Gameplay: Surviving The Impossible

Image by Carolina Cesario from Exploring Eberron

Typically, I only answer questions that are posed by my Patreon supporters. However, I do occasionally read the Eberron forum on Reddit, and a question caught my eye. A DM explained that his players—who were playing fourth level characters—had chosen to split up while in the Mournland, planning to individually make their way back across thirty miles of Mournland and meet up on the other side of the mist. The DM had explained just how dangerous this was, but the players were committed to the action. The DM was asking for ideas on how to handle this, noting that they didn’t want to have the characters die here, even though it’s essentially a suicidal action. I’m addressing this here because there is a larger principle at play, which is what to do when your players are determined to do something that should be impossible. This is the story the players want to experience. The DM doesn’t want to just shut it down. They don’t want to just say “Mists fall, everybody dies.” But is the DM required to now create interesting encounters for each individual character while also ensuring that these encounters won’t just kill them (which, in the Mournland, should be a very real threat)? If not, what do they do?

At MY table, what I would do is to make this a challenge for the players. First, I’d say “You’ve chosen to do something incredibly foolhardy. You’ve separated in one of the most dangerous places in Eberron, a region brimming with supernatural threats and with very little safe food or water. You’re a hero, and somehow you will survive this. But how? How does your character survive this impossible journey?

RPGs are collaborative stories, and that means you can ask the players to share the creative burden. You know that you don’t want the adventurers to die, even though in all likelihood they should. So ask them to explain how they manage to do the impossible. How do they think their character could survive this? As DM, I would work with them to temper their answer, especially as I know more about the world than they do. If they say “I find an airship and fly it” and aren’t Lyrandar, I’ll note that this isn’t how airships work… but I’d see if I could work with them to come up with an alternative that fit the general idea of this story, while also being actually plausible. Maybe they just find a lost skystaff (Broom of Flying). Maybe they find an experimental Cannith vehicle and manage to make it work just long enough to get them through the mists. Beyond this, while I won’t shut a player’s idea down completely, I will QUESTION ideas and help them refine them. In the vehicle example, if the character is an artificer, of course they can jumpstart an experimental vehicle. But if they’re a fighter with a low Intelligence and no Arcana or Land Vehicles proficiency, I would point that out and say “How is YOUR CHARACTER going to accomplish this?” If they can come up with a good answer, great! If not, perhaps we can evolve the idea into something else. The point is that we all know they WILL succeed; we’re just trying to create a satisfying story about how they do it.

However, after all this I’d ask a second question. “You have survived the unimaginable journey, but you can’t do something that dangerous without consequences. The Mournland is full of deadly supernatural threats. It can also mutate or transform creatures in strange ways. You have a scar from this experience—a permanent, lingering reminder of this journey. What is it?

This could be something obvious and dramatic—the adventurer’s skin turns purple; their hair now moves on its own, like a medusa’s mane—or it could be a more mundane scar or a lingering fear of shellfish. If I was playing an artificer in this scenario, I might suggest that I lost a limb but managed to fashion a prosthetic out of things I found on the way, and go forward with a sentimental (and literal) attachment to this odd prosthetic. As with the previous question, I’d work with each player to hone their answer. This shouldn’t be something that imposes a permanent, ongoing penalty on the character—but it should be something that may prove an inconvenience at times, something that draws comment or attention, something that reminds them of the time they did something suicidally stupid but managed to survive. Going forward, I might continue to expand on this with Flashbacks. When the players encounter a mysterious symbol, I might say “Bob, you ran into this symbol when you were crossing the Mournland alone. Where did you see it?” We all know the adventurers survived a long, grueling trek across the Mournland; but we also know that we didn’t cover it in detail, and perhaps there could be more to the story!

Adding Depth and Danger

The approach I describe above is intended to fast forward through the difficult situation. The characters will carry scars of their journey, but there’s no chance that they will fail—and because of this, I won’t actually require any sort of skill check. We’re agreeing from the start that it WILL work, we’re just sorting out the details. But perhaps you DO want a chance of failure. In this case, I’d take an approach much like I described in the Travel By Montage article. I wouldn’t actually develop full encounters and combats; instead, I’d take turns posing characters with specific challenges. For example…

  • You’re traveling along an old road. Up ahead, you see the severed arm of a warforged colossus. Somehow, it’s still active; it’s pulling itself across the landscape, crushing everything it encounters. It’s headed directly for you; how will you avoid it?
  • You reach a wide river; the bridge is broken. There’s a powerful current, and there’s threads of red flowing through the water, like veins of blood. You could follow the bank until you find another bridge, but that could take you many miles off your course and will be exhausting; what do you do?
  • It begins to rain. The liquid glows with green light, and burns your armor and clothing. How will you survive this acid rain?
  • You find the rest of your adventuring party! After celebrating this reunion, you continue your journey… but slowly you realize that these aren’t actually your friends. You don’t know if they’re doppelgangers, illusions, or something else—but they aren’t your companions, and you feel danger in the air. How will you deal with this?
  • Though you haven’t seen the sun since you entered the Mournland, it’s clear that night is falling; the gray light is fading. Will you try to continue through the darkness? If not, how will you find shelter?

… And so on. For each question, I’d require the character to propose an ability check; for each one they failed, I’d impose a consequence. This could be one or more levels of exhaustion, with the threat of death if exhaustion gets too high; so taking the river crossing, they could accept an automatic level of exhaustion to find another bridge, or attempt the crossing with the risk of more severe consequences on failure. Alternately, I could impose a scar for each failure. The point is that the characters are directly using their character abilities and that there is a chance of failure, but that I’m not going to take the time to fully develop each of these as tactical encounters; we’re essentially summarizing their success or failure. Looking to the “Imposter” example, the adventurer might decide to fight them; I’d still likely pick a skill to reflect their chance of success (Athletics for the strong fighter, Stealth or Acrobatics for the swift rogue) rather than play out the scene.

Even here, it’s potentially a lot of work for me to come up with those questions… and also, if the characters are all separated, it’s a lot of time for players to be waiting for their turn to come around. With that in mind, even here, I’d start off by providing a solid set of challenges so people understand the nature of the region. But at that point, if I feel my players would enjoy it (becuase not all would, and that’s fine!) I might ask the other players to propose challenges for their fellow players. What do they think Bob might encounter in the Mournland? As before, I might refine an idea to fit the lore of the world, or even to tie into other things I have planned; but I can work with the players to develop the story rather than making it up entirely on my own.

In conclusion, as a DM, don’t be afraid to call on your players to share the narrative workload! If the players do something foolish and you don’t want them to die, you can ask them to explain how they get away with it.

Thanks as always to my Patreon supporters; this support is the only thing that makes these articles possible. So if you want to see more articles—or if you have questions you want to ask!—check it out.

Dragonmarks: The Demon Wastes vs The Mournland

Over on my Twitter (@HellcowKeith) I received a question that seemed worthy of a more-than-140-character response.

Demon Wastes vs Mournland: what are the key differences? When would I choose to set an adventure in either one? Both have similar elements: magical wasteland, “edge of the world” vs “apocalyptic” feel, manipulative villains scheming from ruined cities. Roaming savages & arcane horrors prey on PCs; devastated landscape, unnaturally hostile weather; both are essentially nation-wide dungeons.

Tldr: What kind of encounter/challenge/adventure/story would fit in either one, but not the other?

The Demon Wastes and the Mournland are both nation-sized dungeons, but they are different in many ways.

  • The Demon Wastes are ancient; the Mournland is brand new.
  • The ruins in the Demon Wastes are cities built by demons. They have been ruins for tens of thousands of years, and they hold magic that humans can’t begin to create… and anything perishable has long since perished, unless preserved by magic. The ruins in the Mournland are ruins of human cities. They were only ruined two years ago, and they contain everything you’d expect to find in a human city that was suddenly depopulated… including things that may be precious to people who survived the Mourning.
  • The inhuman threats of the Demon Wastes are fiends and the creations of fiendish power. They are ancient and innately malevolent; it is a place that is fundamentally EVIL. The inhuman threats of the Mournland are mutations seemingly created with no rhyme or reason. It may be dangerous, but it’s not evil.
  • The mortal threats of the Demon Wastes are well-established and have been in places for hundreds or thousands of years. The Carrion Tribes are themselves ancient. The Ghaash’kala have been defending the Labyrinth longer than human civilization has existed. This things have history and customs. By contrast, nothing in the Mournland is more than two years old. If there is any sort of organization or culture – IE followers of the Lord of Blades, Eladrin, Mournland Magebred – they’ve either come from the outside or only just sprung into existence. The Mournland has no history.
  • The Demon Wastes are peppered with portals into Khyber that led to demonic demiplanes. This means that you can find all sorts of bizarre wonders and worlds in the Demon Wastes, if you can find the portals. In my recent post on the Ghaash’kala I mentioned the Abyssal Forest of Khar and the battlefields of the Ironlands. A point here is that THESE places are ancient and have their own histories and structures, even if they are entirely new to the players… and again, they are fundamentally shaped by evil and filled with demons. By contrast, the Mournland is random and unpredictable. You can find all sorts of strange environments, but you won’t find ancient cities populated by demon warriors.
  • The Demon Wastes are a great place to find ancient magic humans could never create – artifacts and strange tools. The Mournland is a great place to find treasures people CAN create, left behind when they were killed.
  • The Demon Wastes are off in a corner of the world and hidden behind the Labyrinth, and have been essentially stable for tens of thousands of years. The Mournland is right in the middle of the Five Nations and is a mystery; people fear that it could suddenly start to expand.

With that in mind, here’s a bunch of adventure hooks for each that I am literally making up on the spot, so no promises that they are good.

THE DEMON WASTES

  • The adventurers must steal a scroll from the Library of Ashtakala. Perhaps it reveals the true plans of Bel Shalor, the only way to defeat Rak Tulkhesh, or exactly where Sul Khatesh is imprisoned. While in the Library, they could find entirely new arcane magic spells and rituals created by the rakshasa, or details of a new threat tied to the Draconic Prophecy.
  • Someone near and dear to the party (perhaps a PC) has been slain by a Keeper’s Fang dagger. This leads the adventurers to go to the Lair of the Keeper in the Demon Wastes to see if the soul can be reclaimed. Is this just the laid of a mundane dracolich (perhaps the FIRST dracolich), or is it a portal to another plane? Can the soul actually be found there and reclaimed?
  • An unnatural plague is sweeping through Aundair and the Eldeen Reaches. It’s definitely come from the Demon Wastes – can they find the source and a cure in the Wastes? Is the source in the wastes proper, or must you find a path to the Abyssal Forests of Khar to find that cure?
  • Take the same idea but make it personal: a PC is afflicted by a curse or disease that is tied to the Age of Demons. Perhaps they found a cursed artifact that they can’t get rid of, or dealt with a fiend or fiendish ruin elsewhere in Khorvaire. The only way to solve the problem is to go to the Wastes. It could be that this is the only place that artifact can be removed or destroyed (a la Lord of the Rings), that they need to bargain with a fiend, or just that it’s the only place that information can be found.
  • A great paladin of the Silver Flame went to the Demon Wastes and never returned. Can you discover what happened to him and reclaim his holy relics?
  • You need to do something tied to one of the planes, and the only being who can tell you what you need to know is the ancient night hag who served as ambassador to that plane during the Age of Demons. Can you find her in the Demon Wastes, and if so, what will she demand in exchange for her services?
  • The couatl sent Tira Miron to the Demon Wastes to find her sword Kloijner, the only weapon that could harm Bel Shalor. Likewise, a PC could be sent to the Demon Wastes by a vision or through lore to recover a powerful artifact from the Dragon-Fiend war.
  • Scholars are always curious to discover more about the ancient prehuman civilizations. You can blatantly rip off At The Mountains of Madness: The PCs accompany a scholarly expedition seeking to delve into the prehuman history of the Wastes, but the ruined city they explore isn’t quite as dead as they expect…

THE MOURNLAND

  • One of the Cannith factions hires the PCs to recover house secrets from a forgehold in the Mourning. This can be entirely straightforward… or the work may have evolved or mutated, or may be something Cannith doesn’t want the world to know exists. This could also be critical to the power balance between the Cannith factions – will the PCs change sides, or be opposed by another faction? Alternately, someone OTHER than Cannith could be trying to steal these secrets…
  • As above, but with ANY Dragonmarked house: a house enclave in the Mournland holds an important artifact that must be recovered, but that may have mutated or evolved in an interesting way.
  • Prince Oargev needs you to recover family tools or secrets from Metrol. Did Cyre have a secret weapon or plan that they never had a chance to deploy because of the Mourning? If so, does Oargev want to ensure that this doesn’t cause anyone harm, or does he want to use its power for New Cyre?
  • If any of the PCs are Cyrans, they could simply want to recover family heirlooms from their homes, or to try to discover the fate of their home town.
  • Inhuman raiders are striking from the Mournland and then retreating back into it. Can you find them in the Mournland and end this threat?
  • Something new (Eladrin, Magebred, Warforged) has set up a base in the Mournland, and you must go into it in order to negotiate with them.

I’m short on time so I’ll stop there, but the critical thing with the Mournland is that it’s filled with things that people want: family heirlooms, treasured works of art, secret weapons or plans from the war. It has museums, forgeholds, palaces – and people know that these things are there, in contrast to the ancient and mysterious secrets of the Demon Wastes. Consider if Washington DC was suddenly warped by magic: there would be people who would want to recover artifacts from the Smithsonian, plans from the Pentagon, family treasures, etc. By contrast, the ruins of the Demon Wastes are entirely unknown; we have no idea what rakshasa civilization even looked like, let along what treasures or dangers their cities hold.

A few more questions have come up…

Any tips on what a rakshasa city looks like? 

An important point here is that fiendish cities were created, not constructed. They were made by the Overlords, for whom it was a trivial matter to shape reality within their sphere. So the first main point is which Overlord created the city? There’s no common style here. Katashka might build a city from bones, while Rak Tulkhesh’s followers would live in a fortress of steel and stone. The city of Sul Khatesh would be a spectacle of magic while also being filled with secrets. Tul Oreshka might not have a city… or her city might exist as a shared delusion that overtakes anyone who comes upon it.

In general, things to consider:

  • These cities were formed by epic magic as opposed to mundane labor. You can have floating towers or monuments. You can have structures made out of impossible substances – a living tower, a house made from mist that somehow never drifts apart. Need light? Buildings could simply glow, or anyone in the city might find that they have darkvision within its confines.
  • Magic still lingers in these places, but that doesn’t mean it’s as strong as it was. You might have one floating tower that’s standing while another has come crashing down. A fountain of fire or blood could still be running, or it could be scroched or dried up. We’ve said of Ashtakala that the memories of the city linger even though the city is ruined – and that anyone who enters it will be cloaked in those memories.

So go deep alien and feel free to use impossible materials and designs… as opposed to the Mournland, where things may have been warped, but the FOUNDATION is entirely familiar and mundane.

What did demons like to do before the Overlords were trapped?

Immortals are ideas given form, and the primary thing they like to do is embody that idea. The demons and archons of Shavarath have been fighting since the dawn of time, and with a few remarkable exceptions they never grow tired or question the struggle; it is their PURPOSE and sole interest. During the Age of Demons, lesser fiends were essentially an extension of their Overlords. The minions of Rak Tulkhesh delighted in spreading war, and if there was no war to spread they would simply fight one another in an endless cycle of pointless violence (as they’d eventually reincarnate after death). The fiends living in Eldrantulku’s domain surely had an incredibly elaborate bureaucracy and series of houses engaged in endless schemes and vendettas. Not all Overlords HAD rakshasa or other fiends as their primary minions; Draal Khatuur is called out as preferring the company of her own icy spirits and creations to the rakshasa, and Katashka the Gatekeeper would likely rule a realm filled with undead (with a foundation of fiends specializing in necromancy and slaughter).

As I’ve said before, in Eberron immortals generally have less free will than mortals do. They don’t decide what they want to be; they KNOW what they ARE, and know it with absolute clarity. Because they’ve been so long separated from their Overlords, some rakshasa have drifted a bit – but even a rakshasa who seeks to usurp her master’s power instead of trying to free him seeks that power so SHE can become the Overlord and embody that concept. But looking to the height of the Age of Demons you can almost think of the rakhsasa as actors in a play, endlessly playing out the roles defined by their Overlord. It’s not entirely scripted, but the direction never changes. The minions of Eldrantulku are always coming up with their own new ideas and schemes – but they couldn’t just decide “Why don’t we all work together and NOT betray each other for once?”

I wonder why, if that is the nature of the cities, there aren’t demon ruins spread everywhere in Eberron. And WHY do demons need cities?

First off, demon ruins aren’t confined to the Demon Wastes. Page 20 of the 4E Eberron Campaign Guide described demon ruins as one of the types of places you can find adventure, noting in part “Fiendish strongholds are likely to be found at the edges of civilization, in places such as the Demon Wastes and Q’barra, but a subterranean ruin could lie hidden anywhere in Khorvaire.” Krezent in the Talenta Plains and Ha’katorvhak in Q’barra are both ruins from the Age of Demons. So these ruins ARE spread across Eberron. It’s simply that very, very few have survived. The Age of Demons was over a hundred thousand years ago. What hasn’t succumbed to time was often intentionally destroyed, either in the conflicts of the time or leveled by dragons in ages after. Those places that have survived are generally extremely isolated, incredibly durable, and generally infused with immensely powerful magic – like Ashtakala.

But let’s take a moment to look at the question of WHY these cities existed in the first place. Demons don’t need cities in the same way that humans do. They don’t need food. They don’t sleep. They aren’t concerned with shelter from the elements. Their numbers are static, so they don’t create NEW cities to house a growing population.

Now, the greatest cities would be the seats of power of Overlords. The city is a reflection of the Overlord; they don’t NEED it, but it is a representation of the Overlord and their power. Let’s call these citadels. There were a limited number of Overlords and not every Overlord would have a citadel, so that’s a concrete limit right there. An Overlord wouldn’t and couldn’t make more than one citadel; it literally is the heart of their power. Thus, Haka’torvhak is the seat of the Cold Sun. These places are the most likely to survive in some form, because they are suffused with the power of an overlord. But the fact that we haven’t mentioned, say, a citadel of Sul Khatesh suggests that even these could be destroyed.

Lesser cities serves a different purpose: they’d house mortals. Because most of the Overlords feed on mortals. Not literally – but it’s through mortals that the Overlords express their nature. Rak Tulkhesh is the Rage of War and yearns to create conflict and bloodshed. He can get his demons to fight each other just as a way to pass the time…but it’s not real. They’re immortal. They don’t feel rage and loss and death the way mortals do. Tul Oreshka needs mortals to experience her madness. An Overlord of Tyranny exists to dominate mortals. Tiamat is the darkness in dragons – which is meaningless without dragonsNot all Overlords need mortals. Draal Khatuur embodies the killing cold, and she is happy to lord over a desolate frozen waste. This was the point of the PC warlock in one of my campaign who was working for an Overlord of Tyranny. He didn’t WANT his Overlord to escape, but if one of them HAD to escape, at least his Overlord needed to keep mortals around… while Draal Khatuur would be happy to kill them all.

So it was these mortal cities that would have been spread across Eberron, but there WEREN’T made to last for a hundred thousand years and most are ash and rubble… hence the surviving demons assuming the title “Lords of Dust.”

And with all of THAT said: the current cities like Ashtakala do survive a concrete purpose. They are places for the rakshasa to meet and scheme. They are places for them to store their lore and their treasures. The Lords of Dust DON’T have the transcendent power of the Overlords, and they do value their artifacts and lore. So they don’t need cities the way humans do – but they still need places to keep their stuff!

Do the dead grey mists cover the sky? Or do they merely act as walls around the perimeter of the Mournland? 

They form a dome over the Mournland. We’ve put the ceiling at around 150 feet in the past; we’ve never said how deep the mist layer is. This also means that you never directly see the sun while in the Mournland.

What would happen if a flying airship entered the Mournland?

Like many things in Eberron, the primary answer is what do you want to have happen? The defining trait of the Mournland is that it is unpredictable. There are many things that could happen…

  • The powers of the Mournland interfere with the elemental binding. The elemental is unleashed and the airship crashes in the Mournland.
  • The airship is attacked by a flying creature. This could be a living spell. It might be something like a warped dragon; there were surely some Chamber observers in Cyre at the time of the Mourning, and they could have been twisted by its power. It could be some sort of transformed elemental – originally part of an airship, it was released and transformed during the Mourning, and now it seeks to free all other bound elementals it senses.
  • The airship is attacked by some sort of entrenched defenses still in place from the war.
  • The airship encounters unnatural weather that could bring it down.

All of these are the reasons people DON’T take airships over the Mournlands, of course…

I always hear that the Mournland is full of mutants, but it’s never been very clear to me what that actually means. Are we talking normal beasts and monsters with some extra bits on them? Unique monstrosities from obscure sourcebooks? Aberrations, but somehow distinct from the creations of the daelkyr?

All of the above. I generally say “warped” or “transformed” instead of “mutated”; to me, mutation suggests that there’s some sort of genetic logic behind things, while the Mournland doesn’t follow any predictable patterns. I’ve said before that you can use the Mournland as a place to add any unusual creature, because you don’t have to explain its evolution; if you want to drop a city of Abeil (bee-people) into the Mournland, you could say that it’s a village of humans who have been transformed into abeil by the Mourning… or a hive of bees transformed into abeil! You have altered animals like the carcass crab. You have undead, like the glass zombies. You also have natural or supernatural forces that have been transformed, like living spells or the razor wind (a warped elemental) in The Fading Dream.

To me, the only predictable thing about the Mournland is that it’s not predictable – that if you find one city of abeil, that’s not an indication that there’s going to be any more.

If you’re reading this, what have YOU done with the Mournland or the Demon Wastes?

In case you haven’t heard, I’ve started a Patreon to fund content for this site. The Inner Circle gets to vote on what topics are covered in the future. This one was spur of the moment, but the next Dragonmark will be about Planes and Manifest Zones! Thanks to all of you who are already supporters!

Dragonmarks: The Mourning and the Dread

Last Friday I wrote about Manifestations of the Dread. That article focuses on my new RPG Phoenix: Dawn Command, but Eberron players and DMs may find another use for this material, because the effects of the Dread aren’t entirely dissimilar to one of the defining elements of Eberron: The Mourning.

The world of Phoenix: Dawn Command is dealing with an unfolding supernatural threat. The Dread can strike anywhere in the known world, and it takes many forms. The dead rise to prey on the living. The laws of nature are broken. Communities fall prey to mass hysteria, or to malevolent spirits banished long ago that have now returned. Essentially, the entire world of Phoenix is slowly becoming the Mournland… but it’s happening piece by piece.

By contrast, the Mourning happened suddenly and is contained. It consumed the nation of Cyre… and then stopped expanding. Fear of the Mourning is what brought about the end of the Last War. No one knows what caused the Mourning, and until there is an answer, people are afraid to keep fighting… because one possibility is that it was the extensive use of war magic that triggered the Mourning, and that continued conflict could cause it to expand.

Where the Dread is scattered, the effects of the Mourning are contained in a particular region, the Mournland. This area is enclosed by mist: a wall of fog that rises over a hundred feet in height and that covers the entire region from above, preventing direct sunlight and any form of observation. Combined with the considerable danger involved in exploring the Mournland, the result is that very little is known about the region. Everyone knows that it has been transformed, and that living creatures caught in the Mourning were either killed or transformed. Stories say that wounds don’t heal in the Mournland, that dead bodies don’t decompose and that there are battlefields where blood still seeps from the wounds of the fallen. War spells have taken on a life of their own, and massive crabs cover their shells with corpses.

From a design perspective, the Mourning serves a number of purposes. It provides a central mystery. It’s a foundation for the cold war. But beyond that, it takes a region that’s been civilized for centuries and turns it into the world’s biggest dungeon. On some level it’s hard to justify wild monsters and mysteries in Galifar; why weren’t they dealt with by the heroes of previous ages? But the Mourning is a NEW problem. And aside from the things that can be found in its borders, the things that leave the Mournland — both living and otherwise — can be a source of adventure.

With this in mind, my vision of the Mournland was always that it is unpredictable. No one rule should apply to the entire thing. The idea that corpses don’t decay and that wounds won’t heal is an iconic image and may be true in much of the Mournland. But for every village filled with perfectly preserved corpses, you might find another where everything organic has been disintegrated or turned to glass, or a village where animated skeletons carry out a pantomime of their former lives. Some of these things are dangerous, like the shard storm Thorn encounters in the ruins of Ascalin in The Fading Dream. But others may just be strange, and this is where last Friday’s article comes into play. All the things I’ve suggested as manifestations of the Dread could also be symptoms of the Mourning.

For a DM, the value of this variety is the ability to spawn a multitude of unique adventures. The Mournland is the size of an entire nation, filled with cities, villages, fortresses, forgeholds and more… and each one the adventurers visit may present new threats. And rather than having to justify why an ancient ruin is full of treasure, the Mournland holds treasures because until four years ago, it was a prosperous nation. Cyre was the seat of House Cannith, and if you want to find powerful magic, where better to look than a Cannith forgehold? And aside from purely material wealth, the Mournland holds religious relics, sentimental keepsakes, the secret strategic plans of Cyre’s military, and anything else once of value… any of which could be reason for an adventure.

As a player, the Mourning can provide you with a wealth of story hooks. If you’re Cyran, how did you survive the Mourning? Did you just barely escape, or were you away when it struck? Who did you lose to the Mourning, and have you ever wondered if they might still be alive beyond the mists? Is there anything you lost that you’d like to regain, whether of actual value or purely sentimental? Did you lose your extended family, or are they now refugees – and if the latter, where are they? Beyond this, most people lost in the Mourning were killed or lost… but perhaps you were affected by it but survived. Here’s just a few ways you could be affected.

  • Cosmetic Transformation. Your skin or hair might have an unusual color or texture. Perhaps you lost an eye, and your remaining eye glows when you are angry. Maybe your hair is alive; you can’t control it, but is slowly moves of its own accord. These things don’t have any mechanical effect, but can add color to a character. And because they’re so rare and unique, they don’t carry the immediate stigma of an aberrant mark; they’re just strange. 
  • Exotic Race. In one 4E campaign I played a character who was mechanically a deva. But I said he was a normal Cyran peasant who’d been caught in the Mourning, and who was now channeling hundreds of ghosts of others who’d died in the Mourning. The deva is defined by having memories of a thousand lives; in my case, these were the memories of other people, all being channeled through me. You could take a similar approach to any unusual race that you don’t want to fit into the world on a large scale. Tabaxi could have an entire civilization in Xen’drik… or, you might say that Tabaxi are shifters who were caught in the Mourning and transformed, and there’s only around a dozen of you in Khorvaire.
  • Mechanical Powers. My deva character was technically an avenger, but I explained his powers as coming from the spirits he channeled as opposed to divine devotion. City of Stormreach presents the Storm Hammers, a gang made up of Mourning survivors who have manifested unnatural abilities; mechanically they’re sorcerers, warlocks, and barbarians, but the concept is that these are dark gifts of the Mourning as opposed to learned skills. You could similarly explain your class abilities as being tied to the Mourning. Or for a less extreme effect, 5E includes the Magical Initiate feat, which grants use of two cantrips and one spell; this is certainly sufficient to reflect a strange gift of the Mourning. If you go this route, the next question is how this manifests. My deva’s powers were the work of the spirits for which he served as an anchor. The Storm Hammers draw their powers from a dark source, possibly the power of the Mourning itself — and this connection may be driving them mad. Perhaps you were in a Cannith forgehold when the Mourning struck and a bundle of wands fused with your left arm; you channel your magic through the wand-tips protruding from your stump. Or you could have been fused with a demon, an agent of the Lords of Dust that happened to be in the area; as your character level increases you can access to more of the fiend’s powers, but are you also becoming a demon?

SO, CAN YOU TELL US WHAT CAUSED THE MOURNING? 

If I don’t address this, I’m sure someone will ask, so let’s get it out of the way now. I can tell you some things that could have caused the Mourning…

  • The Ashbound and the Children of Winter are on the right track: The Mourning was the natural consequence of the extensive use of magic during the Last War. Ending the war has temporarily stopped it, but the Children of Winter believe that the damage cannot be healed: the only way the world can be restored is to go through the winter to reach the spring that lies beyond. If they are correct, the Mourning will eventually spread until it covers the world. But perhaps they’re mistaken, and there’s a way the damage can be undone… but it would still mean that the people of Khorvaire would have to be careful about overuse of magic in the future.
  • House Cannith was developing a weapon. Something went disastrously wrong. Questions that remain: could this weapon be restored or duplicated? Do any of the current Cannith leaders know about this project? Presuming the forgehold developing it was in Cyre, what happens if the Lord of Blades or someone else discovers it?
  • One of the Overlords of the First Age was bound beneath Cyre. Due to the machinations of the Lords of Dust, the fiend was partially released. The Mourning is a reflection of its influence. At the moment it is building its strength; there is one more step that is required to fully release it. If that occurs, its power – and the Mournland – would spread.
  • The Lord of Blades was behind the Mourning, an attack targeted against the heart of House Cannith. This may have used an epic artifact or eldritch machine — which could potentially still be tied to an Overlord or to the Daelkyr. Generating the Mourning drained the weapon of power… but the Lord of Blades is working to restore its power.
  • The Mourning was actually caused by dragons of the Chamber, as part of a necessary chain of events to prevent the release of an Overlord — for sake of argument, let’s say Tiamat. The Mourning can be reversed, but reversing it will unleash Tiamat, who will corrupt Argonnessen, and set into motion an epic conflict with the dragons.
  • In The Fading Dream, the Eladrin present a theory of what caused the Mourning and how it could be reversed. I won’t spoil it here, but hey, it’s possible.

That’s just off the top of my head. OK, you may say, these things could have caused the Mourning… but what didI don’t know. In MY campaigns I’ve never felt a need to solve the mystery. What I like about the Mourning is the effect it has on the world: driving the cold war between the nations, holding the Last War at bay, creating a giant dungeon in the middle of things. If the mystery of the Mourning is solved, one way or another, it paves the way for the Last War to start anew. That’s not a story I’ve wanted to explore… so I’ve left in unsolved. Which means that I’ve never needed to choose between the host of possibilities. If I decided to tell that story, I’d pick one. But as it stands, I’m happy leaving it as an enigma.

That’s all I have time for, but let me know if you have questions about the Mourning and the Mournland… and share your favorite answers for the Mourning or manifestations of the Mournland!

Dragonmarks 3/12/15: Origins, Authors and Thrane

It’s been a busy few months for Twogether Studios. We’re continuing to work towards the Phoenix: Dawn Command Kickstarter campaign, and I’ll be writing more about Phoenix soon. But it’s been nearly three months since my last Eberron Q&A, and I figure it’s time to get to some questions!

With the recent Unearthed Arcana release of the Eberron material, do you like the 5e work up of the material? Would you change it any further from what is currently “playtesting?” Do you think the Artificer should be re-designed in 5e as a stand-alone class, or would you like to see it supported as a Wizard (or other) type of sub-class?

At the moment, I’ve held off creating my own 5E Eberron material, beyond the vague first drafts I’ve presented for the warforged and artificer. I’m keen to develop new Eberron material, but until it’s been authorized by WotC I’ve got more things to work on than I have time. I’ve been focused on playtesting Phoenix Dawn Command for the past year, and there’s always more to do there – not to mention the Gloom variations and other projects I can’t talk about yet.

Given that: I’m glad to see WotC exploring Eberron in Unearthed Arcana. Personally, I would like to explore different approaches to the material, but the UA article specifically states that it’s an exploratory first draft… and it’s always good to explore multiple directions. The 3.5 warforged went through seven drafts before the final one. In one version warforged could attach extra limbs. In another, they absorbed the energy from magic items to gain enchantments. I don’t see a version I’d want to consider final in the UA material, but if I have an opportunity to work on official Eberron material I’ll certainly consider the UA drafts and the feedback people have given about them. Which comes back to my previous request: tell ME what you think about them, and what you would keep, add or change.

If the Du’rashka Tul tale proves to be true, could it be neutralized or dispelled? And could its effects go to Khorvaire?

For those not familiar with it, the Du’rashka Tul is mentioned on page 53 of Secrets of Xen’drik. According to legend, it is a powerful curse laid on the continent of Xen’drik by the forces of Argonnessen when the dragons destroyed the civilization of the giants. The theory is that the Du’rashka Tul is triggered any time a civilization or settlement reaches a certain level of size or sophistication. The curse drives members of the civilization into a homicidal madness; they turn on each other and destroy themselves. In this way, the dragons ensured that the giants would never rebuild their ancient power. As a result, there is evidence of a number of civilizations that have risen only to suddenly disappear over the course of the last thirty thousand years.

As it stands, details about the Du’rashka Tul are far too nebulous for me to be able to answer the questions that are posed here. So the question is how do you WANT it to work for purposes of your campaign? If you don’t want it to be possible for it to be dispelled, then it’s a curse leveled on the entire continent using a form of magic human mages can’t even begin to understand. On the other hand, if you want to be able to break it, the first thing is to define it. Perhaps it’s tied to an artifact: the skull of the titan emperor Cul’sir, engraved with draconic runes and imbued with immense magical power. First you have to find it; then you have to decide what to do with it. If it’s an artifact, it may be impossible to destroy or dispel it. You don’t know how far its radius is (it’s currently affecting all of Xen’drik). Do you drop it in the ocean and potentially destroy the civilizations of the sahuagin and merfolk? Take it back to Argonnessen and see what happens? Or might someone bring it back to Khorvaire not knowing what it is and accidentally trigger an apocalypse?

If you don’t like that approach, you could decide that it’s actually tied to a living creature. Ever since the destruction of the giants, there has been a dragon stationed in Xen’drik maintaining the Du’rashka Tul. Can you find it? Do you need to kill it, or could you just convince the guardian that the time has come to end the curse?

About the Du’rashka Tul… If it could be dispelled, would it bring about an era of colonization of Xen’drik by the great powers? If so, that could bring about potential conflict not only between the great nations of Khorvaire, but also with the Riedran empire, who already have a settlement therein. Do you think more cities would be created? And could the traveler’s curse be removed as well?

The Du’rashka Tul is an unproven myth, so I don’t think THAT’S what’s stopping the colonization of Xen’drik. The Traveler’s Curse is unquestionably real and a serious hindrance to colonization; who wants to establish a colony if you might not be able to find it later? If you posit that you remove BOTH curses, then the main issue is that you’re dealing with a continent that’s still full of powerful monsters… and the fact that Khorvaire isn’t exactly overcrowded right now. The main draw to go there is untapped resources and treasure hunting. So if you took away all the curses, I certainly think you’d get an expansion of settlements there to claim and harvest resources, in a sort of Wild West gold rush development… but I don’t think you’d see a vast proliferation of permanent settlements. Heck, if you’re looking to live on a dangerous frontier because you want a chance to strike it rich with dragonshards, you can already do that in Q’barra.

As for bumping into the Riedrans over territory, Xen’drik is the same size as Khorvaire, and KHORVAIRE still isn’t overcrowded, so it seems a little hard to imagine it happening in a hurry. Personally, I’d make it more about conflict between settlers from the Five Nations and the Dragonmarked Houses. Tharashk would definitely want to harness the resources as quickly and efficiently as possible, and any number of the other houses could see this as a way to establish lands outside of the Korth Edicts. So you could certainly have conflict between would-be independent prospectors hoping to strike it rich and dragonmarked Tharashk.

If my goal was to run a campaign focused on territorial conflict between Riedra and the Five Nations, I’d actually create a new massive island in the Lhazaar Sea. Let’s say that it’s a chunk of another plane that suddenly drops in during an odd planar conjunction – so a piece of Lamannia, filled with natural and mystical resources never even seen before on Eberron. This gives a new desirable territory directly between Khorvaire and Sarlona; lets it be small enough that forces can quickly come into conflict; places it in a region where Lhazaar pirates can pose an interesting threat; and lets in be filled with unknown threats and commodities. I think that could make for a very interesting campaign… though I’d also throw the Dragonmarked Houses in as a third player in the conflict.

There are some fairly close thematic similarities between the kalashtar and the githzerai: both use psionics, both have extraplanar connections, both are at eternal war with a race of shared origin. Were these similarities intentional when the kalashtar were designed? If so, were they meant to be a playable version of the githzerai for your campaign (ie, lacking in level adjustment)?

Interesting theory, but no. The kalashtar have the distinction of being the one new race that was mentioned in the original ten-page overview of Eberron in the setting search (though the idea of a playable doppelganger was also there in the ten-pager). For me, the defining elements of the kalashtar are that they are mortal humanoids tied to immortal spirits and their unique connection to the world of dreams, something that’s been a long-time interest of mine. My first published piece of RPG material dealt with a conspiracy of people who shared dreams and affected the world through dream manipulation (more than a decade before Inception, mind you). So no, I’m afraid it’s just a coincidence.

Meanwhile, I’ve always used the Gith as a race whose world was destroyed by the Daelkyr before they came to Eberron. I consider the Illithids to be to the Gith as the Dolgaunts are to hobgoblins; they are creatures the Daelkyr created from Gith stock. Thus the Gith are a race who have lost their world, and they despise the Mind Flayers both as the instruments of their destruction and a mockery of their people.

Also, I have read elsewhere that warforged and shifters were elements introduced to Eberron only after WotC accepted it as their contest winner. In the pre-WotC conception of Eberron, did elements related to warforged and shifters exist?

That’s not quite true. The Warforged and Shifters weren’t present in the TEN page submission, because I made the assumption that WotC wouldn’t be interested in adding lots of new races when so many already existed. As such, the kalashtar were the only NEW race I presented. When WotC chose Eberron as a finalist, I had the opportunity to talk to the D&D R&D team and they discussed the aspects of Eberron they liked and what they wanted to see more of in the 100-page final story bible. In particular, they wanted to see more races – specifically races that addresses the magic-as-part-of-life aspect of the world. Sentient war golems and playable lycanthropes both fit that bill. So warforged, shifters and changelings were all in the 100-page story bible that was submitted in the final round of the setting search… and then after Eberron was selected, they were further defined and refined for inclusion in the 3.5 Eberron Campaign Setting.

Is it conceivable for a 5e Great Old One Warlock to have a bond with a Quori? If so, how would you interpret a warlock bond with a Quori outside of the Kalashtar case?

You can certainly have a Great Old One Warlock tied to Dal Quor. Here’s a few ways I could see it working.

Higher Power. The Warlock isn’t dealing with the lesser entities of the Quori; rather, he is dealing directly with one of the greater spirits of the plane. If he tends towards evil, this would be the dominant spirit, il-Lashtavar, the Darkness that Dreams. If he’s benevolent, this would be il-Yannah, the Dawn Yet To Come.

Essentially, the Quori are the creations and servants of il-Lashtavar. If a PC warlock is directly chosen by the great spirit, he is being elevated above the Kalashtar or even the rank and file members of the Dreaming Dark; among the Quori, only the Devourer of Dreams communes directly with il-Lashtavar. This would make the PC a remarkable special person… as a PC should be. The question then becomes HOW the power communicates with him and why. Does it have specific requests, and if so why can’t those be handled by Kalashtar or Quori? Or does it simply need a mortal vessel for some other reason?

Enemy of Higher Power. Twist the concept of the Warlock. The PC isn’t a SERVANT of il-Lashtavar. Instead, the Warlock has essentially hacked into il-Lashtavar and is draining its power by casting spells. This concept works well if you don’t plan for a lot of direct warlock-patron interaction. Alternately, you could say that the power is taken from il-Lashtavar, but the patron is il-Yannah; by weakening the darkness, you speed the coming of the light.

Quori Stooge. The player’s patron is a malevolent quori, likely one of the most powerful of the Kalaraq (such as the Devourer of Dreams). It is posing as some awesome dream entity; it is only through play that the PC will realize that the missions he’s being given are pushing the world in a subtly sinister direction. At this point he’ll need to find a new patron, such as…

Lost Kalashtar. The rebel kalaraq Taratai started the Kalashtar rebellion, but all of her kalashtar hosts have been eliminated and her spirit is lost, presumed to have been reabsorbed by il-Lashtavar. But perhaps it still survives, and has managed to reach out to the warlock. While this bond wouldn’t be the same as being a Kalashtar, it would make the warlock incredibly important to the Kalashtar.

If you named a bunch of books, or films, or TV shows, or whatever, whose inspiration has been critical in creating Eberron, in a sort of multimedia Eberron Appendix N, which would they be?

I could swear there’s a two page list in one of the 3.5 sourcebooks, but a quick search isn’t turning it up. Putting together a list of every book, show or film that I think could possibly inspire people working on Eberron would take more time than I currently have. For example, I have a FEELING that some people might find China Mieville’s books to be inspiring for Eberron, but I’ve never actually read them (which is embarrassing, as all accounts suggest they are awesome – I’ve just never gotten around to it). Likewise, I’ve never played a Final Fantasy game. So I’m going to list a few things, but these are simply a few things that personally inspired me – not every possible source of inspiration.

Raymond Chandler, Dashiell Hammett and almost any Film Noir movie.

The original one sentence description of Eberron was “Raiders of the Lost Ark and The Maltese Falcon meet Lord of the Rings.” Anything in this vein will help inspire adventures tied to dirty dealings on the mean streets of Sharn… and I’ve always described Graywall in Droaam as “Casablanca with ogres.” For what it’s worth, I prefer The Maltese Falcon as a movie and The Big Sleep as a book.

Two-Fisted Tales of Adventure!

The Mummy. Any Indiana Jones movie. Any Republic serial (such as “Nyoka and the Tigermen”). Anything by Edgar Rice Burroughs or Jules Verne. I originally came up with the idea for Eberron because I’d spent a few years working on a pulp-flavored MMORPG that ended up being cancelled, and I’d been watching a LOT of pulp serials.

Neuromancer

William Gibson’s Neuromancer is one of the early cyberpunk novels. It combines aspects of a dystopia future with some basic film noir tropes. There are certainly ways in which the Dragonmarked Houses are inspired by the classic cyberpunk megacorps, with the basic question of what happens when corporate power equals or exceeds the relevance of nations. Almost any cyberpunk novel can provide inspiration for a House-heavy game, but Neuromancer remains my favorite.

Steven Brust

Brust’s Taltos series are pulp stories set in a fantasy world, and deal with many of the same issues as Eberron… though Dragaera is more magically advanced than Eberron; teleportation and resurrection are basic tools available to civilization and everyone effectively has a psionic cell phone. I’ve often considered running a Taltos-style campaign in Eberron, in which the PCs are small time operators in the Boromar Clan trying to hold their turf and expand their reputation and influence. I also like Brust’s Phoenix Guards series, in part because it’s set in an earlier age and there’s an opportunity to see how the science of magic evolves. And as long as we’re mentioning The Phoenix Guards, you also can’t go wrong with anything by Alexandre Dumas.

Phillip K. Dick

I prefer PKD’s short stories to his novels, but I love the questions he raises in his work. The warforged essentially spring from my long love of Blade Runner, bringing us back to cyberpunk. What is the nature of life? What do you do if you were made to be a weapon and there is no war?

H.P. Lovecraft

If you’re going to get into the Cults of the Dragon Below or the Lords of Dust, you should delve into some Lovecraft.

I’m going to stop here because I could keep this list going for pages, and I’m out of time… but anyone reading, post your inspirational films and stories in the comments! For honorable mention, as authors I’ve read and enjoyed who may or may not have directly influenced Eberron: Jack Vance (anything to do with the Dying Earth); Tanith Lee (Night’s Master or Tales From The Flat Earth); J. R. R. Tolkien; George R. R. Martin; Michael Moorcock; Robert E. Howard; Sheri S. Tepper; Neil Gaiman; Patrick Rothfuss; William S. Burroughs (maybe not useful for Eberron, but great if you’re running Over The Edge)… I’ll stop there, but I’m sure I’ll think of a dozen more as soon as I post this.

And now, the Thrane and the Silver Flame questions…

Is there any cardinal who is seriously opposed to Krozen or is suspicious about him? Does Jaela Daran mistrust Krozen?

As with many things about Eberron, it depends on your campaign. In MY campaign, I might decide to have Jaela be a canny politician who’s quite suspicious of Krozen and seeks personal agents to help her carry out personal missions. However, more often I cast Jaela as the truly spiritual leader of the Church, who has little interest in politics and thus tends to trust Krozen and rely on him to handle that side of things. I hate to say this with so many questions, but it’s really a question of how you want the story to go; there’s no wrong answer.

In the 4e ECG it’s mentioned that Aundair refused to return lands to Thrane and that is why Thrane kept Thaliost. Why did Aurala attach more importance to those lands than to such a city? Magic, strategic importance, or other settlements?

Personally I see this as an oversimplification. It’s not that Thrane offered to return Thaliost and Aundair said “No deal,” it’s that each nation had made territorial gains and neither one was willing to give ground. Remember that Aurala in particular believes in the righteousness of her claim to the throne of Galifar and has the least interest in the peace process. What’s been said in other sourcebooks is that Aundair claimed the land that is currently home to Arcanix during the war; note that as Arcanix is a set of floating towers, it was moved to this location to help secure the claim. However, if you consider what makes specific locations strategically important in Eberron, if I were to write something about Arcanix in the future I’d propose that the current location is a powerful manifest zone that is valuable for the research conducted at Arcanix… which would explain both why Aundair attaches such importance to the location, why they moved the university there, and why they aren’t prepared to surrender it.

Wasn’t it mentioned somewhere that Overlord Sul Khatesh is imprisoned under Arcanix?

Good catch! You’d think I’d remember that, since I wrote it (it’s on page 31 of the 4E ECG). In my opinion, this isn’t something anyone KNOWS – it’s a fact for you, the DM. But it’s an excellent reason to say “Arcane magic is remarkably effective in this region and people are far more likely to make amazing breakthroughs in arcane studies.” People think it’s because of a manifest zone, but in fact it’s the influence of Sul Khatesh. So Aundair does believe it’s an ideal site for the University. If I was looking for a plot hook, I’d have some Church scholar figure it out and Thrane suddenly urgently pushing to take back the region, which threatens to escalate into open conflict.

What kind of discrimination (if any) would an aristocrat face who is a devoted follower of the Silver Flame but who holds lands in Cyre, Breland, Aundair, etc.  Having that kind of dual loyalty would strike me as fertile ground for rivals to nibble away at holdings. 

The Silver Flame was widespread across Galifar before the Last War. Ever since the Lycanthropic Purge it’s been especially strong in Aundair, which has always been the stronghold of the Pure Flame. However, devotion to the Flame DOES NOT EQUAL LOYALTY TO THRANE. Many of the Purified don’t approve of the theocratic government of Thrane, asserting that involving the Keeper and cardinals in secular politics distracts the Church from its true mission and breeds corruption.

The purpose of the church is to protect the innocent from supernatural evil. Mortal politics don’t enter into the equation. So a Brelish noble who is loyal to the Flame can absolutely oppose the soldiers of Thrane when they are engaged in military action on behalf of Thrane. If, say, an army of demons pops up, all of the Purified would be expected to join forces against this supernatural threat; once that’s out of the picture they could return to their secular conflict.

So: an Aristocrat who is devoted to the Flame is unlikely to suffer significant prejudice in any nation other than Karrnath. However, a noble who vocally supported his national government being dissolved in favor of Thranish theocracy would likely suffer trouble.

How prolific is the CoSF in Karnath and to what degree would the Karnathi Purified have been persecuted?

The CoSF has never had a strong presence in Karrnath. The people of Karrnath are pragmatic and pessimistic by nature, and the Silver Flame is fed by optimism and altruism. Beyond this, the Blood of Vol was deeply rooted in Karrnath a thousand years before the modern CotSF was even formed… and the Blood of Vol is fundamentally opposed to the Silver Flame, as it embraces what the Church would call “Supernatural Evil”. So it was weak to begin with, and most SF loyalists would have risen in revolt when the state embraced the Blood of Vol as the state faith and began employing undead in the military. This is also the reason Thrane and Karrnath have the deepest emnity of any of the Five Nations. There are surely some in Karrnath who embraced the faith of the Flame… and even if most immigrated or revolted during the war, some could have chosen to hold position and endure so that they could continue to protect the innocents of Karrnath. But they would certainly be viewed with distrust and disdain by those around them, and could easily be accused of treason (true or not).

Side note: While the state no longer supports the Blood of Vol, the cultural tone of Karrnath is still a better match for the BoV – which is a bleak faith based on the concept that the universe and the gods are our enemies and ultimate dissolution is inevitable – than the Silver Flame.

After the Day of Morning, Thrane turned away Cyran refugees.  Would the Purified of Cyran birth been exempt from this prohibition?

Well, here’s the thing. In the extended aftermath of the DoM I could see Thrane refusing to admit refugees. However, in the IMMEDIATE aftermath, it’s the only nation I CAN’T imagine refusing refugees. The entire purpose of the church is to DEFEND THE INNOCENT FROM SUPERNATURAL EVIL. Not “Defend the citizens of Thrane” or “Defend the followers of the Flame”, DEFEND THE INNOCENT. The Mourning is about as “supernatural evil” as things get. It is utterly bizarre to suggest that when faced with clear evidence of supernatural attack that anyone devoted to the Flame would turn back civilians to fend for themselves.

So frankly, the first thing I’d do would be to rewrite whichever history book says that they turned away refugees in the immediate aftermath. After that, I’d have to come up with an explanation that would make sense to me as to how they would justify turning away refugees in a long-term situation. I do feel that they would accept anyone who wished to serve the church itself, because again, the purpose of the church transcends politics. I could see AUNDAIRIAN Templars aligned with the Pure Flame taking such actions (turning back any who didn’t support the Flame) because the Pure Flame is an extremist movement that frequently ignores the core principles of the faith (as shown by Archbishop Dariznu burning people)… but it’s very out of character for Thrane Templars, and personally I’d ignore it in any campaign I run.

I can see the explanation for turning away refugees to involve something along the lines of, “In our capacity as worldly rulers, we are forced to separate ourselves from our spiritual roles as leaders of the Church. So, it is with a heavy heart we are forced to look at what is good for Thrane, rather than what is good for for the suffering souls of Cyre. We are therefore closing our borders to any, and all, refugees from the event known as the Day of Mourning.”

Certainly. If I had to come up with an explanation for it, it would the the reasons that any government turns away refugees. I’m just saying that of all the Cyre-adjacent countries, Thrane seems like the strangest one to make that decision. Consider our options…

  • Karrnath. A very logical choice. Not only are they a highly pragmatic, militant culture used to making harsh decisions, they are also called out as dealing with famine and thus legitimately lacking the resources to suddenly support refugees. If I was picking one of the Five Nations to turn away refugees, it would be Karrnath.
  • Breland. On the one hand, you have Breland’s egalitarian character; on the other, Breland is often also presented as pragmatic and opportunistic. It wouldn’t surprise me to have some corrupt border patrols lining their pockets in exchange for safe haven.
  • Thrane. The odd duck. Thrane isn’t noted as suffering from a crippling lack of resources that would prevent it from accepting refugees. The fundamental principle of the Silver Flame is protecting the innocent from supernatural threats… like the Mourning. Thrane abandoned its secular government in favor of a theocracy based on this faith, and this faith is widespread throughout the nation – so even if the secular leaders gave such an order, I’d expect many border forces to ignore it and follow their faith. Bear in mind that when Aundair was threatened by a plague of lycanthropy a few centuries early, an army of Thranes threw themselves in harm’s way to protect their neighbors. They are the one nation with a proven history of altruistic behavior. Now, I have no problem with Thrane turning away immigrants under any other circumstance… but specifically turning away refugees fleeing from a horrific supernatural threat is bizarrely out of character for Thrane.

Historically, Thrane has the least consistency in its presentation by different authors. The corruption is often blown out of proportion, when a) the CotSF isn’t supposed to have MORE corruption than any other faith in Eberron, it’s simply that there IS corruption even in this altruistic institution; and b) the majority of that corruption is based in Breland. The zealotry becomes a focus, when Aundair is supposed to be the stronghold of the Pure Flame and Thrane the seat of the moderate faith. Heck, we can’t even get consistency on the fact that archery is an important cultural tradition.

So: there is a book that says that Thrane ruthlessly turned away refugees on the Day of Mourning. I could come up with an explanation for that if I had to. But in MY campaign, I’m simply going to ignore it and say it was Karrnath that turned people away… which was an unfortunate necessity due to their limited resources.

So, in your view the Cyran refugees problem presented in the books happening in Breland, it also exists in Thrane? With ghettos and maybe a big refugee camp( like a smaller New Cyre). If not, why the refugee problem exists only in Breland? They have gone there BECAUSE of New Cyre? The Thrane refugees adopted quickly the faith and culture of Thrane and are more keen to mingle and adapt than the Brelanders?

All good questions! To be clear: My issue is the concept that Thrane would turn away people fleeing from a severe supernatural threat. Once that imminent threat is over, I have no issue with them placing political reality ahead of altruism. It’s the same idea that Thrane followers of the Flame can fight Brelish followers of the Flame, but if that demons appear they should both stop fighting to deal with them. For followers of the Flame, a supernatural threat should override political concerns – but once that threat is resolved, politics are back in play.

I believe that Cyran refugees are a problem across Khorvaire (and heck, as far away as Stormreach). If there’s a nation where they aren’t a problem, I’d pick Karrnath… both as the nation legitimately most likely to reject them in the first place (famine!) and as the nation most use to draconian enforcement (Code of Kaius). However, I think that Breland is unique in embracing the refugees… specifically creating New Cyre, a place where their culture is allowed to flourish. Thrane could well be pushing its refugees to abandon their culture and assimilate into Thrane and the Church… given which, those with the means to do so would likely have made their way to New Cyre.

So if I was creating a Flamekeep sourcebook, I would certainly address the presence of Cyran refugees within it. But again, I’m happy with the idea that they are under significant pressure to assimilate, and that NEW refugees aren’t welcome. It’s not that Thrane is the kindest, gentlest nation; it’s that it is specifically altruistic when it comes to fighting supernatural threats, and the actual event of the Mourning would fall under that umbrella.

The accounts of the spread of the Mourning suggest it was very fast (it was the Day of Mourning, not the Week of Mourning or the Month of Mourning, and the Field of Ruins was certainly overrun that same day). If that is the case, how are there any significant number of refugees at all? For that matter, how was there time for any official policy on refugees to be formed? It doesn’t seem like anyone other than border guards would have had time to react before the refugees were already there.

Another excellent set of questions. You’re absolutely correct: it’s called the Day of Mourning for a reason. The first point is that the effects of the Mourning bizarrely conform to a particular set of borders. In my opinion, the bulk of the “refugees” weren’t actually in Cyre when the Mourning occurred; they were soldiers and support staff either in enemy territory or land temporarily seized. This raises one of the long-term issues of dealing with Cyran refugees: most of them were actually enemy combatants, and the war wasn’t over.

In terms of civilian refugees, start with those already out of the borders. Add to those communities on the very edge of Cyre… it was the Day of Mourning, not the Hour of Mourning, after all. The cloud could be seen from a great distance away, and you could easily have had a few places where there was communication – a Speaking Stone station sends a message out saying “Cloud approaching” and then drops off the grid. People on the edge who discover that no inner city is responding might have time to make it to the border… though given that they wouldn’t have known it would stop at the border, odds are good that you’d just have general panic and “SOMETHING IS COMING!!!” – again, the sort of supernatural threat Templars are supposed to defend the innocent from.

HOWEVER, at the same time, it was a time of war and for all border guards would know, it could be a trick. In a time of war, it’s not unreasonable for any nation to act with fear and suspicion; it’s simply that of all the nations, Thrane has the most compelling reason in the very short term to set that suspicion aside to defend those endangered by a supernatural threat.

So for refugees, this gives us Cyrans in enemy territory already; civilians on the very edge who were able to flee before the Mourning reached them; and one more category: survivors. The effects of the Mourning weren’t entirely predictable, and not everyone exposed to it died. The Storm Hammers in Stormreach (City of Stormreach, p.73) are a group of such survivors. So you could have had people in border communities who didn’t escape – but who survived and then fled in a panic.

In any case, you’re right: we’re not talking about large numbers of refugees, and it would be the border guards that would be making the initial decision.

What’s your take on the event leading to the creation of the Church of the Silver Flame?

Well, the 3.5 ECS has this to say…

In 299 YK, the event that started the religion of the Silver Flame took place. In that year, a terrible eruption split the ground and a great pillar of crimson fire emerged from the resulting chasm. No one understood the significance of the blazing column of flame, but most who dared approach it felt unrelenting malevolence in its radiating heat… Tira Miron, a paladin dedicated to Dol Arrah, received a powerful vision about this strange fire while exploring the western reaches of the realm. In her vision, a great rainbow-winged serpent warned her that a terrible evil was emerging in the east, riding crimson fire from the depths of Khyber itself. Tira rallied the forces of Thrane and defeated the dark creatures that had come to venerate the crimson fire and help free the malevolent entity trapped within its flames.

A key point here that’s sometimes missed is that Bel Shalor was never truly free; he just got VERY VERY close to being released. This caused the appearance of demons. Some were likely drawn to the region from other points (such as his followers in the Lords of Dust), but many were probably just released from the Flame itself in advance of him… imagine a fishing net pulled from the ocean with one big fish trapped in it and hundreds of smaller fish tumbling out through the gaps. So: Demons were afoot in Thrane, and their numbers were increasing over time. However, I think that the actions of mortals were more noticeable than the presence of demons. As Bel Shalor’s influence over the region grew, he brought out the worst in people. As noted in the 4E ECG, “People who fall under his sway become selfish and cruel, turning on one another instead of standing against him.” So you’d see feuds and vendettas taken to extremes, the rise of petty tyrants, widespread banditry, and far worse. It makes me think a little of Patrick Rothfuss’s Kingkiller Chronicles – there ARE demons in the darkness, but the people are more concerned with increasing banditry, war, taxes and the like… not realizing the darker forces that are influencing things.

Tira becomes aware of the threat, but in my opinion she doesn’t just rush over and dive in. Personally, I feel that it took her the better part of a year to prepare – gathering mortal and immortal allies, traveling across Khorvaire and even the outer planes to learn about Bel Shalor and how he could be defeated. In my personal campaign, she went to the Demon Wastes to obtain Kloijner; the greatsword was forged by the couatl (technically it’s a couatl frozen in steel) in the Age of Demons and was previously in the possession of the Ghaash’kala orcs.

In coming back through Thrane, the first step was uniting people and helping them break free of Bel Shalor’s influence; then she led these forces and her allies to the site of the breach, where she defeated the demons and sacrificed herself to force Bel Shalor back into the Flame. Those she left behind then laid the foundation of the modern church. As a side note, in my opinion Tira was essentially one member of a party of adventurers. Dragon 417 includes an article called Miron’s Tears, which identifies an Avenger named Samyr Kes as one of these allies. Others haven’t been named – but these would be the people who established the Church.

One other point: While Bel Shalor was never fully released, it seems likely that his prakhutu, The Wyrmbreaker (described on page 30-31 of the 4E Eberron Campaign Guide) would have been commanding the forces defending the breach… so likely Tira and her allies had to defeat him before they could reach the Flame.

Phew! That’s all for this installment. I’ll certainly let you know as soon as I have any news about Eberron development of 5E. Next up: More about Phoenix: Dawn Command!

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 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!