LUKE JOHNSON, AND STAN! DEVELOPMENT ANDY COLLINS EDI TORS MICHELE CARTER, SCOTT GRAY EDI TI NG MANAGER KIM MOHAN DESI GN MANAGER CHRISTOPHER PERKINS DEVELOPMENT MANAGER JESSE DECKER DI RECTOR OF RP G R&D BILL SLAVICSEK PRODUCTI ON MANAGERS JOSH FISCHER, RANDALL CREWS ART DI RECTOR RYAN SANSAVER COVER I LLUSTRATI ON WAYNE REYNOLDS I NTERI OR ARTI STS ANNE STOKES BRENT CHUMLEY DAVID MICHAEL BECK DRAXALL JUMP ENTERTAINMENT ERIC DESCHAMPS FRANCIS TSAI HOWARD LYON LUCIO PARRILLO STEVE ELLIS STEVE PRESCOTT GRAPHI C DESI GNER LISA HANSON CARTOGRAPHY LEE MOYER GRAPHI C PRODUCTI ON SPECI ALI ST ERIN DORRIES I MAGE TECHNI CI AN ROBERT JORDAN Based on the ori gi nal DUNGEONS & DRAGONS* rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonat han Tweet, Monte Cook, Skip Williams, Ri chard Baker, and Peter Adki son. Thi s product uses updated material from the v.3.5 revision. The Red Gaunt l et Regiment was created by David Noonan. 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Any reproduct i on or unaut hori zed use of the material or artwork contained herei n is prohi bi t ed without the express written permission of Wizards of the Coast, Inc. Thi s product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Printed in the U. S. A. ' 2006 Wizards of the Coast. Inc. Vi s i t o u r we bs i t e at www.wizards.com/dnd 620-95368720-001-EN 9876 5 4 3 2 1 First Pr i nt i ng: Januar y 2006 1SBN-10: 0-7869-3912-5 ISBN-13: 978-0-7869-3912-1 CONTENTS Chapter 1: Bui l di ng an Eberron Character. . . 7 Chr oni c l e r 7 Devot ee of t he Host 8 House Renegade 8 House Sci on 9 I nnoc e nt Vi ct i m 9 I nqui si t i ve 10 Out l a nde r 10 Restless Wander er 11 Schol ar - Advent ur er 12 St reet wi se Scoundr el 12 War - Tor n He r o 13 Chapter 2: A Gui de to Eberron 15 What Do You Know? 15 Exot i c Cl asses and Races 15 PC Or gani zat i ons 15 Advent uri ng 16 Dunge ons of Ebe r r on 16 Epi c-Level Advent ur es 17 Aerenal 18 Land of t he Dead 18 Th e De a t hgua r d 20 Dead, Deat hl ess, and Hal f - Li vi ng 21 The Bl ood of Vol 22 Hei r s ofVol 22 Th e Bl oodt ouched Ri t e 23 Changel i ngs 2 4 Mast ers of Di sgui se 24 How to Spot a Changel i ng .............25 Church of the Silver Fl ame 26 Th e Gl or y of Li ght 26 Templ ar s of t he Silver Fl ame .............26 Creati on Myths 30 Th e Fi rst Ages of t he Wor l d .............. 30 The Dark Six 32 Powers of Dar kness 32 The Demon Wastes 34 Anci ent Rui n 34 Th e Rakshasa Rajahs 34 Th e Sakah 35 The Ghaas h' kal a 36 Hor r or s of t he Wastes 37 The Labyr i nt h 37 Document s 38 Rul es and Regul at i ons 38 Dragons 42 Scaled Mast ers of Ar gonnes s en 42 The Pr ophecy 42 The Cha mbe r 44 Seren 44 Hei r s of t he Dr agons 44 Dragonmarks 46 Hei r s to Power 46 Power and Pr ophecy 46 Th e Kor t h Edi ct s 47 Th e Twelve 47 Dr a gonma r k Tal ent s 48 Abe r r a nt Dr a gonma r ks 48 Dragonshards 50 Fr agment s of t he Fi rst Dr agons 50 Droaam 52 Monst er s of Ci vi l i zat i on 52 Graywal l : Gateway to Dr oa a m 53 Dwarves 54 Gol d Fuel s Ol d Feuds 54 El deen Reaches 56 Th e Woods of t he West 56 Th e Dr ui d Sects 57 Everyday Magic 62 A Land St eeped i n Magi c 62 Th e Many Faces of t he Ar t i f i cer 63 The Five Nat i ons 64 Hei r s of Gal i f ar 64 Frostfel l and Everice 66 Nor t h and Sout h 66 Gnomes 68 Th e Home of t he Wise 68 Th e Tr us t 68 Th e Li br ar y of Kor r a nbe r g 69 Gobl i noi ds 70 Fal l en f r om Domi na nc e 70 Hal f - El ves & Urban Elves 72 Ol d Tr adi t i ons Seen Th r o u g h New Eyes 72 Ur ba n Elves 72 Hal f l i ngs 74 Life on t he Pl ai ns 74 Hi story 76 Th e Sweep of Worl d Events................76 Hi st or y beyond Khor vai r e .............77 Humans 78 A Hi st or y of Expl or at i on and Bl ood 78 Int ri gue and Espi onage 80 No Secret s 80 Kalashtar 82 Th e Mount a i ns of Refuge 82 Th e Pat h of Li ght 82 Psi oni cs beyond Sar l ona 83 Khyber 84 Th e Dar kness Wi t hi n 84 Gateways to Khyber 84 Th e Dael kyr 85 Aber r at i ons 86 Th e Cul t s of t he Dr agon Below 87 Gat ekeeper Myst agogue 88 The Last War 92 A Ce nt ur y of Conf l i ct 92 Th e Day of Mo u r n i n g 93 Thr one hol d 93 Red Gaunt l et Regi ment 94 Lhazaar Pri nci pal i t i es 98 Ti des of Bl ood and Gol d 98 Th e Heavenl y Fl eet 99 Isles of Myst ery 99 Magical Tradi ti ons 100 Modes of Power 100 Th e Passage I nst i t ut e for t he Ar c a ne Ar t s 102 At ur Academy 103 Hi gh El ement al Bi nder 104 Monasti c Tradi ti ons 108 Per f ect i on of t he Body 108 Morgrave University 110 Schol ar s and Adventurers..................110 Th e Campus 111 Morgrave Out r e a c h Associ at i on 112 The Mournl and 116 Devast at i on Everywhere 116 Orcs 118 Th e Land of t he Shadows 118 Th e Or cs of t he Mar ches . . . . . . . . . . . . . . 118 Life on t he Fr ont i er 118 Pl anes of Exi stence 120 Worl ds beyond t he Worl d 120 Mani fest Zones 122 Races of t he Pl anes 123 Mani fest Spel l shaper 124 Q'barra 128 Th e Fr ont i er 128 Riedra 130 Th e Land Acr oss t he Sea 130 Quor i and t he Inspired...................130 Wor s hi pi ng t he I ns pi r ed .............. 131 Seas of Eberron 132 The Ten Seas 132 Races of t he Seas 133 Shi fters 134 Touched by t he Beast 134 Society and Status 136 How t he Worl d Works 136 The Place of Advent ur er s ............ 137 The Soverei gn Host 138 Powers of Li ght 138 Val enar 140 War r i or s of Gl or y 140 Travel i n Val enar 141 Revenant Bl ade 142 Vi l l ai nous Organi zati ons 146 Forces of Dar kness 146 The Au r u m 146 Th e Dr e a mi ng Dar k 146 Th e Lor ds of Dust 147 Th e Or d e r of t he Emer al d Claw 148 Warforged 150 Li vi ng Cons t r uct s 150 No New War f or ged 151 Xen' dri k 152 Cont i ne nt of Myst eri es 152 Index 156 CHAPTER ONE BUILDING AN EBERRON CHARACTER The EBERRON Campaign Setting provides all the rules necessary for creat i ng a charact er to play in Ebe r r on. Key r ul es el ement s i nt r oduced i n t hat book for new char act er s i ncl ude four new raceschangel i ngs, kal asht ar, shi ft ers, and warforgedand one new class, t he ar t i f i cer , as well as a numbe r of feats, pr est i ge classes, and spel l s. It also offers gui dance i n choosi ng race, class, feats, and pr es- tige class based on a char act er ' s r egi on of or i gi n, so you can make a Br el i sh char act er feel mor e Brel i sh t han one from Aundai r . What t he EBERRON Campaign Setting doesn' t tell you is how to make your char act er feel like he or she bel ongs in the world of Ebe r r on. That ' s what t hi s sect i on does. It out l i nes a dozen char act er archet ypesbasi c per sonal i t y and backgr ound packages t hat can hel p you make a char - acter who feels like a coher ent par t of t he set t i ng. Some of t hese ar chet ypes are fairly gener i c: Any set t i ng coul d feat ure out l ander s , for exampl e, or rest l ess wander er s . Ot her s are ui t e specific to Eber r on, i ncl udi ng chr oni cl er s and i nqui si t i ves. Most archetypes work j ust fine for charact ers of any class and race. An out l ander, for example, could be a half- ling bar bar i an from the Talenta Plains or a hal f-orc warlock from the Shadow Marches. Not every combi nat i on of race, class, regi on of or i gi n, and archet ype will make sense to you, t hough. Try to find a combi nat i on that appeals to you and work from t here. The r e is no game- mechani cal benefi t to choosi ng a character archet ype. Rat her, each archet ype consists solely of suggestions for developing the backgr ound, personality, and manner i sms of your charact er. CHRONICLER 'What a story!" -Kalva Dannor , gnome bard When you can sell a story to a publ i cat i on such as the Korranberg Chronicle or t he Sharn Inquisitive, ever yt hi ng t hat happens a r ound you st art s to look like a story t hat needs to be wr i t t en. You seek out advent ur e wherever you can find itbut you somet i mes act mor e like an observer t han a par t i ci pant . Advent uri ng: You grew up r eadi ng about the Last War i n the pages of the Korranberg Chronicle, and t hought that it sounded exci t i ng. You i magi ned yoursel f huddl ed in a tent near t he front l i nes, scrawl i ng a di spat ch t hat you would send back to Kor r anber g to be read across the Five Nat i ons. Of course, once you finally got a j ob wri t i ng for a small local chroni cl e, you spent more t i me t al ki ng to farm- ers about t hei r crops t han you did doi ng anyt hi ng remotely r esembl i ng advent ur i ng. Now you' ve made it: You travel with a gr oup of advent urers, write about your experi ences, and sell the stories to any chroni cl e that buys t hem. At least, somet i mes you sell the stories. The pr i mar y cri t eri on by which you j udge whether to under t ake an advent ure is whet her or not you t hi nk it will make a good story. By "good story,' ' you mi ght mean one that' s dr amat i c and exciting, or you mi ght mean one that will sell. Ot her factors are less i mpor t ant : Will your part i ci pat i on make a difference in the world? Are i nnocent lives at stake? Does the advent ure itself pay well? It doesn' t matteras long as it makes a good story. If not hi ng else, an advent ure could at least get you close to a big story that' s ot herwi se unr el at ed to the advent ure itself. If someone wants to hi re a group of bodyguards for an airship j ourney, you might not show any interest at alluntil you l ear n that an i mpor t ant noble or famous di pl omat will be on the same ai rshi p, on a mysterious mi ssi on. Now that' s a good story! Personal i ty: Young chr oni cl er s appr oach t hei r task with exuberant ent husi asm, excited at the prospect of t ur n- ing t hei r experi ences i nt o gr i ppi ng tales that will t hr i l l a new generat i on of readers. Is that you, or has your attitude devolved i nt o a bitter cynicism? It's easy to fall i nt o the jaded view that chr oni cl i ng is a pretty word for lying, t ryi ng to make the hor r or s of war or the t er r or s of the world sound exciting. But hey, excitement sells stories, so you' ll make the story as l uri d as possible to make the sale. Behavi or: Take notes about ever yt hi ng your com- pani ons do. You mi ght even be t empt ed to hang back out of combat for a moment or two while you finish scri bbl i ng your notes about the events that led to the combat. (Don' t take this to the poi nt where your allies become angry at your i nact i on. Fi ni sh j ot t i ng down notes instead of movi ng in between spells or ot her helpful actions. ) Most i mpor t ant , act as t hough you were a charact er in an exciting story that will be told ar ound the worldbe dramat i c, be dynami c, take risks, and live large. Language: Words are your l i vel i hood, so talk a lot. Describe your own actions as if you were wri t i ng t hem for a popul ar audi ence. You might refer to yourself in the t hi rd per son, ei t her by name or as "your i nt r epi d chr oni cl er " or "your humbl e scr i be. " Descr i be t he act i ons of your compani ons and your enemi es in the same way. When your compani ons do somet hi ng dramat i c or memorabl e, narrat e what happened, even as you cont i nue fighting. Vari ants: You could be an aspi r i ng st oryt el l er hopi ng to gain experi ence so you can "write what you know." You might write for the chronicles, but with a focus on exposing cor r upt i on or scandal r at her t han t el l i ng t hr i l l i ng tales. Or you mi ght simply enjoy bei ng where t hi ngs are happen- ing, or bei ng ar ound famous and i mpor t ant peopl e, and wri t i ng for a chr oni cl e is an effective way of accompl i shi ng that goal. DEVOTEE OF THE HOST "Sovereigns preserve us." Kuduth, half-elf cleric Even if you' re not a cleric, the deities of the Sovereign Host are i mpor t ant to you. You were brought up to show t hem pr oper reverence, and devotion to the ideals they represent guides your every step. Advent uri ng: You have been profoundl y i nfl uenced by a par t i cul ar cycle of myths rel at i ng to the Sovereign Host and the Dark Sixmyths t hat are no l onger widely told, but that have i nspi red count l ess generat i ons of heroes to take up arms against the forces of evil in the world. These myths are collectively called the Rebel l i on Saga, and they speak of the or i gi nal and ongoi ng rebel l i on of the Dark Six against the r ul e of t he Sover ei gns. Accor di ng to t hese anci ent tales, it is the work of the devout to br i ng the Dark Six back into the fold, which will be accomplished by quel l i ng t hei r rebel l i ous followers. Naturally, r euni t i ng the Dark Sixwith the rest of the pant heon is not likely Gaven, a house renegade to happen any t i me soon, al t hough cer t ai n apocal ypt i c groups believe in its inevitability. Thus, for most advent ur- i ng devotees, quel l i ng the r ebel l i on by slaying monst er s, i mpr i soni ng necr omancer s, and prosel yt i zi ng changel i ngs is little more t han a good l ong- t er m justification for actions that also make sense in the short t erm, by maki ng the world safer for the civilized races of Khor vai r e. Personality: Your devotion to the Host shines t hr ough ever yt hi ng you doat least, you hope it does. When you ent er bat t l e, you try to refl ect t he s t r engt h of Dol Dor n and the honor of Dol Ar r ah. You offer prayers to Ol l adra, Arawai , and Bal i nor before eat i ng, to Ona t a r before usi ng your cr af t i ng skills, and to Aur eon every t i me you cast a spel l . You pr ot ect fami l i es and villages i n i mi t at i on of Bol drei , and you guard caravans and mer chant s for Kol Kor r an' s sake. Behavi or: Your devot i on is your def i ni ng char ac- t eri st i c, but it descri bes little about your personal i t y. You are not necessarily a pr ude, a pacifist, or a phi l ant hr opi s t , t hough you mi ght be any of those t hi ngs. You try to wrap everyt hi ng you do in a shr oud of rel i gi ous devot i on. You probably don' t do it consciously to try to i mpress ot her s; r at her , you do it because t hat ' s how you' ve l ear ned to do t hi ngs. You mi ght feel t hat ever yt hi ng you make shoul d be dedi cat ed to Onat ar , but t he prayers you reci t e out of habit while craft i ng are only the out ward expression of that i nt r i nsi c belief. Language: Prayers, oat hs, and i nvocat i ons pepper your speech. Gener i c invocations of the Sovereigns serve many purposes, such as "Sovereigns preserve us! " or simply "Soverei gns!" used as an expression of surpri se or frust ra- t i on. Curses often use the names of the Dark Six: "Aureon' s Shadow!" or "Keeper take you!" are common ones. Feel free to improvise short prayers to Dol Dor n for wading i nt o battle, to Ol l adra before eating, and so on. Vari ants: You mi ght be devoted to a par t i cul ar deity of the Sovereign Host rat her t han the ent i r e pant heon. If you worship the Silver Fl ame, look at the Templ ar of the Silver Fl ame prestige class i nst ead. If you follow the Path of Light or revere the Undyi ng Cour t , your specific motivations and oaths will vary, but your basic personal i t y could resemble ei t her this archet ype or the Silver Fl ame t empl ar. HOUSE RENEGADE "I prefer not to use my family name, thank you." -Gaven, half-elf ranger Somet i mes bei ng a member of a dr a gonma r ke d house means power, prestige, and i nfl uence. Somet i mes it means l i vi ng fi rml y unde r the t humb of a cont r ol l i ng relative unt i l you can find a way to escape. Congratulationsyou' ve found a way. Adventuri ng: You advent ure because it's bet t er t han the alternative, a tightly cont rol l ed life as part of a dr agon- marked house. Your family t hi nks you shoul d be home, put t i ng your t al ent s to use in the service of your house. Your mot her wants you where she can keep an eye on you and make sure you don' t get i nt o any t r oubl e. Your father wants to find you someone appropri at e to marry and keep your chi l dr en close at hand. Fundament al l y, you advent ure because you know your family hates it. You mi ght not know yet what you want to do with your lifeadventuring might j ust be somet hi ng you' re doing to kill t i me unt i l you figure it outbut you know it won't involve the work of your house. Personal i t y: Clearly, you' ve got a r ebel l i ous st reak. You don' t necessarily reject all authority, but you cert ai nl y don' t like to be under anyone' s t humb. You can be sardoni c, cynical, and harsh somet i mes, especially when the people around you start soundi ng like they t hi nk they own you. But you' re not bad at hear t . Is it so wr ong to want to shape your own destiny? Behavi or: Even t hough you' ve probabl y been di s- owned, you' re used to a life of relative l uxury, and your habits and manner i s ms reflect t hat . You prefer to stay i n upper - cl ass hot el s r at her t han common i nns , and to feast in a private di ni ng r oom rat her t han squeeze in to a spot at the board to get your share of stew with the peasant s. That said, you have a lot more respect for the working classes t han most people of your st at i on, and you' re not i ncl i ned to boss people ar ound or expect dot i ng service. These people have aspi rat i ons and dr eams of t hei r ownyou can' t followyours without encour agi ng t hem to follow t hei rs. Language: You were brought up well, and your manner of speaki ng reflects t hat . You have an educated vocabulary and a solid grasp of correct gr ammar . You avoid sl ang and vul gar l anguage, unl ess you i nt end to shock or provoke. Of course, house renegades live to shock and provoke, especially when they know t hat ot her s have preconcei ved not i ons of how they ought to behave and want to shake up those opi ni ons. Vari ant s: You mi ght be a younger chi l d of a noble family r at her t han a dr agonmar ked house, or even a former ri si ng star in a chur ch hi erarchy fleeing from the cont r ol - l i ng i nfl uence of a rel i gi ous ment or . In addi t i on, your reasons for fleeing your family mi ght vary: Perhaps you commi t t ed a cr i me, or a change in power i n your house left you out of favor. HOUSE SCION "Yes, father, I realize this reflects poorly on our house. I apologize." Ural d' Or i en, human sorcerer Forget the nobl e families of Galifarthe real power lies in the hands of the dr agonmar ked houses. You are a member of one of those houses, and t hough power comes with any number of r esponsi bi l i t i es, you welcome your fami l i al duties as a reasonable price to pay for the social, political, economi c, and magical power to which you are heir. Adventuri ng: Advent ur i ng has to fit in with the duties that come to you by vi rt ue of your house member shi p. With luck, the two coi nci de perfectly: You under t ake adventures at the behest of the head of your house or some ot her pr omi - nent figure (perhaps a par ent ) , per f or mi ng missions that advance the aims of the house or simply br i ng t reasures into its coffers. When you' re not so lucky, you still need to bear your house' s i nt erest s in mi ndl ooki ng for oppor t uni t i es to advance your own house or deal a setback to a compet i ng one. Any secrets you une a r t h or t r easur es you claim can benefit your house, and anyt hi ng that hur t s anot her house helps yours. Personality: You were bor n to power and have come to view it as your bi r t hr i ght . You can be i mper i ous, ar r ogant , and spoiled at times, and at the best of times you are smugly super i or . You can also be cal cul at i ng, di spassi onat e, and even amoral , dependi ng on your al i gnment t he demands of your house somet i mes do not coincide with the expecta- tions of t radi t i onal morality. You are comfortable in ri gi d, wel l -defi ned st ruct ures of authority, as long as you know your place in t hem. Behavi or: You are used to a life of comfort , and take pai ns to keep up to t hat st andar d while advent ur i ng, per - haps even to the poi nt of usi ng Leomund's secure shelter while traveling t hrough the j ungl e so that you can rest comfortably at ni ght . Dependi ng on who your advent ur i ng compani ons are, you might see t hei r company as a necessary evil for the work you must do, pr ef er r i ng the company of ot hers while you are in cities between advent ures. You mi ght even spend the eveni ngs, while your compani ons are s har i ng tales ar ound the campfi re, wri t i ng letters to your t r ue friends and dear family members back home. Language: You were brought up well, and your manner of speaki ng refl ect s it. You have an educat ed vocabul ary and a solid grasp of correct gr ammar . Avoid slang, vulgar l anguage, and even cont ract i ons. Vari ants: Rat her t han a member of a dr agonmar ked house, you could be part of a noble family, such as one of the noble houses of Galifar or a pr omi nent family of Aer enal . Alternatively, you could be par t of the ri si ng mi ddl e class in one of Khorvai re' s splendid met ropol i ses, bor n to wealth without any privilege of name or title. INNOCENT VICTIM "Why is all this happening to me?" -Lira Raevan, human bard Bad t hi ngs happen to you all the t i me, but t hr ough a com- bi nat i on of amazi ng luck, phenomenal r esour cef ul ness, and maybe a dash of a great er destiny, you always seem to come t hr ough. Advent uri ng: Most peopl e advent ur e because they choose to, for one reason or anot her . Not you. If you had a choice in t he mat t er, you' d be back home l i vi ng a qui et life where not hi ng ext r aor di nar y ever happens. But ever since the day when the Emeral d Claw agents burst i nt o your home l ooki ng for you, or you woke up and found yourself in a st range forest with a dragon saying you were par t of the Prophecy, or you manifested psi oni c or magical powers you never knew you hadever since t hen, this l i ght ni ng- r ai l ride of a life has been moving so quickly that you don' t know how to j ump off and get t hi ngs back to nor mal . Maybe t her e is s omet hi ng speci al about you. You could have unusual powers, or play a key role in a prophecy ( dr aconi c or ot her wi se) , or maybe a shar d of an anci ent art i fact is embedded in your flesh. For whatever reason, ot her people are far more i nt erest ed in your life t han you yourself used to be. You've managed to keep one step ahead of t hem so faror maybe you haven' t, and "they" are your advent ur i ng compani ons. Personality: You are somewhat bewildered about all the events that have brought you to this poi nt in your life. You don' t under st and why people are so i nt erest ed in you, and you often wish they' d j ust leave you al one. You' d rat her not go t hr ough all these har r owi ng advent ures, but some greater force in the world seems to have decreed that adven- t ur i ng is your lot in life, so you've had to figure out how to make the best of it. Take care not to degenerat e i nt o const ant whi ni ng and compl ai ni ng, or your compani ons will quickly tire of bot h it and you. You' ve been t hr ust i nt o the spotlight against your will; if you speak softly and try to deflect t hat at t ent i on, maybe t hi ngs will quiet down soon. Also, don' t assume that every advent ure shoul d be about you and the people who are after you. Don' t ever believe that you are as i mpor t ant as people seem to t hi nk you are. Behavi or: Cl i ng to t he i l l usi on of bei ng an or di nar y per son yanked unwi l l i ngl y i nt o a life of advent ur e for as l ong as possi bl e. Pr act i ce your cr af t i ng, pr of essi on, or per f or mi ng skills as if you i nt end to make a l i vi ng with t hem someday. Rely on your advent ur i ng compani ons for some degree of pr ot ect i on, while l ooki ng for ways to con- t r i but e mat eri al l y to any si t uat i on wi t hout i nt ent i onal l y meani ng t o. Language: You are soft -spoken and unas s umi ng. Downpl ay your own i mpor t ance and any successes you accomplish. If you kill a grick with your swordwell, that sure was lucky, wasn' t it? And those agents of the Chamber , they coul dn' t possibly be l ooki ng for you. Vari ant s: You mi ght suffer from amnesi a, and your advent ur i ng career is an at t empt to recover the knowledge and abilities you have lost. If ot hers are i nt erest ed i n you, it's because of who you were before losing your memoryin which case your enemies might hold the secret to uncoveri ng your own past. INQUISITIVE "If you're the ambassador, I'm the Lord of Blades. Now, how about the truth? " Creilath Movanek, half-elf master inquisitive As a resi dent of one of Khorvai re' s great cities, you've spent far too much time i mmer sed in its shadows. You've seen it all, and not hi ng fazes you anymore. Adventuri ng: Advent uri ng, to you, is all about investi- gating crimes and maki ng sure the cri mi nal s get what they' re due. You probe mur der s, find mi ssi ng peopl e, stop black- mailers, and break up smuggling ri ngs. Your investigations are not necessarily limited to such mundane probl ems: You might unmask a rakshasa posi ng as a city councilor, find the possessed anci ent mask that forced the professor to commi t all those grisly mur der s, or dispel the magic keepi ng the house scion' s son i n his comatose sl umber. Thi s ar chet ype is best sui t ed for a campai gn wi t h a l i mi t ed geogr aphi cal scope, whet her it takes place i n a si ngl e met r opol i s (such as Shar n) or hops from city to city. Occasi onal advent ur es mi ght take you out i nt o the wi l der ness, but you' re most at home i n dark alleys and bus t l i ng roadways. Personality: The city's underbel l y can be a bleak place, and that fact has cert ai nl y had an effect on your di sposi - t i on. You' re so used to cor r upt i on and cri me t hat you don' t expect to meet honest people, and you' re surpri sed at acts of selflessness and sacrifice. "Jaded" doesn' t begin to describe how cynical and bi t t er you can be in your worst moment s. You've been cheated so many times that you always ask for money up front . You've seen so much hat red and deat h that not hi ng shocks you at this pointor at least that' s the image you project. Deep inside, there might be a part ofyou that still mourns over every corpseyou find sprawled in an alley, still grieVes for the lost soul of humani t y and its kin, and still believers there might be some hope and goodness left in the world. But you know full well that if anyone sees that tiny part of you, they' ll exploit itor at least mock it mercilessly. Behavi or: Cultivate behavi or that conveys j ust how tough you are. Shar pen your sword or fiddle with a dagger dur i ng down t i me. Never open a door when you can kick it i n. You might be able to talk your way out of tricky situa- tions, but you shoul d also be pr epar ed to fight your way out: The ki nds of people you deal with usually prefer to fight. Language: The wisecrack is like an off-hand weapon for you. In every battle, you can attack with your pr i mar y weapon and get in a verbal barb or two as well. Even when you' re not in combat, your speech reflects your cynicism. Variants: You might be a freelance investigator or work for a l aw-enforcement organi zat i on. For a slightly different take on this archet ype, you could work in espionage, focus- ing on i nt r i gue among nat i ons or dr agonmar ked houses rat her t han cri me on a local scale. OUTLANDER "Your cities have made you soft and weak!" Corrash, hal fl i ng bar bar i an Like a wolf cut off from its pack, you are a member of a bar bar i an cul t ur e (not necessari l y an act ual bar bar i an) away from your t r i be. You wander t hr ough t he civilized world bewi l dered and i sol at ed, l ooki ng for compani ons you can rely on. Adventuri ng: Your goals and approach to advent ur - ing are probably closely l i nked to the reason you left your homel and and family. You mi ght be on a quest to find some PLAYING AN INQUISITIVE There' s a fi ne l i ne between playing an archetype and parodyi ng a stereotype, and the i nqui si ti ve might be the most prone to crossing that lineif only because the fine prose of Raymond Chandl er (The Big Sleep) has itself been subjected to so much parody and unflattering i mi tati on. Playing an Eberron inquisitive as a bad Phi l i p Marlowe i mi tati on can drive the whole world into parody. If you drink Zil brandy, wait for a call on the speaking stone, and talk like Humphrey Bogart on a bad day, then Eberron starts to look like a ridiculous parody of the modern world, with magic simply duplicating all the technological wizardry of Earth's 1930s. You can be hard-bitten and tough as nails and still fit i nto the magi cal / medi eval world of Eberron. Thi nk about the essence of your charactera tough nut who has seen the worst the world has to offer but refuses to be corrupted by itand strip away the el ements that have become stereotypical. You don't need to rely on old cliches of behavior and language. item or piece of knowledge of significance to your peoplea relic that can cure the plague ravagi ngyour clan, a tome that will reveal the nat ur e of the demon that hunt s t hem, or an artifact that explains your people' s history or some aspect of it. Alternatively, you mi ght be seeki ng to prove yourselfto exonerate yourself of a cri me, to win the hand of the chief- tain, or simply to secure your posi t i on as an adult in your communi t y. Or you mi ght have been bani shed from your clan for a cr i me you actually did commi t , and are forever unabl e to r et ur n. You might eventually grow so accustomed to life among more civilized peopl e t hat you don' t want to r e t ur n, or become restless and uneasy among your own peopl e when you see t hem again. Personal i ty: Your at t i t ude toward civilization is your defi ni ng charact eri st i c. Decide how you view the civilized society ar ound you as well as your sophisticated allies, and try to see everyt hi ng ar ound you t hr ough that l ens. Do you mai nt ai n a superi or cont empt for t hei r soft and weak ways, or do you find those ways al l ur i ng? Do you wander wide- eyed t hr ough the magni fi cent towers of Shar n, marvel i ng at the achievements of magic and technology, or do you feel t rapped any t i me you' re forced to r emai n i ndoor s? When you r et ur n to lands t hat are more comfortable and fami l i ar to you, change your behavi or drasticallytake on more of a l eadershi p role, or revert to a role like the one you have in your homel and, whatever that role mi ght be. Behavi or: Most out l anders make some effort to prac- tice the t radi t i ons and ri t ual s of t hei r homel and no mat t er how far they travel. You mi ght do this simply out of habit, even if you repudi at e the beliefs and mores of your people. These mi nor ri t ual s mi ght i ncl ude hangi ng charms ar ound a sleeping place, pour i ng out wine to the cardi nal di rect i ons before dr i nki ng, t aki ng souveni r body part s from slain foes, or i nvoki ng the names of pat r on spirits or totems at frequent i nt erval s. Language: Even if you are not ent i rel y comfort abl e speaki ng Common, you are j ust as capable as anyone of expr essi ng compl ex t hought s and sophi st i cat ed ideas in your own l anguage. Scatter phrases of your native l anguage i nt o your speech. St ruggl e for words somet i mes, as if t r yi ng to find the ri ght way to express somet hi ng complex or i di omat i c t hat comes nat ur al l y to you in your native t ongue. Avoid accents unl ess you can pul l one off wi t hout s oundi ng goofy. Variants: Warforged as a race are si mi l ar to out l anders in that human society can seem st range and alien to t hem, but they have not hi ng to compare it to, except perhaps a life in the mi l i t ary dur i ng the Last War. As an alternative, your backgr ound mi ght be consi derabl y mor e exotic: Perhaps you were raised by wolves or a l ammasu, or brought up on a different pl ane of existence. RESTLESS WANDERER "It's time to stretch my legs, flex my sword arm, and give this quill something worthwhile to record." Thunvarch, hal f-orc bard The world is a big place, and you have no desire to settle down unt i l you've seen it all. You move from place to place as freely as the wi ndbl owi ng t hr ough the bor i ng spot s, l i nger i ng for a while in mor e i nt er es t i ng l ocat i ons, and somet i mes ki cki ng up a st orm. Advent uri ng: Advent ur es are what happens to you while you travel. If you seek out advent ur e, it's because a place sounds i nt erest i ng, not because there' s anyt hi ng in par t i cul ar you want to accomplish t her e. You are eager to visit new places, try new modes of t r anspor t at i on, see crea- t ures you've never seen before, and (at least to some extent) do t hi ngs you've never done. If you can also l earn new abi l i - ties, acqui re more t reasure, and otherwise improve yourself along the way, that' s even better. Personal i ty: You've always had t roubl e si t t i ng still. Perhaps you grew up i n a tiny village where t her e was not hi ng to do, and yearned for a taste of the wider world. Some experi ence of the world beyond your village might have sparked your wanderl ust : Perhaps a traveling t r oupe of actors or musi ci ans came t hr ough, or a party of advent ur- ers stayed i n the village for a couple of weeks while expl or- i ng nearby r ui ns . That experi ence gave substance to your dreams of a different lifeyou might even have followed the travelers out of town, l aunchi ng your life of wander i ng in a dramat i c way. You still r et ai n some of that youthful, wide-eyed dr eami ness and a sense t hat the world is full of wonders j ust waiting to be expl ored. You are not necessar- ily naive about life's har sh realities, but you ret ai n a sense Thunvarch, a restless wanderer of wonder that no amount of bi t t er experi ence has yet been able to quash. You mi ght have a par t i cul ar i nt erest that gives a focus to your wanderi ng. Perhaps you are part i cul arl y drawn to spectacular nat ur al wonders such as the Gor adr a Gap or the Guar di an Trees. Or maybe you' re fascinated with anci ent r ui ns, great monument s, or exotic cul t ures. Behavi or: Stay on the move. Whenever you feel that a dungeon room, a site, a nat i on, or even a cont i nent has shown you all it has to reveal, it's time to move on. You can spend all the time you want searchi ng the rooms of a dungeonas long as t here are i nt erest i ng t hi ngs to find. But you should be the first member of your party to call a halt to t edi um whenever it arises and get t hi ngs movi ng again. Language: Your mi nd wanders even faster t han your body, maki ng your speech seem di sconnect ed at t i mes. Pepper your conver sat i on with wi de-eyed obser vat i ons about t he sights, s ounds , and smel l s of what ever place you' re expl or i ng now and compar i sons to places you' ve been bef or e. Vari ants: Not all wanderers are motivated by wander- lust. Inst ead, you mi ght be on the runa fugitive hunt ed by agents of a widespread organi zat i on, such as the Dr eam- i ng Dark, t he Au r u m, the Chamber , t he Lor ds of Dust , or a dr agonmar ked house. If you stay in any one place too long, t hey' re cer t ai n to find you. So you keep movi ng, you try to avoid at t r act i ng not i ce, and you don' t talk much about your past. SCHOLAR-ADVENTURER "What I haven't figured out yet is whether there's any connection between the Tablet of Shummarak and the Place of Imprisonment mentioned in the Se r - pe n t e s F r a g me n t s . If there is, that could explain a lot." Janik Mart el l , human ext reme expl orer Eber r on is ri ch in history, and equally rich in peopl e who study hi st or y. Not cont ent to sit i n a l i br ar y s ur r ounde d by dusty t omes and c r umbl i ng pot s her ds , you do your r esear ch i n t he fi el dwhet her i n t he cycl opean r ui ns of Xen' dr i k or the anci ent t unnel s of Dor ashar n beneat h the City of Towers. Advent uri ng: For you, hi st ory is about di scoveri ng the mysteries of Eber r on' s anci ent empi r es by expl or i ng the r ui ns of Xen' dr i k' s lost ki ngdoms and the r emnant s of gobl i n civilization in Khor vai r e. You yearn to discover mighty artifacts and lost magi cal secret s. You hunger for knowledge about the past, and you have never been cont ent to gai n your knowl edge from ot her peopl e or t he books they wr i t e. You want to dr i nk from t he sour ce, and t hat means advent ur e. Personal i ty: You combi ne a solid gr oundi ng in aca- demic research and established knowledge with a t hi rst for action and advent ure. You have an inquisitive mi nd and are always wonder i ng about the reasons why t hi ngs happen and possible connect i ons between apparent l y unr el at ed events. Your col l ect i on of schol arl y t omes is like a gr oup of old friendsyou don' t necessarily see t hem every day, but you' re happy to spend hour s in t hei r company whenever you can. Your name is well known in academic circles: Some of your fellow scholars praise you to the skies, while ot hers dismiss you as a hack. Behavi or: Take not es on ever yt hi ng. Copy di agr ams and i nscri pt i ons i nt o your not ebooks. Collect samples of body par t s from unus ual monst ersor even ent i r e mon- sters, if you can t r ans por t t hem. Tr eat shat t ered cerami cs and magical relics as equally i nt erest i ng, even as you recog- nize that magic items are more valuable and far more useful. You mi ght be hesitant to use anyt hi ng or go anywhere unt i l you have properl y researched it, or you mi ght rush in to do your research on-si t e. Look for oppor t uni t i es to use your vari ous areas of knowl edge. They mi ght not happen very oft en, but t hat j ust makes it all t he mor e memor abl e when you do glean some useful i nf or mat i on from your studies of ar chi t ect ur e and engi neer i ng! Language: Dr op the names of scholars bot h renowned and obscure i nt o your conversations. I nt r oduce t heori es and observat i ons by ci t i ng t angent i al l y relevant research. When you encount er a monster, try to come up with a useful r emi nder about its capabilities to share with your compan- ions, gleaned from the knowledge you've accumul at ed. Variants: You need not be obsessed with ancient history and long-lost secretsthe world has its share of cont empo- rary secrets as well. What caused the Mour ni ng? What is the t r ut h behi nd the Blood of Vol? What lies i n the i nt er i or of Ar gonnessen? Who are the mysterious rul ers of Ri edr a? These quest i ons are out t here, waiting for you to explore t hem and pl umb t hei r dept hs. STREETWISE SCOUNDREL "Don't ask how I know this guy, I just know this guy who can help us out, all right?" R' kash, shifter rogue Not every her o is bor n to pri vi l ege i n a nobl e family or a dr agonmar ked house. You cert ai nl y weren' t , t hough you might hesitate to call yourself a her o. The streets are your homet he gut t er s, t r ut h be toldand you know t he back alleys and the cr i mi nal s of your home city as well as you know your own gear. Advent uri ng: If t here' s a bet t er way t han advent ur - i ng to ear n a quick f or t une, you haven' t found it yet. It's a perfect deal : You can make use of the survival skills you l earned gr owi ngup on the streets, you gain some measure of respectability, and you occasionally find bags of gold pieces, which hold more money t han you can i magi ne anyone actu- ally using. ( Though you' re more t han wi l l i ng to try.) The driving force in your advent ur i ng life is, whet her you admi t it or not, a bur ni ng desi re to escape the ci r cum- stances you grew up i n. You want to make a life for yourself that' s bet t er t han the poverty and cri me t hat defined your yout h. You want money, certainly, but more t han that you want respect, dignity, a sense of meani ng and pur pose, and a shr ed of hope. You defi ni t el y do not want to di e, al one and f r i endl ess, and be left to rot i n an abandoned sewer t unne l . In your advent ur i ng career, t hat ' s one risk you would j ust as soon not t ake. You want to live to enjoy your har d- ear ned wealth. Personal i ty: You know the ways of the st reet . You' re acquai nt ed with unsavory char act er s, you know how to get cert ai n t hi ngs done even if they' re not quite legal, and you have more t han a passing familiarity with the slang, signals, and met hods used by cr i mi nal s. You mi ght not be an outlaw yourselfat least, not nowbut the cr i mi nal underworl d is your world, for bet t er or worse. You have a sense of ethics and honor, pri mari l y focused on the idea that you don' t t ur n on your f r i ends. But act i ons that mi ght make a pal adi n of the Silver Fl ame cr i nge are j ust the way t hi ngs get done to your mi ndact i ons such as paying bri bes, fenci ng valuable goods, or st eal i ng magic tomes from your enemi es. You' re wary of officers of the law, even if you have commi t t ed no crimes. You've had too many bad experi ences with the town watch arrest i ng you or your friends for no good reason ot her than your poverty. Behavi or: You' re fidgety. You pick t hi ngs up and put them back down, fiddle with movi ng part s, or pace if you have not hi ng i nt erest i ng to hold i n your hands. When you' re in a small r oom, you stay on your feet near the dooryou don' t want to be t rapped. When your compani ons are talk- ing to t he city watch, you stay i n t he back of t he gr oup or out of sight completely. But when they need to find the lost goblin shr i ne i n the dept hs of Shar n, you step right up and lead the way. That ' s your chance to shi ne. Language: You speak the l anguage of the street. Slang is your native l anguage, and your gr ammar is probably poor by the st andards of a noble or otherwise well-educated i ndi - vidual. You talk tough to back up your swagger and wisecrack to deflect any pr obi ng quest i ons about your backgr ound. You probably know words and expressions that would make a sai l or bl ush, and you mi ght forget not to use t hem in respectable companyespecially when you' re very angry. Vari ants: Perhaps you were not bor n poor, but fell into poverty at a young age. Your par ent s mi ght have been disowned by t hei r dr agonmar ked house, or they staked all their money on a business vent ure that failed. Perhaps they were natives of Cyre who lost ever yt hi ng they had on the Day of Mour ni ng. In t hi s case, your dr i vi ng ambi t i on is not so much a mat t er of want i ng what you could never have as a child, but of r egai ni ng the status that shoul d have been yours by bi rt hri ght t he wealth and power you deserve. WAR-TORN HERO "After a hundred years of fighting, any idiot could see that the whole war was pointless." Dania i r ' Vr an, - human fighter Khorvai re is largely defined by the travails of the LastWar, and that is j ust as t rue of its advent urers. You fought on the front lines of the Last War. You killed a great many enemy soldiers, and you carry plenty of scarson your body and on your soul. Advent uri ng: You advent ur e because you can' t t hi nk of anyt hi ng else to do. You j oi ned the army as soon as you were old enough and never l ear ned a peacet i me t rade. Alter years spent in war, you can' t j ust go back to your place of bi r t h and l ear n to be a bl acksmi t h. Your home mi ght not even be t her e anymor e. Adve nt ur i ng seems like the only opt i on left to you, and it offers t he oppor t uni t y to cont i nue usi ng t he skills you l ear ned on t he bat t l efi el d. In some cases, it mi ght even be a l i t er al cont i nuat i on of your war t i me activitiessuch as chasi ng Val enar r ai der s across the Tal ent a Pl ai ns or r aci ng Emer al d Claw agents to Xen' dr i k r ui ns . As a member of an advent ur i ng party, you have a sense of bel ongi ng and compani onshi p. You have a steady source of wealth, more t han enough to live comfortably. You have some sense of pur pos e and meani ng in your life. You' ve made a reasonable approxi mat i on of the one t hi ngyou really want and can never again have: a home where you belong. Personal i t y: The war savaged your soul far worse t han it could ever hur t your body, and you r emai n bitterly wounded. Your life is a cont radi ct i on. Violence sickens you. You saw so much death and mut i l at i on in the course of the war t hat you had to steel yoursel f to it; still, you can never shake t he waves of di sgust t hat course t hr ough you when vi ol ence is necessary. But you live by vi ol ence, and you' re not sure you know how to give it up. Behavi or: You cling to the di sci pl i ne of mi l i t ary life because it is comfortable and familiar. You rise early in the mor ni ng and practice weapon or spell r out i nes. You like to know the chai n of command in your advent ur i ng party and prefer clear or der s about st andar d oper at i ng pr ocedur e. Even if some chaot i c par t of your bel i ef system chafes at these disciplines, a larger par t of you relies on t hem to give meani ng and st ruct ure to every day. Wi t hout t hem, your life might j ust fall apart. Language: Yours is the language of combat. You have a rich vocabulary to describe the maneuvers of the battlefield and various aspects of your daily life. You speak of base camps and rations, of reconnaissance and sabotage. To some extent, j ust like your practice of mi l i t ary di sci pl i ne, usi ng mi l i t ary t ermi nol ogy helps to keep your life ordered in your mi nd. Variants: The warforged as a race are almost by defi ni - tion war - t or n heroes. However, t hei r emot i onal response to the t r ans i t i on from war t i me to peace varies widely, and warforged are less bi t t er and wounded t han war - t or n humanoi ds. Awarforged has no memory of a life before the war to idealize and at t empt to r ecr eat e. Warforged find it ext remel y difficult to shake mi l i t ar y pract i ces and j ar gon that are part of t hei r earliest formative experi ences. CHAPTER TWO A GUIDE TO EBERRON he r emai nder of this book, st art i ng on the fol- lowing page, is organized i nt o entries similar to those you mi ght find in an encyclopedia. You' ll find extensive entries on topics rangi ng from Advent ur i ng to Xen' dr i k. Each ent ry contains the most i mpor t ant t hi ngs you need to know in an EBERRON campai gn: where the dungeons are, who pulls the strings, what organizations you can j oi n, and what new feats you can l earn. Tucked among these entries are a few new pres- tige classes, rules for playing some nonst andard races, and new i nformat i on about some of Eberron' s remot er regions. WHAT DO YOU KNOW? Each ent ry i ncl udes a section titled "What Do You Know?" This i nf or mat i on gives you an oppor t uni t y to put your Knowledge skills to use. It notes appropri at e skills (with check DCs) that allow your charact er to share the i nf or ma- tion you gain from r eadi ng these ent ri es. If you j ust want a general idea of how much your charac- ter knows about the mat eri al i n an entry, assume your char- acter takes 10 on all appropri at e Knowl edge checks. Thus, any fact with a DC of 10 or lower is consi dered common knowledge and is accessible to every charact er with average or better Int el l i gence, regardless of whet her the charact er has any ranks in Knowl edge skills. If you have a Knowledge (religion) modi fi er of +5, you know every fact associated with that skill that has a DC of 15 or lower. EXOTIC CLASSES AND RACES The EBERRON Campaign Setting discusses the role that each character class presented in the Player's Handbook plays in Eberron, and also addresses psionic classes. Complete Warrior, Complete Divine, Complete Arcane, Complete Adventurer, and the Miniatures Handbook all present new standard classes (as well as a wealth of prestige classes). Since the rule of t humb is "If it exists in D&D, then it has a place in Eberron," characters of all these new classes exist in Eberron. Similarly, new races designed to be played as characters have appeared in books such as Races of Stone, Races of Destiny, Races of the Wild, Frostburn, Sandstorm, and Stormwrack. Scattered t hr oughout these ent ri es, you' ll find sidebars det ai l i ng the roles that specific new classes and races play in Eber r on. Somet i mes, i nf or mat i on on new races appears in the r unni ng textfor example, in the discussion of the races of Xen' dr i k on page 154. Occasionally, sidebars discuss the use of ot her new rul es i nt r oduced in D&D supplements such as the Heroes of Battle i nf or mat i on in the Red Gaunt l et Regiment ent ry on page 95. PC ORGANIZATIONS Several ent ri es in this book describe some of the organi za- tions of Eber r on, from the wor l d- spanni ng Chur ch of the Silver Fl ame to the elite Revenant Bl ades. A few of these organi zat i ons are so broad that they would make excellent frameworks to bui l d a campai gn ar ound. These work best if every charact er i n an advent ur i ng party is a member of the same organi zat i on, allowing the goals of the party to be shaped by the goals of the organi zat i on. These organizations are t he Templ ar s of the Silver Fl ame, t he Morgrave Out - reach Associ at i on, and the Red Gaunt l et Regi ment . The t empl ars can br i ng the PCs t oget her based on a common religious tie, the Red Gaunt l et s have a mi l i t ary t heme, and the Morgrave Out r each Associ at i on focuses on expl orat i on and advent ure in keepi ng with the t r adi t i onal emphasis of the D&D game: dungeon del vi ng. Large-scal e or gani za- tions such as these are discussed i n mor e detail i n Dungeon Master's Guide II, but in general , these organi zat i ons i mprove the sense of cohesion in the player party, i mmer se the PCs in the game world, and make the DM' s life easier by hel pi ng get advent ures rol l i ng. ADVENTURING DUNGEONS OF EBERRON From mi l l i on- year - ol d r ui ns i n the Demon Wastes to the secret magical chamber s j ust completed beneat h the Li brary of Kor r anber g, Eber r on is a world strewn with dungeons. Count l ess anci ent r ui ns dot the landscape, and the Last War creat ed a si gni fi cant numbe r of r ui ns of much mor e recent provenance. At the same t i me, the widespread use of magic makes unde r gr ound spacesand ext r adi mens i onal l ocat i onsbot h relatively easy to const r uct and remarkabl y safe for st or i ng preci ous goods. These sites represent pr i me locations for advent uri ng. Rui ns from the Age of Demons are rarely found intact, but some do r emai n, kept relatively undamaged by the powerful anci ent magic of the fiends. In some cases, the preservat i on of the r ui ns can be t raced to the influence of a rakshasa rajah i mpr i soned beneat h the r ui ns, so advent ur- ers expl ori ng such a site are well advised to be wary of rel easi ng a t erri bl e foe. Rui ns of such incredibly anci ent date are most common in the Demon Wastes, t hough several exist in Q' bar r a and Xen' dr i k as well, such as the lizardfolk city of Ka' r hashan in Q' bar r a. The Age of Gi ant s left numer ous r ui ns strewn across the landscape of Xen' dr i k, causing the word "cyclopean" to be inextricably associated with that cont i nent in popul ar i magi nat i on. ( Consul t the ent r y on Xen' dr i k begi nni ng on page 152 for mor e i nf or mat i on about t hose r ui ns . ) The anci ent gi ant s of Xen' dr i k bui l t out post s i n ot her l ands as well, so r ui ns from t hi s era can also be f ound in t he Shadow Mar ches and i n par t s of Sar l ona. The Age of Monst er s mi ght mor e pr oper l y be cal l ed t he Age of Dhakaan, and this goblinoid empi re left the most numer ous anci ent r ui ns across Khor vai r e. These r ui ns are most common i n t he sout hwest er n part of Khor vai r e, in moder n Dr oaam, Brel and, Zi l argo, and Dar guun. However, Val enar cont ai ns bot h elf and gobl i n r ui ns from this peri od, and before the Day of Mour ni ng, scholars performed extensive excavation of Dhakaani r ui ns wi t hi n Cyre. Much mor e recent l y, t he Last War left r ui ns scat t ered across the cont i nent . The Mour nl a nd is a vast, devast at ed nat i on r i pe for expl o- r at i on, al t hough t he condi t i ons are qui t e host i l e to l i vi ng advent ur er s. The war also left r ui ns i n Br el and ( par t i cul ar l y i n t he nor t heas t and al ong t he f or mer Cyr an bor der ) , bet ween Aunda i r and Th r a n e , and in t he Tal ent a Pl ai ns. Any numbe r of fami l i es woul d like to recover hei r l ooms lost i n razed ci t i es, but t hese areas have become home to danger ous mons t er s . Not every r ui n and dungeon i n Eber r on is connect ed to one of its great anci ent civilizations or more recent catastrophic events. Abandoned set t l ement s such as Desolate (in the Demon Wastes) and Nol dr unhol d (in the Mr or Holds) are the victims of isolated ci rcumst ances. Somewhere in the Blade Desert , a small shr i ne lies mostly covered with blowing sand, the last r emai ns of a civilization now otherwise completely forgot t en. A castle in the Shadow Marches is a rare r emi nder of the first wave of human set t l ement i n that regi on. In the heart of the El deen Reaches stands an anci ent tower, not cr umbl i ng to r ui n despite its evidently very anci ent ori gi n, its bui l ders unknown and its secrets as yet unpl umbed. Finally, t he vast expanses of Khyber , unt ouched by any mor t al i nt r us i on, pr ovi de a fert i l e gr ound for expl or at i on and advent ur e. In places, the t unnel s of Khyber r esembl e the munda ne l i mest one caves and ot her caverns f ound near t he surface. El sewhere, l ong t unnel s , strangely smoot h and even, extend for miles wi t hout br anchi ng, perhaps shaped by t he dael kyr and t hei r mi ni ons i n anci ent eons. Khyber is an al i en envi r onment , host i l e to surface life but full of anci ent secrets to unear t h, magical and monet ar y t reasures to acqui re, and alien monst ers to overcome. WHAT DO YOU KNOW? Knowl edge (arcana) DC 30: It is possi bl e t hat magi c mor e power f ul t han any cur r ent l y known flourished i n the ancient giant empi re of Xen' dri k, learned from the dragons. The r ui ns of Xen' dr i k mi ght provi de clues to t hi s t rul y epic magic, and the elves of Aer enal may also hold keys to t hi s lost knowledge. Knowl edge ( dungeoneeri ng) DC 10: The Last War left dozens of towns and cities across Khor vai r e lying i n r ui ns , to say not hi ng of t he Mour n- l and. These r ui ns are now i nhabi t ed by monst r ous creat ures. DC 15: Gobl i noi d r ui ns bui l t dur i ng t he Dhakaani Empi r e dot t he l and- scape of Khor vai r e, par t i cul ar l y i n the southwest. Xen' dri k, meanwhile, is sometimes called the Rui ned Land for the number of gi ant - bui l t st ruct ures t hat now lie i n r ui ns t her e. Bot h the Dhakaani and gi ant r ui ns are l ucra- tive pr ospect s for advent ur er s and archaeologists l ooki ng for knowledge, advent ure, and t r easur e. DC 20: A handf ul of r ui ns f r om t he Age of Demons are scattered ar ound Khorvai re, part i cul arl y i n the Demon Wastes. These areas are typically very danger ous. DC 25: The dept hs of Khyber are an al i en, subt er r anean l andscape, r ang- i ng from nat ur al - seemi ng caverns to bi zarre, smoot h t unnel s shaped by no known force of nat ur e. Knowl edge (history) DC 10: If you are interested in the history of Xen' dri k, r ui ns lie scattered across the continent. The rui ns on the nor t h- er n peni ns ul a are t he best known, but few have been fully expl or ed. Much r emai ns to be l earned about the anci ent gi ant civilizations. Rui ns from t he gobl i noi d empi r e of Dhakaan can be found across Khor - vaire, part i cul arl y in t he sout h. DC 15: Before the start of recorded hi s- tory, fiends rul ed the world unt i l they were overt hrown by dragons and t hei r couatl allies. Remnant s of this i ncred- ibly anci ent era can still be found i n the Demon Wastes, Q' barra, Xen' dri k, and ot her remot e locations. EPIC-LEVEL ADVENTURES The Dungeon Master's Guide provides basic rul es for advanci ng characters beyond 20th level, with more details appear i ng in the Epic Level Handbook. (All the cr eat ur es and t empl at es mentioned in this section can be found in that book.) Eberron, however, is not an epic worldat least, not as it st ands now. If your charact ers advance to 21st level, the campai gn is going to need a few adjustments. First, it's probably best to assume that player characters who reach epic levels are among the first peopl e to accom- plish such a feat, at least i n r ecent memor y. Cer t ai nl y the great her oes of ages pastthe mi ght i est champi ons of the Dhakaani Empi r e, not to ment i on t he gi ant and dr agon heroes of even ear l i er erasreached epic levels. In the current age, it is possible that no one has ever exceeded 20th level, which means no member of the common humanoi d races has ever done so before. That fact means, among ot her t hi ngs, t hat the world of the cur r ent age has little to chal l enge epic-level charac- ters. The dr agons of Ar gonnes s en, the I nspi r ed l ords of Riedra, and the few daelkyr that lurk in Khyber are possible exceptions. If the PCs have advanced to epic levels without previously facing Vol the l i ch- queen or the Lord of Blades, these powerful NPCs mi ght be of epic level t hemsel ves. Alternatively, Vol mi ght have become a demi l i ch. It is probably best, however, to i nt r oduce a new t hreat to Eber r on to mat ch the epic heroes who have ari sen to defend it. Perhaps the work of the anci ent Gatekeepers is finally undone and Xori at spills forth ont o Eber r on once more, as the daelkyr l aunch a new full-scale invasion. The daelkyr statistics present ed in the EBERRON Campaign Setting could be consi dered to depict a weak example of t hei r ki nd, with paragon daelkyr (using the paragon template from Epic Level Handbook) act ual l y i n h a b i t i n g Xo r i a t . Epic Level Handbook also presents several aberrat i ons that could accompany the daelkyr i n a new invasion of Eber r on, as well as the uvuu daum and creat ures with the pseudonat ur al t empl at e. A si mi l ar t hr eat could arise from a pl ane ot her t han Xori at . The quor i mi ght di scover a way to r eopen con- nections bet ween Dal Quor and Ebe r r on, or Thel ani s might unl eash a wild hunt led by the leShay. I n Eber r on, abomi nat i ons arise from the planes themselves rat her t han from deities, and they could come from almost any ot her pl aneanaxi ms from Daanvi , at r opal s from Mabar, chi chimecs from Lamanni a, hecat onchei res from Shavarath, phaetons from Ferni a, xixecals from Risia, and so on. Every plane holds creat ures hostile to life on the Mat eri al Plane, so the openi ng of a si gni fi cant number of por t al s to any plane could invite a new invasion like the ones that brought the great civilizations of the past to an end. Of course, a new t hreat to Eber r on need not come from the planes beyond. Perhaps the egg of a force dragon or a prismatic dragon that was laid on Ar gonnessen dur i ng the Age of Dragons has at last hatched, st i rri ng a flurry of activity among the dragons. Or a mighty dragon of a more ordi nary sort might seek divine ascension (adopting the dragon ascen- dant prest i ge class from Draconomicon). Worl dwi de t hreat s could even arise from far mor e mundane sources. What if the mi ght y weal t h of t he Au r u m, t he r esour ces of House Canni t h, or the madness of the Lord of Blades was put to use in const r uct i ng an epic golem or colossus? A new out break of hostilities among the nat i ons of Khor vai r e, l aunchi ng a second great war, could also provi de a fi t t i ng backgr ound to an epic campaign, especially if this war escalated beyond Khorvai re to include Riedra, Aerenal , or Argonnessen. An epic campai gn set in Eber r on strays far afield from the way the campai gn set t i ng has been described previously, but is cert ai nl y rife with i nt er est i ng opt i ons. It present s an exci t i ng oppor t uni t y for PCs to break new gr ound in epic t erri t ory, and the campai gn can take on a majestic scope, with the fate of the world hangi ng in the bal ance. The Epic Ar t i f i cer The epic artificer r emai ns a master of item creat i on, gai n- i ng an i ncreasi ng craft reserve and plenty of bonus feats to l earn the craft of epic item creat i on. Hi t Di e: d6. Ski l l Poi nt s at Each Addi t i onal Level : 4 + Int modi f i er . Inf usi ons: An epic artificer' s caster level is equal to hi s class level. The artificer' s number of i nfusi ons per day does not increase after 20t h level. An epic artificer doesn' t automatically gain i nfusi on slots above 6t h level, t hough he can select t he I mpr oved Spel l Capaci t y feat to gai n i nf usi on slots above 6t h level (which can be used to hol d lower-level i nfusi ons or i nf u- sions whose level has been i ncreased above 6th by the use of metamagic feats). Craft Reserve: An epic artificer' s craft reserve increases by 1,000 poi nt s per level beyond 20th (6, 000 poi nt s at 21st level. 7,000 poi nt s at 22nd level, and so on) . Ar t i f i cer Knowl edge: Add the artificer' s class level + Int modi fi er to artificer knowledge checks, as nor mal . Bonus Feats: An epic ar t i f i cer does not aut omat i - cally gai n epic item creat i on feats as bonus feats. He does. however, gai n a bonus feat for every t hr ee levels beyond 20t h ( 23r d, 26t h, and so on) , and he can choose epic i t em creat i on feats for which he meets the prerequi si t es. AERENAL LAND OF THE DEAD The cities of Aer enal are ol der t han human civilization. On this island, the boundar i es between life and death have worn t hi n, and the dead wield more influence t han the living. The Aer eni elves preserve t hei r greatest heroes t hr ough magic and devotion, and these deathless elves have pr o- vided prot ect i on and gui dance for t housands of years. The civilization of the elves began on Xen' dr i k. For tens of t housands of years, the elves were slaves of the mighty giants of that cont i nent . In time the elves rose up against t hei r masters, but this was a war that no one would win. At the height of the conflict, a visionary named Aer en foresaw the comi ng cataclysm. He gat hered a host of elves and convinced t hem to flee the comi ng st or m. As dragonfi re and t erri bl e magic shattered Xen' dr i k, the elf fleet landed on the island that would become t hei r homebut t hei r prophet did not survive the j our ney. Aer en was i nt er r ed wi t hi n the island, and the elves named t hei r new home Aer enal , or "Aeren' s Rest." Though they had j oi ned t oget her beneat h Aeren' s banner , the elf refugees came from many different tribes and had many different beliefs and t radi t i ons. However, they shared a common reverence for t hei r ances- tors and the heroes who had died in the cause of freedom. Some believed that cont i nui ng to perfect the arts of war was the only way to honor these heroes; these war r i or s eventually settled i n the nor t h, evolving i nt o the cul t ur e now known as t he Tai r nadal . But Aer en had said t hat ar cane knowledge was the greatest weapon of all, and the majority of the elves pr e- ferred to set aside the sword for the book. Cal l i ng themselves the Aer eni , these elves dedicated themselves to the study of magic and mysticism. In t hei r reverence for t hei r ancest ors, the Aer eni were det er mi ned to find a way to preserve t hei r heroes t hr ough t hei r i nt erest in the art of necr o- mancy. Thi s research followed two pat hs: t he negative necromancy of the line of Vol, which many blame for the spread of vampirism i nt o Khorvai re, and the positive energy of the Priests of Tr ansi t i on. Ultimately it was the positive path that took root in the l and, and the lines uni t ed behi nd the cult of t he deat hl ess. The Undyi ng Cour t has rul ed t he l and for mor e than twenty t housand years, and today the deathless are inextricably linked to Aer eni society. Aerenal wears its past like a shr oud. Beyond the deathless guar di ans and guides that can be found i n any major city, Aerenal is a land of monu- ment s and anci ent bui l di ngs, and its people spend more t i me l ooki ng to the past t han the fut ure. The Aer eni elves place t radi t i on above all else: Art i st s and bards are expected to perfect the t echni ques of the past rat her t han developing new styles. The elves apply themselves to t hei r work with uncanny devotion; an elf bowyer mi ght spend cent uri es honi ng his skills, and make bows the like of which a human bowyer could only dream of. But the elf still follows the t radi t i ons of the past, and the bow he makes today is a replica of one that could be found in a five-thousand-year-old t omb. I nnovat i on is encour aged solely in the study of magic, since t he Aer eni believe t hat t here is no such t hi ng as per f ect i on when it comes to magi c. Even here the elves are often bl i nded by t hei r t r adi t i ons, which expl ai ns why the magical talents of the younger races are quickly becomi ng a match for the Aer eni . Al t hough peopl e from all nat i ons come to do busi ness at the por t of Pylas Tal aear, f or ei gner s are rarel y welcome elsewhere i n Aer enal . Unl i ke in Ri edr a, no r est r i ct i ons on travel are enforced across Aer enal , and advent ur er s can travel freely t hr ough the l and. St i l l , t he elves have little pat i ence for member s of the younger races. Elf wizards and sages are devoted to t hei r studies, while Aer eni art i sans are devoted to t hei r crafts. Even farmers and ot her l aborers pursue t hei r duties with ext reme devo- tion, seeking perfect i on in all they do. Out l ander s are a distractionthey are l oud, r ude, or simply i gnor ant ; t hei r quest i ons are i r r el evant ; and they have no place in the or der of Aer enal . Advent ur er s are allowed to WHAT DO YOU KNOW? Knowl edge (arcana) DC 15: The elves of Aerenal are masters of necromancy, but they despise undead. Knowl edge (geography) DC 10: Aer enal is t he home of the elves. Out l ander s are rarely welcome on this i sl and, and stories say t hat t he dead walk among the living. DC 15: Two major elf cul t ures live on Aer enal . The Tai r nadal are nomadi c warri ors, and many have mi grat ed to the new nat i on of Valenar. The major- ity Aer eni are devoted to spi ri t ual and arcane research. The Aer eni are rul ed by a pai r of monar chs who are advised and protected by a council of deathless elvesthe Undyi ng Cour t . DC 20: Th e Ae r e n i pr es er ve t he i r great est her oes as deat hl ess. Some l i vi ng elves di sf i gur e t hemsel ves to appear undead. Knowl edge (history) DC 15: A t er r i bl e war drove t he elves from Xen' dr i k to Aer enal some forty t housand years ago. DC 20: Dragons from Argonnessen have attacked Aer enal many t i mes, but t he power of t he Undyi ng Cour t hol ds t he dr agons at bay. Knowl edge (nature) DC 15: The j ungl es of Aerenal are home to exotic pl ant s and t rees. Knowl edge ( nobi l i t y and royalty) DC 10: The Mark of Shadow first appeared i n Aerenal, but those carrying the mark mi grat ed to Khor vai r e t housands of years ago. DC 15: The Undyi ng Cour t selects t he r ul i ng Si bl i ng Ki ngs from the nobl e families of Aer enal . Knowl edge ( rel i gi on) DC 10: The Aer eni worship the Undyi ng Cour t , a counci l of "undead" elves. DC 15 : The Undyi ng Cour t are the hon- ored ancestors of the Aereni , sustained by positive energy and devotion. They despise undead. DC 20: The deat hl ess are resi st ant to physical i nj ury, but t hey are par - t i cul arl y vul ner abl e to damage from weapons forged from t ar gat h, a soft met al found i n Ar gonnessen. travel unhi nder ed t hr ough the landbut they are rarely made welcome or cat ered to i n any way. Fur t her mor e, the laws of t he l and are swift and har s h. Cr i me is a r ar e occurrence among the Aer eni , and they have no patience for those who di sr upt the peace. A magi st rat e typically uses magic to conf i r m the facts of a cr i me, quest i oni ng accused cri mi nal s with zone of truth or usi ng di vi nat i on to explore the events s ur r oundi ng the issue. Cr i mi nal s in Aer enal have no ri ght s. Exile is a frequent puni s hment , but execut i on is not uncommon; the wise cr i mi nal plies his trade i n a more lenient l and. ELF LINES Non-elves who have heard of the line of Jhael i an assume that an elf l i ne is si mi l ar to a nobl e family. The t r ut h is mor e compl i cat ed, and not di ssi mi l ar to t he way t he dr agonmar ked houses have devel oped. A l i ne is mor e like a city-state with bl ood ties that bi nd its member s together. Each l i ne is descended from one of the tribes that followed Aer en from Xen' dr i k, and each l i ne i ncl udes a dozen or more separate families. Thus , an elf can be part of the line of Jhael i an while havi ng the family name Dol or ent hi . Each l i ne is r ul ed by a nobl e house from whi ch the line takes its name: Mel i det h, J hael i an, Mendyr i an, and Tolaen, to name but a few. Onl y the member s of this noble house can ascend to t he Undyi ng Cour t . Member s hi p in a nobl e house is not a her edi t ar y giftmembers of a noble house are chosen, not bor n. The cur r ent member s of the house select t hei r successors from among the most remarkable member s of t hei r l i ne. The member s of a noble house do not even breed among t hei r house; i nst ead, they breed with ot her members of the l i ne, keepi ng noble blood spread t hr oughout the communi t y. As a r esul t , every me mbe r of an elf communi t y has the pot ent i al to rise to t he nobi l i t y, and from t her e to the Undyi ng Cour t . Normal l y, nobles are chosen based on the skills they display, and this is why the elves spend cent uri es honi ng t hei r t al ent s. In recent years, younger elves have sought to prove t hei r wort h t hr ough exploits i n foreign l ands, bat t l i ng t he Or de r of t he Emer al d Claw or seeking the magi cal secrets of Xe n ' d r i k . As an Ae r e n i advent ur er , you are likely to have chosen t hi s pat h: Your her oi c deeds could be your ticket to i mmort al i t y! THE UNDYING COURT In a world where the gods r emai n among the greatest mys- t eri es, t he elves al one have a pant heon they can t ouch: the Undyi ng Cour t , the assembled council of the greatest mi nds of Aer enal . Individually, an undyi ng counci l or is a force to be reckoned wi t h, but he doesn' t have the power of a deity. However, when the cour t assembl esbr i ngi ng t oget her t housands of the greatest mi nds in elven historyit is one of the mi ght i est forces i n Eber r on. The Undyi ng Cour t can lend power to its priests across the l engt h of Eber r on, but its direct influence is closely tied to the island of Aer enal . Aer enal cont ai ns manifest zones l i nked to t he pl ane of I r i an, t he Et er nal Day, and many believe that this energy is r equi r ed to sustain the Undyi ng Cour t . Thus , t he Undyi ng Cour t has been able to defend the elves from dragon attack on numer ous occasionsbut the court does not have the ability to launch an attack against Ar gonnessen itself. As a resul t , t he elves are very caut i ous about t hei r i sl and and its r esour ces. Ther ef or e, only the great est her oes of t he l and are chosen to become deat h- less. The Aer eni keep a close eye on the popul at i on of t hei r homel and, because they know it can only support so many elvesliving or deathless. All elves see life as a passage to death, and not every elf can achieve deathless i mmort al i t y. The priests of the Undy- ing Cour t guide the elves t hrough life and care for them after deat h. Not every elf becomes deathless, but any honor ed elf is properl y embal med and carefully i nt er r ed. As a cleric of the Undying Court , you might travel beyond Aerenal for a number of reasons. The priests are the ambas- sadors of the court itself, and a councilor might send you to serve as his eyes in the land beyond, or to fulfill a prophecy only the deathless under st and. You might be sent i n service to your l i ne, to recover the r emai ns of a long-lost her o or relic. Or you could j oi n the Deat hguar d (see the next page) and go forth to battle the forces of evil and death! The elves of Aerenal embrace death as a necessary part of the spiritual journey THE DEATHGUARD "Unending life is for heroesnot for the likes of you, vampire!" Marai Jhael i an, hunt er of the dead The priests of the Undyi ng Cour t believe that all negative undead are anat hema to lifeeven t hose t hat do not prey di rect l y on the l i vi ng to survive nevert hel ess cor r upt the world' s own life force merel y by exi st i ng. The Deat hguar d is an elite order of priests and warri ors sworn to destroy all undead having a bond to Mabar, along with any necr oman- cer who defiles the bodi es and souls of the dead. Members of the Deat hguar d are the most out goi ng of Aerenal elves, with a great number of Aer eni advent urers ari si ng from the gr oup. They despise followers of the Blood of Vol and the Or der of the Emeral d Claw. They believe that they are par t of a great crusade against the darkness, and they take t hei r par t in that crusade quite seriously. THE DEATHGUARD IN THE WORLD "Your pathetic crusade will not stop us, idiot elf!" Krael Kavarat, vampi re captain of the Emeral d Claw The Deat hguar d is a small religious or der cl ai mi ng some four hundr ed members, almost all of t hem elves of Aer - enal. A handful of ur ban elves from Khor vai r e have been accepted as members of the order, but they must work very hard to prove themselves. The Deat hguar d' s out l ook is fiercely good and generally lawful. Organization: The Deathguard maintains its headquarters in Shae Mordai in Aer enal . Its members police the wilds of Aer enal , paying par t i cul ar at t ent i on to the manifest zones tied to Mabar, which draw necromancers and undead. Its members operate outside Aerenal , however, where undead are more prevalent. Cial J hael i an ( NG mal e undyi ng counci l or ) is the Hi gh Warden of the Deat hguar d. He fought against House Vol when that line was shat t ered and cont i nues to lead the Deat hguard after his own demise. He has a gentle demeanor, even in battle; he feels pity for undead, not hat red. Beneath the High Warden are four Wardens, each bear- ing nomi nal responsibility for one of the other four inhabited continents: Khorvaire, Sarlona, Xen' dri k, and Argonnessen. The Warden of Ar gonnessen resides in Aer enal , since elves are not welcome i n the dragon homel and. The ot her member s of the Deat hguar d find that they are most effective when they disperse themselves as widely as possible ar ound the world. At the same t i me, they know the value of staunch allies in t hei r unendi ng battles, so they associate with l i ke-mi nded advent urers, even non-elves, to better pursue t hei r order' s goals. They send frequent report s to the Warden who has aut hori t y over the cont i nent where they operate, and they can appeal to the Warden for assistance from ot her Deat hguard members when needed. Caskal Dul aen ( NG mal e elf cleric 8 Undyi ng Cour t ) is a Cyr an who fought Ka r r na t hi undead i n t he war. As an ur ban elf, he const ant l y strives to prove his wor t h to the or der over and above his usual dut i es. Marai J hael i an (LG female elf pal adi n 5/ hunt er of the dead 3) is a gr i m warri or who under went the ri t ual di sf i gur ement common in the J hael i an l i ne before she j oi ned the Deat hguar d, maki ng her appear undead t hough she is in t he pr i me of life. ( The hunt er of the dead prestige class is in Complete Warrior.) NPC REACTIONS Members of the Deat hguard, as the Aerenal elves perhaps most commonly encount ered outside Aerenal , strive to pres- ent a positive image of t hei r homel and despite t hei r del i ber- ately shocking appearance. Even so, they observe customs and fashions peculiar to Aerenal and often meet with puzzlement or prejudice when they travel the world. Most non- el f NPCs have an initial reaction of indifferent (puzzled and bemused, but indifferent nonetheless), while elves who have no objec- tion to the Deat hguard' s mission have a friendly attitude. Followers of the Blood of Vol rightly see the Deat hguard as hostile to t hei r deepest convi ct i ons. Common followers have an unfriendly initial reaction to Deat hguard members, AERENAL ELF FEATS Aereni Focus Whi l e humans value versatility, the Aer eni prefer to hone a single skill to absolute perfect i on. From chi l dhood you have studied one par t i cul ar pat h, and these decades of devotion result in remarkabl e skill. Prerequisite: Elf, region of origin Aerenal, 1st level only. Benefit: A single skill of your choice is now a class skill for you, and you gain a +3 bonus on checks using that skill. Speci al : Aer eni Focus count s as Skill Focus for the purpose of meet i ng any r equi r ement or pr er equi si t e. Aerenal Arcani st Your family has studied wizardry for t housands of years. You spent your chi l dhood i n arcane l i brari es, and t hi s early education gives you a great breadt h of knowledge. Prerequi si te: Elf, regi on of or i gi n Aer enal . Benefit: You get a +2 bonus on Knowledge (arcana) checks. Every t i me you gain a wizard level after t aki ng this feat ( i ncl udi ng 1st level), you can add one addi t i onal spell to your spellbook. Aerenal Hal f-Li fe The Priests of Tr ansi t i on have gui ded you t hr ough st range ri t ual s t hat left you poised between the world of the living and the dead. Prerequi si te: Elf, regi on of ori gi n Aer enal . Benef i t : Your ski n becomes sallow and pi nched, gi vi ng you t he appear ance of a zombi e or l i ch. Your bond to the world of the dead provides you with two benefi t s. When you cast a necr omancy spel l , your effective caster level is increased by one. When you spend an action poi nt on an attempt to t ur n or rebuke undead, it applies to bot h the t ur ni ng check and the subsequent t ur ni ng damage check. while true followers of Vol (i ncl udi ng hi gh- r anki ng members of the Or der of the Emeral d Claw) have a hostile react i on. Undead of any sort have a hostile react i on. DEAD, DEATHLESS, AND HALF-LIVING The Aer eni elves care for t hei r dead. They have perfected the art of embal mi ng, and some of t hem practice this trade in the great cities of Khor vai r e. As an elf's body is prepared for buri al , two chroni cl es of his life are made. One copy is buried with his body, and one is kept i n the great l i brary of Shae Mor dai ; t hus, he will never be forgot t en, and anyone who finds his body in a fut ure age will l ear n of his deeds. The bodies of the fallen are preserved in catacombs deep beneath the cities of Aer enal , filled with the assembled dead of tens of t housands of years. Grave r obbi ng is consi dered a heinous cri me in Aer enal , and a repeat offender might be killed and cremat ed, with no record made of his deat h. The elves reserve the gift of undyi ng i mmor t al i t y for their greatest heroessages and art i sans as well as warri ors and wizards. Most elves are consigned to the catacombs after death. An elf who shows great promi se might be raised from the dead if he was cut down in his pr i me. But traditionally, an elf can only become deat hl ess after he has lived t hr ee centuries. The Priests of Tr ansi t i on view life as a j our ney on the path to deathlessness; even the worthy must experi ence a full life to appreciate what comes next. A deathless elf does not automatically gain membershi p in the Undying Cour t . Military heroes usually become undy- ing soldiers. They cont i nue to defend the nat i on, and can be found in the catacombs and all the major cities of Aerenal . Newly raised undyi ng councilors serve as sages and admi ni s- tratorsalthough the living perform the most vital tasks, so that they can complete the j ourney of life and avoid becomi ng dependent on the dead. After a t housand years, a councilor is considered for admi t t ance to the court , where he tends the ascendant councilors and studies with the elders. What hap- pens next is a mystery the uni ni t i at ed cannot underst and; the ascendant councilors are truly alien beings, t housands of years old and charged with the energy of Iri an. The Aer eni mai nt ai n the distinctive t radi t i on of half- life. Some followers of the Undyi ng Courtespecially those of the line of Jhael i anundergo al chemi cal and spiritual treatments that result in flesh that seems to be decompos- ing, as if the l i vi ng elf was a zombi e. Non-el ves often see this as a hor r or , and cannot i magi ne a reason for it. For the elves, it serves two pur poses. It gives one a closer bond to the world of the dead, s t r engt heni ng his necr omant i c gifts. Fur t her mor e, the Aer eni believe t hat life is the least part of the path of existence. By giving up physical beauty and acknowledging that appearance is t ransi t ory and insig- nificant, an elf prepares for the pat h he hopes to follow and serves as an example to those ar ound hi m. One more stage lies between the living and the deathless: the spirit idol. The Priests of Transi t i on hold a great respon- sibility. They believe that Aerenal can only support a cert ai n number of undyi ng counci l ors. Somet i mes the priests feel that a fallen elf has not earned a place among the undying, but that it would be a great loss to let his soul slip away to Dol urrh. In these cases, they use the create spirit idol spell to bi nd his spirit to his corpse. The spell keeps hi m away from Dol ur r h and allows necromancers to call on his wisdom i n the fut ure. Necromancy Level: Cl eri c 4 Component s: V, S, M, XP Casti ng Ti me: 1 hour Ra nge : Touch Target: Corpse touched Durat i on: I nst ant aneous Savi ng Throw: None Spell Resi stance: No Creat e Spi ri t Idol Light seems to coalesce around the corpse before you, gleaming in its eyes for a moment before it fades. Thi s ritual binds the subject's soul to his physical remai ns, preventing its passage to Dolurrh. Thi s is a voluntary effect; the subject's spirit must be willing (see Bringing Back the Dead, page 171 of the Player's Handbook), or the spell automatically fails. Once bound to the body, the spirit remai ns i n a state of t orpor. If a speak with dead spell is cast upon a spirit idol by a caster whose al i gnment matches the al i gnment of the spirit in life, the spirit is woken to consciousness for 1 mi nut e per caster level of the speak with dead effect. In this state, it can perceive its sur r oundi ngs and communi cat e verbally (in any languages it knew in life) with the caster of speak with dead. (Thi s effect occurs instead of the normal effect of speak with dead.) The spirit idol's communi cat i on is typically brief, cryptic, or repetitive, but it does not intentionally give false answers. A spi ri t idol can be r est or ed to life by raise dead or si mi l ar means. The spell preserves bot h the body and spirit perfectly, allowing such magic to be cast after the usual time limit has expi red. If the body is destroyed or di smember ed, the spell effect is broken and the soul passes to Dol ur r h. Material Component: A clay pot filled with grave di rt and anot her filled with pur e water. XP Cost: 100 XP. THE BLOOD OF VOL HEIRS OF VOL "The Blood flows, the Blood gives life. The Blood is life, even after the grave." Mudren Fai n, priest of the Blood of Vol The Blood of Vol flows from t he di st ant past, when the first st i r r i ngs of faith in blood as the source of life, and undeat h as a pat h to divinity, arose wi t hi n the elf tribes of ancient Xen' dr i k. The r udi ment ar y faith developed along with the elves, following t hem to Aer enal and eventually spreadi ng to ot her races. (Rumors persist t hat a version of the faith is still practiced by cert ai n drow societies in Xen' dr i k. ) Thr ee t housand years ago, House Vol took cont rol of the anci ent faith due to the powers grant ed by the Mark of Deat h. When House Vol was dest royed four hundr ed years later, the faith was shattered and faded away with the passage of t i me. The faith appeared again after the War of the Mark, reachi ng new heights as a popul ar cult among the peopl e of Galifar and cul mi nat i ng with its adopt i on as the nat i onal rel i gi on of Kar r nat h in 895 YK. THE BLOOD OF VOL IN THE WORLD Fol l owers of t he Bl ood can be found t hroughout the Five Nations and the Lhazaar Principalities, with a small presence i n Q' bar r a, Val enar, and Dr o a a m. Wi t h i n t he Five Nations, the cult has its strongest ties in Ka r r na t h, despite t he fact that the crown r enounced it as t he national religion in 964 YK (duri ng Ki ng Jaron' s rei gn). Followers and shrines devoted to the Blood can be found in Brel and and Aundai r, where the religion is tolerated. (Persecution of the faith occurred t hr oughout the course of the Last War, when Brelish and Aundairian followers of the Blood were suspected of col l aborat i on with Ka r r na t h. ) Th r a n e has the smallest numbe r of followers, and most of t hem keep a low profile to avoid attracting the at t ent i on of the Chur ch of t he Silver Fl ame. To those outside the faith, and even to most within it, the Blood of Vol doesn't appear to have an overarching organization as the Church of the Silver Flame does. The faith has leaders and priests, and a hierarchy of sorts can be found among the clergy in Kar r nat h. Beyond the Kar r nat hi borders, how- ever, each sect and cult cell operates independentlyat least on the surface. Behi nd the scenes, Vol and her chief l i eut enant s carefully orchestrate the activities of specific cells t hr oughout Khor vai r e. Much of the work of the various cells is beni gn, since it benefits Vol to have active cells i n as many places as possible. She leaves the more radical and aggressive opera- tions to the Or der of the Emeral d Claw, an organi zat i on that mai nt ai ns an identity unconnect ed to the followers of the Blood. Followers conduct pri vat e wor shi p cer emoni es i n t hei r homes, maki ng small offeri ngs of bl ood on smal l househol d al t ars, never to be tasted by any act ual undead. They do not r epor t to any hi gher aut hor i t y and only rarel y have cont act with ot her s of t he fai t h. The t r adi t i ons are passed from parent s to chi l dr en, t hough many chi l dr en are rej ect i ng the teachings in favor of the doct ri nes of the Sovereign Host . The Blood remai ns powerful within Kar r nat h, l urki ng in the shadows. The Cr i mson Monastery in At ur cont i nues to operat e in the open as the Symbol of the Blood of Vol WHAT DO YOU KNOW? Knowl edge (geography) DC 15: Kar r ns practice a rel i gi on t hat involves worshi p of t he undead, the Blood of Vol. DC 25 : The Cr i mson Monastery i n At ur is the most i mpor t ant center of wor- ship for the Blood of Vol. DC 30: A great center of worship devoted to Vol is r umor ed to exist somewhere i n t he Lhazaar Pri ci pal i t i es. Knowl edge ( rel i gi on) DC 10: The Bl ood of Vol is a r el a- tively common rel i gi on i n Kar r nat h, t hough the faith of the Sovereign Host r emai ns domi nant . DC 15: At various times i n Kar r nat h' s hi st ory, t he faith of t he Bl ood of Vol has waxed and waned i n popul ar i t y and accept ance. The pr esent t i me is a wani ng per i od. DC 20: The fundament al belief of the Blood of Vol is that death must be con- quered, not endur ed. The undead are revered as champi ons i n the struggle to conquer death and show mortals the pat h to godhood. DC 25: A number of undead take active roles i n the rites and l eadershi p of the Blood of Vol. The greatest cent er of worship is the Cr i mson Monastery, i n the Kar r nat hi city of At ur . DC 30: Vol the lich is the active t hough hi dden leader of the faith. THE N1GHTCLAW Knowl edge ( rel i gi on) DC 25: The Nightclaw is a relic sacred to the Blood of Vol, said to be the sev- ered hand of a lich. DC 30: The Nightclaw is kept in a shr i ne beneat h t he city of At ur , where it is r egul ar l y visited by pri est s of t he Blood of Vol. Knowl edge (arcana) DC 30: Some legends claim t hat great er powers of t he Nightclaw can onl y be unl ocked by one who is wi l l i ng to replace his own ri ght hand with it. largest center of worship for the Blood of Vol i n the world. Its high priest, the undead cleric Malevanor, is the nomi nal leader of all temples and shrines, and hundreds of priests ultimately report to hi m. TENETS Of THE BLOOD The teachings of the Blood of Vol squarely face the gr i m reality of deat h: Al l that mort al s have to look forward to is death, followed by an et erni t y spent i n the bleak oblivion of Dol ur r h, the Real m of the Dead. Deat h, t herefore, must be conquer ed by undeat ht he pat h t hat leads to et er nal existence and, for some, to divinity. The only champi ons that fight against death on behalf of mortals are the undead. Vampire lords and powerful liches seek to open the path of godhood to all mort al s. Followers offer their blood in praise of these i mmor t al champi ons who battle death on t hei r behalf. In doi ng so, they adhere to t ra- ditions that ori gi nat ed among the elves of Xen' dr i k, when the giants rul ed the world. At t he hear t of t he wor shi p st ands t he supposedl y symbolic and mythic figure of Vol, Queen of the Undead. Unlike t he gods of t he Soverei gn Host , Vol plays a di r ect role in t he advancement of the fai t h. She walks t he l and, hi dden in shadows, pul l i ng st r i ngs and set t i ng events in motion to advance her pl ans. NPC REACTIONS The people of Aundai r and Brel and look upon the Blood of Vol as a st range and exotic cult and are i ndi fferent to its followers. Onl y dur i ng ext reme peri ods of stress between these nat i ons and Kar r nat h in the Last War were followers of the Blood seen as suspicious or even danger ous, receiv- ing a hostile react i on. Indi vi dual s from bot h nat i ons mi ght harbor ei t her hostile or friendly at t i t udes, dependi ng on their past experi ences with Kar r nat h and the Blood. In Thr ane, because of the st rong presence of the Silver Flame and the long history of conflict with Kar r nat h, the followers of the Blood have long been seen as members of an outlawed rel i gi on. The aut hori t i es don' t go out of t hei r way to arrest those who practice the faith, but they can exercise the opt i on if they choose to. People in Thr a ne demonst rat e hostile react i ons to the Blood of Vol and its followers. In Kar r nat h, despite the procl amat i ons of the crown, the common folk have an i ndi f f er ent to fri endl y at t i t ude toward the Blood of Vol and its followers. The Nightclaw In a shri ne deep beneat h the city of At ur in Kar r nat h, priests of the Blood of Vol pay homage to a relic of t hei r faith: the hand of an anci ent lich, called the Nightclaw. Descri pti on: Thi s grisly item seems to be a mummi - fied hand, severed a little above the wrist. The flesh is dry and smoot h, dead gray in color. The hand has a warm smell of embal mi ng spices about it, but is cold to the t ouch. When its powers are activated, the fingers gesticulate slightly. Acti vati on: Usi ng ei t her of the spell abilities of the Nightclaw r equi r es speaki ng a c omma nd word, whi ch is a standard act i on. Effect: Like a hand of glory (see Dungeon Master's Guide page 258). the Nightclaw allows you to benefi t from the effects of a ri ng worn on one of the Nightclaw's fingers, if you wear the Nightclaw as an amul et ar ound your neck. If you hol d it in one hand, you can use deeper darkness t hr ee times per day and enervation once per day. A cleric puts the Nightclaw to use Aura/ Cast er Level: St r ong necromancy; CL 20l h. Cons t r uc t i on: Not appl i cabl e. Th e Nightclaw is a uni que artifact. Weight: 2 lb. Pri ce: n/a. THE BLOODTOUCHED RITE When an i ndi vi dual (usual l y an ar cane spel l cast er or a cleric) proves herself to be of part i cul ar worth to the undead l eadershi p of the Blood of Vol, she is rewarded with par - t i ci pat i on i n the Bl oodt ouched ri t e. Typically a charact er must be at least 3rd level to be so rewarded, t hough excep- tions exist. The ceremony requi res a chalice br i mmi ng with blood donat ed by wi l l i ng followers of the Blood of Vol. Thi s chal - ice is the focus of extensive prayers, cul mi nat i ng when the officiating cleric channel s negative energy i nt o it. Once the chalice is prepared, it is passed ar ound to the part i ci pant s, who dr i nk deeply from it. A charact er who dr i nks from this chalice per manent l y loses 2 poi nt s of Const i t ut i on, but gai ns four benefits: Bonus hp equal to Char i sma bonus (if any). +2 pr of ane bonus on saves agai nst poi son, s t unni ng, disease, death effects, and energy dr ai n. +1 caster level on all necromancy spells. If the character is capable of rebuki ng undead, her effec- tive cleric level for this ability is increased by 1. The Const i t ut i on loss can' t be prevent ed or reversed by any means. A creat ure wi t hout a Const i t ut i on score gains no benefit from the Bl oodt ouched ri t e. CHANGELINGS MASTERS OF DISGUISE Changel i ngs are gray-ski nned creat ures with fair hair, long l i mbs, and i ndi st i nct facial features. They were originally bor n out of uni ons between humanoi ds and doppel gangers, but over the years they have evolved i nt o a humanoi d race di st i nct from t hei r pr ogeni t or s. Like t hei r humanoi d ancest ors, changel i ngs have di st i nct , uni que count enancesr ecogni zabl e facesalthough t hei r faces are much less detailed t han a huma noi ds . Some observers have described changel i ngs as l ooki ng like humans with an extra, gauzy gray layer of skin coveri ng t hei r bodi es, while ot hers say that they look like humans that haven' t been fully formed. Both descr i pt i ons are apt. When in her nat ur al shape, a changel i ng' s nose is appar ent but cont ai ns no nost r i l s, and her mout h is framed by t hi n, gray lips. A changel i ng' s eyes are blank pools of milky white. A changel i ng has wispy, fair hai r and a di st i nct gender, i n contrast to ful l -bl ooded doppel gangers. From t hei r doppel ganger ancestors, changel i ngs gained the ability to alter t hei r forms. They are nat ur al shapechangers capable of t aki ng on the appear ance of any humanoi d race, changi ng t hei r hei ght by as much a foot i n hei ght and t hei r weight by upward of one hundr e d pounds . A changel i ng has preci se cont r ol over t hi s change, sel ect i ng whatever physical features (eye and hai r color, size of nose, bi r t hmar ks, and ot her di st i ngui shi ng characteristics) she prefers. Oft en a changel i ng creates a favorite appearance for each race she frequently mi mi cs, and these guises mi ght have a common t rai t hai r color, a mol e, or a bi rt hmarkso t hat small si mi l ari t i es persist between her various forms. Al t hough changel i ngs have lived for cent uri es in virtually all part s of Khor vai r e, ot her humanoi ds r emai n wary of t hem. It is a generally held belief t hat changel i ngs are sneaky, dupl i ci t ous, and unt r ust wor t hy. The t r ut h is t hat , as with any ot her race, i ndi vi dual changel i ngs can be good or evil, honest or di shonest , vi r t uous or depraved. Whi l e it is t r ue t hat a changeling' s abilities make her well suited for cr i mi nal ent erpri ses such as fraud, espionage, and assassination, it is a mistake to t hi nk that a majority of i ndi vi dual s engage in these practices. All changel i ngs adopt one of t hr ee phi l osophi cal out l ooks r egar d- i ng t hei r mut abl e i dent i t y. Passers try to avoid the wi despread mi st r ust of t hei r race by l i vi ng in a pe r ma ne nt state of di sgui se, adopt i ng a par t i cul ar appear ance and wear i ng it as t hei r "nat ur al st at e. " They keep t hei r heads down and stay out of t r oubl e. The changel i ngs known as becomer s i mmer s e t hemsel ves in many di f f er ent i dent i t i es. They believe t hat they are si mul t aneousl y who they are and who they appear to be, enj oyi ng t he paradox and ambi gui t y of mul t i pl e per sonas. The changel i ngs called reality seekers believe in an abstract not i on of per - fection and prefer to seek it in t hei r nat ur al forms and in t he company of ot her changel i ngs. Changel i ngs have a nat ur al gift for l e a r ni ng l anguages and cul - t ur al ma nne r i s ms . Li ke any ot her race, changel i ngs i n gener al simply want to live t hei r lives i n peace, and t oward t hat end they are sensi t i ve to t he par t i cul ar mor es and bel i efs of t he communi t y i n whi ch they live. Toget her with t hei r s hapechangi ng abi l i t i es, t hese qual i t i es make t hem ext r aor di nar i l y effective di pl omat s, e nt e r t a i ne r s , r acont eur s , and negot i at or s. Still, more t han a few of the most i nfamous spies and thieves in the history of the Five Nat i ons have been changel i ngs. Members of this race hold key posi t i ons in most organi zed cr i mi nal endeavors. Popul ar fiction and bardi c tales feature changel i ngs as assassins who ent er i nt o a home in the guise of a fri end, t hen t ransform i nt o a monst r ous form before st ri k- ing down t hei r victims. However, cr i mi nal changel i ngs are much more likely to be confidence artists or dealers of stolen and fraudul ent mat eri al t han out ri ght mur der er s . WHAT DO YOU KNOW? Knowl edge (l ocal ) DC 10: Changel i ngs are a hybri d of huma noi ds and doppel ganger s t hat are not general l y accept ed i n ei t her communi t y. They have a l i mi t ed abil- ity to shapechange. A check against this DC is also sufficient to l earn if a local set t l ement hosts a changel i ng communi t y and whet her any not abl e r ecent i nci dent s have occur r ed involving changel i ngs. DC 15: Changel i ngs can al t er t hei r physical form to pass as member s of anot her race or t he opposi t e gender. They can even masquerade as specific i ndi vi dual s. A check against this DC is also sufficient to l ear n r oughl y how many change- l i ngs live i n a local communi t y and where they can be found. DC 25: Cha nge l i ngs follow one of t hr ee gener al phi l os ophi es . Passers adopt a si ngl e huma noi d i dent i t y and stick wi t h it, j us t t r yi ng to get by i n nor mal society. Becomers live mul t i pl e lives, somet i mes si mul t ane- ously, i n di fferent di sgui ses. Reality seekers pr ef er t hei r nat ur al f or m and t he society of t hei r own ki nd, phi l osophi cal l y seeki ng t he form of perfect reality. Knowl edge ( rel i gi on) DC 15: More t han any ot her peopl e of Khor vai r e, changel i ngs are drawn to the worship of the Traveler, one of the gods of t he Dar k Six. The Travel er is bot h t he least mal evol ent and t he most eni gmat i c of the Dark Six. DC 20: Changel i ngs often revere the Traveler, but to say they worship this mysterious deity is hardl y accurat e. They seem to view the Traveler as a compani on on the road of lifeand not always a trustworthy one. However, they often use tales of the Traveler' s actions i n the world as j ust i fi cat i on for t hei r pecul i ar phi l osophi es. HOW TO SPOT A CHANGELING Common folk believe that when a changel i ng adopts a disguise, the facade is perfect and nearly impossible to penetrate. In fact, because people are wi l l i ng to believe their eyes wi t hout quest i on, clues to a changel i ng' s true nat ure often go overlooked. Specific Cl ot hi ng: A changel i ng' s cl ot hi ng and ot her bel ongi ngs r emai n unal t er ed no mat t er what form she takes. If a per son observes t hat an elf in the room is wearing the same outfit and gear as a dwarf who left the room a few mi nut es earlier, it may be a clue t hat bot h of t he i ndi vi dual s are the same changel i ng. Of course, it would be wise to ascert ai n t hat t he cl ot hi ng in quest i on is not some kind of uni f or m or t r adi t i onal garb associ- ated with a par t i cul ar gr oup or r el i gi ous or der before maki ng an accusation. Tricks of the Trade: Al t hough a change- ling can out war dl y mi mi c a me mbe r of j ust about any t r ade or pr of essi on, she oft en will not have the skills and abilities of even a novice member of the gr oup. Be wary of people who look like typical pract i t i oners of t hei r profession but show no ability for the jobsuch as a bl acksmi t h who has trouble hefting a hammer or a cleric who cannot heal the i nj ured. Unf ami l i ar i t y wi t h "Own Cul t ure": Al t hough a changel i ng can become t al l and willowy with l ong, t aper i ng ears, she does not thereby gain any great insight i nt o the attitudes and opi ni ons of elves. Anyone who has spent a significant amount of t i me among t he mem- bers of a specific race might notice a changel i ng in disguise act i ng st rangel y, br eaki ng common taboos, bei ng unf ami l i ar with raci al l anguages, and having unusual likes or dislikes. Trust No One: Most changel i ngs are t oo clever to be t r i pped up by si mpl e clues such as t hese. The fact is, anyone you meet coul d be a changel i ngeven your cl os- est fri end. Perfect Refl ect i on [ Changel i ng] You are particularly skilled at mi mi cki ng the forms and mannerisms of others. The better you know a specific individual, the more able you are to look and act just like that person. Some changel i ngs attribute this ability to a trace of their doppelganger ancestors' ability to peer into the minds of others. Prerequi si te: Changeling, Cha 15, Wis 13. DOPPELGANGERS AND CHANGELINGS Races of Destiny presents a monster class progression that could allow you (with your DM's permission) to play a doppelganger as a character. These shapechangers are common in urban areas, as suggested by the very existence of the changeling race. They are an important part of such organizations as the Tyrants (described in Sharn: City of Towers) and the secretive Cabinet of Faces. A changeling puts on a new face Benefi t: When using your mi nor shapechange ability to disguise yourself, you get a competence bonus on your Disguise check and on Bluff checks made to impersonate that person. The bonus is based on how well you know the person you are imitating. While these categories are simitar to the categories that determine a character's bonus on Spot checks to see through a disguise, the amount of the bonus is not the same. Fami l i ari ty Bl uf f / Di sgui se Bonus Recognize on sight +2 Friend or associate +4 Individual is present +6 Close friend +8 Intimate +10 CHURCH OF THE SILVER FLAME THE GLORY OF LIGHT The Chur ch of the Silver Fl ame i l l umi nat es a way of life for mi l l i ons of people across Khor vai r e, represent s the force t hat governs the nat i on of Thr a ne , and i nspi res bands of crusaders dedicated to ext er mi nat i ng evil from the face of Eber r on. If mere member shi p in the chur ch grant s a comfort i ng degree of faith and security, life as a crusader in its order of kni ght s t empl ar guarant ees a career of excitement, vi rt ue, and honor. TEMPLARS OF THE SILVER FLAME "As a refiner burns away all impurity from the ore, so shall the Silver Flame purify the world and its inhabitants." Davienne of Sigilstar, hal fl i ng exorcist of the Silver Fl ame Evil is everywhere, but that only st rengt hens your resolve to fight against it. Your faith in the Silver Fl ame drives you to wage unendi ng war against the evil in the world, wherever it mi ght be foundeven if it lies within your advent uri ng party, your church, or yourself. JOINING THE TEMPLARS Joi ni ng the Chur ch of the Silver Flame is a relatively simple mat t er. As a prospective member, you meet with a member of the clergysometimes one on one, sometimes in a small group with ot her worshipersto learn the basics of the faith. When this t eachi ng is complete, you are initiated into membershi p with a simple ri t ual , sometimes but not always scheduled to coincide with a major holy day of the chur ch, such as the Ascensi on (1 Sypheros). Joi ni ng the knights templar is more difficult. You must already be a member of t he chur ch, and you must secure a l et t er of r ecommenda- t i on from one member of each of t he chur ch' s t hree ordersmi ni st ers, t empl ars, and fri ars. The Counci l of Car di nal s votes on which applications to approve. The process can be t i me- consumi ng, even if it is not especially ri gorous. Ent r y Re q u i r e me n t s : Any good al i gnment , Knowl edge ( r el i gi on) 5 r anks. Members of all classes can gain admi t t ance to the order of knights t em- plar, t hough fighters, pal adi ns, and clerics are most common. The order' s pri mary duty is to meet evil head-on in combat, which practically serves as a definition for a good-al i gned advent urer. Rogues, barbari ans, monks, and rangers also combat evil with a clash of ar ms. Wizards, sorcerers, bards, and dr ui ds similarly use t hei r magic to furt her the mission of the order. Once accepted as a templar, you can expect to spend a week in a templar monastery, usually i n Thr ane, receiving your initial t rai ni ng. Thi s t r ai n- ing assumes that you have at least a basic gr oundi ng in the doct ri nes of the faith, and instead focuses on practical techniques for fighting evil creatures and di scerni ng the influence of such creat ures on ot her people. TEMPLAR BENEFITS Kni ght s t empl ar share a common goal: the eradi cat i on of evil from the world. Since most members of the order are not i nt erest ed in self-aggran- di zement , they willingly help t hei r fellow member s achieve t hei r common goals to the fullest extent possible. At the same t i me, they have few enough resources for t hei r own pursui t s, and not much to share. Goods: Upon acceptance into the order, you receive a small wooden case cont ai ni ng essential supplies for your work. Thi s case holds four flasks Symbol of the Silver Flame WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Thr a ne is a theocracy rul ed by the Chur ch of the Silver Fl ame. DC 15: The head of bot h chur ch and state is t he Keeper of t he Fl ame, cur - rently a young girl named Jaela Dar an. A Counci l of Car di nal s does the work of gover nment i n her name. Knowl edge ( rel i gi on) DC 10: The Chur ch of the Silver Fl ame reveres a holy fire wi t hi n the cathedral in Fl amekeep, t he capital of Thr a ne . The church teaches a life of puri t y and struggle against evil i n all its forms. DC 12: The chur ch i ncl udes a l arge numbe r of pal adi ns and exorci st s devoted to waging war on super nat u- ral evil. DC 15: The head of bot h chur ch and state is the Keeper of the Fl ame, cur - rently a young girl named Jaela Dar an. A Counci l of Car di nal s does the work of gover nment i n her name. DC 18: The church has been responsible for bot h great good and great evil t hroughout its relatively short history. It l aunched a crusade agai nst lycan thropes t hat , by a cent ur y ago, had nearl y el i mi nat ed all l ycant hr opes f r om Kh o r v a i r e . Unf or t una t e l y, many i nnocent s also died as a result of that i nqui si t i on. Kni ght s Templ ar Knowl edge ( rel i gi on) DC 10: The Chur ch of the Silver Fl ame sponsors champi ons who go i nt o the world to fight evil. DC 15: The Chur ch of the Silver Fl ame includes t hr ee orders of clergy: mi n- isters who t end congregat i ons, friars who spread the faith, and templars who fight evil i n the flesh. These t empl ars wear distinctive silver t abards. DC 20: The si l ver - cl ad t empl ar s are dedi cat ed to hunt i ng undead and fiends, as well as exposi ng cor r upt i on wherever it is foundeven wi t hi n the chur ch itself. DC 30: Car di nal Baer dr en ir' Davik is the cur r ent head of the kni ght s t em- plar. Hi s seneschal Ofejjaia of Kor t h mi ght have her eye on the cardi nal ' s posi t i on. of holy water, a silver holy symbol, a small prayer book con- taining rites and prayers rel at i ng to exorcism and prot ect i on (no game effect), two shar pened wooden stakes, and fifteen arrowsfive with silvered heads, five with cold i ron heads, and five with fl amet ouched i r on heads. As you use these supplies, you are responsi bl e for rest ocki ng t hem. I nf ormat i on: The basic t r a i ni ng you receive upon acceptance i nt o the order of knights t empl ar grant s you a +2 circumstance bonus on Knowl edge (the planes) or Knowl - edge (rel i gi on) checks you make to identify monst ers and learn t hei r capabilities and weaknesses. Ot her members of the order are expert s on creat ures of super nat ur al evil, with Knowledge skill modi fi ers r angi ng from +10 to +18. Status: As a member of the order, you have the pri vi - lege of i dent i fyi ng yourself as a kni ght t empl ar of the Silver Flame. You can properl y be addressed with "Sir" or "Lady" preceding your given name, and you can wear a silver tabard identifying you as a member of the order. Thi s status carries the most weight in Thr ane, where it guarant ees the good will of most citizens. Out si de Thr a ne , it may provoke different responses. (See NPC React i ons, below.) PLAYING A TEMPLAR You are not necessarily si ngl e-mi nded, but your faith domi - nates your personal i t y. You strive for an ideal of personal purity appropri at e to the puri t y you would like to see in the world. The sins you strive to avoid include greed, exploiting other people for your own gai n, the abuse of power in any form, and the cor r upt i on of absolute evil, as embodi ed in fiends. By cultivating vi rt ue in yourself, you help to tip the balance between good and evil in the world, ever so slightly, in good' s favor. Thus , you strive to be honest, j ust , moder - ate in all t hi ngs but vi rt ue, compassi onat e, pat i ent , and faithful. When you fail to live up to your own ideals, you chastise yourself but do not necessarily puni sh yourself, for puni shment can somet i mes become its own evil. As a kni ght templar, you are ultimately responsible to the head of your order. Car di nal Baer dr en i r' Davi k sits on the Counci l of Car di nal s and thus helps to steer the policy of not j ust your order, but of the ent i r e church and the nation of Thr a ne . Of the t hree orders of the church, yours allows its members the most freedom to pursue the causes they find most pressing. Mi ni st ers must tend to the faithful, and friars must concent rat e on the expansion of the church, but templars are free to wander as they pleaseor where the Flame leads themto battle evil wherever it rears its head. You are part of an elaborate chai n of command, but much of the time that chai n has little or no impact on your life. Combat: Gr ant no quar t er to fiends or undead, and hope for none in r et ur n. In battle against more mundane foes, you show mercy when it is asked of you, and you might ask it as well, t hough it is foolish to request quar t er when you have no expectation of receiving it. You should always be willing to sacrifice your own life to save the lives of ot hers. You have a great er dr eam t han living to old age: You hope to be j oi ned with the Silver Fl ame in perfect puri t y after your death. But the Flame does not wish you to forfeit your life if your sacrifice will not win a great er victory or save ot hers. Advancement: Even if you are not a cleric or paladin, you can choose feats and abilities that make you more effective against undead, fiends, and si mi l ar creatures of monst rous, supernatural evil. (Libris Mortis presents a number of feats that aid your ability to fight undead, such as Ghost Scarred, Endur - ing Life, Necropotent, Vampire Hunt er, and Unquenchable Flame of Life.) You might also take ranks in Knowledge (reli- gion) and Knowledge (the planes), even if those are cross-class skills for you, to reflect the ongoing t rai ni ng you receive in techniques to fight these creatures. As you advance in levels, you might also want to consider a prestige class related to the Church of the Silver Flame, such as exorcist of the Silver Flame (from the EBERRON Campaign Setting) or silver pyromancer (from Five Nations). You might also consider related classes that are not specific to the church, i ncl udi ng hunt er of the dead or knight of the Chalice (from Complete Warrior), divine crusader or pious templar (from Complete Divine), shadowbane i nqui si t or or shadowbane stalker (from Complete Adventurer), or sacred puri fi er (from Libris Mortis). Mi ssi ons: You don' t under t ake trivial advent ures for base purposes such as sel f - enr i chment . An advent ure, for you, is a mi ssi on: an oppor t uni t y to make a difference in the world, to advance the cause of the chur ch or hi nder the progress of evil, or preferably bot h. You have been i den- tified as an agent the church can use in the world, so you might be sent on missions by the chur ch, ei t her with an explicitly spi ri t ual goal or to advance the agenda of Thr a ne among the ot her nat i ons of Khor vai r e. Even if no one sends you, however, you go regardlesslike a kni ght - er r ant , you seek out any oppor t uni t y to do battle with evil. Super nat ur al evil is your t rue foe. The undead, pos- sessing devils, r ampagi ng demonsyou can slay these foes wi t hout hesi t at i on or qual ms. By t hei r mere existence, they cor r upt the world; by el i mi nat i ng t hem, you help to make the world a bet t er place. TEMPLARS IN THE WORLD "The templars are extraneous in this day and age. They are relics of a bygone era, when good and evil were conceived of in simplistic terms.'' Archi erophant Yt hana Mor r of Shar n The Chur ch of the Silver Flame is one of the great powers of Khorvai re. Thanks to its cont rol over one of the Five Nations and its significant presence in three others, it has exerted con- siderable influence over the shape of the modern world in the wake of the Last War. Characters who serve the church as knights templar are part of a significant and vital world power. Or gani zat i on: The basic organi zat i on of the church is described in t he EBERRON Campaign Setting. The Keeper of the Flame is the head of bot h church and state, and immediately beneat h her sits the Counci l of Car di nal s. Thi r t een Hi gh Car di nal s form this counci l , consi st i ng of two delegates chosen from each of the four smaller groups of cardi nal s that govern the four great cities of Thr a ne (Fl amekeep, Thal i ost , Sigilstar, and Ar ul dusk) and the s ur r oundi ng regi ons. Thr ee more Hi gh Car di nal s represent the t hree orders of the chur ch (mi ni st ers, friars, and t empl ars), and the last two are represent at i ves of the archbi shops. One of the most influential High Cardi nal s is a representative from Fl amekeep, a graspi ng man named Kr ozen. The order of knights t empl ar is current l y represent ed on the council by Car di nal Baerdren ir' Davik (LG male human pal adi n 5/exorcist of the Silver Fl ame 5), who also holds the rank of Gr and Master of the order. Baer dr en is an exemplary templar, utterly dedicated to the mission of the order and often chafing at the political and bureaucrat i c responsibilities his position on the council demands of hi m. However, he considers the role a sacrifice wort h maki ng, for he fears that if he were to give up his seat on the council, it might go to his seneschal and rival, Ofejjaia of Kor t h. Ofejjaia (LN female human cleric 8 Silver Flame) has ot her issues on her personal agenda besides advancing the cause of the knights templar, and Baerdren fears she would drive the order i nt o obsolescence or bani shment if she were placed in charge. He keeps her at his side as a deputy and advisor, primarily to keep an eye on herthough he admits she is wise and has made many good decisions on behalf of the order. Beneath Car di nal Baerdren, seven commanders govern the kni ght s of the order. These commander s carry the fol- lowing titles: Comma nde r of Aundai r , Comma nde r of Brel and, Commander of Cyre, Commander of Kar r nat h, Commander of Thr a ne , Commander of Forei gn Lands, and Commander of the Seas. The positions were established before the Last War, so they reflect the divisions wi t hi n the Ki ngdom of Galifar rat her t han the moder n nat i ons of Khor vai r e. The Commander of Kar r nat h still has j ur i s - di ct i on over t empl ars in the Mr or Hol ds, for example. The assistants to these commander s carry the title of marshal , but no real rank exists beneat h t hem ot her t han kni ght templar, held by the majority of the member shi p. Kni ght s templar are free to wander the world in pursui t of the order' s aims. When leaving the j uri sdi ct i on of one com- mander and ent eri ng that of another, it is a knight' s respon- sibility to promptly report to the commander of the new area, in case that commander has a pressi ng need for a kni ght to perform a mission. The commander s try to keep each ot her i nformed about where knights are oper at i ng and what they are doing, but this system works bet t er in some placesand between some commandersthan others. The Puri t ans sect is disproportionately well represented among the kni ght s t empl ar. These fervent followers of the Silver Flame cl i ng to l i t eral i nt er pr et at i ons of every word ut t ered by the Voice of the Fl ame and believe in the radical social and political t r ansf or mat i on of t he world, r emaki ng it as a theocracy in the image of Thr a ne . Though they are a small segment of the overall church, they make up somewhere between a quarter and a t hi rd of the knights templar, including three commanders. NPC REACTIONS All citizens of Thr a ne recogni ze the distinctive silver t ab- ards of the knights templar, and most have friendly attitudes toward these highly visible champi ons of the faith. Out si de Thr ane, recogni zi ng the t abard as a symbol of the Chur ch of the Silver Flame requi res a DC 10 Knowledge (rel i - gion) check, while a DC 15 check identifies the wearer as a member of the kni ght s t empl ar. General l y good- hear t ed people who are not prej udi ced against the Chur ch of the Silver Fl ame are initially friendly to kni ght s they recogni ze by means of these checks, while i ndi vi dual s who carry such prejudices (which i ncl ude shifters and goblinoids) are more often unfri endl y or at best i ndi fferent . Since the order of knights templar is sworn to exterminate supernatural evil, including undead and fiends, such creatures are always hostile when they recognize a knight templar. Lycan- t hropes of all types and al i gnment s have a part i cul ar hatred for the Church of the Silver Flame, thanks to the crusade that nearly exterminated their kind over a century ago. Shifters are uncomfort abl e with the t empl ars of the church for the same reason. The Or der of the Emeral d Claw, tied as it is to the Blood of Vol and the worship of the undead, is also hostile to the church and its agents i n the world. FIVE EDICTS OF THE CHURCH 1. Trust i n the Si l ver Fl ame . Th e Voice of t he We must also r emai n vigilant, for the one t hi ng evil does Silver Fl ame never l i es. It will light your way to glory well is hide i n pl ai n sight. and sal vat i on. 4. Lead a nobl e l i f e, and encourage ot hers to do 2. Heed the words of the Keeper. The Keeper of the the same. Tempt at i ons abound, but t he wisest of us can Fl ame is your emi ssary. Thr ough the Keeper , t he Silver recogni ze and avoid t hem. If you die with a pur e spi ri t , you Fl ame speaks. will be forever bound with the Silver Fl ame. 3. Fight evil i n al l its forms. Not everyone can have 5. Share the fai th. The Silver Fl ame can puri fy t he the st rengt h or conviction of a pal adi n, but t here are many darkest spi ri t . Share the power of the Flame with those who ways to fight evil t hat don' t r equi r e one to draw a sword. have not yet embraced it. TEMPLARS IN THE GAME Templars of the Silver Flame are quite narrow in t hei r focus, but the organization is appropri at e for good-al i gned charac- ters who can agree on worshi p of the Silver Fl ame. Keeping templar PCs happy in the organization is rela- tively easy: Simply ensure that they have no shortage of identi- fiably evil creatures to fight. In no way does this di mi ni sh the moral ambiguity that pervades the world of Eber r on. Shades of gray exist in abundant opport uni t y in the form of corrupt church officials ( i ncl udi ng Seneschal Ofejjaia of Kor t h) , unwi t t i ng agents of devils, and domi nat ed victims of vam- pires. But the PCs and their chosen foes are like pi npoi nt s of bright light and ut t er darkness in a much larger sea of murky gray, fighting an unendi ng crusade that can easily become a tool in someone' s play for power wi t hi n the church. Encounters: NPC templars look a lot like PCs, and they are most likely to be encount ered as allies. They are devoted to fighting against evil, and when the PCs are fighting evil, a templar is always a pot ent i al ally. On the ot her hand, if the PCs are col l udi ng with evil, whether they are aware of it or not, an NPC templar can be a powerful and implacable foe. SECTS OF THE SILVER FLAME Different sects within the church relate to the Silver Flame in different ways. The Pur i t ans are only the most pr omi nent of these sects, br i ngi ng a literal r eadi ng of sacred pr onounce- ments and a rigidly moral i st i c view of society to t hei r wor- ship of the Fl ame. At the DM' s opt i on, different sects of the Silver Flame can gain access to different domai ns. Some sects might grant access to new domai ns presented in Complete Divine (marked with an asterisk below) or Book of Exalted Deeds (marked with a dagger). If your campaign uses this opt i on, Pur i t ans can choose from the domai ns of Inquisition*, Law, and Purification*. The Or der of the Radiant Flame is a sect that emphasizes contemplation as a path to spi ri t ual uni on with the Silver Flame in t hi s life, as opposed to a physical uni on with the Flame after death. The order includes monks among its ranks, as well as paladins and clerics. It is not a distinct order like the mi ni st ers, friars, and t empl ars, but rat her a movement that includes members from all three orders. If you use the option of alternate domai ns. Radiant Flame clerics can choose from the domai ns of Glory*, Good, Mysticism*, and Protection. The Kni ght s Mi l i t ant are anot her sect that spans the t hr ee or der s. Thi s gr oup holds ext reme st andards of puri t y and morality, and it exhort s its member s to heroi c acts of valor and self-sacrifice in the battle agai nst evil. Cl eri cs of t hi s sect can choose from t he domai ns of Endur ance! , Exorcism, Good, Wrat h!, and War. CREATION MYTHS THE FIRST AGES OF THE WORLD Siberys danced t hr ough the void, set t i ng the stars in t hei r places. Khyber prowled behi nd, cons umi ng stars nearly as fast as Siberys placed t hem. Eber r on sang, apart from the ot hers, and life sprout ed i n the void. Finally Siberys t ur ned to confront Khyber, to stop the dragon from devouri ng the stars. The two fought, t ear i ng at each ot her in t hei r hat red. At last Khyber arose vi ct ori ous as Siberys was shat t ered i nt o a mi l l i on fragment s. Now thirsty for bl ood, Khyber wheeled upon Eber r on. Wher e Khyber l unged, Eber r on snaked aside and ar ound. No more bl ood was spi l l ed, but t he bat t l e cont i nued on and on. Khyber grew t i red, and finally Eber r on enfolded and i mpr i soned Khyber, and the two dragons ceased t hei r struggles. And so the world was bor n, Eber r on f or mi ng its surface and Khyber the world beneat h. Bot h dragons sl umbered after t hei r l ong battle, and har dened i nt o ear t h. The fragment s of Siberys' s broken body enci rcl ed Eber r on. These t hree became known as the Dragon Above, the Dragon Below, and the Dr agon Between. The drops of Siberys' s bl ood scattered upon the eart h below. Ther e they sprout ed i nt o life, becomi ng the dragons of the ear t h: red and gold, silver and white, blue and bronze, copper and green, brass and black. They found that Eber r on had formed t hem a paradi se in which to dwell, and they lived in peace for long ages. Wi t hi n the i mpr i soni ng folds of Eber r on, the bl ood of Khyber fes- tered and ferment ed, t aki ng on its own dark life. Shaped by the dreams of the sl umber i ng dragon, Khyber' s bl ood became the fiends: rakshasas, night hags, and ot her monst rosi t i es. Slowly, the fiends made t hei r way t hr ough Eber r on' s enci r cl i ng body, seepi ng t hr ough cracks and holes in the eart h, ri si ng with the mol t en rock in the er upt i on of volcanoes, bubbl i ng up from the dept hs of the sea. Gradually, they began to t hr eat en the peace of the dr agons. And so eventually began the first war between the dragons and the fiends. As Khyber first t r i umphed over Siberys, so did the fiends at first t r i umph over the dr agons. The dragons ret reat ed to the l and of Ar gon- nessen, while the fiends divided Khor vai r e, Sarlona, and Xen' dr i k among themselves. So began the Age of Demons. The fi ends r ul ed t he world for mi l l i ons of years. Whenever the dragons dared vent ure from Ar gonnessen, the fiends struck hard, dri vi ng t hem back to t hei r ret reat . Thi ngs began to change when the dr agons redi scovered the Pr oph- ecy and found al l i es. Dur i ng Eber r on' s pr i mor di al dance, as life sprang from the danci ng dragons, the couatls were bor n, addi ng t hei r wingbeats to the dance. Like the dr agons, they had r et r eat ed i nt o hi di ng from the fi ends t hat r ul ed t he worl d. Toget her , however, t he dr agons and t he couatls were able at last to l aunch an assault on the anci ent empi r es of the fiends. For t hous ands upon t hous ands of years, war raged bet ween the dr agons (and t hei r couat l allies) and the fiends of Khyber . The battles ended at last when the couatls discovered a means to i mpr i son the mi ght i - est fiends in the deep eart h from which they had emerged. The couatls paid a high price for this victory; only bonds of pur e spi ri t could hold the mighty fiends, and the greatest of the couatls sacrificed t hei r physical forms to trap the fiends wi t hi n t hei r spi ri t ual coils. With the r ul i ng fiends i mpr i soned, the r emai ni ng couatls and the dragons were easily able to drive the lesser fiends i nt o hi di ng. The dragons were so weakened by t hei r long years of fighting that they were unabl e to enjoy t he frui t s of t hei r victory. Most dr agons r et ur ned to Argonnessen to study the Prophecy, leaving Sarlona, Khor vai r e, and Xen' dr i k wasted and empty. WHAT DO YOU KNOW? Knowl edge (the pl anes) DC 10: Long before t he rise of the gi ant ci vi l i zat i on, fi ends r ul ed t he worl d, unoppos ed by t he dr agons who cow- ered i n Ar gonnes s en. Thes e fi ends i ncl uded rakshasas and ni ght hags, t hough these forebears of the moder n fiends were much more powerful t han t hei r descendant s. DC 15: Whe n t he dr agons at last rose up agai nst t he fiends t hat r ul ed t he world, couatls fought besi de t hem. The resul t i ng war lasted for a mi l l i on years. Some say t hat t he pl anes came i nt o bei ng as debris t hr own off dur i ng this legendary conflict. DC 20: The most powerful rakshasa r ul er s, called rajahs, r emai n i mpr i s - oned deep wi t hi n Khyber, held i n the et ernal spi ri t ual coils of the greatest of t he couatls. Thei r weaker mi ni ons still hope to see t hem freed. Knowl edge ( rel i gi on) DC 10: A vari et y of tales descr i be t he cr eat i on of t he worl d, but t he most c ommon myt hs i nvol ve t he t hr e e great dr agons : Si berys t he Dr agon Above, Khyber t he Dr agon Below, and Eber r on the Dr agon Between. DC 15: An e ons - l ong war bet ween dragons and fiends ended when the couatl allies of the dragons sacrificed t hemsel ves to i mpr i s on t he fi ends i n t he dept hs of Khyber . Some r el i - gi ons, i ncl udi ng t he Chur c h of t he Silver Fl ame, revere t he couat l s for this sacrifice. DC 20: The tales of the t hr ee creat i ng dragons are not the only myths about t he bi r t h of t he worl d. Ot h e r tales at t ri but e creat i on to Aur eon, Onat ar , and even the Traveler. DC 25: Th e Serpentes Fragments is an anci ent col l ect i on of wr i t i ngs con- t a i ni ng t he bel i efs of a numbe r of s er pent cul t s from Xe n' dr i k, all of which highly esteem the couatls t hat sacri fi ced t hemsel ves to bi nd t he fiends wi t hi n Khyber. DC 30: Legends tell of t hr ee great ar t i - facts the dragons used i n t hei r war against the fiends, and t hr ee si mi l ar items used by the fiends. Each set con- sists of a crown, a scepter, and an orb, like the regalia of an earthly king. OTHER TALES OF CREATION The tale of t he t hr ee dr agons and the Age of Demons is widely retold and generally accepted as an expl anat i on for the bi r t h of the world. It is not the only such expl anat i on, however. Several al t ernat i ve myt hs exist, even wi t hi n the major churches of Khor vai r e, with none havi ng a dogmat i c claim to absolute aut hori t y. These tales give the gods of the Sovereign Host (and the Dark Six) a role i n the creat i on of the cosmos. For example, devotees of the Traveler tell a great many tales about that mysterious deity creat i ng thingssometimes the eart h itself, mor e often specific ki nds of creat ures or geographical features. Lakes and canyons ar ound the world carry names such as " The Travel er' s Foot pr i nt " i n local languages, and at least two myt hs popul ar among dop- pelgangers speak of the Traveler creat i ng the world out of pieces scavenged from anot her creat i onei t her an earl i er one that was r ui ned or a parallel one that the Traveler sought to imitate. Aur eon is somet i mes i dent i f i ed as a cr eat or who spoke t he world i nt o bei ng, e mbe ddi ng all t he secret s of cr eat i on i n t he l anguage of ar cane magi c. Fol l owers of Ona t a r cr edi t hi m wi t h t he cr eat i on of t he worl d, r ecount i ng how he shaped it i n hi s forge and ha mme r e d it on his anvi l . Most tales of t he gods have l i t t l e or not hi ng to do with cr eat i on, however. Tales such as t he Devour er ' s rape of Arawai and Aur eon' s accidental creat i on of the Shadow explain the bi r t h of various gods (theogony) r at her t han the creat i on of t he uni ver se (cosmogony). The di f f er i ng depictions of the gods can be traced to myths that describe them in different ways, ari si ng in various part s of the world. These tales i ncl ude descri pt i ons of each deity as a dragon that ascended to divinity dur i ng the first ages of the world, but these myths are not widely believed. SERPENT CULTS Of XEN'DRIK The anci ent legend of the couatls sacrificing themselves to i mpri son the fiends wi t hi n the eart h is depicted in the earl i - est r ui ns and i nscri pt i ons discovered in Xen' dr i k. Thr ough the mi l l enni a, this tale has formed the foundat i on of many rel i gi ons among the native races of that cont i nent . These so-called serpent cults took root among the gi ant s, t hei r elf and drow servitors, ot her under gr ound races, the goliaths of the Ti t an' s Teet h mount ai ns, the r apt or ans, and the catfolk. (Gol i at hs are described i n Races of Stone, r apt or ans and catfolk in Races of the Wild.) Most of these serpent cults espoused high ethical ideals, often much loftier t han those prevai l i ng i n the domi nant cul t ur e. The cults typically deny t he di vi ni t y of cont em- por ar y gods, cl ai mi ng t hat t he pr i mor di al couat l s are t he only t r ul y di vi ne bei ngs. Thes e factors have combi ned to ens ur e t hat ser pent cul t s r e ma i n smal l , count er cul t ur al movement s with little l ast i ng power or i nfl uence. About t hree t housand years ago, an unknown researcher compiled a number of wri t i ngs related to the sacrifice of the couatls and assembl ed t hem i nt o a loose col l ect i on now known as the Serpentes Fragments. These fragment s are t hought to represent the beliefs of a variety of serpent cults, widely scattered geographi cal l y and hi st ori cal l y. They are also an i mpor t ant source of i nf or mat i on about the sites and civi- l i zat i ons of anci ent Xen' dr i k, maki ng the Serpentes Fragments ext remel y i mpor t ant to Xen' dr i k archeol ogy. Copi es and t ransl at i ons of the fragment s are rare because the bulk of t hei r subject mat t er is so obscure. Some, however, would argue that the fragments are not obscure in the least. Perhaps he is j ust bei ng i nt ent i onal l y provocat i ve, but Provost Da nna d Mour a i n of Morgrave Uni versi t y recent l y publ i shed a paper ar gui ng t hat t he Chur ch of the Silver Fl ame is itself the cont empor ar y form of a Xen' dr i k serpent cult. REMNANTS OF CREATION In the Age of Demons, the dragons rose up against the fiends that ruled Eber r on, waging a war that lasted for more t han a million years. Some legends claim t hat bot h sides forged mighty weapons to be wielded by their greatest champi ons. At some point in the war, both a fiendish champion and a dragon champion wore a crown and carri ed a scepter and an orb that embodied the powers of the cosmos. It is not clear which were forged firstthe fiendish or the draconic regalia. These mi ght y art i fact s were first wi el ded by single champions, but soon were divided so that t hr ee heroes of each side could carry t hei r power i nt o bat t l e. They have not been reuni t ed since that time, and it is entirely possible that they no longer exist. Thr ough countless ages of demons, dragons, and mortals, tales have continually surfaced of great artifactscrowns, orbs, and scepters. The most recent records of these items, still hundr eds of years old, give t hem names connected to the mortals who wielded and were ultimately destroyed by the ancient power they tried to harness. The draconi c Crown of Sondar Thaj is said to lie buri ed in a shrine in the midst of the Marsh of Desolation in Xen' dr i k. The draconic scepter, called the Silver Rod or the Mithral Scepter, is believed to be in Ar gonnessen, hi dden i n a shr i ne in the Wyrmsperch Mount ai ns on the western coast. Expl orers who survived a j our ney to the l and of dragons r epor t ed that the shr i ne was bur i ed cent uri es ago by a massive ava- l anche or volcanic er upt i on. The draconi c orb, called the Orb of Kevrik the Crusader, is the most recently seen of the t hr ee draconi c items, but its last owner (who fancied herself a spi ri t ual descendant of Kevri k the Cr usader ) di sappeared in the Demon Wastes. The fiendish crown is called the Crown of the Black Fire or the Crown of the Frozen Hammer, after a mighty frost gi ant ki ng who wore it i nt o battle against the daelkyr. It is believed to still lie in Icehammer Palace, a skyberg that floats above Ice- white Island between the Frostfell and the Demon Wastes. The Scepter of Fell Khadash is the poetic name for the fiendish scepter, which is believed to lie in a vault in Xen' drik t hough recent r umor s suggest that bot h the Or de r of the Emeral d Claw and agents of the ogre mage warlord Tzaryan Rrac (see page 52) have l earned of the scepter' s location and are actively seeki ng it. The fiendish orb, called the Sphere of Iron Fire, is believed to lie in the dept hs of Khyber. Legend says that it sank i nt o the ear t h when it fell to the gr ound on a Xen' dr i k battlefield. THE DARK SIX POWERS OF DARKNESS Six dark deities stand in opposi t i on to the Sovereign Host : the severed shadow of the god of magic; the evil brot her of the nat ure deities, who raped his sister; the mad child of that unholy uni on; the brot her of the war deities, who betrayed his siblings and was flayed as puni shment ; the l urki ng brot her of the god of wealth, hoar di ng the souls of the dead; and a mysterious shape- shifter whose motivations and goals are beyond mort al comprehensi on. These are the Dark Sixthe wret ched underbel l y of the Sovereign Host, puni shed and made pari ahs for t hei r cri mes. Worshi ped by cr i mi - nals, villains, outcasts, and monst ers, the Dark Six are the enemi es of the Sovereign Host, and thus the enemi es of everyt hi ng that lives. With the exception of the Traveler (in speaki ng about the Dark Six, the Traveler is often an except i on), the deities of the Dark Six are evil, corrupt , monst r ous, and hostileeven to t hei r worshi pers. I n the legends told of t hem, they somet i mes seem barely sent i ent , little more t han divine beasts preyi ng on mort al souls. Of course, such stories are told in fearful whispers by the devout followers of the Sovereign Host . Those who devote t hei r lives to the Dark Six tell different stories, and pai nt very different pi ct ures of the deities they serve. In much the same way that clerics of the Sovereign Host convinced different humanoi d groups t hat the war gods they served were simply aspects of Dol Dor n or Dol Ar r ah (see The Sovereign Host , page 138), clerics of the Dark Six i nt er pr et the deities revered by the monst ers of the world as aspects of t hei r dark gods. Thi s r ei nt er pr et at i on of monst r ous mythology has had an impact on the beliefs of the monst ers themselves, t hough somet i mes with quest i onabl e resul t s. In ages past, troglodytes and kuo-t oa might have warred against each ot her in the names of t hei r dif- ferent gods. Now, some voices among those races argue that they are all servants of the Devourer, and that they shoul d uni t e against the followers of the Sovereign Host. A few mons t r ous clerics take t hat phi l osophy one step f ar t her . Pr ocl ai mi ng themselves clerics of the Dark Six as if it were one unified pant heon, they now at t empt to uni t e the followers of all evil deities i nt o one massive horde to sweep across humanoi d l ands, leaving death and devastation in t hei r wake. Clerics of the Dark Six as a pant heon are quite rare, but they seem to be increasingly common i n Dr oaam. The following text expands the domai ns available to clerics of the Dark Six by i ncl udi ng domai ns from Compl et e Di vi ne. Domai ns from that book are marked with an asterisk (*). DARGUUN AND THE DARK SIX Cent ur i es after the fall of the Dhakaani Empi r e, a coal i t i on of t ri bal leaders formed a loose confederacy called the Ghaal ' dar , br i ngi ng the savage gobl i noi d tribes t oget her in the worshi p of a uni fi ed pant heon of sixteen gobl i noi d gods. When human mi ssi onari es appropri at ed ni ne of these gods i nt o t hei r Sovereign Host, many of the Ghaal ' dar rejected the gods who sided with the humans and embraced the Dark Six with fervent devot i on. The gods known as the Shadow and the Mockery are among the most i mpor t ant of these gobl i noi d gods. In the last hundr ed years, more of the Ghaal ' dar have r et ur ned to worshi p of the Sovereign Host , while some gobl i noi ds have become obsessed with the lost si xt eent h god of t hei r ancient pant heon, whose face and name were stricken from all wr i t i ng and art (see "The Al l -i ncl usi ve Host " on page 139). They call this lost god the Over t hr own. WHAT DO YOU KNOW? Knowl edge (geography) DC 20: Shargon' s Teeth are named after the sahuagin name for the Devourer. DC 25: The Tr avel er is descr i bed as t he cr eat or , somet i mes of t he whol e worl d, but mor e oft en of l ocal geo- gr aphi cal f eat ur es. Par t i cul ar l y i n s hi f t er - popul at ed areas wi t hi n t he El deen Reaches, smal l l akes and basins carry names such as "Traveler' s Foot pr i nt . " Knowl edge ( rel i gi on) DC 10: Th e Dar k Six are mal evol ent dei t i es who were cast out from t he pa nt he on of t he Sover ei gn Hos t . They are t he pat r ons of cr i mi nal s , outcasts, vi l l ai ns, and monst er s. DC 15: Myt hs of t he Sover ei gn Host uni f or ml y por t r ay t he gods of t he Dark Six schemi ng against the Host at every t ur n, j ust as t hei r mi ni ons i n the world cont i nue to plot against t he followers of the Host . DC 18: Most peopl e offer pr ayer s to appease or war d off t he Dar k Six, but onl y mons t er s and peopl e wi t h crazed mi nds or mur der ous di sposi - t i ons actively worshi p these evil gods. Th e one except i on is t he Tr avel er , a sor t of t r i cks t er dei t y who is not actively mal evol ent . DC 20: You know det ai l s about t he al i gnment , por t f ol i o, symbol , r e p- resent at i on, and family rel at i onshi ps of each deity. DC 22: Var i ous gods of t he Dar k Six are actively wor shi ped i n Dr oaam and Dar guun. The drow of Xen' dr i k worship the Mockery, t hough they call hi m Vul koor, the Scor pi on. DC 30: As huma ns expanded across Khor vai r e, they br ought t he faith of t he Soverei gn Host wi t h t hem. They absorbed local dei t i es, as well as t he gods of the gobl i n empi r e, i nt o t hei r own beliefs. Gods of t hei r enemi es became identified with t he Dark Six. Schol ars of t he Soverei gn Host still di smi ss or assi mi l at e t he r el i gi ous beliefs of foreign races and l ands by i dent i fyi ng t hei r gods with the Dark Six or the Sovereign Host . DC 35: Monst r ous clerics are t r yi ng to uni t e all t he worshi pers of the Dark Six against the servants of the Host . THE DEVOURER Neutral Evil The ravenous deity of st orm and sea, the Devourer represent s the destructive side of nat ur e. Br ot her to Arawai and Bal i nor, he shares his siblings' i nfl uence over the nat ural worldbut if Arawai represents nat ure tamed to human will, the Devourer is the opposite. When storms sink ships at sea, eart h- quakes swallow whole towns, or rivers overflow t hei r banks, mortals see the Devourer at work. Sailors appease hi m with sacrifices t hrown overboard when storms approach and at the start of long voyages. The sahuagin worship hi m as Shargon, whose teeth j ut from the sea between Khorvai re and Xen' dri k to snare passing ships. The clerics of the Sovereign Host asso- ciate other monst rous deities with the Devourer, i ncl udi ng the gods of the kuo-t oa, troglodytes, and yuan-t i . Domai ns : Gold*, Des t r uct i on, Evil, Pest i l ence*, Water, Weather. Favored Weapon: Tr i dent . Domai ns : Deat h, Decay, Evil, Pact*. Favored Weapon: Scythe. THE FURY Neutral Evil The divine embodi ment of madness and passion, the Fury is said to be the offspring of Arawai and her br ot her , the Devour er . Mor t al s see her hand in any i ns t ance of unus ual behaviorespecially ext reme violence in people or ani mal s. She is revered only by those who are i nsane, and by cul t ures that accept random violence as an or di nar y part of life. Clerics of the Sovereign Host identify the god of the der r o as an aspect of the Fury, as well as the pat rons of several degenerate cults found among drow, mi nd flayers, and giants. Domai ns: Evil, Li berat i on*, Madness, Passion. Favored Weapon: Rapier. THE KEEPER Neutral Evil The people of Khor vai r e recogni ze deat h as a natural part of the cycle of life. The Keeper, however, embodies the violation of that natural order. Said to be the twin brot her of Kol Korran, he feeds on the souls of the dead and hoards them in his domain the way that his brot her hoards material wealth. He is said to inspire the depredations of the undead, unexpl ai ned occurrences in graveyards, and plagues and similar afflictions. HEXBLADES Hexblades (described in Complete Warrior) appear randoml y among the various peoples of Eberron, as if singled out by a dark power. Some say that hexblades are the chosen minions of the Shadow, though hexblades believe the Traveler to be the source of their power. As with the legend that sorcerers are descended from dragons, the full truth will probably never be known, THE MOCKERY Neut ral Evil The crows and jackals that l urk ar ound battlefields to feast on car r i on are said to be emi ssar- ies of the Mockery. Cowardly, t r eacher ous , and mur de r ous , the br ot her of Dol Ar r ah and Dol Dor n is everyt hi ng his noble siblings are not . The faithful of the Sovereign Host believe that the Mock- ery tempts people into acts of betrayal by promi si ng t hem vic- tory and power, and they do not offer hi m prayers. The drow of Xen' dr i k worship the Mockery as Vul koor the Scorpi on. Scholars of the Host identify monst rous deities of war with the Mockery, i ncl udi ng gods of the giants and troglodytes. Domai ns : Dest r uct i on, Domi nat i on*, Evil, Trickery, War. Favored Weapon: Kama. THE SHADOW Chaotic Evil Often described as the literal shadow of Aur eon, the Shadow is the figurative dark side of the god of magic as well. Whenever magic seems to take on a life of its own to plague mortals, people poi nt to the influence of the Shadow. The Shadow is revered by anyone who uses magic for evil ends. The t r adi - tional deities of magic-using and psionic monsters are often identified as aspects of the Shadow, particularly if their portfolios include secrecy or darkness. In addi t i on, monst ers in Dr oaam and elsewhere revere the Shadow as t hei r creator. Do ma i ns : Chaos , Evil, Magi c, Mi nd*, Shadow. Favored Weapon: Quart erst aff. THE TRAVELER Chaotic Neutral If not actively benevol ent , t he Tr avel er is c e r t a i nl y t he least mal evol ent of the Dark Six. With no apparent connect i on to the ot her member s of the Six or the Soverei gn Host , the Traveler seems willfully i ndepen- dent or even blissfully i gnor ant of ot her deities. A shapeshi ft er who is said to walk the eart h in a t housand disguises, the Traveler is at times a creator, a giver of knowledge, a divine prankster, and always an eni gma. People ascribe anyt hi ng they cannot readily underst and to the work of the Traveler, but only dop- pelgangers and l ycant hropes rout i nel y revere the Traveler. Shifters, lycanthropes, wanderers, and rogues sometimes ask the Traveler' s blessing on t hei r endeavors, but rarely expect or receive anyt hi ng i n response. The Traveler is said to smile on those who use t hei r wits and resourcefulness, and to scorn those who ask for coddl i ng or gifts they have not earned. Domai ns: Art i fi ce, Celerity*, Chaos, Creation*, Li b- eration*, Travel, Trickery. Favored Weapon: Sci mi t ar. THE DEMON WASTES ANCIENT RUIN The blasted land of the Demon Wastes is the last bastion of the evil powers that rul ed Khor vai r e dur i ng the Age of Demons, and the most dangerous place on the cont i nent . Nevert hel ess, advent ur er s j our ney here for the r ui ns scattered across the desolate l andscape, some so old that only t hei r foundat i ons r emai n. Though the bar r en l and cont ai ns hi dden artifacts and forgotten magic, few advent urers r et ur n with these t reasures, for the dangers of the Wastes are l egi on. Fi ends still hold sway hererakshasas and lesser bei ngs whose reach is long and subt l e. Night hags cont rol small patches of land and r emnant s of civilization. Humanoi d tribes serve the whims of t hei r demoni c mast ers. When the dragons and t hei r couatl allies defeated the fiends at the end of the Age of Demons, they i mpri soned the godlike leaders of the rakshasas deep beneat h the surface of the world. The fiendish followers of those rak- shasa rajahs fled to the land that had been t hei r empi re' s capital Fah' l r r g in the Infernal language, called the Demon Wastes on moder n maps. Many of the rajahs lie beneat h the Wastes, while some r emai n t rapped elsewhere in Khor vai r e and t he cont i nent s beyond. Her e mor e t han anywhere, however, they left t hei r st amp on t he surface worl d. The i r pr esence (as well as the heavy concent rat i on of t hei r followers) t ai nt s the land and the living t hi ngs upon it. The gr ound is cracked and dry, the life leached away. Beyond the twisted network of canyons called the Labyr i nt h, the Demon Wastes present a blasted pl ai n of blackened sand and volcanic glass. The imprisoned fiends are openly worshiped here. The Carri on Tribes, a handf ul of bar bar i an human clans descended from a wave of Sarl onan refugees t rapped in this land more t han fifteen cent uri es ago, pay homage to the rakshasa l ords t r apped beneat h t he Demon Wastes. Led by half- fiends and possessed warri ors, each of these clans gives its allegiance to a different rajah, and the nat ur e of that pat r on influences everyt hi ng from customs and t radi t i ons to iconography and the clan' s magical abilities. The Pl aguebearers clan reveres a fi end-l ord of filth and pest i l ence, while the Deat hbr i nger s worship a lord of death and the undead. The Enshr ouded worship a fiend of darkness, and the Car r i on Hounds revere rot and eat car r i on like the vul t ur es they hold sacred. Perhaps most unusual l y, the Moon Reavers clan worships the ni ght hags of the Wastes r at her t han the ent ombed lords of the rakshasas. The Car r i on Tri bes are diverse in t hei r beliefs and practices, but they mai nt ai n a common reverence for the barbari an ideal and the state of rage. They believe that a ragi ng bar bar i an is briefly possessed by a fiendish spirit that empowers his body and har dens his mi nd. For this reason, barbari ans hold almost all posi t i ons of aut hori t y i n the Car r i on Tri bes, al t hough the Moon Reavers also exalt the art of the roguestealthy guer r i l l a tactics, assassination, and shadowy t error. Though most barbari ans in the Demon Wastes serve the fiends eagerly, a few escape, are abandoned, or rebel . These individuals might fall i n with the Ghaash' kal a (the ghost -guardi ans who prevent the evil in the Wastes from spreading), or they might j oi n one of the few communities that manage to survive in the Wastes. Some become advent urers, and if they are sakah (see page 35), they use t hei r gifts to furt her t hei r own ends. The Lor ds of Dust (see page 147) are per haps t he most i mpor t ant power gr oup in t he Demon Wastes. Devot ed servant s of t he i mpr i soned fiends, the Lor ds are di st i ngui shed from the Ca r r i on Tr i bes by bei ng fiends themselves. Whi l e some among the Lords of Dust seek to channel the i mpri soned rajahs' power to enhance t hei r own, most strive to break the bonds of the fi end-l ords and usher in a new Age of Demons. THE RAKSHASA RAJAHS The fiends i mpr i soned i n Khyber at the end of the Age of Demons were evil outsiders with godlike power. Beyond that description, their t rue nat ur e WHAT DO YOU KNOW? Knowl edge (geography) DC 10: The Demon Wastes is a blasted l and where ba r ba r i a n t r i bes bat t l e each ot he r . Rakshasas and ot he r fiends cont rol t he l and. DC 15: To ent er t he Demon Wastes by l and, you have to pass t hr ough t he Labyr i nt ha convol ut ed seri es of canyons full of bar bar i ans , l ur ki ng monst ers, and t unnel s to Khyber. DC 18: The strongest and most uni fi ed gr oup of fiends is the Lords of Dust . The Car r i on Tr i bes are humanoi d bar bar i ans who follow various fiends. Th e Gh a a s h ' k a l a ar e f i er ce orc warri ors who keep the Car r i on Tri bes i n check by prevent i ng anyt hi ng from leaving the Wastes. DC 20: Ni ne ni ght hags wield power i n the Wastes, r ul i ng i ndependent l y. Knowl edge (l ocal ) DC 10: J us t a few s et t l ement s exist wi t hi n the Demon Wastes, and none are t rul y civilized. DC 20: The only wort hwhi l e set t l ement is Fest eri ng Hol t , a haml et of huma n- oids i n t he nor t heast . Knowl edge (the pl anes) DC 10: Fi ends rul e t he Demon Wastes. DC 15: Rakshasa raj ahs are t r apped beneat h t he Demon Wastes. DC 20: Some fiends work with each other, but most have t hei r own agendas. Some seek to free t hei r i mpri soned rajahs or draw power from t hem. DC 25: I n t he nor t h is a chasm called t he Lai r of t he Keeper , a mani f est zone l i nked to Dol ur r h. Knowl edge ( rel i gi on) DC 15: The pr i mi t i ve huma ns i n t he Demon Wastes worship the rakshasas, ni ght hags, and ot her fiends. DC 20: The Ghaash' kal a revere Kal ok Shash, also called the bi ndi ng flame. Kal ok Shash mi ght be i dent i cal to the Silver Fl ame. Several Ghaas h' kal a clans exist, and they share a common pr i est hood. DC 25: The fiends and bar bar i an priests draw power from ent i t i es t r apped i n Khyber, al l owi ng t hem access to spells and ot her abilities. DC 30: Some believe that the Keeper dwells wi t hi n a chasm i n the nor t h. remai ns uncl ear . The i r closest paral l el i n the D& D rul es are the archdevi l s and demon pr i nces descri bed in Book of Vile Darkness. Few are known by name, but onenow called Levistus - is famous for havi ng briefly slipped the bonds of his i mpr i sonment (see Frostfell Gods and Fi ends, page 67). It is possible that the fiendish pat r on of the Pl aguebearers is a creature si mi l ar to Demogor gon or Jui bl ex, while the lord of the Deat hbr i nger s mi ght be si mi l ar to Or cus . The dark- ness fiend worshi ped by t he Ens hr ouded coul d be Graz' zt, and the car r i on lord of the Car r i on Hounds (sometimes called the Lord of Flies) could be Baalzebul - before or after his t ransformat i on i nt o a sl ugl i ke monst er . Whe t he r the rakshasa rajahs actually bear any physical si mi l ari t y to these archfi ends, t hei r abilities and characteristics are on a par with t hem. THE SAKAH Strange bi r t hs are common wi t hi n the bar bar i an t r i bes; newborns may exhibit the sign of one of the rajahs. Such a sign might be subtle, but could i ncl ude hor ns, shar p teeth or claws, red eyes, rough gray skin, bul gi ng knuckles, bony spikes, l eat hery wi ngs, or some ot her sign of the rajahs' dark i nfl uence. Some i ndi vi dual s display t hese fi endi sh features at bi r t h, while ot hers develop t hem as they mat ure physically, emotionally, and spiritually. The Car r i on Tribes believe that these individuals are blessed and call t hem sakah ("touched ones") . They oft en ri se to become i nf l uent i al members of t hei r t ri bes. Sakah may also have subtle powers that manifest as they age, such as a captivating gaze, a talent for sorcery, or a preter naturally char mi ng voice. These abilities and the reputation of all sakah let them rise in rank within the Car r i on Tribes, grant t hem the st r engt h to survive on t hei r own, or allow them to flee the Wastes. The following feats represent a few of the fiendish powers a sakah might possess as a result of her fiendish taint. A character with any of these feats bears some physical manifestation of it, described in the feat entry. Since most denizens of the Demon Wastes are evil, most sakah are evilbut they do not have to be. The fiends' sign steers sakah toward evil alignments, but some resist this t emp- tation and flee or combat the fiends. Others simply ignore their powers' origin and use them to furt her their adventures. Presented below are t hr ee feats designed to simulate some of the special abilities that sakah exhibit. Touch of Capt i vat i on You are sakah, and your fiendish gift allows you to captivate people ar ound you. Your eyes have an unnat ur al appear- ance, such as slitted or strangely colored pupi l s. Prerequi si te: Region of or i gi n Demon Wastes. Benefit: Your t ai nt ed ori gi n grant s you the following spell-like abilities as a 1st-level caster: 1/daycharm person, A sakah hunts in the Demon Wastes daze, prestidigitation. The save DC for these effects is equal to 10 + spell level + your Cha modi fi er. Touch of Decept i on You are sakah, and your fiendish gift allows you to alter your appearance and trick ot her s. When you are not disguised, you are marked by unusual hai rfl ami ng red or blue black, somet i mes streaked with a l i ght er color. Prerequi si te: Region of ori gi n Demon Wastes. Benefi t: Your t ai nt ed or i gi n gr ant s you the following spell-like abilities as a 1st-level caster: 1/daydisguise self, ghost sound, open/close. The save DC for these effects is equal to 10 + spell level + your Cha modi fi er. Touch of Summoni ng You are sakah, and your fiendish gift allows you to s ummon fell creat ures to do your bi ddi ng. You have high and sharply angled cheekbones, sunken eyes, or a heavy brow ri dge. Prerequi si te: Region of or i gi n Demon Wastes. Benefi t: Your t ai nt ed or i gi n gr ant s you t he follow- ing spel l -l i ke abilities as a 1st-level caster: 1/dayacid splash, mage hand, and summon monster [ (fiendish creat ures onl y). The save DC for these effects is equal to 10 + spell level + your Cha modi fi er. WARLOCKS Warlocks ( i nt r oduced in Complete Arcane) derive t hei r st range arcane powers from unsavory and somet i mes evil forces. In Eberron, warlocks seem to have close ties to the various fiends that i nhabi t the Material Pl ane, i ncl udi ng night hags and part i cul arl y rakshasas. I n fact, some warlocks believe that they si phon power from the rakshasa rajahs i mpri soned i n t he dept hs of Khyber to mani fest t hei r eldritch blast and ot her magical abilities. Such i ndi vi dual s are sought out by t he Lords of Dust to serve as agents. Oft en these warlocks do not know the t r ue nat ur e of the masters they serve. THE GHAASH'KALA Thos e who at t empt to leave t he De mon Wastes, whet her natives or vi si t ors, i nevi t abl y conf r ont t he Ghaas h' kal a. These fierce bar bar i ans revere Kal ok Shash, t he bi ndi ng f l ame, t he same ent i t y wor shi ped by t he Chur c h of t he Silver Fl ame. The Ghaas h' kal a bel i eve t hat any cr eat ur e or object t hat has passed t hr ough t he Demon Wastes is unal t er abl y t ai nt ed, and they pr event anyt hi ng from l eavi ng t he Wastes for fear of t hat evil s pr eadi ng to t he rest of Eber r on. Most Ghaash' kal a are satisfied with t hei r roles, but some seek to expand t hei r hor i zons, becomi ng advent ur er s as a way to exper i ence t he rest of t he world. However, they must cont end wi t h t hei r t r i be, whi ch pr e- fers t hat they r e ma i n in t he Wastesfor even t he most r i ght eous i ndi vi dual s among t he ghos t - guar di ans carry t he f i ends' c or r upt i on. The Ghaash' kal a are mi l i t ari st i c and spi r i t ual . Thei r lives revolve ar ound worship and t hei r mar t i al duties. Four Ghaash' kal a cl ans exist, and cust oms vary slightly among t hem. Each clan has two l eaders. The ki zshmi t , or chief- t ai n, leads the clan in its mi l i t ary dut i es. The sar' mal aan, the high priest who gui des the clan' s spi ri t ual wel l -bei ng, appoi nt s and assists t he ki zshmi t . Though t he ki zshmi t focuses on mar t i al aspects, she also rul es the clan i n most munda ne mat t er s. The sar ' mal aan steps in when medi t a- tion or enl i ght enment demand it. The ki zshmi t defers to the sar' mal aan. The Ghaash' kal a are a powerful and noble peopl e, and of all the i nhabi t ant s of the Demon Wastes, they are the most likely to interact with Outlanders on a peaceful basis. They are enemi es of the fiends, and t hough they seek to prevent travelers from ent er i ng or exi t i ng the Wastes, some among t hem mi ght be per suaded to aid advent ur er s. Some clan member s leave t he Demon Wastes, despi t e t hei r el ders' admoni t i ons , to advent ur e in Khor vai r e and beyond. In ext r eme ci r cumst ances, a Ghaash' kal a sar ' mal aan mi ght look outside the Wastes for assistance. Descri bi ng the Ghaash' kal a groups as clans is perhaps mi sl eadi ng, si nce they are not necessari l y bound by any familial ties. At the core of each clan is a family of related orcs, but the clans have only survived this long by welcoming new members, even outcasts from the Car r i on Tri bes who have heard the call of the bi ndi ng flame. As a result, each clan includes a small number of humans, hal f-orcs, and even members of ot her races as well as its domi nant orcs. Each of the four clans concent rat es its efforts on a different part of the Labyri nt h and the s ur r oundi ng l ands. St rong di pl omat i c ties and a common pri est hood help the clans accomplish t hei r duties. The Jaasakah ("Deadl y") cl an i nhabi t s t he east er n Labyri nt h and the lands east of the Labyr i nt h. The clan is led by kizshmit Svash Ramaal ( NG male hal f-ore bar bar i an 8) and sar' mal aan Gan' dal Homm (LG male human cleric 10 Kalok Shash). The Kast ar ("Swift") clan i nhabi t s the west ern Laby- r i nt h and t he l ands west of t he Labyr i nt h. Its ki zshmi t is Maal o Sahai ( CG femal e orc fi ght er 4/ r ogue 5), and its sar ' mal aan is Naakah Shahar ( NG female orc cl eri c 8 Kal ok Shash) . The Mar uk ("Mi ght y") cl an i nhabi t s t he cent r al Labyri nt h. Its kizshmit is Torgaan Shashaarat (LG male orc fighter 3/paladin 6), and its sar' mal aan is Lharc Suusha (LG female orc cleric 9 Kalok Shash). The Vaanka ("Fi nal ") clan i nhabi t s the nor t hwest er n Labyr i nt h, where it connect s to the rest of the Wastes. Its ki zshmi t is Dal kal Mal ' f onn (LG female huma n cleric 3 Kalok Shash/ pal adi n 7), and its sar' mal aan is Silvik Raam ( NG male orc cleric 11 Kal ok Shash). KALOK SHASH All Ghaash' kal a revere Kal ok Shash, t he bi ndi ng fl ame, and t he cl ans shar e a c ommon pr i es t hood. Kal ok Shash is a di vi ne beacon t hat draws new her oes to r est or e the Ghaash' kala' s ranks and replace the fallen. The Ghaash' kala welcome these souls. Thos e who follow t he bi ndi ng fl ame live t hei r lives by t he sword. Th e i r exi st ence is vi ol ent and mar t i al ; t hei r sworn duty, to combat demoni c t er r or s wi t h muscl e and bl ade. By cont r ast , adher ent s of t he Silver Fl ame are always ready to take up ar ms i n defense of t hei r fai t h, but t hei r overal l exi st ence is peaceabl e. Th e Chur c h of t he Silver Fl ame focuses on bui l di ng communi t y, i ns t r uct - i ng its lay member s about t he worl d' s danger s , and pr o- t ect i ng life and goodnes s . The average fol l ower of the Silver Fl ame is a si mpl e f ar mer or cr af t er who respect s what t he Silver Fl ame r epr es ent s , whi l e t he average fol- lower of t he bi ndi ng fl ame is a l e a t he r - a r mor e d war r i or wi el di ng spear and bow agai nst f i endi sh mons t er s i n a di smal l andscape. Cl er i cs who revere Kal ok Shash can select from t he Exor ci s m, Good, Pr ot ect i on, and War doma i ns . The favored weapon of Kal ok Shash' s pr i es t hood is t he l ongswor d. BRAND Of THE BINDING FLAME To hel p f end off d e mo n i c pos s es s i on, Gha a s h' ka l a war r i or s mar k t hei r bodi es wi t h t he br a nd of t he bi nd- i ng f l ame. The br and' s shape depends on t he t r i be and, somet i mes, t he i ndi vi dual mal aan (pri est ) who bur ns t he symbol ont o t he guar di an' s ski n. The Mar uk cl an (whose member s are t he most nume r ous ) uses a si mpl e symbol of a smal l fl ame wi t h t hr ee t endr i l s . The Kas t ar clan' s symbol r esembl es a s unbur s t wi t h wavy, r adi at i ng rays, while war r i or s of t he Jaasakah cl an unde r go a l engt hy r i t ual in whi ch t hei r ent i r e backs are covered wi t h com- pl i cat ed scars, bur ns , and var i col or ed t at t oos. Vaanka war r i or s use a wide variety of symbol s, largely dependent on t he mal aan. By dedi cat i ng his mi nd to t he br and that the mal aan has i mbued with his fai t h, a war r i or can gai n t empor ar y i mmuni t y to possessi on and ot her benefi t s in his bat t l e agai nst t he f i ends. The Bi ndi ng Br and feat, below, r epr esent s t hi s ability. A player charact er can obt ai n this feat in a number of ways. He might have been a Ghaash' kal a clan member who escaped the Wastes. He might have j oi ned the Ghaash' kal a and accepted t hei r ways, if only briefly. Perhaps a malaan has left the Wastes to battle the rakshasas elsewhere in Eber r on, and she is wi l l i ng to i nscri be the br and on those who swear the pr oper oat hs. Bi ndi ng Br and You carry the brand of the bi ndi ng flame, mar ki ng you as a warri or of the Ghaash' kal a cl ans. Benef i t : You can use t he fol l owi ng spel l - l i ke abi l i - ties as a 1st-level cast er: 1/dayguidance, protection from evil, resistance. HORRORS OF THE WASTES The Ghaash' kal a believe t hat all cr eat ur es and relics of the Demon Wastes are t ai nt ed by eviland if you are using the Heroes of Horror suppl ement , that mi ght be literally t r ue. The Demon Wastes is a t ai nt ed regi on, and a charact er who enters the Wastes must i mmedi at el y make a DC 20 Will save or have his depravity score increased by 1. Thi s saving throw must be repeated after every 24 hour s spent in the Wastes. Cer t ai n regions of the Wastes are more intensely suf- fused with the evil of the rakshasa lords i mpr i soned t here. Characters ent er i ng these regi ons must i mmedi at el y make anot her Wi l l save ( DC 25 to 30) to avoid f ur t her i ncr eas- ing t hei r depravi t y scores. In addi t i on, cer t ai n sites in the Wastes i ncrease cor r upt i on r at her t han depravity. See Tai nt ed Local es in Chapt er 4 of Heroes of Horror for mor e information about these sites. In addi t i on to the dangers of t ai nt , the Demon Wastes are also dotted with ot her horri fi c t er r ai n features. Abyssal blackgrass grows nat ural l y in the Wastes, blood rock and night stone j ut from the eart h i n the Labyri nt h, and charnel bogs are common near the coasts. These t er r ai n features are described in Chapt er 4 of Heroes of Horror. Many of the new monst ers described in Heroes of Horror are likewise native to the Demon Wastes. Cor r upt i on eaters haunt the Labyr i nt h, uni nt ent i onal l y hel pi ng cont ai n the taint of evil within the Wastes (a few of the Ghaash' kal a actu- ally believe that cor r upt i on eaters are agents of the bi ndi ng flame). Phant asmal slayers are part i cul arl y common in the region s ur r oundi ng Asht akal a, and are said by some to be psychic echoes of the i mpr i soned rakshasa l ords. Tai nt ed minions and t ai nt ed raversthe r emnant s of bot h Car r i on Tribe bar bar i ans and Ghaash' kal a orcs who have been lost to the evil of the Wastesare all too common t hr ough- out the r egi on. The Ghaash' kal a particularly loathe these mons t r os i t i es , while t he Ca r r i on Tr i bes t reat t hem as fi gures of mystical power and aut hor i t y. Unhol y sci ons are commonl y bor n to t he nat i ves of t he Wastes, orc and huma n al i ke. Characters native to the Demon Wastes or who adventure t here extensively mi ght find many of the opt i ons in Heroes of Horror useful. Among the new classes described in that book, archivists and dread necr omancer s are not part i cul arl y common in the Wastes, al t hough archivists might be drawn to the Wastes in the course of t hei r research. The Chur ch of the Silver Flame' s Pur i t ans sect serves as the pat r on orga- ni zat i on for charact ers with the puri fi er of the Hallowed Doct ri ne prestige class. These characters seek to cont ai n the evil t hreat wi t hi n the Wastes, striving to forge alliances with the Ghaash' kal a and even commi t t i ng themselves to remai n forever in the Labyrinth alongside the orcs. Cor r upt avengers are also common among the Ghaash' kal a, t hough they are loathed by the puri t y-obsessed t ri bes. THE LABYRINTH The many and varied dangers of the Labyri nt h ensur e that few who vent ur e far i nt o it manage to survi ve, and only a handf ul of t hose survi vors ever r et ur n to ci vi l i zat i on to report t hei r success. The fragment of map below was discov- ered in an abandoned backpack in the library at Morgrave University, along with a grot esque, headless statuepossibly the i t em ment i oned on the map. The statue is now on di s- play in the Dezina Museum of Ant i qui t i es on the Morgrave University campus. Several recent i nci dent s at the Museum, dismissed as failed r obber y at t empt s, are al most cert ai nl y unr el at ed to the statue' s arrival t here. DOCUMENTS RULES AND REGULATIONS Wr i t t en document s play a si gni fi cant role i n t he Five Nat i ons. Because t he Not ar i es Gui l d of House Sivis makes it possible to create certificates whose aut hent i ci t y is vi rt ual l y uni mpeachabl e, t he peopl e of Khor vai r e have come to rely upon cont ract s, licenses, and ot her official document s to hel p commerce and gover nment r un as quickly and smoot hl y as pos- sible. Of the many types of document s that facilitate society funct i ons, the following are among those most likely to be encount er ed or needed by advent ur er s. Ar c a ne Si gnet Ri ng: The dr agonmar ked houses of Khor vai r e use these ri ngs extensively for i dent i fi cat i on pur poses. They resemble or di - nary signet ri ngs, but are set with gemstones like decorative ri ngs. Inside a l arge cent r al gemst one, an i nt r i cat e r uni c pat t ernact ual l y an arcane markbecomes visible when wor n by t he per son for whom t he r i ng was const ruct ed. These ri ngs are only given to member s of a dr agonmar ked house or one of its most t rust ed ret ai ners. If you are a member of a dr agonmar ked house ( par t i cul ar l y if you have the Favored in House feat), you can buy an ar cane si gnet r i ng with no difficulty from any house enclave at a cost of 150 gp. If you are not a member of a house, you mi ght be able to acqui re an arcane signet r i ng that identifies you at a cost of 200 gp or more, but it requi res bot h working with a jeweler to build the ri ng, then persuadi ng House Sivis to impress its mark i nt o the st one. Acqui r i ng an arcane signet r i ng that would identify you as someone else is extremely difficult, if not i mpossi bl e. As a first step, you would need false i dent i fi cat i on papers to "prove" your identity to a house enclave or House Sivis. Bus i nes s Li c e ns e : Each count r y in Khor vai r e takes a slightly dif- ferent at t i t ude toward commerce and i ndust ry. Some gover nment s, such as Br el and' s , r equi r e all busi ness owner s to buy a busi ness l i cense of some sort , wi t h the cost and difficulty of obt ai ni ng t he l i cense i ncr eas- i ng de pe ndi ng on t he value of t he busi ness and what danger it mi ght pose to near by peopl e and pr oper t y. Ot h e r nat i ons , such as Zi l ar go, take a mor e hands - of f at t i t ude and allow most busi nesses to oper at e with mi ni mal r est r i ct i ons and i nt er f er ence. A busi ness license consists of a si mpl e pa r c hme nt t hat must be di spl ayed somewhere i n t he place of busi ness. Typically, a town or city has a l i censi ng office t hat issues busi ness licenses. Smal l er set t l ement s rarely have offices devoted to this activity, but magistrates issue licenses in addi t i on to t hei r ot her duties. It can take considerable t i me to process a business license, t hough the cost is usually less t han 1 gp ( dependi ng on location and the type of business). I d e n t i f i c a t i o n Pa pe r s : Most peopl e of t he mi ddl e and upper classes, at least i n cent r al Khor va i r e , car r y i dent i f i cat i on paper s wi t h t hem at all t i mes. Issued by nat i onal gover nment s and not ar i zed by House Sivis, t hese paper s pr esent a det ai l ed physical des cr i pt i on of a per son (somet i mes with an accompanyi ng small por t r ai t ) , the person' s name and residence, and some addi t i onal i nf or mat i on about the person' s affiliations (part i cul arl y i ncl udi ng any connect i on to a dr agonmar ked house, royal or noble family, or a large i nst i t ut i on) . The papers are usu- ally kept i n a durabl e cont ai ner of some kinda l eat her folder, met al l i c case, or ot her decorative hol der. In some areas, i ndi vi dual s must car r y i dent i f i cat i on paper s with t hem at all times and be pr epar ed to show those papers to officials at a moment' s notice. Thi s is particularly t rue in bor der areas (especially when the bor der s are not qui t e clear or some di sput e persists about the l i nes established i n the Treat y of Thr onehol d) , and also in Thr one por t itself, which is governed by an i nt er nat i onal counci l of representatives from the Five Nat i ons. WHAT DO YOU KNOW? Knowl edge (arcana) DC 15: Th e arcane mark spel l is widely used, part i cul arl y by House Sivis, to aut hent i cat e i mpor t ant document s . A special form of arcane mark can be embedded i n a si gnet r i ng i n such a way t hat it is only visible when a spe- cific per son wears the ri ng. Knowl edge (l ocal ) DC 10: Most people of the mi ddl e and uppe r classes car r y i dent i f i cat i on papers with t hem at all t i mes. I n cer- t ai n areas, everyone must carry such papers and be pr epar ed to show t hem to officers of the law when request ed. Anyone cr ossi ng nat i onal bor der s must carry t ravel i ng papers. DC 15: Let t er s and cert i fi cat es ar e sometimes r equi r ed to operate a busi - ness (a busi ness l i cense) or even to pl unde r t he r ui ns of Xe n' dr i k (a letter of mar que) . Properl y not ari zed document s are essential to establish owner shi p of si gni f i cant pieces of pr oper t y (a title deed) and to est ab- lish a person' s ri ght to act i n someone else's place (a letter of proxy). DC 20: The r i ght doc ume nt can get you money f r om t he bank (a l et t er of cr edi t ) , a pa r don for a cr i me you c o mmi t t e d (a l et t er of p a r d o n ) , or even a pa r don for a cr i me you haven' t commi t t ed yet (a l et t er of di s pens at i on) . A check against this DC is also suffi- cient to det er mi ne where to acqui re a document needed for a par t i cul ar pur pose. Knowl edge (nobi l i ty and royalty) DC 10: House Sivis not ar i zes official document s. The house uses the arcane mark spell to establish the authenticity of particularly i mpor t ant document s. DC 15: House Kunda r a k issues l et t ers of cr edi t ( not ar i zed by House Sivis) to allow account hol der s to access t hei r funds from any Kundar ak bank. Thes e l et t er s can al so be used as payment for services, specifying t he amount the bear er can withdraw. DC 20: Members of the dr agonmar ked houses use special signet r i ngs t hat cont ai n arcane marks to establish t hei r i dent i t y and member shi p in a house. Identification papers are issued by the same facilities that process business licenses: dedicated l i censi ng offices in larger set t l ement s, or local magi st rat es in smal l er ones affiliated wi t h or oper at ed i n conj unct i on with House Sivis. It is only possible to obt ai n i dent i fi cat i on papers i n the nat i ons recogni zed by the Treat y of Thr one hol d, and it becomes i ncreasi ngl y difficult out si de the Five Nat i ons. The Mror Holds and Zilargo readily issue papers, but appli- cants elsewhere mi ght have to travel some distance to find a magistrate or House Sivis enclave t hat is wi l l i ng and able to assemble such document s. St andar d i dent i f i cat i on paper s t ypi cal l y cost 2 gp, while a por t r ai t raises the pri ce to 5 gp. Forged papers cost around 10 gp. Letter of Credi t: House Kundar ak, t he house t hat carries the Mark of War di ng, operat es banks t hr oughout central Khor vai r e. A charact er who has funds on deposit in a Kundar ak bank can request from the bank a letter of credit, which allows her to withdraw funds from a different branch. For many char act er s, t hi s system is a conveni ent alternative to car r yi ng weal t h ar ound i n the form of pr e- cious gems, j ewel ry, or coi ns. House Kundar ak does not charge a fee for i ssui ng letters of credi t . House Kundar ak is t he only or gani zat i on t hat issues letters of credi t . Occasionally, an employer secures a letter of credit for an employeesuch as an advent urerwho is expected to i ncur large debts i n the course of his work for the employer. The letter specifies a maxi mum amount available to the bearer, and any sum up to that total amount can be drawn from the issuer' s bank account . When funds are wi t hdrawn, the clerks at the bank updat e the l et t er to reflect the new available bal ance, not ar i zi ng the change to the letter or i ssui ng a new letter. Let t ers of credi t are always not ari zed with arcane marks, maki ng t hem difficult to forge. Even if a document can be successfully r epr oduced, however, it is nearly impossible to acqui re funds from House Kundar ak usi ng a forged letter of credit, since the house keeps records of every such letter it issues and makes those records available to all its banks. If a clerk at a bank has any reason to suspect that a letter of credi t is forged, it can be checked against house records to verify its authenticity. Letter of Di s pens at i on: Each nat i on i n Khor vai r e has its own set of laws and r egul at i ons . In some cases, however, t he l eader of t he nat i on mi ght want to gr ant spe- cific i ndi vi dual s the ri ght to act out si de t he law. I n these i nst ances, t he gover nment issues a l et t er of di spensat i on. Such l et t ers always closely det ai l exactly what per mi ssi ons t he bear er is givenfor exampl e, t he r i ght to seize and destroy pr oper t y bel ongi ng to suspect ed sedi t i oni st s, or t he ri ght to kill any monst er s found wi t hi n cer t ai n geo- graphi cal boundar i es . Let t er s of di spensat i on cannot be bought . They are issued by a hi gh- r a nki ng gover nment official only to select and t r ust ed par t i es . The l et t er always bear s t he seal of t he nat i on al ong wi t h an arcane mark, and it specifies to whom the di spensat i on is gr ant ed. ( The document is not consi der ed valid wi t hout mat chi ng i dent i f i cat i on papers. ) Letter of Marque: The concept of l et t ers of mar que or i gi nat ed dur i ng t he Last War, when t he r ul er s of t he war r i ng nat i ons gr ant ed advent ur er s per mi ssi on to attack shi ps and assets bel ongi ng to ot her nat i ons . The Treat y of Thr one hol d decl ar ed void all l et t ers of mar que t hat exi st ed at t he t i me, but t he idea survi ves, t hough i n a r at her al t er ed f or m. The Ki ng of Br el and now issues paper s gr ant i ng advent ur er s per mi s s i on to expl ore and pl under t he r ui ns of Xe n' dr i k. Though such per mi s s i on is not t echni cal l y necessary, wise advent ur er s secure a l et t er before usi ng Shar n as a l a unc hi ng poi nt for expe- di t i ons to Xen' dr i k. Thos e who try to sell t r easur es from Xen' dr i k on t he open mar ket i n Br el and must pr oduce a l et t er of mar que or face stiff fineson t op of f or f ei t i ng the t r easur e i n quest i on. When advent ur er s are hi r ed to expl or e Xe n' dr i k as par t of an expedi t i on (such as one s pons or ed by Mor - grave Uni ver si t y or t he Wayf i nder Founda t i on) , it is c ommon pr act i ce for t he empl oyer to secur e a l et t er of mar que for t he expedi t i on, so t hat char act er s don' t need to worry about t he expense or t he f r equent l y cons i der - able di ffi cul t y. Char act er s who must secur e a l et t er for t hemsel ves most likely do so at t he Bur eau of Ant i qui t i es in Shar n' s Hi ghest Towers di st r i ct . Fi l i ng an appl i cat i on can take the bet t er par t of a day and involves bot h answer- i ng extensive quest i ons from t he staff at t he bur eau and e ndur i ng t hei r l ong, mus i ng r ecol l ect i ons of t hei r own expedi t i ons to Xe n' dr i k years bef or e. A l et t er of mar que costs 500 gp. It is not par t i cul ar l y di ffi cul t to forge a l et t er of mar que, and it is cer t ai nl y possi bl e to sell goods from Xen' dri k on the black market or outside Brel and to avoid the need for one. A forged letter of mar que can be purchased for about 25 gp. Letter of Proxy: On occasi on, i l l ness, di st ance, or schedul i ng confl i ct s keep a pol i t i cal , mi l i t ar y, or i ndus - t ri al l eader from at t endi ng an i mpor t a nt event . I n t hese cases, he mi ght want to send a r epr esent at i ve to speak for his i nt erest s at one or more occasions or gat heri ngs. Thi s person receives a letter of proxy to verify that she does, in fact, have official sanct i on to speak for the leader in ques- t i on. Tr adi t i onal l y, a l et t er of proxy is draft ed by House Sivis on the issuer' s personal l et t erhead, not ari zed with an arcane mark, and car r i ed in a l eat her billfold bear i ng some sign associated with the issuer. The letter clearly identifies the name and physical descri pt i on of the i nt ended bearer. If t here is any uncert ai nt y, these details are compared to that person' s identification papers for cor r obor at i on. A letter of proxy costs 8 gp. Securi ng a letter of proxy is usually a simple mat t er of cont act i ng House Sivis and ar r angi ng the service. The sorts of people who have need of such a document have ready access to the means of acqui r i ng it. Shoul d a per son want to acqui re a l et t er of proxy unde r false pret enseshavi ng assassinated or ot herwi se removed a designated proxy and want i ng to take her place, for examplethe process is much more compl i cat ed. Professi onal forgers are l oat h to ven- t ure i nt o the real ms of high politics, so they make sure the reward is commensur at e with the risk, chargi ng ar ound 100 gp for the service. Pardon: Just as every nat i on has regul at i ons and st ri c- t ur es def i ni ng cer t ai n acts as c r i mi na l , each nat i on also has pr es cr i bed penal t i es for br eaki ng its laws. However, a gover nment mi ght deci de to forgive even a l i f et i me of cr i mi nal activities when ext enuat i ng ci rcumst ances can be proven or when the cr i mi nal performs some ot her mi t i gat - i ng act. ( Thi s happened mor e frequent l y dur i ng the Last War, when a convicted cr i mi nal could earn his freedom with mer i t or i ous service on t he bat t l ef i el d. ) Such forgiveness comes in the form of a pardona par chment that describes the acts commi t t ed, the or i gi nal sent ence i mposed, and a st at ement of clemency, which is affixed with t he seal of the gover nment and an arcane mark. A par don is usually carri ed with or attached to the i ndi vi dual ' s i dent i fi cat i on papers in case word of his mi sdeeds carri ed more widely t han word of his reprieve. A wri t t en par don is issued by the governmentusually by the law enforcement system that is releasing the pardoned person, but somet i mes by hi gher aut hori t i es (even the king of a nat i on, or at least in the ruler' s name) . Forgi ng a pardon is di ffi cul t , but many peopl e woul d pay well for a clean forgery t hat cl ears t hei r names . The best ki nd of forged par don is one t hat pur por t s to be issued i n one of the Five Nat i ons, but not where t he char act er lives and oper at es. In cases where the cr i me and supposed par don took place some years ago, a par don from t he Que e n of Cyre is the best bet because its aut hent i ci t y cannot be veri fi ed. Any forged par don r uns t he ri sk of bei ng i nvest i gat ed if an i ndi vi dual is t aken i nt o custody for a new cr i me. When the par don is reveal ed as a forgery ( pr esumabl y by checki ng against t he records of the i ssui ng cour t ) , two more cri mes are added to t he charges agai nst t he captiveforgery or possession of a forged document , as well as whatever cri me is supposed to have been par doned. A forged par don costs at least 100 gp. Royal Decree: When the head of a royal family or r ul er of a nat i on makes an official pr ocl amat i on, word is spread by di ssemi nat i ng a royal decree. Thi s is a l arge, ornat el y decorated par chment det ai l i ng the announcement in clear, easy-t o-read script. Royal decrees are read in town squares, reproduced in pr i nt ed chroni cl es, and hung on the walls of government bui l di ngs and ot her places where people gather. Dur i ng t he Last War, royal decrees were issued whenever a decisive bat t l e was fought, when al l egi ances shi ft ed, and when t he Thr one hol d Accor ds were si gned. Thes e days, royal decrees are used to a nnounc e bi r t hs and deat hs in t he royal family, changes in tax pol i ci es, or ot her mat t er s of st at e. Al t hough t her e is no monet ar y value at t ached to the document s, some people save royal decrees of hi st ori c or personal i mpor t ance. Royal decrees cannot be purchased and are difficult to forge for any useful pur pose. The issuance of a royal decree is typically a mat t er of such public not i ce t hat it would be har d to present a forged decree as aut hent i c wi t hout the accompanyi ng gossip, r umor s , ant i ci pat i on, and officious goi ngs- on. Ti tl e Deed: Possession might be ni ne- t ent hs of the law in t he wi l der par t s of the world, but t hr oughout the Five Nat i ons a deed is r equi r ed to prove owner shi p of bui l d- ings, l and, ai rshi ps, and ot her pr oper t y of si gni fi cant size and value. Ti t l e deeds are not car r i ed by the owner, but are r at her kept under lock and key in a safe l ocat i on. They are large document s pr epar ed by House Sivis on oversized sheets of par chment , bear i ng a detailed descri pt i on of bot h propert y (particularly i dent i fyi ng marks or measurement s) and owner, a hi st or y of t he pr oper t y' s pr evi ous owner - ship, plus a pai r of arcane marks. Ti t l e deeds are considered extremely difficult document s to forge. Ti t l e deeds are i ssued by nat i onal gover nment s somet i mes t hr ough local or regi onal offices, somet i mes by cour i er from the nat i onal capi t al . The cost is 15 gp, plus any appr opr i at e cour i er fees. Tr a v e l i n g P a p e r s : An y o n e who t r avel s acr oss national bor der s is usual l y r equi r ed to car r y t r avel i ng papers i dent i f yi ng t hem, t hei r r esi dence, t hei r des t i na- tion, and t hei r reason for t ravel . Tr avel i ng papers consist of a par chment sheet wi t h t he appr opr i at e i nf or mat i on and an arcane mark, car r i ed in a l eat her folder. House Sivis, House Or i e n, House Denei t h, and House Lyr andar all offer t r avel i ng paper s t hat are r ecogni zed t hr oughout central Khor vai r e. A set of traveling papers typically costs 2 sp, and can be purchased at Sivis and Denei t h enclaves, l i ght ni ng rail stations, and Lyrandar offices located in the por t s of major cities. A forged set costs about 5 gp. War r ant : In civilized Khor vai r e, the city guar d, mi l i - tia, constabulary, and all ot hers charged with keepi ng the peace have the power to det ai n those they suspect of wr ong- doing. However, this power is somewhat di mi ni shed if the suspect is a member of a royal family or a dr agonmar ked house, or is sufficiently wealthy. Thi s is especially a probl em for r ur al officials and deput i zed ci t i zens, whose aut hori t y could be quest i oned. A war r ant is an official document stating that the bear er has the aut hori t y to arrest a specific individual or i mpound a specific i t em. A warrant includes identifying details of the person or item it covers, the reason it was issued, the si gnat ure of the local lord or magi st rat e, plus both an arcane mark and a wax or pr i nt ed seal. Warrant s are issued by law enforcement aut hori t i es and cannot be purchased. BEN1TH AVA DEN1THK1 Beni t h (N female gnome bard 3/ rogue 1) was once an up- and- comi ng member of House Sivis working in the Notaries Gui l d offices in Shar n. Though she was gifted at scribing, her t r ue talents seemed to lie in politics, and she navigated the complicated bureaucracy of House Sivis as deftly as an acrobat on a t i ght r ope. Al t hough she is a di st ant cousi n of Lysse Lyr r i man d' Si vi s, no member of Beni t h' s family has ever bor ne a dr agonmar k, and t hat t ur ned out to be an unavoi dabl e obstacle in her career pat h. She grew frustrated as posi t i ons of i mpor t ance and transfers to the mai n enclave i n Zilargo were repeatedly given to lesser scribes who happened to have dr agonmar ked relatives. Eventually she resi gned from the gui l d and r enounced all ties to House Sivis. Less t han a week later, Beni t h opened Deni t hki and Associ at es, a pri vat e l i censi ng office t hat took advant age of her knowledge of Sharn' s bureaucracy and connect i ons wi t hi n the Not ari es Gui l d to help clients secure even the most di ffi cul t -t o-obt ai n document s and licenses. The vast majority of the work done by Deni t hki and Associates is legitimate and completely legal. However, Beni t h occasion- ally takes commi ssi ons to create falsified document s, usi ng her i nt i mat e fami l i ari t y with House Sivis's pract i ces and mat eri al s to make almost perfect forgeries. DRAGONS SCALED MASTERS OF ARGONNESSEN Before the world, dragons r ul ed. Al most every story told about the cr eat i on of Eber r on begi ns with dragons. The most common legend involves the struggle between the t hree pr ogeni t or dr agons: Siberys, Eber r on, and Khyber (see Cr eat i on Myths, page 30). Even cont r ast i ng tales of t he world' s bi r t h speak of dr agons: the Travel er pul l i ng the world from a dragon' s gut , Onat ar ha mme r i ng it out of dr agon scales, or Aur eon speaki ng the world i nt o bei ng in the Dr aconi c t ongue. Dr agons are cr eat ur es of anci ent power whose root s seem to extend back to the bi r t h of the world. Once the world was formed, dragons struggled for domi ni on over it. Ther e may be no wri t t en hi st ori cal records of this age, but the legends are more t han mythology: Rui ns from the Age of Demons still stand in the Shadow Marches, i n Q' bar r a, i n Xen' dr i k, and (presumably) in Ar gon- nessen. These l ands still bear physical signs of the war that raged for a mi l l i on years between the first dragons and the fiends of Khyber. In the end, t hanks to the sacrifice of the couatls, the dragons were victorious. However, instead of cl ai mi ng r ul er shi p of the world as the fiends had done, the dragons ret reat ed to Ar gonnessen to cont empl at e the Prophecy, leaving a vacuum that would be filled by the lesser racesfirst the giants of Xen' dr i k, t hen the humanoi d races in all t hei r diversity. Dragons are hardl y a monol i t hi c force in the world, t hough human- oids view t hem that way. It is easy to speak of "the dragons" and i magi ne t hem living in a unified society in di st ant Argonnessenparticularly since few humanoi ds have ever been far i nt o the dragon homel and and r et ur ned to tell the tale. The few tales that have reached Khor vai r e ( i ncl udi ng some told by rogue dragons) pai nt a pi ct ure of a much less monol i t hi c society, if society is even the ri ght word to describe it. Argonnessen is sometimes described as "the dragon nation," and in some ways it seems like a nation. When Aerenal went to war against Argonnessen, the elves fought against a unified force of dragons, much like the army a humanoid nation might field. Ther e seemed to be chains of command, officers and sol- diers, possibly even conscripts. When agents of the Chamber overstep their bounds or dragons t urn rogue and hide themselves away in Khorvaire, they risk puni shment by something resembling a police forcea cadre of dragon agents armed with detailed knowledge and deadly tactical coordination. What is not fully understood is whether that structure and order applies within Argonnes- sen or only when the dragons must deal with a threat beyond their borders. As far as humanoi ds are concerned, dragons are simply fearsome crea- tures of legend. Still, speculation abounds about dragon society. Dragons seem to prefer the company of ot her dragons of phi l osophi cal and ethical views regardless of color. Each type of metallic and chromatic dragon might be considered a different species, but i ndi vi dual dragons follow t hei r own personal moral and ethical codes. Also, age apparently equals status in dragon society. Dragons are incredibly long-livedpossibly immortaland the oldest dragons are treated with the greatest respect. Unl i ke humanoi ds, a dragon' s physical capabilities improve along with its ment al faculties as it ages, maki ng the oldest dragons the strongest, smartest, and most magi- cally powerful of t hei r ki nd. Al ong the same l i nes, dragons of the same age but different species mai nt ai n a definite hi erarchy based on power: A red dragon always out ranks a white dragon of the same age, for example. The t rue dragons (the chromat i c and metallic dragons described in the Monster Manual) share hi gher status as a group t han ot her types of dragons. Finally, dragons that have made t hei r homes outside Argonnessen hold lower status t han dragons that r emai n in the draconi c homel and. THE PROPHECY Accordi ng to those who claim to know the draconi c mi nd, the power that lifted these creatures from t hei r ori gi nal primitive state was knowledge WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: Though occasionally dismissed as cr eat ur es of l egend, dr agons are real and still exist. The r e are t en ki nds of "t r ue" dragonblack, bl ue, brass, br onze, copper , gol d, gr een, r ed, silver, and whiteas well as numer ous ot her vari et i es t hat are consi der ed lesser dr agons or dr agonki nd. Most dragons live on t he di st ant cont i nent of Ar gonnessen and are rarely seen by humanoi ds. DC 15: Al l t r ue dr agons and some r el at ed cr eat ur es grow i ncr easi ngl y l arge and power f ul as they age, t he - oret i cal l y wi t hout any upper l i mi t . They are ext r emel y l ong- l i ved, and one t hat is 500 years old is consi der - ably mor e capabl e t ha n one t hat is only a cent ury old. DC 20: Dragons believe i n a mysterious Prophecy, which they see unfol di ng in all sorts of events i n the nat ural world as well as among the "lesser races" of humanoi ds. Everything from stellar al i gnment s to myst eri ous r unes i n mount a i n caverns to t he dr a gon- marks carri ed by member s of Khor vaire's great houses plays a par t in this Prophecy, i n t hei r view. DC 30 : A few dr agons believe t hat t he f ul f i l l ment of t he Pr ophecy is close at hand, and dr agons must actively part i ci pat e i n br i ngi ng it to f r ui t i on. These dragons often come to Khor - vaire and mi ght even hi de themselves among humanoi ds for t he pur pose of car r yi ng out t hei r pl ans. Knowl edge (geography) DC 15: Most of Ar gonnessen is unex- pl ored by humanoi ds. The nort hwest part of the cont i nent is the exception. The island of Seren and the nearby coast is i nhabi t ed by bar bar i ans who revere t he dr agons , and they come to t he shor e of Ar gonnes s en to pay homage to t hei r r ept i l i an mast ers. DC 20: The nort hwest coast of Ar gon- nessen is called Tot em Beach i n ref- erence to the massive, carved dr agon heads that l i ne the shore. The or i gi n of these scul pt ures is a mysterythey seem t oo advanced for t he bar bar i c Se r e n, but it seems unl i kel y t he dragons themselves carved t hem. specifically, knowledge of the Prophecy. When dragons learned of the Prophecy, they knew they were destined to become more than mere ani mal s of scaled fury and el ement al savagery. They served a great er pur pose in the uni verse. Thi s knowledge caused them to rise up against the fiends that rul ed the world i n the aft ermat h of creat i on. When the fiends at last were defeated, t hi s same knowledge led the dragons to retreat to Argonnessen, contemplating the Proph- ecy and i gnor i ng the lesser races that spread over the world to fill the void left by the i mpri soned fiends. However, it was the Prophecy that at last drew the dragons out of t hei r self- imposed exile when they saw it begin to unfold on the flesh of humanoids with the first appearance of dragonmarks. What is the Prophecy? No humanoi d knows. It mi ght be a t r anscr i pt i on of the words of the pr ogeni t or dragons, spoken before the bi r t h of the world and wri t t en t hr ough all creat i on. It mi ght be the ut t erances of Chr onepsi s, the dragon god of fate, giving clues to the fut ure to those with ears to hear. It mi ght simply be the expression of pat t erns in nature that poi nt to the inevitable unf ol di ng of those pat- terns in the fut ure. Even the dr agons do not know for sure, but each dragon has a theorya personal under s t andi ng of what the Prophecy is and what its significance mi ght be, for dragonki nd and for the world. Dragons watch for the unf ol di ng of the Prophecy in every part of the nat ur al world. Enor mous r unes appear in mount ai n caves and on sheer cliff faces. Stars, moons, and planets take the shape of dr agonmar ks in the ni ght sky. The swirls of color in the heart of every dr agonshar d form words and signs. Most startlingly, dr agonmar ks appear on the flesh of humanoi dst o the great chagr i n of those who consider such creat ures to be the lesser races. Cer t ai n al i gnment s of celestial bodies and pl anes of existence reveal marks where they did not previously exist, and movements of the landearthquakes and volcanic er upt i ons - uncover runes that have long been hi dden. For this reason, the dragons most interested in the unfol di ng of the future watch actively, searching the world for newly revealed elements of the Prophecy. Ot her dragons have been known to refer to such active watchers as koto'zhak"carrion birds"because of t hei r tendency to fly quickly after any report of nat ural disaster. I nt er pr et at i on of the Prophecy is a cont ent i ous poi nt among all dr agons. Many acknowledge cert ai n social taboos Not every dragon you meet is an agent of the Chamber some are just hungry r egar di ng its di scussi on, much as humans shy away from cont ent i ous poi nt s of r el i gi ous doc t r i ne . At pr esent , t her e is a shar p rift bet ween t hose dr agons who view t he relatively r ecent emergence of dr agonmar ks on humanoi d flesh as a si gn of the i mpe ndi ng ful fi l l ment of t he Pr oph- ecy, and t hose wi t h a mor e conservat i ve view, who see t hi s devel opment as one mor e stage of a very l ong j our ney. Al t hough t he l at t er gr oup often di smi sses t he f or mer as " i mpet uous yout hs, " many anci ent and respect abl e dr agons believe t he Prophecy is bui l di ng t oward some ki nd of cl i mact i c event. EVERYDAY DRAGONS? Dragons play an important role in Eberron, as figures of power and mystery. They appear throughout history, teaching magic to the giants, warring against the elves, founding the Gatekeepers among the orcs, and worshiped as scaled gods in Q'barra. They watch the unfol di ng of the Prophecy and (through the Chamber) sometimes meddle in humanoid affairs, manipulating history to fulfill their own understanding. Does this mean that all encounters with dragons in an EBERRON campaign involve the Prophecy, and are linked to obscure oracles and grand machinations? In a word, no. Someti mes a dragon is just a dragon. Cut off from their more advanced ki n, barbaric dragons who know nothi ng of the Prophecy spawn, live, and die in the remote depths of Khyber, the di smal swamps of the Shadow Marches, the highest peaks of the Ironroot Mountains, the hidden wastes of Xen'drik, and the frigid barrens of the Frostfell. Young dragons caring nothi ng for the Prophecy come to Khorvaire to see what humanoi ds are like, enjoy their societies, or taste their flesh. Some come to amass great hoards, some to be revered. Wherever you go in the vast world of Eberron, there will be dragons. So it's all right. Perhaps that scaly horror you've encountered doesn't have any secret agenda or hi dden interests. It might not be entangled in a plot encompassing a mi l l i on-and-a-hal f years of history. It might just be hungry. Good luck with it. THE CHAMBER Many dragons are not cont ent to sit in Ar gonnessen and watch as the Prophecy unfol ds in the world ar ound t hem. Some, i mpet uous with yout h and r ebel l i ng agai nst an anci ent cul t ur e t hat pri zes cont empl at i on over act i on, believe that the fulfillment of the draconi c Prophecy is close at hand, and that dragons must act now if they are to receive whatever glorious t r ansf or mat i on it promi ses. Ot her s, not subscri bi ng to such ext remes, nevertheless believe that the emergence of dr agonmar ks on the lesser races signals a change that requi res closer study (if not di rect i nt er ven- t i on). These dragons, bot h the i mpet uous activists and the more rest rai ned observers, t oget her form the Chamber . The dragons of the Chamber operate within Khorvaire. The chromatic dragons' natural powers of shapechanging allow them to move freely among the lesser races. Ot her s use t hei r innate sorcerous abilities or magic items to disguise themselves, while a few retain their natural forms and simply remai n well hidden, using humanoi d agents to carry out their plans. What- ever their form, all members of the Chamber make extensive use of humanoi d agents, for t hei r own number s are few and the assistance of agents grants them much greater reach in the world. With the treasure hoards they have at their disposal, they typically have little difficulty r ecr ui t i ng such aid. The Chamber is a l oose-kni t cabal at best, a gr oup of unconnect ed i ndi vi dual s with si mi l ar ideas and agendas. Dragons are a fiercely i ndependent lot by nat ur e, and even those who share a sense of urgency about the fulfillment of the Prophecy do not like to work together. They freely share infor- mation and resources (including their agents) among t hem- selves, but rarely assist other Chamber members directly. The ori gi ns of the Chamber almost certainly lie in the appearance of dragonmarks on the i nhabi t ant s of Khorvai re some t hi rt y-t wo hundr ed years ago. Pri or to that t i me, the Prophecy seemed to be unf ol di ng slowly but regularly in the nat ural world, and the dragons were cont ent to watch it and collect its revelations at a leisurely pace. With the appearance of dr agonmar ks, dragons suddenly saw the Prophecy writ- ten on a canvas that mi ght only exist for a mat t er of decades before passing from the world forever. The very t ransi ence of the humanoi d races gave these dragons a sense of urgency about the Prophecy that they had never felt before. The War of the Mark i ncreased this urgency, for dur i ng that peri od some dr agonmar ked lineages di sappeared forever, and the Chamber feels that pieces of the Prophecy mi ght have van- ished with t hem. Agents of the Chamber have a part i cul ar interest in dragonmarks, and they keep a close eye on the dragonmarked houses. In addi t i on, they pay at t ent i on to the world' s most ancient secrets, such as artifacts created dur i ng the war between the dragons and the fiends at the begi nni ng of history (see Remnant s of Creat i on, page 31). With r umor s circulat- ing that the Scepter of Fell Khadash has been discovered, members of the Chamber are get t i ng involvedsome encouragi ng the search for the related artifacts, others t ryi ng to prevent them from being found. If members of the Chamber become involved in other affairs, it is always because they believe that such events are relevant to the Prophecy. SEREN The large island at the northwest end of Argonnessen is Seren, home of the barbarian tribes that bear the same name. Claim- ing descent from humans gathered from around the world to serve as the guardi ans of Argonnessen, the Seren barbarians are a wild and fierce people. Some thirty tribes, each paying allegiance to a different dragon founder, make their homes on the island, the two smaller islands nearby, and the jungle on the coast of Argonnessen. The coast itself is called Totem Beach, and it is considered neutral ground by the Seren tribes, which often war with each other. At Totem Beach they set aside their differences to give their worship to the dragons. All the Seren tribes have a si mi l ar social st ruct ure. The warlord is the mightiest warri or, but this posi t i on is based purely on skill, and any member of the t ri be can challenge a weak warl ord. The warlord oversees all mi l i t ary actions, such as pat r ol l i ng the l and, organi zi ng rai ds, and t r ai ni ng young soldiers. Spi ri t ual and domestic matters are overseen by a council of dragonspeakers - mystics who use wisdom and magic to guide the t ri be. Dragonspeaker is a lifelong post, and aut hori t y wi t hi n the counci l is based on age. Despite the warlike nat ur e of the Serens, dragonspeakers hold the final aut hori t y and can overrul e the decisions of a warlord, or even force a warlord to step down. The tribes described below are a represent at i ve sample of the variety found among the Seren bar bar i ans. The Bri ngers of Fire were founded by a chaotic evil red dragon. One of the largest and most dangerous t ri bes, the Bri ngers have been known to completely ext ermi nat e Seren clans they view as unworthy. The Bri ngers of Fire pai nt their skin red before battle and make use of fl ami ng oil, and they have volatile t emper ament s. The Whi t e Wanderers were founded by a neut ral white dragon. It is a nomadic tribe that has been charged with pr o- tecting a series of shrines. The Wanderers believe in the power of knowledge and magic, and they have a high percentage of lit- eracy and dragonspeakers among them. As such, many explor- ers find this the safest tribe to approach. White Wanderers have a cold, chilly demeanor, and never let t hei r emotions show. The St ormwal kers were founded by a lawful evil blue dragon. One of the smallest t ri bes, it is nonet hel ess deadly in combat and t herefore highly respected. The St ormwal k- ers have developed a monast i c t radi t i on that emulates the nat ural attacks of the dragon. The Frostblades were founded by a lawful good white dragon. Whi l e they ruthlessly defend the l and from i nt er - lopers, they seek to preserve the weaker tribes from the more violent clans, such as the Bri ngers of Fi re. The Frostblade dragonspeakers have l earned the secret of alchemist' s frost and use it as a weapon in battle. The Tot em Guar di ans are not a t r i be, but an al l i ance of elite sol di ers drawn from many t ri bes. These warri ors defend Tot em Beach and the Great Barri er of Argonnessen. Typically, a dr agonspeaker pri est receives a dr eam- vi si on or der i ng her to send a par t i cul ar war r i or to Tot em Beach to j oi n the order, but in a few cases dragons have personally visited a t ri be to call a Seren to the guar di ans. Seren advent ur er s (who do exist, al t hough they are ext remel y rare) can make use of exotic rul es and prest i ge classes such as those i n Draconomicon. HEIRS Of THE DRAGONS Hal f-dragons are rare in the world of Eber r on. Since the first at t empt by the House of Vol to reconcile the war r i ng races of elves and dragons by creat i ng a hal f - dr agon, such i nt er mi ngl i ng has been viewed as an abomi nat i on against all that is noble and pur e. Dragons do not breed with non- dragons by choice, and they go out of t hei r way to ext er mi - nate any hal f-dragon they encount er. That said, half-dragons and draconic creatures (descen- dants of hal f-dragons whose blood has been diluted t hrough generations) do exist. Legends speak of a tribe of half-dragon orcs spawned by a wild bronze dragon in the Shadow Marches, and of numer ous hal f-dragon aberrat i ons in Khyber pr o- duced by a mad red dragon devoted to a Cult of the Dragon Below. Conf i r med tales from Q'barra describe hal f-dragon lizardfolk and dinosaurs created to guard Haka' torvhak, "the throne of the holy dragons. " Some tales (dismissed as base- less speculation) even claim that the hal f - dr agon, half-elf lich Erandi s d' Vol is creat i ng new hal f-dragons as part of her at t empt to regenerat e her lost bl oodl i ne and recover the Mark of Deat h. Sorcerers in Eber r on do not claim blood descent from dragons, but they speak of mystical ties to the t hree pr ogeni - tor dragonsSiberys, Eber r on, and Khyber. Some sorcerers cultivate abilities remi ni scent of dragons and adopt prestige classes such as the dragon disciple, but they are simply emu- lating the dragons they admi r e, rat her t han mani fest i ng latent qualities of hi dden dragon bl oodl i nes. SHUGENJAS AND DRAGONS Introduced in Oriental Adventures and Complete Divine, shugen- jas are the priests of a relatively new rel i gi ous movement that reveres the dragons of Argonnessen. Di scount i ng the traditional gods of the Soverei gn Host, shugenjas believe that dragons are nearly di vi ne, and that by emu- lating them, members of other races can approach di vi n- ity themselves. Thei rs is not the totemic dragon worship of the Seren barbarians (al though some shugenjas live and work among the Serens, hopi ng to wi n converts), but a sophisticated set of phi l osophi cal teachings and precise rituals desi gned to increase one's harmony with those elements at the heart of the dragons' power. Though this Path of the El emental Masters is still a young movement, its practitioners divide themselves i nto eight mystical orders, each focused on one of the four el ements (air, earth, fire, and water). In Eberron, each of the eight orders has a kind of dragon as its emblem and ideal, as shown below. Shugenja Order Dragon Order of the Al l - Seei ng Eye Green Order of the Spring Zephyr Silver Order of the Impenetrable Crucible Blue Order of the Perfect Sculpture Copper Order of the Consumi ng Flame Red Order of the Forbidding Wasteland Black Order of the Gentle Rain Bronze Order of the Ineffable Mystery Gold DRAGONMARKS HEIRS TO POWER Dr agonmar ks are bound by bl oodl i nes, and behave i n myst eri ous ways. Onl y half-elves can carry the Mark of St orm, for example. Ei t her a human or a hal f-orc can have the Mark of Fi ndi ng, but a full orc cannot . One fact is cer t ai n: If you possess a dr agonmar k, you must have a blood tie to one of the families that ori gi nal l y manifested that mark. However, car r yi ng the bl ood of a dr agonmar ked family does not automatically make you a member of that family' s house or guar ant ee that you will manifest a dr agonmar k. By the edicts of Kor t h (see the next page), a member of a dr agonmar ked house who mar r i es i nt o one of the noble families of Galifar must sever ties to his or her house. Fur t her mor e, it is possible for a member of a dragonmarked family to be stripped of rank and di si nheri t ed by the house itself, as a result of some cri me he has commi t t ed or di shonor he has brought to the house. People bani shed from a house are called excoriates. In the past, the house l ords would actually cut away the dr agonmar k of an excoriate, an act t hat often resulted in the death of the victim. Today, excori at i on is a symbolic gest ure, but an excoriate cannot hold house rank or make use of the house name, and member s of the dr agonmar ked houses are forbi dden to aid or associate with one. Because of the practice of excori at i on, it is possible to have dr agon- marked blood in your family tree and never know it, allowing you to spon- taneously and unexpectedly manifest a dragonmark. Such unat t ached heirs are known as foundl i ngs. As a general rule, the dragonmarked houses gladly bri ng foundlings back into the fold. The sins of the parent are not visited on the child, and the interests of the house demands consolidation of dragon- marks when it can. If you possess a part i cul arl y powerful mark, you might receive pressure to j oi n a houseand should you be seen as t hr eat eni ng its reput at i on or business, the house might seek to el i mi nat e you. Wi t hi n the house, possession of a dr agonmar k does not automatically equate to authority. The Favored in House feat represent s influence based on family connect i ons, history, or personal accompl i shment s. Unless you possess this feat, how the house treats you depends on what you do for it in r et ur n. In general , if you are an accepted hei r to a house, you can get room and board at any house enclave (al t hough you mi ght have to put in a few hour s work i n exchange for your di nne r ) . Member s of t he house share r umor s with you and discuss local news. If you' re short on gold, you can always find work at one of the house businessesthough you have to earn your wage like anyone else. For access to the great er services or resources of the housewhether arcane workshops, free tickets on the l i ght ni ng rail, or free heal i ng from House Jorasco - you need to earn your i nfl uence. If you have the Favored in House feat, you can use this influence to curry favor. Ot herwi se, the lords of the house (t radi t i onal l y known as barons) might approach you with proposi t i ons of t hei r own. As an adventurer, you are likely to be more capable t han many ot her members of the house. A bar on might want you to recover a lost t reasure, or to cripple a trade rival. In exchange for these services, you can call in favors from the house (within reason). Whi l e you might become Favored in House, as an advent urer you are unl i kel y to hol d any si gni fi cant aut hor i t y i n your house. The dr agon- marked houses are businesses. The barons earn t hei r ascension t hrough the ranks with years of dedi cat i on and management , and they spend t hei r days balancing budgets and moni t or i ng house operat i ons. Unless you' re willing to set aside your sword for an account i ng ledger, you should be content with the influence you can gain from serving the house in the field. POWER AND PROPHECY Symbols of power and mystery, dragonmarks manifest on certain members of select bloodlines. Over the course of the last two thousand years, the families WHAT DO YOU KNOW? Knowl edge (arcana) DC 5: Dr agonmar ks are magical marks t hat appear on t he ski n and gr ant powers to t hei r bear er s. DC 10: Dr agonmar ks are tied to spe- cific bl oodl i nes. The people bear i ng these dr agonmar ks j oi ned t oget her to create houses, which use the powers of the mark for economi c gai n. DC 15: You know the names of the t hi r - t een dr agonmar ked houses and t he mar k associated with each one. You can identify t he t rade symbols and seals of each house. Knowl edge (history) DC 15: Th e War of t he Mar k was an at t empt to e xt e r mi na t e a be r - r ant dr agonmar ks . I n t he cur r ent era, aber r ant mar ks are gr udgi ngl y accepted, but the houses forbid i nt er - br e e di ng, and a be r r a nt s ar e st i l l viewed wi t h suspi ci on. DC 20: Account s of the War of the Mark imply t hat i n t he past peopl e pos- sessed aber r ant marks with far greater powers t han those seen today. Knowl edge (nobi l i ty and royalty) DC 10: You know the names of the t hi r - t een dr agonmar ked houses and t he mar k associated wi t h each one. You can i dent i fy t he t r ade symbol s and seals of each house. DC 15: You are fami l i ar with t he busi - nesses and gui l ds of each house. DC 20: You know the names of the lead- ers and key figures wi t hi n a part i cul ar house. You are fami l i ar with t he cus- toms and t r adi t i ons of a house. Spellcraft You can r ecogni ze a speci fi c dr a gon- ma r k a nd t he powe r it bes t ows t hr ough vi sual exami nat i on. If you are a member of a dr agonmar ked house, you can identify the marks of your house wi t hout a check. Aber r ant mark DC 18 Least mark DC 15 Lesser mark DC 20 Great er mark DC 25 Siberys mark DC 30 carrying these marks established themselves as mercant i l e dynasties known as dragonmarked houses. Today, these houses are a vital part of post war Khorvai re. House Sivis mai nt ai ns the message stations that allow swift l ong-di st ance commu- nication. House Lyrandar and House Or i en provide quick, safe travel by land, air, or sea. House Jorasco holds the keys to medicine and heal i ng, bot h magical and mundane. However, dragonmarks are only one aspect of the power of the houses. Bei ng able to use cure light wounds or per f or m whispering wind once per day is useful, but hardl y enough to build a monopoly on medi ci ne or communi cat i ons. Over the centuries, the houses exper i ment ed with dr agonshar d focus itemsmagic items t hat enhance the i nher ent powers of a dragonmark. From the speaking stones of House Sivis to the lightning rail of House Or i en, these items t ransform the powers of a dragonmark i nt o the keys to commerce and i ndust ry. Beyond this, the houses spent hundreds of years perfect- ing their skills and absorbing smaller traders, creating vast guilds that the people of Khorvai re now know and t rust . An innkeeper doesn' t need the Mark of Hospitality to do his j ob (though it might make that j ob easier), but if he has the sign of Ghallanda over his door, travelers know that he has been licensed by the Hostelers Gui l d and they can expect good- quality service and food. The reputation and influence of the guilds is almost as significant as the power of the dragonmarks themselves. Given the choice, a soldier buys his arms and armor from a smi t h sanct i oned by the Fabricators Gui l d. THE EDICTS OF KORTH When Gal i far I was bui l di ng hi s ki ngdom, he called together the leaders of the dr agonmar ked houses and swore to provide t hem with a safe haven and special status. In return, the houses agreed to a set of rest ri ct i ons t hat pr e- vented them from posi ng a t hreat to the rul e of Galifar or that of his descendant s, while allowing t hem to cont i nue as mercantile powers. The so-called edicts of Kor t h forbid any member of a dr agonmar ked house from hol di ng a gr ant of land, and place l i mi t s on the size of house enclaves and the armed forces that can be garri soned at an enclave. Special provisions are made for House Denei t h, which has the right to assemble mi l i t ary forces for mer cenar y service. The edicts furt her specify t hat no member of the aristocracy of Galifar can be bound to a member of a dragonmarked house in marriage without one of the two giving up all heritage and rights. Since the houses do not own l and, the edicts dictate a system of rent s to be paid to the crown. In the wake of the Last War, the houses continue to oper- ate under the edicts of Kor t h, t r eat i ng the local r ul er as the crown for purposes of the law. Thi s authority allowed the lead- ers of the Five Nations to demand that House Canni t h destroy the creat i on forges and cease pr oduct i on of the warforged. However, some of the dr agonmar ked bar ons are begi nni ng to quest i on the edicts. These rebel l i ous leaders say that the houses are more powerful t han the fract ured r emnant s of Galifarand that it is t i me to reconsi der the r el at i onshi p between bar on and ki ng. THE TWELVE The War of the Mark was a defi ni ng moment in the history of the dragonmarked houses. Many of the houses came i nt o existence as a result of the war, as the families carryi ng the pure marks j oi ned together to face the aberrant s and discov- ered the power such an alliance could wield. At the end of the war, Lord Hadr an d' Canni t h suggested that the houses formally cement t hei r alliance by creat i ng a citadela center for research and study of both arcane magic and the potential of the dr agonmar ks. Though t here were only t en dr agon- marked houses at the t i me, the architect and artificer Al der d' Ca nni t h convinced the commi t t ee to name the i nst i t ut e the Twelve, based on his belief that t here were twelve pur e dr agonmar ks in addi t i on to the shat t ered Mark of Deat h. Al der was a bri l l i ant man whose works had played a critical role i n the War of the Mark, and the members of the com- mittee humor ed himthough few actually expected a twelfth mark to appear. ( The r emai ni ng two marks, War di ng and Fi ndi ng, weren' t "di scovered" unt i l after the creat i on of the Ki ngdom of Gal i far. ) Over the cent uri es, the Twelve has remai ned one of the premi er centers for magical research in Khorvai re, and only the Arcane Congress can match its resources. The pri mary focus of the Twelve is the study of dragonmarks and dragon- mark focus items, and the development of new magical items that can benefit society (and t ur n a profit for the houses). In combi ni ng the skills and powers of the different marks, the wizards and artificers of the Twelve have crafted remarkable items. It took the combi ned skills of Houses Or i en, Can- ni t h, and Kundar ak to create the spacious vaults that allow Kundar ak cust omer s to deposi t goods at one bank and withdraw t hem across the cont i nent . Ai r shi ps, the lightning rail, even the warforgedthese t hi ngs would not exist without the spirit of cooperat i on found among the Twelve. Should you rise hi gh i n the favor of a dr agonmar ked house, you mi ght be able to call upon the resources of the Twelve. Thi s institute possesses impressive arcane workshops and vast libraries, and it draws upon the talents of some of the most gifted artificers and wizards in Khorvaireall of which could prove quite useful to an advent urer. After all, the Twelve can always use someone to test new inventionsmagic weapons, dr agonshar d focus items, or ot her creat i ons that aren' t quite stable enough for public use. SUBRACES AND DRAGONMARKS The dwarf, elf, gnome, and hal fl i ng subraces detailed in the Monster Manual, as well as new subraces i ntroduced in Races of Stone and Races of Destiny, are all considered members of the dragonmarked races. However, the bloodlines of the dragonmarked houses only manifest in the most common subraces. For example, only high elves who are members of the House Thuranni or House Phiarlan bloodlines display the Mark of Shadow, and only hill dwarves from House Kundarak display the Mark of Warding. A member of a variant subrace - any character whose type is humanoid and whose subtype is human, dwarf, elf, gnome, or halfling does qualify for the Aberrant Dragonmark feat, however, since aberrant dragonmarks occasionally manifest among these subraces. DRAGONMARK TALENTS Dr agonmar ks have existed for t housands of years. Over the cent uri es, the houses have honed t hei r skills, adapt i ng the power of the dr agonmar ks to aid with specific tasks. Dragon's Insight You can call on the power of your dr agonmar k to enhance your nat ur al abilities. Pr e r e q u i s i t e : Leas t Dr a g o n ma r k or Si be r ys Dr a gonma r k. Benefi t: As a free action, you can expend one of the daily uses of one of your dr agonmar k powers to gai n a + 4 insight bonus on checks usi ng a part i cul ar skill for a l i mi t ed t i me. The skill affected by this feat is det er mi ned by the nat ur e of your mark: Det ect i on: Spot Fi ndi ng: Search Handl i ng: Handl e Ani mal Heal i ng: Heal Hospitality: Diplomacy Maki ng: Craft (any) Passage: Survival Scri bi ng: Deci pher Script Sent i nel : Sense Motive Shadow: Gat her I nf or mat i on St or m: Balance Wardi ng: Search The dur at i on of the bonus depends on the potency of the dr agonmar k whose power you expend. The bonus grant ed by this feat always applies to at least one check (regardless of how long it takes to make such a check), as l ong as you begi n the check before the dur at i on elapses. For example, if you have the Least Mark of Shadow, the bonus applies to at least one Gat her I nf or mat i on check begun wi t hi n 1 mi nut e of activating the ability, even t hough a typical Gat her I nf or - mat i on check takes much l onger t han 1 mi nut e. Mark Durat i on Least mark 1 mi nut e Lesser mark 10 minutes Great er mar k 1 hour Siberys mark 24 hour s Shield of Deneith You can channel the power of your Denei t h dr agonmar k to defend yourself in bat t l e. Prerequi si te: Least mark of Sent i nel or Siberys Mark of Sent i nel . Benefi t: As an i mmedi at e action, you can expend one of your daily uses of your Mark of Sent i nel dr agonmar k to gain a dodge bonus to AC. Thi s benefit lasts for a number of r ounds equal to your Wisdom bonus (if any) + 1/2 your charact er level ( mi ni mum 1 r ound) . The value depends on the level of the mark charge that you expend. Mark Dodge Bonus Least mark +1 Lesser mark +2 Great er mark +3 Siberys mark +4 Swiftness of Orien You can draw on the power of your Mark of Passage to tem- porari l y enhance your speed or the speed of your mount . Prerequi si te: Least Mark of Passage or Siberys Mark of Passage. Benef i t : As a swift act i on, you can expend one of your daily uses of your Mark of Passage dr agonmar k to gai n an enhancement bonus to any of your speeds for 1 r ound. Al t ernat i vel y, you can gr ant t hi s bonus to a crea- t ur e you are cur r ent l y r i di ng. The cr eat ur e affected must have a speed i n the form of movement to be i ncr eased (for exampl e, you can' t gai n a bonus to fly speed if you don' t have a fly speed) . The increase to speed depends on the level of the mark charge t hat you expend. Mark Speed I ncr eas e Least mark +20 ft. Lesser mark +40 ft. Great er mark +60 ft. Siberys mark +90 ft. ABERRANT DRAGONMARKS Common super st i t i on hol ds t hat aber r ant marks are a t ai nt on t he soulthat the bear er of one of these marks will invariably fall ill or go mad. Fur t he r mor e , aber r ant marks can hold powers mor e danger ous t han t he pure marksabilities such as burning hands, charm person, chilling touch, inflict light wounds, and produce flame. Between the stories of mad- ness and the clear t hreat posed by these deadly marks, people view the bearers of aber r ant dr agonmar ks with a mix of fear and suspi ci on. It's difficult to say if there is any foundation to these fears. People with aberrant marks tend toward evil alignmentsbut this could reflect either the sinister influence of the mark or the abuse and distrust they suffer as a result of t hei r marks. FAMILY NAMES: TO D' OR NOT TO D' ? The nami ng conventions of the dragonmarked houses can be mystifying to those outside the houses. The first key to under - st andi ng is that the dr agonmar ked houses are compri sed of multiple but related families. House Phi arl an consists of the Phi arl an, Ti al aen, Shol, and El l or ent hi lines, while House Canni t h includes the Vown and Tellic l i nes. Typically, member s of a house use t he house name when deal i ng wi t h ot her s , savi ng t hei r family names for formal occasionsso El aydren Vown d' Ca nni t h usually refers to herself as "Elaydren d' Canni t h" when deal i ng with people outside of her house. The d' prefix, added after the War of the Mark, identi- fies blood families tied to recognized dr agonmar ked houses and sets those bor n of dr agonmar ked bl ood apart from the rest of Khor vai r e. Not all of these marks are danger ous; some gr ant harml ess powers such as feather fall or jump. Shoul d you chose to play a character with an aber r ant mark, t here are no rul es forcing you to become mad. These superst i t i ons are drawn from the past. Account s of the War of the Mark make clear that t here was a time when aberrant marks could channel powers far great er t han the pure marks. Two aber r ant l ords - Hal as Ta r ka na n and his consort, a woman known only as t he Lady of t he Pl ague destroyed an ent i r e city wi t h t hei r aber r ant marks, and legends say t hat the deat h- cur s e of the Lady of t he Plague still l i ngers in the dept hs of Shar n. The stories of madness might also be drawn from this timeimplying that while the first aberrant s could channel great er powers, these abilities took a t erri bl e toll on body and mi nd. No one knows where the first aber r ant marks came from. Some say t hat the pur e marks are gifts of Siberys, while the aber r ant marks reflect the t ouch of Khyber. It is a known fact that if two people of di fferent dr agonmar k bloodlines have a chi l d, the offspri ng is more likely to manifest an aber r ant dr agonmar k t han the pur e mark of either house. Such marks are known as mixed marks, and as a result of t hi s phenomenon the houses have forbi dden breeding bet ween dr agonmar ked l i nes. But somet i mes aberrant marks manifest randoml y, in bl oodl i nes with no tie to any dr agonmar k house. Recently, aber r ant marks have been r umor ed to grant great er abilities than have been seen in cent ur i es. (These abilities are reflected i n the feats present ed on this page.) No one has an expl anat i on for this surge in aberrant powerbut some fear that it is a precursor to the r et ur n of the Chi l dr en of Khyber and the t erri bl e powers last seen in the War of the Mark. Whi l e a b e r r a n t d r a g o n ma r k s can be i dent i f i ed usi ng Spel l cr af t , they can never be mi st aken for pur e dr agonmar ks . Aber r ant dr a gonma r ks come i n a wild range of colors and shapes, and two t hat grant the same power mi ght look ent i rel y different. Aber r ant marks are often sur - r ounded by welts, boi l s, or ot her wi se di scol ored fl esh. Handbook), or use a warlock i nvocat i on (see Complete Arcane), you can sacrifice a daily use of the spell-like ability grant ed by your aber r ant dr agonmar k as a free act i on to i ncrease the caster level of the spell, i nfusi on, power, or i nvocat i on by +1. Aber r ant Dr agonmar k Vi gor You can channel t he ener gy of your a be r r a nt mar k to enhance your heal t h. Prerequi si te: Aber r ant Dr agonmar k. Benefit: As an i mmedi at e act i on, you can sacrifice a daily use of the spell-like ability grant ed by your aber r ant dr agonmar k to gain t emporary hit poi nt s equal to your Hi t Dice. These hit poi nt s last for a maxi mum of 1 hour . Heirs of Mouse Thuranni, Tharashk, and Deneith Abe r r a nt Dr agonmar k Gift Your aber r ant dr agonmar k is especially potent. Prerequi si t e: Aber r ant Dr agon- mark. Benefi t: You can use the spell-like ability grant ed by your Aber r ant Dr agon- mark t hr ee t i mes per day. Abe r r a nt Dr agonmar k Mystery You can use the power of your aber - rant mark to enhance your magical abilities. Prerequisite Aber r ant Dragon- mark, Concent rat i on 6 ranks. Be ne f i t : Wh e n you cast a spell, i mbue an i nf us i on, mani f est a psionic power (see Expanded Psionics DRAGONSHARDS FRAGMENTS OF THE FIRST DRAGONS Cryst al l i ne objects with t r emendous magical pot ent i al , dr agonshar ds are one of the most i mpor t ant nat ur al resources found i n Eber r on. As i ron shapes the t echnol ogy of warfare, so do dr agonshar ds shape the t echnol - ogy of magi c. Spel l cas t er and psi oni c mani fest ers use Eber r on shards to increase t hei r powers. The dr agonmar ked houses find Siberys shards essential for enhanci ng and expandi ng the powers gr ant ed by t hei r magi - cal marks, while the great el ement al vessels rely on Khyber shards to bi nd the el ement al s that give t hem t hei r power. Dragonshards appear as t ransl ucent rock or crystal, with opaque veins of swirling color embedded wi t hi n t hem. These colorful veins move and pulse as if the shard were a living t hi ng. Most dr agonshar ds are less t han 1 i nch in di amet er, while some are as large as a human fist. Siberys shards (also called sunst ones or st armot es, and somet i mes j ust dr agonshar ds) are golden crystals that are part i cul arl y valuable to the dr agonmar ked houses, and they are also coveted by the quori of Ri edra. They fall from the Ri ng of Siberys that encircles the world, and t hus are found in equat ori al regi ons from Xen' dr i k to Sarl ona. Most prospect ors of Siberys shards work in Xen' dr i k, since the dangers t here are at least less organi zed t han t hose found i n Ri edra or Ar gonnessen. Scions of the dr agonmar ked houses can at t une Siberys shards to t hei r own dr agon- marks, fashi oni ng t hem i nt o focus i t ems t hat enhance t hei r spell-like abilities. The Inspi red of Sarlona use t hem to enhance t hei r psionic abili- ties, actually embeddi ng the shards i nt o t hei r bodi es to gai n t he powers they cont ai n. Eber r on shar ds (often called bl oodst ones or bl oodshar ds) are red or pi nk, with vivid scarlet veins. They usually appear in geodes bur i ed in soil (often i n large clusters), and are found exclusively i n Khor vai r e and Aer enal . They have a broad affinity for magic: Spellcasters can at t une an Eber r on shard to a specific spell to enhance the effect of t hat spell when it is cast on the shar d. Wi zards can also encode t hei r spells in Eber r on shar ds, usi ng the shar ds i n place of a spel l book. Psi oni c char act er s can use Eber r on shar ds to creat e power st ones, and these shar ds are ideally suited for use in the creat i on of di fferent ki nds of magic items that store, absorb, or enhance spells. Khyber shar ds (also called ni ght shar ds or demonst ones) are smoky in color, wi t h veins of mi dni ght blue or oily black. They appear deep unde r gr ound i n vol cani c r egi ons, usual l y near magma pool s or sul fur vents. They are most common in areas with extensive fiendish or elemental activity, such as the Demon Wastes. Khyber shards have a marked affin- ity for the magic of bi ndi ng, and as such they are par t i cul ar l y useful in connect i on with the el ement al bi ndi ng t echni ques that have developed in Zi l argo. They are also common component s of bi ndi ng di agrams, trap the soul spells, and si mi l ar magic. Shard Value Range Average Value Siberys Small 4d4 X 25gp 250 gp Large 4d4 X 200gp 2,000 gp Greater 2d4 X l , 000gp 5, 000gp Eber r on Small ld8 gp 4 gp, 5 sp Greater 4d4 X 10gp 100 gp Khyber Small 4d4 X 75gp 750 gp Greater 4d4 X 500 gp 5,000 gp WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: Ther e are t hree kinds of dragon- s har ds , named after t he t hr ee p r o - geni t or dr agons : Ebe r r on, Si berys, and Khyber shards. DC 15: Si ber ys d r a g o n s h a r d s can enhance t he power of a dr agonmar k i n vari ous ways, from appl yi ng met a- magic effects to t he spell-like abilities grant ed by a dr agonshar d to gr ant i ng ent i r el y new abi l i t i es to a dr agon- mar ked char act er . Ebe r r on shar ds hold magicwhether used as a wizard' s spellbook or as a component of a spell storing item. Khyber shards are used i n the magic of bi ndi ng: t r appi ng souls or bi ndi ng el ement al s. DC 20 : Siberys dr agonshar ds fall from t he Ri ng of Si ber ys and t hus ar e most c o mmo n a r o u n d t he wor l d' s equat or par t i cul ar l y i n Xen' dr i k. Eber r on shards are found in t he soil of Eber r on and Aer enal . Most Eber - r on shards on the market come from the Shadow Marches. Khyber shards are excavated from deep under gr ound i n volcanic r egi ons, par t i cul ar l y t he Demon Wastes. Knowl edge (geography) DC 20: The Shadow Marches are part i cu- larly known for t hei r fields of Eber r on dr agonshar ds. Siberys dr agonshar ds fall in great showers from the Ri ng of Siberys, coming to ground in Xen' dri k, Sarlona, and (presumably) Ar gonnes- sen. Khyber shards are found under - ground in the Demon Wastes and other volcanic areas. Knowl edge (nobi l i ty and royalty) DC 15: The dragonmarked houses have a keen interest in Siberys shards because they can enhance the magical abilities of marked i ndi vi dual s. House Tha r - ashk is deeply involved i n prospect i ng for all ki nds of dr agonshar ds. Knowl edge (psi oni cs) DC 15: Si berys dr agons har ds can be crafted into universal items that can be i mpl ant ed i nt o the body of a kalashtar or I nspi r ed to gr ant unusual powers. Eber r on shards can be used to create power stones, hol di ng a single psionic power for later use. Khyber shards have no known psionic use. DRAGONSHARD ITEMS The weapons described here i ncorporat e dragonshards i nt o their const r uct i on, and use the affinities of the shards to generate par t i cul ar magical effects. Bl oodst one Bl ade A bloodstone blade is a +1 longsword (or occasionally a different kind of weapon) cont ai ni ng an Eber r on dragonshard at t uned to the vampiric touch spell, allowing that spell to be delivered by the blade repeatedly wi t hout r echar gi ng, and in an empow- ered form. Descri pti on: Thi s sword is forged of the finest steel, with powdered red dr agonshar d carefully i nl ai d into i nt r i - cate designs along the bl ade. Activation: When you strike a creat ure with a bloodstone blade and the cr eat ur e takes damage from the weapon, the weapon can deliver the effect of a vampiric touch spell as a free action if you desi re. Effect: A bl oodst one blade can hold a vampiric touch spell as if it were a spell storing weapon. Any such spell is aut omat i - cally empowered by the blade, even if the ori gi nal caster does not have the Empower Spell feat. As with a normal spell stor- ing weapon, the vampiric touch effect uses the ori gi nal caster' s caster level. No more t han one such spell can be held by a bloodstone blade at any t i me, and no spell ot her t han vampiric touch can be stored wi t hi n the weapon. Aura/ Cast er Level: St r ong evocation and necr o- mancy; CL 12th. Constructi on: Craft Magic Ar ms and Ar mor , vampiric touch. 12th-level caster. 6,315 gp, 480 XP, 12 days. Cr eat - ing a bl oodst one blade requi res first at t uni ng the Eber r on dragonshard to the spell it will hold (see page 265 of the EBERRON Campaign Setting for details). Weight: 4 lb. Pri ce: 12, 315gp. Ni ght shar d Maul Thi s +1 greatclub is st udded wi t h Khyber dr agons har ds mi ned from areas near where couatl spirits hold the ancient f i end- l or ds of Khyber i mpr i s oned i n t hei r coi l s. The dragonshards cont ai n fragments of bot h powerful essences, maki ng a nightshard maul a danger ous weaponto bot h t he wielder and his foes. Des cri pt i on: Several smoky cryst al s c ont a i ni ng inky black veins of color stud the hi t t i ng end of t hi s heavy great cl ub. Bands of dark i ron r i ng the club, and the handl e is carefully wrapped in mi dni ght - bl ue leather. When it is wielded in combat, energy crackles ar ound the dr agon- shards, flashing bot h light and dark. Acti vati on: By cl ut chi ng the handl e of the maul and concent r at i ng (a st andar d action that does not provoke attacks of oppor t uni t y) , you can use detect thoughts, t ur n et he- real, or polymorph. All ot her powers of a nightshard maul activate a ut o- mat i cal l y when you swi ng it at a foe, as the cr ackl i ng ener gy a r ound its head deal s ext ra damage to good and evil oppone nt s . Effect: In addi t i on to its +1 enhancement bonus, a nightshard maul deals an extra Id6 poi nt s of damage to crea- tures that are ei t her good or evil, and it overcomes damage reduct i on as if it were bot h a good- al i gned weapon and an evi l -al i gned weapon. While the maul is in your possession, you can use detect thoughts at will (DC 13), Once per day, you can t ur n et hereal for 5 r ounds (as ethereal jaunt, except that you can' t end the dur at i on premat urel y). Also once per day, you can use poly- morph, but only to change your own shape (you cannot target anot her creat ure with this ability). If you are ei t her good or evil, you take a -1 penal t y on saving t hrows while you carry a nightshard maul. The war r i ng spi ri t s of good and evil held wi t hi n t he dr agons har ds take t hei r toll on your own soul . Aura/ Cast er Level: Moder - ate necromancy and t r ansmut a- t i on. CL 7th. Construction: Craft Magic Arms and Armor, 26,305 gp, 2.080 XP, 52 days. Weight: 10 1b. Price: 52,305 gp. Those who use dragonshard weapons wield the power of the forces of creation DROAAM MONSTERS OF CIVILIZATION Most i nhabi t ant s of Dr oaam would be consi dered monst ers i n any ot her nat i on, but i n t hei r own l and they mai nt ai n a sembl ance of civilization, and some even become advent urers. The table on the following page sum- mari zes favored class, Hi t Dice, level adj ust ment , and st ar t i ng effective character level (ECL) for the most common races of Dr oaam. The Monster Manual provides more i nf or mat i on. Gnol l s live and fight among all of Dr oaam' s var i ous power gr oups. Thi s neut r al st ance ami d t he chaos of fact i ons j ockeyi ng for power makes t hem s omet hi ng of a st abi l i zi ng i nf l uence. They are i ncreasi ngl y common as mer cenar i es and even meni al l abor er s out si de Dr oaam, t hanks to t he effort s of Hous e Tha r a s hk. Peopl e r egar d t hem with unease, but t hei r wi despread pr esence is bui l di ng accept ance for t hem in t he wi der worl d. Races of the Wild has mor e i nf or mat i on about pl ayi ng gnol l char act er s. Gobl i ns live i n Dr oaam pr i mar i l y as the slaves of ogres, orcs, and ot her races. Bei ng the weakest race in a society t hat concent rat es power among the st r ong makes life difficult, and few Dr oaami t e gobl i ns ever rise to posi t i ons of power ( i ncl udi ng advent ur i ng) . Gobl i ns are common in the cities of Khor vai r e, par t i cul ar l y in t he west, so the presence of a gobl i n in a gr oup rarely raises eyebrows. A gobl i n who asserts his rights and speaks his mi nd is a different matter, however, and such creat ures are rare i ndeed. While not exactly common, hal f-ogres appear with some regularity in Dr oaam, where ogres are among the most powerful and respected figures of aut hori t y. They are not as st r ong as t hei r ogre par ent s, nor as smar t as humans or the more i nt el l i gent monst ers that r un affairs i n Dr oaam, so they work as cheap sellswords or l aborers, somet i mes traveling beyond Dr oaam under t he auspices of House Thar as hk. Races of Destiny has more i nformat i on about playing hal f-ogre charact ers. Har pi es are one of the most i mpor t ant power gr oups in Dr oaam. Harpy flights have i nhabi t ed the Byeshk Mount ai ns since anci ent times. A number of t hem have recently mi grat ed to the Great Crag to serve the Daught ers of Sora Kell, but six flights r emai n in the nor t h. Hi l l giants are the most physically powerful of Droaam' s common i nhabi t ant s, but t hei r slow mi nds and chaotic t empers make t hem pot ent followers r at her t han war l or ds i n t hei r own r i ght . Hi l l gi ant s live in almost compl et e i ndependence in the foot hi l l s of the Graywall Moun- t ai ns. Hi l l gi ant player charact ers are liable to draw stares or screams in most humanoi d set t l ement s (with the possible exception of St ormreach, in Xen' dr i k) . Medusas are per haps the most monst r ous resi dent s of the monst er nat i on. They appear in greatest number s in the anci ent city of Cazhaak Draal, under the rul ershi p of the Queen of St one. They are greatly feared, bot h in Dr oaam and beyond. A medusa t ravel i ng out si de Dr oaam must hi de her t r ue nat ur e or be attacked as a t hr eat to publ i c safety. Fi ercer and more bestial t han ogres, mi not aur s do not live i n orga- nized communi t i es i n any l arge numbe r s . Most mi not aur s i n Dr oaam reside i n isolated wi l derness areas, but i ndi vi dual s are frequent l y seen in t he Great Crag and Graywal l , del i ght i ng t he crowds as pit fi ght ers. Mi not aurs traveling beyond Dr oaam have a har der t i me fitting in t han ogres, but are not usually attacked on sight. Ogres form the backbone of several power groups in Dr oaam. Just smar t enough to t hr ow t hei r weight behi nd powerful warl ords such as Gor odan Ashl ord or Tzaryan Rrac, ogre enforcers keep hordes of diverse humanoi ds and rebel l i ous slaves in l i ne. Ogres are respected in Dr oaam and reasonably well accepted i n the world beyond. Orcs live in a few scattered tribes in Dr oaam, nei t her as popul ous as gobl i noi ds nor as common as they are in the Shadow Marches. Most orcs WHAT DO YOU KNOW? Knowl edge (geography) DC 10: On c e of f i ci al l y a p a r t of Br el and, Dr oaam is now t he nat i on of monst er s. Its popul at i on consists of gnol l s, orcs, gobl i noi ds, gi ant s, and monst r ous humanoi ds . DC 15: Dr oaam is gover ned by t hr ee hags called t he Daught er s of Sora Kel l , who hol d cour t i n a met r opol i s called The Gr eat Crag. It is a nat i on i n only t he loosest sense of t he word. Though t he hags pet i t i oned to be i ncl uded i n t he talks l eadi ng to t he Tr eat y of Th r o n e h o l d , t hey were rej ect ed and are not officially r ec- ogni zed as a nat i on. The r ul er s hi p of the hags is fragile, with a system of t r i but e servi ng as t he only real gov- e r nme nt keepi ng t he vari ous clans and warl ords i n l i ne. DC 20: Ot h e r power f ul gr oups i n Dr oaam i ncl ude the Dark Pack (were- wolves and worgs that roam the sout h), a fire gi ant named Gor odan Ashl or d, a communi t y of medusas led by t he Queen of St one, and the followers of an ogre mage named Tzaryan Rrac. Knowl edge (history) DC 10: Numerous rui ns from the ancient hobgobl i n empi r e of Dhakaan dot Droaam' s l andscape. Knowl edge (l ocal ) DC 15: Laws are loose i n Dr oaam. The st rong get what they want, but the ri ch can buy t hei r way. Bribery, slavery, and arena combat are common. Knowl edge (nature) DC 10: Gi ant s and monst r ous huma n- oi ds, par t i cul ar l y ogr es, har pi es , mi not aur s , ogres, and t r ol l s, live i n the monst er nat i on of Dr oaam. Knowl edge ( nobi l i t y and royalty) DC 15: House Thar ashk acts as a broker for t he services of Dr oaami t e me r - cenar i es across Khor va i r e . Hous e Denei t h resents this i nt r usi on i nt o a field t radi t i onal l y its own. Knowl edge ( rel i gi on) DC 10: Most i nhabi t ant s of Dr oaam hate the Chur ch of t he Silver Fl ame. DC 15: Priests of the Mockery and the Shadow are found i n communi t i es i n Dr oaam, along with a few cults dedi - cated to t he Dr agon Below. in Dr o a a m l i ve u n d e r t h e r u l e of t h e o g r e ma g e wa r l o r d Tzaryan Rr a c i n t he s out hwes t of t he n a t i o n , a n d west t owa r d the Sha dow Ma r c h e s . Or c s find wi d e s p r e a d a c c e pt a nc e i n the out s i de wor l d. Tr o l l s a r e u n c o m m o n i n D r o a a m, mo s t l y l i v i n g i n smal l b a n d s i n t h e mo u n t a i n s . Li k e h i l l g i a n t s , t he y a r e r ecr ui t ed as mus c l e f or mo r e o r d e r - mi n d e d war l or ds a r ol e they fill a d mi r a b l y wel l . Th e y a r e not we l c ome i n h u ma n o i d s et t l ement s b e y o n d Dr o a a m' s b o r d e r s . Fa vor e d Ra c i a l Level S t a r t i n g Race Cl a s s H D Ad j . E C L Gobl i n Rogue +0 1st Orc Ba r ba r i a n +0 1st Hal f - ogr e Ba r ba r i a n +2 3r d Gnol l Ra nge r 2d8 +1 3r d Ogre Ba r ba r i a n 4d8 +2 6t h Mi not aur Ba r b a r i a n 6d8 +2 8t h Harpy No n e 7d8 +3 10t h Medusa No n e 6d8 + 4 10t h Trol l Fi ght er 6d8 +5 11th Hi l l gi ant Ba r ba r i a n 12d8 +4 16th GRAYWALL: GATEWAY TO DROAAM The small city of Graywall (popul at i on 6,300) lies near the border with Brel and to the east, and it houses the greatest population of humans and ot her common humanoi ds in all of Droaam. It is as far as most visitors ever vent ure i nt o the monster nat i on. A mi nd flayer named Xor' chylic serves as governor on the hags' behalf, enforci ng or der with r ut h- less efficiency. Graywall consists of roughly formed bui l di ngs hewn by the st rengt h of ogres i nt o alien shapes pleasing to Xor' chylic but di st ur bi ng to most visitors. Most of the bui l di ngs are scaled to accommodat e large creat ures. The east er n quar t er of t he city houses huma ns and member s of the ot her common races. Thi s area, called Tha j na r r (from an i ns ul t i ng Gi ant word for humans ) , boasts a handful of i nns and taverns that provide human- sized accommodat i ons and serve meals palatable to human tastes. The city has a small temple to the Sovereign Host, but no open worshi p of the Host exists. Many resi dent s of the east ern quar t er are at least as unsavory as the monst ers that i nhabi t the rest of the city, but House Thar ashk mai nt ai ns a semblance of justice and order t here under the leadership of Lord Khundr a n d' Tor r n, a hal f-ore dr agonmar k hei r with the Lesser Mark of Fi ndi ng. Mer chant s from across Dr oaam come to Graywall to pur chase goods br ought in from the rest of Khor vai r e. Woul d- be mer cenar i es hopi ng to find empl oyment also crowd t he mar ket pl aces. In addi t i on to House Thar as hk, House Sivis has a smal l out post in Graywal l , while House Or i e n mai nt ai ns t he t rade road t hat connect s t he city to Br el and and r uns on to t he Gr eat Crag. House Denei t h offers protection services to caravans headed for the i nt eri or of the count ry. Humans t ravel i ng beyond Graywall are well advised to br i ng such prot ect i on. Xor' chylic mai nt ai ns order in Graywall with the assis- tance of a security force consi st i ng of gnol l s rei nforced by mi not aur , t rol l , medusa, and harpy officers. The elite agents of this security force are rightly feared in the city, but none so much as the mi nd flayer itself. DUNGEONS OF DROAAM Droaam is a fine place to win a f or t une i n anci ent t reasure or to make your name as t he surveyor of Dhakaani r ui ns . But you' d best be careful t ravel i ng t hr ough the l and of monstersespecially if you wear the Silver Fl ame. Cazhaak Draal is the most famous r ui ned hobgobl i n city in Dr oaam. It's cert ai n that t reasures and ot her items of historical i nt erest lie wi t hi n its anci ent walls, but a band of medusas has cont rol of the place, and ot her pet r i f yi ng creatures wander freely t her e. The Kech Volaar clan of Darguun also has an i nt erest i n the place. Nearby Sut har Draal is slightly safer. Everyone pays at t ent i on to the big r ui ned cities, but few peopl e and onl y slightly mor e gobl i noi ds care about the isolated s hr i nes , t empl es, pal aces, and necr opol i ses that dot t he Dr oaam count r ys i de. Many of t hem sit at op ent r ances to Khyber ' s dept hs or , mor e accur at el y, er upt i ons from Khyber ' s dept hs emer ge beneat h t hese small r ui ns , t hr ough passages opened by t he dael kyr as pat hs of at t ack. Thus , like t he r ui ne d ci t i es, t hese ancient sites ar e i nfest ed wi t h aber r at i ons , and some sites are still cent er s of wor shi p for t he Cul t s of t he Dr agon Below. The Byeshk and Graywall Mount ai ns hol d abundant resources of byeshk, a pur pl e metal widely used in j ewel ry as well as for bl udge oni ng weapons. Such weapons are par t i cul ar l y effective agai nst dael kyr and some aber r a- t i ons. The Dhakaani hobgobl i ns mi ned byeshk for use agai nst the dael kyr, and some of t hose mi nes still exi st . Many of t hem, however, r emai n i nhabi t ed by t he descen- dant s of the hor r i bl e cr eat ur es t he dael kyr sent i n to shut the mi nes down. Some of t he most i nt er es t i ng sites i n Dr oaam are literally dungeons. Beneat h the lairs of Droaam' s surface- dwel l ers, ext ensi ve pr i s ons , l abor camps, and slave pens ext end deep i nt o the ear t h. Some find themselves in these dungeons unwillingly, some attempt rescue missions t here, and some st umbl e i nt o these places upon emer gi ng from a trek i nt o Khyber, Whatever bri ngs you i nt o such a place, get t i ng out is often even more of a chal l enge. DWARVES GOLD FUELS OLD FEUDS The Mr or Hol ds are home to twelve great dwarf cl ans. Each clan has its own stories, cust oms, and t er r i t or y (which the dwarves call hol ds). Many years have passed since the dwarves fought each ot her in the mount ai ns, but t hei r memor i es are long, and the clans nei t her forget nor forgive the feuds they have with one anot her . These feuds were once bloody affairs settled with axe and shi el d, but i n these enl i ght ened t i mes, dwarves use more sophisticated tactics. They battle over business contracts or games of skill; they support different athletes and under cut each other' s mercant i l e ent erpri ses. Some dwarves still t ur n to blades to settle t hei r di sput es, but the weapons are now wielded in shadow and gleam with poi son. Mr or anon is one of the most powerful clans in the holds, and it lends its founder' s name to the nat i on as a whole. Its mi nes pr oduce the best i r on ore i n Khor vai r e, al l owi ng Mr or a non to bui l d st r ong di pl omat i c and mercant i l e ties with Brel and. Mr or anon seeks the dest ruct i on of the Jhor ash' t ar orcs, who hi de i n the I r onr oot Mount ai ns. The clan has feuds with Kol kar an, which uses its mi ner al wealth to under cut Mr or anon' s i ron t rade; with Sor anat h, whose founder quarrel ed with Mr or in times of l egend; and wi t h Tol dor at h and Tor da nnon, who seek to gr ant the Jhor ash' t ar the full political power of a Mr or i an clan. Dol darun is wealthy, with a large number of gold and silver mines within its hold. Dol darun has also discovered deposits of mithral and adamant i ne in its territory, and it is deeply embroiled in foreign affairs. Dol dar un dwarves are master ent r epr eneur s, playing t hei r customers against each ot her and always fi ndi ng the right market and highest prices for their goods. Hi st ori - cally neut ral in the dwarven wars, Dol dar un has no feuds with individual clans, but no firm allies either. Dol darun seeks to use its wealth to outmuscle the ot her clans and emerge as the de facto r ul er of the Mr or Hol ds. Dr or anat h is a throwback to earlier t i mes. Its warri ors are t emper a- mental and t rai n to enhance t hei r nat ur al rage; naturally, the clan boasts a large number of bar bar i ans. It battles the j hor as h' t ar continuously, which puts it at odds with Tol dorat h and Tor dannon. Dr or anat h has a lesser concent rat i on of nat ur al resources t han most ot her holds, but it cont ai ns enough to make it a decent power and a worthwhile ally. Dr or anat h mer - cenaries command hi gh prices t hr oughout Khor vai r e. Kol kar un shifts allegiance constantly. Its hi st ory i ncl udes feuds with each of the ot her clans at one poi nt or anot her, and its allies change DUERGAR AND DREAM DWARVES Accor di ng to one legend, the duergar (detailed in Expanded Psionics Handbook) are the debased r emnant s of an anci ent dwarf ki ngdom that was destroyed dur i ng the Daelkyr War. Anot her legend ties them to the vanished Clan Nold- r un, and they do seem to be most common in the depths of Khyber beneath the southern peaks of the Ironroot Mountainsnear both Nol drunhol d and the Goradra Gap. Some say their exposure to the mi nd-t wi st i ng magic of the daelkyr gave t hem psionic power si mi l ar to that of the mi nd flayers, while others blame interference by the quori . The duergar believe themselves to be the most ancient race of dwarves (certainly not the descendants of a clan that vanished only four centuries ago), but the t rut h is impossible to ascertain. Dr eam dwarves (descri bed in Races of Stone) are found in t he Mr or Holds, bl endi ng in with t hei r cousins. They are most commonl y seen near Mi r r or Lake, but even t here they are r ar e. Duer gar and dr eam dwarves occasionally possess aber r ant dr agon- marks. (See Subraces and Dr agonmar ks, page 47.) WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Once part of Kar r nat h, the Mror Holds is now a nation composed of sev- eral semi - i ndependent dwarf cl ans. DC 15 : The gover ni ng body is the I r on Counci l , which rul es on mat t ers t hat affect all the clans i n the Mr or Hol ds. The clans do not cooperat e especially well; many have l ongst andi ng feuds. DC 20: The Aur um has a st r ong pr es- ence i n t he Mr or Hol ds. Knowl edge (history) DC 15: The dwarves fought each ot her for t housands of years before Ka r r n subjugated t hem and forced t hem to swear fealty to Galifar. The dwarves broke from the Five Nat i ons dur i ng the Last War. DC 25: The dwarves' ancestors came to the Mr or Hol ds about twelve t hou- sand years ago. The cur r ent clans are t he descendant s of exiles; not hi ng r e ma i ns of t he dwar ves' or i gi na l homel and i n Khyber. Knowl edge (l ocal ) DC 10: The dwarves are renowned bank- ers and entrepreneurs. They place great stock i n personal appearance. DC 15: A t r i be of or cs cal l ed t he Jhor ash' t ar shares the mount ai ns with the dwarves. The two races have battled repeatedly over t housands of years. DC 20: Mrori an dwarves like to stand out on the battlefield. They wear enam- eled armor, name t hei r weapons, and develop distinctive battle cries. Knowl edge (nobi l i ty and royalty) DC 10: House Kundar ak, the dwarven dr agonmar ked house, has its head- quar t er sand wi el ds consi der abl e influencein the Mr or Hol ds. House Sivis assists Kundar ak i n its banki ng endeavors. DC 15: The r ul i ng family of each clan has the same family name as the clan. Knowl edge ( rel i gi on) DC 15: The Sovereign Host is the r el i - gi on of choice i n t he Mr or Hol ds. Most dwarves revere Kol Kar an. DC 25: An active vol cano called t he Fist of Onat ar stands i n the sout her n Mr or Hol ds. The dwarves believe it is sacred to Onat ar . as rapidly as its enemi es. Nevertheless, Kolkarun dwarves are shrewd ent r e- preneurs and charismatic negotiators, and their wealth allows t hem to supply potential allies with gifts. The ot her clans view Kol kar un as oppor t uni st s, while Kol kar un dwarves see t hem- selves as smart enough to always pick the wi nni ng side. Current l y, Kol ka- run has di pl omat i c ties to Aundai r , Karrnat h, Zi l argo, the Tal ent a half- lings, and the Emeral d Claw. It counts Mroranon and Sol darak among its allies in the holds, and for the last couple of decades it has mai nt ai ned a growing feud with Dol dar un, which seeks to discredit Kol kar un. Cl an Ku n d a r a k has become House Kundar ak. It has no voice on the Iron Counci l , t he Mr or Hol ds' ruling body, and cl ai ms to be neu- tral. Despite t hat cl ai m, Kundar ak has great i nfl uence, and t he ot her clans const ant l y vie for its favor. Laranak' s feud with Londur ak is legendary. All dwarves know of the mutual enmity these two clans possess, and it was only with reluctance and gifts from the other clans that the two agreed to work t oget her to present a unified front at Thr onehol d. Thei r councilors disagree with each ot her out of habit and ancestral hatred more than reason. Now, the two clans wage t hei r private war in whatever socially acceptable ways they can, each shifting alliances with the other clans to outplay the ot her. Narathunhold contains mines of precious gemstones, and Narat hun jew- elers are among the best in the world. They work with Mr or anon to create ceremonial weapons and with Doldarun to create fine jewelry. Nar at hun feuds with Dr or anat h, which it says reneged on a business deal long ago, and with Toldorath and Tor dannon, which it believes robbed it in ancient times. Nol dr un di sappeared about four hundr ed years ago. Rumor s abound as to the cause, and most consi der its l ands haunt ed and avoid t hem. I Mr or anon, Tol dor at h, and Tor da n- non (all of which feuded with Nol d- run) were not unhappy to see it go. Sol dorak is wealthy, and it envies House Kundar ak' s power and prest i ge. It at t empt s to di scredi t and under cut the dr agonmar ked house whenever possible and uses its wealth as a weapon against the ot her clans. Its uncompr o- mising business dealings have put it at odds with most ot her clans, part i cul arl y Mr or anon and Dol dar un, but it works with Soranat h to find markets for t hei r mut ual goods. Sor anat h possesses excel l ent craft ers, who work with other clans to pr oduce fi ni shed goods from t hei r raw materials. As such, they are fri end to all, t hough the ot her clans resent bei ng unable to match Soranat h' s skill. Sor, the clan' s founder, quar r el ed with Mr or in anci ent times, and t hei r clans cont i nue the feud today. Tol dor at h and Tor da nnon are l ongt i me allies and persuasi ve di pl omat s. They cur r ent l y lobby to gr ant the Jhor ash' t ar orcs full clan status, a pr oposi t i on that Mr or a- non finds reprehensi bl e but that the ot her clans are willing to consider. Tol dorat h and Tor dannon are the most adept at using t hei r wealth as weapons, and many members of the Aur um hail from these clans. They have l ongst andi ng feuds with Dr or anat h and Nar at hun. ELDEEN REACHES THE WOODS OF THE WEST Stories abound of the mysteries that lurk i n the dept hs of the El deen Reaches. The Toweri ng Wood is vast and anci ent , and humani t y barely has a foothold in t hat fortress of nat ur e. Fey dance i n unt ouched groves, and di r e ani mal s sl umber in the deep woods. But where danger l urks in this pri meval wi l derness, much of it is far from nat ur al . Thous ands of years before humans came to Khor vai r e, the forces of Xori at fought the orc Gat ekeepers in the El deen Reaches, and the scars of that t erri bl e war still r emai n. For every dryad, t here is a dol gr i m; for every uni cor n, t here is a r unehound. These hor r i bl e aberrat i ons have no place in nat ur e. The forests of the El deen Reaches hold endless possibilities for excit- i ng advent ur e. Pl anar por t al s lead to Thel ani s , the Faeri e Cour t , and manifest zones l i nk to the Twilight Forest of Lamanni a and the Endless Night of Mabar as well. Anci ent r ui ns hol d orc art i fact s lost in the war against the daelkyr, al ong wi t h sealed por t al s l eadi ng i nt o the dept hs of Khyber. Legendar y beasts r oam the deep woods al ongsi de wild fey, feral shi ft ers, nomadi c cent aur s, and ot her creat uressome hel pf ul , some hostile, some merely xenophobi c. On the ot her hand, ordi nary folk call the Reaches home as well. These people fall into two distinct cul t ures: the farmi ng folk of the eastern plains and the people of the woods. The farmers live on the east ern edge of the Tower i ng Wood. The i r ancest ors were ci t i zens of Aundai r , but t hei r gr andpar ent s and gr eat - gr andpar ent s t ur ned against the lords of Aundai r dur i ng the Last War, when the pri nces of Galifar abandoned t hem. The pl ai ns folk live simple lives, but they are rugged and pr oud. Most have taken up the beliefs of the dr ui ds, and villages have dr ui d advisors. Thei r placid life was shattered dur i ng the Last War: Family hol di ngs were obliterated, and society t ur ned upside down as the young people left the quiet towns of the Reaches for the bri ght lights of the di st ant cities. The peopl e of t he woods hi d from the eyes of Gal i far, and most prefer the solitude of the Toweri ng Wood to the bustle of the Five Nat i ons. Shifters and cent aurs somet i mes live i n t hei r own isolated t ri bes, but the forest folk prefer to live i n smal l mi xed communi t i eshuman, elf, and shifter living side by side. They follow the faith of one of the dr ui d sects, but only the most exceptional actually become dr ui ds or rangers, j oi ni ng the patrols that guar d woods and pl ai ns alike. More t han any ot her factor, t he dr ui d sects of t he El deen Reaches define the charact er of the nat i on and its peopl e. A communi t y' s nat ur e can be best under st ood by l ear ni ng its rel at i onshi p to these sects. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: The El deen Reaches are a vast regi on of forest and pl ai ns in nor t h- west Khor vai r e. The popul at i on of t hi s area is sparse, and much of t he Toweri ng Wood r emai ns unt ouched by humani t y. The soil is fertile, and the area is a cent er for agr i cul t ur e. DC 15: The El deen Reaches were only recogni zed as a nat i on at t he Treaty of Thr onehol d. The woods are still wild and unt a me d, occupi ed by shi f t er t r i bes and bands of dr ui ds . St or i es say t hat t he deep woods are fi l l ed wi t h mons t er s . Knowl edge (history) DC 10: The east ern pl ai ns of the El deen Reaches were once par t of Aundai r . Dur i ng the Last War, Aundai r left the regi on to fend for itself. After dr ui ds and rangers from the Toweri ng Wood hel ped the farmers fight off bandi t s and i nvadi ng forces, the people of the regi on seceded and j oi ned t hei r l and to the El deen Reaches. Knowl edge (l ocal ) DC 15: Th e law i n t he Reaches is enforced by the Wardens of the Wood, who follow "nat ur al law" as opposed to the Code of Galifar. Knowl edge (nature) DC 10: The El deen Reaches are t he center of dr ui d activity i n Khor vai r e. DC 15: Unusual pl ant s and ani mal s can be found t her e, i ncl udi ng dark- wood and reat h leaves. However, the dr ui ds and rangers of the land despise poachers and pi l l agers. Knowl edge (nobi l i ty and royalty) DC 10: Hous e Vadal i s has a s t r ong presence i n the El deen Reaches. The pat r i ar ch of House Vadalis conducts business from the city of Var na. DC 15: House Vadalis is on good t erms wi t h most of t he dr ui d sects, but has been f i ght i ng wi t h t he As hbound for cent ur i es . Knowl edge (the pl anes) DC 15: The El deen Reaches i ncl ude mani f es t zones. Zones connect ed to La ma nni a are oft en popul at ed by di r e ani mal s , while t he fey flock to regi ons t ouched by Thel ani s. RACES OF THE ELDEEN WILD Cent aur s are most common in t he west ern forests near t he Twi l i ght Demesne, and they mai nt ai n good rel at i ons with the Fey t her e. They also range widely t hr oughout the El deen Reaches. See Races of the Wild for more i nformat i on about playing a cent aur as a charact er. Gol i at hs are mount ai n- dwel l i ng nomads who form scattered com- muni t i es in r emot e mount ai n areas, i ncl udi ng t he Shadowcrags in the El deen Reaches and several r anges in Xen' dr i k. They or i gi nat ed in Xen' dr i k, but most abandoned t hat cont i nent with the ri se of t he gi ant civilization. Gol i at h wanderers are occasionally seen across Khorvai re and Xen' dr i k. Thei r barbari c cousi ns, the feral garguns, live in frigid regi ons, i ncl udi ng the Frostfell and the Icehorn Mount ai ns in the Eldeen Reaches. Gol i at hs and feral gar guns are descri bed in Races of Stone. THE DRUID SECTS When human explorers first ent ered the Eldeen Reaches, a handful felt a call that drew them deep into the Towering Wood. They were led to the Great Drui d Oalian - a mighty greatpine that spoke with a human voice. The ancient tree called upon the newcomers to mai nt ai n the balance between wood and world, and slowly taught the explorers the skills and duties of drui ds and rangers. From these ori gi nal teachings, a number of sects soon took form. Despite t hei r differences i n belief, Oal i an supports all the druids, since each sect embraces an aspect of the natural world. In ret urn, most druids respect Oal i an as the ultimate spiritual authority in the region, and they gather at Greenheart for i mport ant conclaves and rituals. Among the El deen dr ui ds , hi erarchy is defi ned by seniority, although a youth who displays ext raordi nary talent receives respect beyond her years. The young are expected to follow the dictates of the old; the elders debate major issues that face t hei r communi t y unt i l a consensus is reached. As a rule, rangers and hunt er s are expected to defer to the j udg- ment of the elder dr ui ds, but seni or rangers can part i ci pat e in the moot s of the elders. The dr ui ds revere the power of nat ur e. Dr ui ds equate the nat ural world with the pr ogeni t or dragon Eber r on, who is seen as the maker of all nat ur al t hi ngs. They do not wor- ship Eber r on as a god or believe that the Dragon Between actively watches the world, but they view Eber r on as the source of life and the bi nder of unnat ur al t hi ngs. NPC REACTIONS NPCs in the El deen Reaches begi n with a friendly attitude toward a recognizable member of any dr ui d sect except the Ashbound and the Chi l dr en of Wi nt er. The dr ui ds and rangers have a very positive reput at i on as guardi ans and pr o- tectors of the Reaches, and they represent the highest ideals that its people strive to at t ai n. Folk of the Reaches greet the Ashbound with an indifferent to unfri endl y attitude and are unfriendly toward the Chi l dr en of Winter. A few groups mai nt ai n active hostility toward the dr ui d sects. These i ncl ude the Cults of the Dr agon Below and the Blood of Vol (along with the Or der of the Emeral d Claw), both of which revere forces t hat the dr ui d sects abhor. Members of these organi zat i ons have unfri endl y st art i ng attitudes toward any El deen dr ui d or ranger. THE WARDENS Of THE WOOD "The earth is scarred; we are its healers." Faena Gr aymor n, Warden of the Wood The Wardens of the Wood are the largest of the modern druid sects. They are the eyes and ears of the Great Druid Oalian, and at Oalian' s behest they mai nt ai n the balance between the wilds and the civilized world. The daelkyr left deep scars on the land, and older horrors date back to the Age of Demons. The Wardens hunt unnat ural creatures and strive to destroy fiends, undead, and aber r at i ons. When it comes to nat ural dangersdi re animals or ot her deadly predatorsthe Wardens keep humans away from these creatures, allowing each to live in peace. War den dr ui ds work with the peopl e of the pl ai ns, teaching t hem met hods of agr i cul t ur e and ani mal hus- bandry that work in har mony with nat ur e. When the pl ai ns folk seceded from Aundai r , the War dens t r ai ned t hei r militias and fought at t hei r sides. In t hei r gr at i t ude, the folk t ur ned to the study of the dr ui di c mysteries, and this helped make the l and remarkabl y fertile. Today, Warden rangers pat rol the ent i ret y of the Reaches, fighting bandi t s, poachers, and ot her i nt er l oper s. The primary goal of the Wardens of the Wood is to pr o- tect the innocentwhether that means protecting nat ure from humani t y or vice versa. Some seek to educate the people they encounter, but others use sword or spell to battle greed and evil. All Wardens strive to act with wisdom and compassion, however, and to aid all of Eberron' s chi l dr en as well as they can. Wardens of t he Wood i n t he World "Since Moselin taught us to recognize its territory, we haven't had any trouble with the dire bear." Vhaja Dumi k, resi dent of Cree The War dens of the Wood cl ai m some t en t housand active member sr oughl y one i n fifty of t he Reaches' ci t i zens. Though the organi zat i on' s member shi p is mostly human, elves, half-elves, shifters, orcs, and members of more exotic races are also r epr esent ed. Wardens are generally neut ral good and are concerned above all with the wel l -bei ng of every nat ur al creat ure that lives i n the Reaches. Unl i ke the ot her dr ui d sects, the Wardens have a fixed base of operat i ons: Gr eenhear t , a town i n the midst of the Toweri ng Wood. Built ar ound a sacred grove and a manifest zone l i nked to Lamanni a, Gr eenhear t is the spi ri t ual and t emporal heart of the El deen Reacheshome to the Great Dr ui d Oal i an and the loose gover nment of the Reaches. The member shi p of the sect i ncl udes sedent ary dr ui d advisors who offer t hei r wi sdom and mi nor spel l cast i ng services to villages t hr oughout the Reaches, as well as more advent ur ous dr ui ds and r anger s who pat r ol t he woods, pl ai ns, and foot hi l l s of t he l and to mai nt ai n peace and protect the i nnocent . Some members actively seek out aber- rat i ons and ot her unnat ur al forces to drive t hem from the Reaches (or the world). Al l strive to mai nt ai n the balance between nat ur e and civilization in ways that pr omot e health and wel l -bei ng at a physical and spi ri t ual level. Great Dr ui d Oal i an (N awakened gr eat pi ne dr ui d 20) is the unquest i oned l eader of t he War dens. Br ought to sen- tience a t housand years before humans set foot on Khor - vaire, Oal i an possesses a dept h of wisdom and a sensitivity to all living beings that are difficult for anyone who has not met the dr ui d to i magi ne. Oal i an rarely moves, and much of the hands - on work of gover ni ng the Wardens is carri ed out by Faena Gr aymor n ( NG female half-elf dr ui d 13). Faena was bor n with impressive gifts, and she played a critical role in the secession of the Reaches from Aundai r . Old age has sapped her st r engt h, but her wisdom r emai ns. Ot her not abl e member s of the war dens i ncl ude Root ( NG mal e per sonal i t y warforged fighter 2/ dr ui d 4), a spiritual soldier searchi ng for his place in the nat ural world; Mosel i n ( NG male huma n dr ui d 7), advisor to the town of Cree and also an active hunt er of aber r at i ons; and Feralyn Wolf-tail ( NG female gnome r anger 5/ El deen r anger 1), a clever gnome who hunt s poachers and bandi t s. THE ASHBOUND "Cities will crumble and trees take root in their streets once more. Anything] can do to hasten that day's coming, I swear I will do." Tasia, Ashbound El deen ranger For most drui ds, nat ure and civilization are forces that must be kept i n bal ance. For t he As hbound, ci vi l i zat i on is the enemy: a cor r upt i ng force t hat must be dri ven back or destroyed before it deals i r r epar abl e damage to the t r ue world. Ini t i at es of the or der are daubed with the ashes of trees destroyed i n the name of "progress. " They swear to be bound to the service of Eber r on and to fight the unnat ur al unt i l the world is rest ored to its pr i mal state. To the Ashbound, many t hi ngs violate the nat ur al order, with arcane magic at the top of the list. The Ashbound see such magic as the epitome of the unnat ur al , usi ng formul as and ri t ual s to twist the laws of nat ur e and create deadly effects that were never meant to exist. Cities and ot her physi- cal manifestations of civilization are next on the list, along with st ruct ured agri cul t ure and the magebreedi ng of animalstwisted attempts to reshape the world. Ashbound have no more love for clerics t han for wizards, and believe that any nondr ui di c faith involves trafficking with otherworldly (and t herefore unnat ur al ) spirits. The Ashbound are i nfamous for t hei r use of violence, and they fight with the fury of the wild. However, moderat es among the sect seek to con- vince ot hers of t hei r misdeeds t hr ough discussion instead of dest ruct i on. These Ashbound believe that people can be shown the er r or of t hei r ways and encour aged to slowly change over t i me. As an As hbound, you can travel in the company of a wizardas long as you warn your compani on of the dangers of his art and make cer t ai n he does not ha r m i nnocent s. If you seek out the greatest t hreat s, you set an example to ot hers t hr ough your act i ons. The Ashbound mi ght despise wizards and hate cities, but undead and aberrat i ons are j ust as unnat ur al , and must be dealt with. Ashbound shun armor, but most are wi l l i ng to use forged weapons. Shifters are drawn to the Ashbound cause, bel i evi ng that they are closer to nat ur e t han most humans. The Ashbound i n the World "They're extreme fanatics. I'm not unsympathetic to their cause, mind you, but they're not making any friends by resorting to violence to get their point across." Feralyn Wolf-Tail, Warden of the Wood Compared to the Wardens of the Wood, the Ashbound are a tiny sect, claim- ing no more t han seventeen hundr ed members. Of these, the vast major- ity are humans and shifters. The overall al i gnment of the sect is neut ral , though individual members more often lean toward evil t han good. The Ashbound wander in small bands along the eastern edge of the Toweri ng Wood, vent ur i ng out from the shelter of the forest to raid the settlements along the lakes and across the Aundai r border. For all t hei r hostile r eput at i on, the Ashbound have been i nst r ument al in foiling dan- gerous schemes, part i cul arl y in i nst ances when the Or der of the Emeral d Claw and ot her vi l l ai nous mast er mi nds have attempted to use the manifest zone i n the Gl oami ng to create hor r i bl e el dri t ch machi nes. The chari smat i c head of the Ashbound is Ghar ul l (N male shifter dr ui d 10). A fiery and passionate i ndi vi dual , Ghar ul l firmly believes he speaks with nat ure' s voice. No small number of drui ds have j oi ned the sect primarily because of Gharul l ' s magnetic presence; he has an uncanny ability to convince anyone who hears hi m speak of the Tightness of his cause. Ot her not abl e member s of the As hbound i ncl ude Col l as (N male human dr ui d 4), a moder at e who preaches the As hbound message i n the east ern pl ai ns; St ormcl aw (NE mal e shi ft er bar bar i an 12), a fierce and ruthless shifter who is infamous across the Reaches for his deadly st rengt h; and Tasia (NE female human r anger 6/ El deen r anger 5), a cautious and cunni ng r anger who hunt s wizards in the cities of Aundai r . THE CHILDREN Of WINTER "Even now, the fell wind blows from the north, a biting harbinger of the long winter to comea messenger of plague, of doom, and of new birth." Forlorn, Chi l d of Winter The Chi l dr en of Wi nt er is the most mi sunder st ood of the dr ui d sects t hough this makes members no less danger ous. Many outside observers believe the sect worships deat h and decay, and that its members hope to WHAT DO YOU KNOW? Wardens of the Wood Knowl edge (nature) DC 10: The Wardens of the Wood is a large sect of dr ui ds and rangers based i n the El deen Reaches. The Wardens mai nt ai n the bal ance between civili- zation and nat ur e. DC 15: The Wardens are noble peopl e who hel p the i nnocent and needy. Ashbound Knowl edge (nature) DC 10: Th e As hbound is a fanat i cal dr ui d sect feared across the Eldeen Aundai r bor der . Its member s despise civilization and arcane magic. DC 15: The Ashbound view themselves as nat ure' s avengers. They believe that nondr ui d magic, large-scale agri cul - t ure, urbani zat i on, and domestication of ani mal s violate the nat ur al order. DC 20: Al t hough the Ashbound believe i n vi ol ence and t er r or as a t ool for change, they are also implacable ene- mies of aberrat i ons and undead. Chi l dren of Winter Knowl edge (nature) DC 10: The Chi l dr e n of Wi nt er is an apocalyptic dr ui d sect that worships death and decay. DC 15 : The Chi l dr en respect deat h as a part of the nat ural cycle. They have an affinity for ver mi n and disease. DC 20: The sect believes that a series of terrible disasters will cleanse the world to make way for a new golden age. The Gatekeepers Knowl edge (nature) DC 10: The Gatekeepers is a small dr ui d sect found i n the El deen Reaches and the Shadow Marches. DC 15: The Gatekeepers dedicate t hem- selves to pr ot ect i ng t he world from aber r at i ons and out si der s. The sect includes many orcs. DC 20: The or i gi nal Gat ekeepers were the first dr ui ds of Khor vai r e, taught by a dr agon. They played a major role in repel l i ng the daelkyr invasion. The Greensingers Knowl edge (nature) DC 15 : The Greensi ngers is a dr ui d sect i n the El deen Reaches. Its members are chaotic folk with ties to the fey. DC 20: The Gr eensi nger s are said to have a rel at i onshi p with the lords of Thel ani s. destroy the world. Little could be fart her from the t r ut h. The Chi l dr en do not worshi p death, but simply embrace it as part of the nat ur al order. They believe that disease, storm, and blight all play a vital role i n the cycle of life, weeding out the weak and i nf i r m. The Chi l dr en of Wi nt er say that civilization has drawn people away from this nat ural cycle, allowing the weak to survive, and that nat ur e will not allow this to cont i nue. For ages, they have been waiting for a great cataclysm to scourge the world with plague and catas- trophe, but despite what ot hers t hi nk, the sect does not see this event as the end of t hi ngs. It is simply the dark wi nt er that paves the way for the new spri ng. Wi nt er is harsh but necessary, and the st r ong shall survive and prosper. For most of t hei r history, the Chi l dr en of Wi nt er have been cont ent to wait for the end of the cur r ent age, studying the spread of the Gl oami ng and doi ng t hei r part to mai n- tain the nat ur al or der . In the wake of the Day of Mour n- ing, the dr ui ds have come to the concl usi on t hat wi nt er is finally risingand t hat it is the duty of its chi l dr en to aid the appr oachi ng apocal ypse. Now the Chi l dr en of Wi nt er are movi ng out from the Gl oami ng, pr epar i ng to spread plague and despairall for the good of the world. All member s of the sect t rust that the long wi nt er will come, but some believe the t i me is not yet ni gh. A handful of these have left the El deen Reaches i n search of proof that the elders have misread the signsthat the Day of Mour ni ng was the work of human hands, not of the forces of nat ur e. Due to t hei r close bond with disease, the Chi l dr en of Winter have remarkabl e skill as heal ers. Though they prefer to let plagues r un t hei r nat ur al course, member s of the sect can be convinced to use this knowledge to aid ot hers. The Chi l dren of Winter i n the World "They embrace the whole of nature, which is more than most of us can say. Sometimes we need to be reminded of the things we would prefer to ignore." The Great Dr ui d Oal i an The Chi l dr en of Wi nt er count s some eleven hundr ed mem- bers across the El deen Reaches and beyond. Its members are mostly human, and shifters make up the largest part of the remai nder. The sect t ends toward evil al i gnment , embrac- ing the nat ur al forces that are i ni mi cal to life and heal t h. The Chi l dr en of Wi nt er congregate in the Gl oami ng in the sout her n part of the Toweri ng Wood, but since the Day of Mour ni ng they have been mor e active outside that area. They do not have any fixed meet i ng places or headquart ers, but roam in almost feral bands led by elders and charismatic druids or rangers. The sect has no single leader, but its member s gravitate around those who have the st rengt h of personal i t y to gather followers and the st r engt h of arms to keep t hei r posi t i ons. The Chi l dr en of Wi nt er believe only the st rong will survive the wi nt er to come, so they respect those who demonst rat e s t r engt h. For emost among these is Raven ( NE female human dr ui d 9/warlock 3). A sinister figure clearly touched by darkness, she walks the woods s ur r ounded by ver mi n and presages the comi ng devastation t hrough her violent actions. Raven rejects the common association between warlocks and the fiends of Khyber (see Warlocks, page 35), bel i evi ng that her powers come from the power of the Gl oami ng and the force that will cleanse the l and. Forl orn (N male half-elf dr ui d 11) is the spi ri t ual count er par t to Raven' s aggressive st r engt h. He is wi t hdrawn, emer gi ng from seclusion only to pr ocl ai m his latest apocalyptic vision. Ot he r not abl e Chi l dr e n of Wi nt er i ncl ude Frost (N femal e h u ma n dr ui d 4), who i nt ends to prove t hat t he omens about the i mmi nent comi ng of the wi nt er have been mi sr ead; Angui s h (NE mal e orc r anger 6/ El deen r anger 3), who is det er mi ned to see the wi nt er come; Cai nan (NE male human dr ui d 9), who spends his t i me in Shar n inves- t i gat i ng legends of an anci ent Lady of the Pl ague; and Fell (NE female shifter dr ui d 7), an al chemi st who has a morbi d fascination with disease. THE GATEKEEPERS "If not for the Gatekeepers, human, your race would never have smelted bronze." Koruun, orc Gat ekeeper Most of the dr ui d sects evolved from the teachings of Oal i an, but not so for the Gat ekeepers. Thous ands of years ago, the black dragon Vvaraak came to Khorvai re following the path of the Prophecy. The orcs of the western shore had always had a st rong bond to nat ur e, and Vvaraak called upon t hem to serve as Eberron' s champi ons. A gri m disaster loomed in the futurea force from the Out er Planes that could destroy the nat ural world. Those who studied under Vvaraak became the first drui ds of Khorvai re. For thousands of years they fol- lowed the dragon' s teachingsand t hen the daelkyr arrived. These lords of madness sought to shatter the world, and they twisted the creatures of nat ure to serve t hei r needs. The war that followed crippled the hobgobl i n empi re, but ultimately the st udent s of Vvaraak prevai l ed. The gates to Xori at were sealed, and those daelkyr who r emai ned i n Khor vai r e were driven down i nt o the dept hs of Khyber. But the question remai ned: Was this the cataclysm Vvaraak had predictedor simply the prelude to somet hi ng even worse? Despite t hei r t r i umph, the Gatekeepers were devastated by the war. The orcs t ur ned away from the anci ent faith, following the Cul t s of the Dr agon Below. Today, the sect is a shadow of its former selfclinging to its duties and doi ng WU JEN Wu j en, descri bed in Complete Arcane, are her mi t s who com- mune with nat ur e to power t hei r arcane spells. Thei r spells revolve ar ound five el ement s closely tied to the forces and substances of nat ur e; ear t h, fire, met al , water, and wood. Wu j en are par t i cul ar l y c ommon in t he El deen Reaches, and they seek out mani fest zones to Lamanni a to per f or m t hei r ri t es and medi t at i ons . They do not congr egat e i nt o school s and col l eges, but pass t hei r t r adi t i ons on from ment or to s t udent . A numbe r of conf l i ct i ng l egends revolve a r ound t he first ment or . Some say t hi s myt hi c f i gur e was an exi l ed dr ui d, while some cl ai m it was an awakened a ni ma l . St i l l ot her s cl ai m t he fi rst wu j e n was a dj i nni , who omi t t ed ai r from the wu jen' s r eper t oi r e for sel f-prot ect i ve pur pos es . its best to mai nt ai n the ancient seals. The orcs of the Shadow Marches support the t radi t i ons, but only a few fully embrace the mysteries. The Gat ekeepers seek to defend nat ur e against the unnat ur al . They part i cul arl y abhor aberrat i ons, which r ep- resent nat ur e t ur ned against itself. The next greatest t hreat comes from out si ders, which have no place i n the nat ural or der of Eber r on. The Gat ekeepers also battle undead and similar hor r or s. However, they have no trouble with magical beasts, which have nat ural l y developed wi t hi n the world; a Gat ekeeper will try to prevent a conflict between humans and displacer beasts, for example. Gat ekeepers are always sear chi ng for signs of aber r a- t i ons, pl anar instability, or monst ers ri si ng from Khyber. In the past, they have i gnored the actions of the human nat i ons, but after the dest ruct i on of Cyre and the creation of the Mour nl and, they fear that this decision mi ght have been a t erri bl e mi st ake. Over the last two years, a number of Gat ekeepers have traveled bot h to the Mour nl and and to the cities of the old ki ngdoms, seeking to under st and what happenedand how to prevent it from happeni ng again. The Gat ekeepers i n t he World "They do not bow to my authorityor, indeed, to any authority. But their tradition is one with ours; they are indeed our brothers and sisters." The Great Dr ui d Oal i an The Gatekeepers are one of the smallest dr ui d sects, claim- ing less t han a t housand members, r angi ng mostly t hrough the Shadow Marches with less t han a hundr ed active in the Eldeen Reaches. Well over half of these are orcs or half-ores, with shifters much less common t han they are in the Eldeen sects. In terms of influence, however, the Gatekeepers exceed even the Wardens of the Wood, for t hei r activities extend well beyond the boundari es of the Eldeen forests. Across all of Khorvai re and indeed the world, they combat the l i ngeri ng influence of the daelkyr and those who pay them homage. The Gatekeepers are strongest among the orc tribes of the Shadow Marches. Gatekeeper drui ds act as spiritual and tem- poral leaders of some tribes, while Gatekeeper rangers serve as guides, scouts, and protectors. Beyond the Shadow Marches, the Gatekeepers are few and widespread. They seek out extraplanar and unnat ural threats wherever these appear, working alone or RITUALS OF THE ELDEEN DRUIDS Any charact er can take part in a dr ui di c puri fi cat i on ri t ual , t hough such a r i t ual can only be per f or med by a dr ui d of at least 5t h level who belongs to the appropri at e sect. A dr u- idic puri fi cat i on ri t ual r equi r es one uni nt er r upt ed hour of medi t at i on by all those par t i ci pat i ng i n the ri t ual . If anyt hi ng i nt er r upt s the concent r at i on of any part i ci pant , the ri t ual is di sr upt ed and no benefits are bestowed. When the ritual is completed, each participant who meets the prerequi si t e must attempt a DC 15 Concent rat i on check (you can't take 10 on this roll). If he succeeds, he gains the ben- efit for the ri t ual . Thi s benefit lasts for a number of days equal to that participant' s character level, unless noted otherwise. If he fails the check (or doesn' t meet the prerequi si t e), he gains no benefit and cannot repeat the ri t ual for 30 days. Dr ui di c puri fi cat i on ri t ual s have no cost, but dr ui ds refuse to per f or m t hi s ri t ual on anyone who does not share t hei r beliefs. A dr ui d can' t be compel l ed (magically or ot h- erwise) to per f or m a ri t ual against her will, and any dr ui d who performs a ri t ual on an unwort hy charact er loses all dr ui d spellcasting abilities, along with the ability to per - form puri fi cat i on ri t ual s, unt i l she under goes atonement. Ri t ual of Ar cane Opposi t i on You have been i nur ed against the effects of arcane magic by a ri t ual of the Ashbound sect. Prerequi si te: Must not be capable of casting arcane spells. Benefi t: You gain a +1 bonus on saving throws against arcane spells. If you vol unt ari l y fail a save against an arcane spell, t hi s benefit ends i mmedi at el y. Ri t ual of Blight' s Embr ace You have been warded from t he effects of poison and disease by a ri t ual of the Chi l dr en of Wi nt er, solidifying your bond with ver mi n. Prerequi si te: Non- good al i gnment . Benefi t: You gain a +1 bonus on saving throws against poi son and disease. If you deal damage to a ver mi n t hat has not already dealt damage to you or to one of your allies, t hi s benefit ends immediately. Ri t ual of t he Ti mel ess Soul You have been blessed by the faerie lords of Thel ani s i n a r i t ual of the Gr eens i nger sect, and you t empor ar i l y slip from time' s grasp. Prerequi si te: Chaot i c al i gnment . Benefi t: You are i mmune to any har mf ul effects of flowing time due to pl anar travel (such as a j our ney to The l a ni s , t he Faeri e Cour t ) . Ti me "l ost " due to pl anar effects never catches up with you. (If the dur at i on of this effect expires while you are still on a pl ane that experi ences flowing t i me, any f ur t her time spent on that pl ane has the nor mal effect upon you. ) If you deal damage to a fey t hat has not already dealt damage to you or to one of your allies, this benefit ends immediately. Ri t ual of t he Woodl and Bond You have formed a bond with the growt h of the woods t hr ough a ri t ual of the Wardens of the Wood. Prerequi si te: Non-evi l al i gnment . Benef i t : You don' t take any penal t y on Tumbl e or Move Silently checks made in areas of under gr owt h, and you treat such squares as if they were nor mal t er r ai n rat her t han di ffi cul t t er r ai n (see page 87 of t he Dungeon Master's Guide). Heavy under gr owt h, as well as ot her f or ms of di ffi cul t t er r ai n, affects your movement nor mal l y. If you deal damage to an ani mal or pl ant that has not already dealt damage to you or to one of your allies, this benefit ends i mmedi at el y. in small groups, and have little contact with each other. In many ways, the Gatekeepers are more of a t radi t i on t han an actual organization. Only when a great threat manifests do Gate- keepers attempt to forge alliances with other members of their sect, pool i ng t hei r resources to drive back the i ncursi on. The majority of the sect's members carry the title of hunter. These are bar bar i ans (part i cul arl y in the Shadow Marches), rangers (especially in the El deen Reaches), and members of ot her mar t i al classes who take up arms against the horrors left by the daelkyr. For every t hr ee or four hunt - ers, an aspi rant (low-level dr ui d) acts as leader. Aspi rant s who excel gain the title of i ni t i at e, and the most senior initiates are called Gat ekeepers proper. Saala Tor r n ( NG female hal f - or c dr ui d 14) is the elder Gatekeeper of the Shadow Marches and the nomi nal leader of the sect. She has little di rect influence or aut hori t y over the scattered Gat ekeepers, but all respect her wisdom. In the Eldeen Reaches, Kor uun ( NG male orc dr ui d 11), an old and wi t hered orc, guides the Gat ekeepers. Ot h e r not a bl e Ga t e ke e pe r s i nc l ude Ma a g r i m d' Tharashk (N female hal f-ore dr ui d 7/expert 5/ hei r of Siberys 1), one of the Thar ashk t ri umvi rat e, who does her best to direct resources to the Gat ekeepers; Or r ash (N male orc ranger 6/ El deen ranger 4), a master archer and hunt er of aberrat i ons in the Reaches; and Kor r i n' dal (N male orc barbarian 7), a fierce guar di an of the Shadow Marches. THE GREENSINGERS "You say you love me? You love me as you love the spring rainbut can you still love the torrent? Can you love the hurricane?" Kaelyn Wi ndsong, Gr eensi nger In the Towering Wood stands a region known as the Twilight Demesnea place of fey magic, where dryads watch from the trees and satyrs dance i n moonl i t groves. Her e, the borders between Eber r on and the faerie real m are t hi n; step i nt o a shadow, and you mi ght slip t hr ough to the ot her side. If the Twilight Demesne is the marri age of Eberron and Thelanis, the Gr eensi nger s are the fruit of this uni on. The members of this sect are filled with the vi brant energy of the fey, and chaos is in t hei r very essence. To Greensi ngers, life is a wild dance and a celebration to be embraced, but they are not buffoons or j est ers. Gr eensi nger s are always willing to pull st ri ngs to make the dance more i nt erest i ng. Though some try to spread joy and laughter, the fey can be cruel, and the Greensi ngers mi r r or this capriciousness. While some Greensi ngers l earn the t radi t i ons of the sect in Eber r on, many have a closer bond to Thel ani s, the Faerie Cour t . The lords of Thel ani s draw court i ers and entertainers from Eber r on, and many Greensi ngers spend time in the halls of the Faerie Cour t before r et ur ni ng to Eberron to act as ambassadors, servants, and spies for the fey lords. These individuals can serve as guides to Thel ani s (and perhaps ot her pl anes), but they cannot always be t rust ed; t hei r motives are as mysterious as the fey themselves. The Gr eensi nger s i n t he World "Ah, the Greensingers. Often overlooked, but never wisely." The Great Dr ui d Oal i an The Gr eensi nger s are unusual i n t hat the sect consists largely of half-elves (nearly one- hal f t hei r number ) , elves, and humans , with few shifters among t hem. They are con- cent rat ed in the Twilight Demesne, t hr i vi ng in the woods linked to Thel ani s by the mani fest zone t here. The Gr eensi nger s have no leader and no fixed com- muni t i es. They may seem flighty and unr el i abl e, but they consider themselves unfet t ered by the rigid ways of t hi nki ng that bi nd ot hers so tightly. Al l member s have an equal voice whenever they gather. Among the more influential and colorful Greensi ngers is Si l vert ongue (CN male elf dr ui d 12). A master of decep- tion and a lover of ri ddl es, he is the oldest living member of the sect, his or i gi nal name long forgot t en. Kaelyn Wi nd- song (CN female half-elf dr ui d 7/ bard 3) is renowned for her beautiful voice and her cruel jests. Dori as Brightblade (NG male half-elf r anger 4/ dr ui d 1) is a handsome i ndi - vidual held in high favor in the Faerie Cour t . Thor n Dancer (CN female shifter r anger 5/ El deen r anger 3) is one of the few shifters in the sect, a wild and unt amed spirit. SPIRIT SHAMANS Described in Complete Divine, spirit shamans are divine Spell- casters with a close connection to the spirits of the natural world. In the Eldeen Reaches, they are viewed as closely related to druids, and they belong to the same sects as the druids and rangers of the Reaches. Spirit shamans are most likely to joi n the Gat ekeepers, the Gr eensi nger s, or the Wardens of the Wood. A spi ri t shaman can effectively spontaneously cast summon nature's ally spells for the purpose of meeting feat and prestige class prerequisites. EVERYDAY MAGIC A LAND STEEPED IN MAGIC Magic breat hes life i nt o Khor vai r e. It moves t he wheels of i ndust r y and serves as an aid to t he common folk, a tool of the wealthy, a weapon for soldiers, and a source of power for advent urers. Everyone on Eber r on knows what magic is and recognizes it on sight. Indeed, magic is par t of t he everyday lives of Khor vai r e' s peopl e. It sup- plies t hem with t r anspor t at i on, with heal i ng, with light, and for some, a way to make a living. Eber r on is suffused with magic more t horoughl y t han most worlds, with all the at t endant rami fi cat i ons. Low-level Spellcasters are pl ent i ful in Khor vai r e. An i ndi vi dual seeking a 0-level or 1st-level spell mi ght not have to look har d to find it. In some places, compet i t i on i n spellcasting mi ght allow a buyer to purchase a spell more cheaply t han nor mal . The abundance of mi n o r Spel l cast ers also leads to a great deal of exper i ment at i on. Magewr i ght s and ot her casters t i nker wi t h t hei r spells, devi si ng new and var i ant forms for specific uses. Mul t i pl e var i - ant s of prestidigitation have been devi sed, usual l y mor e focused t han the basic spell from whi ch they are der i ved. Chefs use it to flavor t hei r di shes, weavers to coax i mpossi bl e desi gns i nt o t hei r cl ot h, and nobl es to i mpr ess or seduce t he unwary. Rumor s tell of magewr i ght s who have devel oped speci al i zed magecraft spel l s, gr a nt i ng gr eat er benef i t s on specific Craft checks. The peopl e of Khor vai r e see magi c as anot her form of knowl edge or scholastic disciplinea wondr ous and powerful di sci pl i ne, cert ai nl y, but still one t hat can be under s t ood and ut i l i zed by peopl e maki ng t hei r way i n t he worl d. Buddi ng magewri ght s, wi zards, and art i fi cers at t end schools to hone t hei r nat ur al t al ent s. Art i fi cers in par t i cul ar under st and the f undament al workings of magic, and the world' s best artificers strive to uncover more of its secrets. They t rap power in items, create ani mat ed guar di ans, and f ur t her i ncrease t hei r own abilities. Mi nor magic helps cities keep peace on t hei r streets. The everbright l ant er ns that l i ne most boul evards keep the ni ght at bay and help prevent cri me. Squads of city guard have member s with access to prestidigitation or ghost sound, who use those spells in lieu of a whistle to alert t hei r comrades. Such spells allow for a wide r ange of sounds and t ones, and some cities develop sound codes t hat allow the watch to i nst ant l y under s t and a given si t uat i on. Ar t i f i cer s creat e watch whistles to f ur t her ut i l i ze t hi s concept . These magic items resemble nor mal whistles but have several mouthpieces, each of which produces a different sound. Some brave magewri ght s and low-level sorcerers, wi zards, art i fi - cers, and bar ds make a living by hi r i ng themselves out to advent ur er s to serve as mi nor magical suppor t . They r emai n at the r ear of an adven- t ur i ng gr oup, usi ng t hei r spells to light the way, check for t raps, set up ambushes, and st aunch bl eedi ng, so that the advent ur i ng Spellcasters can focus on combat magi c. These hi r el i ngs congregat e i n areas t hat draw advent ur er spar t i cul ar l y Shar n, t he set t l ement s ar ound t he Mour n- l and, and St or mr each. They make it par t of t hei r busi ness to know about the dungeons to whi ch advent ur er s are likely to j our ney. Grandma Shar n is more amazi ng t han I ever t hought ! The towers are so tall t hat even when you lie on your back you can' t see t hei r tops. People walk from tower to tower on bridges or take coaches t hat fly t hr ough the air! Men of metal and wood wander aroundwarforged from the Last Warand act like they' re real peopl e. Lant er ns that never go out light the st reet s. Rich men and women have clothes that shi m- mer. Gr andma, t he city is full of magic! Oh, what tales I'll have to tell when I get back! WHAT DO YOU KNOW? Knowl edge (arcana) DC 5: Magi c per meat es t he society of Khor vai r e. Any settlement has at least a few mi nor casters. Ar t i sans study as magewrights to enhance t hei r skills. DC 10: Magewr i ght s i mpr ove t hei r prowess with the magecraft spell. They produce hi gher - qual i t y wares i n less t i me t han art i sans wi t hout access to the spell. Art i fi cers focus on magic' s f undament al nat ur e and are adept at creat i ng and usi ng magic i t ems. DC 15: Magic enhances t r anspor t at i on and has produced the l i ght ni ng rail, el ement al gal l eons, and ai r shi ps. It also allows peopl e to send messages over l ong di st ances. Knowl edge (geography) DC 15 : Shar n is the most magically spec- tacular city i n Khorvai re, with mi l e- high towers held aloft usi ng magic. DC 20: The most famous schools of magic are the Ar cane Congress i n Aundai r and the Twelve i n Ka r r na t h. Knowl edge (nobi l i ty and royalty) DC 10: Dragonmarks enable t hei r bear - ers to use mi nor spells. These abilities explain why the dragonmarked houses hold such power in Eber r on. DC 15: Several types of dr agonmar ks exist, and they vary in power. Dr agon- mar ks evolve over t i me, be c omi ng mor e power f ul and gr a nt i ng new abilities to t hei r bear er s. Knowl edge (the pl anes) DC 10: In some places, artificers, mage- wri ght s, and ot her casters use l i nks to the planes to enhance t hei r spells and create works ot herwi se i mpossi bl e. DC 15 : An example of this phenomenon is Shar n, whose towers could not rise to t hei r majestic heights if the city was not linked to Syrania, the Azure Sky. Knowl edge ( rel i gi on) DC 10: Aur eon of the Sovereign Host is the pat r on of knowledge and ar cane magi c. Spel l cast er s wor s hi p hi m. Aur eon' s evil half, t he Shadow, also commands followers among ar cane Spellcasters. Onat ar of the Sovereign Host is the god of artifice. Those who creat e magi c i t ems or use magi c to creat e obj ect s, especi al l y ar t i f i cer s and magewr i ght s, wor shi p hi m. THE MANY FACES OF THE ARTIFICER Artificers have many s t r engt hs , and per haps t he great est is their versat i l i t y. If you are pl ayi ng an art i fi cer, you can fill any one of nume r ous rol es i n an advent ur i ng part y, allowing you a great degr ee of fl exi bi l i t y and enabl i ng you to fill i n t he gaps if your par t y lacks member s of certain classes. You can be a pot ent mel ee combat ant , par t i cul ar l y when fighting const ruct s. Your base attack bonus increases as the same rate as a cleric' s, and you can f ur t her increase your damage- deal i ng pot ent i al with i nfusi ons such as magic weapon, personal weapon augmentation, and bull's strength. The various inflict damage spells make you mor e effective t han a fighter against const ruct s. Every party can use a charact er to draw attacks and soak up damage, and in the right ci rcumst ances you can do j ust thatfor i nst ance, if you are a warforged and can cast stone construct on yourself, or if you can send i n a homuncul us with the same pr ot ect i on. Ot her wi se, you don' t have a lot of hit points, so make sure the enemy can' t hit you. Wear ar mor and improve it with armor enhancement and magic vestment. When the cleric is down or otherwise busy, you can play healer for a while, using your wand of cure moderate wounds. If the party includes warforged or const ruct allies (like your own homunculi), patch t hem up with repair construct. If your party is mi ssi ng a rogue, you can take his place at least, you can seek out and disable magic traps, which is one of the rogue' s pr i mar y responsi bi l i t i es. Be sure to put a lot of ranks i nt o Search and Disable Device. If you want to sneak ar ound like a rogue, find, buy, or craft magic items that grant you invisibility and silence. Is your part y lacking a sorcerer or wi zard? Never fear; with you ar ound, the party has a wi zard-i n-a-st i ck. Tur n to magic items to replace arcane Spellcasters. Wands, staves, scrolls, rodsthey' re all yours to command. Ar t i f i cer s also pr ovi de a variety of mi scel l aneous magical support . They can identify magic items and create weapons, armor, and ot her items for themselves and t hei r compani ons. Wi t h your r et ai n essence ability, you' l l never find an item you can' t use. Even if you don' t take one of the pr i mar y roles not ed above, you can serve as a val uabl e backup combat ant , healer, t rapfi nder, and spellcaster. ARTIFICER MAGIC Explorers have discovered a number of old magic items in Xen' dr i k. Some of these items hint t hat bei ngs si mi l ar to art i fi cers existed in the anci ent past, since the i t ems i mprove an art i fi cer' s di st i nct i ve abi l i t i es. Si mi l arl y, artificers are an inventive lot and develop magi c items to f ur t her capitalize on t hei r capabi l i t i es. One of the most useful, t he art i fi cer' s monocl e, An artificer's is described her e. monocle Ar t i f i cer ' s Monocl e An artificer's monocle allows you to identify the functions of a magic item simply by looking at it through this device. Descri pt i on: An artificer's monocle is a glass lens rimmed in gold with a fine gold chain attached to an ear clip. When it is used, the monocle flashes gold and a huge blue eye blinks open, scanni ng the item before it. Prerequi si t e: You must have the artificer knowledge class feature to use an artificer's monocle. Activation: Putting on a monocle is a standard action. Once you have it on, the monocle activates whenever you use your artificer knowledge class feature. Effect: While you wear an artificer's monocle, whenever you successfully use your artifi- cer knowledge ability to detect an item's magical aura, you can spend I additional mi nute studying the item. If you do, you can identify the powers of that item as if you had cast identify upon it. Aura/ Cas t er Level : Faint di vi nati on. CL5t h. Constructi on: Craft Wondrous Item, iden- tify, creator must have the artificer knowledge class feature, 9,500 gp, 760 XP. 19 days. Pri ce: 19,000 gp. THE FIVE NATIONS HEIRS OF GALIFAR Al t hough Khor vai r e now cont ai ns no fewer t han fourt een different coun- t ri es, pri nci pal i t i es, and t erri t ori es (not to ment i on the desolate Mour n- l and and the Demon Wastes), the vast cent ral r egi on of the cont i nent is still referred to as t he Five Nat i ons by a great many peopl e. For most of the last t housand years, t hi s name was not a conf usi ng moni ker but the literal t r ut h. Five nat i ons held sway over the majority of the landthe five nat i ons t hat made up the Ki ngdom of Galifar. The cal endar used t hr oughout Khor vai r e count s years from the date 1 YK (the first Year of the Ki ngdom) , when Gal i far I uni t ed five di spa- rate nat i ons i nt o a single ki ngdom t hat carri ed his name. Even as Galifar ascended t he t hr one of t he Ki ngdom of Gal i far, he set his five chi l dr en up as the gover nor - pr i nces of the Five Nat i ons, each of which r et ai ned much of its uni que cul t ur e and nat i onal i dent i t y t hr ough the life of the uni t ed ki ngdom. Today, they r emai n t he hear t of Khor vai r e, car r yi ng the names of Gal i far' s chi l dr en despite conquest , uni f i cat i on, and the devast at i ng effects of t he Last War. The hi st ory of the Five Nat i ons is covered i n mor e det ai l i n t he ent r i es on Hi st ory (page 76) and the Last War (page 92). In t heor y at least, t he Five Nat i ons once covered all of Khor - vai re. I n real i t y, t he Demon Wast es, t he Shadow Mar ches, Dr oaam, Q' ba r r a , t he Lhazaar Pr i nci pal i t i es , and Val enaral l t he l ands t hat lie far beyond t he cent r al core of Khorvai rewere never solidly under Gal i far' s cont r ol . Maps of t he uni t ed Gal i far from ar ound 500 YK (see the facing page) show these l ands as part s of t he Five Nat i ons, but the reality is t hat Cyre never had a st r ong presence i n what is now Val enar, for exampl e. Some of the f r ont i er areas had scat t ered set t l ement s (such as what is now pr esent - day Val enar and t he Shadow Mar ches) , while ot hers were home to monst r ous races unt i l relatively recently ( i ncl udi ng Q' bar r a and Dr oaam) . Aundai r lies in the nort hwest ern part of Khorvai re' s cent ral core. Today, it is the most sparsely popul at ed of the r emai ni ng four nat i ons, with much of its l and occupied by farms and vi neyards. Fairhaven, its capital and largest city, is less t han half the size of Shar n, and Aundai r in general is far less ur bani zed and i ndust r i al t han Brel and and the ot her nat i ons. As a cent er of l ear ni ng, it export s books and scholars alongside its wines, cheeses, and grai ns. Breland, the largest surviving nation in popul at i on as well as land area, has a highly i ndust r i al i zed economy, rel yi ng on mi ni ng and met al work SAMURAI I nt r oduced i n Complete Warrior, samurai are devotees of a mart i al t radi t i on t hat emphasizes honor and loyalty. In the final decades of the Last War, a movement grew upparticularly among cert ai n mercenary companiesto abandon nat i onal loyalty and any pret ense of allegiance to a uni t ed Gal i - far. Advocates of t he movement devoted themselves instead to individual member s of Galifar' s anci ent noble families, whom they consi der to be the only legitimate hei rs to the empi r e. Thi s movement , called the Code of Honorabl e Devot i on, is said to have its root s in the political philosophy of the dwarves of the Mr or Hol ds. Followers of the Code, called samurai , are most common among the di spl aced r emnant s of Cyre, and they can also be found among the mi l i t ary or der s of Aundai r , Br el and, Thr a ne , and Kar r nat h, as well as among the people of Q' bar r a. Dwarves from the Mr or Hol ds also devote themselves to the samurai t r adi t i on. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: " The Five Nat i ons " refers to Aundai r , Br el and, Cyre, Ka r r na t h, and Thr anet he five provi nces that became the Ki ngdom of Galifar. DC 15: Th e Last War changed t he b o u n d a r i e s of n a t i o n s a nd c r e - ated f our t een di s t i nct t er r i t or i es : Aunda i r , Br el and, Th r a n e , Ka r r - nat h, Zi l ar go, t he Mr or Hol ds , t he Lhazaar Pr i nci pal i t i es, t he Tal ent a Pl ai ns, Q' bar r a, Val enar, Dar guun, Dr oaam, the El deen Reaches, and the Shadow Marches. Knowl edge (history) DC 10: Ki ng Gal i f ar I uni t ed t he five huma n nat i ons t hat had previ ousl y domi nat ed cent ral Khor vai r e, giving rise to the Ki ngdom of Galifar i n the year 1 YK. DC 15: In theory, the Ki ngdom of Gal - ifar encompassed the cont i nent , but i n pract i ce it had little cont r ol over t he r emot est r egi ons . Th e De mon Wastes was never u n d e r Gal i f ar ' s cont r ol , and t he r egi ons t hat now const i t ut e t he Shadow Mar ches, t he El deen Reaches, Dar guun, Val enar, Q' b a r r a , and Lha z a a r were onl y nomi nal l y r ul ed by t he monar chs of Gal i far. The cent ral regi on is most properl y known as the Five Nat i ons, and it const i t ut ed the power base of t he ki ngdom. Knowl edge (l ocal ) DC 10: Most ci t i zens of Au n d a i r , Brel and, Kar r nat h, and Thr a ne look back on the t i me of a uni t ed Galifar as somet hi ng of a golden age, and to speak of the Five Nat i ons is to evoke a nostalgia for t hat t i me. Knowl edge (nobi l i ty and royalty) DC 10 : The royal l i ne of Ki ng Galifar I is the Wynar n family. DC 15: The cur r ent monar chs of Aun- dai r, Br el and, and Ka r r na t h are all member s of t he Wynar n family, as are Di ani of Thr a ne and Oargev, t he leader of New Cyre. DC 20: Di ani of Th r a n e and Oar gev of New Cyr e are t he hei r s of t he r oyal b l o o d l i n e s of T h r a n e and Cyr e, respect i vel y. of various ki nds. Despi t e t he ur ba n i mage it present s primarily because of Shar n ( Khor vai r e' s l argest city) and the bustling met ropol i s of its capital, Wroat - Breland covers large tracts of land that include tilled fields as well as mi nes, quarries, and forests. Ka r r na t h rivals Br el and i n sheer size, but can hardl y compete in number s of peopl e. Ka r r na t h suffered under plague and f ami ne at t he st ar t of t he Last War and has never qui t e recovered. It is best known for its mi l i t ar i st i c mindset and extensive use of undead t r oops . For all t hat , it is not a nat i on of necr omancer s . Because t he nat i on is heavily forest ed, Ka r r na t h' s economy is based on its l umber i ndust r y, and it also expor t s ale, l i vest ock, and dairy pr oduct s . Thr ane, the smallest of the Five Nat i ons i n l and area, boasts a popul at i on l arger t han that of Aundai r . Thr ane is a theocracy, no l onger rul ed by a descendant of Galifar but cont rol l ed by the Chur ch of the Silver Fl ame. Out si de the great cities of Fl amekeep and Thal i ost , or char ds and ranches help suppor t the nat i on' s economy, while textile production and ot her fine crafts drive its i ndust ry. Cyre, t he fifth nat i on t hat car r i ed t he name of a scion of Gal i far, no l onger exists. The out l yi ng l ands that once bel onged to Cyre have been di vi ded among Dar - guun, Val enar, and t he Tal ent a Pl ai ns, while t he f or mer heart of t he nat i on has become t he bl ast ed waste called the Mour nl a nd (see page 116). Cr eat ed by a magi cal cat ast rophe near t he end of t he Last War, t he Mour nl a nd remai ns host i l e to all life. The r e mna nt s of t he Cyr an popul at i on live in its old t er r i t or i es , as well as i n east er n Breland and Q' ba r r a . Al t hough only four nat i ons r emai n of the ori gi nal five (and with some of those par t i t i oned i nt o smaller ki ngdoms now), the name still carri es a powerful emot i onal weight. Few living people have any memory of a uni t ed Galifar, but "the Five Nat i ons" evokes images of a bet t er t i me, when the diverse cul t ures of Khorvai re lived i n harmony and cooper- ated to t hei r mut ual benefit. "By the Five Nat i ons! " remai ns a common exclamation of surpri se or i ndi gnat i on, and the people who once lived under the rul e of Galifar' s heirs still consider themselves resi dent s of the Five Nat i ons. FIVE RULERS Ki ng Galifar I established a royal line that cont i nues to rul e parts of Khor vai r e to the present day. When Galifar uni t ed the Five Nat i ons, he gave each of his five eldest chi l dr en regency over one of t hose nat i ons, and t hi r t y years l at er the nat i ons adopted the names of those r ul er s as t hei r own. Whi l e the Ki ngdom of Galifar endur ed, the rul e of succes- sion was that the five chi l dr en of the ki ng of Galifar would serve as the gover nor - pr i nces of the Five Nat i ons, with the oldest t aki ng t he t hr one of the uni t ed ki ngdom when the monar ch st epped aside or passed away. I n t hi s way, every r ul er of the uni t ed ki ngdom would l earn l eadershi p at the hel m of one of the Five Nat i ons. Wi t h the shat t er i ng of the ki ngdom, each gover nor - pr i nce decl ared hi msel f or hersel f to be a monar ch, and today the monar chi es of Aundai r , Brel and, and Kar r nat h are held by specific branches of the Galifar family. Thr ane, now a theocracy, still has a royal family that traces its lineage to the last monar ch of the nat i on, and the bl oodl i ne of Cyre operates in exile wi t hi n the borders of Brel and. FROSTFELL AND EVERICE NORTH AND SOUTH The nor t he r n cont i nent called the Frostfell sits ast ri de the top of the world like a br oodi ng st orm cl oud. The peopl e of Khor vai r e, in addi t i on to usi ng its descri pt i ve pr oper name, call it Wi nt er' s Home, the Source of Wi nds, and t he Icy Hear t of Wi nt er . Onl y one expedi t i on has made landfall on the Frostfell and r et ur ned to Khor vai r e to tell the tale. The j our ney was led by Lord Bor oman i r' Dayne of the Wayfinder Foundat i on, who is said to be very i nt erest ed i n mount i ng a second expedi t i on to the frozen l and he visited long ago. The Frost fel l is a cont i nent al l andmas s , wi t h a vari et y of t er r ai n feat ures pr ovi di ng di versi t y despi t e t he u n e n d i n g col d. The Iceworm Peaks, a mount a i n r ange cl oaked i n gr eat gl aci ers, bi sect s t he cont i - nent . Bar r en pl ai ns of ever frost nest l e i n mount a i n valleys where snow rarel y falls, whi l e ice sheet s cover hundr e ds of mi l es on ei t her side of t he mount a i ns . Near t he coast, t undr a pr evai l s, and i n t he s umme r - t i me, l i chens grow as t he gr ound thaws bri efl y before pl ungi ng back i nt o fri gi d wi nt er . The frost -covered l ands cl oser to Khor vai r e are slightly mor e accessible, par t i cul ar l y i n t he s ummer . The nor t he r nmos t i sl ands of the Lhazaar Pri nci pal i t i es at the east ern end of Khor vai r e are dr aped in per pet ual wi nt er. Similarly, off the northwest coast of Khor vai r e lies Ice- white Island with its t hr ee chi l dr en - Tl al usk (the sout her nmost , nearest the Demon Wastes), Qpr r ashi , and Icegaunt (the nor t her nmos t , between Icewhite and t he Frost fel l pr oper ) . Mapmaker s consi der these i sl ands par t of the Frostfell r at her t han Khor vai r e. All are t undr a, t hough more vegetation grows on Tl al usk and the sout her n end of Icewhite. Little is known of the opposite end of the world, but it is believed to be just as cold as the Frostfell. The Icemaw Sea sout h of the Xen' dr i k mai n- land is dotted with snow-covered islands and floating icebergs. Accor di ng to the report s of those few sailors who have braved the Icemaw, the fart her sout h one sails, t he mor e t he sea begi ns to solidify i nt o one great sheet of ice. It is believed that islands are scattered across the sout her n ocean, some of t hem possibly qui t e l arge, but they are all swallowed i n the sheet of et er nal ice t hat lies t her e. Thi s regi on is known as Everice, or simply the Frozen Sea. Magical snow effectsincluding bl ood snow, ebony ice, faerie frost, and razor ice (all described in Frostburn)appear occasionally i n the Frost- fell but seem mor e common in Everi ce. Bot h r egi ons cont ai n mani fest zones l i nked to Risia, the Pl ai n of Ice. RACES OF THE FROSTFELL Frostburn i nt r oduces a numbe r of new char act er races, i ncl udi ng arct i c vari at i ons on dwarves, elves, gnomes, hal fl i ngs, and humans ( neander - thals as well as four moder n human peoples native to cold l ands). Each of these new races can be found in Eber r on' s coldest regi ons. Hu ma n s : The sea r ai der s of t he Lhazaar Pr i nci pal i t i es are cold seafarers like those described in Frostburn. They are known to replace t hei r ships with i cer unner s dur i ng the wi nt er mont hs, part i cul arl y in the far- thest nor t her n reaches of the Bi t t er Sea. Tri bes of everfrost bar bar i ans live on the Tashana Tundr a at the nor t he r n end of Sarl ona, on Icewhite Isl and off t he nort hwest coast of Khor vai r e, and on the i sl ands in Xen' dr i k' s Icemaw Sea. The Sar l onan tribes are t r ue nomads, t rai l i ng herds of cari bou on t hei r seasonal mi gra- t i ons. The i sl and- dwel l er s are s emi nomadi c, bui l di ng set t l ement s in different sites as the seasons change. Mount a i n folk live in t he nor t he r n Hoar f r ost Mount ai ns , where they coexist i n relative peace with t he dwarves of the Mr or Hol ds. They also live i n the mount ai ns of Adar in Sarl ona, under the pr ot ect i on of the kal asht ar. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Th e n o r t h e r n mo s t r eaches of t he worl d cont ai n a gr eat snow- s h r o u d e d c o n t i n e n t cal l ed t he Fr ost f el l . DC 15 : A few groups of humans live on t hi s ba r r e n l and, with slightly l arger popul at i ons on the out l yi ng frozen islands and the cold reaches of Khor - vaire and Sarl ona. DC 17: The sout her nmost reaches of the world, no less cold t han the nor t h, hol d a great sea choked with ice called Everice, or the Frozen Sea. DC 20 : The Frost fel l i ncl udes a variety of t e r r a i n, i ncl udi ng a great mo u n - t ai n r ange ( t he I cewor m Peaks), ice sheets, glaciers, and t undr a. Knowl edge (history) DC 20: Some hi st or i ans cl ai m t hat t he race of dwarves mi gr at ed from t he Frost fel l to Khor vai r e some twelve t h o u s a n d year s ago, e s t a bl i s hi ng st r onghol ds i n Khyber before l at er movi ng to t he surface i n what is now the Mr or Hol ds. Knowl edge (nature) DC 15: The t undr a areas of the Frostfell exper i ence some seasonal change, t hawi ng i n the summer , whereas most of the area is cold year - r ound. DC 20: A race of smal l fey known as ul dr as live i n t he far nor t h, pa r - ticularly i n the cold mount ai ns of t he El deen Reaches and the cold islands nort hwest of Khor vai r e. Knowl edge ( rel i gi on) DC 15: The savage peopl e of t he frozen nor t h give t hei r own names to the Sovereign Host and the Dark Six. DC 20: They call Dol Ar r ah by the name Aengr i st and pi ct ur e her as a mal e warrior. They call Ol l adra by the name of Hl ei d, and her son the Keeper they call her br ot her I bor i ghu. DC 25: Some resi dent s of t he Frostfell revere an anci ent rakshasa who is said to have been i mpr i soned in a block of ice at t he end of t he Age of Demons . Now cal l ed Levi st us, t hi s anci ent fiend supposedly once broke his bonds and wreaked havoc on the settlements of the Frostfell before r e t ur ni ng to his icy pr i son. Ice folk dwell i n the Frost fel l and on Everice, subsi st - ing on t he fish, seals, and whales they hunt on t he frozen coasts and ice sheets. Many groups of ice folk have no contact whatsoever wi t h t he natives of war mer cl i mes, while a few clans t rade with the peoples of Khor vai r e or Sarl ona. Dwarves: The race of dwarves is somet i mes said to have ori gi nat ed in the Frostfell and mi grat ed to Khor vai r e some twelve t housand years ago. Some dwarves r emai ned behi nd i n t he Fr ost f el l , however. Thes e gl aci er dwarves are cal l ed Tol dun Nor dor t ha k, " Thos e Who St ayed, " since they cont i nue to i nhabi t t he frozen keeps and gla- cial s t r onghol ds . Elves: The gl i mmer i ng cities of the snow elves seem now to be all fallen. On the islands of the Icemaw Sea, the rui ns of these ice cities r emai n, suggest i ng t hat some elves fled to the freezing sout h to escape t hei r gi ant mast ers, but did not survive to the present day. Snow elves may yet exist in Everi ce, but no expl or er has r e t ur ne d wi t h evi dence of t hem. Gnomes: The gnomes of Eber r on are most at home in the t ropi cal climate of Zi l argo. It is possible that small vil- lages of ice gnomes dwell in remot e regions of the Frostfell, but they r emai n unknown to the rest of the world. Hal f l i ngs : Smal l communi t i es of t undr a hal f l i ngs are known to exist i n par t s of t he Lhazaar Pr i nci pal i t i es, part i cul arl y t he r egi on ar ound Skai r n i n t he nor t he r n mai nl and. These hal fl i ngs are more closely related to those of the Tal ent a Pl ai ns in t hei r cul t ures and attitudes t han to the more ur ban halflings of Khor vai r e, and are known to ride fastieths and whi t e-feat hered clawfoots. Neanderthal s: These primitive humans coexist uneas- ily with the everfrost bar bar i ans of Icewhite Island and the folk of the Frostfell. Ul dras: Thes e smal l fey dwell i n cold wi l der ness areas, mai nl y t he I cehor n Mount a i ns and t he smal l er islands near Icewhi t e I sl and. Ul dr as reject t he i den- t i fi cat i on of Hl ei d and I bor i ghu wi t h Ol l adr a and the Keeper . They bel i eve t hese dei t i es have objective real i t y and t hei r own hi st or i es, whi ch are vitally i mpor t a nt i n t he ul dr as ' society. FROSTFELL GODS AND FIENDS Some of the deities described in Chapter 2 of Frostburn are revered in the frozen regi ons of Eberron, but people from the civilized lands of Khorvaire believe that the "savages" of the north (and the distant south) have simply given their own names to the deities of the Soverei gn Host. Thus, Aengrist is said to be a name for Dol Arrah in a masculine aspect. Hleid and Iborighu are identified as Olladra and the Keeper, with the motherson relationship distorted into a sibling relationship. Levistus is not an i mpri soned archdevil, but rather one of the great rakshasa rajahs defeated at the end of the Age of Demons. The war between dragons and fiends raged over the enti re surface of Eberron, and Levistus (as he is now known) was i mpri soned beneath the surface of the Frostfell. Levistus is served by a particularly active sect of the Lords of Dust. Legend tells that this powerful fiend actually did once slip his bonds, briefly wreaking havoc on the Frostfell before bei ng i mpri soned agai n. That brief taste of freedom makes him loathe his i mpri s- onment all the more, and encourages his followersif Levistus was freed once, he can be agai n. It was duri ng this brief peri od of freedom that the rajah acquired hi s modern name. Hi s ori gi nal name is lost to historyor a closely guarded secret. The iceberg city of Icerazer, described in Chapter 7 of Frostburn, is governed by followers of Levistus. Its popula- tion includes a number of rakshasas rather than devils, but the city is otherwise as described in the book. Azediel. the half-fiend Matriarch of Icerazer, seeks tirelessly to find the Crown of the Black Fire, a mighty artifact dating from the great war between the dragons and the fiends. (See Remnants of Creation, page 31, for more information. ) GNOMES THE HOME OF THE WISE A beaut i ful nat i on lies between the east ern bor der s of Brel and and the west ern edge of t he Seawall Mount a i ns . The r e , l ush forests are i nt er - spersed with verdant f ar ml ands. The cities are bri ght and colorful, and the citizens always have t i me to help a st ranger or lend a friendly ear. Thi s land is Zi l argo, the homel and of the gnomes. Zil gnomes are dr i ven by an unquenchabl e t hi r st for knowl edge, from ar cane secret s to t he most munda ne gossi p. As a r esul t , Zi l ar go pr oduces many famed sages and phi l os opher s . The Li br ar y of Kor - r anber g is r enowned as t he great est reposi t ory of general knowledge in Khor vai r e, and t he associ at ed uni versi t y at t ract s st udent s from across the cont i nent . Whi l e Ar cani x and t he Twelve mi ght exceed Zi l argo when it comes to mat t er s of mystical r esear ch, t he gnomes have no equal s i n the fields of al chemy and el ement al bi ndi ng. The gnomes also have a l ong hi st or y of expl or at i on, and sea capt ai ns rely on t he maps of Zil car t ogr apher s . However, t hi s love of knowl edge has a dark si de. To the gnomes, any secret is a weapon, no mat t er how i nnocent it mi ght seem. Physically weak, t he gnomes have always r el i ed on knowl edge and cun- ni ng to overcome t hei r foes, and t he compassi onat e gnome who stops to listen to your woes is likely doi ng so i n the hope t hat your secrets mi ght be of use to hi m. Two di st i nct forces shape Zil society: family loyalty and t he Tr us t . The bond of blood is intensely i mpor t ant to a gnome. In a nat i on where mani pul at i on and duplicity are consi dered to be fine art s, gnomes t rust only t hei r blood relatives implicitly (and the betrayal of a close relative is considered a truly hei nous cr i me) . These ext ended families st ret ch across Zilargo and i nt o the major cities of Khor vai r e. As a Zil player character, t hi nk about your connect i on to your family. If you are an out cast , what did you do? If you are a loyal member, you can expect to be approached by ot her member s of your family and drawn i nt o i nt ri guest hough as you begin to earn favors, you can also call on your family for aid. THE TRUST To t he casual observer, a Zil city is a par adi se, wi t h vi r t ual l y no cr i me, no vi ol ence, and no sign of fear among t he i nhabi t ant s . The city watch is far smal l er t han one woul d fi nd in ot her cities i n Khor vai r e, but it is rarel y seen t aki ng act i on. Ruffi ans and cr i mi nal s who make t hei r pr esence known are removed from t he popul ace by means bot h subt l e and effective. Thi s uni que mode of law and order is the work of the Trust , a network of spies and assassins that has operat ed for more t han eight hundr ed years. The Trust serves Zi l argo, but even the r ul i ng Tr i umvi r at e does not know all its secrets. Agent s of the Tr ust hold the full power of law in Zi l argo, and t hei r met hods are rut hl ess: A woul d-be thief might be poi soned in a tavern even while pl anni ng a robbery. The Tr ust , and in t r ut h the gov- er nment and popul ace of Zi l argo, decided that the moral concerns about such practices are offset by the societal benefit they pr oduce. It can be difficultnot to ment i on unwiseto argue the poi nt . Most members of the Trust work ent i rel y wi t hi n Zi l argo. The orga- nization focuses on mai nt ai ni ng or der wi t hi n Zil society, and it exerts little influence or effort beyond Zilargo' s bor der s. However, a br anch of the Trust consists of agents called corliganos, or "rovi ng ears, " who t ra- verse Khor vai r e in search of anyt hi ng that could prove useful to Zi l argo. Usually, this means gat her i ng i nf or mat i on, but corliganos also acqui re powerful magic items, secure key allies, r ecr ui t new agents, and use t hei r cunni ng to find a benefit for Zi l argo in everyt hi ng they come across. By and large, the Tr ust seems to be free of the cor r upt i on often seen when power is concent r at ed i n so few hands . To dat e, no scandal s have rocked the Trust , and no large-scale atrocities have been ascribed to it. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Zilargo is the peaceful homel and of t he gnomes, who prefer diplomacy to war. It is a cent er for phi l osophy and t he pur s ui t of knowl edge. The gnomes ar e r enowned as mi ne r s , shi pwri ght s, and car t ogr apher s. DC 15: Vi l l ages and smal l t owns are scat t ered across t he l and, but t hr ee major cities domi nat e Zi l argo. Zol an- berg is t he heart of the mi ni ng t rade. Kor r anber g is the home of the great Li brary of Kor r anber g. Tr ol anpor t is the capital and a cent er of sea t r ade. DC 20: Zi l argo is governed by a t r i um- vi rat e wi t h one r epr esent at i ve from each of t he great ci t i es. It is said t hat t he Tr i umvi r at e has a secret pol i ce force that mai nt ai ns or der t hr ough- out t he l and and mi ght have spies across Khor vai r e. Knowl edge (l ocal ) DC 10: Zi l ar go has a r emar kabl y low cri me rate, despite havi ng no cr i mi - nal cour t s. Cr i mi nal s and t r oubl e- makers simply di sappear. DC 15: The Tr ust is a secret police force t hat mai nt ai ns order i n Zi l argo usi ng spies scattered among the popul ace. It has t he aut hori t y to take any act i on necessary to preserve the peace. Knowl edge (nature) DC 15: The gem mi nes of Zi l argo are the greatest source of preci ous stones in Khor vai r e. However, the monst er - i nf est ed Seawall Mount a i ns make mi ni ng per i l ous. Knowl edge (nobi l i ty and royalty) DC 10: House Sivis has its seat of power in Kor r anber g. Due to the st rong ties between the houses and t he mi ner al wealth of the l and, House Kundar ak also has a st rong presence in Zi l argo. DC 15: The gnomes have a l ong t r adi - t i on of hospi t al i t y, and a raci al gift for pr est i di gi t at i on magi c t hat they have adapt ed to cul i nar y and social ends. As a resul t , House Ghal l anda has little presence i n Zi l argo. Knowl edge ( rel i gi on) DC 10: All major religions can be found in Zilargo, along with a few cults based on gnome phi l osophi es. Gnomes take religion quite seriously. THE LIBRARY OF KORRANBERG "Knowledge is power. Dorius Alyre ir'Korran knew this, though he sought mythic power beyond mortal reach. I am content with the power my knowledge has brought me." Alina Al r ene i r ' Kor r an, high counci l or of the Li brary of Kor r anber g Founded by a gnome so obsessed with l earni ng that he believed he could supplant the god of knowledge, the Library of Korran- berg is one of Khorvaire' s most i mport ant centers of learning. Lacking the arcane focus of the Twelve or the Arcane Congress and the educat i onal emphasis of the great universities, the Library of Kor r anber g is nevertheless a repository, a treasury, and a living collection of everything that can be knownat least as far as the gnomes have been able to assemble it. Like the uni versi t i es, the Li brary of Kor r anber g edu- cates st udent s, and it is well respected as a place of l earni ng. Like the arcane i nst i t ut es, much of its knowledge is magical in nat ure, but the library i nst r uct or s are dedicated to the study of every possible field of knowledge, and they do not treat a subject with less respect or explore it with less ent hu- siasm because it seems mundane. The Li b r a r y i n t he Wor l d "There is no more likely home for a long-forgotten stray piece of knowledge than the Library of Korranberg." Raulo i r ' Tr anni ck, Lord Mayor of Arcani x The Li brary of Kor r anber g is more t han a site i n a gnome city: It is an organi zat i on with t housands of member s, con- stantly working to mai nt ai n the knowledge already contained in the library and to expand on it. The l i brary is gr ouped i nt o eight colleges, each of which has a specialized field, and the eight share an i nt ense rivalry in academic, arcane, and athletic compet i t i ons. The eight colleges (and t hei r specialties) are Soladas (history), Balinor' s Hor n (nat ural sciences), Bl ackdragon (alchemy), the Tabernacle (religion and philosophy), Mor r i dan (mat h- ematics), Aur eon' s Holt (law and oratory), Lyrris (art and literature), and Dryst one ( engi neer i ng) . Each college has a faculty of professors and researchers, some located in Kor r anber g and others abroad in Zilargo and elsewhere. The head of the faculty of a college is the doyen, and the eight doyens sit on a central council that manages the library' s affairs. The head of the council is an appointee of the Kor r an family, descendants of the library' s founder. The current high councilor is Al i na Al rene i r ' Kor r an, a cunni ng schemer. To the det ri ment of the library, she has heightened the compet i t i on among the colleges i n order to weaken the power of the counci l and solidify her cont rol . The library' s field researchers are the public face of the library beyond Zi l argo. They engage in the sorts of pursui t s typical of advent ur er s, but are not i mmune to the i nt er - college ri val ri es t hat pl ague the l i brary. GNOME SUBRACES Members of all gnome subraces occasionally possess aberrant dragonmarks (see Subraces and Dragonmarks, page 47). Chaos Gnomes: Thi s gnome subrace (described in Races of Stone) forms small communi t i es near other gnomes, most often in Zilargo. Chaos gnomes are not welcome within the well-ordered Zil society, but the Zil gnomes prefer that their chaotic cousins stay where they can be seen rather than wander out in the world where they might do harm to the reputation of the race. The most common complaint against chaos gnomes seems to be that they can't keep secrets. Deep Gnomes : The reclusive race of deep gnomes (described in the Monster Manual) is little known beyond Zilargo, and not all gnomes believe in the existence of their subterranean kin. Accordi ng to legend, the deep gnomes were subjugated by the daelkyr and their mi ni ons during their invasion of Eberron nine thousand years ago. Forced into slavery, deep gnomes committed crimes they consider heinous and unforgivable. After the defeat of the daelkyr. the deep gnomes continued to live underground, primarily concentrated beneath Zilargo. To this day, they believe that their history makes them unworthy to look on the light of day or mi ngl e with their surface cousi ns, and they live i n seclusion. Some among them hope to redeem themselves or their race through heroic deeds in battle. Whi sper Gnomes: Unlike chaos gnomes, whisper gnomes (also from Races of Stone) do not form their own com- munities. They live among other gnomes, but less often in Zilargo than in other lands. Rumors say that whisper gnomes were magically bred by the Trust to serve as spies and assassins among other gnomes, but these tales are not widely believed. GOBLINOIDS FALLEN FROM DOMINANCE Si xt een mi l l enni a ago, t he hobgobl i n Empi r e of Dhakaan st r et ched across Khor vai r e. Th e n t he dael kyr ar r i ved, and despi t e t he s t r engt h of t he hobgobl i ns and t hei r al l i es, they were no mat ch for t he l ords of Xor i at . The Gat ekeeper s event ual l y bani shed the daelkyr, but Dhakaan was left cr i ppl ed. By t he t i me huma n set t l ers ar r i ved from Sar l ona, t he r ui ne d empi r e was easy prey for t hem. For l ong years, t he only r e mna nt s of t he gobl i noi ds' f or mer mi ght were i sol at ed cl ans hi di ng in caves and wild pl aces. Recent l y, a numbe r of cl ans have resurfaced to take cont r ol of Da r guun. Tha t l and is popul at ed mostly by gobl i ns, hobgobl i ns , and bugbear s , and it hol ds its own agai nst Khor vai r e' s ot her power s. Darguun' s gobl i noi d society is organi zed i nt o t hree pr i mar y tribes, each of which includes numer ous clans. Tradi t i onal roles still hold, for the most par t . Hobgobl i ns rul e the clans, since they are the most di sci pl i ned in war as well as pol i t i cs. Bugbears serve as the cl ans' st rongest fighters and shock t r oops. Though they possess the physical mi ght that gobl i noi ds respect, most bugbears have no desire to usur p cont rol from t hei r hobgob- lin leaders. They are cont ent in t hei r roles as honor ed warri ors, t hough some bugbears leave t hei r clans and Dar guun to become mercenari es or advent urers in far-off l ands. Gobl i ns are l aborers, peasants, and crafters, maki ng sure t hei r clans are fed and ar med. Many clans also keep kobolds as slaves for the most meni al tasks. The clans encourage advent urers among t hei r number . Gobl i noi d advent urers spread Dar guun' s reput at i on, find relics from the t i me of the Dhakaani Empi r e, and br i ng word of outside events back to Dar guun. The Ghaal ' dar t r i be rul es Dar guun, and its clans answer to Dar - guun' s founder, the Lhesh Har uuc. Racial roles are rigid in the t ri be, with males and females enjoying si mi l ar status and roles, part i cul arl y among the bugbear s and gobl i ns. In the hobgobl i n subcul t ur e, a vestige of the Dhakaani t radi t i on sees males usually handl e the warmaki ng while females deal with heal i ng, magi c, and diplomacy. In gener al , however, t i me and the Lhesh Har uuc' s di pl omat i c power have er oded the t ri be' s Dhakaani roots, t hough they still ret ai n the pri de of t hei r old empi r e. The Marguul t ri be is led by bugbears who have t hrown off the yoke of t hei r former hobgobl i n oppressors. They are fiercer t han t hei r ki n i n the other two tribes, t hough most pay homage to Har uuc. The Marguul are not as powerful or numer ous as the Ghaal ' dar or Dhakaani , but they represent a mart i al and political force that l ends st rengt h to its allies. Hi dden unt i l recent l y, t he Dhakaani cl ans hol d t hemsel ves apart from t hei r ki n and consi der themselves the t r ue hei rs of the anci ent gob- l i noi d empi r e. Desi r i ng to revive once-great Dhakaan and celebrate the emergence of a gobl i noi d nat i on across Khor vai r e, they see Dar guun as a good place to begi n. They would like to take cont rol of the nat i on, but first must settle t hei r own differences. The clans cannot decide who among t hem shoul d r ul e, but they are sur e t hat when they finally uni t e, Lhesh Har uuc will not be able to stand against t hem. Unl i ke Dar guun' s t ri bes, city gobl i noi ds possess nei t her uni t y nor political power. They are descended from the slaves kept by the Sarl onan invaders who first colonized Khor vai r e, and for the most par t occupy si mi l ar roles today. Pr i mar i l y member s of society' s lower class (t hough a fair number of adepts and expert s exist among t hem) , these gobl i noi ds dwell in Khorvai re' s major cities. Gobl i ns are the most numer ous among t hem, while hobgobl i ns and bugbears are found in the cities as well. The ot her common races are accustomed to these creat ures, and city goblinoids blend seamlessly i nt o Khorvai re' s ur ban civilization. Many use t hei r fear- some appearance and nat ural toughness to become bodyguards, bouncers, mercenari es, and advent urers. Though oppressed, they underst and society and have excellent contacts t hr ough which to sell loot. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Once a par t of Cyr e, Da r guun is now an i n d e p e n d e n t nat i on of gobl i noi ds. DC 15: The Lhesh Har uuc Shaarat ' kor rules Dar guun. Hi s chari sma, di pl o- macy, and mar t i al domi nance allow hi m to keep the clans under cont rol , t hough some chafe at hi s hand. DC 20: Ghaal ' dar is t he most popul ous t ri be i n Dar guun and owes fealty to Har uuc. Two ot her tribes hold power: the Dhakaani , which hol d to the t r a- di t i ons of the past, and the Mar guul , which is composed of bugbears. Knowl edge (history) DC 15: Rui ns from Cyre and the Dha- kaani Empi r e are scat t ered across Dar guun. Knowl edge (l ocal ) DC 10: Dar guun is a gobl i noi d nat i on. DC 15: Activities t hat would be cri mes elsewhere are legal in Dar guun, and illicit goods are i n ready supply i n the rough bazaars. DC 25: Gobl i ns, hobgobl i ns, and bug- bear s are by far t he most c ommon gobl i noi ds i n t he r egi on, but ot her gobl i noi ds l urk i n its hi dden places. Knowl edge (nobi l i ty and royalty) DC 15: House Denei t h uses gobl i noi ds as mer cenar i es , s hi ppi ng t hem to various places across Khor vai r e. DC 20: House Tha r a s hk at t empt s to parley with Dar guun for access to the mi ner al wealth i n the Seawall Moun- t ai ns, but racial ani mosi t y keeps the factions from r eachi ng agreement . DC 25: The Lhesh Har uuc is cur r ent l y l ooki ng for a successor to t ake t he t hr one when he dies or is forced to step down. Knowl edge ( rel i gi on) DC 10: Gobl i noi ds t radi t i onal l y revere the Shadow and the Mockery. DC 15: Dur i ng t he last cent ur y, mi s - si onar i es i nt r oduced t he Sover ei gn Host to Da r guun, and it is gai ni ng l i mi t ed acceptance. DC 20: Lhesh Har uuc follows Dol Dor n and spreads the god' s teachings among his peopl e. Ot her popul ar Sovereign Host deities among t he gobl i noi ds i ncl ude Dol Ar r ah and Bal i nor. PLAYING A GOBLINOID PC Goblins, hobgoblins, and bugbears offer legitimate and fresh choices for player charact ers. Eber r on' s general popul ace does not see gobl i noi ds as invariably evil, and t hough t hei r cultural history breeds distrust, goblinoids mingle with other races without excessive comment . Playing a kobold PC is also possible; t hough they possess low social status i n Dar guun, some kobolds manage to escape slavery and flee i nt o the rest of Khorvai re. Rumors speak of organized groups of emanci - pated kobolds that make a unified effort to search for wealth and magic to help free t hei r br et hr en from captivity. Goblinoids have a national and historical identity that unites t hem and offers t hem mot i vat i ons for advent ur i ng. A goblin, hobgobl i n, or bugbear might advent ure i n search of rui ns and relics from the Empi re of Dhakaan. He might seek to battle his ancient foes, the daelkyr, or to improve the social status of his people in Khorvaire' s cities. His clan might have tasked hi m with exploring the world and r et ur ni ng with information on its customs and people. Indeed, advent uri ng parties composed entirely of goblinoids are not unhear d of. Though gobl i ns, hobgobl i ns, and bugbears are Dar guun's most common gobl i noi ds, ot her ki nds lurk in secret in its dark places. These st range gobl i noi ds are rare sights, and viewing one causes most advent urers puzzl ement over the creature' s ori gi ns. Like ot her gobl i noi ds, these uncom- mon creat ures leave t hei r caves to seek t hei r own places in their nat i on and t hei r world. Da r guun' s gobl i noi ds , pa r t i c ul a r l y t hose of t he Dhakaani t ri be, have a st r ong mar t i al t r adi t i on. Most hob- goblin advent urers are fighters, while gobl i ns and kobolds are r ogues, and bugbear s are fi ght ers or bar bar i ans . The gobl i noi ds' hi st or y of mar t i al prowess makes t hem ideal candidates for exotic prestige classes such as the kensai and bladesinger (see Complete Warrior for details of these classes and ot her possibilities). If you would like to play a gobl i noi d or kobold, the fol- lowing table summari zes favored class, racial Hi t Dice, level adj ust ment , and s t ar t i ng effective char act er level ( ECL) A Dhakaani adventurer for each race. Savage Species offers suggestions for playing any monst er race from 1st level. Favored Raci al Level St ar t i ng Race Class HD Adj. ECL Blue1 Psion - +1 2nd Goblin Rogue +0 1st Goblin, forestkith2 Barbarian +1 2nd Hobgoblin Fighter +1 2nd Kobold Sorcerer +0 1st Bugbear Rogue 3 3d8 +1 4th 1 See Expanded Psionics Handbook. 2 See Monster Manual III. 3 Dhakaani bugbears have barbarian as a favored class. THE GREAT BLADE OF THE GOBLINOIDS One clan of Dhakaani goblinoids is the Kech Shaarat, which means "bl ade bear er s. " The clan takes its name from an artifact in its possession: t he Skai Shaarat, or "Great Blade." The Skai Shaarat is a relic from the days of the Empi r e of Dhakaan when, legend has it, the empi re' s or dai ned cham- pion wielded the blade agai nst all foes. Gener at i ons of goblinoid mystics i mbued the sword with t hei r power, and its dull and chi pped appearance belies its potency. The Skai Shaarat carri es great cul t ur al and hi st ori cal si gni fi cance among gobl i noi ds in general and the Dhakaani clans in part i cul ar; possessing it grant s the Kech Shaarat political clout they would not have ot herwi se. Cur r ent l y t hei r chief- tain, Ruus Dhakaan, wields the sword. The Skai Shaar at The Skai Shaarat is an anci ent Dhakaani hei r l oom. Its power s t r engt hens your ar m and s har pens your i ns t i nct s . You feel a fai nt but i r r epr essi bl e desi r e to cr ush all enemi es of the gobl i noi ds. Descri pti on; The Skai Shaarat is a weathered greatsword with a dul l , not ched blade. Its handl e is wrapped in leather. It is unr emar kabl e but for t he symbol of t he Dhakaani Empi re upon its hi l t . When it is wielded in battle, tiny r unes burst i nt o orange light along its edges. Act i vat i on: Th e Skai Shaarat is activated by simply wi el di ng it. Effect; The Skai Shaarat is a +6 axiomatic greatsword of speed. Thr e e times per day, you can use the sword to make a smite attack, gai ni ng a +4 bonus on your attack rol l and a +20 bonus on your damage roll if you hi t . Once per day, when you make a successful attack roll with the blade, after deal - ing damage you can use harm on the target (DC 19). Aura/ Cast er Level: St r ong necromancy; CL 20th. Const ruct i on: The Skai Shaarat is a uni que artifact. Weight: 8 lb. Pri ce: n/a. HALF-ELVES & URBAN ELVES OLD TRADITIONS SEEN THROUGH NEW EYES Bor n from t he earl i est commi ngl i ng of Aer enal elves and Khor vai r e' s huma n set t l ers, hal f-el ves have l ong si nce emer ged as a uni que and di st i nct race, separat e from ei t her of its or i gi nal bl oodl i nes. Though comparat i vel y few i n number , t hei r ambi t i on, racial pr i de, and mem- ber shi p i n two dr agonmar ked houses l end half-elves clout i n the world. With no homel and to call t hei r own, hal f-el ves are t r ul y chi l dr en of Khor vai r e. Many t ur n to t he dr agonmar ked houses of Medani and Lyr andar for l eader shi p and a sense of bel ongi ng, while t he rest of the race gat hers in hal f-el f communi t i es t hr oughout t he Five Nat i ons as well as in places as far off as t he El deen Reaches, Q' ba r r a , and the Lhazaar Pr i nci pal i t i es. The half-elves' di st i nct racial identity has engendered a wholly ori gi - nal set of customs and cul t ur e. The half-elf families connect ed to House Lyrandar, for example, tend to follow t radi t i ons that are as wild and free as the wind and st orms that the house cont rol s. They have a love for open spaces, the air, and the sea, and an affinity for nat ur e and the land itself. Those of House Medani , on the ot her hand, embrace a cul t ure of cur i os- ity and possess a fearlessness that gives member s of ot her races pause. All half-elves have a love of advent ure and a dar i ng spirit that has served t hem well in t hei r efforts to become a force in Khor vai r i an society. Some half-elves cont i nue to arise t hr ough the uni on of humans and elves. These i ndi vi dual s, with bot h a human and an elf par ent , can appear among any of the human or elf dr agonmar ked houses, and thus mi ght have ei t her a human or elf dr agonmar k of the appropri at e bl oodl i ne. Half-elves call themselves Khoravar, or "Chi l dr en of Khor vai r e. " They see themselves as the progeny of the cont i nent , since bot h humans and elves were mi gr ant s to the l and, but the first half-elves were bor n on its shores. Half-elves are loyal to each ot her and seek out t hei r fellows to share i nf or mat i on, to build connect i ons, and for compani onshi p. Half-elves see half-elf advent urers as a source of part i cul ar pri de and go out of t hei r way to provide such i ndi vi dual s with aid and good wishes. They expect t hat t hei r advent uri ng kin will r emember t hem in t ur n, and many half-elf advent urers donat e por t i ons of t hei r t reasure to improve half-elf communi t i es. These individuals become heroes; those who do not share t hei r wealth engender suspicion and animosity. Hal f-el ves look upon t hei r dr agonmar ked housesLyr andar and Medani - with pri de, and most consider themselves to be members or allies of one house or the ot her. URBAN ELVES After the vi ol ent events t hat rocked Aer enal twenty-six hundr ed years ago, the elves of House Phi ar l an moved to Khor vai r e and j oi ned human society. Thi s event hel ped form the Five Nat i ons, led to t he ri se of the hal f-el f race, and fi rml y est abl i shed an elven pr esence on t he cont i - nent . Cul t ur al l y, the elves of House Phi ar l an and Th u r a n n i , havi ng lived side by side with t he ot her common races for so l ong, have devel- oped cust oms and t r adi t i ons di st i nct l y di f f er ent from t hei r Aer enal count er par t s . They have i nt egr at ed i nt o t he life of the Five Nat i ons while still mai nt ai ni ng cust oms and at t i t udes that make t hem di st i nct l y ur ban elves. Some cust oms and hol i days refl ect anci ent bl ood ties to the elves of Aer enal , but they bear onl y t he fai nt whi sper of memor y compared to the pageant ry and deep i mmer si on t hat takes place on the elven cont i nent . Whi l e some ur ban elves exper i ment with t he deathless t r adi t i ons of Aer enal , most have little or no connect i on to the old ways of t hei r ancest ors. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Nei t her half-elves nor ur ban elves possess lands of t hei r own. Instead, they are spread t hroughout civilized Khorvai re, appeari ng mostly i n major cities and towns. Knowl edge (history) DC 15: The first hal f-el ves appear ed over two t hous and years ago, after elves mi grat ed to Khor vai r e and i nt e- grated i nt o human society. Knowl edge (l ocal ) DC 5: Hal f-el ves are a di st i nct race, possessing t hei r own racial identity. DC 10: While a few first-generation half- elves are bor n every year as a result of rare marri ages between humans and elves, t he vast majority of half-elves have two hal f-el f par ent s. DC 15: Hal f - el ves cal l t hems el ves Khor avar , or " Chi l dr e n of Kh o r - vai re. " The i r huma n and elf ances- tors were i mmi gr a nt s i n Khor vai r e, but half-elves see themselves as native to t hat cont i nent . DC 20: The mor e st rongl y t r adi t i onal Aer eni and Val enar elves have low opi ni ons of half-elves and ur ban elves. They see the half-elf race as a mistake, a symbol of the weakeni ng of elf blood and a r e mi nde r t hat t he ot her races, while they have t hei r uses, must be kept at a distance. They see ur ban elves as elves who strayed from the pat h and broke with the anci ent t radi t i ons for profit and mat eri al gai n. Knowl edge ( nobi l i t y and royalty) DC 10: Hal f-el ves cont r ol t he Mark of St or m (House Lyrandar) and the Mark of Det ect i on (House Medani ) . DC 15 : Ur ban elves cont rol the Mark of Shadow, which is split between two elf families, House Phi ar l an and House Th u r a n n i . Knowl edge ( rel i gi on) DC 10: Most hal f - el ves and u r b a n elves adopt t he rel i gi ous pract i ces of gr eat er Khor vai r e, payi ng respect s to the Soverei gn Host and, to a lesser extent, the Silver Fl ame. DC 15: Some hal f-el ves and ur ba n elves dabbl e i n elven t r adi t i ons and revere ei t her t hei r ancest or s or t he Undyi ng Cour t . STREET DANCERS: AN EXCERPT From a Play by Hi or us Br i ght mane. Act II, Scene 3. Scene: A street corner. The half-elf Cullaris and the House Phiarlan elf Mahlla engage in conversation. Cul l ari s : Ah, my f r i end! Of cour se I enjoy bei ng a half-elf! I say to you t hat t her e is no ot her race I woul d rather be. Th e bl ood of lost elves r uns i n my vei ns, some say, lost among t he dead, lost in war. The bl ood of shor t - lived, hot - t emper ed huma ns also cour ses t hr ough me, some say, but what do I know of t hat ? My mot he r and father were hal f-el ves, as were t hei r par ent s before t hem. If anyt hi ng, I possess t he best qual i t i es of bot h. Do you not agree? Mahl l a: Yes, but I t hi nk I' d rat her do away with the human part entirely. Cul l ari s: Ha! Ther e' s a lark! If I could change the circumstances of my bi r t h, why would I want to? Mahl l a: I am full elf, not half, yet nei t her Aer eni nor Valenar. I am myself. I respect my ancestors, and my t radi t i ons give me st r engt h, yet I have advanced along with society. My life is long, allowing me to see a great many changes in civilizationand perhaps to effect some myself. I am slower to change t han a human, but they are too rash. Cul l ari s: You have a poi nt . Very well, let us agree: It is bet t er to be half-elf or ur ban elf t han anyt hi ng else! Mahl l a: Agreed! Cul l ari s: We half-elves, and ur ban elves, of course, know what is i mpor t ant : We are proud of ourselves and eagerly lend aid to each other. We are loyal to our own, unlike those humans and feuding dwarves. Yet we are free to make our own way in the world. Our culture does not drag us down; it enhances us. Tell me, what vi rt ue do we not possess? Mahl l a: Humi l i t y? Cul l ari s: Yes, perhaps. HALF-ELVEN WINE Half-elves serve fine food and drink at weekly unity meals that celebrate the harmony of the half-elf people. Seven- teen years ago, in a town at the front lines of the Last War, a half-elf priest of Boldrei developed the spell described below to lend the meals' wine extra potency. It has since become a custom to share the blessed wine in many half- elf communities throughout Khorvaire. Hal f-el f cleric adventurers sometimes use this spell while toasting their allies before a battle. Unity Wine Transmutation Level: Cleric 1 Components: V, S, DF Casting Ti me: 1 minute Range: Touch Target: One pint of wine in touched container Durat i on: ! hour/level Savi ng Throw: Will negates (harmless) Spel l Resi stance: Yes (harmless) With your holy symbol in one hand, you hold your other hand over a container of wine, invoking the spirit of community and blessing on all who drink from it. You infuse up to 1 pint of wine in a single container with energy. Up to four living creatures can partake of the wine. Drinking a glass takes at least a standard action, though diners usually imbibe the wine over the course of a meal. Creatures that drink unity wine feel uplifted and inspired, gaining a +1 morale bonus on skill checks for the spell's duration. HALFLINGS LIFE ON THE PLAINS From the eastern shores of Lake Cyre, the Talenta Plains stretch away in a sea of grass that goes on as far as the eye can see. The majority of this t erri t ory is covered with grasslands t eemi ng with a surpri si ng array of wildlife, i ncl ud- ing dinosaurs that range in size from as small as dogs to as large as elephants. Whi l e not the most fertile l and, the Tal ent a Plains supply everyt hi ng the halfling tribes need to live and thrive. To the south, the grass t hi ns and gives way to the barren, sandy Blade Desert (named for its sharp, elongated shape) that r uns to the I r onr oot and Endworl d Mount ai ns in the east. Nomadi c tribes of halflings have lived, hunt ed, and wandered these plains since before humans first set foot on Khorvai re. Then, halflings and dinosaurs alike roamed as far nor t h as the Iceflow River and Lake Dark in modern-day Kar r nat h, and west as far as the Seawall Mount ai ns and Lake Brey. As humans expanded across Khorvaire, the halflings' range diminished to its current extent. Nevertheless, the halflings continued to roam the plains as they had before, doing their best to avoid the encroaching cities and towns. Certainly, occasional confrontations eruptedthe halflings were hunt ers by nat ure, and would not allow the l onger-l i mbed races to bully t hem or push them off their land. But for the most part, the tribes were happy to peacefully coexist with their tall neighbors. Even when Galifar united the other nations of Khorvai re into one ki ngdom, it had little impact on this situation. With the start of the Last War, however, it became nearly impossible for the halfling tribes to avoid the politics of the Five Nat i ons. The Talenta Plains offered perfect battlefieldswide open and flat, without any settle- ments or civilian towns to get in the way. Of course, these battles had a severe impact on the herds of di nosaurs and cattle that roamed and grazed on the pl ai ns. Because those ani mal s were cent ral to the hal fl i ngs' way of life, the tribes found themselves drawn i nt o the conflict. Different tribes aligned with different sides, giving some the sense that the halflings did not honor treaties and were not to be t rust ed. Event u- ally, for t hei r own prot ect i on (and that of t hei r beloved pl ai ns), the tribes began to work more closely together, and when the ot her nat i ons gathered at Thr onehol d to negotiate a lasting peace (see page 93), the halflings sent a single represent at i ve to look out for t hei r i nt erest s. Today, the Talenta Plains are considered a single nat i on, but halfling society still revolves ar ound the t ri be. The only per manent communi t y in the territory is Gatherhold, which all tribes visit from time to time but none occupy permanently. The settlement is mai nt ai ned by the members of House Ghallanda, one of the two halfling dragonmarked houses. The other dragon- marked houses mai nt ai n a few way stations in the plains, and the halflings have allowed Kar r nat h to construct a number of military outposts and mai nt ai n a standing garrison in the south, along the Valenar border. For the most part, though, the plains remai n as they have been for thousands of years. Halfling tribes range in size from fifty to a t housand or more individu- als. They mai nt ai n t hei r nomadi c t radi t i ons and eschew material posses- sions, keeping only what they need for their survival and that of the creatures they herd and ri de. Even the largest tribes can strike camp, load up t hei r mount s, and move out in no more t han 10 mi nut es, dri vi ng t hei r herds of cattle, t ri bex, and herbi vorous di nosaurs ahead of t hem. The t ri bes have an egal i t ari an st r uct ur e. In theory, every i ndi vi dual in the t ri be is equal, and the t ri be as a whole elects a leader (called a lath) who guides the t ri be for as long as he or she ret ai ns the tribe' s confidence. Onl y occasionally do t ri bes j oi n t oget her under the l eadershi p of a l at hon (a leader of mul t i pl e t ri bes). Lat hon Hal pum is the only hal fl i ng to cur - rently hold that title, t hough he carries it only as an honori fi c, commemo- r at i ng his rol e at Thr one hol d negot i at i ng for the hal fl i ng nat i on. Hi s own t ri be is one of t he largest i n t he pl ai ns, but he no l onger commands any ot her. Still, he is well respect ed by t he Tal ent a hal fl i ngs, and could probably uni t e many or all of the t ri bes again if the need arose. WHAT DO YOU KNOW? Knowl edge (history) DC 10: Hal f l i ngs lived i n Khor vai r e l ong before humans arri ved. DC 15: Before the appearance of humans, halflings roamed with t hei r di nosaurs over a l arger area t han the Tal ent a Plainsup i nt o Ka r r na t h and west- ward i nt o Brel and and Dar guun. DC 20: Fr om the f or mat i on of Gal i - far to t he st art of the Last War, the hal fl i ngs of t he Tal ent a Pl ai ns were consi dered part of Kar r nat h, t hough they r emai ned quite i ndependent and never gave up t hei r old ways. With the start of the Last War, different tribes al i gned wi t h di fferent sides i n t he conflict. The end of the war meant the bi r t h of a di st i nct halfling nat i on. DC 25: Hal fl i ng leader Lat hon Hal pum r epr es ent ed t he Tal ent a Pl ai ns at Thr onehol d and hel ped negotiate the creat i on of a separate nat i on. Knowl edge (l ocal ) DC 10: Hal f l i ngs live i n every city i n Khor vai r e, and appear across t he count rysi de as well. The city halflings have left the t ri bal ways of the Tal ent a Pl ai ns far behi nd. DC 15: Tal ent a halflings have an egali- t ari an t ri bal society. All members of a t ri be have a voice i n choosi ng a leader and i n del i berat i ons about t he move- ment s and actions of t he t r i be. Knowl edge (nobi l i ty and royalty) DC 10: Two dr agonmar ked houses Ghal l anda and Jorasco - are made up of hal f l i ngs. Ghal l anda car r i es t he Mark of Hospitality, while Jorasco has the Mark of Heal i ng. DC 15: House Ghal l anda has a st r ong presence i n the Tal ent a Pl ai ns as well as i n communi t i es across Khor vai r e. House Jorasco, on the ot her hand, has few r emai ni ng ties i n the Plainsits headquar t er s is i n Ka r r na t h. Knowl edge ( rel i gi on) DC 20: The halflings combi ne a rever- ence for the spirits of t hei r ancestors and t hei r l i vi ng di nos aur mount s with a bel i ef i n Bal i nor, the Sover- ei gn Lor d of Beasts and t he Hunt . They believe t hei r spi ri t s are uni t ed with those of t hei r mount s t hr ough the hunt i ng masks they wear. Life is har d on the pl ai ns, and the halflings fight every day just to survi ve. They are hunt er s , r i di ng and fi ght i ng from the backs of t hei r di nos aur mount s from a very early age. The hal fl i ngs t reat t hei r mount s with ki ndness and protectiveness, more like chi l dr en t han t r ai ned ani mal s. Halflings honor the spirits of t hei r ancestors and the spirits of t hei r di nosaur mount s, pr ompt i ng some compari - sons to the beliefs of the Val enar elves. However, the half- lings do not believe that t hei r ancestral spirits i nhabi t t hei r mounts. Rather, every hal fl i ng warri or hopes to uni t e his spirit with his mount ' s i n the heat of battle, so that his spirit might be as worthy of reverence after deat h as his di nosaur' s spirit already is. The hunt i ng mask worn by halfling hunt ers and warriors is a symbol of that spi ri t ual bond. Since hal fl i ng t ri bes do not claim cont rol over specific territories, conflict between tribes erupt s only dur i ng times when resources are scarce. Similarly, it usually requi res a significant outside t hreat to uni t e t ri bes under the l eader- ship of a l at hon. BEYOND THE TALENTA PLAINS While all halflings i n Khor vai r e can trace t hei r roots back to the nomadi c t ri bes, many left the Tal ent a Pl ai ns genera- tions ago and now have al most not hi ng in common with their di nosaur - r i di ng cousi ns. Havi ng long abandoned the nomadic life of the pl ai ns, these ur bani zed halflings are as apt to believe the false stereotypes about tribal life as anyone else who has not lived in or visited the Tal ent a Pl ai ns. Halflings can be found in every walk of life, in all the cities of Khorvai re and on homesteads in the agrari an areas and frontiers. Some live as hunt ers and trappers i n Aundai r and the Eldeen Reaches. These halflings conform to the cul- ture of the land where they reside, typically more si mi l ar to the races of that land t han to the halflings of the plains. The halfling dr agonmar ked houses operat e i n all these disparate cultures, bri dgi ng differences and smoothly nego- tiating the different customs of Khorvai re' s halflings. The Mark of Heal i ng first appeared on halflings living on the Talenta Pl ai ns, but House Jorasco long ago moved its headquarters to Kar r nat h so that the dr agonmar ked could share their gift with a great er number of peopl e. The house manages hospitals, hospices, and herbalist and alchemy shops across the cont i nent . Though Jorasco continues to mai nt ai n a st rong presence in the pl ai ns, Tal ent a halflings treat the members of the house with suspicion and di st rust for having left the l and where they gai ned t hei r abilities. Members of House Ghal l anda bear the Mark of Hospi - tality and wield powers related to food and shelter. The head of House Ghal l anda keeps his court i n Gat herhol d, while the majority of the house' s work is done in the mor e popul ous nat i ons. The house' s Hostelers Gui l d operates i nns, restau- rant s, spas, and ot her places of comfort and peace. TALENTA FEATS Fri end of the Tribes You are deeply familiar with the tribes of the Talenta Plains. Benefi t: You gain a +2 bonus on Diplomacy, Gat her Information, and Sense Motive checks when the target is a halfling. When you meet a halfling, you can at t empt a DC 15 Sense Motive check as a ful l -round action to det er mi ne what tribe he or she is from. If you fail the check, you can repent it after 1 mi nut e of i nt eract i on with the halfling. A second failure allows no f ur t her at t empt s. Talenta Di nosaur Bond [Racial] You have under gone gr uel i ng t r a i ni ng on di nos aur back and are ski l l ed i n t he hal f l i ng t echni ques of f i ght i ng while mount ed. Prerequisite: Halfling, Ride 6 ranks, Mounted Combat, Benefi t: Choose a par t i cul ar di nosaur mount t hat you are fami l i ar wi t h. You gai n a +4 insight bonus on Ride checks made in conj unct i on with that mount . In addi t i on, as long as you are mount ed on that creat ure, both you and your mount gain a +1 insight bonus to AC and on Reflex saves. Speci al : If your mount is killed, you can apply this feat to a new mount after seven days have passed. Talenta Dri fter [Racial] Your extensive travels on the Tal ent a Pl ai ns give you an advantage while in that regi on. Prerequi si te: Hal fl i ng. Benef i t : You gai n a +2 bonus on Hi de, Spot , and Survival checks you make while in the Tal ent a Pl ai ns. HISTORY THE SWEEP OF WORLD EVENTS Properl y speaki ng, the hi st ory of moder n Eber r on begi ns some eighty t housand years before the pr esent . (See Cr eat i on Myths, page 30, for an account of the creat i on of the world and the eons before the rise of the giants. ) It was at this t i me that the first civilization of mort al beings arose, as the pr ogeni t or race of gi ant s bui l t t hei r first cities in Xen' dr i k. The giants of this age were closer to titans t han to the giants found in Xen' dr i k todayeven the nobl e and powerful st orm gi ant s are debased and cor- rupt ed, compared to the pur e forms of t hei r forebears. The giants effectively rul ed the world (if only with the quiet compl i c- ity of the dragons) for some forty t housand years. They enslaved the elves (i ncl udi ng the drow) as they built ki ngdoms encompassi ng all of Xen' dr i k and occasionally r eachi ng beyond it. They founded at least one colony on Sarlona, the descendant s of which are the half-giants that still dwell t here, and mi ght have had out post s in Khor vai r e as well. The gi ant s l earned arcane magic from the dr agons and used it to create wonders unknown even now, at the pr esumed height of human civilization. The gi ant s' ci vi l i zat i on was ul t i mat el y dest royed by the first major pl anar i nvasi on: the arri val of the quor i t hr ough a pl anar gate connect - i ng Xen' dr i k to Dal Quor , the Regi on of Dr eams . Aft er years of bat t l e, the gi ant s cal l ed upon power f ul dr aconi c magi c to dest roy t he pl anar gate, but t hi s desper at e act had di sast r ous consequences. Xe n' dr i k was shaken to its cor e. Vast expanses of l and vani shed beneat h t he sea (bot h Shar gon' s Teet h and t he Phoeni x Basin were once solid gr ound) . Al t hough the quor i were repel l ed and pr event ed from t aki ng physical form in the world ( per haps forever), the ci vi l i zat i on of t he gi ant s never r ecover ed. Hor r i bl e pl agues and curses swept across Xe n' dr i k even as the elves r ebel l ed agai nst t hei r gi ant mast er s. Fi nal l y, j ust as some gi ant s were pl anni ng to st ri ke agai nst the elf rebel s usi ng the same great magics t hat had dr i ven off t he quor i , the dr agons attacked to pr event a second such devast at i on. The civilization of the gi ant s was utterly r ui ned. The drow remai ned in hi di ng in Xen' dr i k while t hei r elf cousins escaped to Aer enal . In the south of Khor vai r e, the first gobl i noi d ki ngdoms began to rise, a pale reflection of the spl endor of the gi ant s' cul t ur e. Wi t hi n several t housand years' t i me, orc ki ngdoms arose in the west, in the shadow of the growi ng gobl i noi d nat i ons. Over t i me, the gobl i noi ds became increasingly well organi zed i nt o city-states and small nat i ons, unt i l finally the Dhakaani uni t ed these di sparat e nat i ons i nt o one gr and empi re that held sway from the edges of the Shadow Marches to the foothills of the Endworld and I r onr oot Mount ai ns. At this poi nt , the history of Eber r on is largely the history of Khorvai re (but see History Beyond Khorvai re on the next page). The exiled elves of Aer enal formed the basic st r uct ur e of t hei r society dur i ng this peri od as well, and they came i nt o conflict with the Dhakaani in present -day Valenar. After nearly t hi rt y t housand years of domi nance, the great Dhakaani Empi re fell to the second major pl anar invasionthe i ncursi on of the dael kyr. Thes e ni ght mar i s h f l esh- shaper s from Xor i at , t he Real m of Madness, deci mat ed the western part of the Dhakaani Empi r e before the Gat ekeeper dr ui ds of the orcs managed to seal the port al s that connect ed Xoriat to Eber r on. Left effectively leaderless, the eastern Dhakaani prov- inces fell i nt o civil war and the gobl i noi d civilization crumbl ed. With bot h orcs and gobl i noi ds weakened by the daelkyr, the smaller races of Khor vai r e (the halflings of the east and the gnomes of the west) slowly began to come i nt o t hei r own. Some t hr ee t housand years ago, and two t housand years after the definitive fall of Dhakaan, Lhazaar led humans from Sarlona to the east ern shores of Khor vai r e. Humans began to spread over the l ands once held by the decl i ni ng gobl i noi ds. Like the gnomes, elves, and hal f l i ngs who pr eceded t hem, huma ns devel oped WHAT DO YOU KNOW? Knowl edge (history) DC 10: Th e c ur r e nt year, 998 YK, marks almost a mi l l enni um since t he f oundi ng of the Ki ngdom of Galifar. The past hundr e d years were domi - nat ed by t he Last War, dur i ng which t he ki ngdom event ual l y f r act ur ed i nt o t he or i gi nal Five Nat i ons from whi ch it was bui l t al t hough one of t he Five, Cyr e, is now t he bl ast ed waste of the Mour nl and. DC 12: Galifar I, bor n in Kar r nat h, was the second Ka r r n to try to uni t e t he Five Nat i ons i nt o a single ki ngdom. DC 15: Th e fi rst huma ns to ar r i ve i n Khor vai r e were mi gr ant s from Sar l ona, led by an expl or er named Lhazaar. Humans quickly spread to cover the cont i nent i n the wake of the fall of Dhakaan. DC 18: The hi st ory of Eber r on is com- monl y di vi ded i nt o four ages, each one defined by the rise of an empi r e and its cataclysmic fall. DC 22: The s e ages ar e t he Age of Demons, the Age of Gi ant s, the Age of Monst ers, and the cur r ent age, which some call t he Age of t he Dr agon- marked. The Age of Gi ant s, when the gi ant empi res of Xen' dr i k domi nat ed the world, ended with the invasion of t he quor i . The t hi r d age, mar ked by t he rise of t he gobl i noi d empi r e of Dhakaan, was brought to an end by the invasion of the daelkyr. The cur r ent age is the fourt h, and some say that the Last War marks its close. DC 24: The cur r ent age began between four and five t hous and years ago, when t he Dhakaani Empi r e fell i n t he wake of t he Dael kyr War. The fi rst dr a gonma r ks appear ed some t housand years later. DC 25: Even as t he gobl i noi d ki ng- doms that grew to form t he Dhakaani Empi r e wer e gr owi ng, s mal l orc ki ngdoms fl ouri shed i n t he west of Khor vai r e. These eventually became client states of Dhakaan, and the orcs played an i mpor t ant role i n dr i vi ng off the daelkyr. dragonmarks in this new l and (as did the dwarves who had migrated from the Frostfell). The devel opment of dr agon- marks among Khorvai re' s races helped to lift t hem to a more civilized state. By two t hous and years ago, t her e were five separat e human civilizations in central Khorvairethe Five Nations, t hough not yet called by t hei r mode r n names. Ri nged by goblinoid stragglers, gnome and dwarf cl anhol ds, and half- ling t ri bes, these real ms struggled against t hei r nei ghbors and each ot her for supremacy in the regi on. Nearl y a t hous and years ago, Gal i f ar of Ka r r n a t h l aunched a new campai gn to uni t e the Five Nat i ons i nt o a single ki ngdom t hat , for all pract i cal pur pos es , would span Khor va i r e . Wi t h t he s uppor t of t he dr agonmar ked houses, he succeeded where his ancest or Ka r r n the Con- quer or had failed, and the Ki ngdom of Gal i far was bor n. The mode r n r eckoni ng of years count s t hi s as t he first Year of t he Ki ngdom (1 YK) . The five c hi l dr e n of Gal i - far I served as gove r nor - pr i nc e s of t he Five Nat i ons to hel p t hei r f at her gover n t he l and, and gave t hei r names to the provi nces of the ki ngdomAundai r, Brel and, Cyre, Ka r r na t h, and Thr a ne . (Gal i far' s eldest son, Ka r r n, was named after the Conquer or , and his nat i on kept t he name of its f ounder . ) The next ni ne cent uri es saw the gradual expansi on of the Ki ngdom of Galifar, i ncl udi ng an early war against the sea pri nces of Lhazaar, a slow push i nt o the wilderness areas at the east ern and western ends of the cont i nent , and some small i nt erest in overseas possessionsmost notably the city of St ormreach, which Galifar and the dragonmarked houses expanded in 802 YK to facilitate access to the rich stores of dr agonshar ds in Xen' dr i k. Thi s peri od is now fondly r emember ed as a golden age of cul t ure and magic. The arts flourished under the pat r on- age of the monar chs of Galifar, part i cul arl y in the major cities of the Five Nat i ons. The l i ght ni ng rail connect ed all of cent ral Khor vai r e by 865 YK. House Sivis message sta- tions allowed fast communi cat i on between people a cont i - nent apart . The Five Nat i ons were not wi t hout t hei r strife and conflict, but open warfare was unknown in the cent ral part of the cont i nent . In 894 YK, it all came crashi ng down. See the ent ry on the Last War (page 92) for more about the fall of Galifar and the shapi ng of moder n Khor vai r e. Gal i faran. Schol ar You have made an exhaustive study of the history of Galifar, from t he earl i est r oot s of t he Five Nat i ons, t hr ough the format i on of the uni t ed Ki ngdom of Galifar, and on to the Last War and the di ssol ut i on of the ki ngdom. The dept h of your study gives you great insight i nt o the whole field of knowledge s ur r oundi ng the history of Galifar. Prerequi si te: Knowledge (history) 4 ranks. Benefi t: You receive a +4 insight bonus on Knowl - edge checks per t ai ni ng to events associated with the Last War or the royal family of the Ki ngdom of Galifar, and you treat unt r ai ned Knowl edge checks related to these topics as t rai ned Knowledge checks. No r ma l : You can a t t e mpt a Knowl edge check unt r ai ned only if the DC of the check is 10 or lower. HISTORY BEYOND KHORVAIRE It is t empt i ng to look at t he sweep of hi st ory as a si mpl e progression from the ancient empires of the giants, t hrough the gobl i noi ds, to Gal i far and t he Five Nat i ons. Aft er the Dhakaani uni t ed the gobl i noi d t ri bes, the hi st ory of pr i - mary i nt erest to schol ars unf ol ded mostly on Khor vai r e. Thi s view is far too narrow, however, because many events of i mpor t happened beyond the shores of Khor vai r e after the fall of the gi ant s. The impact of these events mi ght not be felt all that strongly in Khor vai r e, but that does not make t hem less i mpor t ant . The hi st or y of Aer enal st r et ches back to t he fall of the gi ant s and oft en i nt er sect s wi t h t hat of Khor va i r e . The elves of Aer enal had a colony i n sout heast er n Kh o r - vai re dur i ng t he t i me of t he Dhakaani Empi r e, i n what is now Val enar . ( Thi s t er r i t or y is t hus consi der ed by t he Val enar elves to be ancest r al l ands t hat ri ght ful l y bel ong to t hem. ) The hi st or y of Sar l ona is a gr and tale of r i si ng and fal l i ng empi r es about whi ch l i t t l e is known out si de t hat di st ant and myst eri ous cont i nent . The cradl e of huma n ci vi l i zat i on, Sarl ona was home to dozens of city-states for t housands of years. Lhazaar, a great expl orer from the Sar- l onan nat i on of Rhi avhaar, led a gr oup of col oni st s across the sea to t he "new worl d" of Khor vai r e t hr ee t housand years ago. Rhi avhaar is l ong f or got t en, but t he legacy of Lhazaar goes far beyond t he pr i nci pal i t i es t hat bear her nameal most all of huma n hi st ory in Khor vai r e stems from t hat first col oni al mi ssi on. The quor i i nvasi on t hat began some fifteen hundr ed years ago changed the face of Sarl ona forever, but it also affected the fate of Khor vai r e as anot her wave of huma n set t l ers set out across t he sea, this t i me to Khor vai r e' s west ern coast, where they settled in the Shadow Marches. Finally, the history of Xen' dr i k by no means ends with the fall of the giants forty t housand years in the past. Despite the cataclysms that wracked that cont i nent , civilization sur- vived in many forms. Whi l e the gi ant s were reduced to sav- agery (a state that the drow had never ri sen far above while they were slaves to the gi ant s), ot her races have from t i me to t i me forged ki ngdoms and even empi res of t hei r own in the shadows of Xen' dr i k' s cyclopean r ui ns . Archaeological evidence suggests t hat a ver mi n l ord forged a ki ngdom among the nomadi c t hr i - kr een of the great gol den desert Menecht ar un about twelve t housand years ago, conquer i ng desert t ri bes and small city-states al ong the western coast before suddenly di sappeari ng. (Vermi n lords are described in Monster Manual III.) A handf ul of mi not aur warl ords have erect ed maze-ci t i es and forged tiny ki ngdoms over the cent uri es. Yuan- t i , fleeing t hei r native Sarlona as the quori cement ed t hei r r ul e t her e, event ual l y set t l ed i n Xen' dr i k and est abl i shed t hei r cor r upt ed t empl es i n t he t hi ckest j ungl es , somet i mes j o i n i n g t oget her to f or m al l i ances and even smal l empi r es . The r e are said to be a numbe r of gi t hyanki ci t y-st at es hi dden in t he wilds of Xen' dr i k, founded by the survivors of the daelkyr i nvasi on. Perhaps most t r oubl i ng, word is begi nni ng to reach Khor vai r e of a city of warforged that were not made i n any Canni t h forge, now expandi ng its i nfl uence in the sout her n mount ai ns of the cont i nent of secrets. HUMANS A HISTORY OF EXPLORATION AND BLOOD Humans have i nhabi t ed Khor vai r e for mi l l enni a. They domi nat e the l and, but i n some ways they are relative newcomers to the cont i nent . Most humans don' t spend t i me cont empl at i ng t hei r race's ori gi ns, and many do not even know that they are not native to Khor vai r e, but history does not lie: Humans came from Sarl ona. The pi oneer Lhazaar is acknowledged as the leader of t hi s mi gr at i on, but the j our ney was not accomplished in a single massive exodus from Sarlona to Khor vai r e. Rat her, the mi grant s came in waves, over the course of perhaps a hundr ed years. These first waves of human mi gr ant s left Sarlona' s western shore and arri ved in what is now t he Lhazaar Pr i nci pal i t i es some t hr ee t housand years ago. Some were expl or er s, seeki ng new vistas. Some were set t l ers, t i r ed of warfare and hopi ng to cl ai m new l ands and i mpr ove t hei r lives. Some were oppor t uni s t s , ent r epr eneur s , and conquer or s, l ooki ng for wealth they could unear t h, trade for, or steal. Lhazaar herself made several j our neys between Sarlona and Khor vai r e, maki ng enor mous profits off the exotic goods she brought back to her homel and as well as the Sarl onan goods she sold to the gobl i noi ds that still held Khor vai r e despite the fall of the Dhakaani Empi r e. At first, the settlers were few in number and relied on friendly rela- tions with the gobl i noi ds to survive in this unf ami l i ar l and. Wi t hi n a century, however, t hei r number s had grown dramat i cal l y and they began to expand westward. Humani t y was a relatively young and versatile race, and the goblinoids were a shat t ered r e mna nt of empi r e. The hobgobl i ns and bugbear s fled bel owgr ound, l eavi ng the surface to t he gobl i ns. The gobl i ns were more pl ent i ful t han t he humans , but they were di sor gani zed and i ndi vi du- ally weak, still st ruggl i ng to rul e themselves with t hei r empi re gone and t hei r power st r uct ur e collapsed. Gobl i n chieftains led small clans whose superi or knowledge of the l and gave t hem early victories over the human i nvaders. However, humani t y' s s t r engt h, versatility, and adapt abi l i t y t ur ned the tide in the end. Gobl i n clans fell by the score, t hei r survivors t aki ng flight or s ur r ender i ng in the face of the humans' mi ght . Numer ous human heroes arose dur i ng this t i me, and t hei r names can still be found on statues, on cities, on i nscri pt i ons in anci ent items, and on the lips of t hei r admi r er s. Perhaps the best known of these heroes is Ka r r n the Conquer or , the f ounder of Ka r r na t h. Cr edi t ed with el i mi nat i ng the last st r onghol ds of gobl i noi d resistance in cent ral Khor vai r e, Ka r r n had visions of empi re, t ur ni ng from his gobl i noi d foes to ot her groups of humans in his drive to rul e. By the t i me of his rei gn, five hundr ed years after Lhazaar' s arrival in Khor vai r e, humans had already formed five i nci pi ent nat i ons, and Kar r n dreamed of uni t i ng t hem all under his wolf-head banner . Even t hough he built the greatest army of his age and led it to war with rut hl ess efficiency, the sheer size of Khor vai r e defeated hi m. Five cent ur i es aft er Ka r r n' s r ul e, a second maj or wave of huma n mi gr ant s began to arri ve from Sar l ona. As t he I nspi r ed t i ght ened t hei r gr i p on Sar l ona, some gr oups and subcul t ur es r ecogni zed t he danger and fled across t he sea to t he east. In cont r ast to the first set t l ers, these refugees l anded on Khor vai r e' s west ern coast. Some encount er ed the orcs of t he Shadow Mar ches and made event ual peace wi t h t hem, set- t l i ng i n t he i nhospi t abl e swamps. Ot he r s made l andf al l in t he Demon Wastes and devolved i nt o demon wor shi p and t he bar bar i s m of the Ca r r i on Tr i bes . At ar ound the same t i me, the dr agonmar ked houses began to cement t hei r power, l aunchi ng the War of the Mark to purify t hei r ranks. By this poi nt , humani t y' s rul e of Khor vai r e was secure. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Aundai r , Brel and, Kar r nat h, and Thr anef our of the former Five Nat i ons of Galifarare t he great est h u ma n na t i ons . Q' b a r r a and t he Lhazaar Pr i nci pal i t i es are also pr i - mari l y huma n. DC 15: Huma ni t y has a s t r ong pr es - ence i n t he El de e n Reaches and t he Shadow Mar ches as well. A few pr i mi t i ve huma n t r i bes live i n t he Demon Wastes. DC 20: Many humans live i n Sar l ona. Argonnessen, t hough home pr i mar i l y to dr agons, has a numbe r of huma n bar bar i an t ri bes al ong its shores. Knowl edge (history) DC 10: Humans came to Khorvai re from Sarl ona t hr ee t housand years ago. DC 15: Early human mi gr ant s battled gobl i ns for cont rol of Khor vai r e. DC 20: The humans enslaved t he gob- lins after t he wars. DC 25: The early humans represent ed vari ous Sar l onan subcul t ur es, and they arri ved i n a series of mi gr at i ons t hat lasted ar ound fifteen hundr ed years. Moder n human cul t ur e bl ends the hi st ori es and customs of its varied component s, and some human groups r emember specific t r adi t i ons from t hei r t i me on Sarl ona. Knowl edge (l ocal ) DC 5: Humans are the domi nant race i n Khor va i r e . They cont r ol mor e nat i ons and mor e l and t han all ot her races combi ned. DC 10: Humani t y' s s t r engt h lies i n its var i et y. Hu ma n s ar e ver sat i l e and capabl e. Knowl edge (nobi l i ty and royalty) DC 10: Huma ns cont r ol t he Mark of Maki ng ( House Ca nni t h) , t he Mark of Passage ( House Or i e n) , t he Mar k of Sent i nel (House Denei t h) , and the Mark of Handl i ng (House Vadalis). DC 15: Most human nat i ons are feudal monar chi es, r emi nder s of t he great Ki ngdom of Galifar. Knowl edge ( rel i gi on) DC 10: Huma ns t end to wor shi p t he Sovereign Host and t he Silver Fl ame. Humans of a c r u d e r or mor e chaot i c bent pay homage to the Dark Six. HUMANS FROM OTHER LANDS Khorvaire' s humans need little descriptionthey are every- where, after all. Fewer people know much about the humans from the cont i nent s of Sarl ona and Ar gonnessen. Two ki nds of humans live in Sarl ona: those in Ri edra, who are domi nat ed by t he I nspi r ed, and t hose i n Adar , who hi de i n mount a i n sanct uar i es s ur r ounde d by t hei r kalashtar allies. Ei t her sort might come to Khor vai r e, flee- ing the I nspi r ed or seeki ng to work against themor sent as Inspired agents to i nfi l t rat e Khor vai r i an society. Ri edr ans have l ong been paci f i ed. They serve t he I nspi r ed, and t he I ns pi r ed cont r ol t hem. Rebel s and f r eet hi nker s are put to t he sword or ment al l y abused unt i l they forget t hei r bel i efs. Every so oft en, t hough, a Ri edr an escapes t he I ns pi r ed' s i nf l uence and flees to Khor vai r e, br i ngi ng wi t h her val uabl e knowl edge about her enemi es . Adar ans are mor e likely to become advent urers. Many work actively against the I nspi r ed, and t hei r monast i c and psychic t radi t i ons grant t hem the power to overcome chal - lenges. Huma n advent ur er s from Adar become monks, psychic warri ors, psions, or soulknives (the last t hree classes are found in Expanded Psionics Handbook). The isles of Ser en lie off Ar gonnes s en' s nor t hwest coast. Pr i mi t i ve huma ns make t hese i sl ands t hei r home. They are sea r ai der s, set t i ng out i n l ong, shal l ow shi ps to challenge t raders and expl orers. The men wear beards and keep t hei r hai r long, bel i evi ng t hat these traits i nspi re fear in t hei r enemi es. The women are j ust as fierce as the men, and fight by t hei r sides. The Ser en t r i bes worshi p the dr agons of Ar gonne s - sen. They capt ur e sacrifices for t hem and ens ur e t hat no i nt erl oper pierces that cont i nent ' s i nt eri or. Though most Serens attack foreign ships on sight, a few are curi ous about visitors. They want to know mor e about t he world beyond t hei r i sl ands, and they mi ght even desert t hei r peopl e to explore Khor vai r e. OTHER HUMAN RACES Races of Destiny i nt roduces a number of new human subraces, i ncl udi ng the i l l umi ans, as well as five races with the human subt ype. Member s of t hese subraces occasi onal l y possess aber r ant dr agonmar ks. Azur i ns : Thi s human subrace appears in Magic of Incarnum. Azur i ns are bor n spont aneousl y in human communi t i es and live among humans t hei r whole lives. I l l u mi a n s : As described in Races of Destiny, i l l umi ans live in smal l conclaves wi t hi n human cities, and the i l l umi an city of El i r hondas lies on the Plane of Shadow. Mongr el f ol k: These hybrid descendant s of many races live among all t hei r ki n. Onl y i n Da r guun and Dr oaam, where t hei r ancest ry is weighted heavily t oward gobl i noi d races, do they form sizable communi t i es , maki ng up an undercl ass beneat h even the lowest of the gobl i noi ds. Sea Ki n: Member s of t hi s aquat i c pa r t - huma n race form small communi t i es off the coasts of Brel and, Q' bar r a, Aer enal , and Xen' dr i k. The largest communi t y of sea kin in Eber r on was located off the Cyran coast and vanished on the Day of Mour ni ng. Refugees from t hi s lost aquat i c city of Elliavar are now found in every ot her sea ki n set t l ement , and many have adopted the nomadi c lives of advent urers. Sh a r a k i m: Thi s orcl i ke race of accursed humans is found mainly in Brel and, particularly in the western part of the count ry. They have some small villages in the foothills of the Graywall Mount ai ns, and also mi ngl e among humans in cities such as Wroat and Shar n. Skul ks: Legend holds that the first skulks were created when the quori invaded Sarlona some fifteen hundr ed years ago. Whi l e some humans fled across the sea to Khor vai r e, others under t ook a ritual that grant ed t hem nat ural abilities of camouflage to escape the quor i i nvasi on, becomi ng the skulks. Since that t i me, skulks have mi grat ed to the shadows of human cities across Eber r on. Underfol k: Thi s race of subterranean humans lives in the upper reaches of Khyber across Khorvai re and Xen' dri k. THE WEAPONS OF HEROES Valiant heroes arose in the anci ent wars against the gobl i ns, and t hei r names st i l l r i ng t oday. Lhazaar , Mal l eon t he Reaver, Gol dr i c Wi ngbur n: Her oes such as t hese wielded weapons of pr omi ne nc e equal to t hei r names , and some craftsfolk, t hen and now, seek to r ecr eat e t hei r gl ory. Advent urers at t empt i ng to follow in t hei r footsteps seek out such equi pment , and those who discover it in t hei r travels take it as a good omen. Twi nbl ade Scourge A twinblade scourge is a great two-bladed sword, supposedly a replica of Mal l eon the Reaver' s weapon. It is part i cul arl y pot ent against his hated foes: gobl i ns. It is the weapon of a general, and the wielder can incite those nearby to a fury, Lor e: Malleon the Reaver was a human hero and general in the wars against the goblins, when humans first arrived in Khorvaire. If the tales are to be believed, this weapon is similar to the one that he wielded against t hem. Human wizards seek- ing to preserve his glory and i nspi re fellow soldiers created these weapons. (Knowledge [history] DC 30) Descri pt i on: A twinblade scourge is a t wo-bl aded sword wi t h a seri es of five r une s carved i nt o each side of each bl ade. Its bl ades are slightly l onger t han a nor mal t wo- bl aded sword, and dark l eat her st ri ps are wrapped ar ound its haft. When you gr i p it, the r unes al ong t he blades blaze angry or ange. Acti vati on: The wielder can activate the rage effect as a swift action by r oar i ng his anger at his opponent s. Wi el di ng the sword activates its ot her powers. Effect: A twinblade scourge is a +2 goblinoid barte/+2 keen two- bladed sword. The gobl i noi d bane blade is composed of steel, while the keen blade is adamant i ne. Once per day the wi el der can use a qui ckened rage effect (as the spell, but the range is 30 feet). Aur a / Ca s t e r Level : St r ong enchant ment ; CL 5t h. Co n s t r u c t i o n : Cr af t Magi c Ar ms and Ar mo r , Qui c ke n Spel l , keen edge, rage, summon monster I, 29, 400 gp, 2, 080 XP, 52 days. Weight: 12 lb. Pri ce: 55,400 gp. INTRIGUE AND ESPIONAGE No SECRETS The Last War is over, the Thr onehol d Accords have established peace and equani mi t y among all nat i ons, and a new age of prosperi t y and harmony has begun for all residents of Khor vai r e. Or has it? None of the nat i ons of Khor vai r e truly believe that the cur r ent peace will last. In fact, several of t hem actively plot ways to under mi ne the peace. As a government ' s i nt ri gues grow, so do suspicions that its nei ghbors might be j ust as dupl i ci t ous. Every nat i on has a cadre of spies spread t hr oughout the lands of its allies and (especially) its enemi es. Each real m recrui t s advent urers to serve as spies, playing on nat i onal loyalty, rel i gi ous ties, hat red of a par t i cul ar gr oup or faction, and simple greed to convince t hem to accept assi gnment s. Advent ur er s are initially cont act ed by di pl omat s, mer chant s, or l ow- r anki ng member s of t hei r nation' s royal family and asked to engage in only the most basic espionage, r epor t i ng any unusual events they see, uncover, or part i ci pat e i n. For this i nf or mat i on, they receive gold (up to 100 gp, dependi ng on the value of the i nf or mat i on and the risk involved i n get t i ng it). After the advent urers have proven capable and reliable, a spymaster might provide t hem a deeper glimpse i nt o the world of espionage, offering riskier assi gnment s. Instead of j ust keepi ng t hei r eyes open for r andom bits of intelligence, they could be asked to per f or m active feats of skulldug- gery. They mi ght be requi red to sneak i nt o an embassy and steal a set of document s, convince a loyal member of a dr agonmar ked house to divulge trade secrets, or even waylay or kill an enemy agent. These assi gnment s are more danger ous, but also more lucrative. Of course, the first rul e of espionage demands that you never say more t han you have to. Advent ur er s might find that the i nformat i on t hei r spymaster has given t hem only tells part of the tale, or perhaps is j ust a t hi nl y veiled cover story that t ur ns out to be completely i naccurat e. Once in the mi ddl e of an assi gnment , all a gr oup of spies can do is try t hei r best to keep the t r ut h in sight and escape with t hei r necks. Spymasters use i ndependent agents for the simple reason that they are expendable. If a group of adventurer-spies is killed attempting a mission, the spymaster can simply hi re another batch. Ther e is the matter of deniability, as well. If adventurers are caught, no official tie connects them to their employer. Characters who are captured should not expect their spymaster to organize a rescue missionhe more likely denies having ever heard of them. If the infor- mation the characters have is particularly damni ng or is a closely guarded secret, the spymaster might send out a new team to permanent l y silence the failed group. It is commonly said that there is no honor among thieves, but a lesser known bit of wisdom points out that there is no compassion among spies. Servi ng as a spy has its advantages, t hough. If charact ers are loyal and effective, they receive all ki nds of support from t hei r handl ereveryt hi ng from gold to opul ent housi ng to mi nor magic items. Spies are grant ed the equi pment , i nf or mat i on, and support necessary for t hei r assi gnment s, and anyt hi ng left over when the j ob is done is typically t hei rs to keep. A spy also gains the often overlooked advantage of access to powerhe or she has connections to groups, governments, and individuals that are difficult or even impossible for ordi nary adventurers to reach. A spy might, t hrough the course of several missions, meet hi gh-ranki ng government officials, the heads of one or more dr agonmar ked houses, wealthy mer chant s, l eadi ng scholars, and celebrities from all sorts of backgrounds, not to ment i on other highly capable advent urers. These connect i ons can prove to be useful for years after the character stops playing any part in the espionage trade. TRUST NO ONE The best spies appear to be above suspicion. It is impossible to tell whether the quiet man sitting by himself in the mi ddl e of a tavern is dr i nki ng alone, WHAT DO YOU KNOW? Knowl edge (geography) DC 20 : Aundai r ' s Royal Eyes, Brel and' s Ki ng' s Dark Lant er ns (a br anch of t he Ci t adel ) , and Zi l ar go' s secret pol i ce ( t he Tr us t ) are a mong t he vari ous espi onage agencies at work i n t he worl d. The agenci es of Cyre, Ka r r na t h, and Th r a n e are less well known, and it is not cl ear whet her t he ot her nat i ons have est abl i shed such or gani zat i ons. DC 25: I n t he handf ul of ci t i es wher e mul t i pl e nat i ons have compel l i ng i nt er est s, t he st reet s have become hot beds of i nt r i gue and espi onage. They i ncl ude St or mr each and the city of Thr one por t . Every met ropol i s i n Khor vai r e has its share of spies i n its embassy ward. Knowl edge (history) DC 15: Some say t hat t he Last War was real l y fought by spies and assassi ns, wi t h t he ar mi es merel y pr ovi di ng a di st ract i on. DC 20: Over the course of the Last War, each of the Five Nat i ons bui l t up its i nt el l i gence agencies to si gni fi cant power. The Royal Eyes of Aundai r and the Ki ng' s Dark Lant er ns of Brel and are the best known of these organi za- t i ons, but even Cyre' s spies r e ma i n active t hr oughout Khor vai r e. DC 25: Whi l e it mi ght not be t r ue t hat the real war was fought by spies, it is cert ai nl y t r ue that some of the most devastating offensives of the war were es pi onage- r el at ed. The fall of t he Glass Tower i n Shar n (9 Ol ar une 918 YK) is t he most famous example, but ot hers suggest that the Day of Mour n- i ng t hat destroyed Cyre falls i n t he same category. Knowl edge (nobi l i ty and royalty) DC 25: Though bot h houses engage i n ot her activities to cover t he i r t r ue business, espionage is the real work of House Phiarlan and House Thur a nni . The Mark of Shadow grant s t he scions of these houses abi l i t i es r el at ed to stealth, disguise, and scrying. DC 30 : House Phi ar l an pr i mar i l y spies on behal f of Th r a n e , Aunda i r , and Br el and, while Th u r a n n i sells its secrets to the Lhazaar Pri nci pal i t i es, Kar r nat h, Dr oaam, and Q' bar r a. waiting for friends, or furtively eavesdropping on the soldiers at the next table. In a world where espionage is a fact of daily life, you must consider the motives and allegiances of every- one you meet. In a world in which shapechangi ng magic and races such as changelings and doppelgangers are so prevalent, it is rarely possible even to be sure who you are talking to. Most spies are motivated by a sense of pat ri ot i sm, rel i - gious devotion, or di st rust of a part i cul ar group (or groups). While it's certainly possible to gauge a person' s general con- victions and allegiances to assess the risk that the person is a spy, how easy is it to recognize ext reme zeal? Ther e is no simple way to tell the difference between a loyal suppor t er of Ki ng Boranel and a Brelish spy, and too many pr obi ng i nqui ri es only br i ng suspicion on you. Similarly, it is difficult to identify a changel i ng (but see How to Spot a Changel i ng, page 25), and almost impossible to assess one' s mot i vat i ons once i dent i fi ed. Is the change- ling you j ust identified a spy, or simply someone who enjoys taking on different personas? In a gr oup of advent ur er s who all come from di ffer- ent nat i ons, it mi ght even be difficult for you to t r ust your own al l i es. Aft er all, no mat t er how uni t ed your gr oup, the fact of the mat t er is t hat only a few years ago you mi ght well have been on opposi t e sides of the battlefield. Does a few mont hs of advent ur i ng t oget her count for mor e t han a cent ur y of nat i onal pr i de? If a member of your royal family asked you quest i ons about your gr oup, would you answer t r ut hf ul l y? If t hat same per son asked you to keep an eye on one of your par t ner s , could you? Now consi der: How would each of your t eammat es answer those last two quest i ons t hemsel ves? A secret' s value depends on how secret it is. The fewer people who know it, the great er its wort h. The value of covert i nf or mat i on starts to di mi ni sh as soon as you tell anyoneeven your closest advent uri ng compani ons. If what you tell t hem gets passed on accidentally (or secretly sold before you can sell it yourself), you could be left hol di ng a secret that everyone knows. NlNJAS AND SPELLTHIEVES Ninjas (see Complete Adventurer) are practitioners of a tradition that originated with the elf families that carry the Mark of Shadow. That tradition has spread beyond the dragon- marked families and their affiliated guilds, but every ninja school proudly traces its heritage to one branch of House Phiarlan or another. Ninjas are used as spies and assas- sins across Khorvai re. The shaarat'khesh gobl i ns claim to have a ninja tradition dating back to the Dhakaani Empire itself. Speilthieves (also in Complete Adventurer) are trained in stealth and arcane magic, and have the unique ability to siphon magical power from other creatures. The Royal Eyes of Aundair and the King's Dark Lanterns of Breland discovered and exploited this ability during the Last War. using speilthieves as spies and assassins with a focus on spellcasting targets. In the years since the end of the war, speilthieves have drifted without purpose. Some have ended up involved in criminal pursuits, whether in Khorvaire (particularly Sharn, Wroat, and Fairhaven) or beyond. KALASHTAR THE MOUNTAINS OF REFUGE Adar is said to be a land of hidden wonders. Tales speak of palaces carved from solid gold and hidden valleys where wine flows like water. Dragons hide in every storm cloud, and fiends are buried in the bur ni ng depths of volcanoes. These fanciful tales hold some t r ut h. The history of Adar dates back to the Age of Demons, and dragons and couatls left t hei r mark on this land. As time passed, humans rose to domi nat e the cont i nent of Sarlona. When tyrannical rul ers sought to crush those who sought arcane knowledge and religious freedom, the persecuted mystics made t hei r way to Adar, bui l di ng monasteries atop the r ui ns the dragons had left behi nd. The stone wreck- age held powerpower that could be used for defense. Adar became a place of refuge. The path t hrough the mount ai ns was long and difficult, but for those desperate few in need of sanctuary, Adar offered a last hope. Humans were not the only ones to seek refuge in the mount ai ns. Almost two thousand years ago, spirits from Dal Quor contacted the monks of Adar. These quori were bei ng hunt ed by forces of ni ght mar e that sought to ext i n- guish the last vestiges of light from t hei r pl ane. A gr oup of human mystics offered their own bodies as a way of providing these rebel quori with an escape from Dal Quorand the first kalashtar were bor n from this fusion. Physically, the kalashtar are essentially human, but spiritually, each carries the legacy of this anci ent pact. Every kal asht ar has a bond to one of the sixty-seven quori spi ri t s that fled from the Region of Dr eams. Thi s is a passive l i nk, and the kal asht ar cannot communi cat e directly with t hei r quori ancestors. However, a kalashtar receives special gifts from his quori bond: flashes of memori es, st range insights, and psionic powers. The enemi es of the kalashtar soon found a way to reach Eber r on, and today the kalashtar are locked in mort al combat with this force, the Dr eami ng Dark. Adar itself has been under siege for cent uri es. In recent years, the kalashtar and the humans of Adar have begun to make t hei r way to Khor vai r e. Her e, they i nt end to use t hei r remarkabl e ment al powers to st r engt hen the forces of lightand to ensur e that the Dr eami ng Dark does not conquer anot her real m. THE PATH OF LIGHT "The wheel of the age is constantly turning. One dream gives way to another. What will the next dream be, how will the next age emerge? That is in our hands." Kan' arath, kal asht ar visionary The kalashtar believe that reality is defined by a force they call Quor Tarai , "the Dr eam of the Age. " More powerful t han any god, this force radiates out from the heart of Dal Quor, shaping bot h Eber r on and the Region of Dreams. The kalashtar say that the cur r ent Quor Tarai is a nightmareand that the darkness of this dream inspires all the ills that plague the world. But Quor Tarai follows a nat ural cycle, and given time, this age of darkness will nat ural l y give way to i l -Yannah, "the Great Light" that lies ahead. One probl em r emai ns, howeverthe darkness does not want to let go. If this evil can seize cont rol of Eber r on and destroy those who worship the light, it will be able to mai nt ai n the cur r ent age forever. THE XEPHS OF ADAR The humanl i ke xephs live i n t he valleys of a great rift in Adar . Like the kal asht ar, they resist t he t yranny of the I nspi r ed of Ri edr a. In ages past they adopt ed psi oni c t r adi t i ons from kal asht ar mi ssi onari es, and they r emai n closely tied to the kal asht ar of t hei r homel and. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: The kal asht ar come from Adar, a smal l nat i on l ocat ed i n t he moun- t ai ns to t he sout h of Sar l ona. Due to the i nsul ar nat ur e of t he Sarl onans, little is known of t hi s l and. DC 15: The bar r en crags of Adar are said to conceal fertile valleys, anci ent temples, and vaults of arcane l ore. DC 20: Adar has eight major cities, each a vast fortress carved directly i nt o one of t he great mount ai ns of t he l and. Some great magi c prevent s access to Adar by t el epor t at i on. Knowl edge (history) DC 15: The Inspi red have laid siege to Adar for hundr eds of years, but despite t hei r vast numeri cal superiority, they have been unabl e to penet r at e Adar' s nat ural and super nat ur al defenses. Knowl edge (l ocal ) DC 20: Kal as ht ar t end to be s cr upu- lously honest . They believe i n mercy and ki ndness and seek to rehabi l i t at e cr i mi nal s r at her t han puni s h t hem. Knowl edge (the pl anes) DC 15: The kalashtar have a connect i on to some sort of ext rapl anar spi ri t s. DC 20: The kal asht ar possess i nnat e psi oni c abilities. Knowl edge (psi oni cs) DC 10: Sarlona is the cent er of psi oni c knowledge. Many psions i n Khorvai re l earned the art from a Sar l onan. DC 15: Psionics plays a vital role in daily life of Adar. Psionics is used to facili- tate communi cat i on, t r anspor t at i on, and defense. Knowl edge ( rel i gi on) DC 15: The kal asht ar follow the Path of Li ght , an ascetic t r adi t i on of medi t a- t i on and di sci pl i ne focused ar ound i l -Yannah, "the Great Light. " DC 20: The Pat h of Light is concerned wi t h spi r i t ual pur i t y and t he fate of soul s. Its followers fi ght demons , undead, and ot her creat ures they see as cor r upt i ng pur e souls. DC 25: The followers of t he Pat h of Li ght bel i eve t hat t hei r prayers are movi ng t he worl d cl oser to a new golden age, more effectively t han any sort of physical activity. At the most basic level, the followers of the Path of Light do not need to take any sort of physical action. By simply medi - tating on the light and acting with compassion, they believe that they are helping to t ur n the wheel of the age. But in recent years, kalashtar have begun to take a more active role in the world, promot i ng the light by fighting the darkness. Whi l e the greatest enemy of the kalashtar is the Dr eami ng Dark, t hei r shadow watchers have fought the Lords of Dust, the Or der of the Emerald Claw, and ot her villains. In the end, all these are manifestations of the darkness that afflicts the Quor Tarai. The Pat h of Li ght i n t he World "The kalashtar do not dream. Yet we will make their lives nightmare, and the heart of Dal Quor will never change." Ultaa Tsavarra, Inspi red Lord of Riedra The Path of Light is the domi nant rel i gi ous t radi t i on of the kalashtar, and almost all kalashtar practice at least some of its medi t at i on t echni ques, even those few who give t hei r allegiance to some ot her faith. Similarly, the humans, xephs, and ot her residents of Adar respect the Path of Light even if they do not fully under st and its t eachi ngs. The Path of Light has no organizational structure that can be separated from the society of the kalashtar and the nat i on of Adar. In Adar, the kalashtar live in fortresses that are also monasteries dedicated to the Path of Light, and the leaders of these settlements fill bot h temporal and spiritual roles. These roles fall into two categories: Li ght bri ngers spend t hei r time engaged i n the prayer and medi t at i on that they believe will change the shape of the comi ng age, while shadow watchers guard the communi t y against i ncursi ons by the Dr eami ng Dark or other hostile forces. No single lightbringer or shadow watcher holds a higher position than any other one, and leader- ship is largely a matter of communi t y consensus. NPC React i ons People i n Khor vai r e aren' t quite sure what to make of the kalashtar. They are beautiful, which can often sway opi n- ions in t hei r favor (or at least attract at t ent i on), but they are also clearly foreignersand in the wake of the Last War, people in Breland have enough trouble t rust i ng people from Aundai r , let alone people from across the sea. As a result, a typical NPC i n Khor vai r e has an i ndi fferent st art i ng atti- tude toward a kalashtar, though that indifference is certainly t empered by curiosity. An NPC who l earns that a nonkal asht ar is a follower of the Path of Light is likely to be dismissive of this strange behavior, but will again be i ndi fferent as a result. The Inspi red and the agents of the Dr eami ng Dark are hostile toward kalashtar and any ot her followers of the Path of Light they encount er . PSIONICS BEYOND SARLONA As described in the EBERRON Campaign Setting, the Inspi red and kalashtar races of Sarlona are the most common pract i t i o- ners of psionics in Eberronbut they are not the only ones. If your campai gn uses psionics, there' s no reason you can' t play a shifter psychic warri or from the El deen Reaches or a warforged wilder from Shar n. Psionics might have ori gi - nated in Sarlona, but it has since become more widespread, even in l ands with l i mi t ed Inspi red or kalashtar contact. The Dr eami ng Dark t rai ns non- I nspi r ed agents in the psionic arts, but that mysterious organi zat i on is protective of its secrets. Though a non- I ns pi r ed psi on who tried to leave the Dr eami ng Dark would quickly become the target of assassins, someone who managed to flee those i ni t i al attacks could make a very i nt er est i ng player character, constantly in hi di ng and on the r un. In cont rast , the kalashtar generously share the psi oni c mysteries. Some dedicated Khor vai r i ans have made pi l - grimages to the hi dden monast eri es of Adar to l earn psi on- ics and r et ur ned to Khor vai r e to form psi oni c monast eri es of t hei r own. Kal asht ar do not actively evangelize the Path of Light, but nei t her do they t ur n away converts, and devo- tees of the Path of Light are free to study psionics. Finally, psionic powers sometimes arise spontaneously. Just as some sor cer er s mani fest magi cal power wi t hout t r ai ni ng or pri or knowledge, psions and wilders can appear at r andom among member s of all races. SPIRITUAL ANCESTRY All kal asht ar are descended from the fusion of humans and quori spi ri t s. The most common type of quori spirit is the tsucora, an embodi ment of cunni ng and fear. But t here are ot her types of quoriin part i cul ar, the du' ul ora and the hashalaq. These feats allow a kalashtar charact er to show the effects of his unusual spi ri t ual l i neage. Du' ul or a Ancest or [Raci al ] The tsucora are the most common of the quor i , but they are not the only spirits in Dal Quor . You are descended from a du' ul ora quoria spi ri t that feeds on human anger and rage. By drawi ng on your du' ul ora essence, you can ent er a state of focused fury. Prerequi si te: Kal asht ar, Con 13, 1st level only. Benefi t: If you have the rage class feat ure, you can expend your psionic focus when you ent er a rage to extend the dur at i on by 5 r ounds . If you are a multiclass character, your bar bar i an class level does not count when det er mi ni ng whet her you take an XP penalty. Has hal aq Ancest or [Raci al ] The hashalaq quori essence wi t hi n you allows you to sense the emot i ons of ot hers. Prerequi si te: Kal asht ar, Cha 13, 1st level only. Benef i t : Add the empathy psi oni c power to your list of 1st-level powers known. If you don' t have the ability to mani f est psi oni c powers, you can use your raci al power poi nt s to mani f est empathy as a psi on whose mani f est er level is equal to one- hal f your char act er level ( mi ni mum 1st l evel ). Al so, Sense Motive is t r eat ed as a class skill for all your classes. KHYBER THE DARKNESS WITHIN Khyber is t he world wi t hi n t he worldthe dar kness t hat l urks deep beneat h stone and soil. Hundr eds of legends speak of the hor r or s hi dden in this l and. Gr i ml ocks and anci ent fiends i nhabi t cities filled with dark- ness so deep that even gobl i n eyes cannot pierce it. Her ds of gorgons graze on fields of st al agmi t es. Massive dr agons har ds lie scat t ered t hr oughout s ubt er r anean valleys, each b u r n i n g wi t h t he vile essence of a bound demon. But t hese r umor s and folk tales cannot be fully conf i r med, for few who vent ur e down i nt o the dept hs of the Dr agon Below r et ur n to tell t hei r stories. It would be i mpossi bl e for any advent ur er to expl ore t he ent i ret y of Khyber. The under dar k is t he mi r r or of the surface worldlarger t han all t he cont i nent s combi ned, si nce it st r et ches out beneat h t he oceans t hemsel ves. Vi r t ual l y any mons t er can be f ound in its dept hs , ei t her as t he r esul t of nat ur al evol ut i on or t he dark i nf l uences of t he r egi on. Bot h the dael kyr and rakshasa rajahs are bound i n t hi s dar kness, and many of the aber r at i ons t hat pl ague Eber r on are the handi wor k of these shapers of flesh. A j our ney down i nt o Khyber is a voyage i nt o the deadly unknown, but j ust as the dangers of the under dar k are impossible to predi ct , so are the t reasures you mi ght find t her e. What civilizations have taken root in the darkness? What magic did the daelkyr br i ng from Xori at , and what t reasures were bound with the rakshasa rajahs? Ther e' s only one way to find out. . . . GATEWAYS TO KHYBER Passages to Khyber can be found across Eber r on. From anci ent r ui ns to nat ural fissures, any surface openi ng that delves down far enough might lead to the dept hs of the Dragon Below: An unexpect ed ear t hquake could suddenly open up a passage to a previously unknown nat i on of gri ml ocks. Whi l e such unpr edi ct abl e t unnel s mi ght appear i n the bl i nk of an eye, experi enced advent urers and scholars know of l ong- st andi ng paths i nt o the darkness. The west coast of Khor vai r e saw the most i nt ense conflicts with the daelkyr, and this regi on is ri ddl ed with passages to Khyber. Even t hough most of these were sealed away by the Gat ekeeper dr ui ds and hi dden from history and pr yi ng eyes, a few yet r emai n. In Dr oaam, the city of Cazhaak Draal sits at op a shaft l eadi ng to Khyber . Dur i ng the anci ent war, the daelkyr unl eashed a horde of pet ri fyi ng monst ers against the gobl i ns, and today a t ri be of medusas domi nat es the region with the aid of domesticated gorgons, basilisks, and cockatrices. In the Demon Wastes, the Lai r of the Keeper is said to cont ai n t hou- sands of souls t rapped by the god of death and greed. Her oi c songs tell of those heroes who have fought t hei r way t hr ough the darkness to bargai n for the souls of fallen fri ends. In Br el and, the met r opol i s of Shar n is said to sit at op passages to Khyber. Though the deep t unnel s of that city have been sealed away since the War of the Mark, the darkness r emai ns, and eventually someoneor somethingwill breach those anci ent bar r i er s. The Mr or Hol ds are filled with anci ent chasms. Legends speak of two passages to Khyber her e. The Gor adr a Gap is a vast canyon mor e t han one hundr e d mi l es in l engt h s t r et chi ng down i nt o t he dar kness. Tales cl ai m t hat i mmens e mons t er s l urk i n its dept hscr eat ur es t hat exceed even dragons in size. Southeast of the Gor adr a Gap lies Nol dr unt hr one, r ui ned capital of a dwarven cl anhol d that collapsed under mysterious cir- cumstances. No one knows what happened to the dwarves of Nol dr unhol d, but some say t hat t hei r descendant s now live in t he dept hs of Khyber as twisted and i nsane reflections of t hei r race. WHAT DO YOU KNOW? Knowl edge ( dungeoneeri ng) DC 10: Khyber is home to an ast oni sh- ing array of deadly creat ures. The vast majority of aber r at i ons come from Khyber, and the under gr ound world is also home to monst r ous huma n- oids, giants, and magical beastsfrom trolls to medusas and basilisks. DC 15: Weapons formed from byeshk ore are effective against aberrat i ons that shrug off the bite of steel, i ncl ud- i ng dol gaunt s and dol gr i ms. Knowl edge (geography) DC 15: Below the surface of the ear t h, anot her whole world st ret ches out , vast i n its expanse and unchar t ed i n dept h. Thi s lightless world beneat h t he wor l d is cal l ed Khybe r , t he Dr agon Below. DC 20: Any nat ur al cave or manuf ac- t ur ed t unnel mi ght be an ent r ance to Khyber. New gateways to t he Dr agon Below appear const ant l y and unpr e - dictably, but const ant ent r ances are especially common near the west coast of Khor vai r e. Knowl edge (the pl anes) DC 15: A maj or p l a n a r i n c u r s i o n occur r ed ni ne t housand years ago, when an army from Xor i at attacked Eb e r r o n . Ab e r r a t i o n s ar e e i t he r natives of Xori at or creat ures twisted by the daelkyrthe lords of madness who led t he i ncur s i on. The Gat e- keeper dr ui ds bound t he survi vi ng daelkyr commander s in the dept hs of Khyber, but the creations of the flesh- shapers r emai n a t hreat to this day. DC 20: You know the names of specific daelkyr and t he ot her i nf or mat i on provi ded on the following page. Knowl edge ( rel i gi on) DC 10: Khyber was one of t he t hr e e pr ogeni t or dr agons. Eber r on bound Khyber in her coils; Eber r on became the world and Khyber became t he under dar k. Thi s deep, peri l ous real m is said to be filled wi t h all ma nne r of mons t er s . DC 20: Khyber is said to be t he father of fiends. The dr agons har ds found in Khyber have an affinity for bi nd- i ng spells, and legends say that many powerful demons are t r apped in the under wor l d. A FIELD GUIDE TO ABERRATIONS Knowl edge ( dungeoneer i ng) encom- passes knowl edge of a be r r a t i ons . So what can you expect to f i nd i n t he darkness? Wi t h a successful check (DC 10 + monst er ' s HD) , you can e nume r - ate key s t r engt hs and weaknesses of a specific aber r at i on. Wi t h a successful DC 10 check, you know t he names and des cr i pt i ons of a few of t he bet t er - known aber r at i ons. Abol eths are huge aquatic t er r or s, t ent acl ed fish wi t h i mmens e ment al powers. Some say t hat aboleths were the cr eat i ons of an aquat i c dael kyr l or d, while ot hers believe t hat aboleths are an anci ent race created by Khyber itself. Behol ders are vast floating heads st udded with wr i t hi ng eyestalks. Each eye has a deadly power, and t hese cr ea- t ur es are among t he most danger ous monst ers of the under dar k. Choke r s a r e s ma l l , r u b b e r y huma noi ds capabl e of s t r i ki ng wi t h ast oni shi ng speed and reach. Said to be warped halflings, these creatures lurk i n dark places where they can surpri se and t hr ot t l e the unwary. Dol gaunt s are wiry humanoi ds with long tentacles spr out i ng from t hei r s houl der s . Thes e cr eat ur es oft en lead bands of dol gr i ms . Dol gri ms were once the pr i mar y foot soldiers of the daelkyr. They appear as f our - ar med goblins with two mout hs, as if two gobl i ns had been merged. Grel l s are levitating br ai ns float- i ng over a mass of bar bed t ent acl es. They are solitary hunt ers, al t hough tales of large colonies somet i mes reach the surface. (Grel l s appear in Monster Manual / / a n d Lords of Madness.) Mi nd f l ayers ar e d i s t u r b i n g huma noi ds wi t h s qui dl i ke f eat ur es. These creatures possess genius intellects and powerful ment al abilities, and serve as the i nt er medi ar i es between the Cul t s of the Dragon Below and the daelkyr. Runehounds are hairless wolves. A r unehound has no head, only a mout h at t ached to a l ong flexible neck. These cr eat ur es are f ound i n t he company of dol gr i ms . ( Rune hounds appear i n Monster Manual III.) Umber hul ks are l arge, powerful humanoi ds combi ni ng t he feat ures of apes and i nsect s. Umber hul ks possess awesome physical s t r engt h and were used as shock t roops by the daelkyr. THE DAELKYR Accor di ng to l egend, Eber r on bound Khyber in the dept hs. Whet her this is t r ut h or myth, ot her creat ures have since been likewise t rapped in darkness. The rakshasa rajahs are truly boundconfi ned inside Khyber dr agons har ds where they can do no mor e t han whi sper to vul ner abl e mi nds and l end fai nt power to t hei r fol l owers. However, t he l ords of Xoriatthe daelkyrare not so const r ai ned. They have been cut off from t hei r home pl ane, as the magic of the Gat ekeepers prevents t hem from r et ur ni ng to the surface of Eber r on. However, they can move freely in the dept hs, and they have spread across the l engt h of Khyber, each dark lord creat i ng his own si ni st er domai n. Unl ess you have r anks i n Knowl edge (t he pl anes) , you probabl y know not hi ng of t he dael kyr. The shaper s of flesh were t r apped in Khyber t hous ands of years ago, and most peopl e simply know t hat monst er s l urk i n t he dar kness. If you are versed i n pl anar l or e, you know t hat appr oxi mat el y ni ne t hous and years ago, t he dael kyr bur st t hr ough t he pl anar bar r i er s at t he head of an army of madness. Draw- i ng di rect l y on t he power of t hei r home pl ane, they t r ansf or med native cr eat ur es i nt o monst er s. Many of the aber r at i ons of the moder n day are the resul t of t hi s cor r upt i on. Mi nd flayers led ar mi es of dol gaunt s and dol gr i ms agai nst t he Dhakaani gobl i noi ds, bol st ered by l i vi ng ar t i l l er y in t he form of behol der s and r une hounds . Ul t i mat el y, t he Gat ekeeper dr ui ds were able to sever t he connect i on bet ween Ebe r r on and Xor i at . The few dael kyr not sent back were t r apped i n Khyber and depri ved of a great deal of t hei r power. However, even as deadly as t he dael kyr are, if Xor i at ever became cot er mi nous agai n, t hei r power woul d i ncrease beyond measur e. A daelkyr has the appearance of a handsome humana fact that caused some al ar m when human col oni st s first arri ved on Khor vai r e. However, the angel i c appear ance of a dael kyr is typically mar r ed by its t r appi ngs. In addi t i on to creat i ng new species, the daelkyr are masters of symbionts and grafts, and a daelkyr typically bears ar mor and weapons formed from chi t i n and raw muscle. The mere presence of a daelkyr can cause madness, while its touch can dr ai n away vitality or intellect. As befits the lords of madness, the goals of the daelkyr ( i ncl udi ng the motives behi nd t hei r attack on Khorvai re) remai n a mystery. Despite their vast powers, the dael kyr have made little effort to escape t hei r pr i sons. They aid t hei r cul t s, but not as di rect l y as they mi ght . Onl y one t hi ng is certainif you cross the path of a daelkyr lord, be ready for battle. Sages believe that at least six daelkyr are i mpri soned in Khyber. Whi l e some of the daelkyr are known only as deadly monst ers, the names of a few individuals have filtered out t hrough the Cults of the Dragon Below. These are undoubt edl y among t he most powerful of t hei r ki nd, with abilities beyond those present ed in the EBERRON Campaign Setting. Accor di ng to l egend, Dyr r n t he Cor r upt or is t he mi ght i est of the dael kyr, r esponsi bl e for t he cr eat i on of t he dol gaunt s and dol gr i ms . Dyr r n is said to be t rapped beneat h the El deen Reaches, and alleged to be responsible for the hor r or s that lurk in the deep woods. Bel ashyrra, the Lor d of Eyes (depi ct ed on t he fol l owi ng page), is known as the creator of behol ders. It is said to have a chamber in its citadel covered with eyes. By t ouchi ng these walls, the daelkyr can look t hrough the eyes of any living creat ure. Orlassk, the master of stone, is said to have made medusas, basilisks, and ot her pet ri fyi ng cr eat ur es. Medusas are not aber r at i ons, but Gat e- keeper records describe medusas fighting alongside daelkyr in the battle for Cazhaak Draal . Orlassk' s citadel is said to be formed of living stonea giant gargoyle that prowls the dept hs of Khyber. Kyrzi n is a pr i nce of slime and ooze. It is said to lurk beneat h the Shadow Marches, spr eadi ng t er r or t hr oughout the swamps. Kyrzi n has created all manner of oozes. Stories tell of sent i ent slimes, and of oozes that can ent er human bodies. In some cases these slimes control the actions of t hei r hosts; in ot her s, they simply wait for the pr oper moment before boi l i ng out of the victim, bur ni ng t hr ough flesh and bone. Belashyrra, the Lord of Eyes ABERRATIONS If any creat ure can lay claim to bei ng more unnat ur al t han the undead, it is an aber r at i on. An abberat i on is defined by its profoundl y unnat ur al characterphysiology that defies the laws of nat ure and t hought processes that are completely and utterly al i en to humans . A medusa mi ght be a bi zarre cr eat ur e with deadly magical powers, but it sees t he world in much the same way a huma n or elf does. A mi nd flayer might be humanoi d i n form, but it has not hi ng in common with humani t y in ei t her mi nd or body. Thi s al i en nat ur e drives the Gat ekeepers and ot her dr ui ds to battle aber r at i ons. As st range as a displacer beast may seem, it belongs on Eber r on. Magic resonates t hr ough the world, and j ust as a human can develop a dr agonmar k or the power of sorcery, a creat ure such as the displacer beast can devel op s uper nat ur al abi l i t i es. An aber r at i on, how- ever, has no place in nat ur e. The dr ui ds see the presence of aberrat i ons as an infectiona wound that, if left unt reat ed, could destroy the world. The Gatekeepers are the staunchest hunt er s of aber r at i ons, and Gat ekeeper r anger s focus on aberrat i ons as t hei r favored enemi es. The Wardens of the Wood also hunt these monst ers, prowl i ng the heart of the Toweri ng Wood in search of t hei r foulness. Many aberrat i ons are the creat i ons of the daelkyr, but not all. The myths say that Khyber itself is opposed to nat ure, and aberrat i ons might have been shaped by the dark power of the dept hs. Some say that any creat ure that spends too much time in the under dar k becomes corrupt ed and unnat ur al . In the moder n age, the Day of Mour ni ng produced new aberra- tions as it twisted land and life. Characters who devote themselves to battling aberrations have a number of options. In addition to the Gatekeeper Ini t i - ate, Repel Aber r at i on, and St r ong Mi nd feats i n the EBERRON Campaign Setting, the feats on this page and the gatekeeper mysta- gogue prestige class on the following pages can help prepare a charact er to do battle against the spawn of the daelkyr. BATTLING THE UNNATURAL The following feats give characters additional abilites with which to fight aberrations. Aber r at i on Banemagi c You can cast spells that do extra damage to aberrations. Benefi t: When you cast a spell that damages an aber- ration, you deal an extra 2d6 points of damage. A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all aberrations in the area it affects. However, if a 3rd-level wizard casts magic missile and produces two missiles, only one of them (of the wizard's choice) gains the extra damage, whether both missiles are directed at the same aber- ration or two different ones. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribed by you and scrolls activated by you do not gain any benefit from Aberration Banemagic. The same is true for most other magic items, such as wands and potions. However, staffs activated by you not only use your caster level but also gain the benefit of this feat, if applicable. If the spell allows a saving throw, the DC of the saving throw increases by 2. The extra damage dealt by this spell is either halved on a successful saving throw or negated, dependi ng on how the regular damage dealt by the spell is affected by a successful save. I ndomi t abl e Di sci pl i ne Many aberrations in Khyber possess powers al l owi ng them to control the mi nds of lesser creatures. Your strict mental discipline allows you to resist attempts to mani pu- late your thoughts. Prerequi s i t e: Regi on of ori gi n Shadow Marches, Eldeen Reaches, Adar, or Riedra. Benef i t : You receive a +3 bonus on saving throws again charm or compulsion effects, or any other effect that would give another creature control of your thoughts (such as an aboleth's enslave ability). Unna t ur a l Enemy Aberrations are especially common in the Shadow Marches and the Eldeen Reaches. While only a few people actively follow the Gatekeeper tradi ti ons, many hunters learn to fight these terrors. You have been trai ned i n the ways of aberrations, and you know how to recognize them and spot their weaknesses. Prerequi si te: Region of origin Shadow Marches or Eldeen Reaches, or Gatekeeper Initiate feat. Benefi t: You receive a +2 bonus on Knowledge (dun- geoneering) checks made in conjunction with aberrations. You also gain a +2 bonus on weapon damage rolls made against aberrations. Speci al : If you have sel ected aberrat i ons as a favored enemy, the bonus on Knowl edge ( dungeoneer- i ng) checks instead equals your favored enemy bonus against aberrations. (The bonus on damage rolls is unaf- fected, but still stacks with the bonus from the favored enemy ability.) THE CULTS OF THE DRAGON BELOW "Reveal to us, O Queen with Burning Eyes, the depths of Khyber, and open to us the glories of the Dragon Below. Accept this offering of blood, and grant us your favor in return." Vestan i r ' Si mul , adept of the Dr agon Below The people of Khor vai r e know of the Cul t s of the Dragon Belowmad acolytes of the darkness wi t hi n the world who work to free the fiends bound in the dept hs. Also known as Khyber cultists, these i nsane creatures are one of the classic evils used by par ent s to fri ght en chi l dr en. Ther e is t r ut h behi nd the legends, and the t r ut h can be t erri bl e. Whi l e the uni ni t i at ed t hi nk of the cults as a monol i t hi c entity, l i t t l e coul d be f ar t her from the t r ut h. The oldest forms of t he Cul t s of t he Dr agon Below wor shi p Khyber itself, seeking to placate the powers of darkness t hrough sac- rifice. Despite the fact that these are the most literal Cults of the Dragon Below, they are rarely found among the common races. Humans and the ot her people of Khor vai r e rarely see the pr ogeni t or dragons as active forces in the moder n world, and typically only kobolds and lizardfolk still pay homage to the great wyrm of the dept hs. Moder n cultists worship the various entities t rapped wi t hi n Khyber t he rakshasa raj ahs, or mor e commonl y the daelkyr. However, these groups have a very clouded view of t hei r objects of worshi p. The f oundat i on of cult beliefs emerged from t he dael kyr i nvasi on, s pr out i ng from the seeds of i nsani t y pl ant ed among survivors and from half- r emember ed tales of the lords of madness. When humani t y came to the Shadow Marches and j oi ned with the orc tribes, they brought t hei r own myths, legends, and racial perspec- tive to these t radi t i ons, and dozens of uni que sects emerged from the mi x. Some Cul t s of the Dr agon Below fight the Gatekeepers. Some fight the ot her cults. Many simply watch and wait, pr epar i ng for the day t hat the darkness will rise up from the Dr agon Below to engul f the world. Many cultists know not hi ng about the daelkyr, t hough they might know of Belashyrra, the blessed Lord of Eyes (see page 85), who watches all t hi ngs and grant s the faithful gifts of new flesh. Cul t i st s revere aber r at i ons as the her al ds of the world that is to come, and they believe t hat in t i me the faithful will be grant ed powers to mat ch those of the mi nd flayers. They see t hi s hor r or as beauty, and embrace the unnat ur al as t hei r destiny. Whi l e a member of any class can be a follower of the Dr agon Below, sor cer er s, warl ocks, and bar bar i ans are especially common among the cul t i st s. A bar bar i an cul t - ist embraces the madness of Xori at when he ent ers battle, and hi s rage is a t er r i bl e t hi ng to behol d. Sor cer er s and warlocks mi ght draw t hei r magic from a bond to the dark powers of the Dragon Below or Xoriat itself. Characters with such abilities are respected by member s of the Cul t s of the Dragon Below, but the people of the Shadow Marches view such Spellcasters with suspi ci on. CULTS Of THE DRAGON BELOW IN THE WORLD "Lunatics, the best of them. The worstwell, they're mad as well, but mad with visions of the annihilation of the world." Saala Tor r n, elder Gat ekeeper of the Shadow Marches Whi l e it is comfortable and conveni ent for people to i mag- ine that the Cults of the Dragon Below are a phenomenon pr i mar i l y restricted to the Shadow Marches and such out - of-the-way places, the t r ut h is that they exist everywhere. At least t hr ee cults are secretly active i n Shar n, the largest led by the mi nd flayer Chyrassk, who busily attracts members from among the desperate refugees of lost Cyre. The Cults of the Dr agon Below are not a fringe sect that can be easily i gnor ed, but a pervasive cor r upt i on spr eadi ng i nt o every part of the world. Organi zati on: The Cults of the Dragon Below have no overarchi ng organi zat i on. Cul t s form ar ound part i cul arl y chari smat i c i ndi vi dual s dri ven by i nsane visions of Khyber, t hen are quickly dissolved with the death of t hei r leaders. In some cases, a daelkyr or a lesser aber r at i on acts as sponsor for a cult and mi ght found a new cult after one dissipates, but t her e is ot herwi se little uni fi ed t r adi t i on among the cults and absolutely no cent ral l eadershi p. Cul t leaders arise in all walks of life, from orc bar bar - ians in the Shadow Marches to nobles in the City of Towers. Many l eaders have levels in the adept NPC class, cast i ng spells powered by t hei r devotion to the dark forces behi nd t hei r cults. Ot her s, t hanks to the influence of an aberrat i on pat r on, can call on the powers of a symbiont grafted to t hei r flesh to suppl ement t hei r spells and ot her abilities. NPC Reactions Few sane people would greet a recognizable member of a Cul t of the Dr agon Below with anyt hi ng war mer t han an unf r i endl y r eact i on. Even if a cul t i st s affi l i at i on is not i mmedi at el y obvi ous, devotees of the cults are often obvi- ously deranged, mani fest i ng t hei r insane nat ure and biasing NPC reactions against t hem. Members of the Gat ekeeper sect of dr ui ds, as well as ot her charact ers associated with that sect (i ncl udi ng tribes of the Shadow Marches), have a hostile i ni t i al react i on to the Cul t s of the Dragon Below due to t hei r long history of opposi t i on to the daelkyr and t hei r mi ni ons. CULTS AND DOMAINS Different Cults of the Dragon Below grant t hei r clerics access to varying domai ns, possibly i ncl udi ng domai ns from s our c e s s uc h as Complete Divine a n d Booh of Vile Darkness. If you use this opt i on, cults might gr ant access to any of the fol- lowing domai ns: Cor r upt i on*, Darkness*, Dragon Below, Ear t h, Evil, Greed*, Madness, Pact*, Pain*, Pestilence*, Summoner *. Domai ns with an asterisk (*) are from Complete Divine, while domains marked with a dagger (*) are from Book of Vile Darkness. GATEKEEPER MYSTAGOGUE "Nine thousand years ago the daelkyr came. On my life, they will not come again." Runnar Khur ak, gatekeeper mystagogue Hei r s to a t r adi t i on over si xt een mi l l enni a ol d, t he gat ekeeper mysta- gogues stand among the greatest foes of the daelkyr and t hei r aberrat i on spawn. Char ged with cl eansi ng Khyber of all aber r at i ons and mai nt ai n- i ng t he di mensi onal seals t hat prot ect Eber r on agai nst anot her i ncur - sion from Xori at , gatekeeper mystagogues are the highest echel on of the Gat ekeeper dr ui ds. BECOMING A GATEKEEPER MYSTAGOGUE All gatekeeper mystagogues are at least 3rd-level dr ui ds, and most have at least six dr ui d levels. Because the prestige class enhances your ani mal compani on, you' ll get the most benefit from the class if you maximize your dr ui d levels. It's possible to ent er the class as a 3rd-level dr ui d/ 2nd- l evel ranger, but your ani mal compani on will be weaker for it. You need to be a gat ekeeper before you can become a gat ekeeper mystagogue. That is, you must be a member of the Gat ekeeper sect, and you must have ear ned the r ank of gat ekeeper, passi ng t hr ough the aspi - r ant and i ni t i at e r anks first. Most dr ui ds who meet the ot her r equi r e- ment s to ent er t hi s class have already ear ned the r ank of gat ekeeper, but it is possible t hat you mi ght have to per f or m a quest to prove your wort h before you are per mi t t ed to take your first level in t hi s class. Such a quest mi ght involve dest royi ng an aber r at i on such as a wi l l -o' -wi sp, a water naga, a phasm, or an umber hul k, or a couple of gi bber i ng mout her s or a nest of car r i on crawlers. Ent r y Requi r ement s Al i gnme nt : Any non-evi l Base At t ack Bonus : + 4 Spel l s: Ability to cast 2nd-level divine spells Ski l l s: Knowledge (the planes) 8 ranks Feat s: Gat ekeeper Ini t i at e, Repel Aber r at i on Speci al : Must hold the rank of gatekeeper wi t hi n the Gat ekeeper sect CLASS FEATURES Dedi cat i ng yoursel f to f i ght i ng aber r at i ons , you l ear n s uper nat ur al powers that allow you and your ani mal compani on to hamper aberrat i ons and, ultimately, destroy t hem. Your ani mal compani on gai ns addi t i onal WHAT DO YOU KNOW? Knowl edge (nature) DC 10: The Gat ekeeper s are member s of a smal l dr ui d sect f ound i n t he El de e n Reaches and t he Shadow Marches. DC 15: Th e Gat ekeeper s many of whom are orcsdedi cat e t hemsel ves to pr ot ect i ng the world from aber r a- t i ons and out si ders. DC 20: Th e o r i g i n a l Ga t e ke e pe r s were t he first dr ui ds of Khor vai r e, t aught by a dr agon. The sect played a maj or rol e i n r epel l i ng t he i nvasi on of t he dael kyr. DC 22: A few Gat ekeeper s t ake t hei r dedi cat i on to an ext r eme, wa nde r - i ng i nt o t he worl d to seek out and dest r oy a be r r a t i ons and r oot out Cul t s of t he Dr agon Below. Some of t hese carry t he t i t l e of gat ekeeper mys t agogue, and t hey wade i nt o bat t l e wi t h t hei r a ni ma l c ompa n- i ons, wi el di ng mi ght y magi c agai nst aber r at i ons . DC 25: One of t hese dr ui ds was t he hal f-orc Runna r Khur ak, who slew a pai r of behol ders that had enslaved a remot e village in the western Shadow Mar ches bef or e di s appear i ng i nt o the swamp. DC 30: Some d r u i d s st i l l t el l t he tales of Havar r i en Ba ne ha mme r , a mi ght y orc who was solely r e s pon- sible for t he deat h of no less t ha n t hr ee dael kyr i n t he t i me of Ka r r n t he Conque r or . THE GATEKEEPER MYSTAGOGUE HI T DI E: D8 Base Attack For t Ref Will Level Bonus Save Save Save Special Spel l cast i ng 1st +0 +0 +0 +2 Ani mal companion, repel aberration, invest byeshk weapon, weapon proficiency 2nd +1 +0 +0 +3 Aberration Banemagic, purifying arc +1 level of existing divine spellcasting class 3rd +2 +1 +1 +3 Venom immunity, +1 level of existing divine spellcasting class animal companion (byeshk) 4th +3 +1 +1 +4 Tort uri ng arc +1 level of existing divine spellcasting class 5th +3 +1 +1 +4 Purge aberrations +1 level of existing divine spellcasting class 6th +4 +2 +2 +5 Slippery mi nd, animal +1 level of existing divine spellcasting class companion (slippery mind) 7th +5 +2 +2 +5 Disrupting arc +1 level of existing divine spellcasting class 8th +6 +2 +2 +6 Temporary seal +1 level of existing divine spellcasting class 9th +6 +3 +3 +6 Ani mal companion (bonus damage) +1 level of existing divine spellcasting class 10th +7 +3 +3 +7 Wracking arc +1 level of existing divine spellcasting class Class Skills (4 + I nt modi fi er per level): Concentration, Diplomacy, Escape Artist, Handle Ani mal , Knowledge (nature), Knowledge (the planes), Listen, Ride, Spellcraft, Spot, Survival, Swim. special abi l i t i es as you advance i n the class, and you become able to creat e l i nes of power t hat arc bet ween you and your compani on, devastating aberrat i ons that are caught in t hei r pat h. Spel l cast i ng: At each level beyond 1st, you gai n new spells per day and an i ncrease i n caster level (and spells known, if appl i cabl e) as if you had also gai ned a level i n a di vi ne spel l cast i ng class to whi ch you bel onged bef or e addi ng t he prest i ge class level. You do not , however, gai n any ot her benefi t a charact er of that class would have gai ned. If you had mor e t han one di vi ne spel l cast i ng class before becomi ng a gat ekeeper myst agogue, you must deci de to whi ch class to add each level for the pur poses of det er mi ni ng spells per day, caster level, and spells known. Ani ma l Compani on: If you have an ani mal com- pani on, your gatekeeper mystagogue levels stack with your previous class levels (usually dr ui d or ranger) to det er- mi ne t he ani mal compani on' s abi l i t i es. If you do not already have an ani mal compani on, you gai n one at 1st level, and your effective dr ui d level is equal to your gatekeeper mystagogue level. At 1st level, your ani mal compani on gai ns a +2 bonus on saves agai nst t he s uper nat ur al and spel l -l i ke abi l i t i es of aber r at i ons. At 3rd level, your ani mal compani on' s nat ur al weap- ons are consi dered to be made of byeshk (see page 126 of the EBERRON Campaign Setting) for the pur pose of overcomi ng damage r educt i on. Thes e attacks do not gai n any ot her benefi t s of byeshk. At 6th level, your ani mal compani on gains the slippery mi nd class feature (see page 50 of the Flayer's Handbook). At 9th level, if your ani mal compani on hits an aberra- tion that you also hit with a melee attack in the same r ound, the ani mal compani on' s attack deals an extra 2d6 poi nt s of damage. Thi s ability funct i ons only once per r ound (so mul t i pl e hits by the ani mal compani on don' t deal the extra damage mor e t han once). Repel Aberrat i on: Your gatekeeper mystagogue levels stack with your dr ui d levels for t he pur pos e of t hi s feat (descri bed on page 58 of the EBERRON Campaign Setting). You also gai n one addi t i onal daily use of t hi s feat for every two class levels of gatekeeper mystagogue. Invest Byeshk Weapon (Su): As a swift action, you can spend a use of your repel aber r at i on ability to charge a byeshk weapon with nature's wrath for 1 r ound, enabl i ng it to overcome any form of damage reduct i on possessed by an aber r at i on. Addi t i onal l y, any aberrat i on struck by the weapon is dazed for 1 round unless it succeeds on a Fortitude save (DC 10 + mystagogue level + Cha modi fi er). Weapon Proficiency: You gain proficiency with the light and heavy mace at 1st level. Thi s proficiency allows you to make best use of byeshk weapons, which are most effective as bl udgeoni ng weapons. Abe r r at i on Bane magi c : At 2nd level, you gai n Abe r r a t i on Banemagi c (see t he si debar on page 86) as a bonus feat. Puri f yi ng Arc (Su) : Begi nni ng at 2nd level, as a swift action you can spend a use of your repel aberrat i on ability to create a line of puri fyi ng energy between you and your ani mal compani on (which must be wi t hi n 20 feet of you for this effect to funct i on). Any aberrat i on along this line takes a 1 penalty on attack rolls and saving throws for 1 r ound (no save). A gatekeeper mystagogue Venom I mmuni t y (Ex) : At 3rd level, you gain i mmu- nity to poi son. Tort uri ng Arc (Su): Begi nni ng at 4t h level, as a swift action you can spend a use of your repel aberrat i on ability to create a line of di sr upt i ng energy between you and your ani mal compani on (which must be wi t hi n 20 feet of you for this effect to funct i on). Any aber r at i on along this line takes 2d6 poi nt s of damage and is nauseated for 1 r ound. A successful Fort i t ude save (DC 10 + mystagogue level + Cha modifier) negates the nauseated effect. Purge Aberrat i ons ( Su) : At 5t h level, as a st andar d act i on, you can spend a use of your r epel aber r at i on abi l - ity to deal 5d6 poi nt s of damage + l d6 poi nt s per class level to all aber r at i ons wi t hi n a 30-foot bur st . A success ful Wi l l save ( DC 10 + myst agogue level + Cha modi f i er ) halves t hi s damage. Slippery Mi nd ( Ex) : At 6th level, you gain the slippery mi nd class feature. Di srupt i ng Arc ( Su) : Begi nni ng at 7th level, as a swift action, you can spend a use of your repel aber r at i on ability to create a line of di sr upt i ng energy between you and your ani mal compani on (which must be wi t hi n 20 feet of you for this effect to funct i on). Any aberrat i on al ong this line is incapable of mani fest i ng psionic powers or usi ng psi-like abilities for 1 r ound unless it succeeds on a Fort i t ude save (DC 10 + mystagogue level + Cha modi fi er). Temporary Seal ( Su) : At 8t h level, as a st andar d action, you can spont aneousl y create an area si mi l ar to a dimensional seal (see page 272 of t he EBERRON Campaign Setting) by sacrificing any uncast divine spell (similar to spontaneously casting summon nature's ally). The caster level of this effect is equal to your highest divine caster level. You choose a poi nt wi t hi n close range (25 ft. + 5 feet/2 caster levels), and the area ext ends in a 20- f oot - r adi us emanat i on cent ered on t hat poi nt in space. The dur at i on is 2 r ounds per level of the spell sacrificed. Wi t hi n this area, di mensi onal travel is impossible (as with the dimensional lock spell), and the effects of any manifest zone are suppressed. Wracking Arc (Su): At 10th level, as a swift action, you can spend a use of your repel aber r at i on ability to create a line of wracki ng energy between you and your ani mal com- pani on (which must be wi t hi n 20 feet of you for t hi s effect to f unct i on) . Any aber r at i on along this l i ne is st unned for 1 r ound unl ess it succeeds on a For t i t ude save ( DC 10 + mystagogue level + Cha modi fi er). PLAYING A GATEKEEPER MYSTAGOGUE The world faces a serious t hr eat . As long as aberrat i ons lurk in the dept hs of Khyber, not only are humanoi ds in per i l , but the world itself coul d be dest royed. You must never take the spawn of the daelkyr and the t hreat they represent lightly. Some advent ures you under t ake mi ght not involve aberrat i ons, or the Cults of the Dragon Below, or an ancient artifact left by the dael kyr t hat has fallen i nt o t he wrong handsbut it's i mpor t ant to rul e out the possibility that any t hreat mi ght be connect ed to the daelkyr. If such a connec- tion is discovered, you stand ready, and your vigilance could mean the difference between the cont i nued existence of the world and its ut t er anni hi l at i on. Not every hi gh- r anki ng dr ui d among the Gat ekeepers chooses t he pat h of t he myst agogue. Most lack the si ngl e- mi nded focus on fighting aber r at i ons t hat you possess. That ' s all rightthere are many different tasks to be done, and not everyone can follow your hi gh cal l i ng. You are not super i or to ot her gat ekeepers in t he sect purel y by vi rt ue of bei ng a mystagogue, but nei t her does your dedi cat i on to hunt i ng aber r at i ons mar gi nal i ze you in any way. You lack the time and the desire to rise to a position of high authority in the sectleave that to the ot her s. You are a vital part of Eberron' s defense against a new daelkyr invasion. Combat: You t r ul y shi ne when i n combat agai nst aber r at i onswhi ch is what you live for, aft er al l . Your ani mal compani on is your best ally i n t hese s i t uat i ons . Maneuver it i nt o a position where an arc between your com- pani on and you will catch as many aber r at i ons as possible, and let l oose. Si nce you and your compani on must be no more t han 20 feet apart for you to use one of your arcs, chances are you will be ri ght up in melee or close to it. You might choose to hang back and try to use your arc abilities while bl ast i ng your foes with spells enhanced by your Aber - rat i on Banemagi c feat. Aft er a few r ounds of t hi s, however, even a gi bber i ng mout her will get wise and close with you, so you' d bet t er be ready for meleepreferably with a byeshk weapon in hand. Of cour se, not every combat encount er involves an aber r at i on. You lack the wild shape ability of ot her dr ui ds of your char act er level, whi ch mi ght r est r i ct your useful - ness in mel ee agai nst nonaber r at i ons , but you st i l l have a perfectly capable ani mal compani on and a full compl e- ment of dr ui d spel l s to br i ng to bear . You shoul d fi nd a bal ance bet ween usi ng attack spells (call lightning, flame strike, insect plague) and usi ng spells to assist your al l i es, i ncl ud- i ng your ani mal compani on (cure wounds, animal growth, mass bear's endurance). At t he hi ghest levels i n t hi s class, you gai n t he most powerful arc abi l i t i es, as well as one uni que ability t hat might only come i nt o play in cert ai n ci rcumst ances, but can really t ur n the tide of i mpor t ant battles: your t emporary seal ability. The Shadow Marches are l i t t ered zones l i nked to Kyt hr i and Xori at , and aberrat i ons you encount er wi t hi n those mani fest zones gai n exceptional power from t hem. Your t empor ar y di mensi onal seal gives you t hree st rong advantages: It can negate any benefit a creat ure gains from a manifest zone, it can prevent a foe from escaping (such as a mi nd flayer usi ng its plane shift abil- ity), and it can allow you to bani sh an ext r apl anar creat ure that ot herwi se coul dn' t be forced back to its home plane while wi t hi n t he manifest zone (see page 122 for more about manifest zones). Advancement : Char act er s who become gat ekeeper myst agogues do so because they come to feel an over- whel mi ng sense of the wrongness of aberrat i ons, a fevered awareness that such creat ures are a violation of nat ur e and all that is ri ght in the world. Oft en, t hi s real i zat i on occurs while a charact er is usi ng his Repel Aber r at i on feat, and it is accompani ed by a st rong sense of nat ure' s wrat h flowing t hr ough his body in an almost tangible form to drive away the abomi nat i ons. Soon after havi ng t hi s experi ence, the char act er goes i nt o a per i od of r et r eat and emerges as a gatekeeper mystagogue. Once you have donned the mant l e of a mystagogue, you are largely on your own. You still have the full suppor t and encour agement of the Gat ekeeper sect, of course, but with so few mystagogues wi t hi n the sect you can chart your own course and you need answer to no one except perhaps the hi ghest -ranki ng gatekeepers of the sect. It is not unusual for a mystagogue to feel that the only one who truly underst ands his cal l i ng is his ani mal compani ont he one cr eat ur e that shares his devotion to bat t l i ng aber r at i ons. As you advance t hr ough t he levels of the gat ekeeper mystagogue prest i ge class, you can become a seri ous spe- cialist, focusing all your abilities on fighting aber r at i ons. You mi ght consi der addi t i onal feats such as I r on Wi l l , I ndomi t abl e Di sci pl i ne, Unna t ur a l Enemy (see page 86), or Dar kst al ker (from Lords of Madness) to f ur t her i ncr ease your resistance against the attacks of aberrat i ons and make yourself more effective against t hem. You could spend skill poi nt s on Escape Art i st , for escaping the tentacles that all too often coil ar ound your l i mbs, as well as your usual suite of survival skills. Thi s approach is great if you know you' re going to be fighting a lot of aberrat i ons for the rest of your career, but if you expect to encount er ot her types of mon- sters as well, you mi ght want to consi der br oadeni ng your capabilities accordingly. Resources: The Gat ekeeper s have few r esour ces as such t hi ngs are meas ur ed by t he wi der worldthey are not wealthy or i nf l uent i al , except per haps in t he Shadow Mar ches, where t hei r dr ui ds lead and gui de some t r i bes of or cs. However, t he Gat ekeeper s possess vast st ores of knowl edge as hei r s to a s i xt een- t hous and- year - ol d t r a- di t i on. A gat ekeeper myst agogue who seeks out t he most l ear ned mast er s of t hi s t r adi t i on can l ear n much about aber r at i ons , t he dael kyr and t hei r i nvasi on, t he pl ane of Xoriat, and the dimensional seals that keep Xoriat from spi l l i ng i nt o t he world agai n. As a gener al r ul e, t hese NPCs can make a Knowl edge ( dungeoneer i ng) or Knowl edge (the planes) check with a +15 bonus on behalf of the mystagogue. Seeki ng out these knowledgeable Gat ekeepers can be an advent ure in itself; such charact ers are al most exclusively located in the Shadow Marches. GATEKEEPER MYSTAGOGUES IN THE WORLD "There is no denying that Khurak was enthusiastic, dedicated, even inspired. But would I have entrusted the care of a village to him? That would hardly have been fairto the village or to him." Saala Tor r n, hal f-orc Gat ekeeper The gatekeeper mystagogue is a t r ue advent ur i ng prestige class. Dedi cat ed to fi ght i ng aber r at i ons, a mystagogue has no pat i ence for the day- t o- day mai nt enance of c ommuni - ties i n the Shadow Marches and t he mundane busi ness of the Gat ekeeper sect. He has a cal l i ng to be out in the world fighting against the forces of cor r upt i on. Dai l y Li f e: Daily life for a gat ekeeper myst agogue involves ve nt ur i ng i nt o t he dept hs of Khyber to ext er - mi nat e nest s of gr el l s, u n e a r t h i n g a Cul t of t he Dr agon Below meet i ng i n the sewers of Shar n and slaying its naga pat r on, and r oot i ng out t he mi nd flayer behi nd all the strange recent events in the town of Wyr. The r e is no room in his life for anyt hi ng t hat does not carry t he t ai nt of an aberrat i on' s touchor at least suggest t hat an aber r at i on (or a Cul t of the Dr agon Below) mi ght be involved. Since the Gat ekeeper sect has become an est abl i shed rel i gi on involved i n offeri ng spi r i t ual gui dance to i ndi vi dual s and communi t i es, it has an ambi val ent r el at i onshi p with the mystagogues, who r emai n dedi cat ed to the or i gi nal vision of the sect. Notabl es: It seems that every gener at i on produces one great gat ekeeper myst agogue, a her o dest i ned for mi ght y deeds i n t he st ruggl e agai nst t he spawn of t he dael kyr. No such her o is alive today, but every l i vi ng Gat ekeeper r emember s the deeds of the hal f - or c mystagogue Runna r Khur ak, who slew a pai r of behol der s t hat had enslaved a village i n the west ern Shadow Marches before di sappear - ing i nt o the swamp. Decades ago, the orc Vashkal the Black vanqui shed an i l l i t hi d t r i umvi r at e in St ari l askur, a br ood of chuul s in Silver Lake, and a cabal of mad sor cer er s, along with the gi bber i ng mout her s they revered, in the city of Met rol . Organi zati on: By defi ni t i on, gatekeeper mystagogues are par t of the Gat ekeeper sect, t hough t hei r r el at i onshi p with t he sect is ambi guous . The myst agogues cont i nual l y pull t he sect back t oward its or i gi nal vi si on, and away from the di st r act i ons t hat have bui l t it i nt o an organi zed rel i gi on and even a pol i t i cal force. They are pr ophet s and r ef or mer s, i n a way, t hough most do not i dent i fy t hem- selves as eitherthey simply want the freedom to pur sue t hei r mi ssi on wi t hout i nt er f er ence from the sect's l eader- ship or member s . For t he most par t , t he l eaders of the sect are wi l l i ng to gr ant t hat f r eedom, and so t he t ensi on between the mystagogues and the sect rarel y develops i nt o open conflict. Rel at i ons hi ps bet ween t he myst agogues and t he ot her Gat ekeeper s are at t hei r best wi t hi n t he Shadow Mar ches, where t he sect has r esour ces it can pr ovi de to help a myst agogue face any t hr eat t hat ar i ses. Whe n a Cul t of t he Dr agon Below or some aber r at i on comes to light beyond t he Mar ches, however, myst agogues grow f r ust r at ed wi t h t he sect' s unwi l l i ngnes s or i nabi l i t y to provi de any concr et e assi st ance. The myst agogues come to feel t hat t he Gat ekeeper s have l i t t l e i nt er est or con- cer n for t he world beyond t hei r i mmedi at e car e, t hough t he real pr obl em is less one of i nt er est and mor e one of l i mi t ed r esour ces. For more i nf or mat i on about the Gat ekeeper sect, see the ent ry on the El deen Reaches, pages 5960. NPC Reactions To most peopl e across Khor va i r e , a gat ekeeper myst a- gogue is j ust anot her advent urerwi t h a big ani mal com- pa ni on. Th e i r i ni t i al r eact i ons ar e likely to be col or ed by t he myst agogue' s race and appear ance: Few peopl e r espond warml y to bar bar i c- l ooki ng orcs i n t hei r t owns, but nei t her are they bl at ant l y host i l e. I n gener al , NPCs begi n wi t h an i ndi f f er ent at t i t ude t oward a myst agogue, and allow the charact er' s deeds and words to change t hei r at t i t udes appr opr i at el y. Followers of the Gat ekeeper sect wi t hi n the Shadow Mar ches and t he El deen Reaches, and el sewhere, have friendly i ni t i al react i ons to a mystagogue, seei ng such an i ndi vi dual as a her o who lives the doct r i ne of the sect and visibly protects t hem against the t hreat of aberrat i ons. Lead- ers of the Gat ekeeper sect are also initially friendly, even if the warmt h of t hei r reaction is t empered by t hei r concerns about the mystagogue' s potentially disruptive i nfl uence. Aber r at i ons and member s of the Cul t s of the Dragon Below are i mmedi at el y host i l e to a char act er they can i dent i fy as a gat ekeeper myst agogueand a myst agogue' s r eput at i on oft en pr ecedes hi m i n t hese ci r cl es. They go to great l engt hs to el i mi nat e a mystagogue, ideally without revealing t hei r presence in the process. GATEKEEPER MYSTAGOGUES IN THE GAME The gatekeeper mystagogues are so few in number that it would har dl y be s ur pr i s i ng if even hi gh-l evel charact ers had never encount er ed one in t he course of t hei r pr evi - ous advent ures. If your charact ers' advent ures br i ng t hem i nt o conflict with aber r at i ons or the Cul t s of the Dr agon Below, they mi ght fi nd t hemsel ves wor ki ng al ongsi de a gatekeeper mystagogue. If your campai gn revolves ar ound t hese t hr eat s , a gat ekeeper myst agogue can make a great player character. A s mar t player r u n n i n g a gat ekeeper myst agogue makes sur e t hat he has s omet hi ng to do even when he is f i ght i ng cr eat ur es t hat ar en' t aber r at i ons , but any player who has a mystagogue PC will be happi est if he has ample oppor t uni t i es to put his best powers to work. One way to br i ng about t hi s si t uat i on is for t he DM to make the Cul t s of t he Dr agon Below a si gni f i cant , ongoi ng opponent in the campai gn. Adaptati on: At its hear t , the gat ekeeper mystagogue class represent s a dr ui d dedicated to fighting a specific kind of foe. It would be relatively si mpl e to change the type of creat ure the mystagogue' s powers are most effective against, t hough you should be careful to stay wi t hi n the established flavor of the dr ui d class. A vari ant class that gained bonuses agai nst ani mal s or pl ant s, for exampl e, would make little sense, but a dr ui d dedicated to ext er mi nat i ng the undead or outsiders could be quite effective. THE LAST WAR A CENTURY OF CONFLICT The roots of the Last War r un far back i nt o the history of the Galifar ki ng- dom, if not to the f oundi ng of the Five Nat i ons themselves. The very fact that the uni t ed ki ngdom cont i nued to be referred to as the Five Nat i ons poi nt s to the sense of nat i onal pri de that persisted even after Ki ng Galifar I's successful mi l i t ary campai gn to forge a uni fi ed real m. Ki ng Jarot , the last ki ng of Galifar, accomplished many great t hi ngs dur i ng his r ei gn. Wonder s such as t he warforged and the fl oat i ng for- tresses of Brel and appeared, and the l i ght ni ng rail expanded t hr oughout cent ral Khor vai r e dur i ng t hi s per i od. But Jar ot was plagued by dark and di st ur bi ng dreams and visions t hat also led to the largest mi l i t ary bui l dup in the hi st ory of the ki ngdom. Few out si de his closest ci rcl e under st ood the dept hs of Jar ot ' s fears. He saw doom comi ng to his beloved ki ngdom with every sunri se, and disaster edgi ng closer every t i me the dark of night spread across the l and. These secret and not - s o- s ecr et pr epar at i ons i ncr eased t ensi ons t hr oughout the Five Nat i ons. Soon, everyone was seeing t hreat s and dan- gers in every shadow, and i n this envi r onment of growi ng fear, nat i onal ties became st ronger t han those bi ndi ng the ki ngdom together. With great armies at t hei r command, the gover nor - pr i nces were more t han a little dr unk with power when the spark that i gni t ed the war occur r ed. That spark was t he unexpect ed deat h of Ki ng Jar ot . The Last War began i n ear nest when t hr ee of J ar ot ' s chi l dr enThal i n of Th r a n e , Kai us of Ka r r n a t h , and Wr oa nn of Brel andrej ect ed t hei r eldest si bl i ng Mi s hann' s r i ght f ul cl ai m to t he t hr one . I ni t i al l y, Th a l i n and Kai us want ed to expl or e opt i ons ot her t han t he acci dent of or der of bi r t h to det er mi ne t he best one of t hem to ascend t he t hr one. Wr oann, however, knew who was best sui t ed to r ul e. She bel i eved t hat her love of f r eedom demanded t hat she take t he crown and t hen use t he power of t he t hr one to r eshape Gal i f ar i nt o a mor e progressi ve and l i ber t y- i nfused count r y. Mi s ha nn wasn' t about to r el i nqui s h her cl ai m, and soon each gove r nor - pr i nc e deci ded t hat t he cr own woul d best fit on his or her own head. Once begun, the Last War endur ed for a hundr ed years. Of course, times of relative calm rei gned dur i ng that cent ury of warfare. At times, battles raged in part s of Khor vai r e while peace (or at least t ruce) held sway in ot hers. What began as a battle between two relatively uni fi ed alliances Cyre and Aundai r on one side, and Brel and, Kar r nat h, and Thr a ne on the otherquickly dissolved i nt o a general melee. Al l i ances were forged and broken countless times dur i ng the course of the war. Before the war had ended, the Ki ngdom of Galifar and each of its const i t uent nat i ons, at least one dr agonmar ked house, and or di nar y families everywhere were sundered and t ur ned against each ot her. The Last War wr ought i nest i mabl e har m to por t i ons of Khor vai r e, but from some perspect i ves it also br ought change for t he bet t er. Eight recogni zed nat i ons gai ned t hei r i ndependence over t he course of the confl i ct . From war, a new race was bor n. Magical t echnol ogy, ori gi nal l y developed for military use, now makes life in peacetime more comfortable, with the ai rshi p bei ng the most recent such i nnovat i on. Just as the anci ent and legendary war between dragons and fiends is t hought by some to have paved the way for the new glory of the gi ant empi res, so many believe that the tragedy of the Last War created the pot ent i al for a new golden age of civilization to emerge across Khor vai r e. Whi l e peace cur r ent l y rei gns, all of the pr obl ems and grievances that came to the forefront dur i ng the Last War r emai n. Ol d wounds and l i nger i ng r es ent ment s , ongoi ng st ruggl es and desper at e compet i t i on, secret deals and double-crossesthese factors and more leave the t hreat of anot her great war l oomi ng on the hor i zon. Some believe it is only a matter of t i me before such a conflict erupt s across the l and. WHAT DO YOU KNOW? Knowl edge (history) DC 10: The Last War began i n 8 9 4 YK when Ki ng Jar ot di ed and hi s chi l - dr en coul d not agree on who woul d succeed hi m. Ini t i al l y, Aunda i r and Cyre stood uni t ed i n suppor t i ng t he Cyran queen as Jarot' s ri ght ful hei r, while the ot her t hr ee nat i ons rejected her cl ai m. The war ended wi t h t he si gni ng of the Treaty of Thr onehol d on 11 Ar yt h, 996 YK. DC 15: The dest ruct i on of Cyre on the Day of Mour ni ng in 994 YK was the begi nni ng of the end of the Last War. No one knows what happened to Cyre, but it is clear that some magical catas- t rophe claimed the lives of every living creat ure i n the count r y and t ur ned it i nt o a desolate wasteland. With one of the Five Nat i ons destroyed, it seemed obvious that t he war had to end soon, one way or anot her . DC 20: I n addi t i on to e ndi ng open hostilities, the Treaty of Thr onehol d recogni zed the existence of eight new nationsthe Tal ent a Pl ai ns, Zi l argo, Q' bar r a, the Lhazaar Pri nci pal i t i es, the Mr or Hol ds, the El deen Reaches, Dar guun, and Valenar. It also grant ed warforged the rights held by all ot her sentient beings while or der i ng an end to t hei r creat i on. Knowl edge (l ocal ) DC 15: Thr one hol d was t he capital of Gal i far, t he seat of its r ul er s . Al l t hr ough the Last War, it was guar ded by warri ors from House Denei t h, and it was the site of the peace treaty nego- t i at i ons at the end of t he war. DC 20: Thr onehol d, the castle, remai ns neut ral gr ound under the prot ect i on of House Denei t h to t hi s day. The s ur r oundi ng city, called Thr onepor t , is also neut r al gr ound. Knowl edge (nobi l i ty and royalty) DC 15: An elite group of warri ors from House Denei t h, called t he Th r o n e War dens, are responsi bl e for guar d- i ng and ma i nt a i ni ng t he castle of Thr onehol d. THE DAY OF MOURNING What happened on 20 Ol ar une, 994 YK? No one can say for cert ai nat least no one who survived t hat day. Some catastrophe, cert ai nl y magical in nat ur e, swept t hr ough the lands of Cyre, and not hi ng was left alive. Though not all its t er r i t or i es were lost, Cyre ceased to exist as a nat i on on t hat day. The l ands t hat were not destroyed were i ncor por at ed i nt o Dar guun, Valenar, and the Tal ent a Pl ai ns. The rest became the Mour nl and. The war did not cease on the Day of Mour ni ng, however. Cyran forces in Breland and Kar r nat h sur r ender ed almost immediately, but battles cont i nued to rage i n Thr ane, Aun- dair, and Brel and for at least anot her year. In fact, the war intensified, with no side knowi ng what had happened and all fearing that anot her such catastrophe might be unl eashed if decisive victory was not quickly achieved. Ther e are as many theories about the nat ure of the Day of Mour ni ng as t here are people who t hi nk about it. Many blame House Canni t h, bel i evi ng that some arcane experi - ments t aki ng place wi t hi n its forgeholds caused the catastro- phe. Some say that a secretive cabal of Cyran wizards called on the same forces that the giants had used to stop the quori invasion forty thousand years before, accidentally unl eashi ng those forces on t hei r own nat i on. Still others accuse Cyre's enemies of unl eashi ng those same forces, but intentionally. Some believe that the Day of Mour ni ng was a nat ural catas- trophe, while others hold that its ori gi n was divineeither a deadly war ni ng or a horri fi c puni shment from the gods. A few people poi nt to the Day of Mour ni ng as evidence that events long prophesied have begun to take place, signal- ing the eventual dest ruct i on of the whole world i n a si mi l ar manner . Some of these prophet s of doom gat her i nt o small communi t i es on the bor der s of the Mour nl and, living lives of pious devotion in the hopes of bei ng spared from the comi ng devastation. Ot her s abandon themselves to lives of hedonistic luxury, maki ng merry before t hei r lives hasten to an end. Still ot hers look for ways to mani pul at e the uncer - tainty in the Day of Mour ni ng' s aft ermat h to achieve t hei r own mysterious goals. The Chi l dr en of Wi nt er (see page 58) fall in this last category. THRONEHOLD Despite the escalation of hostilities after the dest ruct i on of Cyre, it was clear that the part i ci pant s in the Last War had become willing to find a way to end a century of hostilities. Even before the Day of Mourni ng, Ki ng Kaius III began searching for a place that could be considered neutral ground to host the peace talks. He finally settled on Thr onehol d, the castle from which the kings and queens of Galifar had rul ed. Perched on an island in the middle of Scions Sound, it was a prize coveted by all the combatants but which none had been able to claim. Dur i ng all t he years of the Last War, Thr onehol d was guarded and mai nt ai ned by an elite gr oup of warri ors from House Denei t h known as the Thr one Wardens. They acknowledged no legitimate hei r to the t hr one, and pr o- tected the castle and all its bel ongi ngs from usur per s. The peace talks i ncl uded the leaders of the ori gi nal Five Nat i ons plus representatives from Dar guun, Zilargo, the Mr or Hol ds, the Eldeen Reaches, Q' bar r a, Valenar, the Lhazaar Pri nci pal i t i es, and even a hal fl i ng empowered to speak for all the tribes of the Talenta Pl ai ns. Ot her groups pet i t i oned to be i ncl uded in the Thr onehol d Accords, but were refused. The deliberations merely to settle the question of who would participate occupied the i ni t i al peri od of the conf er ences. The gr oups t hat were not gr ant ed r ecogni - t i on and the right to participate included a delegation from Dr oaam as well as represent at i ves from a number of et hni c or rel i gi ous mi nor i t i es who hoped to carve t hei r own sliver of land out of the wreckage of postwar Khor vai r e. Each gr oup t hat did part i ci pat e i n the treaty process had its own agenda and demands. At first, some refused to even sit across from each other, but the desire for peace soon overcame mut ual di st rust . Over the course of several weeks, this group hammer ed out the accords that defined the bor der s as they are seen on cur r ent maps. Soverei gnt y was gr ant ed to several groups, nomi nal i ndependence to ot her s , and a bi ndi ng peace agreement was signed by all. Two ot her i t ems of busi ness, aside from t he over- ar chi ng question of nat i onal boundar i es and reparat i ons, occupi ed t he delegates to Thr one hol d. The first was a phi l osophi cal di l emma with pr of ound i mpl i cat i ons for society. The chroni cl es r an articles for mont hs about "the warforged quest i on, " and how the nat i ons would treat this new race that had come to exist as a di rect result of the war. Never before had a political body spent so much time in the consi derat i on of such metaphysical quest i ons. (It should be noted that no warforged was allowed to part i ci pat e in any of these discussions. ) In the end, the new race was given a two- edged sword. On one hand, House Ca nni t h was or der ed to halt pr oduct i on of warforged and di smant l e its creation forges. On the ot her, all exi st i ng warforged were gr ant ed the full ri ght s of ci t i zenshi p i n the nat i ons of Khor vai r e, rat her t han bei ng deemed objects to be possessed by ot her ci t i zens. ( I nt er est i ngl y, t he delegates also negl ect ed to address the quest i on of whet her el ement al s that had been bound to service shoul d receive the same rights. ) As a final accord, and at the i nsi st ence of the Thr one War dens, t he t hr i vi ng city of Thr one por t was decl ared neut r al gr ound, accessible to all nat i ons but bel ongi ng to none. The castle and its grounds, on the other hand, remai n off l i mi t s and under the prot ect i on of the Thr one Wardens. On the Day of Mourning, some say that destructive magic came to life RED GAUNTLET REGIMENT "War is crazybunch o' people killing each other because some guy said to. But you aren't gonna make war go away, so you might as well get good at it. And get paid for it." Toril Macoute, Red Gaunt l et sergeant A famed mercenary company, the Red Gaunt l et Regi ment has existed for centuries, its fortunes rising and falling with the governments and churches it support s. Mi nst rel s everywhere sing folk tales prai si ng the Red Gauntlets and the code of honor they regard as essential to the soldier' s life. JOINING THE RED GAUNTLET REGIMENT The Red Gaunt l et Regi ment is choosy about its new recrui t s, but it looks for evidence of bravery and valor over impeccable skill at ar ms. Once you wear the red gauntlet, your commander s assume that you' ll quickly become a casualty of war if you aren' t pr epar ed. Vet erans don' t give new recrui t s the t i me of day, since those recrui t s have yet to prove they can survive the rigors of combat. The veterans share a deep bond with each otherthey' ve seen it all and survived it all t oget her. J oi ni ng the Red Gaunt l et Regi ment is a st r ai ght f or war d process, assuming the regi ment is hi ri ng. Historically, hi r i ng has been done toward the middle or end of a mi l i t ary campaign, when the regiment' s ranks have been depleted by casualties. Since it was engaged with Cyran forces on the Day of Mour ni ng, the Red Gaunt l et lost a great many of its members that day, and it actively recrui t s now even as it searches for meani ngful work. Ent r y Re q u i r e me n t s : Base attack bonus + 2, non- evi l al i gnment , regi ment must be r ecr ui t i ng. The Red Gaunt l et Regi ment believes in what its commander s call "task-based organi zat i on. " Squads wi t hi n the regi ment tend to be flexible, with commander s assembl i ng and reassembl i ng teams based on the needs of a part i cul ar mission. Thus, it's not uncommon for a Red Gaunt l et squad to r esembl e a gr oup of advent ur er s , havi ng Spellcasters and speci al i st s mixed in with t radi t i onal soldiers, Recrui t s are almost never mixed with vet erans, however. New mem- bers of the Red Gaunt l et Regiment find themselves placed in recrui t squads and given less i mpor t ant (but still dangerous) missions unt i l they have proven themselvesor have died t ryi ng. Onl y gradually are new members i nt r oduced to the Red Gaunt l et l eadershi p and its elite uni t s. I ni t i al t r ai ni ng for t he Red Gaunt l et Regi ment t ends to be bri ef and i nf or mal . New members receive an i nt r oduct i on to t hei r command- ers, they l earn the uni t ' s her al dr y and si gnal prot ocol s, and t hen they' re t hr own i nt o the fray. Between mi l i t ar y campai gns, t he Red Gaunt l et spends a lot of t i me dr i l l i ng (after t he mandat or y few weeks of rest and r ecr eat i on at t he end of an engagement ) . The grizzled vet erans of the regi ment have a vast store of knowledge on all mat t ers military, and they gladly share what they know with t hei r fellow soldiers. RED GAUNTLET REGIMENT BENEFITS More t han most ot her mer cenar y uni t s , t he Red Gaunt l et Regi ment emphasizes the possibility of a big score. When you serve in this uni t , you can become ri ch. Goods : The Red Gaunt l et Regi ment ' s pay is average for a wel l - established mercenary company: 50 cp per day, plus an addi t i onal 50 cp for each poi nt of commander rat i ng. (See Heroes of Battle for more about com- mander rat i ngs, or consult the sidebar on the next page for the correl at i on between commander rat i ngs and rank in the regi ment . ) Every new r ecr ui t receives a pai r of t he red gaunt l et s from which the r egi ment takes its name. The gaunt l et s, made of l eat her and covered with engraved met al bands, are wor t h 50 sp each. Mer cenar i es i n the regi ment wear only one gaunt l et at a t i me, usually the one that covers t hei r weapon hand. The biggest benefit that the regi ment provides, however, is its reward st r uct ur e. Hal f of the Red Gaunt l et Regi ment ' s profit from a mercenary contract and all the pl under seized on the battlefield goes i nt o a pool . WHAT DO YOU KNOW? Knowl edge (history) DC 10: The Red Gaunt l et was a mer ce- nar y band dur i ng t he Last War. The r egi ment was composed most l y of cast-offs from nat i onal ar mi es. DC 13: The Red Gaunt l et Regi ment is st i l l a r ound aft er t he war, and i n fact r ecent l y hel d a r e uni on i n Sha r n t o c omme mor a t e t he fi ft h anni ver sar y of a maj or bat t l e. Ki ng Bor anel made t he sol di er s honor - ary member s of Br el and' s nat i onal army, but the status is merely cer emo- ni al as far as the regi ment ' s leaders are concer ned. DC 15: At its peak, t he r egi ment had around two t housand soldiers, but only about five hundr ed r emai n because its member s were engaged with Cyr an forces on the Day of Mour ni ng. DC 18: The Red Gaunt l et s are bet t er t r a i n e d t h a n mos t me r c e n a r i e s . They' re also known for t hei r loyalty once you hi r e t hem, they stay hi r ed. They fought for Br el and dur i ng t he l at t er years of t he Last War, serv- i ng wi t h di st i nct i on on t he Cyr an bor der . DC 20: The regi ment ' s ranks are full of experi enced mer cenar i es because t he leadership gives big monet ary bonuses for success on the battlefield. DC 25: Si nce t he end of t he Last War, t he sur vi vi ng member s of t he Red Gaunt l et Regi ment have had t roubl e finding work to do that' s wort h doi ng. Th e r e gi me nt exi st ed bef or e t he Last War and survived it, but much like the warforgedits member s are havi ng t roubl e finding t hei r place i n the world ri ght now. Knowl edge (nobi l i ty and royalty) DC 25: Al t hough it smiles i n publ i c and is lavish i n its prai se of t he Red Gaunt l et r egi ment , Hous e Denei t h has some mi sgi vi ngs about a me r - cenary company t hat is so i ndepen- dent of its cont r ol . Some wi t hi n t he dr agonmar ked house would like to own the Red Gauntletsand probably rewrite much of its history. DC 30: Kar l er r en i r ' Vor e, t he second son of a pr omi ne nt nobl e family i n Kar r nat h, is the cur r ent head of the Red Gaunt l et Regi ment . He is i n his seventh decade of life and is expected to ret i re soon. When the r egi ment completes a cont ract , its commander s divide up the accumul at ed t reasure based on meri t , det er - mi ned by achi evement and valor on the battlefield. Because the profit mar gi n and value of looted goods varies widely from battle to battle, the amount of the reward varies widely. As a general rul e, each PC in the Red Gaunt - lets receives 5 sp for every victory poi nt he or she earned t hr oughout the l engt h of the mi l i t ary cont ract . If the PCs are active t hr oughout a major battle, they' ll probably earn 5 gp or more per level they have. Every member of the Red Gaunt l et Regi ment therefore has a tangible reason to fight hard t hr oughout a battleand a st r ong di si ncent i ve to leave t he r egi ment before the mer cenar y cont r act ends. Uni t s wi t hi n t he r egi ment are compet i t i ve with each ot her and vie for t he most cri t i cal , lucrative, and danger ous missions. The Red Gaunt l et Regi ment has existed for cent uri es, and its members have seen the reward system abused from time to t i me. In the past, commander s rewarded t hei r cr o- nies with reward money rat her t han dol i ng it out to the most effective uni t s. Word travels fast i n a mi l i t ary outfit, how- ever, and good mercenari es must ered out once they real - ized the reward system wasn' t recogni zi ng meri t . Today' s commander s know that soldiers have a keen sense of who has earned the extra pay, and that they risk a r ecr ui t i ng and ret ent i on pr obl em if the system isn' t fundament al l y fair. From t i me to t i me, the Red Gaunt l et has to deal with unscrupul ous soldiers who refuse to aid wounded comrades to avoid having to share extra pay with t hem. Thi s probl em was rampant in the ranks unt i l the regi ment adopted a survivor benefit policy. Now, members of the regi ment know that if they fall in battle, the Red Gaunt l et makes every effort to make sure that t hei r families get t hei r reward money. Thus, there' s no incentive to eliminate the competitionand in fact the commander s give extra compensat i on to uni t s that take risks to aid t hei r fellows. The Red Gaunt l et Regi ment also ensures that its mem- bers are equi pped accordi ng to t hei r status and mi ssi on. As a PC, you' ll have gear accordi ng to the wealth gui del i nes on page 135 of t he Dungeon Master's Guide. Informati on: Military intelligence officers attached to the r egi ment ' s seni or l eader shi p have a st r ong sense of the Red Gaunt l et Regi ment ' s l ong hi st ory. Because the r egi - ment has fought its way across Khor vai r e and back agai n several times, those officers have a +15 bonus on Knowledge (history) checks, and are wi l l i ng to answer PCs' questions if they aren' t otherwise occupied. Those i nt el l i gence officers also guar d access to the regiment' s archive of old battle-maps, which show the layouts of large fortresses, historic st ronghol ds, and ot her locations for si t e-based advent ur es. PCs who i mprove the officers' at t i t udes from i ndi f f er ent to helpful can acqui re access to those maps. The maps were compl et e and comprehensi ve when creat ed, but some are cent ur i es old. Access: The Red Gaunt l et Regi ment has small barracks in large cities and met ropol i ses, but these are rarely used by the r ank- and- f i l e t roops, who are usually out in the field. The barracks are used more as business offices and r ecr ui t - ing cent ers, with only a small guard det ai l . Members of the regi ment on a mission or on detached duty can find austere but secure accommodat i ons at the barracks. Status: Because of its st ori ed hi st ory as one of the oldest cont i nuousl y f unct i oni ng mercenary compani es in existence, the Red Gaunt l et Regi ment has earned a measure THE RED GAUNTLETS AND HEROES OF BATTLE If you use Heroes of Battle in your campai gn, the Red Gaunt l et s make an ideal organi zat i on for player charact ers to j oi n in a mi l i t ary campai gn. Force St r uct ur e The Red Gaunt l et Regi ment never fi ni shes a bat t l e wi t h t he same or gani zat i on it st art s one wi t h, but the basic out l i ne is si mpl e. Four ei ght - sol di er squads plus a com- mand sect i on make up a pl at oon led by a l i eut enant . Four pl at oons (one of whi ch is usual l y speci al i zed in ar cher y, cavalry, or magi c) make up a company led by a capt ai n. Thr e e compani es pl us a headquar t er s uni t and vari ous special t eams make up a bat t al i on led by a major. Four bat t al i ons pl us a supply sect i on, r egi ment al staff, and a siege engi ne sect i on make up the Red Gaunt l et Regi ment i n its ent i r et y. Infantry El ement : Six 3rd-Ievel fighters, one 3rd- level cleric, one 3rd-level sorcerer. EL 9. Inf i l t rat i on El ement: Six 2nd-level fighter/3rd-level rogues, two 3rd-level wi zard/ 2nd-l evel rogues, EL 11. Cavalry El ement : Eight 4th-level rangers mount ed on horse compani ons. EL 10. Magic Art i l l ery El ement : Six 7th-level fighters, 10th-level sorcerer, 10th-level cleric. EL 14. Recogni t i on The r egi ment uses t he rank st r uct ur e out l i ned below. Commander Rat i ng Rank 1 Sergeant 2 Master Sergeant 3 Lieutenant 4 Captain 5 Major 6 Col onel The best decorat i on the Red Gaunt l et s receive is the extra monet ary reward at the end of a mercenary cont ract . The r egi ment offers a few decor at i ons as well, the effects of which are detailed in Heroes of Battle, Silver pi n, engraved with symbol for the t r ai ni ng type ( 2- poi nt t r ai ni ng decorat i on) Campai gn r i bbon, di f f er ent col or for each mer ce- nary cont ract compl et ed ( 4- poi nt service decor at i on [ campai gn] ) Jarek' s Ri ng, a copper r i ng large enough to fit over the gauntlet' s finger (10-poi nt decorat i on) Von Harrl a' s Ri ng, a gold r i ng large enough to fit over the gauntlet' s finger ( 20- poi nt decorat i on) of respect among professi onal sol di ers. Wear i ng the red gaunt l et grant s a +2 ci rcumst ance bonus on checks made to govern social i nt eract i ons with ot her mercenari es and army commander s, provi ded they aren' t bitter about a previous battle against the r egi ment . PLAYING A RED GAUNTLET Professionalism and honor are of par amount i mport ance to you. You' re in it for the money, to be sure, but you take pri de i n your work. You are pr oud t hat over the cent ur i es, the Red Gaunt l et Regi ment has never reneged on a contract or left its pat r ons in the l urch. Sur r ounded by l i ke- mi nded professi onal sol di ers, you have a har d t i me deal i ng with people whose loyalties are more flexible, or with fanatics who fight for an abstract cause. You' re most comfortable ar ound your comrades fellow professionals all. They' re probably the only family you have, and you dread the day when you' re too old to wield a weapon and stand shoul der to shoul der with t hem. Combat: Red Gaunt l et mi l i t ary doct r i ne emphasizes maneuverability and flexibility. Commander s try to avoid showing the same tactic to an enemy twice, and mi ght first pepper the enemy lines with archers, t hen harass the supply lines with cavalry, t hen use illusions to provide di st ract i ons before an i nfant ry assault. Such varied tactics work only because the regi ment is well t rai ned and good at r eor gani zi ng itself at a moment ' s not i ce. The regi ment ' s mercenari es are cross-t rai ned in several aspects of warfareable to wield a hal berd, st r i ng a bow, l aunch a catapult, ride a horse, or sneak behi nd enemy lines. And that' s j ust the wizards. When they can, the Red Gaunt l et Regi ment ' s officers employ what they call the t hree keys strategy: pr eempt i on, di sr upt i on, and di sl ocat i on. The r egi ment first endeavors to preempt a battle by seizing the objective before the enemy is able to mount a response. If necessary, it t hen moves to di sr upt i on, el i mi nat i ng the enemy' s ability to wage war by attacking supplies, dest royi ng moral e, and subvert i ng its command st r uct ur e. Finally, the regi ment uses subterfuge, magi c, and compl i cat ed t i med maneuver s to di sl ocat e the enemy. By t he t i me t he oppos i ng army has been led off agai nst some nonexi st ent t hr eat , t he Red Gaunt l et Regi - ment has massed ar ound the battle' s critical poi nt . Advancement: By and large, the Red Gaunt l et Regi- ment is a meritocracy, so advancement can occur rapidly if you prove yourself effective on the battlefield. Recruits chafe for a while as the veterans get the most lucrative assignments. Once you have proven yourself, t hough, you' ll be get t i ng those assignmentsand the extra money they' ll earn you. The Red Gaunt l et Regi ment officer corps is expected to lead from the front , so battlefield casualties mean that t here is almost always r oom in the command st r uct ur e for new officers. However, while officers draw a slightly hi gher base pay t han t he r ank and file, they don' t necessari l y get mor e reward money, so t he r egi ment ' s gri zzl ed vet erans sometimes t ur n down commi ssi ons. Dur i ng the Last War, esprit de corps was high in the Red Gaunt l et Regi ment , so most veterans stayed on unt i l they died or r et i r ed. Since the end of the war, however, the regi ment has suffered serious at t r i t i on. The r emai ni ng members are some of the oldest soldiers from bygone days. Younger members whose lives were less invested in the war had an easier t i me dr oppi ng out of the r egi ment and back i nt o civilian life. Mi ssi ons: As a member of the Red Gaunt l et Regi ment , you can expect to cont i nue fighting the Last War wherever it persi st s. The Graywal l Mount ai ns bet ween Br el and and Dr oaam are one of Khorvai re' s cont i nui ng hotspots of mi l i t ary activity, and the Red Gaunt l et s are t here in significant number s hel pi ng Brel and defend its bor der s. Smaller number s of Red Gaunt l et uni t s patrol the Seawall Mount ai ns at the western edge of Dar guun, prot ect i ng bot h Breland and Zilargo from goblinoid i ncursi on. In addi t i on, Kar r nat h has hi red a few compani es to help cont ai n Valenar attacks in and across the Tal ent a Pl ai ns. Wherever you are engaged, you' ll likely be called on to execute one of the three keys of regi ment strategy. You might make a midnight ride to seize a castle before the enemy can get out of its barracks, thus preempt i ng a battle. If you' re ordered to destroy a dam and thereby flood the enemy trenches, you're executing a disruption strategy. Alternatively, the Red Gaunt - let mi ght dress you up like general s and have you ride across the battlefield, drawi ng pursui t from elite enemy uni t s that t hen won' t be able to j oi n the battle at the real objective. The Red Gaunt l et Regi ment also sends its member s on missions away from the battlefield. You might accompany an officer to assist in negot i at i ons for a f ut ur e mer cenar y cont ract , or find a fallen comrade' s family and deliver a survivor benefit. All that said, t hi ngs are relatively quiet after the fury of the Last War, and as long as you check in with your com- mander s peri odi cal l y, you can expect pl ent y of t i me to engage in your own advent ures while r emai ni ng a member of the Red Gaunt l et . Such freel anci ng is encouraged, but the regi ment frowns on i ndependent advent ur i ng dur i ng a mi l i t ary campai gn. When the war's on, you' re expected to be all about the regi ment ' s busi ness. THE REGIMENT IN THE WORLD "Things were bad. Catapult stones were raining down on the courtyard, and my own men were cowering in the catacombs. But the Red Gauntlet guys weren't even flinching when the stones fell around them. They just mounted their horses and massed by the front gate, waiting to ride forth." Duke Hat har ak, survivor of the Siege of Tasselcliff The Red Gaunt l et Regi ment represent s the qui nt essent i al band of honorabl e mercenari es. Though they keep t hei r eyes on the gold rewards, they r emai n skilled art i sans who take great pri de in t hei r work. Thei r flexible mi l i t ary doct r i ne offers players a wide variety of experiences on the battlefield, and if the PCs are in the Red Gaunt l et Regi ment , they' ll rarely perform the same function in combat twice. Organi zati on: On paper, the Red Gaunt l et Regi ment looks like par t of a nat i onal armyor at least it did unt i l the end of the Last War left only a single bat t al i on among its ranks. The regi ment ' s commander is a colonel, assisted by a staff of advisors and four majors that once led the regiment' s bat t al i ons. As a practical matter, each company wi t hi n the regi ment reorgani zes itself to meet the needs of the day's battle. Compani es are simply number ed (1st company of the 3rd bat t al i on, for example), and squads are usually referred to by the name of the sergeant who commands t hem. Those squads are moved from one company to anot her with great rapidity, often because a par t i cul ar commander is closer to the action or has special expert i se in the squad' s duties. The colonel' s staff handl es the business aspects of r un- ni ng the regi ment . Dur i ng a battle, the colonel and a small ret i nue use one of the battalion' s headquar t er s as a central command center, or they lead from the saddle, movi ng from unit to uni t and giving orders directly. Veterans gr umbl e that the regi ment ' s mot t o is "There' s always one mor e t hi ng to do. " On the eve of bat t l e, every member of t he r egi ment keeps busy di ggi ng t r enches, s t r engt heni ng f or t i f i cat i ons, and scout i ng out near by t er r ai n. Few l ul l s occur dur i ng t he bat t l e, because the regiment' s commander s constantly reposi t i on t hei r t roops to confound t hei r enemi es. A Red Gaunt l et major mi ght say with a straight face: "Your squad can rest while it marches to the top of that hill over t her e. The n prepare some field- expedient fortifications and await f ur t her orders. " The cur r ent head of the Red Gaunt l et Regi ment is Karl erren i r' Vore, but almost everyone refers to hi m simply as "the colonel." The second son of a Kar r nat hi noble family, he served in Kar r nat h' s nat i onal army unt i l his men deserted him in the face of a r egi ment of Cyran warforged soldiers. Surrounded by more t han a hundr ed enemies, ir' Vore held them off with a clever bluff unt i l the Red Gauntlets arrived and rescued hi m. He j oi ned the r egi ment on the spot and worked his way up the ranks over the next two decades. The colonel is in his sixties and cont empl at i ng r et i r e- ment to the family manor . When he does, the Red Gaunt l et Regiment will have to promot e a new colonel. The regi ment doesn' t have a codified succession policy, so ir' Vore' s r et i r e- ment will likely lead to a power struggle between t hree can- didates: Major Hi l l i ar d (a cavalry specialist), Major Gl aur r (a half-elf ranger), and Capt ai n Sureya (a sorcerer on the colonel' s staff who handl es the regiment' s business affairs). NPC React i ons Folk tales of the Red Gaunt l et s abound, and they all deliver the same message: The regiment is full of clever professionals who are loyal to t hei r cont ract , no mat t er how di re the situ- ation becomes. NPCs who are knowledgeable about mi l i t ary mat t ers thus have an i ni t i al at t i t ude of friendly to those who wear the red gauntlet (except those who have recently battled t he r egi ment ) . Recent foes of t he Red Gaunt l et don' t r egar d t hem as ki ndl y, even if they offer gr udgi ng respect for t he r egi ment ' s skill at ar ms . Most of t he gr udges of t he Last War are forgot t en now, but some Cyran nat i onal s hold the Red Gaunt l et somehow responsi bl e for the Day of Mour n- ing. Dr oaam and Da r guun si mi l arl y have no love for the r egi ment , t hanks to its cur r ent i nvol vement i n fi ght i ng t hei r forces. NPCs associated with any of t hose gr oups have a st ar t i ng at t i t ude of unf r i endl y to member s of the Red Gaunt l et Regi ment . For t hei r part , Red Gaunt l et Regi ment members have an i ni t i al at t i t ude of i ndi fferent toward nearly everyone they' re not actually at war with. To hold a grudge after war's end would besmi r ch t hei r professi onal i sm, and today' s enemy mi ght be t omorrow' s employer. The r egi ment has a compl i cat ed r el at i onshi p with House Denei t h, viewed as the cl eari nghouse for mercenary services in Khor vai r e. On many occasions, House Denei t h has actually hi r ed t he Red Gaunt l et s , act i ng as a br oker and i nt er medi ar y bet ween the employer and the r egi ment . Mostly, t hough, t he r egi ment ' s r eput at i on allows it to secure work on its own meri t s and leave Denei t h out of the t ransact i onwhi ch makes the heads of the dr agonmar ked house unhappy. Publicly, House Denei t h has been respect - ful of the r egi ment and prai sed its work. Privately, mem- bers of the r egi ment shoul d not be sur pr i sed to encount er unf r i endl y react i ons from those i n posi t i ons of power in the house. CHARACTER CLASSES IN THE LAST WAR Heal er Healers, descri bed in Miniatures Handbook, played an i mpor - tant role dur i ng the Last War. Most healers are member s of House Jorasco' s Heal ers Gui l d, t hough some are also mem- bers of one of two very specialized rel i gi ous orders. The Heal i ng Hand of Ol l adra is a healer or der associated with the Sovereign Host , while t he Silver Kni ght s Hospi t al l ers are associated with the Chur ch of the Silver Fl ame, and include pal adi ns and clerics as well as heal ers. Bot h orders sent member s to serve as field medics for t he armi es of the Last War, and bot h organi zat i ons still operat e, focused on pr ovi di ng heal i ng services to travelers and ot hers in need, regardless of nat i onal affiliation or ci rcumst ance. Mar s hal I nt r oduced in Miniatures Handbook, the marshal commands the ability to i nspi re his allies, enhanci ng t hei r combat abilities as they perform specific battlefield maneuvers. Thei r nat u- ral place is on the fields of war, and every army in the Last War i ncl uded some marshal s. Most marshal s hol d ranks as mi nor officers, t hough some have ret i red on mi l i t ary pen- sions and t ur ned t hei r uni que talents toward i nspi ri ng their advent ur i ng compani ons rat her t han allied t roops. Scout Very much like rangers, scouts (described in Complete Adven- turer) were widely employed dur i ng the Last War, combi ni ng stealth with combat prowess to har r y opposi ng forces, assess t r oop number s, and infiltrate enemy lines. Aundai r in par - t i cul ar is known for its scouts, especially the famous corps operat i ng out of Tower Valiant and called Valiant scouts. In all the Five Nat i ons, scouts were pri mari l y recrui t ed from r ur al areas. Warmage Tr ue to t hei r name, most warmages (detailed in Complete Arcane and Miniatures Handbook) were t rai ned to serve in the Last War. Lacki ng the versatility and scholarly bent of wizards and the mysticism of sorcerers, warmages wield magic as a tool for a single pur pose: the anni hi l at i on of enemy forces. Cyre made the most use of warmages dur i ng the Last War, and the greatest warmage college in Khor vai r e was leveled on the Day of Mour ni ng, The t radi t i on survives among Cyran warmages in exile, however, particularly in New Cyre in east ern Brel and. LHAZAAR PRINCIPALITIES TIDES OF BLOOD AND GOLD The Lhazaar Pri nci pal i t i es is a loose nat i on of sailors, merchant s, pri va- t eers, and pi r at es. It is made up of a numbe r of separat e ent i t i es, called pr i nci pal i t i es , each of whi ch has its own r ul er , hol di ngs, ci t i zens, and ships. Lhazaari t es make t hei r living from the sea, serving ot her nat i ons as fishers, mer chant s, couri ers, privateers, and mercenari es. The Pr i nci pal i t i es have existed for cent ur i es. They were the first lands settled by the human mi gr ant s from Sarl ona, and t hough the famed pi oneer Lhazaar led her expedi t i on to these shores t hree t housand years ago, scattered groups of refugees arrived even before her, some as early as five t housand years ago. These bands were too small and weak to challenge the gobl i noi ds for cont rol of Khor vai r e, so they r emai ned on the islands off the cont i nent ' s nort heast shore. Similarly, waves of mi gr ant s arrived after Lhazaar, addi ng to the popul at i on of this area. At the t i me of these expedi t i ons, Sarl ona was composed of a dozen di st i nct ki ngdoms, each constantly at war with the ot her s. Some people, l ooki ng at the history and the cur r ent state of the Pri nci pal i t i es, would argue that here, at least, little has changed. The Seadr agon Pr i nci pal i t y, led by Hi gh Pr i nce Ryger i r ' Wynar n (LN male human r anger 9), is the nat i on' s largestwhich is to say, Ryger's personal followers and the twenty ships under t hei r command form the largest fleet in the Lhazaar Sea, allowing t hem to cont rol the largest swath of t erri t ory. Ryger claims descent from the kings of Galifar and dreams of r ebui l di ng a uni t ed ki ngdom. So far, t hough, he has been unabl e to uni t e the squabbl i ng pri nces to do anyt hi ng more t han present a uni fi ed face (Ryger's own) to the del i berat i ons at Thr onehol d t hat ended the Last War and established the Lhazaar Pri nci pal i t i es as a sovereign nat i on. Pri nce Ryger's flagship, Dragoneye, makes its home por t at Regal port . The Cl oudr eaver Pr i nci pal i t y is i n some ways t he ant i t hesi s of the Seadr agons. If Ryger' s r ul e r epr esent s stability for the Lhazaar Pr i nci - pal i t i es as t he nat i on moves forward to a new f ut ur e, t he Cl oudr eaver s represent the violent instability of a r et ur n to the old ways of bl oodt hi rst y piracy. Led by Pri nce Mika Rockface (CE female dwarf bar bar i an 6), the Cloudreavers are a powerful band of marauders cl ai mi ng six fast ships and Krag Island, i ncl udi ng Port Krez. The Di r eshar k Pr i nci pal i t y is led by Pr i nce Kol ber kon (LE male changel i ng fighter 7), who i magi nes hi msel f Ryger' s greatest rival and hopes to become the next Hi gh Pr i nce. Kol ber kon has been worki ng to improve his base in Port Verge so t hat it will rival Regal port , and to that end has made al l i ances with bot h the Or de r of the Emer al d Claw and House Lyrandar. The Gray Ti de Pri nci pal i t y, in addi t i on to bei ng an unexpl ai ned feature of the sea beyond Last poi nt Island, is led by anot her changel i ng, Pr i nce Kel (N mal e changel i ng r ogue 6). He dr eams of est abl i shi ng a homel and for the changel i ng race and has succeeded i n drawi ng a sig- nificant popul at i on of changelingsmostly followers of the reality seeker philosophy (see page 24) t ryi ng to create a perfect communi t y. The Gray Ti de is located on and ar ound Last poi nt , t hough r umor s say that it has a fleet hi dden in the t endri l s of mist from which it takes its name. The Bloodsail Pri nci pal i t y, led by Pri nce Shaen Tasil (LE female elf cleric 7 Blood of Vol), i ncl udes a large number of elves said to be allies of the line of Vol, who were bani shed from Aerenal when that bl oodl i ne was ext ermi nat ed. Its base of operat i ons is Port Cai r n, at the sout hern extreme of Farl nen Isl and. The Wind Whi sperers Principality is pri mari l y made up of half-elves, led by Pr i nce Koul t on Br i ght wi nd ( CN male hal f-el f r anger 4/ dr agon- marked hei r 4), an expat ri at e scion of House Lyr andar with a hi gh price on his head. Koul t on fled his family in an el ement al galleon twenty years ago, and has so far managed to evade the house' s efforts to retrieve the ship WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Th e Lhazaar Pr i nci pal i t i es is a nat i on of fact i ons t hat vie for supremacy. Its popul at i on is pr i mar - ily human, with a st rong gnome, half- elf, and changel i ng presence. DC 15: Dozens of pri nces cont rol l and and ships i n the Pri nci pal i t i es. Ryger i r ' Wynar n is t he best known, si nce he r epr esent ed t he Pr i nci pal i t i es at t he Thr one hol d di scussi ons. Ryger seeks to uni t e the Pri nci pal i t i es i nt o a t r ue nat i on, but has met with st r ong resistance from the ot her l ords. DC 20: Asi de f r om Pr i nc e Ryger' s Seadr agons, ot her gr oups i ncl ude t he vi ci ous pi r at es of t he Cl oud- reavers, t he mer cenar y Di r es har ks , the changel i ng Gray Ti de, the Bl ood- sails of Far l nen, t he hal f - el f Wi nd Whi sperers, and the wel l -i nt ent i oned Heavenly Fleet. Knowl edge (history) DC 10: Th e Lhazaar Pr i nci pal i t i es decl ar ed t hei r i ndependence from Galifar early i n t he Last War. DC 15: Th e Lhazaar Gal i f ar war st ar t ed i n 28 YK and l ast ed for a decade bef or e t he Lhazaar pr i nces fi nal l y became a s e mi a ut onomous pr ovi nc e of t he young Ki n g d o m of Gal i f ar . DC 20: The Lhazaar Pri nci pal i t i es was the site of the first human set t l ement i n Khor vai r e. Knowl edge (l ocal ) DC 15: Laws are lax i n the Pri nci pal i t i es and vary i n each pr i nce' s t er r i t or y. The people are rough and ready; t he t owns have a f r ont i er feel, full of oppor t uni t y and danger. Knowl edge ( nobi l i t y and royalty) DC 10: House Th u r a n n i is based i n the Lhazaar Pr i nci pal i t i es . The ot her houses have a mi ni mal presence. Knowl edge ( rel i gi on) DC 10: Lhazaari t es have little i nt erest in rel i gi on. DC 15: The Blood of Vol has a di s pr o- port i onat e number of followers i n the Lhazaar Pr i nci pal i t i es, part i cul arl y among the Bloodsails. DC 30: Vol' s st ronghol d is somewhere i n the Lhazaar Pr i nci pal i t i es. and remove hi m. He has used his Mark of St orm to forge a new pr i nci pal i t y and pul l t oget her a sizable fleet, and t he ot her pr i nces r esent hi mbot h for sei zi ng t er r i t or y some of t hem had cl ai med, and for exacer bat i ng t he typically st rai ned rel at i ons between the Lhazaar Pri nci pal i t i es and House Lyrandar. THE HEAVENLY FLEET The Heavenly Fleet is the smallest of the Lhazaar Pr i nci - palities, t hough it is growingin defiance of all predi ct i ons. Led by Pri nce Lor r i st er (LG male aasimar ranger 4/ pal adi n 4), the Heavenly Fleet is dedicated to br i ngi ng j ust i ce to the Lhazaar Sea and the rul e of law to all its set t l ement s. The pr i nce hol ds hi s crews to hi gh ideals and hopes to i mpose t hose same i deal s on t he peopl e of t he Pr i nci pal i t i es . Even t hough t he Lhazaar i t es greet Lor r i s t er ' s pr i nci pl es with scor n, peopl e out si de t he Pr i nci pal i t i es who share his phi l osophy are at t ract ed to hi s cause, and Lor r i s t er claims a large number of foreign suppor t er s and suppl i ers. Thi s influx of aid from such places as Thr a ne , the Mart i al Templ e of Dol Ar r ah in St ari l askur, and numer ous private benefactors t ransl at es i nt o the finest gear and supplies for Lorri st er' s ships and crews. Pr i nce Lor r i s t er mi ght come to t he aid of player charact ers facing the per i l s of the Lhazaar Sea, sai l i ng to the rescue like some celestial cavalry r i di ng over the hi l l . However, he is likely to ask charact ers who are i ndebt ed to him to r et ur n the favor by st r i ki ng against one of his many enemi es. He is on a per pet ual cr usade agai nst evil i n the Pr i nci pal i t i es, and he r ecogni zes t he Cl oudr eaver s as his greatest enemi es. He also bears a par t i cul ar grudge against the Blood of Vol and actively campai gns in opposi t i on to that cult' s activities. The ot her pr i nces scoff at Pr i nce Lor r i st er ' s moral s, but they are leery of hi s s t r engt h. I n the fut ure they mi ght form an al l i ance to destroy the pal adi n and his crusaders, but for now they use t hei r wiles to play hi m agai nst t hei r foes. For his part , Lor r i st er may be idealistic, but he is not naive, and he r emai ns fully aware of his rivals' pl ans. ISLES Of MYSTERY A mighty storm rages above Tempest Isle's central mount ai n. It spits l i ght ni ng and shouts t hunder, and its winds make the seas t reacherous a mile away from the island' s shores. Some say that st orm gi ant s, refugees from Xen' dr i k' s anci ent wars, live on the mount ai n and mai nt ai n the storm to keep t hei r old foes at bay. Ot her r umor s speak of a pi rat e wizard who arrived on the island with his captain and crew. After the pirates hid t hei r t reasure on the mount ai n, they betrayed and mur der ed the wizard, addi ng his magical pos- sessions to t hei r hoar d. The wizard r et ur ned as a ghost and slew t hem all, and now pirate ghosts wage et ernal war in the sky. Still ot her tales say that a rakshasa rajah, one with great power over the weather, lies i mpri soned wi t hi n the moun- t ai n, and the st orm is a sign of his i mmi nent awakening. What ever t he case, advent ur er s and pi rat es come to Tempest Isle to seek the t r ut h. Most believe that gold, magic, or bot h wait in the mount ai n' s caves. Visitors to Tempest Isle first experi ence rai nfal l and winds near the shore. A tribe of particularly large and brut al scrags (8 HD each) lairs t here. These aquatic trolls seem more i nt el l i gent t han ot hers of t hei r ki nd. They pai nt designs on t hei r leather ar mor and prefer to ambush and confuse t hei r prey rat her t han r ush headl ong i nt o bat t l e. Prince Lorrister of the Heavenly Fleet The nearby rocky Tr agl or n Isle is home to a large t ri be of cliffwalk shifters who call themselves the Sun- Ki n. They claim that t hei r people once i nhabi t ed bot h Tr agl or n and Tempest Isle, but in years long forgotten one of t hei r kind lost an ancestral artifact to a hobgobl i n trickster. The storm set i n after the artifact vanished, and the Sun- Ki n fled to Tragl orn. Since that time, brave warriors from the tribe have set out across Eber r on to locate t hei r lost relic, but none have been successful. Strangely, the Sun- Ki n wear wooden decorat i ons bear i ng sigils si mi l ar to those the Tempest Isle scrags pai nt on t hei r armor. The i sl and of Trebaz Si nara is s ur r ounded by t r each- er ous reefs and is home to t er r i bl e monst er s, two factors that combi ne to leave the island uni nhabi t ed. Despite these dangers, however, the island (at least accordi ng to legend) has served a number of i mpor t ant purposes over the cent u- ries. The first Sarl onan settlers of the area built tombs here, and i ndeed some of the monst ers that attack visitors to the i sl and, i ncl udi ng bot h undead and const r uct guar di ans , seem to be connect ed to those crypts. In addi t i on, countless pirates are said to have hi dden t hei r t reasures on the island, but never r et ur ned to retrieve t hem. These tales st rai n the l i mi t s of credulity, but the number of people who claim to have r et ur ned from Trebaz Sinara with tangible proof of the wealth they found t here is enough to ensur e a steady stream of t r easur e- hunt er s. Most are not heard from again. Dreadhol d is an island pri son mai nt ai ned by House Kundarak. First established by Kar r n the Conqueror, Dread- hold has cont ai ned some of the most danger ous cri mi nal s the world has ever known. Popul ar belief says that no pr i s- oner has ever escaped the i sl and, but whi spered r umor s suggest that the t r ut h mi ght be ot herwi se. MAGICAL TRADITIONS MODES OF POWER Magic infuses the world of Eber r on. It rages high above i n the Ri ng of Siberys that encircles the world. It bi nds dark and forebodi ng creat ures in the deepest caverns of the underworl d of Khyber. It seeps from the land itself, a source of energy as well as a means of bendi ng the laws of reality. Magic, and reliance on magic, shapes and defines the societies of Eber r on. For mi l l enni a, wi zards, sorcerers, clerics, art i fi cers, adept s, and mage- wrights have brought t hei r talents to bear on the challenges and dangers of the world ar ound t hem. Thei r solutions helped humanoi d society develop and thrive on Eberronespecially in Khor vai r e. The people of Eber r on have developed a variety of means to tap i nt o the ever - pr esent power of magi c, c ha nne l i ng it to address t hei r needs t hr ough the ages. These various means are reflected in the great magical t r adi t i ons of t he worl d, past and pr es ent . Ar cane i nst i t ut es, chur ches, academies, secret cults and cabalsa vast number of organi zat i ons have preserved these numer ous t r adi t i ons. The most f undament al di st i nct i on in the various practices of magic lies in its source. Ar cane Spellcasters draw on the magical energy that sur- r ounds t hem, unl ocki ng it t hr ough careful performance of precise rituals and words of power. Di vi ne Spellcasters draw on magical power accessed t hr ough faith and devot i on. Art i fi cers work with the magic cont ai ned in the s t r uct ur es of obj ect s, al t er i ng t he movement of power and f r eei ng channel s for magi c to flow. Psi oni c mani f est er s are not i ncl i ned to call t hei r powers magi c, but t he resul t s are much t he same, powered by the manifester' s mi nd. The two great est i nst i t ut i ons t hat preserve t r adi t i ons of st udyi ng arcane magic and artifice, at least in Khor vai r e, are the Twelve and the Arcane Congress. Founded fifteen hundr ed years ago (before t here were even twelve r ecogni zed dr agonmar ks ) , the Twelve is a s hi ni ng example of cooperat i on among the dr agonmar ked housesan arcane foundat i on i nt ended to study dr agonmar ks, arcane magic, and artifice. The Twelve's studies emphasize the use of magic to improve daily life and, in part i cul ar, facilitate the work of the dr agonmar ked houses for economi c gai n. The invention of airships and message stations can be credited to the research- ers of the Twelve. The Ar cane Congr ess mai nt ai ns a somewhat mor e t heor et i cal research emphasi s. The i nst i t ut i on was founded in 15 YK, at least i n part because Ki ng Galifar did not fully t rust the Twelve to keep the best i nt er - ests of the ki ngdom (as opposed to the dr agonmar ked houses) at heart . Like the Twelve, the Ar cane Congress has an explicit mandat e to i mprove life t hr ough t he appl i cat i on of magi c. However, t he t wi st i ng hal l s and ext radi mensi onal spaces of the towers that float above Ar cani x are filled with all manner of exper i ment s and const ruct s, many of which have no imaginable practical application. The institute' s scholars have a part i cul ar interest in the pl anes. Whi l e t hese two or gani zat i ons are t he most i mpor t ant cent er s of magical l ear ni ng in Khor vai r e, they are not the only ones. The Passage Inst i t ut e for the Ar cane Art s (see page 102) is a small academy in Aundai r dedi cat ed to t r ai ni ng Spellcasters t hr ough field educat i onpr i mar i l y advent ur i ng. At ur Academy in Ka r r na t h (see page 103) is anot her small academy, dedicated to what some would call dark art s. Morgrave University and the University of Wynarn bot h teach magic (or at least its more abstract t heori es). Rekkenmar k Academy in Kar r nat h t rai ns Spellcasters for war, pr oduci ng a number of warmages in cont i nuat i on of the t radi t i on begun in Cyre dur i ng the Last War (see page 97). Each of the great r el i gi ons of the world mai nt ai ns its own magical t r adi t i on as well (or i n the case of the Path of Li ght , a psi oni c t r adi t i on) . Whi l e the Blood of Vol has cont i nued anci ent t r adi t i ons of necr omancy, the Chur ch of t he Silver Fl ame makes ext ensi ve use of magi c to bani sh WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: The many and varied forms of magic derive from t hree f undament al sources: ar cane energy (used by sor - cerers, wi zards, bar ds, and ot her s) , divine power (used by clerics, dr ui ds, pal adi ns, r anger s, and ot her s) , and the magic cont ai ned i n t he st ruct ures of objects (used by art i fi cers). DC 15: The Ar cane Congress, founded by Ki n g Gal i f ar , and t he Twelve, est abl i shed by t he dr a gonma r ke d houses l ong ago, are the two greatest i nst i t ut es of magic i n Khor vai r e. DC 18: Asi de from t he most common users of magic, a number of i ndi vi du- als follow t r adi t i ons t hat use magi c di fferent l y or combi ne it wi t h ot her ski l l s. Hexbl ades are war r i or s who wield arcane power derived from some connect i on to t he Dar k Six. Shu genjas are divine casters who revere the dragons of Ar gonnessen. Spi ri t shamans and wu j en are Spellcasters, di vi ne and ar cane respectively, who are drawn to nat ur e and commonl y found in the Eldeen Reaches. Favored souls are di vi ne cast ers devot ed to i ndi vi dual dei t i es of t he Sover ei gn Host . Warl ocks wield ar cane spel l - like abi l i t i es r umor e d to be deri ved from t he rakshasa l or ds i mpr i s oned i n Khyber . War mages ar e ar cane casters t r ai ned to bat t l e i n t he Last War. Spei l t hi eves combi ne ar cane magi c wi t h st eal t h to serve as spies and assassins. DC 20: Dr agons are said to be t he sour ce of magi c. They supposedl y t aught t he gi ant s t he secret s of t hei r magi c, whi ch t he n spr ead t hr ough t hei r elf slaves to t he ot her races of t he worl d. DC 25: Besides the anci ent magic of the dragons and gi ant s, ot her anci ent t radi t i ons persist: the daelkyr brought t hei r own twisted magic from Xori at , and the sects of the dr ui ds preserve the anci ent t r adi t i ons t hat were used to battle the daelkyr. DC 30 : A few gr oups , races, and i ndi - vi dual s know secret s of magi c t hat derive from anot her source entirely: a st range soul energy called i ncar num. Pract i t i oners of t hi s magic are called i ncarnat es, soul bor ns, or t ot emi st s. fi ends, exorci se spi r i t s, and cens ur e t he wi cked. The clerics of Aur e on are as i nt er est ed in ar cane magi c as i n di vi ne, while t he cl eri cs of Ona t a r are pat r ons of art i fi ce as well. ANCIENT MAGIC According to bot h historical record and legend, the dragons gr ant ed knowl edge of magi c to t he peopl es of Ebe r r on. In ages past , dr agon emi ssar i es visited t he empi r es of the gi ant s and bequeat hed to t hem t he most powerful arcane secret s t he world has ever known. Th e i r mot i va- tion for r eveal i ng t hi s knowl edge is uncl ear , but schol ars pr esume t hat dr aconi c i nt e r pr e t a t i on of t he Pr ophecy demanded t hat t he gi ant s l ear n t hi s l or e. Sixty t hous and years bef or e t he bi r t h of Gal i f ar , t he gi ant s st udi ed t he dr agons' gift, while t hei r elf slaves gl eaned cr umbs from this feast of knowl edge. The magi c of t he gi ant s was mi ght y i ndeed. Every expl orer who penet r at es the wilds of Xen' dr i k to unear t h the secret s of t he gi ant s r e t ur ns wi t h some new tale of wonder or art i fact of power. Pl anar por t al s, myst eri ous relics, weapons and ar mor of t r emendous mightall these and mor e were crafted by the gi ant art i fi cers of anci ent times to be di scovered by moder n expl orers and admi r ed with awe. Some whi sper t hat the gi ant s bui l t the first war- forged, or at least cr eat ur es very much like the moder n race creat ed dur i ng t he Last War. Some also claim t hat the giants or i gi nal l y developed the craft of el ement al bi nd- ing, the secrets of which are now guar ded by the gnomes of Zi l argo. The el ement al bi nder s of Zi l argo have begun a renai ssance of t hi s anci ent pract i ce, devel opi ng ai rshi ps and el ement al gal l eons as well as weapons and ar mor that cont ai n bound el ement al s. Nongnome mages woul d pay dearly to acqui re the secrets of these el ement al bi nders, but the gnomes guar d t hei r t echni ques closelyfor economi c reasons above all. The empi r es of t he gi ant s fell, i n par t due to t hei r mi suse of what t he dr agons had t aught t hem. Whe n the quori invaded Xen' dr i k, the giants used t hei r mightiest magic to close the pl anar port al , but this resulted in a cata- clysm that shook the foundat i ons of the cont i nent itself, sendi ng pl agues and curses across Xen' dr i k. When the giants t ur ned again to t hei r greatest magic in a desperate at t empt to prevent t he ut t er dest r uct i on of t hei r civiliza- tion, the dr agons i nt er vened, at t acki ng the gi ant s in a massive and sudden invasion that dealt the death blow to the gi ant civilization. The magic of the gi ant s did not die with t hei r empi res, however, for the elves had l earned at the feet of t hei r mas- ters. Bot h the elves who fled to Aer enal and the drow who remai ned in Xen' dr i k preserved cert ai n elements of it. The drow are r umor ed to cont i nue the pract i ce of el ement al bi ndi ng, while the elves of Aer enal have a l ong hi st ory of necromant i c magic, manifested in two di st i nct t radi t i ons. One of these st reams is the magic of the deathless (in bot h arcane and di vi ne f or ms) , dedi cat ed to pr es er vi ng the spirits of the race's ancestors in corporeal form. The ot her st r eam, t raced to t he house of Vol, emphasi zes t he dark magic of t he undead. Thi s l at t er t r adi t i on persi st s in the necromant i c magic of Kar r nat h and the cult of the Blood of Vol. The daelkyr practice anci ent forms of magic that focus on the warpi ng and cor r upt i on of ot her forms of life to pr o- duce new aberrat i ons and twisted symbiontsdistant echoes of the madness of t hei r home pl ane, Xori at . A few mort al s have dabbled in the magic of the daelkyr, sacrificing t hei r sanity for the power it offers. These i ndi vi dual s are l i nked to the Cul t s of the Dragon Below (see page 87). The dr ui ds of t he Shadow Marches and t he El deen Reaches practice anot her anci ent t r adi t i on of magi c, also derived from a draconi c source. Sixteen t housand years ago, the black dragon Vvaraak came to the orcs of the Shadow Marches and taught t hem the dr ui di c lore that became the Gat ekeeper t r adi t i on. Th e magi c of t he ot her dr ui d sects grew from t hat of the Gat ekeeper s, and it may have been a Gat ekeeper dr ui d who gifted the gr eat pi ne Oal i an (see pages 5761) with sent i ence. INCARNUM Rare types of magic exist that are not arcane or divine, nei t her psionic nor artifice. These t radi t i ons have not been fully codified and classified, even by the scholars of the Twelve. Thei r secrets are not fully pl umbed, t hei r forces are poorly under st ood, and t hei r sources r emai n mysterious. Of these t r adi t i ons, the best under s t ood involves the mani pul at i on of a ki nd of soul energy called i nc a r num (detailed in Magic of Incarnum). The source of this t r adi t i on is difficult to pi npoi nt . The duskl i ngs, native to the pl ane of Thel ani s, use i ncar num as part of t hei r reverence for magi- cal beastsshaping it i nt o masks, cloaks, and ot her t ot ems to gr ant t hemsel ves t he powers wi el ded by t hose beast s. Duskl i ngs are rare on the Mat eri al Pl ane, but they do cross over from Thel ani s in "t hi n places" such as t hose t hat dot the El deen Reaches. Ther e, t he duskl i ng t r adi t i ons have spread, particularly to shifters in the Reaches. The practices of these totemists seem compatible with the beliefs of the dr ui ds, and an i nt er est i ng synthesis of the two t radi t i ons seems to be developing among a few shifter communi t i es in the eastern Toweri ng Wood. Similarly, two i ncar num- usi ng races inhabit Kapaeri an Island, in the northwest of Xen' dri k. The lawful, militaristic skarns use i ncar num to embody the ideals of a par t i cul ar alignmentusually law itself, but somet i mes good or evil. The flighty, chaotic ri l kans, on the ot her hand, most often become chaos i ncar nat e, with si mi l ar l eani ngs toward good and evil. These two races are clearly rel at ed (bot h appear more or less human) , but they claim descent from a common ancestor race, the mi sht ai , which they say i nhabi t ed t hei r island dur i ng the t i me of the gi ant empi res. If this claim is t r ue, t hen this magic of i ncar num is a t radi t i on as old as the magi c of t he gi ant s, per haps i ndependent of dr aconi c i nfl uence. On the ot her hand, it mi ght be a legacy of the quor i i nvasi on, br ought f r om t he dr eam r eal m to t he Mat eri al Pl ane, or a separat e dr aconi c t r adi t i on, t aught to the mi sht ai even as t he gi ant s were t aught ot her forms of magic. A fi nal possi bi l i t y is t hat t he mi sht ai were t hem- selves gi ant s, and t he r i l kans and skar ns are under si zed descendant s of t he gi ant race who pract i ce a uni que form of t hei r anci ent magi c. I ncar num' s pr esence is not l i mi t ed to t hese races. Unus ual chi l dr en occasi onal l y bor n to huma n par ent s display a nat ur al affi ni t y for t hi s magi c. Cal l ed azur i ns , they are dr awn to ext r emes of al i gnment and behavi or . Al so, a t empl e in t he Endwor l d Mount a i ns is dedi cat ed to t he Sapphi r e Ei dol on, whi ch seems to be pur e i ncar - num. The or i gi n of t hi s t empl e is s hr ouded in mystery, but it mi ght hol d t he key to unl oc ki ng t he secret s of t hi s st r ange magi c. THE PASSAGE INSTITUTE FOR THE ARCANE ARTS "Magic is a primal forceit yearns to be wild and free as an eagle or a stag. It is a mistake to study it only in isolated towers and behind locked doors." Gallo Edgebrand, headmast er of the Passage Inst i t ut e Most ar cane academi es t reat spel l cast i ng and magi cal r esear ch as subjects best st udi ed unde r i sol at ed, hi ghl y regul at ed condi t i ons. The Passage I nst i t ut e, on t he ot her hand, believes that the place to study, research, and practice magic is out in the world. Rat her t han developing a new gen- erat i on of aloof, sel f-i mport ant , arcane snobs, the institute encourages its st udent s to use t hei r skills freely for the good of alland for personal gai n. JOINING THE PASSAGE INSTITUTE St udent s typically come to the Passage I nst i t ut e for one of t hree reasons. Many never demonst rat ed the magical apt i - t ude to be accepted at one of t he mor e pr est i gi ous ar cane academies. Some began t hei r t r ai ni ng at ot her schools (such as t he Ar cane Congr ess located i n nearby Ar cani x) , but after fi ndi ng the academic at mosphere stifling, they sought out the Passage Inst i t ut e for its great er freedom and more relaxed air. Finally, a large number of st udent s come to the Passage Inst i t ut e simply because the t ui t i on is less t han half that of most ot her schools. The Passage Inst i t ut e accepts anyone with the i nt erest to study spellcasting, whether they were bor n with the knack or not . About half its st udent s come from ot her walks of life and simply want to augment t hei r abilities with basic spellcasting skills. Because it emphasizes work i n the field, the at mosphere on campus is filled with stories of exciting exploits and fabulous t reasures, r at her t han excruci at i ng specul at i on about arcane mi nut i ae. Because much of a student' s advanced t r ai ni ng is in the field (with the school keeping half of any profits generat ed by these expedi t i ons), the i nst i t ut e is able to keep fees to a bare mi ni mum. En t r y Re q u i r e me n t s : Knowl edge ( ar cana) 2 r anks. Also, a charact er who is accepted i nt o the i nst i t ut e must pay t ui t i on and fees amount i ng to 50 gp per year. The staff of t he Passage I nst i t ut e consi st s mai nl y of mid-level Spellcasters, but also i ncl udes members of ot her classes who help t r ai n students in the more mundane aspects of advent uri ng. Roughly t hr ee quart ers of the st udent body is made up of wizards, and the ot her one quar t er are mem- bers of ot her classes who want to add low-level spellcasting to t hei r r eper t oi r e. I nt r oduct or y classes are s i mi l ar to t hose f ound at ot her ar cane academi es, but ar e augment ed wi t h l essons i n el ement ar y dunge one e r i ng. Whe n a st udent reaches a basic level of profi ci ency, about hal f of hi s or her cour se load becomes "pr act i cal field exerci ses. " I n ot her words, t he i ns t i t ut e sends t he s t udent s out on advent ur es , even hi r i ng t hem out to advent ur i ng par t i es ( cr eat i ng anot her r evenue source for the school ) . A st udent gr adu- ates once hi s or her expl oi t s have net t ed t he i ns t i t ut e a t ot al of 1,000 gp. PASSAGE INSTITUTE BENEFITS St udent s and faculty are treated as you would i magi ne they mi ght be at a school t hat is j ust as i nt er est ed (or per haps more i nt er est ed) i n t ur ni ng a profit as pr ovi di ng a hi gh- quality educat i on. The housi ng and meals are adequat e, as are the campus facilities. Advanced st udent s are r equi r ed to take par t in two or more practical field exercises per year, ei t her as par t of an i nst i t ut e- sponsor ed expedi t i on or as support hi r ed out to a private advent ur i ng party. Goods : St udent s and faculty recei ve access to fully st ocked ar cane l abor at or i es and basic spel l component s (but not hi ng t hat has a cost of mor e t han 5 gp per use) . I n addi t i on, st udent s who take par t i n pr act i cal field exercises are allowed to keep half of the t reasure or rewards they ear n. Ser vi ces: The basic service t he i nst i t ut e provi des is t r ai ni ng in t he ar cane ar t s. Beyond t hat , all member s of the faculty are experi enced advent ur er s who are wi l l i ng to offer advice and even pract i cal hel p wi t h di ffi cul t pr ob- l ems. In addi t i on, the i nst i t ut e hi r es its st udent s out to private advent ur i ng gr oups for a fee of 1 00 gp per st udent per week. The st udent s must get a full shar e of any t r ea- sure real i zed from the advent ur e, of which t he i nst i t ut e cl ai ms half. I nf or ma t i on: St udent s at the i nst i t ut e have access to spellbooks cont ai ni ng all commonl y known spells, plus a number of rare or even uni que spells known or created by faculty members. Access: Since private groups come to the i nst i t ut e to get spellcasting hi rel i ngs, all st udent s have access to a variety of unusual sites, activities, and experi ences. In the end, each student' s experi ence will be uni que. St at us: In the general publ i c, st udent s from the i nst i - tute are afforded the same status as st udent s at any school of magi c. Wi t hi n the academi c communi t y, t hough, the i nst i t ut e has the somewhat t ar ni shed r eput at i on of bei ng mor e of a moneymaki ng scheme t han an or gani zat i on devot ed to advanced study. Al u mn i of t he i nst i t ut e are somet i mes t reat ed as s econd- r at e cast ers, r egar dl ess of act ual ability. The scholars of the Passage Institute have little respect . . . ATUR ACADEMY "Evil? Magic is a tool in the wizard's hand, and the wizard must choose whether to use it for good purposes or ill. But magic is not evil in and of itself." Or t hi kt he Gr i m, mast er of the At ur Academy A small arcane i nst i t ut e is located in At ur, Kar r nat h' s City of Night. Though the city is best known for the Cr i mson Monastery (its great t empl e to the Blood of Vol), the At ur Academy has t r ai ned wizards, sorcerers, and ot her arcane Spellcasters for centuriesit has j ust done so r at her quietly. Even in Kar r nat h, whose armies were bolstered by ani mat ed skeletons and zombies dur i ng the Last War, the teachings of the At ur Academy are not always met with acceptance and under st andi ng. The masters of the academy are necr o- mancers and warlocks, and the lessons they pass on to t hei r students concer n the darkest lorethe magic of the dead, of negative energy, and of demoni c bi ndi ng. JOINING THE ATUR ACADEMY In cont rast to the Passage I nst i t ut e, the At ur Academy is quite exclusive. The heads of the academy look for st udent s they believe have the pot ent i al for t r ue great ness, and indeed a few of the greatest Spellcasters i n recent history were graduat es of At ur. The cost of at t endi ng the academy is a bar r i er to many, t hough a candi dat e who can' t afford to pay but secures the pat r onage of a respected spellcaster can hope for a schol arshi p to defray the cost of t ui t i on. Entry Requi rement s: Knowl edge (arcana) 4 ranks, Spellcraft (4 ranks). Also, a charact er who is accepted i nt o the academy must pay t ui t i on and fees amount i ng to 125 gp per year. The staff of t he academy feat ures some of Ka r r na t h' s most p r o mi n e n t Spel l cast er s, i nc l udi ng wi zar ds and sor cer er s, warl ocks, dr ead necr omancer s and archi vi st s (from Heroes of Horror), and even a necr ocar nat e (from Magic of Incarnum). Most of t he wi zards on staff are speci al - ist necr omancer s or conj ur er s, i ncl udi ng some i ndi vi du- als with exotic prest i ge classes such as acolyte of t he ski n or bl ood magus (from Complete Arcane), pal e mast er or t r ue necr omancer (from Libris Mortis), or t ai nt ed schol ar (from Heroes of Horror). For all its si ni st er air and quest i onabl e practices, the At ur Academy is first and foremost an i nst i t ut i on for the study of magic, and it takes that mission seriously. At some level, the heads of the academy seem det er mi ned to prove that an i nt erest i n the darker side of arcane magic does not necessarily mean that one is cor r upt of charact er or pos- sessed of an i nferi or intellect. ATUR ACADEMY BENEFITS Once a st udent has earned a place at the At ur Academy, she is treated as a valuable member of that communi t y. The academy mai nt ai ns a spacious bui l di ng i n the City of Night (not far from the Cr i mson Monastery) that has comfortable dormi t ori es, an excellent refectory, large classrooms, and wel l -appoi nt ed l aborat ori es. Goods: St udent s at the At ur Academy can pur chase goods t hat can be di ffi cul t to fi nd for sale el sewhere. . . . for the necromancers of the Atur Academy Everyt hi ng from covadish and kieros leaves i mpor t ed from Aer enal to narst one from the Demon Wastes (see pages 9192 of the EBERRON Campaign Setting) to body part s can be purchased for an appropri at e price. Services: Fundament al l y, the At ur Academy provides i nst r uct i on i n the magical art s. If your campai gn uses t r ai ni ng rul es, a st udent ' s annual t ui t i on payment covers the t r ai ni ng requi red for advancing levels and l earni ng feats or skills related to the fields taught at the academy. I nf or mat i on: Th e At ur Academy is a great r epos i - tory for what is oft en consi der ed f or bi dden l or e, and its l i br ar y is one of t he great col l ect i ons of such mat er i al . St udent s have free access to t he t omes i n t he l i br ar y, whi ch gr ant a +4 ci r cums t ance bonus on Knowl edge checks r el at ed to necr omancy, conj ur at i on, evil magi c, and t he l i ke. Th e faculty of t he academy is l i kewi se an excellent resource on such t opi cs, and can make a Knowl - edge check i n any rel evant specialty wi t h a bonus of +12 to +15. The faculty is t he soul of di scr et i on, and st udent s are encour aged to ask anyt hi ng they need to know wi t hout fear of r eper cussi ons. St udent s at t he academy also have access to an ext en- sive col l ect i on of spel l books. Whenever a wi zard st udent at t he academy advances a level, she can choose one of her new spells from any source t he DM allows, i ncl udi ng s u p p l e me n t s s u c h as Libris Mortis, Book of Vile Darkness, a n d Heroes of Horror. Access: Beneat h t he academy bui l di ng sprawls an extensive network of dungeons, i ncl udi ng passages l eadi ng to old catacombs and areas designed for pract i ci ng conj ura- tion in relative i sol at i on. In addi t i on, the academy mai nt ai ns an extensive net - work of al umni , f or mer faculty, benefact ors, and ot her i nt erest ed part i es that extends i nt o every major city of the Five Nat i ons. If a st udent needs safe shelter in one of these cities, or access to spellbooks or ot her i nf or mat i on, a suc- cessful DC 20 Gat her I nf or mat i on check can put her i n contact with this network. HIGH ELEMENTAL BINDER "I bind fire to scorch my enemies. I bind air to move with the wind. I bind earth to find the secret places. I bind water to dance with the waves. I am their master, and let my enemies quail." Zallias the high el ement al bi nder A few Spellcasters dabble with el ement al bi ndi ng; high el ement al bi nders (also known simply as hi gh bi nder s) are mast ers of the craft. As a hi gh bi nder , you can reach i nt o t he pl anes and i mmedi at el y draw el ement al bei ngs i nt o obj ect scoat i ng your ar mor in st one or your bl ade i n fire. You can also use el ement al s to power your spells and call t hem to serve you. You can even bi nd el ement al s to your body, har nessi ng t hei r powers for your own. BECOMING A HIGH ELEMENTAL BINDER The artificer is the easiest path i nt o the high el ement al bi nder class: You gain Craft Wondrous Item as a bonus feat, and Concent r at i on, Knowledge (arcana), and Knowl edge (the planes) are class skills for you. Wizards can also meet the ent ry r equi r ement s easily, but have less to gai n from the class. Clerics make good high bi nder s, since they benefit greatly from the ability to bi nd el ement al s to t hei r weapons and ar mor . Your key spel l - casting ability ( I nt el l i gence, Wi sdom, or Char i sma) r emai ns your most i mpor t ant ability. Const i t ut i on is helpful to mai nt ai n your i nst ant bi nds, while Char i sma helps you bi nd unwi l l i ng el ement al s. En t r y Re q u i r e me n t s Spel l s: Ability to cast 3rd-level spells or infusions Ski l l s: Concent r at i on 8 ranks, Knowl edge (arcana) 4 ranks, Knowledge (the planes) 8 ranks Feat s: Bind El ement al , Craft Wondr ous Item CLASS FEATURES As you advance in level, you gain powers related to bi ndi ng el ement al s to your equi pment , your spells, and your body. You cont i nue gai ni ng spells in your pr i mar y spellcasting class, and you gain an el ement al compani on that improves as you gain levels. Spel l cast i ng: At every level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gai ned a level in a spellcasting class to which you bel onged before addi ng the prestige class level. You do not, however, gain any ot her benefit a character of that class would have gai ned. If you had more t han one spell- casting class before becomi ng a high el ement al bi nder, you must decide to WHAT DO YOU KNOW? Knowl edge (arcana) DC 15: Some Spellcasters can i nst ant l y reach i nt o t he pl anes and bi nd el e- ment al s to t hei r equi pment . DC 20: Hi gh elemental bi nders gain the services of elemental compani ons and can bi nd those compani ons to t hei r weapons, armor, and bodi es. DC 25: A high el ement al bi nder' s abil- ity to bi nd his el ement al compan- i ons to his weapons and ar mor has t he same gener al effect as cr af t i ng bound- el ement al weapons and ar mor usi ng Khyber dr agonshar ds. Bi ndi ng an el ement al to his body gives hi m r emar kabl e physical charact eri st i cs for the dur at i on of the bindwhich is only about a mi nut e. DC 30: Legend says t hat t he hal fl i ng Dar et h Fasco di sgui sed hi msel f as a gnome and l earned the secrets of the hi gh el ement al bi nder s i n Zi l ar go, t hen fled wi t h t hat knowl edge. Sup- posedly, the Tr ust is still after hi m. Knowl edge (geography) DC 15: Zi l argo has a vi rt ual monopol y on el ement al bi ndi ng. DC 25: Some of Zi l ar go' s el ement al bi nder s are masters of the craft and can do swift, amazi ng t hi ngs wi t h bound el ement al s. Knowl edge (the pl anes) DC 20: Some Spellcasters have a par - t i cul ar interest i n Ferni a and Laman- ni a. They har nes s t he el ement al s found i n those places. THE HI GH ELEMENTAL BI NDER HI T DI E: D6 Bas e At t a c k F o r t Re f Wi l l Level Bo n u s Save Save Save Spe c i a l Sp e l l c a s t i n g 1st +0 +0 +0 +2 El e me nt a l c o mp a n i o n ( Me d i u m) 2nd +1 +0 +0 +3 I ns t a nt bi nd (1/ day, weapon) +1 level of exi s t i ng s pel l cas t i ng class 3r d +2 +1 +1 +3 El e me nt a l c o mp a n i o n s (2) +1 level of exi s t i ng s pel l cas t i ng class 4t h +3 +1 +1 +4 El e me nt a l c o mp a n i o n ( Lar ge) , +1 level of exi s t i ng s pel l cas t i ng class i ns t a nt bi nd ( 2/ day) 5t h +3 +1 +1 +4 I ns t a nt bi nd ( a r mor ) +1 level of exi s t i ng s pel l cas t i ng class 6t h +4 +2 +2 +5 El e me nt a l c o mp a n i o n s (3), +1 level of exi s t i ng s pel l cas t i ng class i ns t a nt bi nd ( 3/ day) 7t h +5 +2 +2 +5 I ns t a nt bi nd (swift act i on) +1 level of exi s t i ng s pel l cas t i ng class 8t h +6 +2 +2 +6 El e me nt a l c o mp a n i o n ( Huge ) , +1 level of exi s t i ng s pel l cas t i ng class i ns t a nt bi nd ( 4/ day) s pel l cas t i ng 9t h +6 +3 +3 +6 El e me nt a l c o mp a n i o n s (4) +1 level of exi s t i ng s pel l cas t i ng class 10th +7 +3 +3 +7 I ns t a nt bi nd (5/ day, body) +1 level of exi s t i ng s pel l cas t i ng class Cl a s s Ski l l s ( 2 + I n t mo d i f i e r p e r l evel ) : Co n c e n t r a t i o n , Cr af t , Knowl e dge ( ar cana) , Knowl edge ( t he pl anes ) , Spel l cr af t , Use Magi c Devi ce. which class to add each level for the pur pose of det er mi ni ng spells per day, caster level, and spells known. You can increase your effective artificer level in this way, even t hough artificers are not technically Spellcasters. El ement al Compani on (Sp): At 1st level, you gain the service of a loyal el ement al (your choice of air, eart h, fire, or water). The el ement al s size is Medi um when you are 1st level, but it grows larger and more powerful as you gain levels. At 4t h level, your el ement al compani on is Large, and at 8th level it is Huge. When you s ummon your compani on, you can choose for it to appear i n a smaller size (to a mi ni - mum of Smal l ). Once per day, as a f ul l - r ound action, you can summon your el ement al compani on from the pl ane on which it resides. The el ement al i mmedi at el y appears adjacent to you and remai ns for 2 hours per class level; it can be dismissed at any time as a free act i on. The compani on is the same crea- t ure each time it is s ummoned. Each t i me it is summoned, it appears i n full heal t h, regardless of any damage it might have t aken previ ousl y. If your el ement al compani on is reduced to 0 or fewer hit poi nt s, it di sappears back to its home pl ane as nor mal for a summoned cr eat ur e. If your el ement al compani on carri es any gear when it di sappears, that gear r emai ns behi nd. At 3rd level, you gain the service of a second el ement al ; this elemental must be of a different ki nd from your current el ement al compani on. When you summon your el ement al compani on, you can choose to s ummon ei t her el ement al . At 6th level, you gain a t hi r d el ement al , and at 9th level you gain a f our t h el ement al ; no of these compani ons can be of the same ki nd. Thi s ability is t he equi val ent of a 4t h-l evel spel l ; your caster level is equal to your hi ghest caster level in any class. Instant Bi nd (Su): Begi nni ng at 2nd level, you can t empor ar i l y bi nd a nearby el ement al to your weapon, armor, or even yoursel f wi t hout the nor mal cost and t i me r equi r ement s . Bi ndi ng an el ement al i n t hi s fashion is a st andar d act i on; at 7th level it becomes a swift act i on. It does not provoke attacks of oppor t uni t y. The bi nd lasts for a number of r ounds equal to your class level + your Con modi fi er ( mi ni mum 1 r ound) . Ini t i al l y you can use this ability only once per day; as you gain levels you can use it more often, as i ndi cat ed on the table. An el ement al cr eat ur e of t he appr opr i at e ki nd must be wi t hi n 30 feet for you to use the ability. (Usually, a high bi nder uses his el ement al compani on for t hi s pur pos e. ) If the cr eat ur e is unwi l l i ng to be bound in t hi s fashi on, it receives a Will saving t hrow to avoid the effect (DC 10 + class level + Cha modi f i er ) . If it succeeds, t he i nst ant bi nd fails ( t hough it still count s as a daily use) and t hat el ement al is i mmune to your i nst ant bi nd ability for the next 24 hour s . When t he i ns t ant bi nd ends, t he bound el ement al appears adj acent to you (or i n t he near est open space, if t here is i nsuf f i ci ent space adjacent to you) and can act i mmedi at el y. If t he el ement al is a s ummoned cr eat ur e, time spent in the bi nd count s against the dur at i on of the s ummoni ng spell or effect; if this dur at i on elapses before the bi nd ends, the el ement al r emai ns bound for the full durat i on of the bi nd but di sappears i mmedi at el y after the bind ends. At 2nd level, you can use your i nst ant bi nd ability to bind an el ement al to a weapon you are hol di ng. Thi s grant s your weapon one of the following weapon special propert i es (see Chapt er 10 of the EBERRON Campaign Setting), dependi ng on the ki nd of el ement al you bi nd: burning (fire), earthbound (eart h), finesse (air), or waterborn (water). You can' t bi nd more t han one elemental to your weapon at one t i me. If the weapon is destroyed or leaves your hands, the effect ends. At 5t h level, you can use your i nst ant bi nd ability to bi nd an el ement al to a suit of ar mor you are weari ng. Thi s gr ant s your ar mor one of the following ar mor special pr oper t i es (see Chapt er 10 of the EBERRON Campaign Setting), dependi ng on t he ki nd of el ement al you bi nd: burning (fi re), stonemeld ( ear t h) , underwater action (water), or whirlwind (ai r). You can' t bi nd mor e t han one el ement al to your ar mor at one t i me. If the ar mor is dest royed or removed, the effect ends. At 10th level, you can use your i nst ant bi nd ability to bi nd an el ement al to your own body. Thi s gr ant s you benefits based on the ki nd of el ement al bound. You can' t bi nd mor e t han one el ement al to your body at one t i me. Air: You gain a + 4 dodge bonus to AC and a fly speed of 100 feet (perfect). Earth: You gai n a + 4 bonus on melee weapon damage rolls and a +4 bonus on checks to avoid bei ng bull rushed, over r un, or t ri pped. Fire.- You gain a +4 bonus on initiative checks and Reflex saves. Your unar med attacks and nat ur al weapons deal an extra 2d6 poi nt s of fire damage. Water: You gain t emporary hit poi nt s equal to twice your HD and a swim speed of 60 feet. PLAYING A HIGH BINDER You have mast ered a uni que art , and you know it. Ot he r Spellcasters can creat e magi c i t ems t hat bi nd el ement al s, and these i ndi vi dual s look up to you. It hel ps to let t hem know that you are i ndeed a master, for they will give you the respect and, hopefully, the space in which to work and develop f ur t her t echni ques. Hi gh bi nder s l ear n t hei r crafts as member s of the I nmost , a Zil or gani zat i on dedi cat ed to unde r s t a ndi ng the myst eri es of el ement al magi c, as well as negot i at i ng on good t er ms with the el ement al s they bi nd i nt o vessels and ot her i t ems. They share member shi p i n this organi za- t i on with el ement al sci ons, member s of a mor e mar t i al l y or i ent ed pr est i ge class who l ear n to mast er el ement al grafts to t hei r own bodi es. ( Thi s class and t he el ement al grafts they use are descr i bed i n Magic of Eberron. The text below i ncl udes all you need to know about t he I nmost , al t hough Magic of Eberron also i ncl udes a map of a typical I nmos t wor kshop. ) Combat : One of your gr eat est s t r engt hs is your versat i l i t y. I n addi t i on to a nearl y full compl ement of spel l s, whi ch serve a vari et y of pur pos es , you can bi nd di f f er ent el ement al s to accompl i sh di f f er ent t asks. You can bi nd fi re to your weapon to deal mor e damage, ear t h to your a r mor for pr ot ect i on, and ai r to your body to make your sel f fly. Al t ernat i ve bi ndi ngs are good for corner-case situa- t i ons. When fighting in water, bi nd water to your ar mor or weapon, and if you need to swim quickly, bi nd water to your body. If you encount er a cold creat ure, bi ndi ng fire to your ar mor can bot h keep you alive and deal extra damage to the creat ure. When you' re fighting on a precari ous ledge, bi nd eart h to your body. Your el ement al compani on provides you with a helpful combat ant . Even if it cannot take on enemi es al one, it can get in opponent s' way, aid your attacks and AC, and provide fl anki ng bonuses to you and your allies. Advancement : It is difficult to l ear n the Bi nd El e- ment al feat wi t hout the gnomes of Zi l argo knowi ng about it, even if they are not di rect l y responsi bl e for your t r ai n- ing. The I nmos t , i n par t i cul ar , keeps tabs on everyone who possesses t hi s knowl edge, and somet i mes seeks out t hose whose expl or at i ons i nt o t he art mi ght lead t hem to the secrets of ei t her a hi gh bi nder or an el ement al sci on. Whi l e it mi ght be possible to sel f-t rai n as a hi gh bi nder, bar gai ni ng and negot i at i ng with el ement al s to secure a compani on and di scover i ng the pr i nci pl es of t he i nst ant bi nd t hr ough l ong t ri al and er r or , member s of the I nmost have already mast ered these t echni ques and prefer t each- ing t hem to t hei r own member s rat her t han wat chi ng t hem prol i ferat e out si de the organi zat i on' s member s hi p. So at some poi nt after you l ear ned the Bi nd El ement al feat, t he member s of the I nmos t sought you out . They saw your pot ent i al to do more with t hat ability, and det ect ed some desire in you, and decided they would r at her have you with t hem t han against t hem. Once brought i nt o the I nmost , you received extensive t r ai ni ngt r ai ni ng that cont i nues for the dur at i on of your advancement i n this prestige class. Not unt i l you have mas- tered the power of mer gi ng an el ement al with your body is your t r ai ni ng consi dered complete. If you refuse to j oi n the I nmost and pur sue your st ud- ies i ndependent l y, t hen with each level you gai n i n t hi s class, t he agent s of t he I nmos t pr esent a gr eat er t hr eat to you. They do not i ni t i al l y t hr eat en violence, but by the time you l earn to instantly bi nd elementals i nt o your ar mor (5th level) you are consi dered an enemy of the Inmost if you have not yet accepted its per si st ent offers of member s hi p. The Tr us t of Zi l ar go (see page 68) cooper at es wi t h the I nmos t to r ei n in t hose who, i n t hei r t er ms , "steal t hei r secret s" by pr act i ci ng hi gh bi ndi ng wi t hout bel ongi ng to the or gani zat i on. As you advance i n level, be sur e to i ncr ease your Conc e nt r a t i on modi f i er , because odds are you' l l see mor e mel ee combat t han t he average wi zar d. Cons i der l ear ni ng fl avorful feats t hat deal wi t h t he el ement s, such as Ener gy Subs t i t ut i on or El ement al Spel l cast i ng (from Planar Handbook). Resources: You share a ki nshi p with ot her high bi nd- ers, even if you do not work with t hem directly. You know you are part of an elite gr oup, and you are willing to hel p your colleagues when they need it. Similarly, they help you. Thi s aid doesn' t come in any specific form, but high bi nders are often mi d- to high-level adventurers and can provide money, magic items, spellcasting, or compani ons. Of course, most expect somet hi ng i n r et ur n. HIGH BINDERS IN THE WORLD "Heh. Those other guys think they're good with the elementals. They haven't met my buddy here." Baylock Deadbl ade, advent urer Hi gh bi nder s offer an excel l ent way to expl ore Eber r on' s magi cal na t ur e . They take an ar cane sci ence and move it to t he edges of hi gh fantasy. If you want to emphasi ze Eber r on' s magi c or i nt r oduc e a char act er wi t h powerful and unus ual magi c, br i ng a hi gh el ement al bi nder i nt o the campai gn. Daily Li fe: Hi gh bi nders occupy themselves with the const ruct i on of bound- el ement al i t ems. A few work for House Lyrandar or House Or i en, bui l di ng and mai nt ai n- ing the galleons, ai rshi ps, and l i ght ni ng rail coaches that those houses rely on. More work in Zi l argo, fulfilling con- tracts that come from those houses, as well as engaging in the creat i on of smal l er-scal e magic weapons, armor, and ot her items that i ncorporat e el ement al s. But even as many high bi nders work as artificers and magewrights, nearly as many live a mor e advent ur ous life. Aft er all, the greatest st rengt hs of the high bi nder involve combat, and precious little combat is involved in the manufact ure of el ement al galleons. These more advent urous high bi nders advent ure from a variety of motivationssome per f or m missions in the interests of the Trust , the secret police force of Zi l argo, while ot hers act only i n t hei r own i nt erest s. Not abl es : Most hi gh bi nder s oper at e wi t hi n t he I nmos t , s hr oude d i n t he anonymi t y of me mbe r s hi p in an or gani zat i on. For t hat r eason, some of t he most wel l -known hi gh bi nder s are those renegades who refuse member shi p in t he I nmos t or leave the or gani zat i on after l ear ni ng its secret s. Somet hi ng of a folk her o i n t hi s cat- egory is a hal fl i ng named Dar et h Fasco, who accor di ng to legenddisguised hi msel f as a gnome to i nfi l t rat e the I nmost and l ear n t hei r secret s, t hen fled t he organi zat i on after mast er i ng the art of t he hi gh bi nder . The stories say the Tr ust still pur s ues Fasco across Khor va i r e . Th e r e is cer t ai nl y a gr ai n of t r ut h to t hi s l egend. However, t he I nmos t accepts member s of all races, so Fasco would have had no need to di sgui se himself as a gnomethough he mi ght have done it for ot her r easons. Or g a n i z a t i o n : T h e I nmos t is one of t he most i mp o r t a n t i nf l ue nc e s i n t he el ement al -bi ndi ng i ndust ry that is so i mpor t ant to Zi l argo. It is uni que in its appr oach to t he el ement al s it bi nds: The member s of the I nmost believe that bet t er results are obt ai ned by negot i at i ng with Symbol of el ement al s rat her t han coerci ng t hem i nt o service. the Inmost Whi l e t hei r i deas i ni t i al l y met wi t h a great deal of r esi st ance, t hei r r esul t s are di ffi cul t to ar gue with, and since the end of the Last War t hei r met hods and approach have gai ned wider acceptance. The t echni ques of the high bi nder depend heavily on this philosophy, which is why member s of the class have el ement al compani onsnot elemental servants or slaves. The rel at i onshi p between a high bi nder and his el ement al s is comparabl e to the rel a- t i onshi p between a dr ui d and her ani mal compani on, and no one would accuse a dr ui d of subjecting an ani mal to i nvol unt ary servi t ude. The leader of the I nmost is Har kr a Loivaerl Lonadar (N female gnome wizard 14), who founded the group dur i ng the Last War and cont i nues to st eer it while conduct i ng her r esear ch in her Kor r a nbe r g wor kshop. Har kr a is not i ncl i ned t oward bui l di ng el abor at e s t r uct ur es of ri gi d aut hori t y, so t he I nmos t r et ai ns a very l i mi t ed or gani za- t i on. The member s defer to Har kr a and at t he same t i me recognize t hei r most innovative colleagues, respect i ng t hei r opi ni ons and fol l owi ng t hei r lead because of the proven quality of t hei r ideas r at her t han because of any vested aut hori t y they hold. Illivanik Istravar Lonadar (LN male gnome artificer 5/high el ement al bi nder 7) is the high bi nder closest to Harkra, and the unofficial leader of all high bi nder s. He has not mast ered the highest arts t hat his predecessor in this posi t i on knew, and he is very self-conscious about what he does not yet know. At the same t i me, some have accused hi m of bei ng more i nt erest ed i n t racki ng down renegade high bi nders who have not j oi ned the Inmost t han he is in actually expandi ng his own knowledge and t hat of the high bi nders or the I nmost collectively. NPC Reactions The sight of a high bi nder accompanied by an el ement al compani on instills in most people at least some degree of respect, so most NPCs rarely greet a high bi nder with anyt hi ng worse t han an i ndi f f er - ent r eact i on, and they are al most always wi l l - i ng to l i st en to what t he hi gh bi nder has to sayif only out of respect for his power and the dest ruct i on even a Small fire el ement al can cause. Me mb e r s of d r a g o n - marked houses ( par t i cul ar l y House Lyr andar and House Or i e n) , gnomes of Zi l ar go, Other members of the Inmost , and artificers in general hold high bi nd- ers in high regard and usually have a friendly i ni t i al reaction to t hem. Hi gh bi nder s have no i nher - ent enemi es by vi rt ue of t hei r class. The exception is high bi nder s who have not j oi ned the I nmost , who can be assured of a hostile react i on from any member of the I nmost . HIGH BINDERS IN THE GAME Like el ement al scions of Zi l argo, high bi nders often travel by way of ai rshi ps, el ement al galleons, or the l i ght ni ng rail, and they are r at her distinctiveat least once they have any reason to summon t hei r el ement al compani ons. Since high bi nders are extremely rare, it shoul d come as no surpri se that the charact ers have never encount er ed one before. If a player charact er adopts this prestige class, it affords ample oppor t uni t y for an artificer to use his uni que talents and abilities wi t hout t ur ni ng i nt o a magic item factory. The high bi nder is most i nt erest i ng to play when situations arise that make unusual bi ndi ngs i nt o i nt er est i ng choicessuch as fighting in water, fighting cold creat ures, or fighting in precari ous posi t i ons. Part i cul arl y if you see a high bi nder always usi ng the same bi ndi ngs, look for ways to encourage hi m to try alternatives. Adaptation: Hi gh bi nders need not be associated with the Inmost . In fact, they could view t hei r elemental compan- ions as mi ndl ess slaves and be equally domi nat i ng toward the people ar ound t hem. If you are usi ng Magic of Eberron, it is possible that a high bi nder could l earn to bi nd el ement al s to different objects, recreat i ng the effects of cert ai n items in that suppl ement . MONASTIC TRADITIONS PERFECTION OF THE BODY Monasteries scattered t hr oughout Khor vai r e and Adar serve as places of refuge for stoic i ndi vi dual s who engage i n study and text t r ans cr i pt i on. These scholarly monks prefer refl ect i on and qui et work to t he chaos of worldly life. Some monast eri es take more active roles in t hei r communi t i es, pr o- t ect i ng or r ul i ng t hr ough t r adi t i on, wisdom, st r engt h, or a combi nat i on of all t hr ee. The monks in these monast eri es pursue physical perfect i on and ment al clarity, seeking to attain divinity t hr ough discipline and mar - tial t r ai ni ng. These individuals take levels in the monk charact er class and may leave t hei r cloisters to pur sue advent ure, hone t hei r skills, and seek worthy chal l enges. Eber r on monast i c t r adi t i ons are many and vari ed. A great numbe r of monks follow Dol Dor n, and one of his most popul ar sects is the Or der of the Broken Blade. Thi s order' s pat r on is Kal an Desh, a devotee of Dol Dor n who defeated a band of ogres usi ng only her hands , feet, and shat t ered l ongsword. The Or de r of the Broken Blade is mar t i al and aggressive, focusi ng on st r ong attacks with sword and feet. It has great monast er i es i n Ka r r n a t h and Br el and, as well as smal l er monast er i es spread t hr oughout Khor vai r e. Its pr act i t i oner s tie br i ght st r eamer s to the hilts of t hei r weapons, usi ng t he swi rl i ng pat t er ns to di st ract t hei r enemi es. They divide t hei r char act er levels bet ween fighter and monk (with the Monastic Tr ai ni ng feat) and take Whi r l i ng Steel Strike and ot her feats focused on the longsword. The or der also places great store in l ear n- ing, and swordbrot hers and sisters take ranks i n Knowledge (rel i gi on) as well as physical skills. The Mockery commands many followers, and his church has a special place for monks. The Flayed Hand is the most common monast i c or der among these gruesome individuals, and its disciples rip the skin from t hei r bodi es as part of t hei r i ni t i at i on. The or der is secretive, and its members have a grot esque f asci nat i on with ski n, goi ng so far as to save t he ski ns of t hei r enemi es to const r uct cl ot hi ng and masks from it. The Flayed Hand' s pr i mar y monast eri es are i n Dar guun and Dr oaam. Its i ni t i at es take Weapon Focus (kama), Fl ensi ng St ri ke, and ranks i n Hi de and Move Silently, honi ng t hei r skills to become assassins. The Brot herhood of the Mystic Fist uses its isolation and camaraderi e to develop its members' physical skills and arcane pot ent i al . Its members take levels in bot h monk and sorcerer, usi ng spells such as mage armor, mirror image, and haste to suppl ement t hei r mel ee ski l l s. They favor usi ng t hei r fists to deliver t ouch spel l s. To i dent i fy h i m- or herself, a member of the br ot her hood wears one black and one cr i ms on glove, each bear i ng the order' s symbol: a clenched fist out l i ned in flame. Gobl i noi ds have t hei r own monast i c or der s that trace t hei r root s back to the Dhakaani Empi r e. The shaar at ' khesh ("silent knives") is one such order. Thi s group of shadowy gobl i ns swears loyalty to the Dhakaani Th r o n e , but since t he t hr one has st ood empt y for cent ur i es, they sell t hei r services to the war r i ng gobl i noi d cl ans. They have a r eput at i on for absolute dedi cat i on, t hough they do not assassinate clan leaders or di rge si ngers. Its member s divide t hei r levels bet ween monk and r ogue, and often become assassins. Two cent ur i es ago, a pe r f or mi ng t r oupe of dancer s and acrobat s fell unde r per s ecut i on. To pr ot ect t hemsel ves as they t ravel ed, they developed a uni que br and of combat t hat emphasi zed t hei r at hl et i ci sm and grew nat ur al l y out of t hei r dances. The form proved effective and popular, and now t he Long Ar m has schools t hr oughout Khor vai r e' s major cities. Its pr act i t i oner s favor the quart erst aff and can take Weapon Focus ( quar t er st af f ) as t hei r bonus feat at 2nd or 6th level. The school' s tradition of per f or mance persists, and its uni f or m includes bri ght colors and fl owi ng scarves. Its mar t i al moves are i mpressi ve, i nvol vi ng spi ns, WHAT DO YOU KNOW? Knowl edge ( rel i gi on) DC 10: Many rel i gi ons i ncl ude monas- teries t hat t r ai n monks in unar med combat . DC 15: Monks commonl y follow Dol Dor n or t he Mockery. A few worshi p the Silver Fl ame, and some walk t he Path of Li ght . Broken Blade Knowl edge (geography) DC 20 : The Or der of the Broken Blade's pr i mar y monast eri es are i n Kar r nat h and Brel and. Knowl edge (nobi l i ty and royalty) DC 25: Hous e De ne i t h has a close r el at i onshi p wi t h t he Or de r of t he Broken Blade and regularly employs its pr act i t i oner s. Knowl edge ( rel i gi on) DC 15: Monks of t he Or d e r of t he Broken Blade focus on the longsword. Thei r goal is to obt ai n enl i ght enment t hr ough conflict. DC 20: Thr e e r anks exist wi t hi n t he or de r : i ni t i at e, s wor dbr ot he r (or sister), and bl ademast er. DC 25: To at t ai n t he r ank of bl ade- mast er i n t he or der , a monk must forge his own sword. Flayed Hand Knowl edge (geography) DC 20 : The Flayed Hand has monast er - ies i n Droaam and Dar guun. Knowl edge ( rel i gi on) DC 15: The Flayed Ha n d is a s ecr e- tive or der of monks dedi cat ed to t he Mockery. DC 20: The or der focuses on causi ng its enemi es pai n, bot h physical and ment al . They mar k t hemsel ves by peel i ng the skin from t hei r bodi es. DC 25: T h r e e r a n k s exi st wi t h i n t he or der : i ni t i at e, excor i at e, and a r c hi ma ndr i t e . Mystic Fist Knowl edge ( ar cana) DC 15: The Br ot her hood of the Mystic Fist practices a di sci pl i ne that com- bines unar med combat with sorcery. DC 25: The br ot her hood' s symbol is a fist out l i ned i n flame. Its member s wear black and red gloves. DC 30: Ranks i n the br ot her hood are divided i nt o seven circles; member s must prove themselves bot h mart i al l y and magically to advance. Shaar at ' Khes h Knowl edge (history) DC 25: Th e s ha a r a t ' khe s h ( "si l ent knives") is a group of goblinoid monk- assassins i n Dar guun. The or gani za- t i on has existed since t he days of t he Dhakaani Empi r e. Long Ar m Knowl edge (history) DC 20: The Long Ar m school of mart i al art s evolved from a gr oup of t ravel i ng per f or mer s. Knowl edge ( nobi l i t y and royalty) DC 25: The Long Ar m has close ties to House Phiarlan and House Thur anni . Knowl edge ( rel i gi on) DC 20: Long Ar m monks wield black quar t er st af f s. The i r combat style is flashy and impressive. Tashal at or a Knowl edge (geography) DC 15: Adar boasts bot h psi oni c and monast i c t r adi t i ons. Knowl edge (psi oni cs) DC 20: Th e Ta s ha l a t or a c o mb i n e una r me d mar t i al skill wi t h psi oni c di sci pl i ne. DC 25: The or der has no official ranks and is loosely st r uct ur ed. Its masters are eager to take on more disciples. Sudden Willow St ri ke Your monastic trai ni ng allows great precision with your quarterstaff. You can lash out swiftly and strike foes in vulnerable areas, stunni ng them. Thi s feat is taught and practiced by members of the Long Arm monastic tradition. Prerequi s i t es : Dex 13, Wis 13, Improved Unarmed Strike, St unni ng Fist, Weapon Focus (quart erst aff). Benefi t: You can use your St un- ni ng Fist feat with quarterstaff attacks. Nor mal : You can use St unni ng Fist only with unarmed attacks, l eaps, and fl i ps. Thos e who follow t he Long Ar m take Weapon Focus ( quar t er st af f ) and Two-Weapon Fi ght i ng, and focus t hei r skill r anks in Per f or m and Tumbl e. The Tashal at ora of Adar take st r engt h from the Pat h of Li ght and at t empt to enhance bot h t hei r nat ur al physi cal and ment al abi l i t i es. They often take levels in psi on or psychic warri or as well as monk. Thei r ul t i mat e goal is to meld t hei r bodies and mi nds to such a degree that they become the most powerful warri ors in the world. My son, I hope this letter finds you well. I am wri ti ng because I know of your scholarly interest in Eberron's monastic orders, and you may have access to i nformati on that can help me. I have recently uncovered evidence of an order that I believe most are unaware of. Thi s order is not the Flayed Hand, though that group of di sfi gured monks is fear- some. Nor is it the shaarat'khesh; yes, I know of those secret gobl i ns, though I know little more than the fact that they exist. No, this group is somet hi ng else. Allow me to explain. A few days ago, during our exploration of the jungles of Xen'drik, my companions and I came to a small campsite. All the explorers in the camp had been slain, but, unfortunate as it is, such an event is not uncommon on the lost continent. What was remarkable was their method of death: Each of the seven campers had his or her head twisted around in a full circle, snapping their necks and tearing the flesh in a gruesome manner. Each also had a symbol burned into the forehead: the skull of a threehorn dinosaur pierced by two spears. Even stranger, though the corpses had obviously been there for a few days, no animals had touched themnot even flies. What do you make of it? Undoubtedly the work of intelligent crea- tures, and they accomplished it unarmed. Yet who are they, and how do they come by these powers? Some witchery of the drow, perhaps? In any case, though I am regretful to see good men and women so mistreated, I must confess I am excited to solve the mystery! Hope to hear from you soon, son. Your loving father, Magorian Thornwhip, Wayfinder MORGRAVE UNIVERSITY SCHOLARS AND ADVENTURERS "A beacon of knowledge shi ni ng from the tallest towers of the city, i l l umi - nat i ng t he forgot t en secrets of t he past. " Lor d Lar et h i r ' Mor gr ave envi- sioned his university i n this way when it first opened its doors i n 738 YK in t he city of Shar n. Fr om the begi nni ng, t hough, the uni versi t y faced suspi ci ons t hat it was mor e a cover for smuggl i ng activities t han a bona fide i nst i t ut i on of hi gher educat i on. Lord Morgrave had a r eput at i on as a t reasure hunt er, and r umor s followed of how his fort une had been built on profits made selling artifacts and t reasures stolen from archeological digs i n Dar guun, Xen' dr i k, and ot her sites. Over the years, the st udent s and faculty of Morgrave University have struggled to help the i nst i t ut i on rise above its reput at i on the way its towers rise above Ment hi s Pl at eau. The school has the best l i brary i n Br el and, a museum filled with uni que items from ar ound the globe, and a staff of recogni zed expert s who spend al most half t hei r t i me i n t he field r at her t han behi nd t hei r desks. Of course, det ract ors poi nt out t hat the l i brary is nowhere near the equal of those at Wynar n University and Kor r anber g, that every year more i t ems are st ol en from t he mus eum t han are put on display, and that members of the staff are better known as black marketeers t han scholars. The fact of the mat t er is t hat most activities at the uni versi t y are completely legitimate, and a majority of the students and staff are engaged in honest academi c work ( t hough many do so i n t he hopes of e a r ni ng a posi t i on at a mor e r eput abl e school ) . The c ur r e nt Mast er, La r r i a n i r' Morgrave, has made a career of publ i c promi ses to eradi cat e all illegal and unet hi cal activities done in t he uni versi t y' s name. St i l l , i t ems from the archives are r out i nel y sold to pri vat e col l ect ors, and the museum' s vaults fill to near overflowing with unopened crates from past uni versi t y- sponsored expedi t i ons while new crates of unspeci fi ed "artifacts" arrive nearly every week. Morgrave University, it seems, is a long way from shak- ing its di sreput abl e past. All t hat said, a numbe r of professors at Morgrave Uni versi t y have wel l -deserved r eput at i ons as schol ars and advent ur er s of r enown. J ani k Mart el l , for exampl e, is an exper t on Xen' dr i k' s earl i est hi st ory, best known for his discovery of Mel -Aqat at t he east ern end of Xen' dr i k' s WHAT DO YOU KNOW? Knowl edge (arcana) DC 20: Morgrave University has a resi - dent gynosphi nx named Fl amewi nd. Thi s cr eat ur e was di scovered on an expedi t i on to Xen' dr i k i n 996 YK, and she is somet hi ng of an oracle. Knowl edge (history) DC 15: Mor gr a ve Uni ve r s i t y was founded i n 738 YK by Lor d Lar et h i r' Morgrave. DC 18: Lor d Morgrave was well known as a t reasure hunt er , a fact t hat left its st amp on the university as a whole. DC 20: Morgrave University has a r epu- t at i on for smuggl i ng art i fact s from Xe n' dr i k and sel l i ng t hem on t he black market r at her t han di spl ayi ng t hem i n the museum. Knowl edge (l ocal ) DC 10: Morgrave Uni versi t y, wi t h its mai n campus i n Shar n, is known as a place to study Xen' dr i k. DC 15 : The university is situated i n t he t opmost towers of t he University Di s- trict i n the Ment hi s Plateau in Shar n. It has a quest i onabl e r eput at i on as a place t hat puts profits above academ- ics. Besides t he uni versi t y, t he Uni - versity District holds four well-known t heat ers, a famous concert hal l , and the Shar n Oper a House. DC 18: The Commons is a plaza at op one of t he spires s ur r oundi ng Mor - grave. It' s a great place to grab a bite to eat and engage i n long, t hought f ul conversation, and it offers a ni ce view of the city. DC 20: Scandal s r egul ar l y sur f ace about t he faculty of Morgrave Un i - versity sel l i ng art i fact s on t he bl ack mar ket i nst ead of di spl ayi ng t hem i n t he mus eum. Even so, t he col l ec- t i on of t he Dezi na Mus eum is qui t e i mpr essi ve. Knowl edge ( rel i gi on) DC 15: Des pi t e t he Gr eat Ha l l of Aur eon located on the campus of t he university, few people associated with Morgrave are known as part i cul arl y devout fol l owers of t he Sover ei gn Lord of Knowl edge. Even so, peopl e r egul ar l y sl eep on t he f l oor of t he Gr eat Hal l i n hopes of r ecei vi ng i nspi r at i on in t hei r dr eams. great desert Me ne c ht a r un (see page 155). Dala Ar and is a young schol ar with a di st i ngui shed r ecor d of expedi t i ons to Xen' dr i k, i ncl udi ng a possible lead on the l ocat i on of the Scepter of Fell Khadash (see page 31). Davi Mor dat h is also young, but par t i cul ar l y di s t i ngui s hed by hi s r esear ch ( under the tutelage of Professor Mart el l ) i nt o the ser pent cults of Xen' dr i k (also described on page 31). Sana Dhuma, an aged hal f-orc, is known for her extensive work among the benevol ent yuan- t i of Kr ezent (in t he Tal ent a Pl ai ns), as well as a few br i ef forays i nt o t er r i t or y hel d by yuan- ti i n Xen' dr i k. As t he cur r ent Mast er of t he uni versi t y, Lar r i an is no academi c sl ouch, ei t herhe has publ i shed more papers on gi ant pot t er y t han any ot her schol ar, past or pr esent . Though in some sense Morgrave Uni versi t y is a single or gani zat i on, it mi ght be mor e accurat e (at least from a gami ng perspect i ve) to descr i be t he many or gani zat i ons that i nt ersect at Morgrave. Several member s of the faculty have connect i ons wi t h t he Li br ar y of Kor r a nbe r g (see page 69), t he Wayf i nder Foundat i on (see t he EBERRON Campaign Setting a n d Explorer's Handbook), a n d t h e Twel ve (see page 47). Beyond t hese f undament al l y collegial associ a- t i ons, some faculty are known or suspect ed to have ties to the Or de r of t he Emer al d Claw, t he Au r u m, t he Dr e a m- ing Dar k, t he Lor ds of Dust , t he Cul t s of t he Dr agon Below, and even t he Chamber i n shor t , wi t h j ust about every or gani zat i on of any si gni fi cance in Khor vai r e and beyond. All who care about power have an i nt erest in the study of Xen' dr i k, and nowhere is that interest more focused t han at Morgrave. THE CAMPUS Morgrave University is pr omi nent l y situated i n the upper - most levels of the towers of the Ment hi s Plateau in Shar n, the City of Towers. The uni versi t y owns the bui l di ngs in the University Di st ri ct that s ur r ounds the campus proper, r ent i ng resi dences to st udent s and faculty. The uni versi t y also leases busi ness space to the t rades and services t hat keep the university going, from booksellers and st at i oners to scri bes and car t ogr apher s . The uni ver si t y itself fills Dal annan Tower, which is crowned by the enor mous dome of Laret h Hal l . Five slender spires (represent i ng and named after the Five Nat i ons) r i ng Dal annan Tower and house the university' s st udent s. At t he bot t om levels of t he uni versi t y, several large court yards stretch among the towers, filled with soil car- ried up from below and seeded with grass and small trees. These court yards are commonl y called the "gr ound floor" of the campus, despite t hei r bei ng high above the gr ound of the Ment hi s Plateau, and they are popul ar sites for st udent gat heri ngs, and even class meet i ngs, on the rare occasions that Sharn' s not ori ousl y rainy weather lets up. Beyond t he cour t yar ds, t he "gr ound f l oor " cont ai ns most of the l ect ure halls on campus as well as study halls, sub-l i brari es (mostly focused on books assigned for st udent readi ng), di ni ng halls, and some faculty offices. Like most educat i onal i nst i t ut i ons, Morgrave is a con- stant bustle of activity while classes are in session but can seem pract i cal l y deser t ed in t he eveni ngs, on weekends, and bet ween t er ms . Even for nons t udent s , t he uni versi t y cont ai ns resources and i nf or mat i on helpful to nearly any pur sui t , if you know where to look and whom to ask. The following locations represent some of the most popul ar and versatile resources on the campus. The Bri dge: A long, ar ci ng, covered br i dge connect s Brel and Spire and the Commons to Dal annan Tower, where the university' s busi ness occur s. One side of the bri dge is lined with shops focused on the needs of Morgrave' s students (bookst ores, paper makers, cl ot hi ng and equi pment ven- dors). The ot her side is an open wall where announcement s and notices are posted (job oppor t uni t i es, campus events, items for sale, and so fort h). The Co mmo ns : Thi s l ar ge o p e n - a i r plaza at op Br el and Spi r e is a popul a r gat her i ng spot for st udent s and staff. Food vendor s set up cart s t her e every mor ni ng and sell a wide vari et y of di shes t hr oughout t he day. I n the eveni ng, t he Commons is much qui et er, and a favorite spot for i ndi vi dual s who want to read, medi t at e, or have a private conversat i on. Dezina Museum of Ant i qui t i es: Home to Khorvai re' s most extensive col l ect i on of art i fact s from Xen' dr i k, the museum' s displays fill the mi ddl e levels of Dal annan Tower. In addi t i on, its vaults span several mor e levels below the museum' s publ i c spaces, and they cont ai n hundr e ds , if not t housands, of unopened crat es. All hol d uncat al oged t reasures, some of which have been t here for decades. Great Hal l of Aureon: Thi s temple to Aur eon, deity of knowledge, is r umor ed to be a source of divine i nspi r at i on. Accor di ng to some, a ni ght spent sl eepi ng on t he Hal l ' s marble floor provides insight i nt o any probl em or di l emma one is cur r ent l y facing. The t empl e staff is composed of scholars and expert s from practically every academic field and di sci pl i ne. Hadri l l Gardens: Aunda i r Spi r e is cr owned by the magni f i cent Hadr i l l Gar dens , an ext r aor di nar y display of exotic pl ant s, flowers, and even pl ant cr eat ur es from ar ound the world. Access to t he mor e danger ous pl ant s is restricted to st udent s in the bot any depar t ment who have permi ssi on from a faculty member. Ther e are ni ne gr een- houses ( i ncl udi ng one devoted to or chi ds from Xen' dr i k and Q' bar r a) and a large open- ai r garden that is a popul ar site for romant i c walks and medi t at i on among bot h students and staff. Lareth Hal l : Thi s large domed st r uct ur e atop Dal an- nan Tower is the center of campus and holds the university' s admi ni st rat i ve and faculty offices. It is also home to a gyno- sphi nx named Flamewindan unexpect ed find on a recent expedi t i on to Xen' dr i k. Fl amewi nd claimed that she was waiting for the scholars to find her, and she r et ur ned with t hem to Khor vai r e of her own free will. Morgrave University Library: Located j ust below the dome of Lar et h Hal l , Morgrave University Li brary has the most extensive collection of books in Br el and. It does not match the l i brary at Kor r anber g in br eadt h, but the Mor - grave l i brary specializes i n the hi st ory of Khor vai r e and is r un by gnome expat ri at es from Zi l ar go. St udent s and faculty can use the library for free; all ot hers must pay 1 gp per day for access to its resources. Val dai n Museum of Natural Hi story: Under f unded and unappr eci at ed at a uni versi t y so focused on anci ent r ui ns and rel i cs, the Val dai n Museum is nevert hel ess a fasci nat i ng col l ect i on of carefully stuffed and mount ed ani mal s from across Khor vai r e and beyond. The exhi bi t s go far beyond mundane ani mal s to i ncl ude a wide variety of magical beasts, from bl i nk dogs and di spl acer beasts to a great bul et t e, and an enor mous dr agon skeleton hangs from the ceiling above the museum ent r ance. The Valdain Museum is located near the top of Kar r nat h Spi re. MORGRAVE OUTREACH ASSOCIATION "Sure, you get to travel to exciting locales and uncover lost treasure. Sure, sometimes some of that treasure winds up in y o u r saddlebag. But really it's all about helping the kids." Engar "Flat Nose" Tr umbel l , seni or adjunct regi onal i nst ruct or, Morgrave Out r each Association Morgrave University constantly sends expedi t i ons to the four corners of the world to dig up anci ent t reasure, but its faculty members are j ust a bunch of weak-kneed scholars. They don' t know how to get along in the world. That ' s why they br i ng along peopl e with what they call "experience in the field." They br i ng the maps and do the diggingyou j ust make sure they don' t get killed, t hen take your cut. But it's tough to make the right contacts to get those gigs. It's a mean old world out t here, and they only want people they can t rust . That ' s why they come to the Morgrave Out reach Association whenever they can. Once you' re in here, you' ll never lack for good-payi ng work again. JOINING THE OUTREACH ASSOCIATION The Morgrave Out r each Associ at i on is a guild for advent urers who are i nt erest ed in act i ng as gui des, guar ds , and field exper t s for academi c expeditions sponsored by Morgrave University. Thei r mai n gui l dhal l is in the University District of Shar n near the Morgrave campus. (The bui l di ng is owned by the university, but is leased to the association for a reasonable fee.) Large gui l dhal l s stand in St or mr each, Regal port , and St or mhome, with smal l er regi onal gui l dhal l s found in virtually any town or por t from which a Morgrave expedi t i on is likely to depart . Becomi ng a member is relatively easy. The association isn' t par t i cu- lar about ability, nationality, political persuasi on, or even i nt er per sonal skills. They only care about two thingswhether or not you can hold your own in the wild, and whether or not you can be trusted to lead a group. The university pays to get expert advisors, and it will stop paying if association members prove to be less compet ent t han the st udent s they' re gui di ng. Li kewi se, t he uni ver si t y will take its busi ness el sewhere if associ at i on gui des abandon t hei r gr oups at t he first sign of t roubl eor worse, lead t hem into the wild only to kill t hem, steal t hei r equi pment , and leave t hei r bodies to rot. Once you've convinced the captain of the master gui l dhal l to take you into the association, you must pay 100 gp in dues. (The association assumes that if you can' t afford the fee, you likely aren' t much of an advent urer. ) For this sum, you receive a small medal l i on that identifies you as a member of the association for one year. The medal l i on changes from year to year (one year it mi ght be an eagle cast from br onze; the next, a silver coi n), and you must pay 100 gp to replace it each year. Possession of a cur r ent medal l i on is consi dered proof of member shi p. Ent r y Re qui r e me nt s : 6th level in any class. The Morgrave Out r each Association funct i ons much like an adven- t urers gui l d. In ot her words, each class fills exactly the same ni che it does when the characters are advent uri ng on t hei r own, with the only difference bei ng that i n addi t i on to t hei r own welfare, they are also responsi bl e for a group of st udent s and faculty from Morgrave University. The associ at i on does not pr ovi de any special t r a i ni ng to its mem- bers, si nce it expect s t hem to have enough exper i ence to take care of t hemsel ves. It does, however, pr ovi de i nf or mat i on about t he nat ur e of its associ at i on with Morgrave Uni versi t y and what s t andar ds of behav- ior and pr of essi onal i sm t he associ at i on expect s of its r epr esent at i ves while in t he field. Basically, t hi s behavi or amount s to pr ot ect i ng the faculty and st udent s from ani mal s , mons t er s , nat ur al di sast er s, and compet i ng academi c par t i es . It does not , however, i ncl ude pr ot ect i ng t hose academi cs from t hei r own f ool har di nes s . Associ at i on member s are expect ed to be civil to uni ver si t y per sonnel except if they prove really annoyi ng, when it' s okay to scare t hem a l i t t l e. If anyt hi ng does WHAT DO YOU KNOW Knowl edge ( dungeoneeri ng) DC 15: The Morgrave Out r each Asso- ci at i on is an advent ur er s gui l d wi t h ties to Morgrave University. DC 25: The Out r each Associ at i on pr o- vides advent urers with lucrative uni - versity cont ract s involving escort i ng schol ars and st udent s on danger ous j our ne ys . If you want t o work as a gui de or bodyguard, and don' t mi nd coddl i ng some weak-kneed academics, it's good work. Knowl edge (l ocal ) DC 10: Morgrave University has a r epu- t at i on as a place to study t he hi st ory of Xen' dr i k, and it sponsor s a l arge n u mb e r of academi c e xpe di t i ons to Xe n' dr i k and ot her danger ous locales. The university often employs advent urers as bodyguards and guides on such expedi t i ons. DC 15: The Morgrave Out r each Asso- ci at i on is an or gani zat i on t i ed to Morgrave Uni versi t y. It is a gener al i nt er ns hi p or appr ent i ceshi p p r o - gr am connect i ng st udent s with non- academic ment or s. DC 20: More accurately, the Out r each Associ at i on is basically an advent ur - ers gui l d t hat receives r egul ar con- tracts to escort university expedi t i ons of scholars and students on dangerous expedi t i onsoft en to Xen' dr i k, but somet i mes closer to home. The u n i - versity pays the association to provi de what are essentially guides and body- guards to these expedi t i ons. DC 25: The Morgrave Out r each Asso- ci at i on' s ma i n gui l dhal l is i n t he Uni ver si t y Di st r i ct of Sha r n, near campus . It also ma i nt a i ns gui l d- hal l s i n St or mr each, Regal port , and St or mhome, as well as smal l er hal l s in ot her towns and port s near sites of i nt erest to Morgrave schol ars. Knowl edge (nobi l i ty and royalty) DC 30: The Morgrave Out r each Asso- ciation fell on bad times shortly after the end of t he Last War, when it was blamed for the di sappearance of one of Ki ng Boranel ' s nephews, Lujaad i r ' Wynar n, i n the wilds of Xen' dr i k. The association seems to have recov- ered from t hat scandal , and it is said t hat Lujaad is none ot her t han t he i nf amous sky pi r at e whose expl oi t s r un i n several chroni cl es. go cat ast r ophi cal l y wr ong, the associ at i on member must r epor t t he i nci dent to t he near est gui l dhal l . Fai l ur e to do so is consi der ed der el i ct i on of duty and is gr ounds for expul si on from the associ at i on. The cat ast r ophe will also be bl amed on t he member in quest i on when r epor t ed to the pr oper aut hor i t i es . ASSOCIATION BENEFITS Being a member of the Morgrave Out r each Associ at i on is, in many ways, its own reward. That is, you do not get any- t hi ng in par t i cul ar from your member shi p ot her t han the chance to part i ci pat e in expedi t i ons that have a high l i ke- l i hood of bei ng exciting and profitable. What you make of those oppor t uni t i es is up to you. At the university' s expense, the association provides you with equi pment , i nf or mat i on, and ot her necessities for the successful compl et i on of each assi gnment . Beyond that, t hough, you are left very much to your own devices. Goods: The only i t em t hat every member of the asso- ciation receives ( upon payment of t he associ at i on dues) is the member s hi p medal l i on, which allows t hem to take on as s i gnment s . Beyond t hat , a me mbe r receives what ever gear Morgrave Uni ver si t y deems necessary for a par t i cu- lar assi gnment , plus a weekly st i pend (also deci ded by the university). Members have very little r oom for negot i at i ng better rates or more equi pment , but bet t er access (see below) can often be ar r anged. Servi ces: Each gui l dhal l has connect i ons to local l aborers who are wi l l i ng to hi r e on for an expedi t i on. The association takes care of t hei r salaries. Ar r angement s can be made for more highly skilled hel p (Spellcasters or ot her t r ai ned char act er s) , but payi ng for t hose services coul d reduce the st i pend paid to association member s. I nf ormat i on: The associ at i on gives its member s all available i nf or mat i on about t he par t i cul ar sites, r egi ons, and count ri es they are sent to. However, this i nformat i on is sometimes compromi sed, since it is provided by Morgrave University, and the university guards its secrets jealously. The association makes every effort to confi rm the i nf or ma- tion before pr esent i ng the details to its member s. Access: Most i mpor t ant , member shi p in the the asso- ci at i on provi des valuable access to hi st or i c sites, anci ent r ui ns, and newly discovered nat ural or magical phenomena. Because t he expedi t i ons approve of a reasonabl e level of profit shar i ng, a member of the associ at i on can walk away from every assi gnment with a significant bonus, whet her in the form of t reasure, ant i qui t i es, or magic equi pment . PLAYING AN OUTREACH ASSOCIATION MEMBER Ther e are as many reasons to j oi n the Morgrave Out r each Association as t here are reasons to live the life of an adven- t ur er . Member s of t he or gani zat i on have pr oven t hei r capability under fire and have a broad range of experi ence in t he wi l der part s of the world. They are mor e likely to t rust t hei r i nst i nct s t han the book knowledge of academics, and that' s exactly the expert i se that the Morgrave expedi - tions look for (even if faculty member s somet i mes rankl e at bei ng told what to do by "undereducat ed, gr i me- encr ust ed thugs with no sense of hi st ory or t he i mpor t ance of the uni versi t y' s work"). A member will have very little cont act with t he asso- ci at i on except to pick up new assi gnment s and r epor t the results of completed ones. The association exists as a ki nd of broker, al l owi ng academi c gr oups to meet i ndi vi dual s with pract i cal exper t i se. It has no par t i cul ar agenda, nor any i nt erest i n hel pi ng its member s do anyt hi ng ot her t han make a steady living. Member s of the associ at i on are compet ent and t rust wort hy, and an assi gnment taken from the association is likely to be straightforward and unencum- bered by political machi nat i ons or hi dden dangers (ot her t han those found in the wild). Combat: The Morgrave Out r each association does not have any par t i cul ar style of fighting. I n fact, each i ndi vi dual or gr oup is expected to have its own developed t echni ques, proven by success i n earl i er advent ures. Advancement: In most i nst ances, the association does not actively r ecr ui t new member s . Its r eput at i on for pr o- vi di ng hi gh- payi ng, relatively low-risk assi gnment s is well known among the advent ur i ng communi t y (as is Morgrave University' s r eput at i on for al l owi ng member s of its expe- di t i ons to pocket the occasi onal valuable i t em). Al t hough the associ at i on is always wi l l i ng to accept new member s, the fact is that it has enough cur r ent member s to fill most available assi gnment s. The only t i me this might not be the case is if an expedi t i on shows up unexpect edl y at one of the smal l er gui l dhal l s. The local gui l dmast er mi ght t hen actively recrui t the most compet ent , reliable help current l y available i n the area. Once you have paid your member shi p dues, what you get out of the Morgrave Out r each Associ at i on is up to you. Expeditions leave from most gui l dhal l s at least once a mont h (and several times per week at the larger sites such as St orm- reach). Assi gnment s can vary in l engt h from a week or two (if the gr oup is simply doi ng a survey of a hi st ori c site) to several mont hs (for an ext ended excavation or renovat i on of a large site). Occasionally, ext ended assi gnment s might last for a year or more. These j ourneys focus on exploration, mappi ng, or the study of a par t i cul ar cul t ure. The associ at i on encour ages member s to be selective when choosi ng assi gnment s. Once an expedi t i on is under way, an associ at i on member is expect ed to see it t hr ough to compl et i on no mat t er what ci r cumst ances mi ght ari se. It is unaccept abl e to abandon faculty and st udent s for any reason, so choosi ng a mission and gr oup that you will find palatable is i mpor t ant . Because all assi gnment s are per f or med for teams from Morgrave University, faculty and st udent s r e t ur ni ng to Shar n will carry word of how easy or difficult an association member is to work wi t h. Aft er compl et i ng a few successful mi ssi ons, a member (or gr oup of member s) mi ght develop a reput at i on among the university staff. Thi s could result in fut ure expedi t i ons specifically request i ng to work with par t i cul ar members of the association. Mi ssi ons: Assi gnment s usually fall i nt o one of t hr ee cat egori esexpl orat i on, cul t i vat i on, or communi cat i on. Expl orat i on assi gnment s are those in which an academic group is visiting a site for the first time or traveling t hrough unc ha r t e d t er r i t or y to i dent i fy sites sui t abl e for f ut ur e expl or at i on. Cul t i vat i on mi ssi ons involve t aki ng a t eam of faculty and st udent s to t hor oughl y exami ne a site and collect i nt er es t i ng s peci mens , ar t i f act s, and ar t obj ect s. Thi s is t he most common type of assi gnment , and the most l ucrat i ve as well. A mi ssi on of communi cat i on is one in whi ch t he uni ver si t y t eam meet s wi t h r epr es ent a- tives of a f or ei gn cul t ur e. Thi s mi ght mean l i vi ng with a r emot e t r i be, or coul d involve negot i at i ng wi t h forei gn gover nment s or warl ords for the ri ght to send fut ure expe- di t i ons i nt o t hei r t er r i t or i es. THE MORGRAVE OUTREACH ASSOCIATION IN THE WORLD "No matter how many treatises a student reads on a subject or a site, the most important information comes from spending time with someone who has actu- ally been there and returned to tell the tale. Our expeditions are always more rewarding thanks to the Outreach Association. Sometimes experience really is the best teacher." Larri an i r' Morgrave, Master of Morgrave University The Morgrave Out r each Associ at i on is a conveni ent way to give player charact ers access to a wide range of adventures and l ocat i ons. Practically any advent ure can be framed as part of a uni versi t y-sponsored expedi t i on, and the PCs will always know where to go when they find themselves with idle t i me. The promi se of pay over and above a share of any t reasure found gives the PCs incentive to take part in adventures they might ot herwi se have no reason to accept. The association also provides a way to i nt r oduce new PCs and suppor t i ng characters so that existing PCs have a l egi t i mat e reason to accept and t rust t hem. Organi zati on: The Morgrave Out r each Association is, at best, a loose affiliation. Members do not have any need to gather in great number s, nor are they expected to make any special commi t ment to the gr oup. They pay t hei r dues and take assi gnment s whenever it suits t hei r taste. The PCs can funct i on as a whole uni t , or can team up with ot her associa- tion members when an assi gnment requi res a specific skill set they do not possess. The associ at i on is r un from t he mai n gui l dhal l i n Sharn' s University Di st ri ct . Assi gnment s are handed out from t here or sent to regi onal gui l dhal l s to be filled locally. Many member s never visit t he mai n gui l dhal l , t aki ng assi gnment s only t hr ough t hei r local br anch. More widely traveled members, however, mi ght visit dozens of different gui l dhal l sst oppi ng in whenever t hei r wanderi ngs br i ng t hem to a town that houses one, per f or mi ng an assi gnment or two, t hen movi ng on to t hei r next dest i nat i on. NPC Reactions The general popul ace knows very little about the Morgrave Out r each Associ at i on, and most people simply assume that it has somet hi ng to do with Morgrave University. Scholars from ot her universities and i nst i t ut i ons likely treat associa- tion members with the same di sdai n they feel for Morgrave itself. Advent urers might ei t her be interested in finding out how to become member s, or show cont empt for anyone who takes on such mer cenar y work. The associ at i on does not have any enemi es per se, but various scholarly groups hold it in very poor regard. If the university representatives at a local site are seen to be removing, defacing, or trespassing on propert y held in high regard by the local popul ace, they and t hei r associates could become targets of deri si on, ostracism, or even violence. THE MORGRAVE OUTREACH ASSOCIATION IN YOUR GAME The Morgrave Out r e a c h Associ at i on is not t he sort of organi zat i on that draws a lot of at t ent i on to itself. As such, the association can easily funct i on in the backgr ound of a campai gn, with the heroes not even hear i ng about it unt i l they meet an expedi t i on in t he field or a local gui l dhal l master offers t hem an assi gnment . The DM can i nt r oduce the opt i on of member shi p only when the PCs are ready for it, or make it (and its lucrative assi gnment s) somet hi ng that lower-level PCs aspire to. Once the PCs have j oi ned the association, the best way to keep t hem happy is to provi de a steady st ream of assign- ment s for t hem to take. If these assi gnment s offer i ncreas- ingly bet t er pay, provide the chance to explore i nt erest i ng and uni que l ocat i ons, and i nt r oduce i mpor t ant NPCs, the characters will feel t hei r member shi p is wort hwhi l e. Adaptati on: If your campai gn does not feature Mor - grave University, simply change the association i nt o a more generic advent urers gui l d. Rat her t han focusing entirely on academic expedi t i ons, the gui l d would be an organi zat i on that any gr oup or person could approach to hi r e a gr oup of seasoned advent urers for any sort of mi ssi on. Encount ers: Encount er s can vary widely from assign- ment to as s i gnment , cover i ng a wide r ange of possi bl e expedi t i ons. Common mi ssi ons i ncl ude expl ori ng a newly di scovered anci ent t empl e, c a pt ur i ng a r ar e speci es of ani mal or mons t er , i nvest i gat i ng a myst er i ous nat ur al or magi cal phe nome non, and s ear chi ng for a pr evi ous expedi t i on t hat has gone mi ssi ng. Typical Association Guildhall Gui l dhal l s are usually t wo- or t hr ee- st or y bui l di ngs that resemble i nns or private resi dences. They have a small staff (sometimes consi st i ng solely of the hall' s master) and are not long on comfort. They do, however, provide access to the bare essent i al s. Associ at i on member s , uni versi t y faculty, and t hei r guests can gat her comfort abl y i n t he common r oom. Members can stay in the upst ai rs r ooms for one or two days at a t i me for no fee (extended stays cost the same as r ent i ng a r oom at an i nn) . The hall is decorated with pai nt - ings and t rophi es from association expedi t i ons. Every gui l dhal l has maps of the local regi on, descri p- tions of known dangers, basic medical supplies, and a supply of master work weapons. A well-stocked gui l dhal l might have such ameni t i es as a ki t chen and cook, ale, wine, and ot her spi r i t s, a heal er, and local gui des. Most gui l dhal l s have connect i ons to local smi t hs, heal er s, and mer chant s who provide association members with di scount ed services. An association gui l dhal l can make a good base of oper - ations for a group of PCs. They will always be welcome, they always have a source of work, and they can meet t rust wort hy NPCs who will carry news of ot her advent ures and events in the world. Indeed, if the PCs decide to settle in a specific town or regi on, they might be able to become the masters of the local gui l dhal l , or open a new hall of t hei r own. MORGRAVE UNIVERSITY FACULTY The professors of Mor gr ave Uni ver si t y mi ght not st and as s hi ni ng exempl ar s at t he t op of t hei r fi el ds, but many of t hem are at least col or f ul char act er s . I n addi t i on to t hose ment i oned on pages 110 and 111, advent ur er s mi ght come i nt o cont act wi t h any of t hese faculty mem- bers from t i me to t i me. Ghash Duurkat: Though he has not yet been awarded a pr of essor shi p (he car r i es t he t i t l e of Lect ur er ) , Ghash Duurkat is somet hi ng of a popul ar sensation at Morgrave. A hobgobl i n who wears t r adi t i onal bat t l e ar mor to every class, Duur kat is a boi st rous l ect urer, but behi nd the t he- atrics is a solid knowledge of Dhakaani history that rivals that of Professor Vi eran (see below). It is possible that more r umor s spread ar ound the university every year concer ni ng the exploits of Ghash Duurkat t han about any ot her member of the Morgrave communi t y. Kona Erran: Professor Er r an is the head of the botany depar t ment and mast er of t he Hadr i l l Gar dens (see page 111). A dr ui d and a f or mer advent ur er , she is known to have ties with the Gr eensi nger sect andlike that sect as a wholeshe is regarded as a figure of mystery. Fl amewi nd: Not technically a member of the uni ver- sity faculty, the gynosphi nx called Fl amewi nd is certainly one of the most i nt er est i ng charact ers on the campus. She accompani ed a recent expedi t i on back from Xen' dr i k, and has t aken up r esi dence at the t op of Lar et h Hal l ' s great dome. She frequently summons advent urers to her cham- ber and sends t hem on cryptic mi ssi ons, and she is said to have oracul ar powers. She is also known to have studied the draconi c Prophecy. Al ai n Gourt han: Professor Gour t han has yet to make any dramat i c discoveries, and that fact seems to grate on his nerves. Hi s academic knowledge is superi or to that of many of his colleagues, and he is known as an excellent lecturer, but his lack of si gni fi cant field exper i ence has held hi m back. Word is ci r cul at i ng t hat he pl ans a t rul y ambi t i ous expedi t i on to the far south of Xen' dr i k, which will almost certainly ei t her make or break his career. Sendor Reddick: Professor Reddi ck is a t axi dermi st as well as a not ed schol ar i n the field of ani mal biology. As curat or of the Valdain Museum of Nat ural History, Reddick pays handsomel y for well-preserved speci mens of unusual creat ures, t hough he prefers to stuff t hem himself. Some whisper that he dabbles i n necromancy. Dani d Vi eran: One of t he worl d' s l eadi ng exper t s on t he anci ent Dhakaani Empi r e, and par t i cul ar l y t he s hi ni ng city of Ja' shaar at (which now lies bur i ed beneat h t he deepest levels of Shar n) , Pr of essor Vi er an is a bi t t er man. Though he views his work as pr of oundl y si gni fi cant to t he mode r n city, and it is easily accessible even to t he common popul ace, his r esear ch is const ant l y over shad- owed by t he mor e flashy and popul ar work bei ng done in Xen' dr i k. Hi s popul ar i t y among t he st udent s of the uni - versity cer t ai nl y suffers because he is a t er r i bl e l ect ur er and general l y a bor e. Zophi k: Widely r egar ded as mad, Professor Zophi k (she no l onger uses her first name) has ear ned the right to some eccentricity. Her field is the Age of Demons, and she has supposedly traveled to anci ent Ashtakala and survived, t hough not unscar r ed. THE MOURNLAND DEVASTATION EVERYWHERE The Mour nl and was once the human nat i on of Cyre, but on the Day of Mour ni ng in 994 YK a cataclysm of unknown or i gi n wiped out its people and ravaged the cities and count rysi de. Now the once-nobl e nat i on is dead, its l and fused and bar r en. Li nger i ng magic effects strew chaos across the jagged landscape and living spells, twisted monst ers, and st ranger t hi ngs roam its crags. Nat ur e is suppressed wi t hi n its bor der s; nei t her magical nor nat ur al heal i ng funct i ons, and dead bodi es r emai n fresh and undi s - t ur bed. The Lor d of Blades gat hers mi l i t ant warforged in some hi dden st r onghol d. Despi t e these danger s, t he Mour nl a nd has much to offer: Relics lie wi t hi n its r ui ns, and many seek an answer to the mystery of the Mour nl and' s creat i on. The first obst acl e t hat any vi si t or to t he Mour nl a nd faces is t he dead-gray mi st t hat s ur r ounds it. The mi st is di s or i ent i ng, and t ravel - ers wi t hi n it grow weary and depr essed. Some areas of t he mi st display t hi s pr oper t y mor e st rongl y t han ot her s . Thes e areas are a dar ker gray t han t he s u r r o u n d i n g mista char act er can not e t he di f f er ence wi t h a DC 10 Spot check and i dent i fy its si gni f i cance wi t h a DC 20 Knowl - edge (geography) check. Tr avel i ng wi t hi n t hese areas forces char act er s to make Will saves each hour ( DC 15, + 1 per hour ) . Fai l ur e i ndi cat es t hat a char act er becomes fat i gued, and r emai ns t hat way unt i l he leaves t he mi st . Aft er penet r at i ng t he dead-gray mi st , advent ur er s face numer ous ot her obstacles. The Lor d of Blades, a char i smat i c warforged pr ophet , hol ds cour t somewhere in the Mour nl and. Though no one knows where he makes his base, hi s pat rol s scour the l and. Warforged oper at e mor e freely i n the Mour nl and t han do living creat ures, because t hei r repai r spells funct i on normally. Those who follow the Lord of Blades have no pity or mercy for t hei r living count er par t s, and encount er s with these warforged usually end in drawn blades. Warped monst ers wander the Mour nl and. These creat ures take many forms. Some are amal gamat i ons of several different creat ures, spor t i ng numer ous limbs and bul gi ng with muscle. Ot her s have features not nor - mally seen in t hei r ki nd, such as wings or st i ngi ng tails. Perhaps the most dangerous are those whose ment al faculties have i mproved, allowing t hem to gat her less able creat ures about t hem and carve t emporary t erri t ori es in the shat t ered land. Advent urers who overcome the Mour nl and' s dangers are privy to its mysteries. Two of the Mour nl and' s most unusual features are the Glowing Chasm and the Glass Plateau. Between these two areas is the St agnat i on, a flat and mor i bund lake t hat gives off a faint blue i ri descence. Skeletons lie half submerged along its shore, t hei r bones causing not a ripple in the syr up- t hi ck water. The water smells of dyi ng t hi ngs but tastes, so some cl ai m, of honeysuckl e and l avender wi t h a hi nt of s omet hi ng sweeter. Some say t hat t hose who i mbi be t he stuff wi t hout r et chi ng can take the Mour nl and' s magic i nt o themselves, changi ng i nt o somet hi ng st r onger t han they were before. Al so wi t hi n the Mour nl a nd is the Mi l e- Mar k St at i on. Thi s r ui n was once a l i ght ni ng rail st at i on at the j unc t i on of two t racks; now, it is half fallen i nt o rubbl e, t hough the great clock in its tower still funct i ons properl y. A l i ght ni ng rai l coach, bodi es spi l l i ng from its at t ached cart s, is cr ashed i nt o t he st at i on' s si de. The bui l di ng' s i nt er i or is scor ched, and t he bodi es of hundr e ds of ci vi l i ansmost l y chi l dr en and the elderlyare heaped i nsi de, t hei r wounds still fresh. Onl y a handf ul of t hem appear to have bur ne d to deat h, l eavi ng expl or er s to guess how the corpses ended up her e. Rumor s say t hat t he ghosts of t he l i ght ni ng rail coach passengers appear every ni ght , r aci ng away i nt o the darkness with mad cackles. WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: Mysterious l i nger i ng magical effects make the Mour nl and hazar d- ous and unpr edi ct abl e. DC 15: The Day of Mour ni ng had many strange repercussi ons. It gave life and a degree of sent i ence to some spells, which wander the Mour nl and today. It changed and twisted its native mon- sters, which also pose a danger. DC 20: Rumor has it that the secrets of t he Day of Mour ni ng can be f ound beneat h the Glass Pl at eau, an area of fused and j agged glass where l i vi ng spells congregat e. Knowl edge (geography) DC 5: The Mour nl and was once Cyre. DC 10: A disaster on the Day of Mour n- i ng killed all i nt el l i gent life i n Cyre. Knowl edge (history) DC 10: Cyre was destroyed by an arcane cataclysm i n 994 YK, on what is now called the Day of Mour ni ng. DC 15: Cyran r ui ns cover the landscape of the Mour nl and. Knowl edge (l ocal ) DC 15: The Mour nl a nd is uncl ai med and, for t he most par t , uncont est ed. A colony of mi l i t ant warforged and a few t r easur e- seeki ng expedi t i ons are its only nods toward civilization. Knowl edge (nature) DC 10: Travel ers are easily lost i n t he dead-gray mi st t hat s ur r ounds t he Mour nl and. DC 15: Nat ural heal i ng does not func- tion in the Mour nl and, nor does nat - ural decay. The dead lie where they fell years ago, l ooki ng as they did t hen. Knowl edge (nobi l i ty and royalty) DC 10: Cyre was t he headquar t er s of House Canni t h. The Day of Mour n- i ng devastated the house and split it i nt o factions. DC 20: House Phi ar l ann was also based in Cyre. Its leaders were conspicuously absent on the Day of Mour ni ng. Knowl edge ( rel i gi on) DC 15: Spells of the heal i ng subschool do not funct i on in the Mour nl and. DC 18: Many warforged see the Lord of Blades as a rel i gi ous figure. They take his words as doct r i ne. So You Wa nt t o En t e r t he Mo u r n l a n d ? By Hat hi us Rote Excerpted from the Korranberg Chronicle, Zolday, Dravago 4th Greet i ngs, good reader! If you are per usi ng this article, you are probably consi deri ng ent er i ng the Mour nl and in search of treasure and fame. You must already know the dan- gers you' ll faceliving spells, becomi ng lost in the dead-gray mist, encount er i ng warped monst ers and l i nger i ng magic effects, and r unni ng afoul of rogue warforged, to name a fewand I don' t i magi ne that I will be able to dissuade you. Instead, take heed, for I will tell you what you need to know if you are to r et ur n from your expedi t i on. The most i mpor t ant t hi ng that you must under st and is that you will be unabl e to heal in the Mour nl and. Nei - t her nat ur al nor magical heal i ng funct i ons in that blasted place. However, the dr ui d spell goodberry seems unaffected in the Mour nl and. Also, a pal adi n' s ability to heal wounds by laying on hands is not affected. Magic that allows ext radi - mensi onal travel is valuable, because you can heal (and be healed) while in that ot herworl dl y space. If your expedi t i on includes warforged, they shoul d have little t roubl e; spells that repai r const ruct s do funct i on in the Mour nl and. After properly outfitting yourself, the first obstacle you will encounter is the dead-gray mist that surrounds the Mournl and. You might find that you become saddened and listless within the mistdo not doubt your heroism, my friend, for the mist is magical, and these feelings come from outside forces! Certain patches of the mist carry this enchant ment heavilywatch out for the dark gray areas and avoid them. The mist is also disori- enting. Thi s report er has heard many tales of expeditions that got lost in the mist and were never seen again. That ' s pretty much all the help I can give you for now. Good luck, brave advent urer, and watch for my next essay: "So You Want to Ent er the Demon Wastes?" ARCANE STEEL Cyre was home to House Cannith, the humans who possess the Mark of Making. The warforged are their most famous creation, but these living constructs are not Cannith's only accomplish- ment. Cannith mines and forges dotted Cyre, and workers constantly unearthed ore, refined it, and shaped it into the latest Cannith masterpieces. When the Day of Mourning came, the metals that were in the process of being refined absorbed the catastrophe's arcane power. Now, ingots and chunks of this magically imbued substance lie scattered throughout the Mournland. Scholars have termed this material cyrite. Cyrite resembles steel but is slightly darker. Multicol- ored lines run over its surface and pulse with strange light. It is as heavy as steel, holds an edge just as well, and retains some magic essence from its odd genesis. Smiths and adventurers value cyrite for its use in weapons and armor. Weapons fashioned from cyrite count as magic weapons for the purpose of overcoming damage reduction. Armor made from cyrite absorbs magical energy and grants its wearer a +1 resistance bonus on saving throws against spells and spell-like abilities. Cyrite shields provide no special benefit, Items without metal parts, such as clubs, cannot be made from cyrite. Cyrite loses all its special properties in an antimagic field or similar area. Weapons, armor and shields that are made of cyrite have the same hit points and hardness as they do when made from metal of a normal sort (typically steel). Type of Cyrite Item Item Cost Modifier Ammunition +5 gp Armor +500 gp Weapon +250 gp Raw cyrite 10 gp per pound The above features apply to most examples of cyrite that explorers have discovered. Rumors speak of other forms of cyrite with different properties. ORCS THE LAND OF THE SHADOWS Hi dde n be hi nd Dr oaam, t he r egi on known as t he Shadow Mar ches has been i sol at ed from t he event s t hat shaped Khor va i r e . The War of t he Mark and t he ri se of t he dr a gonma r ke d houses, t he f or mat i on of Gal i fareven t he Last War itselfhad l i t t l e di r ect i mpact on t he di st ant Mar ches. Today, the Shadow Mar ches are not r ecogni zed as a nat i on by t he Treat y of Thr one hol d, and no cent r al gover nment exists t her e. The deni zens of the Shadow Mar ches are split i nt o two pr i mar y gr oups: t hose who are member s of t r i bes, and t hose who are member s of cl ans. The t r i bes are pr i mi t i ve, and largely composed of orcs. The i r t r a- di t i ons dat e back t housands of years before t he arri val of humani t y in Khor vai r e, and many of the tribesfolk believe that humans and member s of the ot her races can never under st and t hei r ways. As a result, they prefer to be left in solitudeand those who follow the Dragon Below can be quite dangerous if t hei r privacy is violated. The cl ans are t he mor e civilized i nhabi t ant s of t he r egi on. When human refugees arri ved from Sarl ona fifteen hundr e d years ago, they br ought Ri edr an cust oms with t hem. Whi l e a numbe r of t he orc t ri bes fought against these st rangers (as some still do), many embraced the new- comers, f or mi ng an i nt r i gui ng bl end of huma n and orc cul t ur es. Whi l e a few cl ans r emai n ent i rel y huma n, t he maj ori t y i ncl ude humans , orcs, and t hei r hal f-ore offspring. The Marchers are a proud folk, and they take bonds of blood seriously. Forei gners must be careful i n deal i ng with the clans, for any i nsul t to a family member will likely be taken as an affront against the ent i re clan. THE ORCS OF THE MARCHES The orcs are one of the oldest races in Khor vai r e, with a history st ret ch- ing back some t hi rt y t housand years. Whi l e they are not as cunni ng or as wise as humans , the orcs of the west ern coast have always been a deeply spi ri t ual peopl e. Even among the clans, where the t radi t i ons of humani t y have had a st rong i nfl uence on t hei r cul t ure, the orcs r emai n st rong and unswervi ng in t hei r faith. The majority of the clerics, adepts, and dr ui ds found in the Shadow Marches are orcs or hal f-ores. Today, the faith of the orcs is split between the path of the Gatekeepers and t hat of the Dr agon Below. Those who follow the Gat ekeepers do not necessarily know of the dael kyr or the anci ent wars, but they believe i n the power of nat ur e and the duty of t he orcs to r emai n close to t hei r wild root s. The Gat ekeeper bar bar i ans celebrate this bond, and t hei r rage is a mani fest at i on of this pr i mal connect i on. The Dragon Below cultists are all too often touched by madness, or believe that all power and glory flows from Khyber and Xori at . The rage of a cultist bar bar i an is a t erri fyi ng thingpure madness concent rat ed i nt o mart i al fury. Orcs of the isolationist t ri bes believe that humans and orcs have no common gr ound because orcs were the first i nhabi t ant s of the l and, and only an orc can t rul y bond to Khor vai r e. However, the orcs of the clans see humans as t hei r br ot her s and sisterssmaller and weaker, per haps, but valued for t hei r cunni ng and quick wits. LIFE ON THE FRONTIER The Shadow Marches have a l arger human popul at i on t han Dr oaam, and considerable wealth can be found in this landfrom vast fields of Eber r on dragonshards to anci ent treasures hi dden in the r ui ns of the daelkyr. Fur - t her mor e, it is far from the reach of the laws of ot her nat i ons. A fugitive on the r un from t he Ki ng' s Ci t adel can find securi t y i n the shadows of Zarasha' ak wi t hout giving up human company. The Shadow Marches have never been bound by the Code of Galifar, and even the sent i nel marshal s have no aut hori t y in this regi on. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: The r egi on called t he Shadow Marches cont ai ns areas of fetid swamp and deep j ungl e, with little civiliza- t i on to speak of. The i nhabi t ant s are huma ns and orcs, and t ravel ers are not always wel come. DC 15: One major city is i n the Marches: Zarasha' ak, which can be reached by water al ong t he sout her n coast l i ne. Knowl edge (history) DC 10: The huma n i nhabi t ant s of t he Shadow Marches came from Sarl ona approximately 1,500 years ago. Whi l e some orcs and humans still fear and hate one anot her, most Marcher clans i ncl ude bot h humans and orcs. DC 15: The Shadow Marches suffered terribly i n an ext r apl anar i ncur si on t hat occur r ed t housands of years ago, and t hi s is said to be the source of the monst ers that haunt the l and. Knowl edge (nature) DC 10: The Shadow Marches hold many deposits of Eber r on dr agonshar ds. DC 15: St r ange pl ant s grow i n t he marshes. Hat hi l root , for exampl e, is said to be good for enhanci ng spells of t r ansmut at i on. Knowl edge (nobi l i ty and royalty) DC 10: The city of Zarasha' ak is the seat of House Thar as hk. DC 15: House Thar as hk is the youngest dr agonmar ked house, and it is not a family as such; it is an alliance formed from a number of di fferent Mar cher clans, all of whom share t he mark. Knowl edge (the pl anes) DC 15: The Shadow Marches were one of the beachheads dur i ng the anci ent daelkyr i ncursi on. Rui ns dot the area, as well as a large number of manifest zones l i nked to Kyt hri and Xori at . Knowl edge ( rel i gi on) DC 15: Whi l e the Marchers have some anal ogues for t he Soverei gn Host , the mai n rel i gi ons of the area are the Cul t s of t he Dr agon Below and t he dr ui di c t r adi t i on of the Gat ekeepers. The Khyber cults scattered across the Marches are foes of one anot her ; as a result, Marcher cultists initially con- ceal t hei r t r ue beliefs from visitors. Even as this isolation provides security for the fugitive, however, it can be danger ous for the advent urer. Ther e is no uni fi ed law i n t he l and, and each cl an or t r i be rul es its t erri t ory as it chooses. Most Mar cher villages have a sheriff who holds the full aut hori t y of law. If advent urers challenge or kill a sheriff, they have commi t t ed a mort al cri me against his peoplea cr i me t hat calls for bl ood vengeance from t hem and any of t hei r allies. ORCS BEYOND THE MARCHES The Shadow Mar ches are not the only place i n Khor vai r e where orcs are f ound, al t hough t he orcs of t he Mar ches (as well as t hose i n t he El deen Reaches, who are essen- tially an offshoot of t he Mar ches cul t ur e) are by far t he most civilized of t hei r ki nd. The orc t r i bes of t he Demon Wastes are nobl e bar bar i ans , who unde r t a ke a sacred char ge to pr event any evil from l eavi ng t hei r homel and (see The Demon Wastes on page 34). The orcs of Dr oaam have been r educed to a state s i mi l ar to t hat of t he ot her natives of t he mons t er nat i ont hey hol d gobl i ns as slaves and are br ut al and cor r upt . Th e J hor a s h' t a r orcs of t he Mr or Hol ds are savage and vi ol ent , r ai di ng t he dwarves at every oppor t uni t y in r et al i at i on for anci ent wr ongs. The J hor a s h' t a r are t ypi cal of t he orcs of East er n Kh o r - vai re, i n t he few pl aces where r e mna nt s of t hei r anci ent t r i bes st i l l exist. HALF-ORCS: THE JHORGUN'TAAL Many of t he peopl e of t he Five Nat i ons are uncomf or t - able a r o u n d hal f - or es and f i nd t he idea of h u ma n s and orcs cr os s br eedi ng to be vile and di st ast ef ul . Such beliefs have never f ound r oot i n t he Shadow Mar ches, t hough, and t hose orcs who chose to wel come h u ma n - ity to t hei r l and were qui ck to mat e wi t h t he new- comer s. Thos e who followed t he dr ui di c pat hs knew t hat hybr i ds are oft en t he st r ongest pl ant s, while t he Khyber cul t i st s have always seen change as a pat h to power. In t he Mar ches, hal f - or es are cel ebr at ed; they are called j hor gun' t a a l , " chi l dr en of two bl oods. " Bl ood is ever yt hi ng to t he cl ans, and t he j hor gun' t a a l are t he pr oof t hat orc and huma n are ki n. They have t he s t r ong spi r i t ual i t y of t hei r orc f or ebear s and t he wi sdom of humani t y, and as such many of t he gr eat est dr ui ds and pri est s are hal f - or es . The j hor gun' t aal per f or m i mpor t a nt tasks in the Mar ches, for while they are not as clever or c ha r mi ng as t hei r huma n ki n, they have t he t r ust of bot h races. As a resul t , t he sheri ff of a muc k- mi ni ng town is mor e likely to be a hal f - or e t han a member of ei t her of t he pur e races. Li kewi se, when t he cl ans send ambassador s to negot i at e feuds or t r adi ng r i ght s, they oft en send a j hor gun' t aal , even if a mor e char i smat i c huma n comes al ong as an advisor. Whi l e hal f-ores are a t r ue- br eedi ng race i n t hei r own ri ght , the j hor gun' t aal are j ust as likely to mat e with humans or orcs as with t hei r own ki nd. The hal f-orcs of the Shadow Marches don' t see themselves as a separat e race; rat her, they consi der themselves to be the bri dge that makes humans and ores one race. ORCS AS PLAYER CHARACTERS Perhaps you' re a bodyguar d from House Thar as hk who has come east to serve the i nt erest s of your house, or perhaps you follow the t radi t i ons of the Gat ekeepers, bel i evi ng i n t he ri se of dar k powers t hat only you can st op. An ore' s sensi t i vi t y to l i ght can be overcome wi t h t he Dayl i ght Adapt at i on feat from Races of Eberron, and t he race' s lack of a level adj ust ment makes it easy to use as a pl ayer char act er . Orc raci al t r ai t s are det ai l ed in t he Monster Manual. Chi l d of t he Swamps You have spent years i n the swamps of the Shadow Marches. You can find food and shelter in the deep swamps, and you can move more freely t hr ough the difficult t er r ai n. Prerequi si te: Region of ori gi n Shadow Marches. Benefit: You receive a +2 bonus on Spot and Survival checks while i n marsh t er r ai n. In addi t i on, you can take a 5-foot step while in the shallow bog or light under gr owt h of a marsh, i gnor - i ng t he us ual move me nt penal t i es of t he t er r ai n for t hi s pur pose. Marchers, orc and human PLANES OF EXISTENCE WORLDS BEYOND THE WORLD Ot her real ms lie beyond the mundane worl ddomi ni ons of fire and ice, of et ernal forests and boundl ess sky, of r adi ant light and i mpenet rabl e darkness. These real ms are di fferent planes of existence: sel f-cont ai ned worlds beyond the world of Eber r on. They have t hei r own physical and magical laws, t hei r own flow of t i me, and t hei r own races and cul t ur es. No one knows the full extent of these pl anes. Some speculate that each is i nfi ni t e, st r et chi ng endlessly t hr ough its own space; ot hers declare that such worlds are only roughly the size of Eber r on itself. In any event, each pl ane is cert ai nl y large enough to accommodat e years of expl orat i on for anyone pr epar ed to face hostile condi t i ons and danger ous natives. Thr ee of these pl anes are always close to the Mat eri al Pl ane, existing si mul t aneousl y with it in the same physical space: the Et hereal Pl ane, the Plane of Shadow, and the Ast ral Pl ane. The Et hereal Plane is a ghostly ot herworl d, like a spi ri t real m per - vading the corporeal world and exi st i ng i mmedi at el y beside it. Ent er i ng the Et hereal Plane is a relatively simple mat t er for Spellcasters, who find that they can still see the creat ures and objects of the Mat eri al Plane from the ghostly et her. They can move about unhi nder ed by mat eri al objects, enabl i ng t hem to (in effect) pass t hr ough walls and ot her bar r i er s. The Pl ane of Shadow is like a dark mi r r or of the mat eri al world. All objects (t hough not creat ures) in the Mat eri al Pl ane have a shadowy analog. Ti me and di st ance have little meani ng i n the shadow real m, and Spellcasters who ent er the Plane of Shadow can easily travel great distances across it, reemergi ng in the cor r espondi ng location on the Mat eri al Plane in a bri ef t i me. However, the Pl ane of Shadow is haunt ed by undead and ot her hor r or s, maki ng it a peri l ous place. The Ast ral Pl ane is a great silvery void, somet i mes described as a sea or a starry sky t hrough which travelers, objects, and even ot her planes float freely. Travelers move t hr ough the Astral Pl ane at the speed of t hought (t hough such movement mi ght simply be an illusion in the mi nd of the traveler). The Astral Plane is the space behi nd spacethe nonpl ace that connects all places. It allows Spellcasters to t el eport from place to place on the Material Pl ane, and it serves as a condui t when s ummoni ng creat ures from ot her pl anes. Thi r t een ot her planes float in the Ast ral Pl ane. Pl anar scholars describe them moving t hrough the Astral Plane in complex orbits that bri ng t hem variously closer to and fart her from the Material Planesometimes even comi ng close enough to touch the Mat eri al Plane and allow some of t hei r essence to cross over i nt o the world. Daanvi, the Perfect Or der , is a pl ane where law rei gns supreme. Here all t hi ngs live i n har mony bor n of order. Its pol ar opposite is Kyt hri , the Chur ni ng Chaos, an ever - changi ng soup of r oi l i ng ent ropy. Accor di ng to popul ar super st i t i on, t i mes of hi st or i cal stability are l i nked to the proximity of Daanvi, while times of unr est and conflict are associated with Kyt hri ' s nearness, but no evidence support s these claims. Dal Quor , the Region of Dr eams, is the plane where dreams play out. When mort al s dr eam, they psychically project t hei r mi nds to Dal Quor . Behi nd the dreams and ni ght mar es t hat mort al s experi ence lie the cities of the quorimonsters of ni ght mar e that feed on psychic energy. Thr ough t hei r I nspi r ed hosts, the quori rule the nat i on of Ri edra and pursue t hei r mysterious aims t hr ough the work of the Dr eami ng Dark. Dol ur r h is the Realm of the Dead. A place of hopelessness and despair, this is where mort al spirits pass when life has reached its end. Accordi ng to the faith of the Sovereign Host, no great reward lies beyond life's bounds, so life must be lived to its fullest and dr unk to the dregs. I mmor t al i t y is achieved t hr ough heroi c deeds that leave a lasting mark on the world of the living, for the shades t hat persist in Dol ur r h bear little mark of t hei r former i dent i t i es. WHAT DO YOU KNOW? Knowl edge (history) DC 20: At two separat e t i mes i n Eber - ron' s hi st ory, a pl ane dr awi ng close to the world has di scharged an army of i nvaders. At the end of the Age of Gi ant s, quor i came to Eber r on from Dal Quor , t he Regi on of Dr eams . The fall of the Dhakaani Empi r e was preci pi t at ed by a si mi l ar invasion of daelkyr from Xori at . Bot h pl anes are now very far from the Mat eri al Pl ane as a resul t of act i ons t aken by t he world' s defenders. Knowl edge (the pl anes) DC 10: Beyond t he Mat er i al Pl ane are t hi r t een ot her pl anes of exi st ence where st range creat ures live and dif- ferent rul es hold sway. DC 12: Thr e e "t r ansi t i ve" pl anest he Et hereal , Shadow, and Ast ral Planes exist in addi t i on to the t hi r t een orbi t - i ng pl anes. DC 15: The t hi r t een orbi t i ng planes fall i nt o t hree opposi t i onal pairsDaanvi and Kyt hr i (law and chaos), Fer ni a and Risia (fire and ice), and Iri an and Mabar (l i ght and dar k) and seven unpa i r e d planes.- Dal Quor , Dol - ur r h, Lamanni a, Shavarath, Syrania, Thel ani s, and Xori at . Use this DC for a check to recall the basic characteristics of each pl ane and the ki nds of creat ures found t her e. DC 20: The t hi r t een or bi t i ng pl anes somet i mes draw so close to the Mat e- rial Plane that they "touch" it and allow some of t hei r qualities to seep over into Eber r on. Thi s is called a cot ermi nous phase. At ot her t i mes, the pl anes are remot e, and t hei r i nfl uence fades on the Mat eri al Pl ane. DC 25 : The planes have different magi - cal and physical laws. On some planes, gravity is lighter or st ronger, or com- pletely absent (Xori at )or it shifts frequent l y ( Kyt hr i ) . On some, t i me flows more or less rapidly, or it doesn' t flow at all ( Dol ur r h) . Some pl anes enhance t he f unct i oni ng of cer t ai n types of spells and i mpede ot her s, while some t hr ow t he rules of magic ent i rel y away (Xori at agai n). Use t hi s DC for a check to recal l t he pl anar traits of a given pl ane and how those t rai t s affect travelers. Ferni a, the Sea of Fi re, and Risia, the Plain of Ice, are the homes of powerful elemental forces. Every five years, the mi dsummer is especially hot and the mi dwi nt er particularly cold as these planes draw close to the Mat eri al Pl ane. Iri an, the Et ernal Day, is awash in the radi ance of posi- tive energy, while its opposite, the Endless Night of Mabar, is a starless void that devours life and light. Lamanni a, the Twilight Forest, is a realm of unbounded nat ure. Plants and ani mal s, magical beasts and el ement al s, and wild outsiders of bestial and el ement al aspect r un free in its verdant forests, rol l i ng pl ai ns, and soari ng moun- tains. Farmers say that crops grow more quickly dur i ng the one week every year when Lamanni a draws close. Shavarat h, the Bat t l egr ound, is i nhabi t ed by races of celestials and fiends locked in eternal war with each other archons, devils, and demons. Some say that Shavarath drew near to Eber r on in the year the Last War started and came close at least twice more dur i ng the course of the war, each time presaging an outbreak of particularly bitter violence. Syrani a, t he Azur e Sky, is t he home gl i t t er i ng cities floating in endless blue, each rul ed by the wisest of angels. Good' s power grows when Syrani a draws near, and flying becomes easier i n places where its i nf l uence is strong i ncl udi ng the great city of Shar n. Thel ani s , the Faerie Cour t , is t he myst eri ous home of the fey. Tales speak of travelers drawn i nt o its et er nal twilight, emer gi ng after what feels to t hem like mere days, only to discover that weeks or even mont hs have passed on the Mat eri al Pl ane. The i nfl uence of Thel ani s is said to be st rong near faerie ri ngs and faerie mounds. Xori at is t he Real m of Madness, home to t he dael kyr and the aber r at i ons they spawn. Ten t housand years ago, Xori at drew close and the daelkyr invaded Eber r on, unt i l the Gat ekeeper s fi nal l y sealed all connect i ons to t hei r i nsane r eal m. Some i magi ne t hat the Ast r al Pl ane is bounded in its most di st ant reaches by an enci r cl i ng real m of ut t er dark, the end of all t hi ngs. They call this regi on the Out er Dar kness. Some claim t hat the s hi ni ng r eal m of the Sov- er ei gn Host lies somewhere beyond t hi s Out e r Darkness, and t hat the Out er Darkness is t he home- i n- exi l e of the Dark Six. No mor t al has ever visited t hi s place, let al one any di vi ne real m beyond it, so its exi st ence is a mat t er of pur e specul at i on. MANIFEST ZONES In places, the boundaries between the planes are t hi n. Cert ai n locations in Eberron have close affinities or connections to the ot her planes, allowing characteristics of those planes to spill over into the world. These areas are called manifest zones, since in these places the power of the planes is made manifest. Mani fest zones appear everywhere i n Eber r on, and zones exist that link to all the planes except Dal Quor . The effects of a manifest zone are sometimes related to the effects of a pl ane becomi ng cot er mi nous with the Mat eri al Pl ane, but this is not always the case. In fact, the most well-known manifest zone in the world, the zone l i nked to Syrania in which the city of Shar n is bui l t , has qualities completely unr el at ed to the effects of Syrania' s cot er mi nous state and only tangentially related to the qualities of the pl ane itself. Manifest zones are, above all, unpredi ct abl e. That said, all mani f est zones have two pr oper t i es in common. Fi rst , a mani f est zone is consi der ed a par t of bot h the Mat eri al Pl ane and the pl ane to which the zone is l i nked. An out si der is not consi dered ext rapl anar while in a manifest zone l i nked to its home pl ane, so it is impossible to use dismissal or holy word to bani sh an angel from the city of Shar n, for example. Second, it is always easier to pass bet ween t he Mat e- rial Plane and the l i nked pl ane in a mani fest zone. I n most cases, magic is still r equi r ed to move a cr eat ur e from one pl ane to t he ot her (whet her t hat magic is summon monster I or a plane shift spel l ). However, a charact er in a mani fest zone can always use plane shift to travel to the pl ane l i nked to that manifest zone, even wi t hout the pr oper focus for the spell. When a charact er in a manifest zone uses a planar bindingspell to call a creat ure from the pl ane l i nked to that manifest zone, the spell' s saving t hrow DC is increased by 2. Besides t he mani f est zone i n whi ch Shar n is bui l t , i mpor t ant mani fest zones i ncl ude the Lai r of the Keeper i n the Demon Wastes and Lake Dark i n Ka r r na t h (bot h l i nked to Dol ur r h) , the City of the Dead in Aer enal (linked to I r i an) , and t hree manifest zones in the El deen Reaches: Gr eenhear t (l i nked to Lamanni a) , the Gl oami ng (l i nked to Mabar), and the Twilight Demesne (l i nked to Thel ani s) . Several known manifest zones l i nked to Kyt hr i and Xoriat exist in the Shadow Marches. Some sages speculate that the Fist of Ona t a r i n t he Mr or Hol ds is a mani fest zone tied to Ferni a, and zones l i nked to Risia almost cert ai nl y exist i n t he Frost fel l . The Mour nl a nd is believed to cont ai n at least one manifest zone tied to Shavarath, created as a result of t he events of t he Day of Mour ni ngor per haps havi ng caused that cataclysm. Powerful magic can create or suppress manifest zones. The powerful wondrous item called an orrery of the planes cre- ates a t emporary, localized manifest zone l i nked to a plane of the user' s choosi ng. It is even capable of creat i ng zones l i nked to Dal Quor , and usi ng an orrery in this way mi ght create an oppor t uni t y for t he quor i to ent er t he Mat eri al Pl ane in physical form once mor e. A dimensional seal, a ki nd of mi nor art i fact , negates t he effects of a mani fest zone in a l i mi t ed area. It seems likely t hat f ur t her mani f est zones linked to Xori at r emai n undi scovered because t hei r effects are suppressed by a hi dden dimensional seal. Characters wise to the ways of the planes can take advan- tage of manifest zones in a variety of ways. Those who spend a great deal of t i me in the City of Towers can adopt the Sharn skymage prestige class or l earn feats such as Improved Flight It em, Mani fest Fl i ght , and Mani fest Leapabilities that reflect t hei r i nt i mat e under s t andi ng of Shar n' s mani fest zone. (These opt i ons are descri bed in Sharn: City of Towers.) Any spel l cast er can l ear n the t echni ques of t he mani fest spel l shapers (see page 124) to channel pl anar power i nt o t hei r spells. The sidebar below describes a few more opt i ons for characters who wish to enhance their capabilities t hrough knowledge of the pl anes. MANIFEST ZONE FEATS Bat t l ebr ed Due to t raumat i c experi ences in past battles, the pl ane of Shavarath with its endless war seems never far from you. Prerequi si te: Base attack bonus +6. Benef i t : When you are subject to an effect that gr ant s a mor al e bonus , t he dur a t i on is ext ended by 2 r ounds . If you have the rage class feature, the dur at i on of your rage is ext ended by 2 r ounds . Chosen of t he Deat hl ess You were raised in Shae Mordai to serve as a squi re to the Undyi ng Cour t . Though your service has ended, you carry with you an i nt i mat e familiarity with the positive energy that suffuses the City of the Dead. Prerequi si te: Elf, regi on of or i gi n Aer enal , ability to t ur n undead. Benefi t: Whenever you cast a conj urat i on (heal i ng) spell that heals damage, you cure an addi t i onal 1 poi nt of damage per level of the spell. When you t ur n undead, you gain a +2 bonus on your t ur ni ng check and your t ur ni ng damage rol l . These benefits are cumulative with any effects of a manifest zone l i nked to I r i an and with the effects of Iri an' s cot er mi nous state. Mani fest Dr ui d Your years of wander i ng the Eldeen Reaches have given you a familiarity with its t hr ee manifest zones and the powers of the pl anes they are l i nked to. Prerequi si te: Region of ori gi n Eldeen Reaches, abil- ity to cast summon nature's ally I. Benefi t: Whenever you cast a summon nature's ally spell, the dur at i on is increased by 1 r ound. When you cast a spell or use an ability t hat causes di s- ease or involves poi son, the saving t hrow DC of the effect increases by 1. Once per day, you can empower any 1st level arcane spell as you cast it without adjusting the spell' s level or cast- i ng t i me. RACES OF THE PLANES The pl anes t eem wi t h life, i n some cases even mi r r o r - ing t he soci et i es, ki ngdoms , and conf l i ct s of Eber r on' s Mat eri al Pl ane. Many races are nat i ve to t he pl anes, or can at least t race t hei r ancest r y to pl anar i nf l uences . These r aces ar e des cr i bed i n Planar Handbook, Races of Destiny, Races of the Wild, Expanded Psionics Handbook, a n d Magic of Incarnum. Whi l e t he pl anar or i gi ns of t hese races are uni que to Eber r on' s cosmology, most ot her details r emai n unchanged from t hei r pr esent at i on i n ot her books. (In the following descri pt i ons, the abbrevi at i on of a book title after a race' s name i ndi cat es t he sour ce to consul t for more i nf or mat i on. ) Aa s i ma r ( RD) : These descendant s of huma n and celestial bl oodl i nes live among human communi t i es. The term "celestial" has a somewhat looser defi ni t i on in Eber - ron t han it does in settings that have clearly identified celes- tial pl anes. In Ebe r r on, cr eat ur es i dent i f i ed as cel est i al s in the D&D rul es come from such widely varyi ng planes as Fernia (firre el adri ns), I r i an (l ant ern archons), Lamanni a (guardi nal s), Shavarat h (most archons), Syrania (angels), and Thel ani s (el adri ns). As such, aasi mar often have traits and personal i t i es that differ wildly from each other, based on the part i cul ars of t hei r celestial ancestry. Bari aur ( PH) : Bari aurs are cent aurl i ke creat ures with the hor ns and lower bodi es of r ams. They are native to the plane of Lamanni a, the Twilight Forest. Buomman ( PH) : These ext rapl anar humanoi ds are somet i mes called " moani ng monks . " They dwell on t he Astral Pl ane. Dus kl i ng ( MI) : These wild and feral fey have a nat u- ral affinity for t he magic of t ot ems, channel i ng t he soul energy of magi cal beasts i nt o t ot emi c objects l aden with magical power. They hai l from the pl ane of Thel ani s , the Faerie Cour t . Gi thyanki and Gi thzerai ( EPH) : Mi nd flayers from Xoriat created the gi t hyanki and gi t hzerai to serve as t hei r slaves some ni ne t housand years ago. Some say t he mi nd flayers creat ed each race fully f or med, while ot her s con- tend t hat the i l l i t hi ds twisted humans or hobgobl i ns i nt o the gi t h. The mi nd flayers bred t he gi t hyanki to be slave laborers and expendabl e soldiers, while the gi t hzerai were destined to be personal servants and scribes for the mi nd flayers and t hei r daelkyr overlords. Whe n t he Gat ekeeper s severed t he connect i on to Xori at , the gi t hyanki and gi t hzer ai took the oppor t uni t y to t ur n on t hei r mi nd flayer mast ers, escaping t hei r slavery en masse. The two gi t h races were par t of di f f er ent slave castes, however, and came i nt o conflict once they had won t hei r freedom. The gi t hyanki ret reat ed to the Ast ral Plane, l ured by its timeless qual i t i es, while t he gi t hzerai went to Kyt hri to get as far away from t he mi nd flayers as possi bl e. A few gi t hyanki and gi t hzerai stayed on the Mat eri al Plane, t hough, f or mi ng smal l communi t i es i n widely scat t ered locations across Eber r on. The gi t hyanki and gi t hzerai are bi t t er rivals who aren' t above r ai di ng each ot her' s communi t i es, but they r emai n uni t ed i n t hei r hat red of the mi nd flayers and anyt hi ng else that hails from Xori at . Even rival gith communi t i es some- t i mes band t oget her to ent er Khyber and ensur e t hat the magic seals i mpr i s oni ng powerful r emnant s of the Xori at i nt erl opers r emai n strong. Ot her gith communi t i es uni t e simply to kill as many mi nd flayers as they can. Unl i ke t he gi t hyanki descr i bed i n t he Monster Manual, gi t hyanki i n Ebe r r on have no special connect i on to red dr agons. Ki l l oran (RW): Native to the Faerie Cour t of Thel ani s, this ext rapl anar fey race is common i n the Eldeen Reaches. Mephl i ng ( PH) : These cr eat ur es are si mi l ar to the mephits of Lamanni a, Ferni a, and Risia, but more human- like and less powerful . They come from t he same pl anes as mephi t s. Neraphi m ( PH) : The slaadlike ner aphi m hai l from the pl ane of Kyt hr i , the Chur ni ng Chaos. Shadowswyft ( PH) : These pl anet ouched bei ngs are descended from creat ures of the Plane of Shadow. Spiker ( PH) : Thought to be related to the bladelings described in Monst er Manual II, spikers likewise hai l from the pl ane of Shavarath, the Bat t l eground. Stonechi l d (RS): St onechi l dren are native to the plane of Lamanni a, the Twilight Forest. They have been known to wander ont o the Mat eri al Plane when Lamanni a becomes cot er mi nous, and appear frequently in the El deen Reaches dur i ng such times. Those who r emai n on the Material Plane for an ext ended peri od suffer bouts of depressi on dur i ng the Twilight Forest' s remot e phase. Ti ef l i ng ( RD) : Like aasi mar, tieflings live among human and ot her communi t i es around the world. Descended from fiendish stock, they are particularly common in the city of Graywall (in Droaam) and Q' bar r a. Fiends in Eber r on come from at least six di fferent pl anes ( Dol ur r h, Ferni a, Lamanni a, Mabar, Risia, and Shavarat h), so tieflingslike aasimardisplay a wide range of appearance and character traits dependi ng in par t on t hei r fiendish heri t age. Wi l dren ( PH) : These bestial, badgerlike outsiders are native to the pl ane of Lamanni a, the Twilight Forest. MANIFEST SPELLSHAPER "Let's see . . . Fernia is in the ninth realm, so if I want fire, I simply have to do . . . THIS!" Shevia i r ' Gal l i an, manifest spel l shaper The pl anes of Eber r on whirl in endless mot i on t hr ough the Ast ral Plane, drawi ng near and movi ng far from the Mat eri al Pl ane and sendi ng t hei r influence like tides upon the world. To one who under st ands the mot i ons of the pl anes, near and far mean not hi ngi f you know exactly where to reach, you can tap i nt o the power of the pl anes wherever they are in t hei r cyclical wanderi ngs. Once you have l earned t hi s t echni que, you are on the pat h to becomi ng a manifest spellshaper. Mani fest spel l shaper s are pr i mar i l y ar cane Spellcasters, but also i ncl ude di vi ne cast ers and psi oni c mani f est er s among t hei r number s . The i r secret s are not encapsul at ed i n a pr est i ge class, but r at her i n a col l ect i on of feats from whi ch t hei r member s can choose (descri bed under "Manifest Spel l shaper Benefi t s, " below). By t hi s means, manifest spellshapers cont i nue t hei r advancement in t hei r chosen spellcasting class while applying the secrets of the or der to the basic spells and t echni ques they l earn. JOINING THE MANIFEST SPELLSHAPERS The hardest step in becomi ng a mani fest spel l shaper is finding a ment or to t r ai n you in the secrets of the di sci pl i ne. Whi l e Spellcasters are rarely pr one to whi sper i ng about t hei r "secrets, " few cl i ng to t hei r spel l cast i ng t echni ques qui t e as tightly as mani fest spel l shapers do. Since the pr act i - t i oners of these t echni ques have been hunt ed by the Arcane Congress for over a century, they are skilled at r emai ni ng hi dden and slow to t rust any who do manage to find t hem. New st udent s come to the at t ent i on of exi st i ng mani fest spel l shapers by dabbl i ng in t he magi c of t he pl anes i ndependent l y. You mi ght have l ear ned feats (from Planar Handbook) such as El ement al Spel l cast i ng or Celestial Summoni ng Speci al i st t hr ough your own i ngenui t y. Al t er na- tively, per haps you st umbl ed across a lost j our na l of one of t he or i gi nal di sci pl es of Jef an i r ' Ga nni k. In any case, you have begun to taste t he ki nd of power t hat t he exi st i ng mani fest spel l shaper s want desperat el y to keep wi t hi n t hei r own r anks and out of t he hands of t he Ar cane Congr es s . For t hat r eason, a mani fest spel l shaper sought you out and offered to teach you deeper secret s i n exchange for your sol emn vow of secrecy. Not cont ent with a mer e verbal pr omi se, the exi st i ng di s- ciples r equi r e t hat prospect i ve st udent s submi t to a mark of justice spell t hat activates if they reveal t he secret s to anyone who has not sworn a si mi l ar vow. The mark of justice-takes t he form of a smal l t at t oo on the left shoul der bl ade. Entry Requi rement s : Knowl edge (the pl anes) 2 r anks, Spellcraft 4 r anks. Once your new ment or is convinced of your sincerity and t rust wor- t hi ness, you begin to l earn the t echni ques of manifest spellshaping. You work i ndi vi dual l y wi t h your ment or , and you mi ght never meet anot her manifest spel l shaper unless you decide to take on a st udent of your own. Your ment or allows you to pur sue your own i nt erest s and discover the pl anar secrets that are most in keepi ng with your own affinities. You can learn pl anar secrets that your ment or does not know; the ment or simply shows you the door, rat her t han l eadi ng you t hr ough it. MANIFEST SPELLSHAPER BENEFITS The most i mpor t ant benefit the manifest spel l shapers have to offer you is knowledgeboth general knowledge of pl anar lore and the very specific pl anar secrets taught by Jefan i r ' Ganni k to his first disciples. I nf ormat i on: The knowl edge of the mani fest spel l shaper s is per - soni fi ed i n your ment or . Because t he di sci pl es of Jef an i r ' Ga nni k are less an organi zat i on t han a conspiracy of fugitives, t here is not hi ng like a central l i brary where you can study the collected lore of an or der or any- t hi ng of the sort. You mi ght gain permi ssi on to study your own ment or' s WHAT DO YOU KNOW? Knowl edge (arcana) DC 15: The positions of the planes rel a- tive to each ot her can have an impact on t he power of spel l s cast on t he Mat eri al Pl ane. DC 20: Before t he Last War, a gr oup of Spellcasters left the Ar cane Congress, t aki ng some t r emendous secret with t hem. Agent s of the Ar cane Congress still hunt those who have kept those secrets all this t i me. DC 25: It is possi bl e, if a spel l cast er knows t he l ocat i ons of t he pl anes relative to each ot her, to mani pul at e spel l s accor di ngl y, i ncr eas i ng t he power of cert ai n types of magic. DC 30: It is said t hat a wi zard named Jefan i r ' Ganni k discovered the t ech- ni ques of ma n i p u l a t i n g spel l s i n accor dance wi t h pl anar posi t i ons to enhance t hei r effects. Before the Last War, he fled t he towers of Ar cani x wi t h hi s knowl edge, and t he agent s of t he Ar cane Congr ess have hunt ed hi m and hi s di sci pl es ever si nce. Thi s t echni que, called manifest spell- shaping, allows a caster to s pont ane- ously enhance her spells as if t hr ough met amagi c, and possibly create mor e unusual effects as well. Knowl edge (the pl anes) DC 10: The movement s of t he pl anes, and whet her a given pl ane is close to or di st ant from t he Mat eri al Pl ane, can al t er the effects of spells cast on t he Mat eri al Pl ane. DC 20: It is possi bl e, if a spel l cast er knows t he l ocat i ons of t he pl anes relative to each ot her, to mani pul at e spel l s accor di ngl y, i ncr eas i ng t he power of cert ai n types of magi c. DC 30: Before t he Last War, J ef an i r ' Ganni k split with the Ar cane Con- gress, fleeing the towers of Ar cani x wi t h t he secret s of what he cal l ed mani f es t s pel l s hapi ngt he t ech- ni ques of t appi ng i nt o t he Out e r Pl anes to channel t hei r power i nt o spel l cast i ng. He and hi s di sci pl es were hunt ed like cr i mi nal s, but t hei r descendant s r emai n at l arge. DC 35: Legend says t hat t he h u ma n Jef an i r ' Ga n n i k is st i l l alive, pr e - served by some mast er y of t he flow of t i me and st i l l h u n t e d by t he Ar cane Congr es s . personal col l ect i on of pl anar l or e, whi ch can gr ant you a +2 ci rcumst ance bonus on a Knowl edge (the planes) check. Ot her wi se, you must provi de for your own needs, seeki ng lost collections of arcane knowledge and mystical artifacts to expand your knowledge. The pl anar secret s of the spel l shaper s are t he most i mpor t ant knowl edge they possess and t he most closely guar ded. Thes e secret s are embodi ed i n t he fol l owi ng t hi r t een feats. Mast ery of t he Azur e Sky You have l earned to calculate the precise location of Syrania at any given t i me, and to use t hat knowl edge to enhance spells you cast to grant flight. Pr er equi s i t e: Knowledge (the planes) 2 ranks, Spel l - craft 6 ranks, Extend Spell. Benef i t : Any t i me you cast a spell that grant s its target a fly speed or i mproves its fly speed (wi t hout al t er i ng its form), you can spont aneousl y apply the effect of the Ext end Spell met amagi c feat to that spell. Doi ng t hi s has no effect on the spell' s level or casting t i me. Exampl es of such spel l s from t he Player's Handbook include fly, overland flight, and haste (if cast on a cr eat ur e with a fly speed). It does not apply to spells that gr ant a fly speed by al t eri ng the creat ure' s form, such as gaseous form, polymorph, and wind walk, nor would it work on air walk, ethereal jaunt, levitate, or reverse gravity (since these spells, while they allow movement t hrough the air, do not grant a fly speed). Mast ery of t he Bat t l egr ound You have l earned to calculate the precise location of Sha- varat h at any given t i me, and to use t hat knowl edge to enhance spells of battle that you cast. Pr er equi s i t e: Knowledge (the planes) 2 ranks, Spel l - craft 6 ranks, Ext end Spell. Be ne f i t ; Any t i me you cast a spel l t hat cr eat es, enhances , or mi mi cs a weapon (such as flame blade, keen edge, or Mordenkainen's sword) or excites host i l e emot i ons (such as rage, heroism, or antipathy), you can s pont aneous l y apply t he effect of t he Ext end Spel l met amagi c feat to that spel l . Doi ng t hi s has no effect on t he spel l ' s level or cast i ng t i me. Mast ery of Chaos and Or de r You have l earned to calculate the precise locations of Daanvi and Kyt hr i at any given t i me, and to use t hat knowl edge to i mbue your spel l s wi t h unus ual r egul ar i t y or s t r i ki ng unpredi ct abi l i t yor bot h. Pr er equi s i t e: Knowledge (the planes) 2 ranks, Spel l - craft 6 r anks. Benef i t : When you cast a spel l , you can choose to apply one or bot h of t he fol l owi ng effects to t he spel l . The deci si on to add t he effect(s) must be made dur i ng cast i ng. By channel i ng t he c hur ni ng chaos of Kyt hr i , you can add ld63 to the spel l ' s save DC. Unl i ke with damage rolls, the mi ni mum result is not 1; for example, if you roll a 2 on the 1d6, the DC is reduced by 1. Thi s choice is made at the t i me of casting, and has no effect on a spell that does not allow a save. The adjusted save DC is the same for all cr eat ur es t hat must save agai nst t he spell (you don' t rol l separately for each affected cr eat ur e) . By focusi ng t he perfect or der of Daanvi , you can choose to set the result of any spell' s variable, numeri c effect as one- hal f the maxi mum possible resul t . For example, a 9th-level wizard who casts fireball normal l y deals 9d6 poi nt s of damage; choosi ng to use t hi s ability means the fireball deals 27 poi nt s of damage (half of 54, which is the maxi mum result of 9d6). The spell can still be affected by Empower Spell and ot her such feats and effects that r equi r e it to have a variable, numer i c effect (usi ng the previ ous example, empower i ng the fireball would cause it to deal 150% of 27 poi nt s of damage, or 40 poi nt s of damage, as if the result of t he variable, numer i c effect were 27). Mast ery of Day and Ni ght You have l e a r ne d t o cal cul at e t he pr eci s e l ocat i ons of I r i an and Mabar at any given t i me, and to use t hat knowl edge to enhance your mani pul at i on of posi t i ve and negative energy, Pr er equi s i t e: Knowledge (the planes) 2 ranks, Spell- craft 6 ranks, Maximize Spell. Benef i t : You can spont aneousl y apply t he effect of t he Maxi mi ze Spell met amagi c feat to any cure or inflict spell you cast. Doi ng t hi s has no effect on t he spel l ' s level or cast i ng t i me. Mast ery of t he Dead You have l earned to calculate t he precise location of Dol - ur r h at any given t i me, and to use that knowledge to capt ure the souls of creat ures slain with your death spells. Pr er equi s i t e: Knowledge (the planes) 6 ranks, Spel l - craft 12 ranks, Spell Focus (necromancy). Benef i t ; Whenever you slay a cr eat ur e wi t h a spel l t hat has t he deat h descr i pt or , you can at t empt a cast er level check ( DC 10 + sl ai n cr eat ur e' s HD) as a free act i on to t r ansf or m t he slain cr eat ur e' s spi ri t i nt o a ghost under your cont r ol . (See t he ghost t empl at e in t he Monster Manual for det ai l s. ) If the check succeeds, the ghost appears in the slain creat ure' s space at the begi nni ng of your next t ur n and acts immediately. It follows your spoken commands (even if you don' t share a l anguage), even at t acki ng its former allies if you so choose. It r emai ns present for a number of r ounds equal to your caster level (or unt i l you are slain, whichever comes first). Whi l e the ghost is present , the corpse can' t be r et ur ned to life by any means. You can' t have mor e t han one ghost pr esent s i mul - t aneousl y with t hi s feat. If you creat e a second ghost while your first ghost is st i l l pr es ent , you can choose whi ch one r e ma i ns ( t he ot he r di s appear s , its soul freed from your cont r ol ) . Mast ery of Dr eams By psychically expl ori ng the real m of Dal Quor , you have l earned to instill your spells with the stuff of dr eams . . . and ni ght mar es, Pr er equi s i t e: Knowledge (the planes) 4 ranks, Spel l - craft or Psicraft 9 r anks, Benef i t : Add +1 to the save DC of any illusion spell or spell with the fear descri pt or that you cast. Mast ery of Faeri e Enc ha nt me nt You have l earned to calculate the precise location of Thel a- nis at any given t i me, and to use that knowledge to i mprove your ability to cont rol the mi nds of ot her creat ures. Pr er equi s i t e: Knowledge (the planes) 2 ranks, Spel l - craft 6 ranks, Extend Spell. Benefi t: You can spont aneousl y apply the effect of t he Ext end Spell met amagi c feat to any enchant ment spell you cast. Doi ng t hi s has no effect on t he spel l ' s level or cast i ng t i me. Mastery of Ice and Fire You have l earned to calculate the precise locations of Ferni a and Risia at any given t i me, and to use that knowledge to enhance cold and fire spells that you cast. Prerequi si te: Knowledge (the planes) 2 ranks, Spel l - craft 4 ranks, Enl arge Spell. Benefit: You can spont aneousl y apply the effect of the Enl arge Spell met amagi c feat to any spell you cast that has t he cold descri pt or or the fire descri pt or. Doi ng t hi s has no effect on the spell' s level or casting t i me. Mastery of Madness You have l ear ned to reach magi cal l y to t he ever - di st ant pl ane of Xori at and draw some element of its madness i nt o t he worldbut these t echni ques come with some risk. Prerequi si te: Knowledge (the planes) 2 ranks, Spel l - craft 9 ranks, I r on Will. Benefit: Whenever you summon a celestial or fiendish cr eat ur e with a spell, spel l -l i ke ability, or magic item, you can choose instead to s ummon a pseudonat ur al version of t hat cr eat ur e (see t he ps eudonat ur al t empl at e i n Complete Arcane, r epr oduced i n abbreviated form below). When you use this ability, you must succeed on a caster level check (DC 15 + spell level) to avoid openi ng a smal l t empor ar y rift to Xori at , which affects the spell as if it were cast on a pl ane with the wild magic t rai t (roll d% on the table on page 150 in the Dungeon Master's Guide to det er mi ne the effect). Pseudonat ural Creature: Change type to out si der. SA t r ue st ri ke 1/day, S Q al t er nat e f or m, damage r educ- t i on, resistance to acid and electricity, spell resi st ance; Int mi ni mum 3. Alternate Form (Su): Take form of gr ot esque t ent acl ed mass as st andar d act i on; statistics r emai n as nor mal but attacks take 1 moral e penalty. Damage Reduction (Su): DR 5/magic ( HD 4-11) or DR 10/ magi c( HD 12+). Resistance to Acid and Electricity (Ex): Resistance 5 ( HD 17), 10 ( HD 8-11), or 15 ( HD 12+). Spell Resistance (Ex): SR 10 + HD ( maxi mum 25). Mastery of the Mists By l ear ni ng of the i nt ri cat e r el at i onshi p between the Et he- real Plane and the Mat eri al Pl ane, you gain the ability to see and somet i mes reach t hr ough the bar r i er between these two pl anes. Prerequi si te: Knowledge (the planes) 6 ranks, Spel l - craft 12 r anks. Benef i t : As a move act i on, you can see et her eal creat ures and objects as if you were under the effect of a see invisibility spell for 1 r ound. ( Thi s ability doesn' t let you see ot her invisible creat ures or objects.) When you cast a spell on the Material Pl ane, you can at t empt a caster level check (DC 15 + spell level) to target an et hereal creat ure or object you can see as if it weren' t et hereal . Spells wi t hout a target ent ry (such as fireball) can' t benefit from this ability. No mor e t han one et hereal crea- t ure or object can be t arget ed with a spell i n t hi s manner , and you can' t target et hereal and mat eri al creat ures or objects with the same spell when usi ng this ability. Mastery of the Silver Void You have gai ned a deeper under st andi ng of the Ast ral Plane and its rel at i onshi p to the ot her planes of the cosmos. You can use that knowledge to mor e quickly access that pl ane. Prerequi si te; Knowledge (the planes) 6 ranks, Spell- craft 12 ranks, Qui cken Spell. Benefi t: Thr ee times per day, you can spontaneously apply the Qui cken Spell met amagi c feat to any conj urat i on (t el eport at i on) spell you cast. Doi ng this has no effect on the spell' s level and can be done even by spont aneous Spell- casters; however, it reduces your caster level for the spell by 9 (which likely reduces the number of ot her creat ures you can affect with the spell). Mastery of Twilight Deni zens You have l earned to calculate the precise location of Laman- nia at any given t i me, and to use that knowledge to summon more powerful creat ures from that pl ane. Prerequi si te: Knowledge (the planes) 2 ranks, Spell- craft 4 ranks, Ext end Spell. Benefi t: When you cast a spell t hat s ummons one or mor e cr eat ur es not ed as an i nhabi t ant of Lamanni a (see page 97 of the EBERRON Campaign Setting), you can s pont ane- ously apply the effect of t he Ext end Spell met amagi c feat to t hat spel l . Doi ng t hi s has no effect on the spell' s level or cast i ng t i me. Mastery of Twisted Shadow You gain the ability to reach i nt o the Plane of Shadow when casting an i l l usi on, conceal i ng yourself in the raw shadow- stuff drawn fort h. Prerequi si te: Knowledge (the planes) 2 ranks, Spel l - craft 4 ranks. Benefi t: Whenever you cast an illusion spell, you can choose as a free action to gr ant yourself conceal ment for 1 r ound per level of the spell. Multiple uses of this feat don' t stack; only the longest dur at i on applies. PLAYING A MANIFEST SPELLSHAPER You expl or e ar cane myst eri es t hat most peopl e rarel y consi der. If or di nar y peopl e t hi nk about t he pl anes at all, it's only to ut t er a col orful curse ("Sea of Fi r e! ") or to bl ame the weat her on a cot er mi nous pl ane t hat mi ght not have anyt hi ng at all to do with it. You, on t he ot her hand, under st and the courses of the pl anes hur t l i ng t hr ough the astral void, you compr ehend the subtle i nfl uences each pl ane has on the Mat eri al Pl ane as it follows its or dai ned pat h, and you hope to l ear n how to channel t hat i nfl uence i nt o your own spel l s. You mut t er , somet i mes i ncompr e- hensibly, about t hi ngs far beyond most peopl e' s l i mi t ed exper i ence, and you feel a cer t ai n amount of t r i umphant glee when you successfully draw pl anar energy i nt o your own magi c. You are unl ocki ng t he secrets of t he uni verse! You are pr yi ng i nt o mysteries hi dden from the mundane mi nd! In t i me, the ul t i mat e knowledge of t he cosmos will be yours! Combat : How you funct i on in combat depends in large part on two factors: your charact er class, and which pl anar secrets you l earn as you advance. Fundament al l y, your role in the party r emai ns unchanged by your new i nsi ght s i nt o pl anar movement s. For the most par t , you choose pl anar secrets that enhance abilities you already possess, so that in combat you do j ust what you have always doneonly bet t er. If you are a wizard, you cont i nue to blast foes with fireball s pe l l s onl y l a r g e r o n e s , o n c e you l e a r n t h e Ma s t e r y of Ice a n d F i r e . I f you a r e a c l e r i c , you cast b e t t e r h e a l i n g s pel l s wi t h t he Ma s t e r y of Day a n d Ni g h t . Ad v a n c e me n t : As d i s c u s s e d a bove , y o u r c h o i c e of p l a n a r s e c r e t s d e p e n d s on t he t ypes of s pel l s you mos t of t e n t o cast . Ch o o s e s ecr et s t ha t i mp r o v e y o u r e xi s t i ng s t r e n g t h s r a t h e r t h a n s e c r e t s you r a r e l y us e . Mi s s i o n s : I n e s s e n c e , t h e ma n i f e s t s p e l l s h a p e r is a s c h o l a r , p r y i n g i n t o t h e s e c r e t s of t h e c o s mo s . Mo s t ma n i f e s t s p e l l s h a p e r s s p e n d t h e ma j o r i t y of t h e i r t i me p o r i n g t h r o u g h a n c i e n t t e x t s a n d s e a r c h i n g f or l os t t o me s of p l a n a r l o r e . T h e l i f e of s u c h a s c h o l a r is r a r e l y a q u i e t o n e , h o we v e r . Wh a t s e c r e t s c a n be d i s c o v e r e d by e x p l o r i n g t h e p l a n a r s eal s e s t a bl i s he d by t he Ga t e k e e p e r s ? Wh a t r e mn a n t s of t h e q u o r i i n v a s i o n c a n s t i l l be f o u n d i n X e n ' d r i k ? Wh a t mi g h t be l e a r n e d a b o u t T h e l a n i s by e x p l o r i n g t h e p a r t of t h e El d e e n Re a c h e s k n o wn as t he Twi l i g h t De me s n e ? Wh e r e i n F e r n i a is t h e f abl ed Ci t y of Br a s s ? Ma n i f e s t s p e l l s h a p e r s mu s t ask t he s e k i n d s of q u e s - t i o n s t o p u r s u e t h e i r l o r e , a n d t h e s e q u e s t i o n s do n o t l ead t o a l i f e of q u i e t s t udy l o c k e d i n s o me h i d d e n t o we r away f r o m a ny d a n g e r or e x c i t e me n t . C o mb i n e d wi t h t h e fact t ha t t h e Ar c a n e Co n g r e s s c o n s i d e r s ma n i f e s t s p e l l s h a p e r s t o be t hi e ve s a n d f ugi t i ve s , few of t h e m l i ve p e a c e f u l l y i n o n e pl a c e f or l ong. MANIFEST SPELLSHAPERS IN THE WORLD "Most people aren't willing to stand against the resources of the Arcane Congress for over a century to protect a secret. Whatever the disciples of Jefan ir'Gannik have, it must really be somethingor else why would they bother?" Ba r on El a r d ' T h u r a n n i , Ho u s e T h u r a n n i T h e ma n i f e s t s p e l l s h a p e r s a r e n o t j u s t a n o t h e r o r g a n i z a - t i o n f or pl ayer c h a r a c t e r s t o j o i n . Th e y a r e a gat eway t o t he my s t e r i o u s c o s mo s of p l a n e s s u r r o u n d i n g E b e r r o n , a way t o ma k e t he p l a n e s a n i mp o r t a n t f act or i n y o u r c a mp a i g n , a n d a t e e mi n g hi ve of a d v e n t u r e h o o k s c l oa ke d i n secr ecy, r o o t e d i n be t r a ya l , a n d r i f e wi t h i n t r i g u e . No t a b l e s : T h e f i r s t ma n i f e s t s p e l l s h a p e r was J e f a n i r ' G a n n i k , a r e s p e c t e d me mb e r of t h e A r c a n e Co n g r e s s wh o s e e x p l o r a t i o n s of t h e p l a n e s a n d t h e i r mo v e me n t s e a r n e d h i m a we l l - d e s e r v e d r e p u t a t i o n as o n e of t he C o n - gr ess' s t op s c hol a r s i n t he year s b e f o r e t he Las t Wa r . Ho w- ever, as J ef an l e a r n e d f u r t h e r p l a n a r s ecr et s , he de c i de d t ha t what he ha d l e a r n e d was t oo i mp o r t a n t or t oo d a n g e r o u s t o r e ma i n wi t h i n t he Ar c a n e Co n g r e s s . Ta k i n g hi s di s ci pl es wi t h h i m, he f l ed t h e F l o a t i n g To we r s . T h e r e ma i n i n g s p e l l s h a p e r s t el l v a r i o u s s t or i e s a b o u t t he exact r e a s o n s f or hi s d e p a r t u r e . S o me say t ha t he l e a r n e d of a pl ot o n hi s l i f e. Ot h e r s c l a i m t ha t he u n c o v e r e d a pl ot t o as s as s i nat e Ki n g J a r o t a n d p l u n g e t he wor l d i n t o war , a n d a few wh i s p e r t hat hi s ps yc hi c e x p l o r a t i o n s of Da l Q u o r l eft h i m ut t e r l y ma d . Wh a t e v e r t h e c a u s e , J e f a n ' s b r e a k wi t h t h e A r c a n e C o n g r e s s was c o mp l e t e a n d i r r e v o c a b l e . O v e r t h e n e x t t wo d e c a d e s , as t h e d i s c i p l e s of J e f a n s c a t t e r e d a c r o s s K h o r - v a i r e , t h e a g e n t s of t h e Ar c a n e Co n g r e s s h u n t e d d o wn ever y o n e , k i l l i n g or i mp r i s o n i n g t h e m al l . J e f a n i r ' G a n n i k was n e v e r c a u g h t . I f he is s t i l l a l i ve , he is a ve r y a n c i e n t h u m a n , f or h e was a l r e a d y ol d wh e n he l ef t t h e F l o a t i n g To we r s . Yet l e g e n d s t ol d a mo n g t h e r e ma i n i n g ma n i f e s t s p e l l s h a p e r s a l l of wh o m a r e s t u d e n t s of t h e o r i g i n a l c a ba l me mb e r s , o r of t h e i r s t u d e n t s c l a i m t ha t h e r e ma i n s a l i ve , t h a n k s t o s o me d e e p ma s t e r y of t h e s ecr et s of T h e l a n i s . Or g a n i z a t i o n : T h e ma ni f e s t s pe l l s ha pe r s ar e an u n u s u a l o r g a n i z a t i o n i n t ha t t hey a r e d e f i n e d n o t so mu c h by t h e i r uni t y as a n o r g a n i z a t i o n as by t he i r excl us i on f r om a n o t h e r o r g a n i z a t i o n . T h e f i r s t ma n i f e s t s pel l s haper s d e p a r t e d t he Ar c a n e Co n g r e s s bef or e t he s t ar t of t he Last War , a n d t he l ead- er s of t h e Co n g r e s s s t i l l h u n t ma n i f e s t s p e l l s h a p e r s as if t hey we r e t hi eves i n t he ma r k e t p l a c e . T h e s p e l l s h a p e r s who ha ve so f ar e l u d e d t h e Ar c a n e Co n g r e s s p e r p e t u a t e t h e i r t r a d i t i o n s a n d pa s s o n t h e i r s ecr et s by t a k i n g o n i n d i v i d u a l s t u d e n t s . Wi t h t he e x c e p - t i on of t h e i r own me n t o r s a n d any s t u d e n t s t hey mi g h t t ake o n l at e i n t h e i r c a r e e r s , t he l a t e r g e n e r a t i o n s of ma n i f e s t s pe l l s ha pe r s have ne ve r me t a n o t h e r me mb e r of t h e i r or de r . T h e r i s ks of g a t h e r i n g i n g r o u p s a r e s i mpl y t oo gr e a t . NPC Reactions Si n c e t h e e x i s t e n c e of ma n i f e s t s p e l l s h a p e r s is a s e c r e t , NP C s r eact t o t h e m exact l y as t hey woul d o t h e r Spel l cas t er s . T h e onl y e x c e p t i o n a r e t hos e few me mb e r s of t he Ar c a n e Co n g r e s s who a r e awar e of t he h i s t o r y of t he s pe l l s ha pe r s , who u n i f o r ml y r e s p o n d t o t h e d i s c o v e r y of a p r a c t i c i n g s p e l l s h a p e r wi t h a hos t i l e r e a c t i o n . The secrets of the manifest spellshapers are coveted by many and acquired by few Q'BARRA THE FRONTIER Seventy years ago, gr oups of di spar at e set t l ers from across Khor vai r e gat her ed to f or m an i mmens e flotilla of shi ps. They traveled al ong the cont i nent ' s east coast, sear chi ng for an appr opr i at e spot to set t l e. They were sick of war, of greed and ambitionand of the Five Nations as a whole. They sought to create a l and that revived the spirit of old Galifar, where they could live i n peace. Thi s land became Q' bar r a. Q' bar r a is a young nat i on still in its bi r t h t hr oes. Wi l derness and hostile forces s ur r ound its few cities and t owns. Nevert hel ess, it draws refugees who seek to escape t hei r pasts, mi gr ant s hopi ng to grasp Gal - ifar' s lost great ness, and advent ur er s hopi ng to l i berat e the deep j ungl e of its secrets. The young nat i on is not wi t hout power players. Q' bar r a was founded upon the ideals of old Galifar, and the Fi nders of the Lost organi zat i on takes t hat concept to an active ext r eme. The Fi nder s are composed of humans and ot her common races, and they believe t hat a great par t of Galifar' s glory came from the works of art , archi t ect ure, and magic it created. They form small, versatile bands that range out i nt o Khor vai r e, searchi ng for r emnant s of the old kingdomcoins, jewelry, artistry, magic i t ems, books, and t he likethat they r e t ur n to t hei r mus eum i n New Gal i far. Newt hr one suppor t s t he or gani zat i on' s mi ssi on and officially sanct i ons its oper at i ons . The gr oup embr aces raci al uni t y, seei ng it as one of Galifar' s t r i umphs, and it welcomes a varied member shi p. A few lizardfolk seeking to experi ence life beyond the j ungl es have even been accepted i nt o the organi zat i on' s ranks. Political i nt r i gue is rife i n Q' bar r a. Ki ng Sebastes i r' Kessl an claims r ul er shi p from Newt hr one, but his rei gn is unst abl e. Lhazaari t es, refu- gees from Hope, the I nspi r ed, and various dr agonmar ked houses all have designs on Q' ba r r a . Sebastes' s sister and first mi ni s t er Alzia i r ' Kessl an (female human rogue 4/ r anger 3) is tasked with uncover i ng plots and identifying t hreat s. She needs all the help she can get. Out si de the new cities, Q' barra' s i nt er i or conceals mysteries. It is one of the only l ands that cont ai ns intact r ui ns from the Age of Demons. The largest and most i mpor t ant of these are Haka' t orvhak and Ka' rhashan, but ot hers lie scattered t hr oughout the j ungl es and swamps, such as Mar' saval WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Long a wild area of jungle, Q' barra is now home to refugees from Khor - vaire and those who seek to recl ai m the ideals of old Galifar. DC 15: Two civilized areas exist wi t hi n Q' bar r a. New Galifar, with its capital of Newt hr one and sizable t r a di ng town of Adder por t , is home to t he nat i on' s or i gi nal settlers. It at t empt s to revitalize old Galifar' s glory. Hope, whi ch cont ai ns smal l , bel eaguer ed towns and villages, is home to refu- gees who fled to Q' bar r a to avoid legal recri mi nat i ons or similarly unpleasant si t uat i ons i n t hei r homel ands . They don' t care about Gal i f ar . Q' bar r a' s onl y val uabl e nat ur al r esour ces are Eber r on dr agonshar ds. DC 20: Lizardfolk have a st rong pr es- ence i n Q' b a r r a . Th r e e pr i ma r y groups of lizardfolk exist. The black- scale lizardfolk are large and host i l e. They guar d r ui ns of holy significance to t hei r ki nd. The poi son dusk pygmy l i zardfol k are st eal t hy and vi ci ous. They see t he i mmi gr ant s as defi l - er s. The Col d Sun l i zar df ol k are a conf eder at i on of t r i bes i n t he nor t h and east. Most are fearful and sus- pi ci ous of set t l ers, but t he Twi l i ght Walker t ri be is wi l l i ng to work toward a peaceful coexistence. Knowl edge (l ocal ) DC 10: In New Galifar, laws are typical of those in the Five Nat i ons; i n Hope, laws are vi r t ual l y nonexi st ent and change from place to place. DC 15: Thous ands of lizardfolk live i n Q' bar r a' s wild places. DC 20: Most of t he l i zardfol k are neu- t r al t oward Q' bar r a' s new set t l er s, want i ng the newcomers to leave t hem and t hei r sacred places in peace. Some lizardfolk t rade with the Q' bar r ans , while ot hers seek to destroy t hem. Knowl edge ( nobi l i t y and royalty) DC 10: Ki ng Sebastes i r' Kessl an rul es New Galifar from Newt hr one. Hope has no single leader. DC 15: House Tha r a s hk works wi t h t he Q' ba r r a ns to gai n a stake i n t he dr agonshar d t r ade. Houses Jorasco and Ghal l andr a have good r el at i on- ships with Q' bar r a. in the nor t he r n Basura Swamp. Thi s great t empl e of brass and gr ani t e once t owered above t he l andscape, unt i l at the end of a great battle it cr umbl ed. The gr ound t ur ned sodden as the sea sat urat ed it, but t hough t he t empl e sank, powerful enchant ment s kept the water and muck from fill- ing it. Its mi nar et s still poke above the wat erl i ne in places, and the l i zardfol k leave offeri ngs her e for t hei r dr aconi c gods. Onl y one ent r ance to Mar' saval exists above gr ound: a tower top with a small balcony. The l i zardfol k revere the site but never ent er it. They cl ai m t hat one of t hei r t ri bes, the Fallen Bones lizardfolk, took up residence in it decades ago and have si nce devolved i nt o decr epi t ude. The ot her lizardfolk believe they worshi p a power t hat still dwells in the t empl e. Ni ght bi t , a smal l town in Hope, houses secret s of its own. The town st ands at t he base of t he Endworl d Moun- t ai ns bet ween Whi t ecl i f f and Wyrmwat ch, s ur r ounde d by f or bi ddi ng cliffs and t eemi ng j ungl e. Despi t e its r emot e l ocat i on, only smal l , weak monst er s and r ai di ng bands have ever attacked Ni ght bi t . The town' s gover nment and religious leader, Salmus Hake (NE male changel i ng rogue 3/ cl eri c 4 Dr agon Below), tells of how he di scovered t un- nels in the nearby mount ai ns t hat lead to the r ui ns of an anci ent dwarf ki ngdom. Ni ght bi t ' s ci t i zens do not allow visitors to view these r ui ns, and the wilderness discourages most expl orers anyway. Accor di ng to stories, Salmus found an old altar wi t hi n the r ui ns, cleaned it off, and rest ored it. Now, many claim t hat his people' s worshi p of the entity to which the altar is dedicated keeps t hei r town safe. PLAYING A LlZARDFOLK PC Lizardfolk have lived in Q' barra' s jungles for mi l l enni a, ever since the Empi r e of Dhakaan forced t hem from the Tal ent a Pl ai ns. With newcomers in t hei r l and, the lizardfolk must adapt or wage war. Most choose the former rout e, and some tribes have opened di al ogue and trade with the Q' bar r ans . The majority of lizardfolk are mi red in t r adi t i on and hold to t hei r old lands and ways, but some look at the settlers and see new oppor t uni t i es. The newcomers have superi or arms and armor. They speak of distant, i nt r i gui ng lands and mys- terious dragons. They believe that the lizardfolk' s relics and j ungl e lore hold value. Some lizardfolk look to the Q' bar r ans and want to know more about the world. Li zardfol k out si de Q' bar r a are r ar e. They are usually expl orers, desi r i ng to see new sights, seeki ng the history of t hei r forebears i n the Tal ent a Pl ai ns, or possessi ng any of the ot her motivations that i nspi re advent urers. The settlers' arri val provi ded a j ol t to t he st agnat i ng l i zardfol k cul t ur e, and the l i zardfol k have r emember ed t hat t here is a wide, i nt er est i ng world beyond t hei r swamps. Several subraces of l i zardfol k exist wi t hi n Q' bar r a, and all have the pot ent i al to be advent urers. The common lizardfolk of the Cold Sun Tri bes are the most likely to take up advent ur i ng careers, since they are the most numer ous and are typically neut ral or friendly toward the Q' bar r ans . The poi son dusk and blackscale lizardfolk are less likely to advent ure, because of t hei r hostility toward the settlers and t hei r dedi cat i on to Rhashaak, t he f i endi sh black dr agon guar di an of Haka' t orvhak. Renegades among t hei r number do exist, however, and the settlers' arri val has nudged t hem i nt o new lives as it has t hei r kinfolk. Lizardfolk possess di fferent customs and spi ri t ual and mart i al t radi t i ons t han the common races. Playing a l i zard- folk offers a good oppor t uni t y to try out an exotic class, such as a spirit shaman (from Complete Divine) or dr ui di c avenger (from Unearthed Arcana). The di f f er ent l i zardfol k subraces have di fferent Hi t Dice and racial t r ai t s. Consul t t he fol l owi ng table for the favored class, racial Hi t Dice, level adjustment, and st art i ng effective charact er level (ECL) of each subrace. Savage Species offers suggestions for playing any monst er race as a player character from 1st level. Favored Raci al Level St ar t i ng Subrace Class HD Adj. ECL Cold Sun Drui d 2d8 +1 3 (common lizardfolk) Blackscale 1 Barbarian 4d8 +3 7 Poison dusk 1 Ranger +1 1 1 See Monster Manual III. JUNGLE JUICE Q' bar r a' s j ungl es and swamps support uni que varieties of plant life for which al chemi st s, herbal i st s, and ot hers have discovered par t i cul ar uses. The following items are a few of those that can be made from Q' bar r a' s resources. Grayflower Perf ume: The grayflower' s scent is faint, but it possesses the pecul i ar trait of maski ng ot her scents. Weari ng grayflower perfume disguises your scent; creat ures with the scent ability have a difficult t i me t r acki ng you or ot herwi se di scer ni ng your presence (+5 to the appropri at e DCs). One vial cont ai ns enough per f ume to funct i on for 2 hour s. Cr eat i ng a vial of grayflower per f ume r equi r es a DC 25 Craft (alchemy) check. You must be a spellcaster to craft grayflower per f ume. Lodret Leaf: When treated with an alchemical mix- t ur e, the leaves of t he l odret pl ant provi de a pot ent defense against disease. Chewi ng on a leaf grant s you a +5 al chemi - cal bonus on Fort i t ude saving throws against nat ural di s- eases. Each leaf is tough enough to be chewed for 1 hour . Pr epar i ng a lodret leaf requi res a DC 25 Craft (alchemy) check. You must be a spellcaster to prepare a l odret leaf. Spotted Toadstool Venom: The poi son dusk l i zar d- folk brew a poi son from t he caps of t he spot t ed t oadst ool , a violet f ungus wi t h sickly white spl ot ches. Inj ury, For - t i t ude DC 16, i ni t i al damage 1d6 Str, secondar y damage 1 d.6 Con. Item Cost Weight Grayflower perfume (vial) 100 gp Lodret leaf 75 gp Spotted toadstool venom 350 gp RIEDRA THE LAND ACROSS THE SEA Fol k of Khor vai r e know l i t t l e about Ri edr a. The over l or ds of t he l and closed t he bor der s of t hei r ki ngdom l ong ago, and f or ei gner s are not welcome i n t hi s r eal m. Ri edr a is a nat i on t hat encompasses the bet t er par t of t he cont i nent , r a ngi ng from mount a i n peaks to deep canyons and harsh desert s. Most people have only what they need to survive. The cont i nent ' s rulersthe Inspiredprovide the basic necessities for life and livelihood, but do not endorse ideas of l uxury or l ei sure. Life in Ri edra is one of const ant toil. That said, most Ri edr ans are cont ent with t hei r lot. I n the eyes of a Ri edr an, the people of Khor vai r e are soft and cor r upt . Khor vai r e is a ni ght mar e of instability and dest ruct i on, as proved by the Last War and the Day of Mour ni ng. The peopl e of Khor vai r e lack di rect i on, still rul ed as they are by fallible mort al kings as opposed to the divine gui dance of the Inspi red. Ri edr ans are pr oud of t hei r cul t ure, and they treat forei gners with a combi nat i on of pity and di sdai n. The humanoi d popul at i on of Sarlona is overwhelmingly human. Gnomes, elves, dwarves, halflings, orcs, and goblinoids are all but unknown in Ri edra. As a result, Ri edrans view these races with even more suspicion than human foreignersan elf is not only a potentially dangerous i nt ruder, but also somet hi ng less t han human. The Inspi red have devoted consi d- erable effort to hunt i ng down and dest royi ng the monst ers and magical beasts of t hei r l and, and Ri edr ans see the presence of such creat ures in Khor vai r e as yet anot her sign of that cont i nent ' s peri l s. Ri edr ans can be classified i nt o t hr ee social or der s. The common folk are l aborers and soldiers. Compar ed to the people of Khor vai r e, the Ri edrans value cooperat i on over i ndependence, and as a result, a Ri edr an is likely to specialize in a specific task instead of acqui r i ng several skills. Social skills are also uncommon among the peasantry, who do not expect to ever see the great cour t s. Member s of the mi ddl e classes of Ri edra are known as the Chosen, or empty vessels. At t he top of the pyr ami d are the Inspi red, who serve as governors, generals, ambassadors, and pri nces. The Ri edrans believe that the Inspi red possess divine wisdom and supernat ural power. The Inspi red brought peace after long ages of war, and the Ri edrans see t hem as the wall that stands between Ri edra and chaos. The common folk of Khorvai re rarely encount er Ri edrans, but recent decades have brought an increase in economic and political traffic between the cont i nent s. Ri edra pr i mar i l y export s textiles and spices, but it is also said to be the source of a variety of less savory subst ances, i ncl udi ng the addictive narcot i c known as dreaml i l y. QUORI AMD THE INSPIRED On bot h Ri edra and Khor vai r e alike, the average person knows little of Dal Quor and its i nhabi t ant s. Mortal souls are said to drift into the Region of Dr eams as they sleep, and many know t hat monst er s in t hi s r eal m can cause ni ght mar es. But these creat ures have little i mpact on the daily life of the average ci t i zen, and are known mai nl y t hr ough chi l dhood stories and folk tales. Anyone bor n i n Sar l ona knows of t he I ns pi r ed, and peopl e who have i nt eract ed with Ri edr an ambassadors recall these handsome nobles. Any Ri edr an can explain how the Inspi red are selected from among the Chosentouched by the divine force of the nation and empowered to guide and pr ot ect its peopl e. To the casual eye, the Chosen (like the I nspi r ed) appear to be human, but closer i nspect i on reveals t hat these vessels are a di st i nct subrace, with a hi nt of bot h elf t rai t s and t he unna t ur a l beauty of the kalashtar. The Inspi red are remarkably chari smat i c, and most find t hei r company quite pleasant. Not hi ng about t hem suggests any connec- t i on to the alien hor r or s of Dal Quor . WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Ri edra is the largest nat i on on the cont i nent of Sarl ona, a sprawling real m t hat has all types of t er r ai n. DC 15: The Ri edr ans are xenophobes who avoi d cont act wi t h t he out - side worl d. Ri edr a has r ecent l y sent ambassadors to Khor vai r e, but f or - ei gners are still unwel come t her e. DC 20: The r ul er s of Ri edr a are t he Inspi redt reat ed as living gods and said to be gui ded by divine powers. Knowl edge (history) DC 25: Many ki ngdoms and empi r es once covered Sarl ona, often war r i ng with each other. Fifteen hundr ed years ago, the Inspi red unified t hem. Knowl edge (l ocal ) DC 20: The I nspi r ed of Ri edra enforce strict laws with har sh penal t i es. Fr ee- dom is l i mi t ed, but cri me is r ar e. DC 25: Most rel i gi ons are outlawed i n Ri edra. Laws are enforced by a secret police force called the Thousand Eyes. Knowl edge (the pl anes) DC 15: The quor i are the natives of Dal Quor , t he Region of Dr eams. Quor i spirits cannot manifest physically on the Mat eri al Pl ane. DC 20: Quor i spi ri t s typically possess ment al powers r el at i ng to a specific emot i on, such as fear or rage. They can i nt erfere with the dreams of mor - tals, creat i ng hor r i bl e ni ght mar es. DC 25: The Inspi red have a st rong tie to Dal Quor . Some believe that they deal regularly wi t h Quor i spiritsor even allow t hese spi ri t s to possess t hei r bodi es i n exchange for power. DC 25: Whi l e quor i spi r i t s c a nnot physically manifest on Eber r on, they can possess wi l l i ng humans . DC 30: The "divine spirits" gui di ng the Inspi red mi ght actually be quor i . Knowl edge (psi oni cs) DC 10: The cont i nent of Sarl ona is the cent er of psi oni c knowl edge. The races native to Sarlona are nat ural l y psi oni c. DC 20: Sar l onans use l i t t l e magi c i n everyday life, but psi oni cs accom- pl i shes many of t he same tasks t hat magic per f or ms i n Khor vai r e. WORSHIPING THE INSPIRED The Inspi red rely on psi oni c power as opposed to arcane or divine magic. Most of the spi ri t ual leaders of Ri edra (bot h among the Inspi red and the Chosen) are psi ons. However, a few clerics scattered among t hei r number suppl ement t hei r mental abilities with heal i ng magic. Ri edran clerics can draw on one of two forces. The first is Riedra itselfnot as a sent i ent ant hr opomor phi c deity but rat her the pr i mal force of the nat i on, which the Ri edr ans believe gui des t hem t hr ough t he I ns pi r ed. As a deity, the spirit of Ri edra is lawful neut ral and provides access to the domai ns of Communi t y, Law, and Medi t at i on. Its favored weapon is the flail. A small sect of priests among the Chosen worships the darkness at the hear t of Dal Quor itself, embodi ed i n the quori and manifested in the world t hr ough the Dr eami ng Dark. The Dr eami ng Dark is lawful evil and provides access to the domai ns of Law, Evil, and Shadow. Its favored weapon is the mi nd blade. PLAYING A RIEDRAN PC Riedra is an unusual choice for a regi on of or i gi n. The Inspi red are masters of propaganda and mani pul at i on, and most Ri edr ans are fanatically loyal to t hei r divine r ul er s. If you wish to play a Ri edr an, you mi ght be one of those rare few who has come to see the Inspi red as false gods. Al t er na- tively, you could play a loyal servant of the Inspi red who has come to Khor vai r e to study the ways of a less enl i ght ened cul t urehopi ng to show the people of t hi s beni ght ed real m the futility of cl i ngi ng to ki ngs and queens r at her t han embrace the divine gui dance of the I nspi r ed. Anot her possibility, whi ch r equi r es your DM' s coop- erat i on, is to play a Ri edr an char act er who is an unwi t t i ng spy for t he Dr e a mi ng Dar k. You mi ght have a hypnot i c command i mpl ant ed i n your mi nd or even a symbi ot i c To the lords of the Inspired, humans are little more than cattle cr eat ur e l i vi ng i n your br ai n t hat forces you to make per i odi c r epor t s to your mast ers among the I nspi r ed. You might have gapi ng holes in your memory of cer t ai n peri ods of t i me, or you mi ght be pl agued by what you t hi nk are st r ange ni ght mar es . In gener al , t he I ns pi r ed don' t con- t rol your actionsthey are simply i nt erest ed i n col l ect i ng whatever i nf or mat i on you gat her in t he course of your advent ures. However, if your part y ever comes i nt o conflict with t he Dr e a mi ng Dark, you mi ght find t hat t he Dark' s appar ent l y presci ent knowl edge of your wher eabout s and activities draws the suspicion of your fellow part y members ont o you. OTHER RACES op RIEDRA pi- Four of t he psi oni c races descr i bed in Expanded Psionics Handbook can be f ound in Ri edr a. Except as rioted below, their charact eri st i cs and customs are the same as out l i ned in that book. Dr omi t e s : Thi s insectlike race lives in city-hives scat- tered beneat h the surface of Sarlona, many of which can be reached only t hr ough psi oni c por t al s. The I nspi r ed have shown t hem not hi ng but cont empt and violence, so dr om- ites avoid t hem whenever possi bl e. They gat her Khyber dragonshards and trade t hem with the kalashtar of Adar and the sea-pri nces of Lhazaar. El ans: When a quori commits a hei nous cri me against its own ki nd, it receives a t erri bl e puni s hment : It is bound into a human vessel against its will. Unl i ke the nor mal pr o- cess by which the I nspi r ed are creat ed, the bound spirit has no power or i nfl uence over its host. Condemned to et ernal powerlessness i n its l i vi ng pr i s on, t he quor i ' s energy sus- t ai ns and empowers the host as it becomes an el an. The r e is no el an counci l i n Eber r on, and no one under goes t he t ransformat i on vol unt ari l y. Hal f - Gi ant s : I n t he di st ant past , gi ant expl or er s from Xen' dr i k visited sout hern Sarl ona. Thei r descendant s are the hal f-gi ant s descri bed i n the Expanded Psionics Handbook. It is uncl ear whet her hal f - gi ant s actually have huma n ancestry or are simply degenerat e descendant s of the t i t ans of Xen' dr i k (as most gi ant ki nds are believed to be). They live i n the deserts and savannahs of Syrkarn in western Sar- l ona, and wander the frigid pl ai ns of the Tashana Tundr a i n the nort hwest . Maenads : Two t housand years ago, one of the islands of t he Lhazaar Pr i nci pal i t i es sank beneat h the sea in a magical cataclysm of unknown or i gi n. Most of its peopl e drowned as the ocean boi l ed, except those who were at sea when t he cataclysm occur r ed. When t hese folk r et ur ned from t hei r r ai di ng and fishing, they found only open water where t hei r home had been. The survivors banded t oget her and sought a new home, which they found on the Tashyvar Islands at the nort hwest end of Sarl ona. Whet her from the l i nger i ng effects of t he magic t hat destroyed t hei r home or due to some pr oper t y of this new land, t hei r physical nat ur e was altered, t ransformi ng them into maenads. Thei r grief at the dest ruct i on of t hei r homel and is the most likely source of t hei r racial anger, t hough some suspect that anger to have an earl i er root that might be l i nked to the cataclysm. SEAS OF EBERRON THE TEN SEAS The vast world ocean that covers Eber r on is divided i nt o ten di st i nct bodi es of water, defined by the boundar i es of the l andmasses they encom- pass. The lines between seas are often difficult to draw, and a mat t er of par t i cul ar di sput e involves det er mi ni ng where the Lhazaar Sea ends and the Sea of Rage begi ns. ( Common wisdom holds that when storms erupt and unexpl ai nabl e events start happeni ng, a ship has left the Lhazaar and ent ered the Sea of Rage.) The Bar r en Sea lies to the west of Khor vai r e, nort hwest of Xen' dr i k and east of Sar l ona. It encompasses war m, t r opi cal wat ers and cold expanses in t he nor t h. It flows i nt o t he Sea of Lost Soul s to the sout h and the Whi t e Sea to t he nor t hwest . Zarash Bay and Crescent Bay in the Shadow Marches are par t of the same body of water. The Phoeni x Basin, bet ween Xe n' dr i k and Kapaer i an I sl and, is par t of t he Bar r en Sea. Varuz Bay, at t he east er n end of Sar l ona, mar ks its edge. The Bar r en Sea is so called because it is poor for f i shi ng and devoid of appar ent life. Hi deous monst er s are said to i nhabi t its dept hsbut sailors make t hat cl ai m about all t en seas. I n fact, sai l ors have mor e to fear from st or ms, i cebergs i n t he nor t h, and unpr edi ct abl e wi nds t han they do from any l i vi ng t hi ng i n t he Bar r en Sea. I n addi t i on to t he munda ne ri sks of st or m and cal m, t he Bar r en Sea is known for scat t ered areas of dead cal mareas of perfect l y st i l l water, somet i mes suffused wi t h negative ener gy t hat at t ract s undead. (Dead cal m areas are det ai l ed in Stormwrack.) The Bitter Sea is nor t h of Khor vai r e, between that cont i nent and the Frostfell. It includes El deen Bay and Ka r r n Bay cut i nt o the nor t her n coast of Khor vai r e, and two major channel s: Icewhite Channel between the Demon Wastes and the islands to the nort heast , and Icegaunt Chan- nel between Icewhite Island and the Frostfell. Fl oat i ng icebergs are a serious hazard in these waters, part i cul arl y i n t he s ummer mont hs when they shear off the Frostfell and drift sout h i nt o i mpor t ant shi ppi ng lanes j ust off Khor vai r e. Despite its i nl and l ocat i on, Thr a ne has always made an effort to mai nt ai n a presence in the Bitter Sea alongside ships from Aundai r and Ka r r na t h. The Dark Sea lies in the virtually unexpl or ed sout h, beyond Ar gon- nessen. Its boundar i es and dangers are little known, and the "dark" of its name refers less to its lack of sunl i ght in the wi nt er mont hs t han to the cloud of i gnorance s ur r oundi ng it. Icebergs and dragon t urt l es are said to be roughly equivalent t hreat s in the Dark Sea. Sailors also claim that SAILORS' EXPRESSIONS Among the colorful phrases and expressions used by sailors are several that refer to one or mor e of the ten seas of Eber r on. "Ten Seas!"A common excl amat i on of surpri se or disgust. "Gone down to the Dark"Used to describe a ship lost at sea. The expression ori gi nal l y referred to the Dark Sea, but is now under st ood to mean the lightless dept hs of any sea. "Like sailing the Teeth"Used to describe a very difficult task, refer- r i ng to the risks of navi gat i ng the straits of Shargon' s Teet h. "Halfway across the Sea of Rage"Used to describe one whose gri p on sani t y is not st r ong, or simply a per son wi t h crazy i deas. Sarl ona is commonl y port rayed as the land of madness. "Crossi ng the Thunder"Sai d of someone who is absent mi nded or daydreami ng. WHAT DO YOU KNOW? Knowl edge (arcana) DC 20: Dr agon t ur t l es and dr agon eels swim t hr oughout some of t he seaspart i cul arl y t he Th u n d e r Sea and the Dragonreach. DC 25: The Thunder Sea covers a number of s unken r ui ns from t he anci ent gi ant empi r es of Xen' dr i k, as does t he Phoeni x Basi n. The compl i cat ed nat ur e of underwat er exploration has caused these r ui ns to r emai n largely unexpl or ed, except per haps by t he sahuagi n and ot her aquatic races. Knowl edge (geography) DC 10: Khor vai r e is bounded by t he Bi t t er Sea to the nor t h, t he Lhazaar Sea to t he east, the Thunde r Sea to t he sout h, and the Bar r en Sea to the west. The straits of Shargon' s Teeth lie al ong the most common rout e from Sharn to St ormreach in Xen' dr i k, but they are infested with sea devils. DC 15: Eber r on has ten seas: the Barren Sea, t he Bi t t er Sea, t he Dar k Sea, t he Dr agonr each, t he Icemaw Sea, t he Lhazaar Sea, t he Sea of Lost Soul s, t he Sea of Rage, t he Th u n d e r Sea, and the Whi t e Sea. Knowl edge (history) DC 20: Some historical records, virtually indistinguishable from ancient legends, claim that, in addition to the Aer eni and the drow, a t hi rd race of elves lives under the waters of the Thunde r Sea. These aquatic elves are said to have been slaves to sea-dwelling giantsthe ancestors, perhaps, of st orm giants. DC 35 : One of the many ki ngdoms that r ul ed Sarl ona before t he arri val of t he I nspi r ed is now called Avent us, t hough its anci ent name flows less comf or t abl y off mo d e r n t ongues . Th i s k i n g d o m was power f ul and might have expanded to domi nat e the cont i nent , except that some great cat- aclysm sunk it beneat h the waves. The degenerat e survivors of this ki ngdom are an aquatic race called the aventi, i nhabi t i ng the Sea of Rage. Knowl edge (nature) DC 15 : St orms are the greatest t hr eat to ships at sail i n any sea, but the Sea of Rage and the Whi t e Sea are known for supernat ural l y deadly st orms. cer t ai n r egi ons of t he Dark Sea have dr amat i c t i des t hat create st rong cur r ent s near the coasts, drawi ng ships in to be smashed on reefs or rocks near l and. The Icemaw Sea is a nar r ow body of water that lies between Xen' dr i k and Everice. It is st udded with i sl ands and icebergs. (See the Frostfell ent ry on page 66 for more i nf or mat i on about the Icemaw Sea.) The Dr agonr each stretches between Ar gonnessen and Aer enal , bl endi ng i nt o the Thunde r Sea at the western end and the Lhazaar Sea and the Sea of Rage i n the nor t h. It is a favorite haunt of dr agon t urt l es, and wat er-l ovi ng dragons (particularly bronze dragons) frequently swim i n its waters. Most sailors are rel uct ant to sail t hr ough it as a result, and when they do, they hug the Aer enal coast. The Lhazaar Sea lies east of Khor vai r e and west of Sar l ona, wi t h no cl ear bounda r y bet ween it and t he Sea of Rage. Sai l ors agree t hat t he Lhazaar Sea t ouches the Tashyvar I sl ands at t he nor t hwes t er n end of Sar l ona, while the Sea of Rage begi ns f ar t her sout h al ong the Sar- l onan coast. Adder Bay in Q' ba r r a is par t of t he Lhazaar Sea, as are the count l ess channel s t hat divide the i sl ands of t he Lhazaar Pr i nci pal i t i es from each ot her and from the ma i nl a nd. Whal es make t hei r homes i n t he Lhazaar Sea, whi ch means whal i ng is a pr of i t abl e i ndus t r y i n the area. However, large orcas somet i mes attack ships, and the huge fey known as ocean st ri ders (detailed in Monster Manual II) seem to view themselves as pr ot ect or s of t he whales i n the area. The Sea of Lost Souls extends from the southwest part of Xen' dr i k to the southeast par t of Sarlona and the east coast of Ar gonnessen. It is known as a peri l ous sea for sail- ing, and its reput at i on for bei ng haunt ed by numer ous ghost ships gives it its name. Though its sout her nmost reaches are covered by the unmel t i ng Everice, it extends all the way to the equator, which is consi dered the di vi di ng l i ne between it and the Bar r en Sea (in t he east) and the Whi t e Sea (in the west, near Sar l ona) . The Sea of Lost Soul s is also said to be the deepest of Eber r on' s oceanssome legends speak of a t rench ext endi ng miles beneat h the surface, a region so dark that the darkness itself is alive. The Sea of Rage is bounded by Sarl ona to the nor t h and east and Ar gonnes s en to t he sout h. To t he west it meet s t he Lhazaar Sea. It is known for freak st or ms and bi zar r e happeni ngs , from gi ant wat erspout s to super nat - ur al mael st r oms and st or mf i r e. (See Stormwrack for det ai l s of these hazards. ) The Th u n d e r Sea lies bet ween Khor vai r e, Aer enal , and Xen' dr i k. Shar gon' s Teet h mark its west ern ext ent , and to the east it flows i nt o t he Dr agonr each (via the Aer - enal Channel ) and the Dark Sea. Beneat h its surface lie sunken r ui ns from t he Age of Gi ant s, par t i cul ar l y in the area ar ound Shar gon' s Teet h. Besides the sahuagi n t hat infest the st rai t s, dr agon eels, dr agon t ur t l es, kraken, and numerous other creatures prey on ships sailing the Thunder Sea. Thi ck kelp beds frequently slow the progress of ships plying these waters, even those that stay close to Khorvai re' s coast. Kr aken Bay, once the home to Cyre' s fleets, is part of the Thunde r Sea, and is home to nearly as many bizarre monst ers as the Mour nl and itself. The Whi t e Sea ext ends nor t h from Sarl ona' s coast to the edge of the Frost fel l . It combi nes t he worst qual i t i es of the Bitter Sea and the Sea of Rageoften frozen or choked with icebergs, even as it is pr one to freaki sh weat her and bi zarre happeni ngs. The sailors of Khor vai r e avoid it at all costs, pr ef er r i ng to chart a course for Varuz Bay on the rare occasions they sail to Sarl ona. RACES Of THE SEAS The seas of Eber r on are home to a variety of life, i ncl udi ng groups of sentient creatures, nomadic tribes, and even ent i re civilizations. The most fami l i ar of these are the sahuagi n, or sea devils, which are part i cul arl y common in the straits of Shargon' s Teet h between Shar n and St or mr each. Sahua- gin are relatively common in the cliffside areas of Shar n, negot i at i ng with sailors for safe passage t hr ough the straits. A knowledge of the Sahuagi n l anguage is consi dered a key quality for success as a sea capt ai n. The four races ment i oned below are described in detail i n Stormwrack. The aventi are humanl i ke descendant s of a sunken ci vi l i zat i on. They are pr i mar i l y found i n the Sea of Rage between Sarl ona and Ar gonnessen, and t hei r racial myths say that t hei r anci ent empi re was once part of Sarl ona. Darfellans are a race of br oodi ng humanoi ds found in the western Bitter Sea, part i cul arl y ar ound Icewhite Island. Once far more widespread, they were nearly ext ermi nat ed by the sahuagi n. Aquatic elves (originally described in the Monster Manual) are said to be a t hi r d survi vi ng offshoot of the anci ent elf cul t ures of Xen' drika wayward sibling to the elves of Aer - enal and the drow t hat r emai n in Xen' dr i k. They live in small, isolated communi t i es in the Thunde r Sea al ong the coast of Xen' dr i k, where they are cont i nual l y hunt ed by the sahuagi n. The si mi anl i ke, humanoi d hadozees are most com- monly encount er ed aboard ships capt ai ned by members of other races. They are very rare, and t hei r ori gi nal homeland is unknown, t hough Xen' dr i k is most commonl y advanced as a plausible location. SHIFTERS TOUCHED BY THE BEAST Shifters are descendant s of humans and nat ur al l ycant hropes. They are lithe, agile folk who look basically human, but with long, shaggy hair, side- bur ns (in bot h sexes), poi nt ed ears, large eyes, heavy eyebrows, and wide, flat noses. Thei r forearms and lower legs are densely muscled, and they grow hai r so thick that it is sometimes mistaken for fur. Shifters frequently adopt a hunched post ur e, pr ef er r i ng to crouch or perch on a tree l i mb, ledge, or piece of f ur ni t ur e r at her t han st andi ng or sitting. Somet i mes called "t he wer et ouched, " shi ft ers i nher i t from t hei r l ycant hr ope ancest ors a l i mi t ed ability to t r ansf or m i nt o a semi best i al state. Shi f t i ng is a nat ur al ability r at her t han a curse or a disease, and it cannot be cur ed or ot herwi se removed. Nei t her can it be passed to a nonshi ft er t hr ough bi t i ng, claw attacks, or any ot her met hod. When she is shifting, a shifter' s features take on an even mor e bestial appearance, al t hough she does not actually assume a fully ani mal form. Her eyes have a feral glint, she snarls and growls when angered, and she is able to tap i nt o her l ycant hropi c nat ur e to access ext r aor di nar y physical abilities. These changes and the abilities gai ned are related to the ki nd of l ycant hrope the shifter descends from. Some shifters display features distinctly r emi ni scent of one ki nd of ani mal , while ot hers exhibit a mix- t ure of influences. The act of shi f t i ng makes some shi f t er s s t r onger or t ougher . Ot her s fi nd t hemsel ves able to move faster, cl i mb near - ver t i cal sur - faces, or fly. The most danger ous shifters become so lost i n t hei r t r ans - f or mat i on t hat they begi n to fight like ani mal s , bi t i ng and cl awi ng i n a br ut i s h rage. Ther e are ten mai n shifters bl oodl i nes (or t rai t s). Indi vi dual shifters usually manifest only a single shifter t rai t , but after generat i ons of bl ood- lines commi ngl i ng, some display two of the following t rai t s: beast hi de, cliffwalk, dreamsi ght , gorebrut e, l ongst ri de, l ongt oot h, razorclaw, swift- wing, t r uedi ve, and wi l dhunt . ( The dr eamsi ght , gor ebr ut e, swiftwing, and truedive traits are i nt r oduced i n Races of Eberron.) Like any ot her race, shifters cannot be said to share a single personal - ity type or a universal preference for one lifestyle over anot her. However, due to t hei r l ycant hropi c ancestry, many shifters do have quick t empers. Members of ot her races consi der t hem rude and even boor i sh, and it is t rue that shifters have little patience for bei ng treated like ani mal s or idiots and don' t hesitate to set aside social convent i ons when they feel the situation warrant s it. Shifters with a common trait also tend to share pat- t erns of behavi or as wellcliffwalk shifters are often shy and i nt rovert ed, for example, while gorebrut es are the opposi t e. Shi ft ers do not have a homel and, si nce t hei r hybri d l i neage devel- oped where huma ns and nat ur al l ycant hr opes shar ed t he same l ands. Lycant hropes were brought to near ext i nct i on i n Khor vai r e more t han a cent ury ago, so the only places left for shifters were in human l ands. They have always been victims of prej udi ce and di st rust , t hough, and are often unable to find acceptance even i n the lands of t hei r bi r t h. Because they are so regularly made to feel like outcasts, shifters gather in communi t i es of t hei r own. They have a fiercely i ndependent streak, and use t hei r feral abilities to hunt for food and scrounge for shelter rat her t han give money to the very people whose i l l -formed opi ni ons force t hem to live this way. Raised in these communi t i es, shifters come to view t hei r lives in t erms of hunt i ng and a const ant fight for survival. Ot he r shi ft ers deci de to give up on ci vi l i zat i on and its prej udi ces ent i rel y. The El deen Reaches is t he most popul ar dest i nat i on for shift- ers who want to live as close to t he l and as possi bl e. The r e , they become t rappers, hunt er s, or somet i mes guidesand visiting city-dwellers pay a substantial fee to reap the benefits of the shifters' nat ural abilities. WHAT DO YOU KNOW? Knowl edge (l ocal ) DC 10: Shi ft ers are member s of a t r ue race t hat traces its ori gi ns from bot h humans and nat ur al l ycant hr opes. They do not change i nt o ani mal form, but can t ransform themselves to gain some bestial characteristics. A check against this DC is also sufficient to l ear n whet her t her e is a shi ft er communi t y i n or near a local set t l e- ment and whet her t her e have been any not abl e r ecent i nci dent s involv- i ng shifters. DC 15: The t en mai n types of shifters have di fferent charact eri st i cs while shi f t i ng. They i ncl ude l ongs t r i de shifters (who move faster while shift- i ng), l ongt oot h and razorclaw (who gai n nat ur al weapons), and wi l dhunt (who have keen senses). A check against this DC is also sufficient to l ear n roughl y how many shi ft ers live in or near a local communi t y and where they can be found. DC 20: The ot her types of shifters are beast hi de (who gai n t hi ck hi des) , cliffwalk (who can climb), dreamsi ght (who have an affinity with ani mal s) , gor ebr ut e (who gai n hor ns ) , swift- wing (who can fly like bats), and t r ue- dive (who can swim like dol phi ns) . DC 22: Shi ft ers place a great deal of emphasi s on sel f - r el i ance and f r ee- dom, bel i evi ng that t he latter is t he reward for the former. DC 25: Ragewild shifters are berserker warri ors sworn to defend all shift- ers, regardless of t ri be or affiliation, from outside attack. DC 30 : A very small number of shifters are t r ai ned to i nt eract with member s of ot her races to prevent mi s under - s t andi ng and t r agedi es such as t he Chur ch of t he Silver Fl ame' s i nqui - sition from ever t ar get i ng t he shi ft er race agai n. These shifters are called l or eguar ds. Knowl edge ( rel i gi on) DC 20: Wi t hi n shifter communi t i es, the moonspeaker dr ui ds gui de the shift- ers' rel i gi ous life. Travel i ng often to different enclaves, the moonspeakers carry news and mai nt ai n bonds among these far-fl ung communi t i es. SHIFTER RELATIONS Many peopl e claim t hat shifters are difficult to get al ong with, but the vast majority of these people have never actually taken the t i me to try to get to know a shifter, let alone put in a good-fai t h effort at fri endshi p. Ot her folk hold prej u- dices and preconcept i ons about shifters, but the t r ut h of the matter is that they are no more a homogenous group t han elves or dwarves are. Despite the commonl y stated pr econ- ceptions about shifters, as you travel across the l engt h and breadt h of Khor vai r e, you meet as many shifters who break the stereotypes as confi rm t hem. Shi f t er s Ar e Rude : Shifters are i ndi vi dual s with the same r ange of per sonal i t i es as any ot her race. Some are predi sposed to havi ng quick t emperspart i cul arl y gore- brut e and l ongt oot h shiftersand beast hi de shifters have a wel l -earned r eput at i on for bei ng bl unt , speaki ng loudly, and i nt e r r upt i ng ot her s. Consi der , however, t hat havi ng people const ant l y accuse your ent i r e race of bei ng r ude can cert ai nl y grate on anyone' s nerves. Shifters Ar e Bl oodt hi rst y: Shifters are carnivorous, and so are as bloodthirsty as any meat -eat i ng race. Thi s stereotype probably grows out of the fact that shifters have a strong sense of self-reliance and prefer to hunt their own food. Shi f t er s Ar e Devi ous : It is t r ue t hat shifters have the ability to move ext r aor di nar i l y quietly, but most have no devious motives for doi ng so. Rather, a great many shifters are hunt er s (by choice or necessity), and so moving as unob- trusively as possible has become second nat ur e to t hem. Shi f t er s Ar e St upi d: Shi ft ers have the same capacity for t hought and intelligence as any race. They are sometimes deni ed the advantages of formal educat i on (either because of prej udi ce or the fact that many live i n remot e areas), but shifters are employed on the faculties at the finest uni versi - ties i n Khor vai r e. Shi f t er s Have One - Tr a c k Mi nds : Thi s pr econcep- t i on is anot her refl ect i on of t he shi ft ers' nat ur al hunt i ng ability. When i n stressful si t uat i ons, they focus on the most i mpor t ant mat t er at hand to the exclusion of all else. Thi s is a di st i nct benefit in l i f e- or - deat h encount er s, but can somet i mes make a shi ft er seem i ncapabl e of spl i t t i ng her at t ent i on when the stakes are less di r e. For t hei r part , shifters are suspi ci ous of ot her races. They have never fit i n with the established political order of Khor vai r e, and t hei r emphasis on self-reliance makes them rel uct ant to seek compani onshi p or support from members of ot her races. Thei r history of prej udi ce and persecut i on has left t hem a legacy of fear. In part i cul ar, shifters di st rust any rel i gi on brought to t hem by mi ssi onari es or crusaders, pr ef er r i ng to follow the anci ent t eachi ngs of t hei r dr ui ds, the moonspeakers (see Races of Eber r on) . NEW SHIFTER FEATS Bo t h t he EBERRON Campaign Setting and Races of Eberron i n c l u d e a numbe r of shi ft er feats. The t hr ee feats pr esent ed her e are addi t i onal shi ft er feats. As with all shi ft er feats, t aki ng these feats i ncreases t he dur at i on of shi f t i ng and mi ght i ncr ease t he numbe r of t i mes per day a shi ft er can use her ability. Shifter Acrobatics [Shifter] Your heri t age makes you agile and light-footed. Prerequi si te: Shifter with the cliffwalk, l ongst ri de, or swiftwing t rai t . Balance 4 ranks, J ump 4 ranks, Tumbl e 4 r anks. Benefit: When shifting, you gain a bonus on Balance, J ump, and Tumbl e checks equal to twice the number of shifter feats you have. Shifter Magnetism [Shifter] Your heritage gives you a st rong ani mal presence. Prerequi si te: Shifter. Benef i t : You gai n a bonus on Handl e Ani ma l , I nt i mi dat e, and wild empathy checks equal to the number of shifter feats you have. Thi s bonus applies even when you are not shifting. Shifter Stealth [Shifter] You can call upon your bestial heritage to increase your stealth. Prerequi si te: Shifter with l ongst ri de, swiftwing, or wi l dhunt t rai t , Hi de 4 ranks, Move Silently 4 r anks. Benefit: When shifting, you gain a bonus on Hi de and Move Silently checks equal to twice the number of shifter feats you have. SOCIETY AND STATUS How THE WORLD WORKS The social st r uct ur e of Khor vai r e is often described as a great pyrami d. Bui l t on a wide base r epr es ent i ng t he common l abor er s, the pyr ami d tapers quickly to the pi nnacl e: the r ul i ng families of the Five Nat i ons and ot her figures of equivalent political, economi c, and social power. As described in the EBERRON Campaign Setting (page 132), six out of t en people i n the Five Nations belong to the common classfarmers, laborers, and poor er t raders. Thr ee oft en belong to the mi ddl e class, a relatively new innovation in the social order, dominated by people who have earned enough money t hrough trade and artifice to put themselves on a level with the nobles of older times. One person in ten belongs to the class of the truly wealthy, which includes merchant barons and dragonmarked lords who rule empires of trade and commerce, as well as the kings and queens who rule nations. Life for the common class is not much altered by the passage of centuries or the change of regimes. The people of Valenar experienced little change when rul ershi p of t hei r land passed from Cyre to the Valaes Tai r n; they continued to work their farms, pay their taxes, and live and die very much as they had since the begi nni ng of human settlement. Advances in both magical and mundane technology can make life easier for the common folk, but only after those advances become so widespread that people can afford to make use of them. The first humans to arrive in Khorvai re from Sarlona brought iron tools with t hem, so even the fundament al technology of metalworking has changed little for the common folk in all the centuries since. In contrast, the mi ddl e class might be the locus oft he greatest change in society, technology, and economi cs in the history of Eber r on. Its very existence dates back only as far as the creat i on of Galifar. By t hei r nat ur e, the dr agonmar ked houses exerted a great deal of power in trade and com- merce from the moment t hei r powers arose, and they brought that power to bear in the political real m by l aunchi ng the War of the Mark fully five cent uri es before the rei gn of Galifar I. By the time of Galifar, the power of the dragonmarked houses was such that the king was forced to recognize itand i ndeed to court it in order to accomplish his bid to uni t e the Five Nat i ons. In some ways, the story of the format i on of Galifar and the bi r t h of the mi ddl e class r un parallel, for with the emergence of a uni fi ed ki ng- dom, the wealth of the houses grew enormousl y, and an ever-i ncreasi ng number of people associated with the houses gai ned a significant share of that wealth. By the early ni nt h century, the dr agonmar ked houses had grown to such i mpor t ance that they had eclipsed the heredi t ary nobility of the Five Nat i ons in all but name. Naturally, the dragonmarked houses were not the only ones to profit from the growing i mport ance of trade and commerce. Merchant lords not associated with the houses have been slower to arrive in the halls of power, but by the middle of the Last War, such i ndependent s were solidly ensconced t here alongside the dr agonmar ked hei rs and lesser nobles. Today, while nobles retain status and power by virtue of t hei r class, they must share that power with those who have earned it by virtue of t hei r economic might. The middle class has risen to its elevated position in society by ri di ng on the back of magical and technological i nnovat i on. The manifold use of magic in the everyday life of Khorvai re pri mari l y benefits those who can afford to make use of it, or those who have near-exclusive command over the uni que powers of the dragonmarks. Though only a rare few members of the dragonmarked houses carry the actual marks that hold the magical power of the house, every member benefits from the use of that powerparticularly through innovations such as message stations, lightning rails, and elemental galleons. Such advances allow the houses not only to put their magical power to novel uses, but to create steady sources of new i ncome. The her edi t ar y nobl es r et ai n t hei r st at us i n t he upper par t of the mi ddl e class by r e ma i ni ng useful . They hol d gr ant s of l and bestowed by t he r ul er s of t he Five Nat i ons, and repay t hem by gover ni ng and WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: Wi zards, sorcerers, and ar t i f i - cers command respect wherever they go. Knowl edge of mi nor magic, such as t hat possessed by magewri ght s, is sure to i ncrease one' s st at us. Knowl edge (l ocal ) DC 10 : Society and status varies greatly by regi on. The Five Nat i ons are open and cosmopol i t an. In civilized soci- ety, laws prot ect member s of all races and social classes equally. DC 12: Mor e t han hal f t he peopl e of Khor va i r e ar e c ommon f ar mer s , unski l l ed l abor er s, and t radesfol k who form the poor economi c class. DC 13: The large mi ddl e class of Khor - vaire includes skilled l aborers, pros- pe r ous t r ader s and shop owner s , skilled ar t i sans, most nobi l i t y, low- level advent urers, and some members of the dr agonmar ked houses. Knowl edge (nobi l i ty and royalty) DC 10: The royal l i ne of Ki ng Gal i far I is the Wynar n family. DC 12: The dragonmarked houses com- mand great pr est i ge. Th e i r l eaders are on par wi t h ki ngs and queens, while ot her member s are solidly i n the mi ddl e class. DC 15: The three remai ni ng monarchs Aurala of Aundair, Boranel of Breland, and Kaius of Karrnat hare all mem- bers of the Wynarn family, as are Di ani of Th r a n e and Oargev, t he l eader of New Cyr e. The families of these monar chs make up a large par t of the upper class of Khor vai r e' s society, and all of t hem are i mpor t ant pol i t i - cal forces. DC 25: The i nfamous sky pi rat e Cap- t ai n Lujaad, whose exploits are pub- l i shed i n t he cheaper chr oni cl es, is actually a nephew of Br el and' s Ki ng Boranelmuch to the embarrassment of the royal family. Knowl edge ( rel i gi on) DC 10: Chur c h l eaders are member s of the mi ddl e class or upper class. In some areas, part i cul arl y Thr a ne , the chur ch has great political power, and its members and leaders claim hi gher status as a resul t . pr ot ect i ng the common folk who live on t hei r l ands, paying taxes to the heads of state, and suppl yi ng t roops to serve i n t hei r lord' s armi es. If the gui l dmast ers of Khorvairethose associated with the dr agonmar ked houses and t hose who are notforced t hei r way i nt o t he mi ddl e class al ongsi de t he her edi t ar y nobi l i t y, t he heads of t he dr agonmar ked houses rode t hat crest i ng wave to the highest posi t i ons, maki ng the dr agon- marked bar ons nearly equal to the rul ers of the l and. Those rul ers live wi t hi n a web of court i nt r i gue and i nt er nat i onal espi onage. The royal families of Khorvai re' s nationseven the r emnant s of Cyreare a major political force, t hei r homel ands as well as beyond t hei r bor der s. The siblings, chi l dr en, nieces, and nephews of the actual rul ers hold i mpor t ant posts in the government s of Khor vai r e, and many of t hem are heavily involved in t ryi ng to secure the t hr one for themselves or someone closer to t hem t han the cur r ent rul er. Even i n Thr ane, where the monarchy has been replaced by the Chur ch of the Silver Fl ame, Queen Di ani ret ai ns her title as a fi gurehead. She schemes behi nd the scenes to overt hrow the theocracy and regai n her place of powerif not for herself, t hen for her chi l dr en. THE PLACE Of ADVENTURERS Advent ur er s possess a great deal mor e wealth t han most of society. Low-level advent urers are mi ddl e class, while those of mi d- l evel and hi gher fall i nt o t he upper class. The i r wealth and prowess can grant t hem political weight if they care to use it, and advent ur i ng puts one in touch with the i ndi vi dual s and organi zat i ons that shape the world. Society sees advent uri ng as phenomenal l y dangerous but potentially rewardi ng in equal measure. Advent ur er s have a mystique that ot hers find exhi l arat i ng, and t hei r high mort al i t y rate only makes those who survive seem more heroi c. Personal politics can play a large role in an adventurer' s life. The many nat i ons of moder n Khor vai r e jostle in close proximity, vying for political, economic, and military supe- riority. An advent urer can make powerful allies over the course of his career. However, maki ng an ally of someone usually involves maki ng an enemy of someone else, and advent urers inevitably wind up on the wrong side of cert ai n i ndi vi dual s and organi zat i ons. Shrewd advent urers mi ni - mize t hei r political risks and maxi mi ze t hei r gai ns. LUJAAD IR'WYNARN. SKY PIRATE Not all nobles are stuffy court i ers who spend all day playing politics i n the noble court s. Some rankl e at such dull lives and long for exci t ement . If they are lucky enough not to be too far up the l i ne of succession, a few of t hem even manage to obt ai n it. Such was t he case for Lujaad i r ' Wynar n, t went y-ei ght h in l i ne for the crown of Brel and. Lujaad is the fifth child of Ki ng Boranel ' s youngest sister. He was raised as part of the extended royal family in the court at Brokenbl ade Castle. A bri ght lad, he attended all the same classes and t r ai ni ng sessions as the king' s chi l - dr en. In fact, he proved more capable t han most of t hem when it came to l eadershi p skills and mi l i t ar y strategy. As he came of age, Lujaad was gr oomed to take a posi t i on in the upper ranks of Brel and' s army, l eadi ng forces i nt o what he hoped would be the decisive battles that brought the Last War to an end with his Uncle Boranel on the t hr one. Whe n word of t he Th r o n e h o l d Accor ds came to Brokenbladealong with word that Ki ng Boranel had been pivotal in br oker i ng the peaceLujaad became despondent . Wi t hout the war, he lost every hope and dr eam he had ever known. With no enemy to battle, he t ur ned to advent uri ng, spendi ng more and more time in the wilds of Xen' dr i k unt i l one day his expedi t i on r et ur ned without hi m. The royal family of Brel and i ni t i al l y believed that Lujaad peri shed in the j ungl es of the wild cont i nent , but in fact he snuck away from his ent ourage, maki ng his way to a tiny coastal town popul at ed almost entirely by mercenari es and pirates. Lujaad signed on with the crew of a pi rat e ai r- ship and began working his way up the ranks. Now, just a fewyears later, Lujaad has secured a Lyrandar airship of his own, with as loyal and skilled a crew as any in the skies or on the sea. They obey the laws of honorable war- fare, only t arget i ng rich merchant ships or noble ships, and never kill unless absolutely necessary. In fact, "The Exploits of Capt ai n Lujaad and His Valiant Crew" are developing quite a following among the readers of the several chronicles pr i nt i ng themto the embarrassment of Ki ng Boranel . SWASHBUCKLERS Swashbucklers (described i n Complete Warrior) are quite common in Khorvaire, particularly in the major cities of the former Five Nations. The swashbuckler's emphasis on quick swordplay and light armor perfectly suits Khorvaire's sophisticated culture, although combatants in the Last War practiced heavier combat styles. Swashbucklers served as offi- cers in the Last War, or else avoided the peril of war on the front lines by serving in home guard units in major cities. THE SOVEREIGN HOST POWERS OF LIGHT The people of Khor vai r e acknowledge an ext ended pant heon of gods, all of whom are connect ed or related in some fashion. Some gods are loving and benefi cent , some di st ant and unappr oachabl e, and still ot hers mal i - cious and deceptive. Most people offer prayers to different gods dependi ng on the si t uat i on and what sort of reply (if any) they hope for. The Sovereign Host is a collection of the deities most commonl y worshiped by the majority of the popul ace. On a daily basis, Khor var i ans pray to the Sovereign Host as a gr oup rat her t han to any one god. The text below expands the domai ns available to clerics of the Sover- eign Host by i ncl udi ng domai ns from Complete Divine. Domai ns from that book are marked with an asterisk. ARAWAI God of Agri cul t ure Neutral Good Arawai is the sister of Bal i nor and the Devourer, and the mot her of the Fury (see page 33). She is most often pi ct ured as a female half-elf. Arawai is consi dered the deity of fertility, pl ant life, and abundance. She is espe- cially worshiped by dr ui ds, rangers, farmers, sailors, people who wish to have chi l dr en, and anyone who is concerned with weather or fertility. Domai ns : Good, Life, Pl ant , Weather. Favored Weapon: Mor ni ngst ar . AUREON God of Law and Knowl edge Lawful Neutral Aur eon is the br ot her of Onat ar , the husband of Bol drei , and somehow related to the Shadow. He is usually described as a gnome or human wizard. Aur eon is the pat r on of wizards, sorcerers, and ot her arcane cast- ers, and is worshiped by scholars, sages, l i br ar i ans, and scribes. Domai ns : Force*, Knowl edge, Law, Magic, Mind*, Oracle*. Favored Weapon: Quart erst aff. BALINOR God of Beasts and the Hunt Neutral Bal i nor is the br ot her of Arawai and the Devourer. He is port rayed as ei t her a burly human or a crude yet good- nat ur ed hal f-orc. Hunt er s, drui ds, barbari ans, and rangers worship Balinor, and he is associated with hunt i ng and anyt hi ng havi ng to do with ani mal life. Domai ns : Ai r, Ani mal , Celerity*, Ear t h. Favored Weapon: Battleaxe. BOLDREI God of Communi t y and Heart h Lawful Good Boldrei is the wife of Aur eon, and is usually depicted as a commoner of any race. Bol drei is consi dered the prot ect or of villages and homes, and prayers to her are carved i nt o the cornerst ones or rafters dur i ng the con- st ruct i on of any new bui l di ngs. Her name is invoked to bless marri ages and newly appoi nt ed gover nment officials. Domai ns : Communi t y, Good, Law, Prot ect i on. Favored Weapon: Spear. DOL ARRAH God of Honor and Sacrifice Lawful Good Dol Ar r ah is the sister of Dol Dor n and the Mockery. She is most often pi ct ured as a human or hal f-el f kni ght shi ni ng with holy radi ance. Dol Ar r ah is the deity of honorabl e combat, self-sacrifice, and sunl i ght . She is consi dered to be the pat r on deity of pal adi ns, general s, and di pl omat s. Domai ns : Glory*, Good, Law, Sun, War. Favored Weapon: Hal ber d. WHAT DO YOU KNOW? Knowl edge ( rel i gi on) DC 5: The fai t h of t he Sover ei gn Host is t he domi na nt r el i gi on of Kh o r - vai r e, pr a c t i c e d i n every n a t i o n and by member s of every r ace. It is devoted to a pant heon of ni ne deities: Ar awai , Aur e on, Bal i nor , Bol dr ei , Dol Ar r ah, Dol Dor n, Kol Kor r an, Ol l adr a, and Onat ar . DC 10: Most peopl e revere t he Sover - eign Host as a whole, not j ust a single deity, al t hough they nat ural l y address prayers about cert ai n topics to differ- ent deities. DC 12: The gods of the Sovereign Host are well disposed toward mort al s, and are said to be the source of all eart hl y blessings. Nat ur al disasters, disease, monst ers, ver mi n, and ot her plagues of mor t al life come from the Dark Six, the gods who were cast out of the pant heon for t hei r wrongdoi ng. DC 15: A successful check agai nst t hi s DC gr ant s det ai l s about t he al i gn- ment , por t f ol i o, symbol , r epr es en- t at i on, and family r el at i ons hi ps of each deity. DC 20: Devotees of the Sovereign Host have no expect at i on of a gl or i ous afterlifethey know t hat t hei r souls will be consi gned to Dol ur r h after t hei r deat h. They believe, however, t hat faithful service to the Sovereign Host bri ngs ample reward in this life, while disloyalty br i ngs swift j ust i ce. DC 25 : As humans spread across Khor - vaire, they assimilated the religions of ot her races and cul t ures i nt o the faith of the Sovereign Host . Whi l e the faith of the Silver Flame and the bi zarre t radi t i ons of the elves r emai n unas similated, many say it is j ust a mat t er of t i me. Thi s process of assi mi l at i on is one expl anat i on for why each deity is depicted i n a variety of di fferent forms, and even as a member of dif- ferent races. These various depictions are a legacy of the deities assimilated from ot her cul t ures. DC 30: Each deity is sometimes depicted as a dr agon. Some schol ars believe these represent at i ons of the Sovereign Host are t hei r oldest forms, and claim that the deities are actually dragons that have ascended to godhood. DOL DORN God of Strength at Arms Chaotic Good Dol Dorn is the brother of Dol Arrah and the Mockery, and is most often depicted as a heavily muscled human. He promotes bodily strength and martial training, and is considered to be the paragon of physical perfection. He is worshiped by soldiers, monks, athletes, and anyone whose life is devoted to building physical strength and resilience. Domains: Chaos, Competition*, Good, Liberation*, Strength, War. Favored Weapon: Longsword. KOL KORRAN God of Trade and Wealth Neutral Kol Korran is the son of Olladra and Onatar, and the twin brother of the Keeper. He is described as a fat, cheerful human or dwarf in fine clothes. Kol Korran oversees all financial transactions, businesses, and places where great wealth is stored. His most devoted worshipers are mer- chants, moneylenders, landowners, thieves, and members of wealthy families. Domains: Charm, Commerce, Pact*, Travel. Favored Weapon: Mace. OLLADRA God of Feast and Good Fortune Neutral Good Olladra is the wife of Onatar, and the mother of Kol Korran and the Keeper. She is pictured as a young halfling or an elderly human. Olladra is said to bestow luck and good health on those she favors. She is the patron deity of rogues, bards, entertainers, and gamblers, and is also venerated by innkeepers and hosts of large gatherings. Domains: Feast, Good, Healing, Luck. Favored Weapon: Sickle. ONATAR God of Artifice and the Forge Neutral Good Onatar is the husband of Olladra and the father of Kol Korran and the Keeper. He is usually depicted as a dwarf smith. Not surprisingly, Onatar is revered by artisans, artificers, smiths, smelters, and anyone who makes things especially dwarves and gnomes. Domains: Artifice, Creation*, Fire, Good. Favored Weapon: Warhammer. THE ALL-INCLUSIVE HOST The religion of the Sovereign Host is the dominant faith of Khorvaire for one very good reason: It conquered almost all competing religions by embracing them. The theologians of the Sovereign Host do not restrict their conceptualizations of the deities to a single image, but accept that Dol Dorn (for Symbol of the Sovereign Host example) has revealed himself to different people in different times and places in very different ways. Rather than sending missionaries to convince the orcs of the Shadow Marches that Dol Dorn is superior to their war god, the church of the Sovereign Host simply accepts that both deities are the same god, and allows the orcs to call Dol Dorn whatever they wish. As a result, while orcs still appeal to their ancient god Garu-Umesh the One-Eyed in a few places in the Shadow Marches, among most orcs that ancient name has fallen into disusealong with the primitive rite of putting out one eye of any orc who sought to become a priest. Ancient inscriptions suggest that Khorvaire once had a diverse reli- gious landscape. The Ghaal'dar gobli- noids who succeeded ancient Dhakaan had their own pantheon of sixteen deities, all but one of whom is now easily identified with a deity of the Sovereign Host or the Dark Six. At the same time, the ore nations of the west revered their own deities, the dwarves of the north held to their own traditions, and the primitive halflings of the Talenta Plains worshiped the nature spirits of earth and sky. The first humans to come to Khorvaire brought their own pantheon of nine godsthe clear precur- sor to the Sovereign Host. As humans spread across Khorvaire, they identified their own deities with the more beneficent of the existing goblinoid deities. They also incorporated the malevolent deities into their myths, casting them as relatives of the Sovereign Host but renegades against their divine familiesthe Dark Six. This policy of faith-based inclusion seems to have had a limit, however, for one goblinoid deity found no place among either the Sovereign Host or the Dark Six. The name of this deity is lostthe humans apparently waged a relentless campaign to strike its name and visage from any written record they could find. A number of ruins dating from the period between the fall of the Dhakaani Empire and the triumph of humanity depict sixteen gods in orderly arrangement, but the face of one is always chiseled away. There have always been some who question this theol- ogy of inclusion and appropriation, holding as objective truth the fact that Dol Dorn and Garu-Umesh are two dis- tinct entities. They believe that the old gods supplanted by or incorporated into the Sovereign Host have died or gone dormant with the ascendance of the Host. The inclusiveness of the Sovereign Host has made it Khorvaire's most successful religion, but it has never been the only religion. As much as the followers of the Host would like to believe that the Silver Flame is just an emanation of Dol Arrah, devotees of the Silver Flame don't care to hear it. Perhaps after several more centuries, the Silver Flame, too, will be assimilatedalong with the Path of Light and even the Undying Court. FAVORED SOULS While clerics are frequently devoted to the entire pantheon of the Sovereign Host, favored souls (described in Complete Divine) devote themselves to specific deities of the Sovereign Host (or the Dark Six). Some favored souls are associated with other faiths, but the majority choose a single deity of the Host to emulate. Like clerics in Eberron, a favored soul need not have an alignment within one step of her deity's alignment, and she can be neutral regardless of her deity's alignment. VALENAR WARRIORS OF GLORY The elves of Val enar are among the most fearsome warri ors on Eber r on. Thei r society is dedicated to mar t i al perfect i on. They idolize the military heroes of ant i qui t y, bel i evi ng t hat the great est war r i or s of t hi s age will become vessels for the champi ons of the past. Ten t housand years ago, elf warri ors watered the sands of the Blade Desert with gobl i n bl ood, unt i l overwhel mi ng opposi t i on and dragonfi re forced t hem to r et ur n to Aer - enal . Today, they have come again to Khor vai r e and claimed a ki ngdom, but the Val enar are not cont ent with this newborn nat i on. Seeki ng glory in battle, Valenar warbands push deep i nt o the Talenta Plains and Q' bar r a in search of worthy foes. Whi l e most peopl e refer to bot h the elves and the l and they i nhabi t as Val enar, the elves are pr oper l y called the Valaes Tai r n ("warri ors of gl ory"). They are the largest sect of the Tai r nadal , an elven cul t ur e that follows a mor e mi l i t ant pat h t han t he Ae r e ni . Unt i l the Last War, the Tai r nadal lived in t he nor t he r n st eppes of Aer enal , and much of the cul t ur e and social i nf r as t r uct ur e of t he Valaes Tai r n r emai ns t her e. Val enar is a l and at war, and t he elves of mai nl and Khor vai r e are a mobile army, ready for act i on. Every year, mor e Tai r nadal ar t i sans and suppor t folk travel from Aer enal to settle in the new network of taers (elf fort resses), but elves still l ear ni ng t he art s of war, t hose t oo i nf i r m to fight, and the br eedi ng her ds of the wondr ous elf horses r emai n secure on the i sl and. Dur i ng the age of Galifar, this t erri t ory was claimed by the nat i on of Cyre. Few people chose to make t hei r homes in the land beyond the Blade Desert, however, and these settlers received little support from the crown. When the Valaes Tai r n mercenari es i mpor t ed to fight for Cyre in the Last War broke ties to t hei r mast ers and laid claim to t hi s l and, t he common folk were cont ent to accept the elves' rul e. For t hem, life has changed little; if anyt hi ng, the elves tax the commoners less t han the kings of Galifar once did, since the Val enar soldiers are expert s at living off the l and. The elves t reat t hei r new vassals fairly, and the peasant s have come to take pr i de in the mi l i t ary mi ght of t hei r new l or ds. They mi ght not be free, but few of the commoner s of Val enar see themselves as slavesno more so t han the commoner s of Brel and or Kar r nat h. A LEGACY OF WAR The cul t ure of the Valaes Tai r n is based ar ound the heroes of Xen' drik the champi ons who fought back against an empi r e of giants and freed the elves. When a chi l d is bor n among the Valaes Tai r n, the pri est s of the Valenarthe Keepers of the Pastread the signs to det er mi ne the pat ron ancest or t hat will gui de hi m t hr ough life. It is each chi l d' s duty to honor and emul at e his pat r on ancest or, even as he strives to br i ng glory to his family. Many elves can share the same pat ron ancestor, leading to compet i - tion among t hem as each strives to be the perfect embodi ment of his or her pat r on. Most of these pat r ons are mighty warri ors, but a Val enar might just as easily follow the path of a weaponsmi t h, a siege engi neer, or a war wizard. Ther e are even elves whose pat r on ancestors are civil engi neers or l aborers, and while they are rarely the subject of song or story, they play a significant role in Val enar society. The Valenar t radi t i on of war is one of speed and stealth. Most Valenar soldiers are rangersdeadly stalkers who can live off the land, and who have an al most mystical connect i on to t hei r remarkabl e horses (usually t hei r ani mal compani ons ) . Some Val enar suppl ement t hese skills with levels in wizard or fighter. The Keepers of the Past can be clerics or bards, and a Val enar bar d following t hi s faith can take spirit steed as a 4th-level spell. A cleric of the Keepers of the Past can choose from the Dest ruct i on, Pr ot ect i on, and War domai ns. As a pant heon, the Spi ri t s of the Past are neut ral in al i gnment , and t hei r favored weapon is the double scimitar. WHAT DO YOU KNOW? Knowl edge (geography) DC 10: Val enar is a regi on of desert and pl ai ns i n the southwest of Khor vai r e. An army of elf mercenari es annexed it from Cyre dur i ng the Last War. DC 15: Val enar' s popul at i on is made up of former Cyran citizens of many races. They are general l y cont ent to serve the new Valenar overlords, living much as they did before the war. Knowl edge (history) DC 20: Elves of Aer enal fought wi t h Dhakaani goblins over this region long before humans came to Khor vai r e. Rui ned elf fortresses, abandoned for mi l l enni a, dot the l andscape. Knowl edge (l ocal ) DC 15: Battle is par t of life among t he Val enar elves. Vi ol ent cr i mes ar e often overlooked, but theft is a serious cri me puni shed by mai mi ng or even execut i on. Onl y elves are prot ect ed under the law, t hough most Val enar treat non- el f citizens fairly. Knowl edge (nature) DC 10: The Val enar elves breed horses of amazi ng speed and agility. They are protective of t hei r horses and offended at the sight of a non- el f r i di ng one. The horses are bred in nor t her n Aer - enal and gelded, so they cannot be stolen and used for br eedi ng. Knowl edge (nobi l i ty and royalty) DC 10: House Vadalis is banned out - ri ght from t he bor der s of Val enar, while Thur a nni and Phi ar l an are not wel come. House Lyr andar has been gr ant ed l and i n exchange for r ai n- cal l i ng and has a gr owi ng i nfl uence in Val enar. DC 15: The forty-five Valenar warclans all owe fealty to Hi gh Ki ng Shaeras Vadallia, but only twenty are under the command of the ki ng at one t i me. The king grants titles and land to warriors who per f or m services for hi m, but these elves don' t live on t hei r l ands, pr ef er r i ng to r emai n i n mot i on. Knowl edge ( rel i gi on) DC 20: The Val enar elves worshi p t hei r war r i or ancest ors. By emul at i ng t he deeds of t hei r ancestors, they believe the spirits can live agai n. Whi l e they are best known for t hei r cavalry, the Valenar take great pride in their skill with the weapons of their people. A Val enar elf receives the Mart i al Weapon Proficiency feats for the shortbow ( i ncl udi ng composite shortbow), scimitar, and Val enar double sci mi t ar. Thi s replaces the elf weapon proficiency racial trait described in the Player's Handbook. TRAVEL IN VALENAR Whi l e much of Val enar is pl ai ns and steppes, the realm has a variety of more hostile envi r onment s. The j ungl e of Sci mi - tars hol ds many danger s for the unwary, and anyone who seeks to approach by l and must cross the bitter sands of the Blade Desert . The elves themselves rarely t roubl e travelers, provided that t here is no hi nt of horse-t hi every and that the party present s no chal l enge to the real m. Advent ur er s who are ant agoni st i c or overly flamboyant draw the at t ent i on of elf warbands and gl ory-seeki ng warri ors, but a gr oup that conceals its weapons and keeps its eyes on the eart h is left alone as an unwort hy chal l enge. Val enar is sparsely popul at ed, with a handful of ham- lets and villages scattered across the pl ai ns ami d decrepit elf and gobl i n r ui ns . In the last forty years, the elves have refurbi shed a number of t hei r anci ent fort resses, which now provi de sanct uary to the r ovi ng war bands. Travelers are never allowed i nt o the heart of an elf fortress, but local crafters mai nt ai n t empor ar y t rade villages outside t hei r walls, cat eri ng to the needs of st rangers. VALENAR FEATS Bladebearer of the Valenar [Racial] You have trained extensively with scimitars, including the Valenar double scimitar. You are adept at striking from horseback with the curved blades of the Valenar. Prerequi si te: Elf, region of origin Valenar, profi- ciency with scimitar or falchion. Benefi t: You treat the Valenar double scimitar as a martial weapon. Also, you deal an extra I point of damage when making a melee attack with a scimitar, a falchion, or a Valenar double scimitar while mounted. If you have any of the following feats for the scimitar, falchion, or Valenar double scimitar, you can apply the feat's effects to all three weapons: Improved Critical, Greater Weapon Focus, Greater Weapon Speci al i zati on, Weapon Focus, or Weapon Specialization. When you spend an action point to influence an attack roll made with a scimitar, a falchion, or a Valenar double scimitar, you also add the result of the action point die to your damage for that attack. Shield of Blades [Style] As a master of the double scimitar, you can weave a web of steel to protect yourself from attack. Prerequi s i t e: Combat Experti se, Dodge, Exotic Weapon Proficiency (Valenar double scimitar), Two-Weapon Fighting, Weapon Focus (Valenar double scimitar). Benefi t: If you wield a Valenar double scimitar and use Combat Expertise to add at least I point to your AC , you receive an additional +1 dodge bonus to AC. A weapon style feat (i ntroduced in Complete Warrior) provides a benefit that draws upon a number of specific feats, and often requires the use of specific weapons, Spirit of the Stal l i on Your patron ancestor was a legendary cavalry soldier, and her spirit guides you and your mount. Prerequi si te: Elf, region of origin Valenar, Mounted Combat. Benef i t : Whi l e mounted on a Valenar horse, you receive a +1 circumstance bonus on melee attack rolls and melee weapon damage rolls. Valenar Trample You are trained in Valenar cavalry techniques emphasizing trampling your opponents into the ground. Prerequi si te: Elf, region of origin Valenar, Mounted Combat. Benefit: When you attempt to overrun an opponent while mounted on a Valenar horse, your target cannot choose to avoid you. Both you and your mount can make one attack (your mount with a hoof and you with a melee weapon) against any target you knock down, gai ni ng the standard +4 bonus on attack rolls against prone targets. Special: A fighter can select Valenar Trample as one of his fighter bonus feats. Thi s feat counts as Trample for the purpose of meet- ing any requirements or prerequisites. REVENANT BLADE ' 7 am the blade that strikes unseen, the steel within the shadow. Let the enemies of my people fear the coming of night." War pr a ye r of Ci a s J h a e l i a n T h e r e v e n a n t bl a de is a Va l e n a r el f who c a n d r a w o n t he s ki l l s of a n c i e n t h e r o e s , t h e g i a n t - s l a y e r s of Xe n ' d r i k . Gu i d e d by t h e s e a n c e s t r a l s p i r - i t s , t h e r e v e n a n t b l a d e is a d e a d l y wa r r i o r t r a i n e d i n t h e a r t s of s t e a l t h a n d s u r v i v a l . BECOMING A REVENANT BLADE Ma ny t he s ol di e r s of Va l e n a r f ol l ow t he p a t h of t he r a n g e r , a n d t hi s is a n e xc e l l e nt r o a d f or t he r e v e n a n t bl a de . T h e a n c i e n t Va l e n a r wer e g u e r r i l l a wa r r i o r s , a n d a d e s c e n d a n t who h o n o r s h e r a n c e s t o r s mu s t be s ki l l e d i n s t e a l t h as wel l as b a t t l e . Ba r b a r i a n s a n d f i ght e r s c a n qua l i f y f or t he cl ass, t h o u g h t he s ki l l r e q u i r e me n t s a r e mo r e o n e r o u s f or s u c h c h a r a c - t er s ( pos s i bl y r e q u i r i n g a l evel of r a n g e r or r o g u e t o g a i n q u i c k access t o t he cl as s ) . Ent r y Requi r ement s Race: Elf Bas e At t ac k Bo n u s : +5 Ski l l s : Hi d e 5 r a n k s , Kn o wl e d g e ( hi s t or y) 2 r a n k s , Move Si l ent l y 5 r a nks Feat s : Bl a d e b e a r e r of t he Va l e n a r (see page 141), Two - We a p o n Fi g h t i n g , We a p o n Foc us ( Va l e n a r d o u b l e s c i mi t a r ) Re g i o n of Or i g i n : Va l e n a r CLASS FEATURES As a r e v e n a n t bl a de , you dr a w o n your s p i r i t u a l b o n d wi t h your a n c e s t o r t o e n h a n c e y o u r c o mb a t pr owe s s a n d s t e a l t h c a pa bi l i t i e s . You al s o ga i n gr e a t r e s pe c t f r o m y o u r p e o p l e . An c e s t r a l Gu i d a n c e ( S u ) : O n c e p e r day, you c a n cal l u p o n y o u r ances t or s t o g r a n t you knowl e dge a n d t a l e nt be yond your n o r ma l a pt i t ude s . To a c c o mp l i s h t hi s , you mus t s p e n d 1 h o u r i n q u i e t me d i t a t i o n , s t a r t i n g at d a wn . At t he e n d of t hi s h o u r , you ga i n a b o n u s feat s el ect ed f r o m t he l i st bel ow; you n e e d not me e t t he n o r ma l r e q u i r e me n t s f or t he f eat . T h e feat l ast s u n t i l da wn of t he ne xt day. Al e r t n e s s , Bl i n d - F i g h t , C o mb a t E x p e r t i s e , Do d g e , Gr e a t Cl e a ve , I mp r o v e d Cr i t i c a l ( Va l e na r doubl e s c i mi t a r ) , I mp r o v e d Su n d e r , I mp r o v e d Tr i p , Powe r At t a c k, Ski l l Foc us ( Kn o wl e d g e [ hi s t or y] ) , S p r i n g At t a c k, St eal t hy, We a p o n Spe c i a l i z a t i on ( Va l e n a r d o u b l e s c i mi t a r ) . At 3r d l evel , you c a n c hoos e t wo feat s f r o m t hi s l i st u p o n c o mp l e t i n g y o u r me d i t a t i o n . At 5t h l evel , you c a n c h o o s e t h r e e f eat s f r o m t h i s l i s t . You can' t use t hi s b o n u s feat t o me e t any r e q u i r e me n t s or p r e r e q u i s i t e s ( s uch as f or a n o t h e r feat o r a pr e s t i ge cl ass) . He r o of t he Val ae s Ta i r n ( Ex ) : T h e Va l e n a r have i mme n s e r e s pe c t f or t hos e who b o n d wi t h t he s pi r i t s of t he pas t . You ga i n a +5 c i r c u ms t a n c e b o n u s o n Di p l o ma c y checks ma d e t o i n f l u e n c e t he a t t i t ude of a Va l e n a r WHAT DO YOU KNOW? Kn o wl e d g e ( a r c a na ) DC 20: So me Val enar el ves carry rel i cs of t hei r ancest orsa t oot h or a sl i ver of bone e nc as e d i n an amul e t that grant s t he m s upernat ural power. Thi s rel i c creat es a cl ose bo nd be t we e n t he e l f and t he anc e s t or , a l l o wi ng t he l i vi ng el f easi er access to t he ski l l s and abi l i t i es of t he ancest or. Th i s amul et is cal l ed a zaelshin tu. Kn o wl e d g e ( ge ogr aphy) D C 15: T h e el ves of Va l e na r b e l o n g t o an e l f c ul t ur e c al l e d t he Ta i r n a - dal , whi c h reveres t he s pi ri t s of t he a nc i e nt e l f he r o e s who bat t l e d t he gi ant s of Xe n ' d r i k . Ta i r na da l el ves l i ve i n n o r t h e r n Ae r e n a l as wel l as Val e nar . DC 20: Each Tai r nadal el f has a pat r on anc e s t or gi ve n at bi r t h, and s eeks to ho no r t hi s ances t or t hr ough her deeds i n l i f e. Kn o wl e d g e ( r e l i g i o n ) DC 10: Val enar warri ors seek to c hanne l t he spi ri t s of t hei r heroi c ances t ors . DC 15: Revenant s bl ades are Val enar el f warri ors gui de d by t he he r oe s of t he past. The y are mast ers of st eal t h and t he doubl e s ci mi t ar. DC 20: A revenant bl ade can adapt hi s tacti cs to mat ch al mos t any f oe, and st ri kes wi t h unc a nny f orce. DC 25: A revenant ' s adapt abi l i t y c ome s f r o m h i s a bi l i t y t o c h a n n e l t he kno wl e dg e a nd t al e nt of hi s a n c e s - t or s . Th i s abi l i t y gi ves h i m acces s t o t he s ki l l s of great warri ors of t he past abi l i t i es mos t fighters st udy f or years t o l e ar n. T H E R E V E N A N T B L A D E H I T DI E : D 8 Base At t ack Fort Ref Wi l l Level Bo nus Save Save Save Speci al 1st +1 +0 +0 +2 Anc e s t r a l gui da nc e (1), he r o of t he Val aes Ta i r n , r a nge r class f eat ur es 2nd +2 +0 +0 +3 Shadow of t he past 3r d +3 +1 +1 +3 Anc e s t r a l gui da nc e (2) 4t h +4 +1 +1 +4 Gi a nt slayer 5t h +5 +1 +1 +4 Anc e s t r a l gui da nc e ( 3) , l egendar y force Cl ass Ski l l s ( 4 + I nt modi f i e r per l evel ) : Cl i mb, Cr af t , Ha n d l e An i ma l , Heal , Hi de , I nt i mi da t e , J u mp , Knowl edge ( geogr aphy) , Knowl edge ( hi s t or y) , Knowl e dge ( na t ur e ) , Li s t en, Move Si l ent l y, Pr of es s i on, Ri de, Sear ch, Spot , Sur vi val , Swi m, Use Rope. elf, as well as on Gat her I nf or mat i on checks made when i nt eract i ng with Val enar elves. Ranger Class Features: If you have ranger levels, your revenant blade levels stack for purposes of det er mi ni ng the abilities of your ani mal compani on. Your r evenant blade levels also stack when de t e r mi ni ng t he caster level of your r anger spel l s, but not when de t e r mi ni ng spells per day or any ot her r anger class feature. Shadow of the Past (Ex): At 2nd level and higher, you add your class level as a compet ence bonus on Hi de and Move Silently checks. Gi ant Slayer ( Ex) : Though the elves of Val enar no longer war with the giants of Xen' dr i k, the ancestral memo- ries of the champi ons of the past bur n strongly in you. At 4th level, you gai n a +4 bonus on Bluff, Li st en, Sense Motive, Spot, and Survival checks when usi ng these skills against gi ant s. You also gain a +4 bonus on weapon damage rolls against gi ant s. You gain the ability to speak Gi ant (and read and write it, if you are literate) as if you had spent skill points to l earn the l anguage. Legendary Force ( Ex) : At 5th level, you become a t rue master of the doubl e scimitar. Thr ough skill and art, you learn to strike with ast oni shi ng st r engt h. Thi s ability allows you to treat bot h ends of the Val enar double scimitar as two- handed weapons, even when you use it as a doubl e weapon. For example, you add 1-1/2 times your St r engt h bonus on damage rolls with each end of the weapon, and any damage bonus from the Power Attack feat is doubled when used with the weapon. PLAYING A REVENANT BLADE You are one of the deadliest warri ors of a mi l i t ary cul t ure. Your blade is the focus of your life, and from the moment you could walk you were t aught t he art s of st eal t h. You are cool, wary, always wat chi ng for t he next t hreat i n par t because of your mi l i t ant t r ai ni ng, in part because you feel most truly alive in battle. Beyond t hi s gener al at t i t ude, your per sonal i t y is shaped by that of your ancestor, whom you idolize and seek to emul at e i n all the ways you can. Since you are a revenant blade, your ancest or must have been a mast er swor dsman and deadl y st al ker. But what was he l i ke? Was he a gr i m ki l l er who rarel y spoke and only smi l ed when hunt i ng a foe? A t or t ur ed poet whose skill at bl oodshed was mat ched only by his hat r ed of vi ol ence? A f or mer slave, a war r i or pri ncess, a r omant i c expl or er ? Det er mi ne t he nat ur e of your ancestor, and as you rise in level consi der ways you can mi mi c hi m. Dress, speech, manner i s ms , hobbiesas t i me goes by, you slowly become your ancestor, so look for ways to represent t hi s. The host of the Valaes Ta i r n is an army, organi zed into warcl ans and war bands. The r evenant or der st ret ches across t he bounds of clan and bands. Your status is i ndi - cated by the zael shi n t hat you weara special br ooch t hat i ndi cat es t he i dent i t y of your ancest or and your rol e as a revenant . At the moment the revenant s are a loose society, always sear chi ng for glory and awai t i ng t he word of the Hi gh Ki ng. Combat : Your ancestors fought an empi re of i mmea- surable power. You have i nher i t ed the skills of your pat ron, but also his wisdomand t he knowledge t hat stealth and c unni ng are j ust as i mpor t ant as st r engt h and steel. Take your t i me in bat t l e. Stalk your enemy and l ear n his weak- nesses. When you st ri ke, do so on your t erms. As a r evenant bl ade, your gr eat est s t r engt h is your versat i l i t y. Ances t r al gui dance allows you to adapt your tactics to suit the needs of t he day. Thi s versatility helps you most if you have ext ensi ve knowl edge of your foes before you ent er combat . Try to evaluate your enemy and the skills of your opponent l ong before you ever close i n combat , and adapt your strategy to exploit these st r engt hs and weaknesses. Advancement : Al l Tai r nadal elves are assi gned a pat r on ancest or at t he moment of bi r t h, and all seek to honor t hi s ancest or. Thos e with t he pot ent i al to become revenants feel a closer bond t han most. From chi l dhood, your pat ron ancestor was more t han j ust a name in song and story. You've had visions of the battles t hat she fought, seen the lost wonders of Xen' dr i k and smelt the bur ni ng flesh of gi ant s. Somet i mes you have found yourself spont aneousl y quot i ng your pat r on, ast oni shi ng your elders by repeat i ng anci ent speeches you've never read before. The Keeper s of t he Past watch t hose who show such promi se. As you advent ure, you grow closer to your ances- tor. When the moment strikes and you are ready to touch the spirits of legend, you must make your way to one of the great fortresses of the TairnadalTaer Valaestas in Val enar or Taer Senadal in Aer enal . The r e t he el der r evenant s gui de you down the pat h, t eachi ng you to submerge your t hought s in the memor i es of the past, and to let t he spi ri t of your pat r on gui de your hands. Once you have been set upon the pat h, it is up to you to find your way closer to your ancestor. Consi der his per- sonality and choose your skills and feats accordingly. If he was renowned as a hunt er , seek the deadliest game you can find. If he was a soldier first and foremost, find your way to the battlefield! Resources: The revenant order provides few resources for member s. You have your blade and ancestral gui dance: You shoul d be out br i ngi ng glory to your ancest or' s name, not beggi ng for scraps! However, the or der s do have a few relics of the ancestorszaelshin tu and si mi l ar itemsand if you br i ng honor to your ancestor and warclan or perform a great service to the Valaes Tai r n, you mi ght be given one of these items. The great est t r easur es of t he r evenant s are the act ual swords of t he ancest ors. These mi ght y art i fact s were all lost in Xen' dr i k. Fi ndi ng your pat r on ancest or' s doubl e scimitaror recoveri ng it from looters or grave-robbersis a worthy quest for a revenant blade. REVENANT BLADES IN THE WORLD "The revenants are the treasures of our past and the shapers of the future." Ilaen Coel i ras, Keeper of the Past The elf her oes of Xen' dr i k are t he stuff of l egends, pos- sibly the most deadly war r i or s of hi st ory. In t he r evenant s of Val enar, these fearsome sol di ers live agai n. It took the dest r uct i on of Xen' dr i k to defeat t hese elf heroes in the past: What impact will the revenant warri ors have on this cur r ent age? Dai l y Li f e: A r evenant bl ade is called to become a herot o glorify her ancest ors and br i ng honor to t hei r names t hr ough her own deeds of bravery. Revenant blades are never sedentary. Anyone who walks the path of the rev- enant ei t her fights on the front lines of battle or wanders the world seeking an oppor t uni t y to prove her worthand her ancest or' s. Revenants lead raids out from Val enar i nt o the Tal ent a Pl ai ns, Q' bar r a, and the Mour nl and, even up i nt o Ka r r na t h. Ot her s make t hei r way to Xen' dr i k, to fight the descendant s of the anci ent gi ant s or unear t h some lost ancest ral artifact. Every day bri ngs a new oppor t uni t y for glory and honor . Not abl es: Taer dr a J e nna r i s (N femal e elf r anger 7/ revenant bl ade 5) is one of the most respect ed revenant s in Val enar today. She is t he chi ef of a large and powerful warclan that frequently raids i nt o Q' bar r a at her command. Some suspect Taerdra of resistance to the rul e of Hi gh Ki ng Vadallia, and t hi s si t uat i on is expected to come to a head wi t hi n the next year, when her cl an is due to be called up for service to the Hi gh Ki ng. Jumal l Thr enel l ( CG male elf ranger 5/wizard 3/rev- enant blade 3) leads a small band of revenant s i n exploring Xen' dr i k. Jumal l is part i cul arl y well known in St ormreach, al t hough his r eput at i on t her e is mi xed: All acknowledge his band' s heroi c deeds, but Jumal l hi msel f has st i r r ed up t roubl e with hill giants who were visiting the city peacefully or even worki ng as par t of the city watch. Haver r a Phasha ( CE femal e elf r anger 3/ fi ght er 5/ r evenant bl ade 3) has br ought a measur e of disgrace to t he r evenant bl ades' nascent or gani zat i on by maki ng an at t empt on Hi gh Ki ng Vadal l i a' s life. She escaped the angry Hi gh Ki ng and hi s bodyguar ds , whi ch cert ai nl y hel ped her not or i et y, but peopl e seem to bl ame t he rev- enant bl ades as a whole for t he act i ons of t hi s r enegade. Ot her revenant blades have sworn to br i ng Haverra to j us- tice, but she r emai ns a fugitive, supposedly l ur ki ng inside the Mour nl and. Organi zat i on: Th e r evenant or der is a evolving f r at er ni t y. The ar t of r evenant c ha nne l i ng is a recent devel opment among t he elves. Some bel i eve t hat t hi s is a resul t of the mi l l enni a of devot i on of t he Tai r nadal , and t hat the spi ri t s are gai ni ng st r engt h from t hi s reverence. Ot her s say t hat it is destinythat t hi s is the age of the elves, and t hat the heroes are r e t ur ni ng to lead the Val enar to glory. The Keeper s of the Past t r ai n new revenant s and hel p t hem find the way ont o the pat h. As part of t hi s t r ai ni ng, a r evenant must swear an oath of loyalty to Val enar and t he Hi gh Ki ng, pr omi s - i ng to answer any call that comes from t he Darkwood Cr own. As such, t he reve- nant s are an elite uni t waiting to be called t oget her. As a revenant , you could receive t hi s call at any timea summons to r et ur n to Taer Valaestas, or a call to a di st ant bat t l e. At t he moment t he r evenant s receive t hei r or der s from t he Hi gh Ki ng. But some wonder if the revenant s actually represent a t hreat to Vadallia, part i cul arl y i n light of the recent at t empt on the Hi gh Ki ng' s life. As the revenant s regai n the memo- ries and skills of the great heroes of the past, will they be cont ent to follow the ki ng? What if t he ancest ors have old feuds never r ecor ded in legendor ambi t i ons to rul e empi res of t hei r own? NPC React i ons The r evenant s channel the greatest her oes of t he elves, and Val enar or Tai r nadal warri ors have a friendly attitude toward revenant s. Typically, the ot her i nhab- i t ant s of Khor vai r e don' t have t he knowl edge r equi r ed to recogni ze a revenant . The key feature that identifies a revenant is the zaelshin amul et , and humans rarely under s t and the meani ng of the br ooch. However, the Darguul s have come to despise these Val enar warri ors, and gobl i noi ds from Dar guun typically have an unfri endl y attitude toward revenant s. Ther e is also the chance that a revenant will encoun- ter an elfrevenant or notwhose pat r on ancest or holds A revenant blade embodies the heroic spirit of her ancestors a deadly gr udge agai nst t he pat r on of t he r evenant . Thi s could resul t in a di rect chal l enge or a more subtle form of attack, and at the least an unfri endl y react i on. REVENANT BLADES IN THE GAME Val enar is an aggressive, expansi oni st nat i on, and Val enar warbands constantly raid nei ghbor i ng regi ons. A revenant blade can be f ound as t he l eader of a war band, i ns pi r i ng his soldiers with his bond to the past. Advent ur er s expl or- ing Xen' dr i k mi ght encount er a warband ent i rel y formed of revenant blades, an elite force sent to recl ai m lost relics of t he elf age of glory. Of cour se, t he Val enar st i l l sell t hei r services as mer cenar i est he Au r u m (see page 146) coul d hi r e a r evenant bl ade to stalk a t r oubl es ome gr oup of advent ur er s . In an advent ur i ng part y, a r evenant bl ade provi des a DM wi t h two pat hs to expl or e. The char act er ' s anci ent vi si ons coul d draw t he part y to Xen' dr i k, s ear chi ng for anci ent rel i cs or f or got t en secret s of t he el f - gi ant war. Al t ernat i vel y, t he r evenant and hi s allies coul d be drawn into the evolving politics of Valenar: Perhaps the character' s ancestor wants her to lead the elves down a different path from the one Hi gh Ki ng Vadallia has chosen. Adapt at i on: The revenant bl ade is merely one of the revenant s found in Val enar. By adj ust i ng the class pr er eq- uisites and the feats the charact er can mi mi c usi ng ancestral gui dance, this prestige class can be adapted to reflect ot her elf ancest or s. Revenant bowmen gai n access to ar cher y feats, while revenant ri ders have access to mount ed combat feats. Revenant scouts emphasize the stealthy surveillance of enemi es and guer r i l l a tactics. Encount ers : Whe n encount er ed wi t h a war band, a r evenant bl ade mi ght conf r ont her enemi es i n open bat t l e. Gi ven t he choi ce, she pr ef er s to stalk her foes, t aki ng t he t i me to careful l y eval uat e t hei r s t r engt hs and weaknesses. The Tr appi ngs of t he War r i or Tai r nadal warri ors typically wear loose silk cl ot hi ng and light armor, and favor elaborate engravi ng and embroi dery. They make use of red or brown pat t er ns mi mi cki ng bl ood spat t ers or st ai ns, so t hat the gore of bat t l e bl ends with the elf' s cl ot hi ng. Beyond t hi s, two cri t i cal accout r ement s define a Valenar warri or: the zaelta and the zaelshin. The zael shi n ("spi ri t bond" ) is an amul et t hat bear s the seal of an elf' s pat r on ancest or . It is usual l y wor n as a br ooch but can be pl aced i n a war r i or ' s hel met , at the cent er of t he forehead. A zael shi n is usual l y f or med from silver and i nl ai d with j et . A r evenant ' s zael shi n is formed of pl at i num and i nl ai d with pr eci ous st ones t hat have a specific tie to t he war r i or ' s pat r on ancest or ; t hi s pi ece of j ewel ry costs 150 gp. The zaelta ("spirit mask") is a veil that covers the lower face. Whi l e this item is useful i n the har sh envi r onment of the Blade Desert, it is i nt ended to help the wearer submerge his i dent i t y wi t hi n t hat of his ancest or. Wi t h the wearer' s face hi dden, an observer views only the zaelshin, t hus seeing the ancestor instead of the descendant . ZAELSHIN TU Every Val enar war r i or reveres his ancest ors and carri es a zael shi n amul et bear i ng t he sigil of hi s pat r on ancest or with hi m at all t i mes. Wi t h a zaelshin tu. you do mor e t han t hat : You carry a physical relic of your pat r on ancestora t oot h or sliver of bone br ought from Xen' dr i k to Aer enal and encased i n your zael shi n amul et . Descri pti on: A zaelshin tu looks much like a mundane zael shi n. It is an amul et , formed of platinum and i nl ai d with preci ous stones that carry spi ri t ual significance to the ancest or whose sigil is embl azoned on it. It can be worn as a br ooch or at t ached to your hel met at t he cent er of your forehead. No mat t er how you display t he i t em, it takes up space on your body as an amulet, which means you can' t gain the benefit of any ot her amulet at t he same time (or even anot her zaelshin tu, if you have more t han one). If you use the revenant blade' s ancestral gui dance abil- ity while weari ng a zaelshin tu, the gemstones set i n the amulet flare briefly with a di m light. Prerequi si t e: Only a Tai r nadal elf descended from t he elf whose sigil ador ns the amul et can gai n any benefi t from a zoehhin tu, and any ot her char act er who wears one t r i gger s a host i l e r eact i on from any Tai r nadal he mi ght encount er . Onl y a r evenant bl ade can use all t he i t em' s f unct i ons . Act i vat i on: Usi ng a zaelshin tu r equi r es no speci al act i vat i on. The skill bonuses always apply, and usi ng your ancest r al gui dance abi l i t y (if you are a r evenant bl ade) does not r equi r e you to call on t he amul et ' s powerjust your own. Effect: If you meet the prerequi si t e for usi ng a par - t i cul ar zaelshin tu, you gain a + 2 compet ence bonus on Hi de and Move Silently checks, and a +2 ci rcumst ance bonus on Diplomacy checks made to influence the reaction of anot her Tai r nadal elf. If you are also a r evenant blade, when you use your ancestral gui dance class feature, you gai n one extra bonus feat. (A 1st-level revenant blade would t hen have access to two bonus feats, a 3rd-l evel char act er to t hr ee, and a 4t h- level charact er to four. ) Aur a / Ca s t e r Level : Faint t r ansmut at i on and necr o- mancy; CL 5t h. Const ruct i on: Craft Wondr ous It em, speak with dead, a relic of the par t i cul ar elf her o, 900 gp, 72 XP, 18 days. Vari ant s: A zaelshin tu t i ed to a par t i cul ar ancest or mi ght grant a compet ence bonus on di fferent skills r at her t han Hi de and Move Silently. Weight: 1 lb. Pri ce: 1,800 gp. VILLAINOUS ORGANIZATIONS FORCES OF DARKNESS Conspi raci es and cabals fill the world of Eber r on, driven by greed, lust for power, or far more si ni st er goals. Whi l e advent urers may never j oi n any of these organi zat i ons, member s of these groups are not always encount er ed as enemi es. The Dr eami ng Dark mi ght have si ni st er plans for Khor vai r e, but these schemes are completely different from the goals of the Lords of Dust . As a result, a party of advent urers mi ght occasionally receive assis- tance from an unexpect ed source. Such aid often has strings attached, and a cautious advent urer might want to consider carefully before deal i ng with the darkness. The lords of the Aurum are not demons or liches, and few among them have interest in military con- ques t . Th e me mb e r s of t he Au r u m emer ge from among t he r i ch- est and most i nfl uent i al ci t i zens of Khor vai r e power, i nf l uence, and above The Au r u m is not a t i ght l y bound organi zat i on. It is a society cr e- Symbol of ated to advance the mut ual i nt er est s the Aurum of its member s, and a place where the wealthy can enjoy the company of those they consi der to be t hei r equals. When you deal with a member of the Aur um, you deal with hi m alone as he advances his own agenda and not the goals of the Aur um. For this reason, you never know what to expect from the organi zat i on. One Aur um lord might take a l i ki ng to you, frequently cal l i ng upon your services to recover a new Dhakaani relic for his collection, or to deal with an upst art rival. The next t i me you set foot in a dungeon, however, you could find yourself opposed by the agents of anot her coin lordand your pri or service to the society won' t help you or serve as a shield. The mor e you deal with t he Aur um, the mor e r umor s you mi ght hear. Some say t hat t her e is a shadow cabi net wi t hi n t hi s society of t he wealthyan i nner circle t hat use the or gani zat i on' s i nfl uence for more si ni st er and significant pur poses. So, keep bot h eyes open when deal i ng with the Aur um. Thei r coin is goodbut t here are likely to be secrets hi dden behi nd the purse st ri ngs. You might be deal i ng with agents of the Aur um if your enemi es seem part i cul arl y well funded, if they somet i mes seem to be working at cross purposes to each other, or if they seem able to br i ng political and legal forces to bear against you. THE DREAMING DARK Few people in Khor vai r e have even heard of the Dr eami ng Dark. Thi s force is the bi t t er enemy of the kalashtar, but the kal asht ar are extremely rel uct ant to speak of this conflict with member s of ot her races. As a result, unless you are a kalashtar or have close dealings with t hem, it is highly unlikely that you know anyt hi ng about the Dr eami ng Dark. If you do have allies among t he kal asht ar, you soon come to know of t he Dr e a mi ng Dark, for t he or gani zat i on seeks to dest roy t he kal asht ar WHAT DO YOU KNOW? The Aurum Knowl edge (nobi l i ty and royalty) DC 20: The Au r u m is a secret i ve fra- t er nal or der . It is based i n t he Mr or Hol ds , but i t s me mb e r s i nc l ude wealthy and i nfl uent i al peopl e of all races from across Khor vai r e. Many of its member s are devoted to the study of history, and they expend vast sums out f i t t i ng e xpe di t i ons t o r ecover relics of bygone civilizations. DC 25: The Mr or epic Sol dorak Saga cont ai ns a passage t hat some believe rel at es to t he Au r u m. Dur l us Sol - dor a k saw t he gol d b e n e a t h t he mo u n t a i n s as a key t o power i n Khor va i r e . Accor di ng to t he saga, he called t oget her t he most c unni ng and wealthy cl an l or ds, pr opos i ng t he cr eat i on of a "cabi net t hat will r ul e from t he shadows, bi ndi ng ki ng and peasant al i ke i n chai ns of gold and pl at i num. " The out come of t he meet i ng is uncl ear , but i n a few of t he l at er verses of t he saga a Sol dorak is r ef er r ed to as "Lor d of Gol d and Shadows. " Some bar ds bel i eve t hat these passages descri be the f oundi ng of the Aur um, and t hat t hi s frat ernal or der is a front for t hose who seek to cont r ol Khor vai r e t hr ough gold and economi c means. The Dreami ng Dark Knowl edge (the pl anes) DC 20: The Dr eami ng Dark is the force t hat cont r ol s Dal Quor , t he r egi on of dr eams . DC 25 : The kal asht ar bel i eve t hat t he Dr e a mi ng Dar k is t r yi ng to i nf l u- ence Ebe r r on. DC 30: Accor di ng to these stories, t he Dr e a mi ng Dar k has pl aced agent s across Eber r on; these are pr i ma r - ily huma ns wi l l i ngl y possessed by quor i spi ri t s, but also i ncl ude i n n o - cent peopl e i nfl uenced by the ment al powers of the quor i . Knowl edge (psi oni cs) DC 20: Over the last few years, you have heard r umor s of the conspiracy known as the Dr eami ng Dark. Its motives are unclear, but its agents are among the most powerful psi ons i n Ebe r r on. (continued on page 148) by any means possi bl e. If an oppor t uni t y pr esent s itself, an agent of t he Dark acts directlya kal asht ar al one in the wilds mi ght j ust as well be aski ng for an assassin to t el e- por t i n and st ri ke hi m down. However, t he l ords of t he Dr e a mi ng Dar k are also mast ers of subt l e mani pul at i on, and they never act overtly if t her e is any risk of r eveal i ng t hei r pl ans. Agent s of t he Dark mi ght use t el epat hi cal l y cont r ol l ed proxi es to do t hei r di r t y workat t acki ng you directly but l eavi ng you with no l i nks or leads back to your t r ue foe. The Dr e a mi ng Dark also takes great pl easur e in usi ng social mani pul at i on to br i ng down its enemi es. If you oppose t he Dark, you mi ght fi nd yoursel f f r amed for a cr i me you di dn' t commi t . Al t ernat i vel y, an agent of t he Dr eami ng Dark mi ght st i r up par anoi a ar ound advent ur - ers i n gener al , or f oment fear and di st r ust agai nst t hose who bear dr agonmar ks , or agai nst warforged, or whatever else mi ght di r ect t he hat r ed of good peopl e i n your di r ec- t i on. They mi ght even fi nd ways to t r i ck you i nt o doi ng t hei r di r t y workfor exampl e, by convi nci ng you t hat an i nnocent kal asht ar is an evil warlock responsi bl e for your r ecent woes. If you cross paths with the Dr eami ng Dark, the only good advice is to watch your back. Take not hi ng for grant ed, and keep a close and careful eye on your allies. In the long r un, any i ndi vi dual s can be t ur ned to the Dark, whether they are tricked i nt o servi ng the cause or have t hei r mi nds i nfl uenced from wi t hi n. You might be deal i ng with agents of the Dr eami ng Dark if your enemi es manifest psi oni c powers, if they are obvi- ously (or subtly) foreign in dress or dialect, or if formerly t rust ed allies t ur n against you. THE LORDS OF DUST Every follower of the Silver Fl ame has heard the tale of the Ser pent and the Demon. In 299 YK, a t erri bl e force was unl eashed i n Th r a n e , and all ma nne r of fi ends flocked from t he shadows to vener at e t hi s dark l or d. However, before the mighty demon could completely free itself from its bonds, the pal adi n Ti r a Mi r on appeared, accompani ed by a feathered ser pent with rai nbow pl um- age. The mi ght y fiend, as it t ur ned out, could not be sl ai n. The best t hat could be hoped was to put it in secure bonds agai n, and t hi s Ti r a did at the cost of her own l i fe. Th r o u g h her sacri fi ce, huma ni t y l ear ned of the Silver Flamethe force that has held the fiend lords at bay since the most anci ent of days. Few peopl e know the f ul l h i s t o r y of t hes e de mons , however. I n t he first age, Khyber gave bi r t h to a host of fi ends. The rakshasas were the least of these, whi l e t he mi ght i es t were demon lords with uni que powers and abil- ities that made t hem like gods. Thes e ar chf i ends Symbol of the rul ed over the lesser spi r- Lords of Dust its and became known as the rakshasa rajahs. In t i me, a combi ned force of dragons and couatls defeated t hese demons, wi t h the mi ght i est among t hem bound by the Silver Fl ame. The weaker spirits slipped t hr ough the net, however. I mmor t al and cunni ng, they have had tens of t housands of years to plot and scheme. Some seek to free t hei r anci ent masters from i mpr i sonment (this was how t he fiend lord held beneat h the Tamor Hi l l s in Thr a ne escaped his bonds) . Ot her s seek to seize the power of the i mpri soned rajahs for t hei r own. Finally, some simply take pl easure in spr eadi ng chaos and pai n, playing with mor t al civilizations like a child plays with dolls. These are t he Lor ds of Dust . The Lor ds of Dust are c unni ng shapeshi ft ers, and t hei r pl ans (often unf ol di ng over cent ur i es) are difficult for mort al s to fat hom. The best advice one can take when deal i ng with the Lor ds of Dust is to be wary and t rust not hi ng: These anci ent fiends favor illusion and decept i on above all. It is par t i cul ar l y difficult to det er mi ne whet her the Lor ds of Dust are involved i n a given i nt r i gue or adven- t ur e, si nce t hei r mot i vat i ons are so obscur e and t hei r met hods so subt l e. However, if anci ent and powerful magic is involved, if your enemi es seem ut t erl y rut hl ess or wildly chaot i c, or if you find yoursel f lost i n an endlessly t angl ed web of subt erfuge, you mi ght be deal i ng with the Lor ds of Dust . THE ORDER OF THE EMERALD CLAW In the beginning of the Last War, the agents of the Order of the Emerald Claw were the heroes of Karrnath. Their devotion to their nation was matched only by their cun- ning and skill at arms. The knights of the order were instrumental in Karrnath's military success, and it is now believed that certain acts of espionage and sabotage that occurred in other nations were their secret handiwork. As time passed, though, the King of Karrnath began to have his doubts about the order. The knights of the Emerald Claw were fiercely devoted to Karrnath, but few outside the order's highest levels knew that their devotion masked service to another masterthe Blood of Vol. Ultimately, edicts were passed condemning the order for its violent activities, and by 980 YK it was for- mally disbanded and outlawed by Moranna, the regent of Karrnath. But while the Emerald Claw no longer has any ties to the government of Karrnath, it continues to operate in the Symbol of the Order shadows across Khorvaire. The order claims of the Emerald Claw to still be dedicated to Karrnath, but makes known its belief that Kaius III is weak and that he betrayed the country when he sought peace. Few outside the most high-ranking members of the order under- stand and appreciate the true connection between the order and the Blood of Vol. Most assume that since the order consists of loyal Karrnathi, it is understandable that some of its members follow the teachings of the Blood. The truth is, however, that Vol created the order not to help Karrnath, but to help herself. The Emerald Claw represents the claw of a green dragon, a connection to Vol's heritage as a half-dragon. It has members, both recognized and hidden, oper- ating throughout the Five Nations and beyond. These members serve as Vol's eyes and ears, her devoted army, and her trusted hunters of arcane relics of power. When dealing with the Order of the Emerald Claw, it is easy to dis- miss them as zealots and extremists. Of all the villains in Eberron, they are perhaps the most straightforwardwhere you find the order, you can usually assume that evil is afoot. Never underestimate the Order of the Emerald Claw, though, for it can attract skilled wizards and warriors to its banner, and the organization's combination of patriotism and (secret) religious fervor wins it many allies among the common folk. The order might invariably be dedicated to evil, but it can still dupe good people into serving its ends. You might be dealing with the Order of the Emerald Claw if your foes include intelligent undead such as vampires or liches, if they reveal Karr- nathi accents, or if they display high levels of military or magical train- ing. Naturally, if you see the symbol of the order displayed on shields or helmets, it's a dead giveaway that the order is involved. Outside Karrnath and particularly beyond Khorvaire, members of the order do not always take pains to conceal their affiliation. Some stories say that they are invaders from Sarlona, others that they come from another plane, while some claim that the Dreaming Dark is one mono- lithic spirit that uses mindseed to claim followers of all races and nations. The Lords of Dust Knowledge (religion) DC 15: In ancient times, mighty fiends ruled the land. These were the chil- dren of the dark dragon Khyber. The universe could not stand to see such evil roaming free, and the Silver Flame took form to bind this terrible darkness in the depths of the world. DC 18 : While the greatest fiends were trapped by the Silver Flame, their weaker servants were able to slip through the bonds, like small fish slipping through nets made to catch krakens. These treacherous fiends remain in the world, and the tem- plars of the Silver Flame must be ever vigilant to prevent these demons from freeing their bound masters. Some of the fiends have joined together in an alliance called the Lords of Dust, a name that refers to the ancient powers they have lost. DC 22: The most common order of fiend among these Lords of Dust is the rakshasa. A rakshasa is a clever shapeshifting demon that can assume any humanoid form and possesses considerable magic powers of its own. Rakshasas are resistant to most magic, and neither sword nor mace can harm themonly a spear or arrow blessed by the forces of good can penetrate such a demon's hide. The Order of the Emerald Claw Knowledge (History) Karrns receive a +5 bonus on this check. DC 15: The Order of the Emerald Claw was a chivalric order that served King Kaius I and his successors during the Last War. The order was outlawed in 980 YK for extremist activities, and King Kaius III has gone to great lengths in an attempt to stamp it out. The order continues to remain active in the shadows of Karrnath and beyond, but it is now seen as a terrorist organization. The following two spells, two psi oni c powers, and one feat represent only a few of the powers developed by the forces of darkness or by those who oppose t hem. Pr i ce of Loyalty Enchant ment ( Char m) [Mi nd-Affect i ng] Level: Sorcerer/ wi zard 2 Component s: F Casti ng Ti me: 1 st andard action Range: Touch Target: One humanoi d Durat i on: One hour/ l evel Savi ng Thr ow: Will negates Spel l Resi stance: Yes Gold and greed are t he two tools of the Aur um, and t hi s subtle char m uses one to harness the ot her. The effects of price of loyalty are i dent i cal to charm person. The drawbacks are the l i mi t ed range and the fact that t he target must accept your offer of a pl at i num piece (the spell' s focus) for the spell to take effect. The advantage is the subtle nat ur e of the enchant ment . Price of loyalty r equi r es no gestures or i ncant a- t i ons, and t here are no signs of magic; whet her or not the target succeeds on his saving throw, he will never know that a spell was cast. However, the effect can still be di scerned by detect magic and si mi l ar spells. Focus: One pl at i num piece. Sent i nel ' s Watch Di vi nat i on Level : Sorcerer/ wi zard 2 Component s: V, S, M Casti ng Ti me: 1 st andar d action Range: Touch Target: One humanoi d Durat i on: One hour/ l evel Savi ng Throw: Will negates (harml ess) Spel l Resi stance: Yes Subt l e danger s hi de t hr oughout t he world of Ebe r r on. Changel i ngs and doppel ganger s work the whi ms of the Travel er. Anci ent spi ri t s scheme to dest roy huma n ci vi l i - zation. In these dark times, little is exactly what it appears to be. Pr ot ect i on is t he duty of House Denei t h, and i n 756 YK Jol as d' Denei t h, a mage of t he Twelve, devel oped t hi s ri t ual to st r engt hen the eyes of those who served his house. Sentinel's watch wards the subject against decept i on, allowing hi m to pierce falsehoods of all forms. Whi l e prot ect ed by sentinel 'swatch, the subject receives a + 5 compet ence bonus on the following checks and saves. Spot checks to penet r at e any form of di sgui se or i l l usi on. Sense Motive checks made to oppose Bluff checks. Will saves to resist enchant ment or i l l usi on effects. If the subject bears the Mark of Sent i nel or t he Mark of Det ect i on, these bonuses are i ncreased to +6. Material Component: A piece of quart z, which is t ouched to the eyes of the subject. Blade of Light Psychoport at i on Level: Psychic warri or 4 Display; Material Mani f est i ng Ti me: 1 swift action Range: Touch Target: Weapon t ouched Durat i on: 1 r ound/ l evel Savi ng Throw: None Power Resi stance: No Power Poi nts: 7 The psychic warri ors of the kalashtar, dedicated to bat t l i ng t he Dr eami ng Dark, developed t hi s power to hel p i n t hi s struggle, but it's equally effective when deal i ng with crea- t ur es of Xor i at or demons from Shavar at h. Thi s power s ur r ounds one weapon wi t h a softly gl owi ng ener gy field t hat is anat hema to f i ends. When t he weapon st ri kes an evil ext r apl anar cr eat ur e, it deals an ext ra 2d6 poi nt s of damage. Thi s power has a weaker effect on cr eat ur es t hat are merel y possessed by out si der s (such as t he I ns pi r ed) ; i n such cases, the weapon deals an extra 2d6 poi nt s of non- lethal damage. Di ssonant Touch Telepathy [Mi nd-Affect i ng] Level : Psychic war r i or 2, telepath 2 Display: Visual Mani f est i ng Ti me: 1 st andard action Range: Touch Target: Cr eat ur e t ouched Durat i on: 1 mi nut e/ l evel Savi ng Throw: None Power Resi stance: No Power Poi nts: 3 The assassins of the Dr eami ng Dark enjoy toying with t hei r prey. Thi s psionic attack di srupt s the nervous system of the victim, causing i nt ense weakness or di sori ent at i on for the dur at i on of the effect. When you use dissonant touch, a successful melee t ouch attack causes your vi ct i m to take a penal t y of l d6 poi nt s to ei t her St r engt h or Dext eri t y; you choose which before you make t he attack. The affected ability score cannot be reduced below 0, and if you use t hi s ability mor e t han once on t he same victim, only t he greatest penal t y is appl i ed. Augment : For every 2 addi t i onal power poi nt s you spend, the penalty is i ncreased by 1 poi nt . If you spend an addi t i onal 6 power poi nt s, the penalty applies to bot h St r engt h and Dexterity. Feat: Deat h' s Bl ood Th e Mark of Deat h has passed from t he worl d. But whi l e t he l i ne of Vol was el i mi nat ed by t he elves t hous ands of years ago, t he Que e n of t he Dead has conduct ed e xpe r i - ment s desi gned to r e t ur n t he mar k to t he worl d. One of your ancest or s was involved in t hese exper i ment s , and t hi s her i t age gives you a nat ur al r esi st ance to ne c r o- mant i c effects. Prerequi si te: Elf or half-elf. Benefi t: You gain a +4 bonus on saves against necr o- mancy spells or spell-like abilities. WARFORGED LIVING CONSTRUCTS The warforged are living const ruct smachi nes made to serve as soldiers duri ng the Last War. They are massive, powerful creatures built in a generally humanoid shape from materials such as iron, stone, obsidian, and darkwood. Warforged are genderless (although the personalities of individual warforged can seem masculine or femi ni ne). Thei r bodies are made up of flexible plates connected by fibrous bundl es somewhat resembl i ng muscle. The head of a warforged is mostly featureless, t hough an i ndi vi dual sometimes decorates or augment s itself to create a recognizable face. Every warforged has one distinctive feature: the uni que symbol carved on its forehead. As a gener al r ul e, warforged do not have par t i cul ar l y expressive personal i t i es. In fact, the emot i on most often at t ri but ed to t hem is vague di si nt erest or l i nger i ng r esent ment . Thi s si t uat i on is only exacerbated by the fact t hat many don' t even have names. Warforged were made for the sole pur pose of fighting i n the Last War, so not a lot of effort was devoted to i nst i l l i ng t hem with i nt er est i ng personal i t i es, ani mat ed expressions, or the need for a par t i cul ar sense of identity. That is not to say that warforged have no opi ni ons or feelings. Despite their ori gi ns, they are sent i ent creatures, each possessing a complex array of likes, dislikes, preferences, and even hates. They simply are not naturally good at expressing those feelings. Warforged may spend years t ryi ng to find a name they t hi nk adequately sums up t hei r tastes, personality, and goals. People who have spent time with different members of the race compare them to snowflakes or flowersfrom a distance they seem uni form, but looking closely reveals myriad complexities and great individual beauty. The warforged were created by House Canni t h under commi ssi on from Ki ng Jarot of Galifar dur i ng his final years. Jar ot wanted const ruct warri ors that could prot ect the ki ngdom from attacks by monst er hordes and invasions from overseas. However, with Jarot ' s death and the start of the Last War, the warforged went i mmedi at el y to the front lines of the i nt er nal battle that would soon consume the Five Nat i ons. The first few versi ons of t he warforged were si mpl e const ruct s aut omat ons that followed t hei r owners' commands and had no ability to t hi nk for themselves. As House Canni t h i mproved the creat i on process, t hough, the warforged became more and more aut onomous, gai ni ng the ability to make decisions, i mprovi se, and eventually t hi nk for themselves. The first sent i ent warforged were created in 965 YK. For the r emai nder of the Last War, House Canni t h sold warforged soldiers to anyone who could afford t hem. Brel and, Thr ane, and Cyre had the largest contingents of warforged troops, and their highly visible presence among the armies of the Last War inextricably linked them with that conflict in the popul ar i magi nat i on. Virtually every front-page story about events in the last decade of the war featured l uri d illustrations of warforged soldiers marchi ng, drenched in bl ood. Thi s accounts for much of the difficulty faced by the warforged i n this time of peace: They have come to symbolize the Last War, and all that was pai nful and destructive about the conflict. Dur i ng t he war, warforged were consi dered to be the pr oper t y of whatever army paid for t hei r cr eat i on. The warforged did not object to thisit was, after all, the reason they had been made. But when the Treaty of Thr onehol d ended the Last War, it was decided that the warforged would be treated as sentient beings, possessed (according to some) of living souls. With free will and i nt el l i gent t hought , they would be regarded as citizens of t hei r respective nat i ons, not as propert y. However, wri t i ng this emanci pat i on i nt o the Thr onehol d Accords was one t hi ng; put t i ng it i nt o practice has proven to be quite anot her. In every nation, the warforged face some degree of prejudice, much of it fed by war- time images from the chroni cl es. The expressionless faces of the warforged reveal no remorse, compoundi ng this animosity and maki ng the warforged seem more like objects t han peopl e. Worse, the gover nment s of Thr a ne WHAT DO YOU KNOW? Knowl edge (arcana) DC 10: Warforged are living const ruct s made dur i ng t he Last War. Whi l e they shar e many of t he qual i t i es of const ruct s, they are alive, with mi nds and met abol i sms. DC 15: War f or ged are unaf f ect ed by poi son, di sease, and ener gy dr a i n. They never t i r e or sl eep, and they nei t her eat nor br eat he. The i r con- st ruct i on i ncl udes pl at i ng t hat serves as armor, and some i ndi vi dual s have heavier pl at i ng made of adamant i ne. DC 20: Convent i onal met hods of magi - cal heal i ng are not as effective when used upon war f or ged, but ar cane Spellcasters and artificers can r epai r damage suffered by a warforged. War- forged do not heal nat ural l y, but nei - t her do they die as a result of critical i nj uryt hey st abi l i ze and r e ma i n i ner t but alive unt i l r epai r ed. Knowl edge (geography) DC 20: Some war f or ged live i n t he Mour nl a nd, i n a communi t y gat h- ered ar ound a messianic figure called the Lord of Blades. Knowl edge (history) DC 15: The warforged were created by House Canni t h to serve as soldiers i n the Last War. The Treaty of Th r o n e - hol d gr ant ed t hem t he same freedom and rights held by member s of ot her sent i ent races, t hough t her e is st i l l debat e about t he appr opr i at eness of t hi s deci si on. Knowl edge (l ocal ) DC 10: You can l ear n whet her t her e is a warforged communi t y i n a local set t l ement and whet her t her e have been any not abl e r ecent i nci dent s involving warforged. DC 15: You can l earn roughly how many warforged live i n a local communi t y and where they can be found. Knowl edge ( rel i gi on) DC 15: Few warforged are part i cul arl y drawn to rel i gi on. A significant debate occurred dur i ng the talks l eadi ng up to the Treaty of Thr onehol d r egar d- ing whet her warforged possess souls. Thi s issue was never resolved. DC 20: A few warforged revere the Lor d of Blades as a deity or messiah. and Kar r nat h use the application of i ndent ur ed servitude to effectively keep t hei r warforged enslavedinsisting that all warforged pay back the costs i ncur r ed in t hei r creat i on before citizenship is grant ed to t hem, t hen maki ng sure that they never can. The tragic aspect of the warforged is that they were cr e- ated as social creat ures. The tactics of a successful soldier rely as much on cooperat i on and teamwork as they do on br ut e st r engt h and i nhuman endur ance, and the warforged excelled at teamwork as they did all aspects of combat Warforged now find t hemsel ves cut off from t hei r past mi l i t ar y lives, sear chi ng for a gr oup to bel ong to. Some war f or ged have chosen to gat her i n com- muni t i e s of t he i r own, particularly in the Mour n- land under the banner of the Lord of Blades. The ext reme phi l osophy of the Lord of Blades does not appeal to many warforged, however, and the majority seeks compani onshi p among h u ma n o i d s . Some f i nd it working i n cities, often i n j obs involving heavy lifting, danger - ous work condi t i ons, or deal i ng with unpl easant mat er i al s. Ot her s discover the camaraderi e of an advent ur - ing party, fi ndi ng t hei r sense of bel ongi ng in the pur pose for which they were made fighting shoul der to shoul der or back to back with an ally. NO NEW WARFORGED Ther e is no denyi ng that warforged are l i vi ng creat ures, but t he fact r emai ns t hat they are constructsassembled and t hen i mbued with life t hr ough a mechani cal process. As such, they are not capable of bear i ng chi l dr en, nor can Some say that life is best defined by its cessation they simply create offspri ng for themselves. The const r uc- t i on process is a compl ex one, and it r equi r es a cr eat i on forgea device t hat only House Ca nni t h knows how to make and use. When the Treaty of Thr onehol d grant ed the warforged status as citizens of t hei r various nat i ons, it also specified that no mor e warforged would be made. House Ca nni t h was to deactivate and di smant l e all t hei r creat i on forges, and so the number of warforged in the world would never increase from the last day of the war. Thi s was not especi al l y bot he r s ome to most warforged, since few had any desire or need to procreate they had enough difficulty simply fitting i nt o society. However, r umor s per - sist t hat new warforged are bei ng creat ed. One such r umor centers on an eni gmat i c figure known as t he Lor d of Bl ades. It is said that t hi s r en- egade warforged is gat h- er i ng the most disaffected and vi ol ent me mbe r s of his ki nd somewhere i n the r ui ns of t he Mour nl a nd, and t hat they have f ound a bat - tered creat i on forge and nursed it back to wo r k i n g c o n d i t i o n . However, t he r esul t i ng warforged are said to have s t r ange mut at i ons and defect s. An o t h e r r umor speaks of new war f or ged s uddenl y a p p e a r i n g on t he st reet s of Shar n wi t h no memor y of how they got t her e or who creat ed t hem. These i ndi vi dual s mi ght be sufferi ng from some ki nd of damage done to t hem dur i ng the war, or may simply have defective par t s , but t he fact t hat t hi s phe nome non is oc c ur r i ng onl y i n Shar n makes t hose possi bi l i t i es less likely. WARFORGED FEATS Shocking Fist [Warforged] Your slam attack can deal a shock. Prerequi si te: Warforged, base attack bonus +3. Benefi t: As a free action, you can channel some of your life force i nt o a slam attack. You must declare that you are using this feat before you make your attack rol l . When you use this feat, you deal damage to yourself (any amount equal to or less t han your base attack bonus) . If the attack hi t s, you deal l d4 poi nt s of electricity damage to t he target per poi nt of damage you dealt to yourself. For example, if you dealt 3 poi nt s of damage to yourself, a successful attack would deal an extra 3d4 poi nt s of electricity damage. If the attack misses, the attempt is wasted (but you still take the damage you dealt to yourself). You can at t empt a shocki ng fist attack any number of t i mes per day, but only once per r ound. Overload Metabolism [Warforged] You can heal damage at a cost to your ot her physi cal at t r i but es . Prerequi si te: Warforged, Str 13, Con 13. Benefi t: Once per day as a st andar d action, you can excite your warforged met abol i sm to heal a number of hit poi nt s equal to 5 + your HD. Doi ng t hi s i ncur s a 2 penalty to your St r engt h and Dexterity scores for 10 mi nut es. If you are uncons ci ous and have not yet used t hi s abi l i t y, any i nf usi on t hat t arget s you aut omat i cal l y act i - vates it, XEN'DRIK CONTINENT OF MYSTERIES Home to the first civilizations i n history ( di scount i ng legends of a peri od when fiends had domi ni on over t he worl d), Xen' dr i k r emai ns largely unknown to t he rest of t he worl d. Its t hi ck j ungl es, bar r en desert s, and soar i ng mount a i ns seem to conspi r e to hi de its secrets from out si de expl orers, as if the relics of the Age of Gi ant s were not meant for the eyes of pr yi ng relic hunt er s and advent urous schol ars. All manner of strange creat ures i nhabi t its vast expanses, some boast i ng civilizations of t hei r own. Xen' dr i k is the cont i nent of mysteriesa place where expectations, social rul es, and somet i mes even the laws of magic and reality are t ur ned on t hei r heads. The empi r e of the gi ant s appear ed some eighty t housand years ago, emer gi ng i nt o a world t hat seemed pr epar ed for its ar r i val . If l egends are to be bel i eved, t he powerful fiends t hat once r ul ed Eber r on had been conquer edi mpr i soned wi t hi n Khyber by the spi r i t ual coils of the couat l s, angel i c allies of t he dr agons i n t hei r eons- l ong war agai nst the f i ends. Fr om t he ashes of t hi s unspeakabl y l ong war, t he gi ant s ar ose. As wi t h l at er ci vi l i zat i ons, it appear s t hat t he gi ant ci vi l i zat i on grew slowly from humbl e be gi nni ngs : Bands j oi ned i nt o t r i bes, war l or ds uni t ed t r i bes i nt o ki ngdoms , and ki ngdoms made war and j ockeyed for power. Some schol ars believe t hat t hese ki ngdoms were uni f i ed at some poi nt i nt o a single empi r e, while ot her s di sput e t hat cl ai m, speaki ng of mul t i pl e empi r es or ki ngdoms when descr i bi ng t he gi ant ci vi l i zat i on. Still ot her s say that t her e was never a monol i t hi c civilization at all, and that the t r adi t i ons of the vari ous gi ant nat i ons were completely di st i nct from each ot her. These scholars believe t hat the gi ant s' civilization arose i ndependent l y in di fferent areas of the huge cont i nent , used di fferent l anguages, and mi ght even have been domi nat ed by di fferent species of gi ant . These scholars also hold the unpopul ar opi ni on t hat the divisions now observed among di fferent varieties of giantshill gi ant s, fire gi ant s, frost gi ant s, st orm gi ant s, and so onhave always existed, or at least had al ready ar i sen by the t i me t he gi ant s left any physical r ecor d of t hei r presence in Xen' dr i k. Thi s t heory flies in the face of the common belief that the f r agment at i on of the gi ant race i nt o mul t i pl e subraces occur r ed after t he fall of t hei r ci vi l i zat i on, and mi ght have been di rect l y caused by t hat fall. What ever t he t r ut h, t he mi ght of t he gi ant ki ngdoms was clearly founded on two i mpor t ant factors: t hei r use of elf and drow slaves, and t hei r use of arcane magic l earned from the dragons. The gi ant s wielded powerful magic, the like of which has not been seen since t hei r fall. As a result, many expl orers ent er the r ui ns of t hei r civilization not out of hi s- torical curiosity, but pri mari l y to pillage what artifacts can still be found t here. Dur i ng the Last War in part i cul ar, several of Khorvai re' s nat i ons sent agents and scholars to Xen' dr i k, hopi ng to find magical secrets that could aid t hei r cause in the conflict. It is said that the warforged and the secrets of el ement al bi ndi ng bot h arose from such expedi t i ons, and ar t i - facts such as the Ramethene Sword, uncovered dur i ng the war and put to use by Kar r nat h, cert ai nl y had some impact on the war. Aside from hi st ori cal i nt erest and the lust for magical power, one addi t i onal factor draws explorers to Xen' dr i k from Khor vai r e and distant Sarl ona al i kedr agonshar ds. Siberys shar ds fal l i ng from t he Ri ng of Siberys land pri mari l y in Xen' dr i k. Since these shards are valuable both to the dr agonmar ked houses of Khor vai r e and to the Inspi red of Sarlona, t hei r presence gives the cont i nent of mysteries great i mpor t ance. The r ui ns of the gi ant ci vi l i zat i on (and t he drow who still l urk in those r ui ns ) are by no means t he only secrets locked away i n Xen' dr i k, nor do its glories all bel ong to the past. Expl or er s r et ur n to Shar n every mont h with some new tale of a t hr i vi ng ci vi l i zat i on j ust di scovered, a WHAT DO YOU KNOW? Knowl edge (arcana) DC 15: Xe n' dr i k is l i t t er ed wi t h t he r ui ns of an anci ent gi ant civilization. Those r ui ns hol d countless anci ent artifacts, i nscri pt i ons car r yi ng pow- erful arcane spells, st range magical effects, and ot her items of arcane sig- nificance. The cont i nent is also home to great fields of dr agonshar ds, fallen from t he Ri ng of Siberys. DC 20: I n Xen' dr i k' s anci ent past, the gi ant s l earned t he secrets of arcane magic from the dragons of Ar gonnes- sen. They used that magic to const ruct wonders unequal ed i n t he pr esent . DC 25: The gi ant s also used t hei r pow- erful magic to destroy the pl anar gate t hr ough which the quor i invaded the worl d. Th e r esul t was a t r emendous cataclysm even l ar ger i n scale t ha n t he devast at i on of t he Mour nl a nd. The regi ons now known as Shargon' s Teet h and t he Phoeni x Basi n were sunk beneat h the sea, and the cities of the giantseven the eart h itselfwere r ent asunder. Knowl edge (geography) DC 10: The cont i nent of Xen' dr i k lies to the sout h of Khor vai r e, across the Th u n d e r Sea. Its mai n huma noi d set t l ement is t he city of St or mr each, once a pi rat e base, bui l t among t he r ui ns of an anci ent gi ant city. DC 15: The most common r out e from Shar n to St or mr each leads t hr ough Shargon' s Teet h, a strait st udded with islands and sharp reefs and i nhabi t ed by sahuagi n. It is common practice to offer t r i but e to a sahuagi n chi eft ai n to secure passage t hr ough the st rai t . DC 20: Xen' dr i k is a vast cont i nent , considerably l arger t han Khor vai r e. Fr om t he Skyfall Peni nsul a i n t he t ropi cal nor t h, closest to Khor vai r e, it ext ends al most all the way to the sout her n end of the world, known as Everice. I n bet ween, j ungl e gives way to temperate forest and t hen to taiga, mount ai n ranges stretch for thousands of miles, and the great gol den desert Menecht arun covers an area the size of Breland and Zilargo combi ned. DC 25: Xen' dr i k is home to a number of super nat ur al envi r onment s as well as a wide variety of nat ur al ones. pl ant or ani mal wi t h heal i ng or magi cal pr oper t i es , or some ot her wonder uncover ed i n t he wilds of t he myst er i - ous cont i nent . Clearly, decades of expl orat i on of Xen' dr i k have only scrat ched the surface of t he mysteries still wait- i ng to be revealed t her e. XEN'DRIK ENVIRONMENTS The peopl e of Khor va i r e oft en speak of "t he j ungl es of Xe n' dr i k" as t hough t he cont i nent were densel y forest ed over its ent i r e ext ent . Most expl or at i on of Xe n' dr i k has been l i mi t ed to t he great n o r t h e r n pe ni ns ul a closest to Khor vai r e, and given that this t erri t ory is mostly covered in dense tropical forest, the mi spercept i on is under st andabl e. In reality, Xen' dr i k is a vast cont i nent st ret chi ng far beyond the t ropi cal j ungl e of the nor t h, encompassi ng nearly every type of landscape and t er r ai n. The great desert Menecht ar un domi nat es the western part of the cont i nent . The desert is bounded on the east by the Fangs of Ar gar ak, an enor mous mount ai n r ange t hat feat ures t he hi ghest peaks out si de Ar gonnes s en. Far t her south, the j ungl es al ong the east coast t ur n gradually i nt o t emperat e forest and taiga, with the l and eventually giving way to the frigid waters of t he yawni ng Icemaw Sea and Everice beyond. Simply by vi r t ue of its size and geographi cal feat ures, Xen' dr i k encompasses every type of t er r ai n and envi r on- ment descr i bed in t he Dungeon Master's Guide, from cold desert to warm forest. Its hi st or i cal posi t i on as t he site of one of t he great est ci vi l i zat i ons of t he anci ent world also ensures that the cont i nent possesses more exotic regions as well as regi ons t hat make no cl i mat i c or geographi cal sense. Ther e is said to be a regi on of bi t t er cold somewhere wi t hi n the ot herwi se bl i st er i ng sands of Menecht ar un, for exampl e. The Mar sh of Desol at i on, f est er i ng at the base of the Skyfall Peni ns ul a, is said to carry t he t ai nt of some great evil t hat lies at its hear t , sappi ng the will of those who ent er and cons umi ng t hei r mi nds like fire. Even wi t hi n the vast j ungl es of the t ropi cal nor t h, st range areas aboundplaces where the hangi ng moss reaches out to grasp t ravel ers, regi ons where a const ant sense of move- ment lurks at the edge of one' s field of vision, and manifest zones where t he fires of Fer ni a or the darkness of Mabar seep i nt o the world. Drawi ng maps of Xen' dr i k has proven to be difficult, and not just because of the dangerous creat ures that i nhabi t the cont i nent . Di st ance somet i mes seems to ebb and flow with a blatant di sregard for nat ur al law, so t hat di f f er - ent car t ogr apher s can measur e t he same expanses and pr oduce wildly vari ed r esul t s. A j our ne y t hat takes one expedi t i on a week mi ght take t hr ee weeks for t he next , with no appr eci abl e di f f er ence i n ci r cums t ances . These phe nome na ar e commonl y at t r i but ed to t he u n c o n - t r ol l ed magi cal ener gi es t hat r an wild at t he fall of the gi ant ki ngdoms , but no one has been able to offer a mor e concr et e expl anat i on. Beyond t he nat ur al world and its s uper nat ur al al t er - at i ons, Xe n' dr i k has much to offer advent ur er s i n t he form of cons t r uct ed e nvi r onme nt s . Li ke t he j ungl es of the nor t h, t he cycl opean r ui ns of t he gi ant s readi l y come to mi nd when peopl e t hi nk of t he dungeons of Xen' dr i k, but they are not t he only such sites on t he cont i nent . The gi ant r ui ns are i ncr edi bl y anci ent , but t he cont i nent hol ds some t hat are ol der st i l l , dat i ng as far back as t he end of t he Age of De mons . Xe n' dr i k has had a l ong and vari ed hi st or y si nce t he fall of t he gi ant ki ngdoms , and i n t he past forty t hous and years, count l ess smal l r eal ms have ar i sen, bui l t monument s to t hei r achi evement s, and faded i nt o t he mi st s of hi st oryl eavi ng r ui ns to expl ore and ri ches to u n e a r t h . STORMREACH St or mr each is t he gateway to Xe n' dr i k. A t hr i vi ng city popul at ed by expatriates from every nat i on of Khor vai r e, it is the cent er of t rade and travel between the two cont i - nent s, and even a st oppi ng poi nt for t hose Sar l onans who come to Xen' dr i k seeki ng dr agonshar ds. Though nowhere near as large as Shar n or t he ot her maj or met r opol i ses of Khor vai r e, it is quite possibly the most diverse city in the world in t erms of the different races and nat i onal i t i es that crowd its streets. St ormreach began as a pirate haven when explorers first began to come to Xen' dr i k in search of dr agonshar ds and ant i qui t i es. Ther e were no regul ar trade rout es, but pirates found it profitable to lurk near the tip of the Skyfall Peni n- sula and attack ships as they made t hei r way back to Shar n, Tr ol anpor t , or t he Cyr an por t of Mar dai n (now Pylas Mar adal , i n Val enar ) . Several di f f er ent bands of pi rat es bui l t l ai rs i n t he r ui ns of an enor mous gi ant met r opol i s in t he area. Ar ound 800 YK, the dr agonmar ked houses demanded that the Ki ngdom of Gal i far put a stop to t hi s pi rat e activ- ity. The houses cert ai nl y had t hei r own i nt erest s at heart , but at t he same t i me, bot h Morgrave Uni versi t y and the Uni versi t y of Wynar n were pl a nni ng maj or expedi t i ons to Xen' dr i k. The dr agonmar ked houses successfully made the case to the ki ng t hat endi ng piracy on the Thunde r Sea was beneficial to his r ul e as well as to the houses and the uni versi t i es, and a long naval crusade ensued. By 802 YK, the pi rat es were mostly rout ed from the Thunde r Sea, and t hei r dens on the Skyfall Peni nsul a became St or mr each. Backed by the dr agonmar ked houses, the set t l ement grew steadily, and it r emai ns a pr osper ous (if somewhat wild) front i er city to this day. The archi t ect ure of St ormreach is ast oni shi ng to those maki ng t hei r first visit to Xen' dr i k. The anci ent gi ant city has crumbl ed away to rubble, which in t ur n has been used in newer const ruct i on, particularly for the impressive enclaves of House Kundar ak and House Thar ashk. The dozen or so nei ghbor hoods of the moder n city are widely spaced among t he gi ant r ui ns , connect ed by l ong roads and (in many places) magi cal t el epor t at i on devices. The r egi ons bet ween t hese nei ghbor hoods are nearl y as danger ous as t he wilds of Xen' dr i kpr edat or s from the s ur r oundi ng j ungl e frequently haunt the r ui ns , magically created const ruct s still guard part s of the anci ent city, and small bands of drow hunt in search of bot h t reasure and prey. The city is somet i mes called the City of Dungeons partly as a mocki ng compar i son to the City of Towers, but partly due to the vast expanse of its under gr ound chambers and aboveground r ui ns , all hol di ng danger ous foes and ri ch rewards. St or mr each is alive with magi c, and arcane obelisks and f ount ai ns dot the r ui ns of the anci ent city. The pi rat e bands t hat first settled the area bui l t t hei r resi dences ar ound these features, and they r emai n cent ral to the city's moder n nei ghbor hoods. RACES OF XEN'DRIK Xen' dr i k is popul at ed by count l ess bi zar r e and unusual creat ures, and its more civilized humanoi d and monst r ous humanoi d i nhabi t ant s are no except i on. Rangi ng from the debased r emnant s of the anci ent gi ant s' civilization to the st r ange beel i ke abei l s ( descr i bed i n Monster Manual II) t hat are said to i nhabi t at least one hive-city i n the foot hi l l s of the Fangs of Argarak, the races of Xen' dr i k are monst r ous, bestial, bar bar i c, and often highly xenophobi c. The gi ant s are the most i mpor t ant race in Xen' dr i k, at least hi st ori cal l y speaki ng. Descended from the titans who bui l t Eber r on' s first civilization, the gi ant s of moder n Xen' dr i k are but a shadow of the race' s former glory. They have spl i nt ered i nt o numer ous ki nds and spread to i nhabi t a wide r ange of e nvi r onme nt s . Hi l l gi ant s are t he most commonl y encount er ed ar ound St or mr each, engagi ng in t r ade wi t h t he peopl e of t he city. Forest gi ant s (from Monster Manual II) hunt i n the forests of the nor t h, but they are rarely seen. St one gi ant s are also relatively common, t hough they avoid the j ungl e i n favor of rocki er t er r ai n in the mount ai ns and caves to the sout h. Ot her ki nds of giants est abl i shed t hemsel ves i n mor e ext r eme envi r onment s : frost gi ant s in the frozen sout h (as well as t he far nor t h) , fire gi ant s in the volcanic mount ai ns , and cloud and st orm giants i n the hei ght s of the sky and the dept hs of the sea. Some gi ant s dwell i n the desert Menecht ar un, i ncl udi ng sun gi ant s (from Monster Manual II) and sand gi ant s (from Monster Manual III). The f or mer slaves of t he gi ant st he droware t he ot her i mpor t a nt race on t he cont i nent . When t hei r elf cousi ns fled to Aer enal , the drow r emai ned in the shadow of t he gi ant r ui ns , and t hei r ci vi l i zat i on has under gone little change in nearl y forty t housand years. They believe t hat they al one preserve t he di gni t y and valor of t he elf race, di smi ssi ng t he rebel s who fled to Aer enal and t hei r Val enar hei r s . They wander t he forest s i n smal l bands , campi ng u n d e r g r o u n d at t i mes, and have l i t t l e i nt er ac- t i on with ot her s of t hei r ki nd, let al one ot her races. ( The drow of Xe n' dr i k are descr i bed in mor e det ai l i n Races of Eberron.) The bi r dl i ke race known as r apt or ans (descri bed in Races of the Wild) lives in cliffs and canyons all over Xen' dr i k. A few have emigrated to Khor vai r e, t hei r curiosity about the common races aroused by contact in St or mr each or in the wilds. They are common in the Ti t an' s Teeth mount ai ns but extend far beyond that area, from far nor t h of the Skyfall Peni nsul a to the Skyraker Claws west of Menecht ar un. In addi t i on to the sand gi ant s and sun gi ant s, four sig- nificant races are native to the great desert of Menecht ar un. The asheratis live in t i ght -kni t family uni t s under gr ound, swi mmi ng t hr ough sand it as if it were water. The gobl i noi d bhukas dwell in canyons and cliffsides, particularly where the desert abuts the Fangs of Angarak. The insectoid hunt ers and trackers known as t hr i - kr een wander the wastes, t hough they are hardl y numer ous . Finally, the gregari ous nomadi c ar mands i nhabi t the desert, t r adi ng with all the ot her races of Menecht ar un. (Asherat i s and bhukas are descri bed in Sandstorm, t h r i - k r e e n a r e de t a i l e d i n Expanded Psionics Handbook, and ar mands appear in Monster Manual III.) The race of catfolk (described in Races of the Wild) is native to the j ungl es of the Skyfall Peni nsul a. Over years of i nt er - action with the people of St ormreach, catfolk have migrated to various part s of Khor vai r e, congregat i ng part i cul arl y in the Eldeen Reaches and Q' bar r a. Th e race of yuan- t i is act ual l y nat i ve to Sar l ona, havi ng or i gi nat ed as an offshoot of huma ns . Whe n the I ns pi r ed t ook cont r ol of t hat cont i nent , they began to ext er mi nat e t he yuan- t i , and t hose t hat coul d escape fled to Ar gonne s s e n. Many of t he dr agons were unwi l l - i ng to open t hei r l and to these refugees, but a handf ul of Chamber agents who saw the arri val of the yuan- t i as part of t he unf ol di ng of the Prophecy offered t hem sanct uary. As t he numbe r s of yuan- t i grew, dr aconi c r esi st ance to t hei r presence i ncreased as well, and most were eventually bani shed to Xen' dr i k. Accor di ng to some schol ars, it was only upon t hei r set t l i ng i n Xen' dr i k t hat the race of yuan- ti became cor r upt ed and hat eful , and those schol ars poi nt to t he benevol ent yuan- t i of the Tal ent a city of Kr ezent as evidence that the race was or i gi nal l y no mor e evil t han its huma n ancest or s. What ever t hei r or i gi n, t he yuan- t i of Xe n' dr i k are mor e uni f or ml y evil t han most races of Eber r on. Though except i onal i ndi vi dual s exist, most are t hor oughl y vile and depraved. For t he most par t , they are isolated in t hei r t empl e- st at es deep i n t he j ungl es , but some have taken up resi dence in the gi ant r ui ns s ur r ound- ing St or mr each. From t her e, they send t hei r most human- like agents among the popul ace to pur sue t hei r nefari ous ends. Supposedl y, these yuan- t i seek to t r ansf or m all of humani t y i nt o t hei r own ser pent i ne i mage. Two races with a common ancest or have spread to domi nat e isolated Kapaer i an Isl and, west of t he Skyfall Peni nsul a. The or der ed cities of the skarns and the mor e casual communi t i es of t he r i l kans t hr i ve si de- by- si de, t r adi ng mostly with each ot her but slowly st ar t i ng to expand to the Xen' dr i k mai nl and. These races are humanl i ke i n appear ance, but they are di st i ngui shed bot h physically (the r i l kans have bands of scales; t he skar ns, di st i nct i ve spines) and in t hei r use of the magic of i ncar numst r ange soul energy they shape i nt o t angi bl e spel l -obj ect s called soul mel ds. (Skarns and r i l kans are fully det ai l ed in Magic of Incarnum.) Count l ess ot her races, from the humanoi d to the truly mons t r ous , i nhabi t t he wi l der r egi ons of Xe n' dr i k. The highest, coldest peaks of the Fangs of Argarak are said to be home to a race of si ni st er yak folk (described in Monster Manual II) who prey on drow, gi ant s, and travelers alike who stray too near t hei r mount ai n homes. Accor di ng to tales of the asheratis, the deepest recesses of Menecht ar un are the abode of scorpi onfol k (also from Monster Manual II). Ophi d- i ans, sar kr i t hs, and cr uci ans are all found i n Xen' dr i k, as are many of t he monst r ous races also found in Khor vai r e: ogres, mi not aur s , har pi es, gargoyles, and so on. ( Ophi d- ians and sar kr i t hs are descri bed i n Fiend Folio; cr uci ans a p p e a r i n Miniatures Handbook.) Seemingly, every expl or er who delves i nt o the j ungl e or crosses a mount ai n range r et ur ns with a r epor t of some never - bef or e- encount er ed race bui l di ng its i nsul ar civi- l i zat i on in some lost valley or sequest ered pl ai n. The most recent tall tales to spread t hr ough St ormreach involve a race of const ruct s much like warforged, supposedl y bor n from creat i on forges built before humans ever set foot on Khor - vaire. Popul ar i magi nat i on l i nks these "dark warforged" to the drow, and i magi nes a r el at i onshi p bet ween t hem and the Canni t h- bui l t warforged somehow parallel to the rela- t i onshi p between the drow and the elves of Aer enal . In all l i kel i hood, these taleslike so many explorers' reportsare pure fancy, ei t her having no basis in reality or so di st or t i ng the t r ut h as to make it unrecogni zabl e. KNOWN RUINS Of XEN'DRIK Huge expanses of Xen' dr i k r emai n completely unexpl ored, and even the Skyfall Peni nsul a outside the relatively civi- lized St ormreach is still unt amed wi l derness. The majority of the r ui ns and i mpor t ant sites that have been located in Xen' dr i k are i n t hat nor t her n regi on; the location of most sites beyond t he peni ns ul a is l i t t l e mor e t han specul a- t i on. Of course, St or mr each itself is bui l t in the midst of a r ui ned gi ant city, so these are among the best -known r ui ns in Xen' dr i k. For many years, Mel -Aqat was t hought to be mer e l egend. Ment i oned i n a variety of anci ent texts, t hi s site was sup- posedly the pr i son for a mighty rakshasa rajah. Unt i l only a few years ago, most scholars had abandoned hope of ever fi ndi ng it, but t hen it was unear t hed by a gr oup of adven- t ur er s led by the scholar Jani k Mart el l . Good and evil are bot h st rong in Mel -Aqat . (Thi s site is featured in the novel Legacy of Ruin.) The Temple of Sondar Thaj lies in the heart of the Marsh of Desol at i on. I n fact, some cor r upt ed artifact or cursed entity wi t hi n the temple is said to be responsi bl e for the l i n- geri ng malaise that seems to hang over that swamp. Legends say that it is the rest i ng place of the Cr own of Sondar Thaj , one of the draconi c artifacts used in the anci ent war against the fiend-spawn of Khyber. The Obsi di an City is anot her r ui ned giant city, now i nhab- ited by a t ri be of drow called the Sul at ar ("fi rebi nders"). It lies at least 800 miles upri ver from St or mr each. (Thi s site is featured i n the novel The Shattered Land.) Pra'xirek and Tharkgun Dhak are gi ant r ui ns . Pra' xirek lies near one of the heads (sources) of the Hydrathe great sound that divides the Skyfall Peni nsul a from the rest of the cont i nent . Two tribes of giants still i nhabi t the r ui ns, as well as a gr oup of drow and a l ocat hah clan. Thar kgun Dhak is a cliffside fortress located in the nor t her n Fangs of Ar gar ak. Ogres now cont rol the r ui ns, but it is a gateway to the dept hs of Khyber and infested with creat ures of madness. (Both of these sites are fully detailed i n Explorer's Handbook.) The Ri ng of Storms is considered to be an idle myth, and its location has never been conclusively i dent i fi ed. Accor di ng to legend, it was the mount ai n refuge of a sect of magically powerful drow dur i ng the Age of Gi ant s, but this sect was destroyed by the fall of an enor mous dr agonshar d from the Ri ng of Siberys. (Thi s site is the set t i ng for the el ect roni c g a me Dragonshard.) Aside from the r ui ns on which the city is bui l t , the Throne Gate Rui ns are probably the closest r ui ns to St ormreach, lying about 400 miles up the Rachi River. Thi s site served as a temple and arcane laboratory at the height of the giant empi r e. (It is featured in the EBERRON advent ure Grasp of the Emerald Claw.) INDEX Of TOPICS Note: In most cases when an index entry contains more than one page number, the first number given is the main entry for that topic (where the most informa- tion about it is found). aasimars 123 aberrant dragonmarks 48 aberrations 86 aboleths 85 Adar 82, 79, 109 Aerenal 18, 22, 42, 50, 72, 76, 77, 79, 98, 101, 140 aquatic elves 133 Arawai 138, 31, 33 Arcane Congress, the 100, 47, 124, 127 arcane signet ring 38 Argonnessen 42, 30, 79, 154 armands 154 artificer (class) 63, 100, 104 asheratis 154 Ashbound, the 57, 60 Ashtakala 36 Atur Academy 103 Aundair 64, 16, 22, 23, 57, 81, 92, 93, 97 Aureon 138, 31, 33, 42, 101 Aurum, the 146, 55, 111, 149 aventi 133 azurins 79 Balinor 138, 33 bariaurs 123 beholders 85 bhukas 154 Blood of Vol, the 22, 20, 57, 99, 103, 148 Bloodtouched rite 23 Boldrei 138 brand of the binding flame 36 Breland 64, 16, 22, 23, 38, 40, 54,79, 81, 92, 93, 108, 150 Broken Blade (monk order) 108 buomman 123 business license 38 Cannith, House 150, 47, 48, 93, 117 Carrion Tribes 34, 37 catfolk 154 centaurs 56 Chamber, the 44, 42, 154 changelings 24, 98 chaos gnomes 69 Children of Winter 58, 57, 60 chokers 85 Church of the Silver Flame 26, 31, 36, 37, 139, 147 City of the Dead 122 couatls 30, 31, 147, 152 creation myths 30 crucians 154 Cults of the Dragon Below 87, 57, 59, 85, 91, 101 Cyre 65, 16, 64, 92, 93, 97, 116, 140 daelkyr, the 85, 57, 59, 60, 69, 70, 76, 84, 87, 88, 101, 121 darfellans 133 Darguun 70, 16, 32, 65, 71, 79, 93, 97, 108, 144 Dark Six, the 32, 31, 121, 139 Day of Mourning, the 93, 59, 79, 86, 94, 97, 116, 117, 122 Deathguard, the 20 deathless21, 18, 19,72, 101, 122 deep gnomes 69 Demon Wastes 34, 16, 31, 78, 84, 119 Deneith, House 41, 47, 48, 53, 93, 97, 149 Devourer, the 33, 31, 32, 138 Dhakaani clans 70, 71 Dhakaani Empire 70, 76, 108, 129 documents 38 Dol Arrah 138, 32, 33, 139 Dol Dorn 139, 32, 33, 108 dolgaunts 85 dolgrims 85 doppelgangers 25, 24, 31, 33 draconic creatures 45 dragonmarked houses 46, 38, 41, 44, 47, 50, 78, 107, 136 dragonmarks 46, 43, 44 dragons 42, 30, 34, 67, 76, 79, 82, 101, 133, 152 dragonshards 50, 43, 47, 77, 84, 85, 152 Dreadhold 99 dream dwarves 54 Dreaming Dark, the 146, 82, 83, 120, 131 Droaam 52, 16, 22, 32, 33, 64, 79, 84, 93, 97, 108 dromites 131 drow 154. 33, 76,77, 101, 152, 153 druid sects 57 duergar 54 dungeons of Droaam 53 dungeons of Eberron 16 dusklings 123 dwarves 54, 64, 66, 67 edicts of Korth 47 elans 131 Eldeen Reaches 56, 16, 85, 101, 122, 123, 134, 154 elf lines 19 Emerald Claw, Order of the 148, 20, 22, 31, 57, 98 epic-level adventures 17 espionage 80 everyday magic 62 Everice 66 Fairhaven 64 family names 48 favored soul (class) 139 feral garguns 56 Five Nations, the 64, 38, 47, 72, 74,77, 92, 93, 136, 150 Flamekeep 65 Flayed Hand (monk order) 108 Frostfell, the 66, 56, 122, 132 Fury, the 33, 138 Galifar, Kingdom of 64, 47, 65,77, 92,98, 128, 136, 153 Gatekeepers, the 59, 70, 85, 86, 88, 101, 118 Ghaal' dar tribe 32, 70 Ghaash' kala, the 36, 34, 37 Ghallanda, House 74, 75 giants 154, 16, 18, 31, 76, 101, 152 githyanki and githzerai 123 gnolls 52 gnome subraces 69 gnomes 68, 67, 76, 101 goblinoids 70, 76, 78, 108 goblins 52 goliaths 56, 31 Graywall 53 Greensingers, the 61 grells 85 hadozees 133 half-dragons 44 half-elven wine 73 half-elves 72, 61, 98 half-giants 131 half-living 21 half-ogres 52 half-orcs 119 halflings 74, 67 harpies 52 healer (class) 97 Heavenly Fleet, the 99 hexblade (class) 33 hill giants 52 history 76 humans 78 identification papers 38 illumians 79 incarnum 101 Inmost, the 107 Inspired, the 130, 50, 78, 79, 83, 152, 154 intrigue 80 jhorgun' taal, the 119 Jorasco, House 47, 75 kalashtar 82, 146 Kalok Shash 36 Karrnath 65, 22, 74, 75, 77, 78, 93, 96, 103, 148, 152 Kech Shaarat 7 1 KechVolaar 53 Keeper, the 33, 84, 122, 139 Khyber 84, 16, 30, 45 killorans 123 Kol Korran 139, 33 Krezent 154 Kundarak, House 39, 47, 55, 99, 153 Labyrinth, the 37, 34, 36 Last War, the 92, 16, 22, 39,40, 56, 65, 74, 96, 97, 100, 103, 121, 137, 140, 148, 150, 152 letter of credit 39 letter of dispensation 39 letter of marque 39 letter of proxy 40 Lhazaar Principalities 98, 66, 67, 78, 131 Library of Korranberg 69 Long Arm (monk order) 108 Lord of Blades, the 116, 151 Lords of Dust, the 147, 34, 35 Lyrandar, House 41, 47, 72 maenads 131 magic in Eberron 62 magic of the giants 101 magical traditions 100 manifest zones 122, 19, 20, 56, 57, 58, 61, 66, 153 Marguul tribe 70 marshal (class) 97 Medani, House 72 medusas 52 mephlings 123 mind flayers 85 minotaurs 52 Mockery, the 33, 108, 138, 139 monastic traditions 108 mongrelfolk 79 Morgrave University 110 Mournland, the 116, 16, 60, 93, 122, 151 Mror Holds 54, 28, 39, 64, 84, 119, 122 Mystic Fist (monk order) 108 neraphim 123 Newthrone 128 Nightclaw, t he 22 ninja (class) 81 Olladra 139 Onatar 139, 31, 42, 101, 138 ophidians 154 orcs 118, 36, 52, 54, 59, 139 Order of the Emerald Claw 148, 20, 22, 31, 57, 98 Orien, House 41, 47, 53 pardon (document) 40 Path of Light, the 82 Phiarlan, House 47, 48, 72, 81 planes of existence 120 Prophecy, the 42, 30, 44, 101, 154 psionic races 131 psionics 83, 50, 54 Q' barra 128, 16, 65 quori 130, 50, 76, 77, 82, 101, 120, 122 rakshasa rajahs 34, 84, 147 raptorans 154 Riedra 130, 79 rilkans 101, 154 royal decree (document) 40 runehounds 85 sakah 35 samurai (class) 64 sarkriths 154 Sarlona 77, 16, 66, 76, 78, 79, 98, 130, 154 scorpionfolk 154 scout (class) 97 sea kin 79 seas of Eberron 132 Seren 44, 79 serpent cults of Xen' drik 31 shaarat'khesh (monk order) 108 Shadow, the 33, 31, 138 shadowswyfts 123 Shae Mordai 20, 21 sharakim 79 Sharn 84, 87, 110, 122 shifters 134, 56, 58, 101 shugenja 45 Silver Flame, sects of 29 Sivis, House 38, 39, 40, 41, 47, 53, 77 skarns 101, 154 skulks 79 society and status 136 Sovereign Host, the 138, 31, 32, 33 spellthief (class) 81 spikers 123 spirit shaman (class) 61 stonechildren 123 Stormreach 153, 52, 77, 154, 155 swashbuckler (class) 137 Tairnadal elves 140, 18 Talenta Plains, the 74, 67, 75, 111 Tashalatora (monk order) 109 Tempest Isle 99 templars of the Silver Flame 26 Thaliost 65 Tharashk, House 52, 53, 153 Thrane 65, 23, 26, 27, 28, 93, 147, 150 thri-kreen 154 Thronehold 93 Thur anni , House 47, 72 tieflings 123 title deed (document) 40 Traglorn Isle 99 Traveler, the 33, 31, 32, 42 traveling papers 41 Trebaz Sinara 99 Trolanport 153 trolls 53 Trust, the 68 Twelve, the 47, 100 uldras 67 umber hulks 85 underfolk 79 Undying Court 19, 21 urban elves 72 Valenar 140, 16, 64, 76, 77, 136 Wardens of the Wood 57, 86 warforged 150 warlock (class) 35 warmage (class) 97 warrant (document) 41 Wayfinder Foundation 66 whisper gnomes 69 wildren 123 Wroat 65 wu jen 59 Xen' drik 152, 16, 18, 22, 31, 40, 42, 50, 63, 76, 77, 101 xephs 82 yak folk 154 yuan-ti 154, 77 Zilargo 68, 16, 38, 39 INDEX OF GAME ELEMENTS Aberrant Dragonmark Gift (feat) 49 Aberrant Dragonmark Mystery (feat) 49 Aberrant Dragonmark Vigor (feat) 49 Aberration Banemagic (feat) 86 Aerenal Arcanist (feat) 20 Aerenal Half-Life (feat) 20 Aereni Focus (feat) 20 Arawai (deity) 138 artificer, epic 17 artificer's monocle (magic item) 63 Atur Academy (organization) 103 Aureon (deity) 138 Balinor (deity) 138 Battlebred (feat) 122 Binding Brand (Ghaash' kala feat) 36 blade of light (psionic power) 149 Bladebearer of the Valenar (feat) 141 Bloodtouched rite 23 bloodstone blade (dragonshard item) 51 Boldrei (deity) 138 Child of the Swamps (feat) 119 Chosen of the Deathless (feat) 122 create spirit idol (cleric spell) 21 cults and domains 87 cyrite (special substance) 117 Death's Blood (feat) 149 Devourer, the (deity) 33 dissonant touch (psionic power) 149 Dol Arrah (deity) 138 Dol Dorn (deity) 139 dragon's insight (dragonmark talent) 48 Dreaming Dark (deity) 131 Du' ulora Ancestor (feat) 83 epic artificer 17 Friend of the Tribes (feat) 75 Fury, the (deity) 33 Galifaran Scholar (feat) 77 gatekeeper mystagogue (prestige class) 88 goblinoid PCs 71 grayflower perfume (special substance) 129 Hashalaq Ancestor (feat) 83 Heroes of Horror rules in the Demon Wastes 37 high elemental binder (prestige class) 104 Indomitable Discipline (feat) 86 Kalok Shash (deity) 36 Keeper, the (deity) 33 Kol Korran (deity) 139 lizardfolk PCs 129 lodret leaf (special substance) 129 Manifest Druid (feat) 122 manifest spellshapers (organization) 124 manifest spellshapers feats 125-126 Mockery, the (deity) 33 Morgrave Outreach Associa- tion (organization) 112 Nightclaw, the (artifact) 23 nightshard maul (dragonshard item) 51 Olladra (deity) 139 Onatar (deity) 139 orcs as player characters 119 Overload Metabolism (feat) 151 Passage Institute for the Arcane Arts (organization) 102 Perfect Reflection (changeling feat) 25 price of loyalty (sorcerer/wizard spell) 149 races of Droaam 53 Red Gauntlet Regiment (organization) 94 revenant blade (prestige class) 142 Ritual of Arcane Opposition 60 Ritual of Blight's Embrace 60 Ritual of the Timeless Soul 60 Ritual of the Woodland Bond 60 sentinel's watch (sorcerer/wizard spell) 149 Shadow, the (deity) 33 Shield of Blades (feat) 141 shield of Deneith (dragonmark talent) 48 Shifter Acrobatics (feat) 135 Shifter Magnetism (feat) 135 Shifter Stealth (feat) 135 Shocking Fist (feat) 151 shugenjas and dragons 45 Skai Sharrat (artifact) 71 spotted toadstool venom (poison) 129 subraces and dragonmarks 47 Sudden Willow Strike (feat) 109 swiftness of Orien (dragonmark talent) 48 Talenta Dinosaur Bond (feat) 75 Talenta Drifter (feat) 75 templars of the Silver Flame (organization) 26 Touch of Captivation (sakah feat) 35 Touch of Deception (sakah feat) 35 Touch of Summoning (sakah feat) 35 Traveler, the (deity) 33 twinblade scourge (magic item) 79 unity wine (cleric spell) 73 Unnatural Enemy (feat) 86 Valenar Trample (feat) 141 zaelshin tu (magic item) 145 MAPS Argonnessen 45 Church of the Silver Flame 29 Five Nations, the (circa 500 YK) 65 Frostfell, the 67 Labyrinth, the 37 lizardfolk encampment 128 magic item shop 63 monastery 109 Morgrave University 110 Mror Holds 55 planes of existence 121 Xen' drik 155 About t he Aut hor s JAMES WYATT won an Ori gi ns award for City of the Spider Queen. He also wrote Oriental Adventures and is the coauthor of numerous roleplaying game products, i ncl udi ng the EBERRON Campaign Setting, Sharn: City of Towers, Heroes of Horror, and Draconomicon: The Book of Dragons. He lives i n Washi ngt on State with his wife, Amy, and their son, Carter. KEITH BAKER has been an avid fan of the DUNGEONS & DRAGONS game since grade school. His life took a dramatic turn in 2002 when his world, Eberron, was selected as Wizards of the Coast's new D&D game setting. He is the coaut hor of the EBERRON Campaign Setting and Sharn: City of Towers, and he has written a trilogy of Eberron novels called The Dreaming Dark. LUKE J OHNSON is a freelance game desi gner who has written several articles and adventures for Dragon Magazine and Dungeon Magazine. STEVEN "STAN!" BROWN worked at Wizards of the Coast as a creative director and is one of the founding members of The Game Mechanics, a d20 game publisher. His recent writing credits include Planar Handbook and a novel, titled Dragon Day, for Mirrorstone Books.