IFAQ: Medusa Fashions and the Population of Darguun!

Tashka of Threshold, by Julio Azevedo

As time allows, I like to answer interesting questions posed by my Patreon supporters. Here’s two from this month!

Now that Medusae have begun to leave Cazhaak Draal for various purposes, have eyeblinders become a commonplace part of their culture or are they only used in the east to make the squishier races feel at ease?

“You aren’t in your Five Nations any more,” Sheshka said. She had sheathed her sword, but her voice was deadly. “You have come to my home. Your soldier threatened me with a blindfold. A blindfold, on my soil. Would I come into your castle and strip away your sword, or demand that you wear chains?”

“We can’t kill with a glance,” Beren said.

“And that excuses your threat to pluck out my eyes? Should I cut off your hands so you cannot strangle me?” The medusa’s eyelids fluttered, but remained closed. “Hand, tooth, steel – we are all deadly.”

The Queen of Stone

Canonically, while in the cities of the Five Nations a medusa is expected to wear eyeblinders, described as a metal visor that straps around the forehead and chin and takes multiple rounds to remove; in especially high-security situations, the straps can be secured with a lock. Of course, this varies by location; in a small village in Karrnath the sheriff surely doesn’t have a set of eyeblinders lying around, and in Callestan in Sharn, who exactly is going to demand the medusa put on eyeblinders? In such situations, a medusa will often wear a veil or more comfortable blindfold, as Tashka is modeling in the image accompanying this article. Such a blindfold doesn’t offer as much security as a set of eyeblinders, since it could be removed in a single action, but it’s a compromise; you don’t have to worry unless I take it off.

With this in mind, have blindfolds become part of standard medusa fashion? Do medusas wear blindfolds in Graywall or the Great Crag, or even in Cazhaak Draal? Definitely not. Medusas are perfectly capable of controlling their deadly gaze. Let’s start with simple mechanics. Here’s the 5E interpretation of the ability in question.

Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature.

I’ve bolded the key word there—they can force someone to make a saving throw, but they don’t have to. While some people may interpret this as meaning that the medusa can choose to look you straight in the eye and not petrify you, how I interpret it in my campaign is that the medusa can never turn off their power, but that they have to look you directly in the eye to make it work and they’re very good at avoiding such accidental eye contact… and if they really want to play it safe, they can just close their eyes. This is something discussed in a canonical Dragonshard article…

The gaze of a medusa can petrify even an ally, and as a result, a medusa does not meet the gaze of a person with whom it is conversing. Where she directs her eyes indicates her esteem for the person. She drops her eyes toward the ground to show respect, or looks up and over the person if she wishes to indicate disdain; when speaking to an equal, she glances to the left or right. If she wishes to show trust, she directs her gaze to the person, but closes her eyes.

While this may seem inconvenient to a human, it has little impact on a medusa. If a medusa concentrates, she can receive limited visual impressions from the serpents that make up her hair; as a result, though she seems to look elsewhere, she’s actually looking through the eyes of her serpents. She can even use her serpents to see when she is blindfolded or has her eyes closed. However, she can still “see” in only one direction in this way; her serpents may look all around her, but she can’t process the information from all of them at once.

While I like the idea of looking up or down to signal respect when dealing with an individual, things get a little trickier on a crowded city street where accidental eye contact could easily happen—but in such a situation, again, all the medusa has to do is to close their eyes. To me, this is the absolute reason a medusa can’t petrify you by accident, and why you only have to make that saving throw if they choose to force you to; if they don’t want to hurt you, they’ll close their eyes.

So, with this in mind, no, medusas don’t wearing eyeblinders when they’re at home. The power of the medusa is a gift of the Shadow and they are proud of this gift; it’s not their job to calm your fears. And as Sheshka points out, everyone is dangerous, especially in Droaam; no one expects gargoyles to file down their claws, or Xorchylic to bind his tentacles. Demanding that a medusa cover their eyes is demeaning and shows a lack of trust. They’ll put up with it when the local laws require it, though even then they may skirt it (as with Tashka wearing a blindfold instead of full eyeblinders). But they certainly aren’t going to wear a blindfold while at home just to make you more comfortable.

Can you explain the demographics of Darguun? According to the ECS, only 6% of the population is human. How did it go from being a human-dominant nation to just 6%?

First of all, we need to address the tribex in the room, and that is that population numbers in Eberron have never been realistic. In part this is because we’ve never entirely agreed on the scale of the map; there’s also the broader question of whether population numbers should reflect medieval traditions (as was typical for D&D at the time the ECS was released) or if, given that society’s advances are more like late 19th century Earth, the population should reflect that as well. Consider that in 1900, London was home to five million people… while in the 3.5 Eberron Campaign Setting, Breland only has a total population of 3.7 million.

For this reason, the 3.5 ECS is the only book that actually gives population numbers for the nations; neither the 4E ECG or 5E’s Rising From The Last War do. Because at the end of the day, the exact number usually isn’t important. What matters is that we know that Aundair has the lowest population of the Five Nations and that Breland has the highest. It’s good to know that Sharn is the largest city in the Five Nations, even if I’d personally magnify its listed population by a factor of five or more. So I DO use the numbers given in the Eberron Campaign Setting, but what I use are the demographics break-downs—for example, the idea that dwarves make up a significant portion of the population of Breland, but are relatively rare in Aundair—while I use the population numbers just as a way of comparing one nation to another, so I know the population of Breland is almost twice that of Aundair.

So: I use the stats of the ECS, but I use them for purposes of comparing one nation to another, not for purposes of setting an absolute number. With that in mind, let’s look back to the original question: Is it strange that humans only make up 6% of the population of Darguun? In my opinion, not at all. The key is to understand the difference between the Darguun uprising and the Last War as a whole. During the Last War, the Five Nations were fighting over who was the rightful heir to the throne of Galifar. As discussed in this article, the goal—at least at the start—was reunification, and the question was who would be in charge. It was never a total war; the Five Nations agreed on the rules of war and whenever possible, avoided targeting civilian populations or critical civic infrastructure.

None of this applied to the Darguun uprising. The ECS observes that “Over the course of the Last War, most of the towns, temples, and fortresses in the region were razed and abandoned.” Not conquered and occupied: razed and abandoned. The Darguuls didn’t have the numbers to rule as occupiers, so they DESTROYED what they couldn’t control, driving the people away or killing them. It was an intensely brutal, ugly conflict, driven both by history—in the eyes of the Darguuls, the people of Cyre were the chaat’oor who had stolen the land and brutalized their ancestors—and by the fact that it needed to be swift and brutal, to maximize the impact before the Cyrans could regroup. By the time central Cyre was truly aware of the situation in southern Cyre, there was nothing left to save.

So I think the the demographic percentages are reasonable; I think most of that human 6% have actually come to Darguun after the war to do business or as expatriates of other nations. This ties to the point that Darguun is a nation of ruins—again, as the ECS says, “most of the towns, temples, and fortresses were razed and abandoned.” In my Eberron, the population of Darguun is far lower today than it was before the uprising; again, part of the reason for the brutality was because they didn’t have the numbers to rule through occupation. Darguuls are slowly reclaiming ruined towns and cities, building their own towns on the foundations just as humanity built many of its greatest cities on Dhakaani foundations—but overall, much of Darguun is filled with abandoned ruins that have yet to be reclaimed.

This brings up another important point. I agree with the demographic percentages of the ECS, but I think the listed population of Darguun is too high. Darguun is listed as having a population of 800,000. Again, I’m not concerned with that actual number—I’m concerned with how it compares to other nations. At 800,000, Darguun is the size of the Lhazaar Principalities, Zilargo, and Valenar combined. The whole idea of Darguun is that a relatively small force laid waste to the region because they lacked the numbers to conquer it. Now, in my Eberron the goblin population has swelled since the uprising. Haruuc’s people—the Ghaal’dar—were based in the Seawall Mountains and the lands around it. The dar were scattered and living in caverns, peaks, deep woods. As word spread of a goblin nation, tribes and clans came to Darguun from elsewhere in Khorvaire—from deeper in Zilargo, from Valenar, from central Cyre. This ties to the reasons Haruuc often has difficulty exercising control. The Ghaal’dar support him and they are the largest single block; but there are many subcultures that have their own traditions and aspirations. The Marguul are one example that’s been called out in canon, but there’s many more like this—dar immigrants who have come to the region with their own traditions. Notably, in Kanon I have a goblin culture from deep in the Khraal rain forest that is quite different from the Ghaal’dar, who came from the mountains and caverns. Nonetheless, this shouldn’t result in a nation with the highest population of any nation outside of the main five. By the standards of the ECS—so again, ONLY FOR THE PURPOSE OF COMPARING IT TO OTHER NATIONS—I’d set the population of Darguun at around 230,000. That’s significantly higher than Valenar and on par with Q’barra or Zilargo, but less than a tenth of one of the Five Nations, and low enough to reflect the idea that most of the cities in the region are still unclaimed ruins.

That’s all for now! Because this is an IFAQ, I will not be answering further questions on these topics, but feel free to discuss your thoughts and ideas in the comments. And if you want support the site and pose questions that might be answered in future articles, join my Patreon!

IFAQ: War Crimes and Potatoes

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

What counted as a war crime during the Last War?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dragonmark: Flight in Eberron

My Patreon supporters have chosen Arcane Science and Industry as the topic of the month. I’ll be writing a more extensive article on the topic later in the month, but now I want to address questions on a related topic: The role of flight. Before I go any further, I’ll note that you can find more of my thoughts on airships in this article, and that the 3.5 sourcebook Explorer’s Handbook is the primary canonical source. With that said…

Outside of the skycoaches of Sharn, how prevalent are airships in the other nations? Were they used in the last war? Are there nations with growing fleets of them? Do the goblins of Darguun have any?

One of the basic principles of Eberron is that arcane magic is a form of science, and that like any science, it evolves as people unlock its secrets. The idea was always that there should be a sense of evolution. In particular, the Last War drove a number of arcane breakthroughs: warforged, wandslingers, and airships. According to the timeline in the original Eberron Campaign Setting, the first airships went into service for House Lyrandar in 990 YK—less than ten years ago. In addition, Lyrandar airships are the only form of airship currently in mass production and they require a Lyrandar pilot to reliably control the elemental. The point of this is that air travel is a very recent development and it is dominated by House Lyrandar. So at the moment, NATIONS don’t have significant numbers of airships; LYRANDAR has them, and even it doesn’t have very many. Only major cities have the docking towers required by Lyrandar airships; combined with the relatively small fleet, this is why airships haven’t completely overshadowed the lightning rail.

It’s quite possible that the King’s Citadel of Breland has an airship produced in secret and piloted by a Lyrandar excoriate, or that Aundair has been working on an airship that doesn’t require a Lyrandar pilot. But no nation has fleets of airships, definitely not the Darguuls. Likewise, there were a few Lyrandar airships that were designed for military service—the Stormships”—but they played a very small role in the war, appearing only at the very end of it.

So the science behind the airship has been established, and from this point going forward airships will play an increasingly significant role. But for now they are still few in number and rely on House Lyrandar… and House Lyrandar would like to keep it that way. The point is that ongoing developments with airships can be an important plot point of a campaign. IF the Darguuls somehow start producing a fleet of airships, that would be a major mystery—how are they doing it? What do they plan to do with them?—that could be an important plot point.

As the skycoaches of Sharn were mentioned, it’s important to remember that skycoaches are nearly unique to Sharn; they rely on the magical effects of the manifest zone surrounding Sharn, and will crash if they’re taken more than a few miles from the city. You could find skycoaches in other cities in similar manifest zones, but you couldn’t fly a skycoach between those two points.

With all of that said: airships are a new development. Aerial combat is not. Galifar the Dark—the third ruler of the united Galifar—is said to have created the Race of Eight Winds as a way to test various aerial mounts, and the skyblade tournaments of Sharn likewise are a reflection of a traditional of aerial combat. But this is a tradition of mounted combat—not large vessels such as the modern airship. More on that later.

What sort of flying magical items do you see across Khorvaire? Brooms exist as D&D canon, but it seems like different countries would have different sorts of flying apparatuses.

First, let’s review my previous discussion of the broom of flying.

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

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

This further reflects the idea that Aundair is the most mystically advanced nation. The aerial cavalry of the Five Nations has relied on hippogriffs for centuries; Aundair’s introduction of the skystaff was an early innovation in the war, and they became more common as the conflict continued. So more on that later, but in my opinion the skystaff was introduced early in the Last War. It predates the airship, but only by a century. The advantages of the skystaff are that it’s very portable. As it doesn’t have to eat or breathe, you can keep a skystaff in a bag of holding indefinitely, making it an excellent tool for covert operatives. But with a top speed of 50 ft, it’s slower than a hippogriff (60 ft) and considerably slower than a pegasus (90 ft).

Another uncommon form of flight is winged boots. In my opinion these predate the skystaff (in Khorvaire) by a few centuries. They were first created in Sharn by artificers experimenting with the property of the manifest zone, and these early models only worked in Sharn. However, by 812 YK an artificer had developed winged boots that could be used beyond the City of Towers. Because the boots are limited to the wearer’s walking speed and can only be used for up to four hours, they are more limited than flying mounts and aren’t widespread. They’re typically found in Breland, as they’re still most often used in Sharn—but all of the spy agencies of Khorvaire make use of them, along with some elite commandos and thieves.

Other magical tools of flight are more exotic. The cloak of the bat and wings of flying are rare items, which means that they CAN be found in the Five Nations but that they’re rare and unusual. A few stories I could see for such items:

  • The Narathun flesh-crafters of the Mror Holds have created a form of wings of flying with the symbiont quality—a living creature that bonds to the body of the wearer. They’ve only produced a few so far.
  • The Seeker spy organization known as the Raven Corps had an elite unit outfitted with cloaks of the bat when they served Karrnath during the Last War. A person attuned to such a cloak must expend 1 hit die after completing long rest, as the cloak drains a bit of their blood.
  • The Church of the Silver Flame has an elite order of templars who wear cloaks of flying that transform into the rainbow wings of a couatl. These are driven by faith as opposed to arcane magic, and only people with great faith in the Flame can attune to them.
  • Druidic magic can create wings of flying that use the principles of wild shape. Rather than being cloaks, these are often torcs or necklaces; the wings sprout from the back of the bearer. There’s a Tairnadal ancestor whose revenants employ such tools, and a unit of the Wardens of the Wood—the Gray Owls—who use these tools.
  • Thelanis can be the source of any sort of flight magic, from wings of flying to winged boots. Each such item has its own unique story. One pair of Thelanian boots might be birds turned into boots, that still sing when they’re happy; another might be a pair of boots without wings, that allow the bearer to walk on sunbeams or shadows.
  • Other forms of flight items could be found that have limitations. House Lyrandar could have cleared a form of wings of flying that harnesses a minor elemental for lift, but that can only be attuned by someone with the Mark of Storm; another cloak might only work in a particular manifest zone, just like the skycoaches of Sharn.

The main point is that these items are rare and unusual but can be found in the Five Nations, and there were a few elite units in the Last War that employed them.

As very rare items, carpets of flying are not commonly found in the Five Nations. When encountered, these may be the product of more advanced civilizations (Aerenal, Argonnessen, the Lords of Dust), or be extraplanar in origin (Syrania, Thelanis).

Keep in mind also that feather tokens are actually common items. Paratroopers weren’t that common for most of the war because hippogriffs can’t carry many people. But Thrane certainly delivered paratroopers by wyvern, and later in the war airships could carry paratroopers with feather tokens.

What sort of air forces did each nation deploy during the Last War?

At the beginning of the war, the standard aerial cavalry of Galifar was the hippogriff rider. There were a few other forces based on local traditions, notably the dragonhawks of Aundair and the wyverns of Thrane, but the hippogriff was the mainstay of aerial combat. Such hippogriffs were primarily used as scouts and skirmishers, and there had never been an effort to field a mass aerial force. Each nation followed different paths during the war.

Aundair had three distinctive elements: dragonhawks, skystaffs, and floating citadels. 

  • Aundair developed skystaffs at the start of the Last War. While other nations replicated them over the course of the war, Aundair has always had the most significant number of them. The skystaff has the advantage of not being alive, thus removing the complications associated with maintaining a living mount.
  • The dragonhawk is the symbol of Aundair. Larger, faster, and more powerful than hippogriffs, the primary limitation of the dragonhawks is their slow rate of reproduction. However, Aundair employed them to great effect during the Last War, and their dragonhawk cavalry played a key role in defending the nation from Thrane’s wyverns.
  • Aundair has a few floating towers. The best known of these is Arcanix—though what can easily be forgotten is that Arcanix isn’t ONE floating tower, it’s FOUR. As discussed in this article, the reason you don’t see many of these towers is that the effect is unstable and requires considerable ongoing arcane maintenance—which is easy to do when you stock the citadel with the finest wizards in your nation, as is the case with Arcanix. But the Arcane Congress does have a few other floating towers. While the towers float, they don’t MOVE under their own power; moving them during the Last War required massive teams of dragonhawks.

Breland always had the best hippogriff riders. Due to the Race of Eight Winds and the popularity of skyblades, Breland had the strongest tradition of hippogriff riding and many of the riders in the army of Galifar were Brelish. As such, while Breland’s air force lacked the raw power of Aundair’s dragonhawks and Thrane’s wyverns, its hippogriff forces were known for their daring and their skill. Late in the war, Breland employed a few of House Lyrandar’s stormships.

Cyre was relatively weak in the air. It had a small corps of hippogriff riders, and encouraged House Cannith to work on flying constructs, few of which made it beyond the prototype stage. It largely relied on siege staffs and long rods to deal with enemy fliers.

Karrnath had the weakest air force throughout the war. It relied on its strong evokers to blast enemy fliers, and relied on its dominance on the ground. The Blood of Vol experimented with undead flying units; while dramatic, these were never produced in large numbers. As a result, many of Thrane’s greatest victories involved air superiority, and Korth still bears the scars of Thrane’s aerial bombardment.

Thrane has a strong, versatile air force tied to a number of elements.

  • Wyverns are to Thrane as dragonhawks are to Aundair. For tens of thousands of years, the cliffs around Flamekeep have been home to wyverns. The least of these are typical wyverns as presented in the 5E Monster Manual… generally Large in size and incapable of speech. But there is an exceptional strain of wyverns—typically known as elder wyverns, regardless of their age—that are both more intelligent than their cousins and grow to far greater sizes; as presented in the 3.5 Monster Manual, these wyverns can grow to Gargantuan size. While they are on average less intelligent than humans, elder wyverns are capable of speech. The early settlers of Daskara made peace with the elder wyverns and the rulers of Daskara always had wyvern “advisors.” During the Year of Blood and Fire the wyverns were also threatened by the forces of Bel Shalor, and Tira Miron rallied the elders to her cause; the wyvern Ashtarax carried her in her final confrontation with the forces of Bel Shalor. Following Tira’s sacrifice, the wyverns themselves adopted the faith of the Silver Flame; they consider the defense of Flamekeep to be a sacred duty. The wyverns have relatively little concept of the wider Five Nations and don’t care to know; they serve the church because they believe it serves the Voice of the Flame, and they say that Tira continues to guide them. So, Thrane can field lesser wyverns in battle, but it is the gargantuan elders who spread terror. An elder wyvern can can carry a crew into battle, and early in the war Thrane pioneered new techniques of aerial combat; their trademark was the use of vast bags of holding to drop massive rocks and divinely-infused explosives on their enemies. While the great wyverns lack the powers of dragons, some of the elders have such deep faith that they can channel the power of the Silver Flame; a wyvern might strike at enemies with sacred flame, or even greater powers.
  • Angels are templars equipped with wings of flying. This version of this rare item is created through a ritual that draws on the faith of the bearer; only the most devout templars can become angels, and typically the item will lose its power when the character attuned to it dies. These wings typically appear to be the rainbow wings of a couatl. Because of these elite templars, Thrane was often believed to have recruited actual angels to fight for them. While Thrane did occasionally deploy celestials formed from the Flame, the majority of its winged warriors were these mortal templars.

Thrane also employed a corps of hippogriff riders. Often a few hippogriffs would be harnessed to the back of a gargantuan wyvern, released to engage any flying enemies that sought to interfere with bombardment.

How common is/was technological powered flight (blimps, dirigibles, or balloons) in Eberron?

None have ever been mentioned in canon that I’m aware of. If I were to introduce some, I’d consider a magical aspect: a dirigible filled with Thelanian clouds, or an alternative form of elemental binding using a harnessed air elemental, which sacrifices speed but doesn’t need a Lyrandar pilot. I might also consider giving dirigibles to the Dhakaani (perhaps created by the Kech Aar’ar, the Keepers of the Air) as another way to show the Dhakanni pursuing a different path than the arcane science of the Five Nations.

How does House Vadalis relate to dragonhawks and wyverns?

House Vadalis is the primary breeder and trainer of hippogriffs. It supplied Galifar with these mounts and continued to breed hippogriffs for all nations during the war. Other creatures are bred and magebred to serve regional markets. For example, the bear is to Breland as the dragonhawk is to Aundair; so in BRELAND, House Vadalis has long worked to build a better bear, with results seen in the magebred bears unleashed on the battlefields of the Five Nations. It is also the case that Vadalis has long worked with creatures that are actually intelligent, as pegasi and the giant owls of Sharn. Such creatures are actually treated as members of the house. They are raised and trained by Vadalis, and Vadalis doesn’t SELL them; it temporarily places them, and the mounts have to agree to the service.

So that’s background: Vadalis has certain beasts and creatures that it supplies to all of the Five Nations, and others that are regional specialties. Vadalis does breed dragonhawks in Aundair, but it is not involved with the wyverns of Thrane—although it does provide Thrane with hippogriffs.

As an interesting side note, the 3.5 sourcebook Five Nations calls out that in the wake of the Eldeen secession, druids in the Reaches have awakened a number of dragonhawks and sent them east, where they may be a fifth column that can disrupt Aundair’s air forces.

What about griffons?

Griffons reflect the challenge of changing systems. In 3.5, the griffon (flight speed 80) was considerably slower than the hippogriff (flight speed 100). In fifth edition that is reversed; the griffon is both stronger AND faster than the hippogriff. With this in mind, I would consider griffons to be used by most nations as an alternative to Aundair’s dragonhawks. However, I would maintain that the griffon is more difficult to control and requires more maintenance—so hippogriffs remain the common aerial mount, with griffons as heavy support.

With the changes in Fifth Edition, how does the Hippogriff fare in the Race of Eight Winds?

Traditionally, the Hippogriff and the Pegasus are the top competitors in the Race of Eight Winds. The Pegasus remains at the top. With the hippogriff’s dramatic reduction in speed in fifth edition, the question is: do you change the lore to match the mechanics, or do you change the mechanics to match the lore? Personally, I’m going to do the latter and say that while wild hippogriffs have a speed of 60 feet, the magebred hippogriffs of House Vadalis have an air speed of 80 feet—call them zephyr hippogriffs. They are no longer FASTER than the Griffon, but the fact of the matter is that the Griffon is still usually more interested in taking down other competitors than in WINNING the Race, so the Hippogriff usually comes out ahead.

What about Aerenal? It’s the source of soarwood—does it use it for flight?

Yes. Aerenal is the source of soarwood, and it’s also significantly more mystically advanced than the Five Nations. I mentioned that Aerenal is a possible source of carpets of flying; those might be woven in part from fibers from the soarwood trees, and there might be massive carpets used as a form of transit. Brooms of flying are more common in Aerenal than even in Aundair. Here again, I’d make them skystaffs rather than BROOMS, but as is typical of Aerenal I wouldn’t see them as uniform in design and mass produced. Instead, I’d imagine them as being sort of like hobby-horses, with fanciful designs; one might have the carved head of a dragon, other the head of an eagle, with similar engraving along the shaft and a seat designed to resemble the creature’s wings. Despite all of that, we’ve never mentioned the Aereni as using airships or elemental binding, and I don’t think they do.

That’s all for now. Feel free to ask questions, but understand that I may not have time to answer them. In other developments, my latest D&D supplement Eberron Confidential is available now on the DM’s Guild, I’m continuing to work with my Patreon supporters to develop my Threshold campaign, and this Friday (November 20th) at 6 PM Pacific time I’ll be playing my new Adventure Zone game with Griffin McElroy, Laser Malena-Webber and Damion Poitier on my Twitch channel! Thanks for your support!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

IFAQ: The Houses At War

Today I want to continue the discussion of the Dragonmarked Houses with a few questions raised by my Patreon supporters. The first comes from Joseph:

My understanding is both Lyrandar and Orien participated in the supply lines of the nation’s militaries, not just civilian supplies. Was their neutrality respected? Was that part of the price? Or did attacks happen, probably while trying to disguise the source?

To begin with, it’s important to consider the nature of the Last War. It was never a total war, fought with the intent to utterly annihilate the enemy. The goal of every nation was to place their ruler upon the throne of a reunited Galifar… which in turn meant that severe destruction of infrastructure and attacks on civilians were discouraged, because ultimately you’re hoping that all of it will be YOUR infrastructure and that those civilians will accept your leader’s right to rule. So to begin with, just consider our rules of war. We can be sure that the Five Nations were operating under similar restrictions, if not necessarily identical: Targeting civilians was a war crime, and civilians, aid workers, and medical personnel should be protected. In the early days of the war, the Twelve established a basic set of principles with the leaders of the Five Nations. Essentially, house forces were to be treated as noncombatants, even if on the battlefield… and in turn, would not be expected to engage in combat. A Cannith artificer might be present with a unit of soldiers to maintain the warforged and artillery, but they wouldn’t engage in active combat and offer no resistance to an enemy. A Jorasco healer would only heal soldiers of the nation that contracted their services, but again, they wouldn’t fight members of an opposing nation. This would in turn apply to their vehicles as well. The lightning rail and Orien carriages were forbidden targets. If a coach was transporting military personnel or supplies, it could be STOPPED and those supplies could be confiscated or personnel taken prisoner, but the coach and its Orien crew should be allowed to pass.

That’s the basic principle, and it further increased the value of those services; a purely Karrnathi coach is a valid target for Cyran attack, while an Orien coach is inviolate. Of course, this is the PRINCIPLE, but there’s a number of additional factors.

  • There were always commanders and soldiers willing to disregard the rules of war (just consider the destruction of the White Arch Bridge or the bombardment of Korth). Just because you weren’t supposed to target the lightning rail doesn’t mean it didn’t happen.
  • Any House personnel or vehicles actively engaging in conflict forego this protection. So first of all, Deneith mercenaries are treated like any other combatant. A Orien coach that’s got a mounted weapon and fires on soldiers can be destroyed. And if the Cannith artificer disobeys House orders and fights alongside the unit they’re embedded with, they become a valid target. Certainly, there were times when soldiers would claim House personnel offered resistance even when they hadn’t.

With both of these things in mind, bear in mind that the primary incentive against this behavior was financial. House personnel serving with the enemy were not to be killed, but they would be taken prisoner and ransomed back to the house. There was a clearly established rate of exchange and this would be applied against that nation’s bills with the house. Meanwhile, the houses would impose financial penalties and raise rates when nations violated their rules. So As a soldier, if you kill a Jorasco healer, you’re costing your nation gold—while if you take them prisoner, you’re saving money. It’s not simply a good idea; officers would enforce this seriously.

So in short: people generally respected the neutrality of the Dragonmarked houses. It was rare that they would, for example, blow up an Orien caravan even if it was carrying military supplies. However, they could STOP the caravan and confiscate those supplies. Or they COULD blow it up, likely trying to pin the crime on another nation. But if it was the truth was discovered, they would suffer financial penalties. So you can be sure it happened, just not constantly.

A secondary point to consider here is the fact that the houses wield monopolistic power unrivaled by any corporation in our world (because we have laws preventing it!). For many of the services they provided, there simply was no reliable alternative. Nations certainly worked at it: the Arcane Congress surely worked to develop a system of arcane communication that could take the place of the Sivis speaking stones, Thrane assembled a corps of adept healers, etc. But none of these had the full scope of the services the houses could provide. You couldn’t just buy your warforged from somewhere else, and if you didn’t work with Orien your goods would take longer to reach their destination. Every nation relied on the services of at least SOME of the houses. There was undoubtedly at least one incident where an officer seized control of house facilities, essentially seeking to nationalize them—or even just used a house facility as a shield for military operations. This is where the Twelve was vitally important, because while ONE house might have trouble challenging a nation, no nation could make do without the services of all twelve. So an attack on a Vadalis facility could result in a rate increase from all houses—or even a service blackout for a particular region. Again, these things surely happened—and there were consequences when they did.

Deneith seems like it would have substantially higher casualties than the other houses due to its focus. Do they ransom their heirs if they’re captured during house business? Do they do anything special to keep their numbers up?

As noted above, Deneith personnel serving as soldiers are valid targets and don’t receive the same protections as a Sivis stonespeaker or a Jorasco healer. With that said, the general rules of war likely prohibited killing soldiers who are too injured to fight or who surrender (again, that doesn’t mean it didn’t HAPPEN, just that people were supposed to accept surrender). So Deneith soldiers would have to fight fiercely enough that people would actually want to hire them: but they could surrender if seriously injured. And just as with all house personnel, there was surely a system of ransom for them. The rate would vary based on the position of the person: a marked Deneith heir would bring in a good ransom, while a mercenary with no blood tie to the house would command a fairly low rate. But soldiers would know that if you could take a Deneith officer alive, it’s best to do so.

Having said that, it’s also important to remember that the bulk of Deneith soldiers aren’t blood heirs of the house: they are mercenaries licensed and trained by the house. In some cases—look to the Ghaal’dar and the Valenar—they weren’t even trained by the house; the house simply served as a broker for their services. So losing a Blademark unit is a loss to the house because they’ll have to recruit and train new soldiers—but they’d only lose a few blood heirs in the process. So they certainly had higher casualty rates than the other houses, but not every slain mercenary was a Deneith heir.

Thanks to my Patreon supporters for keeping this site going! I’ll be posting the topic poll for the next major article soon.

Eberron Flashback: Good and Evil

This was the first Eberron article I posted on this site, nearly six years ago. I’m juggling a host of deadlines at the moment and don’t have time to write an entirely new article this week, but this seems like an idea that’s worth revisiting.

Eberron takes a different approach to alignment, dropping the idea that draconic alignment is color coded, that orcs are always evil, or that clerics have to match the alignment of their deity. In designing the setting, how did you end up deciding against alignment constraints?

There’s a place for clear-cut struggles between good and evil, and it’s why we have forces like the Emerald Claw in Eberron. However, in my home games I’ve always preferred to challenge the players to think about their actions – to have things be less clear-cut than “We’re good, they’re evil, beating them up is the right thing to do.” From the start, film noir was called out as a major influence of Eberron, and a noir story relies on a certain level of moral ambiguity and shades of gray. It shouldn’t always be easy to decide who the villain is in a scenario… or if killing the villain will solve a problem.

Beyond this, one of the underlying principles of Eberron is that it is a world in which magic has been incorporated into society. Detect evil exists. In 3.5, paladins can use it at will. Stop and think about that for a moment. If evil was a tangible thing that could be positively identified – and if everyone who was identified as evil was unquestionably a monster with no redeeming features, while everyone who’s good is noble and pure – how would evil still exist? Over the course of two thousand years, wouldn’t we turn to paladins  and alignment-detecting magic to help us identify and weed out the bad apples until we had a healthy tree? Consider our own history of witch-hunts, inquisitions, and the like. If we had an absolute yardstick and if we knew the people who failed the test were truly vile, what would happen over the course of centuries?

Removing alignment completely was never an option. It’s a concrete part of the D&D ruleset. So instead, it was about taking an approach to alignment that could work with the noir story and take into account the existence of paladins and other alignment-linked effects – to justify a world in which good and evil people can work and fight side by side, where the existence of the value that can be identified with detect evil is accepted within society.

There’s four elements to this.

Alignment is a spectrum. Round up ten “evil” people and you’ll find that their behavior and histories are radically different. Consider the following.

  • A sociopathic serial killer who will kill or rob anyone that crosses his path without any hesitation or remorse.
  • A soldier who takes pleasure in torturing citizens of enemy nations – even civilians – but who is willing to lay down his life to protect his own people, and abides by the laws of his homeland.
  • An innkeeper who consistently waters down his ale and pads the bill a little whenever he thinks he can get away with it.
  • A repo man who ruthlessly reclaims goods on behalf of his employer, regardless of the circumstances of his victim and how the loss will affect them.

In my campaign, all four of these people will read as “evil” for purposes of detect evil. They all hurt other people on a regular basis and feel no remorse for their actions. Yet the innkeeper would never actually kill anyone. And the repo man is just doing a job and doing it well; he won’t interfere with anyone who hasn’t defaulted on their payments. In my eyes, one of the key elements of alignment is empathy. All four of these people are capable of performing actions that hurt others without remorse because they don’t empathize with their victims. But again, they vary wildly in the threat they pose to society. The serial killer is a dangerous criminal. The innkeeper is a criminal, but not a violent one. The cruel soldier is a danger to his enemies but protects his own people. The repo man has turned his lack of empathy into a productive tool. All of them are evil, but they are on different points of the spectrum.

Another important example of this for Eberron comes with clerics. Eberron allows clerics to have an alignment that is different from that of their divine power source. But it is again important to realize that an evil cleric of a good faith can mean different things. One evil priest of the Silver Flame may be a hypocrite and liar who is secretly allied with the Lords of Dust or abusing the faith of his followers for personal gain. However, another may be deeply devoted to the faith and willing to lay down his life to protect the innocent from supernatural evil – but he is also willing to regularly engage in ruthless and cruel acts to achieve this. The classic inquisitor falls into this mold. He truly is trying to do what’s best, and in a world where demonic possession is real his harsh methods may be your only hope. But he will torture you for your own good, and feel no sympathy for your pain. This makes him “evil” – yet compared to the first priest, he is truly devout and serving the interests of the church.

Alignment versus Motivation. Alignment reflects the way the character interacts with the world. Empathy is an important factor, along with the degree to which the character is willing to personally engage in immoral actions. But what it doesn’t take into account is the big picture. Let’s take two soldiers. Both joined the Brelish army of their own free will. The “evil” soldier hates the Thranes, and given the chance he will torture and loot. He wears a belt of Thranish ears. Yet he loves his country and will sacrifice his own life to defend it. He’s “evil” because he is willing to carry out those atrocities; but he’d never do such a thing to a Brelish citizen. On the other hand, the “good” soldier will kill Thranes on the battlefield, but will not condone the mistreatment of prisoners or civilians. He hates the war but feels sympathy for the civilians on both sides; he further recognizes that the enemies he fights are just protecting their people, and treats them with respect. Both soldiers have the exact same goal and will fight side by side on the battlefield; alignment simply provides insight into how they may act.

Expanding on this: one of the rulers of the Five Nations is a good-aligned monarch who seeks to restart the Last War. Another is an evil leader who seeks peace. Restarting the war will result in the deaths of tens of thousands of people – how can a “good” monarch support that? Again, in Eberron alignment doesn’t represent someone’s actions on a global scale: it reflects the manner in which they pursue those goals. The good ruler believes that a just war is possible and that a united Khorvaire will prosper under her rule. She won’t condone torture, the mistreatment of civilians, and so on. She will treat her prisoners and emissaries fairly. Of course, her ministers and generals may engage in evil behavior in the name of the war; she will be horrified when she hears of it. Meanwhile, the evil king pursuing peace has a noble goal, but will do absolutely anything to achieve it. Torture? Oppressive martial law? Assassination? Anything. He’d kill members of his own family if he had to. So in both cases, the personal alignment tells you how they conduct their personal affairs, but nothing about the big picture.

People know these things. If a paladin walks into a tavern and scans ten people, he may find that three of them are evil. This doesn’t require any immediate action on his part, and while disappointing it isn’t a surprise. In The Empire Strikes Back, Yoda looks at Luke and says “There is much anger in him.” Luke hadn’t done anything bad; but what Yoda could sense was his potential to do evil. That’s what the paladin gets from detect evil. He doesn’t know where you lie on the spectrum. He doesn’t know your motivations. He knows that you lack empathy for others and may be selfish or narcissistic; that you are capable of hurting others without remorse; but he doesn’t know if you have or ever will. This is a key point with the Church of the Silver Flame. They are devoted to fighting supernatural evil: demons, undead, lycanthropy, etc. These are the things to fight with sword and spell. HUMAN evil is something that should be fought with compassion, charity, and guidance. Per Flame creed, you defeat mortal evil by guiding people to the light, not by killing them.

So – once you accept this version of alignment, you can find many jobs in society that are actually better suited to evil people. A repo man who has too much sympathy or empathy for his targets is going to have a difficult time doing his job. A tax collector may be the same way. An evil politican who’s willing to play the game of corruption in order to get things done may actually be the best hope of a city – providing that his motivation is towards the greater good. Knowing someone’s alignment is a piece of a puzzle – but it doesn’t tell you everything and it doesn’t end the story.

One side note: you may look at some of these things and say “I’d probably just make the repo man neutral/unaligned.” And that’s a reasonable approach. With Eberron, I specifically narrowed the spectrum of “neutral” while broadening the spectrum of “evil,” because again, the less concrete evil is the easier it is for it to be incorporated into society. If evil people can contribute to society in a positive way, then knowing someone is evil doesn’t lock in a story… while if only villains are evil, it automatically becomes a villain detector.

A secondary element to all this is fact that in Eberron many creatures that are traditionally bound to a specific alignment aren’t. By and large, creatures with human intelligence are as capable of choosing their own path as humans are. You can have good medusas and evil gold dragons. However, there are exceptions to this rule, and the most notable of these are celestials, fiends, and other spiritual entities. These beings are in essence physical embodiments of ideas. A fiend is evil personified… and as a result, it is both always evil and a much purer evil than you tend to see in mortal creatures; on a scale of one to ten, it goes to eleven. It is possible for the angel to fall or the demon to rise (as shown by the Quori bound to the kalashtar), but in these cases the spirit will typically physically transform to reflect this change. An angel that falls from Syrania will become a fiend or a radiant idol, for example. So when you meet a devil, you can generally be pretty sure it’s lawful evil, because that’s what it means to BE a devil.

It’s 2018. How does this apply to Fifth Edition? 

Fifth Edition is closer to Eberron in a number of ways. The description of clerics places no concrete limit on alignment, and also calls out that clerics are rare and that most priests aren’t clerics — a radical idea when Eberron first presented it. The entry on paladins specifically calls out the idea of a paladin whose alignment is at odds with their oath:

Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior that you have not yet attained.

Likewise, the detect good & evil spell and the divine sense of the paladin doesn’t actually detect ALIGNMENT; it detects aberrations, celestials, elementals, fey, fiends, and undead. Essentially, it’s the perfect tool for the Silver Flame: it tracks supernatural threats, not mortal behavior. This actually addresses many of the issues called out above, because there is no simple way to alignment-check someone. It also calls out that “Few people are perfectly and consistently faithful to the precepts of their alignment.” And it concretely calls out one of the core principles of Eberron regarding immortals:

Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil.

Where the two part ways is that core 5E is more comfortable enforcing alignment on mortal creatures. Eberron has always had the principle that immortals have fixed alignment and that creatures such as undead and lycanthropes have alignment set by a supernatural force, but that natural creatures are able to choose their own path. 5E asserts that humans and demi-humans have this choice, but that OTHER races are shaped by gods and lack choice: Most orcs share the violent, savage nature of the orc god, Gruumsh, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life.

You can see my thoughts on orcs in Eberron here. I like calling out that orcs are not human and have a different sort of mindset — having a nature driven to strong passions and emotions — but not one that is inherently driven to evil. To me, this comes back to the story you want to tell. As I’ve said before: in Eberron, the Order of the Emerald Claw exists as the bad guys you know are bad — the force you KNOW you can feel good about fighting. This is what 5E is trying to do here with orcs and evil dragons. I just prefer that when you meet an orc in Eberron, you don’t know if she’s a cruel cultist of the Dragon Below or a noble Gatekeeper Druid.

Anyhow, that’s all for now. Feel free to share your thoughts and questions about alignment in Eberron below! And thanks as always to my Patreon supporters, who keep this blog going!

Q&A

How could a good follower of the Mockery or the Keeper be in Eberron? How could a good adventurer justify following the precepts of the Dark Six?

I have a half-written article about the Dark Six and their role in the setting, and that will delve into this subject in depth. It’s very difficult to have a good-aligned character dedicated specifically to the Mockery, because the Mockery embodies the cruelest aspects of war: deception, terror, dishonorable combat. The Mockery is about victory by any means necessary. But this comes to the conflict between personal alignment and long-term motivation. Someone dedicated to the Mockery should be evil… but they could be fighting for a just cause. When swords are drawn they will behave dishonorably, because they believe the idea of honor in war is stupid. But they may be fighting for the greater good. I’ll call out that one group that includes the worship of the Mockery is a sect called the Three Faces of War, which embraces Dol Arrah, Dol Dorn, and Dol Azur (the Mockery) as the three forces that govern the battlefield, encouraging followers to understand them all.

So essentially: the Dark Six embody frightening and dangerous behaviors: pursuing dark magic, dishonorable conduct on the battlefield, the destructive power of nature, wild emotion and passion, change and chaos, death. But someone can embrace one of these concepts as a positive tool for their community. I’ll get into this more deeply when I write the full article, but I can see heroes and villains tied to any of these concepts.

Why the Blood of Vol is an evil religion in 3.5? In my opinion, it doesn’t have anything inherently evil in its precepts… it´s about protection of the community and unlocking your true potential. That seems pretty neutral to me. In fact, in 4th edition the cult was categorized as unaligned…

In 3.5, every faith has a divine power source. The alignment of the divine power source, among other things, determines whether a cleric turns undead or rebukes them. The Blood of Vol has a friendly relationship with the undead and thus channels negative energy., hence the power source is “evil.” The evil alignment was also a holdover to the idea that “people who associate with undead must be evil.” This reflects the general view of the people of Khorvaire: because the Blood of Vol associates with undead and many of its followers hate the Sovereigns, they must be evil. Ever since the original ECS — in the Sharn sourcebook, Faiths of Eberron, 4E — the Blood of Vol has been presented in a more positive light, clarifying that despite channeling negative energy, the faith itself isn’t inherently evil. I’ve written about this at length in this article.

If Eberron assumes that there may be persons that fail to live up to the ideals of a group or ideology (e.g. as happens with the Silver Flame) or dark sides to good persons/groups and vice versa, what are the dark sides (if any) of the Kalashtar and the gray parts of the inspired. I have the feeling that they are portrayed as archetypes of good and evil aspects, respectively. Am I wrong?

You are in fact wrong. But it’s complicated.

The Inspired are mortal vessels directly possessed by Quori. As a result, you know that the Inspired are evil. However, as noted above, that’s personal alignment – which doesn’t tell you anything about their long-term motivation or the impact of their actions. The Dreaming Dark is an agency that is carrying out an evil agenda, and Inspired agents of the Dreaming Dark are reliably evil. But the majority of the Inspired are ambassadors and administrators maintaining an empire. A typical Inspired overseer feels no empathy for his human subjects and would feel no remorse if he had to slaughter them; but most of the time he DOESN’T have to slaughter them, and furthermore he knows that the best way to help his people accomplish their goals is to keep his subjects content. Subtlety and charisma are the greatest weapons of the Quori; they are masters of propaganda and manipulation, of tricking you into thinking you want to do what they want you to do. Which means that while they may BE evil, most Inspired appear to be benevolent rulers. They provide for the needs of their people. They will not tolerate crime or disobedience, and they will act ruthlessly and swiftly to enforce this. Nonetheless, those Riedrans who are content to follow the path assigned to them needn’t worry about food, shelter, or security. The Inspired see to their needs and protect them.

What this ultimately comes down to is that the Inspired have done a good thing: they have created a stable society whose people by and large need not worry about crime, war, disease, hunger, or even bad dreams. However, they have accomplished this by doing an evil thing – stripping people of freedom and choice. The typical Riedran doesn’t want to BE free of the Inspired… because they’ve created a society where he doesn’t have that choice. On the other hand, a Riedran farmer is likely to live a far more comfortable, stable, and secure life than his counterpart in Breland or Karrnath. So… are the Inspired purely evil? If you destroy them, you’ll throw Riedra into chaos and civil war, unleash famine and plague… is that a good act?

Now let’s look at the kalashtar. The race was created when rebellious Quori of good and neutral alignment fused with human hosts. However, that was well over a thousand years ago. Unlike the Inspired, the kalashtar aren’t directly possessed by their Quori spirits; they are merely influenced by them, and that influence comes through instinct and dream. An Inspired will always match the alignment of its Quori spirit, because it literally IS the Quori spirit. Kalashtar, on the other hand, aren’t required to match the alignment of their Quori. If the alignment of the kalashtar is radically different from that of its bound Quori spirit, it will create emotional dissonance that will result in mental instability or outright madness… but that can still make for a very dangerous villain. This is especially relevant for orphan kalashtar who know little or nothing of the history or origins of their people; the Quori voice is part of what will shape their character, but it’s not alone. This is discussed in more detail in Races of Eberron.

So first of all, you can have literally evil kalashtar. Beyond this: Just as the Church of the Silver Flame and the Blood of Vol have groups of extremists whose actions soil the fundamental principles of their faiths, there are extremists among the kalashtar as well. Overall, the Adaran kalashtar live by principles of patience and perseverance, confident that through their actions they are pushing the cycle closer to the turn of the age and destruction of the Dreaming Dark. Overall, they have avoided acts of aggression against Riedra, not wanting to harm innocents in their struggle with the Dreaming Dark. But there are exceptions. There are atavists who believe that they must take the offensive against il-Lashtavar – even if that means killing or torturing the innocent pawns trapped in the web. They will and should stand out because this behavior is so unlike the kalashtar norm, and it may create mental dissonance. But it’s still there. Beyond this, there are kalashtar who actually envy the immortal Inspired, and want to actually become like the Quori themselves. So in the end you can find darkness among kalashtar – even among the followers of the Path of Light – and there are Inspired whose lives are devoted to ensuring the comfort and survival of civilians.

You speak of good and evil immortals as metaphysical good and evil. But do you see a space for metaphysical neutrality? I think that something like that could be the Inevitables, but they could as well being bad if you depict evil as lack of empathy.

Lack of empathy is described as ONE of the factors for setting alignment; it’s not supposed to be the absolute measure. The article begins by noting that there is a place in Eberron for moral absolutes — the idea that you always know you’re doing the right thing by opposing the Emerald Claw — and this is the role of immortals. They aren’t about shades of grey; they are incarnate symbols of extreme ideas. An evil immortal isn’t just slightly evil — the evil of performing a minor cruel act without empathy — they are dramatically evil.

And bear in mind that even a lawful neutral mortal can assert that the requirements of the law are more important that sympathy for another human; but that’s not JUST driven by a complete lack of feeling for others, it’s that there is another principle that is more important. This is where neutral immortals live: there is a guiding principle that drives them, and this outweighs any consideration of good or evil.

So yes, neutral immortals exist. Especially in Daanvi, Dolurrh and Syrania.

In Shavarath there is a perpetual war between good and evil, law and chaos. But how in this eternal war that nobody can win there is space for angels for being good, for devil for being evil? I even think that they know that no action can end the world and no opponent can be killed.

This is really a question that needs to be answered by an entire post an about Shavarath. But I’ll touch on it at a high level. First of all, the forces that fight the eternal war don’t expect to ever WIN. They believe that outcome of their war — the balance at any given moment between good and evil, law and chaos — is reflected across ALL REALITY. ANY victory or loss — seizing a keep, moving a battle line forward ten feet — will in some way be reflected across all of the planes. So for the archon EVERY victory matters, and the most important thing is to never falter and never let evil gain ground.

Beyond this, what’s been said before is that The three largest forces in Shavarath are an army of Archons, an army of Devils, and an army of Demons. The Archons embody the concept of just battle and war fought for noble reasons. The Devils reflect violence in pursuit of tyranny and power. And the Demons are bloodlust and chaos, random violence and brutality. There’s two things to bear in mind. First, for these immortals acting in a good or evil manner isn’t a choice; it is the only way they know how to act. Again, they are SYMBOLS as much as anything else. But how does this manifest? That brings us to the second point. There are civilians in Shavarath. An archon reflects war fought for just cause, protecting innocents. A demon embodies brutality and cruelty. As a result, there are innocent, noncombatant spirits in Shavarath — because there HAVE to be so that the archons can protect them, the demons can torment them, the devils can enslave them. This goes back to my post about Thelanis: you have the Archfey and greater fey who embody stories, but you also have the lesser beings who act as the set dressing. These beings may be immortal in the sense that if one dies, a new one will eventually appear to take its place… but it won’t be the same spirit. Memory and experience will be lost. The same is true of lesser archons, devils, etc. The mightiest spirits will return with their personality intact, but for lesser immortals, death IS death of your identity; it’s just that you know a new spirit will rise to take your place. So the archon who places itself at risk to save an innocent IS making a noble sacrifice, even if a new archon will always emerge to take its place should it fall.

Beyond that, this is definitely a discussion for an article about Shavarath, so I’m not going to go into further detail on this.

To what extent are quori evil? In some ways the dreaming dark behave as more as LN than LE. They don’t indulge into cruelty, they are just terribly cold, desperate and efficient.

There’s a number of factors here. The first is that the fact that the Quori don’t engage in needless cruelty in Riedra isn’t an act of kindness; it is a calculated form on psychological manipulation, which the Quori excel at. They need a docile population. Rather than enforce their rule with force and terror—things that breed defiance and resistance—they have manipulated their victims into embracing their conquerors. And as others have noted, they did this by inflaming wars, manipulating fears, and utterly destroying a number of cultures. What they’ve done is a trick. They’ve created a cage and convinced their victims that they WANT to be inside it. It’s not kind; it’s just that a prison with golden bars is more effective than one made of barbed wire.

We then come back to one of the main points of this article: That personal alignment may be at odds with the actions a character takesAn evil person can do a good thing. The Quori have created a peaceful society because it serves their purposes; that doesn’t make them good. The Quori are sculptors of nightmare who feed on negative emotions. Tsucora quori feed on mortal fear. Here’s a quote from the 3.5 ECS: When they are not serving in the great cities of their nightmare realm, (tsucora Quori) hunt the dreaming spirits of mortals. Most tsucora are cruel and calculating; they enjoy having power over others. So first of all: the Quori love manipulation and control, and that’s something that comes out in Riedra, even if that manipulation appears to be peaceful. Second, a quori doesn’t HAVE to indulge its appetite for cruelty in the waking world, because any time it goes back to Riedra, it can take a break and torment a few mortal dreamers.

So the quori are definitely embodiments of evil. They love manipulating and tormenting mortals. It’s simply that their long-term goals—ensuring their continued survival—take precedence over indulging their inherent cruelty.

Manifest Zone: The Last War

The second episode of the Manifest Zone podcast is up! The subject is the Last War. As the podcast is a stream of consciousness discussion, I’m going to do a follow-up post after each episode… think of it as my commentary track.

The Last War is a critical part of the story of Eberron. By default, an Eberron campaign begins in the year 998 YK. YK means “Year of the Kingdom” — specifically, the Kingdom of Galifar, which brought together the disparate nations of Khorvaire almost a thousand years ago. Galifar was prosperous and generally peaceful for centuries. However, when King Jarot ir’Wynarn died in 894 YK, his heirs refused to follow the standard practice of sucession. The five provinces of Galifar — Aundair, Breland, Cyre, Karrnath and Thrane — split apart, forming what are now known as the Five Nations. A century of war followed as each heir attempted to rebuild Galifar under their rule. The war finally came to an end following the Mourning, a mystical cataclysm that completely destroyed the nation of Cyre, transforming it into the warped region known as the Mournland. No one knows the cause of the Mourning. Was it a weapon, and if so, are its creators developing a second one? Was it the result of using too much war magic, in which case continued conflict could result in further destruction? The Mourning occurred in 994 YK, and within two years the war formally ended with the Treaty of Thronehold in 998 YK. But no one WON the war, and few people are happy with its outcome. The mystery of the Mourning is holding further conflict at bay, but sooner or later that mystery will be solved… and most believe that when it is, war will be inevitable. Some rulers are actively pursuing the cause of peace, while others are already preparing for the next battle.

The Last War serves a number of important functions. First and foremost, it shatters the established order and creates an era that is filled with conflict and uncertainty. Thanks to the war, we see a number of critical developments:

  • New Nations. Darguun, Valenar, Q’barra and Droaam were all born from the conflict, as new forces seized land once claimed by Galifar. The Eldeen Reaches expanded into Aundair, while the Mror Holds and Zilargo asserted their independence. Some of these shifts were more dramatic than others; for Zilargo it’s virtually a semantic change, while Darguun and Valenar represent violent upheavals of the previous order.
  • Balance of Power. As a single market, Galifar had the power to dictate terms to the Dragonmarked Houses – something it did with the Korth Edicts, which established that dragonmarked house can’t hold land, titles, or maintain military forces (with exceptions made for House Deneith). Now the nations need the houses more than the houses need any one nation. If the houses do decide to violate the Korth Edicts, who would have the power to enforce them?
  • Innovation. The Last War drove innovation, and within the last century there have been many critical developments. First there were warforged titans, and this led to fully sentient warforged. The eternal wand is a critical advance in the science of wands, being both more accessible and reusable; the next step could be a wand that anyone can use. The airship was developed during the war, which is a critical point: air travel is still very new in Khorvaire! These are a few major examples, but in my opinion this is representative of a broader range of advances, as both houses and nations struggled gain an edge in the conflict.
  • Opportunity for Adventure. The Mournland is the world’s largest dungeon, and it’s sitting right in the middle of the continent. Cyre was the richest of the Five Nations, and all its treasures are lost in a twisted wasteland filled with monsters. If you prefer espionage, the Five Nations are all vying for power and position as they prepare for whatever happens next. This can even extend to straight pulp adventure. You’re searching for the Orb of Dol Azur in Xen’drik? Well, so’s the Order of the Emerald Claw… and if they get ahold of it, you can be sure they’ll use its power against Breland in the Next War!

Beyond this, the Last War is a source of infinite character hooks. The war ended two years ago. The typical soldier in the last war was a first level warrior (that’s an NPC class from 3.5 – a crappy version of the fighter – if you don’t know the term). As even a first level PC classed character, you are more talented than the typical soldier. So, if you’re a fighter… did you fight in the war? If so, were you a mercenary, or did you fight for one of the nations… and if so, which one? Are you still loyal to your nation, or are you disillusioned by what you’ve been through? And if you didn’t fight in the war even though you clearly had the skills to do so, why didn’t you fight?

This is something you can develop as deeply as you wish. For some people, this is a way to really add depth to a character. What happened to you during the war? What were your greatest victories, and what did you lose? Were you a war hero, or were you just a grunt in the trenches? Did you spend any time in a POW camp, and if so, what did you endure? How about your family – how did the war affect them? If your character is religious, how did the war and the Mourning affect your faith – was it a solace to you in difficult times, or has it forced you to question your faith?

This can easily form the foundation for a story that unites an entire party of adventurers. One of my go-to ways to start a campaign is to establish that the players were all part of a unit of soldiers during the last war. With that in mind, I’ll ask each character to figure out how their concept fits within that mold. You want to play a warforged fighter? Easy, you were made for the war. You’re playing a warlord? Congratulations, you’re the captain of the unit. Wizard? OK, you were the arcane support. My standard nation of choice is Cyre, because while no one won the war, Cyre definitely lost it. As a Cyran soldier, you have no homeland; you’ve lost everything; and yet, you still have a particular set of skills. Why WOULDN’T you become an adventurer? It’s essentially Mal and Zoe from Firefly. And like Firefly, what I like to do with this set up is to actually set the first adventure (or two) during the war: so we get to see your group working together as a unit, and we get to see some of the things they went through. You’ve got to hold an undersupplied post against an advancing army of Karrnathi undead. It’s a fight that can’t be won, and in the process you’ll have to make difficult decisions, and you’ll deal with a Karrnathi commander who you will surely come to hate. Once we resolve that, we’re going to talk through the next two years: how you moved from being soldiers to adventurers. But you’ve got a foundation to work with. You’re not strangers brought together by an old man at a bar. You’re comrades in arms. You’ve faced the undead together. And when that Karrnathi bastard shows up again working for the Emerald Claw, you’ve got a real reason to take him down.

In the episode of Manifest Zone, we talk about how war can leave fairly intense scars. You don’t have to dig that deeply if you don’t want to. You can establish that your fighter fought for Breland and leave it at that. You may not want to burden your character with a crisis of faith or PTSD. You could very well ask how it benefits YOU to damage your character, or to hand the GM tools to make your life difficult. For me, it’s not about given the GM “things to use against you”, because as the GM I’m not your enemy. At my table, what we are trying to do is to build a story together… and for that story to be as dramatic and compelling as possible. These sorts of scars give your character depth. They give you trauma that you can overcome, and they give you things to fight FOR beyond simply getting a better magical sword. Just looking at, for example, The Force Awakens: Finn is a former conscript who’s fled war and ultimately works up the courage to fight the people he once fought for – even though this pits him against people he once served with. Rey is an orphan who’s avoided the conflict and lived as a scavenger. And Poe is the soldier who believes in his cause. In Firefly, Mal is an officer who was deeply devoted to his cause, only to have that faith crushed in defeat; but it’s still there, underneath his mercenary cynicism. Having flaws gives your character depth. In 5E D&D, these elements can be worked into Backgrounds; at some point I may post something that explores backgrounds particularly well suited to Eberron.

So: the Last War is a source of upheaval and change that creates opportunity for adventure and adventurers. It provides a wealth of hooks for character development. It can also provide a host of possibilities for adventures. Setting aside the Mournland, you can have to deal with mystical weapons gone terribly wrong, from a rampaging titan to a secret program that sought to create magebred supersoldiers. You can have “dungeons” anywhere, because rather than having to rely on ancient ruins you can have NEW ruins created during the war. You can track down war criminals or delve into espionage. Whether you care about a country or are just looking for opportunities, the shadow of the Last War creates many possibilities.

THE SHAPE OF THE WAR

With all that said, many people want a better sense of the actual nature of the war. Was it more like World War I, with grueling trench warfare and soldiers being ground up on a relatively static front line? Was it a time of constant change, with cities being seized and lost? Was it like modern warfare, with air strikes and similar attacks inflicting damage far beyond the front lines?

The sourcebook The Forge of War provides the canon answer to these things and is your best source for in-depth information, since I don’t have time (or permission) to write a sourcebook on the Last War. With that said, I didn’t work on The Forge of War and it is the canon source I have the most issues with. It doesn’t delve as deeply into the concept of innovation as I’d like, and doesn’t explore the question of what new weapons and tools were developed in the war. It ignores many other canon sources; one of the most infamous examples is its statement that Thrane lacked any decent archery support, when archery is a devotional practice of the Church of the Silver Flame and should be one of the greatest strengths of Thrane. With that said, FoW provides a POSSIBLE overview of the course of the war.

As for my answer: The Last War was all of these things. It lasted for a century, and that wasn’t a century of constant, unending total war. It had its slow periods, with soldiers glaring at one another across the static front lines. And these were punctuated by periods of intense conflict, of shifting alliances and changing borders. And while it was largely concentrated on the fronts, there certainly were magical attacks that pushed beyond the front to cause indiscriminate damage further back. Often this would be triggered by a new magical development. When Karrnath first incorporated undead into its armies; when Cyre fielded the first warforged titans; when Aundair pioneered new long-range war magic. One issue to me is that I feel that we haven’t established the primary weapons used in the warThe magic items and spells that PCs use are geared towards squad-level combat with small groups of powerful individuals, because that’s what PCs are. But a fireball that inflicts 6d6 damage over a thirty foot radius is both overkill and too small an area to have much impact on a group of a thousand first level warriors. So what spells did war mages rely on? Do you take the principle of cloudkill to make a larger-scale gas attack… and if so, did someone invent the equivalent of a gas mask? One advantage of this approach — the idea that most spells used in the war were lower damage but larger area — means that faced with such things, PCs get to shine on the battlefield. A 6d6 fireball may be a grave threat to a third level PC. But if the magical bombardment inflicts 1d6 fire damage over a hundred foot radius, it’s still a serious threat to the common soldiers – but the PCs can miraculously survive a few blasts, which is after all how we want this movie to go.

The basic principle of Eberron is that it’s a world in which arcane magic has been used to solve the problems we’ve solved with technology. So if you look to the common tools of modern warfare — mines, tanks, artillery — I feel all of these should have their parallels in Eberron, but based on arcane principles. The warforged titan is one answer to the tank; I could imagine a variation on the apparatus of Kwalish as another. In my novels, we see a variation of mines (based on the principle of a glyph of warding) and artillery — specifically the siege staff. Following the idea that a wand is a form of mystical sidearm and that the staff is physically larger and more powerful, a siege staff is a staff made from a tree trunk — thus capable of holding even more energy and projecting it farther. Neither of these things were ever given mechanics, but it’s the sort of thing I’d like to see addressed some day.

Tied to this, in a previous post Zeno asks: It is said that Titan Warforged was created for war. That sometime devils has been released on opponents. I wonder why 1st level commoners should be thrown in a war like that. A single titan Worforged could kill a whole army.

It’s true: the typical soldier in Eberron has no chance against a warforged titan. Just as common soldiers in our world have trouble when faced with tanks, chemical weapons, or incendiary bombs. It sucks to be a typical soldier when you have to charge up a hill against an entrenched machine gun. War has never been fair, and it’s not fair here.

With that said: the typical person in Eberron is a first level commoner, but the typical soldier would be a first level warrior; a veteran might be second level. Small difference, but a difference nonetheless. Nonetheless, a second level warrior wouldn’t stand a chance against a warforged titan. Why would they be thrown into that war? Because that’s all they had to work with… and because it’s what also forms the bulk of the opposing forces. Infantry is the best tool to hold ground. Meanwhile, the warforged titan is a specialized and very expensive piece of military equipment that serves a specific role on the battlefield. Think of the warforged titan as a tank. If you’ve got a squad of soldiers armed with machetes or even standard smallarms, they simply aren’t equipped to deal with a tank. If they try, they’ll get killed. The same thing is true of a squad of warriors facing a warforged titan. In both cases, what you won’t see is the soldiers charging in and trying to hack the overpowering enemy apart with machetes. Instead, you’re going to have the following questions:

  • Do we have access to equipment that allows us to overcome this threat? Do we have an arcane specialist with a wand or staff with a spell that can defeat this? Do we have a siege staff? Can we summon a planar ally? Essentially, do we have anti-tank weaponry in our unit? You see this in City of Towers, where the unit is faced with a military airship and requires a specialist to bring it down.
  • If not, can we take advantage of the terrain? Can we lure it into swampy terrain where it will sink? Is there a minefield? Can we get it onto a bridge and collapse the bridge?

If the answer to these things is no, then they won’t engage it. They’d retreat and regroup. So IN THEORY a warforged titan could kill a whole army; in practice, the army would disengage.

On top of this, consider that military command would be tracking these things. Units with warforged titans, the capability to summon planar allies, and the like are exceptional; that’s exactly the sorts of units that would be tracked. So when that titan shows up and you have nothing to handle it, you get out of there and hope that command already has forces en route with anti-titan capabilities.

So yes: the warforged titan can slaughter a squad of typical soldiers, as can a summoned fiend or any number of other threats. Which means once the titan exists, people immediately began finding ways to deal with it — just as people in our world invented anti-tank weaponry. And this is great for House Cannith, which sells you the weapons, and then sells you the thing you need to counter the latest weapon, and then sells you the thing you need to counter the counter, and so on.

Could we get a brief overview of each of the Five Nations’ general tactics in the Last War?

Certainly. If they were a party of adventurers, Karrnath was the fighter. Aundair was the wizard. Thrane was the paladin. Breland was the rogue. And Cyre was the bard. This is a gross simplification – not addressing Breland’s industrial capacity or Cyre’s wealth – but it’s a good place to start as a mental image.

With that said, this could be the subject of a sourcebook. I’d refer you to Forge of War, but I don’t think they actually got this correct. So first of all: Galifar was a united kingdom, but its resources were spread throughout the five provinces. This is generally reflected in the culture of that province. So for example, Karrnath was the seat of Galifar’s military and the home of Rekkenmark, its premier military academy. Soldiers from across Galifar trained at Rekkenmark, and when the war began most returned to fight for their own nations. Likewise, wizards from all countries trained at the Arcane Congress in Aundair. So all sides benefitted from these resources initially. But the people of that province were the most committed to the concept embodied by those institutions; had the MOST people trained at those institutions; and held onto the institutions themselves and their resources as the war continued. So at the start of the war, every nation had spies trained by the King’s Citadel. But Breland had the most of them, and had the facilities, records, and resources of the Citadel itself. With that in mind…

Karrnath was the seat of Rekkenmark and the Royal Army. Karrnath has always had a harsh, martial culture. In general, they had the most disciplined and best-trained soldiers, and had exceptional heavy infantry and cavalry. I’ve always felt that they had decent war magic, though obviously inferior to Aundair and extremely focused (primarily evocation). Karrnath was further distinguished as the war went on by the use of undead in battle. So in Karrnath you have stoicism, discipline, and general martial excellence… with a side dish of undead.

Aundair was the seat of Arcanix and the Arcane Congress, and has always had the edge in arcane magic. It is the smallest of the Five Nations, and has always relied on magic to make up for that. So Aundair would have the best mystical artillery, both using things like siege staffs and in terms of having the most actual wizards on the battlefield. They lacked the industrial capacity of Breland or House Cannith, but were always the leaders in arcane innovation… so to make a modern analogy, they didn’t have the MOST missiles and bombs, but they had the BEST missiles and bombs, and were the most likely to surprise you with something you hadn’t seen before.

Breland was the industrial heart of Galifar, and further was the seat of the King’s Citadel… which includes the intelligence agency of Galifar. So from the start they had the greatest numbers of spies, assassins, and other covert operatives. This was further enhanced by a strong relationship with Zilargo and House Deneith. So intelligence was always a strength of Breland. Beyond that, they had numbers and resources, and what they lacked in discipline they often made up for in spirit and charisma; so your rank and file soldiers weren’t as exceptional as you’d get in Karrnath, but they’d be more likely to have truly inspiring leaders, and to break the rules of war to try something new. I still think the rogue is a good analogy: Not as good in a straight up fight, but clever and unpredictable, and very dangerous if they can catch you off guard.

Thrane was the seat of Flamekeep and the heart of the Silver Flame. This shouldn’t be underestimated. While the Silver Flame is revered across Galifar, Thrane was its heart, and Flamekeep is where paladins and clerics would received their training. And this is critical, because the Silver Flame is a martial faith. The Silver Flame is about being prepared to defend the innocent from supernatural evil. Archery is a devotional practice, and every Thrane villager trains with the bow. Beyond that, the Silver Flame maintained its own army of Templars. The Lycanthropic Purge was the biggest example of templars at war, but on a smaller scale the templars were constantly hunting down and eliminating supernatural threats. Karrnath was the seat of the army; but the Thranes had if anything more soldiers who’d actually SEEN BATTLE, even if they hadn’t been fighting other humans. This also meant they had more hands-on experience supplying and supporting their forces than most nations.

In summary, Thrane’s greatest strengths were peasant militias, exceptional archers, morale enhanced by a shared creed, an experienced and disciplined force in the Templars, and beyond that, the greatest ability to bring divine magic to the battlefield. PC class characters are exceptional, but to the degree that there were clerics and paladins on the battlefield, Thrane had the lion’s share of them… and just as Aundair was most likely to produce a dramatic new arcane technique, Thrane was most likely to suddenly summon plaanr allies or otherwise turn the tide through use of divine magic.

Which leaves Cyre. Cyre was known as the center of art and culture, and in some way it wasn’t the best at anything… but at the same time, it also had a little bit of everything. Hence the bard — jack of all trades, not tied to any one path. Cyre also had the fact that according the the laws of Galifar, they were in the right — so back to the bard, strong morale. Finally, Cyre’s greatest asset was holding the wealth of the kingdom… which in turn meant that they could field the most mercenaries and draw the greatest amount of support from the Dragonmarked Houses. And it certainly didn’t hurt that House Cannith was based in Cyre. So Aundair had the BEST arcane magic; Cyre had considerably more of what could be bought from House Cannith. Cyran forces involved a lot of mercenaries (Deneith, Valenar, Darguul) and more warforged than any other nation… and like Breland, what leaders lacked in discipline and experience, they would attempt to make up for with charisma. As we all know, the heavy use of mercenaries had some pretty disastrous consequences down the line… but there you are.

That’s all I have time for now, but I will continue to answer questions over the course of the week. Let me know how you’ve used the Last War in your campaign and what you’d like to know about it! And check out the latest episode of Manifest Zone!

FOLLOW UP QUESTIONS

I seem to recall that Aundair took Arcanix from Thrane. If so, did they possess the arcane advantage they were known for at the beginning of the war? And if so, where did it come from?

This is from The Forge of War and is one of those the elements I strongly disapprove of. With that said, here’s my answer. The Arcane Congress has always been part of Aundair. It was founded by Aundair herself if the early days of Galifar, and respect for magic and education have both been engrained into the Aundairian character in a way no Thrane can understand. Arcanix — the greatest university and the seat of the Arcane Congress – is a floating citadel. It is also a mystical stronghold; Aundair’s greatest military asset its its arcane prowess, and Arcanix is, if you will, its Death Star. And like the Death Star, it’s mobile. It’s a floating institution, and when they seized a particularly desired stretch of land from Thrane and laid claim to it in the war, they moved Arcanix to that region. So it is true, Aundair took what is now Arcanix from Thrane during the war… but it wasn’t Arcanix when they took it.

You’ve established that the Keeper of Secrets is bound at Arcanix’s location. Would you say that she is tied to the town, the mobile fortress, or both?

As a GM, I’d definitely say she’s bound to the location. From a story perspective, this helps justify new developments at Arcanix tied to the presence of Sul Khatesh. I’d probably say that Hektula is manipulating Aundair and that shifting the location of Arcanix is part of the puzzle that will eventually free the Keeper of Secrets. But it could also simply be that Minister Adar learned of the location of Sul Khatesh on his own and has a team of sages seeking to tap into her knowledge and power… and we all know that will go well.

Why did the Five Nations refuse to recognize Droaam in the Treaty of Thronehold, when they recognized Darguun and Valenar? 

On the surface, it’s easy to see all these things as being equals. Darguun and Droaam are both nations of monsters, right? Kind of. First there’s the issue of timing. Valenar rose over forty years before the end of the war; Darguun almost thirty years before the Treaty. Both fielded large armies during the course of the war. Both represented recognized civilizations. Essentially, both had proven that they weren’t going anywhere, and they had sufficient military forces that it was vital to get them to the table in the interests of establishing a general peace.

By contrast, at the time of the treaty Droaam had been around for a decade. It was an assembly of creatures whose cultures were largely unknown in the east; no one had really considered the idea that harpies or medusas we in any way civilized. And while Droaam brokered mercenaries through House Tharashk, it never fielded a true army during the war. It’s the closest thing Eberron has to a terrorist state. It’s something the people of the east didn’t believe would last and something they don’t WANT to last. They settled with Darguun and Valenar because they had to. Droaam wasn’t seen as a civilization deserving of respect or as such a significant threat that it needed to be placated. My novel The Queen of Stone explores the ongoing relationship between the Thronehold nations and some of these issues.

When suggesting your players to be war comrades, did you ever had problems in finding a place for druids and barbarians?

It’s generally an approach I’d use when I’ve got a group of players who don’t have character ideas they’re dead-set on — so it’s something where the players would build characters with the war story in mind, and I’d challenge THEM to figure out how the character fits.

Primal characters don’t have a strong role in any of the Five Nations, so it’s not an easy match. The first and most important question is whether they are driven by the mechanics of the class, or by its specific role in the setting. Do they want to be a barbarian because they want to be a savage outsider, or because they like the mechanical abilities of the barbarian class? If they want to be an outsider — a druid from one of the Eldeen Sects or a barbarian from the Demon Wastes — they need to think of what could cause a character with that background to serve with your nation. They could be a mercenary. In the case of a druid, they might not actually be part of the army; they could simply be a mysterious ally who’s chosen to help the squad. If your soldiers are Brelish, the druid could be one of the Shadows of the Forest who’s chosen to help against their enemies. In the case of the barbarian, I’ll note that among the Dhakaani, the barbarian class represents a martial art that involves a cultivated state of battle fury; they aren’t savages, they are specialized warriors. Your PC barbarian could follow this same path — having the abilities of a barbarian but not the flavor. Worst case scenario, say that the barbarian and druid don’t join the party until after the war… and if you do initial adventures set during the war, it’s a great time to have these players put on red shirts and play the warriors or experts who likely won’t make it through the adventure… and their tragic deaths can help bond the rest of the squad.

But the point of doing that “squad scenario” is to say “Make a character who would be in this squad.” If your players won’t be happy with that limitation, I wouldn’t follow this path.

About Karrnath: do you think people there had already a different relationship with undead and/or death? Were they more ready to accept undead soldiers than others?

Absolutely. It’s not always been presented clearly, but Karrnath and the Lhazaar Principalities have always been the stronghold of the Blood of Vol. The faith was well-anchored in Karrnath long before the war, and in Seeker communities you’d already have undead performing basic labor; they’d just never been harnessed and organized for war, and the Odakyr Rites (which produce the distinctive Karrnathi Undead) hadn’t been developed. In part this is tied to the idea that Karrnath is the harshest of the Five Nations in terms of environment, and its people were generally more receptive to the bleak outlook of the Blood of Vol. It’s not like the Silver Flame and Thrane; the number of Seekers is small enough that Kaius could choose to use them as scapegoats in the present day. But the faith has always been around in Karrnath and thus its people had more casual contact with undead than any of the other Five Nations.

Would a Karrnathi Silver Flame or Sovereign cleric, or maybe even a bard be DIFFERENT in his approach to the topic?

Mechanically or philosophically? Mechanically, no. If you want a different approach to undead, make a Blood of Vol cleric. Philosophically they’ve be more used to having them in mundane roles and thus less likely to see ALL UNDEAD AS ABOMINATIONS then their counterparts in other nations. The focus of the Silver Flame is protecting the innocent from supernatural evil; a templar raised in Karrnath knows that the skeleton working in the fields in that Seeker community ISN’T suddenly going to turn on the villagers. With that said, the Silver Flame has never had a strong foothold in Karrnath, precisely because its culture leans more towards the bleak pragmatism of the Blood of Vol; in my opinion, Seekers have always outnumbered the followers of the Flame in Karrnath.

Five Nations says Thrane was the nation Breland feared the most… I thought Breland was much stronger than all.

If Breland was “stronger than all” the war wouldn’t have lasted a century. Breland had more people and stronger industry. But Aundair had better magic and Karrnath had better soldiers. As for Thrane, I didn’t write Five Nations so I can’t tell you what they were thinking. But let’s look at a few key factors.

  • Thrane and Breland share a significant border.
  • Along with Karrnath, Thrane has the most militant culture among the Five Nations. Its people stand ready to fight supernatual evil… but that still means that they are combat ready and prepared to make sacrifices for their faith. Again, in my mind the peasant militias are one of Thrane’s greatest assets.
  • Tied to this, I feel Thrane had a morale advantage over the other nations because its people are united by common belief, and by a faith that taught them to be ready to fight and to make sacrifices to protect the innocent.
  • Thrane has the greatest access to divine magic on the battlefield. Unlike arcane magic, divine magic isn’t a science. As a result, it’s more mysterious, and mystery isn’t something you want in an enemy.
  • Most of all: Thrane abandoned the monarchy to become a theocracy. That was undoubtedly terrifying to the leaders of all of the Five Nations — especially to Breland, where the monarchy is on thin ice.

Was Talenta pulled into the Last War at all, or was their relative distance and the influence of Ghallanda and Jorasco enough to spare them from most of the fighting?

The Talenta Plains are a large undeveloped stretch of relatively barren land; it’s got little that anyone actually WANTS, and virtually no cities or fortresses that could be claimed as strategic assets. The tribes have never assembled into what the Five Nations would consider an army. Thus they primarily are a path that Karrnath and Cyre passed through while fighting each other. If I was developing a full history of the war, I could certainly come up with some interesting events involving the Plains: interactions with the Q’barran colonists; interactions with Karrnathi forces planning a surprise offensive against the heart of Cyre; general interactions with supply lines, or the time Cyre decided to establish a fort there. But generally actions in the war would have involved raids, mercenary service (uncommon but possible), or defensive actions.

Forge of War indicates that of all the nations, only Karrnath didn’t ally with one of the other five at any point during the war. Do you agree with this?

It’s not my idea, to be sure. With that said, the Karrnathi character includes both deep confidence in the superiority of their own martial skills — a conviction that they are the greatest power in Khorvaire — and a bitter stoicism, they’ll have to kill us before we back down and even then our bones will rise and fight until they are ground to dust. So it seems unlikely to me that they wouldn’t have at least negotiated with Aundair regarding joint operations against Cyre, or the like (and I feel this has even been discussed in some other source), but I’m willing to accept the idea that Karrnath never engaged in a full if-the-war-ends-we-share-power alliance — that they always believed that they would either win the war and rule Galifar on their terms, or fight to the bitter, bitter end. This still can be seen in the present day, where many of the warlords consider Kaius’s strong support of peace initiatives to be a betrayal, a belief that drives many Emerald Claw recruits.

How common were sending stones and other Sivis communications equipment on the battlefield?

We’ve established that communications in Eberron are more akin to telegraph that to radio or phone. It wasn’t a modern battlefield where squads come be in direct real-time communication with one another. With that said, Sivis communication was a vital tool for long-term coordination. Speaking Stones are BIG and expensive; you’re talking about a wagon, and something Sivis wouldn’t want to put at risk in active battle. So you’d have such a thing with a major army, but not a unit. I can imagine a smaller focus device allowing a Sivis heir to send a message to or receive a message from the nearest speaking stone, but how I’d see it would be something requiring a ritual – maybe ten minutes, maybe more, along with expenditure of ground dragonshards – to activate, and likely that ritual has to be active to receive messages. So an heir could send an emergency message to the nearest stone if he had ten minutes to do it; but receiving messages is something he’d do at a specific time – check messages at noon – and not something that could be done in the midst of active combat. Of course, if you’re in a HUGE hurry, sending is an option – but there’s very few heirs who can do that.

So it was a vital tool for coordinating strategies and getting updates, but not real-time communication and not something the smallest units would have. With that said, I think you’d also see the Five Nations exploring other options – experimenting with Kalashtar psions, Aundair developing an alternate method of arcane communication, Vadalis messenger birds – but Sivis would be the gold standard.

Someone mentioned Karrnath doing necromantic experiments on living prisoners? That seems…beyond the pale for a salvageable nation state, to me. I don’t want to go that dark with Karrnath, but I’m curious about your take on that? 

That someone was me. It’s part of the plot for an adventure I wrote for the ChariD20 event; the PCs are former Cyran prisoners of war who were used as fodder in necromantic experiments. A critical point here is that the adventure is about hunting the camp commander down in Droaam, because he’s a war criminal who’s fled the Five Nations. It’s not that Karrnath as a whole encouraged or engaged in such behavior; it’s that there’s ONE GUY (and his soldiers) who did so, and if he remained in Karrnath, KAIUS would have had him tried for war crimes. This ties to the difference between the Blood of Vol – a faith that uses necromancy, but generally as a positive tool that serves the needs of a community – and the Order of the Emerald Claw, which is about over-the-top pulp villainy and routinely engages in horrific actions. This commander is a pulp villain: a scenery-chewing mad necromancer that we all agree is a deplorable human and deserves to be brought to justice (whatever that ends up meaning).

So it’s not about KARRNATH being that dark. This is an example of what the Order of the Emerald Claw is capable of, and it’s WHY the Order of the Emerald Claw is considered a terrorist organization; again, if the villain here remained in Karrnath, he’d have been brought to justice for his crimes.

My player is under the impression that Karrnath was not doing as well as they had, toward the end of the war, and may have started experimenting on people out of a bit of desperation. My impression was that… they were still in a strong position when the war ended, other than the famines.

Karrnath has always been struggling due to famine and plagues. They turned to use of undead in the first place as a way to offset this. However, Kaius chose to break ties with the Blood of Vol and limit the use of necromancy towards the end of the war, as opposed to embracing desperate measures. The main issue is that at full strength one would have expected Karrnath to steamroll Cyre; instead, because of their troubles, it’s been more even. But it’s still a force to be reckoned with, and many warlords are angry at Kaius for pursuing peace because they believe Karrnath is still strong enough for war. As a side note, in my Eberron Kaius blames the famines and plagues on the Blood of Vol, giving him a populist platform to strengthen his position; thus Karrnathi Seekers are dealing with prejudice and anger, which is further exacerbated by the actions of the Order of the Emerald Claw.

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.