Every month I ask my Patreon supporters for short questions. Normally I’d spread these out over a lot of short articles, but September kept me busy and I didn’t have a chance. So, here’s an assortment of infrequently asked questions, dealing with dwarves, Dar, the Dark Six, numerology, electrum, and much too much more!
Are the Dark six truly evil? Or are they just misunderstood by the civilized people?
There’s no absolute answer, because the Sovereigns and Six can’t be judged independently of their followers. The Sovereigns and Six are IDEAS. To people who follow the Pyrinean Creed, the Dark Six are literally symbols of evil. The Devourer is the source of the destructive powers of nature. The Shadow creates monsters and lures people down dark paths. While to someone who follows the Cazhaak traditions, the Devourer tests us and weeds out the weak, and the Shadow helps us unlock our true potential. But the whole point of religion in Eberron is that there is no absolute proof that one of these beliefs is right and that the other is wrong. The question is which YOU believe to be true, and what you will do because of those beliefs. So, are the Dark Six truly evil? It depends who you ask. I’ve written a number of articles that talk about how different groups view the Dark Six; these include articles on the Shadow, the Keeper, the Fury, and the Traveler.
How well known is the commonality of the 13-1 in Eberron? Is it common numerology? Does it cause issues with there being 15 member of the Sovereign Host?
People within the setting are aware of the patterns that link certain phenomena. The ones most people know about are the moons, the planes, and the Dragonmarks. Most people believe that this is because there is a relationship between these things—that the moons are linked to the planes or to the dragonmarks in some meaningful way. Most people don’t believe that EVERYTHING is somehow tied to a baker’s dozen, so no one things it’s strange that there’s 15 deities in the Sovereign Host or that there’s only eight beasts in the Race of Eight Winds. And while most people do believe that the numerology of moons, marks, and planes is significant, MOST will say that some of the other baker’s dozens—the number of Mror Holds for example—are surely just a bizarre coincidence, though others will claim that it’s tied to the Prophecy. So people are AWARE of it, but they don’t believe that it does or should apply to every aspect of the world.
You once said “Antus ir’Soldorak recently began minting electrum coins called “Eyes” (due to the stylized eye on one face).” What are the public/private reasons for that eye and what has been the public reaction(s)?
So setting aside the IN-WORD explanation, there’s two explanations for why *I* made those decisions. Electrum pieces have been a weird outlier since AD&D; 4E dropped them completely. I wanted to give them an actual concrete role in the setting, along with a reason why they WEREN’T used in 4E — that they are actually new in the world. As for “Eye”, the MAIN reason for this is to fit the pattern of the coin name matching the letter of the metal: copper crowns, silver sovereigns, gold galifars, electrum eyes. Of course, I chose “Eyes” —rather than, say, “Elephants”—because I liked the idea that perhaps there IS a greater significance to it. The Player’s Guide to Eberron introduces an enchantment spell created by the Aurum that uses a platinum piece as a component; it seemed very in line with Soldorak’s ambitions to create a coin that could be used, perhaps, as a specialized scrying target… that in spreading this new currency across the Five Nations, he’s actually laying the groundwork for a vast spying network.
Is that true? That’s up to you to decide, based on the role of the Aurum in your campaign. Likewise on the reaction to the coins themselves. Personally, I think the reaction would vary from indifference to disdain—with some people seeing it as a publicity stunt and others seeing it as unnecessary. On the other hand, Soldorak could create a publicity campaign suggesting that his electrum coins are more reliable than others—especially if this was combine with a surge in counterfeiting of traditional currencies with base metals.
What’s Shaarat Kol and Kethelrax like? Do the kobolds and goblins have the same culture, or are kobolds as described in Volo’s?
In brief: This article discusses the most widespread kobold culture in Eberron. Droaam in particular has a number of micro-cultures created by the interactions between kobolds, goblins, and the other inhabitants of the regions, so there are isolated kobold clans and bands of goblins that have entirely unique traditions. However, most of the kobolds and goblins of the region have a shared history of being oppressed and dominated by other creatures, which has established a strong bond between the two species and a number of common traditions. This is the foundation of Shaarat Kol: it is a dominion formed from the ground up by kobolds and goblins freed from subjugation and working together to CREATE their own culture. It blends together a number of different micro-cultures, and it’s still finding its identity. Full details on Shaarat Kol and Kethelrax could be a topic for a future Dragonmark article.
Do magebred flowers and plants exist and what uses could they have?
Eberron possesses a host of flora not seen on our world. The most common source of such unusual plant-life is the influence of manifest zones. We’ve already talked about many such plants over time: livewood, Araam’s crown, dawn’s glory. The pommow plant of Riedra is specifically called out as being actively magebred—not merely “naturally” occurring in a manifest zone, but developed by the Inspired. A more detailed exploration of magebred and supernatural plants could be a subject for a future Dragonmark article.
What is the path to citizenship in the Five Nations?
Galifar is based on feudal principles, and most nations retain that basic foundation. To become a citizen of such a nation requires an audience with a local noble. The applicant swears fealty to the nation and its ruler, and also direct allegiance to that local noble; the noble in turn formally accepts them as a subject. This means that the noble is accepting responsibility for that individual, and the individual is promising to obey that noble, pay taxes, and answer any call for conscription, as well as to respect the laws of the land. The noble doesn’t HAVE to accept an offer of fealty, and most won’t unless the potential subject intends to reside within their domain. So it’s entirely valid for a Brelish noble to refuse to accept the fealty of an ogre from Droaam because either they don’t believe the ogre will uphold the laws or they don’t believe that the ogre intends to remain within their domain. Likewise, back before Droaam, the Barrens were considered to be part of Breland but the inhabitants of the region weren’t Brelish citizens, because they’d never sworn fealty to any Brelish lord; legally (from the perspective of Galifar) they were outlaws squatting in Brelish land.
In the modern age, much of this process is handled by bureaucracy, especially in the case of children of existing citizens. In some regions there are annual ceremonies where each child swears an oath to the local lord before being recognized as an adult. But in a populous region like Sharn, the parents will file paperwork when the child is born, and when the child becomes an adult they’ll file their own statement. But the underlying principle remains the same: someone needs to make a decision on behalf of the local lord as to whether to accept the offer of fealty, and this will be based on the applicant’s residence, reputation, family, and other factors.
How do governance and taxation work in the biggest principalities in Lhazaar? Are there any established checks on the princes’ powers, or are they all like little autocracies?
Every principality is unique, and the laws of a principality can dramatically change from prince to prince. As shown by the recent article on Lorghalen, the culture and traditions of the gnome islanders have nothing in common with the Bloodsails. The idea of the Principalities as a truly formalized alliance with a single leader and a more unified set of laws is a very new concept; Ryger ir’Wynarn is striving to bring the Principalities together, but that’s very much a work in progress.
What makes the dwarves of the Realm Below concretely different from the dar of Dhakaan? They’re both subterranean empires. If I want to have adventurers have to deal with daelkyr forces massing in a subterranean ruin, why would I use one instead of the other?
One reason to use one culture instead of the other is the location of the story. Sol Udar occupies a small region, primarily just the land under the Ironroot Mountains. Under most of Khorvaire, the Dhakaani were the only advanced subterranean nation. In Xen’drik you don’t have Dhakaani or Udar; instead you might find the Umbragen drow or Giant ruins. As for cosmetic differences, the appearance of the Realm Below is discussed on page 119 of ExploringEberron. The civilization of Sol Udar was a highly magical civilization that incorporated cantrip effects into daily life. An Udar ruin will have magical lighting, illustrate music, climate control. The Dhakaani are primarily a martial society: their forge adepts created magical weapons, but they didn’t have arcane air conditioners or magical jukeboxes. Dhakaani structures are stark and brutalist in design, though extremely durable; from the ground up, they were designed for WAR. The Udar weren’t so warlike, and their homes have a lot more cosmetic comforts. The second aspect is the degree to which the Udar specialized in working with demiplanes—meaning that for any Udar ruin you want to establish what demiplane it’s attached to and how those effects manifest in the ruin.
In Exploring Eberron, Jhazaal Dhakaan is said to have created the Ghaal’duur horn, but she’s also described as a bard. How does this fit with the fact that the Dhakaani have a strong tradition of artificers?
It’s not just Exploring Eberron; the Ghaal’duur is first mentioned as a creation of Jhazaal in the 3.5 Eberron Campaign Setting. It’s always been assumed that the duur’klala create magic items, but they create magic items associated with bardic magic. Duur’kala create items associated with enchantment, inspiration, and healing, while the daashor generally create armor and weapons of war. Now, the daashor CAN create any sort of item. Jhazaal created the First Crown, which is an artifact tied to inspiration; but it was a daashor who created the Rod of Kings. Still, the general principle is that the forge adepts create the tools of war, while the dirge singers create items associated with peace.
Do the Dragonmark houses view The Twelve as an authority or an advisory body?
The Twelve is technically a RESOURCE. It’s an arcane institute devoted to developing tools and techniques that benefit all of the dragonmarked houses. Dragonmarked heirs learn the arcane arts from the Twelve, and many important tools—such as the Kundarak vault network and most dragonmark focus items—were developed by the Twelve. The Council of the Twelve discusses issues of interest to all houses and helps to mediate disputes, but it has no AUTHORITY… though because its work is of great value to all of the houses, no house would want to take actions that would cause it to be cut off from the institute.
What stands out about Eberron’s transitive planes? Or are they just part of the backbone of Eberron’s reality, and a shortcut to the other planes in the Deep Ethereal and the Astral?
They’re primarily a part of the backbone of Eberron’s reality. In the 3.5 ECS the transitive planes were called out as functioning normally, and we’ve never suggested that they were created by the progenitors; instead, they are part of the basic metaphysical framework that the progenitors built upon. So they are largely supposed to fill the same function as they do in other settings.
What was the family of Mordain Fleshweaver inside House Phiarlan?
This is the sort of question I prefer not to answer. The answer has no significance for me. I could make a D6 table of named Phiarlan families and randomly say “Shol”, because hey, that’s a Phiarlan family. But that doesn’t make anyone’s story BETTER. The question is what do you WANT his family to be? If one of your player characters is a Thuranni, you might say that Mordain is also Thuranni, and might take an interest in the character because of that. Or you could say he was Paelion and will have a vendetta against the PC for that reason. But perhaps you’ve got a character who’s a Shol from Phiarlan… well, maybe Mordain is a Shol! Essentially, Mordain’s specific lineage isn’t an important part of his story, so I don’t want to make a choice that has no meaning for me but might get in the way of YOUR story. Since you’re asking the question, you presumably have a situation where it’s going to matter; so what do you WANT the answer to be? What will be the most interesting answer for your campaign?
That’s all for now! I’ll be asking my Patreon supporters for October questions soon, and I have a new Patreon experiment I’ll discuss next week!
I’m busy working on my next Eberron product for the DM’s Guild, and I’ll share more information about that when it’s further along. I’ve also just released a new short product— Magic Sword: An Eberron Story Seed — on the DM’s Guild. You can find more information about it in this article or watch my last session with Magic Sword in Eberron. But as time allows, I like to answer interesting questions posed by my Patreon supporters. Today’s questions deal with breaking the law in Upper Sharn and the relationship between the Church of the Silver Flame and the Daughters of Sora Kell.
Inquisitives and the Law
How would you handle players doing overtly illegal things like physically roughing someone up in a place like Upper Menthis? To what extent would the law try to apprehend them?
As a general rule, Upper Sharn is a dangerous place to break the law. Even if the Watch doesn’t care about justice, they are well paid to protect the people of the district… and the sort of people you find in Upper Sharn can afford to hire Medani, Tharashk, Deneith, or even Thuranni. Keep in mind that wealthy people may have a wide range of defenses that aren’t automatically obvious. The coward’s pearl was a consumable item in 3.5 that allowed a quick escape; in fifth edition, a similar item might combine the effects of misty step and invisibility, allowing the user to disappear and flee. Another simple object would be an amulet that can trigger an alarm, alerting a security team or the watch. This latter approach would work like a silent alarm in a bank; the victim would trigger it at the first sign of trouble, and then try to delay and get the criminals talking long enough for assistance to respond. Looking to other types of crime, homes and businesses in Upper Sharn may well be equipped with arcane locks, glyphs of warding, alarms, and other magical defenses; here’s an article I wrote on that topic.
Now, it’s POSSIBLE to get away with crimes in Upper Sharn. It’s just not EASY. The Watch WILL actually do their job, and even if you get away initially, Medani, Tharashk, and the Blackened Book could all be deployed to track you down. Part of the question is who was targeted. Robbing a minor merchant might not have major consequences, but if you steal from the ir’Tains, they will spare no expense to track you down—and that means Medani, Tharashk, Sentinel Marshals. Again, I’m not saying it’s impossible to get away with it, but it should be EXTREMELY DIFFICULT: this is the stuff of heist movies, not random smash and grab.
But the key is that your players need to understand that. If they’re used to solving their problems with random violence, they need to know that they’ve moved into new territory—that you’re in Ocean’s Eleven now, and Danny can’t get what he wants by walking into the casino and beating people up. Personally, if the players have never been to Upper Sharn before, I’d start the session with something like this.
Before you begin, there’s something you need to know. Up to this point, you’ve been able to do a lot of bad and frankly stupid things and get away with them. That’s all about to change. Upper Sharn is the domain of some of the richest and most powerful people in Khorvaire. They aren’t powerful in the same way you are; you could easily beat them in a fight. But if you annoy them—worse yet, if you kill them—you won’t get away with it, not unless you have done some VERY careful planning. Gold buys services. Medani will find out who you are. The Sentinel Marshals will track you down. You might evade them for a while, but they WILL find a way to bring you to justice. I don’t want to waste the next three sessions dealing with you being fugitives, so if you commit a stupid, obvious crime in this adventure, I’m going to let each of you tell me one cool thing you do while you’re on the run and one thing that leads to your capture, and then we’ll cut straight to your trial and punishment. So. Unless you WANT to be branded as outlaws—literally—don’t do something stupid while you’re in Upper Sharn. You’re in deep waters now and you’d better learn to swim.
Then, when someone DOES suggest a really stupid course of action, I’ll say “Remember that conversation we had earlier? This is you doing that stupid thing. Do you really want to do this? Because I’ve told you what happens next.”
The important thing is that this should never be the DM against the players. You’re working together to create a story you’ll all enjoy. The players just need to understand the rules of the scene: that this is not a place where you can get away with that. If you make this clear ahead of time—if you establish that this is Ocean’s Eleven, not Reservoir Dogs—you can hopefully avoid problems. Alternately, you can let the players do their stupid thing, and have them NOT suffer any consequences… and then have the powerful person who pulled strings on their behalf show up and explain why they aren’t standing on an Eye of Aureon and what they need to do now to repay the favor. Again, at the end of the day, we’re all supposed to be creating a story we enjoy. If people aren’t going to enjoy being exiled or imprisoned (because hey, this COULD be your chance to switch to an escape-from-Dreadhold campaign arc!) then either warn them away from foolish courses of action or make their getting away with it a compelling part of the story.
Do inquisitives and agents of House Medani and House Tharashk have any ability to enforce the law? Or are they just gathering information for the forces of the law to act upon?
House Medani and House Tharashk don’t have any special dispensation to enforce the law. They are, essentially, licensed private investigators and bounty hunters. Agents of the law understand the role that they play, and may either welcome their help or dismiss it. But Medani and Tharashk inquisitives have no legal authority of their own. The Sentinel Marshals of House Deneith are authorized to enforce the law, but this is very closely monitored and a marshal who abuses this authority will be stripped of rank.
I’m running a campaign where the players are using the Inquisitive Agency group patron. It seems anticlimactic if they can’t actually enforce the law, and have to rely on the Watch to resolve things.
If you look to the genre, there’s a vast array of stories about private investigators. Sherlock Holmes is a “consulting detective” with no legal authority; he works with Scotland Yard, not for them. The Maltese Falcon, The Big Sleep, Stumptown, HBO’s new Perry Mason… part of the point of these stories is that these people are PRIVATE detectives, working on the edge of the law. Sometimes they have a good relationship with the law, as with Sherlock Holmes. In other cases, the forces of the law are corrupt and part of the problem; it’s because the detective is on the outside that they can get things done. Because they’re not officers of the law, detectives aren’t always as bound by rules and regulations, and they can deal with people who might not interact with an agent of the law. In developing the campaign, a crucial question is whether the adventurers are close allies of the law—in which case you could even choose to make them deputies with limited powers of their own—or if the local watch is part of the problem, with only a few people they can truly trust.
Looking to the question of whether the story will be anticlimactic if the adventurers turn it over to the forces of the law… just because the job of the detective is to gather information as opposed to catch the villain doesn’t mean that YOUR ADVENTURE should involve them gathering information, reporting it to the authorities, and then going home while the law deals with it. The adventurers solve a mystery and identify the villain. Yes, they SHOULD let the Watch handle it. But perhaps they don’t because…
… There’s no time! The villain is about to flee, and if the adventurers don’t act immediately they’ll get away with it.
… The adventurers have caught the villain red-handed, but now they have to deal with them immediately.
… The villain trusts the adventurers, or they’ve got an inside ally—they can get close enough to the villain to strike, while the city watch never could.
… The adventurers know that the watch will bungle the capture. If they want the job done right, they’ll have to do it themselves.
… The city watch won’t take the adventurers seriously. Or perhaps the villain has an agent or allies within the watch; they’ll either warn the villain or keep the watch from acting altogether.
… The villain hasn’t actually committed a crime. They’ve done something terrible, but somehow, legally, they are going to get away with it. Will the adventurers allow it?
There’s nothing stopping the adventurers from defeating the villain themselves and delivering them to the forces of the law. They just shouldn’t MURDER them in the process. Yes, they may have to break a law or to themselves in the process, but if they’ve exposed a terrible crime the watch might not ask too many questions about their breaking and entering to pull it off. So it’s not that the adventurers need to let the law do the takedown of the villain; it’s that they should deliver the villain to justice, not execute them. And yes, this means that there’s a chance the villain WILL evade justice and return to threaten them again. Which is, after all, the plot of every Batman story ever (movies aside): Vigilante detective unravels crime, beats up criminal and turns them over to the law, villain eventually escapes to cause more trouble, rinse and repeat.
So Medani and Tharashk can’t enforce the law, but what about House Deneith?
There is inconsistent canon regarding the role of House Deneith. Notably, Dragonmarked contradicts Sharn: City of Towers. I wrote the section in Sharn, and it’s what *I* do. Here’s the critical piece.
During the reign of King Galifar III, House Deneith was granted the right to enforce the laws of the kingdom, bringing fugitives to justice and enforcing punishments in exchange for gold. Originally, this was a largely honorary role that allowed House Deneith to assist the Galifar Guard in an official capacity. With the Last War and the formation of the Five Kingdoms, these Sentinel Marshals have become far more important. The Sharn Watch, the Blackened Book, and the King’s Citadel are all agents of the Brelish crown, and they cannot pursue fugitives into Aundair or Thrane. The Sentinel Marshals of House Deneith can. These elite agents are authorized to enforce the law in all five kingdoms—although they are not authorized to break the law in pursuit of justice! Sentinel Marshals are usually employed as auxiliaries by regional authorities, but they are occasionally hired by private individuals when the local justices lack the resources to pursue a case. A Sentinel Marshal holds the honor of House Deneith in his hand, and only the most trusted members of the house are granted this authority. A Sentinel Marshal must possess exceptional skills and knowledge of the laws of all of the kingdoms of Khorvaire, and it is rare for an heir to even be considered for this honor unless he has served with both the Blademark and the Defender’s Guild. It is possible that a player character would be granted the title of Sentinel Marshal after performing an exceptional service for the house, but a DM should always remember that this position does not place the character above the law—and should he ever abuse his authority, it will be stripped from him and he will in all likelihood be expelled from the house.
So, Sentinel Marshals enforce the law for gold. They are freelancers hired as auxiliaries by local authorities, not champions of justice expected to be fightin’ crime pro bono. Their most valuable attribute is the fact that they are recognized as neutral and extranational, able to enforce the laws across the Thronehold nations and pursue fugitives across borders.
Just to give a sense of how rare and special Sentinel Marshals are, according the Sharn: City of Towers there are NINE of them in Sharn… And Sharn is the largest city in Khorvaire! Sentinel Marshals aren’t supposed to take the place of the Watch; they are elite specialists called in for jobs that require their skills and ability to cross borders. With that said, the watch can also just hire standard Deneith mercenaries to help out with a rough situation; but that doesn’t grant the Blademarks the authority of Sentinel Marshals.
Are the brands used to mark criminals in Sharn recognizable in most of the Five (Four) Nations? Are the brands simply physical brands? If not, what kind(s) of enchantment are involved?
The brands are standardized under the Galifar Code of Justice and would be recognized in all of the Five Nations. There would be a few new nation-specific ones (“Exiled from Nation X”) but any agent of the law will recognize them. These details are discussed in Sharn: City of Towers:
Repeat offenders are often marked with a symbol that warns others about their criminal tendencies. In the past, these marks were made with branding irons. In this more civilized age, a House Sivis heir inscribes the mark using a pen of the living parchment (see page 169). Marks are either placed on the forehead or on the back of the right hand, and guards often demand that suspicious strangers remove their gloves and show the backs of their hands.
The section on the pen of the living parchment adds the following information.
A character who possesses the arcane mark ability of the Least Mark of Scribing can use the pen to inscribe permanent arcane marks onto the flesh of living creatures. These are commonly used by the courts of Khorvaire to mark criminals and exiles, warning all observers about the nature of the character’s offense… Removing such a mark is extremely difficult, and requires the use of break enchantment, limited wish, miracle, or wish; the DC for a break enchantment check is 18. Removing a criminal’s mark is a crime under the Galifar Code of Justice, so it may be difficult to find someone to break the enchantment. The character who inscribed the mark can also remove it, using the same pen they used to create it in the first place… Placing a criminal’s mark upon an innocent victim is a serious crime under Galifar law, and the Blackened Book is assigned to track down anyone believed to be performing this form of forgery.
The Silver Flame and Droaam
What would Jaela Daran’s official position, as Keeper of the Flame, be concerning the tier of evil that the Daughters of Sora Kell are classified under?
In the past, the Church of the Silver Flame cast most “monsters” under the umbrella of Innate Evil. This is called out clearly in Exploring Eberron:
Entities of innate evil. This is the most contentious category on the list, and it is the idea of monsters—that there are creatures native to Eberron who are evil by nature. In the past, the church has placed medusas, harpies, trolls, and similar creatures into this category, asserting that through no fault of their own, these creatures are vessels for supernatural evil and pose a threat to the innocent.
It’s this principle that justified the actions of templars raiding the Barrens in the past, protecting the innocent people of the Five Nations by killing these monsters. Of course, that’s what’s been done in the past. Jaela Daran embodies the compassionate principles of the faith, and in my Eberron I could easily see her asserting that the denizens of Droaam—from the Daughters to the harpy to the gnoll—are no different than any human, and pose a threat only if they choose evil. However, in doing this, she would be fighting against tradition; the Pure Flame in particular might rebel against the idea of treating MONSTERS as innocents instead of threats to the innocent. But in MY Eberron, I’d have her make that pronouncement NOW—so the player characters are actively caught in the middle of it and could play a role in what happens next—as opposed to it just being something that happened a few years ago and has largely been settled.
But aren’t the Daughters of Sora Kell half-fiends?
Maybe, but what does that even mean? Normally, immortal entities don’t reproduce. We don’t even know with certainty HOW the Daughters were born. While they are long-lived, in my opinion they are mortal and can be killed. They are capable of CHOICE… just like tieflings, and consider that the Church of the Silver Flame established Rellekor as a place for tieflings to reproduce. The Daughters of Sora Kell are evil beings of great power, but are they FORCED to do evil or do they choose it? The critical point here is that this defines the interpretation of Droaam itself. If you classify the Daughters of Sora Kell as immortal evils they must be opposed and are seen as incapable of doing anything good; thus, Droaam MUST serve an evil purpose. On the other hand, if the Daughters are capable of choice, they are capable of change; while they’ve done evil things in the past, Droaam COULD be a good thing. I prefer to have Jaela open to the concept that Droaam may actually serve a noble purpose as opposed to definitively condemning it.
How willing is Jaela Daran to accept monsters as “peers”?
While it doesn’t have close ties to them, the church has known about the Ghaash’kala for ages. The modern church accepts orcs, goblins, changelings, and shifters (despite the troubles around the Purge) as equals in the eyes of the Flame. What makes an ogre so different from an orc? The question is solely does this creature have the capacity to choose to do good? Can they touch the Flame? Or, like lycanthropes, are they compelled to harm innocents by a power beyond their control? I think that many “monsters” suffered by virtue of being UNKNOWN; no one had SEEN an ogre in any context other than “This is a monster that will try to kill my friends,” whereas now it’s a laborer working in Sharn for an honest wage. I think the VOICE of the Silver Flame would encourage compassion in this case; the question is whether mortals will listen to the Voice of the Flame, or whether the Shadow in the Flame can play on their fears.
Are the generally traditionalist Thranes willing to entertain such equivalence or would Jaela esposing such beliefs be a possible weak point for Cardinal Krozen or Blood Regent Diani to capitalize on? Or that would inflame tensions with Solgar Dariznu of Thaliost?
The Silver Flame is based on principles of compassion: on the idea that those who can choose the light should be guided toward it, and only those who are irredeemably evil need to be destroyed for the greater good. In my opinion, the people of Thrane are the people who hew most clearly to those core principles of the faith. In Aundair, the Silver Crusade created the Pure Flame, whose adherents see the Flame as a weapon; in Breland, it suffers from the general cynicism and pragmatism of the Brelish character. But if there’s a place where people will TRY to follow the core tenets of the faith, it’s Thrane. So, PERSONALLY, I believe that there are many who would follow her, or who have already come to such conclusions on their own. In my novel The Queen of Stone, Minister Luala of Thrane is diplomatic in her interactions with the creatures of Droaam, notably discussing her regrets with the Silver Crusade and the ‘madness of the zealots’ that it spawned. As I said, I think the adherents of the Pure Flame would disagree, and say that the medusa and the harpy are clearly twisted creatures of innate evil that should be destroyed; so such a ruling by Jaela would surely reate a rift with Dariznu. With Diani or Krozen? It’s a plot you could certainly explore if you want to. But I’ll call out Rellekor; where many fear tieflings, Thrane has created a haven for them. I think if you WANTED to make it an issue, the key thing would be to have a major tragedy instigated by Droaamites—a pack of war trolls slaughtering people in Flamekeep—that Diani or Krozen could use as a rallying point for fear. But again, in my opinion Thrane is the nation whose faithful are MOST likely to embrace compassion, because that is the core of the faith.
That’s all for now! I draw IFAQ topics from my Patreon supporters, as well as polling them to determine the subject of the major article for the month. There’s four days left in the current poll, and it’s currently a tight race between The Library of Korranberg and The Fey of Aundair—but there’s still time for another topic to pull ahead!
This has been a busy month. I’ve been focused on supporting Exploring Eberron and I just posted a long article about the Nobility of Galifar, along with a supporting IFAQ and an exclusive article for my Patreon supporters. But at the start of each month I ask my patrons to present interesting, short questions, and I’d like to answer a few more before August comes to an end. So…
How Dhakaani heirs see orcs? Do you think that after fighting together with orcs, Dhakaani heirs have a better vision of them? At least about Gatekeepers?
On page 96 of Exploring Eberron, the song of the duur’kala says…
Our empire was so grand that even the spirits grew jealous. The Lords of Madness crawled out of the shadows. They made monsters of our children and sought to break our people with terror. But no power could stand against the champions of Dhakaan. Our heroes blinded the Lord of Eyes and cut the roots of the Rotting Queen. They fought the great Corruptor and brought him down…
On the one hand, this can be seen as the “winners” writing history. The Dhakaani systematically oppressed the orcs and drove them into the barren places of Khorvaire. The Kech Dhakaan have lived in isolation for many centuries and subsisted on tales of Dhakaani glory. The last thing the duur’kala want to do is to inject a story of how the Dhakaani COULDN’T win on their own and needed those very people they oppressed to defeat the enemy, even if that’s the truth. But there’s a bigger issue here, which is that most dar likely never knew the role that the Gatekeepers played. The conflict against the daelkyr raged across the entirety of the Empire. Butthe Gatekeepers were only active in the west. They didn’t join up with Dhakaani forces across the land; if they had, we’d SEE evidence of Marcher and Gatekeeper culture spread further, whereas instead the orcs we see in the east are an entirely different culture. We know that the Gatekeeper seals don’t need to be “on site”—the Gatekeepers didn’t have to be physically adjacent to the daelkyr to perform the rituals that bound them. Essentially, even though the Gatekeepers performed the crucial ritual that ended the daelkyr threat, they did in in the Shadow Marches—and the dar in what is now Darguun never knew what the Gatekeepers had done.
There are exceptions. As the sages of the empire, I would expect the Kech Volaar to know about the Gatekeepers and their contributions, though even they might assert that the empire WOULD have found a path to victory even without the Gatekeepers. The Kech Ghaalrac DID fight directly alongside Gatekeepers, and there are orcs among the Ghaalrac; so they are a Kech that feels a close kinship with the orcs, but they’re also a Kech that has had very little contact with the other Keepers. If I were to place one of the new Kechs in the region of Droaam—most likely the Kech Nasaar, as it’s mentioned in that region in the comics—I’d likely say that they worked more closely with the orcs during the war and respect the Gatekeepers. But most dar know little about the orcs and may have never heard of the Gatekeepers.
Ultimately, it’s up to what you want to do in your Eberron; a case can be made for different paths. The dar known that the orces are native to Khorvaire and thus not chaat’oor, and you could say that this is sufficient to create a bond between them in these difficult times. Nasaar or Ghaalrac dar could take this further and view them as valuable allies. But in general, I’d say that while they aren’t chaat’oor, they’re not dar; they are a people that the ancient dar defeated and drove into the dark corners of the land.
Is the Shadow Marches considered part of Breland? Have the Marchers always called themselves Marchers, or did they ever consider themselves Brelish (or Wroatish)?
Consider this: The Mark of Finding existed in the Shadow Marches for five hundred years before it was discovered by “House Sivis explorers” in 498 YK. In my opinion, that’s a pretty strong indicator that there was essentially no contact between the Marches and the Five Nations up to that point; the Sivis who discovered the mark are called explorers, not, say, merchants. To me, the intent has always been that the Marches are a highly inhospitable region with a low population density on the other side of the monster-infested Barrens—that the people of the Marches never had any interest in the outside world, and up until 498 YK, the outside world never had any interest in them. The people of Breland might have laid claim to it on a map, but they barely settled past the Graywall Mountains during the time of Galifar, and no one IN Galifar had ever made it past the Watching Wood; even if some lord THEORETICALLY held a claim to that territory, they’d never EXERCISED it and the people of the Marches were entirely unaware of it.
So definitely, the Marchers never considered themselves to be part of Breland or Wroat, and it is the intent that the Marches are not a Thronehold nation and that Marchers aren’t Brelish citizens. With that said, that’s not a fact that’s typically INVOKED; the common people of Breland don’t stop Marchers in the street and say “Wait a second… you’re not a Brelish citizen, I bet I could just murder you right now with no consequences!” In part this is because most Marchers encountered in the Five Nations are associated with House Tharashk, whose heirs do have the rights of citizens… and even if a Marcher ISN’T tied to the house, most people will ASSUME that they are.
What’s your take on the Library of Korranberg? Is it one big Tardis of a building, a collection of structures that cover a campus, a borough of books? Are certain places within the library subject to smaller manifest zones or planar connections?
This is covered in the 3.5 sourcebook Player’s Guide to Eberron, which is available on the DM’s Guild. The Library of Korranberg isn’t a building; it’s an institution and an organization, supporting thousands of students and scholars and with active agents across Khorvaire. Per the PGtE, the Library is comprised of eight separate colleges, in addition to the corps of sages, librarians, and agents who work for the unifying foundation. I’d be happy to explore this further in a deeper article, but for now the PGtE is the best source for further information.
Does the Library of Korranberg being eight colleges essentially make Korranberg itself a university town, or that the city of Korranberg has one or more districts that are entirely the Library while other districts are more traditional?
The latter. Korranberg is one of the three ruling cities of Zilargo. It’s the ancestral seat of House Sivis, and home to the largest temple to Aureon in Khorvaire (the Codex Vault) and to the Korranberg Chronicle. The Library is an important, major part of the city, but there’s more to Korranberg than just the Library.
I really like the idea of the Trust as an organization and I have a decent sense of how people in Zilargo view the trust, but less of a sense of how people outside Zilargo view the Trust. So my question is how do the citizens of other nations on Khorvaire view the Trust, how much would an average person, or as a contrast a person in power, know about the organization, and what are some potential region specific rumors that people believe about the trust (say in the Mror Holds and in Thrane).
Most people in the Five Nations don’t take Zilargo terribly seriously, which is just how the Zil like it. Remember, on the surface, Zilargo looks like a cheerful, colorful gingerbread village (that’s an exaggeration, but you get the idea). The Zil don’t WANT to be seen as a threat. They’re librarians! And scholars! They make great glamerweave and do the elemental binding! That’s the extent of what the COMMON person knows; Zilargo is seen as useful (everybody deals with House Sivis!) but not powerful or dangerous.
People with a little more knowledge know that Zilargo is a ruthless police state. But a lot of people who have never been there don’t really believe that. A vast network of ruthless gnome assassins? That’s ridiculous. Next you’ll say that there’s a secret order of Ghallanda vigilantes who use the Mark of Hospitality to poison people. People who have been to Zilargo or who deal with the nation directly know that it IS true, and we’ve suggested that most find it horrifying and are amazed that the Zil don’t. But again, theZil don’t, so it’s not like THEY are running around talking about it.
So in general, if non-Zil have heard about the Trust at all, they tend to think it’s an exagerated fairy tale. Ooooh, watch what you say, invisible Trust assassins could be listening in. On the other hand, people who are actually IN the business of espionage—Dark Lanterns, Royal Eyes, House Phiarlan or Medani, etc—know all about the Trust and take them very seriously. They know how capable the Trust is, especially in Zilargo itself. They don’t know how strong its influence is beyond Zilargo, because hello, that’s why they’re called secret agents, but they know enough to treat them as a serious potential threat and as someone to be treated with respect in negotiations.
So generally, I’d say the typical commoner in Thrane has never even heard of the Trust. The people of the Mror Holds might have heard of it just because they have a closer relationship with the Zil, but they’d still know it as “That’s the spooky police in Zilargo, right? My Zil buddy says they see everything.”
Surely the Twelve know about the Trust. Does this mean they’d avoid putting anything too important—like research facilities—in Zilargo?
Anyone who does business in Zilargo knows about the Trust, and the Twelve are surely well aware of the Trust. The curious counter argument is that this might be why they’d choose to put important facilities IN Zilargo. The Zil don’t have any sort of monopoly on spies. Before the Last War, the King’s Dark Lanterns operating across Zilargo, and now you have the Royal Eyes, the Argentum, etc. The Trust are especially good at what they do, and yes, I would assume that the houses take the approach that there are no secrets in Zilargo; that if they are doing something in Zilargo, ASSUME that the Trust will find out about it. But with that in mind, so what? The beauty of the Twelve’s research is that it can’t be stolen because it relies on use of dragonmarks. Zilargo couldn’t steal Cannith’s techniques for creating warforged because you need the Mark of Making to operate a creation forge. The second point is if you assume that SOMEONE’S spies will find out what you’re up to, who would you rather it be: the Royal Eyes, the Dark Lanterns or the Trust? The Royal Eyes and the Dark Lanterns are active participants in the cold war and will seek any advantage that will help them against the other nations. But Zilargo is largely neutral. It’s not trying to claim the throne of Galifar. What are they going to DO with the knowledge that Cannith is creating a new weapon? The purpose of the Trust is to maintain order and ensure the security of Zilargo. As long as it doesn’t threaten either of those things, they don’t care if Cannith is building a new bomb; they’ll make note of it, file it away, and be done with it. The strong ties between Sivis and the Trust strengthen this; as a general rule, Zilargo wants to work WITH the Twelve, not fight them. This has come up in previous discussions of “Why doesn’t House Cannith steal elemental binding from the Zil?” The key answer is that for now, both sides would rather maintain an alliance that benefits both parties rather than to start a war that would cripple everyone involved. With that in mind—the idea that if SOMEONE is going to know your house secrets, it’s better for it to be the Trust than for it to be the Royal Eyes—that’s where the exceptional talents of the Trust HELP the Twelve with their Zilargo research facilities… because the Trust will target any other spies that try to infiltrate Zil facilities. Not to mention that Zilargo has a lower crime rate than any other nation!
Essentially, the Twelve will assume that there are no secrets in Zilargo, that the Trust will know about anything they’re doing. But they will also assume that unless that work poses a direct threat to the Zil people, they won’t DO anything with that knowledge. And they know that Zilargo values a good working relationship with the Twelve. SO: If the Twelve are working on a secret scheme to conquer all nations? Yeah, don’t work on that in Zilargo. But if they’re just working on a more efficient lightning rail or a new form or Lyrandar weather control? They don’t CARE if the Trust knows about it—and in the case of the improved lightning rail, odds are good that they’ll want Zil artificers working with them!
What’s the climate/environment like in the Demon Wastes? I’ve always envisioned it as a desert wasteland like Dark Sun.
I recommend you read this article if you haven’t already. And you might want to listen to the latest episode of Manifest Zone, which covers the Demon Wastes. Beyond that, it’s been described as “A plain of blackened sand and volcanic glass… among the ruins of shattered fortresses and the open pits to Khyber… Amid rivers of lava, bubbling pits of noxious stew, and barren wasteland, a few barbaric tribes of orcs and humans struggle to survive.” So generally, yes, desert wasteland; but also, a key point is that it is deeply unnatural. Part of the point of those “open pits to Khyber” is that reality isn’t what you’re used to. The fiendish influence doesn’t just manifest in the fiends you fight; it imbues the plants and land itself.
How strict is border enforcement in the Five Nations?
The Five Nations are just two years out of a century of war, and there are many people who don’t believe that the peace will hold. Borders shifted in the Last War, and some are still contested; so it’s not like there are vast walls separating the nations, and they can’t stop a party of adventurers from making their way across the border unseen. But there are definitely keeps and watchtowers along the borders, and checkpoints on the main roads where caravans may be searched. The original Eberron Campaign Setting says “Anyone who travels across national borders is usually required to carry traveling papers identifying them, their residence, their destination, and their reason for travel.“
Having said that? I have never in sixteen years told a group of my players “Oh, sorry, Bob’s a Marcher and doesn’t have traveling papers, so I guess she can’t go with you to Aundair.” Ultimately this comes back to what is going to make a fun story for you and your players?If it would be FUN for the adventurers to figure out how to smuggle Bob across the border or how they can get her papers, then OK, maybe I would make it part of the adventure. If one of the PCs is specifically wanted by the Aundairian authorities if could be fun for them to have to acquire fake papers. Otherwise, I generally assume that the party’s patron has provided them with the papers they need, or that they just take a minor detour to avoid a checkpoint; getting hassled at the border because a passport is my something I associate with a bad vacation, not an epic adventure.
That’s all for now! Thanks again to my Patreon supporters for asking interesting questions and for keeping this site going!
To begin with, I want to call out a general concept that applies to a lot of these questions, especially when dealing with nobles as antagonists in an adventure. Eberron is designed with two story poles in mind: pulp adventure and noir intrigue. This is a spectrum, and any adventure will fall somewhere in between the two. Pulp adventure thrives on over the top nefarious villainy, and it’s why we have groups such as the Order of the Emerald Claw. When adventurers encounter the Emerald Claw, they shouldn’t have to stop and think about it; they should KNOW that fighting the Emerald Claw is the right thing to do. If your local noble is a pulp villain, then they SHOULD be clearly terrible. They SHOULD be starving their people, hanging dissenters, holding Human Sacrifice Night on Tuesdays. By contrast, noir intrigue thrives on shades of gray, uncertainty, and on questions that don’t have simple answers. If your noble is a noir villain, perhaps hanging villagers, but it’s because they lost their children to an Aundairian attack in the Last War and now they are convinced that there are Aundairian spies in the village… and they might be right. If the noir lord has Human Sacrifice Night, it’s because the town is on a manifest zone to Thelanis and if they DON’T sacrifice someone, FIVE innocent people will die. The noir lord may be terrible, but are you so sure that if you remove them, the next lord won’t be worse? With that in mind…
To what extent is regional variation tolerated? How much autonomy do counts, viscounts and crown reeves have?I’m asking mainly in the context of converting non-Eberron adventures. For instance, if the local lord in an adventure is imposing arbitrary and extremely un-Galifaran laws, is that best explained because he is acting outside of his authority, or because local variation gives him wide latitude?
Lore should always be a point of inspiration rather than something that concretely prevents you from telling a good story. If you need the local lord to be acting in a manner that seems un-Galifaran, that just means you need to find a way to justify it. With that said, most stories are more entertaining if they feel plausible—if we’re not just handwaving things. So let’s consider a few elements.
The first option is the grand duchy. The whole point of palatinates is that they’re largely independent and can ignore local laws and traditions. There’s not supposed to be very many of them, but if you really need a lord behaving in a way that’s way out of line with the laws of the land, make them a grand duke.
Beyond that, it largely depends on the nation and, specifically, the liege lord. So first of all, Karrnath has harsh laws that do place near-absolute power in the hands of the local noble. Can you put the story in Karrnath? In Breland or Aundair, the main point is that the local lord shouldn’t, for example, be denying the people their right to justice under the Galifar Code. But if the next lord up the ladder is rotten or ineffective, then they can get away with it, at least for now. A few other important questions is how much of a backwater we’re talking about. If the town has an speaking stone station and a lightning rail stop it’s pretty that people should know about Bad Lord Boggle and that people might just choose to leave. On the other hand, if it’s a small town that doesn’t have these things (or the stone station was closed three years ago and never reopened, or the stonespeaker only works for Bad Lord Boggle, etc) then it’s easier to explain how the lord is getting away with their behavior. With that said…
If the local lord does behave badly, why is the intervention of the adventurers necessary, as opposed to just petitioning the duke?
This comes back to don’t let the lore ruin your story. In a perfect system, the adventurers shouldn’t be needed, which means that things aren’t perfect. The people SHOULD be able to go up to the next rung of the ladder to get help; if they can’t, is it because it’s out of reach? Missing? Rotten? Is it something that can be fixed by the adventurers or is it deep and systemic—again, the player characters can solve today’s problem, but they can’t abolish the Code of Kaius in Karrnath.
One of the basic principles of noir is that the system is unreliable—either corrupt, blind, or toothless. With this in mind, the Why Can’t The Duke Help? table provides a few suggestions. Other things to consider are that the locals may be too afraid to take action, or too ground down by systemic oppression. Sure, in THEORY everyone has a right to justice under the Galifar Code, but we ain’t never seen that code in Blackwood, mister. Beyond that, there could be any number of concrete reasons the liege lord won’t listen to the adventurers. Do they have any sort of reputation, or are they just a bunch of armed vigilantes and professional tomb robbers? Are they all from the local nation, or might some of them be enemy spies? Do you have one of those untrustworthy warforged? It’s a well known fact that the Duke HATES warforged because of that incident at Orcbone at the end of the war…
With that said, if the player characters DO have a good reputation, and have for example a noble whose Position of Privilege specifically allows the to request an audience with a noble, you should LET them go petition the duke. There’s no reason that can’t be just as valid a solution to the problem as stabbing the evil count. You just want to make sure it’s a good story and that it’s as interesting for the players as the fight would be. Do they have evidence? Is there a conspiracy or cult manipulating the duke that the adventurers can expose? If the duke is being blackmailed or enchanted, can the adventurers solve the problem? A little court intrigue can be just as much fun as storming the castle…
What age are noble heirs considered to be “of age” for ruling?
It’s not established in canon. I’ll arbitrarily say “Sixteen!” but I’m making that number up right now and at least one leader—Jaela—breaks that rule, though she’s obviously a weird case. There’s also the point that there are non-human nobles, so the age would vary for, say, dwarves. But I think human-sixteen is a good baseline.
How does noble inheritance and succession treat rare resurrections?
It’s an excellent question. Sharn: City of Towers establishes that the Galifar Code doesn’t consider undead to be citizens, and undead nobles can’t hold property. On the one hand, I could see a case being made that death is death, and if you die you lose your rights; on the other hand, especially with lower level spells such as revivify, that seems a little extreme. I think I’d probably institute a two-week grace period, essentially, allowing the soul to pass through Dolurrh. If you’re raised from the dead in that time, you retain your rights and privileges. After two weeks, you are considered dead and all the legal aspects proceed; if you are returned to life after that, you are essentially considered to be a new person with no claim to your old titles or property. There’s likely a legal term for this; if someone brought Queen Wroaan back now, she wouldn’t take over Breland, but they might give her a room at the palace and call her “Queen-Posthumous”.
Sharn:CoT has examples of local laws that are extremely classist. If the adventurers to remove an evil crown reeve with extreme prejudice, instead of going to the count, how is the law likely to view them?
This again comes back to How do you want the story to go? Because for sure, “everyone is entitled to justice under the Galifar Code” includes the evil reeve, and unless your adventurers are appointed justiciars, a bunch of random lowlife vigilantes killing a noble is not something that should end well. The question is what story do you and your players want to experience and how do you point them toward it?
Justice With Murder. If the crimes of the reeve are extreme, the evidence is entirely clear, and the public is on the side of the adventurers, it’s entirely reasonable to say that the locals will cover the adventurers’ tracks and that the law won’t care about hunting them down because it’s clear that they did a good thing.
Justice Without Murder. The reeve has committed crimes. There’s tons of evidence. But she should be brought to justice, not killed. Player characters get to DECIDE what happens to a creature they reduce to zero hit points. As DM, you can make clear “If you kill her, the rest of the campaign will be about all of you being on the run from Sentinel Marshals until you’re hauled in front of Brelish justice… is that really what you want?”
No Justice, No Murder. If you’re going full noir, it’s entirely possible that the adventurers CAN’T bring the noble to justice. If they kill the noble, they’ll be hunted down as murderers. Or perhaps if they kill the noble, the Mabaran manifest zone adjacent to town will expand and kill everyone. Or perhaps the noble has blast disks on a deadman trigger. If they don’t kill the noble, there’s no evidence and no justice will be done. This can be a very interesting story, but as a DM building such a scenario you have to consider how is there a satisfying conclusion for the adventurers—even if they can’t get the answer that they WANT, can they get an answer that they can live with and take some pride in having done the best they possibly could? And also, because adventurers have free will, if you set up a scenario like this you have to be ready for them to kill the reeve anyway. This isn’t YOUR story, it’s EVERYONE’S story; and if they players say “We don’t care about the blast disks, we’re killing the damn reeve” are you actually prepared to go through with it? Or was it, in fact, a bluff?
Forget it, Jake. It’s Callestan. Depending where you are, it’s entirely possible to say that the law simply doesn’t apply here. This isn’t to say that actions won’t have consequences, but that it may be that the corrupt count and the local watch won’t give a damn whether you kill the crown reeve… but the Boromar Clan, who she was working for, might.
Basically, this is a stylistic question that you should work out with your adventurers in advance. Is this a world in which the player characters can get away with murder, or is this a world where killing a noble in cold blood will ultimately destroy the campaign? The goal of all of this is for people to have fun, and while I’d like to believe that people can have fun without murder, the DM and the players need to be on the same page.
For Breland, it canonically has a house of nobles as a bicameral parliament. It’s also the largest of the five nations by far. Would seats in the House of Nobles be limited to Dukes, or would counts be included as well?
The 3.5 Eberron Campaign Setting has this to say about the Brelish Parliament.
Breland’s parliament consists of both elected legislators and hereditary noble legislators. The citizens of Breland elect legislators every two years. These elected lawmakers, selected by popular vote (one from each village or town, two from each city, and three each from the metropolises of Sharn and Wroat), are sent to the capital to participate in all parliamentary proceedings. The noble legislators gain their seats in the parliament based on the status of their families; each noble family holds one seat in the parliament. Each year, the recognized head of the family appoints a family member to parliamentary duty. In many cases, the yearly appointment is symbolic, and each family has one representative who serves year in and year out. Twenty-seven noble families serve the crown of Breland.
There’s a number of ways to interpret this, but how *I* read it is that of the many noble families of Breland, 27 have the right to appoint a member to parliament. Personally, I’d consider this to be a royal appointment, acknowledging a family as part of the Lords Parliament; so like being Minister of Magic, this is an office and honor that exists separately from a title. In my opinion, there’s only ten dukes in Breland; it’s likely that all of the ducal families would be Lords Parliament, which leaves 17 seats for lesser lords. I think these are largely static appointments, and that they are hereditary until a sovereign revokes that status—and that this would be a dramatic action for a sovereign to take, especially if they removed one of the ducal families. Take note that the FAMILY holds the office and chooses the representative; this is an office that would typically be held by an heir of the house, not the head of it.
In Breland, and specifically in Sharn, are the nobles there typically true nobles with the same requirements in taking care of counties and land? If so, how is that broken up within Sharn, or Breland as a whole?
While Sharn is within a duchy (which I’m arbitrarily naming The Hilt, referring to the cross-section of the Dagger river), the city is governed by the Lord Mayor, who’s appointed by the elected city council. So the nobles within Sharn don’t govern Sharn itself; it’s not like the city is broken into counties, and the actual leaders you’ll encounter there are city councilors and Watch captains. With that said, there are 25 noble families represented in Sharn, along with the 35 other powerful families that make up the Sixty, the social nobility of Sharn. Some of those families are true nobles who maintain estates in Sharn; even if the actual lord isn’t in residence, their heirs might be in Sharn to enjoy the season. Others are indeed courtesy nobles. Notably, the ir’Tain family—generally seen as the crown jewel of the social scene—draw their influence from vast wealth and have ir’Tains have served as Lord Mayor, but we’ve never actually said what rank they hold and if they have domains elsewhere in Breland. So if you assume that 12-15 of those noble families are “true” nobles, they’re likely from across Breland, and the title holders are probably only in Sharn occasionally.
Regarding “the inherent belief that the Wynarn bloodline is blessed by Aureon,” Galifar had 5 kids a thousand years ago. There’s many scholarly organizations on Eberron, and at least one group (Vadalis) that actively studies geneology. Is the simple math that a substanial chunk of Khorvaire’s humans should be of the Wynarn bloodline at this point general knowledge among the educated?
Possibly, but the key point is that this “blessing” isn’t something that’s based on science or, for that matter, widely believed. It’s something that Galifar I believed a thousand years ago and because of that, it’s baked into the systems he created. But as noted in the article, it’s not something people tend to talk about in the present day. The Daskarans took it seriously, and some of the nobles of Thrane still do, but largely it’s just understood to be a faerie tale that justifies the customs of the monarchy. Beyond that, the “blessing” is really only something that’s supposed to apply to the active rulers—”Aureon smiles on a Wynarn king”—not a mutation that is passed down the line to anyone with a drop of Wynarn blood.
If an Aundarian noble can only cast 0-level spells, is there an “of the Xth Circle” title for that?
No. Including “I have the ability to cast cantrips” as part of your title in Aundair would be like saying “I graduated kindergarten” or “I have a learner’s permit”—it’s not something to brag about. Even most magewrights and wandslingers can cast at least one 1st level spell. With that said, this does bring up an important secondary point. I talk about the idea that everyday magic is more common in Aundair than elsewhere in Khorvaire, that nobles are expected to have some mystical talent. Yet by the 3.5 books they don’t; in Five Nations, Queen Aurala isn’t a spellcaster. Is this intentional? No. This is a point where both the concept of the nation evolved and where the SYSTEM now supports new ideas. 3.5 didn’t have ritual magic or wide cantrips, and NPCs in 3.5 used the same general rules as PCs. We didn’t have a good way to represent wandslingers in 3.5, but now we’re saying that wandslingers are a major part of Aundair’s forces. So with that in mind I would update Aurala’s statistics for 5th edition. I wouldn’t make her a mighty wizard; she’s not supposed to be the most powerful spellcaster in the land. But I’d definitely give her a few cantrips and a few one-use spells or rituals… essentially, on par with a gifted magewright.
What does knighthood mean in Galifar? You suggest that it’s typically not a landed title, but in medieval Europe it was typically the grant of land that allowed a knight to afford the equipment required to meet their obligations to their lord. Without that income, how would knights maintain their equipment?
Knighthood in present-day Khorvaire is NOT a feudal exchange of land for military service. It is an HONOR—often granted to someone who is already performing military service, but not necessarily. If you’re looking to emulate the medieval arrangement, you’d have a crown reeve tasked with military service who is also granted a knighthood.
In Eberron, knights are typically part of an ORDER. You’re not simply a knight, you’re a Knight of the Order of the Emerald Claw, or a Knight of the Order of the Inviolate Way. Knightly orders serve three functions. A knighthood is an honor reflecting the favor of a duke or sovereign. Knightly orders are fraternal orders and members are expected to support one another in both war and peace. And knightly orders are also elite military units. However, that last part is essentially split in the same way as a courtesy title versus a substantive title. You may be appointed a Knight of the Order of the Blackened Sky because you’re an exceptional combat alchemist whose skills will serve Karrnath well on the battlefield. Or you might be appointed a Knight of the Order of the Blackened Sky because you’re one of the first citizens of Karrlakton and the Duchess of Karrlakton wants both to honor your service and to connect you to other members of the order—even though it is understood that you are not a soldier and will never serve the order on the battlefield. Sometimes a knighthood comes with an annuity, making it a concrete reward that will help support a non-noble knight. But also, this is where support the order both in peace and war comes in. In the example given above, the combat alchemist may not be a noble and may not have great funds. But the non-martial knight IS a wealthy man, and he may serve as a patron to the alchemist. The orders are ways to bring the finest citizens together, people who might normally be split by class lines; it is a way to elevate gifted commoners without actually raising them to the nobility, and to forge connections between nobles and exceptional commoners.
The most detailed description of knightly orders that we have in canon is on page 54 of Forge of War, which describes six Karrnathi orders. As I mentioned before, the Order of the Inviolate Way ONLY accepts those of noble blood—which highlights the fact that most of the orders are not so restricted.
What is the path to citizenship in the Five Nations?
Galifar is based on feudal principles, and most nations retain that basic foundation. To become a citizen of such a nation requires an audience with a local noble. The applicant swears fealty to the nation and its ruler, and also direct allegiance to that local noble; the noble in turn formally accepts them as a subject. This means that the noble is accepting responsibility for that individual, and the individual is promising to obey that noble, pay taxes, and answer any call for conscription, as well as to respect the laws of the land. The noble doesn’t HAVE to accept an offer of fealty, and most won’t unless the potential subject intends to reside within their domain. So it’s entirely valid for a Brelish noble to refuse to accept the fealty of an ogre from Droaam because either they don’t believe the ogre will uphold the laws or they don’t believe that the ogre intends to remain within their domain. Likewise, back before Droaam, the Barrens were considered to be part of Breland but the inhabitants of the region weren’t Brelish citizens, because they’d never sworn fealty to any Brelish lord; legally (from the perspective of Galifar) they were outlaws squatting in Brelish land.
In the modern age, much of this process is handled by bureaucracy, especially in the case of children of existing citizens. In some regions there are annual ceremonies where each child swears an oath to the local lord before being recognized as an adult. But in a populous region like Sharn, the parents will file paperwork when the child is born, and when the child becomes an adult they’ll file their own statement. But the underlying principle remains the same: someone needs to make a decision on behalf of the local lord as to whether to accept the offer of fealty, and this will be based on the applicant’s residence, reputation, family, and other factors.
That’s all for now! Thanks again to my Patreon supporters, and I expect to be posting the Patreon-exclusive article tomorrow.
So you’re making a character, and you take the Noble background. What does that actually mean? What are the titles commonly used within the Five Nations? Is a noble title purely hereditary, or can it be purchased? Do nobles have duties, or is it largely symbolic? This article answers these questions and more, exploring the practical impact of noble birth along with the role and form of the nobility in the nations of Khorvaire. Thanks to my Patreon supporters for choosing this topic; I’ll be posting a bonus “deleted scene” to the Inner Circle on Patreon, describing a few notable past rulers of Galifar and the Five Nations. Because of the scope of the topic, this article primarily deals with the Five Nations and other nations that have inherited the traditions of Galifar. If there is interest, a follow-up article could explore those nations of Khorvaire that have quite different approaches to nobility, such as Darguun and the Lhazaar Principalities.
PREFACE: DESIGN INTENT
From the very beginning, one of the goals of Eberron was to make sure that the experience of adventuring in the world still felt like D&D. This is why people still fight using swords and crossbows, why you still have knights in plate armor, and why you have nations ruled by kings and queens. We knew from the start that an important theme of the setting would be the steady rise of industrial power and the shifting balance of power between the dragonmarked houses and the established aristocracy. We knew that Breland in particular would be shifting away from the medieval vision of monarchy. But we wanted both of those things to be relevant in the campaign, in 998 YK. D&D is stereotypically medieval. Our goal was never to completely abandon that flavor, but rather to present a vision of a world that’s actively evolving and straining against it. As I discussed in my previous post, when making history you always want to know why it matters. In creating the setting we wanted adventurers to be caught in the middle of these changes, to have to deal with the Sword of Liberty and overreaching houses, to have to decide whether to challenge tradition or defend it. So while it may seem strange that the Five Nations still have as many medieval trappings as they do, that was always the intent—that Eberron would be a world actively caught between the traditional medievalism associated with D&D and the active pull of social and industrial evolution.
With that said, both Exploring Eberron and my previous article discuss the idea of Untold History. No one’s saying that the semi-feudal status quo of Galifar remained unchallenged for nearly a thousand years. In my opinion, there were many uprisings and social experiments. It’s entirely possible that there was a thirty year period in which Aundair broke away and existed as the Republic of Thaliost before being pulled back into Galifar; this early rebellion might have laid the foundation for the more successful secession of the Eldeen Reaches in the tenth century. So it was always the intent that as of 998 YK there are still traces of medieval flavor to the culture of Galifar; but you can always explore untold moments of history if it makes your campaign more interesting.
And as always: this article is my vision of the setting. While I’ve tried to remain consistent with canon where possible, canon sources aren’t always consistent and there are certain sourcebooks I disagree with. So make of this what you will, and as always, do what’s best for your story.
THE FOUNDATION: POSITION OF PRIVILEGE
What does it mean to be a noble? In most of the nations of Khorvaire, nobles are actively involved in the governance of a region, whether large or small. They collect taxes, maintain lands, manage tenants. Nobles may not administer justice directly within the Five Nations, but they are responsible for ensuring that there is justice within their domains, maintaining the courts and sustaining the forces of the law. In the wake of the Last War, nobles are working to repair the damage to their domains, to reintegrate soldiers into civilian life and deal with the impact of casualties, and to address the needs of refugees seeking shelter in their lands. The short form is that with great power comes great responsibility… and that as such, few landed nobles have the time to go on adventures. It’s not impossible to make the story work, if you and the DM are determined; perhaps you have a younger sibling who’s doing all the work, or a truly remarkable steward. But it’s more likely that a “noble” adventurer will be the scion of a powerful family—the heir, not the holder of the title. Your blood grants you prestige, but you don’t carry the responsibilities of your rank and you don’t have access to the full resources of your domain.
This is reflected by the benefits granted by the noble background. As a noble, you have proficiency with History and Persuasion. You have a set of fine clothes and 25 gp in your pocket. But you don’t have an army at your beck and call. You don’t have a treasury filled with coffers of coin… just as you don’t actually have to do the work of collecting taxes. What you do have is a benefit called Position of Privilege.
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
So: the precise duties and powers of nobles vary by nation. But the defining, practical benefit of being a noble is respect. Note that this says nothing about “While in your home nation.” The principle is that as a noble—or even as a significant heir of a noble family—you will be recognized as a peer by local aristocrats and generally accommodated by “the common folk.” You’re not above the law. You can’t get away with murder. But people “are inclined to think the best of you,” believing that you are someone who will uphold the honor and dignity of your noble position. Just as in wartime, an enemy might be more inclined to ransom you than to simply kill you; your rank will be recognized even when you hold no actual authority in a region. Within the Five Nations, this is tied to the romantic notion that Galifar may someday be restored; all nobles are treated with respected because someday we’ll all be one kingdom again. Even in Darguun or the Mror Holds, you’re likely to be treated with respect because of your connections.
Having said that: Position of Privilege represents the respect and recognition that come from your position and title. But not all nobles receive that recognition. If you’re a noble from Cyre with this background benefit, it means that people DO still afford you the respect due your title, even though you no longer have your estate or your fortune; presumably your family was so beloved or well-connected that the respect lingers. But most Cyran nobles don’t receive this recognition. If you’re playing such a noble, you could take the variant Retainers benefit instead of Position of Privilege; your estates were lost to the Mourning, but you still have three loyal servants who are sworn to follow you to the bitter end. You could also say that you were an earl of Cyre, but having lost your fortune you were forced to turn to crime, and thus take the criminal background (or anything else) instead of the noble background; from a STORY perspective you were once a noble, but you don’t receive any practical BENEFITS from your lineage. The advantage is that this allows you to actually have BEEN the landed title-holder, as opposed to an heir; you HAD many duties and responsibilities in the past, but they were stripped away with your fortune, and now you are merely an adventurer.
This same principle can apply to a noble who’s lost their lands for any reason. Maybe you were a Lhazaar prince driven from your throne by a treacherous sibling. Perhaps your were the Lord of Stubborn, the Brelish settlement in Droaam now known as Stonejaw. Whatever the circumstances, the impact is the same. If you take the noble background and the Position of Privilege benefit, people still treat you with the respect due your rank. If you take the Retainers benefit, you no longer wield any authority but you still have an entourage sworn to serve you. And if you take any other background, it means that your nobility may be a plot point, but it will rarely have any direct impact in an adventure.
When is a Noble not a Noble?
Just as you can be a noble without the noble background, you can also take the noble background even if you’re not part of the nobility. The Position of Privilege benefit means that you are treated as an equal by nobles, that you can request an audience with local authorities, and that common folk are generally impressed by you. This is often the case with especially wealthy or influential members of dragonmarked houses. As a dragonmarked “noble” you are either close to house leadership or part of an especially wealthy or powerful branch of the family, and critically, people know it; being this sort of “noble” means that you are a recognized celebrity. With that said, your Position of Privilege is a courtesy, not a right… it reflects the fact that people recognize the power of your family and show you respect because of it.
Noble may be a background, but just as adventurers can become soldiers or criminals during a campaign, it’s possible to be raised to the nobility. The traditions associated with this are described in later sections, but a greater question is the practical impact of this elevation. Does a new noble gain the benefits of Position of Privilege? What are their duties and responsibilities?
An adventurer could gain a noble title as a reward for service, or depending on nation, they might win their title through battle. A critical question is whether it is a substantive title—one that is associated with land and subjects, which can be passed down to heirs—or whether the title is simply a courtesy that doesn’t carry lands or duties. Being granted a knighthood may not confer the benefits of Position of Privilege, but it alway won’t get in the way of adventuring. Becoming a Lhazaar Prince might grant that privilege, but it also means that you need to manage your principality… or employ people to do it for you (the Valenar method) and hope they do a good job. Personally, if I grant player characters substantive titles in a campaign I’m running, I’m going to make the management and defense of their domain an integral part of the campaign moving forward. On the other hand, if Boranel grants someone the title of Shield of the East, it’s a symbolic courtesy that will carry significant weight with Brelish nobles (as it reflects the favor of the king) but carries no actual responsibilities and doesn’t have the impact of Position of Privilege in other nations.
… And Losing It
Just as a lowborn adventurer can gain a noble title, a highborn character can lose it. The simplest path to being stripped of a title is to be convicted of treason. However, in the Five Nations nobles have duties, and if the family fails in those duties the sovereign can strip them of their title and property. In the Lhazaar Principalities, a character could lose their title because someone else takes it by force. And, of course, countless Cyran nobles lost their holdings in the Mourning, and the Treaty of Thronehold effectively stripped them of their privileges. Should a player character be stripped of their title, it’s up to the player and DM to decide how this affects their Position of Privilege. If the character is widely known and beloved, it’s possible to say that the benefit lingers based solely on that goodwill, as with a PC Cyran noble who takes the benefit. As a DM, if I was to remove the benefits of Position of Privilege, I would grant a new benefit to replace it, based on the circumstances of its loss. Was the noble convicted of treason because they opposed a tyrant? They might lose Position of Privilege but gain the Rustic Hospitality of a folk hero… or perhaps the infamy of their deeds will earn them the Bad Reputation of a pirate, or a Criminal Contact. Shifting benefits can be an interesting way to have the character’s capabilities reflect the story; the shift from Position of Privilege of Bad Reputation gives real weight to events that may have taken place off-screen. This sort of shift can also be a great way to drive a new arc of the campaign: if their family was unjustly convicted of treason, can the adventurer redeem their honor and restore their title?
THE TRADITIONS OF GALIFAR
The culture of the Five Nation is a blend of the united traditions of Galifar and the preserved traditions of each nation. There are two vital things to bear in mind. The first is that the Last War was fought in an attempt to reunite Galifar; it wasn’t a war of independence, it was a war fought to determine who would rule the united kingdom. With a few notable exceptions (Thranish theocracy, the Code of Kaius) the Five Nations intentionally preserved the traditions of Galifar, because they always hoped that within another year or so their ruler would be the sovereign of the reunited Galifar.
A second important point is that Galifar was a united kingdom, but not a single monolithic culture; the idea of “the Five Nations” was a constant throughout its history, and people thought of themselves as Thranes and Aundairians even while they also considered themselves to be citizens of Galifar. Galifar I began by conquering the neighboring kingdom of Metrol, and Metrol was almost entirely transformed in its transition to Cyre. Galifar displaced existing nobles and instituted new systems, making Cyre the heart of Galifar. But the other three nations were ultimately brought into Galifar by diplomacy, not by absolute conquest (though Galifar’s clear military superiority was the iron fist that drove these negotiations). Galifar instituted changes at the highest levels of society, appointing his children as the rulers of each nation; but he largely did this by marrying them into the families of the existing rulers, building upon the existing structures of authority. So Galifar redirected the existing feudal structures of the Five Nations, making clear that all power ultimately flowed from the sovereign of Galifar. Over time, he streamlined systems and added new universal concepts—the Galifar Code of Justice, expanded education—while also nationalizing and expanding the role of institutions such as the Arcane Congress, the King’s Citadel, and Rekkenmark. He instituted a standardized currency—the crown-sovereign-galifar-dragon values still used today—and established the Karrnathi dialect as the Common tongue used today. So all the nations of Galifar were united by a vital set of shared customs and laws, but they also still maintained their own unique traditions and quirks, some of which will be discussed later in this article.
Sovereigns and Sovereigns
The faith of the Sovereign Host played a crucial role in the foundation of the united kingdom. Galifar I believed that he was guided by Aureon, and was fulfilling a destiny laid out by the Sovereign; given his remarkable successes, it’s entirely possible that Galifar I was a paladin of host, possibly even a subtle aasimar. This is a vital cornerstone of the Galifar monarchy: the inherent belief that the Wynarn bloodline is blessed by Aureon. It’s this bedrock principle that prevents a consort from claiming the crown and that has stood against uprisings and would-be usurpers. This is not something that’s called out often in the present day, and the modern monarchs vary in their piety, but the belief underlies the traditions of Galifar. The Galifar Code of Justice invokes Aureon, and there are other aspects of law where a casual faith in the Sovereigns is assumed. The faith of the Sovereign Host has never been a monolithic or powerful institution in the same way as the Church of the Silver Flame, but just as nobles are required to maintain courts, collect taxes, and levy troops within their domains, they’re required to sustain the Vassal faith. Based on the size of a community, this could involve maintaining a grand temple; a small temple with a single priest; or just a small shrine. For most nobles of Galifar this wasn’t seen as a hardship, but rather as an opportunity to display piety; especially zealous nobles would lavish resources on their favored temples, or raise monuments or shrines to a particular Sovereign. Vassal dukes often competed to lure the most accomplished scholars to their seminaries. Within the Sovereign faith anyone seen as guided by the Nine can fill the role of priest, and there are have been a number of renowned nobles who have also acted as priests of the Sovereign Host.
Despite his deep faith, Galifar never sought to FORCE his beliefs on others. The principles of Galifar presume simple faith in the Sovereigns, and nobles must support the faith, but they aren’t actually required to practice it and Galifar never sought to stamp out divergent sects. Throughout the untold history of Galifar, there have been pious nobles who have gone further—hunting down and publicly executing followers of the Dark Six (real or imagined), or persecuting “heretical” sects; historically this has included the Three Faces sects, which are why these tend to operate as mystery cults. So today the Five Nations are largely tolerant and many of the monarchs aren’t especially devout, but the principle of Aureon’s Blessing remains at the heart of the myth of Galifar.
The Role of the Nobility
When Galifar was founded, the Five Nations all employed forms of medieval feudalism. Nobles governed lands tended by tenant farmers in exchange for providing taxes and military service to the leader of the nation. In many nations, the nobility was also responsible for the administration of justice. Galifar was built on this framework. It was acknowledged that all power and authority flowed from the sovereign, through the princes and princesses that governed the land, and then down through local nobles and administrators. Throughout Galifar, the nobility remained the foundation of the united kingdom. Nobles were responsible for maintaining their territory, including collecting taxes and raising levies for military and national service. Under the Galifar Code of Justice, the nobles didn’t administer justice, but it was their duty to maintain the system, appointing justices and maintaining the local courts. As the kingdom expanded and as life became increasingly more complicated, this produced a class of dedicated civil servants and landowners—initially ennobled viscounts and crown reeves, but ultimately expanding into gentry and merchant classes. But at the start of the Last War, it remained the case that the majority of property was associated with a noble’s domain, and that it was the local lord who appointed justices, mayors, and other officials. A crown reeve was responsible to the count, the count to their duke, the duke to the prince, the prince to the king.
As noted earlier, there has always been a distinction between courtesy titles—titles that carry respect and prestige, but nothing more—and substantive titles, which are associated with land and the duties of maintaining it. The eldest child of a duke or duchess is allowed to use the title of count or countess, the second heir has the title of viscount, and other children are lords or ladies… but these titles are merely courtesies, and the heir has no actual authority over the domain. Likewise, an important administrator might be granted a courtesy title to reflect their service, but no land would be tied to that title. Typically courtesy titles are tied to the holder and cannot be transferred to heirs. Courtesy titles allow an adventurer to be a count or shield of the realm without having to make sure that roads are being maintained and taxes collected in their domain.
Noble Ranks and Titles
The following titles were instituted by Galifar I, and remain the common ranks of nobility to this day, listed in descending order of status. This also reflects the practical reality of land ownership and chain of command. A crown reeve holds territory within a county, and is responsible to a count. Counties are tied to duchies, and counts are bound to dukes. Anyone holding one of the ranks given below is allowed to use the ir’ prefix with their surname.
King / Queen. The ruler of the united kingdom of Galifar.
Prince/Princess. A child of the king or queen. As a governor of a nation, uses the title “Prince/ss of (nation).”
Archduke/Archduchess. A duke or duchess married to a prince or princess.
Grand Duke/Duchess. A duke or duchess governing a palatine region.
Duke/Duchess. The ruler of a duchy. Originally synonymous with “Warlord.”
Shield. Ruler of a county seen as a dangerous border. Such a noble typically uses count/ess as a courtesy, but is styled Shield of (county) in formal address.
Count/Countess. Ruler of a county.
Viscount/Viscountess. This is an appointed, nonhereditary title, typically granted by a count or duke to someone performing important administrative duties within their domains.
Crown Reeve. This is the lowest rank of nobility, roughly equivalent to the traditional use of baron. Crown reeves typically administer lands within a county, but this title was also given to members of the gentry who purchased lands from the crown. In common speech, a crown reeve is addressed as “lord” or “lady.” This rank can be hereditary (as in the case of the landed gentry) but is often tied to service.
Knighthood is an honor, not a title of nobility. Traditionally, a duke or higher noble can appoint a knight; this carries status as it reflects service to the nation, but it isn’t hereditary and it isn’t associated with land. So while there were Karrnathi nobles among the original Order of the Emerald Claw, many members of the order came from the gentry; among the Karrnathi chivalric orders, the Order of the Inviolate Way is noted as only accepting members who are also of noble blood. Many other titles fall into the category of honor or office: for example, in Aundair Darro ir’Lain is the Duke of Passage and Second Warlord of the Realm. That second title is an office he holds, not something he carries for life. If he falls out of favor with Queen Aurala, there would soon be a new Second Warlord. Likewise, “Minister of Magic” is an office, not a noble rank.
Princes, Archdukes, and Grand Dukes
The succession traditions of Galifar are a tangled web, and it’s a miracle that the united kingdom endured as long as did. The principle is this.
Each of the Five Nations was divided into duchies.
Each of the Five Nations was governed by one of the five eldest children of the Wynarn ruler of Galifar. When this child came of age, they would be married into one of the duchies of that nation. They would be acknowledged prince/ss of that nation, and the previous prince/ss would become a duke or duchess. If the reigning monarch didn’t produce five heirs, the title would remain with the current prince/ss and their heirs; there were certainly cases where a governing prince survived multiple kings.
The leader of the duchy the prince/ss married into became the archduke of that nation, taking this title from its previous holder. Should death create a vacancy with no Wynarn heir of age to rule as prince/ss, the archduke would reign until a prince/ss came of age.
The net result of this is that the balance of power between duchies would regularly shift, with the rise of a new king or queen ultimately displacing the current prince and often the current archduke or archduchess as well. As we’ve noted, the Last War wasn’t the first time a nation or duchy resisted this change. The current Archdukes are thus those duchies associated with the princes who governed when the Last War begin; there are archdukes of Fairhaven, Korth, Wroat, and Sigilstar.
Grand dukes are rulers of palatinates, more typically referred to as grand duchies. These are regions recognized as holding a degree of independence from the surrounding nation and having a direct relationship with the sovereign, thus having the right to enforce local laws and practice customs that might be at odds with those of the surrounding nation. The first palatinate was the Grand Duchy of Atur in Karrnath, but the most significant palatinate was Zilargo. When the armies of Galifar passed the Howling Peaks, they were met by Zil diplomats. These envoys negotiated the incorporation of the region into the overall mantle of Breland, but as three grand duchies—with the net result that the Zil became part of Galifar while still maintaining nearly complete autonomy. The three grand duchies of Zilargo were Zolanberg, Trolanport, and Korranberg; further impact of this is discussed in the Zilargo section below. It is up to the DM to decide if there are any other grand duchies in Khorvaire.
Gaining a Title: Elevation, Inheritance, and Marriage
Under the traditions of Galifar, a hereditary title passes to the oldest child of the title-holder regardless of gender. If there is no living heir, it passes to the siblings of the noble or their heirs; failing that, it falls to the noble who oversees the domain to reassign it. A number of royal lines were lost in the Last War (or convicted of treason and stripped of rank) so there are dukes with counties to dispense and counts in need of qualified crown reeves. While the local noble has the power to make such appointments, they must always be ratified by the sovereign.
In most of the Five Nations, marriage doesn’t convey title. This stems from the principle that only a Wynarn can rule; when the Wynarn monarch dies, their consort has no claim to the throne. Often, a noble consort is granted a courtesy title, as seen with Queen Etrigani of Karrnath; but if Kaius III were to die, the crown of Karrnath would immediately pass to his eldest heir, not to Etrigani. This principle generally holds throughout the ranks. Someone who marries into a royal family is a consort. They may be granted a courtesy title, but they are not the equal of their noble spouse and it is up to the DM to decide if their status is sufficient to justify gaining Position of Privilege. This would largely depend on public perception: do the nobles and common folk respect the consort? While many nobles limit themselves to a single consort, this isn’t enforced by law. A monarch could have multiple consorts, and the child of any official consort would be considered an heir. There was a lengthy period in which it was accepted tradition for a reigning sovereign to have a consort from each of the Five Nations, in part to spread out the burden of producing five heirs. In the wake of the Last War, some of the nobles have continued this tradition—Kaius III of Karrnath maintains harem, though only Etrigani carries the title of queen. On the other side of things, Queen Aurala of Aurala has a single consort, but has not granted him any title.
In most of the nations of Khorvaire, only the sovereign can create a new title. Lesser nobles can assign vacant titles within their domains, though this requires the approval of the sovereign. Many domains are associated with a specific set of courtesy titles that can be dispensed at the discretion of the local noble. For example, the Count of Threeshadows may have the authority to appoint a Viscount Threeshadows and two knights… though again, these are honors that aren’t passed on to heirs.
In most nations, it is illegal for anyone to sell a title, whether it is their own or a domain within their jurisdiction; Breland is a notable exception to this rule.
What About Dragonmarks?
The Korth Edicts prevent members of dragonmarked houses from owning land or holding titles. A noble can marry a dragonmarked heir, but one of them must completely sever all legal ties to their family. A noble who marries into House Deneith must renounce their title and rights, while for a Deneith heir to marry into a noble family they must cut all ties to their house, including their family name. Of course, this doesn’t prevent such a union from having important diplomatic implications. The 3.5 Eberron Campaign Setting observes…
Some tension exists between the houses and the crown since the marriage of Queen Aurala to Sasik of House Vadalis. Traditionally, the dragonmarked houses and the royal families have avoided mixing to maintain a division between rulership and commerce. Even though Sasik, as the royal consort, has severed his claims to the House Vadalis fortune, he nevertheless maintains ties that make the other houses nervous about what advantages Vadalis might be gaining in its dealings with Aundair.
It’s also the case that not all nations care about the Korth Edicts. The elves of Valenar are effectively appointing Lyrandar viscounts, though they aren’t using that title; these Lyrandar administrators don’t severe ties to their houses. To date this has gone unchallenged, in part because it’s not entirely clear who would challenge it and in what forum; this is touched on in this article. Even though dragonmarked heirs had to abandon their house ties to marry into noble families, they brought their blood, and this means that there have been nobles who carried dragonmarks. However, the frequency with which dragonmarks appear in the houses reflect the intentional mingling of strong dragonmarked bloodlines. We’ve noted before that foundling marks are quite rare, to the point that someone who develops a mark may not even realize that they had a connection to a house in their history. So the dragonmarked nobles are possible, but by no means common.
The Wynarn Family
Galifar Wynarn believed that he has been blessed by Aureon, and this belief underlies the united kingdom that he built. Only someone of the Wynarn bloodline could hold the throne. An underlying question is what defines the Wynarn bloodline? There are nobles of all races, and there have been a few Khoravar reigns; however, these have often ended poorly, with rival heirs using this as a basis to say that the sovereign isn’t truly of Wynarn blood. Following a short but brutal civil war in the seventh century, all Wynarn sovereigns have been human. Kaius III has declared the elf Etrigani to be his queen, but he has yet to produce an heir with her. Kaius III maintains a harem, and it’s largely assumed that this is to ensure that he has a human heir, though he has yet to either produce an heir or appoint an official consort within this harem.
Under the traditions of Galifar, every duchy was obliged to contribute a certain number of soldiers to the Army of Galifar. Soldiers were paid a wage, and often this quota could be met with volunteer forces. If not, it was the responsibility of the duke/duchess (who might delegate to counts) to make up the shortfall, by whatever methods they deemed necessary. While conscription occurred in the earliest days, in time it became common practice for nobles in peaceful regions to pay for Karrnathi troops to enlist in their name; as Karrnathi had a tradition of mandatory military service, this worked out well for all sides.
With the outbreak of the Last War, sovereigns continued to rely on nobles to levy troops. Thrane and Karrnath had little trouble meeting quotas, but other nations did fall back on conscription when necessary. In the present day, most nations are reducing their current forces. Nobles are responsible for maintaining the local watch in their domains, and are entitled to maintain a household guard, though numbers are limited (with the amount varying by nation).
Why Does This Matter?
As with any element of lore, a key question remains: why does any of this matter? Why should player characters care about the laws of inheritance or the difference between a grand duke and an archduke? Here’s a few possibilities.
If an adventurer is from the Five Nations and isn’t a noble themselves, they grew up in the domain of a noble. Who was their lord? What’s their relationship with them? Were they a fair ruler the adventurer might try to help, or who might serve as a patron for the party? Or does the adventurer want to expose the lord’s cruelties or crimes?
Perhaps an adventurer’s family use to hold title or land within a nation, but lost it due to treason, war, or treachery. The How Did You Lose Your Title table provides ideas. Does the character want to reclaim their title? If so, what would it take?
An adventurer who follows the Blood of Vol could have ties to the Grand Duchy of Atur. The grand duke fears that the warlords are preparing to formally conquer the duchy and assimilate it into Karrnath. Can the adventurers prevent this conflict from occurring?
When a noble character comes into their inheritance, they’re suddenly responsible for the maintenance of the domain. How will they balance this with their adventuring life? Will they find a steward to administer the lands in their name… and if so, can the steward be trusted? Will they abdicate the title in favor of a younger sibling?
For service to the crown, an adventure is granted a title and domain… but the domain is land seized during the war, and the adventurer is expected to quell unrest. How will they handle this? Can they justify and enforce their sovereign’s claim to the region?
The adventurer is involved in a romance or business affair that can’t proceed unless the character acquires a title (even if it’s just a courtesy title). What can they do to gain status?
THE FIVE NATIONS
What’s been described is the standard traditions of Galifar. However, even while Galifar was united the nations had their own unique customs, and there have been further changes over the course of the last century. What’s the different between nobles of Breland and Karrnath? Find out below.
Aundair has held closely to the old traditions of Galifar, and its people have a romantic view of the nobility. Perhaps it’s due the influence of Thelanis; whatever the reason, Aundairians have always entertained the notions of noblesse oblige and chivalry. The common folk value self-reliance and ambition, but most believe that the nobility is noble in all senses of the word, that their leaders will do what’s best for the country and for their people. This idealism doesn’t extend to all nobles; Aundairians have long believed that their people—both nobles and commoners—possess a dignity and decency beyond their neighbors. With that said, over the last two centuries a rift formed between the farmers of the west and the grand cities of the east; this led first to the embrace of the Pure Flame, and eventually culminated in the secession of the Eldeen Reaches. Nonetheless, most remaining Aundairians are proud of their rulers and feel a bond to their local lords.
Noble Ranks. Aundair uses the standard ranks of Galifar. Accomplished arcane spellcasters will also often add a title that describes their primary school of magic, along with a designator indicating the highest level spell they can cast; so a noble might be introduced as Alara ir’Lain, Countess of Askelios, Diviner of the Fourth Circle. Bear in mind that NPC spellcasters may not have the full capabilities of a PC class. Countess Alara is capable of casting at least one 4th level divination spell, but that doesn’t mean she has all the versatility of a 9th level wizard; it’s also possible that she casts her spells as rituals, like a magewright.
Playing an Aundairian Noble. Aundairians have high expectations of their nobles. Aundair is a land that values wit, knowledge, and arcane talent, and a noble is expected to possess all of these. Nobles may not be accomplished spellcasters, but if you can’t at least perform a cantrip your peers will chuckle and your parents will push you to study harder. Likewise, Aundairian nobles have high standards of honor and duty, and crass or selfish behavior will reflect poorly on your family.
Noble is a logical background, but if you’re a second child or further down the line, both soldier and sage are good choices for Aundairian nobles; many Aundairian officers were drawn from noble families. You could also be one of the “Lost Lords,” nobles whose domains were lost in the secession of the Eldeen Reaches. While a few of the Lost Lords still have enough influence to justify a Position of Privilege, this is a sound basis for taking the Retainers benefit instead; if your retainers are members of long-lived species, they might have served your family long before the Eldeen rebellion.
Aundair has a significant population of elves and Khoravar, and these are folded into its noble families; there are also a few noble families of comprised of gnomes. A significant number of noble estates are close to manifest zones tied to Thelanis, and many of the oldest families claim to have ancient agreements with fey (which could range from a formal pact with an archfey to a simple understanding with a dryad who dwells in the local wood). It’s also the case that Sul Khatesh is bound beneath Aundair, and some families have secret ties to the Queen of Shadows. In creating an Aundairian noble, consider whether your family has any ancient compacts in their history, and if so if this is a point of public pride or a secret.
The kingdom of Wroat was founded by reavers and bandits, and its rulers held their power through a blend of charisma, cunning, and force. Wroat was a collection of city-states, loosely aligned under Wroat as the greatest power in the region. It was clear from the start that Wroat would ultimately fall to Galifar’s disciplined forces; those leaders who wisely chose to ally with the invader became the nobles of the newly-forged Breland.
While Breland accepted the feudal structure of Galifar, its people never fully embraced the nobility. It’s always been said that a Brelish farmer sees themselves as the equal of any king; they accepted that the nobles had the power, but never bought into romantic ideals of divine bloodlines. This was tied to the fact that Breland was an active frontier. When Galifar was formed, the lands west of the Dagger were still home to ogres and gnolls, and goblins and gnomes held the lands to the east. Zilargo was quickly incorporated into the united kingdom, but it took centuries for Breland to achieve its current borders. The shield lords of the west were far more practical than the grand lords of Aundair. The common folk relied on the nobles to direct military action and to bring the resources of the crown to bear, while the lords relied on the people to be more self-directed than in other nations; Brelish communities chose their own reeves and lesser officials, and even simple matters of justice would be resolved by the people instead of going to the courts.
Throughout the history of Breland it was vital for the nobles to maintain the respect of their subjects, not merely to rely on tradition to keep them in place. As long as they respect their leaders, Brelish are proud and loyal; but Breland has also seen more minor uprisings than any of the other Five Nations. The Brelish Parliament existed before the Last War, and was established as a representative body that advised the Prince of Breland. At the outbreak of the Last War, Princess Wroaan ir’Wynarn promised to make Breland a place where “People would be judged by word and deed instead of social class.” In 895 YK Wroaan granted greater powers to the Brelish Parliament, granting it the authority it has today; the parliament makes the laws, and the crown enforces them—as well as conducting all business related to foreign affairs and national security. As noted throughout the canon sources, King Boranel is an exceptionally popular ruler, but there is a strong movement that believes that the Brelish monarchy should come to an end with Boranel’s reign—or at least be relegated to a purely symbolic position.
The sourcebook Five Nations has this to say about the modern Brelish:
The people of Breland have a strong tradition of independence and free thought. They are fiercely loyal to the kingdom and to the Brelish crown, but at the same time they don’t want the laws interfering with their daily lives. The Brelish always speak their minds, and while they treat aristocrats and officers with the respect due to rank, they still consider themselves to be the equal of any other person. While the Brelish expect their voices to be heard, they also take the time to listen to others, and they are known for their tolerance. There is also a strong strain of skeptical pragmatism in the Brelish character; the Brelish always try to find the catch in every deal, question what others take on faith, and look for a personal advantage in any situation. This attitude has its dark side, and the major cities of Breland have the highest crime rates in Khorvaire.
Noble Ranks. Breland uses the traditional ranks of Galifar, but there are a significant number of shields, especially west of the Dagger. Even though most of these counties have been secure for centuries, the shield lords still take pride in their titles and the deeds of their ancestors. Most cities and large communities have a council that manages local affairs, and in many counties these councils actually appoint viscounts, rather than the noble lord; a canon example of this is the Lord Mayor of Sharn, a viscount appointed by the city council.
Breland is the only one of the Five Nations that allows nobles to sell their titles and domains. Any such transaction must be approved by the sovereign, and the crown takes a cut of the proceedings. The new noble is required to fulfill the duties of their position and it can be stripped away should they fail. Notably, this is how Antus ir’Soldorak of the Aurum obtained his ‘ir’.
Playing a Brelish Noble. Brelish nobles need to be popular with their people to rule effectively. If you’re a noble with Position of Privilege, what’s the foundation of your popularity? Are you charismatic, or have you or your family performed great deeds that ensure the love of your people? Is there a song the local bards sing about you? Are you from a core county that’s always been part of the realm, or are you a shield lord whose ancestors took your lands from the monsters of the west? Is your domain secure now, or are you along the edge of the border with Droaam—in which case, why are you adventuring instead of standing with them? Can your family trace its roots back to the foundation of Galifar, or did they buy their title?
If you don’t want to take the noble background, one possibility is that your lands were west of the Graywall mountains and was lost in the rise of Droaam; perhaps Graywall itself was your family’s domain! As a minor Brelish noble popular with the people, you might take the folk hero background instead of noble; your deeds supporting the common folk are so well known that you’re celebrated even in other nations. Alternatively, if you’re from a small county with relatively little influence, you might take the criminal background instead of noble. Is this because your noble family has deep dealings with the criminal community? Or are your family criminals who’ve bought a minor title?
The conquest of Metrol was Galifar’s first step in establishing his united kingdom. It was his bitterest enemy, and the realm that was most completely transformed in defeat. Hand-picked by Galifar I, the nobles of central Cyre were devoted to the ideals of the united kingdom and believed that they embodied those ideals—and that “What our dreams imagine, our hands create.” While some will argue that these dreamers were decadent and soft, they were devoted to arts, sciences, philosophy—though not to challenging the concept of the monarchy itself. To the Cyrans, the crown was the bedrock foundation of Galifar, and all of their dreams were built on that foundation.
Of course, things were quite different for the nobles of southern and eastern Cyre. To realize his dreams for central Cyre, Galifar claimed the lands to the south and east to resettle the nobles. The lands to the south were inhabited by goblins, and the distant region across the Blade Desert by farmers who traced their roots back to the Khunan region of Sarlona. Neither of these forces were organized into nations, and neither had the power to resist Galifar, but both regions were claimed by conquest. While outright slavery was forbidden, Galifar was willing to overlook the excesses of feudal serfdom. Central Cyre may have embodied the ideals of Galifar, but eastern Cyre was its antitheses. Due to its isolation, it was simply ignored by the rest of the united kingdom, its nobles allowed to rule their petty fiefdoms as they wished.
Following the outbreak of the Last War, the Cyrans continued to hold to the traditions of Galifar; after all, they were the rightful heirs of the true kingdom, and were fighting to defend it. Eastern and Southern Cyre were lost in the uprisings that formed Valenar and Darguun, and then central Cyre fell in the Mourning. As a result, most Cyran nobles now have little but their pride. The Treaty of Thronehold established Cyre as a fallen nation, and its nobles had no voice in shaping the treaty. While Boranel has granted Prince Oargev the land now known as New Cyre, the only power Cyran nobles now wield is what others choose to give them.
Noble Ranks. Cyran used the standard ranks of Galifar. Nobles of southern Cyre were often shields, as the land was taken from the goblins and there were ongoing conflicts over the centuries.
Playing a Cyran Noble. Position of Privilege is extremely rare among Cyran nobles. If you take the noble background, the Retainer benefit makes more sense. If you have a Position of Privilege, it means that your family is so well known and liked that people grant you respect even though your family has lost its privilege; why is that? If you’ve fought to help the refugees, you might instead be a folk hero who can find shelter in any refugee community. Otherwise, with the approval of your DM, you could take any background and add a lost Cyran title to your story; you should be the Count of Woodbridge, but instead you were forced to become a criminal. In developing the story of a Cyran noble, an important question is whether your domain is within central Cyre (the Mournland) or whether it was in southern Cyre (Darguun) or east Cyre (Valenar). Valenar and Darguun were lost almost four decades ago, and if you’re human you may have never known these lands. On the other hand, if you’re from one of these regions your lands still exist and are in enemy hands; do you yearn to reclaim them from the elves or goblins?
Where I normally suggest that adventurers should be heirs as opposed to actively holding a title—explaining why you’re not bound by the duties of your rank and why you don’t have access to its resources—Cyre provides another answer to this. It could be that you were the Duchess of Eston, that you were part of Dannel’s councils—and now, you’re a refugee with only three loyal retainers left to show for it. Again, unless you have Position of Privilege, your title doesn’t mean much; once you may have been Duchess of Eston, but now you’re just a woman with a well-worn sword and the skills to use it.
While first settled by raiders from Rhiavhaar, the seeds that blossomed to form Karrnath can be traced back to the ancient nation of Nulakesh. The Karrns are a hard people who have always valued martial discipline and strict order. It was Karrn the Conqueror whose deeds secured human dominance over Khorvaire, even though he failed to hold that power himself; and Galifar himself was a son of Karrnath. The Cyrans believe that they are the rightful heirs of Galifar because of the traditions of succession; but the Karrns know that it was their people who created Galifar, their language that is now the common tongue. And if Kaius III can’t reclaim the throne of the united kingdom, perhaps another capable Karrnathi warlord will be the next Galifar and start the cycle anew.
In Karrnath, the Galifar Code of Justice has been supplanted by the harsh Code of Kaius, a form of harsh martial law. This met little resistance and remains in place even today, in part because it reflects the overall character of the Karrns and the culture they had in place before Galifar I crafted a more enticing foundation for his united kingdom. While there are certainly exceptions, most Karrns are proud of their strict laws and view the other nations as soft and corrupt. This tendency is reinforced by the fact that all Karrns serve a term in the military and are thus used to operating within a chain of command. One might ask what Karrnath needed with such a sizable army, especially during the most peaceful years of Galifar; the answer is that the Karrnathi army is used for many purposes within the nation. Local law enforcement is largely provided by soldiers, with a small corps of career officers who maintain continuity of service. Soldiers perform public works. A term in the army is a term of service to the nation, where you are prepared to go in harm’s way for the good of your people; but the precise form of that service is up to your sovereign and the warlord.
Karrnath is notable for the Grand Duchy of Atur. This region’s independence was negotiated long ago in recognition for the work it does in containing the dangerous influence of the powerful Mabaran manifest zone at the heart of the region, and was reinforced in agreements with Kaius I in exchange for the support of Atur’s elite necromancers. This is why Atur remains a public stronghold of the Blood of Vol even after Regent Moranna and Kaius III turned against the faith. Atur is still home to the finest necromancers in the nation, and most of Karrnath’s undead troops are stored in its vaults. There are warlords who despise the Blood of Vol or who fears that the undead it maintains could be turned against Karrnath. But these nobles know that seizing Atur would prove disastrous unless they had the knowledge necessary to contain the power of the manifest zone, and so the City of Night remains inviolate.
Noble Ranks. Karrnath uses the standard ranks of Galifar. It’s common for dukes to use the title of warlord, but both titles are valid. Counts along the new borders of the nation take pride in the title of shield. Nobles are expected to levy a specific number of troops for the service of the crown, but they may maintain additional forces as they see fit within their realms; likewise, it’s understood that they are lending soldiers to the crown, and that those troops retain their loyalty to their duke.
Playing a Karrnathi Noble. As a Karrnathi noble, consider carefully whether you want the noble background or the soldier background. All Karrns serve in the military, and nobles were often officers (though only if they actually possessed the skills required to lead). The Position of Privilege benefit of the noble background reflects greater diplomatic influence; the Military Rank benefit of the soldier background reflects respect earned on the battlefield, deeds that will be respected even by enemy soldiers. Which is a better fit for your noble Karrn?
A second question for any Karrnathi noble is where you stand on the Blood of Vol and the use of undead. The faith has always had deep roots in Karrnathi. It spread when it was embraced by the crown earlier in the war, adn then withered when Regent Moranna turned against it. Are you from a proud Seeker family, perhaps tied to the Grand Duchy of Atur, and if so, how has the turn against the faith affected your family? Did your embrace the faith only to abandon it—and if so, are you still a believer in spite of your faithless forbears? Or are you a true vassal devoted to Dol Dorn and the Sovereigns, who believes that the use of undead in battle was a crutch proud Karrnath never needed?
Another question is where you stand on Kaius III and his efforts to strengthen peace. Do you believe that the current peace is best for all? Do you trust that your king is doing what’s best for the nation, even if you hope this is merely a stratagem in a longer game? Or do you believe that Kaius is squandering Karrnathi might, and hope that a new warlord will lead your nation to greatness? Do you think you could be that warlord, given time?
Daskara was a nation devoted to the Sovereign Host, reflecting the influence of ancient Pyrine and to a lesser extent, Irian. Just as Karrnath has a number of powerful manifest zones tied to Mabar, Daskara (now Thrane) has a few noteworthy zones tied to Irian, notably the region where Flamekeep now stands. Like Galifar I, the people of Daskara believed their rulers were blessed by the Sovereigns and governed with divine right. This faith was shaken by their defeats at the hands of Galifar’s forces, but Galifar I was able to convince most that his united kingdom was part of the divine plan, that their blessed lords were meant to kneel to the Wynarn king; Galifar further strengthened this by establishing Daskara as the seat of the Grand Temple of the Host, the greatest temple in the lands. However, this new pillar was broken when the dragon Sarmondelaryx ravaged the newly christened Thrane, killing its prince and burning the Grand Temple.
These challenges didn’t shatter the faith of the Thranes, but they strained them. It took the overlord Bel Shalor to change everything. It wasn’t a prince who saved the nation from terror, nor the Sovereigns; it was a warrior of lowly birth strengthened by courage and the power of the Silver Flame. In the years and centuries that followed, the people of Thrane largely abandoned the Sovereign Host and embraced the Silver Flame. The Grand Temple of the Host had been destroyed by the forces of Bel Shalor, and the people chose to replace it with the citadel of Flamekeep; the Cathedral of the Sovereign Host in Metrol became the new seat of the Vassal faith.
This shift left the nobles of Thrane in an odd position. They had long touted their supposed divine blessing… but now the people were shifting away from the faith that supported it. Many nobles responded to this by embracing the Silver Flame—sharing the faith of the people and further, acknowledging the power that saved their nation. Others sought to balance both traditions; even if the Grand Temple was never rebuilt, the faith of the Silver Flame didn’t deny the possibility that the Sovereigns might exist and might have blessed the noble lines. And a few clung bitterly to the old ways and refused to acknowledge the new faith, struggling to limit the power of the church within their domains.
Following the death of King Thalin in 914 YK, Thrane officially became a theocracy led by the Keeper of the Silver Flame and the Council of Cardinals. The lands once held through the crown were now considered the property of the church, and both civil and military administration were taken over by the church. The roles of viscounts and blood regents were dissolved and taken over by church functionaries. Higher nobles were allowed to retain a single manor and estate, but no more. Many chose to work with the church, helping with the transition and earning rank within the theocracy through faith and service. Others were willing to remain in a decorative, ceremonial role. This is the position that Queen Diani ir’Wynarn finds herself in today. In theory, she is the Blood Regent and serves as adviser to the Keeper and the Cardinals. In practice, she is largely ignored. While she smiles at the services she attends, Diani believes that Aureon and Dol Arrah have plans for her, and there are loyalists—known as Throneholders—who dream of restoring the monarchy to its rightful place.
Noble Ranks. The nobility of Thrane uses the standard ranks, but there are no viscounts or crown reeves. Only the eldest heir of a Thrane noble receives a courtesy title. Thrane nobles cannot create titles or take any action that would require the approval of the sovereign. and most have no authority beyond their estates unless they also serve in the church.
Playing a Thrane Noble. If you want to play someone of influence in Thrane, the best choice is to take the acolyte or soldier background. An acolyte is the equivalent of a civil servant, and Shelter of the Faithful gives you the same sort of influence among the faithful and within the church that Position of Privilege gives with nobles. As a soldier, Military Rank reflects your role either with the templars or the general army of Thrane; either way, your deeds were significant enough that you are respected even by the soldiers of other nations. What did you do to earn this respect? What was your most noteworthy battle?
Should you wish to plan a disenfranchised noble, the Retainer benefit makes more sense than Position of Privilege. Beyond your retainers, your family still has an estate you can return to, but they have little influence or resources to spare. As a noble of Thrane, are you devoted to the Silver Flame, supporting the new direction of the nation? Or are you a bitter Throneholder determined to restore the old order? For a more dramatic twist, you might believe that you have been chosen by one or more of the Sovereigns for some divine purpose; is this the restoration of the nobility, or do the Sovereigns have a purpose for you that doesn’t actually place you at odds with the church?
While most of the other nations of Khorvaire have their own unique traditions of nobility, a few have inherited some elements from Galifar, and these are briefly addressed below. A critical point to consider with any of the other nations is that the Position of Privilege benefit reflects a broad recognition of your authority. If you wield great power within a Lhazaar principality but don’t have any influence beyond it, you don’t need to take the noble background; you can be a sailor or a pirate, and work out the other elements of your backstory with your DM. Your background benefit reflects the aspect of your background that will regularly come into play. If you want to have an interesting story hook that may well never actually come up in the campaign, that comes down to the approval of your DM.
The Eldeen Reaches
The Eldeen Reaches seceded from Aundair in 958 YK, and its people swore their allegiance to the Great Druid Oalian. The Eldeen Charter affirmed that the land now belong to the Eldeen people and that the titles and claims of the nobility of Aundair were no longer recognized. Many nobles weren’t in residence at the time (which was part of the reason for the secession). Others fled to Aundair, becoming the Lost Lords mentioned earlier. But a few chose to stay with the people and to start a new life, working to be good community leaders even without the titles and privileges of their former lives.
Because of the timeframe, a human adventurer likely wouldn’t have actually held power in the Eldeen Reaches before the uprising. But as an elf or Khoravar, you could easily have been a noble in the Reaches. Are you a Lost Lord hoping to reclaim your birthright? Or have you embraced your new nation and worked to strengthen it?
Q’barra: New Galifar
The nation of Q’barra was founded by Ven ir’Kesslan of Cyre, once duke of the Dollen region. Ven named his settlement New Galifar, and claimed his intention to recreate the noble model of Galifar in this untamed land. The former duke thus became the first king of New Galifar, despite not being tied to the Wynarn bloodline. Those few counts that had supported his cause became dukes, and wealthy donors who had funded the expedition became counts. Having said that, New Galifar is small and still actively expanding. Newthrone is the royal seat, and the only two actual “duchies” are Whitecliff and Adderport. Q’barran counts rule over villages that would barely justify a crown reeve in the Five Nations. Most nobles are “claim lords”—they’ve been granted titles and parcels of land by the King of Q’barra, but they haven’t actually claimed or cultivated those lands. Adderport and Newthrone together have a kingdom’s worth of dukes and counts, but most only over a handful of retainers and a small city estate.
A Q’barran title currently means little in the wider world, and it’s unlikely that a Q’barran noble would have a Position of Privilege unless they were tied to some other office, such as being an appointed ambassador. With your DM’s approval, your character could be a claim lord, regardless of your actual background; as such you have a title and some influence when you’re actually in Newthrone, but it has no real significance elsewhere. While this would not provide you with the benefits of a Position of Privilege, your king could charge you to perform services in the name of New Galifar.
As far as the outside world can tell, the Host of Valenar seized the lands of eastern Cyre, drove out the Cyran nobility, and replaced them as feudal overlords. High King Vadallia granted the fiefs to his war leaders, so there is a Count of Moonshadow and a Duke of Pylas Maradal. However, this was largely a show for the rest of the world; the Valenar have never cared about holding land or titles, as the ancestors they emulate didn’t rule petty fiefdoms. The Valenar nobles are rarely found in their supposed domains, and it is Khoravar immigrants who make up the civil service and administer justice in their names.
There’s little logical basis for using the noble background for a character from Valenar. Being the Count of Moonshadow won’t get you the benefits of a Position of Privilege in the wider world. If you want to be a person of influence within the Host of Valenar, use the Soldier background; among the Tairnadal, Military Rank is more important than some noble’s title. If you want to be a former Cyran lord yearning to reclaim your lands, you could take the noble background with the Retainer feature (bearing in mind that Valenar was seized 42 years ago)… or almost any background and simply say that your family has claim to a title in Valenar, if your DM supports the idea.
As described earlier in this article, when the forces of Galifar advanced to conquer the lands beyond the Howling Peaks, they were met by gnome negotiators. After lengthy discussions and a wide array of offers and enticements (many of which turned out to favor the gnomes more than they originally appeared), the region of Zilargo was recognized as the Grand Duchies of Korranberg, Trolanport, and Zolanberg, with the region being governed by triumvirate with a representative from each duchy. While ostensibly part of Breland, their status as a grand duchies allowed them to largely remain autonomous. To this day, there are three noble families in Zilargo—the ir’Korrans, the ir’Trolans, and the ir’Zolans—and heirs happily compete for the title of grand duke and hold elaborate coronations. But grand duke is a symbolic role that was largely only brought out for special interactions with nobles of Galifar, while the Triumvirate, the Councils of Nine, and of course the Trust actually maintain the nation.
In the wake of the Treaty of Thronehold, the Grand Dukes are even more toothless than they were before. The three ducal families are among the most powerful families in Zilargo, but the title of Grand Duke is more of a toy than an actual position of significance; these families often hold elabroate duels or games, with the victor claiming the title for a year. The actual positions of authority within Zilargo are elected offices—though these elections are often decided by vast webs of intrigue.
That’s all for now! As this article is already 11,000 words, I’m going to post answers to questions about it in a follow-up article as opposed to adding them to the end of this one. Thanks to my Patreon supporters for choosing this topic and keeping this site going, and I’ll be posting a Patreon exclusive article about a few notable nobles of Galifar soon for the Inner Circle. And if you’d like to know more about Cyre and the ruling clans of the Mror Holds, check out Exploring Eberron on the DM’s Guild!
My new book Exploring Eberron is available now on the DM’s Guild. You can find a FAQ about it here. I am currently working on a longer article about the Nobility of Khorvaire, but as time permits I like to answer interesting short questions from my Patreon supporters, so here’s one from Asmuz:
What’s the relationship between the Treaty of Thronehold and the laws of the Thronehold nations? Why is it called out that Darguun’s practices are against the Treaty of Thronehold, while Karrnath having the brutal Code of Kaius isn’t an issue?
The Treaty of Thronehold serves the following major purposes.
It ensures a state of peace between all signatories, and that no Thronehold nation will initiate an attack against any other signatory nation.
It includes the provision that while traveling within a Thronehold nation, any citizen of a Thronehold nation will have the same rights and protection under the law as a citizen of that nation.
It includes a number of lesser provisions banning the production or use of certain types of magical weapons and war rituals. It’s this section that bans the production of warforged and grants freedom to all warforged, who are to be considered citizens of the Thronehold nations whose citizens originally purchased them.
It defines the recognized borders and dealt with variations reparations and concessions, which, for example, confirmed Thaliost as a territory of Thrane.
It recognizes the rights of the Dragonmarked Houses to operate within all Thronehold nations, maintaining the established principles of the Korth Edicts. This also establishes that members of Dragonmarked Houses receive the same legal protections as Thronehold citizens. (This is why, notably, the Treaty can dictate things like “No building warforged.“)
This was a TREATY, not a CONSTITUTION. The Thronehold nations aren’t united kingdoms. They are NOT bound by the same laws—they are simply bound to treat all citizens of Thronehold nations with the same rights as their own people, and to obey the bans specifically laid out in the Treaty. A nation couldn’t, for example, make a law saying “We can sell warforged” without violating the Treaty.
Now, there’s a second thing that enters play, and that’s the Galifar Code of Justice. The Five Nations were all once united as Galifar, and remember, the Last War was fought because each wanted to reunite Galifar under their rule. Thus, it’s not surprising that they maintained the common laws, because maintaining those laws was evidence of their preservation of the ideals of Galifar. However, some of the Five Nations MODIFIED those laws. The original 3.5 ECS makes these observations…
Aundair. “Aundair adheres to the Galifar Code of Justice, an intricate system of laws and regulations that once helped maintain order throughout the united kingdom.”
Breland. “Breland makes use of the Galifar Code of Justice, and law enforcers can be found in every thorp, village, and city.”
Karrnath. “While the Galifar Code of Justice provides the basis for civil rights in Karrnath, the Code of Kaius that developed from it is more rigid and less forgiving. Indeed, the nation has labored under martial law since the earliest days of the Last War.”
Thrane. “As long as you do no obvious evil, you won’t find trouble in Thrane. However, Thrane’s laws tend to be more stringent than the Code of Galifar, and punishments more brutal.”
Sharn: City of Towers has an section that deals with law in Sharn—which, as noted above, is the Galifar Code of Justice. Here’s an important detail, with highlighting…
The mark of the outlaw is recognized in all of the Five Nations, and any nation that respects the Galifar Code of Justice looks suspiciously on exiled outlaws. As a result, outlaws usually congregate in Darguun, Droaam, the Shadow Marches, Xen’drik, the Lhazaar Principalities, and Q’barra—nations that either ignore the Galifar Code or that believe a convict can overcome a criminal past.
Sharn: City of towers, page 134
So: The Treaty of Thronehold does not require its signatory nations to make use of the Galifar Code of Justice. What I suggest here is that what it DOES require is for all citizens of Thronehold nations to be protected by local law. So as a Thrane in Darguun you are entitled to the same protection as one of the Ghaal’dar—even if that may not include all the protections you’re used to. The only nations that use the Galifar Code are the Five Nations and New Galifar in Q’barra (the mention of Q’barra in the quote above is referring to Hope). The other nations have their own systems of justice: Zilargo is far more restrictive than any of the Five Nations, while the Shadow Marches and Darguun are less structured. In the Lhazaar Principalities, princes have the right to set the laws of their domains. GENERALLY these agree on common, basic principles, but they are all unique.
So to get back to the basic question… Why are Darguun’s practices an issue when the Code of Kaius isn’t an issue? They aren’t an issue under the Treaty. Darguun isn’t REQUIRED to abide by the Galifar Code of Justice, and the proof of this is that it doesn’t. The issue is that Darguun was accepted as a Thronehold nation because of the desire for peace. Prince Oargev is very eager to have its status revoked, to have the region recognized as Cyre, and to get support to drive the Ghaal’dar from the region. Haruuc KNOWS that other nations consider their laws to be barbaric, and specifically, the practice of slavery to be an atrocity. It’s not that he HAS to change these traditions, it’s that he WANTS to change these traditions because he wants to maintain the support of the other Thronehold nations. But it’s an important point that there’s no “Army of Thronehold” that enforces these terms; the consequence of violating the Treaty is that the other nations may choose to expel you and then you’d lose the rights described above, IE, any nation could attack you and your citizens wouldn’t be protected by local laws.
Since I haven’t said this for a while, keep in mind that everything in this blog reflects how *I* do things in my campaign. I’ve quoted books that I’ve worked on, but it’s entirely possible I’ve contradicted something in Forge of War. This is how I see the Treaty, but as always, it’s up to you to decide how you use it in your game.
In Sharn: City of Towers the law seems to favour execution or monetary fines as punishment for crimes. Is this a quirk of Sharn (not a lot of prison space) or representative of the general pattern of the Galifar Code of Justice? It’s a reflection of the Galifar Code, but it’s not quite as simple as “Fines or execution.” Pages 132-134 of Sharn: City of Towers also mentions hard labor, branding, mystical punishment, and exile. The main point is that EXTENDED INCARCERATION is very rare under the Galifar Code. You are expected to pay for your crime, with either money or labor. If you are deemed a threat you are forced to LEAVE the community (through exile) and may be forced to bear the ongoing burden of your crime through a brand. But Galifar doesn’t rely on lengthy incarceration, whether as a tool for punishment or redemption. Page 134 of S:CoT specifically states that “executions are rare.” But this is what makes Dreadhold so significant; there AREN’T a lot of major prisons designed for indefinite stays.
Was there an established system of international law/treaty making or was Thronehold something of a Peace of Westphalia sort of affair? Have nations made separate treaties with each other in addition to Thronehold or is everyone sort of waiting to see if it works?
Good questions. Consider the following points. Up until around a century ago, there was basically ONE NATION in Khorvaire (with a few minor side territories like Lhazaar). The war was being fought to restore that nation; the question was who would rule it. The Treaty of Thronehold is not a perfect solution and no one is happy with it. It’s not a carefully planned out utopian foundation for international law and relations; it’s a desperate tourniquet applied because people are terrified of the Mourning. It doesn’t settle the grievances that set the Last War in motion. It leaves in place nations like the Eldeen Reaches, Darguun, and Valenar that are STRONGLY contested by chunks of the population. The point is that people are terrified that if the war continued there could be a second Mourning. People believed that they HAD to stop the war at any cost, and the Treaty of Thronehold was the fastest solution they could find. But it’s not supposed to be perfect. There ARE elements of it that don’t make sense or that don’t go far enough. There is no body like the United Nations, no global peacekeeping force, and while they’ve established an international tribunal at Thronehold that’s very much an experiment that they are still figuring out. Looking to the signatory nations, the Eldeen Reaches and Talenta Plains are barely nations; Darguun and Valenar are contested by Cyre, though they were accepted because there is no more Cyre. But again, this isn’t a perfect system and there are many ways in which it has yet to be tested, because it’s only been in place for two years. So to me, some of these questions are questions that should come up IN A CAMPAIGN — as leaders TRY to strengthen the international community, as cases come up that test the concept of international law, and so on. This isn’t an ancient system that’s been perfected; it is very much a living thing that is still being put to the test.
An interesting aspect to consider is that when the Last War began, it was being fought by five nations that shared a common foundation of laws and that were ultimately seeking to renunite their nations, merely arguing over who would be in charge. The Treaty of Thronehold represents the death of that dream, not only accepting that Galifar will not be restored, but acknowledging nations that do NOT share the common laws or traditions of Galifar. The Five Nations were at least cousins; Valenar, Darguun, and the Eldeen Reaches all come from entirely different families with little in common. People believed they HAD to make a solution as quickly as possible, because in light of the Mourning, it was literally about preventing an apocalypse. But no one is entirely HAPPY with the Treaty of Thronehold.
Thanks to my Patreon supporters for keeping this site going, and to all of you who’ve been reading Exploring Eberron, I hope you’re enjoying it!
I’m still busy working on Exploring Eberron, but I like to take time to answer questions from my Patreon supporters when I can. Today’s question comes from Reighndragon:
How far do the dragonmarked houses involve themselves in national politics? How do they view the restrictions imposed on them by the Korth Edicts? In specific: Is it possible for a dragonmarked gnome of House Sivis to take a seat in the advisory council of the king of Q’Barra? Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?
First of all, I suggest reviewing this article for a deeper look at the houses overall, including a discussion of the Korth Edicts. Let’s look at the basic points.
The houses are first and foremost BUSINESSES. They are interesting in making a profit.
They do business with and have holdings in most of the nations of Khorvaire.
In many cases—especially Sivis and Kundarak—their business depends on their customers believing that they are neutral, reliable forces. If it was revealed that House Sivis was sharing all its data with the Royal Eyes of Aundair, it would be a disaster for the house.
So this is a simple equation: What does a house gain from getting involved in politics, and what does it have to lose? In the long run, will this help its profits, or hurt them? Let’s look at the two examples.
Can a Sivis gnome take a seat on the advisory council of the King of Q’barra?
Certainly. This doesn’t even violate the Korth Edicts, which prevent a member of a dragonmarked house from owning land, holding a noble title, or maintaining an army. If a King wants ADVICE, where’s the harm in that? Corporations in our world hire lobbyists and get included on advisory boards all the time. The only reason it would be a problem is if word got out that this advisor was sharing Sivis customer secrets; if that were to happen, I would expect the advisor to be very publicly excoriated from the house, and possibly be faced with more severe punishments for scarring the reputation of the house.
A quick point of comparison is Valenar. House Lyrandar essentially runs the administration of the nation on behalf of the Tairnadal. But they don’t actually hold noble titles or own the land; it’s a simple arrangement where they do work the Tairnadal don’t want to do, while allowing them to create opportunities for Khoravar immigrants. But here’s the big thing: they don’t give the Tairnadal free shipping. Their administrative work is a separate business transaction; but if the Tairnadal want to use Lyrandar airships, they pay just like anyone else. Which brings us to the next question…
Would House Lyrandar be inclined to send an airship for the Aundairian army to perform a paratrooper invasion of Thaliost?
House Lyrandar is a BUSINESS. They can and did provide transport services to ALL nations during the war. The opening of my novel City of Towers involves a Cyran force defending against an airship attack. But that isn’t a political move on the part of Lyrandar, because they serve anyone who can pay for the service. So sure, they’d allow Aundair to charter an airship for their paratroops, and then they’d let Thrane charter a ship for its counter attack. They aren’t choosing a side; they’re selling their services to anyone with the gold.
Now, COULD they decide to take sides and offer their services to Aundair for free? Sure, they could, but WHY? How does this help their bottom line, when it invites distrust and possible retaliation from the rest of the Five Nations? Their neutrality is their shield and maximizes their profits; once they choose sides, they are narrowing their markets. Why is this a sound business decision? What is Aundair offering that’s worth risking their business? We’ve called out that Aurala is friends with the Matriarch of the house, and Aurala could offer them a second grant like Stormhome (which ALSO violates the Edicts…). But essentially, why wouldn’t they just ask Aundair to PAY for the ship? Aurala can definitely afford it, and that’s what Lyrandar does.
So: at the end of the day, houses are going to make their choices driven by profit. At the moment, they work with anyone willing to pay for their services. They definitely can and will do favors for allies—see House Jorasco’s ties to the Boromar Clan in Sharn—but that is always measured on the balance of will this help our hurt our profits? Now let’s hit one more part of the question…
How do they view the restrictions imposed on them by the Korth Edicts?
Again, check out this article for a deeper look at this question. One of the key story elements of Eberron is the idea that it may no longer be possible to enforce the Korth Edicts. If Breland makes a Deneith heir a duke, who’s actually going to do something about it? Queen Aurala’s consort is a Vadalis heir, and though he holds no title it’s pretty sketchy. The Korth Edicts worked when Galifar was united; now, it’s possible no single nation can enforce them, and we’ve called out examples of houses that ARE pushing against them. One concrete example is House Tharashk; in brokering the services of Droaamite services, they are likely breaking the “no armies” clause. But who’s going to try to stop them… especially when everyone wants to hire their monster mercenaries? So again, it’s all about will this help or hurt their profits?
The other big thing people often forget about the Korth Edicts is that they weren’t simply a burden on the houses; they were an opportunity. Essentially, they were a deal with Galifar: If the houses agreed not to challenge him politically (no titles of nobility) or militarily (no land, no armies) he wouldn’t challenge them economically. The houses hold monopolies on a scale that’s illegal in the US today, and under the Edicts they regulate their own industries. So they don’t particularly want to throw out the Edicts, because for House Sivis, the lack of antitrust laws is far more important to their bottom line than being able to have a noble title. This ties to one last question that came up in another discussion. Paraphrased…
My character was hired by House Cannith to do a job that involved me being locked in a room with no way to leave. While I was doing this job, a bunch of cultists teleported in and because I couldn’t leave, my friends and I were nearly killed. Can I sue Cannith for negligence? And if I do, would they be more likely to settle or to do something dramatic like assassinate me?
The good news is that they probably wouldn’t assassinate you. The bad news it that it’s because you don’t have a case. There’s no worker protection laws in Eberron. The Korth Edicts specifically protect the nobility—the houses can’t raise armies against them or create rival kingdoms—but they aren’t about protecting the commoners. On the contrary, the Edicts specifically lay the foundation for the house monopolies. This is far more like The Jungle than the world we live in today. Having said that, this isn’t to say that they houses are intentionally careless with the lives of their employees, especially heirs of their own house; part of being family businesses is that they don’t want their own children to die. If a Lyrandar heir is injured on the job, they likely will be taken care of. But this is driven by their own self-interest, not the law; and if a random “adventurer” is hurt while working for them… isn’t that why they call them adventurers?
Now: I said they wouldn’t assassinate you… which is BECAUSE you have no case. If you did, or at least were posing some other sort of threat to them? Then it’s at least on the table. We’re back to that original question: how will this affect their bottom line? Are you a hero whose actions matter and whose death would be noticed? Do they NEED to assassinate you, or can they just threaten you? Slander you? Buy your company and have you fired? We’ve said before that the houses will do terrible things to maintain their power. The question is always back to the balance sheet; how much are you going to cost them, and what’s the best way to minimize that number? It’s also definitely the case that some houses are worse than others, and that ultimately it will come to who’s in charge of the region. I think the majority of Lyrandar heirs would be horrified at the idea of their house sanctioning assassination. But Calynden d’Lyrandar, the Kraken of Stormreach? That dude has Thuranni on speed dial.
To be clear: this is a terrible terrible situation… and that’s the point. Overall, the houses are amoral corporate entities driven by profit and possessing potentially unchecked power. Because one of the other core principles of Eberron is that it’s a world that needs heroes. Some heroes fight demons; others battle corrupt corporations. Which story do you want to explore? Note that if it’s a story you DON’T want to explore, you can push a more positive view of the houses. But the current situation is intentionally imperfect.
Why did the Twelve permit Cannith to agree to the shutting down of the creation forges in the Treaty of Thronehold? Beyond producing warforged it seems like that is a huge hit to their ability to produce goods on a massive scale.
Excellent question, and also discussed in the other linked article. Here’s the factors.
The Treaty of Thronehold represented a rare moment of unity. The reason the Korth Edicts are difficult to enforce is because no one nation can enforce them alone. This was a demand made by ALL THE NATIONS.
House Cannith’s leadership and its major operations were lost in the Mourning, and the house is STILL reeling from that blow. Starrin d’Cannith, the patriarch lost in the Mourning, might well have found a way to counter the demand. But as of the Treaty of Thronehold, Cannith doesn’t even HAVE a patriarch.
The warforged are seen as weapons. Most nations were uncomfortable with Cannith having the capability of producing its own private army of constructs, given that the war was now over. The recognition of warforged as sentient, free beings was a further nail in this coffin: It could be seen as violating both the Korth Edicts (no house armies) AND the Code of Galifar (no slaves).
Last but not least: Cannith had always dominated the Twelve. Many of the other houses were HAPPY to see Cannith taken down a peg. So they weren’t fighting as fiercely as they might have against other restrictions.
Bear in mind, the creation forges are NOT the primary tool that Cannith uses for mass production of mundane goods; they have other eldritch machines and focus items that assist general mass production. Rising From The Last War specifically identifies the forges as producing warforged (page 280) while the Eberron Campaign Guide says “These enormous contraptions… are designed to churn out mechanized soldiers.” They were also used to produce titans and homunculi, but again, they WEREN’T the be-all end-all of Cannith’s production facilities, and there are “Forgeholds” that don’t have creation forges.
So this article paints the Dragonmark Houses in a bleaker and more corporate light than most… but they’re definitely not monolithic. So I’m curious as to which of the Houses you think is more willing to incidentally hurt people on their way to profit (aka less empathy), versus those with more empathy involved in their methods.
This is a good question. I am presenting the houses in a harsh light here, because the point is that they could do terrible things if they chose. The theme we wanted to explore with them from the start is that in the wake of the Last War, are the houses more powerful than nations? But the fact that there are few checks on their power isn’t supposed to make them monsters. The idea is that over centuries, most people have come to trust and rely on the houses, because they’ve been reliable. You believe that Sivis will keep your secrets safe, that Kundarak protects your goods, that you’ll get the best sword at a smith with the Cannith seal and you won’t get food poisoning at the Ghallanda inn. I call out that they regulate their own industries as a sign of the power they possess; but the twist is that they actually DO regulate their own industries. There’s tremendous potential for abuse, but that doesn’t mean it’s common. In general, MOST PEOPLE view the houses as reliable businesses, not as terrifying corporate tyrants. It’s just that, again, they DO have unchecked power and COULD abuse it… and what happens if and when they do?
So the question is: What houses are willing to hurt people in the name of profit? Which generally lack empathy? As the question notes, houses aren’t monolithic. So I’ll call out that I think Cannith is near the top of the “low empathy” list. During the war they manufactured weapons for all sides, and they essentially created a slave race that they threw onto the front lines of that war. On the other hand, I’ll note that Aaren d’Cannith—the creator of the modern warforged—left the house in protest of the treatment of the warforged. Of the current Cannith contenders I’d say that Jorlanna is probably the best of them; both Zoraln and Merrix are pretty ruthless.
So Cannith is up there. Thuranni surely is as well; it’s a house who’s specialty IS assassination. Calynden may make the order, but it will be a Thuranni heir who actually fires the crossbow. Phiarlan is somewhat better, and again, there are a significant number of Phiarlan heirs who truly believe in the ARTISTIC mission of the house and don’t work with the Serpentine Table.
I’d put Vadalis on the low-empathy side, as well. They are essentially about manipulating animals for the benefit of humanity, and I don’t think PETA would approve of their methods. Sivis is tricky because they definitely place the APPEARANCE of neutrality as paramount… but they’re also Zil gnomes, so they live in a society that embraces the idea of assassination as an acceptable tool in pursuit of the greater good. I tend to think of Sivis as one of the nicer houses, but in part that’s because they DON’T have a lot of competition; if something came up, we’d likely see a darker side pretty quickly.
So which are the nicest houses? I think Kundarak is pretty much what it says on the can: they are honest folk who want to keep your stuff safe for you. Ghallanda is literally in the business of hospitality, and their name means “The Helpful Hound That Appears Where Needed The Most”; i think they are the most inclined to offer empathy and even charity when called for; at the end of the day, I think Ghallanda likes people. I think Medani is a reasonably empathetic house and tries to do what it feels is right, which is also why they’re one of the less influential houses. I tend to think that Orien is another house that basically just tries to provide a useful service; they haven’t tried to destroy Lyrandar’s airship business…. yet.
The others all fall in the middle. I think Lyrandar is generally a friendly house. But if someone started developing airships anyone can fly? People like Calynden would go to great extremes to eliminate that threat. Individual Tharashk inquisitives can be great, but the house as a whole is very ambitious. Jorasco is very complicated, and discussed at more length in the article linked earlier; there are many Jorasco HEIRS who are driven by empathy and want to help however they can, but there’s also ruthless people determined to ensure that the house thrives as a business.
I’m going to stop there, because this has already gone on WAAAY too long for an IFAQ. BUt the ultimate answer is this: The houses are as ruthless and frightening as you want them to be. The framework is there to run a campaign in which the houses are ruthless dystopian megacorporations, and it’s questionable who could stop them if they go in that direction. But you CAN also just focus on them as reliable service providers, and just ignore the lack of outside oversight or labor laws.
Thanks again to my Patreon supporters! Per the latest Patreon poll, the next major article will explore Dolurrh, the Realm of the Dead!
I’ve been off the grid for a month: dealing both with a host of mundane challenges and working on Morgrave’s Miscellany, which will be released in November. This has kept me from posting much here. I will be back online next month, but for now I wanted to do a quick lightning round with some questions from my Patreon supporters.
Manifest zones are often portrayed as this Venn diagram overlap between Eberron and another dimension/world, with the overlap recurring cyclically like the orbits of planetary bodies. Assuming that’s an accurate depiction of what you intended them to be… are manifest zones subject to continental drift, ocean levels, etc.?
This isn’t an entirely accurate description; it’s combining two separate ideas.
Manifest Zones are permanent locations: places where the influence of another plane can be felt in Eberron. This isn’t cyclical; it is ongoing and reliable. Sharn is built on a manifest zone that enhances spells tied to levitation and flight, and this supports the great towers and enables skycoaches; if that connection were to fade or be severed, the towers could collapse. Likewise, Dreadhold is built on a manifest zone, and this is tied into its security. Manifest zones are reliable. They are (super)natural resources, like rivers and veins of precious metal; thus many of the great cities and institutions are built to take advantage of them. Generally speaking we haven’t suggested that manifest zones are subject to effects such as tides or rising ocean levels. I think that the location of the manifest zone is static; if the land beneath it drifts or rises or lowers, the zone will remain constant. We’ve presented manifest zones that are small points high in the air or underwater, so they aren’t tied to soil.
Coterminous and remote planes are the result of the constant shifting of planar influence on the world. This is something that occurs cyclically, like the orbit of planetary bodies. When a plane is coterminous, it strongly influences Eberron, causing broad effects not unlike what a manifest zones can produce—but universally across the world. When its remote, the influence of that plane is far weaker.
You could say that while a plane is coterminous, the effects of a manifest zone are increased. So for example: you might say that tieflings may be born when a child is conceived in a manifest zone during a coterminous period. But that;s a double whammy, and critically the effects of a manifest zone continue even while the plane is remote.
The 4e ECG says that some manifest zones are permanent, and others may appear where no one was before.
It’s entirely reasonable to say that a manifest zone can appear unexpectedly or that an existing manifest zone could suddenly fade. My point is simply that this isn’t how manifest zones USUALLY work. The ebb and flow of planar power—remote to coterminous—is a part of the setting, but it is a separate thing from the functioning of manifest zones, and that’s what I wanted to clarify. But there’s nothing wrong with having a new manifest zone appear.
Are there zones that respond to stimulus at a lower level of magic than eldritch machine?
We often say that manifest zones are a requirement for creating eldritch machines or for performing powerful magical rituals. But it’s not that the zone responds to the machine; it’s that the machine harnesses the existing power of the zone. Most manifest zones have perceivable effects at all times, just not as dramatic as the powers of an eldritch machine.
When I have more time, I’d certainly like to give more examples of manifest zones and the sorts of effects they can produce.
Is there any specific listed canon method to shut off a manifest zone?
In canon? No. Manifest zones also aren’t uniform in size, shape, or power, so I doubt that there’s a single method that would apply to all manifest zones; I’d also expect the method using to have to relate to the plane involved.
With that said, the idea that it can be done has certainly been presented. My novel The Son of Khyber involves an attempt to destroy Sharn using a Cannith weapon that would disrupt the manifest zone. Again, this isn’t canon (Eberron novels are suggestion, not concrete fact); and it is a weapon that critically had to be used in a very specific location and required a massive amount of arcane power. So when it has come up, it’s presented as a difficult challenge. But yes, it’s certainly POSSIBLE.
Could a tinkering arcanist build a music box that opens a foot-sized manifest zone?
Sure. Anything is possible if it’s a story you want to involve. But something that CREATES a manifest zone certainly isn’t a trivial effect. It’s not something that people casually do. Again, manifest zones are things that must be found and harnessed; they aren’t created (if they could be easily created, we’d have more cities like Sharn). But if you WANT to say that this particular NPC has made some sort of bizarre breakthrough and created an artifact that produces a tiny manifest zone, why not?
Do the deathless need the manifest zone of Irian to stay “alive,” or just need it for their creation?
Deathless require an ongoing supply of positive energy to sustain their existence. There’s two primary sources of this: manifest zones to Irian, and the devotion of loyal followers. So Shae Mordai is located on a powerful Irian manifest zone, and that means that even if all the living elves were wiped out, the Court could survive. But a deathless who spends an extended amount of time outside manifest zone needs to have a pool of positive energy to draw on, which means devoted followers. The deathless counsellor in Stormreach is sustained by the devotion of the local Aereni community, and if they all left, she’d have to leave too.
This was the fundamental divide between the Line of Vol and the Undying Court. Positively charged undead can’t take the power they need to survive; it has to be freely given. Negatively charged undead consume the lifeforce they need; even if every living elf died, the vampire or lich will continue. So Vol asserts that Mabaran undeath is the only way to ensure the survival of the finest souls; the Undying Court asserts that all Mabaran undead consume the ambient lifeforce of the world, and that creating them is unethical and ultimately a threat to all life.
MAGIC IN THE WORLD
How do you imagine ID systems in Khorvaire? Who checks them, how are they authenticated?
We’ve generally suggested that Eberron is at a rough level equivalent to late 19th century earth, NOT 20th century. When you get into magical wards you can have more advanced forms of identification. But when it comes to ID papers, it’s NOT supposed to be on par with our modern day systems of databases, biometrics, or anything like that.
House Sivis fills the role of the notary in Eberron. Originally, arcane mark was one of the powers of the Mark of Scribing. The idea is simple: each Sivis heir can produce a unique arcane mark—a sort of mystical signature. A Sivis heir goes through training and testing to become a notary, and their mark is on record in the house. Like a modern notary, a Sivis notary would make a record of all documents they notarize and this would be held by the house. So: ID papers would be notarized by a Sivis scribe, who would review all materials before placing their mark. An arcane mark is difficult (though not impossible) to forge. A border guard is primarily just going to look at your ID papers and say “This appears to be you, and you’ve got a valid Sivis mark.” IF there was some reason to question things, the papers could be confiscated and referred to a Sivis enclave, who could use a speaking stone to check with the primary house records to confirm that ht papers were legitimately notarized. But that’s a very big step. Generally it’s a question of if you have a valid Sivis arcane mark.
Fifth Edition doesn’t have arcane mark, so instead we added in the scribe’s pen as a dragonmark focus item that allows a Sivis heir to inscribe mystical symbols. This would still work the same way: a Sivis heir would have to go through a process to become a notary, their personal mark is recorded, and records are made of every document they notarize.
So getting all the way to the point: 95% of the time, verification will essentially be on a level of what could be done in the 19th century: a cursory check for obvious signs of forgery, confirming that the material in the document is accurate (IE, it says you’re a dwarf but you’re clearly an elf), and that it has a Sivis mark. Forgery is thus entirely possible; the challenge is forging the arcane mark, because that’s a glowing magical symbol and you’d have to have some sort of magical tool to pull it off.
How do mundane craftsmen and martial characters stay relevant in an increasingly magical world like the Five Nations? I feel like the Houses and magewrights crowd out trade and spellcasting ability seems borderline required going forward for spies and fighters alike.
Magewrights don’t crowd out trade; magewrights are the future of trade. It’s essentially saying “Does a washing machine drive people who are washing by hand out of business?” Sure, so that launderer probably wants to invest in a washing machine. I still have a large article half-written that talks about the general concept of what it means to be a magewright. Essentially, as a blacksmith your life is simply easier if you can cast mending and magecraft (which I see as a skill-specific version of guidance). Now, those two cantrips on their own aren’t that much of a job; it’s the combination of those cantrips and mundane skill that make a good blacksmith. So I’m saying that in Eberron, most successful craftsmen will KNOW a cantrip or two.
With that said, you can also say “Why didn’t the microwave drive chefs who use longer cooking techniques out of business?” Prestidigitation allows you to heat food instantly, but you could certainly say that food snobs think that food produced through mundane means is BETTER.
The critical point here is that Eberron in 998 YK is based on the idea that civilization is evolving. The wandslinger is something new, a reflection of improved techniques developed during the Last War and now spreading out to the civilian population. Magic isn’t supposed to be a static force that’s remained unchanging for centuries; we are at a moment in time where people can ask “Can you really be a good spy without knowing magic?”
As I said, I’ll certainly write more about this in the future.
You’ve said that nothing in Eberron is born evil. Does that include aberrations created by the daelkyr, like the dolgrim, dolgaunts, and dolgrue?
My short form is that entirely natural creatures aren’t bound to an alignment; their alignment will be shaped by their culture and experiences. UNnatural creatures can be either forced into a particular alignment (like celestials, fiends, and lycanthropes) or strongly driven in a particular direction (like a vampire, who is driven towards evil by their connection to Mabar)…though you can have good vampires and even fallen celestials.
First of all, I don’t think you can make a single canon ruling on all aberrations. Beyond that, we have given examples of beholders and illithids who are at least neutral in Eberron. I think I see it as the equivalent of the vampire. A dolgrim or illithid is pushed in a particular direction. It’s gone alien brain chemistry. Its mind literally doesn’t work the way the human or dwarf brain does. However, I think that MANY aberrations have the ability to ultimately follow a unique path—that they aren’t absolutely locked into a particular form of behavior.
So let’s imagine a baby dolgrim raised by peaceful goblin farmers. I don’t think it would be just like any other normal goblin child, because IT’S NOT NORMAL. It’s brain was physically shaped in a particular direction by an alien geneticist. It’s tied to Xoriat and likely has vivid visions and possibly hallucinations pushing it in a particular way. And it has two unique (and yet merged) consciousnesses. So it wouldn’t just present as any old goblin that happens to have two mouths. But I don’t think it would necessarily be EVIL; it could find a unique path.
I know that werewolves transform when any moon is full, but do the twelve moons effect them differently in any noticeable way?
Not that we’ve said in canon so far, but I think it’s an excellent idea to explore and develop. In the past we’ve suggested that Olarune is the PRIMARY moon that influences lycanthropes. But if I was exploring the idea in more depth, I’d love to present ways in which different moons influence lycanthropes, suggesting that each moon pushes a particular time of emotion or behavior.
If their ships were made airtight, what’s to prevent House Lyrandar from flying into space? What would they find when they got there?
That depends. How are you viewing space? Are we using spelljammer concepts or modern science? Could a fire elemental exist in a vacuum, or would it be extinguished? Are we going to consider the stresses of re-entry that a rocket actually deals with and the sort of speed and forced required to break escape velocity, or are we going to saying that in THIS universe, magic propulsion overrides gravity? Or that there’s a universal gravity, and that when your Lyrandar airship sails into space people can still walk around as if there was gravity?
Essentially: I like the idea of an Eberron space race, though I’d likely start by exploring the moons. But if I was to propose such a campaign I’d need to stop and answer a lot of questions about the physics of the universe that we haven’t yet answered… and I’d want to think carefully about it before I do. For example, let’s just look at the moons. I can imagine the moons being fantastic wonderous locations, like Barsoom in Edgar Rice Burroughs novels. But I could ALSO imagine the revelation that the moons aren’t celestial bodies at all; they’re actually massive planar portals, allowing an airship to physically sail into another plane. I’d want to think about which story feels more interesting and which I’d like to explore. But as of now, there is no canon answer.
Would you ever allow a player to play as an escaped Chosen vessel?
Sure. I think there’s stats for them in Secrets of Sarlona. But the main issue is that the Chosen have no voluntary say in being possessed. Chosen vessels are genetically designed to be possessed by a particular quori. So my question is how your PC vessel deals with this. Are they a ticking time bomb who could be possessed at any time? Have they been given some sort of Adaran artifact that keeps them safe as long as they don’t lose the item? Or has the particular quori tied to their line been bound?
Were a particular quori to be made incapable of possessing its Inspired hosts, whether by destruction or imprisonment, would it be possible that the Chosen and Inspired of that particular line be “reassigned”? Would Dal Quor remove the Inspired as well if they removed the quori? Would an “unused” Chosen be given to a new quori or share the fate of the “used” Inspired?
The principle that’s been established is that the bond between quori and vessel is in some way biological. So Dal Quor can’t simply reassign a Chosen line; they’d have to breed a new one. With that said, Chosen CAN be possessed by any quori; it’s simply that they have to ALLOW themselves to be possessed, while they have no choice when dealing with the quori bound to their line. So there could easily be Chosen who are serving as voluntary vessels for other quori; it’s just that it can’t be forced.
That’s all for now! If you have questions related to these topics, post them below!
It’s been a very busy month, from wonderful events such as Extra Life and ChariD20 to unexpected tragedies like the loss of my friend Mr. Pants. I’m also hard at work on Phoenix: Dawn Command and I hope to talk more about that soon. However, it’s been a long time since I’ve done a Dragonmark, and I don’t want to get rusty.
At the moment, I have no news about 5E Eberron support, though I am still optimistic that there will be news soon. As always, everything I write here is entirely unofficial and may contradict material in canon sources.
How would you emulate a warforged character using the 5E PHB?
I came up with one possible 5E interpretation of the Warforged with Rodney Thompson of WotC for Extra Life; you can find the stats I used here. There are other things I might try – one being the ongoing question of whether warforged should have inherent armor similar to the 3E feat-based armor or follow the 4E hermit crab approach where armor is a shell they attach. The version on my site takes the hermit crab approach; all I’ll say is that I had a fine time with Smith when I played him in Extra Life. Personally, I will continue to experiment with different approaches to the warforged as I continue to evaluate 5E – but I think the current model is a reasonable approach and definitely not overpowered.
What sort of culture is there among warforged? Also, now that the war’s over, how might one warforged from one nation behave around a warforged of a different nation?
Both good questions, but I think the answer is that there’s no clear answer. The warforged have only been free citizens for two years, and they are still creating their culture. The followers of the Becoming God and the Lord of Blades represent two hubs for warforged culture to build around, but any center for warforged population – such as the Cogs in Sharn – could be the genesis of a warforged culture. As for how warforged of different nations behave around each other, it’s the same issue: it’s going to depend on the cultural path they are following. Followers of the Lord of Blades have no loyalty to any human nation, and consider all warforged to be part of one family… while other warforged cling rigidly to national loyalty and military discipline as the only things that have given their lives any sense of meaning. Such a warforged could be very hostile to a ‘forged from an enemy nation. The interesting question is if the ‘forged would act the same way towards a human soldier of that nation, or if he holds greater emnity for rival ‘forged because he still sees them as essentially weapons.
But the ultimate answer is “there is no absolute answer.”
Have you ever used the Lord of Blades in a game? What backstory did you use, if so?
I originally planned for the Lord of Blades to play a significant role in The Dreaming Dark trilogy. WotC decided they didn’t want him to appear in fiction so early in the cycle of the setting, so Harmattan took his place. I developed the Lord of Blades during the original cycle, and he originally had stats in the 3.5 ECS in the same section as Demise and Halas Martain – and like both of them, he had multiple sets of statistics to allow him to evolve as PCs rose in level. He ended up being cut for space, and I think it was just as well as it let DMs take him in different directions. The only time I’ve personally used him in a session it actually ended with the idea that he wasn’t an individual warforged – rather, he was a shared identity created by a cabal of warforged at the end of the war. So in that storyline, it would have been possible for people to fight and defeat a Lord of Blades in one scenario and discover that he was simultaneously doing something elsewhere. It’s a little like saying that Doctor Doom always was a bunch of Doombots working together, who made up the story of “Doctor Doom.”
I suggest a number of other ideas in this Dragonshard – among others, the idea that he could just be Aaren d’Cannith wearing a suit of warforged armor – but I haven’t personally used any of those ideas in games I’ve run.
What pacts do you think work best for warforged warlocks? With pacts made before or after rolling off the creation forge.
That depends how you define a “warforged warlock” and “pact.” For example, in a number of games I have used warforged warlocks who draw their powers from the Mourning. But the idea of this wasn’t that these warforged had made a concrete bargain with a sentient aspect of the Mourning, like a traditional Infernal or Fey warlock; rather it was that they had been touched and twisted by the Mourning. If you are actually playing with the idea of a warforged bargaining with a supernatural entity in exchange for power, I think you could make a case for any pact. I think you could have a very interesting Infernal Warlock based on the idea that a human warlock died and made a bargain that resulted in his soul being inserted into a warforged body… with the underlying threat that the body could be taken away if he fails to live up to the terms of his pact.
Are there mindflayers who support Riedra or the inspired -or that are even inspired themselves? Given their psionic abilities?
As I first discussed in this Dragonshard article, Dal Quor and Xoriat are both common sources of psionic power. However, they reflect very different approaches to reality and the mind, and I don’t see the fact that they both channel psionics as being any sort of bridge between them; if anything, I’d argue that psions inspired by these two different sources are fundamentally as different from each other as clerics and wizards are when it comes to manipulating “magic.” This can be reflected by having Wilders be more commonly tied to Xoriat, but I think that you can have people from both paths use the same class and still have a very different flavor for it. I feel that the denizens of Dal Quor and Xoriat are equally far apart and would generally find very little common ground.
While the Quori are undeniably alien creatures, there is a very close bond between them and mortal dreams. Mortal dreams have an impact on Dal Quor, and the Quori themselves inspire and draw strength from mortal emotions. Tsucora draw on fear, Duurlora are spirits of aggression, and so on. Among other things, this means that emotions as we understand them are relevant to the Quori. It means that we can generally understand their motivations and outlook on the world. You then have the secondary aspect that the modern Quori are very strongly aligned behind a common cause – the perceived survival of their reality. The Quori are an innately Lawful force. They have a strict hierarchy amongst themselves, and in many ways they are fundamentally defined by the fact that they are enforcing order upon chaos. They SHAPE dreams and use them as tools. They create specific emotions and use them to accomplish their goals.
By contrast, the denizens of Xoriat are utterly alien… as alien to the Quori as they are to humanity. I’ll point you to this Dragonmark article on the subject for further exploration of this fact. But the short form is that Quori understand humans, which is what allows them to manipulate humanity; they don’t understand the Daelkyr or their servants. There is no order that can easily be imposed upon them, and they don’t even necessarily experience the same emotions that we do.
All of this is my personal preference, and you’re certainly welcome to take a less extreme position. But for me, what makes the Daelkyr, the Cults of the Dragon Below, and aberrations in general INTERESTING in a world that also includes Quori, Rakshasa, evil dragons, and more is the fact that the creatures of Xoriat are the most completely alien of any of these. A mind flayer such as Xorchyllic might appear to have motivations we understand, but when you delve deeper you may find that there’s things going on there that don’t make sense at all. The logic, emotions and schemes of Xoriat should be hard for us to understand, because their logic is our madness. It is inherently at odds with our vision of order, reason and reality.
So I might have an ALLIANCE between a mind flayer and the Inspired, but I would certainly expect it to be temporary… and I would emphasize that even the Quori don’t understand what the mind flayer is up to.
How would you make Thrane sympathetic in a game set in Thaliost?
Interesting question. They are the occupying force, which is always a hard position to justify. One of the first things I’d do is to emphasize that the brutal governor of the city, Archbishop Dariznu, is actually Aundairian; he represents the extremist Pure Flame movement rooted in Aundair. The Thrane templars and priests in the city are under his authority, but I’d emphasize their disgust at Dariznu’s actions and have some of them doing what they can to mitigate them or to help people in need. Compassion is a core virtue of the Silver Flame, and I’d incorporate a number of Thranes – whether part of the occupying force or independent agents – who are providing compassionate assistance to the needy. I could even see a group of Thrane templars considering if they should defy the hierarchy and remove Dariznu from power. The essential point to make is that this isn’t a simple black and white Thrane vs Aundair conflict; you are also dealing with an ideological schism within the Church of the Silver Flame. There are Aundairians and Thranes on both sides of that schism, and definitely Thranes who believe in the validity of Thrane’s claim to the region while still despising the actions of the Governor. This is something I touch on in this Dragonmark.
How do you handle airships being damaged without making it feel like you’re punishing the players or taking away their stuff?
To me, the key issue here is the difference between punishing players and taking away their stuff. In my campaign, everything outside of the players themselves is fair game to suffer consequences player action. I want players to develop attachments to people, places and things precisely so I CAN threaten their airship, spouse, or home village – because all of these are ways to add a sense of tension and consequence to player action. But that also requires a level of trust on the part of my players that the actions I take aren’t simply malicious or capricious. One of the points on things is that they can always get replaced. If I destroy their airship as part of a Lost-like scenario that drives a campaign arc, they can always get a NEW airship when they get back to civilization… and if it’s not exactly the same as the old one, like I said, that’s part of what actually drives the story: things change, events have consequences, and heroes CAN suffer loss.
But I think the key point here – as with many things about good GMing – is about clear communication between player and GM, and about an understanding of the type of story that will play out. If the PLAYERS have a clear vision of the campaign as them flying around saving the universe in the Millennium Falcon and you randomly have it destroyed by an asteroid in the first session, just saying “But you get another ship later!” isn’t going to make that all better. Basically, I would never, say, make a PC lose a limb without having some form of consent that the PC is OK with that sort of story. If the airship truly is as integral to the concept of the PC as a limb, then I’m not going to casually remove it. But overall, my GOAL is for people to be able to develop attachments to people, places and things with the understanding that these things CAN be lost, and can even potentially be lost in seemingly senseless ways; it’s this understanding that helps people feel that their actions matter and that loss is a possibility.
The game I’m currently developing – Phoenix: Dawn Command – approaches loss in a very different manner, as death and loss are fundamental parts of character growth. But that’s a subject for a future post.
OK: That’s all I have time to discuss in detail. Which means it’s time for another lightning round for the remaining questions…
Did elements from Final Fantasy VI (opera, airships…) inspire some features of Eberron even slightly?
I’m somewhat embarrassed to admit that I have never actually played a Final Fantasy game or seen any of the movies. So any similarities are simply parallel evolution.
How common are wands among non-magical inhabitants of Eberron?
Not at all. Using a wand requires magical talent; even eternal wands require you to be SOME sort of spellcaster, even if you don’t have to be a caster with access to the spell in the wand.
Eberron suddenly becomes “mundane” -no divine/arcane power, no connection to planes. What happens instantly, a year, 10 years?
I explored this concept in the Children of Winter article in Dragon 418. One thing to bear in mind is that a lot of Eberron’s major cities take advantages of manifest zones or magic; remove those things and Sharn will immediately collapse, for example.
Can criminals avoid being convicted in spite of items as the eye of Aureon and pendants of mystic warning (from SharnCoT)?
Sure. FIrst of all, an Eye of Aureon won’t help you CATCH a criminal; it only helps you prove his guilt or innocence once he’s been captured. Eyes of Aureon are rare and “only found in the greatest cities of Khorvaire.” Beyond that, an Eye of Aureon is simply a zone of truth, and there’s lots of ways to get around those… from effects that shield you from divination to simply finding ways to mislead while speaking the literal truth. Meanwhile, a Pendant of Mystical Warning is an expensive item that can only be used by someone with arcane talent, and has all the same limitations as detect magic. So yes, I think there are definitely ways for criminals to avoid conviction. This sort of thing is a subject I delve into in considerable depth in the 3E sourcebook Crime and Punishment from Atlas Games.
If the worlds-traveling crone Baba Yaga were to visit Eberron, where would her hut reside?
Personally, if I were to use Baba Yaga in Eberron I would say that when she passes through Eberron she tends to use another name, and either make her Sora Katra or Sora Kell herself.
How evil are the daughters of Sora Kell? Do they have legitimate plans for Droam? Would you ever write a story focused there?
Does Flamewind have an androsphinx counterpart/sibling/mate?
Not in Sharn, and we’ve never detailed her private life before Sharn. Of course, if you’re referring to Flamewind as depicted in The Dreaming Dark, you have to ask yourself if she’s really a sphinx at all – or if she is some sort of manifestation of the Queen of Dusk. And speaking of which…
Will the new edition be advancing the timeline at all? Anything in the works for Daine, Lei, and Pierce?
I still have no concrete details on the plans for future Eberron support and whether it will include novels. Personally I would rather focus on the past or on regions of the world (or planes) that have been underdeveloped as opposed to pushing the timeline forward.
If a “Super Hero” team appeared in Sharn, how would Breland react to it? Would the local Dragonmark houses do anything?
Sharn’s a big place. The first draft of the setting actually included a pulp vigilante in Sharn – a kalashtar known as “The Beholder.” I’d only expect Breland to get involved if the group was somehow seen as a serious threat to royal authority; after all, it’s not as though Breland has stepped in to interfere with House Tarkanan or the Boromar Clan. Likewise, I’d only expect this houses to act if their personal interests were threatened. If anything, I could see the Twelve CREATING a superhero team as a PR exercise. Get your Cannith Iron Man, Vadalis super-soldier, Orien speedster, etc…
Are any of the moons inhabited?
They COULD be. We’ve intentionally left details on the moons scarce so that YOU can decide if you want to have a Moon Race game, an invasion from the moons, or even to just say that the moons are in fact simply portals to other planes.
Why did the Eldeen Reaches declare independence from Aundair? I can see why places like Mror or Zilargo got independent, but Eldeen?
For a brief exploration of this topic, look at this previous post. The short form is that the schism between Aundair and the Eldeen reflected significant cultural and economic troubles between the regions, and that the leadership of Aundair was focusing on the war with the other nations to the detriment of the Eldeen.
What were your plans for the undersea kingdoms of Eberron?
Someday I hope to explore this in more depth (get it?) but it won’t be today. One detail I will throw out is that Sharn originally had an undersea district with a section with a permanent Airy Water enchantment so people could make deals with merfolk emissaries.
It’s time for another Eberron Q&A! Let’s get right to it…
Let’s say that I’ve got a player who really likes games with Nerull. How would you put him in? The Keeper? Lord of Dust?
The thing about the Keeper is that you only interact with him through his cults, and they aren’t even all bad. The Restful Watch believe that Aureon and the Keeper work together to preserve vital souls from Dolurrh so that they can be returned to Eberron in a time of need; in many communities, the RW maintains cemeteries and performs funerary rites. As a result, I’d go with the Lords of Dust, specifically the Overlord Katashka, also known as the Gatekeeper. Lord of death and undeath, Katashka is said to have created the first undead. His mightiest servant is the dracolich Mazyralyx, who some scholars believe is the original inspiration for the myths of the Keeper. Katashka himself is bound, but you can bring Mazyralyx and any number of fiendish and undead servants to bear. Katashka is mentioned on page 30 of the 4E ECG and in this Eberron Expanded article.
Continuing with the theme…
How exactly does a Rajah like Yad-Raghesh ( from Dragons of Eberron, page 50) die?
He doesn’t. That’s the point of Yad-Raghesh’s tale; his apparent death appears to be a shocking, one-of-a-kind victory, but it is later discovered that rather than dying, he has simply spread his spirit across the Vale, transforming it into a pit of corruption that spawns fiends and slowly expands. If Yad-Raghesh was truly “dead”, the blight on the land would pass; it’s the presence of his spirit that keeps it alive and growing.
Now, to be clear: An Overlord can be temporarily killed the standard way – by reducing his hit points below zero. It’s simply that this doesn’t last for long; he returns within a day. In the case of Yad-Raghesh, he didn’t return and thus appeared to have been truly defeated. This turned out to be a false hope. By transforming himself in this way, he at least partially escaped the binding of the Silver Flame; he can’t return to his original form, but his power is continuing to spread while the other Overlords are held in check.
As for what he represents, I would say corruption. He gave up his physical existence to BECOME the corruption he embodied.
Out of all Eberron NPCs, which one would be the most likely to become a Ravenloft Darklord?
I don’t know about “most likely,” but my choice would be Merrix d’Cannith. His great crime? The attempt to create true life, moving beyond the warforged (who can’t procreate) to create something that can truly replace the current people of Eberron. In the Gothic architypes, he’d be a sort of Frankenstein, his realm filled with his imperfect creations – after all, the Dark Powers might let him get close to his goal, but they’d never allow him to succeed.
Suppose you have a player who, for whatever reason, wants part of his PC’s story arc to be romancing a noble. Who would be your best/favourite NPC noble for this role?
I’m still planning to write more about the nobility in the future, but this is more targeted. It depends where your story is set, but I’d personally choose Princess Haydith of Karrnath, who currently resides in Boranel’s court in Breland. According to Five Nations she’s only fifteen, but it’s easy enough to adjust that as you see fit. I think Haybith is an interesting character for a number of reasons. She’s the sister of a king, so certainly an important noble; she’s in a foreign land and thus likely happy to find a new friend or romance; she’s already a political pawn in Kaius’s efforts to promote peace, but she could easily be targeted by those who wish to strike at Kaius himself. And, of course, getting close to Haydith provides an interesting connection to Kaius itself, which could go any number of different ways.
Besides a certain royal prince (already mentioned in the ECG) who are some potential identities behind the mask of Prisoner Deep Fourteen?
Let’s look at the facts. He was sent to Dreadhold by Kaius III. He is being kept alive. His features are hidden. He can’t speak and isn’t allowed to communicate in other ways. So why keep him alive but incommunicado? Here’s a few random ideas, which I am making up at this very moment.
– War Wizard. This individual is one of Karrnath’s greatest war wizards, responsible for creating immensely powerful and horrific rituals used in war. He’s wanted for a host of war crimes, and Kaius promptly had him tried and supposedly executed at the end of the war before any other nation could get their hands on him (thus claiming innocence in some of his worst atrocities). However, the fact of the matter is that he wants the man alive so if the war begins again he can bring him back into service. Heck, if you want to go there, you could say that he is the architect of the Mourning itself! Kaius is horrified by the damage the weapon did and doesn’t want his future kingdom devastated like this… but he doesn’t want to kill the one man who knows how to make a second Mourning.
– Demon Vessel. During the war, Kaius made deals with a powerful fiend. When it came time for the fiend to collect what was promised to it, Kaius was able to trick it into possessing this mortal body, which was then bound and sent to Dreadhold. If the vessel is killed, the demon will be freed and will take a terrible vengeance on Kaius and Karrnath.
– Who’s Your Daddy? According to some myths, a vampire has influence over vampires that it creates. Some superstitious people maintain that slaying a vampire will result in the deaths of those it has sired; even if this isn’t true as a default, a brilliant necromancer could certainly devise sympathetic rituals to strike at a vampire through it’s sire. As for why Kaius III would want a vampire locked away – I’ll leave it to you to figure that out.
Have you ever ran an adventure in Everice or Frostfell? What sort of things might be found there? I can only think of Daelkyr/Quori ruins greatly inspired by At the Mountains of Madness, though I wonder what ideas flow through your head.
I wrote a backdrop set in the Frostfell for the print edition of Dungeon that never ended up seeing the light of day. Rumor has it that some form of it may appear as an Eye on Eberron article. For now, I’ll simply say that my vision of the Frostfell includes old dwarven ruins and the impact of a powerful Overlord of the Age of Demons.
I noticed the other day that, geographically, much of the demon wastes should be rainy, frozen misery. Was this intended?
The Demon Wastes is an unnatural place, due to the presence of buried overlords and close ties to Khyber. So rainy, frozen misery is certainly appropriate; but it also has its share of volcanic activity, burning basalt wastes, and the like.
With House Sivis’ tight standards for authentication, how effective is forgery for your typical hard-working scoundrel?
Difficult. However, based on the principle that science advances with needs, I’m sure that there are tools in existence allowing people who can create arcane marks to (attempt to) forge a Sivis mark. And bear in mind that not all documents in circulation are authenticated by Sivis. Letters of credit and identification papers generally are; but when the innkeeper sends a letter to his brother, he’s not likely to run over to the bank to get it authenticated.
Lightning rail roads are always shown as a single line of stones. How do the trains pass each other?
I don’t believe that the coach needs to ride directly above the rail; it’s about the interaction between the two. as such, I think two trains could slide to the side (using some form of front deflector) and move alongside each other, with the rail in between the two of them, for a short period of time.
I want a villain with an airship. He’d need a Lyrandar pilot. Why wouldn’t the House put a stop to that? At what point would the House personally step in to stop a rogue member assisting a villain?
It would only concern the house if it was somehow causing bad publicity for them. Their initial response would simply be to declare the individual to be a rogue and excoriate, and likely put a bounty on him based on just how much trouble he was causing them; meaning that yay, the player characters can collect an extra reward. I’d only see the house leadership as taking some sort of direct action if the individual became a huge black eye for them – if her actions were causing people to boycott Lyrandar services or the like.
Did the ancient goblins/giants/dragons have artificers? If not, why not? If so, what are some examples of ancient artifice, as opposed to just ancient magic in general?
First off: the artificer is a PC class. I don’t like saying that “Culture X doesn’t have a single individual of class Y”, because PC-class individuals are remarkable people. Just because the ancient dragon culture as a whole didn’t have artificers doesn’t mean that there wasn’t *A* dragon artificer; what I’m going to say is my view of the culture’s approach to magic as a whole. And with that in mind, bear in mind that there’s nothing an artificer can create that can’t be created by some other spellcasting class. The artificer is simply more versatile and efficient. In my opinion, it represents a more industrial approach to the creation of magic items: a focus on magic items as a tool of society, as opposed to a secondary aspect of whatever field of magic the individual pursues. So, looking at each culture:
Dragons of Argonnessen. I don’t see artificers as being a significant part of draconic cultures. Dragons are magic, and their style of magic largely involve learning to channel their own innate power, or using it to create greater effects in the world around them – which is to say, primarily sorcery. Dragons of Eberron talks about loredrakes and divine casters, and loredrakes such as Ourelonastrix obviously unlocked epic level magic lesser creatures haven’t yet mastered – things like the magic used to devastate Xen’drik. But I don’t see artifice as such being a particular interest of dragons.
Giants of Xen’drik. Yes, I believe that there were artificers in Xen’drik. In particular, the Sulat League has been shown as having a very industrial approach to magic, between elemental binding, magebreeding, and the tools and weapons they created. In The Dreaming Dark trilogy you see a number of examples of their artifice, such as the moon-breaker and the chamber of false dreams.
Dhakaani Goblins. No artificers. They have exceptional smiths whose techniques and knowledge of metallurgy allow them to produce magical arms and armor, but a Dhakaani war-smith simply doesn’t have the versatility of an artificer (who can also disable constructs, craft everburning torches, create spell-storing objects, etc). The Dhakaani goblins do know how to create artifacts – Ghaal’Duur, to name one – but as described in the recent Kech Ghaalrac article, “these objects cannot be mass produced; each one is unique and requires rare components to create—the blood of a daelkyr, slivers of Khyber dragonshards imbued with a demon’s essence, and the like.” So again, they have exceptional treasures, but that doesn’t mean that they have a culture that produces artificers; their treasures are made by their smiths and the duur’kala. With that said, if your goal is to find a place where an artificer could learn a new infusion, I could see saying that a PC artificer could learn some sort of new technique by working with the Dhakaani smiths, even if those smiths aren’t artificers.
Was there ever the idea to break up Cannith’s HUGE powerbase and split up the magic stuffs a bit more? Yeah, Cannith is split up three ways that make sense but would it make sense for Denieth to make the Warforged … or have Lyrandar make the airships? Cannith just seems very omnipresent in a world surrounded by magic.
Don’t overestimate Cannith’s power. Cannith produces airships, but it can’t make airships that actually work without the help of both Lyrandar and Zil elemental binders. Cannith created the Kundarak vault network, but it required the assistance of Orien and Kundarak heirs. Cannith is the house of making, and they are the foundation of the magical economy. But many of the critical tools of society require multiple houses to work together. This is the primary purpose of the Twelve: to facilitate this sort of cooperation and create things no house could create alone.
So allowing Lyrandar to create airships on its own would significantly alter the balance of power. As it is, Lyrandar needs Cannith… but Cannith also needs Lyrandar. There are many things – the warforged, wands, etc – that Cannith creates alone, but even there it relies on House Tharashk for the massive amounts of dragonshards required for its work. They are one of the most powerful and influential houses, but there are other houses that can challenge them – especially with the current schism in their ranks.
Maybe you answered this before, but how would you retcon the Silver Flame being the ones to handle resurrection in DDO?
The short answer is that I wouldn’t. City of Stormreach leaves resurrection in the hands of Jorasco, and even there notes that it’s not something they do lightly as many strange mishaps have happened in the past. However, if I had to, I’d start by saying that because of those mishaps Jorasco has finally dropped the service. Then I’d highlight the fact that the Silver Flame in Stormreach is a heretical sect that’s been cut off from Flamekeep for refusing to accept the authority of the theocracy (maintaining that the political ties distract the church from its true mission and breed corruption). Lacking the support of Flamekeep, they may have turned to this as a way to raise the money they need to maintain their mission in Stormreach. One option is to say that they’ll only resurrect people who they consider to be unworthy of joining the Flame, reasoning that thus they aren’t actually robbing the Flame of a soul; another approach is to say that as they are a minority “heretical” sect, they feel the need to keep anyone who might champion their cause alive.
Are there enough kalashtar to form an evil splinter-group, perhaps countered by a group of altruistic Inspired? How about one that has defected & wants to warn the world?
Evil kalashtar? Sure. I think Races of Eberron actually presented a group of Kalashtar who essentially wanted to become full-fledged quori. Kalashtar are mortal creatures; their personalities are influenced by their quori spirits, but at the end of the day, they are unique individuals. An evil kalashtar may be a manic, psychotic individual because of the psychic dissonance between their actions and the beliefs of their connected Quori, but that’s fine for a villain!
“Altruistic Inspired” are a very different story. The kalashtar can come in any flavor because they are mortal. Inspired aren’t. They are immortal embodiments of nightmares. They are literally evil incarnate*. They can change – as the kalashtar quori did – but this is like an angel falling and becoming a demon. An immortal is an idea given form, and if that idea changes, the form will change as well; it’s not something that would go unnoticed, and that transformed spirit would either be eliminated or force on the run, as the kalashtar quori were. Just bear in mind that there is a fundamental difference between mortals and immortals; immortals don’t have as much free will and opportunity for mental evolution as mortals do. This is why the Lord of Dust remains fundamentally the same being he was a hundred thousand years ago; it’s not in his nature to change.
With that said, all quori may be “evil”, but that doesn’t mean they are opposing the players. The primary concern of the quori is preserving Dal Quor. Many highly placed quori believe that they have accomplished that by gaining control of Riedra, and that as long as the kalashtar don’t mess things up, there is no need to take hostile action against Khorvaire… and that in fact, this simply risks disrupting the success they have achieved. Such quori aren’t “altruistic”, but they may see the actions of the Dreaming Dark as running against the best interests of their people, and thus be willing to help the PCs. However, I wouldn’t expect them to take any action that would threaten the quori and Dal Quor as a whole; again, for that to occur, you’d really have to have such a fundamental shift that the spirit is, essentially, a fallen angel (or redeemed fiend).
* As a side note: quori aren’t actually “evil” incarnate. They are the embodiments of the nightmare age, and they feed on (and create) mortal nightmares. The Tsucora quori are tied to fear; the Du’ulora to agression and hate; the Kalaraq to pride and ambition; etc.
That’s all I have time for this week. Feel free to leave more questions below!