The last few articles have dealt with Riedra in 5E, the provinces of Riedra, and the Inspired. Before we leave the region, I want to address a few questions about the cities of Riedra. In describing the city of Dar Jin, Secrets of Sarlona says that “the people… go about their business silently, speaking only when it is absolutely necessary.”
In light of this, people have asked: What is life like in the cities of Riedra? Is it like being in a city of zombies? Why does Riedra even HAVE cities?
Cities and Villages
Riedra is largely split into two types of communities: small villages that serve a specific function (typically agriculture or mining), which are spread out around a central massive city, known as a bastion. The bastion serves as a military garrison and houses the Inspired who govern the region. Crucially, every bastion has a teleportation circle, typically connected to Durat Tal. So if you’re on official business for the Inspired and need to travel quickly, you’ll travel to the nearest bastion, use the circles to reach the bastion closest to your destination, and then go from there.
What’s the purpose of Riedran cities?
Bastions serve as military strongholds and transportation hubs. They are also the centers of industry. Most villages gather raw materials, while the bastions contain the factories that produce goods. Wait, factories? Riedra has factories? Yes. Reidra doesn’t have the wide magic of Khorvaire, and its factories are more primitive than their Cannith counterparts in Khorvaire; work is done by hand, without the aid of constructs or arcane tools. But you don’t have a lot of individual blacksmiths; instead, the bastion has a massive foundry, with a hundred smiths all working together. Assembly lines are common, with each individual focused on a single task. And while you don’t see the magecraft or arcane tools of Cannith, there are psionic tools at play. Riedran factories employ background telepathic projection. In some cases, this is simply a tool that helps the workers clear their minds and focus on a task. In others, the projection actually guides the hands of the worker, operating as a constant form of magecraft.
The most unusual form of factory are the sentira production facilities. Sentira is a form of solidified ectoplasm formed from intense emotion. Where tools of crysteel and steel can be created by mundane workers, sentira can only be worked by shaper psions, using a powerful psionic form of fabricate. The role of the common worker in a sentira factory isn’t to produce the finished goods, but rather to feel; the Inspired need concentrated emotion to create raw sentira. Different emotions create different forms of sentira, and factories that focus on hatred or sorrow are usually also prisons; the Inspired have no desire to force loyal citizens to feel miserable, but this is a perfect use for dissidents. So if a group of adventurers is looking for a force of possible allies, they should find a sentira factory with an unpleasant aura…
In addition to being centers of industry, military fortresses, and transport hubs, the bastion cities are administrative centers. Chosen and Inspired monitor events in the Bastion sphere, tracking production, transport of supplies, dissident activities, and other critical information. While paper is used to some degree, information is primarily stored in crystal form, a system similar to spellshards. Administrative centers have large crystal repositories that are managed by psychic figments created by the Inspired—simple personalities (not unlike the 3.5 psicrystals or the spirits associated with the UA archivist artificer) that assist and manage data access, as well as performing other minor administrative functions. Each center has a figment capable of moving between Dal Quor and Riedra, and all records are also stored in a central repository in Dal Quor; if an Inspired in Dar Jin needs to know about troop requisitions in Dar Ulatesh, the figment clerk can quickly retrieve that information from Dal Quor.
Life in a Riedran City
Dar Jin is larger than any city in Khorvaire. It is composed of five spherical wards, each a metropolis in its own right. Four of the wards are almost identical. The streets are paved with smooth black cobblestones, interspersed with squares of clear crysteel. When darkness falls, the crysteel blocks glow with a soft light. Workhouses, dormitories, and storehouses are made of blocks of black and white stone; crysteel panels serve as skylights during the day and glowing lanterns at night. Most buildings are curved or whorled; hard angles are few and far between. The city is beautiful in its way, but is extremely repetitive; every dormitory looks exactly the same.
Secrets of Sarlona, Page 72
As mentioned in the previous article, casual psionic projection is used to identify streets and buildings. At a glance, it seems like it could be impossible to find your way. But if you stop to think about it, you’ll realize that you know where you are. It’s an alien memory nestled in your subconscious, but one you’re aware of it this casual projection makes it easy to find your way around. Likewise, the dormitories look exactly the same, but you know which one is Jhora Hall and which is Ula Hall.
Secrets of Sarlona calls out the fact that Riedrans go about their business silently, speaking only when necessary. This doesn’t mean they act like zombies! Riedrans are focused on their tasks. They know exactly what they need to do, and they are determined to do the best job they can; they don’t have time for small talk. But this doesn’t mean that they’re emotionless robots. Riedrans may smile or nod to each other in passing. If someone drops what they are carrying, the people around them will likely stop to help pick it up. They may not SAY anything, because nothing needs to be said; it is understood that we are all working together, we are here to help you. The key point is that the silence of Riedra isn’t OPPRESSIVE; it occurs because most of the time, nothing needs to be said. Most Riedrans are comfortable with their lives. They feel that they share a common cause with the people around them. So they aren’t shuffling, emotionless zombies; most are content, determined to work as hard as they can and to earn their advancement on the Path of Inspiration.
A key part of this is that for a Riedran citizen, daily life is very predictable. You work with the same people in the same building following the same general schedule. You all dream the same dreams; you all receive the same messages from the Voice. Again, this doesn’t make Riedrans zombies, it just means that they have safe, reliable patterns. This is a critical reason that adventurers make most Riedrans uncomfortable: they are disrupting that pattern. Riedrans know what to expect from one another. They have no idea what to expect from a warforged, an elf, and a dragonmarked human—all the worse if these three appear to be armed and prepared for violence!
So what is life like in a Bastion city? As called out in Secrets of Sarlona, there are many people but little conversation. People aren’t standing around, they aren’t shopping or killing time. They act with a sense of purpose. They know where they are going, they know what they have to do, and they are always moving toward that goal. They rarely speak, but that doesn’t mean they won’t acknowledge one another; and again, if someone stumbles or if there’s an accident, the closest people will provide assistance. When adventurers enter the picture, they will find that people keep their distance. Civilians will typically avoid eye contact; soldiers will watch adventurers closely, clearly concerned that these outsders may be up to something dangerous. If forced to interact, most Riedrans will be polite to adventurers but seek to end the conversation as quickly as possible; they have somewhere they need to be.
A secondary point is that Riedran cities aren’t designed for tourists or consumers. There are no shops or restaurants; Riedrans eat in their dormitories or garrisons. There are no theatres, no gambling. There are gardens of reflection and memorials that share memories of tragic events or grand triumphs. There are statues of the Inspired that radiate awe, plazas where priests of the Path of Inspiration inspire the crowds, spaces where soldiers drill or people engage in group exercise. But there’s no luxuries, nothing that’s designed for pure leisure; everything serves a purpose.
But what about the Jhodra?
So, life in a Riedran city is stable and predictable. The people are quietly devoted to their work. They largely ignore outsiders, and adventurers are seen as a curiosity at best and as threats at worst. Which is why Dar Jin and Dar Ulatesh—the two major ports where foreigners are welcome—have foreign quarters that cater to the needs of outsiders. The Jhodra is the foreign quarter of Dar Jin. It has dragonmarked enclaves and embassies of a number of nations of Khorvaire. There are theatres, shops, and taverns; however, most of these are actually run by the dragonmarked houses. So the good news is that after your long journey across the sea to the mysterious empire of the Inspired, you can still get a bowl of tribex stew at the Gold Dragon Inn (Disclaimer: The tribex stew served at the Jhodra Gold Dragon Inn is not actual tribex, but rather a pomow-based meat substitute being tested by House Ghallanda).
Most Riedrans are forbidden from entering the Jhodra. Those who work in the foreign quarter are trained and prepared to deal with foreigners, and thus don’t display the discomfort seen elsewhere. There are many guides, always watching for travelers who seem lost or confused, always ready to provide assistance; there are even some who are only guides, as opposed to agents of the Thousand Eyes!
So in imagining a scene in the Jhodra, keep that cosmopolitan population in mind. Walking through the Jhodra, you’ll have that odd sensation of knowing where you are—of remembering the name of the street even though you’ve never read it. Most Riedrans are going about their business: sailors headed for the docks, envoys headed to an embassy, all moving quietly and with purpose. Dragonmarked heirs share jokes with embassy staffers. An expat grabs you—Did you just get off the Sharn boat? You don’t have any of Mazo’s shaat’aar, do you?—and perhaps they have a story to share, or a risky opportunity for a few capable people. You see a statue of the Inspired, and you can’t help but be impressed… but is that your actual feeling, or just a projection of the statue? And perhaps… though it’s unlikely… one of those silent, hardworking Riedran gives you a look or makes an odd gesture. What are they trying to convey? Do they want to find a way to speak to you alone? Is there something going on? Or is it an agent of the Thousand Eyes, testing you to see if you are searching for dissidents?
Crime is almost unheard of in Riedran communities—in part because most people have little to steal. There are criminals in the Jhodra, but they’re mostly from Khorvaire and focus their attentions on fellow travelers. However, the Jhodra is well defended, both by soldiers of the Harmonious Shield and the imposing oni of the Horned Guard. The Jhodra also has an unusual number of Inspired, who help monitor the area and support the soldiers if needed. In most places, the priest in a garden of reflection will be an unoccupied Chosen or even a mundane human. In the Jhodra, it will be a hashalaq Inspired with significant powers of coercion and empathy.
Secrets of Sarlona discusses Dar Jin and the Jhodra in more detail, including the mercantile center, the tower of the Thousand Eyes, and the exotic Song of Skin—a talhouse catering to changelings.
How do you LEAVE the Jhodra?
Previous articles have discussed secret ways to enter Riedra: traveling through Khyber, passing through another plane, working with the Dream Merchants or other smugglers. But if you truly have a good reason to explore another part of Dar Jin or to travel across Riedra, all you have to do is ask. Secrets of Sarlona says the following…
In order to explore Riedra, a traveler must acquire a transit visa from the Iron Gate, the foreign relations office, in Dar Jin or Dar Ulatesh. This scroll provides a description of the travelers, states the nature of their business, and delineates any restrictions on travel. A bearer might be limited to traveling in specific provinces or spheres, and the visa usually has a set expiration date… The Iron Gate does not charge for transit visas, but it rarely grants them. Riedra isn’t for tourists. Travelers must provide a valid reason for entry and show that they have no criminal tendencies or intent, as well as enough knowledge to avoid accidentally breaking Riedran laws. A successful DC 30 Diplomacy check is sufficient to get an entry request considered, but even then the reason must stand on its own. Finally, mind probe (EPH 119) is often brought into play to ensure that the travelers have no hidden motives. If the request is especially intriguing or risky, the Iron Gate might allow travel but send a member of the Thousand Eyes along as a chaperone and observer. Unless the party is deemed a serious risk, this observer is a Chosen; the controlling spirit only takes possession of the vessel every few hours to check on the situation.
Secrets of Sarlona, pages 45-46
Do the planes play into the sentira factories? I imagine it’s hard to have a prison-factory of despair in Khalesh.
Absolutely! Most sentira factories only focus on a single emotion. Part of the point of having a mass teleportation network is that factories can specialize like this, because it’s easy enough to transport such specialized goods across the Unity. So certainly, you don’t put your despair factory near a wild zone to Irian.
Sentira is a MASSIVELY cool material. Would you see it made and used in Adar, too? Or is it something that you need psions on the level of the Inspired to create, and thus it’s harder to make useful quantities in Adar?
Secrets of Sarlona calls out that Adaran kalashtar also work with sentira, but they don’t have the facilities or resources to produce it in the same quantities as the Inspired. So you can fine sentira items in Adar — notably, the horned headdresses kalashtar are often shown wearing are supposed to be sculpted from sentira — but you don’t see buildings made of it.
Is loving/adoration sentira a genuine reflection of emotion or artificially sustained?
That’s a good question. With any sort of sentira factory, can the emotion be artificially induced? Can you create love with a charm effect, or generate fear with psychic power? The simple answer is yes, but I think it’s more INTERESTING if the answer is NO: if the emotion has to be sustained and natural. This makes a factory that deals in fear more horrifying, because they can’t simply cast fear; they have to truly make you terrified for an extended period of time. And this would also lean toward certain emotions being much harder to produce. It could be that Love sentira is quite rare in Riedra—but that it can be found in Adar, whereas Adarans are almost never found using fear or hate sentira.
Could you elaborate on Riedran families? Riedrans seem to live in various communal housings by what you say. If people are silent much of the time, when do they converse and get to know each other?
This is covered in Secrets of Sarlona. Here’s two relevant passages; SoS elaborates on both of these topics, as well as describing a day in the life of a Riedran villager.
Time away from work is usually spent with other members of the community. Riedrans dine together in central halls, participate in group athletic exercises, and gather in the evenings for storytelling and religious instruction. They are allowed a brief amount of unstructured time each day, ostensibly for meditation on the day’s events; however, many prefer to remain among friends even during this private time. Privacy is not something the Riedrans treasure—solitude can be a painful and disturbing experience for a Riedran. Young Riedrans are raised communally. They are often transported to new villages as soon as they are old enough to travel, to prevent birth parents from forming an unhealthy bond with the child. Youths live in segregated dormitories, tended by dedicated caregivers (part of the Guiding Path). As they grow, children serve as apprentices to other members of the community, allowing the caregivers and priest to determine their aptitudes. A youth is usually set on his path in his thirteenth year and moves into an adult dormitory at this time.
Riedrans are largely silent while they are focused on their work, unless that work requires conversation. But they talk with one another when they don’t have other tasks that demand their attention. As noted above, they enjoy the company of others; but often being around friends is sufficient, even if there’s nothing you need to talk about.
Can you talk about subversive activities in a city of Riedra? I am not asking about big things like spies or revolutionaries, but small things as places to do things not encouraged by Inspired (maybe play a game, buy a book, etc…). On what level do you think that this happens, is there is races with more probability of do this kind of thing, graduation of the punishment, etc…
First of all, consider that most Riedrans don’t have any frame of reference to understand these concepts. The majority of Riedrans are illiterate and most villagers have never seen a book. They have assigned activities; why would they “play a game?” Part of the challenge of driving revolution in Riedra is that the people don’t see why they’d WANT all the freedoms the people of Khorvaire take for granted.
Hard as these things are in general, they are exceptionally difficult to perform in a Riedran city. There ARE no private spaces. Almost all activities are group activities. There are people everywhere, and it’s generally believed that the Thousand Eyes are always watching.
Does this mean these things are impossible or never occur? Of course not. Secrets of Sarlona presents many groups that tie into these things. The Broken Throne is a faction that seeks to recover the knowledge of pre-Sundering Sarlona; they specifically teach members to read, and might treasure ancient games. The Dream Merchants are a network of smugglers, and they will happily sell books to members of the Broken Throne… though, of course, Riedrans have no money, so they’ll have to find something of value they can trade. But it’s still exceptionally difficult to find a safe space in a Riedran city. Perhaps, if the city is built on an old foundation, there’s an ancient chamber hidden below (… but can you be sure the Thousand Eyes don’t know about it? That they haven’t left it intact specifically to lure such dissidents?). Perhaps there’s a part of a factory that was abandoned after an accident. There’s nothing RELIABLE or safe; every cell has to find its own sanctuaries. A more unusual resistance movement is that of the Unchained, a group that practices free dreaming and communicates using the dreamspace. But again, if you want more information about any of these organizations or Sarlona in general, refer to Secrets of Sarlona.
Now it’s time to leave Riedra! My Patreon supporters have chosen the Nobility of Khorvaire as my next major topic; as with Riedra, I will likely post some Patreon-exclusive content as part of this. Thanks to those supporters for keeping this site going!
In June, my Patreon supporters called for an article about Sarlona. The first part dealt with the role of Riedra and how to bring it into fifth edition. To conclude, I’m delving deeper in a subject that is only touched on in Secrets of Sarlona: the history and unique elements of the eight provinces of Riedra. I am posting the full article for inner circle patrons on my Patreon, but here’s the introduction and the first two provinces: Borunan and Corvagura.
The Unity of Riedra is a single political entity. It’s one nation. But it’s made up of eight provinces, and each of these provinces were once unique nations. Those nations were shaped by environmental factors, by religions, arcane discoveries, and most of all, by planar influences. While they are now unified—and while the Inspired work to discourage any strong sense of provincial nationalism in modern Riedra—understanding these fallen nations is crucial both to understanding the landscape of Riedra, the history of the Five Nations, and the secrets or wonders that adventurers might travel to Riedra to uncover. RIEDRA may be one nation, but you’ll have very different adventures in Borunan and Ohr Kaluun.
Secrets of Sarlona implies that the old kingdoms were fairly advanced—that they had wizards, sorcerers, divine champions. If so, why did these techniques not travel to Khorvaire? And in general, why don’t the Five Nations show their Sarlonan roots more strongly? We’ve said that while most followers of the Sovereign Host in the Five Nations know that their faith is “the Pyrinean Creed,” very few actually know that this means it originated in the Sarlonan nation of Pyrine. Why have these nations been forgotten?
There’s two important factors. The first is that the Sarlonan “settlers” of Khorvaire weren’t the paragons and pride of their nations. We’ve called out that Lhazaar was a pirate, and it’s no accident that her lieutenant Malleon was known as “The Reaver.” Many of those who followed Lhazaar were outlaws, renegades, or rebels of one brand or another. Later waves of colonization were largely driven by refugees. These weren’t organized efforts to preserve the culture and achievements of the old kingdoms. Equally important is the fact that they couldn’t transport many of their greatest achievements, which is another reason why there weren’t more active programs driving colonization. Because one thing Sarlona has in greater amounts than any other continent is planar influence. Manifest zones, wild zones, reality storms, and more—Sarlona is closer to the planes than Khorvaire. This creates both threats and opportunities. Depending on their traits, manifest zones and wild zones can be extremely dangerous—but as seen in Sharn, Shae Mordai, and Dreadhold, they can also enable wonders that can’t be replicated in the mundane world. Manifest zones can be a source of unusual flora, fauna, or other resources. The drug known as absentia is created using a root that grows in certain Xoriat manifest zones, while the pomow plant—the mainstay of the Riedran diet—was developed in Lamannian zones. Beyond this, the more powerful zones leak planar energies into the surrounding region. This can be tapped to produce magical effects, and can also subtly shape the personality of mortals. Creatures that live in the vicinity of a Shavarath wild zone are more likely to be aggressive—and to have an instinctive knack for developing martial skills. So the wizards of Khunan and the sorcerers of Corvagura were channeling planar magic… and when Khunan wizards fled to what’s now Valenar, they found that their magic didn’t work there. So the reason the Five Nations don’t seem to be that much more advanced than the fallen kingdoms of Sarlona is because they had to rebuild their arcane science… in the process, creating forms of magic that are more reliable and versatile. Nonetheless, it is possible that adventurers sifting through the ruins of the old kingdoms may find rituals, relics, or spells that are a match or even superior to modern techniques… though it might take the skill of an exceptional arcanist—or a player character—to adapt these techniques to the modern style! (Side note for the Arcana-proficient: the old Sarlonan style of magic—drawing on planar energies—is referred to as “Externalist” or “wielding external forces.” The most common form of arcane science employed by the Five Nations is “Siberyan,” and manipulates energies exuded by the Ring of Siberys.)
So what follows focuses on aspects not covered in Secrets of Sarlona: the impact of the planes and interesting aspects of the old cultures. But always remember that the Inspired have worked to suppress the old traditions. In particular, the Edgewalkers are an elite order tasked to protect innocents from extraplanar threats, and one of their major duties is patrolling the borders of wild zones. Many zones do contain deadly threats; but in other cases the Inspired don’t want the locals to find ways to use the zones as their ancestors did, or to be influenced by the zone.
Note that manifest zones to all planes (save Dal Quor) can be found anywhere in Riedra. What are called out in these sections are the most common and powerful planar influences in a region, and the common wild zones. But manifest zones to Thelanis can be found in any province, for example; in the novel The Gates of Night, the protagonists travel between Xen’drik and Sarlona using manifest zones tied to Thelanis.
In Borunan, you might…
Be drawn into the schemes of oni and ogres plotting rebellion.
Find an ancient forge where oni crafted weapons for ogre champions.
Be forced into an extension of Shavarath, where celestials and fiends fight an endless war.
Use a passage from Khyber to enter Riedra.
In the days of the old kingdoms, the ogres of Borunan were peerless warriors. The champions of Borunan possessed inhuman strength, martial discipline, unshakeable courage, and weapons forged in Fernian flame. Time and again, they repelled the legions of Nulakesh and the crusaders of Khalesh, and yet Borunan never sought to conquer any of its neighbors. Some might wonder why this was. Borunan is a harsh land; did the ogres never consider claiming the more fertile fields of Nulakesh? What kept their population so low that they never needed to expand?
It’s commonly known that the people of Borunan considered their neighbors to be “unworthy foes” and the common assumption was that the ogres were cruel brutes who constantly fought one another. In fact, the ogres were waging a truly divine war—fighting alongside angels in an endless struggle against devils. The center of Borunan contains a wild zone to Shavarath where a fragment of the Eternal Battleground extends directly into the material plane, and the ancient ogres devoted their might not to conquest, but to defending this keep against the forces of tyranny.
Borunan contains multiple wild zones tied to Fernia and Shavarath, along with multiple passages into Khyber. The forerunners of the ogres emerged from a demiplane within Khyber; tectonic activity destroyed this passage, leaving them stranded in this barren region of rocky desert and hills. Of the Shavaran wild zones, only the one—known to the ogres as Gul Dol, the Gate of War—is a direct passage to the Eternal Battleground. But the ogres built their fortresses in the other Shavaran zones, and over generations the influence of Shavarath helped shape them into fierce warriors. The origin of the oni is a secret long forgotten, but one possibility is this: just like the rakshasa and the overlords, the immortals of Shavarath cannot be permanently bound. But during their service in Gul Dol, the champions of Borunan found a way to bind defeated fiends to their own bodies—sort of an involuntary version of the process that created the kalashtar, trapping a fiend within a bloodline of ogres. Thus the supernatural powers of the oni may be tied to the essence of devils bound to the bloodlines. This could be why many oni are drawn toward evil; but the oni of Borunan resisted those sinister instincts, using the power of their defeated foes to fight alongside celestials.
In addition to being fierce warriors, the oni of Borunan forged their weapons in the Cauldron, a wild zone tied to Fernia. Their weapons weren’t as well-crafted as the arms and armor of the Dhakaani, but the oni spell-smiths were able to channel the energies of Shavarath and Fernia to imbue their creations with powerful magic. While most of these weapons were destroyed long ago—not to mention being designed to be wielded by ogres and oni—legendary items or even artifacts could remain in Gul Dol, the Cauldron, or other ancient ruins.
The ogres of ancient Borunan cared nothing for the Sovereigns or the Silver Flame. They were entirely devoted to the battle for Gul Dol. The angels of the Legion of Freedom battle the devils of the Legion of Tyranny for control of this massive fortress, which is broken into multiple rings and wings. The angels believe that the balance of this war reflects the balance between tyranny and freedom across the multiverse. Of course, this is only one of countless fronts in the eternal war between these forces, but the ogres embraced this idea and believed that in fighting alongside the angels they were fighting for freedom for all people.
The Fall of Borunan. Despite the might of its champions, Borunan was easily laid low by the Dreaming Dark. The humans of the surrounding regions had long feared the ogres, and it was easy for the quori to fan these flames. Within Borunan itself, the quori sowed doubts and created feuds, shattering centuries of unity. Were the oni secretly in league with devils? Was the battle for Gul Dol a pointless sacrifice? Civil strife decimated Borunan and left it vulnerable to outside attack.
Borunan Today. In the present day, the ogres of Borunan are kept from the wild zones that served as the strongholds of their ancestors, and largely kept from any form of war; they use their strength for manual labor as opposed to battle. The oni are raised to believe in a twisted form of their actual history. Riedran oni are taught that their gifts are the result of being living prisons for fiends; it is the duty of the oni to redeem the fiend within them through their own devoted service to the Inspired. Largely, this has proven successful, and the Horned Guard—an elite corps of oni soldiers—is one of the most powerful weapons in the Riedran arsenal. However, over the course of the last two decades a group of Borunan rebels has been forming a resistance movement, the Horned Shadow, that seeks to protect the ogre-kin (ogres, oni, eneko). This is still a young movement, struggling to build power while avoiding the gaze of the Thousand Eyes. It’s up to the DM to decide if the Horned Shadow is entirely heroic—a throwback to the champions of ancient Borunan, who devoted their lives to defending freedom from tyranny—or if the oni leaders are driven by fiendish impulses and have malevolent goals.
Keep in Mind. Borunan has many passages to Khyber. These could provide ways for adventurers to cross from Khorvaire into Riedra, intentionally or by accident. This could also be a vector that could bring the minions of a daelkyr into Riedra. The Edgewalkers monitor these passages, and have sealed those that can be sealed. The public is kept away from the wild zones that hold the ancient ruins of Borunan, and believe them to be the domain of foul altavars (the Riedran term for fiends). The two most powerful zones are the Cauldron (a Fernian zone in the Broken Blade Mountains and the seat of old Borunan’s oni spell-smiths) and Gul Dol. Today, the majority of the Gate of War is in the hands of the Legion of Tyranny, but the angels still hold an isolated keep. Their forces include a number of Borunan sword wraiths—the spectral vestiges of the ogrekin champions that fought and died alongside them.
The ogres of Borunan are generally more intelligent than their cousins in Droaam, with an average Intelligence of 9. It’s likely that the ancestors of the ogres and oni of Khorvaire were transported by a planar anomaly; this might explain their reduced Intelligence and the lack of any Borunan traditions. Another possibility is that the ogres of Khorvaire are a separate branch of the species—that they came from the same demiplane but emerged in Khorvaire instead of Sarlona, and were untouched by the influence of Shavarath.
In Corvagura, you might…
Seek to sabotage the teleportation network of Durat Tal.
Explore a mysterious magebreeding facility in a Lamannian wild zone.
Try to save a youth who’s manifested sorcerous powers.
Explore the tomb of a forgotten sorcerer-king.
Corvagura is a tropical region marked by deep jungles and lush fields. It has long been the most densely populated region of Sarlona, and it was one of the most powerful and influential of the old kingdoms. Corvagura includes manifest zones and wild zones tied to Lamannia, Mabar, and Thelanis. It’s the influence of Lamannia that lends unnatural fertility to the region and its inhabitants. The influences of the other planes were made manifest in two powerful lines of sorcerers. Anyone born within the sphere of influence could potentially develop sorcerous powers; Corvagura was born when leaders rallied these sorcerers into two noble houses, and used their powers to conquer the city-states in the region.
The House of the Sun drew its power from Thelanis. Its members had the Wild Magic origin. Their magic tended towards glamour and glory, twisting the thoughts and emotions of others or striking down foes with bolts of flame. Though biologically human, members of the House of the Sun often had fey features and could be mistaken for Khoravar. The sorcerers of the House of the Sun were taught to be proud and glorious, demanding adoration from their subjects.
The House of the Moon drew its power from Mabar. Its members had the Shadow origin, and their magic drew on darkness and inspired fear. They never animated the dead, but they could command shadows and summon specters. The sorcerers of the House of the Moon were taught to be calm and cruel, instilling terror in any who might challenge them.
While these houses were presented as families, position was based entirely on sorcerous power. Anyone who manifested such powers would be adopted into the appropriate house, while any heir who failed to show sorcerous talent by their 18th birthday was cast out. The majority of the sorcerers of Corvagura were convinced that their powers elevated them above the common people, and were infamous for their casual cruelty and tyrannical rule. But they did protect the common people from a number of deadly threats, from the colossal beasts that emerged from Lamannian wild zones to the restless dead and capricious fey unleashed by the other wild zones.
The Fall of Corvagura. The quori attacked Corvagura on three fronts. They encouraged the cruelty and narcissism of the worst of the sorcerers, pushing their subjects past the limit of what they would endure. They created a deep, paranoid rift between the houses, leading to destructive vendettas. And they encouraged the spirit of revolution among the people—culminating in the appearance of early Inspired, commoners wielding supernatural powers capable of defeating the sorcerers.
Corvagura Today. Today Corvagura is the heart of Riedra, both in terms of population and administration. It’s home to both the capital city of Durat Tal and the primary eastern port, Dar Jin, along with a number of other important bastion cities. The influence of wild zones tied to Mabar and Thelanis are largely contained by the Edgewalkers; the Shanjueed Jungle has been called out as the largest Mabaran manifest zone in Eberron, dwarfing even the Gloaming of the Eldeen Reaches. Lamannian wild zones and manifest zones have been tapped to contribute to the agricultural programs of Riedra; this includes the creation of unusual hybrids, such as the pomow plant. As the Inspired keep people out of the wild zones and work to contain their influence, plane-touched sorcerers are rarely born in Corvagura. People know what to watch for and know that such sorcerers are vessels for Altavars, responsible for chaos and bloodshed in the days before the Unity, and sorcerers identified by the Thousand Eyes will either be killed or forced into service with the Edgewalkers. However, as with other provinces, there may well be a few who have managed to conceal their powers or who managed to flee into wild zones and survive there—rebels who could assist player characters. On the other hand, some such sorcerers have internalized the teachings that these powers are the gifts of fiends, and believe that the path to greater power lies in performing vile acts; such criminals are exceedingly dangerous. It’s worth noting that while the sorcerer-princes of ancient Corvagura were human, there’s nothing stopping a Corvaguran changeling, shifter, or member of another species from developing such powers.
Keep in Mind. Corvagura is the heart of Riedra. Dar Jin is a center for trade and diplomacy. Durat Tal is the administrative center of the Unity, and it is also the hub for the network of teleportation circles that allow the Inspired to swiftly move troops and supplies across the length of their realm. Because of this, Corvagura has the largest number of hanbalani monoliths and the greatest effort made to ensure the loyalty of its people; while there could be a few rogue sorcerers, Corvagura is a difficult place to find support for any sort of rebellion.
The manifest and wild zones tied to Mabar and Thelanis provide all sorts of potential for adventures. These zones may contain ruins associated with the Houses of the Sun and Moon, along with the forgotten treasures of the sorcerer-kings. Mabar zones may yet be haunted by the specters of ancient tyrants or by newly animated undead. The Edgewalkers are dedicated to keeping fey and undead contained, and the Thousand Eyes ensure that no one tells the stories of the fey. But this can still be another way to enter Riedra; Thelanian zones often allow passage to the Faerie Court under the right circumstances, and adventurers exploring the Twilight Demesne in Khorvaire could accidentally end up facing Edgewalkers on the edge of a forest in Corvagura.
That’s all for now! The full article—covering Dor Maleer, Khalesh, Nulakesh, Ohr Kaluun, Pyrine, and Rhiavhaar—is available to inner circle Patreon supporters. I’ve spent far more time on the last two articles than on anything I’ve ever written for the site, and it’s only the support of my patrons that makes that possible. Thanks to all of you who have shown your support!
Rising From The Last War focuses on the continent of Khorvaire. Humanity thrives on Khorvaire, but it didn’t begin there; humanity came from the continent of Sarlona. Today, Sarlona is largely a mystery to the people of the Five Nations. It is dominated by the Unity of Riedra, and while this nation isn’t hostile to the Five Nations—indeed, it provided humanitarian aid and assistance to many nations during the Last War—its borders are largely closed, with outsiders only welcome in the port cities of Dar Jin on the east coast and Dar Ulatesh to the west. Most people know that Riedra is ruled by the Inspired, nobles said to be be bound to celestial spirits; and many have heard stories of the strange forms of magic used in Riedra. But most commoners know nothing more about the realm of the Inspired.
Sarlona is described in detail in the 3.5 sourcebook Secrets of Sarlona. I personally wrote the Riedra section of that sourcebook, and my vision of the rest of Sarlona doesn’t perfectly match the canon depiction. My current goal is to expand on Secrets of Sarlona rather than to rewrite it. I may present my approach to Adar, Syrkarn, and Tashana in future articles, but these articles focus on Riedra. This article explores the narrative role of Riedra and the Inspired, and how to approach both of these in fifth edition given the limitations of the current mechanics.
THE PURPOSE OF RIEDRA
What does Riedra add to the world of Eberron? Why did we create it in the first place, and what does it offer to a campaign? Before we consider what it is, let’s take a moment call out what it isn’t. Riedra is not intended to reflect any nation or culture on Earth. It’s home to psychic warriors and soulknives, not to samurai and ninja. It’s not supposed to be some sort of version of the Soviet Union—in Eberron, the cold war is being fought between the Five Nations, not between Khorvaire and Riedra. From the beginning Riedra was always supposed to be unique and alien. It’s a culture shaped by overlords from the Realm of Dreams. It’s a realm where people craft tools and towers out of solidified emotions and where the rulers weave dreams for their subjects. It fills the pulp trope of “mysterious, isolated nation with exotic traditions.” But in looking for inspiration, don’t look to our world or our history. Look to your imagination; this is a realm that should feel as if it’s shaped from dreams and nightmares.
The core idea of Khorvaire and the Five Nations was civilizations where arcane magic has been incorporated as part of society. The most basic, core idea of Riedra was a civilization where psionics are the foundation of society. With Eberron we wanted to look at the logical consequences of magic existing; with Riedra, we wanted to do the same for psionics. At the same time, knowing that many DMs don’t LIKE psionics and feel that they clash with classical fantasy, it felt appropriate to make Riedra isolated and mysterious. DMs who WANTED to delve into psionics could either take adventures to Sarlona or simply have more contact with Riedran and Adaran characters. But that core idea was simple. Psionics are a well-established part of D&D that feel out of place directly alongside arcane magic. Let’s create a place where psionics BELONG—where they are a key tool of civilization.
The second purpose of Sarlona and Riedra is as the birthplace of humanity. We decided from the start that humans weren’t native to Khorvaire; that while they are the dominant species on Khorvaire, they are colonizers and on a fundamental level they are on the wrong side of history. But while humanity came from Sarlona, it’s no longer the land they left behind. In Riedra we have a new nation built upon the bones of those ancient realms, with many forgotten secrets waiting to be found.
Riedra is a dystopia where tyrants even control the dreams of their subjects. Or is it a utopia without crime, hunger, or doubt? We as players and DMs know that it’s an oppressive dictatorship, and yet it’s not the enemy of Khorvaire and many nations want its aid, which is again part of its story role: what do you do when your country allies with an oppressive nation? One of the fundamental principles of Eberron is that things aren’t supposed to be simple. WE know that the quori have stolen the freedom of the people of Riedra, but the greatest trick of the Dreaming Dark was convincing the people to build their own chains; the Riedrans don’t WANT your freedom. So we look at Riedra and feel that they SHOULD be the enemy; they are an oppressive dystopia, a vast and alien empire. But by default, they aren’t the enemy. So how do you deal with them? It’s the base of the Dreaming Dark, but the common people of Riedra don’t even know the Dreaming Dark exists.
So from a design perspective, here are the things Riedra brings to the world and to a campaign.
It’s a source for psionic content. Characters with psionic classes or abilities can be from Sarlona or have learned from a Sarlonan teacher. It provides an opportunity to introduce psionic villains and it’s a source for psionic artifacts. If you want a deep psionic campaign, it’s a place to run it. While that’s currently complicated by the lack of deep psionic rules, those rules are under development. I suggest alternatives later in this article, but if you do want to use the psi knight fighter or the soulknife rogue, this is where they belong.
It’s a dystopian tyranny, more inspired by 1984 or The Giver than any nation in our history. If you want to play out an underdogs-against-the-empire campaign, it’s better suited to that than any nation in Khorvaire… whether on the Adaran front, as a band of Akiak commandos, or a group of unchained dreamers hiding in the heart of the empire. Yet Riedra is also a place to explore what would we give up for security? Riedra has no crime, no hunger, no doubt. Are we so sure Khorvaire is better, with its greedy Houses, warring Wynarns, and Boromar Clan?
It holds the hidden bones of the nations that gave birth to humanity. Which means that it may hold many secrets lost in the Sundering. What did Khalesh know about the Silver Flame that the people of Thrane have yet to discover? Did the Pyrineans have ways to invoke the Sovereigns—new divine spells—that never made it to Khorvaire? What wonders and terrors are hidden in the war-mazes of Ohr Kaluun?
It’s closer to the planes than any other continent. In addition to massive manifest zones, it has wild zones—regions where a plane essentially projects into the material—and reality storms. This is a point that will be explored in greater detail in the upcoming article on the provinces.
Tied to a number of these points, Riedra is alien. It is shaped by spirits from another plane. It uses a supernatural science that’s all but unknown in Khorvaire, and it’s built on a foundation of nations that tapped the planes in strange ways. After a thousand years of Galifar, Khorvaire is known; Riedra is home to thriving civilizations, yet still unknown.
So in bringing Riedra into a campaign, you have a number of choices. If you have no interest in psionics you can ignore it completely. You can use it in the background, as a source for psychic characters and tools—the home of a single recurring villain or PC. You can highlight its role as an enigmatic ally—highlighting its presence in Q’barra, dealing with the Inspired ambassador at the Tain Gala—noting that it is a force that is technically helping and that the Five Nations want good relationships within, while also invoking its alien nature and dystopian aspects; if the Inspired ambassador offers aid, do the adventurers take it? If you choose to make the Dreaming Dark a major foe in the campaign, Riedra can become far more important, as diplomatic immunity and embassies serve as shields for Riedran villains. You could take the campaign to Riedra; perhaps the adventurers are fighting the Dreaming Dark or working with the Adarans, or perhaps they need to find a relic lost in a ruined temple in Khalesh or hidden in a war-maze in Ohr Kaluun. Or you could set your entire campaign in Riedra, focusing on the struggle against an all-powerful alien dictatorship that holds the common people in its thrall.
A RIEDRAN INVASION?
Riedra is a massive, tyrannical empire. The Dreaming Dark yearns to control all mortal lives. On the surface, this seems like it’s a set-up for a vast invasion. And if that’s a story you really want to tell in your campaign, your ally is Lord Zoratesh, the kalaraq quori who commands Riedra’s armies. However, in canon Eberron, it’s not a scenario that’s likely to occur. Secrets of Sarlona says…
Both the Devourer of Dreams (leader of the Dreaming Dark) and Lady Sharadhuna (leader of the Thousand Eyes) believe that (open war with Khorvaire) would be disastrous, providing a common enemy to unite the people of Khorvaire, destabilizing Riedra, and risking the ire of the dragons, the Lords of Dust, and other conspiracies currently watching from the shadows.
Lady Sharadhuna believes that the quori don’t need Khorvaire—that dominating Sarlona is sufficient for their needs. The Devourer of Dreams does plan to conquer Khorvaire, but not through brute force. Secrets of Sarlona notes that “The unity of Riedra succeeds because the people believe that the Inspired are saviors, not conquerors.” The quori created Riedra through manipulation. They tricked the old kingdoms of Sarlona into fighting each other, eroded faith in the old religions, played on prejudices and fears. And then they created the Inspired as champions who rose up from among the common people, uniting the people to fix the disasters the quori had carefully engineered. So the PEOPLE believe that the Inspired are heroes—legends who guided them through a terrible age of darkness and into a golden age.
The Devourer of Dreams plans to use the same script in Khorvaire… and most likely is already doing it. Over the last century, a stable kingdom collapsed into chaos and civil war. This war was driven by the paranoia of the last king and by the ambitions of the heirs—exactly the sorts of emotional states that could be engineered or enhanced by quori manipulation. We’ve never said conclusively that the Dreaming Dark DID cause the Last War, because ultimately we want each DM to make that decision themselves. But it certainly fits their style. They don’t conquer with invading armies; they conquer by tricking people into tearing their own nations apart. The trick here is that if the quori DID ignite the Last War, they surely DIDN’T cause the Mourning. It’s the Mourning that has brought a sudden and immutable end to the war, as the nations are afraid to continue their battles until the mystery is solved. So if the Dreaming Dark caused the war, the Mourning is surely a deep source of frustration for them… and they are likely trying to solve this mystery themselves!
But if you want to explore the quori conquest, there’s a crucial second piece of the puzzle. The quori don’t need the people of Khorvaire to adopt Riedran customs. The Dreaming Dark wants to create a stable civilization where it controls the dreams of the public, using a system similar to the hanbalani monoliths in Riedra. But they don’t NEED people to worship the Inspired or to follow the Path of Inspiration. They created the Inspired because it fit the situation they’d created—because they were saviors who rose from within to solve the problem. If they’re using the same script in Khorvaire, they will create something local and new—a force that the people of Khorvaire will accept as their saviors. Consider a few possibilities…
The Sovereign Swords. Presented in Dragon 412, the Sovereign Swords are an order of selfless heroes guided by the Sovereigns and strengthened by their angels. Or are they? The Swords truly are devout champions who seek to aid those in need. But are their powers and visions coming from the Sovereigns? Or are their “angels” actually quori, and their visions carefully scripted by the Dreaming Dark? The original Inspired were heroes who rose up within the common people, guided and strengthened by celestial powers. The Sovereign Swords could be unwitting tools of the quori, following the same script… but how can adventurers be sure?
The Dragonmarked Houses. Again, the Dreaming Dark doesn’t need Khorvaire to resemble Riedra; it just needs the situation to be stable and it needs people to accept their quori-designed monolithic dreams. One of the basic themes of Eberron is the balance of power between the old monarchies and the dragonmarked houses. Perhaps the quori are working within one or more houses to drive this—pushing for a future in which the common people accept that the old nations are irrelevant and that the houses are the future—creating a functional dictatorship run not by godlike Inspired, but simply by gold. In such a future, the monolithic dreams could be presented as a SERVICE: House Cannith and House House Sivis working together to provide you with OneDream™, the latest in somnambulant entertainment! Tasker’s Dream is a House Sivis think tank working on the potential of telepathy; could it be a quori front?
The Once and Future King. Alternately, the Dreaming Dark could have helped to tear down Galifar in order to rebuild it… to its own design. The Dreaming Dark could choose one of the existing candidates and work to present them as the true, destined savior who will restore Galifar. Queen Aurala is a possibility since she is known to want to restore Galifar, but an exotic option would be Prince Oargev of Cyre—if the Dreaming Dark helps to create a narrative of how the prince who lost everything is the one destined to save us all. This option is a way to have a LITTLE bit of a Riedran invasion, since Riedra could lend troops to support Oargev’s claim—but again, the goal of the Dreaming Dark would be to convince the common people to support Oargev; they don’t want to CONQUER, they want the people to build their own cage. So using dreams and agents, they’d work to convince people that Oargev IS blessed, that the Sovereigns are behind him, that he’s the one who can sweep away the corruption and terrors of the war and restore a golden age, where even dreams are always happy.
The net point is that Riedra is a looming and powerful force, but it doesn’t want outright war with Khorvaire; instead, the Dreaming Dark seeks to rebuild from within. But who will be their figureheads and catspaws?
RIEDRA AND THE INSPIRED IN FIFTH EDITION
The basic concept of Riedra is that it’s a society built on a foundation of everyday psionics… and there’s no system for psionics in fifth edition. What’s the answer? How can you make a Dreaming Dark assassin feel suitably different from a mundane rogue? How do you make Riedra feel truly alien?
Psionic Characters and NPCs
While the fifth edition of Dungeons & Dragons doesn’t have finalized rules for D&D, Unearthed Arcana has explored a number of different approaches to psionics. Here’s the latest version, which includes a Soulknife archetype for rogues, a Psi-knight fighter, and a Psionic Soul archetype for sorcerers. The article also calls out that the Great Old One warlock has always had “psi-themed powers”—its class features grant telepathy, a thought shield, and the ability to mentally dominate a thrall.
So you can work with the options in Unearthed Arcana. If you want a psionics system that’s as entirely unique as the third edition system, there are third party options available on the DM’s Guild. But my personal approach is simpler. If you separate class mechanics from the default flavor associated with them, you have the tools to create a wide assortment of characters. A barbarian doesn’t have to be angry. A bard doesn’t have to be an entertainer. Consider the following ideas, which could be agents of the Dreaming Dark or heroic PCs.
Tactile Telekinetic. This is a human child—an urchin living in a bad part of Sharn, ignored by the world. Despite their childlike appearance, they display surprising strength—because they are channeling telekinetic ability through their body. When they are forced into battle, they’re surrounded by a translucent field of energy—a force field that reduces damage from physical attack and increases the damage of their melee attacks. As long as they are aware of threats, they can try to use their gift to shield them from threats that require a Dexterity save. That’s the STORY. Mechanically, this character is a halfling urchin barbarian. The halfling race is used to represent “young human”—small and quick. Mechanically, the character has a high strength, but they don’t LOOK like it; nothing says that a strong character has to have big muscles! The telekinetic shield is reflected by Unarmored Defense, temporarily supercharged when the character activates “Rage.” They describe “Danger Sense” as being able to deflect threats with their shield. Fast Movement? Kinetic enhancement. The point is that what Rage DOES is provide you with a temporary boost to melee damage, resistance to physical attacks, and advantage on Strength checks. It’s up to you what that looks like—whether it’s primal fury that allows you to only take half damage from physical attacks, or if you’re generating a telekinetic shield.
Thoughtstealer. This clever agent blends exceptional training with coercive telepathic power. They carry no weapons, preferring to strike their enemies with disorienting psychic blasts. They can use their telepathic gifts to guide the actions of their allies or to disable their enemies. And above all, they excel at beguiling their foes. This is a bard of the College of Lore, who fights with vicious mockery and describes Bardic Inspiration and Cutting Words as telepathic guidance or interference. Friends, charm person, and suggestion round out their powers of mental coercion; they could add sleep as the power to shut down enemy minds, and detect thoughts is an obvious choice. Bardic Inspiration and vicious mockery are limited by the fact that the victim has to be able to hear the target, but in MY campaign, if the bard is a kalashtar, I’d allow this to combine with their racial Mind Link power; the caster doesn’t have to speak aloud if the target is within range of their Mind Link.
Mindbreaker. Perhaps I want a more aggressive psion. Though they carry no weapons and wear no armor, this Inspired commando can shield themself with a kinetic shield, blast enemies with telekinetic force, and unleash devastating blasts of psychic power. When an enemy strikes them, empathic feedback causes the attacker to share their pain. This is a warlock, flavoring eldritch blast as telekinetic force bolts and mage armor as a kinetic shield. To add some flavor I’ve changed some damage types; the “empathic feedback” is armor of Agathys but dealing psychic damage instead of frost damage. The character is a Fiend pact warlock, but I’m changing the damage type on all their fire spells—burning hands, scorching ray, fireball—to psychic damage and saying that they don’t cause any damage to nonliving creatures… so the Mindbreaker can unleash a psychic blast that devastates a crowd (psychic fireball) but doesn’t burn down the building.
You can apply this principle to any character, PC or NPC. Mage armor or stoneskin? Wall of force or Bigby’s hand? Telekinesis. Detect thoughts or enthrall? Telepathy. Even disguise self could be described as planting a telepathic image in the minds of viewers; to add flavor, a DM could say that this spell won’t affect someone protected by a ring of mind shielding or creatures immune to being charmed. A fighter could describe Second Wind as psychometabolic healing, and Action Surge as momentarily altering their perception of time. A monk can easily present their qi-related abilities as being psionic disciplines, and for this reason we’ve always presented monks as being more common in Sarlona. Sometimes it makes sense to change a damage type or a detail of an effect; perhaps a Kalashtar quori-hunting paladin deals psionic damage instead of radiant damage with their smite, and Divine Sense and Divine Smite are effective against aberrations instead of undead. On some levels, this is a question of balance; radiant damage is a powerful tool against undead, and if my campaign was going to be all about fighting the Emerald Claw, I wouldn’t make that change to a PC. But if DM and player approve, there’s nothing wrong with having a “paladin” who smites with the power of their mind and lays on hands using a psychometabolic discipline. The EFFECT is extra-damage-on-melee-attack and heal-on-touch; nothing says it HAS to come from a divine power.
The default with this approach is that “psionic spells” are still treated as magic for purposes of detect magic, antimagic field, etc. The essential principle is that all forms of supernatural power—divine, arcane, primal, psionic—are different ways of manipulating energy, but that the results are similar enough to overlap. On the other hand, if a DM chooses, they could change the rules. Perhaps psionic spells can’t be countered with counterspell or negated with an antimagic field—in which case I’d likewise say that a psionic version of counterspell would only work on other psionic spells. This is a way to emphasize the alien nature of psionics—the diviner can’t even sense them!—but can raise balance issues.
So the primary question is what do you want from psionics in your game? If you WANT them to be entirely unique and to have nothing in common with other forms of magic, the best bet will be a third party approach. If what you are looking for is unique flavor, you can add that directly. So personally, I don’t have any problem using the Dreaming Dark in the current system; I just make a few changes to the creatures and characters I use as a base.
An Inspired as a PC? It’s possible someone could be set on playing an Inspired as a player character. While the obvious answer is to have them be a rogue Chosen who’s wearing a charm that protects them from being possessed by their quori spirit, perhaps they WANT to play an active Inspired. This isn’t as impossible as it sounds. There are factions within the Dreaming Dark; Lady Sharadhuna of the Thousand Eyes believes that the Inspired don’t NEED to conquer Khorvaire and that the Devourer of Dreams is chasing their own personal ambition, not working for the good of all quori. A PC could easily be a Chosen vessel of Sharadhuna or one of her top lieutenants, sent to Khorvaire to monitor and potentially interfere with the Devourer’s schemes. They’d be entirely loyal to Riedra and to their Quori spirit, but that doesn’t mean they are evil or intend any harm to the people of Khorvaire. Personally, I’d design this character as a kalashtar warlock—either using the Fiend patron and the Mindbreaker model I suggest above, or the Great Old One patron and more of a telepath/manipulation spell set. The point of the Inspired is that the powerful spirits have multiple Chosen hosts, intentionally spread around; so the character’s patron might BE Sharadhuna, but she very rarely actively possesses the character aside from to give them direction; she’s got far more important things to take care of in Riedra. As with any warlock patron, they teach the character to use their supernatural abiolities and give them direction; and the DM has the OPTION to have the character be fully possessed (temporarily gaining a boost in power) if it serves the needs of the story, but the character can’t trigger this.
Here we run into a more basic problem. If we are using reflavored spell effects to represent psionics, than how is the psionic society of Riedra any different from the wide magic society of the Five Nations? And wasn’t that the whole point of Riedra?
The saving point here is that unlike Khorvaire, the economy and society of Riedra isn’t based on the widespread presence of low-level casters. Sarlona doesn’t rely on the psionic equivalent of magewrights. Psionic training and power is concentrated in the hands of a small group of extremely powerful people—the Inspired. Essentially, we always say that Khorvaire is “wide magic” instead of “high magic,” because it’s about a vast number of people employing low level magic, while high level spellcasters are very rare. Riedra is the opposite. It’s high psionic—a nation where a privileged corps of extremely powerful immortals have used their powers to create the infrastructure. Under 3.5 rules, there are 20th level psions among the Inspired; by comparison, Merrix d’Cannith is a 12th level character. Because of this, it’s less about what effects are used on a daily basis? What psionic powers might a local merchant use? and more what massive wondrous systems have been put in place by the metaconcert of the Inspired? This ties to the point that most dragonmarked tools require a dragonmarked heir to operate them. In Riedra, the infrastructure systems are powered by the psychic energy gathered by the monoliths; they don’t NEED the common people to do anything. Again, rather than widespread low-level casters, Riedra relies on the small corps of extremely powerful individuals creating self-sustaining systems.
The main point is that the infrastructure systems described in Secrets of Sarlona can be used as described even if we don’t have a perfect psionics system underlying them—because most of their effects are story effects as opposed to magewrights actively casting spells. Let’s take a quick look at the psionic infrastructure in place in Riedra.
The Hanbalani Altas. The most iconic element of Riedra is the massive ovoid monoliths spread across the landscape. These monoliths draw on the thoughts and emotions of the surrounding populace and convert this into psychic energy, which is used to power most of the effects described below. They are also planar anchors, slowly helping to bring Dal Quor back into alignment with the material plane. Where most of the services in Khorvaire are provided through individual dragonmarked enclaves and different focuses, the hanbalani represent a chokepoint for the Inspired; disabling a hanbalan is a way to essentially “cut power” to a region. This ties back to the basic point that the Inspired have great power in their SYSTEMS, but that power isn’t spread throughout the populace.
Nondetection. Each hanbalan is the center of a massive nondetection effect that prevents outsiders from scrying on Riedra. Once people are within the field, scrying and divination work normally, and people within the field can scry on those beyond it. But this field prevents diviners in Khorvaire from spying on the Inspired.
Dreamshaping. The quori believe that by stabilizing the dreams of mortals they can stabilize Dal Quor itself, preventing the prophesied turning of the edge that will end il-Lashtavar and reshape all quori. One of the most important functions of the monoliths is to broadcast the dream programming that is shared by all the people of Riedra. From Secrets of Sarlona: “The typical Riedran dream is soothing and vague, blending images to project the wonder of Riedra, the joys of being part of a greater whole, and the celestial benevolence of the Inspired. Every so often, these soothing visions are interspersed with flashes of the dark horrors that lurk outside the borders of Riedra.” These dreams can be fine-tuned, targeting a region or village with a specific village, but the purpose is to have a single dream whenever possible.
The Voice of Riedra. Just as they broadcast dreams, the hanbalani allow the Inspired to broadcast telepathic messages over a wide area. Through the network, a message can be broadcast across the entire Unity. However, messages are usually tailored to a specific region or even a particular village. The Voice provides news, instructions, and encouragement throughout the day. It allows the Inspired to mobilize a region against a problem—for example, sharing a description of a dangerous group of rogue adventurers. It also provides the sense that the Inspired are always watching, even though the Voice is just an outward projection.
Teleportation. Swift transit is an important area in which Riedra has a significant advantage over Khorvaire. Riedra has a network of massive teleportation circles that connect points in space. There are two very important distinctions between the psionic circles of Riedra and the teleportation circle network House Orien is developing in Khorvaire. The Riedran circles connect two specific gates. The circle in the fortress of Kintam Lar connects to the city of Durat Tal and that’s all; it can’t be adjusted to teleport to Dar Jin. While that’s inherently more limited than the typical teleportation circle, where it has an enormous advantage is that it’s always on. As long as the portal can draw power from the hanbalani, it is always active. The Inspired can move entire armies across the continent, or transport vast quantities of food and supplies. Durat Tal is the central hub for this network—so in moving that army, it will march through the gate at Kintam Lar, arrive in Durat Tal, and then enter another gate to, say, reinforce Kintam Keera in Borunan. The kintam fortresses and bastion cities are thus connected by teleportation networks, and caravans deliver goods or troops from these hubs to surrounding villages. By contrast, House Orien is developing a system that works using the teleportation circle spell. This allows one Orien circle to connected to any other Orien circle, but an heir must have the ability to cast the spell to open the circle and it only remains open for one round. So currently the system is a novelty—a way for wealthy clients to move swiftly, but not a system that can be used to move armies or replace the lightning rail as a means of transporting goods. A key point of the Riedran system is that the gates are all heavily guarded and that this service isn’t available to the general public; Riedrans aren’t SUPPOSED to travel. But this ability to swiftly move forces across the length of Riedra is one of the most powerful tools of the Inspired.
Light and Heat. In Khorvaire, light is provided by individually enchanted everbright lanterns. In Riedra, the energy of the hanbalani flows into specially treated crysteel (a substance that has properties of both crystal and metal) and causes it to glow. In villages light comes from mounted crystal globes, while in larger communities the buildings themselves shed light; seen from afar, a bastion city is a stunning vision of glowing domes and spires. This same system can provide climate control, heating buildings in the chill north or cooling them in the tropical regions of the south. As such, fire is rarely seen in a Riedran community; light and heat are gifts of the Inspired.
These are systems that are immediately obvious, even to outsiders. Other systems are more subtle; the Thousand Eyes has a network of remote viewing (psionic scrying) that dwarfs the capabilities of even House Phiarlan or the Trust. The Inspired also have an interesting advantage in terms of communication, which is that any Inspired can leave its current vessel and return to Dal Quor at any time. There are Inspired whose sole role is to deliver messages; they have host Chosen in every major city and fortress, and can move between them to get news where it needs to go within seconds.
So in comparing Riedra to the Five Nations, the INSPIRED have capabilities that far outstrip the nobles of Khorvaire. They have a system of swift communication, a vast network of observation, the ability to transport forces across the continent in a brief time. But the common people don’t have access to any of these services, and daily life is more limited than life in the Five Nations. There’s no casual equivalent to the widespread magewrights and wandslingers of Khorvaire. While there are humans trained in psionics or magic, they are devoted to very specific roles—notably the Edgewalkers who protect the people from supernatural threats. The people benefit from crystal illumination, the guiding Voice, the unifying dreams. But they are dependent on the Inspired for these services… and if a hanbalani is deactivated, these services will be lost.
Casual Telepathy. One more point to consider when working to present the alien flavor of Riedra and the everyday role of psionics is the casual, institutional use of telepathy. Street signs don’t bother with names (and many Riedrans are illiterate); instead, a subtle telepathic signal means that you always know where you are in a Riedran city, if you stop to think about it. Riedran monuments project feelings or images; in studying a statue of a hero you may feel a swell of pride at their achievements, and when you visit a memorial you may find that you remember the tragedy that it commemorates, as if you were there. All of this is perfectly normal to a Riedran, but it can feel intrusive or unsettling to people from Khorvaire.
While Riedrans make use of wood, metal, leather, and other materials commonly found in Khorvaire. However, they use a few materials that are less common. Crystal is a useful medium for psionic energies; as noted, crystal spheres provide illumination in most Riedran villages. Crysteel is a substance that has the appearance of crystal, but the durability and flexibility of metal; it is an excellent channel for psionic power and is used both to make buildings, tools, and weapons. Sentira is a substance that has the appearance of polished shell; it is actually a form of ectoplasm, created from pure, solidified emotions. Sentira is a critical part of Reidran tools, as it is an excellent channel for psionic effects tied to its associated emotion.
Should you use a unique psionic system, Riedra is the logical source for psionic tools. But as with character abilities, you can create things that feel like psionic tools but that use the rules for traditional magic items… perhaps with a twist or two. Consider the following…
A flame tongue sword that inflicts psychic damage instead of fire damage; it channels the rage of the bearer and directs it at the target.
A crystal that serves as a wand of fireballs, but deals psychic damage instead of fire damage and causes no damage to nonliving targets.
A shard of crystal that serves as a psionic equivalent of a scroll, holding a single charge of a psionic spell effect.
A psionic tattoo. This can be transferred to a willing creature by touch, and triggered as a bonus action; it duplicates the effects of a potion, and vanishes when its power is used.
A crystal figurine of wondrous power. When activated, the statue doesn’t grow or animate; instead, it projects an ectoplasmic construct of the associated creature around the crystal core.
… And so on. Effects that can be easily identified as telepathy, telekinesis, or teleportation are logical. It makes sense for a Dreaming Dark spy to have a cape of the mountebank, a ring of mind shielding, and perhaps a sword of life stealing that deals psychic damage instead of necrotic damage. Riedran wings of flying might work through telekinetic force rather than by becoming actual wings. An important limitation is that many “psionic magic items” can only be attuned or activated by people with some degree of psionic talent. Depending on how the DM decides to implement psionics, this could be a negligible issue; on the other hand, it could be a way to provide agents of the Dreaming Dark with powerful tools that can’t be immediately used by the adventurers (even if they can surely find people in House Cannith or Sivis who will be happy to pay for them!).
Speaking to the overall alien aesthetic of Riedra, most structures are built from stone, sentira, and crysteel. Structures are often shaped through metacreative techniques; spheres are more common than sharp angles, and sentira tools have the look of horn or shell—more grown than built.
This covers the most basic issues, but there’s certainly other questions one might ask regarding Riedra in fifth edition…
What about elans and dromites?
Elans and dromites are races that were added in the 3.5 Psionics Handbook and given a place in Sarlona. Immortal elans were described as being living prisons for exiled quori, while the insectoid dromites leave deep below Sarlona and fight an ongoing war with the Inspired. Elans play such a trivial role in the setting that it’s not something I’ve personally taken steps to correct. For dromites, the simplest answer at the moment is to use the psionic version of the thri-kreen to represent them. It’s not perfect (among other things, dromites are a small race) but if you don’t want to design a new version of the dromites or use a third party resource, thrikreen are an existing option. I’d love to write more about my vision of dromite culture in Sarlona, but that’s another topic.
Do you see a way for PCs of Khorvaire to enter Riedra without being sneaky? A more lawful or proper way?
Sure, this is discussed on page 46 of Secrets of Sarlona.
The Iron Gate does not charge for transit visas, but it rarely grants them. Riedra isn’t for tourists. Travelers must provide a valid reason for entry and show that they have no criminal tendencies or intent, as well as enough knowledge to avoid accidentally breaking Riedran laws. A successful DC 30 Diplomacy check is sufficient to get an entry request considered, but even then the reason must stand on its own. Finally, mind probe (EPH 119) is often brought into play to ensure that the travelers have no hidden motives. If the request is especially intriguing or risky, the Iron Gate might allow travel but send a member of the Thousand Eyes along as a chaperone and observer. Unless the party is deemed a serious risk, this observer is a Chosen; the controlling spirit only takes possession of the vessel every few hours to check on the situation.
I would also be interested in finding out more about means for PCs or other characters to being able to lay low in Riedra after becoming targets. It sounds like they can be scryed up pretty easily.
Remote viewing essentially functions like scrying. So using the 5E rules, first the viewer must know SOMETHING about the target; they can’t just say “There’s some foreigners somewhere.” If the scrying force is simply working off a description of the character, the target gets a +5 saving throw versus the attempt and if they succeed, it can’t be repeated for another day. So I’d start with that; they’d have to deal with a daily scrying attempt.
If they can find allies among the Unchained or the Dream Merchants, they could potentially either acquire the equivalent of a Ring of Mind Shielding or something else that could help them hide. Perhaps a sentira ring with a strong resonance can essentially mask the wearer’s personality signature—not making them IMMUNE to divination, but providing a large bonus to saving throws against scrying. I could also see manifest zones as interfering. Scrying can only target creatures on the same plane of existence, and wild zones are described as essentially a chunk of the plane intruding into Eberron; I think it’s reasonable to say that the Thousand Eyes cannot scry into wild zones, so those become sanctuaries for rogues and rebels alike.
The kalashtar believe that by doing good works and promoting peace through the Path of Light, they will bring about the turning of the Age and create Il-Yannah, the Great Light. By that logic, one would think that the way to preserve Il-Lashtavar would be to spread war and suffering.
That’s not actually how it works. If that’s what the kalashtar believed, they’d be wandering across the world trying to spread peace and goodwill, and they notably ARE NOT DOING THAT. The Adaran kalashtar have remained in isolation for centuries, and even the Kalashtar in Khorvaire are called out as largely remaining in their isolated communities, not actually traveling around spreading goodwill. Those few who DO take this sort of direct action are the shadow watchers, and are called out as being few in number.
Here’s the idea. All quori believe that the Quor Tarai — the spirit of the age — has a natural lifecycle. It WILL change, regardless of what mortals do. It gets thirty or forty thousand years (as Eberron measures time) and then it changes. That’s just a scientific fact of how Dal Quor works, just like how the planes orbiting. So there is a clock counting down to the turn of the age. The kalashtar want to keep that clock counting down or, if possible, to speed it up. The Inspired want to break the clock – to freeze it and stop the hands from moving.
Here’s a crucial piece from Races of Eberron: The majority of kalashtar devote themselves to spiritual warfare. These kalashtar, called lightbringers, believe that the only way to truly destroy the Dreaming Dark is through spiritual change, that through their religious rituals they are slowly turning the wheel of the age, banishing the dark and bringing in the light. Thus, most kalashtar appear to be peaceful mystics, but in their minds, they are soldiers in the midst of a war.
A second point: The kalashtar want to reshape Dal Quor, and they believe that with their continued devotions they are doing so.
The Path of Light embodies the values of il-Yannah, so those who follow it actively seek to embody those values. But they aren’t trying to impose them on others, because that’s not necessary. THROUGH THEIR MEDITATIONS they continue to turn the wheel; and when it finally changes, the world will BECOME a better place.
Likewise, the Dreaming Dark doesn’t believe that they NEED to spread darkness. This is an age of darkness. What they need to do is to stop the clock. The Inspired are trying to cheat and freeze time by essentially freezing mortal dreams—creating a shared, static dream and simply stopping change. But they are still AFRAID that the kalashtar, through their meditations, are moving it forward — and so, they seek to destroy the kalashtar.
The point being that to US it seems like the Adaran kalashtar are trapped in their mountains and accomplishing nothing. But THEY believe that they are winning their war, because every day they continue their devotions moves us closer to il-Yannah.
How does this affect the two sides in their ongoing war? Do either have some kind of proof or evidence that their way is working? What else could this mean?
No, they have no way to measure success. Like all the religions of Eberron, this is entirely a question of faith. This is the point of the disagreement between the quori leadership. Lady Sharadhuna doesn’t think the Inspired NEED to conquer Khorvaire; she thinks they’ve already won the war. Zulatar thinks they must conquer Khorvaire. And the Devourer of Dreams may be pursuing its own agenda.
It’s possible that the idea that the Kalashtar believe they need to promote peace comes from Faiths of Eberron. I didn’t work on that book and I don’t actually recall what it says about the Path of Light. But by other canon sources, the kalashtar who actively meddle in the world are the shadow watchers, and they are a minority; the majority of the kalashtar believe that they are fighting the war by meditating in their monasteries.
Obviously this only scratches the surface of Riedra, but that’s what I have time to address here. This isn’t intended to invalidate Secrets of Sarlona, so you can find more information there. My next article will dive into the provinces of Riedra. Because of the length of that article (which is considerably longer than this one), I’ll be posting an excerpt of it here on the site, and posting the full text to the Inner Circle of my Patreon. Thanks to the Patreon supporters who keep this site going and who chose this topic!
I’m still working on my Riedra article—which will now be split into multiple articles, though I’ll post both this week—but I thought I’d start the week off with an IFAQ on a related topic raised by my Patreon supporters: The Inspired.
Rising From The Last War has this to say about the Inspired.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can’t resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.
Rising from the last war, page 294
This is concrete and clear. The quori can possess any dreaming humanoid that agrees to the possession. The Inspired are members of a subspecies of humanity—known as the Chosen in Riedra—bred to be possessed. What Rising doesn’t call out is that in the original canon, Chosen are bred to be possessed by a specific quori spirit; you’re not simply a generic Chosen available to all quori, you’re Chosen of Lord Sulatesh. Chosen can volunteer to be possessed by another quori (and most would be happy to do so), but only one spirit has unlimited access. In Riedra, GENERALLY “Inspired” means Chosen-who-is-actively-being-possessed, but if the spirit leaves an Inspired host because of important business in another host, the “empty” Inspired still maintains their position and will carry on in the spirit’s absence.
Now, Rising muddies the water a little with this subsequent paragraph.
Most of the people of the Five Nations have heard of the Inspired lords of Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, merchants and mayors might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
RISING FROM THE LAST WAR, PAGE 294
The main point here is that the section is using “Inspired” as a general term for any creature possessed by a quori spirit. Which is fine, because you can use the STAT BLOCK for any such creature. But it’s important to understand that this second class of people—humanoids who have ALLOWED a quori to possess them—will not CALL themselves “Inspired” and they would not be recognized as Inspired by the people of Riedra. Likewise, it is the CHOSEN who “resemble the kalashtar, having an almost supernatural beauty.” There’s no change to the appearance of people who willingly allow themselves to become possessed, and again, these voluntary hosts can be of any humanoid species that can dream. The stat block in Rising presumes a Chosen host, but you could have a dwarf, an ogre, or even a shifter infected with lycanthropy as a voluntary host.
Quori possession is entirely different from the relationship between a kalashtar and their quori spirit. With the kalashtar, the quori is a passive presence that simultaneously guides many kalashtar. With the Inspired (voluntary or otherwise) the quori is an active presence that controls a single body at a time, and it fully dominates the host. What we’ve said is that while possessed by a quori, it feels like you are making your own decisions, but you have no control; because of this, people who are possessed by a quori for long periods of time often find that their personality shifts to mirror that of the quori, because it feels natural. This is why the Inspired are trusted even when they aren’t inhabited; even without the quori presence, they tend to think like the quori. However, this sort of shift requires years of possession. Someone who is tricked into accepting quori possession and quickly freed—either because the quori voluntarily leaves or because it is driven out—remembers what happened while they were possessed and can refuse to let the quori return.
So: a quori working with Chosen hosts can move between its vessels at will. It could have Chosen vessels on three different continents and coordinate international schemes involving all three hosts. However, if the quori is working with someone who was voluntarily possessed, they may not have this option; it could be that the moment they leave the host it will turn against them, raising the alarm and undoing their schemes. Note that such a freed host may not KNOW much about the quori’s grand schemes. Usually quori trick victims into accepting possession with clever lies—claiming to be an angel, or the spirit of a heroic ancestor, or something like that. The victim may quickly realize that’s true, but they don’t know what the quori actually is or what it wants. The quori gets access to the memories of the victim, but the victim doesn’t learn the secrets of the quori. So again, freeing a host can be a major snag in the plans of the Dreaming Dark, but it doesn’t provide access to all their secrets.
So just to sum up: The Inspired is the title used for the rulers of Riedra. These rulers are raised up from the Chosen—a magebred form of humanity who cannot resist being possessed by the patron quori of their line. Quori can also possess any willing humanoid capable of dreaming, but the once they leave that host they will have to be granted permission to return to it.
The humans found in the Carrion Tribes of the Demon Wastes are supposed to be descended from refugees from Sarlona. Could some of these refugees have been people who were part of the Chosen magebreeding program? It seems wonderfully tragic for them to flee Sarlona to avoid being possessed only to end up in a land of fiends. Could this mean that there is a bloodline of Carrion Tribe barbarians optimized for fiendish possession?
Sure! We don’t know what was involved in creating the Chosen. It’s quite possible that the Inspired experimented with existing possessing fiends to perfect their hosts, and began with a vessel that was broadly vulnerable to any form of possession. The main point is that they’d have to have been failures as CHOSEN, because the defining feature of the Chosen is that they can be possessed ANYWHERE. Again, a quori of the Dreaming Dark can have Chosen vessels on every continent and move between them at will; their physical location is irrelevant. So a Chosen vessel can’t simply RUN from its patron quori; it will need to have some form of supernatural protection to avoid possession. But sure, you could have a bloodline in the Demon Wastes whose members are descended from early failures in the programs that created the Chosen.
The ECS notes the Chosen/Empty Vessels have slight fiendish and elven qualities (pg 290). With Sarlona and Aerenal being quite separate, is this elven quality a result of some magebreeding, selective breeding with traders, or just a way to describe their grace and etherealness?
Largely the latter. Rising is clearer about this, simply stating “Inspired resemble the kalashtar, possessing an almost supernatural beauty.” Actual elves would be a weird options since they’re very uncommon on Sarlona and because they don’t dream, which makes them a strange choice for a dream-host; I’d actually think that part of what defines the Chosen is that on one level they are ALWAYS dreaming, that their innate connection to Dal Quor is stronger than that of most creatures. The quori may have worked with tieflings from Ohr Kaluun as part of their program (giving that fiendish touch); another possible vector for an elf aspect is something that will come up in the upcoming articles, namely that one of the sorcerer-lines of Corvagura drew its power from Thelanis and had fey features.
What’s the story with mind seeds?
Mind seed is a psionic discipline from the 3.5 psionics rules that replaces the consciousness of the victim with a copy of the consciousness of the caster. In 3.5 the kalaraq quori had a specialized version of this—focused mind seed—that replaced the PERSONALITY of the victim while keeping their memories and skills intact, which is a pretty important detail if you want to to replace a top spy and not have them lose all the skills they need to perform their job.
Mind seed is a perfect example of an ability that is, ultimately, a plot device and doesn’t actually require psionics rules to be used in a story. It’s not intended to be used on player characters; it’s a tool that allows the Dreaming Dark to infiltrate other organizations, seeding people in their dreams. Seeds are the ultimate moles, because they aren’t possessed and thus can’t be exorcised; once the seed personality has taken hold, the only way to recover the original personality is with the equivalent of a wish. So again, it doesn’t really NEED mechanics; all that matters is that the Dreaming Dark has the capability to replace a victim’s personality with the personality of a Kalaraq quori, which allows them to have moles almost anywhere.
Of course, it’s reasonable to wonder: why doesn’t the Dreaming Dark have hundreds of mind seeds? Why aren’t all the rulers of Khorvaire mind seeded? There’s a few factors. The kalaraq generally plant seeds in dreams, so there’s the basic idea that they can only affect mortal humanoids that dream; they can’t mind seed elves or warforged. It’s also the case that mind seed is a slow process that can be stopped if it’s identified along the way (in the 5E version, you have about 6 days in which the effect can be removed by remove curse). So, for example, in Adar people know what to look for and will generally nip potential mind seeds in the bud. But people in Khorvaire are less familiar with this… so, why don’t they mind seed ALL the important people in Khorvaire? The answer is called out in Secrets of Sarlona: The quori don’t CONTROL mind seeds. Someone who’s possessed is entirely dominated by the possessing spirit. A mind seed is a copy of the quori in a humanoid body. The driving cause that unites the quori is the fear that the turning age of Dal Quor could destroy them all… but a mind seed ISN’T a quori and isn’t actually threatened by this. And worse still, the kalaraq quori are spirits of ambition. So it’s rare, but kalaraq mind seeds have cut ties with the Dreaming Dark to pursue their own ambitions… and as they have the cunning and knowledge of one of the leaders of the Dreaming Dark, these rogue seeds can be serious threats. As a result, the quori are very careful about not relying too heavily on mind seeds. The ideal mind seed has an interesting challenge that will keep the seed from becoming bored, while not having so much power that it will collapse the quori plans if the seed does rebel.
With that said, Rising From The Last War presents a simpler version of this that states that the victim “becomes a thrall under the quori’s control.” And you can certain take this approach, perhaps just limiting the number of thralls each kalaraq can have. But I prefer the original concept, which is that the mind seeds AREN’T under quori control. They serve solely because of inherited loyalty; but they have the potential, however rare, to evolve and rebel.
That’s all for now! More on Riedra will be coming this week. Thanks to my Patreon backers for keeping this site going!