CoE Player
CoE Player
d’Cannith and Rev guard their escape path, the remaining Badgers Var-Tolai Priest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
must steal the tome under the very nose of Hektula, the First Scribe.
This scene is brought to life by Thomas Bourdon.
A
almost twenty years since I first began Eberron campaign setting, presenting ideas that could
exploring the world of Eberron in my inspire your next character or campaign.
mind. Over these two decades, a part It serves as a companion to Eberron: Rising from
of me has always been thinking about the Last War and Exploring Eberron (available on the
Eberron, considering all the questions the official books Dungeon Masters Guild). This book is divided into two
never had time and space to answer. What’s the history parts, each with a series of short chapters (well, most of
of Dor Maleer? Just how smart are Karrnathi undead? them …) designed for quick reading and easy reference.
Why so barren, Barren Sea? Part 1: The Library contains material that’s widely
In the days before the Dungeon Masters Guild, there useful to all readers. These chapters explore things that
was no opportunity to create new Eberron content. I are either common knowledge or that any character
couldn’t legally release new lore or mechanics—but I could reasonably know about. For example, a Dungeon
could answer questions. I started doing just that on Master might craft adventures using the chapters about
my website, Keith-Baker.com, and over the years, I’ve the gnomes of Lorghalan and Pylas Pyrial … or a player
written hundreds of articles. But that quantity is a might use the same information to create a gnome
blessing and a curse; some topics are more generally character from one of these locations. Similarly, a DM
useful than others, but they’re needles in a very large could read about the traditions of Galifar’s nobility before
haystack. Beyond those questions and answers, I introducing their duke NPC—meanwhile, the player of
couldn’t give players and Dungeon Masters new tools a noble character might review the same information
to work with until the Dungeon Masters Guild opened before meeting that duke.
up Eberron for new creations. Part 2: The Vault is primarily designed for Dungeon
These pages you hold in your hands—or, potentially, Masters and adventure creators. In these pages, you’ll
these pixels you see on your screen—contain the answers find deadly monsters and dangerous places that are
to some of my favorite questions. This book blends unlikely to fit into a player character’s background.
practical advice (“How do I start a new campaign? How Anyone can read these chapters, of course … but beware
do I handle travel?”) and deep lore detailing topics like the spoilers that lie ahead! Even though some players
the Twister of Roots and the gnomes of Lorghalan. In may know the secrets of Ashtakala or the Twister of
compiling this book, I’ve revised some of my articles Roots, it’s unlikely their characters do.
and expanded others; even if you’ve read everything I’ve
written, you’ll find things here you’ve never seen before.
And thanks to the excellent work of Imogen Gingell, we’ve
added further depth and concrete mechanics to many
ideas I previously only explored as stories. Because of
her collaboration on this book, you can fight the daelkyr
Avassh or wield the forbidden magic of the Shadow.
What lies ahead evolved from questions I’ve answered
and how I’ve run things in my own personal campaign.
Remember that what you’re hearing in these pages is
my personal voice. As fans have come to call it over the
years, this book is “kanon”; in addition to being far less
formal than canonical material, details in this book may
contradict canon sources. One of the core principles of
Eberron is that canon should serve as an inspiration,
not a restriction on the stories you want to tell—and that
applies to me as much as it does to you! What you have
here is an account of what I’m doing “in my Eberron.” I
hope it will inspire you, but never let anything I say stop
you from telling a story you want to tell in your Eberron.
And now, let’s dive into the Chronicles of Eberron!
THOMAS BOURDON
Keith Baker,
creator of Eberron THE HAT
5
Part 1: The Library
Chapter 1: Common Knowledge
berron sourcebooks provide us a The Creation Myth
E
source of absolute knowledge. As players
and DMs, we know about the Lords of Everyone knows the basic creation myth: Khyber,
Dust and the Dreaming Dark. We know Eberron, and Siberys created the planes. Khyber killed
about the giants of Xen’drik and that they Siberys and scattered his pieces in the sky, creating the
fought the quori. Our adventurers may also know these Ring of Siberys. Eberron enfolded Khyber and became
things if they succeed on appropriate ability checks; if a the world. Some people believe this is literally true while
character wants to recall details of the conflict between others consider it metaphor, but everyone understands
the Dhakaani and the daelkyr, they might make an that magic comes from Siberys, natural creatures come
Intelligence (History) check. But what do people know from Eberron, and fiends and other evil things come
without making any ability checks? What things are from Khyber.
just common knowledge? If an adventurer mentions the
Lords of Dust in a tavern, do other patrons know what
The Sovereign Host
they’re talking about? The Sovereign Host is deeply ingrained into daily life in
This chapter discusses much of the common knowl- the Five Nations. Even people who don’t believe in the
edge of a citizen of the Five Nations. For other cultures, Sovereigns know the names and basic attributes of the
DMs will have to combine this chapter’s foundation with Nine and Six, and you don’t have to be a Vassal to take
common sense to account for the variances in common part in the festivities of Aureon’s Crown or Bounty’s
knowledge: Stormreachers know more about drow than Blessing. Likewise, everyone knows that in the dawn
Aundairians do. Shadow Marchers have heard of the of time, demons ruled the world, the Sovereigns fought
Gatekeepers, while most Karrns haven’t. People living them, and the demons were bound by the Silver Flame.
in a region probably have common knowledge about Because of this, some Vassals actually believe the
the things that impact their lives there—the people of Sovereigns created the Silver Flame—it’s just the light of
the Mror Holds don’t know much about the daelkyr in Dol Arrah, and templars are fools for not seeing this.
general, but they do know about Dyrrn the Corruptor, The Dark Six are widely known by their titles—the
because they’ve been fighting him for decades and he Mockery, the Keeper—but their original names—Dol
signed his name with Dyrrn’s Promise in 943 YK. Azur, Kol Turrant—are usually only known by those with
ties to a relevant cult or proficiency in Religion.
faiths are discussed further in Eberron: Rising from the simultaneously. Similarly, most Silver Flame templars
Last War, Exploring Eberron, and this book's chapter are happy to work with paladins of the Host. At the end of
on “The Dark Six.”) the day, the Church of the Silver Flame doesn’t care if the
7
Sovereigns exist. Flamic creed maintains that if they do
exist, they are vast powers that maintain their individual
Dragons
domains in the world: Arawai makes sure there’s rain for Everyone knows that dragons exist and that they are
the crops, while Onatar watches over foundries. That’s terrifying and powerful creatures. Stories of dragons
all great, but someone has to deal with the ghouls in the guarding hoards of treasure are plentiful, and if you’re
graveyard. So the church doesn’t teach anything about from Thrane, you know of the Bane of Thrane, the
the Sovereigns, and it doesn’t encourage its followers dragon who slew Prince Thrane. A few stories tell of
to believe in the Sovereigns or incorporate them into its heroes making bargains with dragons, or of dragons
services—but it doesn’t specifically deny the Sovereigns possessing secret knowledge. Everyone knows that
exist or forbid followers from holding both beliefs. Argonnessen is a land of dragons, but they know almost
Along the same lines, the Church of the Silver Flame nothing about it beyond “here there be dragons” and the
doesn’t have a unique creation myth; to them, at the end fact that people who go there don’t come back. Some
of the day, it doesn’t matter where the world itself came people know that dragons occasionally attack Aerenal,
from. Beyond all else, the faith is practical: supernatural and the giants of Xen’drik were destroyed in some sort of
evil exists, it threatens the world, and good people should war with dragons.
work together to fight it. Compared to our own world, the So everyone knows dragons exist, they are extremely
Church of the Silver Flame is more like the Jedi or the powerful, and they can be deadly threats or enigmatic
Men in Black than any of our religions. The Silver Flame advisors—but most people don’t expect to ever see a
is a real, concrete source of celestial energy that can dragon. The idea of dragons secretly manipulating
empower champions to fight evil. Noble souls strengthen humanity is a conspiracy theory on par with our world’s
the Flame after death, so be virtuous—and if you want idea that many world leaders are secretly reptilian
to believe in higher beings beyond that, feel free. What’s aliens; there are certainly people who believe it, but
important is to protect the innocent from supernatural sensible people don’t take it seriously. (For more infor-
evil, and faith in the Flame will help you to do that. mation on this entirely preposterous theory that has
absolutely no basis in reality, check out chapter 15.)
Secondary Religions Dragonmarks and
Aside from the Silver Flame and the Sovereign Host,
most of Khorvaire’s religions are regional. The Blood of Aberrant Dragonmarks
Vol is the best known of the secondary religions because Dragonmarks have been part of civilization for over
of the role it played in Karrnath during the Last War, a thousand years. The dragonmarked houses provide
but outside that nation, most people think it’s some sort the major services that are part of everyday life, and
of Karrnathi death cult. Everyone knows druids exist, everyone in the Five Nations knows the names of the
and the Wardens of the Wood are relatively well known houses and the common twelve marks. However, a
because of their central role in the Eldeen Reaches, character without proficiency in History is unlikely to
but other druidic sects are largely unknown outside the have heard of the Mark of Death.
areas they operate in. The Path of Light is generally only Common knowledge is that aberrant dragonmarks
known about by people who have direct contact with are dangerous to both their bearer and the people
kalashtar communities. Finally, people have a general around them. Such marks are often seen as the “touch
sense that some elves worship their ancestors, but they of Khyber.” Without proficiency in History, a character
don’t know the specific details. won’t know much about the War of the Mark, aside
from the fact that the aberrants were dangerous and
Mystical Forces destroyed the original city of Sharn.
Magic is part of everyday life in the Five Nations. But Fey and Archfey
how deep does this knowledge run? What do people Everyone knows that dryads, sprites, and other fey
know about the enigmatic fey or the Draconic Prophecy? exist, and that they’re especially common near manifest
zones tied to Thelanis. Not only do people know fairy
The Draconic Prophecy tales about fey and archfey, they know these stories
Though most people have heard of the “Draconic have some basis in reality. So when people tell stories
Prophecy,” they know almost nothing about it aside from about the Lady in Shadow and the Forest Queen,
the fact that it’s … a prophecy. When common people do they believe that somewhere in the planes, you might
talk about the Prophecy, they’re usually thinking of the actually be able to meet the Forest Queen and other
Caldyn Fragments, a collection of pieces of the Prophecy archfey—though they don’t personally expect to ever
assembled by Korranberg scholar Ohnal Caldyn meet one. Specific knowledge about the fey is more
(described in City of Stormreach). Most people have no prevalent in regions close to Thelanian manifest zones
idea that the Prophecy is an evolving matrix of conditional or where people have a tradition of bargaining with the
elements, nor that it’s the key to releasing the overlords (a fey; notably, Aundairians know more about fey than
topic discussed further in chapter 15, “The First War”). most other people of the Five Nations.
8
Chapter 1: Common Knowledge
Most people can’t easily differentiate between an titles—the Shadow in the Flame is best known—but a
archfey and some other type of powerful immortal. As character would need an ability check to know more.
a result, cultists of the Dragon Below bargaining with While everyone knows about the overlords, most
Sul Khatesh might mistakenly think they’re dealing with have never heard of the Lords of Dust. Most citizens
an archfey, or cultists of Avassh might believe they’re of the Five Nations are familiar with stories of
blessed by the Forest Queen. A cult might know they troublesome shapeshifting demons and understand
worship a being they call “the Still Lord” or “the Queen they’re a potential threat, but the idea of a massive
of Shadows,” but they don’t automatically know whether fiendish conspiracy manipulating human civilization
that power is a fiend, a fey, or a celestial. Making such for thousands of years is as unbelievable as the idea
distinctions is an academic pursuit that would require of dragons doing the same thing. Now, if you have
a successful ability check. credible proof that an individual person in town is
actually a fiend or possessed by one, people take the
Planes, Moons, and threat seriously, understanding that such threats can
Manifest Zones be real. But few people actually believe in any massive
conspiracy secretly controlling the course of history,
Everyone knows the names of the planes and their because if there were, why haven’t they done anything
basic attributes: “Shavarath, the Eternal Battleground, more dramatic with it? (You can learn more about the
is filled with celestials and fiends fighting.” Similarly, overlords and this preposterous conspiracy theory in
they know the names of the moons and that each has chapters 13–15).
a mystic tie to a corresponding plane; many people Most common folk don’t differentiate between devil,
also hold superstitions regarding the impact of each demon, and fiend, instead treating these as synonyms.
moon on daily life, especially for those born under that Rakshasas are widely known as “shapeshifting
moon. Think of this like knowledge of the solar system demons,” even though an arcane scholar might
in our world; most people can name the planets, and pedantically explicate, “Well, actually, ‘demon’ refers
they know Mars is the Red Planet, but only someone specifically to an incarnate entity of chaos and evil,
who has studied them can tell you the names of each of and the rakshasa is a unique class of fiend most com-
Jupiter’s moons. monly found on the Material Plane.” Similarly, nobody
Even common folk understand the planes have is particularly bothered that the Demon Wastes aren’t
concrete effects on the world through their manifest called the Fiend Wastes, even if that name would be
zones and coterminous/remote phases. Someone may more accurate.
not be able to tell you the precise effects of a Shavarath
manifest zone unless they actually live by one, but they
know Shavarath is the Eternal Battleground, and they
The Dreaming Dark
could guess what such a manifest zone might do. (You and the Kalashtar
can learn more about the planes, manifest zones, and Even children know that when you dream, you go to
moons in chapter 5 of Exploring Eberron.) Dal Quor, and “demons give you bad dreams”—but
very few people believe the far-fetched idea that those
Supernatural Evil fiends are manipulating the world. People have had
bad dreams forever, so if bad-dream demons were
Fiends, undead, aberrations, and lycanthropes abound in going to take over the world, why haven’t they already
the world—and everyone knows it. They’re aware ghouls done it? As with the Lords of Dust, people listen to
may haunt graveyards, the creepy stranger in town could credible threats that a specific person could be pos-
be a vampire or werewolf, and dangerous things could sessed, but few believe stories of a massive dream
crawl out of Khyber at any time. This is why even people conspiracy bent on world domination.
who don’t follow the Silver Flame treat its templars with Looking to Sarlona and the Inspired, everyone
respect; people understand that evil exists, the Silver knows the Riedrans have a strict culture ruled by
Flame opposes it, and the templars are a volunteer beings who are said to channel celestial powers.
militia who are ready to fight it. However, in the Five Nations, few people have met
even a common Riedran, let alone one of the Inspired.
Demons, Lords of Dust, Those who have met kalashtar (usually in a major
and Overlords city) know the kalashtar have been oppressed and
driven from Sarlona, but most assume the conflict
Everyone knows the overlords were archfiends who comes from political and religious differences, not a
dominated the world at the beginning of time, are now war between dream-spirits. It’s relatively common
bound, and would like to break free and destroy the knowledge that people from Sarlona study some form
world. You don’t have to worship the Sovereigns or the of mind-magic, but most people don’t know the precise
Flame to believe this; an actual overlord broke out and details of how psionics are different from arcane
ravaged Thrane mere centuries ago. Most people have or divine magic. (You can read about Sarlona and
heard stories of a few overlords and may know their psionics in chapter 21.)
9
Chapter 1: Common Knowledge
Khyber and Daelkyr
Tied to the creation myth and to the acceptance that
General Information
The Draconic Prophecy, fiends, the Silver Flame—these
evil exists, people know that bad things come from
are dramatic forces in the world. But what about more
Khyber. They don’t need to know about demiplanes
mundane things? What do the people of the Five Nations
to understand that if you find a deep hole, there might
actually know about drow, the dar, or even the Aurum?
be something bad at the bottom of it. Most people
don’t differentiate between aberrations, fiends, and
monstrosities; they just know the Dragon Below is
Aerenal, the Undying Court,
the source of bad things. This is why the cults of the and the Tairnadal
Dragon Below are all lumped together, even though a Aerenal is an isolationist culture with little interest
cult of Dyrrn the Corruptor has nothing in common in sharing its traditions with others. However, the
with a cult of Sul Khatesh. As far as the common folk elves do trade with the Five Nations and there’s been
are concerned, these cults all worship big evil things, enough immigration over the course of history to
and big evil things come from Khyber—thus, they provide a general knowledge of their culture. Most
must be a cult of the Dragon Below. people know Aerenal is ruled by the Undying Court,
Anyone who’s proficient in Arcana or History has a a group of ancient undead elves. However, they don’t
general understanding of the difference between the fully understand the difference between deathless
daelkyr and the overlords without needing to make an and other undead.
ability check. But other people aren’t usually familiar Most Five Nations citizens have never heard of the
with the term “daelkyr” and are likely to conflate any Tairnadal, and they assume any Tairnadal elf is from
stories about them with the overlords. They’re powerful Valenar. They know Valenar elves are deadly warriors
evil things bound in Khyber that want to break free and who are always looking for fights and who worship
destroy the world; what more do you need to know? (The their ancestors, but they don’t know any specifics about
JÚLIO AZEVEDO
daelkyr and cults of the Dragon Below are discussed in patron ancestors or the Keepers of the Past. (You can
Exploring Eberron.) learn more about the Tairnadal in chapter 5.)
10
Chapter 1: Common Knowledge
The Aurum to be goblin work and must’ve been built by some
forgotten human civilization, but most people consider
While it’s a stretch to say that everyone’s heard of the these stories as the ridiculous conspiracy theories they
Aurum, it’s about as well known as, say, Mensa in our are—on par with the idea that shapeshifted dragons
world. The Aurum is generally seen as an exclusive are secretly manipulating the world.
fraternal order of extremely wealthy people. Because Most people of the Five Nations—and even some
it is exclusive and many of its members are minor denizens of Darguun—don’t know the difference
local celebrities, there are certainly lots of conspira- between the Kech Dhakaan and the more modern
cies theories about what it’s really up to … but despite goblin civilizations, like the Marguul and the
claims that the Aurum wants to overthrow the Twelve Ghaal’dar. When someone from the Five Nations
or that it engineered the Last War, at the end of the meets dar of the Kech Dhakaan, they may recognize
day, people think of it as that fancy members-only club that these dar are evoking unusual elements from
on Main Street that always donates generously to the Dhakaani history. However, it’s not commonly known
Race of Eight Winds celebrations. that the Kech Dhakaan have maintained an unbroken
link to the past—nor do Khorvairians have any idea
Uncommon Ancestries how powerful the goblinoids of Dhakaan are.
People in Khorvaire know lizardfolk and dragonborn
come from Q’barra, but most don’t realize these are Shifters and Lycanthropes
two different ancestries. Most people know drow are In the Five Nations, most people believe lycanthropes
from Xen’drik. Tieflings are generally understood to be are cursed humanoids who become animals or
planetouched; on the other hand, aasimar and genasi hybrids, then prey on innocents, potentially spreading
(as discussed in Exploring Eberron) are generally their curse (but are luckily vulnerable to silver). People
so rare that they won’t be recognized by the general know most lycanthropes were wiped out in the Silver
populace. With these and other uncommon folk, Crusade (or Lycanthropic Purge), and for the most
Eberron’s people are generally accepting of creatures part, they believe this was a justified action against a
from ancestries they’ve never encountered. After all, serious threat.
this is a world where people deal with humans, orcs, Shifters are often called “weretouched,” and most
shifters, goblins, warforged, elves, kalashtar, ogres, people believe shifters are distantly connected with
medusas, and more every day; so if someone has never lycanthropes. Some even mistakenly believe shifters
seen a goliath before, they’re far more likely to say become aggressive when many moons are full.
“Well, that's new” than to panic at the sight of alien However, few believe that shifters can spread lycan-
giant-folk. Unusual characters are generally targets of thropy or that they’re sympathetic to lycanthropes.
curiosity rather than fear. Those negative stereotypes exist, especially in rural
Aundair or places where people have never encoun-
The History of Xen’drik tered shifters, but they’re uncommon.
People know Xen’drik was once home to a civilization
of giants, who most believe were destroyed in a war Spies
with the dragons. Many people know the elves were When people in the Five Nations talk about spies,
originally from Xen’drik and fled this destruction. they’re usually thinking of the Dark Lanterns or the
However, without History proficiency, most people Royal Eyes of Aundair. These familiar spy agencies
don’t know the name of any of the giant cultures—nor are known to operate covertly in other nations, similar
know there was more than one—and they definitely to what people in our world knew of the CIA and KGB
don’t know anything about giants fighting quori. The during the height of the Cold War.
idea that arrogant giants destroyed the thirteenth Most people in the Five Nations have heard of the
moon is a common folktale, but the legend has many Trust and understand that it’s some sort of secret
variants and few people consider it truth. police force that maintains order in Zilargo. But they
don’t know much beyond that, and people aren’t con-
Goblins and the cerned about Zil spies.
Empire of Dhakaan House Phiarlan and House Thuranni, renowned
Everyone in the Five Nations knows that a goblin for their entertainers, aren’t generally viewed as spies.
empire inhabited Khorvaire before humanity, but it The assertion that Phiarlan runs a spy network is like
fell long ago. Most people don’t know the name of this the idea that Elvis worked for the CIA; not impossible,
empire or exactly what led to its downfall. People gen- but also not a particularly credible theory.
erally recognize Dhakaani ruins as goblin creations,
and they know many of Khorvaire’s largest cities are
built on goblin foundations. A few fringe groups assert
those ancient structures are clearly too sophisticated
11
Chapter 1: Common Knowledge
Chapter 2: Arms, Armor, and Aesthetics
berron is a world of elemental- The same concept applies to other “medieval” things.
E
powered lightning rails and airships, of Orien couriers use special horseshoes of speed, chan-
mass-produced warforged, of magnificent neling the power of their dragonmark to give a mount
towers that scrape Sharn’s sky. But it’s greater speed and durability. So yes, people are riding
also a world where your character might horses instead of motorcycles, but that Orien courier can
be a knight in plate armor hitting things with a sword or tear past you with blue light flashing from their horse’s
shooting them with crossbow bolts. So what does that hooves! On rare occasions, you might even see a courier
look and feel like? Does the world seem medieval, or is with horseshoes of a zephyr riding a horse across the
the aesthetic closer to World War I? surface of a river. Eberron is a magical world; rather
than thinking “they don’t have cars, the world is primi-
Magical, Not Medieval tive,” highlight what they’ve developed instead. Describe
a squad of Vadalis hippogriffs passing overhead or a
When creating Eberron, the design team made a street performer weaving wonders out of illusion; it’s not
conscious decision to keep the experience of the world medieval, it’s magical.
grounded in D&D. This meant people would still wear
plate armor. They’d ride horses instead of motorcycles.
They’d fight using swords and bows rather than fire-
Armor and Fashion
arms. But while Eberron’s design process didn’t make Magic is a part of life—and very much a part of fashion.
classic armor and weaponry obsolete, the setting isn’t Glamerweave (presented in Eberron: Rising from the
particularly medieval in tone. Fifth edition highlights the Last War) is commonly used to imbue clothing with
spread of wandslingers, lightly armored soldiers who illusion magic. A sorcerer may wear a cloak lined with
fight using damage-dealing cantrips; they are one of a starry sky, or the armor of a former soldier could be
many examples of how the world of Eberron is moving etched with glowing sigils representing the service
beyond medieval trappings. In one of my favorite quotes medals bestowed on them. The Glamerweave Designs
from Wayfinder’s Guide to Eberron, an Aundairian table provides inspiration for illusion magic you might
exclaims, “Sovereigns above, Wyllis. We’re days away see in the fashions of the Five Nations.
from the Eleventh Century and you’re still shooting
people with pointed sticks?” So in 998 YK, Eberron is
Glamerweave Designs
nearing the point where a soldier could just as plausibly d10 Glamerweave
be a leather-clad, wand-wielding warlock as they could 1 A starry night sky with the moons and Ring of Siberys.
be a fighter in plate with sword and shield—but for now, 2 Cloth that appears to be metal—depending on style, it
armies still clash with sword and spear. might be polished or rusty.
With that said, Eberron’s central concept is that of a 3 Patterns of dancing flame rising up from the fabric.
world whose progress is driven by magic, not science.
4 A roiling thunderstorm with periodic flashes of lightning.
Eberron has trains, yes—but they don’t use steam or
5 Cloth that appears to be formed of a swarm of butter-
gears, they’re a series of stagecoaches that ride a line of
flies or other insects.
lightning. Eberron is not our world, and while the tools
its people use may have names we consider medieval, 6 Whirling patterns of clouds or mist.
that doesn’t mean they are medieval in form or function. 7 A national flag, rippling as if in a breeze.
Heavy armor became obsolete in our world because 8 A dragon circling the clothing, occasionally releasing
crossbows and gunpowder weapons could easily pen- gouts of flame.
etrate it, and because the protective value of the armor 9 A labyrinth through which a monster chases an
no longer offset its limitations on movement. But in fifth adventurer.
edition, this isn’t the case: regardless of whether your 10 The skyline of Sharn with tiny moving skycoaches.
attacker is using a sword, heavy crossbow, or firearm,
plate armor provides more protection than leather Similarly, shiftweave (also in Eberron: Rising from the
armor, and it’s remarkably flexible (though noisy), Last War) allows a person to shift their attire between
imposing no penalties on Dexterity (Acrobatics) checks multiple outfits; for example, you might change between
and the like. You can choose to attribute these qualities a traveling outfit and a shimmering gown with a snap of
to the limitations of a streamlined rules system—but your fingers. And Exploring Eberron discusses cosmetic
I prefer to embrace the idea that this isn’t medieval transmutation—the idea that you can go to a cosmetic
armor. Though made of heavy plates and requiring illusionist and add magical details to your appearance.
Strength to use it effectively, plate armor needn’t be Particularly in Aundair, you can expect to see people
medieval in material or appearance. with glowing eyes, metallic hair, or other cosmetic
details that are obviously the product of magic.
12
Magical enhancement doesn’t just apply to civilian heavy infantry of the Five Nations, while Aundairians
attire. After all, Khorvaire is just two years out from relied more on arcane firepower and lighter armor.
decades of war, when all genders served in the armies of However, throughout the war, the uniform of common
the Five Nations. Wartime trends often prioritized prac- soldiers of the Five Nations remained quite similar.
tical clothing allowing freedom of movement; the closer Here’s an overview of the common armor of today:
you were to the front lines, the more you needed to be
Light armor typically involves a leather greatcoat or
ready for anything. Though some nobles might embrace
thick leather tunic. This is supplemented with heavy
fashions that restrict movement to make a statement—
leather gauntlets and boots, or for better defense,
“my gown shows I’m not going to fight, or if I do, it’ll be
metal shin guards and vambraces.
with magic, not muscle”—these would be exceptions.
Medium armor uses the same base—a long leather coat
Even after the war, armor (especially light armor)
or vest—enhanced with a strong metal helmet and a
remains a part of everyday life and fashion. Leather and
breastplate. The breastplate of the common soldier
studded leather can be designed to be stylish and com-
is cheap and heavy, and actually uses the statistics
fortable, and many former soldiers wear a modified form
of scale mail (including imposing disadvantage on
of their service armor. Think of it a bit like gunslingers in
Stealth checks), while officers and elite forces wear a
westerns: carrying a pistol suggests you can handle your-
finer, lighter design that uses breastplate statistics.
self, but it’s not going to immediately raise an alarm. So
Heavy armor is considerably more distinctive between
while heavy armor definitely makes a statement, people
nations. For example, the Brelish equivalent of splint
won’t blink at someone casually wearing light armor.
mail combines a breastplate with a layer of chainmail,
When Is a Breastplate while Karrnathi splint mail is light plate.
Not a Breastplate? This reflects the armor of the common soldier of the Five
Nations, but elite units, mercenaries, local militias, and
The names of armors in D&D are arbitrary. A more other forces use different styles and materials. If you’re
complex system might explore the advantages and playing a ranger with the soldier background and want to
disadvantages of chainmail versus rigid armor, but fifth wear hide armor, you could say that it was a distinct style
edition keeps it simple. Mechanically, different types of of the Brelish “leatherback scouts.” Beyond this, every
armor are differentiated by the presence (or absence) of nation has its own distinct approach to fashion, both
metal, weight, AC, disadvantage on Stealth … and the fact in its armor and civilian clothing. Here are a few style
that someone who examines you can recognize those points to keep in mind.
things. Everything else is story.
In other words, there’s no reason you can’t say the
Doldarun dwarves produce exceptionally strong, light
“chainmail” whose statistics coincidentally match
breastplate statistics—allowing a character with medium
armor proficiency to wear armor with heavy armor aes-
thetics. Your “breastplate” armor doesn’t have to be an
actual breastplate, as long as someone looking at it can
recognize its qualities. The same applies to any armor,
whether studded leather or heavy plate—describe it with
whatever aesthetics you wish, as long as it uses the same
statistics and can be recognized by anyone who might
need to know how well you’d be protected in combat.
All of this comes back to the idea that just because
people in Eberron use tools we think of as medieval,
it doesn’t mean they are medieval. You can adjust
the appearance of everything from crossbows to
plate armor, making their designs feel more modern or
culturally specific. Don’t limit yourself with an armor’s
official name, as long as you logically maintain its statis-
tics and ease of recognition.
13
Chapter 2: Arms, Armor, and Aesthetics
Aundair Other Nations
Magic is part of daily life in the Five Nations, and this Elsewhere in Khorvaire, armor and fashions are some-
is never truer than in Aundair. Aundairians often use times influenced by trends in the Five Nations, but each
glamerweave or transmutation to add flair to both culture’s armor strongly reflects its own traditions. The
clothing and armor, and an Aundairian knight could Mror Holds have a strong tradition of chainmail, and
have twinkling stars or brooding storm clouds imbued Doldarun double-chain uses the statistics of plate armor.
into their armor. With that said, Aundairians favor grace, Each of the Lhazaar Principalities has its own distinc-
mobility, and skill over heavy armor and brute strength. tive style; however, as befits a people who spend much of
The Aundairian wandslinger—lightly armored, fashion- their time on the sea, they tend to wear light armor that
ably dressed, wielding wand and rapier—is celebrated won’t impede a swimmer. It’s common for the people of
over the heavily armored knight. Darguun to wear armor in everyday life; each clan has
its own style, but medium armor is common, especially
Breland different forms of scale mail; like Karrnath, Darguul arms
The Brelish are pragmatic people with no great desire and armor are often designed to intimidate. The people
to stand out on the battlefield. Thanks to their superior of the Eldeen Reaches use natural materials taken
industrial capacity, they were able to field more soldiers from supernatural creatures, making them stronger
in medium armor than their rivals; and due to mass than one would expect; as such, the Eldeen equivalent of
production, Brelish soldiers have nearly identical equip- plate armor could be made from the hide and bones of a
ment. Brelish soldiers add personal touches, to be sure, demon-spawned bear. Meanwhile, the people of Zilargo
but these are more related to comfort and functionality prefer not to wear armor in everyday life—after all, thanks
than to Aundairian flair. to the Trust, they have no fear of violence—though light
armor can be incorporated into casual fashion.
Cyre
Cyre has long been known for “the Cyran Appreciation.”
The Cyrans say they see the best in the nations around Mundane Weapons,
them and combine those elements to make something
new; others say that they Cyrans only appropriate Magical World
instead of innovating. Regardless, Cyran armor and Moving from armor to arms, many of the same questions
clothing combine Brelish practicality with some of the and considerations apply. Given the overall sophistication
flair of Aundair. Cyran heavy armor mirrors Karrnathi of Eberron, it can seem strange that people use medieval
light plate designs, though without the gothic styling. weapons like crossbows. Though wandslingers are for-
Cloaks and capes are an important part of Cyran midable and growing in number, becoming one requires
fashion, and Cyran soldiers are sometimes called specialized training, so you can’t just hand a peasant a
“Greencloaks” due to their distinctive uniform cloaks. wand. In a world of airships and warforged, why haven’t
people created more effective personal weapons?
Karrnath As discussed earlier in this chapter, the simplest
Unlike the flamboyance of Aundair, Karrnath’s fashions answer to this question is that Eberron’s weapons aren’t
emphasize strength. The nation is both gothic and medieval—just because D&D calls a weapon a crossbow
martial in its overall style, and its armor and helmets are doesn’t mean it’s the same as medieval crossbows
designed to intimidate. The Karrns have always been the from our world. Keep in mind that while the following
finest armorers of the Five Nations, and armor—espe- sections focus on crossbows, similar concepts could be
cially heavy armor—is more common here than in other applied when envisioning any ranged or melee weapon.
nations, both on and off the battlefield. Their armor
is frequently stylized; aside from their infamous bone
knights, you can expect gothic styling or details tied to a
When Is a Crossbow Not
family crest. The flag of Karrnath is black and red, and a Crossbow?
both these colors are common in their fashions. When we consider ranged weapons that would fit well in
Eberron, we’re looking for an affordable weapon anyone
Thrane can use without training. Though it should be better than
Thrane is the most practical and least pretentious of the a medieval crossbow, it doesn’t need to match a modern
Five Nations. Templars may wear heavy armor, but the firearm; in general, Eberron’s advances are closer to the
common peasant militias rely on light armor and bows. late nineteenth century than to the twentieth century.
Light armor is common in everyday life, but unosten- In truth, the light crossbow in the Player’s Handbook
tatious; cosmetic transmutation and glamerweave is already more efficient than a medieval crossbow; the
are rare. Thrane militias don’t have a standardized crank method for reloading a medieval crossbow allowed
uniform, but followers of the Silver Flame usually for around two shots per minute, and even the 1861
display a symbol of their faith, often through pendants, Springfield rifle—a common weapon in the American
brooches, or painted designs. Civil War—could only fire 2–4 shots per minute. By
contrast, a light crossbow in D&D can fire ten bolts per
14
Chapter 2: Arms, Armor, and Aesthetics
minute with enough damage to drop a commoner with crossbow barrel interior and quarrels are both engraved
one shot. So while it’s no match for modern automatic with arcane sigils. When the quarrel moves against
weapons, the light crossbow is far from medieval. the barrel, the symbols create an arcane interaction—a
If you don’t like the crossbow aesthetic, you could formula that adds kinetic energy to the bolt. With this
introduce gunpowder to the Five Nations—it can certainly in mind, the only force the bow itself has to provide
be both accessible and deadly—and this option is dis- is the initial push of the bolt down the barrel, a spark
cussed later in this chapter. But let’s first consider ways that triggers the arcane interaction. It’s much easier to
to describe crossbows (or any weapon) in a way that fits reload a Cannith crossbow than a medieval one because
Eberron and its emphasis on magic instead of technology. Cannith’s bow itself is actually weaker; the weapon’s
power needn’t depend on the tension of the bow.
Keep It Medieval This also means Cannith’s crossbow doesn’t look like
One way to highlight the efficiency of the modern a crossbow as we’re used to it. It’s closer to a rifle—the
crossbow is to occasionally have adventurers encounter longer the barrel, the longer the arcane interaction. Thus
weaponry that’s more medieval in design. The soldiers the Spark hand crossbow has a shorter range, while the
of Galifar I used medieval-style crossbows, with more Thunderbolt heavy crossbow is the largest and longest
limited range and a slow crank to reload; the superior weapon. In these crossbows, the “bow” is a relatively
crossbows used today are the result of centuries of small component of the weapon. In many ways, these
engineering. Similarly, the Dhakaani and the Five weapons resemble firearms, but their force isn’t coming
Nations use highly effective modern crossbows, but when from a chemical reaction, but an arcane one.
out in some Lhazaar backwater or fighting the Carrion When using such a crossbow or other ranged weapon,
Tribes, adventurers might encounter inferior weapons. there’s nothing stopping you from describing it propel-
You could represent this simply through how you ling its ammunition through the air via an arcane
describe a weapon’s aesthetics; or if you want to repre- reaction. Just remember this doesn’t change a crossbow’s
sent it mechanically, perhaps reloading such a crossbow game mechanics; it’s not a magic weapon, so it doesn’t
requires a bonus action, and you can’t move and reload bypass damage resistance or register on the detect magic
on the same turn. An even more limited design could spell. (If you take the existence of a minor enchantment
reflect a slow crank mechanism by requiring an action to its logical conclusion, an antimagic field spell would
to reload rather than a bonus action, reinforcing that this theoretically suppress the magical reaction and render
weapon is inferior to what the adventurers are used to. the weapon useless in that area—but this 8th-level spell
is far beyond the everyday magical effects the people of
Mundane Weapon, Khorvaire expect to encounter, so this isn’t something
Supernatural Materials crossbow manufacturers are worried about.)
Some modern crossbows maintain the same general
design as a classic crossbow—they’re just better than Crossbows of the Five Nations
any medieval weapon. They use superior materials and The crossbow is a mainstay across the Five Nations.
techniques that don’t exist in our world, including products Thranish soldiers typically used bows, and by the end of
of manifest zones and alchemy; for example, densewood the war, Aundairians were deploying wandslingers on
quarrels might be more aerodynamic and small enough to a wider scale, but the crossbow remained the common
store in an integrated quiver. Similarly, the weapons them- infantry weapon. The light crossbow was most popular,
selves may not be magical, but the artisans building them due to its simplicity and ease of use, while the heavy
may be guided by the magecraft cantrip (from Exploring crossbow was used by elite troops. Countless models
Eberron) and use transmutation techniques to enhance of crossbows are found across Khorvaire, but the fol-
their work. The fact that the light crossbow can be loaded lowing models stand out. By default, these all use normal
in 6 seconds, with no strength requirement or limitation crossbow statistics in combat, but if you’d like to reflect
on movement, reflects exceptional engineering. Light further innovation, consider applying some of the improve-
crossbows like the Brelish SAC-12 and the Dhakaani ments from the “Crossbow Advancements” section.
Aram’kron (see “Crossbows of the Five Nations” ) are
broadly similar in appearance to a classic crossbow, The SAC-12
aside from innovations like integrated clips or bayonets. Breland has long been noted for its industrial base. The
soldiers of Galifar may have trained at Rekkenmark, but
Arcane Science Starilaskur Arms produced their weapons. At the start of
The crossbow isn’t a magic weapon, but it can still the Last War, the Starilaskur SAC-12 was the standard
operate using magical principles. In Eberron, magic light crossbow used by the armies of the Five Nations;
is a science, and this manifests in many ways beyond while each nation now produces their own weapons,
arcane spells. Magic can generate kinetic force—what they’re still modeled on the classic “Sack.” The SAC-15—
if those principles were used to add force to a physical or the “Big Sack”—is the standard heavy crossbow. Over
bolt instead of generating a bolt of pure force? the last decade, Karrnath has sought to improve on the
Consider the line of crossbows produced by House SAC with the Korth-Atur Tactical Crossbow—KATC, or
Cannith (see “Crossbows of the Five Nations”). Cannith’s “Cat-C”—but many Karrns still prefer the standard SAC.
15
Chapter 2: Arms, Armor, and Aesthetics
Cannith Crossbows
During the Last War, House Cannith pioneered
the line of crossbows mentioned in “Arcane
Science”—weapons with engraved
sigils that use an arcane interaction
to add force to the bolt. The standard Cannith Crossbows:
weapons in this line are the Spark (hand Lightning, Spark,
crossbow), the Lightning (light crossbow), and Thunderbolt
and the Thunderbolt (heavy crossbow).
During the Last War, Aundair and Cyre
both made extensive use of these weapons,
while Karrnath and Breland held to the more
mundane design of the SAC-12.
16
Chapter 2: Arms, Armor, and Aesthetics
Spellbolts that use a bound earth elemental to project the stone
Developed by House Cannith near the end of the Last bullets, or an Aereni firearm powered by a harnessed
War, a spellbolt functions as a sort of magical grenade. poltergeist. The rules are a set of concrete statistics for
Each spellbolt’s arcane payload is triggered by the kinetic a weapon, but nothing requires these weapons use gun-
formula of a Cannith crossbow, allowing an archer to powder (and notably, futuristic firearms already don’t).
shoot a target and affect them with a spell. Effectively, a Cultures with Gunpowder
spellbolt is like a scroll or potion—a consumable magic If you want firearms with actual gunpowder but don’t
item holding a single charge of a spell—with the advan- want their existence to impact the development of the Five
tage of delivering that effect at a longer range. These bolts Nations, you could give that science to an isolated culture
are a recent innovation, and House Cannith has thus far that followed a different path. My personal choice would
only created spellbolts using spells of up to 3rd level from be the Kech Hashraac—a Dhakaani clan specializing in
the wizard spell list. Though spellbolts aren’t widespread artillery. Such tools could either be unique to the Kech
in the Five Nations, they have the same cost and rarity as Hashraac or used by all of the Heirs of Dhakaan. This
a scroll of the same spell. can highlight how the Dhakaani are an advanced culture
that followed a different path than the Five Nations, and
Spellbolt the difference in weaponry could make for interesting
Ammunition, Common (Cantrip–1st Level) or Uncommon conflicts between the Dhakaani and the Five Nations.
(2nd–3rd Level) Meanwhile, if a player character wanted to use guns, they
A spellbolt is a crossbow bolt imbued with a single spell of could have a connection to the Kech Hashraac or another
3rd level or lower from the wizard spell list, which is activated isolated and technologically advanced culture—one
by corresponding arcane sigils engraved into most modern unusual choice would be to give firearms to Riedra!
Cannith-issued crossbows. The imbued spell must require a
ranged or melee spell attack when the spell is cast, and have Unique Invention
a range other than self. If an artificer wants to use firearms, perhaps they per-
As an action, you can load the spellbolt into a Cannith-made sonally developed these unique weapons unknown to the
crossbow and cast the spell imbued in the bolt, using the wider world. This artificer might use gunpowder, or they
crossbow in place of the spell’s components. When you do, could’ve developed an even more unconventional prin-
the range of the spell is equal to the crossbow’s range instead ciple the world doesn’t yet accept—“My nightmare gun
of the spell’s usual range. In place of each spell attack, make is powered by dreams and shoots bullets of pure fear!”
a ranged weapon attack using the crossbow against a target
Again, the firearm mechanics in the Dungeon Master’s
within range; on a hit, apply the spell effects in place of weapon
damage. If the spell requires a saving throw in addition to the Guide are simply a foundation; you decide how those
spell attack, its save DC is 13. Once the imbued spell is cast, rules feel in the world of Eberron. Whatever the design,
the spellbolt is destroyed and turns to dust. these weapons are peculiar prototypes that require con-
stant maintenance; the character's ability to keep them
working is a reflection of their remarkable skill.
But What About Gunpowder?
Sure, crossbow innovations are interesting, but what Firearms and Balance
about actual firearms? After all, if something exists in I personally prefer to stick with enhanced crossbows, main-
D&D, there’s a place for it in Eberron—and the Dungeon taining the game's balance while still presenting the party's
crossbows as advanced weapons. If you do introduce firearms
Master’s Guide includes rules for firearms!
into a D&D game, here are some balance considerations.
In developing Eberron, the design team made an The Renaissance firearms are reasonably balanced against
intentional choice not to include gunpowder-based weapons from the Player’s Handbook; for example, the musket
firearms in the world. We wanted to explore magic as a deals more damage than the heavy crossbow but with a sig-
form of science, with people finding arcane solutions to nificantly shorter range. However, the Modern and Futuristic
the problems our world solves with mundane science. weapons significantly outshine standard weapons. The Modern
So rather than adding gunpowder on top of the Five hunting rifle inflicts twice the damage of a heavy crossbow, and
Nation’s arcane innovations, we chose to create a world a single shot from the Futuristic antimatter rifle deals as much
where people use magic to fight from afar, whether via damage as a 3rd-level inflict wounds spell.
wandslingers or Cannith’s kinetic formula. But at the end With that in mind, if I added firearms to my campaign,
only the Renaissance weapons would be widespread. I’d treat
of the day, that’s largely a semantic and stylistic choice.
Modern weapons like uncommon magic items (though notably,
As a DM, if you want to use the firearms in the Dungeon their damage doesn’t bypass damage resistance like a magic
Master’s Guide, here are a few easy ways to do it. weapon would), and give these weapons to the more tech-
nologically advanced cultures in Eberron. Perhaps Aerenal’s
Magical Firearms elite Cairdal Blades have firearms driven by ectoplasm, or
There’s no reason that firearms have to use gunpowder. the tiefling lords of the Venomous Demesne use firearms
You could use firearm statistics but describe how they’re harnessing the flames of Fernia. Meanwhile, the incredibly
driven by Cannith’s arcane formula—perhaps the SAC-12 powerful Futuristic weapons would be unheard of, and as hard
is a light crossbow, but the Cannith Thunderbolt is a to come by as a very rare magic item.
musket. Or you could introduce Zil elemental firearms
17
Chapter 2: Arms, Armor, and Aesthetics
Chapter 3: Nobility of Galifar
hen you’re making a char acter and
Position of Privilege
W
you take the noble background, what does
that actually mean? What titles are used What does it mean to be a noble? In most of the
within the Five Nations? Is a noble title nations of Khorvaire, nobles actively govern a region,
purely hereditary, or can it be purchased? whether large or small. They collect taxes, maintain
Do nobles have duties, or is the position largely sym- lands, and manage tenants. Nobles may not personally
bolic? This chapter answers these questions and more, administer justice, but within their domains, they’re
exploring the practical impact of noble birth and the role still responsible for maintaining the courts, sustaining
of the nobility in the Five Nations (and in other nations the forces of the law, and ensuring justice is done. In
that inherited the traditions of Galifar). the wake of the Last War, nobles continue working
to repair the damage to their domains, to reintegrate
A Changing World soldiers into civilian life, to deal with the impact
of casualties, and to address the needs of refugees
As mentioned in the previous chapter, from the very seeking shelter in their lands. But with great power
beginning of the Eberron setting, one of the goals was comes great responsibility … and as such, few landed
to make sure the experience of adventuring in this new nobles have time to go on adventures.
world still felt like D&D. Knights in plate armor still It’s not impossible to create a player character who
fight using swords and crossbows, and many nations is both an adventurer and ruler of their lands; perhaps
are ruled by monarchs. At the same time, we wanted you have a younger sibling or remarkable steward
to highlight the steady rise of industrial power and the who’s doing all the work in your absence. But it’s more
shifting balance of power between the dragonmarked likely that as a “noble” adventurer, you’re just a scion
houses and the established aristocracy. So while D&D is of a powerful family, an heir who doesn’t yet hold a
stereotypically medieval, our goal was to present a vision significant title. Your blood grants you prestige, but you
of a world that’s actively evolving and straining against neither carry the responsibilities of your rank nor have
the past. Breland is already shifting well away from the access to the full resources of your domain.
medieval version of monarchy—and depending on how In fifth edition, this status can be reflected by the
your story unfolds, other nations might be close behind. benefits of the noble background. As a noble, you don’t
When making history, you always want to know why have an army at your beck and call, nor a treasury filled
it matters. We wanted adventurers to be caught in the with coffers of coin—after all, you’re not the one who
middle of these changes, to have to deal with the Swords does the work of collecting those taxes. What you do
of Liberty and overreaching houses, to have to decide have is a handful of proficiencies, your family’s signet
whether to challenge tradition or defend it. So while ring, a set of fine clothes, 25 gp in your pocket … and a
the many medieval trappings of the Five Nations may feature called Position of Privilege:
seem incongruous, that’s the intent— Eberron is a world “Thanks to your noble birth, people are inclined to
actively caught between the traditional medievalism think the best of you. You are welcome in high society,
associated with D&D and the pull of social and indus- and people assume you have the right to be wherever
trial evolution. Galifar’s semi-feudal status quo certainly you are. The common folk make every effort to accom-
hasn’t remained unchallenged for the last thousand modate you and avoid your displeasure, and other
years; though prior books don’t discuss much of what people of high birth treat you as a member of the same
happened in that millennium, it had its share of upris- social sphere. You can secure an audience with a local
ings, social experiments, and other remarkable events. noble if you need to.”
As Exploring Eberron mentions in the “Untold History” This underscores that while the precise duties and
section of chapter 1, the world’s history is full of vast powers of nobles vary by nation, the defining practical
periods that were intentionally left unwritten, letting the benefit is respect. As a player character with this back-
DM decide what story to tell. ground, you’re treated as a peer by aristocrats (even
For example, if it suits your story, it’s entirely pos- outside your home nation) and generally accommodated
sible there was a thirty-year period in which Aundair by “common” folk—though the latter may be due to self-
broke away and existed as the Republic of Thaliost preservation rather than admiration. You’re not above
before being pulled back into Galifar; this early rebellion the law. You can’t get away with murder. But people are
might’ve laid the foundation for the more successful inclined to think the best of you, expecting you’ll uphold
secession of the Eldeen Reaches in the tenth century. As the honor and dignity of your rank.
of 998 YK, there are still traces of medieval flavor in the Within the Five Nations, your rank is recognized
culture of Galifar, but you can change these or explore even when you hold no actual authority in a region—or
untold moments of history if it makes your campaign when you're in another nation entirely. This is tied
more interesting. to the romantic notion that Galifar may someday be
18
restored; all nobles treat those of other nations with
respect, because someday they may all be one kingdom Variant Noble: Displaced
again. Even in Darguun and the Mror Holds, pragma- The Mourning and the Treaty of Thronehold have remade the
tism ensures your connections will have an impact; borders of the Five Nations and beyond. Your home estates
though this might simply mean enemies are more have been annexed, gifted to another family, or enveloped by
inclined to ransom you than kill you. the dead-gray mists. Unfortunately, you can no longer enjoy the
direct benefits of your titles, but your family’s legacy lives on.
Noble Background Variants Feature: Remembered Loyalty
While the Position of Privilege feature represents ben- Many people still remember the old days. When you arrive in
efits that might come from your position, not all nobles a new settlement, talk to your DM about creating an NPC you
receive such recognition. If you’re a noble from Cyre, you know from your old life. If you make contact, they treat you
favorably and offer you food and shelter. This NPC might be a
no longer have your estate or your fortune. You might
member of your household or a commoner who used to live
still have your Position of Privilege if your family was so
under your aegis, or you can roll on the table below to choose.
beloved or connected that the respect lingers, but most
Cyran nobles aren’t treated this way. In situations like d8 NPC
this, you might choose the Retainers feature instead 1 Household guard
(from the “Variant Feature: Retainers” sidebar in the 2 Farmer or brewer
Player’s Handbook). Perhaps your estates were lost to 3 Court magewright
the Mourning, but you still have three loyal servants
4 Chamberlain or treasurer
who are sworn to follow you to the bitter end. Or if your
5 Valet or butler
influence and retainers are all lost, but people with ties
to your family’s legacy still look kindly on you, you might 6 Chaplain or priest
ALEX COGGON
19
Chapter 3: Nobility of Galifar
However, you don’t have to stick with the noble but it bestows no actual responsibilities and doesn’t have
background just because you’re playing a noble. You can the impact of Position of Privilege in other nations.
customize any background, mixing and matching other The “Variant Noble: Newly Risen” sidebar presents a
background features and benefits. For example, if you background variant you might select if your character’s
were an earl of Cyre who turned to crime after losing your meteoric rise draws attention from people who hope to
fortune, you might choose the criminal background—or benefit from your newfound influence. Alternatively, a
simply substitute its Criminal Connections feature in DM might consider granting the Rising Star feature to a
place of Position of Privilege. From a story perspective, character who rises to the nobility during a campaign.
you were once a noble with land and a title to match,
but you don’t receive any practical benefits from your Variant Noble: Newly Risen
lineage. Similarly, if you’re a Cyran noble who has fought
Your family has risen to the aristocracy very recently. Service
to help other Cyran refugees, you might instead be a folk to the crown, a heroic deed, or an extraordinarily generous
hero who can find shelter in any refugee community. donation may have contributed to your success. Though older
So whether you were a Lhazaar prince driven from and more entrenched noble families meet their obligations
your throne by a treacherous sibling, or the former Lord toward you, they may still look on you with disdain. Meanwhile,
of Stubborn (the Brelish settlement in Droaam now there is no shortage of other folks looking to ride your coat-
known as Stonejaw), you can take whichever feature you tails to a new and better life.
wish, including the variant features in this chapter. Feature: Rising Star
When Is a Noble Not a Noble? Your name is known among monied individuals in your home
country. You generally enjoy the utmost respect of non-aris-
Just as you can be a noble without the noble background,
tocratic upper and middle classes. You can expect reasonable
you can also take the noble background or its Position accommodations and inside information from such people in
of Privilege feature even if your character isn't part return for a simple non-monetary favor, such as passing their
of the nobility. This is an especially good option for name or details of their business along to another noble.
wealthy or influential members of dragonmarked
houses. As a dragonmarked “noble,” you're either close
to house leadership or part of an especially wealthy ... And Losing Privilege
or powerful branch of the family—and people know it. Just as a lowborn character can gain a noble title, a high-
You’re treated as an equal by nobles, you can request born one can lose it. The simplest path to being stripped
an audience with local authorities, and common folk of a title is to be convicted of treason. However, in the
are generally impressed by you. Five Nations, nobles have duties, and a family who fails
in those might be stripped of their title and property by
Gaining Privilege … their monarch. In the Lhazaar Principalities, a character
Just as adventurers can become soldiers or criminals could lose their title because someone else takes it by
during a campaign, it’s possible for them to be raised force. And countless Cyran nobles lost their holdings in
to the nobility. The traditions associated with this are the Mourning, then the Treaty of Thronehold effectively
described in later sections, but what’s the practical stripped them of their privileges. The following table pro-
impact of this elevation? Does a new noble gain the vides inspiration for ways an adventurer’s family might’ve
benefits of Position of Privilege? What are their duties lost their title; while the table assumes an ancestor lost
and responsibilities? the title, it’s also possible the adventurer themself lost it.
An adventurer could gain a noble title as a reward for
service, or in some nations, a soldier could win their title How Did You Lose Your Title?
through battle. This might be a substantive title—one
d6 Reason for Loss
that grants land and subjects, which can be passed
1 Your ancestor attempted to kill the sovereign and failed.
down to heirs—or simply a courtesy that doesn’t carry
Do you know what drove them to attempt this crime?
lands or duties. Being granted a knighthood may not
confer the benefits of Position of Privilege, but it also 2 Your ancestor was framed by rivals who now hold your
rightful title and lands. What crime were they framed for?
probably won’t prevent you from further adventuring. On
the other hand, becoming a Lhazaar prince might grant 3 Your domain was lost to an enemy during the Last War.
that privilege, but it also complicates your adventuring Who holds it now?
life significantly! You’ll either need to manage your 4 Your ancestor worked with an enemy during the Last War
principality or employ people to do it for you (the Valenar and was convicted of treason. What were they trying to
method) and hope they do a good job. accomplish?
When you grant player characters substantive titles as 5 Your domain was abandoned after being seized by a super-
part of a campaign you’re DMing, you may wish to make natural force. Is it haunted by deadly undead or held by
the management and defense of their domain an integral aberrations from Khyber? Was your ancestor responsible
for this situation?
part of the campaign moving forward. On the other hand,
if Boranel grants someone the title of Shield of the East, 6 Your ancestor refused to uphold the laws of the land. Were
it’s a symbolic courtesy that carries significant weight they decadent, corrupt, or negligent? Or were they taking a
principled stand?
with Brelish nobles (as it reflects the favor of the king),
20
Chapter 3: Nobility of Galifar
Should a player character be stripped of their title married his children into the current ruling families.
during a campaign, it’s up to the player and DM to Galifar built on the existing feudal structures of the
decide how this affects their Position of Privilege. If the Five Nations, but restructured them so it was clear all
character is widely known and beloved, it’s possible the power ultimately flowed from the sovereign. Over time, he
benefit lingers based solely on that goodwill. As a DM, if streamlined systems and added new universal concepts,
I removed the benefits of Position of Privilege, I'd grant such as expanding education and instituting the Galifar
a new feature to replace it, based on the circumstances Code of Justice. Meanwhile, he nationalized and advanced
of its loss. Was the noble convicted of treason because the role of institutions such as the Arcane Congress, the
they opposed a tyrant? They might lose their Position King’s Citadel, and Rekkenmark. He instituted a standard-
of Privilege but gain the Rustic Hospitality feature of a ized currency—the crown-sovereign-galifar-dragon values
folk hero … or perhaps the infamy of their deeds earns still used today—and established the Karrnathi dialect as
them the Bad Reputation of a pirate. The “Variant Noble: the Common tongue. So all the nations of Galifar were
Disgraced” sidebar presents a background variant a DM united by a vital set of shared customs and laws, but they
could grant during a campaign, or that a player could also maintained their own unique traditions and quirks,
choose for a new character who recently fell from grace. highlighted in the “Nations and Nobles Today” section.
Grand Dukes
Grand dukes are rulers of palatinates, often referred to
as grand duchies. These regions hold a degree of inde-
pendence from the surrounding nation, and they have
the right to enforce local laws and practice customs that
might be at odds with those of the surrounding nation.
The first palatinate was the Grand Duchy of Atur in
Karrnath, but the most significant palatinates are in
Zilargo. When the armies of Galifar passed the Howling
Peaks, they were met by Zil diplomats. These envoys
negotiated the incorporation of the region into the
overall mantle of Breland, but as three grand duchies—
with the net result that the Zil became part of Galifar
while still maintaining nearly complete autonomy.
The three grand duchies of Zilargo were Zolanberg,
JÚLIO AZEVEDO
24
Chapter 3: Nobility of Galifar
viscounts, though they aren’t using that title; these
Lyrandar administrators don’t sever ties to their Nations and Nobles Today
houses. To date, this has gone unchallenged, in part So far, we’ve explored the standard traditions of Galifar
because it’s not entirely clear who would challenge it that most nations share. However, even while Galifar was
and in what forum. united, the nations had their own unique customs, and
Further complicating matters, though dragon- these changes have only accelerated over the last century.
marked heirs have to abandon house ties to marry into
noble families, they bring their blood with them—and Aundair
consequently, there have been nobles who carried Aundair has held
dragonmarks. That said, dragonmarks appear most closely to the old tradi-
frequently in the dragonmarked houses due to inten- tions of Galifar, and its
tional mingling of strong dragonmarked bloodlines. If people have a romantic
someone from those bloodlines marries an outsider, view of the nobility.
a dragonmark is far less likely. As a result, foundling These tendencies may
marks are quite rare, and someone who unexpectedly be due in part to the
develops a mark may not even realize that they had influence of Thelanis,
a connection to a house in their history. So while but whatever the
dragonmarked nobles are possible, they’re by no reason, Aundairians
means common. have always embraced
the notions of noblesse
Citizenship oblige and chivalry.
Citizens of the Five Nations are protected by the Code The common folk value
of Galifar. But how does one become a citizen? Keeping self-reliance and ambi-
in mind that Galifar is based on feudal principles, most tion, but alongside that, most have believed throughout
nations still require would-be citizens to attend an history that the Aundairian nobility is noble in all senses
audience with a local noble. There, the applicant swears of the word, that their leaders will do what’s best for the
fealty to the nation, its ruler, and that local noble; in country and for their people.
turn, the noble formally accepts them as a subject. In Their idealism doesn’t extend to foreign nobles,
doing so, the noble accepts responsibility for that indi- however; Aundairians have long believed that their
vidual, and the individual promises to obey that noble, people—both nobles and commoners—possess a dignity
pay taxes, answer any call for conscription, and respect and decency beyond their neighbors. Over the last two
the laws of the land. centuries, a rift has also formed between the farmers
Nobles don’t have to accept an offer of fealty, and most of Aundair’s west and the grand cities of its east. This
won’t unless the potential subject intends to reside within division led first to the west’s embrace of the Pure
their domain. For example, a Brelish noble might refuse Flame sect and eventually culminated in the secession
to accept the fealty of an ogre from Droaam—perhaps of the Eldeen Reaches. Nonetheless, most remaining
because they don’t believe the ogre will uphold the laws, Aundairians are proud of their rulers and feel a bond to
or because they don’t believe the ogre intends to remain their local lords.
within their domain. And without an accepted oath of
fealty, you have none of the privileges of a citizen. Long Noble Ranks
before the people of the Barrens established Droaam, Aundair uses the standard noble ranks of Galifar.
Galifar I declared the land to be part of Breland’s Accomplished arcane spellcasters often add a title
domain—but the region’s monstrous inhabitants had describing their primary school of magic, along with an
never sworn fealty to any Brelish lord. As a result, they indication of the highest-level spell they can cast; so a
weren’t considered citizens, and from Galifar’s perspec- noble might be introduced as “Alara ir’Lain, Countess
tive, they were outlaws squatting in Brelish land. of Askelios, Diviner of the Fourth Circle.” (Bear in mind
In the modern age, much of the citizenship process that NPC spellcasters may not have the full capabili-
is streamlined and standardized by bureaucracy, ties of a PC class; while Countess Alara is capable
especially when granting citizenship to children of of casting at least one 4th-level divination spell, that
existing citizens. In some regions, there are annual doesn’t mean she has all the versatility of a 9th-level
ceremonies where each youth swears an oath to the wizard; she might even be limited to casting her spells
local lord before being recognized as an adult. In a as rituals, like a magewright.)
populous region like Sharn, the parents file paperwork
when the child is born, and when the child becomes an Playing an Aundairian Noble
MATTHEW JOHNSON
adult, they file their own statement. But the underlying Aundairians have high expectations of their nobles.
principle remains the same: someone needs to make Aundair is a land that values wit, knowledge, and
a decision on behalf of the local lord as to whether arcane talent, and a noble is expected to possess all of
to accept the offer of fealty, based on the applicant’s these. Nobles may not be accomplished spellcasters,
residence, reputation, family, and other factors. but if you can’t at least cast a cantrip, your peers will
25
Chapter 3: Nobility of Galifar
chuckle and your parents will push you to study harder. while goblins and gnomes held the lands to the east.
Similarly, Aundairian nobles have high standards of Zilargo’s grand duchies were quickly incorporated into
honor and duty, and crass or selfish behavior reflects the united kingdom, but it took centuries for Breland
poorly on your family. to achieve its current borders. The shield lords of the
The noble background is a logical choice for west were far more practical than the grand lords of
any noble character, but if you’re a second child or Aundair; the common folk relied on the nobles to direct
further down the line, both soldier and sage are good military action and to bring the resources of the crown
Aundairian choices; many Aundairian officers were to bear, while the lords relied on the people to be more
drawn from noble families. You could also be one of self-directed than in other nations. Brelish communities
the “Lost Lords,” nobles whose domains were lost in chose their own reeves and lesser officials, and even
the secession of the Eldeen Reaches. While a few Lost simple matters of justice were resolved by the people
Lords still have enough influence to justify a Position of instead of going to the courts.
Privilege, this is a sound basis for taking the Retainers So throughout the history of Breland, nobles had
feature instead; if your retainers are members of long- to earn (and maintain) the respect of their subjects
lived ancestries, they might even have served your instead of merely relying on tradition to keep them
family long before the Eldeen rebellion. in their place. When Brelish respect their leaders,
Aundair has a significant population of elves and the people are known for their pride and loyalty—but
Khoravar, and these are folded into its noble families; Breland has also seen more minor uprisings than the
there are also a few noble families comprised of other Five Nations.
gnomes. A significant number of noble estates are close
to manifest zones tied to Thelanis, and many of the Parliamentary Rule
oldest families claim to have ancient agreements with The Brelish Parliament was established before the Last
fey; such agreements could range from a formal pact War as a representative body that advised the Prince of
with an archfey to a simple understanding with a dryad Breland, and at the outbreak of the Last War, Princess
who dwells in the local wood. It’s also the case that Sul Wroann ir’Wynarn promised to make Breland a place
Khatesh is bound beneath Aundair, and some families where “people would be judged by word and deed
have secret ties to the Queen of Shadows. In creating an instead of social class.” In 895 YK, Wroann granted
Aundairian noble, consider whether your family has any greater powers to the Brelish Parliament, and it wields
ancient compacts in their history—if so, is this a point of the same authority to this day; the parliament makes
public pride or a secret? the laws, and the crown enforces them (as well as
overseeing foreign affairs and national security). King
Breland Boranel is an exceptionally popular ruler, but a strong
The kingdom of Wroat movement believes that the Brelish monarchy should
was founded by reavers end with Boranel’s reign—or at least be relegated to a
and bandits, and its purely symbolic position.
rulers held their power Noble Ranks
through a blend of
Breland uses the traditional ranks of Galifar, but an
charisma, cunning,
unusually high number of its counties are ruled by
and force. This col-
shields, especially west of the Dagger. Even though
lection of city-states,
most of these counties have been secure for centuries,
loosely aligned under
the shield lords still take pride in their titles and the
Wroat, was once the
deeds of their ancestors. Most cities and large commu-
greatest power in the
nities have a council that manages local affairs, and in
region—but it was
many counties, viscounts are actually appointed by this
clear from the start
council, rather than by the noble lord; a canon example
of Galifar’s invasion
of this is the Lord Mayor of Sharn, a viscount appointed
that Wroat would ultimately fall to Galifar’s disciplined
by the city council.
forces. Those leaders who wisely chose to ally with their
Breland is the only one of the Five Nations that allows
invaders became the nobles of the newly forged Breland.
nobles to sell their titles and domains—notably, this is
While Breland accepted the feudal structure of
how Antus ir’Soldorak of the Aurum obtained his “ir.”
Galifar, its people never fully embraced the nobility. It’s
Any such transaction must be approved by the sovereign,
always been said that a Brelish farmer sees themselves
and the crown takes a cut of the proceedings. The new
as the equal of any king. Brelish commoners accepted
noble is required to fulfill the duties of their position, and
that the nobles had the power, but they never bought
should they fail, the title can be stripped away.
MATTHEW JOHNSON
They believed they embodied While it’s usually most practical for adventurers to be
those ideals, confident that heirs as opposed to actively holding a title—explaining
“what our dreams imagine, our hands create.” Some why you’re not bound by the duties of your rank and
folk argue that these dreamers were decadent and why you don’t have access to its resources—it’s simple
soft; in truth, they were devoted to arts, sciences, and to adventure as a titled noble if you’re playing a Cyran!
27
Chapter 3: Nobility of Galifar
It could be you were the Duchess of Eston and part of independence in exchange for the support of Atur’s
Dannel’s councils—and now, you’re a refugee with only elite necromancers. This allowed Atur to remain a
three loyal retainers left to show for it. As discussed public stronghold of the Blood of Vol even after Regent
earlier, your Cyran title probably means little to the rest Moranna and Kaius III turned against the faith. Atur
of Khorvaire; once you may have been Duchess of Eston, is still home to the finest necromancers in the nation,
but now you’re just a woman with a well-worn sword and and most of Karrnath’s undead troops are stored in
the skills to use it. its vaults. Some warlords despise the Blood of Vol
or fear that the undead it maintains could be turned
Karrnath against Karrnath. But these nobles know that seizing
The Karrns are a hard Atur would prove disastrous without the knowledge to
people who have always contain the power of the manifest zone, and so the City
valued martial discipline of Night remains inviolate.
and strict order. Karrn
the Conqueror’s deeds
Noble Ranks
eventually secured Karrnath uses the standard ranks of Galifar. It’s
human dominance common for dukes to use the title of warlord, but the
over Khorvaire— titles are interchangeable. Counts along the new south-
albeit a thousand years eastern borders of the nation take pride in the title of
after his death—and shield. Nobles are expected to levy a specific number of
Galifar I himself was troops for the service of the crown, but they may main-
from Karrnath. While tain additional forces as they see fit within their realms;
Cyrans believe they’re likewise, when troops are levied, it’s understood that
the rightful heirs of Galifar because of the traditions they’re merely on loan to the crown, and those troops
of succession, Karrns know it was their people who retain their loyalty to their duke.
created Galifar, and their language that became the Playing a Karrnathi Noble
common tongue. If Kaius III can’t reclaim the throne of
As a Karrnathi noble, consider whether you want the
the united kingdom, perhaps another capable Karrnathi
noble or soldier background. Like other Karrns, all
warlord will be the next Galifar and start the cycle anew.
nobles serve in the military, often as officers (if they
In Karrnath, the Galifar Code of Justice has been
actually possess the skills to lead). The Position of
supplanted by the harsh Code of Kaius, a form of
Privilege feature reflects greater diplomatic influ-
martial law. Enacted at the start of the Last War, the
ence, whereas the Military Rank feature reflects
code met little resistance and remains in place today,
respect earned on the battlefield, deeds recognized
in part because it reflects the overall character of the
even by enemy soldiers. Which is a better fit for your
Karrns and their culture, which stood long before
noble Karrn?
Galifar I crafted a more enticing foundation for his
You’ll also want to decide where you stand on the
united kingdom. While there are certainly exceptions,
Blood of Vol and the use of undead. The faith has
most Karrns are proud of their strict laws and view
always had deep roots in Karrnath. It spread when it
the other nations as soft and corrupt. All Karrns serve
was embraced by the crown earlier in the war, then
a term in the military, further cementing their respect
withered when Regent Moranna turned against it two
for order and the chain of command. One might ask
decades ago. Are you from a proud Seeker family,
what Karrnath needed with such a sizable army,
perhaps tied to the Grand Duchy of Atur? If so, how
especially during the most peaceful years of Galifar; in
has the nation’s rejection of the faith affected your
truth, the Karrnathi army fills many noncombat roles
family? Did your family once embrace the faith only to
within the nation. Local law enforcement is largely
abandon it—and if so, are you still a believer in spite
provided by soldiers, with a small corps of career
of your faithless forbearers? Or are you a true Vassal
officers who maintain continuity of service. Soldiers
devoted to Dol Dorn and the Sovereigns, confident
also perform public works. A term in the army is a
that proud Karrnath can dominate the battlefield
term of service to the nation—you must be prepared to
without using undead?
go in harm’s way for the good of your people, but the
Another question is where you stand on Kaius III
precise form of your service is up to your sovereign
and his efforts to strengthen peace. Do you believe the
and the warlord.
current peace is best for all? Do you trust your king
Grand Duchy of Atur is doing what’s best for the nation, even if you hope
Karrnath is notable for its Grand Duchy of Atur. This it’s merely a stratagem in a longer game? Or do you
believe Kaius is squandering Karrnathi might and
MATTHEW JOHNSON
28
Chapter 3: Nobility of Galifar
Thrane Theocratic Rule
Even before becoming Following the death of King Thalin in 914 YK, Thrane
Thrane under Galifar I, officially became a theocracy led by the Keeper of the
the city-state of Daskara Silver Flame and the Council of Cardinals. The lands
was devoted to worship once held through the crown were now considered the
of the Sovereign Host, property of the church, and the church claimed authority
reflecting the influence over most civil and military matters previously adminis-
of ancient Pyrine (and tered by nobles. The roles of viscounts and blood regents
to a lesser extent, Irian). were dissolved and taken over by church functionaries.
Just as Karrnath has Higher nobles were allowed to retain a single manor and
powerful manifest zones estate, but no more.
tied to Mabar, Daskara Many nobles chose to work with the church, helping
has a few noteworthy with the transition and earning a place within the the-
zones tied to Irian, ocracy through faith and service. Others were willing
which inspire hope and encourage faith; notably, one to remain in a decorative ceremonial role—a position
of these zones is in the region where Flamekeep now Queen Diani ir’Wynarn finds herself in today. In theory,
stands. Like Galifar I’s belief in the Wynarn family’s she is the Blood Regent and serves as advisor to the
right to rule, the people of Daskara believed their own Keeper and the Cardinals. In practice, she is largely
rulers were blessed by the Sovereigns and governed ignored. While she smiles at the services she attends,
with divine right. This faith was shaken by their defeats Diani believes that Aureon and Dol Arrah have plans for
at the hands of Galifar’s forces, but he was able to her, and there are loyalists—known as Throneholders—
convince most that his united kingdom was part of who dream of restoring Thrane’s monarchy to its
the divine plan, that their blessed lords were meant to rightful place.
kneel to the Wynarn monarch. Galifar further strength-
ened this by establishing Daskara as the seat of the
Noble Ranks
Grand Temple of the Host, the greatest temple in the The Thrane nobility uses standard ranks, but there
lands. However, divine will was called into question are no viscounts or crown reeves. Only an eldest heir
when the dragon Sarmondelaryx ravaged the newly receives a courtesy title. Thrane nobles can’t create
christened Thrane, killing its prince and burning the titles or take any action that would've once required the
Grand Temple. approval of the sovereign. Most have no authority beyond
These challenges strained the faith of the Thranes, their estates unless they also serve in the church.
but it took the overlord Bel Shalor to shatter it. Neither Playing a Thrane Noble
a prince nor the Sovereigns saved the nation from his
If you want to play an influential character in Thrane,
terror, but a warrior of lowly birth, strengthened by
whether of noble blood or otherwise, the acolyte and
courage and the power of the Silver Flame. In the years
soldier backgrounds are an excellent choice. An acolyte
and centuries that followed, the people of Thrane largely
is the equivalent of a civil servant, and its Shelter of the
abandoned the Sovereign Host and embraced the Silver
Faithful feature gives you the same sort of influence
Flame. Bel Shalor’s forces had destroyed the Grand
among the faithful and within the church that Position
Temple of the Host, and the people chose to replace it
of Privilege gives with nobles. As a soldier, the Military
with the citadel of Flamekeep. This moved the seat of
Rank feature reflects your role with the templars or
the Vassal faith out of Thrane and to the Cathedral of
general army of Thrane; either way, your deeds were sig-
the Sovereign Host in Metrol.
nificant enough that you're respected even by the soldiers
These changes left the nobles of Thrane in an odd
of other nations. What did you do to earn this respect?
position. They had long touted their supposed divine
What was your most noteworthy battle?
blessing, but now their people were shifting away from
Should you wish to play a disenfranchised noble,
the faith that supported it. Many nobles responded to
the Retainer feature (or the Displaced background
this by embracing the Silver Flame, sharing the faith
from earlier in this chapter) is probably a better fit than
of the people, and acknowledging the power that saved
Position of Privilege. Beyond your retainers, your family
their nation. Others sought to balance both traditions;
still has an estate you can return to, but they have little
after all, even if the Grand Temple was never rebuilt,
influence or resources to spare. As a noble of Thrane,
the faith of the Silver Flame didn’t actually deny the
are you devoted to the Silver Flame, supporting the
possibility the Sovereigns might exist and might have
nation’s new direction? Or are you a bitter Throneholder
blessed the noble lines. And a few nobles clung bitterly
determined to restore the old order? For a more dra-
to the old ways, refusing to acknowledge the new faith
MATTHEW JOHNSON
29
Chapter 3: Nobility of Galifar
Succession, Inheritance, and Resurrection Q’barra: New Galifar
How does the Code of Galifar handle succession and inheri- In the early years of the Last War, Ven ir’Kesslan of
tance when a noble dies … and then comes back? Sharn: City Cyre founded the first human settlement in the land of
of Towers establishes that the Code of Galifar doesn’t consider Q’barra. Ven, who was once duke of the Dollen region
undead to be citizens, and undead nobles can’t hold property. of Cyre, named his colony New Galifar and declared his
However, in a world with the revivify spell, it’s extreme to say intention to recreate the noble model of Galifar in this
that if someone is dead for less than a minute, they lose all untamed land. The former duke thus became the first
their privileges. With this in mind, the common practice in the king of New Galifar, despite not being tied to the Wynarn
Five Nations is to observe a two-week grace period while the bloodline. The few counts who had supported his cause
soul of the dead person is passing through Dolurrh. During
were named dukes, and wealthy donors who had funded
these two weeks, they aren’t legally dead. A dead noble’s heir
may immediately take up office to ensure the system keeps the expedition became counts.
running, but a noble raised from the dead during that time Today, New Galifar remains small, though actively
retains all their rights and privileges. expanding. Newthrone is the royal seat, and the only two
On the other hand, after a person has been dead for two actual duchies are Whitecliff and Adderport. Nobles who
weeks, they’re legally dead, and the laws regarding inheri- rule small villages hold the generous title of count, though
tance and succession come into effect. A noble returned to such domains would barely justify a crown reeve in the
life after this period is considered to be a new person with Five Nations. Most Q’barran nobles are “claim lords”—
no claim to their old titles or property. So if Queen Wroaan they’ve been granted titles and parcels of land by the King
ir’Wynarn were brought back to life, she wouldn’t displace
of Q’barra, but they haven’t actually claimed or cultivated
King Boranel, though in recognition of her deeds, she might
be granted quarters at the castle and a courtesy title like those lands. Adderport and Newthrone together have a
“Queen-Posthumous.” kingdom’s worth of dukes and counts, but most only rule
over a handful of retainers and a small city estate.
A Q’barran title currently means little in the wider
Other Nations world, and it’s unlikely that a Q’barran noble would have
While most other nations of Khorvaire have their own a Position of Privilege unless through another office,
unique traditions of nobility, a few have inherited elements such as being an appointed ambassador. With your DM’s
from Galifar, and these are briefly addressed below. approval, your character could be a claim lord, regardless
If you want to play a character who wields great of your actual background; as such, you have a title and
power within one of these nations, keep in mind that the some influence when you’re actually in Newthrone, but no
noble background’s Position of Privilege feature reflects real significance elsewhere. While this wouldn’t give the
a broad recognition of your authority—an authority you benefits of a Position of Privilege, your king could direct
likely don’t have outside your region. So if you wield you to perform services in the name of New Galifar.
great power within a Lhazaar principality but don’t have
any influence beyond it, the sailor or pirate background
Valenar
might fit better than the noble one. Your background As far as the outside world can tell, the Valenar warclans
feature usually reflects the aspect of your background known as the Host of Valenar seized the lands of eastern
that you want to most regularly come into play; but if you Cyre, drove out the Cyran nobility, and replaced them as
just want to have an interesting story hook about your feudal overlords. High King Vadallia granted the fiefs to
noble heritage, even if it might never come up in the cam- his war leaders, so there is a Count of Moonshadow and a
paign, that simply requires the approval of your DM. Duke of Pylas Maradal. However, this was largely a show
for the rest of the world; the Valenar have never cared
The Eldeen Reaches about holding land or titles, as the ancestors they emulate
The Eldeen Reaches seceded from Aundair in 958 YK, didn’t rule petty fiefdoms. The Valenar nobles are rarely
and its people swore their fealty to the Great Druid found in their supposed domains, and Khoravar immi-
Oalian. The Eldeen Charter affirmed that the land grants (including many from House Lyrandar) administer
now belonged to the Eldeen people and that the titles justice and civil services in the name of Valenar.
and claims of the nobility of Aundair were no longer There’s little logical basis for using the noble back-
recognized. Many nobles weren’t in residence at the ground for a character from Valenar. Being the Count of
time (which was part of the reason for the secession). Moonshadow won’t get you the benefits of a Position of
Others fled to Aundair, becoming the Lost Lords. But a Privilege in the wider world. If you want to be a person
few chose to stay with the people and to start a new life, of influence among the Tairnadal, the soldier back-
working to be good community leaders even without the ground carries far more weight than a noble title. If
titles and privileges of their former lives. you want to be a former Cyran lord yearning to reclaim
Because of the time frame, a human adventurer likely your lands, you could take the Displaced background
wouldn’t have held power in the Eldeen Reaches before from this chapter or the Retainers feature (bearing in
the uprising. But as an elf or Khoravar, you could easily mind that Valenar was seized forty-two years ago), or
have been a noble in what is now the Reaches. Are you a you could choose another background and simply work
Lost Lord hoping to reclaim your birthright? Or have you with your DM to establish that your family has claim to
embraced your new nation and worked to strengthen it? a title in Valenar.
30
Chapter 3: Nobility of Galifar
Zilargo Cyre of the Five Faces
As described earlier in this article, when the forces Casual students of history may be confused by the
of Galifar advanced to conquer the lands beyond the contradictory accounts of the namesake of Cyre. In
Howling Peaks, they were met by gnome negotiators. some accounts, Cyre ir’Wynarn was Galifar’s oldest
After lengthy discussions and a wide array of Zil offers daughter, mere minutes ahead of her twin sister
and enticements (many of which were later discov- Aundair. In others, Cyre is described as Galifar's
ered to favor the gnomes more than they originally youngest son, who ruled as king after his father
appeared), Galifar recognized the region of Zilargo stepped down. Both accounts are true; as Princess
as the Grand Duchies of Korranberg, Trolanport, and Cyre, her vision of unity shaped her father’s kingdom,
Zolanberg. The region was governed by triumvirate with and as King Cyre, he ascended to his throne.
a representative from each duchy. While ostensibly part Galifar's twins, Aundair and Cyre, were the most
of Breland, their status as grand duchies allowed them mystically gifted of the Wynarns. Aundair specialized
to largely remain autonomous. However, “grand duke” is in evocation and conjuration; she negotiated with celes-
a symbolic role that the Zil largely ignore, except during tials and fiends, and brought down her enemies with
special interactions with nobles of Galifar. The actual storm and fire. Cyre was devoted to divination, illu-
positions of authority within Zilargo are elected offices, sion, and transmutation; their interest was always in
though these elections are often decided by vast webs of understanding the true nature of a thing and exploring
intrigue. In practicality, the Triumvirate, the Councils of the ways it could be expressed. Where Aundair was
Nine, and the Trust actually maintain the nation. bold and often reckless, Cyre was thoughtful and
In the wake of the Treaty of Thronehold, the empathetic. The Cyran national motto is “What our
grand dukes are even more toothless than they were dreams imagine, our hands create”—and this was Cyre
before. To this day, heirs of the three noble families ir’Wynarn’s motto long before it was the nation’s. They
in Zilargo—the ir’Korrans, the ir’Trolans, and the sought to understand the people of the Five Nations,
ir’Zolans—happily compete for the title of grand duke and it was Cyre’s vision of all five working together—of
with elaborate duels and games; once a winner is harnessing the best in all of them—that drove both the
chosen, they hold extravagant coronations … then development of the nation and the foundation of the
they repeat the process again a year later. While united kingdom of Galifar.
these families are among the most powerful families Cyre’s mastery of transmutation was unprecedented
in Zilargo, the title of grand duke is considered little in the Five Nations. Their greatest creation was Cyre’s
more than a toy. Mantle, which used principles of transmutation and
divination both to alter the form of the wearer and
Notable Nobles imbue them with new knowledge. Cyre didn’t use the
mantle as a disguise, but to create unique personas
In developing Eberron, we chose not to create a heavy reflecting different aspects of their identity. Their
burden of history, freeing each DM to add details subjects grew used to the “Five Faces of Cyre,” and
that are important for the story they want to tell. The Cyre considered each face to be as much their true
precise details of the thousand-year history of Galifar nature as the one they were born with. Few who knew
don’t matter in most campaigns! If you do find yourself Cyre were surprised they chose to rule as King Cyre;
wanting to create historical events, the Untold History this face's confident, decisive persona embodied his
table in chapter 1 of Exploring Eberron can help. strongest leadership qualities. After his coronation,
For further inspiration, this section presents stories King Cyre used the mantle less often; he wanted the
of six members of the royal family: kings, queens, and people to have a clear and consistent image of him as
princes whose deeds are still celebrated or cursed king, and only used other personas in private or with
in the present day. However, their stories intention- close advisors.
ally exclude dates; Cyre and Galifar the Dark are Those who are familiar with changeling cultures
already loosely set in canon, but the other characters may recognize elements of traveler philosophy in
are designed to be dropped into the untold history of Cyre’s use of personas. While the truth is buried
Galifar wherever you need them to be. The story sug- beneath centuries, some tales relate Cyre’s great
gests that the Sun Queen inspired Tira Miron—but respect for the Children of Jes as he helped them estab-
was Queen Hala the daughter of Galifar the Dark, or lish havens across the united kingdom. In some of
was she still alive when Tira first took up her sword? these tales, Cyre didn’t actually create Cyre’s Mantle,
These characters serve as examples of what the but received it as a gift from the Traveler. Whatever
rulers of Galifar could be: scholars, paladins, tieflings, the truth, both Cyre’s Mantle and some of his advisors
traitors. Each one suggests ways their stories could disappeared after the king’s natural death; various
matter—how adventurers might encounter their relics legends tell of the mantle being used at various points
or tales in the present day. in history, but its current location remains a mystery.
31
Chapter 3: Nobility of Galifar
Prince Dyran ir’Wynarn: how they would die. But while these eerie gifts and his
cold demeanor earned Galifar his sobriquet, he was a
Clever Dyran good ruler who strengthened the bonds between the
Dyran ir’Wynarn was a Khoravar born of the Duchess Five Nations. He reinforced the Galifar Code of Justice
of the Duskwood and the King of Galifar. As a child, and overhauled the calendar, establishing the Year of
he spent much time on his mother’s estates; Cyrans the Kingdom system still used today.
whispered that he was visiting his grandmother, an Aberrant dragonmarks were rarer in Galifar II’s
archfey whose domain lay on the other side of the time than in the present day. If Galifar the Dark’s “gift”
Duskwood. Whatever the truth, there is no question was an aberrant dragonmark, it was a strong one.
that Dyran was remarkable. When he was appointed He may have done research into these marks during
as governing Prince of Aundair, he was an Enchanter his reign; it’s possible he sheltered other aberrants or
of the Third Circle; many believe that his true power developed focus items for aberrant marks. If aberrant-
was greater still, but he chose to conceal it. Dyran marked adventurers in the present day could find
was a brilliant orator, blending natural charisma conclusive evidence of Galifar’s mark—or a cache of
and supernatural gifts. He strengthened the Arcane journals or tools—it could have interesting repercus-
College considerably during his reign, but his life’s sions for House Tarkanan and the Twelve.
work was tracking down and identifying Thelanian
manifest zones, evaluating obscure tales and walking Queen Hala ir’Wynarn:
forgotten paths. Aundairian bards know countless the Sun Queen
tales of Clever Dyran—how he won the crown of the
Count of the Barren Marches, danced with Lady As fourth child of the king, Hala ir’Wynarn never
Perilous in the Palace of the Moon, and stole arcane expected to be Queen of Galifar. She devoted herself to
secrets from the Mother of Invention. Some say he Dol Arrah, studying the arts of war and vowing to live a
surely could’ve stolen the throne of Galifar from his virtuous life; when she came of age, she was appointed
human brother Dolan, except Clever Dyran had no Princess of Thrane. Soon after, cruel fate slew Hala’s
desire to rule. He disappeared when he was 111 years older siblings and placed her on the throne of Galifar.
old; the tales say he surely went to claim a seat in the She began her reign by purging corrupt elements within
Palace of the Moon, and he might still be there today. the royal court and the army of Galifar. She quickly
While the details aren’t known to history, Prince turned her attention to the ongoing conflicts in southern
Dyran certainly negotiated with many of the archfey of Cyre and western Breland, and insisted on personally
Thelanis, both on his own behalf and for the good of his leading campaigns against ogres and worgs. The young
nation. If found, Dyran’s journals could provide insight Sun Queen was particularly celebrated by the common
both into Thelanian manifest zone locations and secrets folk of Breland and advanced the borders of that nation.
of the archfey; perhaps he made bargains that could still When Hala was twenty-four years old, stories say
be invoked today. His vaults surely included treasures of her younger brother convinced her to pursue a grander
Thelanis, and an unusual trinket could turn out to be a threat than a mere ogre or troll. At that time, Sora
fey heirloom of Clever Dyran. Maenya had been credited with destroying several
small villages on the edge of Aundair. Hala led an elite
King Galifar ir’Wynarn II: force of trackers and hunters into the Towering Wood to
finally end this threat … but she never returned. As Hala
Galifar the Dark had produced no heirs, her brother claimed the throne
Young Galifar II was born in Vult, on the darkest night when she was finally declared to be dead. Today, Hala
of Long Shadows. The common story says that both his ir’Wynarn remains a legendary champion and an inspi-
mother and the attending Jorasco chirurgeon were found ration for paladins, and Tira Miron was likely following
dead in the birthing room, the silent child still cradled the example of the Sun Queen.
in his mother’s arms. The servants whispered that the Only Sora Maenya knows Hala’s final fate; it’s pos-
child was cursed, that plants withered in his shadow. sible the hag still has Hala’s arms and armor, or they
But it seemed Galifar could sense those who carried might be hidden somewhere in the Towering Wood. A
death in their heart; when a would-be assassin sought to gruesome possibility is that Maenya has bound Hala’s
kill King Cyre, the boy called out the killer’s name and soul and has the queen’s skull among her trophies;
the assassin fell dead at Cyre’s feet. While others still adventurers could be charged to recover the relic and
feared the prince, Cyre embraced him and the two were finally allow Hala to rest.
inseparable until Cyre’s death.
This is a popular legend, but as with so many ele- Queen Marala ir’Wynarn:
ments of history, the concrete facts are shrouded in the Hand of Aureon
mystery. Many scholars believe Galifar was a tiefling
with ties to Mabar; others credit his powers to a con- Serving first as Princess of Aundair then ascending to
cealed aberrant dragonmark. It’s said that when Galifar be Queen of Galifar, Marala ir’Wynarn devoted herself
the Dark looked at someone, he knew exactly when and to strengthening the Arcane Congress, but also to
improving schools and universities across the united
32
Chapter 3: Nobility of Galifar
kingdom. Many of Galifar’s traditions of education are
the direct result of Marala’s efforts, leading the people to
Using the Nobility
call her the Hand of Aureon. As with any element of lore, a key question remains: why
In addition to her public works, Queen Marala took does any of this matter? Why should player characters
great pride in her personal library, collecting tomes care about the laws of inheritance or the difference
from across Eberron. Her library included rare texts between a grand duke and an archduke? Here are a few
and spellshards from Aerenal and Ohr Kaluun, and even examples of how the traditions of nobility might affect a
a massive codex written by a Cul’sir wizard of ancient character’s story.
Xen’drik. Tales say her library was hidden in an invisible
Assault on Atur. An adventurer who follows the Blood
tower, which modern scholars believe was probably a
of Vol could have ties to the Grand Duchy of Atur.
variant of the magnificent mansion spell. She died under
The grand duke fears that the warlords are preparing
mysterious circumstances, and her trove of texts wasn’t
to formally conquer the duchy and assimilate it into
accounted for in her will; it’s quite possible her invisible
Karrnath. Can the adventurers prevent this conflict
tower is still out in the ether, waiting to be found.
from occurring?
Climbing the Ladder. The adventurer is involved in a
King Sarath ir’Wynarn: romance or business affair that can’t proceed unless
the Serpent King the character acquires a title (even if it’s just a cour-
Sarath, Prince of Breland, was last in line to ascend tesy title). What can they do to gain status?
the throne of Galifar … and yet, one by one, his four Common Ties. If a commoner character is from the Five
older siblings fell to misfortune. In The Serpent and Nations, they grew up in the domain of a noble. Who
the Crown, playwright Miala Shol claims Sarath was their lord? What’s the adventurer’s relationship
orchestrated all of these deaths, even working with with them? Were they a fair ruler the party might try
a shapeshifting fiend to clear his path to the throne. to help or seek as a patron? Or does the adventurer
Sarath’s culpability in the earlier deaths is conjecture, want to expose the noble’s cruelties or crimes?
but when his final sibling—Laeran, a Khoravar—took Iron Hand. For service to the crown, an adventurer is
the throne, Sarath stepped into the spotlight. Sarath granted a title and domain … but this land was seized
asserted that no half-elf could claim the mantle of during the war, and the adventurer is expected to
Galifar, and though Laeran was well-loved in Thrane quell the ensuing unrest. How will they handle this?
and Aundair, Sarath succeeded in poisoning the minds Can they justify and enforce their sovereign’s claim to
of many. While Laeran’s Khoravar blood was an early the region?
pretext, Sarath amplified other fault lines that had Juggling Act. When a noble character comes into their
formed in the kingdom over the centuries, using the inheritance, they’re suddenly responsible for main-
anger and frustration of the people to strengthen his taining their domain. How will they balance this with
position. These schemes ultimately brought down their adventuring life? Will they find a steward to
Laeran and set Sarath on the throne—but in the end, administer the lands in their name? And if so, can the
Sarath reaped what he had sown. The fires of hatred steward be trusted? Will they abdicate the title to a
that Sarath had lit continued to burn. Uprisings younger sibling?
sparked across Breland, and his reign was finally Lost Title. Perhaps an adventurer’s family used to hold a
brought to an end by a swift civil war led by the arch- title or land within a nation, but lost it due to treason,
dukes of Thrane and Aundair. war, or treachery. Does the character want to reclaim
Sarath is just one example of the many Wynarns who their title? If so, what would it take?
placed personal power and ambition above the public
good. His short reign is surely invoked by the Swords of Villains and the Law
Liberty and others to demonstrate the monarchy does Many questions can arise when a DM is designing
more harm than good, and the poisonous lies he spread an adventure around an aristocratic antagonist. How
are still told by those who hate the Khoravar. much freedom do individual nobles have, and how
A critical question is whether he was working with much does the nobility vary between regions and
the Lords of Dust, as Miala Shol suggested in her nations? If a noble behaves badly, why do adventurers
play. Bel Shalor revels in the suffering of innocents, need to respond instead of their feudal lord? (And
and Eldrantulku would delight in a brother murdering even when a noble isn’t behaving badly, but there’s a
his siblings and sowing strife across his kingdom. It’s problem in their domain, why aren’t they dealing with
quite possible that Sarath claiming the throne was a it instead of the adventurers?)
crucial point in the Draconic Prophecy, and securing The answers to these questions can vary dramatically
the power of the Serpent King was a victory for one of based on the story you want to tell. Eberron is designed
the overlords—but did Sarath’s fall undo that triumph, for stories across a spectrum from pulp adventure to
or was this just one piece of a plot that'll finally come noir intrigue, and every adventure falls somewhere in
to fruition in the present day? between the two.
33
Chapter 3: Nobility of Galifar
Pulp and Noir Villains The Broken Ladder:
Pulp adventure thrives on over-the-top nefarious villainy. Adventurers and the Law
This is why Eberron includes villains like the Order of Continuing with that last example, let’s say your cam-
the Emerald Claw; when adventurers encounter the paign revolves around the villainy of Bad Lord Boggle.
Emerald Claw, they don’t have to stop and think about it, The players decide to call on the duchess and demand
because they know fighting the Emerald Claw is the right she do something about the situation. It’s possible this
thing to do. So if the local noble is a pulp villain, they is exactly what they should do—if the system works.
should be clearly terrible. They should be starving their Perhaps if these brave adventurers can reach her with
people, hanging dissenters, or holding Human Sacrifice proof of what’s going on, the duchess will arrive with an
Night on Tuesdays (but only if you know your players are army, bring down Boggle, and reward the adventurers
comfortable with these themes! See chapter 10 for advice for their actions. That’s the pulp scenario; the problem is
on covering this during session zero). now solved, justice is restored, and we can ride off into
By contrast, noir intrigue thrives on shades of gray, the sunset knowing the people of Boggleton are saved.
uncertainty, and questions that have no simple answers. On the other hand, one of the basic principles of
If your noble is a noir villain, they might still be hanging noir is that the system is unreliable—either corrupt,
villagers—but it’s because they lost their children to an incompetent, or simply lacking power. In a story like
Aundairian attack in the Last War, they’re convinced that, the duchess could be Boggle’s mother, or perhaps
there are Aundairian spies in the village … and they might she’s taking a cut from Boggle’s heavy taxes. When the
be right. If the noir lord has Human Sacrifice Night, it’s adventurers come calling, she may refuse to hear their
because the town is on a manifest zone to Thelanis and if complaint … or worse yet, accuse them of treason—
they don’t sacrifice one person, five more innocent people slandering a peer of the realm!—and threaten to arrest
will die. The noir lord may be terrible, but are you so sure them. Even if the duchess is a virtuous noble, she might
that if you remove them, the next lord won’t be worse? not listen to a random group of adventurers. She may
not know if the adventurers have a reliable reputa-
Plausible Villains tion—they could be just a bunch of armed vigilantes
Regardless of where your adventures fall on the pulp
and professional tomb robbers. Are they all from the
versus noir spectrum, adventures are most entertaining
local nation, or might some of them be enemy spies?
if they feel plausible. At the same time, you don’t want to
Do they have one of those untrustworthy warforged?
get mired in being “faithful” to lore—it’s there to inspire
(It’s a well known local fact that the duchess hates
you, not prevent you from telling a good story. As DM, if
warforged because of that incident at Orcbone at the
your story needs a noble to act in a manner that seems
end of the war.)
un-Galifaran, here are a few ideas for how to justify it.
In situations where a noble should be dealing with
The Grand Duchy. Palatinates are largely independent, a problem but you want the adventurers to have to deal
and grand dukes can ignore traditions and override with it on their own, the Why Can’t the Duke Help
the laws of the land. There’s not very many of them, table provides excuses (which work just as well for
but if you need a noble who’s acting openly against the counts and kings!).
Code of Galifar, you can make them a grand duke. If a
grand duke wants to have Human Sacrifice Tuesdays, Why Can’t the Duke Help?
there’s no one to say no. d10 Reason
Welcome to Karrnath. Thanks to the Code of Kaius, 1 The duke is too far away, and time is of the essence!
Karrnath has harsh laws that place near-absolute 2 The duke is in the capital city for the season, and the
power in the hands of each local warlord. If you want steward can’t handle this.
to tell a story about a tyrannical aristocrat, consider
3 The duke is part of the plot or being bribed by the villain
setting it in Karrnath. to look the other way.
The Backwater. If your town has a speaking stone
4 The duke is related to the villain by blood or marriage and
station and a lightning rail stop, people should be able
won’t act against them.
to report the nefarious activities of a cruel noble—and
5 The duke is being blackmailed by the villain.
if things get bad enough, residents can just get on
the train and move. On the other hand, a small town 6 The duke is under some form of curse or enchantment. Is
might not have these things. Perhaps your town isn’t this the work of the villain, or is it completely unrelated?
on the lightning rail, and the stone station closed 7 The duke doesn’t care about the problem. They might be
three years ago—or the stonespeaker is in the pocket petty, ineffective, or simply don’t understand the threat
of Bad Lord Boggle and they only send messages posed by the villain.
that support him. If the adventurers can bring the 8 The duke has recently died. Their heir is too young to
matter to the attention of the duchess, she might do hold office and the steward-regent can’t deal with this.
something about it … but first they’ll have to survive 9 The duke’s being manipulated by an advisor who’s in
three nights in Boggleton, and get the proof they need league with the villain.
to convince the duchess. 10 The duke was the real villain all along!
34
Chapter 3: Nobility of Galifar
Killing Noble Villains justice … but if they kill the reeve, they’ll still be hunted
Imagine the adventurers come to town and discover the down as murderers. Or perhaps the noble’s death would
crown reeve is a cultist and up to no good. Rather than cause the Mabaran manifest zone adjacent to town to
taking this to the count, they decide to terminate the expand and kill everyone. Or perhaps the noble has
reeve with extreme prejudice. What happens next? blast disks (from Exploring Eberron) on a dead man’s
As always, this ultimately depends what type of story trigger. And if the adventurers don’t kill them, there’s no
you’re telling as DM and what you want to happen next. evidence and no justice will be done. This can create an
Everyone is entitled to justice under the Galifar Code, interesting story, but there should still be a satisfying
and that definitely includes the crown reeve; unless the conclusion for the adventurers—even if they can’t get the
adventurers are appointed justiciars, a bunch of random answer they want, can they get an answer they can live
vigilantes killing a noble could end very badly. However, with? Is there an outcome that gives the players pride in
here are a few ways to handle it. having done the best they possibly could? And keep in
Justice with Murder. If the reeve’s crimes are mind that adventurers have free will, so if you set up a
extreme, the evidence is entirely clear, and the public is scenario like this, it’s possible the adventurers will kill
on the side of the adventurers, it’s entirely reasonable for the noble anyway. This isn’t your story, it’s everyone’s
the locals to cover the adventurers’ tracks. Similarly, the story; so if the players say “we don’t care about the blast
law might not care about hunting them down because it’s disks, we’re killing the damn reeve,” are you actually
clear they did a good thing. prepared to go through with it? Or was it a bluff?
Justice without Murder. The reeve has committed Forget it, Jake. It’s Callestan. Depending where the
crimes. There’s tons of evidence. But legally, he should be adventurers are, it’s possible the law simply doesn’t
brought to justice, not killed—and the adventurers would apply there. This isn’t to say that actions won’t have
be aware of the potential consequences, even if their consequences, but the corrupt count and the local watch
players momentarily forget. So as a character lands the might not give a damn whether you kill the crown reeve …
killing blow (or even afterward), you can check in with the though the Boromar Clan, who he was working for, might.
players: “if you kill this noble, you’ll all be on the run from Basically, this is a stylistic question that you should
Sentinel Marshals until you’re hauled in front of Brelish work out with your players in advance. This knowledge
justice … would you like to shift the campaign in that might allow the adventurers to make wise decisions—or
direction, or would you rather knock them unconscious?” enable their players to enjoy making bad ones! Is this a
Keep in mind that in fifth edition rules, a melee attack world in which the player characters can get away with
can be used to knock a foe unconscious instead of killing murder, or will killing a noble in cold blood end with
them. And even beyond that, a downed foe isn’t neces- the adventurers facing justice? The goal of all of this is
sarily dead; as DM, you can give any NPC death saving for people to have fun, and while I’d like to believe that
CAMILLE KUO
throws, allowing the adventurers time to stabilize them. people can have fun without murder, the DM and the
No Justice, No Murder. If you’re going full noir, it’s players need to be on the same page about the kind of
entirely possible the adventurers can’t bring the reeve to game they’re playing.
35
Chapter 3: Nobility of Galifar
Chapter 4: Adding Ancestries to Eberron
here are well over fifty official Make Them Unique
T
playable ancestries in fifth edition, and If the player doesn’t want their character to be part
that’s not counting variants and lineages, of an existing culture or community, they could be
let alone third-party publications and unique: they’re the only tabaxi in Eberron. Perhaps they
homebrew. Eberron has defined roles for were mutated by the Mourning, or they might’ve been
familiar folk—elves, gnomes, orcs, goblins, dwarves, even created by a daelkyr, Mordain the Fleshweaver, or a
gnolls. But how do harengons fit into Eberron? What House Vadalis experiment. Their abilities could result
about kenku or goliaths? “Where does this ancestry fit from the curse of an archfey or exposure to a manifest
into Eberron?” is the most common question I’m asked, zone’s energies. Similarly, an owlin could’ve once been
both by DMs who want to incorporate a new creature the owl familiar of an archmage teaching at Arcanix;
into a story and players who want to use new options. when this wizard died, their last act was to give their
faithful familiar independence and a humanoid form. In
Reasons to Play these examples, the player gets the abilities they want
without the DM adding a new culture to the setting.
There’s room for almost anything in Eberron, but what’s This approach gives the opportunity to explore the
going to make the most interesting story? If a player character’s relationship with their creator: Why did
wants to play an owlin, you could say there’s an undis- Mordain the Fleshweaver create a tabaxi? Was the
covered nation of owlin in the Eldeen Reaches—or the character once his feline familiar? Did the character
character could be an archmage’s owl familiar magically escape from Mordain, or were they released into the
transformed into an owlin. Do you want to add a nation wild, and do they know why?
of these creatures, or do you just need an explanation
for a unique player character? When helping a player fit Small Batch
their character idea into Eberron, my priority is that the The downside to making a character with a unique
elements of the world and their story should both feel sig- ancestry is that they don’t have an opportunity to interact
nificant. While there’s a place for everything in Eberron, with other members of their ancestry. If a player wants
I don’t want to force something that doesn’t add a compel- their character to have connections to other creatures
ling thread to the story I’m telling. So my first goal is to like them, but they don’t want their culture to play a
identify what story my player wants to tell, and how it fits major role in the world, you can take the small batch
with mine. Let’s look at the three most common answers approach. Perhaps an entire village was caught in
to “why do you want to play this ancestry?” the Mourning and all its inhabitants transformed into
tabaxi. Maybe House Vadalis magebred a unit of goliath
Mechanical Benefits supersoldiers during the war; the character escaped, but
Often, the question comes down to “I want my character most of their kin are still held in a secret Vadalis facility.
to use those mechanics.” Why play a tabaxi instead of Or it’s possible there are only a dozen kenku—they were
a shifter? Sometimes, it’s not related to the ancestry’s servants of the archfey known as the Forgotten Prince,
story at all; the tabaxi simply has the Feline Agility trait, and as punishment for a crime, he stole each kenku's
and it’s a perfect fit for the player’s new ranger idea. And voice and exiled them all to Eberron.
there’s nothing wrong with that! But you don’t need to A small batch ancestry is fun because it automatically
add an entirely new culture into the setting—giving them gives you a story hook to work into the game. If you’re
territory and considering their role in both history and one of only twelve kenku, you know them all—are you
the current political balance—in order for a ranger to use working together, or are you rivals? Are you seeking
Feline Agility. Here are a few ways to handle it. revenge against the kenku who betrayed you and your
allies to the prince, or are you the traitor responsible
Reskin Them for their exile? Similarly, if you’re a goliath supersoldier,
You can reskin any statistics and describe them as one what do you do when another goliath asks for help
of Eberron’s existing ancestries. If the player wants the freeing your kin from a Vadalis facility?
traits of a tabaxi but doesn’t mind being part of shifter Being part of a small batch means that you don’t have
culture, you can call the character a shifter. In your a nation or culture to fall back on, but every member of
story, they’re an unusual swiftstride shifter; they can your ancestry is significant. If tortles have a principality
even describe their character as “shifting” when they in Lhazaar, you’re just one of many tortles. But if you and
use their Feline Agility, though it doesn’t grant other your three siblings are actual turtles transformed into
mechanical advantages or disadvantages of shifting. tortles by the Mourning, then you’re the only four tortles
The player gets the abilities they want, but in your story, in the world, which makes you quite remarkable!
they’re part of an ancestry that already has an estab-
lished place in the world.
36
like the gith—a fragment of a previous version of reality
Cats at the Circus? that somehow survived into this one. Either way, the
The Carnival of Shadows is in town! Attendees at the opening player gets to play this character exactly the way they
show marveled at the acrobatic displays of these performers want to, and the DM doesn’t have to bend the setting into
with feline grace and feline features! From a distance, the acro- strange shapes trying to fit this character into it.
bats might be mistaken for shifters, but from the front rows, it
In this situation, make sure the player understands
was clear these remarkable athletes are more fully feline than
our usual fuzzy friends. We managed to speak to the manager, their character is alone in this world: their drow ranger
Halaer d’Thuranni, who informed us these performers are truly from Faerûn can talk about the cultures in their very
miraculous—their troupe of elf acrobats was in Cyre on the forgotten realms, but nobody will have any context for
Day of Mourning, but instead of being slain, they were trans- what they’re talking about, and the drow they meet in
formed by the mists. We hope these acrobats have nine lives, Eberron will be Umbragen and Qaltiar. Usually this isn’t
because they’ve certainly used up their first one! a problem, and the player is more focused on the experi-
ence of the character rather than their culture. On the
other hand, if that’s not the case …
Played Them Before
It’s common for a player to say, “I like playing this Meaningful Place
character in another setting and I want to play them in Sometimes it’s not just about a specific player wanting
Eberron.” They always play tabaxi, and they just want to play a single character of a particular ancestry. Either
to play that character again. In this situation, the player a player or DM might say, “I love this ancestry’s story
usually has a very concrete idea of what tabaxi are like and want it to have a meaningful place in the world.” So
and doesn’t want the DM to change their culture to what are some ways to handle this without rewriting the
better fit the setting. They want to play this character entire setting?
the same way they’ve always played it. They don’t want
to play a Qaltiar drow, they want to play a drow ranger Replace Something
from the Forgotten Realms. Have you ever used the Znir gnolls of Droaam? Do you
Personally, my answer is usually to say, “Okay, your plan to? If not, you could say that tabaxi, not gnolls, are
character has come to Eberron from another world.” The the founders of the Znir Pact. Or if you don’t like goblins,
far traveler background works well for this, representing you could say the Empire of Dhakaan was a goliath
that nobody has ever seen anything like you. This doesn’t empire and the Heirs of Dhakaan are goliath clans. This
mean you have to make travel between settings com- allows you to make use of existing lore and relationships
monplace within your campaign. This character could be with a slight change of focus. The world doesn’t become
a bizarre fluke brought to Eberron by the Mourning, the a cluttered kitchen sink, because you’ve taken something
S. TAPPIN
Draconic Prophecy, or a planar convergence that won’t out before adding something in.
happen again for thousands of years. Or they could be
Previously Unnoticed
When adding the dragonborn in fourth edition, we took
the “they’ve always been there, you just never noticed”
approach. In third edition, the setting already established
the presence of reptilian humanoids in Q’barra and
the tension between them and the colonists. So we just
said, “we previously mentioned lizardfolk, but there are
dragonborn in Q’barra as well; humans just didn’t under-
stand the difference between them.” Then we added
further history, describing how the dragonborn had an
empire that once covered the Talenta Plains and fought
the Dhakaani, but had to retreat to their strongholds in
Q’barra to fight the Poison Dusk. This allows players to
play dragonborn with a homeland to return to, but we
didn’t have to redraw the maps or change recent history.
The dragonborn have always been here, but they are an
isolated culture with little contact with the Five Nations.
The map holds many isolated places that work for
this approach. It’s entirely possible tribes of tabaxi live
alongside shifters in the depths of the Towering Woods,
just as lizardfolk and dragonborn coexist in Q’barra;
it’s up to the DM to decide whether they have a unique
culture that humanity simply hasn’t encountered, or if
they are integrated into the druidic sects. The Lhazaar
Principalities can work for this as well—if no one’s ever
37
Chapter 4: Adding Ancestries to Eberron
met the Cloudreavers in your campaign, you can declare from Fernia, it could be that while in Fernia, your
that they’re goliaths (and always have been). They’re rare people were immortal spirits of flame, but the mystical
enough that people don’t know them in the Five Nations, effect that stranded you on Eberron also stripped you
and they didn’t have a huge impact on the Last War, but of your immortality and much of your power. You might
they have an island, they have ships, and they’re known have been an efreet prince in Fernia—but now you’re
across the Principalities. And Xen’drik is a vast blank just a low-level fire genasi on Eberron.
slate intentionally designed for this purpose, where you
could easily add a loxodon nation in Eberron that no one’s
encountered. (Speaking of loxodons, I’ve also seen DMs
Telling Their Story
place them in the Tashana Tundra or the Frostfell as The basic principles I’ve suggested above can be applied
mammoth-folk, which I think is a great way to use them to creatures from any ancestry. They could be created
and adds flavor to regions that are largely unknown.) by Mordain or the daelkyr, magebred by House Vadalis,
twisted by the Mourning, or discovered in Xen’drik or
New in Town a Khyber demiplane. Or to take a simpler approach,
We took the “new in town” approach when adding the any anthropomorphic creature could simply be an
eladrin in fourth edition. We established that the eladrin unusual type of shifter. I’ve never personally used tabaxi,
lived in feyspires that moved back and forth between harengon, or many other non-Eberron ancestries in my
Thelanis and Eberron. These feyspires usually only campaign. But what would I suggest if a player did want
remained in Eberron for short periods, but following the to play one of these ancestries in my game? Here are
Mourning, they were trapped in Eberron and stripped some stories you could add to your world.
of their defensive magics. As a result, eladrin haven’t
played a more significant role in history because they Aarakocra: the
haven’t been on the Material Plane until now. You can do
the same with any ancestry, saying they were previously
Dragonhawk Battalion
secluded and hidden from the rest of the world but have The dragonhawk is the symbol of Aundair. In the final
been thrust into contact. decade of the Last War, Queen Aurala and her consort
Being new in town allows your ancestry to have Sasik d’Vadalis established Project Dragonhawk, a
a deep culture—and potentially possess magic or cooperative venture between the Arcane Congress and
other advancements that should make an impact on House Vadalis. This program blended cutting-edge trans-
Khorvaire—while explaining why your people haven’t mutation magic with Vadalis magebreeding, permanently
affected Eberron’s history to this point. While others transforming a group of volunteers into aarakocra—avian
may not have encountered your ancestry before, you’re humanoids with the features of dragonhawks. While
a significant part of the story now. For example … Project Dragonhawk was ultimately successful, its
expensive and difficult program couldn’t be replicated
Khyber’s demiplanes are strange and wondrous minia- on a large scale. Nonetheless, the dragonhawks were
ture worlds. An unusual ancestry could’ve evolved in a lauded as symbols of Aundair and of its arcane might.
demiplane without interaction with Eberron—until the Instead of serving in a single unit, most were spread
Mourning fractured the demiplane and caused your among existing forces, serving both as flying scouts
city to be transported somewhere on Eberron. What and celebrated mascots.
was the impact on the world when your city appeared As a member of the Dragonhawk Battalion, you’re
in the world four years ago? If it’s in a remote place— recognized and likely admired throughout Aundair. If
the Shadow Marches, the Eldeen Reaches—it might you choose the soldier background, you served with
not be a problem. But if the city appeared in the Five distinction and your rank is still respected among fellow
Nations, how is that nation reacting? Has this new soldiers. If you’re a folk hero, you may have had trouble
city-state been recognized by the locals? Do your adhering to military discipline, but the people consider
people want to go home, or are you settling in for the you a hero of Aundair. Or perhaps you went into the
long haul? entertainment business after the war, performing feats
Remote regions of Eberron could be threatened by an of aerial acrobatics. Are you still recognized as a living
existential threat. Perhaps your people are from the symbol of Aundair? Or did you let your nation down?
Frostfell, Xen’drik, or Khyber, but you fled to the Five Perhaps you became a criminal, or were otherwise a
Nations. Perhaps an unleashed overlord claimed your grave disappointment; in this case, you might replace any
homeland or a daelkyr drove you up from Khyber. Are background feature with the pirate’s Bad Reputation.
your people content to be refugees, or is your character
determined to rally allies to reclaim your homeland? Centaurs: Horse, Tribex, and Fey
The planes of Eberron could have countless marvelous Fifth edition presents two very different sorts of centaurs:
denizens. Your people may be from Fernia or Kythri, their NPC stat block says they’re Large Monstrosities,
but a planar convergence or conflict within the plane but their playable statistics present them as Medium Fey.
forced you to flee—much like the eladrin and their In my campaign, these are unrelated creatures with com-
feyspires. Have your people been transformed by this pletely different histories and cultures.
experience? If you want fire genasi to be refugees
38
Chapter 4: Adding Ancestries to Eberron
Monstrous Centaurs Whichever path you take, as a centaur character, your
Khorvaire has two distinct ancestries of monstrous ancestry is unusual but not unheard of. Why have you
centaurs. While these use the centaur NPC stat block, left your herd behind and chosen to walk on the hard
you could certainly build a character from one of these roads of the two-footed? You could be associated with
cultures using the playable centaur statistics: one of the druidic sects, carrying out a mission for the
Wardens of the Wood or dealing with threats to Eldeen
Kaan’dar—“Horse People”—are equine centaurs who independence. Or you could just be driven by curiosity;
were nearly exterminated by the Dhakaani Empire as a centaur bard, you could be chasing a song you can’t
during the Age of Monsters. The surviving Kaan’dar quite hear, but you know it’s out there somewhere.
became nomads in the Barrens, allying with the
peaceful Gaa’ran orcs but often clashing with other Changelings: Fey or Humanoid?
chibs. In modern-day Droaam, the Kaan’dar have
Though Eberron: Rising from the Last War presents
forged an alliance with the Daughters of Sora Kell,
changelings as Humanoid, the more recent Monsters
and Maenya’s Fist includes an elite force of centaur
of the Multiverse describes them as Fey instead—and
cavalry. The Kaan’dar have recently begun working
expands their shapechanging to encompass both Small
with House Tharashk, serving as mercenaries with
and Medium forms. Does this mean Eberron’s change-
the Dragonne’s Roar.
lings are fey, and if so, do they come from Thelanis?
Trascalando—“People with the Thundering Hooves” in
Regardless of changeling origins, I’m happy to accept
the Talenta tongue—are a blend of humanoid and tribex
that they can take smaller forms. While it’s a shift from
rather than humanoid and horse. They sport bone
previous rules, it grants changelings greater flexibility—
headplates and short horns, though these aren’t strong
and it means gnomes and halflings are no longer safe
enough for an effective gore attack. The Trascalando
from changeling intrigue.
are nomads who usually travel with herds of tribex.
Though they prefer their isolation and usually have little Native Changelings
interest in the world beyond the Talenta Plains, most In my campaign, the changeling's new fey origin doesn’t
Trascalando bands are friendly toward the Talenta half- impact their previously established history, including their
lings and have a long tradition of trade and storytelling. mythic ties to the Traveler and their historic ties to Ohr
The Valenar incursions have disrupted this long peace, Kaluun. However, changeling history has always included
and the Trascalando are deeply suspicious of elves. the story of their bargain with the Traveler. As they are an
These two peoples are the native centaurs of Khorvaire, ancestry defined by a story, they could be native fey—and
but the other continents may well hold more—either of their chaotic and magical nature causes spells to affect
these ancestries or new ones. Both the Kaan’dar and them differently from humanoid creatures. But they are
the Trascalando are unique ancestries with a distinctive natives of Khorvaire, they have no ties to archfey, and
appearance—they are half-humanoid, not half-human. denizens of Thelanis don’t see them as cousins; they’re
Humans would consider their features to be somewhat just immune to charm person and vulnerable to magic
animalian, especially the horned Trascalando. circle because of their innately magical nature.
40
Chapter 4: Adding Ancestries to Eberron
with elemental binding, and the Arcane Congress and the
Twelve are also intrigued by this field of study. If you’re
Grungs: Marsh and Myre
a wizard, artificer, or sage, you might’ve personally con- Legend says the daelkyr Kyrzin created grungs
ducted the research that transformed you into a genasi, or by fusing orcs and frogs. The Gatekeepers say the
you could’ve been a test subject, voluntary or otherwise. grungs were servants of Kyrzin and deadly foes,
Is the program that created you still active, or was it shut while grungs say the Gatekeepers sought to wipe out
down—or possibly sabotaged by agents of the Trust? their ancestors without cause. There has been a deep
antipathy between the two ever since. Today, grungs
Goblins: Fey Ancestry? live throughout the Shadow Marches in communities
known as pods. Grung mystics use hallucinogens
Much like changeling statistics were updated in Monsters
to commune with a totemic force they call the Myre;
of the Multiverse, goblins, bugbears, and hobgoblins
the Gatekeepers maintain this is Kyrzin, but grungs
gained new fey-related traits (though their creature type
believe the Myre is the collective spirit of the swamp.
remains Humanoid). In my campaign, these traits don’t
While grung pods usually shun outsiders, the
impact on how I present the goblins or their history—my
Aashta line of House Tharashk has forged an alliance
dar have no connections to Thelanis or the fey.
with the sizable Mrrga Pod. In addition to Aashta’s col-
However, trait names aside, I like the new goblinoid
laboration with grung apothecaries—who excel at the
statistics; I’d just explain them differently. The Fey
creation of poisons, antidotes, and hallucinogens—the
Ancestry trait gives advantage against being charmed,
Dragonne’s Roar brokered the services of a few units
and in the case of Eberron’s goblins, this can easily reflect
of grung amphibious commandos during the last days
their disciplined minds. Similarly, the hobgoblin’s Fey
of the war. As a grung adventurer, did you work with
Gift trait significantly expands the benefits of the Help
Tharashk and serve in the war, or did you find your
action; this can represent how goblins work exceptionally
own way out into the world?
well in groups, due in part to instinctive discipline com-
bined with the lingering impact of the Uul Dhakaan.
Harengons: Holondon Holt
Goliaths: the Syrkarn Eneko The sprawling burrow-hall known as Holondon Holt lies
Goliaths—better known as eneko, or Children of the a short distance from the Blackwater Lake, along the ill-
Sand—are found in the Syrkarn deserts and steppes of defined border between the Shadow Marches and what’s
Sarlona. Many outsiders say the eneko descended from now known as Droaam. Harengons have fought off the
the ogres of Borunan and the humans of the steppes. raids of the Gaa’aram orcs for many generations, and
However, the eneko say their roots run deeper, claiming they have a long and bitter feud with the Great Pack of
they carry the blood of giants who roamed the desert the Watching Woods. Though these struggles have kept
long before the rise of any human civilization. Chapter 21 the Holondon harengons from expanding to new com-
of this book presents information on Sarlona, and you munities, Holondon Holt has held against all attacks and
can learn about the eneko in Secrets of Sarlona. continues to thrive. The reputation of Holondon haren-
While the Syrkarn eneko are well known in Sarlona, gons drew the attention of House Tharashk, and in the
they don’t sail and have almost no contact with the people last decade of the Last War, a squad of Holondon scouts
of Khorvaire. As a player character, what has drawn known as the Sar’taashi—Swift Razors—were a cel-
you from your home? If you’re a warrior, you might be ebrated part of the Dragonne’s Roar. However, these bold
searching for ever-greater challenges; if you’re a story- deeds also drew the attention of the Daughters of Sora
teller, you could be researching the truth of a mysterious Kell, who have recently offered the Holt the chance to join
merchant’s tale. Or perhaps you seek revenge after a with Droaam under the oni warlord Drul Kantar. The
loved one was killed by outsiders who sought an ancient Holondon harengons have no great love for Drul Kantar,
artifact—you’ve followed them to Khorvaire, but you fear but they fear that refusing the offer could mark them as
they’re mere agents of a greater power, so you hone your enemies of Droaam, and they've been perseverating and
skills and gather allies while pursuing the truth. drawing out the discussions for as long as possible.
If you’d rather not play an eneko, you could also use The origins of the Holondon harengons are shrouded
the goliath statistics to play a young ogre from Droaam. in mystery. According to their own tales, Holondon
As the runt of the litter, you were always the butt of jokes Holt has been their home for “as long as long can be.”
among your people—but now you’ve traveled east, where However, contemporary accounts from the people of the
you can be the biggest and the strongest. Watching Woods and the Shadow Marches suggest that
the Holt appeared approximately two centuries ago—
recently enough for reliable records, but long enough that
Desert Born
there are no living harengons to tell the tale. Harengons
To reflect the eneko’s adaptation to the desert climate, you can haven’t been encountered anywhere else on Khorvaire
replace the goliath’s Mountain Born trait with the following.
… so where did they come from? One possibility is that
Desert Born. You have resistance to fire damage. You
also naturally acclimate to hot climates and aren’t adversely they fell directly out of Thelanis, much like the feyspires;
affected by extreme heat. perhaps Holondon Holt is an archetypal children’s
story that one day became real. On the other hand,
41
Chapter 4: Adding Ancestries to Eberron
Holondon Holt isn’t far from Blackroot, the infamous There are only a handful of kenku in Khorvaire, and
hall of Mordain the Fleshweaver—could Mordain have each follows a different path. If you’re a wizard, you
transformed a warren of mundane rabbits into haren- must create a marvelous spell; if you’re a rogue, you’re
gons? And if so, does he have any further plans for his likely bound to a more shadowy pursuit. You know your
creations? The harengons themselves have never felt any fellow kenku, but you each have your own task, and it’s
need to find the answer; Holondon Holt is their home, up to you and the DM whether you’re friends or rivals.
always was, and always will be. Perhaps you’ll stumble The kenku warlock could be an interesting outlier, as
on the truth in your travels! your patron might be the Forgotten Prince himself, and
As a Holondon harengon, you may have encountered your task is to monitor your brethren. On the other hand,
the wider world as part of the Sar’taashi or through your challenge might be to become the perfect warlock—
other service with House Tharashk. Are you still serving whoever your patron is initially, you’re expected to find
as a mercenary? Are you hoping to find allies or resources a new and better patron as part of your journey of dis-
that could help Holondon Holt? Or have you left your covery. But in short, your goal is to improve your skills,
burrow behind to search for your own adventures? which you can best do through adventure—and at some
point, to create a unique technique within your chosen
Kenku: Forgotten Exiles field to earn a place of honor in Thelanis.
Once upon a time, the archfey known as the Forgotten
Prince found a clutch of raven eggs. Their mother
Warforged: Full Constructs?
Rules are always evolving. During the early years of fifth
had been slain and the eggs forgotten, so the Prince
edition, designers were reluctant to give player charac-
took them back to the Castle of Lost Things, where he ters any type aside from Humanoid. Thus warforged
raised the ravens as if they were his own children. As were Humanoids, not Constructs; similarly, even though
the ravens grew, they wandered the halls and explored eladrin stat blocks were Fey, their playable statistics
all that was lost. When they came of age, the Prince were Humanoids. Recent books have loosened this
asked them each to prove their unique talents. The restriction; with this in mind, I add the below traits to
warforged characters in my campaign.
first raven sang a beautiful song. The second told an
intriguing story. The third cast a remarkable spell, and
the fourth dueled cleverly with a blade. Yet with each Living Construct
impressive feat, the Prince grew ever more angry. To reflect the warforged's dual nature, you can add the fol-
lowing traits to your warforged character.
For while the ravens presented these achievements Creature Type. You are a Construct.
as their own, the Forgotten Prince recognized them. Living Construct. The livewood and alchemical fluids in
Each was the creation of a mortal of Khorvaire, each your body allow you to benefit from several spells that pre-
abandoned and taken to the vaults of the Castle of serve life but normally don’t affect Constructs: cure wounds,
healing word, mass cure wounds, mass healing word, and
Lost Things. Despite the ravens’ skills, the Prince
GAOZ
spare the dying.
could not abide both the plagiarism and the lies, and
he cast his children out into the world. “Go, and do
not return until you have a true marvel of your own
devising.”
Shaeras Vadallia couldn’t chat with the spirit of Vadallia hand when they smite or reaching through to inspire
about whether to conquer Valenar. However, a patron’s their allies when they cast bless. Spells like augury
voice can manifest in several ways: and divination reflect a more direct interaction with the
spirit, though these are likely still conveyed through
instinct or vision rather than a mundane conversation.
So as a Tairnadal adventurer, you don’t usually talk
directly to your ancestor. Instead, you regularly ask
yourself, “what would Vadallia do in this situation?” And
when you do, you truly believe she guides you through
instinct. And as a DM, you could signal something impor-
tant to a Tairnadal character via their instincts: “you have
a really bad feeling about that Deneith soldier” or “you
feel a strong desire to test this minotaur’s strength.” You
might even describe a specific vision the character has,
but these moments are rare and remarkable.
Tairnadal Burial
Tairnadal culture is nomadic. They’re effectively always engaged
in battle and on the move, and they don’t particularly value phys-
ical monuments. Likewise, they don’t place much importance
on corpses—they’re far more concerned with that person’s
spirit, and they believe that spirit can live on through devoted
followers. For revenant blades of Cardaen, Cardaen’s spirit is
with them at all times; it doesn’t matter where his bones are.
Because of this belief, Tairnadal burial practices are more
practical than religious in nature. The common practice is to
burn the dead, then to collect ashes, teeth, and slivers of bone
that survive the fire. You don’t want to leave something behind
that an enemy could desecrate—but beyond that, these rem-
nants can be carried by other members of the fallen elf’s
warband and possibly passed on to the Keepers of the Past. A
mere sliver is enough to serve as a beacon to their spirit, and
these relics are often embedded in the zaelshin tu amulets
discussed in “Trappings of a Revenant.”
45
Chapter 5: The Tairnadal Elves
Keepers of the Past fully understand. Given the long lifespan of the elves,
it’s not unreasonable for you to plan on spending a few
The elves of ancient Xen’drik didn’t emulate their ances- decades on your quest before returning to your people.
tors as the Tairnadal do today. The people were devoted Ultimately, as a Keeper of the Past, your purpose in
to their legendary champions and swore to preserve your adventuring party includes helping your friends
their memories, but it wasn’t until later that some elves achieve their full potential. You seek to preserve your
gradually came to believe that the ancestors were still ancestors, but that’s in part because that ancestral guid-
with them, that it was possible to hear the voices of the ance helps Tairnadal become heroes themselves. Even if
ancestors and call on them for guidance. These elves you’re traveling with non-elves, you may still feel driven to
were the first Keepers of the Past—the clerics and help them become the best versions of themselves.
priests of the Tairnadal—and over time, they evolved
rituals for recognizing the bonds between living elves
and their patrons, developing the path of the revenant.
Tairnadal Without Ancestors
Unlike revenants who emulate a single patron The Keepers of the Past aren’t selected by any one
ancestor, the Keepers of the Past can hear all the ances- ancestor; as described earlier in this section, a central part
tors and potentially channel any of their gifts. Keepers of their role is their ability to hear many ancestors. But are
don’t work to preserve one ancestor; they strive to there other Tairnadal who don’t have a patron ancestor?
protect all ancestors and ensure all Tairnadal benefit Most elves receive an ancestor at around 60, after
from their gifts. Despite their central role in Tairnadal they undergo a few decades as zaelantar. If you’re a
society, however, the Keepers of the Past are guides, Tairnadal elf of this age (who doesn’t have the gift
not rulers. As such, the Tairnadal culture isn’t truly a of the Keepers) but you haven’t been chosen by an
theocracy; though its foundations rest on a shared faith, ancestor, you essentially haven’t “graduated” yet—so
the Tairnadal are formally led by lords known as shan work another decade as zaelantar and try again.
(discussed in the “Tairnadal Hierarchy” section). Your fellow Tairnadal would assume that if you’re not
In addition to their religious duties, Keepers of the picked, it’s because you haven’t yet displayed enough
Past often serve as entertainers; one of their duties is to value to be chosen; though you’re a disappointment,
share the stories of all the ancestors and ensure they’re that doesn’t mean you deserve to be shunned. You
remembered. simply need to go back to work and do better.
Though highly unusual, it’s possible that a particular
Creating a Keeper of the Past elf might not be picked because all the ancestors wanted
Eberron: Rising from the Last War suggests Nature them and couldn’t reach an agreement. Perhaps the
and War as cleric domains for the Keepers of the Past, Tairnadal have a tale of the elf who was thought to be
and these are sound choices for Keepers who choose to shunned by the ancestors, but who was in fact the most
ride with a warband. But for those who live among the exceptional of all—or perhaps they’ll tell that tale about
zaelantar (see “War and Peace”) and guide the young, your player character! But in the overwhelming majority
there are other options. The Knowledge domain reflects of situations, an unpicked elf would simply continue on as
a Keeper who can draw on the memories of the ances- zaelantar until an ancestor eventually chose them.
tors, with Knowledge of the Ages reflecting channeling
an ancestor’s skill. Alternatively, the Life domain fits Ancestors of Legend
the priest who sees all Tairnadal as their children and When deciding on your character’s patron ancestor, there
strives to protect them all. When playing a Keeper of the are dozens throughout elven history who might choose
Past, consider attributing different spell effects and class your character as a revenant. The “Creating a Patron”
features to specific ancestors; you may call on Vadallia to section gives ideas for how to create your own patron
inspire your allies with bless, while you ask Cardaen to if you’d like them to fit a particular mold—a legendary
smite them with a guiding bolt. Neither of these ancestors archer, a perfect paladin—or you can draw inspiration
have power on their own, but they can act through you. from one of the patrons presented below.
A Keeper of the Past could also be a bard, likely of the
College of Spirits; again, the primary role of the Keeper is Vadallia: Queen of Swords
to inspire others and to share the stories of the ancestors. As described in Dragon 407, “Vadallia was one of the
When you play a Keeper of the Past as a player finest warlords of the Age of Giants. She was a gifted
character, it’s reasonable to ask why you’ve left your equestrian and a deadly warrior, but her greatest talents
people. Your duty is to guide and inspire the Tairnadal were her grasp of strategy and her ability to inspire others.
and to preserve the memory of the ancestors; how She united rival clans and convinced stubborn heroes to
are you doing that by walking among strangers? join together beneath her banner. She was driven by her
Especially if you’re a young Keeper, it’s possible you’ve passion and her love of the elven people, yet her love was
been given a sacred quest. Perhaps you’ve been sent to tempered by a lack of compassion for any other creature
recover an artifact of one of the ancestors, or to learn except her horse.”
the final fate of a champion who disappeared in the Personality. The Tairnadal expect Vadallia revenants
Age of Monsters. Or perhaps you’ve been given a quest to be leaders, inspiring their comrades and devising clever
by the ancestors themselves, a vision you don’t yet strategies to defeat their enemies. While Vadallias are
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Chapter 5: The Tairnadal Elves
expected to be utterly devoted to their warband and their contains spells he never shared with others. His staff
people, they are known for ruthless expediency with was a powerful magical weapon, and it is also lost to
enemies. This can be seen in the actions of High King time. Over the centuries, explorers and scholars have
Shaeras Vadallia, who betrayed Cyre’s trust and seized occasionally found spell scrolls written by this great
what's now Valenar … but in so doing, brilliantly secured wizard, and one might surface in Xen’drik or elsewhere.
the land for the elves. If you play a Vadallia revenant, do
you agree with Shaeras’s decision and believe Vadallia Falaen: the Silence
herself would’ve done the same thing? Or do you believe Falaen was the deadliest assassin of the Age of Giants,
the High King’s actions show him to be an imperfect known as “the Silence” both for her skills at stilling
avatar of the Queen of Swords? tongues and for her taciturn persona. Much about her
Character Options. Vadallia revenants are typically is a mystery, as suits a figure who lived in the shadows.
martial characters. A Battle Master fighter might high- Falaen grew up among the drow and was trained to
light her strategic brilliance, while an Oath of Veneration kill her own kind; most stories say the drow took her
paladin (presented later in this chapter) showcases her after they killed her family, but some maintain she
skill with horses and in inspiring allies. was at least part drow herself. What's certain is that
Artifacts. It’s said that one of Vadallia’s eyes was she turned against the drow and their giant masters,
a diamond through which she could see glimpses of and that during the Silence’s war in the shadows, she
the future. Her double scimitar is also a legendary brought down countless drow and struck deep inside
weapon, and would be a remarkable artifact for a rev- enemy lines.
enant to discover. Currently Shaeras Vadallia is seen Personality. By all accounts, Falaen was ruthless but
as the predominant avatar of the Queen of Swords, never cruel; she viewed her work as necessary but took
but someone who acquires one of these might be able no joy in killing, and her revenants usually share that
to challenge the High King. perspective. She was endlessly patient, and similarly,
her revenants sometimes wait weeks or months until
Cardaen seizing the perfect moment to bring down their prey.
Dragon 407 paints Cardaen as “an arcane prodigy, Unlike many Tairnadal, Falaen revenants usually avoid
raised by giants and taught to love magic above all else. horses, as she had no love for the creatures.
In his early life, he was completely absorbed with study. Character Options. Falaen revenants tend to be
He had no interest in how the rituals he crafted were Assassin rogues or Gloom Stalker rangers, but some
used; he simply sought to push the laws of magic to their follow other paths. While a Tairnadal warband might
limits. After Vadallia’s death, he realized that magic was have a single Falaen revenant who serves as a Scout
pointless if it didn't have purpose. He dedicated his life rogue, there are also several “Silent Bands” comprised
to vengeance, hunting down and punishing those who entirely of her revenants, specializing in long-term
brought suffering to his people.” covert operations.
Personality. Cardaen is widely considered to be one of Artifacts. Falaen specialized in two light blades,
the greatest elf wizards of history, commanding respect and either her weapons, her mask, or her legendary
from the Aereni and Tairnadal alike. Some Cardaens are cloak of shadows would be prized artifacts for a rev-
cold and dispassionate, while others see beauty in magic, enant to recover.
but all are known for their intellectual pursuits. Some
Tairnadal say that to be a true revenant of his, an elf must Taeri
begin with an innocent love of magic and be hardened by Where Vadallia was known for her strategy, Taeri is
a terrible loss. Following his legacy, Cardaen revenants celebrated for his sheer prowess on the battlefield.
may choose two very different paths—that of zaeltairn or Some scholars liken him to an elf analogue of Dol
zaelantar, war or peace, as discussed in the “Tairnadal Dorn, emphasizing the virtues of courage and skill.
Society” section. Those who choose to be warriors tend Taeri was a master of melee combat in all its forms,
to embrace Cardaen’s vengeful nature in defense of their but he is particularly celebrated as the greatest wielder
people. But others choose the settled life and focus on of the double scimitar who’s ever lived; most modern
arcane research in the few cities of the Tairnadal. While scimitar forms are still drawn from his teachings.
“peaceful” by comparison, such revenants are typically Though renowned for his skill with melee weapons,
cold-blooded in their use of magic. Taeri is said to have never touched a bow.
Character Options. Many of Cardaen’s revenants are While Taeri is exceptional, there are certainly other
wizards and sages, as Cardaen’s greatest strength was his patrons who follow his mold—ancestors renowned for
towering intellect; a Cardaen might focus on developing their courage and skill with a particular weapon, whose
spells and arcane weapons to support the warbands. revenants are always seeking greater challenges to
While it would be unusual, an Artillerist artificer could prove themselves. Quite a few of Taeri’s revenants have
certainly draw inspiration from him. Other Cardaen become patrons themselves: Daealyth was a Taeri rev-
revenants who wield magic on the battlefield could be enant who accomplished great deeds in her battles with
Bladesingers, War wizards, or even Hexblade warlocks. the Dhakaani goblins, while Haetar Taeri fought dragons
Artifacts. Cardaen died in Xen’drik before the exodus, and is one of the primary patrons of the Draleus Tairn.
and his spellbook has never been found; it’s possible it
47
Chapter 5: The Tairnadal Elves
Personality. Many modern Tairnadal stereotypes are
rooted in Taeri’s legacy: he’s known for always seeking
a greater challenge and refusing to take advantage of
a weaker foe. On more than one occasion, he let an
opponent live when they threw down their weapons and
refused to fight him. While celebrated for his skill, Taeri
is notably not known for his cunning; stories tell of him
being outwitted by clever drow, or being the lone survivor
of an ambush that Vadallia would have surely anticipated.
Character Options. Taeri’s revenants could be fighters,
rangers, paladins, or even monks; several legends tell
of a disarmed Taeri defeating his enemies with his bare
hands. However, he's celebrated first and foremost
for his skill with the double scimitar (as presented in
Eberron: Rising from the Last War), and most of his rev-
enants are skilled with that or similar martial weapons.
Artifacts. Anyone who could recover Taeri’s leg-
endary double scimitar would secure a place in song and
story. His chainmail was shattered and scattered, but
many Taeri revenants carry a link of his armor.
a pack of wolves. However, it’s not uncommon for Vaela exist spiritually because of the actions and devotion of those
revenants to leave their warband for a time to learn who remember them.
48
Chapter 5: The Tairnadal Elves
Paladin: Oath of Veneration Ancestral Companion. You call on the spirit of one
of your ancestor’s most treasured allies, manifesting the
At 3rd level, a paladin gains the Sacred Oath feature, spirit as a loyal mount or imbuing an ally with its favor.
which offers the choice of a subclass. This section You cast either enhance ability or find steed as an action
presents a new oath option, which can be played by without expending a spell slot. When you reach 15th
a Tairnadal character or by anyone who channels a level in this class, you add find greater steed to the list of
revered ancestor. spells you can cast in this manner.
Paladins who are called to follow in the footsteps of
a great hero take the Oath of Veneration. The Tairnadal Aura of the Paragon
are the most common culture in Eberron to keep these 7th-Level Oath of Veneration Feature
ideals, taking up arms in hopes of emulating the patron
ancestor assigned to them by the Keepers of the Past. You emanate an aura that evokes the storied history of
However, this path isn't limited to the elves. A goblinoid your patron ancestor, filling you and your companions
warrior might choose to emulate ancient Dhakaani with hope and drive. When you use your Divine Smite,
heroes, or a human of the Five Nations might consider friendly creatures within 10 feet of you can use their
themself the inheritor of Karrn the Conqueror’s will. reaction to gain your ancestor’s favor until the end of
their next turn. Creatures with your ancestor’s favor
Tenets of Veneration deal an extra 1d4 radiant damage the next time they
The tenets of the Oath of Veneration challenge a paladin hit with an attack.
to uphold the legend of a treasured ancestor. When you reach 18th level in this class, the range of
Respect the Past. The deeds and legends of our this aura increases to 30 feet.
ancient ancestors are our greatest treasure.
Emulate Your Patron. Keep your patron ancestor’s
Exemplar Companion
stories alive by reliving their victories. 15th-Level Oath of Veneration Feature
Fight for Your Future. Resist the tyranny your ances- While a creature is affected by your enhance ability
tors devoted their lives to defeating. spell, or while you control a creature that you sum-
moned, animated, or created with magic, that creature
Oath Spells becomes an exemplar companion. Your Aura of the
3rd-Level Oath of Veneration Feature Paragon extends to the area around each exemplar
When you take this oath, choose the following class that companion as if you were in that creature’s space.
best represents your venerated ancestor: artificer, bard, Additionally, when an exemplar companion gains
cleric, druid, ranger, sorcerer, warlock, wizard. When your ancestor’s favor, the extra damage it deals
you gain this feature, choose one 1st-level spell from increases by 1d4 for each spell level higher than 1st
your ancestor’s class spell list. That spell is an oath spell that you expended with your Divine Smite.
for you. When you reach certain levels in this class—
5th level, 9th level, 13th level, and 17th level—you gain
Perfect Avatar
another oath spell of your choice from your ancestor’s 20th-Level Oath of Veneration Feature
class spell list. When you gain a paladin level, you can As a bonus action, you reach your spiritual apotheosis
choose one of these spells and replace it with another and embody your patron ancestor’s spirit completely. You
spell from your ancestor’s class spell list. See the Sacred and your Exemplar Companion creatures gain the fol-
Oath class feature for how oath spells work. lowing benefits for 1 minute:
Additionally, you add the enhance ability, find steed, • You have advantage on all ability checks.
and find greater steed spells to your oath spells. • When you take the Attack action on your turn, you
Channel Divinity can do one of the following as part of that action:
take the Dash, Help, or Use an Object action, or
3rd-Level Oath of Veneration Feature
attempt to shove a creature, grapple a creature, or
You gain the following two Channel Divinity options. escape a grapple.
See the Sacred Oath class feature for how Channel • When you regain hit points, treat any dice rolled to
Divinity works. determine the hit points you regain as having rolled
Ancestral Recall. As a bonus action, you can use your their maximum value for you.
Channel Divinity to call to mind a great deed of your Once you use this feature, you can’t do so again until you
ancestor. Choose one skill and choose one tool or lan- finish a long rest, unless you expend a 5th-level spell slot
guage that your ancestor was skilled in during their life. to use it again.
For the next 10 minutes, you are proficient in any chosen
skill or tool, and your proficiency bonus is doubled for
each ability check you make using a chosen proficiency.
If you choose a language, you can speak, read, and write
that language for the duration.
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Chapter 5: The Tairnadal Elves
Tairnadal Society bands. These assignments and duties aren’t temporary;
once assigned to an army, Tairnadal serve until they
The people of the Five Nations are used to dealing die or until they retire (or are forced to retire) to train
with the Tairnadal as individuals, whether as lone the young. A Tairnadal army effectively functions
mercenaries or members of a warband. Yet even while as a nomadic city-state; most patron ancestors were
they are spread across the world, the Tairnadal are guerrilla soldiers and mobility was vital, thus most
still part of a single nation. Here are some key ele- Tairnadal armies are nomadic, following migratory
ments of Tairnadal society that shape their lives on paths across the steppes. A few armies remain settled,
Aerenal and beyond it. however, based on the specialties of the ancestors repre-
sented by the army. Notably, each of the great jungles of
War and Peace the region—around Shae Thoridor and Var-Shalas—is
Tairnadal culture is based on people emulating the lives home to an army, whose members specialize in jungle
of their patron ancestors. But these ancestors became warfare and commando operations.
legends by fighting a guerrilla war, and to follow their
example, the Tairnadal elves have been engaging in Tairnadal Cities
complex wargames for tens of thousands of years. Among the Tairnadal, the zaeltairn are nomadic while
While Tairnadal combatants spare enemies when the zaelantar live in village communities. Three great
possible—you don’t finish off a fallen foe—there is no Tairnadal cities stand in the northern region of Aerenal:
point to a battle that doesn’t truly test the skills of the
Var-Shalas is the largest city of the Tairnadal, sur-
combatants, so battles are fought with deadly spells and
rounded by walls of bronzewood thorns (similar to
steel. Building on this foundation, Tairnadal civilization
Taer Valaestas in Valenar). In addition to being the
has developed into two basic aspects: peace and war,
stronghold of the Keepers of the Past, the Shanutar
zaelantar and zaeltairn.
conducts council business here (see “Shanutar:
Zaelantar Council of Lords”).
The zaelantar—“peaceful souls”—maintain the civilian Shae Thoridor is the greatest city of the zaelantar. It is
infrastructure, raising and training both young elves smaller than Var-Shalas, though similar in construc-
and beasts of war and burden. They craft weapons and tion, but is nonetheless an important seat of the
tools, and they maintain the settled communities of the Keepers of the Past and an industrial center for the
steppes. The bulk of the zaelantar are young elves— goods required by the armies.
Tairnadal elves receive a patron ancestor when they Taer Senadal is a stone fortress—but an unusual one.
come of age, which usually doesn’t happen until an elf Rather than being built to defend the region from
is at least sixty. Before that, Tairnadal spend decades attack, this fortress is designed to be attacked. Taer
of their lives training in basic skills, studying Tairnadal Senadal is defended by youths in the late stages of
history, and maintaining their community, including their training, and it lives up to its name, loosely
caring for younger elves. Through this process, each elf translated as “fortress of whetstone.” Here, armies
is effectively auditioning to the patron ancestors. The take turns attacking the fortress, allowing the youths
young elf who excels at hunting expects to be chosen to hone their skills as they defend it, while the army
by a legendary archer or stalker, while the elf who practices assaulting fortifications.
becomes a community leader hopes to be chosen by The Tairnadal elves known as the Valaes Tairn have
one of the great leaders of the past. also laid claim to Valenar in Khorvaire. There, they
While waiting for a patron to choose them, these occupy the cities of Taer Valaestas and Pylas Maradal,
elves spend at least four decades of what humans though their warbands remain largely nomadic. You
would consider adult life working in a zaelantar com- can learn more about Valenar in Eberron: Rising from
munity, performing necessary tasks until they’re set the Last War.
on a different path. Other zaelantar include former
zaeltairn who are unable to fight due to age or infirmity, Tairnadal Hierarchy
but who can teach the young. The Keepers of the Past The Aereni are ruled by the Undying Court and the
are largely zaelantar, serving to train and guide. And Sibling Kings, while Valenar has a “High King.” But
finally, the zaelantar include adults chosen by patron what of the Tairnadal of Aerenal? No single monarch
ancestors whose legendary skills are tied to the civic or high priest leads the Tairnadal, and as mentioned
sphere: fabled smiths, legendary teachers, the Siyal earlier, the culture isn’t strictly a theocracy, despite
Marrain (druids who tend the beasts), and so on. being founded on faith. Instead, the basic leadership role
within the Tairnadal is the shan, loosely translated as
Zaeltairn “lord.” Each rank of shan can be held by any Tairnadal,
Meanwhile, the zaeltairn—“warrior souls”—serve in an with no restrictions on gender or blood.
army and fight the Tairnadal’s endless war, emulating
their ancestors in the field. Zaeltairn are split into
armies, each of which is further divided into clans and
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Chapter 5: The Tairnadal Elves
Civilian Hierarchy Taeri is a peerless swordsman, but he’s not a leader;
Among the zaelantar, the title tar-shan—“peace lord”—is who would even think of appointing a Taeri as shan?
used for either a village leader or someone who oversees Beyond the authority of an individual leader, the word
a district of one of the great cities. In the cities, the tar- of another respected revenant carries a great deal of
shans of each district confer on matters affecting the weight in matters related to that ancestor’s expertise.
full city, rather than appointing a single city leader. On a For example, a Vadallia lu-shan is generally a good
smaller scale, a band of youths is guided by one of their war leader, but when planning an ambush, they may
peers known as an an-shan—“young lord.” defer to the Falaen revenant, trusting their expertise
in matters of stealth and cunning.
M ilitary Hierarchy This overall structure flows upstream. If a clan’s shan
While the structure of Tairnadal society is relentlessly issues a command, it must be obeyed—but unless it’s an
martial, they don’t have a complex hierarchy of ranks. urgent matter, the shan first seeks the consensus of their
Most Tairnadal armies follow a similar structure to the lu-shans. Or if it isn’t a question of war, they seek the guid-
model described for Valenar in the original Eberron ance of Keepers of the Past or even the local tar-shan.
Campaign Setting. Beyond this, each army dispatches two clans to Var-
Armies and Var-Shans. Among the zaeltairn, the Shalas and one to Shae Thoridor. These clans protect
highest recognized rank is the var-shan—“great lord”— the cities, but the shans also represent their army in the
who leads an entire army. The people of the Five Shanutar.
Nations often characterize Shaeras Vadallia as a “High
King,” but this is largely a translation error. Shaeras is
Shanutar: Council of Lords
actually a var-shan, making him the Great Lord of the Var-Shalas is home to the Shanutar—the Council of
Army of Valenar. As the only var-shan in Khorvaire, Lords—which brings together both zaelantar and zael-
Shaeras is the highest-ranking Tairnadal on the tairn leaders. This isn’t a ruling body, but a place for
continent, but each Tairnadal army has a var-shan of the lords of the armies and villages to share news and
its own. (See “Valaes Tairn, Silaes Tairn, and Draleus resolve grievances. The Keepers of the Past mediate
Tairn” for a bit more information about the different the Shanutar; each village’s tar-shan has a place on the
armies of the Tairnadal.) council, and each army is represented by the two shans
Warclans & Shans. The Army of Valenar has forty- whose clans are stationed at Var-Shalas.
five warclans in Khorvaire, each of which has several Consensus in Leadership
hundred elves. The clan leaders are known simply
So ultimately, who leads the Tairnadal? When decisions
as shans. At any given time, twenty of these clans
must be made in a moment, the present ranking leader’s
are under the direct command of var-shan Shaeras
word is absolute, regardless of whether they’re the var-
Vadallia, while the rest are active in the field. The
shan, shan, or lu-shan. In other matters, the Tairnadal
same is true for the armies in Aerenal: each army has
seek consensus—whether a lu-shan consulting with their
a core of clans that remain close and under the direct
band, a shan seeking consensus from the lu-shans, or
command of the var-shan, while others follow general
the var-shan consulting the shans. Beyond this, people
directions but operate independently.
respect the ancestors that are channeled; they look to
Warbands & Lu-Shans. Within each clan, some
those guided by ancient leaders to channel that wisdom.
bands remain under the direct command of the shan,
while others may be dispersed on independent opera-
tions like scouting or harrying enemies. Each band is
Internal Differences
led by a lu-shan—“band lord.” Tairnadal culture has little room for internal dissent. It’s
Warbands (discussed further in the “Families and effectively a highly disciplined army that’s further united
Warbands” section) are essentially families whose by deep devotion to a shared religion, compounded by
members serve together indefinitely. When there is a the overall elven dedication to tradition. This is reflected
split-second military decision to be made, the lu-shan by the fact that the civilization has stood, virtually
commands and their word can't be questioned. But if unchanged, for over twenty thousand years. On the one
there are other issues, the band debates them around hand, this reflects unity and stability; on the other hand,
the campfire and consensus generally rules; the it also reflects the general stagnation of Aerenal.
lu-shan has the final say, but it’s rare for a lu-shan to The Tairnadal are effectively an army, broken into a
veto the decisions of the band without clear military clearly defined system of warclans and warbands. The
reason. And on the rare occasions they do veto, the endless training exercises conducted between these
band respects the decision not for the title alone, but units provides an outlet for competition within the
because they respect the lu-shan as a person—and as a culture, as does the rivalry between revenants striving
revenant of a particular ancestor. to be the best avatars of their patron ancestors. There’s
Ancestral Authority. Those appointed to leadership potential for tension between revenants based on the
roles are elves channeling the spirits of legendary morals of their ancestors—the chivalrous defender of
leaders. Within a clan, of course the Vadallia revenant the weak and the ruthless assassin—but these stories
is the lu-shan, because she’s channeling Vadallia! are well known and shans are careful to assign such
51
Chapter 5: The Tairnadal Elves
revenants to different bands. So there is friendly com- Valenar Atrocities?
petition within the confines of the culture, but people Some canon sources lay significant atrocities at the
who truly don’t fit in are expelled from the society, feet of the Valenar elves. In particular, Forge of War
typically fostered to the Aereni (see the “Aereni and describes Valenar warriors massacring countless Cyran
Tairnadal” sidebar). civilians fleeing the Mourning. How does this incident
Valaes Tairn, Silaes Tairn, fit with any of the other ideas presented in this chapter?
The short answer is that it doesn’t, because canon is
and D raleus Tairn inconsistent. Many different authors have worked on
The Tairnadal do have some philosophical divisions, and Eberron over the years, and inconsistencies occasionally
canon identifies three significant Tairnadal subcultures arise when authors were unaware of details established
(though there could be more if it suits your story): in prior canon or intentionally changed them. A core
The Valaes Tairn seek glory in battle; this subculture principle of Eberron is that canon should inspire you, not
is the one most Five Nations people think of when hold you back; use what makes sense to you and ignore
you say “Tairnadal.” They comprise the majority of what you don’t.
the Tairnadal; they're represented by at least three In the case of the Valenar, the ancestors they seek to
armies within Aerenal, and the large army occu- emulate were rebels who rose up against tyrants and
pying Valenar is also Valaes Tairn. cruelty. Tairnadal revenants don’t want to conquer or
The Silaes Tairn believe that true glory can only be oppress; they want to fight conquerors and oppressors.
found in Xen’drik; their single army has twenty-one Even now, the Tairnadal don’t directly rule Valenar,
warclans, most of which remain in Aerenal, but at instead leaving administration to the Khoravar. In my
any given time there are four Silaes warclans active Eberron, the Valenar don’t actually want a kingdom;
in Xen’drik. The giants of Xen’drik are no longer the what they want is to provoke a powerful nation into
mighty enemies their ancestors fought, but Silaes attacking them because that’s what can most closely
warriors pit their skills against the deadliest threats replicate the conflict with the giants—guerrillas fighting
Xen’drik has to offer, and search for artifacts and against overwhelming odds. I believe they’ve claimed
relics of their patron ancestors. Valenar solely because they want Karrnath or Darguun
The Draleus Tairn are the smallest army, with only to try to take it from them.
five warclans, but they are widely believed to be the Could the Valenar have slaughtered a massive
deadliest warriors of all. Aerenal has suffered many number of civilians? Small-scale atrocities happen
draconic attacks over the centuries, and the Draleus in Eberron, just as in wars throughout our history,
Tairn are always preparing—and yearning—for the because people—elf or human—can do terrible things.
next battle. Some say that the Draleus Tairn hunt So this massacre is possible if it helps drive your story,
rogue and feral dragons across Eberron, and there but I’d want to know why. Did they mistakenly see the
are even stories of Draleus champions venturing refugees as a threat, perhaps thinking they caused
into the vast plains of Argonnessen. Mourning? Were the refugees truly helpless civilians,
or had they already been corrupted by the Mourning
These long-established sects have coexisted for mil- into a horde of mutated ghouls? Or could the Valenar
lennia and share many traditions. However, there have been struck by a form of the infamous Du’rashka
is one major point of conflict, especially within the Tul curse of Xen’drik, driving them into a murderous
Valaes Tairn: “do you support the Valenar initiative?” frenzy? So while it’s possible the slaughter was set in
While warclans from every Valaes Tairn army joined motion by revenants whose ancestors were known for
Shaeras’s expedition, many other warclans chose to cruelty, even Vadallia was ruthless only in protecting
remain in Aerenal and disapprove of his actions. As a her people—so why were these refugees a threat?
Tairnadal elf, do you serve in the Army of Valenar? If
not, do you oppose Shaeras Vadallia, and why? Families and Warbands
Given the relentlessly martial nature of Tairnadal
Aereni and Tairnadal society, it’s reasonable to wonder how families work
While the Aereni and the Tairnadal have quite different within the Tairnadal. Do parents carry their chil-
beliefs and traditions, the two cultures have always been dren with them in a warband? Are familial relations
allies. Their ancestors fought the same enemies, and both important? The answers to these questions are “no”
respect the shared blood that flows through their veins. The and “not very.”
Tairnadal and the Aereni stand together when their island
comes under attack, and Tairnadal may serve as mercenary Family Ties
marines on Aereni vessels. Because of this, it’s also possible Who your parents are is far less important than who
for elves to move between the two cultures. Children who
your patron ancestor is. Tairnadal don’t maintain
can’t adapt to the harsh life of the Tairnadal are fostered
among the Aereni, and some Aereni feel the call of a patron
property, so you’re not passing your holdings down
ancestor drawing them to the Tairnadal. to a child. And the Tairnadal don’t use family names:
each Tairnadal elf uses a given name followed by the
52
Chapter 5: The Tairnadal Elves
name of their patron ancestor. So Shaeras Vadallia may Where’s Your Warband?
have been the son of Jael Cardaen and Sol Taeri, but d8 Warband Fate
ultimately, that doesn’t matter. A child is given to the
1 Your warband is in Aerenal. You left because of a vision
zaelantar to be raised, and they become an adult when from your patron ancestor, and you plan to return once
chosen by a patron ancestor. you’ve fulfilled this mission.
With that said, the Keepers of the Past keep records,
2 Your warband was sent on a suicide mission. You’re believed
and most Tairnadal know who their parents are; given to have died on that mission, and you need to lay low until
their long elven lives, it’s even possible that a freshly you can expose the powerful shan who sent your band to
trained warrior could be assigned to a warband that their deaths.
contains a relative. So as a Tairnadal, you might serve
3 You believe you’re to blame for the death of your warband,
with a relative and feel a strong attachment, but on a and you can’t return until you’ve redeemed yourself.
societal level, your personal lineage isn’t as significant
4 Your warband was betrayed by one of your fellow soldiers.
as your spiritual lineage.
The traitor escaped, and you can’t return until you have
tracked this villain down.
Warbands
The people you’re closest to are the other members of 5 Your warband was targeted by a specific organization—the
Order of the Emerald Claw? the Royal Eyes of Aundair?—
your warband, who you may serve alongside for many
and you’ve sworn that you won’t return until you’ve
decades or even centuries. Warbands (composed of
avenged them. Are you hunting the specific individuals
eight to twelve warriors) are trained to be self-sufficient, involved in the ambush, or are you planning to destroy the
and given the nomadic nature of Tairnadal life, the entire organization?
other members of a warband are the only reliable social
6 Your warband is active in Valenar. After you disagreed with
contact a Tairnadal has through much of their existence. Shaeras Vadallia’s actions, you were dishonorably discharged
Members of a warband are essentially fighting an and banished from Valenar. Did you conflict because he
endless war, so they have to be able to work together and betrayed Cyre, or was it something more personal?
to trust one another. The band works together to settle 7 Your warband is active in Valenar, but you’ve been given a
any feuds and disagreements internally. covert assignment by the var-shan. Elves play long games;
Though warbands can be made up of elves with the it may be that you’re expected to take decades to accom-
same spiritual lineage, this practice is very rare. Keep plish this mission. Are you tasked with acquiring an artifact,
in mind that ancestors are essentially military special- killing a particular enemy, or subtly driving a powerful force
ties: Vadallia is a leader, Cardaen provides arcane to attack Valenar?
support, and Taeri specializes in melee. You’ll rarely find 8 Your warband is active in Valenar, but you’ve gone AWOL.
a warband that has more than one Vadallia, because Is your desertion driven by a personal disagreement? By
what’s the point of having two leaders? Most warbands your patron ancestor? Or did you stumble upon a con-
have a versatile blend of patron ancestors that serve the spiracy within the army itself, which you couldn’t reveal to
needs of the unit. A warband with a highly specialized your warband without placing them in danger? If so, you
function—a band of archers or a commando unit special- hope to one day return, but you’ll need powerful allies to
izing in urban infiltration—may have multiple elves that help you defeat this hidden enemy.
follow the same ancestor because that overlap of skills is
desirable for that purpose. Half-Elves and the Tairnadal
The shans are very careful in who they assign to
Though uncommon, some half-elves live among the
which warband, in part because some patron ancestors
Tairnadal; the Tairnadal attitude toward these Khoravar
have stories that are fundamentally at odds; you don’t
is that they’re children who can never grow up, due
want to put someone whose patron is known for chivalry
to no fault of their own. The Tairnadal believe that no
and honor in the same warband with a patron known
Khoravar can channel a patron ancestor—and thus far,
for ruthless cruelty. This contributes to the conflicting
they’ve never been proven wrong. Khoravar are seen
impressions of the Valenar within the Five Nations: some
as having a connection to their people, and they’re
say they adhere to a strict code of honor, while others say
happy to have Khoravar serve as zaelantar, performing
they are brutal and cruel. Both stories are true; they’re
civilian tasks in the peaceful cities. But these half-elves
just describing warbands driven by different patron
can never be chosen by an ancestor, and thus they can
ancestors.
never be zaeltairn. Even the most gifted of Khoravar
Where’s Your Warband? warriors is considered a child in training. Of course, if
The warband is the basic social unit of the Tairnadal. any Khoravar could prove this wrong and channel an
If you’re playing an adult Tairnadal elf, your warband ancestor, it would be a player character!
is your family. So why are you traveling around with
a group of adventurers instead of serving with your
warband? As an adventurer, you can use the Where’s
Your Warband table to inspire reasons for why you’ve
left your warband behind.
53
Chapter 5: The Tairnadal Elves
Tairnadal Animals companion becomes a Tairnadal animal—because
you’ve strengthened your bond to Vadallia, your horse
The Valenar are known for their amazing horses with becomes sapient. From a mechanical perspective, this
seemingly supernatural attributes—potentially including is much like receiving a supernatural gift or boon, as
sapience. Despite House Vadalis’s best efforts, they’ve described in chapter 7 of the Dungeon Master’s Guide.
never been able to breed these horses in captivity. In
Eberron: Rising from the Last War, we expanded on this Tairnadal Animals and Non-Elves
concept in the “Valenar Animals” section (though it’d be Eberron: Rising from the Last War suggests that a
more accurate to call them “Tairnadal animals,” as they Valenar animal could bond to a non-elf adventurer. This
exist on Aerenal and predate the nation of Valenar by would be exceptionally remarkable and meaningful—so
tens of thousands of years).
FRED HOOPER
why did it happen? Do you have a distant blood tie to the
ancestor? Do you have a spiritual connection to them?
Channeling Ancestors Could you be an elf reincarnated in human form? Or has
The reason Vadalis hasn’t been able to replicate the the spirit simply judged you to be a worthy companion?
abilities of Valenar animals is that their attributes aren’t
purely genetic. The Siyal Marrain do breed exceptional
horses as a baseline, but Tairnadal horses go above and
beyond this. You may well find an elite cavalry warband
in which all the horses are Tairnadal animals, but it’s
not the case that every Valenar soldier’s horse is such an
animal. A true Tairnadal animal is channeling the spirit
of a legendary ancestor, much as a Tairnadal elf is. In
some cases, the animal itself has a legendary ancestor;
the Gyrderi elves were trapped in beast form during the
wars against the giants but continued to fight alongside
their kin. In other cases, the animal can channel the
spirit due to their revenant’s bond to an ancestor. The
legends of Vadallia include her remarkable horse, while
Falaen has a scouting hawk and Vaela often travels with
a faithful wolf.
When a Vadallia revenant forms a strong attachment
to a horse, it can become a Tairnadal animal channeling
her spirit … but should the horse be separated from the
revenant for more than a few days, the spirit usually
chooses to leave it. House Vadalis hasn’t given up on rep-
licating Valenar animals. But their attempts are likely to
remain unsuccessful, as the spirit only manifests when
an animal is bound to a Tairnadal companion; when
that same animal is bred in captivity away from the
Tairnadal people, the spirit won’t manifest and offspring
are born as mundane beasts, not fey.
T
lay uninhabited for countless centuries,
until a group of Zil gnomes chose it Other dissidents had grander aspirations and took
as their new sanctuary. They not only to the sea. The gnomes had long been accomplished
braved its elemental dangers, but sailors, and while they were uninterested in colo-
found a way to live in harmony with them. Today, the nizing new territory, they’d explored the coasts and
Lorghalan Principality has a small but fierce fleet, and noted interesting and unclaimed lands. Now these
the Lorghali have mastered a new magical tradition of sailors dreamed of creating their own new havens
stonesinging. This chapter tells their story. whose glories might one day outshine the land they
left behind.
Sadly, most of these rebel colonies came to bad ends.
Zil Dissidents Tolanen was established in the Shadow Marches; some
years after its founding, a trading vessel docked to find
Two years after the founding of Zilargo, gnomes
across the nation awoke to find mysterious pamphlets the town completely depopulated. While the travelers
explaining the existence of the Trust and the role it blamed pillaging orcs, accounts later confirmed there
would play in the nation moving forward. It concluded were no signs of conflict, and the only looting was com-
with these words: “To those who follow the proper mitted by the merchants themselves. New Zolanberg
path, we shall be as invisible as any ghost. Trust that was constructed on the coast of Xen’drik, near the
we have your best interests at heart. Trust that we modern settlement of Zantashk, and it prospered and
will act only when we must. Trust that we will always grew for decades … and then, within the span of a week,
look after the needs of our great family, and that we its people tore the town and each other to pieces—a
need your aid as much as you need ours.” Today, the notable example of the curse that’s come to be called
Trust is universally accepted as part of Zilargo, and the Du’rashka Tul. There were a handful of other
it’s estimated that at least a third of the population settlements, but only one still thrives to this day: the
works for the Trust in some capacity. principality of Lorghalan.
Despite what the Triumvirate would have you
think, not all early Zil embraced the Trust with open
arms. Some demanded accountability, insisting this
Island of Lorghalan
Trust be drawn into the light. Others called it a coup, Glancing at a map of the Lhazaar Principalities, you
urging their families to end the experiment of Zilargo might wonder why Lorghalan was uninhabited when the
and return to their prior independence. But few spoke gnomes claimed it. This tropical island seems far more
out against the Trust for long—deadly accidents inviting than the icy mountains of Orthoss and Farlnen …
and unlikely misfortune quickly stilled any voices but names tell a story. To the island’s west, the Tempest
that challenged this new order. It seemed it was Strait is lashed by storms as powerful as any found in
too late for those who opposed the Trust to remove the Thunder Sea. To the southwest, Dreadwood Isle
it from their new nation … And so, most dissidents lies close to Mabar and Dolurrh, and strange ghosts and
chose to remove themselves instead, leaving their hungry shadows lurk in the depths of its Dreadwood.
nation behind. Lorghalan’s northern coastline is lined with hidden
reefs and unusual stone outcroppings, and even the
Immigrants to the Five Nations most careful of captains can find their ship unexpectedly
dashed against the rocks—thanks to the many water
Many of the dissident Zil immigrated into the Five elementals that dwell along the coast.
Nations, usually abandoning their old ways and fully The safest landing is at Hammer Bay to the south,
embracing their new nations. Those gnomes who but to get there, ships must pass the island that shares
remained in Zilargo can be easily identified by name, its name … and the Hammer isn’t a natural island, but a
as Zil gnomes use three names: a personal name, massive earth elemental. It never ventures far from its
family name, and house name. Gnomes with distant mapped position, but it has no love of ships; any vessel
blood connections to a Zil family don’t use these that draws too close may be shattered by a hurled stone
names, as they aren’t part of a Zil house and have no or a mighty fist. Though it’s possible airships might
direct ties to Zilargo. So if you meet a gnome sage reach the island safely, they’ve only been in operation
in Aundair named Talia Lorridan Lyrris, you know for about a decade—and airships rely on docking towers
she considers herself Zil (she’s “Talia of the Lorridan that the gnomes, quite happy with their fleet, have proven
family in House Lyrris”); on the other hand, if she uninterested in constructing.
simply goes by Talia Lorridan, she’s likely Aundairian.
55
Exploring Lorghalan wood is exceptionally strong, rivaling the densewood
and bronzewood of Aerenal; while the Lorghali don’t
Gnome explorers had chronicled the island’s threats export lumber, they sell fine wooden goods. Their fleet
long ago, so the gnomes who sailed east knew what they has relatively few ships, but other Lhazaar tread lightly
were heading into. The Lorghalan expedition included around Lorghalan vessels; not only are the hulls of their
several sages specializing in elementals and Lamannia, ships exceptionally strong, but most vessels are accom-
in hopes they could convince the Hammer to let them panied by one or more water elementals. These friendly
land safely. And so they did, establishing the town of spirits help propel the vessel, allowing Lorghalan ships
Cornerstone on the shore of Hammer Bay. to match the capabilities of Lyrandar elemental galleons.
Exploring the island, the gnomes found it was poised
on the edge of Lamannia. The land was bountiful, fresh
water was plentiful, and much of the island was alive.
Lorghalan Cannonballs
Apart from the wild zones of Sarlona, Lorghalan has In battle, Lorghalan ships are known for launching
the most intense concentration of elementals found small earth elementals at opposing ships. At a glance,
anywhere on Eberron. Stones roll of their own accord. these Lorghalan cannonballs appear to be simple
boulders … until they start rolling toward you. Though
The earth intermittently rumbles. What seems to be a
limbless, these living missiles can wreak havoc after
peaceful pond might unexpectedly move to a new loca-
impacting an enemy ship. In the wild, these elementals
tion. Most elementals on Lorghalan are spirits of earth
spend much of their time embedded in soil, as they can
and water, but some are storms that follow paths of their
easily pass through earth and stone.
own choosing or pits of endless fire. These elementals
are creatures of Lamannia, pure and inhuman; there are
no dao or marids here. The deep jungle is home to mega- Lorghalan Cannonball
fauna beasts, and off the coast of Lorghalan, sailors Small Elemental, Neutral
occasionally spot rocs hunting whales. Armor Class 15 (natural armor)
Hit Points 26 (4d6 + 12)
Claiming Lorghalan Speed 30 ft., burrow 30 ft.
In light of these discoveries, it’s not surprising that STR DEX CON INT WIS CHA
the island was never colonized before; what city could 14 (+2) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3)
survive the ravages of an avalanche of earth elementals?
But the colonists came prepared. The expedition’s Damage Vulnerabilities thunder
leaders had long studied elementals, convinced they Damage Resistances bludgeoning, piercing, and slashing
could reason with these alien creatures—and using from nonmagical attacks
Damage Immunities poison
these techniques, the gnomes succeeded in securing
Condition Immunities exhaustion, paralyzed, petrified,
the region around Cornerstone. Over generations, they poisoned, unconscious
developed and honed these techniques, learning how to Senses darkvision 60 ft., tremorsense 60 ft., passive
live in harmony with elementals, and even convincing Perception 10
the spirits and beasts of the land to work with them. Languages Terran
Lorghalan isn’t a blissful island paradise, and daily Challenge 1 (200 XP) Proficiency Bonus +2
life comes with its challenges, but to the gnomes, it has
truly become home. Cornerstone is the only large city Earth Glide. The cannonball can burrow through nonmagical
unworked earth and stone. While doing so, the cannonball
on the island; on the rest of the island, the Lorghalan
doesn’t disturb the material it moves through.
gnomes keep to their family estates along the coast or
on the jungle’s edge. The deep jungles of Lorghalan are False Appearance. While the cannonball remains motionless,
it’s indistinguishable from a stone boulder.
left to the primal forces. The gnomes know what they
can harvest without upsetting the balance, and they are Siege Monster. The cannonball deals double damage to
careful not to push these limits. objects and structures.
Fire! If the cannonball moves at least 20 feet straight toward a
Fleet of Lorghalan target and then hits it with a slam attack on the same turn, the
target takes an extra 9 (2d8) bludgeoning damage. If the target
After a few minor clashes with Lhazaar fleets, the is a creature, it must succeed on a DC 12 Strength saving throw
or be knocked prone.
gnomes of Lorghalan were recognized as one of the
Lhazaar Principalities. Today, the small Lorghalan fleet Actions
is known and respected within the Principalities, but the Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Lorghali remain largely unknown beyond it. Hit: 6 (1d8 + 2) bludgeoning damage.
Their fleet primarily focuses on merchant trade
within the Principalities, allowing other traders to carry
Reactions
their goods to distant lands. Many unusual plants grow Ready, Aim … When an outside force (like another creature
in the jungles of Lorghalan, and from these the gnomes or a siege weapon) moves the cannonball at least 20 feet in
produce medicines, drugs, and potent spirits. Lorghalan a straight line, the cannonball makes a Slam attack against a
creature, object, or structure within its reach.
56
Chapter 6: Gnomes of Lorghalan
People of Lorghalan Like other principalities, Lorghalan has its own
prince, but they hold significantly less power among
Gnomes comprise the vast majority of the island’s popu- their people than do other Lhazaar princes. The gnomes
lation, though a few other folk have immigrated there recognize the Prince of Lorghalan as the cleverest on the
over the years. Lorghalan gnomes share some traits with island, and as such, someone whose voice should always
their Zil cousins: they love clever oratory and prefer to be heard and opinion considered. But the prince has
solve their problems with words instead of swords. But no power beyond that, and any Lorghali can claim the
where the gnomes of Zilargo dive deep into intrigue, title by defeating the current prince in a series of duels
Lorghalan bases its society on freedom and honesty. of wit and strategy. Sometimes decades go by with no
The founders of Cornerstone swore there would be no challenges; other times, challenges are a weekly or daily
secrets on their island: all knowledge would be shared occurrence. The young Prince Shasi Stormlyn recently
and all problems drawn into the light, not eliminated in claimed the title, and she’s been urging a dramatic
the shadows. course of action, but the DM must decide just what this
is: does Shasi want to work more closely with Rygar to
Lorghalan Names establish a powerful, united Lhazaar? Does she want to
The island’s settlers dissolved their ties to previous Zil see a new High Prince rise to power? Or does she want
houses, and today, Lorghalan gnomes consider them- the Lorghali to shun political change?
selves to all be one house; a gnome of the island might
introduce themself as Tara Tan Lorghalan. Stonesingers
The Lorghali produce excellent mediators, apothecaries,
Lorghalan Society and farmers, but what makes them truly remarkable
Though the Lorghali dissolved their ties to Zilargo, local is their tradition of stonesinging—a form of primal
family units remain important to them. Each family main- magic—and their relationship with the elementals of the
tains an estate—a farming village based around a central region. Lamannian elementals are alien creatures whose
communal building. Every estate specializes in different thought processes and perception of reality are quite
crops and skills, and Cornerstone is where they all come different from the humanoids of Eberron. Rather than
together. The island economy is largely driven by barter binding elementals, as is common throughout Khorvaire,
and the exchanging of favors, though families do main- Lorghalan stonesingers influence elementals and natural
CAROLINA CESARIO
tain funds for dealing with the world beyond Lorghalan. forces by communing directly with each spirit and con-
All families have lodging in Cornerstone, and each family vincing it to help. A simple stonesinging effect, such as
has three representatives on the Cornerstone Council, one produced by druidcraft, is hardly more complicated
which governs the island and mediates disputes. than singing a few words in Primordial. More significant
requests require deeper communion with the spirits,
57
Chapter 6: Gnomes of Lorghalan
including both concentration and an expenditure of will Aerenal and the faiths that are obsessed with avoiding
in addition to the song—urging the spirit to comply and Dolurrh; at the end of the day, the Lorghali don’t care
impressing the request onto it. (As such, stonesinging what happens after death, as long as they live a good life.
follows the same rules as other forms of spellcasting.)
A stonesinger’s most frequent and important work Lorghalan and the World
is with elementals. On a Lorghalan ship, a stonesinger The gnomes of Lorghalan generally have little interest
literally sings to the elemental associated with the ship, in dealing with the outside world, and they consider it
encouraging it to move the vessel swiftly. If a ship’s to be a dangerous place driven by greed and dishonesty.
stonesingers are killed, the elemental still recognizes the However, some gnomes are drawn beyond the island
vessel as friendly, but it can’t be compelled to perform either by sheer curiosity, the challenge of matching wits
any particular action and may simply wander off. On the with a dangerous world, or the need to obtain resources
island, stonesingers negotiate with elementals to estab- or techniques unavailable on Lorghalan. Most Lorghali
lish which territories the gnomes can build within, as strive to remain true to the principles of their culture
well as convincing earth elementals to plow their fields even in hostile lands, solving problems through open dis-
and water elementals to irrigate the crops. Especially cussion rather than treachery and subterfuge. But they
remarkable stonesingers can manipulate elemental aren’t fools; a Lorghalan gnome won’t spill every secret
and natural forces in more subtle ways—charming to a stranger, and if they don’t want to lie, they don’t have
beasts, encouraging plants to grow, even conjuring fire to say anything at all. But they usually prefer Persuasion
or calling lightning from a clear sky. Others learn the over Deception, believing that reason can convince an
melodies that define their own bodies, learning how to enemy of the proper path. Intimidation is also an accept-
heal injuries or even change their shape. able tool, but this is largely a matter of tone—not making
Almost every Lorghali knows at least a few simple idle threats, but ensuring an enemy understands just
songs, but those who can work greater magics—usually how dangerous the wrong decision could be.
those with the powers of bards or druids (see “Variant Because of the dangers posed by the Hammer, the
Rules”)—are greatly respected. While stonesinging is a primary way to reach Cornerstone is on a Lorghalan
unique tradition that plays a central role in Lorghalan ship. The Lorghali are largely gracious hosts and
culture, the gnomes have nothing against other forms curious gnomes are often eager to talk to outsiders, but
of magic; in particular, Lorghalan alchemists perform the gnomes are aware that outsiders don’t share their
many wonders using the unusual plants of their island. traditions of honesty, so they watch strangers with both
The original immigrant families included a handful of eyes. Over the last century, an increasing number of
dissidents from House Sivis, and while the Lorghali Zil have reached out to Lorghalan. The islanders are
have made no particular effort to cultivate the Mark of especially suspicious of their cousins and do not trust
Scribing, a few gnomes in each generation still manifest the Trust, but they’ve cautiously engaged in cultural
the mark; such gnomes often become the most gifted exchange; notably, Lorghalan stonesinging techniques
wizards of the island. fascinate some Zil, leading to the rise of the Power of
Purity movement in Zilargo.
Lorghalan Religion
The gnomes of Lorghalan live in a land that's literally
alive with spirits, so it’s little surprise their traditions are
Lorghalan Adventures
practical and center on animism. The Lorghali refer to As with anything in Eberron, why does Lorghalan
the world beyond the island as the “deadlands”; they find matter? What does the island and its culture add to your
it depressing to wander in realms where the wind and game that you can’t find anywhere else? Here are a few
waves aren’t singing back to them. The gnomes interact ideas of what might bring adventurers to this isolated
with exceptionally powerful entities, including elemen- island or cause a stonesinger to cross their path.
tals like the Hammer and legendary megafauna beasts.
Elemental Rights. The Lorghali have forged an alli-
So the Lorghali don’t believe in distant, abstract deities;
ance with the Power of Purity and the Ashbound
instead, they focus on concrete, local spirits.
druids, launching a concerted effort to disrupt
They respect nature, but more concretely so than
Zilargo’s elemental binding industry and sabotage
a druid who reveres Eberron as a whole; after all, the
elemental vessels. Is this just a matter of principle,
Lorghali have a personal relationship with the well
or do they know a terrible secret that could lead to
that provides their water and the boulder that rolls by
a far worse catastrophe?
every day. They likely have festivals in which the greater
It’s a Jungle Out There. The deep jungles of Lorghalan
spirits are invoked, but none of their practices focus
hold many wonders: megafauna beasts, massive
on “faith”—theirs is a practical, concrete relationship,
elementals, plants charged with the energies of
and spellcasters tend toward primal magic instead of
Lamannia. Adventurers are sent to Lorghalan to
divine. They have a very relaxed attitude toward death
obtain something—perhaps a Cannith alchemist needs
and the afterlife, focused instead on living their best life;
a legendary berry, or an Aurum showman wants them
when it’s over, it’s over, and whatever happens next will
to capture a megafauna beast. Can they get past the
happen. Their traditions are essentially the opposite of
Hammer? Will the Lorghali interfere with their quest?
58
Chapter 6: Gnomes of Lorghalan
Lamannian Gateway. When adventurers stumble While stonesingers are the most distinct aspect of
through a manifest zone to Lamannia, they Lorghalan culture, a Lorghalan gnome could pursue
reemerge in Lorghalan. What do they find as they any class. An Alchemist artificer likely makes potions
seek a way home? using strange herbs and elemental ores brought from
Mysterious Marauder. The Lorghali dislike decep- the island. The Lorghali aren’t especially religious and
tion and rarely engage in piracy—but a Lorghalan don’t see an abstract divine hand at work in nature, but a
warship has begun terrorizing the region around the Lorghali paladin could present their Oath of the Ancients
Dreadwood, supported by a host of elementals. Who is as being tied to Lamannia.
this pirate and what are their motives?
Princemakers. While Lorghalan’s fleet is small, its Variant Rules
ships are fast and powerful. Lorghali don’t usually You can play a gnome from Lorghalan using standard
concern themselves with the politics of the Lhazaar rules—but if both DM and player agree, you might enjoy
Principalities, but in the wake of the Treaty of using the following variants instead.
Thronehold, what role might they play in securing the
position of the High Prince? Stonesinger Druids
The stonesingers of Lorghalan aren’t druids in the
59
Chapter 6: Gnomes of Lorghalan
Chapter 7: Gnomes of Pylas Pyrial
he Glamerwind River connects the close to the spire have always suffered disasters.
T
Zil city of Oskilor to the Thunder Sea. Furthermore, those who come to the spire driven by
Only a few small villages lie along the greed can't pass through its gates. A few villages along
Glamerwind’s banks, but if you choose the Glamerwind maintain ties with the spire, their
the right time to sail down it, you may people rejoicing when it returns … and agents of the
hear ethereal music coming from the Shimmerwood. Trust live in these villages to monitor the tower and
At night, you might see swarms of glimmering lights make sure the fey don’t pose a threat to the nation. But
dancing among the trees—flights of pixies creating by and large, Pylas Pyrial is allowed to be a wonder.
dazzling displays of illusion. And if you abandon your While the feyspire is labeled on maps in our Eberron
boat to follow, you may stumble upon a vast clearing, and books, the Zil don’t mark it on the standard maps they
in it, a massive spire of glowing white stone entwined produce; after all, most of the time, it’s not there!
with threads of gleaming gold. This is Pylas Pyrial, the
Gate of Joy—a citadel of the Faerie Court, a wonder from
Thelanis momentarily in the mortal world.
Gnomes of Joy
When the Prince of Summer was betrayed by his
Gate of Joy lover, his heart froze and he became the Prince of
Frost. So bitter was he that he tore the sun from the
The feyspire of Pylas Pyrial usually rests in the Moonlit
Vale of Thelanis, but at certain times, it’s drawn into sky, swearing there should be no light in the vale
Eberron. Usually this occurs when the moon Rhaan is while there was no light in his heart. None of the lords
full, but this alone isn’t the determining factor; according of the court challenged him—some remained silent
to Shan Pyrial, ruler of the spire, “tides of joy” draw her out of fear, but most found they preferred to live in
spire to the Material Plane. Even when the feyspire is moonlight. And so the Moon Court found its name.
present on Eberron, it can’t always be found; enraptured
But a gnome who loved to dance under the sun sought
travelers have wandered in the Shimmerwood for days,
trying to follow the music yet never finding it. This is a respite from the somber shadows. She went to the
typical of most feyspires—they can be found only by prince’s palace of frozen tears, but found the doors
chance, remain hidden from the nations that surround frozen shut. The clever gnome sang a happy song, and
them, and are known only from stories; you can learn as the notes rose to the sky, she caught them, carrying
more about these citadels in the fourth edition Eberron her to the highest tower. When the prince’s servants
Campaign Guide.
barred her path, the gnome danced with them and
Family Secret melted their frozen hearts. She found the prince on
his glittering throne and begged him to return the
Pylas Pyrial has been known to the gnomes since
long before Zilargo was founded, and unusually, the sun. In response, the prince challenged the gnome to
majority of this feyspire’s inhabitants are gnomes. dance for him, to maintain her high spirits while he
Many Korranberg scholars believe that the gnomes spoke of every tragedy of the past and of those yet to
of Eberron most likely descended from gnomes who come. The prince was certain her heart would freeze
left Pylas Pyrial long ago. This theory explains the as his had, but the gnome held fast to her hope and
natural talents for illusion and wild speech that many
her light. At last the prince relented, telling her: “You
gnomes develop, as both of these are common among
the gnomes of Pylas Pyrial. But why did these ancient shall be the Prince of Joy, keeper of the Summer Sun.
gnomes leave Pylas Pyrial in sufficient numbers to But you must keep the sun within your own tower
create a beachhead for a new ancestry on Eberron? until all the lords of the Moon Court ask for its return.
And why does Shan Pyrial refuse to discuss this And you must keep joy bright in your heart, for if it
exodus? (The “Pyrial Adventures” section suggests ever fades, the sun will fade with it.”
possible answers to these mysteries.)
While Pylas Pyrial is known to the Zil, they haven’t Forest gnomes are generally quick and curious, with
spread the news of its existence widely. It’s generally a talent for illusions, the ability to speak with small
seen as a family secret among the Zil, told as a story beasts, and a love for life—and so are the gnomes of
they know is real—but given how sporadically the Pylas Pyrial that they’re said to be descended from. In
feyspire appears, one can’t ever be sure of finding it. dealing with a Pyrial gnome, imagine they’ve stepped
The region of the Shimmerwood surrounding the right out of a folktale—because in a very real sense, they
tower is a powerful Thelanian manifest zone, and have. These gnomes live in a world defined by storybook
people who’ve tried to clear the forest or build too logic, one where a good heart and noble intent allow the
60
reckless hero to overcome those who would
do them harm. Some Pyrial gnomes are ide-
alistic, naive, and easily deceived; however,
others are far more clever than their enemies
expect, affecting trust to convince an enemy
to lower their guard. However, even such
cunning gnomes are never cruel or driven by
selfish goals—for joy is the defining principle of
Pylas Pyrial. The spire and its people celebrate
life, embracing the brightest moments and
pushing through the dark.
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Chapter 7: Gnomes of Pylas Pyrial
Butcher’s Daughter.” This compounds the chicken and
egg mystery of whether Zil gnomes were originally
Reason for Adventuring
immigrants from (or to) the feyspire, as they can’t use In creating a character from Pylas Pyrial, you’ll want to
names to trace their family lines. decide why you’ve left the Gate of Joy to walk the decid-
edly unjoyful world. Consider these possibilities …
Hopeful Characters Agent of Joy. Shan Pyrial has charged you with a
Pyrial gnomes are defined by their optimism and fey mission vital to the safety of the spire. If your game
worldview. While they understand that evil and greedy follows the “Wounded in War” plotline, you could
people exist—most stories have a villain, after all—they be searching for a way to cure the wounded shan.
cling to hope and believe the world is a place of wonder If you’re “Stranded on Eberron,” you might be
and joy. Even when outwitting or battling a foe, a Pyrial trying to return your home to Thelanis … perhaps
gnome is never cruel. They’re deeply disturbed by by unraveling the mystery of the Mourning itself.
selfish and vicious behavior from those they consider Alternatively, you could be trying to recover a trea-
friends, though they may try to draw such friends to a sure stolen from the spire by some clever mortal.
brighter path rather than simply abandoning them. How urgent is your quest—is it the driving force of
This all stems from Pyrial gnomes being accus- the campaign, or do you have time to explore the
tomed to a world that meets their expectations—but world and pursue other quests while you keep your
the longer they dwell in the Sunlit World, the more eyes open?
they must come to terms with life’s cruelty and suf- Curiosity. You’re that storybook hero whose curiosity
fering. The question is whether hope and optimism draws them into endless danger. You’ve always
will prove stronger than despair, or whether the been fascinated by the Sunlit World and chose to
gnome will be broken by the misery of the mortal leave the spire of your own free will. You may have
world. A Pyrial gnome who’s been overcome by a particular mystery you want to see or solve—Have
despair could serve as an interesting villain, as they tea with a dragon! Find a stolen fey artifact! Meet
seek to steal the hopes of others. every monarch in the world!—or you may have no
agenda at all, merely trusting the road to lead you
Storybook Characters where you need to go.
Pyrial gnomes carry a touch of Thelanis with them. War Orphan. Following the “Wounded in War”
They’re used to operating under storybook logic … plotline, you could’ve been stranded on Eberron
and mysteriously, that logic often continues to work during the siege of Pylas Pyrial. You might’ve fled
even beyond their spire. This is especially relevant from Aundairian forces, or even been captured and
with Pyrial artificers, who likely use the approach taken back to Aundair as a prisoner. Or perhaps you
Exploring Eberron describes as “Magical Thinking.” were just a child when you were stranded; though
Such an Alchemist might use cook’s utensils as you grew up as an urchin, you faintly remember the
a spellcasting focus, producing baked goods with Gate of Joy, and you still can weave its storybook
magical effects (have you ever seen someone killed logic into your spells or class features. You may
by a catapult pie?). An Artillerist might use painter’s hope to return to Pylas Pyrial, but you’ve realized
tools to paint firebolts that become real. An artificer something’s keeping the spire from returning to
who lives on the streets might even use tinker’s tools Thelanis. Can you maintain your optimism even in
to create things out of garbage—things that logically the face of unrelenting adversity?
shouldn’t work, yet somehow do.
While artificers are an obvious example of this, Pyrial Gnomes: Humanoid or Fey?
Pyrial gnomes can follow many other paths. The What type of creatures are the gnomes of Pylas Pyrial? Well,
gnomes of Pylas Pyrial are gifted illusionists; though the answer depends on where they are! Mortal denizens of
they generally use magic to entertain others, not Thelanis become more mortal when they leave it—so it stands
harm them, a Pyrial illusionist will happily use their to reason that Pyrial gnomes would be Fey while they’re in the
magic to trick those who would harm others. A rogue feyspire, but when they leave to walk the Sunlit World, they
can describe their class abilities as being tied to use the standard traits of Humanoid gnomes.
remarkable luck—perhaps they stood in the perfect As far as their languages go: in my campaign, Pyrial gnomes
place, or an enemy stumbling, or other unusual speak Sylvan and Common, and Sylvan is closely related to
Elvish. Sylvan speakers and Elvish speakers can understand
coincidences that tell the story of the lucky gnome.
one another, but depth and detail may be lost.
Alternatively, a Pyrial gnome could easily be an
Archfey warlock—especially if they’re following the
path of the Agent of Joy. Regardless of which class
you pick, the Pyrial gnome provides an opportunity
to play a character who’s literally out of this world—
someone who stepped out of a fairy tale and expects
the world to act like one.
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Chapter 7: Gnomes of Pylas Pyrial
Chapter 8: The Dark Six
cross the Five Nations, people lift Six as forces of evil. Those who respect or revere the
A
their voices to sing the praises of the Six do so in secret, whether alone or in cults like the
nine Sovereigns and to curse the Dark Three Faces. However, beyond the Five Nations, there
Six. Vassal priests say the Sovereigns are places where the Dark Six are openly celebrated.
are always with us, always ready to offer These traditions often cast the Six as embodying
their guidance. Onatar steadies the hand of the smith, primal forces of the world—frightening, perhaps,
Dol Dorn offers courage to the soldier, Aureon gives but the storm is as much a part of the world as the
insight to the sage. According to the priests, all that is gentle rain.
good flows from the Sovereigns. But all is not good in Droaam is one such place where the Six are revered
the world … and the Vassal priests place the blame for openly. This young nation’s tapestry has been woven
all evil at the feet of the Dark Six. Just as the Sovereigns together from wildly diverse cultures, many of which
are always ready to guide us, the Dark Six are always have their own unique and ancient traditions. The
with us, forever playing on our darkest impulses. The Last Dirge harpies worship the Fury, asserting that
Keeper fuels our greed, whispering to us of the things she was born from Eberron’s cry in birthing the world.
that could and should be ours. The Mockery urges us Meanwhile, the minotaurs worship the Horned King
to be cruel, telling us that the only path to victory is to (a title usually associated with the fiendish overlord
abandon honor and mercy. The Fury overwhelms us with Tol Kharash), but interpretations vary; depending on
anger and passion. Where the Sovereigns lift us up, the the clan, the minotaurs are effectively worshiping the
Shadow seeks to pull us down into the darkness. Mockery, Dol Dorn, or Dol Arrah. However, following
These are the stories told by Vassal priests in the the recent unification of Droaam, the traditions of
temples of Five Nations. But it’s not the only way to see Cazhaak Draal have effectively become the state reli-
the Dark Six. This chapter explores the Dark Six from gion. People still hold to their own traditions, but the
various perspectives, expanding on the information Voices of the Shadow—typically medusas or oni—are
presented in chapter 3 of Exploring Eberron. Faithful recognized as spiritual authorities.
adherents of the Dark Six can be fascinating enemies,
allies, or even player characters; keep in mind that
people who honor one of these deities aren’t necessarily
evil or cruel. At the end of this chapter, you’ll find new
character options linked to the Dark Six. This includes
three new subclasses: the College of the Fury bard,
the Aspiration domain cleric, and the Dark Petitioner
rogue. This section also includes a feat and five
Metamagic options reflecting forbidden
magic of the Shadow, along with six new
spells—one for each of the Six.
65
In the Cazhaak faith, all members of the Dark Six are
worshiped by their common titles (the Shadow, the Fury,
the Keeper, the Mockery, the Devourer, the Traveler) …
though usually in Goblin. While the Cazhaak Six are
seen in a more positive light than the Pyrinean Six,
they still embody the same core ideas; it’s simply that
the values of Droaamite civilization are very different
from those of the Five Nations, so the Six are seen as
positive forces for civilization. In Droaam, there’s no
distinction between vengeance and justice, and victory
in battle is more important than honor. It’s a meritocracy
where having the talent to take power is more impor-
tant than following a system of laws. Meanwhile, the
Sovereigns are seen as the cruel and petty gods of the
people of the East. The general Cazhaak assertion is
that the Sovereigns want to keep their subjects small
and weak, but the Shadow rebelled and broke free from
Aureon, giving gifts to its creations. So while a Vassal
farmer might make a sacrifice to the Devourer to ward
off a storm, followers of the Cazhaak faith never call on
The Devourer
the nine Sovereigns. In the dawn of time, the Sovereigns of the natural world
There are many different ways to invoke the Dark Six, chose to share their gifts with mortals, teaching us to
but the Cazhaak faith has the widest reach and provides harness the natural world. Arawai instructed the first
a strong general foundation. Its perspective is presented farmers, woodworkers, and herbalists, while Balinor
throughout this chapter.
demonstrated how to hunt game and work with horse
Cazhaak Priests and hound. Together, Arawai and Balinor sought to
Most Cazhaak priests are devoted to a single deity and lift us up, but another sought to tear us down. The
lead or provide services tied to that god—for example, Devourer despised the first people and their civiliza-
in Graywall, a priestess of the Keeper performs tion, seeing them only as prey. This struggle continues
funerary services. However, a Voice of the Shadow to this day. Arawai showed us how to harness the
(discussed in “The Shadow”) reveres all members of wind for sail and mill, while the Devourer sends winds
the Six and invokes them when appropriate.
that snap masts and shatters buildings. Kol Korran
The Cazhaak faith is the dominant faith of Droaam,
but other traditions—the Horned King, the First Song, taught us to build ships, while the Devourer delights
and others—are allowed to flourish. Graywall’s Street in sinking them. Onatar showed us how to harness
of Shadows includes a host of shrines and idols to fire, while the Devourer smiles when the uncontrolled
various obscure sects. The Daughters haven’t sought flame engulfs a city. The Sovereigns guide us when we
to stamp out these traditions, but they also won’t work with nature—but we must always be careful and
condone any actions that threaten the good of a city or
cautious, for the Devourer is ever ready to bring the
of the nation. Regardless of an individual Droaamite’s
beliefs, those who don’t adhere to the Cazhaak faith power of the wilds down upon us.
are usually familiar with its ideas; a harpy who sings —Phthaso Mogan, High Priest of Sharn
to the First Song still treats a Voice of the Shadow
with respect. You humans see the wilds as a thing that must be
Even beyond Droaam, Pyrinean and Cazhaak tamed. You fight it, caging it in your fields and binding it
priests know of each other’s rival faiths; they don’t
with leash and chain. We embrace the storm, running
typically seek to directly silence or harm their counter-
parts, but each asserts that the other’s interpretation with the wind and dancing through the fire. We know
is flawed. The Voice of the Shadow pities the fool flame paves the way for new growth, and culling the
who worships Aureon—“how good can your god be, weak strengthens the pack. You fear the Devourer;
when he didn’t even give you eyes that can see in the we are the Devourer.
dark?” Meanwhile, the Sovereign priest dismisses the
—Khaar’kala of the Great Pack
Shadow-worshiper as a servant of the Tempter, both
MATTHEW JOHNSON
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Chapter 8: The Dark Six
primordial power of nature, a force that will break any danger of the voyage and where they feel they stand
chain and wear down the strongest wall. The Devourer with the Lord of the Depths. Again, there is no thought
is the glorious cruelty that drives the predator, the cry of of benevolence here. Many sailors essentially view it as
the hawk and the howl of the wolf. He is all that is wild, playing poker with a deadly opponent—how well do you
savage, and unknowable. He is the deepest ocean, a force know your enemy and what can you get away with on
that can be crossed but never controlled.” this voyage? Though this superstition is common, some
Arawai and Balinor embody mortal dominion over captains won’t abide it on their ships; they may assert
the natural world; Arawai grants power over flora, while it’s a foolish waste of resources, or simply believe that
Balinor grants power over fauna. But the Devourer making offerings to the Devourer is more likely to draw
reminds us that the wild can never be truly bound. We his attention than placate him.
must never grow too arrogant or complacent; we must
never forget to respect the power of nature. Because if Vassal Champions of the Devourer
we do, the Devourer will be there with wind, with flame, Beyond the Three Faces and placatory offerings, there’s
with tooth and claw. little worship of the Devourer within the Five Nations;
he’s a force to be feared and placated, not idolized. As a
Nature’s Wrath result, champions of the Devourer are rare, remarkable,
As shown in this section’s opening quote from Phthaso and often dangerous.
Mogan, the Pyrinean Creed asserts that the Sovereigns The Storm Herald. On rare occasions, wandering
showed their earliest Vassals how to control the natural priests of the Devourer travel through agricultural
world. Arawai guides those who harvest, while Balinor regions. When such a Storm Herald comes to a com-
guides those who hunt, both reflecting our power to munity, they call together the Vassals and have them
impose our will on nature. Through this lens, the organize a communal feast. At this feast, the Herald calls
Devourer reflects that we can’t ever fully control nature on people to discuss their profit and loss, the blessings
and its disasters and tragedies. It’s the Devourer who they’ve received from the Sovereigns, and what is owed
sinks ships and levels villages with wildfires and hur- to the Devourer. Sacrifices are made both through the
ricanes. It’s the Devourer who guides the wolves who feast itself and through additional burnt offerings at
prey on our sheep. the feast. In so doing, the community hopes the Storm
Under the Pyrinean Creed, there is no benevolent Herald helps them buy a period of prosperity, carrying
aspect to the Devourer. The Devourer, Arawai, and disaster away when the herald leaves. Storm Heralds
Balinor are differentiated by the outcome, not by the tool are extremely rare, mainly known through stories. Some
that produces that outcome. It’s common for Vassals to of these tales depict them as good people who are truly
associate Arawai with gentle rains and the Devourer trying to help innocents avoid disaster, while others
with scouring storms—but if overabundant gentle rains tell of extortionists running supernatural protection
cause devastating floods, they’re a tool of the Devourer, rackets—“unless I'm satisfied, there will be a disaster.”
and if a region relies on monsoons to irrigate land, The Lightning Rod. Typically only encountered in
Vassals see those nurturing storms as gifts of Arawai. stories or plays, the lightning rod is a figure blessed or
A shepherd curses predatory wolves as teeth of the cursed by the Devourer. Wherever they go, they draw
Devourer, but they might well guard their flock using a disaster, and are constantly plagued by predators, bad
magebred wolf domesticated by House Vadalis; whether weather, spontaneous fires, and other minor phenomena.
a wolf is associated with Balinor or the Devourer The longer they stay in one place, the worse these mani-
depends on the outcome of interacting with it. festations get. In stories, some lightning rods manage
Though this view attributes nothing benevolent to the to weaponize this effect, becoming Storm sorcerers
Devourer, he’s still part of everyday Vassal life and faith. or Ancients paladins—but even these champions need
The farmer who thanks Arawai for her guidance equally to keep moving, lest the disasters that dog their heels
fears the Devourer’s wrath, and Vassals who regularly destroy the people they care about.
deal with dangerous natural forces often make placa- The Zealot. Zealots of the Devourer are extremists
tory offerings to the Devourer. A common Vassal saying who wield supernatural power and who despise civiliza-
is that “the Devourer will have his due.” If you benefit tion and industry. A typical zealot becomes infuriated
from the natural world, the Devourer eventually comes by a particular manifestation of civilization—a new
to even the scales—but if you make an offer willingly, he Tharashk mine, a Vadalis ranch, a lightning rail line
may accept it and pass you by. Vassals typically burn a driving across their field, or even just local farmers
fraction of the yield after a harvest; skeptics simply burn cutting down a tranquil grove—and their intense devo-
the dross, while the devout base the burn on their own tion to their target’s destruction unlocks divine power.
prosperity and what they have to lose. Vassal sailors Devourer zealots generally have more in common with
trust Kol Korran to guide them, but many also cultivate cults of the Dragon Below than with druidic sects; if
a relationship with the Devourer and make an offering they band together with fellow zealots or accumulate
when their vessel reaches deep water. This offering could followers, such a sect typically lacks organization or
be anything from a single crown to a lock of hair, a poem, deep tradition. Should a zealot achieve their goal, they
or something more precious; it depends on the perceived might snap out of that obsession and return to normal
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Chapter 8: The Dark Six
life … or they might latch onto a new and even greater
obsession—having destroyed the Orien ranch near their
Primal Power
village, they’re now determined to destroy the house In Droaam, nature has a single face, and it’s both
enclave in the nearby city, continually escalating until beautiful and cruel. Ghaal’gantii—the Devourer—speaks
they finally fall in battle. While zealots can be tied to the through the storms that lash the land, through the fangs
Three Faces of the Wild, they’re characterized by their of the worg, through the stone beneath the hands of the
ever-growing obsession with destroying their target and medusa. This isn’t a tradition of shepherds; it’s the faith
the degree of supernatural power they wield; a Three of the wolves. There’s no need to split the roles of hunter
Faces sect might try to negotiate with an environmental and predator, and no interest in a deity to bless the
offender or to otherwise find a peaceful solution, while a harvest; outside of the Gaa’ran orcs, widespread agricul-
zealot sees themself as the vengeful hand of the wild. ture is all but unknown. The Devourer embodies a view
of a world that’s red in tooth and claw. He is the hunger
Nature and Tempest that drives us to survive, but he places deadly obstacles
Champions of the Devourer can take many forms. in our way; those who overcome the challenges of the
One zealot might have the gift of wild shape and run Devourer grow strong and prosper, while the weak are
with a pack of wolves—drawing on the Moon druid for swept away to make room for the strong.
inspiration—while another might be more like a Storm For most who follow the Cazhaak faith, the Devourer
sorcerer, wielding shocking grasp and lightning bolts. is a force to be endured rather than celebrated. He’ll test
But what’s the difference between a druid, cleric, or you with a hurricane or a wildfire, lash you with thorns,
paladin of the Devourer, versus one devoted to Arawai and his hand is in the deadly currents of the rapids.
(or Balinor)? You can certainly offer a prayer or a sacrifice, but what
Remember that the Devourer isn’t the Sovereign of he wants is your strength. Survival isn’t something he
Storms; he’s the Sovereign of the destructive power of gives in exchange for a paltry offering; he has already
nature, while Arawai is nature harnessed in the service given you tooth and claw, and he wants you to use them.
of civilization. As such, their followers could wield very Because of this, many peoples of Droaam acknowledge
similar divine magic, but with a different feeling and the Devourer, but they rarely invoke him or make offer-
to a different end. For example, a servant of Arawai ings as the Vassals do.
could smite an enemy with lightning or unleash a tidal The worgs and the lycanthropes of the Great
wave, but for them, this is no different from the ability Pack—the purest predators of the region—are a notable
to plant a seed or to harness an ox to a plow; they’ve exception to this. They call on the Devourer to sharpen
been granted dominion over nature as a tool to serve the their senses and their fangs, not as a petition, but an
greater good. Such a character is typically calm—even offer: “join me in my hunt, that you may share my joy in
serene—when using their powers, and they strive to victory.” The Cazhaak Devourer has no need of weak-
minimize collateral damage. On the other hand, the lings who require his aid to survive; but a worthy hunter
champion of the Devourer teaches us that nature cannot can draw his eye and his favor, and their only sacrifice
be controlled. They revel in the wild and primal nature need be the kill itself. These devotees are often equally
of the powers that flow through them and make no effort devoted to the Fury; the Devourer is a source of physical
to avoid collateral damage; after all, they were granted strength, while the Fury is the source of instinct; both
these powers to make people fear the power of nature. are important to the hunting worg.
So even if two clerics are casting the exact same Beyond the predators, the Devourer also draws
spell, it should feel different depending on whether it’s prayers from those who work with natural resources.
tied to Arawai or to the Devourer. Arawai’s lightning Large-scale agriculture may be uncommon, but medusa
bolt is focused and precise, while the Devourer’s is wild stoneworkers and kobold apothecaries thank the
and intimidating, as if the caster is barely in control of Devourer for nature’s bounty. Even here, though, the
the bolt. Keep in mind that the spells wielded by player tone is different from the thanks offered by the Vassal
characters don’t have to reflect the absolute limits of priests of Arawai. The Cazhaak faithful know that the
mystical power. It’s possible that an NPC Storm Herald Devourer gives nothing; he only offers you the chance
can curse a community with a promise of a devastating to take it. Essentially, the Devourer puts the “hunt” in
hurricane—and follow through on the threat. Similarly, “hunter-gatherer.” Whether you’re an apothecary looking
the death of a champion of the Devourer might trigger for bloodroot or a sculptor seeking the perfect place to
a devastating flash flood. Neither of these effects have strike the stone, you face a challenge; the Devourer will
the precision or speed of control weather or tidal sharpen your eyes and give you the hunger to succeed,
wave … but that very unpredictability is what makes but you must still fight for your victory. The people of
them interesting. If a DM and player agree, it’s possible Droaam don’t sail, but if they did, they would scoff at
that even a player character who’s tied to the Devourer the placatory offerings of Vassal sailors. If the Devourer
could be a lightning rod, drawing disasters wherever chooses to challenge you with a storm, he will; you honor
they go unless they ensure that the people around them him and earn his favor by facing that challenge without
make sufficient sacrifices. fear and surviving it. What the Devourer wants from you
is strength and skill, not trinkets tossed in the water.
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Chapter 8: The Dark Six
Cazhaak Champions of the Devourer Many Faces of the Devourer
Just as Vassal priests can perform services of all of the More than any other Sovereign, the interpretation of the
Sovereigns, a Cazhaak priestess of the Shadow can Devourer varies dramatically from culture to culture,
offer thanks to the Devourer. However, it’s rare to find driven by the relationship of culture and ancestry to
a singularly devoted priest of the Devourer in a temple the natural world. The Pyrinean interpretation of the
in Droaam—he has little interest in cities and buildings, Devourer reflects a fundamental fear of the untamed
and his most devoted priests are the worgs running wild, while the sahuagin Sha’argon is the paragon of
with their pack and the harpies singing high on storm- a culture of carnivores who believe the strong should
wreathed peaks. Here are a few examples of devoted consume the weak. The Church of the Wyrm Ascendant
Cazhaak champions of the Devourer. depicts the Devourer as a dragon turtle while Arawai
The Huntmaster. Within the Great Pack—an and Boldrei are traditional dragons; this reflects the fact
alliance of worgs, lycanthropes, and other predators— that the Sovereigns walk among humanoids and guide
Huntmasters serve as equal parts bard and priest, them, while the Devourer lurks in bitter isolation in the
inspiring their comrades with wolfsong and guiding deepest water, sinking ships and lashing the land with
them on the hunter’s path. hurricanes. Ultimately, a culture’s perspective on the
The Stormsinger. While Huntmasters focus on the Devourer depends on whether they fear nature’s wrath or
hunt, the Stormsinger embraces the furious power of seek to embrace primal power. Here are a few examples:
hurricane and storm. Most Stormsingers are harpies,
Rowa of the Jungle Leaves is revered in Xen’drik by
devoted equally to the Fury and to the Devourer. They
the giants of Rushemé, and her worship incorporates
dance through the winds, delighting in the deadly play
aspects of both Arawai, the Fury, and the Devourer.
of lightning. Stormsingers are ecstatic mystics who
According to City of Stormreach, Rowa is “the
praise the Six through song and flight, but they can also
goddess of life and nature. Rowa is much beloved, but
call down lightning on enemies in battle, or even draw she is given to fits of passion that can drive her into a
away a storm, luring it with their songs. rage. As a result, storms, wildfires, and other natural
The Stoneshaper. Medusa architects known as disasters are attributed to ‘Rowa’s wrath.’”
Stoneshapers invoke the Shadow and the Devourer. Shargon the Devourer is acknowledged by the Three
They thank the Shadow for weaving stone into their Faces of the Wild as the primal force of untamed
blood and showing them the secrets of working it, nature, as discussed in the following section. This
while they thank the Devourer for the raw gift of stone Three Faces cult believes that Shargon commands
itself. Stoneshapers are specialized adepts capable of balance between the wild forces of the world and the
producing effects like stone shape, mold earth, and order civilization brings—and that Shargon must be
meld into stone. given his due, or he will take it.
The Wolfchild. Goblins and kobolds have long Sha’argon is honored by the sahuagin of the Eternal
been oppressed in the Barrens of Droaam, dismissed Dominion. They say he began as a mortal hunter who
as small and weak by the ogres, trolls, and their kin. stalked, killed, and devoured the sahuagin interpreta-
But there have always been those whose fury and tions of Arawai and Balinor, thus claiming dominion
determination to bring down their enemies—no matter over nature. This vision of the Devourer is even more
their size—has drawn the favor of the Devourer and ruthless than his Cazhaak counterpart. The sahuagin
unlocked the predator within them. Known as the razh’ash teach that Sha’argon “sets the laws of the
Gaa’taarka, these small champions develop the gift of world, and they are cruel. Life is an endless struggle.
wild shape. While they are most often associated with The weak will perish in the storm or be consumed
wolf form, they aren’t limited to it; for example, some by the mighty. Those with cunning and courage can
Gaa’taarka prefer to scout as hawks or fight as bears. conquer the world itself, and the victor has the right to
The Gaa’taarka are broadly similar to Moon druids devour their vanquished foe.”
(and you could use that subclass to play a Wolfchild There’s no limit to the number of sects that might be
character), but most don’t possess the full spellcasting out there, each with its own unique interpretation of the
abilities of a druid. Those that can cast spells typically Devourer. This diversity of tradition sparks countless
possess magic tied to working with beasts—beast perspectives on the relationship between the Devourer,
sense, speak with animals, and similar spells. In the Arawai, and the Fury. A Pyrinean myth suggests the
past, Wolfchildren have often served as champions Fury is the child of Arawai and the Devourer—a meta-
defending their kin from would-be oppressors. In the phor reflecting the anguish born when a terrible storm
present, several Gaa’taarka have joined the Great Pack, destroys a long-awaited harvest. On the other hand, the
while others serve with Maenya’s Fist. Technically, Rushemé faith conflates the three into a single deity,
any devoted creature could become a Gaa’taarka, but while a Droaamite myth asserts that the Fury was born
their gift is still primarily associated with goblins and of Eberron’s cry of pain when she brought life into being.
kobolds, hence their being described as “children.” Priests create myths about the Sovereigns as a way to
teach lessons, and those myths vary based on the culture
that creates them and the lessons they’re passing on.
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Chapter 8: The Dark Six
Three Faces of the Wild House Lyrandar: The Kraken’s Brood
The Three Faces of the Wild is a mystery cult within According to House Lyrandar doctrine, the Mark
the Five Nations. Much like its counterparts in of Storms is a blessing granted by Arawai and Kol
other Three Faces cults, it honors members of both Korran, a gift to help the Khoravar prosper. However,
Sovereigns and Six: in this case, Arawai, Boldrei, a sect within the house holds more sinister beliefs.
and Shargon (the Devourer). While they acknowledge These cultists claim that their mark is a gift of the
Shargon as the primal force of untamed nature, he’s Devourer, and that it's intended to be used as a
not considered malevolent: Shargon commands us to weapon. These Lyrandar believe the Khoravar are
respect nature and to maintain the balance between meant to assert their dominion over Khorvaire with
nature and civilization … and should we forget, or hurricanes and lightning.
disrupt the balance due to greed or ignorance, he will The sect calls themselves the Kraekovar—the
lash out and remind us of nature’s might. A destruc- Kraken’s Brood—and claim that their greatest vision-
tive hurricane may be punishment for foolishness, aries have become krakens who dwell in the deepest
but it can also just be a reminder of the power of waters and guide their followers through visions.
nature, one we would do well to respect. Kraekovar heirs learn to use their dragonmarks in
Followers of the Three Faces of the Wild embrace unusual and destructive ways with a specialization
agriculture and animal husbandry, but also assert in lightning. While the Kraekovar believe their power
that the wilds must be respected and preserved. ultimately flows from the Devourer, they don’t share
Adherents generally seek balance between civiliza- any common cause with the Three Faces of the Wild
tion and nature, not unlike the Wardens of the Wood. or with zealots. They are loyal to their own elders—
They practice free-range grazing and low-impact whom they believe to be immortal krakens—and to
farming, opposing any techniques or industrial their vision of a nation ruled by Khoravar storm kings.
advances that they see as causing lasting harm to the Other Lyrandar heirs assert that the abilities of the
world. As a result, there have been clashes between Kraekovar represent a fundamental corruption of the
these sects and House Vadalis or House Cannith dragonmark, as the mark isn’t meant to be used as a
enclaves, as well as opposition to mundane damming weapon, and they believe this corruption drives the
and logging operations. While outright violence Kraekovar to sociopathic behavior.
is rare, this is still a potential source of ecological
conflict in the heart of the Five Nations, far from the Using the Devourer
Eldeen Reaches and the Ashbound. One of the simplest ways to bring the Devourer into
your campaign is to talk about the weather. It’s an
Three Faces Cults: Secret Societies? important part of everyday life, but often ignored in
Alongside the Pyrinean Creed’s traditional views on the adventures—and the sourcebooks don’t go into much
Sovereign Host, several mystery cults exist throughout detail about what weather to expect in different parts
Khorvaire that honor the Sovereigns and Six alike. These of Khorvaire, so to some degree, you’re on your own
secretive Three Faces sects each honor a member of the Six here. But if you regularly mention the gloomy rains of
alongside two Sovereigns. Initiates believe that those three Sharn, you lay the groundwork for the slowly building
all reflect different faces of the same concept—such as Coin, threat of a hurricane that somehow resists the power
Love, War, or Wild—and thus all three should be honored. of the Raincaller’s Guild. Is a group of Devourer
These cults offer not only faith, but also fraternity, serving as zealots responsible for this threat? Is it the work of
secret societies even to members who are disinterested in the
the Kraken’s Brood (in which case the Raincaller’s
religious aspects. But are these “secret” societies truly secret?
For example, Karrn himself is said to have been a member of Guild may have been sabotaged from within)? Can the
the Three Faces of War, so why can’t Karrnathi soldiers openly adventurers find a Storm Herald, and if they do, what'll
declare themselves to be following in his footsteps? the herald want in return? A storm at sea, a wildfire
The reason for secrecy isn’t about fear of dangerous perse- threatening an adventurer’s home village … when these
cution. The Three Faces honor a member of the Dark Six, yes, moments come, will the adventurers embrace supersti-
but in balance with two members of the Host; they are often tion and make an offering to the Devourer, or will they
more devout than most common Vassals. There have been a spit in the eye of the storm?
few points in history when the Three Faces have been perse- Followers of the Devourer provide an easy source
cuted as heretics, but in the present day, the templars and the of villains. Zealots can always turn up to shatter cities
paladins of Dol Arrah know the Three Faces aren’t a threat.
or strike at the dragonmarked houses. The Kraken’s
As a member of the sect, you don’t announce it because only
those who have been initiated into its mysteries understand it,
Brood uses primal force in their pursuit of power. A
and only they deserve to know about it. Initiates understand Droaamite worg may honor the Devourer by hunting
the context of why they accept their chosen member of the the most dangerous prey—and they’ve set their sights
Six as worthy of veneration—but they know that those who on one of the player characters. On the other hand,
don’t understand the mysteries will not. So, the first rule of champions of the Devourer don’t have to be enemies.
the Three Faces is that you don’t talk about the Three Faces. A medusa Stoneshaper could prove an invaluable ally
when adventurers are trying to get into a collapsed
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Chapter 8: The Dark Six
mine. The Three Faces of the Wild could draw atten- Exploring Eberron describes the Fury as “a silent
tion to industrial activities that truly threaten a local whisper that can drive you to doubt or despair. She is
community. A Droaamite Huntmaster could adopt the reckless rage and all-consuming passion. Instinct is
adventurers as their temporary pack and guide the the voice of the Fury, guiding us when rational thought
party through a dangerous region. Adherents of the fails. And she is the Sovereign of revenge, promising
Devourer can also just be mysterious—if the adven- vengeance to those willing to surrender to her. Her father
turers have business in a small community, a Storm the Devourer embodies the devastating power of the
Herald could arrive and call for the Devourer’s Feast. storm outside us; the Fury is the storm that rages within
They say this innocent action will help to protect the us, the wild emotions we fight to control.”
village from disaster. Will the adventurers help organize As with all the Dark Six, Vassals who worship the
the feast, or will they oppose the herald—and if so, will Sovereign Host acknowledge the Fury. To them, she's the
disaster indeed strike? source of any unbalanced emotion; someone consumed
by despair is carrying the Fury on his shoulders, while
Player Characters someone who lets anger drive her to rash action has
Those who honor the Devourer can serve not only as given the reins to the Fury. Though love is commonly
allies, but as compelling player characters. The earlier considered a positive emotion, in the hands of the Fury,
sections contain many themes that can inspire a char- it is wild and dangerous. Just as there are Three Faces
acter tied to the Devourer. Here are a few more ideas: of War, there are Three Faces of Love: Boldrei is the
Druid. An urban druid might be devoted to the Three love that binds, Arawai is the love that brings life, and
Faces of the Wild; or if you’re a goblin or kobold, you Szorawai—the Fury—is the love that burns.
might play one of the Gaa’taarka as a Moon druid. Have So people of the Five Nations typically guard against
you been sent out on a mission from the Daughters of the Fury; she must be contained and controlled lest she
Sora Kell, or are you just following your instincts? leave your life in ruins. But she is a part of the world, and
Sorcerer. A Storm sorcerer could be a lightning rod, both there are those who choose to embrace her. While there
cursed and blessed by the Devourer; you have power are priests of the Fury—especially along the path of the
over lightning and wind, but if you stay in one place for Revelers—most people find the Fury on their own. You
too long, disaster follows. Can you find a way to lift this don’t need a priest to speak to the Fury, for she's part
curse … and if you do, will you lose your gifts as well? of you, already speaking through your rage and your
Warlock. As a Lyrandar Fathomless warlock, you sorrow. You simply need to listen.
might’ve been raised in the Kraekovar cult; have you
turned against the Kraken’s Brood, or are you trying
Sovereign of Revenge
to oppose its corruption from within the system? The Fury is there whenever you suffer pain or anguish.
Aureon’s laws provide a path for order in society, and Dol
Arrah guides the justiciar. But perhaps you feel the forces
The Fury of the law are corrupt and won’t ever punish your enemy.
Perhaps the wrong that’s been done to you isn’t legally
When I found my lover murdered, I gave a crime, but you still want someone to pay for the pain
myself to the Fury. I don’t remember they’ve caused. Or perhaps you don’t want justice—you
the rest of the night. But I regret want bitter and bloody revenge, to make your enemy suffer
nothing, and I thank the Dark Lady the pain they’ve inflicted on you a thousand times over.
In some cultures—certainly in parts of Droaam and
that justice was done.
Darguun—revenge and justice are seen as one and the
—Lady Cyra ir’Tain, at her trial same; it’s understood that anyone who is harmed has the
right to revenge, and the Fury promises that vengeance.
You know what you want to do. Within the Five Nations, people don’t generally revere the
You know what you need to do. Fury, as they support clear laws and frown on vigilante
justice … but even such Vassals certainly acknowledge
But you bury your heart with your
her presence and her power. She’s typically seen as
fears and your logic and your laws. something you should fight against: bite back your anger,
You are afraid to be what you truly overcome your despair, and trust in the law to see that
are, to take the path that comes justice is done. So you’re unlikely to find a priest of
without thinking. Follow it now. the Fury on the streets of the Five Nations, and even a
paladin who acts as a vengeful hand (described below)
Think no more. Feel and act.
may not announce that, knowing that acting in the name
—Sarvus’kor, kobold priestess of the Fury doesn’t let them get away with murder. But
MATTHEW JOHNSON
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Chapter 8: The Dark Six
Crimson Candles against Erandis Vol, you might have no idea where Vol
In the Five Nations, the crimson candle is urban legend is nor possess the personal power to bring her down—
as much as it is myth: if you’ve been wronged, you can in which case, you could devote yourself to fighting the
engrave the name of the person you seek vengeance entire Emerald Claw until the path to Vol is made clear.
on into a red candle, blend a drop of your blood with Or if a criminal killed your parents, you could devote
the wax, and leave the lit candle in your window. This yourself to wreaking vengeance on all criminals. If
serves as a symbol that the Fury burns within you, you’re driven by the Fury, you don’t care about the cost
demanding vengeance on the person you named. In of revenge, and you’re not seeking “fair” punishment;
some stories, this candle simply calls for the Fury to your quest is raining down pain and suffering on
take vengeance for you, acting through environmental those who wronged you. Will you ever reach the end of
forces; if your target falls from a horse the next day, that dark path? Or is your need for vengeance an all-
that’s the Fury answering your prayers. Other tales consuming flame?
claim a hidden order of assassins roam Khorvaire to
fulfill the promise of the crimson candle. Vassal Offerings to the Fury
In either case, when invoking the Fury, you under- Boldrei is the patron of mediators and therapists, those who
stand that you have no control over what form the help maintain peace within a community and help people
vengeance will take or how many people will be hurt in overcome negative emotions. However, not all turn to Boldrei
the process. After all, you don’t seek justice, but ven- in the midst of overwhelming emotion. Much like some Vassals
geance—and while that comes with a price, you may not make a sacrifice to the Devourer in the face of an oncoming
be the one who pays it. The Fury doesn’t eliminate pain storm, begging the Devourer to turn his rage to someone else,
and suffering; she spreads it and magnifies it. Because some do the same for the Fury. They don’t expect the storm
of this, the crimson candle isn’t used lightly; placing of emotions to suddenly stop; rather, they hope to burden
the candle in your window is a public declaration that someone else instead.
Simple altars to the Fury can be found hidden in Vassal
you want revenge and you don’t care about the cost or
communities. The principle is simple: if you’re dealing with
who knows it. And in so doing, the person named on an emotion you can’t handle, you can make a sacrifice—and
the candle faces an ultimatum: will they try to make if it’s accepted, your pain will be given to someone else.
amends and convince their victim to extinguish the This practice is largely reviled because it’s a zero-sum game;
candle before the Fury takes notice of the plea? someone will suffer your sorrow or despair. But if you’re
Putting a crimson candle in your window is usually willing to pass your pain to a stranger, it’s a possibility. Such
seen as a cry for help or an act of protest, not heresy an altar can also be used to beg the Fury to ignite a spark of
that needs to be punished. If adventurers enter a village passion in an object of affection; but as always, the love of
and find dozens of red candles burning in the windows, the Fury is wild and uncontrollable, and such a prayer often
any character from the Five Nations would recognize it leaves ashes in its wake.
as a sign that something is terribly wrong.
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Chapter 8: The Dark Six
Many Faces of the Fury Using the Fury
There are many different interpretations of the Fury. One of the first ways to work the Fury into a campaign
Under the Pyrinean Creed, she’s often said to be the is to talk about feelings. Sometimes we don’t stop to
child of the Devourer, though this is generally understood think about how mechanical moments—landing a
to be a metaphor. When a farmer’s field is destroyed by critical hit or being the victim of one, receiving Bardic
a hurricane, the “child” of that action is rage or despair; Inspiration or being saved by an ally’s reaction—actu-
hence, the Devourer is the father of the Fury. Meanwhile, ally feel for the character. Do you feel a moment of rage
another Pyrinean myth says that when the Devourer when you suffer a grievous injury? Is there a moment
was bound by his enemies, his rage was so great that the of doubt or despair? Or are you cold and austere,
Fury took on a life of her own, tearing free of him and refusing to let any emotion distract your perfect focus?
snapping his bonds in the process. This doesn’t have to come up in every situation; no
Looking beyond the Five Nations, Cazhaak tradi- one wants to discuss their feelings about every roll.
tions don’t credit any other Sovereign for creating the But it can be fun to think about whether a character
Fury; she was present when the first heart began to embraces their emotions or suppresses them, whether
beat, and she was heard in the first child’s cry. This is that could change over the course of a campaign—and
echoed in the traditions of the harpies of the Byeshk whether there’s any chance of them losing control.
Mountains; all their flights agree that the harpy sings As the Sovereign of Vengeance, the Fury can be inte-
with the Fury’s voice, but much like the Barrens mino- grated into adventures in many ways. A villain could
taurs and the Horned King, each flight has its own be driven by revenge, giving themself to the Fury and
interpretation. The Stormsingers say the Devourer and refusing to consider the consequences of their actions
the Fury are one and the same, and her song shapes until they’ve achieved their goal. This can be more
the storm at the same time it guides the heart. The interesting if the adventurers (or their players) know
Wind Howlers say the Fury was born from Eberron’s the villain’s rage is justified; they can sympathize with
cry of pain when she gave birth to the world. Most the desire for revenge while still needing to prevent
flights call her the Song or the First Song; meanwhile, collateral damage or uphold the law. As an interesting
the Wind Howlers call her the Howl. twist on this, an ally of the adventurers could become
a vengeful hand—complete with divine powers—after
Three Faces of Love suffering a terrible tragedy that the player characters
The Three Faces of Love is a mystery cult devoted to failed to prevent. How will the adventurers stop their
Arawai, Boldrei, and Szorawai (the Fury). Like the friend, knowing the vengeful hand doesn’t care about
other Three Faces cults, this secret society recruits the damage they do in pursuit of revenge?
members seen as being touched by one of these The red candles can also set a story in motion. When
Sovereigns. Initiates are usually people who work with the adventurers arrive in a small village and see a
people, those who see the value of community and dozen red candles in different windows, it’s clear that
believe they can guide its path and inspire love; media- there’s trouble in this town—what will they do about
tors, bartenders, midwives, companions, and poets are it? Are all these candles tied to a tyrant who’s hurting
all found in this cult. On one level, the cult is simply a their people, or do the candles reflect a complex web of
place for these people to come together and enjoy the interwoven feuds, where helping any one of the victims
company of like-minded individuals; the Three Faces will be seen as taking sides?
of Love hold remarkable salons and revels. On the A Reveler can be an interesting ally for a party;
other hand, cultists often share problems they’ve seen— impulsive and often reckless, brutally honest and
whether a quarrel of a single couple or tension that willing to say whatever they think. If a group of adven-
threatens an entire community—and seek subtle ways turers tends to overthink things or to be too cautious, a
to solve the problem. On a more casual level, the Three little time with a Droaamite worg guide or a night at a
Faces of Love are also excellent matchmakers who take revel can force them to face their feelings.
joy in forging strong relationships. This can happen
when someone asks for help or advice, but sometimes Player Characters
members take it on themselves to bring people together Characters linked to the Fury can come from any class
when they recognize a perfect match. or background—after all, the burning sense of revenge
The Three Faces of Love weave the tapestry of and revelry are universal emotions. Here are a few
a community. Arawai is the Love That Brings Life, ways you could reflect a connection to the Fury in your
celebrated by midwives and mothers as well as herbal- player character.
ists and healers. Boldrei is the Love That Binds, the Reveler. The “Character Options” section at the end
underlying bond that holds any family or community of this chapter presents a new option for bards, the
together; mediators, innkeepers, and others who College of the Fury. This subclass is an excellent way
find joy in uniting others. Szorawai is the Love That to reflect a Reveler character’s supernatural connection
Burns, passion that is as inspiring and powerful as it to the Fury—and in many ways, a bard makes a better
is painful; she is often the patron of poets, artists, and Reveler priest than a cleric does. Regardless of your
others who work with fantasy and desire. subclass, you likely have the ability to inspire primal
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Chapter 8: The Dark Six
emotions as a Reveler, and you encourage people to voice of the Fury—perhaps a spirit of Mabar who enjoys
fully experience and feel their feelings. I like to think of the pain and death that accompanies these quests.
a Fury-tied bard’s spells as gifts of devotion as opposed Other Ideas. As a Berserker barbarian, you might’ve
to lore (though this doesn’t have a mechanical effect). been raised as a warrior in a community where the Fury
It’s possible you only embrace the Fury fully when in is respected, having always embraced and cultivated
the throes of performance, but you could also play a your rage—an outlander or soldier from Droaam, for
priest who tries to help people understand their feel- example. Alternatively, you might be a reserved and
ings at all times … or you could even play a priest who harmless-looking scholar of the Five Nations … until you
fights to bring down any system that seeks to compel rage, channeling adrenaline and unleashing your fury.
or control peoples’ thoughts and emotions. This is Finally, you could play an interesting Moon druid
different, however, from the priest of the Traveler who as a member of the Great Pack of Droaam. This group
inspires chaos and change on a societal level; the Fury of worgs, lycanthropes, and other predators views the
is more driven by the storm within each heart. Fury as a personal guide and patron—to them, instinct
If you’d like to play a traditional cleric of the Fury, is more important than reason, and one should always
none of the official domains reflect the flavor of a let instinct guide action. Your powers could flow from
Reveler well; however, you can (perhaps counterintui- this idea; rather than being tied to a traditional druidic
tively) use the Order domain by simply reversing its sect, you’re a primal predator whose form and actions
flavor! As written, the Order priest compels because are shaped by the Fury.
people respect their inherent authority; for the Fury,
all the compelling abilities would be about generating
raw emotion. A command might feel so right in the
moment that the victim obeys; meanwhile, hold person
can reflect a paralyzing doubt and despair that the
victim must shake off before they can act normally.
Vengeful Hand. If you’d rather play a revenge-
focused character, such as a vengeful hand, the
College of Whispers bard is skilled at manipulating
emotions and fears, both weapons in the arsenal of the
Fury. Vengeance needn’t always be bloody; as a bard
devoted to the Fury, you could be a character assassin,
carrying out missions of vengeance like any other
vengeful hand but focusing on destroying the lives
of your victims, as opposed to simply ending them.
For paladins of the Fury, the Oath of Vengeance is an
obvious choice—a warrior infused with divine power to
be used in pursuit of revenge. This path of vengeance
works just as well for a Zealot barbarian, or potentially
a cleric with the War or Death domain. This could fit
the idea of the vengeful hand: you were peaceful until The Keeper
you swore your oath of vengeance, and you’ve been Never flaunt good fortune. Avoid arrogance and pride.
filled with the power you need to see it through. On
Those who crow too loudly may catch the jealous eye of
the other hand, you could’ve been granted your powers
to help others take vengeance; you are the one who the Keeper.
answers the call of the crimson candle. In either case, —Asta Ollen of the Restful Watch
keep in mind the difference between this and the path
of Dol Arrah: the hands of the Fury don’t pursue justice, What is it you desire? Fine clothes? A grand mansion?
but vengeance, regardless of how much new pain Caskets of coins and jewels? Good for you. If these
and suffering is generated in the course of revenge. things were bad, they wouldn’t exist; and if they’re good,
Any warlock could’ve made their vow to the Fury,
what’s wrong with wanting them? Why shouldn’t a
gaining power to be used in a quest for revenge—which
could be personal or on behalf of others seeking warrior want the strongest armor or the sharpest blade?
vengeance. Though the gods can’t be proven to exist, a Why shouldn’t a wizard want the biggest library or the
warlock of the Fury needn’t directly interact with their finest arcane workshop? The Keeper teaches that you
patron; they simply swore an oath and know what they should have all the things you desire—you just have to
MATTHEW JOHNSON
must do. Or the warlock could have visions they believe be willing to pay for them, whether with gold, sweat, or
are coming directly from the Fury … but is there a way
blood. So let’s talk about what you desire … and what
to prove these aren’t just delusions? It’s also possible the
warlock’s patron is a fiend who considers itself to be a you’re willing to pay for it.
—Copper Tom, Talon of the Keeper
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Chapter 8: The Dark Six
Among the Dark Six, the Keeper is the deity most still choosing between oblivion or eternal torment at the
commonly acknowledged by Vassals. Every funeral hands of the Keeper. So most people very reasonably
acknowledges his presence, and it’s common to think prefer to avoid his grasp.
of him as the Sovereign of Death—but this is a mistake. While all Pyrinean Vassals acknowledge the threat
In the myths of the Sovereign Host, the Sovereigns posed by the Keeper, very few worship him in this
fight death, and they’re not fighting the Keeper. He’s aspect; most just want to avoid him. But a few servants
not the Sovereign of Death, he’s first and foremost of the Keeper can be found in Khorvaire, including
the Sovereign of Greed; however, one of the things he Keeper’s Fangs and priests of the Restful Watch.
desires most are souls, and he does use death and all
the myriad ways of causing it as a way to get the souls The Restful Watch
that he desires. Wasting sickness, food poisoning, sheer Priests of the Restful Watch specialize in embalming,
bad luck—the hand of the Keeper can cause death in overseeing funerals, and maintaining cemeteries. They
countless ways, but all are merely a symptom of the can be found in every major city in the Five Nations,
Keeper’s greed … and all can potentially be staved off and some smaller towns have a devotee of the Watch
if you placate him with other treasures. tending the boneyard. However, they maintain a low
Exploring Eberron describes the Keeper as “the profile, so unless you’re planning a funeral or robbing
patron of those who put personal gain above all else. a grave, there’s little reason to interact with them.
He guides those who use guile to gain gold, regardless The doctrine of the Restful Watch is based on the
of the cost to others. A rogue who invokes Olladra sees idea that most spirits pass through Dolurrh and into
themself as the hero of the story; one who calls on the the realm of the Sovereigns, but once someone has
Keeper has no compunctions about being the villain. entered the realm of the Sovereigns, they can never
Beyond guiding those who place profit before all else, the return. As a result, if Aureon knows that a dead hero
Keeper is also known for his willingness to make deals— will be needed in the future, he has the Keeper snatch
though his bargains are always slanted in his favor. the soul before it reaches Dolurrh, intending to restore
Priests known as Talons make these deals on behalf that hero when the time is right. Thus, initiates of the
of the Keeper, though the terms are often abstract and Restful Watch present themselves first and foremost
driven purely by faith. An entertainer could bargain with as servants of Aureon, but they understand the Keeper
a Talon, exchanging ten years of their life for fame; even and help people avoid his grasp. When preparing a
if the entertainer subsequently becomes famous, there’s funeral, an initiate of the Watch helps the bereaved
no way to know if this is the result of the bargain, nor to choose appropriate grave goods or a sacrifice to
anticipate when the entertainer might suddenly die.” distract the Keeper and ensure that the soul reaches
So under the Pyrinean Creed, the Keeper plays two Dolurrh. For a simple person with few achievements,
very different roles. He’s the Stealer of Souls, who a single coin might suffice; but the more remarkable
must be placated at every funeral. But he’s also the the deceased, the greater interest the Keeper will have,
Lord of the Hoard, the patron of avarice who’s ever requiring a more significant sacrifice to distract him.
ready to make a deal.
Keeper’s Fangs
Stealer of Souls While the Restful Watch operates openly across the Five
Nations, others with ties to the Keeper prefer to stay in
As Asta Ollen says, “those who crow too loudly may
the shadows. These people feel a closer connection to the
catch the jealous eye of the Keeper,” so Pyrinean teach-
Keeper—they hear his voice, receive visions, or simply
ings encourage humility and thrift. Flaunting wealth or
know what he wants most of all. Known as Keeper’s
talent draws the attention of the Keeper, and once his eye
Fangs, these assassins hunt down and slay anyone
is upon you, misfortune is sure to follow. If you’re lucky,
marked by the Keeper. They may also be charged to find
he might just steal your flaunted wealth—or worse, he
treasures the Keeper wants to add to his hoard (though
may desire you, and even the mightiest hero can be laid
it’s up to the DM to decide whether the Keeper expects a
low by disease or ill fortune. Once the Keeper pulls you
Fang to immediately sacrifice such an acquired treasure,
down into darkness, he snatches your soul before it can
or if the Fang can make use of the relic for a time before
reach Dolurrh and adds you to his endless hoard, where
the Keeper claims it).
he can toy with and torment you until the end of time.
In the ancient Sarlonan nation of Pyrine, Keeper’s
On first reading, this might not sound entirely bad.
Fangs sold death in exchange for gold. Assassination
Isn’t Dolurrh a place where the soul fades and memories
isn’t sanctioned in the Five Nations, but one order of
are lost? Aren’t souls taken by the Keeper being spared
Keeper’s Fangs still follows these old traditions and
from oblivion? The answer is both yes and no. It’s an
offers their services for coin. These Fangs are few
observable fact that souls fade in Dolurrh—but the ques-
enough in number that House Thuranni generally
tion is why. Vassals maintain that as memories fade, this
doesn’t see them as a threat to business.
reflects that soul’s transition to a higher level of reality;
Today, most Keeper’s Fangs aren’t assassins, and
the soul isn’t lost, but joins the Sovereigns. If the Keeper
they have an entirely personal relationship with the
steals you, he steals your chance at paradise … or even
Keeper. They see what he wants in visions, and act in
if you don’t believe that souls join the Sovereigns, you’re
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Chapter 8: The Dark Six
the hope of a reward from the Keeper himself. This is
Necromancy and the Dark Six
a logical path for a Hexblade warlock, whose shadow-
infused weapons are a gift from the Keeper. However, Necromancy has a sinister reputation in the Five Nations.
Among Vassals, arcane necromancy is associated with the
it’s just as plausible for a Death cleric, Oathbreaker
Shadow, while divine necromancy (such as a cleric with the
paladin, or Assassin rogue. Death domain) is usually tied to the Keeper. Outside the
The Keeper’s fang is also a name for a weapon Sovereigns and Six, divine necromancy is usually associated
enchantment that prevents resurrection, as described in with the Blood of Vol, and during the Last War, only Karrnath
the Eberron Campaign Setting and Exploring Eberron. employed necromancy.
Some Keeper’s Fangs use these weapons in their work, Common folk shun necromancy for many reasons—after
while others possess a supernatural gift that mimics this all, undead are a real, dangerous force in the world. Ghouls,
ability; either way, when they kill someone marked by shadows, and wraiths are all concrete threats, and undead
the Keeper, the soul never reaches Dolurrh. thus trigger instinctive fear in most people. Compounding
this, many people believe that the spirits of the dead ultimately
reach some form of peace beyond Dolurrh—whether with
Blessing of the Fang the Sovereigns or the Silver Flame—so any sort of magic that
According to the myths of the Dark Six, the Keeper covets interacts with the dead may disturb that rest. Vassals also tend
the souls of the living, and his servants sometimes possess to inter their dead and find the manipulation of corpses to be
the ability to steal away a creature’s soul. These myths are disrespectful and revolting.
most commonly associated with the Keeper’s fang dagger, and The practice of necromancy isn’t illegal in the Five Nations,
Dark Petitioner rogues (presented at the end of this chapter) just unsavory. As with all magic, the crime is determined by
gain a similar ability at 17th level. However, powerful fiends how you use your spells. A cleric of the Blood of Vol can’t be
in service of the Keeper’s ideals—or even the enigmatic god arrested for having a skeleton companion—but desecrating
himself—might bestow loyal followers or fated individuals with corpses is illegal, so guards could demand to see evidence of
the following blessing. Such supernatural gifts are discussed your claim to the corpse! The common reaction to other spells
in chapter 7 of the Dungeon Master’s Guide. depends on the manifestation of the spell. Rationally, a ray of
Blessing of the Fang. When you touch a creature that has enfeeblement is no more or less evil than a scorching ray …
been reduced to 0 hit points or killed within the last minute, but if it manifests as a bolt of screeching shadows that seems
you can choose to kill it (if it isn’t already dead) and remove to weaken its victim by sapping their soul, people will say it’s
its soul. A creature whose soul has been removed in this way the work of the Shadow or the Keeper. The scorching ray may
can be restored to life only by a wish spell. actually be deadlier than the ray of enfeeblement, but at least
it’s good, honest fire.
Atur in Karrnath is the primary center for necromantic
research in the Five Nations, but Arcanix has its own school of
The Keeper and the Afterlife necromancy—albeit its smallest and least funded. This school
Does the Keeper truly snatch souls on their way to primarily focuses on “passive” necromancy, such as the speak
Dolurrh? As with anything tied to the divine, there’s no with dead spell, rather than on offensive magic.
absolute proof. But from the preponderance of myths
to the concrete fact of soul-trapping Keeper’s fang
weapons, it’s certainly possible souls might be lost in Grave Robbing in Khorvaire
this way. Stories tell of heroes finding the Lair of the Since Vassals bury treasures with their dead to distract
Keeper in the Demon Wastes and negotiating with a the Keeper, why isn’t grave robbing widespread? For
skeletal dragon to recover souls lost to Keeper’s fangs. Vassals, superstition is the primary deterrent. People bury
Perhaps these stories are literally true. Or perhaps the goods with a loved one’s corpse so the Keeper claims the
“Lair of the Keeper” is a portal to a demiplane ruled treasures instead of the soul—and if you rob that grave,
by Mazyralyx, the first and most powerful dracolich … you’re stealing from the Keeper directly. Even though
and this mighty creature created the Keeper’s fangs. the Keeper doesn’t physically snatch buried items from
Ultimately it’s up to the DM to decide—is there any- graves, Vassals believe he lays claim to them as part of his
thing to a Talon’s bargains beyond superstition and scattered worldwide hoard. If you steal from that hoard, he
coincidence? Can souls be taken by the Keeper, and if may choose to take back his treasure with interest.
so, how can they be recovered? As a result, tales abound of grave robbers cursed by
In Eberron, death presents another opportunity to the Keeper. Sometimes the thief contracts a wasting
bargain with the Keeper. Should a player character disease or suffers deadly bad luck (perhaps when the
die early in their career, the Keeper (or a powerful character rolls a 1 on an attack roll, they target themself
dracolich or other creature posing as him) could with the attack; when they roll a 1 on a saving throw,
offer resurrection—but at what cost? Alternatively, if they suffer twice the usual damage or harmful effects;
player characters have the ability to raise the dead, the and when they roll a 1 on an ability check, their failure
Keeper can add an unexpected obstacle. If the Keeper has dangerous consequences). Other times they’re tar-
claims a soul, the raise dead spell won’t work unless geted by random violence, often muggings or other acts
the Keeper chooses to release the soul … and to con- driven by greed. And if a magic item is stolen, the touch
vince him, the cleric must make a difficult bargain. of the Keeper may twist the enchantments—so if you find
the tomb of Breggor Firstking and steal his legendary
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Chapter 8: The Dark Six
sword from the Keeper’s hoard there, it may become
a cursed sword of vengeance.
Lord of the Hoard
These are ways the Keeper’s curse could manifest … Kol Korran is the patron of commerce
but that doesn’t mean it will. Vassals know that not and honest trade—by contrast, his
everyone who steals from a grave dies horribly, but why brother is patron to those who
would you take that chance? Beyond that risk, commoner put their own personal gain
graves rarely hold valuable treasures; they might have above all else. The Keeper
a few copper coins, but most of these grave goods are reflects the darker aspects of
selected for their value to the deceased. A small portrait commerce, inspiring avarice,
of a child might have been terribly important to the conspicuous consumption,
person who died, but a thief will be lucky to pawn the and insatiable greed.
frame for a few galifars—is it worth the risk? Though these can lead
In the case of a wealthy merchant or prince, sometimes to murder or theft, greed
the risk is worth it. Such figures have more significant and hoarding are defining
treasures in their tomb, but Vassal cemeteries are often aspects of the Keeper—death is
guarded by members of the Restful Watch. Graves that simply the tool he uses to add
contain significant wealth may also implement other pro- souls to his hoard.
tections; this could be as simple as an alarm summoning
the Restful Watch or an arcane lock placed on the coffin,
Greed and Guile
or it could be more dramatic or dangerous. A magic mouth Several of the Sovereigns and Six have a relationship
could address anyone who enters a crypt, sounding an to greed and guile. The Mockery guides those who
alarm if they’re not recognized. A glyph of warding could use deception to spill blood, but if your deception is in
summon shadowspawn. In the case of a truly celebrated the pursuit of gold, you’ll instead call on the Keeper.
hero or noble, a crypt could hold a veritable maze of traps Similarly, criminals and rogues who consider them-
and wards—an adventure in the making! “You need to get selves altruistic or heroic are likely to look to Olladra
into the crypt of the first Queen of Metrol to recover the for good fortune, but if you’re willing to acknowledge
sword that was buried with her. But can you get past the your own greed, you pray to the Keeper instead. After
many traps, and is the blade’s power still intact?” all, the Keeper helps the liar and the cheat.
This sort of worship is typically a personal thing.
Many members of the Boromar Clan offer prayers to
The Keeper, the Blood of Vol, the Keeper, but the clan doesn’t maintain a shrine to
and Katashka the Gatekeeper him. A swindler who is especially skilled at separating
On the surface, the Keeper, the Blood of Vol, and the overlord people from their riches may be said to be blessed by
Katashka are all associated with death and necromancy. The the Keeper, just as a skilled blacksmith may be thought
uninformed often assume their cults would be allies, but in
to be favored by Onatar; such a scoundrel likely doesn’t
practice, these three are very different from one another.
have the trappings of a priest, but others may still ask
The Blood of Vol centers around the belief that people should for (and pay for) their blessing. On the other hand,
fight against death, not embrace it. Seekers use necro-
a priest of the Keeper could run their own guild of
mancy in part to avoid oblivion, but also because there’s
poetic justice in animating the dead to protect the living—
thieves, typically seeing their congregation as a tool to
“even though their lives were lost, they rise again to protect further their own greed. The Trickery domain is excel-
their people.” Seekers despise followers of Katashka and the lent for a cleric following this aspect of the Keeper, but
Keeper. They believe that all Sovereigns are cruel beings this path is just as appropriate for any rogue, criminal,
who torment mortals with disease and suffering; the Keeper or charlatan.
just does it openly.
Katashka the Gatekeeper thrives on mortal fears of death Talons: Bargaining with the Keeper
and the undead. Katashkan necromancers revel in their The Keeper is always searching for new treasures to
dominion over the dead and in the terror their spells can add to his hoard, and these can include souls or memo-
cause. Of these three cults, the followers of Katashka are
ries as well as material goods. A bargain with the
the ones most likely to engage in unnecessary cruelty and to
create horrific new forms of undead; their ability to terrify
Keeper can get you wealth, magic items, the powers
others is a source of joy. of a warlock, or more. While the gifts of the Traveler
Keeper cultists have no love for Katashka or the Blood of often have unexpected consequences, the goods of the
Vol. Priests of the Keeper typically use necromancy spells Keeper are generally exactly what they appear to be …
to weaken or kill enemies directly, or to speak with the but the Keeper never makes a deal unless the price is
dead. They can create undead—it’s seen as the Keeper in his favor. Whatever you get from the Keeper, you’ll
temporarily releasing a spirit from its hoard—but few actu- have to give up something of even greater value.
ally enjoy the company of undead. After all, the Keeper’s How do bargains with the Keeper work? The Six
signature move is stealing souls, not animating corpses.
SCOTT ROLLER
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Chapter 8: The Dark Six
the Keeper. Anyone who believes they have a strong or knowledge—but he can’t offer knowledge no mortal
connection to the Keeper could serve in this priestlike has discovered, nor skill no mortal could possess.
capacity—whether a Keeper’s Fang, a priest of the This is a critical difference between the Keeper and
Restful Watch, a Pennyroyal, or even a random grifter the Shadow. In exchange for your soul, the Keeper
convinced their talents are a gift from the Lord of the can give you the skills of someone who’s died. The
Hoard. Despite all of these options, mortal Talons are Shadow, however, can offer secrets no mortal has ever
exceptionally rare, and those with established track known—likely at the high cost of using that knowledge
records are even rarer. A Talon is defined by their to hurt others.
string of successes; to attract business, people have to
believe they can speak for the Keeper. But the Keeper
acts in his own time and in his own way. Immortal Talons
As a result, working with a Talon is entirely a The Sovereigns and Six don’t manifest physically, but immor-
matter of faith. The petitioner comes with a request, tals and other powerful creatures can act on their behalf.
Consider the following entities that could offer dangerous
and the Talon establishes the exact terms. Payment is
deals in your campaign, whether on behalf of the Keeper or
often abstract: the most common fee is the assurance otherwise:
that the Keeper will claim the petitioner’s soul after
Golden is the Dominion of Greed in Syrania. She spends most
death, often with an added limitation on maximum
of her time in the Immeasurable Market, but occasion-
lifespan (“Should you live to be forty years of age, the ally comes to Eberron to negotiate an interesting deal—
Keeper will end your life and claim his rightful prize”). whether of her own volition or in service to the Lord of
But payment could also be something unique that the Hoard, who she believes grants her divine guidance.
the petitioner possesses, whether physical or meta- Hazaresha Salazan is an amnizu devil in Daanvi who loves
physical. The only constant is that the Kefeper never to negotiate complex contracts. Like Golden, he considers
makes a bargain unless the price is in his favor; the himself faithful to the Keeper and often serves as a Talon.
cost is always dear. Shining Olazaryx is a gilded dracolich from Argonnessen. He
If a Talon's bargain has a material cost, they take believes that upon his final death, he'll become the Keeper,
the goods on behalf of the Keeper, but they don’t and seeks to emulate his actions in the meantime.
fulfill the bargain themself, and there’s no guarantee The Merchant of Misthaven is an archfey from Thelanis
whose story revolves around making dangerous bargains;
as to when the Keeper will uphold his end of it. So
she’s not devoted to the Keeper in any way, but she’s
an aspiring merchant could make a deal to acquire another possible source of similar deals.
wealth and success in exchange for the only picture Mazyralyx is the first dracolich, created during the Age
of her mother and a shortened forty-year lifespan; the of Demons. He serves as the prakhutu of the overlord
Talon takes the picture and the merchant goes on her Katashka the Gatekeeper. Mazyralyx doesn’t engage in
way. Within the year, the merchant has a run of good general bargaining but has collected many souls over the
fortune, or finds a wealthy investor, or stumbles on millennia, using tools like the Keeper’s fangs; if adven-
buried treasure that allows her to set up her business. turers need to bargain for a particular lost soul, they
Is this the result of the bargain, or just coincidence? could seek out Mazyralyx in the Lair of the Keeper in the
Will she die when she’s forty, or is that also just Demon Wastes.
superstition? Through the eyes of a skeptic, a Talon’s All five of these beings are very powerful, very real beings who
bargain is highly suspect; but few people are skeptical could negotiate bargains with concrete and immediate ben-
enough to try to cheat a Talon, as being wrong would efits, as opposed to the take-it-on-faith deals of most mortal
Talons. They could also serve as a patron for a warlock who’d
prove far too costly.
like to have a more active relationship with their patron—
Metaphysically, many believe the Keeper is able though again, the Merchant of Misthaven isn’t actually tied
to bestow the more abstract gifts on people through to the Keeper.
imbuing them with an element of one of the souls
in his hoard. For example, the Keeper might grant
musical talent by imbuing the seeker with the soul
of a renowned bard. In some ways, this is similar to
Many Faces of the Keeper
channeling a Tairnadal patron ancestor—but Pyrinean Most of the Dark Six are viewed in a very different
priests suggest that it’s a horrible experience for the light in the Five Nations versus in the Cazhaak Creed
subject soul, which is said to be bound helplessly to or other monstrous cultures. This is less true of the
the beneficiary, forced to watch as the bargainer uses Keeper, though varying sects of the Keeper still appear
their knowledge but unable to act or influence the throughout the world. Within the Five Nations, the
world in any way. Again, there’s a reason people aren’t Three Faces of Coin honor the Keeper in his aspect as
encouraged to make these deals! Since the Keeper Lord of the Hoard. Meanwhile, the Cazhaak faith shares
depends on souls in his hoard to empower many of the common Pyrinean idea that the Keeper hoards both
his bargains, there are limitations to his gifts. He the souls of the dead and material goods.
can give material wealth, specific treasures, skills,
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Chapter 8: The Dark Six
Three Faces of Coin the rules to get what you want, as long as you’re willing
The Three Faces of Coin is a mystery cult devoted to to pay a fair price. As such, the Three Faces of Coin is
Onatar, Kol Korran, and Kol Turrant (the Keeper). Like one of the only sects openly willing to sell the spells of
all Three Faces cults, it's a secretive and exclusive its divine spellcasters. Spells are commodities; if you
organization; initiates are recruited because they’re want one, you should pay for it. This doesn’t mean a
considered to be blessed by one of the Three Faces. Coin cleric has to charge their companions for casting
Members are often successful merchants or captains helpful spells; but you recognize your magic has value,
of industry, and the cult includes members of the and you could charge for it, so if you’re choosing to give
Aurum and the dragonmarked houses. However, this as a gift to a friend, they’d better appreciate it!
the Three Faces of Coin has no grand agenda. At its Keeper’s Hands
simplest level, the cult is a fraternity for those who
Dedicated priests of the Keeper—known as Keeper’s
understand the mysteries of coin, and it provides valu-
Hands—can be found in Droaam, Darguun, and even
able opportunities for networking and bargaining.
in Zilargo or the Lhazaar Principalities. Though more
The Three Faces of Coin govern the “battlefield”
common in regions that practice the Cazhaak faith,
of commerce and industry, the struggle to get the
Keeper’s Hands can be found across multiple cultures
things that we want. Onatar guides those who create
and traditions. These priests generally take the place
the goods people desire, Kol Korran inspires those
of the Restful Watch, though they lack the benevolent
who trade in the light, and Kol Turrant guides those
aspect of Aureon. They still perform funerals and tend
who work in the shadows. All members of the cult are
cemeteries, but they have no qualms about presenting
driven by the same principles: You should always be
themselves as servants of the Keeper as opposed
able to get the things you desire, but good work always
to being tied to some greater good. Like the Restful
deserves a fair price. All people should have a path
Watch, they set a price for a soul’s safe passage;
to profit, provided they are willing to work for it. An
however, this definitely includes personal profit for the
honest blacksmith should always be able to profit from
priest. In communities served by a Keeper’s Hand,
their hard labor, and someone who wishes to purchase
it’s generally accepted that one can gain the Keeper’s
the smith’s goods should have a way to do so … even if
favor by sending him choice souls, either by simple
that requires unscrupulous collaboration.
dedication (“Keeper take your soul!”) or fuller ritual …
The blessed of Kol Turrant—known as Pennyroyals—
so if you don’t pay the Keeper’s Hand to ensure a loved
walk a crooked line. The archetypal Pennyroyal is a
one’s passage to Dolurrh, they instead profit by selling
smuggler or a fence—someone who dodges the laws to
the soul to the Keeper themself.
get people the things they desire. However, Pennyroyals
Keeper’s Hands often pursue necromancy, likely
also include grifters, pickpockets, and thieves. This
as adepts, Death clerics, Undead warlocks, or
seems perfectly reasonable to most Coins (the casual
Oathbreaker paladins. They see necromancy as an
term for initiates of the sect), since you should always
earned gift from the Keeper and consider it the necro-
be able to get the things that you desire—even if you’re
mancer’s right to compel the dead to service—a vastly
skirting the whole reason fair prices matter. Of course,
different perspective than priests of the Restful Watch
the thief always believes they should be paid a fair price
who seek to lay the dead to rest.
for their own services! After all, fellow Coins deserve fair
A Keeper’s Hand doesn’t see any of this as evil—it’s
payment most of all, even if a few unlucky bystanders get
just the way the universe works. Life and death are
scammed in the process.
business transactions, and a Keeper’s Hand is a
As a follower of the Three Faces of Coin, it’s up to
merchant who expects to profit from them. They might
you to decide which of the three paths you'll walk. You
even travel with a mercenary band of violent adven-
can choose to only follow the path of Kol Korran and to
turers; after all, this is an excellent way to frequently
engage in honest commerce, but you also recognize your
encounter death, and they’re happy to dedicate those
comrade’s right to step into the shadows when they can’t
deaths to the Keeper in hope for favor.
get what they desire in the light. Coins don’t inherently
While the above practices center on the death aspect
oppose trade laws; they simply believe there should
of the Keeper, Keeper’s Hands may also serve as Talons,
always be a way around these laws for those prepared to
and they are often shrewd negotiators. Especially near
work for it. The honest merchant may never deal with a
city centers and other populous regions, a Keeper’s
Pennyroyal, but they know that they could.
Hand may be involved with smuggling or managing
The dark side of the Three Faces of Coin is reflected
other criminal enterprises in addition to their religious
by their embracing Kol Turrant. The Coins understand
duties. Such a Keeper’s Hand can make an excellent
that in the right time and place, greed can be good—
greed-driven mercenary adventurer, open to all poten-
and it's better to understand and use it than to run
tially profitable endeavors. There’s no reason you can’t
from it. After all, everyone wants things, and everyone
be willing to share these profits with your friends, as
who creates wants people to want those things they
long as you get what you want.
create. The Coins say that there’s nothing wrong with
that desire, and there’s nothing wrong with bending
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Chapter 8: The Dark Six
Using the Keeper purpose to seek out the undead and lay their troubled
spirits to rest.
You can integrate the Keeper into a campaign by • Something was stolen from a tomb you were tasked to
introducing a Talon who offers a player character guard, and a plague is now sweeping the land. You’re
an unusual bargain in their time of need (or desire). certain that the plague is the wrath of the Keeper—if
This bargain might simply affect the story, but it’s you return the stolen goods to the tomb, will it end?
also possible the deal brings with it some mechanical
benefits; it’s up to the DM to decide what terms Revenant. The Keeper’s propensity for both soul-
the Keeper will offer and what the practical effects snatching and bargains presents an interesting story
will be. For example, if a character asks to give up hook: You could be a revenant who died before the
their musical talent in exchange for a silver tongue, current campaign began, then made a deal with the
the DM might allow them to swap a proficiency in Keeper to bring you back to the world of the living.
Performance for Deception … but again, it’s up to the Playing such a revenant is a fun way to explore history;
DM to decide whether such a thing is possible and you could play a character with an aberrant dragonmark
how to implement it. who fought alongside Halas Tarkanan, or a Dhakaani
A Talon could also approach adventurers with a warrior who died fighting the daelkyr. Be sure to collabo-
specific offer. Perhaps the party has acquired the Book rate with your DM, as they need to approve of your past
of Vile Darkness but they don’t want to read it—and and consider how it ties into the future of the campaign.
coincidentally, a Talon approaches them. The Keeper There are many questions to answer here:
knows they have the book and he wants it; are the • When did you die and how long have you been
characters interested in acquiring a different artifact dead? Were you aware of the passage of time, or
in exchange for it? The Talon doesn’t necessarily does it feel as if no time has passed?
possess the promised artifact themself; the characters • Did you make a deal with the Keeper (or someone
will simply have to take it on faith that, should they claiming to represent him)? Or have you been
give the book to the Talon, the other artifact will come returned because you have a destiny to fulfill in
to them in time. the present day (which ties to the beliefs of the
Alternatively, next time the party needs to acquire— Restful Watch)?
or dispose of—a particularly unique item or tidbit of • Is your current body a duplicate of your original
information, you could introduce them to a Pennyroyal body, or has your spirit been implanted into a new
or other initiate of the Three Faces of Coin. form? Are you partially undead—perhaps using
the Reborn lineage from Van Richten’s Guide to
Player Characters Ravenloft—or have you been restored to full life?
When creating a character dedicated to the Keeper, do • If you were powerful in your original life, why are
you honor his aspect as Stealer of Souls or Lord of the your powers limited to those of a low-level character
Hoard? The rogue subclass—the Dark Petitioner—pre- now? Is it going to take time to recover your full
sented at the end of this chapter reflects a character memories? Are you still adjusting to your new body?
who honors one or more members of the Dark Six, Was this part of the bargain—you traded your skills
likely including the Keeper as the Stealer of Souls. for a second chance at life?
Here are some other stories to inspire characters Mercenary. While a player character could worship
with ties to the Keeper. the Keeper as lord of greed, there’s little heroic about
Restful Watch. Clerics of the Restful Watch typi- it. Kol Korran governs the positive aspects of trade,
cally take the Grave domain, reflecting their balance and Olladra guides the playful trickster and bard.
between the light of Aureon and the darkness of the Meanwhile, the Keeper is patron to those concerned
Keeper. Similarly, Watch paladins typically embrace solely with their own personal gain, regardless of the
the Oath of Devotion or Redemption. Consider the fol- cost to others. However, it’s possible for a mercenary
lowing ideas: character to begin their career as a cold-hearted
• The Watch occasionally identifies living individuals devotee of the Keeper—fighting solely for gold—then
who they believe have been marked by Aureon for perhaps discover along the way that there are things
preservation—and they’ve identified one of your more important than simple greed.
fellow adventurers as such. As an adventuring Keeper’s Bargain. Making a deal with a Talon is
member of the Watch, you’ve been assigned to an interesting way to establish a character’s backstory.
chronicle this person’s life and perform the proper Did you bargain for your remarkable talents, and if so,
rituals when they die. Whether or not the person what was the cost? Perhaps the terms of the agree-
appreciates or wants your companionship is irrel- ment only give you one year to live—can you find a way
evant. “Don’t mind me, I’m just going to follow you to break the bargain before time runs out?
around until your heroic death. Trust me, you’re
going to accomplish some big things!”
• Especially gifted priests of the Restful Watch serve as
exorcists and mediums, and you consider it your holy
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Chapter 8: The Dark Six
The Mockery But the young brother filled the soldiers with courage
and inspired them with his strength, scattering the
The principles of the Sovereigns forces of the dead. And the sister called on the light of
are the cornerstone of our the sun, blinding Death until her soldiers could safely
retreat. Though the battle was lost, the champions were
civilization. Boldrei brings
able to save most of their soldiers. They learned that
us together. Aureon’s laws their missing elder brother had used the distraction
let us coexist in peace. to steal a great treasure from the Citadel of the Dead,
When peace is not an option, caring more for his personal enrichment than for the
Dol Dorn gives us strength lives of his siblings, their soldiers, or his own oath.
to defend ourselves, and Dol This is the story of Dol Azur—the Mockery. It takes
many forms across many cultures, and the details are
Arrah teaches us to use that
always different. In the Pyrinean version of the story,
strength compassionately and Aureon orders that the Mockery be stripped of both his
wisely. Why should the strong name and his skin, his truth laid bare for the world to
protect the weak? Why should see. By contrast, the Cazhaak myth tells that the elder
warriors spare civilians and fallen brother fools his siblings by shedding his skin and
foes? Because if we all live by those using it as a decoy; going forward, he often strips the
skin off his enemies and wears it to fool their friends.
principles, we all prosper. War isn’t just
The reason for the Mockery’s betrayal similarly varies.
about victory—it’s about being able to live In the common Pyrinean story, the Mockery betrays his
with the aftermath. siblings due to cowardice and envy, using the oppor-
—Phthaso Mogan, Sovereign priest of Sharn tunity to enrich himself instead; if he'd bravely stood
with his siblings, Death could have been defeated. But
the annals of the Three Faces of War instead say that
“Why should the strong protect the weak?” This question
Dol Azur believed the battle to be a fool’s errand from
is posed by those who wish for you to believe that they the beginning, as it’s impossible to defeat Death; rather
are strong and you are weak, that you'd be helpless than fighting an unwinnable battle just because he’d
without them. These are the words of people who only sworn an oath to do so, Dol Azur used the distraction
know one way to play the game of war, and they’re to steal a mighty weapon from the enemy’s citadel. So
desperate for you to play by the same rules. Our lord while his action was unquestionably a dishonorable
betrayal, he also accomplished a tactically significant
shows the truth: the strong protect the weak because
objective, rather than fighting an “honorable” fight that
they don’t want the “weak” to realize how strong they couldn’t be won.
can be. Imagine a hundred hounds pursuing two wolves, Such shifting interpretations are common with the
challenging the wolves to face them in honorable combat. Sovereigns and Six, reflecting the values of the cultures
One of the wolves is brave: they turn and fight beneath and individuals who worship or revile them. Within
the bright sun, but the hounds tear them into a hundred Khorvaire, there are three common approaches to
the Mockery. The common Vassals blame him for the
pieces. The other wolf is wise, and they know a simple
excesses of war and for cruel betrayal. Some emulate
truth: “I cannot beat them at once, but in the shadows, him, seeking to earn his favor through acts of cruelty. And
my teeth are as sharp as any of theirs.” Every night, the others see him not as the Lord of Betrayal, but as the
wolf comes with the shadows and kills one of the hounds. Sovereign of Victory—a deity who can always show you
The hounds may curse the wolf’s cowardly, dishonorable the way to overcome your enemies, even if it is a dark path.
actions … but in a hundred days, that wolf stands trium-
phant. Which wolf are you? Will you fight in the sunlight
Sovereign of Bloodshed
and die with honor? Or will you follow the path that leads and Betrayal
to victory, even if it leads you through shadows? As mentioned in the introduction to this chapter, the
Pyrinean Creed asserts that the Dark Six embody our
—“Redblade” Rrac, of the
darkest mortal impulses. While Boldrei tells us that
Deathsgate Adventurers’ Guild we’re stronger as a community and Aureon teaches that
laws can benefit us all, the Mockery scoffs at courage
In the first age of the world, three siblings challenged and honor, urging that our own survival and victory
the Lord of Death. They rallied their forces and swore are the only things that matter, no matter the cost. The
MATTHEW JOHNSON
to meet Death on the battlefield at dawn. When Death Mockery says we should place our own needs above
came with his army of corpses, the eldest brother was anything else, and other people are solely tools to be
nowhere to be seen; he lacked the courage to face this used (or abused). Vassals believe that the Mockery—
dreadful foe. The mortal soldiers quaked, seeing their sometimes called the Sovereign of Bloodshed and
fallen comrades now serving in the army of the dead. Betrayal—embodies two spheres.
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Bloodshed Lord of Victory
On one level, the Mockery is a war god, as he encom- The Pyrinean Creed casts the Mockery as a force of
passes the darkest elements of conflict and combat. pure evil—the cruel betrayer who delights in the suf-
Bloodlust, unnecessary cruelty, and dishonorable fering of innocents. But there are many ways to look at
strategies are all tied to the Mockery. But he isn’t con- the world, and the Cazhaak faith calls him the Lord of
fined to the battlefield. The assassin who kills without Victory. The Pyrinean interpretation chooses Dol Arrah
warning and the bully who beats smaller children are over the Mockery, saying that war can and should be
also guided by the Mockery. Whenever blood is shed fought honorably. The Cazhaak interpretation says
in cowardly or cruel ways, the Mockery smiles. The there is no honor in the brutality and bloodshed of war:
Fury inspires rage, the Keeper drives greed, but when “once you see that someone always suffers in war, you’ll
the actual blade is drawn, the Mockery guides the realize it’s better to hold the blade than to be the one
hand of the murderer. who bleeds.”
Betrayal Cunning
The Mockery also delights in betrayal. He takes the The Cazhaak Creed values cunning over brute
greatest pleasure when the betrayal runs deep—a sibling strength, for survival is the ultimate proof of righ-
betraying a sibling, a lover turning on their paramour. teousness. If the goblin defeats the ogre, it doesn’t
But on the simplest level, this aspect of the Mockery matter if they used poison or treachery; they should
centers on deception with the intent to cause pain. be celebrated for finding a path to victory. In this
While the Traveler also delights in deception, it does harsh, ruthless vision of the world, you should always
so as Sovereign of Chaos and Change. By contrast, the be ready for betrayal, and always be watching for
Mockery uses deception in the pursuit of pain. So a weakness in others. Though one might think that this
changeling grifter may see the Traveler as their patron, philosophy would undermine any form of community,
whereas an assassin who uses disguise self to get close the Cazhaak Creed does create communities—just in
to their victim is guided by the Mockery. a very different way from Boldrei’s love and Aureon’s
laws. A Cazhaak community is a wolf pack, and its
Fear leaders must command respect with their cunning
Another aspect of the Mockery that’s not always rec- and power. You follow your leader because you believe
ognized is the use of fear. Dol Dorn inspires courage you'll prosper under their rule. So if a leader isn’t
in the soldier’s heart; the Mockery shows them how to betrayed, it’s not because of their people’s honor or
inflict terror on their enemies. This ties to the idea that duty; it’s either because the people think it’s in their
the Mockery delights in causing pain—psychological as own self-interest to serve the leader, or because the
well as physical. To the Mockery, no weapon is too vile people believe they couldn’t get away with a betrayal.
to use in battle, so fear and other forms of psychological
warfare are certainly valid. Find a Path to Victory
In a society driven by Cazhaak principles, no agree-
Cruelty ment can be based purely on trust. Words alone mean
Among Vassals, the Mockery is primarily seen as an nothing; they have to be backed up by fear, by the
explanation for cruelty in the world. Virtuous Vassals knowledge that betrayal carries a terrible cost. Look
never offer prayers to the Mockery; they pity the brutal to Droaam as a whole; while Katra inspires with her
people who are swayed by his whispers and drawn down voice, Maenya’s fist is always ready. This is a cruel way
cruel and criminal paths. People who actively revere to view the world, but it makes sense to those who
this aspect of the Mockery willfully embrace a dark follow it. The ideals of Dol Arrah are childish because
path, acknowledging their actions as selfish and cruel. war isn’t a game with rules.
A King’s Dark Lantern who kills for the good of his With that said, the Pyrinean scholar might argue
nation and people will ask Olladra for luck, even though that Aureon’s laws and Dol Arrah’s ideals matter
he's deceiving others and spilling blood. The assassin because international relations rely on trust and on
who invokes the Mockery knows that she's spilling blood law. The Cazhaak faith can support communities, but
solely for her personal gain, and she takes pride and it has never been tested on a wide scale. Droaam is
delight in her power to inflict pain. a new nation, and in the centuries prior, the Barrens
The Cazhaak monks of the Flayed Hand are an were ruled by small communities and city-states. The
example of this: they acknowledge the Mockery as the armies of Droaam rely on guerrilla warfare and small-
Sovereign of Bloodshed and Betrayal, but worship him unit tactics, where the cunning of a squad leader can
still, and believe that they commune with the divine by turn the tide of battle. It remains to be seen if their
inflicting pain. And for this reason, the Flayed Hand is ruthless principles can support global relationships.
a secretive order and the monks hide their devotional Some who follow the Cazhaak path draw on the
scars; those who knowingly employ the Flayed Hand are more extreme elements of the Lord of Bloodshed and
comfortable with cruelty. Betrayal: for example, the Skinners of Graywall prey on
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Chapter 8: The Dark Six
despised foreigners and wear the tanned hides of their While the cult isn’t generally malevolent, it can be
victims as grisly trophies. But for most who follow the used however suits your story. For example, an influ-
Cazhaak path, the point is more that the world is cruel, ential Azur-touched initiate of the Three Faces of War
and you must be strong and cunning to survive it; do could use the organization to rally other Azur-touched
whatever you must to bring down your foes. for some sinister purpose.
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Chapter 8: The Dark Six
Using the Mockery Six in all walks of life. When anger or despair gets the
better of you, that’s the Fury taking hold of you for a
So how can you use the Mockery in a campaign? Well, moment. If you take a cheap shot in a wrestling match—
in a world filled with shades of gray, followers of the when the crowd goes “Oooh, that’s a dirty trick!”—then
Sovereign of Bloodshed and Betrayal are a good source you’re listening to the Mockery. Dol Dorn gives you the
of absolute villains. When you’re running a pulp cam- strength and skill you need to win in a fair fight, while
paign and you want someone who feels capital-E Evil, a the Mockery can show you how to win even when the
Flayed Hand monk fits the bill. Someone who is guided fight isn’t fair. But throwing one sucker punch doesn’t
by the Pyrinean Creed but nonetheless embraces the suddenly make you a cultist of the Mockery. Think of it
Mockery is someone who delights in cruelty and believes like someone in our world saying “the devil made me
they gain strength by inflicting suffering on others. do it.” The Dark Six are always with us, trying to pull us
However, not everyone who honors the Mockery down sinister paths. Good Vassals should strive to heed
delights in suffering. A group of vigilantes could believe Aureon’s law and spread Dol Arrah’s light, but everyone
that the terror tactics of the Mockery are the only way has moments of weakness.
to combat rising crime, or a once-faithful Vassal might If you’re a player character who follows the Cazhaak
turn to the Mockery and the Fury to take vengeance for Creed, you expect betrayal and cruelty from others, and
a crime Aureon’s laws failed to stop. Those who venerate you believe you need to display your strength or cunning
him as the Lord of Victory might band together into a to ward off challenges. To you, displays of kindness and
wolf pack, a group that'll do whatever it takes to survive altruism are suspect, and you don’t expect people to
and overcome a foe. keep their word if it becomes an inconvenience to them.
The Mockery can provide an interesting contrast After all, people are driven by self-interest—so the key to
between a soldier of Droaam and a soldier from the Five a lasting bargain isn’t a word of honor; it’s making sure
Nations. Those who follow the Cazhaak path genuinely that neither party dares to break the agreement.
see the idea of honor in war as a childish concept. This
doesn’t make them evil—just because the world is cruel
doesn’t mean they have to be unnecessarily cruel, but
they’ll do whatever is required to survive and only show
mercy if they see some clear benefit down the road. On
the other hand, rather than highlighting differences, intro-
ducing the Three Faces of War can forge a bond between
soldiers of all nations. If one or more of the player charac-
ters is a veteran of the Last War, an influential member of
the Three Faces could be a useful patron or ally.
Player Characters
Though honoring the Mockery is an unlikely path for
a Vassal player character, it’s certainly possible to play
the cynical hero who wields fear as a weapon, such as
Batman or the Shadow (the pulp hero, not the deity!).
This is a dark path to follow, as the fearmonger knows
they are inflicting suffering on their enemies; but to them The Shadow
enemies don’t deserve to be treated with honor, so it’s
The Shadow was the first of the Dark Six. As Aureon
acceptable to engage in a brutal war on evil, fighting
fire with fire. Most likely, a vigilante who embraces the drew words of power in the blood of Siberys, his
Mockery in this way believes that the law is ineffective— shadow traced sigils in the blood of Khyber. As
that Aureon’s laws and Dol Arrah’s honor have failed, Aureon gained power, the darkness in his heart
and that only cruelty and fear can overcome the threats gained strength and sapience. The Shadow’s whispers
the character is facing or avenge the wrong that’s been led the Mockery down his dark path and stoked the
done to them. The Dark Petitioner rogue presented at
anger of the Devourer. The Shadow’s gifts gave the
the end of this chapter is one excellent option, but any
class could reflect such a vigilante character. On a darker harpy a voice that lures innocents to their doom, and
note, a particularly ruthless warlock might believe their gave the medusa her deadly gaze. For the Shadow is
power flows from the Mockery—and their Mask of Many the maker of monsters—and it can make monsters of
Faces invocation might require a strip of skin from the any of us, tempting us down evil paths. Aureon and
person they wish to impersonate, whether living or dead. Dol Arrah show us the path to the greater good, while
MATTHEW JOHNSON
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Chapter 8: The Dark Six
Metamagic options; though a player might choose these
as part of their character’s standard class progression,
Maker of Monsters
you could also grant these benefits as a supernatural gift Through temptation, the Shadow can transform anyone
(discussed in chapter 7 of the Dungeon Master’s Guide). into a monster—but the Shadow is also infamous
Alternatively, the Shadow might bestow one or more for unleashing monsters into the world. Though the
additional spells on a character (perhaps from the “Spells definition of “monster” varies by culture, the Shadow’s
of the Six” section of this chapter). It could even grant a influence is seen when malevolent magic twists nature;
spellcaster the ability to increase the power of any spell thus, “monster” usually includes most aberrations and
they know—as if it were cast using a higher-level spell monstrosities, along with giants and humanoids that are
slot—once per long rest … but every time they’re used, seen as evil by the culture in question. Mythologically,
these powers could come at a cost. The “Optional Rule: the idea is that the Shadow took evil humanoids and
Forbidden Magic Costs” sidebar presents ideas about transformed them into harpies, medusas, hags, and
how such forbidden gifts might impact your game in dark the like. A host of myths detail these monstrous origin
and horrifying ways—if you and your players all agree stories. However, these aren't only myths, they’re in
that’s a story you’d like to explore together. many cases provably false; certain creatures are known
to be the creations of specific overlords or daelkyr. But
it isn’t always possible to prove a creature’s ancestral
Optional Rule: Forbidden Magic Costs origins; many scholars assert that the daelkyr Orlaask
As suggested in a similar sidebar in Exploring Eberron, a DM created medusas, while the medusas themselves attri-
could introduce magical gifts of the Shadow into a game. The bute their powers to the Shadow.
Shadow knows secrets that are dark, powerful, and carry a It’s crucial to recognize that this view of “monster”
horrible cost—secrets that good people shouldn’t know or reflects the casual prejudices of the Pyrinean Creed—it
use. While the game’s rules aren’t designed with forbidden is a dismissive label driven by fear. In Eberron, medusas,
spells that shouldn’t be cast, you can add forbidden magic harpies, trolls, and other such “monstrous” creatures
into your game, and along with it, a terrible cost.
are no more or less evil than any human. In fact, the
The character options presented at the end of this chapter
aren’t designed with many penalties; however, a player who
Cazhaak faith asserts that it’s humanity who suffers in
chooses them (or receives them as a supernatural gift) might lacking the wondrous supernatural gifts of the so-called
be interested in embracing additional downsides and exploring monsters. Even within the Five Nations, the work of
the story of “forbidden magic at a cost.” Regardless of what House Tharashk and the Dragonne’s Roar have brought
effects you establish, they should illustrate a clear and concrete more people into everyday contact with beings they were
reason why this magic is forbidden—someone or something taught to see as monsters, and more continue to realize
pays a price every time it’s used. Consider the following ideas: that this is a false and close-minded label.
• When you cast the spell, roll 1d4. You permanently lose
that many hit points. Many Faces of the Shadow
• When you cast the spell, roll 1d6. The DM chooses you or
The above sections focus on the common perspective
one of your allies, either dealing the result rolled as necrotic
on the Shadow within the Five Nations. However, the
damage or applying it as a penalty to that creature’s next
saving throw. Cazhaak tradition views the Shadow in a different light
• When you cast the spell, an innocent creature dies. You have than does the Pyrinean Creed, most notably by drop-
no control over who suffers and might never learn who died. ping the aspect of the tempter. In Droaam, priests of the
• When you cast the spell, plants wither and all living crea- Shadow—known as Voices of the Shadow—assert that
tures within 15 feet of you take 1 necrotic damage. knowledge is power, that people should pursue their
• When you cast the spell, roll 1d4. On a 1, a hostile shadow ambition and that there should be no limits on knowl-
(or another shadow-like Undead with either the Amorphous edge. But they scoff at the idea that the Shadow tempts
or Incorporeal Movement trait) manifests and attacks you people to do evil; that’s the product of a civilization that’s
and your friends. bound and blinded by its laws and moral codes, that
• When you cast the spell, choose an ally within sight. The
fears ambition and instinct.
player can reveal to you a horrifying secret about their
character that’s worse than any previous secret they’ve
The various peoples of the Barrens have long
revealed; if they can’t or if they choose not to, the spell had diverse interpretations of the Nine and Six, as
fails. (Note that the player makes this choice, not their discussed in “The Cazhaak Faith” at the beginning of
character; it’s up to the DM if the character even realizes this chapter. When Droaam was unified, the Cazhaak
the Shadow has shared their secret.) faith essentially became the state religion. People are
These ideas are all reasonable for player characters; mean- free to revere whichever gods they wish, but Voices
while, an NPC who wields secrets of the Shadow could have of the Shadow fill the role of spiritual leaders. These
even more dramatic effects or costs to their spells. All of this priests are typically medusas or oni; while the posi-
demonstrates that when people say “this is power that nobody tion isn’t restricted to them, the Cazhaak medusas
should wield,” it’s not just Aureon being a jerk—these powers are the most devout of the peoples of Droaam, while
truly are dangerous. many oni believe that their powerful innate abilities
prove they are favored by the Shadow. The Shadow
is the foremost of the Six, and in addition to its tradi-
tional spheres of magic and knowledge, the Shadow
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Chapter 8: The Dark Six
is generally considered to be a guide and guardian to from them honoring the Mockery as the Lord of Cunning
monstrous creatures. As such, a medusa cleric of the and Victory, they see the Shadow as a deity who can be
Shadow might have the Life domain, because she sees invoked in any time and space—though it’s well known
the Shadow as being the bringer of life to her people. that the blessings of the Shadow hold little weight when
A Voice of the Shadow reveres all members of the Six the sun is high and the skies are clear.
and invokes all of them when it is appropriate—though
they also seek to mitigate some of the more extreme
behaviors of the lesser faiths. So a medusa priestess The Shadow and the Overlords
might approach a Last Dirge harpy who’s just come to The Shadow has specific overlap with two of the best-known
Graywall and say “I recognize your devotion to the Song. overlords of the first age of the world. Sul Khatesh is also
known as the Keeper of Secrets and said to be a source of both
Here in Graywall, we know her as the Fury; let me teach
arcane knowledge and things best kept hidden. Meanwhile, Bel
you ways to honor her that won’t get you killed.” Shalor is known as the Shadow in the Flame and specializes in
temptation.
Three Faces of Knowledge Some scholars assert that the myths of the Shadow are actu-
The Three Faces of Knowledge is a cult devoted to ally based on interactions between draconic champions and
Aureon, Onatar, and the Shadow (who the sect knows by overlords—so the story of Aureon learning magic may actually
no other name). This sect is the smallest and most secre- be based on a bargain between the dragon Ourelonastrix and
tive of the Three Faces cults. Their principles are simple: Sul Khatesh. It’s up to the DM to decide whether there’s any
Aureon is the Teacher, who holds laws, history, articles truth to these tales, but regardless, Sul Khatesh and Bel Shalor
of faith, and all the shared information that shapes a are concrete, very real entities that can serve in the role of the
society. Onatar is the Builder, who puts knowledge to Shadow … and warlocks or cults that believe they’re dealing
with the Shadow could easily be working with one of these
concrete purpose. And the Shadow hides those things
archfiends.
that must be concealed, the secrets that could tear down
civilization. Members of the Three Faces of Knowledge
believe all things should be known—but there are secrets
that should only be held by those who can use these
Using the Shadow
insights wisely. So how can you use the Shadow in a campaign? What
As with all the Three Faces cults, most initiates would a villain devoted to the Shadow actually want?
believe they are blessed by a particular Sovereign. Those In many cases, a servant of the Shadow may be an
tied to Aureon are often teachers, historians, or scribes; instigator as opposed to the primary villain. A tempter
they seek to record and disseminate knowledge. Initiates drives others to do evil and helps facilitate their plans.
of Onatar apply arcane knowledge to everyday life as A priest of the Keeper of Secrets may serve as a general
magewrights, artificers, and wizards. Initiates of the fixer in the criminal underworld, but can also set trouble
Shadow are the rarest—and rarely seen. These devotees in motion by revealing a secret. Combined with their
seek out secrets but also conceal them; they can often knowledge of dark magic, such a character could be an
be found as archivists or librarians, positions where interesting frenemy for a group of player characters.
they can carefully bury or hide knowledge they feel must Consider Thalanna, a human priestess at Sharn’s shrine
be kept secret. With that said, initiates won’t risk vital of the Shadow. She’s known as a reliable source of infor-
knowledge being lost forever; secrets may be hidden, but mation about the underworld, always willing to share
they won’t be destroyed. her knowledge … for a price. But she may also approach
The adventurers might encounter the Three Faces of the adventurers and simply tell them things. Did they
Knowledge when the sect approaches one of them as a know that Ilya Boromar is going to assassinate Saidan
potential initiate—likely a character with the sage back- Boromar tonight? Did they know that their recently mur-
ground or one who pioneers new arcane techniques. On dered friend was killed by Thora Tarkanan? Thalanna
the other hand, the adventurers might need information has nothing personal to gain by sharing this information,
the Three Faces have decided must be hidden; can they but she enjoys setting wheels in motion. And Thalanna
expose the conspiracy in the Morgrave stacks? can offer to teach a wizard character a few things they
won’t learn in Arcanix—these secrets are powerful, but is
Marhu Nasaar: Emperor of Night the character willing to pay the price?
Worship of the Shadow has deep roots in Darguun, but Shadow sects can also fill the classic role of the
the Darguul interpretation of the Shadow is different warlock coven or the infernal bargain … people being
from both the Cazhaak and Pyrinean traditions. In granted mystical power in exchange for performing
Darguun, the Shadow is seen as a patron of all those malevolent actions. Often this is about ambition—getting
who prosper in darkness—of those creatures and cul- the power you need to fulfill your darkest desires—but
tures who have no fear of the night or lightless tunnels. it can also be driven by fear. The leader of a warlock
The Darguul formally call the Shadow the Marhu coven may play on fears of the Mourning, refugees,
Nasaar, Emperor of Night. or even monsters. Join them and they’ll teach you the
This faith broadly aligns with the Cazhaak view of the magic you need to protect yourself! As mentioned in the
Shadow as the patron of so-called monsters, but most “The Shadow and the Overlords” sidebar, such a cult
Darguuls don’t bother with the extended pantheon. Aside
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Chapter 8: The Dark Six
could have connections to the Lords of Dust, either Sul their own terms. The “Forbidden Feat” and “Forbidden
Khatesh or Bel Shalor. Metamagic” sections at the end of this chapter present
Another Shadow-driven villain is the wizard who is new options for a spellcaster who has received secret
determined to unlock ultimate arcane power, regard- knowledge from the Shadow. Here are some other ideas
less of cost. Such a character could even have a noble to consider.
goal; for example, a wizard who believes they must Driven by Ambition. A rogue might be a casual sup-
unlock the power of the Mourning so they can prevent porter of the Shadow, asserting that laws are for other
it from spreading or being harnessed by one of the Five people; alternatively, you could create a more devoted
Nations. Regardless of motives, this character becomes rogue using the Dark Petitioner subclass at the end of
consumed by their ambition and doesn’t care who they this chapter. A Conquest paladin might be willing to use
hurt in pursuit of their goal. Perhaps they need to open a the power of the Shadow to seize their ambition; this
manifest zone to Mabar in the middle of Sharn to com- would-be tyrant believes the Shadow is giving them the
plete a ritual or learn a secret—despite knowing this will power they need to achieve their ambitions … will they
break Sharn’s connection to Syrania and bring down the have a change of heart along the way? Keep in mind that
towers. It doesn’t matter, because the knowledge they what separates a paladin of the Shadow from a paladin
acquire will help them save the entire world! of the Mockery is the focus on power rather than war.
To be clear: these examples are extremes. There Where a Mockery paladin lives for conflict, the Shadow
are some who offer prayers to the Shadow who aren’t paladin is only concerned with the end result.
warlocks or wizards, who don’t seek to tempt others or Monster Maker. The Shadow is known for creating
destroy the world. The ultimate principle of the Shadow monsters—so wizards and warlocks who are seeking
is that nothing is forbidden, so you shouldn’t let laws to create monsters themselves might gravitate toward
or the dictates of society hinder your ambition. Do you it. The warlock Pact of the Chain can be reflavored to
believe you’d do a better job than your boss, but it’s going suggest that the character created their familiar.
to take decades to get there if you follow the system? The Secret Seeker. Knowledge clerics and Whispers
Shadow tells you the system is the problem. bards are both sound paths for a character who pursues
Additionally, the Shadow embraces those others call the arcane secrets of the Shadow. The College of Lore is
“monsters”—you needn’t be evil to be drawn to it, simply also a reasonable option; your Cutting Words ability can
seeking a place to call your own. While the Mockery and reflect your whispered knowledge of their weakness or
the Keeper can be patrons for criminals driven by greed another secret that causes them to stumble.
or violence, the Shadow is a patron for anyone who feels The Shadow is particularly known for teaching dark
they stand apart from Boldrei and Aureon—perhaps they techniques that are shunned by good people. At a simple
haven’t found a place in their community, or feel that level, this makes the Shadow an excellent patron for
the laws only exist to hold them back. In this, there’s warlocks who are sacrificing to gain mystical power—and
some overlap with the Traveler; the Traveler encourages who expect to use that power for malevolent purposes.
people to challenge systems and to drive change, while Because this is about deadly power, the actual “patron” is
the Shadow is more about pursuing personal ambition. flexible; Fiend or Hexblade both work, and as noted above,
an Archfey warlock could reflect powers of coercion and
Long Shadows deception as opposed to an actual tie to the fey. Like all
Sharn: City of Towers mentions several “holidays” in Eberron, gods of Eberron, the Shadow won’t actually manifest to a
including Long Shadows, which spans three nights from Vult warlock—but the warlock may believe they have a direct
26th–28th. It’s said that during this time, the power of the channel to the Shadow; they could have a sinister spirit
Shadow is at its peak; malevolent magics are stronger and acting as an emissary of the Shadow, or they might actu-
“monsters” are free to act (this can include those born mon- ally be working for the overlord Sul Khatesh.
sters and those who have become monsters). It’s up to the Tempter. Tempters are typically villains, and they
DM to decide what truth there is to this superstition. Perhaps facilitate the evil actions of others. But it’s a possible
saving throws against any sort of “dark magic” have disadvan- path for a player character, albeit a dark one. A tempter
tage during this time. Maybe those who act with evil intent emphasizes choice and freedom; they may excel at
receive supernatural benefits like advantage on some rolls.
solving problems and help other characters achieve
Perhaps there are mystic rituals that can only be performed
noble goals, but as a follower of the Shadow, they believe
on these nights. In any case, on these three nights, good folk
tend to stay inside and huddle around the fire while the forces that nothing is forbidden. Such a character could even
of evil rise up and take action. be searching for light in the darkness—tempting in the
hopes of finding someone who resists corruption.
A skilled tempter character needs to know secret
Player Characters paths to power and to have the charm to convince
The Shadow can be tied to many interesting character others to follow them. As such a tempter, you could
concepts: the scholar pursuing knowledge at any cost, be a cleric of the Aspiration domain, presented at the
the character shaped by a past bargain who now seeks end of this chapter; the Knowledge or Trickery domain
redemption, or the bard who sees the Shadow as the are also reasonable options. As a warlock, you could
source of knowledge and freedom, doing good but on use the Archfey patron to reflect a talent for beguiling
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others and slipping into the shadows. A bard of the “Don’t speak to strangers.” “Don’t try anything new.”
Shadow would likely be of the College of Whispers. The priests tell you to treasure the life you have now,
Alternately, a player character could be haunted by and to avoid anything that might place it at risk. Well,
a previous encounter with a tempter who helped them
the sheep in the field live predictable lives of absolute
achieve whatever position or power they hold today. Is this
character permanently tainted by the actions they took to security … until the shepherd grows hungry! Yes, the
achieve their ambition? Or can they find redemption? Traveler will shatter the life you have known, and in
Unexpected Gifts. The Shadow sorcerer is a logical that chaos, you'll find your path and learn who you truly
servant of the Shadow; but it’s possible this power are. Only by leaving your comfortable home can you
was given to you involuntarily. Perhaps your parents see all the wonders the world has to offer. If you care
were Shadow cultists, and you're the result of a terrible
ritual—but are you doomed to be consumed by evil, only about peace and stability, you might as well crawl
or can you use your power in the service of the light? into your grave right now. But if you want to experience
Beyond this, any wizard can be presented as having everything life has to offer—moments of despair, yes,
received unexpected inspiration from the Shadow. You’d but also the greatest joys you can imagine—embrace the
never have mastered necromancy on your own, but you gifts of the Traveler.
woke from a dream and realized you understood it.
—Chance of Sharn
The Traveler worst possible moment, it’s the hand of the Traveler.
In these stories, the Traveler seeks to undermine all
Boldrei unites us as a community, and Aureon’s laws security, to tear down every foundation. Any stranger
could be the Traveler, seeking to bring you to ruin. By
bring order to our lives. Dol Arrah shows us the path of
contrast, those who follow the Traveler say that the
honor, and Dol Dorn gives us courage. But the Traveler change the Traveler brings is a positive thing—that chaos
seeks to destroy all of this. They wander the world, spurs innovation and revelation, that it’s important to
hiding behind a hundred different faces. They offer gifts, challenge traditions and abandon those that have served
tempting you to take risks and to stray from the path. their purpose. Like most of the Dark Six, the Traveler
They have one goal: chaos. Try something new! Listen to focuses on the good of the individual over the stability
of institutions: they help you find your path, rather than
this secret! Take this risky opportunity! All of these are
being bound by tradition. When you meet a stranger on
the gifts of the Traveler, and all lead to despair. Trust in the road, are you afraid of this possible threat or excited
MATTHEW JOHNSON
tradition. Trust the neighbor you know, not the stranger to meet someone new?
on the road. Beware the gifts of the Traveler. In addition to discussing the common Vassal view of
—Halas Molan, High Priest of Wroat the Traveler, this section examines two other relevant
sects. The Cazhaak tradition, the common faith of
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Chapter 8: The Dark Six
Droaam, respects the chaos of the Traveler as a force
that challenges tradition and forces people and civiliza-
Walking Your Own Path
tions to evolve. Meanwhile, the most devoted followers In the Pyrinean myths, the Traveler seeks to lure you off
of the Traveler are the Children of Jes, nomadic change- the path of safety and security. But in the traditions of
lings who view the Traveler as a personal guide and the Children, the Traveler is the guide who walks by your
source of inspiration. You can learn more about these side when you choose the unknown road—because it’s
changelings in chapter 2 of Exploring Eberron. only by walking your own path that you can find yourself.
“Walk your own path” and “find yourself” are important
Chaos and Change principles for those who honor the Traveler. Walking your
own path can be embraced both literally and metaphori-
The Traveler touches the domains of many other cally. On the one hand, it’s a faith that encourages a
Sovereigns. Like Aureon and the Shadow, the Traveler nomadic lifestyle, embracing the chaos of the road and
is a source of knowledge. Along with Olladra and the seeking out new places and experiences. Beyond that, it’s
Mockery, the Traveler is a patron of those who rely on a simple directive not to let others control your life; trust
deception and cunning. Like Onatar, they can provide your instincts and don’t fear the unknown.
inspiration to the artisan. Both those who fear the Finding yourself can likewise be embraced on mul-
Traveler and those who revere them agree on one thing: tiple levels. Identify your strengths and your passions,
whatever gifts the Traveler gives, they always lead to but beyond that, figure out who you want to be and
chaos. If the Traveler gives you knowledge, it’s because become that person. While this is an easier directive for
the revelation will force you to reevaluate everything a changeling, Eberron’s world of magic can make it a
you know. If they help you deceive, it’s because your literal truth for anyone. Disguise self and alter self allow
actions will introduce chaos and crisis into your life or you to temporarily assume identities, but special ver-
the lives of others. While Onatar teaches a swordsmith sions of transmutation spells and rituals can allow you to
to make a better sword, the Traveler might show her permanently change any aspect of appearance or gender.
how to make a bomb, changing the face of warfare. The Followers of the Traveler are urged not to feel bound by
Traveler isn’t here to help you to satisfy your greed or to anyone’s expectations—only you know who you are.
achieve your ambitions—instead, they set you on paths So while Vassals fear the Traveler as a malevolent
you never thought to try. They may grant you good force that seeks to pull you into chaos, the Children and
fortune, but when you call on the Traveler, you invite the those that follow the Cazhaak faith see the Traveler as
unexpected into your life. the one who stands by you when you choose to leap into
The Traveler isn’t evil in the same way as the the unknown or challenge tradition. Those who follow
Devourer or the Shadow. But most Vassals view the the Traveler generally embrace one of three paths.
Traveler as an entirely malicious force—while those
who honor the Traveler emphasize the potentially Tricksters
positive aspects of chaos. Take one common myth as The trickster sows chaos for the joy of it, believing that
an example: A smith gives Dol Dorn a magic sword, as long as they’re causing trouble for someone, they’re
promising that it can defeat any foe. Dol Dorn rashly protected by the Traveler. Some tricksters are impulsive
challenges a band of demons, but as he fights, the and wild, causing disruptions wherever they go but
blade shatters. Refusing to retreat, Dol Dorn fights on rarely causing any huge disasters. Others are careful
and brings down his enemies with his fists and feet … and calculating, forgoing petty disruptions in favor of
creating the martial art practiced by the Vassal monks actions that'll shake cities or institutions. With that
of the Order of the Broken Blade. The typical Vassal said, most tricksters have no long-term agenda beyond
interprets the role of the Traveler as entirely negative: chaos itself; their purpose is to light the fire, and how
the sword shattered, and only the strength and courage far it spreads or what it consumes is in the hands of fate.
of Dol Dorn allowed him to triumph. By contrast, the Tricksters are primarily found among Vassals; as the
Children say that Dol Dorn was forced to create some- faith has a purely negative view of the Traveler, those
thing entirely new because the blade shattered—the who follow their path embrace that destructive view.
Traveler’s goal wasn’t to kill Dol Dorn, but rather to
challenge him and force this moment of innovation. Mentors
The Cazhaak tradition maintains that the chaos of the The mentor creates chaos because they believe it’ll have
Traveler is a flame that tests and tempers traditions and a positive outcome. In comparison to tricksters, mentors
beliefs, whether these define a society or an individual; are rarely impulsive, preferring to create chaos with
the Traveler doesn’t seek absolute anarchy, but they want a goal in mind, whether that’s testing an institution, a
you to constantly challenge your beliefs and abandon law, or a particular individual. The mentor is the smith
traditions that have outlived their usefulness. Under who gives Dol Dorn a flawed sword because they know
this interpretation, the Traveler is ultimately a positive he relies too heavily on his sword and needs to learn
force, though they force you to live in interesting times. he doesn’t need it. Of course, the mentor decides what
However, most Vassals dismiss this and see the Traveler lesson you need to learn, and there’s no promise you’ll
solely as a bringer of misfortune and mischief. survive the ensuing strife. Mentors can also focus on
guiding those who are in moments of crisis; just as they
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believe the Traveler is by their side in chaotic times, they crisis—“do I pursue my ancestral claim?”—or it could be
take that role for others, trying to lead toward a positive a set of events that could bring down a dragonmarked
outcome. Such a mentor believes that traditions need house, a high priest, or a nation. It’s possible that these
to be challenged and people need to be tested, but ulti- actions can objectively be seen as noble, as they often
mately they want people to learn a positive lesson, not to target corrupt institutions. But the Cabinet of Faces also
be lost to the chaos. challenges virtuous institutions or traditions, both to
make sure they’re still serving their purpose and to force
Wanderers them to evolve. Their goal isn’t “good”—it's chaos, with
The wanderer follows their own path, pursuing a life of the hope that that chaos will have a positive outcome.
constant change and new experiences. They don’t seek
to cause chaos in the lives of others, either maliciously Cannith Cults
or with good intent. Rather, they embrace chaos in their Onatar is generally seen as the patron of House
own life, seeking to live unfettered by expectations and Cannith. While he does inspire artisans and help them
avoid settling into any negative patterns. find better ways to do their work, he does so slowly and
carefully. Onatar can be seen as following the Prime
Many Faces of the Traveler Directive: the Sovereign of the Forge won’t share any
Many followers of the Traveler follow the path of the ideas until the world is ready for them. But there are
wanderer, living nomadic lives and walking their own others in House Cannith who believe there should be
paths with little concern for the greater world around no limits—divine or otherwise—on arcane advance-
them. However, just as the Traveler inspires chaos, the ment. Artificers and artisans who invoke the Traveler
faith of those who follow the Traveler can take a vast pursue ideas that could change the world. After the
array of forms. Here are some examples. Mourning rocked the Five Nations, a common theory
emerged that the disaster was caused by a Cannith cult
The Cabinet of Faces of the Traveler—that they were creating a weapon that
One alliance devoted to the Traveler follows the path would completely change the face of modern warfare,
of the mentor, actively sowing chaos in large and small and they lost control of it. There’s no question that the
ways. Most members of this Cabinet of Faces are change- Mourning has forced change on the world—but it also
lings, so their exact numbers are impossible to track shows the potential danger of meddling with forces
and it’s up to you as a DM to decide just how widespread we don’t understand. Others say that Aaren d’Cannith
they are and how deep their resources go. There could was a devotee of the Traveler, and that the Sovereign of
be members of the Cabinet in every city, with agents Change showed him the path to warforged sentience …
hidden in positions of power. Or there could be merely a a discovery that forces everyone to reconsider the
dozen members of the Cabinet, each of whom assumes a nature of life and the rights of their creations.
hundred different roles. The party could encounter a single visionary
Members of the Cabinet of Faces play the role of the Cannith with big dreams and creations they can’t
Traveler in the myths, acting in ways that set chaos control, or an entire coalition within the house that’s
in motion. This could be a gift, a theft, or a revelation. actively researching something that could fundamen-
Consider the following possibilities. tally change civilization as we know it. Whether that’s
reliable resurrection or cheap teleportation, part of
• The party is ambushed, and before their would-be their motivation would be to explore the chaos such a
assassin escapes, the characters recognize their discovery would cause, and the ways in which it would
clothing or other trappings as tied to a local organiza- transform the world.
tion. In fighting that organization, the party shakes Cannith cults are an excellent example of artificers
up a corrupt and ingrained system … but they never who revere the Traveler, as it’s easy for them to hide
encounter the person who originally attacked them. within the infrastructure of the house, but any artificer
• A scholar arrives with proof that one of the characters can seek inspiration from the Traveler. The risk is that
has an unexpected claim to a noble title … but what House Cannith always seeks to contain any advances
chaos will ensue if they pursue it? that could threaten its monopolies. Working within
• The party is accosted by a group of guards, who report the house, you can try to hide your true work within
that a member of the party was clearly seen commit- legitimate paths. As an independent, you don’t have the
ting a crime earlier—will the characters sort out the shield provided by family connections or knowledge of
situation, or panic and dig in deeper? the house. But an independent artificer who creates a
In all these examples, a single individual is setting a revolutionary ritual could certainly threaten the estab-
chaotic series of events in motion. The assassin, the lished dominance of the house … and bringing down
scholar, and the criminal don’t have a personal invest- established powers is one of the goals of the Traveler.
ment in the outcome; they’re simply placing the player
characters in a challenging situation or using the party to
Independent Operators
challenge a powerful institution or tradition. Anyone who causes chaos or crisis can be perceived
The key with the Cabinet of Faces is that their as a hand of the Traveler, but some people do the work
actions always create a crisis. This could be a personal of the Traveler in less dramatic ways. The Tyrants of
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Sharn aren’t as far-reaching in their actions as the as opposed to trying to bring chaos to others. A ranger
Cabinet of Faces, but they also take subtle actions could easily follow the path of the wanderer, as could a
to challenge the institutions of the city—whether changeling monk who seeks to perfect their own form.
that’s exacerbating the conflict between Daask and Mentor. As a mentor, you may focus on bringing
the Boromar Clan, or subtly interfering in the espio- down corrupt systems and institutions: challenging the
nage and diplomacy that occurs throughout the city. dragonmarked houses, exposing corruption in local
Meanwhile, a priest of the Traveler named Chance runs guilds or temples, and trying to help innocents find a
a gambling hall in Sharn, encouraging people to take positive path through chaotic times. You could also
risks and facilitating unusual wagers. receive cryptic divine guidance, being directed toward
people to help or institutions to challenge. You may not
Using the Traveler know the entire story, but you know that it’s your task
The Traveler is the only Sovereign who’s often to bring down the Daggerwatch Garrison in Sharn …
depicted as wandering the world. However, this is are you up to the task?
a flawed interpretation of what’s actually going on. Trickster. Bards, rogues, and charlatans make
The Traveler is the stranger on the road, the spark excellent tricksters. A sorcerer specializing in illusion
that creates the flame. The Traveler takes a different or enchantment could also attribute their gifts to the
form in every story, but we know they’re the Traveler Traveler. An Archfey warlock could believe the Traveler
because of the consequences of their actions. While is their patron … but are they actually serving the
you could posit this as the work of a single divine Sovereign, or an archfey who’s taken on the mantle?
entity, it can simply be the actions of many different Priest. If your character not only honors the Traveler
people. The Children believe that the Traveler acts but actively serves in a priestly role, you could play a
through you; when you do the work of a mentor, in cleric of the Trickery or Knowledge domain, depending
that moment you are the Traveler. Likewise, many on your vision of your character. Are you more about
powerful beings—from archfey to the legendary Sora active deception, or do you work by exposing secrets?
Kell—have taken on the mantle of the Traveler or had Another option is to play an artificer or Forge cleric
their actions attributed to the Traveler. who focuses on creating things that will change the
Player characters might meet an individual who world (see the “Cannith Cults” section above for more
claims to be the Traveler—but are they truly a god? information on this). There’s no paladin oath that’s
Are they an archfey or celestial that’s taken on the particularly suited to the Traveler, but you could follow
mantle? Are they simply a changeling priest? They any oath as long as you’re pursuing the Traveler’s
might be from one of the sects discussed in “Many goals. If you’re a wanderer, you could take the Oath of
Faces of the Traveler,” or an independent operator. the Ancients; if you’re focused on tearing down corrupt
Either way, when introducing a devotee of the Traveler, systems, you might take the Oath of Vengeance; and
consider whether they’re a wanderer, mentor, or trick- if you’re primarily driven to help guide others through
ster … do they wander the world for their own benefit times of chaos and crisis, you could follow the Oath of
without seeking to bring chaos to others? Do they Devotion. However, you needn’t be a divine spellcaster
believe their actions could have a positive outcome? to believe you have a divine purpose, or even to play
Or are they lighting a fire because they want to watch the role of priest.
things burn? Unlike priests of other faiths, who often use a par-
ticular holy symbol to mark their service, the Traveler
Player Characters doesn’t have a consistent holy symbol; it’s hard to be a
In following the Traveler, you embrace instability and subtle agent of chaos when you’re wearing a uniform
chaos as positive tools. Unless you’re a trickster, you or carrying an object that advertises that fact. Instead,
don’t want to cause trouble without reason. But you the holy symbols of the Traveler are things that have
believe in taking chances, embracing uncertainty, and personal significance and importance to the individual
pushing others to do the same. priest—each priest carries an object with a story. These
The critical question is how you’re going to interact can be handed down; one common symbol used by the
with the other members of your party. The carefree Children is a traveling cloak, patched and repaired over
trickster who sows chaos with no concern for conse- generations. If a holy symbol is lost, the servant of the
quence might be fun for you, but why would the other Traveler can invest a new object as their holy symbol
adventurers associate with you (unless they share your by finishing a long rest—but that new object must also
beliefs)? And how will the players themselves feel about have a story and significance to the priest. (If you’re
your character’s actions toward theirs? As such, the using something that’s not a traditional holy symbol, or
mentor or the wanderer are usually better paths for even playing a different class that doesn’t use one at all,
player characters. you can describe any spellcasting focus or component
Wanderer. As a wanderer, you’re primarily a free as if it were an item of divine significance; just be sure
spirit. You likely encourage the party to keep moving to follow the rules for how that item should be used in
forward, to question authority, and to avoid being tied spellcasting, such as touching it while you cast a spell.)
down, but you’re primarily focused on your own journey
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Chapter 8: The Dark Six
Character Options Revelry of the Crowds
14th-Level College of the Fury Feature
This section presents new subclasses for bards, clerics,
and rogues devoted to the Dark Six. Whenever you use your Fury’s Revelry feature, you
can empower your song into a magnificent and malign
Bard: College of the Fury crescendo. Rather than affecting just one target of the
triggering spell, you can instead affect each hostile crea-
Bards who follow the College of the Fury know that
ture that you hit with that attack or that failed its saving
intense revelry, unbound by taboo and pretenses of
throw against that spell.
decency, is among the most powerful expressions of
You can use this ability a number of times equal to
the Music of Creation. These bards are overtly pas-
your proficiency bonus, and you regain all expended uses
sionate, sometimes hedonistic, and eager to call others
when you finish a long rest.
into their dance. Harpies of the Cazhaak Creed are the
most common practitioners of this college, reveling in
Szorawai’s name.
Cleric: Aspiration Domain
Clerics of the Aspiration domain consider themselves
Despicable Tongue mentors—though others are more likely to call them
3rd-Level College of the Fury Feature tempters. They offer forbidden knowledge and challenge
people to live up to their full potential, eschewing the con-
You gain proficiency in the Intimidation skill. If you are
fines of what others might consider right, proper, or safe.
already proficient in Intimidation, you gain proficiency in
The most common clerics to earn these gifts of the faith
another skill of your choice.
are followers of the Shadow under the Cazhaak Creed.
Additionally, you have advantage on all Charisma
checks directed at creatures that are hostile toward you. Domain Spells
1st-Level Aspiration Domain Feature
Fury’s Revelry
3rd-Level College of the Fury Feature You gain domain spells at the cleric levels listed in the
Aspiration Domain Spells table. See the Divine Domain
You have learned to empower your bardic magic to
class feature for how domain spells work.
inspire frenzied dance. Once on your turn when you hit
a creature with a bard spell attack or when a creature Aspiration Domain Spells
fails a saving throw against one of your bard spells, you
Cleric Level Spells
can force that creature to dance. That target must imme-
diately move 5 feet, plus an additional 5 feet for each 1st detect magic, illusory script
level of the triggering spell (cantrips are level 0), in a 3rd augury, detect thoughts
direction of your choice. The movement need not be in a 5th clairvoyance, Shadow’s echo*
straight line. This movement doesn't provoke opportunity 7th divination, shadow of Moil XGE
attacks. If a target is compelled to move into an obviously 9th circle of power, scrying
dangerous hazard, such as a fire or pit, it can make a
Wisdom saving throw against your bard spell save DC. * Appears in the “Spells of the Six” section of this chapter
On a successful save, its movement ends before it enters
the hazardous space, and you can move it no further Dark Revelations
that turn. 1st-Level Aspiration Domain Feature
Voice of Betrayal Your divine studies have revealed a wealth of knowledge
6th-Level College of the Fury Feature to you. You gain proficiency in one skill or tool of your
choice, and your proficiency bonus is doubled for any
You can inflict your enemies with paranoia, causing them ability check you make using that skill or tool. Whenever
to strike their allies. As a bonus action, you can expend you finish a long rest, you can change the proficiency
one use of your Bardic Inspiration to force a hostile granted by this feature to another skill or tool.
creature you can see within 30 feet of you that can hear
you to make a Wisdom saving throw. A creature auto- Eyes Unveiled
matically succeeds on this save if it is immune to being 1st-Level Aspiration Domain Feature
frightened. On a failed save, the target must immediately
use its reaction (if available) to make one melee weapon Your sight is unhindered, and you can see in the deepest
attack against a creature of your choice within its reach. shadows. You have darkvision out to a range of 120 feet.
On a hit, the attack deals extra damage equal to the In that radius, you can see in dim light as if it were bright
number rolled on the Bardic Inspiration die. light and in darkness as if it were dim light. In addition,
you have advantage on saving throws against illusion
spells and on ability checks to determine whether some-
thing is an illusion.
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Chapter 8: The Dark Six
Channel Divinity: Awaken Ambition Though some Dark Petitioners worship the Six as
2nd-Level Aspiration Domain Feature great leaders to venerate and emulate, many among
the Five Nations don’t hold their patrons in such high
You can use your Channel Divinity to invoke the esteem. For these petitioners, their rites and rituals
secrets of the Shadow, allowing you and your charges instead serve to appease the dark powers, and to turn
to turn forbidden potential into strength. As an action, the Six’s attention to their enemies. Do you enjoy the
you and each willing creature of your choice that you power of Dol Azur’s blessing on a poisoned blade? Or
can see within 15 feet of you take necrotic damage do you only hope that your offerings to the Mockery
equal to 1d10 plus your Wisdom modifier, and gain will cause your opponent to stumble first?
twice that many temporary hit points. This damage
can't be reduced in any way. Spellcasting
3rd-Level Dark Petitioner Feature
Shadow’s Gifts
6th-Level Aspiration Domain Feature You gain the ability to cast spells. See chapter 10 of
the Player’s Handbook for the general rules of spell-
When you use your Channel Divinity feature, you can casting and chapter 11 for the cleric spell list.
impart some of the Shadow’s most successful lessons Cantrips. You learn the guidance cantrip and two
and awaken new gifts in those affected. Choose one of cantrips of your choice from the following list: dancing
the following magical gifts, bestowing that benefit on lights, friends, message, resistance, spare the dying,
yourself and each target of your Channel Divinity: thaumaturgy, true strike, and Traveler’s enigma (in the
Eyes of the Medusa. For 1 minute, you can use your “Spells of the Six” section of this chapter). At 10th level,
bonus action to fix your gaze on one creature within you learn another cantrip of your choice from this list.
30 feet of you that you can see and that can see your Spell Slots. The Dark Petitioner Spellcasting table
eyes. The target must make a Constitution saving shows how many spell slots you have to cast your
throw with a DC equal to the cleric spell save DC of cleric spells of 1st level and higher. To cast one of
the cleric that granted you this benefit. On a failed these spells, you must expend a slot of the spell’s level
save, the target’s speed is reduced to 0 feet until the or higher. You regain all expended spell slots when
end of its next turn. you finish a long rest.
Heart of the Troll. At the start of your next turn, you For example, if you know the 1st-level spell cure
regain hit points equal to 1d10 plus the Wisdom modi- wounds and have a 1st-level and a 2nd-level spell slot
fier of the cleric that granted you this benefit. If you available, you can cast cure wounds using either slot.
take fire or acid damage before the start of your next Spells Known of 1st-Level and Higher. You know
turn, you don’t regain hit points from this benefit. three 1st-level cleric spells of your choice. The Spells
Mastery of the Hag. For 1 minute, you have advantage Known column of the Dark Petitioner Spellcasting
on saving throws against spells. table shows when you learn more cleric spells of 1st
Voice of the Harpy. You gain advantage on all Charisma level or higher. Each of these spells must be of a level
checks for 1 minute. for which you have spell slots. For instance, when you
reach 7th level in this class, you can learn one new
Potent Spellcasting spell of 1st or 2nd level.
Whenever you gain a level in this class, you can
8th-Level Aspiration Domain Feature
replace one of the cleric spells you know with another
You add your Wisdom modifier to the damage you deal spell of your choice from the cleric spell list. The new
with any cleric cantrip. spell must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting
Shadow’s Apotheosis ability for your cleric spells, since your spells come
17th-Level Aspiration Domain Feature from your appeasement or veneration of the Dark Six.
The range of your Channel Divinity: Awaken Ambition You use your Wisdom whenever a spell refers to your
feature increases from 15 feet to 30 feet. In addition, spellcasting ability. In addition, you use your Wisdom
creatures affected by your Shadow’s Gifts feature gain modifier when setting the saving throw DC for a cleric
all four benefits, instead of just one. spell you cast and when making an attack roll with one.
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Chapter 8: The Dark Six
Dark Petitioner Spellcasting Keeper’s End
Rogue Cantrips Spells —Spell Slots per Spell Level— 17th-Level Dark Petitioner Feature
Level Known Known 1st 2nd 3rd 4th When you reduce a creature to 0 hit points, you can
3rd 3 3 2 — — — steal that creature’s soul and keep it joined with your
4th 3 4 3 — — — own. While a creature’s soul is joined to yours, that
5th 3 4 3 — — — creature can be restored to life only by a wish spell.
Additionally, when you have to make a death saving
6th 3 4 3 — — —
throw, you can instead choose to release a soul you
7th 3 5 4 2 — — have stolen. When you do so, you regain 1 hit point,
8th 3 6 4 2 — — and that soul is no longer joined to yours.
9th 3 6 4 2 — —
10th 4 7 4 3 — — Forbidden Feat
11th 4 8 4 3 — — The following feat reflects a connection to the Shadow
12th 4 8 4 3 — — that grants knowledge of forbidden magics. With
the DM’s permission, this feat can be used with the
13th 4 9 4 3 2 —
optional feat rule in the Player’s Handbook.
14th 4 10 4 3 2 —
15th 4 10 4 3 2 — Shadow’s Metamagic
16th 4 11 4 3 3 — Prerequisite: Spellcasting or Pact Magic Feature
17th 4 11 4 3 3 — You’ve learned the forbidden secrets of the Shadow,
18th 4 11 4 3 3 — allowing you to alter how your spells function:
19th 4 12 4 3 3 1 • You learn two Metamagic options of your choice
20th 4 13 4 3 3 1 from the Forbidden Metamagic list. You can use
only one Metamagic option on a spell when you
cast it, unless the option says otherwise. Whenever
Pragmatic Petition you reach a level that grants the Ability Score
3rd-Level Dark Petitioner Feature Improvement feature, you can replace one of these
You ask the Six for their guidance and protection when Metamagic options with another one from the
you take advantage of an opening, no matter how Forbidden Metamagic list.
dishonorable another Vassal might consider it. When • You gain 2 sorcery points to spend on Metamagic
you hit a creature with an attack on your turn, you can (these points are added to any sorcery points you
use the bonus action granted by your Cunning Action have from another source but can be used only on
to cast one of your Dark Petitioner cantrips, regardless Metamagic). You regain all spent sorcery points
of its normal casting time. when you finish a long rest.
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chooses an ally to harm with the spell. You can only use Reverse Speech
Doomed Twin if the DM agrees there is a third target When you cast a spell with verbal components, you
meeting that criteria within range for them to affect, or can speak them backward and spend 1 sorcery point
if you and the DM both agree for them to choose a third to reveal hidden meanings in your utterances. For the
target outside the normal range of that spell. duration of the spell, each target that knows at least one
To be eligible, a spell must be incapable of targeting language and can hear you understands what you say. In
more than one creature at the spell’s current level. addition, if the spell would cause a target to be charmed,
For example, magic missile and scorching ray aren’t you can instead choose for that creature to be frightened
eligible, but ray of frost and chromatic orb are. instead, and vice versa, though all other effects of the
Defiled Gift spell apply as if the original condition were in effect.
If the spell targets multiple creatures, you can choose
When you cast a spell that restores hit points to a
whether to charm or frighten each creature separately.
creature, you can spend 1 sorcery point to roll a
number of d6 equal to your proficiency bonus. One
target of the spell regains that many additional hit
Spells of the Six
points, and you or one willing creature within your This section contains new spells that reflect a connec-
reach takes necrotic damage equal to half the number tion to one of the Dark Six. The DM may add these
of additional hit points restored. This damage can’t be spells to a campaign, making them available to player
reduced in any way. characters and NPCs alike. The Spells of the Six table
lists the new spells, ordering them by level. The table
Shadow’s Toll also notes each spell’s school of magic, whether it
You can spend up to 5 sorcery points to push yourself requires concentration, whether it bears the ritual tag,
to cast a spell of a level equal to the number of sorcery and which classes have access to it.
points spent. To do so, you must normally have spell
slots of that level but have expended all slots of that Devourer’s Teeth
level. When you do so, you cast that spell with its 4th-Level Conjuration
normal casting time without expending a spell slot. Casting Time: 1 action
Immediately afterward, a number of shadows equal Range: Self (30-foot cube)
to the number of sorcery points you spent appear in Components: V, S, M (a shark’s tooth)
unoccupied spaces next to you and take their turns Duration: 1 minute
immediately after you. They are hostile to you and Classes: Cleric, druid, sorcerer
your companions, and attack you on their turns if able.
A great wave of salt water bursts from the ground beneath
Each shadow remains for 1 minute or until reduced to
your feet. Each creature in a 30-foot cube originating
0 hit points.
from you must make a Strength saving throw. On a failed
Blood Debt save, a creature takes 4d10 bludgeoning damage and is
When you cast a spell of 1st level or higher, you can pushed 15 feet away from you. On a successful save, the
spend any number of sorcery points to gain twice creature takes half as much damage and isn’t pushed.
that many sorcery points. When you do so, you gain Along with the wave, you conjure the spirit of a great
a number of levels of exhaustion equal to the number shark. Choose one creature that failed its saving throw
of sorcery points you spent. You must use these newly as the shark spirit’s prey. That target takes an extra 2d10
gained sorcery points before the end of your turn or piercing damage and is restrained by the shark spirit’s
they are lost as if you’d spent them. jaws. A target restrained in this way can use its action to
You can use Blood Debt even if you have already make a Strength check against your spell save DC. On a
used a different Metamagic option during the casting success, it frees itself and the shark spirit disappears.
of the spell. At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage of the wave
and the damage of the spirit shark’s jaws each increase
by 1d10 for each slot level above 4th.
Spells of the Six
Level Spell School Conc. Ritual Class
0 Traveler's Enigma Transmutation No No Artificer, Bard, Cleric
1st Fury's Chorus Enchantment Yes No Bard, Cleric, Warlock
2nd Keeper's Vault Necromancy Yes No Artificer, Bard, Cleric, Warlock
2nd Mockery's Snare Abjuration Yes No Artificer, Cleric, Ranger, Warlock
3rd Shadow's Echo Illusion No No Bard, Cleric, Warlock
4th Devourer's Teeth Conjuration No No Cleric, Druid, Sorcerer
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Fury’s Chorus imbued creature is hit with an attack before the spell
1st-Level Enchantment ends, the attacking creature must make a Wisdom
saving throw. On a failed save, the attacking creature
Casting Time: 1 action takes 3d8 necrotic damage and is restrained until the
Range: 60 feet spell ends. On a successful save, it takes half as much
Components: V, S damage, is not restrained, and the spell ends. While
Duration: Concentration, up to 1 minute restrained by this spell, the restrained creature can
Classes: Bard, cleric, warlock repeat the saving throw at the end of each of its turns,
You call a group of people to a heightened emotional ending the spell on a success.
state, driving them to anger and mistrust. Each At Higher Levels. When you cast this spell using a
Humanoid in a 20-foot-radius sphere centered on a point spell slot of 3rd level or higher, the damage increases by
you choose within range must make a Charisma saving 1d8 for each slot level above 2nd.
throw. On a failed save, a creature must use its reaction
(if available) to make an opportunity attack whenever Shadow’s Echo
another creature (including an ally) moves out of its 3rd-Level Illusion
reach. A creature can repeat the saving throw at the end Casting Time: 1 reaction, which you take after you see a
of each of its turns, ending the effect on a success. The creature within 60 feet of you finish casting a spell with a
calm emotions spell suppresses the effects of this spell. casting time of 1 action and a duration of Instantaneous
Range: 60 feet
Keeper’s Vault Components: V, S
2nd-Level Necromancy Duration: Instantaneous
Casting Time: 1 action Classes: Bard, cleric, warlock
Range: 60 feet You mirror a creature with its shadowy reflection. If the
Components: V, M (an unlit lantern worth at least 10 gp) creature cast a spell that is at least 2 levels lower than
Duration: Concentration, up to 1 minute the level of this spell, you also cast that spell as part of
Classes: Artificer, bard, cleric, warlock your reaction, without expending an additional spell slot
You draw out a fragment of a living soul and bind it for that spell.
within the lantern used as a material component for The spell you cast uses your own spellcasting ability,
this spell. Choose a creature you can see within 60 feet and if the spell deals damage, it deals psychic damage
of you that isn’t an Undead or Construct. For the dura- instead of its usual damage types.
tion, the lantern is ignited by the target’s soul and sheds As part of your reaction when you cast this spell, you
dim light in a 30-foot radius. At the start of each of the learn what level the target spell is. If the level of the
target’s turns until the spell ends, the target must make a spell slot you expended is too low to copy that spell, you
Constitution saving throw. On a failed save, it takes 2d6 regain the spell slot you expended. When this happens,
necrotic damage. On a successful save, the target takes you can choose to either expend a higher-level spell slot
no damage, but its soul remains bound. If the target’s to copy the spell, or choose to abort this spell. In either
saving throw succeeds by 5 or more, its soul becomes case, your reaction is spent. For example, if the other
unbound and the spell ends. creature casts a 5th-level spell, you can regain your
Until the spell ends, as a bonus action, you can choose 3rd-level spell slot and instead expend a 7th-level spell
one creature you can see within 30 feet of you that isn’t slot to copy that spell.
an Undead or Construct. That creature regains hit points
equal to the total damage dealt by this spell, up to a Traveler’s Enigma
maximum of 20 hit points, and the spell ends. Transmutation Cantrip
At Higher Levels. When you cast this spell using a Casting Time: 1 action
spell slot of 3rd level or higher, the damage increases by Range: Touch
1d6 and the maximum hit points regained increases by Components: S, M (a folded cloth)
10 for each slot level above 2nd. Duration: 1 minute
Classes: Artificer, bard, cleric
Mockery’s Snare
2nd-Level Abjuration A nonmagical object you touch is transformed into a
random trinket (either from the Trinkets table in the
Casting Time: 1 bonus action Player’s Handbook or a similar trinket of the DM’s
Range: Touch choice). The object you touch must weigh less than 10
Components: S, M (a piano wire) pounds and be no more than 5 inches along any dimen-
Duration: Concentration, up to 1 minute sion. The transformation lasts for 1 minute, until you
Classes: Artificer, cleric, ranger, warlock dismiss the transformation as a bonus action, or until
You imbue yourself or one willing creature you touch another creature touches the trinket.
with the duplicitous power of Dol Azur, laying a trap to
ensnare a foe in spectral bindings. The next time the
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