowers champions who fight to defend the innocent from supernatural threats. Breland doesn’t need a Planer Defense Initiative because they know that IF such a threat arises, templars and exorcists from across the Five Nations will stand against it, and they DO specialize in dealing with this sort of thing. Again, when the Purge happened, Galifar as a whole said “Not our problem;” It was the Silver Flame that took action. Having said this: The Lycanthropic Purge shows that the best-intentioned plans can have terrible consequences. The Pure Flame sees the faith as a weapon to punish the wicked as opposed to a shield to protect the innocent. The rise of the theocracy has created opportunities for those who pursue rank in the church because they seek power as opposed to being devoted to defending the innocent. Part of the point of Eberron is that few things are entirely good or evil. But at its heart, defending the innocent from planar incursions is exactly the job of the Church of the Silver Flame.

The Gatekeepers are next in line as a force specifically trained and dedicated to protecting Eberron from planar incursions. However, they are a small force and lack the widespread recognition of the Silver Flame. If an exorcist of the Silver Flame shows up, presents their holy symbol and says “There’s a planar breach, I need you to get out of the way” many people would respond to their authority; whereas if someone says “I’m a Gatekeeper, I need your help” most people in Sharn will say “A what now?” The same holds true for the Shadow Watchers of the Kalashtar; while primarily dedicated to fighting the Dreaming Dark, they might uncover other planar agendas… but they lack resources or influence.

Beyond this, however, a covert threat is a covert threat. How different is this threat from one posed by mundane terrorists or spies? As such, you could get the King’s Citadel (note that the Blackened Book of Sharn and the King’s Wands are trained to deal with mystical threats), the Royal Eyes of Aundair, or the Trust of Zilargo engaging with such a threat.

Speaking of planar incursions, we know of the Daelkyr Invasion and the lycanthrope and shifter Lamannia exodus during the Purge, and feyspires being stuck in Eberron, are there any other historical en masse planar jumps either to Eberron from other planes and natives or a time when a significant group of Eberron natives went elsewhere in the cosmos?

(NC) This is back to noncanon speculation. The short answer? Yes, absolutely. The longer answer will have to wait, because it requires me to actually sit down and make some up. Just for a start, I’ll point you to my article on Mabar; there’s certainly regions that have been pulled into Mabar in the past.

There are no Daanvi manifest zones in any canon material. What would one be like, do you think?

(NC) Manifest zones channel some aspect of the plane. Daanvi is more subtle than some of the planes; per the 3.5 ECS, there are no effects when Daanvi is coterminous. Personally, I think it’s that there’s no physically obvious effects when Daanvi is coterminous, but that’s a subject for another time. The basic issue is the imposition of law and order. Here’s just a few ways I could imagine this manifesting.

  • Modrons manifest in the region, designing and maintaining a system of pendulums or some other monument to stability and order.
  • The region is permanently under the influence of a zone of truth.
  • Magic that seems inherently “lawful” could be cast at a higher spell slot in the region, with disadvantage to save versus its effects; magic that is inherently chaotic could have its effect minimized, and saves could have advantage.
  • The region could subtly push people to come together in groups, to embrace rules and laws or surrender freedoms. On some level, one could make a case that Korranberg could be in a manifest zone to Daanvi, which drove the original foundation of the Trust and enhanced people’s willingness to grant such brought authority to the institution.
  • Natural phenomena could manifest in ways that are unnaturally symmetrical or uniform.

Kalashtar: do you see most of them living in kalahtar communities, or more like a family secret that’s passed down through the generations, and you may or may not meet another kalashtar in your lifetime? And would an orphaned kalashtar simply believe themselves to be human, though with strange/unexplainable experiences?

Per canon, there’s a few factors here.

  • Kalashtar are described as mostly living in kalashtar communities.
  • Kalashtar lineage is very clear cut. If a human and kalashtar have a child, there’s a 50/50 chance of that child being human or kalashtar, and it’s 100% one or the other; either it inherits the bond and is kalashtar or it’s not and is entirely human. So it’s not like it lingers in the bloodline as a latent trait that can manifest in the child of two human parents.
  • By canon, kalashtar are close to human—in 3.5 they don’t have a penalty when disguising themselves as human—but they still HAVE to disguise themselves in order to pass as human. Kalashtar are kalashtar. Their body language, their features, the eyes-that-can-glow-when-they’re-emotional… if they aren’t hiding it, they’re just as distinctive as, say, an elf. Because they are rarer than elves, there are many people who see them and don’t know exactly what they are; but if they aren’t trying to hide it, it’s clear that they aren’t entirely human.
  • It is established in canon that an orphan kalashtar doesn’t inherently gain an understanding of what it means to be a kalashtar or of the true nature of their kalashtar spirit. So you can have a kalashtar orphan who doesn’t KNOW what they are… but they will CERTAINLY know that they are different from the humans around them. On the other hand, in a world with sorcerers and aberrant dragonmarks they may not assume “I am a different species,” but they will know they are different.

That’s all by canon. As with all things in Eberron, you can always do what makes a good story. Do you want to play the first kalashtar somehow born to two human parents? Then do it (with your DM’s permission, of course). But that’s definitely not normal.

Are the Kalashtar’s pale skin and black hair the general look for people from Adar? The Inspired are also fairly pale with (purple-blue?) dark hair, so is that region of Sarlona just known for pale people?  Or is there a huge spread, dark skin, pale skin, in between, dark hair, fair hair, curly hair, straight hair, so that noticing a Kalashtar or Inspired from far away isn’t as cut and dry (ignoring that Disguise exists and they still look weird and have glowy eyes)?

Sarlona is home to a diverse range of ethnicities based on its highly divergent environments—the Tashana Tundra, the deserts of Syrkarn, the Corvaguran rain forests, the mountains of Adar. The Inspired were drawn from across Sarlona, appearing in ALL of the nations involved in the Sundering, so there should absolutely be a full spectrum; now you call it out, I’m disappointed that we haven’t seen any dark skinned Inspired in art and I’d like to see that change.

The same is true of the kalashtar. Despite the limited depictions in art, this is from the EPG:

The monastery where the sixty-seven humans became kalashtar was a place of refuge, so the humans who lived there were diverse. Kalashtar have thus retained a diversity of appearance, possessing the same variety of skin, hair, and eye colors found among humans. They are usually slimmer and taller than humans, although short or stocky kalashtar exist.

I also feel that while the quori bond doesn’t remain latent in the human side of the gene pool — a child either has it or they don’t — a kalashtar inherits physical traits from both its parents, So you could have three kalashtar who share the same quori spirit but are physically distinct from one another.

If you imagine Droaam has an Ithilid population beyond it’s mayor. What attempts could be made to reconcile their brain-eating needs the same way troll-flesh is used to reconcile the carnivorous population’s needs?

By canon, Droaam doesn’t have a significant Illithid population. Xorchyllic is called out as being a very unusual exception, found imprisoned below Graywall and working with the Daughters of Sora Kell for reasons of its own. In general I see mind flayers as being far more alien than most of the creatures of Droaam; while I have nothing against the idea of having a few more in the mix, in my campaign their motives would be VERY different from any other warlords.

So first of all, you’re only feeding one or maybe a few mind flayers, not an entire army of carnivorous creatures. So I don’t see an industry around it. My assumption is that Xorchyllic acts as judge, jury, and executioner in Graywall, and execution involves it eating your brain. If it’s especially hungry, then guess what, jaywalking just became a capital offense…

To what extent does Rekkenmark train officers, as opposed to elite troops or even standard troops. Is it primarily about tactics or skill? In 4e terms, is it training warlords, or fighters, or both?

Here’s a few quotes from Five Nations. 

  • After the Kingdom of Galifar was established, military officers from across the land trained at the Rekkenmark Academy.
  • What if she washed out of the academy? A third of first-year officers don’t come back to Rekkenmark for the second year.

  • The vast majority of warlords and officers in the various Karrnathi armies graduated with honors from the Rekkenmark Academy and earned a place in the Order of Rekkenmark.

So: Rekkenmark ACADEMY trains officers. That could be 4E warlords; in 5E battle master fighters and Purple Dragon Knights could definitely be part of the Order of Rekkenmark.

The critical point here, though, is that Rekkenmark isn’t JUST an academy; it’s a city. And that city is also a central garrison and training center for the general Karrnathi military. So any sort of fighter might have “Trained at Rekkenmark.” The question is if you graduated from the Academy and if you’re part of the Order (which would be an interpretation of the “Military Rank” benefit of the Soldier background.)

That’s all for now! If you’re going to be at PAX East, I’ll be at the Twogether Studios/Table Titans booth. And if you haven’t seen it already, check out my recent release The Morgrave Miscellany on the DM’s Guild! And while you’re there, take a look at Rime or Reasonthe latest installment in the Across Eberron adventure path!

Q&A 5/18/18: Undead, Sarlona, and More!

May is a busy month. I’m swamped with writing and travel (I’m currently at Keycon 35 in Winnipeg), so I haven’t had time to write a proper article. However, I reached out to my Patreon supporters for questions for a quick Q&A, and here we are. Next week I may post some thoughts on Mordenkainen’s Tome of Foes and how I’d apply it to Eberron.

Before I get to the questions, I want to tell you about something else that’s going on this week: The Gauntlet. Mox Boarding House in Bellevue, Washington is hosting a massive gaming tournament that’s raising money for charity. My company Twogether Studios is competing in the Gauntlet, raising money for Wellspring Family Services, and we need your help. Any donation is appreciated—a $5 donation would be fantastic—but if you’re in Portland, Oregon or the vicinity of Seattle, Washington and have the ability to be more generous, I’m going to offer a crazy incentive: a chance to play a one-shot session of Phoenix: Dawn Command or 5E D&D (in Eberron) with me. Here’s how this works: If you’re in Portland, a game requires a donation of $400. If you’re in the Seattle area, it’s going to be $500 (all the money goes directly to charity, but since it’s more work for me, I’m setting the bar higher…). This doesn’t have to be all from one person: I will run a game for up to six people, and their combined donations have to hit the target number.

If you want to do this, you need to be part of a group that is going to hit the target number. After making your donation, email me (use the Contact Me button on this website) and let me know who your group is. I’ll work with your group to find a time to play. It may take a while—summer is an especially busy time for me—but I’ll make sure we get to play before the end of 2018. With that said, The Gauntlet takes place on May 20th, so there’s not a lot of time to donate. Again, the Twogether Studios donation link is here. Whether or not you have the ability to donate, thanks for reading!

Now, on with the Q&A…

I was wondering about bone knights and their place in Karrnath. Are they still a component of Karrnathi culture and society after the war? Were they created specifically for the Last War or did Karrnath have a longer history with these more military necromancers? Is Kaius opposed to the Blood of Vol generally or the Emerald Claw specifically, and if the former is the Bone Knight thing something he wants gone from Karrnath?

There’s a lot of topics to unravel. From a canon perspective, my take is laid out in City of Stormreach and more specifically, the Eye on Eberron article on Fort Bones in Dungeon 195. Here’s the key points.

  • The core Karrnathi culture focuses on martial skill and discipline. It has nothing to do with necromancy or the use of undead.
  • The Seekers of the Divinity Within have long had a presence in Karrnath. This religion has a close association with necromancy and the practical use of the undead. The Bone Knight is specifically a Seeker tradition: an expert in commanding undead forces in combat. EoED195 calls out that Seekers of the Divinity Within served alongside Karrn the Conqueror and Galifar I. However, they were a minority faith and the army as a whole didn’t rely on or embrace their traditions.
  • When Karrnath faced plagues and famines during the Last War, the Queen of the Dead offered the assistance of the Blood of Vol. In exchange, the crown was obliged to recognized and elevate Seekers and to promote their faith. The chivalric orders of the Blood of Vol expanded. Undead were produced in greater numbers than ever before and became a critical part of Karrnath’s military strategy, resulting in a need for even more Bone Knights to command them.
  • Over time, the famines were brought under control and the balance of the war shifted. The traditionalist warlords despised both the erosion of Karrnathi military tradition and the increased political power of the Seekers. Furthermore, the use of undead disturbed the other nations. With the war closing, Kaius strengthened his position with the traditionalist warlords and the other nations by disavowing the Blood of Vol and stopping the production of undead, sealing the majority of the undead legions in the vaults below Atur. Most of the Seeker orders were disbanded, though some Seekers (and undead troops) have remained in service, most notably in Fort Bones and Fort Zombie. Kaius has continued to use the Blood of Vol as a convenient scapegoat to direct the frustration of his people, and has gone so far as to blame the Seekers for the plagues and famines that originally weakened the nation.

So, looking to the questions specifically: In my opinion, the Bone Knight is an old Seeker tradition, but one that was very uncommon before the Last War because the Seekers weren’t part of the Karrnathi military tradition; their numbers increased during the Last War in order to manage the undead forces. Kaius is publicly using the Blood of Vol as a useful scapegoat. He doesn’t NEED very many Bone Knights since he’s retired most of the undead; he’s dismissed most and allowed some to be persecuted as war criminals. However, regardless of this public image he’s not personally opposed to the Seekers. He’s maintained Fort Bones and Fort Zombie, and has a small cadre of Bone Knights and necromancers whose loyalty to the nation outweighs their anger at the treatment of their brethren.

Are Bone Knights mostly Seekers or would one devoted to the Dark Six or the Sovereign Host be capable of getting far?

There’s a number of factors. They’re mostly Seekers because it’s an ancient Seeker tradition, tied to their long-standing use of practical necromancy. Theoretically someone who follows another faith could fill that role, but it requires deep devotion to the necromantic arts. If you revere the Sovereign Host—honoring Dol Arrah and Aureon—how do you embrace this dark path? The Shadow and the Keeper are the Sovereigns who would guide you on this road, and that’s a viable path, but not exactly one that Karrnath would celebrate and encourage. So sure; I think someone devoted to the Dark Six could become an accomplished Bone Knight, but that faith won’t make them any more acceptable to the general public than the Seekers… and might even result in greater distrust and suspicion.

Is the Order of Rekkenmark’s opposition to necromancers something which would prevent a Bone Knight from excelling in their organization (as advisors to the King, movers and shakers politically)?

It’s something that would make it VERY DIFFICULT for a Bone Knight to advance in their organization, absolutely. But nothing’s impossible. It simply means that the Bone Knight in question would have to be a soldier of unparalleled accomplishment and skill, someone whose dedication to Karrnath and the king is beyond reproach. It’s possible Alinda Dorn, commander of Fort Bones, is a member of the Order of Rekkenmark. She’s an advisor to and confidante of the king in any case; it’s simply a question of whether he embraces that publicly, or prefers to keep his favor for her hidden from the traditionalist warlords.

Are the rituals for creating Mabaran undead and Irian deathless completely different, or do they look fundamentally alike except for the power source?

ALL rituals for creating undead and deathless are completely different from one another. The techniques used to create deathless are dramatically different from rituals used to create Mabaran undead. But there’s no ONE TRUE RITUAL for creating undead. Looking above, a Bone Knight who draws power from faith in the Shadow and the Keeper should use different trappings from one following the path of the Divinity Within. The techniques of a wizard will as a rule be entirely different from those employed by a cleric. One’s a form of arcane science; the other an act of extreme devotion. In my opinion, the Seeker traditions walk a line between these two sides, drawing on both devotion and a form of science. We’ve established that the Odakyr Rites used to create the sentient Karrnathi undead were a breakthrough developed during the Last War—and as such, themselves unlike the techniques used elsewhere.

Did the Dhakaani have any rites or rituals to create undead? 

Did the Dhakaani as a culture embrace the creation of undead or develop techniques for creating them? Definitely not. The Dhakaani were a culture driven by martial excellence. They were agnostic (thus lacking clerics) and had very limited interest in the arcane. So no, there were no institutionalized necromancers in the Empire. With that said, it was a vast civilization that lasted for thousands of years. During that time, could a small group have developed such techniques? Could there be a Kech Mortis that has perfected these techniques during its centuries of exile, which now claims the Imperial throne with its army of undead heroes? Sure, why not! But just like Karrnath, the traditionalist like the Kech Sharaat would like be disgusting by this strange deviation from the true path.

Did they have answers to the spawn-creating plagues like ghoul fever?

The primary arcane path the Dhakaani embraced was the path of the Duur’kala, which is to say the bard. The Duur’kala inspire heroes in battle, but they also used their abilities to heal and to enhance diplomacy. The bardic spell list includes lesser restoration and greater restoration. So, there’s your answer. Now again, if you like the idea of a Kech vault that was overrun by a zombie plague the duur’kala couldn’t contain—so PCs stumbling into an ancient Dhakaani fortress filled with undead—I’m all for it. As a culture they had a tool for it, that doesn’t mean everyone always had access to that tool.

Is it very difficult to travel across the Barren Sea? Are there ports in, say, the Shadow Marches that get trade directly from Sarlona?

This is largely covered in Secrets of Sarlona. Riedra strictly limits contact with foreigners, and Dar Jin is the only port that accepts general commerce. Other than that, there are a few outposts in Ohr Kaluun and a harbor in Adar. So, it’s not so much that it’s difficult as it is that there’s very few places to go.

Zarash’ak is the only major port in the Shadow Marches, though you could certainly introduce a smuggler’s outpost on the coast near Slug Keep. It’s certainly reasonable to think that Zarash’ak could have traffic with Riedran ships from Dar Jin.

And does the majority of trade between, say, Karrnath and Breland go via boats through the Lhazaar Principalities, or is the faster/cheaper to use overland shipment?

I addressed this specific question in a previous Q&A, so check that out. River barges, lightning rails, and airships are all options, though the Lhazaar route is also a possibility.

Do you have any brief tips for involving the Venomous Demesne into a campaign?

The Venomous Demesne is a Tiefling city-state on the far side of Droaam. They’re isolationists and largely unknown in the Five Nations. I discuss hooks for characters from the Venomous Demesne in this article. As for ways to use it in a campaign, here’s three ideas entirely off the top of my head.

  • The Venom Lords are working on an Eldritch Machine. They’ve sent agents into the wider world acquiring the rare components required for this device. Are they working on behalf of the Daughters of Sora Kell, or does the device have a more sinister purpose?
  • The vaults of the Venomous Demesne hold secrets that date back to the ancient nation of Ohr Kaluun. The player characters could need to acquire Kaluunite lore for an unrelated plot: tied to another Eldritch machine, to a path of the Prophecy, or perhaps to understanding some sort of demonic threat. To get what they need, they’ll have to go to the Venomous Demesne and earn the trust of its lords.
  • A variation of the previous idea is needing something that can only be obtained or acquired in the Venomous Demesne: a particular magic item or artifact, learning a spell, etc.
  • The lords of Ohr Kaluun made pacts with a wide variety of extraplanar and fiendish forces. If you want to do something with some sort of archfiend (such as demon lords from Mordenkainen’s Tome of Foes), one of the lines of the Demesne could work as its agents (or be opposed to it, but still know its secrets). Personally I’d use such a being as a powerful force in Khyber—below the level of an Overlord, but nonetheless a powerful threat that has recently broken loose from binding and is just starting to rebuild its influence in Eberron.

Is there any possibility of getting a (rough) timeline of when the events of human/Sarlonan history occurred? Were there any trade relations between Dhakaan and Khorvaire at some point, or was Lhazaar the first human to see the shores of Khorvaire?

The ancient nations of Sarlona are left intentionally vague so that they can fill the role you want them to fill. I see no reason that Lhazaar should be the first human to have set foot on Khorvaire; in all likelihood, she set out for Khorvaire because she’d heard stories of the land from previous explorers. The idea of canon is that Lhazaar’s expedition marked the first sustained and successful contact between the two. If you want to have players stumble across the ruins of an Uorallan outpost in the Shadow Marches — evidence of a settlement completely lost to history — do it. But I don’t think we’ll be defining those pre-Lhazaar civilizations in significantly more detail in a canon source.

(The founder of the Kalashtar) Taratai is female in Races of Eberron, and male in Secrets of Sarlona. Which is it?

It’s a legitimately confusing issue. Here’s a quote from “The Legend of Taratai” in Secrets of Sarlona (page 24):

She led sixty-seven spirits that became the kalashtar to Adar, where the monk Hazgaal and his students accepted them. In Hazgaal’s body as Haztaratai (though many stories still call her Taratai), she taught and wrote the precepts of the Path of Light… 

So: both SoS and RoE agree that the kalaraq quori Taratai identified as female. However, per SoS she bonded with the human monk Hazgaal, who was male. This means that the spiritual lineage of Taratai were male kalashtar, though they were bound to a female spirit. Quite a few kalashtar lines have this sort of disconnect, which results in a great deal of gender fluidity within kalashtar culture.

Do the Kalashtar believe in reincarnation, like the Riedrans do?

Sort of, but they aren’t as concerned with it as the Riedrans are. First of all, as a kalashtar you are already part of something immortal. You are bound to the quori spirit, and your memories and experiences remain with the spirit even after your physical body dies; so the kalashtar don’t see death as an absolute end. Beyond that, SoS notes that the Path of Light maintains that “Dolurrh is a place where the ego dies, but the spirit is immortal, and it returns to the Material Plane again and again.” LIFE is eternal. The soul is part of the celestial machine of the universe. But it’s not about YOU, and they don’t believe that the form your spirit takes in its next incarnation is somehow tied to your actions in your previous life, as the Path of Inspiration states. It’s not a reward or a punishment; it’s just the nature of the universe. Your legacy remains with your lineage, and the soul that was yours continues on its journey.

Why didn’t the Inspired seize Syrkarn as well as the other ancient kingdoms, instead satisfying themselves with a shallow “protectorate” title and some behind-the-curtain schemes?

The Inspired have no interest in conquering Syrkarn. The territory is too large, the population too low, and they are still concerned about the lingering threat of the rakshasa rajah buried beneath the realm. The Inspired don’t feel a need to control every single individual; they are looking to control massive populations. There’s not enough people in Syrkarn to be worth the effort, doubly so when combined with the vast stretches of relatively barren land… not to mention the threat of the Overlord.

More generally, what makes Syrkarn interesting, according to you, as a playground?

First of all, it’s a part of Sarlona in which people can move freely. Second, I’d look to page 86 of Secrets of Sarlona. Scheming yuan-ti! An Overlord stirring! Karrak cults! The Heirs of Ohr Kaluun and the Horned Shadow! Relics from pre-Sundering Sarlona! Tribal conflicts (perhaps stirred up by the yuan-ti or the Overlord)! Possibly even surprising ties to the giants of Xen’drik, lingering through the eneko.

From a game design point of view, why define Sarlona as being a blind spot in the Draconic Prophecy? 

It’s summed up on page nine of Secrets of Sarlona: “The dragons of the Chamber shun Sarlona, but they want to know what is transpiring beyond its shores. PCs who have ties to the Chamber, the Undying Court, or even the Lords of Dust could be sent to explore mysteries related to the draconic Prophecy.” By making it a region where dragons fear to tred, we add a reason why player characters should go there; it provides a range of potential story hooks you don’t have in other lands.

Adar is wider than Aundair or Thrane (while understandably less populated). Now that the kalashtar can see the Inspired openly moving unto Khorvaire, how comes Adar didn’t make itself known too, nor officially voice some warning?

First of all, per SOS it’s population density is around one person for every two square miles of land—lower than Alaska or Tibet. Its people have been described as “insular to the point of xenophobia.” Direct travel between Adar and Khorvaire is extremely difficult, meaning that you have no regular stream of commerce or communication, nor any particular interest in such commerce. We’ve established that the Adaran kalashtar believe that the battle against il-Lashtavar will be won by their persistence and devotion: they don’t NEED to get the world on their side, they just need to hold their ground and continue what they are doing.

Many kalashtar in Khorvaire hold to the same general belief: we will triumph through perseverance. What’s important is protecting our community and continuing our devotions. Some younger kalashtar have embraced more active intervention, but even they largely believe that this is their war to fight, and that the humans wouldn’t listen to them or believe them. And they’re likely right. Riedra is a valuable trade partner, and it has come to the assistance of many nations during the Last War. There is a concrete benefit to working with Riedra. By contrast, Adar has virtually no recognition and nothing to offer. Even if I believe your story about the leaders of Riedra being aliens, the leaders of the Aereni are DEAD and we deal with them. And you may SAY that they want to conquer the world, but I’m not seeing it happening, and trust me, crazy monk, if they start any trouble, we can handle it. So: self-interest and arrogance are likely to outweigh the stories of the few kalashtar who do speak out against Riedra.

While religions are not required to comment on the truth or falsity of each other’s doctrines, are there any Adaran scholars aware of the Valenar and their apparent reality of the potential continuity of identity their (in purely mechanical terms) higher average levels indicate?

Possibly. There’s not a lot of overlap between them, geographically or culturally. But I don’t think there’s much to debate. Spirits exist; devotion creates positive energy that can sustain a spirit, as proven by the concrete example of the Undying Court; devoted Valenar display a level of skill that seems to support guidance from ancestral spirits. I could see a follower of the Blood of Vol saying “But how do you know that the spirit isn’t just a manifestation of YOU? The power comes from within you; you’re just creating this myth of your ancestor to help you interpret it.” I could see someone else saying “You’re getting guidance from a spirit, but are you sure it’s not some kind of demon or something masquerading as your ancestor?” Essentially, i don’t think there are many people saying that the Tairnadal religion has no grounding in reality; but I could imagine people arguing that some of the DETAILS might not be what the Valenar believe them to be.

How much of the ancient history of the Giant Empire is known in Khorvaire, and since when? On the one hand, it makes plenty of sense, both in-world and for game purpose, that it’s still shrouded in mystery, that only a few scholars and daring explorers start to poke at. But on the other hands, there are elves assimilated in Khorvaire since centuries, and their whole culture revolves about perpetuating tradition: why would they hide their stories from the other races?

There’s quite a few factors here.

  • The elves know THEIR history. That doesn’t mean they know the history of the giants. Consider the tale of Cardaen. “He was born in a high tower, and Cul’sir made sure his feet never touched the ground.” That’s quite different from “He was born in the city of Aulantaara in the year 14,004 RTC, where he served as an arcane adjunct to the Cul’sir College of Evocation, eventually rising to the Fourth Circle.” The Elves have preserved STORIES about the giants; that doesn’t mean they ever knew the absolute FACTS.
  • The elves are isolationist by nature. Their history and the tales of the ancestors are part of the foundation of their religion, and we’ve never suggested that they want members of other species to adopt their religion. I think they’d spread some details out of pride, but at the same time, I think there’s a certain level of “Our history is none of your business.”
  • The civilizations of the giants fell forty thousand years ago on another continent. How much does the typical westerner know about Sumerian history? If someone threw a musical version of the myth of Gilgamesh onto Broadway, do you think it would dethrone Hamilton? I’m sure SCHOLARS know as much as is known about the history of the giants, and that reflects the information you could get with a History check. But I think most humans just don’t care about the history of the giants; it’s an obscure ancient civilization that has virtually no relevance to their modern lives.

So, COULD a modern playwright produce a play about the story of Vadallia and Cardaen? Absolutely. I’m sure that there’s multiple versions of just such a play created over the millennia by phiarlans. But is such a play going to appeal to a modern human audience, or would they rather see a tale of Lhazaar, or Karrn the Conqueror, or Aundair’s forbidden love, or the sacrifice of Tira Miron? It’s possible that it would succeed—that it would be exotic and unusual and people would latch onto it. But even so, what people would then know about the giants is the same as a human who knows about early American history because they watched Hamilton; they know Cardaen was a slave who worked magic, but that doesn’t mean they know much about the actual structure of the Cul’sir Dominion, beyond the name of its evil titan king. Personally I think it’s the same general model as what the typical Westerner knows about Sumer, or ancient Egypt: the names of a few of their rulers, sure. A few stories that have been featured in popular culture or enshrined by scholars. But if you stopped someone on the street, do you think they could tell you about the structure of the Egyptian military under the Pharaoh Snefru? How many pharoahs could they name? Could they tell you how many dynasties their were? And that’s a human culture that existed just five thousand years ago.

So: I don’t think the history of the giants is an ABSOLUTE mystery. I think the common person knows that there were multiple giant cultures; that they enslaved the elves; that there was an elvish uprising and the giants were destroyed by dragons. They might know the name Cul’sir specifically because they’ve encountered it in Elvish tales, the way many Westerners know Cleopatra because of her role in popular culture but have never heard of Menes… or they might just know him as “that evil titan king.” But I doubt the common person knows much more than that.

If you have questions on these or other topics, ask below!

Dragonmarks: Rural Eberron

I’m working on a lot of projects right now. Over the next few months I’m going to be putting most of my energy into Phoenix: Dawn Command. Part of the point of developing a new setting and system is that I’m free to develop it in a way I can’t currently develop Eberron. However, my intention is to include conversion notes and to develop ideas that could fit into Eberron or another world, so you can get the most out of whatever I’m doing.

I’m also part of a new Eberron podcast called Manifest Zone. We recently sent out a call for questions. Many of the questions we received are too narrow or specific for what we want to do with the podcast… but they’re still some great questions that I wanted to address. Here’s on that stood out for me.

It’s easy to make Eberron feel like Eberron in the big cities. How do I do the same when visiting a tavern, or hamlet?

It’s an excellent question. I’m going to start with the general topic of rural Eberron, and deal with taverns in a second post – because I actually have a surprising amount to say about taverns. But starting with the general issue: What makes a farm in Breland different from one in the Dalelands of the Forgotten Realms? What is it that makes that small Aundairian village different from a generic Tolkien scene? As a gamemaster, what can you do to draw people into the setting? Well, let’s look at a few of the pillars of the setting.

Magic is a part of everyday life.

Remember: Eberron isn’t about high magic and the works of epic wizards. It’s about wide magic – the widespread use of low-level magic to solve problems that we’ve solved with technology. Everyone needs light. Farmers might not people able to afford everbright lanterns in every room, but I’d still imagine a farm would have at least two. Of course, rural magic depends on where you are. In Karrnath, a Seeker community will have skeletons performing menial tasks. In Aundair, a farm might have a floating disk that serves some of the same purposes as a tractor. In the Eldeen, you might have gleaners – the druidic equivalent of magewrights, with farmers knowing a simple druidic ritual or two to help with the crop. And consider that even one level of magewright gives access to the magecraft spell, which provides a +5 to Craft checks. From the ECS:

Every magewright worthy of the name knows the magecraft spell (see page 113). Truly expert coopers recite the magecraft  spell over their barrels, the best blacksmiths chant it as they hammer hot iron, and the finest potters cast it while they spin their clay. 

Magewrights aren’t limited to the big city; it’s an NPC class for a reason. So again, in describing a blacksmith, mention the magical gestures he makes over his forge and the sigils engraved in the anvil (designed to effectively channel the magecraft effect).

Beyond this, communities will be built around useful magical resources. Any thriving community will have a central well enchanted with a purify water effect. One of the most useful spells is a cantrip: prestidigitation. With this spell you can clean, heat, cool, flavor. Given that these principles exist, it’s easy to envision minor magic items that do just one of these things… and now you have mystical refrigerators, vacuum cleaners, microwaves, washing machines, and more. In a small town people may not own personal magic items, but a large farm may still have an ice room. We’ve mentioned before that Aundairian villages often have cleansing stones, a central fountain-like structure where you can bring laundry to have it instantly cleaned.

Even where people aren’t using magic themselves, consider manifest zones. Sharn exists because it’s built on a manifest zone that makes the towers possible. Dreadhold is built on a manifest zone that strengthens its stone, while it’s the zones to Irian that make the Undying Court possible in Aerenal. Manifest zones are natural resources, and where there are manifest zones with beneficial effects people will take advantage of them. A manifest zone to Fernia could be unnaturally temperate, or it could be that within the stone, basalt grows unusually warm – so the people in the zone heat their houses and foods with these stones. Use your imagination: what could be a beneficial manifestation of a particular plane, and how would people harness it?

Finally, consider the ambient impact of the greater magical economy. Mention the airship this passes overhead; perhaps the old farmer hates the damn things (remember that airships haven’t been around that long!). Perhaps a House Orien representative is in town negotiating a new lightning rail that’s going to pass through the area.

If it’s in D&D, there’s a place for it in Eberron.

Khorvaire isn’t our world. It’s a world where ogres and griffons and medusas are part of nature, and that’s before you get into the possibilities of magebreeding (Cows that produce chocolate milk? Hens that lay hardboiled eggs?). That Aundairian ranch might be breeding dragonhawks instead of horses. When you pass by a field in Breland you might see an ogre pulling a plow on his own. His name’s Bargh; he was a mercenary with Tharashk during the war, and liked the area so much he just stayed behind afterwards and was taken in by the local farm. Which leads to…

Consider the impact of the war.

We’re two years out from a devastating century of war, which involved a wide range of magical weapons. You could have the equivalent of a magical minefield – a stretch of land that’s been abandoned because of explosive wards still scattered across the countryside. You could come to a place where a bridge is being rebuilt and you have to take ferries across; the Brelish ferryman curses the damn Cyrans, and complains about how they ruined his town and now Boranel is buying them dinner. You might find craters from powerful war magics, ruins that have never been rebuilt, a hamlet that was once a prosperous town before the war took most of its population… or another town that’s home to a large refugee population, and tensions are high.

Consider Religion. 

In a village in Thrane, you might find the townsfolk practicing archery on the green while a cantor sings praises to Tira. Next door in Breland you may have a village that has no priest, but everyone believes the oldest farmer is blessed by Arawai, and he speaks on her behalf at village gatherings. Shrines to Sovereigns can take many forms. Daca sits on a pillar in Sharn, but you could just as easily find a pillar saint in a small town.The central square in a Karrnathi hamlet contains a bloodstained stone basin, used for the ritual sharing of blood. In western Breland you might find a cairn made from shards of shattered statues; this dates back to a time when the Znir gnolls lived in the region, but the locals have continued to add stones to it.

Presumably, small villages are less diverse than great cities like Sharn, but how much so? Do non-humans tend to have their own communities in rural areas, or are they integrated with the majority human population?

I believe that most communities are integrated in the Five Nations. It varies by nation – Humans make up 70% of the population in Thrane, while they are less than half of the populace of Breland. Tied to this, through the Dragonmarked Houses every common race has a critical role in the economy that helps their position in society. There’s surely racisim in Khorvaire, and you can play that up from any angle you like; but it’s still the case that I’m used to having halflings running the inn the hospital, and gnomes sending messages. And this has been true for a thousand years. Dwarves built the towers of Sharn. So in my opinion, while racism is definitely out there, in the Five Nations nationalism is stronger. If I’m from Breland, I care more about the fact that you’re Brelish than that you’re a dwarf; that piece of things will come second.

So for the most part, I believe you see diversity in communities. In Breland, if there’s ten families in a village, you can expect at least two of them to be dwarves or gnomes. With that said, you’re likely to see SOME concentration simply because it’s necessary to sustain a community. Which is to say, if each village was a perfect microcosm you’d have one gnome family, one dwarf family, one halfling family… and what happens when the children are looking for mates? So I suspect you have village A that’s blended dwarves and humans, village B that’s gnomes and humans, etc… but people aren’t going to freak out if a halfling moves in. Probably.

You certainly could have entire villages of a particular race, but I don’t think it’s the norm.

Are there any significant numbers of warforged outside of the cities, e.g. the village with the warforged named Smith who was welcomed because the former village smith died in the War?

I’d expect warforged to congregate in the cities. Lacking clear direction and purpose and owning no property, it’s easier for them to make a start around others of their kind. And warforged are both new and created as weapons of war – so it’s far more logical to see prejudice against warforged than against the races that have been part of your civilization for centuries. With that said, I think you see warforged in small communities where they have attachments to people who live there. When the soldier came home to his farm after the war, his warforged companion came with him and works on the farm. In the local tavern, a warforged remains as the bouncer. And I think an entire village of warforged – a gift of land from a noble grateful for their service – is an intriguing story idea. As for your smith (and I played a warforged artificer named Smith for a while), some villages would welcome him and others might drive him away; again, prejudice against warforged is more common than any of the demihumans.

Could a kalashar thrive in a hamet where she is the only psion for miles, or would she feel the need to conceal her talents? Similar question for changelings?

I think a kalashtar could do just fine. It’s easy for kalashtar to disguise themselves as humans if they want, but I also don’t think we’ve established fear of psionics as a big thing in the Five Nations; most people would just assume it’s some sort of mind magic. Changelings are another question and one I’ll address at more length at some places. Breland is fairly accepting of changelings and they may live openly. In other places you’ll oftn see changelings concealing their true nature; bear in mind, the reason they are called “changelings” dates from people having children with a disguised shapeshifter, and when the child is born a changeling, believing that their actual baby has been stolen away. And you also have small communities that are entirely changelings – though you won’t know it passing through. So it depends on the place: changelings will often hide, but a trusted changling whose family has been part of the community for a while may just live out in the open.

These are just a few ideas. The possibilities are endless, especially when you get into the different nations and their own unique elements, but that’s all I have time for now. Feel free to share ways you’ve presented the flavor of the world below!

Bakery News & Eberron Q&A!

What can I say? I enjoy my poutine.

You might be wondering where I’ve been for the last few weeks. Well, Calgary, for one… I had a fine time sampling poutine, playing games and acquiring fine dice bags at the Calgary Expo. Beyond that, I’ve been very busy. I have a number of projects in the works at the moment – my level for Paizo’s Emerald Spire superdungeon, a new expansion for Gloom, ongoing work on Codex, and two entirely new games—and as a result I’ve had to take a little time off from Dragonmarks and Six Questions. But they will return!

Before I get to the questions, a few other bits of news:

  • Gloom was featured in this week’s episode of The Escapist’s The Wishlist!
  • I’m an Industry Insider Guest of Honor at Gen Con 2013. I’ll be bringing all sorts of things to playtest to the convention, though at the moment I haven’t figured out my gaming schedule. If you’re going to GC, watch this space for more news!
  • I’m also scheduled to be a guest at GenreCon in October. What can I say – I can’t stay away from Canada!

Now on with the questions! First, two in a similar vein…

Since the inception of D&D Next, do you feel Eberron will still have prominence in this new system? Will it still be playable?

Currently WotC hasn’t decided what they are going to do for Eberron support in D&D Next. It’s been said that they will at least convert the races and perhaps the artificer. If you want to see more support, the best thing to do is to let WotC know it. Post on forums! Ask Customer Service if it will be supported! If it’s clear there is an audience that wants support, then it’s more likely that the support will come to pass.

 

With 4E not receiving a lot of support and D&D Next still some time away, is Eberron sticking with the D&D system, or able to branch as it’s own?

Eberron is the property of Hasbro and Wizards of the Coast, so legally I can’t create new content for it on my own, in any system. I hope that Eberron will be supported in D&D Next and that I will be a part of that, but since it’s currently unknown I’m also developing a new setting, under the working title (and only a working title) Codex. That’s an ongoing, long-term project and I don’t want to discuss it in detail until I have a clear path to release, so expect to hear more about it later in the year.

 

I was wondering what people called ‘The Last War’ before it ended, and when they started using that name.  I know IRL a very small number of people called WWI ‘the first world war’ when it was just starting, but there were a bunch of other names used at the time.

For most of the people of the Five Nations, it was simply known as “the war.” However, if they were talking about it to a Riedran or Aereni, they’d generally refer to it as “The War of Succession” or “The Succession War.” Cyrans would be more likely to call it “The Insurrection” or “The Traitor’s War.”
Is there any story behind who first called it ‘The Last War’?

I don’t think it’s been stated in canon. I believe that the term is first formally used in the preamble of the Treaty of Thronehold, which essentially states that all signatories have seen the horrors wrought in this grievous conflict, and vow to make this the last time that these nations shall take arms against one another – the last war that Khorvaire will know. The Treaty of Thronehold is as well-known across the Five Nations as the Gettysburg Address is in the USA, and everyone knows the preamble. The Brelish claim that it was Boranel who coined the phrase; the Thranes insist it was Keeper Jaela; and so on.

 

If we corelate the Last War to WWI, what would be your take on WWII?

While there are many keystones in WWI that relate to the Last War, the end of the war is much closer to that of WWII: the appearance of a weapon that completely changes the face of modern warfare. While few nations believe the peace will last, and all are jockeying for power, no nation would dare to start a new war until the mystery of the Mourning is revealed. How could Aundair dare to employ wide-scale war magics in the field when it’s possible the widespread use of such magics is what destroyed Cyre? How can they dare attack another nation until they are certain that nation hasn’t harnessed the power of the Mourning? Beyond this, there is the fact that if any nation COULD harness the power of the Mourning and weaponize it, who would dare to challenge them? Until you answer the question of the Mourning, it’s impossible to define the shape of the Next War. Will it be fought with almost no magic to prevent another war? Will it be much like the Last War, once it is revealed that the Mourning was a fluke? Or will the Mourning be weaponized, making the new conflict take a completely different form from the last?

 

What does Eberron look like a thousand years after the era of the printed setting?

What will it look like? A warped wasteland enshrouded by dead-gray mists. Of course, the way things are going it will look like that in just five years.

 

The “facts” about Eberron are “just what is believed.” How far from those “facts” has the truth gotten in your games? And what drove that departure?

I always tell people not to be bound by canon, and to use the books as inspiration rather than limitation. So, how does MY version of Eberron vary from canon? It would take a lot of time to compile an exhaustive list, but here’s a few things.

  • In 4E, I limit many key magical rituals to characters with Dragonmarks; this helps explain why the dragonmarked houses have the economic power that they do, because they are the only source of these critical magics.
  • Related to this, I’ve always put a lot of restrictions on resurrection magic. Casual resurrection simply doesn’t work for most people, and resurrection spells are often dangerous—you might just bring in random hostile ghosts, or get the wrong spirit in the body, etc. I want resurrection to be one of the rare and impressive magics that people are still amazed by, not a reliable service you can purchase from Jorasco. Reliable resurrection is something that would have a tremendous impact on a society, and I don’t feel that Eberron has that taken into account.
  • I’ve always emphasized the idea that dragonshards are an integral part of any sort of industrial magic, from the creation of magic items to common spells. In 4E this is easily accomplished by saying that residuum is processed dragonshards. The point is to emphasize the importance of dragonshards to modern civilization, which helps people understand the power of House Tharashk and the importance of dragonshard-rich regions such as Q’barra and Xen’drik.
  • I hold to the 3E canon idea that Dragonmarks are bound by bloodline. I might allow a PC to have a dragonmark that doesn’t belong, but if I did it would be a historic, campaign-defining event.
  • I never added Baator to the cosmology, as was done in 4th Edition. I like the existing balance of the cosmology and didn’t see a need to change it. With that said, I like the version of Baator I developed for DDI, in which it is a demiplane (so it doesn’t contradict the original material) and in which Asmodeus’ rise to power only occurred around the Mourning—playing up the idea that the Mourning had reverberations across the planes. This also presents the devils of Baator as an entirely new force in the world. Rather than saying that they’ve always been around and figuring out how they have interacted with the Lords of Dust, Quori, etc, this presents them as an entirely new planar faction that is a concern and potential threat to all the long-term power players.
  • I have a very different vision of Thrane than that presented in The Forge of War, but I’ve spoken about this at some length elsewhere.
  • Likewise, I have a very different vision of the Blood of Vol: the tone and practices of the faith, its history in Karrnath, etc. Again, I’ve written about this at length elsewhere. Looking to the “Why,” the point to me is that a successful religion offers some form of comfort to its followers. It is a way to make sense of the universe. The Blood of Vol is a very GRIM religion, but it is nonetheless a faith that seeks to answer questions (first and foremost, what benevolent god would allow death and suffering to exist?) and build strong communities; it is a faith that ultimately seeks to destroy death and create a paradise on Eberron.
  • I’ve done more with sahuagin civilization than has been covered in canon; this is hinted at in The Shattered Land, and comes out a little in the Xen’drik sourcebooks.
  • I don’t use subraces, and don’t feel obliged to find a place for every new monster or race that comes along. I COULD if I wanted, but I generally see no reason to do so. I feel that intelligent races should have a history and sense of place in the world, so I don’t want to add new ones in without good reason.

I could probably go on for pages. As you can see, most of these aren’t huge changes; they’re just little things. But the short form is I do what makes sense to me for the stories I want to run.

 

What if the kalashtar rebellion fuels up quori hatred & empowers Il-Lashtavar preventing a change in Dal Quor?

Quori don’t experience emotion the way most mortals do. They aren’t mercurial beings. They don’t go from love to hate in a single day, or even a year. Like most immortals, they are incarnations of ideas; a tsucora quori is an incarnation of fear, a du’ulora an embodiment of fury, and so on. Essentially, a quori who hates can never STOP hating, or hate any more than it already does; hatred is its nature. The kalashtar quori are an anomaly that must be eradicated so they can be returned to the fold—so the rebellious spirit can be eradicated and restored to its proper nature. So first off, the actions of the kalashtar haven’t actually created MORE hatred among the quori; the quori hate exactly as much as they always have, according to their nature. Mortal dreams can affect Dal Quor—but the quori are part of Dal Quor, and their emotions don’t influence it.

With that said, this is largely while the Adaran kalashtar don’t advocate violence. They believe that the turn of the age will occur; it is inevitable. By meditating on il-Yannah they help strengthen her vision and move towards that new age. But they don’t feel a need to try to hurry the change—and certainly not by a spread of violence and hatred.

If anything will empower il-Lashtavar, it’s not the spread of hatred among the quori that will do it… it’s the spread of hatred through humanity and other mortal dreamers.

 

Dragonmarks 8/9: Lightning Round 5!

It’s time for another Eberron Q&A! Let’s get right to it…

Let’s say that I’ve got a player who really likes games with Nerull. How would you put him in? The Keeper? Lord of Dust?

The thing about the Keeper is that you only interact with him through his cults, and they aren’t even all bad. The Restful Watch believe that Aureon and the Keeper work together to preserve vital souls from Dolurrh so that they can be returned to Eberron in a time of need; in many communities, the RW maintains cemeteries and performs funerary rites. As a result, I’d go with the Lords of Dust, specifically the Overlord Katashka, also known as the Gatekeeper. Lord of death and undeath, Katashka is said to have created the first undead. His mightiest servant is the dracolich Mazyralyx, who some scholars believe is the original inspiration for the myths of the Keeper. Katashka himself is bound, but you can bring Mazyralyx and any number of fiendish and undead servants to bear. Katashka is mentioned on page 30 of the 4E ECG and in this Eberron Expanded article.

Continuing with the theme…

How exactly does a Rajah like Yad-Raghesh ( from Dragons of Eberron, page 50) die?

He doesn’t. That’s the point of Yad-Raghesh’s tale; his apparent death appears to be a shocking, one-of-a-kind victory, but it is later discovered that rather than dying, he has simply spread his spirit across the Vale, transforming it into a pit of corruption that spawns fiends and slowly expands. If Yad-Raghesh was truly “dead”, the blight on the land would pass; it’s the presence of his spirit that keeps it alive and growing.

Now, to be clear: An Overlord can be temporarily killed the standard way – by reducing his hit points below zero. It’s simply that this doesn’t last for long; he returns within a day. In the case of Yad-Raghesh, he didn’t return and thus appeared to have been truly defeated. This turned out to be a false hope. By transforming himself in this way, he at least partially escaped the binding of the Silver Flame; he can’t return to his original form, but his power is continuing to spread while the other Overlords are held in check.

As for what he represents, I would say corruption. He gave up his physical existence to BECOME the corruption he embodied.

Out of all Eberron NPCs, which one would be the most likely to become a Ravenloft Darklord?

I don’t know about “most likely,” but my choice would be Merrix d’Cannith. His great crime? The attempt to create true life, moving beyond the warforged (who can’t procreate) to create something that can truly replace the current people of Eberron. In the Gothic architypes, he’d be a sort of Frankenstein, his realm filled with his imperfect creations – after all, the Dark Powers might let him get close to his goal, but they’d never allow him to succeed.

Suppose you have a player who, for whatever reason, wants part of his PC’s story arc to be romancing a noble. Who would be your best/favourite NPC noble for this role?

I’m still planning to write more about the nobility in the future, but this is more targeted. It depends where your story is set, but I’d personally choose Princess Haydith of Karrnath, who currently resides in Boranel’s court in Breland. According to Five Nations she’s only fifteen, but it’s easy enough to adjust that as you see fit. I think Haybith is an interesting character for a number of reasons. She’s the sister of a king, so certainly an important noble; she’s in a foreign land and thus likely happy to find a new friend or romance; she’s already a political pawn in Kaius’s efforts to promote peace, but she could easily be targeted by those who wish to strike at Kaius himself. And, of course, getting close to Haydith provides an interesting connection to Kaius itself, which could go any number of different ways.

Besides a certain royal prince (already mentioned in the ECG) who are some potential identities behind the mask of Prisoner Deep Fourteen?

Let’s look at the facts. He was sent to Dreadhold by Kaius III. He is being kept alive. His features are hidden. He can’t speak and isn’t allowed to communicate in other ways. So why keep him alive but incommunicado? Here’s a few random ideas, which I am making up at this very moment.

War Wizard. This individual is one of Karrnath’s greatest war wizards, responsible for creating immensely powerful and horrific rituals used in war. He’s wanted for a host of war crimes, and Kaius promptly had him tried and supposedly executed at the end of the war before any other nation could get their hands on him (thus claiming innocence in some of his worst atrocities). However, the fact of the matter is that he wants the man alive so if the war begins again he can bring him back into service. Heck, if you want to go there, you could say that he is the architect of the Mourning itself! Kaius is horrified by the damage the weapon did and doesn’t want his future kingdom devastated like this… but he doesn’t want to kill the one man who knows how to make a second Mourning.

Demon Vessel. During the war, Kaius made deals with a powerful fiend. When it came time for the fiend to collect what was promised to it, Kaius was able to trick it into possessing this mortal body, which was then bound and sent to Dreadhold. If the vessel is killed, the demon will be freed and will take a terrible vengeance on Kaius and Karrnath.

Who’s Your Daddy? According to some myths, a vampire has influence over vampires that it creates. Some superstitious people maintain that slaying a vampire will result in the deaths of those it has sired; even if this isn’t true as a default, a brilliant necromancer could certainly devise sympathetic rituals to strike at a vampire through it’s sire. As for why Kaius III would want a vampire locked away – I’ll leave it to you to figure that out.

Have you ever ran an adventure in Everice or Frostfell? What sort of things might be found there? I can only think of Daelkyr/Quori ruins greatly inspired by At the Mountains of Madness, though I wonder what ideas flow through your head.

I wrote a backdrop set in the Frostfell for the print edition of Dungeon that never ended up seeing the light of day. Rumor has it that some form of it may appear as an Eye on Eberron article. For now, I’ll simply say that my vision of the Frostfell includes old dwarven ruins and the impact of a powerful Overlord of the Age of Demons.

I noticed the other day that, geographically, much of the demon wastes should be rainy, frozen misery. Was this intended?

The Demon Wastes is an unnatural place, due to the presence of buried overlords and close ties to Khyber. So rainy, frozen misery is certainly appropriate; but it also has its share of volcanic activity, burning basalt wastes, and the like.

With House Sivis’ tight standards for authentication, how effective is forgery for your typical hard-working scoundrel?

Difficult. However, based on the principle that science advances with needs, I’m sure that there are tools in existence allowing people who can create arcane marks to (attempt to) forge a Sivis mark. And bear in mind that not all documents in circulation are authenticated by Sivis. Letters of credit and identification papers generally are; but when the innkeeper sends a letter to his brother, he’s not likely to run over to the bank to get it authenticated.

Lightning rail roads are always shown as a single line of stones. How do the trains pass each other?

I don’t believe that the coach needs to ride directly above the rail; it’s about the interaction between the two. as such, I think two trains could slide to the side (using some form of front deflector) and move alongside each other, with the rail in between the two of them, for a short period of time.

I want a villain with an airship. He’d need a Lyrandar pilot. Why wouldn’t the House put a stop to that? At what point would the House personally step in to stop a rogue member assisting a villain?

It would only concern the house if it was somehow causing bad publicity for them. Their initial response would simply be to declare the individual to be a rogue and excoriate, and likely put a bounty on him based on just how much trouble he was causing them; meaning that yay, the player characters can collect an extra reward. I’d only see the house leadership as taking some sort of direct action if the individual became a huge black eye for them – if her actions were causing people to boycott Lyrandar services or the like.

Did the ancient goblins/giants/dragons have artificers? If not, why not? If so, what are some examples of ancient artifice, as opposed to just ancient magic in general?

First off: the artificer is a PC class. I don’t like saying that “Culture X doesn’t have a single individual of class Y”, because PC-class individuals are remarkable people. Just because the ancient dragon culture as a whole didn’t have artificers doesn’t mean that there wasn’t *A* dragon artificer; what I’m going to say is my view of the culture’s approach to magic as a whole. And with that in mind, bear in mind that there’s nothing an artificer can create that can’t be created by some other spellcasting class. The artificer is simply more versatile and efficient. In my opinion, it represents a more industrial approach to the creation of magic items: a focus on magic items as a tool of society, as opposed to a secondary aspect of whatever field of magic the individual pursues. So, looking at each culture:

Dragons of Argonnessen. I don’t see artificers as being a significant part of draconic cultures. Dragons are magic, and their style of magic largely involve learning to channel their own innate power, or using it to create greater effects in the world around them – which is to say, primarily sorcery. Dragons of Eberron talks about loredrakes and divine casters, and loredrakes such as Ourelonastrix obviously unlocked epic level magic lesser creatures haven’t yet mastered – things like the magic used to devastate Xen’drik. But I don’t see artifice as such being a particular interest of dragons.

Giants of Xen’drik. Yes, I believe that there were artificers in Xen’drik. In particular, the Sulat League has been shown as having a very industrial approach to magic, between elemental binding, magebreeding, and the tools and weapons they created. In The Dreaming Dark trilogy you see a number of examples of their artifice, such as the moon-breaker and the chamber of false dreams.

Dhakaani Goblins. No artificers. They have exceptional smiths whose techniques and knowledge of metallurgy allow them to produce magical arms and armor, but a Dhakaani war-smith simply doesn’t have the versatility of an artificer (who can also disable constructs, craft everburning torches, create spell-storing objects, etc). The Dhakaani goblins do know how to create artifacts – Ghaal’Duur, to name one – but as described in the recent Kech Ghaalrac article, “these objects cannot be mass produced; each one is unique and requires rare components to create—the blood of a daelkyr, slivers of Khyber dragonshards imbued with a demon’s essence, and the like.” So again, they have exceptional treasures, but that doesn’t mean that they have a culture that produces artificers; their treasures are made by their smiths and the duur’kala. With that said, if your goal is to find a place where an artificer could learn a new infusion, I could see saying that a PC artificer could learn some sort of new technique by working with the Dhakaani smiths, even if those smiths aren’t artificers.

Was there ever the idea to break up Cannith’s HUGE powerbase and split up the magic stuffs a bit more? Yeah, Cannith is split up three ways that make sense but would it make sense for Denieth to make the Warforged … or have Lyrandar make the airships? Cannith just seems very omnipresent in a world surrounded by magic.

Don’t overestimate Cannith’s power. Cannith produces airships, but it can’t make airships that actually work without the help of both Lyrandar and Zil elemental binders. Cannith created the Kundarak vault network, but it required the assistance of Orien and Kundarak heirs. Cannith is the house of making, and they are the foundation of the magical economy. But many of the critical tools of society require multiple houses to work together. This is the primary purpose of the Twelve: to facilitate this sort of cooperation and create things no house could create alone.

So allowing Lyrandar to create airships on its own would significantly alter the balance of power. As it is, Lyrandar needs Cannith… but Cannith also needs Lyrandar. There are many things – the warforged, wands, etc – that Cannith creates alone, but even there it relies on House Tharashk for the massive amounts of dragonshards required for its work. They are one of the most powerful and influential houses, but there are other houses that can challenge them – especially with the current schism in their ranks.

Maybe you answered this before, but how would you retcon the Silver Flame being the ones to handle resurrection in DDO?

The short answer is that I wouldn’t. City of Stormreach leaves resurrection in the hands of Jorasco, and even there notes that it’s not something they do lightly as many strange mishaps have happened in the past. However, if I had to, I’d start by saying that because of those mishaps Jorasco has finally dropped the service. Then I’d highlight the fact that the Silver Flame in Stormreach is a heretical sect that’s been cut off from Flamekeep for refusing to accept the authority of the theocracy (maintaining that the political ties distract the church from its true mission and breed corruption). Lacking the support of Flamekeep, they may have turned to this as a way to raise the money they need to maintain their mission in Stormreach. One option is to say that they’ll only resurrect people who they consider to be unworthy of joining the Flame, reasoning that thus they aren’t actually robbing the Flame of a soul; another approach is to say that as they are a minority “heretical” sect, they feel the need to keep anyone who might champion their cause alive.

Are there enough kalashtar to form an evil splinter-group, perhaps countered by a group of altruistic Inspired? How about one that has defected & wants to warn the world?

Evil kalashtar? Sure. I think Races of Eberron actually presented a group of Kalashtar who essentially wanted to become full-fledged quori. Kalashtar are mortal creatures; their personalities are influenced by their quori spirits, but at the end of the day, they are unique individuals. An evil kalashtar may be a manic, psychotic individual because of the psychic dissonance between their actions and the beliefs of their connected Quori, but that’s fine for a villain!

“Altruistic Inspired” are a very different story. The kalashtar can come in any flavor because they are mortal. Inspired aren’t. They are immortal embodiments of nightmares. They are literally evil incarnate*. They can change – as the kalashtar quori did – but this is like an angel falling and becoming a demon. An immortal is an idea given form, and if that idea changes, the form will change as well; it’s not something that would go unnoticed, and that transformed spirit would either be eliminated or force on the run, as the kalashtar quori were. Just bear in mind that there is a fundamental difference between mortals and immortals; immortals don’t have as much free will and opportunity for mental evolution as mortals do. This is why the Lord of Dust remains fundamentally the same being he was a hundred thousand years ago; it’s not in his nature to change.

With that said, all quori may be “evil”, but that doesn’t mean they are opposing the players. The primary concern of the quori is preserving Dal Quor. Many highly placed quori believe that they have accomplished that by gaining control of Riedra, and that as long as the kalashtar don’t mess things up, there is no need to take hostile action against Khorvaire… and that in fact, this simply risks disrupting the success they have achieved. Such quori aren’t “altruistic”, but they may see the actions of the Dreaming Dark as running against the best interests of their people, and thus be willing to help the PCs. However, I wouldn’t expect them to take any action that would threaten the quori and Dal Quor as a whole; again, for that to occur, you’d really have to have such a fundamental shift that the spirit is, essentially, a fallen angel (or redeemed fiend).

* As a side note: quori aren’t actually “evil” incarnate. They are the embodiments of the nightmare age, and they feed on (and create) mortal nightmares. The Tsucora quori are tied to fear; the Du’ulora to agression and hate; the Kalaraq to pride and ambition; etc.

That’s all I have time for this week. Feel free to leave more questions below!

Dragonmarks 6/14: Lightning Round 4!

Big week this week, but it may be two weeks before there’s another update; I’m getting ready to move back to Portland and there’s a lot of work to be done! As always, these are my personal thoughts and may not always mesh with canon sources. Take ’em for what they are worth.

Did you sneak any personal data into Eberron? Is “Eberron” the name of a favourite cat as a child? Is Merrix a best friend?

Bear in mind that not all the names are mine; many things changed in the big brainstorming phase when I was working with James Wyatt, Bill Slaviscek, Chris Perkins, and the rest, and many NPCs were developed in that phase. For example, I think it was Bill Slaviscek who came up with the name “Khorvaire”, so maybe someone in his family drove a Corvair. Everyone on the original design team left their marks on the world somewhere.

On my part, the only one that comes to mind is Greykeyll from Eye of the Wolf and City of Towers. In real life, Greykell is my adopted sister. The character in City of Towers essentially is her, dropped into Eberron. When I was developing ideas for the comic and decided to use a Cyran veteran, she seemed like a logical choice – and as I mentioned earlier, her background became much more interesting at that point. And hey, she’s got a great fantasy name!

The real Greykell!

Sharn and Stormreach are two cities that have seen a decent amount of source material. Are there any other cities that you would like to see fleshed out? Which ones and could you elaborate on what is interesting about those places?

I want to see EVERYTHING fleshed out. But I’ll pick out a few specific examples.

Graywall. I got started with this in this Dungeon Backdrop, but it’s one of my favorite cities and I’d love to do more. I love the frontier feel and the chance to explore monsters in a role beyond “the creatures you kill for treasure.” It’s also a great haven for dissidents, deserters, and war criminals. As I like to say, it’s Casablanca with more trolls.

Thaliost. It’s a powder keg right in the heart of the Five Nations, and a chance to take a deeper look at both Aundair and Thrane. it was something that was in the running for a 2012 Dragonshard, but Eston ended up winning the “undeveloped city” slot.

Pylas Talaear. This port city serves as the gateway to Aerenal. We haven’t taken a close look at what daily life is like in Aerenal, and what it’s like for foreigners who visit; I think it would be a great place to explore.

Atur. Ancient stronghold of the Blood of Vol in Karrnath. The crown has distanced itself from the faith, but Kaius still holds court in Nighthold. This is an interesting place to explore the full spectrum of the Blood of Vol and its relationship with Karrnath, and the conflict between the Emerald Claw and other elements of the faith.

Did you have explanation for the day of mourning when you first developed the setting?

No. I had half a dozen explanations that all made sense to me, which is essentially the approach you get with a lot of things in Eberron. To me, the cause of the Mourning was far less important than the impact it had on the world. The unsolved Mourning is what holds the Next War at bay and keeps the world in a cold war, and that interests me far more than an adventure in which people solve it. So here’s a few I considered:

* It was an environmental consequence of the amount of magic being used in the war – both war magic and increased production on the part of the houses. This is one thing driving the ceasefire; until people can be sure that using war magic won’t cause another Mourning, it’s hard to start firing the siege staffs again.

* It was a misfire of a weapon that was being developed, most likely by Cannith. The question then becomes if any of the current Cannith heirs know anything about it, or if all information was lost.

* It was a successful test of a weapon, and whoever did it is waiting to “reload” before they take credit for their actions.

* It was the result of the release of a demon Overlord or Daelkyr, who is currently sitting in the Mournland rebuilding its strength and studying the world. This could be an interesting blend with the Becoming God or Mournland Magebred.

* The Children of Winter are right: it is simply the beginning of the end. Whether or not it was triggered by magic, it is a catastrophic environmental failure that will soon start to spread across the world until the entire world is transformed; at that point, an entirely new world will be created.

* It’s the work of the Sovereigns – a warning to get people to stop and reconsider.

* It’s tied to the appearance of the Feyspires (see The Fading Dream).

… I could continue, but you get the idea. Any of these could be true. And as long as any could be true, people have to proceed as if they are all potential threats.

Some people may say “But in The Gates of Night it’s implied that Lei’s parents know what caused the Mourning! So that means you had an answer!” Well, if you read closely, they don’t say they know WHAT caused the Mourning, they say they know WHO caused the Mourning. They have a specific answer in mind, and it could apply to any of those explanations I’ve given above… and I’ll leave it at that.

If you have a ‘new favorite’ explanation of the day of mourning, and if so, what is it?

Clearly, it’s the Spellplague!

… OK, maybe not.

It’s sometimes mentioned that cultists of the Dragon Below have some kind of “promised reward” in the form of a wonderful place deep within Khyber. Have you ever fleshed out any details about what this promised land would be for them, or is this something that’s intentionally vague and/or subject to change depending on the particular cult?

A key principle of the Cults of the Dragon Below is that they aren’t monolithic in any way. The majority of cultists don’t even think of themselves as “cultists of the Dragon Below”; it’s a label that academics use to cover the diverse range of sects. Common elements are connections to or affection for aberrations; ties to Daelkyr or Overlords; and bizarre beliefs which may actually be schizophrenic in nature. I’ve talked about a sect that believes there’s a glorious kingdom below that you can only reach by paving the path with the blood of enemies. It could be that this is a literal, physical place. Khyber is supposed to include, essentially, demiplanes – there could be some bizarre wonder-world you can only get to through this cavern in the Shadow Marches. Or it could be utter lunacy. This same basic belief could appear in another cult across the nation, especially if it’s tied to the same Overlord or Daelkyr; but that doesn’t imply any communication between the two cults, and it’s possible cult two has an entirely different idea of their paradise… or that their paradise also exists but is a different demiplane.

Were there any other potential races you thought of for Eberron before settling on Changelings, Warforged, and Shifters? Also, regarding Changelings, what are your personal ways for keeping Changeling PC’s in check?

First, you left Kalashtar out of the list, and they were in from day one. Beyond that, there were no other NEW races in the original proposal. It was suggested that goblinoids should be viable characters. As for changeling PCs, it depends what they’re trying to do; I’ve played in quite a few games with changeling PCs without problems. Can you be more specific (in the comments) about exactly what problems you’re having (and what edition you’re using)? Their clothing and equipment doesn’t change, and in a society in which changelings exist people will pay attention to such things. In a city like Sharn, groups such as the Tyrants may actually police their own, as someone passing through and giving changelings a bad name will hurt them in the long term. Beyond that, though, anyone can be a changeling with a hat of disguise or first levelillusion spell – and there they can change clothes, too! Changeling abilities are useful, but they shouldn’t be foolproof – and bear in mind that this is a world where changelings, illusionists, rakshasa and more are simply known fact.

In a real society, the medieval urban elite would be bankers, traders, captains of industry. But in Eberron, industry and trade is dominated by the Dragonmarked. How do hypothetical non-Dragonmarked urban elites compete without the magical edge the Dragonmarked possess?

Not easily, which is why the Houses are typically described as having monopolistic power over their fields of industry. Thus, the simplest way for a non-dragonmarked urban elite to thrive is to run a business sanctioned by one of the houses; this is something described in the Dragonmarked sourcebook. Not every inn is a Ghallanda inn; but if it’s got the Ghallanda seal of approval, you know it’s of quality… and that it gives the house a share of its profits. To be licensed, you need to adhere to house standards (and put up with inspections) and pay your dues. But it’s possible for everyone to profit.

There are other options. You can find a niche that none of the houses cover. While we’ve never mentioned it, it’s possible Cannith has a line of clothes. But they aren’t competing with people like Davandi in the field of high fashion. You could specialize in a particular field; you can’t make smoothies as quickly as someone using a Ghallanda prestidigitation-based blender, but you have a special recipe that makes it worth the wait and higher price. This is the point of, say, The Oaks in Sharn. The food is simply better than you’ll get in the Gold Dragon Inn. But it’s due to the genius of that single chef. You could also possess a resource that the house needs and doesn’t have. The Mror lords are wealthy because they own the gold and steel mines.

I’ve talked about how the houses may bring their power to bear on someone who threatens their monopolies. The thing is, it has to really be a viable threat. Ghallanda doesn’t care if the Oaks is the best restaurant in Sharn; they still make fat dragons every day from all of their restaurants. It’s only if the Oaks’ chef tried to create a national chain and a series of low-end cheap eateries that they’d start to worry. Likewise, Cannith doesn’t need to drive every single smith out of business. However, if you buy from a smith who doesn’t have the Gorgon seal, you don’t know what sort of steel you’re getting!

Considering the masses of Warforged that have been produced , what countermeasures against Warforged have been created? How likely would it be for an influential Individual like Nolan Toranak to find/create them ?

Honestly, the masses of warforged still make up a relatively small number of the total troops fielded during the war. With that said, you don’t need something to be entirely developed to destroy warforged; anything that would be especially effective against armored infantry will work. Heat metal, some sort of corrosive cloud, a swarm of rust monsters… take your pick. And if you’re using 3.5 rules, you have a wide range of inflict damage/disable construct spells you can build into weapons. I don’t think Nolan Toranak could create them, but he could certainly buy them.

What do the leaders of Aerenal think about Xen’drik and the recent trend of expeditions looting all those giant relics? I can’t imagine them to be neutral about this, since they know better than almost anyone else what the ancient giants were capable of.

What are they going to do – blockade the Thunder Sea? There’s more humans than elves. I think the most likely approach would be for them to send their own forces – a specialized unit of the Cairdal Blades – to try to destroy the things they feel are too dangerous to be found. So when your adventurers have just found a really, really cool artifact, have some elves show up who want to destroy it.

What does the Dreaming Dark think of Aerenal? I imagine they must be pretty concerned with the power of the Undying Court, and the fact that the elves will likely know some of the stuff that happened back when the Quori invaded Xen’drik.

Maybe yes, maybe no. The Dreaming Dark seeks to impose order upon the chaotic minds of humanity because mortal dreamers affect Dal Quor. Elves don’t dream, therefore it’s quite likely that their actions have no impact on Dal Quor; and setting aside that tiff with Vol, Aerenal has shown itself to be an incredibly stable society that has barely changed in twenty thousand years. What more could the Quori want from it?Essentially, their best bet is to leave it alone and hope that nothing changes.

As for the elves remembering the Quori invasion, there’s all sorts of issues there.

* It’s not like the elves who founded Aerenal were big on pre-war history. They don’t even have concrete info about the Qabalrin; the line of Vol was just using scraps of Qabalrin lore.

* The exact details of the Quori “invasion” are still very mysterious. While it’s logical to assume that they were seeking to evade the turn of the Age as the current Quori are, it’s entirely possible that they were trying to do this in a non-aggressive manner; the existence of the docent Shira shows the possibility that they simply sought to ESCAPE Dal Quor, but had no desire to conquer the people of Eberron. Another possibility that’s come up is that the giants – who were clearly aggressive – actually sought to conquer Dal Quor, and that the actions of the Quori were in fact self-defense.

* Any way you slice it, that war involved an entirely different age of Dal Quor, and the Quori were nothing like those of the present day. So even if there are elves who kept excellent records, those records describe interactions with a very different culture and species.

How would the Dreaming Dark feel about Warforged , since they do not sleep and therefore dont dream ?

See the above, and for that matter, read The Dreaming Dark trilogy. It was written by this Keith Baker guy – you might have heard of him. It’s out of print, but still available in ebook form: City of Towers, The Shattered Land, and The Gates of Night.

“Do warforged dream of humunculi sheep?” A question that came up in game recently when one character offered to show the warforged character her dreams. The warforged said that “they don’t dream.” Other than a “Blade Runner” type adventure, how do you interpret this concept?

How do *I* interpret it? Well, you might want to check out The Dreaming Dark trilogy. I hear it’s available on Amazon. Now in time for the holidays!

Could Karrnathi skeletons theoretically act autonomously like a warforged or do they require Karrnathi military orders to act?

Karrnathi skeletons can make autonomous decisions based on pre-existing orders. So if a Bone Knight tells his undead regiment “Hold this pass at any cost” and then dies, the regiment is capable of adapting their tactics to deal with whatever new threat comes along. However, they cannot do any of the following:

* Decide that they are sick of holding the pass and want to do something else.

* Conclude that circumstances have changed and that the pass is no longer strategically important.

* Compose poetry while they are waiting.

* Improve their skills – which is to say, gain class levels.

* Have any sort of emotional attachment to anyone or anything in their unit.

Karrnathi undead aren’t like vampires or liches. They can only be made from the corpses of elite Karrnathi soldiers, but a newly risen Karrnathi skeleton is identical to every other Karrnathi skeleton; it has none of the memories of the original soldier. The ritual isn’t some cheap form of raise dead. One way to look at it: a warforged has a soul; Karrnathi undead do not. FOr more on Karrnathi undead and possible dark secrets about them, check out the Fort Bones Eye on Eberron article.

On the Ashbound: do you see there being room in the Ashbound doctrine for members who oppose not arcane magic, but the mundane pollution of Eberron?

Allow me to answer with a quote from the Player’s Guide to Eberron: “To the Ashbound, many things violate the natural order, with arcane magic at the top of the list. The Ashbound see such magic as the epitome of the unnatural, using formulas and rituals to twist the laws of nature and create deadly effects that were never meant to exist. Cities and other physical manifestations of civilization are next on the list, along with structured agriculture and the magebreeding of animals—twisted attempts to reshape the world.”

“Pollution” is just a symptom; civilization is the disease.

How would the Ashbound regard an arcane caster who draws their magic from nature, such as the Pathfinder witch?

That depends. How does it manifest, from a practical in-world standpoint? How does someone looking at the witch recognize that her magic is arcane in the first place, and how can they tell that it comes from a “natural source”? If she is using the verbal, somatic, and material components of a wizard, then the Ashbound will treat her like a wizard. If she looks more like a druid, then most will treat her like a druid; it would take some sort of magehunter who’s actually trained to sniff out arcane magic to recognize her and decide what to do.

What is a cutting disk, what does one look like & how did it come to be a kalashtar weapon?

One is shown here in the hand of the Atavist Lanhareth. The kalashtar prefer curved things to hard angles. In my opinion it was developed as a soulknife weapon long before it was used in steel. As a result, they come in many styles; any soulknife could come up with a different take on it.

If Eberron religions were replaced with Earth religions what would their analogues be?

The Sovereign Host is a pantheistic faith dealing with anthropomorphic deities, and as such could map to any number of Earthly religions. Frankly, the others weren’t intended to mirror Earthly religions and don’t map well at all.

The Church of the Silver Flame doesn’t worship an anthropomorphic deity. It doesn’t believe that its divine power created the world; rather, it believes that this power was created to combat the evil in the world. Add to that the fact that supernatural evil unquestionably exists. The current human church (as opposed to other Flame sects like the Shulassakar) was founded when Tira Miron was empowered by the Flame to defeat Bel Shalor. This is sort of like Godzilla appearing in North America and stomping on Texas and Oklahoma before being defeated by someone who was given a special gun by aliens and invited to join the Galactic Federation of Godzilla Binders. People don’t “worship” the Flame as such; the Flame is a source of power noble people can draw on to protect the innocent from evil, and the Church is the organization that coordinates that (and as the Shulassakar show, you don’t have to be part of the church to form a connection to the Flame). It has as much in common with the Jedi and the Men In Black as it does with Christianity.

The Blood of Vol is based on the question “What just god would allow suffering and death?” – with the conclusion “None, so the gods must be our enemies.” It’s tied to the fact that the people of Eberron KNOW what the afterlife is like, and it’s not pretty. The Elven religions seek to avoid going to Dolurrh; the Silver Flame believes its people join with the Flame; and the Vassals say “Well, we go to Dolurrh, but you just don’t understand what it really is.” The Seekers say “You’re kidding yourself. Dolurrh is extinction. But we have the divine spark within us. We can become gods – and even if we can’t, we will spit in the face of death.” Again, not a very direct map to anything.

Concerning religions, while the Silver Flame is certainly no direct analogue of a real-world religion, to my mind many of its elements are similar to Catholic and Christian elements. Aside from cardinals, the idea of sacrificing oneself for getting rid of evil (Tira Miron, etc.) and the existence of exorcisms are some of them.

Certainly. Note that I said “it has as much to do with the Jedi as Christianity” – which is to say, there are elements of each. The elements you mention are good examples – and bear in mind, long before Tira Miron was born, the Flame itself was formed by the sacrifice of the Couatl; the most fundamental principle of the Flame is noble sacrifice to defeat evil. It’s simply the case that while there are important similarities, there are also some very fundamental differences – people can be blinded by one and not see the other.

Blood of Vol is cult like, individual, secret. How do you reconcile that with a massive Monastery in Atur? How old is that?

I think we have very different views of the Blood of Vol. Have you read the Eye on Eberron article on Fort Bones? One pertinent quote: “The Blood of Vol has had a presence in Karrnath for many centuries, and followers of this faith served under Karrn the Conqueror and Galifar I.” There are many Karrnathi villages where it’s always been the dominant faith for over a thousand years, and in any major Karrnathi city it should be easy to find the neighborhood of the Seekers or the local priest; Atur has long been its urban stronghold. However, it was never endorsed or supported by the royal family, and this is what Kaius did – he made it the religion of the state and gave its priests real political power. Now he’s reversed that, disbanded the orders, and condemned the Emerald Claw. In my campaign, Moranna and Kaius are also using the Seekers as scapegoats for many of Karrnath’s troubles and defeats – why, their dark magics are probably why Karrnath had such troubles with the plagues in the first place, and then they tricked us to relying on them. This is an effort to undercut the power the faith gained during the war and to strengthen Kaius’ support by saying “all our past problems can be blamed on these people, and I’m taking steps to change that.”  So life can be difficult for the faithful. But it’s still not a crime to follow the faith, and most who follow it remain loyal to Karrnath even though their fortunes have changed; the commander of Fort Bones is a seeker.

As for being individual and cult-like, there’s two paths Seekers tend to follow. You have the hermit-like followers who carry out a solitary pursuit of the Divinity Within, which is after all a personal quest. However, most Seekers believe that you CAN’T find the Divinity Within in a human lifespan, which is precisely why they believe the Sovereigns created the curse of mortality – to prevent humans from attaining their true potential and becoming the equals of the Sovereigns. These Seekers hope that their undead martyrs (martyrs in that an undead creature can never attain the Divinity Within, which is tied to the blood and spark of life) and the champions of the church will some day break the chains of death for all people, Seekers and non-Seekers alike. In the meantime, the faith places a very strong emphasis on community. The universe is against us and death is the end. Therefore, hold tight to your friends and neighbors. Present a united front. Every death diminishes us, and we must stand together in the face of this. The most common religious rite is bringing the community together and sharing blood in a basin; this emphasizes that the community is one, and must stand together. I’ll also note that a cleric of the Blood of Vol is more likely to raise the dead than one of the Sovereign Host (who believes that Dolurrh is the gateway to joining the Sovereigns) or the Silver Flame (who believes noble souls strengthen the Flame). The Seeker cleric knows that nothing better is waiting for you, and if he can get you back, he will.

Now, the Order of the Emerald Claw is secret and cult-like. But it’s an extremist sect. Some Seekers support its actions even if they won’t join it; but others despise the Emerald Claw and oppose it when they can.

Where does the Emerald Claw keep finding those gullible kids to be their minions?

Who says they’re gullible? There’s a few different things that drive them.

* The principle of the Blood of Vol is that the ancient undead champions have the wisdom to guide the living towards the Divinity Within and that if anyone can defeat the Sovereigns and free the living from the curse of mortality, it’s them. And what undead champion is mightier than the Queen of Death? The sad part is that by canon, Erandis doesn’t care about that, but hey, they don’t know that. “There is no greater champion than the Queen of Death. She will usher in the new Age of Life.”

* The Blood of Vol came to the aid of Karrnath in its hour of need. Seekers who could have stayed out of harm’s way joined the battle because their priests called on them to do so. They shared secrets of the faith with the king, created Fort Zombie and Fort Bones, helped the nation to survive. Now the King has turned on them and condemned them without reason. He ignores their good works and blames his own failings on them. “My father gave his life for this kingdom! He spilled his blood on its soil! And this king spits upon his sacrifice? i will give MY loyalty to a Queen who will never betray us.”

* Most Seekers don’t actually WANT to be undead. They want the Divinity Within; being a corpse driven by a blood-thirst that cannot be slaked pretty much sucks next to that. However, there are some who are purely driven by a desire for personal immortality and power, and Erandis plays to that. “The Queen of Death has promised that I shall be one of her next blood lords if I succeed at this mission!”

* Kaius’ actions have angered many of the non-Seeker warlords. His efforts to broker a peace are seen as weakness. Many Emerald Claw recruits aren’t seekers at all; they have simply been lured by the idea that this Queen of Death will overthrow Kaius and place their warlord of choice (who might be one of those she’s promised to make a vampire, or even Erandis herself) on the throne of Galifar. “I fight for Karrnath! This lily-white king is sucking the blood from our country – the Queen of Death shall lead us all to victory!”

I could go on, but I do have to do some work that pays bills sometime. But you get the idea.

Are you aware of any 4e conversions of the Master Inquisitive?

Not personally. I’d make it a theme. Have a base ability that helps with investigation and utilities tied to Perception, Insight, and Steetwise (look to the skill powers for inspiration). Not sure about what I’d do with the combat powers, you could tie it to the way they handle Sherlock Holmes in the Downey movies – using Insight to anticipate an opponent’s moves and make a more effective attack.

Do representitives from Adar / Kalashtar not speak to the nations of Khorvaire?  Do they not say ‘Hey guys Riedra is ruled by extra planar denizeniens bent on world (means everyone) domination, we should do something!’   Does no one care?

This is covered in more detail in sources like ​Races of Eberron. To a certain degree, the kalashtar suffer from a level of cultural arrogance; “This is our battle to fight.” There’s also the fact that most of the kalashtar of Adar don’t approve of active warfare in the first place; they believe that it is through their continued passive resistance that they will force the turn of the age, and THIS is what will win the war. if you want to do something to help, stop fighting your wars and letting the quori turn you against one another, because THAT is how they conquered Sarlona. However, there are kalashtar in Khorvaire who want to do more. Some of these might try to raise awareness. But here’s the problems with that:

  • Riedra is a global superpower. It is a valuable ally and trade partner, and many nations received Riedran aid during and since the Last War. In short, nations have good reason to want to keep Riedra as an ally.
  • Riedra has taken no offensive action against any nation in Khorvaire.
  • Riedra asserts that the Adarans are religious fanatics and terrorists, much like the Order of the Emerald Claw – something the common folk of Khorvaire can identify with.
  • The leaders of Riedra are demons trying to enslave us all!” If this is true, why hasn’t Riedra tried to enslave anyone? Even the history of Riedra is one of the common people embracing the Inspired as their saviors, not one of conquest. Beyond this, bear in mind that the leaders of Riedra don’t deny that they are possessed; they simply assert that the spirits that possess them are benevolent ancestors. It’s not particularly different from the Tairnadal or the Undying Court.
  • No-one is especially concerned about having Adar as an ally.
  • The Dreaming Dark is careful to keep its operations entirely separate from Riedran ambassadors, and the Dreaming Dark has no recognized authority in Riedra; if the action can be traced to Riedra at all, it would be something the Inspired could dismiss as criminal.
  • There are mind seeds and quori agents scattered across Khorvaire, some in positions of power. Essentially, the Kalashtar who goes to the Duke and announces his suspicions about a local Dreaming Dark plot may simply be exposing himself to the agents of the Dark.

So: Riedra has in the past shown itself to be a valuable ally to Khorvaire. Adar can’t prove any claims it might make, and drawing itself into the spotlight actually makes it easier for the Dreaming Dark to use propaganda against it. The kalashtar believe that it’s their task to oppose the Inspired. Some feel that they do this simply by surviving and continuing their devotion to the Path of Light. Others seek to identify, expose, and destroy individual operations of the Dreaming Dark (which, remember, more often then not have no obvious connection to Riedra). Experience has shown that it’s more effective to gather a small skilled force – say, a party of adventurers – and handle things directly.

Kalishstar resemeble humans so much, how evident would it be for someone to identify a character as Kalishtar instead of human …

Following 3.5 rules, a kalashtar receives no penalty if it attempts to disguise itself as human. So if they TRY to appear human, it’s not very hard for them to do. If the kalashtar makes no effort to conceal its identity, its mannerisms, appearance (unnatural symmetry, etc), and potentially clothing will make it stand out as unusual, even if the observer isn’t familiar enough with kalashtar to recognize it for what it is.

You mentioned the Duke being controlled by a “mind seed.”

A mind seed is a psychic infection that rewrites the personality of the victim to that of a quori. So the mind seed isn’t controlling the Duke as such; he’s become a willing servant of the Dark.

Aren’t all Kalashtar seen as enemies of the Dreaming Dark? Therefore he wouldn’t even have to talk to the infected Duke, merely be seen by him … or would that Duke necessarily immediately know if someone was Kalishtar or Human by sight?

To address the second part first, if the kalashtar disguises his appearance – wearing a hooded robe, taking some effort to adjust his body language – he can easily pass as human. Beyond that, does the duke actually see every traveler who passes through his domain? However, if he walks up to the duke and says “I am a lightbringer of Adar, and I tell you that there is evil in this place!” – well, the cat-of-light’s out of the bag at that point.

As to the first question: is every kalashtar seen as an enemy? Every kalashtar is connected to a rebel quori, and as such the Dark would be happy to destroy every kalashtar of a line in order to reclaim that spirit. However, on a daily level, not every kalashtar is actively engaged in conflict with the Dreaming Dark, and of those who are the vast majority do so simply by performing the rituals of the Path of Light, which are ever-so-slowly keeping the wheel of the age turning. The net result of this is that yes, the Dark is always a potential threat to a kalashtar, which is why they generally live in Adaran communities and draw little attention to themselves. But in practice, the death of any single random kalashtar is a very very low priority to the Dreaming Dark. So let’s go back to that infected duke. He’s a very valuable tool for the Dreaming Dark and likely engaged in long-term political schemes. He sees some random kalashtar on the street. Risking exposure and the upset of all his plans just to kill some random, possibly harmless kalashtar isn’t remotely worthwhile. On the other hand, if that kalashtar is either drawing attention to himself or directly threatening the operations of the Dark – suddenly it may be worthwhile to risk exposure in order to eliminate him. Of course, they’d try to eliminate him in a way that DIDN’T risk exposure – frame the kalashtar for a crime, for example, so the duke can execute him legally. But if the kalashtar stays in the shadows, keeping a low profile and concealing his true nature from those he doesn’t know, he’s far safer than if he walks around saying “LET ME TELL YOU ABOUT THE DREAMING DARK!” – which is why they don’t do it.

Another way to look at the lightbringers’ approach to the Dreaming Dark is very much Tommy Lee Jones’ statement to Wil Smith in the original Men in Black. Why don’t they tell the world about all the aliens? Because ignorance is what lets these people live their normal, happy lives. If you tell them that there are evil monsters in their dreams they are never going to sleep soundly again, and yet that won’t help one bit in making those dreams safer. The Lightbringers are aware the threat. They will identify it and deal with it. If you’re a capable adventurer, perhaps you can help. But revealing it to the world will only cause panic for no purpose. There’s a certain arrogance to this – they frankly think they can handle this better than you can, paladin of the Silver Flame – but there it is.

Look for more about the Dreaming Dark in an upcoming Eye on Eberron article!

As always, I’d love to hear what you’ve done in your campaign or your thoughts on any of these things. The next Q&A is going to concern the nobility of the Five Nations – feel free to ask questions here!