Professional Documents
Culture Documents
Chronicles of Eberron 101
Chronicles of Eberron 101
M I
This book presents new stat blocks subclasses spells
and other mechanical options throughout its pages
You can find these options on the following pages
B V
Disgr aced Noble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Displaced No
N oble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Newly Risen Noble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
R V
Gnome L Lo
orghalan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Goliath Deser t Born. . . . . . . . . . . . . . . . . . . . . . . . . . . .
War ffo
orged Li
Living C
Coonstruct . . . . . . . . . . . . . . . . . . . .
C O
Bard College of the Fury. . . . . . . . . . . . . . . . . . . . . . . .
Cleric Asp
Aspiration Domain . . . . . . . . . . . . . . . . . . . . . . .
Druid Variant Stonesinger . . . . . . . . . . . . . . . . . . . . . .
Paladin Oa
Oath of
of V
Veeneration . . . . . . . . . . . . . . . . . . . . .
Rogue Dark Petitioner . . . . . . . . . . . . . . . . . . . . . . . . . .
O C O
Blessing of the Fang . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Boons of the Overlords . . . . . . . . . . . . . . . . . . . . . . . .
Feat Shadows Metamagic . . . . . . . . . . . . . . . . . . . . . .
Feats Psionic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
DUNGEONS & DRAGONS D&D Wizards of the Coast Forgotten Realms Ravenloft Eberron the dragon ampersand Ravnica and all other Wizards of the Coast
product names and their respective logos are trademarks of Wizards of the Coast in the USA and other countries This work contains material that is copyright
Wizards of the Coast and/or other authors Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild
All other original material in this work is copyright by KB Presents and Twogether Studios and published under the Community Content Agreement for
Dungeon Masters Guild
Disclaimer This book is the property of the Library of Ashtakala The borrower must present one soul as collateral which will be returned intact provided
this book is returned in good condition within one century of date of issue If return proves impossible the soul becomes the possession of Ashtakala The
book may be placed upon a basalt altar and burned a library associate will collect the ashes
PREFACE
I , ’
almost twenty years since I first began
exploring the world of Eberron in my
mind. Over these two decades, a part
of me has always been thinking
thinki ng about
Eberron, considering all the questions the official books
never had time and space to answer. What’s the history
of Dor Maleer? Just how smart are Karrnathi
K arrnathi undead?
Why so barren, Barren Sea?
In the days before the Dungeon Masters Guild, there
was no opportunit
oppor tunityy to create new Eb Eberron
erron content. I
couldn’t legally release new lore or mechanics—but I
could answer
answer questions. I started doing just that on
Keith-Baker.com,, and over the years, I’ve
my website, Keith-Baker.com
written
writ ten hundreds of articles.
art icles. But that
t hat quantity
quantit y is a
blessing and a curse; some topics are more generally
useful than others, but they’
t hey’re
re needles in a very large
haystack. Beyond those questions and answers, I
couldn’t give players and Dungeon Masters new tools
to work with until the Dungeon Masters Guild opened
up Eberron for new creations.
These pages you hold in your hands—or, potentially,
these pixels you see on your screen—contain the answers
to some of my favorite questions. This book blends
practical advice (“How do I start a new campaign? How
do I handle travel?”) and deep lore detailing topics like
the Twister of Roots and the gnomes of Lorghalan. In
compiling this book, I’ve revised some of my articles
and expanded others; even if you’ve read everything I’ve
written, you’ll
you’ll find things hehere
re you’ve
you’ve never
never seen before.
And thanks to the excellent
excellent work of Imogen
Imogen Gingell,
Gingell, we’ve
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 forbidde
forbidden n magic ofof the Shadow
Shadow..
What lies ahead evolved
evolved from questions I’ I’ve
ve answered
and how I’ve run things in my own personal campaign.
Remember
Remem ber that what you’re
you’re hearing in these pages is
my personal voice. As fans have come to call cal l it over the
years, this book is “kanon”;
“kanon”; in addition tto
o being far less
formal than canonical material, details in this book may
contradict canon sources. One of the core c ore 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
anythi ng I say stop
you from telling
telling a story you
story you want
want to tell in your Eberron.
And now,
now, let’
let’ss dive into the Chronicles of Eberron!
Eberron!
Keith Baker,
creator of Eberron
PA
P T 1:: T
THE
HE L
LIBRARY
AR
RT IBRARY
P
PA
ART 2
RT 2:: TTHE
HE V
VAULT
AULT
CHAPTER 9: SESSION ZERO
CHAPTER 10: IT’S ALL ABOUT THE JOURNEY
Seekers and worked with Karrnath during the Last War; Lord Sylian Varonaen is the oldest member
member of the GrGrim.
im.
and ever since Kaius III
I II tur
turned
ned against the Blood of Vol, The Varonaen were allies of Vol long before the Mark of
Karrnathi vessels have become the primary targets for Death appeared, and Sylian Varonaen was one of the first
Bloodsail raiders. There are divine spellcasters among vampires created on Aerenal.
Aerenal. Where Vol Vol studied ways to
to
the Bloodsails, but their powers are a form of focused imbue humanoid creatures with the energies of Mabar,
channeling that draws power directly
direct ly from Mabar, Sylian Varonaen explored its effects on plants. Varonaen
rather than being driven by faith in i n a higher power. was fascinated by those
those strains of flora that managed to
Prince Shaen Tasil is the living
the living ruler of Farlnen, but adapt to Aerenal’s Mabaran zones, and he improved on
the greatest power on the island is the Grim, a council of these with his
h is own hybrids; in fact, it was he who refined
mighty undead. Some of the Grim work for the benefit of the strain of darkwood that Aerenal exportsexport s to this day.
the Principality, while others focus on their
t heir own esoteric So it was no accident that Varonaen and his exiles
interests and arcane research. came to Farlnen. The elves knew they needed a powerful
Mabaran zone to continue their research, and Varonaen
MEMBERS OF THE GRIM
THE came prepared. The story quoted above is apocryphal, but
it holds seeds of truth. Varonaen brought his hybrids with
The members of the Grim are powerful undead. him across the Lhazaar Sea and established the first night
Canon lore includes one infamous member: Lady gardens. He planted darkwood groves, and in the centuries
Illmarrow, the self-proclaimed Queen of the Dead. that followed, he developed entirely new strains of vegeta-
Few of the Grim leave Farlnen; most make extensive tion that could thrive in the unique conditions of Farlnen.
use of the power of Mabar that permeates the island, The stories exaggerate when they say darkwood is watered
and they rely on retinues of skeletal and spectral ser- with blood,
blood, b
but
ut so
some
me of
of Varona
Varonaen’en’ss creations
creations do
do thrive
vants. More than
t han this,
th is, Farlnen is a safe haven. Many
M any when fertilized with the flesh
flesh of the
the dea
dead.
d. Som
Some e of hi
hiss
would-be heroes—t
hero es—the he Aereni Deathguar
De athguard, d, templars experiments are just plants, but others could be considered
of the Silver Flame, paladins of Dol A rrah—would be both Plants and
Plants and Undead; Varonaen
Varonaen has created assassin
as sassin
thrilled to destroy a Grim Lord. While few possess the vines that
that drain th
the
e lifeforce
lifeforce o
off creature
creaturess they constrict
constrict,,
power to accomplish such a thing, most Grim lords and a shrieker that howls with the cry of a banshee.
prefer to remain in their estates, protected both by
powerful wards and by their peers. As a result, only a PERSONALITY
few of the Grim are known beyond Farlnen—and even Lord Varonaen
Varonaen played a vital
v ital role in founding Farlnen.
those are obscured by legends and rumors. The people rely on his hybrid plants as a source of
Most members
members of the Grim Gri m are vampires, with both food and lumber, and the exotic spices and wines
oathbound mummies as the next most common form; produced from his creations are unique exports
expor ts sold by
there are only one or two liches aside from Illmarrow Bloodsail merchants. Despite his part in ensuring the
and the Lords Vyrael. The following sections discuss survival of his people, Varonaen
Varonaen has never asserted his
some of the most unusual members of the Grim, lords power over his peers; his plants are his sole obsession,
whose tales
tale s are k nown in Lhaza
Lhazaarar and beyond.
b eyond. and he has spent the centuries working on his gardens.
He has the manner of a mild, friendly scholar—but he
LORD VARONAEN: feels no compunctions about creating plant life that feeds
on the living, nor about sacrificing strangers in this work.
THE BLOODY GARDENER
Before the elves
e lves came,
c ame, Farlnen
Far lnen was just bareb are rock USING LORD VARONAEN
and sand.
sa nd. The sun
s un doesn’t
doe sn’t shine there
there,, and no living
liv ing There was a time when Lord Varonaen traveled in
search of exotic blooms, but on such a journey, he was
thing could prosper in that cursed place. But a land
destroyed by the Deathguard of Aerenal. His H is vampire
with no sun sounds mighty nice if you’re a vampire, form was reduced to ashes, but Varonaen had bound his
like Lord Varonaen! So he steers steer s the elves to Farlne
Farlnen, n, spirit to his garden, much like a lich’s phylactery. He was
and when he gets there,there , he br
breaks
eaks his ship
s hip to splin-
spli n- reborn in Farlnen as a wraith (albei(albeitt a unique one with
ters and he scatters the splinters across the t he stony spellcasting abilities; the
t he stat block for Lord Varonaen
ground. He kills
ki lls his
h is own sailors
sail ors and
a nd waters
water s the wood is provided below).
below). While he often remains in tthis his incor-
poreal form while doing his work, he has crafted a body
with their blood, and they sprout up as darkwood
from darkwood and can animate this vessel when he
trees and bloodstained roses. All the night-gardens wishes to interact
interact with the physical world.
of Farlnen, it was Varonaen who planted their seeds. V
Varona
aronaen
en hasn’
hasn’tt left Farlnen
Farlnen since his death,
death, and it may
may
And if
i f the Bloodsa
Bloodsails
ils k ill you on the
t he sea?
se a? They’ll keep be that he can’t travel far from this soul garden. However,
your bones
b ones to work
w ork an oar, but they
t hey won t let your
you r adventurers could encounter his creations in Farlnen or
flesh go
g o to was
waste;
te; cargoes
ca rgoes of ca
carr
rrion
ion make their way beyond, or they might need an exotic elixir that can only
be produced from his undead plants. He could even have
to Farlnen to feed the bloody gardens.
an interest in consulting with an adventurer renowned as
a master alchemist or a remarkable druid.
You think you’ve looked death in the eye? Wait until everyone aboard—including
aboard—i ncluding Haeldar’s childr
children!
en! You’d
You’d
think that
t hat would be the end of it, but weeks later, as
you’ve stared
star ed into the empty
e mpty sockets
s ockets in the
t he sku
skull
ll of
them elves are camped out on the sunless shore, they
a dragon
dra gon tuturtle
rtle,, after
af ter it’s capsized
capsi zed youyourr ship
sh ip and it’s
see a monster on the horizon. It’s the kraken; after
coming right for you. I’m telling you now, you get too
it swallowed
swal lowed Haeldar,
Haelda r, he ref
refused
used tto
o die, dug his way
close to the Sunless Isle and pirates are the least
up through its heart and out its eye. Now here he is,
of your worries. I know you’ve heard these stories
riding
ridi ng the damn dead
de ad thing
th ing home.
home .
before, but have you ever wondered where the
That beast still patrols
patr ols the waters of Farlnen
Bloodsails got these bones so they could animate animate ‘em?
today.. And Haeldar … well, he spends much of h is
today
I can
ca n tell you in two w words:
ords: Hae
Haeldar
ldar K rakensbane.
rakensb ane.
time mourning his lost children, but when the mood
That elf was a legend in life, li fe, a dragonslayer who
is upon him, he goes b back
ack to ssea.
ea. He won’t force h
his
is
fought alongside
al ongside the rebel
r ebel e
elves
lves just
j ust for a chance
chanc e
own on the hunt, not again—so he boards a stranger’s
to fight dragons. So he gets himself exiled for his
vessel, assumes command, and takes it on another
troubles, and sails north with the rest of ‘em. His monster hunt.
hu nt. If he comes to your ship, hope you’re
ship runs afoul of a bloody great kraken, which
one of the lucky ones, that he takes down his prey
demands tribute from the fleet. The elves, they’re
with your vessel still intact. Haeldar Krakensbane
rightly
right ly ter
terrifie
rified,
d, and they alalll agree
agr ee to pay its pric
price.
e.
never misses
mi sses his ma
mark rk … but the ships
s hips he sails
sai ls rarely
ra rely
But Haeldar,
Haelda r, he’he’ss not hav
having
ing it. It’s his ancestor, see?
se e?
make it home again.
agai n.
Never would
wou ld bend
be nd to a beast. So he seizesseize s control
contr ol of
Medium Undead Chaotic Evil Multiattack Haeldar makes three Trident attacks
K
-- identity of the body
bo dy are hidden in the
t he tomes of the
T
dously efficient soldiers. A normal Corpse Collectors.
zombie requires
requi res some ssort
ort of necro- The distinctive armor of the Karrnathi skeletons is
mancer to sustain
sust ain and command it, but forged for them and fitted to their
t heir fleshless bones. Fort
T HOUGHTS
With
all this inAND O PINIONS
mind, let’s look back at those qu
questions.
estions. MEMORIES
Do Karrnathi
Karr nathi undead have thoughts and opinions? By canon, Karrnathi
Karr nathi undead have no memories
memories of their
Well, how
how would youyou know? A Karrnathi skeleton
skeleton obeys past lives. While
Whi le they can only be created from the
the orders of its commander without question. It fights corpses of elite Karrnathi soldiers, their skills and tech-
without fear and holds
holds a position even at the cost of its
its niques don’t match those of the donor. They are always
own existence. Karrnathi undead never speak unless lawful evil,
ev il, regardless of tthe
he alignment of the donor. In
spoken to, or unless necessary in pursuit
pu rsuit of their my opinion, the Karrnathi
Karr nathi undead don’t
don’t even know the
duties; if they have thoughts, they don’t share them. If names of the people who donated their bones. But, with
questioned, their opinions appear
opinions appear to
to be an absolute com- that said, see the
t he next section for other ideas.
mitment to the Karrnathi cause, and the opinions of one
are shared by all of them; so they do express opinions, UNDEAD PLAYER C HARACTERS
but they all have the same opinions. With all
al l this in mi
mind:
nd: Would a Karrnath
Kar rnathii undead be a
Going back to the warforged comparison: a warforged viable player character? By canon,
ca non, definitely not. They
might compose a poem, and they’re the only one to ever can’t learn new skills or advance. Their
Their true
tr ue opinions
create that poem from their own mind.
mi nd. Meanwhile, a and thoughts are intentionally mysterious. Ultimately,
Mordain was born into House Phiarlan and became one extradimensional space. Mordain might have a few
of the most gifted wizards of the Twelve; it’s said that the extradimensional back doors scattered around the
standard House Jorasco potio
Jorasco potionn of h
healing
ealing is
is Mordain’s continent, allowing him to drop his experiments wher-
recipe. But his obsession with creating and improving life ever best suits your story.
drew him down dark paths, and he began adapting the With that
th at said, Mordain
Morda in isn’t simply using
usi ng the
techniques of the daelkyr and delving into the secrets of sorts of magic that player characters like wizards and
Sul Khatesh. According to one story, he sought to mage- artificers might use. His techniques are adapted from
breed a new dragonmarked house, but instead produced the daelkyr and the overlords, and they involve chan-
a line of aberrations that consumed his own family before neling the energies of Kythri and Xoriat; the Mordain
they were destroyed. the Fleshweaver stat block presented later in this
Whatever
Whatev er the truth of th
these
ese stories,
stories, Mordain
Mordain was
was chapter gives an example of the powers he might wield
excoriated from House Phiarlan in 797 YK. According to in combat. While Mordain can affect the subjects of
the records of Salyon Syrralan d’Sivis, the Twelve tried to his experiments wherever he chooses, most of his
execute Mordain and failed. Salyon’s account states that magic can only be performed in Blackroot, which is
Mordain was bathed in acid, burned at the stake, drowned, essentially a vast eldritch machine. It’s quite possible
and even dismembered, but after each attempt, “he rose that through his centuries of work, he has essentially
again, his vigor unchecked and flesh rebound.” The Twelve
Twelve become Blackroot—that
become Blackroot—that his physical body is just a
then petrified him and sent to Dreadhold … but despite shell he creates to interact with people, but that the
being petrified, he mysteriously escaped before reaching true Mordain is merged with his tower. This is one way
the island prison. Salyon speculated that “no lesser mage you could limit
l imit his
hi s impact and add a reason for him
h im
could set his will over the flesh of Mordain.” to work with adventurers. And while his tower is in a
The first confirmed sighting of Blackroot—Mordain’s dangerous region, his location is public knowledge, so
tower—occurred in 873 YK, during the Silver Crusade. adventurers know where he can be found.
A troop of Aundairian
Aundairian templars
templars pursued
pursued a few
few were-
were-
wolv
wolves
es far to
considered topart
theofsouth of modern
modern
Droaam). Weeks Aundair
Aundair (a
(a regio
region
later, another n now
now
patrol M D?
encountered a lone survivor from this force, delirious How does Mordain’s role in a campaign differ from that of the
and nearly incoherent. The templar spoke of a tower daelkyr? Why use him instead of say Dyrrn the Corruptor?
“with blackened, leathery walls, twisted as the limb of a There are a few simple answers The first is that Mordain
operates on a smaller scale He doesn’t have cults or armies
dragon reaching up to grasp the sun.” The soldier couldn’t
of minions spread across the continent Additionally the
account for his companions, but his own condition was
daelkyr are mysterious but unquestionably destructive
testimony to the horrors he'd seen—his upper torso had they’ll destroy civilizations if left unchecked Mordain on
been fused to the lower body of what was posthumously the other hand has no desire to destroy civilizations his
confirmed to be a werewolf. His mental state quickly experiments are on a smaller scale and collateral damage
deteriorated and he soon died of self-inflicted wounds. is generally incidental not intentional A final critical factor
Today, Mordain is the most powerful wizard living is that Mordain is an eccentric sociopath but he’s not as
in Khorvaire, and the region surrounding his tower is completely alien as the daelkyr are You can have a real con
warded against divinatio
divination
n and teleportation
teleportation.. Tho
Though
ugh versation with Mordainyou can talk to him about what
paladins of Dol Arrah have attempted to destroy the foul he’s doing with his latest experiment and he’d be happy to
wizard and his works,
works, emissaries
emissaries of every
every nation
nation sought
sought pay adventure
last you for those
Heremorhaz
s infamousentrails
and heyou discovered
s deadly but heon your
s more
Mordain’ss aid at some point in the
Mordain’ t he Last War; knights
grounded than the daelkyr and his schemes are generally
and envoys both met with failure, and only a lucky few more focused
survived to share their stories. Mordain remains a sinister
enigma, a dark legend on the edge of Droaam. Some
believe he has an arrangement with the Daughters of Sora
Kell, but many believe that even the hags fear Mordain.
WHY S O POWERFUL?
One of the core principles of Eberron is “wide magic,
not high magic,” and spells beyond 5th level are all but
unknown in the Five Nations. So how does Mordain
wield this level of power?
power? And perhaps
perhaps more importantly,
importantly,
why hasn’t he had a greater impact
i mpact on life in the Five
Nations? Why don’t people just copy what he’s doing?
Ultimately, Mordain is a pulp villain. He’s not sup-
posed to logically fit into the structure of the
t he world; if he
were sane and reasonable
reasonable and willing to lend his skills
to House Vadalis,
Vadalis, Khorvai
Khorvaire
re would be a better
bet ter place.
Instead, he’s
he’s channeling powers normal artificers
ar tificers and
wizards can’t understand, and he’she’s using them for dan-
gerous and selfish reasons.
Beyond that, these powers can’t
c an’t be easily duplicated
and have come with a terrible cost. Through his experi-
ments, he has become an aberration, and he may be
bound to Blackroot and unable to leave it. So even if
people in Arcanix
Arca nix could copy what he’s
he’s doing, they might
not want to; anyone who could master his techniques
would likely lose their humanity in the process.
Some might wonder why the dragons of Argonnessen
A rgonnessen
haven’t
haven ’t dealt with Mordain. Aren’t they concerned by
such a powerful wizard? In short, no. Argonnessen typi- typi -
cally doesn’t care about humanoids unless they threaten
Argonnessen or the Prophecy,
Prophecy, and it seems that Mordain
Mordain
hasn’t done either. He attempted (and failed) to make a
new dragonmark; if he'dhe'd succeeded, they mig
might’ve
ht’ve taken
an interest, just as they
t hey took action after the line of Vol
successfully created an apex dragonmark. But even
in the example of Vol, the trouble only began after the
elves and their allies succeeded in creating the mark.
The dragons aren’t peeking over the shoulder of every
wizar d, and they don t immediately murder high-level
wizard, hi gh-level
adventurers. Mordain’s techniques are impressive, but
compared to the epic magics the dragons
dra gons used to destroy
Xen’drik,
Xen’drik, they’re not that impressive. He’s
He’s a big deal in
Khorvaire, but he hasn’t done anything that makes him
a serious threat to Argonnessen.
Y
for you cannot see the
t he beauty in her Avassh’s creations
Avassh’s creations are unlike anything
anyt hing that exists in our
works. Open your mind and your body to world; but
but while certainly unnatural,
un natural, some of these alien
the Bloody Cornucopia. Let her plant her resources can be harnessed to serve the greater good.
seeds in your thoughts and your fertile flesh, and she Avassh
Avassh doesn’t
do esn’t ping
care if
is reshaping
resha itsworld
the plantsinhelp
hits
elpimage,
you or
imageor, and
harm you.
whether
can show you wonders beyond imagination. you thrive in this new environment is incidental.
incidental.
Avassh is the ter raformer of the
t he daelkyr.
daelky r. Poisonous Brightwort is a fairly minor and benevolent example
blooms unfold at its touch, and fungus spreads in its of Avassh’s work. This faintly luminescent plant is
wake. Dhakaani
Dhak aani accounts
acc ounts of the wars against
aga inst the immensely useful in creating potions
creating potions of healing
heal ing and
and
daelkyr speak of blighted fields
fields where rotting crops potions of vitality
vita lity . Most casual botanists assume it’s
rise up to consume the farmers, and jungles where the connected to Irian, like Araam’s Crown, another potent
screaming trees drink
dri nk goblin blood through barbed medicinal herb. But unlike Araam’s
Araam’s Crown, brightwort
roots. The Dhakaani on the western frontier had to doesn’t grow in Irian manifest zones, and there’s
burn their dead to ensure the corpses didn’t rise again, nothing natural about the way this herb promotes flesh to
overflowing with fungal blooms. Those Dhakaani facing knit and blood to clot.
Avassh were ordered to be ext extraordinar
raordinar ily vigila
vi gilant.
nt. Warpwood is a more more remarkable creation.
creation. If a warp-
Terrifying
errify ing as Dyrrn’s
D yrrn’s mind flayers may be, when an illi- wood seed is pressed into the stump stump of a humanoid’
humanoid’ss
thid is slain, the threat is over. Avassh’s minions often severed limb, it takes root; over the course of a year, the
scatter spores when they are destroyed; unless preven- seed grows into a fully
ful ly functional wooden prosthetic,
tive measures are taken, a single shambling mound perfectly mirroring the functionality of the original limb.
could give birth to a new legion. The Gatekeeper druids Warpwood trees are only foundfound in the Towering
Towering Wood,
helped the Dhakaani to contain Avassh’s influence, but and no one’s managed to get them to grow in other soil.
there weren’t enough druids to protect the vast empire; Some people in the Wood distrust warpwood, claiming
in many regions, fields and forests had to be razed to that a warpwood limb might one day tur n against the
utterly expunge this alien threat. creature that bears
bea rs it; but to date, there’s never been any
Today, Avassh is bound in Khyber, and mercifully, its confirmed case of this happening.
influence is severely restricted. Avassh is most active
in the Towering Wood of the Eldeen Reaches; the
D ISTURBING PLANTS
Wardens of the Wood watch for its general influence, Other creations of the Twister of Roots range from
while the
t he Children
Childr en of Winter contain
c ontain its threats in the dangerous to bizarre. The classic mandrake—a plant
Gloaming. However, Avassh could have a foothold in with a human-shap
hu man-shapeded root that
th at screams when it’s dug
some of the other vast untamed jungles of Khorvaire— up—could definitely be in Avassh’
Avassh’ss garden. Carnivorous
Carn ivorous
dug up the corpse at its roots; strangely, this effect section), but it often involves an actual
actua l transformation
works regardless
regard less of whether
whet her the tree’s
tr ee’s corpse has
ha s a rather than the use of a temporary symbiont. Most
mouth. Even without the spell, the whispers of the cultists welcome such transformations, seeing it as
dead can often be heard in a bone orchard. These ascension to a higher state. Here are a few examples
trees are t ypically found on ancient Dhakaani of cult transformations.
transformations.
battlefields or mass graves, but new orchards can
be found in areas with active Avassh cults or in WOODEN SOLDIERS
places close to the daelkyr’s prison. These cultists appear normal, but beneath their
Tree of Knowledge. Each of these trees is unique— skin, their
t heir muscles become flexible roots and their
deciduous in appearance, but often strange in color organs transform into wood. Wooden soldiers could
and texture. One tree of knowledge might appear use the statistics of a warfor
warforged
ged sold ier ( Eberron:
soldier Eberron:
to be made of glass, while another could bleed Rising from the Last
L ast War ) or a sword wraith warrior
if its bark is cut. As its name suggests, a tree of ( Monsters
Monsters of the Multiverse
Mult iverse);
); they don’t have visible
knowledge imparts information: each person who external armor, though they use the stat block’s
consumes its fruit learns something they know normal AC, and their creature type is both Plant
to be absolutely true. Each tree holds a particular and Aberration.
piece of knowledge, and sometimes this informa-
tion is entirely useful; a tree of knowledge could ROOTBOUND
grant understanding of the Goblin language or The cultists become bound to a wooden object—typi-
proficiency with woodcarver’s tools. But a tree could cally a living
l iving tree, but it’s also possible to be bound to
also grant absolute understanding of secrets that the wooden structure of a building.
bu ilding. These cultists can’t
mortals weren’t meant to know—secrets that might venture more thant han a few miles
mi les from the
t he object tthey
hey are
drive someone to start
star t a cu
cult
lt devoted to the Twister
Twister bound to. They use the statistics of dryads with the
of Roots, for example. This is often how Avassh following changes:
cults spread, and NPCs may be powerless to resist • Their creature type is both Plant and Aberration.
such infection. A player character
cha racter who eats such • They speak Deep Speech and the languages they
fruit must succeed on a Wisdom saving throw (DC knew in life.
dependent on the story you want to tell) or become • They can’t cast druidcraft or
or shillelagh
shillelagh,, but they
friendly to and charmed by all Avassh cultists; that know the primal
the primal savagery and acid
and acid splash cantrips
splash cantrips
character can repeat the saving throw each time an (spitting acid from their mouth).
Avassh cultist harms
har ms them, as well as when they • Their Fey Charm action doesn’t affect Beasts, and
finish a long rest. they can charm one Humanoid and up to three
Plants or Aberrations at a time.
CULTS AND CREATURES
DOLGAUNTS
OF AVASSH Whi le Avassh has ser vitors with
While wit h the abilities
abil ities of dol-
gaunts, they are quite different from those created by
Avassh’s cults typ
Avassh’s typically
ically begin with a sseed.
eed. Sometimes
Dyrrn the Corruptor. Avassh’s dolgaunts begin with a
this is a relic of the Dhakaani conflict that suddenly
sprouts—perhaps watered by a particular emotion seed being implanted in the spine of a cultist. As the
seed grows, roots spread throughout the cultist’s body;
or simply by contact with humanoids. In other cases,
two of these pierce the skin, becoming the long ten-
a cultist might be compelled to perform rituals that
tacles of the dolgaunt. The cultist’s eyes turn into dead
create the
create the seed without truly knowing
k nowing what they are
wood and are eventually
eventuall y pushed out of their
t heir sockets
doing. The form of the cult depends on what seed they
by roots. By this point, the original cultist is dead and
have sprouted. Cults that know Avassh as the Bloody
what’s left is a dolgaunt servant.
serva nt. Avassh’s dolgaunts
Cornucopia (described below) are similar to Dyrrn’s
are both Plant and Aberration.
Transcendent
ranscendent Flesh cults, yearning for an unnatural
transformation. Cults that know Avassh as the Twister
of Roots may cultivate deadly gardens. This could
MYCONIDS
There have been a few cases of cults voluntarily
be all they do—cultivate a garden of mourning roses
infecting themselves with a consuming fungus,
fu ngus,
without sinister
sin ister plans—or
plan s—or they
t hey could be tending a
transforming into myconids. These cults are often
blood mother (described
(described in
i n “Forces of Avassh”),
Avassh”), car
caring
ing
peaceful, interested only in their own fungal commu-
for it until it can unleash a blight.
nion; however, they may decide to aggressively share
BLOODY CORNUCOPIA this bliss w ith others. Avassh my
further in the
t he next section.
myconids
conids are discussed
GAS SPORES TREANTS
During the Xoriat incursion, Dhakaani fortresses in
Avassh created the
t he first gas spores.
spores . Some scholars
what's now Aundair were
wer e assaulted by living
livi ng siege
believe that this is a key to understanding the relation-
engines they called the Gaa’avassh,
Gaa’avassh, the
the Children of
ship between daelkyr—that the t he gas spores are in some
Avassh. Since then,
t hen, these creatures
creatur es have been encoun-
way a reflection
reflect ion of the relationship
relat ionship between
bet ween Avassh
and Belashyrra—but there is continuing debate as to tered in the touched
and forests depths of
bythe Gloaming
Avassh. Most and other jungles
gaa’avassh have
whether this
thi s reflects cooperation or if it's a form of
the broad appearance of classic treants blended with
mockery or humor.
willow trees;
t rees; however, their b
bark
ark has a sslick
lick texture,
text ure,
MYCONIDS they have nothing resembling a human face or head,
and the dangling “willow branches”
branches” are actually a mass
The only known account of a civilization of myconids
of prehensile tendrils. Avassh’s treants replace the stat
comes from Boroman ir’Dayne, who described a
block’s normal Slam attack with the following:
subterranean expedition that discovered an ancient
Dhakaani vault inhabited by these creatures. Boroman Tendril Slam. Melee Weapon Attack: +1 +10
0 to h it, reach
describes the myconids as existing in a state of 5 ft., one target. Hit:
target. Hit: 16 (3d6 + 6) bludgeoning
“ecstatic union” and says they were awaiting the damage. If the target is a Large or smaller creature,
coming of “the Harvester,” who had sown them long it is grappled (escape DC 18). The treant can grapple
ago and would one day harvest them to serve a greater up to six creatures at a time.
purpose. Boroman theorized that these myconids (a
The only language that all Avassh treants know is Deep
term coined by ir’Dayne and not used by the creatures
themselves) were the remnants of a Dhakaani kech Speech; ancient gaa’avash also know Goblin, and they
may have learned other languages from the t he creatures
that had been targeted by Avassh—possibly centuries
around them. They are reclusive creatures that largely
after the downfall of the empire on the surface. While
dwell in the deepest woods, and they consider animals
this is the
t he only account of an entire civilization
civili zation of
of all types
ty pes to be an infestation, seeing no difference
myconids, individuals can be encountered in Avassh’s
between humans and squirrels.
cults—as described above—or as un ique creatures
While
Whi le the above describe
des cribess the traits
tr aits of the
t he common
spawned by the Mourning or created by Mordain.
gaa’avassh, there are certainly more unusual examples.
SHAMBLING MOUNDS One Dhakaani account speaks of a massive gaa’avassh
that also served as the blood mothe
motherr of a blight infesta-
The shambling mounds of Avassh form around the
tion, and an old Aundairian folktale seems to describe a
bones of dead sapient creatures. Most are just rough
gaa’avassh that falls in love with a parasitical dryad.
shapes, but occasionally a shambler more closely
resembles its original form; there’s at least one case
of an Avassh cult leader being restored as a sham-
OTHER CREATURES
Assassin vines, violet fungus, and similar creatures
cre atures can
blingAs
life. mound and retaining
with treants their
and other memo
memories
ries
creatures, of mortal
these are all be attributed to Avassh, and cults of the Twister of
Roots may cultivate such creatures and even have the
Avassh’ss shambling
Avassh’ shamblin g mounds; shamblers can al also
so be
ability to control them psychically. Plants with similar
created by primal forces, but those versions aren’t
statistics can have other origins as well, but any dan-
associated with bones.
gerous and unnatural plant could be the work of Avassh.
USING THE TWISTER OF ROOTS
THE AVASSH’S L AIR
Avassh is bound in a prison demiplane in Khyber. Khyber. The
Avassh isn’t hard to work into a story. If adventurers
adventur ers demiplane takes the form of a giant rotting tree, with wit h
wander into a deep, untamed regregion—the
ion—the Towering fungus blooming and vines twisting along the slick
Wood, the King’s
Ki ng’s Forest—they could d iscover th
that
at surface of the rotting wood. Avassh dwells deep within
Avassh has influence
influence in the area. Alternatively, th
they
ey could the heart of this Dying Tree, surrounded by corpse
have to deal with a cult or a war-seed that has sprouted gardens and blight creatures. While W hile Avassh focuses on
in a town or city and needs to be dealt with. Here are a its work, the roots of the Dying Tree burrow out through
few other ideas. Khyber, seeking new soil. Where the roots find purchase,
Ancient Ruin. The adventurers stumble on an ancient they can forge a temporary connection between the t he two
Dhakaani ruin
ru in that was destroyed long ago in conflict points, triggering the regional effects described below.
with Avassh. It It could be occupied solely
solely by aggressive If it suits your story, and the proper rituals are enacted
plants, or it could have myconids or wooden soldiers and the energies converge, Avassh can physically mani-
based on the original inhabitants. Five
inhabitants. Five Nations fest at the terminus of a root. Avassh can take lair actions
describes that Yarkuun Draal, a ruined Dhakaani
Dhakaan i for- anywhere within the Dying Tree’s root structure. Avassh
tress in Breland, is held by “the daelkyr Bhodex’av’gr”; can’t travel more than 1,000 feet away from the root; if its
but I'd personally say that Bhodex’av’gr isn’t a daelkyr, body is transported more than 1,000 feet from the root,
but rather an ancient, evolved cultist of Avassh. This it immediately decomposes,
decomposes, and Avassh uses its Rebirth
powerful lieutenant may not be a daelkyr,
daelky r, but it is legendary action to reappear at the root terminus.
something very powerful and inhuman. Act ions. Whi
Lair Actions. While le in its lair, Avassh can take lair
la ir
Lost Garden. The adventurers find the ruins of a cult actions. On initiative count 20 (losing initiative ties),
stronghold wiped out sometime during the golden age Avassh can take t ake a lair
la ir action to cause
c ause one of the fol-
of Galifar. Texts in the ruin speak of the gifts of the lowing effects; it can’t use the same effect two rounds
A
A Ligneous Claw Melee Weapon Attack to hit reach ft
one target Hit d
slashing damage
dama ge and the target is
Medium Aberration Neutral Evil
infected with a blight spore
Armor Class natural armor Attack to hit reach ft
Thrashing Vines Melee Weapon Attack
Hit Points d one target Hit d
d slashing damage
d amage and the target is
Speed ft climb ft fly ft hover
hover
restrained until the end of its next turn
STR DEX CON INT WIS CHA Mourning Bloom Avassh grows a bloom of haunting roses from
a point it can see within feet of it and the roses cry out with
Saving Throws Int Wis Cha the voices of the blood that fertilizes their soil Each creature
in a footradius sphere centered on that point must make a
Skills Arcana Nature Perception Survival DC
Wisdom saving throw On a failed save a creature takes
Damage Resistances bludgeoning piercing and slashing from d
d psychic da
damage
mage and becomes frightened of Ava Avassh
ssh On a
nonmagical attacks successful save a creature takes half as much damage and is not
Damage Immunities poison psychic frightened A frightened creature must repeat the saving throw at
Condition Immunities blinded charmed exhaustion fright the end of each of its turns taking d
d psychic dama
damagege on
ened petrified poisoned prone a failed save and ending the effect on itself
i tself on a successful one
Senses truesight
ft passive Perception
Languages Deep Speech telepathy ft Rootbinding Avassh attempts to remake one creature it can see
Challenge
XP
X P or XP in
i n lair
lai r within feet of it into a twisted tree The target must make a
Proficiency Bonus
DC
Constitution saving throw On a successful save the target
narrowly escapes being remade and instead takes d
Alie n Mi
Alien Mind
nd If a creature deals psychic damage to Avassh or necrotic damage On a failed save the target’s body is twisted
tries to read its thoughts that creature must succeed on a DC into the form of a Large tree becoming paralyzed and rootbound
rootbound
Intelligence saving throw or be stunned for minute The stunned A rootbound creature must make a DC Constitution saving
creature can repeat the saving throw at the end of each of its throw at the start of each of its turns On a failed save it is para
turns ending the effect on a success lyzed until the start of its next turn On a successful save it is no
longer paralyzed but has disadvantage on attack rolls and ability
Blight Spores When Avassh uses its Ligneous
Lig neous Claw or Infectious
checks and its
i ts speed is reduced to feet The creature continues
Growth it has a chance of infecting creatures with a blight disease
making this saving throw at the start of each of its turns until it
carried by its corrupted spores A diseased creature suffers the
either succeeds twice or fails twice not
not including the initial failure
following cumulative effects for each blight spore infecting it
that made that creature rootbound If the creature succeeds
Its hit point maximum is reduced by
twice the effect ends and the creature takes d necrotic
When it makes a saving throw against any of Avassh’s
Avassh ’s effects damage If the creature fails twice the effect ends the creature
it must roll a d and subtract the number rolled from the dies and it is turned into an inanimate tree this transformation
saving throw can be undone only by a wish spell
Blight spore disease can be cured by the lesser restoration spell
restoration spell B A
or similar magic when cured all blight
blig ht spores currently infecting
the creature are destroyed If blight spores reduce a creature’s Teleport Avassh teleports up to feet to an unoccupied space
hit point maximum to it dies then rises at the start of its next it can see
dolgaunt under Avassh’s control this dolgaunt is both a
turn as a dolgaunt L
LAA
Plant and an Aberration This transformation can be undone only
by a wish spell Avassh can take legendary actions choosing from the options
below Only one legendary action can be used at a time and only at
Legendary Resistance
Resi stance /day
/day If Avassh fails a saving throw it the end of another creature’s turn Avassh regains spent legendary
can choose to succeed instead actions at the start of its turn
Magic Resistance Avassh has advantage on saving throws against Vine Whip Avassh makes a Thrashing Vine attack
spells and other magical effects Burst Seed Pod Avassh chooses one seed pod it can see that
Regeneration Avassh regains hit points at the start of its turn was created by its Ruinous Seed That seed pod is destroyed
If Avassh takes radiant damage this trait doesn’t function at the and explodes in a footradius cloud of noxious fumes
start of Avassh’s next turn Avassh dies only if it starts
star ts its turn with Creatures within the fumes must make a DC Constitution
hit points and
a nd doesn’t regenerate saving throw taking d poison damage on a failed
f ailed save
or half as much damage
damag e on a successful one Creatures are
Ruinous Seed At the start of its turn Avassh grows a Medium
affected even if they hold their breath or don’t need to breathe
seed pod in an unoccupied space it can see within feet of it A
Rebirth Costs Actions Avassh discards its current body
seed pod has AC and hit points Creatures within feet of
and reemerges from one of its seed pods destroying the seed
the seed pod when it grows take d necrot
necrotic
ic damage
pod in the process Avassh ends all diseases and conditions
A afflicting it and if it has fewer than half its maximum hit points
Multiattack Avassh makes two Ligneous Claw attacks and two it reemerges with half its maximum hit points
Avassh
can use this legendary action while incapacitated
Thrashing Vines attacks
S
dozen distinct kingdoms, but wars same for psionics.
At the same
sa me time, the
t he design team
tea m knew that
t hat many
devastated
devastated the continent. From this
DMs didn’t like psionics in classical fantasy, so it felt
chaos, a band of saviors rose up to forge appropriate to make Riedra isolated and mysterious.
a new world. Guided by celestia
celestiall spirits
spir its and endowed That way, DMs who wanted to delve into psionics
with vast psionic powers, these champions became could either take their adventurers to Sarlona, or
simply introduce more Riedran and Adaran charac-
known as the Inspired.
Inspi red. Today,
Today, the Inspired have united
ters. So at its core, our goal was this: “Psionics are
the broken nations into a single realm: the Empire a well-established part of D&D that feel out of place
of Riedra. Outsiders aren’t welcome in Riedra, and when placed directly
di rectly alongside
a longside arcane
arca ne magic. LLet’s
et’s
little is known of the nation. Merchants tell
te ll stories
stor ies create a place where psionics belong
belong—where
—where they’re
a key tool of civilization.”
of massive monoliths that control the dreams of the
So if you do want a deep psionic campaign, Sarlona
people, and
a nd of secret
secr et police who use psionics
ps ionics to root
r oot gives a place to run it. Characters with psionic classes
out dissidents. or abilities can be from Sarlona or have learned from a
— Eberron: Rising
R ising from the Last
L ast War Sarlonan teacher. It provides an opportunity to introduce
psionic villains, and it’s a source for psionic artifacts.
The fifth edition Eberron:
edition Eberron: Rising from the Last War
War Fifth edition doesn’t have the same extensive
psionic rules that third
thi rd edition did when Eberron was
focuses on the continent of Khorvaire, and Sarlona in its developed. However, recent fifth edition sourcebooks
entirety only gets a few pages of description. This is due
in part to Sarlona
Sarlona’s
’s strong ties to psionics, which play have expanded psionic player options, and I offer more
a smaller role in fifth edition
ed ition than in previous editions. suggestions later in this chapter. If you want to use the
This chapter delves deeper into Riedra, examining how psi knight fighter or the soulknife
soulkni fe rogue, Sarlo
Sarlona
na is a
to use it in fifth edition and describing the cities and perfect home for them.
provinces of Riedra.
HUMANITY’S B IRTHPLACE
RIEDRA’S PURPOSE Sarlona and Riedra also serve an important purpose
as the birthplace of humanity. We decided from the
From the beginning of Eberron’s design process, start that humans weren’t native to Khorvaire; while
Riedra was always supposed to be mysterious and they’re the dominant ancestry on Khorvaire, they are
extraordinary—a unique culture shaped by alien a lien colonizers there. So on a fundamental level, humans
powers from the Region of Dreams. It’s a land where are on the wrong side of history. But while humanity
people craft tools and towers out of solidified emotions came from Sarlona, it’s no longer the land they left
and where the rulers weave dreams for their subjects. behind—and in Riedra, we have a new nation built on
Riedra isn’t intended to reflect any nation or culture the bones of those ancient realms, with many forgotten
on Earth. It’s home to psychic
psychic warriors and soulknives,
soulk nives, secrets waiting to be found.
not to samurai and ninja. Nor is it supposed to Since Sarlona holds the hidden bones of the nations
evoke the Soviet Union—in Eberron, the cold war is that gave birth to humanity,
humanit y, it may also hold many
being fought between the Five Nations, not between secrets lost in the Sundering. What did Khalesh
Kha lesh know
Khorvaire and Riedra. So, in looking for inspiration, about the Silver Flame that the
t he people of Thrane have
don’tt look to our world or our history. Instead, look
don’ yet to discover?
discover? Did the Pyrineans have ways to invoke
invoke
to your imagination; this realm should feel as if it’s the Sovereigns—new divine spells—that
spells —that never made it to
shaped from dreams and nightmares. Khorvaire? What wonders and terrors are hidden in the
This section discusses a few of the ideas Riedra was war mazes of Ohr Kaluun?
designed to bring
brin g to the world (and to your campaign).
ALIEN R EALITY
PSIONIC S OCIETY The people of Sarlona are just like
li ke people anywhere, but
The core idea of Khorvaire and the Five Nations is their continent has been shaped by vast otherworldly
other worldly
“civilizations where arcane magic has been incorpo- powers. Sarlona lies closer to the planes than
t han any other
rated as part of society.” On the other side of that coin, continent. In addition to its massive manifest zones, it
Riedra’s core idea is “a civilization where psionics are has wild zones—regions where another plane essentially
the foundation of society.” With the rest of Eberron, projects into the Material—along with bewildering
we wanted to look at the logical consequences of reality storms.
Beyond the tangible effects of these interplanar is also a place to explore the question, “what would we
phenomena, Riedra is controlled by spirits from give up for security?” Riedra has no crime, no hunger,
another plane—alien entities with nightmarish minds no doubt. Are we so sure Khorvaire is better, with
and inhuman goals. The country uses a supernatural its greedy houses, warring Wynarns, and vindictive
science that’s all but unknown in Khorvaire, and its Boromar Clan?
culture is built on a foundation of nations that tapped
the planes in strange ways. After a thousand years of T U R
Galifar, Khorvaire is known to the rest of the world;
The benevolent foundation of Riedra’s government is known
Riedra is home to thriving civilizations, yet it remains
as the Unity and most of the nations citizens serve one of its
carefully isolated and unknown. seven branches The local leaders of each branch of the Unity
work together under the authority of the Inspired lord of each
UTOPIA? bastion city The organization and leadership of the Unity is
Riedra is a dystopia where tyrants control even the separated from the Thousand Eyes and Harmonious Shield
dreams of their subjects … or is it a utopia without responsible for surveillance and the military respec
respectively
tively
crime, hunger, or doubt? Out of character, we know it’s Bountiful Horn Food supply logistics and agriculture fall
under the Bountiful Horn’s responsibility Thanks to the tireless
an oppressive dictatorship, and yet it’s not the enemy
effortss of the Horns farmers no Riedran citizen goes hungry
effort
of Khorvaire and many nations want its aid. This is Industrious Forge True to its name the Industrious ForgeForg e
another part of its role in Eberron’s story: what do you manages the industry of Riedra Extraction and distribution
do when your country allies with an oppressive nation? of raw materials also fall
f all under their purview
purv iew Their hard work
(And in the case of Riedran player characters, what do ensures every citizen is well equipped
you do when your country is
country is the
the oppressive
oppres sive nation?) Sturdy Wall The builders and architects of the Sturdy
One of Eberron’s fundamental principles is that Wall manage construction and infrastructure
infr astructure across the Unity
things aren’t supposed to be simple. We We know
know the quori Every Riedran under the Walls leadership is proud of their role
in building the wondrous hanbalani altas monoliths
have stolen
greatest tricktheoffreedom of the people
the Dreaming Dark wasof Riedra, but the
convincing Healing Hand Healthcare falls under the responsibility
of the Healing Hand and no loyal citizen is left without The
the people to forge their own chains; the Riedrans don’t
Unitys skilled healers largely employ nonmagical
nonmagica l methods but
want your freedom.
f reedom. So we look at Riedra and feel that th at powerful psionic healing can be found in the bastion cities
their leaders should be the enemy; the Inspired rule ru le Sheltering Hearth The Sheltering Hearth sees to the
an oppressive dystopia, a vast and a nd alien-ruled empire. proper management and maintenance of Riedran communi
But by default, they aren’t
they aren’t the
the enemy. How do you deal ties as such they often serve as a liaison between the other
with a countr
c ountryy that’s the base
bas e of the Dreamin
D reaming g Dark, branches Sanitation waste disposal and even disaster relief
when the common people of Ried Riedra
ra don’t even know the fall under the Hearth’s broad influence
Dreaming Dark exists? Guiding Path Proper education and spiritual direction are
Riedra’s dystopian tyranny is more inspired by 1984 1984 the Unitys gift to all the people of Riedra The Path carefully
or The Giver than
than by any nation in our world’s history. chooses the trade and pairing of every citizen to ensure they
can contribute best to their nation
If you want to play out an underd
u nderdogs-against-the-empire
ogs-against-the-empire
Iron Gate Overseeing all foreign affairs including trade
campaign, Riedra is better suited to that than t han any
and diplomacy the Iron Gate ensures that Riedras border
nation in Khorvaire … whether on the Adaran front, as and its people are safe secure and untroubled by disruptive
a band of Doriak commandos, or a group of unchained outside influences
dreamers hiding in the
t he heart of the empire. Yet
Yet Riedra
WHAT FITS YOUR STORY?
HAT Lady Sharadhuna believes that the quori don’t don’t need
Khorvaire—that dominating Sarlona is sufficient for
need
As expressed earlier, if you have
have no interest in psio
psionics,
nics, their needs. Meanwhile, the Devourer of DreamsDrea ms does
you can safely ignore Riedra completely
completely.. But if you
you'd
'd like plan to conquer Khorvaire, but not through
t hrough brute force;
to introduce it into your campaign, this isn’t an all-or- he wants the Five Nations to embrace the quori as
nothing commitment! You You can use as much of it as suits saviors, just as the Riedrans did. Keep in i n mind that the
your story: quori created Riedra through manipulation; they tricked
• Y
You
ou can uuse
se Riedra in the background,
background, perha
perhapsps as a the old kingdoms
k ingdoms of Sarlona into fighting each otherother,,
source for psychic characters and tools; it might be the eroded faith in the old religions,
relig ions, played on prejudices
home of a single recurring villain or player character. and fears … and then they created the the Inspired as cham-
• Y
You
ou can emphasize Riedra’
Ried ra’ss role as an enigmatic pions who rose up from among the common people,
ally—highlighting its presence in Q’barra or intro- uniting the people to fix the disasters the quori had care-
ducing the Inspired ambassador at the Tain Gala. fully engineered. So the people of Riedra believe that t hat the
This presents Riedra as a force that is technically Inspired are heroes
are heroes—legends
—legends who guided them through
helping and that the Five Nations want good relation- a terrible age of darkness
dark ness and into a golden age.
ships with, while also invoking its alien nature and The Devourer of Dreams plans to use the same script
dystopian aspects. If the Inspired ambassador offers in Khorvaire
Khorvai re … and he’s most likely already doing it.
aid, do the adventurers take it? Over the last century,
centur y, the long-stab
long-stablele kingdom of Galifar
• Y
You
ou can select the Dreaming Dark as a major major foe collapsed into chaos and civil war. This war was driven
in your Khorvaire-based campaign, making Riedra by the paranoia of the last king and by the ambitions
far more important. Player characters will have to of the heirs—exactly
heirs— exactly the
the sorts of emotional states that
navigate international
international politics as Riedran villains aare
re could be engineered or enhanced by quori manipula-
shielded by diplomatic immunity and embassies. tion. We’ve
We’ve never said conclusively that the Dreaming
• Y
You
ou could lead the adventurers
adventurers to Riedra itself. Dark did cause the Last War, War, because ultimately
ulti mately we
Perhaps
Perha ps in their fig
fight
ht against the Dreaming Dark, want each DM DM to make that decision
decision themselves. But But
they must work with the Adarans, or perhaps the it certainly
certai nly fits their style. They don’t
don’t conquer with
party needs to find a relic lost in a ruined temple in invading armies; they conquer by tricking people into
Khalesh or hidden in a war maze in Ohr Kaluun.K aluun. tearing their own nations apart. (As a tangent here: if the
• Y
You
ou could even set your
your entire campaign in Riedra quori did ignite the Last War,
War, they surely didn’t cause
(or
(or elsewhere in Sarlona),
Sarlona), focusing on the struggle
str uggle of the Mourning. After all, the Mourning brought a sudden
Sarlonan player characters
characters against an all-
all-powerful
powerful and immutable end to the war, leaving the nations afraid
alien dictatorship that holds the common people in to continue their battles until the mystery is solved. So
its thrall. if the Dreaming Dark did cause the war, the Mourning
is surely a deep source of frustration
frustr ation for them … and
A RIEDRAN INVASION? they’re likely trying to solve this mystery themselves!)
drive this—pushing
this —pushing for a future in which the common has always
include had
telepa
telepathy,psychic
thy, flavor
a thought to its and
shield, powers, whichto
the ability
people accept that the old nations are irrelevant
ir relevant and
that the houses are the future—creating a functional mentally dominate a thrall.
dictatorship run not by godlike Inspired,
I nspired, but simply Additionally,, this chapter contains
Additionally contains a few more options
options
by gold. In such a future, the
t he mono
monolithic
lithic dreams for psionic player characters; namely, the “Psionic Talent
could be presented as a service
service:: House Cannith and Feats” and the “Sentira Lenses” sections. But you don’t
House Sivis working together to provide you with have to limit yourself to psionic
p sionic options—it all comes
OneDream™,
OneDream ™, the latest in somnambulant entertain- down to how you describe whatever options you choose.
ment! A House Sivis think tank t ank known
k nown as Tasker’s
Tasker’s
Dream is working on the potential of telepathy; could
MECHANICS VERSUS FLAVOR
If you separate class mechanics from thet he default flavor
it be a quori front? Remember that the Dreaming Dark
associated with them, you have the tools to create a wide
doesn’t need Khorvaire to resemble Riedra; it just
assortment of characters. A barbarian doesn’t
doesn’t have to
needs the situation to be stable, and it needs people to
be angry,
angr y, and a bard doesn’t have to be an entertainer.
accept their quori-designed monolithic dreams.
Consider the following ideas, which could inspire either
The Once and Future King. The Dreaming Dark could
have helped to tear down Galifar in order to rebuild agents of the Dreaming Dark or heroic player characters.
Tactile Telekinetic. This is a human child, perhaps
it in a design of the quori’s choosing.
choosing. The Dreaming
an urchin living in a bad part of Sharn, ignored by the
Dark could choose one of the existing candidates
world. Despite
Despite their childlike appearance, they display
for the throne, working to present them as the true,
surprising strength because they are channeling teleki-
destined savior who will restore
re store Galifar. Queen
netic ability through their body. When forced into battle,
Aurala is a possibility since she is known to want to to
they’re surrounded by a translucent field of energy—a
restore Galifar, but an especially interesting option
force field that reduces damage from physical attack and
would be Prince Oargev of Cyre—this would allow
increases the damage of their melee attacks. As long as
the Dreaming Dark to create a narrative of how the
they are aware of threats, they can try to use their gift to
prince who lost everything
everythi ng is the one destined to
shield them from threats that require a Dexterity save.
save us all. This
Th is option is a way to have a little
a little bit of
Now, that’s the story —but
—but mechanically, this character
a Riedran invasion, since Riedra could lend troops
is a halfling urchin barbarian. The halfling statistics
to support Oargev’s claim. But again, the goal of the t he
are used to represent “young human”; they’re small and
Dreaming Dark would be to convince the common
quick. Mechanically, the character has a high strength
people to support Oargev; they don’t want to conquer , score, but they
t hey don’t
don’t look like it; nothing says that a strong
they want the people to build their own cage. So
character has to have big muscles! Their telekinetic shield
using dreams and agents, they’d work to convince
is provided by the barbarian’s Unarmored Defense, and
people that Oargev is blessed, that the Sovereigns are
it’s temporarily supercharged when the character enters
behind him, that he’s the one who can sweep away
a rage (which has nothing to do with anger for them).
the corruption and terrors of the war and restore a
The barbarian’s Danger Sense is flavored as being able
golden age, where even dreams are always happy.
to deflect threats with their
t heir telekinetic shield. The Fast
Regardless of which approach you choose, it generally Movement
Movem ent feature? Kinetic enhancement. And so on.
boils down to this: Riedra is a looming, powerful force, The point is that mechanically, Rage provides you with a
but it doesn’t want outright war with Khorvaire.
K horvaire. Instead, temporary boost to melee damage, resistance to physical
the Dreaming Dark seeks to rebuild from within. It’s just a attacks, and advantage on Strength checks. It’s up to you
question of who their figureheads and cat's-paws will be. what that llooks
ooks like—whethe
like—whetherr it’s
it’s primal fury tha
thatt allows
allows
you toto only take half ddamage
amage from physical
physical attacks, or
PSIONICS IN FIFTH EDITION whether
wheth er you’
you’re
re genera
generating
ting a telekinetic
telekinetic shield.
shield.
Riedra’s society is built on a foundation of everyday Thoughtstealer.
training This
w ith coercive
with clever agent
telepathic poweblends
power. r. Theyexceptional
carry
psionics … but there’s no dedicated psionics system no weapons, preferring
preferring to strike their
t heir enemies with
in fifth edition. So how do you run a campaign there? disorienting psychic blasts. They can use their telepathic
How can you make a Dreaming Dark assassin feel gifts to guide the actions of their allies or to disable their
different from a mundane rogue? How do you make enemies. And above
above all, they
t hey excel at beguiling their foes.
psionics feel truly alien? This is a bard of the College of Lore, who fights with
vicious mockery and
and describes Bardic Inspiration and MAGICAL AND PSIONIC INTERACTIONS
Cutting Words as telepathic guidance or interference. When using the t he above approach, “psionic”
“psionic” spells are
Friends, charm person
person,, and suggestion
suggestion round
round out their still mechanically treated as magic; for example, psionic
powers of mental coercion; they could add sleep sleep as
as the effects can be detected with a detect magic spell,
magic spell, sup-
power to shut down enemy minds, and detect thoughts
thoughts pressed by the antimagic
the antimagic field spell,
spell, and so on. The
is another obvious choice. Bardic Inspiration and vicious essential principle is that all forms of supernatural
mockery
mocke ry are
are usually limited by the fact that the victim power—divine, arcane, primal, psionic—are different
has to be able to hear the target, but in my
in my campaign, ways of manipulating energy,
energy, but that the results are
if the bard is a kalashtar, I’d allow this to combine with
similar enough to overlap.
their Mind Link trait; so the caster doesn’t have to speak On the other hand, a DM could change those rules.
aloud if the target is within range of their Mind Link.
Perhaps psionic spells can’t be countered with counter-
Mindbreaker. Perhaps I want a more aggressive
spell or
or negated with an antimagic
an antimagic field.
field. In that case,
c ase, I’d
psion. Though they carry no weapons and wear no
say the flipside is true too: a kalashtar bard casting
c asting coun-
armor, this Inspired commando can shield themself
terspell could
could only use it on other “psionic” spells. This
with a kinetic
ki netic shield, blast enemies with telekinetic
approach can emphasize the alien nature of psionics—
force, and unleash devastating blasts of psychic power p ower..
the diviner can’t even sense them!—but can raise balance
When an enemy strikes
strike s them, empathic feedback
issues or simply cause confusion in your game.
causes the attacker to share their pain. This is a Fiend
Your
Yo ur approach will depend o on
n what you want
want from
pact warlock, flavoring eldritch blast as as telekinetic force
psionics in your game. If you want them to be entirely
bolts and mage
and mage armor as as a kinetic
k inetic shield. To add some
unique, with nothing in i n common with other forms of
flavor I’ve changed some damage types; the “empathic
magic, you’ll probably want to use a psionics system from
feedback” is armor
is armor of Agathys,
Agathys, but it deals psychic
a third-party publisher. But if you’re looking for unique
damage instead of cold damage. Similarly, I’m changing
flavor
flavo r , you can add that directly using official fifth edition
the damage type on all their fire spells—burning
spells—burning
hands, scorching ray, fireball —to —to psychic damage and rules. So personally, I don’t have any problem using the
Dreaming Dark in the
t he current system; I just make a few
saying that they can only damage living creatures …
changes to the creatures and characters I use as a base.
so the Mindbreaker can unleash a psychic blast that
devastates a crowd (psychic fireball
(psychic fireball )) but doesn’t burn INSPIRED PLAYER CHARACTERS?
down the building. (Even if a DM isn’t willing to change
If one of your players has their heart set on playing an
a spell’s damage type, however, you can still describe
Inspired character, one obvious answer is to have themt hem
a spell as dealing psychic pain to its target, even if they
be a rogue Chosen who’s wearing a charm that t hat protects
mechanically take cold damage.)
them from being possessed by their quori spirit …
Other Ideas. You can apply the above principles to
but perhaps they want to play an actively possessed
any character, NPC or player character. Mage
character. Mage armor ,
Inspired. This isn’t as impossible as it sounds. There area re
wall of force,
force, or Bigby’
or Bigby’ss hand? Telekinesis.
Telekinesis. Detect
Detect
factions within the Dreaming Dark; Lady Sharadhuna of
thoughts or
thoughts or enthrall ? Telepathy. Even disguise self could could
the Thousand Eyes believes that the Inspired
I nspired don’t
don’t need
be described as planting a telepathic image in the minds
to conquer Khorvaire and that the Devourer of Dreams
of viewers; to add flavor, a DM could say this spell won’t
is chasing personal ambition, not
not working for the
t he good
affect someone protected by a ring a ring of mind shielding or
shielding or
creatures immune to being charmed. A fighter could of all quori. A player character could easily be a Chosen
vessel of Sharadhuna or one one of her ttop
op lieutenants, sent
sent
describe Second Wind as psychomp sychometabolic
etabolic healing, and
to Khorvaire to monitor
monitor and potentially interfere with tthe he
Action Surge as momen
momentarily
tarily altering ttheir
heir perception of
Devourer’ss schemes. They’d be entirely loyal to R iedra
Devourer’
time. A monk can easily present their ki-relatedki -related abilities
and to their quori spirit,
spir it, but that doesn’t mean they are
as psionic disciplines, and for this th is reason, we’ve always
evil or intend any harm to the people of Khorvaire.
presented monks as being more common in Sarlona.
Personally,, I’d design this character as a kalashtar
Personally k alashtar
Sometimes it makes sense to change a damage type
warlock—either using the Fiend Fiend patron and the
or a detail of an effect; perhaps a kalashtar quori-hunting
paladin deals psionic damage instead of radiant damage Mindbreaker model I suggest above, or the Great Old
with their smite, and Divine Sense and Divine Smite Smite are One patron and more of a telepath/manipulation spell
effective against aberrations instead
i nstead of undead. On some set. The point of the Inspired is that the powerful spirits
levels, this is a question of balance; radiant damage is have multiple Chosen hosts, intentionally spread around.
a powerful tool against undead, and if my campaign So the character’s patron might be Sharadhuna, but she
was going to be all about
about fighting the Emerald Claw, Claw, I very rarely possesses the character except to give them
direction; she’s
she’s got far more important things
th ings to take
wouldn’t make that change to a player character.
wouldn’t character. But
But care of in Riedra.
R iedra. As with any warlock patron, they teach
if DM and player agree, there’
t here’ss nothing wrong w with
ith a
“paladin” who smites
smites with the power of their mind and the character to use their supernatural abilities and
lays on hands using a psychometabo
psychometabolic lic discipline. The guide them. Meanwhile, the DM would reserve the right
effect is extra-damage-on-melee-attack and heal-on- to have the character be fully possessed (temporarily
touch; the mechanics still work even if thet he ability doesn’t gaining a boost in power)
power) if it serves the needs of the
come from a divine power. story, but the character can’t trigger this—or resist it.
PSIONIC FEATS this way, you can’t do so again until you finish a long
rest. You can also cast this spell as a ritual, or by using
As a remarkable
rema rkable player character
ch aracter from
fr om Sarlona, spell slots you have of the appropriate level. This spell’s
you might have developed innate p sionic gifts.
gif ts. The spellcasting ability is the ability increased by this feat.
Telepathic and Telekinetic feats from Tasha’s Cauldr
Cauldron
on
of Everything provide
Everything provide a couple options for psionic player
characters. Additionally,
Additionally, this section presents new feats
PSIONIC SHAPER
You’ve
You’ve learned to wield your
your psionic power to shape
shape
that are available to characters with psionic
p sionic talents.
intangible ideas into physical objects, granting you the
t he
SIONIC GOIST following benefits:
P
Y
Your E
our innate psionic talents improve
improve your mast
mastery
ery of your • Increase your Intelligence, Wisdom, or Charisma by 1,
own body, granting you the following benefits: to a maximum of 20.
• Increase your Intelligence, Wisdom, or Charisma by 1, • As an action,
action, you conjure
conjure a n
nonmagical
onmagical weapon,
weapon, tool,
tool,
to a maximum of 20. or similar object in your hand. The item must be worth
• Whenever you gaingain temporary hit points, you gain a no more than 25 gp, weigh no more than 10 pounds,
number of additional temporary
temporary h hit
it points equal to be no more than 5 feet along its largest dimension,
your proficiency bonus.
bonus. and be of a form and
a nd material you have seen and are
• Y
You
ou learn the enhance ability spell,
spell, which you can cast familiar with.
w ith. The item disappears after
af ter 10 minut
minutes
es
without a spell slot or
or compone
components.nts. Once you cast the or when you conjure another item with this ability. If
spell in this
t his way, you can’t
can’t do so again until you finish a creature uses its action to examine the object, the
a long rest. You
You can also cast this
t his spell using spell creature can recognize it’s a conjured simulacrum
slots you have of the appropriate level. This spell’s with a successful Intelligence (Investigation)
(Investigation) check
spellcasting ability is the ability increased by this feat. against your spell save
s ave DC; this save’s spellcasting
ability is the ability increased by this feat.
PSIONIC N OMAD • Y
You
ou learn the bestial spirit TCE spell, which you can
cast without a spell slot or componen
components. ts. Once you cast
Y
You
ou learn to fold and manipulate space with your
your mind,
the spell in this way, you can’
can’tt do so again until
u ntil you
granting you the following benefits:
finish a long rest. Whenever you cast this spell, the
• Increase your Intelligence, Wisdom, or Charisma by 1, summoned spirit is a Construct instead of a Beast.
to a maximum of 20. Y
You
ou can also cast this spell using spell slots you have
• As a bonus action, you cause yourself to float float slightly, of the appropriate level. This spell’s spellcasting ability
skating 1 inch off the ground. Until the end of your next is the ability increased by this
th is feat.
turn, movement in difficult terrain doesn't cost extra.
• Y
You
ou learn the misty
the misty step spell,
step spell, which you can cast
without a spell slot or
or compone
components.nts. Once you cast the EVERYDAY PSIONICS IN RIEDRA
spell in this
t his way, you can’t
can’t do so again until you finish If we’re primarily using reflavored spell effects to repre-
a long rest. You
You can also cast this
t his spell using spell sent psionics, that raises a question: how is the psionic
slots you have of the appropriate level. This spell’s society of Riedra any different from the wide magic
spellcasting ability is the ability increased by this feat. society of the Five Nations? And wasn’t that the whole
point of Riedra—to be built on a di
different
fferent founda
foundation?
tion?
PSIONIC S EER
Y
You
ou awaken your
your mind to see beyond space
space and time, HIGH PSIONIC, NOT WIDE MAGIC
granting you the following benefits: Unlike Khorvaire, the econo
economy
my and society of Riedra
• Increase your Intelligence, Wisdom, or Charisma by 1, isn’t based on the widespread presence of low-level
to a maximum of 20. casters. Sarlona doesn’t rely on the psionic equivalent of
• Y
Your
our psionic senses grant you a vague
vague impression magewrights. Psionic training and power is concentrated
of a space you can’t see. By touching a solid barrier
bar rier in the hands of a small group of extremely powerful
that’s no more
more than 1 foot thick and concentrating people—the Inspired.
for 1 minute (as if concentrating on a spell), you learn When talking about the Five Nations, we we say it’s
whetherr at least
whethe least one living creature
creature is within 30 feet
feet of “wide magic” instead of “high magic”; this is because
you on the other side of
of the barrier,
barrier, and you
you learn the Khorvaire’s story is about a vast number of people
approximate size and rough shape of the space, to a employing low-level magic, while high-level spellcasters
maximum of 30 feet on each side. If any side is greater are very rare. Riedra is the opposite. It’s “high psionic”—
psionic”—
than 30 feet, you don’t learn that side’s measurement, a nation where a privileged corps of extremely powerful
and instead simply learn if it is an enclosed space immortals have used their powers to create the infra-
(such as a room or cavern) or an open space (such as a structure. Under third edition rules, there are 20th-level
courtyard or alley). Once you use this feature, you can’t psions among the Inspired; by comparison, Merrix
do so again until you finish a short or long rest. d’Cannith is a mere 12th-level character.
• Y
You
ou learn the augury
the augury spell,
spell, which you can cast without Because of this, depicting Riedra in your game
a spell slot or components. Once you cast the spell in requires less wond
wondering
ering about “what effects are
used on a daily basis? What psionic powers might a with flashes of the dark horrors
horrors that lurk outside the
local merchant use?” and more “what massive wondrous borders of Riedra.” These dreams can be fine-tuned,
systems have been put in place by the
t he metaconcert of the targeting a region or village with a specific village, but
Inspired?” In the Five Nations, most dragonmarked tools the goal is to have a single
sing le dream whenever possible.
require a dragonmarked heir to operate them. By con-
trast, Riedra’s infrastructure systems are powered by the THE VOICE OF RIEDRA
psychic energy gathered by the monoliths; the Inspired Just as the hanbalani
the hanbalani broadcast dreams, they allow the
don’t
don ’t need the common people to do anything. So rather Inspired to broadcast telepathic messages over a wide
than widespread low-level casters, Riedra relies on the area. Through the network, a message can be broadcast
small corps of extremely powerful individuals creating across the entire Unity. However
However,, messages are usually
self-sustaining systems. tailored to a specific region or even a particular village.
The Voice
Voice provides news, instructions, a and
nd encour-
PSIONIC I NFRASTRUCTURE agementt throughout the
agemen t he day. It allows the Inspired
Since Riedra’s infrastructure
infrastructur e isn’t dependent
dependent on wide- to mobilize a region against a problem—for
problem—for example,
spread low-level magic (or psionics),
psionics), the infrastructure
inf rastructure sharing a description
descr iption of a dangerous group of of rogue
systems described in Secrets of Sarlona can
Sarlona can be used adventurers. It also provides the sense that the Inspired
as described. Even if we don’
don’tt have a perfect psionics are always watching, even though the Voice is just an
system underlying them, most of their effects are story outward projection.
effects as opposed to magewrights actively casting
spells. Let’s take a quick look at the psionic infrastruc-
TELEPORTATION
Swift transit is an important area in which Riedra has a
ture in place in Riedra.
significant advantage over Khorvaire. Riedra's network network
HANBALANI A LTAS of massive teleportation circles connect points in space;
these operate very differently than the teleportation
Riedra’s
Riedra’
ovoid s most
mon
monolithsiconic
oliths visual
v isual
spread element
across the is the massive
t he landscape. These circle network House Orien is developing
developing in Khor
Khorvaire.
vaire.
hanbalani altas draw on the thoughts
t houghts and emotions of Riedran psionic circles connect two specific gates. The
the surrounding populace and convert them into psychic circle in the fortress of Kintam Lar connects to the city
energy, which is used to power most of the effects of Durat Tal and
Tal and that’s
that’s all ; it can’t
ca n’t be adjusted to teleport
described below. The monoliths
monoliths also serve as planar to Dar Jin. While that’s inherently more limited than the
anchors, slowly helping to bring Dal Quor back into typical teleportation circle,
circle, it has an enormous advantage
alignment with the Material Plane. Where most services because it’s always on. As long as the portal can draw
in Khorvaire are provided through individual dragon- power from the hanbalani
the hanbalani , it remains active, allowing the
marked enclaves and different dragonmarked focuses, Inspired to move entire armies across the continent, or
the hanbalani
the hanbalani represent a chokepoint for the Inspired; to transport vast quantities of food and supplies.
disabling a hanbalan
a hanbalan is a way to essentially “cut power” Durat Tal is the central hub for this network—so in
to an entire region. This ties back to the basic point thatt hat moving that army, it marches through the t he gate at Kintam
the Inspired have great power in their systems
systems,, but that Lar, arrives in Durat Tal, then enters another
a nother gate to,
power isn’t spread throughout the populace. say, reinforce
reinforce Kintam Keera in Borunan.
Boru nan. The kintam
with properties of both crystal and metal) and causes it provide illumination in most Riedran villages. Cr ysteel
to glow.
glow. In villages,
vi llages, light comes from mounted crystal is a substance that has the
t he appearance of crystal, but
globes, while in larger communities, the buildings the durability and flexibility of metal; it is an excellent
themselves shed light; seen from afar, a bastion city is a channel for psionic power and is used both to make
stunning vision of glowing domes and spires. This same buildings, tools, and weapons. Sentira, a substance
system can provide climate control, heating buildings inin with the
t he appearance
appeara nce of polished shell, is actually
act ually a
the chill north or cooling them in the tropical regions of form of ectoplasm, created from pure, solidified emo-
the south. As such, fire is rarely seen in a R iedran com- tions. Sentira is a critical part of Riedran tools, as it
munity; light and heat are gifts of the Inspired. is an excellent channel for psionic effects tied to its
associated emotion; the “Psionic Weapons” section
CASUAL TELEPATHY presents new psionic weapons that use this remark-
When presenting the alien flavor of Riedra'sRiedra's everyday able substance.
psionics, highlight the casual, institutional use of
telepathy. Street signs don’t bother with names (and CREATING PSIONIC TOOLS
many Riedrans are illiterate
il literate);
); instead, a subtle telepathic Riedra is the logical source for psionic tools. But even
signal means that you always know
always know where
where you are in a if you aren’t using a comprehensive psionics system,
Riedran city, if you stop to think about it. Riedran monu- you can take
t ake a similar
si milar approach to what I’ve done with
wit h
ments project feelings or images; in studying a statue of a character abilities above. This allows you to create
hero, you may feel
may feel a
a swell of pride
pr ide at their achievements, things that feel
that feel like
like psionic tools but that use the rules
and when you visit a memo
memorial,
rial, you may remember
may remember the
the for traditional magic itemsitems … perhaps with a twist or
tragedy that it commemorates
commemorates as if you were there. All of two. Any magical effect that t hat can be easily identified as
this is perfectly normal to a Riedran, but it can feel intru- telepathy, telekinesis, or teleportation can be described
sive or unsettling to people from Khorvaire. as psionic tools; the Psionic Tools table provides
inspiration for such items. For example, it makes sense
O THER SYSTEMS
The above are systems that are immediately
i mmediately obvious,
obvious,
for a Dreaming Dark spy to have a cape of the moun-
tebank, a
tebank, a ring
ring of mind shieldi
shielding
ng,, and perhaps a sword
even to outsiders. Other systems are more subtle; the of life stealing that
stealing that deals psychic damage instead of
Thousand Eyes has a network of remote viewing (psionic necrotic damage.
scrying)
scryi ng) that dwarfs the capabilities of even House
Phiarlan or the Trust. The Inspired also have an inter- P T
esting advantage in terms of communication—any quori quori d Ps
Psio
ioni
nic
c Tool
can leave the vessel they’re possessing and return to Dal A cr ysteel flame tongue sword that inflicts psychic damage
Quor at any time. There are Inspired whose sole role is to instead of fire damage it channels the rage of the bearer
deliver messages; they have host Chosen in every major and directs it at the target
city and fortress, and can move between them to get news A ccry
ryst
stal
al that
that se
serves as a wand of fireballs it deals psychic
rves
where itit needs to
to go wi
within
thin seconds. damage instead of fire damage and deals no damage to
So in comparing Riedra to the Five Nations,
Nations, the targets that aren’t living creatures
Inspired have capabilities that far outstrip the nobles of A sha
shard
rd o
off cryst
crystal
al that
that serve
servess as tthe
he p
psio
sionic
nic eequi
quivale
valent
nt of a
Khorvaire. They spell scroll holding a single charge of a psionic effec t
a vast network ofhave a systemand
observation, of swift communication,
the ability to trans- A psi
psioni
onicc tatt
tattoo
oo th
that
at ca
cann be tra
transfe
nsferre
rred
d to a will
willing
ing crea
creatur
turee
port forces across the continent in a brief time. But the by touch and triggered as a bonus action it duplicates the
common people don’t have access to any of these ser- effects of a potion and v anishes when its power is used
vices, and daily life is more limited than life in the Five A cr ystal figurine of wondrous power When activated
Nations. There’s
There’s no casual equivalent to the widespread the statue doesn’t grow or animate instead it projects an
magewrights and wandslingers of Khorvaire. While ectoplasmic construct of the associated creature around
there are humans trained in psionics or magic, they’re the crystal core
devoted to very specific roles—notably the Edgewalkers, A pa
pair
ir of crysta
crystall bra
bracel
celets
ets that
that gene
generat
ratee te
telek
lekine
inetic
tic fforc
orce
e
who protect
protect the people from supernatural threats. The granting the effects of wings of flying without becoming
people benefit from crystal illumination, the guiding actual wings
Voice,
Vo ice, the unifyi
unifying
ng dreams. But they are dependent
dependent on
the Inspired for these services … and if a hanbalan
a hanbalan is To add more flavor to your “psionic magic items,” keep
deactivated, these services are lost. in mind that many psionic items can only be attuned or
activated by people with some degree of psionic talent.
RIEDRAN TOOLS
While Riedra
Riedrans
ns make use
us e of wood, metal, leather, and
Depending on how your game implements
could be a negligible
implements psionics, this
t his
neglig ible issue; on the other hand, agents of
the Dreaming Dark might wield powerful tools that can’t
other materials commonly found in Khorvaire, they
be immediately used by non-psionic adventurers (even
also use a few materials
materials that are less common. Crystal
if they can surely find people in House Cannith or Siv Sivis
is
is a useful medium for psionic energies; as noted in
who'll
who 'll be happy to pay for
for them!).
the “Psionics Infrastructure” section, crystal
cr ystal spheres
RIEDRAN A ESTHETICS
Most Riedran structures are built from stone, sentira, and
crysteel, adding to the land’
la nd’ss alien aesthetic. Structures
Str uctures
are often shaped through metacreative techniques, rather
than using mundane tools and physical labor. Spheres are
more common
common than sharsharpp angles, and ssentira
entira tools have
the look of horn or shell—more grown than built.bui lt.
PSIONIC WEAPONS
By taking advantage of the unique properties of psiactive
materials such as sentira and crysteel, Riedran artificers
are able to produce unique forms of weaponry unknown
unk nown
to the people of Khorvaire. This section presents a few
new items made
made of the shell-like material known as
sentira; you can learn more about how sentira is pro-
duced in the “Factories” section later in this chapter.
SENTIRA LENSES
A common psionic armament found found among the ranks of
Riedra’ss Harmonious Shield is the sentira lens, a hand-
Riedra’
held ranged weapon that can focus a wielder’s psionic
potential to fire a harmful
har mful bolt of telepathic energy.
Unlike a wand or other arcane
arca ne implement,
implement, a sentira You can fire psiactive weapons a num
You number
ber of times
lens requires very little training to use effectively; even equal to twice your proficiency bonus. After that, your
a person with no other psionic ability can activate this psionic potential is temporarily expended and you can’t
weapon. The Harmonious
Har monious Shield considers this an an fire another psiactive weapon until you regain your
important benefit, allowing their loyal soldiers to access psionic focus by using an action or a bonus action (your
psionic power while eliminating the usual dangers of choice).
choice ). Your psionic focus is shared between all psiac-
cultivating innate psychic power in an individual. Since tive weapons; whenever
whenever you make an attack with any
their development
development in Riedra,
R iedra, sentira lenses have gradu- psiactive weapon, you expend one of your uses.
ally found their way into the hands of Adaran
Adara n kalashtar, As psiactive weapons channel
channel your own laten
latentt energy,
who are busily trying to replicate the metacreative
metacreative they aren’t considered magic weapons and they can’t
powers necessary to recreate them. be sensed with the detect magic spell
magic spell or similar magic.
The Sentira Lenses table presents three variants of However, they don’t function in an antimagic
an antimagic field .
this ranged weapon, along with its cost, damage, weight,
and special properties. The psiactive weapon property
propert y SENTIRA S HARDS
is described below.
below. Additionally, the “Sentira Shards”
section presents psionic shards that can augment the A sentira lens typically delivers a blast of telepathic
telepathic
power that simply causes headaches
headaches before death.
powers of any sentira lens weapon.
However,
Howeve r, with more care during creation, Riedran
S L psionic artificers have created sentira
created sentira shards with
shards with
much more focused emotional resonance. When fitted
Weapon Type Cost Damage Weight Proper ties
to a sentira lens, these shards can imbue a shot from
Sentira Simple gp
gp d lb Psi
Psiactiv
ctivee a sentira lens with the emotion embedd
embeddeded in the ecto-
lens light Ranged psychic range /
plasm during its creation.
twohanded
Though sentira lenses aren’t consid
considered
ered magical,
Sentira Martial gp d lb
lb Psia
Psiact
ctiv
ivee
ra
rang
ngee
the sentira shards presented
shards presented below follow the same
lens hand Ranged psychic / light
rules as magic items. When one of these is affixed to a
Sentira Martial gp d llb
b Psia
Psiact
ctiv
ivee
ra
rang
ngee sentira lens, the entire weapon counts as magical for the
lens heavy Ranged psychic / heavy
purpose of imbuing it with an artificer infusion.
twohanded
SENTIRA S HARD: ANXIETY
Wondrous Item, Common
WEAPON PROPERTY: PSIACTIVE
A psiactive ranged weapon
weapon draws its power from your For this shard’s properties to work, it must be attached
innate psionic potential, whether or not you're trained to to a sentira lens weapon. You can attach it or remove it
use it. When attacking with a psiactive weapon, you use from a sentira lens with 10 minutes of work.
work. A sentira
your choice of
of your Intelligence
Intelligence or Charisma modifier for lens can only have one sentira shard attached at a time.
the attack and damage rolls.
When you hit a creature with an attack using this from a sentira lens with 10 minutes of work. A sentira
shard’ss sentira lens, you can instill vague and undirected
shard’ lens can only have one sentira shard attached at a time.
dread in the target.
t arget. The target must succeed on a DC 11 When you hit a creature with an attack using this
Wisdom saving throw or be anxious until the end of its its shard’ss sentira lens, you can overcom
shard’ overcome e the target with
w ith
next turn. While anxious, the target can’t move more blissful calm. The target must succeed on a DC 11
than 5 feet on its turn, and it can’t
ca n’t attack
attack any individual Charisma saving throw or its emotions are suppressed as
creature more than once. Once used, this shard can’t be if affected by the calm emotions spell
emotions spell for 1 minute. Once
used again until the next dawn. used, this shard can’t be used again until the next dawn.
SWondrous
ENTIRA SHARD: DISGUST
Item, Uncommon DREAMSPACE
For this shard’s properties to work, it must be attached Planar gateways that
t hat once linked
linke d Ebe
Eberron
rron and Da
Dall
to a sentira lens weapon. You
You can attach
att ach it or remove it Quor, the Region of Dreams, were sundered during
from a sentira lens with 10 minutes of work. A sentira the cataclysmic wars
war s that destroyed Xen’drik
Xen’drik and
lens can only have one sentira shard attached at a time. shattered the giant civilization.
civili zation. Since then, Dal Quor
Y
You
ou have a +1
+1 bonus to attack
attack and damage rolls made
made has been
be en foreve
foreverr dis
distant,
tant, and
a nd no stable
st able manifest
man ifest zones
with this shard’s sentira
sentira lens. Additionally
Additionally,, this shard has
to Dal Quor exist anywhere on Eberron.
3 charges, and it regains all expended charges daily at
dawn. When you hit a creature with an attack using this t his However, Dal Quor
Q uor and Eberron
Eber ron remained
re mained inextri-
inext ri-
shard’ss sentira lens, you can expend 1 charge to flood the
shard’ cably linked by the state of dreaming—the process by
target’s mind with revulsion. The target must succeed on which mortal minds travel to the Region of Dreams, Dr eams,
a DC 13 Wisdom saving throwth row or become vulnerable to and the
t he subtle
subt le gateway through
t hrough which the quori
quor i fir
first
st
poison damage and have disadvantage on saving throws began their conquest of Sarlona some fifteen centu-
against the poisoned
p oisoned condition for 1 minute. ries past.
SENTIRA SHARD: FEAR Discovered
Discover ed shor t years
yea rs ag
agoo and stil
s tilll known
k nown only to
Wondrous Item, Uncommon a few, the dreamspace
drea mspace is an effect that app ears related
to this spiritual connection between planes, but one
For this shard’s properties to work, it must be attached
that as yet has no explanation. It appears as a kind k ind of
to a sentira lens weapon. You You can attach
att ach it or remove it
from a sentira lens with 10 minutes of work. A sentira ripple of ar
arcane
cane and ps psionic
ionic energy— a borderbor der of sort
sortss
lens can only have one sentira shard attached at a time. between the mortal world and the world of dreams …
Y
You
ou have a +1
+1 bonus to attack
attack and damage rolls made
made Regard less of its origi
origin,
n, di
different
fferent factions among bot bothh
with this shard’s
shard’s sentira lelens.
ns. Additionally
Additionally,, this shard ha
hass the kalashtar and Inspired
Inspire d distrust—some even say
3 charges, and it regains all expended charges daily at fear—the
fear —the dreamspace.
drea mspace. In pa parti
rticular,
cular, a good
g ood number
numb er of
dawn. When you hit a creature with an attack using this t his Inspired
Inspi red aare
re said
s aid to be distur
d isturbed
bed by the existenc
e xistencee of a
shard’ss sentira lens, you can expend 1 charge to focus
shard’ power connected
c onnected to Dal Quor tthat hat they neither control
fear on the target. The target
t arget must succeed on a DC 13
nor understand
unde rstand..
Wisdom saving throw or be frightened of of you until the
end of its next turn. — Secrets of Sarlona
events or grand triumphs. There are statues of the Riedran gives you a look
a look or
or makes an odd gesture.
Inspired that radiate awe, plazas where priests of the What are
ar e they try
t rying
ing to convey? Do they
t hey want to find a
Path of Inspiration inspire the crowds, spaces where way to speak to you alone? Is somethi
somethingng going on? Or
soldiers drill or people engage in group exercise. But is it an agent of the Thousand Eyes, testing you to see
there aren’t luxuries, nothing that’s designed for pure if you're searching for dissidents?
leisure; everything serves a purpose. Crime is almost unheard of in Riedran communi-
ties—in part
par t because most people have little to steal.
FOREIGNERS IN THE JHODRA There are criminals in the Jhodra, but they’re mostly
If adventurers from Khorvaire manage to visit R iedra, from Khorvaire and focus their attentions on fellow
they’ll find that people keep their distance. Civilians travelers. However, the Jhodra is well defended,
largely ignore outsiders, avoiding eye contact; adven- both by soldiers of the Harmonious Shield and the
turers are seen as a curiosity
cu riosity at best and as threats imposing oni of the Horned Guard. The Jhodra
at worst. Meanwhile, soldiers watch outsiders closely, also has an unusual number of Inspired, who help
clearly concerned that they may be up to something monitor the area and support the soldiers if needed.
dangerous. If forced to interact, most Riedrans are For example, in other cities, the priest in a garden of
polite to adventurers but seek to end the conversation reflection is usually an unoccupied Chosen or even a
as quickly as possible; of course, they have somewhere mundane human—but in the Jhodra, such a priest is
else they need to be. likely a hashalaq Inspired with significant
signi ficant powers of
It’s no surprise that in Dar Jin and Dar Ulatesh—the coercion and empathy.
only two major ports where foreigners are welcome— Secrets of Sarlona discusses
Sarlona discusses Dar Jin and the Jhodra
they have foreign quarters that cater to the needs of in more detail, including the mercantile center, the
outsiders. The Jhodra is the foreign quarter of Dar Jin, Tower of Eyes, and the Song of Skin—a meditative
Riedra’s greatest port. It has dragonmarked enclaves talhouse catering to changelings.
and embassies of several nations of Khorvaire. There
are theaters, shops, and taverns, most of which
are actually run
r un by the dragonmarked houses, not E R P
Riedrans. So the good news is that after your long There are several clandestine ways to enter Riedra you might
journey across
acr oss the sea
s ea to the empire
empi re of the mysterious
my sterious travel through Khyber pass through another plane or work
Inspired, you can still get a bowl of tribex stew at tthe he with the Dream Merchants or other smugglers But if you want
to leave the Jhodra to explore another part of Dar Jin or to
Gold Dragon Inn (Disclaimer: the tribex stew served ser ved
travel across Riedraand if you truly have a good reason to
at the Jhodra Gold Dragon Inn is not actual tribex,t ribex, do soall you have to do is ask Secrets of Sarlona describes
Sarlona describes
but rather a pomow-plant-based meat substitute being the following
tested by House Ghallanda). “In order to explore Riedra a traveler must acquire a transit
Most Riedrans are forbidden from entering the visa from the Iron Gate the foreign relations office in Dar Jin
Jhodra. Those
Thos e who work in the t he foreign quarter
qua rter are
ar e or Dar Ulatesh This scroll provides a description of the trav
trained and prepared to deal with foreigners, and thus elers states the nature of their business and delineates any
don’t
don ’t display the discomfort
d iscomfort seen elsewhere. There are restrictions on travel A bearer might be limited to traveling
many guides, always watching for travelers who seem in specific provinces or spheres and the visa usually has a
set expiration date The document is notarized with a sentira
lost or confused, always ready to provide assistance; seal a psionic sigil that carries the thoughtsignature of the
there are even some who are only guides,
gu ides, as opposed
Inspired … The Iron Gate does not charge for transit visas
to also being agents of the Thousand Eyes!
but it rarely grants them Riedra isn’t for tourists Travelers
So in imagining a scene in the Jhodra, keep that must provide a valid reason for entry and show that they have
cosmopolitan
cosmopo litan population in mind.
mi nd. Walking through no criminal tendencies or intent as well as enough knowl
the Jhodra, you’ll have that odd sensation of knowing
of knowing edge to avoid accidentally breaking Riedran laws A successful
where you are—of
are —of remember
remembering ing the
t he name of the DC Charisma Persuasion check is sufficient to get an
street even though you’ve never read it. Most Riedrans entry request considered but even then the reason must
are going about their business: sailors headed for stand on its
it s own Finally a
a psionic mind probe is often
of ten used
the docks, envoys headed to an embassy, all moving to ensure that the travelers have no hidden motives If the
quietly and with purpose. Dragonmarked
Dragonmarked heirs share request is especially intriguing or risky the Iron Gate might
allow travel but send a member of the Thousand Eyes along
jokes with embassy staffers.
sta ffers. A n expat grabs
gr abs you—“Did
as a chaperone and observer Unless the party is deemed a
you just get off the
t he Sharn boat?
b oat? You
You don’t have any of
serious risk this observer is a Chosen the controlling spirit
Mazo’s shaat’aar, do you?”—and perhaps they have a only takes possession of the vessel every few hours to check
story to share, or a risky
r isky opportunity for a few capable
on the situation
people. You see a statue of the Inspired, and you can’t
help but be impressed … but is that your actual feeling,
or just a projection of the statue? And perhaps—
though it’s unlikely—one of those silent, hardworking
BORUNAN BIRTHPLACE OF THE ONI
In Borunan, you might … The origin of the
t he oni is a secret
sec ret long forgotten, but
one possibility is this: just like the rakshasa and the
• Be drawn into the overlords, the immortals of Shavarath can't be perma-
schemes of oni and nently bound. But during their service in i n Gul Dol, the
ogres plotting rebellion. champions of Borunan found a way to bind defeated
• Find an ancient forge fiends to their own bodies—sort of an involuntary version
where oni crafted weapons
weapons of the process that created the kalashtar, trapping a
for ogre champions. fiend within a bloodline of ogres. Thus the supernatural
• Be forced into an powers of the oni may be tied to the essence of devils
extension of Shavarath, bound to the bloodlines. This could be why many oni are
where celestials and fiends
fiends drawn toward evil; but the oni of Borunan resisted those
fight an endless war. sinister instincts, using the power of their defeated foes
• Use a passage from Khyber to enter Riedra. to fight alongside celestials.
In the days of the old kingdoms, the ogres of Borunan were In addition to being fierce warriors, the oni of
peerless warriors. Their champions possessed inhuman Borunan forged their weapons in the Cauldron, a wild
strength, martial discipline, unshakable courage, and zone tied to Fernia. Their weapons weren’t
weren’t as well-
weapons
weapo ns fo
forged
rged in Fernian flame. Time and again,
again, they crafted as the arms and armor of the Dhakaani, but
repelled the legions of Nulakesh and the crusaders of the oni spell-smiths
spell- smiths were able to channel the energies
Khalesh, and yet Borunan never sought to conquer any of of Shavarath and Fernia to imbue their creations with
its neighbors. Some might wonder why this was. Borunan powerful magic. While
Whi le most of these weapons were
is a harsh land; did the ogres never consider claiming the destroyed long ago, legendary
legendary items or even ar artifacts
tifacts
more fertile fields of Nulakesh? What kept their population could remain in Gul Dol, the Cauldron, or other ancient
so low that they never needed to expand? ruins; it’s up to the DM to decide whether these enor-
mous items, designed to be wielded by ogres and oni,
PLANAR INFLUENCES magically adjust to the size of smaller folk.
Today, it’s
it’s commonly believed tthat
hat the people of Borunan
considered their neighbors to be “unworthy foes”—the
foes”—the THE FALL OF B ORUNAN
usual assumption is that the ogres were cruel brutes who Despite the might of its champions, Borunan was easily
constantly fought one another.
another. In fact, the ogres were laid low by the Dreaming Dark. The humans of the sur-
waging a truly divine war,
war, fighting al
alongsi
ongside
de ang
angels
els in an rounding regions had long feared the ogres,
ogres , and it was
endless struggle against devils. The center of Borunan easy for the quori to fan these flames. Within Borunan
contains a wild zone to Shavarath where a fragment of the itself, the quori sowed doubts and created feuds, shat-
Eternal Battleground extends directly into the Material tering centuries of unity. “Are the oni secretly in league
Plane. So the ancient ogres devoted their might not to with devils? Was
Was the battle for Gul Dol a poin
pointless
tless
conquest, but to defending this keep—known to the ogres sacrifice?” Civil strife
str ife decimated Borunan and left it
as Gul Dol, the Gate of War—against the forces of tyranny. vulnerable to outside
outside attack.
Borunan contains several wild zones tied to Fernia
and Shavarath, along with multiple passages into Khyber.
The forerunners of the ogres emerged from a demiplane B ORUNAN TODAY
In the present day, the ogres of Borunan are kept
within Khyber; tectonic activity destroyed this passage, from the wild zones that served as the strongholds
leaving them stranded in this barren
bar ren region of rocky of their ancestors. They're also largely kept from any
desert and hills. Of the Shavaran wild zones, only Gul Dol form of war; they use their
t heir strength for manual labor
is a direct passage to the Eternal Battleground. But the as opposed to battle. The oni are raised to believe
ogres built their fortresses in the other Shavaran zones, in a t wisted form of their actual history, taught that
and over generations, the influence of Shavarath helped their gifts are the result of being living pr
prisons
isons for
shape them into fierce warriors. fiends. Thus, it's the duty of the oni to redeem the fiend
The ogres of ancient Borunan cared nothing for the within
withi n them through
th rough their
t heir own devoted servic
se rvice
e to the
Sovereigns or the Silver Flame—they
Flame—t hey were entirely Inspired. Largely,
Largely, this indoctrination has proven suc-
devoted to the battle for Gul Dol. The angels of the Legion
L egion cessful, and the Horned Guard—an elite corps of oni
of Freedom battle
battle the
t he devils of the Legion
L egion of Tyranny
Tyranny soldiers—is one of the most powerful weapons in the
for control of this massive fortress, which is broken into Riedran arsenal.
multiple rings and wings. The angels believe that the However, over the last two decades, a group of
balance of this war reflects the balance between tyranny Borunan rebels has been forming a resistance move-
and freedom across the multiverse. Of course, this is only ment, the Horned Shadow, that seeks to protect the
one of countless fronts in the eternal war between these ogre-kin (ogres, oni, eneko).
eneko). This is still
stil l a young move-
forces, but the ogres embraced this idea and believed that ment, struggling to build power while avoiding the
in fighting alongside the angels, they were fighting for gaze of the Thousand Eyes. It’s up to the DM to decide
freedom for all people.
whether the Horned Shadow is entirely heroic—a the region and its inhabitants. The influences of the
throwback to the champions of ancient Borunan, other planes were made manifest in two powerful
who devoted their lives
l ives to defending freedom from lines of human sorcerers. Anyone born within the t he
tyranny—or if the oni leaders are driven by fiendish planes’ sphere of influence could potentially develop
impulses and have malevolent goals. sorcerous powers; the nation of Corvagura was born
when leaders rallied
ra llied these
t hese sorcerers
sorcer ers into ttwo
wo noble
KEEP IN M IND houses, then used their powers to conquer the city-
Borunan has many passages to Khyber. These could states in the region.
provide ways for adventurers to cross from Khorvaire
into Riedra, intentionally or by accident. This could The House of the Sun drew its power from Thelanis.
also be a vector that could bring the minions of a Its members had powers like those of Wild Magic
daelkyr into Riedra. The Edgewalkers monitor these sorcerers. Their magic tended toward glamour
passages, and have sealed those that can be sealed. and glory, twisting the thoughts and emotions of
The public is kept away from the wild zones that hold others or striking
striki ng down foes with bolts of flame.
the ancient ruins of Borunan, and believe them to Though biologically human, members of the House
be the domain of foul altavars
foul altavars (the
(the Riedran term for of the Sun often had fey features and could be
fiends). The two most powerful zones are the Cauldron mistaken for Khoravar. The sorcerers of the House
(a Fernian
Fernian zone in the Broken Blade Mountains and of the Sun were taught to be proud and glorious,
the seat of old Borunan’s oni spell-smiths) and Gul Dol. demanding adoration from their subjects.
The House of the Moon drew its power from Mabar.
Today, the majority of the Gate of War is in i n the hands
of the Legion of Tyranny, but the angels stillsti ll hold an Its members had powers like those of Shadow
isolated keep. Their forces include several Borunan sorcerers, and their magic drew on darkness and
sword wraiths—the spectral vestiges of the ogre-kin inspired fear. They never animated the dead, but
champions that fought and died alongside
a longside them. they could command shadows and summon spec-
The ogres of Borunan are generally more intel- ters. The sorcerers of the House of the Moon were
ligent than their cousins in Droaam, with an average taught to be calm and cruel, instilling terror in any
Intelligence of 9. It’s likely that the ancestors of who might challenge
chal lenge them.
Droaam’ss ogres and oni were transported across the
Droaam’ Whi le these houses were presented
While pr esented as families
fa milies,, one’s
world by a planar anomaly; this might explain their position within them was based entirely on sorcerous
reduced Intelligence and the lack of any Borunan tradi- t radi- power. Anyone who manifested such powers would
tions. Another possibility is that the ogres of Khorvaire be adopted into the appropriate house, while any
are a separate branch of that people—that
p eople—that they came heir who failed to show sorcerous talent by their
from the same demiplane but emerged in Khorvaire eighteenth birthday was cast out. The majority of the
instead of Sarlona, and were untouched
untouched by the influ-
in flu- sorcerers of Corvagura were convinced that their
ence of Shavarath. powers elevated them above the common people,
and they were infamous for their casual cruelty and
CORVAGURA tyrannical rule. But they did protect the common
In Corvagura, you might … people from many deadly threats, including the
• Seek to sabotage the colossal beasts that emerged from Lamannian wild
zones, as well as the restless dead and capricious fey
teleportation network unleashed by the other wild zones.
of Durat Tal.
• Explore a mysterious THE FALL OF CORVAGURA
magebreeding facility The quori attacked Corvagura on three fronts. They
in a Lamannian encouraged the cruelty and narcissism of the worst of
wild zone. the sorcerers, pushing their subjects past the limit of
• Try to rescue a youth what they would endure. They created a deep, para-
who manifested
manifested sorcerous powers. noid rift between the houses, leading to destructive
• Explore the tomb of a forgotten
forgotten sorcerer-king.
sorcerer-ki ng. vendettas. And they encouraged
encouraged the spirit of revolution
revolution
Corvagura is a tropical region marked by deep among the people—culminating in the appearance
jungles and lush fields. It has long been
be en the most of early Inspired, commoners wielding supernatural
densely populated region of Sarlona, and it was powers capable of defeating
defeating the
t he sorcerers.
one of the most powerful and influential of the old
one of the most powerful and influential of the old
kingdoms.
C ORVAGURA TODAY
Today, Corvagura is the heart of Riedra, both in
PLANAR I NFLUENCES terms of population and administration. It’s home
Corvagura includes manifest zones and wild
wi ld zones to both the capital city of Durat Tal and the primary
tied to Lamannia, Mabar, and Thelanis. Notably, the eastern port, Dar Jin, along with other important
influence of Lamannia lends unnatural fertility to
that the
acts; path
such to greater
criminals arepower lies in dangerous.
exceedingly performingIt’s
vile zones
of thattied to Lamannia,
plane. Most people showcasing
show casing
think the versatility
of Lamannia as the
worth noting
noti ng that while
wh ile the lines of sorcerer-
s orcerer-prince
princess Twilight Forest, as a plane that enhances the fertility
of ancient Corvagura were human, there’s nothing of plants and animals … and this is one common
stopping a Corvaguran changeling, shifter, or other element of Lamannian zones. But Lamannia embodies
ancestry from developing
developing such powers. the power of nature, and that includes deadly storms,
frigid tundras, raging
ragi ng volcanoes, and more.
KEEP IN M IND The plains of Dor Maleer are broken up by regions
Corvagura is the heart of Riedra. Dar Jin is a center of environmental extremes at odds with the surround-
for trade and diplomacy. Durat Tal is the admin- ings. As the plains lack the resources to support large
istrative center of the Unity, and also the hub for settlements, the Hual Maleer always lived in small
the network of teleportation circles that
circles that allow the communities, splitting and forming new clans when
Inspired to swiftly move troops and supplies across the population began to outstrip local resources.
the length of their realm. Because of this, Corvagura Wild zones could cause endless hurricanes,
hurrica nes, with
has the largest number of hanbalani
of hanbalani monoliths and free-roaming air
ai r elementals howling
howling with the winds.
wi nds.
the greatest effort made to ensure the loyalty of its There are vast pools of lava in the Maleeri plains, and
a nd
people; while there could be a few rogue sorcerers, fire elementals occasionally emerge to scorch the soil.
Corvagura is a difficult place to find support for any There are also a few wild zones where the environ-
sort of rebellion. ment is more welcoming—a stretch of dense forest, an
The manifest and wild zones tied to Mabar and impossibly verdant valley. Maleeri hunters forage and
Thelanis provide all sorts of potential for adventures. hunt in these regions, but attempting to settle them is
These zones may contain ruins associated with the unwise. These zones represent the indomitable force
Houses of the Sun and Moon, along with the forgotten of the wild, and they resist the intrusion of civilization.
treasures of the sorcerer-kings. Mabar zones may Disease, accelerated decay, and hostile wildlife all
yet be haunted by the spec
specters
ters of ancient t yrants or plague any would-be settlers. And hostile wildlife in
by newly animated undead. The Edgewalkers are these zones is quite literally a big deal—these regions
dedicated to keeping fey and undead contained, produce megafauna, massive beasts similar to rocs
and the Thousand Eyes ensure that no one tells the in size and power, though they can take many forms.
stories of the fey. But this can still be another way to These powerful beasts can’t reproduce outside their
enter Riedra; Thelanian zones often allow passage zones, and thus they haven’t spread. But there are tales
to the Faerie Court under the right circumstances,
ci rcumstances, of ancient hunters feeding a village for a month with
and adventurers exploring the Twilight Demesne the corpse of a mighty bear dragged from the deep
in Khorvaire could accidentally
accidentally end up facing forest. These wild zones can't be tamed, but there are a
Edgewalkers on the edge of a forest in Corvagura. few manifest zones with less extreme effects, and these
were the sites of Dor Maleer’s largest communities.
The mountains of Dor Maleer contain wild zones handsomely for their aid in creating the hanbalani
handsomely the hanbalani and
tied to Risia and Dolurrh. In the Risia zones, chasms other elements
elements of R iedran infrastructure. But once
are filled with ice, and temperatures
temperatures are far more the dwarves had served their purp ose, Riedra turned
severe than nature should allow. But the ice of Risia on them, launching a brutal preemptive strike. The
preserves, and time ceases to flow for creatures or Doriak survivors
surv ivors were driven from their mountain
objects encased in ice in such a zone. It’s possible home and into the Tashana Tundra.
explorers could find ancient champions from the
Sundering or the days of the old kingdoms—or even DOR MALEER TODAY
a frozen dragon from the Age of Demons! Meanwhile, This harsh frontier region can’t support the civic
the influence of Dolurrh is unpredictable. The region’s infrastructure that
t hat is common throughout
throughout the rest of
most dramatic landmark is the Final Passage. When Riedra. As such, there is only a single bastion city:
the moon Aryth is full, those who venture into this Dar Vuleer, a port on Lake Kelneluun. This city is in a
cavern can enter the Catacombs of Dolurrh. This Lamannia manifest zone that allows limited agricul-
offers a way to recover a soul that can't be resurrected ture and exceptional fishing. The fortress of Kintarn
through normal means. But the Catacombs have Malin coordinates the defendefense
se of the
t he northeastern
guardians, and the Queen of the Dead doesn’t sur- border and also serves as a training center for the
render her subjects easily. shifters of the Taskaan Legion. Beyond this, Maleeri
villages
vil lages are smaller a and
nd more loosely st structu
ructured
red than
tha n
DORIAK DWARVES their southern counterparts. There are relatively
The Frostblade (Paqaa) Mountains were once the few hanbalani
few hanbalani monoliths in the province, and many
home
hom e of the Doriak dwarves, a dwarf culture that villages
vil lages don’t have the sha
shared
red dreams
drea ms or receive mes-
produces mountain,
mountain, hill, and gray dwarves. The sages from the Voice. As such, while most Maleeri
Doriak duergar are thought to be a mutation resulting still support the idea
the idea of
of the Unity, they aren't as deeply
from generations dwelling in the radius of the Dolurrh indoctrinated as the people of other provinces. Rebels
wild zones,
zones , and they hhave
ave an unusually
unusua lly strong
st rong bond to from other provinces who don’t want to flee Riedra
Dolurrh. This often results in a dampened emotional entirely might take shelter in Dor Maleer, where the
affect; though they aren’t paralyzed by the infamous Thousand Eyes aren’t watching so closely.
ennui of Dolurrh, the Doriak are somber by nature. Because of the sparse population of Dor Maleer, the
Doriak duergar hear the whispers of spirits, both wild zones of the province
prov ince don’t receive the
t he same level
the voices of their own ancestors and of others who of attention from the Edgewalkers as those in southern
have died in the places they pass through. These population centers. Local hunters work together to
voices usually
usua lly form an
a n incomprehensible chorus.
choru s. deal with rampaging megafauna, and elementals rarely
However, some Doriak duergar hone their skills and stray far enough from their zones to endanger the
become mediums (as per the magewright specialty in inhabitants. The Final Passage doesn’t unleash threats
Eberron: R ising from
fr om the Last War ).
). All duergar can into the world, and mortals who enter it almost never
learn to channel this babel, harnessing this
t his choir of return; so while there are a few E Edgewalker
dgewalker outposts
excess thought as pure psionic power; it’s by chan- monitoring
monit oring the region, these zones are largely acces-
neling this power that a duergar can hide from the sible to adventurers.
perceptions of others or temporarily expand their The Doriak were driven from the region and their
t heir
mass. Doriak champions learn to wield this power towns and fortresses were destroyed; their ruins can
c an
to produce devastating effects. In the days before the be found in the mountains, though most have been
Sundering, the Doriak pioneered the development of picked over by Doriak rebels in the intervening centu-
psionic tools and channeling devices; the hanbalani
the hanbalani ries. As described in Secrets of Sarlona,
Sarlona, the Doriak are
monoliths that ensure Inspired dominance over currently expanding their resistance movement,
movement, even
Riedra are based on Doriak techniques. sabotaging monoliths.
THE FALL OF DOR MALEER KEEP IN MIND
Dor Maleer was never a strongly united nation. The The mountains are home to manifest zones and wild
first step for the Dreaming Dark was to drive a wedge zones tied to Dolurrh. Unlike Mabar, Dolurrh rarely
between the Hual Maleer, causing tensions between produces hostile undead. However, the mountains
clans and between human and shifter. Inspired are certainly haunted , carr
, carr ying echoes of the ancient
champions
champio ns arose within the clans, uniting them and dead. Shadows might replay powerful or emotional
spreading the word of the Path of Unity. The psychic moments, or adventurers could stumble across battles
Doriak proved resistant to the manipulations of the being refought. Like the information gleaned from a
Dreaming Dark, but the
t he quori amplified fear and speak with dead spell,
spell, these are typically
t ypically just traces of
conflict between them and the people of the low- memory—but
memo ry—but they can certainly be eerie.
lands. As the Unity of Riedra emerged, the first true
Inspired offered peace to the Doriak, and paid them
PYRINE
In Pyrine, you might …
• Explore one of the earliest
human shrines of the
Sovereign Host.
• Be granted a divine
vision or entrusted with
a sacred artifact.
• Debate religion with
a priest of the
t he Path of
Inspiration.
• Discover a hidden library vault filled with ancient
knowledge.
Pyrine is a land of warm plains and forests, welcoming
both in its aspect and its aura. Something about Pyrine
Pyr ine
inspires calm reflection. When standing in a Pyrinean
meadow, it's easy to feel a sense of joy and contentment—
to know that somehow,
somehow, all is right in the world.
PLANAR INFLUENCES
Pyrine has strong ties to Ir ian, Daanvi, and Syrania.
The effects are strongest when people are close to a
wild zone, but even
even beyond the zones,
zones, a general sense ofof
peace and well-being pervades the region. The people
of Pyrine
Pyri ne are naturally inclined to follow the rules and
avoid conflict; even where there are
a re problems, surely
they can be worked out.
THE PYRINEAN FAITH
Pyrine was never a conquering kingdom. It was a
nation of scholars and sages, and it shared its knowl-
edge freely with its neighbors; Pyrinean tutors and
advisors could be found in courts across Sarlona. But
there was one pillar that was even more important
than knowledge: the Sovereign Host. The form of the
Sovereign Host embraced by most Vassals of Khorvaire
is known as the Pyrinean Creed; this is because it was
established and codified in Pyrine. According to myth,
a Pyrinean shepherd stumbled into the First Library,
where Aureon taught them the nature of the t he Host and
the basis of Aureon’s laws. True or not, the Pyrineans
were people of deep conviction
convict ion and faith. They had
deep and detailed visions of the Host, cataloged in
countless scrolls; as a result, they also wielded remark-
able divine power, matched only by the crusaders
cr usaders of
Khalesh. But they never used their powers for war;
instead, Pyrinean priests traveled across Sarlona,
spreading the word of the Sovereigns and using their
gifts to help those in need.
Largely, Pyrine was left in peace by its neighbors.
The Vassal faith became common across Sarlona, and
many people did see Pyrine as a blessed land with
a special connection to the Sovereigns. One notable
exception was Nulakesh; while many Nulakeshi
adopted the faith, several emperors used their faith as a
basis for invasion—“the blessed land must be protected
by the Empire, for the good of all!” There were also
periods where Pyrine was targeted by Rhiavhaarian
E surrounds them … so if they decided to start moving, they
O
is that player
that player characters
characters are remarkable.
remarkable. would leave a trail of utter devastation.
From the original Eberron
original Eberron Campaign So Eberron has evil entities that rival the power of
Setting onward,
Setting onward, we’ve emphasized that gods of other settings … But should the overlords be
most NPCs are relatively low level—even released, there are no good
no good forces of equal power that
those who wield significant political power.
power. In third
thi rd can face them. Given this, one might ask why the people
edition, it was common for these characters to use NPC of Eberron believe in gods at all. Simply put, the people
classes (warrior, magewright, adept) rather than player of Eberron don’t expect the Sovereigns or the Silver
classes such as fighter or wizard. And continuing in fifth Flame to manifest in the world; they expect these deities
edition, we’ve emphasized that spells of up to 3rd level are to guide and empower the mortals who face evil. The
common in the Five Nations, but those of 4th or 5th level Sovereigns defeated the overlords in the dawn of time and
are remarkable, and higher-level effects are legendary. then ascended to maintain reality. The Silver Flame is
However,
Howev er, this often leads to tthe
he mistaken assumption the prison that binds the overlords. These are vital tasks
that Eberron is a “low-level
“low-level setting”—that there are
a re no worthy of respect
respect and worship.
worship. And again, should
should an over-
over-
real challenges for characters of 10th level and above. lord be released, people don’t expect Dol Arrah to appear
That was never the intent. Yes, the people of the Five to fight it. They expect a mortal champion to face it, guided
Nations are typically
typical ly low-level magewrights and com- and empowered by Sovereigns and Flame—which is
moners, and city guards in Sharn are low-level warriors. exactly what Tira Miron did when she battled Bel Shalor.
But when we designed the setting, we didn’t expect If these malevolent entities with godlike power rise again,
your high-level characters to
to be fighting city guards in it’s up to you
to you to be the Tira Miron of this age.
Sharn! A comparison here would be The Hobbit . When
Smaug comes to Laketown, the Master of Laketown isn’t
a mighty champion who can fight him. All the soldiers
A WORLD IN NEED OF HEROES
EED
of Laketown are helpless against the dragon. Their only Eberron is always one bad day away from an apocalypse.
chance lies with a hero who can beat the odds and do the There are dozens
dozens of
of overlords straining against their
impossible. And in Eberron, that’s
t hat’s you. The Lord Mayor bonds, plus thousands of lesser fiends in the world; most
of Sharn isn’t supposed to be able to beat you in a fight; fiends are trapped in places like thet he Demon Wastes,
Wastes, but
he’s the Master of Laketown, and his power isn’t about those allied with the Lords of Dust could be walking
being good at fighting. If you’re
you’re a high-level
h igh-level character,
character, the streets of Sharn right now, waiting for the momen
momentt
sure, maybe you can defeat all the guards in Daggerwatch to strike. The daelkyr and their
t heir minions crawl beneath
Garrison—but you’re not supposed to be fighting them! our feet, while the quori study our dreams. Perhaps
Y
You’
ou’re
re supposed to be the one
one who
who defends the city when tomorrow there'll be a new wave of lycanthropy. Perhaps
the tarrasque shows up and no one else can stop it. the Lord of Blades will lead a force of restored warforged
colossi against Korth. Perhaps the ancient vampires of
the Qabalrin will arise from their forgotten tombs. These
A WORLD WITHOUT GODS?
ODS
Eberron is also sometimes mistakenly described as a
things don’t happen every day, which is why the civiliza-
tion of the Five Nations still exists. But they could happen
happen
“low-level
“low-level setting” because gods don’t walk the world. any day, and that’s why the world needs heroes. Most
While it’s true you can’t
can’t meet the gods in the flesh,
flesh, of the time, Laketown is perfectly
p erfectly stable and safe … but
Eberron does have overlords, the archfiends
a rchfiends who domi- when the dragon shows up, the common peop people
le need a
nated the world
world at the dawn of time. In their original
origi nal champion. As a player character, you’re supposed to be
presentation in the third edition rules, overlords have remarkable, because there are
there are powerful malevolent forces
“divine rank” (a term used to compare relative power of and you may be the only one who can deal with them.
various entities);
entities); they aren’t
aren’t gods, but they have
have the same
power as
as gods in other settings.
Looking to the overlords’ fifth edition statistics, MIGHTY AND MALEVOLENT
Eberron: Rising from the Last War War indicates that the Here’s a quick roundup of some of the most dangerous
avatar of a partially
part ially released overlord might have a CR of forces in Eberron.
28 (with the side bonus of being immortal,
i mmortal, which means
that unless you do it properly
properly,, defeating them will only
F IENDS
incapacitate them for about a day). Meanwhile, a fully Fiends appear countless times in
i n Eberron’s
Eberron’s lineup of
unbound overlord
overlord can reshape
re shape reality over the space of powerful villains. In fact, once upon a time, Eberron was
an entire nation; one plausible theory for the cause of entirely dominated by them.
t hem. Eventually, the overlords
the Mourning is that it’s the side effect of an overlord’s were bound,
bound, along with thetheir
ir most
most powe
powerful
rful foll
followers
owers …
release, and that the Mourning is just an aura that but some of their lesser minions escaped the Flame like
tiny fish slipping through a net, while others managed the puppeted host any special abilities; the fiend may
to escape over time as bonds
b onds weakened. As discussed be able to use a few of its own powers, such as innate
in chapters 13–15, most fiends (including overlords and spellcasting, while in
i n the host body.
rakshasas) have no interest in ruling over mortals. They're Transformation. The host is fully controlled by the
immortal beings of transcendent
t ranscendent powerpower,, and ruling
rul ing fiend. The host body has no special powers,
p owers, but at a
mortals is like babysitting deeply annoying children … suitably dramatic moment, the fiend can transform
t ransform
also, doing so risks starting a fight with the neighbors in the host into a replica of its fiendish form for a short
Argonnessen. So fiends don’ don’tt try to rule
to rule humanoids, but time—likely 1 minute. So when the adventurers
they are out there. They can appear any time it actually challenge the corrupt judge, he can become a full
serves the goals of the Lords of Dust. And they can appear nalfeshnee … until he’
he’ss defeated, at which point his
at other times—perhaps summoned by a foolish wizard, or body reverts to the battered form of a dead mortal.
just a random
random fiend
fiend following
following their
their own agen
agenda.
da. In using any of these options, a key question is who can
Native fiends are the pure embodiment of evil and be possessed. If the host has to agree to possession,
of mortal fears. They are
a re most common in the Demon then things are relatively straightforward. If allies of the
Wastes
Wast es and similar places, but can be found anywhere adventurers can be possessed (or with a player’s consent,
in the world—and the more powerful that t hat adventurers perhaps even their player character),
character), then heroes will
wil l
become, the more chance they have of drawing the atten- have to find ways to protect their allies
all ies and to exorcise
tion of these beings or stumbling into their plans. While involuntary hosts instead of just smiting them. Protectio
them. Protection
n
we’ve
we’v e always said that rakshasas are the most numerous numerous from evil and
and good is
is an adventurer’s best friend!
native fiends, any
fiends, any fiend—devil,
fiend—devil, demon, or otherwise—
could be spawned by Khyber. Native demons demons and native DISGUISED I MMORTALS
devils differ due to their embodiments of malevolent According to Eberron canon, there are definitely
definitely dis-
concepts; all fiends embody pure evil, but demons reflect guised dragons and rakshasas around, using ancient
chaotic
tied ideas
to Rak while devils
Tulkhesh arean
will be more orderly. But
embodiment any and
of war fiend magic to hide from mortal eyes. This same principle
can be added to any fiend. Again, stat blocks provide
bloodshed, whereas
whereas any fiend tied to Sul Khatesh will a foundation, but nothing is stopping you from saying
embody secrets and the malevolen
malevolentt power of magic. that one particular erinyes can assume a perfect mortal
These native fiends don’t have the same vast hier- disguise. For example, instead of just saying “all fiends
archy as the immortals of the planes—after
planes—af ter all, they are are shapeshifters,” perhaps amulets can be created
the Lords of Dust
of Dust . Their kingdoms
ki ngdoms fell a hundred thou- through blood sacrifice that let the fiend assume the
sand years ago, and they are the handful who escaped form of the mortal sacrificed. The erinyes can’t just
its destruction; they want to restore the Age
A ge of Demons assume the form of any
of any mortal; they can assume the
so they can go back to the way reality is supposed to be. form of one particular mortal, and only while they
t hey wear
But you can still play out immortal vendettas between the amulet … and that amulet
a mulet also shields them from
servants of different
d ifferent overlords. most divinations, showing them to be that mortal.
Now, fiends can be a powerful force, but you might say,
“I can’t just have a nalfeshnee randomly walking around ARTIFICIAL FIENDS
Sharn.” And it’s true that we don’t see fiends often in the Perhaps House Vadalis and Jorasco, working together,
world. But
world. But ne
never
ver fforge
orgett that the
the rules are a foundati
foundation
on ffor
or create a horrific monster with the power of a goristro—
us to build a story on; fiends don’t have to be bound by the a beast they can’t control that breaks free and starts
exact rules listed in their stat block. Here are a few sug- a terrible rampage. Perhaps Cannith creates a steel
gestions for slipping fiends, sight unseen, into your stories. marilith. These could be vessels for actual fiends, driven
by an immortal consciousness—or they could be entirely
POSSESSED M ORTALS artificial creatures that have the statistics of fiends, but
It could be that there
t here are more fiends in the world than don’t have their minds or motivations.
anyone knows—because they’re possessing mortal hosts.
If you want to take this approach, the first step is to ABERRATIONS
decide what forms possession can take. Again,
A gain, there’s no
Existing aberrations have their own roles in the world.
need to be limited to rules for possession that exist in the
t he
A cult devoted to Belashyrra could be led by a beholde
beholder,
r,
current rules. Consider the following ideas …
while aboleths scheme
scheme in the depths of the Th
Thunder
under
Observer. The fiend can’t control the host and doesn’t Sea. But the general concept of aberrations is that
grant any powers to them, but it perceives everything they are things that should not be.
be. And aberrations
the host does and can push ideas into their sub- can appear anywhere.
any where. Yes,
Yes, the daelkyr have armies
ar mies of
conscious if the host fails a Charisma saving throw t hrow existing aberrations, and you could look at a source-
against that thought. Putting an observer in your game book for ideas on specific creatures and locations for
allows a fiend to gather information, but you can also your adventure
adventure about the daelkyr … But the daelkyr
use it to explain weird shifts in behavior. can also create
cre ate new aberrations (as
(as can Mordain the
t he
Vessel. The host is fully
fu lly controlled by the fiend, much Fleshweaver,, while others might be created spontane-
Fleshweaver
like the Inspired of Riedra.
R iedra. It’s up to you
you if this grants ously by the energies of Xoriat).
higher-level adventures and serve as dangerous foes. exceptional enforcers—their own party of adventurers, if
The critical point
p oint is that even though most of Eberron’
Eber ron’ss you will (they might even
even hire them from the Deathsgate
Deathsgate
population is low level, Eberron certainly
certai nly doesn’t lack Adventurers’ Guild!).
high-level threats; and the people
p eople need you to face these Or perhaps Boromar has a transformative
t ransformative event
because city guards
gua rds can’t solve the problem on their that creates worthy high-level foes. They become lycan-
own. And as previously stated, the rules are a founda- thropes. Saidan becomes a vampire and transforms
tion that you can change to fit your story; you can give his lieutenants. They make a bargain with an overlord
disguise self to
to any fiend, or even use the
t he statistics of a and are possessed by fiends. So they continue to be a
marilith but make it an Aberration. threat, but they are a very different threat; as you have
become more powerful, they have too, in a way that feels
WITH GREAT POWER
ITH natural within the
t he story. Meanwhile,
Meanwhile, all of you are more
powerful than the common folk around you. You You are
As characters grow in power,
power, do
do they outgrow the things exceptional, but your enemies are exceptional as well.
that make the setting unique? Once they’re fighting
fiends and liches, once they can do things that are GREAT RESPONSIBILITY
beyond everyday magic, doesn’t that just make Eberron
When planning an epic campaign, my typical approach
like any other setting?
sett ing? Once they’re fighting overlords,
is to shift the story’s focus as the adventurers gain
how is it any different from fighting gods? Maybe your
power,, recognition, and
power a nd connections across the
t he world.
characters began as plucky orphans in Callestan dealing
Consider this campaign arc based around a Seeker
with Daask and the Boromar
Boromar Clan; you enjo
enjoyy low-level
low-level
paladin player character; their starting character note
play, and you don’t want to clash with dragons and vam-
was “I want to overthrow Kaius III, even though that’that’ss
pires. There are a few ways to approach this.
probably a terrible idea in the long run.”
r un.”
EVER ROW
ROW P
N G U
If you want a campaign where the city guard is always
is always P ROLOGUE (Lare
The adventurers
EVELS 1–4)
on an a irship to Stormreach. They
airship
a threat, simply don’t
don’t advance your characters to higher
hi gher have to foil a skyjacking, but despite their success, the
levels. Decide what the maximum level for the campaign ship passes through a manifest zone into Lamannia
will be, then use milestone advancement.
advancement. It’s
It’s good to and crashes. The adventurers must work together
together,, both
allow characters to advance in some
some way
way so there’s
there’s a to help the other survivors and
a nd to find a way to escape
sense of progression and players don’t get bored, but Lamannia. This brings the characters together, as only
there are many ways to handle that. Here are some ideas: they have the skills required to succeed.
Feats. Yo
Youu could grant characters re
relatively
latively minor ADVENTURERS (
(L
L EVELS 5–1
5–100)
mechanical boosts by giving extra
extr a feats instead of
Having made it to Stormreach, each character has a few
class levels. This gives them
t hem new options and capabili-
hooks to explore—but they need allies, and they don’t
don’t
ties, but doesn’t increase their hit points
p oints or give them
know anyone in town. Some of the challenges they face
access to spells beyond the reach of everyday magic.
are local intrigues (drawing them into the schemes of the
Favors. Instead of granting magic items, let the party
Storm Lords and the Kraken), and others are action (one
earnarrested
are favors from powerful
by the people;
city guard, thatwhen
favorthey eventually
the captain character wants to find the crown of the last emperor of
Dhakaan). Along the way, they grow more powerful—
owes them might be more useful than a +1 sword !
both in their abilities and personal
pers onal connections. The
Responsibilities. Give characters new territory, new
key piece is that the Karrn player character needs to
titles, and new responsibilities—these add to the sense
win the loyalty of the Blades of
of Karrn, who'll serve as
of story progression even if they
t hey rarely gain a level.
their core force in their campaign against Kaius.
For example,
example, I played in a campaign where the adven-
turers were professional ratcatchers.
ratcatchers. We started at 3rd REBELS (LEVELS 11
11–16
–16))
level … and we stayed 3rd level for the entire campaign.
ca mpaign. The scene shifts to Karrnath. To achieve the paladin's
Instead of leveling up, we made connections and we goal— not just of killing Kaius but of claiming the
earned improvements for our business (Sewer maps! crown—the action must shift to a much higher level. The
A superior toxin
toxin kit!). We were never
never going to go from adventurers are powerful enough to easily kill dozens of
being ratslayers to being dragonslayers, and we knew
k new it. Karrnathi soldiers, but that won’t win them the loyalty
of the common people. They instead need to negotiate
LEVEL UP THE O PPOSITION with warlords, inspire
inspi re commoners, use the all
allies
ies they
Maybe you want to level up, and
up, and you
you want to
to keep made in Stormreach, make dangerous bargains with
fighting the Boromar Clan, and
Clan, and you
you don’t
don’t want them dragonmarked houses, and unwisely accept help from
to become irrelevant because of your newly magnified Lady Illmarrow. Furthermore, they need to identify
power.. No worries: have them evolve with you. This
power T his and eliminate
elimin ate Kaius’s hidden weapons. When they do
doesn’tt mean all
doesn’ al l Boromar standard enforcers have to fight, they aren’t fighting common soldiers, but Kaius’s
be 7th-level rogues. But Boromar might have a team of greatest champions—bone knights, Rekkenmark para-
gons, and strange things created during the Last War.
RULERS (LEVELS 17–20)
To the adventurers’ dismay, it turns out Kaius was
somehow
someh ow preventing Illmar
Illmarrow
row from exerting control
over the Karrnathi undead. With his downfall, Illmarrow
turns Karrnath’s
K arrnath’s legio
legions
ns of undead against the living.
She cares nothing for who rules Karrnath—she just
wants massive casualties to fuel
fuel her rituals. Karrnathi
Karr nathi
undead might not be a threat to high-level player charac-
ters, but the adventurers can’t personally destroy tens of
thousands of them; time is in short supply
supply,, and the death
count grows with every hour.
hour. The adventurers need to
direct the forces they’ve amassed and allies they’ve
t hey’ve made
made
as effectively as possible to slow down the undead apoca-
lypse while they find the real answer.
They face Illmarrow’s champions at the sites that
are crucial to her ritual—champions including mummy
lords, death knights, and liches. They must find
Illmarrow’s phylactery—which is so well hidden even
she doesn’t
she doesn’t know where it is—and destroy it. Then
they must face Illmarrow herself and defeat her. But
even
party in defeat,
must it’sgo
finally possible her ritual
to Dolurrh itself,might
eitherwork. The
to destroy
Illmarrow once and for all … or perhaps to guide her
onto a positive path as the new Queen of the Dead. And
even after all that, the adventurers must restore order to
Karrnath. There, they must not only deal with the after-
math of the undead attack, but with the very real threat
that that one or more of the Five Nations will take advan-
tage of Karrnath’s weakness, especially if the players
U NSE L
UNSEAL NCIENT
ANCIENT ARCHIVES
RCHIVES
Join Eberron setting creator Keith Baker for another journey across the realms of
Eberron, from the trackless void of the Astral Plane to the unknown depths of the Barren
Sea. Chronicles
hronicles of Eberron takes
takes a dee perr dive into Keith's vision of Eberron, with
deepe
expanded mechanics and detailed illustrations that bring the world to life.