Lightning Round: Obyriths, Dhakaani Cruelty, and the Chamber

As time permits, I like to answer questions posed by my Patreon supporters. Here’s a few questions that came up last month and didn’t make it into previous articles.

Currently, the Keeper of the Flame with the longest historical reign was Saren Rellek, who lead the church for 88 years. Would you say this is because they were a non-human Keeper? Is the tiefling sanctuary of Rellekor named after them?

Yes, on both counts. While it is tempting to suggest that Rellek was a tiefling, if there was a tiefling Keeper in power for nearly a century, I feel that tieflings would have a better reputation than they do. In my Eberron, Saren was a Khoravar. Half-elves make up a tenth of the population of Thrane, so it’s not a shocking shift; nonetheless, it may be due to their Khoravar heritage that they were especially concerned with oppressed minorities and helped establish the tiefling sanctuary that bears their name.

What are one or two examples of a major Chamber dragon operation currently operating in Sharn? The 3.5 Sharn: City of Towers book is very sparse on the Chamber.

The general idea of both the Chamber and the Lords of Dust is that they typically work through pawns—that any operation could be tied to the Chamber. Adventurers aren’t expected to run into a force they would recognize as the Chamber at 4th level. But they could get involved with the Boromar Clan / Daask conflict, and at a late stage discover that one of Saiden Boromar’s chief advisors is actually a shapechanged dragon. In the novella “Principles of Fire”, there’s a Chamber dragon on board the Lyrandar patriarch’s airship. What are they DOING? Likely, observing, and perhaps subtly pushing the patriarch in a particular direction. Essentially, my common approach with the Chamber isn’t that you run into a bunch of “Chamber goons” on a Chamber mission—it’s about running into people following what seems to be an entirely personal agenda (Boromar-Daask Gang War) and then discovering that it’s tied to the Chamber, because the Chamber has a Prophetic interest in a particular outcome of the war. This ties to the fact that the Chamber isn’t interested in wealth or power for their own sake; what they care about is ensuring that specific Prophetic events come to pass, which means that they can be working with ANY organization if it makes your story more interesting. A Chamber agent could be supporting the Daask/Boromar war. They could be posing as a member of the Aurum. They could be staging a terrorist attack on the Tain Gala this month and making sure the adventurers are in a position to stop an attack at the Gala the following month. The key for the adventurers is reaching a point where they have enough information to understand their motives—the Prophetic paths they are working to fulfill.

I’m running the Savage Tide adventure path, and what I’m most curious about are the obyriths. Obox-ob, Dagon, Pazuzu, Pale Night, etc. – how would you fit them into Eberron?

There’s a few ways you could go about it, depending which aspects of the STORY of the Obyriths are most important to you.

  • The simplest option would be to introduce the obyriths as the lords of shadow demiplanes, as described in this article. The main question would be what is drawing their attention to Eberron, as shadow fiends usually don’t and can’t leave their demiplanes. With that said, this is a fairly generic approach that doesn’t especially capture any of the existing lore that defines the obyriths and doesn’t give them a strong motive
  • Obyriths are described as being exceptionally ALIEN; their appearance alone could drive mortals insane. Both of these suggest that they are creatures from Xoriat. The daelkyr aren’t the only powerful entities from Xoriat. Perhaps the obyriths came to Wberron from Xoriat in the Age of Demons and fought with the overlords, and were imprisoned by the overlords long ago.
  • A third option—and the one I’d personally use—would be to combine these. Exploring Eberron presents the idea that the current incarnation of reality may not be the first one… that the meddling of the daelkyr can lead to a full reseting of reality. Exploring suggests that the Gith may be refugees from a previous incarnation of Eberron. An exotic option for the obyriths would be to say that they are fiends from a previous iteration of Khyber… That somehow they escaped into Xoriat and ultimately came to the current incarnation of reality, most likely finding shelter in a shadow demiplane. This preserves the idea that they are ALIEN—fiends from another version of reality, further altered by their time in Xoriat—and that they are ANCIENT, as they literally predate reality itself. It also means that their agenda is entirely separate from that of the overlords and the Prophecy itself. Is their goal to overthrow and replace the overlords? Is that even possible? Or are they just bitterly trying to survive? A side note is that since they don’t belong in this reality they wouldn’t have heart demiplanes, and while they are physically immortal, if they are destroyed they won’t return—which gives them a clear motive for laying low despite their vast power.

Were ancient Dhakaani really ruthless? Take torture and Grieving tree for example, how many of them were constructed? Were they seen as a horrible invention or as a useful and necessary tool? How are they seen by modern Kech Volaar, will they want to use/preserve or destroy them?

The Dhakaani were and are quite ruthless. Consider this section of Exploring Eberron:

The Dhakaani idea of ‘honor in victory’ is quite different from that of Dol Arrah and the people of the Five Nations. The Dhakaani prize victory and efficiency, both on and off the battlefield. Atcha comes from standing your ground against seemingly impossible odds and from displaying skill and discipline. There is honor in using cunning to defeat a superior foe, so guerilla warfare, ambushing a foe, and even assassination are acceptable tactics, if this is what muut requires. Dar must be ready to die for the empire—but when possible, it’s always better to kill for the empire.

What you call ruthless, Dhakaani might call efficient. A second note from Exploring Eberron:

The Dhakaani don’t practice slavery—but not because of compassion. Rather, they consider it inefficient to try to force their values and traditions on creatures who have no concept of muut and who don’t share the Uul Dhakaan. Thus, Dhakaani tradition has always been to drive enemies out of their territories, or if such exile is impossible, to kill them.

The Kech Volaar are the most flexible of the Keepers. Exploring Eberron notes:

Perhaps because of this, the Kech Volaar are also the most conciliatory of the Keeper clans. They are the most willing to interact with the gath’dar, both because they recognize the need to understand these possible enemies, and in the hopes that some form of coexistence may be possible. Like the Kech Uul, Volaar leader Tuura Dhakaan wonders if the Uul Dhakaan can expand to incorporate other creatures—if the empire can unite gath’dar as it does the dar. Despite these hopes, the Kech Volaar are devoted to the dar above all else. They are the Keepers of History, and they know the sacrifices their ancestors had to make and the bitter wars against the chaat’or and the taarn (elves). They are wise and willing to seek all paths to prosperity, but will never surrender the dream of the eternal empire.

Ultimately, the point is that the Dhakaani have no use for petty cruelty. They value EFFICIENCY above all. The Grieving Trees were a creation of a specific (albeit legendary) daashor and aren’t commonplace, but the point of the trees was to serve as a SYMBOL and as a warning. As to whether the Volaar would embrace them, I think it’s a simple calculus as to whether they feel use of the trees would strength their position among the Dar—using them is an assertion of power, as they were originally the tools of the Marhu—or whether they would horrify the chaat’oor and the gath’dar and interfere with their future plans.

The Dhakaani are a very alien culture, shaped by the Uul Dhakaan and thousands of years of martial discipline. They don’t see the world in the same way as humans of the Five Nations, and yes, their behavior will generally come across as ruthless; but ultimately, the best way to describe it is inhuman.

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

IFAQ: War Crimes and Potatoes

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

What counted as a war crime during the Last War?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

IFAQ: Blood of Vol, Malevenor, and Tairnadal Burial!

It’s been a very busy month, but as time permits I like to answer short questions posed by my Patreon supporters. Here’s a few questions related to the Blood of Vol, the mummy priest Malevanor, and the burial customs of the Tairnadal elves.

Malevanor—the Blood of Vol’s high priest of Atur—seems to have genuine faith and sits between Erandis, the Crimson Covenant, and the Seeker community. What makes him tick? Is he good, bad, or in between?

In life, Hass Malevanor was a Seeker priest and student of necromancy. A Karrnathi patriot, he devoted his life to helping to develop superior combat applications of necromancy. Along with Gyrnar Shult, Malevanor played a key role in the development of the Odakyr Rites—the rituals used to create Karrnathi Undead. The basic principles of the Blood of Vol maintain that the universe is cruel and that we must stand together; Hass fought for the good of both his people and his nation. Exploring Eberron says “The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice.” This ties to the point that Seeker undead—especially the Oathbound—are expected to guide and protect the living. As both High Priest and Oathbound, this is the role Malevanor sees for himself. It is his duty to guide and protect living Seekers. As an Oathbound, he can never truly find the Divinity Within—but he can help the living Seekers and seek to find and aid those who may yet be the greatest living champions of the faith.

I personally believe that Hass is still a patriot who loves the idea of Karrnath, but it’s also the case that Karrnath has betrayed him and his people. He will always put the good of the Seekers above all else—but if he CAN help Karrnath along the way, he will.

So in Kanon, what’s his relationship with Lady Illmarrow?

I think that Malevanor believes Illmarrow is dangerous and that he questions her devotion to the faith, but he also realizes her POWER, and both a) doesn’t want to have her as an enemy and b) wants to see that power used for the good of his people. So he’s trying to maintain an alliance with Illmarrow, but it’s an uneasy relationship. Ultimately, he is OATHBOUND. I believe that his oaths are just what it says on the tin: that he is bound to protect the Seekers, help them find the Divinity Within, and to maintain and protect Atur. Which is an interesting contrast with the lich Illmarrow. I don’t think Malevanor COULD betray the faith for his own personal gain, because the oaths that sustain his undead existence are predicated on doing his duties as high priest and protecting his people.

Could Malevanor be a warlock patron (say, Undead or Undying)?

Sure, Malevanor could definitely be a warlock patron for a Seeker warlock. I’d love to do a campaign with a PC Seeker warlock who’s essentially Malevanor’s undercover agent working against Illmarrow. The main thing I’d emphasize in this case is that it’s not that Malevanor is giving the warlock powers, it’s that the warlock’s powers come from their own Divinity Within and that maelvanor is just helping them to unlock those powers. Because that is literally what he’s supposed to do: help Seekers harness the power of the Divinity Within.

In most of the Five Nations, the Blood of Vol is a series of independent covert cults without any clear connection or hierarchy between them. How does the Crimson Covenant or Lady Illmarrow find or get in contact with these cults? Or does Illmarrow mainly rely on the Order of the Emerald Claw?

Exploring Eberron has this to say:

The (Blood of Vol) isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, where they can practice their traditions without drawing the ire of their neighbors… Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it.

With that in mind, the important thing to understand is that the Blood of Vol is a religion that Seekers follow because it helps them make sense of their lives, providing meaning and strengthening their community. Most Seekers don’t know who Lady Illmarrow is and don’t have any interest in helping her with her grand schemes. Illmarrow has agents scattered throughout the faithful who do support her—from agents in the Crimson Covenant down through hub temples or villages—and these specific agents may provide support to her schemes. But OVERALL Illmarrow doesn’t control the faith and most Seekers don’t serve her purposes; some actively despise and oppose the Order of the Emerald Claw. Meanwhile, the members of the Order are Illmarrow’s active agents; some are extremist Seekers, while others—including Illmarrow herself—aren’t Seekers at all.

So: Illmarrow’s active agents are almost entirely in the Emerald Claw. Agents of the Emerald Claw may be able to get support from a local Seeker community but that is not at all a sure thing; it will depend in Illmarrow has supporters or sympathizers within that specific community.

Meanwhile, the Crimson Covenant is something that even Seekers generally know of only as a rumor. One thing I’ve suggested is that when a Seeker priest uses commune, they could actually get their answers from the Covenant. For more on the Crimson Covenant, refer to this article.

I like the idea of the Crimson Covenant being influenced by Lady Illmarrow, but not under her full control. But how could adventurers free it over her influence without having to destroy the mummies and liches that are loyal to her?

This depends entirely on how you decide to present the members of the Crimson Covenant who are loyal to Illmarrow. WHY are they loyal to her? It could be that Illmarrow is deceiving them, and that if adventurers can expose the truth these members of the Covenant will turn against her. Or it could be that these members of the Covenant are themselves merely hungry for power and not concerned with the good of the Seekers; if adventurers could prove this to the other members of the Covenant, then the truly faithful might clean house.

The Blood of Vol is a religion that values basically faith in your inner self. It seems there would not be much of value to Seeker cleric besides their own life (and maybe life of others). What would a BoV cleric refer to as “sacred”? Does this notion even apply to the Blood of Vol?

Looking up “Sacred”, I found this definition: connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration. So with this in mind, what does a Seeker priest consider to be sacred?

  • Life. First and foremost, the Blood of Vol is based on the idea that mortals possess a spark of divinity within. We ARE the gods we venerate—or at least, we have the potential to be.
  • Blood. More specifically, the Seekers consider blood to be the channel of the Divinity WIthin.
  • Survival. This one’s a little more abstract and not shared by all sects, but the general idea is that death is unnatural—that mortality is a curse invented to prevent us from unlocking the Divinity Within. With this in mind, fighting death is a sacred activity. Don’t give up, and do all you can to protect the people you love.

One of the central rituals of the Blood of Vol is the communal sharing of blood as a way of establishing the bond between a community. What we have called out is that while Seekers believe that life is sacred and death is a tragedy, they recognize that you can’t save everyone and their focus is on protecting their own communities and people. Any death is a tragedy, but if bandits attacks your village, you need to put your OWN survival ahead of those who are trying to kill you and the people you care about. But I could very well see some Seekers who actively try not to kill their enemies, believing that any death is a loss.

Though again: There are many sects in the Blood of Vol. The Thieves of Life largely care only about their OWN lives and Divinity Within, and are all too happy to sacrifice others in pursuit of their own ascension.

And now for something completely different…

How do the Tairnadal/Valenar elves bury their dead? Especially when they’re in the field or engaged in battle?

So: The Tairnadal are a nomadic culture. They are essentially always engaged in battle and on the move, and generally don’t place a lot of importance on physical monuments. Likewise, they don’t place much importance on corpses. They’re concerned with the SPIRIT, believing that the spirit can live on through devoted followers. For revenant blades of Cardaen, Cardaen’s spirit is with them at all times; it doesn’t matter where his bones are.

Having said that: we’ve talked about revenants who treasure relics of their patron ancestors. Notably, the Player’s Guide to Eberron talks about the zaelshin tu:

Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearing the sigil of his patron ancestor with him at all times. With a zaelshin tu, you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen’drik to Aerenal and encased in your zaelshin amulet.

The two noteworthy points here are that champions carry a piece of their patron—so again, not burying them in some grand tomb—and that these are described as teeth or slivers of bone; we’ve never described them as using, say, bonecraft armor.

With this in mind, I think that the common Tairnadal practice is to burn the dead, and then to collect ashes, teeth, and slivers of bone that survive the fire, which would be carried by other members of the fallen elf’s warband and possibly passed on to the Keepers of the Past. You don’t want to leave something behind an enemy could desecrate, and all you need is a sliver that can help serve as a beacon to their spirit.

That’s all for now! Thank you to my Patreon supporters for their questions and support!

IFAQ: Education, Overlords, and More!

Art by Bad Moon for Frontiers of Eberron

The latest episode of Threshold has been posted on my Patreon for Threshold patrons! In this episode, the crew spends the day at the feast of Bounty’s Blessing. In addition, young Tari meets the Silver Flame missionary Epitaph, pictured above; Epitaph and this art will be seen in the upcoming Frontiers of Eberron!

In the meantime: Each month, I ask my Patreon patrons to submit questions. Sometimes these form the basis of articles, but there’s often questions that are interesting but have short answers. As I’m getting read to do a new call for questions, I wanted to post a lightning round with some of the questions patrons asked in May.

Do the Overlords, and their envoys in the Lords of Dust, have any form of a non-aggression pact towards one another, or is it just a free-for-all should the machinations of one come into conflict with another?

This is addressed in this article. A critical line: “The Overlords weren’t allies and had no interest in cooperation. When the domains of two overlords overlapped they would clash, and many took great joy in these conflicts.”

To begin with, don’t just think of the overlords as powerful rakshasa. They engage with reality on a fundamentally different level than their lesser minions. Overlords are primordial forces that shape reality around them sheerly by existing. In a real way, you can think of overlords as kaiju, like Kong or Godzilla. Mortal lives and cities are utterly insignificant to them and they will sweep them aside without even noticing. Rak Tulkhesh spreads rage and war. He doesn’t meticulously plan out the details of these actions because he doesn’t have to; if he is unleashed in his full power, everyone within his sphere of influence will be consumed by bloodlust and a hunger for conflict. Now, with this in mind, one can ask: could Kong and Godzilla have a non-aggression pact? Well, they certainly might team up in a particular encounter in order to defeat Monster Zero. But it’s not like they’re WRITING SOMETHING DOWN. and the next time they meet, Kong might decide to kick Godzilla’s @$$.

However, THE LORDS OF DUST are a completely different story. They are servants of the overlords and seek to return reality to a state of primordial chaos, but THEY engage with the world on a far smaller scale. Rak Tulkhesh will just sweep over a nation and cause it to collapse into savage warfare, because that’s the power he wields. But MORDAKHESH doesn’t have that power, and HE has to manipulate newspapers and subvert generals and make long term plans. And with that in mind, the PURPOSE of the Lords of Dust and the Bleak Council of Ashtakala IS to facilitate cooperation and communication between the servants of the different overlords in order to prevent unnecessary conflicts. So if Mordakhesh and Hektula find that they both have plans for a particular group of adventurers, they will meet in Ashtakala and try to work something out. And in general, they do manage to avoid unnecessary conflict with one another. But the key word there is “unnecessary”; they will almost always put the interests of their overlord ahead of the interests of the Lords of Dust as a whole… which is a weakness that can potentially be exploited.

How does public education actually work in Khorvaire? Who receives free education? Is it any different in, say, Sharn, particularly the lower wards?

The educational system of the Five Nations is described on page 132 of the Eberron Campaign Setting: “Throughout the Five Nations (or at least what’s left of them), formal schooling is considered a right and a necessary part of every child’s training. Rural manors maintain schools for the sons and daughters of the peasants and laborers. Private tutors provide an education for the children of royal and economic nobility. In towns and cities, schools cater to all who wish to attend. In no case is education mandatory; however, most people understand the advantages offered to them by the remnants of the Galifar education system. Higher education and study is available at a number of colleges and universities, as well as among the religious institutions.” So while they’ve never been specifically mentioned, we can assume that there are public schools in Sharn. With that said, I think it’s reasonable to assume that this system faces the challenges of any public schooling system, and that there are regions — such as the lower wards of Sharn — where schools will be understaffed and underfunded. It’s also important to note that the ECS specifies that education is offered but never mandatory. Nonetheless, the Five Nations do have a reasonably effective public education system… which is why it’s taken for granted that the average person in the Five Nations speaks Common and is literate.

How does Morgrave university works in terms of recruiting new students? How much it can cost per year? Or is it the talent that forms entry barrier, not the money – can they have some sort of research for especially talented young people and offer them free tuition? For example, is it possible that some people from Morgrave notice poor urchin kid on the street and take him in because he is a talented sorcerer and seems like promising/useful student and/or magic user?

Here’s a relevant comment from Wayfinder’s Guide to Eberron:

As a Morgrave student, you’re not an adventurer yet. You’ve got talent, but you’re learning. Consider how your background ties into this. As a noble, are you an entitled rich kid who thinks you’re better than everyone else? As an urchin, did you somehow earn a scholarship, or are you literally sneaking into your classes? As a criminal, you could be the daughter of a Boromar crime boss, or you might be an entrepreneur selling dreamlily to the nobles. A charlatan could be a brilliant drama student or an undercover spy trying to root out enemy agents in the faculty. If you’re an entertainer you might be a prodigy whose talent is only just emerging. A Morgrave story is about coming of age and unlocking your potential. So think about your background as a way to set up the person you’re becoming, as opposed to representing adventures that you’ve already had.

The point here is that I would make the price the price of plot. D&D economics are extremely nebulous, in order to calculate a REALISTIC tuition I’d have to sit down and concretely establish the actual incomes of the different social classes of Khorvaire, which frankly I don’t have the time to do. Hence the suggestion to use backgrounds above. If you want the characters to be students at Morgrave, then they ARE students at Morgrave. If a character’s a noble, then their family is paying their tuition. If they’re an urchin, either they have a scholarship or they are sneaking into classes. The point is, the character is going to Morgrave; I’ll use their story to decide exactly how.

The only time I would want to set a concrete tuition was if it was an important plot point that the character has to RAISE that tuition over the course of their adventures, following the model of The Name of the Wind — but note that in the Kingkiller Chronicles, THE TUITION IS DIFFERENT FOR EVERYONE, which again allows the author to set the tuition at the rate that makes it most interesting for the story. 10 gp could be an insurmountable obstacle to a 1st level character and completely trivial for a 4th level character; so a system that bases the tuition off of what you want it to be for THIS story is going to be more useful than me arbitrarily setting a cost that could be too high or too low for the story you want to tell.

What are the towns inside the Towering Wood like? We know about Greenheart and the feyspire Shae Loralyndar, but are there others? Who lives there, and how are they different than the ones in the western Reaches?

There are very few traditional “towns” in the Towering Wood; the 3.5 ECS notes that “In the great wood, the druid sects and shifters typically live in small communities that are roughly equivalent to thorps and hamlets.” Essentially, these are communities that will be tied around an extended family and live off the land; whenever population grows to a level that strains local resources, a group will split off and start a new home in unclaimed territory. The Towering Woods are vast and population density is extremely low, so there’s no shortage of space. Towering communities employ primal techniques instead of arcane or mundane industry, so you will often find homes that are embedded into living trees or that are made of stone that has been shaped by hand. Envoys—often druidic initiates—travel between family estates, sharing news and needed supplies. Shae Loralyndar is an unusual exception, and there are a handful of satellite elven/Greensinger villages around it, but those represent a distinct culture that’s different from the mainstream—just as there are nomadic shifter tribes that have traditions that are entirely different from the settled folk.

What does prophetic significance look like? Is dragonmark graffiti’d on the wall of a ruined building prophetically significant? How do the Chamber and Lords of Dust recognize this significance?

This could definitely be the subject of a longer article, but in brief: what’s been said about the Prophecy is that it takes many forms and involves more than one element at a time. IE it can be crop circles; fissures formed by an earthquake; graffiti on a wall; an unusual pattern of bloodstains. But this is COMBINED with a particular planar or lunar conjunction, a spike in magical energies, the presence of three dragonmarked people, etc. This is part of why it’s generally only creatures with vast lifespans and enormous resources that are able to interpret it. That graffiti on the wall MIGHT be significant, but unless you’ve been studying the Prophecy for a thousand years (or you’re, say, a cleric of the Prophecy with divine insight) you don’t have the context to fully interpret it.

Can Aberrant Dragonmarks appear on Warforged?

Yes. It’s an extremely bizarre thing that will be seen as a curiosity and draw interest from certain scholars, but it is possible.

That’s all for now! Thanks again for my Patreon supporters for asking interesting questions and for making these articles possible.

IFAQ: Swearing, Djinn, and Genasi

Every month I ask my Patreon supporters to pose interesting questions about Eberron. Here’s a few lingering questions from October!

Any swear words specific to Khorvaire?

The humans of Khorvaire excrete and reproduce much as we do – so swear words related to those functions are just as applicable on Eberron as Earth. Setting-specifice swears generally invoke things that are unique to the world, whether that’s deities or planes. Looking to my novels, a few examples…

  • Dolurrh! is much like saying Hell! With this in mind, we’ve also seen Damn you to Dolurrh!
  • Thrice-damned invokes the Progenitors, essentially Damned by Eberron, Khyber, and Siberys. So, that thrice-damned dwarf!
  • You can always invoke the Sovereigns. Sovereigns above! is a general invocation, a sort of give me strength! In The Queen of Stone, the Brelish ambassador swears by Boldrei’s bloody feet! — essentially a variant of God’s blood! Any Sovereign could be used in this way. Aureon’s eyes, Kel, what made you think you could get away with that?
  • Olladra is the Sovereign of fortune, and often invoked to acknowledge good or bad luck. Olladra smiles is a polite way to say That was lucky, while Olladra scowls is essentially that didn’t turn out the way I wanted it to.
  • Flame! is often used even by people who aren’t devoted to the Silver Flame. Depending on the context and the faith of the speaker, Flame! can be an earnest invocation as opposed to an expression of frustration.

These are curses of the Five Nations, and in the Common tongue. I don’t have time to comb through all the curses we’ve created in other languages, but Maabet is a Dhakaani curse that a city goblin might still use.

Do you have a vision for how Djinni and Marids fit in the planes?

Syrania embodies peace, and all that flourishes in times of peace. Knowledge, commerce, and contemplation are all elements of Syrania. Angels perform the tasks necessary to maintain the Immeasurable Market while Dominions contemplate the concept of commerce, but angels don’t enjoy the luxuries that commerce provides. This is the role of the djinn. The floating towers of the Dominions are serene and often austere; above them are the cloud-palaces of the djinn, wondrous spectacles of crystal and stone. Within, the djinn dwell amid glorious opulence, their needs tended by unseen servants. In this, they reflect the efreet of Fernia—but the efreet are defined by the hunger of the consuming flame, the endless desire for more, while the djinn are more comfortable in their luxury. A djinni may find joy in contemplating a fine work of art, while the efreeti is always concerned that their neighbor has something finer. Essentially, the djinn are more peaceful that the efreet. Rather than representing air itself, think of the djinn as embodying the wonder of the clouds, the idea that there could be castles in the sky. While they lack the fiery temper of the efreet, djinn can be as capricious as the wind; intrigue is also a thing that flourishes in times of peace, and they can take joy in matching wits with clever mortals.

So, the djinn celebrate the fruits of peace—including celebration itself. Djinn regularly hold grand galas in their floating manors; but these focus on the joy of good times with good company as opposed to the ostentatious and competitive displays of the efreet. Nonetheless, a mortal who earns a reputation as an amazing entertainer or artist could potentially be invited to a djinni’s ball. Thus, a warlock with the Genie patron can be seen as an agent for their patron in the material plane, searching for tings that will delight their benefactor. A dao patron may be eager to obtain exotic materials and rare components to use in their works. An efreeti may task their warlock to find the treasures or wonders they need to outshine their rivals. While a djinn patron may want the warlock to find beautiful things, works of art for their mansion or delightful companions for their next feast.

Marids are harder, but I’d personally place them in Thelanis, in a layer that embodies wondrous tales of the seas. This ties to the 5E lore that marids are master storytellers, and consider it a crime for a lesser being to interrupt one of their tales. I could imagine a grand marid who’s both elemental and archfey, who styles themselves as “The Ocean King” and claims dominion over all shipwrecks and things lost in the water (not that they actually ENFORCE this claim, it’s just part of their story…).

Now: having said this, I could imagine placing the djinn in Thelanis as well, in a layer of clouds that incorporates a range of stories about giants in the sky and other cloud palaces. I personally like them in Syrania because it allows them to embody the joys that commerce and peace bring in ways the angels don’t, but I could also see djinn as being primarily tied to stories of wonders in the sky.

Is there a place for genie nobles who can grant wishes?

That’s part of the point to placing djinn on Syrania; they are, on one level, spirits of commerce. Some love to bargain and have the power to grant wonders if their terms are upheld (but can be capricious about terms). Even lesser djinn who don’t have the actual power of wish could still make such bargains, granting things that are within their power. It can also fit with marids on Thelanis, with that idea that it’s fueled by the stories of mighty genies granting wishes (and the often negative consequences of foolish wishes).

How do genasi fit into Eberron? And how would a fire genasi influenced by Lamannia differ from one influenced by Fernia?

Exploring Eberron has this to say about genasi…

Genasi aren’t innately fiendish or celestial; they’re purely elemental. While quite rare, when recognized, a genasi is generally understood to be neutral in nature —a remarkable mutation, but not something to be feared or celebrated.

Following this principle, genasi aren’t true-breeding and don’t have a recognized culture in Eberron; each genasi is a unique manifestation. As for the difference between the Lamannian genasi and the Fernian genasi, it’s not dramatic; they do both represent the neutral fore of fire. However, I could see saying that the Fernian genasi is inspired by the industrial fires of Fernia, and has a natural instinct for industry and artifce, while the Lamannian genasi is more inspired by the pure elemental force.

For other ways to use genasi in a campaign, consider the options in this article. Previously we suggested that another source of genasi (water or earth) could be Lorghalen gnomes bound to elemental forces.

To which degree are people aware of planar manifest zones and their influence on daily life?

People are very aware of manifest zones and their effects. They don’t know the locations of every zone — it’s not always easy to spot a zone at a glance — but it’s common knowledge that it’s a manifest zone that allows Sharn’s towers to rise so high, and why you don’t have skycoaches everywhere. People know that a blighted region might be a Mabaran manifest zone, and that a fertile one could be tied to Lamannia or Irian. Dragonmarked houses actively search for manifest zones that are beneficial to their operations, and I’d expect that there’s an occupation not unlike feng shui consultants, who evaluate the planar balances of a particular region.

With that said, most common people can’t tell you the PRECISE effects of each type of manifest zone; that’s the sort of thing that requires an Arcana check. But the common people are very much aware of the existence of manifest zones and their importance, and if something strange happens someone can reasonable say “Could this be a manifest zone?

If a Brelish war criminal escapes to Graywall, how likely are the Daughters or Xor’chylic to agree to a Brelish request for extradition? In general, how do extradition requests function with non-Treaty nations?

Generally, not at all. Given that Breland refuses to recognize Droaam as a nation, it’s hard for them to make a request based on international law. Beyond that, what’s more interesting for story purposes—that Droaam just turns over the criminal because Breland asks, or that Breland needs to turn to Sentinel Marshals, bounty hunters, or PLAYER CHARACTERS to apprehend the war criminal? Part of the point of having non-Treaty nations is to create situations like this.

It’s been stated that dragons became expansionist and begun colonizing eberron until this expansion brought about the release (or partial release) of the overlord tiamat, and subsequent retreat to Argonessen. What was the nature of this expansion? Empire or rival fiefdoms, did it expand to the planes of the cosmos? What were the buildings, technology and treasures like? Do remnants remain would some dragons seek to restore this age?

First of all, if you haven’t read the 3.5 sourcebook Dragons of Eberron, that’s the primary source on draconic culture, architecture, and history. The Thousand, the Tapestry, and the Vast aren’t the civilizations that drove that expansion, but they are what they became, and it also discusses the impact of the Daughter of Khyber.

With that in mind, consider that you’re talking about events that occurred eighty thousand years ago. Even among the long-lived dragons, you’re talking about dozens of generations ago. It’s likely that very few remnants of that expansion have survived the passage of time—and those that did may have been repurposed and reused by multiple civilizations since then. Perhaps Stormreach or Sharn are built on ancient draconic foundations, whose origins were long forgotten even before the Cul’sir Dominion or Dhakaani Empire came to power. There may well have been competing draconic fiefdoms or even warring empires; but whatever these civilizations were, they were forgotten tens of thousands of years ago, in part because the dragons had to banish imperialistic urges from their hearts to resist the Daughter of Khyber. There could possibly be some dragons who yearn to restore draconic dominion over the world—and it would be such dragons who would fall prey to the influence of the Daughter of Khyber and become her cultists.

I wish I had time to develop some examples of long-forgotten draconic civilizations and to chart the evolution of their arcane science, but I’m afraid that’s beyond the scope of an IFAQ. But if you aren’t familiar with Dragons of Eberron, that’s the deepest canon source on this.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

IFAQ: Lightning Round!

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 Exploring Eberron. 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!

Lightning Round: Dragons, Tarkanan, and More!

Hi Everyone!

The last two months have been a whirlwind of travel and deadlines, and that’s kept me largely off the internet. In addition to traveling to GenCon, DragonCon, and XOXO, I’ve been working on Exploring Eberron—The Book Formerly Known As Project Raptor—and also on the game Twogether Studios is developing with the Adventure Zone. I’m also preparing to DM at Level Eater in Portland and G.A.M.E in Springfield!

In my next post I’ll talk more about all of these things, and about Eberron: Rising From The Last War, the Eberron hardcover that is  coming out in November. Today, I want to quickly answer a few questions from my Patreon supporters!

If Aberrant Marks can’t be passed on like normal Dragonmarks, what is life typically like for the children of House Tarkanan?

For those unfamiliar with aberrant dragonmarks or House Tarkanan, this article might be a useful crash course on some of the issues associated with them.

As for this question: remember that “House Tarkanan” is nothing like a Dragonmarked House. It’s a name this organization took in mockery of the Dragonmarked Houses, sort of like a gang calling themselves “The Kings of Callestan.” Just because they call themselves “Kings” doesn’t mean they actually have any sort of sovereign power! The Dragonmarked Houses are multinational guilds formed many centuries ago through the alliances of powerful families. They are dynasties as well as businesses with a presence in multiple nations and on multiple continents. By contrast, House Tarkanan was started less than a decade ago by the survivors of a disavowed Brelish commando unit. It has expanded its operations since then, but it is still a small organization and still fundamentally a criminal organization, NOT a dynasty. You aren’t born into House Tarkanan and you don’t need to marry into it; you’re simply recruited into it. Members often use the last name Tarkanan, but that’s an affectation. The leader of the gang often calls herself Thora Tarkanan, but her actual name is Thora Tavin.

So the main point is that there are no “children of House Tarkanan.” The organization thrives by recruiting new members, not by breeding them. If you’re a Tarkanan enforcer, you could marry a Morgrave librarian and have five kids; marked or unmarked, your spouse and children aren’t considered members of House Tarkanan unless they are recruited into it.

With that said, the issue behind the question is the idea that aberrant dragonmarks aren’t hereditary. And on that point, I’m going to change MY stance slightly. We’ve always said that the most reliable way to produce an aberrant dragonmark is to cross the bloodlines of two different houses—that this is more likely to produce an aberrant mark than a person with an aberrant mark having a child. And I stand by that, in general, with one exception: I think it’s fair to say that if both parents have aberrant dragonmarks, the odds of producing an aberrant child are the same as if you mixed two house bloodlines… that two aberrants ALSO produce a “mixed mark.” Since the War of the Mark, aberrant marks have been so rare that this has rarely been an issue. But now aberrant marks are starting to appear in greater numbers, and forces like House Tarkanan are concentrating them. So this is a factor that COULD lead to House Tarkanan producing more aberrant heirs.

But the critical question is… does it want to? 

Even if you have a more reliable way to produce an aberrant mark, one of the defining factors of aberrant marks is that they are unpredictable: even if two aberrant parents produce a child with an aberrant mark, most likely that mark will have NOTHING IN COMMON with the marks of the parents. The semi-canon example we have of this is in the novel The Son of Khyber. Tarkanan lieutenant Filleon is the son of Ghallanda-Jorasco parents and has a mark that gives him a lethal touch. His daughter Zae has a mark that lets her communicate with and control vermin… nothing to do with his mark, or Jorasco, or Ghallanda. The second key element is that fact that most aberrant marks have serious physical or mental side effects. In Son of Khyber, Filleon has a withered arm that’s a result of his mark, and accidentally killed his mother when his mark manifested. While Zae can communicate with rats, it appears that she can’t actually speak; Filleon himself says that her mark is a mental burden and that he feels pity for her. Essentially, if you’re a Cannith heir with the Mark of Making, there’s no reason not to pass that on to a child. If you’re an aberrant, you have no idea if your child will develop a mark they come to see as a curse, and you also know they’ll be ostracized and persecuted.

With player characters we tend to downplay the negative side effects of aberrant marks and leave it primarily up to the player to roleplay them. But the intent is that aberrant marks are difficult and dangerous. If we look to the X-Men as a comparison, consider Cyclops—the idea that if he loses his glasses, people may die. Or Rogue, unable to touch someone without draining their life force and memories. House Tarkanan wants to protect people with aberrant marks, and to train them to use their powers. But it’s a valid question if they’d actually want to dramatically increase the number of people with aberrant marks, given how often those marks can be a burden to the people who carry them.

Do aberrant marks follow the rules of if they are removed they will manifest again elsewhere on the body? Would they manifest with the same drawback? I know the novel dwarf has essentially regeneration backlash.

Aberrant marks are dragonmarks. As such, yes, if removed they will manifest elsewhere on the body. Essentially, the power doesn’t actually come FROM the physical mark; rather, the mark is a manifestation of the power. Cut the mark off, the power remains, and eventually the mark reappears. Whether the drawback remains the same depends on the drawback. In the case of the ratspeaker Zae, the idea is that her POWER is what drives her a little crazy; she hears whispering rats in her head all the time. As long as she has that power, it will be a burden. On the other hand, if Filleon cut off his withered arm, maybe that would be that… or maybe the power of the mark would cause ANOTHER one of his limbs to wither. There’s no absolute rules, and I don’t see that as something Filleon would be inclined to put to the test.

The dwarf Brom is an unusual character who would be difficult to create as a PC—an example of a greater or Khyber-level mark. He has essentially, a dramatic form of regeneration blended with reincarnation; when he’s injured, the cells regenerate, but typically as cells of a random humanoid. And certainly, if his mark was removed, it would return.

My general understanding is that the Aurum represents an ascendant merchant class that chafes at both Nations’ and the Houses’ powers – Something which puts them at least somewhat into alignment with Tarkanan. How do you think they would align and how would they conflict?

In many ways the Aurum and House Tarkanan are opposites. The Aurum is a collection of wealthy, privileged people who want even more wealth and power. By contrast, House Tarkanan was founded by betrayed soldiers, and represents an alliance of people scorned and feared by all, people who have endured poverty and hardship. Tarkanan is a very SMALL organization – per WGtE, a “small, elite force” and only just starting to establish itself beyond Sharn – while the Aurum is spread across Khorvaire. Members of House Tarkanan are united both by their marks and the persecution they’ve endured; they feel a sense of kinship and they generally do seek to help others with aberrant marks. Meanwhile, the Aurum is largely an alliance of convenience; they aren’t driven to help other wealthy people in need.

I could see two basic points. One would be straightforward. Tarkanan is a group of mercenary criminals. The Aurum are people with money who need mercenaries to do their dirty work. It is thus entirely reasonable for an Aurum mastermind to hire House Tarkanan to assist in an operation targeting a house,  and Tarkanan would be happy to take the job. The other possibility would be for a member of the Shadow Cabinet, such as Antus Soldorak, to recognize Tarkanan as a useful tool in their goal of destabilizing houses; with this in mind, they would offer Tarkanan gold and resources, while suggesting targets. Tarkanan is a small organization and would likely be happy to have that wealthy patron. I wouldn’t make the alliance any more direct than that. Thora would likely know very little about the patron, likely not even their name; part of the point would be that the Aurum could USE Tarkanan—known to have a grudge with the houses—as a catspaw to undertake missions they don’t want traced back to them.

If a dragonmarked heir became a warlord of Droaam somehow, would anyone call them out for violating the Korth Edicts?

Galifar I established the Korth Edicts, which forbid dragonmarked heirs from holding land, noble title, or maintaining military forces. In the wake of the Last War, it’s very unclear who could actually enforce the Korth Edicts. MOST people abide by them, because they carry the weight of centuries of tradition. But there’s a number of active examples where houses are violating the Edicts and nothing is being done. Essentially, sure, someone COULD call them out… and then what? Unless that person has powerful friends who take such an interest that they are willing to try to lean on the heir’s Baron to address the situation, odds are good it would be one more case where the Edicts are been violated and nothing is being done.

With that said, it’s also a weird issue because Droaam isn’t recognized as a sovereign nation. As such, being a warlord of Droaam likely wouldn’t be recognized as a “noble title” under the terms of the Edicts.

In an episode of Manifest Zone you (I think!) mentioned that the giants of Xen’drik were more like titans rather than the several sub-races that exist now. Could you expand on that at all? If the giants were like titans did the dragons curse the race when they destroyed their empire, deliberately fragmenting the race so they could not rise to dominance again?

That’s correct. This is covered in the 3.5 sourcebooks Secrets of Xen’drik and City of Stormreach. This is from City of Stormreach. 

In dealing with the giants of Xen’drik, it’s important to bear in mind that the giants have not always been such a divergent species. Many scholars claim that all modern giants—stone and hill, fire and frost—share a common biological ancestor, beyond the mythical titans. Some adventurers speak of encounters with primordial giants or eldritch giants, and this could be the answer to these stories. In any case, evidence exists that a few of the giant subspecies—such as the fire giants of the Sul’at League—existed prior to the great cataclysm. But others, most notably the hill giants, are said to be the result of curses unleashed in that war… powers unleashed by the dragons to prevent any giant nation from rising to its prior heights.

Titans were founders and leaders of many of the giant nations, while the “common” giants were more in the mode of storm giants or eldritch giants. The dragons unleashed epic curses—the Traveler’s Curse, the Durashka Tul, and more—and the modern giants are a reflection of these curses.

Are the half-giants a result of magebreeding or some sort of result of the curses like the hill giants? Are they actually “half” anything or are they simply the smallest giants?

The canon answer is given in the Player’s Guide to Eberron:

In the distant past, giant explorers from Xen’drik visited southern Sarlona. Their descendants are the half-giants described in the Expanded Psionics Handbook. It is unclear whether half-giants actually have human ancestry or are simply degenerate descendants of the titans of Xen’drik (as most giant kinds are believed to be).

This is echoed in Secrets of Sarlona…

Perhaps the most baffling of all the races on the continent, the nomadic half-giants of Sarlona are descendants of ancient giant explorers from Xen’drik. Some say the half-giants are degenerate offspring of the Xen’drik titans, while others contend they have a mixed human ancestry.

Are ogres and trolls actually related to the giants in the ways they are in other settings, or are they simply parallel creatures with similar traits (size, strength, ferocity) but different origins?

In my opinion, ogres and trolls are entirely unrelated to giants, which is one reason we suggests that the ogres and trolls of Khorvaire should speak Goblin instead of Giant. Trolls are likely part of the same biological path as orcs; ogres developed on Sarlona.

I am using Sarmondelaryx as a Patron for one of my players, in my campaign she has been sealed by Harryn Stormblade a couple of centuries prior to the start of our campaign. What kind of goals would you think she would be aspiring to for when she manages to get released? 

Sarmondelaryx is a character referenced in the Thorn of Breland novel series. She is a rogue red dragon possessing a set of powerful dragonshard artifacts; these help her avoid detection (and thus the Eyes of Chronepsis) and to bind souls, which has the effect of extending her life. She is infamous for having killed the first Prince Thrane and devastating the nation in the early days of Galifar.

So: Sarmondelaryx is a powerful, virtually immortal dragon with enemies in both Argonnessen and Ashtakala. She has consumed demons and slain dragons, and personally I would double down on her desire to make both sides suffer—to be a wild card in the ancient war between the Conclave and the Lords of Dust. I’d see her trying to stir up conflicts between the Lords of Dust and the Chamber, setting situations where they end up fighting each other while Sarmondelaryx (or her agent) escapes with whatever prize they were seeking. What does she want? She always wants to increase her own power… but as much as anything, I think she enjoys the game of outsmarting both of the superpowers, making her enemies suffer and proving her superiority.

The church of the silver Flame seems to have a lot of variance in its presentation by author. Structurally, it consistently has the big three orders of ministers/Templars/friars. Are other orders subsidiaries of those? Same organizational level but smaller and less prominent?

Certainly. The templars, ministers, and friars are the core roles of the church. The templar defends; the minister guides a particular community; and the friar remains in motion, bringing the light of the Flame to dark places. But within those three broad categories there are many orders and sects, many with narrower missions. For example, the Argentum is technically tied to the Templars, but it is tasked with seeking out dangerous magical relics. Some of these lesser orders are also specific to particular nations; the Argentum is a Thrane order.

That’s all for now—stay tuned for more on Exploring Eberron!

Dragonmarks: Lightning Round 3/19

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

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

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

With that in mind, here’s one idea.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Per canon, there’s a few factors here.

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

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

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

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

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

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

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

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

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

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

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

Here’s a few quotes from Five Nations. 

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

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

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

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

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

Lightning Round Q&A: Manifest Zones and Magic

Hello, world!

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

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.

GENERAL

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!