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D&D 5e - DMs Guild - The Giant Guide to Xen'Drik - (v1.2, OEF, 2024-02-24)
D&D 5e - DMs Guild - The Giant Guide to Xen'Drik - (v1.2, OEF, 2024-02-24)
D&D 5e - DMs Guild - The Giant Guide to Xen'Drik - (v1.2, OEF, 2024-02-24)
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
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.
his tome is a memoir and a memory. knowledge regarding Xen'drik within this tome. I
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
& 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
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
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
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
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.
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.
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.
CHAPTER 4 | ALLIES
INTRODUCTION
& ENEMIES
2020
CHAPTER 1
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.
CHAPTER
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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.
CHAPTER
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1 | GAME4 MASTER'S
| ALLIES & TOOLKIT
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2424
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
CHAPTER 14 | GAME
ALLIESMASTER'S
& ENEMIESTOOLKIT
25
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.
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.
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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…
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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.
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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:
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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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4040
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.
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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.
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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*
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*
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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.
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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.
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.
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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.
CHAPTER
CHAPTER
1 | GAME4 MASTER'S
| ALLIES & TOOLKIT
ENEMIES
6262
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:
CHAPTER 14 | GAME
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63
CHAPTER 2
PEOPLES OF XEN'DRIK
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.
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,
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.
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
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:
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
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.
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
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
CITIES
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.
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.
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
CITIES
BESTIARY
93
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
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
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!
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.
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
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
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.
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.
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.
Campaign Role
Foreign Invaders - Much
like the Valenar of Khorvaire,
many Silaes Tairn are driven,
aggressive and antagonistic.
The more fights they pick,
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
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).
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
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.
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.
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.
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.
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.
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.
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
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
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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.
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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
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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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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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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
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1162
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
ANCIENT EMPIRES
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
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
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:
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
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.
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
172172
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.
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
• 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.
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.
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
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
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
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.
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
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
188188
Giant Culture - Cul'sir Dominion - Group of Eleven - Qabalrin - Sul'at League
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.
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.
Grand Ju'Qata
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.
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,
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
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
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.
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,
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.
Esht Primacy
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
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
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.
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
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
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’ ”
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
The GallimaufrY
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,
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
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.
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,
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
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.
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
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
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.
CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
LOCATIONS
249
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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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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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
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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
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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
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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
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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:
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.
CHAPTER 64 | ADVENTURE
ALLIES & ENEMIES
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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
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?
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.
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.
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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
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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
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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
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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.
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
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.
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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.
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?
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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.
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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
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*
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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.
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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:
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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.
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.
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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.
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.
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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
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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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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:
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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:
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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,
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
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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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
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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.
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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.
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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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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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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.
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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.
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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
Extemporate
4th-Level Transmutation
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Frozen Marionette
3rd-Level Necromancy
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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
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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.
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
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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.
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Vector Bind
1st-Level Enchantment
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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
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
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.
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.
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.
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.
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
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
• 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,
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.
• 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.
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.