November IFAQ Roundup: Atur Innovations, Karrnathi Law, and History vs Thelanis!

The wandslinger Three Widow Jane by Matthew Johnson

Each month I answer questions posed by my Patreon supporters. Here’s a few interesting ones from November!

We know that Atur has skeletal street crew and Oathbound bartenders, but what are some other more unorthodox examples of casual necromancy within Atur?

Atur, the City of Night, is an independent duchy within Karrnath. This article provides a broad look at the city, while this article takes a closer look at the Grand Duke of Atur. As presented in these articles, Atur is a stronghold of the Blood of Vol in part because the city is built at the heart of a powerful Mabaran manifest zone. This allows for widespread use of necromancy in the same way that the manifest zones of Sharn makes it possible to build sky scraping towers. In fact, the ongoing rituals of the Blood of Vol play a crucial role in channeling and containing the dangerous energies of Mabar. Here’s a key quote from the first Atur article…

The Seekers have no attachment to corpses and most are happy to donate their remains to serve the greater good. As a result, skeletons are found performing menial tasks and manual labor across the city. Because they serve many different functions, they’re generally painted to indicate their service; blood-red for those associated with the Monastery or other temples, dark green for sanitation, black and gold for those tied to the city watch, blue for this tied to commerce; artists add often secondary designs that give each skeleton a little personality. However, these are standard skeletons, possessing limited intelligence; they are managed by Bone Wranglers, specialized magewrights who effectively program the undead.

So, skeletal labor is common place. But what are some other manifestations of necromancy in Atur? Here’s a few.

Bone Beasts. Obedient and tireless, skeletons make excellent laborers. While Atur is infamous for its practice of animating the bones of its citizens, the city makes use of the bones of many creatures. Skeletal horses, oxen, and tribex are found drawing wagons and coaches throughout the city. Skeletal hounds and wolves are employed as tireless watchdogs. Skeletal cats and rats control the living rate population. Skeletal pigeons are used as couriers. If you’re wondering how could a skeletal pigeon fly without flesh or feathers, consider that the bones of a skeletal are held together by mystical force, essentially translucent ectoplasm. It’s this same force that takes the place of the feathers and flesh of a skeletal bird. While the remains of any birds can be used to create couriers, pigeons are the most common choice.

Garghouls. The bonesmiths of Atur aren’t limited to direct animation of remains, and they create many forms of undead that use only parts of a corpse. Garghouls typically use a skull, which is embedded into a door or a statue and empowered to perform specific actions. For example, a door may have a skull embedded into it; the skull is aware of the people on the doorstep, and if you speak the proper password it will unlock the door. Properly enchanted garghouls can speak or sing, though they are not properly sentient and can only repeat phrases implanted by bone wranglers. Garghouls are often used as another form of security, triggering an alarm, glyph of warding, or simply taking notes on intruders or people they observe.

Ghastlights. As called out above, skeletons are held together by an ectoplasmic force. This is typically invisible, but under the right circumstances it can manifest as a green glow. The streetlights of Atur take advantage of this phenomenon. Shards of bone are implanted in lanterns shed an eerie light. The essence burns out over time, so you have bone-tenders wandering the streets with bags of broken bones freshening the lamps. Just as the towers of Sharn rely on the Syranian manifest zone, ghastlights only function in Mabaran zones with the proper traits.

Remnants. Some bonesmiths and wranglers specialize in working with partial remains. Garghouls are one example of this, but there’s a wide range of options. In Atur, you could encounter a gearwheel being turned by a tirelessly pumping pair of skeletal legs, or a chair with a pair of skeletal arms that massage you while you relax. Helping hands are skeletal hands that can be programmed to serve a variety of functions; consider Thing from The Addams Family. Most helping hands aren’t fully sentient and can only perform specific actions. However, there is a ritual that can bind a greater degree of a person’s essence to their hand… creating a creature that uses the stat block of the crawling claw, but without being inherently evil. Bones from a specific creature have a sympathetic resonance, which is why animate dead typically can’t use bones from multiple creatures mixed together. Bonesmiths can work with this connection; mansions in Atur have bone boards, where moving a knucklebone in the dining room (or any other room) rattles a matching fingerbone in the servant’s station.

Funerary Fashion. Remnants can be incorporated into clothing; fingerbones are often used as clasps. One of the more colorful accessories is the rasp, a skeletal serpent programmed to serve as a belt, boa, or other form of adornment. In addition to serving as a practical belt or fashion accessories. Rasps typically use the poisonous snake stat block combined with skeleton traits; they don’t produce poison, but can at least serve as a brief distraction if flung at an enemy and commanded to attack.

Bone Grafts. Eberron: Rising From The Last War introduces prosthetic limbs—common magic items that can take the place of a lost limb. Throughout the Five Nations these are usually made from wood or metal. In Atur, they are typically made from bone—which could be the polished bone from the original severed limb, or the limb of a different creature. It’s up to the DM to decide if these prosthetic limbs function beyond Atur and can thus be encountered anywhere in the world, or if they only function in a Mabaran manifest zone. Beyond their appearance, they function like typical prosthetic limbs. While they are made using necromantic rituals, they draw on the lifeforce of the bearer and thus aren’t affected by turn undead or similar effects. And before anyone asks, you can definitely get a skeletal version of an arcane propulsion arm!

These are just a few examples, but I hope they’ll inspire more ideas!

For a cleric of the Divinity Within, how do you flavor spells/features which explicitly summon or contact external divine creatures? I’m thinking here of things like Summon Celestial, Divine Intervention, Planar Ally, or Commune?

Exploring Eberron has a section on the Blood of Vol that addresses this. Here’s the relevant section…

If the power of the Blood of Vol flows from within, who answers when a cleric conjures a celestial or invokes planar ally? One simple answer is for the DM to use a being who has the statistics of a celestial or fiend, but that is formed from blood and magic; it’s a manifestation of your own divine essence and fades away when its work is done. This might seem a strange match for planar ally, a spell that normally requires payment to an external force, but even an ally of your own essence might demand a service in return. This could be seen as a request from your subconscious—a demand that you do something you know you should do, but that you’ve been trying to ignore. On the other hand, it could be a mysterious task with no discernible purpose; this ties to the fact that your Divinity Within is something beyond mere mortal understanding, and you don’t fully understand what it needs or wants.

Another possibility is that you’re drawing on the Seeker community rather than reaching to the planes for assistance. One principle of the faith is that champions become undead so that they can help other Seekers. When you cast planar ally, rather than calling a celestial or fiend, you might summon an undead champion of your faith; this could be anything from a vampire to a mummy lord or a death knight. In this case, the payment they demand for their service would likely be a tithe to the Seeker temple they are bound to. On a smaller scale, your DM could similarly decide that when you cast conjure celestial, it summons a sarcastic flameskull instead of an angel.

This is another relevant section…

As a divine spellcaster who follows the Blood of Vol, you believe that your power comes from your own soul. As a paladin, you are calling on the power of your own blood when you heal your allies or smite your enemies. The visible manifestations of magic of the Blood of Vol typically involve crimson energy, as if luminous tendrils of blood are flowing from you. But it’s not simply your power. Consider the Seeker priest who casts commune; how can they gain information they don’t already know? The answer is that the divinity within is something far greater than you. It is a god, possessing celestial power you can’t understand or imagine—but it is still in its chrysalis, waiting to be born. When you cast your spell, you awaken a sliver of its power; once the spell is done, it returns to its rest.

How widespread is the acceptance of undead throughout Karrnath? I understand that most Karrns do not know their king is a vampire, and that there are undead laborers in the major cities at least. In Joe Flyspeck village, are undead laborers common as well, or are they rare, or out of vogue, or feared, distrusted, what? What is the perception of both thinking and unthinking undead throughout Karrnath?

Atur is q special case. Chapter 18 of Chronicles of Eberron covers Karrnathi Undead and addresses their wider role in more detail. Here’s a relevant quote…

The followers of the Blood of Vol—who prefer the term Seekers—are the ones who practice necromancy and embrace the undead. The Blood of Vol has had a presence in Karrnath for over a thousand years, but it has never been the faith of the majority. During the Last War, Kaius I embraced the Blood of Vol and it gained greater influence; during this time, the undead were incorporated into the Karrnathi army. In more recent years, Kaius III and the Regent Moranna turned against the Blood of Vol. The chivalric orders of the Seekers were disbanded, and Kaius has used the Seekers as a scapegoat—blaming the famines and plagues that crippled Karrnath on the Seekers.

So with Joe Flyspeck village, the question is whether the village is a community of Seekers or Vassals. If it’s a Seeker village, they will be using undead labor as they have been for centuries. If it’s a Vassal community, they wouldn’t know how to create undead even if they wished to — and most wouldn’t. The people of Karrnath are USED to undead. The Seekers have been using them for over a thousand years, and they were part of the armies of Karrnath for decades. So Karrns won’t flinch when they meet a skeleton soldier or an oathbound (mummy) monk, and many Karrns are simply ambivalent about undead. But there are some who feel that the use of undead and embrace of the Seeker faith was a betrayal of the traditional culture of Karrnath — as noted above, who use the use of undead as an excuse for Karrnath’s losses in the Last War. “If we’d relied on pure Karrnathi steel and skill, King Kaius would be ruling a new Galifar now.” Because of these attitudes, you DON’T see a lot of undead labor in the major cities. Those who associate with undead are generally assumed to be Seekers. But Karrns are USED to undead, and not surprised to find Karrnathi undead used in special cases.

Karrnath is described as using the Code of Kaius, which is based off of the Galifar code of Justice but with more extreme punishments and more specific and strict laws. What could this code look like? What are some examples of how the two compare and how they differ?

Sharn: City of Towers is the best source for information on the Code of Galifar, and talking about what constitutes a crime and how justice is enforced. The Code of Kaius uses the Galifar code as its foundation, but is a form of martial law. Under the Code of Galifar you are innocent until proven guilty, and if a crime is serious enough to go to court you may have a trial by jury. Neither is true under the Code of Kaius. Justice flows summarily from the warlord and their representatives, and there is no recourse or appeal. So what is considered a CRIME is generally the same, but punishments are harsher and often carried out on the spot. Meanwhile, crimes such as treason are interpreted more broadly in Karrnath; there’s no right to free speech, for example. That’s the basic concept; hopefully you can extrapolate from there.

Given how the most famous historical figures are often mythologized and become key facets of their cultures, how do historical figures factor into Thelanis? Is there a Dread Conquerer riding about, endlessly seeking to expand his domain?

So if you’re talking about WARRIORS, the answer you are looking for may lie in SHAVARATH. Consider this section from Exploring Eberron.

All mortal creatures have a spiritual connection to Shavarath, and there’s a sliver of their spirit in the plane. The strength of this sliver is determined by the mortal’s courage, willpower, and martial drive… Sometimes, on the death of a great mortal warrior, echoes of their personality and martial spirit can coalesce into a sword wraith (though its abilities may vary based on the champion it echoes). Unlike standard conscripts, sword wraiths are capable of meaningful action even without the direction of an immortal and can command conscripts of their own. A sword wraith has the appearance of its mortal source and some of the memories, but it’s only an echo of the mortal, much like the traces of memory that allow you to speak with dead. Sword wraiths reconcile their memories with the war within the layer. If there’s a sword wraith of Karrn the Conqueror commanding troops in Nullius Terram, he believes that he’s fighting for Karrnath and can’t be convinced otherwise; after all, he’s only a memory, and there are limits to his ability to reason.

So adventurers might meet a sword wraith of Lhazaar commanding a ship in the Bloody Sea. Dhakaani champions, the Mror clan founders, heroes of the Last War—any of these could be found as sword wraiths, serving the legion that best matches their values. There are sword wraiths of many patron ancestors of the Tairnadal elves; however, these aren’t the patrons themselves, simply echoes left behind. While sword wraiths generally form after a mortal’s death, the slivers of especially remarkable heroes can manifest sword wraiths even while alive. King Boranel of Breland surely has a sword wraith serving in the Legion of Justice, and it’s possible an adventurer could meet their own sword wraith while exploring Shavarath.


Meanwhile, Thelanis isn’t affected by HISTORY or real events. Consider this from Exploring Eberron:

Breland tells tales of the Sleeping Prince, cursed to slumber by a cruel hag until he’s saved by the courage of the Woodcutter’s Daughter. In the Mror Holds, there’s a tale older than Breland itself, in which Lady Narathun curses Doldarun’s son with eternal sleep, until he’s saved by humble Toldorath. And the Dhakaani dar have an ancient story about how Hezhaal—a dirge singer who betrayed the empire and studied sinister magic—cast the marhu’s son into a cursed slumber, until he was saved by a simple golin’dar.

The stories of Thelanis don’t exist BECAUSE of events in the material plane; instead, events on the material plane are sometimes drawn to reflect Thelanian stories. So there may well BE a Dread Conqueror in Thelanis. But if so, there’s ALWAYS been a Dread Conqueror in Thelanis, and scholars will say “Ah, you can see how in Karrnathi folk tales Karrn the Conqueror assumed the role of the Dread Conqueror; but you can find a similar version of these stories in Nulakhesh, based around the deeds of the Iron Emperor.

Amaranthine City Question: If Genghis Khan was an immortal spirit would he be a Irian Celestial or a Mabaran Yugoloth? The man began a huge empire, but he also ended several others.

Part of what you’re running into is the fact that mortals are more complex than immortals. Mortals have shades and dimensions. Immortals embody specific iconic concepts. So with a figure like Genghis Khan, there’s three distinct ideas you could explore which would all be different immortals.

  • In IRIAN you would find the VICTORIOUS EMPEROR—the leader who is uniting people and forging something new, who is riding the glory of his triumphs, who is celebrated by his people and feared by his enemies.
  • In SHAVARATH you could find the WARRIOR KING. Because neither Irian or Mabar is about WAR. If you’re looking for an immortal who embodies the idea of brutal military conquest, that’s an immortal in the Legion of Tyranny.
  • In MABAR you would find the EMPEROR IN DARKNESS, whose strength is fading, whose empire is rotting from within, weakened by corruption and torn by insurrection, the king who still sits on his throne but who knows his days of glory are behind him.

… the further point here is that the story won’t change, because what you’re dealing with isn’t REAL, it’s SYMBOLIC. Mabar is about despair and decay. Irian is about hope and growth. The Victorious Emperor in Irian will ALWAYS be enjoying the rise of his empire, while the Emperor in Darkness will always be sullenly watching it collapse. Meanwhile, yes, the fact that the the triumph of the Victorious Emperor means that other people have been subjugated isn’t the focus of the story in Irian; an immortal in Irian embodies hope and triumph. If you want to see brutal conquest, you need to go to Shavarath. And again, this is what makes the material plane special and what makes mortals special—they can be many things at once. Their stories can evolve and change. They can create hope and despair through the same action. Most immortals are inherently more two-dimensional, because they are symbols, not people. And keep in mind that the mortal Genghis Khan would cast a shadow in Mabar, a sword wraith in Shavarath, an ember in Irian—because he touches them all. As a side note, the idea of the empire-in-decline is one story you could tell about Genghis in Mabar. Another would be the Collapsing Empire—the story of the empire being CONQUERED by Genghis, facing an implacable enemy and knowing the end is near. Again, if the story was about the ACTUAL BATTLE it would be in Shavarath; but if the story is about the DESPAIR and terror of the people forever awaiting the arrival of the Horde, endlessly preparing but knowing no preparations will be sufficient… that’s Mabar.

That’s all for now! Thanks again to my patrons for posing these and many other questions, and for making these articles possible. If you have questions of your own—or if you’d like to play in my ongoing Eberron campaign—check out my Patreon!

IFAQ: Immortal Personalities and Chwingas in Eberron

I’m still battling with COVID, but as time and energy permit I like to answer interesting questions posed by my Patrons. Here’s two…

How do I keep immortals from the Outer Planes from coming across as a really boring, obtuse, and stupid? A Fernian balor is a spirit of fiery destruction, but a typical balor has 20 Int, 16 Wis, 22 Cha—how do you reconcile something that’s so much smarter and wiser than a human also having such a one track mind about just wanting to set trees on fire?

One of the core ideas of immortals in Eberron is that, as Loki would say, they are burdened with glorious purpose. They were created for a reason and most don’t have the ability to question that purpose or to chose a new path. An angel of Shavarath comes into existence knowing it is part of the Century of Mercy in the Legion of Justice. It bursts into existence with a sword in its hand and the knowledge of how to use it, and the concepts of mercy and justice are its guiding stars. This doesn’t mean it’s obtuse or stupid; it may be deeply passionate and highly intelligent, capable of devising clever strategies and of shedding a tear over the horrible cruelty of the war. But the angel knows its purpose and most likely will never question it. It believes in the cause of justice with every fiber of its being. It literally exists to be a symbol of merciful justice. You could say it’s like a robot, but I’d prefer to say that it’s like a poem; its purpose is to make you think about the concept that it represents. But again, the key point is that it has a purpose.

The depth of an immortal’s personality is usually directly related to its power and to the specificity of its purpose. In Dal Quor, a kalaraq quori has a greater depth of personality than the dream figment you encounter as a scary clown. In Thelanis, the Lady in Shadow has more depth than the sprites dancing in the meadow. In Syrania, the Dominion of Swords has more depth than one of the many Virtues of War. Like I said, immortals are in many ways stories; is the story general (fey dancing in the woods) or is it more specific (the Forgotten Prince, gathering all those things that are forgotten or unappreciated). Again, usually this is reflected by the power of the spirit. So looking to Fernia, the burning quasit is likely just embodying the idea of “FIRE! BURN!” but a balor is going to be deeper and more interesting. I didn’t discuss such balors in Exploring Eberron because I didn’t have the time or space, and frankly, I don’t have the time or energy now, either. But let’s talk about one of them.

With any significant immortal, I want to define its name and its purpose. A balor is a fiend of sufficient power that it would never just be “a balor.” Demons as a whole are spirits of chaos and evil, and Fernian demons reflect the chaotic and evil aspects of fire—flame as a source of random, uncaring pain and suffering. For a quasit, that’s all we need—Fire bad! For a balor I’d take it a step farther, and give the balor a more specific dominion within the broad category of the cruelty of fire. So if my players are going to have to deal with a balor, it’s not going to be “a balor.” It will be… Pyraelas, The Love Lost In Flame. Before the session, I’ll offer the players a chance to gain inspiration by telling me about a tragedy their character endured involving fire. Pyraelas will know these stories; if any of them lost a loved one to fire, Pyraelas will reminisce about the death, and may be able to call up the final words of the lost love, spoken in their voice. This is the same idea as the Syranian Dominion of Swords; there are many demons that embody the broad concept of the cruelty of flame, but within that Pyraelas specializes in the tragic loss of love. Now, a key point here is that Pyraelas doesn’t cause those deaths, just as the Dominion of Swords doesn’t cause swords to exist. But he knows about them, and he exists to remind us of those tragedies, to twist the knife in the wound and to embody the pain caused by a love lost in flame.

So this brings us back to how do you reconcile something that’s so much smarter and wiser than a human also having such a one track mind about just wanting to set trees on fire? Pyraelas has no particular interest in setting trees on fire. He dwells in a castle that is forever succumbing to flames, the flames following in his path wherever he goes and the castle slowly regenerating behind him, so that it is forever being lost to the fire yet never fully destroyed; again, Pyraelas is a symbol of tragic loss and his domain supports that story. Here we reach that point—if he’s so smart and wise, why isn’t he frustrated by the fact that he never actually burns down the castle for once and for all? The castle is a symbol, just as he is. He doesn’t NEED to burn down the castle—because he knows that right now there’s a barn fire in Ardev in which a child is losing his father, and a fire in Korth that’s claiming the lives of young lovers. He is ALL the love lost in flame, and it is enough for him that love is being lost in flame, and will continue to do so. As I said before, he’s not a robot, he’s a POEM. He’s a lesson for you to learn.

How will Pyraelas deal with adventurers who come into his domain? It depends why they’re there, of course; did they come looking to steal something from his burning castle? Are they seeking information about someone who died in fire long ago, a secret only he knows as the embodiment of Love Lost In Flame? It’s possible he’ll just attack them as interlopers, but in my campaign he’s more likely to talk to them first—to reminisce about what they’ve lost to flame in the past, to taunt them with what fire will take from them in days ahead. And then, most likely, I’d have him make them an offer: he’ll allow them all to leave safely, except for the one character they all care about the most; that adventurer will die slowly in fire. Or perhaps the price will be someone who’s not even there: You can leave here in peace, paladin: but your sister will die, trapped beneath a burning beam. Because again, that’s part of what it means to deal with a powerful outer immortal; their powers aren’t just about casting fireballs. Dealing with Pyraelas means dealing with the cruelty of fire itself. And should you defeat him? He’ll return. Because you may hack a winged fiend to pieces with your blades, but tomorrow, loved ones will still be dying in fires, and eventually Pyraelas will return to his burning castle to remind us of that. Depending how you defeat him, it might take a while; it could even be that he’ll return as Pyraela, a queen crying burning tears. But there will always be a balor in Fernia who embodies Love Lost In Flame. It’s not a choice they get to make; it’s a glorious purpose.

So how do you keep immortals from coming across as boring, obtuse, and stupid? Make them beautiful, intriguing and intelligent. Think about how they’ve already touched the lives of the player characters—again, have any of them lost a love to flame? The fact that they have a narrow focus and an absolute purpose doesn’t mean they’re stupid; it means that they are part of the universe in a way mortals can’t even begin to understand. There’s a fire spreading in an inn in Fairhaven right now, and Pyraelas knows about it and knows who’s going to die in it. At a glance, he’s a winged beast wandering around an endlessly burning building; but he is the embodiment of Love Lost In Flame, immortal and glorious. He was there when the King Azikan threw himself on his lover’s pyre in ancient Sarlona. And he’ll be there when the Five Nations are lost in ashes and you are only a long-forgotten memory, little paladin with your little blade.

Hopefully that helps.

Where do you see chwingas fitting into Eberron?

As fey. I love everything about chwingas, but in the cosmology of Eberron I don’t see why they’d be elementals. I’ve already talked about the fact that I commonly associate fey with masks, playing to the point that fey are stories and masks make it easy for different species to identify with them. So, small masked magical creatures, who are curious and can grant minor boons? Everything about this screams fey to me. In particular, in the past I’ve talked about Aundairians having bargains with fey—that some families may have ancient pacts with archfey, but that others may simply have a deal with a fey who will mend their shoes if they leave out a saucer of milk. Chwinga are perfect for this sort of fey. This can be represented by the charms they can grant, but also by changing up their cantrips. For example…

  • Nature Spirit. Can grant charm of animal conjuring; can cast druidcraft, guidance, pass without trace, resistance.
  • House Spirit. Can grant charm of vitality; can cast prestidigitation, guidance, pass without trace, mending. Natural Shelter is replaced with Domestic Shelter, allowing the chwinga to take shelter inside the walls or floor of its house.
  • Protector Spirit. Can grant charm of heroism or charm of the slayer. Can cast blade ward, guidance, pass without trace, spare the dying; it can cast blade ward on another creature, with a range of 30 feet.

As I said, I could see many old houses in Aundair having house spirits, but I could definitely see nature spirits and protectors in the Talenta Plains or the Eldeen Reaches, especially around the Twilight Demesne—and certainly around Pylas Pyrial in Zilargo. But such a spirit could be found almost anywhere—curious, possibly mischievous, and with a powerful gift it can grant if is chooses.

How does the balor you mentioned interact with the Devourer? Isn’t the Devourer supposed to cause wildfires?

Good question. Part of the point of Pyraelas is that he doesn’t cause the fires; he’s aware of them and takes pleasure in them, but again, at the end of the day he’s a symbol. He hangs out in Fernia and reminds us that people die tragically in fire. Now, this gets a bit fuzzy when he bargains with you—you can go but your sister will die in flame tonight—but that’s supposed to be tied to the greater magic of his domain. It’s the same way a wish-granting spirit usually can’t grant their own wishes; Pyraelas can broker deals about flame, but he can’t just burn Boranel in his armchair for his own personal entertainment. So how does this all relate to the Devourer? This is where we’ve said that there are immortals who will act as intermediaries for the Sovereigns and Six, who will answer commune and planar ally on their behalf. If you seek to commune with the Devourer asking a question about fire, you might be connected to Pyraelas. Essentially, those fiends and celestials who have faith believe that they are part of the Sovereigns and Six. Pyraelas knows that the Devourer shapes every flame, and that he, Pyraelas, has the specific task of watching those that consume love. He’s never met the Devourer, but he’s certain the Devourer exists, because killing flames exist; that’s all the proof he needs. So Pyraelas is a piece of the Devourer that you can punch in the nose, but even for him, the ultimate existence of the Devourer is a matter of faith.

That’s all for now! I won’t be answering questions on this IFAQ, but thanks to my Patreon supporters for asking interesting questions and for keeping this site going; check it out if you have questions of your own! Next up: Sky piracy!

Dragonmarks: Hags of Eberron

When Eberron was created, hags were monstrous humanoids. In fifth edition, they’re fey. What does this change mean for the hags of Eberron? Are they now tied to Thelanis?

No. Not all fey creatures share a common origin. The denizens of Thelanis are the fey we hear the most about, as they’re often encountered on Eberron in manifest zones. But there are fey that are native to Eberron, such as the Valenar beasts of Rising From The Last War. In my campaign, fiends are physical incarnations of evil, while celestials are embodiments of good. Fey are creatures of magic, neither innately good or evil. This is reflected by the current druid Wild Companion ability, which allows them to summon a fey companion in the form of a beast. This looks like an animal, but it wouldn’t exist without the druid; it is a magical embodiment of the druid’s love of nature. Likewise, the Valenar beasts presented in Rising From The Last War are fey creatures, but they aren’t from Thelanis; they are “animals are awakened to advanced intelligence and power by the touch of an ancestral spirit“—mundane creatures that BECOME fey due to an infusion of supernatural energy, the same basic concept we see in the Hexblood lineage.

Divine magic is shaped by faith. Arcane magic is shaped by science. Fey magic is often—though not always—shaped by story. Valenar beasts are part of the story of the Tairnadal ancestors. The dryad is a story we tell ourselves about an interesting tree. Even the Wild Companion is a sort of story… and then a helpful beast came to assist me and to be my friend. This ties to fact that fey often come into existence with a clear purpose the skills they need to accomplish that purpose—essentially, they appear ready to play their role in the story. When you meet a tinker sprite in a manifest zone tied to the Thelanian Assembly, that sprite never chose to be a tinker. They came into existence with a love of tinkering and the knowledge of how to do it, never considering there was any other path they could take. The Wild Companion comes into existence to help your druid, never asking Why am I here? What do I want? Its purpose in the story is to help you. Most fey creatures have a similar purity of purpose, whether they’re kind or cruel. Evil fey are storybook villains. They don’t need the same depth of motivation that mortals do; villainy is their purpose, in and of itself.

Thelanis is the primary source of fey. Within Eberron, fey are most frequently encountered around Thelanian manifest zones. Sometimes the fey in these regions are directly tied to Thelanis; the dryads of Silvermoon Grove consider themselves to be handmaidens of the Forest Queen, even though they dwell in Eberron. Other times, it’s simply that the proximity of Thelanis leaks fey energies into the world, which respond to the stories of the people in the region; such few are often tied to their manifest zones, but they know nothing about Thelanis and feel no kinship to other fey. But fey can be found anywhere in the world… and can even begin as mortals. The Valenar beast is our key example of this—a mundane creature that is touched by the story of a Tairnadal ancestor and becomes a fey embodiment of that story. The key to these creatures is to understand the story that shapes them. Is it tied to a place? Or a person? Does it require them to behave in a particular way? The more mortal a fey creature is, the less they’re bound by their story. Notably, the Eldeen Reaches has a population of centaurs who are technically fey, but who lead mortal lives—growing old and dying, giving birth and raising children. Their ancestors were shaped by the energies of Thelanis, and that power clings to them to such a degree that spells react to them as fey; but they are mostly mortal, for better or for worse.

With that in mind, let’s look to the main subjects of this discussion…

Hags

The Daughters of Sora Kell are the most infamous hags of Eberron. But the Daughters are so remarkable that they have little in common with the standard hags of the monster manual. What, then, is the role of a typical green hag or sea hag? Where do they come from and what do they want? There’s a few answers to the question. Note that night hags are an entirely different sort of creature, and have been covered in a previous article.

Story Hags

Mother Graytooth dwells in the Saddleback Bog, and she always has, just as long as long has been. She’s matched wits with dirge singers and with templars of the Silver Flame, and many’s the time she’s been killed, but she’s too evil to stay dead for long.

Saddleback Bog is a minor Thelanian manifest zone and Mother Graytooth is a green hag rooted in Thelanis. There’s no historical basis for her story, she’s just always been there. People who live in the area eventually start telling her story, even if they can’t remember where they heard it; it’s seeped into the collective unconscious of the region itself, and if you ask someone how they know it, they’ll just say “Maybe it was my old gran who first told me the tale? I couldn’t say. But everyone knows about Mother Graytooth, mister.” She gets killed occasionally and may stay dead for decades, but people remember her story even when she’s gone, and eventually she’ll come back.

Historical Hags

Old Man Cord was the nicest man you could meet, if you met him in the day. Always had a story or a toy for the children, always a smile and a crown. But at night, now, that was a different story. A tanner, he was, and a worker of leather, and he’d make himself a cord from the guts of his victims… then out into the night he’d go, waiting for someone to stray from the light. When they finally caught him, they found the remains of all his victims, hanging by their innards in his basement. They hung him, and that was their mistake; ropes are his friends, and no noose would kill Old Man Cord. He’s been out there ever since, lurking in the darkness and waiting for someone to stray from the light. So mark my words, children, and mark them well—never be out in the night without a lantern, as you value your breath.

Old Man Cord is an annis hag haunting the town of Lowpoint. His Crushing Hug takes the form of choking a victim with a leather strap, but otherwise he has all the abilities of an annis—shapeshifting, hiding in fog, inhuman strength. Unlike Mother Graytooth, his story has a concrete beginning; there was an Old Man Cord who killed dozens of people. He spread terror through the town while he lived, the revelations of his crimes shocked them even further, and when a child went missing a year later, everyone knew it was Old Man Cord. In essence, the town willed him into existence the same way a druid wills a Wild Companion into existence, and they keep him alive through their fear. Another difference is that his story can have an end. He can be killed; the key is that he’ll only stay dead if the people of Lowpoint believe he’s dead and, most critically, STOP TELLING HIS STORY.

A critical point is that the annis hag isn’t actually Old Man Cord. This is what differentiates this form of hag from a ghost or undead. The hag embodies the story of Old Man Cord. It’s both larger than life and also more shallow than the original. It doesn’t matter why Cord actually murdered people; what matters is why people THINK he murdered people. In some ways, you can think of this as a nightmare made manifest; he’s going to be more exaggeratedly EEEVIL than the mortal man ever was, because he’s embodying the story. One might ask if the hag could be changed by changing the story; if the people all came to believe that Old Man Cord was cuddly and friendly, would he become cuddly and friendly? Usually, no. This sort of hag is typically generated by fear. Cutting off the source will keep the hag from returning, but it won’t actually change it or kill it; the Cord hag will still be out there and will try to get its story back on track by killing people in terrifying ways. However, if his story becomes a joke, Cord won’t be able to return if he’s slain.

Often, historical hags are formed near Thelanian manifest zones; even if the zone doesn’t manifest traditional fey, the energy can form creatures like hags. However, in rare cases, such hags can form spontaneously if a response to a story is both widespread and visceral. Historical hags are typically bound to a region, but can move with their story. If a family travels from Lowpoint to Sharn and manages to spread the story of Old Man Cord throughout Callestan, he could potentially follow them.

Historical hags generally only manifest after a villain has died, typically after their story has been greatly exaggerated; again, they’re usually more of a caricature of the original, not an actual ghost. However, it could theoretically be possible for an infamous villain to be thought dead and for their story to generate a hag while they are secretly still alive. Perhaps the real Old Man Cord never killed anyone and is still in hiding; finding him could help put the story to rest.

Thelanian Hags

You will find no warm welcome in the Winter Court. In particular, you had best keep an eye out for the frost maidens—Linger, Livid, and Lost. Linger is as strong as a dying oak tree, and Livid as cunning as black ice. Their hearts are as cold as their hands, and they delight in smothering joy and stealing hope.

Thelanian hags are the closest to the traditional fifth edition lore: “Ancient beings with origins in the Feywild, hags represent all that is evil and cruel; there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts.” They can play minor roles in the stories of baronies or feyspires, or be found scheming in the Moonlit Court. They are typically immortal, though like many immortals, if they die they might return in a slightly different form; the overall story remains, but the exact telling of it can change. While they are immortal embodiments of evil, part of what makes them fey instead of fiends is that drive to embody their story. Most are content to while away immortality in Thelanis, but every now and then a hag or a coven takes up residence in a manifest zone, or decides that intrigues in Eberron could somehow help their position in the Moonlit Court; a powerful Thelanian hag or coven could easily serve as the patron for an archfey warlock. Again, what makes a hag a HAG is being “evil and cruel”; while the Daughters of Sora Kell are more nuanced in their desires, Thelanian hags tend to play up their villainous roles. However, evil doesn’t mean violent; a Thelanian hag could be a merchant who sells interesting items that will ultimately cause misery (consider the classic monkey’s paw) or a cruel step-parent who keeps their child imprisoned in a tower made from thorns.

While “hags” are traditionally villainous, the stat block of a hag can be used for good or neutral fey. The green hag in particular makes an excellent fey courtier, clever and gifted with illusion. For such a fey, their claw attack could be replaced with a Humiliating Slap that deals psychic damage (a good pairing with vicious mockery), a Withering Touch that deals necrotic damage (tied to the strange passage of time in Thelanis), or something else that fits the story of the courtier; they might not look like a traditional hag, but the stat block works!

Pact Hags AND HEXBLOODS

Story hags were never real, and historical hags typically rise after the death of their source. But there are fully mortal beings with the powers of hags. They begin by making a pact with another powerful hag. In some cases, the nature of this bargain is clear from the start; in others, the connection may be forged my a seemingly innocent arrangement—a favor granted, a gift given. The beneficiary becomes a hexblood, as described in Van Richten’s Guide to Ravenloft—and eventually, they may be transformed into a full hag. In part, this is a matter of time. But it’s also based on the actions of the individual. Hags represent all that is evil and cruel; the more the hexblood succumbs to cruelty, the more delight they find in the misfortunes of others, the more trouble they cause, the closer they get to becoming a hag. Few hexbloods every actually reach the point where transformation is actually possible; to become a hag, they must literally be larger than life, essentially becoming a living story.

Pact hags are the most human of the hags discussed here. They began as humanoid creatures, and the essence of that humanity remains. They are mortal and won’t return after death. But they are also fey, and aging has little effect on them. Unlike story and historical hags, pact hags aren’t limited to any particular area or community and can travel freely. As a result, pact hags can be found working with Daask cells or acting as ambassadors for the Daughters of Sora Kell.

Wait—Old *MAN* Cord?

Yes, Old Man Cord. There’s no reason hags have to take female forms. Even by fifth edition lore, their forms reflect the wickedness in their heart; wickedness isn’t limited by gender. While “hag” remains the common term for this class of fey, they can appear in male, female, or nonbinary forms.

What about Sea Hags?

Sea hags will fall into one of the categories presented above, and their role in the world will reflect this. Sargasso Jane is a story hag who dwells in a kelp mass and torments the crew of ships that get stuck in it. Captain Alarack is an infamous pirate who was lost in the Lhazaar Sea, but people say he will murder any captain who takes a prize in his waters without throwing tribute over. The Mother of Maelstroms is a Thelanian sea hag who occasionally makes pacts with Fathomless warlocks. And if Droaam starts a navy, perhaps Sora Katra will produce a pact hag to run it.

The Daughters of Sora Kell

So having discussed four types of hags, what are the Daughters of Sora Kell? They’re typically described as being a green hag (Sora Katra), an annis hag (Sora Maenya), and a dusk hag (Sora Teraza). But Sora Maenya is described as crushing giants with her bare hands and scattering armies—hardly the actions of a CR 6 Annis. The answer is that the Daughters are hags in the same way that Bahamut is a dragon; they have the forms of hags, but they are something far grander and more powerful than any normal hag. The simplest way to look at it is that they are native archfey. Their mother wasn’t a fey hag at all; Sora Kell is a primordial night hag and a legend in her own right, and in birthing her daughters she was bring nightmares into the world. The Daughters are both far more powerful than most hags, but also more subtle and complex. Katra and Maenya may delight in casual cruelty, but they fall into the category of alignment telling you how they’ll pursue their goals, but not whether their goals are good or bad. In Droaam they have created something new and given a voice to people once voiceless. They enjoy the terror they instill in their enemies, but they are far more complex that Mother Graytooth or Old Man Cord.

So just how powerful are the Daughters of Sora Kell? Their canon statistics have varied wildly over editions, and to some degree I think that’s appropriate. They’re native archfey, and to some degree, they’re as powerful as the story currently calls for them to be. Sora Maenya’s never had to fight an army of dragons, and by default she definitely doesn’t have that degree of power; but the Chamber can’t be certain that she wouldn’t GAIN that power if she was attacked by an army of dragons, because what a story that would be. So in my opinion, a major part of fighting the Daughters of Sora Kell is to lock down their story. If a party of adventurers just charges into a room and attacks Sora Maenya with no plan, they’ll lose, because she’s Sora Maenya; her story is driven by her being the strongest there is. But if the adventurers learn of her weakness (a weakness that might not even manifest unless her enemies know about it), if they spread stories of her growing old and infirm, if they destroy her treasured collection of soulbound skulls, THEN when they face her she will be locked down to a CR that is reasonable for them to face… because they have created a story in which she can be beaten. This ties to the question of whether or not the Daughters are immortal, like story hags or Thelanian hags. Personally, I’ve always believed that they are NOT immortal—they were born and one day they will die. But in my campaign, if you collapse a building on them or bomb the Great Crag, they will somehow survive… their death won’t stick unless it’s a good story.

Ultimately the real question with the Daughters is how powerful do you want them to be? In my campaign, I LIKE them being the most terrifying beings you could just make an appointment to meet. I’d probably put the Daughters in the same league as the archfey in Exploring Eberron, with CRs somewhere in the low 20s. But that’s the story *I* want. I want Maenya to be able to crush giants and fight armies. You may want to tell a very different story, in which the Daughters truly have to be afraid of their warlords, where Maenya could be taken down in an ambush by Rhesh Turakbar… and that might be a better story. Which again is why I’m inclined to say that their power level can literally shift to meet the needs of the story. Place them in a situation where they need to be impressive and they will become impressive. But if their enemies can control the story, perhaps Sora Maenya can be reduced to a mere annis hag.

That’s all for now! I won’t be answering questions on this article, but feel free to discuss the topic and how you’ve used hags in the comments! And thanks as always to my Patreon supporters for raising the questions that spawned this topic and for making these articles possible.

IFAQ: Nationalism, Ancient Sailors, Merfolk and Masked Fey

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What kinds of alcohol / drinks are popular in Adar?

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

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

IFAQ Round-Up: Archfey, Astral Questions, and Saints

Every month, my Patreon supporters have an opportunity to ask a question. Some of these questions become the basis of full articles, such as my recent article on the Grim Lords of Farlnen. Others just get short answers. Here’s a roundup of a few such questions that came up in January!

Have you any thoughts on how to tie the Lady in Shadow (an archfey from Exploring Eberron) to the Emerald Claw or Lady Illmarrow? In particular, how would an Archfey warlock of the Lady in Shadow relate to Illmarrow?

From a story perspective, Illmarrow already sort of IS the Lady in Shadow. She’s an infamous mage who dwells in the inhospitable wilds, which is the basic story of the Lady in Shadow. We’ve said before that the Archfey enjoy seeing their stories played out. Of course, that WAS Illmarrow’s story… until she raised an army of extremists (the Emerald Claw). “Cult leader” is a very different story from “sinister enigmatic hermit.” So one easy option is that the Lady in Shadow is actually sympathetic to Illmarrow but wants to shut down the Emerald Claw… because she wants Illmarrow back as the mysterious witch in the wilds, not being an active cult leader.

Another option is that Illmarrow made a bargain with the Lady herself at some point in the past. Illmarrow’s been around for thousands of years, and she’s been pursuing all manner of arcane options; she easily could have tried bargaining with archfey to get her mark back, only to have it fail. If you go that way, then the Lady in Shadow has a vendetta. It could be that Illmarrow simply broke a promise and needs to be punished. Or it could be that Illmarrow stole an artifact belonging to the Lady, something that holds a significant amount of her power… and that the Lady CAN’T act against Illmarrow until that artifact is recovered or destroyed. So the LiS would help her warlock generally oppose Illmarrow, working up to the moment when the vendetta can be settled.

A final optional twist would be that the Lady in Shadow wants her warlock to BECOME Lady Illmarrow. This would be a super long-term goal, but it goes back to the idea that the LiS likes there being a Lady Illmarrow who serves as a real-world analogue of the Lady in Shadow… but that Erandis is no longer filling that role. So she wants the warlock to bring down Erandis and then keep being Illmarrow.

The Second Son (or ‘Count of the Barren Marches’) is an archfey mentioned in Exploring Eberron, but there’s little information beyond him being a jealous would-be usurper whose schemes almost always fail. What are the “Barren Marches” he rules like? Who are the “siblings” who his lands are always inferior to—other archfey, or just characters in HIS story? What real-world stories did you have in mind writing him?

Much like the Lady in Shadow, the Second Son is a nebulous figure whose details are less important than his overriding concept. His covetous nature is the key, but the exact details aren’t as important. In fact, every time you go to the Barren Marches, he could be lusting after something new. Within the Moonlit Court, HIS OLDER SIBLING MIGHT CHANGE from season to season; the point is just that he always HAS an elder sibling who’s widely beloved and has what the Second Son desires. Looking to inspiration, you could go anywhere from Claudius in Hamlet, villainous depictions of King John, all the way to the Grinch Who Stole Christmas. Technically that last one isn’t about INHERITANCE, but it fits the TONE of the Second Son to a T; a miserable man in a miserable cave hates his happy prosperous neighbors and schemes to end their joy through theft. In terms of his schemes failing, I think the more accurate point is that they END BADLY. Claudius does succeed at claiming his brother’s crown, but the story still ends (spoiler alert) with Claudius dead and the kingdom fallen. The Second Son never ends up with what he desires for long… and even if he does, he’ll realize it’s not enough.

As for what the Barren Marches are like, the key point is that THEY’RE NOT AS NICE AS HE’D LIKE THEM TO BE. They could be rocky moors, a desert, the Grinch’s barren peak. Again, I think it’s quite reasonable that what they border CHANGES EVERY SEASON to reflect whatever story he’s playing out in this particular moment.

If the previous instances of Eberron, like the famous Githberron, were all instances of the material plane (as Gith have survived by hiding in other planes), does that mean that inhabitants of the planes remember this previous Eberrons? Besides both Gith cultures, where would the best places be to understand/learn about this?

Does that mean that inhabitants of the planes remember this previous Eberrons?” The immortals don’t. Remember that immortals are essentially part of the machinery of reality. Think of the planes as hardware that’s running Eberron 2.0.2.1. When it gets upgraded to Eberron 2.0.2.2, the hardware remains in place, but the software gets updated… and in this analogy, immortals are software, and their memories are updated to be in line with the new reality. Last week we were at war with Eastasia and had always been at war with Eastasia. Then we upgraded to Eberron 2.0.2.2, and now we’ve always been at war with Eurasia instead.

The big question is what happens to extraplanar mortals. We know that creatures in the Astral Plane can survive updates, but the Githzerai have chosen to dwell in Kythri. The question is whether there’s been another update since Githberron—if they were able to ride out the change with the same force of will that lets them maintain order in Kythri—or if there is a real possibility that when another update occurs, the Githzerai will be “overwritten” and erased. If it hasn’t happened yet, the Githzerai themselves don’t know the answer. The main place to find out more about previous realities would be in Xoriat or the Astral Plane, both of which don’t get changed in these updates.

Given the timeless nature of the astral plane, are all the gith “leftover” from previous incarnations of Eberron? And if not, how does gith society reproduce on a “timeless” plane — if you don’t age, do they have to take their children somewhere else to grow them into adulthood?

Note the sentence from the article: “This has led to a faction in Tu’narath advocating for an invasion of the Material Plane—asserting that a foothold in the material would both ALLOW THEIR POPULATION TO GROW and to give them an anchor in time.” Children can’t be born or grow in the Astral Plane. The Githyanki population is thus largely made up of survivors. However, there’s is a faction that is working to increase the population, maintaining a few Creche ships that anchor in isolated parts of the Material plane where children can grow. An interesting question is how these newborns are treated by the veterans. Some may celebrate them as proof that the Gith will overcome all hardships and thrive; others may feel that because they never saw the “True World” they can’t truly understand what it means to be Githyanki.

Could there be remnants of Quori armies in the Astral Plane from before Dal Quor was torn from the material plane, or would being cut off from the Dreaming Dark be fatal? And in a similar vein, Quori from il Lashtavar’s prior incarnations?

If going to the Astral Plane was a safe way to avoid the Turning of the Age, I’d expect the quori to have done it en masse long ago instead of messing around with the material plane. So the question is WHY it’s not safe. Personally, I think that while immortals can travel through the Astral Plane, it’s dangerous for them to stay there for extended amounts of time. Immortals are fundamentally extensions of their planes, and the Astral is outside creation. If they spend too much time there (and I’m saying months or years, not minutes) I think their identity would degrade; they wouldn’t DIE, but they’d become something DIFFERENT. So you could have some survivors of a previous age, but they WOULDN’T BE QUORI ANYMORE and they wouldn’t have clear memories of their age.

You’ve said in the past that Thrane has more wide divine magic than the other countries – How does that look in practice? Is it more, “The bones of Belladonna Martyrs will break curses or cure diseases of worthy pilgrims” or more, “Through our understanding of the holy power of the flame, we’re able to set up a Zone of Truth courthouse”?

More the latter. Remember that the Silver Flame is a power source that empowers the worthy. As a paladin of the Flame you aren’t calling on saints, you’re just drawing on the Flame itself. With that said, even adepts need faith. The Flame is a gift that allows people to protect the innocent, and this will be called out. In the Courthouse, the truthteller would say “Let no falsehood be uttered in the light of the Flame!” as they draw the zone of truth. A healer would say “Let the power of the Flame flow through you, driving out the foul disease.” There is a REVERENCE and appreciation for this gift; but it is about drawing directly on the power of the Flame. With that said, tools that help focus and channel the power of the Flame could take the form of reliquaries or similar things. The bones of the Belladonna Martyrs don’t have inherent power, but it’s possible that they can help an adept channel the Flame more effectively; that the faith of the martyrs remains in the bones, and strengthens the faith of the adept who holds them. We’ve never talked about common channeling tools of the CotSF, and it’s an interesting question—but a larger one than I can answer right now.

I was wondering if the various faiths of Eberron have saints or Saint-like figures as common knowledge? Or are the religions too decentralized? I know the Blood of Vol has undead martyrs in a more physical sense and the Church of the Silver Flame has Keepers and cardinals of the past still sometimes revered, but is it widespread in those faiths or the Sovereign Host or even the druidic faiths?

It depends how you define “saint.” The Church of the Silver Flame most definitely has martyrs and champions who are honored. Tira Miron is the most obvious of these, but Sharn includes a shrine to Fathen the Martyr; I’d assume Fathen is just one example of many. The key point is that people don’t believe that (aside from Tira) these saints still exist and can intercede on their behalf; people HONOR Fathen and preserve his memory, but they don’t PRAY to him.

The Sovereign Host largely focuses on the Sovereigns, who are after all always with you. With that said, it’s called out as having LIVING saints—people who are recognized as being especially close to the Sovereigns. I’ve called out that you might have a village where people see the blacksmith as being close to Onatar and ask for his blessing, while in Sharn we have the concrete (literally!) example of Daca; on page 83 of Sharn: City of Towers she’s specifically identified as a saint in her stat block. But the main point is that these Vassal saints are largely honored for their holiness in life, but don’t continue to be venerated after death. I could imagine a particular Vassal sect that embraces the concept and creates reliquaries, but it’s not standard practice.

I feel that the druidic faiths largely accept the idea that death is death and wouldn’t be likely to ask the dead to intercede on their behalf. On the other hand, I think it could be very interesting to explore the idea of Tree Saints—great druids who have transfered their souls into trees when they were close to death, and who can continue to advise people, much like Aereni spirit idols. I WOULDN’T suggest this as an origin for Oalian, and I’d be inclined to limit the power of these saint trees to offering advice, perhaps affecting the weather in their region, etc rather than making them actual spellcasters like Oalian. But I think there could be some fun flavor with druids going to the Whispering Grove to ask the elders for advice.

That’s all I have time for now. I’m happy to clarify these answers, but I won’t be answering entirely new questions in the comments. However, I am about to launch another call for questions on Patreon, so if you have an interesting Eberron question that’s the place to ask it!

IFAQ: Fizban’s Treasury and Eberron

As time permits, I like to answer interesting questions posed by my Patreon supporters. This month there’s been a number of questions related to Fizban’s Treasury of Dragons. As always, my answers here reflect what I would do in my personal campaign and may contradict canon material! Also, check out this later article on how I’d use Gem Dragons and Gem Dragonborn.

How would you incorporate either the draconic echoes or the Elegy of the First World into Eberron?

To answer this question, you first need to answer another: Do you want your Eberron to be part of the greater Multiverse? Eberron has its own cosmology and a very different approach to deities than many of the other core D&D settings. One option—as we suggest in Rising From The Last War is the idea that Eberron is part of the multiverse, but that it was sealed off; that traffic to other settings is possible, but very difficult. On the other hand, if you don’t WANT to use elements of other settings in your Eberron campaign, it’s easy to just ignore the Multiverse and focus on Eberron as an entirely independent setting.

By canon, Eberron has its own creation myth that explains the origins of dragons. The funny thing is that it’s not entirely incompatible with the Elegy of the First World. The Elegy asserts that three dragons created reality and dragonkind (if you count Sardior). The Progenitor myth asserts that three dragons created reality and dragonkind. The Progenitor myth asserts that the first dragons were born from the drops of blood that fell on Eberron; nonetheless, this still matches the basic concept of the Elegy, in that the dragons were the first children of the Progenitors, but “were supplanted by the teeming peoples” that came after them.

Personally, I LIKE the story of dragons being formed from the blood of Siberys—the idea that they alone believe that they have a direct connection to both Siberys and Eberron, an idea that explains their innate arcane power. In MY Eberron campaign, I’m not likely to abandon this concept in favor of Eberron’s dragons being linked to other dragons across infinite settings.

If you want to add the First World to Eberron WITHOUT adding the Multiverse, a simple option is to just put it AFTER THE PROGENITORS. The Progenitors create reality. Bahamut (a native celestial who favors a draconic form) and Tiamat (the Daughter of Khyber) unite the dragons and create the First World on Eberron—an idyllic civilization that predates the Age of Demons, which was ultimately shattered BY the Age of Demons, presumably set in motion by the Daughter of Khyber. This aligns with Thir, saying that the “Dragon Gods” existed before the Age of Demons but left reality when the First World was broken; this ties to the idea I’ve suggested elsewhere that Eberron’s version of Bahamut would have sacrificed themselves in the Age of Demons and could be the core of the Silver Flame.

If you want to incorporate the Multiverse into your Eberron campaign, then you can just use the First World exactly as it stands in Fizban’s. In this case, the Progenitor myth is presumably FALSE, since it has a very specific story for the origin of dragons; but there’s absolutely nothing wrong with saying that the Progenitor Myth IS ONLY A MYTH… or even that the Progenitor Myth is just a garbled version of the Elegy.

As for draconic echoes, the idea that each dragon is mirrored across realities: If I wanted to use this, what I’d do is to assert that every reality has a Draconic Prophecy, and Eberron is simply the only one where people have recognized this. Draconic Echoes reflect the fact that the dragons are prophetically significant. But if I was going to do that, I’d personally want to add OTHER echoes across settings; even if they don’t manifest dragonmarks, you might have echoes of dragonmarked heirs in other worlds, and you’d definitely have echoes of especially Prophetically significant characters—IE player characters. But I personally prefer NOT to mix peanut butter with my chocolate. I’m happy to explore alternate incarnations of Eberron, as with the Gith, but I’ve never brought the rest of the multiverse into any of my personal campaigns (though I HAVE played a “far traveler” character from Eberron—a warforged cleric searching for pieces of the Becoming God—in someone else’s non-Eberron campaign).

How would you incorporate the alternative half-dragon origins from Chapter Three of Fizban’s? Would that change how you present Dragonborn?

Keep in mind that all things that use the stat blocks and basic shapes of dragons and dragonborn don’t have to share the same origin. For the primary dragons of Argonnessen, I LIKE the fact that while they are imbued with arcane power—children of Eberron and Siberys—they are still ultimately MORTAL. They are an ancient and advanced species, but they aren’t multiversal echoes and they’re more grounded than the immortals. They live, learn, have jobs, pursue research. So for the dragons of Argonnessen, I wouldn’t say that they reproduce by divine origin or parthenogenesis or when someone steals their hoard… because they are are ancient, long-lived, and imbued with arcane power, but they are STILL MORTAL CREATURES OF EBERRON. This principle likewise applies to dragonborn who trace their roots to Argonnessen. It seems likely that the original dragonborn were magebred by the dragons from some sort of humanoid stock. But I don’t think those original dragonborn were formed from greed or true love. WITH THAT SAID…

As I said, NOT ALL DRAGONS AND DRAGONBORN HAVE TO HAVE THE SAME ORIGIN. Many of the options described in Fizban’s—from someone becoming a half-dragon after stealing from a dragon’s hoard, to eating forbidden fruit, to a tree on which dragon eggs grow like fruit—don’t sound like Argonnessen to me; they sound like THELANIS. First of all, you could have any number of dragons who appear as “supporting cast”—they would have the stats of dragons (though I’d likely make them fey as well as dragons) but the point is that they aren’t entirely REAL. They don’t have goals or desires beyond serving their role in the story. The dragon in a cave guarding a sword in a stone truly has nothing better to do. Beyond this, I could also imagine a dragon as one of the archfey of Thelanis. I can see two paths here. My personal impulse would be to have a single archfey dragon who encompasses all the legends of dragonkind—the greedy hoarder, the destroyer of cities. But I could also imagine there being two archfey dragons—the Bright Dragon and the Night Dragon, essentially filling the STORY role of Bahamut and Tiamat, even though they wouldn’t take direct action on Eberron. Still, it would be one of these entities who could potentially bestow Cradle Favor or have a tree that grows dragon eggs (because as archfey they wouldn’t reproduce like mortal dragons do). With that in mind, I feel it’s either in Thelanis or in a Thelanian manifest zone that you’ll have someone becoming a dragon or half-dragon due to greed or by bathing in dragon’s blood. And you could thus have dragonborn who have such origins—or heck, who spring up because you sow a field with dragon’s teeth. But they aren’t the most common forms.

Regardless of how I present dragonBORN, we had half-dragons in 3.5 Eberron. The most infamous of these is Erandis Vol. Her creation is described this as involving a program of magebreeding, so I think it’s a form of True Love’s Gift, but I don’t think it’s quite as simple as “I love you, you get to be part-dragon” (UNLESS you’re in Thelanis!); I think you’ve got to work actual magic into the picture. In the case of Vol, I think the Emerald Claw and his kind were trying to create sustainable, “true” half-dragons; I could easily see some rogue dragon using less reliable techniques to create sterile half-dragon mules.

I am fine with the idea that infusions of dragon’s blood could have a dramatic effect on other creatures, and could be a basis for sorcery; again, dragons have an innate force of arcane magic. But I am more inclined to make that essentially scientific in nature. If there’s a place where just living there causes you to become a half-dragon, I’d make that a Thelanian manifest zone, not just something that happens to anyone who hangs out in a mansion in Argonnessen.

The main thing is that many of the Fizban options present dragons as fundamentally mythic beings. The dragons of Argonnessen are legendary, but they are also VERY REAL. They have a civilization, families, politics, and so on. With all that said, the final option I’d consider if I wanted to use multiversal echoes and the like would be to have a number of dragons who are literally physical embodiments of the Draconic Prophecy. These could be essentially immortals, aware of their nature and their purpose; or they could be scattered among the mortal dragons, essentially an immortal seed reincarnated many times, and that has echoes across the multiverse.

Have there been any notable half-dragons in Khorvaire’s history that weren’t Kill On Sight? Anyone that famously claimed draconic heritage or might similar to Hassalac Chaar?

There’s a few factors here. Personally, I don’t think half-dragons ARE kill on sight. In my opinion, the issue with the line of Vol wasn’t solely half-dragons; it was the attempt to create and control apex dragonmarks through the medium of half-dragons. I also think Argonnessen disapproves of the idea of dragons trying to create any entirely new true-breeding species without approval. However, if we assume that most dragons are sterile or otherwise can’t pass on their traits, I don’t think Argonnesen will care about them, and I can personally imagine individual dragons creating half-dragons for specific purposes. Beyond this, I don’t think it’s going to be easy to identify a half-dragon AS a half-dragon. I think half-dragons with different origins could have very different physical traits. Does your sorcerer who claims dragon’s blood actually have scales and claws, or is it purely an explanation for their power in spite of their mechanically using a different ancestry? Regardless, in a world with dragonborn, blackscale lizardfolk, yuan-ti, and magebreeding in general, I think a lot of times rare oddities will just be seen as curiosities.

This ties to the point that when I say that someone becoming a dragonborn or half-dragon by bathing in dragon’s blood would be tied to Thelanis, it’s because of the idea that there are stories about it happening. So yes, I am certain that there ARE an assortment of legendary heroes and villains across all of the cultures of Eberron—the fallen kingdoms of old Sarlona, Xen’drik, even Dhakaan—of rare half-dragons, whose powers were a blessing or a curse. We have one concrete example in canon, and that’s the Draleus Tairn, the dragonslayer elves; Dragons of Eberron notes “Rumors exist that the Draleus dragon slayers can take the powers of their victims; that their blood burns like dragonfire; that they can spit lightning or breathe acid; and that their blood rituals increase their life span and even imbue them with the strength of the dragon. Perhaps these stories are mere myths. The tales could also reflect the presence of half-dragons or dragon shamans among the Draleus Tairn, with these powers derived from spilled blood instead of shared blood.” At the moment I don’t have time to make up examples of such heroes or villains, but I expect there’s a few examples in almost every culture. Following the Thelanian example ofthe half-dragon created through greed, I love the idea of a half-dragon giant lingering in a vault in a Thelanian manifest zone in Xen’drik.

How do Moonstone Dragons, which as presented in Fizban’s are tied to both the fey and to dreams, fit into your Eberron?

Personally, I see no reason to tie Moonstone dragons directly to Dal Quor. Fizban says “Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs.” Thus, they are related to dreams in the same way as a night hag or any mortal wizard who can cast Dream: they are skilled at USING and manipulating dreams, but that doesn’t mean they are natives of Dal Quor. Likewise, I personally wouldn’t make them dragons of Thelanis. In my earlier suggestions regarding Thelanian dragons, the main idea that Thelanian dragons would fill iconic draconic story archetypes which don’t really make sense for mortal dragons of Eberron—IE, when you find a dragon guarding a hoard in a cave in the woods, with no logical reason to be there other than to guard that hoard, THAT might be a Thelanian dragon and the cave may be in a manifest zone, because most Argonnessen dragons have SOMETHING BETTER TO DO than to hang out in a cave in the woods. The Moonstone dragon doesn’t fit that role either; it’s more exotic and unusual than iconic.

So WITH THAT IN MIND… The dragons of Argonnessen are the most ancient civilization on Eberron (and have seen cultures rise and fall). They have forgotten arcane secrets other species have yet to learn. In the process of their history they have surely studied the planes, manifest zones, and wild zones. I would say that Moonstone dragons trace their roots back to a flight of dragons devoted to the study of the planes and to Thelanis and Dal Quor in particular, who were changed through their long interaction with those planes—either intentionally (magebreeding themselves to strengthen their ability to operate in those planes) or by the “background radiation.” I would say that they serve as Argonnessen’s ambassadors to Thelanis and as mediators to Fey in general; Argonnessen has manifest zones tied to Thelanis just like everywhere else, and where some cultures have fey pact warlocks, Argonnessen has Moonstone dragons. The dream aspect I’d tend to use just as described—a tool they use to communicate and inspire mortals, but not reflecting a deeper connection to Dal Quor.

I think the idea that they love creativity and like to inspire mortals is fine, and I can see this bringing a lot of Moonstone dragons to the Chamber—that they actually LIKE working with the “lesser species” and giving them inspiration in ways that don’t hurt the Prophecy or carry the risk of Aureon’s Folly. But personally, I’d largely keep them on the material plane. If there are Moonstone dragons in Thelanis, I’d make them envoys or immigrants rather than natives.

That’s all for now! Thanks to my Patreon supporters for asking interesting questions and making these articles possible. And just to be clear: I’m happy to clarify my answers to the above questions, but I do not have time to answer addtional new questions about other aspects of Fizban’s Treasury of Dragons; it’s a big book and covering it in its entirety would require a longer article.

IFAQ: Strixhaven in Eberron?

Every month, my Patreon supporters select the topics for the articles I write. I only have time for one major Dragonmark article, and in a choice between Strixhaven, Fizban’s Treasury, and the role of the Astral Plane, Astral won out. So I’ll be exploring the Astral Plane in depth later this month. But while this will be a short take on the topic, I still wanted to address the question…

How would you add Strixhaven into your Eberron campaign?

At first glance, this seems like a question with an obvious answer. Eberron already has a famous university of magic—Arcanix in Aundair. The Library of Korranberg is another option; while not explicitly a school of magic, it is a famous institute of learning that canonically has a rivalry between its aligned colleges. In the Wayfinder’s Guide to Eberron, the Starting Point: Morgrave University discusses the idea of a campaign where the exams may be greater threats than any monster. But none of these really feel right to me. Consider the following…

  • Strixhaven is described as being very exotic in its makeup—”you’re as likely to meet a pixie, a dryad, a giant, a treant, or another fantastical creature on campus as you are a humanoid.” Beyond this, “it is unremarkable to meet someone who hails from a far-off land, since almost everyone on campus is from somewhere else.” Neither to these things especially fit Arcanix, which is primarily an Aundairian institution; and at Morgrave University, the presence of Flamewind the Sphinx is remarkable. Most students of Korranberg, Morgrave, or Arcanix are humanoids, and most are from the familiar nations of Khorvaire.
  • Strixhaven is known to be founded by five dragons, and those dragons are still around; graduates can join the Dragonsguard, “an elite group of mages who work directly with the Founder Dragons.” The Dragons of Eberron certainly have the knowledge and power to do something like this, but on Khorvaire dragons are so secretive as to be nearly mythical. And to a certain degree, asserting that Arcanix was founded by dragons would undermine the concept that it’s a seat of humanoid innovation.
  • Strixhaven is largely a self-contained setting that interacts little with the world around it. It’s driven by the tension between life and death, order and chaos—not the tension between Thrane and Aundair. Beyond this, the general level of common magic depicted is a higher than even that of Aundair. It’s an example of what the Five Nations could become, but it feels a little more wondrous than they are at the present. One of the things we’ve said about Arcanix is that player characters are remarkable, and that there are many professors at Arcanix who don’t actually have the full power of a wizard or a sorcerer, rather understanding magic in theory and working spells solely through rituals, like a magewright. Strixhaven is more of a chaotic place where powerful magic is constantly at play.

So, the Strixhaven book presents a host of rules and ideas that you can use piecemeal in a campaign set at Arcanix, Morgrave, or Korranberg. But personally, I wouldn’t just change Strixhaven’s name to “Arcanix” and use it as is. So if the question is how would I add STRIXHAVEN to my campaign—using it as it’s presented in the book—there’s two ideas that appeal to me.

A School of Dragons

The dragons of Argonnessen are the oldest surviving civilization in Eberron. Long ago they shared their arcane knowledge with other creatures. This ultimately resulted in the destruction of Xen’drik and is now known as kurash Ourelonastrix, “Aureon’s folly.” But what if a cabal of dragons wanted to try this again? What if these five Founders created a campus in the heart of Argonnessen, far from prying eyes, where hand-picked students and faculty from across Eberron and beyond it could delve into the deepest secrets of magic and philosophy? With this in mind, part of being a student at Strixhaven would be proving yourself worthy of this knowledge; your final exam would in part be an evaluation determining whether you should be allowed to take the knowledge that you’ve gained back to your homeland—whether you can be trusted to be a worthy steward of this knowledge.

One of the things I like about this approach is that it’s an easy way to add depth to the Chamber. the Colleges of Strixhaven aren’t known in the wider world, but they represent factions within the Chamber itself, and the five Founders can easily become the most influential members of the Chamber. The Dragonsguard become an elite order chosen to work directly with the Chamber as they oppose the Lords of Dust and work with the Prophecy. Whenever encountering Chamber agents, the DM can consider if they belong to any of the Colleges of Strixhaven, and reflect this in their abilities and actions. We’ve always said that the dragons of the Chambers are scholars and philosophers; the Colleges provide a quick set of philosophies to work with, though I wouldn’t say that they are the ONLY philosophies found within the Chamber.

As a school within Argonnessen, Strixhaven maintains the idea that “almost everyone on the campus is from somewhere else.” Likewise, it fits the idea that the students and faculty can include giants, awakened plants, or other exotic creatures; it’s a school for teaching members of ALL of the “lesser species,” not merely humanoids. Humanoid students could be drawn from anywhere on Eberron: you could have Qaltiar drow, Cold Sun lizardfolk, Akiak dwarves, Demesne tieflings, and similarly exotic choices. A central part of this idea is that this is an experiment—that the faculty carefully chooses students and wants to see if they’ll prove worthy of this knowledge. With this in mind, one question when creating your character is why were you chosen? Do you feel that there’s something remarkable about your character? Do you believe that you’re representing your nation, species, home town, or something else? Or are you mystified as to why you were selected? I really like the fact that this is a chance to bring together characters from very diverse cultures—a Riedran farmer, a Sulatar drow, a Carrion Tribes barbarian—and have the students learn about one another and find common ground even while mastering magic.

Faculty in Argonessen’s Strixhaven would likely include a significant number of dragons—younger than the founders and likely often seen in humanoid form, but still, dragons. On the other hand, faculty could also include former students. This could be a voluntary position, but I could easily see someone who was judged as unfit to return to their society with the knowledge they possessed and offered a choice: remain at Strixhaven and teach, or return home but with their arcane knowledge stripped from their mind. I would keep the Oracle as a humanoid, the embodiment of Strixhaven’s mission to share magic with non-dragons and tasked to ensure this power is not abused as it was following Aureon’s folly. Snarls could easily be an unusual form of manifest zone, possibly unique to Argonnessen just as wild zones are found on Sarlona. Star Arches are another question. While these could easily be draconic artifacts, part of the purpose of the arches is to be mysterious. One option would be to say that they are left over from the Age of Demons, and that even the dragons don’t know their origins—that some believe them to be creations of the Progenitors themselves, or “the bones of Siberys.” Another option is that they are relics of a fallen Draconic civilization. I’ve mentioned before that the degree to which the dragons fear the Daughter of Tiamat implies at least one devastating incident involving her release. With a hundred thousand years to work with, it’s entirely possible to imagine that draconic civilization has endured at least one massive collapse—that the Star Arches could be creations of Ourelonastrix and his peers, but that the dragons of the present day don’t understand them or know how to replicate them.

This concept of Strixhaven is somewhat similar to the city of Io’lokar, presented in Dragons of Eberron. Personally, I’ve never liked Io’lokar and don’t use it in my campaign. What I prefer about using Strixhaven in this way is the idea that it’s an experiment, constantly bringing in new students from across the world as opposed to just keeping a stable, stagnant population in isolation. With that in mind, I’d likely suggest that it’s a fairly RECENT experiment, at least as dragons measure time—no more than two or three centuries old. Among other things, this would hold to the idea that the Founders are still evaluating the experiment, and that the actions of the player characters could play an important role in this. Could the Conclave shut down Strixhaven? Could heroic characters inspire the dragons to share their knowledge more freely?

As a campus in Argonnessen, Strixhaven would be exotic and isolated, but still grounded in the material world. But there is another option I might use…

A School of Stories

Thelanis is sometimes said to embody the magic we wish was in the world. The layers of Thelanis and the Archfey embody iconic stories. So consider the story of a school of magic, a place of countless wonders that exists just around the corner from the reality we know. Everyone knows a story of a youth who didn’t fit in or didn’t meet expectations, who one day took a wrong turn and found themselves in a wondrous school where they had the chance to unlock both the secrets of magic and their own true self. With this in mind, I would place Strixhaven in Thelanis. One option would be to treat it as a Feyspire, placing it in the Moonlit Vale; however, I would be inclined to make it a distinct layer of Thelanis, because the story of Strixhaven generally stands on its own; it’s possible that students could get involved in the intrigues of the Moonlit Court, but it’s not an everyday occurrence.

Placing Strixhaven in Thelanis plays to the idea that the students and faculty can be extremely diverse and exotic—almost impossibly so. Giants, treants, sprites, sentient animals, talking statues; if you could imagine it in a story, you could find it at Strixhaven. A secondary aspect of this is the idea that many of the students aren’t, at the end of the day, REAL. Exploring Eberron talks about the idea of the “Supporting Cast” of Thelanis—lesser fey who are drafted to fill whatever purpose the story needs them to fill. Does this scene need a bully? An arrogant rival? The school can MAKE one for you. This applies to the teachers as well. Some could be greater fey with their own identities or former students who have chosen to remain, but there could definitely be teaching assistants, maintenance staff, even teachers who only exist as part of the story; you’ll never actually see Professor Greenroot except in his office or in the classroom, and he doesn’t really have any opinions on anything that’s not related to his classes. Speculating on who’s real and who’s a manifestations of the story would surely be a common pastime among students; when it comes down to it, can you be absolutely sure YOU are real?

As with Strixhaven—Argonnessen, Strixhaven—Thelanis could draw its students from across Eberron. Unlike Argonnessen, the Strix-Thel isn’t an experiment and the students aren’t being chosen to represent their people; instead they’re being chosen for their stories, and the question to think about when creating your character is What is your story? This is a fairy tale about someone stumbling onto a school of magic. Are you a luckless urchin from the streets of Sharn? A privileged Aundairian prince who needs to learn a lesson in humility? The unnatural nature of Thelanis could add a further twist—you could take a leaf from Rip Van Winkle and add students or faculty from different points in the past. Perhaps there’s a young elf at Strixhaven who, it turns out, is from the as-yet unerradicated Line of Vol—or a conniving student from one of the war-mazes of Ohr Kaluun. In such a scenario, a key question would be if there’s any way for such students to return to their own time, or if they are the last remnants of civilizations long dead.

In developing Strixhaven-Thelanis, a key question is who are the archfey of the school? An obvious possibility is that the Founders are the Archfey who define Strixhaven. They may APPEAR to be dragons, but that’s a cosmetic detail. If this is the case, then the Founders might be involved in the ongoing intrigues of the Moonlit Court; perhaps four of the founders are associated with different seasons, while one remains aloof. On the other hand, it could be that the Oracle is the anchoring Archfey, and that the Founders are themselves part of the Supporting Cast—for all their supposed power and despite the many legends associated with them, they don’t actually EXIST until there’s a particular reason for them to exist. This ties to the question of whether the Dragonsguard actually exist. If the Founders are Archfey, the Dragonsguard could be their personal agents in endless, immortal intrigues and adventures within Thelanis. If the Oracle is the Archfey, the Dragonshguard themselves might not truly exist; they are also simply part of the story.

Part of the appeal of placing Strixhaven in Thelanis is to embrace the unreality of the situation, the fact that it is a story made real; you can embrace the tropes, because that’s ultimately what the school is. It’s likewise interesting to explore what it means to be real, mortal people in an environment that is only semi-real; it’s a bit of Harry Potter blended with The Truman Show. With this in mind, it’s easy to add the Snarls and Star Arches. They COULD have a deep and mysterious role. The Star Arches could be remnants of a shattered Archfey, or tied to the underling archtecture of Thelanis itself. If you want a truly epic story, the Snarls could be an early symptom of the fact that Thelanis itself is starting to unravel; perhaps the students must find a way to save the Faerie Court itself!

A secondary question with Strixhaven—Thelanis is what happens to the students who graduate? Why haven’t they transformed Eberron with their amazing mystic knowledge? Well, one advantage of the Thelanis approach is that there don’t have to be that many actual students; you can have all the supporting cast you need, but only a handful of students truly are protagonists who COULD finish their studies and return home. Another option is the Narnia approach: students stumble into Strixhaven from all across the world and can eventually become masters of magic, wielding powers far beyond the everyday magic of the Five Nations… but when those students return home, much of that power melts away. Should they return to Strixhaven, answering the call of the Founders in their hour of need, all those powers will return; but in Eberron itself, they may be more limited. This could give the interesting option of having adventurers meet a young NPC in Khorvaire who assures them that she’s one of the greatest archmages of all time, but who can’t even cast third level spells… until they’re all drawn to Thelanis, and her true powers return to her. If you take this approach, you might say, for example, that there’s quite a few Strixhaven alumni spread across Arcanix… but that the true treasure they retained from their time at the school was self-knowledge or a deeper understanding of the philosophies of the colleges as opposed to immense practical magics.

All this only begins to scratch the surface both of ways you could use Strixhaven or of the interesting stories one can tell in an academic campaign, but I did say at the start that this was going to be a “short” article… and with that in mind, I’m not going to expand too deeply on this concept in comments. For now, the Astral Plane awaits! Thanks as always to my Patreon supporters, who help choose these topics and who make these articles possible.

IFAQ: September Lightning Round!

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!

In our world, some fairy tales heroes deal with/encounter undead: Ghosts, wraiths, skeletons, headless horsemen, etc. On the material plane, the hero would encounter them in manifest zones to Dolurrh or Mabar, but how would that story be told in Thelanis? Are there any fey in Thelanis that have to do with undead or necromancy?

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.

Who is Lady Dusk of the Crimson Covenant?

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.

What do the Carrion Tribes of the Demon Wastes eat to survive? Do they make use of Shadow Demiplanes for resources in the same way as the Ghaash’kala?

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.

How do you imagine the curriculum at Arcanix to be? Is the goal of classes specifically to teach how to cast spells in a practical manner, in which case I’d imagine most courses don’t go beyond the Third Circle, or are there classes in which the theory of higher level magic is studied even if the spell can’t be cast by the students? Accompanying this, I’m curious if there’s a presence by Wizard Circles in Arcanix similar to companies at universities trying to recruit talent near graduation.

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.

How do the magic tattoos from Tasha’s Cauldron of Everything fit into Eberron?

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 do the Valaes Tairn do when they aren’t fighting? Would there be a reason for a group of warriors to be in Sharn besides looking for an artifact of some kind?

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!

IFAQ: Historical Figures in Thelanis?

My previous article on Faerie Tales in Thelanis raised a number of good questions that I wanted to respond to. But these IFAQ articles are supposed to be short and focused, so rather than expanding yesterdays article, I figures I’d address this as a new infrequently asked question.

If a historical figure has become a figure of folklore, how would they manifest in Thelanis? If the faerie tale has changed over time, does the figure in Thelanis change as well?

This is a valid question, because in yesterday’s article I talk about a story told in Breland called “The Sleeping Prince,” in which Sora Katra curses a newborn prince so he falls into an eternal slumber. That’s clearly a faerie tale. The villain is Sora Katra. Faerie tales are the foundation of Thelanis. Therefore, Sora Katra must have a counterpart in Thelanis, right?

Wrong! Because there’s a catch. In the MROR HOLDS, there’s a tale older than Breland that tells of how Lady Narathun cursed Doldarun’s son to slumber, until he was rescued by humble Toldorath. In ancient Sarlona, the Corvagurans told a tale of how the prince was cursed by the Demon-Seer of Ohr Kaluun—a nation that no longer exists. There’s even a Dhakaani story about how Hezhaal—a Dirge Singer who felt betrayed by the empire and withdrew to study dark magics—cursed the son of the Marhu with eternal slumber, only to have him saved by a humble golin’dar.

Sora Katra, Lady Narathun, the Demon-Seer, Hezhaal… none of these exist in Thelanis. Instead, there’s a layer of Thelanis where an archfey known as the Lady in Shadow dwells in the wilds and plots revenge on those who have wronged her. Elsewhere in the layer, there is indeed a prince she has cursed to slumber waiting to be rescued. But there’s also a tower where the Lady in Shadow has imprisoned her own son; and she keeps a walled garden of wonders, and will punish anyone who steals from it. And The Lady in Shadow has been in Thelanis for as long as anyone knows—longer than ANY of the civilizations that tell these tales.

A follow up question is how the stories of Thelanis differ from myths. The key point is that myths are specific stories, dealing with the deeds of specific deities. Consider the myth of the Deluge, something found in many different cultures. The tale of Utnapishtim, of Deucalion, of Noah; each of these is a myth. What you’d find in Thelanis is a layer in which a humble person escapes a great flood that kills the other denizens of the layer (… over and over and over). But it’s not Noah, Utnapishtim, or Deucalion. It’s the core story that serves as the foundation for all of them.

Now, here’s the bit that will really bake your noodle: some of these things actually happened. The Dhakaani don’t tell fictional stories; Hezhaal was a real person. Sora Katra is a real person, and most likely she DID curse a prince as described; the whole point of the Daughters being legends is that they did the things people talk about. And yet, the Lady in Shadow is older than any of them. So that’s the central mystery of Thelanis: how is it that these stories in Thelanis keep being retold or keep being played out in different civilizations? Does the story continue to exist in Thelanis because it continues to exist in some form in the world, or does it continue to exist in the world because of Thelanis? You can bet that there’s a class at Morgrave University that dwells on this very topic!

In 5th edition, hags are fey. So… what’s Sora Katra’s connection to Thelanis?

It’s true: in fifth (and I believe fourth) edition, hags are fey. But in third edition, when the Daughters of Sora Kell were created, they were monstrous humanoids. I don’t intend to change the fundamental story of the world every time a new edition redefines a monster—just as the new default lore associated with, say, medusas doesn’t change the backstory of Cazhaak Draal.

With that said, in many ways it makes more SENSE for the Daughters of Sora Kell to be fey than to be monstrous humanoids. They ARE specifically the antagonists in dozens of faerie tales told in the Five Nations. They follow a sort of faerie tale logic, especially Sora Teraza. So I actually LIKE that they are fey; the issue is that they aren’t FEY OF THELANIS. Just as rakshasa and the demons of the Demon Wastes are native fiends tied to Khyber rather than the planes, the Daughters of Sora Kell are native fey. This has a number of important impacts. The archfey of Thelanis are immortal; if they are destroyed they will be reborn, much like the overlords of Eberron. It’s possible they might CHANGE slightly—that there’s a sense that it’s a new iteration—but the core story will exist. And that’s the second point: the archfey of Thelanis are essentially trapped by their stories. For all their power, they CAN’T change their stories. Like the angels and fiends of Shavarath, they rarely meddle with Eberron because for the most part their stories are self contained (the exception being archfey whose stories specifically INVOLVE meddling with Eberron, likethe Prince of Frost I described yesterday).

The Daughters break all those rules. First of all, they are mortal. They had parents and they were born… and some day they WILL die. Beyond that, while they inspire stories, they are very actively meddling with events in Eberron. They are defined by basic stories and do tend to hold to those iconic roles, but they aren’t TRAPPED in the same way the immortals are. So, they share some characteristics with the fey of Thelanis, but they are native fey and differ in many important ways.

Thanks again to my Patreon supporters for keeping this blog going, especially in these difficult times. One day left in the April poll!

IFAQ: Faerie Tales in Eberron

My Patreon supporters are still voting on the subject of the next major article, but it the meantime I wanted to take a moment to answer this question from The Ultimate Human:

In an upcoming adventure, my players are going to head into Thelanis. I want them to have to advance through stories to advance to deeper layers of the plane. Do you have any suggestions for commonly told (in universe) stories or myths that would be unique to Eberron, or ideas for adapting fairytales to the setting?

When I’m making up faerie tales or folktales for a story, I try not to make it very deep or complicated. If the idea of a story is that it’s a story that all the characters know – a common folktale they’d have heard as kids – it needs to be a story the players can pick up quickly. If it’s too long or contains too many details, they won’t be able to remember it all.

With this in mind, I’ll certainly use stories from our world as inspiration. In Exploring Eberron I mention the tale of “The Sleeping Prince.” A newborn prince is cursed by Sora Katra; when he comes of age he falls into a deep slumber, until he’s are saved by the Woodcutter’s Daughter. This isn’t Briar Rose, but it’s close enough that I don’t need to explain it in any more detail to most players. Now, if the ADVENTURE needs more detail—the characters need to re-enact the conclusion—then I’ll add something that fits the adventure I want to run. Well, she had to steal the Silver Rooster from the giant’s tower, and when the Prince heard it crow at dawn the curse was broken. Say, there IS a giant tower just to the north… The key point here is that you can make a story first, and then figure out the adventure; or you can make the adventure (I want a story with a giant!) and the explain how it connects to the story.

In general, there’s a few steps I’d use to create an in-world story. The first is to identify the purpose of the story. WHY do people tell this story to their friends or children? Here’s a few basic reasons.

  • Warning. Don’t stray from the path. Don’t tell lies. Don’t take gifts from strangers. The story teaches you NOT to do something, by showing the disastrous consequences of that behavior.
  • Encouragement. Be brave! Be honest! Believe in yourself! This story shows the values and behavior society wants from you, and the rewards it can have.
  • Fan Fiction. The story may encourage or warn, but it’s primarily an opportunity to showcase a protagonist who is based on a historic figure or who exemplifies the values of our culture, family, or nation. This is King Arthur; we all know the stories aren’t entirely true, but it’s fun to imagine that they could be. You could make someone up for this story, or grab a figure from history (King Galifar! Lhazaar! Mroranon!).

The next step is to consider if there’s an existing trope that applies, because again, in this case you WANT it to be as easy as possible for the players to fill in the blanks. Person cursed to enchanted sleep? Child trapped in a tower? Hero is rewarded for act of kindness with unreasonably powerful magic item? Got it.

Following this principle, consider a few of the challenges faced in the novel The Gates of Night when a group of adventurers are passing through Thelanis. They need to hunt a legendary beast; this is essentially the Calydonian Boar/Questing Beast myth. A serpent offers to let them cross a river on its back, but only if they answer a question truthfully: this is an encouragement story, be brave and be honest and you’ll make it across. They go to an inn, where the innkeeper demands a character’s voice as payment for the night, promising to return “a voice” in the morning; hijinks ensue when it’s the wrong voice. Don’t make shady deals with strangers!

These sorts of stories are great for a single adventure. If you’re dealing with a longer arc for fey, you may want a deeper story. In creating the Prince of Frost for Court of Stars, I said that he was once the Prince of Summer, but his heart froze when his beloved chose a mortal hero over him. She and the hero cast their spirits forward in time to escape his wrath; now he bides his time in his tower of frozen tears, taking out his anger on mortal heroes and waiting for the spirit of his beloved to be reborn. This adds a touch of tragedy—he’s not just EEEEEEvil, he’s betrayed and bitter—but gives him both an ongoing role (he hates virtuous mortal heroes) and a concrete goal that could be explored (if one or more of the PCs carries the spirit of his beloved or her lover). Yet it’s still a story that I could tell in two sentences.

The final question is if you can add a concretely Eberron touch to the story. For example, in “The Sleeping Prince” it’s Sora Katra who curses the Prince. I could imagine a story about how an ancient druid stuck an axe in Oalian and said that only the destined protector of the land could remove it; when the farmer Arla did, she became the first Warden of the Wood, gathering the bravest rangers from across the land around the Oaken Table in the Greenheart, along with a mystical advisor (The Great Druid). Boom, now I can easily spin off a whole bunch of stories about the Wardens of the Wood by lifting from Arthur.

Another option to consider when creating folktales for your campaign is to involve your players. The whole idea is that these are stories the CHARACTERS will know and care about. So rather than you just telling them, ASK for details. “Hey,Bo Mroranon, everyone knows the story of Mroranon and the Troll King—how young Mroranon tricked the Troll King and stole his crown. Do you remember how exactly he tricked the King?” There are times when this isn’t the right answer, but if you don’t NEED to control every aspect of the story, this is a great way to give the players a sense of personal investment; these are THEIR stories. Note that in doing this, I’ll establish the absolute details; I could have said “Mroranon stole the Troll King’s crown, but lost his hand in the process” — meaning the player can’t now say “The King just gave him the crown and nothing bad happened!

So: I recognize that I haven’t actually answered the original question in the sense of “What are some stories in the world” — but that’s because *I* don’t have a library of existing stories, I make them up as needed. Consider the lesson of the story; if there’s a familiar trope you can hang it on, but at the same time if there’s a twist to ground it in Eberron; and how it’s going to affect the adventure.

Do you have any collections you like?

I think the simplest answer is to just share a picture of a few of my bookshelves. A Field Guide To Little People is certainly a favorite, as are the D’Aulaires myths. But I also enjoy books that take the style of faerie tale and folklore but tell unique stories, such as The Dictionary of the Khazars by Milorad Pavić; Night’s Master by Tanith Lee; and Deathless by Catherynne Valente.

Have you created any faerie tales or folktales in your Eberron? Share your experiences below! And thanks as always to my Patreon supporters for keeping this blog going!