Dragonmarks 8/9: Lightning Round 5!

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

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

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

Continuing with the theme…

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dragonmarks 6/14: Lightning Round 4!

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

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

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

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

The real Greykell!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Clearly, it’s the Spellplague!

… OK, maybe not.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* Compose poetry while they are waiting.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Dragonmarks 5/23: Lightning Round 3!

Hey everyone! It’s been a busy week between work and preparing for Comicpalooza, and so I’ve ended up with another lightning round as opposed to taking on a larger subject. There’s been a lot of interest in the Dwarves and The Daughters of Sora Kell, and I will be giving each of these topics a full post in weeks ahead. With that said, remember that this is specifically a question and answer forum, not an outlet for general lore like you’d get from the Dragonshards or Eye on Eberron. As a result, the more questions you ask, the more answers I can provide. Just saying “Tell me more about dwarves” is too vague. Saying “Do you use any unique religious traditions in the Mror Holds in your game?” is a question I can easily answer. So think about this and post your questions here.

I’ve also added a few new answers to the previous post on the Dragonmarked Houses, notably “Why do the Zil bind elementals instead of Cannith?” and more on Dragonmark focus items.

Now on to this week’s questions!

Will there ever be a followup to Eye of the Wolf? I loved that.

I’m glad you liked it, and I certainly wrote it with a longer story in mind. But I don’t think that’s going to happen. Sorry!

Are there any restricted Races/Classes in your personal games?

As a general rule, it’s all about story. I don’t like subraces (wild elves, chaos gnomes, sherbet dwarves) and in my 3E campaign, these didn’t exist in the world. I don’t like races that exist primarily for the purpose of character optimization. In 4E, the vast majority of exotic races aren’t part of my campaign; you’d never encounter a shardmind or goliath or illumian on the streets of Sharn. However, if a player came up with an excellent story for their use of such a race, I’d probably go for it. For example, I didn’t use genasi in the world overall. But if someone said “I want to be the result of a Zil experiment gone horribly wrong that tried to bind elementals to people!” – well, that sounds like fun and I can see lots of interesting stories that could spin off from that, so I’d allow it. But there wouldn’t be a Genasi nation in the world. Likewise, I once played a deva avenger with the explanation that he was a human infused with the spirits of thousands of people who died in the Mourning; his class abilities and memories of a thousand lives were the result of the thousand souls urging him on, not any personal immortality.

In Argonessen, dragons have a society. What happens when different colors mate?

The role of color in Argonnessen is discussed on pages 15-16 of Dragons of Eberron; beyond this, the flights of the Thousand are segregated by color, so it doesn’t come up often. One of the key points is that different colors of dragons are essentially different species. They have significantly different lifespans, different mental capacity, and their mystical and elemental natures are different. There’s no canon answer, but my personal hunch would be to say that only dragons of matching elemental types can produce offspring, so a red dragon and a brass dragon could successfully mate; the offspring would be a mixed litter, though I’d tend to make the chromatic dominant as the shorter-lived species.

With that said, you could certainly add more colorful possibilities. One that immediately pops into mind: Just as mixing dragonmarks produces new, aberrant dragonmarks, mixing the blood of dragons produces horrifying aberrant dragons. Every aberrant dragon is unique (and like aberrant marks, their true nature might not emerge at birth) and dangerous in its own way; potentially, they are directly bound to Khyber and Tiamat. This is why the Thousand are segregated by color – but there’s always those young and foolish lovers in the Vast who refuse to believe the legends!

What kind of information would have a Seren barbarian about the dragons? And how much of this information would he willing to share with the rest of the world?

Have you read this canon Dragonshard article on the Serens? The short form is the dragons are essentially gods to the Serens; they don’t approach them in an academic fashion, and they certainly aren’t privy to the secrets of the Conclave or the Chamber. A Dragonspeaker knows more, especially about the personal lineage and history of their founder and the founders of opposing lines. But that knowledge is likewise couched in the form of stories and myths. For the most part, I think they’d be willing to share these tales with people they respect.

A key point is that the Serens aren’t allowed in the interior of Argonnessen. So again, they can’t tell you about the kingdoms of the Vast or where to find the Light of Siberys; they don’t know these things themselves. Some exceptional Serens are chosen to serve in more significant ways, but such individuals are unique and it’s up to you to decide what they know.

Are the Knights of Thrane are a secular order? (that is naturally largely made up of Flame adherents?)

You are correct on both counts. The Crown Knights of Thrane were established before the Church of the Silver Flame existed and the order has no connection to the church. However, the knights themselves are largely followers of the Flame – as are most of the people of Thrane – and the order often acts in the service of the church. However, on paper, its first duty is to Queen Diani.

Are monsters seen as unusual and mysterious outside Sharn and Droaam?

It depends on the monster. Goblins are found in most major cities; Khorvaire was their home before humanity even arrived, and many major cities are built on goblin foundations. House Tharashk also sells the services of monstrous mercenaries, but this again is something that’s only going to be a factor in large cities.

So ogres, goblins, bugbears, gnolls – these are species people are familiar with, and even if a farmer doesn’t like dealing with them, he’s probably seen them once or twice during his life.

Next you have magical beasts: basilisks, gorgons, displacer beasts, wyverns, and so on. The relationship between these creatures and a farmer is much like your relationship to, say, a grizzly bear. You know they exist. You’ve seen pictures in the heraldry of the Dragonmarked Houses. You might see one at some sort of menagerie. But you don’t expect to encounter one in daily life, and you’d be frightened if you did. From here you get to exotic creatures like gibbering mouthers and medusas. Someone born in the Shadow Marches likely knows what a gibbering mouther is; someone in Sharn would have no idea and find it horrifying. Living near Droaam, most people in Breland know what a medusa is. But they don’t expect to meet one – even in Sharn, there’s only 2 or 3, and they don’t walk the streets – and they’d be frightened if they did. The dwarves of the Mror Holds sometimes ride manticores – but to someone in Aundair, a manticore is a strange and wondrous thing. It’s all about geography – just as a hippo can be commonplace to someone who grew up in Africa and bizarre to a visitor from Europe.

Finally, you have exotics: aboleths, dracoliches, gray renders, maruts, purple worms. There’s nowhere where a dracolich is just “part of the wildlife”. Scholars may know about these things, but even in Sharn the common folk will run if a marut suddenly smashes through a Jorasco healing house; they won’t say “Oh, look, it’s an inevtiable spirit of some sort.”

So short answer: Consider the following questions:

* Does the creature occur in nature? Or is it only produced by planar convergences/mystic experiments/other unnatural action?

* Is the creature part of the local flora and fauna? Have the people who live there encountered it in the past?

* Is it possible to peacefully coexist with this creature? Can it be domesticated or is there a benefit to working with it?

* Does the creature have a civilization that interacts with the Five Nations?

If the answer to the majority of these questions is “No”, the creature likely qualifies as “mysterious.” If the answer to most of them is “yes,” then it’s simply part of the world – like an elephant, a monkey, or a wolverine, it might be rarely encountered, but it’s out there.

As much as I liked having the tieflings added as a playable race right from the start in Fourth Edition, I do miss the original “planetouched” version from Planescape, which could have any number of indicators of their fiendish heritage. I always thought that there was potential for using these sorts of ideas in combination with manifest zones in Eberron.

Back when 4E first came out, I posted a range of ideas for incorporating tieflings into the game on the WotC boards. Tracing their origin to Ohr Kaluun and placing them in the Demon Wastes and Droaam as a result of the exodus from Ohr Kaluun fits with the established history of Ohr Kaluun as a nation with a strong mystical tradition infamous for trafficking with fiends, and it allows those who wish to do so to preserve some of the “heirs of an ancient empire” aspect of the 4E tiefling flavor. With that said, being from the Venomous Demesne of Droaam is very different from growing up among the Carrion Tribes, so there’s room for variety there.

With that said, one of the other ideas I suggested what exactly what you mention above: Tieflings occasionally result when a child is conceived in a manifest zone during a coterminous period. In this case, there is no such thing as a tiefling culture. Physical appearance would vary based on the plane that influences them, and there’s no reason two tieflings have to have the same appearance in spite of being tied to the same plane. A tiefling tied to Fernia might have iron horns and feverish red skin, while one tied to Risia could have horns and hair formed from ice and lower the local temperature by a few degrees.

With that said, there’s no reason this same concept couldn’t be extended to include other races. I don’t want to have goliaths on Khorvaire. But if you want to say that your goliath character is someone planetouched by Shavarath, I could run with it. Rather than turning to stone, his skin becomes iron temporarily; he is filled with a thirst for battle that cannot be slaked. I’d change his appearance accordingly, but it would be a way to use the mechanics without introducing a new culture. Though if I did this, I’d certainly explore hte story further. What does it mean to be a child of war or fire? How will this affect you over time?

As always, these are just my opinions and aren’t canon unless referencing a canon source. If I didn’t get to your question this week, don’t worry – it’s on the list!

Dragonmarks 5/9: Lightning Round 2

It’s time for more quick questions. Let’s jump right in.

This may be a bit of a personal question, but I’d like to hear your thoughts on the effect of winning the setting contest on your life. From the outside, it looks like your life took a major turn at that point. Do you think so as well? What do you think you would have done if you had not won that contest? Do you think you would have been on the same path, just slower and more fraught, or do you think you would be doing something completely different?

I knew I wanted to make games for a living when I was in high school. I just didn’t know how to get the job. When I came out of college I ended up working in computer games, and I slowly made contacts as a freelancer. My first paying RPG work was “Dreaming On The Verge Of Strife” in Atlas Games’ Forgotten Lives, published in 1997. I continued to work with Atlas, and branched out to Green Ronin and Goodman Games. In 2002 I quit the computer game industry to see if I could make it as a full-time freelancer. And in 2002 WotC held the Fantasy Setting Search. Which worked out pretty well for me.

So needless to say, I certainly believe I’d be on the same path today, because I’d been on that path for years when the FSS happened. But it certainly would have been a much longer and harder road, and there’s no telling where I’d be today. Eberron has been an amazing experience for me, and the international scope of it has made things like Have Dice Will Travel possible; the fact that there’s people in, say, Slovakia who like what I do still kind of amazes me.

Do you tend to run more sandbox games or pre-planned adventures (either your own creations or published stuff)?

I prefer sandbox style. I’ve written a longer piece about it here.

Who is your favorite canon NPC and why?

That’s a very tough question for me; I like anyone I create. And as shown by the previous discussion on Erandis Vol, I generally have more backstory for NPCs than ever gets into the books. But if I had to pick one… I’d cheat and pick three: the Daughters of Sora Kell. I’m fond of the mythic archetype and their role in the world. And I enjoy running them in scenes, even if it’s not an opportunity that arises often. One of the things I like about Eberron is that the monsters aren’t always the villains, and I enjoy the range of stories you can tell with them.

Where would you place the Tarrasque on Eberron?

Tough choice. You could drop it in the Thunder Sea or Xen’drik, make it a creation of the Daelkyr or a living weapon from the Age of Demons. But personally, I’d shift its abilities a little and make it a physical embodiment of the Mourning. Have it come stomping out of the Mournland, and in addition to the standard trail of devastation, it transforms the land in its wake into more Mournland. No one knows exactly what it is, because the dead-gray mists surround it at a distance; its only when you pierce the mists that you discover the source of the devastation.

Is the d’ only added for marked members of a house? I thought it was, but I keep getting confused about it.

Per canon (Player’s Guide to Eberron), no. It’s something any member of a Dragonmarked house can use. In which case it’s more relevant when they are using their family names instead of their house name. For example, an elf might call herself Tian d’Shol – which reminds people that Shol is a Phiarlan line.

With that said, in my home campaign, I reserve d’ for dragonmarked members of the house, because I feel it gives it a little more meaning. When someone introduces themselves as “Adron d’Cannith”, you know something about them beyond what you’d get from Cannith alone.

So officially no, but it’s up to you!

If you were to make an alternate-universe trope Eberron setting, what would change?

Not to dodge the question, but rather than create an alternate present day, what I’d want to do is to explore the past. There’s so many interesting eras that provide a different flavor of Eberron – the Empire of Dhakaan, pre-Sundering Riedra, the Silver Purge – that I’d rather dig into one of those than mess around with the present.

Can warforged feel emotion? My DM says they can’t.

Your DM is the final authority in his or her Eberron campaign. If the DM has chosen to make this decision in spite of canon material that states otherwise (such as this Dragonshard, which specifically states that warforged are capable of emotional behavior), then in HIS Eberron they can’t.But in case it’s simply a misunderstanding, let me elaborate on the canon position.

Warforged aren’t robots. Their behavior isn’t programmed into them. They possess many traits that Cannith artificers would be just as happy to eliminate from them if it was possible to do so. Warforged are living constructs created using tools most artificers can’t fully understand; the creation forge allows modern artificers to repeat Aaren d’Cannith’s miracle, but very few truly understand it or are capable of innovating on it (Merrix and Aleisa being two canon examples… though Aleisa is only pseudo-canon, being from a novel). Warforged possess souls, though the origin of those souls remains a mystery. The net result of this is that warforged are capable of experiencing emotions, but they have little context for emotion. The basic training Cannith gave them when they emerged from the forge was designed to focus them on their purpose and to suppress distractions. In the wake of the war, some have pushed beyond that and explored their own emotions; others have clung to it and suppressed all feelings.

So your DM is partially correct, in that Cannith sought to suppress emotion in the warforged. However, in the canon universe warforged are capable of emotional behavior.

If the warforged have “reincarnated” souls of the dead and the ghulra were their dewey decimal system ID…. where would the card catalog be?

Obviously that first one is a big “if.” But assuming it’s true, I’ll give you two possibilities.

* The Infinite Vault of Daanvi. Supposedly crafted by Aureon and Asmodeus before Aureon ascended to the unknown, it is the greatest source of lore in all reality.

* Eston. If House Cannith was aware that this was the source of warforged souls (again, big if, but work with me) clearly they would have their records in the central enclave of the house. Of course, now it’s been lost in the Mourning. If some adventurous salvagers run across it, what will they do with the information? And was Cannith able to choose what souls they harvested, or was it luck of the draw? Might they have secretly been selling a variation of Keeper’s Fang weapons to their many clients – weapons enchanted to capture souls and direct them to the vaults in Eston?

Speaking of Eston, the city is covered in the new Eye on Eberron article posted today. And just for due diligence, all material in these Dragonmark is my personal opinion and may be contradicted by canon material!

Dragonmarks 4/25: Lightning Round!

As always: my answers her are my personal opinion, are not canon in any way, and may contradict canon sources. These are my thoughts and how I run my personal campaign, nothing more.

If you have a question you’d like to ask or a topic for a post, please leave it on this thread. There’s been some great questions so far, though I’m afraid many of them will require a full post to address. However, a few only require short answers. So today I’ve put together a list of those and we’re going to zip through them, starting with a question I know has been on your mind…

In which regions are tribex found?

If you’re saying “What’s a tribex,” I’m sure you’re not alone. Here’s a picture (from Eberron concept artist Steve Prescott – check out his website here).

IIRC, canon sources have only mentioned tribex in the Talenta Plains. We’ve generally described tribex as being part of Talenta cuisine. However, I personally consider tribex to have relatives found in a range of environments, and potentially as varied as moose, elk, and deer. The Fading Dream has a fey knight wearing a helmet shaped like the “head of a woodland tribex,” found in what used to be Cyre; I’d also imagine a wooly variant of the tribex in themountains of the Mror Holds. All forms of tribex would share a few key features: triple horns, bony headplate, lion-like tail.

I know most of you are here for the tribex, but I figured I should include a few more obscure questions as well. So…

What’s going to happen to Eberron in D&D Next?

Right now, you guess is as good as mine! Eberron is the property of Wizards of the Coast, it’s up to them to decide what form future support will take. All I can say for certain is that I’m signed on to write Eye on Eberron articles until the end of the year, and that Marsheila Rockwell’s Skein of Shadows comes out in July. Will Eberron get print support in the next edition? Will Eye on Eberron be renewed for 2013? At this point, I don’t know.

If you’d like to see more support for Eberron in the future, the best thing to do is to talk about it. Given that it hasn’t had many releases recently, there’s few ways for the people at WotC to just the current level of interest in the world. If there’s a clear burst of interest, well, it can’t hurt. Ask questions here! Join the Eberron discussion group on G+! Vote for Eberron in this WotC forum poll! I can’t promise that any of these things will make a difference, but they can’t hurt.

Also, is there any way to still get a hold of the Dolurrh’s Dawn charity adventure? I missed it and would be willing to purchase it/donate if need be.

I’m afraid I’m not authorized to give it away or post it here. However, if you post on messageboards you might be able to find someone who did purchase it and get it from them. There’s no DRM, and given that it’s not for sale it’s not like you’re hurting anyone.

There’s been a ‘Group of Eleven’ mentioned several times in regards to Xen’drik and giant civilization during their golden age, but nothing besides that: a mention. So, I was wondering, who exactly were they? What were they all about?

Initially we referred to “the giants” as if they were a monolithic entity. However, Xen’drik is vast and I saw no logical reason that you wouldn’t have multiple giant cultures, so when I was working on The Shattered Land and Secrets of Xen’drik, I sketched out a few in my head. The Sulat League were experts in elemental binding, and they produced the fire giants and the drow. The giants of the Cul’sir Empire chose to unite under their titan emperor and became the single largest civilization in Xen’drik. The Group of Eleven was an alliance of eleven smaller city states, each led by a powerful mage. While their alliance made them powerful, I saw them as far more culturally diverse than the Cul’sir, with a culture that promoted internal and external competition; where the Cul’sir believed a peaceful society allowed research to foster, the Group of Eleven maintained that competition drove evolution.

With that said, the name actually came from a night when a large group of us were trying to get a table for dinner. The phrase “group of eleven” kept getting tossed around, and I liked the sound of it.

What’s the craziest explanation for the Mourning you’ve used in a campaign?

I’ve never explained the Mourning in a campaign. For me, the Mourning is the key to maintaining the cold war. Once its answer is known, people know if it can happen again and if its power can be harnessed. If it can’t happen again, there are people ready to reignite the Last War. If it can be harnessed, it will drive a massive race to do so, as unilateral control of such a weapon would make war irrelevant. If the adventurers in my campaign ever found out the cause of the Mourning, the biggest challenge facing them would be to cover it up before anyone else found out and keep it secret.

Now, it has come up in my novels. In The Gates of Night Lei’s parents suggest that they know WHO is behind it; given that the book has been around for over 5 years and it’s not a major plot point, I’ll give you the SPOILER that they are talking about the Traveler, because they are part of the Traveler’s Cannith cult. They aren’t speaking literally; rather, the point is that whoever or whatever triggered it, it’s the hand of the Traveler on Eberron, and it will drive chaos, change, and evolution. Meanwhile The Fading Dream presents a more concrete theory. I won’t spoil this one, and I’ll simply say that it’s possible it’s the real answer… or not.

Since none of that provides a crazy theory, I’ll throw one out: Clearly, the Mourning was caused by the Spellplague, which was so powerful it punched a whole through realities. Consider the similarities between spellscars and dragonmarks, the plague-lands and the Mournland. Now, this may seem unlikely because a) the Spellplague was introduced in 4E and the Mourning has been around longer than that and b) despite any similarities between spellscars and dragonmarks, dragonmarks existed long before the Mourning. But this is INTERDIMENSIONAL MAGIC. It cannot be so easily explained! THE MOURNING IS THE SPELLPLAGUE!

OK, maybe not.

If I was to encounter a spelljammer type junkyard (think Watto’s from Phantom Menace), where on Eberron would that be most likely?

The key word here is “junkyard.” If I introduced Spelljammer into Eberron, I’d probably riff off the cold war space race and the colonization of the Americas. Each nation is creating its own spelljammers, looking for an edge and competing in the spheres. And what about those rumors about Riedran spelljammers powered by the dreaming crew? Does your team of adventurers have the right stuff to explore what lies beyond?

However, if I was just dropping a spelljammer junkyard into the world as it stands, I’d put it in Xen’drik and say that some nation of giants – the Group of Eleven, for example – experiemented with spelljamming and either gave up or it was lost when the dragons laid waste to the continent. This adds the fun factor that these spelljammers would be giant-sized! Can you get the Titanic into working shape?

Another option would be to say that Cannith or the Zil explored spelljamming a century ago and gave up when the Last War began. The scrapyard holds half-finished hulls and other abandoned tools. Such a location could be anywhere in Khorvaire… though if Cannith is the source, another possibility would be to choose a Cannith forgehold in the Mournland, which would explain the program’s demise.

Do you do any special “plane-mapping” in your campaigns if you run D&D 4E? I find the Shadowfell, Feywild etc. to be mildly confusing compared to the Eberron cosmology. So I guess the question is, what’s your cosmology mapping for 4E?

Honestly? I just use the same planar set-up I always have. When something comes up that requires me to use one of the new planar concepts (IE, Feywild), I come up with something that makes sense. Covering the major ones…

I consider The Feywild to be another name for Thelanis.

The Shadowfell can be either Mabar or Dolurrh, depending on the context. Mabar is the source of negative energy and most undead; Dolurrh is where spirits linger after death.

While the idea of mapping some planes to the Elemental Chaos and others to the Astral Sea works fine, I generally don’t bother to think of it that way in my mind. I still use the orrery design, and I’m happy with it. And I’ll point out that per the recent Eye on Eberron article, Baator is more of a demiplane – so we’re back to the original planes of the orrery.

As always, please discuss your own ideas, experiences, or further questions tied to these topics below!