IFAQ: Airships and Arcanix

I’m currently traveling across the country for the first time since March. I’ve got a few hours to kill and I’m camped out in an abandoned food court in the Detroit Airport, so before I start my Gamma World kingdom, I thought I’d answer a few questions from my Patreon supporters tied to things that float—airships and Arcanix!

What do the of crew an airship and a train of lightning cars do to assist their respective pilots? More specifically, what are the most interesting things you have the respective crews do in your games?

In my opinion, an airship is just as complicated to run as a sailing vessel. You have to maintain the windwards (which are what keep people from getting blown off the upper deck). There are a host of lesser focusing crystals that maintain the ring and that have to be adjusted if conditions change dramatically. Refined dragonshards need to be fed to the heart to maintain the binding, especially when the elemental is operating at full capacity. The same basic principles apply to the lightning rail, though like comparing a train to a masted galleon, I think the lightning rail doesn’t require a large crew; you’ve got a pair of engineers maintaining the binding and ensuring all other systems are running, a few assistants, and conductors or staff to deal with the passengers.

As for MY games? I largely have the crew stay out to the way and do their jobs, because they’re too busy to chat with adventurers. I’ve run a one-shot set on an airship a number of times over the past year, and the main NPC the adventurers encounter is the steward, because it’s his job to deal with them. When there’s a dramatic combat scene, I may call out a number of NPC crew members in the scene who are doing their jobs and note that if these innocents die bad things could happen; if a fireball takes out the guy maintaining the windwards, things could get very unstable!

What are some amenities you could find at a House Lyrandar docking tower?

As I’m sitting in an airport as I write this, it’s tempting to just start listing off things I see around me. However, it’s important to remember that air travel is a very recent development. Per canon, the first elemental airships went into service in 990 YK — only eight years before the default start date! In my opinion this date refers to the launch of Lyarandar air travel as a commercial service, and is the culminations of decades of experiments and prototypes. But as an INDUSTRY it’s still very young. Likewise, tourism is largely a new development as of the signing of the Treaty of Thronehold; the Brelish weren’t going sightseeing in Thrane while the Last War was underway. So I think most Lyrandar docking towers are simple and functional; they haven’t had TIME to build up the full range of amenities that you see in a large modern airport. With that said, I think that in the largest hubs you could start to see that coming together. I imagine a deal with Ghallanda to have Gold Dragon Inn tavern franchises. You’d certainly have a lavatory equipped with a cleansing sphere. It’s not unreasonable to imagine a souvenir stand—in our world, souvenirs have been around for thousands of years!

Do airships require a constant stream of refined dragonshards to keep the elemental bound? Do they need this when the ship is idle? How expensive is it to continue fueling these ships?

This is called out in Rising From The Last War.

Eberron dragonshards are rosy crystals with crimson swirlds flowing in the depths and are typically refined into a glowing powder… Eberron dragonshard dust is used in the creation of some magic items, and many powerful tools—such as the lightning rail and elemental airships—require an ongoing expenditure of Eberron dragonshards to maintain their enchantments.

Eberron: Rising From The Last War, page 275

The key phrase there is to maintain their enchantments. On an airship, dragonshards aren’t consumed in the same way as gasoline or coal; it’s not that burning dragonshards provides motive power, because the motive power comes from the elemental. But airships have a web of additional secondary enchantments in addition to the binding—the windwards, the control systems—and these have to be maintained. The job of the airship’s engineer is to monitor and maintain those many enchantments. So dragonshards aren’t exactly FUEL, but they’re a vital ongoing expense that ensures that the vessel continues to operate. Another way to look at it would be dilithium crystals in Star Trek; they are vital to the ongoing operations of a starship, but the engineers aren’t constantly dumping dilithium into a warp furnace. The ship needs an ongoing supply of dragonshards, but consumption is a long-term process.

Addressing the specific questions, power isn’t consumed to keep the elemental bound; the elemental is contained within a Khyber shard and is a separate system. But it is the ongoing expenditure of power that keeps the elemental integrated with the ship and produces the elemental ring. And yes, that consumption continues even when the ship is standing still.

Is Arcanix the name of the floating towers or the village?

For anyone who doesn’t recognize the name, Arcanix is one of the prominent institutes of arcane learning in Khorvaire. It’s located in Aundair, and described as floating towers hovering above a village. Earlier canon sources complicated things by suggesting that Arcanix was originally part of Thrane before the war, which seems odd as arcane magic has always been a focus of Aundairian culture, and Arcanix is supposed to be closely tied to the Arcane Congress. So, here’s MY answer.

Arcanix is the village. It has long been contested by Aundair and Thrane, and by Thaliost and Daskara before that; while it was part of Thrane under Galifar, many of the inhabitants were Aundairians who traveled to the village. Because, mysteriously, Arcanix seems to inspire people who seek arcane knowledge. This isn’t always incredibly dramatic; it’s not like everyone who studies magic at Arcanix revolutionizes the field of science as we know it. But if you study the statistics, people are more likely to master the arcane arts if they study in Arcanix. So: while Arcanix was part of Thrane under Galifar, it was largely inhabited by Aundairians and Aundairians CONSIDERED it to be part of Aundair, which is why, when the Last War broke out, they seized it and moved the floating towers there to secure it. Because that’s the thing about FLOATING TOWERS—you can move them! The floating towers were a previous asset of the Arcane Congress and thus have always been a facility for arcane research and learning, as well as being fortified; so the towers were already an established arcane school before being moved, and placing them in Arcanix was just a bonus. Whatever the effect of the region that enhances arcane comprehension works above the village as well as on the ground, so modern students study in the towers. But the village was called Arcanix before the towers were there.

A secondary question, of course, is WHY the region is so conducive to the study of the arcane. This is something that is SUPPOSED be a mystery within the world, and is surely something debated in Arcanix itself. Arcanix is in a Thelanian manifest zone, so that’s surely a factor—it’s up to the DM to decide if this is an active portal, and if so if there’s a particular acrhfey associated with it (The Mother of Invention would be a logical choice) or if it’s a more subtle zone. But there may be a darker power at work beyond this. Some scholars believe that Arcanix is above the soul-prison of the overlord Sul Khatesh. There have been times when cults of the Queen of Shadows have taken root in Arcanix, and there have been a few individuals who have actively bargained with Sul Khatesh or her minons. But even without any active or malefic influence, the mere presence of the Keeper of Secrets may help those seeking arcane knowledge… and this has been sufficient to crush the objections of those who fear the Queen of Shadows. But again, all of these are things that COULD be. As a DM it’s up to you to decide if Arcanix is haunted by Sul Khatesh, blessed by Aureon, watched over by the Mother of Invention, or if there’s an even stranger explanation.

Also on the topic of Arcanix, what is the relationship between the way its towers float, and the way Sharn’s towers float?

The manifest zone of Sharn enhances magic related to flight and levitation. This is why you have flying buttresses and skycoaches in Sharn; those tools don’t work outside the zone. Skyway and the floating towers of Sharn use these same principles, so they aren’t the SAME as Arcanix. But the towers of Sharn inspired Arcanix, driving the Arcane College to find a way to replicate the effects without the zone. Arcanix and the Tower of the Twelve are proof that it can be done, but the fact that we don’t see such towers everywhere—and that both of these two are the seat of arcane research facilities—suggests that the enchantment requires regular maintenance by arcane experts. Which is easy enough when your tower is filled with some of the most gifted arcanists in Khorvaire. So the Sharn towers are stable, drawing on the manifest zone to maintain the effect; other floating towers require expert maintenance.

Is there any correlation between Arcanix and, as of Rising from the Last War, the Aundairian attack on Sharn’s Glass Tower? Was Aundair able to achieve such an attack precisely because they Aundair was also intimately familiar with floating towers?

Certainly. The Arcane Congress created the towers of Arcanix using information gleaned from studying the floating towers of Sharn, and during the Last War, they explored ways to weaponize that. The main question is why they didn’t target Skyway, which would have devastated a far larger area. It’s possible that they didn’t WANT to—that the Glass Tower was an experiment or a warning, but they didn’t want to cause such extreme destruction. Or it’s possible Skyway is a more powerful and stable effect and that the techniques used on the Glass Tower couldn’t bring it down.

Thanks again to my Patreon supporters for keeping this site going and for posing interesting questions. The Inner Circle supporters are currently voting on the topic for the next major article; the Library of Korranberg is in the lead, but there’s still one day to cast a vote! And check out my latest DM’s Guild PDF: a collaboration with the band Magic Sword!

Lightning Round 2/26/18: Languages, Elementals and Pirates!

I’ve just returned to dry land after organizing gaming on the JoCo Cruise. I’ve got lots of things I need to work on, but I have time to answer a few more questions from the last lightning round. As always, this is what I do in MY Eberron, and may contradict canon material. 

What are your thoughts on extraplanar languages?

The big question I’d start with is how do languages make a game interesting? D&D isn’t a perfect simulation of the real world; it’s a fantasy. We don’t need to have as many languages as we do in our world… just as we have fewer nations that we have in our world. So what is the point of having exotic languages? Do you want PCs to have to hire a local guide or work with a translator? Do you want to have ancient inscriptions that can only be read by a sage? Both of these things are valid, but you can have these with a relatively small number of languages. So I prefer to limit the number of languages I use, but also to play up the idea of regional dialects and slang. Common draws on all of the old languages of pre-Riedran Sarlona, so you can definitely get variation from place to place. When the paladin from Thrane is in a small Karrnathi village, he might have to make an Intelligence check to perfectly understand the conversation of the locals or a Charisma check to communicate clearly… unless, of course, he has a local guide to help out. It allows for the challenge and potential humor of limited communication while still allowing for the possibility of communication with no help. If a character has the Linguist feat or is from the region, I’d allow them to act as that local guide — so we’ve got a little fun flavor because the Karrn PC can joke with the locals at the expense of the Thrane.

With that said… per page 46-47 of the Eberron Campaign Setting, each plane has its own language. There’s Infernal, Risian, and a language called “Daelkyr.” But that’s not how I do things in my campaign… because again, how is it fun? Are your characters supposed to devote one of their limited language slots to the language of Irian? How often is that actually going to be useful? And if no one takes it, do they make a perilous journey to Irian only to find that they can’t speak to any of the inhabitants? Is that fun?

So personally, I do a few things in my campaign. First, most powerful outsiders can essentially activate a tongues effect. If an angel of Syrania wishes to be understood, you simply understand what it is saying. Lesser inhabitants of the plane likely won’t have this ability and will speak the planar language. With that said, I reduce the number of languages in existence, planar and otherwise. In my campaign, I use the following major languages.

  • Common is the shared language of the humans of Khorvaire. Originally people spoke a number of regional languages from Sarlona, but when Galifar was established a single language was set as the Common tongue and use of the others was discouraged; traces of these linger in regional dialects and slang. 
  • Riedran is the dominant language of Sarlona. It was established by the Inspired after they unified Riedra. It is sometimes called Old Common, because there’s a few places in Khorvaire (notably Valenar) where people speak it; but it’s simply a different regional language from the old kingdoms of Sarlona. 
  • Goblin can be considered Dhakaani Common. It spread across Khorvaire during the long reign of the Dhakaani Empire and smothered most existing languages, and it remains the dominant language of the pre-human “monstrous” inhabitants of Khorvaire — goblins, orcs, ogres, gnolls, etc. Many of the inhabitants of Droaam and Darguun don’t speak Common, but they all know Goblin. 
  • Giant can be seen as Xen’drik Common and is understood by most of the civilized peoples of the Shattered Land. This isn’t to say that the bee-people won’t have their own language, but Giant is the recognized trade language. 
  • Draconic is — surprise! — Celestial Common. While it is spoken by dragons, it is also spoken by a majority of celestials (including denizens of Syrania, Irian and Shavarath); most likely the dragons learned it from the couatl. Some scholars call it the language of Siberys, and it also forms the foundation of many systems of arcane incantation;  as a result, many wizards and artificers understand Draconic but never actually speak it.
  • Abyssal can be considered Fiendish Common and is sometimes considered the language of Khyber. It’s spoken by most fiends, including both the rakshasa and the fiends of Mabar and Shavarath. Native aberrations could also speak Abyssal.
  • Undercommon is the language of Xoriat, and is spoken by the Daelkyr and most aberrations that have a connection to Xoriat. Undercommon seems to constantly evolve, but anyone who understands it understands the current form of it. Curiously, this means that ancient inscriptions in Undercommon can actually take on new meanings because of this linguistic evolution.
  • Elven is the language of Thelanis, and in my Eberron it essentially combines traditional Elven and Sylvan; it’s the language of Aerenal, but also spoken by most Fey.

I call these major languages because pretty much anything you meet will speak one of them. In Khorvaire, you can talk to almost anyone using either Common or Goblin. The other languages are regional — and members of those communities will generally either speak Common or Goblin. Such regional languages include Dwarven in the Mror Holds, Halfling in the Talenta Plains, Gnomish in Zilargo, and the tongue of the Gnolls. Speaking one of these languages essentially allows you to have private conversations with a member of that community and can win you some social points… but Mror children learn Common as well as Dwarven, and in many holds Common is the first language used. A mechanical side effect of this is that if a player is making a character who’s biologically of one species but raised in a different culture — IE, a dwarf raised in Zilargo or a halfling from Sharn — I may let them drop their “racial” language for something more common to their background. The Zil Dwarf might know Common and Gnomish, while the Sharn halfling might speak Common and Goblin. As it stands I’ve had the Ghaash’kala orcs speak Goblin… but on consideration, it might make more sense for them to speak Draconic or Abyssal, as they had very little contact with the Dhakaani.

While most creatures respond to one of the common languages, the more obscure languages come up in exploration and adventure. Go exploring the ruins beneath the Mror Holds and you’ll only find Dwarvish (or Undercommon!). You could find an isolated tribe of orcs that still speak the long-dead Orcish tongue. Go to Sarlona and you might find old scrolls written in the lost language of Pyrine, requiring magic to decipher. PCs may not encounter dragons or demons often, but any artifacts or ruins from the Age of Demons will use one of their languages.

And as I mentioned above, I do consider the Quori to have their own language… but Quori immortals definitely fall into the category of “If they want you to understand them, you do.” They may be speaking Quori, but you’ll hear it as the language you know best.

Certain languages, such as Draconic, are usually important for magic. Would you say this is an innate property of the language or a result of early users and traditions?

Consider this: mortal languages were created by mortals. Human developed their own languages over time. The languages of immortals — which per my list include Draconic, Abyssal, Undercommon, Elvish and Quori — are part of the fundamental structure of reality. There wasn’t a time when primitive angels slowly developed language; they were created with inherent knowledge of Draconic, hence some calling it “the tongue of Siberys.” With this in mind, yes: I would say that both Draconic, Elvish and Abyssal are mystically relevant languages. They are often found in systems of mystical incantations because they do have more inherent power than mortal languages.

If the former, might there be useful information about magic or psionics in other languages?

Certainly. As I said, Abyssal and Elvish are equally relevant for arcane magic. I could see both Undercommon and Quori being tied to psionics; Psions might use mantras in one of these languages to focus their thoughts, even if they don’t know that’s what they are using. Xoriat is more connected to the tradition of the Wilder — ecstatic psionic power — while Dal Quor is tied to the more typically disciplined approach of the psion. This also ties to the idea of Undercommon constantly changing. There is something inherently unnatural and supernatural about Undercommonand knowing it changes your brain. 

Do you think that some of the more exotic “racial” languages might offer insight into the psychology of their originators? 

Certainly. I think any mortal language will tell you something about the culture that created it.

What are the moral issues with binding elementals into Khyber dragonshards? How sentient are they?

There’s no easy answers in Eberron. The elemental binders of Zilargo claim that bound elementals are perfectly content; that elementals don’t experience the passage of time the way humans do. All they wish is to express their elemental nature, and that’s what they do through the binding. The Zil argue that elementals don’t even understand that they ARE bound, and that binding elementals is in fact MORE humane than using beasts of burden. An elemental doesn’t feel hunger, exhaustion, or pain; all a fire elemental wants to do is BURN, and it’s just as content to do that in a ring of fire as it is in Fernia.

On the other hand, an Ashbound druid will tell you that this is a fundamental disruption of the natural order. And any random person might say “When a bound elemental is released, it usually goes on a rampage. That means it was unhappy, right?”

Maybe… or maybe not. In my opinion, the “raw” elementals — the “fire elemental” as opposed to the more anthropomorphic salamander, efreeti, or azer — are extremely alien. They don’t experience existence in the same way as creatures of the material plane. They are immortals who exist almost entirely in the moment, making no plans for the future or worrying about the past. My views are pretty close to the description from the 5E Monster Manual: “A wild spirit of elemental force has no desire except to course through the element of its native plane… these elemental spirits have no society or culture, and little sense of being.”

When the fire elemental is released, it usually WILL go on a rampage. Because what it wants more than anything is to burn and to be surrounded by fire… so it will attempt to CREATE as much fire as possible. If it burns your house down, there’s no malice involved; it literally doesn’t understand the concept of a house, or for that matter the concept of YOU.  In my short story “Principles of Fire” one of the characters interrogates a bound air elemental; he advises a colleague that the elemental doesn’t really understand its surroundings, and sees humans as, essentially, blobs of water.

So: there’s no absolute answer. Some people are certain that the elementals are entirely happy, and others are certain that it’s a barbaric and inhumane practice. What I can say is that MOST of the people in the Five Nations don’t think about it at all; to them, it’s no different from yoking an ox or using a bonfire to cook dinner. If you want to create a story based on a radical group that has proof that bound elementals are suffering, create that story. But the default is that there are extreme views on both sides, but that the majority of people just ride the airship without giving a thought to whether the ring has been unjustly imprisoned.

Follow-Up: A question was posed about how this relates to the Power of Purity, a group of Zil binders that seek to understand elementals and to work more closely with them. This still works with what I’ve described here. Elementals ARE sentient. It is possible to communicate with them. They simply are sentient in a very alien way. They have language, but that doesn’t mean they think like we do. In my vision, “raw” elementals generally don’t speak with one another; the elemental languages represent the ability to interface with the elemental and to draw its attention in a way that usually doesn’t happen. An airship pilot needs to interface with and guide an elemental, and a Purity binder does this as well. Most binders DISMISS the need to understand the elemental consciousness; Purity binders feel that truly understanding elementals is the secret to vastly better results. And if you want someone to suddenly reveal that elementals are being tortured and to upset the industry, the Power of Purity would be a good place to start.

Are there any people of color in Eberron? Where?

Sure! They’re everywhere. Humans aren’t native to Khorvaire. They came from Sarlona, which is a land with a range of extreme environments. You have tropical Corvagura, the Sykarn deserts, the Tashana Tundra, temperate Nulakhesh, and more. As humans adapted to these environments, they’d logically develop different pigmentation as we see in our world. Beyond this, I’d imagine that people born in manifest zones might develop pigmentations never seen in our world… fiery Fernians, Lamannians with green hair or skin, and so on. The people who settled Khorvaire came from all these regions, and under unified Galifar they blended and merged. So we’ve also embraced the idea that you can find humans of any color across Khorvaire. Given this sort of diversity, not to mention the many different SPECIES people deal with on a daily basis — Gnolls! Lizardfolk! Elves! — we’ve never presented skin color alone as something that is a source of prejudice in Eberron. Like sexual discrimination, this is another place where we prefer to present the world as we’d like it to be as opposed to trying to present all the flaws of our world. If for some reason you’re looking to have a location that has a population of a particular ethnicity, you can either return to Sarlona or simply assert that this particular community traces its roots back to a particular region and hasn’t had the same degree of integration as most of Khorvaire… such as the ethnic Khunan humans of Valenar.

If airships weren’t an option, how would House Lyrandar transport a large amount of cargo from Sharn to Karrnath? Would they go around the Lhazaar Principalities despite the reputation for piracy, or be more likely to risk the Demon Wastes in spite of a lack of friendly ports and crazy monsters? 

There’s a few issues here: rivers, pirates, and cooperation between houses.

First of all: Rivers. I’m not a cartographer, and I didn’t personally draw all the maps for Eberron. Reviewing them today, I’d say that if I did, I’d add more rivers. Notably, I’d extend the Brey River to connect to the Dagger… which is to say, I’d have the Brey run across Breland, and we just call it “The Dagger” around Sharn. So normally there is a river that crosses through, but it does run along the Mournland now which is a little dangerous. But river barges should be a significant thing.

Second, let’s talk about pirates. The Lhazaar are known to engage in piracy, but they ALSO engage in legitimate merchant trade. And Lyrandar, like any Dragonmarked House, isn’t entirely staffed by members of the family. The ECS notes that “many of the dragonmarked houses and other enterprises hire Lhazaar ships and crews to move cargo from one destination to another…” So many Lyrandar vessels traveling along the east coast ARE Lhazaar — either licensed Lhazaar vessels or elemental galleons with Lhazaar crews. Which is mainly just a point that not all Lhazaar sailors are pirates — and that many of the ships targeted BY piracy are themselves Lhazaar vessels. Beyond this, the answer is simple: be prepared for piracy. A typical licensed vessel may be an easy target, but attacking an elemental galleon is no trivial thing for a mundane pirate; not only is the ship faster than yours, the captain can control the wind. It can be done — but it’s no trivial thing! Likewise, Lyrandar employs privateers — many of them Lhazaar! — to protect their ships. Piracy is a threat in Lhazaar waters or the Thunder Sea, but that doesn’t mean it’s a constant or inescapable thing.

Finally, don’t forget cooperation between houses. The whole point of the Twelve is to find ways for houses to work together and accomplish things none of them could do along. Lyrandar and Orien are in competition, but that doesn’t mean that they won’t cooperate in situations where they both can make a profit. So you will definitely have situations where cargo would be taken upriver by a Lyrandar barge, and then transferred to a Orien caravan or lightning rail to cross a stretch of land.

Eberron is a world where changelings and rakshasa exist. What precautions have people developed to deal with imposters? In 3.5 the spell discern shapechanger from Races of Eberron is a third level sell — do you see this spell existing and being implemented?

We’ve presented Eberron as a world in which rakshasa and dragons DO hide unseen and pull strings. While we added magic items like the Mask of the Misplaced Aura precisely to help deep cover agents avoid True Seeing, the fact that such hidden agents are part of the world implies to me that the ability to detect shapechangers IS NOT a trivial, commonplace thing. I think House Medani has produced a dragonshard focus item that duplicates the effect of discern shapechanger, and you can hire a Medani guardian equipped to watch for shapechangers… but it’s not a trivial thing, and you won’t find such agents in small communities.

With that said, Eberron is also a world in which changelings exist, and people know it. So turn it around to OUR world. We have the ability to test DNA and the like, but such technology isn’t available to the average person on the street. So if you knew shapechangers existed, what would YOU do? First of all, changelings can’t duplicate equipment. So, I suspect many people would have some sort of distinctive item that friends would recognize — a ring, a locket, a pin. Their friends would know this totem item, and if someone behaved strangely, the first thing they’d do is say “Is Johnny wearing his totem ring?” Aside from this, paranoid people might also fact check before they engage in risky behavior. “Where did we last meet?” A group of adventurers might establish code phrases that they regularly drop into conversation. This doesn’t have to be full on spy talk; it can be just as simple as friends having a funny call and response or an elaborate handshake. But if Bob suddenly doesn’t remember the handshake, that’s going to raise suspicions.

With that said, changelings are supposed to be able to deceive people. If society has an ironclad way to spot changelings, what’s the point of playing one? People will have customs that tie to this… but this is where changelings need to use Insight to guess the proper response or Deception to shift suspicion. When you’re trying to break into Dreadhold, you can bet they will have True Seeing and many other magical security systems. But in the village grocery, they aren’t equipped to flawlessly spot your changeling.

I’m confused about how the Galifar succession worked… or rather, how it managed to function for nearly nine hundred years before someone’s dispossessed siblings said “Enough!”

There’s two major factors here. First of all, it’s not like it was a surprise when a new ruler took over, with everyone in suspense about who it would be. The eldest heir would be Prince/ss of Cyre, understood to be heir to the throne. Subsequent siblings would be appointed as the Prince/sses of Breland, Karrnath, Thrane and Aundair, and would take over those roles whenever the current governor passed. If the Cyran heir died, the next eldest would shift up to fill the role; if there weren’t enough heirs to fill the governorships, you’d draw on the extended Wynarn family. So each sibling had an important role… and they weren’t raised to think they had a right to the throne. 

Second: who says it DID function for nine hundred years without incident? We’ve never delved deeply into the history of Galifar. Nine hundred years is a tremendously long time. Overlords have nearly broken free. Dragons have ravaged kingdoms. A false Keeper of the Flame split the faithful. Aundair was threatened by a plague of lycanthropy. And I’m SURE there have been attempted secessions, coups, and all many of usurpations. It’s just that the Last War was the one that finally brought the whole thing down. I’d love to delve more deeply into the history of Galifar when there’s an opportunity.

How many Wynarns are there in Khorvaire today, aside from the current royal families?

I can’t give you a count off the top of my head, but there’s certainly a number of Wynarns in all of the Five Nations. I’ll point out that one of the significant characters in The Queen of Stone is Beren ir’Wynarn, one of Boranel’s cousins.

That’s all for now! Feel free to ask questions below, but I am extremely busy this week and new questions may end up being added to the list for the next lightning round. Thanks as always to my Patreon supporters, who make this blog possible.