Dragonmarks: People of the Five Nations

It’s another busy week. I’m working on new material for Phoenix: Dawn Command and doing events for the launch of Illimat. Now I’m at PAX Unplugged doing Illimat demos – if you’re at PAXU, stop by the Twogether Studios booth (449)! But I have time for a quick question from Patreon

Could we get a quick rundown on what the humans of each of the Five Nations commonly look like, physically? Or are they a grab bag of all possible looks we have in reality?

The humans of the Five Nations are ethnically diverse. Humanity didn’t evolve on Khorvaire. It began on Sarlona, where environments range from desert to arctic tundra and everything in between. Humanity came to Khorvaire in multiple waves of explorers, settlers and refugees and the Five Nations were built from this stew. On the coasts of Khorvaire you can find communities that can trace their roots back to particular nations, such as the Khunan humans of Valenar. But few of the people of the Five Nations have any concept of their Sarlonan roots; over the course of generations they’ve blended and merged. So yes, they are a grab bag of all possible looks you can imagine. Rather than being judged by the color of your skin, you’ll be evaluated by your accent, attitude and fashion. Karrns are stoic and stolid, while Aundairians tend to be dramatic and expressive.

Consider this picture, which comes from the “Humans” entry in the original 3.5 Eberron Campaign Setting.

There’s five humans and five nations… but nothing in the entry indicates who these people are or where they’re from. From left to right, here’s where I’d place them.

  • Vyenne is a duelist from Aundair. Her ruffles and hairstyle reflect the latest trends in Fairhaven fashion; while her dress appears constricting, the fabric is surprisingly flexible. She doesn’t wear armor because it’s so plebian; she’ll conjure mage armor when trouble strikes. She uses a flail in a style known as chain dancing, a technique full of dramatic flourishes, trips and disarms; it’s perfect both for showing off and embarassing an opponent. She’s also a wand adept; the three short rods in her belt are arcane foci used for channeling her talents. Unlike her neighbor, who still insists on launching sticks at his enemies. Does he know it’s almost 1000 YK?
  • Castor is a retired templar from Thrane. Compared to Vyenne, his clothing is simple and practical. He’s comfortable in his breastplate and he carries his weapons as a matter of course. He’s not looking for a fight, but he knows that danger can come at any time and he’s always ready to defend the people of his community from unexpected threats. He’s reasonably friendly – he genuinely likes people – but he is always serious and watchful, with no time for frivolity and no need for luxury. When he spoke with Vyenne, he didn’t realize she was mocking him.
  • Meris is from Cyre. She’s the last survivor of a prominent wizard’s circle in Metrol, and while she’s lost her homeland and her friends, she still ahs her pride. If you look closely you’ll see that her fine clothing is a little worn; she’s done her best to keep it fresh with mending and prestidigitation, but there’s only so much magic can do. Her ornate staff is merely a fancy arcane focus, but it belonged to her mentor in the circle and it’s her most treasured possession.
  • Harkan is a mercenary from Karrnath. Like Vyenne, he balances his martial skills with a touch of magic; this is less common in Karrnath than it is in Aundair, but it’s catching on. Where Vyenne likes her wands and her elegant chain dancing, Harkan carries a staff and is quite straightforward about crushing you with his mace. He is almost always found in armor. He’s generally curt, direct, and he doesn’t like you.
  • Baris is an entertainer from Breland; he’s generally found playing at one of the taverns in Lower Dura. He’s not part of any of the gangs, but he’s got friends in the Boromar Clan, House Tarkanan and even Daask; as such, he’s sometimes called upon to act as a go-between or mediator. While he generally keeps his hands clean, he’s not above picking the pocket of foolish tourist who has a little too much to drink.

Reflecting a little on how their cultures have shaped them… Vyenne is very gifted and wants the world to know it. She uses magic in her everyday life and considers those who don’t to be backwards. Appearance and opinions matter to her. By contrast, Castor reflects the values of the Silver Flame. He’s got an ascetic streak, and has no interest in luxuries or fancy talk. He genuinely cares about others and is prepared to put his life on the line to protect the innocent should supernatural threats arise… and he is always prepared for a threat to arise, which means he rarely drinks or engages in frivolous activities. Meris was once a wealthy socialite but has lost almost everything; she knows her courtly graces and keeps up up her mask when among strangers, but sometimes she prefers the company of her ghosts and memories to the salons she used to love. Harkan is grim, direct and focused on his work. He’s reliable, deadly, and not a lot of fun. Finally, Baris is a liar and a thief… but he also prefers diplomacy to war. He’s willing to take a lot of risks to help his friends, and he has a lot of friends.

What historical equivalent should I look to for fashion in Eberron? I’ve heard everything from late medieval/early Renaissance to 1920s and would you to hear at least /your/ take.

It’s hard to map Eberron’s fashions to Earth’s history because it’s not Earth. It’s a world where glamorweave and shiftweave exist, where arcane focuses are common fashion accessories. In our history armor was rendered obsolete by the prevalence of the musket. In Eberron, armor is often worn either as a practical tool or as a fashion statement, and I think that armor is more comfortable and flexible than equivalents we know from our history. It’s hard to imagine a medieval knight comfortably wearing jousting armor to a tavern, but that’s a perfectly valid choice for a fighter… which leads me to think that the plate itself is simply better made than we know. Essentially, I feel that there is a concept of practical armor. Light armor in particular often won’t read as armor: you might be wearing a heavy leather trenchcoat with long gauntlets and high boots. It’s protective, but you don’t necessarily look like a soldier. Moving up from there armor will clearly be armor, but there will still be designs that are intended for everyday use or social occasions as opposed to being made strictly for the battlefield. Even looking to heavier armors, it’s worth noting whether your character is wearing the uniform of a soldier, or if you’re wearing more personal and social armor (like Harkan in the illustration above).

I think this concept generally extends. If people are wearing what we generally consider as “fantasy” clothing, keep in mind that it’s evolved beyond that of the middle ages, and may be more practical, better made, more colorful, and so on. Beyond this, it’s good to fully understand glamerweave. This is clothing with fabric imbued with illusion. The possibilities of this are nearly endless, and to my mind the +100 gp price tag is simply a general overview. At the low end (likely less than 100 gp) you could simply have colors or textures that cannot be found in nature. At the high end you can have truly fantastic designs: a cloak that has a rippling starfield for its lining, leather armor that appears to be made from dragonscales, a Lyrandar noble dressed in a shirt that has the pattern of a storm – an if it’s truly fancy, perhaps it shifts and grows more thunderous based on the wearer’s mood. Essentially, this is a world where illusion exists and is used as part of fashion – so use your imagination and think about what’s possible.

Beyond that, I’m not a fashion expert. I look to the illustrations in the books for inspiration, and I think of the general tone of the nation. In Aundair you have more glamorweave and shiftweave, along with a general love of complexity and ostentatious display. Thranes are more practical and austere, always ready for trouble (so more casual armor), with some ornate displays of faith. Karrns are likewise practical, martial, and dressed to deal with a harsher climate. The Brelish are in a more tropical climate and fall in the middle – not as in love with fashion as the Aundairians, but neither as spartan as the Thranes or Karrns. And in Cyre you had both more widespread wealth and a love of art and artistry… but now carrying the scars of loss.

What are YOUR thoughts on fashion in the Five Nations? Share your thoughts below!

Dragonmark 3/19/14: Orcs, Mean Streets and More

The last few months have been very busy. I’ve got many things I’d love to write about, including a bag full of Stories & Dice entries; however, I’m working on multiple deadlines and it’s going to be another week or two before I can get to them.

In other news, I will be attending T.A.B.L.E. in Coppell, Texas on March 28-30th. It’s a gaming expo that’s working to reach out to people who don’t normally play games, and it’s got a few small-time guests like me and Steve Jackson. If you’re in the area, I hope you will come and play a game with me!

And now, the latest round of Eberron questions. As always, my answers are not official in any way and may contradict canon sources; this is how I do things in my personal Eberron.

What’s next for you and Eberron? Anything?

The main news I do have is that the PDF of the 3.5 Eberron Campaign Setting is available online here. As for new Eberron material, no news to report yet, but I’ll let you know as soon as there is anything to know.

 

Could you tell us about your dndnext Eberron experience?

I don’t have time to go into a lot of detail, I’m afraid. I’m playing a changeling inquisitive (rogue), which means I’m really playing three or four different characters. I’m having fun with my personal vision of changeling culture, in which personas are tangible things that are shared within families and passed down to descendents; so my character has a few identities that are older than he is, and he’s got obligations and expectations to fulfill whenever he uses one of them. After an adventure involving werewolves, the DM and I have actually spun off a whole new take on the history of lycanthropy in Eberron – where the curse originally came from—and this will hopefully play a larger long-term arc in the story of the character. The game itself is sent a few decades in the future of the default setting, which means I don’t know everything; one of the other players is playing Jaela, who mysteriously vanished and has now returned with only a fraction of her former abilities. So far it’s been a lot of fun. The system is very different from both 3.5 and 4E, but there’s a number of things I like about it, and we haven’t had any trouble adapting changelings, shifters, inquisitives, and other elements to the system.

 

I am trying to make the Orcs more than just Green, Strong Humans and could use some advice.

To me, a key thing is that the orcs are a very primal race. Their emotions and instincts run deep, and they are very passionate. While they are often known for their fierce rages, this passion is just as powerful when in manifests as love or grief. They engage with the world around them more fully than many humans do. It’s easy to look back at their shared history with the Dhakaani and portray the orcs as savages who lived in the woods while the goblins built empires, but the key to me is that the orcs never wanted the civilization the goblins adored. It’s not that orcs are stupid or brutish; it’s that they don’t feel the same need to impose their will on the world that many other races do. They embrace their lives as part of nature instead of holding themselves above it. This is why they have a natural inclination for the primal classes, and why they took so quickly to Vvaraak’s teaching.

As a minor aside, this quote from The Player’s Guide To Eberron might be useful.

Many of the people of the Five Nations are uncomfortable around half-orcs and find the idea of humans and orcs crossbreeding to be vile and distasteful. Such beliefs have never found root in the Shadow Marches, though, and those orcs who chose to welcome humanity to their land were quick to mate with the newcomers. Those who followed the druidic paths knew that hybrids are often the strongest plants, while the Khyber cultists have always seen change as a path to power. In the Marches, half-orcs are celebrated; they are called jhorgun’taal, “children of two bloods.” Blood is everything to the clans, and the jhorgun’taal are the proof that orc and human are kin. They have the strong spirituality of their orc forebears and the wisdom of humanity, and as such many of the greatest druids and priests are half-orcs.
The jhorgun’taal perform important tasks in the Marches, for while they are not as clever or charming as their human kin, they have the trust of both races. As a result, the sheriff of a muck-mining town is more likely to be a half-orc than a member of either of the pure races. Likewise, when the clans send ambassadors to negotiate feuds or trading rights, they often send a jhorgun’taal, even if a more charismatic human comes along as an advisor.
While half-orcs are a true-breeding race in their own right, the jhorgun’taal are just as likely to mate with humans or orcs as with their own kind. The half-orcs of the Shadow Marches don’t see themselves as a separate race; rather, they consider themselves to be the bridge that makes humans and orcs one race.

Looking to the race as a whole, I see orcs as a fundamentally chaotic race where goblins are fundamentally lawful. Goblins thrive on structure and hierarchy; orcs are more driven by instinct and impulse. Where the goblins established a vast empire, the orcs remained bound to family and clan; we’ve never mentioned a “King of the Orcs”. They are passionate and creative, but more driven by what an individual can accomplish than a nation. This doesn’t prevent them from placing value on tradition, as shown by both the Gatekeepers and Cults of the Dragons Below… but even there, both of these faiths are far less structured than the Church of the Silver Flame. Humanity has a greater impulse towards order, and House Tharashk reflects the marriage of human and orc; it benefits from orcish passion and strength, but also from the human desire to build and expand.

This is a simplistic look at a complex race. The Ghaash’kala orcs of the Demon Wastes are highly disciplined… but even there, their structure is less hierarchical and complex than that of the Church of the Silver Flame. Again, my feeling is that on a very primal level they value personal instinct and emotion more highly than the rule of law. An orc lives in the moment and follows his feelings.

While House Tharashk strongly reflects the influence of humanity and the half-orcs, it is worth noting that Tharashk is a house that has already been pushing rules and stepping on toes. Through its dealings with Droaam it is overlapping with the existing business of Orien and Deneith, while its inquisitive business fills a role long monopolized by Medani. This ties to that early point. They are more chaotic and more inclined to pursue their own desires than to accept the established order and be content with one niche.

As a final thought: When the Daelkyr invaded, they made things from the creatures they fought. They made dolgrims, dolgaunts, and dolgarrs from the goblin races. They made chokers out of Halflings. But we’ve never said what they made out of orcs. Perhaps this is because they COULDN’T physically corrupt the orcs, and that this is another reason that Vvaarak chose them; there is something fundamentally primal about the orcs that prevents the daelkyr fleshwarping. Thus instead they chose to mentally corrupt the orcs, preying on their passions and planting the seeds of madness and the Cults of the Dragon Below. If you like this idea, here’s a few other things you could play with…

  • We have half-orcs and we have half-elves. We’ve never mentioned, say, half-dwarves, half-halflings, half-gnomes, or half-goblins. This could be because orcs are an exceptionally fertile and versatile race due to their deep primal nature. Note that when we say “half-orc” we don’t say what the other half is… so perhaps you can have orc/goblins, orc/dwarves, etc and it’s just that the orcish half is dominant enough that most people can’t tell them apart. As for elves, the elves are themselves a genetically altered slave race; they too may have an unnatural ability to interbreed with other species (and if you read the Khoravar Dragonshard, the fact that they could produce offspring with humans was a surprise to the elves as well).
  • Perhaps the orcs are actually the root race that produced the shifters. The first shifters could easily have been primal champions created by Vvaarak and the first Gatekeepers… orcs blended with animalistic spirits.

 

Why don’t we see many Cults of the Dragon Above? Apart from draconic prophets, Siberys doesn’t seem to have worshipers.

Well, if you look to the Progenitor myth, Siberys is DEAD; those are the pieces of his body floating in the night sky. People may revere Eberron as the source of natural life and Khyber as the Mother of Monsters, but Siberys died before the world was even created. He gave us gifts; many say that the energy that is the foundation of all magic is the “blood of Siberys.” But Siberys is dead and not looking for your prayers.

Beyond that, very few people worship ANY of the Progenitors directly. The short form is that the Progenitors aren’t seen as active forces. People worship the Sovereigns instead of Eberron, because the Sovereigns are seen as active forces who may intervene in mortal affairs.  Khyber won’t and can’t personally do anything to you. But Khyber’s children – the Overlords – can and will. Thus, the “Cults of the Dragon Below” are typically tied to the Daelkyr, to a particular Overlord, or they are crazies who don’t actually think of themselves AS a cult; take a look at this Dragonmark for more details.

 

Where is your favorite location in Eberron to set a game, and why? Besides Sharn.

Personally? Graywall in Droaam. It’s like Casablanca, only with more trolls. It’s a frontier nation where the law is more or less whatever Xorchylic wants to be. It’s a haven for war criminals, dissidents, bounty hunters, and other interesting characters. There’s ancient ruins dating back to Dhakaan and the Daelkyr below it. And it’s a great opportunity to explore the intriguing possibilities of a nation of monsters. Check out The Queen of Stone for more of my vision of Droaam.

 

A player wants to play an incorruptible Sharn Watch Captain. How much could he clean up his district before Boromar kills him?

There’s many different layers to this question.

First of all: How is this going to impact your game? If it’s PURELY background… if he’s playing a paladin and wants to say “I started out cleaning up the mean streets of Sharn, and now I’m heading out into the wider world”… personally, I’d let him. If you’re not IN Sharn, what’s the harm in it? It means when he goes back to Sharn, he’ll have some allies and enemies, and he may be disappointed at how things have gone to crap in his absence. But if your adventures aren’t ABOUT cleaning up Sharn, then what’s the harm in him having done some impressive things in his time on the force and somehow kept ahead of the hit men?

On the other hand, perhaps your campaign is about Sharn, and what this player is saying is that he wants clean up the streets as part of the campaign. First of all, what district is he dealing with? Many parts of Sharn already are quite clean; Skyway is a very different place from Callestan. Second, there’s a limit to what one guard can do when the structure around him is corrupt; however gifted and virtuous he is, if his targets keep getting tipoffs, if his companions let them escape, if charges don’t stick, it doesn’t matter how many he brings in. So he may need to clean up the WATCH before he can really make a dent in the Boromar Clan; and once he’s cleaned up the Watch, he’s not a lone target any more. And remember, being in the Watch doesn’t make him judge, jury, and executioner; if he runs around slaughtering Boromar fences and smugglers, HE’S the criminal.

Next up: look at any good noir story. How often do the bad guys just shoot the good guy in the head? It shouldn’t be as simple as “He arrests some guys so they kill him.” Instead, you want to draw it out, and put him in a position where he has to think about his actions and the price of his principles. If this were MY game, I would sit down with the player and ask a number of questions. I’d ask him to tell me his three favorite places in the district he protects. What’s his favorite bar? Or shop? Then tell me his three favorite people. The barmaid? The orphan beggar boy? I’d like to know about his family; his vision of what he wants the district to be; and the worst mistake he ever made (because if this is a noir character, he’s made AT LEAST one). Once I know all these things, I have a wealth of tools to play with that are far more interesting that just killing him. After all, the Boromars aren’t an especially violent organization; they prefer blackmail and coercion to murder. What does he do if they threaten his family? If they take that beggar boy hostage? If they threaten reprisals, and when he ignores the threat, they burn down that bar? If the only tool you have to work with is the life or death of the player, it’s all or nothing. So you need the player to care about other things in the world, so you can threaten those… and follow through on some of those threats. A final challenge here is to come up with a reason the Boromars don’t WANT to kill him. Perhaps he’s so beloved that they don’t want the attention that would come from an assassination… in which case one thing they’ll do is to try and attack his reputation. Perhaps Saiden Boromar has a personal vendetta… the classic “I will take everything away from him before I give him the mercy of death.” Perhaps his family has a connection to the Boromars he doesn’t know about; his father was a corrupt cop who saved Saiden Boromar’s life three times, and Saiden is going to ignore three mortal insults before he takes action.

Side note: personally, I’d be inclined to have the PC be a relative newcomer in the district he wants to clean up. Either he’s just been transferred from a nicer district, or this is where he grew up but he’s been away. Rather than explain how he’s been a pain in Boromar’s rear for years and has never dealt with the consequences, start the clock NOW.

You could turn it around and say that it simply makes no sense that the PC has survived this long… but someone else is looking out for him. Someone shoves the assassin from his hiding place so the PC has a chance to defend himself. Someone pushes the poisoned drink from his hand. Someone gets the barmaid out of the bar before it’s destroyed. Is it the Chamber? A Lord of Dust who has plans for the PC? The Tyrants? House Thuranni? Someone could have long term plans for the PC… or they could want to see the PC clean up the district, but want him to be the figurehead.

The short form: There’s lots of ways to make this background work. It’s all a question of how far you want to go with it, and what impact it’s really going to have on your actual campaign. As a minor recommendation, I suggest Warren Ellis’ Fell (available in graphic novel form); here you have a story of a remarkable detective sent into a corrupt place, who does his best to clean it up but is limited by the overwhelming scope of the corruption and his own very limited resources. Find ways to make little things feel like big victories; he doesn’t have to bring down the entire Boromar Clan on day one, and they can overlook a lot of little losses.

 

How do you keep track of SO many factions?

Generally speaking, I don’t. In any particular campaign, I pick a certain number of factions I want to use, and I pick a few of the major villains. I don’t try to weave Vol, the Dreaming Dark, the Daelkyr, the Aurum, the Lord of Blades and half a dozen Overlords into a single coherent plot; instead I pick two or three that I will focus on, typically with one as the obvious initial threat, one as the hidden long-term threat, and one as the wild card, and focus on those. The others are around for me to sprinkle in for interesting one-shots, but I don’t try to make them all equal. Short form: Most of these forces are playing a waiting game. The Stars (or the Prophecy) need to be right for the Daelkyr to pose a threat. If I don’t want to use them, I simply assert that their stars won’t be right for another century; they simply aren’t going to be major players in this arc. This also addresses the question of why all these world-threatening forces aren’t stomping on each others’ toes; they simply don’t all have to be active right at this moment.

 

Are there many other large ‘franchises’ in Eberron, aside from the Houses?

Certainly. Most of the major members of the Aurum are people with their own franchises of one form or another; I suggest you check out this Eye on Eberron, if you can. Organized crime gives you another recognized brand, such as Daask and the Boromar Clan. Many of these sorts of franchises are limited to a particular nation, but are still everyday encounters in those nations. On a broader scale, you have the Church of the Silver Flame, which touches the world in many ways; a key example would be their free clinics. You generally can’t get the magical services you could get at a Jorasco house and it’s not as comfortable, but it’s a low-cost alternative for people who need help and something everyone is familiar with. Another would be the Korranberg Chronicle, which is known and respected across Khorvaire.

 

Drow – Why scorpions?

It’s a common misconception (one made by many of the inhabitants of Khorvaire and Stormreach) that the drow are especially hung up on scorpions. The Sulatar and Umbragen don’t care about scorpions at all. Among the jungle tribes, Vulkoor the Scorpion is simply one of a pantheon of primal spirits; if you read The Gates of Night or The Shattered Land, Xu’sasar calls on a number of other spirits. The Vulkoori tribes consider Vulkoor to be the greatest and most powerful of these spirits, but that’s a particular choice of a particular group of tribes.

 

WHY do souls go to Dolurrh? Did they originate there and are returning home? Is there some sort of magic pulling people there? Where did it originate? Why are souls made? (Are these “Big Unanswerables”?)

These are Big Unanswerables. A key point is that no one actually agrees on what Dolurrh IS or what happens to the souls that go there. It’s a provable fact that when someone dies a soul appears in Dolurrh that matches them, and that this soul then fades over time. The most common theory among the Sovereign Host is that the “fading” isn’t destruction at all; rather, Dolurrh is a GATEWAY to the realm of the Sovereigns, a place that is beyond all mortal experience and cannot be visited even with planar magic. The “fading” effect is the process of the soul transitioning to this higher realm; and what is left behind is just a husk, like a discarded snakeskin. Meanwhile, the Blood of Vol asserts that Dolurrh is the end; some believe that the Sovereigns created Dolurrh specifically to destroy mortal spirits, and that your spirit is drawn their after death because they designed it that way. Others say that the “fading” is the spirit being cleansed so it can be reused and reincarnated. But there’s no absolute “right” answer.

With that said… the general answer to big unanswerables such as “Why are souls made and what draws them to Dolurrh” is “The Progenitors did it.” The Progenitor myth includes the creation of the planes and the creation of mortal and immortal life. They set the system in place; they simply don’t interfere with it directly now it’s in motion. Meanwhile, the Sovereigns aren’t described as having CREATED the world; they simply govern particular aspects of it.

 

In your opinion, which nation is most likely to restart the Last War?

In MY Eberron, definitely Aundair. Of the current rulers of the Five Nations, Aurala is the only one who’s called out as really having a strong vision of reuniting Galifar. In my Eberron, Aundair is also aggressively pursuing research into new forms of war magic, as arcane magic is the only thing that offsets Aundair’s small size and population. This could be seen as a threat or provocation by the other nations… or alternately, if Aundair does develop superior rituals it could give them the confidence to act.

Another possibility is Cyre. Groups such as Dannel’s Wrath want vengeance for the fall of Cyre, and might engage in terrorist actions designed to provoke the other nations to war.

None of the other rulers—Boranel, Jaela, or Kaius—are portrayed as having an interest in war. However, Boranel and Kaius are specifically called out as being in precarious positions. Boranel is old and there’s a movement that’s interested in unseating the monarchy in Breland; and Kaius has alienated many of the warlords. If a current ruler is displaced, a new ruler could emerge with a more aggressive agenda.

 

The comic introducing Chapter 1 of Magic of Eberron suggests that nobility can have Karrnathi undead minions. Is that common?

It depends how you define “minions.” You can’t buy Karrnathi undead, and you can’t key them to be specifically loyal to a particular person. For more information on the process used to create them and the nature of Karrnathi undead, check out the article on Fort Bones.

Karrnathi undead are soldiers by nature. It’s believed that they channel the martial spirit of Karrnath. As such, they typically abide by the military chain of command; in The Queen of Stone, there’s a Karrnathi skeleton with the Karrnathi delegation. You could also find them serving bone knights regardless of their current standing. So personally, when I look at the comic in Magic of Eberron, I assume that Lord ir’Krast is a bone knight or a high-ranking member of the Emerald Skull or a similar order. The skeleton is loyal to someone who happens to be a noble; that doesn’t mean any random noble could purchase a Karrnathi skeleton. It’s one of the economic advantages of the warforged; anyone could buy one of those.

 

How would one get to the Lair of the Keeper in the Demon Wastes?

The simplest way would be to take a boat to the ruins of Desolate and cut across on land from there. A more difficult path would be to go through the Labyrinth to Festering Holt and go north, which among other things takes you very close to Ashtakala. Bear in mind that there’s no perfect maps of the Demon Wastes, so it’s not as though anyone in the Five Nations knows EXACTLY where the Lair of the Keeper is (and SURPRISE – it’s shielded from divination!). It’s very much a “Here there be dragons” situation; its location is loosely derived from a handful of ancient accounts and Ghaash’kala myths. If you really want to find it, you’d be best off getting a local guide or dealing with a living person who’s been there… say, Sora Teraza.

 

What info have you been hiding about the dwarves that got sealed in Khyber by their now topside dwelling kin?

I feel like I’ve written about this in detail somewhere, but I don’t remember where. Short form: In MY Eberron, they were wiped out or corrupted beyond recognition during the Daelkyr Incursion. The ruins of the Old Kingdom are now filled with aberrations and other horrors, and there’s a Daelkyr somewhere beneath the Ironroot Mountains. Mror heroes sometimes go below in search of glory and treasure.

Oh, and bear in mind, the surface dwarves didn’t seal the other dwarves below… the surface dwarves got KICKED OUT of the awesome subterranean kingdom. Check out this Dragonshard on the subject.

 

Which factions or countries have the largest rivalries with each other?

There’s no shortage of rivalries…

Karrnath and Thrane

The Chamber and the Lords of Dust

The Royal Eyes of Aundair and the King’s Citadel of Breland

The Kalashtar and the Dreaming Dark

Adar and Riedra

The Blood of Vol and the Sovereign Host

Thuranni and Phiarlan

Cannith and Cannith (and Cannith)

The Aurum and the Twelve

House Tarkanan and the Twelve

Aundair and the Eldeen Reaches

The Ashbound and House Vadalis

The Gatekeepers and (some of) the Cults of the Dragon Below

The Boromar Clan and Daask

The Lhazaar Princes and the Lhazaar Princes

Erandis Vol and the Undying Court

The Swords of Liberty and the Brelish Monarchy

… And that’s just the tip of the iceberg. Beyond that, if you pick one of the Five Nations, you can probably find a faction in any of the other Five Nations that hates them.

 

What is the royal symbol of the kingdom of Galifar?

I’m not sure it’s ever been defined in a canon source. In my Eberron, it’s a gold crown bearing five jewels, set against a green field; I believe a canon source somewhere speaks of Cyre as “the purple jewel in Galifar’s crown,” and this is where that expression comes from. Cyre kept the Crown of Galifar on its flag during the war, while adding other elements.

 

Are there equivalents to European monastic orders for the major faiths?

Sure. It’s touched on at the beginning of this Dragonshard, though it then turns to a description of more martial orders.

Many of the creatures can trace a path back to their origins, but what of shapechangers? We know changelings descend from dopplegangers, but where do beasties like dopplegangers, and by proxy things like tibbits, come from?

Depending on what edition you’re using, the distinction between changelings and doppelgangers can be blurred. In 3.5 they are concretely distinct species; in 4E “doppelganger” is an alternate word for changeling, implying that the changeling uses his abilities for larcenous purposes. As for origins, I’ve developed a particular changeling creation myth for my D&D Next character; perhaps I’ll include it in a dedicated Changeling post in the future. I’ll also point out that one of the first D20 products I had published was The Complete Guide to Doppelgangers, by Goodman Games; there I propose a lifecycle that links doppelgangers and mimics, though it’s not something I’d use for changelings as presented in canon Eberron.

Who judges those convicted to go to Dreadhold? Sivis judges, international judges, judges from the 5 nations?

The key thing to bear in mind is that Dreadhold isn’t directly tied to ANYONE’S legal system. Dreadhold is a for-profit operation run by a business, House Kundarak. Consider prisoner Deep Fourteen, who some believe to be the true Kaius III. He was never convicted of any crime. Almost no one in the world knows that he exists. He was sent to Dreadhold by the King of Karrnath, who is paying for his incarceration. With that said, does this mean ANYONE can send someone to Dreadhold? Probably not. I expect that Kundarak has a certain criteria they apply before they accept prisoners from you, likely defined by your legal status and your wealth. The short form is that they take prisoners sent to them by the courts of the Five Nations… but they probably also take prisoners sent to them by the Aurum or patriarchs of Dragonmarked Houses. It’s not Kundarak’s job to determine guilt or innocence; it’s their job to imprison the people they are paid to imprison, for as long as they are paid to do so. A potentially interesting point would be to have Dreadhold release a host of dangerous criminals or political dissidents (some who may have been preserved in the Stone Ward for centuries) that were imprisoned by United Galifar or Cyre, because none of the Thronehold nations want to keep paying for their imprisonment.

Being a private or for-profit endeavor, house Kundarak could get in trouble in my opinion if they accept to imprison someone in exchange for payment when that someone is innocent or not deserving such a harsh punishment and is sent to Dreadhold by a nation or anyone else who is its rival.

First off: We HAVE discussed the existence of international courts that judge war crimes, established under the terms of the Treaty of Thronehold. The key is that these courts have nothing in particular to do with Dreadhold. They can choose to send a person to Dreadhold, but if they do someone will have to be designated to pay for it, and be treated like any other client. Kundarak evaluates every prisoner submitted to Dreadhold. They consider all the risks associated with incarceration; these include the challenges posed by the prisoner and risks associated with the prisoner’s outside influence. If they decide to accept the prisoner, they set the cost of imprisonment. If the client agrees to those terms, they will maintain the incarceration until the client or their heirs cease payment or cancel the contract.

What DON’T they consider? If the prisoner is innocent or guilty. That’s not their problem. Dreadhold isn’t about justice. Every nation has its own prisons. Dreadhold isn’t part of any nations’ judicial system. You send someone to Dreadhold when no other prison can hold them; when you are concerned about an uprising or military action to free them; or when you can’t kill them but never want them to see the light of day again, like Melysse Miron. Dreadhold exists in international waters, and it’s not under the jurisdiction of any kingdom. If Aundair objects to the imprisonment of someone Breland has sent to Dreadhold, Kundarak’s answer is simple: take it up with Breland. If you want, you can lay siege to Dreadhold; however, it is one of the most impregnable fortresses in Eberron and on top of that, your nation would face immediate sanctions from the Twelve.

This touches on one of the key themes of Eberron: the balance of power between the houses and Eberron. When Galifar was united, Kundarak would be unlikely to refuse the King of Galifar if he demanded the release of a prisoner. But the Queen of Aundair is an entirely different matter… and it can be argued that Aundair needs the Twelve far more than they need her. Is she willing to risk losing the services of all the houses at a time when she’s contemplating war? Essentially, no single house HAS the leverage to place demands on Kundarak… and thus, Kundarak will simply say “Take it up with the people who sent the prisoner to us.”

Case in point: Prisoner Deep Fourteen. He’s being held incommunicado, masked, in a deep cell. His identity is hidden from the world. Is he guilty of something? Given that we don’t even know his identity, who knows? Kaius wanted this person to disappear forever, so he sent him to Dreadhold… there’s no one to challenge this, and Kundarak doesn’t care what his story is.

With that said: Kundarak can and will refuse submissions. Let’s say Erandis Vol kidnapped Jaela and sent her to Dreadhold. Kundarak would in all likelihood refuse to take her, not wanting to have the entire Church of the Silver Flame rise against them. On the other hand, if Cardinal Krozen sent her to Dreadhold with the full support of the church, they would take her. It’s not a question of innocence or guilt; it’s the fact that if she’s sent by the church, it’s safer for Kundarak to take her.

But the key thing to remember: Dreadhold isn’t about justice. It’s a business, plain and simple. Half the people in there may be innocent; if you want to get them out, take it up with the people who imprisoned them, or break them out yourself.

Is the Church of the Silver Flame still paying for Melysse Miron’s incarceration, or do they have an alternate deal worked out with Kundarak?

Yes, they are still paying for her. With that said, I doubt she’s the only one; I suspect they have a significant ongoing payment that covers a significant number of prisoners. It’s likely they are covering Saeria Lantol’s imprisonment as well. The mandate of the church is to protect the innocent from supernatural evil. If the best way to do that is to pay for its incarceration, they will.

How do the Sentinel Marshals view Dreadhold?  On the one hand, it houses legitimate prisoners, which they must support, but does the incarceration of others not in accordance with any law give them pause?  If a person was kidnapped according to the laws of the nation in which the crime occurred, and then sent to Dreadhold, would the Marshals feel a need to do anything about it?

A key point: The Sentinel Marshals aren’t some sort of Justice League, fighting crime for the good of all. Let’s take a look at the first source to describe the Sentinel Marshals, Sharn: City of Towers:

During the reign of King Galifar III, House Deneith was granted the right to enforce the laws of the kingdom, bringing fugitives to justice and enforcing punishments in exchange for gold.

Sentinel Marshals aren’t tied to the Watch. They aren’t casual law enforcers. If a Sentinel Marshal is walking down the street and sees a robbery, he’s not OBLIGATED to do anything about it. Many are honorable people who MIGHT… but that’s not their job. They are private contractors who are authorized to enforce the law across Khorvaire. Some Sentinel Marshals are deeply concerned with honor and justice; for others it’s just a job. It’s a job they have to take very seriously – Sentinel Marshals are held to very high standards of conduct – but you could easily have an evil Sentinel Marshal, who plays strictly by the rules but doesn’t give a damn what happens to the criminals he brings in. Meanwhile, looking back to Kundarak: THEY aren’t the kidnappers. As I said, Dreadhold is in international waters. If the person who brought the prisoner to Dreadhold kidnapped them, fine – FIND THE KIDNAPPER and get them to end the incarceration contract. So say Saiden Boromar kidnaps someone and sends them to Dreadhold. If there’s a Sentinel Marshal who’s so infuriated by this miscarriage of justice that he’s going to take independent action to do something about it, the best thing for him to do would be to expose Saiden and bring him to justice. SAIDEN has committed the crime of kidnapping in a nation bound by the Code of Galifar. Dreadhold is NOT bound by the Code of Galifar.

Fun side note: As Dreadhold is in international waters and not actually covered by the Code of Galifar, it’s technically not a crime to break into Dreadhold. It’s a frontier operation. if Kundarak catches you, well, they may just throw you in a deep cell… but you won’t end up in a court anywhere.

Again about Dreadhold, since they are in international waters, they could be payed to perform tortures to a prisioner?

I’m sure that they could; after all, one could argue that the conditions of Deep 14’s imprisonment are a form of torture. With that said, I don’t see them resorting to torture to acquire information. In a world where people have access to detect thoughts, zone of truth, discern lies, and so on, I can’t imagine that the keepers of the most sophisticated prison in Eberron would use physical torture as a primary means of extracting information… though I suppose that physical and psychological torture could be COMBINED with some of those spells as a way to force an answer and then verify its accuracy. While they could farm this out to another house, it wouldn’t surprise me if Kundarak has its own specialists in this; after all, psychological warfare would play an important role in holding certain prisoners.

Since he came up, are there any people that you have in mind for Prisoner Deep Fourteen besides the real Kaius? 

Spoilers here, so if you don’t know Kaius’ story skip this question. I don’t have anyone in mind for D14, but I could brainstorm a few possibilities, given a moment. He’s someone Kaius wants alive, but not allowed to speak or write. The idea that he’s a relative is one possibility. Another is that he’s a Karrnathi warmage who committed war crimes so vile he couldn’t be left at liberty (in part because other nations would demand justice) but Kaius wants to be able to retrieve him if there’s another war. A third even zanier possibility is that HE is Kaius I, and that the biggest secret of Karrnath is that Kaius III IS Kaius III, presenting himself to Kaius’ inner circle as his grandfather. If you want to get really deep into conspiracies, try this. Erandis arranged to have Kaius transformed. Because of the nature of this process, the vampire that transformed Kaius has direct influence over him, if s/he chooses to exert it. Unwilling to live with this threat hanging over him, Kaius I turned Kaius III into a vampire. In this theory, I’m asserting that a vampire can assert control over his direct progeny, but not over THEIR progeny. So K1 sires K3, and then arranges for K3 to send him under deep cover into Dreadhold. K3 poses as K1 posing as K3. His mission: to find and eliminate K1’s sire, so no one can dominate K1; once that’s done, he’ll free K1 from Dreadhold. In the meantime, Erandis is baffled by the fact that she can’t exert control over Kaius.

Personally, I like the idea of K3 posing as K1 posing as K3… but perhaps I’ve been watching too much Orphan Black.

Now, I just came up with this idea on the spur of the moment. But running with it a little further, you can get even farther out there and say Kaius III isn’t a vampire. Here’s the sequence of events. Kaius is turned into a vampire by Erandis. After being undercover for a time, Erandis sends him to replace K3 and take over Karrnath; she likes the idea of having a puppet on the throne. But K1 is no one’s puppet, and he has his own scheme. K3’s lover Etrigani is a deep-cover Deathguard agent, and knows rituals that can allow a living person to appear undead, a variant of the half-life techniques common among the Jhaelian clan. Together, Etrigani, K1, and K3 arrange to make it SEEM as though K3 is actually vampire K1. This “coup” – the idea that K1 has replaced K3 – is revealed to Morana and the other inner circle of Karrnath, and of course all of Vol’s spies. “K3” – actually K1 – is sent to Dreadhold, and made incommunicado, so there is no way for Vol to manipulate him; he can’t get out even if he wanted to. Etrigani and K3-posing-as-K1 want to destroy the vampire that sired K1 and to get as much information as they can about Erandis’ inner circle and her reach in Karrnath. Again, in this scenario Etrigani is an agent of the Deathguard, who have been trying to eliminate Erandis for centuries. But K1 is under close scrutiny by Vol. She doesn’t understand why she can’t control him, but he’s doing his best NOT to reveal his true identity. He’s too closely watched. He needs agents she doesn’t know… agents like the PCs.

The main thing I like about this is that most people who know Eberron know that Kaius III is a vampire and Kaius I. To negate both of these – not only is he actually Kaius III, he’s not even a real vampire – is a great way to catch people who think they know everything about the world offguard. And it helps solidify K3 and Etrigani’s relationship; it’s not that she loves him in spite of his being a vampire, something that’s an anathema to her people; rather, she loves him because they are working together to bring down Erandis, and it’s her skills that allow him to maintain his masquerade.

 

 

Dragonmarks: Spies, Heraldry, and a Lightning Round

When I put out a call for questions last week, I didn’t expect to get fifty of them. This has inspired me to get to work organizing previous posts, both because some of the questions people asked have already been answered and because it would be nice to have all the answers on Droaam or The Mark of Death in one place. I’m going to answer a few topics in detail today, and then do a lightning round of short answers. If your question isn’t dealt with here, it may be addressed in the upcoming reorg.

As always, my answers are entirely unofficial and may contradict canon sources. If you’re looking for official answers, you might check the Dragonshard Archive, Eberron Expanded, or Eye on Eberron.

So on to the questions!

Does Eberron have a place in the next edition? Will we ever see more novels?

Eberron certainly has a place in the new edition, but I don’t have any concrete new information about what that place will be. Warforged appeared in the playtest material, and James Wyatt has mentioned Eberron a number of times in his articles about D&D Next. However, I don’t yet know exactly what that place will be or how much support you can expect, and whether novels will be a part of it. I’ll make an announcement as soon as there is concrete news.

How’s your experience been with D&D Next? And how do you run changelings in your campaign, as a player or DM?

Given that I’m playing a changeling in the D&D Next campaign I’m in, these two questions are directly related. I’m planning to write an entire post on my adventures in DDN, and I’ll cover both these questions there.

I’m hoping for advice on two fronts; I want to diversify the various intelligence agencies (Dark Lanterns, Royal Eyes, and… who do Thrane and Karrnath have?)…

First, bear in mind that the King’s Citadel isn’t just the intelligence service of Breland. back in the day, the Citadel was the intelligence service of GALIFAR, just as the Arcane Congress was the center for mystical research for Galifar, and Rekkenmark the center for training for the armies of the united kingdom. While the Citadel employed agents from all Five Nations, the bulk of its resources and command structure were based in Breland, and the vast majority of its agents were from Breland. Just as Rekkenmark reflects the martial culture of Karrnath and Aundair’s love of the arcane is tied to the presence of the Congress, the Citadel was a source of national pride for Breland and a reflection of their pragmatic culture, and the vast majority of Citadel agents were Brelish. So the reason you hear more about the Citadel than about the agencies of other nations is because it is the oldest and largest force. Prior to the Last War, Karrnath didn’t HAVE a national intelligence agency; it had the King’s Citadel. Its current agency was built at the start of the war using those Karrnathi agents who’d worked with the Citadel and the bits of infrastructure it was able to seize. But the Citadel is a national strength of Breland… just as the Arcane Congress, Rekkenmark, and Flamekeep are all institutions that once served all nations but now benefit their home nation.

So: at the start of the Last War, the Five Nations had to come up with an individual approach to intelligence. Here’s how it broke down.

Aundair. The Royal Eyes were established by Aundair herself at the dawn of Galifar. They were her personal corps of spies established to spy on the leaders of the other nations (which is to say, Aundair’s own siblings). They maintained this mission over the centuries, an have an exceptional talent for intelligence-gathering augmented by the finest arcane divination techniques and equipment in the Five Nations. Since the Last War they have expanded their numbers and the scope of their operations. However, they don’t have the numbers or resources of the Citadel, and their strength is still divination.

Breland. The Dark Lanterns and King’s Shadows once encompassed all of Galifar. As such, they have centuries of resources and techniques at their disposal. Many of their foreign safehouses and moles were identified and eliminated over the course of the Last War – but not all of them. Their agents are both more versatile and more numerous than those of the other Five Nations, and they have no particular specialty; they can carry out any sort of operation. Breland’s strong ties to House Medani and good relationship with Zilargo are additional strengths. Short form: A Dark Lantern may not be as tough in a fair fight as a Karrnathi agent and may not have the specialized magic of a Royal Eye, but they have exceptional training and strong mission support. Karrnath has warriors, Aundair has wizards, and Breland has rogues.

Cyre. Each nation had its own strengths. Breland had the Citadel. Karrnath had Rekkenmark. Cyre had the royal treasury and mint. Initially, Cyran intelligence relied heavily on House Phiarlan and House Tharashk. As the war progressed, Cyre built up its own agencies using their own ex-Citadel agencies. One that has been mentioned in the novels is the Fifth Crown, an urban strike force specializing in infiltrating enemy territory. Cyran agencies were small and had limited strategic resources (safehouses, generational moles, etc) but were generally extremely well equipped.

Karrnath. The people of Karrnath take pride in military discipline and skill, and think little of those who would skulk in the shadows; before the Last War, few Karrns service with the King’s Dark Lanterns. In the wake of the war, Karrnath established the Twilight Brigade as a special division of the White Lion police force; members of the Twilight Brigade are sometimes called “Dark Lions”. The Brigade specializes in counterintelligence, devoting its efforts to identifying and eliminating enemy operatives; it also serves the function of “secret police”, gathering information on Karrns on behalf of the king. Karrnath thus has a limited reach when it comes to gathering intelligence in foreign nations, often relying on Phiarlan and Thuranni for such purposes; its philosophy is to deny intelligence to the enemy and then rely on its own martial strength. With that said, during the war it made use of the Raven Corps, an organization formed from Blood of Vol mystics who specialized in gathering intelligence through the use of necromancy – interrogating corpses, using shadows as spies, and so on. The Raven Corps was a volunteer force, and was disavowed and disbanded at the same time as the Emerald Claw and other Seeker orders.

Thrane. The Argentum is a branch of the Church of the Silver Flame tasked with identifying, locating, and obtaining powerful or dangerous artifacts… by any means necessary. The Argentum has carried out this mandate for centuries, and this talent for covert operations made it the logical choice to serve as the foundation for Thrane’s intelligence agency in the war. In this, the Argentum is similar to the Royal Eyes. It is a small, specialized organization that has been operating for centuries and is highly skilled at a specific type of mission, which has now been given greater resources and drafted to perform other operations. As such, it’s on par with the Royal Eyes in terms of resources and scope, and still trailing behind the Citadel. Where the Royal Eyes specialize in information gathering, the Argentum excels at theft and extraction, and has access to the warehouse of dangerous artifacts its gathered over the centuries.

… and need a little help coming up with potential hot spots in a cold war across Khorvaire.

A personal favorite of mine isThaliost. Once a major Aundairian city, it’s now controlled by Thrane. They placed an Aundiarian bishop in charge of the city, but his zealous excesses have exacerbated a delicate situation. Violence is inches away, and there’s certainly opportunity to push things one way or the other and to threaten Thrane or Aundair.

Droaam is also good, as you can see in my novel The Queen of Stone. There’s all sorts of topics that could come up: its desire to be recognized, the threat of hostility against Breland, the activities of Daask, Droaam harboring war criminals or political refugees, a nation trying to secure a military or economic alliance with Droaam (which is sitting on many useful resources), or even Sora Teraza announcing that she has a collection of secrets that could topple governments and she’s going to release it next week – do you steal it? Destroy it? Protect it from other nations?

Stormreach has many of the same possibilities as Droaam. A nation could be pursuing a strategic resource in Xen’drik, funding an extremist group operating out of Stormreach, conducting secret business with Lyrandar, etc.

Beyond that, you can have themes that could occur anywhere. Any sort of serious research on the cause of the Mourning is a serious cold war threat; it’s the Manhattan Project all over. Any form of significant arcane research could be nearly as significant an issue – anyone creating something that could give them a position strong enough to start the war anew. This could be creation of a new spell or weapon, an alliance with Argonnessen, Aerenal, or Riedra, something that would cripple another nation (say, extinguishing the Silver Flame), etc.

Do the Dragonmark Houses place any honor, taboo, or significance on their standard beast? For example, would a Thuranni killing a displacer beast be seen as bad form?

It varies by house. The tradition of house heraldry is tied to the Twelve; bear in mind that Thuranni, for example, was Phiarlan until just a few decades ago, so they haven’t had long to build up a particular attachment to their heraldic beast. In some cases the beast was chosen by the house because it was a creature they already had an attachment to or use in some way. For example, in the Talenta Plains the blink dog has a reputation for helping stranded travelers; “ghallanda” actually means “helpful hound who appears where needed the most.” House Tharashk took the dragonne both because it is a fierce predator, but also because it’s a “dragon-that’s-not-a-dragon”; this is a reflection of their general view of themselves as outsiders (also reflected by their willingness to overlap Deneith and Vadalis in their dealings with Droaam). The cockatrice of Sivis can be seen as “the deadly quill.” For the most part the beast is chosen for what it represents, not because the house has a literal relationship with it. However, Kundarak does make use of manticore cavalry, and Lyrandar legends say that the spirits of Lyrandar elders linger as krakens in the depths.

So for the most part, a Thuranni killing a displacer beast would be like a Republican killing an elephant – a humorous coincidence, but not a dishonorable act.

However, if you WANTED to take it further you could certainly decide that there is a greater significance to the beasts. Perhaps each house truly does have a totem spirit, something that revealed itself to the founders of the houses… an incarnation of the power of the mark that can choose to manifest in the wild beasts. So not every gorgon has a tie to Cannith… but any gorgon could suddenly speak to a Cannith heir and offer them advice or call on them for a favor. It could be very interesting to say that there IS a sentience to each mark; the real question then is what it means that the Mark of Shadow has two beasts.

What, if any, was the totem beast for the Mark of Death? Or was the mark eradicated before it had a chance to be a proper House?

Per canon, the line of Vol was never a “Dragonmarked House”. The traditions of the houses were established and standardized by the Twelve, and the line of Vol was exterminated long before that. If you run with the idea that the beasts are more than mere symbols, then it would make sense for the mark to have a totem beast. One possibility would be for that beast to be undead, but I wouldn’t go that way; all the others are magical beasts, and I’d look for a beast that is in some way associated with the dead.

OK: there’s a lot of good questions, but too many for me to answer in depth. So it’s time for a LIGHTNING ROUND! When I do the reorg I may expand on some of these, but for now I’m keeping it quick.

Since the code of Galifar is not applicable in Xen’drik, do the Sentinel Marshals find obstacles and is their jurisdiction denied by the storm lords in Stormreach?

Sentinel Marshals have no official jurisdiction in Stormreach and the Storm Lords could block them. However, consider that Sentinel Marshals are honored members of House Deneith. Blocking the actions of a Marshal is thus spitting on House Deneith… which could be seen as insulting the Twelve. Is this situation worth the danger of economic reprisals from the Houses? In short, the Storm Lords COULD block a marshal, but I’d only expect them to do it for a VERY good reason.

What Icons would you use for an Eberron 13th Age game?

Lucky for you, I addressed this in a previous post!

Eberron and 13th Age

Can you get Randy Lander to start up our game again?

Yes. If he knows what’s good for him. I’ve got your number, Randy.

Where can I find out more about Darguun? What is society like there? Tech level? Cultural idiosyncrasies?

At the moment, your best bet is to read Don Bassingthwaite’s novels, such as Legacy of Dhakaan.

Was the Undying Court ambivalent to the daelkyr invasion of the Dhakaani empire? Or busy with some other pressing business at the time?

Excellent question that deserves more than a lightning round answer, but that’s all the time I’ve got for it. Short answer: The power of the Undying Court is concentrated in Aerenal. They undoubtedly took action to defend Aerenal from the incursion. The Dhakaani had already fought the Tairnadal and driven them from Khorvaire, so there was no love between elf and goblin; even if the Court had the power to help Dhakaan, it’s not much of a surprise that they chose to focus on their own defense.

Is there any evidence to support the claim that the daelkyr were refugees seeking asylum in Eberron and that the Dhakaani empire was the one to initiate hostilities, forcing the daelkyr to respond in self defense?

None at all. You may be thinking of the theory that the Quori were refugees seeking asylum in Eberron when they were attacked by the Giants; there’s a fair amount of evidence suggesting that, and more important, neither culture survived to the present day, so there’s no way to verify it. Meanwhile, we have the Gatekeepers, Heirs of Dhakaan, and the Daelkyr themselves as multiple living threads attesting to the hostile intent and actions of the Daelkyr. With that said, it can be argued that the Daelkyr don’t consider collapsing civilizations and warping creatures into new forms to be a hostile act. You might consider this Dragonmark:

The Daelkyr and their Cults

Are there Gatekeepers corrupted by the Daelkyr?

Certainly. “Gatekeepers corrupted by the Daelkyr” is an entirely valid foundation for a Cult of the Dragon Below. Consider the link above.

What would it take for Droaam to be accepted as a nation the way Darguun has been?

Good question, and one that’s explored in my novel The Queen of Stone. You might also look at the following Dragonmark:

Droaam and the Daughters of Sora Kell

Who fathered the Daughters of Sora Kell? Do they have any favorite children of their own?

They each have different fathers, which is why they are all different types of hags. The identities of their fathers have never been revealed in any canon source. No children have ever been mentioned in a canon source, though you might find a possibility in the comic Eye of the Wolf.

How would the Daughters of Sora Kell react if the Queen of Stone was assassinated?

The main question is if they were aware of it in advance or orchestrated it themselves. Remember that Sora Teraza is the most gifted oracle of the age, so you can be sure SHE’D know; the question is if she shared the information with her sisters. Personally, my feeling is that if they allowed it to happen it’s because it helps them in some way. They could have allowed it in order to replace her with a more pliable warlord. It could be a calculated move to create a martyr to inspire their forces or to demand concession from the nation of the assassins. I’d check that Dragonmark about and consider what the motives of the Daughters are in your campaign.

I watched Game of Thrones seasons 1-3. I noticed quite a lot of parallels between it and the Eberron setting. Is Eberron more than just a little inspired by A Song Of Ice And Fire?

My original pitch for Eberron was “Lord of the Rings meets Raiders of the Lost Ark and The Maltese Falcon.”  If I wrote that today, I’d probably substitute Song of Ice and Fire for LotR, because there are lots of similar aspects; stories don’t always end well, there’s more shades of gray than black and white morality, and hey, a terrible civil war. I can only imagine that I hadn’t really gotten into SoI&F when I was first working on Eberron. With that said, there are major differences. One of the central themes of Eberron is exploring the impact of magic on civilization, while Westeros is a low-magic society. SoI&F has three dragons; Eberron has an entire continent of them. SoI&F is more about the balance of power between kings, while Eberron is more about the balance between the aristocracy and the mercantile Dragonmarked Houses. Essentially, I think Game of Thrones is a great inspiration for a martial or political Eberron campaign, but it wasn’t a driving factor in the original development of the world.

What would a Warforged god be like? Domains? Favored weapon?

Faiths of Eberron includes two: the Becoming God and the Lord of Blades. That’s a place to start.

Is it settled that warforged have souls?

No, it’s not settled. This is a quote from an old HDWT post:

This is one of the key mysteries of the setting, and one that should never be given a canon answer. The artificers of House Cannith generally assert that (the spark of life in a warforged) is something artificial that they have created; others, such as the kalashtar, maintain that this is impossible, and that no mortal agency can create a soul. With this in mind, a number of theories are out there. One is that they are reincarnated spirits of soldiers who died during the war, thus explaining their natural talents for war. Another is that they are quori vessels waiting to be filled; it’s a back-up plan that would allow the quori to escape Dal Quor if the age turns, and the soul is a sliver of the quori. For a third, turn to the Sovereign Host theory that the spirits found in Dolurrh are just the husks of the true souls, which must strip away these worldly trappings to ascend to the realms of the Sovereigns… so the Warforged soul is essentially the recycled compost of a previous soul. Anyhow, there’s a few possibilities – I’m sure you can come up with more!

THAT’S ALL FOR NOW… I’d love to answer more questions, but I need to sleep and do some actual work. Upcoming posts will address Phoenix, my experiences playing D&D Next, and the next Dice Story – along with working on organizing old Dragonmarks.

Got more questions or thoughts on these topics? I’d love to hear them!