D&D 5e - DMs Guild - The Giant Guide to Xen'Drik - (v1.2, OEF, 2024-02-24)

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THE GIANT GUIDE TO

XEN'DRIK

BY JAMIE BERNSTEIN
ANTHONY TURCO & NAUSICA
NAUSICAÄÄ ENRIQUEZ
Contents
Introduction ........................................................ 6 Chapter 4: Allies & Enemies ............................... 116
Colonialism & Tropes ............................................................... 8 Modern Factions .................................................................... 116
Continental Overview ............................................................. 10 Banor'drakai .................................................................... 117
The Outer Planes ..................................................................... 14 Battalion of Basalt Towers ............................................. 118
Xen'drik Timeline .................................................................... 16 Children of Il'ara ............................................................. 119
Death Giants ................................................................... 120
Chapter 1: Game Master's Toolkit ....................... 22 Druid Circles ................................................................... 121
Campaign Tools ....................................................................... 22 Emerald Claw .................................................................. 124
Example Campaigns ......................................................... 23 Giants Beyond Xen'drik ................................................. 125
Key Plot NPCs ................................................................... 24 Inspired of Riedra ........................................................... 126
Khorvairan Villains & Xen'drik ...................................... 26 Lords of the Hunt ........................................................... 127
Locations & Themes ......................................................... 28 Overlord Cults ................................................................ 128
Name Tables ...................................................................... 30 Planewright's Guild ........................................................ 130
Quest Frameworks ........................................................... 31 Reclaimers of Glory ........................................................ 131
Environmental Tools .............................................................. 38 Scriveners of the Sky ...................................................... 132
Across Sea & Sky .............................................................. 40 Silaes Tairn ...................................................................... 133
Continental Curses .......................................................... 42 Skylarks ............................................................................ 135
Magical Wildlife ............................................................... 46 Star Pilgrims .................................................................... 136
Navigating Giant Ruins ................................................... 48 Ten Watchers ................................................................. 137
Random Encounter Tables .............................................. 49 Torch of Progress ........................................................... 139
Shattered Geography ........................................................ 53 Winged League ............................................................... 141
Broken Technology .................................................. 53 Wyrd Vigil ...................................................................... 143
Dreamblights ............................................................. 54 Enemies of Legend ................................................................. 144
Fractured Terrain ..................................................... 55 Villains of Legend ........................................................... 145
Shifting Zones ........................................................... 55 Monsters of Legend ....................................................... 152
Sky Isles ...................................................................... 56 The Overlords ........................................................................ 154
Xen'drik Settlements ................................................. 57 Zel Erakhni, the Spinner of Shadows ........................... 155
The Reality of Dreams ............................................................. 58 Kharna Rayva, the Infernal Desire ............................... 158
Adventures in Dreams ..................................................... 58 The Lurker in Shadow ................................................... 160
Echoes of the Quori .......................................................... 60 Sakinnirot, the Scar that Abides .................................... 162
Quori Creations ................................................................ 62

Chapter 2: Ancestries of Xen'drik ........................ 65 Chapter 5: Ancient Empires ................................ 165


Asherati ..................................................................................... 66 Ancient Giant Culture ........................................................... 165
Beastfolk .................................................................................... 66 Architecture .................................................................... 165
Children of the Mist (Spiderkin) ............................................ 67 Art & Fashion .................................................................. 166
Drow ......................................................................................... 68 Food ................................................................................. 166
Dragonborn .............................................................................. 76 Language ......................................................................... 167
Fae'drik (Firbolgs) .................................................................... 77 Magic ............................................................................... 167
Giants ........................................................................................ 77 Religion ........................................................................... 169
Goliaths ..................................................................................... 78 Ancient Empires Summary ................................................... 172
Kobolds ..................................................................................... 79 Cul'sir Empire ........................................................................ 173
Living Constructs .................................................................... 80 Elves & Empire ............................................................... 178
Lizardfolk .................................................................................. 81 Group of Eleven ..................................................................... 182
Locathah .................................................................................... 82 Daanvi - Crux ................................................................. 184
Shulassakar ............................................................................... 83 Dolurrh - Karrakos ......................................................... 188
Simeq (Simic Hybrids) ............................................................ 83 Fernia - Grand Ju'qata .................................................... 194
Thri-kreen ................................................................................ 84 Irian - Sohl'aran .............................................................. 198
Triton & Merfolk ..................................................................... 85 Kythri - The Genesis Twins .......................................... 202
Yuan-ti ...................................................................................... 86 Lamannia - Esht Primacy ............................................... 207
Risia - Ix Il'ar ................................................................... 211
Chapter 3: Modern Cities ..................................... 88 Shavarath - Hekaton ....................................................... 215
Bazek Mohl ............................................................................... 90 Syrania - The Gallimaufry ............................................. 219
Blackgrove Refuge ................................................................... 94 Thelanis - Twilight Court ............................................. 224
Dar Qat ...................................................................................... 98 Xoriat - Zja Aqat ............................................................. 229
Kul Lerek ................................................................................ 101 Qabalrin .................................................................................. 234
Stormreach ............................................................................. 106 Sul'at League ........................................................................... 240
Vralkast ................................................................................... 109
Zantashk .................................................................................. 113
CHAPTER
CHAPTER
7 | XEN'DRIK
1 | INTRODUCTION
BESTIARY
2
Chapter 6: Adventure Locations ........................ 248
Asherat .................................................................................... 250
Credits
Barricade Katta ....................................................................... 251 Principal Designer & Writer: Jamie Bernstein
Cardaen’s Tears ...................................................................... 252 Contributing Writer: Nausicaä Enriquez
Court of Cinders .................................................................... 253 Stat Block Designer: Anthony Turco
Creation Forge (‘The Blank Grove’) .................................... 253 Editor: Matthew 'Regitnui' Booth
Darkfire Crater ....................................................................... 254 Sensitivity Reader: Andrés Olán-Vázquez
Daomon .................................................................................. 255 Additional Ancestry Design by: Luke Robinson &
The Diaphany ......................................................................... 255 Sonny Luka Micheal Yiannaki
Forget-Me-Dot’s .................................................................... 256
Template: Nathanaël Roux (www.barkalotdesigns.com)
Gundrak’úl ('Obsidian City') ................................................. 257
Cover Illustrator: Olie Bolador
Gran Gol ................................................................................. 257
Kaskylla’s Trove ..................................................................... 259 Interior Illustrators: Clara Baltoré, Will Buck,
Kwinharin ............................................................................... 260 Crowva, Jeff Brown, Estefany Garcia, Christof Grobelski,
Lachni of the Mist .................................................................. 261 Vagelio Kaliva, John Latta, Ede Lazslo, Aaron Lee, Tithi
Lair of the Crone (Icehowl Plateau) ..................................... 262 Luadthong, Lore Wise Games ('Bag'), Joyce Maureira,
Lake of Solace ......................................................................... 263 Balázs Pirók, Stéphane Richard, Rogerio da Silva, Tan Ho
Mirhanac’lathk ....................................................................... 264 Sim, Dean Spencer, and Vani Srinivasan, alongside free
'Naphrad' (Colossus WX-12) ................................................ 264 assets from Pixabay and Wizards of the Coast.
New Zolanberg ....................................................................... 265 Special Thanks: To all the members of the Eberron
Optao ....................................................................................... 266 discord server that have given advice, criticism, suggestions
Parhelion Altar ....................................................................... 267 and support to make this book a reality. This work simply
Pti-tak'chil ............................................................................... 268 would not exist without their help, friendship, and support.
Pylas Taraelya ......................................................................... 269 Playtesters: 'The Twilight Hunters (Lon Lindhout,
Raiarin .................................................................................... 270 March Malbasha, Marc Kemeter & Robert Lieb), Nathan
Sanctum of the Watcher ....................................................... 271 Enzor, Alexander 'Ohiska' Mason, Luke Robinson,
Shanai Orioth (‘Forest of Lords’) .......................................... 272 SleepyChaos, Vani Srinivasan, and EnigmaticGamer
Shae Tirias Tolai .................................................................... 273
Soggin’s Post ........................................................................... 274 On the Cover: Xen'drik adventurers face off against
Taer Laraentys ........................................................................ 275 Stormreach's Emperor statue, possessed by the nightmare
Throne Gate Ruins ................................................................ 276 mind of the God-King Cul'sir, before it can raze the city.
Valley of Cairns ...................................................................... 277
Verash Sakhara (‘The Trench of the Void’) ........................ 278 Book Notation: This Guide refers to spells and items
Wen-Damji ............................................................................ 278 from sources denoted by the following superscripts. If a
Wreck of the Iron Will ......................................................... 279 source is not specified, it comes from Mordenkain Presents:
Monsters of the Multiverse, or the Player's Handbook. Some
words are formatted to indicate linked mechanics, as below.
Chapter 7: Character Options ........................... 281
Ancestries ............................................................................... 281
ERLW
- Eberron: Rising from the Last War
FTD
Backgrounds ........................................................................... 289 - Fizbans Treasury of Dragons
Subclasses ................................................................................ 280
GGR
- Guildmaster's Guide to Ravnica
Dark Gifts ............................................................................... 306
TCoE
- Tasha's Cauldron of Everything
VRGR
Feats ......................................................................................... 310 - Van Richten's Guide to Ravenloft
Martial Maneuvers ................................................................ 314
XGE
- Xanathar's Guide to Everything
Artifact Maneuvers ......................................................... 315 italics - Spell
Spells ........................................................................................ 316 Capitalised Italics - Magic Item or Sourcebook
Artifact Spells .................................................................. 324 Bold - Monster with Stat Block
* - located in this Guide or Guide Bestiary
Chapter 8: Tools & Treasures ............................ 328 For any queries, questions, feedback, or fact-chacking,
Drow Artifice ......................................................................... 329 please message me on the Eberron discord server.
Elven Remnants ..................................................................... 333
Giant Relics ............................................................................. 336 Disclaimer: This is a Giant Guide. It is Giant, and made for Giants
Eldritch Machines ........................................................... 341 to read. If you are not perchance one of my people, and have obtained
Hunter's Trophies .................................................................. 343 this tome through theft, then I assume that you are reading it from
Modern Artifice ..................................................................... 344 inside the block of ice formed by the glyph under the cover. If you are
Warforged Components ....................................................... 346 smarter than that, be warned it will not resize for you on its own
accord, and as such may cause lingering back pain. If found, please
Appendix A: Example Soundtracks ...................... 347 return to the Fortress of Winter in Risia.
Appendix B: Example NPCs ................................. 348 I have nothing but time.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.
CHAPTER
All other4
17original
| ALLIES
XEN'DRIK
INTRODUCTION
& inENEMIES
material BESTIARY
this work is copyright 2023 by Jamie Bernstein and published under the Community Content Agreement for Dungeon Masters. Guild.
3
The Giant Guide to
Xen'drik

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
4 4
Foreword
One lifetime. Two. A hundred. A Thousand.
Hold a lifetime in your hands.
Hold a hundred, like powder snow. Hold ten thousand.
Can you see how light they become?

Do you wish for the immortality between these pages? Power, wisdom, glory, gold? They are here. You
could have them.
Once you do, and they are gone, you will never be whole again.

A generation’s lifetime. Two. A hundred lifetimes of family and friends, there and gone. A thousand
lifetimes, sewn into a tapestry -
a nation of my kin, my children, my people.
The lifetime of an age, its threads burnt to ash by the very monsters
that taught us how to weave them.

I am Il’ara, Archarcanist of Risia, Amber Regent, and Titan of Ix Il’ar.


I am Il’ara, Queen of None and Titan of Nothing.

It is all just one lifetime for me.

his tome is a memoir and a memory. knowledge regarding Xen'drik within this tome. I

T For 40,000 years I have waited in


frozen exile, my continent and
kingdom destroyed by the dragons
of Argonnessen for crimes I did not commit. My
children grow weary in body and soul, yet they must
have used green and gold as a reminder, for both
are colours I have not witnessed for an Age. Between
these pages lie countless secrets from the time when
giants ruled the land; magic lost to time, of such
power it altered the very fabric of reality. There are
endure. Within these pages lie our past, present, and lost spells, powerful relics, dangerous threats, and
future. The glory that we, the giants of Ix Il'ar, once the names of beings who should never again be
held. The present state of our ancient home, wracked allowed to see the light of day. If you are reading
by grand curses, and fought over by ambitious this, you have obtained something of immense
mortals and ancient threats. The future that awaits danger. Trust the words of an Archarcanist;
us, should we dare to return and claim our home knowledge is power.
once more. Yet, with the changing times come new
This tome is a memoir, a memory -
opportunities.
and a weapon.
I am immortal, yet my memory is not. The endless
winter of the Plane of Ice shrouds the passage of - Archarcanist Il'ara
time. Lest I forget, I have written every scrap of my Titan of Ix Il'ar

INTRODUCTION
CHAPTER 4 | ALLIES & ENEMIES
5
Introduction
X
en’drik. The Land of Giants. The pulp adventure, ranging from Doc Savage, to Raiders of the
Shattered Continent. Since the very start Lost Ark, to Lara Croft and Uncharted. Just like those works,
of the Eberron setting, Xen’drik has been it introduces a wide range of problems. Shallow and dated
a realm of mystery, danger, and ancient views of local people, tomb-robbing and plundering, and
secrets. The indelible scars of the past offensive colonial language make Xen’drik increasingly
clash with the needs of the present, the unsuited for the modern table.
legacy of the ancient giants shaping the course of history to
this day, through the heights of their glory - and the depths of This book is two things - a detailed exploration of the
their failures. The entire continent is designed as a dungeon; giant empires of old, and a modern redesign of Xen’drik
a blank slate in which incredible discoveries lie hidden by from the ground up, introducing vibrant cities, cultures,
time and ancient curses. The lost artifice of the giants has and locations to help alleviate its issues, and bring it forward
shaped the course of Khorvaire’s development, and driven the to the inclusivity of today’s TTRPG space. Xen’drik is not a
grand empire of Riedra to a relentless hunt for knowledge. continent for people to come to, but a continent in which
people live.
Yet, this comes at a heavy cost. If the continent is a grand
dungeon, its people are treated as enemies within it. To this end, the Giant Guide to Xen’drik was written with
Books focusing on Xen’drik in previous editions three major themes in mind -
are written solely from the viewpoint of foreign • The people and cultures of Xen’drik.
colonists arriving in a ‘savage land’ for treasure • The nature of the past that permeates the land.
and glory. This draws on classic works of • The dangers, risks, and rewards of the present.

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
6 6
The People Mesoamerican-inspired clothing. This unilateral and shallow
portrayal of a continent of people as comically evil clashes
A massive range of people can be found in Xen’drik, with with Eberron’s themes of deemphasized alignment and
an equally diverse range of cultures. Many are older than shades of gray. As a result, this book has rewritten giant
the entire recorded history of humanity in Khorvaire (and history and culture from the ground up, building on canon
Sarlona too), with vibrant cultures and a storied past. This while introducing a variety of giant cultures. Each forms the
ranges from the Trothurkear dragonborn, who have guarded foundation for the modern state of Xen’drik with their arcane
the Ring of Storms continuously for over 40,000 years, to legacies - both wondrous, and disastrous.
the spidery Children of the Mist, who trace their secrecy to The giant empires are presented for GMs to use as mega-
the Age of Demons itself. Perhaps the most famous are the dungeons and settings for adventures - dangerous regions
giants and drow, who can be found across the length of the where different factions are unearthing the past for personal
continent. The Ancestries of Xen’drik section (p.65) dives gain. Many have sleeping threats unknown to explorers, from
into the cultures who call Xen’drik home, with accompanying the spidery fiends of the Twilight Court, to the psionic god-
player mechanics in the Character Options chapter to enable mind that sleeps below Zja Aqat. Each section contains lore,
and encourage people to play as native ('tau'Xen') characters. background on their ruling titan, ambience to set the scene,
Perhaps the most famous of Xen’drik’s people are the locations, suggested enemies, and more to accommodate
giants - the descendants of the kingdoms that fell to the adventures. The existence of these shunned ruins are a
Shattering. In the age since the fall of their utopias, the giants constant factor for local people, shaping their cultures and
have adopted a variety of outlooks on their past and present. influences. The Súlatar drow have restored some cities of
Some cling to the glory of old, aiming to rebuild their empires the Fernian nation of Grand Ju’qata, inheriting some of their
through might, and the recovery of ancient magic. Others see cultural touchstones, while modern Stormreach is built atop
such things as folly, helping to guard such sites and protect (and between) the ruins of the Cul’sir Dominion.
the health of the land. Many simply wish to live in peace, and
forsake the past in favor of the present.
Just as widely spread are the drow. In the north, the
The Present
Vulkooridal move through the forest with finesse, patience, The last thousand years have seen a new danger approaching
and druidic magic, each nation honoring a different virtue of Xen’drik from distant shores. The powers that be in Sarlona
the primal scorpion that watches over them. In contrast, the and Khorvaire have settled colonies, intent on plundering the
Súlatar of central Xen'drik blend the arcane research of the secrets of the land for their own gain. The Inspired of Riedra
Sul'at giants with faith in the Promise of Fire. The firebinders are driven by the past; their quori masters understand that
have built upon the artifice that their creators used to bind their own birth was a result of events here, driven by their
fire into them, and their partnership with the immortals of past incarnations warring against the giants - and causing the
Fernia grants them elemental binding magic far beyond what Moonbreaker to be fired. They hope to understand the truth
Khorvairians were able to steal. The Ko - Syrania-infused behind the turning of the age, and ensure that such an event
drow descended from the giants' last feeble attempts to pacify never happens again. The explorers of Khorvaire are driven
the elven rebels - spin webs of rope and diplomacy between by the future; some of the Five Nations’ most critical advances
sky islands and cloud castles. The Lamannian-infused Simeq were inspired by (or stolen from) Xen’drik, including
blend all three traditions in joyful interdependence in the elemental binding, warforged, and House Cannith’s Creation
waters of the Phoenix Basin. Wherever the giants of old Forges. The Dragonmarked Houses understand the power
shaped the world to their will, the drow adapt and thrive. that lies in the ruins of the giants, and would do anything to
Beyond the giants and a drow, a dizzying array of other uncover new forms of arcana. Now, the race is on.
tau'Xen live across the continent. Fae'drik ('firbolgs') The expansion of these colonial powers has thrown them
and goliaths descended from the kingdoms of old mingle into conflict with the people of Xen’drik, who are threatened
with thri-kreen and dragonborn, while newer arrivals by their actions; they understand better than anyone the costs
such as yuan-ti have found their own peace in the wilds. that exploring the Age of Giants can bring. The explorers
They are joined by all manner of ‘beastfolk’, from the have no clue what powers they are messing with, and their
tabaxi of the western plains to the chaotic aarakocra of the willingness to rob graves and pillage does nothing to endear
Tempest’s Spine. them. As more and more adventurers arrive in Stormreach,
and Dar Qat prepares to build its new teleportation circle,
The Past the status quo is beginning to break - and masterminds from
other lands are preparing to take Xen’drik’s secrets by force.
The Age of Giants - nearly half of recorded history in The dangers of these colonists are not what they bring,
Eberron - is almost entirely a blank slate. Canon details but what they disturb. The ancient evils of Xen’drik range
on the giants and their empires are vague, lacking, and from depraved archfiends to powerful vampire kings, and
sometimes contradictory. Even worse, details on the giants everything inbetween. The blundering efforts of foreign
themselves turned into a race to the bottom over the course explorers can be the perfect tools to unlock their chains,
of Eberron’s sourcebooks, with successive works painting driving conflict with the local people. This clash between the
them as increasingly depraved and vile. In Dragons of Eberron, past and the needs of the present is a fundamental theme of
the Oasis of Blood features a forest of trees that constantly Xen’drik, with native factions caught between -
weep blood, each containing the heart of a sacrificed drow
slave (and details the mechanical benefits of eating one). - and the fate of the continent hanging in
Meanwhile, in Magic of Eberron, one art piece depicts a giant the balance.
in the act of sacrificing a slave, while dressed in offensively

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
7
C o lo n i a l i s m such as the Súlatar drow. As such, adventurers setting off
to explore the ruins of Sohl’aran are risking their lives to
retrieve items that others don't want, and are bearing the
dangers of doing that themselves. They are much more likely

& Tropes
to be stopped because they are endangering themselves, than
because any items they are taking have cultural value.
In addition, this Guide introduces cities and settlements
across Xen’drik as hubs for trade. There, adventurers can buy
One of the greatest challenges when writing or running and barter for items produced by the local people, including
the land of Xen’drik, is that it was written in a time of very unique artifice. Some cultures, such as the Súlatar drow
different sensibilities. The entire continent is expressly or Ssejirthos yuan-ti, have built on giant artifice to create
designed as a blank dungeon to be raided - a callback to derived or improved items. Others, such as the asherati, have
media such as Indiana Jones, The Mummy, and Tintin in the their own unique arcana and artifice. As a result, it's entirely
Congo. Xen’drik is composed solely of wild and untamed possible to avoid the trope of looting ruins altogether, with
environments, with cultures narratively hindered from players relying on trading items for each culture’s specialties.
forming societies that are ‘civilized’ as seen through a Naturally, cultures with a tradition of artifice might also ask
Western lens. This effort ranges from gross justifications for a party to recover giant technology to be reverse-engineered.
such cultures being killed (including descriptions of human The players may then be able to keep the original, with
sacrifice, and revolting colonialist language) to a deliberate artificers producing more for common use. This extends to
effort to ensure that the only detailed city in the entire historical research; the party may be hired as specialists to
continent was created by colonists. In comparison to Sarlona retrieve relics in dangerous spots for local communities.
and Khorvaire, Xen’drik’s geography is similarly warped. Its
hundreds of miles of impossible rainforest blend seamlessly Primitive Savages
into desert and tundra, ignoring any semblance of reality in One of the greatest issues with portrayals of Xen’drik’s people
favor of making things ‘pulp’ and ‘foreign’. is their two-dimensional division into The Good ones and
The following section is meant to highlight these tropes, The Bad ones, from the perspective of colonists. There are
and lay out the steps that this book takes to avoid them - with some who help adventurers; there are some who are ‘combat
the hope that GMs running games in Xen’drik can do the encounters‘. This is a product of the assumed viewpoint that
same. Very simply, it is the most important section of the adventuring in Xen’drik is done by people from Khorvaire -
entire Guide. This is not a letter of outrage to the authors of the Indiana Jones’ and Nathan Drakes of Morgrave University
the time, nor is it meant as any kind of insult or rebuke. It and House Cannith. The result is outdated, offensive, and
is simply a sincere wish to bring the continent to a modern bland. To quote Secrets of Xen’drik’s very first line about the
era of acceptance and diversity, especially when it means Súlatar drow, ‘not all drow are savages’ - for the Vulkoori
providing comfort and inclusivity at the game table. The drow are portrayed as evil enemies who - in canon - carry
effort to fix the issues presented here is just as much about out human sacrifice. Everybody from giants to lizardfolk are
safety tools and personal boundaries as the content warnings described as ‘savage’, ‘backwards’, ‘primitive’ and the other
found in other sections. usual suspects from a long list of such words. The more
‘primitive’ giants such as hill giants and jungle giants are
Looting and Plundering often depicted in tattered clothing and fur, while Explorer’s
A classic expectation of genre films such as Raiders of the Handbook depicts a Xen’drik cloud giant as more human in
Lost Ark is that the party is here in a far-off land to ‘rescue’ both appearance and dress. We are still at a point where 5th
historical treasures, either to give them to groups as the Edition Storm Giants (the most mechanically intelligent and
Morgrave University, or to put them to use themselves in gifted) wear clothing reminiscent of the Romans, and ancient
saving the world and other noble tasks (often, by selling Greeks - and we can do better.
them). Needless to say, stealing prized cultural items in Naturally, devolving entire peoples into the Evil Enemies is
order to sell them on for profit or show them off as pillaged problematic. It is even more so, when the players are expected
treasures is morally extremely questionable. This is especially to be foreign treasure hunters invading their land to steal
true when it’s tomb-robbing or otherwise desecrating places things from them. Given that Eberron takes steps to avoid
of importance to people. Given that Xen’drik is, in a sense, this with other ancestries such as orcs and gnolls, it is thus
explicitly designed for doing this, it can be hard to separate even more jarring to face this in Xen’drik. It is for this reason
that legacy for campaigns. that this book treats the giants and drow (and other maligned
peoples such as the yuan-ti) as who they are - people.
Combating the Issue:
This book seeks to assist with this by making sure that giant Combating the Issue:
ruins are places seen as cursed, shameful, or deeply dangerous For the giants of Xen’drik, the source of their narrative
by the people of Xen’drik - and for good reason. These are state is a curse laid upon them by the dragons. The curse
magically irradiated disaster zones that affect the land for canonically strips them of their power, intelligence, and
miles around; their very presence is immensely dangerous. magic a little more with every generation - a theme used to
The ruins of the giant city-states have no cultural explain why they have never risen to their pre-Shattering
value to anyone but the giants - and even, they are heights. This book disregards this curse due to its highly
targets for those who wish to reclaim power and problematic nature, instead using a different explanation
begin conquering once more. Those that aren’t based around the loss of knowledge and magical artifice. This
have already been built into cities by cultures is detailed in the Continental Curses section, on p.42.

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
8 8
For other groups, there is even less narrative justification. contrast, Kyravia the Cinderheart wears stark and brutalist
They are simply experience points. In this book, an effort armor recovered from the Sul’at League. As a fire giant, she
has been made to add different groups of giants, drow, is unaffected by tropical heat, and can wear plate armor in
yuan-ti and others across the continent, including paragons battle. The intention here is to show that different cultures
of good, champions of evil, and everyone in between. This in Xen’drik have created a massive variety of clothing over
includes different factions that they might belong to, as well time, and that the practicality of that clothing is always a
as different cultures within each ancestry. Additionally, consideration. Just as important is to try and convey that the
many factions are innately multi-ancestral, with no random fantasy cultures of Xen’drik do not correlate with those of our
division or exclusion based on heritage. world. Just as Breland is not the United States, nor Karrnath
Russia, the giants of old were not Mesoamerican - nor the
Western Depictions drow incapable of wearing colors other than black.
A less obvious issue with the way that the people of Xen’drik
are presented, is that their appearances and aesthetic themes Foreign Saviors
are often based on Western cultural tropes. One striking Books such as Secrets of Xen’drik are innately written from
example lies in Magic of Eberron; an ancient giant, in dress the stance of adventurers arriving in a ‘savage land’, then
inspired by Mesoamerican aesthetics, raises a knife to plundering it for loot, saving the day, or both. This narrative
sacrifice an elven slave on an altar. Meanwhile, in City of removes agency from the people of Xen’drik, reducing
Stormreach, the Guardians of Rushemé are presented as living them to bystanders, or backwards enemies to be slain.
in tipis, and wearing leaves for clothing (which are insinuated Furthermore, it also harkens to colonialist and ‘white savior’
to be their ‘body hair’, thus leaving them naked). This issue is narratives that can range from distasteful to deeply offensive
rife throughout the depictions of Xen’drik’s people. Perhaps for players. A modern example would be Tomb of Annihilation,
the worst-off are the drow, who get to suffer the role of the which begins with characters teleporting from the Forgotten
‘reprehensible enemy’. Explorer’s Handbook features the art Realms’ Sword Coast, to the tropical island of Chult, to save
below, with the ‘Ka’ki’kur’ (verbatim) and their cannibalistic the day - and provides little allowance for much else.
leader resting her boots on a slave. Meanwhile, Secrets of
Xen’drik features art of grotesque caricatured drow about to Combating the Issue:
cook a man alive. Needless to say, this book aims to do better. This book provides player options, backgrounds, cities,
and more, to allow for party members to originate from
Combating the Issue: Xen’drik. It is the heartfelt intent of the author that these
While this book was not made with a massive art budget, sections allow for varied and interesting tau'Xen characters to
the depictions of people within have been commissioned alleviate this issue. The more native characters in a party, the
with the help of authors from different cultural backgrounds, more ties they have to the continent and its people, and the
fitting their clothing and aesthetics to what is practical for more background links they can have - all while challenging
their culture. Rather than a long black dress, the Vulkoori existing stereotypes. As such, it creates both a more
are pictured where possible as wearing lightweight woven accommodating environment at the table, and helps the GM
clothing suitable for a tropical environment. In contrast, the with story options. This is not to say that having characters
cloud giant Farseer Jalmar’s clothing takes inspiration from from Khorvaire or Sarlona is bad; it's simply that, if the party
the traditional Indian sari. Living as they do at high altitude, is from elsewhere, it is important that the people of Xen’drik
it made sense for the Scrivener to wear clothing that would are agents of change, with the power to fight against the same
allow her to stay cool when descending to the ground, while issues as the players.
conveying her high station and heritage in Kul Lerek. In

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
9
Continental remaining from the dreaming kingdom. The most notable
are the ruins of its capital, Cul'sirran, on which many more
cities have been built throughout the ages. The pirate port
of Stormreach is only the latest. Stormreach is a frontier city

Overview
that functions as Khorvaire’s gateway to Xen’drik; countless
explorers, house agents, grifters, and refugees travel through
its docks. None are aware of the dark Overlord Sakinnirot
scheming beneath their feet.
To the south, the Obsidian City is home to a faction of
The following summaries provide quick rundowns of the Súlatar drow known as the Promise Soldiers. The blazing
different regions of Xen'drik, highlighting the ancient drow have a scornful opinion of the foreign colonizers to
empires, local factions, and locations of note. the north - especially those who would steal their intricate
elemental artifice. The Súlatar have continued to expand
The Thunder Sea on many of the traditions of the ancient Sul’at League, and
specialize in elemental binding, fire magic, and material
The ocean between Khorvaire, Xen’drik, and Aerenal is transmutation. For hundreds of miles around the city, the
named for ferocious storms that originate from Lamannian lush rainforest houses countless rare animals and plants.
manifest zones. The Thunder Sea is treacherous for sailors. Some are highly treasured by hunters, while some treasure
Beyond the weather, countless spines of fiendish obsidian hunters as a quick meal. Vulkoorí drow live within the
and rocky reefs dot the ocean - the legacy of the shapeless forest, revering the spirits of the land around them. They
Overlord known as the Lurker in Shadows bound to its range from the the peaceful Na’qalla, who calm the land to
depths. The seafloor is dominated by the Eternal Dominion manipulate the Traveller’s Curse, to the Ay'qatal who work
of the Sahuagin, which rules these waters nearly uncontested. with different primal spirits, to the ruin-raiding Hantar'kúl.
The voracious fishfolk dwell around vast sleeping behemoths
known as the kar’lassa, with each of the twelve linked to Modern Cities
a specific outer plane. Among them, groups of Karakala • Stormreach
merfolk act as neutral guides and messengers, helping to limit
the damage caused by the Lamannian tempests. Ancient Kingdoms
Despite this, the Thunder Sea is a nexus for trade. Pirates, • The Cul’sir Empire
smugglers, and merchant ships sail between the port of • The Sul’at League
Stormreach and southern Khorvaire, carrying ancient loot
and exotic goods from the Xen’drik interior. Far beneath, Adventure Locations
aboleths lurk. The ancient servants of the Lurker have ruled • Barricade Katta
these seas before, and they plan to do it again. Releasing their • Cardaen’s Tears
Overlord is just the beginning… • Creation Forge (‘The Blank Grove’)
• Sanctum of the Watcher
Modern Cities • Shanae Orioth (‘Forest of Lords’)
• Stormreach • Throne Gate Ruins

Adventure Locations Factions of Note


• Pylas Taraelya • The Dragonmarked Houses
• Soggin’s Post • The Storm Lords
• Verash Sakhara (‘Trench of the Void’) • The Vulkoorí Drow
• The Green Watcher, Zartarxis
Factions of Note • The Guardians of Rushemé
• The Dragonmarked Houses • The Battalion of Basalt Towers
• The Unity of Riedra • Sakinnirot, the Scar that Abides
• The Eternal Dominion
• The Storm Lords
• The Lurker in Shadows

Skyfall Peninsula
The northern jungles of Xen’drik cover the Skyfall
Peninsula, which divides the Thunder Sea in the East
from the Barren Sea to the west. The north of the
continent was once far more expansive, but the firing of
the Moonbreaker caused vast sections of land to subside
into the ocean. The shattered remnants can be seen
as the weathered islands of Shargon’s Teeth, in
which smugglers stash their illegal goods. The
Skyfall was once the heartland of the powerful
Cul’sir Empire, with countless ruins

1010
The Hydra Basin prowl the Valley, touched by different manifest zones used
by the giants for industry. This is a dangerous wasteland, and
Xen’drik’s tropical heart is a nexus for trade and cultural only the bravest - or the most foolish - venture within. The
exchange. The Hydra Basin is the most populous region Valley is explored further in the Sul'at League section (p.246).
of Xen’drik, surrounded on three sides by the scorching
Menechtarun Desert, the blasted Valley of Shadows, and the Ancient Kingdoms
mist-laden forests of Dread Lake. Here, in the endless expanse • The Sul’at League
of verdant forest, the Súlatar drow have settled different
city-states in the ruins of the nation of Grand Ju’qata. The Factions of Note
Súlatar have developed the Fernian techniques of Ju’qata and • The Súlatar Drow
the Sul'at League into their own diverse array of cultures, • Kharna Rayva, the Burning Desire
worshiping different aspects of divine fire. Perhaps the most • The Battalion of Basalt Towers
secretive is the Silver Flame itself, which has endured for
millennia in the hidden city of Bazek Mohl. The Tempest’s Spine
Throughout the jungle, giants, drow, fae’drik, yuan-ti, and Xen’drik’s northeast coast is guarded by the volcanic
more live in small settlements and nomadic groups, making Tempest’s Spine - a mountain range known for its chaotic
use of the rainforest’s bounty. All are connected by the weather, flowing magma, and dangerous secrets. A
waterways of the Hydra, which acts as a network for trade combination of planar influence and storms sweeping off
and travel. At the headwaters of the river lies the trading the Thunder Sea causes the region’s terrible weather. The
post of Blackgrove Refuge - a focus for interaction between rain that falls onto the high peaks feeds the surrounding
the region’s different drow cultures. Throughout the jungle, rainforest, eventually draining into Dread Lake beyond. In
the ruins of the giants of old rise through vines and forest truth, there are darker reasons for the tempest. It was here,
canopy. These remnants of the Cul’sir Empire and Sul’at in a hidden valley within the mountains, that the Qabalrin
League are joined by the disconcerting remnants of the quori practiced their dark arts. When the necromantic elves
they once warred against, many of which are still guarded by were destroyed, the dragons bound the region’s weather in
ancient warforged-like constructs. perpetuity to form the Ring of Storms.

Modern Cities
• Bazek Mohl
• Blackgrove Refuge
nding
Services]
[Sivis Se ea ch - Sharn
Ancient Kingdoms tashk
- Stormr
• The Cul’sir Empire
Zan . Key Is
C orrect
e ow.
unds L
• Grand Ju’qata orgr av
Prof. M Send A id . F
t.
• The Sul’at League amid. e nigh
in Pyr . F ir e s in th
atched
Being W burn.
Adventure Locations st not
• The Claw of Vulkoor They mu
• Forget-Me-Dot’s
• The Lake of Solace
• Wen-Damji, the Walking Forest

Factions of Note
• The Battalion of Basalt Towers
• The Green Watcher, Zartarxis
• Ketheptis, the One-Eyed Crone
• The Guardians of Rushemé
• The Torch of Progress

The Valley of Shadows


The shunned heartland of the Sul’at League is drenched
in ash and cinders. The Fangs of Argarak erupt tirelessly,
belching smoke and tephra into the air, which plunges
the valley into twilight. Despite the ashen ground, forests
of radiant trees grow around the lava flows - a remnant
of Sul’at magebreeding. The Valley itself has a fearsome
reputation. The destruction wrought by the dragons on
the intricate artifice of the Sul’at was catastrophic. Hundreds
of powerful elementals were freed in a chain reaction that
laid waste to the land. They sundered the earth, causing the
volcanic activity that marks the area to this day. On top of
that, magebred war-beasts released by the Shattering still

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
11
Meanwhile, to the east, the crackling citadel of Genesine The Bluespine Peaks
sought to harness the region’s chaos. The dragons laid waste
to the city, tearing open a rift to the plane of Kythri that The Bluespine Peaks, named for their sapphire glaciers, run
unpredictably transmuted much of the city. Beneath the from the Valley of Shadows to the Everice on Xen’drik’s
mountains, bound in stone and magic wards, lie countless eastern side. The mountain range serves as a natural barrier
fiends from the Age of Demons. As the chaos above grows against the storms sweeping off the Dark Sea, earning the
and the colony of Zantashk seeks to plunder the Spine, their southern peaks their name as the Thunderwall. Those storms
days of waiting might just be over. lash the mountains, turning the lands to the southeast of the
range into a harsh and foreboding tundra divided by glacial
Modern Cities rivers. They also provide cover for the dragon-hunting
• Zantashk Banor’drakai, who have built their main stronghold here.
To the west of the Peaks, the calm beauty of the Iceflow
Sea is maintained by the polar spirit Raiarin. The land
Ancient Kingdoms spirit, revered by the Rimewalker druids, contributes to the
• The Genesis Twins immense size of the beasts in the region.To the north, the
• The Qabalrin tundra merges into boreal pine, and then the oak forests of
Dread Lake. The Lamannian city of Eshtarnak guards the
Adventure Locations boundary between oak and pine - a primal ruin haunted by
• Court of Cinders magebred creatures of bestial fury.
• Darkfire Crater The city is the domain of the gold dragon Bane-Reth,
• “Naphrad” (Colossus WX-12) whose hunger for power has led him to clash with one of
• New Zolanberg Xen’drik’s worst villains - the silver dragon Ketheptis the
One-Eyed Crone, who rules a frozen castle high in the
Factions of Note Bluespines themselves. Here, she plots to destroy all of
• The Dragonmarked Houses Xen’drik once more, in vengeance for the pain carved deep
• Cyl-Maaldrake, the Fangs of Fury into her twisted soul. Beneath her talons lie giant secrets from
• Trothurkear Dragonborn the lost nation of Grand Ju’qata. The forge-city of Daomon
was once carved from the heart of a mountain, and contains
Dread Lake ancient weaponry smithed in the name of the god Omnat’ara.
The inland sea of Dread Lake lies at the heart of the eastern
woodland. Storms sweeping in from the east hit the
Ancient Kingdoms Factions of Note
• Esht Primacy • The Banor’drakai
mountains of central Xen’drik, forming rain which drenches
• Grand Ju’qata • The Blood of Kanda
the land. To the north, ash from the Tempest’s Spine shades
• Rimewalker Druids
the sun, while lava flows give rise to steam and fog. This is
Adventure Locations • Ketheptis, the One-Eyed Crone
a cool land of mist, oak, and subtle threats. On the lakefront
itself lies the fae city of Shae Fir, now a silken ruin of spidery • Daomon
fiends. From here, the twisted titan Queen Cono’mae plots • Icehowl Plateau
to unleash the Spinner of Shadows from beneath the lake. To • Raiarin
the west, the ruins of Grand Ju’qata still burn like righteous • The Valley of Cairns
cinders. In Bazek Mohl, the remnants of the Torch of
Progress keep watch over the darkling woods, spreading the
light of the Silver Flame through Xen’drik.

Ancient Kingdoms
• Grand Ju’qata
• The Twilight Court

Adventure Locations
• Lachni of the Mists
• The Court of Cinders

Factions of Note
• The Spinner of Shadows
• The Torch of Progress
• Valaara, the Crawling Queen
• The Court of Cinders

1212
The Menechtarun search of glory. The fiends of the plane now threaten to break
through into the city, opposed by Unity explorers recovering
A thousand miles of scorched sand covers western Xen’drik. weapons for Riedra.
The Menechtarun is the largest desert on Eberron, taking The antarctic climes of Dowron’s Shield tell a different
close to a month to cross on foot if the heat and wildlife don’t story. Here, the ghostly city of Il’ar sits frozen on the shores
get you first. In the east, the desert is bordered by the of the Iceflow Sea. The Risian city-state holds ethereal beauty
savannahs and mesas of the Wasting Plain. Here, irradiant and ethereal threats; frost giant ghosts whisper below ancient
positive energy blights the land around the ancient city of streets patrolled by Snow Dancer constructs. Beyond, lies
Sohl’aran. The city-state was once known for its medicine the Iceflow Sea. Here, scattered islands are connected by
and healing, but the gifts of Irian have long forsaken it. pack ice. Rimewalker druids keep watch over wintry beasts,
To the south-east, the city of Crux lies in a strictly optimal many of whom travel here to raise their young. At its heart
location. Its flawless buildings are tended to by perfect is a sight from myth - a flying city built in the clouds. Once,
constructs, who defend the city of law from intruders. This nomadic cloud giants traveled across Xen’drik as merchants
was once the city-state of Daanvi, and order reigns supreme and traders. Their gathering over the Iceflow was caught
long after the deaths of its people. in the Shattering, leaving their homes behind like a frozen
Far to the west, the free city of Zja Aqat blisters time and monument. Countless riches are kept in the castles of the
space. The dauntless cyclopes were masters of teleportation; Unveiling, but reaching them is a very different challenge.
they used their gifts to explore the stars, as well as realms
beyond reality itself. Beneath the city, their ‘titan’ slumbers - a Modern Cities Factions of Note
vast consciousness melded from the minds of giants. • Dar Qat • Ikat-takt thri-kreen
Between, is the Menechtarun.The vast dunes hold
• Nektari Lizardfolk
countless secrets, and countless dangers. Entire cities have
Ancient Kingdoms • Rimewalker Druids
been swallowed by the sands of the hourglass. To reach
• Hekaton • Sunheart Druids
them, explorers must contend with high temperatures, sand
• Ix Il’ar • The Unity of Riedra
storms, desert wildlife and the famous crystal wastes. These
• The Unveiling
plains appear to be made of fuchsia-colored ice, but their
deep crystal is anything but. The wastes are highly prized
by the Unity of Riedra, who use goliath laborers to mine Adventure Locations
it in massive blocks. The druids of the Sunheart see the • Kaskylla’s Trove
Riedran incursions as a serious danger. They would have • Pti-tak'chil
no one disturb the desert’s many titan remnants, and react • Taer Laraentys
aggressively to foolish foreign trespassers.

Ancient Kingdoms
• Crux
• Sohl’aran
• Zja Aqat

Adventure Locations
• Asherat
• The Diaphany
• Gran Gol
• Mirhanac’lathk

Factions of Note
• The First Families of the Asherati
• The Githyanki
• The Sunheart Druids
• The Unity of Riedra

The Scimitar Spires


The worn peaks of the Scimitar Spires divide the western
Iceflow Sea from the Sea of Lost Souls, and block the sands
of the Menechtarun from pushing south. Manifest zones to
Shavarath dot the mountains, causing the sounds of clashing
weapons to echo off the stone. To the north, the Riedran
bastion of Dar Qat is the Unity’s stronghold in Xen’drik.
From here, the Inspired direct efforts to mine crystal wastes,
secure dragonshards, and explore the lost history of the quori.
To the northeast lies the ancient citadel of Hekaton, home to
many-armed warrior giants who raided Shavarath itself in

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
13
The Planes Dolurrh, the Realm of the Dead
Memory & The Dead - The Queen of the
Dead rules over Dolurrh - not the afterlife,
but the machinery that many believe sends
This book makes extensive reference to Eberron’s outer souls somewhere beyond. Dolurrh is not evil
planes, which defined many of the giant empires in history. or punishing, but a melancholic neutrality. Souls (and living
Detailed information on the 13 planes; including their creatures) that end up here gradually fade away, with the
properties, layers, and residents, can be found in Exploring plane’s layers containing endless dead waiting to move on.
Eberron. The following is a summary of the planes and their Several powerful immortals assist the Queen in this duty,
nature as a quick reference guide. from the Librarian and his library of memories, to the Smith
of Souls who smelts the cast-off remnants of the dead into
Manifest Zones magic items.
A manifest zone is a region where one (or rarely multiple)
planes draw close to the Material Plane, causing elements Fernia, the Sea of Fire
of that plane to bleed through. Typically, this results in one Industry, Fire & Passion - Fernia is not the
of the properties of that plane imposing itself in a specific ‘plane of fire’, but the plane of everything that
region. A Risian manifest zone might be unnaturally cold fire represents. Angels of the hearth, love,
at all times, or preserve food from decay, while a Syranian and comfort rule ‘campfire’ layers, in opposition to fiends
zone might foster peace, or allow creatures to understand of destructive burning, hatred, and obsession. Between, the
all spoken languages. The planar influence often affects efreet rule over grand palaces bedecked in wealth and excess,
creatures living there, and mortals are far more likely to be which rise from the endless lava and ash. Deep within the
born as planetouched while in or near a zone. Dal Quor is the earth, the fires of industry burn. The dao are incarnations of
only plane that no longer has any manifest zones. Instead, the artisanry, and specialize in smithing items of incomparable
regions where they were once located are sometimes… a bit quality in the deepest reaches of the plane.
wrong, and are referred to as Dreamblights (p.54).
Manifest zones can be extremely valuable due to their Irian, the Eternal Dawn
effects, and many major cities (in both Xen’drik and beyond) Life, Light, & Creation - The layers of Irian
are built within them. Most famously, the city of Sharn lies represent positivity, joy, and endless creation.
within a Syranian manifest zone, which empowers flight Powerful celestials known as Architects oversee
magic, and enables its towers to reach such grand heights. the plane, creating new fragments of reality
to replace those consumed by Mabar. Darkness cannot exist
within the Eternal Dawn, and all healing is empowered by the
The Planes of Eberron positive energy suffusing the plane. Irian is hard to reach, but
Daanvi, the Perfect Order its layers can be a blessing. The celestials within can embody
Order & Law - Daanvi represents all forms of everything from progress to healing and restoration.
law and order, from planar prisons, to travel
hubs, to vast archives of information on every Kythri, the Churning Chaos
being to have ever lived. It is populated by Chaos & Change - The infinite catastrophe of
neutral constructs such as modrons, just angels who represent Kythri is the counterpart to Daanvi - nothing is
the benefits of law and justice, and tyrannical devils who bend permanent, and everything is in flux. Floating
those laws to the limits. islands and broken pieces of existence hover in
the churning void, as the elements shift and explode through
Dal Quor, the Region of Dreams the sky. The life within Kythri is similarly chaotic. Chimeras,
Dreams & Nightmares - The Region of mimics, and shifting animals call it home, while dangerous
Dreams is permanently cut off from the paraelementals collide and fulminate. Kythri is also home to
Material Plane after the activation of the the infamous slaadi, who change moods on a whim, forming
Moonbreaker. While beings can no longer entire kingdoms over the course of a day only to fall over an
physically travel between them, all it takes to see Dal Quor argument about the best type of hat to wear.
is to close one’s eyes. Sleeping creatures form isolated
‘dream bubbles’ in the plane, which float in a sea of morphic Lamannia, the Twilight Forest
imagination. Around them swim figments, bizarre nightmare Nature & the Elements - Lamannia is nature,
creatures, and the plane’s most infamous inhabitants - the and nature is defined by Lamannia. Beasts
dream demons known as the quori. roam the endless forests, infinite oceans and
Uniquely, the theme of the entirety of Dal Quor has plunging caverns of the plane - and ‘beasts’
changed at least twice in history. These events, known as the can mean megafauna of incalculable size. The plane (as with
Turning of the Age, ‘reset’ the plane back to a fresh start. The nature itself) is entirely neutral. The only laws are the laws of
last time this happened was when the Moonbreaker was fired the wild. In some layers, elementals represent the power of
40,000 years ago, and the current quori have no memory nature; a fire elemental burns, while a water elemental flows -
of the plane before that time. Accordingly, they are and elder tempests churn the sky into terrifying hurricanes.
desperate to secure their own existence before the
current nightmare ends for good.

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
1414
We looked beyond, and saw infinity in
the planes. How intoxicating, to claim
that infinity as your own. We realised
too late that the planes took offense at
our petty rule. I claimed Risia -
and one day Risia will claim me.

Mabar, the Endless Night Syrania, the Azure Sky


Death, Darkness & Destruction - Mabar Peace, Commerce and Knowledge - The
is the end - the plane of entropy, finality, and open sky of Syrania is marked by interplanar
despair. As the counterpart to Irian, Mabar markets and floating libraries. Here, angelic
consumes fragments of reality, unmaking them incarnations of knowledge - the Thrones
with an endless hunger. Terrifying immortals known as the and Dominions - spend eternity studying their domains.
Dark Powers make deals with mortals for souls, laying claim Meanwhile, in the Immeasurable Market, creatures from
to them for eternity as undead. An undead created by Mabar across the planes come to trade and barter. Souls, weapons,
has their mortal mind consumed by the plane’s hunger, knowledge, and artifacts can all be found for sale, but the
gradually becoming an emotionless husk that seeks only to prices are just as varied. Those seeking forgotten lore might
consume and destroy. be able to find it if they can find the right angel, but who
knows what they might ask for in return.
Risia, the Plane of Ice
Stability, Preservation & Ice - In Risia, all is Thelanis, the Faerie Court
still, and the silence is eternal. While nominally Myth, Legend & the Fae - Thelanis -
the Plane of Ice, Risia represents something sometimes referred to as ‘the Feywild’ - is the
more fundamental - the eternity of stagnation realm of myth and legend. Archfey embodying
and preservation, where nothing ever changes. Those who the stories and tales told across the world
seek to disrupt that stasis are hunted by incarnations of the play out their roles, served by a ‘supporting cast’ of fey. In
plane’s wrath. Creatures cannot die easily in Risia; instead, the heart of the plane, the feyspire cities of the Moonlit
they are simply swallowed by ice and amber, preserved Vale move between Thelanis and the Material Plane as the
forever to prevent their decay. Notably, the titan Il’ara lives in story demands.
Risia with her disparate frost giant kin. For 40,000 years she
has waited, staving off both boredom and madness. Time will Xoriat, the Realm of Madness
tell if she is planning her return. Insanity, Creativity & Inspiration - If
Lamannia is the plane of the natural, Xoriat
Shavarath, the Endless Battle is the plane of the alien. Often named the
War & Good vs Evil - War. What is it good Realm of Madness for its effect on mortal
for? For the angels and fiends of Shavarath, minds, Xoriat is in truth the plane of the impossible and the
everything. The Eternal Battleground is the novel, where all the laws of reality are merely afterthoughts.
incarnation of the war between good and evil Through Xoriat, one can travel forwards and backwards
on a cosmic scale, and every aspect of conflict is represented. in time, or even to alternate realities entirely, but doing so
Legions of immortals clash through ruined cities, blasted and remaining unscathed is a legendary challenge. Bizarre
battlegrounds, and bloodstained oceans, sorted into legions aberrations - some of them sentient and friendly - populate
based on their philosophy. The plane actually has weapons its endless layers, in which thoughts might have
and technology not found (or even functional) in the Material solid weight, or gravity might scream with the
Plane, but returning alive with them is a serious challenge. color purple.

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
15
Xen’drik ??? - The Age of Demons
• The Overlord Sakinnirot, the Scar that Abides, rules
Xen’drik without peer. His influence causes endless

Timeline
violence between its people, as the smallest slights
fester into brutal violence. The infighting is spurred
on by his fiends, preventing any hope of alliance
or rebellion. Other Overlords cannot threaten it
easily; Sakinnirot is the last-born of Khyber, and any
At the dawn of time, Xen’drik was ruled by powerful attacks against it merely give it a reason for revenge,
archfiends known as the Overlords, who crushed all mortals empowering it further.
beneath their tyranny. Ancient champions rose up to fight • The Overlord Kharna Rayva installs herself as
with the dragons against these Overlords, wielding primal Sakinnirot’s “Queen”, nominally bestowing her
power as the first titans. Eventually, they succeeded and territory to the Scar. In truth, the archfiend’s charm
sealed them beneath the land. In time, the dragons and merely allows it to rule the volcanic heartland of
giants explored their hard-won freedoms. The dragons, with Xen’drik - a calculated move to retain power while
their innate magic, gifted their knowledge of arcana to the avoiding Sakinnirot’s wrath.
giants, who used ‘Ouralon’s Gift’ to build empires, creating • The Overlord Zel Erakhni, unable to match the
epic works of magic that have never been seen since. The power of the Scar, lies hidden within the dark forests
most powerful city-states drew on the planes, harnessing of eastern Xen’drik, eking out a small kingdom in
these realms’ secrets for political strength and prestige. One the shadows.
empire - the Cul’sir - was autocratic and expansionist. They • The Overlord known only as the Lurker in Shadows
leveraged the power of Dal Quor, the plane of dreams, to rules the Thunder Sea, with the aid of its aboleth
conquer surrounding nations and enslave the first elves after children and other chthonic horrors.
destroying their fey home. Each giant city-state gave rise to • The people of Xen’drik (including the giants) are their
a titan to oppose them - a leader of immense power seen as playthings and servants, until the Draconic Prophecy is
a figure blessed by the gods. The titans were typically arcane discovered by the dragon Ourelonastrix and the couatl
revolutionaries and experts, with enough power to act as a Hezcalipa. The armies of the Sovereigns, using the
deterrent against attack by other nations. Draconic Prophecy, successively bind the Overlords
Nightmare Cataclysm. In time, due to an unknown of Xen’drik. They are joined by the giants and other
cause, the beings of the plane of dreams invaded the Material people of the continent. The giants are led by primal
Plane. These quori created the first warforged as soldiers, and champions, who channel the power of Eberron to
warred against the nations of northern Xen’drik for survival. grow in size and gain elemental strength - the titans
Unable to defeat an army of immortals, the Sul’at League and of antiquity.
Cul’sir Empire collaborated to create an ultra-weapon capable
of ending the war for good - the Moonbreaker. The titan Why does this matter?
Cul’sir commanded it to be used, destroying the moon Crya, • Each of the Overlords is bound at the heart of their
and permanently severing the link between Dal Quor and former kingdom. Their influence has touched the land
the Material Plane. The backlash was devastating, causing and corrupted mortal souls ever since their binding.
entire regions of the continent to collapse, and destroying Their unbinding is a new apocalypse.
the basis for Cul’sir’s power. Their elven slaves grasped • The first champions formed a cultural legend that
the opportunity, fighting a guerilla rebellion against their echoed through giant history, inspiring the giants to
giant masters in a heroic battle for freedom. Unwilling to be become touched by the elements… and inspiring the
defeated, the Cul’sir readied themselves to lay waste to the later titans to take up the mantle.
elves in a single act of destruction, and doomed themselves • The followers of the couatl have kept watch over the
in the process. Unwilling to let the giants damage reality Overlords ever since the Age of Demons ended. Their
any further, the dragons of Argonnessen descended on heartland in Xen’drik is the city of Bazek Mohl - a relic
the continent, annihilating the giant nations of Xen’drik built from divine songsilver, and the last stand against
in a unilateral destruction known as the Shattering. They the forces of darkness.
laid waste to the nations with magic and claw, then cursed
the land with epic spells to prevent the giants from ever -100,000 YK - The Age of Rushemé
regaining their former power.
• With the last Overlord bound, the people of Xen’drik
A New Age. That was 40,000 years ago. Countless are free to make their own destinies. The giants,
kingdoms have risen and fallen in that time, but now
holding both a dislike for arcane magic as wielded by
Xen’drik faces a new threat. The colonial powers of
the fiends, and enduring respect for the primal titan
Khorvaire and Sarlona have long coveted the ancient secrets
champions of old, begin worshiping Rushemé - the
of Xen’drik, and have arrived in force to plunder them. Their
natural world-soul of Xen’drik.
ignorance has dire consequences, and might awaken dire
• The first giant druid-lords rise, learning to harness
powers beneath the land. This is the Age of Hunters
primal magic after seeking wisdom from the spirits of
- and the perfect time for adventurers to make
the land. The most powerful druid-lord rules the city
their mark. The following is a deeper dive into the
of Eshtarnak, built beneath the bones of an immense
different Ages of Xen'drik.

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
1616
behemoth that broke through the planar boundary
of Lamannia.
• The land begins to heal after the damage from the Age
of Demons, aided by the primal magic of the giants,
while the Torch of Progress begins roaming across the
land to keep a tight watch on the bound Overlords.
• The first druid circles form around powerful spirits of
the land such as Kwinharin and Raiarin.

Why does this matter?


• The druidic roots of the giants have persisted through
to the modern age, and bloomed again after the arcane
horrors of the last titans. The Guardians of Rushemé
maintain the faith of the first druid-lords, and use it to
protect the continent from harm.
• Many of the modern druid circles have origins linked
to this first age, and have cultures based around the
land spirits they revere.
• The Lamannian city-state of Eshtarnak’s druidic past progress, declaring the League neutral. The sixth,
meant that it resisted the abandonment of primal rejecting their ideals, unites the eastern cities under the
magic triggered by the dragons; instead, it combined banner of freedom and joy, forming Grand Ju’qata.
arcane magic and its druidic traditions to form a • To the south, the free nations scramble to match
unique culture in the far south-east of the continent, the power on display to the north. Laying claim to
which is still upheld by nearby goliath clans. different planes in pursuit of power, they each give rise
to their own titans as a deterrent against war. Those
-80,000YK - The Age of Hunger who do not are consumed by their neighbors.
• The chaos is ended by the Fulcrum of Crux, who
• Having formed a society in Argonnessen, the first summons 11 of his titan peers to the city in a historic
dragon explorers and sages make contact with the move. There, they signed the Endecimal Treaty* - a
giants. They spread both their arcane knowledge competitive alliance that united them against the
and religion, syncretizing the giant champions as threat of a Cul’sir invasion. This marked the birth
embodying the Sovereign Host - an event known as of the Group of Eleven, and the true start of the
‘Aureon’s Gift’. Different societies begin exploring Age of Titans.
the potential of arcane magic using the tools at their
disposal - most notably Siberys dragonshards and Why does this matter?
manifest zones to the planes. • The ramifications of Cul’sir’s ascension shaped the
• The First Titan, Emperor Cul’sir, transcends his entire course of the Age of Giants, driving other
mortal bonds to become a god-king of immense nations to create their own titans to match his power.
power. He takes swift control of the city of Cord’ran, Those that did, prospered. Those that did not were
crushing any resistance, and renames it in his image consumed. The nations born from this crucible
to Cul’sirran. With the aid of powerful oneiromancy became major powers, and their remnants and relics
and the properties of Dal Quor, Cul’sirran begins shape the course of history in Xen’drik to this day.
aggressively expanding, conquering nearby giants and • Prince Adaxus is an avatar of the Overlord Karna
subjugating smaller humanoids. Rayva, bound beneath the Valley of Shadows. His
• In response to the threat, the Fire Prince Adaxus is hunger and fury are unending. Should the Hellfire
seduced by power to form a pact with the Overlord Prince be released, he will not stop until he rules the
Kharna Rayva, becoming the first fire giant. He continent in a tide of flame.
rapidly conquers the city of Ram’kanek, threatening • Aureon’s Gift marked a major change in the religion of
surrounding city-states with disastrous power. the giants. The dragons brought magic, but they also
Under his command, this Sul’at (‘Firebound’) brought their religion, and it served the titans well to
League mobilizes, entering into a war against the claim that they were blessed by the Sovereigns. As a
northern Cul’sir. result, other groups such as druid circles and the Torch
• Cul’sir and Adaxus war against each other, finally of Progress are sidelined, becoming fringe beliefs.
meeting in battle. The results are cataclysmic. In
response, the Cul’sir Empire becomes increasingly
authoritarian, dividing into a brutal caste system. -75,000YK - The Age of Titans
In contrast, the Fire Prince becomes consumed • The Cul’sir sack the feyspire of Shae Tirias Tolai,
by a fiendish hunger for power. Before he can be capturing the city’s eladrin and converting them
fully converted into an avatar of Kharna Rayva, six permanently into the first mortal elves.
adventurers defeat and bind him beneath the city of • The Oracle of Stone is exiled from Karrakos
Morsa Khai. Five immediately assume power to avoid for the perceived betrayal of her allies
the collapse of the League, becoming the Luminaries. in the feyspire, and finds refuge in
They reform it into a culture of unity and scientific Sthanadiv in Sarlona.

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
17
• The Twilight Court erupts into civil war, divided on with warforged as soldiers - and eventually, as
their stance towards Shae Tirias Tolai. The faction of containers for the quori to last through the Turning.
the Fabled King, allied with Thelanis and outraged at • Caught off-guard, the Cul’sir Dominion and Sul’at
the murder of their leader, defeats the faction of the League struggle to adapt to these immortal threats.
Fabled Queen Cono’mae. Her followers are exiled into The Cul’sir find the quori naturally immune to much
Khyber, becoming the archfey-cursed fomorians, who of their oneiromantic magic, putting them on the back
found the city of Vralkast. Queen Cono’mae herself foot. Their initial losses are heavy and embarrassing.
becomes the prakhutu of the Spinner of Shadows. • As the war ripples out across Xen’drik, the Cul’sir and
• The Qabalrin are all but annihilated by the fall of the Sul’at League collaborate on weapons to deal with the
Heart of Siberys. Their final act is to bind their souls endless threat. The Cul’sir draw on forbidden arcana
together into the Umbra. The dragons seal the Umbra derived from Qabalrin techniques - sacrificial blood
within the Heart, cloak the Ring of Storms in its magic using their lower castes as fuel.
namesake tempest, and post dragonborn guardians to • Their final work is the League’s completion of the
keep watch. A few refugees find their way to the free Moonbreaker. Emperor Cul’sir activates it without a
elven clans such as the Elorrenthi and Shol, bringing moment of hesitation. The result is the destruction or
their necromantic knowledge with them. Eventually, disappearance of the moon Crya, and the permanent
this will lay the foundation for modern Aereni culture. sundering of the link between Dal Quor and the
• The borders of the Group of Eleven, Sul’at League, and Material Plane. The quori are unilaterally pulled back
Cul’sir Empire continue to expand, growing until their into the plane, which undergoes the Turning of the
size and power act as a promise of mutual destruction. Age. The only exceptions are those few quori who
• The giants reach the pinnacle of planar magic, weaving managed to secure themselves within Docents in time.
epic rituals and enchantments to enact fearsome and • The arcane backlash of the Moonbreaker sunders the
wondrous feats of magic. continent. Vast regions of what is now the Skyfall
Peninsula collapse into the sea, while the fundamental
Why does this matter? arcana of the Cul’sir Empire is permanently destroyed,
• The sacking of the City of Silver and Bone created leveling much of their infrastructure. The psychic
the mortal elves, and destroyed Eberron’s concept of echoes of the event wreak havoc across Xen’drik for
psychopomps. No figure remains to shepherd the dead centuries to come.
to the afterlife, leading to Dolurrh’s modern ‘bleak
neutrality’. Meanwhile, the loss of their immortality Why does this matter?
became a generational grief in the heart of every elf, • Quori remnants can be found across Xen’drik to this
shaping their culture and obsession and death from the day. Some have laid the foundation for the history of
very beginning. Their enslavement by the Cul’sir is a Khorvaire, inspiring House Cannith’s Creation Forges
period of utter strife. and the modern warforged.
• The Qabalrin created the first vampires, and were • The firing of the Moonbreaker is the direct cause of
masters of necromancy and other dark magic. Their the modern Dreaming Dark, as well as the Sundering
refugees not only led to the necromantic societies of of Sarlona and the new Unity of Riedra.
Aerenal and Farlnen, but also led to the rise of the • The backlash of the Moonbreaker also changed the
Mark of Death, and the eventual birth of Erandis Vol, face of Xen’drik, altering its entire geography - and
bearer of the Apex Dragonmark. In addition, some potentially creating some of the epic ‘curses’ laid on
of the ancient vampires lie sealed beneath Xen’drik the continent.
to this day.
• The Oracle of Stone still resides in the land now -39,000YK - The Elven Rebellion
named Adar, seeking atonement for her mistakes - a
living relic of the Age of Giants. • The Sul’at League and Cul’sir Dominion, crippled as
• The magic of the giants is powerful enough to echo they are by the damage from both the Dream War and
in the modern age, disrupting the natural ecosystems the Moonbreaker, become vulnerable. Their oppressed
of Xen’drik. Their ruins remain, as a result, too elven slaves rise up and seize their chance for freedom.
dangerous and potent to erase for good. In tandem with those elven clans who had escaped into
the wilds, they begin a guerilla campaign against the
giant nations that enslaved them.
-40,000YK - The Dream War • Vadallia, Queen of Swords, unites the scattered elven
• The quori reach a tipping point due to unknown clans and the Gyrderi, bringing them to the same table
events; perhaps they discover evidence of the Turning to combine their efforts to free their people.
of the Age, or believe that the actions of the Cul’sir are • In response to the threat, the Sul’at League begins
changing the very nature of Dal Quor. They invade efforts to transmute elven slaves into a living
Xen’drik en masse through the southern Skyfall countermeasure. The drow, touched by the planes, are
Peninsula, establishing fortresses in Dal Quor manifest the result. At first, the drow act as nocturnal hunters of
zones to secure their advance. their elven kin. Contact with the elves and the tumult
• The quori build permanent planar gates and of war lead to many switching sides, turning on their
Creation Forges to fuel the war effort, experimenting giant masters in a bid for freedom.
• Emperor Cul’sir begins preparations for a final
effort to defeat the elves - something so unilaterally

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
1818
devastating that it forces Argonnessen into -38,000YK - The Broken Age
immediate action.
• Led by the visions of the prophet Aeren, the elves flee • Some giants flee their broken homeland, migrating to
Xen’drik, heading to a land to the east that holds their Sarlona. They find refuge in Syrkarn, Adar, and the
future. The journey is brutal; Aeren passes before Tashana Tundra.
they can reach their new home, which the elves name • The Ten Watchers are established - at first, a
in their honor. The wizard Cardaen remains behind, prestigious and noble post.
driven by the death of his savior Vadallia. He vows to • The Súlatar drow begin reclaiming the ancient cities
slay Cul’sir to ensure the elves can be free. Both he and of the Sul’at League and Grand Ju’qata, working over
Cul’sir are never heard of again. centuries to neutralize their threats.
• As the elves leave, the first of the dragonflights arrive. • With the assistance of the Na’qalla drow and
There is no warning. There is no negotiation. They Guardians of Rushemé, the Verdant Path spearhead
target giant cities, razing them to ashes in a hail of methods to repair the horrific damage to the land
dragonfire and cataclysmic spells. The fallout of caused by the Shattering. Over thousands of years,
breaking enchantments and destroyed artifice adds to they restore hundreds of miles of forest, bringing
the damage. Some few giants, notably the frost giants Xen’drik to its current form.
led the titan Il’ara, escape into the planes. Others live as • The Madness of Crowds causes the collapse of the
refugees in the wilds. Amid the burning dust of their dragonborn empire around the Ring of Storms,
failure, the dragons weave epic curses spanning the dividing their broken clans. In the following thousands
continent, and return to Argonnessen changed forever of years, countless kingdoms and cities rise and fall to
by the price paid. the draconic curse.
• The sahuagin Sha'argon's Kingdom rises in the
Why does this matter? Thunder Sea after driving off remnant storm giants,
• The events of the Rebellion shaped the cultures of then falls to an assault by an alliance of 5 krakens.
Aerenal. Its heroes and warriors led to the birth of the • Thri-kreen begin reclaiming the ruins of the Cul’sir
Tairnadal, while the reverence for their actions and Empire, perhaps drawn there due to their connection
horror at the loss of life led to the formation of the with Dal Quor. In time, they reach technological
Undying Court. Different elven clans also maintain heights that they have never reached since (perhaps
skills first developed during the Rebellion, most purposefully). Their empire is destroyed by the release
notably the Phiarlan, who acted as messengers and of the Overlord Sakinnirot, who razes their nation,
bards at the time. seeing it as an insult to the kingdom he once ruled.
• The Shattering touches every part of Xen’drik in The Years of Agony mark the struggle to rebind the
the modern era. The event marked the strict end of archfiend, who is eventually defeated by the united
draconic teaching for other races, the fall of the giants, efforts of the Guardians of Rushemé, the Scriveners of
and the start of the powerful curses that grip Xen’drik the Sky, the thri-kreen remnants, and Aqatar Tilxin - a
to this day. legendary monk of the Torch of Progress.
• The range of drow viewpoints towards the giants • The wizard-king Addis-Ro seeks to reclaim the legacy
lead to the wide array of modern cultures. Some claim of Adaxus, wielding the power of Kharna Rayva and
inherited giant techniques as their birthright; others forming a kingdom in central Xen’drik. He constructs
scorn everything to do with them. the Pyramid of Ebon Flame, and attempts a horrific
sacrificial ritual to sunder the earth, opening a burning
portal to the heart demiplane of Kharna Rayva. His
efforts are stopped by the Ten Watchers and a party
of adventurers, who bind the giant, before throwing
him into the portal. The remnants of his servants later
form the Battalion of Basalt Towers.
-5000YK - The first merfolk arrive from Lamannia, and
begin establishing themselves in the Thunder Sea.
-3500YK - The nascent Eternal Dominion of sahuagin
begins warring against the surrounding locathah
kingdoms, drawing on the immense kar’lassa to
provide the materials for their biomancy.
-2000YK - Gnomes fleeing the foundation of the Trust in
the newborn nation of Zilargo briefly form the colony
of New Zolanberg, then disappear soon after.

Why does this matter?


• Goliath cultures in Sarlona and Khorvaire still
follow the religious practices of the past, with
their beliefs spreading to other cultures,
including the eneko.
• The fall of the giants set the drow free,
allowing them to spread across

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
19
Xen’drik and form their diverse variety of cultures in 935YK - The Star Pilgrims form, based in the fortress of
the modern day. the Parhelion Altar.
• The thri-kreen - once in a similar position - are far 950YK - Stormreach comes under assault from the
more scattered after their rise and fall to Sakinnirot, Battalion of Basalt Towers, who use the core of a
leaving mysterious evidence of their former heights in Grand Pyroclast* cannon recovered from the Sul’at
modern Stormreach. League to bombard the city with meteor strikes*. A
• The Ten Watchers hold a massive influence over combined assault from the Guardians of Rushemé,
modern Xen’drik, warding off interest in the most the city forces, a small cadre of Silaes Tairn, and some
dangerous ruins. However, the prestige of their plucky adventurers manage to drive them off, disabling
role has fallen dramatically, and the dragons now the device (which has since gone missing).
range from still-virtuous wardens to petty and 955YK - The forward outpost of Zantashk is established by
dangerous tyrants. House Tharashk in Tempest Bay.
• The Madness of Crowds has caused the fall of any 960YK - Aaren d’Cannith becomes inspired after an
number of civilisations across Xen’drik, all of which expedition leads to contact with quorforged remnants.
may have left legacies behind, allowing for GM He uses what he has learned to form the first modern
justification to place whichever ruins they wish. warforged, which are unexpectedly both alive
• The Eternal Dominion is the dominant power of the and sentient.
Thunder Sea, and a sleeping giant that should never be 998YK - The standard time for Eberron
woken. Should the sahuagin decide to invade southern adventures to begin.
Khorvaire or wipe Stormreach off the map, they
are perfectly capable - and held back mainly by their Why does this matter?
disdain for the ‘dryskins’ as poor prey. • The arrival of Khorvairan and Sarlonan interests has
begun a new chapter in Xen’drik’s history, with their
-1000YK - The Age of Hunters drive for knowledge and riches clashing with the needs
of the continent’s people.
-500YK - The rogue dragon Zharykastrac assaults Kul • The technology taken from Xen’drik has massively
Lerek, scarring the city before plummeting into altered the course of technological advancement in
the Iceflow Sea after a protracted battle with the Khorvaire, revolutionizing travel and warfare.
Zephyr Guard. • The cities of Dar Qat and Stormreach are opposing
-200YK - The yuan-ti, having been driven out of Sarlona centers for exploration and the harvesting (or
and Argonnessen, arrive in Xen’drik. They divide into exploitation) of Xen’drik’s natural resources. Both are
those wishing to live in peaceful solitude and those poised to disturb ancient powers best left undisturbed.
who burn with injustice and revenge, forming the
Ssejirthos and Kuriklaraess, respectively.
200YK - Riedran expeditionaries establish the colony of
Dar Qat. The increasing traffic to the city draws the
attention of Khorvairan pirates, who begin pillaging
Unity ships.
600YK - Pirates settle the ruins of Cul’sirran, using it as a
safe harbor from which to attack Riedran ships.
660YK - A clan of the Trothurkear dragonborn is
corrupted by the daelkyr Valaara, becoming the
horrific Veschikothar. They are slain and driven away,
their name struck from history.
790YK - Zil explorers steal the concept of elemental
binding from the Súlatar drow. They adapt what they
have learned into a derivative technique, and begin
exploring the possibilities of this new technology.
800YK - The city of Stormreach is formally recognised
by the Kingdom of Galifar. The four most influential
pirates are named the Storm Lords, with a fifth Storm
Lord appointed by Galifar to act as a liaison and keep
them in check. Hopefully.
875YK - Rais i Jalmar takes on the position of Skymatron
of Kul Lerek.
880YK - Kyravia the Cinderheart reforms the Battalion of
Basalt Towers, and begins recruiting fire giants under
the banner of Prince Adaxus.
920YK - House Cannith begins sending expeditions into
the Xen’drik interior. Successive expeditions analyze
and recover quori technology and giant schemas,
leading to the first derivative Creation Forges.

CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
2020
CHAPTER 1

GAME MASTER'S TOOLKIT

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
21
Campaign Tools

T
he following section includes tools,
rules, and examples to assist with creating
and running a Xen’drik campaign. This
ranges from sample campaign briefs
and villain goals, to encounter tables
and example NPCs to assist with session
planning, and highlight the options at a GM’s disposal.

Example Campaign Goals - Short campaign briefs to


highlight the themes that can be explored in Xen’drik.

Example Plot Characters - These character


summaries can be used as inspiration for campaigns. Each is
designed to be a walking plot hook, with lost secrets, dark
schemes, or great promise for the powers that be.

Khorvaire Villains & Xen’drik - Explanations of


how famous villains in Khorvaire might get involved with
Xen’drik, things they might seek, and places they might go.
This is intended to assist with incorporating them into the
continent, or planning arcs away from Khorvaire.

Locations & Themes - Examples of locations in this


book that suit specific campaign themes, ranging from Noir
and Intrigue, to Swashbuckling and Eldritch Horror. This is
intended to help choose locations for specific campaigns.

Name Tables - This short section includes roll tables for


the names of locations, characters, ruins, dungeons, plants
and more for quick reference during play.

Quest Frameworks - These five example quests


highlight the range of themes that can be explored across
Xen'drik, with each located in a different region of the
continent. Every quest can be run as a one-shot session, with
example enemies for different parties, potential rewards, and
options for continuing into full campaign arcs.

• Trader of the Frost Lark - Exorcise a giant soul


from a cursed artifact in the flying city of Kul Lerek.
• Templar of Bloom - Convince a powerful druid
to relent using might or diplomacy, before they
destroy the town of Zantashk in a wave of plant life.
• The Past Blockade - Race through an ancient
giant weapon emplacement to the heart of the flying
fortress, before brutal fire giants can do the same.
• Kingdom of the Crysteel Skull - Psionic
calls for help lead the party to a quori outpost buried
beneath desert sands that holds a dire secret.
• Vial of Ecstasy - The party are tasked with
tracking a gang member back to their Stormreach
hideout, then ending their drug-making
operation for good.

CHAPTER
CHAPTER
1 | GAME4 MASTER'S
| ALLIES & TOOLKIT
ENEMIES
2222
Example Campaign Goals Save Stormreach from destruction - Khorvaire’s
When given an entire continent to play with, it can be hard foothold in the Shattered Continent is always a day
to choose a simple goal or focus for a campaign. Given that away from doom. Vengeful dragons, sentient druidic
Xen'drik is far less detailed and explored in canon than rocs, and marauding fire giants all have good reason
7
Khorvaire, it can seem like 'raid giant ruins' is really the only to wipe the city off the face of the continent. These
option. These example campaign goals are there to highlight are the least of its worries. The Madness of Crowds
the potential themes for adventures that this book explores. could strike at any moment, while beneath the city, the
This includes world-changing goals (reviving Shae Tirias Overlord Sakinnirot stirs from its ancient slumber…
Tolai, and repairing the plane of Dal Quor) as well as more Doom Stormreach to destruction - Khorvaire’s
grounded and gritty options (Rising to the top of the Winged foothold in the continent is always a day away
League of merchants, or dooming Stormreach to ruin for from doom. Sadly, it hasn’t quite gotten there yet.
its crimes). Stormreach is a hotbed of crime, colonialism, murder,
8 and greed. It also has a god-like archfiend under it,
empowered by the schemes above. A pretty simple
d13 Campaign Goals
evil campaign is to serve evil powers, and unite with a
Cross the continent from Everice to Stormreach
simple goal - to see Stormreach burnt to the ground!
- The characters were on a trip to explore the Everice
when disaster struck, leaving them stranded far from Become the top Lords of the Hunt - Many
1
home. Their chosen route across Xen’drik is up to dangerous beasts call Xen’drik home, posing a threat
them, but they have a continent to cross - and survive. to its people. Many are weird mutants or magebred
horrors created by the giants. The Lords of the
Undo the Traveler’s Curse - The most infamous Hunt in Stormreach make it their business to hunt
curse on Xen’drik might be the result of broken giant such creatures - not due to any altruism, but due to
9
technology in the desert city of Zja Aqat, a psychic revenge, insanity, or obsession. A party of characters
2 scar from the Moonbreaker, or the result of a draconic with membership in the Tusk & Talon Lodge might go
eldritch machine. Finding out how to undo the curse is on monster-hunting quests across Xen’drik, ascending
a legendary feat, and would help to restore Xen’drik. through the ranks - but the secrets of the Lords are
Prevent an Overlord’s release - Three different best left undisturbed.
Overlords are bound in Xen’drik (with a fourth in the Revive the Feyspire of the Dead - Eberron’s
Thunder Sea). Fighting evil cults and uncovering their psychopomps are gone, torn from Thelanis to create
schemes is a natural flow for an Overlord-themed the elves. The destruction of their feyspire of Shae
campaign. To prevent the end of the days, the party Tirias Tolai has never been undone; the city is dead.
3 may have to find insights into the Draconic Prophecy
10 The story has ended. Yet, what if the tale was told
from the city of Bazek Mohl or another ancient figure, anew? A party plucked from death by the Queen of
then retrieve a weapon of legend for the fight ahead. the Dead in Dolurrh might be given a singular task - to
Few things are as core to the fantasy genre as a group bring the city-state back from the dead, and resurrect
of chosen heroes fighting the greatest of evils! its archfey. As it turns out, death is just the beginning.
Become the top guild of the Winged League - For a Turn the Age - The quori are desperate to find the
cozy campaign, a party might start from nothing in the secrets of their past in Xen’drik, especially those of the
cloud city of Kul Lerek, then grow their business into a Turning of the Age. The greatest information would
thriving guild. This could mean negotiating trade deals be clues to the Moonbreaker. If the doomsday weapon
4 11
across Xen’drik, retrieving treasures to sell, hiring can be fired again, or even reversed, then the damage
their staff, and dealing with the machinations of their to Dal Quor might be undone. Of course, if it could be
rivals. This is a natural way to combine exploration, a fired again, it could also be aimed somewhere else…
progressing home base, and inter-faction intrigue. Doom the Umbra - Countless elven undead lie sealed
Stop the Madness of Crowds - Stripping Xen’drik of below the Ring of Storms. These vampires, liches,
the Madness of Crowds would allow its people to build and other horrors were once the rules of Shapers of
cities and kingdoms without fear - an achievement Night - one of the most powerful factions within the
that would change the history of the continent. elves of the Qabalrin. The Qabalrin were destroyed
5 Doing so might require slaying the secret draconic 12 long ago, their souls sealed within a massive Siberys
watcher known as the Apocalypse Trigger, destroying dragonshard, and yearn for freedom. The party might
a powerful eldritch machine, or uniting the wills of find themselves on the trail of a formerly sealed
Xen’drik’s major land spirits as one. elven vampire such as the Ecliptic King. Their goal? To
End the threat of the One-Eyed Crone - The rogue release the Umbra, resurrect the Qabalrin, and doom
dragon Ketheptis is a vile threat to the continent. Xen’drik to a new age of darkness.
She has been amassing forces in the Bluespine Peaks, Get rich, or die trying - Countless treasures lie within
and will stop at nothing to wreak havoc on those 13 the ruins of the giant empires. You’ve got a debt or a
6 responsible for her parent’s deaths. The One-Eyed dream - what are you waiting for?
Crone is an intelligent schemer, and a more ‘grounded’
enemy compared to the fiends or daelkyr. Naturally, a
final fight against a dragon is also a genre staple.

CHAPTER 14 | GAME
ALLIESMASTER'S
& ENEMIESTOOLKIT
23
Example Plot Characters and necromancy. Iralumin - a young heir of the clan - left
on a journey to contact another fae’drik clan. A combination
The following are example NPCs who can be used as of spreading news and a loose tongue have caused other
important characters for the plot of a campaign. Each is factions to learn of their existence. Now, different figures
intended to be a walking plot hook, with ancient knowledge, are competing to capture them, and force them to reveal the
dark purpose, or the will to change the world. secret location of the City of Silver and Bone.

1. Antaegus - Awakened Cul’sir Artificer Ostrazyn


2. Iralumin Silversoul - Secret Gravekeeper
Despondent Qabalrin Vampire (she/her):
3. Lord Serakari - Desperate Chosen
4. Ostrazyn - Qabalrin Vampire
Personality: Ruthlessly cold and logical, tempered by utter
5. Ralphus Ir’Morrin - Crazed Big Game Hunter
sorrow for what is lost.
6. Thenghorai - The First Kalashtar
Ideals: To find a fellow member of the Qabalrin, and
7. Toy Three - Lost Fey Relic
begin the process of restoring the lost souls of the Qabalrin
8. 'Zirajé Gen'yar'/Entagha - Possessed Adventurer
from the Umbra.
Antaegus Bonds: The Shapers of Night, and unexpectedly, the elves
that have lived on past the Age of Giants.
Awakened Cul'sir Artificer (Antaegus*) (he/him): Flaws: Ostrazyn lacks all knowledge about the modern
state of the world, but their approach is archaic and haughty;
Personality: Surprisingly shy and anxious with a they find it hard to give up the Qabalrin attitude of arrogance
keen intellect. and command.
Ideals: To find allies who can provide stability
and purpose. The ancient elven Shapers of Night were sealed away in
Bonds: The Cul’sir Empire - but not its Emperor. warded crypts by their rivals in the Unspoken shortly before
Flaws: A short fuse and dark anger not entirely his own. the Qabalrin were destroyed. Ostrazyn was one such Shaper
- one of the first vampires, and a subordinate of the Ecliptic
The Comatose Chambers beneath Stormreach were once King. A chance event led to the wards on her coffin breaking,
used by the Cul'sir to imprison political dissidents. Due to freeing her after 40,000 years. One of the first things she
House Kundarak's excavations into the Chambers, a storm learnt was the utter demise of her people. Despondent, but
giant artificer named Antaegus was accidentally released. determined to free them from the Umbra, the vampire now
The giant was imprisoned for defying the orders to end the searches for ways to regain their power whilst battling their
Elven Rebellion with catastrophic force, and holds secrets own inner hopelessness at the state of the new world.
related to both that event - which caused The Shattering -
and the Moonbreaker. Now lost in a different time, Antaegus
is debating whether he should accept the loss of everything
Ralphus ir’Morrin
he knows, or work to restore the Empire that was his home. Murderous Lord of the Hunt* (he/him):
In the meantime, he walks invisibly through Stormreach at
night, trying to learn the state of this new world. Personality: A jovial and blustery mask over a well of
psychopathic addiction to murder.
Iralumin Silversoul Ideals: To become the top Lord of the Hunt, no
matter the means.
Fae'drik Priest* of Silver and Bone (he/him): Bonds: The Lords of the Hunt - his rivals that push him to
greater heights, and give meaning to his existence. Also, aged
Personality: Extraordinarily solemn and brooding, with a Aundairan Blue wine and dreamlily.
heart of gold. Flaws: ir’Morrin is disconnected from reality. He is vain,
Ideals: To never break an oath or promise, and safeguard arrogant, and obsessed with hunting, to the point he may
Shae Tirias Tolai until the day they too are welcomed to the fail to remember people’s names several times after meeting
Queen of the Dead’s embrace. them. This is not helped by the potent narcotics he takes.
Bonds: The ancient duty of their clan, and the ancestral
story of Shae Tirias Tolai passed down to them through the Ralphus ir’Morrin, Thane of the (now-destroyed) Cyran
generations. town of Swoz, is an eminent member of Stormreach’s Lords
Flaws: The fae’drik is painfully long-winded, and speaks in of the Hunt - a group of obsessed nobles and adrenaline
dramatic gothic prose at all times. junkies who go after only the most dangerous of Xen’drik’s
creatures. The noble avoided much of the Last War by
The ruined feyspire of Shae Tirias Tolai is a fabled ruin - a simply leaving Khorvaire altogether, and now spends his days
story of death and mortal greed in every measure. The hunting humanoids outside Stormreach (who are tricked into
haunted halls of the city contain ancient fey magic, lost going there by him). His infamous pre-hunt ritual involves
necromancy, and legendary treasures. Many seek to pillage taking copious amounts of the drug dreamlily, topped up with
these secrets, but the Silversoul clan are there to the blood of tilxin birds - a combination that turns him into
stop them. The fae’drik have an inherited pact an inhuman drugged-up beast. Ralphus has a deep coffer of
with Dolurrh’s Queen of the Dead; in exchange questionable gold, taken from Cyre during the war. He uses
for her blessing, they safeguard the city from this to fund some of the Lords’ comforts in their city lodge.
intruders using a combination of illusion

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Lord Serakari of a major existential crisis about their own continued
existence, with their purpose taken from them when their
Panicking Riedran InspiredERLW (she/her): city was destroyed.
Ideals: To find someone to love them again, and
Personality: Aloof, arrogant, but deeply scared. hopefully fix the mess in Shae Fir. Or find any purpose,
Ideals: To find a new place in a reality that has left her really. Anything.
stranded and alone. Bonds: The lost city of Shae Fir, and their child owner.
Bonds: Her trapped tsucora quori, Kari. Flaws: A naive cluelessness about the state of the world,
Flaws: A life of being a puppet has led to a detachment and the general concept of danger.
from events; Serakari expects something to guide her through
difficulties, but that crutch is now gone. Permanently. Toy Three is an unusual being. The humanoid-sized puppet
- once owned by a giant child in the city of Shae Fir - is
The Inspired Lord Serakari is an Inspired no more. A trip animated by fey magic. During the Shattering, they fell into
to the western jungles of the Skyfall led them to discover a the basement of their house, and passed 40,000 years stuck
Dream Prison* (p.61)... the hard way. After approaching the under a bit of rubble. After a chance moment of freedom,
statue, Serakari’s tscuora quoriERLW was ripped out of them Toy Three has emerged to find their city a fiend-haunted
and imprisoned in the statue - with the Inspired witnessing ruin, their loving family long dead, the world a different
the true appearance of their ‘holy spirit’. Now, entirely free place, and their appearance terrifying to many of the people
and disturbingly alone, the Chosen is doing their best to keep they’ve encountered. It could be worse. Probably. After all,
up appearances in Dar Qat. The psionic trauma of the event they were stuck and now they’re not! Everything’s coming up
has damaged their link to Dal Quor, and it’s uncertain if any Toy Three. Unfortunately, their escape is a small tug on the
quori can possess them at all. Doubting their mission, their threads of fate by Queen Cono'mae, with dire consequences.
entire life’s teachings, and the right course of action, Serakari
is inches from fleeing the city at all costs - and might enlist
the help of anyone willing to help them do so.
Zirajé Gen'yar/Entagha
Giant Ghost Possessing a Drow Adventurer (she/her):
Thenghorai
Personality: Imperious, arrogant, and cunning.
Giant Kalashtar (Cul'sir Somnitect*) (They/them): Ideals: To regain their own giant body - and giant
arcane power.
Personality: Wistful, detached, and dreamy, with a fierce Bonds: The Cul’sir Empire, in all its glory.
intuition for artifice. Flaws: An unfortunate cultural disdain for
Ideals: To restore the moon Crya, and cause the Turning small humanoids.
of the Age once more.
Bonds: Their bonded quori, Orai. Dreamtouched locations linked to the Cul’sir Empire can
Flaws: The nature of their bond means that the giant has have dissociated giant minds trapped within them. These
the subtly alien mannerisms of a kalashtar, and can come psychic remnants were trapped there by the firing of
across as utterly detached. As a result, they are inscrutable and Moonbreaker, and are generally insane after 400,000 years
hard to read - a situation which doesn’t lend itself to trust. of relative time. The most dangerous aren’t. Entagha is one
such case - a bodiless mind who managed to possess a hapless
The giant Thenghorai is the first and last kalashtar of an adventurer. As it turns out, much has changed. They are now
age. They were once part of the lower caste of the Cul’sir doing their best to puppet the frail body of Zirajé Gen'yar
Empire, destined to be trodden on so the elite could reach through the rigors of Blackgrove Refuge, desperately acting
ever higher. The first wave of the quori assault hit their city out that nothing has happened - badly.
first, with Thenghorai taking up their cause over the corrupt
empire that ruled them. During the Dream War, they helped Further Examples:
to combine the oneiromancy of the Cul’sir with the dream • A Banor'drakai dragonhunter who helped to slay the
mastery of the quori, seeking a way to combat the Turning parents of Ketheptis the One-Eyed Crone.
of the Age. It came too late. When the Dreambreaker fired, • A burning Súlatar priest of the Promise Soldiers who
they took a desperate measure to save their closest quori intends to burn Stormreach to the ground.
ally. The giant bound the quori to their soul, saving them • A sahuagin malenti who has taken the place of a Storm
from the Turning of the Age - at a price. Much like an elan, Lord in preparation for a Dominion invasion.
Thenghorai’s lifespan has been massively extended, and • A cloud giant Scrivener of the Sky who has
their innate psionics are powerful. Their mind, however, is accidentally unearthed a valuable arcane secret.
partly submerged in Dal Quor. Now, Thenghorai seeks to • A quori trapped in a DocentERLW now bonded to a
restore Crya and undo the damage of the Moonbreaker, while modern warforged.
fighting the very real nightmares they see around them. • A blue-haired dwarf from Risia acting as an advance
scout for the titan Il'ara's return.
Toy Three • A tiefling of Zel Erakhni born to be prophetically
important, who fled their dark destiny.
Animated Wooden Puppet WarforgedERLW (they/them): • A druid chosen by the land spirit Kwinharin,
who has been infected by Avassh spores.
Personality: Upbeat, because no one likes a sad toy, and
it could be worse! They are also permanently on the brink

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Khorvaire Villains & Xen’drik the Verdant Path keep a constant vigil for incursions, and do
their best to fight a losing battle in the name of their patron.
Belashyrra: The All-Seer is waging war on the
Many villains from Khorvaire have intrinsic reasons to be
Umbragen drow beneath Xen’drik. The reason for the
interested in Xen’drik and its past. The following section
beholderkin assault is entirely unknown; it may be linked
gives reasons and locations for campaign arcs across the
to the emergence of death tyrants from beholders slain by
continent based on the aims of classic Eberron villains.
Umbragen shadow magic. The Umbragen may also be on the
path to a location in Xen’drik that the daelkyr hungers for. An
The Aurum obvious example would be the city of Crux; here, the cyclopes
The gilded fingers of the Aurum can find plenty of built immense scrying facilities to watch over their citizens.
opportunities for profit in the Shattered Continent. The The effect of Belashyrra gaining control of the most advanced
Dragonmarked Houses have a presence in Xen’drik, but it is far-sight apparatus in the Material cannot be overstated.
far from their seat of power, and the Storm Lords are good Dyrrn: The Corruptor has little influence in Xen’drik,
proof that fortune favors the bold. Members of the Aurum tied up as it is with the War Below in the Mror Holds. Some
serve a very vital but useful role in Xen’drik campaigns - as of the daelkyr’s mortal agents have a minor presence in the
unscrupulous businessmen with no ethics, understanding, or ruined Sul’at city of Tharkgun Dhak (p.244), which partly
respect for the land that they are plundering. As such, they subsided into Khyber as a result of the Moonbreaker. Others
are the perfect people to be manipulated by greater powers, have begun seeding cults of yuan-ti and Simeq elves, who
and might fund groups competing with the party. Aurum now seek to perfect their fleshwarping techniques.
schemes might include poaching dream serpents and tilxin Kyrzin: The Bile Lord’s artistry in Xen’drik is a stark
birds, raiding ruins, disrupting Dragonmarked ventures, example of its themes of consumption and change. Rather
establishing trade with Xen’drik cultures, installing a puppet than converting the waters of the Marches into acidic
Storm Lord of their own, or recovering dangerous and corruptions, the daelkyr's influence has risen near the
unknown technology for a quick buck. volcanic Valley of Shadows. There, the agents of the Prince of
Slime have begun corrupting the flowing lava of the Fangs of
Adventure Locations: Throne Gate Ruins, Gundrak’úl, Argarak, granting it sentience and awful will.
Soggin’s Post Orlassk: The Lord of Stone’s silent work is far less
City-States: Cul’sir Empire (Dal Quor), Sul’at League, aggressive than its peers. Orlassk’s agents are interested in
Crux (Daanvi) the silent ruins of Karrakos (p.188), where the stone giants of
Dolurrh carved a thousand ancient graves. There, the medusa
The Daelkyr known as the Stonemason is experimenting with animating
ancient petrified giants, bending them to the Still Lord’s
The Lords of Madness entered Eberron in Khorvaire, service. Soon, the forces of Orlassk may emerge back into
but after being sealed away in Khyber, their reach has Droaam, with an army of eldritch stone giants in tow.
paradoxically grown larger. Since Khyber does not map
Valaara: The Crawling Queen’s obsession with the
geographically to Eberron, their prison demiplanes can be
Overlord known as the Spinner of Shadows (p.155) is a
close to exits to other continents, creating new problems
danger to the world at large. The alien mind of the daelkyr
for the people of Xen’drik in particular. The most urgent
sees the Spinner as a ‘rival queen’ - a hive leader to be
example is the Umbragen drow, who are under attack from
destroyed and subsumed at all costs. As such, an insectoid
the forces of Belashyrra. In Xen’drik, the daelkyr and their
war is being fought between fiend and aberration beneath
servants have much to be interested in, and the following
the Valley of Shadows. If the Spinner loses, their bound
options highlight how they might be included as foes.
avatar may become corrupted by Valaara, and placed under
Interestingly, this can result in very different stories to
its control. The results would be catastrophic. As such, the
Khorvaire; the Crawling Queen is waging war on her ‘rival’,
players might actually be approached by fiends to help, and
the Overlord Zel Erahkni, while the Bile Lord has begun
paid in power and Prophecy if they can help protect reality.
working with molten rock in the Valley of Shadows.
Of the following options, only Belashyrra’s Blind War
against the Umbragen is canon, and all of these can be The Dreaming Dark
removed or ignored with little to no consequence. However, In a sense, the Dreaming Dark was born in Xen’drik, and
they can provide interesting background to regions of the history of quori is inextricably tied to the continent. It
Xen’drik, providing a sense of ‘ongoing events’ beyond the was here that the quori of the previous age invaded, hoping
actions of the players. It is assumed that the impacts of the to escape the Turning of Dal Quor, and it was here that the
daelkyr on Xen’drik are a very recent thing, in line with Moonbreaker was activated, changing the plane for the next
Belashyrra - and the reason for that is completely up to you. 40,000 years. The secrets of the previous Age of the Sea
of Dreams are of immense value to the modern quori, and
Avassh: The lush forests of the Rainwoods are a jewel the Inspired of Sarlona have created an entire bastion city
in the eye of the Twister of Roots. The region’s land spirit to pursue their goals. Dar Qat (p.98), on the south-eastern
embodies verdant plant growth, and the daelkyr would shores of Xen’drik, is the seat of expeditions to recover
do anything to corrupt it to its warped vision of clues about their history, specifically those related to the
vegetation. Kwinharin (p.260) is powerful, but Moonbreaker, repairing the damage to the plane of Dal Quor,
Avassh is a true threat; the agents of the daelkyr seek and preventing the Turning of the Age entirely. Further
to seed the region with alien spores, corrupting information on their history in Xen’drik can be found in the
the land and its spirit with it. The druids of Echoes of the Quori section (p.60).

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Lady Illmarrow
Adventure Locations: Creation Forge ('The Blank
Grove'), The Diaphany, Gran Gol, Throne Gate Ruins The origins of the Mark of Death and the history of the
City-States: Cul’sir Empire (Dal Quor), Zja Aqat (Xoriat), modern elves began in Xen’drik. Erandis Vol has much to
Hekaton (Shavarath) gain from the Shattered Continent, most notably the dark
necromancy of the Qabalrin. The techniques of the line of
Vol were a legacy of Qabalrin refugees, and it is possible
House Cannith that the ritual that turned her into a lich can be found in
The role of Xen’drik’s history in the advancement of House the Ring of Storms. If she can recover the secrets of the
Cannith cannot be understated. It was in Xen’drik that Qabalrin, she may be able to undo her own undead nature,
Cannith found the Creation Forges, the DocentsERLW, and the regaining the full power of her Apex Mark. The Umbra is
first warforged. Their discoveries shaped both the course also a potent plot hook. If Illmarrow can gain access to the
of the Last War and the fates of nations. With the House massive dragonshard, she might be able to use the mass of
now divided, it is Merrix d’Cannith who controls the Brelish souls as a battery, consuming their power in the name of dark
faction, and thus has access to Xen’drik. A new breakthrough ascension. Naturally, a variety of other necromantic secrets
discovery from the Shattered Continent would put him in also lie in Qabal Mordas, including ancient superweapons
good stead to recover the fortunes of the House, becoming and terrifying forms of undead. Perhaps even one designed to
the new Baron. His personal interests are also a major driver; destroy a nation in a cloud of screaming souls…
his father Aaren found inspiration for the warforged in
Xen’drik, and Merrix is said to be funding illicit warforged
activity in Sharn. Furthermore, new warforged can be created
in Xen'drik beyond Khorvaire's laws. As such, he may believe
that the next stage in their development lies in Xen’drik -
along with clues to his father’s disappearance.
Beyond the relics of the quori, the continent is rife with
ancient technology that would be priceless in Cannith’s
hands. A campaign with Cannith as the villains might even
place the party under their employ, sent out to recover works
of artifice. This is an easy group patron and justification to
send the party exploring. Their efforts might be put to use
by Stormreach’s Cult of the Traveler for widespread chaos,
or returned to Sharn, where Merrix might be assembling a
doomsday plan - or even working with the Lord of Blades.

Adventure Locations: Barricade Katta, Creation Forge,


Daomon, Gundrak’ul, Colossus WX-12 “Naphrad”
City-States: Cul’sir Empire (Dal Quor), Sul’at
League, Crux (Daanvi), Genesis Twins (Kythri),
Hekaton (Shavarath)

House Vadalis
The House of Handling has always been one with a
passion for their work, and the flora and fauna of
Xen’drik are a rich hunting ground. The head of their
operations in Stormreach is the secretive Tyris
d’Vadalis - a man surrounded by dark rumors and
hidden motives. The magebreeding techniques
of the Sul’at League and the Esht Primacy are the
House’s dreams made manifest, and the heads of
Foalswood would do anything to possess them,
trial them, and sell the results to the highest bidder.
Tyris makes a great evil patron as a result. The
party might be hired to explore Sul’at ruins and
capture rare animals for hefty sums, all to fuel his
ambitious experiments beneath the compound
of Blackbriar.

Adventure Locations: Barricade Katta, Kwinharin,


Lachni of the Mist, Raiarin
City-States: Sul’at League, Esht Primacy (Lamannia),
Sohl’aran (Irian)

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Beyond the Ring of Storms, a number of other locations
might be of interest to the lich queen. The dead feyspire
Locations & Themes
The following are short lists of locations that suit specific
of Shae Tirias Tolai is the most obvious, where the elves
campaign themes. These are not exhaustive, but intended to
of Eberron first began their story. However, several other
provide quick reference points for GMs planning one-shots
ruined cities provide alternate options for gaining power.
or adventures, or for those with interests in specific genres.
The Dolurrhi city of Karrakos is heavily linked to the
Queen of the Dead, with a library of ancient memories.
It is possible that the memories of Minara Vol are hidden Dungeon-Delving
within, providing a way for Erandis to learn what ritual her • The undercity of Stormreach is an uncharted warren
mother used for her lichdom - as well as the location of her of tunnels and ruins that once formed part of the
phylactery. Other unusual options include Sohl’aran, which Cul’sir Empire’s capital. In the thousands of years since,
specialized in regenerative magic, and the mechanical nation many cities have risen and fallen on the site, forming
of Crux - because, in the end, little beats a mecha-lich. layers of civilization. People from these times still lurk
and battle in the undercity, driven to territorial murder
Adventure Locations: Forget-Me-Dot’s, The Rampart by proximity to the Overlord Sakinnirot. Adventurers
Somber, Shae Tirias Tolai commonly delve into the undercity in search of giant
City-States: Karrakos (Dolurrh), Sohl’aran (Irian), The treasures, but they contend with regions of forgotten
Qabalrin (Mabar) drow, disgraced sahuagin, modern thieves, murderous
thri-kreen, and dark horrors forsaken by the light.
• Qabal Mordas, seat of the Qabalrin, is cloaked from
The Lord of Blades sight by the Ring of Storms. The Qabalrin were the
The true origins of the Warforged lie in Xen’drik, along most powerful necromancers to have ever lived, with
with powerful component items and ancient DocentsERLW. different factions trading for planar treasures, and
The Lords of Blades has much to gain by recovering these forging artifacts of immense power. The city, penned
magic items, as well as those forms of quorcraft created by in by mountains, expanded downwards instead of
the quori. Blades might aim to bring the ancient schema outwards. As a result, its layers descend into Khyber,
for their production back to the Lord’s Creation Forge, with the deepest layers containing the deepest secrets.
where he can use them to produce new forms of warforged Adventurers who reach the Ring will have to contend
with devastating battle potential. Similarly, the advanced with dragonborn guardians, bound fiends, horrific
arcane constructs of the nations of Crux and Grand Ju’qata undead and ancient curses to retrieve what they seek.
are perfect works to replicate for his followers. A more
dangerous path is the hunt for weapons of mass destruction Gothic & Traditional Horror
to use against the Five Nations - a bounty that can be found • The mist-shrouded forests of Dread Lake are home to
in Hekaton and the cities of the Sul’at League. spidery fiends who chitter away beneath silken veils.
The ruined city of Shae Fir lies at their heart, the
Adventure Locations: Barricade Katta, Creation Forge, fairytale buildings now faded and silent. Laughter and
Daomon, Gundrak’ul, Colossus WX-12 “Naphrad” illusions fill the broken streets. Beyond, the Palace of
City-States: Cul’sir Empire, Sul’at League, Crux (Daanvi), Fables is home to memories of pain and misery. The
Genesis Twins (Kythri), Hekaton (Shavarath) six-armed Queen Cono’mae sits atop a broken throne,
weaving suffering with a poisonous smile.
Sul Khatesh • Shae Tirias Tolai was once the feyspire of the dead,
populated by psychopomps who ferried souls to
The Keeper of Secrets, Sul Khatesh, is the Overlord of Dolurrh. Its destruction led to the creation of the elven
forbidden magic and arcane enigmas. Her agents revel in people, and ‘killed’ the story it embodied. However, the
luring arcanists onto dark paths using occult spells and feyspire remains - a haunted fairytale ruin of despair,
research. The main cult of the Overlord is the Court of its broken streets running with blood and dying
Shadows. For them, Xen’drik is a temptation. The cult screams. Shae Tirias Tolai is a very literal tale of gothic
includes mages across Eberron, especially in Aundair, where horror to be experienced first-hand.
the Overlord’s bound form lies. As such, academics from • The undercity of Stormreach is a shadowy maze
Arcanix studying Xen’drik can include these dark agents with of murder. Factions of troglodytic giants, drow, and
the goal of recovering powerful magic in service to their thri-kreen war in the darkness. Their vengeance is
mistress. Unsurprisingly, the giants developed a range of spurred on by secretive fiends, all serving the Overlord
devastating spells and magic items, any of which could throw Sakinnirot far beneath the city. Flooded tunnels,
nations into chaos; the Grand Pyroclast* used to siege the city cramped conditions, and tense silence abound.
of Stormreach is one such example. A Sul Khatesh campaign
might begin with the party racing to recover such an item,
Noir/Intrigue
then returning it to Khorvaire, where the Court of Shadows
• Stormreach is a hotbed of political tension; factions
plans to use it to restart the Last War.
vie for control of territory, money, and power, from
the lowest street thugs to the Storm Lords themselves.
Adventure Locations: Barricade Katta, Daomon,
Adventurers might find themselves embroiled, or start
Shae Tirias Tolai
as the lowly street thugs themselves, and work their
City-States: Cul’sir Empire, Sul’at League,
way up to social dominance. Many of these factions
Genesis Twins (Kythri), Hekaton (Shavarath)
have international or supernatural ties. The campaign

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can progress to exploring their larger-scale aims • Some locations in Xen’drik are ‘dreamtouched’.
(which might include leveling Stormreach itself). Creatures that fall asleep there are transported to the
• The cloud city of Kul Lerek is home to sparring same stable dreamspace, often maintained by ancient
merchant guilds, bound together by the Winged Cul’sir machinery. Dreamtouched locales are insidious;
League. Each guild competes for status and profit, with their threat is invisible until it’s too late. Their
merchants forming rivalries and alliances in pursuit dreamscapes are often damaged due to the state of Dal
of prestige. This leads to all manner of underhanded Quor, with disembodied giant minds seeking bodies
schemes. The Skylark mafia of the city are also for to possess. As a result, they're perfect for creepy and
hire, whether that means forging items, delivering surreal dream adventures. A prime example would be
contraband, or providing tools for a bit of light theft. the Throne Gate Ruins near Stormreach.
Players might be merchants themselves, and become
immersed in the web of shady deals, or find that an Western
item they need is the focus of a massive guild war. • Zantashk is a classic frontier town. Prospectors and
• Dar Qat is a city of dystopian tyranny. The Inspired, adventurers hoping to make their fortune use the town
puppeteered by their quori masters, are searching as a base, employed by House Tharashk through the
Xen’drik for the secrets of their past. Meanwhile, they town’s Reeve. Surviving in Xen’drik’s jungles requires
exploit indoctrinated goliaths for labor. Some goliaths grit and resolve (as well as Aunty’s moonshine). A
- the Kaladrik - have formed a revolutionary cell, party can take on freelance contracts, explore the local
aiming to earn freedom for their people. They walk a region, communicate with nearby people, and help to
perilous path. Any captured guerillas will be psionically develop (and likely defend) the town.
interrogated and ‘disappeared’. A party infiltrating
Dar Qat might seek the help of the Kaladrik to defy Whimsical Exploration
the Inspired. Doing so might involve the city’s new • Pylas Taraelya - the Feyspire of Wonder - is built on
hanbalani altas self-destructing, before the Inspired the back of a massive whale, and swims through the
can build a teleportation circle to Riedra. With over 700 oceans of Eberron. The Siren of Song commands the
Chosen ready and waiting, an all-out fight in Dar Qat city with the grace of an archfey. Her beauty is quite
is suicide; cloak-and-dagger is the name of the game. literally the stuff of fairytales. Beyond its whimsical
impossibility, Pylas Taraelya is home to talking fish,
Pulp Fantasy heroic triton, and cackling sea hags - the perfect
• The City of Starfire - Bazek Mohl - is a classic location for some Thelanis adventures.
bastion of Good, but one that is slowly fading away. • Kul Lerek is a fantastical city that floats through the
Its grand starshards and divinity are traditionally high sky on a bed of clouds. Since it moves in a direction
fantasy, with access to a variety of locations around of the GM’s choice, it can be used to justify low-
central Xen’drik. Ancient prophecies can be learned, stakes exploration across the continent. The city’s
divine weapons forged, and champions born anew. Winged League also allows a party to set-up their own
• The ancient Lamannian city of Eshtarnak is a business, for campaigns that wish to go for a more
classical ruin, drenched in overgrown forest, filled cozy and domestic vibe.
with lurking monsters, and ruled by a dragon in a • The southern Rainwoods are home to a powerful
treasure-filled tower. The primal city is shadowed by land spirit whose presence creates an abundance
a spine several miles in length, from which countless of plant life. Kwinharin, the Sister of Spring, is the
hunters’ trophies hang. This is where the raw power of Rainwoods just as the Rainwoods is she, and the
the giants is shown best - and where a party may find forests bloom with rainbow flowers, dripping moss,
themselves roaming on the wild side. and ancient trees. However, the primeval jungle is
• The otherworldly city of Zja Aqat is hidden by the under threat from the rotten forces of the daelkyr
sands of the Menechtarun. Floating districts of curving Avassh, with druids struggling to drive off its servants
white shell orbit around a massive needle monument. - the perfect place for a party to be heroes of the hour.
Beneath it lies the Concateny - a psionic god-mind of
vast power. The Xoriat giants of Zja Aqat explored Swashbuckling
alternate realities, the stars, and the Astral Plane. • The Thunder Sea has a long history of piracy, going
To do so, they created countless portals, many of back a thousand years. The region is a nexus for trade,
which still spew aberrations into the world. Now, the with ships passing through the Principalities to reach
githyanki and Inspired seek to plunder its alien secrets. the southern ports of Sharn, Seaside, and Trolanport.
Historically, pirates battled with House Lyrandar and
Surreal & Eldritch Horror raided the treasure-laden ships heading from Dar Qat.
• The Lurker in Shadows and its aboleth servants Since the official founding of Stormreach (formerly a
dwell in the deepest reaches of the Thunder Sea. pirate colony), the attacks on Dar Qat have halted, but
They command countless lesser horrors that slither the riches traveling through from Xen'drik to Sharn
aboard ships to sow paranoid terror. The epicenter remain. There’s plenty of opportunity for a plucky
is the Trench of the Void - known to the aboleths as crew, but there are powers moving beneath
Verash Sakhara. The plans of the aboleths are alien the waves. The Eternal Dominion dreams of
and disturbing - they will not stop until their master is conquest, while the servants of the Lurker
freed, and captured sailors are the perfect material. infect and corrupt - a brewing storm to
throw a party into…

CHAPTER 14 | GAME
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Name Tables Plant Names
1 Olarune’s Tears
Giant Names 2 Copperleaf Vine
1 Omun 3 Lily-of-the-Glory
2 Huldhak 4 Sohl’arae Leaf
3 Suro 5 Spit Corn
4 Prax’mir 6 Hantar Berries
5 Ourané 7 Garrotte Pine
Keltavia 8 Shadowbirch
6
7 Pragha 9 Tilxin Orchid
8 Aqator 10 Titan Iris
9 Ru’sen
10 Kolserak Animal Names
1 Orisi
Drow Names 2 Hanten Zel
1 Curra Geléma 3 Wraith Bear
2 Ghirra Kúlaj 4 Om’nataru
3 Kaxar Tokazz 5 Monkey Spiders
4 Solé Xar'cha 6 Griffon Moths
5 Xan'torra Zay'at 7 Vulkoorin
6 Xu'sasar Ké’yar 8 Dowron’s Deer
7 Ad’rúl Torkak 9 Chaos Toads
8 Holúar Xiv'inn 10 Ik’chit-ka
9 Ek'ann Gen'thac
10 Kirris Kulikoor Region Names
1 Goldwood Fen
Thri-kreen Names 2 Dowron’s Fist
1 Rik’til 3 The Strait of Eku’mada
2 Chatka 4 The Tar Wastes
3 Rek-tak Gurk’ashi Mesa
5
4 Ik-chalki Banyan’s Reach
6
5 Thak’trin 7 Spearfall Mount
6 Pik’chkit 8 Rowa’s Ribbon
7 Kacht 9 The Lake of Stolen Dreams
8 Ikcht’tril 10 The Swamp of the Raptor
9 Chit’il
10 Chel’ki Giant Ruin Names
Khorvairan Names 1 Sirris Loft
2 Cor’dranu
1 Joraine ir’Thavar Neis’enda
3
2 Rek Jesper City of Indigo Shadows
4
3 Juria Nineoaks
5 Mel Targun
4 Oniver of Sigilstar
6 Qan-Kohor
5 Kollser ir’Tonn Suro San
7
6 Serra d’Cannith 8 Xel’dhak
7 Kostoc of the Ram 9 Gohlgir
8 Lyra Coppershield The Weeping Spires
10
9 Taeras Melideth
10 Amnor Keldorak
Dungeon Names
Town Names 1 The Tower of Addis-Ro
1 Tohr'takt 2 Titan’s Tomb
2 Westerlane 3 Sohl’ara’s Lighthouse
3 Ironleaf 4 The Dawncrypt
4 Dredger's Deep 5 Basalt Gate
5 Ko Saba 6 Crux Border Outpost Eka-5
6 Xiva's Reach 7 Fort Dreiha
7 Ombr 8 Ik’rusen Crater
8 Shae Teriador 9 Mistwood Hollow
9 Zuka Ru'mos 10 The Caverns of the Crystal Moon
10 Sahasha

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Quest Framework Summaries
Trader of the Frost Lark - Level 3-8 - Kul Lerek
While the party are relaxing in the city of Kul Lerek, they

Frameworks
become embroiled in a battle with frozen ghosts, who attack
a nearby goliath trader. The trader has unknowingly bought a
relic containing the vengeful soul of a frost giant, and asks for
their help to exorcize the spirit before its anguish brings ruin
to everyone around.
With so many competing factions, secrets to find, and
places to explore, it can be hard to choose where to begin The Templar of Bloom - Level 4-8 - Tempest's Spine
in Xen’drik. The following are example adventures meant An act of environmental sabotage has put a powerful giant
to highlight the breadth of possibilities in the Shattered druid on the warpath. The players must defeat the druid, or
Continent. Each is a simple framework that can be used as-is convince them to stop their assault, before they destroy the
for a quest, one-shot, or campaign starter. The frameworks frontier town of Zantashk in a tide of surging plantlife.
span Xen’drik, with each focusing on a different location and
enemy faction. Additionally, each features suggested enemies The Past Blockade - Level 5-12 - Phoenix Basin
of a certain level range, ensuring flexibility for different The Battalion of Basalt Towers is closing in on an ancient
parties. It is fully intended for each of these frameworks to be Sul’at artillery fortress half-sunken into the Phoenix Basin.
tweaked and altered as needed by a GM - even if that means It’s up to the party to breach the Barricade Katta and reach
relocating them across the continent! Every framework its control room before the evil fire giants can use it to rain
includes the following components: destruction on their foes.
Summary. a brief description of the adventure and the
threats players can expect to face, which can be shared in Kingdom of the Crysteel Skull - Level 3-8 - Menechtarun
advance if the framework is to be used for a one-shot. Scouts from the Unity of Riedra have discovered a fortress
Hooks. simple ways to introduce the party to the adventure, built by the quori in the Menechtarun desert. The party,
including other groups that may give them the task, or summoned by a call for help in their dreams, are guided
situations that might lead to their involvement. there to assist before it‘s too late. Trapped in the heart of
Adventure. The rough course of the adventure, divided the fortress is a quori from the previous Age of Dal Quor,
into sections with their own scenes and challenges. Those and they are desperate to be saved from the clutches of their
with encounters include a range of example monsters with evil modern kin.
different challenge levels, allowing a GM to choose those
appropriate for their party. The Vial of Ecstasy - Level 2-5 - Stormreach
Rewards. Examples of thematic treasures, favors, or other A Stormreach gang is spreading a potent new drug on the
rewards that the party might obtain by completing the quest. streets, made from the blood of endangered tilxin birds. A tip-
Continuation: Ways of expanding the framework into a off about a secret deal leads the party to one of their members.
full arc or campaign, depending on success or failure. A quick chase and convincing words yields the base of their
Adaption. Examples of how the quest can be moved to a operations, which the party can stop for good.
different locale without requiring any major changes.

CHAPTER 4 | ALLIES & ENEMIES


INTRODUCTION
31
Trader of the Frost Lark is a quiet space for peace, meditation, and study. Songsilver
ornamentations and the calm gray color of the building have
Level 3-8 given it its name. The head of the temple is the venerable
fire giant Jasmehn Emboldened [fire giant*]. The priest
A cloud goliath trader has received more than they can quickly identify the undead nature of the Frost Lark, and
bargained for, after buying a giant relic from some slapdash immediately takes the party to a separate ritual chamber to
adventurers. The crystal songbird, carved from pure Risian avoid any threat to the other people in the temple during the
ice, is a rare construct from the famed city of Ix Il’ar. During necessary rite of exorcism. Though she is willing to help, she
the Shattering, the soul of a giant came to rest within the is irritated at the foolishness of Ji’ada and whoever stole the
construct, which awakened when the adventurers stole it Lark from Ix Il’ar, and will be reluctant to offer any additional
from its resting place. Now, the race is on to free the trapped help without a successful Charisma ability check.
wraith before its keening dirge summons lost souls and giant Exorcism Rite. The rite requires Jasmehn to spend
ghosts to destroy those who would disturb its slumber. three rounds in concentration, banishing the undead spirit
within the Frost Lark. The task of the party is to defend
Hooks her and draw the aggression of the ghosts that the Lark
will summon in its fury. At the beginning of every round,
• The party are strolling through the streets of Kul Lerek
undead spirits are drawn to the haunting call of the Frost
or another settlement when the temperature plunges;
Lark, and seek to harm Jasmehn and the party [1 specter
suddenly, they and a goliath walking by are assaulted
and 1 shadow - CR2 each round/1 ghost each round - CR4
by manifesting ghosts, as snow begins to fall from a
each round/1 gallows speakerVRGR - CR6 each round].
cloudless sky. After the battle, the goliath hires them to
Whenever Jasmehn (who cannot take other actions during
help defuse the threat they are carrying.
the ritual) takes damage, she must succeed on a DC 15
• The party might plan to meet the goliath merchant
Constitution saving throw to maintain the ritual. On a
Ji’ada for the standard services of the Winged League, or
failure, that round of the ritual is wasted, requiring another
information on Ix Il’ar, when they become caught up in
successful round for the rite to be completed. When Jasmehn
her latest purchase.
completes the rite, all enemies summoned are banished
instantly, ending the fight.
Adventure
Spectral Surpise. As the party relaxes or walks the Rewards
streets of Kul Lerek, the most perceptive among them notices • Ji’ada might give the Frost Lark to the players as thanks
that snow is beginning to fall in an oddly localized area for their help. The Frost Lark might be a valuable piece
around them. Moments later, the temperature plunges, as of giant artistry worth hundreds of gold, a Wondrous
a ghoulish keening cry fills the air. A nearby cloud goliath Figurine (Silver Raven), or a special construct familiar that
merchant - Ji’ada Mistwalker [spy stat block with cold can be attuned to by a character.
resistance] - is the epicenter of the sound. Ji';ada noticeably • Alternatively, Ji’ada might offer gold to the players, and
panics, and drops their pack before backing away in the a favor owed. As a member of the Prav Consortium
direction of the player characters. Seconds later, the falling merchant guild, Ji’ada can act as a courier for the players,
snow turns into swirling ghosts, who attack Ji’ada and the arrange aerial transport for them across Xen’drik, or hire
party indiscriminately [2 specters - Combined CR3/wraith for them further quests.
- CR5/coldlight pyre* - CR8].
Time for Explanation. If Ji’ada survives, she thanks
the players, and asks them urgently to help her exorcize the
Continuation
cause of the problem - the beautiful but apparently cursed Having proven themselves capable fighters, Ji’ada might offer
Frost Lark in her pack. She has no idea if the party will work to the party regarding different profitable ventures
continue to be attacked by ghosts if they don’t help, but will across Xen’drik. In this role, she can act as a group patron
happily pay them for their assistance in doing so, and fending from the Winged League, specifically the cloud goliath Prav
off any other ghosts in the meantime. She believes that the Consortium. This is an easy and natural setup for adventures
priests of the Silver Flame at Skysilver Temple will be able across Xen’drik, and allows the party to choose between
to remove whatever undeath lies upon it. If she is killed, the different ‘guild postings’. It is also possible to link the Frost
party will be able to see the glowing Frost Lark in her bag; a Lark back to the city of Ix Il’ar. If Ji’ada offers the Lark to the
successful Intelligence (Arcana) or (Religion) check can tell party as a reward, they might be approached by an unusual
that there is an undead soul trapped within the construct, and dwarf seeking to buy - or steal - the Lark from them. This
that the keening sound they heard earlier was the soul calling scout from the Children of Il’ara might lead the players into
for revenge on those who have disturbed it. If so, Ji’ada might the situation surrounding the titan of Risia’s return, as well as
have scribbled notes on how she was planning to solve the the haunted ruins of frozen Ix Il’ar.
problem that can guide the players, or they can simply be
left to solve the issue as needed. It is also possible that some Adaptation
members of the Zephyr Guard show up at the scene, and
escort the players to Skysilver Temple immediately. • This adventure can be adapted for Zantashk or
Stormreach by replacing the Frost Lark with a Qabalrin
Skysilver Temple. The main temple for the
artifact; instead of a giant soul, it’s an ancient elven one.
Torch of Progress lies in the western district of
In this case, it might require a priest of the Sovereign
Zjaronfall. The humble but sizable temple
Host in Zantashk performing a hasty exorcism ritual.

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The Templar of Bloom succeed on a DC 13 Strength saving throw or be restrained by
plants until the end of their next turn.
Level 4 - 8 Breaching the Vines. After heading deeper towards
the approaching source of the disturbance, the party find a
Zantashk is in dire peril. An act of careless environmental circular wall of vines and woven trees that surround Ul’kars
vandalism has enraged a powerful druid of the Verdant the Rooted as they perform a ritual to empower themselves
Path - Ul’kars the Rooted. They now march to sweep the with the aid of the local land spirits. The wall is 30 feet high,
town away in a wave of surging plant life. As Ul’kars travels and a creature climbing the wall takes 1d6 piercing damage
towards Zantashk, they are communing with the spirits of for every 5 feet they climb. The party must decide how they
the land, gathering ever greater primal power as they go. The wish to pass through. Options might include:
party, caught up in the conflict, has no choice. If they cannot • A character with primal ties convincing the plants to
convince the druid to stop, forge a peace deal, or subdue let them through.
them for good, Zantashk will be yet another colony wiped • Using athletics to climb into the surrounding trees,
off the map. then rappelling down on the other side.
• Covering the thorns on the wall to climb over safely.
Hooks • Burning away some of the thorns (although this
carries the risk of angering Ul’kars and turning them
• The party are actually the ones who committed
against the party).
the vandalism without realizing, and the fallout
from a previous quest or adventure has come back Meeting Ul’kars. Beyond the vines, the common
to bite them! giant* Ul’kars sits in contemplation at the center of a
• Traveling to Zantashk, the party stumble upon a 50-foot-radius glade in the forest. They are conducting a
heavily injured and poisoned orc miner - the last ritual to gather power before moving forward to attack
surviving member of the group who angered the Zantashk. Should they succeed, their call to the primal powers
druid. They desperately ask for help to return to of Xen’drik will allow them to cast storm of vengeance once,
Zantashk so they can warn the town, and explain that laying waste to the town and many of the civilians there.
their group was slaughtered by the druid and their Once the storm ends, the region will be affected as though by
plant creatures. the spell plant growth, causing the rainforest to overtake the
• The party are asked by local people to stop the druid ruins. The players can fight Ul’kars, who will fight in anger
without killing them, as their uncontrolled rage is [Common Giant Rushugan* - CR 6/Ordinas* - CR 8], or
driving the land into a frenzy and putting others in the convince them that the damage was caused in ignorance, and
area at risk. They despise what the people of Zantashk that the town will work with them to make things right.
have done, but understand it was done in ignorance, so Doing so requires two successful Persuasion or Deception
believe a truce can be reached. checks, or other sincere proof of good faith. If only one
succeeds, the giant demands that the head of the town -
Reeve Velderan - accompany them personally to the damaged
What did they do? site to make amends (who will require his own persuading
The crime committed by the people of Zantashk can be to do something so risky), and also asks that Zantashk never
tweaked to suit the story, but might include acts such as: again sends people to the region on pain of death. If both
• Cutting down an ancient tree for lumber that was succeed, the giant is willing to halt their march, and wait
home to a revered land spirit. for a diplomat from Zantashk to arrive with proof of their
• Damming a river to divert it to a dragonshard mine, willingness to make things right. In the event of a fight, the
causing a region of forest to wither and die. giant is not willing to fight to the death. If they are under
• Polluting a region of forest with mine run-off. 1/3rd of their maximum hit points on their turn, they will
• The accidental destruction of a stone seal that was attempt to flee through the wall of plants around the glade,
binding a fiend of Sakinnirot or Kharna Rayva. which will open for them but not the party. In this case, the
• Accidentally opening a passage to Khyber by digging giant may seek help from Verdant Path or Rushemé druids.
for dragonshards, leading to the spores of the daelkyr
Avassh infecting an entire region of forest - a region Rewards
that the druids had to burn.
• If the party can form a truce with Ul’kars, and
convince them that Zantashk will restore the damage
Adventure done, the druid might teach spells such as spirit of the
Through the Forest. Heading in the direction of scorpion* or spirit of the displacer beast* to any primal
Ul’kars, the party finds the rainforest noticeably disturbed and practitioners in the party.
energetic. The character with the highest passive Perception • If the party defeat Ul’kars, they can take the druid’s
in the party notices that some plants are visibly growing and staff, which might be a Staff of the Woodlands or Bell
blooming. Characters who are primal practitioners can subtly BranchTCoE. Their pouch might also contain potent
feel the flowing anger in the land around them. In a forest salves and tinctures, such as Keoghtom’s Ointment.
clearing, with patches of bushes acting as difficult terrain, the • The party might receive a sizable reward from
party are attacked by plant creatures that animate from the the Reeve of Zantashk, ranging from a large
surrounding forest [3 needle blights + 2 vine blights - CR amount of gold, to permanent lodging
3/shambling mound - CR 5/treant - CR 9]. On initiative in the town, as well as free drinks at
count 20, the party member with the highest hit points must Auntie’s tavern.

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Continuation The Past Blockade
The damage caused by the prospectors might be more than Level 5-12
simply environmental. The cause of the druid’s fury may
be that they broke a seal binding a fiend of Sakinnirot, or The Sul’at fire giants created many military outposts
another supernatural entity, which is now free to wreak between them and the Cul’sir Empire, safeguarding from
havoc. This can link perfectly to the situation at Darkfire attack. Armed with powerful artillery, and fueled by bound
Crater - or even have caused the eruption that freed so creatures, these outposts were put into action during the
many fiends. As such, Ul’kars attacking the town may be the Shattering. One flying fortress - Barricade Katta - lies half-
precursor for much worse things to follow. The druid may sunken in the Phoenix Basin, the ocean boiling with its heat.
even enlist the party (having proven themselves capable) to Now, the Battalion of Basalt Towers has concocted a plan to
work with them to investigate Darkfire Crater, and reseal raid the Barricade for weapons, and intends to burn anything
the fiends once bound there. Reeve Velderan may also do - or anyone - in their way. Whoever can reach the center of
the same, or task the party with another quest on behalf of the Barricade first can control the bound fiend that powers
House Tharashk. the fortress, as well as the terrifying weaponry it powers.
More details on the Barricade Katta can be found in the
Adaptation Adventure Locations chapter on p.251.
• This adventure can be adapted for Stormreach by
replacing Ul’kars with the awakened roc Kraa’ark Hooks
Lors*, who lairs in a cloud castle to the north of • The Battalion of Basalt Towers are anything but
the city. The roc is a grander threat to match the stealthy. The party might be on their trail after previous
greater defenses of the port, and suitable for a Tier encounters, or be tasked with investigating their
3 adventure. activities around the Barricade, which is far from their
• For a much different flavor, Ul’kars can be made into usual territory.
a cultist or corrupted druid of the daelkyr Avassh, • The weakening binding of the fiend at the center of the
the Twister of Roots. In this case, the giant may be Barricade is a looming threat for the local Simeq elves of
unwilling to destroy Zantashk, but controlled like a the Phoenix Basin, as well as the Vulkoorí drow of the
puppet by their master. If so, the party may be able to Skyfall Peninsula. They might ask the party to neutralize
save them by purifying the alien roots pulling their the threat, or destroy the Barricade before the Battalion
strings, earning them a powerful ally. can use it as a weapon.

Adventure
Boiling Seas. The Barricade lies roughly 300 feet
from the shore of the Skyfall Peninsula, resting tilted on the
shallow sands. The heat radiating from the broken fortress
causes the sea for 200 feet around it to boil and steam. A
character without resistance to fire damage that touches
the water takes 1d8 fire damage at the start of each round.
The Battalion of Basalt Towers, unfortunately, do not have
to worry. The fire giants* and pyreheart goliaths* are
immune, though wading through the shallow waters is
immensely distasteful for them. As a result, reaching the
Barricade is an interesting challenge for the party, especially
if members of the Battalion of Basalt Towers are camped
on the shores. For lower-level parties, the water can simply
be deep enough that fire giants cannot reach the Barricade,
but Battalion goliaths can use small boats and other craft.
This means that characters won’t have to face the full giant
strength of the Battalion while inside the Barricade. A
party might cross the boiling ocean by building a raft, the
spell water walking (with appropriate footwear) or other
reasonable solutions.
Bloodglass Halls. The Barricade itself is a roughly
disc-shaped emplacement formed from the smooth Sul’at
obsidian known as bloodglass. Several large cracks in the
walls of the dark Barricade allow entrance to the interior,
with massive arcane staves and other Sul’at artillery poking
out of various portholes. The damage to the fortress is
entirely dependent on the level of the party. For lower-level
parties, it is appropriate to say that most traps and guard
beasts were destroyed by the dragons when the Barricade

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fell. Stronger parties may need more encounters and traps waste, and must travel to Stormreach as quickly as possible to
to drain their resources. Example traps include powerful rally the defense.
evocation glyphs of warding trained on non-Sul’at personnel, If the players instead win control of the fortress, they will
fire elementals bound within the bloodglass that can melt have earned the Battalion’s ire, and gained themselves a very
walls and floors into shape to drop people into the boiling dangerous (but valuable weapon). The question will loom
ocean, and blocks of Risian ice containing comatose war of what to do with the Barricade. Do they free the fiend that
beasts that can melt in response to intruders [chimera - CR powers it, and deactivate it for good, while releasing an evil
6/ pyrohydra* - CR 9/dracohydraFTD - CR 11]. Bound into the world? Or, do they try to use the Barricade for their
fire elemental myrmidons might also patrol the halls, own purposes?
looking for things to burn.
Control Chamber. The very center of the Adaptation
Barricade is the control room, from where the head Sul’at
Thaumaturge* operated the entire fortress. The room • This adventure can be altered for any location in and
is dominated by a massive elemental matrix containing around the Valley of Shadows, where Sul’at fortifications
the bound horned devil Kratu Enkor. Before it lies the were built. This can make sense for adventures based in
Barricade’s arcane control array. A character attuned to the eastern or central Xen’drik.
array can choose to channel the devil’s energy to empower
the exterior weapons, or use it to cast meteor swarm once per
day. This knowledge can be understood with a successful Kingdom of the Crysteel Skull
hard Intelligence (Arcana) check. However, the damage from Level 3-8
the dragons has partially damaged the binding. It is the devil’s
fury causing the ocean to boil; using it to cast meteor swarm During the Dream War, the quori built Hourglass Keep
destroys the binding, freeing the devil to do as it will. As the in the deserts of the Menechtarun, far from the war front
party enter the circular 90ft-diameter chamber, they will be with the Cul’sir Empire. There, they conducted urgent
met by a party sent from the Battalion, who are examining experiments into binding themselves to the Material Plane,
the control array - and quickly move to engage [pyreheart producing the first DocentsERLW. Their success came too late.
goliath* + 3 summoned azer - CR 6/fire giant* + hell The Moonbreaker's firing tore them from the Material
hound - CR 11/Basalt Battalion soldier* + 2 pyreheart and back into Dal Quor, leaving behind their fortress to be
goliaths - roughly CR 15]. Should the party succeed, they swallowed by the shifting sands. However, the quori did
may be tempted to use the fortress's weapons on the Battalion ultimately succeed in their goal. At the heart of the keep is
members waiting on the shore. Should they fail, the Battalion an experimental headpiece formed from crysteel, designed
has gained a truly dire weapon. to be integrated by a warforged ...and inside that headpiece,
is the bound quori Bahrassia. Scouts from the bastion of Dar
Rewards Qat felt the psychic echoes of the fortress, and are racing to
uncover its secrets for their Inspired masters.
• The dead Sul’at giants inside the Barricade might wield
tools imbued with the elements. Many will have bindings
that were broken during the Shattering, but a lucky party Hooks
might find a resizing Flame Tongue Longsword or Cloak of • The party are traveling through the desert when they
the Tides*. Broken weapons and armaments might also feel a psychic echo calling them, enlisting their help.
contain Khyber dragonshards with elementals still bound The message might also arrive in the form of a pleasant
inside them, which an enterprising party can carefully dream, with an ethereal figure made of light begging
retrieve to forge their own items later on. for their aid. They might also be attacked by Riedrans
• For higher-level parties, the Barricade itself may be a seeking to kill them to remove competition for the
stunning and thematic reward. Although slow, derelict, Keep's secrets.
and still quite dangerous, a party that seizes the control • The party are contacted by a group of note in the
room can actually fly the Barricade once more, providing Menechtarun, such as the Sunheart druids, or thri’kreen
a mobile base for adventure. The weapons platform is ‘Psions of Revival’. They wish to borrow the party’s
definitely a fixer-upper though, and such a party might power to enter the fortress as an elite unit, while they
have to go on various sidequests and pay a fair amount of hold off any approaching forces from Dar Qat.
gold to restore it to its former glory and capability. Given
time, the Barricade might become an adventuring guild Adventure
of its own, with flying traders and local tau’Xen stopping
by to trade news and barter goods. Desert Journey. Reaching the quori stronghold might
require a short journey through the desert sands, with the
Continuation length up to the GM (or the character's navigation skills). The
stronghold lies at the center of a large dreamblight - a zone
If the Battalion drives away the players and seizes the of mundane weirdness formed when the Dal Quor manifest
Barricade, they have gained a terrible (if slow) weapon with zone here was stripped away. Detailed information
the potential to rain destruction down on nearby cities. The on dreamblights can be found on p.54. Journeying
party is now in a different race against time. If the fire giants through this area, known as the Slumbering Sands,
can fly the Barricade to Stormreach, they may be able to can have adverse effects on those who dream
meteor swarm the city once more. The party has no time to within, as well as side effects for dream-linked

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beings such as thri-kreen and kalashtar. In particular, the Rewards
zone prevents quori from possessing Inspired there (due to
it being anathema to their very being), thus requiring more • The Crysteel Skull itself is a unique item. It can be
mundane Riedran soldiers to infiltrate. The party may have to given stats to suit a warforged member of the party, be
deal with dream-tainted horrors, manifested nightmares such represented with a sentient Defense of the Makers*, or
as sorrowsworn or stone-cursed, or roaming Quorforged have the combined abilities of a Defense of the Makers*
sentries such as warforged soldiersERLW. and a DocentERLW.
Hourglass Keep. The Keep itself is formed from • The workshops of the upper Keep might contain
smooth curving surfaces of self-repairing crystal and sentira. any number of experimental warforged components,
The materials are opalescent, and appear like natural shell. ranging from ArmbladesERLW that deal psychic damage, to
A 50-foot wall (tall enough to fend off giants) surrounds Behemoth Belts*.
the perimeter. Since the quori were capable of flight, the
Keep has little in the way of stairs, except for those made Continuation
for Quorforged guardians. Important rooms can have 50- • Bahrassia has incalculable value to the Inspired, who will
foot vertical shafts connecting them, with no easy way up. likely go to any length to take the quori from the players.
Keyless doors still block some rooms; intending to open This conflict may result in one of the powerful Inspired
the doors causes them to do so on their own. The halls of lords personally tracking down the players, or their quori
Hourglass Keep are still patrolled by disturbing psionic harassing the party in their dreams.
remnants and construct guardians made from metal and • The depth of Bahrassia’s knowledge is entirely up to the
sentira [iron defenderERLW - CR 1/duergar hammer GM. The quori may know the location of other trapped
- CR 3/lost sorrowsworn - CR 7], as well as (potentially) comrades, clues to the epicenter of the Moonbreaker,
Riedran scouts and soldiers [scout - CR 1/2/soldier - CR how the Turning of the Age occurred, or possess
1/2/oni - CR5] knowledge on powerful Quori artifacts.
Skull Summit. The very top of the Keep is a circular
command room with breathtaking views of the surrounding
desert. This was once the core workshop of the keep, and
Adaptation
contains a multitude of experimental Quorforged designs and • This adventure is easy to rework for the Skyfall
components. At its center is a table with the Crysteel Skull - Peninsula, with the Riedran ambassador to Stormreach
the unique item containing the quori Bahrassia. The quori - Lord Katanavash - sending the party to explore the
can reach out psionically to nearby creatures to guide them quori ruins (or sending Riedrans to oppose them). In
through the fortress, with a range that can be decided by the this case, as long as the party possess the Crysteel Skull,
GM. The room has two entrances; as the party arrives, they they will be targeted by Lord Katanavash, who will be
come face to face with the Riedran leader of this expedition, driven to obtain the relic by any means. However, the
who may attempt to capture them alive to bring them back to mere presence of the Skull may have a dangerous effect
Dar Qat for psychic interrogation [martial arts adept - CR on the anti-quori defenses built by the Cul'sir around
3/duergar warlord (flavored as a human psion) - CR 6]. the Skyfall Peninsula - including beneath the streets of
Stormreach itself.
Vial of Ecstasy warehouse is easy due to its derelict state, but the windows
and hatches are rigged with simple alarm bells on strings.
Level 2-5 The side door is bolted and guarded by a thug, who will only
allow people in if they whisper the password ‘tropics’. In total,
A Stormreach gang - The Featherweights - is funding the 6 other members of the Featherweights are working in the
poaching of rare tilxin birds, then killing them to produce the warehouse; 4 [2 thugs and 2 thieves - CR 2] are carefully
addictive drug Haste. Their operation is driving the beautiful killing the tilxin birds in the center of the main floor. A large
birds to extinction, and local people are furious. Poachers are trapdoor in the corner leads to a basement office, where their
turning up dead, and tensions are rising. The party are tasked leader - the dwarf Mahler Dalronak - oversees the alchemist
with taking down the Featherweights. To do so, they must [magewrightERLW] who mixes the drug together. The group
catch one of their elusive members, convince them to give up in the main floor are not prepared for a fight unless Jiraen
the location of their hide-out, then storm the place in search escaped, and can easily be taken by surprise. After 2 rounds
of their leader - with haste. of fighting, Mahler himself sprints up [spy - CR 1/bandit
captain - CR 2/master thief - CR 5], having taken a swig
Hooks of Haste. This grants the standard effects of the spell, but also
gives him disadvantage on Dexterity and Wisdom saving
• The party might be asked by a notable community figure throws. The other members of the gang are too scared to
(or gang leader) to investigate the source of a new drug drink it, as it means taking away from the group’s profits.
that’s affecting members of their community. They
might also wish to weaken the profits of whichever
group the Featherweights are working under. Rewards
• A party working against the Lords of the Hunt might • A character who frees a tilxin* bird delivered to the
seek to cut off their supply of Haste, which makes group and befriends it with a successful Animal Handling
them significantly more threatening in battle. Taking check might gain it as a pet or familiar.
out the Featherweights not only weakens the Lords, • The warehouse contains 3 completed vials of Haste.
but might also have repercussions for those with They act as Potions of Speed, but the user must succeed
addictions to Haste. on a DC 10 Constitution saving throw or become
non-magically cursed with addiction once the haste
Adventure effect ends. A character immune to being poisoned
cannot become cursed in this way. While cursed by this
Featherweight Flight. The party are given a tip-off addiction, you have disadvantage on all Dexterity checks
about a deal with a Featherweight member going down in and initiative rolls. A remove curse or greater restoration
a dark Stormreach alley this evening. They have the option spell can remove this addition.
of shadowing the Featherweight back to their hide-out in • The party might also score 150gp in the warehouse, and
a dockside warehouse, or trying to capture the half-elf to more potential gold from any interested party that tasked
squeeze the info out of them. Shadowing him requires a them with bringing down the Featherweights.
successful group Stealth check with an average higher than
15; the khoravar [spy - CR1/master thief - CR5] - Jiraen
- is cautious, and on the lookout for any problems. Halfway
Continuation
back to the hideout, he ducks into a shadowed alcove and One of the Featherweights’ largest clients are the Lords of the
waits for 1 minute, attempting to confuse any would-be Hunt, who love taking narcotics before they begin to hunt
pursuers. A successful Perception check contested by his their prey. Drugs such as Haste help their performance, and
Stealth check (or other effort) reveals him waiting before take the edge off the days when they don’t have anything to
continuing onwards. If the Stealth check fails, or if the party murder. The party disrupting the production of the drug
decides to try and jump him, the half-elf flees, beginning a might make certain Lords, such as the vile Ralphus ir’Morrin
chase. This narrative sequence requires the party to succeed (Example Plot NPCs, p.24) , begin to investigate - and mark
on any three checks that they can justify to catch up to him the party as their latest prey.
and take him down, before they fail two such checks. A party Alternatively, the Featherweights may have been working
member with a movement speed above 30ft gets a +2 bonus under the protection of any of Stormreach’s larger gangs.
to their skill checks for every 5ft of extra movement they This might boil over into a gang war in retaliation, shaking
have. On a failure, the half-elf gets away, but drops something up the city’s political scene.
that might clue the party to the warehouse’s dockside
location. On a success, they are free to threaten or convince Adaptation
him to give up information (with gold, or otherwise),
including the password for the guarded door - ‘tropics’. • This adventure can be quickly adapted to other cities
The Warehouse. The dockside base of the by simply changing the ancestries in the group, and the
Featherweights has been dirtied up to appear abandoned. animal they are paying people to hunt. For example, the
The criminal group, which only assembles at night, receives Featherweights might be Ko drow in Kul Lerek, who are
tilxin* birds from poachers then drains their blood to mix working beneath the oversight of the Skylark mafia. In
into the drug Haste. The drug is euphoric, and bestows the Zantashk, they might be prospectors convincing
effects of the spell haste to the user, but is also addictive and other miners to part with their cash - or
permanently affects one's sense of the passage of time. A shipping Haste back to a larger group in Sharn,
vial of Haste is worth about 30gp on the street. Entering the such as Daask.

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Exploring Xen'drik

F
rom flying islands to shifting
environments, the landscape of Xen’drik
is anything but normal. Travel across
the continent can pose new and exciting
challenges for players, as well as new
opportunities. The following sections
introduce a variety of environmental factors that can be used to
make adventures in Xen’drik unique and dynamic. These can be
seen as ‘tools’ or ‘levers’ to be used by GMs as they wish - simple
ways to introduce new enemies, surprise players, and make the
continent feel dynamic and alive. Adventures might include:

Across Sea & Sky - This section explores different


methods that adventurers might use to travel quickly across sea
and sky, as well as the potential dangers of doing so.

Continental Curses - Perhaps the most famous aspect


of Xen’drik is the Traveler’s Curse - a grand effect that renders
the continent unmappable. This section lays out causes,
mechanics, and solutions for the Traveler’s Curse and other epic
curses such as the Madness of Crowds (Du’rashka Tul).

Magical Wildlife - The massive planar influence on


Xen’drik, coupled with its bizarre magic, have given rise
to unqiue animal life. This section contains dangerous and
adorable critters that add both depth to exploration, and options
for reflavoring familiars and druidic Wild Shapes.

Navigating Giant Ruins - The massive scale of giant


ruins can pose unique challenges for adventurers. This section
includes practical sizing for giant ruins, and how that can affect
exploration - and battles - in Xen'drik.

Random Encounter Tables - These tables, sorted and


themed by region, include encounters for different party levels,
including environmental, social, and combat events. Lists of
fitting monsters are included to help with event creation.

Shattered geography - Xen'drik's environment is rife


with dangers and arcane anomalies, from floating islands to
ancient giant artifce. This section explores the different dangers
that adventurers might encounter while exploring.

• Broken Technology - Examples of malfunctioning,


buried, or broken giant artifice.
• Dreamblights - Former Dal Quor manifest
zones have become strange liminal regions known as
Dreamblights, with odd effects on reality.
• Fractured Terrain - The backlash of the
Moonbreaker physically broke apart the continent,
forming dramatic and impressive terrain.
• Shifting Zones - Regions of terrain can switch at
random, changing from rainforest to desert to tundra in
the blink of an eye. These ‘shifting zones’ are a hallmark
of the continent, and a major danger for the unprepared.
• Sky Isles - Many islands fly over Xen’drik’s skies. Some
are inhabited; others hold the lairs of powerful creatures,
or treasures kept under lock and key.

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Across Sea & Sky Cloud Castle. Perhaps the most impressive way to
travel is to secure a cloud castle - an ancient domain of the
cloud giants of the Gallimaufry. Many still remain tethered
As adventurers grow in outlook and prestige, it's natural to
where their masters fell, or float on the migratory trade
begin traveling great distances across the continent. Overland
routes they once followed. The largest concentration can be
travel in Xen'drik can be difficult at the best of times; high
found in the Unveiling - the temporary cloud giant capital
mountains, thick rainforest, and the Traveler's Curse can
above the Iceflow Sea. Securing a cloud castle requires
all combine to slow things down immensely. As a result,
accessing its Skyhook*, which controls and maintains the
travel by sea or sky are tempting options. The following
Syranian cloud on which they stand. Knowing that Skyhooks*
section outlines different ways of doing so, as well as the
exist, and can be controlled, is itself rare knowledge. Finding
potential dangers.
a castle that can be cleared of threats and nesting monsters is
rarer. Despite this, a cloud giant castle is a perfect home base
Travel by Water for adventures and an awesome method of travel.
Travelling by boat is a common fact of life in Xen'drik.
The waterways of the Hydra reach far into the continent's Flying Mounts. Some cultures travel with the help of
interior, acting as a natural trade route from the Skyfall flying mounts, especially those living in mountain ranges.
Peninsula to Dread Lake. Different cultures specialise in Many are completely unfamiliar to Khorvaire; the islands
navigating these waterways, especially aquatic peoples such of the Iceflow are home to giant albatross* who fly for
as locathah, lizardfolk, and bullywugs. Each has a different hundreds of miles without tiring, while some drow befriend
method of avoiding danger. Larger river settlements will tropical parrogriffs. Flying mounts are especially prized in
often have people willing to act as sailors for hire, especially the flying city of Kul Lerek, where they are trained by the
in the trading hub of Blackgrove Refuge. The main danger Zephyr Skyknights for battle, and used for the trade that
of doing so is the local wildlife. Aquatic dinosuars, immense sustains the citadel. Obtaining flying mounts is possible
fish, and lurking monsters can all be a threat, along with in larger settlements around Xen’drik, but their value is
potential rapids and shifting zones. high, and obtaining them might incur a heavy cost - or
Travel by sea is possible, but rarer. Xen'drik is surrounded dangerous side quest.
by five different seas, each with their own characteristics.
Few people have the knowledge or will to travel between Giant Airships. A more unusual option is for a party to
them frequently, and captains willing to sail into the Dark Sea discover (or restore) an ancient flying craft from the Age of
or Sea of Lost Souls are hard to find. Despite this, ships often Giants. The Sul’at League were masters of elemental binding,
travel between the colonial ports of Dar Qat, Stormreach, and while many of their cities now lie in ruins or have
and Zantashk, providing a loose network of options for those been rebuilt by the Súlatar drow, there may still be hidden
circumnavigating the contient. However, boarding a ship weapons labs out there in the wild. Any ship flown by players
bound for Dar Qat must be arranged through the embassy in would likely have been the giant equivalent of a light craft,
Stormreach - and only for good reason. and is likely to lack any kind of heavy weaponry, but its value
to the nations of Khorvaire would be immense. Both House
Travel by Air Lyrandar and Zilargo would pay the party’s weight in gold
for the right to study such an airship. That is, if the party can
Travel via flight across the Shattered Continent is tempting,
bring it back to Stormreach first.
but countless dangers lie in wait. Shifting zones, giant
defenses, and violent storms can pose threats to even the
quickest fliers. Despite this, there are several ways for a party Drow Airships. The Súlatar drow make use of their
to obtain the means of doing so. The dangers and encounters own advanced light craft known as Firesleds*. These two-
they might face are up to the GM; a reliable method of flight man vessels are exceptionally quick, and capable of launching
allows for easy ‘travel montages’, but can also be used to fireballs at incoming threats - both of which make them viable
highlight new encounters. The level of danger is malleable for travel over Khorvaire’s slow and targetable versions. It
and campaign-specific. The following section details different is possible that the Súlatar have developed any manner of
methods of travel by flight, as well as potential encounters advanced airships in the heart of Xen’drik, and a party might
and dangers when doing so. be able to either capture one from militant Súlatar such as the
Promise Soldiers, or secure the services of one from any more
House Lyrandar. After a few disastrous attempts to reasonable drow settlement.
explore Xen’drik by air, House Lyrandar has put an embargo
on further efforts. Its airships are both too slow and too
valuable to risk over the continent. Despite this, the House
also understands the commercial opportunities present.
A party of special note might be able to convince the
khoravar to lend them a vessel, but such an arrange-
ment will likely require a promised pay-off for
them too. New forms of elemental
binding technology from the Sul’at
League would be just the thing.

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Mortal hubris - always entertaining,
sometimes explosive.
Flying Dangers & Encounters
Dangerous Megafauna - The Sul’at League and Esht
Primacy bred megafauna on the regular, and many Ruinous Weather - Beyond the dream-afflicted
escaped into the wilds during the Shattering. Many landscape, the natural environments of Xen’drik can
are oversized, mutated, or both, and airships are a be intense. Powerful tropical storms can sweep in off
1 shiny target for food. Even worse, some megafauna - the Thunder Sea, lashing the jungles with gale winds.
such as the sentient roc Kraa'ark Lors* - are actively 5 Further south, the intense ash clouds rising from
malicious towards those flying on airships. A variety the Valley of Shadows can hamper visibility, and lead
of primal creatures might possess the curiosity to to volcanic lightning. In the Menechtarun, immense
“investigate” an airship, friendly or otherwise. sandstorms can travel for hundreds of miles, flensing
Cloud Castles - The Gallimaufry (p.219) was a faction exposed flesh and wood with endless tiny razors.
of cloud giant traders who traveled between the Giant Armaments - During the Shattering, powerful
nations of Xen’drik. Their famous cloud castles can giant weaponry was turned on incoming targets -
be found across the continent, anchored where the namely, flying dragons the size of airships. Flying
2 merchants fell during the Shattering. Others still drift 6 something as large and relatively slow as an airship
freely, following paths set by long-dead owners. Now, a through the skies of Xen’drik carries a very real risk of
large number are the lairs of flying beasts, or haunted being shot down, not through malicious intent, but by
by undead giants, but still contain valuable goods. ancient cannons directed to destroy ‘dragons’.
Other Airships - Khorvaire is certainly not the first Rogue Dragons - A large number of dragons lurk
to use elemental airships. The SÚlatar drow inherited in Xen’drik’s wilds, many of them exiles, criminals,
the techniques of the Sul’at giants, and use them to psychopaths, or worse. Building a hoard in the
create nimble Firesleds*. These two-person craft Shattered Continent is not easy. Competition is fierce,
are exceptionally fast, light, and capable of shooting 7 and few rogues are willing to cross the Ten Watchers,
3
explosive fireballs. Any party flying over SÚlatar lest they bring down Argonnessen’s wrath. Airships are
territory, including the Obsidian City of Gundrak’úl extremely visible, and extremely easy to take down - a
(p.257), might find themselves under arrest - and the great source for treasure and snacks alike.
drow have a very poor view of colonial thieves. The Ten Watchers - Argonnessen’s draconic
Shifting Zones - The pilots of House Lyrandar are guardians keep watch over specific sites, ensuring
skilled in warding off storms and strong winds. Few nobody attempts to uncover their powerful secrets.
are capable of dealing with sandstorms and blizzards in Any airships entering their areas of influence have the
8
the middle of the jungle. Xen’drik’s shifting zones are potential to disrupt this, and nobody ever said that
4 difficult to predict and harder to deal with, and anyone dragons are merciful. It is possible that a party might
riding an airship might have to deal with unpredictable be attacked by a Watcher doing their duty - and if they
weather of literally any kind, as well as slay it, there could be all manner of ramifications.
creatures seemingly transported
by the bizarre shift.

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Continental Curses Knowledge of an Age. Instead, this book operates
on the assumption that the impacts of the Moonbreaker, the
Everything from daily travel to the foundation of cities is
cataclysmic Shattering, the effects of Xen’drik’s curses, and
governed by the grand curses laid upon Xen'drik. These
the purposeful erasure of ancient knowledge and records by
infamous effects form the cultural foundation for every
the dragons have all played a part in preventing the giants
inhabitant of the continent, for defying them brings nothing
from rising to their former power. The dragons did not just
but ruin. Broadsheets in Sharn tell of the Traveler's Curse,
commit genocide, but have worked for 40,000 years to erase
which can turn a day's journey into a thousand miles in the
knowledge and culture. On top of this, Argonnessen placed
blink of an eye. Xen'drik legends hint at the most dangerous
ten draconic Watchers to keep guard over Xen’drik, who
of all. The Madness of Crowds - or Du'rashka Tul in Giant -
ensure that no existential dangers rise from the continent
was set in place by the dragons to ensure that no civilisation
again. Given the vast scale of these factors, the author sees
could ever rise again in Xen'drik. Any nation that reaches a
absolutely no need to give the ‘degenerative curse’ a place in
certain height might suddenly fall into a deranged fury, its
modern Eberron, and encourages you to do the same.
people tearing their own cities apart in a mass act of brutal
violence. The truth behind these curses are either lost to
time, or deliberately obscured by draconic interests. It is Giant Hierarchy & The Ordning
believed that all are punishments levied by Argonnessen on One key factor in this is that Eberron’s giants are shackled
the giants for their crimes, but this doesn't always add up. to the ‘Ordning’ from other settings, where giants have
It may well be that some 'curses' are the after-effects of the increasing strength and intelligence based on a divinely-
Moonbreaker, or even side-effects of powerful magic that the ordained ranking of superiority. This is due to the use of
dragons have twisted for their own cruel purposes. The last shared stat blocks, which forces Eberron’s fire and stone
40,000 years of history in Xen'drik are underlined by these giants to be less intelligent, strong, and capable than cloud
curses, and destroying them would herald a new age. or storm giants. The concept of a divinely created hierarchy
Narrative Function. For adventurers, these ancient of race - a tool of oppressors - is something that has no place
curses are a constant threat. Without proper preparation, as literal truth in any ideology or TTRPG setting. While
the Traveler's Curse might send them hundreds of miles Wizards of the Coast once took quiet steps to dampen
in the wrong direction, or turn a day of travel into a year. the importance of the Ordning in the Forgotten Realms
For a GM, these curses are narrative levers that can be used setting (and then immediately did the opposite, and decided
to influence events and create drama. They also serve as a to reinforce it across all settings instead), its impacts are
narrative foundation for the current state of Xen'drik, forcing very much still present in Eberron's lore and mechanics.
the people to live in small settlements rather than the grand To prevent this, this book contains reworked stat blocks
cities of Khorvaire and Sarlona. Finally, they can also be used for giants to promote equality while enhancing mechanical
as a campaign goal. Fixing the cause of a curse, or destroying diversity. This means that interacting with a stone giant*
the eldritch machine responsible, is the stuff of utter legend. will feel different than a fire giant*, and GMs will not have
It cannot be overstated that these curses are, and have always to roleplay hill giants as being less intelligent than mimics
been, entirely optional. This book takes the stance that the and displacer beasts. These stat blocks can be found in the
Giants' Curse, detailed below, is itself offensive and obsolete. Bestiary section starting on p.8.
If you think that the Traveler's Curse is too obstructive or
uninteresting, do not include it! If you do wish to use it, Enforced Dark Age
this section includes suitable mechanics to make use of, along
with different narrative causes for the Madness of Crowds The simple reason that modern giants are less powerful
and Traveler's Curse. These have their own side-effects and than their forebears is one of knowledge. Fundamentally, a
narrative possibilities, intended to help GMs with planning fire giant is a planetouched giant given sorcerous abilities
campaigns and adventures. by their heritage. Depending on civilisation, this may make
them a tiefling, genasi, or aasimar, although few Xen’drik
explorers would recognise the difference (especially when
The Giants’ Curse trading blows). The giants of old understood how to wield
Canonically, the dragons of Argonnessen laid a curse upon these sorcerous powers, enhance them with magic items
the giants that stripped them of much of their magic, (like the Dragonmarked Houses), draw on planar magic, and
strength, and intelligence. With every generation, the effect wield intricate and advanced spells. In the modern day, nearly
increases in potency. This is a running theme used to explain all of these capabilities have been lost. As such, the giants in
why the giants have never risen to their pre-Shattering this book are not degenerated or inferior. Instead, they are
height. This book disregards this curse due to its highly physically the same as their forebears, but are starting over
problematic nature, which shares a similar narrative to some their magical development in a broken and hostile land.
modern racist ideologies. The concept of people having Driven Reclamation. This explains why factions such
their intelligence permanently reduced, lasting through as the Scriveners of the Sky seek to reclaim the knowledge of
generations of those suffering for their forefathers’ sins, is their ancestors; by learning how to wield it, they can restore
incredibly distasteful and has no place in modern TTRPGs. the magic that once raised them to great heights. This means
This is coupled with the use of language such as ‘primitive’ that a ‘hill’ giant is the non-planetouched form of Xen’drik’s
and ‘savage’ to refer to Xen’drik’s people (an insulting giants, with some nations consisting entirely of these
hallmark of colonialism), as well as artwork which common giants* in their heyday. To the giants themselves,
portrays different giants as monstrous or human there is no such thing as ‘a hill giant’. They are simply giants,
depending on intelligence. in the same way that a non-planetouched human is a human.

Tyrants fear what they cannot CHAPTER


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4242 control. Now, and ever.
The Madness of Crowds the Age of Demons, it is said that Sakinnirot was one of the
most powerful Overlords, and claimed nearly the entirety of
In the last 40,000 years, many new empires have risen across
Xen’drik as its domain. Now, its fury smolders beneath the
Xen’drik. Giants, drow, thri-kreen and more have sought
city, causing minor slights to bloom over time into violent
to forge a new legacy in the shattered continent. All have
hatred. In this scenario, Sakinnirot’s power is great enough
fallen to dust. This is the mark of the most devastating curse
to influence all of its former domains, creating a building
laid on Xen’drik - the Du’rashka Tul (‘Madness of Crowds’).
societal unease that cascades into violent riots. Such an effect
Legends hold that any civilisation that reaches a certain size
may have first driven the civilisations of the giants to splinter
threshold becomes rapidly gripped by a murderous rage. In
into so many competing groups.
days, the people are driven to destroy themselves, collapsing
Fiendish Fury. The implications of this are dire, for
nations without warning or trace. Explorers have found
the modern strength of the Du’rashka Tul may be a result
ruins where the entire population seemingly abandoned
of the binding on Sakinnirot weakening over the ages. The
them at once. The most famous example are the thri-kreen
release of Sakinnirot, empowered by the deceit and treachery
ruins of Stormreach, which are built atop the ancient Cul'sir
of Stormreach, would drive the entire city into a frenzy of
city beneath.
violence, and spell disaster for the entire continent. As such,
Mystery Trigger. The threshold of the Madness of an Overlord-focused campaign centered on preventing the
Crowds is unknown and may depend on any number of
Scar’s release could have the effect of weakening the curse
factors. Zantashk or the port of Stormreach might both be
again, preventing Stormreach from (further) chaos.
approaching that final limit, which could provoke invasions,
conflict, or the fall of either city. It is also possible that factors Watcher of the End
such as bound Overlords help protect cities built above them. In this scenario, the Madness of Crowds is not a continental
Or, perhaps, doom them faster. effect, but the result of a specific ritual enacted by one of the
Plot Tool. Ultimately, the Madness of Crowds exists to Ten Watchers that guard Xen’drik. The roaming dragon is
justify the tribal nature of many canon giants and drow, while entrusted with this dark task, and travels in search of lesser
underlining the thorough brutality of the dragons. It also mortals working to uncover dangerous secrets. This would
helps to explain why no giants have historically risen to their explain why certain civilisations such as the Súlatar are left
former glory and built lasting empires. Despite this, it should untouched, while giants building cities are more likely to be
not limit the possibility of advanced civilisations existing in destroyed. Similarly, the fall of Stormreach’s thri-kreen may
Xen’drik, and can be ignored entirely if it results in a more have been enacted due to Sakinnirot corrupting them, while
interesting campaign. Similarly, the strength and speed of the the current city is fine due to the carelessness of the Green
curse can be tuned depending on the true cause behind it. Watcher, who only recently noticed its existence. When the
risk is deemed too high, this special Watcher infiltrates the
Causes for the Madness of Crowds city and incites its people to murder using vast magic. When
the last of its people fall, it has already moved on to the next.
The following options provide different plot hooks and
reasons behind the Du’rashka Tul, which can alter the impact
Traveler's Kin. It is possible that this role is given to the
Copper or Brass Watcher due to their penchant for illusion,
of the curse, or even end it for good!
or to a special 11th Watcher emulating the Traveler - the
perfect embodiment of chaos. It may also be that the oldest of
• Continental Curse
the Watchers at any one time takes on the mantle, ensuring
• The Scar that Abides
that the most powerful and experienced dragon is the one
• Watcher of the End
to pull the trigger. If so, any parties trying to stop them face
Continental Curse an awful challenge, for saving Stormreach might require
In this scenario, the Madness of Crowds is a magical effect bringing down a greatwyrm of terrifying wrath.
that lies over the continent and activates autonomously. Kill the Curse. Using this scenario provides a dynamic
Much like the feat of epic magic that locks in the fiends of the cause of the Du’rashka Tul, as well as various ways of
Demon Wastes, this effect is immensely strong, and could stopping it. Slaying the dragon might stave off the Madness
only be undone by the united powers of Argonnessen. in the short term - but a dragon that truly resents the role
Mechanical Madness. For a more interactive might be convinced to spare a city - at least, for now. Further
Du’rashka Tul, the dragons may have anchored the effect on information on using such a dragon as an antagonist can be
one or more eldritch machines hidden throughout Xen’drik. found in the Legendary Villains chapter on p.151.
A villain might have discovered one, and begun plans to
use it to destroy a city - such as Bazek Mohl - or use it to
force the city to acknowledge them as its ruler to avoid
destruction. The players may also be able to disable or destroy
the machines before it is too late, freeing Xen’drik from the
Du’rashka Tul for good.

The Scar that Abides


The Overlord Sakinnirot, known as the Scar that Abides, is
the embodiment of cold vengeance and patient murder. Its
bound form beneath Stormreach may have incited so much
of the Emperor Cul'sir’s treachery and vile deeds. During

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The Traveler’s Curse Factors:
• The party has a native guide. Having a thri-kreen guide,
The Traveler’s Curse is one of Xen’drik’s most famous
or an Orien guide with a Siberys Compass*, means that if
anomalies. Explorers may find their journey accelerated to
the Curse takes effect, you can roll the effects die twice
a fraction of the time needed, or slowed down by months,
and choose the more favorable result.
but perceive the journey as completely normal. Two groups
• The party has detailed information about the location
traveling the same path can arrive at the same destination at
they seek, or have been there before.
different times - or even different destinations altogether.
• The route has an established road or trail.
This ‘Curse’ covers the entirety of Xen’drik, and defies all
modern magical explanation. As long as the Curse persists, Effects:
making maps of the continent is all but impossible.
The journey takes a number of weeks equal to the
It is important to note that the existence of the Curse is 1-2
total rolled on the Travel Dice.
entirely optional and down to GM discretion. It serves as The party arrives at a completely different location
a clear but useful plot device, allowing you to justify travel 3-4
in Xen’drik within a radius of 200 miles.
across the length of Xen’drik in days. This can accelerate the The journey takes a number of days equal to the
plot and skip lengthy travel segments. It also allows players 5-6
total rolled on the Travel Dice.
to visit locations untouched by other parties due to being The party arrives at a completely different location
‘bypassed’ by the directions of the Curse. The Curse can also 7-8
in Xen’drik within a radius of 50 miles
act as a hindrance. Running a hex-crawl adventure with
The journey takes a number of hours equal to the
the Curse becomes extremely difficult, and it can hinder 9-10
total rolled on the Travel Dice.
player wishes to revisit a location. As a result, it is entirely
reasonable to remove it from a campaign.
The Curse is unpredictable, but there are some aspects to it Causes for the Traveler’s Curse
that are consistent. These can be changed without any impact Understanding the Traveler’s Curse is an epic achievement,
on canon to suit personal taste and the campaign scenario: with repercussions for the entirety of Xen’drik - and beyond.
Adventurers who can learn the secret behind it, or even undo
• People from Xen’drik ('tau'Xen') are affected far less by the Curse’s effects, would be guaranteed a place in history.
the Curse; thri-kreen are immune. Doing so is a campaign hook, with very different objectives
• Those following set roads or paths are affected far less depending on the narrative cause of the Curse. Some
by the Curse. potential optionals for this are detailed below.
• Those with a clear idea or information about their
destination are affected far less. It is theorized that those • The Will of Rushemé
with strong will might even resist or control the effects. • Giant Pathways
• Draconic Magic
Accordingly, there are simple narrative ways to retain the • Waking Dreams
Curse, but allow the party to control its effects:
The Will of Rushemé
• Travel with a native guide. In this scenario, the Curse is the will of Rushemé - the
• Establish ‘checkpoints’ or ‘markers’ to a location, forming ancient spirit of the land said to be the soul of Xen’drik. The
a navigable road. This might involve the use of special Curse is there to defy those wishing to plunder the continent
magic items supplied by House Orien or Na'qalla drow. for its secrets, preventing the ignorant from exploring the
Providing the players with a limited supply can allow dangers left behind by the titans - the same dangers that
them to choose which locations they want to reliably destroyed the land so long ago. In this way, Rushemé defies
return to in a sandbox campaign. the will of anyone seeking to map out Xen’drik in their own
• Obtain ancient records or information about the location terms, leaving the native people unaffected. If you are using
through loot, research or other means. this as a basis for the Curse, you may wish to alter it so that
foreign parties exploring Xen’drik are never hastened
Mechanics for the Traveler’s Curse to their destination, but are only slowed or unaffected.
Healing the Land. In this case, undoing the Curse
The following system is a simple mechanical solution for may be impossible without a major change in the spirit’s
running the Traveler’s Curse during an exploration-heavy viewpoint. This might involve healing Xen’drik of its
campaign. Whenever the players set out to travel from one long-lasting wounds, by ‘curing’ the land of its shifting
location to another, one player rolls 2d4 ‘Travel Dice’. If the zones. Alternatively, the Curse might be in effect to hide a
numbers rolled are different, they arrive as normal. If the particularly dangerous place linked to the Titans.
numbers rolled are the same, they instead have their journey Neutralizing the threat might negate the Curse, causing
warped by the Curse. This could involve a change in travel Rushemé to unstitch its ancient magic. Options for this
time, or arriving at a completely different location. Factors location include the jail of the mad Prince Adaxus, or the
that ward off the curse, such as using a native guide, increase heart of the Moonbreaker.
the size of the Travel Dice and reduce the chances of suffering
the effects. If they have their journey affected by the Giant Pathways
curse, roll on the d10 table below, or choose an effect. In this scenario, the Curse is the result of ancient Giant
For each of the following factors that the party infrastructure that has gone haywire due to the Shattering.
has, increase the size of the Travel Dice by one The spatial manipulation that defines the Curse was originally
stage (e.g d4 to d6, or d8 to d10):

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a method of rapid travel, forming trade routes between the Waking Dreams
Group of Eleven. This network, known as the Transcend, is In this scenario, the Curse is part of the magical backlash
likely to originate in the city of Zja Aqat (p.229) - the masters from the destruction of Crya by the Cul’sir. Much like
of Xoriat, who specialized in dimensional travel. The damage Xen’drik’s shifting zones, the impact of severing the link
to the city may have caused malfunctions in the system, to Dal Quor irradiated the land with areas of dream-like
which now activates on any foreigners who seem to have lost unreality. As a result, the concepts of distance and time can
their way from safe roads - especially if they have no clear follow dream logic, with the mind never quite grasping the
idea of where they are going. Those native to Xen’drik know pace at which travel is happening.
the lay of the land, and as such are unaffected. In this case, the Learned Observance. The resistance of native people
reason why the Curse defies magical explanation is simple; it’s to the Curse is a result of experience and an upbringing in a
psionic, and was never magical to begin with. land where such phenomena are normal. Drow, giants, and
Defensive Scramble. One possibility is that the other tau'Xen develop the skills to recognize the signs of the
Transcend affects foreigners as a defense mechanism against dream shifting, and can path around the changing tides. This
the dragons. The Zjai giants attempted to use it to slow down may involve recognizing common surreal patterns in the
and disrupt the incoming flights of Argonnessen, buying environment, or developing cultural touchstones for what is
them time to mount a defense. When the Free City fell, the stable and what is ‘cursed’. There may also be Xen’drik items
system remained, and has affected ‘foreign entities’ ever since. or spells that allow one to sense the movements of the Curse.
Mind Warp. It is also possible that the Transcend Roads and large settlements are relatively more ‘grounded’,
is maintained by Zja Aqat’s Titan - the godmind of the and are thus stable compared to other regions.
Concateny. The Titan may be drawing adventurers to certain Moon Maker. In this case, undoing the Curse may
locations, with the intent of baiting them to Zja Aqat itself. require something both simple and impossible - the
In this case, it may be slowing down travelers on journeys to restoration of Crya. Realigning Dal Quor with Eberron is
prevent them from being caught in unstable shifting zones, an epic achievement with ramifications the world over. For
and protecting them from danger. It’s just as likely that the Xen’drik, it may ‘cure’ the continent of its shifting zones
Concateny is damaged or insane, and that it continues to and the Traveler’s Curse - and also open the many artificial
maintain the Transcend in a delusional state. gateways to Dal Quor created by the ancient quori. Options
The Free City. In any of these scenarios, the key to for the causes of Crya's disappearance can be found in the
controlling or undoing the curse lies in the city of Zja Aqat, Cul'sir Empire section on p.178.
deep in the Menechtarun. If this reality-warping ‘Curse’
is psionic, it may explain why the psionic thri-kreen are
unaffected, and provide the Riedrans of Dar Qat with an
easier basis for how to defy it. Stealing or uncovering their
methods of doing so would allow the party to bypass the
Curse - although, if the Riedrans are aiming for Zja Aqat, the
Curse may just be on the players’ side instead.

Draconic Magic
In this scenario, the Curse is a work of epic magic laid on
Xen’drik by the dragons. This would serve the purpose of
hampering efforts to rediscover the lost magic of the Titans
by rogue entities such as the Lords of Dust, corrupted
dragons, or ignorant lesser mortals. At the same time, the
people of Xen’drik are left relatively unaffected, for many
shun the legacy of the Giants and actively oppose foreign
agents attempting to exploit their secrets. If you are using this
explanation for the Curse, it is recommended to have parties
led by native guides be unaffected entirely by its effects.
Draconic Machinations. In this case, undoing
the Curse may be impossible without epic magic of
immense power to match the strength of the original
enchantment. Alternatively, it is possible that the
Curse is anchored on a singular eldritch machine
hidden somewhere in Xen’drik. In the wake of the
Shattering, ten draconic Watchers were left behind
to prevent any further catastrophes from the reeling
giants. It is possible that one Watcher has the duty
of guarding this ancient machine, and that a group
of adventurers might be able to destroy it for
good - and undo the cruelty of Argonnessen laid
upon the land.

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I miss polar bears. So perfectly sized
for hugs, with the softest fur.
Magical Wildlife Simulacra just aren't the same.
Desert

The latent magic saturating Xen’drik has created to a rainbow Seheta - ‘Sandfish’ swim through the dunes of the
of unique and fascinating wildlife. The point at which Menechtarun, keeping cool below the surface. The creatures
2 range from shoals of minnows to larger barracuda and
the ‘natural’ meets the ‘mutated’ has long since faded into
obscurity. This is further complicated by magebred animals seheta snapjaws*. Some are tamed or farmed by the
asherati of the desert as food or hunting companions.
created by the Sul’at League and Esht Primacy, which escaped
Crysmals - Large elemental scorpions known as crysmals
into the wilds due to the Shattering. As such, adventurers
live in the crystal wastes of the Menechtarun. Their bodies
might encounter everything from hyper-fast hummingbirds
3 are themselves crystalline, with a penchant for innate
to massive mutant dinosaurs. As Xen’drik has a variety of psionics as a result of their environment. Different wastes
environments, there are thousands of animals undiscovered produce different colors of crysmal.
by the people of Khorvaire. Many are intrinsically beautiful, Castle Mites - The Wasting Plains are dotted with great
valuable, and deadly. The following tables are meant to spires of earth - communal bastions made by the insects
provide examples and inspiration for the kind of creatures known as castle mites. The termite-esque creatures farm
that a party might encounter. fungus within the massive mounds, forming colonies that
4 spread across the plains. To build their castles, the mites
Rainforest gather together in the thousands and cast move earth, with
Tilxin Bird* - The small iridescent tilxin* hummingbirds the effects gradually continuing over the course of days. As
are fiercely hunted around Stormreach, and are becoming such, the termite mounds can have everything from outer
increasingly rare. The birds are permanently under the walls to deep moats and shells of stone.
1 effects of the spell haste, and their blood can be used as
a powerful (and expensive) component for the spell and Arctic
related enchantments.
Iceberg Shark - The sharks of the Iceflow Sea possess
Rocwing Butterfly - The pride of the ir’Tain’s collection
stumpy legs and the ability to breathe for several minutes on
in Sharn is a pinned butterfly with a wingspan the size of a
land. They use this to crawl onto icebergs, surprising seals
person. Rocwing butterflies are thought to be a remnant of
2 the Cul’sir Empire, who bred them for their beauty and as a 1 and other prey seeking refuge on land. After feeding, they go
into states of lethargy that can last for years. Local warning
mark of prestige. Their pastel colors change into shockingly
tales tell of ice-fishers who don’t keep an eye out, and catch
bright hues when threatened.
more than they ask for…
Chwingen - These monkeys - named for the stark white
A’drik - To a giant, most whales are not that big. The a’drik
fur on their faces and charcoal bodies - are common in the
of the Iceflow sea, in comparison, are so big that even the
3 jungles of the Hydra Basin. Their shenanigans are the bane of giants named them giants. Hundreds of feet long, with
many villages, especially due to their innate primal ability to
2 lifespans so long they might actually be immortal, the a’drik
create random noises and sensory effects as per druidcraft.
are truly vast. They return to the Iceflow to rear their young
Hantar’sul - The ‘flame hunters’ of the Skyfall Peninsula are around the island of Raiarin. The Rimewalker druids consider
large arboreal wolverines with russet fur. They have evolved the whales sacred, and favored by the polar land spirit.
4 within the autumn forests of the Sul’asa, and possess an Giant Albatross - The flying city of Kul Lerek has a long
innate ability to produce sparks and small flames. They use tradition of giant albatross* nesting in the city, with traders
these to set fire to trees, smoking out prey to eat. and sky knights forming bonds with the beautiful birds. In
3
the wild, they nest across the islands of the Iceflow, mating
Desert for life over decades.
Snowworms - The tundra below the Bluespine Peaks is
Sunscales - Small lizards touched by Irian manifest zones
home to large translucent grubs that endlessly eat the
can be found across western Xen’drik. Their scales are like
snow and ice. The people of southern Xen’drik treat them
small crystalline mirrors, keeping them cool by reflecting the
4 with utmost care, for they are said to be the larval forms of
1 sun’s light. When threatened, they can focus the direction remorhaz. Disturbing a snowworm will cause it to create a
of their scales to blind predators. Explorers in the desert
high-pitched keening sound that most people can’t hear - an
are often fooled by sunscales, which can appear as glittering
alarm call that draws massive remorhaz from miles around…
points of interest on the horizon.

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Temperate Forest Wetlands
Skittermists - The presence of the Spinner of Shadows Sapleech - These massive green leeches attach to mangrove
causes all manner of spiders to live in the forests around trees to suck their sap, and are completely harmless to
Dread Lake. Skittermists, as they are known to the people animals. Nevertheless, their size and fearsome appearance
1
of central Xen’drik, are spiders that weave webs straight out have created many myths among Khorvairian explorers, and
1 of water vapor, appearing as intricate patterns of floating may have contributed to the interesting name they gave to
fog and mist. These snap-freeze upon contact with living the ‘Marsh of Desolation’.
creatures, with the large spiders feasting on trapped birds Giant Piracu - Massive arapaima fish the size of boats
and insects. Elsewhere, they are a nuisance. In Dread Lake, swim through the tributaries of the Hydra. They are highly
they often work together in packs… opportunistic, and any large creatures that fit in their
2 mouths are at risk. Many communities in the Hydra Basin
Ghost Pandas - The adorable critters of the forests of
Dread Lake are a silvery blue in color, helping them to hide in hunt the fish for food - a single adult can feed a community
the region’s mists. They eat fruit, leaves, and berries, and are for weeks. Blackgrove Refuge maintains a record for length.
2 often kept as pets by local SÚlatar drow. They survive in the Marsh Tiger - The frogfolk of the Marsh of Desolation have
wild by innately casting fog cloud up to once a week when a healthy fear of marsh tigers. While normal tigers don't fear
threatened, before vanishing at speed. water, these ones take it a step further, with webbed paws
3 and green fur that blends in perfectly with floating water
Kwingi - Said to be the favored children of the land spirit
Kwinharin, kwingi are lithe deer with branching wooden plants. Marsh tigers see creatures on boats as easy prey, and
3 antlers that sprout flowers in spring. The floral scent carries lurk underwater before pouncing to drag them away.
for miles, drawing them together in vast herds. Wari Temn - Much to the disbelief of explorers, the
Chaos Bears - The Kythri zones of the Tempest’s Spine waterways of the Hydra have a population of purely aquatic
have given rise to bears that change with the local seasons. elephants, with a large fish tail replacing their back legs.
Their pelts shift color to adapt, ensuring they are always Theorized to be the result of mutation due to Shifting Zones,
4 4
dangerously camouflaged. Some cultures prize the creatures the wari temn can breathe underwater, and use their tusks
highly, and hunt them to create magical cloaks such as to dig up aquatic plants. The peaceful creatures live in herds,
Nature’s MantlesTCoE. and often migrate past Blackgrove Refuge (where they are
regularly given snacks).
Mountain
Ocean
Ravar Goats - The mountain goats of the Scimitar
Spires have curving metal horns that resemble scimitars Ghost Tuna - The larger fish of the Sea of Lost Souls include
themselves. Their unnatural (and surprisingly dangerous) Dolurrh-touched tuna, with partially ethereal scales and flesh
1 weaponry is a result of the many Shavarath manifest zones for camouflage. As a result, they appear to be massive fish
found in the mountain range. The goats can often be seen 1 skeletons swimming at speed through the waves. Ghost tuna
high up cliff-faces, licking exposed iron ore. are near mythical to sailors, and fetch exorbitant prices in
Storm Condors - Massive Lamannian birds nest in the the restaurants of Skyway. Eating a ghost tuna steak causes
Bluespine Peaks, their feathers charged with crackling one's skin to take on a shimmering ghostly pallor at night.
lightning. Storm condors fly within storm clouds, storing the Firefish - The Phoenix Basin is home to massive shoals of
2
electric charge within themselves. They use this to cast call tiny firefish, named for their auburn color and tolerance
lightning on prey, charring it to cinders before it can run. of the boiling waters that dot the region. When swimming
2
together, their shoals spread out to the sides, forming
Suluvé - The Sulatar of the Fangs of Argarak keep alpacas
sweeping wings of fish that dash beneath the surface - and
adapted to the volcanic conditions. Suluvé have dense fluffy
help to give the Phoenix Basin its name.
fur despite the intense heat. The drow believe them to be
3 Raazkev’ka - The biomancy of the Eternal Dominion is
blessed by Fernia’s angels of comfort, and clothes woven
used in all aspects of their operations. Raazkev’ka help their
from their wool are always the perfect temperature no
border guards to keep track of ships entering Dominion
matter the conditions.
3 territory. These remora fish instinctively seek out boats,
Kinkillas - The chinchillas of the Scimitar Spires, touched
stick to hulls with the suckers on their heads, then release
by their many manifest zones to Shavarath, are obscenely
distinctive sounds through the water. Wherever Raazkev’ka
aggressive. The creatures appear entirely normal until
can be found, sahuagin squads are never far behind.
approached, at which point they fly into adorable rages and
4 Kaloons - Named by Riedran sailors for the cursed islands
attempt to rip and tear. While humorous, the creatures
of their home, kaloons are large slow-moving fish of the
have razor teeth, and can cause considerable damage. The
Barren Sea, characterized by their adaptation to the region’s
northern chinchillas of the Fangs of Argarak are instead
hypersaline waters. To survive, kaloons excrete massive
resistant to fire, and take baths in volcanic ash. 4
amounts of salt from their skin, which crystallizes into a
shimmering coat of armor over their scales. This can crack
into fragments during fast movements, giving the disturbing
impression that the entire fish is disintegrating.

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Navigating Giant Ruins action from a creature with 8 or more Strength as long as
another creature with 8 or more Strength takes the Help
action to support them. Spells such as thaumaturgy and knock
The sheer scale of giant cities is a major factor in their that magically open doors require a DC 13 spellcasting ability
exploration, and sets them apart from other dungeons and check to succeed, or otherwise have no effect. This ability
ruins. Adventurers may have to contend with buildings made check gains a bonus equal to the level of the spell cast (with
for beings up to four times their size, with all the tactical cantrips counting as 0th-level spells). A mage casting such a
and practical issues that entails. This can lead to interesting spell can spend 1 minute to cast it and automatically succeed
situations in battles. A fight might take place atop a kitchen on the ability check while not under pressure.
table, with characters taking shelter behind massive pots
and pans. A tide of monsters might surge at the party as they Giant Furniture
struggle to push open the giant doors between them and
An average piece of giant furniture has dimensions 4 times
safety. The following are optional rules for giant ruins to
greater than one sized for humanoids. For example, a chair
accommodate their size and unique nature.
might be 10 feet tall, with a seat that is 10 feet square. As a
Giant Architecture result, it will weigh roughly 16 times the standard version. If
the piece of furniture is carved from stone (not uncommon
Ancient giants varied significantly in size, ranging from due to the fiddly size of trees) that number may increase to
common giants at 12 feet, to storm giants over 20 feet tall. a maximum of 50 times the normal weight. This means that
Some cultures had a grand variety of different planetouched shifting giant furniture around can be a truly herculean task,
giants, and thus built their monuments accordingly. As a but one that Strength-based characters can excel at. This
result, a typical giant ruin has the following features: provides a perfect way for adventurers such as Barbarians
to contribute to exploring giant ruins, as they can position
• Corridors are typically 20 feet wide, increasing to up to furniture to provide easy ways to climb around. A character
50 feet in public spaces. can attempt to climb a piece of furniture as normal, doing so
• Ceilings are typically 25-30 feet high, increasing up to 80 at half speed, or attempt a DC 15 Strength (Athletics) check
feet in public spaces. to do so in a burst of effort. The character climbs up to 15 feet
• Walls are built from massive stone blocks 5-10 feet thick. up the piece of furniture without expending any movement,
• Doors are at least 20 feet tall and 15 feet wide. Rules for but then falls if the result of their ability check is 10 or below.
dealing with doors are detailed below. If the result of the roll is between 10-15, they climb up to 15
• Ramps, where possible, are more common than stairs. feet, but expend 15 feet of movement in doing so.
Stairways themselves have steps that are 2 feet high and
5 feet wide. As a result, characters who are under 6’5” Giant Locks
and either lack a climbing speed, or have less than 16
The average giant lock - ignoring arcane additions - is so big
Strength, count giant stairways as difficult terrain when
that a thief can crawl inside the keyhole and push around the
climbing up them.
tumblers with their hands. Normal thieves’s tools aren’t going
• Arcane lighting was once the norm, with many ruins still
to cut it. Picking such a lock is an entire challenge in itself.
lit by oversized continual flames. Naturally, many of these
Firstly, one must reach the lock, which may well be 10 feet
have been ruined by time, or draconic destruction.
off the ground in the case of doors. Next, the adventurer must
squeeze inside the lock and perform a Strength or Intelligence
Among these, the greatest enemy of adventurers are by far
(Thieves’s Tools) ability check to open the tumblers. On a
the doors. While normal doors can be dire foes at the best
failure, the large tumblers briefly crush the hapless thief,
of times, giant doors can be up to 30 feet tall. Running away
dealing bludgeoning damage equal to half the DC of the
from hunting monsters, only to find an immense door in the
ability check. During the Elven Rebellion, the Cul'sir and
way made of wood thicker than a man is tall, has doomed
Sul'at giants took precautions against nimble infiltrators. As
many a party to a quick end. Pushing open a giant door takes
such, their locks may have brutal countermeasures in wait for
an action for a creature with 16 or greater Strength, or an
anyone attempting to pick them from the inside…

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Random Encounter Tables When the party ventures underwater, they see a
bizarre sight - a sunken ship is drifting through the
water. This is the domain of the venerable sea hag
The Thunder Sea Sora Leyza - a source of many fables among the
A shipwreck is impaled on a spire of demonglass. Its 8 merfolk. The inside of the ship has a bound bubble
stern and cargo hold are sunken beneath the waves, of air in which the party can find safe refuge, but the
and are being used as a lair by a giant octopus. wizened hag (who appears as an ancient merfolk) may
1
Characters that can navigate the unstable ship and ask for all kinds of odd things in return…
drive off the octopus underwater can loot a chest with Fitting Creatures:
50 gold pieces and a soggy Hat of Disguise. Levels 1-4: Chuul, Deep Scion, Giant Octopus, Merfolk,
A squad of sahuagin hails the ship to check its Beacon Merrow, Reef Shark, Sahuagin, Swashbuckler
of Passage* - a magic item granting it permission to Levels 5-9: Giant Shark, Kraken Priest, Merfolk
2 cross through Dominion territory. If the ship does not, StormcallerEXE, Sahuagin Baron
the squad of 6 sahuagin, led by a sahuagin baron, Levels 10-13: Aboleth, Claw of Sha’argonEXE, Marid,
will do their best to sink it as an example. Storm Giant*
A merfolk stormcallerEXE heralds the ship the party is
on, warning of a powerful incoming storm; he asks to
take refuge on board in order to cast a ritual to quell
Skyfall Peninsula
the storm. The merfolk - Lualaki - sets up shop on A beautiful grove of vibrant flowers in which many
the prow, and begins casting control weather as black stunning (and valuable) tilxin birds* are flitting
clouds build unnaturally fast on the horizon. Towards around in courtship rituals. A fitting offer of friendship
the end of their 10-minute ritual, an air elemental and or food might tempt one of the birds into becoming
1
3 ice mephits swoop down from the storm at a height a player’s pet or familiar. Capturing a few of the birds
3 is possible (requiring a DC 20 Dexterity (Sleight of
of 100 feet, and zone in on Lualaki. Treat the merfolk
as concentrating on the ritual; every time he takes Hand) check, or a check using a skill that a player can
damage, he must make a concentration saving throw justify), but will earn the enmity of local people.
to maintain it. If the elementals are slain, the ritual is A broken quori Dreamgate* (p.61) still guarded by a
completed, and the storm is quieted. If the ritual fails, 2 squad of 4 ancient Quorforged soldiers (warforged
the intense storm waylays the ship, and all characters soldiersERLW with the Quorcraft template).
on board suffer 2 levels of exhaustion as they struggle A group of Qaltiar drow traders, with a selection of
and toil to prevent it sinking beneath the waves. 3 goods that might act as Spell Scrolls, or help the party
A pirate ship begins chasing the one the party is on. If to deal with dangers in the jungle.
it draws close without player intervention, 8 bandits A hunting displacer beast stalks the party, waiting
and 2 swashbucklers leap aboard, indiscriminately 4 for a good time to strike. It will flee if bloodied, and is
attacking the crew under directions from the master raising twin cubs in a nearby hollow.
thief captain. The captain is guarded by her pet rust Two SÚlatar drow on a Firesled* acting as a scout
4 monster. If only 3 invaders remain, or the captain is patrol on the border of the Sul’asa Forest. They are
killed or reduced to below 20 hit points, they call off 5
aggressive, and have no wish to let thieves approach
the attack. If the party is defeated, they are captured the Obsidian City of Gundrak’úl (p.257)
and taken prisoner, then forced to do something A Cul’sir Dream Prison* with a quori imprisoned inside
dangerous in search of treasure for the pirates - or it, standing in the jungle and wrapped in vines. The
sold as gladiators to Stormreach’s Red Ring. quori telepathically talks to nearby creatures, begging
6
A doppelganger (a servant of the Lurker in Shadows) to be freed with their help. Time will tell if it’s truly
climbs aboard the ship and does its best to hide until an ancient quori from the previous Age, or a modern
nightfall. If able, it sneaks into the cargo hold. Once quori pretending in order to be freed.
5 night falls, the doppelganger attempts to murder a An expedition from Cannith South, hoping to recover
member of the crew, then takes their place. From 7 ancient technology from a quori outpost, such as the
there, it tries to discreetly kill one member of the crew Blank Grove (p.253)
each day, aiming to drive them into a paroxysm of fear. The party hear the sound of thunderous footsteps and
A massive young dragon turtleFTD surfaces only 50 8 splintering trees - the sign of the approaching mutant
feet away from the ship; it roars - in pain, as a party of tyrannousaurus rex known as Lurking Two-Maws*.
6 sahuagin and a reef shark are hunting it. The turtle
is on 100 hit points, and injury prevents it from using Fitting Creatures:
its Steam Breath. If the party drives off the sahuagin, Levels 1-4: Bullywug, Constrictor Snake, Displacer
6 Beast, Flying Snake, Grung, Owlbear, Stegosaurus, Stirge,
the turtle accompanies them to their location, helping
to fend off any threats after a period to rest. If the Tiger, Vegepygmy,
party help the sahuagin slay it (or do nothing), they Levels 5-9: Brontosaurus, Common Giant*, Corpse
begin feasting on the turtle, and grant the party two Flower, Giant Ape, Giant Crocodile, Hydra, Lord of the
vials of its blood that act as Potions of Fire Breath. Hunt*, Pyrohydra*, Young Black Dragon
4 sea spawn and a deep scion attack the ship at Levels 10-13: Battalion Fire Giant*, Froghemoth,
7 night, seeking to indiscriminately slaughter, and bring a Lurking Two-Maws*, Kraa'ark Lors*
few captives back to their aboleth master.

CHAPTER 14 | GAME
ALLIESMASTER'S
& ENEMIESTOOLKIT
49
The Ring of Storms & Tempest’s Spine Fitting Monsters:
Levels 1-4: Aarakocra, Dragonborn (Scouts/Soldiers),
A region of jungle is unnaturally blighted and rotted DragonnelFTD, Ghast, Ghost, Ghoul, Guard Drake, Hellhound,
with Mabaran spores - an ancient warning from the Peryton, Wight
Qabalrin. At its center is an unnaturally preserved Levels 5-9: Air Elemental, Barlgura, Bodak, Chimera,
Giant skull on an obsidian post that screams warnings Howler, Roc, Vrock, Wraith
1 in ancient Elvish to not intrude on Qabalrin territory. Levels 10-13: Boneclaw, Horned Devil, Narzugon, Qabalrin
Naturally, the screaming has a tendency to attract Titangheist*, Vampire, Skull Lord
predators. The skull is powered by a gem that acts as a
Spell Scroll of speak with dead if shattered.
The party is spotted by an aerial dragonborn scout The Hydra Basin
riding a dragonnelFTD. Soon, they are approached 3 SÚlatar drow fighting against an aberrant plant-
by a legion of Trothurkear dragonborn wearing 1 like froghemoth with vine tentacles, warped by the
2 organic scale armor. They warn the party not to corruption of the daelkyr Avassh, Twister of Roots.
head any closer to the Ring of Storms... in Draconic. A hydra looking for a meal attacks the party, bursting
They only become aggressive if the party attack, but 2 out from a nearby river or marshland. If reduced to
communication issues might be a problem. below half its total hit points, it will flee.
An elven ghost from the time of the Rebellion that still A group 1d4+1 lizardfolk who have just brought down
feels driven to attack giants. They don't know of what a wild hadrosaurus. They are preparing to carry it
happened to the elves, and can be set free from their back to the Sanctum of the Watcher (p.271) to feed
3 3
worries if told about about their safe arrival in Aerenal. the green dragon Zartarxis, and are debating fearfully
Otherwise, they might possess someone and find a if they can take any of the meat for themselves without
giant to attack instead. risking the Watcher’s wrath.
A babau and 2 quasits harass the party after Two firbolg druids of the Verdant Path competing to
managing to escape from Qabal Mordas. The fiends restore a region of forest burnt by a wildfire. While
are taking out centuries of boredom by inflicting healing the land, they are both attempting to create
random misery, but have no desire to die; if two are the most beautiful arrangements of wild flowers in a
4 4
slain, the remaining one can be pressed for basic show of one-upmanship. At first glance, this is out of a
information about the Ring of Storms - mainly, its long-standing rivalry. In truth, they are in love, and are
dragonborn guardians, the permanent storm around trying to goad the other into making them the most
it, and the ancient elves who the fiends dealt with. beautiful display possible (but would never admit it).
An aarakocra village high in the trees. The aarakocra, A group of Kuriklaraess yuan-ti worshiping the
known as the Medley, resemble birds-of-paradise; Overlord Sakinnirot attempt to ambush the party
proximity to Kythri has given them unique and varied from the treetops. The yuan-ti mind whisperer
appearances, with innate talents as sorcerers. They and 3 yuan-ti purebloods seek to knock the party
5
5 are happy to trade Siberys dragonshards, but anyone unconscious and capture them alive, then bring
posing a threat has to deal with explosive elemental them to their base of operations within the ruins of a
magic. The village is currently abuzz after a scout saw giant temple. There, they will imprison them before
a far-off metal titan now lying on the Ring of Storms - sacrificing them in worship of their dark god.
the warforged colossus ‘Naphrad’ (p.264) The party are shocked as the forest around them gets
A truly bizarre tropical chimera with the heads of a up and begins walking - the massive banyan treant
tilxin bird*, llama, and gurk’ash (a bison-like creature 6 Wen-Damji (p.278). While at first the treant doesn’t
6 with thick rhino hide). The massive creature is notice them, it will happily take them along for the ride
herbivorous, and arrived in Xen’drik out of the leaking if they’re cordial - and potentially ask a favor first.
portal of Anarch’s Rift in the Kythrian city of Genesine. A region of oddly singed forest randomly transforms
A fluxborn giant* lost out of time. They emerged into a volcanic lava field - a shifting zone (p.55). If
from the portal of Anarch’s Rift in Genesine (p.202) the party aren’t careful, they could rest and wake up
7
yesterday, to find that their civilization - and continent impossibly in the middle of dangerous lava flows, with
- were destroyed 40,000 years ago. They intend to cavorting elementals such as magma mephits seeking
return to the ruins of Genesine and stabilize Anarch’s to help them burn.
7
Rift, allowing their people in Kythri to return to the A cloud goliath and Ko drow trading goods and
city that was once theirs. They are a priceless source information with some local Na’qalla drow in a jungle
of information about the ancient city, but their actions clearing. Their giant albatross* mount rests nearby.
8
might have dire consequences for the unstable ruins. Both women hail from the cloud city of Kul Lerek,
A lava flow from the Thundermount leads into a basalt and have a random selection of items from across the
valley between two peaks. A group of Tharashk miners length and breadth of Xen’drik.
are working to extract valuable Khyber dragonshards Fitting Monsters:
brought up from the earth by the volcano. They’re Levels 1-4: Bullywug, Constrictor Snake, Displacer Beast,
8 honest folk, and will do their best to accommodate Flail Snail, Hadrosaurus, Stirge, Tiger, Vegepygmy
the players, giving them a safe place to rest. They also Levels 5-9: Corpse Flower, Giant Crocodile, Giant Shark,
know a bit about the local area, including the way to Hydra, Shambling Mound, Treant
the town of Zantashk, and Darkfire Crater (p.254). Levels 10-13: The Cinder Sisters*, Yuan-ti Anathema,
Lurking Two-Maws*

CHAPTER 1 | GAME MASTER'S TOOLKIT


5050
Dread Lake The Iceflow Sea
A meenlock and pair of grotesque fiendish ettercaps Massive waves rock the ocean nearby as an a’drik
hide in the trees above an area of forest draped in whale (Magical Wildlife, p.46) surfaces from below.
1 skeins of spidery web. They intend to capture the The massive creature is 300 feet long, and completely
party alive for food (or sacrifice) rather than kill them. peaceful, with hide mottled by barnacles and sea-life. It
A darkly rotting tree that seeps liquid. A successful DC 1 lets out a deep bass song that shakes the air. Moments
15 Intelligence (Nature) check (or other fitting skill) later, a few more of the leviathans breach the surface,
identifies it as poison that can be bottled carefully a young whale among them. The creatures speak in
2 for a Potion of Poison. A character that does so must Aquan (albeit, very slowly) and a character who can
succeed on a DC 15 Sleight of Hand check or awaken speak with them might learn things about the region.
the phase spider sleeping inside the tree. A yeti that stalks the party, hoping to pick one of them
3 Torch of Progress martial arts adepts from Bazek 2 as prey at night - especially if a blizzard picks up.
3 Mohl (p.90) fighting a ravening bebilith*. A mammoth stampeding in terror, attacked by the
A partially damaged archonic sentinel* from the 3 construct remorhaz known as the Thousandfold.
nation of Grand Ju’qata. The divine construct’s legs The remnants of a crashed cloud giant castle from
are non-functional, and the holy fires that fuel it are the Gallimaufry (p.219) litter the tundra. The largest
waning. If the party prove to be trustworthy, the piece of the castle - which was once a restaurant -
sentinel will grant its last embers to a faithful person has smashed into the ground, becoming half-buried
among them, and task them with alerting the city in ice and snow. The kitchen of the restaurant used
4 of Bazek Mohl to the threat that destroyed it. The elementally-bound artifice, and some of those
embers grant that person the effects of the spell aid 4 elementals have become unbound. As a result, several
for the next 3 days. If the party are untrustworthy, or steam mephits and a fire elemental lurk within the
any among them are touched by something fiendish, maze of rubble, looking for things to burn. The castle
it will instead attempt to attack them in a final act might contain flying treasures from the Gallimaufry, or
of defiance. Due to its condition, it is considered the greatest prize of all - a Skyhook*. If the Skyhook is
permanently prone, and is missing half its hit points. damaged, the players might need to find an expert to
The peace is disturbed by the sound of heavy footfalls fix it before they can claim a castle of their own.
and something crashing through the trees; 10 seconds A Rimewalker frost giant* druid having a friendly
5 later, a fey fomorian appears, hunting the party with chat with a Huge walrus. The druid is traveling to the
disturbing glee. 5
island of Raiarin, and might accompany the party on
A grove of vibrant forest maintained by a willow their journey if they are heading in the same direction.
dryad. If the party earn its trust and shows good A Fernian manifest zone where hot springs steam
6 intentions, it will let them safely rest inside the clearing through the ice and snow. The area is not under
(and cast goodberry for them too, if they're cute). extreme cold, and a short rest taken while bathing in
The ancient night hag Sora Yudotre and her walking the hot springs heals a character for an additional 2 hit
7 6 points for every hit die they expend, and removes one
house, Forget-Me-Dot's (p.256).
The spiderfolk village of Lachni of the Mist (p. level of exhaustion. However, local wildlife sometimes
261). Noticing signs of the village requires a passive comes to the place as well, and a party may have to
Perception of 17 or higher, as it is shrouded by illusory look unthreatening to avoid antagonizing them.
8 silk and fog. While the party is within the domain of The party hear a warrior’s roar in the distance;
the village, a drider watches them stealthily from rounding a bluff, ridge, or cape, they see the Scion
the trees until they leave. It will only attack if they do of Ketheptis* Letho with his latest kill - a frost giant
something foolish. from a clan that fears him and his mother, Ketheptis
7 the One-Eyed Crone*. Letho is powerful and
Fitting Monsters: dangerous, but distracted by his victory; if he notices
Levels 1-4: Chitine, Choldrith, Ettercap, Meenlock, Phase the party, he may capture them as gifts for his mother
Spider, Fateweaver Warlock* - or keep them as his personal playthings in their lair.
Levels 5-9: Annis Hag, Chelikera*, Fomorian, An half-broken ship frozen in the ice - an exploratory
Invisible Stalker vessel from the Unity of Riedra. After becoming stuck
Levels 10-13: Bebilith*, Guardian Naga, The Mistmother* in pack-ice, the ship was attacked by the morkoth
8 Kaskylla, who stole some of the crew for its collection
in Kaskylla’s Trove (p.259). Others are still frozen
where they fell. The ship might hold restless undead,
polar wildlife, and psionic treasures from far Sarlona.

Fitting Monsters:
Levels 1-4: Ice Mephit, Killer Whale, Polar Bear
Levels 5-9: Coldlight Pyre*, Frost Giant*,
Frost Salamander, Mammoth, Snow Dancer*,
Winter Wolf, Yeti
Levels 10-13: Adult White Dragon, Remorhaz,
Scion of Ketheptis*

CHAPTER 4 | ALLIES & ENEMIES


51
Menechtarun Mountain Ranges
A dust cloud on the horizon grows larger - the sign of Bluespine Peaks - A frost giant* with a chained
a burrowing creature of great size. Unless the party winter wolf, looking to capture any food or intruders
1 hides, they come face-to-face with one of the desert’s to bring back to its village in Icehowl Plateau (p.262).
1
worst creatures - the annihilating Menechtar*. The giant is part of a clan serving the vile silver dragon
2 druids and an asherati sandbinder* call out to Ketheptis the One-Eyed Crone*.
the party from the tops of nearby dunes. They are Bluespine Peaks - An out-of-place fire elemental
members of the Sunheart - primal practitioners who myrmidon guards a cavern with an odd melted
2 fight against those who disturb the Menechtarun’s appearance. The tunnel is an entrance to the hidden
secrets. Their goals are to ensure that the party are 2 city of Daomon (p.255) created by the spells used by
not linked to the Unity of Riedra, and determine if the dragons to bore their way through the mountain
they’ll put their noses where they don’t belong. to destroy it. Within lie the frozen bones of a fire giant
A foreboding Mabaran manifest zone, in which the warrior, with a Hand of Onatar* on one fist.
bleached desert sands lie under permanent night. The Fangs of Argarak - A magmatic plain stretches
region is touched by the layer of the Queen of All Tears between two mountains, forming a pass between the
- the Last Desert - and travelers may have to contend 3 Menechtarun and the Valley of Shadows. A pyrohydra
3 with specters and wraiths formed from incarnate has realized that prey sometimes passes through, and
misery. They may also be offered guidance by travelers has laired in a nearby cave to raise its clutch of eggs.
taking the same route - disguised Mabaran incubi and Fangs of Argarak - A recent landslide has uncovered a
succubi who wish to drink in their slow suffering. basalt cavern studded with sharp obsidian and Khyber
A floating cyclops outpost from the city-state of dragonshards. The dragonshards are highly valuable,
4
Crux, held in the air by intricate Daanvian magic and but remaining in the cave is a recipe for rapid heat
geometric graviturgy. The tower - ‘Fulcrum Border exhaustion, and the magma mephits seeping from
3-Dak’ is a tempting and shady spot to rest, but might the cracked ground won’t make it easy.
4 Scimitar Spires - An unusual thri-kreen with an
be home to any kind of lairing monster (as well as
magic items from Crux). The base of the tower is a appearance like a stag beetle approaches the party,
good 50 feet off the ground, and adventurers better gesturing to whoever looks the strongest. They use
hope its construct defenses have broken down... their telepathy to demand a duel; whoever draws first
A sun giant* excavating a damaged Lens of Sohl’ara blood (reduces their opponent below 50% of their
from the desert sands - a device that channels sunlight maximum hit points) may take a weapon as a trophy
5 from the other. Iki’tohr is a member of the Ta’kanchik -
to rapidly grow crops using Irian magic. They ask
for the party’s help in driving off the Construct-type a militant group of thri-kreen who reshape their bodies
5 adult crystal dragonFTD that will be created as an to become stronger warriors, taking on the legacy of
automatic defense when they begin fixing the Lens as the Hekaton giants. She has a particular hatred for
an ‘unauthorised intruder’. If they succeed, the desert humans, having battled against the Inspired, and wields
begins blooming, and the dragon's crystal remains can a special Dra-Tin Chatkcha*.
be made into a magic item such as a Crystal BladeFTD. Scimitar Spires - A pair of kalashtar from the
The massive crystal waste known as the Diaphany hidden settlement of Laavsan, gathering wild herbs
(p.255), with a camp of goliaths working to extract the and food. Laavsan is a base from which they and
highest quality fragments of crystal to be hauled to the their compatriots seek to undermine and spy on the
coast for transport. A pair of Chosen (InspiredERLW) nearby Riedran city of Dar Qat. If the party includes
6 6 any humans or other ancestries that could be from
oversee the process, accompanied by a squad of
Riedran soldiers. If the party causes trouble, a couple the Unity of Riedra, they are untrusting, and may seek
of goliaths might take the opportunity to contact them to hide or flee. If the party proves themselves to be
- or help them take down the Riedrans in charge. enemies of the Unity, or ignorant of the situation, they
The immense swimming zaratan known as Gran may offer info, or a safe rest in their settlement.
Gol (p.257), with a group of 3 thri-kreen and their Sun Pillars - A group of Sohl’dhai stone goliaths
ankheg companion acting as scouts and sentries in (p.78) conducting a divine ritual to repair a collapsed
7 cliff-face of the butte in which their village is carved.
the sands around it. Diplomacy will allow the party to 7
be escorted safely to the thri-kreen village of K’raana, Characters with divine magic or other stone-shaping
built within the zaratan’s back. expertise can assist, earning their trust, and access to
An oasis surrounded by the sandy ruins of a cyclops the safety of their village.
outpost. The settlement is ruled by a capricious half- Sun Pillars - The terrifying behir Glimmerdoom*
8 8
rakshasa lamia who lords over a clan of desert tabaxi. begins stalking the party, waiting for a time to strike.
Intruders are charmed by the lamia as her servants.
Fitting Monsters:
Fitting Monsters: Levels 1-4: Firenewt Warrior, Giant Eagle, Giant Goat,
Levels 1-4: Ankheg, Dust Mephit, Kruthik, Lamia, Griffon, Pteranodon, Yeti
Mummy, Thri-kreen, Asherati Sandbinder* Levels 5-9: Cyclops*, Chimera, Frost Giant, Galeb Duhr,
Levels 5-9: Seheta Snapjaw*, Sun Giant*, Tlincalli Stone Giant*
Levels 10-13: Glimmerdoom, The Menechtar*, Levels 10-13: Behir, Frost Giant Primordial*, Roc, Stone
Purple Worm, Zaratan Giant Primordial*

CHAPTER
CHAPTER
1 | GAME4 MASTER'S
| ALLIES & TOOLKIT
ENEMIES
5252
Shattered Geography Esht Growth Anchor - This massive stone pylon is
a Manifest Anchor* to Lamannia used by the Esht
The following section highlights environmental oddities and Primacy to grow crops. With the fields long gone, it
features that players can encounter on their travels. Xen'drik's now infuses the jungle with primal magic, creating a
3 zone in which plants grow to massive sizes. Casting a
history has warped and broken its landscape beyond what is
natural, with varied opportunities, risks, and rewards. spell that induces plant growth causes it to go rapidly
out of hand; the duration of the spell increases many
times over, and cannot be willingly ended.
Broken Technology Sul’at Tempest Cannon - This massive firebrass
Unsurprisingly, one of the most dangerous features of cannon is powered by a Khyber dragonshard
Xen’drik’s wilds are malfunctioning devices from the Age of containing an elder tempest. The region around it is
Giants. Point defenses, war machines and arcane munitions lashed by gale winds and lightning due to the partially
dot the land, especially on the borders between ancient 4 damaged binding. The dragonshard could be used
nations. During the draconic assault, many of these were to power a rapid prototype airship if extracted - or
brought to bear against the forces of Argonnessen. Now, with to create a weapon with the power to cast storm of
their operators long dead or their structures half-destroyed, vengeance over a massive area.
many still operate in some capacity to destroy any perceived Crux Armisticer - The city-state of Daanvi held
threats. Each is just as dangerous as it is enticing; adventurers diplomatic meetings in zones of absolute order
who can breach their defenses and recover the tools and maintained by Armisticers. These eldritch machines
technology inside often strike it rich - or gain disastrous new enforce law with brutal efficiency. Any creature within
weapons to use against their enemies. a 200-foot radius around an Armisticer that lies or
Arcane Instability. Larger installations can be 5 attempts to harm another must succeed on a DC 20
anything from mobile Sul’at weapons platforms, to psionic Wisdom saving throw. On a failure, they take force
Cul’sir artillery, to giants reanimated by the Qabalrin and damage equal to a quarter of their maximum hit
outfitted with necrotic cannons. One such example is the points and are knocked prone. Some still stand in the
Barricade Katta (p.251) - a flying Sul’at watchtower that now Menechtarun, but others are buried by sand, and apply
lies half-sunken in the Phoenix Basin. Of course, not all such their effects to the area above them.
technology was intended to be dangerous. In expanding the Karrakos Memorandum - A Memorandum is a
nations, the giants of old created feats of epic magic for civil Manifest Anchor* to Dolurrh, used by the giants to
purposes. Flickering portals to other planes once allowed speak to the dead and carry out their final wishes.
travel and diplomacy with their denizens; now, they act Within a wide radius of the eldritch machine, the sky
as dangerous planar breaches unguarded by their creators. 6 becomes dark and moonless, and those who die are
Rivers rerouted to irrigate fields might spontaneously flood far more likely to rise as ghosts. Unfortunately, the
and flow unpredictably, guided by the shape of non-existent Shattering brought death all too close. As such, each
agriculture. In some cities, this extends to artificial constructs. Memorandum is a region rife with ghosts and deadly
Caretakers and guardians who performed menial labor were wraiths of massive size.
once the hallmark of a post-scarcity society. Now, they defend Zjai Alternity Anchor - The bizarre Alternity
their city from thieves and intruders, continuing their tasks Anchors* of the Xoriat city-state open up regions
for eternity in lieu of new orders. from different Eberron timelines. This includes dead
d8 Examples of Environmental Technology worlds and bizarre realities where the rules of physics
Quori Dreamgate - During the Dream War, the quori are completely different. While many are (thankfully)
7 broken, others occasionally sputter to life, releasing
invaded Xen’drik through permanent portals to Dal
Quor. These Dreamgates* resemble curving archways horrors from other worlds into this one. A party
to nowhere, and are all nonfunctional after the firing crossing an Alternity Zone might find any impossible
of the Moonbreaker. However, their link to Dal Quor is environment, from plains of crystalline psionic trees to
not entirely broken. The region around a Dreamgate is a lake of anti-magic with screaming fish.
1 often dream-touched and bizarre; colors might appear Sul’at Ash Maze - Locations key to the Sul’at League
monochrome or hyper-saturated, the sun might wiggle are often marked by terrifying Ash Mazes. These magic
across the sky, while creatures might be shaped into defenses are utterly invisible and powered by bound
living nightmares. Further information on Dreamgates, fire elementals. Rather than visible flame, an Ash
and other quori technology, can be found in the Maze is formed from walls of pure heat that manifest
Legacy of the Quori chapter on p.63. as a rippling effect in the air. Walking through one of
Hekaton Swordcircle - The sparring tools of the the labyrinths’ ‘walls’ subjects a creature to this heat,
Hekatonri included Swordcircles - small training which incinerates it instantly. Ash Mazes are named
grounds which summoned the warrior’s sword wraith 8 for the fine layer of soot that coats the ground around
out of Shavarath. As it turns out, fighting oneself is a them - the remnants of former victims. The worst
2 great way to realize your own weaknesses (especially have shifting walls, forming concentric rings of sudden
if you lose). The machines sustaining this effect have death. Guides know to avoid scorched clearings with
often been buried by rockfalls or desert sands, causing structures at their center. There is no set way of
adventurers to occasionally to get attacked out of traversing an Ash Maze unharmed except for
nowhere by furious copies of themselves. having immunity to fire damage, but creative
ways of revealing the shape of the walls
should be rewarded.

CHAPTER 14 | GAME
ALLIESMASTER'S
& ENEMIESTOOLKIT
53
Dreamblights d4 Example Dreamblights
The magical backlash of the Moonbreaker created The Null Tide - The archipelago of Shargon’s Teeth
dangerous phenomena that scar the land to this day. One was once part of the Cul’sir Empire. While many of
of the most unsettling are areas where Dal Quor manifest its remnants have been washed away, other mistakes
zones were forcefully stripped away from the fabric of remain. A region of several islands at its heart was
the Material. The result are regions of hyper-mundanity once a Dal Quor manifest zone. Now, the area is
known as dreamblights. Every dreamblight is unaffected by 1 shunned by sailors; the Dreamblight doesn’t just bring
events such as shifting zones, and sits as a permanent area calm to peoples’ minds, but the tides as well. The
devoid of all joy. currents in the area barely flow. The wind lies still. The
The Doldrums. The first signs of a dreamblight are silence is palpable. Fish are slow and predictable, but
one’s senses deadening; colors dull, sounds are flat and the attempting to catch them is too much effort. We all
imagination struggles. Animals within such an area appear to die eventually. Why not hasten the process?
be going through the motions like automata. The further one The Ash Thicket - A forest grove to the west of Dread
goes, the more the bleak mundanity begins to grate. Forming Lake was used by the fire giants of Ju’qata as an artists’
visual ideas or novel concepts become impossible, limiting enclave. Its links to Dal Quor meant that creative ideas
thoughts to the same ideas over and over. Magic gradually would be appear in space, allowing the giants to design
begins to fail as spellcasters cannot grasp the abstraction of fashion with their minds. The severing of Dal Quor
forming spells. Emotions die, and everything becomes rote. 2 turned their dreams of flame to metaphorical ashes,
Greywash. A creature that sleeps in such an area never turning the grove into a burnt and ashen wasteland.
experiences dreams, but the side effects can be maddening. Creatures that enter find themselves caked in soot
The more time one spends within a dreamblight, the more equivalent to the weight of their fears - a downwards
sickening and overwhelming the rest of the world becomes. spiral that eventually entombs them altogether. After a
The potential and wonder are terrifying, and dreams become while, these statues simply blow away in the breeze…
so vivid as to blend with reality. Meanwhile, the intrusive Zeremshara - This dreamblight in the northern
thoughts and depressing weight of existence begin to clog Menechtarun has a nearby asherati settlement, who
one’s mind. Effort becomes impossible, trying becomes futile. make use of it for any disputes. The tight-knit families
The dreamblight is a comforting blanket made of lead, and its and close confines of asherati towns can often lead
weight only grows stronger by the day. 3 to unspoken tensions. When this happens, the people
Death of Dreams. Dreamblights are anathema to involved are commanded to spend 3 hours together
the beings of Dal Quor; any kuo-toa, thri-kreen, or quori in the Zeremshara. Once they feel the futility of their
that experiences such an area feels their very essence being anger (and potentially share some tears together),
destroyed, overcome by a bleakness so profound that their they are welcomed back to chat things over.
own hopes and dreams begin to die. The first time a quori The Ruins of Ghak’rus - Many Cul’sir cities were built
sees or feels a dreamblight through the senses of another, in Dal Quor manifest zones. The Ruins of Ghak’rus, in
it must succeed on a DC 25 Wisdom saving throw or the peninsula east of the Marsh of Desolation, is one
immediately end possession of its host and become unable such site. Few explorers have ever delved deep into
to cast innate spells for 24 hours - a truly disturbing feeling the ruins, instead losing the will to live a few minutes
for an Inspired. On a success, the quori becomes immune to up the front steps. The further one delves, the weirder
4
this effect for one hour. Thri-kreen are completely unable to Ghak’rus gets. Colors fade into monochrome. The sun
enter dreamblights, and refuse to even witness them. Other travels backwards in the sky. People find if they don’t
characters with psionic potential might feel all manner of side breathe manually, they simply forget to. However,
effects, and few can bear to stay in such areas for long. the underground section of the city is relatively
untouched as a result, and countless giant
relics might lie within.

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Fractured Terrain Shifting Zones
While the curses laid upon the continent are the most In Xen’drik, the land itself refuses to stay still. One of the
famous aspect of travel in Xen’drik, the Shattering is not a most infamous scars from Cul’sir’s hubris are known as
metaphorical description; the events of the late Age of Giants, shifting zones. The backlash of the Moonbreaker created
especially the backlash of the Moonbreaker, sundered the shockwaves that rippled out from Dal Quor manifest zones,
land and changed the shape of the continent. The energies causing reality to become ephemeral in their wake. Where
unleashed to change the very cosmology of Eberron caused those manifest zones once stood, the environment can shift
vast areas to collapse into the ocean, or break apart under dramatically from one day to the next. Explorers can hike
terrible earthquakes - a testament to the dire will of the titan through the Menechtarun and find a glacier in the heart of
Cul’sir. This cataclysm is most obvious in the north of the the desert, while a lake can change from water to lava to
continent, around the Skyfall Peninsula; the fractured Teeth solid ice at random each morning.
of Shargon and sunken areas such as the Marsh of Desolation The locations of these zones are fixed, but the random
are a direct result of the damage caused. nature of their shifting can make them invisible. More
Due to this, many giant ruins from the Cul’sir and Sul’at than one party has woken up to find their tents pitched in
now lie underwater. This explains why the modern land a lava field instead of the jungle. Those native to Xen’drik
that these civilisations cover is so small compared to the can usually identify shifting zones through experience, and
Group of Eleven. Originally, the Phoenix Basin was an area guide parties safely around them. When a shift occurs, the
of land between the Kapaerian Islands and Skyfall Peninsula, effects on the wildlife can be dramatic. Typically, plant
with cities ruled by the two giant nations. Now, the shallow life is instantly altered into matching flora for the new
sea contains areas that still steam and smolder with heat environment; tropical trees will instantaneously become
from ancient Sul’at foundries. Some of these cities are still arctic pine, burnt stumps, or giant cacti. Animals retain their
protected by ancient floodwards, and lie submerged in forms - if they are lucky.
bubbles of air, untouched since the time of the titans.
On a smaller scale, the geography of Xen’drik is a lot more Shifting Zone Optional Rules
fractious compared to other continents; vast rifts can carve The random effects of a shifting zone can instantly alter one’s
through the land at random, cleaving cities in two or creating body and abilities. This effect is akin to a permanent true
obstacles for adventurers. More dangerously, some of these polymorph, and can only be undone by a DC 15 dispel magic
ravines can descend into Khyber itself, allowing fiends, ability check, or the spell remove curse. This transmutation
monsters, and daelkyrspawn to emerge onto the surface. might simply change a brown bear into a polar bear, but at
This is entirely a tool for the GM, and has no impact on times the effects are far more dramatic.
adventures unless needed. However, dramatic environments Optionally, a character who wakes up after completing a
created by ancient catastrophes can: long rest in a changed shifting zone must roll a d20. On a roll
of 1, they are partially transmuted into a new body that suits
• Contribute to the pulp feel of exploration the current environment, replacing one of their ancestry
• Provide varied environmental challenges and battlefields abilities or features (excluding ability score increases) with a
• Justify introducing fiends and aberrations to new one. For example, a shifting zone that becomes a glacier
adventure sites without any need for background or might grant someone the high altitude tolerance of a stone
elaborate motive. goliath, while a patch of volcanic rock might result grant
someone the abilities of a fire genasi. Whether they can
After all, who doesn’t want to kick a villain into a control their newfound flames is a different question entirely.
bottomless crevasse at the heart of an ancient city? This alteration should only be done with player buy-in,
and the degree of change might be simple as altering one's
d8 Terrain Features hair colour.
Marsh - A colossal marble arm rising from the muck,
1 where a statue of a titan sank into the swamp. Shifting zones are entirely optional, and can be included
or ignored without any canon conflicts. They serve to
Desert - Floating earthbergs and sky isles in a field of
2 highlight how Xen’drik’s past has left indelible scars on the
debris torn from the earth by unknown forces. land, while providing options for unusual and interesting
Lava Field - A magmatic rift that plunges through the environmental encounters.
3 earth directly into the darkness of Khyber.
Jungle - A vast waterfall stretching for hundreds of d8 Example Environments & Effects
4 meters where a section of land subsided long ago. 1 Marsh - Risk of disease and difficult terrain.
5 Tundra - A field of fumaroles and volcanic geysers. 2 Desert - Extreme heat.
Boreal Forest - Sinuous paths of bare ground where 3 Lava Field - Extreme heat and burning cinders.
6 no tree or plant will grow, and no animal will tread. 4 Jungle - Biting insects and difficult terrain.
5 Tundra - Extreme cold and blizzards.
7 Ocean - A sunken city mere meters below the surface.
6 Boreal Forest - Extreme cold.
Mountains - A high peak sundered in two by an
8 Savannah - Tall grass provides advantage on Dexterity
unnaturally clean ravine.
7 (Stealth) and disadvantage on Wisdom (Perception)
ability checks.
8 Mountain - Difficult terrain and steep drops.

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Sky Isles
d8 Example Sky Isles
A variety of floating archipelagos drift over Xen’drik, Kindori Kaya Tal - One of the largest sky island chains
buoyed aloft by ancient magic and arcane anomalies. Known is the Kindori Kaya Tal, which hovers about the jungles
collectively as sky isles, these ancient feats of terraforming east of the Tempest’s Spine. The Kaya Tal is lush and
are as varied as they are wondrous. Smaller earth-motes and home to an ecosystem of flying animals, as well as a
islands are a normal sight for the denizens of Stormreach; large community of Ko drow. Its name comes from
1
over hundreds of years, the people of the city have reclaimed the celestial kindori whales who descend from above
the hovering pieces of land over the city, forming a three- to calve here. Recently, hunters from Stormreach
dimensional metropolis. Deeper into Xen’drik, these floating and Zantashk have set their sights on the kindori, and
islands can be vast in size, and covered in unique life and tensions are rising.
ancient ruins from their creators. The Unveiling (p.219) - The capital of the Gallimaufry
Certain regions of the continent are affected in much was formed every 13 years by countless cloud giants
more dramatic ways; entire regions and broken mountains binding their castles together. The raucous assembly
can hover in the clouds, held in place by vast gravity magic, was a chance to socialize, trade, and party before
Syranian levitation, or other ancient phenomena. Thousands 2
setting off once again as nomads. The raft of cloud
of years of heavy rainfall have eroded many of these into islands lies over the Iceflow Sea, held together by vast
island chains connected by vines and vegetation - as well as chains; the Shattering caught it unawares, and now the
ropes and bridges from the people living on them. ruins are lorded over by beasts and radiant idolsERLW.
Giant Flight. The giants of old created sky isles for a The Bismuth Isle - A sand-scoured island hovers
variety of reasons. Mobile scouting posts, aerial forts, reduced above the western Menechtarun - an outpost of
overcrowding, and dramatic throne rooms are but a small the Xoriat city-state of Zja Aqat. Its worn ruins are
number. By far the most common are the mobile castles iridescent, sculpted in bizarre fractal patterns by the
of the Gallimaufry. This city-state of merchants studied ancient giants. The outpost is home to a singular being.
3
Syranian magic as part of the Group of Eleven, and used The androsphinx Zephyrmane claims the island as his
their expertise in arcane flight to soar over the continent. lair, waiting for an event that the Prophecy will bring to
Many of these castles now form the frozen Unveiling above pass. Supposedly, he guards something of great power,
the Iceflow Sea, but a larger number migrate endlessly but only those worthy will ever see it and live.
through the clouds, or have settled in random locations. The
Chekail of the Air - The fae magic of the Twilight Court
Cul'sir Dominion used their oneiric magic to dream floating
once bound an earth-mote above the eastern shore of
buildings into reality, many of which now form part of the
Dread Lake, where those linked to the archfey of the
city of Stormreach.
sky once lived. It has since been settled by a clan of
The Shattering had a profound effect on many of these 4
spiderfolk, who have woven fine rigging out of silk to
floating structures. The physical damage caused by the
connect it to the forest below. They descend on these
dragons tore many apart into smaller floating debris,
silken strands to fish in the Lake for food, and do their
while others had the source of their levitation dispelled,
best to avoid drawing any unwelcome attention.
and plummeted to the ground. Despite this, a surprising
Fulcrum Border Isk-6 - The national borders of the
number remain, for the giants placed magical safeguards
city-state of Crux were marked by perfectly spaced
to protect against any accidents. Little did they know how
outposts. Where possible, these watchtowers were
their enchantments would be put to the test. Naturally, sky
built on rock, but the cyclopes weren’t willing to ruin
isles can also be explained by the arcane backlash of the
their perfection. To maintain perfect order, some
Moonbreaker, as well as the impacts of unraveling giant
outposts were built over shifting desert sands, and
magic on the land - or, simply, due to natural manifest zones. 5
fixed in space using Daanvian magic and geometric
graviturgy. Due to being far from the main city, many
of these outposts were spared from the Shattering,
and are now home to entire communities, as well as
desert monsters. Tower 6-Isk is home to a clan of
cyclopes, kept safe by its ancient automaton defenses.
Tephran Gul - One volcano in the Fangs of Argarak is
crowned by a bizarre lumpy island of dark ash and rock
- an eruption caught in mid-air and frozen in place by
the Sul’at League to avoid any dangerous fallout. The
6
mass of ash and tephra is surprisingly fertile, and lies
above the heat of the Valley of Shadows; as a result, an
entire rainforest has taken root on the island, creating
a clashing mass of verdant greenery.

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Xen'drik Settlements Safety. Xen'drik is a dangerous land, and there is much to
watch out for. How does the settlement deal with threats, and
Despite the dangers of the Du'rashka Tul, towns large what are they? Do they prefer stealth, or force of arms?
and small can be found across the land. These range from
Shelter. Exposure can be deadly, especially for areas
scattered settlements in the Hydra Basin to the grand
with blizzards, desert sun, or tropical storms. How is the
metropoli of Kul Lerek, Stormreach, and Bazek Mohl. To
settlement located geographically to prevent any issues?
avoid the curse, many villages stay small and scattered, but
cities do exist in defiance of history. These cities (mostly)
Trade. How are the settlement's relations to nearby
cultures? Do they actively trade with other peoples, and if so,
are aware of the mythical Madness of Crowds, and have
what do they produce?
unique ways of avoiding the curse. Those that do not, such as
Stormreach, are ticking time bombs waiting to explode when Water. Where does the settlement obtain fresh water
the plot moment is right. While this book includes details on from? Is it groundwater from wells, taken from local
7 different settlements in Chapter 2, the following tools are waterways, or captured from the rain?
meant to aid in the creation of new ones while adventuring.
When creating a settlement, consider the following factors The following table is there to provide inspiration for
to give it depth and realism: settlements that players might encounter on their journeys.
When introducing a culture, remember that there is no
Ancestries. The different ancestries within Xen'drik reason why they should be less advanced, or less ancient,
have cultures influenced by their abilities, and how they than the cultures of the players. Much like the Súlatar drow,
interact with the environment. How do the ancestries it is possible for players to stumble upon a city with powerful
within the settlement interact with their environment in magic founded long before humans arrived in Khorvaire. If
unique ways? the players are going to be interacting with a culture, ensure
Food. How does the settlement harvest food for its that the culture has depth, and isn’t a stereotype of our own
residents? Do they rely primarily on hunting, farming, world. One can roll on the table to stretch creative muscles,
fishing, trade, or a mix between? or choose options that suit the story. Bear in mind that the
Leadership. How are decisions made regarding the geography of Xen'drik is anything but normal. It is possible
settlement as a whole? Are there designated leaders, and if so, to roll a city in the tundra while the players are in the desert
is their rule welcomed or enforced? - and this is ok! Stable shifting zones and manifest zones can
make the impossible possible no matter the location.

d12 Who: Where: Using: Living in: Situation:


Cloud Giant
1 Giants Desert Necromancy About to face the Du’rashka Tul.
Castle
Drow
2 Swamp Astromancy Giant Ruins Warring against another faction.
(Vulkoori)

3 Dragonborn Volcanoes Druidry Houseboats Thriving in a state of peace.

4 Goliaths Mountains Artifice Skywhale Back Undergoing infiltration by a Cult of the Dragon Below.

Nomadic
5 Yuan-ti Rainforest Martial Skill About to perform a holy ritual during a lunar alignment.
Villages

6 Thri-kreen Plains Divine Faith Cliffside Town Under attack by a dangerously mutated monster.

Elemental
7 Kobolds Tundra Vast Caverns Repairing a powerful piece of ancient technology.
Binding
Bones of
8 Fae'drik Sky Isles Geomancy Serving under one of the dragons of the Ten Watchers.
a Behemoth
Living
9 Chaparral Illusions Treetop Village In a state of fear due to infiltrating fiends.
Constructs

10 Beastfolk Coast Transmutation Massive City Holding a community festival with games and events.

Drow Arcane Giant


11 Quori Relics Afflicted by a dangerous disease.
(Súlatar) Wasteland Construct
Summoned
12 Shulassakar Badlands Caldera Town Recovering from a nastural disaster.
Creatures

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The Reality DC 4 - minor illusory effects, as per spells such as
prestidigitation or minor illusion.
DC 8 - minor personal change; alter your hair color or the
appearance of your clothing.

of Dreams
DC 12 - major personal change; alter your height, weapons,
armor or belongings.
DC 17 - minorly alter reality; create a door in a wall,
freeze an expanse of water, or replicate a spell of 3rd-
Xen’drik’s history is rife with dreams and nightmares. The level or lower.
Cul’sir Empire harnessed the Plane of Dreams to define an DC 22 - massively alter reality; seal a hallway, bridge a gap,
age, while the quori of that age did their best to end it. The open a pit, or replicate a spell of 5th-level or lower.
scars left by the Dream War can be found all over Xen’drik,
and the Dreaming Dark are desperate to investigate them. Narrative Weight. For high-level dream adventures,
As such, campaigns on the continent can have heavy dream dying in a dream can carry a relative lack of danger. This can
themes, and even involve trips into dreamworlds themselves. be changed depending on the situation at hand. If the party
Running adventures in Dal Quor poses some mechanical is fighting quori, dying might represent a momentary break
challenges; what does one do about elven characters? How in their mental defenses; in that moment, the quori might
can the party travel to Dal Quor when it’s so famously gain a peek into their mind, learning who they are, and what
distant? And what happens if a dreamer dies? This section they value most - a hanging sword to be dropped on the plot
offers various options and frameworks for running dream at a point in the future. Alternatively, dying might carry the
adventures, as well as detail on the legacy of the quori. risk of having one’s soul permanently captured by the Soul
Binding attack of a kalaraq quoriERLW. A different way of
Adventures in Dreams giving weight to a dream death is to make it so that the party
only has one shot at their goal. A character who dies cannot
Entering the dreams of a sleeping character can be a sleep to re-enter the dream, upping the difficulty of the task.
powerful plot tool. One can fight a quori possessing one’s
mind, explore their memories, or lucidly travel between
dreamscapes. This can be achieved in a couple of simple Dreamtouched locations
ways. The first is to provide the players with a simple magic Adventure sites such as the Throne Gate Ruins (p.276)
item, such as the Lucid Bonds* of the Cul’sir Empire. The can have unusual effects on people sleeping nearby. This
second is to use lost spells, such as this book’s dream link* and is often the result of ancient psychic scars on the land, or
dreamwalk*. These might be known by an NPC or learnt by the effects of eldritch machines from the Cul’sir Empire
a party character. Dreamwalk makes for an excellent Artifact ticking away. A Dreamtouched area has a permanent link
Spell, and could be found in the form of Spell Scrolls for the to the Sea of Dreams. Sleeping in a Dreamtouched location
party to use when needed most. The third option, and the without psychic protection pulls one into the same region
most dangerous, is to sleep within a Dreamtouched locale - a of Dal Quor, placing all dreamers within the same dream.
place permanently tied to Dal Quor that draws in nearby Sometimes, these are simply ancient defenses, created to
minds. For better or, more often, for worse. allow the giants to dream in peace without risk of attack
The Rules of Dreams. Dreams allow the GM to from the quori. This can result in bizarrely bland dreams,
rewrite everything, and introduce anything. Since nothing where one simply spends hours inside a locked defensive
carries over upon waking (unless you wish, as the GM), you vault. More dangerously, the Cul’sir Empire constructed vast
can run dream adventures in different game systems, hand realms of wonder within Dal Quor. After the Moonbreaker
players new character sheets, or have them play warforged and 40,000 years of ruin, many of these regions are haunted
colossi and slam-dunk the tarrasque. The following are a by lost giant minds, or twisted to reflect the course of history.
basic set of rules for a dream adventure, intended to answer Dreaming within them might involve bodiless giant psyches,
simple questions about the setting: insane id-wraiths*, or any manner of bizarre figment.
Sealed Nightmares. The effect of the Turning of the
1. Characters typically enter a dream in their own Age was devastating to these spaces. Large sections of the
perceived peak performance, with all hit points and Cul’sir Empire were built within the Sea of Dreams itself,
resources as though ‘waking up’ from a long rest. and anchored to eldritch machines, or the minds of comatose
2. A character that enters the dream of another and beings. When the heart of Dal Quor awoke, changing to an
experiences dying wakes up immediately, takes 3d6 Age of Nightmares, the Sea of Dreams was utterly rewritten.
psychic damage, gains no benefits if they were resting, The anti-quori defenses of many of these locations saved
and cannot sleep for the next 24 hours. them from total destruction, but the damage was severe,
3. While reality is morphic, the dreamer’s subconscious and all were partially severed from the Material. Others
resists major changes to the course of the dream. A were saved by their material anchors, which tied them down
character in the dream of another can try to alter within the psychic maelstrom. Of course, it is possible that
reality as an action by attempting a Charisma check all Dreamtouched locales were destroyed. If this is true, the
with a DC based on the degree of change, as shown existing ones are echoes - memory backups of what should
below. On a failure, they must succeed on a Charisma have been, but wrought from nightmare instead of dream. In
saving throw with that same DC or gain a level of this case, there are no giant minds trapped within Dal Quor.
exhaustion until they leave the dream, which Instead, they are psychic imprints and recreations, kept in the
represents their mental exertion. last moments of their existence - extreme and total fear.

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Entering Dal Quor Physically The Dangers of Dreaming
Physically entering Dal Quor is impossible, which is precisely Dal Quor has unique threats that only be encountered
why parties can and will do it. This is a true feat of magic behind closed eyelids. Some can harm a character's dreaming
that carries extreme danger; not only are the quori powerful consciousness, causing them to wake with a terrible
in their element, but if you die in Dal Quor, no one can ever night's rest and a splitting headache. Others are far more
retrieve your body. Even worse, your soul might end up devious. The most obvious example are the quoriERLW - the
bound to a kalaraq quoriERLW for eternity. Despite this, it’s malevolent nightmare fiends born from the plane itself.
a powerful plot hook and a dramatic climax for a campaign Due to the Moonbreaker, the quori cannot travel to the
- and may even be necessary to repair Dal Quor (or force the Material Plane, but they can influence people's dreams -
Turning of the Age). The method of doing so is campaign- and nightmares. Typically, this involves a quori taking on
specific, but will almost certainly rely on powerful magic such the guise of a divine figure, then shaping one's dreams to
as dream gate*, lost artifacts, or an eldritch machine.The Dal manipulated them. Eventually, they can convince that person
Quor section of Exploring Eberron covers the regions of the to let the quori possess them directly, and even use the ability
plane, as well as its planar properties and inhabitants. The mind seed to overwrite their psyche with that of the quori's.
following is a list of potential options for entry: However, someone entering a dream can fight a quori
directly. Unless the character enters Dal Quor physically,
d10 Methods for Entering Dal Quor this carries no risk of possession (unless a GM wishes), but
1 The core of the Moonbreaker. it does mean that a quori can shape the very dream that the
The aid of an ancient night hag such as Sora Kell or
2 characters are in. This means that a GM could introduce
Sora Yudotre (p.256).
dream-monsters formed by the quori, or the very psyche of
3 A powerful quori-related artifact from the Dream War. the person whose nightmare they are inside.
Freeing a quori from its docent, causing it to be pulled
4 into Dal Quor - along with nearby characters. Dreaming Remnants. Beyond the quori, a number
of threats can be found in Dal Quor. Delving into a person's
5 A Cul’sir eldritch machine in Stormreach's depths.
Locating the missing Dal Quor kar’lassa and delivering nightmares is a great opportunity to use sorrowsworn
6 its flesh to sahuagin dream priests for a special ritual. and other emotional monsters; killing the incarnation of
someone's doubts and fears is a classic quest to help them
Fixing a damaged Dreamgate* (p.63) using a charged
7 Arcane Dynamo* from the city of Genesine (p.201). feel better. Dreamtouched locales have their own grander
threats. The discorporated minds of ancient Cul'sir giants
Convincing the god-mind of the Concateny* (p.229)
8 to force open a portal with raw psionic power. might see the party as thieves to squash. Adventurers might
have to deal with them as giants, degraded id-wraiths*, or
Tearing open a temporary portal between the Material immaterial specters and banshees dealing psychic damage
9 and Dal Quor using a massive source of magic power.
instead of necrotic. Most dangerous of all are dream liches*.
Repairing Dal Quor, then traveling there like any other These terrifying beings might be powerful Cul'sir giants
10
plane (with Eberron-wide repercussions). with contingencies beyond death, or Qabalrin elves who
sought to explore the realm of dreams denied to them in life.
Dream liches are perfectly capable of possessing the living,
Including Dreamless Characters and can enact all manner of destruction while remaining
Some characters, such as kalashtar and elves, may not physically untouched.
sleep or dream in the same way as standard. As such, it
can pose difficulties when planning dream adventures.
The simplest way to overcome this is to say that the
ancient magics involved are powerful enough to bring
their minds into Dal Quor regardless, with their bodies
falling unconscious rather than sleeping. It can also be
said that only the target creature is truly dreaming, with
other characters simply forming a powerful telepathic
bond to experience it themselves. This is especially
true for magic items and oneiromantic spells. For
Dreamtouched locations, this becomes more difficult.
An easy justification for featuring the player is that
when the other players ‘wake up’ in the dream, they
all expect to find their comrade there. As such, they
subconsciously dream the party member into existence.
Naturally, these both provide some fun options for
roleplay for the characters involved. A warforged may
have no concept of dreaming - so how might they react
when they find themselves in one? Similarly, when
the players dream a party member into existence,
the player of that character is free to play them as an
absolute stereotype - a slightly ‘off’ reflection of how
their fellow party members see them.

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Legacy of the Quori The modern quori are hungry to uncover the secrets of their
forebears, and desperate to find out the truth behind the
Turning of the Age. If they can understand its cause, they can
The quori are sentient immortals from the plane of Dal prevent it forever - and save themselves from its inevitable
Quor, known as the Sea of Dreams. Much like the angels and destruction.
fiends of other planes, the quori are powerful incarnations Bastion Reach. To that end, the Unity of Riedra has
of the plane itself. As beings of Dal Quor, they can enter and maintained the city of Dar Qat (p.98) in western Xen’drik
shape the dreams of mortals, influencing them to their own for hundreds of years. The bastion of the quori exists on the
ends. In the modern era, the quori are evil fiends, but this surface to secure rare materials needed for the Unity, such as
may not always have been the case. Currently, Eberron is deep crystal, dragonshards, and long corn. In truth, its role as
thought to be in the Third (known) Age of Dal Quor, for the an exploration base is far more important. The Inspired have
plane itself periodically changes in a massive event known been gradually exploring the shattered continent on behalf of
as the Turning of the Age. This wipes the slate nearly clean, their masters, recovering evidence of the former quori. Who
resetting the quori and their memories. As a result, the knows what they have already discovered - and how deep the
current quori know nothing of their previous forms, and are plans of the Dreaming Dark go.
driven to learn about the nature of the Turning - so they can
prevent it at all costs. The Turning of the Age
Unlike angels and fiends, the quori are far more ‘mortal’
in their outlook. They have hobbies, personalities, and Dal Quor is currently in its third known age, having
variable alignments. The large majority are evil, but neutral undergone a Turning at least twice in Eberron’s history.
quori are not unheard of - and good quori were responsible While details of the Turning are a mystery, some aspects of
for forming the mortal kalashtar. Similarly, they are far it are clear - the quori and the plane itself undergo a rebirth,
more invested in the Material Plane than many other planar wiping their memories and reforming anew. Surprisingly,
entities. For over a thousand years, the modern quori have some aspects of the plane lasted through the Turning, such
ruled the Unity of Riedra - the largest power on the continent as some Cul’sir constructs, and the gestalt known as the
of Sarlona. They rule through mortal puppets known as the Draconic Eidolon. If the words of the Docent Shira are true,
Inspired, keeping their own forms secret, and engineered the last Turning occurred when the Moonbreaker was fired,
their rule through hundreds of years of dark influence and ending the Dream War and pulling quori on the Material
warmongering. As a result of the Moonbreaker, quori cannot back into Dal Quor. Supposedly, the former Sea of Dreams
physically travel to Eberron, and instead rely on possession was a time of light and inspiration - a far cry from its current
from Dal Quor itself. possessive darkness. Few beings alive know the truth of her
words, but plenty of immortals have records of the time.
Ancient night hags such as Sora Kell, the Infinite Archives of
The Quori and Xen’drik Daanvi, and the scholar angels of Syrania may all remember
The history of the quori is inextricably tied to that of the truth. More concerningly, so do the dragons
Xen’drik, for the last Turning of the Age and the current and the Lords of Dust. Naturally, getting that
state of Dal Quor is the result of the giants. The Cul’sir information is a quest in its own right.
Empire made heavy use of the plane of Dal Quor for their Mind Mirror. The nature of the first
civilisation. Due to reasons lost to time, the quori of the Age of Dal Quor has been completely lost to
age eventually warred against them, invading the Material time. Outside of immortal sources, the only
en masse. No one knows which side started the conflict, clue to its existence were the missing
but the result was devastating; the quori built Creation memories of the quori from before the
Forges and artificial soldiers, as well as gateways to Dal Moonbreaker. Some scholars believe
Quor to speed their advance. In desperation, Emperor that the first Turning coincided
Cul’sir tasked the Sul’at League with the creation of with the true end of the Age of
an unrivaled weapon to end the war. They succeeded Demons, and that the nature of
in the form of the Moonbreaker. The superweapon Dal Quor represents the general
destroyed the moon Crya, severing the links between hopes and dreams of the world.
the Material and the Dal Quor. Now, the plane is When mortalkind suffered
forever distant, annulling all Dal Quor manifest under the Overlords, Dal
zones and preventing physical travel to the plane. Quor was a realm of their
Inspired Legacy. Now, the landscape of fears and nightmares; when
Xen’drik is riven and scarred by the effects of the the Overlords were sealed,
Moonbreaker, and littered with the ancient mortals began to dream of
remnants of the quori. This includes anti- hope and wonder, causing
quori weaponry and traps created the Age to turn once again -
by the Cul’sir, as well as the and when the Cul’sir fired the
Creation Forges and ‘quorforged’ Moonbreaker, the catastrophic
that revolutionized events heralded a return to
House Cannith’s the darkness for those alive
constructs - and at the time.
the course of the
Last War.

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Previous Incarnations destroying an immortal only delays it with the need to reform
over time. As a result, the giants were both outnumbered
If the current quori are anything to go by, the immortals of and fighting a losing battle. Over years, the Cul’sir Empire
Dal Quor represent the themes of each age. While the current in particular became ever more desperate, its soldiers slowly
quori are nightmare spirits, the quori that warred against the mind-controlled by powerful quori to fight alongside them.
giants could have been very different in theme and outlook. At the same time, its infrastructure built within Dal Quor
If Shira is telling the truth, the previous age was one of light. came under threat, forcing them to protect their cities in
As such, it is possible that the old quori were celestials - the multiple planes at once. Their growing desperation is what
mirror of the current fiends. Their use of intricate constructs led their god-king to commission a device to end the war
and advanced artifice suggests they were spirits of creativity from the Sul’at League - a weapon so definitive it would
and invention, and may have worked with the Cul’sir - or ensure the quori never invaded again. The Moonbreaker was
inspired them - to create their planar works. On a grander a success, ending the war in one fell stroke - and wreaking
scale, the support of these quori may have encouraged the rise such havoc on Xen’drik that it ravaged the Cul’sir Empire
of the dragons and giants, encouraging them to create their and caused massive regions of land to collapse into the
imagined utopias. Of course, all of this relies on the word of surrounding sea. Dal Quor underwent the Turning of the
a single sentient Docent - from the giants’ point of view, the Age, pulling the quori back into the plane and rewriting them
quori may have been far more insidious. into something new, with the exception of those trapped in
An interesting aspect of this is that the quori may have more permanent arrangements like DocentsERLW.
looked almost unrecognizable. Modern quori appear as
fearful horrors, with insectoid features and fleshy carapace. In
contrast, the previous quori may have appeared angelic, with
Anti-Quori Defenses
wings of dreams, ticking construct limbs, or any number of During the Dream War, the Cul’sir and Sul’at giants toiled to
other impossible forms. develop weapons to counter their immortal foes. The abilities
of the quori were a far cry from other giants; they could
The Dream War assault dreaming minds, scout defenses through the ethereal,
and reformed endlessly when slain. The giants created many
The reasons for the Dream War, when the quori invaded defenses to counter them. Many of these devices still remain,
Xen’drik, are lost to time, but its impact on history is still and can have unusual effects on people in the vicinity.
felt to this day. What is known is that the quori began to
fear an approaching Turning of the Age, just as they do in Dream Prison
the modern era. This may have been the result of a natural Eldritch Machine
cycle, or started by the darkening dreams of those subject to A Dream Prison is a tall stone statue of a giant with their arms
the tyrannical Cul’sir and Sul’at giants, or actually instigated held together, as though clasping something between their
by Emperor Cul’sir himself. Which side was ultimately hands. Any creature in the Ethereal Plane that moves within
responsible for the war depends on differing viewpoints. 30 feet of a Dream Prison must succeed on a DC20 Wisdom
The records of the Cul’sir Empire place the quori as saving throw or be pulled inside the statue. A creature
invaders, seeking to destroy the utopia that the giants build trapped in this way remains trapped inside indefinitely.
on a foundation of dreams. The docent Shira instead places The only way they can be freed (other than destroying the
the blame on the Cul’sir, with the quori seeking refuge and statue), is for a creature touching the statue to willingly allow
salvation in the Material. Denied aid by the giants they once themselves to be possessed by a creature trapped within.
considered allies, they had no choice for survival but to take
the last drastic measure available - the capture of Cul’sir
Dream Colosseum
technology to allow them to weather the Turning of the Age.
Eldritch Machine
Tide of Chaos. The quori invasion of Xen’drik marked Many Cul’sir ruins have massive buildings lined with stone
the beginning of the end. Making use of a coterminous pallets known as Dream Colosseums. A creature that sleeps
period between Dal Quor and the Material, the immortals within such a building always dreams of the same sealed space
constructed Dreamgates in Xen’drik, then invaded en masse. in Dal Quor - a psychic ‘disaster shelter’ that prevents quori
Caught unawares, the giants of the Cul’sir Empire were from entering and interfering with the dream. The contents
immediately called to arms, sent into battle against an endless of the dream are typically palatial, but the effects of the
tide of enemies. The ripples of the conflict spread across the Turning of the Age may have had dire consequences.
continent in days. The Cul’sir called on the Sul’at League for
powerful weapons to turn the tide, outnumbered as they were
Somnic Mask
by the forces of an entire plane. The quori in turn attacked
Wondrous Item, Uncommon
the League, drawing them into the war, while the Group of
Key figures in the armies of the Cul’sir Empire wore Somnic
Eleven reacted with shock, the conflict spilling over into their
Masks while sleeping on the march, protecting their dreams
borders. Some city-states took the opportunity to attack the
from psionic attack. While wearing a Somnic Mask, you are
hated Cul’sir Empire, either of their own volition, or through
immune to the negative effects of the dream spell and other
pacts of non-aggression with the beings of Dal Quor. Others
effects that would seek to harm you through your dreams.
found the invasion to be a dangerous unknown, their power
Other creatures cannot enter your dreams unless you
against the Cul’sir a major threat - and fought the quori on
allow it. Additionally, upon waking, you are aware of
their own borders, worried that they were next.
any attempts to tamper with your dreams (but not
Ultimately, the giants found themselves on the back foot.
necessarily who did it).
No matter the arcane might they leveled against the quori,

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Quori Creations warforged, warforged components, and warforged scorpions
(collectively referred to as ‘scorforged’). As such, adventurers
might stumble upon a Forge that is both active and defended
Creation Forges by drow wielding advanced artifice. If diplomacy can be
During the Dream War, the invading quori built Creation reached, this may provide a route for artificers to study novel
Forges to aid their cause. The methods and inspiration for methods of creating warforged and their components. The
them came from their history with the Cul’sir, and the drow have managed this feat through a mixture of study and
quori used everything they learned to claw their way into faith, and see their creations as a way of worshiping Vulkoor.
the material. Each Creation Forge was used to smelt raw Of course, the other culture that has managed to use Creation
dreamstuff into engines of war; quorcraft constructs, dream Forges are the artificers of House Cannith. The House first
gates and docents were all made for the war effort. Many still discovered the Forges during expeditions into Xen’drik,
remain, hidden through the ages by the Traveler’s Curse and and replicated the basics of the technology in Khorvaire
their quorcraft guardians. Few know that House Cannith’s using concepts and items brought home with them. Their
Creation Forges were inspired by this quori technology, and versions are smaller, partially jury-rigged, and are only partly
that the unexpected sentience of the warforged may yet be a understood, with the Mark of Making acting as a mystic
legacy of these ancient designs. shortcut that replaces the connection to Dal Quor. Cannith’s
Raw Imagination. A typical Creation Forge exists as a Forges are something that they do not entirely understand
marble monolith sunken within a pit 300 feet below ground (although they work all the same) - a fact that resulted in the
level. The monolith is vast - up to 200 feet tall - and pulses ‘accidental’ sentience of Warforged, as well as odd factors
softly with glowing blue lines. This is surrounded by a marble such as their ghulra marks.
tower of self-repairing psionic material. Around the central
tower, a variety of defenses may exist to hide it, or fend off Quorforged
attacks from attack giants. Massive walls, psychic traps, and
quorcraft guardians are common. Many Creation Forges also One of the most intriguing remnants of the quori are the
exist alongside quori tools such as Dreamgates. The extent of forebears of the Warforged. Known colloquially as the
this construction varies greatly; some Creation Forges exist ‘Quorforged’, these constructs lack the true intelligence and
alone as forward outposts, while others are ensconced in vast emotions of their modern peers. Unlike the living form
psychic fortresses where the quori planned their war efforts. pioneered by Aaren d’Cannith, quorcraft constructs are built
Attempting to actually use a Creation Forge is an unwise from a patchwork of wood and mithril. The truth behind
choice. The eldritch machines were anchored on Dal Quor, their creation appears to be a desperate gambit by the quori
and used the plane’s magic to dream devices into existence of the last age. That Docents such as Shira can only be attuned
in a facsimile of the Cul’sir’s technology. Although they are to by warforged hints at the truth; that the first Quorforged
still magical, that link has long been severed, and what might were intended to be artificial puppets created by the quori to
be created by someone attempting to use a Creation Forge is weather the Turning of the Age.
up to interpretation. Despite this, there are two cultures that Dangerous Designs. In the modern era, Quorforged
have succeeded. Some Vulkoori are simply a dangerous relic. The constructs recognise
drow have use modified everything except quori as a threat, and move to engage
Creation Forges to produce without mercy. Curiously, this can result in odd reactions
to kalashtar - as well as the Inspired of Riedra. They can be
found most commonly in their ancient role as guardians of
other quori sites including Creation Forges and Dreamgates.
Driven by a continental war and threat of extinction, the
quori were highly experimental in their designs, and no two
Quorforged are the same. Their components include extra
legs, integrated weaponry, innate magic and other dangerous
features. Many have yet to be recovered by House Cannith,
and might be worth fortunes if brought back to Khorvaire.
As one might expect from morphic dream spirits, the
quori experimented with a massive variety of forms for the
Quorforged. Any Beast, Monstrosity, or Warforged stat block
can be turned into a Quorforged with the template below:

Quorcraft Template
Type. The quorcraft’s type changes to Construct.
Armor Class. If not a warforged, the quorcraft creature’s
armor class increases by 2 due to natural armor.
Ability Scores. The quorcraft creature has 1 Intelligence
and 1 Charisma.
Condition Immunities. The quorcraft creature is
immune to the charmed, exhaustion, frightened, and
poisoned conditions.
Damage Immunities. The quorcraft creature is immune
to poison and psychic damage.

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The 'Scorforged'. The lost Creation Forges of the • Bird calls and ambient sounds play in reverse.
quori have lain dormant for thousands of years… mostly. • The sun travels backwards across the sky.
House Cannith are not the first to have learned of their • All colors become excessively saturated and vibrant.
secrets, nor the first to remake them. That honor falls to the • All colors increasingly fade to gray with proximity to the
Vulkoori drow. During the elven rebellion, some Vulkoori gate.
learnt to repurpose Creation Forges for their own use, • Weird figments from people’s imaginations appear as
producing warforged scorpions as soldiers and guardians. random illusions.
To get to that point, they took inspiration from existing • All colors are inverted.
Quorforged, and created their own humanoid constructs as • Gravity feels like it’s randomly changing direction.
a starting point. Rather than using the Mark of Making, the • The weather changes at extreme and visible speed.
Vulkoori learnt to use the Creation Forges using divine faith. • Shadowy figures are constantly present in one’s
The ‘scorforged’ have a modicum of intelligence, akin to a peripheral vision.
modern warforged titan, and are often formed from chitin • Creatures’ heads increase significantly in size.
and whirlwood instead of livewood and stone. Many have
articulated scorpion tails and elven features. The drow have Docents
additionally created their own warforged components (p.346) A DocentERLW is a small metallic sphere studded with
such as Scorpion Gauntlets*, which can be attuned to by any dragonshards that can be attuned to by a warforged. House
warforged character. Cannith first discovered the devices in Xen’drik, and has
since produced their own limited versions. A Docent appears
Dreamgates to have no properties until attuned to by a warforged, at
The Quori invaded the Material through manifest zones which point its purpose becomes very clear; each is an
during a coterminous period with Dal Quor. Upon arrival, isolated intelligence that can talk to the one it is attuned to,
one of the first of their efforts was to construct Dreamgates providing knowledge, languages, and even magical abilities.
- permanent portals to the Sea of Dreams through which A Xen’drik Docent is ancient, intricate, and highly valuable;
their forces could arrive. Many Creation Forges are located their knowledge dates back from before the Shattering, and
near Dreamgates, producing quorforged guardians to defend can include lost secrets of the quori. The reason for this is
them. Each Dreamgate was a massive target for the giants, devastatingly simple. If the docent Shira is to be believed, the
representing a channel for the endless quori to return to the intelligence of an ancient Docent is the quori trapped inside it.
material when slain. The Moonbreaker was their reckless Shira’s existence suggests that the Docents were developed
solution, severing the connection to Dal Quor and rendering as containers for the quori of the previous age. Their design
them inert. Many Dreamgates still exist, although they was meant to protect them from being pulled into Dal Quor
appear as worn arches made from metal and sentira. Each during the Turning, while allowing them to control artificial
radiates powerful conjuration magic, yet seemingly has no bodies - the constructs now known as the ‘Quorforged’. If
function; however, the forces of the Inspired would be greatly their voices can be trusted, they may well have succeeded.
interested in recovering one to unlock its secrets. 40,000 years later, the Warforged of House Cannith are
The damage to the Dreamgates means that many are the capable of attuning to a Docent, but their own wills prevent
epicenter of bizarre psionic effects. Some ‘leak’ Dal the devices from taking control. As such,
Quor’s influence into the material, turning communicating with one, and learning
the surrounding area into a subtle its ancient secrets, is entirely their
nightmare. Others saturated the domain. The knowledge of such an
land with magic while they were ancient quori is something the
open, creating weak manifest Inspired of Riedra would kill for.
zones. Accordingly, the area Assuming, that is, that Shira is
around can them have any telling the truth…
weird effects, including
but not limited to:

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CHAPTER 2

PEOPLES OF XEN'DRIK

CHAPTER 5 | ANCIENT EMPIRES


6464
Peoples of Xen'drik
X
en’drik is a massive continent with an Dragonborn. The soldiers of Argonnessen have
equally massive range of peoples. long served draconic interests. The largest civilisation of
Countless cultures have risen and fallen dragonborn in Xen'drik has guarded the Ring of Storms for
since the Shattering, and countless over 40,000 years. The Trothurkear - 'Night Guard' - keep
more still thrive across the land. These watch over the ruined Qabalrin capital, using biological
cultures are completely up to GM fiat, engines to produce mounts and livestock. Dragonborn can
and a Dungeon Master should feel free to introduce whatever also be found serving the Ten Watchers across Xen'drik.
peoples they wish. The following table is there to provide Fae'drik ('Firbolgs'). The descendants of the giant
inspiration for the kind of cultures that players might Twilight Court are essentially fey goliaths. The fae'drik have
encounter on their journeys. When introducing a culture, maintained a spark of their former fey magic, and often work
remember that there is no reason why they should be less to combat tyrants and giants who seek to control others - a
advanced, or less ancient, than the cultures of the players. legacy of their city-state's past. Fae'drik maintain heirloom
Much like the Súlatar drow, it is possible that the players tales to preserve their past, many concerning Xen'drik's fey.
stumble upon a city with powerful magic founded long before
Giants. The modern giants are torn between those who
humans arrived in Khorvaire. If the players are going to be
interacting with a culture, ensure that the culture has depth, would seek to regain the power of their ancestors, and those
and isn’t a stereotype of our own world. who see such follies with utter scorn.
The following sections collate, rework, and expand on Goliaths. Many giants gave up their arcane strength
the different ancestries who call Xen'drik home, providing and power in the wake of the Shattering, becoming goliaths.
different cultural backgrounds and beliefs. This is intended Much like their larger kin, many goliath cultures are
to help GMs and players with both creating characters, and defined by their viewpoint on the past. Xen'drik goliaths are
considering how they fit into the story at large. Expanded descended from giants of every kind, including cyclopes.
player ancetries can be found in the Character Options Kobolds. This section details the three different
chapter on p.281, as well as in the Player's Guide. This progenitor-based cultures of kobolds in Xen'drik, and where
includes reprinted ancestries, as well as new options. they can be found - from the high peaks, to the deep caverns.
Living Constructs. This section provides a wide
Ancestries of Xen'drik range of backgrounds for playing a living construst in
Xen'drik, using the warforged player ancestry.
Asherati. Native to the Menechtarun desert, the asherati Lizardfolk. The 'arah'sihei' of Xen'drik range from the
are humanoids with sandy skin who can swim through hulking saurian Glacier Lords, to the spined desert Nektari.
the desert like water. Each asherati glows from within, Their cultures vary based on the environment, with shared
and can focus that light into a blinding flare. Many live in reptilian traits that unite them.
subterranean villages beneath the dunes of the vast desert. Locathah. Every sea around Xen'drik has a different
Beastfolk. Xen'drik's 'beastfolk' range from the vibrant locathah culture. The fishfolk are highly adaptable, with
aarakocra of the Tempest's Spine, to the woolly loxodons of different body forms, including catfish locathah in the Hydra.
Dowron's Shield. This section provides support for potential Shulassakar. As divine yuan-ti serving the couatl,
origins, and example communities for different ancestries. the shulassakar keep a close watch on the Overlords bound
Children of the Mist. The legendary spiderfolk of beneath Xen'drik, and can be found as scattered guardians.
Dread Lake prize secrecy above all else. Once the servants Simeq ('Simic Hybrids'). The aquatic Simeq elves are
of the Spinner of Shadows, and feared for their appearance, a culture of Lamannian drow, who live in the city of Simeq
the Children live in villages deep within the fog. There, they Riva in the Phoenix Basin. They use bioengineered creatures
practice the arts of alchemy, illusion, and silent hunting. The and their own mutable forms to thrive in the rebuilt ruins.
influence of the daelkyr Valaara is a new threat, while the
Thri-kreen. Xen'drik's 'mantisfolk' share a unique
release of the Spinner of Shadows grows ever closer...
connection with the plane of dreams, and are said to exist in
Drow (Ko). The Syranian Ko, or 'cloud elves', were both Dal Quor and the Material. Different kinds of thri-kreen
created by the Sul'at League to be pacifistic servants. Long can be found across Xen'drik, from the hulking Ikat-takt
after the League's fall, the Ko have established themselves ('titanshells'), to the winged Dre'kalak ('Death's Head').
across sky isles and cloud giant castles, with a culture built on
Triton & Merfolk. The merfolk of the Thunder Sea
charity, community, and bonds with local wyverns.
work to protect nature and contain fiendish threats. Fey
Drow (Súlatar). The 'firebinders' of central Xen'drik merfolk can also be found in the feyspire of Pylas Taraelya.
share both cultural links to divine fire, and an attitude of
Yuan-ti. The yuan-ti are recent arrivals in Xen'drik,
adventurous inquiry. Each culture takes after a different
having fled discrimination in both Argonnessen
aspect of the burning plane of Fernia.
and Sarlona. Many live in arcane ruins, using
Drow (Vulkooridal). Many different cultures of drow their resistance to magic to live as artificers and
revere the god Vulkoor and spirits of the wild. Collectively salvagers. Others have given in to the desire for
known as the Vulkooridal, each culture reflects one aspect of vengeance, forming dangerous cults to evil
the scorpion god, with different outlooks on nature. immortal entities.

CHAPTER 2 | PEOPLES OF XEN'DRIK


65
Asherati
The asherati of the Menechtarun desert are humanoids with
skin formed from a layer of fluid sand, allowing them to
swim through the desert like it was water. Keenly adapted
to their scorching home, the dunefolk can naturally produce
bright light due to the touch of Irian, which they can use to
blind foes. Their largest settlement is the underground village
of Ushemra, built within the floating desert of the Asherat
(p.250). From here, asherati roam across the Menechtarun
as merchants and guides. Many also serve as druids of the
Sunheart, protecting dangerous arcane ruins from those who
would meddle in powers best left undisturbed.

Family First
Asherati culture is heavily familial and shaped by the nature
of their desert home. Where survival alone might be difficult,
community can work together to achieve wonders - a
necessity in such a harsh land. As such, support and charity
are second nature, and many asherati respond severely to
selfishness and greed. Rather than a single leader, Ushemra is
ruled communally by families of asherati. Just as an individual
Beastfolk
is a member of the family, every family is a member of A wide variety of Xen’drik cultures fall under the Khorvairan
the town, with a single vote towards important matters. umbrella of ‘beastfolk’, from tabaxi to hadozee to arctic
Similarly, a dispute between one person and another is always aarakocra. These peoples can be found from the polar Everice
a dispute between both families; even if individuals disagree to the streets of Stormreach, and have just as many outlooks
with a member of their own family, they will support them and beliefs. None are a monolith, and have spread across the
without question until after the issue is resolved. As a result, lands freely since the end of the Age of Giants.
asherati typically place their family name first, and personal The origins of the beastfolk are unclear, with a wide range
name second. of founding myths. It is possible that they were among the
Typically, different families lean into specialty skills that many races subjugated by the giants after receiving the Gift of
are passed down through the generations. Some specialize in Ouralon. Perhaps the druidic history of the elven Gyrderi and
patrolling the Syranian desert of the Asherat, while others the spirits of the land have led to different ancestries touched
are adept at survival in the desert at large. Others are skilled by Eberron’s primal influence. Some circles believe that it’s
geomancers who shape and carve sand in service to the even more ancient; that while Sarlona is touched by Siberys
village. Typically, this involves shaping civic architecture, as the birthplace of the couatl, and Khorvaire is touched
and enchanting magic items, but fighting a sandbinder in the by Khyber due to its many Overlords, Xen’drik is touched
desert is a quick death; the asherati entomb their foes within by Eberron herself. Its vibrant environments, massive
the sands, shaping the world to their will. inhabitants, and lush forests are the Progenitor’s mark, and
the many beastfolk within share a profound connection to
Beyond the Sands Xen’drik’s verdant heart.
Of course, there are far more mundane theories as well.
Asherati are rare beyond the Menechtarun, often due to their
The giants of the Sul'at League were master transmuters
intense dislike of water. Many find swimming in water to
responsible for the creation of the chimeran Simeq drow; the
be as off-putting as the concept of swimming blind through
animal features of the aquatic drow suggest that Xen'drik's
desert sand is for others. Despite this, some grow curious
beastfolk may share an origin, with stronger ties to Lamannia
about the verdant lands beyond the desert, or enamored with
than the Simeq themselves. If so, they may have been created
the vibrancy of other towns and cities. Desert traders might
as servants for the League, or as trackers and hunters during
also sojourn in search of rare and interesting items to bring
the Elven Rebellion.
home. Some Sunheart druids also travel around Xen’drik
A player with a beastfolk character should feel free to
on personal quests to help cure arcane blights on the land.
create their own culture within Xen’drik, with their GM’s
More urgently, many asherati are deeply concerned with the
guidance. Consider where in the continent they are located,
actions of the Unity of Riedra; the growing attention of Dar
what plot hooks they might pose, and what unique cultures
Qat towards the crystal wastes and ruins of the Menechtarun
and traditions they might have. This might involve them
is a growing sandstorm on the horizon. The Inspired are
having an established city in the wilds with a unique method
both deeply powerful and a dangerous mystery; uncovering
of avoiding the Madness of Crowds, or possessing unique
the truth behind their strength is an urgent mission. Worse
and advanced magic unknown to Khorvaire. Naturally, being
are the Star Pilgrims, who have attracted asherati to
unique is always an option. A player character may have been
their ranks. The mission of these zealots is deeply
awaken from their stasis inside Risian ice by explorers in a
disturbing to many of the traditional First Families,
Sul'at Ruin, or be a different ancestry subject to an ancient
who distrust their alien powers.
curse or daelkyr corruption.

CHAPTER 2 | PEOPLES OF XEN'DRIK


6666
Examples of Beastfolk Cultures
Tabaxi/Leonin - Pride of Prides - The eastern
Children of the Mist
savannah of the Menechtarun is the domain of a More a myth than a known fact, the hidden spiderfolk of
vast alliance of catfolk. The pastoral people have Elachni dwell in eastern Xen’drik, within the forests of Dread
reclaimed many of the Daanvian ruins of the city-state Lake. While supposedly children of the Overlord known
of Crux, and converted many of their outlying ruins as the Spinner of Shadows, the mistkin are free to live as
1 into thriving towns. They work together with local they will, and prefer quiet seclusion in tree-top villages.
cyclopes to drive off threats from the western deserts, Their culture prizes secrecy out of fear of the response to
providing food and livestock for the giants in exchange. their arachnid appearance, with practiced skill in stealth
Over time, their efforts have led to a thriving culture and illusion. The Children of the Mist are skilled rangers,
of creating clockwork automata, fueled by metals from alchemists, and assassins, using their natural venom for
the SÚlatar of the Fangs of Argarak to the east. potions, poisons, and tinctures. Historically, few mistkin
Aarakocra - The Raiar - The polar birdfolk of the have ever left their hidden settlements, but times are rapidly
Raiar live on the islands and coasts of the Iceflow Sea. changing; the aggressive hordes of the daelkyr Valaara are
These aarakocra resemble seabirds such as puffins waging war on the forests around Dread Lake.
and terns, and resist the cold due to their thick, downy Mistkin villages are secretive and shrouded. Each is woven
2 feathers. During the summer, the Raiar fish in the from illusioned silk stretched in skeins between the treetops,
rich waters of the southern Iceflow; when the dark and explorers can wander beneath entire towns without
begins to creep north, they travel to villages high in the noticing. The spiderfolk are conflict-averse, but understand
southern Fangs of Argarak in a yearly mass migration. that they are objects of fear due to their unusual appearances
Loxodons - Therendora - The mammothfolk of and visual ties to the nearby Overlord. Any who wander
Dowron’s Shield gain their serene nature from the near to hidden mistkin villages are left undisturbed; any who
Syranian zones that dot the southern peninsula. The discover a village are quickly captured and given memory-
zones induce peace and calm skies, protecting them erasing potions before they can spread the secret. Mistkin
from large predators and polar storms alike. The often take on different roles depending on their body forms,
3 loxodons worship the moons and Ring of Siberys, which vary from humanoid to entirely arachnid. The table
which light up the world during the sunless polar below features examples of how mistkin can look, which can
winter. From their viewpoint, the Ring appears as a be rolled for, or used as inspiration for a character:
shining curve on the horizon - a ‘tusk’ of the world.
Many practice lunar sorcery, combining Siberys Chitine - You have a small humanoid body covered in a
dragonshard artifice with a Syranian gift for learning. layer of tarantula fur, with long spindly arms. Chitines
1 are favored as scouts and spies due to their smaller
Aarakocra - The Medley - The ostentatious birdfolk
of the Tempest’s Spine are Kythri genasi; each is born stature, and specialise in stealth.
with a completely unique colorful appearance, and Drider - From the waist up, you resemble someone
takes pride in their particular look. Medley Aarakocra from another ancestry. From the waist down, you have
are innate wild magic sorcerers. From a young age, 2 the full body of a spider. Driders often take on martial
4 they are taught to focus their chaotic energies into roles within the Children of the Mist, and train as
gaudy Siberys dragonshard jewelry to avoid harm. skilled rangers and rogues.
When threatened, they have no qualms taking to the Ettercap - You have the body of a bipedal spider
air, then throwing their jewelry like beads of fireballs at with a hairless carapace and multiple pitch-black
people below. 3 eyes. Ettercaps are the finest weavers and shepherds
Grippli/Bullywugs - Sluwingir's Net - The frogfolk among the mistkin, although their appearance can be
of the Marsh of Desolation (named by clueless frightening for outsiders.
Khorvairan explorers) ply the waterways of the Hydra, Sakah - Perhaps your ancestors were devoted cultists
selling their wares in Blackgrove Refuge. They use of the Spinner, or perhaps your birth was accompanied
bardic magic to calm the dangerous wildlife of the by fiendish influence and the subtle shaping or fate.
5 river, communicating with the spirits of the waterways 4 Regardless, you look almost exactly like another
to guide their travels. Within the Marsh, they live in ancestry, if not for subtle spidery features … and your
flooded underground cisterns and treetop villages, multiple arms. Sakah act as rare traders and diplomats,
linked by long-distance calls of communication - an and are trusted to blend in with other cultures.
arrangement that binds them together into a ‘net’
while keeping them mostly hidden from danger. Brood of Shadows
Hadozee - Kindori Tal Dira - The colugofolk of Much like Khorvaire’s gnolls, the spiderfolk were once
Kindori Kaya Tal glide between the flying isles with the servants of their creator, fighting for the Spinner in
ease. Their curiosity and free spirits often carry them the Age of Demons. There, they specialized as assassins of
around Xen’drik on adventures, with some finding their broodqueen, eliminating anything that discovered
6
homes in the rigging of ships heading out from her presence as she hid from Sakinnirot. When the age of
Zantashk. The town’s reeve is interested in negotiating demons ended, the Children of the Mist retreated into
with them for access to the Kaya Tal, although his solitude, fearful of the response to their monstrous
interests are purely economic. appearances. When the giants of the Twilight
Court rose to power, the Children realized

CHAPTER 2 | PEOPLES OF XEN'DRIK


67
that they had little room to truly hide, especially in the face and lack any potent tools to fend off the threat. Gathering
of twin archfey titans. They covertly approached the rulers, common allies and weaponry to defeat the crawling hordes
pledging their allegiance in exchange for their services - and a may be the only way to ensure their survival.
binding promise that they could live in secret peace. Despite

Drow
this, a small number of spiderfolk still serve the Spinner of
Shadows. They are shunned by their kin. These assassins and
warlocks serve beneath the Overlord’s prakhutu - the titan
Queen Cono’mae. Written by Nausicaä Enriquez

Culture Ask around the Deathsgate Guild in Sharn, and they’ll tell
you that drow are ruthless and cunning fighters, and that
The Children of the Mist are pastoral shepherds, hunters, it’s not enough to have a magewright cast detect poison
and artisans. Their natural venom and use of poison has also and disease on your food every time you make camp – you
led to a tradition of alchemy. Ingredients brought back by need someone who can cast it fast enough to pick up on the
hunters and herbalists are brewed into powerful toxins. This poisoned weapons in the undergrowth. Ask a librarian in
includes live animals, which are brought back in adhesive Pylas Talaer, and they’ll tell you that drow (said like “grow”)
nets and liquefied within cocoons of silk, producing potions is a contraction of dhaerow, an Elvish word for “traitor” –
infused with their power. These dangerous brews are used the drow are the descendants of elves who agreed to let the
in defense of the village; dangerous fiends and corrupted fey giants magebreed them in order to create slave-catchers. Ask
roam the region, including brutish fomorians. However, someone on the streets of Stormreach, and they’ll tell you that
poison in small doses can become powerful medicines. Some drow are the elves of Xen’drik – perhaps mentioning white
mistkin use this in the role of combat medics, supporting hair and charcoal skin, or skill at hunting in the forests of the
fellow rangers with stimulants and anesthetics, while Skyfall Peninsula – and then use their imagination to fill in
envenomating foes with the same substances - a perfect the gaps about a people who would rather be left alone.
background for a Way of Mercy monk. Others travel
Planar Rainbow. Ask most people on Xen’drik below
between villages as Circle of Shepherd druids, tending to
about 5° latitude, and they’ll tell you that drow (said like
flocks of steeders and giant spiders.
“vow”) is a contraction of drik’tau, “the giants’ people” – the
Silk and Dagger. Their tools and armor are made drow are elves whose ancestors were magebred by the giants
solely from spider silk - a material used for everything from during Aeren’s rebellion; whether they agreed to it or not;
garrotes and bandages, to camouflage. The Children weave and that the traitors are the elves who abandoned Xen’drik,
enchantment and illusion magic into the silk, creating magic whether they’re drow or not. Drow doesn’t even refer just
clothing that aids in stealth. Silenced steps, fluid disguises, to the elves with the features and magical talents common
and active camouflage all help to catch flies caught in the web. in the Skyfall Peninsula – the aquatic Simeq hybrids of the
Other types of silk are used for weaponry. Even the thinnest Phoenix Basin and the cloud-colored pacifist Ko of the flying
strands are deceptively strong and used as lightweight wire islands to the south are also drow. It wouldn’t be entirely
for garrottes, whips, and kusarigama. The throwing knifes of inaccurate to think of drow as the “humans” of Xen’drik, in
the mistkin are poisoned with their own venom and crafted the roles of both ambitious and adaptable adventurers and
from an infamously rare material - the claws of bebiliths*. of people whose appearance tells you next to nothing about
The arachnid fiends stalk the ruined Twilight Court, hunting their culture.
anything that intrudes upon the city. The illusions of the
Light and Shadow. Drow aren’t human, though – the
Children of the Mist keep them safe - as long as they are
biggest difference is their relationship to light. Even when a
inside the bounds of their villages.The ability of their claws
drow stays out of direct sunlight, it’s still hard for one to see
to damage even other fiends makes them a highly tempting
into a bright area. Unlike the drow of other worlds or the
prize, and the rangers of Lachni use these against the tainted
dar of Eberron, Eberron’s drow mostly live aboveground, so
servants of the Spinner of Shadows. Over time, some rangers
their activity patterns are based around being out of sunlight
driven to combat the fiends have heard the call of the Silver
– whether they’re under tree cover or simply active at night.
Flame, and journeyed to the city of Bazek Mohl. Though
Unlike the dar, though, drow have a magical advantage – all
rare, these wardens use their abilities to help defend the City
drow can innately cast dancing lights, which allows them
of Starfire from threats, ensuring the Overlords of Xen’drik
to create dim light within the range of their darkvision.
remain bound.
Every drow has a mobile spotlight – while the need for
Siren of the Swarm concentration makes it a little less useful in combat, drow
can easily highlight spaces near to them, and most drow have
In recent years, the daelkyr queen of the Deepest Hive has never known the frustration of trying to shine a light in a
become an alarming threat. The servants of the Crawling small space, since they can just move a magical light into it.
Queen are aggressive and brutal, spreading a psychic This ability is a cornerstone of drow society; the Lightscroll*
infection known as the Swarmsong to any mistkin they can is the most notable expression of this, but a drow carrying
capture. Any Child of the Mist touched by the Swarmsong is a nonmagical light source reads to other drow as someone
compelled to join the Deepest Hive, becoming a new agent about to go into danger or do something that requires
of Valaara - and betraying their villages to these significant concentration, and an individual drow’s dancing
aberrant invaders. As such, many mistkin are now lights tends to express as a particular color that the drow can
doing the unthinkable, and venturing into foreign use as a personal signifier.
lands in search of answers. They have little
understanding of what the daelkyr are,

CHAPTER 2 | PEOPLES OF XEN'DRIK


6868
Wide Adventurer. Xen’drik was explicitly conceived Making their homes across the Skyfall Peninsula and Hydra
of as a continent-sized megadungeon, and its history and river system, the Vulkoorí people are united by a complex
lore enable that. If there’s anywhere in Eberron where you faith. Primal spirits are beings of the Material Plane, such
can find the “much of the world is untamed” and “the world as native fey and elementals, and the majority of Vulkoorí
is ancient” assumptions from page 9 of the Dungeon Master’s magic relies on bonds with individual primal spirits – yet
Guide, it’s Xen’drik – and drow peoples are at home with the patron of their people is a deity not found in any specific
those assumptions. These lead to a value found across drow location, and different Vulkoorí nations are defined in no
cultures that contributes to their perception as ambitious and small part by very different interpretations of that god.
adaptable: maintaining courage in an unpredictable world. Khorvairians have variously interpreted Vulkoor the Hunter
The past and present of Xen’drik are filled with challenges as Balinor, Vulkoor the Cunning as the Mockery, Vulkoor
and horrors, but no more so than Khorvaire. A Khorvairan the Wrathful as the Fury, and Vulkoor the Mother as Boldrei,
newly arrived in Stormreach might ask how the people of but the Vulkoorí interpret them as the same god taking
the Shattered Land live in a place where danger could burst on different roles for different purposes. Faith in Vulkoor
from the trees at any moment, but a tau’Xen newly arrived defines the values essential to all Vulkooridal – hunting
to the same city could easily ask Khorvairians how they work skill, cunning, just wrath, and family – but the Vulkoorí
themselves to death for a master who claims they are free. nations are distinguished by which value they hold above the
In a world where nobody has the horrifying luxury of seeing others. Vulkoorí nations are not necessarily distinguished by
their death coming, drow learn to overcome their fear by location. While there are more Hantar’kúl in the north and
focusing on the excitement of titanic adventure. Where the more Qaltíar in the south, different nations frequently pass
Five Nations are 'wide magic' and Droaam is 'wide monster', through and use each other’s traditional territories.
drow societies are “wide adventurer” because those skills and
mindsets are necessary for the survival of the community, be
it a family of Vulkooridal or a Súlatar city-state.
Community Roles. While other tau’Xen view drow
as bold adventurers in general, different drow cultures see
each other as steward-inhabitants of different environments.
Individual groups tend to keep to themselves to avoid
inviting the Du’rashka Tul, but different cultures do interact
when the zones shift – drow from one environment helping
others find a new home or adapt to their new surroundings
for the time being. This has led to a certain four-part societal
schema being found across multiple drow cultures; the names
may not be the same as the Vulkoori ones used here, but
the roles are recognizable. The aquasa is a leader, speaker,
and translator – Khorvairans tend to see 'chieftain', but the
concept is closer to the adventuring party’s concept of a 'face'.
The kaxat is an athlete, warrior, defender, and combat leader,
the pylan is a shamanic figure (the word is derived from the
Sylvan pylas, 'gate') capable of patterning and controlling the
world around them, and the vasaq is a professional expert
who can bring skills to bear to strike at a specific problem.
If these roles seem similar to roles in an adventuring party,
you’re right on the money – in a wide adventurer society,
party composition becomes a way that drow understand their
individual identities and roles in a group.

Vulkooridal: The Scorpion Nations


“This is a story I have heard: after the empires had fallen and the
traitors fled across the sea, there was a drow who looked for a way
to protect and guide his people. He found in the primal spirits of
the world willing allies, who asked for none of the blood that the
gods of the giants or their arcane rituals required – but none of the
primal spirits were willing to take the scared and helpless drow
under their full protection, save Vulkoor, the Great Scorpion, who [
recognized the drow as fellow hunters | knew a good gambit when
he-and-she saw one | cried out in her heart for justice for the drow |
had so many children yet cared for them all ] and made a bargain:
she would become the champion of the drow, but needed their leader
to become part of her so she would not hurt them out of ignorance
or detachment. That nameless drow accepted, and elf and primal
spirit became something greater than either: became a god.”
– the answer Vulkoorí pylans learn for “who are we?”

CHAPTER 2 | PEOPLES OF XEN'DRIK


69
identity but in not putting in the effort to interpret the
other’s tattoos. Vulkoorídal community size and their
The Philippines, but not This Philippines
adventuring lifestyles lead them to prioritize direct and
Hi! This is Nausicaä Enriquez, from Across Eberron and
efficient communication. Vulkooridal will often combine
a couple other Eberron books on the DMsGuild – the
vocal speech, sign language, and pointing to tattoos in time-
stuff you’re seeing about drow here is excerpted from
sensitive situations to make split-second communication
my long-term WIP Letters from the Drow, an exploration
possible. When less pressed, Vulkooridal often come off as
of Eberron’s drow cultures. This process has turned me
abrasive to other tau’Xen; the Vulkoorí response is “be glad
into the unofficial Eberron Fandom Drow Expert, so I was
you were warned with words instead of a knife.”
pleased to be asked to contribute and thankful to have a
reason to get some-but-not-all of it down on the page for Wide Primal. Vulkoorí society makes heavy use of
the Giant Guide. (If you’re wondering where the Umbragen primal magic, much like the communities of the Eldeen
are – Jamie gave them a brief, workable treatment in Reaches within the Towering Woods. When making
Hektula’s, but exploring the effects of the Umbra on their Vulkoorí characters and communities, consider how
culture and dealing with the legacy of “evil subterranean primal magic could be used to improve daily life. Most
drow” in D&D requires more space than I have here.) Vulkooridal wear anklets that produce a barkskin effect on
Eberron’s drow are near and dear to my heart – while the the soles of the feet rather than shoes. Cantrips like create
Vulkooridal are clearly based on the Peruvians from the bonfire and mold earth can be used to make and break camp
beginning of Raiders of the Lost Ark, they’re also a culture quickly, and gleaners frequently engage in rituals designed
from the tropics with tattooing practices, primal magic, and to slowly increase hunting and gathering yields over a long
a distinctive knife-based fighting style … which made me, a period of time.
biracial Filipino-American woman, perk up and go “those are While the Vulkoorí don’t have access to the cleaning effects
my ancestors!” The more I’ve thought about and developed of prestidigitation, far more Vulkooridal than Khorvairians
my perspective on the drow as Filipino analogues, the more can cast detect poison and disease and purify food and drink as
connections I’ve found already present in canon – the idea rituals (and think Khorvairans are haphazard and slovenly for
of drow as a term for a large number of cultures with a just letting prestidigitation take care of filth). Vulkooridal also
shared past is directly derived from the development of a employ solé, a strangler fig that grows in Dolurrhi manifest
shared identity as Filipinos at the end of the 19th century; zones, to preserve the memories of their dead – as the tree
the Súlatar connections to Fernia parallel Mindanao grows around the corpse, it develops an intelligence that
connections to the Arab world; Stormreach is a global city in can draw on the knowledge and memory of the dead drow.
the mode of late 16th-century Manila. As a solé sends out prop roots and becomes a banyan, new
What I present here is only one possible way to use the corpses can be interred in its network, creating vast groves
drow, or to insert Filipiniana in Eberron; I’d love to see a of drow thought and memory that rival the great libraries
Peruvian take on the drow, for example, or a Filipino version of Khorvaire. The following are the four largest Vulkoorí
of the Lhazaar Principalities. It’s also the perspective of nations. It’s possible to add to this list, using a different
someone who didn’t grow up with a strong connection to manifestation of Vulkoor – which would subsequently add a
any one Filipino culture, and I’m not trying to use too many new lesser virtue to the others.
actual Filipino cultural elements to flesh out drow cultures –
Hantar’kúl: the Blood Hunters
my effort is to make them feel like a better-developed part
All drow go delving into giant ruins for magic items and
of Eberron, not a fantasy transplantation of the Philippines.
lore, but the Hantar’kúl are the ones who institutionalize
However, one of the biggest strengths of Eberron for me is
it. A Hantar’kúl would feel ill at ease among the towering
that I get most of my inspiration for Eberron games from
edifices of Sharn, a giant city if ever there was one – until
reading about real-world history. The thing that attracted
they set foot in an adventurer’s guildhall. Surrounded by
me to Eberron when I first found it in the public library as a
others whose livelihood depends on recovering artifacts from
nine-year-old was the way it attempted to present a living,
hostile and unfamiliar structures, any Hantar’kul would feel
complex world … and it’s been overwhelmingly rewarding to
right at home.
be able to use my studies of my ancestors’ history to enrich
The stories of Vulkoor the Cunning teach his-and-her
another world that I love but haven’t visited in person.
children that it’s always worth the effort to sit down and
think through something to find a better way of doing it –
A Vulkooridal family consists of several hundred elves over and that having more tools at your disposal helps you solve
a large territory, divided into roaming bands of a few dozen more problems down the road. A common Vulkoorí joke is
elves closer to what Khorvairians might think of as a “family”. that Hantar’kúl would rather go on a delve for a decanter of
The Silaes Tairn have noted the similarity to Tairnadal endless water than simply dig a well or purify river water.
warclans and warbands, but Vulkooridal don’t have anything Hantar’kúl account for about half of the people who tell
analogous to their unarmed zaelantar – noncombatants do these jokes, and will chime in with the legend of the band
not live separately. Vulkooridal use scorpion venom to create who passed a staff from hand to hand so quickly it caught
pale tattoos that indicate gender, band, family, and significant fire, the conjurer who went insane splitting an iron wall into
accomplishments to other members of their nation; designs daggers, or the diviner who could kill a city by scrying for it –
and placement vary among the nations, as do the they’re well aware the simple solution may be better day-to-
decorations on traditional scorpion-shell clothing. day, but if you really need a solution for an unusual problem,
Khorvairians have observed that Vulkooridal the Hantar’kúl have you covered.
consider it an insult to ask about another’s family Dungeon Delvers. Hantar’kúl bands travel from ruin
name; what is insulting is not requesting to ruin, searching for useful artifacts. Hantar’kúl translates

CHAPTER 2 | PEOPLES OF XEN'DRIK


7070
to “blood hunter” and refers to the elven blood the Cul’sir Fleeting Wonder, comes from the use of the tilxin bird in
and Sul’at shed to make many of these items. Much as art and poetry as a symbol of impermanent joy; Elis’tray, the
goblinoids recover the crafts of their ancestors from the Mother of Moths, embodies the complex symbology of the
dungeons of Khorvaire, the Hantar’kúl are reclaiming items moth in Vulkoorí culture – guide to prey and romance alike,
their ancestors were forced to produce for others, finally herald of unavoidable change, and coda for the moons. These
putting them in the hands of free elves. Even a ruin that has Thelanin fey may have originated in primal spirits of Eberron
already been picked over of giant magic is still worth the itself, but the repetition of their myths throughout Vulkoorí
Hantar’kúl’s attention. Giant ruins are similar to rotting logs culture has written these stories into Thelanis itself – and the
in the ecosystem of the Skyfall Peninsula, serving as substrate fey are glad to help the culture whose tales created them.
for plants, shelter for animals, and rich hunting grounds for Qaltíar bards and warlocks carry on the legacy of the
predators (including humanoid hunters). original phiarlan bards. Some Qaltíar bands hunt not for
Hantar’kúl adventuring is a methodical team effort, living prey but for new stories, traveling between Vulkoorí
systematically sweeping dungeons room by room; because communities and solé groves, continuing to keep core
bands camp at a given site for a longer period of time than narratives alive while incorporating new ones into oral
those for whom dungeon-delving is not a way of life, they tradition. Their role as cultural memory can bring these
have more freedom to bring in outside resources – fresh food, bands into conflict with Vulkooridal who have broken from
timber to shore up ceilings, experts on the ruin’s builders, what said band considers to be the essence of Vulkoorí
and even hirelings from other cultures (Hantar’kúl near culture, especially those who find themselves allied with
Stormreach see Morgrave expeditions as simple laborers that giants – but in a land filled with the dangers of the past,
can be employed to trigger traps and cart away useless gold). sometimes the hidebound and stodgy are the ones who
Just as some people in the Eldeen Reaches may have druid remember exactly where the bodies are buried.
class features without the rest of the class, Hantar’kúl often
train individual class features, such as a Monk’s Slow Fall or Ay’qatal: the Rivers’ Fury
a Paladin’s Divine Sense – a Hantar’kúl’s tattoos indicate their “Wrath”, in the Vulkoorí sense, is a response to the
abilities as well as their background and achievements, and degradation of a well-maintained community. Vulkooridal
one can make fast friends with a Hantar’kúl by recognizing expect that maintaining social cohesion, whether among
what their tattoos say they can do. humanoids or in the network of humanoids, plants, animals,
and spirits, takes effort. When people choose not to put in
Qaltíar: the Broken Oath that effort, the network breaks down. Vulkoor the Wrathful
Qaltíar means “broken oath”, and the stories of Vulkoor the teaches her children to respond with clear warnings when
Hunter teach his children that there is no shame in breaking a others would disrupt that network, and to
bad deal. Qaltíar drow are the first to respond when the
Battalion of Basalt Towers, embittered death giants, or
the Reclaimers of Glory seek conquest – and whenever
any large creature threatens to disrupt the balance of
an ecosystem.
The Qaltíar produce the greatest numbers of the
warriors known as vulk n’tash, “scorpion wraiths”,
among the Vulkooridal, and the Qaltíar are taught to
approach all problems with the stealth and patience
of the scorpion. Qaltíar hunters also provide their
services to magic item creators in Xen’drik – on a
continent without Eberron dragonshards, the body
parts of magical creatures are far more essential to the
construction of specific devices, and completing a hunt
for an especially dangerous or cunning beast wins a
Qaltíar the acclaim of their peers.
The most respected hunters among the Qaltíar are
known as pandin temn, “scourge of giants” (the term
tem meaning “giants” in the figurative sense of
anything powerful, rather than drik, the giant species);
Qaltíar tattoos are focused in large part on the
individual’s accomplishments, recording past hunts.
Storied Souls. In addition to the primal spirits
of the Material Plane and their ties to individual
locations, Qaltíar learn arcane magic from archfey of
Thelanis – and in so doing keep the cultural memory
of the Vulkooridal alive. Hul’drac, the Shifting Panther,
represents the pan-Vulkoorí recognition of the
displacer beast as a cunning and ingenious hunter like
scorpions and themselves; Ko’molaq, the two-headed
Teller of Tales, derives from Vulkoorí pylans using
dream serpent venom in their rituals. Kura’tra, the

CHAPTER 2 | PEOPLES OF XEN'DRIK


respond quickly and decisively when warnings are ignored. but operating on the assumption that those communities
The Ay’qatal travel the forest rivers of Xen’drik, warning are forging their own relationships with Xen’drik and can
others when danger would erupt if maintenance lapses and handle it on their own. Na’qalla are also the only sedentary
removing threats that would further shatter the land. Vulkooridal, maintaining rice and taro farms to trade with
Embodying Nature. The Ay’qatal share primal other Vulkoorí. Instead of carpentry or masonry, they
traditions with the Simeq, although they don't limit shape buildings through primal magic with trees in the area,
themselves to aquatic forms. Instead, Ay’qatal communities hollowing out cozy homes from living wood.
work with individual primal spirits to combine the spirits’ Lullmagic. Much like the Gatekeepers of Khorvaire,
insight and strength with mortal adaptability and drive the Na’qalla create some eldritch machines – analogues of
– Ay’qatal tattoo themselves with the specific spirits they Dimensional SealsERLW that contain particularly violent shifts in
can channel, changing their forms and personalities into geography or mental states – but the majority of their work
patchwork fusions of drow and primal spirit. Ay’qatal might is with 'eldritch populations'. When a Na’qalla settlement
find commonality with Khorvairian changeling communities becomes large enough that it strains resources or edges close
– multiple drow can work with the same primal spirit, but to triggering the Du’rashka Túl, the Na’qalla will locate a new
only one may do so at a time, much as changelings would take settlement near a locus of change in Xen’drik’s topography.
turns with a given persona. The Na’qalla intentionally place and structure their
Ay’qatal take on the traits of animals and plants for settlements to demonstrate to the land that there are people
hunting, gathering, and combat; elemental forms are used living on it, trying to fix what others brought down upon it.
more for mobility, fusing with the elements they traverse. Daily life for the Na’qalla involves constant communication
The most notable example of these are the helmsmen of their with the land, telling it what they are doing and the
elaborate houseboats; rather than forming an elemental ring relationship they are attempting to weave. Na’qalla tattoos
around the middle of the ship like a Lyrandar galleon, an are personally designed to a degree that other Vulkoorí
Ay’qatal boat has a frame at the stern where the helmsman tattoos are not, with a goal of creating a unique identification
sits, allowing their elemental-bound body to expand and form that Xen’drik can recognize – but the Na’qalla library of
a rushing jet at the back. tattoo designs is one of intricate double meanings designed
No Gods, No Masters. The Ay’qatal work to euphemistically record the worst atrocities of Xen’drik’s
closely with both the Guardians of Rushemé and the history, as a way of shouldering the burden of the land’s pain.
Unbound Brigade; Ay’qatal warriors refer to themselves
as “godhunters”, seeing the legacy of the giants as one of
hubristic titans attempting to become gods. Some Ay’qatal
families espouse a doctrine that even Vulkoor should be
undone in time – merely saved for last, as the only god
willing to end the tyranny of gods. Ay’qatal are friendly
with the Banor’drakai but rarely participate in their rituals,
preferring the comfort and familiarity of the primal spirits
they work with to draconic transformations.
Historically, the Ay’qatal have dealt with threats to the
land itself: new civilizations rise and fall all the time in
Xen’drik, and the Ay’qatal prefer to respond to a threat
before the Du’rashka Túl does and the violence spills over
into surrounding communities – or before an innovator has
a chance to develop a technology that despoils the land. Over
the past century, the Ay’qatal have also become increasingly
concerned with Khorvairian colonialism, frequently coming
into conflict with Tharashk prospecting expeditions.

Na’qalla: the Repairers


As the scorpion carries its children on its back, the Na’qalla
see themselves as protected by Vulkoor the Mother. Unlike
other nations, Na’qalla prefer not to fight, seeing violence as
the ultimate reason behind the rage and grief of the continent
of Xen’drik. Their work is considerably more taxing and
more delicate: the Na’qalla lullmages try to quiet the shifting
zones, the Traveler’s Curse, and – perhaps – the Du’rashka
Túl. Most lullmages are gleaners or bardic magewrights
who speak to the land in Druidic, soothing its
hurts and reminding it that it can be a bountiful,
sheltering home to a rich tapestry of peoples, not
merely a crumbling ruin of past violence.
Few non-Vulkoorí are particularly aware of
the Na’qalla as a whole – they value isolation
and unobtrusiveness, sometimes working
with other communities near them,

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Súlatar: The Firebinders messengers, but most trade among Súlatar city-states is
intellectual rather than material. While Súlatar of any school
“After the world, the flame: after the flame, the world again. Our of thought can be found in any community, most Súlatar city-
future lies in the Land of Promise, whence all fire flows. states are governed by two to three schools in particular; the
“After the flame, the ash: after the ash, the flame again. The following are the most common, but not the only schools.
giants who bent the flames to their will were destroyed for their
arrogance, but the same fate need not befall us. Trade In Flames
“After the ash, the blood: after the blood, the ash again. When the The Brassbinder, Forgebinder, and Hearth Promise
giants saw that we could be remade in flame, they gave us forms schools are the most common in Súlatar thought; sites
that would better serve them - but we survived and they did not, and and technologies that exploited Fernia’s Fires of Industry
now we serve each other as we are. property were the most common throughout the Sul’at
“After the blood, the flame: after the flame, the blood again. The League, and these factions specialize in the craft that enriches
giants sought only to bind the immortals of the Land of Promise, mundane lives.
while we seek to learn from what they tell us – but we must discover Heartfire. The Brassbinders work most closely with the
how to use that in the living world. efreet of Fernia. Here the Ju’qatan sense of spectacle is most
“After the flame, the world: after the world, the flame again. It is present among the Súlatar, as Brassbinder thought is centered
possible to remake the world in flames, but it is not guaranteed that around the power of passion, celebration, and splendor.
it will be a good one.” There’s no point in trying to transform the world if you’re
– The Creed of the Promise, a declaration of the articles of not also trying to enjoy it! Brassbinder-led communities have
the primary Súlatar faith social calendars that make the Qabalrin Wheel look like a
simple sundial. While upper-crust Brassbinders are prone
The Súlatar consider themselves the true heirs of the Sul’at to developing cults of Kharna Rayva, most Brassbinders are
League, the giant polity that created the first drow. Not sincere in their desire to share comfort, art, and ecstatic faith
only do they restore Sul’at ruins, they maintain the Five with those around them.
Luminaries’ spirit of scientific inquiry. Unlike the Five Forgefire. The Forgebinders, meanwhile, learn from
Luminaries, they temper their experiments with the faith the dao (or, more frequently, from the azers the dao dispatch
of the Promise of Fire. This faith has Ju’qatan influences, as to the Material Plane). The Sul’at League may have pioneered
it deals primarily with the outsiders of Fernia, but it does the elemental binding techniques the Forgebinders use today,
not focus on angels and efreet alone, and the mysticism of but it’s Forgebinder ingenuity that created Firesleds, firebrass,
Ju’qatan belief is a lesser element when compared to the and, most recently, gunpowder. The Aundairian attitude
spirit of inquiry. Súlatar are concerned not merely with towards mundane weapons is a product of a continent with
scientific discovery, but questions of right living and societal Eberron dragonshards that can be used to make recharging
governance.The Súlatar have the strongest relationship with wands. The Súlatar, meanwhile, discovered that the material
the Simeq, as the political, legal, and economic developments components of the fireball spell can explode through natural
recorded in ancient Simeq Riva are of interest to every alchemy in large enough quantities. Súlatar firearms today
Súlatar city-state. are still not as powerful as arcane foci, but they can be made
A common Vulkoorí canard is that the Súlatar are fools more easily, are more accessible for individuals, and only
who are following a hollow promise the giants made to require the ability to maintain and aim plus knowledge of
entice their ancestors; many Súlatar will counter that it was maintenance rather than magical training. Forgebinder
the giants who were fools for showing them the way to the communities are havens of scientific and engineering
Promise in the first place. The Promise is not an apocalyptic knowledge. Unlike the reclusive dao, Forgebinders chat
faith, as Khorks who fear the Vulkooridal for their “savagery” constantly about how best to refine their works.
and the Súlatar for their “civilization” in the same breath
Hearthfire. The Hearth Promise Súlatar work with
might believe. The remaking of the world is to be done by
the angels of Fernia. Their traditions focus on ceramics,
mortal hands, not by an outpouring of the immortal flames of
glass, chandlery, and cooking. They focus their efforts on
Fernia, and only one school of Súlatar thought sees that work
the transformation of the domestic sphere rather than the
as violent. Súlatar are innovators above all else; Súlatar clerics
world at large – but their interpretation of the Traveler’s
can select from the ForgeXGE, Knowledge, and Light domains.
Curse is that of a traveler who lacks a home to come to, and
The Súlatar make their homes throughout the central
in some sense their project is to make the continent into that
north-south corridor of Xen’drik, favoring the western
more fitting home. Hearth Promise communities tend to the
coast and the areas surrounding Sul’at sites; few venture into
small and tranquil, and are renowned as houses of healing by
the deeper sands of the Menechtarun or the denser parts
Súlatar and other tau’Xen alike. Many Hearth Promise Súlatar
of the forests of Xen’drik. Súlatar polities are independent
were born in other drow cultures, coming to the faith in need
city-states – one vital piece of information the Súlatar have
of rest from the trials of the Shattered Land.
learned about the Du’rashka Túl is that shared political
identity triggers it more often than shared cultural or spiritual The Ghostbinders
identity. The Súlatar have learned this restriction of the The Ghostbinders are a syncretic organization who blend
Du’rashka Túl largely through trial and error; The Madness the Promise of Fire with the faith of the Silver Flame. They
of Crowds has destroyed more communities of Súlatar than are cordial with the Torch of Progress, but diverge
of any other drow culture, but their farms and city walls significantly on interpretation in a manner that
sustain experimentation possible only on the scale of an parallels the Ju’qatan and Sul’at origins of the
elven lifespan. The elemental binding techniques preserved respective faiths. For the Ghostbinders, the
from the days of the Sul’at League allow a network of firesled Silver Flame is not a guarantee of safety:

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73
it is a tool that mortals have to wield. The celestials of Ko: The Cloud Elves
Fernia demonstrate that it is a fragile flame kept alive in the
darkness, the lamp that may flutter out, the tiny light that is “I don’t understand it. Why would you follow a demon that says
all you can see by… but the Ghostbinders agree that it is still your fate is fixed? That your destiny will … pull and pull and
a torch passed from generation to generation. The Ghost pull until it strangles you? Don’t people usually want their gods to
Flame, as the Súlatar call it, serves a similar role to Vulkoorí promise some form of justice?”
solé networks – they call upon the Silver Flame to empower “With what we are, how we were made … what ko would pray to
their skills, not their strength at arms, experiencing its a just god?”
revelations as the memories of Ghostbinders who have gone “Even so! Aren’t you strengthening Zel Erakhni with
before. (If you have the Astral Adventurer’s Guide, astral elves your prayers?”
can work as Ghostbinder Súlatar.) “They’re not the prayers she wants. She wants the worship of the
Ghostbinders work with both the Hantar’kúl and the Silaes … ambitious, I suppose. She wants you to think that you can pull the
Tairn of Aerenal in order to neutralize the worst of giant strings yourself, that you can learn to control others. We don’t ask
artifice. Ghostbinders are specifically skilled at dealing with her for that.”
bound fiends and the unquiet dead, but they can also be relied “You pray to an ancient evil because you … don’t want
on to trigger traps with no apparent disabling mechanism anything from it?”
by simply walking into them, relying on conviction-born “Exactly. Our prayers, thanking her for taking responsibility for
divine magic to protect them. Ghostbinders do not govern us, for giving us a path to follow when we had none? They weigh
any Súlatar communities, and no children are raised in the her down, infuriating her – but if she tries to cut any one of us
faith. Their order is entirely voluntary, and the traditional loose, to unmoor us from destiny, we’ll just catch the one that falls.”
initiation process involves heavy discouragement of “Couldn’t the Spinner just … destroy you all? Doom your
prospective initiates to eliminate those unwilling to become whole society?”
like ghosts to protect the people of Xen’drik. “Not without stepping out from the shadows. Nor could she resist
new prayers from the inevitable survivors.”
The Army of Promise “Why do you say survivors are inevitable?”
The Promise Soldier school is a comparatively recent one, “What could she be without victims?”
only a few centuries old, that deals with the fiends of Fernia. – Tavni Zau, Na’qalla gleaner, speaking with
Súlatar technology and social organization gives them a more Amhil, Ko anchor
predictable life expectancy than other drow, and their long
lifespans sometimes give rise to long-term social experiments. Not all drow count slave-hunting assassins among their
The Promise Soldiers are attempting to stress-test the ancestors. As the elves rebelled following the impact of the
limits of the Du’rashka Túl – trying to determine what part Moonbreaker, the giants of the Sul’at League attempted
of a culture’s development triggers it. The current theory to replace their fleeing slaves with a new type of drow,
advanced by Flamespeaker Holúar, the school’s founder, is infused with the essence of Syrania to make them docile and
that the deciding factor is hubris – that a civilization with an compliant. These pale “cloud elves” – dubbed Ko in imitation
unreasonable assessment of its own capabilities boils over of a dove’s call – were sold to giant communities throughout
into violence. To that end, the Promise Soldiers have begun south-central Xen’drik.
working with demons and devils in order to gain a “reasoned Whether they were taken up into the sky by cloud giants
understanding” of expansion and violence, and make heavy before the Shattering or fled the dangers of the ground
use of firearms – Promise Soldiers were the ones to develop after it, they have sought the comparative safety of life
fire lances, and rumors abound of blood glass bullets that in the heights. Ko villages are tangled nests constructed
warp and twist in flesh or Khyber dragonshard bullets that from cloudstone salvaged from the floating ruins of the
release fiends inside the victim’s body. Other Súlatar do not Gallimaufry, lashed to the sides of sky isles to preserve as
wear tattoos, but the Promise Soldiers do, reveling in the much arable land for farming as they can. Wyverns dart in
flame-shaped displays of how much pain they can endure. and out of rookeries, herding skyfish into Ko nets – not even
The Army of Promise is still a drow organization, and the ever-present threat of falling can deter these drow from
Khorvairians who fought in the Last War who encounter finding a way to live and thrive in the sky itself.
its soldiers see the Promise Soldiers as a terrifying example Like the Na’qalla, Ko prefer to resolve conflicts as
of theatrical propaganda brought to life, or perhaps an peacefully as possible; unlike the Na’qalla, Ko pacifism is an
even worse version of the Valaes Tairn. The excitement of instinct, not an ideological stance. While a Na’qalla child is
titanic adventure held in common among the drow people, taught that violence may seem attractive but often makes
when formed into an army, creates the effect of an “army things worse, a Ko child is taught that as easy as it might
of mavericks” – every unit is formed of loose cannons (the seem to freeze or offer up concessions, the first instinct is not
Promise Soldiers also make use of gunpowder cannons) always the correct one. The Sul’at were successful at making
who don’t follow the rules. Much like the Valaes Tairn, the Ko more compliant and docile than other elves, but the
the Promise Soldiers are not particularly concerned with Ko are still people. The intensity of this instinct varies, and
administrating the communities they have conquered; they can choose when to follow them.
their effort is to see if the Du’rashka Túl permits an army, Trade & Trust. Ko society accommodates these instincts
not an empire. through clear reassurances and competitive altruism – not
only are Ko taught to respond to generosity with generosity,
Ko find that their drive towards peace makes them respected
as traders throughout Xen’drik. Making a good deal that
enriches a community wins a Ko acclaim, and they hold

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regular gift-giving festivals to demonstrate individuals’ ability
to support those they care about.

Community Anchors
However, Ko society couldn’t be so accommodating without
the work of anchors - those Ko who shoulder the burdens
of decision-making. Some Ko take on the mantle of anchor
for longer periods due to personal preference or weaker
Syranian instincts, while others rotate the strenuous work of
directing and calming their fellows around the community.
An anchor’s role is both literal and metaphorical – due to
their aerial environment, the Ko make thorough use of ropes
for safety. Ko sky islands are strung with jacklines around the
edges for safety, and Ko train with rope and grappling hooks
to maneuver in three dimensions away from their safer paths.
When they’re not in danger of falling, however, Ko use finer
lines to secure themselves to a Ko anchor – a rope symbolizes
the feeling of safety and the social bonds of the community,
and knowing there’s someone who can make good decisions
in a flash on the other end gives that feeling weight.
There are also contexts where the role of an “anchor” is
filled by something other than a Ko. Ko share their territory
with wyverns, and have worked together since shortly after
the Shattering to increase skyfishing yields for both parties.
To ride a wyvern for long-distance flight or in combat
requires training and trust between an individual Ko and an
individual wyvern, and a wyvern-rider’s harness ties them to
the saddle both to prevent falling and to remind both parties
of the time they have spent learning to work together; a
wyvern and Ko bond is for life.
Ko also associate with the yikaria (or 'yakfolk'), especially
in Kul Lerek; the influence of Syrania makes the prospect
of allowing one of the yakfolk to inhabit one’s body less
upsetting for many Ko (even beneficial, since a yikarian mind
at the helm can ignore the passivity instinct), and between
strength of numbers and wyvern venom, it’s possible to
forge equitable arrangements. Ko neither particularly
trust nor distrust non-Ko; those who adventure without
other Ko are usually happier in larger parties – balancing
competing interests makes a Ko more likely to exercise their
own autonomy.
Tangled Faith. The most notable anchor in Ko society,
however, is not happy with the position: the majority of
Ko communities follow a strange traditional cult of Zel
Erakhni. Ko do not make warlock pacts with the Spinner in
Shadows. Instead, they worship her like a god, and some Ko
even develop divine magic from this faith – perhaps the only
faith in Eberron where a cleric going against the wishes of
their deity is the default rather than a possibility. For the Ko,
accustomed to the metaphors of rope and connection, and
distanced from their own agency, the idea of being on puppet
strings is less terrifying than it is comforting – “at last,” goes
the half-ironic prayer, “someone knows what they’re doing!”
Ko rarely serve Zel Erakhni’s machinations, as the altruism
that advances a Ko’s social status is anathema to the Spinner
in Shadows; rather, they see their faith as trapping her in
her own web, and Ko clerics’ spells often take the shape of
rope or weaving. To a Ko, evil in the world is Zel Erakhni’s
problem – fate may be cruel, but the ko are not
to blame, and they can get on with living and
loving in Eberron.

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Dragonborn rip and tear flesh with desperate devotion. Fortunately, the
daelkyr’s attention is on Dread Lake, and only one bolatashi
and its clan have ever fallen prey - but the danger remains.
The dragons of Argonnessen keep a global eye on emerging Armed Watch. As stoic guardians, the dragonborn are
dangers to their position as Eberron’s rulers. Their ancient highly martial, and focused on combating unnatural and
fiendish enemies may be sealed, but the Lords of Dust work fiendish threats. Copper dragonborn scouts fly low through
tirelessly to free them. Several Overlords are watched over by the sky on dragonnels, checking for any encroaching throats,
mortal guards created by the dragons - the beings known as while brass and silver warriors train to deal with fiends and
dragonborn. Dragonborn can be found guarding Ran Ishiiv the undead on the ground. A Trothurkear dragonborn who
in Sarlona, Masvirik in Q’barra, and the nascent godling has left the Ring of Storms might be pursuing something
known as the Umbra in Xen’drik. The danger posed by the needed to deal with a rising threat, the last of their clan in
Umbra, which is now sealed within the Ring of Storms, search of meaning, or an exile due to a past failure in their
has never been unleashed on Eberron - but its role in the duty. They know little of the other cities and peoples of
Prophecy urged the dragons to take quick action. Other Xen’drik, for the drow and giants know not to encroach
scattered dragonborn serve some of the Ten Watchers, who on Trothurkear territory around the Ring. Playing a
keep guard over giant ruins to ensure they can never again Trothurkear might involve discovering a world of wonders -
bring destruction to the land. including the existence of Khorvairan people.
Millennia after the fall of the Qabalrin, dragonborn still
live around the Ring of Storms, guarding the Umbra as their Example Trothurkear Clans
sacred duty. While the majority of Xen’drik’s dragonborn
Rachaustrat (Copper Flight) - Only copper
are part of this Trothurkear (‘Night Guard’), many others
dragonborn take up the role of aerial scouts due to
might be the result of the actions of the Ten Watchers, or the
1 their immunity to the lightning of the Ring’s storms.
creations of other rogue dragons.The Trothurkear have lived
They ride on flying creatures borne of the bolatashi,
in and around the Ring of Storms since time immemorial,
including dragonnelsFTD and small wyverns.
watching over the Umbra and preventing anything from
Ornarytiss (Silver Warriors) - The Silver Warriors
leaving the Qabalrin ruins. Countless fiends, undead, and
patrol much of border between the rainforest and
aberrations still linger in the ruins of Qabal Mordas - the
the mountains of the Ring of Storms. They use their
result of the dark mages’ work. In the vast gulf of time since
freezing breath and icy guard drakes to discourage
their creation, the dragonborn have risen into civilisations, 2 roaming beasts from coming too close, due to their
fallen to the Du’rashka Tul, and risen again. To avoid being
adaptations towards jungle heat. Adventurers are most
destroyed by the curse, they now maintain smaller clans, who
likely to parley with the Ornarytiss after being spotted
live in ruins built on ruins from countless ages hence.
by the scouts of the Rachaustrat.
Aurixgarurt (Golden Axe) - The Golden Axe are
The Night Guard experts at incinerating undead. The Shapers of Night
The Trothurkear are ancient, and have customs far different produced different types of infectious ghouls, with
from the Trothslorvek of Q’barra. Their existence revolves 3 the aim of unleashing them on the giants if they
around massive lizards known as bolatashi (‘great mothers’). ever attacked the Qabalrin. Many still lurk within the
These hulking immobile creatures are biological engines ruins of Qabal Mordai, and are destroyed by gold
produced by the dragons; each is capable of producing a dragonborn paladins if they breach the Ring.
variety of draconic creatures, from beasts of burden, to flying Veschikothar (Replenishing Demons) - The clan
mounts, to the dragonborn themselves. Each Trothurkear with its name struck from the records fell to the
clan lives around a bolatashi, and keeps their great mother Valaara, its bolatashi spewing out insectoid draconic
4 horrors. The Veschikothar were purged from the
alive at all costs. Typically, their weapons and tools are
themselves unusually organic, and derived from the creatures Ring of Storms by the other clans, but many awful
the Great Mothers produce. A trothurkear has three names - aberrations escaped from its buzzing hordes.
their own, their clan’s, and their great mother’s.
The clans are small, and scattered around the mountains of The Watching Eyes
the Ring of Storms to avoid the Madness of Crowds. Once,
The roles of the Ten Watchers vary depending on their
the Trothurkear were free to expand, and formed a single
locale. Those who guard ruins with small confines,
empire around the ring, but the dawn of the Du’rashka Tul
underground sections, or especially large areas, often have
brought disaster. Their empire collapsed in a matter of days,
cadres of dragonborn under their command. This provides an
killing many of the bolatashi and isolating the remaining
alternate way of introducing a dragonborn character, as well
clan-holds. Now, sprawling ruins cloak the mountains of the
as introducing a draconic patron in one’s backstory. Since
Ring - a crumbling reminder of draconic arrogance.
the Watchers are generally undefined in terms of location
One of the greatest modern threats to the Trothurkear is
and character, it means that a player can feel free to make up
one they barely understand. The daelkyr Valaara has taken an
their specific Watcher and culture as they wish. It might be
interest in them as a result of the bolatashi - from its point of
that the Watcher is noble and respectable, and has sent out
view, their ‘Hive Queens’. The Crawling Queen has little
the character on a personal quest or task. It might be that the
tolerance for competitors, and has sought to corrupt
Watcher is lazy and failing in their duty, and the character
the bolatashi to bring them into her insect colony.
is taking the quest upon themselves. It may also be that the
The results are dire. A corrupted bolatashi spews
Watcher is severely outmatched, and that if they don’t receive
out half-draconic half-insect aberrations that
help soon, all of Xen’drik could be under risk…

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Fae’drik (Firbolgs)
Xen’drik’s firbolgs, as they are known to explorers, originate
from the ruined city-state of the Twilight Court. The fae’drik
(‘fey giants’) can be considered goliaths touched by Thelanis,
wielding sorcery that allows them to cloak themselves in
glamors and speak to the beasts of the wild. The history of
their city-state is tied to the fall of Shae Tirias Tolai, and
the firbolgs have long sought redemption for the fall of
their elven allies. During the Shattering, they abandoned
their former city, and fled into both the wilds of Xen’drik
and the plane of Thelanis itself. Now, firbolgs can be found
everywhere: from the druid circles of their home continent,
to the court of the Forest Queen and other archfey, often
serving her whims in the shrinking forests of Khorvaire.

Culture
Typically, fae’drik prefer a nomadic lifestyle, with a love of
stories and oral histories. Families keep heirloom tales that
are passed down from parent to child, with many dating
back to the days of their city-state. Some concern Xen’drik’s
history, describing the betrayal of the Fabled King, or the fall
of Shae Tirias Tolai. Others are the stories of specific archfey,
Giants
and contain bardic magic related to their themes. A story told Xen’drik’s most infamous inhabitants have come far from
can never truly die. their days of empire. If one thing unites the modern giants,
Most of these ‘jungle giants’ encountered by Khorvairans it is their indelible link to the past. The remnants of their
are members of the Guardians of Rushemé, especially those ancestors’ glory and folly lie all around as reminders of what
encamped outside Stormreach. Their natural abilities often once was. Their reactions to this history are what shape their
lend themselves to a druidic outlook, and many firbolgs cultures and desires, with every group of giants seeing the
have a closer relationship to animals and plants than other past through a different lens. Preservationists, conquerors,
people. Within the Guardians, the firbolgs are often tasked and pastoral nomads can be found across Xen’drik, their
with disrupting the more damaging poaching practices strength and magic a remnant of the glory days.
of Stormreach, and spying within the city using their Physically, the giants of Xen’drik vary just as much (if
innate ability for disguises. The Tusk and Talon Lodge not more) than when the land was divided between their
in Stormreach is a common target, and its hunters have a warring states. The populations of those kingdoms were
particular disdain for the fae’drik. often fundamentally planar tieflings, genasi, or aasimar -
Other groups can be found across the continent, as part planetouched sorcerers due to generational exposure to
of druid circles such as the Verdant Path, or trading with the planes, or purposeful efforts to obtain innate power.
settlements such as Blackgrove Refuge and Kul Lerek. In Today, these distinctions are far less political. A giant is a
particular, a large number of firbolgs have joined the Torch of ‘fire giant’ because of their ability to control flame and walk
Progress in the wake of the Shattering, and fight to take back through it unharmed. It doesn’t matter if they are descended
Shae Fir from the dark fey and demons that rule over it. The from Fernian aasimar, Lamannian genasi, or the tieflings of
guerilla rangers of the Unbound Brigade instead inherited the the Sul’at League. However, this variety means that what a
ancient mission of their city-state. Originally founded to free Stormreach adventurer calls a ‘fire giant’ can vary greatly in
elven slaves and help them survive in Xen’drik’s wilds, the appearance, ranging from an angelic figure with burning eyes
Brigade now continue to oppose petty tyrants and those who to a volcanic tiefling with molten veins.
would force others into servitude. The most secretive family
of firbolgs is said to guard Shae Tirias Tolai. They ensure that
its story is never truly forgotten, or desecrated by those with
The Content
dark intentions. Often, groups of giants with the same ‘type’ belong to
the same groups, and use their shared resistances to live
in regions that suit them. However, groups living in less
What's in a Name? extreme environments can have different types of giants
The name ‘firbolg’, meaning ‘men of the bags’ is lifted working together, and often use their different innate talents
from Irish mythology, and the firbolgs of D&D have little as part of the community. The reason for describing them as
to no relation to the legends they are taken from. As ‘groups’ is simple; a giant requires a giant amount of food. In
a result, this book prefers to use a different name to the past, the post-scarcity societies of the giants could
avoid cultural appropriation and misrepresentation. The produce bountiful food with planar magic, but those
name firbolg is included here to avoid confusion, but days are long past. As such, the actual population
the people themselves use the name ‘fae’drik’ - a legacy of giants in Xen’drik is relatively low, and many
of their history in the Twilight Court. live in smaller groups and villages as a result

CHAPTER 2 | PEOPLES OF XEN'DRIK


77
of both food demands and the dangers of the Du’rashka Tul. lead to strife; if they cannot hold off the Ten Watchers and
Generally, such giants regard their past with scorn. The the Durash’ka Tul, they are doomed to failure. The last -
hubris and arcana of their ancestors brought them low and sanctioned secretly by the dragons - are the Scriveners of the
cursed the land for generations, and their creations are a Sky (p.132). The cloud giants of Kul Lerek are librarians and
constant threat. As such, many practice primal magic to help preservationists, cataloging dangerous tools and latent magic
sustain and guide them, and worship gods such as Rowa and to live in peace and prevent a repeat of the past.
Banor instead of Ouralon Lawbringer.
Primal Runes. Often, this takes the form of low-level The Strong
primal magic used for community benefit. The most common Ultimately, there is one thing that the giants will always
is the creation of primal runes, which are formed through have - strength. Their intimidating physicality and position
petroglyphs and arrangements of plant life. This fusion of in history can be hard to overlook, and tensions often run
runic and druidic techniques help common giants to grow high between groups of giants and other Xen’drik people. In
food by channeling natural forces through vast runes formed some places, such as Kul Lerek and Blackgrove Refuge, the
from the land itself. Other groups such as the Verdant Path grievances of the past have been put aside. In other places,
use them to heal the land, or ward off corrupting forces. conflict still sparks, especially between the giants and drow.
This fundamental difference in power affects the viewpoints
The Aspiring of many giants. For the Battalion, it’s an excuse and incentive
to impose that power on others. For other giants, it’s a
Of course, not all share the same point of view. To some -
source of regret or shame about the past, and something
especially those who suffer under Xen’drik’s dangers - the
they put to use in helping others. Some take this further,
current state is an insult and a curse. Once, the giants were
acting as stewards and guardians of the natural world, their
conquerors and mages who wanted for nothing; others lay
settlements, or dangerous ruins - a path that has protected
beneath their feet, working in unity for glory and progress.
Xen’drik from countless dangers throughout history.
Now, they are weak, everything taken from them by the
dragons and the drow who were meant to serve them. These
are the giants who seek to recover ancient technology,
resettle the ruins of city-states, and form new nations. In the
long term, their fate is rarely pretty. Such giants must battle
Goliaths
against the Ten Watchers of Argonnessen, the dangers of the Goliaths, sometimes known as half-giants, are the
ruins in which they delve, and the bevy of curses such as the descendants of those who abandoned the magic of their
Durash’ka Tul meant to stop them. Many of Xen’drik’s giant ancestors to avoid the mistakes of the past. The increased
ruins are themselves built on giant ruins - the remnants of size of Xen’drik’s giants was a hallmark of their bodies
those who tried and failed to regain their power. becoming saturated with planar energy, enhancing their
Modern Aspirants. In the current year, there are strength and power. By avoiding the ruined cities of the Age
three significant groups who fall into this category (although of Giants, many of the survivors of the Shattering gradually
many others surely exist). The fire giants of the Battalion returned to their original forms, but still held that spark of
of Basalt Towers (p.118) are brutal raiders and conquerors planar magic that empowered their forebears. Other giants
who seek to restore the legacy of the Sul’at League. Their willingly underwent rituals to reduce their forms, seeing their
aim is to release the Titan Prince Adaxus then conquer physical might as a tool of oppression against others. As such,
Xen’drik with his power. They see this (and the drow) as Xen’drik’s goliaths have a massive variety of appearances
their birthright, and traffic with fiends to reach their goals. based on the lineage they are descended from. Frost, cloud,
The group attacked Stormreach roughly 50 years ago with stone, storm, and fire goliaths can all be found across the
a Sul’at device that summoned meteor strikes*, and will do continent, alongside Hekaton goliaths with multiple arms,
anything to gain power. In comparison, the Reclaimers of and Crux goliaths with single cyclopean eyes. Many can
Glory (p.131) wish to form a nation of giants to live in peace temporarily draw on their inner magic to grow in size, with
and safety. Composed of all types of giants, the Reclaimers innate magical abilities like those of a tiefling or genasi.
salvage giant technology to improve their lives, although
their mysterious leader may have other goals. The Reclaimers Heirs of the Giants
are not as violent as the Battalion, but their goals will surely
As one might expect, goliaths can be found with boundless
cultural variety. Some live nomadic lifestyles, avoiding the
The Giants' Curse remnants of the giants. Others live in cities such as Kul
In canon, the giants of Xen’drik are afflicted by a Lerek and make use of ancient arcana. Those goliaths who
draconic curse that renders them less intelligent and forsake their ancestor’s ruins can often be found using their
strong with each generation. This book does not run innate abilities as part of druid circles, wielding primal magic
with this, due to it being a disgusting re-hash of pseudo- instead of arcane. Over the course of thousands of years,
science used by fascists to 'justify' racism. Instead, ‘hill goliaths of all kinds have spread across the continent, and
giants’ are positioned as non-planetouched giants, and different cultures might contain any number of lineages
the different types of giants have new stat blocks to living together. To many, their giant kin are often an
match. One of the main upshots of this is that, as with antagonistic force - especially those who would seek to
5e canon, a hill giant does not have less intelligence reclaim their power.
than a giant elk. An in-depth discussion on this topic, As a goliath, your outlook will heavily depend on your
and detailed explanations on this different viewpoint, culture, which you should feel free to create and expand.
can be found in ‘Continental Curses’ on p.42.

CHAPTER 2 | PEOPLES OF XEN'DRIK


7878
Kobolds
Kobolds can be found across Eberron and Khyber, tracing
their origins back to the very dawn of history. Legend holds
that they were born from the blood of the Progenitors as they
fought for control of reality, predating the dragons, fiends,
and children of Eberron. As a result, many kobolds worship
the Progenitor dragons directly. Their three main cultures
are divided based on their Progenitor they worship, with
each culture believing themselves born of a different creator.
The Irvhir (‘ones below’) live in the deep caverns of Khyber,
the Iredar (‘ones of earth’) dwell in the mountain caverns of
Eberron, while the reclusive winged Irsvern (‘ones above’) are
said to live atop the highest mountain peaks.
Draconic Sorcery. Regardless of their origin, kobolds
produce high numbers of sorcerers with abilities linked to
their cultural Progenitor. The Khyberian Irvhir are often
Shadow Sorcerers who wield spells based around fear and
darkness. In contrast, the Iredar are typically more elemental
in nature, shaping stone and abjurative spells for defense.
Some goliaths are driven to harness the magic of the giants,
The winged Irsvern, touched by Siberys as they are, often
learning to craft works of artifice to help their people. Others
have the radiant powers of Divine Soul Sorcerers. Sorcerers -
consider such a thing to be a step on a dangerous road to
known as Iejirastrix (‘blood seers’) - are religious leaders and
repeat the mistakes of the past, and instead focus on repairing
oracles, who interpret the paths of the Draconic Prophecy
the magical damage to Xen’drik caused by the Shattering.
to guide their people. This often takes the form of strange
Others live in cities such as Stormreach or Kul Lerek, and are
visions and insights which are given respect by some dragons,
as much a part of the culture there as any other.
who occasionally protect communities of kobolds for this
Example Goliath Cultures gift. As a result, Siberys dragonshards are prized highly by
kobolds, who use them to enhance and channel the abilities
The Blood of Kanda - The storm goliaths of the
of their sorcerers.
Thunderwall live in villages built from leviathan bones.
They carry on the legacy of the Esht Primacy, and
1 believe the hunt to be a divine ritual to the god Banor Traps and Tinkering
the Bloody Spear. For thousands of years, the Hunters In general, kobolds have a gift for shaping and working
have thrown themselves into the Dark Sea, slaying sea stone, which they see as the forms of the Progenitors. Many
creatures and dragons both for glory and survival. kobold settlements have intricately carved draconic designs
The Zephyr Guard - The skynights of Kul Lerek are in the cavern walls, with those caverns the ‘veins’ of their
formed by a core of cloud goliath families, who join creator. This ability helps them to protect their villages from
the order as a generational tradition. Their defense roaming dangers, using trap-laden warrens of tunnels to
2 of the city has earned them a level of social status. In confuse and distract local monsters. Those kobolds who live
battle, the Zephyr Guard fight on the backs of personal in settlements such as Stormreach often use this to help with
mounts who they raise and care for, using their knack underground construction and maintenance - a prized skill
for aerial maneuvers to combat flying threats. for cities built on layers of ancient foundations.
Kwinzek Var - A group of goliaths live on the These talents are highly valued in a land of roaming
northern shores of Dread Lake, where lava from the dangers. Kobolds in Xen’drik have a strong reputation as
Thundermount flows into the mist-laden forests. The architects and trap-makers, and are highly respected as a
fire goliaths of Kwinzek Var act as elemental druids and result. Local settlements will often hire kobolds to create
3 bards, living in the interstice between fire, forest, mist, protections for them, trusting their knack for cunning traps
and water. In the Age of Giants, they helped prevent and shaping stone to shield them from traveling monsters
volcanic eruptions and other disasters, but now act as and raiders. Since kobolds always expect to be fighting
a barrier between the spidery horrors of Shae Fir and creatures larger than they are, their traps are especially
the Hydra Basin to the west. effective against giants and large monsters when scaled up
The Sohl'dhai - The Sun Pillars are home to an in size. The Iredar, with their knack for abjuration magic,
unusual group of goliaths with sandstone complexions take this a step further. Some Iredar sorcerers train their
and sandy hair. They live within homes carved talents to create natural wards against occult threats. These
into the Sun Pillars themselves, forming villages of workings of magic are unique to each sorcerer, and created
interconnecting caverns alongside winged irsvern by instinct rather than technical skill. Often, this means runes
4
kobolds. The sun goliaths worship the god Sohl’ara, carved into the terrain of the settlement, creating webs
and wield divine radiant magic. They use their of magic that anchor the land to Eberron’s primal
command of sunlight to grow fields of crops atop the power. In exchange for their work, the kobolds often
mesas they call home, and call down searing ask for food, Siberys dragonshards, and local
sunbeams on encroaching monsters. craftwork to bring home.

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79
Irvhir and Iredar
In Xen’drik, Irvhir and Iredar kobolds can be found across
Living Constructs
the continent in scattered communities. In the past, they Modern warforged can be found in Xen’drik via the ports
hid in the shadows of the giants, who considered them too of Stormreach and Zantashk, and some even find purpose
small to be noteworthy. Some Irvhir even lived beneath giant as druids of the Rushemé or Verdant Path. While there are
cities, either in hiding, or working to repair and care for their many reasons to be a modern Warforged adventurer, the
architecture in small spaces where their massive neighbors ancient technology of the Shattered Continent provides an
couldn’t reach. Some of these communities were protected abundance of weird and wonderful options. This allows a
from the Shattering by their depth beneath the surface, and character to have deeper ties to Xen’drik, whether that’s
adventurers might encounter kobold communities who have lost locations or native friends.The following table provides
reclaimed giant ruins. In contrast, the Iredar have historically unique ways of reflavoring the warforged player stats for
dwelt in mountain ranges that formed the borders between different classes, backgrounds, and stories.
nations in the Age of Giants, especially in the Fangs of
Argarak and Bluespine Peaks. Their druids have shaped their
cavern homes over generations to be protected by the harsh
Unusual Warforged Origins
elements of both ranges. Some of these communities live Sentient Quorforged - The Quorforged are non-
around the lairs of the Ten Watchers, helping them to keep sentient constructs designed to attune to DocentsERLW
watch for threats and discern the paths of the Prophecy. - and Docents are designed to hold immortal beings
1 such as quori. As such, you might be a quori from a
Lost Irsvern previous age controlling a 40,000-year-old warforged
body trying to find out the fate of your kin. Or at least,
The winged kobolds of the Irsvern are considered nearly something pretending to be a quori…
mythical in Khorvaire, but have many communities in
Vulkoori Scorforged - Some Vulkoori drow maintain
Xen’drik. Hidden and reclusive, the Irsvern rely on their
a tradition of using quori Creation Forges. Their
natural wings to live at heights where other people simply
constructs honor the god Vulkoor, with bodies of
cannot find them. Their existence is tied in part to the Siberys
2 jungle wood and scorpion shell. Whether through
dragonshards that fall across equatorial Xen’drik; according
primal magic, devotion, or the soul of a drow hero, you
to their sages, irsvern are found where the blood of Siberys
are a Scorforged that has gained sentience. What task
falls - for they themselves are of that blood. Irsvern iejirastrix
or service must you perform to protect your people?
make extensive use of Siberys dragonshards to enhance
their divine magic, and study the celestial movements of the Celestial Archonic - The Fernian giants of Grand
heavens to divine the Prophecy. Large populations can be Ju’qata imbued metallic constructs with divine planar
found in the Sun Pillars and Skyraker Claws, as well as the fire, creating servants of the gods. You might be one
3 such being, filled with radiant flame, with clerical
divine city of Bazek Mohl.
Celestial Sages. The most powerful Irsvern sorcerers powers linked to the Silver Flame, Boldrei, Onatar… or
journey as pilgrims to blessed observatories atop the highest the Overlord known as the Burning Desire.
mountains. There, wizened bloodseers live in cloistered Elemental Vessel - You are an advanced elemental
isolation, as close as possible to the Ring of Siberys. Their construct of metal and sparks, with a Khyber
rituals and meditations grant an oracle’s gift. When a message dragonshard as your heart. Whether created by the
arrives to an Irsvern settlement with a portent from such an Sul’at League or the giants of Genesine, you wield
4 powerful elemental magic - if you can remember how
aerie, they are followed without question. Sometimes this
involves sending gifted kobolds on quests beyond the peaks; to use it. The legacies of both nations live on, and the
other times, apparently random tasks that will shape events secrets of your creation may yet lie with the Sulatar
like a stream feeding a raging river. Some kobold sages have Drow, or in the sparking ruins of Genesine.
such piety that they transcend their mortal limits. With Soulbond Snowdancer - The frost giants of Ix Il’ar
prismatic scales and couatl feathers, they become ageless and created intricate sculptures of ice that danced through
undying, sustained by divinity and their own will to guide the streets. In times of war, they were capable of
others. These celestial kobolds see themselves as conduits freeing their own souls, taking direct control of the
5 deadly constructs. You did just that when the dragons
for the will of Siberys, and wield startlingly powerful magic,
though in exchange they are bound to their observatories. attacked - but unfortunately for you, your true body
Some are so old that they appear mummified in the high- was lost. Now, your soul has nowhere to return to but
altitude cold - or have faded into spirits of liminal starlight. a haunting statue of ice.
Unbound Dryad - As a true child of a powerful land
spirit, you are a druidic being of Eberron with a body
Hassalac Chaar, Prince of Dragons
of living wood. You might also be a dryad, with a body
Perhaps the most famous kobold in all of Xen’drik is
created by a druid of the Verdant Path. Beyond your
the self-titled Prince of Dragons. Hassalac Chaar lives 6
realm of unspoiled nature, the living world is under
beneath Stormreach in a warren of magically trapped
threat, and there are many sights to see and people to
tunnels. His wealth is as famous as his magic power.
meet. Can you overcome your naive nature and make
Hassalac rarely if ever leaves his lair, instead obsessing
your parent proud?
over his hoard of gold, knowledge, and magic items
related to the dragons. One thing is for certain. Those
who dare to mock or look down on the Prince of
Dragons don’t suffer long before their incineration.

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8080
Qabalrin Bonesculpture - You are the masterpiece
of one of the Ossuarists - a faction of the elven
Qabalrin who specialized in shaping bone. You don’t
Lizardfolk
know why you’re sentient, or whose soul is bound to Xen'drik's ara'sihei ('children of the sun'), collectively called
7
your unnaturally animate body, but you do know one lizardfolk by explorers, are endlessly diverse and found across
thing - until you can find out the secrets of your own the continent. They possess a range of forms, from oceanic
construction, you will never know true rest. groups with crocodilian features, to those who take after
the continent's dinosaurs. Unlike Q’barra, the ara'sihei are
Animated Puppet - The Thelanian giants of Shae Fir
not shadowed by the Overlord Masvirik, nor united by the
perfected the art of fey magic. Some formed pacts
shared dreams of the couatl. As such, their cultures are highly
with the archfey known as the Forge Maiden, and used
diverse, and range from the sands of the Menechtarun to the
their bond to animate puppets like something out of
tropical Kapaerian islands.
8 a fairytale. To the giants, these puppets were dolls; in
reality, they’re the size of humanoids. You are such a Reptilian Anatomy. While their beliefs can vary
puppet, hiding for years in the ruins of your former greatly, the scales of Xen’drik have shared characteristics due
home - but now you face a new threat, for the Spinner to their reptilian nature. Lizardfolk have little ability to make
of Shadows is pulling your strings. facial expressions, which can make them seem ‘emotionless’
to others. Instead, they convey emotion through body
Fallen Titan - A necromantic gambit saved your life as
language and color-changing scales. Unlike other ancestries,
dragons razed your world. Bound to a smaller vessel
they are also ectothermic (‘cold-blooded’), and take in a lot of
with magic you barely comprehend, you have bouts
9 environmental heat instead of solely generating their own.
of clarity between centuries of dormant slumber. Can
As a result, lizardfolk are rarely found in the cold environs of
you regain the memories and skills to achieve your
the south, where they are more affected by the temperature.
former glory before you slumber once more?
Lizardfolk do generate some internal heat, and can increase
Axiomatic Mind -A giant from the Daanvi city-state
that for short periods in a pinch, but extended cold conditions
of Crux made a pact with an entity from the Perfect
can be dangerous. Those lizardfolk who do live closer to
Order; in exchange for granting you intelligence, you
the Iceflow Sea tend to be larger, bulkier, and feathered,
10 would work as a paragon of law in the world at large.
which insulates them and allows them to better regulate
Centuries later, your form has been repaired by the
their internal temperature. As a result of being ectothermic,
automata of the desolate city. Can you find any solace
lizardfolk also need to eat less often than other ancestries.
in a new world of broken chaos?
Typically, a large meal is eaten once a week (often with social
and cultural importance placed on it), which is supported by
occasional snacks and smaller meals when needed.

Scaled Diversity
The ara'sihei of Xen’drik are just as diverse as the reptiles
they are named for. The forests of Dread Lake and the Hydra
Basin are home to Selkath, or ‘Shiftscales’, with the arboreal
lifestyle and colour-changing ability of chameleons. Shiftscale
lizardfolk are typically smaller than their terrestrial kin, with
prehensile tails that let them climb with ease. In contrast,
the Glacier Lords of the far south have saurian traits, with
hulking builds and feathery down. Their migratory clans
follow the seasons as pastoral herders, or stake claims to
valuable manifest zones that let them weather the polar night.
To the west, the ara'sihei of Nektar Kruth couldn’t be any
more different. Visually resembling reptiles such as horned
devils and gila monsters, the desert Nektari ('Sandspines')
have carved a city beneath the desert in symbiosis with
kruthiks. Their odd partnership provides protection for
both, with the hive lords of the kruthiks working closely
with their lizardfolk peers.
These are simply examples of ara'sihei that can be found in
Xen’drik, and a player should feel free to have their character
take after any reptile, including Xen’drik’s native dinosaurs.
Player ancestries for Selkath and Nektari lizardfolk can be
found in the Player Options chapter (p.285). Further details
about example ara'sihei cultures can be found below:

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81
Example Lizardfolk Cultures
Tyrosian’s Clutch - The rogue black dragon
Tyrosian-Baed is served by a lizardfolk cult who revere
him as the Great Father. Located in the southern
Marsh of Desolation, they have carved out a small
1 kingdom, and hunt for food which they deliver to the
dragon in ritualistic sacrifice. Those deemed of worth
to the Great Father undergo arcane rites to develop
draconic features, becoming half-dragon generals.
The Glacier Lords - Hulking feathered lizardfolk rule
several kingdoms in the southern tundra. The lands
of the Glacier Lords are harsh, and some migrate to
follow the seasons, shepherding vast herds of subpolar
dinosaurs. Others live within manifest zones that
protect from the seasons, forming oases of warmth.
The Lords have a complicated relationship with the
2 Iceflow’s remorhaz. To stake a claim as a Lord, a
lizardfolk must capture a remorhaz egg (a terrifying
prospect) then raise it from a hatchling to follow
their commands. If successful, they have obtained a
battlemount that can defend them and their herds
found in regions beyond the Dominion’s reach, including the
from danger, and keep their clan warm at night. There
Iceflow Sea, the rivers of Xen’drik, and the Sea of Lost Souls.
is little room for failure.
Each has wildly different cultures and beliefs.
The Lua’tesha - The outer Kapaerian isles are home
to oceanic lizardfolk who swim through the mangrove
forests. The Lua’tesha have crocodilian features, with Aquatic Adaptation
powerful tails that propel them through the tropical The Lurrshoi of the Sea of Lost Souls are tieflings attuned
waters. Living as they are in close proximity to the to the plane of the dead, with ghostly appearances that
3 haunted city of Karrakos, the lizardfolk give their strike fear into sailors. The congenial Rushishi of the Hydra
dead to the ocean, believing that their spirits return resemble catfish, with long barbels to help them navigate in
to the cycle of nature rather than remaining stranded murky water. In the Iceflow, the lethargic Hathqashi have
as ghosts. They can call on these spirits to protect transparent bodies and colorless blood, living for hundreds
them or offer guidance, merging hydromantic and of years in iceberg cities. Rumors persist of some locathah
necromantic spells. living in the absolute depths of the seas, where the light of
Nektar Kruth - Where the Scimitar Spires meet Arrah never touches. These Jahathah are long and sinuous
the Menechtarun, several rivers coming down from like viperfish, with immense eyes and dark red bodies. Few
the mountains have eroded vast canyons into the claim to have ever talked to the intimidating people, and their
sandstone. The city of Nektar Ys is built into the existence is the stuff of tavern tales; their abyssal cities formed
shaded walls of these canyons. The lizardfolk of the from leviathan bones even more so.
city have a symbiotic relationship with kruthiks. Endless Journey. This massive variety is due to their
4 Several hive lords direct their broods to excavate resilient nature; much like humans, locathah are highly
caverns and aquifers, in which the Nektari grow hardy adaptable, and susceptible to physical changes based on planar
desert plants. While the kruthiks guard the city from influence. This means that they can survive in a range of
below, the lizardfolk guard it from above, ensuring the environments that other peoples such as sahuagin cannot
survival of both. When threats approach the city, the bear. As a result, locathah can survive in both freshwater and
kruthiks excavate pit traps in the desert sands, while saltwater environments, and are capable of traveling between
the Nektari bait any dangers towards them. them with ease. Many locathah have highly adventurous
outlooks as a result - no matter how tough it gets, they’ll get

Locathah
used to it in the end. Locathah that become adventurers can
often survive for prolonged periods without being immersed
in water, as they quickly adapt to life on land. That said, a
quick dip is always a treat now and again.
The fishfolk of the Thunder Sea have long suffered under
Hydra Rushishi. The freshwater locathah of the Hydra
their aggressive sahuagin neighbors; while some live under
waterways are a familiar sight to many tau'Xen. The Rushishi
the rule of the Eternal Dominion, the growing empire pushed
live in villages built within hollows in lakes and calm
many locathah out of their homes and into other locales.
stretches of river, camouflaged to protect from threats. Their
Now, they can be found in scattered coastal settlements
barbels allow them to sense the electrical signals of living
across Xen’drik, as well as the coasts of Aerenal and
creatures, granting them sight even in the muddy murk. This
the Kapaerian Islands. Some work to subvert the
'sixth sense' has given the Rushishi a penchant for divination,
expansion of the Dominion where possible, while
which serves them well as river navigators and guides. Many
others simply wish to stay away from their sight.
others work with the river spirits and wildlife as druids.
A variety of other locathah cultures can be

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8282
Shulassakar rebellious kin; the Simeq were created as aquatic soldiers.
Known to sailors as ‘Simic Hybrids’ for their appearance,
these elves were transmuted with the features of aquatic
At the end of the Age of Demons, the couatl knew that they animals, and sent to guard the League’s shores - a role
could no longer watch over the world they loved. Their impossible for a society of fire giants. Every Simeq has a
human devotees in Sarlona pledged to take on their task, and different form as a result of ancient Sul’at magic; This ranges
over thousands of years, began to resemble the couatl they from gliding wings, to prehensile tentacles, to hard carapace.
worshiped. These are the shulassakar - feathered yuan-ti The result are sea elves unlike anything known to Aerenal.
with shining scales who guard ancient sites linked to the Ruins Reborn. The Simeq live in the aquatic ruins
Overlords. The shulassakar are few in number, but have a of Simeq Riva, which lie within the Phoenix Basin. The
global presence. Some watch over the Unmaker in Adar, former City of Silver was one of the five bastions of the Sul’at
others over the citadel of Krezent in the Talenta Plains, and League. The port was a hub for trade and diplomacy, and
a small few over the port of Stormreach. Their united home handled the fire giants’ foreign affairs. Within the vaults of
is the Khyber demiplane of Hope’s Meridian. Here, young Simeq Riva lie the funds of the League, as well as treasures
shulassakar train to fight against evil, and listen to the words gleaned from the Cul’sir, Group of Eleven, and beyond.
of their leader - an ancient divine gestalt known as Veqtakatl, When the Moonbreaker was fired, the backlash caused
the Prismatic Choir. massive collapses around the Skyfall Peninsula, plunging
Simeq Riva into the sea. With their masters destroyed by
Covert Watch their own creation, it was their subjects who claimed it. In
In Xen’drik, the shulassakar keep their presence all but the years since, the City of Silver has been transformed into a
unknown. The fiends of the continent are stealthy, thriving metropolis both above and below the waves. Entire
murderous, and conniving; discovery means death, leading to towers have been converted into districts and connected by
an ancient war of subterfuge with Xen’drik as the battlefield. scaffolding and hanging gantries, while the ruins below are
As a result, the serpentfolk take on the role of divine populated by locathah and other oceanic peoples. The Simeq
spies. The organization known as the Torch of Progress make frequent contact with the Súlatar drow to the south-
is the main front against fiendish influence in Xen’drik, east, trading Sul'at technology and oceanic goods in exchange
but their tenets and methods are overt. The Torch fights for transmutation-related arcana and metal forgework.
shadows with comforting light; they are familiar sights to
the people of Xen’drik, but do not have the ability to lay Culture
low. In comparison to the shining giants and Sulatar drow,
Simeq society is heavily influenced by their mutable
‘Bloodsworn’ shulassakar appear much more human. As a
physiology. Every Simeq is, in essence, a Lamannian drow,
result, they can easily blend into cities such as Stormreach,
with their aquatic characteristics a result of ties to the Endless
and monitor foreign expeditions from within. However, they
Ocean layer of the plane. As such, different Simeq have the
have historically been more visually unfamiliar to the people
features of different aquatic animals, and can gradually alter
of Xen’drik - and even now, humans may not have the best
their bodies as they age to adapt as they wish. By combining
impression. This trade-off allows them to relay important
this trait with the inherited transmutation magic of the
information from human cities to both the Torch of Progress,
League, the elves have created a society where change is both
and Hope’s Meridian, helping to stymie fiendish plans and
an adaptation, and a way of expressing oneself. Fashion is not
prepare for the worst.
the clothes one wears, but the form one takes.
Shulassakar culture is martial and devout, with utter
belief in the couatl. In Xen’drik, they are typically assigned
Form & Function. This is tied to their primal faith,
which sees the animal forms they take as blessings from
to specific duties and roles, forming networks and cells to
the spirits of the sea. Simeq druids train to fully take on the
achieve their goals. As a result, they are self-sufficient and
forms of the spirits they connect to, driving off predators and
rare, but sometimes journey to the city of Bazek Mohl to
tending to the shoals of fish and crustaceans that sustain their
commune with the Flame.
people. Meanwhile, merchants and travelers train to change
their forms between visits to different peoples, allowing
Further Shulassakar Lore for easy diplomacy. These Simeq have a similar ability to
Detailed information on the Shulassakar world-wide, shapeshift as changelings, but lack the Wild Shape of their
including their culture, leader, and home demiplane of kin. To the pirates of the Thunder Sea, these shapeshifting
Hope's Meridian, can be found in Sarhain's Guide to the ‘tidelings’ have a reputation for trickery - a belief borne from
Silver Flame by Luke Robinson. warnings meant to keep the dryskins away from Simeq Riva.
Wide Biomancy. Industry in Simeq Riva is almost
purely organic. Simeq biomancers have magebred different

Simeq ocean creatures to act as livestock and biological engines,


working underwater where traditional artifice can’t.
Bioluminescent sea slugs and kelp light up the avenues of
The most famous of the Sul’at League’s mortal experiments the city, while scouts patrol with the help of color-changing
are the drow, but they were not the only ones. The sharks and dolphins. Giant mantis shrimp are used
bioarcanists of the League performed many experiments on for excavation and construction, while many homes
‘lesser’ humanoids, with the aim of pushing the boundaries of have clusters of tube worms that superheat the
evolution. Some drow were altered to be assassins for their water inside their shells, acting as living ovens.
This industry is fed by expansive farms of

CHAPTER 2 | PEOPLES OF XEN'DRIK


83
different planar kelp, as well as farms for fish and massive
crustacean livestock. Thri-kreen
Evolving Threats The enigmatic thri-kreen are a familiar sight across the
breadth of Xen’drik. The insectfolk are one of the more
The recent decades have brought new threats to Simeq Riva. unusual peoples of the continent, with inscrutable mindsets
The deep vaults of the city contain riches and magic items and a hidden history. The people of Stormreach are familiar
from across Xen’drik, sealed away by the Luminary of Words with them as capable guides immune to the Traveler’s Curse,
long ago. While the elves themselves have little interest in but thri-kreen live in a range of different cultures, from the
uncovering dangers from the past, the same can’t be said for ghostly Dre’kalak to the K’raana of the Menechtarun. Their
others. Both the Riedrans and pirates of Stormreach once origin is a mystery, but the truth may lie in their unusual
sparred in these waters. Each has different rumors about the shared trait; thri-kreen are believed to be so fundamentally
strange seafolk of the basin, with their inability to dream linked to the plane of Dal Quor that they can see into both
making the Inspired more cautious than normal. Despite the Sea of Dreams and the Material at the same time, and
this, Simeq Riva is a glittering prize, with magic items and never need to sleep. Whether this is due a historical tie
valuable sea life that both groups would very much like to the Dream War, or to the large number of Dal Quor
to exploit. With the end to hostilities, diplomacy has now manifest zones that once dotted Xen’drik, is totally unknown.
become a new option. Whichever side manages to gain the However, in the centuries since the Shattering, thri-kreen
upper hand may gain a powerful (and lucrative) ally. empires have risen and fallen across Xen’drik, creating works
Deep Threats. Meanwhile, beneath the waves, the unmatched in the modern day.
Eternal Dominion continues to expand. Both they and the
Simeq have a long history of industrial biomancy. The lore
inherited by the Simeq would be extremely valuable to
Dreamsight
the Dominion, who may have been inspired by recovered Thri-kreen culture is partially influenced by their unusual
Sul’at technology from the border with the Thunder Sea. biology. It is believed that thri-kreen exist in both Dal Quor
As a result, some Simeq believe that they too will become and the Material Plane at the same time. As such, the way
threatened by the sahuagin armies, just as the locathah they perceive the world, the passing of time, and the activities
before them. of other people are almost incomprehensible. However,
Even deeper lies a different threat. A growing faction this is thought to be the source of their odd immunity to
of younger Simeq have begun to hear a call. A promise. A the Traveler’s Curse, and many adventurers go out of their
question - for beings so capable of change, why do they limit way to befriend thri-kreen guides. Perhaps they can see the
themselves? Why not seek to become stronger and enhance shifting tides of the Curse in Dal Quor - or perhaps their
their people in the face of danger? The distant call of Dyrrn senses are so different that the Curse was never made to
the Corruptor is a threat that the elves have yet to fully affect them. Some scholars point to their innate psionics and
comprehend or understand, yet some of these Simeq have shifting colors as signs of this link - as well as the fact that
begun venturing to the land to follow the siren song. they never sleep. An unusual impact of this is that thri-kreen
often have a fascination with elves and kalashtar, who - due
Terrestrial Adventures to being unlinked to Dal Quor - appear unique in their vision.
Burning Bright. Thri-kreen lifespans are far quicker
Simeq adventurers might leave their sunken city for a than most; a thri-kreen reaches maturity at 6, and can expect
number of reasons. Beyond the simple wish to see the to live until 30. As such, they have a very different outlook on
world beyond their isolated home, some Simeq explore the death compared to many other species, and can seem almost
destroyed Sul’at League, hoping to bring back transmutation reckless or unbothered when in danger; many simply see it
techniques to aid their people. Others - especially the as a natural part of things, and don’t unduly worry or panic
shapechanging tidelings - work as infiltrators and when their time comes. This is influenced by their vision
information gatherers, researching potential threats to their of Dal Quor; just as dreams are ephemeral and fading, so
people. This means that more than one disguised Simeq has are lives - to be enjoyed while they last. This viewpoint can
found themselves in Stormreach, investigating the reach also extend to their interactions with other beings, where
of the Eternal Dominion, and the pirates that call it home. creatures are seen more as predators or prey, than complex
Naturally, others leave in search of the promise of evolution beings to be cherished. The fact that other beings may only
they have heard beneath the land to the east - a promise of have a few children in their lifetime (rather than broods
ascension to something greater than ever before. of eggs) is a point that’s often lost. As a result, many thri-
kreen communities share beliefs with some druids, and find
Tidelings difficulty with divine belief; nature is concrete, and its laws
Tidelings are shapechanging tricksters akin to are those of life and death, while faith and gods are intangible
changeling merfolk. Player stats to play as a tideling, as and as ephemeral as a dream.
well as detail on their culture and places within Eberron,
can be found in Tidelings by Megan Caldwell. Culture
As a whole, Xen’drik’s thri-kreen cultures are massively
varied. The thri-kreen of Stormreach are familiar with the
range of adventurers who pass through the city, and are
seemingly descended from an ancient city built on the same

CHAPTER 2 | PEOPLES OF XEN'DRIK


8484
site. It is possible that other grand cities of the mantisfolk The Ta’kanchik - The Ta’kanchik are a militaristic
still stand in the jungles, hidden by the Traveler’s Curse. group of titanshell thri-kreen influenced by the multi-
Their remaining remnants in the city are highly advanced armed giants of Hekaton. Each warrior undergoes
and poorly understood. Indestructible jade-like foundations psionic training to reshape their bodies, growing extra
and fountains that banish powerful outsiders are just the limbs to follow in the giants’ footsteps. Others retrieve
start, but few people have delved into the undercity to find 4 giant artifacts for use as grafts or prosthetics. The clan
the truth. Beyond, many mantisfolk live in the Hydra Basin lives in outlying Hekaton ruins in the Scimitar Spires,
and Menechtarun, using their shifting colors for camouflage. and has much reason to despise the encroaching Unity
Some live as nomadic hunter-gatherers, while others have of Riedra. In their eyes, the InspiredERLW are disturbing
carved out more permanent niches. Perhaps the most unusual blends of living creature and vile nightmare.
are the K’raana. The desert thri-kreen live in caverns on the
back of an immense zaratan known as Gran Gol (p.257), and
cultivate verdant oases in the heart of the desert.
Body Forms. Different thri-kreen also have varying
adaptations and appearances depending on the environment
Triton & Merfolk
they live in. The ‘mantisfolk’ of the Skyfall Peninsula are The merfolk of the Thunder Sea are neutral and nomadic,
simply the thri-kreen most familiar to Khorvaire. However, working to protect those who call the ocean their home.
all thri-kreen share their innate telepathy and link to Dal Their stormcallers shepherd the region's brutal tempests,
Quor. The lithe forms of the Skyfall thri-kreen, and their ensuring its people are not harmed by the Lamannian
gift for camouflage, are well-suited for their rainforest manifest zones. Originally from Lamannia itself, the
home. In contrast, the ‘titanshell’ Ikat-takt of the south are merfolk crossed the planar boundary centuries ago, finding
larger and bulkier, more closely resembling beetles (p.268). a new home in the material. The Karakala typically live in
Their thicker shells and stronger forms help them keep nomadic pods, and travel across the Thunder Sea. They are
warm in colder climes. In contrast, the Kapaerian Islands accompanied by dragon turtles and other leviathans in a
are home to thri-kreen with smaller forms and moth’s symbiotic relationship; the merfolk care for the creatures and
wings. The Dre’kalak believe themselves to be close to keep them entertained, and receive protection and a place to
death, and interpret prophecies and omens through the sleep in exchange. In the Karakala, tritons are merfolk who
nightmares they see. have undergone a ritual to better suit them for land, gaining
legs in place of a tail. As such, the merfolk themselves see no
Example Thri-kreen Cultures difference. Most merfolk see no reason to do this, and triton
Chakak’trinta - The ‘Psions of Revival’ are a group are often driven by a purpose or aim that guides them to land.
of Thri-kreen clans who seek to repair the damage
to Dal Quor. They train to harness their innate
Merfolk Cultures of the Thunder Sea
links to the dreaming, exerting their will upon the Some merfolk act as messengers, carrying missives between
Material as psychic abilities. Legends tell of the the Eternal Dominion and their rivals. Others follow the
1 time when thri-kreen were different, connected to tides of Lamannia, channeling the destructive power of the
hope, and not despair. To accomplish this goal, many plane to weaken its dangerous storms. In the deep oceans, the
seek to research and uncover the truth behind the Taelmer have taken up the cause of the Silver Flame. These
Moonbreaker - and ensure that no other forces deal followers of the ‘Piercing Light’ keep watch over the servants
any further damage to their people. of the Lurker, ensuring the aboleths never rise to enslave the
Nest Tohr'kreen - Stormreach has plenty of thri- sea again. Other merfolk simply live as free spirits. There’s
kreen ruins, but few adventurers stop to ask what plenty of work to be found as ocean guides, and some can
they might have been - or, what happened to them. be found for hire in places such as Soggin’s Post (p. 274).
The influence of Sakinnirot is one answer, but thri- Others live as bards; coastal settlements around the Thunder
kreen cities in other locations might still exist. Nest Sea are thrilled when a Karakala siren comes to town.
Tohr’kreen is one such city in the Hydra Basin, hidden Different kala cultures might be found in the Dark Sea, or the
2 from prying eyes by the Traveler’s Curse. Thousands waterways of Xen’drik, with unique relationships with the
live within the vertical metropolis, which is formed environments there.
from the same substance as the ruins in Stormreach.
The vibrant material might be the resin known as dasl,
The Thunder Sea Merfolk Report
or a form of sentira made of alien thri-kreen emotions.
For detailed information on the merfolk of the Thunder
The core of the city is a Cul’sir relic linked to Dal Quor,
Sea, consider checking out the Thunder Sea Merfolk
but its function is known only to the residents.
Report, by Megan Caldwell. The supplement contains
The K’raana - The desert thri-kreen of the K’raana live character ideas, detailed cultures, locations, magic
within caverns in the serpentine behemoth Gran Gol items and more to expand on the Taelmer and Karakala.
(p.257). They utilize nets to capture moisture from This includes Eberron-specific ancestries. Further
the parched air, which filters down into caverns lush information on the Karakala can also be found in
3
with plant life. K’raana druids work to preserve the Exploring Eberron, where they were first introduced.
health of their hidden paradise, while rangers bond
with creatures such as ankhegs to protect their vast
elemental host from the dangers of the dunes.

CHAPTER 2 | PEOPLES OF XEN'DRIK


85
The Fey of Wonder they blame for their extirpation from Sarlona. They seek to
usurp the city of Dar Qat, and destroy its spreading influence
A separate group of merfolk and triton can be found in in their new home. These groups are ruthless, but relatively
the oceanic feyspire of Pylas Taraelya (p.269). The Port reasonable. Their goals might align with the party, and a
of Wonder is ruled by the archfey known as the Siren of player character could easily use either background. Other
Song - a mermaid queen famed for her legendary beauty. groups, not so much.
The people of Pylas Taraelya are the incarnations of the The most profane cults of yuan-ti are those willing to give
wondrous tales of the sea, and are fey in the same way that everything in the name of power. Their desire for vengeance
eladrin are. Compared to Lamannian merfolk, the feyspire’s places them in the sway of the Overlord Sakinnirot, who they
people are far more elfin and colorful in appearance, with the willingly serve - and hunt down shulassakar in service of. The
whimsical (and alien) attitude typical to Thelanis. However, yuan-ti of the Coiled Serpent are murderous and fiendish,
it is likely that some karakala now live in the feyspire, and the infiltrating Stormreach to sow grudges and discord. Perhaps
relationship between the two is blurred - as with Pylas Pirial worse are those who have fallen in with the daelkyr. In
and the gnomes of Zilargo. search of the psionics that they once had as Shulassakar, these
yuan-ti practice the fleshwarping techniques of Dyrrn the

Yuan-ti Corruptor, creating horrendous malisons and other mutants.


The touch of Xoriat has made them psychotic and deranged;
many are more than willing to capture others for ‘research
material’, and their predations have given the yuan-ti a
The ancient cousins of the Shulassakar are a relatively late
fearsome reputation.
arrival to Xen’drik, having fled in exile from Argonnessen.
The yuan-ti arrived as refugees roughly 1400 years ago across
the Dark Sea, and have since split into separate cultures to The Secluded (‘Ssejirthos’)
survive. Some are embittered by the grievances against them Those groups of yuan-ti seeking reprieve from their
- in Sarlona, Argonnessen, and from their ancient split with persecution have largely followed two paths for survival.
the shulassakar - and pursue vengeance no matter the cost. The Arcanissa have learnt to use their natural resistance
Others simply wish to live in quiet peace. Despite this, the to poisons and magic to survive in harsh environments
predations of the former have given the yuan-ti a maligned tainted by giant spells. Such regions are shunned by other
reputation, especially among adventurers. Xen’drik peoples, leaving them to live in quiet (if perilous)
seclusion. The Arcanissa are tough, utilitarian and secretive.
The Venomous (‘Kuriklaraess’) Many study as artificers to help make their homes safer over
generations, or repurpose giant technology for their own
First the Inspired, then the dragons. History has not treated
survival. As a result of where they live, their neighbors often
the yuan-ti kindly, forcing them into exile from both Sarlona
believe them to be dangerous themselves - a reputation
and Argonnessen. For the Venomous, their exile in Xen’drik
with some truth behind it. The yuan-ti want nothing more
rankles into hatred. They seek the power to wreak vengeance
than to be left alone, and many use the weird magics and
on those who wronged them, or secure their place as the
environmental toxins of their homes to defend them. Over
oppressors rather than the oppressed. The scale of their
years, others have become ‘irradiated’ with environmental
ambition varies greatly. Some groups fashion themselves as
magic, becoming sorcerers who cultivate their destructive
dragonslayers, hunting the wyrms of Xen’drik - Watcher
gifts for defense.
or Rogue - and performing rituals to steal their sorcerous
In contrast, the Ssejokarthel see Xen’drik as a fresh start.
powers as part of the Banor’drakai. In contrast, the Mind
This is a land free of tyrants like those who
Whisperers are consummate hunters of the Inspired, who
forced the yuan-ti into exile - after all, they got
what they deserved here long ago. As
Shulassakar and Yuan-ti a result, they fight to keep it that
The yuan-ti are descended from the shulassakar of way, often joining organizations
Sarlona, and ‘fell’ from the graces of the couatl into such as the Unbound Brigade
their current forms. Modern yuan-ti are long removed (p.123) who combat
from the shulassakar, and are not bound to any kind petty tyrants. These
of morality; doing good deeds will not transform them yuan-ti typically focus
into a shulassakar, nor will an evil shulassakar fall into on their natural ability
a yuan-ti. Instead, a shulassakar can be considered a to communicate with snakes,
hereditary couatl aasimar, and it is possible for them training as druids and rangers.
to be evil, just as Cardinal Krozen of Thrane is an evil- This can range from secretive
aligned servant of the Flame. A yuan-ti who decides infiltrators in cities
to worship the Silver Flame can become a shulassakar such as Stormreach,
by gaining the couatls' blessing, just as a shulassakar to warriors who
can forsake that blessing - but yuan-ti are under no fight alongside
obligation to ‘redeem’ themselves. This is a critically reptilian beasts like
important distinction. It must be stated that yuan-ti are forces of nature.
not born with any intrinsic crime on their shoulders,
nor are they the ‘Evil ones’ to the ‘Good shulassakar’.

CHAPTER 2 | PEOPLES OF XEN'DRIK


8686
CHAPTER 3

MODERN CITIES

CHAPTER 14 | GAME
ALLIESMASTER'S
& ENEMIESTOOLKIT
87
Modern Cities
M
ajor settlements in Xen’drik are few Dar Qat - The Dystopian - The Unity of Riedra
and far between. The unpredictable maintains the bastion of Dar Qat to extend its reach into
Madness of Crowds has destroyed more Xen’drik. Outwardly, the city exists to harvest dragonshards
civilisations than have ever existed in and deep crystal that cannot be found in Sarlona. In truth, the
Khorvaire. As a result, only a few cities quori who rule Riedra know that deep secrets related to Dal
have found ways of avoiding the curse, Quor and the Dream War lie in the continent’s interior. They
and even fewer are known to foreign explorers. Of course, intend to uncover the truth behind the Turning of the Age,
the Madness doesn’t stop people from attempting to settle or and use their nightmarish authoritarian city to do it. Nearly
found new cities, and the land is filled with the ruins of those the entire population of Dar Qat is human or Inspired, but for
who have tried. Stormreach and Dar Qat are but the most a caste of indoctrinated goliath. Few find sanctuary within -
recent examples - and who knows if the clock is ticking… unless of course, they may be of use to the nightmare fiends.
The following cities each provide a different location to
base adventures out of, with a variety of themes, quests and Kul Lerek - The Free - The cloud city of Kul Lerek is
resources. Some have found ways of avoiding the Madness a multicultural haven for ancient lore, ruled by the giant
of Crowds, while others may yet be destroyed in a cascade of Scriveners of the Sky. Dating back to before the Shattering,
violence. These should be used as inspiration for whatever the core of the city is a sealed archive of relics and magic
settlements you wish to introduce to your Xen’drik, and collected. Around it, the city is built on a foundation of solid
can be changed freely with no impact on canon, with the cloud, with giant-scale buildings dominating the skyline.
exceptions of Stormreach and Dar Qat. The entirety of Kul Lerek drifts through the skies, acting as a
It is important to state that the Madness of Crowds does mobile center for trade. Merchant guilds vie for superiority,
not prevent cities from existing. The curse can act on any while skyknights guard its people for marauding dangers. Kul
timescale that the GM wishes, including over thousands of Lerek is one of the oldest and safest cities in Xen’drik, but
years - a fact suggested by the continued existence of both reaching it in the lofty heights is a true challenge.
Stormreach and Dar Qat. As such, a GM can put any city of
any size in Xen’drik as they wish (and potentially wipe them Stormreach - The Infamous - The pirate colony of
off the map soon after), and it is encouraged to introduce new Stormreach is a den of crime and iniquity where money is
major settlements built by the people of Xen’drik for players law. Ruled by the competing Storm Lords, the northern
to encounter. Given the age of the land, it is also likely that port is built on the ruins of the ancient Cul’sir capital, as
many cities have been built on the ruins of other cities - a fact well as several other civilizations that fell to misfortune. Far
of life in the shattered land. outside the laws of Galifar, Stormreach is a chaotic patchwork
of territories ruled by rival gangs - and the gateway into
City Summaries Xen’drik for many of Khorvaire’s people. Beneath the city,
countless ruins lead deep into the earth, where dark secrets
Bazek Mohl - The Ancient - The torch of the Silver from the Age of Giants slumber.
Flame burns in the ancient city of Bazek Mohl, seat of the
couatl in the temperate forests of Dread Lake. The City of
Vralkast - The Monstrous - After their exile from the
Stars is a bastion for good, but its luster is fading. Its couatl
ancient Twilight Court, the fomorians descended into Khyber
leader gave up their life during the Shattering to hide the city
in search of a new home. There, on the shores of the Sea of
from sight, and its power has faded over long centuries. Now,
Sorrow, the cursed giants established the port of Vralkast.
itinerant warriors and clans migrate in and out of the holy
Now, thousands of years later, Vralkast is a bustling hub
city, ensuring it doesn’t fall to the Madness of Crowds. Bazek
for Khyber’s people. All manner of ‘monsters’ rub shoulders
Mohl is home to religious institutions dating back millennia;
in the cavern-city, with serpentkeel ships hunting ocean
monks train at Starfall Mount, while divine bards share their
leviathans to sustain it. Life in Khyber is never easy, and the
work in the College of Hymns. The people of the city are
population works together to keep their home safe against
upholding their duties of watching the bound Overlords on
fiends, monsters, and insidious daelkyr.
either side, but only time will tell for how long.
Zantashk - The Scrappy - House Tharashk’s frontier
Blackgrove Refuge - The Exchange - The Vulkoorí
outpost is a prospecting town of fame and fortune. Often, a
trading settlement of Blackgrove Refuge is a refreshing patch
bit of fear as well. The small settlement is the House’s center
of shade amidst the dangers of Xen'drik's forests. Drow,
for dragonshard mining and rare material collection, with
kreen, and frogfolk trade and work alongside each other,
a focus on gold and little else. Adventurers often take on
learning from each others' cultures and creating opportunities
contracts from the reeve who manages the town, helping
for families and adventurers alike. In recent years, the Refuge
to secure goods, negotiate with local people, and fend off
has also become a site to organize against colonial
dangerous monsters. The town’s existence is precarious; just
presences on Xen'drik; while its people are primarily
across Tempest Bay are the ruins of the gnomish settlement
concerned with the day-to-day affairs of the present,
of New Zolanberg - a grim reminder of the outpost’s
Blackgrove Refuge is beginning to be a symbol of
potential fate.
Xen'drik's future.

CHAPTER 3 | MODERN CITIES


8888
Examples of Other Settlements
One of the largest of the thri-kreen cities lies in the Hydra
Basin. Hive Tohr’Kreen rises from the trees like a giant
Hive amber monument, built to accommodate the physiology
Tohr’kreen of the mantisfolk. Even now, the Hive is far smaller than
in the heyday of the Thri-kreen empire. The risk of the
Madness of Crowds is simply too great.
The asherati have the ability to swim through desert sand
like water. They travel across the Menechtarun, acting
as guides, guardians, and traders. Many live in expansive
Ushemra underground towns such as Ushemra (p.250), which
occupy cavernous spaces beneath the desert sands, each
shaped by potent geomancy.
The sunken city of the Simeq elves lies within the Phoenix
Basin. Simeq Riva was once a major city in the Sul’at
League, which collapsed due to the backlash of the
Simeq Riva Moonbreaker. Its shining towers now rise from the ocean’s
surface. The Simeq were created by the League as oceanic
soldiers, and rule the flooded ruins of their former
masters with the help of magebred animal life.
One thri-kreen village in the Menechtarun is built entirely
within caverns in the back of a colossal elemental (p.257).
Gran Gol The thri-kreen have cultivated hidden oases and gardens
in their living home, and raise ankhegs as guard animals.
The spiderfolk of Dread Lake live in total secrecy within
tree-top settlements woven from silk. Hidden by the
Lachni of the region’s blanket of fog, they live in peace while warding off
Mist intruders - including arachnid monsters and fiends from
the nearby ruin of Shae Fir (p.261).
The SÚlatar drow known as the ‘Soldiers of Promise’
Gundrak’úl rule an ancient Sul’at fortress in the Skyfall Peninsula.
(‘The They believe that Gundrak’Úl holds the secrets to greater
Obsidian military power, and push the bounds of the Madness of
City’) Crowds by working as an army instead of a nation.
The Umbragen drow live beyond Xen’drik entirely. As
refugees, the drow sought a new home in Khyber, and
found it in the form of a lost Qabalrin fortress deep within
Taer Umbra the Dragon Below. Taer Umbra is a utilitarian town under
siege by the forces of Belashyrra, and the Umbragen live in
a tenuous balance.
Dragonborn have guarded the Ring of Storms for over
60,000 years. In that time, they have expanded, fallen,
and expanded again. Due to the Madness of Crowds, they
Hurthi- now live in small fragmented towns, each built around
maekrix the biological engines known as bolatashi. Hurthimaekrix
is one such town, built entirely from biological materials
produced by its twin bolatashi. The walls and buildings are
built from bone and scale - an unnerving sight to visitors.
A community of storm and frost giants claim one of the
larger islands of the Iceflow Sea. Their rejection of the
arcane magic of the past has led to a primal specialty. Each
Isk giant bonds with one of the region's massive animals, and
works to support the community through fishing, hunting
or craftwork. Smaller peoples are welcome, but must
provide for themselves; life in the Iceflow is never easy.
Laavsan is a kalashtar spy camp in the Scimitar Spires
run by the ‘Shadow Watchers' faction, specifically those
who undermine the Unity of Riedra. The kalashtar often
Laavsan raid Riedran forces leaving Dar Qat, fighting as psionic
guerillas. They have uncovered clues as to the true reason
for the Reidran interest in Xen’drik, and now believe the
key to the Turning of the Age may lie here.

CHAPTER 3 | MODERN CITIES


89
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Bazek Mohl Parties fighting back against the forces of evil will find no
safer place than Bazek Mohl, and may be able to find the
answers - and peace - that they seek.
Size: Large Town (25,000-50,000 people)
BazekAMohl,
Population: majorityCity of Starfire
of fae'drik, goliaths, and Súlatar History
drow,Large
Size: with Town
a small(25,000-50,000
number of sun and fire giants.
people)
Government:
Population:The divine couatl
A majority Temhasteq,
of fae'drik, goliaths,known Ú the
and SÚlatar Bazek Mohl is built around the impact crater of one of the
All-Shining,
drow, withspeaksa small through
number twin leaders
of sun andchosen as the
fire giants. largest Siberys dragonshards in history, which fell during
Spear and the Shield
Government: of Bazek
The divine couatlMohl. The Spear
Temhasteq, handles
known as the Age of Demons. The region is saturated with the divine
matters outside thespeaks
the All-Shining, city, while
throughthe Shield handleschosen
twin leaders civic energies of Siberys, allowing the couatl to reform there if
affairs.
as the Currently,
Spear and thetheSpear
Shieldis the
of venerable
Bazek Mohl. drowTheZahaya slain. As a result, it acted as a stronghold for the couatl in
Rajel, while
Spear the Shield
handles matters is the yuan-tithe
outside Sorhessh
city, whileYistrin.
the Xen’drik, just as the lands of Pyrine did in Sarlona. Over
Age: Roughly 100,000civic
Shield handles yearsaffairs. Currently, the Spear is time, they built the region into a citadel of calm between the
Purpose:
the Worship
venerableofdrow the Silver
Zahaya Flame,
Rajel,protection
while the against
Shield isthe domains of the Overlords - a refuge in which the armies of
overlords,
the yuan-titraining of warriors
Sorhessh Yistrin. the Sovereigns could plan their war to retake Xen’drik.
Organizations:
Age: RoughlyBazek 100,000 Mohl is the ancient seat of the
years Calming Light. During the Age of Giants, the city
Torch of Progress,
Purpose: Worship who of thefight against
Silver Flame, Xen’drik’s
protection fiends formed part of the Suzerainty of Grand Ju’qata. Under the
using the Silver
against Flame. The
the overlords, artificers
training of the Crucible
of warriors protection of the Phoenix Queen, its religious heart - the
Flame are masterBazek
Organizations: blacksmiths,
Mohl is producing
the ancientunique seat ofdivine
the Torch of Progress - focused on protecting Xen’drik from its
items.
TorchMeanwhile,
of Progress, thewholoremasters
fight againstand diplomats
Xen’drik’sof the Overlords. Unlike the Ghaash’kala, the Torch of Progress
College
fiendsofusing
Hymns theweave
Silverthe magic
Flame. The of artificers
the Silver of Flame
the espoused peace over the sword. The Overlords of Xen’drik
into their song.
Crucible Flame are master blacksmiths, producing prey on discord and revenge. Accordingly, the Torch sought
unique divine items. Meanwhile, the loremasters to cut off their power at the source, by focusing on harmony
Hallmarks: Silver Flame
and diplomats of the worship,
Collegesongsilver
of Hymnsbuildings,
weave the and community support. Their ideals served them well for
massive
magic‘starshards’
of the Silver rising
Flamebetween towers
into their song.and thousands of years, until they were attacked by the enemy
observatories, a city hidden through divine power they expected least. When the dragons came, they spared the
Why use Bazek Mohl? The City of Starfire is city no mercy.
Whya classic fantasy Mohl?
use Bazek setting - The an ancient
City ofmagical
Starfire city in
is a classic Mirrored Sacrifice. During the initial attack, the
the heart of the action, with plenty of
fantasy setting - an ancient magical city in the heart of adventurous city’s couatl guide saw no other choice but to sacrifice itself
theopportunities,
action, with plentyand just as many problems.
of adventurous Its location
opportunities, and for the sake of its people. Temhasteq spread its consciousness
allows for expeditions anywhere in the
just as many problems. Its location allows for expeditions heart of through the massive Siberys dragonshards that divide the
Xen’drik,
anywhere inespecially
the heart of toXen’drik,
Dread Lake, the Hydra,
especially to Dreadand the city, hiding it from sight and mind in an act of epic divine
Valley of Shadows. The city itself is
Lake, the Hydra, and the Valley of Shadows. The city grand and storied,
itself magic. The shroud over Bazek Mohl hides it from divination
but needs heroes to repair it. As such, player
is grand and storied, but needs heroes to repair it. As such, characters and discovery, with an unexpected side effect - it is also
can characters
player feel like classic
can feelheroes, whileheroes,
like classic noticeably while improving
noticeably seemingly immune to the curses laid on Xen’drik. At least, it
the state of the city they live
improving the state of the city they live in. in. was. The passing of years have caused the couatl’s power to
fade. The torch of Bazek Mohl still burns, but the light of the
The beating heart of the Silver Flame in Xen’drik is Bazek Silver Flame is burning down to embers.
Mohl, City of Starfire, seat of the Torch of Progress and
hallowed cradle of the couatl. Bazek Mohl has stood since Population
the Age of Demons, inspiring generations to join together
The people of Bazek Mohl are itinerant due to the fading
in pursuit of peace. Grand towers reach for the stars, topped
influence of Temhasteq. As a result, the population changes
by observatories and shimmering mirrors. Massive Siberys
day to day, as travelers arrive and set off on journeys. Roughly
dragonshards rise throughout the city, resonating with the
a third stay within the city all year round, maintaining its
divine presence of Temhasteq the All-Shining, the city’s
most important roles and safeguarding it from harm. The
couatl guardian. Each gently glows, causing the city to appear
majority are fire goliaths, firbolgs, and Súlatar drow, all
like a shining constellation at night. Its buildings were not
of whom trace their origins to central Xen’drik. Despite
constructed, but sung into existence, formed from shining
this, the ancestries of the City of Stars are as diverse as its
songsilver by the children of Siberys. Yet, Bazek Mohl is
namesake, and anyone who hears the call of the silver flame
a fading star on the horizon. Its monks and paladins may
might find their way there. This includes rare spiderfolk from
protect Xen’drik from evil, but they can do nothing to restore
the eastern forests, as well as dragonborn from the Ring of
the lost grandeur of their home.
Storms. A significant number of fire giants also belong to
In the modern day, the City of Stars is closer to a holy
the city, which by all rights was once theirs. While a few of
base of operations than a functioning city. As a precaution
them live permanently, the majority roam beyond the city as
against the Madness of Crowds, a large number of its people
wandering mendicants. Their fear of triggering the Durash’ka
are migratory, and visit the city for weeks at a time before
Tul is simply too great. Shulassakar also occasionally visit
heading back to their own smaller settlements. The most
the city during the course of their duties, carrying messages
important sites in the city are maintained year-round. These
from their home fortress of Hope’s Meridian to cooperate in
date back to the Age of Demons, and have seen more
times of danger.
history than one can imagine; Starfall Mount has
trained monks of the Silver Flame for millennia, Open Hearts. In general, the people of Bazek Mohl
while the Crucible Flame is the source of holy heavily value tradition, and place great importance in the
weaponry used to combat the overlords. movements of the moons and stars. Augurs commonly divine

CHAPTER 3 | MODERN CITIES


9090
simple horoscopes for day-to-day activities, and star signs are
seen as a defining piece of personal information. The Torch’s Verity Bell
focus on combating negative feelings has also resulted in Wondrous Item, rare
a culture of openness that can come off as bizarrely rude This silver bell is inlaid with Siberys shards that channel
to visitors. Rather than letting negative emotions fester the power of the couatl Temhasteq. They only work
- the prime food for Xen’drik’s overlords - the people of within the shroud of the city of Bazek Mohl. Once, the
Bazek Mohl are taught to politely state their feelings and couatl’s presence made such tools redundant, but those
concerns to others, and accept them from other people. New times are long past. As an action, you can ring the Verity
arrivals to the city are often surprised by how forward yet Bell, producing a clear note. If a fiend or fiendish magic
tranquil its people are, which can lead to a unique brand of is present within a 30-foot radius of the bell when rung,
social confusion. the note is instead discordant and sharp. This includes
magic items linked to or tainted by fiends.
Entering the City
Bazek Mohl is hidden from sight and divination by the couatl. The process is not an easy one. Everything; from the
spirit of Temhasteq, ensuring it can't be found by dragon materials used, to the placement of the stars, to the skill of
or fiend. In combination with the effects of the Traveler’s the blacksmith; must be perfectly aligned. In more peaceful
Curse, finding the city can be all but impossible. The Bazeki times, the Crucible instead produces the constructs known as
themselves are guided by faith. Followers of the Silver archonics - divine golems lit by the Silver Flame, who defend
Flame who know of the city can mentally reach out to it, the city, and serve its people. The Crucible is located on the
and feel the presence of the spirit that shrouds it. This faint outskirts of the city, within a songsilver shrine walled with
psionic link can be used to set a course towards it, even stained glass. The fire’s silver glow shines through, refracting
through the effects of the Curse. Due to the fading presence within the nearby starshards like a rainbow. Twin archonic
of Temhasteq, doing so requires being within roughly 100 guardians in the form of winged giants stand on either side of
miles of the city. Reaching this radius is relatively simple, for the great doorway.
Bazek Mohl is almost centrally located in Xen’drik. Anyone
with access to the Hydra can secure travel downriver to the The College of Hymns - Legends hold that the
south-east, placing them roughly 200 miles away. The city couatl brought down the walls of Ashtakala with heavenly
is accessible from the south through Phoenix Pass, which song. The College of Hymns maintains this ancient tradition,
connects the Rainwoods and Iceflow Sea to Dread Lake. wielding divine power through the Celestial language. Bards
Watchful Guard. Despite the city’s divine protection, of the College train as mediators and traveling mendicants,
its people are ever vigilant; rakshasa are infamously spreading peace on their wandering journeys. By calming
deceptive, and Bazek Mohl has many enemies. People who tensions between different groups, they help to weaken the
pass through the veil see the city sprawling before them, hold of Xen’drik’s Overlords, achieving through peace what
along with armed guards escorted by archonics. Their role can never be done through violence. Those who remain
is simple - to question arrivals on their intentions, and in the College serve as historians, recording the myths and
ensure beyond all doubt that they are who they say they are. legends of the Silver Flame (especially ones about the sealing
Typically, this involves basic questions about where people of Overlords) and prophecies that might one day come true.
have come from, and why they are entering the city, simply to The College itself lies high on the slopes of Starfall Mount,
catch any inconsistencies. At the same time, a guard wielding where the divine music that rings through its halls is carried
a Verity Bell* checks for any fiendish illusions by the wind to the city below.
or auras, as a precaution against
the forces of the Overlords (as Starfall Mount - The spiritual
well as tainted magic items). heart of Bazek Mohl lies at the northern
Unfamiliar faces may find edge of the city, within the epicenter of
themselves being questioned the ancient shardfall. Massive starshards
more than most, but are free lie embedded in the earth, leaning out
to do as they will once their from the crater hollow like the petals of
intentions are proven. a flower. The path to the crater winds
through the massive crystal fragments,
Locations the marble tiles worn smooth by
countless footfalls. Songsilver buildings
The Crucible Flame - The rise from the outer slopes of the crater.
divine forge from which the Within, the crater floor is a large open
Torch’s artificers take their space suffused with the divine presence
name is a source for truly of Temhasteq. It was here that the couatl
legendary weapons. The sacrificed itself to protect the city, and
argent fire of the Crucible generations of its people have communed
has burned since the Age of with the spirit here in the years
Demons. Here, smiths of since. During the day, acolytes of
old created items to bind the Torch of Progress train and
the Overlords, spoken of spar. At night, the massive
in prophecy divined by the starshards around

CHAPTER 3 | MODERN CITIES


91
crater's edge glow softly, with residents often sleeping here the city. Massive Starshard fragments jut out from the
beneath the stars to quiet hearts and minds. crater edge like a blooming flower. In the gaps between,
songsilver monasteries, prayer halls and observatories form
Tilxin’s Wing - One starshard on the eastern edge a continuous protective bastion, their wind chimes and
of the city is entirely sealed off, enclosed by a hallow spell, rainbow glass shimmering in the dawn light. The interior of
and patrolled by guards. The grassy border around it is the crater is a shallow bowl. Once, Temhasteq held audiences
permanently frozen in brittle frost, except next to the shard here, guiding the Torch on Progress in their battle against
itself, where it eternally smoulders. Thousands of years ago, the Overlords. Now, it is a place of training and communion,
during the Years of Agony, the overlord Sakinnirot broke where ancient festivals are held in worship.
free of its bonds. One of its most devoted rakshasa sought
to infiltrate Bazek Mohl and sabotage the Crucible Flame, Echoing - Over time, Bazek Mohl grew down the
destroying any hope of creating a weapon in time to combat southern slopes of Starfall Mount. Echoing is the main
the archfiend. Kethkandrys succeeded, and only realized residential district of the city, where many of its guards,
her folly when the divine monk Aqatar Tilxin defeated the artisans and permanent occupants live. The larger buildings
fiend with their bare hands. Before she could escape, the are formed of gleaming songsilver, and characterized by their
monk sealed it within a nearby Starshard, using the power open and airy designs. Many have open walls, forming roof-
of Temhasteq to bind it within the imperfect vessel. Tilxin’s top gardens and meeting places that foster a communal spirit.
Wing is a lurking threat within the city, especially due to how Its name comes from a large complex at the Starfall border,
grudges empower Sakinnirot’s fiends over time. As the power which once formed the heart of Bazek Mohl’s songsilver
of Temhasteq weakens, the area affected by Kethkandrys has production. The secrets of the divine material are kept within
gradually grown, and there are fears that one day it could the Enclave of Melodies, although it can no longer be made
escape for good to wreak havoc on Bazek Mohl. after Temhasteq’s sacrifice. During the day, the songsmiths
of the Enclave formed a chorus, keeping in tempo during
The Eye of the Heavenly Body - The largest their work. Nowadays, the choral tradition is still maintained,
observatory-temple lies in the center of the city, surrounded although a wide range of artisans craft mundane items within.
by a public square. The Eye is a place of both worship and
study. The entire building is shaped from magical glass, Lumine - The outer ring of Bazek Mohl, abutting the city
ranging from stained panels to frosted pillars and a domed walls, is marked by its transient nature. The buildings here
ceiling open to the stars. A vast orrery dominates the central are newer, and built from wood and stone, with wide gaps
floor beneath the dome, which is enchanted so that the stars between them to accommodate travelers. Trading camps and
above are rendered across it, even during the day. The city’s caravans mingle, while open-air restaurants cater to visitors.
theurges can often be found here in quiet contemplation, Much of the city’s trade happens in Lumine, with people
divining fragments of the Prophecy in support of its people. bringing fresh food and goods from across central Xen’drik
In atmosphere, the Eye is utterly serene. All are welcome to to support the holy city. The city guard maintains a strong
enter the space, which is littered with seats and small lanterns presence here, ever vigilant for shapechanging fiends and
for those who wish to read. other intruders who might bring ill will into the city.

Districts Things To Do
Starfall - The religious heart of Bazek Mohl is • Forge a weapon of legend in the Crucible Flame
a natural fortress. The massive Siberys dragonshard • Commune with the spirit of Temhasteq for guidance
that impacted here formed a steep crater that rises over • Train and spar at Starfall Mount
• Listen to a divine performance at the College of Hymns

Couatl Songsilver
The divine material songsilver is a form of crystallized
Recent Events
divine essence or faith, and appears as smooth ivory or Lanternlight. Soulflame Night is coming up, and many
silver with an iridescent sheen. Songsilver is magical, families are preparing their own lanterns, decorated with the
near-indestructible, and cannot be made without the memories of those they have lost. The festival celebrates the
direct aid of a couatl. Its mirror is demonglass - a jagged lives of those who have joined the Silver Flame in death, and
obsidian formed by intimidating fiendish essence into provides a time where the community can come together
the right form. Massive spikes of demonglass rise from in remembrance. At dusk, the people of Bazek Mohl begin
the fiendish city of Ashtakala, as well as the Thunder walking to the Starfall Mount, carrying lanterns that burn
Sea - a legacy from the Age of Demons. with silver flame. As they gather, they pass between the Spear
In comparison, songsilver must quite literally be sung and the Shield, who give their blessing. The height of the
into shape, with the notes and rhythm determining its Crater blocks any remaining sunlight, causing the interior to
nature. In the past, choirs of couatl joined their voices appear like a field of silver stars, matching the dark sky above.
together, raising entire buildings from nothing. Some Those who gather are free to chat, laugh, and reminisce as
legendary weapons are also formed of it, including the they wish. Others prefer to remain seated in silence, watching
sword Kloinjer used to bind Bel Shalor in Thrane. Before as the lanterns bob and weave through the night.
the Shattering, the Enclave of Melodies worked by
channeling the faith of the artisans through Temhasteq; Dragon War. A large number of stone goliath refugees
such a feat is no longer possible. have arrived in the city in recent days, guided by traders who

CHAPTER
CHAPTER3 |3MODERN
| MODERN
CITIES
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9292
know the path to follow. They have fled a reported attack by
a dragon in the Bluespine Peaks, who sought to capture them
for labor, assisted by terrifying half-dragon frost giants. The
dragon - Ketheptis the One-Eyed Crone* - is beginning to
capture soldiers to sacrifice against the gold dragon Bane-
Reth in the ruined city of Eshtarnak to the south.

Crucible Competition.The current head of the


Crucible artificers, Tulaq Kor, is preparing to hold a
competition to name his successor. The sacred smiths of the
divine forge are preparing in solemn isolation from each
other, honing their wills to produce items that embody their
souls. The people of the city are waiting to see the items they
produce, for it is not often that a Crucible blacksmith can
produce something solely of their own design and artistry.
Some have begun journeying out from the city to secure
items they will need - rare metals from the Bluespine Peaks,
or special oils and varnishes that can only be secured from
groups such as the Rimewalkers of the Iceflow Sea.

Plot Hooks
Glory Reforged - The Crucible Flame is one of the
only remaining sites in Eberron where divine weaponry
can be forged. As such, it is a major location for any party
hoping to combat immortal evil. It is possible that to reseal
an Overlord, or defeat a powerful fiends, a weapon described
in the Prophecy must be used - but there’s no guarantee
that such a weapon exists. If so, a party may have to assist
the artificers of the Crucible in forging a legendary weapon,
recovering materials and lost relics from across Xen’drik
to do so. Irian gold from the ruins of Sohl’aran, crystal
moonlight from the Twilight Court, and the Forge Hammer
of Daomon are examples of what might be needed. Rest
assured, the result will go down in history.

Words of Radiance - The couatl Temhasteq


represents a true connection to the Silver Flame, with a
memory dating back to the dawn of the world. A party in
search of a way to defeat an Overlord, prevent a powerful
fiend from reforming, or find a legendary weapon, may have
no better source. However, such information can only be
granted to those worthy of it. A party seeking to commune
within Starfall Mount may have to face their own inner fears
and insecurities - the cracks in their armor through which the
fiends will dig their claws. They may have to contend with
mirrors of themselves, specters from their past, or the fists of
the Torch of Progress in their search for power.

Star Guide - Discovering the city’s location can be an


entire quest in itself. On their travels, the party hears rumors
of a powerful warrior of the Silver Flame hunting a fiend in
the foothills of the Fangs of Argarak. In truth, the Spear of
Bazek Mohl is battling a burning cult of Kharna Rayva, who
have created a trap to tire her out before slaying her for good.
If the party can help Zahaya Rajel, and slay the fiend leading
the cult, they can secure her help with reaching Bazek Mohl.

Local Foods
1 Kwingi stew with spiced yam and spinach
2 Salted hydrana filets in a citrus sauce
3 Silver ricecakes with dragonfruit preserve
4 Pheasant soup with mistwheat noodles

CHAPTER
CHAPTER3 |7MODERN
| XEN'DRIK
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BESTIARY
93
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Blackgrove Blackgrove Refuge is in a perfect spot for a trading


community – a Syranian manifest zone that enforces peace
that opened up at the confluence of the Hydra River, creating

Refuge by Nausicaä Enriquez


an ideal neutral ground with an easily discoverable location
(at least, by Xen’drik standards). The spot is situated in the
overlap of the Tanaq Qaltíar drow, Net Sluwingir frogfolk,
and Le-Tek kreen territories, who have been using it to meet
and exchange goods and information for generations. When
a band of the Erez Hantar’kúl family discovered an ancient
Blackgrove Refuge Sul’at site hidden under the water, the ensuing boom camp
Size: Large Town (25,000-50,000 people) blossomed into an established trading settlement.
Population: Mostly Vulkoorí drow, with some Súlatar The Refuge has changed or flickered out a few times due
and frogfolk; Ko, thri-kreen, and giantkin move to shifting zones, but the Tanaq made an agreement almost
through the area but rarely stay as long. a century ago with a Na’qalla settlement looking to place a
Government: The Refuge began as a trading new population in order to stabilize the local Durash'ka Tul.
settlement with no authority beyond the Tanaq Most citizens of the Refuge give at least a mumbled version
family of Qaltíar enforcing resource and land usage of Na’qalla prayers to remind the land of who lives on it,
restrictions. As the purpose of the settlement has and it hasn’t seen shifts for many decades. The underwater
changed in recent years, its government is currently Sul’at site has been picked over for useful magic, but Súlatar
in a trial period, approaching the end of the third still come seeking historical information and magic item
year out of nine. Four Assemblies oversee different components from Qaltíar hunts, and ko traders enjoy having
parts of the settlement; the Aquasa Assembly a location where they can seek out their groundling cousins.
oversees trade and diplomacy, the Kaxat Assembly Woven Refuge. As the black mangroves that give the
oversees defense and resistance, the Pylan Refuge its name are unsuitable for shaping homes due to
Assembly oversees public and environmental health, their blinding poisons, the drow of Blackgrove Refuge have
and the Vasaq Assembly oversees community work woven their homes from rattan and bamboo, setting them on
efforts and education. The Tanaq representative has stilts over the more open shores of the Hydra River. Without
veto power in the Pylan Assembly and tiebreaker the leaf canopy of the forest, the drow use brightly colored
power in the Aquasa Assembly. fabric overhangs to protect their eyes from the sun, and the
Age: Roughly 400 years market platforms and meeting halls are awash in shimmering
Purpose: Trade, Social Exchange, Anti- hues even without drow dancing lights drifting through them.
Colonial Resistance The Refuge is a place of music, laughter, and conversation,
Organizations: The Aquasa and Kaxat Assemblies work where dialogues and ideas grow and change and flow as days
against colonial interests in Xen’drik alongside druid go by. While the Refuge is too recent for its solé grove to
circles such as the Unbound Brigade. The Pylan have awakened to full sapience, its people can still consult the
and Vasaq Assemblies employ adventurers as part memories of the dead, and the solé is listening.
of daily life. The Le-Tek kreen pack uses the local
Growing Resistance. Over the past few years, as
manifest zone as a graveyard and hatching ground,
Khorvairian adventurers have flooded Xen’drik in the wake
and works with the Tanaq to preserve the land,
of the Last War, the Refuge has also become a gathering
while the Outsiders’ Circle offers opportunities
point for anti-colonial resistance efforts; the Assemblies
for Khorvairian and Sarlonan adventurers to work
are an attempt to make the settlement useful to the people
towards reparation.
gathering to figure out ways of repelling the presence of
Why use Blackgrove Refuge? Blackgrove Refuge Stormreach. The way that the Storm Lords think about
is a trading settlement without a great deal of factional the Shattered Land is at once familiar and alien to the
discord, making it an excellent opportunity for low-level Vulkooridal – an example of the behavior that invites the
adventures that engage with small-scale problems or Du’rashka Túl and a bizarre way of thinking about resources
mundane drama (although what qualifies as mundane as things to be consumed rather than sustained. It’s a danger
in Eberron may not be mundane to the players!). unlike most of the perils that tau’Xen face on a regular basis,
Because it’s comparatively recent (especially by elven but the drow are nothing if not courageous and clever – and
standards), it’s also a place that PCs can make into a they’re well aware that the world responds to heroes.
hometown and have an active role in shaping, especially
as the inhabitants organize against Khorvairian Population
colonialism. Despite this new role for the settlement, Blackgrove Refuge is a settlement deeply aware of the risk
however, it’s also a place to showcase ordinary tau’Xen of the Du’rashka Túl – the Vulkooridal majority of the
living their own lives outside of Khorvairan contexts population rub against their own cultural belief that the best
or the mythic history of Xen’drik – just as not every defense is to stay spread out and not gather in cities. Their
adventure in Khorvaire needs to be tied to the Lords solution to this problem is for the groups that comprise it to
of Dust or ancient Dhakaan, Xen’drik has a present as remain fiercely independent – while Vulkoorí families from
well as a past. different nations all use the same elevated dance floor in a
precise lattice of alternating schedules, each dance belongs
to an individual family, and may in fact be more specific and
distinct than it would be performed outside the Refuge. The

CHAPTER 3 | MODERN CITIES


9494
same goes for boomerang tricks, marksmanship, branch- damaging spell within the manifest zone, a creature must
racing, and heelboxing (a Tanaq Qaltíar martial art that succeed on a DC 14 Wisdom saving throw. On a failed
mimics the footwork of fighting jungle fowl). Any athletic save, it doesn’t make the attack or cast the spell, but the
event in the refuge (to say nothing of culinary or musical action is lost.
events) is preceded by a good-natured squabble about whose Blackgrove Refuge has one active form of defense: the Erez
rules the participants are using. Hantar’kúl recovered a unique artifact from the Sul’at site - a
Local legend has it that the black mangroves of the area massive kulintang gong that causes those who hear its peals
were charred by Kharna Rayva’s flames, which is why their to catch fire. The manifest zone shields listeners from this
sap takes one’s sight. The Súlatar population of the region is effect, but the sound travels well outside the zone – especially
mostly of the Hearth Promise school, and it’s Hearth Promise over water. When danger approaches – the Reclaimers
Súlatar who introduced the practice of debt forgiveness in of Glory, at least two swarms of kruthiks, the Súlatar
order to combat the Burning Desire’s influence. Luxury, Army of Promise, and the Emerald Claw have all attacked
power, control, and attention aren’t inherently evil – the evil the settlement since its foundation – the most muscular
is in disparity and in the obsessive quest for more. Blackgrove musicians of the Refuge can sound the gongs of war.
Refuge can persist as a trading settlement because the drow
of the Hearth Promise are quick to forgive debt – for a Locations
creditor to say that they have enough and are happy to make
it into a gift. The Measurable Market - The rainbowed market
of Blackgrove Refuge doesn’t have the continental scope of
Kul Lerek or Stormreach’s trade districts, but it specializes in
Entering the City home goods, food, adventuring gear, and poisons. If you’re
The location of Blackgrove Refuge is more navigable than looking to get prepared for a delve, you can’t go wrong with
most – if you’re north of the Titans’ Teeth, follow the Hydra Refuge rope and knockout poison; if you’re looking to move
River upstream; if you’re south of those mountains, head in with your sweetheart, you’ll find crockery that keeps your
downstream. When the river splits into two large branches, food ever-fresh and Lightscrolls* for love poetry. Either way,
the Refuge will be between them. More difficult, however, the cooking alone is worth the visit.
is knowing that the Refuge exists at all – while its existence
and location aren’t secret, not all Vulkooridal know about the Pain's Gate - A cure wounds spell on the battlefield knits
Refuge. Someone trying to deduce its existence without active flesh together and restores fighting spirit, but the healers of
knowledge of the settlement would need to make Intelligence Pain’s Gate will shake their heads when you come in showing
checks while studying trade patterns; History, Investigation, signs of one-and-done healing magic. The Vulkoorí pylans
cook’s utensils, poisoner’s kit, potter’s tools, and water vehicle insist that gleaner rituals do more for long-term wellness, and
proficiencies could all apply here. that young elves are cavalier about the prospect of carrying
Hungering Forest. The main danger involved in that knot in their back for centuries. Whether or not there’s
entering Blackgrove Refuge by water is The Hydra: not truth in their words, the gleaners are skilled with herbalism,
the river, but the monster that the Qaltíar say gave the massage, and therapy-exorcism, and the soft lighting, soft
river its name. The Hydra – it needs no other name – is a hammocks, soft voices, and soft breezes can restore a weary
hydra that regenerated so many heads it became sessile, adventurer if they just listen and take some time off.
twined through the mangrove roots and extending into the
surrounding water. The Hydra is functionally unkillable The Solé Grove - The nascent solé grove may not
(black and green dragon lair effects can be used as a guideline be sapient yet, but it can still allow drow to consult the
for representing the heads that thrash through the water), memories of their ancestors, and the folk of the Refuge have
and the citizens of the Refuge would react poorly to attempts placed shrines to various local spirits within it. The grove has
to do so – dangerous as they may be, individual hydra necks thus become a place of discussion and debate with the dead
are fairly easy to sever, and the regenerating monster forms and the never-living. The shrines allow these spirits to speak
an accessible and renewable food source as well as a form with practicing gleaners, taking on faces that a humanoid can
of defense. Reaching Blackgrove Refuge by land is risky in use as a convenient metaphor for their interactions with a
a different sense – while The Hydra rarely extends its heads primal spirit’s domain in the world.
onto land, the black mangroves weep a dangerous contact
poison (see the drow equipment section). While characters The Test Gardens - The open clearings of the Refuge
traveling at a slow pace can avoid coming into contact with shelter gardens where vasaq gleaners cultivate the magical
the blinding toxins, the mangroves’ growth creates pathways plants of Xen’drik. The Vulkooridal don’t have any particular
of which the citizens of the Refuge are well aware – and can science of magebreeding (although a PC certainly could have
easily fill with traps and defenders. developed theories for it) – instead, they’re taking advantage
Peaceful Waters. The settlement itself largely of their elven lifespans in order to domesticate plants the
follows the borders of the Syranian manifest zone; the hard way, and they’ve developed fruits and vegetables that
borders fluctuate over time, but the children of the Refuge mimic the effects of potions and Spell Scrolls.
have enjoyed figuring out where they can and can’t get
into wrestling matches for centuries, and their parents are The Wraithgroves -The blinding mangroves
usually up to date on the places where the manifest zone that ring the settlement do double duty as defensive
enforces peace. The Absolute Peace property is weaker than wall and training ground for scorpion wraiths.
on the plane of Syrania itself, but it’s still an effective way Ordinary athletes and hunters play and train in
to neutralize hostile outsiders. To make an attack or cast a

CHAPTER 3 | MODERN CITIES


95
CHAPTER 3 | MODERN CITIES
9696
safer trees, but the kaxats require that drow preparing to hunt Plot Hooks
armed and intelligent prey learn to operate in dangerous and
painful conditions. Scorpion wraiths trained in Blackgrove Fetch Me Twenty Bat Pelts - Gazna Ax’aj’s band of
Refuge receive distinctive mangrove-leaf tattoos around their Hantar’kúl ruin-delvers were stymied in their exploration
eyes to mark their skill at avoiding the poison-laden leaves. when a shifting zone caused the temperature in the dungeon
to drop suddenly. They’re offering some of the magic items
Eberron's Nest - Blackgrove Refuge sits atop a they’ve recovered in exchange for giant bat pelts to fashion
network of limestone caves; they’re not an entrance to into warm clothing. Hunters in the Vasaq Assembly can
Khyber, nor does there seem to be any distinct primal spirit recommend sites, but are the PCs willing to do a by-the-
associated with them, but the Hydra River doesn’t rise to numbers fetch quest?
anything close to its level outside the cave, and primal mages
who visit them report a thrumming, inchoate power at the Drowstal Service - Vél Qeníz, a ko wyvern-
edge of their perception. The prevailing theory is that the site rider, has an idea: to use Blackgrove Refuge as a depot
is tied to Eberron herself. Pylans find it a useful site for rituals for a new aerial courier service, one that could tie drow
that require altered states of consciousness, while lovers find communities together. In addition to the logistics involved
it a romantic place to canoodle. (Pylans and lovers trying to in communicating with disparate Vulkoorí bands, setting
use the caves at the same time are a recurring source of jokes up pickup locations, and compensating laborers, there are
around the Refuge.) whispers that it would invite the Du’rashka Túl – both in the
Refuge and among the Ten Watchers. Vél keeps running
into bad luck: is this simply an unfortunate coincidence, or is
Things To Do someone trying to sabotage her operation?
• Make a home to return to after adventuring.
• Get practice building relationships with primal spirits, or The Revenge of Roots - Tharashk prospectors
consult druids on how to do so. recently cut down a solé grove equidistant between Zantashk
• Enjoy getting to put those muscles to work for fun, or and Blackgrove Refuge. It’s small, on the edges of Vulkoorí
train in a new sport or combat art. territory – but the Vulkoorí in question were the Túsarr
• Find someone who can make use of a giant artifact Ay’qatal, and tensions around Khorvairians are high enough
you’ve recovered. in the Refuge already that the angry Ay’qatal are gathering
• Join the resistance against colonization efforts. support in the Kaxat Assembly for an all-out raid on
Zantashk. Most of the Aquasa Assembly urges a diplomatic
Recent Events solution, but aquasa Darach Túsarr argues that a decisive
and violent response will communicate the gravity of the
Foreign Trades - The Measurable Market has prospectors’ transgression. Neither is necessarily wrong.
been seeing an uptick in the trade of Khorvairian home
goods – many arcane comforts that Khorvairans take for
Kulintang Blues - The giant kulintang the refuge
granted are unknown to primal communities, especially
uses for defense isn’t just a Sul’at artifact – it’s specifically tied
on a continent without Eberron dragonshards that can be
to Kharna Rayva, and storing it underwater in a Syranian
attuned to a specific spell. Some artisans are worried that
manifest zone was a way that the Luminary Sul’at found to
these are displacing their traditional crafts, while others are
neutralize it. So far, the Blackgrove practice of forgiving debts
trying to figure out how to get untuned dragonshards for
has prevented it from manifesting any other effects – but a
their own use.
Súlatar warlock named Lítumé Qello, recently arrived from
Kul Lerek, aims to change that. She presents herself as a
Flock to the Stage - The Recasting is a triennial Brassbinder merchant, but she’s actually a Heartbound cultist
jubilee, a celebration of the forgiveness of debts where looking to establish a cult of her own outside the city, and
copperplate records are melted. At this year’s Recasting, believes that she can wake the kulintang to its full power with
a storied band of Exann Qaltíar phiarlani known as the enough lives damaged in service of Kharna Rayva.
Parrogryphs will be performing, and rumor has it that
they’ll be presenting a new epic. The Refuge is abuzz with
Vulkooridal excited to meet these legends, who seem to cause Local Foods
new and minor dramas wherever they visit. 1 Golden goose balut in cinnamon-venom broth
2 Fire beetle soup with coconut milk and moringa
The Unquiet Caves - Even people with barely any 3 Barbecued tuskburrower (Lystrosaurus) belly with liver sauce
magical training are beginning to feel rumbles in Eberron’s 4 A platter of sticky rice cakes, each a different color and flavor
Nest, and mages are starting to feel distinctly nauseous
inside. This hasn’t happened before, and there are vehement
arguments about whether a ritual was botched, a passage to
Khyber is forming, it’s an omen of the Du’rashka Túl, or it’s
merely Eberron scratching in her sleep. Xen’drik is a land of
inconsistency, but that doesn’t stop people trying to explain it.

There is something about harmony


that makes me wistful. We reached the
pinnacle of power, yet peace was ever
CHAPTER 3 | MODERN CITIES beyond our grasp. Perhaps it lies in
flowing dance and glittering waters. 97
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Dar Qat Population


The leader of the city is Lord Ralastar, who guides
exploratory efforts with the help of 11 other Inspired. A total
of 700 Chosen vessels conduct the administration of the city,
Dar Qat, Bastion of the Unity allowing an army of quori to take control in the event of a
Size: Small City (50,000-100,000 people)
critical discovery or attack. Ralastar’s duties are aided by Lord
Population: Human, with Inspired leaders and a
Katanavash, the acting ambassador to Stormreach. Beneath
goliath underclass.
their blessed masters, a large population of Riedran humans
Government: The Inspired Lord Ralastar, at the head
perform their daily duties as laborers, hunters, and craftsfolk.
of 11 other Inspired Lords and roughly 700 Chosen
This includes itinerant sailors from Dar Jin and several
Vessels.
thousand armed soldiers who protect the city from attack,
Age: Roughly 600 years
guard the Chosen, and accompany them on expeditions into
Purpose: Exploration of Quori history, deep crystal
the continent.
mining, and resource exploitation.
Alongside the majority human population of Dar Qat are
Organizations: The Unity of Riedra controls Dar Qat
an underclass of goliaths brought over from Riedra. The
utterly, devoting the city to its purpose. As such,
oppressive caste system of the Unity is maintained in the city,
the organizations within the city are branches of
and the goliaths are indoctrinated from birth into believing
the Riedran government, including the Iron Gate,
they are inferior to the humans. This is ruthlessly reinforced
Industrious Forge, and Healing Hand. Below them
by the psychic effects of the hanbalani altas, and the tenets
all, the partisan goliaths of the Kaladrik work to earn
of the Path of Inspiration. The goliaths perform the most
their freedom.
intensive and dangerous work in the city by mining and
Why use Dar Qat? The bastion of Riedra forms hauling deep crystal. They are ultimately treated as disposable
a natural base for characters from Sarlona, who and hold no power in the city. Even worse, they truly believe
may discover the truth behind the Inspired over the that this is the natural state of things. For those on the Path
course of a campaign. This forms a unique chance of Inspiration, work is worship, and life an act of devotion to
to be political saboteurs stuck alone in a foreign the il-altas spirits. A small group of goliaths understand that
land. Alternatively, Dar Qat might be the ‘fortress of their heritage lies in Xen’drik, and work to resist Riedran
evil’, home to the rivals of the party. As such, it can oppression. These Kaladrik are detailed below.
be positioned as the ultimate threat for a group to
infiltrate during a campaign. Entering the City
Outsiders arriving at the gates unannounced are turned away
The crystal jewel of Riedra lies on the west coast of Xen’drik, from Dar Qat - especially if they appear to be adventurers or
defying the chaos of the continent beyond. The bastion of sailors. A long history of Khorvairan piracy coupled with the
Dar Qat is the hand of the Unity, supporting the interests religious belief that non-Riedrans are heathens has merged
of both the Inspired lords and their Quori masters. The into a xenophobic attitude. Legally entering Dar Qat must be
outward goal of the city is to secure rare materials needed arranged through the Stormreach embassy. Illegally entering
for Sarlona’s infrastructure. The true goal of the city is to Dar Qat is simpler, but difficult due to the psionic
explore Xen’drik’s history, for the quori are ravenous powers of the Chosen who bolster the human
to uncover the truth behind the last Turning guards; the city is surrounded by a manned 20-
of the Age. Their grand goal to prevent foot wall, and the unfamiliar psychic defenses
the next Turning may hinge on finding can throw would-be thieves for a loop.
the Moonbreaker and the remnants However, the Kaladrik goliaths within
of their ancient selves. Bringing the city present one potential option
these remnants back is another for allies in this endeavor, and adventurers
story altogether. with a quori artifact may also be allowed inside.
Dar Qat is the oldest colony in Xen’drik, and led to the The knowledge of where the item came from
eventual founding of Stormreach due to pirates preying is utterly priceless to the Inspired; what they
on Riedran ships. The city itself is a perfect nightmare. Its will do adventurers to get it is cordial at first, and without
sinuous towers glitter in the sunlight, appearing as though mercy at second.
carved from a single piece of flawless quartz. Multicolored Sailing to Dar Qat is possible out of Stormreach or the
orbs of sentira shine psionic light on ordered streets, Unity port of Dar Jin, far to the west. All diplomacy for the
conveying feelings of joy and duty to the people below. city is handled in Stormreach by Ambassador Katanavash,
Towering behind the city is a colossal ovoid monolith known with distinctive Riedran ships often docking in the city.
as a hanbalani altas. Beneath the smooth surface, this massive While difficult, it is theoretically possible to gain permission
psionic reservoir broadcasts the mandated dreams of the through the embassy, then sail there onboard a Riedran ship.
Inspired to those in a vast radius. Each hanbalan is a hallmark An easier option is to sneak onto a Riedran ship bound for
of Riedran control. With political relations now established the city - or capture one, masquerade as its sailors, then sail to
in Stormreach, the Inspired no longer fear losing their Dar Qat in disguise. Finding a crew of pirates willing to die in
treasures to Khorvaire’s pirates, and can focus on such a ludicrous way is a different challenge.
expanding their foothold. This may be the first
hanbalan, but it will not be the last.

CHAPTER 3 | MODERN CITIES


9898
Locations often laden with soldiers, workers and materials to expand
Dar Qat’s psionic infrastructure. Most visitors to the bastion
The Hanbalani Altas - The grand monolith of Dar will enter through the docks, which typically have patrolling
Qat is a psionic battery that stores power from its populace guards. The dockmaster is an Inspired who oversees arrivals
and broadcasts endless dreams of the Unity. Any character and cargo manifests; one of their most important roles is to
who dreams in a radius of several miles around the city perform a psionic census of every ship that comes and goes,
receives these identical dreams, conditioning them with a detecting potential stowaways.
shared purpose and worship of the Inspired. The silvery
outer shell of the hanbalan is 300 feet tall, 100 feet wide, and
shaped like an egg. Inside, a tall crystal core acts as a psionic
Things To Do
reservoir, empowering the abilities of psychic characters • Support a rebellion by the Kaladrik to earn
in the vicinity. The core can be shut down, damaged or their freedom.
even fully destroyed (causing it to explode) but doing so • Stage a heist for a valuable artifact from the House
immediately alerts the fiends of Dal Quor. Controlling the of Prosperity.
monolith is possible through an array of crystalline controls • Covertly set the hanbalani altas to self-destruct.
near the top of the central core, but requires a successful DC • The Right Thing - Follow the Path of Inspiration,
20 Intelligence (Arcana) check performed over the course and serve the blessed lords of the Inspired -
of a minute. Failing causes a psionic imprint and image of by doing your duty as a Riedran citizen.
the character to be stored in the monolith for 2d4 hours,
which can be accessed by any quori or Inspired. Failing by
10 or more causes it to immediately enter a psionic feedback
loop, with roughly 10 minutes to escape before it explodes.
Successful control allows the character to cause it to shut
down, lure in psionic creatures, sever public utilities, or
entirely self-destruct. Naturally, the hanbalani is kept guarded
at all times for this very reason.

The Sanctum of the Inspired - The whorled palace


at the center of Dar Qat is home to the Inspired and Chosen
of the city. Few of the lower castes ever step foot within,
and the Sanctum is considered holy by the city’s people. The
smooth curving halls contain everything from meditation
chambers, to administrative offices, to meeting rooms and
guard barracks. Beneath the Sanctum lie darker deeds.
Inspired Lord Ralastar is a ‘thrallherd’ - a psionic specialist
in dominating and controlling others. As such, discovered
dissidents are kept in psionic cells, where they await the
Inspired stripping information from their minds to ensure
the smooth operation of the city. The deep vaults might also
contain special weaponry to expand the hold of the Dreaming
Dark in Xen’drik. The most terrifying of these are the
materials to build a permanent teleportation circle to Sarlona,
made possible by the city’s new hanbalani altas.

The House of Prosperity - The goods recovered by


expeditions and work camps are stored in the vast House of
Prosperity under lock and key. The warehouse is protected
by psionic alarms and other defenses. Crysteel vaults beneath
hold the most valuable items, including recovered giant
technology and quori-related secrets that the Inspired don’t
wish for their populace to know about. The building itself
is one of the largest in the city, and lies in close proximity to
the docks. The upper levels are secretly home to the small
detachment of Thousand Eyes agents in the city, who use
remote viewing systems to monitor expeditions and work
camps in the wilds.

The Docks of Tranquility - The western edge of


Dar Qat opens onto the Sea of Lost Souls. Ships travel to
and from the port daily, heading to Dar Jin on the eastern
shores of Sarlona. Many carry massive blocks of deep crystal
and other valuable goods from Xen’drik, including Siberys
dragonshards and dream serpent venom. Returning ships are

CHAPTER 3 | MODERN CITIES


99
Recent Events Dal Quor can be restored, and the Turning of the Age can
happen again - but to do so, it needs a key device that its kin
Weapons of War. A Riedran expedition to the ruins were developing in a secret facility. A facility that lies deep
of Hekaton (p.215) has reported evidence of powerful beneath Dar Qat…
weapons in the city, and established a base of operations in
the Scimitar Spires. Lord Halaster has begun transferring New Frame of Mind - The desert ruins of the city of
troops to the base after hearing of the dangerous fiends in the Zja Aqat hold a powerful secret. The titan of Xoriat, formed
city. His hopes are to recover something of use in the siege from countless melded giant minds, lies hidden beneath the
of Adar, specifically giant superweapons that could crack city. The Concateny is among the most powerful psionic
open the mountains hiding their monasteries. However, the beings from Eberron, and knows techniques that can
Inspired are unaware that they face the endless Legion of cross the boundaries of planes and realities. Of course, it is
Tyranny, and two immortal spirits from different planes are also capable of enslaving lesser minds. When an Inspired
now set to battle in Hekaton using mortals as pawns. expedition to Zja Aqat fails to check in - including the quori
leading it - it is down to a crack group of Thousand Eyes
Circle Strife. A massive hanbalani altas has recently agents to investigate. Traitors to the Unity are to be executed
been completed on the city limits. The massive monolith has post-haste - but the Concateny has other plans…
begun storing the psionic power of the nearby people, and
is already broadcasting the mandated dreams of the Unity.
Lord Ralastar has communicated the news through Dal Quor;
The Kaladrik
now, the components needed for a permanent teleportation The Kaladrik (‘Bound Giants’) are a secret group of partisan
circle are on their way to the city. Should the circle be goliaths with the goal of freeing their people from Dar Qat.
completed, its link to Sarlona will be instant and unbreakable Its members no longer believe in the degrading tenets of the
- and the hopes of the Kaladrik will be utterly crushed. The Path of Inspiration, and know that their people originated in
revolutionaries have begun laying out plans to sabotage the Xen’drik. To that end, they seek to discreetly subvert Riedran
altas before that can happen, but their success means inciting efforts in the continent while working to recruit more allies.
the fury of the Unity, and dooming themselves in the process. The reasons for their members joining vary greatly; some
goliaths found evidence of their Xen’drik heritage while
Accursed Freedom. The Inspired Lord Serakari is laboring in the crystal wastes, others began to resent and
an Inspired no more. A trip to the Skyfall jungles led them question their role in Riedran society, while a select few had
to discover a Dream Prison* (p.61) the hard way. After links to rebel groups such as the Horned Shadow in Sarlona.
approaching the statue, Serakari’s tscuora quori was ripped Careful Planning. The goliaths understand that
from them and imprisoned within - with the Inspired overcoming the Riedran stranglehold on Dar Qat is a perilous
witnessing the true appearance of their ‘holy spirit’. Now, and difficult task. The Inspired Lord Halaster specializes
entirely free and disturbingly alone, the Chosen is trying to in psionic domination, and the discovery of one of their
keep up appearances in Dar Qat. The psionic trauma of the members could lead to dire interrogation. To that end, they
event has damaged their link to Dal Quor, and it’s uncertain avoid overt signs of dissent, and focus on gathering tools and
if any quori can possess them at all. Doubting their mission, information for the right moment to strike. This includes
their entire life’s teachings, and the right course of action, crafting tools and weaponry from smuggled deep crystal,
Serakari is inches from fleeing the city at all costs - and might educating other goliaths on their former gods and culture,
enlist the help of anyone willing to help them do so. and gathering resources to help them survive in the wilds
upon escaping from the city. Their leader, Jhalaar Neev,
Plot Hooks believes that the future of the
Dar Qat goliaths lies in escaping
The Riedran Job - When the party explores an
the city, reclaiming one of their
ancient compound built by the Giants, they find
ancestor’s cities, then using it to
that a group of rivals led by an Inspired are hot
defend against Riedran assault. Her
on their trail. In the depth of the facility is a
right hand, Olaan Neev, has a darker
coded map to the location of the Moonbreaker
wish for vengeance. They believe that
- and even if the party defeats the Inspired,
the role of the Kaladrik should be to
their quori knows the truth. As the lords of
ally with the living giants of Xen’drik as
Dar Qat muster, the players must recover
their ancient cousins, then use their strength
part of the key to the map's code from
to crush the colonial Inspired and take
the bastion city in a daring heist, and
control of Dar Qat. If they cannot, the
escape before Lord Ralastar can
hanbalani will only spread - along with
mentally dominate them into
Riedra’s terrifying influence.
revealing the rest.
Local Foods
Light in the Darkness -
The party recover a DocentERLW 1 Hot pomow gruel in Gurk’ash milk
from the Age of Giants Pomow root salad in a garnish your mind
2 always interprets as delicious
that claims to be a surviving
quori from the previous age. Freshly grilled souldines with long corn
It believes that the link to 3 and pomow seeds
4 Baked pomow tagine with local daifruit

CHAPTER 3 | MODERN CITIES


100100
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Kul Lerek of use to the dragons, and serving their occasional whims
(p.132). What was once a small operation has grown into a
metropolis; the guilds, merchants, warriors and artisans of
the city help to serve a grand - and secret - purpose.
Kul Lerek, The Soaring City
Size: Small City (50,000-100,000 people) City Structure
Population: Mix of Xen’drik peoples, especially cloud
goliaths, drow, and winged beastfolk. The structure of the city has evolved over thousands of years
Government: Farseer Evek i Senran leads the distant into a thriving vertical metropolis. Kul Lerek is formed by
Scriveners of the Sky, with Skymatron Rais i Jalmar a ring of solid clouds on which the buildings rest. In the
handling civic affairs on their behalf in the city. center lies the Vault of Zephyrs, holding the accumulated
Otherwise, the Zephyr Guard, noble families and lore and artifacts of the Scriveners. The Vault is unconnected
Winged League work together to keep the peace. to the rest of the city, requiring the power of flight to enter.
Age: Roughly 40,000 years The ancient giant stonework of the city itself is built to an
Purpose: Preservation and research of Xen'drik history, enormous scale; the rooms were created with dragons in
keeping watch over rising threats. mind, and thus are huge even for the Scriveners themselves.
Organizations: The Scriveners of the Sky form the As such, entire buildings have been constructed within single
elite of the city, as giant librarians, scholars, and rooms, which can house several families with space to spare.
arcanists in service to the dragons. Around them, Much of the city is covered in plants touched by Syrania.
multiple guilds, institutes and the Winged League of These special crops take root within the cloudstuff, growing
merchants hold power in the city. Below them, the food for the residents of the city.
Skylarks rule subtly over the undercity, controlling Undercity. As the population has grown, the city has
smuggling and illicit activities. The noble skyknights also expanded deeper into its own foundations. Successive
of the Zephyr Guard protect and keep watch over all. generations have dug downwards into the cloudstuff,
creating warrens and rooms ‘underground’. Some of these
Why use Kul Lerek? As a flying cloud giant city, structures even extend downwards and below the city, with
Kul Lerek has a unique dynamic as a home base. The perilous views of the land below. This is the Downside, with
course it takes is up to the GM, meaning that one can rickety bridges and vast skeins of netting connecting newer
justify adventures in any part of Xen’drik by declaring buildings. Much of Kul Lerek’s crime operates out of the
that the city is there. As a large city that is not a foreign Downside, with smuggling and illicit trade the main squeeze.
colony, it also serves as a perfect background for native The largest group in the Downside are the Skylarks (p.135)
characters. Compared to Stormreach, the city has - an unofficial mafia who keep the peace while raking in
a much more laid-back and mercantile atmosphere; money from deals on the down-low.
rather than factions vying for space, it is merchant
guilds competing for glory and status. Old and New
Over thousands of years, traders and artificers from the city’s
The city of Kul Lerek is a relic of the cloud giant Gallimaufry
Planewright’s Guild (p.130) have brought magic relics back
- a sprawling castle in the sky occupied by a thriving
to the city. These have been integrated and patched into the
multicultural population. The city is a bastion for commerce,
infrastructure, providing water, light, and other benefits. As
and floats over the continent on trade winds. Its position high
a result, the ancient stonework often clashes with a riot of
in the clouds protects it from curses laid on Xen'drik below;
artifice. Levitating cloud lifts might carry visitors into a plaza
as such, the city has remained a stable refuge for thousands
lit by elementally-bound lights, where automated constructs
of years. The Scriveners of the Sky nominally rule the city,
made of ice patrol for thieves. The Guild researches and
which they use as their stronghold. Supporting their work
recovers lost tech from across Xen’drik. Within their
are a multitude of other peoples, who operate the mistfarms
headquarters, the arcanists reverse-engineer and study giant
on the city’s edge, secure resources and goods from the land
magic with the aim of enhancing Kul Lerek further.
below, or go about their lives without ever touching the
ground. As part of their precautions, the Scriveners forbid City Limits. The greatest project of the Guild is one that
Kul Lerek from descending too close to the land, and many affects the future of the city. The solid Syranian cloud that
people below only see glimpses of the vast citadel in the sky. forms it is created by Skyhooks* - powerful magic relics of the
cloud giants of the Gallimaufry. Hundreds of linked Skyhooks
Draconic Watch. In truth, the city exists by the
form the foundations of the city, control its movements,
deigning of Argonnessen. In the Age of Giants, the grand size
and surround it in a bubble of clear skies. However, the
of Kul Lerek was for the dragons themselves, for the castle
secret to creating them died with the Gallimaufry. As a
acted as a gathering spot for the the giants' honored guests.
result, the size of Kul Lerek is dangerously limited. The
During the Shattering, its halls were used by the heads of the
Downside is a symptom of this - a gradual excavation of the
flights to organize their destruction. A hundred years after, a
cloudstuff to make room, and a constant source of conflict.
group of cloud giants discovered the empty city, and settled
Many, especially in the wealthier districts of the city, believe
within its spacious halls. When the Watchers first arrived,
that doing so is a danger to everyone. The more the
they found the scared and powerless giants, and granted them
Downsiders dig, the greater the chance of massive
clemency in exchange for an accord; the giants would keep a
collapse. To the Downsiders, there’s no choice; the
wandering watch over Xen'drik - and in return, they would
size of Kul Lerek is dangerously bound, and its
receive both the city, and their lives. Now, the Scriveners
population increases day by day. The only
act as both guardians and archivists, collecting information

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101
Short Drops & Long Falls
As one might expect, the greatest danger of living in the
clouds is falling off them. The Skyhooks* that support
Kul Lerek (detailed in the Gallimaufry section on p.223)
offset this danger, to an extent. Due to the Syranian
manifest zone they create, any creature that begins
falling within 300 feet of Kul Lerek’s clouds has their
falling speed slowed to 30 feet a round. Additionally,
they land on their feet, and take no falling damage. This
means that any creature that jumps off the city will
slowly fall to the ground (for a very, very long time),
giving the Skyguard a chance to pick them up. This
effect extends up and outwards from the city.
This has led to some cultural norms that can be a
bit… shocking to outsiders. To save time, Lereki living
way to expand is to build up, down, or grow the city’s clouds on high floors simply jump off them into the street.
by retrieving Skyhooks - and doing that is never easy. In the The children of the city often play a game called
meantime, the brightest minds of the planewrights toil to ‘Cloudpound’, where they leap off the highest point
unlock the secrets to the Skyhooks - and everything hangs in possible, then dive face-first into the cotton cloud-stuff.
the balance. Extra points are awarded if you get buried up to your
Every one of the city’s Skyhooks* are linked to a single waist. Naturally, outsiders often react with concern,
Migration Key* worn at all times by its Farseer. This key is which can lead to laughter for the locals.
the rudder for the city, and controls both its direction of
travel and immunity to stormy weather. The current Farseer,
Evek i Senran, is an active voice of authority in the city’s
Power & Prestige. While highly multicultural, the city
is divided into social strata. At the top, the cloud giants of the
affairs, and the gleaming torc of the Key is a powerful sign
Scriveners rule undisputed. Their power, wisdom and grace
of office. Stealing it requires overcoming the powerful cloud
make them objects of reverence for the population. All live
giant wizard, but the Key is the most valuable item in all the
within the Vault of Zephyrs, and occasionally travel to the
city - whoever attunes to it can deactivate Skyhooks, instantly
city proper in search of rare supplies or individuals. Below
collapsing sections of the city, or destroying it entirely. The
their distant purview, a number of individuals and families
existence of the Key is a major boon, and a major threat.
have power in the city due to their wealth, most notably the
Should a villain such as Ketheptis the One-Eyed Crone*
masters of the Winged League guilds (p.141).
take control, the entire city will lie in her hands…
Highs & Lows. Between these nobles and the populace
are the Skyknight families, who traditionally join the Zephyr
Population Guard in defense of their city. Their bravery and duty grant
Kul Lerek is a traveling nexus for trade. Many tau'Xen have them a solid amount of social respect, which they wear
settled in the city over the ages, whether seeking a new on display as the city’s peacekeepers. Below the common
life, or brought back with merchants as fellow traders and populace (quite literally) are the people of the Downside.
artisans. Others gained the favor of the Scriveners during Living below the actual cloud foundations of the city, the
their rare expeditions, and were given the choice of returning Downsiders are among the poorest of Kul Lerek’s residents;
with them due to expertise or skill. The most common few people would live in the precarious network of ropes,
ancestries in Kul Lerek are cloud goliaths and Ko drow. structures, and claustrophobic chambers by choice.
They are among the oldest residents, and originate from the
remnants of the Gallimaufry. Many lived in cloud castles Entering the City
scattered across Xen’drik, and willingly traveled with the
Scriveners during efforts to reclaim remnants of their culture. Reaching Kul Lerek is a quest in itself, for the floating
Cloud goliaths form the core of the Zephyr Guard due to city lies several miles above Xen'drik. Any lower risks
their natural affinity for flight, and hold many established utter destruction. For trade and protection, it constantly
positions in the city. Among them are cultures of winged shifts position, with Farseer Senran following the ancient
beastfolk, including hadozee, aarakocra and owlin. It is migration paths of the Gallimaufry. As a result, entering the
common for those capable of flight to join the city as it city requires both a key to its location, and a method of travel.
drifts by their settlements, then live there until it once The residents of the city maintain aeries of giant albatross*
again draws close to home. Countless other peoples throng and other tame beasts, but those from the land will need their
the streets, from drow and dragonborn to thri-kreen and own ways of flying.
fae'drik. Beyond the cloud giant Scriveners, a small number Locating the city can be achieved through a number of
of other giants live in the city. The silvered fire giant different methods. The simplest is to be on friendly terms
Jasmehn Emboldened leads worship of the Torch of with the people of Xen'drik; settled cultures will have an idea
Progress in the temple district, while the cyclops of how many years pass between the arrival of the winged
Wrexok Goldeye maintains a gilded grip on the tradesmen, or even recent sightings of the city. This can be
Tradewind merchants. used to triangulate its position, or guess the direction it's
traveling in order to catch up. Additionally, the Scriveners

CHAPTER 3 | MODERN CITIES


102102
and other traders carry magic brooches known as portstones*. The Downside - Below - The undercity of Kul Lerek
Focusing for 1 minute on a portstone gives the wearer the is perilous for good reason; the buildings, ropes, and gantries
exact direction of the city, allowing them to safely travel hang from the cloud itself, with deathly drops to the land
before finding their way home. Naturally, no Lereki would below. The Downside is for those with nowhere else to go;
ever give their portstone away except in dire circumstances, over hundreds of years, people have dug down through the
and most guests arrive by traveling back with them. cloud, forming a network of winding burrows. The innate
dangers of living like this mean that most Lereki never
Districts dare to enter. As a result, there is a social barrier between
the district and the upper city that has created a maverick
Wyrmroost - South - Dominated by the skyknight’s culture. Few skyknights patrol the Downside, leaving it to
tower that gives the district its name, Wyrmroost is the the Skylark mafia (p.135) to keep the peace. This group of
home of the city’s defenses. Here, the Zephyr Guard train smugglers, traders, and enforcers are focused on coin and acts
and spar, with barracks and aeries for their mounts. Many of dangerous competition. While they are responsible for
of their families also live within the district, with some many of the city’s illegal imports and protection rackets, they
lines traditionally joining the order every generation. The maintain stability in the Downside - an informal agreement
district is also home to many of the city’s blacksmiths, who that earns them amnesty from the powers that be.
supply the skyknights with their arms. Over time, a variety
of artisans have formed a community around them, and
Tul’kas - East - the residential district of Tul’kas (‘passage’
now Wyrmroost is known for the quality of its craftwork.
in Giant) covers the eastern city. Here, many of the city’s
Artificers from the Boundary Institute often commission
older and more established families own their own giant
specific works from smithies here, sometimes maintaining
buildings, each containing several houses with central
working relationships over generations. Some goods are
courtyards. While not as showy as Duhvirat, the region
traded with the merchants of Duhvirat’s guilds, and sold
has an arty atmosphere, and generations of Lereki families
across Xen’drik in exchange for raw materials.
have done their best to repair and paint the district to its
former glory. Many buildings have vast flowering vines
Duhvirat - North - the decadent merchant district rings stretching between them, with colorful wisteria and jungle
with bartering voices and clanging bells. Here, the trading flowers creating a peaceful canopy over the streets. Tul’kas
guilds of Kul Lerek vie for economic dominance. Flying has a thriving nightlife in opposition to the rowdy taverns
caravans arrive at all times of the day, having traveled to the of Zjaronfall, with a focus on artistic competition. Open-air
land below in search of rare goods. It is said that you can buy concerts are often held when the city is in warmer climes,
anything in the street markets of Duhvirat - and if you can’t, with different families competing to perform. Rarely, skilled
you can buy how to get it. The center of the district is marked artists are given the honor of entering the Vault of Zephyrs,
by Tradewind Plaza. Behind it, the guildhall of the Tradewind where they perform for the
Company shines with gold and delicate mosaics, reminding Scriveners themselves.
its competitors that they’re always one step behind. Western
Duhvirat holds a different kind of competition; the arena of
the Crown can be seen above the skyline. Here, spectacles,
sports, and occasional festivals are held for the entire city.

Zjaronfall - West - The western quarter is scarred


by a massive rent in the clouds. This is the mark of the
rogue dragon Zharykastrac, who attacked the city over 1500
years ago with the intent of pillaging the Vault. The Zephyr
skyknights mortally wounded the dragon, causing it to
plummet into the Iceflow Sea, but not before it destroyed
several Skyhooks keeping the city aloft. Over time, druidic
practitioners have worked to gradually repair the damage,
knitting the clouds together by talking to them directly.
Several bridges grown from living vines and plant life
now span the gap, although without more Skyhooks, the
damage remains. In the attack, many giant buildings
were melted or clawed to rubble. Over time, these
ruins have been leveled to make room, or simply built
on top of by new arrivals. As a result, Zjaron’s Fall
has a peculiar jaunty look to it, with a patchwork of
cramped giant and tau'Xen architecture. A variety of
faiths have temples in the district created by new arrivals,
ranging from Vulkoor, to the Giant Sovereigns, to the
Silver Flame. The north of Zjaronfall is host to a raucous
display of taverns, each catering to the nearby traders of
Duhvirat, and the patrons of the Crown arena.

CHAPTER 3 | MODERN CITIES


103
Locations of good deals and rare items. Their spacious headquarters
in the northern city is defined by a massive central plaza.
The Vault of Zephyrs - The heart of Kul Lerek is Here, traders arriving back to the city lay out their wares in
a bastion of knowledge. The Vault is a hexagonal fortress a raucous market. Those seeking bizarre treasures and rare
that floats in the center of the city on its own section of components know to look here. Even if they aren’t there, the
cloud, accessible only by flight. Elite Skyknights patrol traders will happily sell information on interesting locations
the battlements on shifts, and no windows open onto the and news. For a down payment, many will even travel to
interior. Within lie the chambers and study halls of the cloud personally barter for goods not currently at their disposal.
giants, as well as their accumulated knowledge and treasures. The cyclops* guildmaster Wrexok Goldeye mediates
The Scriveners record their information on spellshardsERLW, disputes, and is said to be so greedy that they peer into the
for paper is both valuable and ephemeral. These are held on future to look at possible deals.
countless floating bookshelves containing millennia of lore.
Below them, precious artifacts are held in museum cases that Wander Yonder - the political center of the Downside
use Risian ice instead of glass. No one is allowed within the is a bizarre sight. An ancient airship hangs suspended from
Vault except for the Scriveners and those they grant access. the bottom of the cloud, held in place by thousands of ropes,
The lore within is dangerous and priceless. Of greater risk hooks, and anchors. This is the Wander Yonder - the base
are the dragons who sometimes stay here. The giants have for the criminal Skylarks. The rogue traders and smugglers
no wish to shock the city with their presence, and historic captured it from a Sul'at ruin in the continent’s interior,
dragon attacks have created a worrying public opinion. then flew it back as a trophy. Upon arriving, they sold the
elemental matrix to the Planewright’s Guild, then established
The Mistfarms - Much of Kul Lerek’s food comes from the ship as a flashy base of operations. Now, the Wander
terraced fields built on the sides of the cloud foundations. Yonder is the city’s most popular tavern. The lower decks
The mistfarms cover the edges of the city on all sides, with are kept for the Skylark elite; some live here permanently,
the city’s water flowing down through them in countless helping to plan the mafia’s illicit operations. For all intents
waterfalls. Many have climbing vines and crops that take root and purposes, the Wander Yonder can actually fly - not
directly in the clouds; others are platform fields connected because it can, but because the Skylarks pretend so. That way,
by vertical pillars with livestock and standard crops. The the Guard are less bothered trying to arrest them.
city places extreme value on its food, and farmers are highly
respected. Merchants commonly deliver new kinds of seeds
and plants to test, and deliveries of soil are extremely prized.

Wyrmroost - The southern district - Wyrmroost - is


dominated by a vast tower of draconic size. This is the
Zephyr Guard's domain, who defend the city from threats.
While the nature of the city generally protects it, past assaults
have warned against being lax, especially when it comes
to rogue dragons. The skyknights act as a de facto
police force; their training and skill come with a
certain level of respect from the people, who generally
trust them to keep the peace. Squires become full Knights
by raising and bonding with a flying mount that suits their
skills; these range from long distance giant albatross* to
nimble parrogriffs. The upper floors of Wyrmroost are their
devoted aeries.

The Boundary Institute - The Boundary Institute


is the home of the Planewright’s Guild - a group of arcanists,
artificers and mechanics with a passion for ancient tech.
They care for the city’s infrastructure, incorporate new magic
items, and research artifacts recovered from below. The Guild
has a reputation for careless experiments, although their
role in upgrading the city gives them a certain amnesty. The
Institute itself occupies a sprawling complex in the eastern
city; here, magewrights train and pick up skills, while tinkers
toy in personal workshops funded by their discoveries. The
Institute’s libraries are open to the public for a small fee, with
regular classes and practical seminars.

Tradewind Plaza - The Tradewind Company


is Kul Lerek’s largest merchant guild. Welcoming
all members (if they can afford the fees) the
Company sojourns across Xen’drik in search

CHAPTER 3 | MODERN CITIES


104104
Things To Do doom everyone in it to a terrifying fall. Of course, any rogues
she can pull to her cause with promises of treasure are a
• Try skywaltzing or parrogriff racing perfect distraction…
• Consult the archives of the Vault of Zephyrs
• Research and experiment at the Planewright’s Guild Crossing the Boundary - The Skylarks and the
• Barter and bargain in Tradewind Plaza Boundary Institute are odd bedfellows. When the smugglers
• Strike illicit deals with the Skylarks come across something arcane, they often sell it to the
planewrights first. Sometimes, this includes things that
Recent Events should never have been disturbed. When the Zephyr Guard
places a bounty on a mysterious killer, the party must delve
Quartz Court. A section of the Boundary Institute
into the Downside to find them. No one suspects them to be
has been sealed off after an artificer tried to unsuccessfully
a normal researcher - until the dark and corrupted artifact in
recreate one of Genesine’s Arcane Dynamos*. A small part
their possession threatens to wreak havoc on the city.
of the building is now formed of pure quartz. The lead
planewrights are stuck in a fierce discussion about whether it
should be kept that way for aesthetic purposes, or whether it’s
Archive Jive - The Vault of Zephyrs contains some of
the most extensive giant lore in all of Xen’drik, but access to it
no longer structurally sound.
is heavily restricted. When the party must uncover an ancient
secret, including the location of an artifact to defeat their
Auction Friction. A fierce bidding war has erupted
nemesis, the Vault might be the only choice. To search within
between guildmasters Wrexok Goldeye and Leraje Zanasa requires approval by the Scriveners of the Sky, who might ask
over a set of kinetic sand-sculptures from the asherati. The the party to recover something for them in exchange. This
goliath trader who first bought them is pushing their luck, is an easy opportunity to send the party to any location in
seeing how high they can drive prices as a result. Nervous Xen’drik, and an easy group patron for adventures. Of course,
murmurs in the guild halls speak of a growing discontent, there are other ways of impressing the giants - most notably,
with some people worried that the guildmasters might come making a name for oneself as Kul Lerek’s hottest new artist.
to use underhanded means to secure the items - or that the
Skylarks will decide to butt in as well…
Skyhooks and Tartan Paint: With every year, the
population of Kul Lerek increases, placing greater pressure
Sky Racing. Hype and excitement is building once again on resources. The only way to expand Kul Lerek is to bring
for the Zjaron Classic - a parrogriff race held every two years magic Skyhooks* to the city - and these can only be found in
that often sees members of the Zephyr Guard participating. ancient cloud castles. The party is tasked with recovering
The two favorites this year are fierce rivals, and former one such artifact, whether from the castle of the storm roc
lovers; a sizable chunk of the race's bets have been placed on Kraa'ark Lors*, or the flying ruins of the Gallimaufry.
Kaoryn and Seline getting together again afterwards.
Local Foods
Plot Hooks Nimbus grains with a dash of honey-of-peace.
1
On Screaming Wing - The district of Zjaron’s Fall is 2 Fluffy kulbread filled with aetherfruit jam.
a constant reminder of the danger of rogue dragons. Most of 3 Vesh leaves stuffed with spiced mist noodles.
Argonnessen’s exiles don’t bother with extensive planning, 4 parrogriff omelette with Rem Eba sauce and cracked pepper.
but Ketheptis the One-Eyed Crone* is different. The
psychopathic dragon wishes vengeance above all else, and Kul
Lerek is a dramatic way to get it. Namely, by smashing
the city into Xen’drik. After infiltrating the city in
disguise, the dragon is gathering the
information she needs to destroy
the Skyhooks* holding the
city aloft, and

CHAPTER 3 | MODERN CITIES


105
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Stormreach Built on the Brink. Stormreach is a dynamic and


tenuous city; dynamic for its vying factions, shifting power
structure, and medley of clashing cultures, and tenuous for
Stormreach, City of Ruins its blatant disregard for both the threats of Xen’drik, and the
Size: Small City (50,000-100,000 people) threats it makes for itself. The people of Stormreach know
Population: Majority Khorvairan in ancestry, with a nothing of the Madness of Crowds that could destroy it at any
small fraction of Xen’drik and Thunder Sea peoples. point, nor of the immense power that sleeps beneath it - the
Government: The 5 Storm Lords rule unquestioned, Overlord Sakinnirot, the Scar that Abides. Countless threats
and hand their hereditary titles down through the lie in the undercity beyond the overlord and its servants. The
generations. Their only true law is that interfering remnants of several cities which were built on the Cul’sir
with their business is a deadly crime. capital, and Stormreach is just the latest in the cycle.
Age: Roughly 200 years as an official city. The ignorance of the Khorvairans has also provoked
Purpose: Exploitation of Xen'drik's resources, profit on a number of factions in the Skyfall Peninsula. Nearly 50
a grand scale, facilitating exploration and adventure. years ago, the fire giants of the Battalion of Basalt Towers
Organizations: The Storm Lords lead much of the attempted to destroy it via a device that called meteor swarms
city’s industry in the name of profit, and ensure down on the city. The powerful roc Kraa’ark Lors believes
a veneer of law as long as it suits their interests. the city to be a blight on nature, and is only kept at bay by the
Below them, countless gangs, militias, and political diplomacy of the Rusheme. Meanwhile, treasure hunters have
groups vie for dominance, ranging from small-time earned a dire reputation with the Sulatar and Vulkoori drow
gangs such as the Bilge Rats, to the enclaves of the of the region. At any one time, countless factions might be
Dragonmarked Houses. Notably, the Houses are plotting to conquer and destroy the city - a perfect time for
not bound by the Korth Edicts here, and are free adventurers to take the stage.
to pursue their own agendas. Outside the city, the
druidic Guardians of Rushemé keep a watchful eye. Population
Why use Stormreach? The crime-ridden city has The vast majority of the people in Stormreach originate from
representatives of a variety of factions from across Khorvaire, whether as descendants of Thunder Sea pirates or
Khorvaire, forming the perfect set-up for noir and migrants from the Five Nations. The city has neighborhoods
political stories. Despite this, it is also built on top for each of the Five, including the district of Dannel’s Pride
of literal dungeons, and has easy access to northern for Cyre. These regions are distinctly divided, often with
Xen’drik. As a result, it has well-established lore, and a gangs and militia that protect their people. Despite this,
wide variety of options for adventures. Players also have Stormreach is a city that displays the full range of people from
a bevy of backgrounds and options tochoose from. Khorvaire. Dwarves, elves and humans rub shoulders with
orcs, halflings, and gnomes. A small minority of goliaths,
drow, thri-kreen and hill giants also live in and around the
The pirate colony of Stormreach is a den of crime and
city. Some trade Xen’drik goods or sell their expertise as
iniquity where money is law. Ruled by the competing Storm
guides, while others live and work in the city as any other
Lords, the northern port is built on the ruins of the ancient
might. A smaller third group are the druids of the Guardians
Cul’sir capital, as well as several other civilisations that fell
of Rushemé, who maintain a small encampment outside the
to misfortune. Far outside the laws of Galifar, Stormreach is
city to keep watch over its activity.
a chaotic patchwork of territories ruled by rival gangs - and
Stormreach is quite sharply divided into districts and
the gateway into Xen’drik for many of Khorvaire’s people.
wards, with each maintaining a distinct character. Many
Beneath the city, countless ruins lead deep into the earth,
wards are defined by their cultural identities and common
where dark secrets from the Age of Giants slumber.
nationalities. These range from the wards of the Five
The modern city was founded 200 years ago after decades
Nations, to districts such as Grindstone that are effectively
of use as a pirate colony - a base for raiding the Riedran ships
run by the Dragonmarked Houses. The patchwork forms a
of Dar Qat. Given a measure of legitimacy by the kingdom
tableau of Khorvairan interests, and you can be sure to find
of Galifar, and the rulership system of the Storm Lords,
citizens (or criminals) from every nation walking the streets.
Stormreach bloomed into a port of call for Khorvairan
This includes occasional ships from the Unity of Riedra, who
interests in Xen’drik. The only law of Stormreach is that
maintain an embassy in the city on behalf of Dar Qat.
you don’t interfere with its five rulers making money, and a
variety of gangs and groups of interest have staked their claim
in the city, dividing it into wards and districts. These wards
have their own individual cultures, and are often defined by Stormreach In-Depth
the nationalities that have settled there. For detailed information on the politics, districts,
People from all over Khorvaire walk the streets, along with and gangs of Stormreach, City of Stormreach is an
drow, giants and thri-kreen from the Skyfall Peninsula. The invaluable resource. This section is merely intended
reasons for many of these Khorvairan immigrants moving to to provide an overview of the city for parties that are
Stormreach vary greatly; some are here to start a new simply passing through; for campaigns centered on the
life, or hope to make a quick fortune in the wilds of city, it is highly recommended to purchase the
Xen’drik. Others (more often than not) have crimes sourcebook on the DMsGuild.
or memories they’re hoping to leave behind by
moving outside the Code of Galifar.

CHAPTER 3 | MODERN CITIES


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Entering the City The Emperor - One of the first sights of Stormreach
that sailors see is the Emperor - an immense statue of a giant
Most visitors enter Stormreach by sea from the docks of said to be Emperor Cul’sir himself. A massive beam of light
Sharn. The journey takes a couple of weeks by sea, assuming rises from its outstretched hands. The statue is imbued with
no interruption by the storms that give the Thunder Sea its massively powerful magic, although to date, no scholar has
name. The journey itself is perilous and requires a deft hand; identified its purpose. What is abundantly clear is that the
the ocean between Xen’drik and Khorvaire is filled with sharp monument survived the destruction of the Shattering, and
spires of demonglass known as ‘needle teeth’ that can shred watches over the city to this day…
wooden hulls. These lie interspersed between the thousand
rocky pillars and inlets of the Shargon’s Teeth archipelago,
The Black Wrack - the city's biggest and most
which hide pirates, reefs and other dangers. Most ships take
boisterous tavern lies near the Red Ring. Its owner, Handon
on the services of aquatic merfolk or sahuagin guides to lead
the Brick, maintains the rule that everyone is welcome
them through the safest routes. Sailing the isles without one
regardless of origin - a simple law that has resulted in its
is a sign of high confidence (justified, or otherwise).
popularity and range of customers. Adventurers familiar
The docks of Stormreach stretch across the bay, with
with the city often visit the Wrack. Over the years, its
boats from Khorvaire mingling with the painted sails of
posting board for jobs and opportunities has grown to cover
Riedra. Those disembarking can expect the usual Stormreach
the entire north wall. As such, checking for quick gold is a
welcome - an honest attempt to fleece them of all they own
common first step for new explorers (as is petting the owner’s
in every way possible. From here, one can charter boats to
mastiff, Sascha).
other coastal settlements such as Zantashk and Dar Qat, or
hire guides for overland travel. The city’s location on a far
peninsula means that few people regularly enter by land, so
Eldred’s Pool - Stormreach is a city built on the ruins
of countless others. One of the most impressive signs of this
there are few barriers to entry. The Stormreach guards are
is a massive fountain built by the Thri-kreen in the Silverwall
far too corrupt to bother checking new arrivals, except maybe
district. It shows two thri-kreen figures who appear to be
to shake them down for coin. Generally, people leaving are
in prayer or supplication. Water from the fountain (which
assumed to be adventurers, hunters, or Xen’drik peoples
radiates powerful abjuration magic) is always clean, and has
traveling further into the continent.
the unusual property of banishing any extraplanar creature
that sees its own reflection - including possessing quori. It
Locations is named after a scholar named Eldred who went to great
The Red Ring - Far beyond the laws of the Code of lengths to study the fountain, then approached the Storm
Galifar, the Red Ring arena hosts both blood sports and Lords warning that it endangered the entire city. The day
gladiatorial combat. Criminals convicted (or framed) for after he was rebuked by them, he disappeared without a trace.
serious crimes are often sent to the Ring as punishment.
Anyone who wins a title bout is free on parole - anyone The Tower of Kol Korran - House Kundarak’s main
who loses sees their sentence cut fatally short. The Ring enclave in Stormreach is an impenetrable fortress, built with
is a massive money-making enterprise and a major source increasingly tall walls that hide the inner keep. In truth, it’s
of public entertainment. Many of its gladiators are career a threatening facade for the true treasure that lies beneath.
fighters, whether sold to the Ring as slaves, or of their own When the dwarves first bought the land, they unearthed an
volition. The arena’s annual games welcome anyone with ancient chamber filled with giant wealth and technology.
the mettle to fight before the crowds, often against captured Hastily hiding this treasure trove, the members of the House
beasts or its permanent ‘Bloodbound’ fighters. have been delving deeper ever since. The defenses aren’t just

CHAPTER 3 | MODERN CITIES


107
to keep thieves out - but also to keep any dangers in. The the other Storm Lords to kneecap their influence. If Naleen
deeper they delve, the closer they draw to the bound form of doesn’t return soon, the situation could boil into a political
the overlord Sakinnirot, and cause accidental events such as spat, and a major embarrassment for the Lassite family.
the release of the giant Antaegus. Many are curious what goes
on in the Tower of Kol Korran, but few know just how close Rising Tide. Oracles in Temple Row have begun sharing
it is to damning the city itself. themes in their predictions - an event marked by ‘crimson
surf, azure wind, and onyx blades’. One oracle is happily
The Bazaar - Stormreach’s central market is a haven ignored - if they were actually a good oracle, they wouldn’t be
for hagglers, adventurers, and pickpockets. Here, goods and living as a poor one. Many oracles together, though? That’s
items needed for survival in the jungle are sold alongside a worrying sign. Key religious figures in the city have started
fresh street food, treasured relics, and items certainly not praying to their gods to try and divine what is going on, while
stolen that same morning. This includes traders from outside others have started buying up weapons in preparation.
Stormreach, who often sell highly valuable natural products,
as well as information on nearby threats and locations. Plot Hooks
The Church of the Wyrm Ascendant - The Rising Storm - The sahuagin have had a presence in
center for Vassal worship in Stormreach is highly unusual, Stormreach far longer than humans have, and control the
and somewhat heretical. The priests of the Wyrm Ascendant city's fate through its reliance on the Thunder Sea. Priests
are a sect who believe the Sovereigns were once mortal of the Devourer hold regular rituals in the tower known as
dragons, and see dragons as innately divine. To that end, the Shargon’s Talon that rises from the harbor - and sahuagin
Church has a vast hoard of treasure in a vault beneath it, built often attend. Few realize the full extent of their workings.
up over centuries by supplicants seeking to buy their way into The Eternal Dominion has strong ties with House Lyrandar’s
the heavens. To them, a divine act must be paid for, which seneschal in Stormreach, and have begun turning the faithful
has gradually increased both their coffers and influence over of the Devourer into malenti in their service. Their goal is
the years. Unsurprisingly, this belief began when priests first grand - not to conquer the pathetic city of Stormreach, but
offered aid in exchange for ill-gotten pirate gold. The current to devour the Overlord beneath it in service to Sha’argon,
priests, led by the powerful and charismatic Maru Sakhesh, ascending to the next stage of evolution. After a routine
place immense value in artifacts linked to the dragons. undercity adventure discovers evidence of the Dominion and
However, they are no fools. They know many covet the House Lyrandar working together to undermine Stormreach,
treasures they keep, and cracking the vault is no easy task. the party must stop the efforts of the House of the Storm
before a Dominion army razes the city to the ground.
Things To Do Fire & Brimstone - A standard expedition to Sul’at
• Barter in the Bazaar. ruins outside Stormreach goes very wrong when the party is
• Fight in the Red Ring’s Annual Games. attacked by giants from the Battalion of Basalt Towers. The
• Carouse in one of Stormreach’s many taverns. fire giants are unearthing ancient weapons and technology,
• Hire a local guide and set out into the Skyfall Peninsula. then hauling them to the Battalion’s stronghold to the south.
• Delve into the undercity in search of treasure. Their actions have led to rising tensions in the local factions
of the Skyfall Peninsula, and the party must work together
Recent Events with the drow and local giants to infiltrate their stronghold.
Within, lies a Grand Pyroclast* - a massive artillery piece that
Big Steps. An immense footprint in the mud outside conjures meteor strikes to destroy cities. They must sabotage
the Bazaar has become a local spectacle. The footprint is at the device and flee before it explodes, taking the stronghold
least 10 feet across, yet surely a giant of that size walking with it, and saving Stormreach in the process.
through the city would have been seen by thousands of
people. How they even got behind the city walls is a different Tiger’s Eye - Perhaps unsurprisingly, one of the Storm
matter entirely. As a result, it has been declared the work of Lords is a disguised rakshasa of Sakinnirot. Their web of
some kind of prankster (one of the Shadow-marked elves, influence stretches over the city, fueling plots of murder and
surely), but some believe otherwise; more than one drunk violence that empower their slumbering Overlord. When the
claims to have felt an immense and invisible presence moving party is tasked with investigating the disappearance of a priest
past them in the night, after they half-fell out of their local of the Silver Flame, the trail leads from serial killer, to cult, to
watering hole. In truth, the footprint is an accidental remnant secret fiend - and a grand plan that will destroy Stormreach
of the storm giant Antaegus, who recently awoke beneath the in a storm of blood and violence. The giants, thri-kreen
Tower of Kol Korran due to the efforts of the dwarves there. and sahuagin were the first, but if the Storm Lord has their
way, they will not be the last. To stop the violence, and the
Short Trip. Naleen Lassite, heir to her father’s title of increasing battles between the city’s factions, the party must
Storm Lord, has gone missing. Tired of the endless politics delve deep into the undercity and face what lies beneath.
and mediation that her role requires, she has snuck out in
disguise to join an adventurer group leaving the city.
She intended to be away for a couple of days (and set
Local Foods
up a facade accordingly), but terrible weather has 1 Spicy pickled Fernian apples in kuryeva syrup.
delayed her return. Now, Lord Varen is growing 2 Brelish curry with tender Gurk’ash meat.
irate, and fears that this is a ploy by one of 3 Karrn sausage and mash with a slice of aged cheese.
4 Cyran Shawarma with long corn and chicken.

CHAPTER 3 | MODERN CITIES


108108
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Vralkast City Structure


The city is formed from vast cavern-wards hewn into the
cliffside, shaped and expanded by generations of people.
These caverns are connected by stone tunnels, stairs, and
Vralkast, City of Monsters
kobold couriers. Their character often depends on the people
Size: Small City (50,000-100,000 people)
that live there. In Undagh, the cramped hive-warrens are
Population: Mix of Khyber peoples, including
dimly lit, and home to kobolds, goblins, and other smallfolk.
fomorians, dwarves, medusa, kobolds, and more.
Meanwhile, the sinuous stone of Sesshun Kesst has been
Government: None; different wards send
shaped by medusa, who bedeck the cavern with religious
representatives to debate the course of the city in
imagery of the Shadow. Despite their differences, the wards
the Forum Fomor, with the fomorians themselves
work together, as conflict is simply not an option. The people
having the final say.
of Vralkast stand together in a desolate world. Tensions and
Purpose: Leviathan hunting, protection and safety from
conflict aren’t rare, but if the city is to survive, everyone must
the dangers of Khyber.
have each other’s backs. At all tide-cycles, the wards bustle
Organizations: The monstrous legion of the Wyrd Vigil
with people trading bonegeld for work, goods, and favors.
defends the city from incursions; willingly mutated
and clad in scarred krakenplate, the knights of the Fomorian Guard. Below the exposed cliff-faces, the
Vigil are terrifying to behold, and consist largely docks of Sowshore have served the city since the beginning.
of fomorian hunters. Within the city, a number Immense fomorian serpentkeels come and go, on the hunt
of organizations work together for their mutual for ocean leviathans. These cthonic horrors are what keep the
survival. The Everdelvers Enclave travel beyond the giants fed, and much of the city is built from ‘krakenbone’.
city to gather resources from demiplanes, while the The Sea of Sorrow is a symbol of endless danger, and endless
Stoneseer’s Guild shape and mold the caverns to opportunity. Above the cavern-wards, Xarek’el sits like a
create new space. Around them, businesses, guilds, crown in the open air. The fomorian citadel is a defensive
and ventures have carved out niches for survival, stronghold. Massive stone walls surround their homes, which
trading services and bonegeld for social status. are built here by necessity; the giants cannot easily fit into
the tunnels below. Life in Khyber is never easy, and assaults
Why use Vralkast? Vralkast is a dynamic and by fiends and roaming creatures are all too common. The
unique city in a fraught situation. Much like the monstrous legion of Vralkast - the Wyrd Vigil - man the
nation of Droaam, it subverts the role of ‘monsters’, walls, driving off and slaying any who would bring harm.
allowing players to create monstrous characters from Recent years have seen increasing attacks and infiltration
a cosmopolitan background. As a base, the city also from the forces of the daelkyr, and the Wyrd Vigil spare no
allows exploration of Khyber and its demiplanes, while quarter in their war against the darkness beyond.
accommodating noir and intrigue plotlines. The unusual
nature of the city means that veteran players can still be Population
surprised about what goes on, while both they and the
GM have space to bring in any antagonists they wish, Against all the odds, Vralkast is a bustling city of people
and create factions to suit their needs. from across Khyber. The strength of the fomorians and
their widespread acceptance of (or indifference to) others
makes the city one of the safest places in Khyber, and many
The Khyber city of Vralkast sprawls across the shores of
demiplanar people have settled there over the years. The
the Sea of Sorrow. The city of the fomorians is a sight few
fomorians are themselves treated with common respect,
would believe - a bustling metropolis of monsters from across
for it is their presence that safeguards Vralkast from harm.
Eberron’s ‘underdark’, working together to survive against
The giants are both fearsome and powerful, and have no
the horrors of the Realm Below. Built from leviathan bone
qualms about crushing any dangers to their city (including
and fungal wood, Vralkast is part port, part stronghold, with
any arising from within). Beneath them, dromites, dwarves,
a utilitarian bent due to the harsh nature of Khyber. Over
goliaths, ogres, and goblinoids walk the city streets. Vralkast
millennia, a bizarre array of peoples have found their way
predates both the fall of Sol Udar, and the formation of the
to the city. Quaggoths, minotaurs, grimlocks and medusa.
Dhakaani empire. As such, its people are relics who have
Fomorians, ogres, and dwarves from Sol Udar - these are just
never even seen the surface; a ‘sky’ is something you can
a sample of the people who call Vralkast home.
witness in a demiplane. With them are peoples unknown to
The origins of the city lie within the civil war of the giant
the world above; quaggoths, firenewts and merrow might all
Twilight Court, which tore itself apart over the fate of Shae
have neighborhoods of their own, among countless others.
Tirias Tolai. The losing side, misled by their corrupted queen,
Due to a history of migrations and refugees, the people
were cursed by the archfey and exiled. These Fomor’ren
of Vralkast are roughly divided between ethnic districts,
(‘sightscorned’) fled from the lands of the giants in shame,
which often specialize in their skills. Life in Khyber is not
entering Khyber where the darkness would hide their
easy. For the good of the whole, many cultures focus on
warped appearances. Their journey took them to the shores
putting their unique skills to use, as in the nation of Droaam.
of a vast underground sea, and with nowhere left to go,
Medusa and dwarves work together in the Stoneseer’s
they established safe harbor. After thousands of years, these
Guild, shaping and expanding the city’s bedrock
fomorians no longer fear their appearance; their shame has
caverns, while merrow and kuo-toa guard its shores
become iron pride. They now use their strength to protect
from danger. The complex tapestry of cultures is
themselves and their city, forsaking the oppression they
often a source of friction. As an example, the
sought so long ago.

CHAPTER 3 | MODERN CITIES


109
fomorians may not rule as oppressors, but they are tyrants, against the daelkyr Orlassk to help them. Heruesh, Voice of
and have no qualms with brutally excising cults (then turning the Shadow, leads frequent sermons from the temple’s front
them into krakenbait). Their homes additionally occupy the steps. While the Wyrd Vigil often consults the priest for
‘surface’ of the city, while others may have no choice but to occult lore only known by one so faithful to the Shadow, they
live in caverns. Many factors can create tension in such close are just as wary - many are uncomfortable with the religion’s
confines, but it almost never turns into violence. If Vralkast indelible ties to lost and forbidden magic.
is to survive, its people must work together - and even the
deepest grudges give way when the city is under attack. Stoneseer’s Circle- Vralkast is a city built on stone
bones. The Stoneseers are its chirurgeons and tenders,
Entering the City shaping the geography of the city to suit its people. The
Guild, mainly formed of dwarves and medusa, use their
The odd geography of Khyber makes finding Vralkast highly innate sense for rock and stone to act as druid-engineers.
difficult. The Realm Below does not match linearly with They open caverns, carve cliffs, and grow buildings by
Eberron itself, meaning that one can enter a mountain cave communing with the voices of the land. The abilities of
in Sarlona and be closer to the city than in Xen’drik. As such, the Stoneseers are crucial for the overall state of Vralkast;
there are several ways of navigating there, some of them they ensures it can expand to meet the needs of its people,
created by the people of the city themselves. The ‘simplest’ and create massive civic projects such as the harbor-wall
way (if that word is even applicable when it comes to Khyber) of Sowshore. Despite this, their connection to the city is
is to ask the people of the Realm Below. Many communities uncanny. Some can slip through rock like it was sand, or
either have direct trading links to Vralkast, or hold legends petrify themselves to commune with the ‘city’s voice’ -
of the city ruled by the giants of the evil eye. This is especially abilities that often unnerve others. Their headquarters in Tor
true for the dromites, who maintain a permanent embassy Udar are burrowed into the stone beneath the district, and
in Vralkast for their hive-cities beneath Sarlona. Finding a hold communion chambers, meeting halls and social spaces.
dromite means finding a hive-city. Finding a hive-city means
the ability to hire a guide to travel across the Realm Below.
Everdelver’s Enclave - Vralkast’s main adventuring
Giant Footsteps. A more singular path is to retrace
guild is an economic powerhouse. The dwarves of Sol
the steps that the fomorians first took when they fled in exile.
Udar once formed an empire around harvesting demiplane
Knowing that they would be entering a warren of stone, the
resources, and those refugees who fled to Vralkast brought
giants left markings carved into the walls as a trail. These
their expertise with them. The Enclave lies in their district of
ancient runes still remain. Over time, they have been further
Tor Udar, but membership is open to all. It functions around
expanded into a guiding series of paths through Khyber,
expeditions to demiplanes, typically by sailing to open portals
allowing the people of Vralkast to navigate their way home.
across the Sea of Sorrow. Each expedition is tasked with
The entire web of markers is maintained by the Wyrd Vigil,
bringing back valuable goods, foods, and creatures for sale to
who use them to locate defensive chokepoints perfect for
the city. This supply of unique items (many of them innately
guarding the city from attack. The outer edges of the network
magical) has grown the Enclave into a business empire, and
are added to by the Everdelver’s Enclave, as they gradually
fueled the expansion of the city. Others might begrudge their
scout for demiplanes and other valuable resources. Any
wealth, but the benefits brought by their work are clear - and
character who can read Giant gains a +5 bonus to any ability
not everyone is willing to risk their lives by leaving the city.
checks made to navigate towards Vralkast when using these
Life as an elverdelver is rough, and not all return.
runes. Many additionally communicate potential hazards on
the path, and how to avoid them without issue. Usually.
Upon reaching the city walls, new arrivals are faced with a Forum Fomor - The fomorian taboo against kings and
different challenge - passing by the guards of the Wyrd Vigil rulers, coupled with necessary cooperation for survival, led
to enter. The military organization is tasked with keeping out to the giants making decisions as a community. The massive
any threats, and they are more than aware of the possibility of Forum Fomor is a meeting space in the center of Xarek’el,
disguised cultists or fiends. As such, travelers are often vetted with tiers of stone seats descending into an open circular
by a priest and several towering guards to ensure they aren’t space. Normally, this acts as an impromptu arena, festival
bringing any hidden dangers with them. Naturally, these space, or sparring ground for the Wyrd Vigil. Every 28 days
people have never heard or spoken Common in their life, so (a legacy of a dead giant calendar with 13 months), the Forum
communication might pose a bigger challenge. is instead overtaken by representatives, community leaders
and watching onlookers for a grand political debate. Once,
this was simply a meeting of the fomorian community; as
Locations the population of the city has exploded, this has changed to
The Temple of the Shadow - one of the largest a meeting of key figures, albeit one where any member of
buildings in Seshun Kesst is the main temple of the Shadow, the city can watch (and interject) as they wish. It’s as hectic
built and run by the medusa. The building is constructed as it sounds. To avoid absolute chaos, most districts and
from night-black stone, and dominated by an altar that burns factions send no more than a few people, often one from each
with lightless flame. The creed of the Shadow has taken firm majority ancestry among them. The process has few rules.
root in Vralkast. Its belief that the gifts of its monstrous Anyone can raise an issue and propose an edict to fix it; if the
people are the blessings of the god has appealed to a majority of representatives vote in favor, it is set in stone. In
wide range of followers, and the community efforts the case of close votes, tradition dictates that the Fomorian
of its priests have worked heavily in their favor - representatives decide the course - a habit borne from healthy
as has the medusa belief that the god worked

CHAPTER 3 | MODERN CITIES


110110
respect. It takes nerves of mithral to argue against a 15-foot upheld their word, and carved a great cavern from the cliffs
giant wearing scarred krakenplate. with words and whispers. Seshun Kesst is one of the smaller
districts of the city, but also one of its most prestigious. In a
The Cleft - The western side of Vralkast is marked world of unending rock, the people of Vralkast have come to
by a massive rent in the cliffs that stretches fully from the respect their medusa enclave above all else. Many belong to
surface to the sea. The Cleft has become a center for travel the Stoneseer’s Circle, and oversee the city’s civic engineering
and transport; missives, goods, and people are trafficked up and expansion. Others work as artisans, creating statues and
and down the rock-face by pallid ur-geckos and their kobold carvings, or priests of the Shadow who serve the community.
riders. Nearby districts have bored tunnels that open into the
cliff-face, with station platforms and stairways that wind up Tor Udar - Vralkast’s dwarves might be the most
the rockface. Pockmarked hollows mark the dens of flying familiar to Khorvairans, but the stonefolk of Tor Udar have
creatures, who find more shelter from the wind here than never seen a human or elf in history. Their origins lie in the
on the sea-facing stone. Notably, one massive cave is home kingdom of Sol Udar - the same now overrun by the forces
to the behir Ghyrugal, who settled in the city after being of Dyrrn the Corruptor beneath the Mror Holds. Their
convinced of its greatness by a party of panic-stricken (but people once built cities around entrances to demiplanes,
charismatic) everdelvers. The behir has helped defend the city fueling their advanced magic with the resources found
from attack more than once, and finds great satisfaction in within. The binding of the daelkyr in Khyber spelled their
watching the smallfolk scamper up and down the cliff-face. In doom. Vralkast’s population escaped the destruction, though
exchange, it asks for occasional deliveries of sea serpent meat, to this day, they don't know just what caused the Overmind
and the odd story from the everdelvers. to descend on their kingdom. Tor Udar is the center of two
organizations formed by dwarven expertise - the Stoneseer’s
Districts Guild of engineers, and the Everdelver’s Enclave of explorers.
The former uses dwarven stonecunning and experience
Xarek’el (‘Harrowmark’) - The grandest district to support, expand and excavate Vralkast, alleviating its
of the city is built on the flat ground above its sheer cliffs. cramped conditions and perilous construction. The latter uses
This is where the fomorians first settled, and remains their demiplanar knowledge to secure rare materials from Khyber,
cultural heartland. Massive buildings carved from stone and retrieving magical riches for the city at large. As a result, Tor
krakenbone dominate the skyline, handed down through Udar has become one of the wealthiest districts in the city,
generations of giants. Over time, other giantkin have joined and the Udari maintain a tradition of wearing gemstones.
the district, which matches their stature, and a smaller The buildings are blocky and brutalist, but often carved with
number of oni and ogres also walk the streets. Xarek’el is intricate patterns and tableaus of events in dwarven history.
fundamentally a defensive fortress; the dangers of Khyber
are manifold, and the fomorians have never had space for Sowshore - The docks of Vralkast lie within a sheltered
frippery. As such, the architecture is brutalist and foreboding bay. Several jutting spurs of rock at the foot of the cliffs have
(as far from the fey opulence of the Twilight Court as they been connected by a storm wall, creating a region of calm
could go). The center of Xarek’el - the Forum Fomor - holds water behind them. The Sorrowshore (or Sowshore from
grand meetings to decide the city’s fate. The outer walls are a sailor’s tongue) is a bustling center for industry. Massive
manned by the Wyrd Vigil, who defend the city from attack. serpentkeel ships jockey for space with the light caravels of
the Everdelvers. At any one time, Sowshore is likely to be
Seshun Kesst - The medusa are among the ‘newer’ filled with drunken carousers, giant krakeners hauling in
arrivals to the city, after a flight through Khyber that saw their latest hunt, and demiplane explorers hawking weird
them escape the daelkyr Orlassk. The Seshuna are separate wares. In short, it’s a vibrant mess. The wharves and docks of
from the medusa of Droaam, and were divided during a Sowshore are generally carved backwards into the cliff-face,
disastrous attack by aberrant forces. Their arrival was a
historical event. Initially, their powers caused a great amount
of fear and unrest in the city. After tense talks with the Wyrd
The Lost Queen of Stone
In the medusa, one individual is known and blessed as
Vigil, the situation culminated with a city-wide forum where
the Queen of Stone - an occult title that isn’t inherited,
the medusa leader demonstrated their people’s affinity for
but grants power from birth over rock and earth.
reshaping stone, coupled with a vow to simply make their
The Seshuna do not have one; the last they saw of
own district rather than impose on the space of others.
the Queen was when their people split apart during
With the sight of a safe home
the exodus. Yet, no Seshuna has ever received the
at last, the medusa
power. The Queen must live on. This simple fact is a
source of great strength for the medusa; somewhere
- somewhere out there - their people still live, led by
the Queen of Stone. Reuniting with them is one of their
greatest cultural drives, and many become explorers
and adventurers to find their lost Queen. To date,
Vralkast has been unconnected to most of Khorvaire
(and the surface in general). Anyone arriving in the city
with the knowledge of the medusa of Cazhaak Draal
would cause an absolute sensation in medusa society.

CHAPTER 3 | MODERN CITIES


111
with krakenbone frames and scrimscale walls to shelter them Xarek’el have formed an expedition to reach out to their
from the elements. Between them, tight alleyways lead to people in this 'Unity of Riedra'.
far more disreputable places, thick with smoke and clinking
tankards. Those who slip through the cracks find themselves New Ink. A quaggoth tattoo artist by the name of
here - the bottom of the city at the bottom of the world. Greshwyn has become a sensation in the city. Her intricate
designs use inks retrieved from demiplanes, or brewed
Undagh - Not all the population are fans of the light. specially from monster blood, and bestow different occult
The pitch-black warrens of Undagh are home to people powers depending. However, her intricate art takes time,
comfortable with life in the dark, including goblinoids, and a whole industry has sprung up around her waiting list.
kobolds and blind grimlocks. Whereas other districts are Notable figures in Vralkast are treating places in the queue
typically large caverns with constructed buildings, Undagh is as a valuable commodity, and now there are fears that their
closer to a maze of twisting tunnels, riddled with chambers in value might incentivise more underhanded methods.
which people live. The district is among the most diverse, and
its people find strength in community. Over time, migrants Thriller Night. The Time of Teeth is coming up in
have brought their own gods and religions, which have Sowshore in a few cycles of the tide. The local people, as
blended into an informal pantheon of beliefs. Many of the well as the aquatic folk of Cartilay, are busy preparing their
tunnels have small shrines or painted frescos honoring their traditional skull masks and bone-white outfits for the festival.
divine patrons. These gods are prayed to for safety during the The annual event celebrates the Sea of Sorrow's bounty, and
main job of many of the district’s people - mining deeper into the bravery of the sailors who retrieve it. The Time of Teeth
the bedrock for metals and ores needed for the city’s defense. marks one of the few occasions when the reclusive waterkin
Over time, these tunnels are expanded into homes and fungus freely mingle in the city at large, and welcome revelers (if
pastures for its people. In Undagh, nothing goes to waste. they’re brave or drunk enough) to explore their underwater
district with the help of air-bubble helmets. The festival
Cartilay - The docks of Sowshore are not the lowest ends with merrow synchronized swimmers, who mimic the
district of the city. The merrow and kuo-toa of Cartilay dwell skeleton of a glowing sea serpent drifting in the harbor.
deep beneath the waves. The waterkin hold themselves apart
from the dryskins, and have lived beneath the harbor since Plot Hooks
the Age of Giants. Their pact with the fomorians is ancient; Insecticide - The Wyrd Vigil are experts at fighting
in exchange for shelter, and food from hunted leviathans, off the minions of the daelkyr, and indelibly tied to the story
the merrow and kuo-toa guard the harbor and fend off of the titan Queen Cono’mae. Valaara's presence in Dread
roaming monsters. The buildings of Cartilay are made from Lake, or the Spinner of Shadows nearing release, might lead
the bones of leviathans, their weapons from tooth and fang. the party to seek those who know the weaknesses of either
While the merrow are experts with harpoons, the kuo-toa insectoid queen. Since part of Queen Cono’mae’s power
provide something as useful as it is unnerving. Through mass comes from embodying the role of the Betrayer Queen, it is
worship and psionic command, they can manifest nightmare possible her weakness is tied to the fomorians. Should they
gods from Dal Quor, which defend the nearby waters. After a return to the land of their exile, they may change the Story -
time, they fade back into the dreamscape (With the harbor on and overthrow the tyrant who plunged them into sin.
lockdown until they do). Beyond this, the waterkin are highly
skilled in carving and enchanting the bones of the leviathans The Heart of the Matter - The Heart demiplanes of
that feed their city, and their handmade krakenbone tools and the Overlords are the cores of their power, and reflect their
armor are worn by Wyrdknights and whalers both. nature and themes. Some, such as Sul Khatesh’s Tower of
Shadows, are the base of operations for their servants, and
Things To Do hold ancient and powerful relics from the Age of Demons. A
• Spar against Wyrdknights in the Forum Fomor. party seeking to heist an item belonging to a fiend, or destroy
• Go leviathan hunting. them for good by slaying them in their plane in origin, might
• Plan a demiplane expedition. use Vralkast to reach it. The Everdelver’s Enclave has a
• Trade in weird goods from across the Realm Below. vast store of knowledge on the location of demiplanes, and
adventurers might charter a ship to reach it.
Recent Events Monster’s Monster - The people of Vralkast are
Sarlona Oni. A patrol from one of Vralkast’s forward experts at dealing with curses, and controlling monstrous
outposts has returned with an unusual captive - an injured power. A character cursed by a fiend, tainted by the daelkyr,
ogre wearing odd armor and a strange crystal blade. While or suffering from lycanthropy, might find that the Wyrd
their language is alien, the priests of the Shadow have been Vigil are their best hope. The Vigil see such things as a
making headway with divine translation. The ogre - who weapon to tame, not a sin to be purged, and can help such a
reacts with aggression towards the people of the city - claims character develop it into their own unique power.
to be from the world above, and was tasked by their lords
with helping to seal an entrance into Khyber. So far, Local Foods
they have reacted with outright hostility to the ogres 1 Carrion Crawler Skewers, with a sour Crawler mucus glaze.
of Vralkast, despite kind offers of hospitality. Why 2 Deep Rothe steak with mashed suur and roasted nightcaps.
they consider their kin to be ‘evil spirits’ is of much 3 Serpent-marrow soup with roasted red mycelia.
confusion, but some of the ogres and oni of 4 Fried and salted cave fisher sticks.

CHAPTER 3 | MODERN CITIES


112112
Bazek Mohl - Blackgrove Refuge - Dar Qat - Kul Lerek - Stormreach - Vralkast - Zantashk

Zantashk Population
The reeve in charge of the House’s work, Duluth Velderan,
is a canny opportunist said to be able to smell the money in
Zantashk, The Scrappy Frontier people’s pockets from a mile away. His administration of
Size: Town (5000-10,000 people) the town is effective, if stingy, and his past as a hunter gives
Population: Khorvairan ancestries, primarily originating him a healthy respect for the continent’s dangers. Velderan
from Sharn, Stomreach, and the Shadow Marches. has ongoing recruitment drives in Sharn, Vralkek, and
Government: House Tharashk acts as the government the Shadow Marches, which have drawn prospectors and
of Zantashk through their Viceroy, Duuth ir'Velderan. workers to the town to make their fortunes. Accordingly, the
Age: 150-80 years. population of Zantashk is heavily human, orc, and half-orc,
Purpose: Prospecting, especially Siberys and Khyber with a scattering of ‘monstrous’ peoples from Droaam, and
dragonshards, as well as House-funded exploration. others from the docks of Sharn. Several other unmarked
Organizations: House Tharashk oversees Zantashk House members organize farming efforts, diplomacy with
through their viceroy, with several other Houses Stormreach, and the role of these workers in the field.
providing minor services in exchange. Notably, Full-Time Adventure. A variety of independent
Vadalis, Sivis, and Cannith all maintain a presence to adventurers and explorers use Zantashk as a base of
make use of the settlement’s position. operations for their work. While they are free to pursue
their own goals, Duuth offers regular bounties and tasks to
Why use Zantashk? Zantashk is a Khorvairan take advantage of their skills. Most of it eventually returns to
settlement with easy access to the heart of Xen’drik. him, due to overpriced beer. These include scouting potential
Its frontier attitude is perfect for a traditional Western dragonshard fields, driving off roaming monsters, and
vibe, with constant jobs posted for adventurers and delivering goods safely to nearby groups of giants and drow.
those seeking a quick buck. Unlike Stormreach, it is far The establishment of Zantashk came with the knowledge
smaller in scale, and lacks the weight of established that many other minor settlements founded by Khorvairians
factions and lore in favor of small-town familiarity. have subsequently disappeared due to illness, madness or
attack. As such, one of the initial founders of the town was
The colony of Zantashk is House Tharashk’s forward outpost the linguist Leandra Lyrriman d'Sivis, who was hired to
for Xen’drik exploration. Far beyond the Korth edicts, the communicate with the local people. Leandra takes her role
wayfinders and hunters of the House explore the profits seriously, and has built a friendly rapport with the nearby
to be found in the continent’s interior. The most reliable locathah and Medley aarakocra (p.66). This has led to a
and valuable source of income are dragonshards; Siberys steady stream of trade. In exchange for information and guide
dragonshards cannot be found in Khorvaire, but are crucial services, Zantashk provides a variety of Khorvaire foods,
for crafting dragonmark focus items. As a result, many of enchanted items, and Cannith-made goods. The town's
the house members within the city are involved in tracking general outlook towards local people is one of diplomacy first
Siberys showers and retrieving the bounty of crystal left and foremost, reinforced by the management, but its actions
behind. This extends to Khyber dragonshards as well. The can fall very short. Blundering efforts, environmental damage,
active volcanoes of central Xen’drik provide (relatively) easy and harmful mining have all incited well-founded aggression,
access to the shards, which are found in the vicinity of lava and not every colonist is willing to negotiate.
flows. As a result, Zantashk provides a way of gathering
Khyber dragonshards without descending into Khyber itself. Entering the City
This steady stream of riches has turned Zantashk into a
budding frontier for adventurers and those seeking their Zantashk boats dock in Stormreach, Sharn, and the ports
fortune. It’s located closer to the heart of the continent than of the Shadow Marches, returning with supplies and
Stormreach, and bypasses the taxes and crime of the city. prospectors keen to make their fortune. The settlement is all
As such, the Dragonmarked Houses often use it as a base but inaccessible by land from other cities, forcing all transport
for exploration. The town is run by Duluth Velderan to be by sea. Despite this, the Traveler’s Curse occasionally
d’Tharashk, who has been pushing hard to increase causes people to arrive at Zantashk from across Xen’drik. As
profits and prestige. The people of Zantashk are a result, their arrival is rare, but not entirely surprising. The
hardened miners, hunters, and prospectors, reeve tasks Tharashk rangers with patrolling the forest in the
many brought over by the House town’s perimeter, to drive off monsters and question any new
from Sharn and the Shadow faces. Unknown people emerging from the jungle are likely to
Marches. Their culture has be apprehended, checked for hidden dangers, then welcomed
blended into a gruff but with gusto to help them get some rest. Behind them, a rough
friendly atmosphere; wooden stockade marks the town’s edges, with continual
there’s money to be made, flames helping to provide safety from the land’s dangers.
and drinks to be had,
but everyone is working Locations
together for their mutual
survival. The gnomish ruin The Inlaw - The central crossroad of Zantashk
of New Zolanberg nearby is a is dominated by a tall stone monument of an eye
permanent reminder of what held aloft by a stern humanoid figure. Anyone
they have to lose. who touches the statue and closes their eyes

113
finds a random material illuminated to them for the next Things To Do
hour. Doing so is a favorite pastime for drunk prospectors,
and the reeve has given several punishments for painting • Play a round of Three-Dragon Ante in the Rock Locker.
mustaches on the statue at night. Tharashk heirs from the • Pick up a dangerous contract from the Triumvir.
Torrn clan stay well clear, concerned that the statue is a relic • Help Kiril d’Vadalis tame beasts at the Pelter Skelter.
of the daelkyr Belashyrra; they point to the fact that, from • Touch the Inlaw and alter your sight for an hour.
drunken accounts, the most common material it illuminates
are the bones of living creatures - and more than one person
Recent Events
has claimed to see the eye moving to watch them in their Big Dig. A half-orc by the name of Rushaag Eishka
peripheral vision. Reeve Velderan believes the artifact touched The Inlaw a couple of days ago after a drinking spree
is the key to improving Tharashk’s focus items, and has and immediately sobered up due to what they saw. Ever since,
commanded it be studied in the name of future profits. they’ve been feverishly obsessed with digging a massive hole
at a specific point on the border of town. Prospectors are
The Rock Locker - Zantashk’s main saloon hangs over placing bets on what they're digging for, but they stubbornly
the choppy ocean of Tempest Bay, offering an authentic refuse to accept any help… or say what they’re hoping to find.
Marches experience with hot gaeth’ad and hammocks on the
veranda. The owner, Aunty, is the only person in town who Birds of a Feather. Leandra d’Sivis sent a small
receives full respect from its populace. After all, she has the diplomatic party to the roost of the Medley aarakocra several
booze. Anyone who receives The Look knows to quickly weeks ago. They have returned with interesting Siberys
sober up. The aged orc brews special liqueurs from Xen’drik dragonshards, information about a giant city in the Tempest’s
fruit, which she ships back to Khorvaire for eye-watering Spine… and one less person. It seems a diplomats and an
prices from Sharn’s elite. The atmosphere in The Locker is aarakocra fell in love at first sight, and the orc chose to stay.
rowdy but warm, and it’s common to find impromptu bands
forming when the drinks are flowing at night. Band Jam. Reeve Velderan has grudgingly put forward a
prize pool for the annual Zantashk Thrash - an anything-goes
Point Velderan - The small bay that shelters Zantashk music festival that sees the town coming together in jovial
is tipped with a rocky peninsula. A small lighthouse caps it, competition. The town doctor is always on hand - not for the
surrounded by an impromptu graveyard for unfortunate punch-ups, but for the sheer amount of alcohol. Many people
souls. The field of memorials is a testament to the dangers are looking forward to the Gaeth’heads’ new song this year.
faced by the people here. The lighthouse itself is slightly
rickety, and battered by storms coming off Tempest Bay, Plot Hooks
but vital for the colony. Ships rely on its massive Everbright Burning Tide - A party of Tharashks miners were
Lantern to guide them to safe harbor, and should it be turned captured near Darkfire Crater (p.254) and possessed by
off, the town could be cut off entirely from the outside world. escaped fiends. Now, they aim to return to Zantashk with
word of vast deposits of dragonshards, luring further victims
Pelter Skelter - The main exchange for pelts, hides to the mountain. A relative of one of the miners is concerned
and animals in Zantashk is run by the rather nervous Kiril about their lack of correspondence, and hires the party to
d’Vadalis, who came to the town to study the rare fauna in investigate. It’s up to them to uncover the truth of Darkfire
the region. Her love of animals has turned the Skelter from Crater, and escape alive; should they fail, Zantashk will be
a poaching hub into a center for live animal research, and wiped off the map by the murderous servants of Sakinnirot.
the building mews, chirps and hums in equal measure. The
dragonmarked scion tames many of the animals herself, The Wild Hunt - An extremely rare and valuable
which has earned a surprising amount of respect from the creature has been spotted near Zantashk, and every freeloader
hardened prospectors. Any animals of interest to Vadalis as a in town is about to go after it. Soon, Reeve Velderan declares
whole are shipped back to Sharn, with strict instructions on an eye-watering competition - whichever group can capture
their care, dietary needs, and the toxicity of their venom. it alive will receive a hefty bag of golden galifars, and a barrel
of kuryeva to go with it. Outright murder is off-limited,
The Triumvir - Reeve Velderan’s base of operations lies but healthy competition between groups is encouraged.
at the end of the town’s main road, with the liondrake crest According to the Reeve, it’ll help sharpen the town’s skills.
of Tharashk painted on its walls. The large manor was built
atop small giant ruin thought to be a collapsed watchtower. Booze for the Ball - The bootlickers at the Rock
The rustic lower levels are given over to the operations of Locker are abuzz. Aunty has put up a contract, and it’s a
the town. Officials bustle about, overseeing deals from across real humdinger. A bigwig in Sharn has requested a specialty
the seas, while one wall is given over to contracts from the liqueur before a visit from the king, and they want it to
Reeve. These include all the typical jobs for the residents of remind Boranel of his adventuring days. As it turns out,
the town, ranging from scouting trips, to monster hunting, the liqueur is a drow specialty, and requires crossing the
to mining jobs, and hirings. The gold to pay for this is kept Tempest’s Spine. Anyone who can do it is in for a hefty sack
(very securely) in the building’s basement behind Kundarak of gold, and (more importantly) free drinks at Aunty’s for life.
lock and key. The upper levels are the private domain
of the Reeve, who lives and sleeps where he can keep Local Foods
a cautious eye on his town. 1 Ashi balls wrapped in vine leaves with salted storm mackerel.
2 Smoked Gurk’ash bacon and grits.
3 ‘Eternal’ fish stew with beans and firepepper.
4 Spiced dream serpent goulash.
CHAPTER 3 | MODERN CITIES
114114
CHAPTER 4

ALLIES & ENEMIES

CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
115
Allies & Enemies
A
ll manner of factions can be found Reclaimers of Glory - Some giants have ambitions of
across Xen’drik, ranging from paragons building a nation for the safety of them and their people. The
of good, to evil organizations plotting Reclaimers are such a group, with many giants flocking to
destruction on a mass scale. Many can be their banners and promise of a safer future. Their mysterious
used as group patrons, rivals, or enemies, leader is seemingly a being of great influence, but their
with different outlooks, scales and beliefs. identity could be cause for concern.
The following chapter details these groups, as well as the Scriveners of the Sky - Kul Lerek’s cloud giants
story roles they might play, and schemes they might concoct. are archivists and wizards guarding an ancient repository of
forgotten lore - and keeping watch for rising threats.
Factions Silaes Tairn - The Silaes Tairn army of the Tairnadal
Banor’drakai - An order of dragon hunters who track are concerned with their people’s past in Xen’drik. Their
their prey with furious devotion. The ‘Wyrm Eaters’ ritually revenant warriors aim to emulate the deeds of their patron
absorb the power of their foes as half-dragon rangers. heroes. This can mean joining forces with local people to
Battalion of Basalt Towers - A brutal cabal of take down tyrants and defeat evil foes, but sometimes the
fire giants who take what they can and smash the rest. The Tairnadal are themselves the brutal aggressors.
battalion consort with fiends, willingly allowing themselves Skylarks - Kul Lerek’s criminal underworld is ruled by
to be possessed in battle for their ultimate goal - the release of the Skylark mafia. The drow keep the peace in exchange for
the Hellfire Titan, Prince Adaxus. the city's other groups turning a blind eye, and have fingers in
Children of Il’ara - The titan Il’ara led her frost giant many different illicit schemes.
children into the plane of Risia during the Shattering. They Star Pilgrims - Half cult, half religious order, the Star
remain there after 40,000 years, but a bleak immortality has Pilgrims serve the daelkyr Vriinmata, the Glistering King.
begun to take its toll. They believe it to be a chained angel of light, and work to
Death Giants - A group of giants escaped the both spread their beliefs, and recover the power to free it.
Shattering by pledging their souls to the dark powers of Ten Watchers - The dragons of Argonnessen keep
Mabar. Thousands of years later, some study the secrets of watch over Xen’drik, guarding sites of dangerous power. For
necromancy, while others seek vengeance for their loss. adventures, the Ten Watchers can be powerful allies - or
Druid Circles - Primal magic is a part of daily life devastating enemies.
in Xen’drik, and different druidic organizations can be Torch of Progress - The Silver Flame in Xen’drik
found across the continent. They include the Guardians of has an ancient history, rooted in the city of Bazek Mohl.
Rusheme, the scorching Sunheart, the bestial Rimewalkers, From here, the Torch of Progress keeps watch over ancient
and the floral Verdant Path, among many others. darkness, spreading peace to curb their reach.
Emerald Claw - The brutal soldiers of the Emerald Winged League - The merchant guilds of Kul Lerek are
Claw are sent to Xen’drik on behalf of the wishes of Lady bound together by the competitive Winged League. Prestige,
Illmarrow. She hopes to explore the elven history of intrigue, and profit are the name of the game.
necromancy that began in Xen’drik, especially the immensely Wyrd Vigil - The monstrous guardians of Vralkast hold
powerful dark magic of the lost Qabalrin. the line against every danger that Khyber has to offer. Their
Giants beyond Xen’drik - Different giants have expertise in curses, demons, and eldritch threats aids them in
found refuge across Eberron since the Shattering. Some, such their fight against the dark.
as Argonnessen’s stone giants, have no wish to ever return.
Others, such as Droaam’s Ashlord, or the storm giants of the Threats & Villains
Thunder Sea, might still harbor ambitions of power.
The Inspired of Riedra - The puppets of the Quori Legendary Monsters - Legendary monsters roam the
rule the bastion of Dar Qat. Their ambitions extend across wilds, each a terrifying threat. Many are warped by manifest
Xen’drik, with their nightmare masters convinced that the zones, odd magic, or giant magebreeding, with reputations to
secrets of the Dream War could spell their salvation. match. This section features 10 different legendary creatures,
Lords of the Hunt - The Tusk & Talon Lodge in each of which can be the focus for quests or dangerous hunts.
Stormreach is home to a league of wealthy big game hunters. Legendary Villains - This section provides
The Lords track down only the most dangerous prey, but background on 13 of Xen'drik's most dangerous villains, each
their dark addiction hides worrying secrets. suitable as a campaign focus. Every villain has their strength,
Overlord Cults - The archfiends sealed beneath schemes, and potential plots explored for convenience.
Xen’drik corrupt the minds of mortals, tempting them to evil. The Overlords - The Overlords are the greatest danger
This section includes example cults, one for each Overlord. to the entire continent of Xen'drik. Their mere presence is
Planewright’s Guild - The bohemian enough to corrupt mortals and warp reality around them.
artificers and scholars of Kul Lerek form one of Each has a unique domain, minions, and location, which
Xen’drik’s main artificer groups, studying the this section explores in detail for Overlord campaigns -
technology of the giants for public use. or characters!

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Factions - Legendary Villains - Legendary Monsters - The Overlords

The Banor’drakai out of the surrounding crater walls. The upper levels include
dragonnelFTD and wyvern aeries, workshops, and training
rooms, while the lower floors hold social spaces and living
Dragons are not known for their mercy. Those exiled from quarters. The crater floor is reserved for blood rites and
Argonnessen are somehow even worse. Depraved criminals, sparring alone- a form of veneration for the figurehead of
questionable cultists, and societal outcasts often find that their creed.
there is only one place where they can live out their desires
- the ‘forsaken continent’ of Xen’drik, forever marked by Hunter’s Hierarchy
draconic shame. Here, they can scratch out kingdoms and Ranking in the Banor’drakai is informal, and based solely
hunt to their heart’s content, terrorizing the people of this on one’s successful hunts. This status is immediately visible.
land. Others were born here, and know nothing of the When a Drakai takes down a dragon, they bring scales and
Draconic Prophecy or the glory of Argonnessen. Instead, blood back with them for divine rites that grant them some
they act in the only way they have ever known - like the of the drake’s power. The more they kill, the more draconic
classical dragons of legend, squatting on hoards and eating their features become, gaining scales, a breath weapon, innate
their fill. These rogues are some of the most dangerous sorcery and more until they become full half-dragons. As a
and unpredictable threats to the people of Xen’drik. The result, many gain resistance to specific elements, which makes
Banor’drakai are the ones who put them down. them well-suited for hunting further dragons of those types.
Blood Rites. The organization of dragonslayers - Ten Clans. Over time, this has led to specific martial
colloquially known as ‘Wyrm Eaters’ - are specialists in schools based around certain dragon colors, with storied
taking down this most hated foe. Many are survivors of hunters passing on techniques and know-how to their
dragon attacks, who joined out of a desire for vengeance or acolytes. Their names are based simply on the dangers they
retribution. Others are simply driven to triumph over the take head on. The Clan of Cinders hunts red, gold, and brass
most dangerous prey. What unites the warriors are their dragons, while the Clan of Rime prowl the mountains and
traditions, which draw on the blood of slain dragons for pack-ice. The head of each path is known as the Scalebane,
power, transforming them into draconic rangers empowered who collectively name one among them as the Paragon of
by the god Banor. Much like the Draleus Tairn of Aerenal, the order. Beneath the Scalebanes, the rank-and-file Drakai
the more dragons a Drakai kills, the more powerful they take on the title of Fang, while their unblooded squires are
become, and the greater their prestige. jokingly referred to as ‘wyrmlings’.
The heart of their order is the citadel of Skyfall in the lower The actions and methods of each school are determined
slopes of the northern Bluespine Peaks. The headquarters by their Scalebane; in the Path of Ice, individual strength is
are built within several conjoined craters smashed into the held above all else, with Fangs and their followers free to
mountainside by an ancient meteor swarm. The one who cast take their own course. Others, such as the Path of Venom,
it is clear; A stone giant hunter stands tall within the central fight cunning with cunning. The Scalebane has the right
crater, her spear driven through the throat of the fallen white to summon all Fangs, dictating battle tactics and traps to
greatwyrm beneath her. Both are frozen within the dragon’s take down dragons who thrive on misdirection. Joining the
last spell - a crystal prison of unmelting ice that has bound order is simple. All it takes is to find a Fang, and prove your
them in death for millenia. Around this holy daughter of commitment to almost-certain death. It is said that Banor
Banor, generations of dragon-hunters have carved a fortress guides their judgment, and wards off dragons in disguise.

CHAPTER 4 | ALLIES & ENEMIES


117
Campaign Role
Daring Patron - The Banor’drakai are a classic fantasy
Battalion of
The
patron for a player to belong to - a scarred group of veteran
dragon-hunters seeking eternal glory. Their missions take
them across Xen’drik, and the reasons for a character to
belong to them are simple to tie into a backstory. If there is
Basalt Towers
a dragon that might feature in the plot, a character might be An age after the fall of the titan Adaxus, his tainted legacy
seeking revenge against them - a razor-edge between success, lives on. The Battalion of Basalt Towers see themselves as the
and becoming the predatory monster they hunt. heirs to the Hellfire Prince’s legacy, consorting with fiends
to conquer and destroy. The group is formed of tiefling fire
Meddling Threat - Of course, some of the dragons giants descended from the ancient Sul’at League, and seeks to
of the Shattered Continent are here for a very good reason. both free their patron hero, and scour Xen’drik of the lesser
Some of the Ten Watchers guard truly apocalyptic threats thieves infesting their shores. The Battalion is a familiar
from interference, ranging from magical doomsday weapons threat to the city of Stormreach; over fifty years ago, they
to bound fiends of terrible power. A party with a dragon for a reclaimed a powerful arcane weapon and used it to bombard
patron may find the Banor’drakai their worst enemies, while the city with a meteor swarm. The combined forces of the
the death of one of the Watchers may result in a cascade of Silaes Tairn, the Guardians of Rushemé and the adventurers
unleashed threats, such as the balor Cyl-Maaldrake*. of Stormreach managed to turn the tide, slaying many of the
raging giants, but the threat lives on.
Impromptu Allies - Xen’drik’s dragons make plenty of Now, the Battalion seeks to recover from their defeat and
enemies. A party seeking to take one down might encounter gather new weaponry to finish off Stormreach once and
Banor’drakai seeking to do the same. This provides a way of for all. Their base lies within the Sul’at League citadel of
supporting the players in taking down a far more powerful Ram’kanek , where they are attempting to forge new arms
enemy; the Wyrm-Eaters may be able to provide support, from the ancient machinery. Many wear scavenged bits of
such as hindering the dragon’s flight, allowing the party to firebrass armor taken from the ruins. The fire giants are
take it on face-to-face. They might also hold off the dragon’s brutal and opportunistic with no qualms capturing others
minions while the party are the heroes of the hour. and putting them to work in the ancient forges. In general,
their knowledge of Sul’at magic is poor, so the Battalion value
Example Quests things of practical use far more than the understanding of
Reach and rescue a Fang who is stranded in the how they work. Instead, they make up for it with barbarian
Low Everice after an unfortunate accident; their hawk rage and a hunger to get their goals done.
Level companion recently returned with a message The driving force behind the Battalion is Kyravia the
about their situation tied to its leg. Cinderheart*, a powerful fire giant warlock wielding a
Travel to the Cape of Cinders (p.253) to massive demonglass-infused axe. Her pacts with the overlord
Low investigate rumors of a young copper dragon Kharna Rayva have provided the power to rule undisputed,
Level but her dark hunger grows with every year that passes. She
that has been sighted in the region.
Retrieve a weapon blessed by Banor that is believes that when the Battalion rules over Stormreach, she
Middle
hanging from the Spine of Eshtarnak, which arcs will be in a position to control the fiends she consorts with.
Level Until then, she grudgingly takes their guidance on how to
miles over the ruin of the ancient city.
While other Fangs lure a dragon out from its lair, free Prince Adaxus and gain the upper hand on her foes. In
Middle infiltrate that lair, defeat any traps or guardians, truth, if the Hellfire Prince is freed, the servants of Kharna
Level then leave behind a magic item that will expose its Rayva will happily dispose of her in turn.
moments of weakness for a later attack.
High
Form an alliance with the oppressed lizardfolk Campaign Role
serving the Green Watcher Zartarxis and slay him,
Level Burning Villainy - The Battalion of Basalt Towers
before his depravity brings Stormreach to ruin.
Infiltrate the lair of Ketheptis the One-Eyed serve as pulp villains with a bold appearance and bolder plans.
Crone* in the Icehowl Plateau (p.262) in advance Unlike the Reclaimers of Glory, there is little nuance in their
High of a major assault by the Banor’drakai - one of her actions, making them perfect and simple obstacles for the
Level
most despised enemies. Your goal? Meet with the party to overcome. As a faction, they can serve as either the
vampire Dekaraz to ambush Ketheptis herself. main villain, or the initial threat with a greater enemy pulling
their strings. Similarly, they’re perfect for a dynamic entrance
Patron Benefits - little is as shocking as a group of roaring fire giants bursting
onto the scene. In general, it is assumed that the Battalion’s
• The craftsmen of Skyfall are experts in creating
goal is to free Prince Adaxus from beneath the Valley of
weaponry and armor to combat dragons, especially out
Shadows, but it is also possible to have the servants of
of their scales and hide.
Sakinnirot guiding them on the path to vengeance - a course
• Access to detailed info on dragons in Xen’drik, and the
that may lead to them to once again try and raze Stormreach
historic locations of the Ten Watchers.
to the ground.
• Free food and lodging in Skyfall.
• Martial trainers to spar and learn from,
who may be able to teach Maneuvers and
other techniques.

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Children of Il'ara The Dwarves of Risia


The origin of these dwarves is unknown to other frost
Of the titans, only one had the humility to flee in the face of giants. They might be created by Il’ara, or pulled from the
certain death. Archarcanist Il’ara led her children into the Material Plane, but the most striking thing about them is
plane of Risia, certain it would provide a safe refuge. For their immunity to Risia’s planar properties. Unlike the frost
40,000 years, these frost giants have lived in castles of ice, giants, the dwarves age, and generations have lived and
whiling away the hours of their immortality. Many live in died knowing nothing but the yawning Plane of Ice. The
isolation, within redoubts of their own making. Others live dwarves live in servitude, but their autonomy varies with
in small groups, or in the three main strongholds of the Il’ari the giants who rule them. Some areequals, and train them
giants - Freehearth, Winter, and Remorse. These citadels are to assist with artistic pursuits. Others are tyrants, treating
breathtakingly beautiful, carved over millennia from the ice them as disposable. With no knowledge of anything else, the
of Risia’s Frostmantle Mountains. The reason for this beauty frost giants may as well be gods; immortal beings who have
is simple; with an eternity to spend, many Il’ari pursue art watched over them for a hundred generations.
to stave off the yawning infinity before them. Grand works A New World. Beyond the castles of their masters, their
that take centuries to complete dot the Frostmantles, from options are limited. The giants ward off the Killing Cold,
impossible citadels of filigreed ice, to sculptures so vast they making it risky to strike out on their own. However, it is
dwarf the city of Sharn. Over time, the frost giants have possible that some dwarves are sent beyond Risia as scouts,
spread across the layers of Risia, depending on which suits especially to keep an eye on the Ix Il’ar. Should the children
their hobbies best. Not all are artists; the most dangerous of Il’ara wish to return, it is safer to gather information with
giants seek to heat their souls through thrill-seeking and smaller scouts than risk alerting the Ten Watchers to their
hunting. Others have given in to the despair of infinity, and plans - a novel origin for a player character. Il’ara has nothing
lie entombed in stasis beneath the ice. but time, and her plans crystallize like ice.

Freeharth, Winter, & Remorse Hunters of the Polar Night


The worst Il’ari are those who lack the grace to sleep within
Freehearth and Winter are the communal heart of the the ice. Some have their sanity begin to slip away under
Children of Il’ara. When the isolation becomes too much, the weight of infinity, and break entirely. They become
many venture to Freehearth to socialize. Some live there instinctive hunters, prowling the ice sheets, tormented
permanently, preferring the comings and goings to a life of by the Killing Cold. The worst crave company, dreading
solitude. This bastion of Il’ari culture is part artist’s commune their isolation. Unwilling to be alone any longer, these
and part giant tavern. Ancient notices are pinned to the everlasting ones track down other frost giants and merge
bar, each an artist's request for others to join them in their their flesh with Risian necromancy, using the properties of
projects. Trophies taken from across the layers of Risia also the plane to prevent a natural death. The result is a nightmare
hang on the frozen walls. Some of them are surprisingly - an amalgam of still-living frost giants in one body. An
modern, including an entire Lhazaar boat that found itself Everlasting One is too saturated with the influence of Risia to
trapped in the plane’s Frozen Sea. One corner is devoted die easily, and their hunger is never sated.
entirely to hunting trophies. Those giants who slay the
biggest threats of the plane for kicks need someone to prove Campaign Role
it to, and drag their kills to Freehearth over weeks of travel.
Preservers of Lore. The Children are living relics
Frozen Sorrow. In contrast, Remorse is a somber
of the Age of Giants. While the most powerful spells and
crypt. Not all giants can stand the years of tedium, but
rituals were left behind in Ix Il’ar during their escape, their
death in Risia does not come easily. Seeking comfort in
knowledge of the past is unrivaled (assuming that their
community, such giants travel to Remorse, where they freeze
memories haven’t faded with time). Il’ara herself is an endless
themselves in the ice. This stasis preserves them perfectly
well of knowledge, but reaching Winter and convincing her
in unconsciousness until the day they wish to be freed. For
to share it is a legendary task in itself.
many, this day has yet to come. The fortress halls are formed
from crystal-clear windows of ice in which giants sleep in Returning Power. It is also possible that Il’ara’s long
endless rows. A single caretaker - a priest of Karrak - watches schemes are coming to fruition. Over 40,000 years, the Ten
over the dreamers, ensuring that their peace is undisturbed. Watchers have grown lazy. Ix Il’ar is a silent city of ghosts,
Winter's Queen. The Archarcanist herself lives in and watching over it is a pitiless task. The time may have
Winter, pursuing arcane research to this day. Her bond with come for the Il’ari to return, reclaiming their historic capital.
Risia protects her children from the Killing Cold - the plane’s If so, the titan may seek to secure power against Argonnessen
malicious will that seeks to quiet the living. In the meantime, - a failsafe should the dragons return to finish the job.
she pursues goals unknown, working for thousands of years
beyond the Argonnessen's purview. The titan is a wild card; Ancient Encounter. Any party traveling through
if she seeks to return to Xen’drik, she may be using scouts to Risia might encounter the Children of Il’ara, whether an artist
determine the safest time, and prepare the silent city of Ix Il’ar providing refuge or a terrifying polar hunter. Their varying
for her arrival. It may be that her bond with the Killing Cold attitudes can provide interesting encounters, as well
prevents her from ever returning - that should she leave, her as a natural way of providing historical background
children in the plane will lose their precious safety. It may be to a party.
that after watching her continent burn, she would rather fade
away in peace, than suffer the same fate. She is assisted by
several of her gifted children, as well as a number of dwarves.
CHAPTER 4 | ALLIES & ENEMIES
119
The Death Giants scrolls in the halls of Karrakos, observing the trapped souls
of the Umbra from afar in the Ring of Storms, or meditating
in Shae Tirias Tolai. This makes them unique and valuable
As the dragons flew in, many giants took desperate measures hoarders of secrets. A party wishing to combat the Emerald
to survive. Some fled to the planes, others marched to war, Claw, or find the way to lost Tirias Tolai, might wish to
while some called on dark powers for safety. The death hunt down such a giant. What they might ask in exchange is
giants are one such group - the remnants of a civilisation anyone’s guess.
that reached out to the forbidden powers of Mabar, and
received an answer. Their collective pact shackled them to Campaign Role
the plane as a form of undead. Their nature saved them from
the tide of dragonfire, but damned their souls to eventually Secretive Scholar - The necromantic knowledge
be consumed. of some death giants can be extremely valuable. Any secret
With an immortality of undeath ahead of them in a ruined related to the Umbra, Mabar, or Shae Tirias Tolai might be in
continent, many of these death giants* fell to despair. Their their possession, presenting a target that the party can track
forms are surrounded by a dark mist containing the souls of down. Of course, their enemies may try the same, especially
those they kill - a constant reminder that they lack their own. the Emerald Claw or any remnants of the Qabalrin. It's
Now, they wander in search of answers, or hunt the dragons possible that both the party and their enemy might meet the
who took everything from them. Their original civilisation giant at the same time - and have to convince them why they
may be one featured in this book, or another city-state lost to are worthy of the knowledge.
the ashes of time.
Some death giants forever hate the dragons for their mass Dark General - A death giant makes a charismatic
act of slaughter - an apocalypse against a continent, when and unique recurring foe. They might be in the service of
only one nation was to blame. After so long, revenge is their a greater power, such as Sakinnirot, or working alone to
only purpose. Some spend their days hunting dragons of all unleash mass destruction. It is also possible that one might
kinds across Xen’drik, whether rogue or Watcher. These join a different enemy in a tense alliance, working towards
giants often have no grand plan; millennia of existence their goals while plotting against each other - a perfect
has stripped away any real hope or ambition. They are situation for Ketheptis the One-Eyed Crone*. If a death giant
sometimes hailed as saviors by those terrorized by rogues, kills a member of the party, they cannot be resurrected until
sometimes seen as terrifying threats, their cloak of souls an the giant is slain, or it willingly releases the soul. As such, the
ill omen. Others have fallen under the thrall of the Overlord party may have good reason to hate their nemesis, and seek
Sakinnirot. These dark cultists are empowered by their wish their final death.
for vengeance, and believe that freeing the archfiend will
result in the death of all dragons who tread on Xen’drik’s soil. Unlikely Ally - A party fighting back against a
Some death giants have much more peaceful goals. With dangerous dragon might be able to recruit a death giant as a
their souls bound to darkness, these giants seek a way to temporary ally. This is a great way to let a lower-level party
reclaim them, and die a peaceful death. As a result, many fight a dragon that would otherwise turn them to ash; the
study death in all its forms, and have become experts death giant can draw its attention and take the first blow, or
in necromancy. One might find a death giant reading use magic that will open up the dragon’s weaknesses.

120120
Factions - Legendary Villains - Legendary Monsters - The Overlords

Druid Circles The organization accepts people from all cultures and
backgrounds, and can be found across Xen’drik, especially
near locations with dangerous or latent arcane magic.
Xen’drik is a land with deep ties to nature. Several regions Gods & Spirits. The Rushemédal revere the spirit of
of the continent have powerful land spirits that have exerted Xen’drik itself, and are a religion as much as an order. While
their will since time immemorial. In the early days, the giants they believe in the Sovereigns (whose impact on their history
were primal practitioners led by druid-lords, and the damage is undeniable), the druids seek to placate them over active
wrought by arcane magic has led many to return to those veneration, especially Rowa, Banor and Aureon. To them,
old ways. During the Age of Giants, the titans pushed primal the land spirits of Xen’drik are older than the Sovereigns, and
magic to the outskirts - a way of legitimizing their claim as have long worked to repair the damage to their home that
the divine chosen of the Sovereigns. Those who refused their these ‘new gods’ caused. Where Rushemé might be a mighty
rule often took up refuge in isolated regions of wilderness, tree, these lesser spirits are the leaves and roots, and ensuring
especially those maintained by land spirits. As a result, many their health is best for all.
of Xen’drik’s druid circles are heavily influenced by their local Vital Connection. In practice, the Rushemédal act
land spirits, with very different themes and outlooks. as an umbrella connecting many of the disparate groups
After the Shattering, these druids took it upon themselves of druids across Xen’drik. When one faces a threat that
to restore the broken world. Under the banner of the they cannot defeat on their own, they might call on the aid
Rushemé - the world-soul of Xen’drik - they reconnected of the Rushemédal for support, as with the attack by the
and began their work. Forests were grown, machinery was Battalion of Basalt Towers on Stormreach. Many of these
broken down, and communities were provided with aid. groups are smaller druid circles that each take after one of
Those who sought to recover the cursed arcana of the past Xen’drik’s land spirits. These powerful primal forces are
for power were violently rebuked - a role that some circles each bound to a certain region of the continent, maintaining
maintain to this day. Over the ages, Xen’drik began to heal. their vitality and connection to Eberron. A land spirit can
Now, a verdant sea of trees stretches for thousands of miles - be considered a powerful native archfey; they are bound
but there is always more work to do. to the area that defines them, but wield immense power
Wide Primal. On a personal level, Xen’drik’s people are within. The Rushemé consider these land spirits to be smaller
far more connected to nature than in other continents. Just incarnations or children of the spirit of Rushemé itself, and
as Khorvaire’s people are used to a wide variety of low-level thus happily aid these circles in their duties.
artifice, the people of Xen’drik make use of druidic spells and These localized druid circles include, but are not limited to:
rituals to aid in daily life. As such, the line between ‘druid’ and
not is far more blurred. Many would consider themselves to • The arctic Rimewalkers of the Iceflow Sea, who revere
be part of a Circle, even though they cannot cast primal spells. Raiarin, the Sister of Snow
What is important is the philosophy and belief in their work. • The Verdant Path of the Rainwoods, who revere
As a whole, druid circles of all kinds can be found across Kwinharin, the Sister of Spring
Xen’drik, with the majority connected by the overarching • The Sunheart, who sail the dunes of the Menechtarun,
Guardians of Rushemé. Some are centralized, and linked guarding its many secrets from the power-hungry and
to regional land spirits. Others are decentralized and free- the foolish.
roaming, and take it upon themselves to carry out their duties • The Unbound Brigade, who use the powers of the wild
as they wish. These range from the Verdant Path, who seek to fight back against tyrants and slavers.
to combat corrupting influences and restore Xen’drik’s plant
life, to the Unbound Brigade, who use their primal abilities The Rimewalkers
to take down tyrants and slavers across the continent. The
attitude of a druid circle towards others is entirely context- The Iceflow Sea is a land of extremes; arctic storms sweep
dependent (and varies even within a circle). Many have a in from the Everice, blasting the cliffs and boreal forests.
learned hostility to foreign poachers, especially adventurers However, a bounty of life lives on the scattered islands and
who would poke into magic best left undisturbed. Others will pack ice - including massive megafauna. The Rimewalkers
happily act as guides, believing that by educating newcomers, are a loose faction of druids who travel the Iceflow, taking the
they can help them to coexist with the land rather than lessons of the land spirit they call Raiarin to heart. To them,
dangerously bumbling through it. the world is harsh, but every creature is a teacher in the art of
survival. Pairs of druids spend months at a time traveling the
many regions of the Iceflow, studying different beasts. Many
The Guardians of Rushemé are behemoths enhanced by the primal influence of Raiarin,
The Guardians of Rushemé (or ‘Giants of Rushemé’ to and acolytes must learn their habits and temperaments or
the people of Stormreach) are a druidic organization who risk ending up as prey. Those who pass the trials and become
revere the grand spirit of Xen’drik from whom they take one with the realm are welcomed back as the hands of the
their name. They maintain the fragile balance of nature land spirit.
in Xen’drik, combating threats, preventing new arcane Rimewalkers often take on aspects of predators in battle to
disasters, and repairing the ancient scars on the land. The tear their foes apart, from Beast Barbarians, to Moon Druids,
Rushemédal have had a presence near Stormreach since the to Swarmkeeper Rangers. Despite frequent scars and
founding of the city, and have allied with the Storm Lords at fearsome appearances, they often have welcoming
times to fight off threats. Despite this, their true purpose is attitudes to travelers. Raiarin is harsh, but she
to keep a tight watch on the growing city, ensuring that its provides. As such, they seek to embody the same
greedy rulers don’t delve into powers too great to control. ideal, and will happily teach others how

CHAPTER 4 | ALLIES & ENEMIES


121
to survive the arctic cold. Those who ignore their lessons with the trees themselves, their work planned over centuries.
often suffer the same fate as other prey animals. Rimewalker As a result, they can seem detached and aloof, but their aims
villages can be found from the shores of the Everice to the are true. To them, the nature of Xen’drik defines the health
northernmost islands bordering the Rainwoods. Many and wellbeing of the people within its ecosystems, and no
journey across Xen’drik with the goal of encountering new duty can be greater. What can stir a Druid of the Path to
animal life, and gaining wisdom from the lessons they can action are threats against the land. Corrupting forces, loggers,
teach. Others set out to combat those who disturb nature, and destructive relics are everything they fight against, and
especially poachers of rare animals, and groups who disrupt while slow to anger, such druids are awesome to behold.
ecosystems for personal gain. The druids are not themselves Many can summon plants in the region to aid them, turning
vegetarian, and have no issue with hunting for food. The the forest into a roiling tide of vegetation.
point at which hunting becomes poaching is entirely
subjective; some druids actively attack members of House The Sunheart
Vadalis and Tharashk on sight, while others are far more
understanding in their views. The nomads of the Menechtarun use their mastery over wind
and sand to sail the desert dunes. Their outlook is as harsh
as the sun, and just as uncaring. To one of the Sunheart,
The Verdant Path the desert gives and takes, and anyone who wanders in
The floral druids of the Rainwoods commune with plants, unprepared is simply following its laws. The druids see it
blending the line between animal and vegetable. To the as their duty to guard the ancient corruptions that dot the
Verdant Path, there is beauty in blooming flowers and Menechtarun, including the Crystal Wastes, and the ruined
bountiful life. Plants are the foundation of the world, and are cities of Crux and Zja Aqat. To them, the land is a marker
as much a part of one's own life as their blood. Many such of the mistakes of the past, littered with the remnants of
druids grow up in the dense forests of the Rainwoods in arrogant wizards. These dangerous magic relics threaten to
central Xen’drik - a land ruled by the land spirit Kwinharin, taint the land once more if disturbed, corrupting the wildlife
the Sister of Spring. Here, trees grow to colossal sizes, and and harming the people that live there. Some seek to cure
every branch drips with hanging moss and greenery. In the these blights, while others war against explorers - including
depths, hidden fungal forests shine with bioluminescence in the Riedrans of Dar Qat.
unearthly displays. From here, the Verdant Path plan their The Sunheart wield powerful elemental magic against those
grand mission - to repair the damage wrought on their land they see as threats. Waves of sunfire and desert heat sear
for the benefit of all. their enemies, and desert winds stir up the sands in blinding
As a whole, the Path see their mission as one of restoration walls, swallowing those who the druids name as disruptors of
and protection. The environment of Xen’drik has been the natural order. This includes creatures afflicted by ancient
unutterably scarred by its history. That so much of this magic. Many keep watch over the Xoriat city of Zja Aqat,
damage is still present 40,000 years later is a testament to where ancient portals open into realms of insanity. Young
the Shattering. It is due to the Path that so much of the Sunheart druids often travel beyond the desert to hone their
continent has been restored, through a healing process lasting skills before returning to such duties. Flameborn goliaths,
generations. What was formerly clear-cut or burned to ashes thri-kreen, drow, and asherati are common members,
has been painstakingly regrown, blooming into Xen’drik’s wearing layers of lightweight clothing that billow around
current sea of trees. To many Verdant druids, the goings-on them in the desert winds. The Sunheart have no permanent
of people are short-term and ephemeral. Their viewpoints lie dwellings; instead, they use sandshaping magic to create
their own underground shelters as they travel. Many are Example Druid Circles
d4
accompanied by piscine creatures known as seheta, which act The Kwinzek Vari live on the slopes of the
as animal companions and scouts, alerting the druids to any Thundermount north of Dread Lake. Inspired by
approaching threats. volcanic fire, cold waters, and lush forests, the Vari
Sunheart druids are typically divided by the ‘face’ of the practice as Wildfire druids, linking the elements
1
desert that they revere. Most commonly, this is the day and together into a rich tapestry of life. They serve as a
its scorching sun, which grants life and takes it in equal barrier against the dark fey and fiends of Shae Fir, who
measure. Such bands often contain Wildfire druids, as well as they regard as a corruption of the natural order.
Desert druids of the Land, and focus on actively combating The goliaths of the Blood of Kanda hunt leviathans
threats. In contrast, many drow and thri-kreen are active from villages in the Thunderwall. These descendants
at night, and worship the moons and stars that guide them of the Esht Primacy believe the hunt to be a holy rite,
across the expanse. These Star druids travel far through and a way of embodying the natural order of predator
the cold night, tending towards messengers, healers, and and prey. As unique Moon druids, they believe that
stealthy investigators. Neither group could function without 2 they can take on the strength of the creatures they
the other, and sometimes combine in times of danger. One slay - and those they slay range from sea serpents,
of the first lessons learned by the Chosen is that a Sunheart to dragons, to oceanic beasts unseen by Khorvairan
attack can last through day and night without pause, with sailors. They use the beasts they hunt to survive in the
druids hurling searing flame and radiant light in endless stark environments of the deep south.
guerilla attacks. The thri-kreen Chakak’trinta are a group who
seek to restore the broken link to Dal Quor that
The Unbound Brigade innately affects their people. Until the balance of the
Some of Xen’drik’s most unconventional druids can be found planes can be restored, both they and the world are
3 incomplete. To that end, they commune with Dal Quor,
in the Unbound Brigade - an alliance of warriors who fight
against tyrants and slavers using primal magic. Inheritors studying the prophetic import of dreams. Some them
of the will of the ancient Gyrderi elves, the Brigade form train as Star druids, seeking meaning in the broken
personal alliances with nature spirits to assist them in battle. path left behind by the moon that once was.
Their simple creed is that a state of nature means a state of The Na’qalla drow specialize in shaping the course
freedom. As such, their methods are far more martial and of the Traveller’s Curse, creating zones of safety
practical than many of their peers, blurring the line between and refuge. Their Land druids achieve this by tying
druid, ranger, and rogue. themselves deeply to the land itself, communing with
Typically, the Brigade operates as small bands free to roam 4 the soul of Rushemé using unique lullmagic. To them,
and seek out their own targets. Many have particular nemeses the Curse is a sign of the land’s fury - the shifting
that they train to fight, from the Battalion of Basalt Towers currents of its pain and anguish from a foregone
to rogue dragons such as the One-Eyed Crone. Primal age. Within these zones, settlements flourish, while
mages in each warband coordinate their efforts using animal incoming threats can be ‘deflected’ around them.
messengers. While everyone is free to join the Brigade, many
of its members are firbolgs and drow due to their ancient Campaign Role
links to the history of the Gyrderi. Becoming a true member Party Patron - A simple way to include Xen’drik’s
often requires forming a pact with a land spirit, in a secret druids is to use them as an overarching patron. Being part
ritual kept between each warband. The outlook of Brigadiers of a druidic circle does not require being a mechanical druid;
can vary massively. Some are chaotic guerillas, willing to groups such as the Unbound Brigade might contain bards,
destroy and uproot peace if it means fighting injustice. Others rangers, barbarians, fighters and rogues alongside traditional
are sworn to personal oaths and creeds, and refuse to cause druids. As such, a druidic circle can range from a simple
any harm to the innocents they are supposed to be protecting. quest-giver, to a character background, to a party patron.
In rare cases, this can lead to tension between warbands. For the Unbound Brigade in particular, the party might even
Until their common enemy is defeated, such grievances are form a single cell, tasked with combating a tyrannical threat
put aside, but duels between leaders are not unknown. during the course of the campaign.

Many Others Allies against Evil - The druid circles of Xen’drik


The druid groups described above are merely examples, and have a deep understanding of the damage done to their land,
a GM should feel free to create their own groups and cultures and seek to maintain stability so that nature can heal. A
as they wish. Xen’drik is a continent larger than Khorvaire, variety of forces seek to disrupt this balance, from ancient
and people wielding primal power are just as widespread fiends, to violent giants, to oblivious adventurers. As such, a
as those using arcane power abroad. Examples include the party might find that the druids in a region share their goals,
Vulkooridal drow, who interact with primal spirits as part of and might be powerful allies against the forces of evil. This is
daily life, and the frogfolk of the Marsh of Desolation, who especially true for the Unbound Brigade, who operate across
speak with the dangerous creatures around them to avoid the continent as guerilla cells.
attack. The following are examples of different groups that
might be considered druid circles: Ardent Opposition - Of course, the opposite
is also true. Adventurers trying to enter dangerous
locations might come up against druidic circles

CHAPTER 4 | ALLIES & ENEMIES


123
trying to prevent that very thing. The Sunheart druids are
especially aggressive due to their battles against the Unity of
Riedra, and are likely to assume that all humans are of the
The Emerald Claw
same ilk. As such, it is not unlikely to fight bands of druids The Emerald Claw is a disgraced order of elite Karrnathi
in Xen’drik, especially for Khorvairan explorers trying to knights turned nationalistic terrorists, who are commanded
disturb places better left untouched. in truth by the lich Lady Illmarrow. From her frozen castle
on the isle of Farlnen, Illmarrow has long used the Claw to
Example Quests pursue her goals, using promises of power and their faith in
the Blood of Vol to manipulate their members. Originally,
Deliver an offering to the roc Kraa'ark Lors*
knightly orders such as the Emerald Claw helped defend
on behalf of the Guardians of Rushemé to keep
Karrnath during the early years of the Last War. Later, with
Low it placated, and prevent it from destroying
the Blood of Vol outlawed by Kaius III, all such orders were
Level Stormreach out of pique. The powerful creature
commanded to disband. The Emerald Claw refused, going
lives in a cloud castle at the northern tip of the
underground as guerilla fighters who target the enemies of
Skyfall Peninsula.
Karrnath - including its weak king. Their ranks include die-
Track down the roaming treant Wen-Damji
hard patriots, indoctrinated soldiers, and those who believe
(p.278) to consult it for wisdom. In exchange,
Low the mysterious Queen of the Dead will bring them glory and
the treant might ask for a favor - constructing a
Level power in the years to come.
nest for a rare bird, telling it a story, or catching a
boggle that’s been pulling pranks.
Travel through the Menechtarun desert to the
Necromantic Grasp
Middle zaratan Gran Gol (p.257), in order to assist The goals of the Claw in Xen’drik are twofold. The continent
Level its thri-kreen with combatting a dangerous holds powerful weaponry left behind by the giants, which
infestation of crystalline kruthiks. they can use to sow chaos and suffering in Khorvaire, if they
Rescue a Rimewalker druid* from Kaskylla’s can recover it. More importantly to their leader, the origin of
Trove (p.259); the goliath is frozen within the elven necromancy lies in the interior, buried within the Ring
Middle morkoth’s glass gallery, and the party will have to of Storms. There, the elven Qabalrin - the most powerful
Level either defeat the monster or sneak past it to avoid mortal necromancers to have ever lived - practiced their dark
a similar fate. Of course, the frozen treasures of arts. It is possible that the ritual that turned Lady Illmarrow
the Trove might be just too hard to resist. into a lich was conceived within the Ring, along with historic
Join the Verdant Path in the Rainwoods of rituals that created the first vampires… and those still-
Kwinharin (p.260) to fight off an incursion from animated vampires themselves, sealed beneath the earth in
High the daelkyr Avassh. The party are asked to hold warded coffins.
Level off waves of aberrations while the druids perform As a result, the Emerald Claw’s efforts represent one of
a ritual that will seal off an entrance into Khyber. Ilmarrow’s greatest hopes for regaining her lost power, by
Infiltrate the fortress of the Battalion of Basalt undoing her unwilling lichdom. Even if the lore for such a
Towers to sabotage their latest weapon of war, thing does not exist, recovering an unliving Qabalrin ally
and free captives they have taken from the Skyfall would be a powerful and unique boon, for their command of
High necromancy would expand her options for chaos.
Peninsula. The fiendish fire giants* are brutal
Level
and powerful, and their leader - Kyravia the
Cinderheart* herself - has arrived at the fortress Forces
to oversee their progress. The soldiers of the Claw are fanatical and driven, commanded
by bone knights and other warriors forged in the Last War.
Patron Benefits Some of these leaders are themselves undead, having been
• Powerful druids, such as the leaders of individual circles, turned by higher servants of the Queen of the Dead. Their
may be able to assist the party with their spells and cell in Stormreach has connections with the Karrnathi
abilities. This might mean primal methods of travel, such elements of the city. Many of these people left Karrnath due
as friendly mounts, wind walk, or transport via plants. to political dissent, and now find they have a shared cause
• Many smaller communities welcome those who serve with the disgraced order. As such, a party fighting against
greater druid circles, believing them to be guardians and them may find themselves wrapped in a web of intrigue
defenders of the land. As such, members may recieve free within the city - or targeted by Claw assassins.
lodging and a warm reception.
• Druid circles are collectively capable of permanent Campaign Role
rituals that might be impossible for a party alone. As an
Easy Villains - The Emerald Claw are immoral fascist
example, the Verdant Path are experts at regenerating
terrorists that can be attacked by players without remorse.
huge areas of land, while the lullmages of the Na'qalla
They are also suitably low-level compared to factions
can calm and soothe the effects of the Traveler's Curse
with giants in their ranks, making them perfect for early
and shifting zones. This means that characters who
adventures in Xen’drik. However, the leaders of the Claw can
are members of druid circles may be able to arrange
be charismatic and relatively powerful, making them perfect
powerful spells and rituals to leave a lasting impact
as recurring villains. (Un)Fortunately, the Claw are also very
on the land.
likely to disturb powers they don’t understand, especially
sleeping Qabalrin such as the Ecliptic King (p.146).

CHAPTER 4 | ALLIES & ENEMIES


124124
Factions - Legendary Villains - Legendary Monsters - The Overlords

Giants Beyond and fled from the devastation as goliaths. These refugees fled
to Sarlona and western Khorvaire, becoming the psionic
Pathadrik of Adar, Syrkarn, and Tashana, and the goliaths of

Xen’drik Khorvaire’s Shadowcrags. These half-giants gave up nearly


all ties to their history in Xen’drik, and have created cultures
independent of arcane magic. The goliaths of Sarlona are
psionic nomads, and place great importance in their family
During the Age of Giants, explorers sailed across the seas, clans. Many serve as merchants and shepherds, but also
mapping the world and bringing back treasures such as mediums - a callback to the ancient city-state of Karrakos.
dragonshards. Despite this, few giants ever settled outside of Notably, the goliaths still venerate the old gods of the giants,
Xen’drik. The dearth of Siberys dragonshards in Khorvaire and have spread the worship of Karrak, Banor, and Rowa to
and Sarlona meant that the basis for giant artifice was other Sarlonan peoples such as the eneko. They see Cassandra
missing, and the dragons of Argonnessen had long carved with a mix of pity and sympathy - a blessed avatar of Karrak,
out their own minor kingdoms. As a result, few giants settled but one forever lost out of time.
beyond the shores of Xen’drik. To them, those were the lands
of the dragons - and Khorvaire the land of the fiends.
In the modern age, few ‘true’ giants live outside of their Sidebar: The Goliaths of Sarlona
home continent. Beyond those giants who live in the outer Detailed information on the goliaths of Sarlona can
planes (such as the frost giants of Il’ar), the most notable are be found in Linvakri’s Guide to Syrkarn by Vani
Gorodan Ashlord in Droaam, the Dolurrhi titan Cassandra in Srinivasan, and Talvakri’s Guide to Adar, by Megan
Adar, and the stone giants of Argonnessen. Caldwell respectively. Both contain information on
how the refugees of the Shattering have adapted to
The Ashlord of Droaam life in Sarlona, and how their cultures and beliefs have
diverged from those of ancient Xen'drik.
Gorodan is said to have left Xen’drik after being exiled by
a fire giant ruler, and has great reverence for his ancestors.
Given his journey to Khorvaire 24 years ago, and his travel Giants of the Thunder Sea
from northern Xen’drik, it is possible that he was a member The Thunder Sea was once the domain of the giants, who
of the Battalion of Basalt Towers. If so, he might still harbor first drove the aboleths and their ilk into the depths with the
ambitions about gaining the power of Prince Adaxus - and help of the dragons and couatl. At first, these giants served
could even be a powerful patron or source of information for as guardians against the aboleths, ensuring they could never
the party. What is true, is that the Ashlord despises his exile. enslave the ocean again. Over time, they came to rule their
His own seat of power, Vralkek, is named the Giant word for own empires beneath the waves - the Hal’gir Republic,
‘misery’. It may be that the current leader of the Battalion was Kul’kran Armada, League of the Five Tides and more.
the one who drove him out of Xen’drik, and that any group While these empires didn’t suffer as much damage from the
that slays Kyravia the Cinderheart* would earn the giant’s Shattering as their landborne cousins, the end of the Age
endless favor. It's also possible that Gorodan has aspirations marked their gradual decline. The city-states were key trade
to rule Droaam himself, and is searching for the arcane means partners and allies. Their destruction cut off many of the
to do so - a fun background for a Droaamite in Xen'drik. goods they needed, which added to the harm caused by the
Moonbreaker. Even worse, the fear of drawing the attention
The Legacy of Karrakos of the dragons forced many into isolation and paranoia - a
state that the aboleths fed on hungrily. The final nail came in
In contrast, Cassandra the Soul-Seer is a much more ancient
the form of the Eternal Dominion, who hunted any remnant
relic. The titan was exiled to Sarlona over 60,000 years ago in
giants to feast on their strength. Now, isolated giants dwell in
relation to the fall of Shae Tirias Tolai, and has spent much of
the depths, hiding in the ruins of their empires.
her solitude in the mountains of Adar. Her lifespan is a result
of an ancient fey curse, and she spends much of her time Lost Deep. The giants of the Thunder Sea are not
speaking to the spirits of the dead that gather around her - an only storm giants, but also aquatic stone and frost giants.
atonement for her part in the fall of the feyspire. Fundamentally, they are Lamannian genasi, and often linked
Some stone giants were willingly taken to Argonnessen to the plan’s Endless Ocean layer. Over time, some have fled
by the dragons, becoming their servants and the guardians to other seas in search of sanctuary, but those who remain
of Io’lokar. These giants originate from the city-state of can typically be found in two places - the ruins of their
Karrakos - the priests of the giant gods who held a pact with cities, and the deepest abyss. With the Eternal Dominion
the Queen of the Dead. The reasons for their protection are building their cities around the leviathan Kar’lassa, the ruins
an ancient secret. Perhaps the dragons hesitated to slaughter of the giant cities have been left relatively untouched. As the
a city of peaceful sovereign priests. Perhaps the giants sahuagin spread, they raided these ruins in search of giants,
foresaw the Shattering, and helped the dragons to destroy but some still remain in hiding using arcane wards and
the Cul’sir Empire as revenge for Shae Tirias Tolei. Maybe careful stealth. Others have railed against their fate, driven
the most outlandish option is that the dragons had no desire into the abyss where the influence of the Lurker is strongest.
to enrage Dolurrh’s Queen of the Dead by annihilating her Some fall prey to the aboleths, captured as slaves for
mortal servants, and thus formed a pact with them to leave their darkling citadels. Others have instead joined
Xen’drik behind. them as abyssal storm giants*, and seek to wield
the terror of the dark against the sahuagin who
Land of the Mind. After the Shattering, left in the
destroyed them.
ashes of their utopia, some giants forsook their arcane power

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The Inspired Inspired Stat Blocks
Unfortunately, the InspiredERLW stat block in Eberron:
The Unity of Riedra is divided into a strict racially-divided Rising from the Last War is disappointing, and lacks the
caste system, with higher castes seen as closer to the divine most important abilities and strengths of the Inspired
spirits known as the il-altas. At the peak are the Chosen, from previous editions. More varied and lore-accurate
who act as the mouthpieces of the il-altas, and at the peak of stat blocks for both the Inspired and the quori can be
the Chosen are the Inspired. These magebred vessels are the found in Talvakri’s Guide to Adar by Megan Caldwell,
preferred bodies of the quori leaders of the Unity of Riedra, and Psion’s Primer by Anthony Turco.
who use the Inspired as shells to direct efforts on the Material
Plane. To the common folk of Riedra, the Inspired are divine
avatars. Questioning their actions is inconceivable, akin to teleportation circle, the Inspired are ready to increase the scope
blasphemy. It is by their grace that every citizen is protected of their ambitions. It is perhaps a quirk of fate that Dar Qat
from danger, hunger, lack of purpose, and other barbarian lies so far from the heart of the Cul’sir Empire, which acted
societal flaws. In Riedra, the bastion city of Dar Qat is ruled as a major focus for the Dream War. As a result, many of
by eleven Inspired, with 700 Chosen serving beneath them - the Dream War’s artifacts and remnants lie in the Skyfall
and their strength is enough to have defied the dangers of the Peninsula and Hydra Basin. The result is that, even with
continent for over 700 years. Dar Qat being so old, the Inspired have yet to recover truly
groundbreaking information - but that is about to change.
Psionic Shells Campaign Role
The Inspired are nominally human, but humans magebred Party Patron - A classic Riedra-themed campaign is
with fey and fiendish influence over generations. As a result, to play as a party serving the Inspired, doing their duty for
they have unearthly beauty, and cannot resist the possession the Unity by exploring western Xen’drik. In this case, the
of their quori masters (which they would see as blasphemy, in Inspired can serve as both party patron and party villain,
any case, due to life-long indoctrination). Each Chosen family as characters uncover the truth behind their carefully
is linked to a specific quori, which can possess any member manipulated world-view.
of that family at will, subsuming their consciousness in place
of its own. Since some quori spend the majority (or all) of
Dire Villains - With immense psionic power and
their time commanding one such ‘empty vessel’, that body
resources at their command, a single Inspired is a devastating
becomes the Inspired tied to the quori in question. When a
force. Even worse, Lord Ralastar (p.149) is a ‘thrallherd’ - a
quori chooses a new vessel in this way, they spend months
specialist in dominating the minds of others and shackling
indoctrinating the Chosen with their beliefs and personality.
them to his will. As such, backed by the grand will of the
Since the Chosen also sees this as a wondrous blessing,
Dreaming Dark, the lord of Dar Qat is a terrifying villain.
they readily accept it. Within a few months of possession,
Even worse, the quori is not bound to his Inspired puppet,
their own personality and beliefs come to match the quori
and can hound adventurers who catch his many eyes at night
in question, until it is hard to tell whether they are being
in their dreams. The sheer number of Chosen in Dar Qat is a
possessed or not at any given moment. As a result, others do
testament to the importance that the quori place on Xen’drik;
not often perceive the difference - Lord Ralastar acts as Lord
should Ralastar sound the clarion call, hundreds of quori can
Ralastar, regardless of what lies behind the mask.
descend on the continent in an army of awesome power.

Goals of the Quori Character Background - It is perfectly


The history of the quori in Xen’drik possible to play as a runaway Chosen - or
(explained in detail in Echoes of the even an Inspired! Xen’drik is riddled with
Quori on p.60) underpins the existence ancient anti-quori defenses
of the Unity of Riedra, as well built by the giants, many of
as 1500 years of Sarlonan which trap the immortals
history. Dar Qat is a highly permanently. As a result, a
profitable venture, and returns novel player background is an
valuable resources such as Siberys Inspired who witnessed the true
dragonshards to Riedra, but its true form of their quori as it was pulled
purpose lies deeper. The quori know from them, and is now finding purpose
that answers to their most burning questions without the ‘divine spirit’ that guides
lie within the ruins of Xen’drik. The truth them. Playing a runaway Chosen is a
of the Turning of the Age, the existence of fun reason to play a psionic or Sarlonan
the quori of the previous Age, and the fate of character in a Xen’drik campaign.
Crya are all topics that could shake the very
foundation of their existence. What they could
do with a recovered Moonbreaker is a Playing a Chosen Vessel
different matter entirely. Accordingly, A Chosen player ancestry and guide
with Dar Qat now large enough to can be found in Linvakri's Guide to
sustain a hanbalani altas and Syrkarn by Vani Srinivasan.

CHAPTER 4 | ALLIES & ENEMIES


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Factions - Legendary Villains - Legendary Monsters - The Overlords

Lords of the Hunt colonialism and pulp tropes such as The Most Dangerous Game.
They are utterly reprehensible and mostly irredeemable,
but also mortal. As such, they can be used as initial villains
Many a poacher has come to Stormreach over the last couple across the continent, and may be conducting any kind of
of centuries, hoping to make a quick fortune off of dream occult acts in Lodge’s basement. Perhaps the elite of the
serpents and tilxin birds. These are not the Lords of the Lodge are turning themselves into lycanthropes, performing
Hunt. The members of the Talon & Tusk Lodge are thrill- ancient Qabalrin blood rites, or even transmuting people into
seeking nobles and master trackers, pursuing only the most monsters to hunt. If so, they might be seeking to hunt the
dangerous of prey in the wilds of Xen’drik. Competitive, people of Stormreach next - or be corrupted by a servant of
capable, and hungry for more, the Lords only truly feel alive Sakinnirot into murderous terrors.
when they smell blood on the wind.
As one might expect from thrill-seeking nobles, they are Nauseating Competition - Those seeking to hunt
also decadent, morally bankrupt, and offensively wealthy. a legendary monster might find that rumors of its danger
Many have links to famous families in Khorvaire (all the way have spread to the Lords as well - and that one or several
up to royalty), and don’t hesitate to mention it. Generally are competing for it. In the best-case scenario, they are
hated by the local people (and often each other), the Lords distractions for the creature, and might save the party from
compete to bag the rarest trophies, often taking perverse some harm. Worse, they might get in the way, ruin the
pleasure in doing so. They represent arguably the worst element of surprise, or otherwise be infuriating. Even worse,
of Stormreach’s colonial heart, and can be anything from they might turn to hunting their competition outright, either
obscene patrons to dangerous enemies. for the thrill, or to make sure no one steals their trophy.
Noble Predators. The Talon & Tusk Lodge is an
unassuming building in the Respite district of Stormreach. Example Quests
The interior is half a stuffy hunting lodge, half a posh
Travel to the floating islands of the Kindori Kaya
gentlemen's club, with a well-stocked bar and cushy Low Tal and confirm the truth - that shining sky whales
armchairs. The walls are covered in trophies of all kinds; Level descend from the Ring of Siberys in the region.
dinosaur claws, dragon heads, and massive fish compete
Track down a Lodge member’s escaped tilxin
for space, with entire stuffed beasts learning against the
bird* pet, which was actually stolen by a down-
mahogany walls. There are rumors that the building lies on Low on-his-luck thief to sell for money…and then sold
the foundations of an ancient temple to Banor, the Bloody Level on to a notable member of one of Stormreach’s
Spear, and that ancient hunter’s rituals are conducted beneath
gangs (who finds it very sweet).
the light of Olarune, but that’s surely poppycock. Whatever
the truth, the basement is off-limits except to the most Middle Bring back a head (preferably all of them) from
respected members. Level the Cinder Sisters* of the Valley of Shadows.
Retrieve a Dominance Collar* from the
Joining the Lords requires only two things - a bloodthirsty Middle Lamannian city of Eshtarnak, so that the Lodge
zeal for prey, and evidence of one’s skill as a hunter. A true Level can capture and release monsters to hunt.
Lord lives only for the hunt. Material attachments, religious
The party, now respected as worthy hunters,
commitments or political posts are frowned upon, and if they
are sent to investigate a rumor of a tiger with a
intrude on one’s ceaseless search for prey, they can lead to
golden pelt to the north of Stormreach. Once
a quick expulsion. Most of the Lords are bored nobles and High they arrive, the game is on…as the Lords of the
thrillseekers, but a small few seek revenge. Those who lost Level Hunt* seek to murder them all, andabsorb their
friends or family to monsters instead seek to protect others,
strength in a nightmare rite. Time will tell who are
or find purpose in retribution to heal their broken hearts.
the predators, and who are the prey.
The Rushemé druids have long placated the storm
Campaign Role roc Kraa'ark Lors*, ensuring it never attacks
Party Patron - As patrons go, the Lords of the Hunt Stormreach for its crimes against the natural
High
are entertainingly awful, but this comes with some unique world. When the massive creature assaults
Level
opportunities. Their debauched greed and desires make them the city in retaliation for a hunt, the race is on
perfect patsies for evil foes, especially the fiends of between the Lords. Whoever fells the roc will go
Sakinnirot. Party characters might be roped down in history, but no one ruled out foul play…
into the Talon & Tusk Lodge for legitimate
reasons, such as hunting dangerous threats
Patron Benefits
to the people of Xen’drik, or making money • Drinks and lodging in the Talon & Tusk Lodge.
to pay off debts. What seems to be a typical • Access to hunting quests and information
but eccentric group might slip into unsettling about valuable monsters. The Lodge are highly
territory after every quest. Soon, the party knowledgeable about slaying beasts, and will
is embroiled in a dangerous game, and share their tips if bribed with whiskey.
might become the target of the next hunt • Free transport from Stormreach using
themselves - especially if they intrude on the Lodge's coffers, assuming you
the beastblood rituals in the basement… are traveling to kill.

Colonial Villains - The Talon & Tusk


Lodge is a purposeful callback to foreign

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Overlord Cults The Heartbound
Overlord: Kharna Rayva, the Burning Desire
Even in their sealed slumber, the dark dreams of the
Overlords touch the hearts of mortals far and wide. The Kul Lerek is a tinderbox of a city. The static size of the city is
archfiends of Xen’drik target those drowning in dark at odds with its growing population, and life in close quarters
emotions. The lonely, the desperate, the vengeful, the hateful can lead to growing tensions. Heartbreak, grievances, rising
- all might fall under their sway. Few can resist the promise tempers… all are sparks to be fanned into flames. The
of a better future in a cruel and pitiless world. Such people Heartbound are a cult who see beauty in vibrant emotion -
often gather into cults, following their dark desires in pursuit both love and hate. These servants of the Overlord Kharna
of pleasure and power. Sometimes, these cults are not even Rayva believe themselves to be ardent followers of the
aware of the being that they ultimately serve, but the more goddess Rowa, carrying out her will by ‘encouraging’ people
they gaze into the abyss, the more the abyss gazes back. The to let their emotions loose. In truth, their enchanting magic
formation of these cults are often guided and triggered by and seductive charisma are gifts from the infernal Overlord,
the fiends of each Overlord. Mortals serving their concepts granted by their incubus leader Lestrolax.
empower the archfiends, and serve as the perfect tools for the Burning Bridges. The Heartbound carry out their
fiends to use in their pursuit of the Prophecy. work by inserting themselves like social parasites into the
relationships of others. There, they use their charisma and
Campaign Role fiendish magic to comfort and enthrall others, convincing
them that their grievances are entirely justified. Their work
Minor Antagonists - Cults can be of any size or destroys those they touch. A Heartbound’s wake is filled
influence necessary for the plot, making them perfect as with broken and abusive relationships, violence, vengeance,
minor antagonists or recurring villains. By their very nature, and hate, which they justify as a healthy release of emotions
such cults are the playthings of more powerful fiends and that would otherwise build up in silence. The cult often
immortals, providing a pathway to introduce the Overlords recruits those it destroys, promising them a place where all
before the party begins grappling with more devious schemes. their ‘healthy’ emotions can be released beside those who
This means that a party might begin investigating a murder understand them. Lestrolax’s plan is simple. Little by little,
linked to the Silver Tapestry. Hunting down the debauched the Heartbound are setting alight the tinderbox of Kul Lerek,
nobles and uncovering their crimes may lead to evidence of and the larger the cult grows, the closer he gets to the city
a fiend, who may reappear later in the plot as a villainous tearing itself apart in a blaze of chaos.
puppetmaster. This works especially well when a character
wants to have backstory links to such an organization. Requiem’s Touch
Enemy of my Enemy - Some cults are more diplomatic Overlord: The Lurker in Shadows
than others, and the Overlords are some of their own greatest
enemies. The fiends and followers of the Spinner of Shadows The tendrils of the Lurker reach up from the abyss to darken
have no desire to see Sakinnirot be unleashed, especially if the sunlit oceans above. Those touched by the Overlord
it means interfering with the release of their own mistress. become warped, alien horrors who seek to sow terror in
Accordingly, the party might find themselves receiving help service to their god. When the sahuagin of the Eternal
from a cult that is objectively Evil, so that they can help Dominion began hunting the giants of the Thunder Sea, the
the side of Good, to fight against their mutual enemy. This abyssal storm giant* Tharkuza fled the slaughter into the
provides an interesting way of introducing gray morality. The deep ocean, where the hunters would not follow. There,
party may receive the help they need, but will be enabling he found what he craved - the power to drive the sahuagin
the cult to commit terrible acts by doing so. They may to despair, and turn them against their kin to sow fear and
have no choice. ruin among the Dominion. The storm giant is one of the
most devout followers of the Lurker, and is anything but
One-Off Villains - It’s also perfectly possible that a typical. His bulging milky eyes peer sightlessly from a pallid
cult is in possession of an item (or person) that the party face, distended jaw hanging low with teeth large enough to
needs. In this case, they might be tied to a location, such as impale sharks. Fleshy tendrils stretch from transparent flesh,
the Heartbound within the city of Kul Lerek. As a result, they grasping for victims to infect with the Lurker’s alien presence.
can provide unusual enemies to fight that are ‘off-theme’ for The servants of Requiem’s Touch have no grand plan. They
the campaign at large, without needing any justification to are warped puppets who seek only to spread Tharkuza’s
include afterwards. misery to others like a contagion.
Deep Spawn. To that end, the Touch attack and capture
Example Cults: the people of the Thunder Sea in nocturnal ambushes.
• The Heartbound - Kharna Rayva The members are connected by psychic network with
• Requiem’s Touch - The Lurker in Shadow Tharkuza as the central node, his corruption seeping into
• The Io’vakasa - Sakinnirot their minds. Their victims are dragged into the deep and
• The Silver Tapestry - Spinner of Shadows themselves corrupted into cthonic servants. The storm
giant simply believes that by doing so, they will be able to
mount increasing attacks on the Eternal Dominion and the
settlements of the Thunder Sea, converting ever more to the
cause. The rumors of their horrific attacks are spreading. As

CHAPTER 4 | ALLIES & ENEMIES


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Factions - Legendary Villains - Legendary Monsters - The Overlords

they do, the fear increases, and as the fear increases, Tharkuza rites, and are partly responsible for the dark reputation of the
can feel his power grow. Soon, he will gain the power of yuan-ti in Xen’drik.
the Kashatak (p.147), becoming the temporary avatar of the
Lurker - and providing a cover for the aboleths to rise from The Silver Tapestry
the deep in a tide of death and fear.
Overlord: Zel Erakhni, the Fateweaver
The Io’vakasa Stormreach is a city of extremes. Vast wealth flows through
Overlord: Sakinnirot, the Scar that Abides its filthy streets, and straight into the coffers of the Storm
Lords and their allies. More than one pauper has gone
The yuan-ti are refugees from half a world away. Driven from rags to riches here. The chance discovery of a trove
out of Sarlona by the Unity of Riedra and massacred by the of treasure, a giant artifact, or an easy heist are just some
dragons for worshiping their gods, the serpentfolk have of the possibilities. However, once their wealth is in hand,
reason to curse those who cast them down. The Io’vakasa such people need a way to maintain it. The Silver Tapestry
are named after the utopian city in which they lived, guided are such a group - a cabal of the wealthy who dabble in dark
by the wyrms of Argonnessen. Their veneration led them to powers to ensure their position in high society. If gold can
worship the same pantheon as the dragons - the high gods be secured through the twists of fate, then one has to make
of Io, Chronepsis, Tiamat, and their kin. For this act, the sure it isn’t lost the same way. By ruling Stormreach, their
dragons crushed them like ants, forcing the few survivors to positions will be secured, their power unequaled.
flee in desperation and fear. The Io’vakasa have not forgotten. Darkling Misery. In smoky lounges and dark libraries,
They have certainly not forgiven. the merchants and nobles of the Tapestry plot to shape the
Scaled Vengeance. The cult - named after the city fate of Stormreach - a fate in which they rise to become
taken from them in a distant land - is hellbent on slaughtering the new Storm Lords. Through occult rituals, they glean
dragons and their servants, particularly the Ten Watchers. fragments of the Draconic Prophecy, working to achieve
As far as they are concerned, the Overlords are truly the their goals no matter the price. Some receive whispers
lesser of two evils. They are incarnations of revenge, and from guiding fiends; others are fateweaver warlocks* in
have given themselves fully to the Scar that Abides. Many truth, and rose to this position by bargaining their destinies
are unnaturally stealthy, wielding blades coated in their own away. The Tapestry thrive on secrecy. They wear masks and
fiendish venom as knives of the scar*. Killing such a yuan- silver veils when they meet, using secret handshakes and
ti is never the end. Their obsession with vengeance simply codenames to hide their work. In truth, nothing is beneath
turns towards the one that killed them, forming serpentine them. It does not matter how many people must ‘disappear’.
revenants that stalk their targets to the end. To further It does not matter when buildings burn or terror reigns. They
their goals, the Io’vakasa often capture victims for dark blood are the spiders, and it is their destiny to grow fat on flies.
Planewright’s Guild for gold, information, or prestige, while rumor has it
that those who achieve great things for Kul Lerek gain right
of entry into the Vault of Zephyrs itself.

Guild Research and Reward - The Boundary Institute


is a place of learning and study. Adventurers delving
into Xen’drik’s secrets might seek out a specialist there.
The flying city of Kul Lerek is home to a unique collective
Additionally, the Guild’s planewrights are skilled artificers
of artificers known as the Planewright’s Guild. The guild
and salvagers; most would jump at the chance to examine
act as salvagers, arcanists, and researchers, roaming the land
and identify any items recovered by the party, potentially
in search of interesting technology from the Age of Giants.
repairing them into useful magic rewards. Doing so might
What was once a simple group of curious academics has
require gold, side-quests, or rare materials, providing an easy
grown to a university with an adventurous streak, and today
plot tool for the GM.
many members of the Guild are known for their daring
exploits. The Guild is based in the Boundary Institute in the
city’s east. The aged halls are lined with labs, workshops, Competition - The Boundary Institute often funds
libraries, and classrooms, with some sections open to the adventurers to recover beneficial technology. This provides
public. In summary, the Guild can be anything from a group an easy way to introduce rivals for the players, driving them
patron, to a player resource, to a competitor - with a flair for to reach a plot-relevant treasure first. This can help provide
arcane science and panache. recurring antagonists, while placing a sense of urgency on a
dungeon crawl. Additionally, adventurers from the Boundary
Risky Research. The activities of the Guild are
Institute are unlikely to be evil - and may even invite parties
experimental and often dangerous. By their nature, they
to work with them against common enemies!
love to take apart what they don’t understand. As a result,
the Lereki are often as worried about the Guild as they are
bemused by it. Despite this, their skill is very real. Practical Example Quests
planewrights maintain the city’s infrastructure, repairing Low Help an artificer capture a lava mephit that
and producing magical items for its people. Scholars offer Level escaped from a magic item of the Sul’at League.
open classes to the populace, training them in basic cantrips Replace a Siberys dragonshard in a device located
for their work. Far below it, guild adventurers recover Low at the very top of one of Kul Lerek’s towers. The
technology for the benefit of the city - and many of their Level flying monkeys won’t make it easy.
discoveries are crucial for sustaining it. Middle Retrieve a functioning Snow Dancer from the
Loose Learning. As an organization, the Guild is Level ruins of Ix Il’ar (p.211).
arranged haphazardly at best. Its bohemian roots have given Explore the bizarre humanoid machine that has
rise to a carefree attitude. Rather than set departments, Middle appeared near the Ring of Storms and learn its
scholars who specialize in specific areas can be granted the Level purpose. This machine is actually the warforged
title of Magister by the existing Magisters, in recognition of colossus known as ‘Naphrad’(p.264).
their work. A Magister appointed in this way has the right Identify and recover the power source of the
to establish a department based on their area of study, as High
Mandate Heart - the eldritch machine at the heart
well as a vote in the managing of the Guild. As a result, the Level
of the Daanvian city of Crux (p.184).
number of Magisters fluctuates, but is typically between 6-10 Defend the city from a rogue dragon such as
individuals. The Magisters themselves are keen to keep the Ketheptis the One-Eyed Crone* and her
High
title prestigious. Not only does it promote healthy ambition, minions before she can steal a valuable artifact
Level
but the more elite their post, the better the image that the from the Boundary Institute - or damage the
Boundary Institute presents. Skyhooks* that hold the city aloft.
Any member of the institute can approach a Magister to
assist them in their research, which varies greatly in terms of
topic. There is only one area of study that has lasted through Patron Benefits
the generations due to its importance to Kul Lerek - the • Free lodgings within the Boundary Institute
creation of Skyhooks*. These magic items are what form the • Use of the libraries of the Boundary Institute, as well
city’s cloudstuff; should the secret to their creation be as the assistance of its planewrights and scholars, who
unlocked, Kul Lerek would be able to expand, alleviating may be able to repair or create magic items.
its worrying overcrowding. • Access to the flying city of Kul Lerek, assisted
by Portstones*
Campaign Role:
Party Patron - The Planewright’s Guild is an easy Why anyone would look at the ruins
group patron. Since Kul Lerek is mobile, it provides a of our nations and think, "maybe
simple location to run adventures from, with the party
taking on quests to investigate ruins or current
I should try that too", is beyond
events. This might involve quests from a single me. I do sincerely wish them luck -
scholar, or a variety of tasks from different perhaps they can achieve where we,
departments for the players to pick and
choose. Characters might work under the in our hubris, failed.

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Reclaimers Glory of

The Reclaimers of Glory are an alliance of giants seeking to


forge a new world. Led by a mysterious champion known as
the Voice of the Titans, the Reclaimers plan to recruit new
members from across Xen’drik, then carve out a kingdom
with the magic of their forebears. They welcome all giants
and goliaths, regardless of background, but generally exclude
other ancestries; to them, the destruction of Xen’drik was
a direct result of Cul’sir’s folly in seeking rule over others.
Many are tired of the strife caused by the curses on their land,
believing the Reclaimers are a path to a better life for them
and their children.
Measured Goals. The leadership of the Reclaimers,
known as the Titans Ascending, understand the risk posed
to them by both the Watchers and the Du’rashka Tul. Their
long-term goals are to gather as many remnants of giant
magic as they can. The benefits of this are threefold; the more
they can accumulate, the more they can improve their own
quality of life, gain weapons to defend against any attacks, and Unwitting Pawns - Of course, this well-intentioned
learn how to break the curses on Xen’drik. The Reclaimers competition is also the perfect way of setting up a grander
operate in small roaming cells to avoid triggering the villain. It is possible that the Voice of Titans is anything
Madness of Crowds, with conquered giant ruins used as bases from a disguised fiend to a returned Titan of old, and the
for valuable goods. organization may be hiding all manner of goals - especially
Vox Populi. The Titans Ascending vary in their when it comes to the Titans Ascending.
benevolence. Some seek to use the alliance for their own
power and reclaim the true might of a titan. Others genuinely
Giant Allies - Given their individual goals, it is possible
wish to guide their people to a better future, and undo the
for Reclaimers to share the same goals as the party, working
ravages of Argonnessen. Their leader, the Voice of the
to nullify the dangers of ancient giant ruins. As such, it is
Titans, is a figure of mystery. No one but the members of
possible for a party to temporarily ally with giants against
the alliance have met them, but their charisma and power
threats such as the Ten Watchers, or planar incursions
are undeniable. All of the Titans Ascending bow to their
created by malfunctioning arcana. This also means that a
commands, and hundreds of giants now serve under them.
party might become friends with a giant, only to have no
The Voice could be anything from a normal giant with
choice but to fight them down the line - a bittersweet reunion
the will to help their people, to an unwitting pawn of an
with the fate of Xen'drik hanging on their success.
Overlord, to a returned Titan from Xen’drik’s halcyon age.
Dangerous Path. Ultimately, the Reclaimers have a
respectable and honorable motive, but no choice but to walk Potential Voices of the Titans
a morally gray path. To build a kingdom, they will have to A 'nobody' who picked up the mantle, potentially after
displace other peoples from their homes. To recover their 1 suffering at the hands of one of the Watchers.
ancestors' magic, they may have to take it from others, and A returned Titan of old, keeping a low profile to avoid
may even seek to conquer the archives of the Scriveners of 2 the Watchers. They may be Il'ara, a puppet of the
the Sky in the city of Kul Lerek. As such, they can serve as Concateny, the unsealed Prince Adaxus, or another.
antagonists to the party with sympathetic motives, much A fake Titan - a giant quorforged who is actually being
like the Lord of Blades in Khorvaire. These ‘shades of gray’ 3 controlled by an ancient DocentERLW.
can also be tweaked by changing the aims and beliefs of their A servant of the Spinner of Shadows, who fully intends
leaders - as well as any puppets pulling their strings. Bitterly, for this to work only so the Du’rashka Tul or the
the success of the Reclaimers of Glory may be the worst 4 Watchers can bring it all crumbling down, causing as
possible outcome. If the group can undo the Madness of much chaos and suffering as possible.
Crowds, and build an empire of their own, it may bring down Antaegus of the Cul'sir - an ancient giant with the
the wrath of the dragons on Xen’drik once more. magic and knowledge to match, but without the
5 understanding of the current state of Xen'drik, awoken
Campaign Role from stasis by the actions of House Kundarak in
Stormreach. A naive but well-meaning relic.
Justified Villains - The Reclaimers of Glory can be
6 A mind-seeded giant controlled by the quori.
used as antagonists with justified goals. As mentioned above,
A rogue dragon in disguise hoping to get revenge on
what they are attempting to do - build a safe home for them 7 the Ten Watchers.
and their families - is entirely reasonable, but it may have all
One of the Watchers, tired of their endless service
manner of consequences. As such, they may compete with the 8
and choosing to rebel against Argonnessen.
party to reclaim ancient artifacts, without being as outwardly
villainous as the Battalion of Basalt Towers.

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Scriveners of the Sky what they are looking for - especially if they’re racing their
enemies to recover a magic item. Unsurprisingly, pulling
a heist on the Vault is extremely difficult. Not only is it
The Scriveners of the Sky are an ancient group of cloud populated by cloud giant mages, but those mages have spent
giants based in the floating city of Kul Lerek. Their mission millennia putting magical defenses in place. Despite this,
since the Shattering has been to collect and record the the Vault is a unique and cinematic place to hold the heist -
works of the giant empires, storing their treasures in the especially if the players simply free-fall out of the city with
vast museum of the Vault of Zephyrs. Unlike factions such their ill-gotten gains.
as the Reclaimers of Glory, the Scriveners make no use of
the knowledge they collect. To do so would spell their own Allies and Patrons - The Scriveners, with their
doom. Their survival hinges on the grace of Argonnessen, for knowledge and magic, also make excellent patrons. Due to
the giants perform their role in service to the Ten Watchers. their duties, few can spare the time to leave the city, forcing
As Kul Lerek floats through the clouds, the Scriveners them to rely on hidden agents and adventurers instead. This
observe the lands below, keeping a mobile watch for any is a simple way of uniting the party, while allowing them to
concerning events or rising threats. When the Watchers travel across Xen’drik (a major perk of a flying city). It also
need to research a certain giant empire or malfunctioning bypasses some ethical issues with traditional ‘looting of ruins’,
piece of artifice, they visit the Vault, and learn of the threat since the party is doing so to neutralize the threat they pose.
they now face.
Lock & Key. While the cloud giants are both learned Patron Benefits
and capable, they are held under the chains of their own
power. To avoid becoming a force that could threaten the • Working for the Scriveners can grant successive levels
dragons’ position, their numbers are traditionally small - a of access to the Vault of Zephyrs - a dream come true
necessity in the past due to the small size of Kul Lerek. In for those with an interest in ancient arcana.
addition, the greater their collection grows, the more valuable • By necessity, agents of the Scriveners are typically
and dangerous it becomes. As a result, to protect it, the given Portstones*, allowing them to navigate back to
Scriveners have gradually shifted from a focus on collection Kul Lerek wherever it travels.
to one of guardianship and preservation. Kul Lerek has come • The cloud giants of the group are extremely
under attack from rogue dragons in the past, and the giants knowledgeable, and may be able to offer their expertise
must be vigilant for similarly powerful threats - as well as with regards to history and ancient magic.
small sneak-thieves who could slip under their noses. The
dangerous knowledge and artifacts they keep also cannot be
shared with others, lest disaster occur. Accordingly, finding a
Scrivener outside the city is now rare. Acquisitions, research,
and spycraft are all handled by a group of elite agents, chosen
from the people of Kul Lerek for their skill and aptitude.
Silent Rulers. In Kul Lerek, the cloud giants are seen
with distant reverence. A small number, led by Skymatron
i Jalmar, pilot the city and handle civic affairs. As a whole,
the giants live solely within the Vault of Zephyrs at the
city’s heart, and only rarely walk the streets. The Vault
contains their personal chambers, study rooms, libraries, and
magically sealed storerooms. Separated as it is by open sky
and a dispellable magic causeway, few humanoids have ever
seen the interior. Some of the ones who have are dragons in
disguise. When Argonnessen calls, they are typically met by
specific giants with expertise in the topic at hand - a cultural
callback to the Syranian Gallimaufry.

Campaign Role
Loremasters - The libraries of the Scriveners are
second to none. Any party seeking to learn about lost and
forgotten lore will find no better place, though it comes with
serious challenges. The most immediate is actually reaching
the cloud giants. Kul Lerek is both aerial and mobile; reaching
it is a quest in its own right. However, accessing the Vault of
Zephyrs itself is a similar challenge, and characters must have
something noteworthy - or news of immediate value - to gain
an audience.

Heist Targets - In a similar vein, less


scrupulous characters might find that the lore
and artifacts stashed in the Vault are exactly

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Silaes Tairn
The Silaes Tairn are a faction of the Tairnadal elves
concerned with their ancestors’ history in Xen’drik. Unlike
the Draleus and Valaes Tairn, the Silaes seek to directly
emulate the deeds of their ancestors as they fought for
freedom against the giants. In doing so, they can honor their
ancestors, and give thanks for the life they have been given
on Aerenal. Typically, the Silaes train on Aerenal for several
years, before setting out as warbands across the ocean they
sailed so long ago.
The aims of the Silaes Tairn are simple, but their methods
and beliefs vary greatly. Their ancestors’ deeds relate to the
events of the elven rebellion; some brought down powerful
giant tyrants, some helped free the suffering from their
bonds, while others undermined the work of the Titans by
disarming and defusing their arcane weaponry.
Echoes of Myth. For those elves seeking to find
glory in battle, there are two schools of thought. One is that
a giant is a giant, and there’s valor in defeating a larger and
stronger foe. The other is that the modern giants have little
if anything to do with their ancestors, and lack both the
outlook and power that they did in past ages. As a result,
attacking random giants does nothing to honor one’s ancestor
spirit. For the latter, glory comes in defending the people
of Xen’drik from those giants seeking to restore a legacy of
dominion. The most famous example of this is the Battalion
of Basalt Towers - the cabal of fiendish fire giants who once
aimed to destroy Stormreach.
Silaes Tairn with ancestors who undermined the grip of
ancient tyrants take a more cooperative approach. Xen’drik is
rife with ancient technology and infrastructure from the Age
of Giants, much of it malfunctioning or dangerous. As such,
these members of the Silaes Tairn work to systematically
defuse any machinery or remaining weapons that pose a
danger to other people. This can lead to unusual alliances.
Silaes elves will happily work with giants, drow, and
others in the name of protecting them from magical fallout,
and many seek out the elves for their expertise.
One thing that unites the Silaes Tairn is an interest
in recovering the tools that their forebears used to
overthrow the giants. Fabled weapons such as Arquis
Tellora* and Taeri's Twinblade* (p.333) still lie in the
ruins of Xen’drik, lost in the wars of the Rebellion.
The reclamation of such a weapon is a legendary
deed, for it brings the elf in question even closer
to emulating their ancestor. This serves as
both a major driver for NPCs, and a perfect
character quest for a Silaes Tairn player.

Campaign Role
Foreign Invaders - Much
like the Valenar of Khorvaire,
many Silaes Tairn are driven,
aggressive and antagonistic.
The more fights they pick,

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133
the more they can honor their ancestors, resulting in active The Gyrderi
attempts at being socially caustic. In Xen’drik, this provides
an easy option for antagonists. As enemies, the elves are During the years in which the elves were enslaved by the
foreign aggravators who may attack and provoke giants for Cul’sir Dominion and its allies, some managed to escape into
outwardly no reason, while raiding ruins in search of elven the wilds of Xen’drik, where they made pacts with the spirits
artifacts. As such, they need little backstory to be enemies of of the land. Over hundreds of years, these elves learned to
the party, and can easily serve as a competing faction. Even wield powerful primal magic, living beneath the sight of the
worse, they may wish to interfere with the party’s social or giants ,and undermining their rule. Known as the Gyrderi,
diplomatic efforts, simply to antagonize people or ‘rescue the these druids and rangers infiltrated cities using stealth and
weak from danger’ like their ancestors. Wild Shape to carry out sabotage and liberation. When
the Elven Rebellion began in full, the Gyrderi charged into
battle side-by-side with the ancestors of the Tairnadal. Their
Driven Allies - The Silaes Tairn are experts in fighting
powerful primal spells helped to destroy the defenses and
giants, defusing dangerous arcane machinery, and bringing
arcane weaponry of the giants, while their Wild Shaping
down tyrants. As such, those elves with a more noble outlook
allowed them to physically match their foes. In response, the
can be powerful allies for the party. Recruiting a Silaes Tairn
Sul’at League unleashed an abjurative curse; when the Gyrderi
is far more difficult than a local guide. Most have a disdain for
next jumped into battle, they found themselves unable to
tomb-robbing adventurers due to their penchant for breaking
leave their Wild Shapes - and the curse rapidly spread. Even
or stealing giant technology. Even worse are those who have
after losing their ability to speak and cast spells, the Gyrderi
interfered with elven relics. As such, their outlook towards
supported the elves - but when they left Xen’drik in search of
parties will initially be dismissive, and may require proof of
a homeland, the druids stayed behind.
good intentions, knowledge, or a new threat - or, of course, a
display of skill and strength. Patron Steeds. The modern traditions of the Tairnadal
are heavily rooted in the role the Gyrderi played in their
Silaes Tairn Patron Ancestors freedom. The Keepers of the Past maintain strong druidic
traditions, while the famed Valenar animals are said to be
Cardaen - Vengeful Wizard (he/him) - The honored by Gyrderi ancestor patrons, granting them their
powerful elven wizard Cardaen was raised by Emperor
venerated status and intelligence. It is for this reason that
Cul’sir himself, and lived to produce new spells for
being chosen by a Valenar animal is such an honor, for it calls
his benevolent ruler. When the mage was rescued
back to the heroes who gave everything for the Tairnadal.
by Vadallia, he learned the truth about his people’s
The reason for the Gyrderi staying behind in Xen’drik is
1 servitude. Vadallia’s death in battle drove Cardaen to
a mystery. It is thought that their ancient pact with nature
rage against the Cul’sir. When the elves began their
may have bound them to the continent, and that leaving
exodus, he stayed behind, vowing they would never
would have come at too great a cost. It is possible that in
know peace until Cul'sir was slain by his hand. Cardaen
their animal forms, the Gyrderi believed themselves to be a
is a patron ancestor for wizards and bladesingers,
burden on a trip by sea, and stayed behind to ensure no elves
especially those with a history of deep loss.
remained captive under surviving giants. Perhaps the most
Vadallia - Dauntless General (she/her) - The likely reason is that somewhere in the ruins of the Sul’at
patron of the current king of Valenar was a Rebellion League lies the cure for their curse - and that the Gyrderi will
general, and an exceptional warrior who led from the never leave until they can return to their elven forms.
2 front lines. The dramatic history between the Queen It is entirely unknown if the Gyrderi still exist, for no
of Swords and the wizard Cardaen is a classic Tairnadal contact with them has been recorded. Despite this, some
legend. Vadallia is a patron for intelligent warriors and Silaes Tairn still seek out their ancient allies, hoping to repay
who can make cold decisions for the greater good. the debt they owe. If they still live in the wilds of Xen’drik,
Vaela the Wolf - Bestial Ranger (they/them) there are several options for the fate of the Gyrderi:
- The primal Gyrderi took after Vaela the Wolf, from
whom they learned to take on animal forms. Vaela was Fate of the Gyrderi
the sole survivor of a giant attack that enslaved their Forever Cursed - The Gyrderi were eventually
village. They grew up as much beast as elf, and only turned into animals in truth, but their ancestor spirits
3
recalled their roots after slaughtering a band of giants, 1 still bless their descendents with intelligence and
and joining the elves they were attacking. Vaela is a purpose. These animals are said to seek out and help
patron for rangers and druids with a pure connection Silaes Tairn pursuing noble goals in Xen’drik.
to nature. Many eschew concepts like gender and
Awakened - The Gyrderi did not lift the curse, but
family, and their ferocity in battle is a sight to behold.
retain their intelligence. They have adapted to their
Arquis Tellora - Scimitar Master (he/him) - The 2
animal bodies, and live in a complex and hidden society
famed swordmaster Arquis Tellora sparred with the within the jungle, keeping watch over their elven kin.
giants of Hekaton and Sohl’aran, roaming the wilds Marked by the Wilds - The Gyrderi returned to
in search of strong opponents. His famed double- their forms as the curse weakened, but are physically
scimitar was forged beneath the noses of his Sul’at 3
4 marked. They may now resemble elven shifters, or
captors, who he slew in an uprising to join the armies have become ‘beastfolk’ such as tabaxi and aarakocra.
of Vadallia. Tellora was famed for his skill and honor, Freed - The Gyrderi broke their curse, and are now
and the tales of his wrath in the face of injustice are back to their elven forms. They may now live in the
4
many. Tellora is a patron for those marked by honor ruins of the Sul’at city that held their cure, or in a
and justice who commit themselves to the blade. natural sanctuary blessed by the spirits of the land.

CHAPTER 4 | ALLIES & ENEMIES


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Factions - Legendary Villains - Legendary Monsters - The Overlords

The Skylarks Campaign Role


Unscrupulous Allies. The Skylarks are a classic
The Downside of Kul Lerek is a district built into - and under ‘necessary evil’. Despite their criminal nature and occasional
- the cloud city, where the lower social strata live and work. brutality, they maintain stability in the Downside, and
The cramped and dangerous conditions are a constant worry, deal with any truly corruptive elements, such as cults to
and often lead to rising tensions. Where the Zephyr Guard the Overlords and daelkyr. As such, the party might find
won’t go, the Skylarks keep the order. The criminal syndicate themselves allying with the group temporarily to deal
rules the Downside, maintaining civility and dealing with with hidden fiends or evil influences in Kul Lerek. For a
disputes in exchange for certain… allowances when it comes price, perhaps.
to their actions. Their influence is a veiled threat, and an
effective one. More than one miscreant or cultist has taken Criminal Competition. Adventurers anywhere in
a long walk off a short gantry. Their main business beyond Xen’drik might find that their efforts to reclaim lost relics
the city lies in smuggling and the acquisition of dangerous are hampered by competing mafia who flew in from who-
materials, acting like a dark mirror to the guilds of the knows-where. The ability of the Passerine to smell potential
Winged League. In Kul Lerek itself, the mafia runs casinos, profit is legendary, and Skylarks are often sent out to reclaim
protection rackets, and other highbrow criminal enterprises. interesting items to sell.
While the core of the group is the Zagra family of Ko
drow, any Kul Lereki can seek to join the ranks. From their Perilous Patron. As far as criminal patrons work,
hanging headquarters of the Wander Yonder, the executives the ‘sky mafia’ is certainly unique. It is perfectly possible for
known as the Passerine scheme to fill their coffers with gold, the party to be a new squad of potential hatchlings, with
comfort, and vice. Every Skylark strives to be the next among their first mission together the ‘initiation rite’ detailed above.
their number. With plenty of potential character expression, and no risk
of actual death, this makes an exciting campaign intro. Such
Tied Traditions a campaign might involve taking on jobs with all shades of
noir, as the party rise through the ranks of the Skylarks -
The traditions of the Skylarks are rooted in those of the and aim for the seats of the Passerine themselves. This also
Ko drow, inherited from the Zagra family who founded provides an easy background for more gritty Kul Lereki
the group. Above the Passerine, untouchable, are the three characters, who may have criminal contacts in the Downside.
Anchors of the Zagra. These elder Ko have the final say
in all matters, with the chief Anchor at any time the one
possessed by the fourth member of the council - a yakfolk Example Quests
entrusted with making decisions regarding violence and Steal incriminating papers from the house of a
matters of war. Ko culture suffuses the Skylarks in all things; sketchy guild trader, but do it so purposefully
family and bonds are paramount, and disrespecting (or gods Low badly that no one would ever expect the Skylarks,
forbid, betraying) the family is among the greatest crimes one Level or realize that the papers themselves were the
can commit. These bonds are more than metaphor. Many true target all along.
Skylarks wear rope wound around their fists or upper arms Win a tournament of the card game Orrery
as a sign of their lasting ties, with intricate woven patterns to Low against members of the Winged League to nab
denote rank and achievement. Those who deal with turning Level the grand prize - a magic relic recovered from the
chumps into ‘bird-food’ tie them into the shape of nooses giant ruins below.
instead, as a reminder. Travel to Stormreach to scout out the balance
Middle of power, and establish a line of profitable
Gaining Your Wings Level communication with whichever Storm Lord
seems the most… agreeable.
The process of joining the Skylarks is one of skill and deep Locate the headquarters of a secret group of
tradition. Prospective ‘hatchlings’ must first be recommended counterfeiters in the Underside who are trying
by a proven member of the family. Their task is simple. Middle to sneak under the notice of the Passerine, scare
They must make it across the Downside, from the edge of Level them into submission, then deliver them an offer
the Duhvirat district to the Wander Yonder. Opposing them they can’t refuse.
are hunting squads of hatchlings from the family. Whether
Heist the glittering vaults of the Church of the
by speed, acrobatics, brains, or brawn, the acolyte must get High Wyrm Ascendant in Stormreach, filled with
as far as possible through the maze of ramshackle buildings, Level hundreds of years of offerings to the Sovereigns.
gantries, ropes, and rooms carved out of the cloudstuff.
Retrieve a priceless piece of uniquely dangerous
Naturally, they are not meant to succeed. They are expected
contraband - the warded coffin of a Qabalrin
to display their skill, get taken down, then humbled. They
High vampire from deep beneath the Ring of Storms.
aren’t the star of the show, and they won’t get far if they
Level Once the coffin is removed from its crypt, the
keep their arrogance. Every ‘failure’ is taken to the Wander
vampire inside is likely to wake up. Whatever
Yonder, then hung from ropes from the bottom of the
deals they offer, be certain to refuse.
headquarters by those who captured them - a reminder that
they are now in hands of the family, but it’s a family they can
- and must - be willing to trust with their life.

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135
Star Pilgrims transdimensional tools that may be able to open portals to the
daelkyr’s prison demiplane. To the east, the irradiant ‘Golden
City’ of Sohl’aran is a powerful focus for positive energy from
What is an angel? A being of mercy? Of heavenly fire? the plane of Irian, with magic that would greatly increase
What is to gaze upon an angel, if not to see something the Pilgrims’ strength of arms. It is possible that either may
beyond mortal ken, clothed in the shimmering raiment of hold the secret to cracking open the dimensional blockade of
the heavens? The Star Pilgrims are those who have seen the Gatekeepers, allowing their angel to walk out of Khyber.
this, and more. The Star Pilgrims are those who know - and However, the path to do this is contentious.
once you know, that knowledge burns like embers in the The cult is led by three Starseers, who conduct grand
heart. Part cult, part order of wandering mendicants, the rites, and guide its actions through astrology and divination.
unnerving group ‘serves’ (as they believe) the whims of While outwardly they are aligned, each believes in a different
the daelkyr Vriinmata - the Seraph of Stars and Glistering course of action. Starseer Solaise - the drow leader of the
King. The Pilgrims are found primarily in western Xen’drik, Stellar Paladins - aims to crush the enemies of the Pilgrims,
where the heat and sun of the Menechtarun is closest to the then sacrifice them as fuel to burn Vriinmata’s chains in a
world their patron envisions - of scorched sand and pure rite of divine flame. In contrast, the asherati Hra-Semesh
rock, untainted by the rot of mortal life. They believe in the believes that spreading the creed of the Pilgrims is the correct
mercy of Vriinmata; that the gifts of the daelkyr can convert path. With enough followers, the weight of their faith will
doomed mortals into immortal beings of starfire and power. empower the Glistering King to rise to the surface once
They are entirely correct. They have no concept of the more. The sun giant* Akradia instead believes in the power
suffering it causes. of the ancient ruins around them, and heads efforts to recover
The first Pilgrims arose from those given visions by the lost magic from Sohl’aran and Zja Aqat. In truth, she believes
daelkyr and its servants. Vriinmata’s prison demiplane that if she can ascend as a new titan, she will be able to free
touches regions of Khyber beneath the Menechtarun Desert, Vriinmata herself, gaining its eternal favor - then crush her
and the core of the cult lies there. The beliefs of the Pilgrims competing Starseers as the new empress of Xen’drik.
have spread among groups of asherati, Sulatar drow, and
other peoples of the desert - an easy ideology for those who Campaign Role
often live by starlight. As a result, followers of the Seraph of
Stars can be found across much of western Xen’drik. Many Unnerving Allies - Due to their divine beliefs and
are shunned by other groups for their unnerving practices, radiant appearance, the Star Pilgrims are not visibly evil,
especially those druidic groups who understand the aberrant and their goals can sound harmless (if bizarre). Given their
touch upon them. The group’s creed is simple. They are opposition to the other forces in the Menechtarun - notably
flawed beings doomed to wither and die, but by the mercy the githyanki, Inspired, and Sunheart druids - they may serve
of their leader, they can become pure and immortal. To that as useful allies to a party. It’s not going to stop them from
end, they worship their patron, while researching ways to being any less strange, however.
free it from its prison within Khyber. Once the Seraph walks
the land, they will be its holy emissaries in truth. Zealous Competition - To achieve their goals, the
Pilgrims intend to gather strength, then strike out for the
Burning Rites giant cities of Sohl’aran and Zja Aqat. Both hold ancient
magic that may allow them to free their chained god, or
The most devout members of the cult are physically marked enhance their own abilities. As such, a party may find
by the alien touch of the daelkyr, whether through sheer themselves battling crazed zealots during their exploration of
faith, the use of symbionts, or the ‘gifts’ of its servants. either city, or the Menechtarun as a whole.
Typically, this involves the conversion of the person's form
into crystal and light, the core of their body becoming a Bizarre Background - It is perfectly possible for a
radiant flame within a flawed organic shell. This flame is player character to come from the Star Pilgrims, trained as
the person’s very soul lit ablaze - an impossible reality that a Sun Soul Monk or Celestial Warlock. This provides an
lets them manipulate light and fire at will. A believer’s hand interesting scale of character evil, and a great narrative facade.
might float at the end of their arm, connected by a rivulet of The character might be completely aware of the being they
crystal plasma where the bone would otherwise be. Those serve, but outwardly appear to be a blessed warrior. They
who serve the Glistering King with fervor might be given the may also be clueless and well-meaning, forced to decide down
ultimate gift - entry into the Stellar Court, and full conversion the line if they must betray their purpose when they find
into an unearthly shining child*. These aberrations hold out the truth. A final option is that they have run away from
the same role as mind flayers for other daelkyr, and act as the Star Pilgrims after awakening to the horror in front of
overseers and guides for the Pilgrims and other cults. them, and now use their powers to fight back. Whether the
Pilgrims will just let them leave is another matter entirely.
The Dawning Second Sun
The goals of the Pilgrims involve the recovery of arcana
from the Menechtarun, and the eventual release of their
chained god from Khyber. Their center of operations
is the Parhelion Altar (p.267), deep within the I'm not entirely certain what a
Menechtarun. To the west, the city of Zja Aqat 'daelkyr' is, but I blame the Zjai. You
is rife with both Xorian lore, and powerful
can only poke around in Xoriat for
so long before Xoriat pokes back.
Apparently, with livingCHAPTER
radiation 4and
| ALLIES & ENEMIES
136136
a god complex.
Factions - Legendary Villains - Legendary Monsters - The Overlords

The Ten Watchers Strasteliatar, Gold Watcher - Grand Ju’qata - The


Gold Watcher is located in the heart of Xen’drik, within the
ruined Alcazar of Ashes, palace of the Phoenix Queen. Here,
The dragons brought a sudden and thorough end to the Age their role is vital, for they lie between two Overlords. To
of Giants. Their forces annihilated the giant city-states with a the west, the Burning Desire hungers beneath the Valley of
hailfire of spells and physical might. With their cities broken Shadows; to the east, Zel Erakhni weaves a web of despair
and their people slain en masse, the giants were brought beneath Dread Lake. As such, the role of the Gold Watcher is
low - and then the dragons made sure that they would never to ensure that neither overlord comes close to escaping their
reach those heights again. Epic curses such as the Madness bonds. The current titleholder is the ancient gold dragon
of Crowds were laid upon the land, and then Argonnessen Strasteliatar, a Lightkeeper of Dol Arrah devoted to their
turned its back on Xen’drik in pity, shame and fury. In their duties. They keep watch over the surrounding lands with the
wake, they left behind the Ten Watchers - dragons of each help of agents among the Súlatar drow, while ensuring that
color appointed to ensure no new threats ever rise from the thieves find no luck in their palatial lair.
shattered continent.
At first, these positions held honor and prestige. Now, Zinshear-Jhodjaros, Red Watcher - Tempest’s
they are often seen as a tedious exile. Some watchers, such Spine - The dedicated Red Watcher guarded a volcano in the
as the corpulent green dragon Zartarxis, have essentially Tempest’s Spine under which countless fiends were bound.
forsaken their duty entirely. Others, such as the silver A recent volcanic eruption released many of them from
dragon Strapherakos, are faithful to their role, but face dire Darkfire Crater (p.254), who slew the dragon in its sleep.
challenges seeking to destroy them. Now, Zinshear-Jhodjaros* is a nightmarish puppet filled
Plot Factor. This book defines three of the ten with vile hellwasps* that masquerade as him.
Watchers, with the remaining seven free to be placed across
the continent. Fundamentally, they are plot devices. The Examples of Potential Watchers
Watchers can play no role at all in a campaign, or be the
focus. A Watcher can be an interesting faction to introduce Thurkihnarix, Silver Watcher - The Unveiling -
in a location; they can be brutal foes for the party, or potential The ancient silver dragon watching over the cloud capital
allies against a greater threat. When placing a Watcher, make has long known her post is tranquil. The flotilla is far safer
sure to match their draconic strengths to the location. For than other Watchers’ posts (since the radiant idols aren’t
example, the Red Watcher keeps guard over a volcano due to suicidal), and its remote location is defense enough. As a
their ability to withstand heat. result, Thurkihnarix spends her time brewing excellent tea
As an organization, the Watchers can be everything from a from the stores of the cloud giants, and training the city’s
major antagonist to a party patron. After all, they are dragons small group of puffin aarakocra to do her work for her.
- and bored dragons at that. Their role includes stopping Any adventurers that can reach the city are a break in her
meddling adventurers from poking around in ruins where tedium, and she happily observes them from hiding for
they don’t belong, and they might try to kill such a party entertainment. Any that put up a good show are free to
simply for being a nuisance. The dragons of Argonnessen leave with their treasures, if they can fend off the Unveiling’s
are not known for their beneficence. On the flipside, the tyrannical angels.
Watchers often employ ‘lesser races’ to assist in their duties.
The nature of this relationship can vary. The former Red Petissethear, Blue Watcher - Crux - The Daanvi
Watcher Zinshear-Jhodjaros trained and protected a clan city-state of Crux is always active. Automata patrol the
of drow that helped him in his duties; in comparison, the streets, watching for intruders and repairing any damage.
Green Watcher has a clan of trolls under his command that The adult blue dragon Petissethear learned this the hard
he terrorizes into servitude. As such, a party may serve under way soon after his arrival in Xen’drik. Underestimating the
a noble Watcher as its agents, helping to combat corrupted danger they posed, the dragon laired within the city, which
giants or evil fiends. led to the constructs trying to ‘arrest’ the dragon for theft. In
the following battle, he lost much of one wing and a back leg,
Existing Watchers fleeing for his life to recover in a nearby desert cavern. The
bitter dragon has since used the metaclockwork in Crux’s
Zartarxis, Green Watcher - Cul'sirran - The workshops to build himself metal prosthetics. He takes dark
indolent adult green dragon Zartaxis is a study in laziness. pleasure in seeing others suffer at the hands of the city’s
Charged with keeping watch over the Skyfall Peninsula, the constructs, and wishes for intruders to destroy them for good.
Watcher soon gave in to boredom and a deep melancholy
with their effective exile. They conquered a local group of Verthatiberusk, Brass Watcher - Sohl’aran - The
trolls, declared themselves a god, and charged their new young brass watcher is a relatively new arrival to her post,
servants with bringing them food. In the hundreds of years and enjoys both the vibrant ruins of her home, and the ships
since, the Green Watcher has barely moved - and completely sailing through the Phoenix Basin. She often takes the form
missed the entire history of Stormreach. When agents of of sea creatures and swims alongside the vessels, listening
Argonnessen came to check in with the unfit dragon, the to the voices of the sailors, while keeping watch over the
existence of the city was as much a surprise to them as him. Basin’s ruins. Verthatiberusk is stalwart in her duty,
Now, with a furious chastisement from his superiors, Zartaxis and does her best to scare away anything approaching
is hauling himself into motion once more. Sohl’aran, but she has yet to be truly tested - and
isn’t aware of some of the true dangers lurking
in the deeper city.

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The Eleventh Eye - Rumors persist of a final Watcher dragonflight is a dramatic way to start the final battle. As
that stands aside from the others. This secret role is given such, while negotiating with one carries a very real risk,
only to experienced agents of Argonnessen, and involves it might also mean gaining a very powerful ally. This is
travel across Xen’drik with a singular goal - enacting the especially true in the south-east, where the rogue dragon
ritual of the Du’rashka Tul. The Apocalypse Watcher is the Ketheptis is butting heads with the Watchers in the region
sole trigger and agent, responsible for destroying nations - and plotting their brutal demise. However, allying with
throughout history. This serves as a physical form for the a Watcher is a difficult gambit. Should things spiral out of
Madness of the Crowds, and one the party can fight off to control, they may call on Argonnessen to take up arms - and
prevent the destruction of their city. More information that is a cataclysm in its own right.
on the concept of the Eleventh Eye can be found in the
Legendary Villains chapter on p151. Example Quests
Drive out a monster such as a manticore from
Campaign Role Low
nearby giant ruins, on the off-chance it breaks or
Level
Party Patron - Dragons are not known for their triggers an arcane device.
niceties, and the Watchers are no exception. However, some Capture a small and sneaky thief that has been
Low
truly are good souls, and follow the paths of Sovereigns pilfering items from the dragon’s hoard (such as a
Level
such as Dol Arrah. These wyrms often empower servants to boggle, faerie dragon, or monkey).
assist them in their duties, as with Zinshear-Jhodjaros and Deliver a magic item such as a Speaking Stone, or
Middle a critical message, from one Watcher to another
the Darkwatchers. As such, a party might have one of the Level
Watchers as their patron, who sends them on quests, bestows as secret couriers on a long journey.
them with treasure, and is likely eventually slain by the giants Infiltrate a city such as Stormreach or Kul Lerek,
Middle
or fiends who the party are fighting against. then track down and destroy a disguised fiend
Level
attempting to start a dangerous cult there.
Drive out a group of giants trying to reclaim one
Targets for Death - The Ten Watchers are one of
of the ancient city-states of the Group of Eleven,
the greatest obstacles standing between giant ruins and those High
then use its magic to destroy the Ten Watchers
who would reclaim them. As such, they are also prime targets Level
- such as the construct army of Crux, or the titan-
to kill - especially when you include their vast hoards of
making artifice of Genesine.
treasure. As a result, it is possible to run a dragon-hunting
Slay a rogue dragon such as Ketheptis the One-
campaign with the Ten Watchers as prime targets. In more High Eyed Crone*, or Eshtarnak's Bane-Reth, before
standard campaigns, they represent the perfect reason to have Level
they can pose a threat to the Watchers.
a dragon lurking in ancient ruins - and clueless adventurers
who take one down might open the doorway for all kinds of Patron Benefits
consequences…
• Magic items gifted from the dragon’s hoard.
• Assistance (or at least immunity) from other Ten
Impromptu Allies - Parties fighting against Watchers, including local information and a safe
tyrannical giants or evil fiends might find themselves place to rest.
on the same side as the local Watchers. Should • Magical blessings and boons, such as spells, feats, or
an overlord be released, flying on the back of a transformation into partial dragonborn.
Watcher as the Ten assemble into a single

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Torch of Progress way, torchbearers alleviated the dark emotions and desires
that empower the continent’s Overlords, halting problems
before they required the sword to fix. Alone, they could
The Torch of Progress is the main form of Silver Flame do nothing. With the support of their fellow giants, they
worship in Xen’drik, with its members working to combat safeguarded civilization.
the continent’s fiends and promote peace between its people. Over time, this simple creed became its own undoing. The
The Torch dates back to the Age of Demons; based in the slow corruption of the Overlords mixed with the insanity of
divine city of Bazek Mohl, its members have been lighting the titans’ inhuman minds. The desires of the Sul’at League
up the darkness since before the start of history. Unlike and the Cul’sir became ever darker, and while the Torch
many such groups in Khorvaire and Sarlona, the Torch has spoke out, they had no power to resist being exiled. By the
traditionally focused on peace, diplomacy, and community time the Cul’sir sought to draw on dire powers to kill the
support over pure martial strength. This approach, guided by rebelling elves, the Torch of Progress could do nothing but
the couatl Temhasteq in Bazek Mohl, has formed to combat watch until it all came burning down.
the Overlords of the continent. Each draws on negative
emotions and displeasure in different forms. By strengthening The Modern Torchbearers
the hearts of the people, the Torch has denied them the dark
emotions they crave - but was powerless to stop the giant Now, the cinders of the Torch still burn, held in the hearts
empires from walking a dark path. of drow, giants, and goliaths. These champions of the
Silver Flame keep scattered watch over the Overlords and
their servants, fighting against the odds to ensure their
The Age of Giants imprisonment. Many Torchbearers live nomadic lives, as
The Silver Flame has always had a presence in Xen’drik, they cannot gather in one place for long due to the Madness
for the giants fought in the First War. Some of their first of Crowds, and the ground they must cover is too huge.
gods were champions who fought against the overlords, and Instead, they act as wandering mendicants and diplomats.
became immortalized for helping free them from tyranny. The city of Bazek Mohl (p.90) is the center for Silver Flame
Compared to Khorvaire, Xen’drik is relatively free of worship in Xen’drik, and holds the Torch’s true heart - the
Overlords; only three are known to be bound to the continent ancient divine gestalt Temhasteq. It is here, protected by
itself, with a fourth in the Thunder Sea. As a result, many Temhasteq’s presence, that torchbearers train and meditate
of its nations were free to grow without as much danger to help the people of Xen’drik overcome the darkness
from hidden fiends. To the giants, the Silver Flame was thus beneath their feet.
less of a call to arms, and more the torch held aloft by their Strength in Diversity. Any believer in the Silver
champions - a beacon of progress that led them from an age Flame is considered a torchbearer, and there are few divisions
of darkness. They held respect for it - but why worship the between roles or abilities. The rainbow colors of the couatl
torch over the warriors who held it? In time, their negligence represent both the different cultures that the Torch serves,
would be their undying, but for thousands of years, it was the and the different abilities that they specialize in. Crucible
Torch of Progress who held evil at bay. artificers (p.291) use their faith to create items that provide
Divine Alliance. The Torch was based out of the city healing and support to communities. Others travel across
of Bazek Mohl in the nation of Grand Ju’qata (p.194). The Xen’drik, helping to defuse or convert dangerous giant
Fernian nation worshiped all aspects of fire and split from the architecture. Sun Soul and Way of Mercy monks seek to
Sul’at League after the binding of Prince Adaxus; as a result, emulate the couatl through meditation and psionic training,
the flamists of the city were free to hold their own beliefs, roaming the land to protect those in strife. Some torchbearers
and acted as a neutral political bridge between the League also specialize as Eloquence Bards, who negotiate peace
and Ju’qata. The Sul’at relied on the Torch of Progress to between competing factions and maintain knowledge from
keep watch over both the fiendish Adaxus, and the burning the first age about the Overlords and couatl.
Overlord sealed beneath their land. In time, the Torch Torchbearers are marked by prismatic rainbow motifs,
became recognised across Xen’drik as neutral protectors and and often carry items that glow with light - a symbol of
ascetics, and assisted the Cul’sir, Sul’at, and Group of Eleven their purpose, and a practical defense against the Lurker
with combatting Khyber’s fiends. and Spinner of Shadows. The organization welcomes any
Grand Harmony. By nature of the Overlords they were ancestry; sun and fire giants descended from the cities of
fighting, the Torch of Progress held very different beliefs to old Ju’qata rub shoulders with firbolgs, drow, and goliaths
other so-called ‘serpent cults’. Xen’drik contains corruptive from across Xen’drik. The shulassakar additionally maintain
Overlords of desire, manipulation, and vengeance - beings a presence in the city, using it as a base for their operations
that call out to the souls of the unfulfilled. The warriors in the continent. Others come to Bazek Mohl to learn from
of the Torch responded with an extremely simple defense. its experts, bringing the ancient knowledge of the Torch
They sought happiness. Cold iron and thick shields cannot back to improve the lives of their people. The proximity of
protect the weaknesses of the soul, but one truly at peace can Bazek Mohl to the prison of the Spinner of Shadows acts
shrug off the temptations of the void. The Torch of Progress as a barrier between Dread Lake and the rest of Xen’drik,
was just that - an organization of peace, mindfulness, and with torchbearers often clashing with the Overlord’s
self-control that forged new paths through diplomacy and spidery servants. In comparison, the distance of
training. As a result, the Torch of Progress was never defined Sakinnirot means that the Torch has little presence
by its paladins or martial strength. Instead, members sought in Stormreach. Instead, the Rushemé and shulassakar
to support communities as artificers and clerics, or train as keep a secretive watch.
monks who spread their teachings across Xen’drik. In this

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Campaign Role Example Quests
Divine Patron - One of the easiest ways to include the Deliver a missive from Bazek Mohl to a
Low Torchbearer keeping watch on Shae Fir - without
Torch of Progress is to have them as the patron of either Level getting ensnared in silken webs.
the party, or one of its members. This might mean basing
the campaign (or starting it) in the city of Bazek Mohl, with Low Track down a serial killer in a nearby Súlatar city
the party working to combat one of Xen’drik’s evil threats. Level empowered by the dark hungers of Sakinnirot.
This serves as a Good-aligned patron with a simple goal - to Middle Slay a spidery rakshasa of the Spinner of
protect the people of Xen’drik from evil. Level Shadows establishing a cult in Zantashk.
Venture through Khyber to the home demiplane
Prophetic Guidance - For a party looking to gain Middle of the shulassakar and bring back a divine artifact.
insights into the Draconic Prophecy, and how to defeat an Level The coming days of darkness will need it - but
reaching Hope’s Meridian is not an easy task.
immortal enemy, the Torch of Progress is a simple solution.
They both understand the concept of the Prophecy, and how Slay Cyl-Maaldrake* outside the walls of
High Stormreach before it can annihilate the city with
it is key to keeping the Overlords bound. The hidden city of Level an army of fiends.
Bazek Mohl is a notable place where a party can gain such
knowledge, but no one said that reaching it would be easy. Disrupt a ritual underway by Kyravia the
High
Cinderheart* before she can unleash the
Level
Overlord Kharna Rayva in a tide of searing flame.
Knowledgeable Allies - Similarly, a party might
find themselves fighting alongside a member of the Torch
of Progress against a shared threat. Doing so is an easy way Patron Benefits
to provide information about the fiends of Xen’drik, as well • Residence in the hidden city of Bazek Mohl (as well as
as the existence of Bazek Mohl - especially for characters the ability to find it).
linked to other Silver Flame cultures. This can set-up • Access to divine spellcasters who can remove curses,
future arcs related to the city, and introduce NPCs for the cure diseases, and divine fragments of Prophecy.
party to call on. • Access to the sparring grounds of Starfall Mount, and
the divine forge of the Crucible.

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Factions - Legendary Villains - Legendary Monsters - The Overlords

TheWinged League d6 Example Guilds


Su’zera Jenat - The bombastic drow of Su’zera
command the lion’s share of Súlatar trade. To be
As they say in Kul Lerek, profit makes the clouds go round. Su’zera means to flaunt your stuff, wear indigo and
The merchant guilds of the flying city form the Winged crimson, and drive a Firesled* like a comet. The guild
League - a competitive alliance whose members vie for of Brassbinders specializes in both speed and trade
1
dominance. Their grand guild halls tower over the northern with the drow of central Xen’drik. While they cannot
district of Duhvirat, with traders endlessly flying out from transport heavy materials, their pilots’ acrobatics are
the city in search of profits. Fundamentally, the League legendary. The traditional method of joining the guild
serves to bind the guilds together. The guildmasters act as is to simply beat one of their members in a race.
representatives, and have a place in which to meet and settle
any grievances. As such, it regulates competition, ensuring
Tradewinds Company - The most prestigious in
the League is the Tradewinds Company, led by the
that things never get too out of hand; after all, no one wants
cyclops Wrexok Goldeye. Supposedly, the guildmaster
the Zephyr Guard to get involved.
uses his penchant for divination to predict good deals
The guilds of the League operate in a very simple manner.
in the future. Tradewinds is conservative and picky -
With the aid of winged mounts, vehicles, or natural flight,
an attitude it can afford, due to holding prime place
they buy and sell items to the people of Xen’drik. Since Kul 2 in the League in recent years. Typically, the Company
Lerek moves through the skies, the traders can naturally
takes on long-standing contracts, preferring reliable
reach different settlements, and many people look forward
deals. The Tradewinders’ signature mounts are giant
to the city’s arrival. Trade contracts are common, with guilds
albatross, which can fly for weeks without needing
delivering regular goods to communities, such as textiles,
to land. This lets them travel long distances, reaching
fresh food, and mail. In exchange, they buy local goods, then
settlements that other Guilds have barely heard of.
either sell them on in Kul Lerek itself, or barter them with
different land-folk in the future. These contracts also extend Paradise House - The ‘Burning House’, as they are
to the craftspeople of Kul Lerek, who often order regular jokingly known, are possibly the most reckless Guild in
shipments of materials, or provide certain guilds with in- the League. Their traders deal in questionable items
demand craftwork. Some of these contracts are ancient, and on the border of acceptability, and have connections
have outlasted generations of guildmasters and the families with Kul Lerek's criminal Skylarks. If you need an item
they are linked to. that’s dangerous, poorly understood, or would be
Swift Deals. Otherwise, many guilds receive and 3 contraband if anyone knew about it, Paradise House
post job requests for their members. These deliveries and is the guild for you. As a result, they have a strong
acquisitions can be taken on by whoever is the fastest to grab reputation for privacy and discretion, and actually
them, and it’s common for guilds to have massive notice run a thriving business delivering letters and mail.
boards covered in sheaves of parchment. New traders often Paradisos fly using any method they can, ranging from
make a name for themselves with these one-off jobs, and personal mounts, to tamed creatures, to cobbled-
hope to use the connections they make to forge permanent together artifice with the Boundary Institute's help.
contracts. Completing such a request always grants a certain The Gilded Glide - The Roost is home to the
cut of the profits to the Guild, funding their operations, birdfolk of the Gilded Glide. The giant birds and
management, and lavish comfort. aarakocra form one of the most active guilds, and see
Of course, the life of a trader isn’t cushy. Flying in Xen’drik the it as a home more than a business. They specialize
poses a whole bevy of dangers detailed on p.41, while the in trade deals with isolated peoples, with giant ravens
Traveler’s Curse can wreak havoc on carefully laid plans. mimicking languages to help with communication. The
League merchants typically rely on one of three things Glide includes intelligent giant ravens, eagles, owls,
4
to keep them safe - speed, strength, or stealth. For more parrots, and cranes, who trade with the regions that
lucrative deals, it’s common for them to take on guards in suit them; ravens head to the Iceflow, parrots to the
case of attack - a perfect role for adventurers. Dealing with Hydra Basin, and eagles to the high peaks. They prefer
the Traveler’s Curse is relatively simple. As Xen’drik natives, to trade in food, which they bring back to the roost
the traders are less affected, and the impacts can be further for the community. The building itself is akin to a small
lessened through knowledge of their destination. As a result, village, with the birdfolk comfortably nesting within,
trade contracts are directly beneficial, as they involve repeated safe from the dangers of the land below.
travel to familiar locations. When the Curse does strike, flight Yrtar’s Cottage - The cloud giant* Yrtar owns a
makes it easier to deal with; if you are sent off-course, you cloud castle that she repaired and flew back from the
can rapidly determine where you are from the air, and adjust Sea of Lost Souls. Her ‘cottage’ is a former tavern that
accordingly. However, getting sent into a dangerous region has been lovingly restored. Yrtar is independent from
is always a possibility, and a party might find a lost trader in the Scriveners of the Sky, and regards them as snobby
danger wherever they go. and aloof. She travels solely based on interest, and
5
Different guilds have both different specialties and methods happily takes new guests and paying customers with
of travel. These range from using one's wings, to elemental her. The unique nature of the Cottage allows it to carry
artifice, to literally skating over the clouds. Example guilds massive amounts of materials, and Yrtar has made
can be found in the following table: a small fortune bringing stone, wood and ore to Kul
Lerek. However, this is mainly to fund her wanderlust;
the giant’s whims are famously unpredictable.

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Example Guilds goods. As a result, taking on a League contract is both an
d6
The Prav Consortium - The cloud goliath easy way for a party to be flown around Xen’drik at terrifying
Consortium is run by generations of the Prav Kol speeds, and a great gold sink for those at higher levels. This
family. In a call-back to the giants of the Gallimaufry, naturally extends to reaching the city of Kul Lerek in the first
the Prav Kols are bound by pact to a Syranian djinn. place, which is easier said than done.
Inherited through the main family, the pact grants
them power over the sky, as well as magic lamps far Underhanded Opposition: Social standing in the
bigger on the inside than out. They use these lamps as League is determined by one thing - profit. League traders
6 dimensional storerooms for goods, which they collect hunting for it are easy to position as self-serving rivals for
by skating over the clouds to their targets. The Prav the party, or a chaotic third element in dungeon crawls. Such
focus on heavy and unwieldy items, which they simply treasure hunters are rarely outright evil, but pilfering poorly-
store inside their lamps for the journey. As part of understood artifacts can have dire consequences - especially if
their pact, the goliaths receive tasks from their djinn, a wealthy villain is secretly funding their exploits. Of course,
who prizes paintings above all else. Other guilds often it is possible to position a guildmaster as a villain in the same
make a note of securing ancient artwork, just in case vein as the Aurum in Khorvaire - a psychotic avaricious
they can sell it to the Prav Kols for extortionate prices. mastermind with grand plans to dispose of their rivals.

Campaign Role Noir Schemers: The wants and needs of the competing
guilds provide a perfect hotbed for intrigue. Fierce rivalries
Mercantile Patron: A League guild can serve as a fun and massive profits mean all kinds of underhanded schemes,
patron for players - especially if they form their own! This is including forged items, careful heists, contraband deals and
a simple and easy way to have a party live in the fantastical more. In general, the existence of the League (and the Zephyr
city of Kul Lerek, which allows them to travel around Guard) keeps this to a respectable level. However, truly
Xen’drik in search of gold, treasure, fame, or friendship. unique items or important trade deals can cause tensions
As a party becomes known for their exploits, they might to rise. This complex web of shady deals is perfect to drop
rise up the guild rankings, facing rivals vying for the role of players into, especially if the cause of it all is a dangerous or
guildmaster. If they form their own guild, they might even powerful artifact… or an individual seeking to stir the pot.
attract business contracts, jobs, or traders hoping to work
under them. Becoming the top guild in the League is a very
real goal, but the other guilds might have something to
Example Quests
say about it… Deliver a love letter to a lone giant living on an
Low island in the Iceflow Sea… an island surrounded by
Speedy Services: Each of the Guilds specialize in Level aggressive giant seagulls (giant eagles with cold
services that might be of great use to adventurers. These resistance).
are comparable to House Orien and Lyrandar in Khorvaire, Negotiate a trade deal with a group of reclusive
including mail delivery, rapid transport, and the shipping of Low yuan-ti within some giant ruins. Their artifice
Level is highly valuable, but they fear contact with
outsiders due to their history.
Fulfill a Boundary Institute request for a live
Middle snowworm - a baby remorhaz found in the
Level southern tundra.
Steal a Skyhook* from the floating city of the
Middle
Gallimaufry, massively expanding your guildhall to
Level
an entire flying island.
Recover an ancient Sul’at League elemental
High airship from the ruins of a city such as Ram’kanek,
Level expanding your guild's prestige and capabilities.
Heist incriminating documents from the
High
guildmaster’s office of a rival guild, exposing their
Level
dangerous collusion with a powerful villain.

Benefits
• Access to the guild hall and its knowledge of the people
of Xen’drik, as well as the location of rare and valuable
goods (and the horrors guarding them).
• Posted contracts and requests in the main guild hall, as
well as a guaranteed cut of any profits made.
• Discounts on goods secured and sold by the guild, as
well as the ability to request specific items from other
members and traders.
• Potential methods of travel to and from Kul Lerek
(depending on the specific Guild).

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Wyrd Vigil Campaign Role


Underworld Patron - The Wyrd Vigil are a unique
The fomorians of Vralkast are the ancient descendants of the example of an organization in Khyber that can serve as a
Twilight Court, exiled to Khyber after a disastrous civil war. group patron or background. Characters might be venturing
The giants were cursed by the archfey to resemble their deeds into Xen’drik on behalf of the Vigil, seeking weapons,
and their hearts of their leader, the titan Queen Cono’mae. knowledge, or allies against the threats of the Realm Below.
After fleeing into the underworld to hide their warped As a group patron, the Vigil easily enables Khyber campaigns,
appearances, the fomorians founded the town of Vralkast providing a justification to explore the Realm Below in
on the shores of an abyssal sea, and struggled to survive in defense of Vralkast.
the stark and dangerous world of Khyber. Now, Vralkast
is a city - an expansive system of caverns and strongholds Wary Wardens - For a party visiting the city of
populated by people from across the Realm Below (p.109). Vralkast, the Vigil are the law - for better or worse. Outsiders
Countless threats attempt to assail it; daelkyr cults and are a dangerous unknown, and the order doesn't hesitate to
aberrations, massive leviathans from the Sea of Sorrow, flying crush any signs of corruption. As a result, characters may find
fiends and wandering beasts. It is the Wyrd Vigil who rage that they are allies with the group, while hiding any links to
against the night. dangerous influences - for no one wants to get on the bad
side of fomorians.
Monstrous Regiment
Battle-Scarred Veterans - Khyber is rife with
Their order is one borne of practicality, and united by wandering dangers that leak out of bizarre demiplanes.
a common creed rather than a fighting style. The harsh The Vigil has been fighting these fiends, aberrations, and
reality of life in the Realm Below has stripped away a fey monsters for thousands of years, and their knowledge of
obsession with beauty and words, leaving grim practicality these threats is unmatched. Characters seeking the way to an
and an embrace of diversity. To the Vigil, scars and curses Overlord’s heart demiplane, the prison of a daelkyr, or a way
are a source of strength, and evidence of one willing to give to defeat a fiend for good may find no better comrades.
everything to protect their kin. Even though the fomorian
curse has itself long faded, the order’s Wyrdknights embrace Example Quests
monstrous features. This is both a practicality, and a snub
against the delicacies of their past. Sometimes, it takes a Low Drive out cave fishers that have taken over a
Level mining tunnel in the Undagh district of Vralkast.
monster to fight a monster. Over time, membership of the
Negotiate peace between two clans of kobolds
Vigil has expanded to include new arrivals; medusa, ogres,
and grimlocks in the Sowshore docks of Vralkast.
and merrow have joined the ranks. Their roles are to hunt Low A spate of pranks and missing items has bloomed
leviathans, police the tunnels of their home, and drive off Level
into a stand-off that has put the district on edge.
monsters knocking at the city gates.
In truth, the culprit is from neither clan.
Over time, the Vigil has assembled a broad range of
Track down and apprehend a serial killer obsessed
techniques to battle the horrors around them. The most
Middle with plucking the eyes from dead medusa - a
common is the use of mutagens and body modifications, often
Level dangerous cultist of Orlassk absorbing their
using materials taken from slain monsters. A Vigilant gains
petrifying abilities.
strength with every trophy they take - and becomes ever
Middle Rescue a group of Everdelvers from an alien
more monstrous in the process. The order’s strongest fighters
Level demiplane after an expedition gone wrong.
are thus terrifying to behold. The exception to this is the use
of symbionts, which are destroyed on sight. While this is due Break through the insectoid forces of the daelkyr
to a general hatred of the daelkyr, it ties into a deeper part of High Valaara and slay the neothelid acting as their
the Wyrd Vigil. Due to the fomorian dislike of kings, rulers, Level command center, before the armies of the hive
and immortal pacts, they shun any path that would have them can swarm over the walls of Vralkast.
High Assist in the operation to slay a vengeful kraken
beholden to another.
Level approaching from the Sea of Sorrow.
Many Vigilants also gain power from oaths to protect
their people, swearing the tenets of Watcher Paladins. Their
conviction and commitment to charging into danger gives Patron Benefits:
birth to divine power, which the fomorians see as arising • The Wyrd Vigil have a deep knowledge of the
from their inner strength. Others find solace in the many creatures of Khyber, as well as the minions of the
gods that have found homes in their city. The Shadow is daelkyr. As such, their libraries can be used to learn
popular due to the medusa belief that it gives monsters about them with ease, and grant advantage on all
their gifts, and some fomorians see themselves as receiving Intelligence ability checks to learn about the subject.
that Sovereign’s blessings in protecting their city. Those • The patchwork blades and wyrdknights of the Vigil
who specialize in hunting leviathans take a different view. are capable fighters with a wealth of experience.
To them, the hunt is a form of worship, the flesh of their Martial characters may be able to learn maneuvers
prey the reward. Dressed in lightweight bone-carved plate, from them with training, or pick up the
they ritually bathe in the blood of krakens and serpents mutagenic skills of a Patchwork Blade fighter.
alike, bestowing them with piscine features and power • Social status and respect in Vralkast; few have
over the waves. the nerve to obstruct someone who carves
up aberrations for a living.

CHAPTER 4 | ALLIES & ENEMIES


143
Threats & Villains Lord Ralastar, Nightmare Sovereign - the
Inspired Lord at the summit of Dar Qat is an expert at
dominating lesser minds - a talent he uses to crush any
Every campaign needs a dastardly villain - the focus of the resistance. Ralastar's reach stretches wherever the soldiers
story, whose actions must be stopped at all costs. This section of the Unity march, and guides quori efforts to uncover the
features a variety of villains, ranging from ancient vampire secrets of Xen'drik.
kings to sahuagin champions. Each has their abilities and
potential goals detailed to aid GM's in campaign planning. Prince Adaxus - The Hellfire Prince of the Sul'at
Accompanying them are legendary monsters to hunt or League conquered nations at the start of the Age of Giants.
encounter, each a unique twist on a standard threat. The final His hunger for power turned Adaxus into a full avatar of the
section focuses on the greatest threats of all - the god-like Overlord Kharna Rayva, forcing adventurers to seal him deep
archfiends known as the Overlords. beneath the city of Morsa Khai. The Prince rages against his
chains to this day.
Legendary Villains
Raazk Hal'Shavar, the Fang of Sha'argon - The
The Concateny - The titan of Zja Aqat slumbers armies of thje Eternal Dominion are led by a singular
beneath the sands of the Menechtarun. The powerful psionic
champion with jaws of sharpened steelmeld. Clad in organic
god-mind is formed from a hundred giants melded into one,
plate, the Fang of Sha'argon is capable of absorbing the
and commands power over reality itself.
strength of everything she eats - a talent she put to great use
when the Dominion is on the warpath.
Cyl-Maaldrake, the Fangs of Fury - The former
prakhutu of Sakinnirot is a terrifying balor that embodies
Queen Cono'mae, Fate's Widow - The former titan
pure murder. Bound beneatht the Tempest's Spine, Cyl-
of the Twilight Court is the spidery prakhutu of the Spinner
Maaldrake is on the verge of regaining its freedom.
of Shadows. Cono'mae sits upon her broken throne, weaving
the Prophecy to create suffering on a continental scale.
The Ecliptic King - Once a vampiric rule of the
Qabalrin, the Ecliptic King was sealed by his rivals in a
Vastravaros, Apocalypse Watcher - The secret
warded coffin during the Age of Giants. The immortal
'Eleventh Watcher' is Argonnessen's answer to rising threats
necromancer combines dire strength with terrible magic, and
in Xen'drik. Vastravaros is responsible for triggering the
may seek to resurrect the Qabalrin civilisation.
Madness of Crowds, and laying waste to civilizations.

Emperor Cul'sir, the Visionary - The god-king Vriinmata, the Glistering King - The alien 'angel'
of the Cul'sir Empire is the single worst villain in all of
of the Star Pilgrims is a daelkyr of terrible light. Vriinmata is
Eberron's history, responsible for more death and suffering
capable of weaving radiation into solid form, and solid beings
than any other mortal. His command over dreams allows him
into those formed from radiation. From its kingdom deep
to undo reality in the name of himself, and himself alone.
beneath the Menechtarun, the daelkyr awaits its release.
His return could herald a new and disastrous rise of the
Empire itself.
Legendary Monsters
The Kashatak - Cultists serving the Overlord known as 1. The Cinder Sisters - Pyrohydra
the Lurker in Shadows can become empowered by the fiend, 2. Glimmerdoom - Behir
gaining its favor as they spread terror in its name. They gain 3. Kraa’ark Lors - Roc
new abilities and a title - the Kashatak. 4. Lurking Two-Maws - Tyrannosaurus Rex
5. Kaskylla of Glass - Morkoth
Ketheptis, the One-Eyed Crone - As cunning as 6. The Mistmother - Phase Spider
she is vile, the silver dragon Ketheptis works to bring ruin to 7. Menechtar - Rust Monster
Xen'drik from her lair in the Bluespine Peaks. She is served 8. The Flux Beast - Chimera
by frost giants, including her half-dragon children, who work 9. Thousandfold, the Worm of Winter - Remorhaz
to amass power in her name. 10. The Somnoboros - Dream Serpent

Kyravia the Cinderheart - Wielding a massive The Overlords


demonglass axe, the leader of the Battalion of Basalt Towers
is feared across the Skyfall Peninsula. Kyravia is a warlock Kharna Rayva, the Burning Desire
of the Burning Desire, and uses her fiendish charisma to Flames, Desire, Obsession - The Valley of Shadows
command legions of fire giants. her goals to free Prince
, The Lurker in Shadow
Adaxus from his seals - or failing that, claim her Overlord's
The Alien, The Unknown - The Thunder Sea
power for herself.
Sakinnirot, the Scar that Abides
Grudges, Vengeance, Cold Murder - Stormreach

Zel Erakhni, the Fateweaver


Destiny, Helplessness, Manipulation - Dread Lake

CHAPTER 4 | ALLIES & ENEMIES


144144
Factions - Legendary Villains - Legendary Monsters - The Overlords

Legendary Villains Cyl-Maaldrake


the Fangs of Fury
The Concateny Tiger Balor of Sakinnirot
Ancient Psionic God-Mind
Campaign Themes: Pulp Action, Stormreach, Fiends
Campaign Themes: Psionics, Xoriat, the Quori Thematic Enemies: Fiends, Knives of the Scar*, Revenants
Thematic Enemies: Aberrations, Inspired, Githyanki
'I will be there. Every dawn of your miserable
existence, I will be there. Waiting. Watching. Savoring.
Travel...your mind...hear the call....join the chorus
I suggest you start running. You will crave the end soon enough.'
The titan of Xoriat is among the most powerful psyches
Darkfire Crater (p. 254) is a prison for countless fiends from
on Eberron - a psionic god-mind formed from the mental
the Age of Demons sealed in the war against the Overlord
merging of a hundred giants into one single entity. It
Sakinnirot. The Red Watchers of Argonnessen have kept
represents the pinnacle of psychic power. If not for its
an eye on the site for thousands of years - not for its many
imprisonment beneath the city of Zja Aqat, the Concateny
weaker demons, but for a single balor of terrifying strength
would have long forced Argonnessen’s hand. It is a testament
- Cyl-Maaldrake, the Fangs of Fury. The former prakhutu
to its strength that the dragons were content to leave it in
of Sakinnirot is a force of dire vengeance, with every grudge
the ruins of its city, knowing that a true effort to kill the
he bears increasing his strength further - and after 100,000
titan would cost too many lives. Despite this, the Concateny
years, there are plenty of names on the list. Even worse, the
schemes still, and the rise of the Inspired city of Dar Qat
balor’s tigrine form is marred by the blade of a shattered
may be just the event it needs to begin its rule once more. In
sword driven into its chest, causing it constant injury to its
ancient Zja Aqat, powerful psions were granted the right to
pride. The blessed blade cannot be grasped by the fiend itself,
be mind seeded by the Concateny, their egos absorbed and
stoking the fires of its rage in perpetuity. The tiger roars of
melded into the ageless metaconcert. As it happens, a faction
Cyl-Maaldrake ring out from its prison, echoing through
of powerful psions are now pushing out from Dar Qat, and
the tunnels of the Crater. With the recent volcanic eruption
the Inspired have no idea of the threat they face - or how they
leading to the death of the Red Watcher, a horde of fiends are
might be enslaved by a very different kind of immortal.
chipping away at the balor’s cell - an underground chamber
lined with Khyber dragonshards. With every day, its bonds
Abilities are weakened, heralding Cyl-Maaldrake’s catastrophic return.
The Concateny’s powers range from the creation of entire
demiplanes, to the reshaping to reality, to the domination Abilities
of lesser minds. While it is utterly immobile, it is capable
Cyl-Maaldrake is an incarnation of cold murder; those
of extending its reach through enslaved pawns and agents,
preparing to fight the balor who expect a rampaging force
who can range for hundreds of miles while remaining
of destruction are sorely mistaken. The fiend radiates an
in contact. The god-mind's goals could be anything; the
aura of bone-chilling cold, its intelligence and calculated
trauma of losing its people may have permanently scarred it,
moves a reflection of its master. Cyl-Maaldrake is patient
driving it into dangerous insanity. It is also possible that its
- disturbingly so. It picks the most important target, marks
sheer intelligence has been devising plans for 40,000 years.
them for death, then executes them with a stealth surprising
Whether those plans are of revenge, rebuilding, or turning
for its massive frame. Those who run are merely delaying the
back time, are anyone’s guess.
inevitable; the longer Cyl-Maaldrake has to plot and plan out
an assassination, the more brutal and unforgiving it becomes.
Campaign Role
A campaign featuring the Concateny is likely to revolve Campaign Role
around the battle for dominance in the Menechtarun between
Cyl-Maaldrake can be used as anything from a looming
the Inspired, the githyanki, the Sunheart druids, and the Star
end-game threat to the inciting incident for a campaign. It is
Pilgrims. Each faction has a different reason for fighting over
perfectly possible to have players witness the release of the
Zja Aqat, and none know the immense power that sleeps
balor - and barely escape alive - at the start of a campaign.
beneath it. It is possible that characters might serve the
Alternatively, the fiend’s release can serve as a major villain
Inspired, and be contacted by the Concateny to serve it. It is
goal for a campaign focused on Sakinnirot; should the players
also possible that it might dominate members of the Inspired,
fail in preventing his release from Darkfire Crater, Cyl-
then use them to enslave the entire bastion of Dar Qat as its
Maaldrake can serve as a devastating recurring villain. A
new army. Regardless, it is certain that a party will have to
more unusual role for Cyl-Maaldrake can involve the broken
delve beneath the sands of the Xoriat city-state to where the
sword rammed into the fiends chest. This blade, named
titan’s tomb lies, and quell its ancient threat for good.
simply Forgiveness, was bestowed by the dragons to a
primal titan in Age of Demons, and holds the power
to defeat Sakinnirot and his kin if fully repaired.
However, the blade seals some of the balor's
powers, and removing it is a dangerous task,
and a very dangerous game.

CHAPTER 4 | ALLIES & ENEMIES


145
The Ecliptic King freeing the Ecliptic King. This might involve the recovery of
several pieces of an ancient key scattered across Xen’drik, or
brought to Aerenal by ancient refugees. The true weakness of
Qabalrin Vampire Lord
the Ecliptic King might also lie in the ancient records of Shae
Campaign Themes: Undeath, Lady Illmarrow, Dungeon Tirias Tolai, for the Queen of the Dead still hungers to return
Delving, Gothic Horror his soul to its place in Dolurrh. The final clash could involve
Thematic Enemies: the Emerald Claw, Bone Knights, the King draining the massive power of the Umbra, or
Vampire Thralls warring on Stormreach with the help of the Queen of Dusk -
and dooming Xen’drik to a new age of darkness.
Death is ours to command - and yours to suffer.

The Qabalrin factions of the Unspoken and Shapers of Night


were the most powerful in the city of Qabal Mordas. Open
Emperor Cul'sir
conflict between them left the Unspoken as the victors, who
sealed the vampire lords of the Shapers in underground
tombs - and ironically saved them from destruction. The the Visionary
Shapers were led by the most ancient of their kind, who Awoken Titan of Dreams
first developed vampiric immortality - the Ecliptic King and
Queen of Dusk. Their legacy of undeath lasts to this day in Campaign Themes: Dreams, Nightmares,
Karrnath and Farlnen, but both vampires slumber in warded Stormreach, the Quori
coffins beneath Xen’drik. Now, the King stirs in his ancient Thematic Enemies: Cul’sir Somnitects*, Quori, Id-waiths*
crypt, awaiting the day his seals break. Soon, he will be
free to rule once more with the Queen by his side - and the I am Cul'sir. All I see is my Right. From the slaves I
Unspoken are nowhere to stop him. Despite their political command, to the beasts of the land. All is dominion.
marriage, the King and Queen are bitter rivals. They needed
each other's power for their own security and social position, The God-King of the Cul’sir is perhaps the most infamous
yet that is also why they both distrust each other so much - figure in the history of the continent. Nothing is known of
they're powerful enough to be each other's dire weakness, but the Emperor’s fate, but one thing is for certain - the paranoid
necessary as each other's strength. To resurrect the Shapers of king who spent an age defying death would never die so
Night, the King will need the power of his queen. Only then, easily. The Aereni believe that the hero Cardaen struck
can they seek to destroy each other with finality. down the titan to set his people free, while some Xen’drik
cultures believe that Cul’sir lurks in the Sea of Dreams still.
Abilities Options for the fate of Cul’sir can be found on p.175, but
the vagueness is purposeful. Bringing back the god-king for
The Ecliptic King was a powerful arcane warrior for a campaign is extremely easy, and the deranged titan is a
hundreds of years before becoming a vampire, and combines dramatic and dangerous villain.
martial power, undead strength, and dire necromancy. Even
more dangerous is the ancient lore he holds; the Shapers
of Night were among the strongest mortal necromancers
Abilities
to have ever lived, and lacked any concept of morals. This In battle, Cul’sir is a reality-warping titan of unbound power.
includes the ancient secrets of the city of Shae Tirias Tolai. His mastery of Dal Quor allows him to impose dreams upon
If the seals on the King are broken, his goals may vary from the waking world, shaping the environment and the people
finding and freeing his Queen, to restoring his people from within it - or erasing them entirely from his sight. As a
their prison in the Heart of Siberys - or raising a new army perfect dream of himself, the titan is skilled in everything -
of soldiers from the bones of the people of Stormreach. for how else could exist as a god-king? His sheer presence
Destroying the Ecliptic King is an epic quest of its own. The can force people to kneel before his feet, or be crushed
vampire lacks many of the weaknesses of his lesser kin, and without mercy. Given time, he can even wish the world into
can only be destroyed via his link to the immortality ritual. a different nightmare entirely.
To become a vampire, the twin monarchs sacrificed an entire
section of the Ring of Storms to Mabar, damning thousands Campaign Role
of elven souls within. Sealing him for good requires the
The reason for Cul’sir’s return could be due to anything from
tainted earth of that land - a physical relic of his immense sin.
a magical contingency to House Kundarak’s excavations in
Stormreach. This section is going to assume that Cul’sir’s true
Campaign Role body has always lain in Dal Quor, and that the quori working
A campaign featuring the Ecliptic King will likely involve to realign the plane have allowed him to reform a Material
the schemes of Erandis Vol through her pawns, the Emerald body once more - effectively, dreaming an avatar of himself
Claw. The Qabalrin are the ancient forebears of the Line of into existence. This is not to set such a thing in stone, but to
Vol, and ultimately responsible for the creation of the Apex provide an example of what such a campaign might look like.
Mark of Death. As a result, reclaiming Qabalrin artifacts In this situation, the goals of Cul’sir are simple. He needs
and lore is an important route by which Erandis can to reclaim the treasures from the seat of his power in
restore herself to life, and grasp her true destiny. Stormreach, avoid discovery by the dragons, and gain control
The party may have to race the Claw to the Ring of the Moonbreaker as a deterrent against them. To do so, he
of Storms, then fight to prevent them from has disguised himself as the Voice of the Titans - the secretive

KILL ON SIGHT. CHAPTER 4 | ALLIES & ENEMIES


146146 KILL. ON. SIGHT.
Factions - Legendary Villains - Legendary Monsters - The Overlords

leader of the Reclaimers of Glory (p.131) . His power and passage. In the lightless deep, the taelmer merfolk hold a
magical knowledge have drawn other giants to him, and he desperate guard against the aboleths of the Lurker, ensuring
is offering them the vision of a safe kingdom in which to live the Overlord can never be freed. A single infiltrator tipping
with their families. Currently, the Reclaimers are spreading the scales could lead to the sahuagin attacking Stormreach
their influence. More giants are flocking to their cause by or the sea’s merfolk - a thread of the prophecy leading to
the day, and they are working to recover magical items and the Overlord’s nightmare release. Should the armies of the
locations at Cul’sir’s command. Despite this, the titan himself Dominion fall under the Lurker’s sway, its power would be
maintains utmost secrecy; he is learning of the Ten Watchers, limitless - and the coastal cities of Khorvaire might be next.
and preparing to take out the closest - namely Zartarxis*, the
Green Watcher. With Zartarxis out the way, he will be free
to attack Stormreach without Argonnessen noticing. The
undercity of Cul’sirran may contain ancient eldritch machines
Ketheptis
the One-Eyed Crone
needed for his purposes, powerful weaponry to seize power,
or even the secrets of the Moonbreaker itself.
Accursed Dragon of Deceit
The Kashatak Campaign Themes: Dragons, Drow, Diplomacy, Deception
Thematic Enemies: Scion of Ketheptis*, Goliaths,
Blessed Horror from the Deep
Winter Wolves
Campaign Themes: Eldritch/Psychological Horror,
Underwater, the Eternal Dominion 'Basra, deal with this one. I have no need for vermin.'
Thematic Enemies: Aboleths, Shadow Demons,
Doppelgangers, Krakens Many of Xen’drik’s rogue dragons are dangerous exiles who
rule over their territories. The worst have a far broader
YOU ARE KNOWN gaze. Ketheptis, the One-Eyed Crone*, is an adult silver
dragon who has lived in Xen’drik since she was a wyrmling.
The Lurker in Shadows, Overlord of the Unknown, is bound After watching her parents die at the hands of Banor'drakai
deep within the Thunder Sea. Its aberrant servants enact its hunters, and losing an eye to one of their burning arrows,
one goal in its stead - to sow fear and terror in the minds the silver drake swore vengeance on those who had taken
of mortal men. Shapeless horrors sneak aboard ships to everything from her. Both the dragons who cast out her
devour and replace members of the crew; aboleths enslave family to the dangers of Xen’drik and the people who
settlements and whisk away entire villages in the dead of slew them are her targets, and with every passing year,
night. Unlike other Overlords, many of the servants of the her strength has grown. Clumsy attempts at revenge have
Lurker are aberrations instead of fiends, helping to keep given rise to cunning and guile, marked by scars worn with
the nature of its minions part of the Unknown. As part of pride. The dragon lairs in the Bluespine Peaks in a glacial
this, the archfiend has no Speaker or right hand to gain lair (p.262), with frost giant servants who share her goals
familiarity. Instead, a servant in the process of embodying the of revenge. Only when the Ten Watchers are dead and the
Overlord’s whims might find themselves empowered to do 'lesser' peoples laid low will she find her satisfaction.
their mission, growing in corruption and strength until they
are an extension of the Lurker itself. This blessed being is the Abilities
Kashatak - the Regent of the Abyss. Ketheptis is a dangerously intelligent enemy with powerful
The nature of the Kashatak provides a unique opportunity forces at her beck and call. She is both a vicious tactician and
to have a dynamic villain that grows with the party. A a powerful foe, with massive strength and potent spellcasting.
campaign focused on Stormreach and the Thunder Sea might As a result, she fills the role of a draconic nemesis perfectly,
start with the players uncovering a hidden cultist on their with dark goals and the personal pettiness to toy with the
ship. That person might go on to begin a reign of terror in party. Her minions range from terrorized goliaths, to her
Stormreach, fomenting tensions between the Storm Lords half-dragon frost giant Scions of Ketheptis* (led by her
and sahuagin. When they gain the power of Kashatak, partner Thraalgrum), to the Qabalrin vampire Dekaraz,
they will rise to full glory, and seek to free the Lurker from each of which might become a new threat to the party. Her
its prison in the Trench of the Void (p.278). Even if they abilities allow her to travel quickly in disguise, and the dragon
are defeated, the power of Kashatak lives on. After all, the might show up in humanoid form to sow havoc for the party.
nightmare never truly ends. Unlike the other villains in In battle, Ketheptis has an arsenal of tools at her disposal.
this book, the Kashatak is a powerful mantle that can be Her seething fury manifests as barbarian rage, causing blood
applied to any servant of the Lurker. This might even occur to seep from beneath her scales. She channels this into brutal
mid-battle if multiple servants curry the Overlord’s favor, strikes, bolstering her physical strength. Despite this, it is her
triggering a terrifying demonic mutation. intelligence that is the most threatening. The dragon has no
qualms with hit-and-run tactics, toying with her helpless prey
Campaign Role for pleasure. Additionally, her innate spellcasting allows
A campaign using the Kashatak will revolve around the her to dispel magic, hide her form, and enhance her
politics of the Thunder Sea. Beneath the waves, the Eternal abilities to devastating effect. Unlike other villains, it
Dominion prepares for endless war. The lords of Stormreach can always be assumed that Ketheptis is willing to
plot and scheme, negotiating with the sahuagin for safe flee, then return later after plotting vengeance
on the party.

CHAPTER 4 | ALLIES & ENEMIES


147
Campaign Role
The silver dragon can fit any campaign with adventures
Kyravia
the Cinderheart
in central Xen’drik, especially those involving the Ten
Watchers. She might be competing with the party for
powerful artifacts, allies, or magic, or even be interfering and
clashing with another enemy faction. As an example, her path Burning Centurion of the Battalion
to vengeance might rely on the knowledge held by Dekaraz;
her aims might include recovering Qabalrin technology for Campaign Themes: Pulp Action, Fiends, Kharna Rayva
use as weapons of mass destruction, placing her in opposition Thematic Enemies: Battalion Fire Giants*, Pyreheart
to both the party and the Emerald Claw. Alternatively, her Goliaths*, Fiends
hatred for her fellow dragons might see her attacking the Ten
'The legion marches on the Cinderheart's command!'
Watchers, leading to a cascade of destruction. There is not
a single thing on this continent that Ketheptis holds dear; to
The driving force behind the Battalion of Basalt Towers
her, triggering a second Shattering would be the sweetest of
is Kyravia the Cinderheart*, a powerful fire giant warlock
victories as she dances above the flames.
wielding a massive demonglass-infused axe. The high
centurion reformed the Battalion as a hammer to smash the
Ketheptis in Canon & Racial Issues walls between her and her goals, and will not rest until she
In canon, Ketheptis is deeply, deeply problematic. has the power she seeks. Her pact with the Overlord Kharna
Dragons of Eberron does its best to make her into a Rayva grants her irresistible charisma and hellfire flame. The
character of exceptional depravity, with themes of former has earned her a legion of followers, gathered beneath
cannibalism, genocide, war crimes, and even forced the banner of a restored Sul’at League. The latter has earned
sterilisation. To highlight this, there is one line used in her control over the ruins of Ram’kanek, and a reputation
reference to her stance on the drow that is an almost throughout the Hydra Basin. Now, Kyravia’s goal is simple
direct quote from infamous Nazi rhetoric regarding the - to secure the power to break the bonds on Prince Adaxus -
Jewish people. This is not an exaggeration. or, to take his place and rule Xen’drik in his stead.
This section is a complete reworking of Ketheptis The pact may have provided the power to rule undisputed,
in canon, removing the problematic and disturbing but Kyravia’s dark hunger grows with every year that passes.
elements as best as possible, while maintaining the She believes that when the Battalion gains the power it seeks,
things that make her compelling. There is nothing she will be in a position to control the fiends she consorts
wrong with a cunning draconic villain seeking revenge with. Until then, she grudgingly takes their guidance on how
on the people that slew her parents. There is everything to free Prince Adaxus and gain the upper hand on her foes.
wrong with the themes and offensive language In truth, if the Hellfire Prince is freed, the servants of Kharna
mentioned above. In light of this, it is normal to ask why Rayva will happily dispose of her in turn. The result is a tense
Ketheptis is included in this book at all. It is the view alliance with each side aiming to gain the upper hand, and
of the author that it’s better to take the mistakes of Kyravia has no intention of losing.
the past, bring them to light, and then fix them, rather
than sweep them under the rug and ignore them. To do Abilities
otherwise is insulting to the people affected by them -
Kyravia’s pact with Kharna Rayva grants her dark flame and
including, in this case, the author.
warlock magic. Coupled with barbarian strength and drive,
she is a powerful force on the battlefield. The Battalion's
growing command of Sul’at ruins, such as Ram’kanek, have
also provided magic items sourced from the League, which
Kyravia uses as evidence of the heritage that fire giants are
owed. As such, her capabilities may depend on the power
of her faction, and the treasures she can commandeer -
or kill for.

Campaign Role
The Cinderheart is a dramatic and charismatic villain that
can grow in power and ability alongside the players. As the
Battalion grows in power, the players may find her gaining
new magic items and powers to match them, which cannot be
said for other immortal villains. Her goals are clear and easy
to understand, but as Kyravia progresses, her tensions with
the fiends of Kharna Rayva will only grow. It may be that
she gains the chance to usurp Adaxus and turn the tables - a
surprise betrayal that may lead to her becoming a new avatar
of Kharna Rayva. It may also be that the fiends get to her
first, and use her as a pawn to release the Hellfire Prince -
who will destroy her, just like so many of his past rivals.

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Lord Ralastar Prince Adaxus


Nightmare Sovereign the Hellfire Titan
Mindbreaking Inspired Lord Titan Avatar of Infernal Flame

Campaign Themes: Psionics, Quori, the Moonbreaker Campaign Themes: Kharna Rayva, Pulp Action, Fiends
Thematic Enemies: Soldiers, Inspired, Quori Thematic Enemies: Battalion Fire Giants, Fiends,
Súlatar drow
'You will tell me of your allies, their lovers, and their
deepest fears. May the il-altas have mercy on your soul. ' 'I. Am. FREE. WITNESS, mortals, and DESPAIR!'

The lord of the bastion of Dar Qat has led the city’s colonial The father of the Sul’at League is one of the most powerful
expansion for over 700 years. The tscuora quori Lastar has - and most scorned - figures in Xen’drik’s history. The
controlled generations of Inspired puppets far from Sarlona’s towering Hellfire Prince was the first fire giant, binding his
shores, building up the Unity’s stronghold here in search soul to the Overlord Kharna Rayva to become a cambion of
of answers. His Chosen vessels are trained as ‘thrallherds’ - great power and greater desire. At the start of the age, the
psionic experts in mental domination, ensuring no resistance Prince used this power to conquer the city-states of central
from the indoctrinated servants under his command. In Xen’drik, forming the Sul’at League, inspired by the power
combination with his army of Riedran soldiers and Chosen, of Emperor Cul’sir. Their clashes were legendary - duels
Lord Ralastar is a dangerous and capable foe, with the full between demigods that lay waste to the land. In time, a group
force of the Dreaming Dark behind him. As Dar Qat grows, of heroes rose to defeat and seal the Prince before he became
so does the strength of the Unity in Xen’drik, allowing them an avatar of Kharna Rayva in truth. They bound him beneath
to drive off the local people and capture the treasures they the Valley of Shadows, reforming the Sul’at League (‘the
crave. Until he discovers the truth behind Dal Quor’s Turning Firebound’), to ensure he could never rise again. Now, the
of the Age, the quori’s domination will never end. guardians are long dead, and 40,000 years have passed. The
heart of Adaxus is ever-burning, and his rivals are long dead.
The continent is his to claim - and year by year, his chains
Abilities melt beneath his burning hunger to rule.
As an Inspired lord, Ralastar combines the powerful
psionics of a Chosen vessel with the nightmare abilities of a Abilities
tsucora quoriERLW. As a thrallherd, Ralastar is a specialist in
dominating minds and commanding others on the battlefield. On the battlefield, the Hellfire Prince is a visceral presence.
His sheer will draws Riedran soldiers to him, protecting him The titan’s charisma, reinforced by the dark vice of Kharna
as an elite cadre. Rather than taking down powerful foes, the Rayva, is so great that it roils off him in searing waves.
Inspired prefers to mentally break them instead, capturing Nearby creatures find themselves serving the Prince’s orders
them to bring back to Dar Qat for ‘questioning’. When not without thinking, their wills consumed by his own like
occupying his mortal host, the quori Raster is a distinct threat kindling. In other ways, he is the archetypal fire giant - the
in his own right. He can possess other members of Ralastar’s Surtr of Xen’drik legend. His mastery of fire allows him to
chosen line across any distance, allowing him to control cast powerful evocation spells at a will, leveling cities and
them while out on expeditions. This means that the party can razing a path through the continent. As an avatar of an
battle different Chosen under the quori’s possession, with the Overlord, the Prince is also demonic, with many features
quori learning more and more about them while remaining reminiscent of a balor or pit fiend. Combatting him requires
untouchable. Truly defeating Lord Ralastar means slaying the ancient artifacts, such as those crafted by the Sul’at League, or
Inspired, and binding the quori; otherwise, the nightmare divine weapons of the Silver Flame to slay him for good.
will never end.
Campaign Role
Campaign Role Prince Adaxus is a classic pulp villain - a massive, flashy
and destructive titan from the ancient past. Much like Rak
Lord Ralastar is a politically powerful mastermind - a distant
Tulkhesh in Khorvaire, he serves the role of a massive
foe fighting the party from his crystal tower. Yet, as a quori,
catastrophe the unleashing of which is the end-game of a
he can haunt their dreams if needed, ensuring his presence
campaign. Unlike Cul’sir, Adaxus has no ‘unavoidable’ ties
is a constant shadow looming over them. As a result, he
to Dal Quor and the quori, and can be tied freely to other
serves a unique role as a calculating foe protected by layers of
nations. His location in central Xen’drik also accommodates
defenses. Taking Ralastar down would be a grand finale of a
campaigns outside of Stormreach, especially those starting
campaign focusing on Dal Quor, requiring a grand assault on
in the holy city of Bazek Mohl. Similarly, the nature of his
Dar Qat, and the help of powerful allies. However, Ralastar
binding might involve artifacts in any location of interest to
is a unique villain in a different way, for he can serve as a
the GM. If a player has a backstory linked to a certain
group patron. It is perfectly possible for a party to meet with
location, it can be woven easily into the story of
Ralastar as Riedran expeditionaries, and return to fight him
his downfall.
after discovering the truth - that their divine lord is in fact
the puppet of an ancient evil.

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Raazk Hal’Shavar Queen Cono’mae
Fang of Sha’argon Fate’s Widow
Baron of the Eternal Legions Spider Titan of the Spinner

Campaign Enemies: Underwater, Stormreach, Campaign Themes: Gothic Horror, Fate, Spiders, The
The Thunder Sea Spinner of Shadows, The Fey
Thematic Enemies: Sahuagin, Dragon Turtles, Krakens Thematic Enemies: Chelikera*, Fateweaver
Warlocks*, Spiders
'Ra'har! The body BITES. It EATS. It GROWS.We fight
to live, to live is to fight. Swallow death, and feast! ' 'Hush now...you came here for answers, did you not? I
have them - all of them. All I ask is a single favor.'
Below the waves of the Thunder Sea, the sahuagin empire
known as the Eternal Dominion labors and toils, all but Once the Fabled Queen of a nation, now the prakhutu of the
unknown to the airsick beings above. The great cities of Spinner of Shadows, the fiendish titan Cono’mae weaves
the Dominion grow under planar influence, consuming the schemes that stretch the length of Xen’drik. Known more
biomatter of the colossal kar'lassa. Built around the kar'lassa commonly as Fate’s Widow, Cono’mae is an infamous figure
of Shavarath, Plane of War, the city of Hal'Shavar is the in giant history. She gazes into the future with her eight
center of the Empire's armies, with training grounds, arenas spider eyes, plucking and trimming the threads of destiny
and mock battles fueling its conquests. into only the most dire of outcomes. The Fangs of Fate is a
warlock patron and dark seductress; one of her main targets
Abilities are those who curse their own lives, who she offers dark gifts
to carve a new path to power. Every move is a calculated
At the summit of the Dominion's armies sits the Fang - a gambit - a piece on the board towards freeing the Spinner of
peerless baron mutated with the flesh of the Kar'lassa of War. Shadows once more.
Clad in armored carapace of organic steelmeld, four arms
tearing apart the enemies of the Dominion, Raazk Hal'Shavar
is an unstoppable force of martial might. The blessing of
Abilities
Sha'argon and mutant physique have granted the Fang a In battle, the titan of Shae Fir is a terrifying skirmisher who
singular ability - by consuming the flesh of her enemies, the uses hit-and-run tactics to devastating effect. Between blows,
baron can evolve in the midst of battle, gaining their strength she melts away into the shadows, lurking unseen before
to terrifying effect. For an attack on the planes, an invasion of striking once again. Her poison needles curse those they
the surface or the subdual of an Overlord, the Maw will take touch with misfortune, while her will can alter fate for the
the first bite. worse for those in her many-eyed sight. This includes cutting
the strands of their destiny for good, killing them like broken
Campaign Role marionettes.

Campaigns involving the Fang of Sha’argon are likely to


revolve around the politics of the Thunder Sea, including the
Campaign Role
expansion of the Eternal Dominion. The sahuagin empire Cono’mae is a devious and powerful enemy - a puppet master
is a major threat to both Khorvaire and Xen’drik, held back pulling the strings much like Lady Illmarrow in Khorvaire.
by nothing more than arrogant indifference. Any number of Her followers and servants may have no idea of her true
factors might set the Dominion on the warpath, marching identity or power, but her gifts are potent and tempting. At
its legions into Stormreach or Sharn. Nothing quite sets the 40 feet tall, she’s also suitably dramatic. The Queen serves as
scene as much as a sahuagin army assaulting the docks of a powerful antagonist for campaigns involving the Draconic
Stormreach on the backs of immense magebred leviathans. Prophecy, as well as a notable potential ally; a party looking
Such a campaign might involve the agents of the Lurker in to find secrets or prophetic advice might seek out the Widow
Shadows, the Karakala merfolk of the Thunder Sea, or the of Fate for her ancient knowledge, hoping to turn the enemy
storm giants and krakens who despise the Dominion’s attacks. of an enemy into a friend. She’s likely to oblige - but the price
might cause a delicious amount of suffering in the future.
A campaign focused on Queen Cono’mae might involve the
attempted release of the Overlord known as the Spinner of
Shadows, heralding a new age of darkness for Xen’drik. This
might involve classic pulp adventures across the continent,
uncovering the dark plots of Spinner cults, collecting artifacts
of the Silver Flame, and learning of the threat that lies
beneath Dread Lake.

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Vastravaros Vriinmata
Apocalypse Trigger Seraph of Stars
Draconic Watcher of Destruction Daelkyr of Cosmic Radiance

Campaign Themes: The Madness of Crowds, The Ten Campaign Themes: Eldritch Horror, Daelkyr, Zealotry, The
Watchers, Dragon Hunting Menechtarun, Khyber
Thematic Enemies: Lesser Dragons, Dragonborn, Thematic Enemies: Azer, Shining Children*, War Priests
Lair Guardians
'We yearn for the light. It heals, sustains, guides us. It
is beauty and perfection. The sun and the stars burn eternal in the
'Your kind broke the world in their hubris. Your
heavens - what greater blessing than to join them? '
arrogance cannot be contained. This is my duty, and may the
Sovereigns guide me. Madness must reign once more. ' It is in the darkest depths that guiding lights shine the
brightest. Those lost in Khyber sometimes see such far-off
The Madness of Crowds was left by the dragons to forever stars; gleaming gateways to a place bright with the promise of
crush any giant attempts to rebuild their empires. Any safety. This is the prison of the daelkyr Vriinmata, revered as
civilisation that reaches a certain threshold of population or the Everstar, the Glistering King, and the Mirror’s Embrace
advancement is driven mad in a mere moment, its people - the monarch of all light, the incandescent, and the sidereal.
tearing their kingdom apart in a murderous rage. The cause The Seraph of Stars is an avatar of everything light should
of the Madness, and the precise conditions for its activation, never be – the antithesis of the natural laws of the Material.
are unknown to everyone but the dragons of Argonnessen. For the King, the whole of Eberron is energy held in chains
It is possible that the role of pulling the trigger falls to one of law. Chains made to be broken. The daelkyr is capable
ancient wyrm - a draconic arbiter responsible for catastrophe of forming light into solid matter, granting it sentience,
on a continental scale. This is Vastravaros, the Final Watcher. and weaving plasma like liquid ribbons. The mortals of
Eberron are ephemeral, leaking energy as their lives burn out.
Abilities Converting such mistakes into beings of pure fire is a mercy,
The ancient wyrm embodies the chaos and change of the granting immortality and freeing them from death’s embrace.
Traveler as the 11th Watcher, and is tasked with casting A shame so many are too lowly to see this ascension as a gift.
and executing the effects of the Madness - an epic spell Once sealed beneath the Blade Desert, the daelkyr’s prison
with a radius of miles entrusted to them, and them alone. demiplane - the Soulfire Star - has borders beneath Xen’drik.
Vastravaros could be any type of dragon, but copper and brass Here, the aberrant gentry of the Stellar Court have been
may fit due to their penchant for illusion; similarly, the Thir drawn to the light of the Menechtarun. The radiant ruins
path known as the Passion’s Flame may fit for their speciality, of Sohl’aran, and the portals of Zja Aqat, are their hope for
due to its embodiment of the Fury and embrace of both rage freedom. Their work will not be done until their shimmering
and madness. In this way, Vastravaros may be inciting rage god can walk the land unbound - a savior for this rotting
on a grand scale, toppling empires as an emissary of Szorawai. world. These servants are beings partially composed of pure,
Despite this, the personality and viewpoint of the dragon incinerating fire; cultists and dolgaunts appear as hollow
might vary massively. It is possible that it hates its role as a shells, burned away from within by flame beyond color.
bringer of death - but also that it sees it as a divine calling.
Campaign Role
Campaign Role The Glistering King is an alien threat disguised by angelic
radiance. Its appearance to observers is that of a heavenly
Campaigns involving the Apocalypse Trigger may revolve king, clad in golden silk and fractal wings of crystal. Its face
around saving any of Xen'drik's cities from destruction. is burning fire, its skin a color beyond the visual spectrum.
Stormreach in particular has only recently become known As with the other daelkyr, its existence is a catastrophe.
to the dragons due to the sloth of the Green Watcher, Should its cultists manage to leverage giant magic to free the
Zantarxis. As a result, the bustling port may now meet the King from Khyber, its path will scorch the very land itself,
threshold for ruin. This might involve the party fighting scouring Xen’drik of life as a perverted form of mercy. This
dragons, discovering countermeasures against the Madness, cult - the Star Pilgrims - are an excellent minor antagonist.
or securing a weapon to bring down Vastravaros, with plenty Their powers are outwardly divine in nature, with a veneer
of pulp action to spare. of kindness over a burning heart of zealous corruption.
A simple (and dramatic) way of introducing the party to Campaigns featuring Vriinmata might revolve around the
Vastravaros is to have them enter a thriving city anywhere powers of the Menechtarun - the grasping Unity of Riedra,
in Xen'drik. In an instant, everyone around them becomes the Sunheart druids, and githyanki raiders. The daelkyr's
gripped with murderous rage, tearing their home apart in a followers are a wild card - a bizarre group of 'divine' zealots
matter of minutes. As the party flees for their lives, they see who might side with the players against the Inspired
the dragon observing its work, before flying into the distance. and githyanki. Vriinmata also makes for an excellent
The knowledge of what they have seen may result in the character patron, and a novel threat for those
Apocalypse Watcher sending assassins after them, or the familiar with Eberron lore.
Banor'drakai (p.117) taking an interest in the secret.

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Factions - Legendary Villains - Legendary Monsters - The Overlords

Legendary Monsters The second is when spells bounce off its glittering scales,
reflected like light straight back at their caster. Legends
say that the behir is the ancient pet of the Dawnchild, the
The giants might be famously big compared to other Titan of the Wasting Plains, with immortality granted by its
ancestries, but few explorers realize this is true of Xen’drik’s vile master.
monsters as well. The wilds of the continent are home to
terrifying beasts mutated, tainted or created by the planar Kraa’ark Lors
magic of the giants. This ranges from creatures who have
accidentally absorbed planar magic (effectively becoming Druidic storm roc
sorcerers), to those magebred by the Sul’at League as The awakened roc known as Kraa’ark Lors* dwells in an
engines of war. ancient cloud castle to the north of Stormreach. The floating
The reason for this is one of scale. To an elf, a hydra is citadel is surrounded by a permanent tempest created by
a massive predator. To a frost giant, it’s the relative size of the beast’s druidic power. It sees Stormreach as a blight on
a large dog. As a result, the Shattering released countless nature. The only thing halting its advance on the city are the
terrifying ‘pets’ and war beasts into the wilds, which prey Guardians of Rushemé, who offer gifts to placate the roc. Its
on adventurers to this day. Some - possessing disturbing intelligence is a result of the giants of the Esht Primacy, who
intelligence or a taste for humanoids - have infamous considered Kraa’ark Lors an honored ally of the city. The
reputations among Xen’drik’s people. These monsters are Shattering of Xen’drik caused untold damage to nature and
the stuff of legends, ranging from mutant dinosaurs to glacial destroyed the Esht. Kraa’ark Lors still holds a grudge from
aberrations. Killing one is a quick way to become famous - the loss of its friends and the damage to the environment, and
and a quicker way to die. takes it out on those who threaten the wild.
The following are examples of Legendary Monsters, which
can be used as unique and thematic enemies, or as the target Lurking Two-Maws
of hunts and side-quests.
Ferocious devouring T-Rex
The most feared creature of the Skyfall Peninsula is a
Legendary Monsters gigantic swordtooth titan (tyrannosaurus rex) that hunts
1. The Cinder Sisters - Pyrohydra explorers with glee. Lurking Two-Maws* is named for
2. Glimmerdoom - Behir the circular mouth ringed by grasping tentacles in the center
3. Kraa’ark Lors - Roc of the dinosaur’s chest. Its permanent hunger drives it to
4. Lurking Two-Maws - Tyrannosaurus Rex stuff everything that moves into either of its fanged maws,
5. Kaskylla of Glass - Morkoth including entire parties of adventurers. The horrendous form
6. The Mistmother - Phase Spider of the titan is thought to be a purposeful mutation, created by
7. Menechtar - Rust Monster the Sul’at League of giants as a weapon against rebelling elves.
8. The Flux Beast - Chimera An even worse question is whether it’s the only one, or if a
9. Thousandfold, the Worm of Winter - Remorhaz brood of the horrors is lairing deep within the jungle.
10. The Somnoboros - Dream Serpent
Kaskylla of Glass
The Cinder Sisters Greedy glacial morkoth
Intelligent fiendish pyrohydra Explorers scouting the Gallimaufry often find traces of
The Cinder Sisters* are an ancient Sul’at pyrohydra* something massive slithering through the ruins, collecting
corrupted by the Burning Desire. Its intelligent heads and moving the treasures within. These are the signs of
constantly bicker and fight as it roams the ruins of the Sul’at the morkoth Kaskylla, a Risian being of preservation and
League, hunting for scorched victims to consume. No one collection. The glacial aberration lairs in a frozen iceberg
knows if they possess separate identities, or whether the beneath the cloud giant flotilla. The hollow interior is
hydra argues with itself for entertainment. Unsurprisingly, a treasure hoard of countless wonders stolen from the
few people are keen to find out. The monster is a thorn in the Unveiling, which the morkoth covets intensely. Its greed
side of the Sulatar, who have struggled to slay the burning doesn’t stop at objects, however; interesting visitors to the
beast for good. Those who can entice the hydra may be able Gallimaufry are snatched by the monster and frozen within
to bargain with it for safety or information, but its greed panes of Risian ice. There, they remain in eternal stasis as
knows no bounds. part of Kaskylla’s collection.

Glimmerdoom The Mistmother


Illusory mirrored behir Deceitful phase spider broodmother
Few ever see the mutant behir known as Glimmerdoom* The lost cities of the Twilight Court are draped in skeins of
before ending up in its stomach. The serpentine creature has silken webs. Here, the progeny of the Spinner of Shadows
been warped by the Wasting Plains into a deadly mirage. plot to free their dark mistress. Curious intruders are
Its hide is covered in mirrored scales that bend and captured and cocooned, then brought before the eldest of the
refract light, rendering it invisible or creating illusory Spinner’s children - the phase spider broodqueen known
threats. The first sign of its presence is a torrent of as the Mistmother*. Blessed with fiendish intelligence and
blinding lightning that sears flesh from bone. razor fangs, the Mistmother is the source of the thousands
of phase spiders that call the valley home. Beneath her many

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beady eyes lies a powerful intellect, and the Mistmother the great snake is touched by the Sea of Dreams itself, and has
makes use of all the pawns that fall into her clutches. venom that destroys both the mind and body.

Menechtar Unique Rewards for Legendary Hunts


Annihilating desert rust monster Slaying a Legendary Monster is a major accomplishment, and
The asherati of the Menechtarun warn outsiders of a beast should be rewarded accordingly. While some monsters might
said to be the fury of the desert - a burrowing creature that have piles of treasure in their lairs (such as Kaskylla or the
turns all it touches to dust. Menechtar* is a rust monster Mistmother), others are wandering threats, making material
warped by the Xoriat energies of the city of Zja Aqat. Its rewards more difficult. Accordingly, the Magic Items chapter
giant size and fractal scales hint toward its aberrant nature, has a Hunter’s Trophies section (p.343), featuring powerful
but the true danger lies in its vibrating antennae. Anything magic items that can be made from each of the monsters
that touches the long filaments is either reduced to dust or above. These items - such as Cindersender* and the Stormroc
teleported somewhere else in space and time - and no one has Sickle* - are both flavored after their matching monster, and
ever returned to explain the difference. The creature burrows imbued with their special powers or characteristics.
ceaselessly through the desert sands, feeding on the crystal To create a Hunter’s Trophy, the party must simply recover
wastes, as well as the occasional adventurer. some of the materials of the monster using an hour of time,
and bring them to a suitable craftsperson. This process
The Flux Beast might also require additional materials, if a small side-quest
is in order. Alternatively, a character with a reasonable tool
Shifting chaotic chimera proficiency, such as Leatherworkers’ or Tinkers’ Tools,
The transmuted city of Genesine hisses and whirs with can attempt to create such an item themselves. To do so,
the sound of ancient machinery, but one sound is feared they must succeed on three cumulative DC 20 Dexterity or
above all else - the flapping of multiple mutant wings. A Intelligence ability checks using the tool in question, with
terrifying chimera guards the city, its heads shifting at each ability check taking 2 hours of time (which can be
random between a hundred different beasts. No one knows performed during a long rest).
if the Flux Beast* is an ancient guard dog, or
a territorial arrival from Kythri, but it hunts
explorers without mercy. Preparing for the beast
is futile; what might be a dragon head one day is a
roc’s the next.

Thousandfold
Vast construct remorhaz
The southern reaches of Dowron’s Shield
are haunted by a shadow beneath the ice. An
impossibly long remorhaz burrows through the
land, hunting for trespassers to the city of Il’ar.
The creature is several hundred feet in length,
with a body covered in a shell of rime. Those who
evade its snapping jaws often realize the truth
- that the Thousandfold is actually an animate
construct. The war machine is a Snow Dancer
simulacrum that defends Ix Il’ar from intruders.
A control mechanism may still lie in the ghostly
city, and woe betide the enemies of the one
who claims it…

Somnoboros
Twin-headed dream serpent
The dream serpents* of Xen’drik are sacred to
the Qaltiar drow. The magic creatures are worth
a fortune to poachers, who hunt them fervently
to sell in Stormreach. Drow legend holds that
the greatest serpent is a spirit of the land who
devours defilers of nature. Terrified stories in port
taverns are beginning to spread the truth. The
Somnoboros* is a dream serpent amphisbaena,
with heads at both ends of its body. Its victims
find themselves fighting their own nightmares, as

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153
Overlords
At the dawn of time, the world ended. The spawn of Khyber
- incarnations of evil known as Overlords - crawled up from Overlords & Phobias
the depths to enslave the world above. These fiends of near Each Overlord is an incarnate fear of mortalkind, and
god-like power carved up Eberron between them, forming their servants and themes represent this. As a result,
warring kingdoms of suffering and depravity. The end of when using an Overlord in a campaign, it is crucial to
the Age came when the dragon Ourelonastrix and the couatl make sure that players are ok with those themes. As
Hezcalipa discovered the Draconic Prophecy. The sacrifice of an example, the Lurker in Shadows plays heavily on
the couatl to form the Silver Flame created a cage in which thalassophobia and body horror. For the sake of player
the Overlords could be bound. Despite being immortal, and comfort, it is thus critical that thalassophobia and body
unkillable (their true forms are actually Khyber demiplanes, horror are included as Lines & Veils, so that players can
which extrude physical avatars), the Overlords could still ensure the campaign is right for them. The following
be chained. The means by which to do so lay within the are relevant themes that might cause discomfort for
Prophecy. The dragons, led by champions known as the each Overlord presented here:
Sovereigns, sealed each Overlord in turn by using the steps
of the Prophecy - and began the start of history. This was the Sakinnirot: Murder, Serial Killers, Psychopathy
First War, and it shapes Xen’drik to this day. Kharna Rayva: Obsession, Abuse (particularly with
Three different Overlords are bound in the continent, regards to relationships and love), Flames & Burning
slumbering within Khyber dragonshards beneath the land. The Lurker: Thalassophobia, Body Horror, Eldritch
A fourth lies in the Thunder Sea, and more might be found Horror
in other oceans, as well as the frozen Everice. Within their Zel Erakhni: Arachnophobia, Loss of Agency
prisons, they sleep and dream, but not in any mortal form;
instead, they innately reach out to mortals who embody their
domains, pulling them in to serve their whims. The more The Overlords of Xen’drik
mortals that embody that domain, the more empowered the
Overlord becomes - a dangerous spiral. Zel Erakhni, the Fateweaver
The majority of the fiendish servants of an Overlord are Destiny, Helplessness, Manipulation - Dread Lake
bound with them by the Silver Flame, but some were too
slippery to be caught. These fiends - most famously the Kharna Rayva, the Burning Desire
rakshasa - work to release their Overlords by manipulating Flames, Desire, Obsession - The Valley of Shadows
the Draconic Prophecy. This can involve raising heroes to be
in the right time and place, recovering powerful artifacts, or , The Lurker in Shadow
harnessing alignments of the moons and planes. The release The Alien, The Unknown - The Thunder Sea
of an Overlord is a cataclysm. Their avatars - simply by
existing - affect regions the size of nations, driving mortals Sakinnirot, the Scar that Abides
to corruption and despair. They are the ultimate end-game Grudges, Vengeance, Cold Murder - Stormreach
villain, and defeating them is history in the making.
Factions - Legendary Villains - Legendary Monsters - The Overlords

terpsichore
Zel Erakhni strength and power, but make up for it through deception
and planning. The weakest are shadow demons and
concubi who prey on the weak and the desperate. This can

the Fateweaver
involve whispers of power and temptation, luring them to do
the Spinner’s work - or into states of helpless fear where they
serve as easy prey. More powerful bone devils and rakshasa
work across the continent to serve the Spinner’s schemes.
OVERLORD OF DESTINY & MANIPULATION
Pulling the threads of the Draconic Prophecy, leading cults,
and undermining the Watchers are all goals to aid the release
"Fate is a very real thing, my chitterling; pluck its strings, weave of their queen. The most dangerous by far are the bebiliths*.
it, cut it, twist it in knots around the necks of those who do you These arachnoid fiends devour enemies as the Spinner’s
wrong. There are so few spiders, but oh so many trapped flies. I personal brood, including other fiends. Their bite results in
see where it went rotten; I will teach you how to set it right - and a dark curse that drains the victim’s vitality away, rendering
them weak and helpless before their eventual demise.
when you stand at the top, don’t forget to cut the strings."
- Queen Cono’mae, the Fabled Throne, Shae Fir
Monstrosities - A variety of monstrous people known
as the Children of the Mist are the result of the Spinner’s
The Spinner of Shadows embodies the fear of manipulation
influence. The Dread Lake basin has a variety of hidden
and fate - the grand schemes that dance us like puppets to
settlements in which chitines, driders and ettercaps live.
our graves. The Fateweaver feeds off those who feel ensnared
These mythical people are not direct servants of the Spinner,
in the plans of the powerful, destined to be cast aside like
but venerate the Overlord as a local god. They use the misty
helpless pawns. Despair and isolation are the greatest treats.
forests as a safe refuge from those who would attack them for
Her followers believe she ties the strings of fate, giving
their appearance. The Children are experts in alchemy and
prophecies and power to those with ambition. Her only price
poisons, lacing vast webs with soporifics through their forests
is the suffering left in their wake.
to fend off wild beasts. The ruins of Shae Fir are guarded by
The presence of Zel Erakhni can be felt most strongly
one of Zel Erakhni’s favored children - the swollen phase
around Dread Lake, where the Overlord’s physical form
spider queen known as the Mistmother*. Her worryingly
is sealed. Here, the minions of the Spinner sew webs of
intelligent brood of giant spiders act as sentinels for the
deceit across Xen’drik, using the misty ruins to plot the
ruins of Shae Fir, guiding foolish prey into her clutches.
fates of mortal marionettes. During the Age of Demons, the
Spinner’s greatest strength was her stealth; the archfiend
moved through the territory of Sakinnirot without him Cultists: The mortal cultists of the Spinner vary greatly,
even noticing. Her minions and cultists take this to and may not even be aware of the nature of their patron. This
heart, infiltrating cities and clans to empower those with can range from individuals with dark luck seeking revenge
dark desires. on those who wronged them, to cabals of many-armed
Many of her cults begin as transactional cults. In exchange fateweaver warlocks* plotting to depose the Storm Lords
for performing minor acts of prophecy, the Spinner will in a cavalcade of chaos. The more a cultist draws on the
grant them power to change their fate, or cut the strings of Spinner’s powers over fate and ambition, the more corrupted
the vainglorious above them. The more they draw on her they become in both body and mind. Arachnid features
dark luck, or rise in station, the more the corruption sets in. begin to develop in accordance with their wishes; those with
Soon, the helplessness of their enemies is a dark hunger. They vendettas grow further arms to hold poisoned knives, while
begin to see visions of the future, and the strings of fate that those desiring a better destiny grow spidery eyes to foresee
will cause the most suffering when cut - a chain reaction that the future. The Silver Tapestry is one such example (p.128).
draws further downtrodden puppets to the cause.
Giants: The civil war in the city of Shae Fir led to the
Lolth & The Spinner losing faction becoming cursed by the fey. These fomorians
Originally, the Spinner of Shadows was introduced were banished into Khyber, where they live to this day in the
into Dungeons & Dragons Online as a plot device to tie city of Vralkast. Those who gave themselves to Zel Erakhni
into the Great Wheel goddess Lolth and the Forgotten became gaunt horrors with far too many eyes and skittering
Realms. As such, the Overlord shares many of the same limbs. These chelikera* can move effortlessly through
themes as Lolth. This book takes efforts to distance the tunnels of Khyber despite their size, and serve the
the Spinner from these themes, in order to give the Overlord in manipulating the strings of fate. Many lead cults,
overlord a more unique and interesting identity. establishing lairs beneath cities to tempt and lure the mortals
Similarly, this allows the Overlord to have no drow therein. Their leader, and Prakhutu to the Spinner, is known
servants at all, as the drow in Eberron have no reason simply as She Who Stitches. The former Queen Cono’mae*
to be innately linked to spiders. of Shae Fir is an immortal horror, combining the strength of
a Titan with eight limbs and the face of a black widow.

Dark Boons
Forces
Zel Erakhni and her followers may grant power to those with
Fiends: The immortal servants of the Spinner are devious dark ambitions, placing them on the path to suffering. This
and stealthy, lurking within society as hidden corruptors. may aid the eventual release of the Spinner, or simply create
In comparison to other Overlords, her fiends are weaker in fear that she and her servants can feed on. You can grant

CHAPTER 75 | XEN'DRIK
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the following Dark Gift to a player character tempted in this Extra Arms. You have two slightly smaller secondary
way into dark service, or apply it to an NPC to make them arms below your primary pair of arms. The secondary
more fitting and dynamic in a fight. arms function like your primary arms, with the
following exceptions:
Dark Gift of the Fateweaver. Zel Erakhni ties you • You can use a secondary arm to wield any weapon that has
to different strands of the Prophecy, enabling you to twist the light property.
fate in your favor. After completing a long rest, roll two d20s • You can’t wield a shield with a secondary arm
and record the numbers rolled. You can replace any attack
roll, saving throw, or ability check made by you or a creature Character Ideas
that you can see with one of these foretelling rolls. You must
choose to do so before the roll, and you can replace a roll in The dark gifts of the Fateweaver can manifest as a variety of
this way only once per turn. Each foretelling roll can be used class abilities, depending on the backstory of the character.
only once. When you finish a long rest, you lose any unused Those who wish to gain mastery over their destiny might be
foretelling rolls. given the portents of a Divination Wizard, or Fateweaver
If one of your foretelling rolls is a 1, whenever another Warlock. Characters with revenge in their hearts might
member of your party makes an ability check or saving gain powers over stealth and shadow, gaining the magic of
throw, the GM can declare that the result is instead a 1. This a Way of Shadow Monk or Gloomstalker Ranger. Serving
can only happen once while you have that foretelling roll, and the Spinner more directly might result in the powers of a
cannot happen after you use or lose it. Trickery Domain cleric, with the duplicate a vision of the
Additionally, you gain a climbing speed equal to your person from a separate path of the Prophecy. An envoy of the
walking speed, and can climb difficult surfaces, including Overlord might have the silver tongue and poisoned words
upside down on ceilings, without needing an ability check. of a College of Whispers Bard, toying with their targets until
they are riddled with fear.
Those even further corrupted might gain the following
features, depending on their desires: Tainted Treasures
The demonic tools of the Spinner’s servants provide stealth
Spider’s Web. You can cast the spell web without requiring
and subterfuge. Those intended for combat often ensnare
components or expending a spell slot a number of times equal
enemies, rendering them helpless to savor their fear. Weaker
to your proficiency bonus. You regain all expended uses upon
items include Wands of Web, which are often wielded by
completing a long rest.
warlocks, and Slippers of Spider Climbing for infiltrators and
assassins. Those who deal with the Spinner to change their
Truesight. You grow up to six smaller extra eyes that
fate might also be given Stones of Good Luck or spidersilk
grant you vision of the truth of all things. You gain 30 feet of
Cloaks of Protection that gradually corrupt their bearers.
truesight, but people might react to you with fear or disgust.
Devoted disciples might make use of Iron Bands formed from
carefully furled webbing, as well as Staffs of Swarming Insects
I did not place the Spinner's
section first. It did that by itself,
as a reminder. As with fate,
tampering would be unwise.
Vile, vile, vile. Until this moment, you
had no idea that such a being existed,
to create giant spiders. The most powerful items are formed
from the essence of fiends themselves. Cloaks of Arachnida
claiming dominion over fate. Now you
might be made of bebilith* hide, and contain the sentient do. Is that better, or worse?
spirit of the fiend itself. The single most powerful relic of
the Spinner is held by Queen Conomae herself - and coated
in her husband’s blood. The Luck Blade Greatsword - actually Overlords & The Daelkyr
a giant-sized dagger - contains a fusion of Thelanian magic, The Overlords are semi-divine beings of immense
titan blood, and Overlord essence. Its fate-bending powers power. The daelkyr are around the same Challenge
are strong enough to alter the very timeline of reality, shifting Rating as a kraken. So how can they pose any threat to
the Prophecy to fit the ‘proper’ narrative. an Overlord? To a person, a spider is typically no threat;
it is easily dispatched and utterly weak. Yet, it's normal
Plot Hooks to have a healthy respect, for in the right circumstances
that spider could be lethal.
Birdeater - The migratory routes of the floating city The Lords of Madness are uniquely corruptive, and
of Kul Lerek are taking it over the forests of Dread Lake. can warp reality to their tastes. As such, it is very
A series of odd murders within the city lead the party to a possible that they can alter an Overlord’s fiends into
secretive cult of the Fateweaver, seeking to gain the power ‘something other’, and the fiends themselves are
of the Scriveners of the Sky. Their plan is simple - to lower unwilling to find out. As such, they employ mortal
the city close enough to the forest so the spiders within can servants to fend off the daelkyr’s advances, keeping
capture it in vast nets of silk, dragging it to the ground. The that ‘spider’ at bay out of a sensible fear. An unbound
race is on for the players to disrupt their plans before the Overlord has nothing for fear, for their strength far
Mistmother's children swarm onto the cloud castle to feast. outmatches their foes, but a bound Overlord is much
more limited.
Children of the Mist - One of the players’ allies, or Similarly, even if a daelkyr cannot affect an Overlord,
a key figure in the story, is affected by a powerful poison that it might still be able to corrupt its servants; since those
renders them catatonic. The fiendish venom resists healing servants are the ones helping free their Overlord, their
magic, and seems to be slowly eating away at their vitality. removal would leave the overlord bound by the Silver
The party is tasked with identifying it from Xen’drik’s fabled Flame for eternity. Either way, the Lords of Madness
experts on alchemy and poisons - the arachnid Children of are a dangerous nuisance. Should one succeed in
the Mist around Dread Lake. Reaching the Children is one corrupting the Overlord, the ramifications would be
ordeal - but securing their help may well be another. dire, giving birth to a godly archfiend with aberrant
powers and ruinous desires.
Brood War - The daelkyr Valaara, known as the In Xen’drik, the Spinner of Shadows is uniquely
Crawling Queen, has an alien obsession with all things vulnerable. The Overlord is weak and non-combative
insectoid. Her hunger has brought the forces of the Deepest compared to its peers, and its forte lies in manipulation
Hive to Xen’drik, where they seek to assimilate the opposing - a useless conceit against the hunger of Valaara.
‘Hive’ of the Spinner. Now, a desperate territory war pits As such, the stage is set for the Crawling Queen to
the mortal servants of Zel Erakhni against the aberrations of obsessively war against the arachnid Spinner - and
Valaara. The daelkyr won't stop until the ‘opposing queen’ is gradually corrupt her servants to the cause of the
assimilated into the Hive, converting her fiends into aberrant Deepest Hive.
horrors - then sweeping into Xen’drik as a ravenous swarm.
The party is tasked with helping
Queen Cono’mae fend off Valaara -
and in exchange, she will guide them to
what they seek the most.

The Right Thread - Events in


Xen’drik are rapidly heading to the one of the
darkest timelines, as Prince Adaxus or the Scar that
Abides are on the verge of release. Their emergence
will herald a new age of death across the continent,
with Stormreach the first on their list. To help seal
the archvillain once more, the players need an expert on
the Prophecy, and the enemy of my enemy is a friend. The
Spinner of Shadows will happily advise them on the method
to defeat their foe, but the price will be paid in blood…

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Factions - Legendary Villains - Legendary Monster s - The Overlords

allKharna
yourRayva
fire Cults of Kharna Rayva arise from seeds of greed and
debauchery. Bored nobles seeking new pleasures, wealthy
magnates obsessed with riches, and depraved lunatics seeking

the Burning Desire


power are fertile soil. More disturbingly, the overlord’s fiends
often target those who feel unutterably lonely or heartbroken.
They offer fiendish allure and beauty at no cost, underlined
by promises of attention from others. Soon, such people find
OVERLORD OF PASSION & DEPRAVITY
they cannot live without these powers…and when they start
to fade, they come crawling back for more.
"I love you, my darling! They're too bitter and jealous to see you
as I do. How awful, to mold your soul to fit in, as they give you Forces
nothing but scorn in return. If they cannot see your beauty as I
do, I will make them see it - just say the word." Fiends - The most common fiends in the service of
- Marin Dest (Socialite)/Zashendrys (Succubus), Kul Lerek Desire are classic seducers; succubi, incubi and concubi
who offer power, dark fantasies and lustful wishes. While
The heart of Xen’drik is a volcanic land of ash and smoke. their true forms incorporate elements of dark fire, such fiends
Countless fiends were bound here by the dragons during the always appear based on what the viewer wants the most in
First War, and even now, their hate seeps into the burning their heart. Kharna Rayva’s concubi are smart and insidious,
land. These fiends were attracted to the cause of one of the with thousands of years of practice with mortals. Above them
most insidious overlords of the Age of Demons - Kharna serve the rakshasa. Unlike more combative rakshasa such
Rayva, the Burning Desire. The archfiend of lust and greed as Mordakhesh the ShadowswordERLW, those of Kharna
is a force of personality so strong that it even enthralled Rayva are specialists in manipulation and temptation. Most
Sakinnirot, working with the Scar that Abides to rule a dwell within communities for decades, working to undermine
continent. Kharna Rayva embodies the fear of deprivation the hearts of the pure and the innocent as they direct long-
and loss, and inflames the desires of the hungering and the term efforts. Others serve as advisors for cults, especially the
greedy. Her cultists always want more; more wealth, more Battalion of Basalt Towers. Where all of these fiends have the
power, more control, and more attention. The more they guile, it’s their siblings who bring the destruction. Horned
draw on the Overlord’s dark charm, the more the fires of devils, fiendish phoenixes and pit fiends embody Kharna
their desire burn them from the inside out. Rayva’s craving for consumption.
The defeat of Kharna Rayva and Sakinnirot was a war
on two fronts, with both Overlords sealed simultaneously Giants - The fire giants* of the Battalion of Basalt
beneath the Skyfall Peninsula and Valley of Shadows. The Towers are ardent followers of the Burning Desire. They
Overlord of desire was sealed within an immense volcano believe that Prince Adaxus* was the herald of a new age,
in the Fangs of Argarak The subtle effects of the sleeping chained in cowardice by the fake light of the Silver Flame.
archfiend shaped the course of the Su’lat League, encouraging If the Hellfire Titan was free, Xen’drik would never have
a thirst for knowledge that led them on a dark and dangerous been destroyed - and they would be living in power and
path through history. Prince Adaxus*, the Hellfire Titan, luxury still. Some are willingly possessed by fiends in battle,
was the first to become so thoroughly corrupted by the cloaking them in dark wreaths of flame. The Battalion are
Overlord. His reign led him to the brink of becoming Kharna brutal, strong, and without subtlety. They take what they
Rayva’s avatar, before his defeat at the hands of the Sul’at want and burn the rest - including, at one point, Stormreach.
Luminaries. The infernal giant is still bound in the Valley of The grand goal of their leader, Kyravia the Cinderheart*,
Shadows, smoldering with a need to crush the continent in is to locate and free Prince Adaxus, then swear themselves
his hands. In the ages since, the followers of Kharna Rayva to his service in exchange for kingdoms across a conquered
have attempted to free the titan, or ascend in his place. Xen’drik. The Hellfire Titan himself is a fusion between
Fortunately, all have failed, due in no small part to the Torch immortal giant and Overlord. Much of Kharna Rayva’s power
of Progress - but some have come perilously close. is sealed within him, and his greed to rule has only grown
over the years. Detailed information on Prince Adaxus can be
Enchantment & Desire found in the Legendary Villains chapter on p.149.
Some of Kharna Rayva’s themes can be taken in
problematic directions at the table. Emotional Cultists - The humanoid followers of Kharna Rayva
manipulation, abusive relationships, mind control, and range from pyromaniacs, to seducers, to pyreheart
sexual themes are all common red lines for players, goliaths*. Perhaps the most notable are the Heartbound of
and it's crucial to adjust the aims of the Overlord’s Kul Lerek, although they are unaware of the being they serve.
servants to match. Just as The Lurker’s thalassaphobia Instead, their beliefs have been shaped to serve the Burning
needs consent to be included, the emotional themes of Desire by their incubus leader, with a desire to spread the
Kharna Rayva should be known to players beforehand. rage and passion that the Overlord craves. Cults of Kharna
Including the Overlord without these themes is Rayva are typically cults of personality, where a central figure
extremely simple, and involves focusing on the flames with supernatural charm draws followers in the name of
and hungering fire over the allure and temptation. The debauchery and dark pleasures. Unlike other Overlords, this
Battalion of Basalt Towers are the perfect example of is often draws in rich nobles seeking thrills in their structured
this, as brazen and destructive pulp villains. lives. Followers of Rowa and the Wrathful aspect of Vulkoor
are especially easy to corrupt, and the Overlord’s fiends are
adept at mimicking their immortal servants.

CHAPTER
CHAPTER7 |5XEN'DRIK
| ALLIES &BESTIARY
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58
1158
Dark Boons with fiendish charm and attraction. Eyes of Charming and
Philters of Love are common items used by warlocks of desire,
Kharna Rayva and her followers often entice those with with each inducing a form of dark mind control over their
a hunger for new pleasures, a desire to be loved, or an targets. Cult leaders often wield more disturbing items.
obsession with greed and vice. The gifts they offer are beauty, Heartweaver’s PrimersTCoE and Rods of Rulership shackle minds
pleasure and attention - everything a moth needs as it draws to a cause, rewriting their memories and senses into ravenous
closer to the flame. These may aid the eventual release of the devotion. Such items are deeply corruptive in every sense of
Overlord, or simply create suffering it can savor. You can the word - small sparks send out to burn lives to ashes.
grant the following Dark Gift to a player character tempted
in this way into dark service, or apply it to an NPC to make
them more fitting and dynamic in a fight:
Plot Hooks
Heir to the Throne - The hellfire titan Adaxus is
Dark Gift of Desire. Kharna Rayva grants you an avatar of Kharna Rayva. The fiendish flames imbued
the allure that you’ve always dreamed of. Your proficiency within the Prince render him immortal, and his hunger for
bonus is doubled for any ability check using Persuasion. dominion has burned for an Age. Once, the Torch of Progress
Additionally, you can cast suggestion at will, but a target that kept watch over his prison within the Valley of Shadows,
fails the saving throw against the spell when cast in this way but their strength has long faded. Now, the Súlatar rule the
gains an unhealthy obsession with you once the spell ends. Valley, and some see the Prince as the key to the Gates of
Promise. Few titans remain to oppose him, and if the Hellfire
Those even further corrupted might gain the following Titan is unleashed, he will not stop until the continent burns
features, depending on their desires: under his rule.

Searing Passion. If you fail a Persuasion check against a Thrillseekers - Stormreach’s Lords of the Hunt
creature, your next attack roll against them has advantage. (p.127) are a circle of nobles who compete to hunt the most
dangerous prey. They live for the moment they take down
Dark Submission. You can cast the spell dominate person their prey and little else. Many are nobles or adrenaline
once without requiring a spell slot or components. You regain junkies who only feel alive while on the hunt. A rakshasa of
the ability to do so after completing a long rest, or personally Kharna Rayva is using this to their advantage. Their whispers
killing the target of the spell. and suggestions are leading the Lords on a dark path;
poaching, dark rituals and the hunting of ‘the most dangerous
Burnout. When you reduce a creature to 0 hit points with game’ are creeping in… and soon the Lords of the Hunt will
fire damage, you can choose for it to be reduced entirely to be in the thrall of Desire entirely.
ash. Its belongings are unaffected.
World Aflame - The Súlatar drow of the Obsidian
Character Ideas City have redoubled their efforts, feeding captives into the
Ash Maze* at the heart of their fortress. Their leader has
Fire, fury and burning passion are the hallmarks of those
begun speaking of the what lies beyond as the "Gates of the
touched by Kharna Rayva. This can range from barbarians,
Promise" that will grant them limitless power and an army of
to bards, to seductive warlocks. The Battalion of Basalt
fiery fiends to march on Xen'drik when opened. In truth, a
Towers includes Pyreheart Barbarians (p.292) empowered by
fiend of Kharna Rayva has been influencing their leader after
the Overlord - a path followed by some goliaths and Súlatar
discovering that the site contains a key to Adaxus' prison. Not
drow. Many servants of the Overlord are granted more
only is the faction increasing its raids on nearby communities,
insidious gifts. Fiend Warlocks and Glamour Bards use their
but if Adaxus is freed, he could spell doom for Xen'drik in a
fiendish charisma for seduction and charm. Enchantment
tide of scourging flame.
Wizards might also be provided their spells by the Overlord’s
dark inspiration, teaching them how to twist hearts and
minds. A more unusual idea is a Wildfire Druid balancing
their desire to spread nature with the burning power to
protect it. This could mean having a fiendish wildfire spirit,
including a disguised and insidious hellhound, as described
below. Often, such characters might not understand where
their abilities are coming from; to the servants of desire, they
are simply burning sparks sent out to set fire to the world.

Tainted Treasures
Unsurprisingly, any magic item related to flame and
enchantment can be linked to Kharna Rayva. Martial
characters might find Flame Tongue Swords or Double Scimitars,
which are often wielded by elite drow cultists. These might
have keen blades of obsidian, firebrass, or demonglass.
Powerful warlocks of the Burning Desire might also be
granted (or stumble upon) a Staff of Fire containing a bound
fiend. On the other end of the spectrum are items infused

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Factions - Legendary Villains - Legendary Monsters - The Overlords

The Lurker Forces


Fiends - The Lurker is served by a variety of fiends that
share little similarity with those of other overlords. Rather
in Shadow than a set form, these horrors often appear as shifting aquatic
nightmares, with features that match the deepest fears of the
observer. Many are unconcerned with their master’s freedom.
OVERLORD OF THE UNKNOWN Instead, they simply fulfill their base concept - namely,
scaring sailors witless. Shadow demons haunt the deepest
"Lad, never ask that question again. Not to me, not to any o’ the ocean trenches, occasionally rising to slither onto ships at
hands, not to the cap’n, no one. We ain’t made to be in the ocean. night. There, they prey on the crew one by one, inciting the
We stay above it, the scales stay below, we don’t ask questions. It’s paranoia and despair that they savor. Greater fiends include
rakshasa, who often infiltrate coastal cities to begin cults and
because I don’t know that I can be a sailor. As long as I don’t know
corruptive rituals. The Lurker’s rakshasa appear as anything
what’s down there, I can sleep well at day’s end. It’s only when you but cats, and directly embrace their nature as shapechangers.
know that you’ll never leave shore again."
- Aboard the Stormrunner, Shargon's Teeth Aberrations - Uniquely among the Overlords, the
Lurker is served by as many aberrations as fiends. The most
Since the dawn of time, mortals have feared what lies beyond famous of these are the aboleths, who have risen to consume
the safety of the light. Huddled around fires, fearful and the Thunder Sea multiple times throughout history. Their
meek, waiting for the dawn to come, for the things that lurk network of tunnels riddle the sea floor, crossing between
in the darkness are too terrible to contemplate. The Lurker in Khyber and the ocean. At their center is the Lurker’s Heart
Shadow rules over these unknown terrors as a primal force of Demiplane, in which they have constructed their dread
fear - and even worse, it makes them all too real. In the Age citadel - the fathomless pit of Requiem’s Breach. They enslave
of Demons, the Deep Lord ruled over the entire Thunder Sea, any creatures they can, from unfortunate sailors who are
its aboleth servants enslaving the peoples of the ocean. The corrupted into sea spawn and deep spawn, to abyssal
countless demonglass spires of the Teeth of Shargon are an storm giants* who toil in the depths. Other aberrations,
ancient legacy of that time. Now, it lies sealed in the Trench such as doppelgangers and reflavored mind flayers, serve
of the Void (p.278), but the aboleths have risen to reclaim as foot soldiers and infiltrators. The most powerful mortal
their empire more than once. The servants of the Lurker are creatures under the Lurker’s control are the krakens - not
shapechanging nightmares, and infiltrate communities to the free krakens of the Thunder Sea, but abominable horrors
bend them to their will. When the tides of fear are at their wrought from shadow and pallid flesh that command the
strongest is when the horrors of the deep rise to reclaim aboleths from their abyssal thrones. Any other large aquatic
what is theirs. monster can be reflavored in the same vein; sea serpentsFTD
Compared to the other Overlords of Xen’drik, the Lurker and dragon turtles might deal psychic damage with their
in Shadows is far more primal. It is more akin to a force breaths, emulating the psionics of the Surash Ka.
of nature than a devious schemer, and is defined by its
unknowable nature. It is for this reason that none know the Humanoids - The humanoid servants of the Deep Lord
being’s true name. Even its servants refer to it as the Surash are corrupted unfortunates touched by the presence of the
Ka - ‘The Deep Lord’. As such, it has no representative on eldritch unknown. This might be the result of an aboleth’s
the Lords of Dust, nor any prakhutu that would gain an subtle manipulation, or from direct capture on the high
insight into its will. By definition, no one can know the seas. More than one ghost ship is the result of an attack by
epitome of the unknowable. Instead, followers of the Lurker aberrations, dragging their screaming prey into the sea to be
embodying its base concepts can find themselves empowered brought to Requiem’s Breach. In towns and cities, cultists
with nightmarish abilities - a mark of servitude known as the or aberrant sahuagin might be led by a warlock of the
Kashatak. The Kashatak maintains these dark gifts as long as great old one or kraken priest, their features and thoughts
they sow true terror in the hearts of mortals, even if their acts fraying as they delve into the abyss. Those directly enslaved
serve no long-term purpose. by aboleths are often warped into sea spawn and deep
The cults of the Lurker are insidious and alien. Many are scions, their humanity erased in favor of vile appearances
seeded by the actions of the aboleths, who corrupt individuals that strike fear into the people of the Thunder Sea.
like an infection to serve them. This might involve turning
them gradually into aberrations, unlocking psionic potential,
or even using them to kidnap entire towns as fodder for their Dark Boons
deep citadels. Others might never know or understand what The gifts of the Lurker in Shadow are universally monstrous,
is wrong with them. Insidious thoughts, eldritch truths, and and lurk beneath the surface of normality until the time is
unknowable things might linger in their minds. Over time, right. These usually empower those with the desire to spread
their fear blossoms, growing into paranoia and insanity fear, and have no greater purpose beyond strengthening
that can bring ruin to those around them. This can serve no the Overlord. Such abilities might be spread by magic items
purpose other than to create fear, which the overlord linked to the overlord, its fiendish servants, or aboleths with
itself savors. Even if the presence of a cult in a town longer plans for the recipient. You can grant the following
or city is known, the aboleths see no issue, for it Dark Gift to a player character pulled into service to the
means that the people will be driven to fear what Lurker, or apply it to an NPC to make them more fitting and
they don’t understand. dynamic in a fight.

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the former, they might be a Fathomless Warlock, opening
portals to the abyssal depths. A martial hunter might wield
Aberrations of an Archfiend the powers of a Gloomstalker Ranger or Soulknife Rogue,
A hallmark of the Lurker is its use of aberrant servants.
driving fear into their prey in the darkness of night. Someone
While aberrations in Eberron are typically linked to
unwillingly warped by the touch of the Lurker might become
Xoriat, Khyber does produce its own native ones,
an Aberrant Mind Sorcerer or Whispers Bard, their innate
including the aboleths. In this case, an aberration is
potential unlocked by horrors beyond comprehension.
simply a flesh-and-blood mortal creature, but with
utterly alien biology and abilities. In comparison,
Overlord fiends are closer to immortal incarnations of Tainted Treasures
specific concepts. The reason for the Lurker’s aberrant Artifacts of the Lurker often have aberrant appearances
servants is simply that its theme is The Unknown. with the intent of unnerving those who see them. Their
Where other Overlords might share minions such hallmark is a merger of demonglass, shadow, and flesh. Some,
as imps, the Lurker’s are unique, disturbing, and like Cloaks of the Manta, temporarily bind to the flesh like a
surprising - thus embodying its core concept. second skin, with an oily organic look. Many of these items
Naturally, this raises the question of what separates are designed to hide their bearer’s appearance. Cultists might
a daelkyr doppelganger from a Lurker one. The infiltrate society using Hats of Disguise or writhing Masquerade
key difference is that the Lurker’s creations still TattoosTCOE, wielding Tridents of Fish Command or Maces of
operate within the realm of Eberron’s normal physics; Terror as part of their service. Rather than illusory disguises,
they ‘make sense’, but appear utterly eldritch and these items might actually warp the flesh temporarily, with
horrendous. In comparison, the creations of the daelkyr lasting effects for those who become too attached. Other
truly break the normal laws of existence; There is no items, potentially crafted by the aboleths, might increase one’s
logic or sane explanation for the impossible abilities of a psionic potential. Rings of Telekinesis or Medallions of Thoughts
beholder or an intellect devourer. might expand one’s mind with eldritch power, while a Rod of
Rulership might bestow the ability to dominate lesser beings.
The Deep Lord grants you the touch of the abyss. You can
breathe underwater, and gain a swim speed equal to your Plot Hooks
normal speed. Additionally, you can cast the spell black
tentacles once per day without expending a spell slot. You Teeth of the Void - The Eternal Dominion of the
regain the ability to cast the spell in this way upon finishing Sahuagin seek to emulate their god, Sha’argon, by devouring
a long rest. When you gain this gift, you can choose other beings to grow stronger. At first, it was rivals, then
Intelligence, Wisdom, or Charisma as your spellcasting ability storm giants, then krakens - and now, the Dominion stands
for this spell. nearly unrivaled. However, one aquatic being stands above
However, you become marked by the alien horror of the even the krakens, and now the Dominion is making plans. If
abyss. You must fully immerse your head in water for at least they can devour the aboleths and their dark Overlord, they
10 minutes every 24 hours. If 24 hours pass and you have not, will reach new heights of power - and surge over Aerenal and
you are considered poisoned until you do. Khorvaire in a new tide of fear.

Those even further corrupted might gain the following What Lies Beneath - Stormreach Bay contains sunken
features, depending on their desires: ruins from the Age of Giants that were once occupied by
sahuagin. Few adventurers are willing to explore the flooded
Shadow Swimmer. You can see through areas of tunnels beneath the city, making them the perfect hiding
magical darkness as though they were bright light. While place for servants of the Lurker. Now, an aboleth is using
inside an area of magical darkness, you gain a fly speed equal them to whisper into the dreams of Stormreach citizens.
to your normal speed. Soon, its cultists will begin dark rituals beneath the city,
preparing to drown it in horrors from the deep. The truth lies
Primordial Horror. You can cast the spell disguise self in the drowned warrens below - if the party is brave enough.
at will requiring no components or spell slots, but your true
appearance becomes warped into that of a protean horror. The Death of Wonder - The oceanic feyspire of Pylas
Taraelya (p.269) travels across the oceans around Xen’drik.
Abyssal Ecstasy. You can cast the spell maddening Its mermaid archfey and eladrin knights have long fought
darkness without expending a spell slot, but the spell is cast the presence of the Lurker, for they represent the wonder
centered on yourself and does not require concentration. You of the unknown - a concept anathema to the Overlord and
can cast the spell in this way once, and regain the ability to its kin. An ambitious cultist of the Lurker has devised a plan
cast it upon finishing a long rest (if you survive doing so). to capture the feyspire, seizing on the opportunity provided
by the Mourning locking it to the Material Plane. Soon, the
Character Ideas aboleths will launch a full invasion of the feyspire, aiming to
capture its queen for good. The players are either present in
Any character themed around fear, psionics, or darkness Pylas Taraelya, or lured there by the siren song of its archfey,
can flavor their abilities as derived from the Lurker. This and tasked with being the heroes of this legend-to-be.
might mean willingly, as a narrative warlock, or unwillingly -
someone who came into contact with the aboleths and other
horrors and found themselves marked by the experience. For

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Factions - Legendary Villains - Legendary Monsters - The Overlords

hunger hunt
Sakinnirot & Scar are relentless stalkersVRGR, slashersVRGR, and chain
devils. These brutal killers are summoned by cults in dark
rites, and sent to murder those who wronged them. It can

the Scar that Abides


take days for such a fiend to deal the final blow, as they savor
the fear and pain of their targets. At their peak is the balor
Cyl-Maaldrake*, known as the Fangs of Fury (p.252). The
hulking tigrine fiend was once the Overlord's right hand,
OVERLORD OF VENGEANCE
but couldn’t escape being bound by the Silver Flame. Now,
it works to escape its prison in Darkfire Crater (p.254) - and
"The first truth is the one they never tell you. We'ere all born with recent events, it may be close to freedom once more.
holding a knife. The moment we spring into existence, it cuts
those we love, takes their time, effort, health, money. We cut and Cultists - The majority of Sakinnirot’s servants are
cut and cut. We take and take and take. Sure is unlucky to be you, simply people with the drive to kill. Often downtrodden
because you realized all this FAR too late. Everyone has sunk their and hopeless, they are offered power by a being they do
not understand - and hungrily accept. Others are true
knives into you, and look at the pathetic carcass left behind. You psychopaths who enjoy the thrill of murder, known as
hold the handle just the same, no? What are you waiting for?" knives of the scar*. It is hard to say just how much this has
- 'Scartongue' Wrenz, Black Wrack Tavern, Stormreach shaped Stormreach, with its competing gangs and militias.
Those who devote themselves to the Scar often form cults.
One fiend ruled Xen’drik in the Age of Demons - a power so Their aims range from summoning fiends like relentless
great it forced other Overlords to kneel. Sakinnirot, the Scar stalkersVRGR, to gaining dark gifts from their patron, to
that Abides, is said to be the firstborn of Khyber herself - and working together to bring ruin to shared nemeses. Cultists of
the last to emerge in the Age of Demons, as the incarnation Sakinnirot are not limited to Stormreach. Some drow believe
of her patient hatred. Where Rak Tulkhesh is passionate the Overlord’s gifts to be from the aspect of Vulkoor known
rage and wanton destruction, the Scar is cold and calculated as the Wrathful, while some death giants* and groups of
murder. Minor slights become vendettas; schemes bloom into yuan-ti wield dark vendettas against the dragons.
dire plots. Such is its arrogance that even speaking the name
‘Sakinnirot’ is enough to draw the Overlord’s ire. Stormreach Fiendish Undead - The point at which many people
is merely the latest city in the Overlord’s sights - and soon, feel true hatred is when they feel the knife in their back, and
only blood and ruin will remain. know their dream has ended. In the moments before their
Sakinnirot is bound beneath Stormreach, where its soul leaves to Dolurrh, some hear a voice reach out to them,
influence touches the lawless city. The port is built on offering them the opportunity for revenge. These undead
countless ruins; sahuagin, thri-kreen, gnomes, and giants spirits return to the land of the living, fueled by their utter
have all settled in this place, and none remain. Before them resolution to kill those who betrayed them. Some cultists
the capital of the Cul’sir Empire stood here, built on ruins of Sakinnirot carry out rituals to allow this, making for
from the Age of Demons - the citadel of the Overlord itself. perfect recurring villains even after the party slay them (or
Far beneath the undercity, the physical form of Sakinnirot because of it). While revenants are the perfect example of
whispers into the minds of mortals above. For every group such vengeful undead, Sakinnirot might grant any number
that finds the ruins, the Smiling Knife lures them in, and of powers. Banshees might hunt down their targets, ready
patiently waits. When they are at their peak is the best time to scream their hearts to a standstill, while relentless
to watch a city crumble to ashes. slashersVRGR and stalkersVRGR can be given the Undead type.
The servants of the Scar are murderers and schemers who More martial characters might turn into sword wraiths, or
revel in sadism. To them, Stormreach and its gangs are a even vampires sustained by the blood of their targets!
playground, while the adventurers of the city are perfect for
manipulation. Every time a new city is built on the location,
it allows them more chances at releasing their master, and Dark Boons
heralding a new era of suffering. Cults of the Scar are often Sakinnirot and his followers may grant power to those with
lured in by the offer of revenge, and inflicting pain on those a pure hunger for murder, encouraging their dreams of cold
who cast them down; a series of murders might be the result revenge. This may aid the eventual release of the Overlord,
of such people working together under fiendish guidance. or simply create fear that it can savor. You can grant the
The demons of Sakinnirot are often dispassionate and following Dark Gift to a player character tempted in this way
calculating - a far cry from their hated rivals of Rak Tulkhesh. to dark service, or apply it to an NPC to make them more
fitting and dynamic in a fight.
Forces
Dark Gift of the Scar. Sakinnirot grants you the
Fiends - The incarnations of vengeance range from dark tools to achieve your vengeance and slay your foes. When
tempters to murderous ghosts. Concubi of the Scar lure in you receive this gift, choose one creature that you know
those with vendettas, appealing to their desire for vengeance by name to be your Mortal Enemy. As an action, you can
- and often placing the knife in their hands. Above focus your senses to magically divine if your Mortal Enemy
them, orthons and rakshasa work to assassinate any is within 1000 feet of you, as well as their general direction
enemies of Sakinnirot (including those who speak if so. If you hit your Mortal Enemy with an attack, you can
its name), and manipulate the prophecy in their choose to give up this Dark Gift to grant them vulnerability
favor. Some of the most lethal servants of the to that attack. If you are slain by your Mortal Enemy, you

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cannot be resurrected by any means short of a wish or divine with the strong taking what they need. The party are hired
intervention, lose this Dark Gift, and return as a revenant 24 to investigate the undercity for relics, where they discover
hours after your death. At your GM’s discretion, you might evidence of what lies beneath. Soon, the trail leads to the
become either an NPC as a result, or gain a fitting ancestry secretive Kundarak enclave, where the dwarves are delving
such as Dhampir or Reborn. This occurs even if your body is ever deeper for riches. In truth, the more they dig, the
fully destroyed. more influence Sakinnirot has on the city - and the closer
Stormreach comes to the brink of annihilation.
Those even further corrupted might gain the following
features, depending on their desires: Rising Storm - A series of brutal murders have shaken
the fragile balance of power of the gangs of Stormreach. The
Never Sated. If you kill your Mortal Enemy, you can Storm Lords are furious, offering bounties for whoever can
immediately choose another creature to become your Mortal track down the culprit. Soon, the party is thrust into the
Enemy. For every long rest you complete without a chosen criminal underworld of the city, where a cult of Sakinnirot
Mortal Enemy, you must succeed on a DC 15 Charisma is planning to slay the Storm Lords themselves. Each cultist
saving throw or gain a level of exhaustion. has a blood debt to pay against the city’s unscrupulous
leaders, with plans to improve the city - but to do so, they
Ends of the Earth. If you possess an item or body demand death. That one of the Storm Lords is a rakshasa of
part belonging to your Mortal Enemy, you can cast the spell Sakinnirot is not helping at all. Soon, the party must decide
find the path once per long rest targeting their location. - do they support the corrupt Storm Lords and maintain the
peace, or become the heralds of a new revolution?
Dark Delight. When you critically hit a creature, you
gain a number of temporary hit points equal to your level. Tigrine Terror - With the death of the Red Watcher in
Darkfire Crater, the balor Cyl-Maaldrake* (p.145) is closer
Character Ideas than ever to freedom. After odd reports from the crater, the
party is sent to investigate the Tharashk miners who set up
The murderous powers of Sakinnirot can justify a variety of camp there. Soon, they find out the truth - that the Crater
martial backgrounds. Those consumed by rage might become is overrun with fiends set on freeing their commander.
Zealot barbarians, refusing to die until they can achieve their Should Cyl-Maaldrake be released, the balor will march on
goals. Long Death monks might also gain the ability to draw Stormreach at the head of a fiendish army, and drown the city
life from the death of others, driving into their prey the fear in a wave of death.
of being hunted. Those with true devotion to their hunt
might swear a Dark Oath, becoming Vengeance paladins on
the trail of their target. Meanwhile, stealthy Assassins and
Gloomstalker Rangers might find their strikes dealing brutal
damage, as the shadows themselves conceal their ambitions.

Tainted Treasures
Artifacts of Sakinnirot can be found both beneath Stormreach
and in the hands of its fiendish servants and assassins.
Many are bloodthirsty tools of slaughter, but others are
intended to assist with the art of murder through stealth
and deception. Those who ask for the power to slay their
foes might receive deadly weapons forged from demonglass.
These can include Vicious Rapiers, Swords of Vengeance,
or Daggers of Venom that drip with literal agony. These
weapons are sometimes sentient, and can be actual fiends
crystallized into a blade. They whisper encouragement into
the minds of their wielders, urging them on to commit their
crimes. More conniving servants of the Scar might instead
use Medallions of Thoughts or Rings of X-Ray Vision to track
their targets beyond the limits of normal sight. Relentless
slashers and juggernauts are sometimes summoned by
cults to Sakinnirot, and wield their own torturous Weapons of
Wounding. Among the most powerful tools of Sakinnirot are
the Oathbows. These bows require spoken Infernal phrases to
activate, branding a foe with an unerring mark of death.

Plot Hooks
Trembling Foundations - As more and more
people emigrate to Stormreach, tensions in the frontier city
are rising. Food, housing and money are becoming scarce,

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CHAPTER 5

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CHAPTER 5 | ANCIENT EMPIRES


164164
Ancient Giant fly by drawing on a large Syranian Manifest Shard, while crops
grow rapidly within an artificial manifest zone to Lamannia,
shaped carefully by a Siberys shard lens.
So, what does this mean for adventurers?

Culture 1. Some magic items were made for specific planetouched


cultures to enhance their innate sorcery. A magic item
might only be usable by a character capable of casting
innate fire magic, but massively empower their sorcery

A
hundred generations of giants lived as a result.
and died between the gift of 2. Giant artifice uses a completely different basis to
Ourelonastrix and the Shattering of Khorvaire, even though both are arcane and scientific.
Xen’drik. During this vast time of 40,000 A scholar trying to understand a giant artifact will
years, they advanced from the beginnings have a tough time as a result. Similarly, an artificer
of arcane magic, to wielding the power to trying to reproduce it will have to put in the work - but
tear moons from the sky. Without the innate sorcery of the succeeding means unlocking ancient magical secrets.
dragons, and with Xen’drik divided and conquered, the giants 3. Ancient giant cities are saturated with planar energy,
looked to the infinite outer planes. Their civilisations each and may have wildlife and threats heavily linked to
laid claim to a single plane, and specialized in harnessing their the relevant plane. The Lamannian city of Eshtarnak
power to reach new heights. The only unclaimed plane was has dangerous megafauna, while the Shavarath city of
Mabar, for the draconic taboo against necromancy and fear of Hekaton is haunted by conquering devils.
the Qabalrin elves served as a major cultural barrier.
Stardust Start. The magical development of the giants
followed a very different path to the people of Khorvaire. Architecture
The simple reason for this is resources. Xen’drik receives The grand monuments of the giants, though worn and
abundant Siberys dragonshards due to its position on the weathered, still last to this day. The majority of their works
equator, but possesses few Eberron dragonshards. Khorvaire have long been destroyed, eroded, or dismantled, but the
is the reverse, with ample Eberron dragonshards, but a hearts of the city-states remain. In general, the sheer size
complete lack of Siberys. In comparison, the humans of of giant buildings meant that wood was never feasible as a
Sarlona lacked nearly all dragonshards, and thus learnt to material. Instead, their cities are built from huge blocks of
draw on the planar wild zones that cover the continent. This quarried stone, or materials taken from the planes. These
fundamental difference in dragonshards shaped the course of ruins rise from the land like the gravestones of an Age.
giant civilisation. Standing Strong. In the past, far more of Xen’drik
Shard Sorcery. Unlike Eberron dragonshards, would have been populated with cities, settlements, and
which can be used to store and hold magical enchantments, defensive fortresses. Many of these have simply been broken
Siberys dragonshards empower it. In the modern era, the by sandstorms or jungle weather, buried beneath soil and
dragonmarked houses use them for focus items that enhance ash, or used to build new structures. As a result, most of what
one’s dragonmark, while the Unity of Riedra uses them to remains is damaged or derelict, if not overgrown. However,
empower psionics. For the giants, the Siberys shards were a the scale and artistry of these remnants is a testament to the
way to enhance planar power - both from oneself, and as a height of giant civilization. The city-state capitals themselves
direct conduit to the plane. In practice, this meant that the are often in a far better condition, often due to enchantments
giants of old were more powerful than their modern peers that gradually repair damage. Others have more esoteric
partly due to empowering their own planetouched magic; methods; Crux has a legion of automata which physically
a Sul’at fire giant with a planar focus item casts heat metal rebuild it, while the Lamannian materials of Eshtarnak are
at will by empowering their innate sorcery, assisting them incredibly tough due to the plane’s latent magic.
with their work at the forge. A Cul’sir giant taps into their As a broad generalization, these structures favor solid,
connection to Dal Quor, sending dreams across the continent geometric shapes with supporting stone pillars. This
to communicate news and events. This magic is arcane, but is simply a result of practicality when it comes to giant
completely different to Khorvaire. The methods of treating size. These structures are then carved and engraved with
Siberys dragonshards for this purpose has long been lost, patterns and sculptures, often depicting the heroes of the
and an artificer attempting to understand a Cul’sir relic has a past who embodied the sovereigns, or the deeds of the local
complex puzzle ahead of them. ruling titan. Stairways often include sections of ramp to
Planar Channelling. Beyond personal magic, these accommodate peoples of different sizes. In the Cul’sir and
‘Manifest Shards' were used for all forms of infrastructure. Sul’at League, such buildings typically have cramped quarters
A dragonshard attuned to a specific plane could be used for elven slaves as part of their architecture. Of course, these
as a magical conduit, channeling the plane’s energy into are the exception, not the rule.
machinery. Artificial manifest zones, planar gates, and Building Bindings. In particular, the Sul’at League
forges lit with Fernian fire are but the tip of the iceberg. A constructed its cities out of advanced magical materials
Manifest Shard can be thought of as the tuning fork necessary such as bloodglass. This blend of obsidian and Khyber
for the spell plane shift. Each one is specifically attuned, and dragonshards allows elementals to be bound within
resembles the nature of their plane. As such, Xen’drik at large it. As a result, Sul’at buildings and streets can have
had no need for elemental binding (which was left as the fire elementals flowing through them, which heat
mainstay of the Sul’at League). Instead, a giant airship might the glass to melt open doors, or raise walls

CHAPTER 5 | ANCIENT EMPIRES


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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

in seconds. In contrast, the Cul’sir Empire relied on grand confidence, while the hunters of Eshtarnak wore the furs
works of oneiromancy to dream their buildings into reality. and hide of the beasts they hunted. In contrast, the giants of
The backlash of the Moonbreaker destroyed many of them, Shae Fir were inspired by the archfey, and wore extravagant
reducing their cities to the base stone of the past. Stormreach, gowns and regal suits taken straight out of stories. In terms of
despite being the former capital, has only traces of its former mechanics, much like other giant magic items, it can be safely
glory as a result. This also explains why the ruins of Cul’sirran assumed that attuning to a piece of giant clothing will cause
are so small; what is left is merely the base of the city, with it to resize to the person - a holdover from a society with
the true wonder hidden within Dal Quor. advanced magic. Examples of different items of clothing from
the various giant nations can be found in the following table:
Art & Fashion d8 Example Giant Fashion
Cul’sir - An intricate shawl embellished with fractal
While giant art and culture varied massively between
gold that was dreamt of within Dal Quor, then brought
nations, there were some cultural touchstones that connected 1
into existence with oneiromancy. Its fabric shimmers
them. With most trees simply too small to work with,
like the Sea of Dreams.
many giants practiced masonry and stone carving, creating
Cul’sir - A light gown woven from egosilk that shows
monuments that have lasted eons. Many of these are
2 shifting illusory patterns based on the wearer’s last
sculptures devoted to the heroes of the past, who were seen
dream.
as religious icons, and embodiments of the Sovereign Host.
Sul’at - A pair of sandals crafted from impossibly
Later, these began changing to the Titans themselves, with
3 elastic firebrass and inlaid with tiny fragments of
many commissioning works to highlight their grandeur and
Khyber dragonshard.
demigod status. Some were enchanted to add to the effect. Sul’at - A toga woven from a rainbow of planar
Perhaps the most famous example is The Emperor, which 4 threads, including Syranian skylace, Lamannian
towers over Stormreach, radiating powerful magic still not chinchilla fur, and Dolurrhi huskthread.
understood by modern cultures. Ix Il’ar - A ballerina’s tutu and bodice that shimmer
Diamonds Forever. Similarly, many giant cultures 5 with ice crystals the color of the aurora.
placed a high importance on gemstones and dragonshards. Karrakos - Simple charcoal priest’s vestments woven
Their intrinsic value as spell components and rate of 6 with silvery embroidered patterns. Each pattern is
consumption led to them having value throughout history. enchanted with a memory from the peaceful dead.
As a result, many were used in place of coins. Giant artifacts Genesis Twins - An elastic mimic body-suit that
with inlaid gems and dragonshards were thus a mark of 7 changes shape every morning, turning to a randomly
prestige and wealth, indicating that their owner could afford coloured gown, toga, suit or dress.
to ‘waste’ such gems. Magic items in particular often have Esht Primacy - A set of camouflaged hunter’s garb
8
enchantments bound to their gemstones, or use Manifest with an all-weather cloak of totem alpaca wool.
Shards (detailed in the Magic section below) to enable
their abilities. Food
Other giant art focused on portraying the tales of the titans, Your average giant is about ten times larger than the average
and the Sovereign heroes they took after. Some of the most humanoid. The amount of food they can eat is legendary. If
common were elaborate tapestries - a visual form of their there is one single thing that has shaped the giant cultures
legendary exploits. Many of these burned in the days of the of Xen’drik, it is hunger and the drive to secure enough to
Shattering, but those that remain have priceless historic eat. In the times before the Age of Giants, the Druid-Kings
value. Others include intricately shaped pieces of pottery and ruled in part because of this; their abilities to grow food, tame
ancient frescoes. animals and master nature meant a safe supply of food for
their people. The Gift of Ouralon revealed new opportunities;
Fashion by exploiting the planes, the giants could have access to
an infinite supply of resources. Over time, they did just
Remnants of the clothing of the ancient giants are
that; Sohl’aran used the growth innate to Irian to farm vast
rare, although some have survived due to their magical
fields of crops year-round, Eshtarnak hunted vast beasts in
enchantments. In general, their fashion was lightweight and
Lamannia, while the Cul’sir literally dreamed their food into
airy, with their large bodies producing plenty of heat. Loose
existence. These techniques allowed the cities of old to grow
fabrics worn as togas, tunics, or saris helped to deal with the
to massive sizes, and their loss is part of why the modern
tropical weather of Xen’drik’s north, as well as their innate
giants struggle to do the same. Instead, they roam in smaller
high body temperatures. Producing giant-sized clothing is not
groups, able to live off the land. However, the cuisine of the
easy, and the culture of the time was to own a small number
city-states still has a surprising impact on modern Xen’drik.
of intricate and ostentatious outfits, each woven with self-
cleaning enchantments. Some giants used their clothing as
symbols of their magical prestige. In the Cul’sir Empire, the Megacrops
upper castes wove runes and glyphs into their clothing, using The cities of Sohl’aran and Eshtarnak in the Group of Eleven,
them as functional spellbooks and a visual record of their and Ram’kanek in the Sul’at League, used their planar
arcane skill. expertise to produce vast quantities of food. In Sohl’aran,
Beyond a summary, the breadth of giant fashions the light of Irian was channeled into crops, which grew tall
was immense, created by the different cultures and at rapid speed. Their expertise in botany led to new strains
the planes they interacted with. In Hekaton, of plants imbued with magic, many of which had innate
wearing any clothes that weren’t battle-ready arcane properties. One of the most well-known to modern
was either a sign of idiocy or impressive

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explorers is ‘long corn’ - an ancient giant crop that never • Giant is the modern tongue of the giants, akin to Italian’s
rots when made into rations, due to its Irian resistance to relationship to Latin, or Greek to Ancient Greek.
decay. During their heyday, the people of Sohl’aran converted Ancient Giant might sound antiquated, or be hard to
swathes of forest into fields, fueling the growth of the Group translate, as a result.
of Eleven. This region - now known as the Wasting Plain -
has completely overrun its borders since the Shattering. The Many Languages
entire Plain is effectively a massive field of crops, albeit ones
that grow to giant size. In contrast, the giants of Eshtarnak For a realistic and nuanced approach, different giant nations
grew orchards within Lamannian manifest zones, using might have had completely different languages. These
clippings taken from the plane of nature. Their plants grew linguistic roots are likely to have persisted to the modern
to towering sizes, producing immense fruit and vegetables all day, with groups such as the Súlatar inheriting words from
year round. Many are now found the length of Xen'drik. the nations of their history. In this case, ‘Giant’ can be used
to represent either the modern tongue, or a common trade
language between nations. Much like with Primordial and
Megafauna Ignan/Aquan, there would then be other diverse tongues
While Sohl’aran specialized in farming plants, Eshtarnak and used across Xen’drik. It is possible that every city in the
Ram’kanek focused on livestock. The Esht hunted, captured, Group of Eleven had their own languages, each influenced
and tamed animals of enormous size from Lamannia, which by those spoken in their specific planes of study. It is also
they bred for trade. In contrast, the Sul’at thaumaturges possible that their political unity created a single language
of Ram’kanek used different aspects of the planes to shared between them. When considering this, it is important
magebreed their animals. The most infamous results are to ask what sounds most fun at the table, and what might lead
terrible warbeasts such as pyrohydras* and Lurking-Two to interesting results during adventures.
Maws*, but a weird range of giant livestock also roam the
wilds, released from their pens by the Shattering. This is
Language Mechanics
partly why life in Xen’drik can seem so oversized - much of
A range of Xen’drik languages (extinct and extant)
it was enlarged to suit giant stomachs. Adventurers might
can be found in Languages of Eberron by Nausicaa
encounter massive giant elk with Fernian basalt antlers,
Enriquez, along with detailed mechanics for both
Risian giant goats immune to aging, or herds of surprisingly
interacting with different languages, and incorporating
plump and chicken-like axebeaks.
them as gameplay elements. For GMs with a passion for
linguistics, it is highly recommended as a resource.
Language
As one might expect, the language of the giants of old varied
greatly across the continent. Since 5th Edition assumes a
Magic
more ‘standard’ fantasy setting, the game only has a singular Over 40,000 years, and with the guiding claw of the dragons,
‘Giant’ language to represent this. This abstraction is at odds the giants developed magic on an epic scale. The Gift of
with Eberron’s history, but is a useful simplification for Ouralon was the spark that set the tinder ablaze, teaching
parties and GMs who don’t wish to grapple with language them the foundations, with dragons preaching the worship
complexity, or don’t feel it adds to an adventure. The of the Sovereigns and their wondrous magic. Previously,
following section outlines what the linguistic landscape the giants were beholden to the whims of nature and their
of Xen’drik might have looked like, as well as how to primal magic. Now, they had the tools to conquer it. At their
mechanically reconcile that, and use it to enrich a campaign. scale, Xen’drik was small and divided, its resources and food
supplies limited. Instead, the giants looked to the infinite
outer planes for power. Different kingdoms began exploring
Single Language the possibilities of the planes, focusing on those that most
In keeping with the single mechanical option of ‘Giant’, there influenced them via local manifest zones. By combining
are several potential options to reconcile this in a campaign: Xen’drik’s plentiful Siberys dragonshards with arcane
runes, they learnt to attune those shards to specific planes,
• A campaign dealing with only one giant nation - such as channeling their magic for practical use. Most giant artifice
a Stormreach adventure - can simply treat the language is fueled by these Manifest Shards, with different effects
‘Giant’ as that of the nation they are exploring. This depending on the plane in question.
works especially well for the Cul’sir Empire, which is Planetouched Nations. As different nations found
most familiar to Khorvairan explorers. uses for the planes, they began to specialize. Inspired by
• Giant can be treated as a common trade language the legends of the primal titans of old, the giants became
between the ancient nations of Xen’drik. planetouched genasi, aasimar, and tieflings - sometimes
• Giant can be treated as the original tongue of the giants, through purposeful magic, and sometimes through planar
with separate nations diverging and including planar exposure. Becoming sorcerers in this way reinforced each
words in their lexicons. As a result, the language of kingdom's specialties, for it meant that their giants could
the Sul’at League might incorporate Primordial or better handle the dangers of their chosen plane. The frost
Ignan, while the Cul’sir Empire might have included giants of Ix Il’ar have nothing to fear from Risia’s cold,
Quori loanwords. Characters with different language but they would never be comfortable in the heat of
proficiencies might be able to combine their skills to Fernia. Before long, their choice of plane became
decipher these languages. A character with only one a need, more than a choice. The rise of Cul’sir,
might face difficulty. first of the titans, forced other nations

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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

to focus on their planar magic. If they could not unlock beast blood from the Twilight Forest, it might affect animals
the deepest secrets of their plane, they would be unable - while one combining ‘Growth’ and ‘Health’ runes might
to have a titan of their own - and fall to the power of the additionally cure diseases. The stronger the components,
Cul’sir Dominion. the stronger the effect - a simple fact that drove planar
Epic Magic. Within the planes, the giants found the exploitation in a continuous cycle.
resources to sustain their kingdoms. The amount of food Vital Cost. Of course, there are more types of blood than
needed to maintain a capital of giants is immense. Just as the that of beasts. In some civilisations, giants commonly marked
dragons do, they used planes such as Lamannia and Irian to runes on their bodies at certain points in their life. These
grow crops and livestock at speed, enabling their populations bestowed magical power by drawing partly on the plane, and
to grow. This in turn provided more people to explore the partly on the user’s own vitality - a feat only possible when
planes and secure resources, fueling a cycle that defined the you have the stamina of a giant. This practice was limited by
Age of Giants. The expertise with which the giants wielded the cost on oneself; a rune too large or too powerful would
and shaped planar magic is unmatched to this day. Grand pose a danger to the giant’s life. The Cul’sir ‘solved’ this
works lifted castles into the sky, guided armies of automata, issue in brutal fashion. As they became ever more desperate
and tore open portals beyond time and space. Of course, during the Dream War and Elven Rebellion, the Cul’sir and
this expertise was also leveled at their enemies. One benefit Sul’at giants began to experiment with using mortal lives in
of a giant’s constitution is that one can more easily weather the creation of their artifice - an idea inspired by the dark
the stress of casting powerful spells. This meant that giant methods of the Qabalrin. It is possible that since the start, the
warmages could wield terrible magic in battle, withstanding God-King enslaved elves linked to the concept of death for
the backlash better than most casters in the modern day. It this purpose, their lives carrying greater weight as ‘fuel’.
was this magic that wrought havoc on the rebelling elves -
and eventually plucked a moon from the sky. Rune Knights & Xen’drik
The use of Giant runes outlined in this section provides
Giant Runes an easy justification for the abilities of Rune Knights, who
understand how runes can be shaped to provide magical
One key question about Manifest Shards is ‘how does one benefits. However, it may make sense to rename the runes
attune a dragonshard to a plane?’. The most common answer based on civilization or plane, as opposed to the type of
is the art of runecrafting. Glyphs, runes, and planar symbols giant. Interestingly, it also means that a Rune Knight might
were all used in different nations to channel and focus discover and unlock new runes that aren’t on their subclass
planar power. Many magic items bear these marks in Giant list - an interesting way of rewarding a character without the
script, in the same way that magic items in Khorvaire might use of gold or magic items. This also goes for parties without
bear them in Draconic. The difference is that Giant runes a Rune Knight; a GM should feel free to to take such arcane
were refined over centuries to produce intricately different runes and use them as pseudo-feats, especially for martial
effects, and utilized planar components or magic in their characters. This is a one path to increase the complexity of
creation. A Manifest Shard might be inscribed with the martial characters in a thematic way, while providing benefits
rune for ‘Growth’, performed when the moon Lharvion was for artificers and wizards who can decipher giant runes. The
ascendant. Its base function is to cause plants in the area to following are examples of runes that a Rune Knight might be
grow rapidly. The same shard with a larger rune might have able to discover from the texts of the city-states of Sohl’aran
a larger area of effect. If the rune was instead painted using and Karrakos:

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Titanhood
Spirit Rune. This rune emulates the ghostly What is a titan to a land of giants? In an age of magic and
connection to Dolurrh wielded by the giants of Karrakos. planar wonders, many wizards and artificers toiled to unlock
While wearing or carrying an object inscribed with this the secrets of magic to empower themselves. City-states
rune, you have advantage on Intelligence (History) checks worked to enact epic feats of magic that raised islands into the
and gain resistance to necrotic damage. Additionally, your sky and rained hellfire on their enemies. Yet, above them all
maximum health cannot be reduced by magical effects. stood those recognised as titans. The title is one of respect for
• In addition, you can invoke the rune as a bonus leadership, strength, and immortality - not taken, but earned.
action to step partially into the ethereal plane. This The means by which to gain such power and an endless
turn, you do not provoke attacks of opportunity, lifespan vary massively between city-states, but one thing was
ignore difficult terrain, and can move through spaces for certain - only the legendary managed to achieve it, and
occupied by other creatures (though cannot end your none were willing to allow others to rise alongside them.
turn there). If you move through a creature’s space, Scholar Kings. As the nations of Xen’drik claimed
you can force it to make a Wisdom saving throw. On dominion over the planes, many of their foremost scholars
a failure, the creature is frightened of you, and can worked to unlock their magical potential. Many of the
repeat the saving throw at the end of each of its turns titans were the ones who first ‘found the key’ - the leaders in
to end the effect. Once you invoke this rune, you their fields with the greatest understanding of their plane’s
can’t do so again until you finish a short or long rest. fundamental laws. It was they who understood how best to
harness planar power, and once they did so, they ensured that
no one else could do so again. The majority of nations were
led by one titan alone for this simple fact - with vast power in
Sun Rune. This rune emulates the light of Irian their hands, they simply did not trust others with the same. In
wielded by the sun giants of Sohl’aran. While wearing other cases, titanship was granted through unique pacts with
or carrying an object inscribed with this rune, you have planar immortals. Since this could not be replicated, the titan
advantage on Medicine (Wisdom) checks, as well as was assured of their position.
saving throws made to avoid or resist being blinded. As While the titans achieved their power through different
a bonus action, you can cause the object to shine with means, they shared common features that defined the title.
bright light for 15 feet, and dim light for an additional 15 Every titan:
feet beyond that. This light counts as magical sunlight.
This effect lasts until you end it as a bonus action. 1. Was either immortal, undying, or so long-lived that the
• In addition, you can invoke the rune as a bonus distinction was meaningless.
action to clothe yourself in radiance. For 10 2. Wielded enough power to act as a living deterrent
minutes, you gain a number of temporary hit points against war for other titans.
equal to your proficiency bonus at the start of each 3. Held a position of leadership or authority in their nation.
of your turns.
As a result, many were seen as demigods, chosen by
divinity to wield their vast powers and authority. Just as the
Using Giant Magic Items titans of old embodied the gods during the Age of Demons,
these new titans must be their new champions. Looking at
Naturally, one common theme with items created by the
their power, how could one believe otherwise? This granted
giants is that they are appropriately giant-sized. As such,
them the divine right of kings; their actions were divinely
justifying taking them can be a bit comical, which poses
sanctioned, their deeds the work of the gods. To usurp them
difficulties for providing treasure and magic items during
was blasphemy. Instead, there was one clear path to the same
an adventure. The solution is simply that giant magic items
power - to embody the gods better than them, and surpass
possess minor enchantments that resize them in response
their legendary deeds. In Hekaton, this meant defeating the
to being held or touched by a differently sized person -
ruling titan in a duel. In Eshtarnak, hunting a more powerful
something that all magic items in 5th edition already do
beast. Yet, only the combined might of the dragons could
when attuned to. The reason for this is simply that different
truly make the titans fall.
nations of giants were of different sizes, and it thus made
sense to include these minor enchantments for trade and
convenience. This is especially true for nations like the Esht Religion
Primacy, which had multiple types of giants. In a darker vein, In the days when the world had ended, we feared the fires in our
the Cul’sir Empire created items that were usable by both hearts, for the smallest spark could burn us alive. Oh, to be naught
giants and elves; a giant crafting an elf-sized spellcasting focus but kindling to greed and desire. Three sisters stood forth in that
or tool would otherwise be comically difficult. As a result, it world ablaze. The first took the fire we feared and set it before her.
is up to the GM to decide which items will or will not resize, She warmed her hands, cooked her meal, and did the unthinkable
but there is no harm in simply assuming they will to avoid - she gave it up to share with others. In doing so, she soothed their
complications. souls. The hearth was warm; it did not burn.

The second sister took the fire we feared and set it before
her. She shaped it for torches against the dark, for
weapons of ore to keep us safe, and bowls of clay to

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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

eat our fare. She did the unthinkable - she gave them up to teach to bound it once again within Eberron’s embrace, soothing its
others. In doing so, she soothed their minds. The forge was warm; it hatred…at least, for a while.
did not burn. Primal Titans. After that, the world began anew. Those
giants who had joined the fight against other Overlords
The third sister took the fire we so feared and set it before her. It returned to Xen’drik, and began building the first of their
was smaller now, divided and weak, yet in a single chance would it nations. The beliefs of these giants were shaped by their
crackle and bite. She took the embers in her hand, and pressed them prehistory. Their innate strength and size marked them as
to her breast, to the heart we once bid ashen and cold. She did the the true children of Eberron, arising in a land of natural
unthinkable - she loved, and gave her love to others. In doing so, she beauty and verdant wonder. The greatest of their champions
soothed their hearts. Her love was warm; it did not burn - but the fire channeled primal power, growing in size and wielding
lived within her still, and to threaten her kin was to see her ablaze. the elements against the fiends who oppressed them. As
such, their religion was one of druidic monotheism. The
Together, they traveled to the heart of the land. The first gathered progenitor beneath their feet gave them the power to reach
the people together for a grand celebration; the second built a brazier peace, supplied their food and water, and provided for their
of stone; the third placed the cinders deep within, to smolder softly needs. The champions of old were those blessed by the divine
in deepest sleep. The Valley of the Heart burns still, but never forget world around them. In contrast, the fiends wielded dire
- our hearts are ever ready to be kindling. arcane power. These primal beliefs were reinforced by the
powerful land spirits who call Xen’drik home, and provided
In the days before empire, before freedom, before joy, there safe sanctuary during the darkest days. The giants saw them
was only torment. The history of the giants started as the Age as the children of the world-soul they worshiped - the god
of Demons ended, with their champions joining the dragons named Rushemé.
to reclaim Eberron from the Overlords. While the dragons
sealed the archfiends across the world, gaining territory The Giant Host
one battle at a time, the giants were a different story;
they lay beneath the chains of Sakinnirot, said to be For 20,000 years, the giants sought to emulate the
the most powerful of the Children of Khyber. The champions of old, who were blessed by the will
war to seal the Scar that Abides was monumental; of Rushemé. Great druid-kings rose to rule the
giant champions rose to throw off the land, seeking audience with land spirits for
chains of vengeance placed upon them wisdom and power. The dragons’ arrival
by the Overlord’s presence, casting aside in Xen’drik changed the narrative. They
their hate for one another to combine tied arcane magic - and thus ‘civilization’
their strength. The greatest among them - - to the god Aureon, and worshiped the
Rom-Praxis, Dowron, Men’aqat - drew strength Sovereigns in the form of dragons. Argonnessen’s
from the natural world, channeling primal magic to society revolves around emulating the Sovereigns,
become towering warriors of legend. The archfiend of with the belief that doing so can allow one to ascend
vengeance could never be defeated through strength alone; to their positions beyond death. As part of their teachings,
every time they struck it down, it would only grow stronger. they shared this concept with the nascent giants. It was with
Instead, the giants joined with the armies of the Sovereigns arcane magic that the dragons defeated the Overlords. It was
to face it. They defeated Sakinnirot by refusing to fight back, with arcane magic that they performed impossible wonders
isolating it without retaliation until it no longer had any - the blessed tools of Ourelonastrix, and the weaponry of
grudges to bear. As the paths of the Prophecy aligned, they the Sovereigns.
Syncretised Heroes. The result of their guidance was
a blend of giant and draconic traditions; the giant champions
The Sovereign Host of the past were syncretised as their own Sovereign
When talking about the Sovereigns, it is easy to refer to equivalents, embodying the ideals of the new gods. In this
things using the human Sovereign Host as a baseline. way, different city-states idealized and worshiped the heroes
This is reinforced by the language of books such as of the Age of Demons, aspiring to become them - and leading
Secrets of Sarlona, which states that gods such as to the rise of new titans. Many of the titans were believed to
Banor and Rowa are ‘aspects’ of the human Sovereign be semi-divine in this way; the living embodiments of the
Host. Given that the gods Banor and Rowa are at least Sovereigns and the inheritors of the champions of old. A side
37,000 years older than the Pyrinean Creed in Khorvaire effect of this was that some of them fully believed it too, and
- potentially 20 times older than the Pyrinean Creed at justified their actions as innately divine - no matter the cost.
all - this does not make sense. The humans of Pyrine One major difference between the human Sovereign Host
were not the first to name the gods of the Sovereign (known as the Pyrinean Creed) and the Giant Sovereigns is
Host, nor is their interpretation of the gods any more that, much like the dragons, the divide between the ‘Dark
or less valid than those of other cultures. This includes Six’ and the other gods does not exist. Instead, the gods
the dragons. In reality, the Pyrinean Creed can be had aspects of both, as with the Thir paths of the dragons.
considered a younger sect of the Giant Sovereigns (if The god Rowa represents both the bounty of nature and
that), and this section makes an effort to avoid the its destructive potential, while Dol Arazur was the god of
colonial undertones of the alternative. In practice, they victories both honorable and not.
are different religions worshiping different gods with
some shared characteristics.

CHAPTER 5 | ANCIENT EMPIRES


170170
Patron Deities that scorned them. Their traditions have ironically outlasted
those very nations, and live on as the modern druid circles
Unlike modern Vassals, the giants also focused on particular of Xen’drik. The boundary between ‘primal’ and ‘divine’
gods seen as their ‘patrons’. Different city-states believed does not exist for such cultures (and may only exist at all in
themselves to be blessed by these patrons, depending on the terms of game mechanics). The Verdant Path druids venerate
nature of the plane they were exploiting. This was linked to the land spirit Kwinharin, while the Qaltiar worship the
the status of the titans; the power of Kand’ari, titan of the animal spirits of the land. This was no less ‘valid’ or ‘correct’
Esht Primacy, was seen as the divine blessing of Banor the compared to the Sovereign Host, but it suited both the
Bloody Spear. As such, the giants of the Primacy followed the dragons and the titans to claim so and consolidate their status.
titan’s ideals, believing her to be a semi-divine embodiment Silver Torch. In contrast, the Silver Flame - known
of the god (a mirror of the dragon’s Thir beliefs). This was in Xen’drik as the Torch of Progress (p.139) - was allowed
not questioned because its truth was obvious - the titans’ a certain status in the kingdoms of old. The faith is based in
power was quite clearly divine providence. The Emperor the city of Bazek Mohl, which acted as a beacon of refuge
Cul’sir championed this belief as the first of Xen’drik’s titans. during the Age of Demons. Due to the nature of Xen’drik’s
His position as the blessed of Ouralon enthroned him via Overlords, which prey on negative emotions and conflict,
divine right, and justified his actions as innately blessed by the Torch focused on mediation and peacekeeping, as well
the god. To embody a Sovereign is to be the pinnacle of as physically combatting fiends. As such, they served a
strength, so that no one - not even an Overlord - can deny neutral international role, helping to soothe the woes of war,
your right to rule. and uproot any cults or hidden demons. Despite this, their
These beliefs tied together with the nature of the planes. influence waned over the course of the Age. Not all nations
The angels of Fernia and Shavarath believe themselves wanted peace. Even worse, some were increasingly willing to
devoted to the Sovereigns. As such, the giants of those planes deal with planar fiends for power, or bind them via artifice - a
began to worship those particular Sovereigns themselves situation that put the Torch and Sul’at League at odds.
after interacting with such planar powers. This is not to
say that the giants were monotheistic. The giants of the
Primacy worshiped Banor above the other gods, but still
acknowledged and prayed to the other Sovereigns; offending
the gods of luck, nature, and war, after all, is a quick recipe
for disaster.

The Giant Pantheon:


• Banor, the Bloody Spear - The Hunt
• Rowa of the Jungle Leaves/Desert Sands/Mountain
Heights, the Heartfire - Nature, Passion & Emotion
• Omnat’ara, the Forgefire - Artisanry & Invention
• Ul’dreiha, the Hearthfire - Family & Community
• Kul’kran of the Pathways - Exploration,
Trade & Luck
• Karrak, the Final Guardian - Death & Judgement
• Ouralon Lawbringer - Magic, Law, and Progress
• Dowron, the Unyielding - Strength and Bravery
• Arazur, the Blade of Victory - War and Conquest
• Sohl’ara, the Light of Virtue - Diplomacy,
Agriculture, and Medicine
• Ouralon’s Shadow - Forbidden Magic & Evil
• The Traveler - Chaos & Change

Other Religions in the Age of Giants


The rise of the Sovereign Host in the Age of Giants pushed
many other religions to the fringes. The existence of the
titans, and their (sometimes enforced) divine mandate, meant
that the ‘old ways’ of primal magic lost their prominence.
Meanwhile, the Silver Flame was simply seen as the tool used
by the Sovereigns to achieve their victory - but why worship
the sword over the hero who wields it?
Primal Heart. As a result, the worship of land
spirits and the soul of Xen’drik - Rushemé - was pushed
to the fringes. In regions that were either undesirable or
‘untameable’, the people used primal magic to help them
survive, often with the blessing of local land spirits such as
Kwinharin and Raiarin. These druids dwelt in the heart of the
Iceflow Sea and the Menechtarun, far from the ‘civilization’

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171
Ancient Empires beneath their nation. Eventually their weapons became so
dangerous that the Dominion could never attack for fear of
mutual destruction. As such, the League took on a politically

Summary neutral stance, dealing with all sides in the name of research
and progress. The Sul'at League were responsible for creating
the drow by binding planar magic to elven slaves. During the
Dream War, they were tasked with building a weapon to end
Cul’sir Dominion it - and succeeded with the infamous Moonbreaker.
The Dominion, named after its god-emperor Cul’sir, was
an expansionist empire that conquered many surrounding Countless Others
nations in the early Age of Giants. The Dominion was
While this book explores the most influential and notable
defined by its oneiromantic magic from Dal Quor, the Sea of
giant empires (both historically, and for the cultures of
Dreams, including elaborate use of the plane’s dream-spaces.
Khorvaire and Sarlona), the Age of Giants was 40,000 years
As time passes ten times faster in Dal Quor, the people of
long, and countless kingdoms rose and fell in that time.
the Dominion trained, learned and lived within the world
Others lay between the great nations as independent city-
of dreams, allowing them to rapidly enhance themselves
states, brokering neutrality or acting as precarious buffers.
compared to their peers - including while asleep.
Similarly, many giant civilisations have risen since, and been
The tyrannical reach of the Dominion led to the formation
lost to the ravages of the Madness of Crowds. As such, this is
of the Group of Eleven, the sacking of Shae Tirias Tolai, the
not an exhaustive guide by any means, but a base to build off.
enslavement of the elves, the Dream War with the quori,
Xen’drik is a vast continent, and the time span of its history
and the destruction of Xen’drik at the hands of the dragons.
is vaster. There is more than enough space to introduce new
The epicenter for all of this was the capital city of Cul’sirran,
kingdoms with unique themes, stories - and threats. As such,
which lay on the same site as the modern city of Stormreach.
any giant ruin can be found, whether 80,000 years old, or 800.
Even more importantly, much of the lore presented here
Group of Eleven about the kingdoms of old can be rewritten completely with
The Group of Eleven was a loose alliance of disparate little impact on canon or history, and a GM should feel free to
city-states scattered across central and southern Xen’drik. change anything they wish to accommodate their version of
Each city-state became specialized in harnessing a specific Eberron, and the things that interest them. This includes:
plane, leaving Mabar to the Qabalrin elves, and Dal Quor • City-state locations, with the suggested exception of
to the Cul’sir. Their cultures were incredibly different, and the Cul’sir capital (to avoid canon inconsistencies).
each city-state competed with its peers for political power • The size, focus, themes and history of the nations.
and prestige. Their unity was one of necessity, for their • The state of them in the present day.
combined power allowed them to hold off the advances of As a result, it is entirely reasonable to construct a giant
the Cul'sir Dominion. The Group included migratory cloud city based around a cool and interesting theme, ignoring the
giant traders, immortal frost giant artisans, interdimensional kingdoms in this book entirely. To assist, the following is a
cyclops explorers, and four-armed giants trained in the wars list of one-off themes for novel kingdoms that a party might
of Shavarath, among a vibrant array of different cultures.. stumble across in the course of their exploration:
d6 Example Giant Cultures
The Qabalrin Geomancy - The shaping of the earth into arcane
When the Cul'sir Empire destroyed Shae Tirias Tolai, 1 glyphs and leylines, creating magic on a vast scale.
many of the elven refugees fled to a guarded valley in the Anti-magic - A true threat to many of the kingdoms
Tempest's Spine. There, they formed the Qabalrin - a dark of the day, an empire focused on anti-magic may
society of guile and power that worshipped the god known 2 have developed advanced mundane artifice or martial
as the Shadow. In their rage and horror at being rendered techniques to gain an edge over their peers.
mortal, the Qabalrin wielded every scrap of magic they could, Haemomancy - While the Qabalrin approached
consorted with fiends, and eventually became the most haemomancy from the necromantic angle, it is
powerful mortal necromancers to have ever (un)lived. Their 3 possible that a city approached it from an alchemical
descendants travelled to Aerenal, forming the Line of Vol. view, using reagents to induce transformations or
enhance physical ability.
Sul'at League Lunamancy - Worship of the 13 moons, tracking
Several cities were united by the Fire Prince Adaxus in the their celestial movements. Each moon has a different
4 character, and the paths of celestial bodies are one
early Age of Giants, forming the Sul'at League to stand
against the Cul'sir. Rather than focusing on one plane, the way of divining the course of the Draconic Prophecy.
League dabbled in every one. Much like a fusion of House Truenaming - It is said that a song of creation runs
Cannith and Vadalis, the giants of the League were expert through reality, with every being a word within it.
artificers and transmuters, and used each plane to experiment 5 Truenamers may have used this as a form of bardic
with magebreeding and transmutation. While the Fire Prince magic, shaping reality with the song of the Progenitors.
was deposed and shackled for consorting with fiends, Chronomancy - Mastery over time is a powerful and
the League continued under the Five Luminaries, fraught magic, said to be policed by Daanvi -
each ruling over a Sul'at city. Their drive for and perhaps even the sphinxes. However, time
6
scientific advancement was fueled by both the travel is a godlike ability, especially when you
Cul'sir threat, and the danger of the Overlord can defeat enemies before they have even
considered attacking you.
CHAPTER 5 | ANCIENT EMPIRES
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CHAPTER 5 | ANCIENT EMPIRES
173
The Cul'sir Dominion
P
erhaps no mortal has left such a scar
on history as the giant known as Summary: The Cul'sir Dominion
Cul'sir. Titan of titans, enslaver of the
elves, breaker of planes, and scourge of Magic: Oneiromancy, Divination & Evocation
Xen’drik. For an entire Age, the Dreamer Titan: Emperor Cul'sir, the Visionary
Eternal ruled a kingdom of impossible Capital: Cul'sirran (now Stormreach)
magic that existed half in the waking world, and half in Location: Skyfall Peninsula
deepest slumber. Exploring the power of the Cul’sir Empire Exports: Dreamed Goods, War, Subjects
means returning to a world where Dal Quor is undamaged -
Content Warning: Slavery, Loss of Autonomy, Racism, Mind Control

where the barrier between reality and dreams is paper-thin, How did Cul’sir become a titan?
and no longer an impossible gulf. As with many of the Titans, Cul’sir’s path to ascendancy is
One of Dal Quor’s properties is that time within the plane a mystery lost to time. It is said the Emperor silenced any
passes ten times faster than the Material. A lucid dreamer can who may have had any relation to the event, for one of his
turn eight hours of sleep into 3 days of time. An empire of greatest fears was the creation of a rival - a fear that drove
lucid dreamers can turn every night into a limitless universe him to war against Prince Adaxus of the Sul’at League, as
of art and learning. This allowed the Cul’sir Empire to well as countless other nations. Discovering the arcane path
harness their own sleep to communicate, experiment, and to titanhood would be a historic event, for not since the
explore complex topics far more rapidly than any of their Shattering has a titan been known to walk the land. However,
peers, fueling skill and expertise in the waking world. Their the path taken by Cul’sir may be all but impossible, for it
societal development was perpetually a level above, for every surely involved wielding the powerful magic of Dal Quor. If
night of sleep meant days of additional consciousness. the plane remains distant due to the damage caused by the
This advancement came with pride and superiority that Moonbreaker, the truth may lie buried forever.
drove the empire’s advance. Every mind was a resource to The following table provides several possibilities for how
use and learn from. Their neighbors were backwards and Cul’sir ascended to titanhood, with different plot narratives.
slow - a disgrace to the gifts of Ouralon. Bringing them
d4 Example Titanhood Methods
into the empire was to give them new worlds to explore,
Cul’sir dreamed of himself as perfect and powerful.
and a charity to those too ignorant to see. As their god-
Through a ritual within the plane of dreams, his
king commanded his empire to expand, countless smaller 1 arrogance made it true, producing the idealized
nations and cities were subsumed into the dream of a united
version of himself to rule.
Xen’drik, bound by the limitless visions of their ruler. This
Cul’sir befriended a powerful quori and invited it into
military action triggered the formation of the Sul’at League
his dream. There, he betrayed it, becoming the first
and Group of Eleven, forever shaping giant history. Those 2 quori mindhunter by permanently trapping it within
who rebelled were submerged into eternal slumber, their
his own consciousness and wielding its power.
permanent dreamscapes shaped by the Cul’sir giants to be of
Cul’sir developed the first technique to keep himself
use to the empire.
asleep under suspended animation; in his unending
dream, he created a perfect titan to rule in his image,
Titan: Cul’sir, the Visionary 3
which walked out of Dal Quor and into the material
The First Titan shaped the course of an Age. Once a mortal as a projection of his will. Cul’sir’s true body may yet
giant, Cul’sir was the first to use the gifts of Ouralon slumber, hidden within an undiscovered vault...
to ascend to titanhood, triggering an arms race that Just as a small number of quori in the modern age are
revolutionized the shape of Xen’drik. His arrogance and good, a small number in the previous age were evil.
hunger for power caused the expansion of his kingdom, the 4 One such quori of grandeur made a pact with Cul’sir,
fall of Shae Tirias Tolai, and the destruction of the entirety granting him the power to rule - so long as when the
of Xen’drik - a crime that scars the land to this day. All in all, time came, he ensured the Turning of the Age.
this is the tale of one of Eberron’s worst villains. The worst What was Cul’sir’s fate?
part of all is that he may yet live.What is known about Cul’sir The ruin of the Shattering is a dark haze on history, hiding
is that he derived his power from Dal Quor with magic he many events at the end of the Age. It is presumed that Cul’sir
kept utterly secret. The titan suffered no rivals, his ego so fought until the end, desperate to cling to power. The elves
great that he named his burgeoning empire after himself. He of Aerenal believe that the hero Cardaen, disciple of the
was emperor and god-king both, and conquered the Emperor himself, was the one to strike him down. During the
cities of northern Xen’drik with ease. What arose was exodus, he foresaw that the elves would never know peace
a totalitarian state fueled by expansion, divided into until Cul’sir was slain - a duty he took on by himself. Despite
castes based on social status and sorcerous power. this, it’s reasonable that such a paranoid figure had backups in
case he fell - including dark powers to draw on.

CHAPTER 5 | ANCIENT EMPIRES


174174
d4 Example Fates Nightmare Empire
Cul’sir was slain by the elven hero Cardaen (p.252) in Despite this, there are dangers to swimming in the Sea of
a devastating battle that destroyed much of Cul’sirran, Dreams, and it is perfectly possible to drown. The longer one
1 fulfilling the mage’s promise to free his people from spends in unreality, the more the rigors of the waking world
the titan’s wrath. begin to be forgotten. Eventually, they become unbearable.
As the dragons flew in to destroy his empire, Cul’sir Pain is forgotten then experienced again; eating and drinking
drew on the last available source of power - the become tedious chores. As such, the Cul’sir maintained their
overlord Sakinnirot. Consumed by the desire to gain dreaming infrastructure using minds they could afford to
2 vengeance on the attacking dragons, he became an lose - those of their vassals and enslaved peoples. By placing
avatar of the Overlord, and was bound deep beneath the minds of others into permanent sleep, the giants could
the city in secret to prevent his return. shape their dreams for their own purposes without the risk
Knowing he could not win against Argonnessen, Cul’sir of the subject waking up. Beneath the glory of Cul’sirran,
used a final ritual to travel to the now-distant plane entire batteries of dreamers were kept in stasis, every one
of Dal Quor, knowing he could never return without supporting an arena, classroom or concert hall. As the
3 help from the material. There he lurks in a private empire expanded, so did their demand for space in Dal Quor,
sanctum, having spent 400,000 years of relative time in spurring an endless conquest in search of psionic potential.
complete isolation. What remains of his mind can only Darkling Dreams. The most advanced works of
be guessed, but the Titan’s drive to rule is eternal. the Cul’sir Empire blurred the lines between both worlds.
Cul’sir is the Voice of the Titans - the secretive ruler Manifest Anchors* were used to create artificial manifest
of the Reclaimers of Glory (p.131). He aims to avoid zones to Dal Quor. By aligning them to specific dreams
the attention of Argonnessen until he can conquer (each a layer of the plane), Cul’sir somnarchs merged them
4 Stormreach as the former seat of his empire. There, with reality. Impossible fractal buildings were imagined into
he will delve beneath the city to recover the ancient cities, while intricate works of art and artifice were created
secrets buried within, and begin his plot to gain mentally and walked into the Material. Beneath it all lay
revenge on the dragons. undercities of suffering. The more the giants depended on
dreams, the more they needed dreamers. In the end, the firing
The Stuff of Dreams of the Moonbreaker destroyed countless possibilities. This
last-ditch effort utterly severed the dreaming infrastructure
Dal Quor is shaped by ego and imagination. The vast ocean
of the Cul’sir Empire, leveling many of their buildings and
is constantly shifting, as millions of dreaming minds create
annihilating their magical potential. The fact that so much
their own realities. Every night, entire worlds are forged
of their empire lay in Dal Quor is why Stormreach appears
and forgotten. To the Cul’sir, this potential was staggering.
so relatively small and mundane. The damage caused is
The boundary between the waking world and boundless
a testament to the madness of the emperor himself, and
dreams was as thin as closing one’s eyes. If one can remove
provided the opportunity for the elves to retake their destiny.
that boundary between waking and sleeping, reality itself
can be shaped at will. The single most important skill taught
to every Cul’sir giant was lucid dreaming. With time in Dal Capital: Cul’sirran
Quor flowing ten times as slowly as the material, they began The ancient capital of the Cul’sir Empire lies under what is
constructing an ethereal empire in the Sea of Dreams - and now the city of Stormreach. Countless relics of the empire
soon, they replaced the waking world with a surreal and still rise throughout the modern city, from the massive statue
glorious reality. of the titan Cul’sir in Stormreach Bay, to the floating islands
Id Infinity. Being able to lucidly dream in Dal Quor that dot the city. In truth, these are mere fragments of a
opens countless doors. One can shape their world at will to lost masterpiece. The undercity of Stormreach descends far
practice skills, create art, or spar against opponents. Doors beneath the earth, as several nations have sought to settle the
can lead from the subconscious out of their mind’s bubble, ruins in the times since the Shattering. The true remnants
opening the way to the dreams of others, or the vast expanse of Cul’sirran lie beneath them, saved from dragonfire by
of the Sea of Dreams. As a result, an entire society of lucid their fear of inciting Sakinnirot. Even so, the impacts of the
dreamers can perform the impossible. Dreamers Moonbreaker were devastating on a city built from
can congregate to perform concerts, shape dreams, and the wonders of Cul’sirran can never
cities, teach skills and more. 8 hours of sleep again be brought into reality.
becomes 80 hours of waking, effectively In its prime, the capital was located within
extending the mental experiences and an artificial Dal Quor manifest zone created
lifespans of the Cul’sir by hundreds of through the use of Manifest Anchors.
years. This was particularly effective Within, the morphic laws of dreamspace
for arcane research, where any side allowed the creation of buildings bigger
effects or impacts can be dreamed on the inside than out. Hovering islands
away as though they never happened. were held aloft simply through wonder
In war-time, entire councils of alone, while architecture was sculpted as
warriors drew up battle plans much through the power of the mind
while asleep, communicating as by hand. Vibrant creations conjured
over any distance without out of imagination soared through the
losing any time. air, singing with music and carrying

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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

giants between the towers. Shimmering heroes of the past are murderous assassins driven to hunt by the influence of
strode through the streets, their ethereal magic striking awe Sakinnirot. They wear parts of their victims on their bodies
into foreign diplomats. It is a testament to the dark will of as proof of their kills, and believe they are ridding their city
Emperor Cul’sir that he was willing to destroy all of this to of the invaders and thieves that now live there. It is possible
ensure victory over the quori, for the Moonbreaker’s severing that characters who also carry proof of their kills may earn
of Dal Quor devastated Cul’sirran. The manifest zones respect from the thri-kreen, but few are willing to approach
were cut in an instant, rendering many of these wonders them, bedecked in bones and hide as they are. The thri-kreen
impossible once again - and shattering large sections of of Stormreach itself do not speak of their kin, seeing them as
Cul’sirran as a result. lost to the same dark fate that destroyed their empire.
Utopia Lost. Beneath the glamor, the true heart of
Cul’sirran was as dark as its rulers. The undercity of the The Somnarch Complex - One of the deepest regions
capital was where the lower castes in Cul’sir society lived and of Old Cul’sirran is a research facility for arcane projects.
toiled. Racks of Sequestaries *stored living people in endlessly The Somnarch Complex holds secrets protected from the
induced comas, their dreams shaped to suit the whims of the dragons by their depth beneath the city. Many are horrifically
empire. Barracks of slaves - elves and giants both - worked destructive, for its focus was creating weaponry against
beneath overseers on menial tasks underpinning the glory the rebelling elves. Powerful evocation spells, Dal Quor
of the city above. Among them lay arcane laboratories conjuration and virulent diseases might all be kept in silent
and workshops kept hidden from prying eyes. It is these containment. The complex exists partially within Dal Quor
structures of the undercity that have weathered the ages, itself, and is a 'Dreamtouched Locale' - anyone who sleeps
protected as they were from the full ruin of the dragons. Even within it enters a shared bubble, as detailed in ‘Adventures in
deeper still lies something that should never be disturbed - a Dreams’ on p.58. The sections inside Dal Quor hold testing
singular Khyber dragonshard containing an unspeakable evil. facilities for devastating weaponry, and the Complex may
even hold secrets relating to the Moonbreaker, especially its
Modern Cul’sirran . As one might expect, the Complex is riddled
with traps intended to brutally deal with intruders, especially
The dragons focused much of their initial assault on the humanoid ones. Many function via scorching evocation
Cul’sir; stopping a second firing of the Moonbreaker magic, but others use enchantment to rend and twist the
was paramount. As such, much of the civilisation (that mind. Quite a few hallways bear the remains of undercity
wasn’t already destroyed by the severing of Dal Quor) was residents who sought to plunder its secrets.
utterly razed to the ground. Cul’sirran is unique in that
the dragonflights actually showed restraint. The danger of The Domain of Hassalac Char - One of
accidentally contributing to Sakinnirot’s release was great Stormreach’s most unique and powerful mages lives in a
enough that they didn’t dare raid the undercity. As a result, personal fortress beneath the city. The kobold Hassalac
the elven slaves and powerless castes were ironically most Chaar commands the respect of dragonborn servants,
of the survivors when the capital fell. Instead, the dragons who guard the hoard of treasures within his domain from
decimated everything above-ground, ensuring the elite of thieves and intruders. The mage is a famous figure within
Cul’sirran were culled. Beneath Stormreach, the undercity the city. His mastery of magic and rumored hoards of
still remains, along with countless remnants of other ancient relics make him near-mythical, but no one knows
civilisations. Above, there is little but broken walls, rubble, the kobold’s origin. A portal door to the Domain lies in one
and a titan statue lording over them all. of Stormreach’s squares, but its true location is kept secret.
Layered History. The undercity is an entire world of Talking to the kobold requires two things - a fitting gift, and
its own. Every culture that settled in the ruins has left their appropriate respect. Other kobolds maintain Stormreach's
successive mark. Giants, drow, kobolds, sahuagin and sewer system, and can be hired as knowledgeable guides to
thri-kreen can all be found in the endless tunnels beneath the sprawling undercity.
Stormreach, but the influence of Sakinnirot is a dark force.
Many are reduced to brutal territory wars, pursuing ancient Sha’argon’s Shame - Vast sections of the undercity
grudges they don’t even remember. The fiends of Sakinnirot are flooded with seawater. These drowned tunnels connect
stir up these battles, corrupting the people into mockeries of to Stormreach Bay, in which the ruins of a sahuagin city
their former glory. As such, few citizens of Stormreach ever still stand. The Eternal Dominion remains silent about their
dare enter the undercity, and the further one goes, the more people’s history in Stormreach, with worrying (or damning)
depraved it becomes. Despite this, the treasures that still implications, but they maintain a presence in the Bay. It
remain are immense. The Cul’sir Empire wielded magic that is possible that they still have an interest in the secrets of
has never been seen since, and everything from Oneiric Harps* Cul’sirran; the Dominion makes great use of dreams via
to the core of the Moonbreaker might lie deep within. their relation to the Kar’lassa. It is also possible that they are
ensuring nothing escapes from the dark warrens. Sha’argon’s
Sites of Interest Shame is said to still contain corrupted sahuagin and aquatic
giants, but few are willing to brave being devoured to recover
The Chittering - A large section of the Stormreach
treasures from their realm.
undercity is the territory of thri-kreen. These are
remnants from the age when the mantisfolk built a
thriving city on the giant ruins. The mystery of their The Comatose Chambers - The region of the
collapse remains, but few scholars are willing undercity beneath the Tower of Kol Korran is a dystopian
to ask. The thri-kreen of the Chittering prison. Dissidents, rebels and criminals in the Empire were

CHAPTER 5 | ANCIENT EMPIRES


176176
placed in Sequestaries* that sealed them into permanent comas. The giant objected against the emperor’s plans to end the
Their endless dreams were used as playgrounds by the Cul’sir, elven rebellion, and was imprisoned as a result. Now, he is
with each shaped and molded by somnarchs to suit the giants’ attempting to gather information about the fate of Xen’drik,
needs. Using the minds of prisoners as city infrastructure and decide what to do after sleeping through the apocalypse.
was seen as charity; even though if their bodies could not
serve the empire, their minds would for eternity - a glorious Adventure Hooks
purpose. Row upon row of Sequestaries line the complex,
although many of them were broken during the Shattering, Nightmare Plague - An epidemic of nightmares is
and still contain desiccated wretches who never escaped. sweeping through Stormreach, inciting fear and panic in the
Those still trapped and alive may be utterly insane, for their populace. The gangs and militias are mobilizing, blaming
minds were submerged in Dal Quor when the Moonbreaker each other as tensions rise. The Storm Lords are desperate to
was fired. Waking them up is possible and highly dangerous, find out the cause before their city tears itself apart. In truth,
yet the reward could be huge. One such mind, placed in sleep something ancient is stirring deep within the undercity - an
just before the Shattering, was the Cul’sir giant Antaegus. ancient eldritch machine meant to protect the giants from the
Awakened by the Kundarak excavations, the giant is lost quori. Twisted by the Turning of the Age, it is now driving
in a different age, and possesses detailed knowledge on the insanity into people’s minds. Whether activated by one of the
workings of the Moonbreaker. His discovery could have vast undercity’s factions, a fiend of Sakinnirot, or an Inspired, the
implications for the powerful factions of Xen’drik. party must delve deep to deactivate it before it is too late.

Enemies & Encounters Unstable Foundations - Several cities have been


built atop the ruins of Cul’sirran, and all have shared a
Fiends - The bound form of Sakinnirot lies deep beneath mysterious fate. Few Stormreachers ever stop to think why
modern Stormreach, and the Overlord’s bubbling rage spills that’s the case, and almost none are aware that a diabolical
into the undercity, tainting all it touches. The servants of nexus of evil lies beneath their feet. Sakinnirot’s domain is
Sakinnirot work to free the archfiend from this prison, and patience - a seething quiet before the knife is driven in at
often gather in the deepest depths to plot revenge on those the perfect time. Maximum enjoyment means watching as
who oppose them. Their presence is never detected, for not the ants build up to their glory before the nest is burned to
only is stealth their forte, but explorers would have to make cinders, and that time is rapidly approaching. A string of
it past the murderous mortals of the undercity first. These occult murders through the city puts the party on a cult’s trail,
brutal peoples are remnants of the cities that once rose and their goal the release of the Overlord itself. As their careful
fell on this very site, and are stirred into territory wars by the plans unfold, the factions of Stormreach are being driven
fiends both for fun, and to empower their master. into a violent turf war, the murders blamed on their enemies.
Soon, the party is faced with a fiendish plot.
Humanoids - The deep ruins of Cul’sirran are a
battleground for territory. Thri-kreen, drow and sahuagin Living Relic - The excavations by House Kundarak
have all occupied this site in the past, and while all have fallen beneath the Tower of Kol Korran had the consequence
in time (or disappeared mysteriously), some remain. Unlike of waking a powerful dreamer. The storm giant*
their relatives across Xen’drik, these people are touched by Antaegus was a Cul’sir artificer put in stasis shortly
the influence of Sakinnirot, which infiltrates into their minds before the Shattering. Currently remaining hidden
as psychopathy. The people of the undercity seek to kill each and learning about the world of the present, Antaegus
other because of ancient vendettas that have long been is a living relic of the Age of Giants with deep insights
lost. Reason is gone; there is only the satisfaction of the in the Cul’sir Empire; as a result, he knows details
kill. The worst become knives of the scar*, and hunt about the Moonbreaker and the quori of old that
for pure joy. many would kill for. The longer he waits, the
higher the risk of his presence in the undercity
Giants - Over time, groups of common, stone, being discovered, leading to a race between the
and storm giants have returned to the ruins of factions of Stormreach. Of course, learning from the
Cul’sirran, seeking to either restore their glory, giant requires befriending him - or, for the Inspired,
or obtain power to form kingdoms of their own. extracting his knowledge the hard way.
The ancestors of many of these giants still live in
the undercity, often tainted by the presence
of Sakinnirot. They war against the other
Legacy: Oneiromancy
factions, seeing the drow as pathetic
betrayers, and the rest as sordid thieves. Magic Items:
Others have a far more surprising • Dream Mask - Wondrous Item, Common
origin. When Cul’sirran fell, a number - This item was used to prevent dream
of giants were either kept prisoner or held attacks by quori.
in dreaming stasis beneath the city. Very • Lucid Bonds - Wondrous Item, Common
rarely, a giant breaks free from their eternal - This jewelry allows one to remain
slumber, and finds themselves adrift in a lucid while dreaming, and link
surreal future. One such giant, awakened their dreamspace to others
by the actions of House Kundarak in wearing the same.
Stormreach, is the artificer Antaegus.

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177
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

• Oneiric Harp - Instrument, Uncommon - This many of its buildings along with swathes of magical
nightmare-touched instrument invokes in fear in others infrastructure - a testament to the insane desire of its ruler
- especially those with psionic abilities. to win at any cost. This devastation weakened the Cul’sir
massively, providing the perfect opportunity for their elven
Spells: slaves to rebel en masse. According to some accounts, the
• Dream Link - 2nd - This ritual allows multiple people to second target of the Moonbreaker was the elves themselves -
fall asleep and enter the dream of another nearby person, a final doomsday gambit that forced Argonnessen’s hand.
remaining lucid while inside the dreamspace. A creature Details on the Moonbreaker are sparse, for the project was
can caast the spell inside the dream, to delve deep into a war-time secret known to few. It is said that the device (if
the target's subconscious. it was one) was created by the artificers of the Sul’at League
• Dreamwalk - 5th - This spell allows multiple people to by order of the Emperor, and that the impacts of it being
attempt to enter the dream of any other creature on used were felt in Xen’drik for years after. Vast regions of
the same plane. land collapsed into the sea, forming the modern Phoenix
Basin, while earthquakes tore open ravines and rifts across
Loot Examples the continent. Even worse, the shattered bond to Dal Quor
created a surge of magical backlash that irradiated the
Common/Trinket - This gold-framed crystal monocle continent. Like a land touched by dreams, entire regions
looks normal until worn. It used to show Dal Quor began to shift and move, the geography itself becoming
1 through its lens; now it shows the wearer's most morphic and unreal. The true form of the Moonbreaker is
recent nightmare in a constant loop of hazy images. entirely up to the GM. Can it be found? Can it be fired? And
Common/Trinket - A Lucid Bond* in the form of if so, who would wish to do it?
2 a fuschia-colored earring in a circular pattern that The following table includes possibilities for how Crya was
appears to spiral endlessly into its own center. destroyed, plunging Dal Quor into the Turning of the Age:
Uncommon - An Oneiric Harp* shaped aesthetically
like an angel’s feathered wing that only produces d8 Example Moonbreakers
3
unnerving discordant notes. An actual magic cannon imbued with one of the most
1 powerful evocation spells ever seen and aimed at Crya.
Uncommon - Driftglobes are manifested figments
4 of hopeful dreams, which glow with warm light and Sympathetic magic - a planar orrery tracking the
naturally follow intelligent minds. movements of the moons to an exact degree, to the
2
Rare - Cul’sir overseers often carried Wands of Fear point where destroying the Crya orb in the orrery
imbued with tangible nightmares. They used these to destroyed the real one.
5 punish lower castes and elven slaves, believing it to be A singular weapon of immense power used to kill the
for the good of their utopia. 3 Dal Quor kar’lassa (the sleeping behemoths of the
Rare - The battle-mages of the Cul’sir often crafted Thunder Sea).
A ritual to channel the giants’ hatred against the quori
their own Far Realm ShardsTCoE out of sentira as a into the Overlord Sakinnirot to use the Overlord’s
4
6 rite of status that empowered their abilities. The power against them.
appearance of each shard was directly linked to the
A grand teleportation spell to warp Crya into
mind of its creator.
5 Mabar, where it was consumed by the plane - an
Very Rare - Some of the most powerful relics
unprecedented event.
of the Cul’sir are also the most unassuming.
A powerful psionic battery that stored the mental
Nolzur’s Marvelous Pigments are paints formed of
energies of the Cul’sir giants, then fired it at the heart
concentrated Dal Quor essence; using them draws 6
7 of Dal Quor, forcefully awakening the Quor Tarai - and
the stuff of dreams and creation into reality, in a
ending its ‘dream’.
microcosm of Cul’sir society. The pigments were
A device that momentarily interfered with every
a common children’s toy, but also used for rapid
7 mortal’s link to Dal Quor, causing them to dream of
construction and artistic endeavors.
Very Rare - One of the most effective tools created the moon being destroyed - and causing it to happen.
by the Cul’sir in their fight against the quori were A machine designed by Cul’sir that drew on other’s
Psychic Absorbing Tattoos. These morphic patterns dreams of him as an all-powerful tyrant, and made
8 8
were applied as liquid sentira on the skin, acting as it true within Dal Quor, granting him the power to
reservoirs for psychic energies that could be shaped destroy the moon within the Plane of Dreams.
by their wielders to soothe wounds to the mind.
Elves & Empire
Legacy: The Moonbreaker The feyspires of Thelanis flit between the Faerie Court and
The Dream War ended with a single decisive act - the the Material. Each is a city ruled by an archfey, and populated
destruction of the moon Crya, and the permanent distancing by mortal eladrin. Together, they lie in the Moonlit Vale,
of the plane of Dal Quor. This single act of epic magic had and gather on occasion for courtly intrigue. In Xen’drik,
ramifications the world over; the kuo-toa civilisations in the feyspire of Shae Tirias Tolai was known to the giants as
the Barren Sea were obliterated, turning the entire the City of Silver and Bone. Dead souls traveled to the city,
ocean into a saline dead zone, while physical travel guided by its psychopomps. There, any lasting wishes were
and manifest zones to Dal Quor were cut off honored before they passed onwards to Dolurrh. The feyspire
instantaneously. This had catastrophic effects on represented the story of incarnate death - the kindly ones
the Cul’sir Empire itself, instantly destroying who shepherd souls.

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A Xen'drik Without Slavery Mortal Chains
This book, and all canon Eberron books, assume that
The reasons for the Cul’sir’s brutality are lost to time, but
the elves were enslaved by the giants for thousands
all their crimes stain the hands of their Emperor. Perhaps
of years. In 3rd edition, they were originally native
the simplest is base fear. With the power of a titan and a
to Xen’drik. 4th edition introduced the feyspires,
glorious nation, few could ever pose a danger to the god-
and the concept that the elves were once immortal
king. As the Titans of the Group of Eleven began to rise,
eladrin, which has become canon. This concept forms
‘few’ quickly became too many. The Queen of the Dead is not
the foundation for Aereni and Tairnadal culture, but
just an entity, but part of the fabric of Dolurrh, and wields
campaigns in Khorvaire and Sarlona may not have to
impossible power within her domain. As such, to destroy
come face to face with the slavery itself.
the very concept of death, there was only one easy target.
In Xen’drik, many of the ruins and locations - from
By attacking Shae Tirias Tolai, Cul’sir intended to damage
the Cul’sir capital to Shae Tirias Tolai itself - directly
the concept of death, either extending his own lifespan, or
relate to it. It is perfectly reasonable for a player to
making it easier to resurrect the fallen. Instead, the effect was
not want to engage with this as a theme. Just as the
to destroy the concept of the psychopomp, rendering death
Overlords have topics that must be included as Lines
into a bleak and lonely thing. By enslaving the elves, the
or Veils for players (thalassaphobia, murder, abusive
Cul’sir eventually rendered them mortal, ensuring they would
relationships), campaigns featuring the Cul’sir Empire
never return to Thelanis as fey. It is for good reason that the
and elven history should include slavery as a discussed
Queen of the Dead is now served by shadar-kai with elven
Line or Veil. In canon Xen’drik, slavery is not just a thing
forms, and collects ancient memories to stave off her grief.
of the past, either; some canon factions are described
Death has never been the same since.
as wishing to bring the drow back under their control,
while the gladiators of the Red Ring in Stormreach are Unsleeping Soldiers. Another reason for the ruin of
often prisoners or debtors forced into blood combat. In the feyspire might explain why the elves were kept as slaves.
Dar Qat, the Unity of Riedra imposes its racist doctrines The Cul’sir were a highly advanced society beyond the basic
on the people, with the city's goliaths effectively need for resources; their wars against other nations were
brainwashed into slavery. seen as a blessing, bringing others into a dream of wonder.
For players who may not wish to have these themes However, elves do not dream. Compared to giants, their
included in their campaign, it is perfectly possible strength is nothing. There is only one meaningful advantage
to do so. In reality, only the Cul’sir Empire and Sul’at they have - and that, is that they do not dream. The Cul’sir
League are so heavily linked to the history of the elves were ever aware of the quori, and their emperor was ruled by
and drow. Furthermore, the themes of slavery tied to arrogance and treachery. Should the spirits of Dal Quor ever
the Cul’sir and Sul’at giants can be removed entirely turn on them, they would need soldiers who were immune
if needed. In this case, you can say that the Cul’sir to their greatest strengths, and could be used as disposable
destroyed the City of Silver and Bone, forcing the elves bodies to throw into the meat grinder of war. As 'lesser'
to live as refugees, or that the eladrin joined elves and dreamless beings, this was no moral issue. This is supported
drow already native to Xen'drik; the elven rebellion by the role of the Sul’at League; their thaumaturges fused
was instead them fighting back against the depravity elves with planar essence to create new kinds of warriors.
of the giants before they could destroy Xen’drik for Shackled Shield. Their captivity served an additional
good. Ultimately, the giants lived in highly advanced purpose as hostages. The emperor was aware of the potential
societies. They did not need slaves the relative size of backlash of his actions, both from giant nations allied with
their children for their societies to function. It must be the fey, and the remaining eladrin of Thelanis. By keeping
stressed that it is just as important to ensure consent the elves alive, the god-king could threaten the remaining
before making any changes in this way, to avoid any feyspires with their death, ensuring the combined might of
historical erasure or 'handwaving' of serious issues that the archfey did not war against the empire. As a result, the
may affect players in your party. fey of the Fortress of Dreams were the only ones to fight back
against the giants, and were cast into Dal Quor upon defeat,
having failed to gain the support of their kin. Similarly,
Some nations, such as Karrakos and the Twilight Court
the refugees of Silver and Bone rapidly became one of the
of the Group of Eleven, sought familiarity with the deathly
greatest threats of the Cul’sir; the destructive potential of the
eladrin. The planes of Dolurrh and Thelanis converged on
Qabalrin was massive, and they had nothing but hatred for
the city, with its gothic halls acting as a nexus for diplomacy
the mortals who decimated their city. Any actions the elves
with the Queen of the Dead. It is said that Dolurrh’s Queen
took against the Cul’sir would deal massive harm to their own
and the archfey Shan Tirias were lovers, for one was the story
- a cowardly defense that protected the giants from ruin.
of death’s comforts, and the other death itself.
Over many years, the titan Cul’sir gathered the pieces to
Blood Rites. The last and final reason is perhaps
the most despicable of all. Giant runecrafting formed the
destroy the feyspire utterly, securing the assistance of both
foundation for many of their magical techniques (detailed
Karrakos and the Twilight Court. Through surprise and
on p.168). The process requires combining specific symbols
betrayal, the forces of the Empire sacked the city, enslaving its
and glyphs with materials linked to the plane, binding them
people and bringing the story to a close. The captured eladrin
together to channel that plane’s magic. The greater the
were brought to the Empire and shackled to the giants’ will,
magic of the materials used, the stronger the rune.
while the refugees fled to the Ring of Storms. There, they
As such, it may be that Cul’sir saw the elves not as
named themselves the Qabalrin, and brought their knowledge
people, but as materials - ones intrinsically linked
of death to bear in hideous fashion.
to not just one, but two planes, with magic

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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

flowing through their veins. In this case, their enslavement The ancestors of the Tairnadal worked with the Gyrderi as
may have been to secure a supply of endless sources of power martial warbands, led by legendary generals such as Vadallia
for use in truly abominable acts of sacrifice. and Arquis Tellora.
For thousands of years, the sheer might and arcane power
Rebellion of the giants served as an impassable barrier for the elves.
They could fight battles - and win - using guerilla tactics,
Throughout the history of the empire, the elves fought back but they could never win the war. Ironically, it was the
against their enslavement. Despite the power of the giants, Cul’sir who ended up giving them the chance, by firing
different groups worked to undermine the empire from the Moonbreaker and shattering their own nation. The
within, and create safe havens for their kin beyond giant devastation wrought on the giants, and the severing of their
sight. At first, the greatest among them were the primal own dream-based magic, meant that the rebels had a unique
Gyrderi (p.134), who allied themselves with the natural opportunity to save their kin for good.
spirits of Xen’drik. They used their powers to build hidden The warbands and clans struck out against the weakened
villages in the wilds, and snuck into Cul’sir cities in Wild Empire, starting a rebellion that ignited into an all-out war.
Shape to free other enslaved elves. They were assisted by The more they pressed onwards, the more desperate and
the enemies of the Empire who despised their crimes - the dangerous the giants became. They developed devastating
fey giants of the Twilight Court. A small number of eladrin curses and weapons of war. They created the drow, and set
from other feyspires, especially the Fortress of Dreams, also them against their former kin. They resorted to abominable
abandoned Thelanis to fight for the cause. Over centuries, blood magic that laid waste to armies. In the end, Cul’sir took
the growing clans of liberated elves began to specialize in the final step - and called the dragons down upon Xen’drik.
the ways they fought back against the giants - clans who still Before the end came, the clans came together, united by
retain their names today. The Phiarlans (‘spirit keepers’) Phiarlan messengers. Led by Aeren, they fled in a vast exodus
carried messages and intel between the groups as morale- to the east. The sole exception were the now-cursed Gyrderi,
raising bards, scouting enemy positions using a penchant for who remained behind, and the wizard Cardaen, who vowed
stealth and illusion. slay Cul'sir so his people could be free forever more.

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CHAPTER 5 | ANCIENT EMPIRES
181
The Group of Eleven
T
he rise of the Cul’sir Dominion These amplified planar magic, creating artificial manifest
caused a political shift in Xen’drik. zones and sources of power. This simple technology
Nations rushed to consolidate power, underpinned the Group of Eleven, with each state creating
fearing the marching armies of the their own planar shards. Further information on manifest
god-king. In central Xen’drik, eleven shards can be found on p.167.
cities drew on individual planes for their
power, raising titans who could oppose Cul’sir in battle. In a The Group of Eleven and Non-Giants
move that shaped history, the titan of the Daanvi city-state of The Cul’sir and Sul’at League had no hesitation in subjugating
Crux summoned his rivals to a council. There, the Group of others. To the Cul’sir, it was both a way of fueling their
Eleven was born - a tentative alliance of competing nations to own empire, and a percieved charity to bring others into
stand against the endless expansion of the Cul’sir. their ‘utopian’ society. In contrast, the cold dispassion of
In practice, the Group were united only by their desire to the League meant they had no desire to conquer or expand,
remain free from rule. The terms of the Endecimal Treaty but regarded living beings as potential research material
(locked away to this day in the vaults of Crux) prevented (including themselves). Any dissent within League borders
them from warring between themselves, with resources was a danger due to the influence of the Overlord Karna
pooled on the northern border. Instead, they competed Rayva, and crushed with impunity.
against each for power, status, and intellectual dominance, In comparison, the attitudes of the Eleven to non-giants
driving their magic to ever greater heights. Each city-state varied massively. This is not to say that they were necessarily
focused solely on a specific plane, claiming it as their right. open-minded or just - simply that their outlooks differed
Over time, this led to the Eleven relying on each other based on their cultures. These attitudes are typically not
for their specialties, binding them together into a single specified here, and left open for the GM to decide. In general,
political entity. it is safe to assume that the sheer might of the city-states
meant that they subsumed nearby cultures beneath their
Titan Alliance umbrellas, spreading their borders outwards - but whether
The differences between the members of the Group are vast, they actually controlled those cultures in any way, or made
ranging from the warriors of Hekaton, to the frozen aesthetes any demands of them, is open to interpretation.
of Ix Il’ar, to the chaotic artificers of Genesine. Before the This is simply because, in a purely logical view, enslaving
signing of the Treaty, many considered each other to be humanoids was fundamentally not necessary or even useful
enemies, and the formation of the Group served to protect for their societies. Anything that can be done by a person
the cities from each other as much as the Cul’sir. Nearly the same size as your children can be done just as easily with
every city was led by a true titan - a giant famed across the magic, without committing truly evil acts. In some cases,
land for their transcendent power and immortality. Each one dominating others would have created massive issues due to
took a different path to ascension, drawing on the ultimate pacts with good-aligned immortals, especially for the nations
expression of their plane’s magic and themes to do so. of Irian, Fernia, and Syrania. This is a departure from the
With the exception of the flying merchants of the classic interpretation of the giants for a few very important
Gallimaufry, the titans of the Eleven ruled city-states over reasons: in-universe realism, comfort at the game table, and a
expansive empires. Each was anchored around a capital in genuine desire to not force GMs to have to constantly grapple
which the titan sat enthroned, their people relying on them with the horrors of slavery.
for protection and guidance. As such, while many of the Cultural Attitudes. When thinking about the
city-states had smaller outlying settlements, their power attitude of a city-state towards non-giants, it’s best to
was concentrated in grand capital cities. By virtue of being consider how their society operated. In Hekaton, might made
giants, the populations of these cities were also far smaller right. It’s likely that non-giants were thus ranked lower in
than those of humanoids; a city of 40,000 giants is more than society. However, any warrior could challenge another for
large enough to match the metropolises of Khorvaire and status and property through the Rites of Arazur. It is possible
Sarlona, built on a scale almost incomprehensible to medium that an elf, loxodon, or thri-kreen became a specialist at
creatures. As such, this section details city-states as though fighting giants, and rose to form their own household as a
formed from their capital cities alone, but countless outposts respected warrior among equals. In the Twilight Court, the
with their themes and culture might exist in their territories. fey influence was unbreakable. Eladrin, centaurs, fairies and
Planar Power. Manifest shards formed the cornerstone gnomes might have walked the streets as welcomed guests -
of the Group of Eleven’s power. Xen’drik holds abundant along with hags and boggles. Meanwhile, the bizarre city of
Siberys dragonshards that fall from the Ring. As such, the Zja Aqat may have welcomed beings from the astral plane,
giants drew on them for their artifice. While an Eberron treating with them for trade and access to their territories.
shard acts as a magic battery or spell component, a This situation means that the relationship between the
Siberys dragonshard acts as a lens or amplifier. In Group of Eleven and the elves can be taken in different
Xen’drik, the giants attuned them to the planes directions. The Group had no love for the Cul’sir, and may
through careful carving and runic inscription. have actively supported the elves in their rebellion. Perhaps

CHAPTER 5 | ANCIENT EMPIRES


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some heroes of the Tairnadal sparred with the warriors of Lamannia - The Esht Primacy
Hekaton, raised their horses on the plains of Sohl’aran, or
Titan: Kand'ari, the Apex
worked with the people of the Twilight Court to free their
Themes: Beasts, Nature, Hunting
kin using fey illusions and trickery. Ultimately, this is up to
Foes: Megafauna Beasts, Elementals, Dragons
the GM and the tales they wish to tell.

Nation Summaries Risia - Ix Il'ar


Titan: Archarcanist Il'ara, the Amber Regent
Daanvi - Crux Themes: Ice, Eternity, Simulacra
Titan: Fulcrum Hala'gon, the Lawbringer Foes: Frozen Undead, Simulacra Soldiers
Themes: Law, Order, Clockwork
Foes: Metaclock constructs, Devils, Beholderkin
Shavarath - Hekaton
Titan: Hekaton Rex, the Sword Saint
Dolurrh - Karrakos Themes: War, Weaponry, Honor
Titan: Cassandra, the Oracle of Stone Foes: Fiends, Riedrans, War Machines
Themes: Memories, Souls, the Undead
Foes: Undead, Shadar-kai, Stone Aberrations
Syrania - The Gallimaufry
Titans: The Kin of Masks
Fernia - Grand Ju'qata Themes: Trade, Flight, Knowledge
Titan: Pasha Ju'qat Reskan Taq, Phoenix Queen Foes: Fallen Angels, Arctic Wildlife, Elementals
Themes: Fire, Worship, Artisanry
Foes: Fire Giants, Elementals, Fiends, Archonic Constructs
Thelanis - The Twilight Court
Titans: The Fabled King & Queen
Irian - Sohl'aran Themes: Stories, Archfey, Spiders
Titan: Xeno'tor, the Dawnchild Foes: Spiders, Fiends, Dark Fey
Themes: Radiance, Medicine, Verdant Flora
Foes: Plants, Trolls, Mutant Creatures
Xoriat - Zja Aqat
Titan: The Concateny
Kythri - The Genesis Twins Themes: Dimensional Travel, Psionics, Weirdness
Titan: The Anarch Prime Foes: Aberrations, Riedrans, Githyanki
Themes: Transmutation, Elements, Chaos, Oozes
Foes: Kythrian creatures, Oozes & Mimics,
Paraelementals

CHAPTER 5 | ANCIENT EMPIRES


183
Ah, the Fulcrum. He saved

Crux us all from the Cul'sir, yet


DAANVI

I would rather be under


their thumb than his. The
law is a blade, and a blade
serves to cut.

Summary: Crux
"Stop, Hath! Stay still. Stay. Still."
[TAL’RUSEN NASK ES GHU’RAS. TAL’RUSEN] Magic: Oaths, Divination, Probability, Spatial
"What’s it saying?" Titan: Fulcrum Hala’gon, the Crux Calculus
“It’s warning you not to tread on the flowerbeds” Capital: Crux
Location: South-eastern Menechtarun savannah
“...or what?”
Exports: Banking, engineering, mechanics, law
“You'll get arrested."
“By that tiny thing?
“No - by the building behind you.” throw capture nets for a quick trip to the
prisons of Daanvi.
• Climb the perfect bricks of the tower of Iex Mekina to
shut down the ticking Mandate Heart within - but not

T
he heart of the Group of Eleven was before massive steel eagles swoop down from above.
the nation of Crux - a bastion of law • Repair metaclockwork automata to help forge an
that bound the disparate nations into intricate key that will open the massive Carceral Gate,
a single cohesive alliance. The cyclopic providing access to the plane of Daanvi itself.
city-state drew on Daanvi and the tenets
of Aureon, driven to impose order on
themselves and Xen’drik at large. Their society revolved Titan: Fulcrum Hala’gon
around probability and divination; by constantly generating The ruler of Crux bears the title of Fulcrum - the point
divinatory outcomes, they could direct scores of constructs on which the scales of law balance. Hala’gon, the Crux
to automatically perform the most optimal foreseen path. In Calculus, was the first to develop metaclockwork. This
this way, the people of Crux defined their present based on simple technology, which uses Daanvian magic to guide a
the future, automating their entire nation towards the best construct on a divined path, formed the core of the city-
possible course. From there, they wielded their unshakeable state’s power. Determining that the chaos of the early Age
reputation of law to influence their neighbors; cyclops judges, of Giants was quite suboptimal, the tinker set out to fix it.
lawyers, and engineers spread out to assist other city-states The first step was to use his constructs - built for the city’s
with development and infrastructure. Before long, their armies - to rapidly and efficiently overthrow its own rulers.
neutral reputation and flawless morality won them unique The second was to establish an iron grip of authority, while
respect. When the Titan Cul’sir rose to infamy, they called eliminating troublesome elements. The third was to render
in their favors, summoning representatives from across himself flawless and immortal, removing the risk of disorder
Xen’drik to a conclave. There, the Group of Eleven was born, or imbalance. Mechanical transhumanism and Daanvian
its balance resting on the Titan of Daanvi - the immortal manifest shards allowed him to do just that. What emerged
Fulcrum Hala’gon. was no longer a cyclops, but an artificial titan of steel with
The cyclopes of Crux drew on all aspects of the plane of a heart of order - an unswaying foundation for a divided
Daanvi for their civilisation. The efficiency of modrons Group of Eleven. Out of all the Titans, it was Hala’gon who
inspired metaclockwork constructs that performed daily understood the price of immortality; rather than cling to
labors. Citizens were subject to constant surveillance without his mortal mind, he sacrificed it, and changed the shape of
qualms, the imperative of such laws unquestioned as they Xen’drik for an age.
worked like cogs in the machine. For agents of chaos, How far in the future the Fulcrum divined is unknown,
judgment was swift; Panoptic Knights empowered by their but out of all the giant empires, it is his city that still stands
own oaths hunted criminals before they could even begin unflawed. Some cyclopes believe that he foresaw the
their crimes. For those who served Crux, the ultimate reward Shattering as inevitable, and made preparations to return
came from true clockwork perfection. Organic bodies were once the threat was past, although no evidence has been
flawed, and doomed to fail. The true embodiment of law uncovered to confirm it. If so, the Fulcrum may still be
came through mechanical transhumanism, with the city’s functioning, either in the plane of Daanvi itself, or deep
leaders converting themself into timeless metal forms. below the mechanical city. A bizarre option is that the titan
paid for his own imprisonment in the Inescapable Prison
Pulp Scenes layer of Daanvi, along with his greatest cyclops servitors. Not
even the dragons would dare upset the plane of law, and their
• Keep hold of the ancient parchment marked confinement may be about to finish, heralding their return
with titan blood, as peacekeeper constructs to Crux. With no titans left to oppose him, Hala’gon may

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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

have achieved an unprecedented goal - ruling Xen’drik and of modron labor. It is by their skill that many of Xen’drik’s
annihilating his rivals without lifting a finger. grand cities still stand after 40,000 years of wear and tear.
The contracts and deals with these modrons, and other
Infinite Probabilities higher powers, were negotiated by cyclops brokers trained
by Daanvian devils. Their expertise in law assisted with the
Crux is a city of mathematical absolutes. Their mastery of making of history-shaping arrangements - most notably the
Daanvian magic allowed them great insights into divination Endecimal Treaty*, which formed the Group of Eleven.
and probabilities, culminating in a single radical idea. The
principle is simple, but insane; if divination can predict
the objectively better outcome, then one can base all their Capital: Crux
decisions on divination. In any other city, this laughable The cyclops capital is a masterpiece of civic design. The city
disregard for free will would have been ignored. In a city is radially symmetrical, with the tower of Iex Mekina at its
ruled by a true paragon of law, it was taken as gospel. heart. Every building reaches the same height, with flawlessly
The tower of Iex Mekina was transformed into a massive cut blocks of stone and marble pillars engraved with
conduit for Daanvian magic - an eldritch machine that geometric patterns. The flowerbeds are perfectly maintained,
continuously casts augury at speed, forming a computer the roads and canals evenly spaced, and the rooms all equally
known as the Mandate Heart. With Fulcrum Hala’gon as a sized. Bizarrely, the effects of the Shattering seem to have left
calibrator, and the Mandate Heart for power, the city linked the city untouched. Unlike its peers, Crux is not marred by
a thousand different machines to the tower to devastating acidically melted rubble or scorched stone, for the constructs
efficiency. Each automaton was directed by what divinations of the city have brought it back to a perfect state of order.
deemed optimal at any one time, with ‘optimal’ being the Unfortunately, adventurers have a natural tendency to
Fulcrum’s sense of law and order. As such, they constantly disrupt that order.
divined the right place to be, and the right action to take, Crux’s districts each focused on a singular aspect of its
acting through foresight alone. This extends to the very city work. Perhaps the most interesting to adventurers is Mallium
itself; signs turn, and roads shift, moving themselves into the Domini, home of the city-state's artificers and gearwrights.
correct place for whoever is walking upon them. Against all Other sectors might be based around law and governance,
the odds (or perhaps because of them), it works to this day. contracts and diplomacy, and banking - for it was Crux
The cyclopes used Daanvian magic in a variety of other that held the Group of Eleven’s central mint. Any who can
ways. Their order of law enforcers - the Panoptic Knights make it into the city’s deep vaults of platinum and silver are
- drew on the plane to hunt down criminals of all kinds, guaranteed to strike it rich, assuming they can get past the
often before they had even broken the law. Higher echelons whirring guards and magical alarms. Navigating through
of knights were empowered by immortal patrons, and had the city is incredibly easy as a result of its flawless planning,
the right to deliver lawbreakers to Daanvi’s Inescapable especially since the street signs both predict where observers
Prison. The architects of Crux were equally renowned. Their need to go, and flawlessly translate their directions at
expertise lay in combining geometry with planar magic, the same time.
rapidly constructing massive civic projects with the help

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185
Ambience The Chain Panoptic - The paladins of law known
as the Panoptic Knights roamed across the Group of
• The entire city ticks in tandem to mark the hour like a Eleven, hunting down any who threatened the peace. Their
vast synchronized clock. organization did not operate on tenets of good or evil, but on
• The streets smell medically clean - a result of magically pure order and authority. Individual knights might take after
self-cleaning paving stones. the angels of Daanvi - or display the cold evil of its devils.
• The buildings of Crux are stark white, geometric, and Those designated as criminals were recovered alive, and
angular. Every single one is the same height, except for either delivered through the Carceral Gate, or frozen within
the tower of Iex Mekina at its heart. Many have simple Ix Il’ar’s unbreakable prison of Amber Lock. The Chain
fractal patterns engraved into them. Panoptic is where they used precognitive magic to predict
• The bright savannah sun illuminates the city. The instant where laws would be broken before the fact, and many saw
the sun sets, the perfectly spaced streetlights switch on, an approaching cyclops in their trademark Daanvian plate as
each containing the same bright continual flame. a truly dire portent.

Sites of Interest Mallium Domini - The artifice district of Crux is


Iex Mekina - A single building rises above the perfectly a series of endless workshops and factories, each with a
level buildings of Crux. Located at the geometric heart of the different specialty. Metaclockwork animals, mechanical
city is the tower of Iex Mekina, heart of the Group of Eleven prosthetics, and advanced golems were all areas of expertise.
and bastion of law for an entire continent. The massive The entire region is a treasure trove of impossible value,
hexagonal spire is constructed of immaculate white marble, especially for organizations such as House Cannith, but the
with perfectly spaced floors that align with the cardinal cyclopes of Crux were well aware of this. To stave off spies
directions. Bureaucratic offices and ancient archives take up and foreign thieves looking to steal their war potential, the
the lower floors, with meeting rooms for diplomats in the workshops are guarded by state-of-the-art defenses. Many
middle tiers. At the very top is the core of Crux - the eldritch of the constructs produced went straight into guarding their
machine known as the Mandate Heart*. This is the domain own workshops. Beyond metal guardians, most factories have
of Fulcrum Hala’gon, and no lesser mortal was permitted to non-magical mechanical deathtraps - a surprisingly effective
disrupt its flawless order. tactic against magic-happy adventurers.

The Carceral Gate - Criminals too powerful or Scriptum Vaska - One of the largest buildings in
important to kill were kept in the Amber Lock of the Risian Crux is the main record office. Here, contracts were signed,
city of Il’ar. Those captured by the Panoptic Knights for less locked and stored, with their participants placed under geas
severe crimes were escorted through the Carceral Gate - a to complete them. This goes all the way up to the Endecimal
looming marble portal to the layer of Daanvi known as the Treaty that created the Group of Eleven. Interestingly, each
Inescapable Prison. Here, the authorities of Crux paid the contract is signed in blood; by holding it, one can discern
devils of the prison to care for the criminals on their behalf. the location of any of those bound by it, even across other
The fear of a final walk through the Carceral Gate kept planes of existence. This was originally used to hunt down
many of Crux’s people in line, including dissidents and vassal oathbreakers, but now it has another purpose - the Endecimal
populations. The gate is still guarded to this day by quite Treaty is a compass towards every living Titan of the Eleven -
possibly the most bored amnizu of all time. Previously, the no matter where they may be hiding.
Second Liaison Adjutant of the Inescapable Prison’s Prime
Office for Incarceration Outreach Services took great delight Enemy Encounters
in negotiating terms with the cyclopes. Due to a quirk of
Constructs - Unsurprisingly, the caretaker constructs
her role, she has now been stuck in the city for 40,000 years,
of Crux are its greatest dangers. The metaclockwork creatures
awaiting someone with the authority to release her.
are intricate, flawless, and exceptionally deadly. Without the
guidance of the Mandate Heart, they continue to serve the
Forum Endecima - the massive public plaza around the base protocols inscribed in them since the Age of Giants.
Iex Mekina was where political events and conclaves were This includes guarding workshops, repairing buildings,
held. The Endecimal Treaty that formed the Group arresting intruders, and forcefully removing anything that
of Eleven was publicly signed here by city-state opposes the order of their city. Metaclockwork creatures are
delegates, as decreed by Fulcrum marked by impossibly intricate gears and machinery, and
Hala’gon. On the hour, the entire move with surprising speed and grace. Their exteriors are
plaza lights up with an illusory covered in smooth metallic plates that shine an untarnished
clock face that chimes the silver. Perhaps their most dangerous aspect is their ability to
hour; between, the paving repair each other. Crux’s constructs can include any creature
stones light up like ticking with the construct type, as well as reflavored beasts and
hands, marking the monstrosities with the proper mechanical resistances.
seconds and minutes.
Giants & Beastfolk - An enterprising group of
cyclopes* and catfolk from the Wasting Plain have recently
begun to reclaim part of the ruins of Crux. While the
cyclopes use their foresight to scout out the city and fend off
dangerous creatures, the catfolk sneak through and recover

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ancient Crucian technology. Both parties wish to eventually one of those titans is still alive, the contract is binding
settle the city as a permanent home, and see adventurers - and can be used to locate any such titan in existence,
as blundering thieves. Despite this, they may be willing to superceding all divinatory protection.
ally with those who can help them deal with the city’s larger
dangers - especially the followers of Belashyrra. On the other Spells:
end of the scale are the merchurions*. These artificial giants • Vector Bind - 1st - Binds two creatures together so that
are the followers of the Fulcrum, who transferred their minds when one moves, the other moves with them.
into immortal construct bodies. Few merchurions remain • Tactical Transposition - 4th - Teleports creatures in a
after the Shattering, but some still sleep in locations within cubic region to any other space within that region,
Crux, acting as guardians and watchdogs. completely rearranging the battlefield like a tactician.

Beholderkin - In recent years, the aberrant beholderkin Loot Examples


of the daelkyr Belashyrra have taken an interest in Crux.
Their goal is the Mandate Heart*, for the device is among Common/Trinket - a Clockwork AmuletXGE in the
1
the most powerful works of divination magic in Eberron. shape of a modron.
It draws directly on the Panopticon layer of Daanvi, which Common/Trinket - A ticking mechanical orb that
observes all of reality from countless scrying sensors. If the 2 mentally gives you the time down to the millisecond if
dolgaunts, gauths and aberrant cyclopes* can retrieve it, you take an action to focus on it.
Belashyrra will have access to a device that grants omniscient Uncommon - Eyes of Minute Seeing with brass frames
sight - a prospect with reality-breaking consequences. 3 that automatically retract and extend to fit the size of
the user.
Uncommon - A Guardian EmblemTCE with the all-
Adventure Hooks 4 seeing eye of the Panoptic Knights picked out in
All that Glitters - When an ancient spellshardERLW geometric silver filigree.
reveals the location of the Crux Treasury, the race is on to Rare - A Rope of Entanglement of flawless steel chain
5 used to escort unruly prisoners to the Carceral Gate.
pull off the heist of the age. An entire trove of platinum
awaits, but thieves must make it past a gauntlet of challenges. Rare - This Mace of Smiting from Mallium Domini
Metaclockwork guards, precognitive alarms and Daanvi 6 is actually a disassembly tool for constructs, and is
devils lie in wait for those tempted by the ultimate score. shaped somewhat like an oversized wrench.
Very Rare - An odd mechanical apparatus is actually
National Treasures - the Scriptum Vaska holds an Animated Shield on the end of a mechanical arm;
7
countless contracts, including the one that formed the Group rather than floating, it locks onto one’s armor, with the
of Eleven. Anyone holding that Endecimal Treaty* can use arm moving automatically to block blows.
it to locate the Titans of the Eleven - and with them, the Very Rare - The government of Crux kept a careful,
secrets of ancient Xen’drik. The party have been tasked watching eye on its citizens, ensuring they functioned
by the Scriveners of the Sky with recovering the treaty, 8 as perfect pieces of the whole. It is said that the
then tracking the remaining titans across the planes - for tools of their trade were Crystal Balls of True Seeing
interviews! Of course, the secret treasure map on the back of modeled after the Panopticon of Daanvi.
the Treaty is a sure boon.
City Conversion
Order from Chaos - A party seeking to undo the
Crux can be turned into a functional city by channeling the
many chaotic curses on Xen’drik may seek out Crux as a
magic of the Mandate Heart to wardoff the chaotic curses
bastion of magical order. The tower of Iex Mekina may hold
placed on Xen’drik. If done, this could pacify its marauding
powerful rituals to restore the shattered continent to its
constructs, and create a zone of order devoid of both the
normal state, but making it to the libraries of the Fulcrum is
Traveler’s Curse and Madness of Crowds. The ones most
a difficult task, and the components for the feat of magic may
capable of doing this are the modern cyclopes; it is reasonable
take characters the breadth of Xen’drik.
that constructs would be less likely to assault them, due to
them being ‘valid citizens’. In this case, whichever cyclops has
Legacy: Order Magic bound themselves to the Mandate Heart* would be forced into
Mathematical order lay at the heart of Crux's arcana. Their the role of tyrant. Their control of the clockwork legions of
spells treated reality as a logical puzzle, rearranging space and the city would be a terror - and wonder - to behold. Whether
chance to achieve the most ordered outcome. they would be a conquering tyrant or a gracious one is up
to the GM. Of course, a player character with a mastery of
artifice or Daanvian magic might just be able to do the same.
Magic Items:
A far more impactful option is that the Titan of Daanvi has
• Balanced Greatsword - Weapon, Common - On a hit,
returned. As described in the section on Fulcrum Hala’gon,
this weapon always does exactly average damage.
it is possible that the titan divined the fate of his city. If so,
• Scales Mail - Armor, Rare - When the wearer is
he might have paid for his own incarceration in the
critically hit, this armor rebalances chance back in their
Inescapable Prison of Daanvi. After a 40,000 year
favor, granting them a Portent die to change the odds.
sentence, it may be time for the Fulcrum to return.
• The Endecimal Treaty - Wondrous Item, Artifact - This
historic item formed the Group of Eleven, and is marked
with the blood of their founding titans. While at least

CHAPTER 5 | ANCIENT EMPIRES


187
Karrakos
Dolurrh

Summary: Karrakos
Karrak weighs the soul of Nak-Prida, Sword of
Hekaton, Hero of the Siege of Otophis Magic: Divination, Dolurrhi Necromancy
Their sacrifice will never be forgotten, Titan: Cassandra the Soulseer, Oracle of Stone
Their memory will reign eternal, Capital: Karrakos, the Tomb-City
Location: The south coast of Kapaerian Island
Their deeds will be honored here forever more -
Exports: History, Exorcism, Funerary Services
in this life, or the next

- Memorial Inscription, The Hollow


Pulp Scenes
• Hold your breath as a towering giant ghost strides
past you down the mausoleum hallways, sobbing in
Kapaerian Islands mourning for its loved ones.

T
he far shores of the
were the domain of those who walked • Forge your very memories into husksteel weaponry
with death. The stone giants of Karrakos imbued with the visceral emotions of your past.
were diviners, historians, and exorcists • Fight back-to-back with Dolurrh’s shadar-kai, sealing a
who drew on the plane of Dolurrh for breach to the realm of the dead while under attack from
their power. Their understanding of the weeping statues and aberrant medusa.
Realm of the Dead, and alliance with its Queen, gave them
a unique position - they alone had the right to speak with History
departed souls, record their memories, and grant them peace
before the end. In combination with the shadar-kai and the At first, Karrakos stood apart from the politics of mainland
eladrin of Shae Tirias Tolai, Karrakos worked to make the Xen’drik. Many giants from other nations traveled to the
afterlife a comfort rather than a fear. The giant taboo against city-state for funerary services, meetings with their lost loved
necromancy placed great responsibility on the city-state. ones, or its grand libraries such as the Threnody Hall. It was
They, and only they, were entrusted to be the caretakers of the Cul’sir who stripped them of their peace. The expanding
the dead. This meant more than just talking to souls; orders empire threatened Karrakos with the risk of invasion,
such as the Gravewardens acted as exorcists and purifiers of its Emperor demanding one single thing in exchange - a
undead across Xen’drik, hunting defiers of the natural order. promise to do nothing as they invaded the feyspire of Shae
The ruins of Karrakos lie on the south shore of the largest Tirias Tolai. The Oracle of Stone, who led the city-state,
island, flanking a vast ravine that plunges into the earth. relented due to the influence of her prophetic foresight. The
Above, the marble villas contain libraries of memories, living magnitude of the crimes committed against the feyspire
spaces, and temples to the gods. Below, in the darkness of threw the city-state into uproar; despite the pleas of the titan,
the ‘the Hollow’, is the domain of the dead. Tunnels carved the Oracle herself was exiled, and Karrakos joined the nascent
through the walls grant access to a vast undercity, with Group of Eleven, rallying against the Cul’sir’s crimes. Either
mausoleums built in the cliff faces themselves. This is where way, the haunted ruins of the city-state remain, and the
funerary rites of all kinds were performed. The deeper one unquiet dead call out unheard in their quest for peace.
goes, the stronger the connection to Dolurrh becomes. The Despite the actions of the Oracle of the Stone (or even
bottom of the Hollow - the Catabasis - is where the veil perhaps, because of them), the giants of Karrakos live on. The
truly lifts. Here, the giants summoned spirits from Dolurrh, exiled Titan has taken refuge in the nation of Adar since the
recording their memories into husksteel items. Séances were Age of Giants, while the stone giants of her city were given
held, grievances were answered, and families offered a final a unique choice - to be taken to live in Argonnessen, or die
chance to say goodbye. Those days are long gone. The neglect in the ruins of their city. These giants still live there today,
post-Shattering has destroyed many of the enchantments serving the dragons as devoted followers. The reasons for
on the manifest zone, causing lost souls to spill through this are lost to time. Perhaps the dragons had no desire to
when the plane becomes coterminous. Now, the Hollow is slaughter a nation that did not resist - or perhaps they feared
a haunted ruin, with a contingent of shadar-kai attempting infuriating the Queen of
ol . Le ar n th is
Cassandra was a fo
to keep the balance. Their efforts of late have become the Dead herself.
and learn
lesson from her failures,
exponentially harder, for the servants of the
daelkyr Orlassk have set their petrifying gaze on
prophet,
the city. If they have their way, the entire city it well. If you are to be a
may rise from the grave…
the trick isn’t to answer every
owing
question. The trick is kn
.
what to leave unanswered CHAPTER 5 | ANCIENT EMPIRES
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Titan: Kas'andra, Stone Oracle Arcana: Memories of the Lost


The titan Kas’andra is perhaps the only one alive in the The basis of Karrakosian magic lies in Dolurrh, and its
Material Plane after the events of the Shattering, and the single most abundant resource - the souls of the dead. The
only titan to have given up leadership of their own volition. stone giants called on souls to answer questions, speak with
Known in Sarlona’s Adar as Cassandra, the Oracle of Stone the living, and grant their power in battle. Often known as
left Xen’drik forever after the destruction of Shae Tirias incarnum in other city-states, this magic was permitted by
Tolai. It was she who pioneered diplomacy between Karrakos the Queen of the Dead due to the respect and servitude of
and the feyspire, learning from the eladrin how to speak with the Karrakos people. On a basic level, the giants of Karrak
souls, and establishing her particular form of necromancy. used this ability to summon the dead from Dolurrh for
It was rumored that Cassandra gained permission from information. Rather than letting lifetimes of experience fade,
The Librarian to read his Book of the Dead in Dolurrh, dedicated soulscribes would create memoires for ghosts,
granting her the oracular powers that defined her. As the adding their stories to the Threnody for eternity. Others
Cul’sir Empire grew, she looked to the east and saw death acted as familial counselors, allowing visitors to speak to
approaching. those who died suddenly and convey their love and wishes.
Cassandra’s foresight told her that an impossible choice This included discussion on potential resurrection, coupled
was approaching, and soon enough an envoy from the titan with divination to determine if the Queen would allow it.
Cul’sir arrived. In exchange for giving up the weaknesses of More specialized Dolurrhi magic was used to forge these
Shae Tirias Tolai, they would receive their lives. Cassandra immortal memories into physical artifacts. Animaturges
relented, and the City of Silver and Bone burned. As her pulled memories from the books of the Threnody, working
people looked on in horror, the archfey of the crumbling for days at a time to craft them into husksteel. This material,
feyspire gave the titan a final gift before it was destroyed - a formed from soulstuff, takes on form and function linked
curse of immortality that drew the ghosts of the fallen. to the moments imbued within it. Lineages of giants wore
Endless Exile. With her reputation destroyed and her equipment gifted to them by their ancestors, containing
heart filled with guilt and regret, the titan sought to justify their knowledge and treasured memories. To find the perfect
Karrakos betraying their ally. Soon, the news of eladrin material for specific items, some stone giants immersed
slaves in the Cul’sir tore her arguments to shreds. With her themselves fully in Dolurrh, petrifying their own bodies
mind filled with visions of a coming annihilation, the Oracle while their souls traveled the land of the dead. For many, this
beseeched the people to listen, with no success. She was was seen as communion, and a holy ritual to Karrak. Some
exiled, and with nowhere else to go, she fled for Sarlona. have remained forever as stone statues in prayer.
Thousands of years later, the giants of Karrakos welcomed Of course, with a mastery of pulling souls from the
the dragons ruining the Cul’sir Empire - their most bitter land of the dead comes expertise in the reverse. Some
foes. Their aid saved their lives, with the stone giants brought factions specialized in serving the Queen of the Dead, often
to Argonnessen to serve the dragons in safety - the only city- through returning souls to her domain. The largest -the
state to receive such mercy. Perhaps, had they fought against Gravewardens - acted as exorcists and hunters of the undead.
the Cul’sir so long ago, they would have eventually lost. This The giant hatred for Mabaran necromancy was one of the
may have led to them becoming part of the empire, forcing few things that united them, and the stone giants traveled
the dragons to destroy them. If this is the case, then the between nations with impunity. Their role was to defend
destruction of Shae Tirias Tolai may have ultimately saved against Mabaran corruption, hunt down rogue necromancers,
their lives. and eventually to help contain the threat of the Qabalrin.

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Capital: Karrakos, the Tomb-City Ambience
The city of Karrakos lies on the south coast of Kapaerian • Ruined belfries still ring out with the sound of funeral
Island, built in and over a vast crevasse. The rift heads inland bells, disturbing the unnerving silence of the dead.
from the sea, with high tide causing the water to pour over • The streets smell of rich jungle and loam - a stark
the southern edge in dizzying waterfalls. The nation of the contrast with the buildings, which smell of dust and age.
dead lies on the coast on both sides of the ravine, with great • The buildings of Karrakos are grand, solemn, and built
edifices extending down into the rift itself. The sunlit city from faded marble. Riotous vines and jungle plants cover
is where the stone giants of Karrakos lived, and the umbral them, and many have fallen to complete ruin.
cliffs of the ravine is where they died, for the very bottom • The sea mists rolling in off the Phoenix Basin often
is a gateway to Dolurrh itself. Known as the Catabasis, this dim the sunlight in combination with the effects of the
powerful manifest zone covers the city, with the most potent manifest zone. As such, strong sunlight in Karrakos is
effects in the darkness below. Several bridges span the gulf, rare despite the tropical conditions.
with spiraling carved stairs descending down the cliff faces to
the bottom of the ravine. Sites of Interest
Aboveground, the main city is a gothic ruin lost to time.
While mostly untouched by draconic destruction, the The Hollow - The capital of Karrakos is cloaked in
tropical weather and fading wards have gradually eroded the a powerful manifest zone to Dolurrh. The bottom of the
city. Verdant plantlife crowds the buildings, clashing with ravine, the Hollow, is the focus for the zone. The deeper one
their dull monochrome. The walls of the marble buildings goes, the more the sky dissolves into darkness. Here lie the
are etched with thousands of parting words and memorial most crucial parts of Karrakosian culture, far from prying
inscriptions from those who journeyed there. If one thing eyes. During coterminous periods, it is common for ghosts
marks the city of Karrakos visually, it is the statues. Countless and wandering spirits to cross the planar boundary here,
statues adorn the buildings and streets, donated by those who while creatures who die in the city above often rise again.
traveled to it as pilgrims. When the sea fog rolls in, this can Descending into the Hollow requires descending down
turn the entire ruin into a city of ‘stone giants’ once more. twisting stairs that wind in and out of the cliff face, lined with
The jungle plants that have overtaken the city are unique due ancient steles and grave markers. The lack of arcane lifts is
to the Dolurrhi manifest zone. Many simultaneously exist due to the ritual significance of doing so; the descent itself
in the Ethereal Plane; others actually phase into the ethereal was seen as a religious act.
at night (or in magical darkness), leaving behind spectral
afterimages. This can cause choked corridors and buildings The Memory Glass - A massive monument to Shae
to suddenly open up at night - a sight that can be deeply Tirias Tolai stands on the ravine edge, looking down into
foreboding for travelers. Intelligent parties might be able to the darkness below. The statue is humanoid in shape,
use the light and darkness to their advantage while exploring. with outstretched moth wings, and formed from countless
City of the Dead. Beneath the ground lies the Hollow. fragments of glittering husksteel. Each fragment is a
This section of the city consists of the buildings on the walls crystallized memory of Shae Tirias Tolai while it still lived
and floor of the ravine that divides it. Eternal twilight cloaks and breathed. Many are from Karrakosian giants, but others
the temples and crypts. Ghosts wander through arching were donated by elves and other denizens of the feyspire.
pavilions and catacomb tunnels. Here lie eons of the restful The pouring salt water on either side of the statue often
dead, and plenty restless besides. The buildings of the Hollow condenses on its face, falling as glittering tears into the abyss.
are entirely devoted to funerary rites and worship; temples Touching a fragment of mirror bestows the memory within,
to Karrak merge with massive family tombs, deep catacomb as well as an innate sense for the direction of the City of
warrens, and mortuary chambers, in which the memories Silver and Bone.
of the dead are preserved for eternity. More valuable are
the workshops of the animaturges, where memories were The Temple of Karrak - The central temple to
smithed into magical husksteel. The Catabasis at the bottom Karrak, the Final Guardian, is a grand edifice home to the
of the ravine is the domain of the dead. Countless statues worship of the city’s patron. Karrak was believed to be the
and memorials fill the gloom (some of them one who weighed souls in the afterlife, preserving worthy
stone giants who ritually petrified themselves in souls for resurrection. The faithful of Karrak shun Mabaran
communion with Dolurrh), with mausoleum necromancy, which seeks to disrupt the cycle of life for
tunnels leading outwards. At a certain point, personal gain - a belief which, coupled with their study, led
those tunnels simply become the plane to the formation of the undead-
of the dead itself. In the Age of hunting Gravewardens. The
Giants, these connections were temple is dominated by an altar of
managed carefully, and sealed resurrection - an artifact powered
during coterminous periods. by faith that allowed priests of
Now, many allow ghosts and Karrak to bring worthy souls back
wandering souls through, and to life. It was believed that the altar
are guarded carefully by held the souls of the city’s heroes,
the shadar-kai. including those who fought in the
Age of Demons, through the grace
of Karrak’s preservation. The
grandest rituals of the tombpriests

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involved resurrecting the body of a champion, but calling Threnody Archive - Karrakos’s grand library of
on the soul of such a hallowed spirit to inhabit it - an honor memories occupies a complex in the eastern city. The
for the one who gave up their life to allow another to better towering edifice is a church to knowledge, and extends deep
the world in their stead. How much of this ritual was faith or into the earth. Within, row upon row of shelves hold odd
legend cannot be said, but one thing is for certain - the altar trinkets. Each is formed from husksteel, but their appearances
contains giant souls. A character who returns another to life are eclectic. Touching an item and focusing for one minute
using a spell such as raise dead while they are placed on the allows one to commune with the memories in the husksteel,
altar does not need material components… but the soul that for each is an incarnation of treasured moments from the
returns with the body will be that of a very confused giant. life of a giant. The building is roughly ordered by age; the
upper levels are the oldest, with the tombpriests venturing
Path’s End - The bastion of the Gravewardens lies in downwards as the shelves filled up. The very bottom levels
the upper city, marked by a stark military design at odds hold memories of the last moments of the Age, including
with the understated beauty around it. The complex was details of the Dream War and the assault of the dragons. The
part barracks, part prison, with the clerics and paladins of upper levels hold impossibly old knowledge - the state of
the order working to battle the evils of Mabaran undead. A Shae Tirias Tolai before its ruin, the birth of Karrakos, and
smaller, secretive order acted instead as assassins, eliminating the giving of Ouralon’s Gift.
living necromancers, as well as those marked for death by the
Queen of the Dead. The buildings include a grand meeting Knucklebone Cave - Sora Yudotre, the ancient night
hall, a personal mausoleum for those who fell in the line of hag of Dolurrh, is a common figure in myths and folk tales
duty, a dedicated husksteel smithy and armory, and a very across Xen’drik. The continent’s ties to the Realm of the Dead
unique prison. The underground section of Path’s End is have often drawn the ancient fiend, who wanders around in
where the Gravewardens sealed any undead they knew would her hut built atop the bones of a giant tiger (p.256). While
reform if slain - vampires, liches, and other horrors created undoubtedly malevolent, the hag’s knowledge and command
by the elven Qabalrin. These were petrified into statues and of necromancy are paramount, and Karrakos made sure
sealed away inside cells specially prepared to include their to appease her. The Knucklebone Cave is a space granted
weakness, ensuring they could never return to the Shapers to her in the depths of the Hollow. Here, the giants made
of Night. The armory of Path’s End is still a potent source of offerings, with the Hag occasionally choosing a child (often
anti-undead weaponry, but whether any of its prisoners have the seventh-born) as her personal hexblood handmaiden
escaped due to fading enchantments in the meantime is a and emissary. It is said that anything spoken in the Cave
serious question. is whispered in Yudotre’s ears by ghosts, and the
hanging fragments of mirror within are best
avoided at all costs.

CHAPTER 45 | ANCIENT KINGDOMS


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191
Enemy Encounters In Memoriam - the libraries of Karrakos contain the
memories of the lost, faithfully cataloged and given reverence.
Undead - With Manifest Anchors* broken or left without When the party finds out that the location of an item they
maintenance, many have allowed restless shades from need has been lost to history, there’s only option left to find
Dolurrh to leak out into the material. The ruins of Karrakos it - the memories of its creator, stored within the halls of the
are now haunted by countless ghosts from all layers of Threnody Archive. The ancient building houses moments
Dolurrh, including giants, beasts, and even dragons. Many from the fall of Shae Tirias Tolai, battles against Emperor
cling to the desire to stay in the Material. Their actions are Cul’sir, and the arrival of the dragons - all of which might
unpredictable; long centuries or dark pasts have turned hold the secrets that characters seek.
some into banshees, wraiths, and other horrors, while
some are more than happy to help adventurers if it means a The Final Gates - A more unusual way to encounter
return to Dolurrh. Karrakos is by joining the ranks of the dead themselves. If
the party ever suffers a TPK, the story can be continued by
Shadar-kai - Karrakos is intrinsically linked to Dolurrh, the Queen of the Dead asking them for a favor - in return for
and its libraries of memories and open breaches to the plane their lives, they must either stop the minions of Orlassk from
are a dangerous resource in the wrong hands. Since the city corrupting the dead, or seal the breaches within the Hollow
was abandoned, the Queen of the Dead has posted a cadre of once and for all. This acts as a great way of continuing the
her shadar-kai to watch over it. Their purpose is twofold. campaign, especially one that involves Shae Tirias Tolai or
Anything dangerous escaping from the city is fought back Lady Illmarrow as key plot points.
into the plane; anything seeking to exploit the city often ends
up in Dolurrh the hard way. A number of the elves spend
their time devoted to the understanding of Karrakos artifice, Legacy: Husksteel Tools
helping to slowly patch the damage caused by the eldritch In Dolurrh, the immortal Smith creates items out of husksteel
machines degrading in the tropical conditions. The more they - the raw essence and memories of souls, smelted into
repair, the more breaks over time, creating an endless battle forms reminiscent of their experiences in life. It is unknown
to patch the planar holes. whether Karrakos learned from the Smith or taught him,
although the immortal’s penchant for appearing as a giant
Orlassk’s Aberrations - One of the greatest presents some interesting possibilities. Despite its name,
opposition to the shadar-kai are the minions of the daelkyr husksteel can take on the form of many materials (all of them
Orlassk, the Lord of Stone. The eldritch entity has an slick, dark, and gloomy), and the animaturges of the city-state
obsession with stone, geometry, and silent order, and the specialized in turning it into tools reinforced with memory
cultists of the Still Lord have recently been drawn to the and will. This ranges from simple Memoir Charms* that
mausoleum of Karrakos as a result. Their leader, an aberrant bestow the knowledge of the dead, to Mirrors of Life Trapping
medusa known as the Stonemason, wishes to corrupt and that preserve the living, to terrifying Veil Knives* that ensure
animate the petrified stone giants and statuary of the city they aren’t living for much longer.
into an army of massive stone cursed. With such might, The workshops of Karrakos still contain the secrets needed
the freedom of their master will be all but assured. The to create husksteel items. A character with proficiency in a set
servants of the Queen of the Dead now face an aberrant tide of tools they can justify using (such as blacksmith’s, mason’s,
that threatens to corrupt them as well. What the minions of or weaver’s tools) can spend 8 hours of work to attempt
Orlassk can do to the undead spirits of Karrakos is disturbing to create one. This process converts their most defining
in the extreme; the most powerful are bound within massive memory into an item representative of the emotion it brings
sculptures, chaining them to the physical construct as them. Just as the item created is unique, so is the process
eidolons and sacred statues. - a perfect opportunity to ask a player how their character
weaves a memory into reality. An item created in this way
can only be used by its creator, and has no effect if wielded by
Adventure Hooks another (a factor that skilled giant animaturges knew how to
Psychopomp and Pageantry - Nowhere knew more dampen). Due to the memory requirement, a character can
about the fey and story of Shae Tirias Tolai than the people only produce one husksteel item each. Examples of such items
of Karrakos. The fall of the city was a knife that cut deep, can be found below.
and their vengeance against the Cul’sir burned for thousands
of years. In that time, they studied how the feyspire might Magic Items:
be returned to life (if ‘life’ is the right word), restoring • Memoir Charm - Wondrous Item, Uncommon - A
the psychopomps and the natural order of death. Yet, the husksteel memorial relic that can boost ability checks
Shattering caught Karrakos long before such plans could be by providing glimpses of memory from the past.
laid in motion. A party seeking to restore the natural order - • Veil Knife - Weapon, Very Rare - An assassin's
and combat powerful undead threats such as Lady Illmarrow weapon blessed by the Queen of the Dead that can cut
or the Ecliptic King - might find that the Mausoleum City into the ethereal plane, and cut back into the living.
holds the answers. It may be that the blessing of Shan Tolai is
able to ward off an unnatural death, and spell doom for Personal Husksteel Items
the dark children of necromancy.
While creating a husksteel item is a great way to introduce
custom items tailored to a character, the following is a simple
list of example powers the item might have. The Example

CHAPTER 5 | ANCIENT EMPIRES


192192
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

Unique Features have a ( + ) to indicate how the ability can + You can expend 2 charges to cast fly without requiring
be strengthened for higher tiers of play. These bonus features verbal or somatic components.
might even be unlocked through narrative play, as the
character levels up, or by embodying the emotion or memory Embarrassment. You can cast disguise self at will.
of the weapon in a grand gesture. The Spell Save DCs of these + You can cast invisibility a number of times a day equal to
abilities should be adjusted according to the current tier of your proficiency bonus, but can only target yourself. You
play, to better match those of the players themselves. regain all expended uses upon completing a long rest.

Base Item: Loot Examples


Memory Bond. This item can only be attuned to by its
Common/Trinket - This Lantern of TrackingXGE
creator. If it is ever more than 100 feet from you, you can use
1 is attuned to undead, and was used by giant
an action to summon it to your free hand.
Gravewardens to track dangerous Mabaran creations.
Soulstuff. This magical weapon is fundamentally made of a
Common/Trinket - While wearing this marble brooch,
fragment of your soul, and can hit incorporeal undead that 2 you can understand any language spoken by a ghost.
you can see while they are on the Ethereal Plane. While
Uncommon - This husksteel +1 Amulet of the
wielding this weapon, you additionally gain a +1 bonus to
3 DevoutTCoE was worn by a Gravewarden, and has the
attack and damage rolls.
shape of a crown set above a dark throne.
Uncommon - Pipes of Haunting carved from
Example Unique Features: husksteel were often passed down through family
Anger. While you are under half your maximum hit points, lines, and imbued by each generation with their
your speed increases by 10 feet, and your first attack that hits fondest memories. Although intended as beautiful
4
on your turn deals an additional 1d6 psychic damage. and touching heirlooms, they can also be blown to
+ Additionally, you ignore difficult terrain and gain invoke fear in others, by channeling the fury of one’s
advantage on Strength ability checks and saving throws. ancestors towards those who would harm their kin.
Rare - Gems of Seeing were often used by Karrakosian
Triumph. When you reduce a creature to 0 hit points, you 5 priests to reveal the forms of ethereal spirits -
gain temporary hit points equal to your proficiency bonus. especially to help them talk to family members.
+ Additionally, you can move up to half your speed towards Rare - The Gravewardens of Karrakos often carried
an enemy creature without expending movement. Maces of Disruption to destroy Mabaran undead. Many
6 were formed from the memories of those slain by
Horror. The item has 3 charges, and regains 1d3 charges undead, granting the items their magic properties.
after finishing a long rest. You can expend 1 charge as a
Very Rare - The chosen assassins of the Queen of the
reaction when a creature hits you with a melee attack to
Dead carried Nine-Lives Stealer Shortswords to send
force it to make a DC 13 Wisdom saving throw or become
7 enemies directly to her throne-room. Their targets
frightened of you until the start of your next turn.
were those who disgraced the natural order - or those
+ A creature frightened in this way has disadvantage on
responsible for the crimes against Shae Tirias Tolai.
saving throws against you.
Very Rare - The highest order of animaturges were
Despair. The item has 3 charges, and regains 1d3 charges said to polish memories of peace and protection into
after finishing a long rest. You can expend 1 charge when stunning hand-mirrors. These Mirrors of Life Trapping
8
you hit a creature with an attack to force it to make a DC were used to capture undead who would revive if
13 Charisma saving throw. On a failure, on its next turn, destroyed. Some giants willingly entered such Mirrors
its movement speeds are reduced to 10 feet (unless already for periods of meditation, or sojourns in Dolurrh.
lower), and the creature has disadvantage on attack rolls and
ability checks. City Conversion
+ If the creature fails the saving throw by 5 or more, it The simplest way to reclaim the haunted ruins of Karrakos
additionally falls prone. is to close the many breaches to Dolurrh within the Hollow.
This may have been achieved by the gradual efforts of
Wonder. The item has 3 charges, and regains 1d3 charges the shadar-kai over millennia, potentially in combination
after finishing a long rest. You can expend 1 charge to cast the with local people such as stone goliaths or lizardfolk. This
spell levitate (Spell Save DC 13) without requiring verbal or would allow the people to reestablish the city using the
somatic components. stores of knowledge within the Threnody Archive. It is
also possible that the breaches aren’t closed, and that the
culture helping the shadar-kai specialize in calming the dead,
and returning them to Dolurrh. This serves as a perfect
opportunity to introduce the ancestries linked to the soul
magic of ‘Incarnum’ in 3rd Edition, who canonically lived in
the Kapaerian Islands - the skarns and rilkans, as well as
the dusklings.

CHAPTER 5 | ANCIENT EMPIRES


193
Fernia

Grand Ju'Qata

Summary: Grand Ju'qata


The veil was like a cloak of feathers as they stepped
through it. Beyond, the illusion broke - not an expanse Magic: Divine, Fernian Externalist
Titan: Pasha Ju'qat Reskan Taq, Child of the Phoenix
of oaken woodland, but a gleaming city of silver and
Everlasting, Queen of the Revelry, the Gaiety
sunlight, rising in tiers to the summit above them. Capital: The Alcazar of Ashes
This was Bazek Mohl, seat of the couatl, Location: Hydra Basin and western Dread Lake
and their last chance for Xen’drik. Specialties: Craft, Entertainment, Diplomacy

Pulp Scenes
Suzerainty of Ju’qata, known as

T
he • Prove your good intentions to a towering divine golem
‘Grand Ju’qata’ to itself, was a federation of silver and burning radiance, which protects a lost
of fire giant city-states in central fire giant city.
Xen’drik. The cities of the grand alliance • Sneak into the treasure room of an ancient obsidian
can be found between the Ring of Storms, palace beneath the notice of a powerful gold dragon and
Dread Lake, and the Valley of Shadows, its gold-scaled elven servitors.
including the Silver Flame bastion of Bazek Mohl. Originally, • Commune with the voice of an ancient couatl in the
the people of Ju’qata declared their independence from the shrouded city of Bazek Mohl, receiving a prophecy that
Sul’at League when Prince Adaxus was sealed. Rather than will change the face of Xen’drik.
remain under the Luminaries, the giants declared themselves
masters of their own fate. While the League advanced using
clinical arcane science, the Suzerainty did so with passion Titan: Pasha Ju'qat Reskan Taq
and faith; they drew on the angels of Fernia for power, The dazzling queen of Grand Ju’qata - Pasha Ju’qat Reskan
wielding divine magic from countless beliefs and religions. Taq, the Shining Splendor, Haven Crown, Sultana of All
Their ardent enthusiasm won them the interest of the efreet, Suns, the Gaiety, Queen of the Revelry and Child of the
who welcomed the novelty of their artistic splendor. To the Phoenix Everlasting - united the scattered cities of the
Ju’qatans, the concept of fire meant everything; from life to Suzerainty under one banner. The pasha’s power came from
love, from art to strength, and everything in between. a binding pact with a grand Fernian phoenix, made during
Unlike other city-states, Ju’qata had no central capital. her days as an adventurer. In the battle to seal Prince Adaxus,
Instead, the heart of the alliance was the Alcazar of Ashes, the giant sacrificed herself to protect her comrades, dying to
seat of the Grand Pasha herself. The Titan of Fernia drew free the Sul’at League from its diabolical ruler. In the moment
on all aspects of the Sea of Fire, with the cities of the alliance before her soul traveled to Dolurrh, her patron - a celestial
radiating out from her presence like light from the sun. being of awe and vibrant life - bound itself to her form,
Foreign diplomacy and grand decrees were handled by the bestowing the giant with the power of resurrection.
Pasha, leaving the people to form their own cities under her Emotional Divide. What emerged from the burning
protection. In return, they competed to bestow the finest rebirth was a titan mantled in the glory of a Fernian
arts and luxuries upon their ruler, seeking her blessings on archangel. In the wake of the battle, the Five Luminaries split
their work. from the Child of the Phoenix, forming the Sul’at League
The cities of the Suzerainty were not spared during the and Grand Ju’qata as opposite twins - one a nation of clinical
Shattering. Over the years, many have been claimed by the science and quiet emotions, the other a land of revelry and
Sulatar drow, who have formed a new mosaic of cultures. joy. These differences are rooted in the battle against Adaxus.
Many have inherited and built upon the legacy of the Ju’qatan The Hellfire Prince drew on the power of Karna Rayva,
giants, from their architecture to their magic. One city in Overlord of passion and hungry need. The Luminaries sought
particular is the exception. Bazek Mohl, City of Starfire, is the to deny its influence by clinically removing the emotions it
home of the Silver Flame in Xen’drik. During the Shattering, fed on. In contrast, the Child of the Phoenix believed that by
its patron couatl sacrificed itself to shroud the city from making joy and wonder divine, the giants could remove any
harm. As such, the city is a relic from the Age of Giants, but reason to have those dark emotions at all. This ideological
its divine fires are slowly
room, difference defined the nations they would come to lead,
burning to cinders… Ju’qat was the heart of every and forever drove them apart.
rty, wi th a sm ile th at
the life of every pa As a titan of heavenly fire, the Pasha of Ju’qata united
nd he r.
brought joy to everyone arou
the cities of the eastern League under her protection.
e past
I despise her. I will not use th
The deal was simple; in exchange for her protection, and
the right to worship who they pleased, the giants would
roach, is
tense; a phoenix, like a cock
notoriously hard to kill. CHAPTER 5 | ANCIENT EMPIRES
194194
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

embody the ideals of the celestial bound to her soul. Over the This included fire and earth genasi in cities such as Daomon,
following centuries, the undying Queen of the Revelry stood to aasimar of the three Faces of Flame in locations such as
as a bastion against both the Qabalrin and the Cul’sir Empire. Dreihan and Bazek Mohl. Such aasimar often traveled to
Rather than showing favor to any of the cities of Grand other city-states in pursuit of their holy purpose, working
Ju’qata, the Pasha lived in a sprawling palace that represented forges and operating legendary taverns as part of their Pasha’s
their splendor, with finery and wealth unmatched. During diplomatic efforts. Paladins and druids followed a similar
the Shattering, this palace - the Alcazar of Ashes - came purpose, working with groups such as the Panoptic Knights
under attack, but suffered only minor damage due to the of Crux to combat dark influences and planar incursions.
titan being the sole target. The fate of the Phoenix Queen This drive put them greatly at odds with their ancient allies in
is unknown. Legends hold that her reincarnation saved her the Sul’at League, and the eastern Fangs of Argarak still hold
once again, due to the dragons’ ignorance of her abilities. many forts and watchtowers meant to hold an uneasy peace.
Perhaps the Pasha still dwells in the Sea of Fire, waiting to lift
her kingdom from the ashes of history…
Capital: The Alcazar of Ashes
The grand palace of the Pasha is a vast complex of burnished
Arcana: Fuel for the Flames bronze and dark marble built at the foot of the Fangs of
The Ju’qatan giants used every aspect of Fernian magic, with Argarak. The Alcazar is built at a scale meant to be awe-
each city specializing based on their beliefs. Fernia is not just inspiring even for giants, and its immense size is a testament
the plane of flames, but of every interpretation of the concept to the influence of its ruler. Multiple wings with a hundred
of Fire. As a result, the people of Ju’qata drew on the plane different rooms spread out from the central throne room.
to inflame passions, fuel their forges, serve their gods, and Rooms for guests, massive boudoirs, libraries of tales from
burn the unnatural. The largest religious following was of the across the planes, and giant-sized dining-rooms all exist as
Three Faces of the Flame - the sister gods that Khorvairans part of the Alcazar. Some of the outer wings extend into
would call Onatar, Boldrei, and the Fury. Followers of Fernia itself, merging with the halls of different efreet,
the Gods of the Flame learned of and made pacts with the ensuring that they were always welcome in the titan’s
angels of Fernia, who exist as incarnations of comfort, love, famous parties.
craftwork, and other concepts. Over generations, many of Centuries of extravagant gifts decorate the palace, with
these pacts turned them into aasimar, with the angels as their entire wings built simply to show off their value. The
celestial guides. Other cities saw fire as a primal elemental most common, perhaps, are portraits of the Pasha herself.
force, wielding it against unnatural threats as wildfire druids Cindersilk vestments and scarves of pure fire from the
and phoenix sorcerers. Notably, these cities never used Pasha’s wardrobes, jewelry crafted from the finest Fernian
elemental binding like the Sul’at League, but drew on Fernia rubies, and crowns of metals; countless treasures unknown
and its denizens directly. The Sultana herself was seen as the to Khorvaire may all lie within. The diplomatic efforts of
blessed daughter of the sisters - the embodiment of passion, the Haven Crown mean that items from every nation in
protection, and invention. Xen’drik can also be found displayed in her collection. Over
This blazing variety of magical traditions turned the people time, many of these gifts have faded in brilliance; yet more
of Ju’qata into different types of planetouched. Unlike the have been looted by enterprising giants or drow thieves. Of
tieflings of the Sul’at League, the fire giants were typically course, the majority lie in a single massive chamber, piled
genasi or aasimar. lovingly by centuries of dragons - the guardian line of the
Gold Watchers.
Shining Watch. The gold dragons of Argonnessen
are appointed to watch over central Xen’drik as custodians
of its two Overlords, and arbiters of its giants. Immune
to fire as they are, the Watchers face little threat from the
region’s drow and fire giants, nor from the fiery minions
of the Infernal Desire. Traditionally, such dragons are
Lightkeepers of Dol Arrah, and devout in their faith. The
fading luster of becoming a Watcher in Xen’drik has loosened
the restrictions. The current holder of the post, the ancient
gold dragon Strasteliatar, is a true believer in her duties.
Her greatest fear is that her age is catching up to her, and
that her replacement will not hold the same rigor as she.
The powerful dragon is served by a clan of half-dragon drow
blessed with draconic features as a gift. The Luster Blades
act as agents of Strasteliatar, holding duties ranging from
guarding the Alcazar of Ashes, to spying on the Valley of
Shadows and Dread Lake, to carrying missives to nearby
cities. Their gold scales mark them as heralds immediately,
granting them a state of respect and wonder among
others. Strasteliatar is eminently reasonable compared
to the other Watchers; a party with news on the
actions of the Overlords can find a powerful ally
in her, but they will need convincing proof.

CHAPTER 45 | ANCIENT KINGDOMS


EMPIRES
195
Sites of Interest mountain caverns. The hammerpriests of Om’natari were
master masons and metalworkers, seeing the Dao as the god’s
Bazek Mohl - The seat of Xen’drik’s Silver Flame divine servants. They strove to perfect their craft, producing
worship in the Age of Giants was the city of Bazek Mohl. statues and wrought metal artifacts prized the continent over.
Located centrally within the Suzerainty, the artificers, clerics The forges of the city burned bright with Fernian magma,
and star druids of the city acted as traveling wardens for the and vast stores of minerals mined from the plane are still
Overlords. The Torch of Progress was politically neutral, locked away in its depths. To destroy the city, the dragons
and fostered peace to combat fiendish corruption. Many burned melted tunnels through the mountainside with acid
nations held groups of Torchbearers who trained in the and spell, leaving perilous tunnels in which monsters nest.
Suzerainty. Over the course of the Age, the valiant group was Divine artificers known as Crucibles once led the city in
increasingly maligned - and the influence of the Overlords forging weapons against the Overlords, and characters in
grew. The Torch still burns to this day, but now it’s mainly search of legendary weapons such as Holy Avengers might find
drow and goliaths who stoke the embers. More information them in the depths of Daomon. Further information on the
on Bazek Mohl can be found on p.90, while the Torch of city can be found on p.255.
Progress is expanded on p.139.
Enemies & Encounters
Zorhan - The City of the Heart was an absolute riot -
sometimes, literally. To the people of Zorhan, the fires of Elementals - Many cities in the Suzerainty regularly
Fernia meant passion and joy, and each and every one lived allowed elementals to travel between Fernia and the material.
their life to the fullest. Here, the martial armies of Ju’qata Sentient elementals such as azer, dao, and the servants of
trained - but unlike the Sul’at regiments, they trained as wild the efreet often worked with the Ju’qatans in pursuit of
barbarians and monks of unbound fury. The brightest and their crafts, visiting their courts in the name of diplomatic
most seductive bards of the Suzerainty sang in the taverns efforts. Damaged planar portals and manifest anchors can
and bordellos, while sorcerers worked to develop burning trap these beings on the wrong side during coterminous
evocation spells. Giants traveled from across Xen’drik for the periods - along with more dangerous beings such as fire
city’s blazing festivals, reinforcing Ju’qata’s diplomatic ties. elementals and fiends.
The center of the city is a massive amphitheater stage that
amplifies sound to a deafening degree, ready for opera and SÚlatar Drow - The cities of the Suzerainty tend to
grand announcements. have fewer latent threats compared to other city-states. Over
the years, many Súlatar drow (p.73) originating from the
Kwinzek Var - One of the more unusual groups under Sul’at League have settled there, using their comfort with
the Sultan were the Wildfire Druids of Kwinzek Var. The Fernia to occupy the ruins. Many are served by surviving
Kwinzek’ai lived in homes shaped from volcanic rock in the archonics, and follow a wide variety of faiths. Unsurprisingly,
southern Tempest’s Spine. Here, lava flows down the slopes foreign explorers are often regarded as clueless thieves, but
of the Thundermount and into Dread Lake, causing billowing are welcomed if they show proper respect. Given 40,000
clouds of mist and fog. The druids lived in the intersection years, some of these cultures have grown to truly fill their
between volcanic fire, fertile ash, and lush forests, helping locations, becoming cities again in truth.
to contain the wild eruptions of their mountain home. The
Thundermount is a Fernian manifest zone, and embodies Celestial Constructs -The archonic servants of
both the creation and destruction of the archetypal volcano. many Ju’qatan cities blur the line between construct, celestial,
As such, it periodically erupts, with massive clouds of ash and and elemental; based on the azer, the divine constructs are
lightning that contribute to the cool climate around Dread fueled by internal Fernian flame contained within metal
Lake. With no visible city from the air, the druids were shells. They possess surprising intelligence and emotions due
spared the draconic attack, and still live in their ancestral to the belief imbued within them. Many were crafted in the
home. Many have taken on the role of combatting the city of Daomon, and served as forgehands, laborers, servants
spreading corruption of the Spinner of Shadows to the south and soldiers for Ju’qata. Archonics are all but ageless, and
in partnership with Bazek Mohl. many have lasted the centuries, still performing their ancient
duties. For soldier archonics, countless intruders have sought
Dreihan - The Hearth of Dreihan was the holy city of to invade and plunder their ancient homes. They may be
Dreia - a god that Khorvaire would call Boldrei. The giants intelligent, but convincing them not to incinerate looters
of the city sought to embody care and comfort, using the where they stand can be a difficult challenge. Archonics often
angels of Fernia as divine standards of their creed. Dreihani bear the scars of the Shattering, with melted and warped
diplomats and chefs were prized all over Xen’drik for their forms that can be distinctly unnerving. Details on creating an
skill, and could be found in the courts of the titans. Their archonic creature are featured below.
belief in diplomacy and cooperation formed the basis of
the Suzerainty’s diplomacy with the efreet; when a pasha Adventure Hooks
demanded a new gift or experience, it was the people of
The Torch of Progress - Xen’drik’s home of the
Dreihan who soothed their woes, earning their people free
Silver Flame is the living city of Bazek Mohl. Once a member
access to the Sea of Fire.
of the Suzerainty, the City of Starfire has remained hidden
since the Age of Giants ended, shrouded from sight by the
Daomon - The city of smiths lies deep within sacrifice of the couatl Temhasteq. Finding one’s way to Bazek
the Bluespine Peaks, hewn from the rock of Mohl is a trial of faith - and one that any party fighting the

CHAPTER 5 | ANCIENT EMPIRES


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Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

Overlords must take without hesitation. It is there that a while those of Dol Arrah can imbue their weapons with
party can receive prophetic guidance, training, and aid. After blinding smites.
all, they may be the ones to hold the Torch of Progress alight. Divine Forging. Crafting or repairing an archonic is
For less grand adventures, the people of Bazek Mohl have a task of legendary artifice, requiring both devout faith and
long had to deal with the dangers of the giant ruins in central skilled handiwork. The greatest requirement is that the one
Xen’drik; a party seeking information on any nearby city- doing so can visualize their faith as a burning pyre; for those
state would be hard-pressed to find a better source. of the Silver Flame, this comes easily enough, but followers of
the Shadow might face bigger hurdles. The creation process
Crucible of Heroes - The holy city of Daomon held requires proficiency with blacksmith’s tools, an appropriate
the blessed forges of Onatar, in which fire giants crafted amount of pure mithral, steel, or silver, and a week’s worth of
some of the most powerful blades in history (p.255). These time. A sufficiently skilled and devout smith does not need to
artifacts were made to be wielded against the overlords and make an ability check for this; after all, their faith will guide
their servants, infused with radiant flame and raw belief. To them. An example archonic - the archonic sentinel* - can
seal an Overlord or one of their powerful servants, the party be found in the Bestiary section on p.58. This stat block is an
must delve into the ruined city and retrieve a weapon of example of an archonic imbued with the Silver Flame, which
legend, but the monsters and guardians of Daomon will not can be found to this day in the city of Bazek Mohl.
make it easy.
Loot Examples
Fighting Fire with Fire - Of the adventurers who
Common/Trinket - This Smouldering Plate ArmorXGE
first sealed Prince Adaxus, only one is said to remain - the
1 was made to be worn by Forge Clerics of Onatar in the
shining Queen of the Revelry. Legend holds that her phoenix
city of Daomon.
reincarnation saved her after the Shattering, and that the
Pasha of Ju’qata escaped into the Sea of Fire to avoid the Common/Trinket - This tiny archonic (raven with
dragons’ wrath. When Prince Adaxus is released from his fire and radiant immunity) is shaped like a miniscule
bonds, the party must find the titan’s weakness - a secret still 2 phoenix, and does its best to bring comfort to
held by his ancient nemesis. Tracking the Pasha through the whoever claims it. It is also immortal, with the flame
Sea of Fire may require either the help of the efreet, or the inside it rekindling if it ever takes damage.
artifact known as the Endecimal Treaty* - but the party may Uncommon - This Circlet of Blasting is woven from
be able to secure the greatest weapon of all. When fighting a 3 softly smoldering vines, and was created by a wildfire
titan, it’s always best to bring one of your own. druid of Rowa.
Uncommon - The wardrobes of the Alcazar are full of
the Sultan’s GlamerweaveERLW outfits, each a necessity
Legacy: Divine Archonics 4 to match the extravagance of the efreet. They drip
An archonic is a construct imbued with divine flame as with gems and illusions of things foreign in Fernia -
a servant of the gods. The giants of Ju’qata created these glittering snow, pouring rain, and a star-studded sky.
celestial automata to help embody the Sovereigns, combining Rare - Devotee’s CensersTCoE were commonly used
their own faith with powerful Fernian magic. Each city had 5 in rituals to the gods, imbued with divine healing and
their own designs and functions. The smiths of Daomon filled with Fernian herbs and incense.
saw the flames of Fernia as the divine forge of Onatar; as Rare - The fire giants of the city-state used their
such, when they drew from that fire to fuel steel constructs, innate sorcery as part of daily life. Gauntlets known
their faith transformed the devices into forgehands and 6
as Hands of Onatar* were often used to assist with
builders. To the giants, it was only natural that forgeborne metalworking, especially in the cavern city of Daomon.
beings would act as divine servants of Onatar. In contrast, Very Rare - The elite guards of the Alcazar of Ashes
the Dreihani saw divinity in Fernian angels of comfort 7 wore Efreeti Chain - gifts from the courts of Fernia to
and compassion. The fires they called on were thus warm the ruler of Grand Ju’qata.
and welcoming, with their Boldrei archonics acting as Very Rare - Elite Ju’qatan mages bore Staves of Fire as
independent cooks, carers, and nurses. An archonic is not 8 a mark of their abilities, with each made engraved with
alive and has no soul, but acts with intelligence bestowed by glowing runes to highlight the magic stored within.
their creator’s faith - as well as a certain Fernian passion. It is
a testament to Ju’qatan piety that many still function to this
day, although the forges they tend to have long grown still, City Conversion
and the cribs they rock are forever empty. Many of the cities of the Suzerainty have been claimed
Most ancient archonics are 10 to 15 feet tall, and appear and built on by Sulatar drow, fire giants, and fire goliaths.
to be artistically crafted metal shells in the approximate These ancestries face less danger from burning hazards
shape of humanoids. Within, their actual ‘bodies’ are formed found in the ruins. Giants and goliaths also stand a good
entirely of divine flame in colors matching their faith. This shot at convincing aggressive archonics to stand down. The
appearance is reminiscent of the azer that inspired them; archonics are by far the most dangerous element of Ju’qatan
the fiery elementals were created by the dao for much cities, especially the ones devoted to warrior gods such as Dol
the same purpose, although the immortal minds of the Arrah. In general, resettling a city of the Suzerainty
dao are incapable of producing any kind of real variety. thus requires diplomacy with remaining archonics,
Many are capable of limited divine spellcasting to match often by driving out any evil presences or monsters
the expectations of their creators. For example, Daomon that have overtaken the ruins.
archonics can cast heat metal to assist with smithing,

CHAPTER 5 | ANCIENT EMPIRES


197
Sohl'aran
Irian

Summary: Sohl'aran
Soh sohl’tor dak rus’ur. Rowa eqat mal tok-ushar
ghak’rusen. Rus’ar! Rus’ar Xeno’tor! Magic: Irian Healing & Externalist
The light of the dawn-child guides us to plenty. We walk Titan: Xeno'tor the Dawnchild
Rowa’s path as the scions of the heavens. Capital: Ukargo, the City of Gold
Location: Northern coast of the Wasting Plain
Glory! Glory to Xeno’tor!
Exports: Medicine, Healing Agents, Herbalism

in Khyber, where he remains to this day - and woe betide any


he plane of Irian is a wellspring of life

T
to dare to free him.
and creation. The city-state of Sohl’aran
sought to harness this power to become
a shining beacon amidst the growing Pulp Scenes
nations of Xen’drik. Pacts with the plane’s • Sleep beneath the dripping golden interior of the
Content Warning: Body Horror

immortals led to the city’s rapid growth, Temple of the Light - an amount so great it could
which spilled out across the savannah. Their chirurgeons bankrupt nations.
harnessed the positive energies of Irian to cure diseases and • Explore the wild gardens of Rowa’s Path in search of
extend lives. Priests of Ouralon created libraries of art and powerful medicinal herbs, all while avoiding the hungry
history. Botanists trained in The Garden of Irian grew plants plant life within.
from across Eberron in lush hanging gardens, experimenting • Slide down golden roof tiles between cloying vines to fall
in alchemy and medicine. Soon, the Golden City was famed into the Dawnchild’s throne room, dodging the massive
across Xen’drik as a place of light and learning. talons of a five-headed chimera.
Sohl’aran’s rise was led by the titan known as the
Dawnchild. The immortal king led his people to make
use of Irian’s magic, and formed a pact of immortality Titan: Xeno’tor, the Dawnchild
with the plane’s Dawn Empress. As long as he upheld his The immortal ruler of Ukargo was a figure of divinity among
sacred duty of growing civilization, his life would stretch the Group of Eleven. Flawless and shimmering with the
to see it happen. The Dawnchild was a figure of divinity. light of creation, the Dawnchild led his people from humble
Suffused with sunlight and flawless in form, the Titan beginnings in a harsh land to becoming a beacon of hope
guarded the west from the Cul’sir and Sul’at League alike. and healing throughout the ages. It was he that first made
Eventually, the cost of his immortality became clear. Unable a pact with the Architects of Irian. As the king of Ukargo,
to deal with watching his friends and family die again and he approached the Dawn Empress of the Amaranthine City
again, the Dawnchild turned to desperate measures. On with a simple proposition; in exchange for embodying her
his orders, blood magic and life transference became the concepts of progress and growth, he would live forever
focus of Sohl’aran’s learning, with the aim of making its to see it happen. Xeno’tor entered Irian, but it was the
people immortal. Dawnchild who left - a celestial warlock of
The Shattering obliterated the capital of Ukargo, unfathomable power.
smashing it into a ruin irradiated with overflowing
positive energy. Yet, the creation inherent to Irian
magic has restored many buildings to their former glory.
Its famed gardens have overgrown at rapid speed, turning
the city into a floral jungle. Warped trolls war over
the ruins, their flesh endlessly regenerating due to
Irian’s surging properties. The City of Gold is utterly
tarnished. Despite this, the medical knowledge within
is among the most advanced in Eberron. Powerful
regenerative, restoration and resurrection spells lie in
the Solar Conservatory, while Rowa’s Path contains
plants found nowhere else. The city’s greatest
secret is a foreboding one. Its titan was still
immortal during the Shattering, and the
dragons were unable to kill him for good.
Instead, they chained the Dawnchild

CHAPTER 4 | ANCIENT
CHAPTER KINGDOMS
5 | ANCIENT EMPIRES
198198
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

For a hundred years, the Dawnchild guided his people in has caused parts to physically regenerate since the Shattering;
shaping the positive energy of Irian; they grew bountiful as a result, Ukargo is a vision of the Age of Giants, but
gardens, researched magical healing, and expanded their city. its appearance is no longer so perfect. The plants of the
For a thousand years, he acted as a key figure in the Group hanging garden of Rowa’s Path have overtaken their bounds,
of Eleven, guarding its western borders from the Sul’at shrouding the city in verdant life. The size of the plants is a
League. After ten thousand years, he had lost more friends result of the massive amounts of positive energy suffusing
and lovers than any mortal could understand, watching his the city. Its damaged ties to Irian cause constant growth in
city advance endlessly against the futile ticking of the clock. anything living within the region. As a result, massive vines
Hope turned to despair. Unwilling to lose any more, the titan and spreading trees have cracked open and collapsed many of
issued commands to search for immortality at any cost - and the buildings beyond repair. Now, Ukargo resembles a hoard
traded with the Cul’sir Empire for lesser mortals to use as of gold wrapped in a green blanket, which hides its many
test subjects. dangers from prying eyes.
Everliving Prisoner. When the Shattering came, Golden Bastion. The architecture of the city is
the people of Ukargo were practitioners of blood magic in unutterably grand. The giants of Sohl’aran were inspired by
truth - and the concept of losing his entire nation to the the Amaranthine City of Irian, which represents the universal
dragons drove their king over the edge. Too infused with concept of progress and civilization. As a result, Ukargo
the regenerative power of Irian to die, he raged against the is a flawed mirror, its gold-shingled buildings made from
dragons in a frenzy of death. The Dawnchild was cut down white marble and stained glass. Vast promenades rise from
and incinerated countless times, regenerating just to throw the sunken port around the headland to the city’s crown.
himself back into the fray. After days of battle, the dragons Each is large enough to accommodate parades of giants. As
finally chained him in magic, and locked him within a Khyber one climbs, the structures grow grander, the views of the
demiplane, sealed with countless layers of wards. With his glittering ocean a reminder of what this ruin once stood for.
pact with the Dawn Empress broken, the ancient titan is The paving slabs glow with golden light when stood on, as
slowly dying - but with his lifespan so extended, he has a the dense growth that has overtaken the city presses in. The
thousand years yet. The Sunseal still exists, and full detail on pinnacle of Ukargo is where the greatest treasures lie, but the
the demiplane can be found in Hektula’s Khyber Codex. choking vegetation is a sign of the risks; it is there that the
saturating positive energy is the strongest, and there that the
Arcana: The Light of Creation most dangerous beasts make their lairs.
Beyond the city, the Wasting Plains stretch for miles,
The plane of Irian embodies the concepts of light, life, and golden fronds blowing in the sea breeze. Effectively an
hope. The giants of Sohl’aran saw themselves as heralds of overgrown series of farms, the sprawling savannah is formed
these ideals, using planar magic to grow bountiful food and from ancient crops once grown by Sohl'aran to feed the
heal the injured. Their fields of crops were sown in Irian Group of Eleven. Irian manifest zones and machinery were
manifest zones that boosted their growth and prevented once harnessed for their growth. Now, they simply infuse
disease, allowing them to support the massive amounts of the region with light and positive energy. Staying too long in
food needed by the Group of Eleven. Over the ages, this led the Wasting Plain can cause unnatural growth and sickness
to spreading fields of golden crops and the clearance of the in living beings, leading to its name. Despite this, some
rainforest - a legacy that can still be seen in the form of the predators - and people - have resistance to the conditions,
Wasting Plain. Many of the tall grasses of the Plain were notably the reclusive Irsvern kobolds.
originally created by giant hands.
In the city of Ukargo itself, the Sohl’arani perfected their
medical expertise. Their mastery of positive energy allowed
Sites of Interest
them to heal the most life-threatening of injuries, regenerate Rowa’s Path - The grand botanical gardens of Ukargo
limbs, and even restore the dead to life. These healing abilities are awe-inspiring. The vast building is shaped like an arena,
were bolstered by their botany skills. Divine gardeners with massive tiers of plants connected by skybridges. Endless
collected and cultivated rare plants in the hanging gardens of waterfalls cascade down from the upper levels, meeting in a
Rowa’s Path, maintaining a living library of medicines. Many vast lake at the center. Much of the architecture lies broken
were used for complex alchemy in the Solar Conservatory; into rubble after the Shattering, but the plants remain, and
the panaceas and potions made were prized across the have completely overgrown their original bounds. Now,
continent, and sold for vast sums that truly made Ukargo it appears more like a vertical jungle saturated with bright
the City of Gold. The ruins of the gleaming city still hold the flowers. Originally, the Path was divided based on the
secrets to these wonders of healing magic, along with plants native region or plane of each plant. Now, they blend and
found almost nowhere else - powerful alchemical reagents to compete for territory. Many of the species can only be found
produce potions that have never been seen since. in extreme locales, and have powerful magical effects when
brewed, eaten, or used as spell components.
Capital: Ukargo, City of Gold The Solar Conservatory - patients from across
The shining city of Ukargo lies on a headland in the northern
Xen’drik came to the Conservatory to be treated by the
Wasting Plains, its golden roofs glimmering like a beacon
divine medics of Ukargo. The building is a giant-sized
of promise. The districts of the city rise up in tiers to the
hospital with open gardens in which medicinal
highest point of the peninsula, where the city is crowned by
herbs were grown. The lower levels are alchemical
its grand botanic gardens and the Palace of the Sun - home to
laboratories and spaces for the testing of new
the immortal Dawnchild. The Irian magic suffusing the city
forms of magic. In the later years of the

CHAPTER 5 | ANCIENT EMPIRES


199
empire, these rooms were put to a darker purpose, exploring are a key - a guide to the creation of Irian manifest shards. A
the secrets of immortality and applications of blood magic. visionary artificer, given time and materials, would be able to
The regenerative expertise of the sun giants led to creations create new manifest shards from them - and open gateways
that were disturbingly tenacious. Many may still lurk in the into the Eternal Dawn.
unexplored ruins.
Enemies & Encounters
The Palace of the Sun - The Dawnchild’s palace can
be seen from miles away; it glows brightly at all times of day, Giants - The modern occupants of the city are a mockery
with a pillar of light in its central courtyard that reaches for of their former beauty. The radiation of Sohl’aran leads to
kilometers into the sky. Once, it was a glorious symbol of a endless growth in the things that live there, and those giants
utopian society. Now, it is an irradiated ruin so blitzed with who stayed behind - or crawled from the basements of the
magic by the dragons that the entire complex is an arcane Solar Conversatory - are now warped trolls that regenerate
disaster zone. The signs of their battle against the Dawnchild endlessly. Some have consumed the flesh of their kin, but
still remain, carved into the stone by claw and spell. Mutant death in Sohl’aran does not come easily. These dire trolls
creatures prowl the ruins, warped by the powerful curses, yodel and howl with the voices of those they’ve consumed,
hexes, and healing energies of that ancient struggle. appearing as swollen masses of flesh that could still be a giant
to someone on too much kuryeva.
The Araamnasium - the public baths of Ukargo were
designed after the layer of Irian known as The Refuge. The Monstrosities - A variety of beasts from the Wasting
complex is still heated, and formed of flawless white marble, Plains and beyond have sought to use Sohl’aran’s ruins for
although the baths and spas have turned into swampy shelter. Those that stayed have often become mutated by
ponds choked with vegetation. The king of the complex is the city’s overflowing magic, developing aberrant features
a surprisingly friendly shambling mound, who sees it as a that would otherwise kill them if not for their constant
precious place of fertility, and fights off any monsters that regeneration. The pain caused by this has made many of these
might lair within. Stopping to take a soak in the ‘baths’ for a creatures highly aggressive. In Sohl’aran, a chimera might
short rest restores an additional 2d12 hit points on top of any once have been a simple lion, now sporting multiple heads
spent hit dice, but the smell can be a bit intense. and fleshy wings. Meanwhile, hydras and froghemoths
might actually sport a resemblance to trolls, having feasted on
The Temple of the Light - The giants saw the angels their mutagenic undying flesh.
of Irian as servants of divinity - the incarnation of their
gods’ ideals. Their main temple was a glorious shrine to the Plants - the constant positive energy infusing the ruins
Sovereigns, especially Ouralon, Arawai, and Dol Arrah, who of Ukargo has a profound effect on growth. The wondrous
they saw as patrons of Sohl’aran’s work. The temple itself is gardens and medicinal herbs grow to enormous sizes, and
long shattered, but its former glory is obvious - the interior is have overtaken the city in a riot of greenery. Many have
coated in pure gold. The sheer amount of it is a divine joke, mutated over time, developing deep hungers and bright
for no adventurers could ever hope to retrieve it. Titanic colors to attract prey. Among the most dangerous are
pillars of unalloyed gold reflect the lights of the city in a bodytaker plantsVRGR with the ability to construct entirely
shimmering maze, concentrating on the ruined altars of the new bodies by channeling the creative power of Irian. Other
gods within. Much of it was melted by draconic flame, and plants have gained the ability to walk in order to find prey,
solidified in dripping wax patterns. becoming shambling mounds that absorb radiant damage
While the economy-destroying wealth of the place is a instead of lightning.To the giants, the ancestors of these
true wonder, the remaining ceiling of the Temple is far more plants posed no threat at all; to normal humanoids, they are
interesting. A complex mosaic details the layers of Irian in camouflaged predators.
ing’
You haven’t seen ‘compensat
lustrous colors, detailing the Architects of the plane and their
immortal domains. The runic patterns around each layer
of the
until you’ve seen the Temple
te is a
Light. I’m sure its current sta
fitting metaphor enough.

CHAPTER 5 | ANCIENT EMPIRES


200200
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

Adventure Hooks Loot Examples


Death’s Dawn - The most powerful magic of Ukargo Common/Trinket - Everbright LanternsERLW still shine
healed through raw creation of matter from Irian - a process like the dawn in the streets of Sohl’aran, channeling
that could even construct new bodies from scratch. With her 1 the pure light of creation upon a city of wonder. The
powers sealed by her own undead nature, Lady Illmarrow lanterns are more advanced than those of the Five
now has a new plan - to recover the magic from the city’s Nations, and their light counts as magical daylight.
ruins using the Emerald Claw, and become reborn with the Common/Trinket - Bizarrely, many of the nations’
full power of her Apex Mark. It’s up to the party to stop them giant homes still contain clothing in near-perfect
before it’s too late. 2 condition. They resize and reknit to anyone who
attempts to wear them - a result of being Clothes of
Rising Empire - The Reclaimers of Glory have MendingXGE that fabricate material to fit the individual.
decided to retake Ukargo and found a new nation for their Uncommon - This Periapt of Wound Closure is inset
people. Their leaders, the Titans Ascending, have a deeper 3 with a tiny Siberys shard attuned to Irian; it channels
motivation for ruling the city. They believe that by freeing the plane’s properties to ward off death for its wearer.
the Dawnchild* from Khyber, they can use the immortal Uncommon - Keoghtom’s Ointments were mass
Titan to gain limitless battle potential - and raise the flag for produced by Sohl’aran’s alchemists and used by its
the giants of Xen’drik to unite once more. 4 nobles. The panacea was highly prized across the
Eleven, and carried by military doctors on the borders
with both the League and the Cul’sir Empire.
Suneater - The necromancers of the Qabalrin gained
Rare - Skilled Arani surgeons used scalpels with blades
immortality through vampirism, so it came at the cost
of pure light that cleanly cut and cauterized wounds.
of forever shunning sunlight. When foolish explorers 5
As it turns out, giant-sized scalpels make excellent Sun
unwittingly release the Ecliptic King* from his ancient
Blades that still burn through flesh with worse intent.
tomb, the party must recover the tools necessary to slay the
Rare - The shining jewelry worn by many of Sohl’aran’s
ancient vampire. As the king prepares to cover Xen’drik in an
giants were made using Irian magic. To the giants, they
endless night, the key to his defeat is the radiant blade of the 6 had little noticeable effect. To smaller humanoids, the
Dawnchild, wielded by a paladin of the light.
vitality infused in these Amulets of Health is visceral.
Very Rare - The family lines descended from the
Legacy: Irian Channeling 7
Dawnchild were permitted to wear noble clothing in
The tools and arcana of the Arani drew positive energy from the form of Robes of Scintillating Colors, causing them
Irian for healing, growth, and raw creation. Their medicines to glow like the holy children of divinity that they were.
and natural products were prized across Xen'drik for their Legendary - One of the Dawnchild’s later inventions
efficacy. Of course, the amount of positive energy needed to were gems formed of the crystallized life force of
heal a giant is very different to a humanoid, and harnessing mortals - a failed attempt at immortality. Sometimes
8
such power can have devastating side-effects. known as ‘Philosopher’s Stones’, these Ioun Stones of
Regeneration allow recovery from the most grievous
of wounds. Just don’t cast speak with dead on them.
Magic Items:
• Potion of the Refuge - Potion, Legendary - Divine nectar
from one of the Architects of Irian that grants the
benefits of a full rest over the course of a minute. City Conversion
• Refractor Shield - Shield, Rare - This glittering shield Sohl’aran can be made whole again by downplaying the
focuses and refracts radiant energy, causing healing spells strength of the positive energy that floods it. Over 40,000
to deal damage to nearby creatures. years, this background magic may simply have faded,
• Rowa's Botany Kit - Herbalism Kit, Rare - This rendering the ruins habitable and lush. If so, it may be
regenerating Herbalism Kit allows the brewing of a settled by sun giants, cosmopolitan trolls,
different healing or harmful potion every day. or both. Either ancestry is resistant to
the long-term effects of radiant damage,
Spells: making the city a perfect place to live.
• Overheal - 4th - A spell that was designed It is possible that the giantkin believe
to heal giants with a massive surge of they can break the seals on
positive healing from Irian. Any the Dawnchild and
healing over the target's restore him to power -
maximum hit points are or that they’re simply
instead taken as damage. living peacefully and
• Positive Energy tending to the city’s
Flood - 4th -An grand gardens.
offensive surge of
positive radiance
that poisons on
a hit like a flood
of radiation.

CHAPTER 5 | ANCIENT EMPIRES


201
GENESIS TWINS
KYTHRI

Summary: The Genesis Twins


The crumbling stonework collapsed beneath her. Kaeran
had moments to react as she plunged towards the floor Magic: Transmutation, Evocation, Protomancy
below, her warrior’s grace carrying her into a forward Titan: The Anarch Prime
roll ….straight through the transmuted treacle. A Capital: Genesine
Location: The Tempest's Spine
few feet away, the floor was jagged obsidian instead.
Exports: Magical Energy, Rare & Magic Materials
Could be worse.

Titan: Anarch Prime


Genesis Twins enforced

T
he giants of the
The titans of Kythri were unique in being both mortal
order on chaos by taming the wild and temporary. Instead of bestowing one person with the
plane of Kythri. The sister cities of permanent power of a demigod (a thing seen wisely as a
Genesine and Conflux were built in path of no return), the Genesine instead ‘supercharged’
both the Tempest’s Spine, and the plane a nominated giant in times of need. The result was an
of chaos itself, bound by a vast portal elemental archon of raw power who could lay waste to their
through which boundless energy flowed. Master transmuters enemies, then return to mortality when the battle was over.
produced impossible metals and stored raw chaos in arcane Their borders with both the Qabalrin and the Cul’sir required
dynamos. These batteries powered the whole of Genesine this many times throughout history, and the giant - known as
- less a city in which people built machines, but a vast the Anarch Prime - was kept on permanent alert.
machine in which the people built a city. Six spires, known Mortal Titans. The method of granting this power was
as Stormtines, rose around the districts of Genesine, each simple. The filtered elements drawn out by each Stormtine
dividing the chaos of Kythri into raw elements. Lightning, were focused on a specific point at the heart of the city,
fire, and freezing winds arc through the sky from the central where the Anarch Prime would stand in protective armor.
portal to each tine, which channels the energy into factories, Blasted by the convergence of the elements, the giant was
assembly lines and eldritch machines. flooded with vast amounts of power channeled from the
Within Kythri, the colony of Conflux harvested materials heart of chaos. Their armor, filled with Arcane Dynamos*,
from the ever-changing sea of chaos. The influence of contained much of the power - with the rest arcing off them
Kythri morphed the giants there into paraelemental genasi in coruscating waves. When the Anarch Prime reached their
resistant to the plane’s dangers. The fluxborn collected vast limit, the process was halted. As the raging magic within
stores of materials for their kin across the portal - until one them fought to escape, the Anarch was on a timer to achieve
day, the portal vanished for good. Time in Kythri is chaotic their goal before their abilities leaked out. Naturally, wielding
and unpredictable, and untold ages may have passed for the such power without burning to ash was no easy task. The
fluxborn giants. Their sole mission is to repair the portal back title of Anarch Prime was only given to giants with extreme
to the Material, and learn what happened to their kin. conviction, force of will, and magical mastery. The risk of one
During the Shattering, the dragons devastated Genesine, losing control over their powers was simply too great.
destroying its delicate works of artifice and centuries of In battle, the Anarch Prime was a force of purest
fail-safes. Under a hail of spells, the immense portal at its destruction. Fire, lightning, ice and thunder rained down on
heart destabilized, erupting with magic that flash-transmuted their enemies like a living cataclysm. Many Anarchs were
entire districts into random materials. Now, the untended also trained in transmutation magic. By combining their
machinery clicks and whirs, sparking with energy that lights expertise with the chaos of Kythri, they could flash-transmute
up the churning clouds. The center of the city is a chaotic vast swathes of material, turning entire fortresses into mist
ruin due to the jagged planar rift left behind - and beyond it, and cheese. Of course, all of this is manageable with the right
the giants of Conflux await their return. approach. The true danger of the Anarch Prime was their
effect on magic. At their command, a vast aura of instability
Pulp Scenes radiated from them, causing spells to go wild. Artifice
• Disarm a sparking electroturbine while fending off malfunctioned, enchantments broke, and spells went haywire
churning elementals. - a horrific prospect for empires founded on magic.
• Leap through a chaotic singularity into Kythri, In theory, repairing enough of Genesine might allow one
where an ancient giant city still stands. to harness this godlike power once again. Of course, this
• Carve your way out of an adhesive ooze- assumes that they can harness energy meant for a giant to
building before it swallows the party whole. bear without explosive backlash.

CHAPTER 5 | ANCIENT EMPIRES


202202
To have no titan, yet consider yourself The chaotic nature of Genesine means that the streets are
equal to them, is futile and deranged a complicated maze between vast sections of machinery.
- which is why such confidence is so Skybridges can unexpectedly cross over deep drops into
underground foundries and workshops beneath the city,
terrifying. Living inside a complex while alleys might open up into hidden squares and public
elemental bomb also helps. spaces. The destruction of the city has resulted in frequent
collapses and dangerous mechanical death-traps; energy
conduits might randomly spark with lightning or plasma, or
spew out paraelementals given life when Anarch’s Rift was
Boundless Entropy unleashed.
The Genesine giants strived to master the raw chaos of The destruction of Anarch’s Rift devastated the city center
Kythri, filtering it into usable forms like a prism splitting and transmuted many buildings into a blend of chaotic
light. Their evocation and transmutation spells were woven materials. A building might have walls of glass, a floor of
into city-sized works of artifice that derived order from silk and a roof of pure bone. The chaotic changes increase
chaos. The pinnacle were the Stormtines - tower-sized closer to the Rift itself, which appears as a massive glowing
eldritch machines that pulled specific elements out of Kythri scar in space. The shape, color and sound of Anarch’s Rift
and stored them for harvesting. This ranged from metals change chaotically, but occasionally show brief glimpses of
and crystal to raw lightning, which was used to charge vast the city of Conflux beyond. During periods where Kythri is
arrays of arcane dynamos. This endless source of energy coterminous, the Rift grows larger, and frequently releases
fueled powerful transmutation spells, as well as devastating bursts of energy and other strange phenomena that leak into
weaponry for the Group of Eleven. Genesine artillery lined the material.
the borders with the Qabalrin and Cul’sir, primed with
evocation spells that could lay waste to invading armies. Ambience:
Spare power was sold to other city-states for use in their own
• Hissing steam and the crackling of arcane diodes rise
grand works.
above the pattering rain.
In Genesine itself, the elements drawn from Kythri were
• The air smells of ozone and the coming rain, with a
transmuted into different forms. The manufacturing district
worrying hint of ash.
around Stormtine ‘Earth’ smelted metals pulled from Kythri
• The buildings are a bizarre patchwork of odd
into both pure and magically altered variants, ready to be
materials, having been flash-transmuted by powerful
sold to the highest bidder. Other areas focused on designing
chaotic energies.
weaponry, exploring outlying areas of Kythri, and even
• Pulsing lights and flashing beacons shine between
creating life. The Watershed district of Genesine was the
flickering spotlights.
focus for ‘protomancy’ - the magic of creating primordial life.
Protomancy. Kythrian beasts are created by the plane,
and can rapidly change forms to adapt to its chaos. The Sites of Interest
Genesine harnessed this to create their own oozes, which Anarch’s Rift - The warbling void at the center of
they then imbued with the elements. These were tamed and Genesine is an unstable portal to Kythri that opens and closes
controlled for everyday use. Mimics soaked in elemental at random. It is surrounded by several hundred feet of blasted
fire and ice functioned as ovens and refrigerators in giant crater, the ground transmuted into a mind-boggling array of
homes, while artificers carried metallic mimics as living random materials. When Kythri draws close to the Material
toolkits. Even more disturbingly, many giants slept on living Plane, the widening rift can occasionally spit out beings from
mimic beds, which cleaned the grime off them as they slept, the Churning Chaos, ranging from griffons and chimeras to
then stuck themselves to the ceiling during the day. The elementals and slaadi. All spells cast within 500 feet of the
collapse of Anarch’s Rift transmuted many of these surviving rift immediately trigger a wild magic surge, and proximity to
‘proteans’ into baffling materials. An ooze might appear to be it can result in random changes; hair color, height, breakfast
liquid sponge, cotton, or adamantine, with the properties to preferences and the direction of one’s feet are all potential
match. Many were set to defend the city as it fell, but others victims. Foolhardy explorers might be able to extract valuable
are still disconcertingly tame - and even happy to be given materials from the ‘ground’ around the rift, but dodging the
purpose again. sections of bubbling acid and mucus carries its own dangers.

Capital: Genesine Stormtine ‘Earth’ - Vast quantities of accreted


elements were collected from the Stormtine of Earth,
Genesine is hexagonal and built into the crater of one of the
refined, then sorted for smelting and transmutation in the
peaks in the Tempest’s Spine. The city is divided into six
surrounding districts. The Stormtine is shaped like a hollow
sectors defined by the Stormtines, with the portal known as
cylindrical tower. A constant stream of glittering metals,
Anarch’s Rift lying at the center. Each of the massive towers
earth and crystal splits from Anarch’s Rift, levitating through
acts like a lightning rod for a specific element, splitting the
the sky to the top of the tower, where it freefalls down the
chaos of the portal into usable elements. The city sector of
center. Every floor of the tower draws out specific
each spire is devoted to harnessing its power. The flame
minerals, with the upper levels attracting the lightest
sector channels elemental fire into transmutation forges,
soil and sand, and the bottom levels containing vast
while the arcane dynamos of the sky sector store lightning for
forges for the heavy metals and gold. With no
use in rituals and other works of magic.
one left to fully shut them off, the damaged

CHAPTER 5 | ANCIENT EMPIRES


203
systems of the Stormtine have continued to sort and spew using their natural resistance to magic to avoid its worst
them out, but many have now gained a sentience of their dangers. They have spent many years studying Genesine
own; different floors of bizarre elementals seek to embody artifice, and use retro-engineered arcana to survive. The
their concepts by warring against each other. yuan-ti are reclusive, and first settled here to find solace and
solitude, but outside threats could see them becoming allies
Stormtine ‘Sky’ - arcing bolts of electricity streak of the party.
through the sky to the grand lightning rod of Stormtine ‘Sky’.
The interior of the slender tower is packed with immense Enemies & Encounters
arcane dynamos that store the constant searing energy that
strikes it. These dynamos - arcane batteries - were then Paraelementals - In its heyday, Genesine pulsed with
removed, stored, and sold to other nations. In practice, the arcane currents and energies in a complex web of circuits.
entire Stormtine is a vast tesla coil, and wandering around The wave of chaos that hit the city center infused many of
within is a risky endeavor, especially after the Shattering. these currents with Kythri’s unique brand of life, converting
Characters wearing metal armor and weaponry are at risk of them into elementals and mephits. Many possess more
being zapped as charge builds up throughout the structure than one element, such as blistercoil* and galvanice
each hour. However, on the whole, the Stormtine still weirds*, who only create chaos by converting living beings
functions. Retrieving one of the arcane dynamos from within into more ‘abstract’ forms. Others are still bound in their
and expending its energy while casting a spell causes that spell channels and circuits, hoping that eventually they can
to have an effect as if it was cast using a spell slot four levels break out to wreak havoc. Perhaps the most dangerous is
higher than it actually was. The air elementals and galvanice the beautiful arclight phoenix* that roosts in the upper
weirds* within might have other plans. Stormtine ‘Sky’.

Stormtine ‘Sea’ - The Stormtine of the Watershed Slaadi - The true incarnations of Kythri known as the
district was used to siphon liquids of all kinds from Kythri. slaad are impossible to predict and dangerous in their chaos.
Drinking water, lava, honey, alcohol, and snake venom - all In the thousands of years since the Shattering, some of the
were separated, filtered, and stored in vast reservoirs to bizarre amphibian outsiders have wandered through Anarch’s
be put to use, with useless products dumped directly back Rift, or otherwise been warped into Genesine when Kythri
into Kythri through a small stable portal. Some of these draws close. In typical fashion, they do whatever they want
liquids were used by the protomancers in the district around with no guiding purpose at all. A death slaad might greet the
the building. These specialists in creating primordial life party at the city gates and offer to guide them to the nearest
fashioned the substances into living oozes. Many still remain bakery, before tearing off its own arm and eating it. Further
in the ruins of the district, and while extremely valuable (a slaads might be found worshiping random things, forming
pet Honey Ooze is actually quite cute), the fall of Anarch’s efficient democracies, or brutally slaughtering each other for
Rift has played havoc. Some melt their way through the ruins, any reason whatsoever.
following commands from giants long-dead, while others are
still set to defend the city from attack. As such, adventurers ‘Protean’ Mimics - The protomancers of Genesine
might have to fend off all kind of weird and wonderful specialized in a bizarre form of magebreeding that sought
‘proteans’ to retrieve the district’s powerful transmutational to create ‘fundamental life’ - oozes and mimics with the
secrets. A side-effect of the Stormtine is that it siphons away potential to take any form. Their creations were often
any rain hitting the city, which has helped protect it from imbued with elemental powers for use as weapons, mobile
the elements. power sources, and even living appliances. During the fall of
the city, many were set to help defend it against the dragons,
The Technical Machinarium - Genesine’s campus and still maintain their role.
for research and experimentation occupies a vast swathe The creation of Anarch’s Rift transmuted others along
of the district around the Stormtine ‘Earth’. Its with the central city. As a result, these oozes
rambling halls contain libraries, workshops, can have utterly impossible forms. This
material storerooms, generators, and spaces can include having a body formed of any
occupied by vast works of experimental material, ranging from mithril, to alcohol,
artifice. The destruction of the city caused to snake venom, to coal. These properties
many of these to promptly can be replicated by changing the damage
explode or backfire, creating type and immunities of an ochre jelly or black
massive areas of collapse. pudding, or living spellERLW. Capturing such
Perhaps worse, some of the an ooze alive - especially a harmless one - is an
walls and floors have been extremely valuable prospect, and the secrets
transmuted into other random behind protomancy would be worth fortunes
materials, ranging from worn to House Vadalis. The best proteans were
rubber to liquid mercury. designed as pets, and have the personality
An enterprising group of dogs. While heavily disconcerting, it is
of yuan-ti have possible to gain their trust, and bring them
made their out of the city as companions.
home in the
ruins,

CHAPTER 5 | ANCIENT EMPIRES


204204
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League

Adventure Hooks Genesis Twins, and seek out a way to close Anarch’s Rift once
and for all.
1.21 Gigaflux - The Stormtine ‘Sky’ is an immense
magical capacitor, storing the elements in vast batteries that
arc and sputter to this day. The party might be tasked with Legacy: Protomancy
retrieving a powered arcane dynamo from the Stormtine One of the specialist schools of magic in the Genesis Twins
for use in a grand ritual, or the creation of a powerful magic involved inducing and manipulating base life in the form of
item. Alternatively, a villain might be intending to channel oozes and mimics. These were used as malleable tools, toys,
the power of the Stormtine for a feat of mass destruction, and threats. Broader technology relied on the simple principle
including charging a device such as the Moonbreaker, or even of taking raw chaos and filtering it into usable power.
charging themselves to become like the Anarch Primes of old. Arcane dynamos are the result. The entire city of Genesine is
constructed to be one, and a hundred smaller dynamos across
You Snooze, You Looze - A recent scouting the city translate the elements into other usable outputs. The
expedition to Genesine has set Zantashk abuzz with news; Genesine giants often carried smaller dynamos to assist with
every adventurer and prospector is talking about the claim daily work, and protect from any mishaps.
of one of the survivors - that a massive ooze made of living
platinum crawls through the ruins. Now, the race is on Magic Items:
between rival groups of treasure hunters to capture the • Arcane Dynamo - Wondroud Item, Rare - These
creature and return to Zantashk, earning themselves the characteristic arcane batteries store and convert one
fortune of a lifetime. But Genesine is a dangerous ruin, form of energy to another, temporarily empowering
and the path to the city leads through jungle and up into their wielder.
Tempest’s Spine. Only the toughest will be able to survive. • Fluxwhip - Weapon, Rare - An elastic whip that can
After all, this news was brought back by survivors. change properties, altering its damage, reach, and
elastic ability.
Through the Fire and Flames -The • Saddle of Ooze Riding - Wondrous Item, Rare - Once
Thundermount looms over Dread Lake, its eruptions a giant child's toy, this saddle can be attached to oozes,
spewing ash for hundreds of miles around. The biggest allowing them to be ridden as friendly (and fast) mounts.
volcano in the Tempest’s Spine lies within a powerful Kythri
manifest zone that spurs its eruptions, but now something is Spells:
changing. The eruptions are becoming ever more powerful, • Awaken Mimic - 3rd - Induce life into an inanimate
and the druids of the Thundermount believe that Genesine object, converting it temporarily into a mimic friendly to
is the cause. The chaotic energies of Anarch’s Rift are the caster and their allies.
intensifying the manifest zone, and soon the volcano will • Ooze Form - 3rd -Alter the form of a willing creature to
erupt in a final cataclysmic explosion, threatening Bazek an ooze-like state, allowing them to squeeze through
Mohl and Zantashk alike. It’s up to the party to journey to the tight spaces and resist acid and poison.

CHAPTER 5 | ANCIENT EMPIRES


205
Legacy: The City of Conflux the will and the knowledge to fix the city, restoring it to
its former glory. These two approaches would lead to very
Genesine’s younger sister was built within the churning
different results. In the former, Genesine would be less
chaos of Kythri, and thus spared from Argonnessen’s fury.
magical, but ‘defused’ and safe. In the latter, it would once
The giants of Conflux were all but cut off from the Material
again become a dangerous hub for chaotic magic - and a
Plane when Anarch’s Rift collapsed, severing their source
prime target for the Ten Watchers to destroy.
of supplies and refuge. As a result, they were forced to fully
rely on Kythri to sustain themselves while searching for a
way to return home. Their ultimate goal is to repair Anarch’s Loot Examples
Rift and return to their kin in Genesine. Due to Kythri’s Common/Trinket - Locks of TrickeryXGE produced in
chaotic flow of time, the Fluxborn do not know much time the forges of the Technical Machination used Kythri’s
has passed since they were cut off; to them, it may have been 1 chaos to thwart burglars. Every lock chaotically
a million ages since they last saw the Material - or a mere rearranges itself in real time, requiring a ridiculously
handful of years in which they have struggled to save their matching key to open.
kin from the ruin brought on by the dragons. Common/Trinket - Genesine ShiftweaveERLW was worn
Conflux itself is a city built with impermanence in mind. by many of its giants, and usually switched between
The Genesine were keenly aware that what they built would work overalls and more decorative fashion. What
always be changed in some way by Kythri. As such, the city is 2 unites the clothing is the fact that they’re actually
built from lightweight wood in stable, blocky shapes, so that subsentient oozes that morph into shape. Many have
if something collapses (due to being changed into cotton) it been materially transmuted into tartan paint, in their
will cause minimal damage. unshifted forms.
Uncommon - Bags of Tricks (a popular children’s
Modern Conflux toy) actually pull animals out of Kythri through an
3 instantaneous summoning portal. Having the animals
Since the collapse, the Fluxborn have begun capturing and battle against each other kept many giant kids
farming the beasts of Kythri’s outer islands for food. They occupied for hours.
send out regular expeditions to track nearby shifting islands, Uncommon - Fluxborn giants harvesting Kythri’s
recording their current state; when one changes into a useful bounties often wore Necklaces of Adaptation. The
environment or material, they are harvested by work-squads 4 plane’s air doesn’t always feel like being air, and
of giants before they can change once again. a sudden change to gaseous acid can leave one
Occasionally, events such as Kythri becoming coterminous somewhat short of breath.
will allow a brief window in which giants can travel through Rare - The head researchers of the Storm Tines noted
Anarch’s Rift. These sacrificed heroes are given the task of down experimental results in Fulminating TreatisesTCoE,
repairing the damage, restoring their people’s link to the 5 each packed to the brim with methods of shaping
Material. Due to the chaotic timeflow of Kythri, it is assumed magic. The evocation spells within might be entirely
that these giants will never return, nor see their home in unknown to the mages of Khorvaire.
Conflux again. Every life is that little bit of progress towards Rare - Spare power from the Stormtine ‘Sky’ was
repairing the problem, and a sacrifice worth making. Due to often stored in small beads at high concentrations.
the chaotic flow of time in Kythri, the point at which they Breaking one releases the held energy in a dangerous
emerge into the timestream of the Material is random - as is 6 explosion. These were sold as munitions in the form of
the relative amount of time that Conflux has lasted in Kythri. Necklaces of Fireballs, with the explosions marketed as
These fluxborn giants (while visually bizarre) can be allies or an upside, not an accidental danger.
enemies of the party; a party seeking to repair Anarch’s Rift Very Rare - This Genesine Staff of Thunder &
will find no greater help, while one seeking to raid the ruins Lightning contains a manifest shard attuned to Kythri
might be attacked by fluxborn giants to prevent them causing with an array of arcane capacitors; it regains charges
7
further damage. by directly harnessing the storms of the Churning
Chaos itself.
d4 Relative Time Passed Since Shattering Legendary - Perhaps the most infamous creation of
1 1 year the protomancers is Sovereign Glue - so called because
2 100 years only the Sovereigns themselves can remove it. The
3 10,000 years 8 glue itself is so sticky because it’s actually alive - an
4 1,000,000 years ultra-adhesive ooze transmuted to the pinnacle of
glue, likely due to a dare. It acts as a testament to the
effect that exposure to Kythri can have on a sane mind.
City Conversion
Genesine is a dangerous mess of arcane wreckage, and
fixing it is a monumental task. There are two very different
peoples with the guts to attempt it - the Arcanissa yuan-ti,
and the giants of Conflux. The yuan-ti are far more
likely to attempt to break down and disassemble the
mechanical hazards, then rebuild them into useful
works. In contrast, the fluxborn see Genesine
as their lost birthright. As such, they have

CHAPTER 5 | ANCIENT EMPIRES


206206
LAMANnia

Esht Primacy

Summary: Esht primacy


"See that harpoon? Must be 20 feet long."
"Well yeah - they were giants. Why wouldn’t it be." Magic: Primal Dominionist
"No, that’s not what I mean; what do you need to kill Titan: Kand'ari the Apex
with a spear that big?" Capital: Eshtarnak
I'm sure whatever it - run. RUN." Location: North-Eastern Bluespine Peaks
Exports: Beasts, Raw Materials, Rare Woods

Esht Primacy faced off against the Titan: Kand'ari, the Apex

T
he
trials of Lamannia, the Twilight Forest. The unrivaled leader of the Esht was the titan Kand'ari,
Their druids and hunters were united bestowed with the name Apex by her kin. An aasimar of
in worship of the god Banor, the Bloody Banor, the frost giant ascended by slaying the Lamannian
Spear, with a very simple creed - as totem polar bear, then consuming its flesh and blood in
shown by nature, it’s the right of the honor of its strength - a feat that transformed her into a
strong to prey on the weak. Their divine mandate to tame, Titan werebear. The Apex was the only titan to rule against
conquer, and hunt led them to battle endlessly against the her own will; left to her own devices, she would have roamed
infinite plane of nature, evolving them into consummate the Twilight Forest. Instead, the Esht held so much respect
trackers. The Primacy specialized in asserting their will over for her that they simply wouldn’t accept anyone else on the
the forces of the wild; massive beasts were magebred and used throne. The Primacy is far removed from active political
for labor, while plants and crops were rapidly grown through borders and was content to support the Group of Eleven
a mix of primal and divine command. from behind - with their terrifying titan acting as a silent
The Giants of Eshtarnak were planar genasi, soaked in promise to the Cul’sir and Sul’at giants.
elemental influence from the varied layers of Lamannia. In battle, the Apex was a brutal whirlwind, mixing mastery
As a result, every type of elemental giant could be found of the spear with powerful primal magic. The sheer magic
among their numbers. Family lines with suitable resistances potency of her Totem-infused blood was enough to affect the
specialized in specific layers of Lamannia; fire and stone land around her, causing plants to rapidly grow and bend to
giants braved the volcanic Broken Lands for rare ores and her will. Perhaps the most fearsome aspect of Kand’ari was
metals, while storm giants hauled colossal whales out of the her method of hunting like an ambush predator. Unlike the
Endless Ocean. As a whole, the Primacy supplied the Group roaring giants of Hekaton, the Apex was a master of stealth
of Eleven with vast amounts of raw materials, fueling their belied by her giant form. The fate of the Titan is unknown,
magical enterprise and expansion. but the dragon bones around the Apex Throne tell a story.
Every resistance that Lamannia posed was greeted as the It’s not often that the prey comes to you to be hunted. It is
way of things, and the more the giants pressed into the plane, possible that she retreated back into the Twilight Forest, and
the more they reveled in reaching the raw beauty and thrill still roams the plane to this day, but few mortals have delved
of nature. The roots of the Primacy lie in the druid lords of far enough to know for certain.
the early Age of Giants; while the other nations took on the
gifts of Ourelon and abandoned the old ways, the Esht giants Nature's Bounty
maintained their ancient primal traditions, and bolstered
their druidry with Lamannian magic. As such, the nation was Their expertise in the layers of Lamannia led the Esht to
old even at the time when the Group of Eleven was founded. harvest vast amounts of resources, from rare infused woods
to immense hauls of iron and gold. With the expanding
empires of Xen'drik competing for natural resources, this
Pulp Scenes limitless (though dangerous) supply put the Eshtarn at
• Sneak past a sleeping dragon within a tower carved from the heart of the Group of Eleven, fueling the industries of
an immense rib to steal gold bars their peers. For their part, the Eshtarn had little interest in
• Climb onto the back of a rampaging superbear the size of politics or land, so long as they received new weaponry and
an airship to deal the killing blow magic in return.
• Scale a vast spine several miles long to reclaim an ancient This ambivalence resulted in steady trade with the
magic spear, all without falling to the distant city below. Sul’at League, in opposition to many of the other
• Sit on the throne of an ancient titan amidst piles of Eleven, who sought to curb the power of their
massive dragon bones political rivals. In exchange for bound elementals
captured from the heart of the Forest, the

CHAPTER 5 | ANCIENT EMPIRES


207
Sul’at supplied the Esht with the means to use them - as immense skull lies fallen, its jaws open towards the city.
well as magebred beasts to tame and hunt. This relationship Within lies the Apex Throne, overlooking the territory
sustained the vast foundries of the League, allowing them to of its ruler and surrounded by the traces of a hundred
continue their research via limitless consumption. slain dragons.
Rapid Growth. Alongside planar resources, the Esht Over time, the stone streets of Eshtarnak have become
also cultivated vast plantations of Lamannian flora, and choked by vegetation. Plants spilling through from planar
ranches of magebred beasts. Their manifest anchors induced portals have created an odd medley of growth that has
rapid plant growth, allowing them to harvest a year’s worth gradually cracked buildings and settled roots. As such,
of crops in weeks. This rapid production fed much of the navigating the city can feel like carving through a tropical
Group of Eleven alongside the city of Ukargo, allowing them jungle, despite its boreal location. The manifest zone has
to expand without fear of running out of food. Nothing is exacerbated this further, and truly massive trees rise between
greater than a giant’s appetite. More specialized plantations the buildings - or sometimes directly out of them.
grew priceless planar lumber such as bronzewood, livewood
and soarwood. Bronzewood weaponry and armor were Sites of Interest
often passed down through Eshtarnak’s Packs, and carved
individually with the stories of successful hunts. The Evolutionary - this complex at the heart of the
city was the center for magebreeding and zoological research
in Eshtarnak. Primal beasts still lair within its halls, which
Capital: Eshtarnak contain magical techniques and primal spells to make House
Primacy myths tell of a time when the boundary to the Vadalis weep. Unlike the Sul’at League, the Esht focused on
Twilight Forest grew thin, and a scaled behemoth the size empowering and enhancing animals using Lamannian primal
of mountains forced its way into Xen’drik. Without the magic. Increased size, speed, and ferocity were all prized
dragons’ gifts, the giants of old fled as their cities were laid to traits - and when you’re a giant, ‘increased size’ has a very
waste. A single hunter stepped forth, blessed by Banor’s gifts, different meaning.
and set out to slay it. In the titanic struggle that followed,
the hunter drove his spear into the beast’s heart in the same The Spine - Eshtarn’s backbone spans the entire valley,
instant it slew him. When the beast finally collapsed, its and is visible for miles around. Climbing the Spine is easy
corpse towered over the landscape - a monument to the at first, but the ancient bone has been worn smooth by
might of nature. The giants that settled there paid homage to centuries of boreal rain. The higher one climbs, the grander
the blessed hunter, but they named their city after the battle’s the trophies that hang from it become; rare parts from beasts,
victor - the beast. blessed weapons and magic items are all tempting prizes for
Now, Eshtarn’s ancient bones tower over the nation that those with no fear of heights. Slipping from the upper arch of
took its name - a primal metropolis of hunter and prey. the spine gives one plenty of time for regret before meeting
The city’s skyline is dominated by the Spine - an arc of bone the ground below.
several miles in length. Generations of giants have tied
hunting trophies to the Spine in veneration of Banor, which The Apex Throne - Kand’ari’s throne commands
hang in the wind far above the city. Beneath, Eshtarnak dazzling views over Eshtarnak. Built from a patchwork of
sprawls in the valley left behind by the behemoth’s body. ivory and bronzewood, the Throne is an eldritch machine
Immense ribs (even by giant standards) rise like spear-points that can imbue the one seated upon it with the effects of
between buildings of granite and bone. These remnants of either investiture of stone, flame, ice or windXGE until the end
Eshtarn radiate the primal power of Lamannia, forming a of their next long rest. Anyone attempting to do so who
manifest zone that strengthens druidic magic. Each is carved cannot cast any spells on the druid or ranger spell lists must
with thousands of names - the proof of successful hunts. succeed on a DC 15 Constitution saving throw or be turned
Pack Lairs. The four largest ribs have been carved into into a genasi of the spell’s element. This transformation is
fortresses held by the major Packs of Eshtarnark, each a permanent, but can be removed by spells such as remove curse
line of elemental Genasi. These spires divide the city into and greater restoration. Ancient weathered bones surround the
quadrants, with each focusing on the layers of Lamannia Throne as a legacy of its titan. These draconic remnants are
suitable for its Pack. At the end of the valley, Eshtarn’s covered in plants and vibrant moss.

Catafor’s Spire - This towering fortress is carved


from one of Eshtarn’s ribs, and served as the seat of Pack
Catafor. The fire giants* of Catafor served as miners,
delvers and elemental tamers, especially in Lamannia’s
Broken Lands. Rather than binding elementals, they spoke
to them directly, using primal magic to bind them to the
Primacy’s will. Their fortress contains stockpiles of rare
metals taken from the layer, including gold ingots the size
of rail carriages. Unfortunately for explorers, it’s also the
lair of the rogue adult gold dragon Bane-Reth, who
despises mortal beings he sees as ‘inferior’.

CHAPTER 5 | ANCIENT EMPIRES


208
208208
Vallarc’s Spire - The spine of Pack Vallarc radiates a when Lamannia draws close to the Material. This allows
permanent chill. The frost giants* of the line were polar elementals from across its planar layers to enter the city.
hunters, and the kin of the Titan Kand’ari. The halls of Lamannia contains elementals of all kinds, from mephits
their fortress are bedecked in remorhaz scales, the heads to elder tempests. As such, adventurers might come across
of frost salamanders, and other macabre trophies. Several literally any type of elemental, many of which may attempt to
frost giants currently dwell within the Spire out of fear ‘carry out their nature’ by crushing or burning them to ash.
of Bane-Reth; they would do anything to rid the dragon
from their ancestral home, and carve their names into the Dragons - The adult gold dragon Bane-Reth lairs
bones of Eshtarn. in the ruins of Eshtarnak, claiming its treasures as his own.
As long as he lairs within Catafor’s Spire, no other groups
Rowa’s Altar - Esht prayers to the goddess of nature can safely live in the ruins. The beliefs of the Esht giants
were held in this ancient grove of trees at the heart of the have only reinforced his arrogance; as far as Bane-Reth is
city. The plants around the altar are immense and vibrant, concerned, brutally preying on other beings is a Thir path
enchanted by the manifest zone and the druidry of the giants. to becoming Balinor in the afterlife. Whether those beings
The area is enchanted as a druid’s grove, with 4 guardian trees scream or beg for mercy is not nature’s concern. Recently, he
that awaken in response to unnatural undead, fiends, or may have met his match, for the silver dragon Ketheptis the
aberrations. Creatures who take a long rest within the grove One-Eyed Crone* has her gaze on the city. The territorial
regain all of their hit dice, and lose two levels of exhaustion dispute between the two dragons would be brutal, and
instead of one. the Crone’s half-dragon frost giant* children relish the
challenge. Intruders to Eshtarnak who catch Bane-Reth’s eye
Enemies & Encounters might be captured to use against Ketheptis.

Megafauna - The Esht captured, trained, and traded


beasts from Lamannia that were large by the standards of Adventure Hooks
the giants. To the people of Khorvaire, these megafauna are All That Glitters - The vile gold dragon Bane-Reth
terrifying and intelligent predators. Many still live in the lairs in Catafor’s Spire between vast stockpiles of gold and
regions around Eshtarnak, or lair within the city’s buildings. platinum bars. Whoever can sneak into the Spire, bypass
One such example is the awakened roc known as Kraa’ark its fiery defenses, and slay the dragon will be rich beyond
Lors* which poses a danger to the city of Stormreach. The their wildest dreams. Of course, Bane-Reth and his stolen
party may have to sneak past or fight these animals - but elemental tools have other ideas…
awakened megafauna might simply wish to talk. Adventurers
claiming to have slain Bane-Reth at the request of a giant Spine of the World - A bestial threat such as
red panda can certainly get a spot in the Sharn broadsheets. Lurking Two-Maws* or Kraa’ark Lors* is threatening
Beyond massive animals, any kind of normal animal might the destruction of Stormreach. The Guardians of Rusheme
find its way into the city through its manifest zone, or planar believe that only the blessed weapon of an Esht hunter can
portals - including those from layers of Lamannia unrelated take the creature down. To retrieve it, the party must scale
to Eshtarnak’s environment. More than one explorer has seen the giant spine of Eshtarn and retrieve the weapon - without
a very confused mammoth wandering the nearby forests. slipping a thousand feet of freefall to the city below.

Elementals - Eshtarnak’s portals to Lamannia are Soaring Profit - House Lyrandar’s airships are held at
mostly closed, having been damaged during the Shattering. the mercy of the expensive Aereni soarwood needed for their
However, some remain permanently open, or flare and flicker

Kand'ari was my polar opposite. I in the


west, she the east. I used smarts, she
used instinct. I coddled my children and
taught them; she threw them to the wilds
so they taught themselves. I was plain
and willowy; she was fierce and -
Well. Enough of that.

CHAPTER 457 | ANCIENT


XEN'DRIKKINGDOMS
EMPIRES
BESTIARY
209
production. The party is tasked by the House’s representative Soarwood. Armor and weapons made from treated
in Stormreach with exploring a potential lead. Namely, the soarwood weigh half as much as normal. Soarwood weapons
fact that giant technology is fueling the growth of soarwood lack the Heavy property, while soarwood armor lacks a
in the temperate south. If the party can bring back the secrets Strength requirement to be worn effectively.
of the soarwood groves, they’ll be repaid beyond their wildest Charwood. Armor and weapons made from charwood
dreams - and usher in a new age of flight for Khorvaire. cannot be set on fire. A character wearing charwood armor is
similarly immune, and is unaffected by extreme cold.
Natural Selection - Magebred monstrosities still Frostwood. A character wearing armor made from
stalk the halls of the Evolutionary - the magebreeding facility frostwood is immune to the effects of extreme heat.
of Eshtarnak. The reclusive Tyris d’Vadalis of Stormreach
has hired the party to raid the complex and retrieve any and Loot Examples
all research related to magebreeding techniques. Reaching Common/Trinket - Esht hunters often took
Eshtarnak is one thing - but avoiding the hypernatural
1 emergency Beads of NourishmentXGE with them on
predators of the Evolutionary is another thing altogether. extended hunting trips, in case the worst came to pass.
Common/Trinket - This scrimshawed ivory coin is
Legacy - Primal Dominion 2 carved with various beasts in simple linework; touching
one causes it to produce the sound of its cry or roar.
The Primacy relied on tamed beasts for manual labor,
hunting, and defense. These primal creatures were infused Uncommon - Lamannia covers the whole range of
with the magic of Lamannia, bestowing with them increased natural environments, including icy wastes. Esht giants
size, intelligence, and vitality. While this was often done 3 heading into the plain, or tracking megafauna in the
using magebreeding, the Esht created Dominance Collars* Iceflow Sea, would never leave without a trusty pair of
for Giants who wanted to empower unique personal pets. A Boots of the Winterlands.
Uncommon - Pack Ehlonna crafted quivers blessed by
Dominance Collar is not named for any control it grants, but
Banor to hold every weapon needed for a hunt. These
as a signifier of its user’s position. A fool who strengthens 4 Quivers of Ehlonna were decorated with trophies as
his prized pet without properly taming it first soon finds
marks of pride, and may still lie within the clan’s Spire.
themselves the prey, not the predator. Each is made from
Rare - Figurines of Wondrous Power were carved as
planar leather, with unique designs based on the Pack and the
5 children’s toys, imbued with magic in a facsimile of life.
intended animal. Hand-sewn pet names are a common motif.
The most popular were Griffons and Elephants.
Rare - Accomplished hunters carved personal Horns
Magic Item: of Blasting from slain behemoths. When blown, they
• Dominance Collar - Wondrous Item, Rare - This 6 thunder with the spirit of the massive beast. They're
oversized collar is worn by a familiar or animal also great for holding mead.
companion, and empowers them with resistance to Very Rare - Strength and power are the hallmark of
magical effects and the ability to grow in size. dominance. Rangers with a true bond to their primal
7 companions often created Belts of Frost Giant Strength
Lamannian Materials: for their beasts to wear - a sign of respect and gratitude
Rare Lamannian trees were grown in plantations by the Esht to their partners in the hunt.
for their valuable properties. Stockpiles of their specially Legendary - The first Blood Fury TattooTCoE was seared
treated lumber can still be found in certain locations around into the skin of Kand’ari by the Totem polar bear's
the city, especially in the workshops of Ehlonna’s Spire. Each blood. They were Banor's mark; the undisputable
material grants different benefits if crafted into weapons and 8
trophy of an apex hunter. These tattoos use the pure
armor, which become innately magical. This can be done blood of Lamannian behemoths over ink, and their
during long rests by a character proficient in carpenter’s tools, effect in battle is terrifying to behold.
or a different skill or tool that they can reasonably justify
using. To carve the item, the character must succeed on
three cumulative DC 18 Dexterity or Intelligence (carpenter’s
City Conversion
tools) checks. Optionally, if they instead fail three times As the Group of Eleven goes, Eshtarnak is far easier to restore
before doing so, the materials are lost. Items made from than many of its contemporaries. If not for the terrifying
the following materials can also be used as thematic loot in beasts that live within the ruins, they would actually be
Eshtarnak, or as the tools and arms of Xen’drik communities. relatively safe. As a result, settling the city requires two
All armor and weaponry made from Lamannian lumber simple but difficult things. The first is to slay or drive off
are immune to effects that would corrode or heat metal. They the dragon Bane-Reth from Catafor’s Spire. The second is
have the following additional properties: to learn to either live in harmony with the beasts of the city,
or use the Primacy’s magical birthright to command them
Bronzewood. Armor made from treated bronzewood does by force. The most likely people to do such a thing would
not cause disadvantage on Dexterity (Stealth) checks. be the firbolgs of eastern Xen’drik, who have an innate
Livewood. A character wearing treated livewood armor ability to communicate with animals. Goliaths descended
who takes radiant damage reduces that damage by 3. from the Eshtarn might also retain their primal traditions,
Rotwood. A character wearing armor made from especially the Thunderwall’s Blood of Kanda. The Blood
treated rotwood who takes necrotic damage reduces hunt underwater dragons in the Dark Sea, and could easily
that damage by 3. be tempted to attack Bane-Reth and reclaim the city that was
once theirs with any local giants with aspirations of revenge.

CHAPTER 5 | ANCIENT EMPIRES


210210
Ix Il'ar
Risia

Summary: Ix Il'ar
In Ix Il’ar, the snow never falls. The show never stops.
The lives never end. Magic: Risian Necromancy, Simulacra
...and the souls never rest. Titan: Il’ara the Eternal
Capital: Il’ar, City of Gossamer
Location: Dowron’s Bay, east of the Scimitar Spires
Specialties: Simulacrum Servants, Art, Incarceration
Dowron’s Bay, the snow lies frozen in

I
n
mid-air - a glittering galaxy that hangs
above the port city of Il'ar. This is the • Dodge the icy traps of the tower of Ix Gossamer. In the
Content Warning: Loss of Autonomy for the Dead

ancient kingdom of the Titan Il’ara, dizzying heights above lie ancient libraries of forgotten
archarcanist of Risia and Regent of lore, preserved by Risian magic.
Amber. The city is sculpted from waves
of ice, carved and shaped into intricate towers and floating Titan: Archarcanist Il'ara
bridges. Immense statues of coloured ice dance through
The archarcanist of Risia was the matriarch of a city-state,
the streets like marionettes, honoring the tides and the
giving rise to the nation that bore her name. The first to
movement of the stars. This a city of ghosts, and nothing
transform herself into a frost giant, Il’ara led her clan to settle
remains but ancient constructs and the hushed prayers of the
a nation below the Scimitar Spires. There, the wizard became
dead.
the Archarcanist, developing new ways of harnessing the
The frost giants of Ix Il’ar specialized in Risian planar
power of a plane seen as unusable. Biological immortality, the
magic, which they perfected into necromancy and the
crafting of simulacra, and the shaping of Risian amber all bear
crafting of simulacra. The manifest zone surrounding the
her mark. Unlike many of her peers, Il’ara’s power is derived
city places living beings in a form of stasis, slowing biological
purely from arcane science. Her intelligence and mastery of
functions and the process of aging; by channeling the plane
magic allowed Ix Il’ar to function, with her feats of epic magic
of ice, the giants were able to place their bodies under
putting her on par with the other Titans of the Eleven.
timeless preservation - along with prisoners and criminals
Risian Retreat. To this day, the Archanist continues
from other nations. By copying the manifestations of Risia’s
her work within Risia itself, using ancient methods to stave
Killing Cold, they created their own simulacra out of snow,
off the Killing Cold. She resides in the fortress of Winter,
which maintained the city and served their giant masters.
served by dwarves and her giant descendants. The people
By freezing their bodies, the giants were capable of freeing
of Ix Il’ar don’t know the secret behind these dwarves, and
their souls and taking command of the simulacra for war -
whether Il’ara created them from nothing, or drew them
and artistry.
from the Material. After millennia of wonders, this is just
With extended lifespans and relative isolation, the giants
another of the Amber Regent’s spells.
of Amberlight became artists to fill the centuries. Sculptors
The ultimate goal of Il’ara within Risia is known only to
carved intricate simulacra to mirror beasts and mythical
her. It may be that she has been plotting the return of the
figures. Musicians played melodies on crystal instruments to
Il’ari for thousands of years, letting her kin scatter across
glittering frozen ballerinas. Arcane artists combined water
the Plain of Ice to grow strong in preparation. It could be
and ice into flowing kinetic displays that caught the light of
that after 30,000 years of the Age of Giants, the titan is
the setting sun. When Il’ara heard of the draconic assault,
simply tired of life, but wishes to support her children still.
she led her children into the Plain of Ice, seeking sanctuary
As a result, Il’ara can be both an ambitious antagonist, and a
in its isolation. With no time to spare, the frozen prisons and
knowledgeable resource for the players - a living library of
wandering simulacra were left behind, awaiting their return -
the Age of Giants in a cold and unforgiving locale.
and the dragons left a warden of their own.

Pulp Scenes Cold Storage


More than ice and snow, Risia is the plane of stagnation and
• Dodge the scything arms of a crystalline ballerina
preservation. Things left there remain forever - including
howling with the fury of the soul trapped inside it.
people. The children of Il’ara utilized this simple power
Behind it lies the prison of Amber Lock - and the last
to great effect. Manifest Anchors* covered the city of
hope for Xen’drik.
Il’ar with the Stillness of Flesh property of Risia,
• Explore frozen crypts containing rows of meditating
rendering the frost giants immortal. Their mages
giant bodies in search of the right one to revive - if they
applied this industrially, operating the Amber
are still sane.
Lock - an international high-security prison

CHAPTER 5 | ANCIENT EMPIRES


211
for criminals from across Xen’drik. Offenders too important Sites of Interest
or dangerous to die were sealed within preserving resin and
frozen, with the Risian manifest zone preventing them from Amber Lock - Ix Il’ar’s beauty hides one of its most
ever dying. important functions in the Group of Eleven - as an
By replicating the animating power of the Killing Cold, the unbreakable jail for the worst criminals in Xen’drik’s history.
Titan Il’ara created the first autonomous simulacra. Traveling The Amber Lock is a prison where the inmates are rendered
Il’ari crafted and sold intricate simulacra out of snow and ice unconscious, then frozen in coffins of Risian amber. There
to serve giant masters across Xen’drik. These aesthetic works they lie for eternity, watched by snow dancer guards and
were each unique, and carved in the shape of flowing kinetic ancient security systems. The only beings kept in such a state
animals and figures from history. These snow dancers served are those too difficult to kill, or those so important they must
the immortal giants of Ix Il’ar - just one of the many artistic stay alive. This includes dangerous demi-Titans who sought
pursuits of the giants to fill their infinite lives. to usurp thrones, Qabalrin vampires who gorged on souls,
Il’ara’s exploration of Risian magic also gave rise to and fiendish cultists empowered by overlords. After so many
a different speciality. Il’aran necromancy focused on centuries, it is possible that the wards on the Amber Lock are
annulling rot and decay, preserving the body for all time. fading - and any number of ancient foes might be emerging
Any of her children feeling the weight of their lifespans from the permafrost.
were free to enter deep crypts beneath the city; there, they
lay in stasis, their souls free to leave their body as a form Cotillion Plaza - the central square of Amberlight is
of astral projection. Many giants did so for centuries at a permanently covered in a layer of snow. Entering the plaza
time, possessing snow dancers in defense of the city - or causes it to animate, fluttering into the air as thousands
operating them as mobile instruments of artistry and music. of butterflies or wheeling flocks of seabirds. The display
Adventurers often find it odd that some snow dancers are is unearthly, beautiful, and visible across the city - which
carved as ballerinas, or appear to ring like wind chimes as rapidly draws vengeful undead and marauding simulacra to
they move. In truth, these were once living masterpieces. converge there.
Now, they are remnants of what was lost.
The Crypt Everlasting - Rows of ancient giants
Capital: Il'ar slumber within the Crypt Everlasting. The frigid catacombs
lie beneath the city streets. Any Il’ari who grew disillusioned
The porcelain city of Il’ar lies on the coast of the Iceflow Sea. with their limitless lifespans sat down in the crypt, which is
The port surrounds Dowron’s Bay in a loose horseshoe, with filled with the channeled effects of Risia; upon falling asleep,
the core of the city located to the north. There, the massive the giants became encased in a layer of rime, preserving
tower of Ix Gossamer rises, surrounded by the public centers them for eternity. Other giants used the Crypts to preserve
of the Il’ari. Open plazas, concert halls and workshops cluster themselves while piloting snow dancers, their souls taking
around frozen statuary, neighborhoods changing to houses command while their bodies remained safe.
and memorials towards the city limits. The many crossroads
of the city have unique pieces of art donated by its people.
Kinetic sculptures of ice mix with haunting harmonic Snowdance Hall - Many of the eternal Il’ari spent
instruments and animate snow dancers. Canals heading to their time pursuing artistry. Their concertos and displays
the Iceflow lace the city, crossing beneath snowy bridges and were held with pride in the vast theater of Snowdance Hall.
aqueducts; in the days of old, frost giants in a hurry would Intricate illusions cover the entire interior. When activated,
simply skate down them, freezing the water beneath their they completely hide the walls of the Hall, displaying
feet on contact. Some of them rise into the sky between the realistic landscapes from across the world. The display
towers, acting as aerial highways for those in a hurry. includes sounds and smells, and would make House Phiarlan
cry for joy.
Ice Palaces. The Il’ari buildings themselves are works of
art. Their balustrades and porticos are formed from sinuous
ice inlaid with flowing patterns of pine and amber. These Ix Gossamer - The Archarcanist’s tower soars over
were not built, but frozen into place, with Il’ari cryomancers the port of Il’ar. From her lofty heights, the Amber Regent
shaping water into entire buildings at a time. Many are kept watch over her children and the countless simulacra
now bizarrely abstract, having been melted by fire, acid and patrolling the city. The floors hold arcane laboratories,
lightning during the Shattering. Some of their most striking snowforges and libraries of lore, as well as countless records
features are the windows, with massive panes of crystal ice of the layers of Risia. The security systems of the tower are
forming entire walls several storeys high. Others have roofs designed to flash-freeze intruders in Risian ice, and many
with filigreed channels down which water flows, falling unfortunate ‘statues’ remain. The middle layers of the tower
between storeys and into the canals for atmosphere. Pine are accessible via a massive hole in the outer wall, created
gardens are common, with some giants cultivating their own by Argonnessen’s initial assault, with a massive flash-frozen
massive ‘bonsai’ trees that have since run wild. green dragon still visible within as a reminder..

Ambience
• The keening wind howls and whistles through the
streets. Some of the howls come from other sources.
• The air is crisp and fresh; it cuts with its purity.
• The buildings appear carved from solid blocks of ice
in intricately crystalline patterns; between them, the

CHAPTER 5 | ANCIENT EMPIRES


212212
snowflakes hang in mid-air, as though frozen in place to defrost - and with their ancient enemies now dead to the
while falling. dragons, the whole of Xen’drik is theirs for the taking.
• Light sources reflect off the icy streets and crystal
buildings like a thousand shining mirrors. The Last of the Titans - Archarcanist Il’ara is a living
library of Xen’drik’s history. She was there at the founding
Enemies & Encounters of Ix Il’ar, and there to see the dragon flights sweeping in
over the horizon. When an ancient threat is unleashed on
Constructs - The Il’ari had little time to prepare when Xen’drik, the method of defeating them might be found in
the clarion calls were raised. Their autonomous works of only one place - the library of Il’ara’s Winter fortress, deep in
art waltzing through the city were turned as one towards the plane of Risia itself. To reach it, the party must venture to
defense, as the Archarcanist opened the path to Risia. For the city of Il’ar and activate a planar gate to the fortress - but
thousands of years, these snow dancers have defended the doing so is likely to draw unwanted attention from the city’s
city against any perceived intruders or threats, awaiting the current residents…
return of their ancient masters. The dragons found the city
of Il’ar nearly empty except for these constructs, and while
many were destroyed in the brief assault, they saw little gain
Lock and Key - Xen’drik is rife with immortal threats,
in attacking a silent city. Instead, it has fallen to the Ten from the Ecliptic King of the Qabalrin to the Fire Prince
Watchers to monitor signs of Il’ara’s return. Adaxus. The only way to defeat a villain who cannot be
killed is to imprison them forever - and the key to doing so
lies within Il’ar’s Amber Lock. To retrieve it, the party must
Undead - Not all of the Il’ari made it through to Risia.
delve into the ancient prison, avoiding the monsters that lurk
Those who died defending the city, or never made it to
within - and then activate the device in a confrontation with
the Regent’s portals, have become wandering ethereal
their nemesis.
undead. Their frozen souls wander in search of revenge
and companionship as giant ghosts and banshees. Many
originate from giants who piloted snow dancers; when they
sent their souls to take control of the constructs, their bodies
were destroyed by draconic spells. With no form to return to,
they are trapped as wandering spirits, and often possess snow
dancers to attack intruders - or hunger for life as will-o-
wisps that deal cold damage. The most dangerous undead are
formed by multiple manic souls bonding together in search
of companionship. Coldlight pyres* glow with icy radiance,
and explorers would do best to avoid them, lest their own
souls be pulled into the mass. Over the years, other ghosts
have joined the legion from giants and looters who sought to
raid the city, especially as a result of vile bheur hags formed
from the very tales told in legend about the place.

Dragons - Ix Il’ar is one of Argonnessen’s major


concerns in Xen’drik, due to the possibility that its Titan
might return. Historically, the White Watcher has kept
a keen eye on the city, ensuring that nothing disturbs
the frozen tomb. Recently, the adult white dragon
Strapherakos has faced a new threat - the advance scouts of
the Unity of Riedra. From his cavern lair high in the Scimitar
Spires, the dragon has a perfect view of the city, and often
flies out to drive off intruders. The first human soldiers
were an easy fight. The strength of the Chosen who followed
them has left him reeling. The Watcher cannot betray his
duty by allowing them into the city, but these mortals are
powerful opponents. Adventurers in Ix Il’ar may stumble
upon the dragon, who will assume that they are allies of the
Unity - but a tentative alliance might just be struck.

Adventure Hooks
Rogue’s Gallery - 30,000 years of dangerous criminals
lie still within the Amber Lock. Each is sealed in a solid block
of transparent amber, trapped in unconsciousness by Risian
magic. The inmates include dangerous overlord cultists,
psychopathic demi-titans, and ancient Qabalrin vampires.
Unfortunately for the party, some of them are beginning

CHAPTER 5 | ANCIENT EMPIRES


213
Legacy - Cryomancy 2nd ability check - Body Creation - DC 20 Intelligence
(Arcana), or appropriate Dexterity check using Tools.
Snow Dancers are glittering simulacra that defend and serve
Ix Il’ar. Each is an aesthetic masterpiece - a kinetic sculpture 3rd ability check - Formation Ritual - DC 20
that pirouettes through the streets of the gossamer city. No Spellcasting Ability check
two Dancers are alike, and vary greatly in size and purpose.
The smallest are crystal songbirds that flit through the skies Magic Items:
in great flocks, singing in harmonics with the wind. The • Rime Sliders - Wondrous Item, Uncommon - These
largest are titan beasts which defend the city from attack. skating shoes allow one to walk - and slide - on liquid
Each simulacrum is powered by a manifest shard placed surfaces as though they were solid.
deep inside its form. The shard is enchanted with simple
directives for its routine operation, and channels Risian Spell:
magic into the Dancer. In addition, many larger constructs • Frozen Marionette - 3rd - Encase a foe in restraining ice. If
are enchanted with a Risian form of the spell magic jar. The the target dies while entombed in this way, the caster can
snowrights of Ix Il’ar used this to project their souls within puppet them to attack a nearby creature.
the constructs, taking command while their bodies lay in
frozen stasis beneath the city. In times of war, the giants
would take control of the hundreds of Snow Dancers within
Loot Examples
the city, marching them in legion to cut down foes with Common/Trinket - Many books in the libraries of Ix
deadly grace. Any creature can be given the Snow Dancer Gossamer are written on paper made from Risian pine
template found in the Bestiary chapter on p.60; this includes 1 trees; as a result, they act as Enduring SpellbooksXGE
creatures that can be summoned by find familiar, resulting in that never break down with age. These books were
‘artificial familiars’ usable by mages. exported to giant wizards across the continent.
Common/Trinket - This animate bitterfly brooch is
Crafting a Snow Dancer carved from ice, and acts as a beautiful hair ornament.
2 A creature wearing it gains a +1 bonus to saving throws
Creating a Snow Dancer from scratch is an involved and
tireless process involving multiple stages of work. First, the made to avoid the effects of extreme heat.
manifest shard that powers the dancer must be inscribed Uncommon - the Il’ari crafted decorative Rings
with the correct set of intricate sigils within a Risian manifest 3 of Warmth to bring comfort to visiting foreign
zone. This step can be bypassed by destroying an existing dignitaries. The ones they liked, that is.
Snow Dancer, as detailed below. The body of the Dancer Uncommon - Giants exploring Risia often wore
must then be crafted from ice or snow in the form of a 4 Goggles of Night; some layers of the plane have never
humanoid or beast. Finally, a lengthy ritual bonds the shard known the touch of the sun.
to the sculpture, acting as a conduit to animate the dancer. Rare - This Elemental Essence Shard (Water)TCoE is a
These three steps each take at least a full day of work, fragment of perpetual ice from the Frozen Ocean of
5 Risia. It reacts violently in the presence of disruptive
but the shard inscribing and the crafting of the Dancer can
be done simultaneously by different people. Additionally, magic.
the manifest shard can be extracted from a destroyed Snow Rare - This Ioun Stone of Sustenance is an amber-
Dancer with a DC 20 Intelligence check using any set of tools 6 coloured manifest shard to Risia that bestows part of
that a player can reasonably justify. The size of the destroyed the plane’s Stillness of Body property to its bearer.
Dancer must be the same as the one being created for the Very Rare - The Il’ari gave their more humanoid snow
shard to function. The Dancer can be made in the shape of dancers weapons imbued with the pure Risian cold.
7
any Beast, with the difficulty of creation increasing with size. Many still cling to their Frost Brand Greatswords and
A Tiny or Small Snow Dancer can be used and summoned as Double-Bladed Scimitars.
Very Rare - It is said that the Archanist herself created
a familiar by the find familiar spell.
8 the first Staff of Frost - each a mark of pride wielded
The crafting process requires three ability checks, each
by one of her acolytes.
performed over the course of three hours. A skill used for
any of these ability checks can be substituted for proficiency
in a set of tools that a player can reasonably justify using.
Another character with proficiency in the required skill or City Conversion
reasonable tools can provide the Help action. To create the The reclamation of Ix Il’ar is startlingly simple. The decision
Snow Dancer, all three ability checks must succeed. If two to claim the city lies in the hands of Archarcanist Il’ara.
succeed, it is a forward failure; the materials are not wasted, Should the titan return from her self-imposed exile in Risia,
and can be reused, but the process must be started again. she would be able to assert control over its legions of Snow
Alternatively, the Snow Dancer might be created, but with Dancers, regaining an army of unearthly grace. It is also
some kind of flaw that can be fixed over time. On one success possible that she has already returned - that the party arrives
or fewer, the materials are wasted. at a city they were told was dead, only to find scores of frost
giants re-establishing their nation. Given the ramifications of
1st ability check - Manifest Shard Inscription this, there are also simpler options for restoring life to Ix Il’ar.
(automatic success if a Shard is extracted from a Snow Frost goliaths might have brought peace to the wandering
Dancer, as described above) - DC 20 Intelligence souls of their ancestors, creating a safe bastion once more.
(Sleight of Hand) check, or appropriate Dexterity
My children, if only you heeded my
check using Tools.

command. Their love for our home was too


bright to leave it ruined. Heed my words
CHAPTER 5 | ANCIENT EMPIRES
214214
now; wait for me - I will return.
Shavarath

Hekaton
Summary: Hekaton
“The relief seems to show their own Titan cutting them
down without mercy. Apparently she enslaved the entire Magic: Martial Evocation, Physical Enhancement
city-state, and made them fight her to reclaim it.” Titan: Hekaton Rex, the Indomitable
“That’s absurd, how could they function? What does Capital: High Domitor, the Battle-Crux
Location: Northern Scimitar Spires
that inscription beneath it say?”
Specialties: Advanced Magical Weaponry, War
“ ‘There exists no greater blessing’ ”

• Enter the grand arena of Hekaton, where a single figure


he city-state of Hekaton was the sword-

T
still stands amidst the bones. The sword saint bows - and
arm of the Group of Eleven - a city her blades begin to sing.
so powerful it held the Cul'sir at bay. • Run for cover from the searing flame of a mithril war
By exploiting the infinite battles of golem, then retaliate before the glowing furnace in its
Shavarath, the people of Hekaton grew chest can heat up for another blast.
into peerless warriors, seeking new
challenges with unmatched ferocity. Their Titan ruled
through her skill with the blade, and that was enough to Titan: Hekaton Rex
earn her the right. At first, the Hekatonri warred openly It is said that among the Titans of Xen’drik, there was only
against the Eleven, until they offered something irresistible. one who the Emperor Cul’sir feared. Standing at the summit
In exchange for mercenary services, the Group offered the of strength is the eternal Hekaton Rex*, the Hundredfold,
chance to invade every plane in existence in search of new revered as the Saint of Swords by the peons beneath her. In
opponents. When an outside force threatened the Eleven, it the minds of her people, Hekaton is the city-state and the
was the Hekatonri that met it head-on, asking for no more city-state is her, for it was she that first united the warring
than a glorious battle, or a glorious death. giants under a single banner. Through countless Rites of
Society in Hekaton revolved around strength and Arazur, the warrior brought every other giant under her rule,
dominance. Duels of honor decided social standing, with forming Peerless Command not through diplomacy, but by
each warrior often staking their very lives on the outcome. domination. The city of Domitor and everything within is
The loser became subservient to the winner, entering their hers by right.
household as a vassal under their command. In this way, Blood Sport. Hekaton’s lifespan was extended through
the Titan of Hekaton was decided through one simple but rituals of blood combat that turned her into a powerful
impossible feat - conquering the entirety of the city-state, and divine sword wraith. Generations of Hekatonri warriors
bringing them under her Peerless Command. Only one giant fought against their immortal general, spilling blood within
managed this feat, renaming the nation after herself, and Domitor’s arena in the name of taking her throne. The
gaining the title of Hekaton Rex, blessed of the god Arazur. ritual combat was used to channel the power of Shavarath
Giants descended from the Hekatonri are marked by one into the Titan, sustaining her immortality through magic,
striking trait- they possess more than two arms. The sheer sacrifice, and belief. The fate of the Titan is unknown, but
speed of Hekaton’s strikes created the illusion of her having the sheer scale of the damage wrought on Domitor suggests
six arms at once, inspiring her people with a new method that entire flights of dragons fell to the Sword Saint. The
of matching her; to take on their own Titan, the Hekatonri near-eradication of the Hekatonri may have denied her
sought methods of gaining extra limbs. Some made pacts with immortality, allowing Argonnessen to finally fell her - or, the
mariliths, becoming tieflings, while others channeled sword Titan may have retreated to Shavarath, fighting on to this
wraiths within them to strike with ethereal blows. In battle, day in the Eternal Battleground. The most terrifying option
a single Hekatonri formed an unfettered whirlwind of steel - is that Hekaton the Peerless still stands in Domitor’s arena,
and when the ultimate foe flew into Xen’drik on scaled wings, awaiting a hero who can finally defeat her.
they went down fighting. Hard.
Spoils of War
Pulp Scenes
The Hekatonri excelled in the art of war above all else. Their
• Carve through legions of fiendish footsoldiers, martial skill allowed them to survive the endless
commanded by a chain devil lieutenant, to close the battles of Shavarath without being caught in the
portal to Shavarath at her back. crossfire, and the giants captured many different
engines of war from the plane. This weaponry
was reverse-engineered and given to

CHAPTER 5 | ANCIENT EMPIRES


215
warriors to test in the field, giving them a reputation of both The mountain at the heart of the city (the Scimitar Spire
peerless skill and reckless insanity. itself) is built up with its most important buildings. It’s no
Peerless Command used these soldiers as a grand surprise that the very highest of them is the vast arena of
mercenary company, with other members of the Eleven Hekaton’s Step. Workshops, dojos, embassies, and gates
using them as a standing army against the Cul’sir. Individual to Shavarath are all carved from the mountain stone, with
city-states similarly hired Command soldiers for their own the most powerful Commands owning property where
purposes, especially during periods of political tension. In they could lord over the others. The highest of them all is
exchange, the rest of the Eleven provided Peerless Command Peerless Command - the elites who served under the Sword
with two critical things - an immortal enemy in the form of Saint directly. The Spire also contains several gates to the
the Cul’sir Empire, and access to the other planes, through tunnels and caverns within it. This complex, known as the
which warriors could seek an infinity of planar foes. Disarmory, is where the Hekaonri worked to develop new
The weapons used by the Hekatonri varied massively, for weapons of war.
each household sought and refined different ways of fighting.
Some saw purity in shaping their bodies into instruments of Ambience
battle, wearing armor that enhanced physical strength and
speed. Others wielded explosive tools copied from Shavarath; • Ancient drumbeats mark the hour; the streets echo at
arcane rifles and siege staves small enough to be wielded in all midday with the illusory thunder of a marching army.
four arms were a common choice, along with cannons only a • Black powder, fires, oil and iron - the ancient hints of
mad giant could heft. war on the wind.
• Monuments carved from blasted marble honor ancient
heroes and their exploits; around, the fortified buildings
Capital: High Domitor form a city more like a castle than a home.
The city of Domitor is built around one of the northeastern • Strong sunlight falls onto the mountain city, highlighting
Scimitar Spires, due east of Dar Qat. The main body of the its glory and duty to Arazur. At the peak, the arena of
city lies in the circular valley surrounding an extinct volcano, Hekaton’s Step shimmers with gold.
with many of its key buildings raised high on the mountain
slopes. The entire crown of the volcano has been carved into Sites of Interest
an immense coliseum of dark basalt. This is Hekaton’s Step
- the domain of the Sword Saint and final resting place of The Disarmory - The grand workshops of Domitor
thousands of warrior giants. The interior of the mountain is lie within the Scimitar Spire itself, deep within the rock to
a warren of workshops and arcane laboratories in which the protect from catastrophic experiments. Known derisively as
weapons of the Hekatonri were forged. the Disarmory, the complex was dedicated to the reverse-
The lower city is made up of different walled districts, engineering of advanced weaponry taken from the plane of
each a fortress under the control of a Command. Each was a war. Black powder arms of massive scale, advanced airships
meritocratic dynasty of family groups, bound together by a and lethal weaponry still lie untouched within the halls,
shared philosophy and the Rites of Arazur. In the past, each protected from the dragonfire above. More dangerously,
fortress held barracks, forges, training rooms, and treasuries, ancient security systems and sword wraiths still guard the
but the force of the draconic assault has rendered many to halls, waiting for dragons that will never come. Expeditions
scorched brick and rubble. Those that still stand are fearsome from Dar Qat have sought to pierce the halls, securing the
edifices carved from the red mountain stone, with statues weapons for the Unity of Riedra, but progress is slow - the
of heroes and the god Arazur. Many are decorated with facility is a very literal powder keg.
vast frescoes and mosaics depicting heroic feats, including
legendary duels and battles. The crossroads between many of Hekaton’s Step - The titan arena of Hekaton’s
the Commands converge on open squares with sunken pits in Step crowns the Scimitar Spire, carved from the rock of
the center, each a the mountain itself. The grand colosseum is scorched
dueling ring and cracked, but still stands as testimony to the Peerless
for inter-clan dedication to battle. Within the arena, countless dragon
competitions. bones cover the floor, where Hekaton Rex stood and called
the invaders to righteous combat. Hundreds
of deep gouges scar the walls from the Titan’s
blows, with some sections melted by acid and
fire. It was here that grand ritual battles sustained
Hekaton Rex, and the arena is close to Shavarath
itself. It is possible that Hekaton herself still
stands in the arena, but one thing is for certain -
anyone who enters the grounds to check has
never returned.

Temple of Arazur - Arazur’s Temple


lies at the base of the mountain, embodying
the rise to glory all warriors seek. The vast stone
building is more like a fortress than a temple, built
of blood-red rock and tarnished gold. Within the

CHAPTER 5 | ANCIENT EMPIRES


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walls, the grounds are covered by a field of weapons jammed War Machines - The fall of Domitor was an epic battle
deep into the ground. Each is a grave marker to a notable in which the Hekatonri brought forth every weapon of war
warrior; a character who touches a weapon can attempt they had against the dragon flights. Hellfire engines, steel
a DC 15 Strength (Insight) check to experience their last predators and iron golems are but some of the constructs
moments. On a failure, the feeling of a painful death deals 4d6 brought to bear. Some still stalk the city streets on a search
psychic damage. for intruders, or stand guard within the Disarmory to prevent
The main hall is dominated by twin statues of Arazur, one any trespassing. The rogue entities are a chaotic factor in the
shining with the light of glory, the other dark with warrior’s battle between the Unity and the Legion of Tyranny; both
blood. A warrior who prays to the statues learns the spell sides have no desire to draw their attention.
branding smite, which they can cast a number of times per day
equal to their proficiency bonus. However, to keep the spell,
they must defeat one of the two sacred statues, occupied Adventure Hooks
by an eidolon formed by the temple’s warrior spirits. The Refuge Lost - The vaults of Hekaton contain weaponry
eidolon chooses the statue that most represents the opposite copied from the Eternal Battleground, including devices
ideal to the player character. meant to bring down entire legions of fiends. The players
discover that a Riedran expedition is hunting a weapon
The Gate of Glory - one of the largest buildings capable of destroying mountains. They intend to unleash it
in Domitor is the site of a permanent portal to Shavarath, against the nation of Adar, leveling the country in their desire
the Eternal Battleground. Known as the Gate of Glory, to kill the Kalashtar. The race is on to reclaim the doomsday
the compound is a fort with all defenses facing inward device from the Disarmory before it falls into Inspired hands.
to deal with invading fiends. During the time of the
Peerless Command, parties of warriors raided the Eternal Total War - The Gate of Glory is a damaged portal
Battleground for loot, technology and training. During the to Shavarath through which a small squad of fiends have
fall of Domitor, a desperate giant opened the Gate, hoping marched. If this small force from the Legion of Tyranny
that any fiends that came through might fight against the can figure out how to repair the Gate, it would open the
dragons out of self-defense. In the ensuing battle, the Gate way for untold numbers of fiends to spill into the Material
was heavily damaged, but still opens when Shavarath is - and enslave the mortals they find for conscription in the
coterminous. An enterprising commander of the Legion of Eternal Battleground. The party might have no choice but to
Tyranny has sent devil soldiers through the gate to reclaim fight their way to the Gate and break it, or be carried off as
the treasures of Domitor and secure a promotion. This force, prisoners into the heart of war.
led by a chain devil lieutenant, is at odds with the Inspired
forces of Dar Qat. Both have claimed sections of the city, and To The Victor - The dragons entrusted the giants
seek to flush out their rivals.
with weapons capable of resealing the Overlords. In the
Shattering, many of these weapons were lost, or leveled
Enemies & Encounters against the dragons themselves. When Sakinnirot begins to
Devils - The expeditionary forces of the Legion of stir beneath Stormreach, the party must find a weapon of
prophecy - and ancient texts point to the grave of the greatest
Tyranny have begun to take command of upper Domitor
warrior in Xen’drik. To reclaim the artifact, the heroes must
after stepping through the Gate of Glory. Their goal is to
travel to Hekaton and enter the scarred arena at the summit
secure new weaponry for use on the Eternal Battlefield
of the city. The weapon still lies where it fell so long ago, for
against their angelic foes. To that end, a small cohort under
the sword wraith of Hekaton Rex stands guard - and only the
the command of the chain devil maintain a war camp
worthy can claim it from her terrifying bloodstained grip.
around the Gate of Glory, which they are attempting to
repair. As a result, regimented groups of devils patrol the
upper city, expanding their territory and clashing with the Legacy - Infernal Arms
Riedrans doing the same. These include spined, barbed The Eternal Battleground is home to every weapon
and bearded devils, with imps acting as aerial scouts. imaginable, and some not. The Hekatonri took careful notes
where they could, and stole everything they couldn’t, reverse-
Riedran Forces - Domitor lies engineering it in the Disarmory for their personal use. They
several days away from the bastion of Dar fought with zeal and joy, using every tool at their
Qat, and the Inspired Lord Ralastar is disposal to attain victory. Fighting their blessed
keen to plunder the city for its weaponry. leader simply allowed for nothing less. Infernal
His hope is to claim something with Firelocks are a classic example. The musket-like
the power to break the siege against Adar, devices were first captured from the piratical
allowing the Unity to finally end the Kalashtar fiends of the Bloody Sea layer, and were popular
threat. The forces of Dar Qat include a with 'gun monks*'. Among the most prized
variety of warriors, many of them tools for slaughter were the Arms of the
psionic in nature. This ranges from Conqueror. These weapons have integrated
basic soldiers and scouts to more Shavarath manifest shards that
powerful Inspired, who are typically summon one’s own sword
accompanied by ogres, oni or shifters wraith during battle - but only
from the Taskaan Legion. when soaked in blood.

CHAPTER 5 | ANCIENT EMPIRES


217
Engraving Siberys shards with the right runes and attuning Loot Examples
them to Shavarath can also create dangerous tools known
as Bloodshards. Attaching a Bloodshard to a weapon imbues Common/Trinket - This marble disc is inlaid with a
it with power from the plane of war - a valuable effect depiction of the god Arazur; if two people lay hands on
when your soul screams for murder. Hekaton smiths soon 1 the disc, it creates an illusory circle of light in a 30-foot
developed different ways of lensing this magic, using a variety radius around them until one of them leaves it - a ring
of runes to devastating effect. for dueling practice.
Common/Trinket - Ceremonial Cast-Off ArmorXGE was
Magic Items: 2 commonly worn for day-to-day fashion in Hekaton,
• Arm of the Conqueror - Weapon, Very Rare - While you with rich engraving to show off personal victories.
are bloodied, this weapon lets you summon your sword Uncommon - As it turns out, having multiple arms
wraith reflection from Shavarath, either as a seperate allows one to fire multiple bows in a devastating volley.
3 Gloves of Missile Snaring soon became a mainstay
entity - or as a deadly internalised power.
• Infernal Firelock - Weapon, Very Rare - A demonic fashion for many melee-oriented warriors.
musket that shoots flame instead of ammunition. An Uncommon - The crowds of Hekaton’s Step were
infernal firelock has a number of charges that can be 4 stirred into a frenzy by Rhythm-Maker’s DrumsTCoE as
spent to blast out devastating explosions. gladiators entered the arena.
• Bloodshards - Wondrous Items, Common-Uncommon Rare - Giant Slayer weapons were developed by the
- Bloodshards can be attached to mundane weapons to Hekatonri as part of their constant arms-race against
alter their properties. These include rerolling damage 5 themselves. These powerful tools of slaughter are said
die, increasing critical hit range, dealing critical damage to be the basis of many of the weapons used by the
to objects and structures, emitting magical sunlight, rebelling elves.
returning after being thrown, and dealing additional Rare - Swords of Wounding were often taken from the
cleaving damage to adjacent enemies. 6 fiends of Shavarath. Each weapon is jagged and rusted
- a manifestations of brutality more than actual metal.
City Conversion Very Rare - Shavarath is one of the few planes to
have native dragons as incarnations of strength and
Reclaiming Hekaton means destroying its many active war
machines, disabling the Gate of Glory, and driving off the dominance. Some Hekatonri sought to slay one of
7 these dragons as a symbol of their strength, turning
Inspired. However, compared to other city-states, this is
relatively reasonable. Unlike Crux, the machines of Domitor their scales into Dragon Scale Mail to flaunt their
cannot repair themselves. This means that over 40,000 years, power. Few expected them to be so useful in the end.
they have gradually worn down or been destroyed, while Legendary - The Vorpal Greatswords of Hekaton
the Gate of Glory might have been shut off by a past hero. If were one of the sights that the Cul’sir Empire feared
this simple change is made, Domitor can be converted into the most. Forged in the blood of countless Shavarath
a fully settled city. An unusual alternative is that the fiends (and some celestials), only the high generals
8
machines of the city see the thri-kreen, with their of the nation were permitted to wield them. A normal
four arms, as related to the Hekatonri - and thus giant can wield one sword, making them a threat. A
treat them as the rightful owners of the city. hekatonri, of course, can wield upwards of four Vorpal
Other inhabitants might include Hekaton Greatswords at once.
goliaths, drow, or even dragonborn linked to
the Ten Watchers.
CHAPTER 5 | ANCIENT EMPIRES
218218
Syrania

The GallimaufrY

Summary: The Gallimaufry


“I am Astariel the Golden, Divine Child of the Sun
and Emperor of the Sky. Behold my perfection and Magic: Levitation, Air, Flight
know your place, you vapid corpulent flaws on my Titan: The Kin of Masks
existence. You will kneel. You will serve. You will die Capital: The Unveiling
Location: Floating over the central Iceflow Sea
as I command - for those who would usurp my throne
Specialties: Trade, Knowledge, Transport, Flight
among the clouds are heretics and apostates to be
rendered into ash on the wind."
their peace and joy lie scattered all around - and dangerous
radiant idols rule over the ruins.

Gallimaufry is the only member of the

T
he
Group of Eleven with no land to call its
Pulp Scenes
Content Warning: Heights

own. The roaming nation was formed • Climb up a mile of perilous icy chains hanging over
by families of cloud giant traders, who frozen ocean to reach an ancient city in the clouds.
traveled through the skies in floating • Dodge the radiant pillars of fire summoned by a
castles. Whimsical, ethereal, and reliably corrupted radiant idol, as their screaming zealots charge
witty, the Gallimaufry carried goods between the Eleven into battle.
and beyond as independent merchants. The giants wielded • Assert your will over a Skyhook, claiming it - and its
Syranian magic picked up over generations of angelic pacts. entire cloud castle - as your own.
Over time, they transformed into permanent aasimar, gaining
the innate powers of flight - and empowering their magic
to solidify clouds, and harness the trade winds. Family lines
Titans: The Kin of masks
forged pacts with the same angelic Thrones and Dominions, The Gallimaufry as a nation had no desire for power. Their
granting specialized knowledge of certain trades. This ranged ideals of freedom meant a lack of any central ruler. Instead,
from the cafes of the Dominion of Tea, to the flying carpet disparate families were protected by weaker Titans, each
weavers of the Throne of Flight. The arrival of the cloud bound by pact to a Dominion of Syrania. The Kin of Masks
giants was always celebrated in the cities of old Xen’drik, acted as adjudicators, offering guidance and judgment to their
though none could control the routes they chose to travel. descendants. Many were themselves made richer by their
The goods sold by the cloud giants included everything pacts; their connection to angels of knowledge meant that
from flying carpets to political information. Their access to they could sell that knowledge on to others. The angels in
the Immeasurable Markets of Syrania allowed them to buy turn gave them tasks to collect information, for which they
and trade with immortals directly, while their pacts with the were paid in magic and gold.
plane’s angels of knowledge allowed them to deal in specialist Diplomatic Threat. Unlike other nations, the Kin
lore. Many also specialized in delivering goods across the were not powerful living weapons. Only the most foolish
continent at speed, ferrying delicate cargo and artwork of rulers attacked the Gallimaufry, for doing so meant a
between the cities of the Group of Eleven. Their efforts were rapid shunning from the entire nation, isolating them from
mediated and protected by the Kin of Masks - ephemeral their needs for decades on end (or until hefty reparations
titans who supported the families from behind magical visors. were paid). However, many Kin held direct pacts with the
The purpose of the Kin was to ensure the freedom of the Throne of Commerce, and declared their castles part of the
Gallimaufry, and act as diplomats to Syrania. Many were Immeasurable Market. As such, they had no need for strength
contracted with powerful Dominions, and undertook quests - any attacks on their Castles meant the Throne of Commerce
to provide them with knowledge. itself entering the Material to defend the Market’s laws.
The only time the Gallimaufry truly assembled was the The mask worn by every Kin was an intricate work of art,
event known as the Unveiling. This social festival caused the intended to hide their expressions during trade deals. Each
majority of cloud castles to assemble over the Iceflow Sea, was unique, and acted as a focus for the titan’s pact with
where they caroused and competed in a raucous tapestry. Syrania. Their appearance typically reflects the connected
Others remained across Xen’drik, either anchored in cities to angel’s area of expertise. Kin tied to the Dominion of
trade, or flying on migration paths where they remain to this Knowledge had masks in the shape of open books,
day. The Shattering caught the cloud giants in the middle of or formed from woven collages of fluttering paper.
the Unveiling; the result is a burnt ruin of floating islands, The Kin of Commerce studded theirs with coins or
caked in rime and exposed to the elements. The signs of gemstones instead. Wearing a Kinmask grants
access to spells in the domain of its angel,

CHAPTER 5 | ANCIENT EMPIRES


219
as well as the ability to travel at-will to the Immeasurable requires a perilous climb up one of these snapped chains,
Market. While the ideals of the cloud Titans granted them which hang into the icy ocean (A group DC 15 Strength
freedom, their detachment came at great cost - when the (Athletics) check, which is negated by a climbing speed).
dragons arrived, the first instinct of many was to welcome Moving between the cloud islands often requires walking
them as guests. Few believe that any of the Kin of Masks across their slick iron links as they sway in the polar winds.
survived, but if they do, it may well be in the Immeasurable Every island has a unique building (or buildings) depending
Market, eking out a living as best they can. on their former owners, which are collectively known as
‘cloud castles’. This ranges from massive towers, to rustic tea
Arcana: Touching The Sky shops, to artisanal workshops and floating temples.

The flight magic of the cloud giants is simple but powerful.


Syrania is the plane of peace, flight, and understanding.
Ambience
By creating controlled manifest zones to the plane, the • Creaking chains clash with the ethereal music floating
Gallimaufry were able to impose its properties on the from cushioned lounges now rimed with ice.
Material. This meant areas that empowered flight and • A hundred different perfumes and spices mingle in the
promoted peace and understanding - an ideal for nomadic bazaars and meeting places of the flotilla.
traders dealing with different languages. In time, the creation • Multicolored banners and fabrics flap in the wind
of Skyhooks* using Syranian manifest shards allowed the between delicate white buildings made in a bizarre
giants to build entire castles in the clouds, foregoing the variety of styles, each advertising the wares within.
ground entirely. • The polar sun is hidden by clouds; sunbeams filter down
Wide Aasimar. As the Gallimaufry deepened their through the fog and haze, illuminating the spires of
connection to Syrania, they inevitably began interacting ancient castles.
with its angels. Through diplomacy, the giants formed
pacts with the Thrones and Dominions, providing them Sites of Interest
with knowledge and items to study. In exchange, they were
bestowed with magic from each angel’s domain, as well as The Tea Shop - Perhaps one of the most welcoming
permission to enter Syrania’s Immeasurable Market. Here, cloud castles is the comfortable and rustic Tea Shop. The
the cloud giants traded with immortals from across the Tea Shop’s name is both descriptive and a mark of status, for
planes, securing rare items (as well as memories, souls, and its giants knew that it would always be the tea shop of the
other currency) to bring back as wares. A rare few families Consortium. Imitators couldn’t compare. The owners of the
instead bound themselves to djinn with particular artistic castle were Syranian aasimar bound to the angelic Throne of
tastes. Over time, this led to families specializing. Bonds with Tea. They collected and traded for countless different types of
angels became hereditary, and soon different giants began to hot drinks from across the planes, delivering the interesting
deal solely in their angel’s specialties. As a result, many of the ones to Syrania for study. Their dried goods were prized
cloud castles in the Unveiling sold specific items such as tea, across the continent, with powerful nobles and even titans
weaponry, fiction or fashion - and developed a reputation for signing contracts for their preferred brews. The storerooms
being the best around, if that was what you were looking for. of the massive cafe have been preserved by the freezing
temperatures of the Iceflow; countless shelves and soarwood
drawers remain stocked with rare herbs. These can be brewed
Capital: The Unveiling into teas so potent they act as rare potions depending on the
Every thirteen years, the scattered clans of the Gallimaufry plane of origin. Anyone drinking Fernian flametea best be
assembled over the Iceflow Sea to revel and reunite. Families prepared for the energy boost of a lifetime.
mingled, rare foods were offered, and the finest of teas
served with care. Known as the Unveiling, this event was Kul’kran’s Crossroad - When the Unveiling united,
the highlight of the social calendar - a chance to take off the several castles combined to form a grand bazaar. Here,
masks and let emotions run free. By chance, the Shattering the cloud giants came to barter and trade, stocking their
began halfway through this event, with the majority of cloud shops with goods from across Xen’drik. The good-natured
castles caught in the middle of festivities. Even worse, the commerce was seen as a way to honor Kul’kran, god of
cloud giants saw the dragons coming… and cheered for joy. trade and travel. It is said that the true beginning and end
Saviors had come to end the madness of the times. The last of the Unveiling were marked by grand masquerades in the
thing the giants did was gather the finest wines to welcome god’s honor, where the Kin of Masks competed to pull off
those who raised them from nothing. Now, the ruins of the the most lavish display. Children were given candy coins,
Unveiling float over the Iceflow Sea, held together by frozen and often invited to barter along with the adults. At the
chains and fading magic. end of the masquerade, a coin from each family was placed
The Unveiling is formed from countless islands of solid into a crucible, and melted into one giant golden medal - a
Syranian cloud arranged like a patchwork quilt, each the sacrifice, to be thrown into the Iceflow Sea as a reminder
former home of nomadic giants. The flotilla hovers roughly that community was the greatest wealth of all. In the final
500 feet above the center of the Iceflow for a radius of several Unveiling, that chance never came. The giant slab of gold
miles. Hundreds of different cloud islands have been remains still, coveted by the radiant idolERLW Astariel above
linked by enchanted chains and sky-anchors like a all else. The fallen angel has based his territory here, and
patchwork net. Here and there, holes and snapped gathered its items into a glittering hoard on which to rule.
chains show where castles have collapsed into the
sea. Reaching the Unveiling without flight

CHAPTER 5 | ANCIENT EMPIRES


220220
The Cloudrink - one of the largest cloud islands is Iceflow Sea, acting as a convenient path to access the city.
dominated by a bizarre arena, with floating tiers of giant- Unsurprisingly, its lower halls are filled with massive polar
sized seats. In the center, a cage of spinning wind holds a wildlife, including irritable walrus. Originally, the tower
levitating stage. This is the Cloudrink, where the families of was a flying hotel, and heaps of frozen furniture are still
the Unveiling competed for artistry, wagers, and fun. The collapsed on the ‘ceiling’. The center of the tower is a hollow
sports practiced here revolved around flight and levitation, cylinder with a permanent levitation enchantment, which
and are generally impossible for most humanoids. The allows creatures to move between floors. Disconcertingly, it
most peaceful were forms of figure skating, gymnastics, and orients people as though the tower was still upright, causing
dance. The most competitive were three-dimensional sky explorers to rise feet-first. The top of the tower is a glass
hockey, and other sports played by people to whom gravity observatory that was once a basement to see the land while
is a suggestion. The rink is now the fortress of the insane traveling. Now, the radiant idols keep an eye on it, ready to
radiant idol Lyrelial (featured below), who has it shrouded kill or capture any beings that intrude on their domain.
in a constant wintry blizzard.
Enemy Encounters
Grand Levity - The Carpets of Flying produced by the
Gallimaufry were unique and highly prized. The main carpet Celestials - The Unveiling lies in a massive Syranian
weavers’ shop, Grand Levity, was a center for the production manifest zone that empowers flight magic. Very rarely, as
of masterwork textiles. The building is relatively intact to with Sharn, fallen celestials known as radiant idolsERLW are
this day, although one wing has collapsed into burnt cinders banished into the Material through this zone. In the Age of
after the Shattering. The interior is a treasure trove for flying Giants, they were often sealed away before they could do
items, as well as clothing woven directly from Syranian cloud. any harm. That time has long passed. Now, any idols cast
Unfortunately for explorers, the shop’s main defense against out of Syrania find themselves in the Unveiling, which is the
thieves are the same carpets they come to steal; anyone taking closest thing they have to their forbidden home. The power
an item from Grand Levity is likely to be mobbed by a flock of radiant idols and their innate desire to be worshiped leaves
of flying rugs of smothering. them competing, gathering followers for petty territory
wars. As such, the Unveiling is carved up between competing
angels - and a party might find themselves caught up in the
Throne’s Ladder - the massive tower of Throne’s
feuding. Fundamentally, every radiant idol has a domain that
Ladder hangs upside-down from the Unveiling, after the
they once held in Syrania, which flavors their attitude, spells,
entire island ‘capsized’ due to fading enchantments. The
and abilities. Examples can be found in the following table:
sheer height of the building means that it now scrapes the

CHAPTER 5 | ANCIENT EMPIRES


221
d4 Angels of the Unveiling Elementals - A variety of polar elementals call the
The Immeasurable Market of Syrania is Unveiling home. Many are the children of Raiarin - the
overseen by the Throne of Commerce, with Iceflow’s spirit of the land - but others were used by the giants
many lesser angels serving beneath it. Astariel, as servants and guards. The native elementals have attitudes
angel of gold, became gradually obsessed with closer to traditional monsters, and embody everything from
experiencing the concept of wealth in search the freedom of flight to the harsh bite of winter. This includes
of greater understanding. Its greed caused frost salamanders and water elementals. Those used as
Astariel the tools by the cloud giants include air elemental myrmidons
it to willingly enter the Material - a crime
Golden and mephits, which are typically bound to specific castles.
that earned it banishment upon returning
to Syrania. Now, the Golden Angel seeks to Other ‘random’ elementals have partially escaped from
gather riches from the Unveiling for its own works of elemental artifice bought from the Sul’at League.
overflowing hoard. In its utter greed, the Adventurers wearing cold-resistant gear might suddenly
celestial believes that with enough wealth, it have to deal with a fire elemental partly bound to a giant
can become the Keeper itself. oven, or an azer bought from the Fernian cities of Grand
The Dominion of winter is an expert on every Ju’qata (p.194).
possible kind of snow and cold weather, having
studied climate patterns across Eberron. After Massive Wildlife - The Iceflow Sea is home to a
Lyrelial of thousands of years watching mortals die in variety of massive creatures empowered by the land spirit
Softest freezing conditions, Lyrelial began to believe Raiarin, Sister of Snow. Her influence creates an abundance
Snow that death was the true purpose for such of life in the region. As it happens, a floating network of
conditions. Now, the freezing idol believes islands are the perfect home for a variety of creatures,
itself to be the left hand of the Devourer, with especially nesting seabirds. As a result, explorers poking
the polar Iceflow a perfect home. around might find that their worst enemies are massive
The lost idol of the stars is a beauty to behold. seagulls (giant eagles) defending their nests. While normal
Their ethereal body is a shifting pattern of seagulls are known to be evil, giant ones are a genuine threat,
glimmering lights. They use this to incinerate and have no qualms trying to pick up hapless adventurers
other beings with blazing starfire, and for and drop them into the Iceflow. Other predators sometimes
Kestelar the good reason - no other being is as beautiful roam through the cloud castles, seeking to make an easy meal.
Starbinder as Kestelar, and as such, they have no right to These might range from giant wolverines (winter wolf with
sully the stars with their gaze. The deranged a 50ft climbing speed) to behemoth polar bears.
celestial will only be happy once every being
on Eberron is dead, ensuring the heavenly
vault belongs to it, and it alone.
Adventure Hooks
The angel of song is not a radiant idol at all, Hanging In There - The flying metropolis of Kul
but a Syranian scholar in search of lost music Lerek is limited in size, but its population ever grows. Keen
from the Age of Giants. The deva has found adventurers are often tasked with recovering Skyhooks from
Lunamarin, themselves dodging their corrupted kin to the ruins of cloud castles, which are incorporated into the city
the Virtue retrieve it, and their Syranian commitment to allow it to grow. However, securing them is no easy feat -
of Song to peace is perilously close to being broken especially when it can cause an entire giant’s home to collapse
for self-defense. Bards might be able to learn on the people doing so. The players are tasked with retrieving
powerful lost songs from the angel, if they can such a Skyhook from the outer fringes of the Unveiling,
help it recover music from Astariel's trove. and must contend with perilous heights, arctic winds, and
rampaging elementals in their quest for glory.
Radiant Idols & Flight
When introduced in 3rd Edition, radiant idols were The Fight for Flight - During the Last War, the
under a mechanical curse that prevented them from nations of Khorvaire fought for aerial superiority. The nation
flying by any means. Spells that attempted to do so of Aundair makes great use of skystaffs - modern Brooms of
would fail, and enchantments that supported flying Flying designed to allow for personal travel. Now, a plucky
buildings would end catastrophically at an idol’s touch. professor from Arcanix has tasked the party with recovering
This mechanic has not been extended to 5th edition, the priceless next step from the Unveiling. If they can recover
but can be included in the Unveiling to add an extra an intact and functional Carpet of Flying, the researcher is
level of drama. In this case, the idols can stand on more than happy to let them keep it once their study is done,
the floating Syranian cloud because the Skyhooks heralding a new era of flight for Khorvaire.
themselves hold the enchantments. If an idol were
to touch a Skyhook, it would fail instantly, dropping Truth Unmasked - In all the planes, there are two
the angel into the Iceflow Sea from a great height. places said to store all the knowledge in existence - the
However, this means that defeating an idol is as ‘simple’ Infinite Archive of Daanvi, and the floating libraries of
as shoving it off a Cloud Castle, rather than killing it. Syrania. Since studying in one risks being arrested for
Doing so will force the angel (if it survives the fall) to eternity, Syrania is often the easier choice. When the party
climb up a mile of slick and icy chain to reach the city needs knowledge lost to time, the Azure Sky is the only
- a devastating humiliation. You can be sure that in this choice for it, but traveling across the planes is not easy. To do
time, its rivals will jump to claim its territory, then so, they must retrieve a singular artifact from the Unveiling
laugh in its face the whole climb up. - a lost Kinmask* from a Titan bound to incarnate knowledge

CHAPTER 5 | ANCIENT EMPIRES


222222
itself. That the mask might be in the collection of a radiant
idol is knowledge they are sorely lacking…
City Conversion
Creating a permanent city out of the Unveiling is difficult
due to its lack of food and arctic conditions. The first step
Legacy: Skyblessed Tools to doing so is to purge the radiant idols that claim it. This
The unique tools of the Gallimaufry were created with the feat is more than possible by playing them off against each
knowledge and blessing of the angels of Syrania. Every titan other, as their own massive egos can barely stand proximity.
of the Gallimaufry wore a Kinmask*, which served as a focus The second is to secure a supply of food. This might involve
for their power and a sign of status. A Kinmask is visually growing mistfarms, like those found in Kul Lerek, or even
matched to the angelic Dominion that it links to, and grants simply fishing if you’re a winged race with easy access to
specific powers related to their knowledge. Each is unique, the sea. Perhaps a more dramatic approach is to say that the
and saturated with Syranian magic. The destruction or enchantments holding the Unveiling in place are wearing off
disappearance of the Kin of Masks has scattered them to over time. If so, there may be a group working to release it
the four winds, and these items might be anywhere across from its bonds, and fly the city in warmer climates as a new
Xen’drik after 40,000 years. floating metropolis.
The castles of the Gallimaufry are themselves built on
foundations of solid cloud like the Skyway of Sharn. Their Loot Examples
Syranian magic ties together permanent levitation and
a calming effect on the weather by imposing a localized Common/Trinket - Cloaks of BillowingXGE imbued with
1 Syranian wind were popular as gifts for giant children.
manifest zone. The magic item sustaining these effects is
known as a Skyhook*. Each is formed from a Siberys manifest Common/Trinket - Many cloud giant homes had
shard hovering within an intricate rotating gyroscope. Every Feather TokensERLW on hand for guests; it can be all too
2 easy to forget that other mortals are still held by the
castle has a Skyhook at its core, with multiple combining to
form larger platforms of cloud. The secrets of their creation ground’s tethers.
have long been lost. Many Skyhooks still function, with some Uncommon - Boots of Striding and Springing were
cloud castles following migratory paths across Xen’drik long common footwear in the Unveiling, allowing giants
after their owners’ deaths. Others lie anchored in ancient 3 to jump easily between floating homes. Tiny manifest
cities such as Pra’xirek. shards in the soles provide a permanent touch of
Skyhooks are controlled by Migration Keys*, which Syranian levitation.
allow their wearer to both interact with and control their Uncommon - Giant-sized Brooms of Flying were a
Skyhooks. Multiple Skyhooks can be linked to a single Key, Consortium speciality, and made-to-order to keep
allowing a helmsman - such as the Farseer of Kul Lerek - to 4 prices high. Each is essentially an entire carved tree
control hundreds in unison. Unlike an airship, a Migration trunk. Due to their size, a single humanoid cannot fly
Key is controlled telepathically, allowing its owner to steer a one - but a team of three or four might manage. Just.
cloud castle while performing other tasks, even while not on Rare - Manifest shards attuned to Syrania were worn
the castle itself. as giant jewelry. These Elemental Essence Shards (Air)
5 TCoE
boosted their innate sorcery, allowing them to soar
Magic Items: through the air.
• Kinmask - Wondrous Item, Legendary - Unique Rare - Consortium merchants often wore personal
kinmasks were worn by the titans of the Gallimaufry, Rings of Feather Falling. These served a very simple
6 function - allowing them to jump from their castles
blessed by the Dominions of Syrania with powerful
magic. Each grants spells specific to the angel's domain, and make a flashy entrance to woo customers.
as well as the ability to float and levitate at will, and the Very Rare - Massive Carpets of Flying filled the air
right to plane shift straight to the Immeasurable Market. above the Unveiling, ferrying giants from bazaar, to
7 home, to tea shop, to Skyrink. Each appears to be
• Migration Key - Wondrous Item, Very Rare - This
filigreed torc, inlaid with a Syranian manifest shard, can woven from pure cloud.
be linked to Skyhooks. Once linked, it can be used to Legendary - The most skilled merchants of the
control those Skyhooks from any distance. Consortium carefully cultivated ties to the djinn of
• Skyhook - Wondrous Item, Legendary - This famed Syrania. The avaricious elementals embody the joy
device forms the basis for the flying castles of the of opulence, and took delight in receiving gifts from
8
Gallimaufry. Concentrating on a Skyhook allows one the giants. Their favor was given as priceless Rings of
to form solid cloud in a wide radius, alter the localised Djinni Summoning, each a favor given physical form.
weather, prevent fall damage, and direct it to travel After all, no djinn wishes for their art dealer to come
through the open sky. Their value is immeasurable. under threat, lest they miss the latest fashions.

Oh, what I'd do for some good tea in


this moment. I long ago lost track of
when this moment even began. The
Araam jasmine is truly divine!

CHAPTER 5 | ANCIENT EMPIRES


223
Thelanis

The Twilight CouRT

Summary: The Twilight Court


The spiders sing in lost Shae Fir,
Its broken throne so very dear; Magic: Fey, Pacts, Bardic
A ghostly king does wander still - Titan: The Fabled King & Queen
His queen the one who had him killed! Capital: Shae Fir (' The City of the Fey')
Her poison smile sears the eyes; Location: Dread Lake
Specialties: Entertainment, Fey Magic, Stories
Her silken snare your last surprise.

Dread Lake gave the Spinner's fangs. The brood of Zel Erakhni feed on

T
he misty woods around
birth to Xen’drik’s most dazzling city- helplessness and fear; many an adventurer has ended their
state. Here, the lava flows from Tempest’s journey wrapped tight in silken thread.
Spine meet the lake’s icy waters, giving
rise to steamy fog and constant rain. Pulp Scenes
Yet, through the haze, the spires of the
city of Shae Fir shine in all the colors of the rainbow. The • Plunder the song-filled halls of the College of Fables in
city-state was a fairytale paradise in the twilit mist - a perfect search of legendary instruments, all while dodging the
mirror to the Moonlit Vale of the archfey. Here, the Twilight giant-sized banshees inside.
Court ruled the surrounding lands, sending emissaries to the • Dive into the webs of the Spinner of Shadows, and
Content Warning: Arachnophobia

feyspires and nations of Xen’drik. negotiate with the titan Queen Cono’mae for clues on
The giants of the Court were master orators, weaving the Prophecy - without being eaten by fiendish spiders.
magic words that moved hearts and minds. No • Pluck memory flowers from the main square of Shae
words lay off-limit; enchantments, fey curses Fir, while avoiding the scything claws of bebiliths and
and games of intrigue were the norm in Court demonic spiderkin.
society, with silvered tongues forging paths
to power. Many formed pacts with archfey, Titans: The Fabled Monarchs
embodying the whims and fashions of their
Twin monarchs ruled the Twilight Court, bound by
patrons in exchange for magic. At the
marriage and their role in the story.
summit of the Court, the Fabled King
The Fabled King and Queen were the
and Queen became artificial archfey,
founders of Shae Fir, and powerful fey
taking on the role of monarch to lead
warlocks. They settled in a Thelanis
Shae Fir to prosperity.
manifest zone linked to the Moonlit
Now, the city is a dark remnant
Vale, with the goal of binding themselves
of its former glory. Vast skeins
to archfey politics. Over years, they
of silken web stretch between the
cultivated an image of storybook perfection; with
ruined towers, all but invisible in the
illusions and displays of glamor, the people of Shae
drifting mist. Twisted fey and fomorians
Fir saw their rulers as more than mortal. As they wrote
lurk and prey on explorers. Above them all,
the story of their own immortality, the Fabled King and
the servants of the Overlord known as the
Queen shed their names, shaping a ritual of vast narrative
Spinner of Shadows rule here. These spidery
power - and became artificial archfey in truth. The ritual
fiends use the ruins as their meeting place. It
bound them to Shae Fir like archfey to their feyspire,
is here that plans stretching across Xen’drik
transforming the city into a permanent beachhead to
are hatched, bringing misery to mortals far
Thelanis. They became embodiments of benevolent
and wide. Deep beneath Shae Fir, the form
rulers - and gained vast power in return.
of the Spinner lies sealed within a Khyber
Over thousands of years, this transformation
dragonshard, and her influence has
drained them of the concept of mortality.
long shaped the history of the Court.
Their emotions and hearts
Those exploring the fog can
became more and more like the
find ancient fey treasures
archfey, defined by their role
and lost magicks within,
in the story of their kingdom -
but only if they
and robbing them of free will.
can escape

CHAPTER 5 | ANCIENT EMPIRES


224224
Given time, they would become fey actors in truth. The King Queen grew bountiful food and crops, while artificers of
accepted this. In his eyes, it was a price to pay to ensure the the Mother of Invention actually bottled and sold their
prosperity of his people, and ward off the encroaching Cul'sir. ‘Hard Work and Inspiration’. In this way, the stories of the
The Queen did not, for she saw her husband changing into Archfey were woven together into a functional society (albeit
something alien and immortal. The man she loved was all one with a penchant for fey morality, tricks, and illusion).
but gone. It was in the moment she cursed their aspirations The foundation for this was diplomacy with the Archfey
that she committed to altering their fate - and gave herself themselves, and a cadre of giants served as permanent
fully to the Overlord beneath Dread Lake. The Spinner of ambassadors to Thelanis.
Shadows is the fear of manipulation and helpless fate, with A side-effect of having so many warlocks and sorcerers
the power to change people’s destinies. The way to halt the is that the city was rife with familiars. Many were set to
fate of the Fabled King was simple. All the Queen had to do menial tasks, and the skies were aflutter with ink sprites and
was change their shared story once more. The fall of Shae winged creatures. Manual labor was instead left to animated
Tirias Tolai merely set the stage, allowing her to present an furniture, suits of armor and other fantastical creations. Some
evil persona to the very nation she helped build, and slay her were wrought in the Mother of Invention’s Work Shop,
immortal husband. Instantly, the story of the king and queen while others were literally sung to life by the city’s bards -
of prosperity changed to that of the betrayer queen - and her imbued not with words, but with power words that tied them
naive dead husband. into the ongoing story.
Fate's Widow. Now, Queen Cono’mae* is a spidery This cavalcade of fey abilities meant that the giants were
horror bound to the Spinner of Shadows; she rules as capable of normally impossible things, with a legendary
Prakhutu from her ancient throne, weaving webs of despair reputation for performance and oratory. A warlock of the
across the continent. Details on using Queen Cono’mae as a Prince of Frost might be hired to bring cold weather to a
villain, or a campaign NPC, can be found under Legendary region under a heatwave, while the servants of the Forgotten
Villains on p.145. Bound as he was to the city-state, the Prince actually traded in memories, grown in gardens of
unfortunate Fabled King can also be found wandering Mnemonic Anemones*. Wandering bards from the city often
through woods of Dread Lake - as a titan ghost wreathed in graced the throne rooms of Titans (and traded in the secrets
sorrow. The Titan is part of a story, and the story of Shae they heard); those patrons seeking greater performances
Fir hasn’t quite ended yet. As long as the Queen exists to often traveled to Shae Fir itself as a tourist destination.
maintain it, his spirit can never be freed from his kingdom.
The King is a nexus for Thelanian magic; meenlocks and
brutish fomorians spawn in his vicinity as incarnations
Capital: Shae Fir
of tragedy and destruction. Explorers seeking to talk to the The City of Splendor lies along the shore of Dread Lake, with
king might find him a useful source of information on the beautiful towers that glow with soft light. The heart of the
kingdom, its treasures, and its ancient queen, but making it city is the palace of Fate’s Throne; around it, quaint cobbled
past his tormentors is a serious challenge. streets twist between buildings painted to match different
stories. The districts of the city are roughly divided between
major archfey. The Forge Maiden’s district clicks and ticks
Zel Erakhni, Spinner of Shadows with the sound of fey artifice, glowing with forges and
The Overlord Zel Erakhni is the incarnate fear of
lantern light. In contrast, the warlocks of the Lady in Shadow
fate, manipulation, and helplessness - a consummate
enchanted their ward with permanent dusk and illusory bats
schemer who tugged on the threads of the Draconic
in a gothic display. The result is a clashing patchwork of
Prophecy to nudge history towards tragedy. Unusually,
colors and themes.
the Spinner of Shadows preferred stealth during the
The houses of Shae Fir are almost comically fae. Their
Age of Demons, hiding beneath the notice of Sakinnirot
wooden frames are carved to show the stories of Thelanis,
and Kharna Rayva. Her minions continue this tradition
with smiling faces and pastel colors. Most have intricate
to this day. Their expertise in stealth, subterfuge, and
illusory effects as a sign of status. Endlessly coiling vines,
manipulation is among the best of the Lords of Dust.
shimmering flowers and dancing sprites are common
Queen Cono'mae is their enigmatic leader and linchpin,
effects, with groups favored by certain archfey emulating
focusing efforts on the futures she gleans will cause
their aesthetics. The effect was once joyous, but the current
the most suffering - or even release her dark mistress
atmosphere of the city makes them distractingly creepy;
from beneath Dread Lake. Detailed information on Zel
random laughter and chirping birds echo through the fog,
Erakhni can be found in the Enemies of Legend section
masking the sounds of approaching foes. Even worse, the
on p.155.
public spaces of the City of Splendor often contain illusions
of people - fae dancers, historical figures and other tests of
magical skill. Now, they are like ghosts, with some calling out
Arcana: Whim and Whimsy to approaching figures as though they were visitors of old. As
Fey magic is famously fickle. The Court took the path of a result, some fiends know that the sound of illusory voices
least resistance - they immersed themselves fully into the are a sign of sneaking thieves nearby.
storybook ‘logic’. By embracing the tales that define the fey,
they were able to play out and embody those tales to their Ambience
advantage. Many include kingdoms of peace, ruled by noble
kings and queens - and so Shae Fir did that to the letter. Their • The keening wind howls and whistles through
warlocks made pacts with individual archfey, then used their the streets. Sometimes it isn’t the wind.
‘story roles’ for different services. Those tied to the Harvest

CHAPTER 5 | ANCIENT EMPIRES


225
• The air is thick with drifting mist, and just cold enough
to be uncomfortable. Occasionally it hides faint strands Mnemonic Anemone
of caressing spiderwebs. Wondrous Item, uncommon
• The wooden buildings are tall and whimsical, carved This glittering flower was grown in the fertile soil of a
in rustic patterns to show off scenes from fairy tales. memory. A character that smells the flower gains the
Many are heavily themed after certain archfey in a memory that was used to grow it with perfect recall.
riot of colors.
• Countless multihued lights glow through the haze from of fey artifice that don’t hold up to any real scrutiny.
enchanted dancing lights and hanging lanterns. Surprisingly, many work. Unsurprisingly, many really,
really, dont.
Sites of Interest
The Where House - The chapterhouse of the
Fate’s Throne - The royal Palace of Fables, once Forgotten Prince’s court is impossible to find if you know
glorious and golden, is now an umbral nightmare. The where it is, but easy to stumble into if you never knew it was
building is itself a stage - a magical construction meant there. The floor of the cold mansion is littered with random
to embody the story of its monarchs. As a result, it’s now objects that were once of value to someone. Through the
blood-splattered and haunted. Queen Cono’mae still exerts windows, one can see visions of places that have never been
power over the baroque ruins, with fiends of the Spinner seen before, and perhaps never will be again. The wine cellars
often meeting in its throne room. The lower halls of Fate’s hold bottles of things people drank to forget. A group of
Throne are crawling with spiders, and captives are often sticky-fingered boggles infest the place, and take great joy in
brought here to fuel their appetites. They guard vast hoards pilfering trinkets from visitors. They know everything going
of fey treasure - royal gifts and tribute from the archfey of on in the city, but befriending them requires overcoming
Thelanis that now molder and rot under layers of silk. Any their irritating tendencies.
party seeking the prophetic wisdom of She who Stitches will
likely have to reach Fate’s Throne, and beseech the Titan in The Neverglade - Part of Shae Fir’s city center is a
her seat of power. grove of ancient trees and lush flowers utterly untouched
by the webs and ruins surrounding it. The Neverglade is the
The College of Fables - The true birthplace of ancient home of the city’s followers of the Forest Queen,
the Court of Dawn is the grand College of Fables, home of where construction and metal were both forbidden. At the
Xen’drik’s bards for thousands of years. The comfortable heart of the glade lies the Anstruth Harp - a gift from the
rustic building somehow looks exactly as one might expect, Queen with such power it protects the entire area from
with beautiful wooden gables and roaring fireplaces the year the Spinner’s influence. Those entering the druid’s grove
round. With countless layers of bardic magic overlaid on the receive similar protection - unless of course, they are clad in
same building (many of them done while drunk), the College metal armor.
is seemingly of infinite size on the inside. Countless recital
rooms alternate with bedrooms, cozy common rooms and
questionably fey kitchens. Perhaps the most exciting rooms
Enemy Encounters
are instrument workshops and song libraries, which hold Fey - As a result of its Thelanis manifest zone and the
countless treasures for aspiring bards. fate of its king, the kingdom of Shae Fir is now an incarnate
story of a fallen kingdom. As a result, the ghost of the Fabled
The Mnemonic Anemones - The central square of King causes dark fey to manifest. Most
Shae Fir is filled with whimsical flowerbeds. The flowers they act out the stories of the
hold are each unique, having grown from freely given organic nation’s betrayers,
memories. They glitter softly in the twilight in all colors of
the rainbow. Once, this garden was tended by warlocks of
the Forgotten Prince, who offered to steal people’s worst
memories free of charge. Other residents of Shae Fir freely
sold their memories of happy times in exchange for money,
or information on things lost to them. Plucking and smelling
a flower causes it to crumble into inky ash, but grants the
memory it grew from. The Square is currently the domain of
the spidery hydroloth Remisever, who serves the Spinner of
Shadows by cultivating memories of fear and death.

The Work Shop - The former court of the Mother


of Invention was a buzzing factory of whimsical magic.
Bizarrely, nothing the Work Shop ever produced was
sold, because their artifice was simply the story of the
value of creative work. Instead, by inventing
countless things, they could produce the manifest
concept of a good day’s work, which they then
gift-wrapped and sold. The items still remaining
within the factory are questionable works

CHAPTER 5 | ANCIENT EMPIRES


226226
as well as the dark stories told about its ruins. Darklings,
meenlocks and yeth hounds all lurk in the shadowy
Adventure Hooks
woods, waiting to waylay explorers. More powerful entities Fateweaver: The servants of the Spinner of Shadows are
such as annis hags often lead them, offering dark deals to experts in the Draconic Prophecy; they pluck and sever the
adventurers in exchange for their luck, vitality, or hand in strings of fate to ensure only the most painful futures. They
marriage. Perhaps the most fearsome are the fomorians. use this to interfere with the plans of other overlords just as
These fey giants are not the actual living fomorians of much as they hinder the dragons. To find a future path in
Khyber, but 'actors' for the followers of Queen Cono’mae which a rising overlord is sealed, the party must seek out the
during the kingdom’s civil war. Their cartoonishly evil acting advice of Queen Cono’mae, Prakhutu of the Spinner - but
does nothing to hide their brutish strength and vile curses. her dark temptations come at a steep cost, and reaching the
Fabled Throne is a challenge of its own.
Monstrosities - Large numbers of spiderfolk live in
the outer lands of the Twilight Court. These children of Lyrical Legend - The bards of Shae Fir were legends
the Spinner of Shadows have long shaken off their ties to in their own right, performing in the courts of Xen’drik
the overlord, and live in quiet seclusion. However, some and Thelanis alike. Many played instruments that became
never left service, and devoted cultists of the Spinner are infused with their legendary performances, or were granted
often transformed into new spidery horrors. The presence by the archfey for their skill. These Instruments of the Bards
of the Spinner can also result in nearby spiders becoming have been lost to the ages; some may still lie in the ruins of
abnormally large and fiendish. As a result, explorers might the Twilight Court, or within the hoards of rogue dragons.
encounter anything from chitines, to choldriths, to One - the Anstruth Harp - lies at the heart of the Nevergrove
giant spiders, to driders, while traveling through the in Shae Fir, and wards off fiendish influence with the power
woods around Dread Lake. Some are purely neutral, and of the Forest Queen. A party seeking to restore nature to
have no desire to even be seen, such as the village of Lachni Xen’drik, or oppose unnatural forces, might seek to retrieve
(p.261). Others live to see their prey rendered helpless and the powerful relic from the shrouded city. There’s only one
paralyzed with venom. issue - once the Harp is removed from the Nevergrove, the
servants of the Spinner will do anything to reclaim it.
Fiends - The city of Shae Fir itself is the domain of the
spider. The influence of the Spinner of Shadows has long Moonlit Memories - The Mnemonic Anemones of
seeped into the ruins, and the palace of Fate’s Throne is Shae Fir hold a thousand moments from the Age of Giants,
now the meeting place for her fiendish servants. Queen and a hundred memories of the victims of the Spinner of
Cono’mae* herself often chairs the dark gatherings from atop Shadows. To locate a lost treasure, the players must venture
her former seat of power. When not pursuing their goals into the mist-drenched city of Shae Fir and pluck a most
across Xen’drik, these fiends often remain in the domain singular flower from the grand plaza - while hoping their
of Shae Fir to study the weave of the prophecy. Arachnid own memories of fear aren’t the next fertilizer.
fiends of the Spinner might include everything from shadow
demons, to concubi, to powerful rakshasa and bebiliths*. Brood Queen - The body of the Spinner of
A full breakdown of the Spinner of Shadow and her minions Shadows lies sealed beneath Dread Lake - for
can be found on p.155 in the Overlords section. now. With the Ten Watchers weaker than

CHAPTER 5 | ANCIENT EMPIRES


227
ever, and the strands of the Prophecy gathering in a knot, Loot Examples
Queen Cono’mae has put out a silent call. It is time for the
servants of the Spinner to gather, and release their mistress Common/Trinket - The bards of the College of Fables
once more. At the same time, a very different queen has its used a variety of Wands of ConductingXGE to add
1 backing music to their works. Many contain the hints
sights set on the overlord; the daelkyr Valaara, known as the
Crawling Queen, is stepping up the war effort. The insectoid of songs lost to time.
horrors of the Deepest Hive are on the march, commanded Common/Trinket - Any giant traveling to the Moonlit
to consume this rival brood-queen at all costs, and subsume it Vale wouldn’t be caught dead without illusory haute
into the colony - an event that would disrupt the very balance 2 couture. The fashion shops of the Fir specialized in
of reality. The party finds themselves caught between both custom Common GlamerweaveERLW, which they sold at
powers, and must decide on the lesser of two evils, or be high prices to other city-states.
devoured by the growing swarm. Uncommon - Cultists of the Spinner of Shadows often
3 wield Wands of Web - tools that allow them to render
others so deliciously helpless.
Legacy: Power Words Uncommon - Nothing says drama quite like salacious
Among the greatest tools of the Court of Twilight were letters written in a language only two lovers can
4 understand. In Shae Fir, Emerald PensFTD came with all
words infused with such power that they could manifest the
stories of Thelanis into the Material. These power words manner of implications.
were true embodiments of an archfey’s story, each capable of Rare - Many of the buildings in Shae Fir were styled
imposing fey magic on reality. To wield such words, the one in songs, and built in fable - literally. Using Lyres of
attempting to speak them must themselves be a mirror to the 5 BuildingTCE, giants known as dramatects would spin
archfey in question, acting in accordance to their themes. The stories of the fake history of their construction, until
effect is striking; with the caster acting as the main character, those stories became reality.
their opponents become actors with the world as a stage. Rare - Among the most feared creations of the Work
Shop are the ironically named ‘Wands of Wonder’.
6 These creations of fey artifice are said to make one
Spells:
• Fate's Threads - 3rd - Conjure a spidery illusion that wonder why they bothered using them for spells at all.
restrains and damages foes - before eating them whole. Very Rare - The legendary Instrument of the Bards
• Power Word: Hunt - 7th - Speak a word of beasts that named the Anstruth Harp was said to be a gift from
marks a target as prey. The target considers the caster 7 the Forest Queen herself to the Neverglade’s leader.
and their allies to be invisible, and takes additional Its powerful fey magic maintains the verdant grove,
damage from their attacks until the effect ends. staving off the Spinner’s influence.
• Power Word: Joy - 7th - Speak a word of pure joy Legendary - The Deck of Many Things. The beginning
that causes one creature within range to dance 8 of the story, and often the end too. Some fey gifts are
uncontrollably, preventing it from harming other better left alone, even by the most cocky of bards.
creatures until the effect ends.
• Power Word: Savior - 8th - Speak a word of inspiration
to an ally, granting them plot armor for a round.
During this time, they are impervious to
damage and more heroic in every way.

City Conversion
Restoring the Twilight Court’s capital to its
former glory is a monumental task. The most
important step is driving out the minions of the
Spinner of Shadows, most notably the titan Queen
Cono’mae - and defeating a titan is a legendary
endeavor. However, killing Queen Cono’mae
would have an interesting effect. As long as
she lives, she is playing the role of the Betrayer
Queen of a Ruined Kingdom, which intrinsically
binds Shae Fir into that dark role. If she were to
die, the Story would end, returning it to a neutral
state. This would mean that the fey magic and
mist cloaking it would be dispelled, allowing it to
be settled once more. Of course, many fiends and
monsters lurk within, and Dread Lake would have
to be recovered one step at a time. However,
the scattered firbolgs of Xen’drik would
be able to reclaim their ancient home,
potentially calling on the Archfey for
assistance once more.

CHAPTER 5 | ANCIENT EMPIRES


228228
Xoriat

Zja AQat
Summary: Zja Aqat
Caution! Alternity Anchor ſ is hereby closed by
order of the Liminal Guild. All metacreativity and Magic: Psionics, Teleportation, Spatial Magic
psychotransportation are strictly prohibited within Titan: The god-mind of the Concateny
a radius of 3 Ourans. Side effects may include Capital: Zjai Aqat
Location: Western Menechtarun desert
momentary dimensional collapse, anti-defenestration,
Exports: Travel, Exploration, Psionics, Innovation
and severe ocular displacement. Please report such side
effects to the Guild for later study. Caution!
that it cannot move. For 40,000 years, it has lain beneath the
desert. For 40,000 years, it has plotted its revenge. Whether it
is still sane is another question entirely.

O
ne of the greatest secrets hidden by the
shifting sands of the west is the city of Zja
Aqat. The Free City studied the plane of
Pulp Scenes
Xoriat (much to the horror of its allies), • Fight through a stream of crystal horrors towards the
using the realm of madness inspiration portal they are spilling out of. Beyond, the view is
to perform impossible feats of magic. If breathtaking - a galaxy of Siberys dragonshards, and the
one word can define Zja Aqat, it is ‘space’. The structure of planet of Eberron like a sparkling gem below them.
the city exists across multiple dimensions and demiplanes, • Commune with a mind of impossible complexity,
sprawling endlessly through reality. The cyclopes of the city chained at the center of a hundred giant bodies
were travelers through space and time. To make up for the kneeling in prayer.
scarce resources of the Menechtarun, they stole resources • Sprint through a kaleidoscope of changing demiplanes, a
from other timelines instead. They achieved this through a Crown of One Mind* in your hands, and the hunting dogs
chaotic blend of psionics and magic inspired by proximity to of the Inspired not far behind.
Xoriat.
The most fundamental result of studying Xoriat is
perspective - a viewpoint outside the framework of reality.
Titan: The Concateny
Perhaps the most worrying part of Zja Aqat is that its giants One more mind, added to a hundred. A hundred minds, to
used this perspective to perfect success. The creation of lead ten thousand. The Concateny is a metaconcert of psions
extradimensional spaces, exploration of alternate realities, bound together in permanent communion beneath Zja Aqat.
and manipulation of space allowed them to go where no giant The immense psychic gestalt thinks as one, yet wields the
had ever gone before. No matter how far they went, their power to reshape reality itself - a terrifying being of limitless
titan tied them together - a psionic gestalt of minds known potential. Promising masters of the mind were invited to join
only as the Concateny. the Concateny as a great honor; after a process in which they
In the modern day (and past, and future), Zja Aqat is a were mind seeded, the candidate was inducted into the group,
fearsome ruin scoured by desert winds. The manifest zone joining the mummified forms of their peers within the deep
that cloaks the city turns the air into liquid, allowing one to crysteel temple. Their bodies still kneel in prayer, having
swim through the sky. As a result, the ruins float in the air been shed like worthless husks.
like an abstract art piece. Many hold portals to unfathomable Grand Gestalt. As Zja Aqat grew, the number of
places, and the destruction wrought by the Shattering has beings melded into the Concateny grew with it. Every new
torn many of them open. Now, creatures from beyond mind brought new ideas and experiences for the whole,
occasionally wander into the Menechtarun. Explorers may which in turn reinforced the success of the city. The gestalt
have to deal with horrors that defy all conventional physics, is so powerful it can be felt for miles around, but its power
psionic echoes created by the Concateny, or even versions of came with the price of immobility. Without the surrounding
themselves from other timelines. infrastructure to store and channel its power, the Concateny
By far the most dangerous creature is the Concateny itself. would implode under its own mental strain. As a result, one
The Xoriat titan is formed from a hundred different giant of the most powerful beings on Eberron is almost entirely
minds, all linked into one terrible metaconcert. The result unknown, and lies in stasis beneath the desert sands.
is one of the most powerful psions in Eberron - a being In the days of the giants, each and every Zjai was
so strong that it strains reality at the seams. The dragons connected psionically to the vast übermind beneath
understood that destroying it would incur a great cost, and their home, which relayed information, offered
left it in the ashes of its kingdom, for its one weakness is suggestions, informed decisions and empowered
individuals in their actions. To other giants,

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229
the presence of a second mind looming behind their own
was a disturbing and nightmarish concept; to the Zjai, it
The State of the City
was a source of comfort and power. Even more importantly,
As a result of Zja Aqat’s nature and the damage of the
it provided reprieve for explorers venturing alone into
Shattering, the city exists in a quantum superposition.
lonely realities.
Every alternate Concateny has done something
The physical form of the Concateny lies deep beneath the
different, and since the city overlaps other realities,
Iridesce - a massive needle-like monolith at the heart of the
all of these are true. At the same time. As a result, the
city. In a sealed temple protected by psionic wards, a hundred
city could be frozen in time, teleported elsewhere,
giants kneel in prayer. Their desiccated bodies are technically
psionically shrouded, or warped to the future. this
alive, but utterly comatose; their minds exist within the
can be entirely decided by the GM depending on the
vast crysteel monolith at their center. This structure is the
story - or even switched at random between them.
true form of the Concateny, and contains the minds of
This section assumes that none of these are true; while
the giants. The outer edges of the chamber are lined with
the Concateny was too strong for the dragons to slay
psionic resonators that extend the titan’s reach and channel
without major cost, the cyclopes themselves were
its great power.
destroyed. The table below has 13 possible realities:
d13 Possible Realities Arcana: Infinite Doors
The city was shunted into a different timeline,
and swapped with its ruined counterpart from At its core, the magic of Zja Aqat revolved around the
1 manipulation of space. Their blend of conjuration magic and
that alternate future. The original might still be
accessible through the infrastructure of this version. psionic psychoportation allowed them to cross boundaries
The city is held in a bubble of time stasis, with that others couldn’t dream of. This ranged from the astral
dragons and spells frozen mid-flight in the moment plane, to the moons and Ring of Siberys, to alternate
2 that the magic was activated. Entering the bubble timelines - all of which held a bounty of rare and valuable
could freeze a person in time forever - or pull them resources. This process was catalyzed by the use of Xoriat
into the ongoing catastrophe of the Shattering. manifest shards, which acted as ‘tuning forks’ attuned to
The people were teleported to a utopian demiplane other dimensions. The immediate upshot was that Zja Aqat
3 'vault' created by the Concateny - and await the time has access to the Ring of Siberys - in other words, a limitless
the Titan decides they are safe to return. If ever. supply of Siberys Dragonshards to sell to the hungry giant
The residents were teleported to one of the city's empires around them. This trade allowed them to buy food
outposts on a moon or the Ring of Siberys, and and supplies unavailable in their desert home. Over time,
4 now explore Siberspace rather than Eberron and its this technology was developed to open farther and farther
dragons, who would seek to destroy them still - a doors. The epitome of this technology are the Alternity
reason to have them as Spelljammer’s merkhanes. Anchors* - eldritch machines that tear open stable gateways
The city appears to be functioning; in reality it's a to other realities.
replicated facsimile created by its titan's guilt and As both the Concateny and the population of Zja Aqat
5 desperation. The people within are hollow puppets, grew, the psionic power at their disposal was put to further
or captured beings psionically warped into giants. use. Metacreative psionics were used to forge demiplanes out
The city was warped into the future in response to of nothing, with customized properties to suit their needs.
Many of these were used to grow food in rapid speed, as the
6 the incoming attack, and only just reappeared. If the
dragons find out, the result will not be pretty. flow of time within the demiplanes is faster than the Material.
The city was destroyed, but the dragons didn't Meanwhile, beyond the city, the viators of the Liminial Guild
pushed the boundaries of exploration. These adventurous
7 touch its sections in other dimensions, leaving
scattered colonies divided across space and reality. Zjai leapt into unknown realities and layers of Xoriat, their
The city was destroyed, and its ruins still ring with minds linked by a connection to the Concateny. Their job
8 was simple - to retrieve impossible materials, creatures, and
the ravaged psionic echoes of its long-dead titan.
The minds of the slain giants were absorbed by resources for sale or use in Zja Aqat. Over time, dimensions
the Concateny in a desperate attempt to preserve with valuable properties were cataloged and linked to an
9 Alternity Anchor, forming a roster of alien destinations.
them, creating a powerful (unstable)psychic gestalt,
trapped beneath the Menechtarun. You hope.
The city is entirely intact and untouched by the
Shattering, and always has been, but the Mourning
Capital: Zja Aqat
10 has dispelled the powerful memetic shielding around The lost capital of Zja Aqat spans multiple planes and
dimensions, held together and pinned by the power of the
it, allowing mortals to see the city once again.
Concateny and the magic of its viators. From a distance,
The city is stuck in an recursive time-loop, repeating
the city is a mirage. Sprawling buildings formed from softly
11 the day before the Shattering. This is maintained by
glowing crysteel rise from the desert, some long fractured by
the titan, too emotionally broken to ever end it.
the passage of ages. Above them, entire city districts hover
Sphinxes guard the city, preventing anyone from
in the air, supported by psionic power and the bizarre Xoriat
12 delving into its secrets; they use their lair actions to
manifest zone in which it lies. The entire region around Zja
manipulate its timeline to unknown ends.
Aqat has alternate laws of physics; the air behaves like water,
Due to a splintering of timelines caused by the
and has enough weight to swim through, with a side effect
13 collapse of Zja Aqat’s magic, all of the above options of cooling the desert heat. As a result, the city of Xoriat (in
are true. Simultaneously.

CHAPTER 5 | ANCIENT EMPIRES


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typical creative fashion) is as much vertical as horizontal. held within the tower, with each floor focusing on a specific
Twisting currents spiral through the air, carrying travelers moon. When the moons grow coterminous, the portals
between the disparate sections, while others are connected on their matching floors open, providing free access - but
by massive portal gateways. The sections gradually revolve only the Zjai know what lies beyond. The floor that studied
around the city’s center - a gargantuan needle of iridescent Crya has been sealed off haphazardly by unknown hands.
sentira that marks the tomb of the Concateny.
Doors Beyond. Of course, much of Zja Aqat cannot Kol'kran’s Heart - One of the largest buildings in Zja
be seen by the naked eye. Discontent to simply dwell in the Aqat is Kolkran’s Heart, where the travel system known as
Material, the citizens of the Guild constructed countless the Transcend was based. Here, dimensionally compressed
portals and doorways to artificial demiplanes, the astral pathways extended to other members of the Group of
plane, and locations across Xen’drik. With the power of their Eleven, allowing for rapid transport. This system could
gestalt Titan maintaining these portals, they simply treated be controlled, altered and shut off by the Zjai, preventing
these places as extensions of their city. As a result, Zja Aqat the risk of immediate armed invasions if they used direct
extends onto floating debris in the Astral plane, and into vast portals. These paths were often extended to other nations
artificial pocket dimensions created with psychic power. A for diplomatic parley. At the building’s center, a giant statue
house might have doors that open onto the moon Sypheros, of the god Kol'kran stands, paying homage to the chaotic
a spherical demiplane with no gravity, and a storeroom deep whims of his domains of travel and trade. It is possible that
beneath Stormreach. This casual relation with the concept the Transcend still functions in a broken and chaotic way,
of space is emblematic of its people, and many of these causing the phenomenon known as the Traveler’s Curse.
locations are only accessible from Zja Aqat itself. Getting lost Further information on this possibility can be found in the
is extremely easy, and just as dangerous, except for one simple ‘Continental Curses’ section on p.44.
trick - thinking loudly to the street signs causes them to
psionically imprint the correct route into your mind. Relay ∅ - One of the largest Alternity Anchors*, Relay
The crysteel used to build the city is visually crystalline, but ∅, lies just outside the city limits of Zja Aqat. The Anchor
molded into smooth and organic shapes. Almost nothing is is linked permanently to a version of Eberron destroyed by
symmetrical, and in many places, the buildings completely the daelkyr - the same reality that the Gith fled from. Placed
ignore the rules of gravity - both inside, and out. The secret in records as ‘Sardior’, the Zjai retrieved a variety of psionic
to Zja Aqat is the same as the street signs. Everything is built materials using the Alternity Anchor, including alien forms of
for a society with telepathy and a focus on psionics, for the sentira. While the Anchor was thankfully shut down during
city is controlled by thought. With directed focus, buildings the Shattering, damage to its Manifest Shard means that it
will open doors in blank walls, shift their gravity and dim the occasionally flickers to life, allowing otherworldly creatures
lights. The psionic power for this comes from the Concateny tainted by the daelkyr to drag themselves into this timeline.
itself - and those using the power of their thoughts quickly
feel the lurking pressure of that ancient godmind. The The Unbazaar - The Extemporal
massive needle spire at the center of the city is an advanced Market, known as the Unbazaar, lies in
precursor to the hanbalani altas of Riedra. The device stores a pocket dimension accessible from
and channels the powers of the Concateny like a battery, several free-standing doorways
which the city draws on to sustain itself. Those with psionic across the city. Entering the
power can sense the energy contained within from a mile off. market was strictly regulated,
for it exists simultaneously
Sites of Interest at all points in its own
timestream. Any
Borderline Gate - The seat of the Liminal Guild’s
creature that
expeditions takes up an entire floating district. The
enters the market can
Borderline Gate is effectively an ancient adventurer’s guild - a
meet every past and
branching fortress of taverns, training halls and workshops
future version of
used by Guild explorers in their travels across the cosmos.
themselves that have
The outer doors of the Guild open directly into other planes
been, are, or will
and dimensions; those deemed valuable were maintained
be visiting.
permanently, then used as foundations to open even further
portals. As a result, the guild has hundreds of branching
rooms with doorways to who knows where. The damage
caused by the Shattering has caused many of these portals to
destabilize, or sputter to life during planar convergences. As
a result, odd creatures sometimes find their way through, or
remain trapped in the labyrinth of halls.

The Star Loggia - The interstellar tower known as


the Star Loggia was the home of Zja Aqat’s space exploration.
Here, the giants used their dimensional magic to explore the
moons and the Ring of Siberys, harvesting dragonshards and
studying the Realms Above. Their discoveries and records are

CHAPTER 5 | ANCIENT EMPIRES


231
This means that traders can deliver items to their past and Githyanki: The gith of the astral sea are refugees from a
future selves. The implications of this are (ironically) lost to reality doomed by the daelkyr. Their grand goal is to destroy
time, though the potential for paradoxes caused entry to be Xoriat and the daelkyr with it, gaining revenge for their own
limited. Bizarrely, one highly sought service was for giants to unimaginable loss. Zja Aqat is a site of much interest; the gith
meet their own as-of-yet unborn descendants for a chat. first found the city through its portals into the Astral Plane,
where the city-ships of the githyanki lie. Now, they hope
Quarantine Nether - Returning explorers and living to use it to plumb the secrets of the Plane of Madness, and
samples were kept in the Quarantine Nether to protect from raid other realities for resources. The gith have established
infectious agents. This artificial demiplane exists within the a permanent base beyond the city limits, which doubles as a
Astral Plane, ensuring the entire complex could be cut-off crèche so that their children can age. Many believe that the
permanently in the event of a breakout. Unfortunately, the immense power of the Zjai giants holds the key to restoring
Zjai never expected their city to fall before the Quarantine their reality entirely. Naturally, their greatest opponent is the
did. Now, unaging creatures from other worlds have been Concateny itself. At any time, githyanki knights might be
trapped in the Quarantine Nether for thousands of years, raiding the city, led by a gish or kith’rak riding a sapphire
awaiting someone to set them free. Whether doing that is dragonFTD. The githyanki have little mercy towards other
compassionate or suicidal is anyone’s guess. explorers, and are likely to fight both the party and the
Inspired without too much provocation.
Enemies & Encounters
The Inspired: The feats of psionics created in Zja
Aberrations: The leaking windows to other realms Aqat are among the most powerful in Eberron, with the
left behind by the Zjai are a serious threat. All manner of Concateny* rivaling the most powerful Inspired and their
unknown creatures have wandered through into the city kalaraq hosts combined. The mad creativity of the giants is a
over thousands of years. Some are from Xoriat itself, while treasure trove for the Unity of Riedra, who have only recently
others come from a multitude of doomed realities. Some are located the city due to the shifting sands and dangers of the
compatible with the physics of this version of Eberron, and Menechtarun. What the quori could do with its wonders
cling on to life in the ruins of the city. The worst are truly is beyond comprehension. The Star Loggia has lore on the
incompatible. Much like the daelkyr, these horrors warp moon of Crya found nowhere else, while the metaconcert
space and reality, leaving nothing but death in their wake. that created the Concateny is a path to psionic power on a
Any aberration or bizarre monstrosity can be flavored in this scale heretofore unseen. As a result, Riedran soldiers and
way, ranging from tentacled froghemoths and morkoths, InspiredERLW have formed an outpost an outpost in the city's
to magic-warping woe striders* and beholders, to vicinity to enable further expeditions.
gibbering star spawn. This also provides an opportunity
to reflavor the quoriERLW stat blocks as unearthly psychic
horrors. On the other end of the scale is the small community Adventure Hooks
of flumphs that have made their home in the upper city.
Total Rewrite - The githyanki are a people with no
world to call their own. The daelkyr destroyed their reality,

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forcing them into the Astral Plane as refugees. Their people magic items:
are united by one single goal - destroying Xoriat and the • Alternity Anchor - Eldritch Machine - These machines
daelkyr with it. Their queen, Vlaakith, believes that Zja Aqat transpose other realities onto this one, allowing free
holds the secrets they seek, for nowhere else on Eberron travel between them. In both directions.
has gazed so much into the Plane of Madness. Soon, the • Crown of One Mind - Rare - These psionic diadems,
gith will be launching a major offensive, and the Concateny taken from the reality of the gith, allows those wearing
has reached out to the only people who can stop them from them to share skills and thoughts.
destroying the Material Plane itself - the party! • Time Loop - Very Rare - This causality-breaking ring
allows you to completely avoid a moment of damage by
True Unity - The existence of the Concateny is one inflicting it on your future self instead. At some point in
secret that the Unity of Riedra should never find. Any the next few days, you take that damage - with the GM
party fighting against the Inspired in western Xen’drik may deciding exactly when.
uncover their ultimate goal - to investigate the god-mind and
its vast psionic power. Such a conflict would go any number Loot Examples
of ways. It might inspire the quori to create their own psionic Common/Trinket - An unassuming chunk of dull white rock
gestalt, merging any number of Chosen in a horrific ritual 1 that swaps with a slightly different alternate-reality version
to create a being of devastating power. Alternatively, the of itself every time it isn’t observed.
Concateny might mentally dominate Riedran expeditions, Common/Trinket - A carved green scale from an emerald
converting them to its side - then using them to infiltrate and 2 dragon, which glows softly with an inner light in the presence
conquer Dar Qat itself. Either way, the party is stuck in the of a mind asking questions out of curiosity.
middle - and disrupting the plans of both sides might be vital Uncommon - Driftglobes were an invaluable tool for testing
local physics. Throwing one through a new portal illuminated
for the fate of the world. 3 the surroundings, and tested for crushing gravity or other
dangers. It also tested for any light-hunting predators.
Stairway to Heaven - the Star Loggia was the center Uncommon - Precognitive Weapons of Warning with minor
for Zjai research into the moons. Every floor holds a portal to psionic intelligence were a prized creation of Zja Aqat’s
4
a different moon, including the sealed 13th floor. Whatever id-forges. Supposedly they existed several seconds in the
lies inside that floor is completely unknown, but the existence future, then spoke into the past to alert wielders of threats.
of the tower and its stellar connections was famed across Rare - It turns out that the fabric of reality is just that -
Xen’drik in its heyday. Any party wishing to investigate fabric. You can tear it, sure, but you can also sew it together
into Capes of the Mountebank. Folding yourself within one
the missing moon of Crya, or repair the damage between 5
lets you squeeze through the gaps in the sewn fabric and
Eberron and Dal Quor, can find no better clue than this. The emerge somewhere different. Doing so can save your life in a
13th floor of the Loggia might open onto the lost moon, its pinch, but try not to think about it too hard.
broken remnants, or even the Sea of Dreams itself... Rare - Another practical use of sewing the fabric of reality
is making handy pockets. Some Zjai giants used this skill to
psionically construct tiny demiplanes. Many together made
Legacy: Alternity Anchor 6 Handy Haversacks; single large ones were Portable Holes.
Lacking the natural resources of their competitors, the Zjai The best part about 40,000 year old Portable Holes is not
harvested the goods they needed from alternate timelines knowing what’s in them, and there’s only one way to find out.
and realities. The giant sentira astrolabes known as Alternity Very Rare - This humming Rod of Security creates an
7 artificial demiplane space as part of Zja Aqat’s infrastructure.
Anchors were their main method of opening rifts to these
infinite possibilities. Activating an Anchor transposes another Legendary - As the Liminal Guild mapped infinity, realities
of practical use were mapped to Cubic Gates - crystalline
alternate Eberron over a vast area - a stable dimensional
8 matrixes wrought from the ether by the Concateny. Each
breach through which explorers can travel. The giants of Zja Gate is a doorway to countless realms of wonder - but until
Aqat would search for useful timelines, open Alternity fields the door is opened, no one knows what lies beyond.
to harvest the resources, then close them with treasures in
hand. Linking an Anchor to a specific place or reality requires
an item originating there, necessitating giant explorers
City Conversion
Making Zja Aqat functional again hinges on the Concateny.
venturing into other worlds. Messing with the continuity of Some of the options in the ‘Potential States of the City’ table
different realms can come at a steep cost; closing an Anchor introduce this possibility, by suggesting that Zja Aqat might
with someone still in the Alternity Zone will trap them in the have been cloaked in psionic shielding or displaced through
alternate timeline, while any creatures that manage to cross time. Beyond the table, there are two major pathways
the outer limits of the zone will similarly end up in this one. through which the city might be restored. The first, is that
Woe betide adventurers who open a Zone to a world where the Concateny has died. Starved of new minds and psychic
the Overlords still rule - or where the Mourning expanded energy for 40,000 years, and tormented by endless loneliness
beyond the borders of Cyre…. and loss, the god-mind simply gave out. In this case, the city
Spell: is a treasure trove of unclaimed magic. The second, is that the
• Spatial Isolation - 6th - This spell separates a section Concateny wishes to restore the city through diplomacy, by
of reality around the caster from the Material plane, allowing and encouraging other peoples to settle there. This
enclosing it temporarily inside a demiplane of its own. could mean the thri-kreen with their innate psionic
potential, Súlatar drow from the east, or even the
githyanki themselves!

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233
D o not rea
The Qabalrin

Summary: The Qabalrin


T
Can you believe that death was once kind? Of course, we
greet it from the start. It stands beside us, yet we fear to Magic: Mabaran Necromancy, Fiendish and
look - ever close, and ever far. The elves were not so lucky. In Extraplanar Pacts
a single night they were plunged into the fear of a true and Leaders: The Qabal Daejir (‘Darkling Quills’) - A
final death, plucked from immortality and tied to the ticking council of the debauched
hands of the clock. I bid you understand them, Capital: Qabal Mordas (‘The Final Chapter’)
and why it turned out this way - Location: The Ring of Storms, Tempest’s Spine
but I do not ask that you forgive them. Specialties: Dark Magic, Extraplanar Deals,
Misery

Pulp Scenes

T
he elven Qabalrin were among the
most powerful mortal mages in the
• Fight off Emerald Claw soldiers hunting for necromantic
history of Eberron, boasting such
relics, as winged fiends swoop in to join the fray.
necromancy it made titans fear. Based
• Grasp a titan-slaying sword held in the grip of an ancient
Content Warning: Body Horror, Gore, Loss of Autonomy for the Dead

in what is now the Ring of Storms, the


corpse, only for the vampire’s eyes to snap open.
mages practiced dire magic with horrific
• Sneak through ancient libraries of hexes, while avoiding
costs, and forged pacts with dark powers from both Eberron
the unnerving howls of aberrant guardians.
and beyond. Their society was deeply factional and darkly
authoritarian; those in power used their magic to depose
rivals and hold an iron grip on status, while the lower History
people were treated as disposable possessions. The legacy The depravity of the Qabalrin stems from their desperate
of the Qabalrin can be seen in the necromantic traditions of origins and search for revenge. The elves were originally
Aerenal, especially the Mabaran magic used by the Line of refugees from Shae Tirias Tolai who fled the destruction of
Vol and its allies. their city by the Cul’sir. Stripped of immortality and faced
The Qabalrin lived in what is now Ring of Storms - a small with the concept of death, the eladrin put their understanding
valley hidden within a circular mountain range in eastern of the afterlife into practice. Peace had been stolen from
Xen'drik. After fleeing the destruction of Shae Tirias Tolai them, and all they saw in their sorrow was war. The Shapers
by the Cul'sir, the eladrin refugees found themselves mortal of Night began wielding necromancy to reclaim their
- a crime that filled them with hatred for the giants. They immortality, becoming the first vampires. Their rivals, the
found refuge within the Ring, building a city devoted to the Unspoken, reached out to planar powers and emissaries of
Shadow and the pursuit of power at any cost. Qabal Mordas the Overlords, forming pacts of immense power. Drawing
(‘The Final Chapter’) grew downwards into Khyber itself, on fiendish power, Mabar, and Xoriat began to twist them
with the divided elves forming factions based on their magic towards paranoia and cruelty. Soon, the Qabalrin held
and beliefs. It was this division that prevented them from enough ruin in their hands that the giants of Xen’drik feared
expanding their reach beyond the Ring - a fact that brought their name. No nation dared to attack, knowing that even
great relief to the nations around them. in victory, the dark magic of the elves would destroy them
The nation fell long before the Shattering, in a disaster that from the grave.
utterly decimated them. The largest dragonshard ever seen In time, the internal conflict of the Qabalrin grew, as the
fell from the Ring of Siberys, impacting Qabal Mordas and Shapers of Night and the Unspoken became the top factions.
wiping out the upper city and the Qabalrin with it. Before The Unspoken declared the undead of the Shapers to be a
their demise, the faction of the Unspoken tore the souls corruption of the elven spirit, and a blasphemy against their
from their entire nation, forming an almighty gestalt of dark former immortality. In turn, the Shapers condemned their
power known as the Umbra. If not for the dragons sealing it rivals for their fiendish pacts, mocking their reliance on the
within the dragonshard itself, this newborn divinity would power of others. Soon, this transformed into all-out war. The
have walked Xen’drik unbound. The refugees from this event conflict was ended by a decisive blow from the Unspoken,
carried their beliefs to Aerenal, beginning a new chapter who sealed the vampire lords of the Shapers deep beneath
of history. Now, the perpetual tempest around the the Ring of Storms in warded tombs. Less than two weeks
Ring hides the Umbra from prying eyes. However, later, their victory was cut short. An immense dragonshard
powerful undead still lurk within the Ring of Storms fell from the Ring amid a crystal hail, smashing into their city
- and the Umbra still churns in its crystal cage. and destroying the Qabalrin. In the moments before their

CHAPTER 5 | ANCIENT EMPIRES


234
imminent death, the elves summoned their necromantic hotbed of deceit. Meetings grew fewer and fewer, then
legacy in a fury, binding their souls together into a terrible bloomed into a final cold war between both sides.
gestalt. What arose was a nascent god - a necromantic
amalgam of souls akin to a dark mirror of the Silver Flame. Arcana: Blood & Bone
Dark Legacy. The formation of this newborn threat was
present in the Draconic Prophecy, and the dragons rallied to The Qabalrin worshiped the god known as the Shadow, for
stop it. The forces of Argonnessen bound the gestalt within it was the followers of Ouralon who destroyed their home,
the massive dragonshard known as the Heart of Siberys. and enslaved their people. In the Shadow, they saw the
Unable to move it without freeing the dark horror inside, power to take back their fate, with vengeance for the giants
they instead raised storms around the mountains, and left who destroyed them. As such, in Qabalrin society, no magic
behind the Trothurkear dragonborn to guard the ruins. In was taboo, nor anything barred. The only measure was the
time, the well of souls gained prescience, reaching out to the success that your experimentation brought you. With little
Umbragen drow in Khyber to form a pact. Meanwhile, the land and nothing to their name, there was simply little choice.
vampire lords of the Shapers still slumber beneath Xen’drik The ruins of Qabal Mordas hold everything from forsaken
to this day. Those few Qabalrin who survived (many of necromancy, to aberrant fleshwarping, to fiendish hexes. As
them allies of the Shapers who fled the Ring after their loss) these burgeoning schools grew, they diversified into specialist
went on to join the exodus to Aerenal, bringing with them factions. Each brought different benefits to the Qabalrin as
traditions that shaped the course of elven history. a whole, while fiercely competing for influence and social
For the giants, the destruction of the Qabalrin was a gift status. Necromancy was always among the most powerful,
from the Sovereigns. The power of the elves reinforced for the Qabalrin themselves were descended from death. As
their fear of necromancy and posed a constant threat to eladrin of Shae Tirias Tolai, they held many secrets of the
their survival. It was only factional competition that ever dead, but as vengeful elves they put these into practice.
prevented the Qabalrin from attempting a campaign of
conquest against their neighbors. For thousands of years, Capital: Qabal Mordas
the Ring of Storms lay still within its tempest shroud. It was The vaulting architecture of Qabal Mordas lies beneath the
only when the war against the quori loomed that a Cul’sir surface of the Ring of Storms. Penned in as they were, the
expedition ventured within - and brought back dire rituals of elves expanded downwards into Khyber, forming a city with
blood sacrifice to their leader. layered vertical districts. Social status meant territory closer
to the sky; pariahs lived in the deepest parts of the undercity
Leaders: The Qabal Daejir (a fact that ironically may have saved them). The domains
As the Qabalrin settled and their factions took shape, the of the Qabalrin factions divided the city further, with each
leaders gathered into a ruling council. The Qabal Daejir’s extending downwards through the districts as the nation
word was law, but having them agree on anything was rare. expanded. The Shapers of Night ruled from the Incarnadine
Instead, the council gathered to arbitrate disputes, assign Throne in the north-east of the Ring, with layers of feast
territories, and handle the defense of their home. Positions halls and bedrooms beneath it, then mortuaries and sacrifice
on the council were earned through power and status alone. pens stretching deeper below those. With the upper city
Anyone could walk into the Writing Chamber and take a annihilated, access to the undercity can be found
ad.
This section is not to be re
seat, but an arrogant fool who didn’t belong would quickly
be ‘removed’. Typically, 12 elves attended the meetings of
the Qabal Daejir, with a thirteenth seat left open for their This section is to be sealed
fallen archfey. and confined.
turn.
Turn back, and never re
As the Qabalrin delved deeper into eldritch
magic, the Daejir soon became some of
the most dangerous people on the
continent, their positions assured
through vile rites and an iron
grip. Rather than just foes, the
individuals became literal
immortal rivals, their paranoid
hands stayed only by the
threat of mutual destruction.
It was these deep divides
that prevented the
Qabalrin from truly waging
war on the giants. In the
latter days, the caucus was
split between the Shapers
of Night, and the warlocks
of the Unspoken. The lesser
factions were pulled into the
orbit of either side, with the
Writing Chamber a political

CHAPTER 5 | ANCIENT EMPIRES


235
through great rifts in the ground torn open when the Heart were carved into the mountain, manned by fiends and
of Siberys fell. undead. Many now lie within the stormfront, or have been
The buildings themselves are intricate and gothic, with commandeered by the Trothurkear dragonborn. Any party
flying buttresses and vast pillars that form supports between climbing over the mountains will face extreme cold, powerful
districts. The style is a memory of Shae Tirias Tolai, with winds and draconic sentinels - but there is another way. The
different factions embellishing further to display their power. Qabalrin carved a tunnel through the western shieldwall
Darkwood, black marble and inlaid silver are common, called the Path of Ice & Marble. A party is likely to use this
with spiraling bridges connecting the districts. In places, to gain access to the unnaturally quiet crater beyond, but
the press of dark buildings have collapsed, forming ruined the Path has its own challenges. Bound planar creatures and
warrens in which monsters nest. The deeper one goes, the necromantic traps lie in wait for any not of elven origin.
more preserved the city becomes, but the more the depravity Within the Ring itself, the bases of the mountains have
increases. The lower districts held the industrial centers of become overgrown with jungle tainted by the Mabaran
the Qabalrin, and what those ‘industries’ were is best not necromancy. Beyond lies the Heart of Siberys within a broken
asked. Mortuaries, laboratories, charnel houses and ritual cradle of barren rock.
sites are just the start. Of course, below those are the most
valuable secrets of all, for the Qabal Daejir kept their greatest Ambience
possessions hidden as deep in the darkness as possible. Great
hordes of treasure, necromantic secrets of historic power • The air is silent like a primeval crypt. Rarely, the echoed
and the sealed tombs of vampire lords can be all found at the howl of something unreal rings through the stone halls.
bottom of the Final Chapter. Examples of different Qabalrin • The smell of wet rot, incense and sulfur.
factions can be found in the table below: • Gothic elven architecture carved into deep
underground sub-levels.
d6 Example Qabalrin Factions
• The seething gloom is lit by sconces holding colorless
The Unspoken - Master conjurers and warlocks ruled
pale flames.
the Unspoken, forming powerful pacts in exchange for
souls - and not always their own. Overlords, efreeti
1
and elder elementals had a presence in their planar Sites of Interest
court, in which goods from across the realms were The Heart of Siberys - The biggest Siberys
bartered and sold. dragonshard ever seen still dominates the center of the
The Foetid Flesh - The Flesh sought to elevate their Ring of Storms. Around it lies a vast crater of lifeless rock,
mortal elven forms into something greater. To that with broken rifts leading down into the undercity. The
end, they studied aberrant fleshwarping derived from melded souls of the Qabalrin churn helplessly within the
2
Xoriat, inspired by the insanity they glimpsed within. huge meteorite. The Umbra’s magical power is a visceral
Their artistry performed on captured giants served to sensation; the necromantic gestalt is so powerful that it sets
discourage any attacks on Qabalrin territory. one’s teeth on edge. Anyone who touches the Heart of Siberys
The Shapers of Night - The Shapers saw horror in while casting a spell deals the maximum possible damage, or
the light of the sun, longing for the eternal night of the heals for the maximum amount, but immediately loses 5d6
Moonlit Vale. To recreate their home, they enacted a hit points. Additionally, they must succeed on a Charisma
3 ritual to darken the sky over their domain in the city, saving throw with a DC equal to the hit points they lost.
and regained immortality by becoming vampires - the On a failure, they are possessed by a Qabalrin ghost from
first true lords of the night. the Heart. Only one ghost can be released in this way at a
The Charnel Saints - The Saints believed that their time; freeing them all requires shattering the dragonshard,
aging flesh was weakness incarnate, while the bones unleashing the Umbra upon the land.
that once made their feyspire were immortal. By
4
making pacts with Mabar’s Bone King, they became The Chapterhouse - The Temple to the Shadow
master osseomancers, shaping bone and marrow at at the heart of the city is the one place that all factions
will - including the bones inside enemy bodies. respected. This was where Qabal Mordas was founded,
The Silver Kindred - With Dolurrh’s Queen of the and their civilisation was born. During the nights of Long
Dead losing Shae Tirias Tolei forever, the Kindred Shadows, all members of the Qabalrin paid respects in the
pledged to be her hands of vengeance. The deathly Chapterhouse, listening to the sermons of the archierophant.
5
assassins sought out giants responsible for betraying These religious ceremonies involved true prayers to those
the Feyspire and consigned their souls to Dolurrh. who fell when their feyspire was destroyed, and rites to thank
Their fate with the Queen is never to be spoken of. the Shadow for its gifts. The Chapterhouse is located in the
The Touch of the Abyss - The Touch specialized center of the first underground district of the city, almost
in delving down into Khyber, mapping and exploring directly beneath the Heart of Siberys; its central location
the countless demiplanes beneath. They constructed seemingly saved it from the impact shockwave, although
6
outposts and harvested resources, bringing them back pious figures might believe that the hand of Shadow ensured
to sustain the city. This included forming pacts with its unfortunate survival.
beings they met far below.
Around the city, the mountains of the Ring of Ven’sur’s Folly - One of the public squares in Qabal
Storms form a high barrier, with the impenetrable Mordas is dominated by an obscene sculpture. Rather than
tempest of the dragons above them. In days of building statues of their heroes, the Qabalrin preferred to
yore, a number of defensive watchposts make mockeries of their enemies. The giant Ven’sur was a

CHAPTER 5 | ANCIENT EMPIRES


236
lieutenant of the Cul’sir who sought to make slaves out of Enemies & Encounters
the ‘escaped elves’. His army was the first to be annihilated
in horrific fashion, alerting the giant nations to the strength Aberrations - Factions within the Qabalrin such as
of the eladrin survivors. The Shapers of the Night walked the Foetid Flesh used Xorian magic to gain standing in their
his corpse into their city as a grisly trophy, preserving it as society. While the Flesh directly transmuted creatures into
a reminder. Generations of skilled ‘artists’ were allowed to aberrations, and summoned them forth from Xoriat, the
practice their craft on the giant corpse, which now resembles Touch of the Abyss captured them from Khyber and bent
a terrifying piece of abstract art. them to their will. As a result, all manner of noxious horrors
still lurk within the deep undercity of Qabal Mordas. These
Marrow's Court - The district of the Ossuarists monsters originate from far before the time of the daelkyr,
glistens in the soft light, its buildings formed entirely from and may be utterly unique due to lost transmutation spells.
bone. The faction’s pact with the Bone King of Mabar Perhaps the most dangerous are woe striders* - hulking
granted them disturbing powers over both anatomy and the guard beasts created by the Foetid Flesh to disable the magic
undead. Within the Court, skeletal assemblies go about their of their rivals. Tales of powerful giant mages rendered
duties, clambering across ceilings with too many arms. The helpless before packs of wailing striders did much to secure
magic of the Ossuarists has powerful medical applications, the Qabalrin reputation. Any aberration could be of Qabalrin
but the feeling of what happens is not to be envied. Even origin if visually reflavored, including quori and slaadi.
worse, the faction’s mortuaries were in the very bottom of Notably, the Touch of the Abyss held an alliance with a
their district, and as such are all but untouched by the ravages clan of native cloakers, who helped them scout Khyber in
of time. The preserved arrays of body parts within are carved exchange for food and safety.
with elven inscriptions that can cause them to animate in
response to intruders. Fiends - The Unspoken were master conjurers and planar
summoners who treated with powerful fiends as equals.
The Inkwell - the masterpiece of the Touch of the Abyss Their home of Pylas Var-Tarael used devils contracted from
is a pool of viscous shadow in the center of their fortress. The Daanvi to oversee negotiations, while powerful mariliths
ultradark portal is a unique teleportation circle; anyone who guarded the city's watchtowers. The creation of the Umbra
enters while holding an item taken from a Khyber demiplane devoured the souls of all the Unspoken, leaving these vicious
is teleported there instantly. The Touch themselves had Spell fiends behind. After thousands of years of boredom, many
Scrolls of word of recall for emergency quick returns; modern relish attacking any creatures that enter their range. Others
parties will need their own back-up plans. simply appreciate the company and news. Fiends are typically
bound in locations important to the Unspoken, and can act as
The Incarnadine Throne - The court of the Ecliptic cunning wild cards during exploration of Qabal Mordas.
King and Queen of Dusk, lords of the Shapers of Night, was
obliterated by the Heart of Siberys. What remains is their Undead - Above all else, it was the Qabalrin mastery of
domain in the deeper city - namely, the inglorious rooms necromancy that struck fear into the giants. The Shapers of
that lay hidden beneath their enchanting finery. The horrors Night reveled in their exploration of undeath, driven forth
can scarcely be described. The ruling pair performed some by the fear of their own dawning mortality. They turned
of the worst rites of sacrifice in the history of Eberron, themselves into vampires, others into infectious ghouls,
consigning hundreds of people to their deaths at a time to and held contests to see how many separate undead they
secure power and immortality. It was they who created the could render from a single body. Captured giants were
epic spell to become powerful vampires, with the ritual stripped of their shadows and reanimated as undead war
performed in their buried sanguine crypts, then turned the machines, their bodies packed with weaponry to form
sky over Qabal Mordas to a permanent twilight. Rivers of titangheists*. Within Marrow’s Court, the Ossuarists
flowing blood, stores of infectious and ravenous ghouls, and produced boneclaws and necromantic spells that warp
libraries of necromantic hexes can be all found beneath the skeleton into putty. These abominable creations still
Incarnadine Throne. lurk hungrily in Qabalrin laboratories, awaiting
rediscovery by factions such as the Emerald
THOSE ARE THE KINDER OPTIONS. Claw. Even worse are the sealed and trap-

CHAPTER 5 | ANCIENT EMPIRES


237
laden tombs of the vampire lords who led the Shapers. The End of the Umbra - The dragons sealed away the
vampires themselves might range up to epic-level threats Umbra within the Heart of Siberys, ensuring the nascent
such as the awesome Ecliptic King*. god-meld could not release death upon Xen’drik. Now,
the Umbragen drow have enacted a plan to shatter the
Adventure Hooks dragonshard in exchange for the Umbra bringing ruin to the
forces of Belashyrra. After thousands of years spent locked
Final Dusk - A young member of the Aereni rebels away, the souls of the Unspoken wish to regain their mortal
known as the Skullborn has come to Xen’drik seeking a form forms - by injecting themselves into the bodies of others,
of immortality not held by the elite of the Undying Court. resurrecting the Qabalrin from their ancient graves.
Their search is leading them to the ancient vampire known
as the Ecliptic King; if they can release the powerful vampire,
they’ll receive everything they ask for - and become a thrall Legacy: Prime Necromancy
among thousands in the King’s dark army. The Shapers of Night and Charnel Saints created disturbing
necromantic spells that twist bone and devour life. The
Apex Death - Khorvaire’s Queen of Death has much to following ancient hexes can be found in the Player Options
learn from the Qabalrin; after all, Lady Illmarrow’s tale of chapter (p.316), and might be learned from ancient Qabalrin
suffering first began in Qabal Mordas. The techniques of the texts - or an unliving member of the Shapers of Night.
Line of Vol were derived from those of the Shapers of Night,
and it is possible that the ritual behind her lichdom lies in the Spells:
libraries of the Incarnadine Throne. If the Emerald Claw can • Corpse Shrapnel - 1st - A necromantic spell that turns a
plunder the ruins of their secrets, Illmarrow may be able to corpse into a cone of razor-sharp bone shards.
locate her phylactery, returning to life and gaining the power • Meld Bone - 1st - A necromantic healing spell that
of her Apex mark. Doing so may require a restores hit points at a mental cost for the recipient -
massive amount of power, either from or warps the anatomy of an enemy.
the souls of the Umbra, or the • Marrow Rend - 3rd - A hex that twists the bones
souls of a major city. It’s up to the inside a creature, dropping them prone and dealing
players to race the Claw to damage every turn.
the Ring of Storms, and • Wall of Bone - 6th - A seething wall of undead that
halt their plans before a grasps at nearby creatures, grappling them to it and
new god of death rises tearing them apart.
from the ashes. • Grand Necrogenesis - 9th - A hex that awfully
disassembles a being into a death-swarm of undead
that consumes and grows in a devouring nightmare.
• Conjure The End - 9th - An Artifact Spell that
summons a barely-controlled nightwalker to the
Material Plane, which lays waste to the living.

Loot Examples
Common/Trinket - a demonglass Dark Shard AmuletXGE in the shape
1 of a tall tower covered in crescent moons.
Common/Trinket - This bone flute is carved delicately from an elven
2 ulna; when played, it produces notes in the falsetto voice of the elf.
Uncommon - This Ring of Mind Shielding was worn by one of the
3 Silver Kindred when the Heart of Siberys fell; as a result, their soul
now lives on within the ring.
Uncommon - These Boots of Elvenkind appear woven from liquid
4 shadow itself, and are blessed by the dark god of the Qabalrin.
Rare - The master conjurers of the Unspoken each held a personal
Planecaller’s CodexTCoE, with countless wards and magical traps laid
5 upon them to conceal their secrets. Many hold the true names of
fiends, as well as gossip on peers.
Rare - The noble vampires of the Shapers of Night used their abilities
to terrifying effect, using both spell and sword to slay their foes. Many
6 wielded Rapiers of Life Stealing that pulled the life from their foes in
the same way as their bite.
Legendary - Iron Flasks were the pinnacle of the Unspoken’s work
- when threatened, they could unleash the most powerful creatures
7 from across the planes as soldiers under their command. Most contain
powerful fiends, but their summoners had varying tastes.
Artifact - It is said that a single book of magic penned by the Shadow
8 sat on the altar of the Chapterhouse - a book so corrupt it’s a thing of
legend. To the giants, it was whispered of as the Book of Vile Darkness.

CHAPTER 5 | ANCIENT EMPIRES


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CHAPTER 5 | ANCIENT EMPIRES
239
The Sul'at League
T
he Sul’at League dominated central
Xen’drik, rivaling the Cul’sir Empire Summary: Sul'at League
in power. The meritocratic fire giants
formed a society around advanced magical Magic: Elemental Binding, Evocation, Transmutation
research, which they leveraged for Titans: The Five Luminaries
political neutrality. The League consisted Capital: Morsa Khai, the Seat of Shackles
of five major allied cities, each focusing on a specific area of Location: The Valley of Shadows & Hydra Basin
study, and led by a Luminary of immense power. Uniquely, Exports: Magebred Creatures, Elemental Weaponry
the League drew lightly from every plane for its magic - a
calculated move meant to avoid competition with any other
nation. They used this diversity for powerful transmutation to create stealthy assassins to direct against their rebelling
spells and magebreeding projects, transforming living beings kin. Now, they are divided between those who would build
Content Warning: Slavery

with varied planar magic. This ranged from monsters and on and change the League’s work, and those who despise the
pack beasts to sentient people - including themselves, and giants for their sins. Many factions vie for control over the
eventually, the drow. League’s remains; the fiery Súlatar drow seek to remake the
Their study of the different beings in each plane also gave legacy of the League into something better, while the giants
rise to elemental binding. Creatures of use were trapped of the Battalion of Basalt Towers wish to bring back the
within Khyber dragonshards, then used as power sources. League’s power and dominion over others. Around them,
This simple concept gave rise to feats of immense magic. mutated monsters roam the wilds, while countless cultures
Elder tempests powered airships created in phoenix forges, retain control over the ruins..
while fiends were turned into dire weapons. These devices For adventurers, the ruins of the Sul’at League are rife
were sold to both the Cul’sir and the Group of Eleven, with advanced treasure and technology. Few in Stormreach
with a simple reminder. Any nation that used them against understand the extent of their magic, or that the Sulatar of the
the League would witness the real weaponry. Perhaps the Obsidian city are just the tip of the iceberg. Powerful engines
greatest they produced was the one that sealed their fate. The of destruction, codices of planar lore, and transhuman
Moonbreaker was commissioned from Sul’at forges, and the medical techniques are just a few of the things hidden away in
dragons spared them no mercy as a result. the Valley of Shadows, and each of the five major cities hold
This clinical and emotionless approach was the result of enough secrets to last a lifetime. The greatest of them is the
the burning power beneath their feet. The Overlord Kharna truth behind the Moonbreaker - a mystery of such power it
Rayva lies bound deep within the Valley of Shadows, and could bring the might of the dragons to bear.
the Sul’at responded by denying it the hungry emotions it
fed on. The early history of the League was a stark reason
why. The first fire giant - Prince Adaxus - was the one who
Titans: The Five Luminaries
The Five Luminaries became living legends by defeating
united five city-states to form the League. His power came
Prince Adaxus. Their victory united the terrorized cities of
from a pact with the Overlord, turning him into a passionate
the League, allowing them to establish a new order. Their
and charismatic tiefling who warred on equal terms with the
concept was simple; the League would pursue emotionless
Emperor Cul’sir to the north. As the hunger of Adaxus grew,
research and advancement for the sake of all its people, while
he fell more and more to Kharna Rayva’s influence, until
studying methods of binding powerful beings. In doing so,
he was at risk of becoming a full avatar for the archfiend.
they could defend against the influence of Kharna Rayva, and
Before the worst could occur, a group of six heroes defeated
ensure the Hellfire Prince never walked Xen’drik again. Each
and bound the titan at the heart of the city of Morsa Khai.
took charge of a different city, building them unilaterally
In time, they became the Five Luminaries and the Pasha of
towards a brighter future.
Grand Ju’qata, but the Hellfire Prince still rages against his
As the League’s expertise in transmutation grew, the
bonds - and the time of his release may be nigh.
Luminaries became ever more fearsome. Should they die, the
League would fall to uncertainty, as the symbols of its unity
Legacy of the League faded away. They needed power - the power to ensure their
The modern impact of the Sul’at League spans continents. nation never came under attack, and the power to guide it for
The gnomes of Zilargo first encountered elemental binding years to come. Their answer was to alter themselves beyond
in Xen’drik, which they replicated with their own secret the limits of mortality. The aspects of the planes could be
techniques. Meanwhile, House Cannith has made great wielded to extend one’s life, and mutate creatures with innate
use of Sul’at schemas to advance their own works, magical abilities; combined and carefully tended, they could
with Cannith South funding deeper expeditions. In create immortals of vast power.
Xen’drik itself, the most obvious legacy remains the In time, each Luminary tinkered and studied with their
drow. Giant thaumaturges created the drow via own mortal forms, experimenting to become uniquely
planar experimentation on elves - an attempt powerful titans. Multiple arms, perfect beauty, elemental

CHAPTER 5 | ANCIENT EMPIRES


240240
magic, and immortality were simply the baseline; as the
arcane science of the League grew, the Luminaries built on
Capital: Morsa Khai
The grand citadel of Morsa Khai dominates the western
themselves, specializing further towards their duties - and
Valley of Shadows. The Seat of Shackles is named for two
becoming ever more monstrous as they did so. In time, their
things - the elemental binding performed by skilled Sul’at
transhumanism cost them their empathy. The lesser races
thaumaturges there, and the unholy god-prince bound
became feeble test subjects in need of improvement, and the
beneath it. The city is the epicenter for the ruin that took
order for the Moonbreaker was just another step on the path
the Valley of Shadows; when the dragons attacked, their
of progress. Each Luminary ruled over a core pillar of the
destruction unleashed hundreds of elementals bound to the
League, with mutations to match. The Five consisted of:
city’s infrastructure, creating a chain reaction that laid waste
to the region. Entire districts were melted into slag, torn
Life, who explored the potential of magebreeding using
asunder by storm winds, or swallowed by the earth. Many
planar energies and manifest zones, including eugenics
magebred warbeasts in use against the rebelling elves were
studies and transmutative enhancements and grafts.
also freed from containment, and still lurk to this day in
the broken legacy of their creators. If this wasn’t dangerous
Worlds, who cataloged and explored planar layers, enough, the influence of the Overlord Kharna Rayva seeps
identifying unique flora, fauna, and materials. From the city into the land, provoking a driving hunger in the creatures
of Vhox Jida, they developed technology to easily traverse that call the valley home. Some of the Overlord’s fiends have
between dimensions. escaped their bonds over time, and stalk the Valley in search
of mortals to tempt - or burn. The Seat of Shackles contains
Bonds, who developed new methods of summoning, some of the most powerful arcana in all of Xen’drik, along
capture, and containment for planar entities. They cataloged with certain death for any would-be treasure hunters.
beings of use and distributed new methods of binding to
their peers. In truth, they secretly applied this to the prison of
Adaxus, deep beneath the city of Morsa Khai.
Unbound Power
Morsa Khai itself is built into the foot of the western Fangs of
Creation Forged new materials using powerful Argarak, with the upper city rising up the rocky slopes. The
transmutation magic, mass-producing enchanted tools, lower city sprawls over fertile ashen plains, surrounded by a
vehicles, and weaponry. They integrated bound creatures into semicircular shield-wall of bloodglass and ur-cobalt over 160
the designs, creating intricate elementally-powered artifice. feet high. In places, this wall has been obliterated - a silent
reminder of a former war. Beyond the walls, the autumnal
Kin controlled trade, negotiations, and diplomacy, jungles of the League grow from the ash, the Fernian trees
ensuring their peers could focus on the heart of the Su'lat subsisting on raw heat and volcanic flame. The buildings of
ideal - progress. They acted as both ambassador and the city are themselves stark and brutalist, built for purpose
bureaucrat, managing the infrastructure and material needs over aesthetics. Their dark volcanic stone blends with
of the League. transmuted materials such as bloodglass and firebronze,
le
If ever you wonder why peop
rther.
hate adventurers, look no fu
tually
They act like gods, and even
s to
come to believe it too. Tyrant
overthrow a tyrant.

CHAPTER 5 | ANCIENT EMPIRES


241
creating a patchwork look. This is further complemented by a pool of magma formed by hisown blazing heat. Over time,
the damage wrought by the Shattering, with some buildings Adaxus melts the rock between him and the surface, which
missing, melted or scorched into abstract shapes. Other is eternally replaced by the earth elementals. The problem is
sections of the city have been damaged by planar incursions - that the Shattering released some of those elementals - and
the result of destroyed machinery Adaxus now increasingly has the upper hand. Over time, more
Yet, the most striking feature of Morsa Khai are the and more of the rock is melted into slag, while evil forces such
elementals that remain bound to it. The entire capital is built as the Battalion of Basalt Towers work to hasten the process.
from elemental infrastructure, from the individual buildings The Torch of Progress keeps a careful eye on the situation, but
to the entire system of arching canals and aqueducts. These the day when the Prince crawls out of his molten grave draws
waterways were once controlled by a central machine ever nearer.
powered by a bound leviathan, which altered the direction
of flow across the city as needed. Many bridges over these
canals are formed from bloodglass containing fire elementals,
Material Perfection
allowing them to retract and reform in response to passing The arcane science of the Sul’at League was guided by two
ships by melting themselves into shape. Entire blocks of key principles. The Overlord beneath the Valley of Shadows
buildings contain shared sections of bloodglass flooring, feeds on passion and selfish emotions, while its grip on
allowing fire elementals to heat food and water for different Prince Adaxus was a dark shadow over the League’s history.
giants as needed. Formerly, the entire city was also cloaked in As such, the reformed Luminaries focused their cities on
a dome of wind and weather, created by a device known as a cold and clinical study, with the giants working for the sake
Tempest’s Grip. Now broken, the city is covered in a layer of of the whole League over themselves. Meanwhile, they
ash that forms drifts in the streets. These are just the standard disavowed pacts with immortals, decreeing that the League
parts of Sul’at engineering. would instead become the masters of them. What arose
was an industrial approach to magic underpinned by the
binding of planar beings - and a cold viewpoint of arcana
Hellfire Core devoid of ethics.
In truth, the greatest work of the League is completely
invisible to the naked eye. The entirety of Morsa Khai, from Elemental Binding
the city walls to the upper peaks, is laid on foundations
bound with earth elementals. With the right commands, In time, the binding of immortals came to underpin Sul’at
these legions can alter the entire city’s layout, rearranging the society. Elemental engines powered colossal flying craft and
buildings and topography. During the draconic assault, this eldritch machines; forges burned with phoenix heat, while air
was used to raise massive armaments above the city on stone elementals carried floating goods through the sky. The sheer
pillars, providing them clear shots. In day-to-day life, this extent of this can be seen to this day in some Sul’at buildings,
had a more interesting purpose to adventurers. Rather than which are formed from single pieces of volcanic bloodglass - a
storerooms, the Sul’at simply sunk materials into the stone form of obsidian containing melted Khyber dragonshards.
to be recovered when needed. As a result, immeasurable The giants bound fire elementals within the bloodglass itself,
wealth lies buried in the rock of Morsa Khai, from stockpiles and commanded them to melt their buildings into shape as
of materials, to ancient devices and arcane lore. The true needed, opening doors and sculpting walls out of nothing.
purpose of this system was known to a select few - the grand Adventurers are often unnerved by the sight of the glowing
project of the Luminary of Bonds, and the result veins of heat tracking them through the floor, as
of their life’s work. When not in use, the stone these elementals await their commands.
elementals continuously reshape the earth around For all intents and purposes, Sul’at binding is the
the Titan locked beneath Morsa Khai - the molten end result of what Khorvaire has achieved. Absurdly
jail of the Hellfire Prince. powerful beings were channeled into devices that
Raging Titan. Adaxus was bound there sustained entire cities - or entire batteries of terrifying
when the Luminaries rose to power, but his weapons. The possibilities of what one can do with a
strength as an avatar of the Burning Desire is all- bound elder tempest are limitless, and a GM should
consuming. Knowing that eventually he would feel free to design whatever magical machines they
regain his freedom, the Luminaries worked to wish. Of course, this is just elementals. The League
seal him within an eternal prison. The shackled went far further than that. As their artifice developed,
form of the Titan lies beneath and the League spread to study
layers of arcane wards, in all the outer planes, their

CHAPTER 5 | ANCIENT EMPIRES


242242
scientific questioning did too. Soon, giant thaumaturges began such as bloodglass. Soon enough, these rituals were applied to
to summon and bind different kinds of outsiders, ranging living beings - including the fire giants themselves.
from the modrons of Daanvi to the fiends of Shavarath. These While Prince Adaxus was the first to alter his own
efforts were driven by the Luminary of Bonds to perfect their form for power, he was certainly not the last. Despite his
shackling of Prince Adaxus. By binding extraplanar fiends, the crimes, the benefits of becoming a fire giant were clear.
Sul’at were practicing how to defeat the Hellfire Prince and the In time, the giants of the Sul’at League became tieflings
fiends of the Overlord Kharna Rayva. In time, they succeeded, themselves, gaining valuable innate sorcery, increased
and even created devices powered by such fiends. The results size, and resistance to flame. The Luminaries went even
were devastating. The influence of Kharna Rayva began to further, becoming titans through successive transhumanist
erode the long-standing stoicism of the fire giants, lighting experiments. These techniques were also applied to animals.
the fires of jealousy. Their weapons grew ever stronger, their The city of Tharkgun Dhak kept vast ranches of livestock
morals ever weaker, until the League was willing to create the bred to be planetouched, increasing their size, growth rate,
Moonbreaker and transmute the drow if it meant clinging to and often ferocity. These supported the League’s giant
their own glory. appetite, and guarded its borders against threats. Examples
of such creatures can be found in the Valley of Shadows
d4 Examples of Elemental Binding section below.
Riptider - These lightweight boats are powered by In time, as the Sul’at giants grew in power, their outlook
bound water elementals, with one at the stern and became ever more clinical and devoid of morality. The
one at the prow. By coordinating their movements, a influence of the Overlord beneath their feet began to turn
Riptider can move in reverse, turn in place, and even them gradually into tyrants. In the later Age of Giants, their
move laterally without ever turning at all. The League thaumaturges worked with the Cul’sir Empire, performing
1 used smaller lightweight craft for diplomacy and trade, immoral experiments on living beings - most notably the
while vast Riptiders with leviathan engines formed elves. The results were different lines of planetouched elves,
the bulk of its navy. A single Riptider represents a ranging from the aquatic ‘hybrids’ that guarded the coast of
monumental advance for House Lyrandar; if they knew Simeq Riva, to Syranian servants compelled to avoid violence
of the technology, they would do anything to obtain it or rebellion. Others marched to war against the quori, with
and outcompete enemy pirates. their immunity to dreams a major boon for the League. In
Tempest Grip - These reinforced towers contain time, these drow were turned on their rebelling elven kin,
bound elder tempests. Each channels the elemental’s with some acting as assassins - and others breaking away to
power to replicate the spell control weather over fight for their own freedom.
2 a vast distance, much like a House Lyrandar Storm
SpireERLW. Unlike a Storm Spire, a Tempest Grip can d4 Examples of Transmuted Materials
exert far finer control, to the point of summoning Bloodglass - Bloodglass is a substance akin to
horrific storms and hurricanes as directed. obsidian, with a deep crimson color and veins of
Grand Pyroclast* - Pyroclasts* are among the most melted Khyber dragonshards inside it. Items made
devastating League artillery. Each firebrass cannon 1 from bloodglass are exceptionally sharp (+1 Weapons/
contains a powerful elemental from the volcanic layers Weapons of Wounding), and often have elementals
3 of Lamannia, which represent the destructive power and other immortal creatures bound within them.
of nature. A Pyroclast channels their magic to create Firebronze - Fernian bronze is a lightweight alloy that
massive balls of molten earth and lava, which slam 2 combines resistance to fire with high strength. Items
down from the sky as meteor strikes*. made from firebrass have the properties of mithril.
Earthbreaker - Earth elementals have the power to Eldritch Whirlwood* - Trees magebred within
reshape stone at will. Earthbreakers use this to alter manifest zones to Xoriat and Thelanis became infused
the world around them, excavating huge amounts with innate magic, providing valuable wood for arcane
of material. Rather than breaking rock, they simply 3 tools. When you roll a die to regain charges for a magic
4 shift it around, meaning the devices can be used to item made from eldritch whirlwood, roll an additional
raise walls, carve valleys and shape mountains. The die, and take the highest.
extent to which the Fangs of Argarak are giant-made is Aurorum - Items made of the Irian-touched metal
unknown, but some legends say the League raised the aurorum shine with a pastel iridescence, and gradually
entire range higher to serve as a natural shield wall. 4
self-repair when damaged.

Grand Transmutation
Sites of Interest
The Sul’at disdain for relying on greater beings also pushed
them to empower themselves more directly. Their study of Simeq Riva, Seat of Kin - The drowned city of Simeq
the planes granted insights into how they affected different Riva was destroyed by the backlash of the Moonbreaker,
creatures and materials. Lamannian substances are durable, which caused much of north-west Xen’drik to collapse
Fernian substances are heated, while Syranian materials are beneath the waves. The city’s location on the coast made
lightweight. By binding planar power via transmutation it best-placed for trade and diplomacy, with League
rituals, the fire giants created new materials, which they merchants sailing across the continent to ply their
utilized for practical purposes. Many Sul’at buildings are wares. Its core lay within a Syranian manifest zone
created from ultrahard planar alloys and magical materials that encouraged peace and discussion. The City
of Silver held the riches of the nation, ruled

CHAPTER 5 | ANCIENT EMPIRES


243
over by the beautiful Luminary of Kin. When it collapsed, The Sul’asa - The autumn jungles of the Sul’asa
its flaunted towers and domes were destroyed, submerging surround the Obsidian City of Gundrak’úl - a League outpost
the vaults containing its wealth. The main survivors were now commanded by the Súlatar drow (p.73). The Sul’asa
beings already bred by the Sul’at to be aquatic - namely, the forest is a bizarre sight; the green rainforest is suddenly
elves who now call themselves the Simeq. Today, the Simeq overtaken by umber grasses and russet trees, like a sea of
rule the aquatic city, using it as a base to control the Phoenix fire. The odd plants are the result of League magebreeding,
Basin. Further information on the Simeq elves can be found and were altered to grow off heat and fire, which abound in
in the Ancestries section, on p.83. the Sul’asa’s Fernian manifest zone. The region is dangerous
due to conflict between the Vulkoori and Súlatar drow, and
Vhox Jida, Seat of Worlds - Vhox Jida is the lost foreign thieves are likely to earn the ire of both sides. Further
planar nexus of the League. Immense resonating Symphosia information on the Obsidian City can be found on p.257.
attuned to the planes allowed explorers to map out the
stretches of infinity. Creatures and materials of interest were Enemies & Encounters
brought back and cataloged in vast archives; those with
potential were experimented on, or sent onwards to the Seats Magebred Creatures: The transmutation spells of
of Life and Creation. The mass planar transportation systems the League were second to none. While the Genesis Twins
of Vhox Jida were unique and intricate. When the dragons (p.202) focused on material and energetic transmutation,
attacked, their destruction tore open planar rifts in a massive the Sul’at focused on magebreeding - where creatures
conflagration of magic. Now, the ruined site is riddled with are evolved through the use of magical influences. The
influence from nearly every plane, and infested with creatures League dabbled with every plane to find the best options,
from beyond the Material. Those who can make it through transforming creatures until they were unrecognizable. Many
the magical melange are certain to find powerful methods of of these experiments were unleashed into the wild after the
travel, from Cubic Gates to Wells of Many Worlds. A small clan Shattering, and still terrorize Xen’drik to this day. Examples
of yuan-ti dwell in the ruins, using their innate resistance can be found in the ‘Legendary Monsters’ section on p.152,
to magic to survive where others cannot. They have used and include both the Tyrannosaurus-Rex ‘Lurking Two
artifice and planar sorcery to carve out a small zone of calm in Maws*’, and the fiendish pyrohydra known as the Cinder
the chaos, and repurpose Sul’at technology to trade. Sisters*. As a result, any monstrosity or aberration can be
framed as a Sul’at experiment. Many might have slight planar
Ram’kanek, Seat of Creation - The Fernian zone of influences, which can be used to shake up monsters with
Ram’kanek empowers the industry that defined the volcanic simple mechanics.
city. This was the center of production in the League, with
goods produced in Ram’kanenk shipped between the cities Elementals: The Sul’at League pioneered the art
en masse. Vast elemental forges churned out metals mined of elemental binding. They rose from harnessing simple
beneath the Valley of Shadows; these were enchanted with mephits and magmins to colossal efforts to chain
planar energies, then hammered into shape by fire giant leviathans. Forges burned with phoenix heat, while giants
artisans. The deep mines of Ram’kanek extend beneath the soared on airships blown by elder tempest winds. It is a
mountains of the north-east Fangs of Argarak - so deep they testament to their craft that many of these elementals are
extend into Khyber itself, producing the dragonshards needed still bound. While the Sulatar continue many of the League’s
for elemental binding. As they dug, the giants expanded elemental traditions, not even they have reached the skills
their city downwards, building into the quarry walls. Over of their forebears. As a result, many elemental engines and
time, the lava flows of the mountains were harnessed to works of artifice are breaking over time, weakening the
power their work, with massive engines and public works bonds of the forces held within them. League ruins might
churning and hissing between the streets. The damage of be overrun with any kind of elemental, and tampering with
the Shattering destroyed much of the city’s infrastructure, their works can further loosen the chains. This extends
freeing elementals and causing lava to spill in vast falls down to forms of elementals never encountered by Khorvairan
the vertical city. The Battalion of Basalt Towers now rule the explorers. A crashed Sul’at airship might have been powered
ruins, and use it as their tyrannical base of operations. by an arclight phoenixGGR, with a crew of fluxchargersGGR
bound to humanoid forms.
Tharkgun Dhak, Seat of Life - The center for Sul’at
magebreeding lies nestled in the Fangs of Argarak, between Giants: The cities of the League were highly technically
desert sands, verdant jungle, and mountain peaks. Tharkgun advanced, relying heavily on practical tools and artifice. As
Dhak is built within a Lamannian manifest zone that a result, they are prime targets for giants hoping to recover
empowers beasts, and sprawls across several tributaries of the powerful weaponry and arcana. The most famous example
Hydra. Powerful monsters lair in the city’s rotting ranches of this is the Battalion of Basalt Towers (p.118), who seek to
and research facilities. Unfortunately for explorers, the use remnants of the League to free Prince Adaxus, then rule
seismic effects of the Moonbreaker caused a vast rift to open over Xen’drik. Battalion fire giants* currently have control
in the city center, collapsing vast swathes into the underworld of Ram’kanek, and use it as a base of operations. Despite this,
of Khyber. The servants of the daelkyr Dyrrn the other groups live in the ruins simply to make use of their
CorruptorELRW have taken an interest into the sunken amenities, or wield their weapons against others who would
city, and seek to reclaim its fleshwarping techniques. seek to oppress them. Many are fire giants* or pyreheart
Explorers have to contend with a variety of threats, goliaths*, who can better withstand the conditions in some
from mutagenic spills, to terrifying war beasts, ruins, but any group might seek to settle.
to open rifts into Khyber below.

CHAPTER 5 | ANCIENT EMPIRES


244244
Adventure Hooks Magic Items:
• Bracers of the Wind - Wondrous Item, Uncommon -
Eye of the Storm - The Valley of Shadows contains The air elementals in these bracers cloak their bearer
elementals from across the planes, which churn and burn in swirling winds, guiding ranged attacks made from
through the land. A party seeking to provide power for an within, and interfering with attacks from without.
eldritch machine, or a recovered Sul’at vehicle, may be tasked • Cloak of the Tides - Wondrous Item, Rare - These
with capturing such a being. No one said jamming a phoenix everflowing cloaks protects from flame and heat, while
into a Khyber dragonshard was going to be easy. allowing their wearer to walk on water with ease.
• Firesled - Vehicle, Very Rare - The light flying craft
King of the High Seas - Stormreach is in uproar. A of the Sulatar drow are the inspiration for Khorvaire’s
new band of pirates have appeared all over the Thunder Sea, airships; far smaller and faster, a Firesled can also fire
striking at speed to raid vessels from Khorvaire and Riedra off great balls of flame at enemies.
alike. Eyewitnesses claim that their ship is unique, with • Primordial Diadem - Wondrous Item, Artifact -
twin elemental rings and cannons that fire lightning. Now, Each Diadem was worn by a Luminary, and contains
several nations, Houses, and Storm Lords alike are rushing to powerful bound elementals. A spellcaster attuned to a
capture the vessel and plunder its secrets - then use it to gain diadem can wreak havoc, command planar beings, and
dominance in the region. The party might be hired by one walk through air, water, and solid stone.
such group, or decide to strike out on their own. If there’s one • Stoneward Plate - Heavy Armor, Legendary - Sul’at
way to become a Storm Lord, riding into Stormreach at the earth elemental armor is extremely heavy, and offers
helm of a giant-made warship is certainly a good method. unparalleled resistance to blows. The armor can meld
fully into stone, or knock enemies off their feet.
Promised Flame - Prince Adaxus* is one of Xen’drik’s
greatest threats. The fall of the Sul’at League removed one of
the greastest obstacles to his freedom, and the followers of the
Loot Examples
Overlord Kharna Rayva work tirelessly towards his eventual Common/Trinket - This large tuning fork has a
release. Should Adaxus be on the verge of breaking his chains, rotating dial set into its base; turning it transmutes the
1 material of the tuning fork, allowing it to resonate with
the party may have to venture into the Valley of Shadows to
reseal him before it’s too late. If they do not, they may have to Risia, Fernia and Lamannia for plane shifting.
recover lost binding techniques from Morsa Khai, before the Common/Trinket - For fire giants, paper can be an
Hellfire Prince lays dominion over the continent. 2 exercise in futility. Sul’at scholars and artificers instead
noted their discoveries within SpellshardsERLW.
Legacy - Elemental Binding Uncommon - Sul’at Saddles of the Cavalier were
enchanted with abjurative shielding that protects
3
The Sul'at League’s impact on modern Khorvaire is greater mounts from harm - even if they're an elemental roc.
than any other due to one simple technology - elemental
Uncommon - Porcelain Alchemy Jugs are a common
binding. The gnomes of Zilargo created their binding
example of applied giant transmutation. Each Sul’at
techniques by studying Sul'at devices on expeditions to 4 city used different styles, with some used for basic
Xen’drik. One such example are the firesleds* - lightweight
reagents during experiments, and others for alcohol.
flying vehicles used by the modern Sulatar for rapid travel
and scouting missions. Firesleds themselves are a drow Rare - Elite bioarcanists often carried personal
creation, and far superior in speed, combat and design to Alchemical CompendiumsTCoE in which they noted
5 the results of experiments. Many have scribbled spell
Khorvaire’s elemental vehicles - but even they do not match
the grand works of the League. formulas in the margins from inspired mages.
With thousands of years of scientific perfection, and the Rare - Elemental forges were powered by Lamannian
desire to push ever onwards in the name of progress, the fire elementals. Rather than entering the plane,
6 specific Braziers of Commanding Fire Elementals were
Luminary of Bonds focused their efforts on binding ever
greater powers. For humans and elves, a fire elemental is created to pull them into binding circles.
enough to power an airship. For a giant-sized airship, the Very Rare - In battle, many League warmages carried
power source needs to be exponentially greater. Fernian Wands of Polymorph. The effect of turning a giant into
7
phoenixes powered vast engines, with elemental conduits a hamster is both humiliating and deadly - especially
channeling the blazing heat to workshops and foundries. when you then transmute that hamster into stone.
Vast elder tempests were shackled, bound in immense Legendary - Rings of Elemental Command are among
Khyber dragonshards, and used to control the weather for the greatest advances in elemental binding. A pilot
tens of miles, ensuring clear skies around Sul'at ports - and with such a ring can speak to their ship's elemental
summoning storms against their enemies. 8 from any distance, controlling it at the speed of
As a result, the ancient cities of the League are a potential thought - even while off the ship itself. The value of
treasure trove for any organization interested in novel such an item is incalculable, for it represents the
methods of elemental binding. House Cannith, Lyrandar, and dawn of a new age for Khorvaire’s airships.
Orien would all pay dearly for insights into the process, as
well as new designs for elemental vehicles.

CHAPTER 5 | ANCIENT EMPIRES


245
The Valley of Shadows Environments
Much like the Mournland of Khorvaire, the Valley of 1 A destroyed magebreeding ranch.
Shadows is a magically irradiated region known for its danger 2 Magmatic plains with softly falling ash.
and lost treasures. The area is shunned except by the bravest, An out-of-place cold lake created by a leviathan
and watched over for signs of escaping threats. Unbound 3 released from its binding on land.
elementals, fiendish influence, hungry beasts, and planar A dense forest of trees with ash-black bark and bright
incursions have created a true wasteland. The following 4 autumnal leaves.
tables include examples of encounters, environments and
A broken series of ravines and canyons descending
creatures found within the Valley of Shadows for inspiration 5 into Khyber.
on adventures there.
6 A town smashed to pieces by meteor swarms.
Magebred Beasts
Giant Remnants
The Cinder Sisters* - A worryingly intelligent half-
fiend pyrohydra* renowned for the way in which its The shattered form of a Sul’at airship, its timbers
1 reaching into the sky like ribs.
1 heads bicker with each other before breathing great
gouts of flame. Pyrohydras were originally made as an An intact bloodglass bridge over a deep ravine with
experiment in regenerative abilities. the middle missing. If asked, the fire elemental bound
2 into the bridge can melt the bloodglass, extending it
Ore-rochs - Herds of ore-rochs once fed the hunger
of the League. These gargantuan cows are touched by across the ravine to make the bridge whole again.
Fernia, and resistant to flames. Over time, their bodies A shattered Grand Pyroclast*; burnt dragon bones
2 3 poke out of the deep ash surrounding it.
convert metals from the volcanic plants they eat into a
shimmering - and valuable - alloy leather. Five immense statues of the Luminaries, fists raised
Suluvé - Suluvé are volcanic alpacas, with dense fluffy 4 high in solidarity, each carved from a different
fur despite the intense heat. Sulatar drow believe material. Three are cracked and broken.
them to be blessed by Fernia’s angels of comfort; A dome-shaped building of firebrass and mithril.
3
clothes woven from their wool are always the perfect 5 Through the cracked side, one can see an immense
temperature no matter the conditions. floating tuning fork, one tine completely sheared off.
Sulfan Ka’ga - Also known as a ‘Never-There’, a Sulfan An immense amphitheater with more than a few fallen
6
Ka’ga is a a hybrid beast akin to a sabertoothed tiger giant skeletons visible beneath the ash.
with bat wings. They were created as Mabaran hunters
4 to patrol League borders. A Ka’ga’s fur is so dark it
Encounters
negates light altogether, making them dangerously A succubus of Kharna Rayva in disguise as a treasure
invisible at night - until their teeth sink into your neck. 1 hunter, hoping to infiltrate the party to further her
Diamondbacks - Many magebreeding efforts focused own goals.
on producing spell components. Diamondbacks are 2 A wild pyrohydra* that sees the party as juicy prey.
Irian-touched stegosaurs that slowly convert carbon A miserable and frustrated water elemental that has
5 from their food into diamond, which grows from their 3 been trying to put out the volcanic fires of the Valley
backs as rows of plates. Once farmed, these creatures for 40,000 years (without much success).
now wander the Valley of Shadows, and are a major A Ju’qata torchbearer* of the Silver Flame who is
draw for treasure hunters. returning from Morsa Khai to the holy city of Bazek
4
Lu-kirik - If there’s one giant hated by the Sulatar, Mohl with information on the situation there.
it’s the one who put spider legs on a crocodile.
A pair of cloud goliath traders from the Winged
Horrendous lu-kirik are one of the most hated
League of Kul Lerek, who have been tasked with
creatures of the Valley, for no one expects to be 5 retrieving valuable aurorum metal from Sul’at ruins
6
ambushed by a web-spitting giant crocodile from the
(and are debating if the risk is worth it).
ceiling. They were designed to restrain and capture
prey, before delivering them back to their masters. A Battalion fire giant* hauling parts of a broken
6 Grand Pyroclast* to Ram’kanek.
Now, they ravenously deliver prey into their stomachs.

CHAPTER 5 | ANCIENT EMPIRES


246246
CHAPTER 6

ADVENTURE LOCATIONS

CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
247
Adventure
Locations
T
his section contains 34
locations that can be used for
quests, exploration, and random
encounters across the length
of Xen’drik. Each contains a
description, a set of example
encounters, unique environmental conditions that
can make battles tactically different, and thematic
treasure that a party might find. Some of these
locations are highly dangerous, and involve powerful
creatures that might act as the villain of an arc.
Others are designed to be purely social, providing
opportunities to talk to ancient beings, rest in a
unique settlement, or trade and barter for goods.

Contents List
1. Asherat
2. Barricade Katta
3. Cardaen’s Tears
4. The Court of Cinders
5. Creation Forge (‘The Blank Grove’)
6. Darkfire Crater
7. Daomon
8. The Diaphany
9. Forget-Me-Dot’s
10. Gundrak’úl ('Obsidian City')
11. Gran Gol
12. Kaskylla’s Trove
13. Kwinharin
14. Lachni of the Mist
15. Lair of the Crone (Icehowl Plateau)
16. The Lake of Solace
17. Mirhanac’lathk
18. 'Naphrad' (Colossus WX-12)
19. New Zolanberg
20. Optao
21. Parhelion Altar
22. Pti-takt'chil
23. Pylas Taraelya
24. Raiarin
25. Sanctum of the Watcher
26. Shanai Orioth (‘Forest of Lords’)
27. Shae Tirias Tolai
28. Soggin’s Post
29. Taer Laraentys
30. Throne Gate Ruins
31. The Valley of Cairns
32. Verash Sakhara (‘The Trench of the Void’)
33. Wen-Damji
34. The Wreck of the Iron Will

CHAPTER
CHAPTER
6 | ADVENTURE
4 | ALLIESLOCATIONS
& ENEMIES
248248
Locations by Region • New Zolanberg - Gnomes from Zilargo once tried
to settle around Tempest Bay in an attempt to escape
the Trust. They were never heard from again, but the
Thunder Sea ruins of their town remain.
• Pylas Taraelya - An oceanic feyspire of merfolk and
tritons sprawls atop the back of a massive whale, ruled
Bluespine Peaks
by the beautiful Siren of Song. • Daomon - The holy forges of Daomon still burn
• Soggin’s Post - A unique tavern lies in Shargon's within the massive cavern-city, carved from the inside
Teeth - a meeting place for sailors and oceanic guides. of the Bluespine Peaks. The legacy of Grand Ju'qata is
• Verash Sakhara ('Trench of the Void') - The as stunning as the draconic destruction is sombering.
deepest point of the Thunder Sea is a nightmare • Lair of the Crone (Icehowl Plateau) - The vile
realm where aboleths reign, guarded by silvery dragon Ketheptis the One-Eyed Crone rules a vengeful
merfolk guardians. fortress of ice high in the Bluespine peaks.
• Raiarin - a powerful land spirit known as the Sister of
Skyfall Peninsula Snow influences the center of the Iceflow Sea. Animal
life in the region can grow to stupendous sizes.
• Barricade Katta - An ancient Sul'at artillery • Valley of Cairns - The hunter giants of Eshtarnak
emplacement lies sunken in the Phoenix Basin, came to the Valley of Cairns to die, fighting the
brimming with danger and fiery weaponry. ghostly spirits of their greatest trophies.
• Gundrak’úl ('Obisidian City') - A dangerous sect of
Súlatar drow have claimed a bloodglass fortress from Scimitar Spires
the Age of Giants. Within, they believe, lie the tools
they need to conquer Xen'drik. • Kaskylla’s Trove - The bizarre glacial aberration
• Shanai Orioth ('Forest of Lords') - Countless elven Kaskylla lairs within the Iceflow Sea, sleeping amidst a
grave markers form the Forest of Lords, where both vast hoard of treasures, including flash-frozen people.
drow and Aereni honor their ancestors. • Kwinharin - The Rainwoods bloom with verdure,
• Throne Gate Ruins - The mossy rubble of the Cul'sir blessed by the land spirit known as the Sister of Spring.
city of Throne Gate hides a dire secret. Those who • Pti-tak'chil - a city-hive for the militant 'titanshell'
dream within the ruins enter a shared dream from the thri-kreen is bored out of a mountain peak, and home
Age of Giants where nightmares have taken hold. to a training ground for unarmed brawlers.
• Taer Laerentys - The Fortress of Victory is the
manifestation of war stories, where fey clash forever.
Hydra Basin • Wreck of the Iron Will - Ghostly locathah guard a
• Cardaen’s Tears - The elven hero Cardaen shaped the Riedran wreck claimed by the Sea of Lost Souls.
history of the Aereni, and the downfall of the Cul'sir.
A hidden memorial to him and his love - the general Menechtarun
Vadallia - is guarded by magic and druidry in the wilds. • Asherat - a Syranian manifest zone on the border of
• Creation Forge ('The Blank Grove') - A quori the Menechtarun hides an expansive asherati village.
outpost contains an original Creation Forge, guarded • The Diaphany - One of the largest crystal wastes in
by a formless horror torn from the Sea of Dreams. the Menechtarun has a permanent Riedran contingent.
• Lake of Solace - Lotus flowers bloom in the peaceful • Gran Gol - An immense zaratan swims through the
Lake of Solace. An aberrant horror lurks in the center, desert sands, a thri-kreen village built into its back.
charming and consuming unlucky visitors. • Mirhanac’lathk - The githyanki have built a crèche
• Sanctum of the Watcher - The lethargic green beneath the desert sands, where they plan to raid the
dragon Zartarxis rules a petty kingdom in central city of Zja Aqat with their sapphire dragon allies.
Xen'drik. As one of the Ten Watchers, Zartarxis has • Parhelion Altar - The monastery-fortress of the Star
forsaken his duties - until now. Pilgrims burns with alien light like a beacon of safety.

Tempest’s Spine & Dread Lake Moving or Lost


• Court of Cinders - The eastern cape of Xen'drik is a • Forget-Me-Dot's - The Mother of Mirrors is an
sunlit savannah. A sisterhood of dryads maintain the ancient night hag living on an undead tiger's back.
region using the unusual help of a burning goristro. • Optao - A Ko village drifting over the Fangs of
• Darkfire Crater - Countless fiends have escaped their Argarak is the perfect place for some relaxation and
bonds in Darkfire Crater after slaying their draconic low-level adventures.
warden, and work to spread their evil influence. • Shae Tirias Tolai - The gothic halls of the doomed
• Lachni of the Mists - A number of Dread Lake's feyspire of the dead still echo with ghostly howls.
secretive spiderfolk dwell within Lachni of the Mists - • Wen-Damji - A banyan treant with a hundred trunks
a treetop village cloaked in illusion. (and a hundred stories) marches through the forests
• 'Naphrad' (Colossus WX-12) - The Day of Mourning of Xen'drik.
transported an entire warforged colossus to a
mountainside in the Ring of Storms.

CHAPTER 64 | ADVENTURE
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The Asherat open doorways of buildings.
How guests need to get
A Soaring aerial desert holds a secret town at its heart. around is a bigger
surprise; with the
The southern border of the Wasting Plain is marked by the floating effects of
Asherat - a glittering region of desert where the sand dunes the manifest zone,
flow through the sky like clouds. Here, the desert winds stir traveling downwards
up storms that carry sand into a manifest zone to Syrania, the in Ushemra is as
Azure Sky, causing it to float. The countless flecks of silica simple as a leap of
reflect the sunlight as they drift in the calm belt, shimmering faith. The asherati
like a thousand mirrors. As the sand is lifted into the sky, live as extended families
it forms an empty hollow that pulls more in like a massive in vast communal buildings
whirlpool. Where the zone ends, the floating clouds fall in that are shaped from the
vast sandfalls, which replenish the center in an endless cycle. sand. Most are cylindrical to
For travelers, the Asherat is an awe-inspiring sight; the match their village, with inner
clouds and waterfalls appear like an earthen storm blanketing courtyards filled with dancing lights
the horizon. Crossing it without a guide is perilous in the and kinetic sculptures.
extreme. The shifting currents of sand can bear one through
the sky in the right direction - or smash them down into the
gyre at its core. Even worse, planetouched desert creatures
Environmental Conditions
swim through the aerial currents and hide within the clouds • Within the Asherat, all spells and abilities that cause
of sand. Despite this, the region hides an impossible village levitation or flight have their duration doubled.
within the whirlpool at its heart. The people known as the • All creatures come under the effects of the spell feather
asherati (‘Starsifters’) are experts at traversing its dangers - fall when they begin falling any distance.
and willing to guide travelers, for the right price. • During the day, the Asherat is under extreme desert heat.
Born of the Desert. The asherati are humanoids with
smooth yellow skin who possess the ability to swim through Treasure
sand like water. They act as guides and merchants, with a
mastery of geomancy that lets them rapidly travel across the • A sandy Nature’s MantleTCoE that provides peerless
Menechtarun. Details on the asherati can be found in the camouflage in the sands, woven with asherati geomancy
Ancestries section on p.66. The whirlpool at the heart of for Sunheart druids.
the Asherat is both protection and provision; materials and • A Sunblade scalpel retrieved from the giant city
creatures sucked into the spiraling sand fall into vast nets of Sohl’aran
woven by the asherati, where they are collected for their • Beads of NourishmentXGE crafted by the asherati to trade
subterranean village. The town of Ushemra lies beneath the with desert travelers
surface of the desert in a vast air pocket created by asherati
magic; the people use the properties of the manifest zone Encounters
to cause the sand to float, then direct it into streams that • The Asherat has a variety of piscine creatures known as
surround the village like a bubble. These spiral out into the Seheta that swim through the desert sands; any aquatic
Menechtarun like a web, carrying the desert people for miles beast or monstrosity can be turned into a Seheta by
on secret underground currents. giving it a burrow speed instead of a swim speed and
removing traits that prevent them from breathing on
Ushemra land. Within the Asherat, this allows them to ‘swim’
The underground town of Ushemra is one of the largest through the flying clouds and currents of sand. An
asherati settlements in the Menechtarun, and the nearest example is the terrifying seheta snapjaw*, which hunts
to the desert’s edge. Its structure is fluid and formed from large prey across the desert.
lightweight starsand; the geomancers of the village simply • A giant scorpion with a terrifying fly speed of 40 feet
shape the Syranian earth into solid forms, packing it via that lurks in the sandstreams.
magic ritual to form instantaneous houses. The space • A group of scouts led by an asherati sandbinder*,
containing the village is surrounded by flowing curtains patrolling the borders of the desert for dangers.
of shimmering sand; this ever-flowing sandfall redirects
the energy of the whirlpool above Ushemra, creating
the constant pocket of air within. Nets hang within the
sandfall to catch treasures caught by the Asherat before they
are swept away.
Rather than roads, the vertical houses of the asherati
are connected by sinuous rivers of sand suspended in the
air. These are reshaped by the asherati as needed,
creating dynamic pathways to and from the town’s
buildings. Visitors are often surprised by the sight
of the ‘starsifters’ swimming through these aerial
currents, before breaching out and into the

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CHAPTER
6 | ADVENTURE
4 | ALLIESLOCATIONS
& ENEMIES
250250
Barricade Katta Fortress Interior
A crashed Sul’at fortress in the Phoenix Basin brims Several sections of the outer fortress have massive cracks
with ancient weaponry and dangerous defenses. from the impact of it falling from the sky under draconic
assault. While not big enough for a fire giant, smaller
Along the borders of powerful giant empires, the magic arms adventurers can easily slip into the interior. Within lie
race led to the creation of weapons platforms to fend off the massive skeletons of the Barricade platoon, as well as a
attack. The borders between the Cul’sir Empire and the Sul’at variety of ancient weapons. The closed fortress bulkheads
League was one such hotbed for weaponised magic, for while have trapped a variety of elementals within, who long ago
the League were happy to dance on the thin line of trading broke their fraying arcane bonds. Air elementals allowed
with the Cul’sir, they weren’t foolish enough to show any the fortress to hover, while bound fire elementals powered
weakness. In the end, the giants never expected to turn this many of its cannons. Worse, several key points in the fortress
weaponry on a common foe. The Shattering saw elemental contain active magic alarms. Triggering them releases ancient
conflagrations of magic hurled at the attacking dragons in magebred bioweapons from Risian stasis compartments
desperation. Most of these weapons platforms were utterly in the walls, which range from pyrohydras* to horrific
destroyed via claw and meteor swarm, but some still remain, swarms of hellwasps*.
along with the bones of the soldiers within. The heart of the Barricade is a massive Fernian generator
Boiling Wreckage. Barricade Katta was developed by containing a bound horned devil - as well as the arcane
the Sul'at League as a flying watchpost between them and the controls for the entire outpost. A character attuned to the
Cul’sir. It now lies half-sunken in the Phoenix Basin, close controls can choose to channel the devil’s power into the
to the continent's current west shore. The former floating exterior cannons, or use it to cast meteor swarm once per
island is covered by a defensive fortress built from enchanted day, dealing exclusively fire damage. However, the damage
bloodglass and ur-cobalt. It now lies half-tilted on one side in from the dragons has partially damaged the binding. It is the
the shallow ocean, which boils with steam around it. Arcane devil’s fury causing the surrounding ocean to boil; using it to
armaments forged from firebrass stick out from firing ports cast meteor swarm destroys that binding, freeing the devil to
in a 360-degree radius, many still glowing with etched Sul’at do as it will.
runes. The site is shunned by local people, who have no wish
to brave the superheated sea or risk triggering the active Environmental Conditions
armaments inside. The Barricade is one of the Battalion of
• The interior of the Barricade is under the effects of
Basalt Towers' biggest hopes. Immune to the heat of the
extreme heat.
steaming sea, their leaders hope to break into the fortress and
• Characters without resistance or immunity to fire
recover powerful weaponry to use against their foes.
damage immersed in the ocean within a 300-foot
radius of the Barricade take 1d8 fire damage every
round, as the superheated water begins to boil
them alive.

Treasure
• A Brazier of Commanding Fire Elementals
• A Flame Tongue ‘Greatsword’ - the personal dagger of
the Barricade’s commander.
• The hide of a dragon who died during the assault on
the Barricade, which could be turned into appropriate
Dragon Scale Mail.

Encounters
• A battalion fire giant* and three pyreheart
goliaths* investigating the Barricade
• A young dragon turtleFTD using the flooded lower
levels as a lair
• A pyrohydra locked in stasis as a ‘guard dog’.

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ALLIES & ENEMIES
LOCATIONS
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Cardaen’s Tears The defenses of Cardaen’s Tears are formidable. The magic
woven by the mage was powerful and unique, and his will
A memorial to one of the greatest leaders of the Elven to protect Vadallia limitless. The ancient Gyrderi assisted
Rebellion lies hidden within the jungle. him, weaving their own druidic wards into the region. Any
treasure of the ancient elves might be located in the grove
One of Eberron’s greatest tragedies was told amidst the - most famously the Eye of Vadallia - but reaching it is the
devastation of the Elven Rebellion. The heroes Cardaen and biggest challenge of all. One has to be truly worthy to pay
Vadallia were key figures in the years before the Exodus, and reverence to the heroes of old. Several trials lie in wait, from
are among the most famous of Tairnadal heroes. Cardaen trials of combat, to those designed to test intruders’ skills as
- one of the most powerful spellcasters of the time - was though they were elves at the time of the Rebellion.
raised in isolation by the titan Cul’sir, and trained to create
spells using his innate talent. His world was shattered when
the martial Vadallia rescued him from Cul’sirran, revealing
Environmental Conditions
the truth of the rebellion - and the existence of his elven • The entire area of Cardaen’s Tears is a druid grove.
kin. The general led the forces of the Rebellion, with brutal The guardians within (determined by the GM)
tactics and endless charisma uniting the scattered groups are the result, with undergrowth that actively
beneath her banner. Her people won again and again against challenges invaders.
Cul’sir and Sul’at forces, but she knew one thing denied them • The region resists all attempts at divination, and
true victory - the sheer power of their magic. The Queen cannot be magically scried into, or located with the
of Swords was aided by a magic diamond that she wore in aid of magic.
place of her right eye, granting her visions of the future. In
it, she saw an elf imprisoned without ever knowing, and the Treasure
boundless power within him. Her rescue of Cardaen came
at a cost. The titan Cul’sir, wishing to crush the famous • The crystal Eye of Vadallia*, with its powerful
warrior once and for all, placed a scrying sensor on his former prophetic abilities.
apprentice. Soon, an army marched to destroy the Rebellion. • A legendary elven double-scimitar left behind in
With the truth of the world before him, Cardaen was torn. remembrance, such as Arquis Tellora*.
Pulled between two different people, he could not help but • The legendary fragments of Cardaen’s staff - the items
see both the elves and giants as his people. Unwilling to fight, known as Empire’s Bane*, Null Dominion*, and the
he looked on as Vadallia was wracked with a terrible curse of Splinter of Innovation*.
his own making - and broke. The mage entered the battle in • The memories of Vadallia and Cardaen (with any
a fury, dispelling the magic of the giants and driving fear into accompanying secrets) granted to a character of
the heart of their king. They fled the battle, but the victory elven descent.
was theirs; Vadallia was dead, and the will of the elves with
her. Cardaen walked away with falling tears, a crystal eye, and Encounters
a final promise. He would lead the elves in her stead to a true • Elven sword wraiths who rise to test the
peace - and would not stop until they were freed from the party, ensuring their martial skill is worthy of
madness of Cul’sir once and for all. paying respects.
• Nature spirits taking the form of different beasts which
attack the party - a legacy of the Gyrderi.
The Full Story • Wood woad guardians in the form of elven warriors
The story of the heroes Cardaen and Vadallia is from antiquity.
summarized here to provide background on the
history of Cardaen’s Tears. Full detail on the saga can
be found in Issue #407 of Dragon Magazine. Further
information on the elves as individuals, as well as their
modern legacy, can be found in the Tairnadal section of
Chronicles of Eberron.

The Memorial
After the fateful battle in which Vadallia lost her life, Cardaen
brought her body to a hidden grove, warded by arcane and
primal magic. There, he crafted a memorial in her name,
and vowed to lead the elven people. The remembrance is
simple. Vadallia’s double-scimitar stands as a grave marker
beneath a fabricated statue, depicting her riding into battle
on horse-back. Illusions woven into the sculpture give it the
appearance of movement, with the Queen of Swords
crying out in victory. Behind the marker, a low
waterfall rushes down into the grove, with jungle
trees providing peaceful shade.

252252
incineration, the goristro has unwittingly developed a love
of botany, and an eye for good fertilizer. Sure, you can burn
plants - but there’s a satisfaction to be had in burning the best
trees possible.
As a result, the Cape has a fearsome reputation for many
Xen’drik people; tales of the accursed demon of flame that
haunts its borders are not unfounded, and the sisterhood
is wary of any disguised threats from Dread Lake. As such,
adventurers may find themselves on the wrong end of
Ixpyridos's charge - unless, that is, they can offer it some rare
plants to grow. Despite this, the Cape of Cinders is home to
Fernian plants found nowhere else, many of which can be
brewed into potent medicinal teas.

Environmental Conditions
The Court of Cinders • Open flames and careless sparks can easily cause fires
in the region around the Court. Spells and abilities
The Cape of Cinders is home to an unusual alliance
that deal fire damage deal an additional damage die,
fighting back against the darkness of Dread Lake. A sisterhood of
but also run the risk of igniting the nearby grass in a
dryads and a Fernian goristro have allied to form a burning defense. spreading wildfire.
To the east, the misty forests of Dread Lake turn rapidly into
bright savannah and fynbos, forming the Cape of Cinders. Treasure
The environment here is sunlit and dry - a stark contrast to • This Elemental Essence Shard (Fire)TCoE is a large ashen
the sodden woods and their dark denizens. Scattered groves seed from one of the Court’s eucalyptus trees.
of eucalyptus trees dot the horizon, with rainbow bark and • This Potion of Haste is brewed with protea leaves, and
pastel leaves. This is where the influence of the Spinner of sets one's heels on fire with fey magic.
Shadows ends, and for good reason. A sisterhood of ashen • The grass of the plains, if dried, can be stuffed into a
dryads rule these plains, burning away the darkness with pipe to create a Pipe of Smoke MonstersXGE.
cleansing fire. However, each cannot venture too far from
their separate groves. That's why they call for the hulking Encounters
goristro Ixpyridos instead. The colossal fiend is 20 feet tall at
the shoulder, appearing as an assembly of charred bone and • The ever-burning goristro Ixpyridos, with
fire in the shape of a minotaur. In a bizarre relationship, the immunity to fire damage and a +10 bonus to Nature
chaotic demon protects the Cape of Cinders from harm by (Intelligence) checks concerning plants. When the
doing what it does best - setting fire to everything in sight. goristro deals damage with a melee attack, half the
The epicenter for this is the Court of Cinders, where the attack’s damage is dealt as fire damage.
spirits and fey of the Cape come to cavort in the firelight. • A dragon turtle resting on the coast of the Cape,
The Court lies in the geographical center of the Cape, sunning itself. It’s indifferent to the party, but may
within a grove of eucalyptus trees with multi-hued bark. be able to tell them of the dangers of the region in
Here, the ashen dryads come to consort and share news, exchange for entertainment.
sometimes sending emissaries such as sparking quicklings. • A friendly ashen dryad happy to see mortals who
These native fey have different appearances depending on the weren’t scared off by the prospect of meeting
tree they originate from; some have the colorful appearance Ixpyridos. She will ask for interesting stories, and may
of eucalyptus, others the soft hues of silverleaf trees.When offer some of the Cape’s valuable plants as payment.
fiends or monsters from Dread Lake begin to encroach on
their lands, they direct Ixpyrinesh from his smoke-filled
cavern beneath the Court towards the threat, expecting their Creation Forge - Blank Grove
‘Knight of Cinders’ to incinerate it post-haste. Quori strongholds remain throughout Xen'drik, where
The goristro itself is a Fernian fiend, so has no ties to any the outsiders created the first of the warforged using raw dreamstuff.
Overlord. Instead, it represents the hungry destruction of The Blank Grove is one of the worst, tainted by very real nightmares.
fire. After accidentally crossing into the Material through a
manifest zone, the fiend found itself with an entire world to During the Dream War, the invading quori built Creation
burn. Using fey charm and simple words, the dryads formed Forges to aid their cause. Each Creation Forge was used to smelt
a quick arrangement with the demon. Wildfires are natural raw dreamstuff into engines of war; quorcraft constructs,
here in the Cape, and allow the native plants to spread Dream Gates and Docents were all made for the war effort.
their seeds and regrow. In exchange for burning things of Many still remain, hidden through the ages by the
sisterhood’s choice (already a fun activity), the dryads would Traveler’s Curse and their quorcraft guardians.
let the goristro burn vast swathes of the Cape, renewing the A typical Creation Forge exists as a marble monolith
life with fertile ash - and allowing it to regrow to be burnt sunken within a pit 300 feet below ground level.
again. After thousands of years of controlled and desired The monolith is vast - up to 200 feet tall - and

CHAPTER 6 | ADVENTURE LOCATIONS


253
pulses softly with glowing blue lines. This is surrounded by a
marble tower of self-repairing psionic material. Around the
Darkfire Crater
central tower, a variety of defenses may exist to hide it, or A volcanic prison for fiends has been overrun by its
fend off attacks from giant warriors. Massive walls, psychic prisoners. Now, they work to free their kin, with their draconic
traps, and quorcraft guardians are common. Many Creation jailer a vile corpse puppet.
Forges also exist alongside quori tools such as Dream Gates
(p.63). The extent of this construction varies greatly; some In the Age of Demons, the dragons and couatl sealed many
Creation Forges exist alone as forward outposts, while others fiends deep within the volcanoes which dot central Xen’drik.
are ensconced in vast psychic fortresses where the quori The red dragon Zinshear-Jhodjaros, who holds the title of
planned their war efforts. Red Watcher, guarded such a location. Known as Darkfire
Attempting to actually use a Creation Forge is an unwise Crater, the mountain holds a rogue’s gallery of fiends,
choice. The eldritch machines were anchored to Dal Quor, including the tigrine balor Cyl-Maaldrake*. At least, it did.
and used the plane’s magic to dream devices into existence A recent eruption unleashed the tide of demons within, who
in imitation of the Cul’sir’s magic. Although they are still slew the Red Watcher in an overwhelming onslaught.
magical, that link has long been severed, and what might be Now, the smoking crater belches cinders and volcanic ash
created by someone attempting to use a Creation Forge is up to into the sky, cloaking the land in a dark shroud. While some
interpretation. of the fiends have escaped into the surrounding lands, many
Creation Forges and quori outposts can be placed nearly still lurk within the caldera, helping to free their remaining
anywhere in northern and central Xen’drik. The following comrades. Desperately fighting back are a tribe of drow
is an example of an outpost and the challenges one known as the Darkwatchers - the hands of the Red Watcher
might face there: and paladins of Dol Arrah. The Darkwatchers wield divine
power in their fight against the fiends, but they lack the
The Blank Grove strength to truly hold them off. Should Cyl-Maaldrake be
freed from its crystal dragonshard prison, the drow will suffer
The Blank Grove was once a quori stronghold built in the the full force of the balor’s rage.
peninsula east of the Marsh of Desolation. This former Dal The drow maintain hope that the Red Watcher will
Quor manifest zone was ruined by the Moonbreaker, which recover and come to their aid, having seen the dragon
stripped away the region’s magic, creating a Dreamblight moving in the distance. In truth, Zinshear-Jhodjaros* is an
(p.54). Now, its bizarre psychic energy saps emotions and abominable puppet inhabited by four swarms of hellwasps*
imagination, creating permanent doldrums. that mimic the dragon’s voice and movements. The Darkfire
The outpost at the heart of the zone has 20-foot high walls fiends use this to maintain the illusion of normalcy for
of smooth sentira, and contains a non-functional Dream Argonnessen, in combination with the illusions of the
Gate and Creation Forge. The outer walls are patrolled by a rakshasa Kintakathjalil.
couple of worn-down groups of Quorforged (warforged Meanwhile, the stalemate between the fiends and the
soldiersERLW with the Quorcraft template on p.61) who try Darkwatchers stretches on. All await the hour that Cyl-
to drive off or kill anything that comes too close. The inner Maaldrake is freed, as countless weaker fiends chip and
courtyard is filled with the destroyed remains of countless scratch away at the dragonshard cage that contains them.
Quorforged, as well as the unspeakable horrorVRGR A group of hapless Tharashk prospectors are the most
responsible - a manifestation of all the negative emotions recent victims of the fiends, having seen the eruption as an
absorbed by the Blank Grove held within a frame of Dal opportunity for easy Khyber dragonshards. Rather than kill
Quor’s nightmares. The Creation Forge itself has never them, some of the fiends have possessed the unfortunate
been explored due to the horror’s terrifying presence, miners, and seek to return to Zantashk to tempt in
and might hold warforged components or treasures from more victims.
the Dream War.
Environmental Conditions
Environmental Conditions
• The raw heat of the caldera poses a threat. The crater
• The Dreamblight affects imagination and strong is under extreme heat, forcing characters to succeed
emotions. Saving throws made to resist illusion on a DC 10 Constitution saving throw every hour
spells or the frightened condition have advantage. A or suffer a level of exhaustion. Characters wearing
Barbarian that Rages (or, perhaps, Angers) does not heavy armor have disadvantage on the saving
gain the bonus Rage damage. throw. Characters with fire resistance or immunity
are unaffected.
Treasure • A character that takes a short or long rest within the
caldera must succeed on a DC 10 Wisdom saving
• A DocentELRW, potentially throw or gain the following long-term madness: “All
containing a sentient quori Charisma ability checks made by fiends have advantage
from a past age. against the character, who believes that the fiends of
• Warforged components Darkfire Crater were unfairly imprisoned.”
such as ArmbladesERLW and
Behemoth Belts*. Treasure
• The horror's
heart - a Far Realm • The draconic hoard of Zinshear-Jhodjaros*, which
ShardTCoE. might contain any number of giant relics. An example

CHAPTER
CHAPTER
6 | ADVENTURE
4 | ALLIESLOCATIONS
& ENEMIES
hoard may contain: 220,000gp worth of items (divided residential, with well-preserved fire giant homes. Twin
into 50,000gp worth of flawless gemstones, 10,000 gates once led out from these districts to the foot of the
platinum coins, 50,000 gold coins, and 20,000gp of mountain, although both have been buried beneath a layer
giant art), a Potion of Invulnerability, 2 Potions of Supreme of rubble. The deeper one travels, the greater the industry;
Healing, a Spell Scroll of crown of stars, a Staff of Thunder the base of the city, on the cavern floor, has great lava flows
and Lightning, and a special Siberys dragonshard and permanent portals to Fernia, along with forges lit by
pendant that guides one to the hidden city of Bazek divine fire.
Mohl to the south - some of the only people who
can help to rebind Cyl-Maaldrake* if the balor ever Environmental Conditions
breaks free.
• Khyber dragonshards containing bound fiends that can • The city of Daomon itself is under extreme heat due to
be thrown, acting as Spell Scrolls of immolation. the Fernian lava flows and burning forges.
• Weapons of Wounding taken from the Crater’s fiends. • Creatures have advantage on ability checks using
tools when using any of the workshops and forges
within the city.
Encounters • When a creature casts a spell of 1st level or higher, if
• 2 swarms of hellwasps* spreading out from the it deals fire damage, it does so as if cast at a level one
Crater to form a ghastly hive higher than the spell slot that was expended.
• A flying bone devil patrolling for intruders.
• A glabrezu and 2 spined devils seeking out victims Treasure
to bring back to the Crater.
• A marilith desperate to sate their rage by • A Holy Avenger waiting for the warrior of prophecy
eviscerating mortals. who will wield it against the evils of the world.
• A Ring of Fire Elemental Command wrought from
mithril and Fernian gems.
Daomon • A Staff of Fire forged from adamantine and inlaid with
sparkling rubies.
A ruined giant city lies hidden within the mountains
of the Bluespine Peaks. The divine forges of Daomon burned bright,
its people working with the dao of Fernia to produce unparalleled
Encounters
wonders - but the damage from the Shattering is dire indeed. • A divine construct hollow dragonFTD – the greatest
defender of the city of Daomon, and most prized of its
The giant city of Daomon is a relic of the Fernian nation archonic creations.
of Grand Ju’qata, hidden from looters by its subterranean • A behir lairing in the twisting tunnels bored through
location. The fire giants of the city were divine smiths who the mountain that grant access to the city.
worked with the dao of Fernia. To draw closer to the plane • An archonic warforged titanERLW in the shape of a
and its patrons, they built their city within an immense fire giant, with immunity to radiant damage.
cavern hollowed from the Bluespine Peaks, its depths • A squad of 1d4+1 azer searching the ruins for rare
crossing over into the Sea of Fire itself. To destroy the city, items on behalf of their dao master.
the dragons bored great holes through the mountainside,
laying waste to its people, then collapsing many of the tunnels
behind them. Now, the City of the Forge lies hidden within The Diaphany
its tomb of stone. Legends of Daomon’s wealth are told as A waste plain of psionic crystal mars the desert,
tales by the people of central Xen’drik. Players in search of a resonating with odd energies and realities
fated weapon may have to find the truth behind that legend.
The mountain containing Daomon lies in the northern Stretches of the Menechtarun desert are marred by flat plains
Bluespine Peaks, and contains no outwards traces of the city. of magenta crystal. Appearing like patches of glittering ice,
Thousands of years of ice and snow have hidden the tunnels these regions are nearly devoid of life. These are the crystal
bored by the dragons so long ago. Despite this, many have wastes - dangerous locales mined by the Unity of Riedra for
been claimed as lairs by powerful beasts, such as behirs, yetis the psionic material inside. Camps from Dar Qat often squat
and chimeras. Adventurers who can sneak past them find on the borders of the wastes, hauling vast slabs of deep crystal
the tunnels snaking downwards through the mountainside, to be refined into crysteel in Sarlona. One of the largest is
before dropping away into an unbelievable sight. Daomon known as the Diaphany, and located in the southern dunes
itself still roars with everburning fires, its radiance glittering of the ancient desert. The conditions and nature of the
off the cavern walls. Diaphany can be used as a base for any of the Menechtarun’s
crystal wastes encountered during adventures.
City Layout The shimmering expanse of crystal has bizarre effects on
the minds of living creatures. Its deep crystal is psionically
The city itself occupies a single vast cavern at least a mile in
resonant, and reacts to the thoughts of those within.
height. Massive shelves of rock jut out from the walls, each
Generally, this causes it to softly glow in the vicinity
shaped into a separate district. These shelves are connected
of thinking creatures, with greater intelligence
by intricate bridges of stone and wrought metal. Many of
resulting in a more powerful glow. Creatures
these have been shattered by the dragons, falling into the
mutated by the environment have learnt
central gulf in a destructive cascade. The upper districts are

CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
255
to make use of it, watching for glows reflecting off the giant tiger, treating with mortals and dealing in secrets. The
crystal and hunting those causing it. Other effects are more hag wields powerful necromantic spells and her hut is filled
insidious. The crystal of the Diaphany can spontaneously with Mirrors of Life Trapping in which she keeps those who
reproduce illusion and enchantment spells, subtly affecting failed to uphold their bargains. In truth, her ties to the land
the senses. Sometimes this can be beneficial, creating are ancient. Yudotre walked the streets of Shae Tirias Tolai,
psychic impressions of characters like mirror images. It can and still swaps good reads with the Librarian of Dolurrh. She
also result in hallucinatory terrain, reproducing areas from a has watched tragedies unfold, given prophecies to heroes, and
character’s memories. triggered the fall of empires. She is a true immortal, and the
depth of her historical knowledge is unmatched. After all, the
Environmental Conditions dead have much to say.
Sora Yudotre is both a classic hag, and an impartial dealer
• The Diaphany is under extreme desert heat of information. She knows more than perhaps any other
during the day. figure in Xen’drik, with insight into the Prophecy and a desire
• Once a round, whenever a character deals psychic to deal with foolish mortals. As such, she can act as a simple
damage to another, it can choose to add its Intelligence giver of prophecy, and provider of lost secrets. However,
modifier to one of the damage rolls. All spells that deal everyone knows what it means to deal with a hag. How much
psychic damage do so as if cast at a level one higher is a secret worth, especially one matured with age?
than the spell slot that was expended.
• The crystal around a character produces dim light in a
radius equal to their Intelligence score. Stats for the Sora
While the night hag is unquestionably an ancient
plot device of eldritch power, that might not stop
Treasure adventurers from trying to stab her. A stat block for
• A psionic Ioun Stone of Awareness. ancient night hags can be found in Threat Dispatch
• A Crystal SwordFTD carved from the deep crystal. by Anthony Turco; otherwise, in a pinch, one can
• 1d3 crystal chunks that act as Spell Scrolls of hypnotic simply use the stat block for Cassandra, Death’s
pattern when thrown. Voice*, changing her size to Medium, her type to
Fiend, and reflavoring her melee attacks as swipes
Encounters from the undead tiger that the hag rides around on.
You can safely assume that the hag can cast whichever
• 1d4+1 crystalline stone cursed. Necromancy and Divination spells she sees fit, as
• The Menechtar*, approaching in a plume of sand long as they serve the plot. Even if they don’t, she can
from over the horizon. ask one of the many souls in her collection for some
• An exploratory squad of 2d4 soldiers and scouts from borrowed knowledge.
Dar Qat led by an InspiredERLW
• A crystalline remorhaz with psychic damage
immunity instead of cold
Example Hag Deals
Sora Yudotre may ask for:
Forget-Me-Dot’s •

The bones of the party member will belong to her.
The party member must deliver a specific soul.
A legendary witch wanders the world, her hut sitting • The party (or one person) will owe the hag a pair of
atop the moving bones of a giant tiger. Countless tales tell of the favors it is impossible to refuse.
Mother of Mirrors - and the deals she is willing to broker. • The party must carry one of her Mirrors of Life
Trapping to a specific location and shatter it, releasing
The people of Xen’drik share many common legends. The the poor unfortunate within.
most famous include the giants warring against dreams and • The party must travel to the haunted ruins of Karrakos
plucking a moon from the sky. One spoken of in whispers (p.188) and retrieve a specific memory of the dead
is the Mother of Mirrors, who wanders the land when the from the Threnody Archive.
moon Aryth is full. She lives atop the undead bones of a • The party must bring her one of her favorite poetry
giant beast in a hut made of last moments, and bargains for books, borrowed by the archfey of Shae Tirias Tolai at
the souls of the foolish. Around her lie hoards of plucked possibly the worst possible timing
memories and secrets from the dawn of time, but few can
escape her missing eyes - she uses the sight of ghosts, instead. In exchange for boons such as:
It is said that heroes have bargained with and tricked the • A Mirror of Life Trapping containing someone (or
Mother of Mirrors, but to fail is to be locked behind her something) that party needs.
looking glass forever. All one must do is caw like a raven • A verse of Prophecy to do with the release - or defeat -
when Aryth hangs low in the sky - the rattle of bones will of an Overlord.
guide your way. • A secret known only to those who lived in the times
As with all legends, there is a seed of truth behind the before the Age of Demons.
tales. Sora Yudotre, Mother of Mirrors, is an ancient • A powerful necromantic item in the hag’s possession.
night hag linked to Dolurrh, and one of the original • A drop of blood from someone the party needs to find
13 hags born of Khyber. She has traveled around at all costs.
Xen’drik for an eternity atop the bones of a

CHAPTER
CHAPTER
6 | ADVENTURE
4 | ALLIESLOCATIONS
& ENEMIES
256256
Gran Gol Inspired. Either result would give them free reign over the
Menechtarun.
An immense earth elemental swims through the sands
of the Menechtarun. Mountains of sand have accreted onto its back,
Environmental Conditions
with a clan of thri-kreen tending oases hidden within.
• The sand churned up by the zaratan’s movements
Xen’drik is a land of giants in many ways. Explorers are reduces visibility. All Perception checks made within
often struck by the scale of giant monuments, but few know 500 feet of Gran Gol are made at disadvantage.
there are beings who dwarf even the titans. Gran Gol is • The shifting waves of earth caused by Gran Gol’s
such a being - a creature so large it’s a place on the map. movements can cause the ground to be unstable in its
The zaratan is miles in length, with a serpentine body of vicinity. At the start of every second round in combat,
sandstone. The Sun Serpent swims through the endless dunes every creature without a burrowing speed standing on
of the Menechtarun, following the sirocco winds and drifting the ground must succeed on a DC 10 Strength saving
moons. Druids believe it to be the region’s spirit of the land; throw or fall prone.
as it swims through the earth, it churns up sandstorms, which
sweep for miles to the east. The jungles of central Xen’drik Treasure
are fertilized by this airborne sand, which also slowly buries
• Beads of RefreshmentXGE.
the remnants of the giants.
• A small pet ankheg.
From a distance, Gran Gol appears as nothing more than
• Thri-kreen chatkchas (daggers with a short and long
a mountain range. Eons of sand have accreted onto the vast
throwing range of 60 feet).
segments of its spine, melding until one cannot tell where
• An Ioun Stone of Protection carved delicately from the
it ends and the elemental begins. With much of its body
shell of Gran Gol.
submerged, it's common for travelers to simply dismiss the
shifting mountains as a mirage - until they begin to turn
towards the group. The movements of the vast beast churn Encounters
the sand, and anyone in its path may find themselves falling • A group of 1d4+1 thri-kreen rangers, who are
through the earth, never to be seen again. Its course can be cautious at first, and wish to learn the party’s
unpredictable, and its sheer size means that even gaining its intentions with Gran Gol.
notice is a major challenge. Getting close enough to climb • A desert bulette with an earthen carapace swimming
aboard requires courage and conviction. in the zaratan’s wake.
• A kruthik hive lord and 2d4 young kruthiks that
The K’raana Thri-kreen have started burrowing their way into Gran Gol.
Against all the odds, a thriving community of thri-kreen live
on (and in) Gran Gol. The spirit’s travels and cloaking storms
have worn tunnels through the mountains on its back. Desert
Gundrak’úl (‘Obsidian City’)
winds whistle in the shaded caverns, cooling the arid air. A Sul'at citadel holds a militant sect of fiery drow.
They also carry something key - moisture. Vast skeins of fine Their megalomaniac leader craves the secret at the fortress's heart.
nets hang through the upper tunnels to collect the morning
dew. The K’raana thri-kreen gather it in natural cisterns The Obsidian City of Gundrak’úl is an ancient Sul’at outpost
in the deeper caverns. Here, they have grown subterranean turned drow citadel. The fortress was on the Sul’at League’s
gardens for generations, turning the back of Gran Gol front line during the war between the Cul’sir Empire and
into a hidden paradise. Primal magic is used to enrich the Prince Adaxus. After the binding of the Prince, the outpost
vegetation, as well as to shape the caverns in which they was repurposed into a planar research facility in collaboration
live. Some commune with the vast spirit itself, ensuring it with the Cul’sir, kept in the Empire’s territory as a sign of
is comfortable with the state of things, while others become good faith. Some scholars believe that Gundrak’úl may have
rangers with ankheg companions. The druid circle of the been where the Moonbreaker was constructed, and may
Sunheart sees Gran Gol as the heart of the desert, and works contain clues to the device’s location.
with the K’raana to maintain peace and resolve local issues. Now, the Obsidian City is the headquarters of the Promise
Often, the name of this issue is the Unity of Riedra. Soldier school of Súlatar (as none of the established Súlatar
city-states would maintain so many militant diabolists).
Firesleds* patrol the surrounding forests scouting for
Inspired Plans intruders, and the Promise Soldiers tend to fireball first and
Riedran forays into the desert have slowly uncovered the ask questions later. The region claimed by the Súlatar is
truth behind the ‘Mirage Peaks’, and attacks by Sunheart obvious; the rainforest around them is painted in shades of
druids have hardened their opinions. To the Inspired, Gran crimson and burnished orange. This autumnal jungle – the
Gol is a threat. Gaining control of the elemental would add Súl’asa, or “forest of flame” – is a magebred heritage of the
a powerful tool to their arsenal and weaken the position of Sul’at League, and possesses magical resistance to fire.
their foes. Even better, it has innate knowledge about the Flamespeaker's Command. The Army is to some extent
secrets of the desert. While opinions are divided, there are a cult of personality around Flamespeaker Abríaz
two paths to take. One is to attack the elemental and force Holúar, the founder of the school. While his
it to ‘submerge’, killing everyone on its back. The other is clerical fervor began as a deliberate experiment in
to mentally enslave it, bending Gran Gol to the will of the motivating an army, he is coming to sincerely

CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
257
believe that the Promise of Fire prophesies a coming The Ash Maze
conquest. However, a rift is growing between Abríaz and his An Ash Maze is a terrifying Sul’at defense mechanism.
daughter, General Zúlajé, a skilled battlefield commander and Rather than visible flame, an Ash Maze is formed from
master of intimidation tactics who would rather see the Army walls of pure heat that manifest as a subtle rippling in
become a functional military force. the air. Walking through one of the circular labyrinth’s
The Promise Soldiers under their command maintain a ‘walls’ subjects a creature to this focused heat, which
strangely jovial barracks atmosphere. For them, this is a incinerates it via 20d10 fire damage. This damage
place they can unwind and laugh together. For the peoples ignores resistance and immunity if the creature has
of the surrounding region, it’s a blight on the land that physical substance (but leaves beings such as fire
symbolizes destruction and grief at the hands of callous elementals unharmed). Ash mazes are named for the
killers. Local communities often hire outside adventurers to fine layer of soot that coats the ground around them –
recover stolen heirlooms or artifacts; not because they lack the remnants of former victims. The worst – including
the skill, but because outsiders will be able to keep clearer Gundrak’úl’s – have shifting walls, forming concentric
heads about them. rings of sudden death. There is no set way of traversing
an Ash Maze, but GMs should reward creative ways of
Fortress Structure doing so (Flamespeaker Holúar, sadly, does not).
The fortress itself is classic Sul’at design – a four-sided
star fort formed out of a solid mass of bloodglass. Khyber • Alternatively, a creature that can speak Primordial
dragonshards form crimson inclusions in the obsidian, or Ignan can attempt a DC 15 Charisma (Persuasion)
which allowed the Sul’at to bind fire elementals within it. check to command the fire elementals within it to
Forgebinder techniques allow the Súlatar to command these change the structure in a minor way, such as melting
elementals to melt and reshape the bloodglass, which has open a door, sealing one shut, or opening a 5-foot
allowed them to transform the giant fortress into a drow- space in the floor. Larger changes are possible, but
scaled citadel. In case of attack, the drow simply melt the may take up to 30 minutes to complete. Súlatar drow
gates of the city shut. automatically succeed on the ability check.
The Army of the Promise dwells in the old living quarters
of the giants, reshaped over the years to have partitions and Sulatar Craftwork
interior walls. The Obsidian City is the home of the bulk of • Brazier of Commanding Fire Elementals
noncombatant Promise Soldiers, and adventurers who breach • Staff of Fire that doubles as a lantaka cannon
the walls can expect to find both gung-ho youths eager for • Firebrass Armor* and Daggers of Wounding
new victims for their bloodthirsty prank-wars and disaffected • Blades of the Promise* and Glassflow Blades*
ones who would do anything to get out of the jingoistic • Firesleds*
cauldron. The fortress was designed to have workshop
facilities for elven slaves during the last days of the Age of
Giants, and the Súlatar have made heavy use of the leftover Encounters
tools for their own purposes – largely, supplying the Army • A fire elemental myrmidon and 2 magma mephits
with armor and weapons, but also in unlocking more of the patrolling the vicinity of the Obsidian City.
secrets of the Sul’at League. • A squad of 3 drow and a sulatar evoker wizard (add
While the structure of the fortress has been changed over fire immunity, change lightning bolt to fireball, ice storm
the years from its original state, the spacious courtyard in the to fire shield, and wall of ice to wall of fire).
center has remained the same since the day the League fell. A • A fire-breathing chimera descended from Sul’at
huge pillar of basalt sits in its heart, surmounted by a glaring League ‘guard dogs’.
figure of the Luminary of Worlds – divination has confirmed • 4 Súlatar warriors split between 2 Firesleds* who
the existence of a Sul’at laboratory protected by a private buzz past through the air, attempting to spot any
sanctum effect within, with physical access precluded by an interlopers.
Ash Maze. This terrifying security device vaporizes anyone
without the know-how to navigate it, but Flamespeaker The Sul’at Secret
Holúar believes that only a champion chosen by prophecy
can successfully pass it and trigger a large-scale conjunction Keith Baker’s Dreaming Dark trilogy advances one possible
with the plane of Fernia – and is willing to throw captured prize inside the Obsidian City; presented here are further
adventurers into the grinder. examples to draw on:

Environmental Conditions d4 Example Secrets


A set of twelve spherical vehicles, each one allowing
• The bloodglass structure of Gundrak’ul is malleable 1 transit to a different plane.
to heat. A character that can cast produce flame, control The ghost of the Luminary of Worlds – those who
flames or a similar spell that produces high heat can release her will hear her voice every time they draw
2
attempt to melt open doors, floors, and walls. Melting near a flame.
open a 5-foot square space takes approximately A burning pyre that grants conditional immortality to
1 minute. The bloodglass is magical, and rapidly 3 those who immolate themselves within.
cools in seconds.
4 Some, but not all, of the Moonbreaker.

CHAPTER 6 | ADVENTURE LOCATIONS


258258
Kaskylla’s Trove monsters, to Rimewalker druids, to —- drow and unfortunate
explorers from both Khorvaire and Sarlona. The creatures
An innocuous iceberg contains vast hoards of treasure
are at 0 hit points, stable, and unconscious. Restoring hit
stolen by the aberrant morkoth that lairs within. The creature points to them does not restore them to consciousness unless
kidnaps living beings and freezes them in Risian ice, preserving the pane of ice trapping them is broken. Each pane of ice has
them forever in a grotesque gallery. AC 12, 30 hit points, and immunity to cold, poison, psychic,
and necrotic damage. Shattering them is noisy and will alert
The morkoth Kaskylla is a being fueled by Risian Kaskylla in the Trove Room if precautions are not taken.
preservation and stasis. The bizarre creature lairs within A 15-foot wide icy ramp leads from the Glass Gallery down
a hollow iceberg below the Unveiling, where it stores vast into the Trove Room. Creatures moving down the ramp
piles of treasure. In its frozen mind, there exist two states of must succeed on a DC 13 Dexterity saving throw or slip, fall
being - exalting in protecting so many things from danger, prone, and slide to the bottom into the Trove Room.
and hungering for new things to preserve. Few visitors to the
Unveiling expect to encounter Kaskylla’s writhing tentacles,
and fewer expect to be captured as fragile loot, then frozen
The Trove Room
for eternity within panes of Risian ice. Adventurers searching The massive central chamber of the iceberg holds Kaskylla’s
for rare items in cloud castles might have to delve into the treasures. Piles of gems, art, and rare goods from across
monster’s lair to retrieve them - or simply lust after its vast Xen’drik fill the chamber in which the morkoth sleeps and
haul of treasure. admires its riches. A few prisoners are also frozen in this
Kaskylla’s Trove lies in the Iceflow Sea, frozen in place chamber, including dangerous beasts that can be revived to
Content Warning: Loss of Agency

roughly half a mile west of the Unveiling, appearing as an kill intruders. These have been hypnotized for so long that
unassuming iceberg. Characters with a passive Perception of they see Kaskylla as an ally.
17 or higher notice the odd striations and furrows in the ice The chamber has a 60-foot diameter, and is hemispherical
surrounding it; marks of the morkoth’s slithering passage. in shape. Four 15-foot square piles of treasure dot the
chamber, acting as difficult terrain. A 20-foot diameter
Entry opening in the floor at the back of the chamber churns
with seawater - an aquatic pool through which the
The Trove has two potential entrances. The first is a cleft on morkoth enters.
the north side of the iceberg, located roughly 30 feet up on
a vertical wall above the sea. The opening is big enough for
Medium creatures to squeeze through, but climbing the slick
Environmental Conditions
ice to reach it requires a DC 18 Strength (Athletics) check. On • Kaskylla’s Trove is under conditions of extreme cold.
a failure, the creature succeeds on the climb, but the freezing • The Trove is within a Risian manifest zone that
conditions force a DC 10 Constitution saving throw, with a preserves life indefinitely. A creature with 0 hit points
failure resulting in gaining a level of exhaustion from extreme becomes stable at the end of its turn, entering a state
cold. This opens into the Vestibule. of suspended animation. If an unconscious creature
The other entrance is the one used by Kaskylla, located remains in contact with the ice of the Trove for more
underwater on the bottom of the iceberg. This cannot be than 1 minute, it is drawn below the surface and
seen from above the surface, and forms a 20-foot diameter visibly encased within. While encased in this way,
opening directly into the Trove. Reaching it requires time ceases to flow for the creature and it doesn’t
swimming 100 feet through arctic waters underneath the lair grow older.
itself. Characters who do not take precautions when rising up
through this entrance are likely to alert the morkoth, which Treasure
sleeps in the Trove room itself.
• An entire hoard of five 750gp art objects and 1000gp
of assorted gems taken from the cloud castles of the
The Vestibule Unveiling, along with a Potion of Flying, a Spell Scroll of
The Vestibule is a 30-foot diameter hemispherical chamber of transport via plants, and a Carpet of Flying.
ice. On the other side, a 15-foot wide ramp leads down into • A living adventurer from the city of Kul Lerek who
the Glass Gallery. Characters with a passive Perception of 18 was ambushed by the morkoth and frozen in ice. Their
or more, or who succeed on a DC 18 Wisdom (Perception) gratitude may prompt them to take the party to the
check, identify that the 20-foot diameter circle of ice in the flying city.
center of the chamber is unusually thin. Walking on it causes • A cloud castle Skyhook* and Migration Key*.
it to break, releasing the irate yeti frozen within as a guard
dog by Kaskylla. At the end of every round of combat in
which the yeti is still alive, if Kaskylla is present within the
Trove Room, it can attempt a DC 15 Perception check to
notice that there are intruders. If it is asleep, it makes this
check with disadvantage.

The Glass Gallery


This rectangular room is a ghastly display of living prisoners,
each held in stasis within Risian ice. This ranges from unusual

CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
Kwinharin are being channeled into cleansing the aberrant taint of
the Twister, overwhelming its creations with the power of
The land spirit of the Rainwoods is an ancient soul of nature. In truth, this innocent defense can only hold out for
blooming life. Around it, the world grows like a primeval so long. If the Path cannot find a way to prevent the forces of
rainforest, with unique plants and glowing fungi hidden within the the daelkyr rising from below, the land spirit they worship
verdant depths. may be in danger - and Xen’drik with it.

The cold winds coming off the Iceflow Sea hit the Fangs Environmental Conditions
of Argarak and condense into rain that drenches the land.
Known as the Rainwoods to explorers, the region has a • Spells that create or specifically affect plants, such as
deeper name to the people of Xen’drik - Kwinharin, the entangle or speak with plants, have their durations
Sister of Spring. Both a place and a powerful spirit of the doubled. Saving throws against such spells are made
land, Kwinharin is an ancient primal force said to be one of with disadvantage.
Eberron’s true children. Her vibrant coastal domain embraces • Battlefields in the Rainwoods might have areas of
the boreal realm of her brother, Raiarin, to the south. brown or yellow mold, thorny or poisonous plants,
Within Kwinharin, life blooms. The temperate rainforest and thick growth that acts as difficult terrain.
is awash with green, with moss and lichen covering every
inch. The air is fragrant with natural scents, and lies as still as Treasures
it was when the world was young. The primal vitality within
• Rare medicinal herbs found nowhere else that can be
the land causes the plants to grow to extraordinary sizes,
brewed into Potions of Superior Healing or Vitality.
and even the animals often resemble moving vegetation.
• A Bell BranchTCoE or Nature’s MantleTCoE.
As a result, in the heart of the Rainwoods, the forest floor
• The ability to cast ancient druidic spells, as taught by
can be almost entirely shaded by vast ferns and tropical
the tree saints of the Verdant Path - or the spirit of
trees that soar into the canopy. Here, the gloom is a sea of
Kwinharin itself.
bioluminescent fungi and hazy spores - an alien world of soft
hush and thick atmosphere. Myconids travel the deep paths,
communing with the spirit of Kwinharin as grovetenders Encounters
and shepherds. • 2 dolgauntsERLW of Avassh scouting the Rainwood,
The Rainwoods are the ancestral home of Verdant Path with vine-tendrils instead of fleshy tentacles.
druids (p.122), who often gather in the region to commune • A treant that was once a giant druid of the Verdant
with the land spirit and meet with their fellows. Many return Path, and will happily teach a cantrip such as druidcraft
to its forests as they get older, performing a ritual to turn in exchange for a good story.
themselves into treant ‘saints’ who teach the next generation. • A bodytaker plantVRGR seeded by the forces of Avassh
The borders of the Rainwoods are patrolled by members of to capture and consume the druids of the Rainwoods,
the Verdant Path, who keep an eye out for loggers, monsters, then recreate plant spies with their forms.
or other dangers to the health of the forest. • A group of 2d4 twig blights and 2 vine blights
In recent years, this duty has become increasingly vital; sprouting from a daelkyr-tainted seed.
the daelkyr Avassh, Twister of Roots, has begun reaching • A small myconid under attack by giant insects that
out to Kwinharin in an effort to corrupt the land spirit. telepathically cries for help. In truth, it is the spawn of
The infectious spores of the Twister are a virulent plague. Avassh, and if the party protects it, will sow further
Currently, the primal purity of the land spirit and its servants corruption in the Rainwoods.
Lachni of the Mist of their villages.The ability of their claws to damage even
fiends makes them a highly tempting prize, and the rangers
The largest village of the Children of the Mist is of Lachni use these against the tainted servants of the
secreted away within the fog of the Lake of Dread. The spiderfolk Spinner of Shadows.
weave wondrous webs and concoct tinctures, hidden by illusion and
the creeping mist. Coming and Going
The spiderfolk known as the Children of the Mist dwell in Those who leave the region are always in disguise, operating
hidden villages in the forests of Dread Lake. Lachni is the as merchants, artisans and killers in return for rare materials
most expansive, with several thousand Children living in not found in Lachni. These merchants trade in their
Content Warning: Arachnophobia

a network of massive oak trees. The spiderfolk are timid masterwork clothing and potions through proxies; skilled
by nature. Their fear of once again becoming pawns of the merchants in major cities receive quiet shipments with
Spinner of Shadows is matched only by their fear of other written offers of partnership. For how much the garments
people’s reactions to seeing them. As such, they do their best are worth, such offers are never turned down.
to maintain utmost secrecy, weaving illusions and misty For outsiders, finding Lachni of the Mist is as hard as you
webs to dwell in peaceful solitude. Lachni itself is a well- might expect. Dangerous forests, constant fog, and ancient
hidden masterpiece, woven over generations out of tensile illusions combine to make an ethereal maze. There are two
silk. Enchantments carved into the wood of the great oaks main ways in which one might locate the place. The first is
cast permanent glamors over the village, turning away the to have a local guide, which can theoretically be arranged
attention of predators and fiends. through merchants linked to the Children (or gained by
Rather than discrete buildings, Lachni is formed from rescuing one of the Children). The second is to journey to
woven masses of silken cocoons, each the abode of a Dread Lake with something that the people of Lachni can’t
spiderfolk and their family. Skeins of webbing stretch refuse. Yelling into the fog with a loud introduction is one
between them, acting as roads and structural supports. Some way to go about it…which is also likely to draw fey, fiends
of these connect the massive oak trees like bridges. For the and monsters from miles around.
Children, the art of weaving silk affects every aspect of daily
life; the crowns of the oak trees are coated in a fine blanket Environmental Conditions
on which the mist condenses, which the people collect for
• Lachni is cloaked in a near-permanent fog; normal
drinking water. Meanwhile, beneath the canopy, thousands
vision is limited to 60 feet, while darkvision is
of invisible strands act like alarms. Creatures touching these
limited to 30 feet.
invisible threads cause vibrations to ripple up to Lachni itself,
• The forests around Dread Lake are covered in massive
and rarely realize that a squad of chitines are keeping (many)
spider webs. Encounters might include areas of webbing
eyes on their movements. Occasionally, the creature itself is
that act as either difficult terrain, or traps that force a DC
needed for food, and is quickly ensnared in sticky nets to be
13 Dexterity saving throw to avoid being restrained, as
lifted into the village above.
though by a net.

Culture Treasure
The Children of the Mist are pastoral shepherds, hunters, and
• Powerful poisons such as Midnight Tears and Truth
craftsmen. Their natural venom and use of poison has also
Serum (detailed in the Dungeon Master’s Guide).
led to a tradition of alchemy. Ingredients brought back by
• Shadowsilk Studded Leather*.
hunters and herbalists are brewed into powerful toxins. This
• Cloaks and Boots of Elvenkind (‘Mistkin Cloaks’).
includes live creatures, which are brought back in adhesive
• Slippers of Spider Climbing.
nets and liquefied within cocoons of silk, producing potions
infused with their power. These potent brews are used in Encounters
defense of the village. Dangerous fiends and corrupted fey
• A drider guardian who stalks the party until they leave
roam the region, including brutish fomorians. However,
the vicinity of the village.
poison in small doses can become powerful medicines, and
• A nest of 1d4 phase spiders; the skeleton of a goliath
the unnerving doctors of Lachni are second to none.
with a Sentinel Shield lies in their nest.
Their tools and clothing are made solely from spider silk - a
• A terrifying wandering bebilith*
material used for everything from garrotes, to bandages, to
• 1 ettercap and 3 chitines fighting a bestial Kythrian
camouflage. The Children weave enchantment and illusion
manticore from the Tempest’s Spine to keep it away
magic into the silk, creating magic clothing that aids in
from the village.
stealth. Silenced steps, fluid disguises and active camouflage
all help to catch flies caught in the web. Other types of silk are
used for weaponry. Even the thinnest strands are deceptively Special Material: Shadowsilk
strong and used as lightweight wire for garrottes, whips and Clothing made of magical shadowsilk is impossibly soft,
kusarigama. The throwing knifes of the mistkin are poisoned and drinks in the light. A character wearing light armor
with their own venom and crafted from an infamously rare made from shadowsilk can attempt to take the Hide
material - the claws of bebiliths*. The arachnid fiends action when only lightly obscured by vegetation,
stalk the ruined Twilight Court, hunting anything that falling snow, or other environmental conditions,
intrudes upon the city. The illusions of the Children of the even when standing in the open.
Mist keep them safe - as long as they are inside the bounds

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Lair of the Crone strength, and often captures beasts to kill in a mock arena
within the Lair. Meanwhile, Basra dotes on her aging father,
(Icehowl Plateau) and conducts research of her own into the giant relics of her
people’s past.
Ketheptis the One-Eyed Crone lairs high in the The only exception is the elven vampire Dekaraz - a
Bluespine Peaks, within a glacier riddled with horrors. Here, the Qabalrin remnant unearthed by Ketheptis, who assists her in
psychopathic dragon rules over her servants, including her family her experiments. His allegiance is tenuous; Dekaraz regards
of half-dragon frost giants. the dragon’s goals with scorn, but is in no position to take
action. As he bides his time, he is gathering information on
Perhaps the greatest terror of the Bluespine Peaks is the state of Xen’drik, especially the fate of his people, and
Ketheptis the One-Eyed Crone* - a twisted adult silver working on ways to secure his own power. At any one time,
Content Warning: Body Horror

dragon hellbent on revenge. Unlike other rogue dragons, these different figures might venture beyond the lair to
the Crone is dangerously cunning, with plans that stretch far pursue their own goals, with the exception of Dekaraz; the
beyond the usual petty dominion. Her lair on the Icehowl vampire isn’t quite trusted enough yet.
Plateau is her base of operations, where her terrorized The rooms within the Lair depend on the Crone’s goals,
minions gather to receive orders. Within, lie the dragon’s but might include any of the following:
laboratories and experiments, as well as her hoard of gathered
giant relics - the tools with which she plans to destroy • A large arena-shaped cavern in which Letho chains
Xen’drik to avenge her lost parents. captured animals, then fights them to test his brutish
Further information on Ketheptis, her motivations, strength. Captured intruders are tossed to them
and potential goals can be found in the Legendary Villains instead. Currently, there’s a furious behir within.
chapter on p.147. • A corridor with a tall stalactite-studded ceiling; if a
threat is detected, Ketheptis can slam the floor of the
central ice well above, causing them to rain down
The Plateau on intruders.
The Icehowl Plateau lies between several mountains in • The stone tomb of Dekaraz, containing his coffin.
the Bluespines, forming a raised highland that bars travel The resting place of the vampire was carried here by
from west to east. The altitude here renders the region Ketheptis, and the tomb’s interior serves as his private
snowbound, and the temperatures are below freezing at chambers. This includes his small stash of reclaimed
the warmest. Dangerous predators lair in mountain caves, Qabalrin relics.
descending into the lowlands to hunt. All in all, it’s the • Baasra’s chambers, which resemble an oversized
perfect hideaway for a silver dragon. Icecliff Lair lies at the artificer’s workshop. The sorcerer studies works of
northern end of the plateau, at the terminus of an ice-sheet giant artifice here, taken from the nearby ruins of the
covering one of the peaks. Frost giants loyal to Ketheptis nearby kingdoms of Esht and Ju’qata
have built a village around its base, and patrol the Plateau for • A prison containing captured drow, goliaths, and
both clueless travelers and food to hunt. members of the Banor’drakai frozen in Risian ice. The
ice keeps them in a permanent unconscious stasis,
The Lair allowing Ketheptis to retrieve them for questioning -
or food - if needed.
Icecliff Lair lies within the edge of a mountain ice sheet. The • A laboratory containing the corpse of one of the Ten
outer part has been built up using the abilities of a silver Watchers, which is being brutally rendered down to
dragon to shape and solidify freezing fog. As a result, the lair create magic items and powerful reagents for use by
itself has been expertly grown from solid ice in accordance Ketheptis and her family.
to her plans. Over time, the dragon has then excavated back • A library of giant tomes, stone tablets and shards of
and down into the rocky cliff face behind the frozen shell, pottery collected by Thaalgrum, and perused by both
forming subterranean chambers for her minions. These him and Baasra.
converge on a central well within the ice, with Ketheptis • A chamber with a half-broken Tempest Cannon from
flying up to nest in an alcove at the top. Her glittering hoard the Sul’at League - a massive armament containing a
lies frozen within the floor of the well beneath her. bound elder tempest that Ketheptis hopes to restore.
The outer walls of the frozen lair are riddled with false • A chained and injured frost giant in a cramped
entrances and caverns containing magical traps - a testament room, captured by Baasra from outside the ruins of
to the Crone’s devious paranoia. Many have impressive Eshtarnak. The giant is being pressed for information
carvings designed to bait intruders. Some of these caves on the gold dragon Bane-Reth, who rules her
contain war beasts owned by Thraalgrum’s giant clan, people within the ancient city with an iron fist. A
including tamed remorhaz. There are two true entrances; one clash between gold and silver is imminent, with
is a submerged cave beneath the frozen lake at the base of the both egomaniac dragons coveting the treasures of
lair. The other - used only by Ketheptis - is an unassuming their rival.
tunnel burrowed into the top of the outer shell of ice. • A chamber with a permanent glyph of warding set
Typically, the Lair contains Ketheptis, her former into the center. Humanoid ‘statues’ of ice are arrayed
frost giant* partner Thaalgrum, and their half- around the edges. Unauthorized creatures who walk
dragon frost giant* children - the brutish warrior over the glyph cause the ‘statues’ to activate, revealing
Letho, and the sorcerer Baasra, who shares her that they are actually the animated victims of the
mother’s cunning. Letho revels in his own Crone’s frozen breath. These act as stone-cursed

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• with immunity to cold damage, and ‘petrify’ intruders
in the same ice that imprisons them.
The Lake of Solace
• A frozen larder with remnants of a remorhaz, A lake of blooming lotus flowers hides a dark secret; a
preserved so it provides searing heat to cook on. spawn of Avassh dwells in the deep waters, preying on the innocent
• A quiet chamber with rivulets of glacial water flowing who gather in peace.
through cracks in the ceiling, forming a tranquil
aquamarine pond. Two massive marble grave markers A placid lake lies within the southern forests, its waters
are set into the back wall, each devoted to one of blooming with lotus flowers. Its shores are calm and silent.
Ketheptis’s parents. The sounds of the forest fade. A sense of peace slowly falls. It
Content Warning: Loss of Agency

is only at a closer glance that one sees the bones half-buried


Environmental Conditions in the lakebed. The Lake of Solace is a beautiful infection
created by the daelkyr Avassh, the Twister of Roots. Its
• Icehowl Plateau is under the effects of extreme cold. otherworldly flowers are part of a bodytaker plantVRGR that
• The lair itself is subject to the regional effects of a lurks underwater in the center of the lake, and lures in prey
silver dragon. As such, once per day, Ketheptis can with mesmerizing pollen.
alter the weather in a 6-mile radius centered on her The local wildlife know to avoid the Lake of Solace at all
lair as per the spell control weather. Typically this is costs, ensuring it’s a safe and beautiful place to rest. Any
done to shroud it in freezing mist and hail. creature that rests near the lake for more than two hours
must succeed on a DC 16 Wisdom saving throw or become
Treasure charmed by the flowers. While charmed in this way, the
creature becomes obsessed with swimming in the lake,
• Dragon Scale Mail created in macabre fashion from
and begins to swim to the shallow center where the main
rival rogue dragons that Ketheptis has killed - or, more
body of the plant lies. Victims are ensnared, turned into
worryingly, one of the Ten Watchers.
podlingsVRGR, and sent out to lure further prey.
• The grand hoard of Ketheptis. The dragon’s hoard is
The lakebed is littered with ancient bones and the
huge, and might contain any number of giant relics
equipment of those who realized the truth too late, but
locked beneath the ice. An example hoard might
salvaging it is a difficult prospect. The largest of the lotus
contain: 64,000gp of treasure (divided between
blooms act as yellow musk creepers, forming buds that
40,000gp of large giant-cut gemstones, 8000 gold
will one day grow into new bodytakers. Killing one of the
coins, and 1600 platinum coins), a Skyhook* (to be
creepers and recovering the giant flower intact allows it to
used to trick the Scriveners of the Sky), a large Khyber
be used once as Dust of Sneezing and Choking that additionally
dragonshard containing a bound phoenix, a Frost
charms affected creatures.
Brand Greatsword, an Instrument of the Bards (Fochlucan
Bandore), and a tablet carved with instructions for the
Artifact Maneuver ‘Heavenly Fist of Banor’ (p.315) Environmental Conditions
Any item can be replaced by a plot-relevant item, or • A creature that spends more than 2 hours around the
one that leads on a merry side-quest. Lake of Solace must succeed on a DC 16 Wisdom saving
• The items gathered by Dekaraz include rare throw or become charmed. Creatures that do not need
necromantic spell components needed for ancient to breathe automatically succeed. While charmed in this
Qabalrin rituals; his knowledge alone is priceless, way, the creature is compelled to swim to the center of
and presents an insight into the terrible power of the the lake above all other goals or objectives. This lasts
Shapers of Night. for 1 hour, but the creature can repeat the saving throw
upon taking damage to end the effect. A creature that
Encounters succeeds on the saving throw is immune to the effect for
the next 24 hours.
• A frost giant* hunter with a pair of trained winter
wolves on the hunt for prey - or intruders.
• A Súlatar drow from the Banor’drakai Treasure
investigating the draconic lair. • A Figurine of Wondrous Power (Silver Raven)
Ketheptis has long been one of carved from bronzewood that takes the
their most hated foes. form of a parrot, carved by an unfortunate
• An undead eagle carrying Qaltari drow.
a secret message from • A Staff of Flowers that causes ethereal
Dekaraz in its jaws lotuses to bloom.
- potentially with • A Ring of Animal Influence
information on how carved from the woody stem
to bypass some of the of the bodytaker plant itself. It
traps of Icecliff Lair (if works by infesting animals with
the party can trust it). aberrant spores.

CHAPTER 6 | ADVENTURE LOCATIONS


263
Mirhanac’lathk • The hoard of Valaejirkanai, which contains powerful
weapons and apparel from the giant cities of Hekaton
The githyanki maintain a hidden crèche in the sands of and Zja Aqat.
the Menechtarun - a nursery and raiding base for the valuable
secrets of the ancient giants. Encounters
The githyanki are refugees from a doomed timeline - a • A young sapphire dragonFTD leaving the outpost to
version of Eberron where the daelkyr succeeded in destroying scout for weapons in the ruins in the Menechtarun.
reality. While they dwell on vast city-ships in the Astral Sea, • A squad of 1d4+1 githyanki warriors on a routine
time does not pass there. In order for young gith to grow, expedition to the outskirts of Zja Aqat, led by a
Content Warning: Body Horror

they must spend time outside their home. Mirhanac’lathk githyanki knight.
(‘The Crystal Orchard’) is a crèche for this purpose, and • A roaming death kiss from Zja Aqat, drawn here by
serves as a fortified outpost for the githyanki in Xen’drik. the presence of so many psionic minds.
Here, young gith learn, train, and grow, overseen by older
githyanki and sapphire dragonsFTD. However, the crèche
also serves a different purpose. The Menechtarun holds 'Naphrad' (Colossus WX-12)
secrets that their queen believes to be key to their survival. A warforged colossus lies slumped against a
The giant city of Zja Aqat lies over the horizon, with psionic mountainside in the Ring of Storms, watched over by dragonborn.
secrets that the warriors desire at all costs.
Mirhanac’lathk itself lies beneath the desert sands, carved Adventurers traveling to the Ring of Storms from Zantashk
from the rock by the githyanki’s sapphire dragon allies. The are faced with a baffling sight. Sitting on the side of the Ring’s
warren of tunnels is located beneath a small crystal waste, mountains is an immense humanoid construct painted with
with the githyanki harvesting the deep crystal from beneath the faded heraldry of Cyre. The warforged colossus ended
to create psionic items and artifice. The tunnel entrances are up there due to the bizarre events of the Mourning, and has
kept hidden by the dragons. Their leader, Valaejirkanai, uses remained relatively untouched since. The local Trothurkear
the crèche as his lair. While the upper levels are home to the dragonborn have sealed off the site out of confusion
githyanki, the lower ones belong solely to the dragon and its and concern, fearing some kind of malfunctioning giant
kin, who have a fascination with giant weapons and armor. technology. The squad they sent to investigate the colossus
This includes a hatchery for their eggs - perhaps the only one never returned.
that still exists. Due to its utter isolation, the interior of the colossus
The githyanki faction here is led by the kithrak Gallath, is surprisingly intact. Unfortunately, the impacts of the
who organizes expeditions to Zja Aqat, raids on the Inspired Mourning had a disastrous effect on its crew, who are still
of Riedra, and the training regimes of the young gith under sealed inside. A map of the interior of a warforged colossus
their supervision. Between the barracks and training rooms can be found on p.224 of Eberron: Rising from the Last War.
lies a large chamber that holds the lifeline for the githyanki - a The steel door on the side of the construct’s legs provides
stable portal connecting to the grand city of Tu’narath. access to the ladder climbing up the interior. Just inside the
Beyond the outpost, the githyanki have much to fight for. door is a visibly sparking electrical trap meant to kill any
The Unity of Riedra has a presence here for almost the same invading forces. A creature moving through the crackling
reason as they. The crystal wastes are of immense value to gateway must succeed on a DC 16 Dexterity throw or
both psionic empires, while the nearby giant ruin of Zja Aqat take 4d8 lightning damage and yell loudly, alerting any
is a prize of immense power. Within its dimensional halls creatures within the hips compartment above. The trap can
lie more information about Xoriat than any other place in be disarmed with a DC 18 ability check using Thieves’ or
Eberron, and many of the githyanki believe it holds their Tinkers’ Tools.
ultimate goal - a way to restore their world, and destroy the
daelkyr for good. Even if it means destroying this one.
Colossus Interior
Environmental Conditions The abdomen of the colossus contains the intact power core,
which can be removed by a character with proficiency in a
• The desert surrounding Mirhanac’lathk is under the set of tools that they can reasonably justify using. The core
effects of extreme heat. is worth at least hundreds of gold to members of House
• The regional effects of the dragon Valaejirkanai mean Cannith, but its bulky size may make it difficult to transport.
that within 1 mile of Mirhanac’lathk, any creature with The barracks in the chest contain the belongings of the crew
telepathy has the range of its telepathy doubled. and the remains of several dragonborn, as well as whatever
Mourning-linked horrors killed them (or they became).
Treasure In the head, still jealously guarding the main control
docent, is a lost sorrowsworn that appears to have a
• Sapphire BucklersFTD are wielded by kithrak Gallath and
bizarrely mutated Dragonmark of Passage. The creature
other high-ranking members of the outpost.
is actually initially neutral to the party as long as they do
• Many warriors also wield Crystal BladesFTD, created
not show aggression, or wish to take its docentERLW ‘best
using deep crystal taken from the surrounding desert.
friend’ from the main control unit of the colossus. All that it
• Githyanki scouts often wear crystal Ioun Stones
remembers of its former life is the sight of the Mournland
of Awareness to help them spot the dangers
mists approaching fast from the viewports of the captain’s
of the sands.
seat. The sorrowsworn can be turned back into Captain

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Conrys d’Orien with greater restoration, or other more
powerful restorative spells.
Starter Adventure
New Zolanberg is a location near to Zantashk that can
Environmental Conditions easily host a quest for low-level adventurers, or be
used to kick off an extended story. Any kind of weaker
• Optionally, the bizarre magical effects of the Mourning monster from Xen’drik’s jungles might claim territory
may have affected the workings of the colossus. When a in the place, requiring non-superstitious folk to drive it
character casts a leveled spell, they must roll a d20. If the out. Yet, this might lead to discoveries about the fate
result is equal to or less than the level of the expended of the gnomes of New Zolanberg, with potentially dire
spell, they must roll on the Wild Magic table. implications for the survival of Zantashk. A preserved
journal in a basement might be just the thing…
Treasure
gnomes themselves are still alive out there, somewhere, and
• A Cannith-branded +1 All-Purpose ToolTCoE had no choice but to flee their colony.
• A Spellshard containing valuable information about the The settlement is built around a small cove within the
workings of the Colossus in the field. greater Tempest Bay, with small gnomish houses built from
• The main control DocentERLW of the Colossus - an stone and wood. If not for the Reeve of Zantask commanding
original, ironically, from Xen’drik. that the place’s docks remain maintained for exploration
purposes, it would barely be visible at all. Over the last
Encounters thousand years, the other buildings have been reduced to
rubble and broken walls by the ceaseless elements. Monsters
• 3 ghouls and a ghast with the Monstrosity type, and
occasionally lair within the ruins, claiming the local region
skin that flickers as though phasing out of reality; each
as their territory. Since this can interfere dangerously with
wears the rotted remnants of Cyran armor, denoting
House Tharashk’s efforts, the Reeve occasionally posts
their former lives as soldiers.
contracts for adventurers to drive them out.
• A pack of 8 wretched sorrowsworn inside the
abdomen compartment with skin a lurid shade
of Cyran green What happened to New Zolanberg?
• A group of dragonborn soldiers and a dragonnelFTD They were driven underground by a dangerous threat.
mount holding a perimeter around the Colossus in Over a thousand years, the gnomes are now svirfneblin,
case anything happens. 1 and have secured a foothold in Khyber. If contact is
reestablished, their Khyber dragonshards might lead to
trade with Zantashk.
New Zolanberg The Madness of Crowds triggered (or was triggered by
The ruins of a gnomish colony lie along the shores of 2 someone), causing the gnomes to destroy themselves
Tempest Bay - a reminder to the town of Zantashk that life in in a single night of uncharacteristic violence.
Xen’drik is never as simple as it seems. The gnomes began tinkering with giant technology, and
drew the attention of one of the Ten Watchers, who
3 destroyed New Zolanberg. The gnomes fled into the
The gnomish nation of Zilargo is ruled by the Trust - a wide
network of secret police and spies who ensure that threats to jungle, and have lived in secrecy ever since.
the country are tracked and dealt with before they can pose The disappearance was planned - a mass effort to
a problem. The existence of the all-watching organization escape the eyes of the Trust, and ensure that they
is intimidating and bizarre to outsiders, but the people 4 could without fear. The gnomes instead settled deeper
consider it a part of everyday life, as well as a fun game of within the jungle, cutting off all potential contact with
national intrigue. When the Trust first announced itself, Khorvaire.
some in the country disagreed, and left Zilargo to form their
own colonies free from the Trust. The largest community Encounters
lives on the island of Lorghalan in the Principalities, but one • A gnomish ghost driven to search for their wedding
group settled on the shores of Xen’drik. New Zolanberg is ring. If the party can find it, the ghost will move on
now a fabled ghost town, for the gnomes of the colony were to the afterlife, and potentially answer a question
never seen again. about their fate.
The ruins of New Zolanberg lie in the jungles along the • A kamadan lairing within a ruined basement.
east coast of Tempest Bay, opposite the current town of • A displacer beast raising an adorable kitten. It can be
Zantashk. To the prospectors, the wreckage is a sobering convinced not to attack, and to ignore people passing
reminder of the dangers they face. Despite its proximity, New through, if the players can succeed on a DC 18 Wisdom
Zolanberg has never been fully explored due to a social taboo (Animal Handling) check. Offering food, or other
among the people of Zantashk. The belief goes that poking displays of good intentions, lowers the check to DC 15.
around might draw the attention of whatever destroyed the • Two murderous redcaps borne from the violence
place, and talk of ‘ancient curses’ among the local people has committed in this place.
led to heavy superstition. Evidence of horrific violence at the
site does nothing to help. A less common belief is that the

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Optao wizard and the folk of Optao are scared, irate, and dug into
their positions – the townsfolk shuttered in their homes and
Written by Nausicaä Enriquez the wizard in the town windmill.
A humble village in the sky – its citizens secure, its
fate precarious, its hope in the hands of adventurers. Infestation. The sky island has become riddled with
swarms of lulids*, accidentally introduced by a careless
Optao is an unremarkable Ko community – with a problem. trader. Their crippling disease is bad enough, leaving the
Where the Five Nations are overgrown with imperial Ko impaired and in pain – but their gnawing threatens to
infrastructure to solve everyday magical and monstrous collapse the sky island itself. The adventurers will need to
problems, Xen’drik is a place where hiring a ragtag band of find a way to lure the lulids off the island.
adventurers may well be a community’s best bet.
Optao blows with the wind through the Fangs of Argarak, Kidnapping. Mayor Thaya’s beautiful son, Orano, is
working to raise cloud-crops before the clouds disappear being held for ransom by a gang of yakfolk or giant bandits
in the dry season, and netting skyfish with their bonded (type as appropriate for the PCs’ level). They’re petty bullies
wyverns year-round. Groundling adventurers might come by disposition, bragging of their deeds in the name of the
across it when they exit Khyber from a cave high in the Reclaimers of Glory – and Orano, a talented bard, may well
mountains, when a shifting zone tears a chunk of the land have knowledge the PCs need.
skyward, or if they’re using flying mounts or items to traverse
Xen’drik more quickly. As with many Ko communities, the Magical Disaster. A child in Optao has recently
inhabitants dwell in cloudstone houses on the sides of the developed the talents of a Storm Sorcerer – but not fine
sky island, with mills and workshops above, and wyverns control over them. While the town is no longer enveloped in
roosting below; unlike other Ko communities, the soil of the a screaming gale, the initial blasts sent it accelerating; Tékaz
sky island doesn’t farm food but art – a Xoriat manifest zone calculates that they’ll crash into Kul Lerek in a few days. The
causes patterns and images to creep onto objects planted in young sorcerer is understandably terrified out of their mind,
the soil, which the Ko trade with neighboring communities and may be subconsciously making the situation worse – can
in the mountains and use to decorate their homes. the heroes reverse the vicious cycle?

Figures of Note Grander Threats


Optao boasts a proud and comfortable inn, run by a fairly Optao's position in the Fangs of Argarak make it easy to link
young (by elven standards) mayor named Amhil Thaya. to greater events going on in the region. The town is near
While the town isn’t large enough to use money regularly enough to the Valley of Shadows (and safe enough) that it
among its own people, storehouse manager Kerel Keram will makes a perfect base for exploring the blasted wasteland,
sullenly count change while explaining the utter hopelessness especially for adventurers who are growing in confidence
of trying to make any trade truly equitable. Tékaz, Amhil’s and ability. This is an easy way to tie the party into looming
sister, is the lead pylan and open to any sob story, although threats such as the Battalion of Basalt Towers and the
her healing rituals try arachnophobes. Overlord Kharna Rayva. This can be put into motion by
The primary tone to hammer home is “quirky charm”; having the Battalion attack the town, or by a fiend of the
Optao is an opportunity to run traditional low-stakes “save Overlord infiltrating Optao for sinister gain.
the town” RPG adventures in Xen’drik. The adventure hooks This example can be easily changed by moving Optao to
below are presented as ideas that feel true to the location. a different part of the Fangs. To the west lies the desert city
Optao isn’t intended as a particularly unlucky town, merely a of Crux. To the south, the domain of the verdant land spirit
Point of Light where danger can come from many corners. Kwinharin, and the gilded Alcazar of Ashes. To the east
lies the holy city of Bazek Mohl and the fey-cursed woods
Environmental Conditions of Dread Lake, while the north is dominated by the vibrant
Hydra Basin. Of course, by having the town blow fast on the
• While surrounded by buildings and fences, the edges local winds, players can explore all of these!
of the sky island create a very hard border. PCs must
consider a new danger, and pushing an enemy off the
edge, while effective, will cause the townsfolk to react Rewards
with shock and horror – the fall is a nightmare a ko • A Carpet of Flying, if the PCs need a convenient plot
wouldn’t inflict on their worst enemies. device to travel around the continent.
• The cloudstone the Ko have harvested for their • Boots and Cloaks of Elvenkind.
buildings isn’t always stable, and sometimes blocks of • Rope of Climbing or Entanglement.
masonry will jostle and rise under a person’s feet. • Orano’s hand in marriage (or, he hastens to add, just
the opportunity to play it out for a night).
Potential Quests • Free healing and resupply whenever the heroes visit
Optao again.
Evil Wizard. The dead of Optao are buried in coffins • A portstone* to point the way to Kul Lerek.
hanging from the underside of the sky island – and
an enterprising Ko necromancer, exiled from their
own home for desecration of the dead, is raising
them for a mysterious ritual purpose. Both the

CHAPTER 6 | ADVENTURE LOCATIONS


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Parhelion Altar
A fortress of divine zealots rises from a verdant oasis
in the Menechtarun, a pillar of light rising high into the heavens.
Beneath it, radiant prayers hide a disturbing and alien truth.

The Star Pilgrims (p.136) are an order of cultists who


worship the daelkyr Vriinmata*. They believe that the Lord
of Madness is an angel of the heavens - a pure being of light
Content Warning: Fire, Religious Extremism, Mortal Sacrifice

sent to deliver mercy to the world. To that end, they work


to convert others to their cause, spreading its corrupting
influence. Parhelion Altar is one of their largest outposts. The
monastery-fort is where they come to train and commune
with the emissaries of their god, undertaking ‘heavenly’
rites in its depths. Outwardly, the Pilgrims are an eccentric
group of zealots with an unusual mastery of light and radiant
flame, and visitors will find a warm welcome to their desert
compound. However, beneath the surface, the cult burns lives
to ashes in pursuit of their goal - the freedom of the daelkyr
bound beneath their feet.

Fortress Structure
followers and captured heretics are turned into fuel, creating
The Altar itself forms an outer ring, with a sparkling oasis a terrible gestalt of souls bound by faith and divine power.
in the center. An island at the heart of the crystal waters acts For the three Sunseers who lead the faith, this is the path
as a ritual site to channel the desert heat and sun, focused to freeing their trapped angel; if they cannot melt its chains
into a beam of light that shines high into the atmosphere. with a blessed inferno, they will channel that power against
This renders the Altar visible for tens of miles around, anything that stands in their way, searing the world with
drawing those in need of refuge. In other words, new recruits alien might until they can kneel before their King.
and fresh material. The outer fortress itself is home to
armories, prayer rooms filled with incense smoke, communal
dining areas and other ascetic necessities. Members of
Environmental Conditions
the Star Pilgrims commune with the Everstar here, work • The desert surrounding Parhelion Altar is under
to shape their flesh into everburning light, and train in the effects of extreme heat. Within one mile of
martial combat. the Altar, pure darkness cannot exist, instead
becoming dim light.
Sunburn
The rites of the Star Pilgrims are disturbingly self-sacrificial.
Treasure
Their doctrines hold that the sun is the giver of all life, and • This Staff of Fire is formed from solidified plasma
that to be light is to be both immortal and holy. Flesh is impossibly cool to the touch. Spells cast from it by
flawed and rots away. Apotheosis is to burn like the stars. expending charges deal radiant damage instead of
As a result, devout Pilgrims become increasingly fragmented fire damage.
as a mark of their faith, their bodies gradually burning away • A symbiont Refractor Shield* that folds out of one’s
into flame and light. It is a testament to their piety that this own crystallized arm.
has no negative impacts; a pilgrim might have no upper • A Spell Scroll of overheal* written in light on
arm, with the flesh and bone replaced by shimmering white charred papyrus.
flame connecting to their elbow, yet their lower arm will
function as normal. These ‘miracles’ further embolden other Encounters
worshippers, driving them to greater acts of faith. Those
who ascend fully sometimes become shining children* - a • An asherati war priest meditating in the middle of
full apotheosis into an alien aberration that serves Vriinmata the desert heat, seemingly indifferent to the blazing
unfailingly. Those who do not give themselves to the greatest temperatures.
work of the Star Pilgrims - the true Parhelion Altar. • A dragon blessedFTD, their heart a hovering point of
In the center of the fortress, an island in the oasis is marked blinding light, teaching three martials arts adepts how
by a burning pillar of light that rises into the heavens. to wield their inner divine flames.
Beneath that island is a scorched cavern that only the most • A young crystal dragonFTD with the Aberration type
ardent Pilgrims ever see. This is what gives the fortress its - a warped creation of Vriinmata kept in the center
name, for in the center is a marble altar - and behind it, a of the fortress and worshiped by the Star Pilgrims.
roaring conflagration of stellar fire and screaming souls. Eventually it will grow strong enough to spread
High above, a break in the cavern ceiling opens onto the their creed by force.
sky, allowing sun and starlight to shine down onto the
grand ritual below. The Parhelion Altar is where dying

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Pti-takt'chil no excuse but to die. To that end, many Ikat-takt warriors
focus their wills on manifesting what they see in Dal Quor
A mountain village of titanshell thri-kreen holds a into reality, trancing themselves into new power. This often
training ground for bare-knuckle fighters, where warriors train takes the form of extra arms, with Astral Self thri-kreen
their strength in duels high atop the Scimitar Spires. monks using all 6 of their arms to batter their foes into
submission. To them, the Inspired - who appear as a mixture
The Ikat-takt - known colloquially as 'Titanshells' - are of dream fiend and mortal - are awful abominations to be
a martial culture of hulking thri-kreen with large beetle- killed without mercy. This has led to increased conflict with
like forms. Their culture was forged in the crucible of the the nearby city of Dar Qat, especially since the thri-kreen
Scimitar Spires, and draws on the mythos of the ancient also value deep crystal from the region’s crystal wastes for
giants of the region - the multi-armed soldiers of Hekaton. their tools.
Pti-takt'chil is one of their most revered fortress-hives, where
warriors train as bare-handed monks upon the high cliffs. Environmental Conditions
As it turns out, unarmed martial arts are especially effective
when you have four arms to work with. The Ikat-takt have • On a creature’s turn, if it is within the Shavarath
much to fight against; the Spires are riddled with manifest manifest zone above Pti-takt’chil, it can use a bonus
zones to Shavarath, with many fiends crossing into the action to spend 1 Hit Die. It rolls the die and adds its
Material through broken giant machinery. However, the Constitution modifier, regaining hit points equal to the
most pressing foe are the forces of the Inspired, who will stop total (minimum of 1). Once a creature benefits from this
at nothing to claim the secrets of the Hekaton giants. property, it cannot do so again until it completes a short
or long rest.
Bloodsoaked Stone
Ikat-takt Craftwork
Pti-takt’chil is gouged out from the soft sandstone of the
northern Scimitar Spires, east of the Riedran camp of Tal • Carapace Boots of Striding and Springing used by the
Esk. The hive occupies a large part of one of the western thri-kreen to navigate mountain cliffs.
peaks, located just below a large Shavarath manifest zone. • A Far Realm ShardTCoE formed from dasl resin and
This zone - which encourages violence - plays two important infused with the nightmare nature of Dal Quor.
roles in their culture. The large Ravar mountain goats of the • Maces of Terror and Dra-tin Chatkcha* formed from
Spires use it as a sparring ground for mating rituals, with the crysteel dasl resin.
thri-kreen harvesting those animals that fall in combat for
food. They additionally use it as their own training ground, Encounters
sharpening their martial skill in grand rites of war. The rust-
• A squad of 4 Riedran scouts and their leader (use the
red mountain peak within the zone has been weathered into
bandit captain stat block) trying to locate the home
the shape of a jutting knife of rock, while smaller boulders
of the Ikat-takt, potentially in advance of a full assault
often form into the shape of weapons. Below the zone, the
on the city.
Ikat-takt have built their city into the walls of a massive cleft
• A herd of Ravar giant goats are butting heads
in the mountainside, shielding them from the winter cold.
over mating rights, and are too dumb to realize the
The hive-city has been bored out over hundreds of years
difference between their own metallic horns, and the
by umber hulks, who use their innate abilities to smash
metal weapons of adventurers. The goats themselves
through the rock. Their long-standing partnership with the
aren’t as dangerous as the steep cliffs they can ram
Ikat-takt is one of convenience. The thri-kreen give the hulks
people over.
a safe place to live, and reliable supplies of food, while the
• An Ikat-takt martial arts adept (add 60 feet of
hulks ward off creatures from Khyber, and help to expand the
Darkvision, and 120 feet of telepathy) seeking to train
hive. The innate thri-kreen link to Dal Quor renders them
their skills against the party’s strongest warrior.
immune to the hulks’ gaze, allowing them to live side-by-side
without issue. The Ikat-takt live communally, with fields of
fungus and subterranean crops feeding all without question.
The only factors they use to set each other apart are their
strength and deeds in combat.
The legacy of Hekaton lives on - if anyone
Warrior Hearts ever argues with you, punch them until
The martial nature of the Ikat-takt is a result of the
they agree. Obviously, if they now agree,
environment and history surrounding them. The Scimitar you were right in the first place.
Spires are harsh, and riddled with both large monsters and
manifest zones to Shavarath that incite violence. Meanwhile,
the mountains are covered in the remnants of the multi-
armed Hekaton giants, who saw fighting as a religious rite.
The Ikat-takt have adopted this creed with gusto.
Strength means survival, and survival requires
strength. They see monsters in both Dal Quor and
reality. If they cannot fight off threats, they have

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she wears. It is said that every one is a memento of those lost
Pylas Taraelya (‘Port of Wonder’) to the cruel whims of the seas.
The feyspire of beauty and temptation swims through
Eberron's seas, following the whims of its mermaid queen.
Walking Through Wonder
Through the oceans of Eberron swims a singular feyspire - Below the Coral Court, which sits like a crown atop the
the coral citadel of Pylas Taraelya. Unique within the Moonlit Elsewhale, the city grows like a tropical reef. Bright pastel
Court, the Port of Wonder is mobile, for it lies encrusted on buildings of pink and orange are grown out of the coral, with
the back of an immense whale. It is said that Shan Taraelya gardens of seaweed and colorful anemones. Their intrinsic
long ago charmed the leviathan with her voice - and claimed stonework is often encrusted with ocean life, and decorated
it forevermore as her companion. Now, the Elsewhale with ornate carvings. The streets of the city curve and
roams between oceanic manifest zones and the waters of the twist between them, sometimes descending into dark and
Court, its deep rhythms resonating with the staccato of its luminescent caverns. When the city surfaces, these districts
lover. Visitors to the Gates of Wonder find a vibrant city of lie just underwater, while the highest section of the city - the
splendor, populated by oceanic fey and talking sealife. As part Coral Court - rises from the sea like a mirage on the horizon.
of its story, such outsiders can speak and breathe underwater Massive sharks and sentient marine life swim unbound
within the vicinity of Pylas Taraelya, which is cloaked in a through the city, and are treated as honored guests.
bubble of calm waters. The people of Pylas Taraelya are just as vibrant. Eladrin
The feyspire travels at random across the oceans, sea elves go about their business, accompanied by talking
breaching the surface of Thelanis manifest zones for weeks, fish and turtles. Merfolk sing beautiful arias that ring out
before diving deep at its Queen’s command. Pylas Taraelya through the city, while Knights of the Surf on hippocampi
represents both the endless splendor of the ocean, and the patrol its borders. Adventurers can trade for the treasures
dangers of covering them. Its Queen, the Siren of Song, is so of the ocean, from shimmering sea-silk outfits, to magic
captivating that her voice reaches to far shores, and directly tools such as Cloaks of the Manta. Some fey also offer their
into people's hearts, announcing the arrival of the feyspire - a services as guides, taking travelers across the ocean to the
call of danger, temptation and opportunity. Pylas Taraelya is different feyspires of the Moonlit Vale. Any bards who reach
most commonly found in the Dark and Thunder seas, due to Pylas Taraelya might be able to pick up songs from the local
the sailor’s tales of treasure and mystery found in both. merfolk, learning new spells or empowering their abilities.
While many covet the treasures of the oceanic city, it Time will tell if they can manage to drag themselves away
also serves as a formidable threat. The city is reviled by and leave. Beneath the rainbow surface lie the dangers of the
the minions of the Lurker in Shadows, as the power of deep sea. In caverns, untouched by the sun, within the depths
the Elsewhale forces them to scatter or be swallowed into of the city, sea hags and marids offer dark deals and cursed
Thelanis, clearing the ocean for safe travel. Historic attempts goods taken from the corpses of sailors.
to capture or corrupt the city (by aboleth or sahuagin) have
resulted in disastrous failures. Either the triton and eladrin Environmental Conditions
of the city fought off the assault, or at a word from the
Queen, the Elsewhale dove deep into the abyss - dragging • Characters can breathe and speak underwater within
any outsiders along with it into Thelanis. Unsurprisingly, the vicinity of Pylas Taraelya, and can use their normal
the tales told about the deep sea are not ones you want to speed instead of their swim speed if they wish. This
experience firsthand. effect depends heavily on the Siren’s opinion of the
characters in question.
Shan Taraelya, the Siren of Song Treasure
Shan Taraelya, the Siren of Song, is the archfey of desire and
all its temptations. The mermaid reigns from a lonesome • A Cloak of Billowing that floats in the air as
throne of coral and jade, surrounded by the gifts of a hundred though underwater.
suitors. Her face is veiled by shimmering sea-silk, lest her • An Elemental Essence Shard (Water)TCoE formed from a
appearance drive courtiers to tears, or shatter the hearts of mermaid’s tear.
lesser men. She is the queen of the Gates of Wonder, and • Mariner’s Armor made from iridescent clamshell.
neither radiant dawn nor glittering stars can dull her majesty. • The favor of Shan Taraelya, which might manifest as
Shan Taraelya’s role in her story is one of dangerous a Charm, Boon, or the ability to cast a powerful spell,
temptation. It is she that sends the heroes on their quests, and such as animal shapes once.
she who asks the impossible. Those who succeed are given
signs of the Siren’s favor - wondrous songs of inspiration and Encounters
strength, or ancient treasures from the deep. Those who fail • A noble (and cocky) triton knight looking for an
face her icy displeasure; a rejection so deep that the entire city honorable duel to prove his skill.
shuns them in respect for their heartbroken queen. • An intelligent killer whale who can speak Common
Around her samite veil, the Siren’s skin is turquoise and and Sylvan, and offers to act as a taxi for the players if
faintly scaled, with locks of shimmering hair framing her face they can make something delicious for it to eat.
like an aurora. Her clothing changes daily, never repeated, • A sea hag with the glimmering lure of an
with intricate frills and flowing ribbons of cloth that float anglerfish lurking in a dark alley, offering
around her tail as though underwater. The shifting light of goods taken from drowned sailors.
her throne room plays off the pearls and silver jewelry that

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Raiarin
The boreal heart of the Iceflow Sea is ruled by a
tranquil spirit of life. Massive titans prowl the pack ice and swim
through the freezing ocean, watched over by ancient druids.

Countless islands dot the Iceflow, teeming with raucous


seabirds, blasted pines and vibrant sea life. Despite the
arctic conditions, the waters here teem with life, some of it
enormous in size. The largest can be found on the island of
Raiarin, which shares its name with the source of the region’s
abundance - an ancient land spirit said to be the sister of
Kwinharin to the north. Raiarin, the Sister of Snow, is a
wintery spirit of the arctic tundra and frozen ocean. While
her sister makes the land as abundant as possible, Raiarin
takes the lands most forsaken and brings them to bloom. The
immense whales of the Iceflow are her daughters, and her
presence sustains the entire ocean with bountiful life.
The island of Raiarin itself is covered in a vast boreal forest,
with beaches and cliffs holding colonies of seals and wheeling
birds. Here, the animals grow to enormous sizes; elephant
seals the size of houses compete for mating rites, while polar
bears like warforged titans prowl the pack ice. In the Age of
Giants, hunters from the Esht Primacy would come here to
test their mettle against the powers of the wild, and many of
their outposts still remain in the Iceflow, overtaken by nature
or used as lairs by wild beasts.
Rimewalker druids can often be found in isolation within
Raiarin, living alongside the wildlife. To them, the Sister of
Snow is a sacred figure that sustains nature out of love in the
harshest extremes. The animals of the Iceflow hold valuable
lessons and secrets for survival, which the druids take to
heart. When foul influences intrude on the region, it is they
who serve as the hands of the land spirit, burying any threats
beneath the permafrost.

Environmental Conditions
• Raiarin is typically under the conditions of extreme arctic
cold conditions.
• Beasts within Raiarin are often Huge or larger.

Treasure
• Boots of the Winterlands crafted by Rimewalker druids
from companion animals who died of natural causes.
• Rings of Fire Resistance carved from Lamannian chillwood
found on Raiarin island.
• A carved Figurine of Wondrous Power (Silver Raven).
• The blessing of Raiarin herself - a Charm or a single daily
cast of a druidic spell such as sleet storm or control winds.

Encounters
• A peaceful herd of 1d4+2 immense giant elk.
• A massive yeti lairing in a frigid cave; a young Ko drow
has recently fallen foul of it, and hangs upside down with
his feet frozen to the ceiling of the cave.
• The venerable frost giant rimewalker* Omun,
conversing via speak with animals with a gargantuan
killer whale that has long been their friend.
• A Huge polar bear stalking the party over the pack ice.

CHAPTER 6 | ADVENTURE LOCATIONS


270270
Sanctum of the Watcher they would help keep the dragon clean and maintain his
domain, allowing him to do even less work. Zartarxis was
The derelict home of the Green Watcher squats in the more than happy to allow it. The trolls and lizardfolk despise
central jungles of Xen’drik. After a scolding from his peers, the lazy each other, and Katress has other plans; her small lair behind
dragon is hauling himself into action once more. a nearby waterfall contains treasures plucked carefully from
the dragon’s hoard. Adventurers seeking to take on the
The indolent Green Watcher, Zartarxis, resides in a sanctum Great Green God can use this to their advantage, turning his
within Xen’drik’s northern jungles. The adult green dragon minions against each other, or recruiting the aid of Katress
has lacked the will to do his duties since the beginning, seeing for a grand betrayal.
his post as an exile and a death sentence. Instead of watching
the Skyfall Peninsula, Zartaxis conquered a local group of Environmental Conditions
trolls, declared himself their god, and has barely moved
in the hundreds of years since due to gripping ennui. The • The Sanctum of the Watcher is the Lair of Zartarxis,
dragon completely missed the establishment and growth of allowing him to use Lair Actions in battle. Despite
Stormreach, and entirely relies on his servants for food. After this, typical Regional Effects are not present, largely
a furious reprimand from Argonnessen, the ‘Great Green because the dragon cannot be bothered to make use of
God’ is becoming a force in the region once more - and a new any of them and doesn’t wish to hamper his servants
player in the Stormreach game. from finding food.
Sanctum Sanctorum. The Sanctum of the Watcher
lies at the bank of a river that heads inland to the north of Treasure
the Marsh of Desolation. What was once a meeting place • A set of Green Dragon Scale Mail can be crafted if
between giant and dragon is now a shabby ruin. Once, Zartarxis is slain.
draconic scholars and patrons traveled to the Sanctum to • The dragon’s hoard is huge, and might contain giant
teach their vassals, and the signs of its former grandeur still relics. An example hoard might contain: 24,000gp of
remain. Under the ‘care’ of Zartarxis, many of these grand treasure (divided between 14,000gp of large giant-cut
buildings have partially sunken in the sodden marshland, gemstones, 8000 gold coins, and 20,000 silver coins),
with only their upper sections poking from the swamp. The an alchemy jug (used extensively by the dragon), a
Watcher himself lies in a domed building within a pool of magic compass that leads to the feyspire of Shae Tirias
crystal-clear liquid and a bed of fragrant leaves at its center. Tolai, the legendary Tairnadal blade Arquis Tellora*,
The Sanctum Sanctorum is where he has laired for hundreds and a Refractor Shield* used as a pocket mirror. Any
of years, occasionally tasking his servants with turning him item can be replaced by a plot-relevant item, or one
over. Worshippers approach on a circular dais at one end of that leads on a merry side-quest.
the pool, nervously praying they don't offend.
While Zartaxis has yet to actually lurch into action, his
frustration at the scolding he received from Argonnessen Encounters
has turned outwards, especially towards nearby giants and • Two troll hunters looking for prey to capture to
adventurers. As he lies seething in his bed, his grand plan satiate their massive god.
to ward off any further pressure is to crush the activities of • Zartarxis himself is an adult green dragon, but is
groups such as the Reclaimers of Glory (p.131). Checking Gargantuan instead of Huge, and has a reduced fly
in on this ‘Stormreach’ thing (and potentially destroying it) speed of 30 feet to match.
is also on the cards. Any adventurers traveling in the region • A group of 1d4+1 lizardfolk and a lizardfolk
south of the Titan’s Teeth are liable to be set upon by trolls, shaman desperately trying to gather food to avoid
captured alive, then brought back to Zartaxis to be questioned being terrorized when they return.
about the city. They better hope their answers are pleasing.
However, the dragon's sadness runs deep. Adventurers who
can convince him the city is harmless, or even provide a
solution to his eternal boredom, might be able to
convince him to turn a blind eye.

The God’s Followers


Since his arrival in Xen’drik,
Zartaxis has terrorized the local
people. His troll followers serve
a dual purpose - they are strong
enough to gather prey for him,
and serve as regenerating prey
themselves when they don’t. More
recently, a clan of lizardfolk who
came under regular attack from
the trolls has come into the Green
God’s service. Their leader, a spirit
naga named Katress, pledged that

CHAPTER 4 | ALLIES & ENEMIES


Shanai Orioth (‘Forest of Lords’) Visions
Ancient graves of elven heroes stand row on row - a A small army of elvish warriors wielding double
prayer of thanks, respect and quiet peace. scimitars charge across a grassy plain, accompanied by
animals and druids - the ancient Gyrderi. Amid a hail of
The Elven Rebellion succeeded in freeing the ancestors of 1 flaming spells, they smash into a vanguard of armored
the drow and Aereni, but came at a great price. Many elves fire giants. Screams herald the arrival of a Sul’at war-
that fell in battle were buried in unmarked graves or never beast - a scaled behemoth with twin heads that spews
given proper burial rites before the exodus to Aerenal. In the caustic acid. It is only the first of many.
millennia since, the Silaes Tairn and drow have taken it as Blood is raining from the sky. The world is shattered,
their duty to build memorials and give respect to these fallen cities lost, and empires reel from the wake of the crime
heroes, creating stone grave markers in the shape of trees to committed. The Moonbreaker has granted the giants
honor their sacrifice. 2 their victory, but the land weeps in suffering and fear.
Shanai Orioth is the biggest elven burial site in Xen’drik. The Gyrderi feels the horror, sees it writ large on their
Hundreds of stone trees form an artificial forest over clan’s faces. Such a thing cannot be allowed. The giants
thousands of graves. The stark sight contrasts with the won the war, but their tyranny will fall all the same.
thousands of flower wreaths hanging from the branches, as Taeri. They cheer the name. The duel before the
well as blooming plants that grow between the graves - many soldiers is transcendent; they cannot interfere without
of them brought from Aerenal to be planted here. Looking becoming a distraction, without facing instant death.
closely at the trees reveals that their bark patterns are actually As warriors, this is known without thought. Taeri.
names carefully inscribed in a variety of styles; some appear A single elf, wielding a chipped and cracked double
to be scratched with small claws or talons, while others have 3 scimitar, dances and weaves through the blows of a
been chiseled or inscribed with magic. Any character of elven Cul’sir general, the giant's blade wreathed in liquid
origin (whether drow, Aereni, or otherwise) who trances nightmares. The elf is a dancer. Their blade cuts
in the Shanai Orioth receives visions and memories of the through the giant’s shining sentira armor, slicing the
Elven Rebellion. Many members of the Tairnadal travel to tendons of the heels. The wrist. Then the neck, and the
the region at least once in their lives, experiencing moments roar of the giant with it. Taeri walks on.
from their patron ancestors’ past. Anelven warrior, one eye replaced with a crystal
The Silaes Tairn usually post a small detachment to guard facsimile, directs a war council of warriors and mages.
the Shanai Orioth, often supported by nearby drow. They This is Vadallia, one of the greatest of the Tairnadal
spend their time tending to the cemetery, repairing it and heroes, and her presence is palpable. They plan to
warding off any monsters or other intruders. The group often 4 attack a Cul’sir city and free the elves kept captive
includes warriors who have only recently been chosen by a there; her plan is to use a small unit to distract the giant
patron ancestor - especially firebrands and those a bit too big guards. They will likely not make it out alive. Others
for their boots. The visions they receive while trancing are a object, but Vadallia is iron. Sacrifices will be necessary if
gentle way of conveying the weight of their duties. freedom is to be earned.
A drow sneaks through the shadows of a massive giant
laboratory, their steps silent, their focus razor-sharp.
Environmental Conditions Ahead of them is a vast engine of war, powered by a
• Any humanoid of elven descent who prays, meditates Fernian phoenix, capable of raining great meteors of
or trances within Shanai Orioth for at least one hour fire on enemies a mile away. As a pair of Sul’at artificers
experiences visions of the Elven Rebellion. These are stride past, they sprint at speed beneath the massive
usually related to the lives of the elves interred closest 5 mechanism, and begin their work. With shoddy tools
to them. This bestows advantage on initiative rolls and and the constant risk of death, they begin sabotaging
Intelligence (History) checks related to the history of the war machine from within, destabilizing its arcane
Xen’drik for the next 24 hours. matrices and dynamos. One wrong move and the magic
• Shanai Orioth is under the effects of the hallow will incinerate them. It is nothing compared to the
spell, preventing the creation of undead and barring death it will bring to their kin.
extraplanar beings from entering. The massive footfalls of the giants disturb the forest,
their firebrass armor clanking. They’re alert, keeping
Encounters an eye out for threats, but the arrogance of giants is a
constant. There’s one thing they never expect - attacks
• The sword wraith of a warrior from the Rebellion,
6 from above. The shadows lurking in the branches jump
who manifests after an elf witnesses their memories in
silently from the dapple; their daggers and arrows
order to train and spar with their modern descendant.
strike once and move on, aiming for the chinks in the
• A young Silaes Tairn (use the bandit captain stat
armor. In seconds, the poison takes them. The drow
block) who has been tasked with guarding the Forest
move on. Gundrak’ul must fall; only then can they rest.
of Lords, and will not let the party through unless they
prove their strength in a duel.

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Shae Tirias Tolai Now and then, echoes of clashing blades and distant screams
can be heard, punctuated by an all-consuming silence.
The ruined feyspire of the dead still lurks within the As a feyspire, the contents of Shae Tirias Tolai are entirely
deep jungles of Xen’drik, its silver streets and ghostly halls awaiting up to the story at hand (both in a meta-sense, and literally).
a final peace. It does not need to follow normal laws, as one might expect
from Thelanis, and is a very real plot element. This includes
In Eberron, the souls of the dead travel to Dolurrh, and then the shape and size of the city, its Material location, and its
beyond. It is stark, but fair. Equally uncaring. The Queen dangers. Example locations might include:
of the Dead oversees the transition, ensuring the process • A library containing tens of thousands of last wills and
Content Warning: Thalassophobia

continues as it always has. Few understand that this is not testimonies.


normal, and those who do never speak of the tragedy. Shae • The palace of Shan Tolai, where she once received
Tirias Tolai, city of the psychopomps, was destroyed for emissaries from the giants, and talked to her love, the
eternity by the giants - and the kindness of death died with it. Queen of the Dead.
• Dark crypts containing thousands of skulls with
The Story In Writing their souls bound to them due to deals with dark
necromancers.
The story begins with the feyspires - the grand cities of the • A tall lighthouse with a luminescent will-o-wisp acting
archfey of the Moonlit Vale, each embodying a different as a lantern, guiding the dead along the path.
aspect of fairy tales. Shae Tirias Tolai, the City of Silver and • A temple built from the bones of ancient wyrms,
Bone, represented the stories of what happened after death. where a dracolich helped guide dead dragons on their
Its eladrin guided souls on their way to Dolurrh, listening way to Dolurrh.
to last regrets, providing comfort for those not ready to go, • A basement belonging to a hag, with countless
and offering dark bargains for life like fabled necromancers. knucklebones hanging on strings from the dank ceiling
Grand halls held the last words of the dead, messages for their • A rookery of albino ravens who carried final words to
lovers, and wills to pass on. The people of Eberron knew that the relatives of the dead.
while death was terrifying, there would always be someone • A garden of remembrance with extinct plants, populated
to greet them before the end. The feyspire itself existed by death's-head moths
between the Material, Dolurrh, and Thelanis - a literal and
metaphysical crossroads.
In time, the antagonist is introduced. A grand villain, ruler Environmental Conditions
of an empire, hungry for life and power in equal measure. His • A creature that dies within Shae Tirias Tolai becomes
kingdom is not enough. The only thing he fears is death, and a ghost after 1 minute has passed, bound to wander the
one day it will come for him in turn. The Queen of the Dead ancient halls as part of its story of death. They cannot be
is untouchable in Dolurrh, akin to a god. The gatekeepers revived until the ghost is destroyed or exorcized.
of death, however, were powerful but mortal. Of all the • It is always night in Shae Tirias Tolai.
city-fables of Thelanis, the city of the dead was most suited to • The feyspire is achromatic, and entirely grayscale -
dying. The emperor plotted, pressuring the giant city-states except for the bright crimson blood that stains its walls.
linked to Dolurrh and Thelanis. In Karrakos, the stone giants • Creatures in the ethereal plane are always visible to those
of the mausoleum city were promised their lives, safe from in the Material, but appear spectral and ghostly.
invasion from the Cul’sir - a deal deemed crucial by their titan
Oracle. In the Twilight Court, its duplicitous queen made a Treasure
secret deal, desiring the power to conquer the feyspires in
turn. Shae Tirias Tolai’s allies averted their eyes. • A Libram of Souls and FleshTCoE owned by a necromancer
The fall of the feyspire came through treachery and who dealt with the dead to give them just a bit more life.
bloodshed. An army of Cul’sir giants lay waiting, ready for the • Oil of Etherealness, used so the living could touch the dead
city to appear in the Material. In minutes, they had smashed for the last time, granting them comfort for the end.
the silver walls, laying waste to the unprepared Ivory Guard • Secret scrolls regarding the nature of Lady Illmarrow’s
and burning the city as they came. Walls cracked, roofs lichdom, the knowledge of ancient champions, or the
dripped with molten silver, and fountains turned to blood. way to resurrect Shan Tolai.
The death cry of Shan Tolai echoed through the city in a fall
of moth’s wings, and the city of the dead died. Encounters
• An eladrin banshee formed from a thousand
The Story That Has Ended dying breaths.
The fall of the city is over. Its people are gone. Its bones lay • A Huge-sized giant ghost, forever bound to kill
bare beneath a darkling sky. Fundamentally, the feyspire is and destroy.
now the story of a haunted ruin touched by tragedy. Grand • The palace of Shan Tolai is guarded by a dullahanVRGR,
promenades of silvered marble lead between mausoleums once the head of the Ivory Guard. They continue their
and temples, while crimson banners flutter softly in the wind. duties in vain, unable to accept that their role in the
Hundreds of ghosts walk the streets and gothic halls. Many story is over.
are giants who fell during the siege, fighting eladrin spirits • A gallows speakerVRGR - the risen specter of an
in endless warfare; others are story figments or ancient souls eladrin necromancer - is locked in an eternal
who never got the chance to find comfort before their release. battle with the cursed ghost of the giant
who slew them.

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Soggin’s Post
A curious tavern for both dryskins and seafolk lies in
the Teeth of Shargon; here, pirates and privateers hire guides and Beacons of Passage
Wondrous Item, Common
swap stories of bravado.
A Beacon of Passage* is a small decorative item crafted
by the Eternal Dominion that permits a ship to sail
The Teeth of Shargon divide the sea between Xen’drik and
the Thunder Sea. The spell locate object can detect a
Khorvaire. The countless islands range from thin spines of
Beacon of Passage at a distance of up to 10,000 feet,
demonglass to small atolls hosting fishing communities. One
rather than within the normal range of 1000. Each
of the closest to Stormreach is a horseshoe-shaped island with
Beacon has a small section of the biological sahuagin
a large sea-cave in the center. Within lies the rickety tavern
material known as ‘korlass’, which gradually degrades
known as Soggin’s Post. Merchants, pirates, and scallywags
over time as a sign of when the Beacon was granted.
flock to Soggin’s Post before sailing the Thunder Sea, for it
is here that sahuagin and merfolk navigators gather to offer
their services. The Teeth are littered with the wrecks of those can shape at will. Or he stole it, who’s to say. Anyone looking
who thought them too costly. for information on the sahuagin or the sea they’re sailing
Stuck in the center of the tavern floor is a giant tooth said knows to go to him first, but the dwarf’s prices can vary from
by the owner (and no one else) to be the tooth of a kraken. expensive alcohol, to delivering supplies, or a bevy of other
Trade offers, news, jobs and notes are left pinned to the minor quests.
thing like a noticeboard. A full third of the tavern has no
floor, and instead opens onto shallow seawater where the Quests
aquatic denizens can relax. One of the most important goods • Escort a merchant ship holding valuable cargo at risk of
they offer are Beacons of Passage* - small items crafted by the pirate attack.
Eternal Dominion to track ships entering their territory. • Retrieve the eggs of a rare creature nesting atop a
Sahuagin patrols often board ships to check for their Beacon, perilous island for a Dominion merchant.
sinking any that lack one without a second thought. • Help to protect a merfolk stormcallerEXE as they
The salty dwarven owner, known as Crockpot, has been quell a dangerous Lamannian storm that could
there so long that no one remembers if he has a proper damage the tavern.
name. He claims to have lost his leg to the same kraken from • Recover an heirloom from a half-sunken wreck impaled
which he took the tooth, although no one actually believes on a spike of demonglass.
him (including his aquatic patrons). Despite his salty scowl • Fetch a bottle of boutique liqueur from the settlement of
and addiction to sahuagin alcohol, Crockpot has centuries Zantashk (p.113) to restock the bar.
of knowledge regarding the Thunder Sea, and may even • Catch the flying vermin (a seagull-themed boggle)
have been around for the founding of Stormreach. He’s also that has been scrabbling around on the tavern roof and
very familiar with the Eternal Dominion, and worships the stealing snacks from the guests.
Devourer ardently. At some point, the sahuagin gifted him
a prosthetic leg in the form of a living plasmidEXE, which he

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Taer Laraentys Vale, where Thelanis and the Material overlap. Many
archfey hold memories of being attacked by mortals from the
(‘The Fortress of Victory’) Material Plane, from the giants of Xen’drik, to the current
siege of Shae Joridal by the goblins of Darguun. To them, the
A feyspire lies within the Scimitar Spires, its broken Rightful Lord is the one keeping such threats from the Vale.
walls ringing with the sound of exploding spells and clashing
swords. The Fortress of Victory represents the tales told of war - The Rightful and the Frightful
and war never ends.
The rival archfey of Taer Laraentys are the twin sides of a
coin, and just as metallic. Each is clad head-to-toe in shining
High in the Scimitar Spires lies the Siege Unending, the
plate armor, complete with crown and billowing cape. The
Fight Worth Fighting - the Fortress of Victory. The feyspire
Rightful Lord is the heir to the throne, the Frightful Lord
represents the stories of legendary battles fought to unseat
the usurper - but which is good and which is evil is down
tyranny, or fend off unbeatable evil, with its ruling archfey
to one’s point of view. Typically, the Rightful is defined by
switching between the Rightful King… or the Frightful one!
being the true ruler of Taer Laraentys, while the Frightful is
The attacking forces (whether good or evil) camp in the
the underhanded Usurper. In rare cases, such as the stories
valley below the fortress. In time, they begin the siege, with
told by the Tairnadal, this means that the Frightful Lord is
fey and eladrin battling to reclaim Taer Laraentys. Leading
actually on the side of good - and the overthrowing of the
the charge is their Lord - whether a hobgoblin, elf, giant or
tyrannical Rightful Lord is a heroic act.
other. The feyspire is every war story at once.
Regardless, each Lord fights as though they were the
Sometimes, the forces will heroically take the castle.
dual antagonist and protagonist of the story. Their abilities,
Sometimes they will be heroically driven off, despite the
speeches, and martial styles will change to replicate the
defenders being heavily outnumbered. But, war never ends.
figures in the story they have become. The Rightful Lord
If the Rightful Lord reclaims the throne, their duplicitous
might ‘become’ Emperor Cul’sir, Tira Miron, or the last
enemies will regroup in the valley below, and begin the climb
Emperor of Dhakaan. Facing him, the Frightful Lord might
to unseat him. The forces of good will regroup as best they
‘become’ Cardaen, Durastoran the Wyrmbreaker, or a thrall
can, but evil never sleeps. In time, their treachery and tricks
of the daelkyr. Regardless, both Lords can be defeated as the
will unseat the king, and the tyrannical Fightful Lord will
story demands, but they will always return to the field before
then take the throne. Only then can the Rightful Lord begin
long, their banners raised anew.
his heroic journey to reclaim his kingdom once more.
A party traveling to the fortress is likely to be drawn into
the ongoing battle, with both Lords reaching out to them to Environmental Conditions
join their cause. Joining the losing side is dangerous - no one • A creature that uses its full movement to move directly
should be on the wrong side of history. However, doing so towards an enemy creature gains advantage on its next
can mean learning the stories of ancient historical figures, attack roll.
including parts of the story forgotten by most. This means • All creatures have advantage on saving throws made to
that adventurers seeking to learn the true story of figures avoid or resist being frightened.
such as the elven wizard Cardaen can learn valuable secrets by • When a creature scores a critical hit with an attack that
joining their side. Additionally, warriors can experience the deals piercing, slashing, or bludgeoning damage, it can
fighting skill of such people themselves - either by fighting roll one of the attack’s damage dice one extra time and
alongside them, or meeting them in battle. The latter is add it to the extra dice of the critical hit.
generally ill-advised.
Treasure
War Stories
• A Guardian EmblemTCoE in the form of the Rightful
As with Shae Tirias Tolai, the Fortress blurs the line between Lord’s crest.
several planes. Its stories originate in the Material, are • A Silver Horn of Valhalla, which summons sword
brought to life in Thelanis, and empowered by Shavarath. wraith reinforcements.
Depending on the narrative, sword wraiths of famous • A gaudy fey Helm of Brilliance from one of the Rightful
warriors can charge into battle, accompanied by fiends and Lord’s personal guards.
angels manifested by the plane. The actual nature of this
battle (and often, which side is which) is entirely dependent
on who’s framing the story.
Encounters
Visitors often find that the Fortress embodies the tales of • A group of Tairnadal sword wraiths, led by the sword
war told in their cultures, from the elven rebellion, to the wraith commander of a famous patron.
Last War, to the Shattering. As such, the entire situation of • A fomorian general with a cadre of meenlocks.
Taer Laraentys can change on a dime depending on the ‘plot’. • A squad of barbed devils led by a chain devil.
Sometimes, revolting fomorian giants hold a dark stronghold • A noble summer eladrin dueling against a
in which fey toil and struggle, until the heroic rebels of the Fey fire giant.
Rightful Lord free them from tyranny. Soon after, human
sword wraiths might lay siege to the fortress, attacking the
fey hobgoblins inside with evil intentions. However, the
ongoing war is not just influenced by mortal visitors. Taer
Laraentys represents the metaphorical ‘border’ of the Moonlit

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Throne Gate Ruins mayhem. It’s possible that more than one archaic ghost is
currently trying to learn Stormreach slang and catch up on
Content Warning: Loss of Agency, Themes of mental Illness

A ruined Cul’sir city hides a perilous secret; any who 40,000 years of history.
sleep within enter a dream world of danger and discovery. Rules for running dream adventures can be found on p.60

One of the most familiar sights for adventurers heading out


of Stormreach are the broken towers of the Throne Gate
Environmental Conditions
Ruins, named for the inscription on the arch leading within. A character capable of dreaming who spends more than one
Scholars believe that the small city sat on the main road into hour asleep in the Throne Gate Ruins ‘wakes up’ within
the Cul’sir Empire, and marked the defensive border of the the permanent dream of the city, as described above. Since
original city-state before it started conquering its neighbors. time passes ten times as quickly in Dal Quor, it takes just
The ruins have been plundered long ago, and serve as under three days of experienced time within the dream for a
a common ‘first dungeon’ for Stormreach adventurers. character who is sleeping a full 8 hours to wake up naturally
The Storm Lords encourage this, in part to dissuade any and escape. Affected creatures remain asleep until they
dangerous monsters from settling there and becoming a finish a long rest, take any damage outside of the dream, or
threat to the city. Throne Gate is a classic example of Cul’sir someone outside of the dream uses an action to shake or
architecture, with massive buildings containing smaller slap them awake.
quarters for slaves, and deep tunnels beneath the city for the A character who ‘dies’ in the dream of Throne Gate
lower castes and oneiric infrastructure. These are dangerous, Ruins as a result of an enemy attack must succeed on a DC
of course, but the true danger of the ruins is known only to 15 Charisma saving throw or become possessed by a giant
a select few - for most who sleep within the ruins of Throne dream-ghost and immediately awaken. The player retains
Gate never wake again. control of their character, but is encouraged to roleplay the
Whether due to a humming eldritch machine, or the ancient giant now roleplaying (badly) as their character.
magic backlash of the city’s destruction, an intact facsimile The aims of the giant are simply to avoid being exorcized,
of Throne Gate still exists in Dal Quor. Anyone resting in and figure out what has happened to the world in the past
the ruins finds themselves waking up ‘as normal’, with the 40,000 years.
shining city of Throne Gate rising with rainbow splendor.
The overgrown jungle and shattered masonry are replaced Treasure
by spotless roads and flower beds. The towers soar for
hundreds of feet, many floating without support. The sight • A Medallion of Thoughts wrought from pure dreamstuff.
is awe-inspiring, but canny adventurers quickly notice that • A Ring of Mind Shielding that contains the soul of a
the roads are empty and the air silent. This is a dead city, partly-insane Cul’sir Giant.
for the dreamers who wandered these streets died long ago. • A Feywild ShardTCoE that was once a Manifest Shard
Unfortunately for those sleeping giants, their minds remained infused with the essence of Dal Quor. It technically still
trapped as their bodies were destroyed in the waking world, is, for better or worse.
consigning them to an eternity of limbo.
Now, the only things they have left are hope and insanity. Encounters
They know that new arrivals to Throne Gate possess bodies • In Dream: the memory of a Cul’sir somnitect* who
- and the remnants of the giants yearn to possess them. The cannot accept the truth of their current situation, and
longer adventurers spend exploring the dream-city, the more considers the party to be intruders in the empire.
they can learn of Cul’sir culture, but the greater the risk of • In Dream: a group of 1d3 id-wraiths* that are all that
falling prey to the hungry id-wraiths* within. A character remain of dreaming giants.
killed in the dream has their mind overtaken by an insane • In Dream: a Huge-sized lonely sorrowsworn that
giant ghost, and wakes up with an entirely new outlook on will not fight if the players reassure it and give it some
life. The most dangerous wraiths are those with the cunning companionship.
to try and disguise their presence, acting out the role of the • Out of Dream: a troll rooting around for loot.
unlucky adventurer just long enough to cause all kinds of

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The Valley of Cairns often forged into legendary weapons. The ghostly beasts one
has to fight off to do so simply added to their prestige.
A high mountain pass in the Bluespine Peaks holds The Valley of Cairns is one of the main ways of traveling
hundreds of ancient grave markers. Here, the hunters of the Esht across the Bluespine Peaks, with the powerful winds keeping
Primacy came to die, fighting the bestial spirits of their past. it clear of snow. Furthermore, many of the cairns hold
mementoes from the giants that built them, ranging from
A high mountain pass in the Bluespine Peaks holds an powerful heirlooms, to legendary weapons, driven deep into
unnerving remnant of the giants of old. The hunters of the the stone with ribbons flying. This can be a tempting prize
Esht Primacy were followers of the god Banor, the Bloody for tomb robbers, but the spirit guardians of the Valley may
Spear, and sought prestige and glory by battling the forces of have other ideas.
the wild. However, they revered the glory of nature, and the
cycle of life. Old hunters saw it as a disgrace to die in their Environmental Conditions
beds; when they felt their death approaching, they climbed
high into the mountains for a sky burial, returning their souls • The Valley is under constant strong winds. Gaseous
to nature. This is the Valley of Cairns, where generations of spells (such as fog cloud or cloudkill) dissipate after a
giants died amid the monuments of their forebears. round, while small flames are extinguished. The wind
The Valley is a barren stone pass between two of the travels from east to west, so ranged weapon attack rolls
Bluespine Peaks, with breathtaking views of the Iceflow Sea aimed against the wind (i.e., from west to east) have
to the west and Dark Sea to the east. The walls of the valley disadvantage.
have been carved into statues of legendary hunters; above • The Valley is under the effects of extreme cold.
them, both mountainsides have been sculpted into massive
faces of stone that look down upon the valley - the gods Treasure
Banor and Karrak, who have dominion here. Winds from the
• A Ring of Animal Influence carved from bronzewood.
Dark Sea blow ceaselessly, funneled through the narrow pass
• A Dominance Collar* next to a cairn - a mark of ancient
like the endless howling of beasts.
friendship between a giant and their animal companion.
To the Esht, these gales scoured the valley - and the soul -
• Ore that can be shaped into a Husksteel weapon (p.187)
of impurities, bearing them to the afterlife. It is said that those
giants who traveled here to die faced the greatest beasts from
their memories before their death - an honorable way to die Encounters
on one’s feet. This belief is more than legend. The Valley is • 1d3+1 ghostly giant vulture spirits - once seen as the
a Dolurrhi manifest zone, and the veil here between life and blessed children of Karrak and Banor.
death is thin. One’s memories of beasts and monsters can pull • A yeti who lurks downwind, using the scent carried by
them from Dolurrh to do battle. The hunters would fight, the constant gale to attack any prey passing through.
pile rocks into their own burial markers, then fight some • Any beast or monstrosity that lies in the memory
more, until they too were taken to Dolurrh. Younger giants of a character might be summoned as a spirit - a
often undertook journeys here as pilgrims. The eroding fun way of revisiting memorable monsters from
winds uncover ores from the rock, which become saturated throughout a campaign.
with the memories of ancient hunters. Much like husksteel,
these Dolurrhi metals can have special properties, and were

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Verash Sakhara ('The Encounters
• An aboleth with 1d4+1 sea spawn servants seeking
Trench of the Void') to capture the party and bring them to the heart
The deepest void in the Thunder Sea is a lightless pit demiplane of Requiem’s Breach.
of despair. Aboleths spar with merfolk guardians, while their sealed • A lurking hydroloth guard who stalks the party from
Overlord master lies hidden in the heart of shadow. the shadows.
• A shoal of 4d4 aquatic darkmantles.
The Lurker in Shadows, Overlord of the Unknown, was • An abyssal storm giant*
Content Warning: Thalassophobia

bound in the Thunder Sea by the aquatic armies of the


Sovereigns. Its bound form lies in the deepest point of the
sea, where it first squirmed out of Khyber at the dawn of Wen-Damji
time. The region is saturated with the Overlord’s influence, The Walking Forest is a vast banyan treant with a
and shunned by all but the bravest. The Trench of the Void is hundred bodies - and a thousand stories.
where hopes go to die.
The entrance to Verash Sakhara is one of the foremost Xen’drik’s forests run for thousands of miles. Some of them
outposts of the Karatael merfolk. The followers of the Silver take this more literally than others. Awakened trees might
Flame are among the most devoted enemies of the aboleths, arise for any number of reasons, including planar wild zones,
and use the power given to them by the ‘Piercing Light’ to residual giant magic, or the efforts of Verdant Path druids.
slay their foes. Their blockade of the Trench is aimed at What explorers often don’t consider is that the plants of
preventing the greater horrors of the Lurker from escaping. Xen’drik can be massive in scale - and when one is awakened,
Over time, they have grown coral gates over the greater the results can be awe-inspiring.
breaches, with merfolk always on watch. Wen-Damji is an ancient awakened banyan tree - a
Several cracks in the seabed enter the ravine, which widens single entity with a hundred different trunks, connected by
out initially into a vast subterranean space. As it deepens, stretching branches and vines. The treant is vast, covering
the Trench narrows, with the very bottom forming a portal several acres when stationary like a small forest of its own.
into the heart demiplane of the Lurker - the abyssal citadel In motion, the banyan is a marching army. Its roots and
of Requiem’s Breach. Tunnels spiral off from the Trench, vines detach and reknit between the moving trunks as it
burrowing through to other locations in the Thunder Sea. sinuously flows through the forest around it. Wen-Damji’s
These are used by the aboleths to travel beneath the notice of journeys take it across Xen’drik, settling for decades before
their enemies, most notably the Karatael merfolk who fight uprooting on a whim.
against their influence. Communicating with the ancient treant requires first
Entering the Trench is to enter a different world. The getting its attention. To a creature the size of acres, individual
inky blackness is permeated by far-off lights and flashes. Bass humanoids are about the same as ants. Wen-Damji can speak
tremors ripple up from below, but one cannot tell if they through any of its trunks, and typically only does so through
are the groans of beasts or the quaking of the earth. Titan one. When angry, it speaks through all of them at once in
horrors glide through the water, tainted into alien shapes by a terrifying chorus. Despite this, the banyan finds smaller
the Overlord’s influence. Even in slumber, the Lurker’s power creatures cute, and has hundreds of years of tales about
here is tangible. The darkness is oppressive, and the far- Xen’drik. Anyone earning the banyan’s favor can happily chat
off lights only make the shadows worse. The danger of the within its canopy, safe from outside threats - including while
Trench cannot be overstated; this is the domain of alien fear. it moves across the land.
The Verdant Path (p.122) venerates the massive treant as
Environmental Conditions a powerful spirit of the land, and many people in Xen’drik’s
rainforest have myths about the Forest that Walks. It
• Dim light cannot exist in the Trench of the Void; any
considers the druids to be an odd form of banyan in turn - a
dim light that would be created becomes bright light
branching tree of offspring continuing through the ages.
instead, acting as a beacon in the infinite dark.
Verdant Path druids will often seek out the treant in search of
• Creatures with darkvision cannot see through
knowledge about places within Xen’drik; its connection to the
the darkness.
land grants it a deep and primal understanding of the tides of
• All creatures have resistance to radiant damage.
nature. It’s not uncommon to find druids sleeping or relaxing
within the treant’s branches, taking the opportunity to have a
Treasure safe and comfortable night’s rest.
• Crucial memories stolen by a hydroloth.
• A demonglass Rod of Rulership used by the aboleths to Wen-Damji’s Requests
break the minds of lesser men.
• Catch a small but lithe critter that has been gnawing
• The legendary trident Wave, once wielded by a giant
holes in the treant’s trunks.
champion of Rowa.
• Tell it three tales of adventure.
• Sing it a song from a distant land.
• Bring it soil or tasty air from a faraway place.
• Help out a sick or injured creature living in
its branches.
• Help a rare bird build a nest high in the canopy.

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The Wreck of the Iron Will
The sunken wreck of a Riedran ship lies quiet on the
seafloor, patrolled by ghosts and mythical locathah.

The Sea of Lost Souls has a hundred sailor’s tales, ranging


from ghost ships to demons in the deep. For Riedran sailors,
these tales are a worrying reality. The region contains many
oceanic manifest zones to Dolurrh, which have led to the
Content Warning: Thalassophobia

people known as the Lurrshoi - locathah tieflings of Dolurrh,


the Plane of the Dead (p.82). Riedran ships sailing to Dar Qat
keep a constant watch for ghostly lights in the deep, for they
often herald attacks by the deathly fishfolk. The Iron Will is
one such ship that was sunk by the Lurrshoi roughly forty
years ago, and now lies broken on the dark sea floor.
To the Lurrshoi, the Inspired are a terrifying threat. The
locathah have a long history with the kuo-toa of the Barren
Sea, and fear their abilities to shape dream spirits into
nightmare gods. Additionally, they can see into the ethereal,
and have thus witnessed quori possessing the Inspired. To
them, an Inspired is a new form of landbound kuo-toa that
has somehow become one with their god - and is thus a
major threat to their peace. Sinking Riedran ships is a form of
confused self-defense.
The wreck of the Iron Will is 150 feet long, and filled with
vengeful spirits of dead sailors as a result of the Dolurrhi
manifest zone it sank in. The sunken ship is a perfect place to
have any magic item of importance to Riedra, who attempted
to carry it to Sarlona after retrieving it from Xen’drik.
Similarly, salvaging items from the wreck would be one way
to earn the favor of the Inspired, and gain entry into Dar Qat.

Environmental Conditions
• The Dolurrhi manifest zone around the ship mutes
colors and dims light; any bright light that would be
created instead becomes dim light.
• A creature that dies within the zone becomes a ghost
after 1 hour if their body remains there, and cannot be
resurrected until the ghost is destroyed

Treasure
• A sentira Amulet of Proof against Detection and Location
• A giant-made Cape of the Mountebank taken from the
Xoriat city-state of Zja Aqat
• A crate of five Siberys dragonshards worth 150gp each

Encounters
• 1d3+1 merrow hoping to loot the wreck
• A group of 2d4 Lurrshoi guarding the wreck, led by a
Lurrshoi Deeplight (kuo-toa and kuo-toa monitor
respectively, all with resistance to necrotic damage and
the light cantrip).
• A drowned ghost that babbles in Riedran, asking for
confirmation that it has dutifully served the Inspired; a
character that can speak to it in Riedran, and convince
it so (DC 15 Charisma (Persuasion) ability check), will
cause it to pass on to Dolurrh.
• A giant shark on the prowl.

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CHAPTER 7

CHARACTER OPTIONS

CHAPTER 5 | ANCIENT EMPIRES


280280
Character Ancestries
Options
Many of the ancestries found in the Player’s Handbook are
not present in Xen’drik, except as arriving adventurers and
colonists. In contrast, the continent is home to a diverse
array of other ancestries, from towering goliaths, to stealthy
spiderfolk, to glacial locathah. The following ancestries are
either new to this guide, or offer expanded subrace options

T
he following section includes a wide and features compared to normal. As a result, even players
range of character options for creating familiar with Xen’drik should find new possibilities for
Xen’drik adventurers. This includes new their characters. Information on specific ancestries and their
subclasses, feats, spells, ancestries and cultures can be found in Chapter 2 - Ancestries of Xen'drik.
Battlemaster Maneuvers - as well as novel
Dark Gifts for the Overlords and daelkyr
of Xen'drik to corrupt the faithful... A Common Tongue
For the purposes of character creation, player characters
Ancestries - Old and new ancestry options for the share Giant as a common tongue. Using Giant as a lingua
people of Xen'drik, including reworked and updated franca is the result of the necessity of having a common
ancestries, expanded choices, and summarised lore. language between party members, and 5th Edition is not
built for settings where ‘Common’ isn’t literally a common
Backgrounds - Expanded background options, language. It is perfectly possible to also use ‘Common’ as a
highlighting the potential range of character origins, with lingua franca, with the language spoken by the humans of
optional 1st-level feats included. Khorvaire the alternate language of Khorvairan, or Galifaran.
A GM interested in more realistic and detailed rules around
Subclasses - A novel option for every class, focusing on language is encouraged to use Languages of Eberron, which
the themes of Xen'drik. These range from dinosaur druids, to details different regional tongues and dialects in Xen’drik.
dream wizards, to mutant fighters who grow more powerful Different options for approaching the languages used by the
with every kill. ancient giants can be found in the ‘Ancient Giant Culture’
section in Chapter 5.
Dark Gifts - The corrupting powers of Xen'drik have
much to offer, but these gifts come at a price. Dark Gifts Ability Score Increases
are feats intended to accompany narrative corruption, with When determining your character’s ability scores, increase
optional progression and interesting downsides. one score by 2 and increase a different score by 1, or increase
three different scores by 1. You can't raise any of your
Feats - As adventurers gain power and prestige, it is scores above 20.
natural to gain quicker methods of travel between locations.
Flying in Xen’drik is a bit more dangerous than in Khorvaire, Creature Type
but there are also new and interesting methods of doing so,
from winged mounts to elemental technology. This section Your creature type is Humanoid.
explores different methods that adventurers might use to fly,
as well as aerial encounters if they do so. Languages
Your character can speak Giant - an assumed lingua franca
Martial Maneuvers - The different martial cultures among the peoples of Xen’drik - as well as one other language
of Xen'drik have their own unique fighting styles. This that you and your GM agree is appropriate for your character.
section provides expanded thematic options for Battlemaster
Maneuvers, as well as unique and extraordinary Artifact Common Languages: Elven, Giant
Maneuvers - each so strong they're guaranteed to be the Exotic Languages: Aquan, Asherati, Auran, Celestial,
pinnacle of a warrior's path. Draconic, Ignan, Infernal, Khorvairan, Riedran, Quori,
Sylvan, Terran, Thri-kreen, Undercommon
Spells - The ancient giants created novel planar spells
of great power that have been lost to the ashes of time. In
combination with new primal spells used by modern druids,
Life Span
Xen'drik is host to a massive variety of arcana never seen The typical lifespan of a player character in Xen’drik is about
before in Khorvaire. This includes Artifact Spells of world- a century. Members of some ancestries, such as the drow,
changing power that can tear portals between the planes, instead live several centuries. If a typical person of a specific
summon devastating horrors, or even transform someone ancestry can live longer than the norm, it is specified in
into a Giant - permanently! their description.

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Asherati
When creating a Child of the Mist, consider:
You are an asherati, a child of the First Families of the 1. How do you feel about people seeing your
Menechtarun. You have spent your life in the blazing sands true appearance?
of the western deserts, hidden and protected within a 2. Do you feel excitement or trepidation about leaving
subterranean village. Your family works together as a unit your hidden home?
to survive, using the ability to swim through sand like water 3. What has caused you to adventure into the
to travel, trade, and hunt. Asherati use their innate ability surrounding lands?
to produce light as a form of fashion; many display beautiful
patterns of light across their skin, often mirroring the Originally created by Sonny Luka Micheal Yiannaki
constellations. Whether as a druid, sandshaper, or zealot of Size. You are Small or Medium, which you choose when
the Star Pilgrims, you have found reason to part from your you select this ancestry.
family - and the foreign green and blue oceans beyond now Speed. Your base walking speed is 30 feet, and you have a
beckon you to unknown goals. climb speed equal to your walking speed.
Darkvision. You can see in dim light within 60 feet of
When creating an asherati character, consider: you as if it were bright light, and in darkness as if it were dim
1. Why are you leaving your desert home? light. You can't discern color in darkness, only shades of gray.
2. Do you find the moist greenery of northern Xen’drik Secondary Arms. You have two slightly smaller secondary
to be exciting, or unnerving? arms below your primary pair of arms. The secondary arms
3. How do you react to the prospect of the ocean, or function like your primary arms, but cannot wield a shield, or
sailing on it? a weapon without the light property.
Spider Climb. At 3rd level, you can move up, down, and
Size. Asherati stand between 5-6 feet tall. Your across vertical surfaces and upside down along ceilings, while
size is Medium. leaving your hands free.
Speed. Your base walking speed is 30 feet, and you have Spinner’s Webs. You can cast disguise self with this trait.
a burrowing speed equal to your walking speed in loose When you cast disguise self in this way, you can hide your
sand, dust, and ash, but not soil. You leave no tunnel behind secondary arms. Starting at 3rd level, you can cast the web
when you burrow in this way, and can breathe as normal spell with this trait. Once you cast either of these spells with
while doing so. this trait, you can’t cast that spell with it again until you
Desert Adaptation. You have resistance to fire damage. complete a long rest. You can also cast these spells using any
Harsh Survivor. You gain proficiency in the Survival and spell slots you have of the appropriate level. Intelligence,
Stealth skills. Wisdom, or Charisma is your spellcasting ability for these
Inner Light. As a bonus action, you can cause your body spells when you cast them with this trait, which you choose
to magically glow, providing bright light in a 20 foot radius when you select this ancestry.
around you and dim light for an additional 20 feet. If you are
burrowing underground, this light allows your adapted eyes Mistfolk names are originally derived from ancient
to navigate and identify objects in a 60 foot radius as if you Infernal, and can have sounds intended to be spoken by those
were in normal dim light. with arachnid mouthparts. Between themselves, these names
You can use an action to bring your inner light to full are conveyed via pheromones, and speaking them aloud to
brilliance. Every creature within 15 feet of you must succeed strangers can take some getting used to.
on a Constitution saving throw or become blinded until Names: Kitashr, Vekjai, Ikkisek, Takress, Sasares, Zjast
the end of their next turn. When you select this ancestry,
you can choose Intelligence, Wisdom, or Charisma as your
spellcasting ability for this feature. You regain the ability to
Drow
use this feature upon completing a long rest. You are one of Xen’drik’s drow, first created as planetouched
servants and assassins for the ancient giants. Freed from
Asherati typically place their family name first, and servitude, your people have reclaimed Xen'drik in the ages
personal name second. For example, siblings might be called since, diversifying into a rainbow of cultures and beliefs. The
Em-Sarhi and Em-Zeresh Vulkooridal and Qaltiar are primal practitioners who revere
Names: Inuras, Sehev, Asharha, Larash, Umvir, Dasra the spirits of nature. In contrast, the Súlatar worship different
Family: Em, Na, Vei, Idu, Sa, Dve, Ehz aspects of divine fire, from the Silver Flame, to the angels of
Fernia, to the archfiend known as the Burning Desire. Above,
Child of the Mist the skybound Ko use their talent for flight magic to live on
floating islands and earthbergs, safe from the dangers below.
You are one of the elusive spiderfolk of the forests of Dread Drow stand around five and a half feet tall, with a fair
Lake. Once servants of the Spinner of Shadows, now free to degree of variance, and tend towards slender builds. They
make their own destiny, your people have lived in secrecy reach physical maturity at the same age as humans, but can
for millennia. Their fearsome appearance is a source of myth live up to 750 years.
and legends for others. You might have the form of a drider,
chitine, or drow with spidery features. Your people When creating a drow character, consider:
are skilled in stealth and illusion, but growing threats 1. How do you see your people’s history with the giants?
such as the Crawling Queen may have brought you 2. How do you see those drow with the opposite view of
bravely into the light. the giants to you?

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Goliath
You are a true descendant of the giants of old, who gave
up their size and power in exchange for equity and peace.
Whether a fire goliath descendant of the Sul’at League, or a
cloud goliath of the nomadic Gallimaufry, you retain a spark
of planar power in your soul - and can wield it to ward off
your foes. Whether you see pride in the legacy of the giants,
or curse them for their ruinous wake, your ties to them are
undeniable. Some goliaths dwell in cities such as Kul Lerek,
while others prefer a nomadic life - or one in search of the
power their ancestors were fools to leave behind.
Goliaths stand between 7-8 feet tall, with sturdy builds.
They have lifespans comparable to humans.

When creating a goliath character, consider:


1. What link do you have to the giants of old?
2. Are you keen to recover their secrets, or do you see no
connection to the tyrants of history?
3. Do you feel in control of the spark of magic within
you, or do you fear the power it brings?

Size. Goliaths are between 7 and 8 feet tall. Your


size is Medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
3. What is your opinion or experience of your kin across push, drag, or lift.
the sea - especially those Silaes Tairn who return to Giant Spark. Starting at 3rd level, you gain the ability to
the land they fled? grow by stoking the spark of magic within you. As a bonus
action, you can change your size to Large, provided you’re
Size. Your size is Medium. in a big enough space, causing your dimensions to double
Speed. Your base walking speed is 30 feet. and your weight to be multiplied by eight. Your equipment
Fey Ancestry. You have advantage on saving throws similarly increases in size. While Large, you have advantage
against being charmed, and magic can’t put you to sleep. on Strength ability checks and Saving throws, your speed
Additionally, you know the Elvish language, although most increases by 5 feet, and your first attack that hits on your turn
drow are only familiar with the signed form. deals an additional 1d4 damage. This transformation lasts
Light Show. You know the dancing lights cantrip and can for 10 minutes, or until you end it as a bonus action. Once
cast it without material components. you use this feature, you can’t use it again until you complete
Superior Darkvision. Drow are a nocturnal people, and a long rest.
their eyes are adapted to such conditions. You can see in dim Titan Heritage. You inherit abilities innate to your
light within 120 feet of you as if it were bright light, and in giant lineage. Choose one of the following lineages; you
darkness as if it were dim light. You can’t discern color in permanently gain its abilities:
darkness, only shades of gray.
Sunlight Sensitivity. You have disadvantage on attack Cloud:
rolls and Wisdom (Perception) checks that rely on sight Sky Born. You have resistance to thunder damage. You’re
when you, the target of your attack, or whatever you are also acclimated to high altitude, including elevations above
trying to perceive is in direct sunlight. 20,000 feet.
Trance. Drow, like all elves, don’t need to sleep. Instead, Air Affinity. As a bonus action, you can magically
they meditate deeply, remaining semiconscious, for 4 hours a teleport to an unoccupied space within 30 feet that you
day. While meditating, you craft your own dreams; these are can see. You can use this action a number of times equal to
creations of the material world, and as such your spirit does your proficiency bonus, and regain all expended uses upon
not visit Dal Quor. After resting this way, you gain the same completing a long rest.
benefit that a human does from 8 hours of sleep.
Feat. You gain one feat of your choice for which Fire:
you qualify. Flame Born. You have resistance to fire damage.
Names: Zúlajé, Holúar, Shen’kar, Ax’ayúma, Ad’rúl, Burning Rebuke. As a reaction to being hit by a melee
Xan’torra, Ek’ann attack, you can cause the attacking creature to take 1d10
Family: Xiv’inn, Tokazz, Gen’thac, Xar’cha, Kúlaj, Geléma fire damage. You can use this reaction a number of
times equal to your proficiency bonus, and regain all
expended uses upon completing a long rest.

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Cyclops:
Far Gaze. You gain proficiency in Perception.
Future Sight. When you wake up after completing a long
rest, roll a number of d20s equal to half your proficiency
bonus (rounded down) and record the number rolled. You
can replace any attack roll, saving throw, or ability check
made by you or a creature that you can see with one of these
foretelling rolls. You must choose to do so before the roll. A
foretelling roll can be used only once, and is lost when you
finish a long rest.

Hekaton:
Innate Strength. You gain proficiency in Athletics and a
climbing speed equal to your walking speed.
Secondary Arms. You have two secondary arms located
as you wish, depending on your Hekaton ancestry. The
secondary arms can manipulate an object, open or close a
door or container, pick up or set down a Tiny object, or wield
a weapon that has the light property.

Goliath names are based on the Giant language, and often


feature titles and deeds instead of family names, as a cultural
callback to the nations of old. Goliath leaders (in societies that
don’t see their history as a disgrace) often include a glottal
stop ( ‘ ) in their name as a sign of status.
Names: Thenghor, Omnakara, Sohlus, Jusenka, Andrahsa,
Ouron, Ahlmar, Harghost, Kandarn
Second Names: Stormcaller, Of The Anvil, Scalebane,
Cloudbreak, Flame-Heart, Twice-Cursed, Worldwaker

Frost:
Ice Born. You have resistance to cold damage. Kobold
Rime Armor. As a bonus action, you gain temporary hit Your people’s legends mark you as the true children of the
points equal to your level. You can use this action a number Progenitors. Kobolds revere the three dragons of the world,
of times equal to your proficiency bonus, and regain all divided based on their heritage. Eberron’s iredar dwell in
expended uses upon completing a long rest. high mountain caverns, kept safe from threats by traps and
their skill at working stone. Beneath the world, the irvhir of
Hill: Khyber have reclaimed many giant ruins, defending them
Strong Constitution. You have resistance to poison from danger. Others work in tandem with cities such as
damage, and advantage on saving throws made to avoid or Stormreach, acting as guides and architects. Most mysterious
resist being poisoned. of all, the winged irsvern are disciples of Siberys. They
Solid Build. You cannot be moved against your will by are said to live atop the highest mountains, where ancient
other creatures, unless that creature is at least two sizes monasteries of divine sages gaze upon the shifting stars.
larger than you. Regardless of their culture, kobolds have a knack for innate
sorcery and interpreting the Prophecy. What has led you to
Stone: leave the safety of your home?
Earthen Ancestry. You gain a +1 bonus to your AC.
Stone's Endurance. You can focus yourself to occasionally When creating a Kobold character, consider:
shrug off injury. When you take damage, you can use your 1. What form does your worship of your
reaction to roll a d12. Add your Constitution modifier to the progenitor take?
number rolled, and reduce the damage by that total. You can 2. How do you see the dragons, who also claim to be the
use this reaction a number of times equal to your proficiency progenitors’ children?
bonus, and regain all expended uses upon completing 3. How do you respond to the many dangers of the world
a long rest. beyond your clan?

Storm: Creature Type. You are a Humanoid.


Storm Born. You have resistance to cold and Size. You are Small.
lightning damage. Speed. Your walking speed is 30 feet.
Oceanic Adaptation. You can breathe both air Darkvision. You can see in dim light within 60 feet of
and water, and gain a swimming speed equal to your you as if it were bright light, and in darkness as if it were
walking speed. dim light. You discern colors in that darkness only as
shades of gray.

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Draconic Cry. As a bonus action, you let out a cry at


your enemies within 10 feet of you. Until the start of your Dedicated Kobold Ancestries
next turn, you and your allies have advantage on attack rolls The kobold ancestry presented here is an expanded
against any of those enemies who could hear you. You can use version of the kobold ancestry from Monsters of the
this trait a number of times equal to your proficiency bonus, Multiverse. Dedicated player ancestries for the three
and you regain all expended uses when you finish a long rest. different groups of Eberron kobolds can be found in
Kobold Legacy. Kobolds’ connection to dragons can Adventurer’s Almanac by Anthony Turco.
manifest in unpredictable ways in an individual kobold.
Choose one of the following legacy options for your kobold: Nektari (‘Sandspine’) Lizardfolk
• Craftiness. You have proficiency in one of the Size: You are Medium or Small. You choose the size when
following skills of your choice: Arcana, Investigation, you select this race.
Medicine, Sleight of Hand, or Survival. Speed: Your walking speed is 30 feet.
• Defiance. You have advantage on saving throws to Darkvision. You can see in dim light within 60 feet of you
avoid or end the frightened condition on yourself. as if it were bright light and in darkness as if it were dim light.
• Draconic Sorcery. You know one cantrip of your You discern colors in that darkness only as shades of gray.
choice from the sorcerer spell list. Intelligence, Bite. You have a fanged maw that you can use to make
Wisdom, or Charisma is your spellcasting ability for unarmed strikes. When you hit with it, the strike deals 1d6
that cantrip (choose when you select this ancestry). + your Strength modifier slashing damage, instead of the
• Iredar Druidcraft. You know one cantrip of your bludgeoning damage normal for an unarmed strike.
choice from the druid spell list. Intelligence, Wisdom, Desert Adaptation. You are immune to the effects of
or Charisma is your spellcasting ability for that cantrip extreme heat, and only need to drink water once every two
(choose when you select this ancestry). weeks. Additionally, you gain proficiency in Survival.
• Irsvern Wings. You possess small wings granted Natural Armor. While you aren’t wearing armor,
by your Siberyan heritage, which grant you a 15ft fly your scaly skin gives you a base Armor Class of 13 + your
speed. At 5th level, this fly speed becomes equal to Dexterity modifier. You can use your natural armor to
your walking speed. determine your AC if the armor you wear would leave you
• Irvhir Arcana. You know one cantrip of your choice with a lower AC.
from the warlock spell list. Intelligence, Wisdom, or Spined Scales. You can flare your scales, raising spines
Charisma is your spellcasting ability for that cantrip against aggressors as a bonus action. Until you end the effect
(choose when you select this ancestry). as a bonus action, any creature that strikes you with its body
or an unarmed attack, attempts to grapple you, or begins
Kobold names are derived from Draconic, and phonetically its turn grappling you, takes piercing damage equal to your
simplified in comparison. proficiency modifier. Additionally, you gain advantage on
Names: Makrix, Nux, Kas, Sjek, Ixen, Nata, Tohra, Zass, Charisma (Intimidation) ability checks.
Dohsu, Hedri
Selkath (‘Shiftscale’) Lizardfolk
Size: You are Small.
Lizardfolk (‘Ara’sihei’) Speed: Your walking speed is 25 feet, and you have a
You are a scaled ara’sihei - a ‘child of the sun’. Your people can climbing speed equal to your walking speed.
be found across Xen’drik, from the waterways of the Hydra Darkvision. You can see in dim light within 60 feet of you
to the glacial Thunderwall. Unlike Q’barra, the ‘lizardfolk’ of as if it were bright light and in darkness as if it were dim light.
Xen’drik are not united under a single culture by the couatl, You discern colors in that darkness only as shades of gray.
and have a variety of different forms and beliefs. You might Chameleon Scales. As an action, you can change the
be lithe and camouflaged like the Shiftscales, spined and color of your scales to match the color and texture of your
adapted to desert heat like the Nektari, or large and feathered surroundings, giving you advantage on Dexterity (Stealth)
like the behemoth dinosaurs of your home. As an ara’sihei, checks made to hide in those surroundings. If you do not
the moods and shifting expressions of the scaleless can be move for 1 minute while your scales match in this way, you
hard to interpret at first, just as they struggle to interpret become invisible until you move, attack, or cast a spell.
your body language and shifting colors. Xen’drik has many Natural Armor. While you aren’t wearing armor,
threats both old and new, and ara’sihei adventurers can often your scaly skin gives you a base Armor Class of 13 + your
be found working in service to their people. Dexterity modifier. You can use your natural armor to
determine your AC if the armor you wear would leave you
When creating an ara’sihei character, consider: with a lower AC.
1. In lieu of facial expressions, how do you convey your Roving Eyes. Your eyes can move independently, granting
mood and emotions? you proficiency in Perception. Additionally, you cannot be
2. You can go for up to a week without eating a surprised while you are conscious.
large meal; when you do, how do you treat your
relationship to food? Lizardfolk have secondary names shared between
3. How do you deal with uncomfortably cold clutchmates, based on the events of their hatching.
temperatures before you have time to warm up? Names: Ghruzh, Aktesh, Ihathu, Sesk, Ara’saz,
Thrijast, Ukathsi, Aqelka
Clutch Names: Dark Sky, Sun Tide, Year of
Plenty, Grand Hunt, River Song, Sky Fall

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Locathah Jahathah
Abyssal Resistance. You have resistance to cold damage.
You are a locathah, an aquatic denizen of the oceans of Deep Bioluminescence. You can cast the dancing lights
Eberron. Spread far and wide across the seas, locathah cantrip. When you do, the lights produced are a pale
are exceptionally adaptable, and live everywhere from the green in color.
frozen Iceflow to the waterways of the Hydra. Different Ocean Darkvision. Your darkvision increases to 120 feet,
locathah have resistance to their environments, with varying and allows you to discern colors within that range.
appearances to match. In the Thunder Sea, the kingdoms of
the Ewashah have been crushed by the Eternal Dominion,
Lurrshoi
sending many into exile or refuge. To the south, the
Deathly Resistance. You have resistance to
transparent Hathgashi live slow and die slower, carving cities
necrotic damage.
out of the icebergs of their home. To the west, the ghostly
Ghostly Bioluminescence. You can cast the light cantrip.
Lurrshoi lurk within the Sea of Lost Souls, driving fear into
When you do, the light produced is a pale blue in color.
Riedran sailors. Meanwhile, the continent’s interior is home
Veilsight. You can see into the ethereal plane at all times.
to the Rushishi, with catfish barbels that let them see in the
muddy waterways. The rarest of all are the sable Jahathah,
who are said to live in the bones of dead leviathans at the
Rushishi
Electroreception. You gain 5 feet of blindsight. While in
very bottom of the sea. Their adaptability means that many
water, this increases to 30 feet.
locathah have an adventurous disposition, and are willing to
Internal Spark. You gain resistance to lightning damage,
roam far and wide in search of answers - or strength.
and can cast the shocking grasp cantrip. Intelligence, Wisdom,
or Charisma is your spellcasting ability for this spell when
When creating a Locathah character, consider:
cast with this trait (choose when you select this race).
1. What has driven you to adventure on land?
2. How do you see the bizarre life above the waves?
Locathah family names are often geographical in nature,
3. Is there anything you miss about life underwater?
due to their penchant for exploring new seas.
Names: Rishi, Haghawa, Ehuru, Sawar, Larhi, Gyar, Uori,
Size: Locathah stand between 5-6 feet tall. Your
Shoshi, Giroi, Gahasha
size is Medium.
Family Names: (Of) Rowa’s Reef, Griha’s Tide, Mt. Opal,
Speed. Your base walking speed is 30 feet, and you have a
Blackgrove Refuge, Citadel Glisza, The Bone Fall of Sajz
swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Darkvision. You can see in dim light within 60 feet of Shulassakar
you as if it were bright light, and in darkness as if it were dim You are a shulassakar - a divine warrior of the couatl, marked
light. You can't discern color in darkness, only shades of gray. by prismatic serpentine features and rainbow feathers. Your
Piscine Form. You have advantage on saving throws people, once human, were blessed by the couatl with divine
and ability checks made to avoid or resist being grappled form and power. They have battled evil and protected ancient
or restrained. ruins since the Age of Demons. The serpentfolk dwell within
a Khyber demiplane known as Hope’s Meridian, and journey
Subraces: out across the world to serve the Silver Flame. In Xen’drik,
the shulassakar help to monitor the land for signs of the
Ewashah Overlord’s release. Sometimes this means infiltrating cities
Fisheye View. You have proficiency in the such as Stormreach; others act as emissaries to the hidden
Perception skill. city of Bazek Mohl, training and communing with the couatl
Natural Armor. You have tough, scaly skin. When that protects it. As a shulassakar, your mission is vital, your
you aren’t wearing armor, your AC is 12 + your Dexterity blade destined to cut down evil - but evil never sleeps. What
modifier. You can use your natural armor to determine your prophecy or portent now drives your mission?
AC if the armor you wear would leave you with a lower
AC. A shield’s benefits apply as normal while you use your When playing a Shulassakar character, consider:
natural armor. 1. Were you given a specific duty by Hope’s Meridian,
Resilient. You can reroll a saving throw that you fail. If and if so, what is it?
you do so, you must use the new roll, and you can't use this 2. Are you an experienced warrior returning to the
feature again until you finish a long rest. battlefield after a period of rest, or are you a young
hopeful yet to test your mettle?
Hathgashi 3. Are you comfortable with your isolation, or do you
Arctic Resistance. You have resistance to cold damage. feel pulled to comrades who fight the good fight?
Glacial Metabolism. Your maximum age increases to 4. Do you enjoy Xen’drik and your station, or do you
around 1000 years. You only need to eat and drink once miss the arcadian fortress of Hope’s Meridian?
every 10 days.
Rime Shell. You can cast the spell armor of agathys Originally created by Luke Robinson
without expending a spell slot. You can cast the Size: You are Medium or Small. You choose the size when
spell in this way a number of times equal to your you select this race.
proficiency bonus, and regain all expended uses Speed: You have a speed of 30 ft.
upon finishing a long rest.

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Couatl Magic. You know the sacred flame cantrip. Starting Size. You are Medium.
at 3rd level, you can cast cure wounds with this trait. Starting Speed. Your base walking speed is 30 feet, and you have a
at 5th level, you can also cast lesser restoration with this trait. swimming speed equal to your walking speed.
Once you cast cure wounds or lesser restoration with this trait, Amphibious. You can breathe air and water.
you can't cast that spell with it again until you finish a long Darkvision. You can see in dim light within 60 feet of
rest. You can also cast either of those spells using any spell you as if it were bright light, and in darkness as if it were dim
slots you have of the appropriate level. Intelligence, Wisdom, light. You can't discern color in darkness, only shades of gray.
or Charisma is your spellcasting ability for these spells when Fey Ancestry. You have advantage on saving throws
you cast them with this trait (choose when you select this against being charmed, and magic can't put you to sleep.
race). None of these spells require spell components when Trance. Elves do not sleep. Instead they meditate deeply,
you cast them with this trait. remaining semi-conscious, for 4 hours a day. The Common
Darkvision. You can see in dim light within 60 feet of you word for this meditation is "trance." While meditating,
as if it were bright light and in darkness as if it were dim light. you dream after a fashion; such dreams are actually mental
You discern colors in that darkness only as shades of gray. exercises that have become reflexive after years of practice.
Poison Resilience. You have advantage on saving throws After resting in this way, you gain the same benefit a human
you make to avoid or end the poisoned condition on yourself. would from 8 hours of sleep.
You also have resistance to poison damage. Oceanic Transmutation. Your body can be altered with
Psionic Mind. You can speak telepathically to any creature oceanic characteristics due to the ancient Sul’at League. You
you can see, provided the creature is within a number of choose one transmutation now and one at 5th level:
feet of you equal to 10 times your level. You don't need
to share a language with the creature for it to understand • Extremophile (1st level). You have resistance to
your telepathic utterances, but the creature must be able to either cold or fire damage, which you choose between
understand at least one language. when you finish a long rest.
• Manta Glide (1st level). You have ray-like fins that
Shulassakar names draw on the Celestial language, as well you use as wings to slow your fall or allow you to
as the now-extinct Khaleshi language of Sarlona. glide. When you fall and are not incapacitated, you can
Names: Sesstaria, Danassa, Ralkasaan, Isteria, Solaihir, subtract up to 100 feet from your fall when calculating
Veqtakir, Kastell your fall damage and can move horizontally 2 feet for
every 1 foot you fall.
Simeq ('Simic Hybrid') • Nimble Climber (1st level). You have a climb speed
equal to your walk speed.
You are a Simeq - an aquatic cousin of the drow created by • Grappling Appendages (5th level). You have two
the giants to act as oceanic scouts and warriors. Your people special appendages growing alongside your arms.
are marked by their ties to Lamannia, granting them animal Choose whether they're both claws or tentacles. You
features, and the ability to change their forms as they age. The can use these appendages to grapple a creature. Each
Simeq live in the Phoenix Basin, claiming the ruins of the one is also a natural weapon, which you can use to
ancient Sul’at city of Simeq Riva. Here, they have established make an unarmed strike with. On a hit, they deal
a thriving home both above and below the waves, trading bludgeoning damage equal to 1d6 + your Strength
with the people of the oceans and the land. Simeq culture is modifier. Immediately after hitting, you can try to
marked by mutability; changing one’s form is seen as fashion, grapple the target as a bonus action. These appendages
while the elves make use of bioengineered creatures for their are not dexterous enough to use weapons, magic
technology. Some Simeq take this a step further, perfecting weapons, and other specialized equipment.
their art until they can take on the appearances of others • Carapace (5th level). Your skin in places is covered
at will. These ‘tidelings’ often act as spies and merchants by a thick shell. You gain a +1 to your AC when not
beyond the Phoenix Basin. Other Simeq find their calling as wearing heavy armor.
adventurers; the lost ruins of the Sul’at League hold many • Acid Spit (5th level). When you take the Attack
magebreeding techniques of value to your society, while action on your turn, you can replace one of your
others have heard the call for greater evolution in their attacks by spraying acid from glands in your mouth,
dreams, pulling them towards land… targeting one creature or object you can see within 30
Simeq stand around five and a half feet tall, with a fair feet of you. The target must make a Dexterity saving
degree of variance, with their build depending on the form throw against a DC of 8 + you proficiency bonus +
they adopt. They reach physical maturity at the same age as your Constitution modifier. The target takes 2d10 acid
humans, but can live up to 750 years. damage on a failure, or half on a success. The damage
increases to 3d10 at 11th level and 4d10 at 17th level.
When creating a Simeq character, consider:
1. What is your preferred form, and why? Simeq names are derived from Elvish with Giant influence
2. How do you see those who cannot change their from the Sul'at League.
forms so easily? Names: Ghaerur, Ylaeron, Karyas, Arrae, Melya, Suril,
3. How do you see the growing powers around your people Rusaen, Omnaes
- the ships of the Unity of Riedra to the south, and the Family: Tidewhisper, Brightpearl, Moonshadow,
Eternal Dominion to the north? Glideheart, Wavereach

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Thri-kreen Secondary Arms. You have two slightly smaller secondary
arms below your primary pair of arms. The secondary
You are a thri-kreen, touched by the Plane of Dreams. It is arms function like your primary arms, but cannot wield a
said that thri-kreen see into the plane at all times, shaping shield or weapon.
their ephemeral viewpoints of life and death. Over their Sleepless Revitalization. You do not require sleep and
history, the thri-kreen have built empires and created can choose to remain conscious during a long rest, though
wonders of great power, but few remain; the disaster that you must still refrain from strenuous activity to gain the
befell the hive-city built where modern Stormreach now benefit of the rest.
stands is a deep taboo. The thri-kreen of the Skyfall Peninsula Thri-kreen Telepathy. You have the magical ability to
are lithe and camouflaged, well-suited for their jungle home. communicate mentally with any number of willing creatures
In comparison, the Ikat-takt ('Titanshells')of the Scimitar you can see within 120 feet of you. A contacted creature
Spires are bulky and thick-shelled, resembling beetles more doesn’t need to share a language with you, but it must be able
than mantids. The Kapaerian Islands are instead home to the to understand at least one language. Your telepathic link to
oracular Dre’kalak ('Death's Head'), who believe themselves a creature is broken if you and the creature move more than
to lie in the intersection between life’s dream and the 120 feet apart, if either of you is incapacitated, or if either of
nightmare of death. you mentally breaks the contact (no action required).
Thri-kreen stand between 5-6 foot tall, except for the Wings. Thanks to your wings, you have a flying speed
Dre’kalak, who are instead between 3-4 foot. Regardless equal to your walking speed. You can't use this flying speed if
of subrace, thri-kreen mature by age 6, and rarely you're wearing medium or heavy armor.
live beyond 30.

When creating a thri-kreen character, consider: Ikat-takt (‘Titanshell’)


1. How do you see the ‘sleep’ and dreams of other mortals? Size. You are Medium.
2. With your short lifespan, what is your view on death? Speed. Your base walking speed is 30 feet.
3. What do you hope to achieve by becoming an adventurer? Darkvision. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim
Size. You are Medium or Small. You choose the size when light. You can't discern color in darkness, only shades of gray.
you select this race. Secondary Arms. You have two slightly smaller secondary
Speed. Your base walking speed is 30 feet. arms below your primary pair of arms. The secondary arms
Chameleon Carapace. While you aren’t wearing armor, function like your primary arms, but cannot wield a shield, or
your carapace gives you a base Armor Class of 13 + your a weapon with the heavy property.
Dexterity modifier. As an action, you can change the color Sleepless Revitalization. You do not require sleep and
of your carapace to match the color and texture of your can choose to remain conscious during a long rest, though
surroundings, giving you advantage on Dexterity (Stealth) you must still refrain from strenuous activity to gain the
checks made to hide in those surroundings. benefit of the rest.
Darkvision. You can see in dim light within 60 feet of Solid Build. You count as one size larger when
you as if it were bright light, and in darkness as if it were dim determining your carrying capacity and the weight you can
light. You can't discern color in darkness, only shades of gray. push, drag, or lift.
Secondary Arms. You have two slightly smaller secondary Thick Carapace. While you aren’t wearing armor,
arms below your primary pair of arms. The secondary arms your carapace gives you a base Armor Class of 13 + your
function like your primary arms, but cannot wield a shield, or Constitution modifier.
a weapon without the light property. Thri-kreen Telepathy. You have the magical ability to
Sleepless Revitalization. You do not require sleep and communicate mentally with any number of willing creatures
can choose to remain conscious during a long rest, though you can see within 120 feet of you. A contacted creature
you must still refrain from strenuous activity to gain the doesn’t need to share a language with you, but it must be able
benefit of the rest. to understand at least one language. Your telepathic link to
Thri-kreen Telepathy. You have the magical ability to a creature is broken if you and the creature move more than
communicate mentally with any number of willing creatures 120 feet apart, if either of you is incapacitated, or if either of
you can see within 120 feet of you. A contacted creature you mentally breaks the contact (no action required).
doesn’t need to share a language with you, but it must be able
to understand at least one language. Your telepathic link to Thri-kreen names are naturally derived from their
a creature is broken if you and the creature move more than language, and contain consonants meant to be pronounced
120 feet apart, if either of you is incapacitated, or if either of with insectoid mouthparts.
you mentally breaks the contact (no action required). Names: Tak’ikt, Ik-chal, Nakt, Kultil, Than-ik’ti, Chathak,
Ptikal, Chachat’ka, Drulnat
Dre’kalak (‘Death’s Head’)
Size. You are Small.
Speed. Your base walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet
of you as if it were bright light, and in darkness as if
it were dim light. You can't discern color in darkness,
only shades of gray.

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Backgrounds Vralkaster
Skill Proficiencies: Religion, Stealth
Tools Proficiency: Mason’s Tools
Language: Undercommon
The following are simple backgrounds meant to display
Xen'drik's diversity, and help with character creation. Feat: Tough
Each has an optional starting feat suggestion in place of a
background feature. These should be tweaked as needed for Zantashk Pioneer
actual play to better fit the character in question. Skill Proficiencies: Persuasion, Survival
Tools Proficiency: Navigator’s Tools
City Backgrounds Language: Khorvairan
Feat: ChefTCoE
Lord of the Hunt
Skill Proficiencies: Deception, Nature General Backgrounds
Tools Proficiency: Leatherworker’s Tools
Language: Khorvairan Banor’drakai
Feat: PiercerTCoE Skill Proficiencies: Athletics, Perception
Tools Proficiency: Leatherworker’s Tools
Kul Lereki Language: Draconic
Skill Proficiencies: Acrobatics, Persuasion Feat: Banor’drakai*
Tools Proficiency:
Navigator’s Tools Draconic Servant
Language: Auran Skill Proficiencies: Insight, Persuasion
Feat: Mobile Tools Proficiency: Forgery Kit
Language: Draconic
Lereki Merchant Feat: Draconic Servant*
Skill Proficiencies:
Insight, Persuasion Fey of Wonder
Tools Proficiency: Skill Proficiencies: Insight, Performance
Air Vehicles Tools Proficiency: Instrument (Horn)
Language: Auran Language: Sylvan
Feat: Linguist Feat: Inspiring Leader

Lereki Planewright Rimewalker


Skill Proficiencies: Arcana, Skill Proficiencies: Animal
Sleight of Hand Handling, Survival
Tools Proficiency: Tinker’s Tools Tools Proficiency: Leatherworker’s Tools
Language: Giant Language: Aquan
Feat: Artificer InitiateTCoE Feat: Rimewalker*

Riedran Escapee Star Pilgrim


Skill Proficiencies: Deception, Survival Skill Proficiencies: Religion, Survival
Tools Proficiency: Mason’s Tools Tools Proficiency: Jeweler’s Tools
Language: Riedran Language: Undercommon
Feat: Telepathic Feat: Magic Initiate (Cleric)

Skylark Sunheart
Skill Proficiencies: Acrobatics, Intimidation Skill Proficiencies: Perception, Survival
Tools Proficiency: Playing Card Set Tools Proficiency: Navigator’s Tools
Language: Auran Language: Ignan
Feat: Athlete Feat: Sunheart*

Stormreacher Unbound Brigadier


Skill Proficiencies: Deception, Insight Skill Proficiencies: Acrobatics, Stealth
Tools Proficiency: Thieves’s Tools Tools Proficiency: Thieves’ Tools
Language: Khorvairan Language: Sylvan
Feat: Skulker Feat: Charger

Torchbearer Verdant Path


Skill Proficiencies: Persuasion, Religion Skill Proficiencies: Nature, Medicine
Tools Proficiency: Glassblower’s Tools Tools Proficiency: Herbalism Kit
Language: Celestial Language: Terran
Feat: Sentinel Feat: Verdant Path*

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Player which they incorporate as Mutagens. They use these to
dynamically alter their abilities, creating a powerful array
of options for battle. With every creature type they bring
down, they only get stronger.

Subclasses Monk - Way of the Explorer


Complexity - Medium
Whip-cracking Explorers are a staple of pulp adventure.
This subclass focuses on defying the odds, and delivering
Artificer - Divine Crucible powerful blows in retaliation to being hit - just like
Complexity - Medium
fisticuffs should be. The more an Explorer gets hurt, the more
A Divine Crucible is a support-focused artificer themed
plucky they become!
around forging divine weaponry, and enabling other
members of the party to be heroes. It focuses on buffing
allies who are wearing items Infused by you, granting Paladin - Oath of Freedom
them bonus damage and temporary hit points. Complexity - Low
The Oath of Freedom is sworn by guerillas and underdogs
who work to overthrow tyrants. Their abilities focus on
Barbarian - Path of the Pyreheart freeing others, and drawing the attention of larger foes.
Complexity - Low
The Pyreheart is a simple fire-themed barbarian that
supports grappling, and allows you to deal fire damage in Ranger - Wind Runner Conclave
a cone when you attack enemies for an element of tactical Complexity - Low
positioning. Wind Runners soar through the air, ducking and weaving
through the fray. Their command over elemental air is
wondrous to behold. As long as these rangers can dance
Bard - College of Nature freely, their attacks and abilities become empowered
Complexity - Low
with frightening force.
The College of Nature wields the elements, allowing
bards to cast cantrips when they empower allies, and
cast druidic spells alongside their arcane magic. Their Rogue - Revenger
primal connection also allows them to chat with plants Complexity - Medium
and beasts, and eventually cast the most powerful of Dark Revengers are obsessive hunters who track their prey
elemental spells. until the end of days. Their abilities focus on hunting
targets who wrong them, then taking them down with
extreme prejudice.
Cleric - Hunt Domain
Complexity - Medium
The Hunt has been a part of survival since the dawn of time. Sorcerer - Giant Soul
Those clerics who venerate gods such as Banor the Bloody Complexity - Medium
Spear might hunt prey with bow in hand, marking Sorcerers descended from the ancient giants, or who managed
them to be brought down. The Hunt domain specialises to unlock the secrets of their arcana, can learn to grow in
in bringing down dangerous targets through light size and power. These titans wield the devastating power
footwork, and enabling allies to strike in tandem. of the elements in battle, depending on the nature of their
sorcery, and can eventually become true empyrean kings.
Druid - Circle of the Behemoth
Complexity - Medium Warlock - Fateweaver
Behemoth druids walk on the wild size. These fierce warriors Complexity - High
of nature turn into massive beasts, ready to charge their Fateweavers gain their powers from patrons with mastery
through foes with primal fury. over time, fate, and prophecy. Their abilities allow them
to gain portent die by slaying foes, altering the course
of destiny. As they grow more powerful, they can shift
Druid - Circle of the Verdant timelines, manipulating advantage and disadvantage to
Complexity - Medium
curse their foes.
Verdant Druids see beauty and purpose in lush vegetation.
When threatened, they can gain armor of hardy plants,
and lash out with thorns at enemies. Later, they can Wizard - School of Oneiromancy
communicate with plants, and even awaken them into Complexity - High
sentient allies. Oneiromancy - the magic of dreams - is a lost school once
pioneered by the Cul'sir empire. Oneiromantic wizards are
those who work to unlock those secrets. Their magic allows
Fighter - Patchwork Blade them to put enemies to sleep, manipulate dreams, and
Complexity - High
eventually impose dreamscapes over reality.
The monster-hunting Patchwork Blades ritually
gain power from the foes they slay,

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Artificer Refuge. Alternatively, when an ally you can see who is


wearing or carrying an item you have infused is hit by an
attack or fails a saving throw, you can use your reaction to

Divine Crucible grant them temporary hit points equal to 1d8 + your artificer
level before the damage resolves. You can use this feature to
grant temporary hit points a number of times equal to your
Divine Crucibles are the smiths of the gods, forging relics Proficiency Bonus, and you regain all expended uses when
in radiant flame. Their craftwork is belief, and their belief you finish a long rest.
lies in the glory of their craft. When heroes seek out blessed
weapons to smite evil, it’s Crucibles who provide. It is said Both reactions increase to 2d8 at 11th level.
that each one places a divine spark in their masterpieces; in
battle, they can ignite these sparks, causing the relics to flare Hand of the Divine
with holy fire, and bolster their wielders. 5th-level Crucible feature
Crucibles can be found across Eberron, serving the Silver This feature grants you two benefits:
Flame, or gods of the forge such as Onatar. The Ghaash’kala
and Shulassakar both rely on skilled Crucibles to forge and Redemption. When you use your reaction to deal
shape songsilver - the unbreakable essence of the couatl. radiant damage with Miracle Worker, the next spell you
In Xen’drik, the fire giants of the Torch of Progress see the cast within 1 minute that restores hit points restores 1d8
silver flame as a force for peace and enlightenment, and create additional hit points to one target of the spell.
items to support the people. Their kin within the hidden city
of Daomon once powered their forges with the Fernian fires Sanction. When you use your reaction to grant
of Onatar, creating sacred relics of the Sovereigns - though temporary hit points with Miracle Worker, the next spell you
the Shattering has scattered their works to the ashes of time. cast within 1 minute that deals damage deals an extra radiant
damage to one target of the spell. This extra radiant damage
Crucible Spells is equal to 1d8 + your Intelligence modifier.
3rd-level Crucible feature
You learn the sacred flame cantrip. Starting at 3rd level, you You can only apply one of this feature's benefits at a time,
always have certain spells prepared after you reach particular and the benefit it grants is determined by the most recent use
levels in this class, as shown in the Crucible Spells table. of your Bonds of Light feature.
These spells count as artificer spells for you, but they don't
count against the number of artificer spells you prepare. Serenity of the Soul
9th-level Crucible feature
3rd bless, guiding bolt When you use your Miracle Worker feature to grant a
creature temporary hit points as a reaction to failing a
5th calm emotions, zone of truth saving throw, you can additionally expend one use of Flash
9th beacon of hope, daylight of Genius to grant its effects as part of the same reaction,
potentially causing them to succeed on the saving throw.
13th aura of life, guardian of faith
17th dispel evil and good, holy weapon
Godsend
15th-level Crucible feature
An allied character wearing or carrying an item that you have
infused can choose to gain a bonus to a single ability check,
Tool Proficiency attack roll or saving throw equal to the number of allies
3rd-level Crucible feature
they can see or hear who are also wearing or carrying items
When you adopt this specialization at 3rd level, you gain
infused by you. A character can use this feature once, and
proficiency with smith’s tools. If you already have this
they regain the ability to do so when they finish a long rest.
proficiency, you gain proficiency with one other type of
Additionally, you can cast the spell holy weapon without
artisan's tools of your choice.
expending a spell slot on a weapon you have infused. You can
cast the spell in this way once, and regain the ability to do so
Miracle Worker when you finish a long rest.
3rd-level Crucible feature
You ignite the divine spark within your creations, causing
them to flare with radiant power. This feature grants you
two benefits:

Wrath. As a reaction to a character you can see hitting


an enemy with a weapon that you have infused, you can
cause the attack to deal an additional 1d8 radiant damage,
and force the target to make a Constitution saving throw
against your Spell Save DC. On a failure, they are blinded
until the end of their next turn.

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Barbarian Blazing Blows. You focus your rage outwards, causing
your weapons to ignite. When you make a melee attack for
the first time on your turn, every creature of your choice in a

Path of the Pyreheart 15ft cone originating from you in the direction of your attack
takes fire damage equal to your proficiency bonus.

Whether through the ancestry of an efreet, a deal with a Burning Vitality


demon, or an elemental influence, those on the Path of the 6th-level Path of the Pyreheart feature
Pyreheart draw from a very real inner fire. These barbarians You can grant a spark of your burning lifeforce to your allies.
summon flames that sear their enemies and smolder within As an action, you can touch another creature, granting it
superheated veins. temporary hit points equal to your barbarian level. A creature
Pyrehearts can draw from a number of different sources with any of these temporary hit points can use their reaction
ranging from the demonic to the artificial. A Warforged upon failing a Strength, Dexterity or Constitution ability
might possess an inner furnace or be imbued with a bound check or saving throw to expend the hit points and add 1d6
elemental, casting forth flames like the famous Lord of to the roll, potentially causing them to succeed.
Blades. The chieftain of a Carrion Tribe might hurl demonic You can grant these temporary hit points a number of
flames at her foes, born from the influence of the Demon times equal to your proficiency modifier per long rest.
Wastes, or a pact with the Overlord Kharna Rayva. A
Tiefling touched by Fernia or Lamannia might find their Undying Embers
anger manifesting as elemental fire - a dangerous ability 10th-level Path of the Pyreheart feature
for those unaware of their birthright. A Pyreheart is often Your heart burns beyond conscious thought; when you are
physically marked by their inner flame, which you can reduced to 0 hit points, you instead erupt in a final spark,
determine by rolling on the table below: regaining a number of hit points equal to your barbarian
level. Every other creature of your choice in a 20ft radius
Fiery Manifestation: must succeed on a dexterity saving throw or take 3d8 fire
1 Eyes of blazing fire. damage, or half on a success.
Once you use this feature, you cannot use it again until you
2 Veins that glow internally like magma. complete a long rest.
Fiendish flames that writhe upon your skin when
3 Herald of Ashes
you feel strong emotions.
Your footsteps briefly smolder with illusory 14th-level Path of the Pyreheart feature
4 Your experience grants you masterful control over your
cinders.
flames. While you are raging, you gain immunity to fire
5 You cry cinders or sparks.
and cold damage, and ignore the fire resistance of creatures
The inside of your mouth and throat glow with that you damage. Additionally, your Heart of Flame abilities
6
heat like a furnace. improve in the following ways:

Heart of Flame Boiling Blood. You seethe with fury, internalizing the
3rd-level Path of the Pyreheart feature fire that burns in your veins. Whenever you begin your turn
You can choose to manifest your rage grappled by a creature, or a creature begins its turn
as searing magical flames to burn your grappled by you, you can choose for it to take
foes to ash. You gain resistance to fire fire damage equal to 2d6 + your proficiency
damage; additionally, you can choose bonus. Additionally, whenever a
where to channel your flames each creature hits you with an attack
time you rage, choosing one while within 15 feet of you, they
option from below that lasts until take fire damage equal to your
your rage ends: proficiency bonus.

Boiling Blood. You seethe Blazing Blows. You


with fury, internalizing the fire that focus your rage outwards,
burns in your veins. Whenever causing your weapons to
you begin your turn grappled by a ignite. When you make a
creature, or a creature begins its turn melee attack for the first time
grappled by you, you can choose on your turn, every creature
for it to take fire damage equal of your choice in a 15ft cone
to 1d6 + your proficiency bonus. originating from you in the
Additionally, whenever a creature direction of your attack takes
hits you with an attack while fire damage equal to twice your
within 5ft of you, they take proficiency bonus.
fire damage equal to your
proficiency bonus.

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Bard Primal Herald


6th-level College of Nature feature
When you grant Bardic Inspiration to a creature and cast

College of Nature a cantrip as a bonus action using Call the Elements, both
you and the creature gain a damage resistance based on the
cantrip cast for the next 10 minutes:
Since the dawn of time, the whistling wind, rushing rivers
and calls of birds have inspired countless works of art. Some • Gust - Thunder Resistance
bards see beauty in the world around us, acting as emissaries • Move Earth - Lightning Resistance
to the powers of nature, and working with the land as their • Produce Flame - Cold resistance
canvas. The College of Nature is less an organization than • Ray of Frost - Fire Resistance
an ideal - to protect the wonder of the wild, and find joy in
its splendor. Their commitment to harmony allows them to Speak, And The World Answers
speak to animals, plants, and even elementals. When nature 14th-level College of Nature feature
comes under attack, they call on those powers to protect it - You learn the spells bones of the earth, fire storm, wall of ice, and
and can unleash devastating natural disasters in defense. wind walk. You can cast one of these spells without expending
Bards of the College of Nature might use any instrument, a spell slot, and regain the ability to do so upon finishing
from paints, to flutes, to dance - anything that allows them a long rest.
to attune to the rhythms of the world. In Xen’drik, the
Vulkoor, Qaltiar, and Na’qalla drow venerate and call upon
the spirits of nature, while the Rimewalker druids of the
Iceflow often speak with the giant animals of their home.
In Khorvaire, the Greensingers of the Reaches combine
druidic and bardic traditions to treat with the fey, while the
gnomes of Lorghalan survive through their close friendship
with elementals.

Call The Elements


3rd-level College of Nature feature
As part of the College of Nature, you can call on spirits of
the land to aid you. You learn the cantrips gustXGE, produce
flame, mold earthXGE, and ray of frost. As part of the bonus
action to give a creature Bardic Inspiration, you can
replicate the effects of casting one of these cantrips.

Natural Connection
3rd-level College of Nature feature
You gain proficiency in the Nature skill. When you gain
a level in Bard, including when you take this subclass,
you can choose to learn new spells or replace your
current spells with those from the Druid spell list,
which count as Bard spells for you.

Speech of Beast and Bough


3rd-level College of Nature feature
Your words ring true to primal beings. You
learn the language Primordial. You can
communicate in a limited manner with
beasts, elementals, and plants when you speak
Primordial, which magically understand the
meaning of your words, but have no special
ability to respond in kind unless they speak
at least one language. You have advantage on
Charisma checks you make to influence them.

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Cleric Channel Divinity: Sacred Quarry
2nd-level Hunt Domain feature
You can use your Channel Divinity when you hit a creature

Hunt Domain with a weapon attack, or as an action against a creature you


can see, to mark it as the target of your divine hunt. While
marked in this way, the creature cannot benefit from being
Since the dawn of history, mortalkind has prayed to the hidden or invisible, and you know whether it is within 500
gods for bountiful hunts. Taking down prey means survival; feet of you or not (but not where). Additionally, whenever
failure means becoming prey in turn. Clerics of the Hunt one of your allies makes a melee attack against the creature,
domain take up this ancient duty, ensuring that luck is on you can use your reaction to grant that attack advantage. On a
their allies' side, while joining the battle with bow and spear. hit, it deals an additional 1d8 radiant damage. The mark lasts
To them, their prey are part of the cycle of life, and sent as until either you or the creature is reduced to 0 hit points, or
divine gifts that should never be squandered. you choose to mark a different creature before that happens.
Hunt domain clerics seek to protect the course of nature,
often by hunting monsters that would threaten communities Huntsmaster
or upset the local balance. Many fiercely oppose poachers. 6th-level Hunt Domain feature
The concept of hunting creatures for sport without making Your nimbleness and trust in your allies allows you to run
use of their sacrifice, or respecting their strength, is anathema circles around your prey. You gain the following benefits:
to their beliefs. In Eberron, Hunt doman clerics can be found While wearing light armor, you can Dash or Hide as
worshiping the god Balinor in Khorvaire, especially in the bonus action.
Eldeen Reaches and Lhazaar Principalities. In Xen’drik, the When you Dash or Hide, one ally you can see within 60
Vulkoori and Qaltiar drow worship the aspect of Vulkoor feet of you can use their reaction to move up to their speed
known as the Hunter, while goliaths descended from the Esht towards a target marked as your Divine Quarry.
Primacy often venerate Banor the Bloody Spear.
Divine Strike
Hunt Domain Spells: 8th-level Hunt Domain feature
You gain Domain spells at the cleric levels listed: You gain the ability to infuse your weapon strikes with
the divine strength of the hunter. Once on each of your
1st alarm, hunter's mark turns when you hit a creature with a weapon attack, you
can cause the attack to deal an extra 1d8 radiant damage to
3rd healing spirit, summon beastTCoE the target. When you reach 14th level, the extra damage
5th phantom steed, speak with plants increases to 2d8.

7th locate creature, faithful hound Hounds of the Heavens


9th commune with nature, hold monster 17th-level Hunt Domain feature
A lone hunter is weak, but a pack can bring down the
mightiest of prey. When you use your reaction to grant an
ally advantage on an attack against a Sacred Quarry, you can
Bonus Proficiencies choose a different ally within 30 feet of that Quarry who
1st-level Hunt Domain feature
can see or hear you. That ally can use their reaction to move
When you choose this domain, you gain proficiency with
up to their speed and make a single weapon attack against
longbows and leatherworker’s tools.
it with advantage, which deals an additional 1d8 radiant
damage on a hit.
Peerless Tracker
1st-level Hunt Domain feature
You gain proficiency in the Survival skill. If you are already
proficient, you can instead add twice your proficiency
modifier to Wisdom (Survival) checks. When you succeed on
a Wisdom (Survival) check to follow or track a creature, you
can additionally choose to learn two of the following pieces of
information about it:

• Whether it was hurt in any way.


• Its general emotional state at the time (angry,
scared, carefree).
• Whether it is currently within 1 mile of you.
• Whether it is intelligent enough to communicate.
• Whether fighting it would likely be deadly for you and
your allies.

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Druid Additionally, while you have taken the form of a Beast


that is size Large or larger, you provide half cover to
allies behind you.

Circle of the Behemoth Titan Heart


10th-level Circle of the Behemoth feature
Since the dawn of time, mortals have gazed with wonder and Your Behemoth Shape grows in its awesome power. The
fear upon the titans of the natural world. Behemoth druids benefits you gain when transforming into a Large or larger
are those who find strength in the existence of such giants, creature improve, replacing their previous effects:
for what greater sign can there be of the power of nature?
Many find purpose in living alongside whales, dinosaurs, • Thick Hide. You gain a +3 bonus to your armor class.
and other immense beasts, protecting them from harmful • Primal Strength. You gain advantage on Strength
poaching and unnatural threats. In doing so, they gain ability checks and saving throws, and deal double
insights into their roles in nature - and learn to take on their damage to objects and structures.
forms to terrifying effect. • Powerful Blows. Your first attack that hits on your
Behemoth druids can be found wherever such creatures turn deals an additional 1d8 damage. Additionally,
congregate, from the mountain aeries of giant eagles, to your attacks count as magical.
the vast plains on which sauropods roam. Some are more • Predatory Instincts. If you critically hit a creature,
than happy to welcome visitors, as long as they agree not to every hostile creature within 10 feet of you must
disturb the titans before them. Others are brutal and wild, succeed on a Wisdom saving throw against your Spell
tracking prey alongside powerful dinosaurs and predatory Save DC or become frightened of you. A frightened
beasts. Perhaps the strangest are those who live in the Astral creature can repeat the saving throw at the end of each
Plane, and ride beneath the stars with celestial kindori whales. of their turns to end the effect.

Megafauna Connection Earthshaker


2nd-level Circle of the Behemoth feature 14th-level Circle of the Behemoth feature
You gain proficiency in the Animal Handling skill. Your walk shakes the very world, and let none stand in your
Additionally, you have advantage on Wisdom (Animal path. While you have taken the form of a Huge or larger
Handling) checks made to interact with Large or larger Beast, if you move at least 15 feet in a straight line on your
Beasts and Monstrosities that don’t understand a language, turn, you gain advantage on your next attack roll. You can
as well as Intelligence (Nature) checks made to recall gain this benefit multiple times in a turn.
information about them. Additionally, you can choose to expend two uses of Wild
Shape to take the form of any Beast with a Challenge Rating
equal to half your level or lower.
Behemoth Shape
2nd-level Circle of the Behemoth feature
You gain the power to channel pure primal might,
transforming into the titans of the wild in battle. You can
Wild Shape as a bonus action. Additionally, when you Wild
Shape into a Beast, you can choose to increase the size of
your Beast form by one category compared to its normal size.
When you take the form of a Large or larger Beast, you gain
the following benefits while transformed:

• Thick Hide. You gain a +2 bonus to your armor class.


• Primal Strength. You gain advantage on Strength
ability checks and saving throws.
• Powerful Blows. Your first attack that hits on your
turn deals an additional 1d4 damage.
• Predatory Instincts. If you critically hit a creature,
it must succeed on a Wisdom saving throw against
your Spell Save DC or become frightened of you. A
frightened creature can repeat the saving throw at the
end of each of their turns to end the effect.

Primeval Giant
6th-level Circle of the Behemoth feature
You can transform into a Beast with a challenge rating as
high as your druid level divided by 3 (rounded down) if it is
naturally Huge, a dinosaur, or has the dinosaur subtype. You
ignore the Max. CR column of the Beast Shapes table in this
way, but must abide by the other limitations there.

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Druid take on a forest form, rather than transforming into a beast.
The form lasts for 10 minutes. While in your Forest Form,
you gain the following benefits:

Circle of the Verdant • You gain a bonus to your armor class equal to your
proficiency bonus.
• As long as you are in contact with the ground, the
Druids of the Verdant Circle are floral guardians of plant life,
ground in a 10 foot radius around you becomes
finding purpose in the beauty of vegetation. They see purity
difficult terrain for creatures of your choosing.
and wonder in primal forest, and strength in the ancient trees
• You can cast thorn whip as a bonus action.
of the wilds. A verdant druid might go for months in the
deep jungles without seeing another soul, pursuing their goal
of protecting nature from the ravages of unnatural threats. One With The Earth
Druids of this circle often find the line blurred between plants 6th-level Circle of the Verdant feature
and animals, and take on aspects of the flora they protect When you take a short or long rest outside of a man-made
when defending their ‘friends’. Fighting such a warrior in the construction, you can set down roots and enhance the plant
wilds is to have the very land turn against you, as plants rise life in the area. After 30 minutes of resting, you can choose to
up to support them in a wave of branches and tangled briars. imbue the land in a 30 foot radius around you with two of the
In Eberron, the largest group of such druids are the following effects:
Verdant Path in Xen’drik, who learn from and protect
the land spirit Kwinharin. Their home in the Rainwoods • You induce rapid growth in the land, causing the
is draped with ancient moss and vines that hang between region to become difficult terrain for all creatures
gargantuan trees. Others can be found in the Na’qalla drow, except the allies you rest with, as new life blooms.
and the Rushemé druids. In Khorvaire, Verdant druids can • You focus on establishing a magic link with the
be found in the Eldeen reaches, especially among the devout existing plant life, allowing you to communicate
followers of the Greatpine Oalian. The strangest are those with the plants as if you shared a common language.
who deal with aberrant and planar flora - the cultists of the You can question the plants about events in the
daelkyr Avassh, and the bizarre gardeners of the Grim Lord spell’s area within the past day, gaining information
Varonaen on the umbral island of Farlnen. about creatures that have passed, weather, and other
circumstances.
• One healing goodberry grows for each hour you spend
Circle Spells resting. A berry can be eaten or fed to another creature
2nd-level Circle of the Verdant feature
as an action to restore 1 hit point, and provides
You learn the thorn whip cantrip. Additionally, your bond to
enough nourishment to sustain a creature for one day.
the land itself grants you access to additional spells when you
The berries last until you begin your next long rest.
reach certain levels in this class, as shown on the Circle of the
Verdant Spells table.
These effects last until you leave the affected area, and are
Once you gain access to one of these spells, you always
blocked by total cover.
have them prepared, and they don’t count against the number
of spells you can prepare each day. If you gain access to a
spell that doesn't appear on the Druid Spell List, the spell is Deep Roots
nonetheless a druid spell for you. 10th-level Circle of the Verdant feature
While in your Forest Form, you and all allied creatures
within 15 feet of you have advantage on Constitution and
2nd thorn whip
Strength saving throws, and cannot be moved by other
3rd spike growth creatures unless that creature is Huge or larger, they are
teleported, or are displaced by the creation of an object or
5th plant growth barrier in their space.
7th grasping vine
Verdant Herald
9th tree stride 14th-level Circle of the Verdant feature
As an action, you can cast the spell awaken without expending
a spell slot or requiring material components, targeting a
Bonus Proficiencies plant with either no Intelligence score, or an Intelligence of 3
2nd-level Circle of the Verdant feature
or less. While you are within 300 feet of a plant that has been
You gain proficiency in the Nature skill. If you have
awakened by you, both you and the plant can communicate
proficiency in using a Herbalism Kit, you can add double your
telepathically with each other. Once you cast the spell in this
proficiency bonus to ability checks that use a Herbalism Kit.
way, you cannot do so again until you finish a long rest.

Forest Form
2nd-level Circle of the Verdant feature
You gain the ability to channel the strength and
power of nature in battle. As a bonus action while
you are not wearing heavy armor, you can
expend a use of your Wild Shape feature to

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Fighter Occult Hunter


3rd-level Patchwork Blade feature
Your study of occult rites grants you proficiency in Arcana. If

Patchwork Blade you already have proficiency in Arcana, you can instead add
twice your proficiency bonus to Arcana ability checks.

What doesn’t kill you makes you stronger’ is normally a joke Dark Kinship
for adventurers. Patchwork Blades are those who take it to 7th-level Patchwork Blade feature
the extreme. These bestial warriors take on the strength of Your increasingly monstrous visage is awesome to behold.
the creatures they hunt, growing in monstrous power with You gain proficiency in Charisma (Intimidation) checks;
every victory. As consummate hunters, Patchwork Blades if you are already proficient, you instead add twice your
study their prey, making use of their weaknesses. When you proficiency bonus.
fight the ultimate hunters, it takes one to know one. Some Additionally, your experience in battle grants you a greater
Blades believe that they receive strength from the gods with understanding of the foes you face. As a bonus action, you
every kill. Others take a more direct route, and physically can make an Intelligence (Arcana) check contested by a
alter their own forms using the magical blood or remnants Charisma (Deception) check from a creature that you can see
of their prey. Regardless, all are a fearsome sight, and stray within 30 feet of you to gauge its fighting capabilities. On a
further and further from mortality with each notch in the axe. success, you can choose to learn one of the following pieces of
Patchwork Blades can be flavored in different ways, and information about them:
can be found in a variety of places within Eberron as a result.
The greatest number form part of the Wyrd Vigil of Vralkast, • Their damage immunities and resistances.
taking on the horrors of Khyber and warping themselves • Which of their ability scores is the highest.
to defend their city. The disciples of the daelkyr Dyrrn the • Whether they are above or below half their
Corruptor might also travel such a path, taking the body maximum hit points.
parts of their prey to further their own evolution. Some • Whether they are intelligent enough to speak or
changelings, especially the doppelgangers of Lost, take the understand a language.
opposite approach - they study and mimic the forms of others
to master their shapechanging techniques. Those Patchwork You can attempt to learn about a creature multiple times,
Blades who take on the spiritual strength of their prey tend to but if the target succeeds on the contested ability check,
belong to druidic communities, as well as Stormreach’s Lords you cannot use this ability against that individual creature
of the Hunt. The goliaths of the Blood of Kanda see The Hunt for 24 hours.
to be a religious ritual, and take on the aspects of the dragons
and leviathans of the Dark Sea that they slay in their duties. Rapid Evolution
10th-level Patchwork Blade feature
Mutagenic Form When you use Second Wind, immediately after triggering
3rd-level Patchwork Blade feature any Mutagens and restoring hit points, you can choose to
You can augment your body with the power of the horrors switch focus from one of your active Mutagens to another
you face, enhancing your abilities in gruesome fashion. that you have access to. This causes any active effects on you
When you and your party battle against and kill a creature from the Mutagen that was switched out to end.
with a type from the following list, you can spend 1 hour of
undisturbed time (which can be performed during a short Hunter’s Insight
rest) to bind some of its power to you in an occult ritual. The 15th-level Patchwork Blade feature
exact method by which you do this is up to you, and might When you succeed on a contested roll using Dark Kinship,
involve consecrating the weapon used in the name of your the creature has disadvantage on its next saving throw,
religion, implanting part of the creature’s essence within your and you have advantage on your next attack roll against it.
physical form, or preserving part of its body as a trinket on Additionally, it cannot benefit from being hidden or invisible
your person. Upon completion, you permanently unlock that towards you for the next 24 hours.
Mutagen. Additionally, when you choose this archetype, you
gain access to one Mutagen of your choice. I, Monster
When you finish a long rest, you can choose to focus on 18th-level Patchwork Blade feature
Mutagens you have unlocked, gaining their benefits. This You have ascended to the pinnacle - a prime hunter
lasts until you choose to focus on a different Mutagen, undefeated by the horrors of the world. When you Action
switching their effects. You can focus on a number of Surge or use Second Wind, you gain advantage on all of
Mutagens at once equal to your proficiency bonus. If your attacks until the end of your turn. Additionally, when
a Mutagen requires a saving throw, your Mutagenic you make a Strength (Athletics) or Charisma (Intimidation)
Form save DC equals 8 + your proficiency bonus + your check, you can treat a d20 roll of 9 or lower as a 10.
Constitution modifier.
For every two Mutagens that you focus on, your first melee
attack on your turn that hits deals an additional 1d6 damage.

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Mutagens Giant
While this mutagen is active, you gain advantage on Strength
Aberration ability checks and saving throws, as well as any ability check
While this mutagen is active, you have resistance to psychic or saving throw made to resist being knocked prone.
damage, and whenever a creature deals psychic damage When you Action Surge or use Second Wind, you can
to you, that creature takes the same amount of damage choose to grow to size Large for 1 minute, causing your first
that you do. attack that hits on your turn to deal an additional 1d4 damage.
When you Action Surge or use Second Wind, your reach
cumulatively increases by 5 feet as your anatomy becomes Monstrosity
pliable and warped. This lasts until you next complete a short While this Mutagen is active, you can add your Constitution
or long rest. modifier to Charisma (Intimidation) checks.
When you Action Surge, you can choose to roar with
Beast monstrous strength, forcing every creature of your choice
While this mutagen is active, you have advantage on within 30 feet that you can hear you to make a Wisdom
Wisdom (Perception) and (Survival) checks, and gain a saving throw. On a failure, a creature is frightened of you,
climbing speed equal to your walking speed. and can repeat the saving throw at the end of each of its turns
When you move up to 20 feet in a straight line towards a to end the effect.
creature, then hit it with a melee attack, you can force it to
succeed on a Strength saving throw or be knocked prone. Ooze
While this Mutagen is active, you have resistance to acid
Celestial damage, and do not expend extra movement when squeezing
While this mutagen is active, you gain resistance to radiant through small spaces.
damage, and can add your Constitution modifier to Charisma Additionally, you have advantage on ability checks to
(Persuasion) checks. grapple other creatures, or avoid being grappled. When you
When you use Second Wind, another creature of your attack a creature that you have grappled, or is grappling you,
choice within 30 feet of you regains the same number of hit you deal an additional 1d4 acid damage on a hit.
points as you do.
Plant
Dragon While this Mutagen is active, you have resistance to poison
While this mutagen is active, you have advantage on saving damage. Additionally, you gain the ability to communicate
throws made to resist being frightened, and your AC in a limited manner with plants and vegetation. They
increases by 1. can understand the meaning of your words, though you
When you Action surge or use Second Wind, you can have no special ability to understand them in return.
breathe out your choice of fire, lightning, or freezing cold in a You have advantage on all Charisma checks you make to
15ft cone in front of you. Every creature within the area must influence them.
succeed on a Dexterity saving throw or take 2d6 damage of When you use your Second Wind or Action Surge, you
the chosen type, or half on a success. gain a bonus to your AC equal to your proficiency bonus until
the start of your next turn.
Fey
While this mutagen is active, you have advantage on saving Undead
throws made to resist being charmed. You additionally gain While this Mutagen is active, you have resistance to necrotic
advantage on Charisma (Persuasion) checks. damage, and advantage on Constitution saving throws.
When you Action Surge or use Second Wind, you can When you are reduced to 0 hit points, if you are
teleport up to 30 feet to an unoccupied space that you can see unconscious at the start of your turn, you regain a number of
in a puff of illusory smoke. hit points equal to 1d10 + your fighter level. This counts as
using your Second Wind ability for the effects of your other
Mutagens. This effect only triggers the first time you begin
Fiend
your turn unconscious; once used, you regain this ability
While this mutagen is active, you gain resistance to fire
upon finishing a long rest.
damage, and gain advantage on Charisma (Deception) checks.
When you Action Surge or use Second Wind, you gain
a charge of infernal fire. When you are damaged by a
creature you can see within 60 feet of you, you can use your
reaction and expend a charge to force it to make a Dexterity
saving throw. On a failure, it takes 2d10 fire damage, or
half on a success. You lose all charges upon finishing a short
or long rest.

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Monk first time (including during combat), you can declare that
they have heard of you and your accomplishments. The target
must share at least one language in common with you. This

Way of the Explorer does not necessarily mean they like you (in fact, they may
now hate you as a result), but they have heard of you. When
interacting with someone that has heard of you in this way,
you can add twice your Wisdom modifier to all Charisma
Delving into ruins and dungeons lost to time is a common
ability checks made to interact with them. You can declare
pastime for many would-be adventurers. Typically, this is
this once, and regain the ability to do so upon completing
a gamble on one’s life. Explorers don’t just gamble on their
a long rest.
lives - they go all in, every time. Whether through skill,
Additionally, if you are ever in combat against them, their
gumption, or divinely-blessed luck, these heroes of tavern
opinion of you clouds their judgment. When you hit them
tales are famed for their derring-do. It’s not just about finding
with a melee attack, you can spend 1 ki point to give them
treasure; it’s about the thrill and adventure to an almost
disadvantage on attack rolls against targets other than you
obsessive degree.
until they next hit you with an attack, as your infuriating
A true Explorer is marked by their luck, their keen
attitude (presumably) drives them up the wall.
sense for traps and survival, and their faith in throwing
One should keep a list of their adoring fans…just in case.
hands at any problem that comes their way. In Xen’drik,
such individuals share drinks together in the taverns of
Stormreach, the merchant guilds of Kul Lerek, and the halls The Finisher
of Blackgrove Refuge. Professional explorers can also be 17th-level Way of the Explorer feature
found in the adventuring guilds of Khorvaire, including the Your legendary exploits have given rise to your trademark
Wayfinder Foundation, and Clifftop Guild. finisher - the one that everyone knows has taken down
countless foes and cemented your place in history. When
you hit with a melee attack, you can choose to make it The
Uncharted Traversal Finisher by spending 6 ki points to deal an additional 8d10
3rd-level Way of the Explorer feature
damage. If you are under half your maximum hit points, it
You gain proficiency with whips and navigator’s tools. Whips
instead costs 4 ki points, and you gain temporary hit points
count as a monk weapon for you.
equal to half the additional damage rolled.
While you have a whip or a 50ft length of rope on your
person, you can deftly use it to swing and traverse through
terrain. Before or during a jump, you may add up to 20 feet Monks & Orientalism
of horizontal distance to your jump by latching on to an The Monk class, with feature names based on a surface
overhanging object within reach of your whip, requiring no understanding of concepts from Chinese medicine,
action or ability check to do so. This extra distance does not suffers from notable orientalism in comparison to other
count towards your movement. classes. The Way of the Explorer takes the mechanics
of the class, and purposefully reflavors them in the
Knockout Brawler opposite direction. A player using this subclass should
3rd-level Way of the Explorer feature feel free to rename their class features as they wish, as
One’s fists are the first and greatest weapon they are born a result. This might include renaming ‘Ki points’ to ‘Grit’
with, and you are no stranger to good old-fashioned fisticuffs. or ‘Gumption’ or ‘Action’ points, Stunning Strike to ‘The
When a creature hits you with an attack, your first unarmed Right Hook’, and Stillness of Mind to ‘Himbo Mindset’.
strike or attack with a whip against them on your next turn Perhaps not that last one.
has advantage and deals additional damage on a hit equal to
a roll of your martial arts die. This increases to two rolls of
your martial arts die if you are under half your maximum
hit points, spend 1 ki point when you hit with the attack,
or have used Uncharted Traversal to add distance to your
jump this turn.

Close Shave
6th-level Way of the Explorer feature
You didn’t survive this long without a pinch of luck and
a gut full of guff. When you roll a 1 on a saving throw,
you can choose to reroll it once and use the new result.
Additionally, when your hit points are equal to or less than
your proficiency modifier, you have advantage on all ability
checks, attack rolls, and saving throws, and regain 1 ki point
at the start of your turn if you have none.

Overwhelming Ego
11th-level Way of the Explorer feature
Your fame and exploits are so great that they spread through
the land ahead of you. Before speaking to someone for the

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Paladin deal an additional 1d6 radiant damage when you hit it with an
attack for the first time on your turn.

Oath of Freedom Break The Chains. When you cast one of your Oath
spells, you can expend your Channel Divinity while doing so
to grant that spell to a willing ally you can see within 60 feet
The Oath of Freedom is a vow to fight back against the of you. The spell takes effect as though that ally had cast it
tyrants, conquerors, and slavers who would use their power from their position, allowing them to choose any targets of
to oppress others. Paladins who swear this oath believe the spell if it has a range other than self. If the spell requires
that all have the right to dictate their own path, and often concentration, you maintain concentration when cast
act as noble revolutionaries and freedom fighters. When in this way.
an invading army oppresses a nation, when a tyrant king
imprisons his people, or a criminal group begins dealing in Unarmored Defense
lives, that is when the Oath of Freedom rises. 3rd-level Oath of Freedom feature
In Xen’drik, both the Unbound Brigade and the Silaes While you are not wearing any armor, your armor class
Tairn often embody the Oath, fighting against the giants equals 10 + your Dexterity modifier + your Charisma
who once enslaved them and their kin. Their sworn enemies modifier. You can use a shield and still gain this benefit.
are those such as the Battalion of Basalt Towers, who would
use ancient magic to rule over the continent once more. Aura of the Unchained
In Khorvaire, Oath of Freedom paladins arose during the 7th-level Oath of Freedom feature
Last War, especially in conquered cities such as Thaliost, or You are surrounded by an aura of freedom that opposes the
rebelling nations such as the Eldeen Reaches and Darguun. shackles of tyranny. Creatures within 10 feet of you have
advantage on ability checks and saving throws made to avoid
Tenets of Freedom: or resist becoming grappled, restrained, or paralyzed.
No Fear. The odds are never in one’s favor; the battle is When you reach 18th level in this class, the range of the
never won easily. As long as one fights for what is right, good aura increases to 30 feet.
shall prevail.
Inspiring Rescue
No Chains. Injustice and shackles are the tools of the 15th-level Oath of Freedom feature
oppressor. All beings deserve to be free, and have control When you hit a creature with your Savior’s Strike, or grant
over their own fate. them a spell with Break the Chains, all allies within 30 feet
of that creature can use their reaction to move up their
No Masters. The thrones of tyrants are built on the bones speed as they wish without provoking opportunity attacks.
of the innocent. It is not for a people to serve their leader - a Additionally, any creature that moves in this way gains
leader exists to serve their people. temporary hit points equal to your Paladin level + your
Charisma modifier.
Oath Spells
You gain oath spells at the paladin levels listed: Paragon of Freedom
20th-level Oath of Freedom feature
3rd expeditious retreat, zephyr strikeXGE In battle, you become a dauntless vanguard, leading the
charge against your foes no matter the situation. You gain the
5th knock, misty step following benefits:
9th blink, gaseous form
• You gain a swimming and climbing speed equal to
13th dimension door, freedom of movement your movement speed.
• You gain immunity to being paralysed or restrained,
17th far stepXGE, passwall
and are unaffected by difficult terrain.
• You can cast zephyr strike at will without expending a
Channel Divinity spell splot.
3rd-level Oath of Freedom feature
When you take this oath at 3rd level, you gain the following
two Channel Divinity options:

Savior’s Strike. You can use your Channel Divinity to


save your allies from harm’s way when you hit a creature with
a melee attack, marking it for a quick downfall. On a hit, the
creature gains disadvantage on all attacks against creatures
other than you for 1 minute, until you end your turn
without making an attack against that creature,
become incapacitated, or fall unconscious. While
marked in this way, If the creature is at least one
size larger than you, or grappling an ally, you

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Ranger Sky Dancer


3rd-level Wind Runner feature
You gain proficiency in the Acrobatics skill. If you are already

Wind Runner Conclave proficient in Acrobatics, you can add twice your proficiency
bonus to ability checks you make with it.
Additionally, when you would take damage from falling,
Some rangers bear a connection to the primal spirits of the you can use your reaction to attempt a Dexterity (Acrobatics)
wind, using their gifts to soar through the air and strike check with a DC equal to 15 or half the total damage,
with zephyr speed. Their grace is breathtaking, but a Wind whichever is higher. On a successful ability check, you take
Runner is as elusive as they are dangerous. Many are carefree no damage, and on a failed check, you take half the damage.
spirits who see beauty in freedom; others serve as natural
protectors of aeries and high peaks, communing with the Fleet of Foot
flying beasts that they see as kin. 7th-level Wind Runner feature
In Eberron, Wind Runners are often found in the Zephyr The wind gathers beneath your feet, letting you dodge
Guard of the flying city of Kul Lerek, and among the half- and weave in response to enemy attacks. As a reaction
elves of the Mark of Storm. Both House Lyrandar and the to taking damage from an attack, you can move up to
piratical Wind Whisperers train the dragonmarked to 15 feet in a direction of your choice without provoking
harness such skills, especially those who aspire to fly an opportunity attacks.
airship. During the Last War, several nations also fielded
aerial infantry as part of their forces, including the flying Rising Tempest
Angels of Thrane. A Wind Runner might also be touched by 11th-level Wind Runner feature
the planes of Syrania or Lamannia, or be descended from the Your Uplifting Gale swells in strength. Each of its benefits are
cloud giants of Xen’drik. In Sarlona, Wind Runners can be improved as below, replacing their previous effects:
found in the high mountains of Adar, and often form bonds
with the nation’s flying asperi steeds. • Wind Slash. Until the start of your next turn,
your weapon attacks deal an additional 1d12 force
Wind Runner Magic damage on a hit.
3rd-level Wind Runner feature • Slipstream. Your movement does not provoke
You learn the gust cantrip if you do not already know it, and opportunity attacks for the rest of your turn.
can cast it without requiring components. • Gale Stride. You can choose to gain a flying speed
You also learn an additional spell of 1st level or higher equal to 20 feet + your walking speed until the start of
when you reach certain levels in this class, as shown in the your next turn. You can gain a flying speed in this way
Wind Runner Spells table. Each spell counts as a ranger spell a number of times equal to your proficiency bonus,
for you, but it doesn't count against the number of ranger and regain all uses upon finishing a short or long rest.
spells you know.
Hurricane Heart
Wind Runner Spells 15th-level Wind Runner feature
3rd zephyr strikeXGE You become one with the wind, and can ask it to embrace
your allies - or crush your foes. You can cast the spells
5th warding windXGE
wind walk or whirlwind, requiring no somatic or material
9th fly components and using Wisdom as the spellcasting ability.
When you cast a spell using this feature, you must finish a
13th storm sphereXGE long rest before you can cast either spell from it again.
17th control windsXGE

Uplifting Gale
3rd-level Wind Runner feature
You strike with the speed of a falcon in flight. The first time
that you move or fall at least 10 feet in a straight line on your
turn, you gain the following benefits:

• Wind Slash. Your next weapon attack this turn


deals an additional 1d8 force damage on a hit.
• Slipstream. Opportunity attacks made against you
this turn have disadvantage.
• Gale Stride. You can choose to gain a flying speed
equal to your normal speed until the start of your next
turn. You can gain a flying speed in this way a number
of times equal to your proficiency bonus, and regain all
uses upon finishing a long rest.

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Rogue you can make a Wisdom (Insight) check contested by the
Charisma (Deception) check of a creature you can see within
60 feet of you. If you succeed, you learn what they hate the

Revenger most, and what they fear the most. You and any ally you
share this information with gain advantage on Charisma
(Persuasion) and (Intimidation) checks against that creature
for the next 24 hours. On a failure, the target becomes
The course of your life was forever thrown off-kilter by the
immune to this ability for the next 24 hours. You can use this
schemes of those plotting your downfall; now, your heart
ability a number of times equal to your proficiency bonus,
burns with the goal of hunting those who wronged you,
and regain all expended uses upon completing a long rest.
empowered by your zeal and desire for vengeance. Perhaps
you made a deal with a powerful entity to give you the tools
for murder, or made a binding oath to right the wrongs Nothing Personal
of the past; regardless, you are now an arrow loosed on a 13th-level Revenger feature
single path, and none can run from the bite of your steel. At 13th level, the targets of your Vendetta will always fear
Revenger rogues are experts at social manipulation, gathering the bite of your weapons in their back. When you curse
information on their foes by reading people’s dark desires - all a creature with your Vendetta, as part of the reaction,
to bring low the targets of their vendettas. you can choose to teleport to an available space within 10
In Eberron, Revengers might arise from any number feet of them.
of situations. In Xen’drik, the overlord known as the Scar Additionally, your sneak attack damage dice become d10s
that Abides is an incarnation of cold rage, and empowers against targets marked by your Vendetta.
his servants to violently deal with perceived slights against
him. The Spinner of Shadows also gives dark pacts to those Curtain Call
seeking revenge, changing their destinies to spread pain and 17th-level Revenger feature
suffering through the land. Revengers can also arise through At 17th level, you are vengeance incarnate. When you hit a
sincere personal oaths. Those who lost everything in the Last creature marked by your Vendetta with an attack that will
War, Cyran avengers, and followers of the Fury might all deal Sneak Attack damage, you can choose for them to have
walk down this dark path. vulnerability to the attack. You can use this feature once, and
regain the ability upon completing a long rest.
Vendetta
3rd-level Revenger feature
At 3rd level, the depths of your vengeance know no bounds.
As a reaction to a creature dealing damage to you or publicly
insulting you, you can curse it with a Vendetta. When you
deal Sneak Attack damage to a creature marked by your
Vendetta, the damage die become d8s instead of the usual d6s.
You can maintain a maximum number of Vendettas equal
to your proficiency bonus, and must choose one to replace if
you would gain another while at your maximum. Vendettas
last until replaced by you, or until removed by a spell such as
remove curse.
Additionally, you gain proficiency in Deception. If you
already have proficiency, your proficiency bonus is instead
doubled for Deception checks.

Bloodstained Steps
3rd-level Revenger feature
At 3rd level, those who have wronged you will never be able
to run for long. As an action, you can focus your senses on a
creature marked by your Vendetta. You sense the direction
to the creature’s location, as long as that creature is within
1,000 feet of you, and is not protected from divination by
spells or effects. If the creature is moving, you know the
direction of its movement. This lasts for one hour, or until
you drop concentration (as though concentrating on a spell).
You can use this ability a number of times equal to half your
proficiency bonus (rounded down), and regain all expended
uses upon completing a long rest.

Furious Resonance
9th-level Revenger feature
At 9th level, you can easily read the scars left
behind on the hearts of others. As an action,

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Sorcerer of the spell. Doing so does not force any saving throws
to maintain concentration. If you do so, one creature
that took damage from the spell takes additional force

Giant Soul damage equal to twice the hit points lost. You can
choose to lose hit points in this way any number of
times, choosing a different creature to take the damage
every time you do so.
The ancient giants channeled the power of the planes to
become sorcerers, growing in size in proportion to their
This state lasts for 1 minute, or until you end it as a bonus
arcane power. You have inherited this overflowing power,
action. Once used, you cannot use this ability again until you
or bound it within you using ancient Xen’drik arcana.
complete a long or short rest.
Unleashed, you can grow into a true titan, hurling the
destructive power of the elements at your foes - but such
power comes with a price. Planar Scion
As a Giant Soul sorcerer, you decide how you have 6th-level Giant Soul feature
inherited your powers, and how it manifests upon you. Your growing mastery of magic allows you to better harness
You must also decide how to wield it - as a whirlwind of the raw power you wield. You gain a benefit whenever
barely-contained power, or as a towering herald of order. you cast one of your Giant Magic spells, with the benefit
The giants of the Battalion of Basalt Towers seek to wield depending on your ancestry:
their primordial fire to conquer and destroy, while the
Zephyr Guard of Kul Lerek harness the winds in defense of Cloud. Immediately after casting the spell, you can
their home. choose to magically teleport to an unoccupied space that you
can see. You can teleport a number of feet equal to 5 x your
Giant Magic proficiency bonus.
1st-level Giant Soul feature Fire. When you roll for damage caused by the spell, you
You begin to master the innate magic you have inherited deal additional fire damage equal to your Proficiency bonus.
from your links to the giants. Choose one of the giant Frost. Immediately after casting the spell, you gain
ancestries in the Giant Magic table. You learn additional spells temporary hit points equal to your proficiency bonus. If you
when you reach certain levels in this class, depending on your are in your Titan state, the temporary hit points are additive,
chosen ancestry. These spells count as sorcerer spells for you, but cannot exceed the initial number of temporary hit points
but do not count against the number of sorcerer spells you you gained when you entered the state.
know. These spells can’t be replaced when you gain a level in Stone. Immediately after casting the spell, you gain a
this class. bonus to your AC equal to your proficiency bonus until the
start of your next turn.
Giant 1st 3rd 5th 7th 9th
Storm. Immediately after casting the spell, you can
Cloud
booming bladeTCoE,
invisibility
thunder
confusion
steel wind choose to deal lightning damage equal to your proficiency
zephyr strike stepXGE strikeXGE bonus to every creature within 5ft of you.
fire bolt, burning flaming
Fire fireball wall of fire immolationXGE
hands sphere Arcane Colossus
ray of frost, ice hold sleet 14th-level Giant Soul feature
Frost ice storm cone of cold The sheer arcane power flowing through you is so great
knife person storm
earthen erupting summon that your form grows even larger when you focus it within
Stone resistance, shield wall of stone
your own body. Your Titan State improves, gaining the
graspXGE earthXGE constructTCoE
lightning lure, warding call storm following benefits:
Storm maelstromXGE
thunderwave windXGE lightning sphereXGE • You grow to size Huge, instead of Large.
• Creatures have disadvantage on saving throws against
Incarnate Titan your Giant Magic spells, while you have advantage on
1st-level Giant Soul feature any attack rolls that are part of those spells.
You can call on the magic of the giants to grow to a towering • You cannot be moved against your will by other
size with barely-contained power. When you cast a sorcerer creatures that are a smaller size than you unless
spell and expend a spell slot, you can choose to enter your you allow it.
Titan State before the spell resolves, gaining the following • When you choose to lose hit points when casting a
benefits until it ends: spell, you add your proficiency bonus to the additional
force damage dealt as a result.
• Your size increases to Large, and your reach
increases by 5 feet. Empyrean Monarch
• You gain a bonus to Strength ability checks and saving 18th-level Giant Soul feature
throws equal to your Charisma modifier. For every 10 years that pass, your body ages only 1 year, and
• You gain temporary hit points equal to 5 x the level of you no longer have any limit on how many times you
the expended spell slot. can enter Titan State between rests. Additionally,
• When you deal damage with a non-cantrip spell while in Titan State, whenever you make a Charisma
(including the spell cast to enter Titan state), you can check to influence another creature, you can
choose to lose a number of hit points equal to the level replace the result with a 15.

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Warlock Swinging Scales
6th-level Fateweaver feature
Starting at 6th level, when your plans go awry, you can

Fateweaver improve the luck of an ally. When a creature succeeds on a


saving throw against a spell that you cast on your turn, you
can grant a creature of your choice within 30 feet of you
The many paths of the Draconic Prophecy plot out the advantage on their next attack roll, ability check, or saving
course of future events. All manner of powerful creatures throw they make within the next minute. You can only
from the dragons of Argonnessen to the fiendish Overlords grant this to one creature, regardless of how many creatures
seek to influence its path, often using mortal pawns such as succeeded on the saving throw. You regain the ability to grant
you. You’ve made a pact with a being with insights into the advantage in this way upon completing a short or long rest.
future, granting you dark luck and the destiny to succeed. As
a fateweaver, your powers guide you down a certain path, Timeline Shift
ensuring your success - but don’t push your luck, or you may 10th-level Fateweaver feature
find yourself cutting the strings of your own destiny. At 10th level, you can stretch your luck to save yourself
Examples of beings with the power of a Fateweaver include from death. The first time each day that you would make a
Sphinxes such as Flamewind with their mastery of time, the death saving throw, you instead regain consciousness with
Overlord known as the Spinner of Shadows, and the ancient a number of hit points equal to twice your level. The next
giants of Crux, who may wish to restore their planar city- death saving throw you make before your next long rest
state to its former glory. counts as a failure regardless of the result.

Fateweaver Expanded Spell List Doom Destiny


At 1st level, the Fateweaver lets you choose from an 14th-level Fateweaver feature
expanded list of spells when you learn a warlock spell. The At 14th level, you can damn a creature to the worst possible
following spells are added to the warlock spell list for you: fate, consigning it to a rapid demise. As an action, you can
Level Spells choose a creature that you can see within 60 feet of you and
curse it to a doomed destiny. The creature has disadvantage
1st bless, entangle
on all ability checks, attack rolls, and saving throws, and all
2nd blur, web attack rolls against it have advantage. The effect lasts until
removed by a spell such as remove curse, or until you lose
3rd bestow curse, fate's threads* concentration on the effect (as though concentrating on a
4th divination, locate creature spell). You can use this ability multiple times, but subsequent
uses after the first require you to expend a 5th-level spell slot.
5th commune, raise dead You regain the ability to use this feature without expending a
spell slot upon completing a long rest.

Thief of Fate
1st-level Fateweaver feature
Starting at 1st level, when you hit a creature with an attack
roll, you can choose to bind it within the strings of fate. The
creature must succeed on a Strength saving throw against
your spell save DC or become restrained. The creature
can repeat the Strength saving throw at the end of
each of their turns to end the effect. You can use this
feature a number of times equal to your proficiency
modifier, and regain all expended uses upon completing
a long rest.
When an enemy creature restrained in this way is
reduced to 0 hit points, you can choose to steal part of
their fate for yourself, by rolling one d20 and recording
the number rolled. You can replace any attack roll,
saving throw, or ability check made by you or a
creature that you can see with this foretelling roll.
You must choose to do so before the roll. The
foretelling roll can be used only once, and is lost
when you finish a long rest. You can only have one
foretelling roll at a time, and lose a held roll if you
choose to roll for another.

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Wizard unconscious as a result of being reduced to 0 hit points, you


continue to make death saving throws while in this state.
Additionally, your dreams cannot be affected by other
creatures, spells, or magical effects unless you allow it.
School of Oneiromancy Onarchitect
The school of Oneiromancy was born in the nascent Cul’sir 10th-level Oneiromancy feature
Empire, and led to its dominion over the surrounding lands. You learn the spells dream and dreamwalk*, which you can
The giants shaped dreams to sustain their kingdom, weaving scribe into your spellbook at no cost. You count as having
them into its very foundations. Now, the link to the Sea of both spells prepared at all times, which do not count towards
Dreams is severed, but those who pursue its study can still your prepared spell limit.
walk the same path. Oneiromancers believe that dreams are Additionally, if you touch a creature that you have
inspirational and prophetic; their magic removes the barrier magically put to sleep, you can charm it with mesmerizing
between dream and consciousness, allowing them to live dreams, affecting its behavior in the waking world. Creatures
within surreal worlds of their own. The primary mission immune to being charmed are unaffected. Choose one of the
of many such wizards is to restore their school to glory - by following options:
repairing the damaged planar link to the wonder found
behind closed eyes. • You can ask one question of the creature, which
As an Oneiromancy Wizard, you may have stumbled upon answers it truthfully to the best of its ability if it can
ancient giant texts, or relics of the Quori, that kickstarted speak a language.
your path into lost and ancient magic. Perhaps you see your • With you concentrating (as though on a spell), the
own dreams as inspirational and prophetic, or use them to creature sleepwalks, and follows behind you at half
communicate with the Quori of your kalashtar lineage. Or, its normal speed. The creature follows you for up
stranger still, you were a mind long trapped in Dal Quor, to 10 minutes, until it wakes up, or until you lose
and found your way out in a fitting mortal host. Either way, concentration. If the creature would be made to move
the dream-scarred lands of Xen’drik are sure to hold the into an environment that would cause it harm (such
secrets you seek… as long drop, fire, or water), its subconscious kicks in,
allowing it to make a Wisdom saving throw against
your Spell Save DC to wake up first.
Sleep Studies • It forgets the last minute of events before it fell asleep,
2nd-level Oneiromancy feature
regarding them as a strange hazy nightmare.
While asleep, you can scribe spells into your spellbook using
• You can use this ability once, and regain the ability to
the required amount of time and gold as though you were
do so upon completing a short or long rest.
awake. Your body performs the necessary writing while your
lucid mind unlocks the secrets of the arcane.
Additionally, you learn the spell dream link*, which you can Lucid Reality
scribe into your spellbook at no cost. You count as having 14th-level Oneiromancy feature
dream link* prepared at all times, which does not count Your fundamental connection to the realm of dreams
towards your prepared spell limit. weakens the barrier between it and the waking world. You
learn the spell mirage arcane, which you can scribe into your
spellbook at no cost. You count as having the spell prepared
Heavy Slumber at all times, which does not count towards your prepared
2nd-level Oneiromancy feature
spell limit.
When you cast a spell with an instantaneous duration that
Additionally, while inside your mirage arcane, you can
deals damage, you can instead choose to forgo all potential
create one of the following effects at the start of your turn,
damage to attempt to send affected creatures into a magical
warping reality into a surreal dreamscape. All effects end
slumber. Roll the spell’s damage die as normal. If a creature
upon leaving the area of the spell. The effects are:
has hit points equal to or lower than the amount of damage
they would have taken + your wizard level, they immediately
• All melee weapons become oversized; a character
fall asleep and become unconscious. Creatures immune to
wielding a melee weapon deals an additional 1d8
being charmed are unaffected. Creatures fall asleep for a
weapon damage on a hit.
number of hours equal to the level of the spell cast, with
• When a creature ends their turn within 30 feet of
the exception of cantrips, which cause a creature to fall
you, you can use your reaction to force them to make
asleep for 1 minute. A sleeping creature wakes up if they
a Dexterity saving throw. On a failure, a hidden
take damage, or if another creature uses an action to slap or
trap or feature of the landscape pushes them 20 feet
shake them awake.
horizontally in a direction of your choice.
• All creatures within the illusion gain a flying speed
Sweet Dreams equal to their walking speed up to a maximum height
6th-level Oneiromancy feature
equal to the length of the affected area.
When you fall asleep or are knocked unconscious, you
• All creatures gain disadvantage on
are unaffected by the negative effects of the condition,
saving throws against Illusion and
but are instead considered blinded and lose any ongoing
Enchantment spells.
concentration. As a result, you do not fall prone (unless you
choose) and can move and act as normal. If you are knocked

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Dark Gifts a number of times equal to your proficiency bonus,
and you regain all expended uses when you finish
a long rest.
Dark Gifts are optional feats that can be granted by evil
Those even further corrupted might gain the following
powers such as the Overlords and daelkyr. These are
features, depending on their desires:
powerful feats with a notable downside intended to
encourage roleplay and temptation for the character. A
character can start with a Dark Gift, or recieve one over the Metamorphosis. Choose an additional mutation to
course of an adventure as they give in to the darkness. Each gain permanently from the list above. You can no longer
Dark Gift has three Extra Features can be given as thematic fully hide your monstrous being, and gain disadvantage on
rewards for good roleplay or completed patron quests over Charisma (Persuasion) checks, but advantage on Charisma
the course of a campaign. These Gifts should only be given (Intimidation) checks.
with the full buy-in and understanding of the player -
an interesting Gift, and never a punishment. Entothropy. As a bonus action, you can remold your
Content Warning: Body Horror, Entophobia, Self harm

own flesh into a nightmarish amalgam of insect features. For


1. Valaara - The Hive 1 hour, you gain a +2 bonus to your AC as your skin sprouts
2. Belashyrra - The Insight chitin plating, your type changes to Aberration, and you
3. Vriinmata - The Radiance grow to size Large. Additionally, you gain a climbing speed
4. Avassh - Ther Rebirth equal to your normal speed, and can climb difficult surfaces,
5. Kharna Rayva - The Desire including upside down on ceilings, without needing to make
6. Zel Erakhni - The Fate an ability check.
7. Sakinnirot - The Scar Once you trigger this transformation, you cannot end it
8. The Lurker - The Unknown before the full duration. You can attempt a DC 15 Charisma
saving throw at the end of every hour to return to your
normal form. If you remain in this form for more than
Daelkyr 4 hours, and fail the next Charisma saving throw, you
are permanently unable to return to your normal form
Dark Gift of the Hive unless restored by greater restoration or other powerful
divine magic.
You perceive the Swarmsong buzzing in your ears and
writhing in the edges of your vision. Valaara, the Crawling Swarm Herald. You learn the cantrip infestation. You
Queen, has bestowed you with her aberrant blessing, can cast the spell insect plague once per day without expending
along with the heartsong of the Deepest Hive. You are a spell slot or requiring material components. Once you cast
a pupa within a chrysalis of flesh. With every day, your insect plague in this way, you can’t cast it again until you
metamorphosis grows nearer. finish a long rest. You can also cast it using any spell slots
You permanently gain one of the insect mutations below, you have of the appropriate level. Intelligence, Wisdom, or
which you choose when you gain this dark gift. No matter Charisma is your spellcasting ability for these spells when you
which feature you gain, you have disadvantage on saving cast them with this trait, which you choose when you gain
throws made to resist being charmed or affected by the spells this dark gift.
command and suggestion, as you become a willing drone
heeding the call of your queen.
• Mantis Blades. Your arms reshape, allowing you
to extrude and retract serrated blades of bone from
Dark Gift of Insight
your wrists as a bonus action. These melee weapons Before you were blind, but now you see - the daelkyr
have the light and finesse properties, and deal 1d6 Belashyrra has given you its aberrant vision of things
+ your Strength modifier slashing damage. They beyond the veil. You grow an additional fully-functional eye
additionally critically hit on a roll of 19 or 20. somewhere on your body. You gain 60 feet of darkvision.
• Extra Arms. You have two slightly smaller If you already have darkvision, it instead increases by 60
secondary arms below your primary pair of arms. feet. Additionally, you cannot be surprised while you are
The secondary arms function like your primary arms, conscious, can make out fine details in bright light over a mile
but cannot wield a shield, or a weapon without the away, and gain proficiency in Perception. If you already have
light property. proficiency, you can instead add twice your proficiency bonus
• Sonic Trill. You can channel the Swarmsong to Wisdom (Perception) checks.
like a humanoid cicada or locust, in a horrific shriek You also have disadvantage on saving throws made to avoid
loud enough to splinter bone. As an action, you can or resist being blinded. When you begin your turn blinded by
force every creature within 10 feet of you to make a spell or effect, you take psychic damage equal to twice your
a Constitution saving throw. On a failure, they take proficiency bonus and scream loudly at the glorious gift that
1d10 thunder damage, are deafened until the end of has been denied of you.
their next turn, and are pushed 5 feet away from you.
On a success, they take half damage, but are otherwise Those even further corrupted might gain the following
unaffected. This damage increases by 1d10 when features, depending on their desires:
you reach 5th level (2d10), 11th level (3d10), and
17th level (4d10). You can use this ability

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Selective Vision. As an action, you gain the ability Dark Gift of Radiance
to see through solid objects to a range of 30 feet using your
The divine light of the daelkyr Vriinmata has set your soul
extra eye. This special sight lasts for 1 minute or until your
alight - literally. Your conversion from a being of flawed
concentration ends (as if you were concentrating on a spell).
flesh to one of pure radiance has begun. You gain resistance
During that time, you perceive objects as ghostly, transparent
to radiant damage, and one part of your body partially
images. Any creature you see within this range gets the
disintegrates painlessly, revealing a hollow core of divine fire.
strong feeling of being watched from a direction they can’t
Additionally, you learn the cantrip sacred flame.
understand or perceive.
Intelligence, Wisdom, or Charisma is your spellcasting ability
for this spell when cast with this trait, which you choose
Vigilant Watcher. You grow an eyestalk on a tendril when you gain this dark gift. When you cast the cantrip using
somewhere on your body that keeps watch of the world
this trait, you can choose to give the target of the cantrip
even when you aren’t. You cannot be surprised while you are
disadvantage on the saving throw by losing a number of hit
conscious. At night, the eye keeps watch, allowing you to use
points equal to your proficiency bonus, which cannot be
your passive Perception even while asleep. If the eye spots
reduced in any way.
danger, it wakes you up with a mental alarm.
When you receive this dark gift, your body begins to glow
with bright light in a 5-foot radius, and dim light for an
Maddening Insight. You can cast the spell eyebite additional 5 feet. This is permanent, and may light up dark
once per day without expending a spell slot. Once you cast spaces, hampering your ability to hide or evade detection.
eyebite in this way, you can’t cast it again until you finish a
long rest. You can also cast it using any spell slots you have Those even further corrupted might gain the following
of the appropriate level. Intelligence, Wisdom, or Charisma features, depending on their desires:
is your spellcasting ability for this spell when cast with this
trait, which you choose when you gain this dark gift. If
Torturous Charity. You gain resistance to fire
your concentration on the spell is broken due to failing a
damage. Whenever a creature deals fire or radiant damage to
concentration saving throw, you become blinded until the
you, it takes the same amount of damage that you do.
start of your next turn.
Radiant Overflow. Your unnatural radiance increases
in intensity. You glow with bright light in a radius of 15 feet,
and dim light for another 15 feet. This bright light suppresses
areas of magical darkness that would overlap it. Within this
radius, all creatures (including your allies) have disadvantage
on saving throws made to avoid or resist being blinded.

Supernova. You can cast the spell destructive wave


without expending a spell slot. When you cast the spell in
this way, you are also affected by the spell, and must make
the saving throw and suffer the same effects. Intelligence,
Wisdom, or Charisma is your spellcasting ability for this spell
when cast with this trait, which you choose when you gain
this dark gift. You can cast the spell in this way once, and
regain the ability to do so upon finishing a long rest.

Dark Gift of Rebirth


The verdant touch of the daelkyr Avassh has begun to
convert your flawed flesh into blessed plant matter. You gain
resistance to poison and necrotic damage, and advantage on
saving throws made to avoid or resist the poisoned condition.
Additionally, you can communicate with plants and
question them about events in the area within the past
day, gaining information about creatures that have passed,
weather, and other circumstances. You also have advantage
on Charisma checks made to influence the behavior,
demeanor and attitude of plants.
For every 24 hours you spend without resting for 1 hour in
direct sunlight (or buried up to your waist in soil) you must
succeed on a DC 15 Constitution saving throw or become
poisoned until you do.

Those even further corrupted might gain the


following features, depending on their desires:

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Writhing Earth. You can cast the spell wrath of at will, but a target that fails the saving throw against the spell
natureXGE once per day without expending a spell slot or when cast in this way gains an unhealthy obsession with you
requiring material components. When you cast this spell, once the spell ends.
affected trees deal damage to all creatures, including your
allies, and plants in the area remain disturbingly tainted after Those even further corrupted might gain the following
the spell ends. Once you cast wrath of nature in this way, you features, depending on their desires:
can’t cast it again until you finish a long rest. You can also
cast it using any spell slots you have of the appropriate level. Searing Passion. If you fail a Persuasion check against
Intelligence, Wisdom, or Charisma is your spellcasting ability a creature, your next attack roll against them has advantage.
for this spell when cast with this trait, which you choose
when you gain this dark gift. Dark Submission. You can cast the spell dominate
person once per day without expending a spell slot or
Heartseed. Your type changes to Plant. When you die, requiring material components. Once you cast dominate person
your body rapidly rots away after 1 minute into moldy plant in this way, you can’t cast it again until you finish a long rest,
matter unless affected by gentle repose, leaving behind a or personally kill the person affected by the spell. You can also
heart-shaped woody seed that still beats with life. If the seed cast it using any spell slots you have of the appropriate level.
is planted in fertile soil, you regrow from it, bursting from Intelligence, Wisdom, or Charisma is your spellcasting ability
the earth after 1 hour fully alive and healthy. If you die again for this spell when cast with this trait, which you choose
within a week of being reborn in this way, you still rot away, when you gain this dark gift.
but leave no seed behind.
Burnout. When you reduce a creature to 0 hit points
Spore Chorus. As an action, you can spread spores with fire damage, you can choose for it to be reduced entirely
cultivated inside your own body to grow a shrieker on the to ash. Its belongings are unaffected.
ground in an unoccupied space adjacent to you, which takes 1
minute to fully sprout. Once fully grown, you can choose for
the mushroom to ignore you and your allies. Dark Gift of Fate
Zel Erakhni ties you to different strands of the Prophecy,
Overlords enabling you to twist fate in your favor. After completing a
long rest, roll two d20s and record the numbers rolled. You
Dark Gift of Desire can replace any attack roll, saving throw, or ability check
made by you or a creature that you can see with one of these
Kharna Rayva grants you the allure that you’ve always foretelling rolls. You must choose to do so before the roll, and
dreamed of. Your proficiency bonus is doubled for any ability you can replace a roll in this way only once per turn. Each
check using Persuasion. Additionally, you can cast suggestion

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foretelling roll can be used only once. When you finish a long If you are slain by your Mortal Enemy, you cannot
rest, you lose any unused foretelling rolls. be resurrected by any means short of a wish or divine
If one of your foretelling rolls is a 1, whenever another intervention, lose this Dark Gift, and return as a revenant
member of your party makes an ability check or saving 24 hours after your death. At your GM’s discretion, you
throw, the GM can declare that the result is instead a 1. This might become either an NPC as a result, or gain a fitting
can only happen once while you have that foretelling roll, and ancestry such as Dhampir or Reborn. This occurs even if your
cannot happen after you use or lose it. body is fully destroyed.
Additionally, you gain a climbing speed equal to your
normal speed, and can climb difficult surfaces, including Those even further corrupted might gain the following
upside down on ceilings, without needing to make an features, depending on their desires:
ability check.
Never Sated. If you kill your Mortal Enemy, you can
Those even further corrupted might gain the following immediately choose another creature to become your Mortal
features, depending on their desires: Enemy. For every long rest you complete without a chosen
Mortal Enemy, you must succeed on a DC 15 Charisma
Truesight. You grow up to six smaller extra eyes that saving throw or gain a level of exhaustion.
grant you vision of the truth of all things. You gain 30 feet of
truesight, but people might react to you with fear or disgust. Ends of the Earth. If you possess an item or body
part belonging to your Mortal Enemy, you can cast the spell
Extra Arms. You have two slightly smaller secondary find the path once per long rest targeting their location.
arms below your primary pair of arms. The secondary arms
function like your primary arms, but cannot wield a shield, or Dark Delight. When you critically hit a creature, you
a weapon without the light property. gain a number of temporary hit points equal to your level.

Spider’s Web. You can cast the spell web without


requiring components or expending a spell slot a number Dark Gift of the Unknown
of times equal to your proficiency bonus. You regain all
expended uses upon completing a long rest. The Deep Lord grants you the touch of the abyss. You can
breathe underwater, and gain a swim speed equal to your
normal speed. Additionally, you can cast the spell black
tentacles once per day without expending a spell slot. You
Dark Gift of the Scar regain the ability to cast the spell in this way upon finishing
Sakinnirot grants you the tools to achieve your vengeance a long rest. When you gain this gift, you can choose
and slay your foes. When you receive this gift, choose one Intelligence, Wisdom, or Charisma as your spellcasting ability
creature that you know by name to be your Mortal Enemy. for this spell.
As an action, you can focus your senses to magically divine if However, you become marked by the alien horror of the
your Mortal Enemy is within 1000 feet of you, as well as their abyss. You must fully immerse your head in water for at least
general direction if so. If you hit your Mortal Enemy with an 10 minutes every 24 hours. If 24 hours pass and you have not,
attack, you can choose to give up this Dark Gift to grant them you are considered poisoned until you do.
vulnerability to that attack.
Those even further corrupted might gain the following
features, depending on their desires:

Shadow Swimmer. You can see through areas of


magical darkness as though they were bright light. While
inside an area of magical darkness, you gain a fly speed equal
to your normal speed.

Primordial Horror. You can cast the spell disguise self


at will requiring no components or spell slots, but your true
appearance becomes warped into that of a protean horror.

Abyssal Ecstasy. You can cast the spell maddening


darkness without expending a spell slot, but the spell is cast
centered on yourself and does not require concentration.
You can cast the spell in this way once, and regain the ability
to cast it again upon finishing a long rest (if you survive
casting it).

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Feats •
You can use this feature a number of times equal to your
proficiency bonus, and regain all expended uses when
you finish a long rest.
You have advantage on death saving throws.
The following feats are intended to display the breadth of • You are immune to possession by other creatures.
characters possible in Xen'drik and link player mechanics to
their narrative background. All feats, unless specified by a Rimewalker
level requirement, can be taken at first level as a starting feat. Prerequisite: Have ties to the Rimewalkers of the Iceflow Sea
The feats are divided into general background feats, and those • Increase your Intelligence, Wisdom, or Charisma score
specific to different ancestries. by 1, to a maximum of 20.
• You are immune to the effects of extreme cold, and
Banor’drakai Hunter ignore difficult terrain created by ice or deep snow.
Prerequisite: Training, or experience, as a hunter of dragons • When you finish a long rest, you can choose to
The blood rites and harsh training of the Banor'drakai grant internalize one of the lessons of survival taught by the
them the perfect skills to hunt their draconic prey. animals of the Iceflow. Choose one of the following
• You have advantage on Wisdom (Survival) checks to benefits, which lasts until you choose a different option:
track dragons, as well as on Intelligence checks to recall Lesson of the Bear: You gain a swimming speed
information about them. equal to your walking speed, and a 15ft climbing speed.
• You have advantage on saving throws made to resist Lesson of the Mammoth: You gain advantage on
being frightened, and to avoid or resist the effects of the all ability checks and saving throws made to resist being
breath weapons of dragons. knocked prone or moved against your will by other
• As a reaction to taking acid, cold, fire, lightning, or creatures. If you move at least 20 feet in a straight line
poison damage, you gain resistance to the triggering towards a creature, you have advantage on ability checks
damage type, which lasts for 1 hour. You can use this made to shove or grapple them.
reaction once, and regain the ability to do upon finishing Lesson of the Wolf: You have advantage on
a long rest. the first attack roll you make each turn if the target is
adjacent to one of your allies.
Draconic Servant
Prerequisite: Pledge yourself to one of the Ten Watchers Rune Scribe
• You can cast the spell sending without expending a spell • You learn one rune of your choice from the Rune
slot, but can only target the dragon to whom you are Knight’sTCoE Rune Carver subclass feature from the
pledged. You can cast the spell in this way once, and Fighter class that does not have a level requirement.
regain the ability to do so after finishing a long rest. Each time you gain a level, you can replace the rune
• You gain resistance to the same damage type that your you know with a different one from this feature.
draconic patron has immunity to. At your GM’s discretion, you may have access to
• Once per long rest, after you roll a Wisdom (Insight) additional runes presented in this book.
or Charisma ability check, you can choose to roll an • Whenever you finish a long rest, you can touch an
additional d20 and keep the higher of the two results. object to inscribe the rune onto it. To be eligible, an
You must choose to do this after the die has been rolled, object must be a weapon, a suit of armor, a shield,
but before the outcome has been determined. a piece of jewelry, or something else you can wear
or hold in a hand. Your rune remains on an object
Dreamtouched until you finish a long rest, and an object can bear
Prerequisite: The ability to dream only one rune at a time. If a rune requires a saving
• You gain resistance to psychic damage. throw, your Rune Magic save DC equals 8 + your
• You become immune to the negative effects of the dream proficiency bonus + your Constitution modifier. A
spell, and other abilities and effects cannot alter your creature wielding the object gains its benefits, and can
dreams in any way unless you allow it. Additionally, you use its ability, using their own Rune Magic save DC as
have advantage on all ability checks made to shape or calculated above.
alter a dreamspace.
• You learn the spell dream link*, which you can cast as a Sunheart
ritual. You can also cast this spell using spell slots of the Prerequisite: Have ties to the Sunheart of the Menechtarun
appropriate level. • Increase your Intelligence, Wisdom, or Charisma score
by 1, to a maximum of 20.
Possessed • You are immune to the effects of extreme heat, and
Prerequisite: Be a ghost or dream-ego possessing a mortal ignore difficult terrain created by sand, loose earth, or
• Increase your Intelligence, Wisdom, or Charisma score uneven terrain.
by 1, to a maximum of 20. • You learn the spells earth tremor and sand serpent*. You
• You temporarily remember glimpses of the past - faded can cast each of these spells without expending a spell
memories of a life long forgotten. When you make slot. Once you cast either of these spells in this way, you
an ability check that uses a skill, you can roll a d6 can’t cast it in this way again until you finish a long rest.
immediately after seeing the number on the d20 You can also cast these spells using spell slots. The spells’
and add the number on the d6 to the check. spellcasting ability is the ability increased by this feat.

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• When you succeed on a saving throw against a spell or


Titan Hunter magical effect, if you would take damage on a success,
• Increase your Strength or Dexterity score by 1, to a you instead take none.
maximum of 20. • You know the spell chaos bolt, which you can cast using
• When you hit a creature that is a larger size than you your Serpentine Spellcasting trait a number of times per
with a weapon attack, you do not provoke attacks day equal to your proficiency bonus without expending
of opportunity from them for the rest of your turn. a spell slot. You can additionally cast it using any spell
Additionally, if you critically hit, the creature is slots you have.
knocked prone.
• Whenever you have advantage on an attack roll against a Goliath Spark
prone creature, you can reroll one of the dice once. Prerequisite: Goliath
• Increase your Strength or Constitution score by 1, to a
Verdant Path maximum of 20
Prerequisite: Have ties to the Verdant Path of the Rainwoods • You regain your Giant Spark ability on both a short and
• Increase your Intelligence, Wisdom, or Charisma score long rest. Additionally, when you use your Giant Spark
by 1, to a maximum of 20. ability, you become immune to any damage that you
• You learn the spells entangle and goodberry. You can cast would normally have innate resistance to due to your
one of these spells without expending a spell slot. Once giant heritage.
you cast either of these spells in this way, you can’t cast • While under the effects of Giant Spark, when you make
the spells in this way again until you finish a long rest. a Charisma (Intimidation) or Wisdom (Perception)
You can also cast these spells using spell slots you have. check, you can choose to add your Strength modifier
The spells’ spellcasting ability is the ability increased to the result.
by this feat.
• You have the ability to communicate in a limited manner Insectile Strength
with plants and vegetation. They can understand the Prerequisite: Thri-kreen
meaning of your words, though you have no special • You can wield weapons in your secondary arms that lack
ability to understand them in return. You have advantage the light property, as well as shields, but cannot benefit
on all Charisma checks you make to influence them. from wielding more than one shield at once.
• When you attempt to grapple a creature, you can use
your secondary arms as free hands to do so.
General Ancestry Feats • You cannot be moved against your will by another
Ancestral Tales creature unless it is two or more sizes larger than you.
Prerequisite: Fae'drik ('Firbolg')
• Increase your Wisdom or Charisma score by 1, to a Landforged Walker
maximum of 20 Prerequisite: Warforged
• Your mastery of weaving magic through storytelling • Increase your Wisdom, or Charisma score by 1, to a
allows you to manifest them into reality using fey magic. maximum of 20.
After completing a long rest, or during a short rest, you • Your body counts as having an integrated herbalism
can spend 10 minutes telling a story. You can choose one kit, and a healing kit that regains 1d4 charges upon
story below, granting its effects to you and a number of finishing a long rest. You can use a bonus action to touch
allies who listen up to a maximum equal to the modifier a creature and expend a charge to restore 1 hit point to
of the ability you increased with this feat (minimum 1). them using a magical goodberry, salve, or other natural
These effects last until you complete a short or long rest. healing agent.
Tale of Joy - When an affected ally rolls a 20 on • You gain a +1 bonus to your AC, which persists if
an ability check for the first time since hearing your you turn into a beast via Wild Shape or spells such
tale, they gain temporary hit points equal to their as polymorph.
proficiency bonus.
Tale of Sorrow - When an affected ally fails a saving Predatory Instincts
throw for the first time since hearing your tale, they Prerequisite: Thri-kreen
can roll a d4 and add the result to the saving throw, • As part of the action to change the color of your
potentially causing them to succeed. carapace, you can choose to become invisible for 1
Tale of Revenge - When an affected ally is minute, or until you attack or cast a spell. You can
critically hit for the first time since hearing your tale, become invisible in this way once, and regain the ability
they gain advantage on the next attack roll they make to do so upon completing a long rest.
within 1 minute. • When you jump, you can choose to use your Dexterity
score instead of your Strength score to calculate the
Arcanissa Yuan-ti distance you can travel. Additionally, you make no noise
Prerequisite: Yuan-ti when doing so.
• When you cast poison spray, you can choose to change • You gain a climbing speed equal to your
the poison damage to cold, fire, or lightning damage. walking speed.

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Simeq Bodymorph Humbling Snare
Prerequisite: Simeq Elf Prerequisite: proficiency with the grapnel, scorpion chain, or whip
• You permanently gain another 1st-level Oceanic • You know how to nonlethally engage your prey with
Transmutation option of your choice. entangling weapons. You gain the following benefits:
• When you finish a long rest, you can choose to change • Increase your Strength or Dexterity score by 1, to a
one of your chosen 1st-level Oceanic Transmutations to maximum of 20.
any other 1st-level option, and your 5th-level option to • You learn the Disarming Attack, Grappling StrikeTCoE,
any other 5th-level option. and Trip Attack maneuvers from the Battle Master
• You are immune to effects that would alter your form or subclass in the Fighter class; you can only use these
transform you unless you allow it. maneuvers while wielding a grapnel, scorpion chain, or
whip. The saving throw DC equals 8 + your proficiency
bonus + whichever ability score you increased
Drow Ancestry Feats with this feat.
The following feats represent the range of drow cultures • If you already have superiority dice, you gain one more.
across the breadth of Xen'drik, and the specializations that Otherwise, you have two superiority dice, which are
drow characters might have from their backgrounds. Note d4s, and used to fuel your maneuvers. A superiority
that many NPC drow do have the spells available from die is expended when you use it. You regain expended
the following feats – Eberron PCs don’t play by the same superiority dice upon finishing a short or long rest.
rules as NPCs, and your character may well be able to use
this magic outside of round-to-round combat. Eberron is a
magical world: even if you can’t cast faerie fire under stressful
Ko Feats
situations, you may still be able to highlight mundane prey The following feats reflect the unique aerial environment and
with it – but that’s not mechanically distinct from making a magic traditions of the Ko, as well as their Syranian heritage.
regular attack roll.
Cloud Spider
Drow Magic Prerequisite: Ko
Prerequisite: Drow You are skilled with traversing the earth motes and cliff faces
The giants encoded magical protocols into the early drow where ko dwell, through nothing more than grappling lines
based on their servants’ Thelanin ancestry, giving them and luck – a “cloud spider” is someone who can spin a web
control over light and darkness and the ability to move of rope through the sky to tie ko communities together. You
through giant architecture without need for stairs or gain the following benefits:
ladders. You possess this innate magical talent. You gain the • Increase your Strength or Dexterity score by 1, to a
following benefits: maximum of 20.
• Increase your Intelligence, Wisdom, or Charisma score • You gain proficiency with the grapnel and net.
by 1, to a maximum of 20. • You gain proficiency with Acrobatics and Athletics.
• You gain proficiency with your choice of Arcana, • As long as you are wielding a grapnel, you have a flying
Perception, or Performance. speed of 30 feet as long as you are never more than 15
• You learn the spell faerie fire, which you can cast once feet from something that could support your weight
without expending a spell slot. You additionally learn from a rope or hook during your movement. You
levitate at 3rd level, and darkness at 5th level, which you cannot use the Dash action or end your movement aloft
can cast once per day each in the same way without while flying in this manner unless you are wielding two
requring material components. When you cast levitate grapnels. You cannot move a creature you have grappled
in this way, you can only target yourself. You regain in this manner upward unless it weighs up to 5 times
the ability to cast each spell in this way upon finishing a your Strength score, or is buoyant in the air.
long rest, and can cast them by expending spell slots as
normal. Their spellcasting ability is the ability increased Negotiator’s Intuition
by this feat. Prerequisite: Ko
You can tap into the power of Syrania to promote peace and
Elven Grace understanding, and others’ wants and needs in an argument
Prerequisite: Drow or Elf are apparent to your ears. You gain the following benefits:
Before there were elves, there were stories the giants told of • Increase your Wisdom or Charisma score by 1, to a
little people in the woods, faster than their short legs should maximum of 20.
allow and capable of disappearing after the slightest glance. • You gain proficiency with Insight and Persuasion. Your
You have your ancestors’ grace, and you remain suited as ever proficiency bonus is doubled for any Wisdom (Insight)
to a life in the wilderness. You gain the following benefits: check you make to determine whether a creature is
• Increase your Dexterity or Wisdom score by 1, to a charmed or possessed.
maximum of 20. • You can cast comprehend languages as a ritual. You learn
• You gain proficiency with your choice of Perception, the spell sanctuary, which you can cast once without
Stealth, or Survival. expending a spell slot, and regain the ability to do so
• Your base walking speed increases by 5 feet. upon finishing a short or a long rest. You can also cast
• You can attempt to hide even when you are sanctuary by expending spell slots as normal. Your
only lightly obscured by foliage, heavy rain, mist, spellcasting ability for this spell is the ability score you
blowing sand, and other natural phenomena. increased with this feat.

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Strength of Solidarity Gun Witch


Prerequisite: Ko Prerequisite: Súlatar
You know that you are not strong on your own. You know You know the secret art of powder and shell – the cannon,
that you are easily scared and do not make good decisions. the fire lance, and the lantaka are yours to command. You
You also know that you are not alone, and can draw strength gain the following benefits:
from community presence. You gain the following benefits: • Increase your Dexterity, Intelligence, or Charisma score
• Increase your Constitution or Wisdom score by 1, to a by 1, to a maximum of 20.
maximum of 20. • You gain proficiency with firearms.
• You have resistance to psychic damage. • You can add your proficiency bonus to attacks made with
• If you miss with an attack roll or fail an ability check or a cannon (Dungeon Master’s Guide pg. 255).
a saving throw, you can draw on your community bonds • You can use a firearm as a spellcasting focus for any spell
to gain a bonus to the roll equal to the number of allies that deals damage.
you can see within 30 feet of you (maximum bonus of
+3). You can use this trait a number of times equal to Vulkooridal Feats
your proficiency bonus, and regain all expended uses The following feats reflect the stealth, guerrilla fighting, and
upon finishing a long rest. Vulkoor-given skills of the drow of the Skyfall Peninsula.
SÚlatar Feats Boomerang Spinner
The following feats reflect the different aspects of Fernia that Prerequisite: Vulkooridal, proficiency with the triple boomerang
Súlatar factions across central Xen'drik learn to deal with. You have trained extensively with the three-pronged
boomerangs of your people, and can throw them to
Brassbinder Splendor devastating effect. You gain the following benefits:
Prerequisite: Súlatar • Increase your Strength or Dexterity score by 1, to a
You have learned the glamorous and all-consuming ways maximum of 20.
of the efreet – dazzling fire and light spring from your • Whenever you make an attack with a triple boomerang,
hands, and you’re not bad at parties, either. You gain the you can also use a bonus action to make an additional
following benefits: attack with it at another target; this second target must
• Increase your Dexterity or Charisma score by 1, to a be within the boomerang’s normal range of the first
maximum of 20. target (but can be outside the normal range from you,
• You gain proficiency with your choice of Insight, ricocheting off the first target). You don’t add your ability
Intimidation, or Persuasion. modifier to the damage of the bonus action attack.
• You know the produce flame cantrip. Once you reach 3rd • Whenever you deal damage with a triple boomerang,
level, you learn the spell color spray, which you can cast you can force the target to make a Constitution saving
once as a 2nd-level spell without expending a spell slot. throw with a DC equal to 8 + your proficiency bonus
You additionally learn enthrall upon reaching 5th level, + the ability modifier you used to make the attack. On
which you can cast once in the same way. You regain a failure, the target is incapacitated until the start of
the ability to cast each spell in this way upon finishing your next turn. You can use this ability a number of
a long rest, and can cast them by expending spell slots times equal to your proficiency modifier, and regain all
as normal. Your spellcasting ability for these spells expended uses upon finishing a long rest.
is Charisma.
Companion Spirits
Forgebinder Acumen Prerequisite: Qaltíar
Prerequisite: Súlatar Vulkoor the Hunter is one spirit among many; his example
You deal with fire in its role as the engine of industry. has taught you how to bargain for assistance with minor
Chemicals and metal channel your magic, learned from the primal spirits. You gain the following benefits:
workshops of the dao. You gain the following benefits: • Increase your Intelligence, Wisdom, or Charisma score
• Increase your Intelligence or Charisma score by 1, to a by 1, to a maximum of 20.
maximum of 20. • You gain proficiency with your choice of Animal
• You gain proficiency with your choice of Arcana, Handling, Arcana, or Nature.
History, or Intimidation. • You can cast the find familiar spell as a ritual. When
• You can attune to a Wheel of Wind and WaterRftLW as long cast in this way, your familiar is an Elemental or a Fey
as the elemental bound to the vessel is a fire elemental. rather than a Celestial, Fey, or Fiend. When you reach
• You know the magecraftExE cantrip. Once you reach 3rd 3rd level, your familiar can instead take on the form
level, you learn the spell bless, which you can cast once of any Small or Tiny beast with a challenge rating
as a 2nd-level spell without expending a spell slot. You of ¼ or less. When you reach 5th level, you can also
additionally learn magic weapon at 5th level, which you select the following special forms: imp, mephit (any),
can cast once in the same way. You regain the ability to pseudodragon, quasit, or sprite. Whenever you take
cast each spell in this way upon finishing a long rest, and the Attack action, you can forgo one of your attacks to
can cast them by expending spell slots as normal. Your allow your familiar to make one of its own. If you
spellcasting ability for these spells is the ability score you take this feat, you count as having the Pact of
increased with this feat. You can use alchemist’s supplies, the Chain boon for the purposes of selecting
smith’s tools, or tinker’s tools as a spellcasting focus for Warlock invocations.
these spells as long as you are proficient with them.

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Martial Wind Cutter
When you take the Attack action while holding a weapon
that deals slashing damage, you can expend a superiority die
and replace one of your attacks to make a ranged weapon

Maneuvers
attack by cutting the air at speed, creating a shockwave. The
attack has a range of 60 feet, and deals damage equal to the
superiority die plus your dexterity modifier.

The following Battlemaster Maneuvers are thematic to


Xen’drik factions, and can be taken by a Battlemaster Fighter,
Artifact Maneuvers
or via the Martial Adept feat. These are designed to be on The giants of Hekaton, Esht, and Grand Ju’qata spent
par with existing options, while highlighting the fighting millennia honing their martial techniques. More wars were
styles developed by other cultures. A martial character might fought in Xen’drik than have ever been recorded in the books
learn these maneuvers from their respective cultures over the of Galifar, and countless schools have risen and fallen. To
course of a campaign, pick them up as quest rewards, or take compete with the powerful magic of their kin, these giants
them as part of their character background by replacing their developed feats of strength and skill that are the stuff of
starting feat with Martial AdeptTCoE. legend. Not only are these techniques designed for those with
literal giant strength, but for true champions of the art of
Colossus Jump war. They place too much strain on the body to be repeated
When you jump, you can expend a superiority die in a burst more than once, but can be memorized for the moment when
of strength or acrobatic skill to clear great distances. Roll the an age hangs on a single strike. These are Artifact Maneuvers.
superiority die and add it twice to your Strength score for Lost Arts. Artifact Maneuvers can be found in ancient
the purposes of calculating the distance you can jump. If you monuments and arenas throughout Xen’drik. Typically,
do so, the next melee attack you make before the end of your their complexity means that they require vast friezes to
turn has advantage. accurately display, with different steps and kata picked out
in precise detail. As such, they cannot often be moved from
Scorpion Strike their location. A character proficient in martial weapons
When you hit with a weapon attack, you can expend one who spends 1d4 hours learning the maneuver gains the
superiority dice to strike with the blessing of Vulkoor. You ability to use it once in their lifetime, after which it is lost.
add the superiority die as poison damage to the attack’s A character cannot remember the steps to more than one
damage roll. If the attack was made with advantage, Artifact Maneuver at once, and loses one if they choose to
the target takes additional poison damage equal to your learn another. At a GM’s discretion, an Artifact Maneuver
proficiency bonus. might also be taught by a powerful opponent, either as a sign
of respect, or by them literally carving the technique into a
Skyknight Thrust character’s bones on the battlefield.
As a bonus action, you can expend a superiority die to move
up to half your speed in any direction (including vertically) Fist of the Unbound Heart - Grand Ju’qata
and make a single weapon attack. On a hit, you add the To use this Maneuver, you must have at least one hand free.
superiority die to the attack’s damage roll. As an action, you roar with the passion of battle, infusing
your blows with burning rage to strike at your enemy. Make
Sulatar Firestrike ten unarmed strikes against a single target. On a hit, an
When you hit with a weapon attack, you can expend one unarmed strike deals an additional 1d6 damage of your choice
superiority die to imbue your strike with divine fire. The of fire or radiant, and you can choose for the target to be
creature you hit, along with every other creature in a 10ft pushed 10 feet away from you.
line behind it, takes fire damage equal to the roll of the
superiority die. Hammer of the Mountains - Esht Primacy
To use this maneuver, you must be wielding a weapon that
Torchbearer’s Rally deals bludgeoning damage. As an action, you demolish a
When you hit with a weapon attack, you can expend one target with such force that it sunders the earth around you.
superiority die to stoke righteous fires in the heart of one of Make a melee weapon attack against a creature within reach;
your allies that can see or hear you within 15 feet of you. You on a hit, the attack deals an additional 15d10 bludgeoning
add the superiority die to the attack’s damage roll as radiant damage and knocks the creature prone. Hit or miss, every
damage, and the chosen ally gains a number of temporary hit other creature of your choice standing on the ground within
points equal to that radiant damage. a 300-foot radius of you must make a DC25 Strength saving
throw or be knocked prone and take 5d10 bludgeoning
Umbragen Shadowstitch damage. Structures take 100 bludgeoning damage.
When you hit with a weapon attack against a target that isn’t
flying, you can expend one superiority dice to pin the target’s Heavenly Spear of Banor - Esht Primacy
shadow to the ground. If the target moves or is moved To use this Maneuver, you must be wielding a spear, javelin,
from the space it is standing in before the start of or trident. As an action, you hurl your weapon at an enemy
your next turn, it takes necrotic damage equal to you can see with the strength of a demigod, increasing the
two rolls of the superiority die. short range to 300 feet, and the long range to 1000 feet.

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Make an attack roll against the creature with advantage; Shadow Art: Blood Moon Eclipse - Qabalrin
on a hit, the creature takes the normal weapon damage As an action, you manifest your bloodthirst to exsanguinate
plus an additional 10d10 piercing damage, and becomes a foe. Make a single weapon attack with advantage against a
restrained as the weapon impales it against the ground. A creature within 30 feet of you. On a hit, the target takes an
creature restrained in this way can attempt a DC 30 Athletics additional 15d10 necrotic damage, and you regain a number
(Strength) check as an action every round to free itself. of hit points equal to the necrotic damage dealt.

Prophecy Razor - Hekaton Rune Knights & Xen’drik


As an action, you end the life of an enemy in a single motion
The use of Giant runes outlined in this section provides
so fast they don’t even realize. At the beginning of your next
an easy justification for the abilities of Rune Knights, who
turn, the creature instantly dies, or takes 200 force damage if
understand how runes can be shaped to provide magical
it is a legendary creature. If you wish, a creature slain by this
benefits. However, it may make sense to rename the runes
action is rendered into dust. based on civilization or plane, as opposed to the type of
giant. Interestingly, it also means that a Rune Knight might
Second Splitter of the Infinite Mind - Zja Aqat discover and unlock new runes that aren’t on their subclass
You make a single cut so fine, or paracausally destructive, that list - an interesting way of rewarding a character without
it splits time in two. As an action, you briefly stop the flow the use of gold or magic items. The following are examples
of time for everyone but yourself. No time passes for other of Runes that a Rune Knight might be able to discover and
creatures, while you take an additional turn in a row, during copy down from the texts of the city-states of Sohl’aran
which you can use actions and move as normal. During this and Karrakos:
frozen time, other creatures cannot take reactions, and you
have advantage on all attacks. Sun Rune. This rune emulates the light of Irian wielded
by the sun giants of Sohl’aran. While wearing or carrying
Seven Soul Sever - Karrakos an object inscribed with this rune, you have advantage on
As an action, you choose up to seven creatures within 60 Medicine (Wisdom) checks, as well as saving throws made
feet of you and strike simultaneously at their very souls. to resist being blinded. As a bonus action, you can cause the
Make a melee weapon attack against every creature using a object to shine with bright light for a radius 15 feet, and dim
weapon that does slashing damage; on a hit, the target takes light for an additional 15 feet beyond that. This light counts
the normal damage from the attack, plus 10d10 additional as magical sunlight. This effect lasts until you end it as a
necrotic damage. bonus action.
• In addition, you can invoke the rune as a bonus
Step of the Sword Saint - Hekaton action to clothe yourself in radiance. For 10 minutes,
As an action, you begin the kata of the Sword Saint, and you gain a number of temporary hit points equal
move up to your speed without provoking opportunity to twice your proficiency bonus at the start of each
attacks. You can choose to make a single melee attack against of your turns.
every creature of your choice that enters within your melee
range as you move this turn. Spirit Rune. This rune emulates the ghostly
connection to Dolurrh wielded by the giants of
Karrakos. While wearing or carrying an object inscribed
with this rune, you have advantage on Intelligence
(History) checks and gain resistance to necrotic damage.
Additionally, your maximum health cannot be reduced
by magical effects.
• In addition, you can invoke the rune as a bonus
action to step partially into the ethereal plane. This
turn, you do not provoke attacks of opportunity,
ignore difficult terrain, and can move through
spaces occupied by other creatures (though cannot
end your turn there). If you move through a
creature’s space, you can force it to make a Wisdom
saving throw. On a failure, the creature is frightened
of you, and can repeat the saving throw at the end of
each of its turns to end the effect. Once you invoke
this rune, you can’t do so again until you finish a
short or long rest.

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Spells
The following chapter features spells both old and new, from Level Spell Name School Conc. Ritual Class Lists
the primal magic of the drow to the cataclysmic spells of the
Cleric, Sorcerer,
ancient giants. These are intended to highlight the different 1 Corpse Shrapnel Necromancy No No
Warlock, Wizard
forms of magic created by the giants, while providing new Artificer, Cleric,
and interesting spells for characters to learn (or loot!).This 1 Meld Bone Necromancy No No Druid, Sorcerer,
includes Artifact Spells of such great power that they can Warlock, Wizard
only be cast once, but hold the power to change the course Bard, Paladin,
of history. 1 Seething Curse Enchantment No No Ranger, Sorcerer,
Warlock
Bard, Cleric,
Spell List: 2 Spirit of the Tilxin Conjuration Yes No Druid, Ranger,
1. Awaken Mimic - 3rd Sorcerer
2. Corpse Shrapnel - 1st 2 Dream Link Divination No Yes
Bard, Sorcerer,
3. Dream Link - 2nd Warlock, Wizard
4. Dreamwalk - 5th Druid, Ranger,
2 Sand Serpent Conjuration Yes No
5. Extemporate - 4th Warlock, Wizard
6. Fate’s Threads - 3rd Artificer, Sorcerer,
2 Vector Bind Enchantment No No
7. Frozen Marionette - 3rd Warlock, Wizard
8. Grand Necrogenesis - 9th Artificer, Druid,
3 Awaken Mimic Transmutation No No Sorcerer, Warlock,
9. Heartburn - 3rd
Wizard
10. Marrow Rend - 3th
Bard, Sorcerer,
11. Meld Bone - 1st 3 Fate's Threads Illusion Yes No
Warlock, Wizard
12. Ooze Form - 3rd Sorcerer, Warlock,
13. Overheal - 4th 3 Frozen Marionette Necromancy Yes No
Wizard
14. Positive Energy Flood - 4th Bard, Cleric,
15. Power Word: Hunt - 7th 3 Heartburn Enchantment Yes No Sorcerer, Warlock,
16. Power Word: Joy - 7th Wizard
17. Power Word: Savior - 8th Cleric, Sorcerer,
3 Marrow Rend Necromancy No No
18. Sand Serpent - 2nd Warlock, Wizard
19. Seething Curse - 1st Artificer, Druid,
3 Ooze Form Transmutation Yes No Sorcerer, Warlock,
20. Spatial Isolation - 6th
Wizard
21. Spirit of the Displacer Beast - 3rd Bard, Cleric,
22. Spirit of the Scorpion - 3rd Spirit of the
3 Conjuration Yes No Druid, Ranger,
Displacer Beast
23. Spirit of the Tilxin Bird - 1st Sorcerer
24. Tactical Transposition - 4th Bard, Cleric,
Spirit of the
25. Vector Bind - 2nd 3 Conjuration Yes No Sorcerer, Warlock,
Scorpion
Wizard
26. Wall of Bone - 6th
Sorcerer, Warlock,
4 Extemporate Transmutation No No
Wizard
Artifact Spells: Artificer, Cleric,
1. Acidic Eruption - 4th 4 Overheal Evocation No No Sorcerer, Warlock,
2. Conjure The End - 9th Wizard
3. Devouring Deep - 8th Artificer, Cleric,
Positive Energy
4 Evocation No No Paladin, Sorcerer,
4. Dream Gate - 8th Flood
Warlock
5. Giant Incarnation - 9th Tactical Artificer, Sorcerer,
6. Inferno Spiral - 3rd 4 Conjuration No No
Transposition Wizard
7. Key to the Gates of Wonder - 1st Bard, Sorcerer,
8. Meteor Strike - 8th 5 Dreamwalk Divination No Yes
Warlock, Wizard
9. Renew - 2nd Sorcerer, Warlock,
10. Spirit of the Roc - 7th 6 Spatial Isolation Abjuration No No
Wizard
Cleric, Sorcerer,
6 Wall of Bone Necromancy Yes No
Content Warning: Some spells - especially the necromancy Warlock, Wizard
based on the dark Qabalrin - feature heavy themes of body Bard, Druid
7 Power Word: Hunt Enchantment No No
horror and loss of autonomy for the dead. Others, such Warlock, Wizard
as Fate’s Threads or Devouring Deep, invoke fears such as 7 Power Word: Joy Enchantment No No Bard, Warlock
thalassaphobia or arachnophobia, and should only be
used in combination with player consent. Spells with Power Word: Bard, Sorcerer,
8 Enchantment No No
such themes are marked with an additional content Savior Warlock
warning before the spell description. Grand Sorcerer, Warlock,
9 Necromancy Yes No
Necrogenesis Wizard

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Awaken Mimic creature already dreaming within that radius. The target
3rd-Level Transmutation creature must make a Wisdom saving throw; a willing
creature can voluntarily fail. On a failed saving throw, you
Casting Time: 1 minute and the other willing creatures fall asleep and telepathically
Range: 30 feet enter the target’s dream. This sleep counts towards any sleep
Components: V, S, M (a flask of enchanted glue necessary for completing a long rest. Affected creatures
worth 200gp) remain asleep until they finish a long rest, take any damage
Duration: 1 hour outside of the dream, or someone outside of the dream uses
Class Lists: Artificer, Druid, Sorcerer, Warlock, Wizard an action to shake or slap the dreaming creature awake.
If the target creature wakes up, the effects of the spell
You manipulate the energies of Kythri to induce life within immediately end, causing all creatures affected by this spell to
a non-magical object you can see within range, turning it also wake up.
temporarily into a mimic. The object must be Medium While within the dream, the rules of reality and the state
or smaller in size. The mimic is friendly to you and your of the creatures affected by this spell are determined by the
companions, and takes its turns immediately after yours in context of the dream itself. If the dream belongs to a player
the initiative order. It obeys any verbal commands you give it character, they can choose its contents and shape ‘reality’
(no action required). If you don’t issue any commands, it will as they wish (within the confines of what their character
continue mimicking the object it once was in an effort to trap knows). Typically, characters dream of themselves in peak
and attack food. When the spell ends, the mimic returns to performance, with all hit points and resources as though
being an inanimate object. ‘waking up’ from a long rest. This state does not carry over
to reality if their actual long rest is interrupted. A character
At Higher Levels: When you cast this spell using a spell that “dies” in a dream immediately wakes up. A character
slot of 5th or 6th level, the duration of the spell increases to that wakes this way takes 3d6 psychic damage, gains no
24 hours. When you use a spell slot of 7th level or higher, the benefit from their rest, and becomes unable to sleep for the
spell is permanent. next 24 hours.
If the target creature is the target of the dream spell while
it is also the target of this spell, the messenger sent by the
Corpse Shrapnel
dream spell has less control over the shared dream entered
1st-Level Transmutation
by creatures affected by this spell than would otherwise
be the case as described in the dream spell. The messenger
Casting Time: 1 reaction
can interact with creatures affected by this spell as if the
Range: 60ft
messenger were physically present in the dream, using their
Components: V, S
normal statistics, unless the caster of the dream spell sent a
Duration: Instantaneous
monstrous or terrifying messenger. In that case, after the
Class Lists: Cleric, Sorcerer, Warlock, Wizard
monstrous messenger delivers its short message, instead of
the target of the dream spell making a Wisdom saving throw,
Content Warning: Gore, Body Horror
the GM can decide to resolve the effect of the monstrous
messenger’s presence with a combat encounter against
As a reaction to a creature that you can see dying, you cause
the messenger inside the target’s dream. The monstrous
its corpse to explode loudly, the bones shattering in a hail of
messenger can take any form the caster of the dream spell
vicious shards. Every creature in a 15ft cone in a direction
desires, but its statistics have a challenge equal to no greater
of your choice originating from the creature’s corpse must
than twice the dream spell’s level. Defeating the messenger
succeed on a Dexterity saving throw or take 2d12 piercing
has the same result as succeeding on the saving throw against
damage. Creatures behind full cover are unaffected. The
the dream spell, and any creature that “dies” to the messenger
corpse itself is destroyed without a trace.
in the dream suffers the effects described above.
Corpses without bones, such as the remains of oozes, are
unaffected by this spell.
At Higher Levels : When you cast this spell while already
within a dream using a spell slot of 4th level or higher,
At Higher Levels: When you cast this spell using a spell
all creatures affected by the original casting of the spell,
slot of 2nd level or higher, the damage increases by 1d12 for
including the target dreamer, are pulled into a different
each spell slot above 1st.
dream representing a deeper layer of the target dreamer’s
unconscious. This can be repeated, with the required spell
Dream Link slot increasing by two levels for every successive layer of
2nd-Level Divination dream. A character who ‘dies’ in a deeper level of dream
wakes up again in the ‘shallower’ level in which this spell was
Casting Time: 10 minutes cast, and must succeed on a DC 15 Wisdom saving throw or
Range: 10 feet gain a level of exhaustion.
Components: V, S, M (a goose feather)
Duration: 8 hours, or until the target wakes up
Class Lists: Bard, Sorcerer, Warlock, Wizard
Dreamwalk
5th-Level Divination
You cause yourself and all willing creatures within a 10-
Casting Time: 1 minute
foot radius centered on you to enter the dreams of a target
Range: Special

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Components: V, S, M (a translucent opal lens worth at Additionally, on its turn, the creature must choose between
least 500 gp) taking an action or a bonus action. On a success, the
Duration: 8 hours, or until the target wakes up creature takes half the damage and has its speed halved on
Class Lists: Bard, Sorcerer, Warlock, Wizard its next turn.
If the target fails the saving throw by 5 or more, as well as
You attempt to bring yourself and all willing creatures within the other effects, it must instead choose between taking an
a 10-foot radius centered on you into the dreams of a sleeping action, a bonus action, or moving on its turn, and is unable to
creature on the same plane as you. The target must succeed make more than one attack per turn.
on a Wisdom saving throw against your spell save DC to A creature reduced to 0 hit points by this spell is turned to
prevent this, with the DC modified as per the table below. dust. An affected creature can repeat the saving throw at the
Additionally, on a successful saving throw, the target becomes end of each of its turns to end the effect.
immune to this spell for 24 hours. On a failure, you and the
other willing creatures fall asleep. This sleep counts towards Fate’s Threads
any sleep necessary for completing a long rest. Dreaming 3rd-level Illusion
creatures remain asleep until they finish a long rest, take
any damage outside of the dream, or someone outside of the Casting Time: 1 action
dream uses an action to shake or slap the dreaming creature Range: 120ft
awake. If the target creature wakes up, the effects of the spell Components: V, S, M (a cracked die)
immediately end, causing all creatures affected by this spell to Duration: Concentration, up to 1 minute
also wake up. Class Lists: Bard, Sorcerer, Warlock, Wizard

Knowledge - Save Modifier Content Warning: Arachnophobia


Secondhand - +5
Firsthand - +0 You conjure the illusion of an immense spider formed of
Familiar - -5 shadow over a 15-foot radius area within range. Every
creature of your choice within the area when it appears must
Connection - Save Modifier succeed on a Wisdom saving throw or believe themselves
Likeness or picture - -2 tangled in strands of illusory webbing, becoming restrained.
Possession or garment - -5 Creatures immune to being charmed are unaffected. A
Body part, lock of hair, or the like - -10 creature can repeat the saving throw at the end of each of
its turns to end the effect, taking 1d10 piercing damage on a
While within the dream, the rules of reality and the state failure as they witness the spider striking them with its claws.
of the creatures affected by this spell are determined by the The effect also ends if a restrained creature leaves the area
context of the dream itself. If the dream belongs to a player of the spell.
character, they can choose its contents and shape ‘reality’ When a creature is reduced to 0 hit points while restrained
as they wish (within the confines of what their character in this way, you can choose to sacrifice them to the Spinner
knows). Typically, characters dream of themselves in peak of Shadows, causing their form to be pulled upwards and
performance, with all hit points and resources as though swallowed by the illusion. If you do so, you gain advantage
‘waking up’ from a long rest. This state does not carry over on your next attack roll or ability check - and their body will
to reality if their actual long rest is interrupted. A character never be seen again.
that ‘dies’ in a dream immediately wakes up. A character
that wakes this way takes 3d6 psychic damage, gains no
benefit from their rest, and becomes unable to sleep for the
next 24 hours.
If the target creature is the target of the dream spell while
it is also the target of this spell, this spell bars the messenger’s
entry into the target’s dream, causing the dream spell to fail.

Extemporate
4th-Level Transmutation

Casting Time: 1 action


Range: 60ft
Components: V, S
Duration: Instantaneous
Class Lists: Sorcerer, Warlock, Wizard

You warp reality around a creature you can see, momentarily


displacing it beyond the normal flow of time. The
target must make a Constitution saving throw. On
a failure, it takes 5d10 force damage, has its speed
reduced by half, has disadvantage on Dexterity
saving throws, and cannot take reactions.

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At Higher Levels: When you cast this spell using a


spell slot of 4th level or higher, the damage increases by
1d10 for each spell slot above 3rd.

Frozen Marionette
3rd-Level Necromancy

Casting Time: 1 action


Range: 60ft
Components: V, S, M (a ball of white string)
Duration: Concentration, up to 1 minute
Class Lists: Sorcerer, Warlock, Wizard

Content Warning: Loss of Agency for the Dead

You attempt to lock a creature within a tomb of ice,


puppeteering it against its comrades. The target must
make a Strength saving throw, taking 5d8 cold damage
and becoming restrained on a failure. On a success,
the creature takes the damage but is not restrained. A
restrained creature can repeat the saving throw at the
end of each of its turns to end the effect. When a creature
restrained by this spell is reduced to 0 hit points, you
can use your reaction to puppeteer its frozen form,
immediately moving it up to 15 feet in a direction of your
choice and forcing it to make a single melee attack against
a creature you can see.
it to make a Constitution saving throw. On a failure, it
At Higher Levels: When you cast this spell using a spell takes 3d12 necrotic damage and 3d12 piercing damage, and
slot of 4th level or higher, the damage increases by 1d8 for has its maximum hit points reduced by the same amount.
each spell slot above 3rd. On a success, it takes half damage. A creature reduced to
0 hit points by this damage is slain instantly, torn apart,
and added to the swarm, which grows in size by 5 feet and
Grand Necrogenesis deals an additional 1d12 piercing damage (up to a total
9th-level Necromancy
maximum of 7d12).
If you fail a Constitution saving throw to maintain
Casting Time: 1 action
concentration on this spell while the swarm is in effect, it
Range: Touch
does not disappear. Instead, you lose control of it, and can no
Components: V, S, M
longer designate creatures to be unharmed by the swarm. At
Duration: Concentration, up to 1 minute
the end of each of your turns, the swarm moves a distance
Class Lists: Cleric, Sorcerer, Warlock, Wizard
up to its size towards the nearest creature, centering itself
on them in an attempt to render them down and grow
Content Warning: Gore, Body Horror, Loss of
itself in size and speed. This continues for the full duration
Autonomy for the Dead
of the spell.
You perform a grand and rapid disassembly of a living
creature you touch, sundering it into countless parts Heartburn
reanimated as a swarm of necromantic death. Make a melee 3rd-Level Enchantment
spell attack against the target creature. On a hit, the target
takes 30d10 necrotic damage and cannot speak until the end Casting Time: 1 action
of its next turn as it screams uncontrollably. If this damage Range: Self
reduces the creature to 0 hit points, it is slain instantly, its Components: V, S, M (a charred hand mirror)
body unraveling into countless reanimated sections of bone, Duration: Concentration, up to 1 minute
spirit, and suffering. The spirit of a creature slain in this way Class Lists: Bard, Cleric, Sorcerer, Warlock
is bound to the swarm, preventing it from being resurrected
while the spell is ongoing - and screams without pause Content Warning: Loss of Agency
until it ends.
This swarm of undead fills a 20-foot cube centered on You take on a burning guise of terrible beauty, and those who
the slain target, which counts as difficult terrain, and can see you fear and love you in equal measure. For the spell’s
occupy the spaces of other creatures. As a bonus action, duration, every creature of your choice that starts its
you can move the swarm a distance equal to its size in any turn within 15 feet and can see you must succeed on
direction. When a creature enters the swarm for the first a Charisma saving throw or become charmed by
time on its turn, or starts its turn within it, you can force you. Creatures immune to being charmed are
unaffected. While charmed in this way, a

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creature must use its movement each turn to move as close Meld Bone
to you as directly possible. An affected creature can choose 1st-Level Transmutation
to repeat the saving throw at the start of each of its turns to
end the effect, becoming immune to the spell for 24 hours on Casting Time: 1 action
a success, but a creature who does so successfully takes 2d6 Range: Touch
fire and 2d6 psychic damage. A creature can also attempt this Components: V, S, M (a small ball of white clay)
saving throw if compelled to move into an obvious danger, Duration: Instantaneous
such as a fire, trap, or fall. Class Lists: Artificer, Cleric, Druid, Sorcerer,
Warlock, Wizard
At Higher Levels: When you cast this spell using a spell
slot of 4th level or higher, the fire damage increases by Content Warning: Gore, Body Horror
1d6 and the radius of the spell increases by 5 feet for each
level above 3rd. You knit together the bones of a willing creature you touch
in ghastly fashion. If the creature is willing, it regains 2d8 hit
Marrow Rend points, then takes 1d6 psychic damage and screams loudly. If
3rd-Level Necromancy the creature is unwilling, it must succeed on a Constitution
saving throw or take 2d8 necrotic damage and have its speed
Casting Time: 1 action halved until the end of its next turn.
Range: 60ft Creatures without bones, such as incorporeal undead or
Components: V, S, M (a small ball of white clay) elementals, are unaffected by this spell.
Duration: Concentration, up to 1 minute
Class Lists: Cleric, Sorcerer, Warlock, Wizard Ooze Form
3rd-Level Transmutation
Content Warning: Gore, Body Horror
Casting Time: 1 bonus action
You horrifically twist the anatomy of a creature you can see Range: Touch
within 60 feet of you. It must succeed on a Constitution Components: V, S, M (a small living ooze sealed
saving throw or take 4d10 necrotic damage and fall prone. permanently within a crystal orb worth at least 300gp)
On subsequent turns, you can use your action to deal 4d10 Duration: Concentration, up to 1 minute
necrotic damage to the creature. The target cannot stand up Class Lists: Artificer, Druid, Sorcerer, Warlock, Wizard
from prone while you concentrate, and can repeat the saving
throw at the end of each of their turns to end the spell. You transmute the bodily makeup of a creature you touch
Creatures without bones, such as incorporeal undead or into slime for the duration. The creature gains the following
elementals, are unaffected by this spell. benefits until the spell ends:
• The creature gains immunity to acid and
At Higher Levels: When you cast this spell using a spell poison damage.
slot of 4th level or higher, the damage increases by 1d10 for • The creature gains immunity to being poisoned,
each spell slot above 3rd. and can spend half their movement to escape being
grappled or restrained.
• The creature can move through a space as narrow
as 1 inch wide without squeezing, if it isn’t wearing
medium or heavy armor.
• An enemy that hits the creature with a melee attack
takes 1d6 acid damage.

Overheal
4th-Level Evocation

Casting Time: 1 action


Range: Touch
Components: V, S
Duration: Instantaneous
Class Lists: Artificer, Cleric, Druid, Paladin, Sorcerer

You channel vast amounts of positive energy into a creature


that you touch - an amount meant to heal giants, not smaller
humanoids. Roll 10d10. The creature regains hit points equal
to that amount. If the creature is healed beyond their hit
point maximum, they then take radiant damage equal to the
excess healing. For example, a rolled result of 40 would heal
a creature missing 50 hit points for that amount with no side

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effects. A creature missing 30 hit points would instead be You speak a word of pure unadulterated joy that embraces
healed to full, then take 10 radiant damage. one creature that can hear you within range. If the target has
An unwilling creature can attempt a Constitution saving 150 hit points or fewer, it becomes subject to total happiness.
throw to resist the effect. Creatures other than Undead have Otherwise, the spell has no effect on it. A target is also
advantage. On a success, they are unaffected by the spell. unaffected if it is immune to being charmed.
While the target is affected by total happiness, its speed
Positive Energy Flood is reduced to 0 as it begins dancing uncontrollably, and it
4th-Level Evocation cannot take any action or cast any spell that would directly
deal damage to another creature.
Casting Time: 1 action An affected creature can make a Charisma saving throw
Range: 60 feet at the end of each of its turns. On a successful save, the
Components: V, M effect ends.
Duration: Instantaneous
Class Lists: Artificer, Cleric, Paladin, Sorcerer, Warlock Power Word: Savior
8th-Level Enchantment
You send coruscating ribbons of positive energy at a creature
that you can see within range. Unless the target is a celestial, Casting Time: 1 action
it must make a Constitution saving throw, taking 5d12 Range: 60 feet
radiant damage on a failed save, or half as much damage Components: V
on a successful one. Undead targets have disadvantage on Duration: Instantaneous
the saving throw. A creature that fails the saving throw is Class Lists: Bard, Warlock
additionally poisoned, and has their speed reduced by half
while poisoned in this way. A poisoned creature can repeat You speak a word of true inspiration, invoking heroism in a
the saving throw at the end of their turns to end the effect. conscious allied creature that can hear you within range with
50 hit points or fewer. Otherwise, the spell has no effect.
At Higher Levels: When you cast this spell using a spell Until the start of your next turn, the creature becomes
slot of 5th level or higher, the damage increases by 1d12 for invulnerable to all damage, gains advantage on all ability
each spell slot above 4th. checks, attack rolls, and saving throws, and the first attack
they make on their next turn is considered to be a critical hit.
Power Word: Hunt Additionally, their speed doubles, and all harmful conditions
7th-Level Enchantment affecting them end.

Casting Time: 1 action Sand Serpent


Range: 60 feet 2nd-level Conjuration
Components: V
Duration: Instantaneous Casting Time: 1 action
Class Lists: Bard, Druid, Warlock Range: 60 feet
Components: V, S, M (a section of shed snake skin)
You roar a word in the language of beasts, causing one Duration: Concentration, up to 1 minute
creature that can hear you within range to be marked as prey Class Lists: Druid, Ranger, Sorcerer, Wizard
if it has 150 hit points or fewer. Otherwise, the spell has
no effect on it. A target is also unaffected if it is immune to You whip up dust and sand into a flowing serpent that lunges
being charmed. at foes. Choose 4 contiguous 5ft spaces on the ground in
While marked, you and all creatures allied with you are any configuration within range. When a creature willingly
considered invisible to the target creature, and deal an enters an affected space on its turn for the first time, or
additional 1d6 psychic damage when hitting the target with starts its turn within an affected space, it must succeed on a
an attack. The target also cannot benefit from invisibility, Constitution saving throw or take 1d6 piercing damage and
being hidden, or any form of partial cover. be blinded until the end of its turn. As a bonus action on
An affected creature can make a Wisdom saving throw following turns, you can change the affected spaces to a new
at the end of each of its turns. On a successful save, the set of contiguous spaces beginning adjacent to a currently
effect ends. affected space.

Power Word: Joy At Higher Levels: When you cast this spell using a spell
7th-Level Enchantment slot of 3rd level or higher, the damage increases by 1d6 for
every level above 2nd.
Casting Time: 1 action
Range: 60 feet Seething Curse
Components: V 1st-Level Enchantment
Duration: Instantaneous
Class Lists: Bard, Warlock Casting Time: 1 reaction
Range: 30 feet
Components: V

CHAPTER 78 | TOOLS
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321
Duration: 1 year Spirit of the Displacer Beast
Class Lists: Bard, Paladin, Ranger, Sorcerer, Warlock 3rd-Level Conjuration

As a reaction to taking damage from an attack by a creature Casting Time: 1 bonus action
you can see, you can curse the creature with a vow of Range: 60ft
vengeance. Your next attack against the creature has Components: V, S
advantage and deals an additional 1d4 psychic damage on Duration: Concentration, up to 1 minute
a hit. If you wait at least 24 hours before making an attack Class Lists: Cleric, Druid, Paladin, Ranger
against the creature, the attack deals an additional 3d4 psychic
damage instead. A remove curse spell ends this effect. You call forth a nature spirit to ward off attacks through
illusion and cunning. The intangible spirit appears in a space
Spatial Isolation that is a 10-foot cube you can see within range, appearing as
6th-level Abjuration an intangible displacer beast.
Until the spell ends, whenever you or a creature you can
Casting Time: 1 action see moves into the spirit’s space for the first time on a turn
Range: Self or starts its turn there, you can cause the spirit to grant it
Components: V, S an illusory copy that masks its movements. Whenever a
Duration: 1 minute creature with an illusory copy is hit by an attack, the attacker
Class Lists: Sorcerer, Wizard, Warlock must roll a d6. On a result of 4-6, the attack hits the copy
instead, dispelling it but leaving the true target undamaged
You briefly sever a 15-ft radius sphere of space centered and unaffected.
on yourself (as well as everything inside it) from reality, A creature is unaffected by this spell’s illusory duplicates
converting the area into an isolated demiplane. For the if it can't see, if it relies on senses other than sight, such
duration, the area is treated as a separate plane to its plane as blindsight, or if it can perceive illusions as false, as
of origin. The edge of the demiplane is impenetrable and with truesight.
appears as an opaque field of rippling spatial anomaly, both As a bonus action on your turn, you can move the spirit up
inside the demiplane and outside in its plane of origin.. A to 30 feet to a space you can see. The spirit can grant illusions
creature in a space occupied by the edges of the demiplane a number of times equal to 1 + your spellcasting ability
when it forms must succeed on a Dexterity saving throw. modifier (minimum of twice), and disappears after doing so.
On a success, they must choose to move to an adjacent space
inside or outside the demiplane; On a failure, you choose Spirit of the Scorpion
which adjacent space they move to inside or outside the 3rd-Level Conjuration
demiplane. Structures and objects bisected by the spell’s
perimeter cannot be moved, but are otherwise undamaged, Casting Time: 1 bonus action
and act as normal. Range: 60ft
The edge of the demiplane cannot be crossed except Components: V, S
by teleportation effects originating from outside the Duration: Concentration, up to 1 minute
demiplane with a location inside the demiplane as the Class Lists: Cleric, Druid, Paladin, Ranger
desired destination. The teleporting creature must succeed
on a Charisma saving throw against your Spell Save DC or You call forth a nature spirit to bestow your allies with the
have their spell or ability fail with no effect. On a success, hunter’s cunning of Vulkoor. The intangible spirit appears
they teleport to an unoccupied space at the interior edge of in a space that is a 10-foot cube you can see within range,
the demiplane. appearing as a transparent giant scorpion.
When you create this demiplane, you can cause one of the Until the spell ends, whenever you or a creature you can
following effects to occur within the demiplane until the end see moves into the spirit’s space for the first time on a turn or
of the duration, when the demiplane merges back into its starts its turn there, you can cause the spirit to grant them its
plane of origin: striking venom. The next time the creature hits with a
• All creatures gain a flying speed equal to their melee attack, the target must make
walking speed. a Constitution saving throw against
• All creatures can understand any language they your spell save DC, taking 2d6 poison
see or hear. damage and becoming poisoned until
• All creatures become incapacitated, and the end of its next turn on a failure. On
have their speed reduced to 0. a success, a creature takes half as much
• All creatures have their movement damage, and is not poisoned.
speeds halved. As a bonus action on your turn,
you can move the spirit up to 30 feet
At Higher Levels: When you cast this spell using to a space you can see. The spirit
a spell slot of 7th level or higher, the radius of the can grant this blessing a number of
affected area increases by 5 feet for every times equal to 1 + your spellcasting
level above 6th. ability modifier (minimum of twice), and
disappears after doing so.

CHAPTER
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Vector Bind
1st-Level Enchantment

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a length of string tied in knot)
Duration: 1 turn
Class Lists: Artificer, Sorcerer, Wizard

You tie together your own momentum and velocity with


those of a creature that you can see within range. Until the
end of your turn, whenever you move, the creature moves
the same distance and direction as you. It cannot be made
to move further than its own speed, and does not provoke
opportunity attacks while moving in this way. A creature
with multiple types of movement can choose which of its
movement speeds to use.
An unwilling creature can attempt a Wisdom saving throw
Spirit of the Tilxin Bird to resist the effect.
1st-Level Conjuration
Wall of Bone
Casting Time: 1 bonus action 6th-Level Necromancy
Range: 80ft
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: 120ft
Class Lists: Cleric, Druid, Paladin, Ranger Components: V, S, M (a broken wishbone)
Duration: Concentration, up to 1 minute
You call forth a nature spirit to bestow your allies with a Class Lists: Cleric, Sorcerer, Warlock, Wizard
bird’s speed in flight. The intangible spirit appears in a space
that is a 5-foot cube you can see within range, appearing as an Content Warning: Gore, Body Horror, Loss of Agency
intangible tilxin hummingbird. for the Dead
Until the spell ends, whenever you or a creature you
can see moves into the spirit’s space for the first time on You create a crackling wall of organic bone on a solid surface
a turn or starts its turn there, you can cause the spirit to within range. You can form it into a hemispherical dome or
grant them a tilxin’s speed. An affected creature gains an a sphere with radius of up to 10 feet, or you can shape a flat
extra action for that turn, which they can only use to Dash, surface made up of ten 10-foot-square panels. Each panel
Disengage, or Dodge. must be contiguous with another panel. In any form, the wall
As a bonus action on your turn, you can move the spirit is 1 foot thick and lasts for the duration. If a section of the
up to 80 feet to a space you can see. The spirit can grant this wall would form in a space occupied by a corpse, the corpse is
blessing a number of times equal to 1 + your spellcasting instead destroyed and forms that 10ft panel of wall, extending
ability modifier (minimum of twice), and disappears the overall wall in length.
after doing so. One side of the wall, selected by you when you cast this
spell, is covered in grasping hands that reach for the living. A
Tactical Transposition creature that begins their turn within 10 feet of that side of
4th-Level Conjuration the wall, moves within 10 feet of that side of the wall, or is in
the wall’s space when it appears, must make a Strength saving
Casting Time: 1 action throw. On a failed save, the creature takes 4d12 piercing
Range: 60 feet damage and is restrained. On a success, they take half as much
Components: V, S, M (a carved crystal game piece) damage and are not restrained.
Duration: Instantaneous The wall is an object that can be damaged and thus
Class Lists: Artificer, Sorcerer, Wizard breached. It has AC 12 and 30 Hit Points per 10-foot section,
and has immunity to poison, psychic and necrotic damage.
You tactically rearrange the positions of creatures within a Reducing a 10-foot section of wall to 0 Hit Points destroys it
40-foot cube within range. Every creature of your choice and frees any creature restrained by it.
within that area is teleported by you, in an order of your
choosing, to any other unoccupied location on the ground At Higher Levels: When you cast this spell using a spell
or floor within the area. An unwilling creature can attempt a slot of 7th level or higher, the damage increases by 1d12 for
Charisma saving throw to avoid being teleported in this way. each spell slot above 6th.

At Higher Levels: When you cast this spell using a


spell slot of 5th level or higher, the size of the affected area
increases by 10 feet for every level above 4th.

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Artifact Spells
Casting a spell means shackling the forces of magic to your Level Spell Name School Class Lists
will. This takes a high amount of mental and physical strain,
Key To The Gates Cleric, Sorcerer,
and wizards train to improve their control in order to cast 1 Conjuration
Of Wonder Warlock, Wizard
more powerful spells. For the giants, their eventual innate
Bard, Cleric, Druid,
sorcery and physical strength gave them a higher capacity for 2 Renew Evocation
Paladin, Ranger
casting magic compared to smaller humanoids. As a result,
some spells that can be found in Xen’drik are of vast strength. Druid, Sorcerer,
3 Inferno Spiral Evocation
Warlock, Wizard
They are too strong and complex to be learned, but can be
Bard, Cleric, Druid,
temporarily stored in the mind, then cast but a single time 4 Acidic Eruption Transmutation
Ranger, Sorcerer
due to the sheer mental toll of conceptualizing them. These
Bard, Cleric, Druid,
are Artifact Spells. 7 Spirit of the Roc Conjuration
Sorcerer
Lost Arcana. Artifact Spells can be found in the
deepest libraries and carved into vast monuments or eldritch Bard, Cleric, Druid,
8 Devouring Deep Conjuration
Sorcerer, Warlock
machines; typically, their complexity means that they require
arrays of magical apparatus, and thus cannot be moved 8 Dream Gate Conjuration
Sorcerer, Warlock,
from their location (at least, that has been the case so far). A Wizard
spellcaster who spends 1d4 hours deciphering the spell gains Druid, Sorcerer,
the ability to cast that spell once within the next year using 8 Meteor Strike Evocation
Warlock, Wizard
a spell slot of the appropriate level, or earlier at the GM’s
Cleric, Sorcerer,
discretion with an appropriate incurred cost. Deciphering 9 Conjure The End Conjuration
Warlock, Wizard
one successfully requires an Arcana (Intelligence) check with Bard, Cleric, Druid,
a DC equal to 10 + the spell’s level. A character cannot have 9 Giant Incarnation Transmutation Sorcerer, Warlock,
more than one Artifact Spell held in their mind at once, nor Wizard
copy the spell into a Spell Scroll, Wizard’s spellbook or any
other kind of physical medium. A character who returns to
the physical location of the spell after one year has passed strikes a surface above them before reaching the maximum
from the time they first learned it (whether they cast it, or height takes the full 6d6 bludgeoning damage. Creatures that
not) can once again store it in their mind. fall are additionally knocked prone. A creature that succeeds
Plot Spells. Any spell can be presented as an artifact on the saving throw is not thrown into the air, and takes
spell by removing any material components. This is a simple half damage.
way to give players access to ‘emergency spells’ for when At Higher Levels: When you cast this spell using a spell
things go wrong, while letting them look forward to pulling slot of 6th level or higher, the acid damage increases by 2d6
out the big guns. Artifact spells can also act as easy plot for each spell slot above 5th.
points. Spells such as dream of the blue veilTCoE or dreamwalk*
are unappealing options, but if they become important for
Conjure The End
the plot, the characters can set out on a quest to find them
9th-Level Necromancy
as ‘loot’. This is the intended use for artifact spells such
as dream gate*, which exist solely as a plot point or quest
Casting Time: 1 action
objective. Finally, artifact spells can let you test out your
Range: 60 feet
own homebrew spells - even if it goes wrong, it can only
Components: V, S
go wrong once!
Duration: Concentration, up to 1 hour
Class Lists: Cleric, Sorcerer, Warlock, Wizard
Acidic Eruption
4th-Level Transmutation You condense a mass of profane power, granting it sentience
and the will to annihilate. The summoned nightwalker
Casting Time: 1 action appears in an unoccupied space within range, and is friendly
Range: 100ft to you and your allies, but can still damage you with its
Components: V, S Annihilating Aura. In combat, the nightwalker shares your
Duration: Instantaneous initiative count, but it takes its turn immediately after yours.
Class Lists: Druid, Sorcerer, Warlock, Wizard It obeys your verbal commands (no action required by you).
If you don’t issue any, it attempts to kill the nearest creature it
You cause the ground in a 20-foot radius circle to erupt in can see, or seek out a creature to kill.
a gout of acid with such force it launches things into the When the spell ends, the nightwalker doesn't disappear.
air. Every creature in the affected area must succeed on a Instead, you lose control of the undead, it becomes hostile
Dexterity saving throw against your spell save DC. On a towards you and your companions, and it might attack.
failure, they take 6d6 acid damage and are launched 50 When this occurs, it regards all living creatures as enemies to
feet into the air before falling and taking an additional be consumed, and its only purpose is to end as many lives as
6d6 bludgeoning damage as normal unless they possible. The nightwalker disappears when it is reduced to 0
have a method to reduce it. A creature that hit points as its will returns to the darkness of Mabar.

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Ancestries - Backgrounds - Subclasses - Dark Gifts - Feats - Maneuvers - Spells

Devouring Deep You repeat the ancient arcane rite that turned the giants into
8th-Level Conjuration beings of immense planar power. Upon completion, casting
this spell turns you or a willing humanoid you touch into
Casting Time: 1 action a giant of a kind chosen by you. If you concentrate on the
Range: 500ft spell for the duration, the transformation is permanent until
Components: V, S dispelled. The target gains the following benefits:
Duration: 1 hour • Their size increases to Huge.
Class Lists: Bard, Cleric, Druid, Sorcerer, Warlock • Their type becomes Giant.
• Their melee attacks deal an additional weapon
You rend open breaches to the lightless abyss, calling forth die on a hit.
shapeless nightmares unseen by mortal eyes with an ululating • Their Strength ability score increases by 8, up to a
cry of ecstatic terror. Choose 10 unoccupied 15-foot-square maximum of 30.
spaces within range. Flailing tentacles and chthonic flesh • They gain immunity to one of the following
spill forth from portals to the deep in those spaces, tearing at damage types, as chosen by you: fire, lightning,
everything nearby. cold, or thunder.
A creature that starts its turn within 10 feet of such a
portal, or moves within 10 feet of one on its turn, must Inferno Spiral
succeed on a Dexterity saving throw or take 5d8 bludgeoning 3rd-Level Evocation
damage, 5d8 cold damage, and become grappled. On a
success, it takes half damage but is otherwise unaffected. Casting Time: 1 action
Objects and structures within the affected areas automatically Range: 60ft
take the bludgeoning damage. To break out, a grappled Components: V, S
creature can use its action to make a Strength check against Duration: Instantaneous
your spell save DC. On a success, the target escapes. The Class Lists: Druid, Sorcerer, Warlock, Wizard
individual tentacles grappling a creature can also be attacked,
releasing them if reduced to 0 hit points (AC 20; 40 hit points; You shape a helix of incinerating fire that shoots out in a line
immunity to cold and psychic damage). 60 feet long and 15 feet wide. Each creature in the line must
A creature reduced to 0 hit points while grappled in this make a Dexterity saving throw, taking 8d8 fire damage on a
way is pulled into the nearest portal, which leads to a location failure, or half on a success. The heat of this spell ignites and
in the deep ocean of the GM’s choosing. burns through objects that aren’t being worn or carried; as
This spell can only be ended before its full duration by a result, it burns through wood and melts stone in its path,
slaying the caster. boring through structures that aren’t made of metal and
hitting any creatures behind full cover. The spell stops if it
hits a solid metal surface. The tunnel left behind by the spell
Dream Gate
takes one minute to cool down and become usable if bored
8th-Level Conjuration
through rock; a creature that enters the molten space created
by the spell hitting rock for the first time on their turn, or
Casting Time: 10 minutes
starts their turn there, takes 4d8 fire damage.
Range: 30ft
Components: V, S
At Higher Levels: When you cast this spell using a spell
Duration: 1 hour
slot of 6th level or higher, the acid damage increases by 2d6
Class Lists: Druid, Sorcerer, Warlock, Wizard
for each spell slot above 5th.
Using ancient Cul’sir oneiromancy, you tear open the planar
barrier between Dal Quor and the Material Plane with such Key to the Gates of Wonder
force it creates a portal to the distant Sea of Dreams at an 1st-Level Conjuration
unoccupied point you can see within range. The resulting
portal is a 15-foot-radius circular breach, which allows Casting Time: 1 action
creatures and objects to freely travel from one plane to Range: 1 mile
the other. The portal is a two-dimensional ring limned in Components: V, S
kaleidoscopic mist, which hovers inches from the ground and Duration: Instantaneous
perpendicular to it. It is only visible from, and can only be Class Lists: Bard, Druid, Ranger, Sorcerer, Warlock
entered from, one side.
With a whistle and a blown kiss, you summon the entire
fey city of Pylas Taraelya to a point in the open ocean
Giant Incarnation within range, the miles-long whale that bears the feyspire
9th-Level Transmutation breaching through the surface of the sea in an awe-inspiring
display. When you do so, every evil creature within 1 mile
Casting Time: 1 action of the feyspire must succeed on a DC 25 Charisma saving
Range: Touch throw or be turned for the next minute, or until it
Components: V, S takes damage.
Duration: Concentration, Up to 1 hour A turned creature must spend its turns trying
Class Lists: Bard, Cleric, Druid, Sorcerer, Wizard to move as far away from Pylas Taraelya as it

CHAPTER 78 | TOOLS
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325
can, and cannot willingly move towards the city while within The target creature regains 6d8 hit points. You can
1 mile of it. It also can't take reactions. For its action, it can additionally choose to end any of the following conditions
use only the Dash action or try to escape from an effect that affecting the target: blinded, deafened, paralyzed or poisoned.
prevents it from moving. If there's nowhere to move, the
creature can use the Dodge action. At Higher Levels: When you cast this spell using a spell
slot of 3rd level or higher, the healing increases by 1d8 for
Meteor Strike every spell level above 2nd.
8th-Level Evocation
Spirit of the Roc
Casting Time: 1 action 7th-Level Conjuration
Range: 1 mile
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self
Class Lists: Sorcerer, Warlock, Wizard Components: V, S
Duration: 24 hours
A blazing orb of fire and rock plummets to the ground at a Class Lists: Bard, Cleric, Druid, Sorcerer
point you can see within range. Each creature in a 40-foot-
radius sphere centered on each point you choose must make a You call on the grand spirits of the land itself, such as
Dexterity saving throw. The sphere spreads around corners. Rushemé, Kwinharin, and Raiarin, summoning their power
A creature takes 20d6 fire damage and 20d6 bludgeoning in the form of a colossal roc, which manifests 20 feet above
damage on a failed save, or half as much damage on a you at the start of your next turn. The roc is an ally to you
successful one. and your companions.
The spell damages objects in the area and ignites flammable In combat, the roc shares your initiative count, but
objects that aren’t being worn or carried. it takes its turn immediately after yours. It obeys your
verbal commands (no action required by you) unless those
Renew commands would damage nature, or go against the will of the
2nd-Level Evocation land spirits. If you don’t issue any, it attempts to kill anything
that would harm you and your allies.
Casting Time: 1 action The roc is large enough to act as a mount for a Huge
Range: Touch creature, and can easily carry a full party of Medium
Components: V, S adventurers through the sky. The roc can travel at a
Duration: Instantaneous maximum speed of 16 miles an hour without tiring for a
Class Lists: Artificer, Bard, Cleric, Druid, Paladin, Ranger maximum of 384 miles per day. It disappears after flying its
maximum distance for a day, or if it drops to 0 hit points. You
With a touch, you restore vitality to a creature with an can dismiss the roc as an action.
intricate spell of restoration, mending flesh and bone.

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CHAPTER 8

TOOLS & TREASURES

CHAPTER 8 | TOOLS & TREASURES


327
Tools & Treasures
Elven Remnants Eldritch Machines

M
agic Items are 1. Alternity Anchor
the embodiment 1. Arquis Tellora - VR*
2. Dream Colosseum
of success in many 2. Cardaen's Legacy (Empire's
3. Dream Prison
TTRPGs. This Bane, Null Dominion, Splinter
4. Grand Pyroclast
chapter features a of Innovation) - R*
5. Mandate Heart
wide array of items 3. Eye of Vadallia - A
6. Manifest Anchor
from the giant empires of old, to the 4. Fangs of Vaela - A*
modern cultures that have succeeded 5. Taeri's Twinblade - L* Modern Craftwork
them, each designed to provide new 6. Null & Void - R*, R*
1. Arcanissa Toolkit - R*
and interesting opportunities while
highlighting the nature of the culture
Giant Relics 2. Asherat Sandnet - C
3. Beacon of Passage - C
that created them. This includes Cul'sir Empire - Lucid Bonds - C 4. Breathblade - U*
non-magical goods and weapons that Oneiric Harp - U 5. Curseknell - R*
tau'Xen characters might wield. Somnic Mask - U 6. Cuttlerobe - U
Crux - Balanced Greatsword - C 7. Dra-tin Chatkcha - R
Endecimal Treaty - A 8. Runewood Staff - R*
Drow Artifice Scales Mail - R* 9. Shadowsilk Studded Leather - C
Melee Weapons Karrakos - Memoir Charm - U* 10. Siberys Compass - R*
1. Grapnel Veil Knife - VR* 11. Starfall Torc - U
2. Long Knife Ju'qata - Hand of Onatar - U* 12. Storyweave Armor - U*
3. Scorpion Chain Genesine - Arcane Dynamo - R*
4. Two-bladed Sword Fluxwhip - R* Warforged Components
Saddle of Ooze Riding - R 1. Auxiliary Arms - R*
Ranged Weapons Sohl'aran - Potion of the Refuge - L 2. Behemoth Belt - U*
1. Fire Lance Refractor Shield - R* 3. Defense of the Makers - VR*
2. Lantaka Rowa’s Botany Kit - R 4. Scorpion Belt - R*
3. Triple Boomerang Hekaton -Arm of the 5. Scorpion Claw Gauntlets - U*
Conqueror - VR*
Consumables Bloodshards - C, U Class-Specific Items
1. Black Power - Bomb, Horn, Keg Infernal Firelock - VR*
2. Blackroot Oil Artificer - Arcanissa Toolkit - R*
Esht - Dominance Collar - R*
3. Blinding Mangrove Bard - Oneiric Harp - U*
Rowa's Wrath - U*
4. Bullets, Lantaka Cleric - Refractor Shield - R*
Ix Il'ar - Il’ara’s Grace - U*
5. Dream Serpent Venom Druid - Fangs of Vaela - L*
Gallimaufry - Kinmask - L*
6. Khyber's Breath - Keg, Pouch Runewood Staff - R*
Migration Key - VR*
7. Knockout Poison Stormroc Sickle - R*
Portstone - R
8. Qulasht Skyhook - L Fighter - Taeri's Twinblade - L*
9. Scorpion Venom - Paladin - Refractor Shield - R*
Shae Fir - Mnemonic Anemone - U
Common, Giant Ranger - Gloves of the Hunter - R*
Zja Aqat - Crown of
One Mind - VR* Rogue - Gloves of the Hunter - R*
Magic Items Veil Knife - VR*
1. Blades of the Promise - U* Timeloop - R*
Sorcerer - Dusteater - VR*
2. Bracers of the Hunter - U* Sul'at League - Bracers of
Hand of Onatar - U*
3. Curseknell - R* the Wind - U*
Il'ara's Grace - U*
4. Eternal Rations - C Cloak of the Tides - U*
Primordial Diadem - A*
5. Firebrass Armor - U Primordial Diadem - A*
Rowa's Wrath - U*
6. Firebrass Weapons - U Stoneward Armor - VR*
Warlock - Dusteater - VR*
7. Firesled - VR
Hunter's Trophies Wizard - Dusteater - VR*
8. Headdress of Vulkoor - VR*
Splinter of Innovation - R*
9. Glassflow Blade - U* 1. Cindersender - VR*
10. Gloves of the Hunter - R 2. Dream & Darkness - VR*
11. Lightscroll - C 3. Dusteaster - VR* Item Key
12. Shadecrystal - C* 4. Fluxhide Cuirass - R*
5. Frostburn - R * - Attunement VR - Very Rare
6. Glacial Desire - R* C - Common L - Legendary
7. Insatiable Plate - VR* U - Uncommon A - Artifact
8. Light’s Edge - VR*
9. Silken Splendor - VR*
10. Stormroc Sickle - R*
CHAPTER
CHAPTER
8 | TOOLS
8 | MAGIC
& TREASURES
ITEMS
328328
Drow - Elven - Giant - Hunters - Modern - Warforged

Drow Artifice Melee Weapons


Grapnel. If a Large or smaller creature is hit by more
The drow are experts at producing useful equipment due than one grapnel in the same round, it is grappled by all
to their cultural penchant for adventure. This ranges from creatures that hit it with grapnel attacks; while grappled in
specialised weaponry, to unique magic items, to a wide this way, it is restrained. Grapnels have no effect on creatures
array of poisons sourced from the wild. Mundane weapons that are formless. Dealing 5 slashing damage to a grapnel (AC
and consumables can be bought from fitting traders across 11) also frees the creature without harming it, ending the
Xen'drik, or used as starting items. Poisons are available from effect and destroying the grapnel.
the Vulkooridal, and carry no stigma or illegal status. The restrained creature is considered to be within reach
of any creature that hit it with a grapnel attack in the round
it became restrained for the purposes of shove attacks. If
Drow Weapons you made your grapnel attack as a ranged attack, you have
Several weapons are unique to drow culture. The Vulkooridal disadvantage on Strength (Athletics) checks to shove a
use long knives, scorpion chains, and triple boomerangs, creature restrained by that grapnel.
while Súlatar make use of two-bladed swords and firearms. If a creature restrained by your grapnel escapes the grapple
Ko employ grapnels as traversal tools and aerial weapons. or wins a shove contest, it destroys the grapnel unless you use
A Xen'drik drow character can replace a short sword your reaction to loose it.
with a long knife, and any javelins with an equal number Long Knife. The long knife resembles a short sword
of boomerangs. balanced for throwing. It’s perhaps the single most culturally
important weapon of the Vulkooridal, serving as weapon,
Melee
Cost Damage Weight Properties tool, sporting equipment, and marker of adulthood.
Weapon
Finesse, light, reach, Scorpion Chain. The scorpion chain has curved,
Grapnel 15gp 1 piercing 5 lb. thrown (range stinger-shaped blades at either end. It takes its name from
10/20), special the common attack posture of holding the chain behind one’s
1d6 back and flipping the chain over one’s head.
Finesse, light, thrown
Long Knife 15gp piercing or 2 lb. Two-Bladed Sword. The iconic Sulatar sword is
(20/60)
slashing balanced equally well for thrusting and slashing – with blades
Scorpion 1d6 Double, finesse, on both ends of an elongated grip.
40gp 3 lb.
Chain slashing reach, two-handed

Two-bladed
1d6 Ranged Weapons
125gp piercing or 8 lb. Double, two-handed
Sword Fire Lance. A fire lance consists of a long, hollow lance
slashing
connected via a tube to a rubber pouch of Khyber’s breath
(see the Alchemicals & Poisons section); triggers on the haft
Ranged
Cost Damage Weight Properties of the lance open the valve and ignite the gas. A fire lance
Weapon
does its damage in a 5 by 30 ft. line; as an action, the wielder
Ammunition
can expend a dose of Khyber’s breath and force each creature
(special), heavy,
Fire Lance 500 gp 2d6 fire 15 lb. within the area to make a Dexterity saving throw equal to 8
loading (special),
two-handed + the wielder’s Dexterity modifier + the wielder’s proficiency
Ammunition (range bonus if proficient with firearms. On a failed save, the
1d12 creature takes the fire lance’s damage, or half as much on a
Lantaka 500 gp 10 lb. 40/120), loading,
piercing
two-handed successful one. A wielder proficient with the fire lance can
also choose to deal damage in a 30 ft. cone; this takes three
Triple 1d6 Finesse, thrown
15 gp 2 lb. doses of Khyber’s breath. A fire lance can store 6 doses of
Boomerang bludgeoning (20/60), special
Khyber’s breath, but takes 10 minutes to reload regardless of
how much Khyber’s breath is being added.
Double Weapons Lantaka. A lantaka is essentially a small handheld
cannon, consisting of a smooth brass tube on a haft. It fires
Some drow weapons are double weapons, a new weapon paper cartridges with the aid of a Tiny fire elemental bound
property introduced in the Korranberg Chronicle: Adventurer’s to a Khyber dragonshard where the matchlock would be on a
Almanac. A double weapon has two striking ends on either lantaka from Earth.
side of an elongated grip. It is too unwieldy for Small Triple Boomerang. When you miss a ranged
creatures to handle properly; they have disadvantage on attack roll with a nonmagical boomerang, it returns to
attack rolls with double-ended weapons. When you use your you at the end of your turn. A non-magical boomerang
Attack action to make an attack with a double-ended weapon, can be caught with a DC 10 Dexterity (Acrobatics) check.
you can also use a bonus action to make an additional attack Magical boomerangs return to you at the end of your turn,
with it. You don’t add your ability modifier to the damage of regardless of whether you hit or miss, and they can be caught
the bonus action attack, unless that modifier is negative. If automatically.
you have the Two-Weapon Fighting fighting style or Dual If you fail the Acrobatics check or you do not have
Wielder feat, you gain all of their benefits while wielding a a hand free to catch the returning boomerang, it
double weapon, as if it were two different weapons. falls to the ground 10 feet away from you in a
random direction.

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Drow Consumables hit with an attack that deals fire damage, or a roll of 1 on a
saving throw against an effect that deals fire damage, ignites
Poison is a common part of the hunter’s arsenal, not a carried powder horn; any hit with an attack that deals fire
to mention the scorpion wraith’s. Quarter all prices in damage or failed saving throw against an effect that deals fire
the Dungeon Master’s Guide, as legality is not a concern damage ignites a carried powder keg.
among the drow.

Item Doses Cost Weight Blackroot Oil. Surface drow brew this oil from the
stringy roots of a deep grey fern. As an action, you can drop a
dose of oil into your eyes; if you do so, you lose the Sunlight
Black powder bomb 1 150 gp 1 lb. Sensitivity trait for 1 hour.

Blinding Mangrove (Contact or Inhaled). A


Black powder horn 100 35 gp 2 lb.
creature that comes into contact with blinding mangrove
latex must succeed on a DC 13 Constitution saving throw or
Black powder keg 1000 250 gp 20 lb. be poisoned for 1 minute. The creature can repeat the saving
throw at the end of each of its turn, ending the effect on a
success. If a creature fails any such saving throw by 5 or more,
Blackroot oil 8 15 gp ½ lb. the latex has gotten in its eyes, and the creature is blinded
for as long as it is poisoned. A creature that inhales burning
blinding mangrove is blinded for as long as it is poisoned,
Blinding mangrove 1 50 gp – regardless of degree of failure. A creature blinded by blinding
mangrove cannot use gaze attacks, eye rays, or any other
effect that emanates from the eyes.
Bullets, lantaka 10 3 gp 2 lb.
Bullets. Lantaka bullets are large, round metal balls and
come with cartridge paper; black powder is stored separately
Dream serpent so as not to cause bullet explosions. A character can fill as
1 75 gp –
venom
many cartridges as they have black powder for over the
course of a short rest.
Khyber’s breath,
60 200 gp 10 lbs.
keg
Dream Serpent Venom (Injury). A creature
subjected to this poison automatically takes 5 (1d10) poison
Khyber’s breath, damage. A creature that takes poison damage in this way
6 20 gp 1 lb.
pouch must succeed on a DC 12 Constitution saving throw or
have their Wisdom score reduced by 1d4. If this reduces
Knockout poison 1 50 gp – the target’s Wisdom to 0, the target is cursed and magically
falls asleep. The first time that a creature that has had its
Wisdom score reduced in this way falls asleep, they dream
vividly of vibrant jungles and thousands of angry hissing
Qulasht 5 5 gp ½ lb.
serpents. A creature that trances experiences the same, but
finds the serpents within their mental reverie to not be
Scorpion venom immediately hostile.
10 25 gp –
(common) While cursed, the target’s Wisdom score cannot be
restored and it cannot awaken until the curse is removed
Scorpion venom by the remove curse spell or similar magic. Otherwise, the
1 125 gp – reduction lasts until the target finishes a long rest.
(giant)

Khyber’s Breath. Natural gas is an interesting oddity


Black Powder Bomb. As an action, a character can in the Menechtarun; the Súlatar call it “Khyber’s breath”, and
light this bomb and throw it at a point up to 60 feet away. utilize it in their fire lances and elemental magic (Khyber’s
Each creature within 5 feet of that point must succeed on a breath can replace any material component of equivalent
DC 12 Dexterity saving throw or take 3d6 fire damage. value in a spell that deals or summons a creature that deals
fire damage), as well as for its insidious power to suffocate.
Black Powder, Horn or Keg. A dose of black A dose of Khyber’s breath fills one five-foot cube of air with
powder is enough for one cartridge. Setting fire to a natural gas. A creature who enters the cube or who is in the
container full of black powder can cause it to explode, dealing cube when the dose is used must make a DC 13 Constitution
fire damage to creatures within 10 feet of it (3d6 for a powder saving throw. On a successful save, they start holding their
horn, 7d6 for a keg). A successful DC 12 Dexterity breath; on a failed save, they begin suffocating. Moving to
saving throw halves the damage. Setting fire to an an area without Khyber’s breath in it allows them to breathe
ounce of gunpowder causes it to flare for 1 round, normally again.
shedding bright light in a 30-foot radius and Whenever a creature or object takes fire damage inside a
dim light for an additional 30 feet. A critical space full of Khyber’s breath, all creatures in that space and

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adjacent spaces full of Khyber’s breath must make a DC 12 Bracers of the Hunter
Dexterity saving throw. On a failed save, the creature takes Wondrous item, uncommon (requires attunement)
2d6 fire damage, or half as much on a successful one. These scorpion-chitin gauntlets are made from honored
The treated storage material of Khyber’s breath protects the hunting scorpions; the palms are etched with prayers to
fuel from fire, but if the wielder suffers a critical hit from a Vulkoor, while the backs of the hands bear the preserved
weapon that deals slashing or piercing damage, the container bodies of mundane scorpions. While attuned to these
is ruptured and the Khyber’s breath begins to leak out into gauntlets, your appearance and clothing change subtly
the air in a 10-foot radius around the user. to match the environment, granting you advantage on
Dexterity (Stealth) checks and the ability to hide in areas
Knockout Poison (Injury). Knockout poison is lightly obscured by nature (such as fog, foliage, rain or
heavily diluted dream serpent venom. A creature subjected snow). Additionally, you can add your proficiency bonus to
to this poison must succeed on a DC 13 Constitution saving initiative rolls.
throw or be poisoned for 1 hour. If the saving throw fails by Whenever you would deal damage with an attack that used
5 or more, the creature is also unconscious while poisoned a superiority die, the hunter’s mark spell, the Favored Foe
in this way, and experiences vivid dreams of vibrant jungles feature, or the Sneak Attack feature for the first time on your
and thousands of angry hissing serpents while unconscious turn, you deal an additional 1d6 poison damage. This only
(although this has no additional effect). The creature wakes applies once if a creature takes damage from more than one
up if it takes damage or if another creature takes an action to of those sources.
shake it awake.
Curseknell
Qulasht. Qulasht is dream serpent venom mixed with Wondrous Item, Rare (requires attunement by a spellcaster)
brine pool salts into a psychoactive drug. A dose of qulasht Among the Ko, the bell is a symbol of freedom and
causes 2 (1d4) psychic damage upon ingestion. This damage destruction - never to be rung lightly, but often necessary.
cannot reduce a creature to less than 1 hit point. A creature Some communities hold that their ancestors were so
that takes psychic damage from qulasht gains advantage on unobtrusive they were forced to wear bells to alert their
Intelligence, Wisdom, and Charisma saving throws for the slaveowners to their presence, and later adopted bells to
next hour as soothing strands of dream coil through the speak for them when they needed to be loud; others hold that
waking world, but suffers disadvantage on Strength and they were inspired by the bell-like calls of silver cloudfrogs,
Dexterity saving throws and has its speed halved for the next and that a fey spirit gives the bell its power. A Curseknell is
hour as lethargy and dizziness overtake it. a stout, slightly flared Ko handbell decorated with fearsome
A creature that goes to sleep while under the effects of carvings, whose sound can shatter curses on artifacts and
qulasht dreams vividly of vibrant jungles and thousands of people alike.
angry hissing serpents. A creature that trances experiences You can use the Curseknell as a spellcasting focus for your
the same, but finds the serpents within their mental reverie to spells. Additionally, you can cast the spells remove curse,
not be immediately hostile. banishment, and dispel good & evil using the Curseknell as
a focus without expending a spell slot or requiring verbal
Scorpion Venom, Common (Injury). This poison components. You can cast any of these spells once, and cannot
must be harvested from a dead or incapacitated scorpion. cast any of them again in this way until you finish a long
A creature subjected to this poison must succeed on a DC 9 rest. When you cast a spell in this way without expending a
Constitution saving throw, taking 4 (1d8) poison damage on spell slot, every creature of your choice within 30 feet of you
a failed save, or half as much damage on a successful one. that can hear you gains temporary hit points equal to your
proficiency bonus.
Scorpion Venom, Giant (Injury). This poison must
be harvested from a dead or incapacitated giant scorpion. A Eternal Rations
creature subjected to this poison must succeed on a DC 12 Wondrous item, common
Constitution saving throw, taking 22 (4d10) poison damage The gurk’ash, a leathery-skinned bovid native to Xen’drik,
on a failed save, or half as much damage on a successful one. and the long corn plant (a form of millet; “corn” is used in
the sense of “hard grain” rather than the maize of Aerenal),
theorized to be a feral version of a crop magebred by the
Drow Magic Items giants of old, both have uncanny resistance to plague and
Blades of the Promise disease. Gurk’ash meat and milk, and long corn products,
Weapon (two-bladed sword), uncommon (requires attunement) never spoil and are always subject to a purify food and drink
The Súlatar reserve these swords for their champions and effect. Eternal rations inside an antimagic field do spoil, and
special units; the blades are composed of bloodglass, a razor- can be poisoned or diseased. Eternal rations are available in
sharp mix of obsidian and Khyber dragonshards that makes a many Xen’drik markets, costing 25 sp and weighing 2 lb. per
perfect conduit for binding small fire elementals. Whenever day’s worth.
you hit a target with a Blade of the Promise, it deals an extra
1 damage of the weapon’s type and an extra 1d6 fire damage. Firebrass Armor
Bloodglass items count as being made of crystal, and have the Armor (medium or heavy, but not hide), uncommon
commensurate Armor Class and hit points, although as magic Firebrass is a light, flexible metal, similar to mithral;
items they are not vulnerable to shatter. like mithral armor, a firebrass chain shirt or
breastplate can be worn under normal clothes.

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If the armor normally imposes disadvantage on Dexterity damage of the weapon’s damage type. Blood glass items count
(Stealth) checks or has a Strength requirement, the firebrass as being made of crystal, and have the commensurate Armor
version of the armor doesn't. Additionally, firebrass armor Class and hit points, although as magic items they are not
always has the Temperate minor property (Dungeon Master’s vulnerable to shatter.
Guide, p. 143).
Headdress of Vulkoor
Firebrass Weapons Wondrous Item, Very Rare (requires attunement)
Weapon (any), common This headdress is a copper crown topped by the preserved
Weapons with the thrown property and ammunition have exoskeleton of a large mundane scorpion, with the tail
their normal and long ranges doubled when made from and stinger poised above the wearer’s brow and blood-
firebrass. Melee weapons that do not normally have the heavy red gemstones in place of eyes. Long, beaded strands of
property gain the finesse property when made from firebrass. semiprecious stones dangle from the crown around the back
Melee weapons that do normally have the heavy property do of the wearer’s head.Wearing a Headdress of Vulkoor grants
not have it when made from firebrass. the following benefits:
The Cunning. You gain advantage on Dexterity (Stealth)
Firesled checks, and your footsteps make no sound.
Wondrous item (air vehicle), very rare The Hunter. If you remain still for 1 minute after taking
A firesled is a slender 9-foot-long flying vessel made from the Hide action, you become invisible until you are no longer
dark wood and inlaid with intricate firebrass moldings. An hidden, make an attack, or cast a spell.
elemental ring of fire wraps around the stern, with a short The Mother. You can cast giant insect without expending a
staff set before it in a rotating mount. The bow is shaped spell slot, targeting only a scorpion. You can cast the spell in
to accommodate the pilot, who lies prone with total cover this way once, and regain the ability to do so upon finishing
from below, while a second passenger can stand using the a long rest.
staff as a brace. The Wrathful. You can cast seething curse* a number of
Pilot. While a firesled always hovers, the pilot can use an times equal to your proficiency modifier without expending
action to communicate telepathically with the bound fire a spell slot. You regain all expended uses upon finishing
elemental that forms the ring while within 15 feet of it, a long rest.
gaining control over the firesled’s movements. Any character
can attempt to do this and become the pilot, but if they do Lightscroll
not speak Ignan or cannot otherwise communicate with Wondrous item, common
the fire elemental, they must succeed on a DC15 Charisma The lightscroll is the drow equivalent to the Khorvairian
(Air Vehicles) check to take control. Once per turn, the pilot SpellshardERLW, and has the same properties. Xen’drik lacks
can mentally command the firesled to move 100 feet in any Eberron dragonshards, which can be attuned to hold any kind
direction. They can additionally attempt a DC15 Dexterity of spell effect; instead, Lightscrolls are bamboo tubes stuffed
(Acrobatics) or (Air Vehicles) check as an action to move with braided drow hair, since the drow body resonates with
the firesled an additional 60 feet in a straight line. If the their innate dancing lights ability. Words made of light can be
pilot is ever more than 15 feet from the firesled, they can no “unrolled” from the tube. Unlike a Spellshard, which requires
longer communicate with the elemental telepathically, and only concentration to write in, a Lightscroll can only be
lose control. written in by someone who knows the dancing lights cantrip.
Caster. The passenger, while holding the staff at the Lightscrolls are commonly available in drow markets, costing
firesled’s stern, can use it to channel excess power from the 5 gp for a blank Lightscroll and weighing 1 lb.; they are also
ring in the form of blazing fireballs. The staff can be used to common gifts among drow – many a young lover has given
cast scorching ray at will (+6 to hit), and fireball twice (DC15), their sweetheart poems written in their hair.
regaining all expended uses daily at dawn. A character Since Lightscrolls are based on the any-color dancing lights
attempting to do so who cannot speak Ignan or otherwise ability, drow literary practice incorporates a wide array of
communicate with the fire elemental must succeed on a DC15 color. One common convention for plays and dialogues and
Charisma (Persuasion) or (Intimidation) check; on a failure, such is to write each participant's lines in a different color.
they can still cast spells using it, but take 1d10 fire damage
every time they do so. Shade Crystal
Crystal, common (requires attunement)
Glassflow Blade This arcane focus is made from crystals found in Mabar
Weapon (any), uncommon (requires attunement) manifest zones. While attuned to the focus, you can cast the
Glassflow blades are made of blood glass, a razor-sharp mix shade cantrip targeting the crystal, but only by using the shade
of obsidian and Khyber dragonshards that make a perfect crystal as a spellcasting focus for the spell. You may do so
conduit for binding small fire elementals; rather than even if you cannot normally use arcane foci. Shade crystals
channeling the elemental’s power to set enemies ablaze, the are commonly available in drow markets, costing 20 gp and
elemental is used to melt and reshape the blood glass. As an weighing 1 lb.
action while attuned to this weapon, you can transform it
from any melee weapon that deals piercing or slashing
damage into any other melee weapon that deals
piercing or slashing damage. Whenever you hit a
target with a glassflow blade, it deals an extra 1

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Elven Remnants magic he held dear - a crystallization


of his grief at watching Vadallia die
to a curse of his own design. The
Arquis Tellora small crystal orb pulses with inner
Weapon (double-bladed scimitar), very rare (requires attunement) light in the presence of magic, and
This beautiful double scimitar was once wielded during the is almost shattered by a scorched
rebellion by an elven hero with whom it shares its name. crack down the center.
The steel blades of the scimitar are blessed to strike down After attuning to the orb, you
evil, and shimmer with a green brilliance inlaid with gold. can use an action to toss it into the
While wielding this magic weapon, you gain a +2 bonus to air, where it levitates and begins
attack and damage rolls, which deal an additional 2d6 slashing orbiting your head at a distance of 1
damage against giants. foot. Thereafter, another creature can
Once per day while attuned to this weapon, you can choose use an action to grasp the orb to separate it
to channel the spirit of Arquis Tellora within yourself to from you, either by making a successful attack roll against AC
cast holy word, using the verbal components “death to the 24 or a successful DC 24 Dexterity (Acrobatics) check. You
oppressors!”. When cast in this way, giants have disadvantage can use an action to seize and stow the orb, ending its effects.
on the saving throw. You regain the ability to cast the spell Arcane Lens. While attuned to Null Dominion, you
upon finishing a long rest. can cast detect magic and identify at will, using the orb as a
spellcasting focus. Additionally, you can instantly identify any
Cardaen’s Legacy spell that is being cast by a character you can see, including
the level of the spell.
The wizard Cardaen was instrumental in the Elven Rebellion. Never Again. While attuned to Null Dominion, you learn
Raised by Cul’sir himself as a sheltered arcane prodigy, the spell counterspell, which does not count towards your total
Cardaen was pulled from his prison of ignorance by Vadallia, number of prepared spells. As a reaction to a spell being cast
the Queen of Swords. His skill in the creation of spells was that you can see, you can cast counterspell without expending
unparalleled, and the Cul’sir giants used many of those spells a spell slot using the orb as a focus, at the highest level of spell
against the elves - including Vadallia. Her death in battle that you are capable of casting. Once you do so, you cannot
drove Cardaen to wage war against the giants, countering use this feature again until you finish a long rest.
their devastating curses. The wizard’s staff was a legendary
item through which he channeled his magic. It was lost Splinter of Innovation
when Cardaen stayed behind during the Exodus, swearing to Wondrous item, rare (requires attunement by a wizard)
defeat Cul’sir so the elves could truly be free. Even its broken The Splinter of Innovation is a scorched wooden fragment
fragments are tools without parallel for those who live and of Cardaen’s wizard staff with giant runes scratched out
breathe the arcane. and replaced with Elven letters. The Splinter is drawn to
Cardaen’s Legacy is a set of three items, each a former wellsprings of arcane knowledge, and contains some of
component of the wizard’s staff. Attuning to multiple items its creator's adoration for the wonders of magic. During
from the set grants successive bonuses on top of the items’ the attunement period, you must hold the Splinter to your
effects, as shown below. spellbook, where it attaches and begins subtly enhancing
the knowledge within. Elven notes appear in the margins,
2 items: You can prepare a number of extra wizard spells arcane formulae begin rearranging for greater efficiency, and
equal to your proficiency bonus. spells show suggestions for new effects and improvements.
3 items: The bonus to your spell attack rolls and saving Copying spells into the spellbook takes half the usual
throw DCs from Empire’s Bane increases to +3. You can use time and cost
the Never Again feature of Null Dominion twice per long Flowing Spells. If you spend 1 minute studying your
rest. You can modify two spells at once with the Arcane spellbook with the Splinter attached, you can replace one of
Freedom feature of the Splinter of Innovation. your prepared wizard spells with a different unprepared spell
in the book. Once you do so, you cannot replace a spell in this
Empire’s Bane way again until you finish a long rest.
Rod, rare (requires attunement) Arcane Freedom. Additionally, when you cast a leveled
This broken staff was once wielded by Cardaen in battle, spell, you can choose to modify it, choosing one option from
and is still imbued with some of the battle magic he wielded the list below. You can modify a spell in this way once, which
against the Cul’sir Dominion - as well as his vengeance lasts until you next finish a long rest, and cannot choose to
towards the titan who raised him. While wielding this arcane modify another spell until you do so.
focus, you gain a +2 bonus to spell attack rolls and to the • All damage dealt by the spell changes to fire, lightning,
saving throw DCs of your wizard spells. Additionally, once cold, acid, or thunder.
per turn when you hit a Huge or larger creature with a spell • When you cast the spell, it does so as though cast at a
attack roll using this rod, you can choose to roll one of the level one higher than the expended spell slot.
attack’s damage die and add it to the total damage dealt. • When you cast the spell, it does not require verbal or
somatic components.
Null Dominion • When you cast the spell, if it would affect
Wondrous Item, rare (requires attunement) an area, you can choose to be immune to
Once the focus atop the staff of Empire’s Bane, the Null its effects.
Dominion was crafted by Cardaen as a counter to all the

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333
Eye of Vadallia • You become aware of the moment of your own
Wondrous item, artifact (requires attunement) demise. When you roll initiative, you can solemnly
The famous diamond eye of the elven general Vadallia was declare that no matter the outcome of this battle, you
said to be a gift from an enigmatic hag, and granted her will die - and not just that, but in a way that will make
insights into the future. Vadallia wore the diamond in place it impossible for you to be brought back. from the
of her right eye, and after her death, Cardaen placed it atop dead. If you do so, you gain advantage on all ability
his staff as a reminder. When the mage stayed to fight Cul’sir checks, attack rolls, and saving throws that you make
during the Elven Exodus, it was lost with him - but the Eye during this battle, and cannot be reduced below 1
might remain at the memorial of Cardaen’s Tears (p.252). hit point by any means (through sheer willpower,
The diamond’s true purpose has never been revealed, though determination, or luck). As soon as the battle is over
its role in shaping Xen’drik’s history is undeniable. Perhaps its (or before, if it’s dramatic), you die a hero.
power shapes itself towards the fate of the wielder, altering • The Eye’s charges increase to 10, and it regains 2d4+2
destiny along with it… charges upon finishing a long rest. You gain the
The Eye of Vadallia is an intricately cut diamond that following additional options: true seeing (5 charges),
sparkles internally with swirling magic. Attuning to the foresight (8 charges)
Eye happens as normal, although replacing a lost eye with • After every character in a fight (including you) has
the diamond is likely to have interesting consequences. It rolled initiative, you can choose to swap the result of
is possible that the Eye itself chooses who it can attune to, your initiative roll with that of a willing ally.
and grants prophetic visions following its own • You can see the flow of time unfold before you,
mysterious agenda. and alter it to a degree. You can cast time stop once
without expending a spell slot, using the Eye as a
Random Properties. The Eye spellcasting focus.
of Vadallia has the following
random properties:
• 1 minor beneficial property Growing Foresight
• 1 major beneficial property The following properties of the Eye of Vadallia are
• 1 minor detrimental property meant to portray how the Eye might grow along with
Properties of the Eye. While attuned to the Eye of a character, gaining increasingly powerful divinatory
Vadallia, you gain the following benefits: abilities. The final stage of growth is undefined, and
You gain 30 feet of blindsight, and immunity to the should be crafted to suit the role it plays in the story,
blinded condition. as well as the abilities of the character in question. The
When you are hit by an attack, but before damage is Eye itself is a literal plot device. The properties here are
rolled, you can declare that you foresaw this attack coming merely suggestions, and a GM should feel free to use
as a premonition and evaded it, causing the attack to instead it in whichever way they wish (including deciding the
miss. You can do so once, and regain the ability to do so upon dramatic timing of when its abilities become unlocked).
finishing a long rest. The power level of the eye roughly increases from Rare,
The Eye has 3 charges, and regains 1d3 charges upon to Very Rare, to Legendary/Artifact at each stage.
finishing a long rest. You can expend 1 charge to cast one of
the following spells without requiring material components,
using the Eye as the spellcasting focus: hunter’s mark (1 The Fangs of Vaela
charge), identify (1 charge), clairvoyance (3 charges). Wondrous Item, artifact (requires attunement by a druid)
The first of the Gyrderi walked as an elf and a beast in equal
Awakened: When Awakened, the Eye’s properties measure. Vaela brought the ferocity of the wild to bear
become more powerful. You gain the following benefits: against the giants, and their teeth were the only weapon they
• You gain 30 feet of truesight. needed. It is said that the Fangs of Vaela are so imbued with
• When you succeed on a Dexterity saving throw and the elf’s wild power that they remain as relics, and revenants
would take damage, you instead take none. who claim one can embody their primal fury.
• The first time each day that you would be reduced to To attune to one of the Fangs of Vaela, you must remove
0 hit points by an attack, you can instead choose to one of your own teeth, and hold the Fang to the wound.
declare that the attack has missed, as the Eye saves you A true revenant of Vaela can face such brutality without
from a dire fate. You can do so regardless of whether hesitation. Over the course of attunement, the tooth resizes
you have already used your reaction to make an attack to fit your mouth, and becomes implanted, granting you the
miss using the Eye. abilities below. Teeth implanted this way cannot be removed
• The Eye’s charges increase to 6, and it regains 1d4+1 while you are attuned to the Fangs, and your attunement
charges upon finishing a long rest. You gain the to them cannot willingly be ended. You can gain the effects
following additional options: legend lore (4 charges), of multiple teeth, which count as attuning to the same
find the path (5 charges). Fangs of Vaela.
Rending Fangs. While you are attuned to at least one of
Unleashed: When Unleashed, the Eye might gain the Fangs of Vaela, your teeth count as a magic weapon with
any of the following properties; these are examples, the finesse property with which you can make melee attacks.
and the abilities should be tailored to the character You gain a +1 bonus to the attack and damage rolls of your
and ongoing plot. bite for each Fang you have implanted, which deals 1d8 +
your Strength modifier on a hit. This bonus to attack and

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damage rolls additionally applies to melee attacks made while War Dance. When you use your bonus action to attack
under the effects of Wild Shape. You gain additional effects with the double-bladed scimitar, as part of that bonus action,
depending on the Fang attuned to, which stack for every you can move up to your speed towards an enemy before or
additional Fang. after making the attack roll without provoking opportunity
attacks. When you hit a creature that is larger than you
Tooth Effect with an attack using your bonus action, the attack deals an
The damage of your bite increases to 1d10, additional 2d4 damage.
Rabbit’s and to 2d10 against plants, plant creatures, Titanfall. When you Action Surge, you can choose to
Incisor and wooden objects. Your jump distances are use your extra action to make a special attack that carved
doubled, including while in Wild Shape. the name Taeri into legend. Make one attack with Taeri’s
You gain 60 feet of darkvision and can add Twinblade against a creature within reach - a single strike to
your Wisdom modifier to Dexterity (Stealth) the neck with such speed that it can bring down giants before
checks. If you have darkvision, its range instead they even realize. On a hit, instead of the normal damage, you
Tiger’s increases by 60 feet. When you reduce an
deal an amount of slashing damage equal to 10 times your
Canine enemy to 0 hit points that is size Medium or
level, then teleport to an occupied space you can see within
larger with a melee attack, you gain temporary 15 feet of the target. If this damage reduces the target to 0 hit
hit points equal to your level. points, it is instantly beheaded, and instantly dies if it cannot
You learn the spell animal shapes, which you survive without a head. If you hit a Huge or larger target in
always have prepared without it counting this way (and they survive), they are additionally knocked
towards your total prepared spells. You can cast prone. You can take this action once, and regain the ability to
the spell once without expending a spell slot, do so upon finishing a long rest.
Elk’s and regain the ability to do so upon finishing
Premolar a long rest. While in Wild Shape, if you move Twin Hands of Silence
20 feet in a straight line towards an creature
and hit them with a melee attack, they must Falaen, known as The Silence, was one of the most feared
succeed on a Strength saving throw against assassins of the Elven Rebellion. Raised by the drow, Falaen
your spell save DC or be knocked prone. first worked to kill her own kind before turning on the giants
You can choose to use your Wisdom modifier with ruthless ability. Her patience was legendary - as were
instead of Strength or Dexterity for the attack her two whispering blades. A character attuned to one of the
and damage rolls of your melee attacks. When scimitars can attune to the other without it counting towards
Elephant’s their attunement limit.
you transform into a Beast using Wild Shape or
Molar
a druid spell, you can choose to become one
size larger than normal, gaining advantage on Null
Strength ability checks and saving throws. Weapon (Scimitar), rare (requires attunement)
While wielding this magical scimitar, you gain a +1 to attack
Taeri’s Twinblade and damage rolls. Additionally, you can use a bonus action
Weapon (double-bladed scimitar), legendary (Requires attunement to force a creature that you can see within 100 feet of you
by a fighter) to make a DC 15 Wisdom saving throw. On a failure, you
While Vadallia is known first and foremost for her become invisible to that target for 1 minute. The effect ends if
leadership, Taeri is known for his martial skill. His double- you cast a spell or attack the target. You can use this feature a
scimitar cut down more giants than any other, bringing number of times equal to your proficiency bonus, and regain
fear to the generals of the Cul’sir and Sul’at League. Taeri’s all expended uses when you complete a long rest.
Twinblade appears utterly mundane, except for two things -
the edge is still razor-sharp even after 40,000 years, and the Void
hundreds of tally marks scratched into the blades for every Weapon (Scimitar), rare (requires attunement)
giant its owner felled. While wielding this magical scimitar, you gain a +1 to
While wielding this magic weapon, you gain a +2 bonus to attack and damage rolls. Additionally, when you hit with
attack and damage rolls, and critically hit on a roll of 19 or 20. this weapon and have advantage on the attack roll, you deal
Random Properties. Taeri’s Twinblade has the following an additional 1d8 damage and can choose to teleport to an
random properties: unoccupied space you can see within 60 feet that is in dim
• 1 minor beneficial property light or darkness. If you do so, you can use your reaction to
• 1 major beneficial property attempt to hide by making a Dexterity (Stealth) check.
• 1 minor detrimental property
Tally Mark. When you reduce a creature larger than
you to 0 hit points, a tally mark is magically etched into one
of the blades of this weapon. For every tally mark you have
added to the blade, your hit point maximum increases by 1.
Additionally, you gain a bonus to your Dexterity (Acrobatics)
and Charisma (Intimidation) ability checks equal to half the
number of tally marks you have added, rounded down. You
can etch a number of tally marks up to a maximum of equal
to your level.

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Giant Relics remains - and its terms continue. A creature holding the
Endecimal Treaty can spend one minute of concentration
to focus on one of the Titan names signed in blood on the
The following items are all works of planar artifice created by parchment. Upon completion, they gain an understanding of
the giants of old. These can be found in giant ruins, or rarely the exact location and plane of existence of that Titan - if they
bought from traders such as the Winged League of Kul Lerek. are still alive. This effect supersedes all divinatory protection,
The items here are grouped by their city-state, so that GM's and cannot be blocked by any means.
can easily find the relevant loot for adventures in specific
regions. Some of these items are unique and powerful, and Scales Mail
may have great ramifications if retrieved. Armor (scale mail), rare (requires attunement)
This perfectly formed silver armor has geometric scales that
Dal Quor - Cul'sir Empire form the pattern of a marut’s eye. When you are critically
hit while wearing this armor, you can choose to roll a d20
Lucid Bonds as a reaction and record the number rolled. You can replace
Wondrous item, common any attack roll, saving throw, or ability check made by you or
A Lucid Bond is a piece of jewelry marked by an inset Siberys a creature that you can see with this foretelling roll, as you
dragonshard attuned to Dal Quor. A creature who sleeps rebalance probabilities to a more favorable state from the
while wearing a Lucid Bond remains lucid during their dream poor luck of the prior blow. You must choose to do so before
(if capable of dreaming), and can control their dreamspace at the roll. The foretelling roll can be used only once, and is lost
will. They also gain advantage on saving throws to resist the when you finish a long rest. You can use this reaction once,
spell dream. If multiple creatures wearing Lucid Bonds fall and regain the ability to do so upon completing a long rest.
asleep while adjacent to each other, they share a dreamspace.

Oneiric Harp
Dolurrh - Karrakos
Wondrous Item (instrument), uncommon Memoir Charm
This intricate curving harp is formed from crystallized Wondrous Item, uncommon (requires attunement)
dreams with strings of spun imagination. Its link to the plane This intricate metal charm is carved with the name of an
of dreams has long been broken. While holding this harp, ancient giant. While attuned to the Memoir Charm, you can
when you grant Bardic Inspiration, you can use your reaction remember glimpses of their past. When you make an ability
to force one creature that can hear you within 30 feet of check that uses a skill, you can roll a d6 immediately after
you to make a Wisdom saving throw. On a failure, they are seeing the number on the d20 and add that number to the
frightened of you until the end of their next turn. Creatures check. You can use this feature once, and regain the ability to
with telepathy have disadvantage on the saving throw. do so upon completing a long rest.
Additionally, the ancient memories allow you to write,
Somnic Mask speak and understand Giant.
Wondrous Item, Uncommon
Key figures in the armies of the Cul’sir Empire wore Somnic Veil Knife
Masks while sleeping on the march, protecting their dreams Weapon (dagger), very rare (requires attunement by a rogue)
from psionic attack. While wearing a Somnic Mask, you are This dark assassin’s dagger, wrought from husksteel glass
immune to the negative effects of the dream spell and other containing the memories of those slain in Shae Tirias Tolai,
effects that would seek to harm you through your dreams. was wielded by those who served the will of the Queen of the
Other creatures cannot enter your dreams unless you allow it. Dead. While wielding this dagger, you gain a +2 bonus to
Additionally, upon waking, you are aware of any attempts to attack and damage rolls.
tamper with your dreams (but not necessarily who did it). As a bonus action while holding the Veil Knife, you can
slice at reality and step through, entering the Ethereal Plane
as though affected by the spell etherealness. When you take
Daanvi - Crux the Attack action with this weapon while in the Ethereal,
Balanced Greatsword you can target a creature on the Material. If you do so, you
Weapon (greatsword), common immediately return to the Material, while your first attack roll
Crux paladins wielded weapons enchanted with Daanvian gains advantage. If it hits, the target’s maximum hit points are
magic that took no chances - literally. On a hit, instead of reduced by the amount of damage dealt by that attack for the
rolling the weapon’s damage dice, this greatsword deals 7 next 24 hours. The effects of etherealness otherwise end after
slashing damage before adding additional modifiers. On a period of 1 minute. You can use this bonus action once, and
a critical hit, instead of rolling additional damage dice, regain the ability to do so upon completing a long rest.
add an extra 4 slashing damage for each damage die that
would be rolled. Fernia - Grand Ju'qata
The Endecimal Treaty Hand of Onatar
Wondrous Item, artifact Wondrous item, uncommon (requires attunement by a sorcerer, or
The founding treaty of the Group of Eleven is an ancestry with the innate ability to deal fire damage)
indestructible contract marked with titan blood. This intricate filigree gauntlet has a Siberys dragonshard set
As long as at least one of the eleven founding in the palm that glows with a burning light. While attuned to
Titans are alive, the epic geas on the contract this magic item, you gain a +1 bonus to the attack rolls and

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spell save DC of your spells and abilities that deal fire damage. benefits of a long rest after a period of 1 minute, restoring
Additionally, you can cast heat metal without expending a hit points, spell slots, and uses of abilities. It does not cure
spell slot a number of times equal to your proficiency bonus. any ongoing conditions on the recipient that would not
You regain all expended uses upon completing a long rest. otherwise be cured by taking a long rest (such as those caused
by ongoing spells).
Kythri - Genesis Twins
Refractor Shield
Arcane Dynamo Shield, rare (requires attunement by a Cleric or Paladin)
Wondrous Item, rare (requires attunement) This glittering golden shield has a surface polished to a
This complex battery contains a Siberys shard that shifts mirror sheen. When you restore hit points to a creature
through the colors of the rainbow. The dynamo has 3 with a spell or ability for the first time on your turn, you
charges, and regains 1d3 charges daily at dawn. When you can choose to deal radiant damage equal to half the amount
take acid, fire, thunder, or cold damage, you can expend restored to a creature of your choice within 15 feet of you.
1 charge as a reaction to gain resistance to the triggering The creature must succeed on a Dexterity saving throw
damage type until the start of your next turn. When you do against your spell save DC, taking half the damage on a
so, on your next turn, your speed is doubled and you deal an success, or all on a failure.
additional 1d6 force damage on your first attack that hits.
When you expend the last charge, roll a d20. On a 1, the Rowa’s Botany Kit
Dynamo overloads and explodes after conferring its normal Wondrous Item, Tools (Herbalism Kit), rare
effect, dealing 8d10 force damage to you. This herbalism kit is stocked with extraordinarily rare herbs
and reagents taken from the gardens of Rowa’s Path. If you
Fluxwhip are proficient with an Herbalism Kit, you can add twice
Wondrous Item, rare (requires attunement) your proficiency bonus to ability checks made using Rowa’s
This flexile whip is made from elastic slime. While wielding Botany Kit, as well as Intelligence (Nature) checks made to
this weapon, you have a +1 bonus to attack and damage rolls. identify the properties of plants. Additionally, you can spend
Additionally, as a bonus action, you can choose for the whip 10 minutes of uninterrupted time to brew either a Potion of
to have one of the following properties until you use a bonus Heroism, Potion of Greater Healing or a Potion of Poison using
action to switch to another. the materials in the kit. You can brew one potion in this way
• The whip deals an additional 1d4 acid damage on a hit. every 24 hours, as the materials within slowly regenerate
• The whip’s reach increases to 15 feet. due to ancient Irian growth magic. A potion created in this
• As an action, you can flick the whip to a point within way loses its potency after 24 hours due to the age of the
30 feet of you, allowing you to create a temporary herbs within.
rope, close doors, or snatch a small object. If you hit
a wall with this action, you can pull yourself to that
point in a straight line, which expends movement and
Lamannia - Esht Primacy
provokes opportunity attacks as normal. If you hit a Dominance Collar
ceiling, you can choose for the whip to attach, and act Wondrous Item, rare (requires attunement)
as a 30 foot length of rope until you pull it away (no This primal leather collar is worn by a familiar or animal
action required). You cannot attack with the whip companion, empowering them with the magic of Lamannia.
while it is attached in this way. As part of the attunement process, a Beast, Monstrosity, or
familiar of any type must willingly wear this collar on their
Saddle of Ooze Riding body. Upon attunement, the collar cannot be removed unless
Wondrous Item, rare (requires attunement) you unattune to it or the creature dies. A familiar that wears
This giant’s toy for children allows one to ride a Large or the collar retains it if temporarily dismissed.
greater ooze as a mount. The saddle was intended for use While wearing the collar, a creature gains advantage on
with tame mimics, and can only be attached to non-friendly Intelligence, Wisdom, and Charisma saving throws. You can
oozes if they are rendered unconscious first (which is implied cast enlarge/reduce targeting the creature wearing the collar
by them no longer eating nearby creatures). When attached, once per day as a bonus action, without expending a spell
the Saddle immediately becomes attuned to by the person slot or requiring components. You regain the ability to do so
who attached it. An attuned Saddle causes the ooze to regard upon completing a long rest.
that person and their companions as allies, doubles the ooze’s
movement speed, and allows the attuner to ride the ooze as a Rowa’s Wrath
mount without suffering the effects of being in contact with Wondrous item, uncommon (requires attunement by a sorcerer, or
the ooze itself. Removing the saddle causes the attunement to ancestry with the innate ability to deal lightning damage)
end, and the ooze to return to its prior instincts. This golden diadem is inlaid with a Siberys dragonshard that
sparks with static. While attuned to this magic item, you gain
Irian - Sohl'aran a +1 bonus to the attack rolls and spell save DC of your spells
and abilities that deal lightning damage. Additionally, when
Potion of the Refuge you deal lightning damage to a creature, it cannot use
Potion, legendary any reactions until the start of its next turn.
This crystal-clear potion is actually blessed water from the
layer of Irian known as the Refuge, granted by its immortal
caretaker Araam. Drinking this potion grants the full

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Il’ara’s Grace Blessed Bloodshard
Wondrous item, uncommon (requires attunement by a sorcerer, or Wondrous item, common
ancestry with the innate ability to deal cold damage) The weapon this bloodshard is attached to counts as being
This silver pendant is inlaid with a Siberys dragonshard made from silver, and emits dim sunlight in a 15-foot radius.
that glows with an icy blue light. While attuned to this You can use a bonus action while holding the weapon to
magic item, you gain a +1 bonus to the attack rolls and spell enable or disable this light.
save DC of your spells and abilities that deal cold damage.
Additionally, as a reaction to taking damage, you can flash- Returning Bloodshard
freeze yourself in Risian ice. You gain temporary hit points Wondrous item, common
equal to 5 times your level, which you lose at the end of your The weapon this bloodshard is attached to returns to
next turn. While you have these temporary hit points, your your hand when thrown after dealing damage or missing
speed is reduced to 0. You can use this reaction once, and with an attack..
regain the ability to do so upon finishing a long rest.
Adamantine Bloodshard
Shavarath - Hekaton Wondrous item, common
The weapon this bloodshard is attached to automatically
Arm of the Conqueror critically hits against objects and structures.
Weapon (any), very rare (requires attunement)
This brutal weapon has an engraved Siberys shard in the hilt
Cleaving Bloodshard
that pulses with soft red light. While you have fewer than
Wondrous item, uncommon
half your maximum hit points (rounded down), you can use
When you hit a creature with the weapon this bloodshard
a bonus action to summon your sword wraith reflection
is attached to, you can choose to deal damage equal to your
from Shavarath. You can choose to either channel the wraith
strength modifier to a different creature within reach.
within yourself, or summon it to an unoccupied space within
30 feet of you. If summoned, it shares your initiative order,
and acts immediately after you as per your vocal commands
Infernal Firelock
Weapon (firearm), very rare (requires attunement)
(no action required).
An infernal firelock appears like an antiquated musket made
If you choose to channel the wraith within yourself, you
of rusted brass; the interior is filled with fiendish flame,
can attack one additional time when you take the Attack
which acts as both the gunpowder and ammunition. The
action, as its spectral arms manifest from your body to strike
weapon has a normal range of 100 feet, a long range of
with a copy of the weaponry you are holding.
300 feet, and the two-handed property for creatures of size
You can use either of these features once, which lasts until
Medium or smaller. It deals 2d6 fire damage on a hit, and
you dismiss the effect as a bonus action, the sword wraith is
does not require ammunition nor reloading.
reduced to 0 hit points, or your hit points rise above half your
An infernal firelock has 6 charges, and regains 1d3+1
total hit point maximum. You regain the ability to use either
charges upon completing a long rest. While wielding an
feature upon completing a long rest.
infernal firelock, you can choose to replace an attack you
make with the weapon, replicating the effects of one of the
Bloodshards following spells: burning hands (1 charge), scorching ray (2
Engraving Siberys shards with the right runes and attuning charges), fireball (3 charges). These effects use your ranged
them to Shavarath can create dangerous tools known as weapon attack modifier, and have a saving throw DC of 15.
Bloodshards. Attaching a Bloodshard to a weapon imbues it
with power from the plane of war - a valuable effect when Syrania - The Gallimaufry
your soul screams for murder. Hekaton smiths soon learned
different ways of lensing this magic, using a variety of runes Kinmask
to devastating effect. Wondrous Item, legendary (requires attunement)
A Bloodshard can be attached to any mundane weapon. A Kinmask is a hand-crafted item created by one of the titans
The attachment and detachment processes take 1 hour of of the Gallimaufry, imbued with the pact magic they gained
work, which can be performed during a short rest, and makes from the Dominions of Syrania. They used these masks
the weapon magical. Example Bloodshards include: to hide their emotions during business deals and visits to
Syrania to meet with their patrons.While wearing a Kinmask,
you gain the following benefits:
Savage Bloodshard
Wondrous item, uncommon • You can cast levitate and warding wind at will (DC 15).
When you roll a 1 on the damage die of the weapon this • As an action, you can choose to hover an inch above
bloodshard is attached to, you can reroll that die, and must the ground at all times, including while moving. This
use the new result. renders you unaffected by difficult terrain. The effect
lasts until you use an action to dispel it, or you are
Keen Bloodshard knocked prone, restrained, or incapacitated.
Wondrous item, uncommon • You are hidden from divination magic, and cannot be
The weapon this bloodshard is attached to critically targeted by such magic, nor perceived through magical
hits on an attack roll of 19 or 20; if it already does so, scrying sensors. Additionally, magic cannot detect
it additionally critically hits on a roll of 18. whether you are telling the truth or lying, compel you
to tell the truth, or sense your alignment.

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• You can cast plane shift once every three days targeting and support buildings. When first used, over the course of
yourself and willing allies, but can only use it to travel a minute, this causes a 150-foot radius hemisphere of cloud
to the Immeasurable Market of Syrania, or back to the to form, with the Skyhook in the center of the flat upper
Material Plane. surface. Any space that is occupied causes no cloud to form
within its space, unless it is occupied by a creature, in which
Additionally, every Kinmask is linked to a specific angel of case the creature is lifted by the gathering cloud onto the
Syrania, granting spells from their domain. A Kinmask has 3 upper flat surface so that the space can be filled.
charges, and regains 1d3 charges upon finishing a long rest, When used again while this area is active, the effect can
which can be used to cast the spells from its specific domain either be deactivated (causing the entire region of cloud to
(which is chosen by the GM). Spells cast in this way do not disappear, and everything on it to fall), or used to selectively
require material components. Example domains include: remove or reposition areas of cloud for aesthetic and
Arcana: detect magic (1 charge), dispel magic (2 charges), architectural purposes. It takes 10 minutes of time for cloud
teleportation circle (3 charges) removed in this way to fully disappear, which is done in 15-
Commerce: comprehend languages (1 charge), sending (2 foot square cubes as per the will of the one controlling the
charges), telepathic bond (3 charges) Skyhook. These cubes can be repositioned anywhere within
Knowledge: identify (1 charge), clairvoyance (2 charges), a 300-foot radius of the Skyhook, but more clouds cannot
legend lore (3 charges) be formed than were originally created when the Skyhook
Life: cure wounds (1 charge), beacon of hope (2 charges), mass was activated.
cure wounds (3 charges) Levity Field: All creatures that begin falling within 300
Nature: speak with animals (1 charge), speak with plants (2 feet of the Skyhook fall at a rate of 60 feet a round, can
charges), commune with nature (3 charges) choose to land on their feet, and take no falling damage
when they land.
Migration Key Migration Path: The Skyhook and any cloud formed by it
Wondrous Item, very rare (requires attunement) are blown by steady winds in a direction of your choosing at
This torc is wrought from silver filigree with a cloudy a maximum speed of 100 feet every 6 seconds (or 10 miles per
Siberys shard set into the middle. While attuned to the hour for convenience), until you activate this ability again to
Migration Key, you can spend 1 minute of uninterrupted change speed, direction, or stop. This movement continues
concentration to magically link or unlink it to a Skyhook* indefinitely, and continues 24 hours a day (resulting in a
that you are aware of within 500 feet of you. This fails if the traveled distance of 240 miles per day at maximum speed)
Skyhook is already linked to a different Migration Key. An Calm Zone: The area in a 300-foot radius of the Skyhook
attuned Migration Key can link to any number of Skyhooks. is unaffected by weather and strong winds unless you
If you unattune to the Migration Key, it retains these links, choose so. Rain and snow that would fall within the area are
but none of its properties can be used until reattuned to by a deflected around it by the manifest zone. As an action, you
character. While linked, the abilities of the Skyhook can only can cause the weather within that radius to change to light
be activated by the person attuned to its Migration Key. rain, snow, mist, or clear skies.
While attuned to the Migration Key, you can concentrate
for 1 minute to activate any of the abilities of any Skyhook A Skyhook can be linked to a Migration Key*, preventing its
it is linked to while on the same plane of existence as those abilities from being used by anyone except the one attuned to
particular Skyhooks. that Migration Key, and allowing its abilities to be used from
any distance while on the same plane of existence.
Portstone
Wondrous Item, rare Thelanis - Twilight Court
A Portstone is an intricately carved sliver of Siberys shard
Mnemonic Anemone
that levitates inside a gilded brooch. When held flat, the shard
Wondrous Item, uncommon
rotates like a compass, pointing in the exact direction of the
This glittering flower was grown in the fertile soil of a
city of Kul Lerek. Additionally, anyone holding the Portstone
memory. A character that smells the flower gains the memory
can use it to cast find the path at will targeting Kul Lerek, with
that was used to grow it with perfect recall.
the brooch itself acting as the material component.

Skyhook
Xoriat - Zja Aqat
Wondrous Item, legendary Crown of One Mind
This hovering metallic gyroscope is 10 feet wide, and has a Wondrous item, very rare (requires attunement)
floating Siberys manifest shard in its center that glows with This alien circlet is wrought from smooth crystal and comes
a faint blue light. A Skyhook floats 10 feet above the ground, from a doomed alternate reality. Only a few Crowns of
and falls at a rate of 30 feet a round if deactivated in mid-air. One Mind exist in this world, all hidden deep beneath the
By concentrating on a Skyhook for 1 minute while within 30 giant city of Zja Aqat. There, they were used to rapidly
feet of it, a creature with the ability to cast spells (innate or share knowledge, preparing powerful psions for their
otherwise) can cause one of the following effects by inducing incorporation into the city’s gestalt god-mind.
an artificial Syranian manifest zone: While wearing a Crown of One Mind, you gain
1000 feet of telepathy, but can only use it to talk
Form Cloud: You create or rearrange solid Syranian to another creature also wearing a Crown.
cloud, which is soft like wool, but stable enough to stand on Additionally, when you attune to the Crown,

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you can choose one skill you are proficient in. Whenever a Primordial Diadem
creature attuned to a Crown within 1000 feet of you makes Wondrous Item, artifact (requires attunement by a Sorcerer)
an ability check using that skill, they can choose to use your This ancient crown was worn by one of the Five Luminaries
skill bonus instead of their own. of the Sul’at League as a symbol of their power. The Diadem
is formed from five flawless Khyber dragonshards arrayed in
Time Loop a sunburst in the center of a circlet of pure unalloyed gold.
Wondrous Item, rare (requires attunement) Gemstones and jewels taken from the planes are inset around
This moebius-loop shaped ring is formed of shell-like sentira; the edge of the glittering circlet. Each of the dragonshards
it bestows a constant sense of odd deja vu. As a reaction to contains a different bound elemental, turning the Diadem
taking damage, you can choose to instead gain immunity to into a spellcasting focus for powerful magic. The Diadem has
it and any effects caused, by pulling your future self out of 3 charges, and regains 1d3 charges upon finishing a long rest.
the future to take the blow for you. Your future self returns While attuned, you gain the following abilities:
to the future immediately upon taking the damage, even Master of the Elements. You can use an action
if the damage kills them. At any point over the next three to expend 1 or more charges to cast one of the following
days, the GM can declare that you have now become that spells from the Diadem, using your spell save DC: cone of
future self, causing you to immediately suffer the damage and cold (1 charge), control winds (1 charge), maelstrom (1 charge),
effects you gained immunity to (which occurs regardless of immolation (1 charge), wall of stone (1 charge), fire storm
whether the ring is unattuned to or destroyed). You cannot (2 charges), whirlwind (2 charges), earthquake (3 charges),
use this property of the ring again until you suffer the damage tsunami (3 charges).
you have caused to yourself, at which causality is once Binder’s Command. You can cast dominate monster
again repaired. without expending a spell slot, targeting an Elemental or
If you die before you can suffer the damage you have caused Fiend. When cast in this way, elementals have disadvantage
to your future self, the ring shatters in a horrific fractal on the saving throw. You can cast the spell in this way once,
sundering of timelines. and regain the ability to do so upon finishing a long rest.
Ruler’s Stride. You can expend 2 sorcery points
The Sul'at League as a bonus action to gain one of the following benefits
for 1 minute:
Bracers of the Wind • Wind. You gain a flying speed equal to your
Wondrous Item, uncommon (requires attunement)
walking speed.
These rune-etched silver bracers are inset with Khyber
• Earth. You gain a 15ft burrow speed that allows you to
dragonshards containing weak air elementals. In place of
travel through nonmagical, unworked earth and stone.
straps, the bracers bind to the arms with bands of flowing
While doing so, you disturb the material you travel
wind. While wearing these bracers, you can speak the
through, but leave no tunnel behind you.
command word (requiring no action) to surround yourself
• Fire. Your speed increases by 15 feet, and you do not
with a warding gale in a 10-foot radius, causing the
provoke opportunity attacks when moving.
following effects:
• Water. You gain a swim speed equal to your walking
• The winds hedge out vapor, gas, and fog that can be
speed, and can stand and walk across any liquid surface
dispersed by strong winds.
as if it were solid ground.
• The winds extinguish unprotected flames that are the
size of a torch or smaller. Stoneward Plate
• As a bonus action, you cause the next ranged weapon Heavy Armor (Plate), very rare (requires attunement)
attack you make this turn to ignore partial cover and This solid set of plate is forged from Sul’at ur-cobalt, with
have double the normal short and long ranges. delicate veins of quartz running through the umber metal. A
• You can use your reaction when targeted by a ranged large Khyber dragonshard containing an earth elemental is
weapon attack from a character you can see to give bound into the center of the breastplate. When worn, giant
that attack disadvantage. runes picked out in crystal begin to glow on the greaves and
gauntlets of the armor. The weight of the metal is immense
Cloak of the Tides due to the effects of the earth elemental. As a result, this set
Wondrous Item, rare (requires attunement) of magical armor has a Strength requirement of 17. While
A Cloak of the Tides appears as a white half-cape with a clasp wearing this magical armor, you gain a +1 bonus to your
inset with a Khyber dragonshard. When worn, rivulets of AC. In addition, you cannot be moved against your will by
water flow endlessly over the surface of the cape, forming another creature unless they are Gargantuan in size.
the shape of shifting giant runes. This water maintains its The armor has 6 charges, and regains 1d6 charges upon
patterning despite gravity, and does not wet the wearer in finishing a long rest.
any way. While wearing this item, you are immune to the Earthen Embrace. You can expend 1 charge as an action
effects of extreme heat, and can walk on water as though it to cast the spell meld into stone, or 3 charges to cast wall of stone
were solid ground. Additionally, when you take fire damage (DC 18), without requiring components.
from a spell, ability, or attack, you can use your reaction to Quaking Blow. When you hit a creature with a melee
grant resistance to that triggering damage to you and attack, you can expend 1 charge to force it to make a DC 18
every character within 10 feet of you who also take Strength saving throw. On a failure, it is knocked prone.
damage from the same source. Stone Aegis. As a reaction to taking bludgeoning,
piercing, or slashing damage, you can expend 2 charges
to gain resistance to that damage type until the start of
your next turn.
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Eldritch Machines Dream Colosseum


Eldritch Machine
Many Cul’sir ruins have massive buildings lined with stone
An eldritch machine is a powerful magic item that cannot pallets known as Dream Colosseums. A creature that sleeps
easily be moved, and is capable of creating wide-ranging within such a building always dreams of the same sealed space
effects. Many are capable of great destruction or feats of in Dal Quor - a psychic ‘disaster shelter’ that prevents quori
magic, and often rely on manifest zones, special components, from entering and interfering with the dream. The contents
and other effects to achieve their purpose. In a literal sense, of the dream are typically palatial, but the effects of the
every eldritch machine is a plot device - a dramatic creation Turning of the Age may have had dire consequences.
to be used by villains to enact their final plans without
requiring a deep explanation for their functions. Dream Prison
Xen’drik is littered with eldritch machines built during Eldritch Machine
the Age of Giants. These range from civic infrastructure to A Dream Prison is a tall stone statue of a giant with their arms
powerful armaments, with every city-state specializing in held together, as though clasping something between their
different areas. Even machines that once served to water hands. Any creature in the Ethereal Plane that moves within
crops can be a threat in the modern day, deluging areas now 30 feet of a Dream Prison must succeed on a DC 20 Wisdom
overgrown with tangled forest. Other machines have been saving throw or be pulled inside the statue. A creature
buried by time, and lie beneath jungle loam, rockfalls, or trapped in this way remains trapped inside indefinitely.
desert sands. As a result, a party might be affected by an giant The only way they can be freed (other than destroying the
device without knowing it lies nearby. statue), is for a creature touching the statue to willingly allow
The most dangerous of all are weaponry emplacements, themselves to be possessed by a creature trapped within.
which are often targets for tyrannical groups. One such
example is the Grand Pyroclast*, which was used to meteor
Grand Pyroclast
strike* Stormreach half a century ago under the control of the
The largest arcane artillery emplacements of the Sul’at League
Battalion of Basalt Towers.
were enough to hold back both the Cul’sir Empire and Group
The following are example Eldritch Machines mentioned
of Eleven combined, out of fear of the destruction they could
in this guide, but are by no means an exhaustive list.
cause. A Grand Pyroclast is a 40-foot-long siege staff carved
from eldritch whirlwood, with every inch engraved with
Alternity Anchor a delicate arcane lattice to channel its power. Around the
An Alternity Anchor appears as a floating sentira gyroscope central core is a firebronze and ur-cobalt casing etched with
with a large Siberys dragonshard in the center that has been giant runes, with an enormous Khyber dragonshard set into
cut into fractal patterns. When functioning, the concentric the top. Within that dragonshard is a planar elemental of
rings of the gyroscope slowly rotate around each other, such power that Khorvaire has yet to witness - an incarnation
lighting up with carved runes. The gyroscope has a radius of of tectonic ruin.
20 feet, and floats 20 feet above the ground. A spellcaster capable of casting spells of 5th level or above
A creature standing beneath the Alternity Anchor can can use the Pyroclast to cast meteor strike* every 6 hours
spend 1 minute of concentration, as though on a spell, to with a range of 2 miles. Additionally, the range of their
activate or deactivate it. When activated, reality in a 100- own evocation spells cast through the Pyroclast increase by a
foot radius area around the anchor (excluding the radius of factor of 10.
space in the center, containing the anchor) is replaced by the
matching region in another specific reality, which is specified
The Mandate Heart
by the enchantments laid on the anchor’s Siberys shard. Any
The core of the city of the Crux is a vast computational
creature that leaves the outer boundary of the zone exits
engine that controls the hundreds of constructs that patrol
into the reality that they are not native to; i.e, an adventurer
the city. The Heart is their baseline for the Law and Order
from Khorvaire that walks out of the zone superimposed
that defines them, and whoever can control the Heart can
by the anchor will walk into the other new reality, while a
use those constructs as their hands, limbs, and blades - an
creature from that reality that enters the zone, then walks out
undying army under their command.
of it, will exit into the adventurer’s version of Eberron. Any
In its standard state, the Heart is a machine that performs
creature can cross the inner boundary of the zone, entering
hundreds of divinatory spells a second, then relays the
and exiting the area containing the Alternity Anchor itself. A
results to the constructs like a command center. Whatever
creature deactivating the Anchor ends the effect, returning
those spells deem to be the ‘correct’ choice is performed by
the region to normal. Any creature within that zone when
them instantaneously. Since the Heart deems ‘correct’ to
the Anchor is deactivated remains in the alternate reality that
be what is lawful, the constructs do their best to maintain
was accessed.
the city, uphold its laws, and throw out any intruders
Each Anchor’s Siberys shard is attuned to a specific
who break them.
alternate version of reality. Replacing a Siberys shard with
The Mandate Heart is located at the top of the Iex Mekina
one from a different Alternity Anchor will change the
tower at the center of Crux, occupying an entire floor, with
reality it accesses. Determining basic facts about the reality
commanding views over the entire city. A character
accessed by a deactivated Anchor requires a DC 20 Arcana
that spends 1 minute concentrating in front of the
(Intelligence) check while standing beneath it.
Mandate Heart, as though on a spell, can perform the
following actions once that minute has passed:

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• Cast any divination spell of 9th level of lower without large Siberys dragonshard carved with runes to attune it to a
requiring components or expending a spell slot. Spells specific plane, and govern what effect it has.
without a range of touch or self have their range
d13 Example Manifest Anchor
increased to the entire continent of Xen’drik. If this
Creatures who willingly lie or harm another
function is used for casting a spell of 5th level or
near an Armisticer - once used for diplomatic
higher, it cannot be used again for a number of hours
meetings - must succeed on a DC20 Wisdom
equal to the level of the spell. Spells that contact other Daanvi saving throw. On a failure, they take force
planes or beings for information are all answered by
damage equal to a quarter of their maximum
relevant beings from the plane of Daanvi.
hit points and are knocked prone.
• Neutralize the effects of one curse, affecting anything
from an item, to an individual, to the entire continent Entire cities were linked by Empire Chains,
of Xen’drik, including immense magical effects such as which caused creatures in the region to dream
the Durash’ka Tul and Traveler’s Curse. The intensity Dal Quor within the same shared space in Dal Quor.
of doing so for a continent-wide curse requires nearly Many still function, creating ‘Dreamtouched
the full power of the Mandate Heart. As a result, the Locales’ occupied by lost Cul’sir minds.
Once used by Karrakos to speak to the dead, a
Heart can only neutralize one such curse at a time.
Memorandum allows creatures to see into the
• Summon any mechanical Construct with a Challenge
Rating of 10 or lower. This function cannot be Dolurrh Ethereal Plane. Any creature that dies within
the vicinity is more likely to rise as a ghost;
performed again until a number of hours have passed
accordingly, many are crowded with undead.
equal to the Challenge Rating of the Construct. The
Creatures in the vicinity of a Forgemark gain
Construct is an ally of the character who summoned
it, and follows their verbal commands (no action Fernia advantage on all Tools-based ability checks, as
it bestows them with the properties of Fernia.
required). The Construct cannot leave the boundaries
Healing spells and abilities within the radius
of the city of Crux, and is immediately reduced to 0 hit
of a Sunspire restore an additional die of hit
points if made to do so for any reason. Irian points. Additionally, dim light becomes bright
• Give a command no longer than a sentence to the
light, and plants and animals grow rapidly.
entire construct army of Crux, which they will fulfill
Dynamo Arrays harness and transmute
without question or obstruction until a different
different types of energy for (formerly) safe
command is given. The command can contain vague
use. Spells and abilities that deal fire damage
directives, but those directives will be interpreted Kythri
might instead deal cold, lightning might
(potentially dangerously) by the logical divinatory
become thunder, while radiant might
core of the Heart itself. A different command can
become necrotic - and vice versa.
only be given after 1 hour has passed, as thousands
Plants grows rapidly within a Growth Anchor's
of constructs recalibrate across the city - along with
radius, which were used for farms and
the entire divinatory process of the Heart. Giving
more complex commands is possible, but the strain Lamannia orchards. Spells and abilities that create or
affect plants cannot be willingly ended, and
of channeling raw Daanvian magic from the Mandate
might continue for hours or even days.
Heart to do so is immense - something only the
Fulcrum Hala’gon himself could handle routinely. Creatures that die within the radius of a
Doing so unprepared can entirely overload one’s mind, Qabalrin Soul Siphon have their souls pulled
rendering a character incapacitated, and reducing their Mabar into a central obsidian pillar; Three questions
Intelligence score to 1 unless they succeed on a DC can be asked of a soul, which it must answer
25 Intelligence saving throw. This effect can only be truthfully. After the last, it is pulled into Mabar.
cured by spells such as greater restoration or stronger. Ice within the radius of a Preservation Cradle is
A being of a Chaotic alignment or tendency that attempts imbued with Risian magic; items (and people)
Risia frozen in such ice are placed into unconscious
any of these actions must succeed on a DC 25 Wisdom saving
throw or have their alignment changed to Lawful, as the full stasis, do not age, and remain until freed.
force of the Mandate Heart overwhelms them. Until restored A Swordcircle is a magic sparring ring that
by spells such as greater restoration or stronger, breaking any pulls the sword wraith reflection of a
local or national law becomes anathema to their soul, causing Shavarath character into the Material for them to fight.
them to immediately lose a number of hit points equal to half Formerly a training method, Swordcircles are
their maximum hit points if they do so. now a danger for unwitting explorers.
An Immeasury draws on Syrania for ‘perfect
Manifest Anchor Syrania understanding’; creatures within the area can
A Manifest Anchor is a large device that channels planar understand all spoken and written language.
magic into an area, typically resulting in that area gaining Every Grand Fable is unique, drawing the
one of the linked plane’s properties. Every city-state in Group storybook logic of the fey into reality for work
of Eleven made extensive use of Manifest Anchors to Thelanis and whimsy. This carries the risk of offending
support their population. While the appearance of whichever archfey is linked to the Fable.
each Anchor depends on the city-state in question, Xoriat Alternity Anchors* are detailed above.
every one is built around a core component - a

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Hunter's Trophies Dusteater


Staff, very rare (requires attunement by a sorcerer,
warlock, or wizard)
The following items are intended as thematic rewards that This twisting purple staff is carved from the shell of the
can be crafted from named creatures such as Lurking Two- Menechtar*, and retains its destructive potential. While
Maws* in the Legendary Monsters section on p.152. wielding this magic staff, you gain a +1 bonus to your
spell attack rolls and spell save DC, and have resistance to
1. The Cinder Sisters - Cindersender force damage.
2. Glimmerdoom - Light’s Edge Annihilator. When you roll to deal force damage to a
3. Kraa’ak Lors - Stormroc Sickle creature while wielding this staff, you can treat a 1 on any
4. Lurking Two-Maws - Insatiable Plate of the damage die as a 2. If you reduce a creature to 0 hit
5. Kaskylla of Glass - Glacial Desire points by dealing force damage to it, it is turned to fine dust.
6. The Mistmother - Silken Splendor Additionally, you can use the staff to cast disintegrate once
7. Menechtar - Dusteater without expending a spell slot, and regain the ability to do so
8. The Flux Beast - Fluxhide Cuirass upon finishing a long rest.
9. Thousandfold - Frostburn
10. The Somnoboros - Dream & Darkness Fluxhide Cuirass
Light Armor (Studded Leather), rare (requires attunement)
This armor, made from the morphic hide of the Flux Beast*,
Cindersender continues to shift and pulse while worn. This armor has 6
Whip, very rare (requires attunement) charges, and regains 1d3+1 charges after finishing a long rest.
This nine-headed whip, made of pyrohydra sinew and While worn, you can expend charges to cast the following
tipped with the teeth of the Cinder Sisters*, burns with the spells without requiring verbal or somatic components, using
creature’s inner fire - and resonates with your fury. While the armor as a spellcasting focus: absorb elements (1 charge),
wielding this magic whip, you gain a +1 bonus to attack and chaos bolt (1 charge), elemental baneXGE (3 charges), polymorph
damage rolls, and deal an additional 1d4 fire damage on a hit. targeting only yourself (4 charges).
Cindersweep. When you take the Attack action while Additionally, you can choose to cast any of these spells
wielding this whip, you can sweep Cindersender in a whirl of by sacrificing a number of hit dice equal to the number of
flame and teeth, replacing one attack you make. Each other charges that the spell would otherwise cost.
creature in a 10ft radius around you must succeed on a DC
16 Dexterity saving throw or take 2d8 fire and 2d8 piercing Frostburn
damage, or half on a success. If you are under half your Glaive, very rare
maximum hit points, creatures have disadvantage on this This curving scythe of ice is a detached leg from the giant
saving throw. If you are under a number of hit points equal remorhaz construct known as the Thousandfold*. Despite
to your level, you do not roll, instead dealing the maximum being formed entirely of sculpted frost, it burns with an inner
damage. Once you use this ability, you can't do so again until fire, and is warm to the touch.
you finish a short or long rest. While wielding this magic weapon, you gain a +1 bonus to
attack and damage rolls, and can choose one of the following
Dream & Darkness states for Frostburn to be in. You can change states as a bonus
Wondrous Item, very rare (requires attunement) action, switching the effects granted.
These snake-scale gauntlets are adorned with dream serpent Frost. This weapon freezes into ice, dealing an additional
fangs that extend from your knuckles, taken from the 1d6 cold damage on a hit. The first time you deal that
legendary Somnoboros*. While wearing these gauntlets, additional cold damage on a turn, you gain an equal number
you gain a +1 bonus to attack and damage rolls made with of temporary hit points. You additionally gain resistance to
your unarmed strikes, which deal an additional 1d4 poison fire damage.
damage on a hit. The gauntlets have 6 charges, and regain Flame. The inner fire flares, boiling through the outer
1d3+1 charges upon finishing a long rest. While wearing the shell. This weapon deals an additional 1d6 fire damage on a
gauntlets, you can expend charges in the following ways: hit, which is additionally dealt to every creature within 5 feet
Dream. When you deal damage to a creature with an of you. You gain resistance to cold damage.
unarmed strike, you can expend 1 charge to cast sleep centered
on the creature, requiring no verbal or material components. Glacial Desire
You are immune to the spell when cast in this way. You can Shield, rare (requires attunement)
additionally expend 4 charges to cast dream. This icy shield is a large carapace plate taken from the body of
Darkness. When you deal damage to a creature with an the morkoth Kaskylla*. Its freezing surface is infused with
unarmed strike, you can expend 1 charge to force them to frost from the Iceflow Sea, as well as the monster’s endless
make a DC 15 Constitution saving throw (or your Ki save DC greed. While wielding this magic shield, you gain resistance
if you are a Monk.) On a failure, a creature takes 2d4 poison to cold damage.
damage and is blinded until the end of its next turn, or takes Additionally, this shield has 3 charges, and regains 1d3
half damage on a success. You can additionally spend 1 charge charges upon finishing a long rest. You can use an
to cast darkvision. action and expend 1 charge to divine the location of
the single most valuable item or greatest amount of
gathered gold within 500 feet of you, as long as

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it is not protected by anti-divination effects or a layer of lead to thunder and lightning damage while in that form.
of any thickness. You can expend 2 charges to instead learn Additionally, your speed increases by 10 feet, and your attacks
the greatest desire of a creature that you can see within 60 deal an additional 1d6 lightning damage on a hit.
feet of you.

Insatiable Plate
Medium Armor (Breastplate), very rare
This dinosaur-hide plate was taken from the mutant
tyrannosaurus-rex ‘Lurking Two-Maws*’, and retains
Modern Craftwork
its endless hunger. The center of the breastplate has a Arcanissa Toolkit
horrendous circular mouth ringed with teeth, and tendrils Wondrous item, rare (requires attunement by an artificer)
that seek to pull in prey. The Arcanissa yuan-ti live in magically irradiated ruins, using
The armor has two scaled tendrils, which you can use to their innate resistances and technical know-how to survive.
manipulate an object, open or close a door or container, or Arcanissa artificers carry specialist tools used to disassemble
pick up or set down a Tiny object without using your hands. dangerous equipment, often with in-built wards in case of
Additionally, when you attempt to grapple a creature, you can catastrophic failure. This Toolkit can be used as Tinker's
use the tendrils, leaving your hands free. A creature that starts Tools or Thieves' Tools. While holding this Toolkit, you gain
its turns grappled by you takes 1d8 piercing damage from the a +1 bonus to the spell attack rolls and saving throw DCs of
teeth in the center of the armor. If a creature grappled by you your artificer spells, as well as to ability checks made to safely
is reduced to 0 hit points, you gain 2d8 temporary hit points disassemble magical devices or defuse traps.
as the armor absorbs some of their flesh and blood. Additionally, when you succeed on a saving throw against
a spell or magical effect that would deal damage to you, you
Light’s Edge can choose as a reaction for the protective wards placed on
Dagger, very rare (requires attunement) the toolkit to absorb some of the arcane energy. Reduce
This shimmering opalescent dagger is formed from the the damage you would take by an amount equal to your
fang of the behir Glimmerdoom*. While wielding this proficiency bonus. Until the end of your next turn, your AC
magic dagger, you gain a +2 bonus to attack and damage increases by that amount.
rolls. Additionally, as an action, you can cause the dagger to
become invisible as long as you are holding it or it is on your Asherat Sandnet
person, granting you advantage on all Dexterity (Sleight of Weapon (net), common
Hand) checks made to conceal it. This net is made from geomantic desert sand that binds
Mirror Blade. Light’s Edge has 3 charges, and regains 1d3 to its target. Attacks made with this magical net do not
charges upon finishing a long rest. You can expend 1 charge have disadvantage when used against a target standing on
to cast either invisibility or mirror image using the dagger as unworked stone, sand, or earth, as the ground around them
a spellcasting focus. When you cast mirror image in this way, temporarily binds to the net. Additionally, when destroyed,
you have advantage on attack rolls while the spell is in effect. the sand reforms back into the net after a period of 1 minute.

Silken Splendor Beacon of Passage


Wondrous Item, very rare (requires attunement) Wondrous Item, common
This ghostly ethereal cloak is made from the fuzzy hide of the A Beacon of Passage is a small decorative item crafted by the
arachnid Mistmother* . It appears invisible unless looked at Eternal Dominion that permits a ship to sail the Thunder
directly. While wearing Silken Splendor, you gain a +1 bonus Sea. The spell locate object can detect a Beacon of Passage
to your AC. The cloak has 3 charges, and regains 1d3 charges at a distance of up to 10,000 feet, rather than within the
upon finishing a long rest. You can expend 1 charge to cast normal range of 1000 feet. Each Beacon has a small section
blur, or to cast polymorph targeting yourself, but you can only of the biological sahuagin material known as ‘korlass’, which
turn into a spider or giant spider. gradually degrades over a period of time as a sign of when the
Beacon was first granted.
Stormroc Sickle
Sickle, rare (requires attunement by a druid) Breathblade
This magical sickle is formed from a carved talon taken from Weapon (Longsword), Uncommon (requires attunement by
Kraa'ark Lors*. You gain a +1 bonus to attack and damage a dragonborn)
rolls made with this magic weapon, as well as a +1 bonus to The organic tools of the Trothurkear dragonborn are often
your spell attack rolls and spell save DC. Additionally, when produced by their bolatashi, and can be considered living
you deal lightning or thunder damage, you ignore resistance creatures. Breathblades are one example. These living swords
to those damage types. - which symbiotically bind to their wielder’s hands - have
Thunderheart. While attuned to the Stormroc Sickle, you sharp bone blades and fleshy scaled handles. While attuned
always have the spell call lightning prepared, which does not to this weapon, you can use a bonus action while wielding it
count towards your prepared spell limit. While you are under to painlessly merge one of your hands with the scales of the
the radius of the spell’s stormcloud, you gain a flying weapon. Until you choose to undo this as a bonus action, you
speed equal to your movement speed. gain the following benefits:
Stormbird. When you use Wild Shape to
transform into a creature with a fly speed • You cannot be disarmed of the Breathblade, or drop it
that is Small or larger, you gain immunity for any reason.

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• When you use your Breath Weapon to deal damage, or immediately fall prone and become frightened of you
the blade surges with the same elemental energy. For until the end of their next turn. While frightened in this
the next minute, when you hit with the Breathblade way, a creature screams uncontrollably, preventing them
for the first time on a turn, it deals an additional 1d6 from speaking. A creature that succeeds on the saving throw
damage of the same type as your Breath Weapon. becomes immune to the effect for 24 hours.
• When you critically hit with the Breathblade, for the
next minute, your Breath Weapon deals an additional Runewood Staff
damage die. Wondrous Item, Rare (Requires attunement by a druid)
The giants of the Guardians of Rusheme have combined
While you are attuned to the Breathblade, other creatures
their primal magic with the runic traditions of their
have disadvantage on attack rolls using it.
forebears. Many higher-ranking Kelshoc and Rushem’dal
carry Runewood Staves that aid them in their travels across
Curseknell Xen’drik. Generally, a Runewood Staff is carved from a
Wondrous Item, Rare (requires attunement by a spellcaster) small tree native to where the druid grew up, with runic
Among the Ko, the bell is a symbol of freedom and additions made over the years as they deepen their ties to the
destruction - never to be rung lightly, but often necessary. land. Many of these staves still have living wood, growing
Some communities hold that their ancestors were so and blooming with the seasons. While holding this magical
unobtrusive they were forced to wear bells to alert their staff, you gain a +1 bonus to your spell attack rolls, and
slaveowners to their presence, and later adopted bells to Spell Save DC.
speak for them when they needed to be loud. Others hold that When you take a short or long rest outside of a man-made
they were inspired by the bell-like calls of silver cloudfrogs, construction, you can plant your staff into the ground to
and that a fey spirit gives the bell its power. A curseknell is enhance the plant life in the area. After 30 minutes of resting,
a stout, slightly flared ko handbell decorated with fearsome you can choose to imbue the land in a 30-foot radius around
carvings, whose sound can shatter curses on artifacts and you with one of the following effects:
people alike.
You can use the Curseknell as a spellcasting focus for • You induce rapid growth in the land, causing the
your spells. Additionally, you can cast the spells remove curse, region to become difficult terrain for all creatures
banishment, and dispel good & evil using the Curseknell as except the allies you rest with, as new life blooms.
a focus without expending a spell slot or requiring verbal • You focus on establishing a magic link with the
components. You can cast any of these spells once, and existing plant life, allowing you to communicate
cannot cast them again in this way until you finish a long with the plants as if you shared a common language.
rest. When you cast a spell in this way without expending a You can question the plants about events in the
spell slot, every creature of your choice within 30 feet of you spell’s area within the past day, gaining information
that can hear you gains temporary hit points equal to your about creatures that have passed, weather, and other
proficiency bonus. circumstances.
• One healing goodberry grows for each total hour you
Cuttlerobe spend resting. A berry can be eaten or fed to another
Wondrous Item, Uncommon creature as an action to restore 1 hit point, and
This elastic form-fitting bodysuit was made by a Simeq provides enough nourishment to sustain a creature
clothier from the hide of a giant cuttlefish, and retains some for one day. The berries last until you begin your
of the creature's shape-changing abilities. While wearing next long rest.
the Cuttlerobe, you gain a swim speed equal to your walking
speed. As an action, you can change the texture, color, These effects last until you leave the affected area, and are
and pattern of the Cuttlerobe as you wish. If you do so, by additionally blocked by total cover.
not moving for a minute, you become invisible until you
move, attack, or cast a spell, as the robe shifts to match Shadowsilk Studded Leather
the background. Light armor (studded leather), common
This outfit of lightweight silk is impossibly soft and
Dra-tin Chatkcha surprisingly resistant to blows. While wearing Shadowsilk
Weapon (dart), Rare Studded Leather, you can attempt to take the Hide action
Thri-kreen warriors often wield three-tined throwing when only lightly obscured by vegetation, falling snow,
weapons known as chatkchas. Those who hunt beings-that- or other environmental conditions, even when standing
dream sometimes wield chatkchas dangerously linked to Dal in the open.
Quor, carved from a form of jade-like thri-kreen sentira.
Against creatures who do not dream, they have no additional Siberys Compass
effect. Against those who do, they bestow crippling fear. Wondrous item, rare (requires attunement by a character with the
While wielding this magic dart, you gain a +1 bonus Mark of Passage)
to attack and damage rolls. After throwing the dart, it These intricate dragonmarked focus items are inset with a
automatically returns to you at the end of your turn, as long Siberys shard from Xen’drik. The abilities of the Mark
as you have a free hand to catch it. of Passage allow House Orien a unique form of
When you hit a creature capable of dreaming with this resistance to the Traveler’s Curse, and an heir using
weapon, it deals an additional 1d4 psychic damage, and the one of these devices might optionally ignore the
creature must succeed on a DC 13 Wisdom saving throw effects of the Curse entirely.

CHAPTER 8 | TOOLS & TREASURES


345
An attuned Siberys Compass allows a character and their door or container, pick up or set down a Tiny object, or wield
allies to travel in Xen’drik for up to 10 hours without risking a weapon that has the light property.
exhaustion. Additionally, their sense of direction causes
them to intrinsically avoid dangers and difficult terrain. As a Behemoth Belt
result, a party moving overland at a normal pace is able to use Wondrous Item, uncommon (requires attunement by a warforged)
Stealth as though they were traveling at a slow pace, while This golden belt was designed by the quori to let their soldiers
a party moving overland at a fast pace suffers no penalty to stand toe-to-toe with the giants. While you attuned to this
their Passive Wisdom (Perception) scores as a result. belt, it integrates into your form and becomes inseparable.
As an action while attuned to this belt, you can magically
Starfall Torc increase your size to Large, causing your dimensions to
Wondrous Item, Uncommon double and your weight to be multiplied by eight. Your
This crystalline band, carved by Irsvern kobold ‘blood seers’, equipment similarly increases. If there isn’t enough room
is infused with the divinity of the Dragon Above. If you for you to achieve that size, you instead attain the maximum
begin your turn flying, and move at least 30 feet directly possible size for the space available. While Large, your
downwards before landing on the ground on your turn, weapon attacks deal an additional 1d4 damage, and you have
you become cloaked in radiance like a falling star. Every advantage on Strength ability checks and Saving throws. This
creature of your choice within 10 feet of you when you land effect lasts for 10 minutes, or until you end it as an action.
takes radiant damage equal to your proficiency modifier,
and must succeed on a DC 13 Strength saving throw or be Defense of the Makers
knocked prone. Wondrous Item, very rare (requires attunement by a warforged)
This helm, crafted for a warforged champion of the quori,
Storyweave Armor contains the power to take down the largest of giants. The
Light Armor (Studded Leather), Uncommon (requires attunement) Defense of the Makers is made from pure silver, with gold
The fae’drik carry Heirloom Tales, passed down through tracery and a Khyber dragonshard inset vertically above the
generations since the fall of the Twilight Court. These eyes. While attuned to this helmet, it integrates into your
stories carry the history of their people, as well as the tales form, becoming inseparable.
of the archfey of Thelanis. Skilled fae’drik artisans can weave The Defense of the Makers grants you a +5 bonus to
these stories into lightweight armor that carries narrative Strength (Athletics) checks made to resist being grappled or
enchantments sewn into the leather. By wrapping the wearer shoved by creatures of a size larger than you. Additionally,
in tales of heroism and bravery, they gain some of the ‘plot whenever you hit a creature that is a size larger than you with
armor’ of a Tale’s protagonist. Storyweave is often worn by a melee attack, you deal an additional 1d6 damage. When
members of the Unbound Brigade, who specialize in fighting you deal this damage to a creature, you can spend your bonus
giants. A character can spend an action to read the story itself action to force the creature to succeed on a DC 18 Wisdom
off the armor, which they hear in their mind in the voice of saving throw or fall under the effects of the spell confusion
the weaver. You are considered proficient with this armor for up to 1 minute, or until it succeeds on a saving throw to
even if you lack proficiency with light armor. end the effect. Once you do so, you cannot use this ability
Additionally, when you reduce a creature larger than you again until you finish a short or long rest.
to 0 hit points, you can use your reaction to give a heroic
shout. Every creature of your choice within 30 feet of you Scorpion Belt
that can hear you can roll a d4 and add the number rolled to Wondrous Item, rare (requires attunement by a warforged)
their next attack roll or saving throw within 1 minute. Once Crafted by the Vulkoori drow as an homage to the god
you take this reaction, you cannot do so again until you finish Vulkoor, the Scorpion Belt is made from adamantine links
a long rest. inlaid with Siberys dragonshards, with a central buckle in the
shape of a segment of carapace. While attuned to this belt, it

Warforged integrates into your form, becoming inseparable.


While attuned to a Scorpion Belt, you can use an action
to cast polymorph on yourself, transforming into either a

Components scorpion or giant scorpion. In either form, you physically


resemble that of a warforged, with metal carapace and
wooden joints. Additionally, while polymorphed in this way,
you retain the benefits of your Constructed Resilience trait
Auxiliary Arms and gain a +1 to your AC. You can use this ability once, and
Wondrous Item, rare (requires attunement by a warforged)
regain the ability to do so upon finishing a long rest.
These insectoid arms were designed by the Vulkoori drow,
and are intended to bring warforged closer to the form of a
Scorpion Claw Gauntlets
scorpion. When you attune to them, they merge with the
Wondrous Item, uncommon (requires attunement by a warforged)
sides of your chest, and can be controlled the same as your
These sharp insectoid claws are made of metal and designed
main arms. These designs were partly inspired by the odd
by the Vulkoori drow. When you attune to them, they merge
forms of some Quorforged, who have multiple arms
with your hands, becoming inseparable.
innate to their design.
While attuned to the gauntlets, you gain advantage on
While attuned to the Auxiliary Arms, you can use
melee attack rolls against targets that you are grappling.
them to manipulate an object, open or close a
Additionally, when you begin your turn grappling a creature,
you can choose for it to take 1d6 poison damage.

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Appendix A
Example Soundtracks
The following are example YouTube background tracks for
different regions of Xen’drik. Each list has different themes
intended to save time for DMs who are planning sessions,
and provide ambience for writing. These tracks are not
exhaustive by any means, and are heavily biased by the media
I have consumed.

Stormreach & Thunder Sea Dread Lake


• Cryo Chamber - Dark Underwater Ambience • Hollow Knight OST - Deepnest Ambience
• Dishonored 1 OST - Grime & Grandeur • Little Nightmares 2 OST - Down the Hall (Extended)
Ambience Mix • Little Nightmares 2 - Six’s Music Box (Extended)
• Dishonored 2 OST - Karnaca Ambience • Monster Hunter World OST - Rotten Vale Battle
• Divinity: Original Sin 2 OST - Xantezza’s Pocket Theme (Extended)
Plane Ambience • Red Dead Redemption 2 - Bayou Nwa
• League of Legends OST - Bilgewater Mix Theme (Night)
• Pillars of Eternity OST - Combat E (Extended) • Red Dead Redemption 2 - West Elizabeth Theme
• Tripmaster Monk - Zen Gangster Ballad Lo-fi Pt. 1 • Sekiro: Shadows Die Twice - The Phantom, Lady
Butterfly Phase 2 (Extended)
Skyfall Peninsula & Hydra Basin
• Elden Ring OST - Regal Ancestor Spirit (Extended) Valley of Shadows
• Guild Wars 2: Heart of Thorns OST - Battle • Monster Hunter World OST - Glavenus’
- Mordremoth Theme (Extended)
• Hollow Knight OST - Greenpath Ambience • Michael Ghelfi - Volcanic Field
• Michael Ghelfi - Dinosaur Jungle at Night • World of Warcraft OST - Blade’s Edge
• Michael Ghelfi - Nylea’s Shrine Mountains - Ambience
• World of Warcraft OST - Stranglethorn Vale and • World of Warcraft OST - Ironforge Ambience
Zul’Gurub Ambience • World of Warcraft OST - Shadowmoon Valley
(Outland) Ambience
The Menechtarun
• Diablo 4 OST - Jirandai Town Music (Dry Giant Ruins
Steppes Region) • Cryo Chamber - Old Ruins and Ancient Temples
• Diablo 4 OST - Dry Steppes Supercut • Darkest Dungeon - Explore the Ruins (Extended)
• Legends of the Ever Earth - Ashatan Battle Music • Divinity Original Sin 2 OST - Symphony of the
• Michael Ghelfi - Windy Desert Ambience Void (Extended)
• Monster Hunter World OST - Wildspire Waste • Fire Emblem: Three Houses OST - As Fierce as
Battle Theme Fire (Extended)
• World of Warcraft OST - Ahn’Qiraj Ambience • Fire Emblem: Three Houses OST - Dwellings of the
• World of Warcraft OST - Vol’dun Ambience Ancient Gods (Rain) (Extended)
• Fool’s Gold: Into The Bellowing Wilds OST -
The Iceflow Sea Foreclaimer Ruins
• Diablo 4 OST - Fractured Peaks Supercut • Monster Hunter Rise OST - Lava Caverns, Cold
• Elder Scrolls: Skyrim OST - Night Music Blues and Flaming Reds
and Ambience • World of Warcraft OST - Suramar Ambience
• Elder Scrolls: Skyrim OST - Winter Storms
Music & Ambience
• Michael Ghelfi - Frozen Tundra
• Frostpunk OST - The City Must Survive
• Monster Hunter OST - Ice Map Battle
Theme Medley
• Tiny Tina’s Assault on Dragon Keep OST -
Flamerock Refuge

CHAPTER 81| |TOOLS


APPENDIX EXAMPLE
& TREASURES
SOUNDTRACKS
347
Appendix B Example NPCs
1. Cirris d'Orien - Orien Mailman
2. Daeleth Elaras - Silaes Tairn Artificer
Adventurers & NPCs 3.
4.
En-Rayin - Asherati Merchant
Ghaltar Virtuous - Fire Giant Paladin of the Flame
5. Harghost Serpent Nabora - Goliath Beast Hunter
The 'Example Plot Characters' section on p.24 was originally 6. Katlassir - Shulassakar Agent
a lot longer, and featured over 30 different characters one 7. Narrvae Aurixgarurt Mrithmaug - Cursed Soldier
might encounter in Xen'drik. That was scaled back to save 8. Omun - Wereraven Frost Giant Druid
on time and space, but I've expanded it here with the benefit 9. The Prescient - Cyclops Oracle
of time. The characters featured here might be encountered 10. Serahar i Dereia - Cloud Giant Archaeologist
anywhere across Xen'drik, and are intended to provide 11. Trill - Awakened Lyrebird
opportunities for roleplay, social encounters, and the 12. Wyrhaen of the Coral Court - Lost Triton Knight
introduction of quest hooks. 13. Xizka Charir - Winged Plains Kobold

Example Adventuring Groups Cirris d’Orien


Group Background
House Orien Courier (he/him):
A feisty crew of kobolds known across the Sun
Pillars for their derring-do. They specialise in
Personality: Chipper and peppy, with a love for puns.
Ulto's Crew testing traps for kobold settlements. As sworn
Ideals: To do the impossible, by delivering mail in Xen’drik
enemies of the behir Glimmerdoom, they have
(and stick it to his parents by doing so).
clashed with the beast on many occasions.
Bonds: The Orien folk in Stormreach, and the gruff
An arrogant squad of wealthy students from
The Wolf prospectors of Zantashk, who have gained a fair amount of
Khorvairan universities trying to earn some
Pack respect for the scion (and often treat him to beer).
scars and stories on summer break.
The Hantar'kúl drow treat dungeoneering as a Flaws: A weakness for beer and a hasty desire to find
part of everyday life. The N'tash Kúl ('Wraith someone to remedy his loneliness.
N'tash Hunters') are a group of experienced drow
adventurers who specialise in dealing with Cirris is the only Orien courier to deliver mail in Xen’drik
Kúl
giant ruins. They look down on other groups outside the walls of Stormreach. A familiar sight in Zantashk
who blunder their way through them. and other outposts, the popular heir is here to defy his
overbearing parents, and carve a reputation for himself with
A group of terrified hostages of the dragon
The his own two hands. Cirris’s expertise has helped the House
Ketheptis, sentenced to bring back interesting
Disposables develop items such as Siberys Compasses*, and he earns a hefty
giant relics or be utterly destroyed by her.
wage for his dangerous services. The only mail he refuses to
A group of dragonmarked excoriates who
Shadow touch are the letters from his parents.
track and investigate monsters for big money
Hound
from the Lords of the Hunt in Stormreach.
The primal practitioners of the Rushem Dain Daeleth Elaras
Rushem take commands from druid circles across Tairnadal Warrior (they/them):
Dain Xen'drik, working to eliminate threats to
nature, especially mutated monsters. Personality: Strategic, logical, and driven.
A group of famous Stormreach adventurers Ideals: To embody Elaras, Daeleth’s patron ancestor, by
The Golden who appear in Sharn's broadsheets. Secretly disassembling dangerous giant artifice.
Edge being pushed to stoke tensions in northern Bonds: Her patron ancestor, and the members of
Xen'drik by a rakshasa patron. her warband.
The Banor'drakai often operate as small Flaws: Revenants of Elaras can border dangerously on self-
squads of hunters, each group geared towards sacrificial - a nod to their patron’s fate.
Fire's Pyre a different kind of dragon. The Fire's Pyre are
each resistant to flame, and take down red, Uniquely among the Tairnadal, some Silaes Tairn have
gold, and brass dragons in the name of glory. patron ancestors revered for their acts of sabotage against the
A cutthroat group of Ko gangsters from the giants. The revenants who embody them specialise in doing
Toll Takers Skylarks of Kul Lerek, who specialise in... the same, disarming ancient giant devices and weaponry
'material acquisition'. By any means necessary. across Xen'drik. Daeleth Elaras is one such warrior - a Silaes
A group of Talentan halflings hired by House Tairn on her first Xen'drik campaign. As intelligent as they
Tharashk to help the frontier town of are, the elf burns to prove themself, and feels the pressure to
The Plain honor Elaras themself.
Zantashk. The reeve hopes their expertise
Janes
with dinosaurs will help the town with its
jungle enterprises.

APPENDIX 2 | EXAMPLE NPCS


348348
En-Rayin and turquoise scales are an immediate sign of her heritage.
The goliath grew tired of the Dark Sea, and now travels the
Asherati Merchant (she/her): Xen’drik interior in search of new and thrilling prey.

Personality: Cheeky, talkative, and


dangerously convincing.
Katlassir
Ideals: To protect the Menechtarun from foreign raiders Secretive Shulassakar Agent (she/her):
by supporting its people.
Bonds: The En family of asherati in Ushemra, and her pet Personality: Feisty, confident, and prideful.
sunscale lizard Vesh. Ideals: To guard Stormreach from disaster, by any means
Flaws: En-Rayin is a merchant to the bone, and willing to necessary, and find her partner before it's too late.
put some morals aside in the name of profit. Bonds: Her missing lover Harvess.
Flaws: The shulassakar is surprisingly bad at lying, and
The merchants of the asherati use their ability to swim can't be convinced of that fact.
through sand to travel and far wide across the Menechtarun.
En-Rayin is one of the most adventurous, and regularly The shulassakar keep a secretive watch on the port of
travels beyond the sands, despite her people's discomfort with Stormreach. Their greatest fear is that the humans who
water. The merchant has set up a small shop in Blackgrove have settled the site are a tool of Sakinnirot, and that the
Refuge, traveling between the rainforest and burning sands Overlord's return is rapidly approaching. To that end, they
to trade between their disparate people. She has become employ agents such as Katlassir to spy for any fiendish
somewhat infamous for the layers of clothing she wears activity or rising cults. Katlassir in particular asked to be
to avoid the jungle rain. Rayin regularly pays hunters and stationed in Stormreach for a different reason. Her partner
adventurers for items they discover, and funds expeditions Harvess has gone missing, and the only way she can allay her
for rare goods. fears is to find her wife herself. The shulassakar is struggling
to balance her directives, her need to stay hidden, and her
Ghaltar Virtuous desire to cut down anything and everything between her
and Harvess.
Fire Giant Paladin of the Flame (he/him):

Personality: Solemn, stoic, and endlessly kind.


Narrvae Aurixgarurt Mrithmaug
Ideals: To spread peace and fight evil in the name of the Aberrant Dragonborn Soldier (she/her)
Torch of Progress.
Bonds: His daughter Haekran and the city of Bazek Mohl. Personality: The uptight rigor and stony expression
Flaws: Ghaltar's age is catching up to him, and his memory of a career soldier, mixed with pride about her role in
and hearing are beginning to fail him. safeguarding the world from the Ring of Storms.
Ideals: To cleanse herself of the touch of Valaara, and
A number of devout fire giants hold positions in the Torch return to become a noble guardian of her clan once more.
of Progress, worshipping the Silver Flame in the name of Bonds: The Aurixgarurt clan, and their bolatashi ‘great
peace. Ghaltar Virtuous is the oldest among their number, mother’, Mrithmaug, as well as her dragonnel mount Noach.
having patrolled the Hydra Basin for hundreds of years. His Flaws: The dragonborn has a high shield of distrust
compassion and valor have made him a familiar face across raised, bolstered by her fears about her appearance; she
the region. With his life coming to an end, Ghaltar has felt hopes to resolve her quest alone, to avoid any shame about
the need to raise up new torchbearers for the challenges receiving help.
ahead, and is doing his best to train the next generation in the
city of Bazek Mohl. The gold dragonborn Narrvae of clan Aurixgarurt (Golden
Axe), scion of the bolatashi known as Mrithmaug, is a
Harghost Serpent Nabora self-exile from the Ring of Storms. Formerly one of the
dragonborn soldiers who guard the Ring from intruders,
Goliath Patchwork Blade (she/her): Narrvae was cursed by the aberrant touch of one of Valaara’s
star spawn larva mages. She now has the compound
Personality: Hot-blooded, charismatic, and fiercely eyes of an insect, and can feel her body gradually warping
protective of those she loves. into an aberration. To avoid turning on her people, she has
Ideals: To ascend as a chosen of Banor, like the legendary journeyed beyond the Ring, desperately hoping to find a cure.
titan Kand’ari.
Bonds: The god Banor, the Bloody Spear. Omun
Flaws: An interest in fighting something proportional to
how deadly it is. Frost Giant Wereraven (Rimewalker Druid*) (she/her):

The storm goliaths of the Blood of Kanda live on the coast Personality: Tricksy, whimsical, and esoteric.
of the Thunderwall, hunting aquatic behemoths in the Dark Ideals: The lessons of intelligence and survival taught
Sea. Each goliath earns a second name depending on the beast by the ravens to help keep the nature of the Iceflow
they first hunt, and gain power from it through blood rites to Sea untouched.
Banor. Harghost is one such hunter - a ‘patchwork blade’ who Bonds: Her fellow members of the
gains power from the creatures she kills. Her serpentine eyes Rimewalkers and the land spirit Raiarin.

CHAPTER 82| |TOOLS


APPENDIX EXAMPLE
& TREASURES
NPCS
349
Flaws: The druid is slow to take action and adapt - a result Trill
of a long life in the Iceflow.
Awakened Lyrebird Bard (they/them):
The venerable Omun is a member of the Rimewalker druids,
and a stoic guardian of the Iceflow Sea. The frost giant is a Personality: A bold and inventive virtuoso.
natural lycanthrope - a gift from the land spirit Raiarin - and Ideals: To become Xen’drik’s ultimate singer by
uses her gifts to fly between the frozen isles, keeping a keen recovering lost songs.
eye on goings-on. Omun lost an eye in a fierce battle with Bonds: The College of Hymns and the sentient birds of Kul
one of the half-dragon children of Ketheptis the One-Eyed Lerek’s Gilded Glide.
Crone, and fears what the vengeful dragon has planned. In Flaws: The lyrebird is excessively vain, and takes
the meantime, she enjoys games of words and wit where great offense at not being recognised for their talent
possible, and treasures her encounters with new people. (and sentience).

The giants of the Twilight Court awakened certain creatures


The Prescient as a fashion statement. A flock of sentient lyrebirds was one
Old Cyclops Oracle (she/her): example, prized for their ability to mimic nearly any sound.
The unusual choir was used to impress the archfey, earning
Personality: Strong-willed and crotchety, with a feisty their favor during diplomatic meetings. In a twist of fate,
sense of humor their descendants have outlived the Twilight Court itself.
Ideals: To guide and teach the heroes of tomorrow. Trill is one such example - a famous cantor and traveling
Bonds: To all her students, no matter how scary bard in central Xen’drik, trained in Bazek Mohl’s College of
they find her. Hymns. Their expertise in ancient songs is well-known, with
Flaws: An unwillingness to mince words, and a slight the bird paying well for recovered music.
addiction to strong alcohol.
Wyrhael of the Coral Court
Generations of pilgrims have traveled high into the Skyraker
Claws in search of a singular cyclops. The Prescient has Lost Fey Triton (he/him):
spent decades training her people's innate gift for foresight,
and is said to understand the prophetic underpinnings of Personality: A noble and well-meaning clumsy idiot.
the world itself. Much to the surprise of many visitors, the Ideals: To triumph over the greatest evils of the air.
sage doesn't care who she offends, and seemingly left her Bonds: The merfolk knights of the Coral Court.
politeness at the base of the mountain she lives on. However, Flaws: Wyrhael has a hefty ego, with a penchant for
beneath the feistiness, the Prescient is far wiser than she sulking if he considers his pride hurt.
seems. Her oracular gifts have set many on the right path, and
subtly saved the people of the Menechtarun from all manner Wyrhael is a fey triton from the oceanic city of Pylas Taraelya
of threats. with a penchant for getting very, very, lost. The knight of
the Coral Court is a wandering do-gooder, and a surprisingly
skilled fighter, though his noble journeys have taken him
Serahar i Deraia impressively far from home. Adventurers have found
Cloud Giant Archaeologist (he/him): Wyrhael at the summits of volcanoes, sulking about the dry
heat, and looking for evil to fight. As it happens, the triton
Personality: Stern, serious, and calculating. always knows the location of Pylas Taraelya; the city just
Ideals: To be the one to uncover the secret to creating moves to a different sea long before he can reach it.
Skyhooks*, and allow Kul Lerek to grow.
Bonds: His husband Brasir, and the Scriveners of the Sky. Xizka Charir
Flaws: Serahar is intolerant of anything that could threaten
Kul Lerek and his partner, and withholds any information Sun Pillar Kobold (she/her):
that might do so.
Personality: Rebellious and independent.
One of the more active archaeologists in the Scriveners of Ideals: To stick it to the man and throw out tradition.
the Sky, Serahar is a scholar specializing in the Gallimaufry. Bonds: Her parents, as well as her best friend and partner
The ancient nation of cloud giants were the forebears of in crime Salx.
the Scriveners, and their flying castles can be found across Flaws: A hatred of being told what to do and why.
Xen’drik. Serahar’s work is crucial, for it focuses on the items
known as Skyhooks* that power them. If he can understand Xizka is a winged irvhir kobold from the Sun Pillars with a
the secret to their creation, he may solve some of the powerful knack for divine sorcery. Her peers believe her to
fundamental problems in the flying city of Kul Lerek. be an aasimar of Siberys, born to be a hero in an upcoming
catastrophe. For her part, the kobold couldn't care less, and
chafes at the strict role her elders and blood seers are forcing
her into. She has begun roaming from her home in a cavern
village high in the Sun Pillars, hoping for an excuse to travel
on adventures and leave her bonds behind.

APPENDIX 2 | EXAMPLE NPCS


350350
Walk in the
Footsteps of Giants
Explore the wild and ancient land of Xen'drik in this
colossal expansion for the Eberron campaign setting.
The Giant Guide to Xen'drik is an expansion on all fronts,
introducing new locations, ancient empires, devious
factions, and terrifying foes to bring into to your campaign.

Experience the arcane legacy of the ancient giants,


from the heights of their wonder, to the depths of
their folly. Dream your way into the nightmares of the
Cul'sir Empire, delve into the burning ruins of the Sul'at
League, and fight through the Ring of Storms to uncover
the secrets of the elven Qabalrin. The battle won't be
easy. Over 80 mighty foes await in the bestiary, from
the tiniest tilxin bird, to the terrifying titans of yore.

As the scars of the past clash with the needs of the


present, heroes must rise to protect the land from danger,
and players can find a wealth of character options within
these pages. You'll discover new archetypes for every
class, including the titanic Behemoth druid, soaring Wind
Runner ranger, and burning Pyreheart barbarian. New
ancestries, backgrounds, martial abilities, spells, and magic
items provide a wealth of options for creating Xen'drik
characters, supported by expanded lore on cultures and
factions. Everyone has their place, and as colonial powers
and ancient threats seek to shatter the continent once
more, there is never a better time for heroes to rise.

CHAPTER 8 | TOOLS & TREASURES


351 351

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