Chronicles of Eberron: Sentira Lenses, Expanded Ancestries, and More!

Chronicles of Eberron is my latest release on the DM’s Guild… over two hundred pages of Eberron lore and advice. The content in Chronicles began with articles on this site, but with each chapter I reviewed, reconsidered, and expanded the material. In some case this involved significant rewriting; in others, the additions are mainly art and the mechanical elements. Here’s a look at just a few of the surprises in Chronicles of Eberron!

Art my Matthew Johnson

Sentira Lenses

Over the past few years I’ve delved into the uses of sentira, a material used by both the kalashtar and the Inspired. Sentira is a psiactive material that is, essentially, crystalized emotion. Canon long ago introduced the concept of sentira armor; now Chronicles of Eberron provides sentira weapons, lenses that allow you to cripple your enemies with bolts of emotional energy. Sentira lenses inflict psychic damage, and someone has asked what this FEELS like. In my opinion, that’s based on the type of emotion involved. It’s essentially an overwhelming, intense burst of the emotion in question, so powerful that it’s a shock to your system even if the emotion is pleasant. I think the typical Inspired weapon would use negative emotions, blasting you with fear or despair. On the other hand, I like the idea of a kalashtar lens that is a blast of love; it reduces your hit points not by hurting you, but rather by overwhelming you with bliss.

Chronicles of Eberron includes a deep chapter on Riedra and on the role of psionics in 5th edition Eberron. Sentira lenses are something Imogen Gingell and I developed for the book, expanding on the idea of psionic science.

Ancestries

How do I add this ancestry to Eberron is the question I have been asked with the most frequency over the course of the last decade. Anytime a new book comes out… how do Harengon fit into Eberron? How about Owlen? This is a topic I’ve discussed before, and Chronicles of Eberron discusses the general principles I use when making these decisions. However, it also includes more specific answers than I’ve given in the past—with concrete suggests as to how I’d add or modify thirteen ancestries for use in Eberron. If you’ve been itching to see what I’d to with grungs in my game, Chronicles has the answer!

Images by Styliani Papadaki, Brian Hagan, and Chris Burdett

Mordain’s Little Friends

Chronicles of Eberron includes an image of Mordain the Fleshweaver working at a cauldron. Some people have responded to this saying Does he have an extra hand? Nope! What he has is friends. Dragon 364 introduced skinweavers, creatures Mordain creates from the heads and hands of other creatures. Papadaki’s image is a callback to the art in Dragon 364; there’s a skinweaver hand stirring the pot, and a skinweaver head looking down from above. Of course, these aren’t his only little friends; if you look at Mordain’s belt you’ll see that he has a frightened frog—or is it a grung shrunk down with reduce—in one of his flasks!

Akiak/Doriak

One of the questions that’s come up regarding Chronicles of Eberron is why I changed the name of the dwarves of Dor Maleer from Akiak to Doriak. The short form is that they never should have been called Akiak in the first place. The Akiak are indigenous people of North America. I don’t know how this was overlooked in the first place; I didn’t work on that section of Secrets of Sarlona and don’t know how the name was developed, and I appreciate the members of the Eberron community who called this out. “Doriak” is a term that has been used by the Eberron community; it keeps enough of the original sound for some familiarity, and Do- evokes both Dor Maleer and Dolurrh.

Art by Marco Bernadini

Riedra Map

Marco Bernadini is a joy to work with. He created the planar map in Exploring Eberron, and he’s made a wonderful map of Threshold I look forward to sharing in the future. For Chronicles of Eberron we commissioned him to create a detailed map of Riedra—including callouts that gave a glimpse into each province. The details he added to the piece are astonishing. Marco developed symbols for each of the branches of Riedran government. Looking to the Provinces, he did just as we asked—giving a glimpse of a moment in each province—but he added an extra detail, working the symbols of the planes that have the greatest influence in each province into the frame of the callout. So in this image you see the ominous gate of the Final Passage, but also the symbols of Dolurrh and Risia around it.

That’s all for now! If you’ve read Chronicles of Eberron, feel free to share something that surprised you or drew your attention in the comments.

IFAQ: Nationalism, Ancient Sailors, Merfolk and Masked Fey

Every month, I answer interesting questions posed by my Patreon supporters. Here’s a few that came up this month!

What is the basis of nationalism in Khorvaire? Everyone speaks Common. Ethnicity doesn’t seem to be a factor, considering that you can be Brelish while being a dwarf or elf, let alone human. If it’s about shared history and traditions, can an Aundairian adopt Brelish ways and become a Brelishman? If an overwrought Sword of Liberty is setting out on a terror campaign against foreigners, what is he looking for to determine who is and isn’t a “foreigner”?

First, let’s talk about language—something I did in this article. One of the basic points is that the Common tongue is an artificial construct we use because it makes stories easier; it’s not especially FUN to have the story come grinding to a halt because no one speaks Karrnathi. So, everyone in the Five Nations speaks Common. But as I note in that article…

I prefer to limit the number of languages I use, but also to play up the idea of regional dialects and slang. Common draws on all of the old languages of pre-Riedran Sarlona, so you can definitely get variation from place to place. When the paladin from Thrane is in a small Karrnathi village, he might have to make an Intelligence check to perfectly understand the conversation of the locals or a Charisma check to communicate clearly… unless, of course, he has a local guide to help out. It allows for the challenge and potential humor of limited communication while still allowing for the possibility of communication with no help. If a character has the Linguist feat or is from the region, I’d allow them to act as that local guide — so we’ve got a little fun flavor because the Karrn PC can joke with the locals at the expense of the Thrane.

Then there’s this article on “The People of the Five Nations.” A key note: “Rather than being judged by the color of your skin, you’ll be evaluated by your ACCENT, ATTITUDE and FASHION.” (highlights added). So again, everyone may be speaking Common, but in my campaign, unless someone is actively trying to disguise it it’s obvious from their accent where they’re from (unless part of their story is “I went to Arcanix and worked hard to ditch my small-town Brelish accent.”)

To look to a real world example, consider the US Civil War. Consider how people in a small town in Mississippi would feel about someone from New York City moving into town four years after the war. He might look just like most of the townsfolk; he might even have a great-grandfather from the town. But he doesn’t dress like them, he doesn’t sound like them, he doesn’t share their customs, and the people in the town lost a lot of good boys in the war. Even if that outsider does his best to lose his accent and to adopt local customs…. do you think the locals will say “Oh, that’s OK then?” Or might some of them even be angrier, thinking he’s mocking them?

So: it’s NOT about blood. You can be a Brelish dwarf or a Brelish elf. It’s about customs. It’s about the way you speak and the sound of your name. It’s about your values and your traditions. Can you quote Beggar Dane? Are you willing to help a friend pull one over on the tax collectors? If you ditch everything about you that defines you as Cyran, then congratulations, they might even let you join the Swords of Liberty. But that’s not something most Cyrans WANT to do; the people of High Walls and New Cyre believe that they WILL regain their nation, and they are proudly holding on to their accents and their customs. And that draws the ire of the Swords of Liberty.

Why are merfolk native to Lamannia? In my musings about them, they seem to be (in our real-life mythology) more akin to dryads and other fey spirits.

In OUR world, merfolk are mythological. In Eberron—or in Fifth Edition in general—they’re not. A dryad isn’t a natural creature; it’s fey, and part of what that means its that it’s not bound by the limits of nature. Many fey are essentially immortal. They don’t reproduce in the way humanoids do, and for the most part, they don’t evolve. There’s no nation of dryads in Eberron; where they are found, they are tied to their stories, and time essentially passes through them.

None of this is true of the merfolk of Eberron or Lamannia. They’re not fey; they’re humanoids. They live, they raise families, they die. Those that live in Lamannia are influenced by the primal nature of the plane. According to Exploring Eberron,There are merfolk in Eberron—such as the Kalamer of the Thunder Sea—but their people began in the Endless Ocean of Lamannia, and are still found there. These primordial merfolk remain close to their elemental roots and instincts. They wield druidic magic, but don’t craft tools or structures. Other humanoid natives of Lamannia are much the same; any race with a strong primal connection could be tied to Lamannia, but they’re driven by instinct and avoid the trappings of civilization.” But once they arrived in Eberron, they evolved and they changed. The Kalamer of Eberron have many distinct cultures, and Karakala engages in diplomacy and trade with the other nations of the Thunder Sea. If you have an immortal siren who has nothing better to do than sit on a rock and lure sailors to their doom, that could be a Thelanian fey who happens to have the general appearance of a merfolk. But that’s the point—it would be fey, content to play out this somewhat pointless role for centuries. So you could definitely have fey that LOOK like merfolk—but that’s not what the Kalamer are.

Regarding Fey—many of the Archfey lords, especially in your novels, have masks hiding their faces but the enchanted disguises still move with emotions. Was there anything in particular that inspired this custom for Eberron fey of importance?

It largely ties to the idea that the Archfey are STORIES rather than PEOPLE. The stories inspired by the Lady in Shadow can be found among the dar, the dwarves, and humanity; the Lady herself isn’t human, dwarf, or dar. With some Archfey I’ve suggested that people see them in different ways, interpreting them in a familiar form; others appear masked, leaving what lies beneath to the viewer’s imagination. At the same time, the masks generally animate because the point of the mask isn’t to conceal emotion; it’s to leave room for the viewer to add details.

With some groups like elves and gnomes sailing the seas at the same time as Rhiavaar slaver ships, it would be interesting to know what impact or presence western Sarlona had on eastern Khorvaire. Would the Zil merchants have been surprised by human ships coming west?

So first of all, it’s important to keep in mind that we’re discussing events that occurred thousands of years ago, are almost entirely undocumented, and that have a minimal impact on any modern nation. So the discussion is extremely hypothetical. Having said that that, let’s talk about what ways going on in the Lhazaar Sea when Lhazaar showed up. First of all: Lhazaar wasn’t the first Sarlonan human to land in the region that now bears her name. She was the first to lead a serious, large-scale force there… but the reason they were willing to take that risk was because they knew of the land from other Rhiavhaarans who’d made the crossing and even established outposts on some of the islands. Essentially, Lhazaar was coming because it was clear there was profit to be made. Keep in mind that at this time, Rhiavhaar wasn’t some sort of disciplined empire. Rhiavhaarans were known as coastal reavers and pirates, and when asking “what ships did they attack with their piracy” — in part they clashed with vessels from the Syrkarn nations, but they also clashed with OTHER RHIAVHAARANS; the Provinces of Riedra article notes that during the Sundering, the Dreaming Dark brought down Rhiavhaar by exacerbating existing clan feuds. Part of what was remarkable about Lhazaar’s expedition was the number of people she convinced to work together.

The original question asks if Zil merchants were surprised by humans arriving, because they were trading with the Mror. But the Zil WEREN’T trading with the Mror before Lhazaar, because Zilargo didn’t exist then. Per this canon article, Zilargo specifically formed in response to Malleon’s reaving along the southern coast. Exploring Eberron notes that humanity largely ignored the Mror until Galifar, while “Zil explorers” came to Mror in the time known as Dul Krok—the time in which humanity was spreading across Khorvaire. There may have been a few ships from Trolanport exploring the east coast when Lhazaar arrived, but Zilargo as we know it didn’t even exist and didn’t yet have established trade with the Mror. Likewise, the Aereni have always been insular. I expect the Aereni traded with Khunan and Sunyagir, so their ships would have clashed with Rhiavhaaran pirates in the south, but I doubt they would have been frequently encountered in the current region of the Lhazaar Principalities. So around the time Lhazaar landed, most likely the majority of the sea traffic in the region would have been other Rhiavhaarans, either opportunist raiders or smaller-scale settlers.

What kinds of alcohol / drinks are popular in Adar?

Alcohol exists in Adar, but it isn’t especially remarkable or beloved. The more distinctive regional beverage is varit, pure water infused with a liquid form of sentira that conveys a pure emotion. Why get drunk when you can simply drink joy? Pure varit is quite intense, so it’s usually watered down; a few drops in tal to start the day off with a positive feeling. For the most part, Adaran varit is distilled from positive feelings, but there’s a distillery in Raan that specializes in sorrow, for those who wish to wallow in grief. As it hasn’t been mentioned canonically, I don’t think it’s currently well known in Khorvaire. I’d think imported varit would be a rare and exotic beverage—the sort of thing Aurum concordians would brag about drinking—but that there could be varit distilleries starting up in Overlook or other Adaran communities.

That’s all for now! Feel free to discuss these ideas or to share what you’ve done with any of these things in the comments, but as this is an IFAQ, I won’t be answering further questions on these topics. Thanks to my Patreon supporters for asking interesting questions!

IFAQ: Dreamspace and Flumphs

Art by Julio Azevedo

Every month, I ask my Patreon supporters for interesting questions about Eberron. This is the first time I’ve been asked about flumphs! So let’s get to it!

What’s the role of Flumphs in Eberron, especially in Riedra or Adar?

As far as I know, flumphs have never been addressed in canon. I’ve personally never used a flumph in any campaign I’ve run, so I’m primarily familiar with them from their appearances in Order of the Stick. So, the following things are true about flumphs in 5E.

  • Flumphs are small aberrations.
  • Flumphs are telepathic. They feed on telepathic emanations and thus are thus found around other telepathic species. They can eavesdrop on telepathic communication in their vicinity and cannot be perceived by telepathy or divination.
  • Flumphs are wise and benevolent. They dislike holding on to evil thoughts, and thus when they overhear evil thoughts they will try and share them with good people—so they’re ideally suited to spilling the beans on illithid or aboleth schemes.
  • They’re traditionally found in the Underdark, and live in harmonious units known as cloisters.

So with all that in mind, here’s how I’ll use flumphs in Eberron…

Flumphs are natives of Xoriat, where they dwell in the Emocean—a tide of surging thoughts and emotions, deeper and more primal than Dal Quor’s Ocean of Dreams. Flumph cloisters drift along streams of consciousness, drawing sustenance from the pure psychic emanations surrounding them. This is a blissful experience, and most flumphs have no interest in traveling to the material plane. But occasionally manifest zones form maelstroms within the Emocean, especially when people within the manifest zone suffer intense emotions. Flumphs in the material plane are fish out of water, and need to quickly find a source of psychic emanations in order to survive. While flumphs can draw sustenance from any form of telepathic emanation, they are benevolent by nature. While they can survive on a diet of cruelty, it’s distressing and they will seek to expunge the evil thoughts in a psychic exchange with good creatures whenever possible.

Flumphs enter Eberron through manifest zones to Xoriat. Here’s a few places flumphs can be found in Eberron.

  • There are flumphs scattered across Sol Udar beneath the Mror Holds, pulled in by the fear and suffering of the dwarves battling Dyrrn the Corruptor. Most Mror flumphs are isolated and lost, struggling to survive. Sages of Clan Narathun have established a flumph sanctuary beneath Shadowspire and reunited a flumph cloister. A group of Narathun bards have been working with these flumphs to develop their thoughtsinging techniques, and flumphs are helping Narathun watch for Dyrrn’s forces.
  • Flumphs can be found in the swamps of the Shadow Marches. Some linger in the periphery of dangerous telepathic entities. Others have formed a symbiotic relationship with a sect known as the Uul’gaanu, the “Daughters of the Dream.” A benevolent variation of Kyrzin’s Whisperers, the Uul’gaanu build their communities around hidden flumphs. The flumphs help the Uul’gaanu develop basic telepathic abilities; an Uul’gaanu community has a very simple hive mind, with members of the community casually sharing emotions and thoughts. Community members gather together for psychic metaconcerts, generating shared emotions that feed their flumphs. Dealing with the Uul’gaanu can be unsettling for outsiders, as the Uul’gaanu respond to the thoughts and emotions of their companions without need for speech; while for their part, the peaceful Uul’gaanu are often distressed by the cruel or selfish thoughts of outsiders. As a result, the Uul’gaanu tend to remain isolated from other Marcher communities.
  • Flumphs have emerged in wild zones of Sarlona over the years. Because of their ability to eavesdrop on psychic communication, the Inspired consider them a security risk and exterminate them whenever they are found. However, a number of flumphs have found safe havens in the fortress monasteries of Adar. Adaran flumphs are valued members of their communities, engaging in thoughtsinging and presenting young Adarans with philosophical challenges. Some flumphs choose to work with Adaran security forces, watching for Inspired infiltrators and influences.

As denizens of Xoriat, flumphs perceive reality in very different ways from creatures of the material plane, and have different outlooks on the nature of time, space, matter, and individual identity. Those who can bend their brains to encompass these concepts can learn a great deal from flumphs, as shown by the nascent group mind of the Uul’gaanu and the thoughtsinging techniques of the Narathun. However, these concepts can be difficult to reconcile with everyday life in the material plane, and this can make conversations with flumphs confusing for people fully grounded in reality.

What is the Dreamspace, and how would you use it?

The Dreamspace is a concept introduced in Secrets of Sarlona, which has this to say:

Planar gateways that once linked Eberron and Dal Quor, the Region of Dreams, were sundered during the cataclysmic wars that destroyed Xen’drik and shattered the giant civilization. Since then, Dal Quor has been forever distant, and no stable manifest zones to Dal Quor exist anywhere on Eberron.

However, Dal Quor and Eberron remained inextricably linked by the state of dreaming—the process by which mortal minds travel to the Region of Dreams, and the subtle gateway through which the quori first began their conquest of Sarlona some fifteen centuries past. 

Discovered short years ago and still known only to a few, the dreamspace is an effect that appears related to this spiritual connection between planes, but one that as yet has no explanation. It appears as a kind of ripple of arcane and psionic energy—a border of sorts between the mortal world and the world of dreams… Regardless of its origin, different factions among both the kalashtar and Inspired distrust—some even say fear—the dreamspace. In particular, a good number of Inspired are said to be disturbed by the existence of a power connected to Dal Quor that they neither control nor understand.

Secrets of Sarlona, Page 18

Secrets of Sarlona includes a set of “Dreamtouched Feats” that allow people to attune themselves to the Dreamspace. Specific uses include the Dream of Contact, which allows long-distance telepathic communication (not unlike Sending) and Dream of Insight, which allows the dreamer to make a Intelligence-based skill check with a substantial bonus to the role—essentially, drawing knowledge from the collective unconscious. These techniques are crucial tools for the Unchained, a resistance movement within Riedra whose members engage un unsanctioned free dreaming.

That’s the extent of canon information. The Dreamspace was “discovered a few short years ago” and both the Inspired and kalashtar distrust it. So what IS it? A few possibilities that come to mind…

  • The Dreamspace is just part of the natural infrastructure of the planes. Think of it as the phone lines that connect mortal dreamers to Dal Quor. There’s nothing sinister about it; it’s just a (super)natural part of the world.
  • The Dreamspace is an artifact created by the quori of a previous age when they interacted with Eberron. Rather than tying this to the Giant-Quori conflict in Xen’drik, I’d tie this to an even older age of Dal Quor, potentially associated with long-forgotten civilizations in either Khorvaire or Sarlona… civilizations destroyed by the rising of the Daughter of Khyber or another Overlord. This allows for the discovery of ancient rituals or artifacts designed to manipulate the Dreamspace, and leaves the question open as to whether the quori of that past age were benevolent or if the Dreamspace itself was designed as some sort of weapon or tool of oppression.
  • People have only discovered the Dreamspace recently because it’s only recently come into existence. It’s the side effect of unforeseen damage the Inspired are inflicting on the psychosphere of Eberron through their use of the hanbalani monoliths. At the moment it’s a useful tool, but as the damage becomes more extensive it could connect unwilling minds, cause dreaming spirits to be lost in the Dreamspace instead of reaching Dal Quor, or far worse things.
  • The Dreamspace is a hoax. It’s a creation of the Dreaming Dark, a lure that’s being used to draw out rebels like the Unchained. Attuning the the Dreamspace and developing Dreamtouched techniques actually makes the user more vulnerable to quori possession.

These are all interesting possibilities. The point is that, like the Mourning, I wouldn’t WANT to present a single kanon or canon answer, because a central point of the Dreamspace is that the people using it don’t know what it is. It is a new tool that’s being latched onto by a desperate resistance—is it a blessing, or could it be a trap? Is it secretly a tool of the Dreaming Dark, or is it a the horrifying result of their messing with powers beyond even their control? Each of the four options above would form the foundation of very different stories. Using the first option, it could be a simple, reliable tool that has no other significant impact on the story. Using the second option could unveil a quori scheme from a previous age that dwarfs the ambitions of the Dreaming Dark—while the third option could end with the Dreaming Dark and the player characters working together to disassemble the hanbalani system before it tears reality apart.

So, the Dreamspace was always intended to be an idea that each DM could use in different ways; perhaps one of these ideas will inspire you!

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

Sidebar: The Yuan-Ti

As we lead up to GenCon, there’s a lot going on.

  • Here’s my GenCon Plans. If you’re going to be there, drop by the Twogether Studios Booth or come to my Eberron talk!
  • I’ve just announced “Project Raptor“, a new sourcebook I’ll be releasing on the DM’s Guild later this year.
  • There’s a new episode of Manifest Zone talking about it!

However, until GenCon I’m working through the big pile of questions submitted by my Patreon supporters. One asks “Could you expand on the yuan-ti in Eberron?” So, let’s talk about the serpentfolk.

Yuan-Ti in Eberron

The origin of the yuan-ti is shrouded in mystery. Here are the absolute facts.

  • The yuan-ti first appeared on the continent of Sarlona, in the early stages of the Sundering—the conflict that paved the way for the rise of Riedra and the Inspired. When the human nation of Khunan was devastated by a mystic conflict, the yuan-ti rose up in the ruins and established a new nation, which they called Syrkarn.
  • The early Inspired set their allied forces to the task of erradicating the yuan-ti. However, even in victory, the Inspired order all humans in Syrkarn and the surrounding regions to abandon the land. The Inspired have shunned the region ever since. A handful of yuan-ti survived and remain hidden within the ruins.
  • When they were persecuted by the Inspired, a number of yuan-ti fled Sarlona and sought refuge on Argonnessen. At first they were granted sanctuary, and the best of them were welcomed into the city of Io’vakas, a haven where humanoids lived in harmony with the dragons. However, some of the yuan-ti sought forbidden power, mastering dangerous arcane secrets; the dragons responded by leveling Io’vakas and exterminating the yuan-ti. A handful remain, but they continue to be eliminated when they are found.
  • A few yuan-ti escaped persecution in Xen’drik—perhaps with the help of sympathetic dragons—and reached Xen’drik. Now they lurk in the shadows of Stormreach and beyond, plotting vengeance against both humanity and the dragons.

These are the facts: they began in Sarlona, fled to Argonnessen, and fled once more to Xen’drik. But there are crucial questions. Where did they come from, when they first appeared in Sarlona? Why did the Inspired order the mass exodus of Syrkarn? Why, in a world where few creatures are bound to the alignment, do the yuan-ti of Xen’drik and Argonnessen seem entirely evil?

The scholar Abel Varmanc proposed an answer to these questions. The Overlords of the first age are bound across Eberron, and it is certain that one is imprisoned beneath Syrkarn; Abel believes that “Syrkarn” is in fact the name of this archfiend. Varmanc asserts that during the epic magewars that destroy Khunan, the seals of Syrkarn were weakened… and that the first yuan-ti were humans corrupted by Syrkarn’s power. Varmanc further believes that the Inspired couldn’t find a way to fully rebind the Overlord, which is why they evacuated the region; if they couldn’t completely defeat the fiend, they could at least deny it subjects and victims. The final piece of the Varmanc’s theory is this: the yuan-ti are uniquely vulnerable to the influence of the Overlords. As they traveled from continent to continent, they were further touched and corrupted by the influence of others—by the Daughter of Khyber in Argonnessen, who fanned the flames of yuan-ti ambition and set the destruction in of Io’vakas in motion; and by the Scar that Abides in Xen’drik, further fueling their hatred and hunger for vengeance.

Of course, this is just a theory. Perhaps the yuan-ti are the product of evil and have only grown crueler and more dangerous over time; or perhaps they have always been innocent. Perhaps Io’kovas is an example of draconic tyranny as opposed to yuan-ti ambition. Perhaps all the stories of Syrkarn were just one more way for the Inspired to use fear to control the people, and to continue to manipulate them today. So in using the yuan-ti in your campaign, you have a choice. Are they…

  • Malevolent Masterminds. Varmanc’s theory is absolutely correct. The yuan-ti don’t serve the Lords of Dust, but they are vessels of immortal evil. Just as they did in Io’vakas, they seek arcane power that will allow them to dominate or destroy all other creatures. They are few in number, so they must use cunning and deception. Wherever they are found, they are either seeking power or sowing discord. In this case, the physical form of the yuan-ti is a reflection of their corruption, with the abominations being the closest to the overlords and most innately vile.
  • Consumed by Revenge. The yuan-ti aren’t inherently evil or corrupted by Overlords. But they are driven by the desire for revenge on humanity and the dragons—revenge they believe is absolutely justified. They aren’t unnecessarily cruel, but their ancestors have been betrayed by all they have trusted and they are hunted on two continents. In this case, the physical forms of the yuan-ti could have been created through Khunan magebreeding; there’s nothing evil about it, they simply sought to transcend their humanity.
  • Maligned Innocents. Another option is to say that the stories are entirely untrue, and that the yuan-ti are neither innately evil nor hungry for vengeance; they are simply persecuted refugees, afraid of both the Chamber and Inspired, trying to find a place where they can prosper. As above, the physical form of the yuan-ti could be the result of active magebreeding.

There’s another option to consider that could expand any of these: that the yuan-ti don’t serve the Overlords, but rather believe that they have been abused by the archfiends and seek their power too. It could well be that the yuan-ti have an innate connection to the Overlords, and that they believe they can use this to harness the power for themselves: not releasing the Overlords, but using their might for their own purposes. In this case, whatever path you choose, the physical form of the yuan-ti could be the product of the Overlords’ power and reflect their desire to transcend their human origins.

While the yuan-ti are primarily found in Sarlona, Argonnessen, and Xen’drik, depending on the path you take they could be found anywhere. There could be yuan-ti in Q’barra tapping into the power of the Cold Sun, or yuan-ti lurking in the sewers of Sharn. The question is whether they are simply hiding and trying to survive, or whether they are pursuing power and sowing discord.

Do the yuan-ti have any relation to the shulassakar?

Not directly. The shulassakar first appeared within Khalesh, a nation dedicated to the Silver Flame; the yuan-ti appeared later and to the west, in Khunan. However, as with all things yuan-ti, there’s a few possibilities. The simple one is that they are spiritual cousins. The shulassakar are humans transformed by the power of the Silver Flame; it’s thus reasonable to say that the yuan-ti are humans transformed in a similar manner but by a darker power, the Overlord Syrkarn. However, if you WANT them to be related, you could say that the yuan-ti are specifically shulassakar corrupted by Syrkarn… that a group of shulassakar embraced the darkness and went west in pursuit of power, and this dark force physically transformed them.

Are there any groups hunting the shulassakar? Inspired, the Lords of Dust, etc? Did they remain in Sarlona or make the exodus with the humans, changelings and ogres to Khorvaire?

While there’s conflicting statements about the shulassakar, the intent was that there was never a shulassakar NATION and they didn’t begin with a unique culture. Khalesh was a nation devoted to the Silver Flame, though with a far stronger focus on the couatl than the modern church or the Ghaash’kala. The shulassakar arose within Khalesh, and were the secret leaders of the land; they were seen as being blessed by the Flame. During the Sundering, the Inspired specifcally exposed and targeted the shulassakar, aligning them with the yuan-ti and depciting them as touched by evil; this turned Nulakhesh and Corvagura against Khalesh, and the shulassakar were relentlessly hounded. Some escaped to Khorvaire , others fled to Adar, others managed to hide within Riedra. But there were never many of them to begin with and their still aren’t. In Riedra, they are absolutely hunted by the Thousand Eyes and the Edgewalkers. They aren’t really common enough in Khorvaire to REQUIRE that they be hunted by the Lords of Dust, but yes, a shulassakar that is too open in its actions would attract the same sort of enemies as any dangerous champion of the Silver Flame.

If you have questions or thoughts about the yuan-ti in Eberron, post them below!

Q&A 5/18/18: Undead, Sarlona, and More!

May is a busy month. I’m swamped with writing and travel (I’m currently at Keycon 35 in Winnipeg), so I haven’t had time to write a proper article. However, I reached out to my Patreon supporters for questions for a quick Q&A, and here we are. Next week I may post some thoughts on Mordenkainen’s Tome of Foes and how I’d apply it to Eberron.

Before I get to the questions, I want to tell you about something else that’s going on this week: The Gauntlet. Mox Boarding House in Bellevue, Washington is hosting a massive gaming tournament that’s raising money for charity. My company Twogether Studios is competing in the Gauntlet, raising money for Wellspring Family Services, and we need your help. Any donation is appreciated—a $5 donation would be fantastic—but if you’re in Portland, Oregon or the vicinity of Seattle, Washington and have the ability to be more generous, I’m going to offer a crazy incentive: a chance to play a one-shot session of Phoenix: Dawn Command or 5E D&D (in Eberron) with me. Here’s how this works: If you’re in Portland, a game requires a donation of $400. If you’re in the Seattle area, it’s going to be $500 (all the money goes directly to charity, but since it’s more work for me, I’m setting the bar higher…). This doesn’t have to be all from one person: I will run a game for up to six people, and their combined donations have to hit the target number.

If you want to do this, you need to be part of a group that is going to hit the target number. After making your donation, email me (use the Contact Me button on this website) and let me know who your group is. I’ll work with your group to find a time to play. It may take a while—summer is an especially busy time for me—but I’ll make sure we get to play before the end of 2018. With that said, The Gauntlet takes place on May 20th, so there’s not a lot of time to donate. Again, the Twogether Studios donation link is here. Whether or not you have the ability to donate, thanks for reading!

Now, on with the Q&A…

I was wondering about bone knights and their place in Karrnath. Are they still a component of Karrnathi culture and society after the war? Were they created specifically for the Last War or did Karrnath have a longer history with these more military necromancers? Is Kaius opposed to the Blood of Vol generally or the Emerald Claw specifically, and if the former is the Bone Knight thing something he wants gone from Karrnath?

There’s a lot of topics to unravel. From a canon perspective, my take is laid out in City of Stormreach and more specifically, the Eye on Eberron article on Fort Bones in Dungeon 195. Here’s the key points.

  • The core Karrnathi culture focuses on martial skill and discipline. It has nothing to do with necromancy or the use of undead.
  • The Seekers of the Divinity Within have long had a presence in Karrnath. This religion has a close association with necromancy and the practical use of the undead. The Bone Knight is specifically a Seeker tradition: an expert in commanding undead forces in combat. EoED195 calls out that Seekers of the Divinity Within served alongside Karrn the Conqueror and Galifar I. However, they were a minority faith and the army as a whole didn’t rely on or embrace their traditions.
  • When Karrnath faced plagues and famines during the Last War, the Queen of the Dead offered the assistance of the Blood of Vol. In exchange, the crown was obliged to recognized and elevate Seekers and to promote their faith. The chivalric orders of the Blood of Vol expanded. Undead were produced in greater numbers than ever before and became a critical part of Karrnath’s military strategy, resulting in a need for even more Bone Knights to command them.
  • Over time, the famines were brought under control and the balance of the war shifted. The traditionalist warlords despised both the erosion of Karrnathi military tradition and the increased political power of the Seekers. Furthermore, the use of undead disturbed the other nations. With the war closing, Kaius strengthened his position with the traditionalist warlords and the other nations by disavowing the Blood of Vol and stopping the production of undead, sealing the majority of the undead legions in the vaults below Atur. Most of the Seeker orders were disbanded, though some Seekers (and undead troops) have remained in service, most notably in Fort Bones and Fort Zombie. Kaius has continued to use the Blood of Vol as a convenient scapegoat to direct the frustration of his people, and has gone so far as to blame the Seekers for the plagues and famines that originally weakened the nation.

So, looking to the questions specifically: In my opinion, the Bone Knight is an old Seeker tradition, but one that was very uncommon before the Last War because the Seekers weren’t part of the Karrnathi military tradition; their numbers increased during the Last War in order to manage the undead forces. Kaius is publicly using the Blood of Vol as a useful scapegoat. He doesn’t NEED very many Bone Knights since he’s retired most of the undead; he’s dismissed most and allowed some to be persecuted as war criminals. However, regardless of this public image he’s not personally opposed to the Seekers. He’s maintained Fort Bones and Fort Zombie, and has a small cadre of Bone Knights and necromancers whose loyalty to the nation outweighs their anger at the treatment of their brethren.

Are Bone Knights mostly Seekers or would one devoted to the Dark Six or the Sovereign Host be capable of getting far?

There’s a number of factors. They’re mostly Seekers because it’s an ancient Seeker tradition, tied to their long-standing use of practical necromancy. Theoretically someone who follows another faith could fill that role, but it requires deep devotion to the necromantic arts. If you revere the Sovereign Host—honoring Dol Arrah and Aureon—how do you embrace this dark path? The Shadow and the Keeper are the Sovereigns who would guide you on this road, and that’s a viable path, but not exactly one that Karrnath would celebrate and encourage. So sure; I think someone devoted to the Dark Six could become an accomplished Bone Knight, but that faith won’t make them any more acceptable to the general public than the Seekers… and might even result in greater distrust and suspicion.

Is the Order of Rekkenmark’s opposition to necromancers something which would prevent a Bone Knight from excelling in their organization (as advisors to the King, movers and shakers politically)?

It’s something that would make it VERY DIFFICULT for a Bone Knight to advance in their organization, absolutely. But nothing’s impossible. It simply means that the Bone Knight in question would have to be a soldier of unparalleled accomplishment and skill, someone whose dedication to Karrnath and the king is beyond reproach. It’s possible Alinda Dorn, commander of Fort Bones, is a member of the Order of Rekkenmark. She’s an advisor to and confidante of the king in any case; it’s simply a question of whether he embraces that publicly, or prefers to keep his favor for her hidden from the traditionalist warlords.

Are the rituals for creating Mabaran undead and Irian deathless completely different, or do they look fundamentally alike except for the power source?

ALL rituals for creating undead and deathless are completely different from one another. The techniques used to create deathless are dramatically different from rituals used to create Mabaran undead. But there’s no ONE TRUE RITUAL for creating undead. Looking above, a Bone Knight who draws power from faith in the Shadow and the Keeper should use different trappings from one following the path of the Divinity Within. The techniques of a wizard will as a rule be entirely different from those employed by a cleric. One’s a form of arcane science; the other an act of extreme devotion. In my opinion, the Seeker traditions walk a line between these two sides, drawing on both devotion and a form of science. We’ve established that the Odakyr Rites used to create the sentient Karrnathi undead were a breakthrough developed during the Last War—and as such, themselves unlike the techniques used elsewhere.

Did the Dhakaani have any rites or rituals to create undead? 

Did the Dhakaani as a culture embrace the creation of undead or develop techniques for creating them? Definitely not. The Dhakaani were a culture driven by martial excellence. They were agnostic (thus lacking clerics) and had very limited interest in the arcane. So no, there were no institutionalized necromancers in the Empire. With that said, it was a vast civilization that lasted for thousands of years. During that time, could a small group have developed such techniques? Could there be a Kech Mortis that has perfected these techniques during its centuries of exile, which now claims the Imperial throne with its army of undead heroes? Sure, why not! But just like Karrnath, the traditionalist like the Kech Sharaat would like be disgusting by this strange deviation from the true path.

Did they have answers to the spawn-creating plagues like ghoul fever?

The primary arcane path the Dhakaani embraced was the path of the Duur’kala, which is to say the bard. The Duur’kala inspire heroes in battle, but they also used their abilities to heal and to enhance diplomacy. The bardic spell list includes lesser restoration and greater restoration. So, there’s your answer. Now again, if you like the idea of a Kech vault that was overrun by a zombie plague the duur’kala couldn’t contain—so PCs stumbling into an ancient Dhakaani fortress filled with undead—I’m all for it. As a culture they had a tool for it, that doesn’t mean everyone always had access to that tool.

Is it very difficult to travel across the Barren Sea? Are there ports in, say, the Shadow Marches that get trade directly from Sarlona?

This is largely covered in Secrets of Sarlona. Riedra strictly limits contact with foreigners, and Dar Jin is the only port that accepts general commerce. Other than that, there are a few outposts in Ohr Kaluun and a harbor in Adar. So, it’s not so much that it’s difficult as it is that there’s very few places to go.

Zarash’ak is the only major port in the Shadow Marches, though you could certainly introduce a smuggler’s outpost on the coast near Slug Keep. It’s certainly reasonable to think that Zarash’ak could have traffic with Riedran ships from Dar Jin.

And does the majority of trade between, say, Karrnath and Breland go via boats through the Lhazaar Principalities, or is the faster/cheaper to use overland shipment?

I addressed this specific question in a previous Q&A, so check that out. River barges, lightning rails, and airships are all options, though the Lhazaar route is also a possibility.

Do you have any brief tips for involving the Venomous Demesne into a campaign?

The Venomous Demesne is a Tiefling city-state on the far side of Droaam. They’re isolationists and largely unknown in the Five Nations. I discuss hooks for characters from the Venomous Demesne in this article. As for ways to use it in a campaign, here’s three ideas entirely off the top of my head.

  • The Venom Lords are working on an Eldritch Machine. They’ve sent agents into the wider world acquiring the rare components required for this device. Are they working on behalf of the Daughters of Sora Kell, or does the device have a more sinister purpose?
  • The vaults of the Venomous Demesne hold secrets that date back to the ancient nation of Ohr Kaluun. The player characters could need to acquire Kaluunite lore for an unrelated plot: tied to another Eldritch machine, to a path of the Prophecy, or perhaps to understanding some sort of demonic threat. To get what they need, they’ll have to go to the Venomous Demesne and earn the trust of its lords.
  • A variation of the previous idea is needing something that can only be obtained or acquired in the Venomous Demesne: a particular magic item or artifact, learning a spell, etc.
  • The lords of Ohr Kaluun made pacts with a wide variety of extraplanar and fiendish forces. If you want to do something with some sort of archfiend (such as demon lords from Mordenkainen’s Tome of Foes), one of the lines of the Demesne could work as its agents (or be opposed to it, but still know its secrets). Personally I’d use such a being as a powerful force in Khyber—below the level of an Overlord, but nonetheless a powerful threat that has recently broken loose from binding and is just starting to rebuild its influence in Eberron.

Is there any possibility of getting a (rough) timeline of when the events of human/Sarlonan history occurred? Were there any trade relations between Dhakaan and Khorvaire at some point, or was Lhazaar the first human to see the shores of Khorvaire?

The ancient nations of Sarlona are left intentionally vague so that they can fill the role you want them to fill. I see no reason that Lhazaar should be the first human to have set foot on Khorvaire; in all likelihood, she set out for Khorvaire because she’d heard stories of the land from previous explorers. The idea of canon is that Lhazaar’s expedition marked the first sustained and successful contact between the two. If you want to have players stumble across the ruins of an Uorallan outpost in the Shadow Marches — evidence of a settlement completely lost to history — do it. But I don’t think we’ll be defining those pre-Lhazaar civilizations in significantly more detail in a canon source.

(The founder of the Kalashtar) Taratai is female in Races of Eberron, and male in Secrets of Sarlona. Which is it?

It’s a legitimately confusing issue. Here’s a quote from “The Legend of Taratai” in Secrets of Sarlona (page 24):

She led sixty-seven spirits that became the kalashtar to Adar, where the monk Hazgaal and his students accepted them. In Hazgaal’s body as Haztaratai (though many stories still call her Taratai), she taught and wrote the precepts of the Path of Light… 

So: both SoS and RoE agree that the kalaraq quori Taratai identified as female. However, per SoS she bonded with the human monk Hazgaal, who was male. This means that the spiritual lineage of Taratai were male kalashtar, though they were bound to a female spirit. Quite a few kalashtar lines have this sort of disconnect, which results in a great deal of gender fluidity within kalashtar culture.

Do the Kalashtar believe in reincarnation, like the Riedrans do?

Sort of, but they aren’t as concerned with it as the Riedrans are. First of all, as a kalashtar you are already part of something immortal. You are bound to the quori spirit, and your memories and experiences remain with the spirit even after your physical body dies; so the kalashtar don’t see death as an absolute end. Beyond that, SoS notes that the Path of Light maintains that “Dolurrh is a place where the ego dies, but the spirit is immortal, and it returns to the Material Plane again and again.” LIFE is eternal. The soul is part of the celestial machine of the universe. But it’s not about YOU, and they don’t believe that the form your spirit takes in its next incarnation is somehow tied to your actions in your previous life, as the Path of Inspiration states. It’s not a reward or a punishment; it’s just the nature of the universe. Your legacy remains with your lineage, and the soul that was yours continues on its journey.

Why didn’t the Inspired seize Syrkarn as well as the other ancient kingdoms, instead satisfying themselves with a shallow “protectorate” title and some behind-the-curtain schemes?

The Inspired have no interest in conquering Syrkarn. The territory is too large, the population too low, and they are still concerned about the lingering threat of the rakshasa rajah buried beneath the realm. The Inspired don’t feel a need to control every single individual; they are looking to control massive populations. There’s not enough people in Syrkarn to be worth the effort, doubly so when combined with the vast stretches of relatively barren land… not to mention the threat of the Overlord.

More generally, what makes Syrkarn interesting, according to you, as a playground?

First of all, it’s a part of Sarlona in which people can move freely. Second, I’d look to page 86 of Secrets of Sarlona. Scheming yuan-ti! An Overlord stirring! Karrak cults! The Heirs of Ohr Kaluun and the Horned Shadow! Relics from pre-Sundering Sarlona! Tribal conflicts (perhaps stirred up by the yuan-ti or the Overlord)! Possibly even surprising ties to the giants of Xen’drik, lingering through the eneko.

From a game design point of view, why define Sarlona as being a blind spot in the Draconic Prophecy? 

It’s summed up on page nine of Secrets of Sarlona: “The dragons of the Chamber shun Sarlona, but they want to know what is transpiring beyond its shores. PCs who have ties to the Chamber, the Undying Court, or even the Lords of Dust could be sent to explore mysteries related to the draconic Prophecy.” By making it a region where dragons fear to tred, we add a reason why player characters should go there; it provides a range of potential story hooks you don’t have in other lands.

Adar is wider than Aundair or Thrane (while understandably less populated). Now that the kalashtar can see the Inspired openly moving unto Khorvaire, how comes Adar didn’t make itself known too, nor officially voice some warning?

First of all, per SOS it’s population density is around one person for every two square miles of land—lower than Alaska or Tibet. Its people have been described as “insular to the point of xenophobia.” Direct travel between Adar and Khorvaire is extremely difficult, meaning that you have no regular stream of commerce or communication, nor any particular interest in such commerce. We’ve established that the Adaran kalashtar believe that the battle against il-Lashtavar will be won by their persistence and devotion: they don’t NEED to get the world on their side, they just need to hold their ground and continue what they are doing.

Many kalashtar in Khorvaire hold to the same general belief: we will triumph through perseverance. What’s important is protecting our community and continuing our devotions. Some younger kalashtar have embraced more active intervention, but even they largely believe that this is their war to fight, and that the humans wouldn’t listen to them or believe them. And they’re likely right. Riedra is a valuable trade partner, and it has come to the assistance of many nations during the Last War. There is a concrete benefit to working with Riedra. By contrast, Adar has virtually no recognition and nothing to offer. Even if I believe your story about the leaders of Riedra being aliens, the leaders of the Aereni are DEAD and we deal with them. And you may SAY that they want to conquer the world, but I’m not seeing it happening, and trust me, crazy monk, if they start any trouble, we can handle it. So: self-interest and arrogance are likely to outweigh the stories of the few kalashtar who do speak out against Riedra.

While religions are not required to comment on the truth or falsity of each other’s doctrines, are there any Adaran scholars aware of the Valenar and their apparent reality of the potential continuity of identity their (in purely mechanical terms) higher average levels indicate?

Possibly. There’s not a lot of overlap between them, geographically or culturally. But I don’t think there’s much to debate. Spirits exist; devotion creates positive energy that can sustain a spirit, as proven by the concrete example of the Undying Court; devoted Valenar display a level of skill that seems to support guidance from ancestral spirits. I could see a follower of the Blood of Vol saying “But how do you know that the spirit isn’t just a manifestation of YOU? The power comes from within you; you’re just creating this myth of your ancestor to help you interpret it.” I could see someone else saying “You’re getting guidance from a spirit, but are you sure it’s not some kind of demon or something masquerading as your ancestor?” Essentially, i don’t think there are many people saying that the Tairnadal religion has no grounding in reality; but I could imagine people arguing that some of the DETAILS might not be what the Valenar believe them to be.

How much of the ancient history of the Giant Empire is known in Khorvaire, and since when? On the one hand, it makes plenty of sense, both in-world and for game purpose, that it’s still shrouded in mystery, that only a few scholars and daring explorers start to poke at. But on the other hands, there are elves assimilated in Khorvaire since centuries, and their whole culture revolves about perpetuating tradition: why would they hide their stories from the other races?

There’s quite a few factors here.

  • The elves know THEIR history. That doesn’t mean they know the history of the giants. Consider the tale of Cardaen. “He was born in a high tower, and Cul’sir made sure his feet never touched the ground.” That’s quite different from “He was born in the city of Aulantaara in the year 14,004 RTC, where he served as an arcane adjunct to the Cul’sir College of Evocation, eventually rising to the Fourth Circle.” The Elves have preserved STORIES about the giants; that doesn’t mean they ever knew the absolute FACTS.
  • The elves are isolationist by nature. Their history and the tales of the ancestors are part of the foundation of their religion, and we’ve never suggested that they want members of other species to adopt their religion. I think they’d spread some details out of pride, but at the same time, I think there’s a certain level of “Our history is none of your business.”
  • The civilizations of the giants fell forty thousand years ago on another continent. How much does the typical westerner know about Sumerian history? If someone threw a musical version of the myth of Gilgamesh onto Broadway, do you think it would dethrone Hamilton? I’m sure SCHOLARS know as much as is known about the history of the giants, and that reflects the information you could get with a History check. But I think most humans just don’t care about the history of the giants; it’s an obscure ancient civilization that has virtually no relevance to their modern lives.

So, COULD a modern playwright produce a play about the story of Vadallia and Cardaen? Absolutely. I’m sure that there’s multiple versions of just such a play created over the millennia by phiarlans. But is such a play going to appeal to a modern human audience, or would they rather see a tale of Lhazaar, or Karrn the Conqueror, or Aundair’s forbidden love, or the sacrifice of Tira Miron? It’s possible that it would succeed—that it would be exotic and unusual and people would latch onto it. But even so, what people would then know about the giants is the same as a human who knows about early American history because they watched Hamilton; they know Cardaen was a slave who worked magic, but that doesn’t mean they know much about the actual structure of the Cul’sir Dominion, beyond the name of its evil titan king. Personally I think it’s the same general model as what the typical Westerner knows about Sumer, or ancient Egypt: the names of a few of their rulers, sure. A few stories that have been featured in popular culture or enshrined by scholars. But if you stopped someone on the street, do you think they could tell you about the structure of the Egyptian military under the Pharaoh Snefru? How many pharoahs could they name? Could they tell you how many dynasties their were? And that’s a human culture that existed just five thousand years ago.

So: I don’t think the history of the giants is an ABSOLUTE mystery. I think the common person knows that there were multiple giant cultures; that they enslaved the elves; that there was an elvish uprising and the giants were destroyed by dragons. They might know the name Cul’sir specifically because they’ve encountered it in Elvish tales, the way many Westerners know Cleopatra because of her role in popular culture but have never heard of Menes… or they might just know him as “that evil titan king.” But I doubt the common person knows much more than that.

If you have questions on these or other topics, ask below!

Dragonmarks 7/2/14: Subraces, Sarlona, and More!

So I’ve got over 50 questions on my slush pile, and I don’t have time to answer them all. As a result, the next few Q&As will be tied around particular themes, such as The Five Nations and Magic. This helps me narrow down the pile and will hopefully make it easier for people to find answers in the future. I’m sorting the existing questions into these categories, so if I don’t answer your question about Boranel’s children here, it’s because it’s a Five Nations topic. The next post will be on Aundair and The Eldeen Reaches, including the druids. If you have new questions on those topics, post them below!

As always, these are my personal opinions and nothing more. They may contradict previous or past canon sources.

What’s going on with D&D Next? Is the setting going to see major changes like the Forgotten Realms or is it just going to be a rules set change? Will there be new Eberron novels?

It’s too early in the process to answer these questions, I’m afraid; things are still being worked out. There will BE Eberron support for D&D Next, but exactly how extensive it is or what form it will take remains to be seen.

There’s also been a number of questions about how I’d handle specific mechanics in D&D Next, such as an artificer or dragonmarks. While I’d like to answer these questions, these are things that take a significant amount of time and testing; I don’t have answers I’m 100% satisfied with yet. All I can say is that one way or another, these answers will be coming in the future.

Are there any plans to make Eberron compatible with Pathfinder or any rules already out?

The vast majority of Eberron material that’s out there is 3.5 material, which is considerably easier to convert to Pathfinder than, say, to D&D Next. If you haven’t read this material, it’s available in PDF form at D&D Classics.  As Eberron belongs to WotC, it’s not currently possible for Paizo (or anyone else) to produce new Eberron material for Pathfinder.

What do you mean when you said you don’t use subraces? You use the drow don’t you and they are a subrace of elf!

This is mainly a 3.5 issue. I use drow, and in 4E I use eladrin, which some could see as “high elves.” But I don’t use Sun Elves, Chaos Gnomes, Snow Orcs, Star-Bellied Halflings, and so on. There are literally dozens of subraces in 3.5 D&D, and the vast majority of them exist for one of two reasons…

  • “I want to play class Y and I want to be race X but race X is terrible at class Y… so I’ll play a subrace of race X, which is exactly the same but has the perfect stats and favored class for class Y.”
  • “I think that if race X lived in environment Y, they would need to be stronger, so they should have a strength bonus.”

Humans don’t change. Inuit don’t get a bonus to Constitution because they live in the arctic. Thus, I dislike this idea that every other race should alter their stats because of the environment the live in. And if Race X isn’t the ideal match for a Class Y, I’d prefer to challenge you to think of how that race would adapt to compensate for that handicap rather than making a new version of the race that lacks it.

Let’s look at the Valenar. Many people have asked me: “Valenar like being rangers. Why not give them ranger as a favored class?” My response is that as Elves have an innate racial talent for wizardry, what you’ll see among the Valenar is a lot of rangers with a few levels of wizard—something that makes them distinctly different from other races and reflects their elven nature. In my opinion, that favored class isn’t cultural; if it was, a member of any race that grows up in another culture should have that favored class. Instead, it is fundamental to the race. Whether it’s a difference in brain structure, innate fey blood, or what have you, Elves have a natural talent for wizardry. I’d rather explore how that affects the martial culture of the Valenar than simply ignore it and make them a different sort of elf entirely.

Now, let’s look to drow and eladrin. Both have deep cultures and history within the setting. While both are racially tied to elves, they are also physically distinct on a very fundamental level—differences that occurred not just because “They lived somewhere cold” but because their ancestors were genetically altered by the magic of the giants. The only difference between a Tairnadal and an Aereni is cultural; an Aereni can choose to BECOME a Tairnadal elf. But he can’t decide to become drow or eladrin. It’s not just a cultural difference; it’s a fundamental physiological difference with a logical origin, along with an interesting role in history.

I’m not innately adverse to subraces. I’m adverse to subraces that in my mind have no logical reason to exist and that add nothing substantial to the history or story of the world. This isn’t just limited to subraces; it extends to full-on RACES. Personally, I don’t use Illumians or Goliaths or Genasi. I don’t want my world to feel like a Mos Eisley cantina, with a different species at every table. I’d rather use fewer races but really focus on their cultures, histories, and role in the world. Which leads us to…

How do the lords of dust view Tieflings and how are tiefling viewed by different nations or religions? What of very obvious tieflings?

I never used tieflings in 3.5 Eberron. However, as they are a core race in 4E D&D, I developed a place for them. In canon Eberron, tieflings can trace their roots back to Ohr Kaluun, a Sarlonan nation that made pacts with fiends; Ohr Kaluun is also the source of the skulks. During the Sundering, Ohr Kaluun was vilified and destroyed. Those tieflings that survived escaped to Droaam and the Demon Wastes, and this is where their descendants live today. The tieflings of the Demon Wastes are scattered among the Carrion Tribes and have no distinct culture of their own. The tieflings of Droaam have their own kingdom, the Venomous Demesne; this is where to go if you want tiefling pride and intrigue. However, neither the Demon Wastes or the western edge of Droaam have any real traffic with the Five Nations. In Sharn, there are in all likelihood more medusas than tieflings. And there are certainly more harpies and ogres. Tieflings simply aren’t prevalent enough for people to be aware of their origins or to have a strong opinion. When someone sees a tiefling in Sharn, their first response won’t be “Flame preserve us! Her ancestors made pacts with fiends!” Instead, it’s more likely to be “Whoa! That’s the sexiest minotaur I’ve ever seen!

With that said, if I decided I wanted to do something with tieflings, I think that the Venomous Demesne could be a fascinating place to explore. Here’s a place where the warlock tradition is the foundation of their culture, a place where fiendish bargains are a fundamental part of life. I see a lot of room for interesting intrigue. And if I was to play a tiefling from the Demesne (warlock or no), I would certainly establish what pacts the character or their family had made, what intrigues they are tied to, and what has driven them out into the wider world. While by contrast the Demon Wastes are the source for the isolated tiefling with no cultural or family connections.

How do the Lords of Dust feel about tieflings? “Whoa! That’s the sexiest minotaur I’ve ever seen!” The ancestors of the tieflings didn’t make pacts with the Overlords. There’s no innate connection that makes the Lords of Dust treat tieflings any differently than orcs, hobgoblins, humans, or what have you.

Now: that’s how I use tieflings, and it’s the canon position in 4E. But you could go a different way. You could say that tieflings are bound to the Overlords (though why do they have horns instead of stripes?). You could have them be persecuted by the Silver Flame. It’s just not what I do.

What subraces do you use in D&D Next?

Given my big diatribe there, this may come as a surprise… but at the moment I use all of them. I just don’t consider most of them to be subraces (with Drow as the sole exception); I think of them as different manifestations of the races’ natural talents. If you look to D&D Essentials, most races took the form “ELF: +2 Dexterity, +2 Intelligence or Wisdom.” I liked this as a way of providing flexibility, and that’s how I look at the subraces in 4E. Rather than saying “City Halflings are Lightfoot and Talenta Halflings are Stout”, I prefer to say “ANY Halfling can be Lightfoot or Stout.” These are simply different paths any member of the race can follow. So a Valenar warband would include both “wood elves” and “high elves”… just like I’ve got an ectomorphic body type, while my best friend from high school is a mesomorph.

You COULD say “All Aereni are High Elves and all Tairnadal are Wood Elves”, but again, this raises all those issues like “But an Aereni can become a Tairnadal” and “What about a elf who was raised by humans?” For me, it’s just simpler to say that they aren’t “subraces”, they are simply different manifestations of elf found in all elven communities. The drow are a clear exception, because again, you can’t just “decide to be a drow when you grow up”; they have a significantly distinct physiology and a clear role in the world.

If you were to run a campaign aimed at ridding Sarlona of the Inspired, what would it take for the Inspired to lose hold of Sarlona?

The simplest answer is the one the Kalashtar are pursuing: get the cycle of Dal Quor to shift, bringing an end to the Age of il-Lashtavar. If this is done, all the quori will be drawn back to Dal Quor and transformed. Do that, and you end the occupation in a moment. So the question is what you can do to accelerate that.

First of all: if you haven’t done it yet, read Secrets of Sarlona. Otherwise, much of what I say here won’t make sense.

My first question: Why do you want to rid Sarlona of the Inspired? Do you have a system in mind to take its place? At the moment, the people of Riedra love the Inspired, and the Inspired provide for their basic needs. They are denied many freedoms people of Khorvaire take from granted, but they largely don’t have to worry about crime, starvation, shelter, etc. As you can see in regime changes across the world, when you kick out a dictator you create a vacuum… and what’s going to fill it? In ridding Sarlona of the Inspired, will you collapse Riedra into civil war, famine, and plague?

Assuming you’ve got an answer to that, there’s a few lynchpins to the Inspired system. The major key is the hanbalani monoliths. These control the dreams of the people, serve as planar anchors and power generators, and are the backbone of continental communication. Whether you’re acting on a regional level or continental, the hanbalani are vital targets. The second critical target is the psionic teleportation circles that allow swift transportation of troops and supplies. Of course, these draw on the local hanbalani for power, so if you eliminate one you eliminate the other.

You’d also likely want to work with existing dissident groups: The Broken Throne, the Dream Merchants, the Horned Shadow, the Unchained, and the Heirs of Ohr Kaluun. Of course, some of these groups – notably, the Heirs of Ohr Kaluun – are worse than the Inspired, so it’s again a question of who you really WANT to help.

But the most important ally and the true key to success would likely be the Edgewalkers—the Riedran military arm tasked with defending the nation from extraplanar threats. It would be incredibly difficult, but if you could convince the Edgewalkers that the Inspired themselves are an extraplanar threat, you’d gain access both to a disciplined corps of people trained in dealing with hostile spirits and a force recognized as heroes by the common people.  However, it’s all how you prove this. Just saying “They’re possessed by spirits” won’t do the trick, because EVERYONE KNOWS THAT; you’d need to prove that those spirits aren’t what they say that they are, and that despite the fact that they’ve kept the nation prosperous and cecure for a thousand years – and despite the fact that they themselves created the Edgewalkers – that the Inspired are somehow an evil threat that must be removed.

Could you go into more detail about what you think would happen if all the Quori disappeared, leaving their Inspired vessels empty? Are Chaos and civil war inevitable?

It’s a valid question. If the only thing that happened is that the quori themselves vanished – say the Age turned without a visible terrestrial struggle – it wouldn’t actually be immediately obvious to anyone except the Chosen (the mortal hosts of the Inspired) themselves. And the Chosen aren’t simply puppets who would suddenly be useless if the Inspired vanished. A few things to bear in mind:

  • Most quori have multiple Chosen vessels and move between them. Thus, the Chosen are used to operating and ruling even without quori guidance. It’s been noted that over the course of years, the presence of a quori has an effect similar to mind seed; the Chosen essentially thinks like the quori even when the quori isn’t present.
  • Tied to this is the fact that there are also a significant number of actual mind seeds around Sarlona. For those who aren’t familiar with the discipline, mind seed essentially reformats a creature’s brain to be a duplicate of the manifester, minus a few levels of experience. So mind seeds are humans, ogres, whatever – but with the personality, memories, and some of the class levels of a quori. They’ll all still be around even if the quori are transformed.

So eliminating the QUORI wouldn’t immediately throw every community into chaos. The Chosen are capable of leading and the people are used to obeying the Chosen. However, there are three other things that would cause more trouble.

  • The hanbalani monoliths are used for communication and more significantly, to control the dreams of the populace. The people of Riedra don’t think of dreams as a source of inspiration or creativity; they think of them like a news channel, where they get the latest information. This is part of what gives them such a sense of unity: they literally share the same dream. Once you eliminate that, first you have wiped out the government’s ability to provide news; second, there is an excellent chance that people will panic when they start having everyday normal nightmares, because they’ve never had them before. They may think that evil spirits are attacking them, or just generally freak out because they don’t know what’s going on. You could mitigate this with help from the Unchained, who are Riedrans who have experiemented with dreams, but it’s going to be the main immediate source of panic.
  • The hanbalani also power the system of psionic teleportation circles. If the hanbalani are left intact, there would be Chosen or mind seeds who could maintain them, even if they couldn’t create new ones. But if you eliminate the hanbalani and thus this network, you’re going to have communities that no longer have access to supplies they are accustomed to, which could thus lead to shortages, famine, etc.
  • Most of all: the Chosen may be capable leaders on their own, but they lack the pure unity of purpose shared by the quori. What I’ve said before about immortal outsiders is that to a large degree they lack free will. Kalashtar aside, the quori have a truly inhuman dedication to their common goal. This is enhanced by the fact that they are planning their actions from Dal Quor (where time moves at a different rate than on Eberron). The Inspired Lords of the major cities may never meet in person, because they don’t have to; their quori meet and make plans in Dal Quor and then return to the Chosen. Left on their own, the Chosen may be good leaders, but they are human. They will come up with their own goals and agendas. They will have doubts about one another. The leaders of the Thousand Eyes may decide that they are best suited to maintain order… and be opposed by the military leaders or the Edgewalkers.

So a certain amount of chaos and panic are inevitable once people start dreaming. The Chosen may maintain order, but without the unifying, inhuman influence of the quori I think that you will get factionalizing and civil war fairly quickly. With that said, I don’t see things dissolving into UTTER chaos; I think you’d see a breakdown into three or four major factions/nations, with a handful of isolated independent communities scattered around them. The largest of these would likely be a faction maintaining that the quori will return – that people need to maintain tradition and calm and just wait it out. But I think you’d get SOME significant factions moving in different directions.

Will common people revolt against their masters without pacifying influence of the hanbalani?

I don’t think that’s a given, but it’s a possibility. Again, the majority of people in Riedra BELIEVE in the Chosen and Inspired. They will be looking to the Chosen to fix things, not instantly turning on them. On the other hand, SOME might instantly turn on their lords.

Or will any external power take a chance to prey on weakened Riedra?

I don’t think there’s any mundane force powerful enough to try to INVADE Riedra. They’d still have their military infrastructure, even if leadership is fragmented. I think it’s far more likely that Riedra’s greatest enemy would be other Riedrans, as different Chosen lords pursue different agendas to fix things. But setting aside the concept of invasion, there’s lots of forces that would take advantage. The Akiak dwarves. The Heirs of Ohr Kaluun, who I think would immediately seize at least one small province. The Horned Shadow. For that matter, I could easily see a Lord of Dust deciding that this is a perfect opportunity to gain followers… or failing that a group of dragons. The main question on those last two is if they were certain the quori were GONE; otherwise they might not want to poach so quickly. But that leaves another possibility…

WHAT WOULD THE NEW QUORI DO? The easiest way to get rid of the quori is for the age of Dal Quor to turn. This effectively eliminates ALL kalashtar and Inspired; their quori spirits will be sucked back into Dal Quor and released in a new form that fits the flavor of the new age. In all likelihood they wouldn’t immediately return to Eberron, because we’ve established that the quori of a new age know nothing about the quori of the previous age; they wouldn’t know anything about Riedra, the Inspired, or any of that. However, if you WANTED to, you could decide that these new quori are quick learners… and that they actually do return to the Chosen in a new, more benevolent form, and work with them to create an entirely new Riedra.

OF COURSE… if something like this happens, are you entirely sure you believe them? Or could it be the old quori just trying to get your PCs to leave them alone?

I’ve been trying to understand a few things about the shifter nations of the Tashana Tundra. So I said to myself, where there are shifters, there must be lycanthropes… but what happened to lycanthropes beyond western Khorvaire during the 9th century? Were they not affected by the new strain of lycanthropy that led to the Purge?

You’re working from a flawed premise: “Where there are shifters, there must be lycanthropes.”  While many people assume that shifters are thin-blooded lycanthropes, there’s a shifter tradition that maintains that the reverse is true – that the shifters came first, and that the first lycanthropes were created from shifters. The existence of a shifter nation elsewhere in the world—in a place where lycanthropy may not even exist—certainly supports this idea.

That same article calls out the fact that the shifters and the lycanthropes weren’t allies. The only way the Shifters were affected by the strain of lycanthropy that led to the Purge was that the lycanthropes sought to use them as scapegoats and living shields. Even before the Purge occurred, there was a sect among the Eldeen shifters dedicated to hunting down evil lycanthropes, because those guys are bad news for everyone.

So, the short form is that the Purge had no particular impact on the shifters of Sarlona.

A second question is how shifters migrated from one continent to the other. Setting aside the plausible possibility of parallel evolution, the most likely possibility is that a tribe of shifters passed through Thelanis via manifest zones… the same way Daine & co get from Xen’drik to Sarlona in The Gates of Night. The Eldeen certainly has its fair share of Thelanian manifest zones.

You’ve mentioned before that a LE cleric of the Silver Flame would detect as LG, as the clerical aura is stronger than that of his personality. What would happen, if by some twist of fate, someone became a CG paladin (of freedom) of the Silver Flame (3.5, Unearthed Arcana)? Would others be able to detect that she is chaotic?

This is a house rule that I discuss in detail here. Under 3.5 rules, a divine power has an alignment. The Silver Flame is Lawful Good. A cleric has a powerful divine aura tied to his divine power source that is actually stronger than his personal aura. So a chaotic cleric of the Silver Flame will radiate an aura of law.

All this is based on the 3.5 SRD description of detect (alignment). This spell specifically calls out CLERICS as having that powerful aura. As a DM, I would be willing to extend this effect to “divine spellcaster,” thus including paladins, favored souls, and so on. However, by the rules as written, a paladin wouldn’t have this aura.

A key point, however: this isn’t some sort of trick or loophole you can take advantage of. If you have a divine aura, it is because you have deep faith and a mystical connection to that source. To be cloaked by the aura of the Flame, that LE Cleric must be truly devoted to the Flame; it’s simply that he may take evil actions in pursuing that faith and philosophy. So assuming that you or your DM allow paladins to have that aura, your paladin must be called by the Flame to have its aura. If you see a way to reconcile a Paladin of Freedom with faith and devotion to the Flame, this could work, and it would conceal a chaotic alignment. But again, it’s not a trick or a cheat; it’s because the character literally is bound to something bigger than himself, and that bond overshadows his personal alignment.

Did the Thranes of the Church of the Silver Flame, at least some of its priests, care for the wounded of rival nations during the Last War?

The faith of the Silver Flame maintains that the best way to combat human evil is by showing an example of virtuous behavior, through acts of compassion and charity. Given that, anyone who follows the Silver Flame would be encouraged to show kindness to prisoners. We’ve established that the Puritan faith of Aundair tends to stray from this and lose sight of the value of compassion, and Breland has the highest percentage of corrupt priests (of all faiths, not just the Flame). Still, you could expect to see such acts of kindness from any truly devoted follower of the Flame. And overall, I would certainly expect Thrane to have the best record for taking care of prisoners of war.

Since Jorasco works for profit, and the CotSF is understood as being more altruistic, were there voices that opposed more aggressive factions and took care of and even healed rival soldiers and civilians from other nations?

Throughout all Five Nations you surely found conscientious objectors who refused to fight. Some simply left; this is how the current human civilization of Q’barra was founded. Others might have done their best to care for the injured, especially innocent civilians; I’d expect such behavior from adepts of Boldrei just as much as from priests of the Silver Flame. But a key point here: You suggest that this might present an alternative to Jorasco, because Jorasco works for profit. The key is that the church simply don’t have the resources to offer some sort of free alternative to Jorasco that could provide all the services Jorasco is capable of providing. In the present day, you do have charitable clinics maintained by both the Flame and the Host (again, Boldrei is all about caring for the community). Go to such a place and you’ll find an acolyte trained in the Heal skill that will do their best to assist you. But they can’t provide magical healing. One of the central pillars of Eberron is that people with player character classes are rare, and that even at first level PCs are remarkable people. The typical priest of any faith isn’t a cleric; he is an expert trained in skills like Diplomacy, Religion, Sense Motive, History, Heal, etc. The role of the priest is to provide moral and spiritual guidance to his community, not to cast spells for them. Divine casters are rare and remarkable people who are likely to be pursuing vital missions for their faith. There simply aren’t enough spellcasting clerics in the world to replicate the services that Jorasco provides, and even Jorasco couldn’t provide those services based on spellcasters; it relies on Dragonmark focus items that can be used more frequently than Vancian magic allows. The reason Jorasco can charge what it does is because it’s the only place you can get magic healing RIGHT NOW when you want it.

Having said that: Thrane has more divine spellcasters than any other nation. This was a key military asset for the nation during the Last War. But even there, it doesn’t have so many of them that it could simply treat them as a replacement for combat medics. There are many things a divine spellcaster can do that can have a more dramatic impact on the outcome of a battle than healing an individual soldier, especially when you can buy that service from Jorasco.

So might there have been priests in Thrane who healed enemy combatants and civilians? I’m sure there were. Just bear in mind that this didn’t somehow make Jorasco obsolete or redundant, because these charitable healers couldn’t offer all the services Jorasco can.

What would happen if the Dragons launched their next attack on the elves and the elves wiped them out without effort? Full scale war?

Just like the true cause of the Mourning, the motivation for the Elf-Dragon conflict is left to the individual DM. Consider this quote from Dragons of Eberron:

Those who study this puzzling behavior ask… What motivates this seemingly endless struggle? If the dragons truly wish to eliminate the elves, why don’t they commit their full forces to the task? If they don’t care enough to do so, why do they continue to fight in such piecemeal fashion?

One theory is that the dragons despise the exten­sive practice of necromancy, even when it draws on the positive energy of Irian, but do not view it with the same abhorrence as the giants’ planar studies. Thus, they cannot agree en masse that Aerenal should be laid low.

Another possibility is that the struggle is a form of exercise for the dragons, a proving ground for the younger warriors of the Light of Siberys. Conversely, it might be that the wars are fought to test the elves and harden them for some future conflict, just as a soldier will sharpen his blade in preparation for battles to come. The dragons might be unwilling to share the secrets of their power with lesser races, but they can still push the lower creatures to reach their full potential. The long struggle with the dragons has certainly forced the Aereni wizards and Tairnadal warriors to master the arts of war and magic.

The response to an overwhelming defeat would depend on the reason for the attacks. If the purpose of the conflict is in fact to hone the skills of the elves, it could be that the dragons would be pleased by this outcome. It could be that, thanks to the Prophecy, the dragons know that an Overlord will be released in Aerenal… and that if the elves couldn’t defeat a dragon attack, they’d never be ready to face the Overlord. If the dragons were using the elves as a training ground for their young warriors, I don’t think they’d seek vengeance on the elves for defeating them; the dragons chose the battle, not the elves. Instead, I think it would mean that they’d chose a NEW target for future training exercises—something more evenly balanced. Perhaps Sharn?

Divine Ranks and Eberron, where do the progenitors stand, for example?

Frankly, they don’t. Divine Ranks are part of a god’s statistics, suggesting the power it wields when it manifests… and the deities of Eberron don’t manifest. The only beings we’ve assigned Divine Rank to in Eberron are the Overlords of the First Age, precisely because they DO manifest in this world; IIRC, we’ve set their divine ranks at 7.

Now, looking to the Progenitors, consider a few things. IF you take the myths at face value and believe that they are literally true, the Progenitors created reality as we know it. They didn’t just create planets and creatures; they created all of the planes that we know. At the end of all of this, Eberron became the world. Eberron can’t physically manifest because doing so would be the equivalent of the world stretching out and standing up. The Progenitors exist on a scale beyond everything else. And no one believes that they directly grant spells. Many druids revere Eberron, but they don’t think that Eberron listens to them or personally answers their prayers; Eberron sleeps, holding Khyber in her coils, and what they respect is the system she created. So, if I had to give Eberron a divine rank, I’d make it a minimum of 30. They are the over-est of overdeities.

I’m running a 3.5 Eberron game and the bottom line is this: Vol is seeking to attain godhood by sacrificing hundreds of thousands of lives in a mater of days. To do this, she has discovered a set of powerful artifacts that would awaken the greatest and most powerful evil of all and bind it to her will. The entity? Not an Overlord, but KHYBER himself, restored, not in full cataclysmic power, but close. She then intends to send him again the Five Nations and harvest the souls through several Eldritch Engines. I would appreciate your input on this plot and to suggest any substitutions or monsters that might represent Khyber.

This question runs into the same problem I mentioned above. Khyber is literally the underworld. Khyber is the demiplanes that exist in the world. If Khyber was truly somehow physically restored to its primal form, a) you’d be ripping out the heart of the world, which would have cataclysmic effects; and b) the scale is simply too grand for PCs to face it. Consider Siberys. If you believe the myth, the Ring of Siberys is literally the remains of Siberys’ body… and it wraps around the entire world. The Progenitors are simply TOO BIG to be brought into a normal combat.

With that said, I’m not one to stomp on a story. So if you want to keep Khyber as your threat, you could say that it isn’t Khyber’s true body, but rather a physical manifestation of Khyber’s spirit… in which case, it can be the biggest, baddest dragon you care to put together.

However, if I may suggest an alternative: I wouldn’t use Khyber for this plot. Among other things, Khyber isn’t a force of death (I realize Siberys might argue this point). ALL the Progenitors are forces of creation; Khyber may create fiends, aberrations, and monsters, but that’s still creation. If Khyber were to manifest, I wouldn’t expect the occasion to be marked by a big dragon smashing things; I’d expect to see hordes of new monsters and fiends being created by this event. None of which really fits the idea of Vol becoming a Goddess of Death.

 

So my suggestion is that she summon one of Khyber’s children… specifically, Katashka the Gatekeeper. Katashka is the Overlord that embodies death and undeath. If Vol wants to become a goddess, what she basically wants to do is to take Katashka’s place. So my plot would be that Vol finds a way to release Katashka and bind him to her will, harnessing the deaths that he causes and ultimately using that power to usurp his place and become him.

The Overlords are entities with an approximate divine rank of 7. You can see find more details about creating an Overlord in 3.5 rules in Dragon 337; you can get a PDF of this issue here.

OK, there’s still a lot of questions on my pile – let’s do a quick lightning round of ones with short answers.

What happened to Eberron’s thirteenth moon?

It was destroyed by the giants of the Sul’at League during the conflict between the giants and the Quori of the previous age. This action had horrific physical and mystical consequences for Eberron, and this is why the dragons intervened the next time the giants considered using such a weapon. It’s discussed in more detail in the novel The Gates Of Night.

Does the force known as the Silver Flame have adherents beneath the waves? A different take on it like the Gash’kala?

Not in any canon source. It certainly doesn’t fit sahuagin culture as it’s been presented. However, if you play with the idea that the aboleths are agents of an aquatic overlord, one could assume that the aquatic races fought them during the Age of Demons; given that, I could see having a merfolk interpretation of the Silver Flame that traces back to that conflict. But it’s not something that’s ever been concretely defined.

Would there be werewolf war if a werewolf lord were to appear?

I’m not sure what you mean by “werewolf war” – a war between werewolves, or a new attack on the scale of the one that triggered the Purge. There IS someone I’d consider a “werewolf lord” in Eberron: Zaeurl, the leader of the Dark Pack. She’s been keeping the Pack on track and alive for the last two centuries. On the other hand, if you mean something more like an Overlord, I suggest you check out The Queen of Stone for my take on that idea…

 Would anyone on Khorvaire care if Stormreach was destroyed?

Absolutely! Stormreach is the gateway to Xen’drik, which is a source of many imported goods—dragonshards, kuryeva, eternal rations, and more. Dragonshards are the key, as they are a vital part of the magical economy. Plus, something that could destroy Stormreach could presumably threaten any coastal town in the Five Nations. I’d expect it to be a serious concern.

Besides the Lord of Blades and his whole warforged supremacy thing, what other cults, societies or groups have emerged in and around the Mournland?

I’ll revisit this in the future in more detail, but the short form is that it’s very difficult for any human to live IN the Mournland, both because of the hostile environment and simple lack of natural resources. But you’re going to see scavengers and salvagers; refugees who have established communities on the edge; cults of the Dragon Below that believe the Mournland is the promised land; bandits willing to take the risks to shelter from the law; and creatures that have evolved to live in the Mournland (want a city of Abeil? It just popped up in the Mournland!). Per canon, you have a wider range of warforged factions than just the followers of the Lord of Blades. And don’t forget the magebred empress and her followers (from the 4E ECG).

Beyond the world, sun, and the thirteen moons, are any other celestial bodies in the galaxy described anywhere?

Not in any canon source that I’m aware of. Though the 3.5 ECS includes constellations.

OK, that’s all I have time for now. If you have questions about Aundair or the Eldeen Reaches, post them below!