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As time permits, I like to answer interesting questions posed by my Patreon supporters. Here’s a few of the questions that came up this month!
First of all, you can find almost anything in Thelanis if it fits a story archetype. There’s a barony in Thelanis with a massive dragon in it, and a barony filled with ghosts. But the key point is that those ghosts were never living mortals, and that dragon likewise isn’t mortal (it’s an archfey!) and has no connection to Argonnessen or the dragons of Eberron. If a ghost story is about a ghost that lingers because of unfinished business, it’s likely tied to Dolurrh. If it’s about an aggressive undead being who consumes life or hope, it’s likely tied to Mabar. If it’s more about the abstract idea—a story that can be found repeated in many cultures, that’s more about the allegory than the specific actions of a historical undead creature—then it could be tied to Thelanis. You can have devils in Fernia, Shavarath, and Daanvi, but they’re very different from one another; likewise, you can have ghosts in Mabar, Dolurrh, or Thelanis, but they’re very different from one another. Thelanian undead aren’t actually the remnants of mortals; they’re the IDEA of remnants of mortals. It’s up to the DM to decide whether these creatures should even be considered to be undead for purposes of magical effects, or if they are in fact fey. personally, I’d probably be inclined to make Thelanian ghosts both undead AND fey; they ARE fey, but they react like you’d expect undead to react, because that’s the story.
The article on the Crimson Covenant notes that members of the Covenant “guide and protect other Seekers. The Crimson Covenant are the oldest and most powerful of these undead champions, some of whom were guiding the Seekers before Erandis Vol even knew the faith existed. ” It’s also long been noted that Seeker communities donate blood which is kept in barrels of preserving pine to sustain vampire champions. This practice began with Lady Dusk, believed by some to be the first human vampire in Khorvaire. Given her age and the secrecy with which she shrouds herself, few facts are known about her. The most common of these is that she was the daughter of a warlord in the first days of Karrnath; recent scholarly work suggests that she was a member of the House of the Ram, one of the warlord dynasties that would eventually merge into House Deneith. When elf refugees came west fleeing the destruction of the Line of Vol, the lady gave them shelter and fell in love with one of these refugees. When her family decided to exterminate these elves, Lady Dusk fought alongside them. She was executed by her family… but, according to the story, her lover had already shared her blood and Dusk rose as a child of the night.
Ever since then, Lady Dusk has followed the path of the undead champion—acting to guide and protect the Seekers of the Divinity Within. She’s the model of an undead champion of the faith and the reason communities began storing reserves of blood. With that said, this is dangerous work; over the centuries, most of her peers—including her lover—have been destroyed, and Dusk herself has narrowly escaped many times. As such she rarely acts openly; she disguises herself and works from the shadows. If something is threatening a Seeker community, she won’t just charge in with fangs bared; she will try to organize mortal resistance. It’s the idea of teaching someone to fish instead of fishing for them; Lady Dusk is a GUIDE, and those she assists may never know who their mentor was.
There’s flora and fauna in the Demon Wastes, it’s just highly aggressive and often poisonous or infused with fiendish power. Over many generations the Carrion Tribes have developed resistances to these natural and supernatural toxins, and they can eat things travelers can’t safely eat—though in part because of this diet, members of the Carrion Tribes have a very low life expectancy and their numbers remain relatively low. The Carrion Tribes aren’t as disciplined or well equipped as the Ghaash’kala and also rarely retain institutional knowledge; for all of these reasons, they don’t harness demiplanes as effectively as the Ghaash’kala. Essentially, there’s lots of things you can eat in the Demon Wastes, if you don’t mind hosting infernal parasites, shortening your lifespan and suffering hallucinations and severe mood swings; for the Carrion Tribes, that’s just a typical Tuesday.
The Strixhaven book coming out in a month is sure to have lots of suggestions about this topic, so I’m somewhat loathe to discuss it now. But first of all, arcane magic is a form of science, so to begin with, consider how any form of science is taught. You’re going to have base entry-level classes that teach the principles of Arcana along with the basics of arcane science and history. These will advance into practical magic, from there into study of specific schools of magic, from there into specialized topics within that field. Most students of Arcanix don’t become wizards, and there are some who can cast perform ritual magic that’s beyond the Third Circle, just more limited than what a wizard can do; so yes, there are definitely classes dealing with magical THEORY that goes beyond the practical limits of 3rd level spells. Keep in mind that Arcanix is always driving students to push beyond the limits of what’s currently possible; Third Circle may be the practical limit of everyday magic TODAY, but the students of Arcanix intend to change that.
Many of the students of Arcanix will never cast spells as a wizard or sorcerer does. However, Aundair has the highest percentage of wandslingers and war wizards in the Five Nations. Thus you have the War College within Arcanix, which focuses on practical battlefield magic. It’s here that you will get direct training in combat cantrips, arcane sparring, drills to hone concentration, and so on, along with classes in tactics and strategy.
Meanwhile, wizard circles aren’t COMPANIES. The equivalent to companies would be the dragonmarked houses or the Arcane Congress, both of which do send recruiters to Arcanix. But wizard circles are essentially fraternities; they don’t simply have recruiters at Arcanix, they have CHAPTERS at Arcanix.
Like all magic items, magical tattoos are a set of mechanics, which can be flavored very differently based on the story and cosmetic elements associated with them. There’s no single form of magic tattoo or single culture associated with them; instead, there are a number of different forms of magical tattooing. Sigilry is the field of arcane science that is used to create scrolls, and master sigilists can create magical tattoos infused with arcane power. On Khorvaire, the Mark of Scribing has given Sivis the edge in creating magical tattoos, but Thuranni and Phiarlan also have a limited tradition of arcane tattoos. But magical tattoos can also be created using divine magic—such as the couatl tattoos of the Ghaash’kala, which I mentioned in a recent article. Such tattoos are in part empowered by the faith of the bearer and can usually only be attuned by a person who shares the faith of the creator. There’s also a primal tradition of tattooing, employed by the shifters of the Towering Wood; Races of Eberron discusses these tattoos, which shift in appearance when the bearer activates their shifting trait. So it’s the same way that many different cultures use wands, but the design of the wand and the powers channeled will vary based on the culture and their magical tradition.
What they do when not fighting depends on their patron ancestor. Tairnadal seek to emulate their patrons at all times, not just in battle; so what was their patrons known for? Were they explorers? Entertainers? Arcane researchers? With that said, as long as it doesn’t directly oppose what their patrons would do, Tairnadal can also pursue their own interests when there’s no clearly mandated path. So a group of Tairnadal in Sharn could be looking for work; they could be tourists passing the time between mercenary assignments; they could be pursuing a rogue Tairnadal who betrayed their warband; they could be following the example of their patron. There were grand cities in Xen’drik at the time of the elven rebellion; perhaps their patron was known for protecting the innocent in the shadows of the greatest city of the age. The Tairnadal have identified Sharn as the closest equivalent and are fighting crime in Lower Dura!
That’s all for now! If you have an infrequently asked question, I’ll be taking another round soon on my Patreon!
As time permits, I like to answer interesting questions posed by my Patreon supporters. Sometimes these are weighty topics—like whaling or medusa reproduction—that require a full article. Others I just answer directly on Patreon. Here’s a few of those short answers from last month!
Nope! Every colossus has two names—So you have Artorok (WX-73), Arkus (WX-11), and so on. The name is the name of the BODY of the colossus. The numeric designation is actually the designation of the master docent that serves as the heart of the docent network that drives the colossus. “WX” stands for “Waylon/Xen’drik” and refers to the expedition that recovered the docent. So more than seventy-three docents were recovered from Xen’drik, but only a handful of those docents were intact and capable of maintaining a colossus. Personally, I think that Cannith had time to develop twelve colossuses; they were working on the thirteenth when the Mourning struck.
They’re vastly different. As called out in Exploring Eberron, “The dwarves of Sol Udar were an advanced civilization employing arcane science beyond that currently possessed by the Five Nations. The halls were shaped by elemental magic—an improved form of the move earth spell—and reinforced to be stronger than any natural stone. Barring any alien influence, the air is renewed by magic and remarkably fresh; a permanent prestidigitation effect keeps these halls clean after thousands of years and untold conflicts… Widespread magic was a part of daily life in Sol Udar.“
By contrast, the Dhakaani are exceptional in many ways but DON’T have a tradition of wide magic. From Exploring Eberron: “Dhakaani daashor are the finest weaponsmiths on Khorvaire. Their traditions blend mundane skill and transmutation to create and manipulate remarkable alloys, including adamantine, mithral, and byeshk. Their skill at metallurgy outstrips even House Cannith, and Dhakaani champions often wield weapons forged from such material. Dhakaani equipment is designed for durability and efficiency, rarely gaudy or bejeweled. Likewise, armor is tough and flexible—often with the properties of mithral or adamantine armor—but not dramatic in style. Dhakaani magic items are either created by the daashor (who specialize in armor and weapons) or by gifted duur’kala. Dhakaani magic rarely focuses on evocation effects, and they have no tradition of elemental binding.”
So the Dhakaani make excellent WEAPONS AND ARMOR, but part of that is tied advances in mundane science. Beyond that, the items they have are created by duur’kala, with the key point being that the duur’kala are BARDS—primarily spiritual leaders and diplomats, NOT devoted to manufacturing. So the Dhakaani HAVE magic, but it’s NOT as widespread as magic in the Five Nations—let alone Sol Adar, which is considerably more advanced than the Five Nations. Essentially, the Dhakaani excel at things that are related to WAR… though even there, the point is that they don’t employ siege staffs, airships, or similar magical tools. The Dhakaani daashor make the finest SWORDS on Khorvaire… but they don’t have a strong tradition of WANDS. Now, the catch is that the ancient Dhakaani could create ARTIFACTS, as could the dwarves of Sol Udar. But these artifacts were extremely rare—the weapons of champions and tools of the Marhu—and they didn’t have a strong tradition of EVERYDAY magic.
There’s three factors. The first is that the Dar as a species have adapted to thrive in a subterranean environment. Much as creatures in high altitudes adapt to the lower oxygen content, as creatures who evolved in the depths I’d expect Dar to be better suited to the challenges of a deep environment. I wouldn’t see this as having a strong game effect, but if I was running a long-term subterranean campaign and decided to develop environmental effects for bad air, I might give the Dar a ribbon similar to the Goliath’s Mountain Born—”You are acclimated to deep subterranean environments.” Note that I’m specifically saying the DAR—the Dhakaani who have remained in their deep vaults for thousands of years—as opposed to all goblinoids.
With that said, just because the Dar are more capable of surviving in such environments doesn’t mean they don’t need oxygen. I have always assumed that they engineer solutions that can bring fresh air to the depths—that just like creating aqueducts and mundane systems for channeling water, they use mundane (but remarkable) solutions to channel air to the depths. Thinking further, however, there’s a third factor: certain manifest zones and demiplane portals could well serve as oxygen sources in the deeps—and Dhakaani might build around these just as they would build around good sources of water. But the general principle is that while the Dhakaani aren’t as magically adept as some cultures, they are better at many forms of mundane science… which is also why I’ve said that if I was to add traditional firearms to Eberron, I’d start by giving them to the Dhakaani.
Through the sourcebooks, we have access to a lot of specific knowledge that people in world don’t have. WE know mind flayers are creations of Dyrrn the Corruptor. But most people—in Breland and Droaam alike—know nothing about mind flayers. For most of the people of Graywall, Xorchyllic is an entirely unique terror. Followers of the Cazhaak faith would likely say “Does it possess awesome powers? Are humans terrified of it? Check, check—seems like a child of the Shadow.”
This ties to the point that the Cazhaak traditions are about FAITH, not fact. If you presented a Cazhaak medusa with absolute proof that they were created by Orlassk, they would say “So what? This Orlassk may have sculpted our bodies, but it was surely the Shadow who guided its hands and who gave it the inspiration; thus, it is the Shadow who is our TRUE creator and who deserves our devotion.” Having said that, knowledge of the daelkyr is certainly present in Droaam. As will be called out in FRAG, the sages of Cazhaak Draal DO know of Orlassk, but they consider it a tyrant they broke free from, not a being they should worship. Again, their point is that it doesn’t matter if Orlassk physically created the first medusa; in doing so, it was merely a tool of the Shadow, and they owe nothing to Orlassk.
Back to the original question, Cazhaak sages who know of the daelkyr will generally extend the same understanding they have of themselves to others. THEY believe that they are children of the Shadow, regardless of any ties they might have to Orlassk. They embrace gargoyles as children of the Shadow, in spite of their ties to Orlassk. Mind flayers, dolgrims—they too are children of the Shadow. But if they choose to serve the daelkyr and seek to destroy other children of the Shadow, then that’s sufficient reason to consider them enemies and destroy them.
The release of an Overlord isn’t instantaneous; it’s simply that once set in motion by the breaking of bonds, it is usually inevitable. So if we imagine the final stage of releasing Sul Khatesh is for the Broken Hero (a PC) to murder Queen Aurala at Arcanix with the Blade of Sorrows, first we’ve had a chain of events to get there. When the event finally occurs and the bonds are broken, SOMETHING will happen immediately—it’s clear that we’re in trouble. In this case, the towers of Arcanix might fall, or the region around Arcanix could be shrouded in supernatural darkness, which spreads over the next few days and weeks as Sul Khatesh regains her power. A concrete example of this comes in the 4E Eberron Campaign Guide regarding Bel Shalor:
If the Shadow in the Flame is freed, his influence will begin to extend out over the land around him, first covering a few miles, and ultimately spreading out across an entire nation. People who fall under his sway become selfish and cruel, turning on one another instead of standing against him. PCs are immune to this passive effect, but it might affect their ability to find allies. Within this sphere of influence, people grow pale and their shadows become clearer and more vivid even in poor lighting, often seeming to move of their own accord. It is said that the shadows conspire against their owners, telling Bel Shalor of their secret plans; you must decide if this claim is true.
The point is that it’s not just “A hole opens up and a big monster hops out!” The physical form of the overlord is just one aspect of it (which comes back to the point that destroying that physical form doesn’t permanently destroy the overlord). The first thing that will be felt is its INFLUENCE. If the bonds of Rak Tulkhesh are broken, the FIRST thing that will happen is that people in his sphere of influence will begin fighting one another. Eventually the Rage of War will physically manifest, but its PRESENCE will be felt before that happens.
Even writers make mistakes, and that’s likely what happened here. However, my answer is “Both.” Thaliost is a crazy place to establish an important facility in the wake of the war. It’s deeply contested occupied territory. Wroat, on the other hand, is a very secure national capital. In my opinion, Viceroy Idal chose Thaliost specifically because they believe that a Phiarlan presence could help maintain peace and understanding in the city and because the Serpentine Table wants a strong Phiarlan enclave in this hotspot. So the Thaliost enclave is the official Demense of Shape. However, a rival within the house has also established an “understudy” Shape facility in Wroat, because they believe that the Thaliost demesne could get burnt down any day now.
The Kech Draguus is a very deep cut. They weren’t mentioned in Exploring Eberron, and I believe the only canon source for them is a Dragonshard article I wrote, which states “Long ago, a rogue gold dragon formed an alliance with a clan of Dhakaani hobgoblins. Now this Kech Draguus has emerged from hiding. With a corps of half-dragon goblinoids and a few full-blooded dragons at its disposal, the Kech Draguus are poised to reshape Darguun.” The Draleus Tairn, on the other hand, are dragon SLAYERS. Dragons of Eberron has this to say: “The Draleus faith holds that the warrior draws strength from victory, and passes this energy to his ancestors . . . and no victory is greater than the defeat of a dragon.” There are RUMORS that Draleus dragon slayers can gain draconic powers and could become half-dragons, dragon shamans, etc, but those are of course rumors.
So, the two are VERY different. The Draguus are a Dhakaani Kech, which is to say, a tightly disciplined military force. They work WITH dragons, and essentially, they’re the Dhakaani answer to the Targaryens; they are going to employ dragons as living siege engines on the battlefield. Their champions may be half-dragons, but if so they were created with the blessing of their dragon patron, who in all likelihood counsels the leaders of the Kech. As the Dragonshard says, they have an ALLIANCE with dragons. By contrast, if there’s a half-dragon Draleus warrior, they gained that power by killing a dragon and ritually bathing in its blood. There’s no alliance between the Draleus and dragons; rather, they are bitter enemies. Beyond that, as Dragons of Eberron calls out, “The Draleus Tairn rarely socialize with outlanders, or even other elves… due to their isolation and reputation, few elves trouble the dragon slayers.” So the Draleus Tairn are at best isolated warbands, and often LONE INDIVIDUALS pursuing their personal quests… while the Kech Draguus are a militaristic, disciplined city-state.
That’s all for now! If you have infrequently asked questions of your own, you might be able to find the answer on my Patreon. Thanks to my patrons for making these articles possible!
It’s been a very busy month, but as time permits I like to answer short questions posed by my Patreon supporters. Here’s a few questions related to the Blood of Vol, the mummy priest Malevanor, and the burial customs of the Tairnadal elves.
In life, Hass Malevanor was a Seeker priest and student of necromancy. A Karrnathi patriot, he devoted his life to helping to develop superior combat applications of necromancy. Along with Gyrnar Shult, Malevanor played a key role in the development of the Odakyr Rites—the rituals used to create Karrnathi Undead. The basic principles of the Blood of Vol maintain that the universe is cruel and that we must stand together; Hass fought for the good of both his people and his nation. Exploring Eberron says “The former high priest of Atur was the mummy Askalor, who held the post for over four hundred years—but he was weary of his long undead existence. When Malevanor was grievously injured during the Last War, Askalor transferred his power and his undead existence to his apprentice.” This ties to the point that Seeker undead—especially the Oathbound—are expected to guide and protect the living. As both High Priest and Oathbound, this is the role Malevanor sees for himself. It is his duty to guide and protect living Seekers. As an Oathbound, he can never truly find the Divinity Within—but he can help the living Seekers and seek to find and aid those who may yet be the greatest living champions of the faith.
I personally believe that Hass is still a patriot who loves the idea of Karrnath, but it’s also the case that Karrnath has betrayed him and his people. He will always put the good of the Seekers above all else—but if he CAN help Karrnath along the way, he will.
I think that Malevanor believes Illmarrow is dangerous and that he questions her devotion to the faith, but he also realizes her POWER, and both a) doesn’t want to have her as an enemy and b) wants to see that power used for the good of his people. So he’s trying to maintain an alliance with Illmarrow, but it’s an uneasy relationship. Ultimately, he is OATHBOUND. I believe that his oaths are just what it says on the tin: that he is bound to protect the Seekers, help them find the Divinity Within, and to maintain and protect Atur. Which is an interesting contrast with the lich Illmarrow. I don’t think Malevanor COULD betray the faith for his own personal gain, because the oaths that sustain his undead existence are predicated on doing his duties as high priest and protecting his people.
Sure, Malevanor could definitely be a warlock patron for a Seeker warlock. I’d love to do a campaign with a PC Seeker warlock who’s essentially Malevanor’s undercover agent working against Illmarrow. The main thing I’d emphasize in this case is that it’s not that Malevanor is giving the warlock powers, it’s that the warlock’s powers come from their own Divinity Within and that maelvanor is just helping them to unlock those powers. Because that is literally what he’s supposed to do: help Seekers harness the power of the Divinity Within.
In most of the Five Nations, the Blood of Vol is a series of independent covert cults without any clear connection or hierarchy between them. How does the Crimson Covenant or Lady Illmarrow find or get in contact with these cults? Or does Illmarrow mainly rely on the Order of the Emerald Claw?
Exploring Eberron has this to say:
The (Blood of Vol) isn’t as formally structured as the Church of the Silver Flame or even the Sovereign Host. For the most part, Seekers keep to themselves, living in their own villages and small towns or in isolated neighborhoods of larger communities, where they can practice their traditions without drawing the ire of their neighbors… Outside Atur, for the most part, each Seeker community relies on their abactor—the priest that oversees a temple or community—and they rarely reach out to the world beyond. The largest temple in a region serves as a hub, coordinating with the other Seeker communities around it.
With that in mind, the important thing to understand is that the Blood of Vol is a religion that Seekers follow because it helps them make sense of their lives, providing meaning and strengthening their community. Most Seekers don’t know who Lady Illmarrow is and don’t have any interest in helping her with her grand schemes. Illmarrow has agents scattered throughout the faithful who do support her—from agents in the Crimson Covenant down through hub temples or villages—and these specific agents may provide support to her schemes. But OVERALL Illmarrow doesn’t control the faith and most Seekers don’t serve her purposes; some actively despise and oppose the Order of the Emerald Claw. Meanwhile, the members of the Order are Illmarrow’s active agents; some are extremist Seekers, while others—including Illmarrow herself—aren’t Seekers at all.
So: Illmarrow’s active agents are almost entirely in the Emerald Claw. Agents of the Emerald Claw may be able to get support from a local Seeker community but that is not at all a sure thing; it will depend in Illmarrow has supporters or sympathizers within that specific community.
Meanwhile, the Crimson Covenant is something that even Seekers generally know of only as a rumor. One thing I’ve suggested is that when a Seeker priest uses commune, they could actually get their answers from the Covenant. For more on the Crimson Covenant, refer to this article.
This depends entirely on how you decide to present the members of the Crimson Covenant who are loyal to Illmarrow. WHY are they loyal to her? It could be that Illmarrow is deceiving them, and that if adventurers can expose the truth these members of the Covenant will turn against her. Or it could be that these members of the Covenant are themselves merely hungry for power and not concerned with the good of the Seekers; if adventurers could prove this to the other members of the Covenant, then the truly faithful might clean house.
Looking up “Sacred”, I found this definition: connected with God (or the gods) or dedicated to a religious purpose and so deserving veneration. So with this in mind, what does a Seeker priest consider to be sacred?
One of the central rituals of the Blood of Vol is the communal sharing of blood as a way of establishing the bond between a community. What we have called out is that while Seekers believe that life is sacred and death is a tragedy, they recognize that you can’t save everyone and their focus is on protecting their own communities and people. Any death is a tragedy, but if bandits attacks your village, you need to put your OWN survival ahead of those who are trying to kill you and the people you care about. But I could very well see some Seekers who actively try not to kill their enemies, believing that any death is a loss.
Though again: There are many sects in the Blood of Vol. The Thieves of Life largely care only about their OWN lives and Divinity Within, and are all too happy to sacrifice others in pursuit of their own ascension.
And now for something completely different…
So: The Tairnadal are a nomadic culture. They are essentially always engaged in battle and on the move, and generally don’t place a lot of importance on physical monuments. Likewise, they don’t place much importance on corpses. They’re concerned with the SPIRIT, believing that the spirit can live on through devoted followers. For revenant blades of Cardaen, Cardaen’s spirit is with them at all times; it doesn’t matter where his bones are.
Having said that: we’ve talked about revenants who treasure relics of their patron ancestors. Notably, the Player’s Guide to Eberron talks about the zaelshin tu:
Every Valenar warrior reveres his ancestors and carries a zaelshin amulet bearing the sigil of his patron ancestor with him at all times. With a zaelshin tu, you do more than that: You carry a physical relic of your patron ancestor—a tooth or sliver of bone brought from Xen’drik to Aerenal and encased in your zaelshin amulet.
The two noteworthy points here are that champions carry a piece of their patron—so again, not burying them in some grand tomb—and that these are described as teeth or slivers of bone; we’ve never described them as using, say, bonecraft armor.
With this in mind, I think that the common Tairnadal practice is to burn the dead, and then to collect ashes, teeth, and slivers of bone that survive the fire, which would be carried by other members of the fallen elf’s warband and possibly passed on to the Keepers of the Past. You don’t want to leave something behind an enemy could desecrate, and all you need is a sliver that can help serve as a beacon to their spirit.
That’s all for now! Thank you to my Patreon supporters for their questions and support!
While I’m dealing with deadlines, I’ve reached out to my Patreon supporters for questions that can be addressed in short articles, and I’ll be addressing these as time allows. To begin with, I want to take a quick look at the Elves of Eberron.
Elven civilization began on Xen’drik. It’s said that the giants sacked one of the great Feyspires of Thelanis, severing its ties to the Faerie Court and scattering and enslaving its people—and that over generations, these refugees became the elves. Many elves served as slaves of the giants, and this continued for thousands of years. But when the conflict with the Quori weakened the nations of the giants, the elves rose up against them. This was a long and bitter struggle fought over the course of generations. The elves lacked the resources or raw power of the giants, and couldn’t face them in the field; for the most part it was driven by guerrilla war, with heroic bands of elven champions striking against the giants and disappearing into the wilds. The Sulat giants created the Drow to hunt the elves, following them into places giants couldn’t go. There was never a point at which the elves truly stood a chance of defeating the giants, but the escalating cost of the war (both financially and in lives) eventually became unbearable. The Cul’sir giants prepared to unleash devastating, epic magic against the elves—magic on the same scale as they’d employed against the Quori, forces that destroyed a moon and threw a plane off its orbit. And in so doing, they went too far. The dragons of Argonnessen didn’t care about the elves, but they would not allow the giants to threaten Eberron itself. Flights of dragons devastated Xen’drik—giant and elf alike—and employed epic magics to ensure that no great civilization would ever rise again in the shattered land.
The prophet Aeren is known not for their deeds during the war, but for foreseeing how it would end. Aeren gathered together elves of many different clans and traditions, and convinced them to abandon Xen’drik and escape this coming apocalypse. This rag-tag fleet eventually reached a massive island, but Aeren did not survive the journey. Aeren was interred in soil of the new land, which was named Aerenal—”Aeren’s Rest.”
One of the key points in understanding the elves is that the description of their history is often simplified.The common story is Elves were enslaved by giants. Elves rebeled and eventually fled. The mistake is in thinking that “elf” and “giant” describe singular, monolithic cultures—that ALL elves were slaves of the giants, or that “the giants” were themselves a single monolithic force. Neither of these things are true. The giants had three major nations—the Sulat League, the Cul’sir Dominion, and the Group of Eleven—along with many lesser nations. There were elves who labored as slaves of the giants, but there were others who were never directly under giant rule. The Qabalrin elves maintained a city-state in the Ring of Storms that was a match for even the Cul’sir; it was destroyed not by giants, but by the cataclysmic fall of a giant Siberys dragonshard. The ancestors of the Tairnadal elves were largely nomadic tribes, fleeing further into the wilds as the giants expanded. The “Elven Uprising” involved an alliance of the nomadic tribes, seeing the vulnerabilities following the Quori conflict, combined with an internal uprising and acts of sabotage among the slaves. It was vast and long, fought on many different fronts and between many different nations, and was properly less a war and more an extended period of upheaval. It’s quite possible that the giants themselves fought one another during this time; it may well be that the Sulat League created the Drow not merely to hunt other elves, but also to strike against rivals in the Cul’sir Dominion.
The point is that the elves that followed Aeren were drawn from different nations and traditions. The elves now known as the Aereni were largely those enslaved by the giants, while the Tairnadal are descended from the nomadic warriors. This is one reason that the Aereni have a stronger arcane tradition (inherited from their giant oppressors) while the Tairnadal have a stronger role for druids and rangers. Meanwhile, the line of Vol could trace its roots back to the Qabalrin, and clung to some of their necromantic secrets. Aeren’s vision united them, but with Aeren’s death they split apart… and each pursued their own path to ensure they never lost their greatest champions. The Tairnadal preserve their heroes by serving as mortal avatars for their spirits. The Aereni learned to use the Irian manifest zones of Aerenal to create the deathless, preserving their greatest champions as positive undead; as it took thousands of years to accomplish this, it was far too late to use these techniques on Aeren. And the line of Vol and its allies perfected their techniques of Mabaran necromancy, preserving their greatest as vampires, liches, and mummies. A bitter rivalry built between the Aereni and Vol, culminating in the utter destruction of the Line of Vol—a conflict justified by their attempts to perfect the Mark of Death. Meanwhile, the Tairnadal and the Aereni have continued to exist side by side, following different paths without hostility.
If you’d like to know more about any of this, here’s a number of articles:
GENERAL QUESTIONS
In general, Darwinian evolution doesn’t play a major role in Eberron. How did the eladrin become elves?
The ancestors of the elves were the eladrin of Shae Tirias Tolai, and they didn’t become elves through a process of natural evolution. When the giants sacked the Feyspire, they did something to prevent the Eladrin from escaping. Remember that the giants wielded epic level magic and have been shown on multiple occasions to be able to sever planar bonds—on a small scale with the Citadel of the Fading Dream, and on a larger scale with Dal Quor itself. So they somehow severed the eladrin from Thelanis. We don’t know exactly what they did, but the result was that the children of those surviving eladrin were born as elves.
Due to the conflict of lore regarding Aeren’s pronouns between the Dragonshard (and 4E Eberron Campaign Guide) and Magic of Eberron, would it be plausible to say they’re both right, in a way, and that Aeren was genderfluid?
Sure! That seems entirely plausible. With that said, there’s a few larger issues with the MoE depiction of history. It focuses solely on those elves enslaved by the giants, and depicts the entire struggle as being about escape from Xen’drik. It’s depicted as a prison break on a massive scale—”But secrecy… was vital, lest betrayal ruin all their years of hidden labor.” There’s no mention of the active conflict between elves and giants, the struggles that established the legends of the Tairnadal ancestors. Compare this to the original ECS description of the Age of Giants…
The remaining giant kingdoms never quite recover from the events of the quori invasion. Horrible curses and plagues sweep through the land, and the elves use the opportunity to rebel. In desperation, the giants again turn to the same magic they used to stop the quori. Before they can unleash such destruction a second time, the dragons attack. Giant civilization crumbles, the drow go into hiding in the Xen’drik countryside, and the elves flee to the island-continent of Aerenal.
By contrast, Magic of Eberron says nothing about giant civilization being crippled from the quori conflict. It doesn’t present an active war between elves and giants, the conflict that gave birth to the patron ancestors of the Tairnadal. The rebel elves launch a single massive attack and then immediately flee. There’s no mention of the Tairnadal and no mention of what causes the apocalyptic attack of the dragons. It’s fairly easy to resolve this; look to the MoE account as describing sabotage going on within the Cul’sir Dominion at the same time as the Tairnandal attacks, and something that further pushed the giants to that point f desperation. But the point is that the rebellious elves weren’t originally planning to flee; Aeren is noteworthy for foreseeing the actions of the dragons and for bringing together elves of many traditions—not just the Cul’sir slaves—and convincing them to join the exodus.
Magic of Eberron then goes on to say that Aeren became the first of the deathless, developing the techniques while on Xen’drik. The other canon sources maintain that the rituals required to develop the deathless were developed on Aerenal thousands of years after the exodus, in part because they required the powerful Irian manifest zones in that land and in part because this work was driven by the loss of Aeren—and a determination never to lose so great a soul again.
TAIRNADAL AND VALENAR ELVES
What do the Talenta halflings and the Valenar elves have to fight about? They’re both pastoral herding cultures separated by an inhospitable desert. Numerous sources mention Valenar incursions looking for a good fight. I understand why players would want to deal with a culture like that, but why would a culture encourage it on one side, and the other side, not discourage it ‘with extreme predjudice’?
It’s a mistake to think of the elves of Valenar as a “pastoral herding culture.” They are an army, in Khorvaire for the sole purpose of fighting a war that has not yet begun.
As described above, the ancestors of the Tairnadal fought against the giants of Xen’drik. It was a daring conflict against impossible odds, but through remarkable skill, strategy, and cunning the elves won remarkable victories and ultimately drove the giants to the rash actions that brought about their doom. Later the Tairnadal came to Khorvaire, where they fought the Dhakaani goblins at the height of their power. Once again, the elves performed heroic deeds in battle against an overpowering foe. In the end, they weren’t defeated; they were forced to retreat from Khorvaire to run towards an even greater battle, fighting the dragons that were attacking their homeland.
The Tairnadal elves are driven by these ancient conflicts. They believe that every Tairnadal elf is chosen by the spirit of a patron ancestor, a legendary hero tied to these wars with the giants, goblins, or dragons. The mortal elf serves as an avatar of the ancient hero. The more closely the elf emulates the ancestor, the stronger this bond becomes. This is both a duty—preserving the spirit of the ancestor from being lost to Dolurrh—and a privilege, as they believe that through the bond the elf inherits the skills and wisdom of the ancestor. And the greatest aspiration of all is to perform such glorious deeds that the living elf will be venerated as a patron ancestor by the generations yet to come.
The Tairnadal made a pledge to Dhakaan, a promise that they would not return to Khorvaire in force unless invited. During the Last War, Cyre issued that invitation. The elves didn’t come to Khorvaire because they wanted land in which to herd horses. They didn’t come because they wanted or needed the wages Cyre was paying them. They returned in search of a glorious battle, a conflict that would allow them to match the deeds of their ancestors. But they soon concluded that their work as mercenaries wouldn’t give them that. So Shaeras Vadallia seized what is now Valenar as an intentional provocation. Since the Treaty of Thronehold, these Valenar elves have been breaking the terms of the treaty and raiding their neighbors. Why? In part it’s to keep the skills of their warriors fresh. In part it’s because the members of those individual warbands seek opportunities to strengthen their bond to their ancestors in battle. But most of all, it’s because the elves want someone to attack them. Their ancestors weren’t conquerors or mercenaries; they were guerrilla warriors fighting against an overpowering foe. The Valenar want to provoke a mighty enemy—perhaps Karrnath, or a resurgent Dhakaan—into attacking them in Valenar. As elves, they are perfectly happy to wait a century for this plan to play out, and in the meantime they are learning the lay of the land in Valenar, finding ambush points, laying traps. The Tairnadal don’t care about Valenar as a colony; for them it’s a killing ground, and they are just kicking hornet’s nests and waiting for someone to take the bait.
So why raid the halflings? Largely, because they’re there. The Valenar forces in the Talenta Plains aren’t acting on Vadallia’s orders. These warbands are self-sufficient units sent off on their own recognizance. They are searching for worthy foes and violating the Treaty of Thronehold… again, provoking the other nations. These warbands aren’t primarily interested in plunder, and they generally avoid attacking civilian populations; whenever possible they are looking for WORTHY opponents. They’re also attacking swordtooth titans and other deadly dinosaurs. And some are even crossing the Plains to launch attacks into Karrnath… as that’s one of the forces they’d really like to provoke to attack Valenar.
For their part, the halflings have no interest in conflict with the Valenar. The tribes are only loosely aligned and aren’t driven by war. They seek to defend themselves against raiding warbands, but they aren’t prepared to go to war with Valenar. Now again, for this very reason, this is why the Valenar AREN’T particularly interested in fighting the halflings. They provoke them in order to try to draw out their best warriors and hunters, to try to have a challenging fight. But they would RATHER battle the full might of Karrnath, or something similar. The halflings just have the misfortune of being between the two.
So in part, bear in mind that the Valenar elves aren’t a culture as such; they are a Tairnadal army in the field, biding their time as they wait for a more powerful foe to take the bait and attack them in Valenar.
Do the Tairnadal take the namesake of the ancestor they emulate?
Many do, though not all. For example, High King Shaeras Vadallia is an avatar of Vadallia, who was described in the Eye on Eberron article in Dragon #407. But it’s not a requirement, and some consider it to be pretentious.
Are the Tairnadal ancestor spirits literally biological ancestors of the elves that they choose? Or is it more of a cultural line of descent?
It’s more of a cultural line of descent. As noted in the previous question, Tairnadal families are very fluid to begin with. Plus, the original ancestors lived around forty thousand years ago. The lifespan of an elf is about ten times that of a human; can you trace your ancestors back four thousand years? So it’s largely assumed that MOST Tairnadal are related to many of the patron ancestors, and there’s no particular fear of a bloodline dying out. UNLESS, of course, that’s a story you want to explore in your campaign!
Tairnadal ancestors choose their heirs – Why do they pick who they pick? Can there be conflicts between multiple ancestors for one heir?
By default, the patron ancestors move in mysterious ways, and mortals don’t get to know the answers to these questions. It’s up to you as a DM to decide if you want to personify the ancestors more concretely and allow PCs to find these things out. In one campaign I DM’d, one of the PCs was a Valenar ranger. His idea was that he always believed he was going to be chosen by a legendary swordsman, and he’d instead been picked by a champion archer. Furious, he’d stolen the blade of his ancestors and deserted, determined to find his own path… in spite of the fact that he had a bond to the archer and couldn’t force a bond to the swordsman. While we never completed the campaign, the idea of the story was to explore whether he would eventually choose to embrace the archer… or whether he could find some way to change his stars and forge a bond to the swordsman. Had this continued, it would have likely involved a deeper interaction with the spirits themselves and an exploration of why the archer chose him.
It’s also been mentioned that ancestors are chosen for the elf, not by the elf. I’d assume there are some cases of rejection among them, elves who do not want to follow this particular ancestor for whatever reason. What do the Valenar do about these cases?
See the previous answer! This is covered in detail in this article under the heading “Why Should I Do It?” Bear in mind that it’s not that your ancestor is chosen for you, it’s that you are chosen BY an ancestor. The spirit of a champion of legend says “This one’s mine.” You are a soldier in an army being given a command by the highest authority, and you’re a follower of a religion devoted to honoring these spirits. But yes: this means that you could be someone who believes in honor and chivalry, and then you could be chosen by the Butcher and told you must not only be ruthless and cruel, but you must do your best to EXCEL at it. If you say no, you’re a soldier refusing a command and an acolyte turning your back on your faith. So you can expect to be discharged from the army—which means being severed from your culture—and shunned by former people.
In short, it’s a great path for a player character who needs to explain why they are out adventuring instead of serving with a warband. Will you reconcile and accept the spirit that chose you? Will you find a way to forge a bond with a different ancestor? Or will you remain an outcast?
Are there any actions the Valenar do not tolerate in warfare? Things they would consider war crimes? If their patron ancestor would do things considered by society to be immoral, even in war, would they share any of those views?
The Valenar believe it is their duty to emulate the patron ancestors. If you compare it to the Sovereign Host, some of the ancestors are more like Dol Arrah, some closer to Dol Arrah, and a few could be compared to the Mockery. The elves of Xen’drik fought a guerilla war against a vastly superior foe, and there were many who relied on cunning, deception, and terror to accomplish their goals. So there are Valenar who believe in absolute chivalry and honor on the battlefield, and there are ruthless Valenar feel that deception and terror are necessarily tools—who feel they have a religious duty to strike fear into their foes. The point is that a Valenar commander KNOWS what behavior to expect from their troops. They’ll use the Dol Arrahs on the open battlefield, and they’ll use the Mockeries as commandoes and skirmishers… and they definitely won’t put the two side by side. The honorable Valenar are disgusted by the butchers, but they know that the butchers are required to be butchers.
So for example, MOST Valenar won’t kill civilians. But there are then there are a few who will specifically target civilian populations, because that’s something their ancestor was known for doing. The commander knows this, and won’t put that unit in the field unless that’s what they expect of them.
Three subgroups of Tairnadal have been described. The Valaes Tairn believe that glory in battle is the highest goal, regardless of the nature of the foe. The Silaes Tairn are determined to return to Xen’drik and reclaim the ancient realm of the elves, and the Draleus Tairn wish to destroy the dragons of Argonnessen. Do Tairnadal elves choose which group to be in or do they all grow up and stay with their group?
The Valaes Tairn are by far the largest of these three groups. They also receive the most attention because they’re the only ones who generally come to Khorvaire. The Silaes are focused on Xen’drik, and the only reason for a member of the Draleus Tairn to come to Khorvaire is a dragon hunt… and the dragons of Khorvaire generally keep a very low profile.
The first and primary factor in which group you follow is your patron ancestor. If your patron is a legendary dragon hunter, you’re likely to join the Draleus Tairn. Otherwise, the default is the Valaes Tairn, but it’s largely about what you feel your patron ancestor is calling you to do, which is something you might discuss with one of the Keepers of the Past. If you have the support of a Keeper, people will respect your decision.
Bear in mind that you won’t generally “grow up” with one of these groups. They’re all essentially military units, and until you’ve reached adulthood and the Keepers have identified your patron ancestor, you’re essentially not equipped to travel with a warband.
Why aren’t the Silaes Tairn the major sect? Obviously, dragon-slayer heir would want to fight dragons, but aren’t the majority of the ancestors giant-slayers (or drow slayers)? And are the Valaes Tairn the largest sect historically?
Because Xen’drik is a cursed ruin; the giants and the drow aren’t the same as those the ancestors fought. The Valaes Tairn believe that it doesn’t matter WHAT you fight or WHERE you fight; what matters is that you act as your ancestor would act if they were in your place. This is inherently more flexible, and that’s why it’s the most widespread belief. Someone who’s ancestor is legendary for fighting drow COULD feel drawn to the Sileus Tairn, because they want to fight drow; but they could easily say “What defines my ancestor is her courage and her techniques for fighting multiple enemies at once, and I can demonstrate both of those fighting goblins.” Essentially, most see the Silaes Tairn as slightly crazy extremists; the Valaes are the most moderate sect.
ELVES OF KHORVAIRE
What are the religious views of the elves of House Phiarlan? Did they follow the path of Vol, the Undying Court, or the Tairnadal? Do they still follow these traditions?
Excellent question. This is covered in this Dragonshard article. Here’s part of the relevant text.
The houses of shadow can trace their roots back to the Elven Uprising, the ancient war between the giants of Xen’drik and the ancestors of the modern elves. Many assume that this was a conflict between two monolithic entities, but neither elves nor giants were unified forces. Many different giant nations existed, and there were dozens of sects of elves, ranging from former slaves to guerillas who had fought the giants for millennia. Over the course of the uprising, some elves served as liaisons between the many different tribes. These travelers saw their role in war as being more spiritual than physical: Their task was to uphold morale and maintain the alliances between the scattered soldiers. They called themselves phiarlans, or “spirit keepers.” These phiarlans learned the traditions and customs of all elven sects, and a phiarlan bard could inspire warriors from any tribe. The phiarlans were not generals or military strategists, but their motivational work and the intelligence they carried from place to place was an invaluable part of the military effort.
The article goes on to describe how the Phiarlans continued to serve this role in Aerenal—serving as envoys and mediators for elves of all lines and cultures. In essence, they acknowledged and understood all of the traditions, but they never fully embraced them. A Phiarlan bard knows the stories of the Tairnadal ancestors, but doesn’t seek to embody an ancestor. And looking to the Undying Court, the Phiarlans acknowledge that exists, but they turned their back on it when they left Aerenal; they don’t believe it watches over them and they aren’t aspiring to join it.
Overall, the elves of the House of Shadow typically aren’t very religious. They seek to understand all faiths but rarely commit to one. There are some who embrace the Sovereign Host or the Dark Six, but in general they are a pragmatic people devoted more to their work and their traditions than to abstract forces.
Is there a particular culture and history for Khorvaire elves among other regions, such as in cities or the Five Nations? How did it come to be that those elves left their Valenar and Aerenal roots, to the point that half-elves were in large enough numbers to be considered their own distinct race (Khoravar)?
As the Undying Court rose to power, there were always elves who opposed it and chose to leave Aerenal to explore other opportunities. There was a greater wave of migration following the eradication of the Line of Vol. The Vol bloodline was the only one that was exterminated; her allies had to choose exile or to swear oaths to the Court, and many chose exile. While others, like the Phiarlans, were disturbed by the conflict and left of their own accord. That was 2,600 years ago. So there are places like House Phiarlan and the Bloodsail Principality where elves maintain a unique culture, but many of these immigrants fully integrated into their nations. A typical Brelish elf is Brelish first, elf second. Elves in Thrane are likely to be devoted to the Silver Flame; it’s just that an elf elder devoted to the Flame might have personally known Tira Miron. But the short form is that elves in Khorvaire could trace their roots back to followers of Vol or immigrants driven by curiosity, but for most those roots are long buried and they have assimilated into the local culture.
Meanwhile. the reason half-elves are considered their own distinct race is because they ARE their own distinct race. Most Khoravar are children of Khoravar, and their original elven ancestors could be buried so deeply in their family trees that they don’t even know who they were. Khoravar are more fertile than elves, and so over the course of thousands of years, they’ve spread more rapidly.
Do elves still constitute a sizable portion of the Blood of Vol’s faithful and if so do they have a different take on the religion as they are only a few generations separated from the initial mixing with humans in Lhazaar?
It’s important to recognize that the religion known as “The Blood of Vol” was never practiced by the line of Vol. This is a critical point about Erandis, because she doesn’t follow the faith. The Blood of Vol is a religion that emerged over the course of centuries, inspired by the words of Vol’s allies who settled in the Lhazaar Principalities, but interpreted and adapted by the humans… and then continuing to evolve as it traveled into Karrnath, which became its heart. So no, elves don’t constitute a sizeable portion of the Seekers. Some of these refugee elves fully integrated with the cultures they joined. The place where they’ve held to their traditions—and where they still practice the ORIGINAL teachings of the line of Vol—is in the Bloodsail Principality in Lhazaar, based on the island of Farlnen. The Bloodsails were described in detail in the Eye on Eberron article in Dragon 410.
With that said, it’s been more than just a few generations. An elf can live up to 750 years, but by the 3.5 tables they are considered “Venerable” — the most extreme age category — at 350. It’s been 2,600 years since the line of Vol was wiped out. If we set the generational length at 350 (which is somewhat generous, as the human equivalent of venerable is 70, but we typically set human generations at around 25), we’re still talking over seven generations. The issue is that in following the traditions of Vol, Farlnen is home to many vampires and liches who have unliving memory of the past and maintain those ancient traditions.
If you have questions or thoughts about the elves of Eberron, post them here!
A druid draws their power from Eberron. All natural life—from the druid, to the wolf, to the tree—is connected, all part of Eberron. The druid can use this connection to assume the form of other natural creatures, to manipulate the weather and other natural phenomena, to influence plants and animals.
With that said, what does it mean to be a druid? To most of the people in Eberron, the word “druid” conjures an image of mysterious sects conducting rituals in the deep wilds, of Ashbound avengers and Wardens of the Wood. Such druidic orders certainly exist, but a critical point is that not all of their members are druids.
In Eberron, the classes used by player characters reflect a remarkable degree of talent and potential. Most priests of the Silver Flame aren’t clerics or paladins. The same holds true with the members of druidic sects. Consider a few tiers of mystical talent.
So: you can follow one of the druidic traditions without having any levels in the druid class. Conversely, you can have druid as your class without being tied to any of these traditions.
What is the Druidic Language?
What I’m suggesting here is that druids aren’t all bound by common traditions, and that you can take level in the druid character class without sharing any traditional druidic beliefs. But if that’s the case, what’s the Druidic language? How is it that a Talenta maskweaver and a shifter weretouched master—two people with absolutely no cultural overlap—somehow know this secret language unknown to the rest of the world? And furthermore, once it’s that widespread, why don’t MORE people know it? Shouldn’t rangers in the Wardens of the Wood learn to speak Druidic?
There’s two ways to approach this. One is to treat Druidic as a mundane language—exotic, certainly, but as a mundane language that anyone could learn. If I were to do this, I’d definitely make it available to anyone in an Eldeen sect regardless of class. But it still raises the question of why a Qaltiar drow druid in Xen’drik—someone whose culture has never had any contact with Khorvaire—would share a language with both the Talenta Maskweaver and the Warden of the Woods.
A second option is to say that Druidic is a fundamentally magical language. It’s not some sort of secret code: it is literally the language of Eberron. If you embrace this idea, you can extend this to say that the ability to perform druidic magic is integrally tied to knowledge of the Druidic language—that the two are one and the same. Think of Druidic as the source code of the natural world; when you perform a druid spell with verbal components, you are simply speaking in Druidic. Depending on YOUR beliefs, you might see this as petitioning the spirits for aid or you could see it as simply operating the “machinery” of nature. But the idea remains that the Druidic language is the tool used to perform magic. All druids understand it because mastering it is a fundamental part of what it means to be a druid. Even if you’re a hermit who learned your druidic abilities by listening to the wind, when you meet another druid you’ll find you both speak the same language—the language you learned from the wind. The idea here is that while Druidic can be considered to be a language for purposes of spells like comprehend languages—which is to say, magic can reveal its meaning—only someone who can cast spells from the druid spell list can fully learn the language.
With THAT in mind, I’d probably drop Druidic from some of my variant “druid-who’s-not-a-druid” ideas… allowing them to learn another language in its place. And I might allow another character (a Nature cleric casting themselves as a variant druid, a spellcasting ranger or Greensinger bard with spells that can be found on the druid spell list) to learn Druidic. Here again, the point isn’t that they learn it like any other language; it’s that knowledge of the language is an inherent part of their connection to druidic magic.
The broad idea of druids as a servants of nature, tied to ancient traditions and serving as spiritual guides and protectors—can be seen across Khorvaire. It’s most obvious in the Eldeen Reaches, where every major community has a druidic advisor. The Gatekeeper tradition of the Shadow Marches is older still, and Gatekeeper initiates and wardens have been protecting Eberron from unnatural forces for thousands of years. Halfling druids guide the nomadic tribes of the Talenta Plains. The Tairnadal elves worship the spirits of the past, but there are warrior druids among their ranks; the Valenar capital of Taer Valaestas is protecting by a living wall of thorns.
How do these traditions map to 5E? If you’re a Warden of the Woods, should you take the Circle of the Land or Circle of the Moon? Personally, I prefer to avoid concrete restrictions. In particular, Land druids focus on spellcasting while Moon druids enhance their shapeshifting talents. To me, this can easily reflect the aptitude of an individual. Most Wardens of the Wood may be Land druids… but if your WotW shifter Wolf excels at shapeshifting and prefers to be in lupine form, I have no problem with her being a Moon druid and a Warden. In the descriptions below I suggest common classes, but there’s nothing to prevent you from making an uncommon character.
Common Classes: Cleric (Nature), Druid (Land), Ranger (Hunter, Beast Master)
The Wardens of the Wood are the largest of the sects of the Eldeen Reaches, with thousands of active members. The primary purpose of the Wardens is to protect the innocent: which includes protecting the people of the region from the dangers of the wild, but simultaneously protecting the innocent creatures of wood and wild from dangers posed by civilization. The Wardens ensure that the dangers of the Towering Wood don’t spill out into the farmlands of the Eldeen Reaches, while also dealing with brigands and poachers. The Wardens work with the farmers of the Reaches, and every Eldeen village has a Warden advisor who helps ensure that the farmers are working with the land instead of harming it, and who seeks to peacefully resolve disputes within their village or with other communities.
The Wardens serve as the militia of the Eldeen Reaches. While they are the largest sect, most of their members are hunters or advisors. Among the druids, the Circle of Land is the most common path; however, druids with a knack for shapeshifting might take the Circle of the Moon, and those who guard the deep woods may follow the Circle of the Shepherd.
As a Warden, one question is why you’ve left your community behind. The Wardens act to protect the wild from the world and vice versa; how are your adventures advancing that goal?
Common Classes: Barbarian (Beast Totem, Berserker, Storm Herald); Druid (Moon, Shepherd)
Where the Wardens of the Wood believe that nature and civilization must be kept in balance, the Ashbound believe that they are at war—and the Ashbound are the champions of nature. Ashbound seek to defend the natural world from the depredations of civilization. In frontier regions, this often involves guerilla strikes against encroaching settlements or making brutal examples of poachers. However, the Ashbound also see arcane magic as a dangerous and corrupting force. Ashbound have made strikes against the holdings of dragonmarked houses and released bound elementals, often causing chaos in the process.
Barbarians are common among the Ashbound. This doesn’t reflect savagery; it’s about drawing on the fury of the natural world, which may manifest through the Storm Herald archetype. Ashbound druids are warriors, and many follow the Moon Circle so they can fight with tooth and claw.
While the Ashbound believe that arcane magic is a corrupting force and that divine spellcasters are little better (clearly bargaining with alien forces that have no place in the natural world), it’s still possible to play a moderate Ashbound as a PC. You want to emphasize the reason you are out in the world—to stop the Mourning from spreading, to find allies to bring down the dragonmarked houses. If your party is serving this greater cause, you can overlook the actions of the party wizard—but you’d still want to encourage them to limit the use of unnatural magic, using it only when absolutely required.
Common Classes: Barbarian (Zealot), Druid (Spores, Twilight), Ranger (Gloom Stalker, Monster Slayer)
The Children of Winter see death, disease, and decay as part of the natural order. They believe that if the natural order is bent too far the world will retaliate with a terrible cleansing fury (the metaphorical “Winter” of their name)… and many in the sect believe that the Mourning is the first stage of that destruction. On the positive side, the Children of Winter despise undead as creatures that defy the cycle of life and death, and many of the are dedicated to hunting down and destroying undead. On the darker side, some believe that the benefits of civilization also defy the natural order, allowing the weak and infirm to survive when they’d never survive in the wilds. They see disease as an important tool that weeds out the weak and may spread disease in large cities or towns; but they may also push other situations that force conflict and ensure the survival of the fittest. However, not all Children approve of these methods. Likewise, some extremists among the Children believe that the apocalyptic Winter has already begun and should be welcomed, and that great cities should be torn down; while others fervently believe that the Mourning is a warning and that there is still time to stop this cataclysm. Such Children seek to contain contaminated regions, such as the Mournland and the Gloaming.
The Children of Winter are a small sect, but have a high percentage of elite individuals. They are comfortable in darkness, thus leading some to following the path of the Gloom Stalker ranger or the Twilight Druid. Monster Slayer rangers specialize in hunting down the undead. The Spore druid is a good match for the Children who embrace decay and disease, and its temporary ability to create a spore zombie (for one hour) is acceptable within the sect, but Children wouldn’t cast animate dead.
As a Child of Winter PC, you are trying to protect the world from the coming apocalypse. You do this by fighting undead, by investigating the Mourning, and when possible by pushing situations that test the weak. You may oppose extremists among the sect engaging in actions you believe are unjustified. While death is part of the natural cycle, you’re still able to heal your allies. You oppose using magical healing to sustain creatures who could never survive in the wild. But healing the fighter after he chooses to battle a pack of vampires—an unnatural situation he could have easily avoided—is entirely justified.
Common Classes: Barbarian (Ancestral Guardian, Beast Totem); Druid (Land, Shepherd); Ranger (Horizon Walker, Monster Slayer)
The primary mission of the Gatekeepers is to protect the natural world from unnatural forces. They are best known for fighting aberrations, but they are equally concerned about fiends and other things that do not belong in the natural world. The Gatekeepers have their roots in the Shadow Marches, and there are many in the Shadow Marches who support the “Old Ways”; but they have a presence across Khorvaire, often in the shadow of House Tharashk. Gatekeepers are constantly vigilant for extraplanar incursions, and also work to maintain existing seals that hold the Daelkyr in Khyber.
While Land and Shepherd are sound circles for Gatekeeper Druids, the Circle of the Moon is entirely appropriate for Gatekeepers who prefer to fight with tooth and claw. It’s believed that ancient Gatekeepers created the first horrid animals, and it’s thought that some Gatekeepers could assume horrid forms. The ranks of the Gatekeepers include passionate barbarians and more strategic rangers; the Horizon Walker is an especially appropriate path for Gatekeeper rangers.
As a Gatekeeper PC, are you simply keeping an eye out for trouble or do you have a particular task in hand? You might be pursuing a particular threat—a Cult of the Dragon Below, a Daelkyr agent. Or you could be protecting something: a location or an artifact that needs to be kept safe.
Common Classes: Bard (Glamour); Druid (Dreams); Ranger (Horizon Walker); Warlock (Archfey)
The Greensingers believe that the magic of the fey compliments and enhances nature, and they encourage close ties between Thelanis and Eberron. They work to improve relations between mortals and the fey, teaching people how to safely interact with the fey and serving as ambassadors to the faerie realms. While the bards and druids draw the most attention, many Greensingers are simply people who learn the stories of the fey and follow their traditions, seeking to live in harmony with their fey neighbors.
Any path that touches the Fey has a place among the Greensingers. The Dream druid is the archetypal Greensinger, but their ranks include quite a few bards and a handful of warlocks. One critical point is that while the Greensingers are united by core principles, many Greensingers are aligned with a particular archfey—a patron who has ties to their region—and they may work to advance the specific agenda of their patron in the world. This can lead to feuds between Greensingers working for different archfey. This is expected and understood, though Greensingers will try not to kill rivals in the sect. This also leads to the image of Greensingers as a source of mischief and chaos; their actions are unpredictable, as they serve the agendas of different fey.
In creating a Greensinger druid, you should decide if you follow the general principles of the sect or if you have a tie to a specific archfey. If so, work with your DM to work out the story of your patron and the role they might play in the campaign.
Common Classes: Cleric (Nature), Druid (Land, Shepherd)
The Siyal Marrain are the druids of the Tairnadal, descended from heroes who unleashed the force of nature against the giants of Xen’drik. The Siyal Marrain see nature as a tool and a weapon, and don’t have the same sort of devotion to the natural world found among the Eldeen sects. Members of this order care for and protect the famed horses of the Tairnadal; legends say that the first of these Valenar warhorses were druids trapped in wild shape by a giant’s curse, and that this is the source of their remarkable abilities. Aside from this, the Siyal Marrain are warriors who ride with warbands and use their powers in battle.
The Siyal Marrain revere their ancestors, just like other Tairnadal; their patron ancestors were druid heroes. With this in mind, when a Siyal Shepherd druid conjures their beast totem, it could actually manifest as an aspect of a Tairnadal hero as opposed to being a purely primal beast spirit. Meanwhile, a Nature cleric is a path for a Siyal who’s more focused on direct combat—relying on armor as opposed to shapeshifting. Rangers and other classes aren’t listed as the Siyal aren’t a broad tradition like the Eldeen sects; being one of the Siyal Marrain means being a primary spellcaster.
As with any Tairnadal elf, in creating a Siyal druid you should work with your DM to develop the story of your patron ancestor and to consider your relationship with Tairnadal culture. Why aren’t you serving with a warband or protecting the herds? Is your career as an adventurer driven by the actions of your ancestor?
Common Classes: Druid (Dreams, Moon, Shepherd)
The halflings of the Talenta Plains believe that the world around them is filled with spirits—spirits of nature, spirits of their ancestors, and more. A number of details of this tradition can be found in this article. A maskweaver guides their tribe and serves as an intermediary for the spirits: part medium, part ambassador. They help warriors forge bonds to their mounts, and as the name implies, they help to create the masks that serve as important tools when dealing with the spirits.
Like the Greensingers, the Talenta druids often deal with the fey. Unlike their Eldeen counterparts, the maskweavers see no distinction between fey, purely natural spirits, or the ghosts of their ancestors. As far as the druid is concerned, all of these things are part of the spirit world, and all should be treated with respect. Talenta druids may also show respect for the Sovereigns Balinor and Arawai; however, they generally assert that these Sovereigns were Talenta heroes—that Balinor was a legendary hunter—and revere them in the same way as the other spirits.
The three common classes described above reflect different paths. The Moon druid focuses on working with dinosaurs, and excels at assuming dinosaur shapes. The Shepherd deals first and foremost with natural and ancestral spirits. Generally their totems reflect common beasts of the Plains: the Bear is the Hammertail (ankylosaurus), the Eagle is the Glidewing (pteranodon), and the Wolf is the Clawfoot Raptor. However, a druid devoted to heroes of the past—or Arawai and Balinor—could conjure spectral traces of those heroes as their totems. Meanwhile, the Dreams druid focuses on the fey spirits and manifest zones. This is specifically a druidic tradition (though it could apply to a Nature cleric). There are many barbarians and rangers in the Plains, and a few Archfey warlocks; while these champions may respect the spirits, only the druids perform the duties of the maskweavers.
Mechanically, a druid is primarily defined by spellcasting abilities, limited armor, and Wild Shape. Here’s a few quick ideas for characters that use the druid class withoutbeing spiritual devotees of nature.
Normally, a changeling can only assume humanoid forms. But a changeling who devotes themselves to the art of shapeshifting can transcend this limitation, mastering the ability to assume a wide array of shapes. At its core, a menagerie is a Moon druid focused on their shapeshifting powers.
You could play this as a character in touch with primal forces, in which case you could speak Druidic and cast any spells on the druid list. however, if you want to play the character as a master-of-shapes without delving into the primal connection, you could swap Druidic for a standard language and focus on spells that fit either shapeshifting abilities or changeling powers. Barkskin, darkvision, jump, longstrider, meld into stone, poison spray, resistance, and similar spells could all tie to shapeshifting mastery. Charm person, guidance, hold person, and the like could reflect enhanced psychic abilities. And healing spells, enhance ability, protection from energy and such could reflect an ability to alter the forms of others; I could see cure wounds being a sort of disturbing thing where you touch someone and scar over their wounds using your own body tissue.
The Mark of Handling gives a character a mystical connection to the natural world. But this gift isn’t something the heir earns; it is their birthright. A Vadalis heir could present druidic magic as a symptom of their dominion over nature. The same connection that lets you influence the behavior of animals could allow you to assume their forms… or even to control a wider range of creatures with charm person and hold person.
A Vadalis monarch could function as a normal druid and could even potentially understand Druidic, but I’d play up the flavor that this is a power of your mark and something you demand as opposed to a petition to spirits or natural forces.
Shifters are well suited to primal paths and to being traditional druids or rangers, and shifters can be found in most of the Eldeen sects. However, you could play a shifter druid as an expert in shapeshifting as opposed to being a servant of nature. As with the changeling menagerie, I’d make this a Moon druid and encourage spells that reflect control of shape. A shifter might not take charm person or hold person, but even without druidic faith, speak with animals, animal friendship, and similar spells could be justified as being a manifestation of the shifter’s lycanthropic heritage.
These are just a few ideas, but hopefully you understand the concept! If you have questions post them below. As always, thank you to my Patreon supporters, who make it possible for me to spend time on this site.
What exactly is the difference between a Nature cleric and a druid? Does a follower of the Sovereign Host have to be a cleric? Could I play a Warden of the Woods as a Nature cleric?
Well, let’s look at the concrete mechanical differences between the two.
It’s certainly simple to say that as a general rule, priests of the Sovereign Host are clerics and spellcasters in the Eldeen Reaches are druids. However, I always believe in putting story first. If someone wants to play a priest of Balinor who excels at assuming the forms of wild beasts, I see no reason not to make that character a druid. Likewise, if someone wants to be a Warden of the Wood but doesnt’ want to deal with shapechaning, I’m fine with making them a Nature Cleric. The main issue to me is Druidic. If I feel the character IS essentially a druid from the story side, I’d let them swap out one of their current languages for druidic. On the other hand, I’m fine with the idea that the typical priest of Arawai doesn’t speak Druidic. Per my idea above, Druidic is something you learn as part of directly engaging with the natural world… while a typical Sovereign priest reaches out to a deity, not to the world itself.
In my Q’barra campaign, I had a player who really liked the idea of being a Greensinger druid, but who had no interest in shapeshifting and preferred being able to use long-ranged magic in combat. So we made her character a Nature cleric instead of a druid. I allowed her to swap a language for Druidic. Beyond this: She had heavy armor proficiency, but wearing heavy armor really didn’t fit the image of the character. We agreed that she had received a gift from her Archfey patron: mystical tattoos across her body. She had an amulet, and when she wore the amulet the tattoos hardened her skin and protected her… essentially, barkskin. While active, the tattoos shimmered and glowed slightly—not providing useful illumination, but giving her disadvantage on Stealth checks (just like wearing heavy armor). The net result of this was to give her the AC that her class proficiencies allowed, while still having limitations (Stealth penalty, obvious to observers, it could be “removed” by taking away the amulet). Now, YOUR DM might not be willing to go that far, and that’s entirely reasonable. I’m a fan of this sort of reskinning to fit an interesting story—but it does add complexity and potentially balance questions, and it’s always up to each DM to decide what they’re comfortable with.
Why use the existing archetypes instead of making new archetypes for the Eldeen sects?
The Eberron IP belongs to Wizards of the Coast, and legally you can’t post new Eberron material. So I’m looking at the best match within existing material. The Horizon Walker ranger is a solid option for a Gatekeeper, and the Twilight druid is a good match for the Children of Winter. If Eberron is unlocked for 5E I might explore archetypes that are more directly tied to the concepts of a particular tradition, but it’s currently not an option.
In the process of getting the website up to speed, I had to delete a few old posts. Since many of you may never have seen this post unless you dug deep into the archives, I figured I’d repost it now! New posts for Phoenix and Eberron are coming soon, but for now, let’s talk about elves. As always: This is my personal opinion. It is not official Eberron content and may in fact contradict canon Eberron source material. Read at your own risk.
The elves of Eberron are divided into a number of distinct cultures. Most of the elves encountered in the Five Nations have some connection to House Phiarlan or Thuranni. Others are descended from exiles who fled in the aftermath of the war between the Undying Court and the line of Vol. However, the majority of elves in Eberron live on the island of Aerenal. There they are split into two primary cultures: the Aereni (subjects of the Undying Court) and the martial Tairnadal.
One of the things that defines the elves is their relationship with death. Per 3.5 D&D rules, an elf can have a natural lifespan of up to 750 years, and is an “adult” at 110 years. I never liked the idea that an elf was literally a child for a century. Rather, I saw that 110-year mark as the age of the typical elven adventurer. In my Eberron, elves mature mentally at a rate similar to humans, perhaps a few years off. For me, the 110-year mark is driven by a society that places great expectations on its people. A post on the WotC boards mentions a traditional sushi chef who went through seven years of apprenticeship before he was allowed to go beyond preparing the rice. I see this principle extending to all levels of youth in Aerenal… intense, lengthy apprenticeships that focus with great intensity on every different aspect of a trade. Looking to an Aereni wizard, he might spend five years simply studying somatic components (mystical gestures) before ever learning to cast a spell. He would learn precise pronunciation of verbal components, and his fireball incantation would have the exact same accent as the elf who first devised the spell… and he might even learn the incantation from that elf. By contrast, a human wizard in Arcanix would learn that you can kind of fudge incantations if you find a pronunciation that resonates with your personal aura. Aerenal teaches perfect technique; Arcanix encourages you to MacGuyver a bit.
Part of this ties to the idea that a seven-hundred year old lifespan is both a blessing and a curse. Our fluid intelligence – which fuels our ability to adapt to entirely new things – peaks in young adulthood. You grandfather may be a brilliant doctor, a skilled mathematician, and still have trouble learning to use an iPhone that a three-year-old masters in three days. The child is running on fluid intelligence, which allows him to quickly adapt to new things. You grandfather is working off crystallized intelligence, the concrete skills he has perfected over time. For me, this is the fundamental difference between elves and humans… because in my Eberron, both elf and human peak in fluid intelligence at the same time. An elf’s mental facilities don’t deteriorate due to age as a human’s will, so the 110-year-old elf is still sharp and alert… but he is also just as firmly set in his ways as a hundred-year-old human, and it’s difficult for him to adapt to entirely new things. This is why, despite Aereni society having been around for over twenty thousand years, humans are beginning to do things with magic that the elves have never done. Elven society is driven by tradition rather than innovation – by absolutely perfecting the techniques of the past instead of developing entirely new ways of doing things. Innovation does happen – and an Aereni player character might be the great elf innovator of this age – but it isn’t enshrined as a cultural value as it often is among humanity; instead elves take comfort in the familiar. Looking to a 110-year-old first level elf fighter and a 20 year old first level human fighter, it’s not that it took the elf 110 years to learn the same skills as the human. Instead, it’s that the elf knows a truly astounding array of highly specialized techniques and traditions, while the human accomplishes the same things with far less style and finesse. When the ogre attacks with a club, the elf shifts into the fell-the-mighty-tree stance perfected by the ogre-slaying hero Jhaelis Tal (and he could tell you the whole saga of Jhaelis) while the human fighter says “Hey! I can stab him in the arm!” and does that. At the end of the day, the RESULT ends up being about the same, but the STYLE is completely different.
Another thing about the elves is that they have a great deal of trouble letting go of things. When you’ve had someone around for seven hundred years, it’s hard to finally let him go. Thus, many elven cultures revolve around not letting go… around find ways to preserve their greatest souls. In Aerenal the most remarkable members of society are preserved as animate deathless entities, forming the Undying Court. Thus, the young wizard can learn magic from the elf who first invented the fireball, because that elf is still around. The Aereni believe that there is a limit to the number of Deathless the island can support, so you have to be truly impressive to earn a place on the Court, and that’s the great drive of an Aereni life. The consolation prize – if you’re close but not quite awesome enough – is to have your soul preserved in a spirit idol, where others can consult with it in the future. The key point: The Aereni don’t let go. They avoid death by literally keeping their ancestors with them. The line of Vol took the approach of negative necromancy, turning THEIR best and brightest into vampires and liches. Unlike the Undying Court, there’s no obvious limitation on a vampire population, provided there’s enough living beings to provide them with blood. However, the Undying Court asserts that ALL Mabaran (negatively-charged) undead inherently consume the life energy of Eberron itself to survive… essentially, that the Vol practices would ultimately destroy all life if left unchecked. Hence, the bitter war that ended with the extermination of the line, and the ongoing duty of the Deathguard to eliminate Mabaran undead.
THE TAIRNADAL
But what about the other elves of Aerenal… the Tairnadal? The ancient elves of Xen’drik battled the giants to earn their freedom. Rather than preserve the elves of the present day as deathless, the Tairnadal seek to preserve the legendary elves of the past. They believe that by emulating the deeds of an ancestor, they can serve as a spiritual anchor for that ancestor and ultimately become an avatar for them in the present day. Here’s a quote from an Eye of Eberron article, “Vadallia and Cardaen”…
The lives of the Tairnadal elves are shaped by those of their patron ancestors. When an elf comes of age, the Keepers of the Past read the signs to determine which of the patron ancestors has laid claim to the child. From that point forward it is the sacred duty of the child to become the living avatar of the fallen champion, mastering his or her skills and living by her code. The people of the Five Nations know little about the Tairnadal, and their general assumptions often don’t make sense. Ask ten people in Sharn, and you’ll hear that the Valenar are bloodthirsty brutes who love to pillage the weak; that they seek glory in battle and won’t fight a weaker foe; that they are bound by a strict code of honor; that they have no honor; that every Valenar is bound to a horse; and so on. In fact, no one rule applies to every Tairnadal, for every ancestor demands a different role of his or her descendants. A child chosen by Maelian Steelweaver will spend his or her days forging swords instead of wielding them. One chosen by Silence will spend life in the shadows, never touching a horse. War is the common thread that unites the Tairnadal, because the wars against giants, dragons, and goblins were what produced these legendary heroes. As such, the Tairnadal seek conflicts that will let them face the same odds and fight in the same style as their ancestors. Nowadays a child of Vadallia can’t fight giants, because the Cul’sir Dominion has fallen, but he or she must search for a foe that is equally challenging and then defeat it in the same way Vadallia would, thus creating new legends in Vadallia’s name.
A few factors here…
Tairnadal society is relentlessly martial. As noted before, war is the lens through which the Tairnadal view their patrons. These legends arose in conflict, and so the Tairnadal seek to maintain a constant state of conflict. Preferably this involves an actual, true threat – and this touches on the Valenar, which I’ll discuss in more detail later – but when there is no true threat they will create challenging scenarios. They hunt wild beasts and engage in complex wargames. This isn’t just frivolous behavior; they believe that through these actions they are preserving their greatest souls. They must keep going, or those spirits could be lost.
One analogy that works for me is Ender’s Game. From youth, Tairnadal children are trained for battle. At first, they are trained in the fundamentals, giving them a chance to prove their aptitudes and show their true nature. At this point they are selected by a patron ancestor, at which point they are assigned to a warband well suited to learning the skills of that ancestor. In the Ender analogy, this is the shift from launchie to an army. Now they have clear guidance on what they should be learning, and they WILL be placed in conflict with other warbands in wargames designed to hone those skills. As with Ender’s Game, all of this is being done in preparation for the great conflict that lies ahead, a conflict that is life or death for their culture… the difference is that they don’t know what the enemy will be. Will the Dragons finally attack in force? Will it be goblins once more? Or humanity? They don’t know, but they are determined to preserve their greatest souls until that day finally arrives.
Let’s Talk About Patrons
People often have the sense that all the Tairnadal do is fight… that they are hotheads who are always looking to start trouble. There’s a solid grounding to this: the Patron Ancestors forged their legends in battle against terrifying opposition, and so it is in battle against a challenging foe that the elves have the best opportunity to emulate the deeds of their ancestors. But let’s look to that quote again…
Ask ten people in Sharn, and you’ll hear that the Valenar are bloodthirsty brutes who love to pillage the weak; that they seek glory in battle and won’t fight a weaker foe; that they are bound by a strict code of honor; that they have no honor; that every Valenar is bound to a horse…
The point here isn’t that the people of Sharn are wrong; rather, ALL of these things are true… about different Tairnadal. There are Tairnadal who abide by a strict code of honor, and there are those who act in a relentlessly dishonorable fashion. There are those who won’t fight a weaker foe and those who seek out the weak. There are those who will draw blood at the slightest provocation and those who will never strike an innocent regardless of how severely they are provoked. Because they will do their absolute best to act as their patron ancestor would act. And there is a VAST SPECTRUM of ancestors. While we often call them “heroes”, the real point of the Patron Ancestors is that the are legends; some are infamous as much as they are famous. These are the people who defined the elves during their greatest struggles. So in thinking about a Patron Ancestor, the key things to bear in mind are:
Essentially, you can have both Gallahad and Lancelot: a knight celebrated for incredible purity and honor, and another celebrated for his fantastic martial skills but also defined by his ultimate betrayal of a close friend in the pursuit of love. If Lancelot was your patron ancestor, it would be your religious duty to try to get into a horrible tragic love triangle… whether you wanted to or not… to try to emulate your ancestor. Similarly, if your Patron was known as a guerrilla who struck fear into the giants by butchering civilian populations, then it would be your duty to prey on the weak. While meanwhile, the elves chosen by Gallahad will do their best to be paragons of virtue and honor… something that might actually bring them into direct conflict with elves following the path of the Butcher. Which also might directly emulate the lives of their ancestors.
The most critical point here: the spirit chooses the elf, not the other way around. To me, this is the MOST INTERESTING THING ABOUT THE TAIRNADAL as far as roleplaying goes. Who chose you? Why did they choose you? How do you feel about it? If you are chosen by Gallahad, it is your duty to be the purest, most honorable and virtuous person you can possibly be. Are you ready for that? By contrast, if you are chosen by the Butcher, it is your duty to be a brutal, ruthless murderer who preys on the weak. Are you ready for that? And that doesn’t even get into the more extreme aspects, such as the boy who has shown great promise as a warrior but who is then chosen by a legendary poet, a man who fought his wars with words. Picture this as the background of your bard. You never wanted to be a bard; you wanted to be Gallahad! You don’t even LIKE poetry. But the spirit has chosen you, and it’s your duty to follow where it leads and to become that poet in the modern day.
WHY SHOULD I DO IT?
This begs the question: If I’m chosen by the Poet but I don’t WANT to be a bard… why don’t I just become a fighter anyway? There’s a few points here.
This is one of those things that transcends concrete mechanics. There are mechanics for strengthening the bond, notably the Revenant Blade prestige class. But even if you’re not a Revenant, the idea is that the bond is there and strengthening you. This is the reason why the Valenar are so scary. In a world in which we have emphasized the fact that player character classes are rare, we’ve called out that the typical Valenar is a 4th level PC-classed character… and given examples of them up to 12th level. This isn’t simply because they train harder than humans, though most do; it is because they are guided by their patron ancestors. The elf chosen by the Poet will find that the arts of the bard come quickly and easily to him, whereas if he turns his back on the Poet and insists on being a fighter, he won’t have that edge. It’s not just that society wants you to be like your patron… it’s that you will gain concrete benefits if you do.
What’s This Mean For PCs?
As I said, this isn’t something represented by concrete mechanics; it’s an idea that can be used for character hooks. The Tairnadal have many of the same story hooks as the Kalashtar, in that they are tied to a spirit. But for the Kalashtar, this choice is purely genetic and something that is with them from birth. For the Tairnadal it is something that happens on the border of adulthood. This raises a host of questions…
This last point is the key one. Tairnadal aren’t clones; even more so than the kalashtar, it is up to the elf to choose the best way to emulate their ancestors. Consider the idea of a patron ancestor who is infamous for striking terror into the enemy through horrific murder of civilians. One follower of this patron might simply translate this to the battlefield, always targeting the weakest opponent, but not actually getting into murder. The typical chosen of this patron might tend to be sociopaths who have a very broad view of “the enemy” and view horrific murder as sport. Then there’s you. You were chosen by this murderer, but you feel that you were chosen precisely because these others are misrepresenting him and hurting his spirit. Yes, he murdered horribly when he had to, but he felt great remorse with every killing; he simply felt that it was the most effective tool in the battle for the survival of his people. As a result, you believe that YOUR mission is to hunt down and kill all the elves who are embodying your patron in a flawed manner… and boom, crazy elf Dexter saga.
The point being that six elves chosen by Gallahad will all embody him in different ways and with different degrees of success. However, it is their cultural and religious duty TO embody him, and those who do so successfully should gain power and skill as their bond to his spirit grows stronger.
Another thing to consider when creating a Tairnadal PC: after you are chosen by a patron, you are assigned to a warband. This is a group of elves whose ancestors are at least in line with yours (so the brutal killer of innocents doesn’t get teams up with the conscientious defender of the innocent), selected to work and train together. Often this is a lifelong bond. Unless your whole group embraces this, odds are good you don’t have those partners with you. So what happened to them? Did you abandoned your warband to become a PC? Did you take a leave of absence? Were they all killed, and if so do you want vengeance? Or did you kill them in a terrible parting of the ways?
THE VALENAR
The Tairnadal humans know best are the elves of Valenar. They came to Khorvaire during as mercenaries during the Last War. They sold their swords to Cyre, but late in the war turned on Cyre and seized a section of land as their own. The newly appointed High King asserted that this territory had been claimed by their ancestors long before humanity came to Khorvaire and that it was theirs by right.
However, a few things are worth noting…
Ultimately, what the Valenar want is an opportunity to emulate the deeds of their ancestors in battle. Their ancestors weren’t conquerors; they were guerrillas fighting a superior foe, strengthened by their knowledge of the land. So in my Eberron – and you could take things a different way – Valenar is in fact a trick. The elves aren’t building a kingdom; they are preparing a battlefield. The reason that they are so antagonistic and provocative in their dealings with the other nations – notably Karrnath and Darguun – is because they want to be attacked by a challenging foe. They don’t want to be invaders or conquerors; they want to provoke a powerful force into attacking them on their home ground. For the last few decades they have been acclimatizing themselves to the land, learning its tricks, determining the ideal spots for ambushes or ways to disrupt supply lines, and so on. The aren’t bringing their cultural infrastructure to Valenar because at the end of the day, they are ready to LOSE Valenar; if worst came to worst, they could retreat to Aerenal and be back where they started. The Last War was a good starting point, but now they are setting the stage for the REAL opportunity to emulate their ancestors.
Not all of the Tairnadal support this idea. There are some sects that have different ideas of what to do – they think the elves should fight the dragons, or return to Xen’drik. And then there are those who are perfectly content with the way things have been done for the last ten thousand years, who think the Valenar are hotheads. If you play a Tairnadal elf, it’s up to you to decide where you fall on this spectrum. Do you support the High King and the Host of Valenar? If so, why aren’t you in Valenar now, or serving as a mercenary? Are you on extended leave and simply waiting for the call to go back? Are you a spy gathering intelligence, or a provocateur getting into a position where you could help trigger the war? Do you oppose the High King and his plan… do you believe in Valenar as a kingdom, or perhaps want to protect the innocent humans of the region from future bloodshed? Or are you a Tairnadal with no ties to Valenar, either wandering the world in you own pursuit of your patron’s path or driven from your homeland by your beliefs?
In closing, a point I’ll emphasize again: The Valenar are an army. There are no Valenar children; they’re raised and trained on Aerenal. The finest smiths and horsebreeders are in Aerenal. In Valenar, almost all civilians are humans or Khoravar (half-elves). The elves aren’t invested in Valenar for the long term; it’s a tool in a larger plan.
… At least, in my Eberron.
FURTHER READING
Unfortunately, many of the online articles once hosted by WotC have been removed from the internet. However, here’s some online articles that might prove interesting.
QUESTION AND ANSWER
Post your questions in the comments and I’ll get to them as time allows.
I remember the Vadallia & Cardaen article, but I also remember how Saer Vordalyn behaved in Queen of Stone. And while some of the ancestors may have been great poets, given their history the majority must have been warriors (clearly not many of them were urban administrators, since they have outsourced those functions to Lyrandar).
In looking at Saer Vordalyn, consider a few things. He is Valenar, which means he is, innately, a warrior. Second, his ancestor may well have been known for pride or aggression. Essentially, when a Valenar acts like a jerk, it could be because he, the Valenar is personally a jerk; because his ancestor was a jerk and he’s obliged to act that way; or both.
As for the poet, the key point is that the poet had to do something in a time or war to achieve legendary status in the eyes of the elves. Bards are VERY important to the Tairnadal, both serving to inspire troops and more important to preserve the tales of the ancestors. So the poet could be a bard who travels with a warband. On the other hand, it could be that there is a poet who is a legend OFF the battlefield. It could be he crafted the songs that are sung by every bard, or the code that defines the Tairnadal culture. He became a legend in a time of war, but that doesn’t mean he had to be a warrior. As for the lack of civic administration, see the points above. Tairnadal culture generally avoids massive cities; even if it didn’t, the best civic administrators are back in Aerenal keeping the home fires burning. Using local talent is an excellent way to keep your personal investment in the city low.
In my experience few people live up to, or even understand, the ideal of whatever religious or secular ideology they espouse. I can’t shake the sense that a great many adolescents would use their ancestors as excuses to indulge in bad behavior (I see this happening in real life all of the time, with teens and adults), and a great many adults would take a very simplistic and conventional view of their ancestor’s activities.
Certainly. Which ties to two points above. The first is the fact that Tairnadal culture is FAR more structured and intense than typical Sunday school. Again, I personally compare it to Ender’s Game. Tairnadal children are constantly training, fighting, and learning the stories of their ancestors. It’s not just a casual “Oh, your ancestor liked swords”; it’s a matter of drilling in his precise style, learning every account of him from history by heart, and spending hours each day sparring. You have a concrete bond to his spirit, which is something that makes you distinctly different from a human adolescent. You spar for three hours a day because it is in battle that they hope that you will find that bond, and come to understand him on a very fundamental level.
Elves in Khorvaire live more casual lives. But I see both the cultures of Aerenal as very intense. As a Tairnadal, you are part of an army preparing for a war. We don’t know if that war will come in your lifetime, but if it does, you will be ready.
How do the Stillborn deal with this situation? I gather their raison d’être is to be a contrast to the heavily tradition-bound Aereni society, but are they equally unchanging – simply more egoistical and convinced that they already know everything – or are they actually the rare Aereni equivalent of the rebellious teenager who doesn’t want to sit and have tea with great-great-great-grandmama and kiss her on the decomposing cheek, because he knows better than his elders?
They are indeed the rebellious teens. Among other things, most are drawing on the traditions of the line of Vol, which were inherently more independent. It is the nature of the Deathless that they are sustained by the devotion of living elves. Part of the reason Aerenal is so mired in tradition is that it NEEDS people to follow those traditions to sustain their divinities – same with the Tairnadal. If you follow Vol’s path, once you’re a lich you can do whatever you want; you have no obligation to anyone else. The Stillborn see undeath as a gift. They don’t want to defeat death or any other grand philosophy: they want undeath and they want it now. As a side note, Erandis Vol and her inner circle – like Demise – are largely following this same theme. The Blood of Vol faith has far deeper philosophical goals and themes – the Divinity Within, ending death for all. But the Stillborn just want to be vampires, liches, or whatever because it beats being alive.
Does this tie in with the Shadow Schism? As far as I understand what you wrote about the Phiarlan in the dragonshards, Phiarlan is almost religiously dedicated to their role of keeping peace and harmony by any means necessary, ever since the giant-quori wars – though this did not work so well after Jarot’s death. But Thuranni is presented as a much more innovative House, which wanted to move away from this world of duty (and also decided to eradicate another line of the House).
While it’s not necessarily called out in the canon material, I think there’s a lot to be said for Phiarlan being made up of those who have continued to hold to Aereni tradition (albeit not the traditions of the Tairnadal or Undying Court) while Thuranni represents an evolution that has come from living among humanity. I think it makes for Thuranni to generally be more innovative and unconventional… while Phiarlan still has the majority of the greatest practitioners of traditional arts.
Speaking of the kalashtar, how would they live their increased lifespans? It’s not as long as that of elves, but still vastly exceeds that of a human – and, though it’s not their dominant personality, their Quori part is essentially immortal and has been around since the giant-quori wars (though it is not spread thin)?
That’s an entirely different subject, but one critical point I’d make there is that the child is touched by the immortal spirit from the moment of conception and shaped by that. I see a considerable difference between true immortals and long-lived mortals. Essentially, I see long life as carrying many burdens – seeing your human friends fall, societies change, everything you know fade away. The elves largely deal with this by clinging to tradition and thus minimizing change. However, with the kalashtar, one thing NEVER changes – and that is the bond to your spirit. It was with you at birth and it will be with you to death. Essentially, I see kalashtar as having a little more natural serenity… though that will certainly vary by the individual.
I thought, though, that Five Nations elf citizens outnumbered members of dragonmarked houses . . .
By canon numbers, this is certainly true. Checking the 3.5 ECS, elves make up around 7% of the population of the Five Nations. However, as I said, these articles may clash with canon numbers… and as the setting has evolved, that number has come to feel a little high to me. I don’t feel that the elves of Aerenal have a strong drive for immigration unless forced to it, as the allies of Vol were. Some would have left in protest of the conflict even if they didn’t have to; some likely did come in search of opportunity. However, all signs suggest that elves have slow population growth – again, they’ve been on Aerenal for almost forty thousand years and haven’t grown out of it – and as a result, it seems unlikely that they would make up such a large segment of the Five Nations. So essentially, in my Eberron I’m dropping their numbers a bit – but if you hold to canon, you are correct.
With that said, I think life is challenging for elves blended into human society, given the short lifespans of the people around them and the degree to which society changes. I think urban elves likely attach themselves to institutions that can give a sense of stability – for example, the churches. Of course, if you have a 600 year old elf cleric of the Church of the Silver Flame, she is actually older than the church itself; she might have known Tira Miron personally, and helped her evangelize in the first days of the Silver Flame. I’d think that elves might also look to their relationships with humans as being a relationship with the family rather than the individual; individuals come and go, but the family will endure.
A few questions, though: what would life be like for a Tairnadal whose Ancestor was known as an innovator/inventor/visionary? Would such an Ancestor even exist, as even the elves of Xen’drik may have been largely perfecting already known techniques?
This comes back to how different people interpret the Patron’s actions. Say you have a Tairnadal wizard who invented pyromancy. I think the TYPICAL Tairnadal would respond to this by trying to master pyromancy, seeing that as the ancestor’s defining feature. A rare elf might instead say “His thing wasn’t pyromancy; it was inventing a new field of magic. I will honor him by embracing that spirit and inventing a NEW school of magic of my own!” The same principle holds true for patrons who created new martial techniques; most would respond by perfecting those techniques, and it would be a rarer individual who would recognize innovation itself as the feature to be emulated. But that certain makes for an interesting player character!
This brings up another possibility… What about the ancestors who didn’t rate patron status? In one 4E game I ran, a PC created a Valenar shaman based on the idea that rather than having a single patron ancestor, he was essentially shepherding all the spirits who were good but not quite good enough to rate patron status. An amazing cook; a remarkable jerk; etc. it was a very interesting character, as he basically developed a different ancestor for each of his powers; I could certainly see a rebellious inventor as fitting in at this level.
Also, while this may not come up much in modern campaigns, but what stance did the Qabalrin have towards tradition?
The Qabalrin are the spiritual (and physical) ancestors of the line of Vol. As noted above, it’s an approach that favors the independent individual, while the Undying Court focuses on the strength of community and tradition. This lends itself to the assertion that there was significant infighting between Qabalrin schools. So I’d say the Qabalrin were more innovative, but also more volatile.
What, however, about dwarves, who would live to 450 years, and gnomes, who can live half a millenium? The dwarves seem to be about as unchanging as the elves, if less obsessed with death; the gnomes are however known for research and progress.
It’s true. Curiosity has been established as a defining feature of the gnomes – a desire to explore, and learn, and try new things. In part this is driven by a deep-rooted desire for security; if you know everything you can’t be taken unawares, and knowing the secrets of others is a powerful weapon. But I would say that the gnomes definitely have a different fluid/crystaline balance than the elves, and that their fluid intelligence declines more slowly than most races.
How would a Tairnadal be treated if they were not touched by an ancestor spirit? Would they be a pariah; considered tainted or unworthy to be an anchor? Or would they be considered an unfettered soul; someone who could become a legendary spirit like the ancestors of old?
Well, anyone has the potential to become a legend, even if they follow the path of a patron. You’re supposed to focus on embodying the ancestor, but that hasn’t stopped later Tairnadal from becoming legends in their own right. We’ve established that there are patron ancestors from the Dhakaani conflict and the wars with the dragons; presumably THOSE elves were themselves chosen by Xen’drik patrons.
With that said, there’s no hard and fast rule established. I think it’s a rare thing and would depend on the person. If the person was lazy and uninspired, it would likely be seen as rejection due to their faults and they would be assigned to menial duties. If the person was seen as a rising star who mysteriously wasn’t chosen, it would draw more attention. In a 4E campaign I ran, someone played a Tairnadal shaman who had no personal patron but was instead in touch with a host of lesser ancestors… spirits not QUITE remarkable enough to be full patron ancestors. Each of his spells was thus associated with channeling a different patron. The same concept could generally be true of ALL of the Keepers of the Past; rather than being chosen by any one spirit, they have a broad attunement to many.
For as long as the Tairnadal have been acting as anchors for their ancestors, have they ever questioned where their souls go? Are they sacrificing their spiritual existence simply to further the existence of an ancestor’s soul?
It’s an established fact where souls go: to Dolurrh, where they fade away. The point of the Tairnadal faith is to preserve the greatest souls from this fading. It’s generally accepted that you can’t save them all; thus, a sacrifice is made to save those most important to the culture as a whole. But as noted above, the idea is out there that if you are TRULY remarkable, you may yourself become a patron to future generations; emulating an ancestor doesn’t rule this out. Again, the bond to a patron enhances your talents, allowing you a greater opportunity to achieve great deeds.
Wow, so become great or fade away into the emptiness that Dolurrh. Good to know that even though you’re representing an ancestor your deeds are still your own thus you can still have a chance to become a patron as they are.
Certainly. As I said, embodying the patron preserves the ancestor and gives you a chance to draw on their strengths, but Tairnadal history is full of those who added their own legends in the process. Technically that’s not what you should be TRYING to do, but there’s surely many who have it in mind.
So with the Tairnadal having a much less physical attachment to their ancestors, where do these spirits reside? Are they basically treating their descendants as impromptu spirit idols?
It’s essentially the same mystical principle as the kalashtar and the quori. The patron spirit is tied to multiple mortals. As long as at least one of them is alive, the spirit still has an anchor. In the case of the Tairnadal, the connection is purely spiritual where with the kalashtar it’s partially genetic; as a result, the faith and the actions of the Tairnadal matter. The elf can strengthen the bond through both belief and by emulating the deeds of the patron; an elf who has no faith and makes no effort gains nothing from the bond, and provides no real anchor.
Also, if there is a literal spiritual connection to the patron spirits, could some affect the patron by messing with their anchors? Say that a Daelkyr started messing with the elves, driving them to madness in a way that they still embodied their patron’s ideals, but in a twisted way, could the madness somehow be passed to the spirit’s soul too?
Anything is POSSIBLE, if you want it to be. With that said, as it stands we don’t say that the actions of the living elf transform the spirit; rather, the more the elf acts like the spirit, the easier it is for the spirit to guide her. But it does sound like something a Daelkyr would do, and I’ve had fun with Tairnadal Cults of the Dragon Below myself.
Is it correct to say that the Undying court is the most powerful good entity in Eberron?
“Most powerful?” Probably. We’ve established that the Undying Court has the power to shield Aerenal from an attack by a significant force of dragons, and I’m not sure who else has that level of power… and even as individuals the Deathless Counselors are pretty tough. However, “Good?” That depends on your definition. Consider how long the Court has been around. It certainly didn’t help the Dhakaani when they were being attacked by the Daelkyr. It didn’t act when human invaders were massacring and enslaving goblins, or when they began massacring humans in the War of the Mark. It instructed its followers to ruthlessly exterminate a political rival in the Line of Vol. It’s positively aligned as an energy source, and it acts to protect AERENAL – it’s up to you whether that fits your definition of “good”.
Beyond that, it’s been firmly established that its power is focused on Aerenal. It can defend Aerenal from draconic attack, but it can’t channel that same power aggressively against Argonnessen. Beyond Aerenal, it can only affect things by empowering divine champions (IE clerics, paladins, etc) who can then use that power as they see fit… just like the Silver Flame, the Undying Court doesn’t personally approve every spell cast.
If that is true, how would you set a campaign in Aerenal? Isn’t it against the code “PCs are the heroes”?
There’s places in Eberron where players aren’t the most powerful entities around. If you decide to set a campaign in Argonnessen, I wouldn’t suddenly depower all the dragons. If there is a draconic attack on Aerenal, they don’t need the player characters to solve the problem; we know the Undying Court can handle that… UNLESS something is sabotaging the Court’s ability to form a spiritual gestalt, and that something is using magic that conceals its presence from any deathless entity or that is tied to Mabar in such a way that destroys any deathless that contacts it and/or negates any divine magic that Court clerics can bring to bear. If you want a situation where the players are the only hope, you can always create one.
Beyond that, though: Even in Aerenal, the Undying Court isn’t omnipresent or omniscient, and unlike the Trust in Zilargo, the Undying Court isn’t interested in poking into everyone’s lives. The Court deals with MAJOR threats: Invasion! Planar incursions! But you can still have any number of “street-level” intrigues and schemes that are simply beneath the radar of the Undying Court.
Out of curiosity, what would happen if a Tairnadal got a non-standard patron. For example, what would happen if an Elf was chosen by say, a warlock who sold his or her soul to one of the overlords?
In MY Eberron, fiendish bargains for souls are a fairly new concept – something introduced when I worked Baator into Eberron as a demiplane whose immortal denizens have only recently engineered a jailbreak and are in the soul business in an attempt to build sources of mystical power. But that’s neither here nor there. The short answer is that it’s up to you. In principle, the religious duty of the elf would be to sell their soul – following the same path as the patron. In practice, they could decide that it’s too extreme and that they just aren’t going to do it; this would just mean that they’d never be an exceptional avatar for that patron, and wouldn’t be able to become a Revenant Blade or otherwise draw strong inspiration from the patron.
While I’m on the topic of non-standard patrons, what if an avatar was chosen by more than one patron?
As above: the patron chooses the elf, but the choice is meaningless unless the elf chooses to emulate the patron. It is through this emulation that a bond is established, sustaining the ancestor and in theory providing guidance and strength to the avatar. So if the elf was chosen by two substantially different patrons – meaning they CAN’T somehow emulate both at once – the question is really on the elf as to which they will emulate.
In one campaign I ran, a Valenar player decided that he’d been chosen by a patron who was a legendary archer… but that he WANTED to be chosen by the traditional patron of the men in his family, a famous swordsman. Since this mean he was defying his religious duty, he’d stolen his family’s heirloom scimitar and fled Valenar, and was working at being the best swordsman he could be and ignoring his declared destiny. The player’s CONCEPT was that, over time, he probably WOULD come to terms with his destiny and embrace his future as an avatar of the archer; but in the meantime, he was TRYING to defy tradition and become an avatar of the swordsman in spite of not being chosen by him.
I’ve also already mentioned the Valenar shaman who defined his character as essentially being the caretaker of all the not-quite-legendary legends… the lesser characters who didn’t quite make it to patronhood. This was a 4E game, and every time he used one of his powers he’d explain which ancestor was helping him with it. So technically, he was working with dozens of demi-patrons as opposed to having one primary patron.
If I’m a Tairnadal avatar, and one of the other avatar’s of my patron is killed (especially if it’s in a fashion inappropriate for my patron), might I become aware of it in some fashion?
Sure. We’ve said that Tairnadal don’t communicate with their patrons casually, but there is supposed to be a bond between them. In theory, this is the same sort of connection a vassal believes they have with the Sovereigns; an avatar attributes some of their skill and success to the instinctive guidance of the patron. Essentially, the avatar simply feels what the patron feels; they don’t need to communicate as such. But you could certainly play that up – especially with an avatar that’s especially close to a patron – and say that they do have visions or flashes of divine insight.
If a given Patron were beginning to run low on avatars (for whatever reason), would that Patron become more aggressive in choosing new avatars. Or is there is spiritual queue: “I’m sorry, Poet, but you chose an avatar last month; you’ll just have to sit in the ethereal waiting room until Butcher and Galahad have chosen their next avatars.”
This process is entirely undefined. It could be that there’s a quota… or it could be that there is a reason certain elves are picked, and that an elf truly is only suitable for one particular patron. But in short, it’s a decision you should make as best suits your story.
I have a new player with a half-drow, raised by elves. Her idea was to be raised by racists, in an unhealthy enviroment. Basically, she was taken care of, but still treated as other, because she is half drow. To you, does that fit Valenar elves?
There’s a few ways it could work. It’s important to note that the elves that are in Valenar are literally AN ARMY. Their civilian infrastructure is back on Aerenal. They don’t consider Valenar to be their homeland; they consider it to be a staging ground for military operations. So they are making no effort to incorporate the humans and half-elves in the region into Tairnadal culture, and this is why they are largely letting Lyrandar run the administration of the nation. So first of all, there’s the question of whether she wants to be someone who has lived ADJACENT to the Tairnadal in Valenar – in which case she could absolutely live as an abused outsider scorned for her drow blood – or if she wants to actually be an integrated part of Tairnadal society.
Looking to what that means: There’s a reason we present the Tairnadal as the being pound-for-pound the most dangerous people on the planet. It’s because their lives are intensely structured and devoted to emulating their greatest champions. Tairnadal children undego decades of intense training in the path of their ancestor. If the typical human soldier is a first level warrior and the typical Tairnadal soldier is a fourth level ranger, it’s because that Tairnadal has spent a decades mastering those skills… and, as noted above, because they are further being guided and inspired by their patron ancestor.
So there’s no such thing as being a casual Tairnadal. Either you are a civilian, in which case you live adjacent to the chosen and perform the necessary tasks that keep society running… or you’re chosen by an ancestor and you spend decades in elf Battle School.
So if she was raised on Aerenal, she either was chosen or she wasn’t, and if she wasn’t it’s important to understand that she’s not part of what we think of as “Valenar.” She could still become a hero and such through pluck – but she wouldn’t be part of a warband or trained alongside potential revenants.
Now, if this was in my campaign, I’d say that she IS chosen by a patron ancestor. I’d work with the player to figure out who that ancestor is and think about why she’d be chosen, when as a half-drow she’s clearly a flawed reflection of that ancestor. Others around her would scoff and say that she can’t possibly do justice to the ancestor, and there’s your abusive environment. If it was ME, I’d have the punchline – only discovered far down the road – be that the ANCESTOR was half-drow and this has long been covered up, and that she’s the first warrior in millennia who CAN truly embody that ancestor. Alternately, she can find her own path, as mentioned above.
I was planning to do my next Q&A about Druids, but this conversation took off in the comments of the last Q&A and really deserves its own page. So Druids will have to wait for another week or two. As I mentioned in my last post, I currently have two events on the schedule at Gen Con: a seminar specifically about Phoenix: Dawn Command, and a casual Q&A where we’ll talk about Eberron, Phoenix, and whatever else people wish to discuss.
Before diving into this discussion, I recommend checking out the previous Dragonmark on Religion, Faith, and Souls. This examines why faith matters; how someone can believe in gods that do not manifest in the world; and the role of souls within Eberron.
As always, let me be clear that this is how I run things in MY campaign. This isn’t canon, and it may even contradict canon material; it’s simply my opinion. Also, if you’ve read this post before: Due to the number of questions that were posed, I’ve gone back and consolidated my answers so it’s a little more concise.
I feel very stupid in asking that, but an answer would be very important to me since I never really undestood: what is the real difference between ARCANE MAGIC and DIVINE MAGIC in Eberron? We know most of priests don’t cast spells, faith is not enough and sometime not necessary. Gods might not exist. And you always say: magic in Eberron is like science. Is divine magic too?
Both arcane magic and divine magic manipulate the same energy. This energy is an ambient force in the world that most scholars say flows from the Ring of Siberys. From a scientific viewpoint, this is why detect magic and counterspells and the like work on both kinds of magic: because fundamentally, they are different ways of manipulating the same form of energy. Arcane magic uses scientific methods to tap that power, while divine magic is driven by faith and willpower… and the intervention of something that may or may not be a god.
ARCANE MAGIC
Arcane magic is purely scientific. You’ve learned the underlying rules of the universe, and you’ve figured out the cheat codes. You have learned how to interact with that energy and shape it in specific ways. A wizard works through complex codified formulas. A sorcerer interacts with it in a more instinctive way. Some of this comes out with in the description of Lei performing infusions in The Dreaming Dark; she’s reaching out into this energy and weaving tapestries with it. This is the idea behind things like Spell-Storing Item; the artificer is inherently more “inventive” with magic, and can jury-rig spell effects they can’t normally produce. So to a certain degree you can think of an arcane caster as a software engineer, using code to manipulate the ambient energy. The caster may or may not have the talent required to create new spells, but they are approaching magic in a practical way.
Bear in mind that in Eberron, PC-classed characters are remarkable. Arcane magic is a science, but most who study it can at best achieve the status of magewright. Magewrights don’t use spellbooks, but neither are they spontaneous casters; they learn a particular set of spells they can memorize. The idea here is that the magewright spends years studying a specific set of spells. They don’t need spellbooks because they have drilled with those spells over and over and over. The spellbook is essentially the textbook they learned from… but they studied each spell for YEARS. They can’t just pick up a spellbook and memorize a completely new spell in a few hours. The fact that a wizard CAN do this is a reflection of the fact that the wizard is an amazing prodigy, who grasps the fundamental principles of magic in a way the magewright can’t. The magewright is essentially an electrician who learns to repair a specific type of appliance; the wizard or artificer is Tesla or Edison… they understand the principles of this science on a deeper level, and can work with it in a completely different way.
This model doesn’t make sense with every possible arcane caster; see the question on bards further down the page. In particular, sorcerers have the power to spontaneously produce arcane effects. A sorcerer doesn’t have to understand how they do what they do. But it’s arcane in nature because it’s drawing directly on the ambient magical power, and because it doesn’t require anything like faith… which is a critical component of divine magic.
DIVINE MAGIC
So, arcane magic involves using scientific principles to shape ambient magical energy. For divine magic, there is an intermediary involved: a divine power source that filters and focuses the power from the Ring of Siberys. Through faith and willpower, the divine caster connects to the divine source. If the arcane caster is an engineer, the divine caster is essentially connecting to a server that has a bunch of apps on it. The divine caster doesn’t need to understand anything about code or WHY the apps work; they just know that they ask for healing, and Cure Light Wounds 2.0 does its thing. There is no question that these divine power sources exist. The divine power source has an alignment; a set of domains; and specific relationship to positive and negative energy. Eberron is unique in that the alignment of a divine caster doesn’t have to match the alignment of that divine power source. Per my house rule in this Dragonshard, the alignment of the power source determines all magical alignment-oriented effects of the religion… so regardless of personal alignment, a divine caster associated with the Silver Flame casts holy word and protection from evil, because these are the powers granted by the source.
But what ARE these divine power sources? There’s the question. In some cases, we know exactly what they are: the Silver Flame is a pool of energy initially created by the couatl sacrifice in the Age of Demons, said to be strengthened by noble souls over the ages. Aside from supporting divine magic, it is the force that holds the Overlords at bay. So again: there is no question that it exists, and it’s not anthropomorphic in any way. But what of the others? If you’re a follower of the Sovereign Host, then you say that the Sovereigns are gods: they may be sources of pure divine power, but they are also sentient, omnipresent entities that watch us and guide us. If you’re a doubter, you say that these are just pools of energy like the Silver Flame; that they have coalesced around particular concepts like War or Law; and that they may be formed from mass belief (which the Undying Court shows has a certain degree of power) or from the souls of believers. There is no right answer here; no canon source is ever going to conclusively say “The Sovereigns are gods” or “The Sovereigns are pools of belief.”
But it’s important to remember one thing: in Eberron, the majority of priests are not divine casters. They’re like priests in our world: they offer spiritual guidance and comfort to their congregation. They believe in the faith, but it’s true, belief alone is not enough. Faith alone doesn’t guarantee divine magic… because in my opinion, a divine caster must have something more than just mundane faith. They have what I’ll call transcendental faith. In part this is about depth of conviction… but it is also just about a way of viewing the universe, of having a faith that lets you believe beyond the limits of mundane reality and touch the divine that lies beyond it. I can’t explain this much more clearly than this, because I don’t have it. But touching a divine power source requires an degree of faith most people simply don’t possess… just as most magewrights simply don’t have the insight and talent required to become a wizard or artificer. And even this faith alone may not be sufficient; it’s quite possible that you must in some way be chosen by the divine power source, as a paladin is called. If you view the power sources as gods, than this is an easy thing to understand. If not, it’s a little harder to explain; but in some way, a divine caster has a connection to the power source that most people will simply never have. But in my opinion, faith is always necessary. It is the conduit that forms the basic connection to the divine power source, and without it you have nothing. Regardless of alignment, a follower of the Silver Flame must believe they are using the power of the Silver Flame to protect the innocent. They can be evil and using it in a horrible unjustified witch hunt, but they must believe that the cause is justified. If you have someone who is truly a servant of the Lords of Dust and cares nothing for the principles of the Flame, then they cannot be drawing their magic from the Flame itself; they must be tied to a different divine power source. With that said, the Silver Flame has a built-in out in the Shadow in the Flame, which can empower such evildoers. But you can’t be a lover of chaos and draw power from Aureon, Lord of Law. Your alignment doesn’t have to match your divine power source… but your faith must.
So: What differentiates the cleric from the favored soul? It’s essentially the same separation as the wizard and sorcerer… but with faith added. Not all priests are clerics, but the vast majority of clerics are priests. A cleric works with tradition, learning the prayers and rituals of the faith. A favored soul has faith and feels the divine call, and needs nothing more. So in the Silver Flame, the typical cleric is a priest or friar… while a favored soul might be a farmer who hears the Voice of the Flame. I generally put paladins in this camp: a paladin has to be called. Within the Church of the Silver Flame, paladins are treasured and brought into the templars; but in my opinion, a paladin must be called, it’s not something you can just pursue.
Isn’t faith inherently irrational? And isn’t that at odds with clerics having to have a high Wisdom? And isn’t it strange that a cleric with the Madness domain could have a high Wisdom?
To begin with, I don’t view Wisdom as a statistic associated with logic; that’s what Intelligence is for. In my opinion, Wisdom is about willpower (hence, Will saves), perception, and understanding… an understanding that goes beyond the pure reason of Intelligence. Beyond that, I think it’s dangerous to try to use ability scores as a measure of someone’s beliefs… IE “This belief is stupid, therefore this individual can’t have a high Intelligence.” This is especially true when it comes to madness. In my opinion a Cleric of the Dragon Below could be exceptionally intelligent about everything but the subject of their madness. They could be a brilliant arcane scholar… and it could be that very brilliance that led them to discover the secrets that shattered their sanity.
But back to the core point: Is faith irrational? On some level, of course it is. The basic concept of faith is believing in a thing that cannot be proven. But don’t equate faith with zealotry or fanaticism. Just because a person has faith doesn’t mean that they will be driven to irrational action or that they cannot listen to reason. And just because a person has faith – even that amazing transcendental faith that I describe – doesn’t mean that they can’t have doubt. In my opinion, questioning faith is one of the most interesting things you can do as a divine character: explore why you believe what you believe, and why you hold to that faith even when it can’t be proven. The other day I was watching Shakespeare in Love, and multiple times when things are at their very worst, someone says “Don’t worry – it will all turn out well.” To which someone else responds “How?” because there is no rational way that it could. The first speaker shrugs, smiles, and says “I don’t know… it’s a mystery.” To me that’s the point of faith. One person looks at something terrible – like the Mourning – and has their faith broken by it. Another sees the same thing and says “I don’t understand how or why this could happen… but I have faith that there is a reason.” For such a person faith is a source of strength and comfort when reason provides no answer. Further below I’ll look at this point in more detail, but the basic point is that yes, faith IS irrational. But that doesn’t mean that every divine caster has to have blind faith. It doesn’t mean that they have to ignore reason or things that go against their faith, and it doesn’t mean that they can’t question their faith. The question is whether, in the end, you hold onto your faith… or whether the things that you face will break it.
With this in mind, I’d like to look at two player characters from my own Eberron campaigns. One was a changeling cleric of the Silver Flame, who as part of his character background explained that he’d encountered corruption in the church and been shocked by it. He’d left the church to go out into the world and explore the darkness of the human soul more deeply… so that he could gain the understanding he’d need to come back an drive it from the church. So: his faith was shaken by an encounter with a corrupt priest; he left the church itself; but he never stopped believing in the Silver Flame and its purpose.
The second was a character I played in the longest-running Eberron campaign I’ve been a part of. I began as a dragonborn follower of the Sovereign Host (with a Thir spin on the Sovereigns). Over the course of the campaign, I lost my faith in the Sovereigns… but ended up becoming a divine oracle of the Draconic Prophecy, and seeing that as the force shaping the world. So I questioned my faith, and it actually changed and evolved over the course of my story.
So the point of all this? A divine caster must have faith. Faith is the fuel of divine magic and a critical element that differentiates it from arcane magic. But you don’t have to be a zealot or a fanatic. You can listen to reason. You can question your faith and even change it. But in my opinion, you must have faith to perform divine magic.
In Eberron, can’t a cleric gain divine magic from a philosophy or personal belief?
This is about the principle that in Eberron, you can cast spells with sufficient faith in ANYTHING. You could have the Church of Your Shoe. Technically, this is true. Page 35 of the original Eberron Campaign Setting says the following:
You may also decide that your cleric has no deity but instead channels divine power from the spiritual remnants of the Dragon Above. Select two domains that reflect the cleric’s spiritual inclination and abilities. The restriction on alignment domains still applies.
So yes: In Eberron, you can make a cleric of ANYTHING. With that said, the description here makes clear what you’re doing. You may worship your shoe, but your shoe isn’t what’s granting you magic; you are bypassing the divine power sources and drawing your power straight from the Ring of Siberys, which as I mentioned above is essentially the source of all magic. Beyond this, I’d note the following…
So the principle of the atheist who believes SO STRONGLY that the gods don’t exist that he actually draws divine power from this is certainly possible – but you’ll note that we didn’t present tons of these in the world. And in my campaign, if you’re playing that character and you’re suddenly faced with absolute proof that gods DO exist, you could have a crisis of faith and lose your powers…
PRIMAL MAGIC
So how do druids and rangers fit into this? In 3.5 they are considered to be divine casters. However, a ranger isn’t called as a paladin is, and the concept of a ranger doesn’t seem to require transcendental faith. This is true. A cleric with the Nature domain has an alignment aura, channels positive or negative energy, and has to have faith; a druid does none of these things. So how is it that druids are divine casters?
The fact of the matter is that this is a kluge… because they aren’t arcane casters, either. They don’t have some deep scientific understanding of magical principles. Fourth edition introduced the concept of the Primal power source as distinct from arcane and divine, and personally, that’s how I view things… all the more so because while arcane and divine magic both manipulate the ambient energy of the Ring of Siberys, I would make the case that primal magic is actually drawing on the energy of Eberron… which is to say the world itself. This is important for a number of reasons. The Ashbound hate unnatural magic, and one possibility is they could temporarily abolish it (at least within a region); this goal makes more sense if primal magic continues to function. The danger is that once you move in this direction, you open a huge rabbit hole (presumably, made by a dire rabbit). Do detect magic and dispel magic work on primal magic? Basically, adding a new sort of magic is a big can of worms for balance and complexity of play… and thus it’s generally easier to simply say that primal magic essentially functions like divine magic. But if you want to open that can of worms, go ahead!
ARCANE AND DIVINE
If you’re looking for more ways to differentiate arcane and divine magic in your game, take a moment to think about the components of magic… by which I mean the verbal and somatic components, the gestures and incantations that are made. What do verbal components actually sound like? What does casting a spell actually look like?
Following the principle that arcane magic is like software engineering, in my campaign both incantations and gestures are very scientific: you are repeating syllables of power in a specific order and making very precise gestures, tracing glyphs that help channel the forces you are drawing on. Each time you cast fireball, you use exactly the same gestures and incantation, because that is the recipe for “fireball.”
By contrast, I see the typical divine spell as a prayer. You are invoking your faith and asking for a specific favor. In my opinion this isn’t about precise syllables arranged in a certain way. It may well involve names that have power, but each time a cleric casts cure light wounds the precise prayer may vary, taking into account the specific situation: “Olladra, smile on your servant Ping and let your light heal his wounds.” Because again, the cleric isn’t using a scientific method; they are invoking the source of their faith.
With that said, I believe that in the case of a cleric, spell-prayers are likely to have a very specific form based on the particular spell and nature of the religion… whereas the favored soul is more likely to have very little structure and simply call directly on the divine power.
So what about someone who level dips, like a theurge? They have the cheat codes and pray to the designer to wrote them? For those that dabble in the arcane and divine, does it come with more clarity or confusion?
Bearing in mind that this is just my opinion, I don’t think it’s confusing at all… and I personally wouldn’t try to make one answer fit all characters. Divine power sources exist. As a result, I would support the idea of a theurge as a “hacker” who had figured out an arcane method for hacking into a power source and channeling its power.
At the same time, nothing about arcane magic and divine magic is inherently in opposition. I think that many clerics of Aureon may also have levels in arcane classes. Per the belief of the Host, it is Aureon who gave mortals the gift of arcane magic; just because a cleric is capable of performing divine miracles through Aureon’s grace doesn’t mean that she can’t also learn to master the arcane arts, whether she does this as a theurge or by traditional multiclassing.
Adepts cast divine spells but can also be considered rustic mages, or is this an Adept vs Magewright issue?
I’d call it a skinning issue: how do you want to present the particular adept? I do suggest that many Jorasco healers are adepts precisely because they are NOT required to have faith.
So where do Bards fit into all of these? I know traditionally they are arcane. But I prefer to think of them as dabblers in everything, and that their spells are a mixture of arcane, divine, primal, and whatever else they heard somewhere. But can one “dabble” in divine magic?
I generally don’t think of bards as being defined by either excessive faith or spiritual enlightenment. They don’t have a connection to a divine sphere, any sort of Channel Divinity, or the alignment aura of a cleric. Thus, I would say that while they do have certain spells that are otherwise unavailable to arcane casters (like healing), that it’s not drawing on their faith or a divine connection.
So why can a bard heal when a wizard can’t? A simple option is the same one I suggested for the mystic theurge: they are essentially hackers, using arcane techniques to tap into a divine power source. Note that they aren’t the only arcane casters who can do this; an artificer can generate healing effects using spell-storing item, something Lei does frequently in The Dreaming Dark novels. In the case of SSI, I believe that it is that the case of an artificer literally hacking a spell together from the ground up.
However, if it was ME, I’d take a different approach with bards. I’d say that story and songs have power… both the power of shaping a culture, and beyond that because story and song are a path to the power of Thelanis, just as psionics can draw power from Xoriat and Dal Quor.
Now, the bard is concretely performing arcane magic, which is relevant mechanically for anything that triggers off arcane magic. But I’d essentially argue that they perform it in, as you suggest, a “dabbling” way – and yet they can accomplish things that their technique shouldn’t allow, precisely because they are connected to Thelanis and the Trickster… or Traveler?… archetype. As with other things, a lot of it is how you skin your bard. Do you PRESENT their spells as being cast in the same way as a wizard? Or do you have it be more about flourish and style, of telling a story that becomes real?
The Magic Initiate feat in 5E also begs that question. How do you have the kind of super-faith needed to cast divine magic, but only a little?
First off, there’s no reason that you can’t possess transcendental faith and yet still only cast a few spells. I don’t think that a 20th level cleric necessarily has more FAITH than a 1st level cleric; what she’s done is either earned the respect and favor of her deity (if you believe in gods) or through experience gained a greater ability to manipulate the divine source (if you don’t). But you can have an NPC who’s a first level cleric who NEVER GAINS ANOTHER LEVEL. That doesn’t represent imperfect faith in my eyes, it simply means they’ve reached the extent of their potential for divine spellcasting ability.
Personally, if I’m running a game and I have a player who wants to that the Magic Initiate (Cleric) feat, I will ask them to explain to me how this is justified by their character’s faith. As I said above; just because you’re a wizard or a thief doesn’t mean that you can’t have spiritual faith. Obviously this isn’t required by the mechanics, but it’s what I’D do… UNLESS they could justify with their character that, as suggested with the Mystic Theurge, their access to divine spells isn’t driven by divine faith but because their CHARACTER has learned to game the system… that the wizard is so good at magic that they’ve found a way to hack a divine power source.
BEYOND THIS: Something we’ve commonly said before is that in the faith of the Sovereign Host, the Sovereigns are with us all… and that those who emulate the Sovereigns are closer to them. So the smith becomes closer to Onatar through his work… while the rogue might feel a bond to Olladra, or the wizard to Aureon. I could see any of those characters taking Magic Initiate to reflect that “bond to the Sovereign.” Though I’d still generally expect the character to have some level of faith in that Sovereign.
RANDOM QUESTIONS
We know that Valenar elves want to call back their ancestors.
That’s not precisely correct. Through their devotion, the Tairnadal preserve the spirits of their greatest heroes. Like the Blood of Vol and the Aereni, they believe that there is no afterlife beyond Dolurrh. By emulating the heroes of the past, they anchor those spirits to the material plane and keep them from fading away. It’s the same principle as the Undying Court, but the Undying Court preserves the deathless directly – while among the Tairnadal, the ancestors live on through their descendants.
So don’t call it a comeback… because they never left.
You might want to check out the “Vadallia and Cardaen” Eye on Eberron article in Dragon 407 for a more in-depth look at what the faith and the ancestors mean to the Tairnadal.
But does their priests have any vision of reality, a greater plan for the future beyond that? Do they see any role for other races or a destiny or duty for elves after they reach greatness?
There’s a number of different factors here. First, for the priest: the job is never done. There’s never a point where you say “The elves have reached greatness, folks… mission accomplished.” Even if the elves of this generation are the perfect avatars of the greatest heroes, they will one day die… and when they do the next generation must be ready to take their place. So there’s always work to do. Likewise, for the follower of the faith, you could always be doing better. The patron ancestors were LEGENDS… are your deeds truly worthy of them?
In part this speaks to a fundamental difference in human and elven character. Short-lived humans are always pushing to achieve something new. Overall, both Aereni and Tairnadal essentially believe that their society IS perfect; both seek to preserve what they have and to prevent the loss of any of their greatest heroes. People of the Five Nations would say that this has essentially led to the stagnation of the elven cultures… but that’s a matter of opinion.
There are certainly Tairnadal who aren’t content to simply emulate the legends of the past; while their first concern must be to honor the ancestors, they also seek to become legends in their own right, who will become new patron ancestors after their deaths. Thus, while most of the patron ancestors date back to Xen’drik, there are heroes from the times in which the Tairnadal have battled goblins and dragons… and there may soon be new heroes from this age.
The article on Vadallia and Cardaen discusses the fact that Tairnadal actions and goals vary strongly based on the patron ancestor. Some are honorable; some are cruel. But their heroes weren’t conquerors. The original patron ancestors were rebels and guerillas fighting against an overwhelming power that sought to enslave and destroy them. This is the drama the Valenar seek to recreate. In seizing land on the mainland they are creating a killing ground; now they work to antagonize some great power into attacking them there, so they can recreate the heroic struggle of their ancestors.
In other words; what’s the “reality under reality” a Valenar cleric has to believe in?
This is an interesting question, because the answer is that all the elven cultures are largely agnostic. They don’t care about who created the world, and they don’t believe that there are unknown divine powers shaping general events. Druids and rangers both play a role in Tairnadal culture, and when it comes to questions like “Why’d that earthquake happen” a Tairnadal is more likely to say “Because that’s how the world works” than to attribute it to the Devourer or some other supernatural force. The reality beyond reality that the Tairnadal care about is simple: Through our devotion, we preserve the spirits of our greatest heroes. Those heroes in turn chose those who are to follow their path, and they can guide and inspire the chosen who emulate their deeds. That’s enough for the elves; their pantheon is made up of heroes, and they believe those heroes can influence the lives of their chosen. This is most directly seen in the extraordinary abilities of a Revenant Blade, but it’s still believed that the Patron Ancestor is with their chosen in less dramatic times. Meanwhile, it is the Patron Ancestors AS A WHOLE that empower clerics and are the source of clerical magic. I ran a one-shot where all the players made Valenar characters, and the cleric made a point of explaining the ancestor that was responsible for each of the spells that he cast. His healing is granted by the legendary healer, his spiritual weapon is the blade of Vadallia, his flame strike is the fires of Cardaen. So to draw a parallel to our world, the Tairnadal don’t care about gods; their faith is based entirely around saints, and they believe that it is only through the actions of the Tairnadal that those saints are preserved. So the cleric must always be guiding this generation and preparing the next; this is never a job that will be done.
At the moment I am playing a Khoravar Paladin of the Sovereign Host. He’s also an active member of House Medani. What I was curious about was if it is acceptable for this character to want to seek out Valenar tradition and learn about it, possibly honoring an ancestor, while still serving the Host?
I know I’ve written about this topic before, but I can’t track down the answer. Short form: It’s certainly a great path for a PC. Within the world, we’ve established that there are Khoravar who pursue this path (it’s mentioned that some of the Khoravar in Taer Valaestas do this). With that said, I think the character will receive a very mixed reaction from the Tairnadal themselves. I think some will applaud the character’s attempts to honor their ancestors; the purpose of the tradition is to preserve the ancestors, and if the PC can help do this, good for them. Others will say that those of mixed blood are flawed vessels that cannot contain the soul of a true Elven hero.
The first step towards any sort of acceptance would be having a Keeper of the Past determine and declare which ancestor has chosen you. If a respected Keeper declares that you’ve been chosen by a patron, that would be good enough for many – but convincing a Keeper to do the tests likely won’t be easy. Beyond this, even those who believe you might provoke or challenge you… whether they are doubters who seek to prove that you have no connection to the spirit, or believers who seek to emulate events from the life of your patron to strengthen your connection.
As for conflict with serving the Host, I don’t think the two are necessarily in conflict. I think there are many Tairnadal who would dismiss your faith in the Host as foolishness, and many might say “Your patron was no follower of the Host; clearly you must abandon this faith if you are to truly embody their spirit.” However, as I said, the Tairnadal faith isn’t about gods that define reality. There’s no fundamental conflict beyond the basic one that the Patron Ancestors didn’t follow the Host, so how can you truly emulate them when you do? But that seems like an interesting story to explore.
It’s quite obvious what is FAITH when you worship the Host or the Blood of Vol. But what is faith in the Undying Court or the Flame? They do exist, no doubt in that. As you say: they are pragmatical things, they exist and work.
WE know the Silver Flame exists, because WE know for a fact that it’s the only thing that keeps the Overlords from destroying everything. But if you’re standing in a field in Khorvaire, you have no way to prove that; the Silver Flame doesn’t incarnate and walk around beating up demons in front of people. So faith in the Flame means first of all, believing that it exists; believing that it holds a great evil at bay; believing that it empowers noble souls who seek to protect the innocent from evil; and believing that after death noble spirits can join with it and strengthen it. All of this then reinforces the concept that you want to be a “noble soul” – which comes back to compassionate, charity, protecting the weak, etc, etc.
The Undying Court is a different sort of thing because you CAN go visit the Court – but remember that the power of the Court is greater than its combined components. Faith in the court includes the belief that reverence for the ancestors is what sustains them; while it’s not as extreme as it is for the Tairnadal, it is your duty to venerate your ancestors and their deeds and ensure that their legacy is never forgotten. Beyond that, it is the faith that the Court as a whole is bound to the destiny of Aerenal and the Elves as a whole: that the power of the Court will shield Aerenal from any who would harm it. Finally, it is the belief that you can prove yourself worth of the Court by excelling at the Aereni traditions. So in day to day life, it’s about honoring your ancestors, having faith that they are watching over you, and seeking to perfect your own talents so you can follow in their footsteps. Unlike the Tairnadal, an Aereni wizard isn’t trying to become an avatar for his wizard ancestor – but he does seek to perfect his magic to prove himself worthy of the Court.
This does tie back to why Elven culture isn’t THAT much more advanced than human culture, despite being far older. As I think I’ve said before, the Elves essentially feel they’ve achieved perfection and the key is sustaining it. MOST Elven wizards aren’t trying to innovate, as much they are trying to perfectly match they techniques of their ancestors (who were, to be certain, amazing at what they did). This comes back to the idea of what an arcane incantation sounds like. In my opinion, an Aereni mage will spend years or even decades learning the PERFECT PRONUNCIATION of the syllables of power. His fireball sounds EXACTLY like the one cast ten thousand years ago. Whereas a mage at Arcanix learns the same basic “language’ of magic, but may fudge or modify things slightly to find a pronunciation that’s uniquely suited to them. And in the process, they might discover something entirely new.
But again, if you attend services of the Undying Court, they would be telling the stories of the Deathless… ensuring that their deeds are never forgotten, that we sustain them with our memory and reverence just as they protect us with their power.
Could you perhaps give me some insight into how the Undying Court grants spells? From what I understand, the Court can only grant spells when acting as a whole, which implies that the duty of granting spells is spread out amongst a large number of different deathless. I started wondering how they would go about granting spells, and domains, and if the process might be some variant of a spellpool that the deathless add to and allow clerics to draw from each day. I’m not sure though. Any thoughts?
The Undying Court is – in and of itself – a divine power source. Just as the Silver Flame is said to be formed from a mass of devout souls. In the case of the Undying Court you have the souls of the deathless themselves. Beyond this, the Deathless are themselves channels to Irian, adding its energy to the pool. And on top of that, add the faith of the living who are devoted to the Court. All of that woven together create a gestalt force that is the divine power source of the Undying Court… and it is this force that has a Good alignment aura, positive energy alignment, and the domains of the Court.
So when a cleric prayers for spells, it’s not like one of the Deathless suddenly stops and says “Bob wants Cure Light Wounds.” The existence of the Court creates the power source. The transcendent faith of the cleric allows them to connect to this power source and cast spells. Meanwhile, the councilors themselves can call on this power to do things like fight dragons. Essentially, it’s much like the Silver Flame: a source of pure mystical power that certain people can channel. Not that the Councilors technically DON’T have to have faith, because they are directly connected to the source; but a cleric would need faith.
Normally, my inclination would be to say that a paladin of the Undying Court is called by this gestalt spirit, not by an individual. HOWEVER, it could be an interesting story to say that in addition to having faith, a divine caster of the Undying Court must be sponsored by one of the Undying Councilors. This would create an interesting patron for the caster, and it would presumably also be that patron who would answer spells like commune. At it could be that this patron could choose to cut off the caster’s access to the Court’s magic. If you’re looking for that incarnate god experience, this might be the closest thing to it Eberron has to offer.
I know I already asked you how would you justify a hellbreed in a 3.5 eberron, where there’s no canon baator, nor hell or punishment for mortal souls.
I’ve never personally used a Hellbred, and I don’t own whatever sourcebook covers them, so it’s not a topic I have a strong opinion on. From what I understand, a Hellbred is a damned soul who reprents just before damnation and is returned to life for a chance at redemption. I agree that this concept isn’t a great match for Eberron’s cosmology. With that said, as of 4E, Baator is a part of canon Eberron, and its denizens do make bargains with mortals for their souls. It’s simply that this is a very recent occurrence, and would require the Hellbred to have made a bargain with one of the lords of Baator.
Another possibility would be that the Hellbreed actually involves the redemption of an evil immortal, such as a rakshasa. When an immortal is killed, its energy eventually reforms into a new immortal. In the case of weaker immortals, memories are often lost and it is rededicated to its original purpose. In this case, you could say that a fiend sought to change its path and was killed by its comrades so it would be reborn and restored to its original alignment; to escape this fate, it has merged with a mortal host. It has the duration of the host’s life to complete its “redemption” and transformation into a different sort of immortal. So the mortal is actually the vessel of redemption… though the mortal could be seeking redemption as well, which would explain why they’d agree to this bargain.
I’m sure there’s other possibilities: something involving the Mourning (and all the unavenged souls that died in it); something tied to the Prophecy. But that’s all I have time to come up with now.
How would you explain a good-aligned character offering worship to an evil deity, aside from those who do so simply to appease or forestall the deity’s attention?
There’s a number of different cultures across Eberron that worship one or more of the Dark Six, for example – and that doesn’t make all of its people evil. Per 3.5, The Blood of Vol was an “Evil” faith, and I’ve already written at length about good Seekers. In this Dragonmark I explained how you could have a hero from the Cults of the Inner Suns, who seeks to pave his way to paradise with blood… but only with the blood of evil-doers.
The most immediate point here is that very few of these people consider their gods to be evil. The people of Droaam view the Shadow as a sort of Prometheus… where jealous Aureon withheld his gifts from humanity, the Shadow gave the medusa her gaze and the harpy her voice. The Fury is a source of rage in battle and passion in life; she is the well of emotion within us all, and it is only denying her that causes madness. And while Vassals see the Mockery as espousing treachery, the folk of Droaam say that he teaches cunning – and that anyone who refuses to use cunning in battle is a fool. The Sahuagin don’t offer their worship to the Devourer simply to avoid his wrath; rather they believe that it is his wrath that tests all things, destroying the weak and strengthening those who survive it.
So you can have a heroic medusa who defends the weak and kills those who prey on the innocent… and who still slaughters her enemies using the cunning tactics espoused by the Mockery, embraces the passion of the Fury, and give thanks to the Shadow for her deadly gaze.
On the other hand, there was a player in one of my campaigns who played a warlock who served one of the Overlords. He was good and did all the usual good things – defend the innocent, help those in need, etc. But at the same time, his view was that the eventual rise of one of the Overlords was absolutely inevitable. He believed that most of the Overlords would utterly destroy civilization as we know it… while his Overlord would enslave everyone but still keep a semblance of civilization. So he viewed it as the best option when facing inevitable doom, and did his best to help others while walking this path to doomsday.
Seekers of the Blood of Vol believe that the gods cursed humans with mortality to keep all the power for themselves. What if the gods are too far away to influence the material plane directly and that’s why they us intermediaries like angels? That would make Dolurrh a road to a further afterlife, and a reordering of the planes might be necessary to gain immortality, so it might not be the gods fault or intentions. How would most seekers react if this was discovered to be the case?
How would it be “discovered to be the case”? Followers of the Silver Flame and the Sovereign Host make precisely this claim: Dolurrh is not the final fate for the dead, but simply a waystation for souls as they make a transition to a higher plane of existence. But because no mortal can go to this higher plane of existence, it remains purely theoretically… something that must be taken on faith. The Vassal believes that the Sovereigns are with us at all times. They believe that the life is merely the first stage of a journey that will ultimately lead them to union with the Sovereigns. But like most religions in our world, these things can’t be proven; it is a matter of trust and faith.
Meanwhile, the Seeker looks at what is known. People suffer. Injustices occur across the world. And what is known is that the souls of the dead go to Dolurrh, where their memories fade away. This can be proven: you can go to Dolurrh and find the husk of a friend’s spirit. Again, those of other faiths say that this is just like a cast-off snakeskin, left behind by the soul that has moved on… but why should the Seeker believe you?
Beyond this: You can tell the Seeker “The gods may be distant, but they have a wonderful plan for all of us.” The Seeker will reply “Really? Why did this plan include my children starving to death? Why did it include my husband losing his arm to an infected wound? If the gods are good, why do we suffer? Our suffering proves that they don’t care about us. The universe is against us, and all we have is one another. We must stand by our community and fight against fate, not blindly trust some fairy tale of a better world to come.”
You might have an angel appear and say “I serve Aureon, and I believe in the journey” – but why should the Seeker trust this angel? How does the word of an angel change what the Seeker has experienced? How does it justify the pain and misery the Seeker sees every day?
Essentially, religion in Eberron is very much like religion in our world. There are no absolute answers; it is about finding your faith, and choosing what to believe. The Vassal can’t prove that the Sovereigns are benevolent or that they are present in the world… but he knows it in his heart. He knows that there is a reason for pain and misfortune, that these are simply trials that must be overcome as part of the great journey. While the Seeker knows that there is no grand justification for the pain and suffering she sees every day – that if there were benevolent gods the world would be a better place. The Vassal and the Seeker will never convince the other, because it’s not about logic; it’s about faith.
Now, if you could somehow ABSOLUTELY BEYOND ANY SHADOW OF A DOUBT prove the existence of benevolent Sovereigns, justify human suffering, and promise a joyous afterlife you could undermine the Blood of Vol, but as it stands the setting is built on the assumptions that these things cannot be proven; such an absolute revelation would potentially undermine many religions. Personally, I prefer making people work on faith, because that’s what WE have to do… so for me it makes the world feel real.
How do Seekers think they are going to gain immortality? Are people like Baron Zorlan working on it? How will they deal with overcrowding?
First, they don’t believe they will gain immortality; they believe they will gain divinity. The principle is that the spark of divinity lies within our blood, and that it is the curse or mortality that prevents us from being able to attain it. Eliminating death is simply the means by which we attain divinity, and once we are divine, reality will completely change. I’m not just going to be an immortal farmer working on my farm for hundreds of years; I will be a god moving through creation. So we’re not worried about overcrowding because once we are gods we’re no longer living on Eberron. This is why most Seekers don’t actually want to be undead. It’s acknowledged that once you’re undead you have forever lost the spark of divinity and can never ascend… so you may live forever, but you’ll do it trapped in a rotting material body on Eberron. The undead champions are seen as martyrs, not something to be envied.
Now, within the faith there are two basic approaches. The first are those who care only for their own personal ascension. They want power and don’t care about the world at large. Most of Erandis’ inner circle fall into this camp. They are searching for ways that THEY can realize their divinity but don’t care about unlocking it for the masses. This is also the basis of the Thief of Life prestige class in Faiths of Eberron. However, the larger segment of the faith believes that it was whatever gods exist that cursed the living with mortality… and that thus, to break the curse, they must destroy the gods themselves. HOW? Most people have no idea. It’s not something the farmer believes he can personally help with, and it’s not something he really expects to happen in his lifetime… it’s like Judgment Day, part of the faith but not something you actually expect to happen tomorrow. For this, they look to the undead champions, who have (in theory) sacrificed their chance at divinity to become immortal heroes who might, somehow and someday, find a way to defeat the gods. This is the other reason not everyone wants to be undead; in theory the undead are tirelessly working to advance the faith. In practice, some are (like Malevenor) – others, like Erandis’ cabal, simply want that personal power.
So what that farmer does is donate blood to sustain the vampires he believes are fighting for his cause, and everything he can to strengthen his community and preserve the lives of those he cares about, while hoping that out there the undead champions are fighting a mystical war he can’t comprehend and that MAYBE, just maybe, they’ll find a way to win it.
As for Zorlan, I suspect he’s on the seeking-personal-power side of the fence… but it would be very interesting if he was on the other side, and was actually designing artifacts to rip a hole in the heavens and take the war to the Sovereigns! Could a test run of such a thing have been the cause of the Mourning?
What are the beliefs about the consequences of failing as a faithful soul?
As things stand, the primary consequence is oblivion. Your soul goes to Dolurrh, isn’t worthy of moving on to the higher realm of the Sovereigns or joining with the Silver Flame, your memories are destroyed and everything that was you is gone. When faced with the prospect of a positive afterlife or ABSOLUTE OBLIVION I think most people would have a pretty strong opinion about which they prefer. With that said… From the start, the concept of The Keeper is that he seeks to “snatch souls on their way to Dolurrh.” We’ve never said exactly what consequences this fate has, but presumably it’s a fate worse than Dolurrh, or people would want it to happen (as the Restful Watch does, but that’s another story). So one can assume that’s a horrible fate. Of course, as it stands, everyone fears that… but it would be logical to say that living according to the virtues of the Sovereigns is the best way to avoid the Keeper.
If you want some concept of “eternal damnation” for story purposes, another option would likely be Baator. Per 4E canon, the fiends of Baator are bargaining for souls. Now, they are simply amassing souls as a source of power – essentially building their own Silver Flame. But what is the experience of the individual whose soul is thrown into this fiendish well of power? If you want, you could make it being trapped in a hell generated by the individual’s own fears. It would certainly make signing an infernal bargain a little less appealing.
Likewise, as it stands we have specified that Dolurrh is NOT a place of punishment or reward. However, if I specifically wanted the ability for players to rescue a soul in torment as part of a story, I’d just add a group of immortals to Dolurrh who make it their personal responsibility to torment souls they deem worthy of punishment. It’s not part of the “mechanics” of the plane itself, but hey, it could happen. But to be clear, that is not canon.
What would be considered “corruption” in the view of the different religions and why?
That’s far too broad a question for me to answer in detail here, especially because even the major religions could have sub-sects or cults with weird beliefs. But for the most part, the same things we consider corruption in our world. To the Sovereign Host, the Sovereigns represent the virtues you should live by. Care for your community; obey the law; respect nature; if you must fight, do so with courage and honor. The Silver Flame charges its members to protect the innocent, show compassion, and fight evil both by your daily behavior and, when necessary, physically. The Blood of Vol likewise tells the faithful to care for their community, to work together, and to do what they can to free humanity from suffering and death. The Tairnadal faith is slightly different, because its core commandment is emulate your patron ancestor; if your patron ancestor was cruel, it is your religious duty to be cruel as well. I just don’t have the time to get into all the other possibilities here, like what members of a Mockery cult might believe. But generally speaking, all the major faiths encourage behavior that strengthens communities, because that’s a main reason they ended up being major faiths in the first place.
In one of my campaigns, Zilargo was essentially controlled by a Dark Six cult… the main plan of the cult is: “show how these things can be accepted, so the Dark Six can come back in the main religion”.
While that’s not part of canon Eberron, per canon Zilargo is I believe the only Thronehold nation in which you will find temples to the Dark Six operating out in the open. Per the original Eberron Campaign Setting:
The people of Zilargo are extremely broad-minded when it comes to religion. Most gnomes try a few religions before settling on a single patron deity. Some never make a final choice; there are gnomes who attend and even perform services for both the Sovereign Host and the Silver Flame. Temples to virtually all religions can be found in the major cities of Zilargo. Korranberg even contains a temple dedicated to the Dragon Below, although the adherents are more philosophical and less disturbing than the fanatics of the Shadow Marches. Despite this seemingly cavalier attitude, most gnomes take religion very seriously; they simply don’t see a conflict in following more than one god.
First of all, there are gnomes who explore every path. Temples of the Fury hold ecstatic celebrations, and monks of the Shadow plumb the deepest mysteries of magic. Zilargo is a place where you can go and debate peacefully with a priest of the Devourer. But the last sentence of the paragraph above gets to the point that many gnomes look to the larger picture. Gods or divine power sources – however you prefer to view them – are part of reality. To the degree that it’s possible, why not try to embrace them all?
By the way, maybe you like to know that there is a canon cleric of no particular deity: Haneela d’Jorasco, cleric 13 in Fairheaven (Five Nations manual). She resurrect for money and channel “the spiritual remnants of Dragon Above, so she’s affiliated with no particular deity”. She is even a pretty powerful cleric for Eberron standards.
Good catch! I didn’t work on Five Nations, so I’m not surprised this slipped my notice. As I said above, I traditionally make Jorasco healers adepts. Personally, I feel a Clr13 is a very powerful individual to have in a minor commercial role; if I were to develop either Fairhaven or Jorasco in more detail, I’d personally expand on her character and her role in the house.
Now, Haneela is an example of what’s laid out on page 35 of the Eberron Campaign Setting… and it wouldn’t surprise me if the designer put her in there just so SOMEONE is shown as following that path. With that said, the point of channeling the Dragon Above is that you can follow a personal faith… and in Haneela’s case WE DON’T KNOW WHAT THIS IS. It’s possible that she is actually a Siberys cultist; she’s drawing her power from the Ring, and Siberys is one of the greatest life-giving forces imaginable. His blood is the source of magic, and as such, it is through his suffering and sacrifice that she has the power to heal. Personally, I’d be very tempted to make her a sort of Frankenstein. Essentially, her faith is in herself and her healing abilities: she has absolute faith that she can conquer any disease or ailment. Because she’s not worshipping a god, the trappings of this can be whatever you decide… so she could use strange unguents or tools that simply don’t work for anyone else but work wonders when SHE uses them. She comes to the dead man and says “Oh, he’s not dead; he’s just Mostly Dead. He just needs a dose of my patented Lifer-Upper!” … which mysteriously doesn’t work for anyone but her. If you could somehow cause her to doubt herself, she would lose her powers.
Essentially, I don’t like having a cleric of that power floating around with no apparent depth to her story… and if I ever delve into Fairhaven in more detail, I’ll definitely address it.
The point is that she has all the power and spells of a cleric. She can turn undead, fight better than most of warriors and cast offensive spells.
… Which is why I usually make Jorasco healers adepts. Personally, I suspect that the original author just wanted someone who could cast resurrection and stuck her in there to fill that role, without consider how much power a 13th level PC-class character has in Eberron. Note that she’s not described as a mighty champion of the house; she is purely described as a healer, albeit one who’s frankly willing to do it for a low profit margin.
So, true: as a player character, a 13th level cleric can do all the things you describe. But remember that a core principle of Eberron is that the players are the heroes… that there aren’t a lot of other people out there who can step up and solve epic problems if they arise. Most of the most powerful benevolent entities are seriously handicapped in some way. Oalian is a tree. Jaela is a child who loses most of her power if she leaves Flamekeep. If I were to use Haneela as a villain – the secret mastermind behind the Nosomantic Chirugeons and Jorasco’s bioweapons research, for example – I would keep all her power intact so she could pose a challenge to players. But if I were to use her as she’s presented – essentially, a source of healing with no other dynamic role in the city – I would want to add something to explain WHY she couldn’t solve big problems on her own. Here’s a few examples.
My point is simply that there can always be a difference between a PC and an NPC. If you want to use her as a mighty force, you certainly can; and hey, nosomantic chiurgeons are creepy. But as written, she seems to be a passive healer – and there are things you could do to ensure that she remains in that role.
“Belief without evidence” as a definition of faith is something that has, of course, come up in this discussion. But insanity is belief without evidence too. Where does the difference lie? Does one have to go far enough to DENY OR RATIONALIZE contrary evidence to count as faithful enough to be a cleric and stay that way? Do clerics have to refuse to think objectively in favor of twisting whatever they see to conform to their preconceptions? Or is there, in fact, an actual difference between faith and insanity?
Good question. I’ve incorporated the answers to many of these questions in the description of divine magic presented above. As noted there, the answer is that you can listen to reason and you can question faith. With that said, let’s look at a number of Eberron’s religions very specifically here. My question to you is what rational argument or event would cause this individual to completely lose their faith?
So, let’s take an event that can – and in my opinion has – shake the faith of anyone: The Mourning. The senseless and inexplicable death of hundreds of thousands of people. In my opinion, many people HAVE lost their faith over the Mourning, as shown by Daine in The Dreaming Dark. But how can a person of faith have a logical debate with someone about it without simply sticking their fingers in their ears and saying “LALALA?”
If you can present me with a specific example of a rational argument and how a rational member of a specific faith might deal with it, I’m happy to take a crack at it.
As a fun side note, in the novel The Gates of Night, Lei’s father claims to know who caused the Mourning. If you read all the subtext, he’s talking about The Traveler. Lei’s parents are Traveler cultists, and his point is that whatever mortal instrument was used, the Traveler set it in motion as a force of change and evolution. At the time the novel was released, a lot of people said “I thought you said there would never be a canon answer – but he says he knows it!” He has an answer, but it’s an answer driven by faith as opposed to fact.
My next Eberron Q&A will be about Druids, but my next post will be about Phoenix: Dawn Command. Feel free to post your questions or comments about either below!