7 August 2010

Lyrandar Tower, Sharn

OVERVIEW

Because of its airship docking tower, Sharn is also known as the gateway to Xen’drik. Built on the Central Plateau, Lyrandar Tower is one of the tallest structures in the city. It measures 2,000 feet in diameter at the bottom and 650 feet in diameter at the top.
The top floor of the tower houses the airship docking port—one of the busiest centers of activity in Sharn. The tower is the first sight that most visitors see upon arriving in the city, and it is often the only place visited by people here on business or just passing through.
Lyrandar Tower offers a wide array of services to the travelers who pass through it. Just about any product the city has to offer is also available here, though at prices ten to fifteen percent higher than elsewhere in the city.
But most travelers are willing to spend the extra money for the convenience of having everything they need so handy. 

The actual docking port is on the top level of the tower. The levels just beneath it house guilds and organizations that offer a variety of services for hire. Wealthy individuals can book skycoaches, hire mercenary companies to protect their airships on particularly dangerous journeys, or retain bodyguards for travel aboard an airship as well as protection within the city.

On the middle levels, travelers can rent lodgings for any length of time. The available rooms range from large and extravagant to barely large enough for a bed. The hostels are owned by several dragonmarked houses, which compete to draw travelers to their establishments. Normally, all that differentiates one house’s inn from another is the service provided by its staff. Most of the tower’s upper-scale lounges are also located in this portion of the tower.

Virtually every form of entertainment is available in the tower’s lower levels. Visitors in search of a good time can visit the theater, socialize in any of several lively lounges, seek out an establishment that specializes in providing companionship, or win or lose a fortune in the games of chance offered at the casinos. Many people who live on the Central Plateau object to the types of businesses found here, but since the city’s ruling houses often have vested interests in the commerce conducted in the tower’s lower portions, such complaints rarely bring action.

DOCKING PORT

The airship docking port is a single room that occupies the entire top floor of Lyrandar Tower. The walls of this massive chamber are 30 feet high, and the domed ceiling rises to dizzying heights. Four lifts located in the center of the room allow easy access to the docking port from the levels below. Two massive, 20-foot-high doors pierce each of the four walls. Each door opens inward to reveal a balcony from which hangs a massive, fork-shaped dock.
The balcony doors are normally kept open, regardless of the weather. A permanent magical field keeps out the chill wind while allowing passengers to enter and exit their ships. The doors are closed only in the rare instances when the city is under attack.
Each balcony is equipped with a powerful light housed in a compact light station (lighthouse). Powered by a lead sphere bearing a permanent daylight spell, the light is backed by a concave mirror that reflects the light outward. The operator of each small light station scans the sky for approaching airships. When its dock is available, the station acknowledges a ship by maintaining the light on its sails for several seconds. Upon receiving this signal, the airship glides in beside the balcony from which the signal originated. After tying the ship into place, the attendants drop a ramp from its deck so that passengers can embark or disembark. The ship remains airborne at all times, even while docked. The ring of fire encircling the airship is safely beyond the reach of the dock, so it poses no hazard to people standing there, or to the structure itself. In addition, each balcony is equipped for skycoach docking. Skycoaches often approach the balconies when their drivers see approaching airships, then wait there for disembarking passengers who want a quick ride to another part of the city. Such convenience usually costs up to double the going rate for such services.
Although the tower has eight docking ports, no more than four are typically in use at any given time—two for arrivals and two for departures. The other ports are reserved for periods of heavy traffic or emergency dockings. Occasionally a damaged ship puts in here for repairs and has to stay for an extended period, blocking off the dock where it is moored at great expense to its owner. Ships owned by House Lyrandar, however, can stay in port indefinitely at no charge.
At any time, hundreds of shuffling people—most of them standing in long lines—are waiting to board the next airship. Along the north and south walls are two large areas filled with chairs. Together, these lounges provide seating for more than five hundred people. House Lyrandar provides refreshments, such as fruits and water, free of charge to the waiting travellers.
The safety of the airship passengers using this docking port is of paramount concern to House Lyrandar. No fewer than fifty guards patrol this room at all times. Two fighters wearing armor under their robes and a wizard wearing austere gray robes and goggles of detect magic are stationed at each airship gate. This group is charged with spotting any dangerous magic devices that embarking passengers are attempting to bring aboard the ship. Ranged and melee weapons of low and moderate strength are allowed on board with the passenger, provided that each such weapon is secured in its sheath with a peaceknot.
Passengers embarking on one of House Lyrandar’s ships must undergo strict security checks. Any magic items that the wizards on the inspection teams cannot identify or that they deem overly dangerous are confiscated and placed in one of the ship’s locked cargo holds, then returned to their owners upon reaching the destination.
A few airships owned by other houses do not employ such stringent safeguards, but their passenger lists are normally much more exclusive.

THE UPPER LEVELS

Companies and organizations that cater to wealthy travelers occupy the upper levels of Lyrandar Tower, providing the kind of premium services that the well-to-do expect. Often such travelers seek mercenaries trained in aerial combat to ensure that they have proper protection while traveling. Agencies that rent skycoaches for long-term use share the upper levels with those that contract personal bodyguards and other professionals.

The following guilds and organizations maintain a presence on the upper levels of Lyrandar Tower.

THE HALL OF STEEL AND CLOUDS
Owned and operated by House Deneith, this business hires out mercenaries who specialize in air combat. Its headquarters, known as the Hall of Steel and Clouds, is located two levels beneath the docking port. Fifty fighters and ten wizards, most of whom have skymage levels, are employed here to provide services for travellers.
Under normal circumstances, a group of ten 5th-level mercenaries can be hired with as little as one day’s notice. All the mercenaries in such a group are equipped with at least one magic item (such as winged boots) that grants the power of flight.
The walls in the Hall of Steel and Clouds are painted blood crimson, and its rooms and hallways are decorated with statues of armoured soldiers—some of which are winged. Paintings depicting weapons, airships, and armed battles hang on the walls. But creature comforts, such as plush chairs and couches, are notably missing from most of the complex. Such fripperies can be found only in the reception area, where Captain Larinard, the leader of the company, greets clients and conducts negotiations.
Hiring a mercenary band for a single voyage typically costs about 2,000 gp. Though the price is high, many travelers who pass through dangerous skies consider this amount a pittance when it comes to ensuring their safety. A mercenary team can also be hired here for a more extensive outing lasting weeks or even months, though the price increases accordingly. In general, the base price of 2,000 gp buys the services of a team for two weeks (one week in each direction). Each week or part thereof beyond that limit costs an additional 500 gp.
The mercenaries who belong to this organization may also be hired out individually as bodyguards. Important individuals who pass through the city are often targets for assassination, so additional protection is considered a wise move. The going rate for a single bodyguard is 200 gp for the first week and an additional 150 gp per week or part thereof after that. The fighters employed by the Hall of Steel and Clouds typically live here, all sharing one large room filled with bunks. The wizards are required to check in on a daily basis for their assignments, but most of them maintain their own quarters in the middle levels of the tower.

Also located within the Hall of Steel and Clouds is a massive gym where the organization’s mercenaries train against one another. Since their aerial fighting techniques are just as important as routine combat maneuvers, three 30-foot-by-30-foot rooms have been equipped with specially created magic devices that create major image effects. Each device recognizes the commands of the ranking officer in the organization and creates scenarios that provide the full experience of a dangerous situation aboard an airship. The officer who created the scenario often uses a scroll or other magic item to become invisible so that he can observe the drills and debrief the mercenaries under his command after the scenario has played out.

THE SILVERSTREAK SKYCOACH RENTAL COMPANY
Serra Narim, a classy, red-haired woman in her midthirties, started this company five years ago and still heads it today. The Silverstreak has risen to prominence by putting several dragonmarked houses that previously operated from Lyrandar Tower out of business.
Because Serra is not dragonmarked, numerous people from the noble houses of Sharn resent her and her company. But even though she has made her share of professional enemies, no one has yet resorted to assassination—probably because she is betrothed to Telleth of the dragonmarked House Kundarak, a man who wields some influence in the city.
The Silverstreak Skycoach Rental Company operates a fleet of twenty skycoaches, five to ten of which are rented out to single parties for extended periods of time. The rest hover near the skyways and balconies in search of people who need transportation to other areas within the city. An adventuring party can rent a skycoach for 150 gp per day, and the coach and driver are at the renter’s beck and call until dismissed. The agreement stipulates that if services are needed for more than 24 hours, the driver must return to Lyrandar Tower at least once per day to switch out with another driver.

OTHER LOCATIONS
Other prominent locations within the upper levels of Lyrandar Tower include the following.

The Noble Wyvern
This exclusive restaurant provides the highest quality food in all of Sharn, served by the city’s finest chefs. Normally, only the nobility, the dragonmarked, and the city’s wealthiest merchants visit this establishment, since the food costs 100 gp per plate.

Fantasy Unlimited
For a fee of 150 gp an hour, patrons of this new establishment can live out any fantasy in an illusionary environment. Each guest describes her fantasy to a magic item, which then generates an hour-long fantasy based on her comments. Some wish to see long-lost loved ones, others wish to experience exotic landscapes, and still others simply want to live like royalty for an hour. Requests of a more carnal nature are also allowed, and this aspect of the business has made it a popular attraction.

THE MIDDLE LEVELS

People who fly into Sharn often require a place to stay while taking in the sights or conducting business, so the tower’s middle levels have been largely given over to temporary lodgings for travelers. House Lyrandar prefers not to manage these businesses, so this space is rented out to some of the other merchants and dragonmarked houses. These levels also contain some of the quieter, more relaxing lounges in Sharn.
Specific establishments operating in the tower’s middle levels include the following.

THE TEN TIER INN
The Ten Tier Inn, one of the most hospitable hostels in Sharn, occupies ten levels in the central portion of Lyrandar Tower. This famous inn truly does offer something for everyone. Rooms range from utilitarian chambers that a traveler on a budget can easily afford to the utterly opulent suites favored by visiting royalty.
The top level of the inn consists of four enormous rooms that are often called mansions. The rooms on the levels beneath become progressively smaller and less luxurious. Those on the bottom level are extraordinarily cheap but borderline uncomfortable. The typical room in the Ten Tier Inn is 20 feet wide by 40 feet long. The most sought-after rooms are those farthest from the center because they have windows that look out over the city, and sometimes even balconies that allow guests to hail a skycoach directly from their rooms. The inn has had a problem with jumpers in the past, so every balcony is equipped with a feather fall trap. The rooms closer to the center of the tower are slightly smaller and have no windows, but they cost about 10% less to rent than those on the perimeter.

With the exception of the luxurious rooms on the ninth floor and the suites on the tenth floor, the rooms in the Ten Tier Inn have identical decor. Tan tiles cover the floor, except for a soft, off-white carpet on which the queen-sized bed rests. A chest of drawers and two nightstands round out the furnishings, and a selection of periodicals produced within the city is placed on the chest daily. The rooms on the two upper floors have unique furnishings that include king-sized beds.
In addition to sleeping chambers, the inn has two ballrooms, which can be rented at a rate of 100 gp per night. A catering service is also available for an additional 20 gp. Musicians from throughout the city are sometimes paid to perform at special events presented here. Typically, these rooms are rented on a weekly basis and booked up to three months in advance.

The room behind the counter houses a walk-in safe to hold valuables (such as magic items, coins, gems, or other small objects) that guests do not wish to carry with them. The lock on the vault can be opened with a special code known only to the inn’s management. The cost for use of the safe is 5 gp per item up to 1 cubic foot in volume.

Although House Cannith owns the Ten Tier Inn, its manager is a former adventurer named Edram Malthus, who was once known for his excursions into the Mournlands. Edram is a powerfully built man, now in his middle years. He stands 5 feet 8 inches tall and has short-cropped brown hair and sideburns that run almost to his chin. When not balancing the books, Edram greets visitors and inspects the rooms. On the

rare occasions when he speaks to guests about his travels to the Mournlands, he gets a distant look in his eyes, and his demeanor changes. Some suspect that he was somehow fundamentally scarred by that alien landscape but doesn’t want to show it.

THE HIDEAWAY
This establishment can best be described as a high-class watering hole. The Hideaway makes most of its money from travelers staying in the tower, but the city’s residents frequent it as well. It has a convenient location—on the same floor as a skybridge and only about 100 feet from it—and is a favorite destination for those wishing to get away from their usual routines.
The Hideaway’s entire floor is covered with a thick, gray rug. The dark-stained wooden tables are sturdy yet elegant and built to seat either three or eight. The chairs have high backs and cushioned seats upholstered with a cream-colored fabric.
Many regulars consider imbibing alcohol to be the best entertainment available here, but the customers enjoy socializing as well. Because people are encouraged to mingle, boasting about adventures, genealogy, or businesses is common. Embellishment of the truth also occurs frequently, and many of the rumors floating around Sharn get their starts here. Occasionally patrons engage in drinking games or other activities that lead to later embarrassment.
Music and dancing are available for those who seek greater diversions than their comrades can provide. Sizable bands play here twice a week and during holidays, as well as on certain special occasions. When musicians are present, the tables that normally fill the front room are moved to the side to provide space for dancing.

ISAN’S EXTRINSIC EMPORIUM
This popular novelty shop is the culmination of Isan Chashy’s lifetime of travel, during which he saw every country in Khorvaire, traveled to Xen’drik several times, and even once came within a few yards of the shores of Argonnessen. Though Isan is no longer in any physical condition to travel the rest of the world, his shop brings the world to him.
Visitors to this popular novelty shop are greeted with the sights of Xen’drik. In the window are 1-inchtall replicas of Xen’drik’s pyramids and tiny pieces of colored glass touted as dragonshards. Exotic plants from the mysterious continent grow in pots throughout the shop, and in the back stands a statue of a giant wearing a light, flowing robe tied with a rope at the waist.
But Isan deals in more than just novelties—he also sells a wide variety of magic items. An artificer of great talent, he created many of the items for sale here. The rest he traded for, found, or purchased.
Isan displays the nonmagical goods on the shelves and keeps the magic items locked away in what appear to be glass cases.
The auras of the magic items in his cases range from faint to moderate. He does have a few more powerful items in his shop, but he keeps those in the back room. Customers are allowed to touch the magic items, but only under the supervision of Isan himself or one of his three daughters, who help him run the shop.
Isan Chashy is an older man with a ring of wispy white hairs that seem to fly in a hundred different directions at once surrounding his mostly bald head. A former adventurer himself, he is always happy to hear tales of PC expeditions.

OTHER LOCATIONS

Some of the other prominent locations within the central levels of Lyrandar Tower are detailed below.

The Royal Brelish
This dining establishment specializes in dishes made with beef. Its owners and chefs pride themselves itself on providing the tenderest, most flavorful beef in Sharn. At the Royal Brelish, patrons can expect the finest steak, ribs, prime rib, and roasts in the city.

The High Abode
Temporary housing is available in this three-level inn. Unlike the Ten Tier Inn, all the rooms here are priced as cheaply as possible. The lodgings are far from opulent, but the price for a night’s stay is half that of the hostel’s more successful competitor.

THE LOWER LEVELS

People typically visit the lower levels of Lyrandar Tower for entertainment of a mature nature. Gambling halls, cheaply priced rooms that can be rented by the hour, taverns, and businesses where companionship can be purchased are common here.
The lower levels of the tower also connect to the cogs. Adventurers frequently travel down to those depths to explore the ruins of the ancient civilization upon which modern Sharn was built and to challenge the numerous monsters that live there.

THE LUCKY DRAGONSHARD CARDHOUSE
Visitors to the lower levels of Lyrandar Tower can choose from several locations for gambling. Most such establishments offer a wide array of card games, as well as other games of chance, such as the roulette wheel and dice. The Lucky Dragonshard Cardhouse offers all of these games, plus a few more exotic events upon which people can wager money.
The cardhouse occupies the central portion of a floor one-tenth of the way from the cogs to the roof. The tower is nearly half a mile in diameter here, and the cardhouse occupies approximately one-third of the level. The décor is exotic, and several of the rooms in the Lucky Dragonshard are actually designed to simulate the other continents of Eberron. One room, designed in a Xen’drik motif, has a mural of a vast jungle covering its walls, with a massive pyramid rising above the forest canopy. Another room is festooned with lifelike statues of mighty orc warriors, and the murals on its walls reflect a Darguun theme.
Despite its exotic décor, the primary reason that people visit the Lucky Dragonshard Cardhouse is to gamble. Many of the widely traveled gamblers who frequent this establishment maintain that every card game in existence can be played here somewhere. In truth, however, patrons can wager their hard-earned money on almost any game of chance.
In one room, several tiers of seats surround a central platform with a padded floor. On weekends, fights of various kinds take place in this chamber. On one weekend two monks might be pitted against each other, and on the next, two longsword-wielding fighters, or perhaps two individuals with wildly different fighting styles. These matches are not battles to the death—they end at first blood, although a few fatal accidents have occurred.
Another chamber houses a small theater with several rows of seats facing the stage. While plays can certainly be performed here, the room is most often used for illusionist exhibitions, in which illusionists create dramas that play out on the stage. Such shows may involve adventure, romance, intrigue, war, or a variety of other subjects. Some have no plot whatsoever; they are designed simply to impress the audience with the artist’s mastery of illusion.
The owner of the Lucky Dragonshard Cardhouse is a rogue named Rilfar Smas. This lithe, wiry man stands no more than 5 feet tall and has curly black hair, a mustache, and a goatee. He does not come from a dragonmarked house, nor is he descended from a particularly wealthy family. In fact, nobody is quite certain what his background is. Many suspect that the money with which he started this gambling house did not come to him through honest means, but no one has ever found evidence of wrongdoing on his part.
Rilfar has become quite wealthy during the fifteen years he has owned the Lucky Dragonshard Cardhouse.
The average patron loses 10 gp per evening, and at least a thousand patrons visit the place every night.

OTHER LOCATIONS

Other prominent locations within this section of Lyrandar Tower include the following.

The Stocking and Gown
As the name implies, both men and women can come here for an evening of companionship. A wide variety of races is represented among the employees, and almost any special needs the client may have can easily be accommodated.

Madron’s
This tavern is located very close to the cogs. Owned and operated by a half-orc named Madron, the place is a haven for adventurers. Several groups consider Madron’s their usual meeting place, and all patrons are invited to swap stories, recruit help, and have a drink or two.

The Triple Ruby
This cardhouse is the primary rival of the Lucky Dragonshard. The Triple Ruby is in poor repair and features fewer games and attractions than its rival does, but the winnings are commonly believed to be higher here.

5 July 2010

The Race of Eight Winds

By Keith Baker

Sharn is a vertical city, and over the course of centuries the people of Sharn have developed a variety of sporting events that take advantage of the unique architecture of their home. Windchasers dart around the towers following elaborate racing paths, while skyblades joust far above the ground. But one event overshadows the rest: the Race of Eight Winds, which is held on the 23rd day of Lharvion. This event draws spectators and gamblers from across Khorvaire. Part race, part aerial battle, this stunning spectacle has shaped the culture of the Dura Ward -- and this event can present many opportunities for adventurers.


History and Structure

According to legend, King Galifar II was fascinated by the use of aerial scouts and cavalry. Some say that he used Sharn as a testing ground to judge the merits of different flying beasts, granting land and gold to exceptional cavaliers. Over the centuries, this evolved into an exotic race involving different sorts of magical and fantastic beasts. For purposes of the race, Dura is divided into eight regions, each of which is represented by a different creature. To this day, the name of the creature is often used as a slang term for the inhabitant of one of these areas; when someone talks about "that treacherous owl," he's probably referring to a resident of Rattlestone or the Bazaar.
The race itself is a test of speed and skill, challenging the reflexes and combat skills of both beast and rider. From the starting point in Hareth's Folly, the race takes competitors on an intricate course that weaves in and around the towers of Sharn -- and since contact is allowed between riders and beasts, the racers can always try to win by eliminating the competition.
The race is older than most of Sharn, which explains why much of Upper Dura is not represented; it literally didn't exist when the tradition began. Hareth's Folly and Hostelhome have always been neutral ground where people gather to watch the race.
While not everyone takes an interest, many of the inhabitants of Lower and Middle Dura are avid followers of the Race of Eight Winds. It brings people of all races and professions together, and those directly involved with the race are the heroes of their districts. This includes the riders and handlers, along with the Wind Guard -- a committee appointed to manage the interests of the region. While this is a great honor, it carries considerable responsibility: there is far more to the Race of Eight Winds than just skill in the air. The Wind Guard has to raise funds to acquire, maintain, and train the exotic beasts used in the competition. Usually local merchants donate a share of their profits to support the race, but it is up to the Wind Guard to make up for any shortfall. In addition to finances, the members of the Wind Guard engage in a never-ending series of schemes and negotiations on behalf of their region. Alliances and networks of favors stretch back for centuries, making the race as much a match of politics as of speed. The owl is one of the slowest creatures in the race, but the Bazaar has a powerful economic position and often uses bribery and graft to get ahead. The griffon rarely tries to win, instead using its physical power as a bargaining chip throughout the period between races; even if the griffon can't win, it can usually take another creature out of the race. Of course, it may be that the hawk owes a favor to the owl, and repays that favor by asking the griffon to cripple the pegasus -- and this is a fairly simple example.


The Rules

Traditionally, each region enters a single beast and rider in the race. However, if a region makes a 250 gp donation (which goes into a general treasury to offset the cost of the land grant), it may enter a second contestant. While this is rarely done, it is the primary way for outsiders -- such as player characters -- to enter the race. A would-be contestant would need to negotiate with the Wind Guard and find a region that willingly lets her participate under their banner.
The race itself is a dangerous event. Full contact is allowed between beasts and riders, and beasts can use any natural weapons that they possess. Riders cannot use spells, psionic disciplines, dragonmarks, magic devices, or alchemical items, and anyone who breaks these rules is immediately disqualified and exposed to mob violence. A rider is allowed to carry a sporting crossbow and a dozen quarrels; this is similar to a light crossbow, but it has an 80-foot range increment and deals only 1d3/1d4 damage. This allows for entertaining conflict while preventing swift kills.
The victorious rider receives a 500 gp purse and a small parcel of land -- while the Wind Guard of the winning region lays claim to the Rod of Eight Winds. This mysterious item is a major artifact recovered from the depths of the city long ago; some say it is linked to Syrania and projects the effects of a manifest zone within a short distance. However, few of the people of Dura have any interest in the rod's history or powers. What matters is its current role as the symbol of Dura's pride -- and each district is desperate to claim it.


Using the Race of Eight Winds

The Race of Eight Winds is a massive sporting event that draws interest from across the continent. It could impact an adventure in a number of ways.

Local Colour: Each creature is associated with a particular region within Dura. As the race draws near, visitors see banners displayed across Dura, and people dress in the colors of their beast. Passing adventurers may be invited to a meal and called upon to toast the health of the local beast, or an adventurer who coincidentally happens to be wearing the wrong colors may spark a brawl. This can provide a way to introduce new NPC enemies or allies, or simply add depth to the description of a scene.

Participation: A skilled rider may want to enter the race himself. The character needs to gain the sponsorship of one of the regions; he is more likely to gain the acceptance of one of the slower beasts than the hippogriff or pegasus, who win all the time and want to preserve the fame of their local riders. Winning the race makes the character a landowner, which could be interesting; it also makes him a local celebrity in Sharn, which could open the door to many other opportunities.

Troubleshooting: Someone has poisoned the local griffons, and the Wind Guard of Precarious have only three weeks to find a replacement: Can the party find a wild griffon in time? The race is in one week, but the Rod of Eight Winds has been stolen; can the adventurers recover the lost artifact? The PCs are asked to provide security for the pegasus -- which seems like an easy task until Daask gets involved. A friend of the party loses a fortune gambling on the race, and the Boromar Clan is threatening her life: Can the PCs help? If the characters are unscrupulous enough, they may even be hired to cripple racing beasts to skew the odds!



The Beasts

Looking to add a little color to Dura? Here are the eight beasts traditionally used in the race, along with the districts they represent.

The Eagle: The districts of Broken Arch and Stormhold support the giant eagle, whose colors are brown and gold. Stormholders are especially passionate about the race, even though the eagle rarely wins. Many Stormholders take pride in being fierce and noble like the eagle, and they rarely participate in the politics and intrigue that often affect the final outcome of the race. They are especially dismissive of the other birds of Middle Dura; the hawk is a lesser eagle, while the owl is treacherous and far too clever.

The Gargoyle: Fallen and Malleon's Gate were originally represented by the dire bat. As immigrants from Droaam came to Sharn, most settled in the Cogs or Malleon's Gate. Twelve years ago, the region of the bat made an unprecedented change and shifted their regional beast to the gargoyle, whose colors are black and gray. Currently, the region is represented by Carralag (N male gargoyle rogue 4), a remarkably clever gargoyle with the Manifest Flight feat.

The people of Malleon's Gate are fiercely dedicated to the event. The violence appeals to the Darguuls, while the city goblins love the chance to compete against the elitist folk of the upper levels. While the gargoyle has yet to win the race, it has had greater success than the bat, and this has brought increased support for Daask and the Droaamites within the district.

The Glidewing: This flying dinosaur represents the districts of Gate of Gold and the Stores, and its colors are gray and green. The glidewing is extremely popular among the halflings of Sharn, and some say that the Boromar Clan is the financial force behind the Glidewing Wind Guard.

The Griffon: This powerful beast represents Precarious and Oldkeep, and its colors are brown and red. During the race, red ribbons are usually tied to the forelegs of the griffon, giving the impression of streams of blood coming from its claws. The people of Precarious are fanatically (and often violently) devoted to the race, although many don't care if they win or lose; as long as the griffon brings down one of the other beasts, they consider it to be a victory.

The Hawk: Tumbledown and Underlook are represented by the dire hawk, whose colors are light brown and dark brown. The hawk rarely wins, but Underlook makes considerable profits off the tourist trade and most Tumbledowners are devoted followers of their underdog champion.

The Hippogriff: Daggerwatch and Overlook are represented by the hippogriff, whose colors are white and gold. The Goldwings (the aerial division of the Sharn Watch) are based in Daggerwatch, and a Goldwing officer typically represents the district in the race. The hippogriff has one of the best records in the race, rivaled only by the pegasus.

The Owl: The giant owl is the beast of Rattlestone and the Bazaar, and its colors are brown and gray. While it is one of the slowest creatures in the race, the owl is famous for manipulating the outcome of the race with intrigue and diplomacy. While many of the inhabitants of Dura speak dismissively of "two-faced owls," the merchants, con artists, and pickpockets of the region take pride in their mascot's cunning, and a strong streak of carefree pragmatism runs through these districts. A few former racing owls are now merchants themselves, which can lead to unusual encounters in the Bazaar.

The Pegasus: Highwater was the last district to join the Race of Eight Winds. Thanks to House Vadalis, Highwater is represented by the pegasus, whose colors are white and silver. The pegasus is the swiftest creature in the race, and it has brought Highwater to victory time and again. The people of Highwater are proud folk and are always willing to discuss the ways in which a pegasus is superior to the other beasts. However, success has its price. The other districts often team up to bring down the pegasus at the start of the race. And outside of the race, many of the inhabitants of the lower wards despise the people of Highwater; thieves and bullies will go out of their way to target a snooty pegasus supporter.

30 June 2010

Lyrander Airships

exerpt from "The Explorer's Handbook".

The Airship
The most advanced form of elemental-powered vehicle in existence, the airship is the pride of House Lyrandar and a symbol of the magical advances that many hope will become commonplace in the aftermath of the Last War. Still rare due to the limited supply of soarwood needed for their hulls, airships are one of the newest developments to emerge from the Cannith and Zilargo workshops.

Appearance: The standard airship (at least as far as standards have developed for this relatively new creation) looks similar to an oceangoing ship, but is replete with control fins and rudders rather than sails. A Huge elemental is bound into a ring around the hull, suspended on four struts jutting outward. Many airships were built for the very wealthy and have been outfitted with the finest amenities, with many decorative flourishes included in their construction.

Operation: Airships can move in all three dimensions, with or without the aid of the wind. Unlike most flying creatures, they do not rely on wings for lift thanks to their soarwood hulls. They are able to fly equally well on their sides or even upside down (notwithstanding the risks that such maneuvers present to passengers and crew).
Airships cannot actually land; the ring of the elemental prevents the bottom of the hull from getting closer than 10 feet to the ground. Docking towers are generally used to load or unload passengers in major cities, while rope ladders allow passengers to disembark in smaller centers or open terrain. Loading or unloading any cargo too large to be carried requires a docking tower.
An average airship can reach a speed of 20 miles per hour through clear skies, but can carry only 30 tons of cargo, making it ill suited to run regular trade routes. Airships are most often employed by wealthy travelers with a taste for luxury and a need to move quickly. Airships have also found favor with explorers, who praise the vessels' versatility and speed.

Suppression: While the elemental bound to the airship is crucial for propulsion, the vessel's soarwood hull provides its lighter-than-air buoyancy. With the elemental suppressed, the ship remains aloft but can only move 1 mile per hour. The pilot always suppresses the elemental before docking.

History: Airships were a dream long before they became a reality, with House Lyrandar and House Orien trying for years to develop faster, more efficient means of moving cargo and people from place to place.
When the means of elemental binding was first discovered by the gnome artificers of Zilargo in 805 YK, the stage was set. From House Cannith came plans for the first elemental vessels, crafted by a Zilargo workshop affiliated with the house. Between the Mark of Making and the binding techniques of the gnomes, the dream of elemental-powered transportation became a reality in 811 YK. Under commission from the Kingdom of Galifar, the lightning rail connected the cities of Flamekeep and Fairhaven (a line later destroyed during the Last War).
Even after the breakthrough of the lightning rail, the first airship took nearly two centuries to build. Rather than require an elemental to lift a vessel into flight, soarwood from Aerenal would allow an airship to float above the ground of its own accord. Using a bound elemental only to propel it, an airship might thus approach even the lightning rail's speed. Gnome magic and House Cannith artisanship were needed to strengthen the soar wood's natural properties, though, and work on the project dragged on far longer than expected.
Finally, in 988 YK, a crew of gnomes and House Cannith crafters successfully flew a prototype airship from Trolanport to Korranberg and back again. In 990 YK, a fleet of three elemental airships flying the banners of House Lyrandar began to make regular trips across the continent, and the age of air travel truly began.
Thanks to additional funding from House Lyrandar and House Orien, as well as from a number of the nations caught up in the Last War, a handful of experimental military air vessels appeared in the waning years of that century-long conflict. None proved viable as weapons, though, mostly due to the sheer expense of building them. Even today, that expense (as well as the unique skill required to control them) continues to make airships a relatively exclusive method of transport.
House Lyrandar currently has the largest and best-equipped airship fleet -- not surprising, considering the powers bestowed upon its members by the Mark of Storm. The house regularly runs airships between the major cities of Khorvaire, and is willing to charter airships to select customers when vessels are available.
Several nations (most notably Breland and Zilargo) and a few other dragonmarked houses use airships for official business, and a number of privateers try to compete by offering no-questions-asked service that House Lyrandar can't (or won't) compete with. In most cases, though, buying passage on one of Lyrandar's regularly scheduled runs, or chartering a House Lyrandar ship and crew for a specific destination, is the easier, cheaper option.

Airship: (using rules from "Stormwrack")
Colossal vehicle; 
Airworthiness +6; 
Shiphandling -4; 
Speed Fly 100 ft. (poor), 
Overall AC -3; 
Hull sections 1,000 (crash 250 sections); 
Section hp 60 (hardness 5); 
Section AC 3; 
Ram 12d6; 
SA fire ring; 
SQ resistance to fire 10, hover; 
Space 90 ft. by 300 ft.; Height 50 ft. (fire ring has 110-ft. diameter); 
Watch 20; 
Complement 150; 
Cargo 30 tons; 
Cost 92,000 gp.

Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: An airship can use either a fire or an air elemental. A burning fire elemental bound into a ring deals 3d8 points of fire damage to any creature or object passing it touches. When an air elemental is used, the damage is bludgeoning.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.

WAYFINDER FOUNDATION TRAVEL TIP
HOW TO SURVIVE A CRASHING AIRSHIP

When a water vessel begins to sink, it is almost always a good idea to evacuate as soon as possible. Even if it simply means throwing yourself into the sea, there is always the chance of swimming to shore or being rescued. The elemental airships that have increased in popularity in the last few years, however, do not offer the same option. Indeed, it is highly recommended that you NOT throw yourself overboard, lest you and the ground have an unfortunate meeting some distance below. Instead, consider the following.
If you don't have access to feather fall or some other similar helpful magic, your first task after crossing the gangplank is to identify all the dragonmarked Lyrandar crew members on board. One might possibly possess an aberrant dragonmark feather fall ability. Buy this crew member many beverages in the reception lounge.
Look for life rings. These soarwood rings are placed strategically along the main deck of better airships, allowing you and three of your fellows to float safely to the ground. If you can find no life rings and cannot fly under your own power, then we suggest attempting to reverse the crashing of your ship. Remember that airships are naturally buoyant, so that most crashes result from the bound elemental driving the ship into the ground (by accident or, more rarely, from spite). If a rogue elemental can be suppressed or an uncontrolled elemental commanded in some manner, the ship should remain afloat.
In rare instances, significant damage to an airship's soarwood hull can negate its floating properties. If this is the case, we suggest finding the most structurally protected area aboard the ship and barricading yourself there. It is possible that the ship might collide with the ground at an angle, leaving much of the hull intact. Whatever you do, do NOT wait until the ship has almost crashed into the ground and then leap off.
You will strike the ground at the same velocity as the vessel, and will almost certainly be slain. Without a magical means of surviving the crash, your best hope is to right the ship. In the wheelhouse located at the stern, pull back on the yoke as far as you can. If the wheel is unresponsive, apply a mending spell to the support structures for the elemental ring surrounding the ship. As a last-ditch effort, suspend yourself in the netting used to secure cargo in the airship's hold. The elastic nature of the netting may provide some cushion to the crash -- enough, perhaps, to at least preserve an identifiable corpse.
A long with these other methods, we might humbly also suggest a prayer to whatever church you find most comforting in your time of need.

20 April 2010

The Moons of Eberron

The Moons of Eberron
By Keith Baker and Chris Perkins

The sky of Eberron is full of wonders. The Ring of Siberys stretches over the equator, its glittering stones standing out even in the light of day. Sages trace images of celestial dragon patterns of the stars. And twelve moons circle the planet, filling the night sky with color and light.

This multitude of moons affects Eberron in many ways. While Zarantyr has the greatest influence over the tides of Eberron, each moon has its own impact on wind and water, and lunar conjunctions can have dramatic effects that can spawn adventures. A confluence of moons can pull back the waters, revealing ancient ruins along the shores of Xen'drik. Sailors speak of maelstroms that arise when Zarantyr eclipses Aryth -- vast whirlpools that can draw a ship into the elemental oceans of Lamannia or the endless frozen sea of Risia. The sage Galeoin, who lived among the Serens, claimed that the moons influenced the tides of magic as well as water and that his barbaric hosts had learned to weave lunar power into their arcane rituals; however, the magi of the Arcane Congress have yet to find any solid evidence supporting Galeoin's claims. A Dungeon Master could certainly decide that a particular ritual, magic item, or eldritch machine can be completed only during a particular conjunction of moons, or that a full moon can enhance the effects of a particular manifest zone.

Each moon has an "ascendant phase" -- a 28-day period during which it is unusually bright. To date, scholars have found no natural explanation for this phenomenon, and it remains one of the mysteries of the skies. This cycle of radiance is the basis for the lunar calendar, and each month is named for the moon that is in its ascendant phase. Some stargazers claim that the ascendant moon has a profound impact on the skills and spirit of children born beneath it; a child born in the month of Zarantyr will be wild and mercurial, while a child of Therendor will be gentle and kind. Druids and rangers also believe that the ascendant moon can be a source of strength -- that a child of Dravago has a special gift for calming animals when this moon is full in the sky. A Dungeon Master who wants to embrace this idea can provide a character with a single action point on a night when his ascendant moon is full; this can be used only for an action tied to the theme of his moon.

When the dragonmarks appeared, sages were quick to note the similarities between the powers of the marks and the mythic qualities of the moons. According to popular legend, each dragonmark first manifested during the month of its associated moon. One common belief is that a child born in the month of his mark has a greater chance of developing a powerful dragonmark, and superstitious dragonmarked couples often time pregnancies to end in the appropriate month. As there were once thirteen dragonmarks, some sages believe that there is a thirteenth moon that has either vanished or simply cannot be seen with the naked eye, and the existence of such a moon has been hinted at by dragons and carvings found in ruined Xen'drik. If this moon was once visible in the sky, it vanished long before the rise of human civilization, and the common races do not know its name or place in the heavens.

The Twelve Moons

Zarantyr, the Storm Moon
Color: Pearly white
Associated Dragonmark: Storm
Approximate Diameter: 1,250 miles
Approximate Mean Distance from Eberron: 14,300 miles

Zarantyr is the closest moon to Eberron, and it has the greatest effect on the planet's tides. Superstition holds that there is a far greater chance of being struck by lightning when Zarantyr is full, and that bolts can fall from a clear sky. According to the druids, those born in the month of Zarantyr have a wild and tempestuous nature. Sometimes this translates to aggression, but it can also manifest as pure, unbridled energy; barbarians, fighters, sorcerers, and evokers may all feel a bond with the Storm Moon.

Olarune, The Sentinel
Color: Pale orange
Associated Dragonmark: Sentinel
Approximate Diameter: 950 miles
Approximate Mean Distance from Eberron: 22,500 miles

To the naked eye, the orange disk of Olarune seems to have a slight fringe that vaguely resembles the rim of a shield. The druids say that those born when Olarune is ascendant have a strong bond to community and to order, and a natural desire to protect others; superstition holds that more paladins are born in this month than any other. Scattered lycanthropes, especially weretigers, revere Olarune as a sort of demigoddess-protector.

Therendor, The Healer's Moon
Color: Pale gray
Associated Dragonmark: Healing
Approximate Diameter: 1,100 miles
Approximate Mean Distance from Eberron: 39,000 miles

Therendor is the "brother moon" of Barrakas, sharing a similar but narrower orbit with the Lantern Moon. The Serens and druids maintain that natural medicines concocted when Therendor is full and Barrakas is new are more potent than normal. Those born in the month of Therendor are thought to be gentle and empathetic; priests, mediators, and healers often have Therendor as their ascendant moon.

Eyre, the Anvil
Color: Silver-gray
Associated Dragonmark: Making
Approximate Diameter: 1,200 miles
Approximate Mean Distance from Eberron: 52,000 miles

When Eyre is full, a keen-eyed observer can pick out on its surface a shadowy shape that vaguely resembles an anvil. According to druidic belief, those born under Eyre inherit a solid, practical nature and a gift for nature crafts. Some smiths will wait until Eyre is full to work on especially difficult projects, and House Cannith enclaves often hold celebrations when the Anvil is full in the sky.

Dravago, the Herder's Moon
Color: Pale lavender
Associated Dragonmark: Handling
Approximate Diameter: 2,000 miles
Approximate Mean Distance from Eberron: 77,500 miles

Large and lavender, Dravago is a striking image in the sky. Its orbit typically keeps it at a distance from other moons, and old legends say that it is herding the rest and keeping them in motion. Children of Dravago are said to be more comfortable with animals and plants than with people -- gifted herders, handlers, and farmers, but often awkward in social situations. Some say that stones from Dravago occasionally fall to Eberron, and alchemists have long claimed that this "purple dust of Dravago" holds remarkable magical properties.

Nymm, the Crown or King Nymm
Color: Pale yellow
Associated Dragonmark: Hospitality
Approximate Diameter: 900 miles
Approximate Mean Distance from Eberron: 95,000 miles

The golden disk of Nymm is most typically associated with royalty. Those born when Nymm is ascendant are said to be sociable and charismatic, gifted orators and con artists. The halflings of House Ghallanda frequently offer discounted rates at their hostelries on nights when "King Nymm" is in its full moon phase.

Lharvion, the Eye
Color: Dull white with black slit
Associated Dragonmark: Detection
Approximate Diameter: 1,350 miles
Approximate Mean Distance from Eberron: 125,000 miles

This moon features a 750-mile-long black chasm, and, when viewed from Eberron, the full disk of Lharvion resembles a slitted eye. Many superstitions exist about the baleful influence of this moon, and strange occurrences and calamities seem to happen when the Eye of Lharvion is full in the sky. The druids believe that children of Lharvion possess unnatural insights, and gifted diviners and researchers are often born in this month.

Barrakas, the Lantern
Color: Pale gray
Associated Dragonmark: Finding
Approximate Diameter: 1,500 miles
Approximate Mean Distance from Eberron: 144,000 miles

Barrakas is the brightest of Eberron's moons, and hunters value its light when stalking prey at night. This "sister moon" of Therendor shares a similar (if wider) orbit and occasionally seems to hide behind her closer brother. On nights when Therendor eclipses Barrakas -- "when Barrakas is shy" -- sailors worry about getting lost at sea. Those born when Barrakas is ascendant are thought to be gifted hunters, but many also believe they have a knack for clarifying things that others find confusing. The son of Lharvion sees what others cannot see, while the daughter of Barrakas sheds light on that which is already in the open.

Rhaan, the Book
Color: Pale blue
Associated Dragonmark: Scribing
Approximate Diameter: 800 miles
Approximate Mean Distance from Eberron: 168,000 miles

The smallest of Eberron's moons, Rhaan looks more like a bright star. When viewed with a spyglass, one may see a series of ridges that vaguely resemble scribblings on a page. The druids say that Rhaan empowers creative thought, and they believe that dancers, musicians, poets, and artists of all stripes draw inspiration from the Book.

Sypheros, the Shadow
Color: Smoky gray
Associated Dragonmark: Shadow
Approximate Diameter: 1,200 miles
Approximate Mean Distance from Eberron: 193,000 miles

Sypheros is a dim moon, and people often find it difficult to spot in the night sky. Recent observations using powerful spyglasses have confirmed that a jagged crack runs down the center of the moon, as if the moon is splitting in two. Many believe that children born in the month of Sypheros inherit a shifty, untrustworthy nature, and parents often seek to time pregnancies to avoid this month. However, the druids say that the children of Sypheros are not evil; rather, they are comfortable with the shadows and can face them without fear.

Aryth, the Gateway
Color: Orange-red
Associated Dragonmark: Passage
Approximate Diameter: 1,000 miles
Approximate Mean Distance from Eberron: 221,000 miles

The black dragon Vvarrak told the first druids that Aryth has a similar effect on manifest zones as Zarantyr has on tides, and that particularly weak manifest zones appear only when Aryth is in its full moon phase. Some say that those born under this moon are restless folk, driven to travel and explore; Lhazaar, who led the first great migration from Sarlona to Khorvaire, is said to have been a child of Aryth.

Vult, the Warding Moon
Color: Gray and pockmarked
Associated Dragonmark: Warding
Approximate Diameter: 1,800 miles
Approximate Mean Distance from Eberron: 252,000 miles

Vult is the farthest moon from Eberron, and some legends say that it holds back forces that lurk out within the stars. The druids say that children of Vult are practical, careful folk who generally plan ahead and prepare for the worst; when disaster strikes, the children of Vult hold civilization together. In his study of the Serens, the sage Galeoin reported that the barbarians believe that Vult "devours" the spirits of deceased great wyrms that fail to attain godhood.


Lycanthropes and the Moons of Eberron

The full moon has a powerful effect on lycanthropes -- and on Eberron, a shapeshifter may have to contend with the influence of multiple moons on a single night. A creature afflicted with lycanthropy changes involuntarily into animal form whenever one of the twelve moons is full. An afflicted creature can resist the involuntary transformation with a successful Control Shape check (see Monster Manual, page 303); however, for each additional full moon after the first, apply a -2 penalty to the check.

This means that an afflicted lycanthrope has to contend with the effects of the curse an average of nineteen nights of the month. Thus, rarely does an afflicted lycanthrope last a week before the curse takes hold and permanently alters her alignment.


18 April 2010

The Daelkyr War

-8000 Y.K.

The Daelkyr War decimated the western reaches of Khorvaire when nine thousand years ago Xoriat, the Plane of Madness, became coterminous with Eberron and the daelkyr lords and their terrible armies of aberrations—mind flayers, beholders, neogi, dolgrims and dolgaunts—invaded the world. Determined to refashion Eberron into another nightmare version of their native Xoriat, the daelkyr and their aberrations passed through a planar portal to arrive in western Khorvaire. Their army was met by the legions of the Dhakaani Empire and the conflict between the two forces raged for millennia. In the course of the war, the Dhakaani Empire was brought nearly to ruin as the powerful fleshshapers and their hideous minions proved more than a match for the Dhakaani’s finest bugbear warriors and hobgoblin samurai.

The daelkyr would have succeeded in their insane plan to begin reshaping the natural order of Eberron into an extension of the Plane of Madness if not for the intervention of the orcish druids of the Gatekeeper sect. The druids lured the main thrust of the daelkyr invasion into the Shadow Marches of western Khorvaire and unleashed the full, primal fury of Eberron upon the foul lords of Xoriat and their aberrations. The six daelkyr lords known to have survived the onslaught were then locked by the mightiest of the Gatekeepers’ Great Druids deep below ground in Khyber with their surviving aberrations. The power of the Gatekeepers’ druidic wards kept the daelkyr from setting foot on the surface of Eberron again, though their foul servants could still come up from the depths at will to spread fear and death. The daelkyr were not immobilized in Khyber like the fiendish Overlords but could move around at will through the Dragon Below. The Gatekeepers’ wards also shifted Xoriat in its orbit around the world so that it would not again become coterminous with Eberron until these arcane seals were destroyed.

In time, the daelkyr’s contained but subterranean influence led to the development of the Cults of the Dragon Below, foul religious organizations dedicating to worshipping Khyber and her servants, the daelkyr and the fiendish Lords of Dust, in the hopes of bringing on the end of the world and releasing Khyber from her planetary prison. In contrast, the orcs of the Gatekeeper sect remained ever vigilant for signs that their wards on Khyber were weakening or that another planar incursion from Xoriat was imminent. In the orcish druids’ view, the daelkyr and all magical aberrations presented the greatest threat to the natural order of Eberron that they were sworn to uphold since they were inherently not part of the workings of the natural world, much like the undead, and sought to destroy the delicate balance between the three draconic Progenitors that sustained all life. The daelkyr were the lords of the plane of Xoriat, the Realm of Madness. A daelkyr resembled a perfectly formed athletic human male, possessing unearthly beauty and pupiless white eyes. Despite this outward appearance, daelkyr were actually sexless and did not reproduce, since they were formed from the chaotic fabric of the plane of Xoriat itself.

A daelkyr’s horrible touch caused disease and biological corruption, and its very presence could trigger madness and confusion. At least six daelkyr (possibly more) inhabit Eberron in the present day. The surviving commanders of the daelkyr army that invaded Khorvaire, they were sealed deep in Khyber and cut off from their home plane. For millennia, the daelkyr have bided their time in the depths of Khyber, waiting for Xoriat to become coterminous with Eberron once more. The daelkyr are immortal and endlessly patient, and their manner of thinking is almost impossible for mortals (or even other outsiders) to understand. For the daelkyr, destroying worlds appears to be a form of art, and until Xoriat and Eberron are again coterminous, the daelkyr are indulging their other sordid escapades. Some are poets, musicians, or sculptors, although their works are invariably bizarre and alien to human senses. Their preferred canvas is flesh, for they are the makers of monsters. Dolgrims, dolgaunts, beholders, mind flayers, neogi, tsochar and other hideous aberrations are the legacy of the daelkyr—living weapons created expressly to destroy life. The subterranean citadel of a daelkyr lord usually supports a garrison of dolgrims, dolgaunt lieutenants, and illithid commanders. Each daelkyr also has its personal biological creations, reflecting its own aesthetic tastes. One might have a preference for oozes. Another breeds psionic vermin, while a third crafts hideous and deadly carnivorous plants. Their experiments—creating new races by twisting existing creatures into new forms—take time. A daelkyr can polymorph a creature into something else easily enough; however, creating a new species of aberration such as the dolgrim and dolgaunts (created from Dhakaani hobgoblins captured during the Daelkyr War) or neogi (fleshcrafted from the dwarves of the Ironroot Mountains) takes years to accomplish.

The ancient seals placed by the Gatekeepers trap the daelkyr beneath Eberron and keep Xoriat from becoming coterminous with the world again, but the daelkyr have not made a concerted effort to destroy these seals. Their motives are inscrutable—above all things, the daelkyr are the lords of the Realm of Madness. Insanity and corruption are the currency they deal in.

16 April 2010

An Abbreviated History of Eberron

An Abbreviated History of Eberron

The past shapes the present, setting the stage for the future that is to come. In Eberron, a rich and tangled history has helped craft the current era. What follows is a timeline of ages past. The current era is reckoned from the birth of the Kingdom of Galifar (in the Year since the founding of the Kingdom, or YK). Events from the more distant past are shown as a number of years before the current day.



Age of Dragons

Date: ???
In the mythic past, the world was one and the progenitor wyrms, the first and greatest of dragon-kind, ruled all. The three most powerful (Siberys, Eberron, and Khyber) discovered (or created) the Prophecy. A world-shattering struggle followed, splitting the world into three parts and scattering the Prophecy across the width and breadth of existence. In the end, Siberys became the glowing ring that surrounds the world, Khyber was bound in the darkest depths, and Eberron healed the world between by becoming one with it. Siberys called forth the next generation of dragons, Eberron created all manner of other living things, and Khyber spat out the fiends.

Age of Demons

Date: -10,000,000
Khyber's fiendish offspring overrun the surface world, creating a hellish enviroment where rakshasas and night hags rule supreme.

Date: -1,500,000
Dragons rediscover the Prophecy and rise from their primitive state to oppose their demonic overlords, allying with other draconic species, including the couatls. The common races, still in primitive states, hide from the godlike combatants and find a way to survive.

Date: -100,000
Couatls sacrifice most of their number to send the most powerful of the deomon lords and the majority of the fiends back to Khyber, where they are trapped for eternity. The dragons retreat to Argonnessen to contemplate the Prophecy, ignoring the "lesser races."

Age of Giants

Date: -80,000
The giants rise from the ruins of the Dragon-Fiend Wars to establish a vast and powerful civilization on the continent of Xen'drik. They enslave elves and drow, which has the inadvertent effect of pulling the first of the common races out of their primitive state.

Date: -60,000
Dragons make contact with the giant kingdoms and begin to teach the giants how to use arcane magic. The elves watch and learn from their place at the giants' heels. The giants quickly master the arcane arts, creating wonders unequaled even in the modern day.

Date: -40,000
The quori invade Xen'drik through a gate that connects Eberron to Dal Quor, the Plane of Dreams. After years of battle, the giants call upon the magic of the dragons to destroy the planar gate. This act results in a cataclysm that shakes Xen'drik to its core and plunges large chunks of the continent beneath the sea. The physical connection to Dal Quor is severed, perhaps forever.

Date: -39,000
The remaining giant kingdoms never quite recover from the events of the quori invasion. Horrible curses and plagues sweep through the land, and the elves use the opportunity to rebel. In desperation, the giants again turn to the same magic they used to stop the quori. Before they can unleash such destruction a second time, the dragons attack. Giant civilization crumbles, the drow go into hiding in the Xen'drik countryside, and the elves flee to the island-continent of Aerenal.

Age of Monsters

Date: -38,000
The giants revert to primitive monsters living in the ruins of their shattered civilization as the dragons return to their secluded continent and the elves settle Aerenal. Meanwhile, on Khorvaire, the first of the goblinoid kingdoms rises in the area that will one day become Breland and Darguun.

Date: -30,000
Orc nations arise in western Khorvaire to compete with the goblinoid kingdoms.

Date: -25,000
The Undying Court appears in Aerenal. First skirmish between the elves and the dragons, which sets a pattern of long periods of peace punctuated by short, devastating battles every few hundred years.

Date: -16,000
The Dhakaani unite the goblinoid nations to create the greatest empire the goblins have ever known. The Gatekeepers appear among the orcs of western Khorvaire.

Date: -12,000
The dwarves migrate from the Frostfell to the Ironroot Mountains.

Date: -10,000
Aerenal elves establish a colony in what is now present-day Valenar. Peaceful coexistence doesn't last, and the elves come into conflict with the Dhakaani. The elves abandon the colony when another clash with the dragons threatens Aerenal.

Date: -9,000
The Daelkyr War decimates the western reaches of Khorvaire.

Date: -5,000
Weakened by the Daelkyr War, the Dhakaani Empire is shattered by infighting and civil strife, eventually leading to the collapse of the goblinoid civilization.

The Current Age

Date: -4,100
The greatpine Oalian is awakened.

Date: -3,200
The Mark of Hospitality appears among halflings of the Talenta Plains. The Mark of Shadow and the Mark of Death appear among the elves of Aerenal. The dragons watch in awe and horror as the Prophecy begins to unfold among the "lesser" races.

Date: -3,000
Lhazaar leads humans from Sarlona to the eastern shores of Khorvaire. The Mark of Healing appears among halflings of the Talenta Plains.

Date: -2,800
The Mark of Scribing appears among the gnomes of Zilargo.

Date: -2,600
The Mark of Sentinel appears among humans of pre-Galifar Karrnath. House Vol, which carries the Mark of Death, is wiped out in Aerenal. Vol the lich is created. House Phiarlan leaves Aerenal to relocate among the humans of Khorvaire.

Date: -2,500
The distinct settlements that will become the Five Nations appear in central Khorvaire. The Mark of Making appears among humans of pre-Galifar Cyre. The Mark of Warding appears among the dwarves of the Mror Holds.

Date: -2,000
Karrn the Conquerer establishes the nation of Karrnath, defeats the remaining goblinoid settlements, and unsuccessfully attempts to conquer the other four human nations. The Mark of Storm appears among half-elves of pre-Galifar Thrane.

Date: -1,900
The Mark of Passage appears among humans of pre-Galifar Aundair.

Date: -1,800
The Mark of Handling appears among humans in the Eldeen Reaches. Kalashtar reach Sarlona, fleeing Dal Quor and the persecution of the quori.

Date: -1,500
Quori begin conquest of Sarlona. Second wave of humans reach Khorvaire's weastern shores. The Mark of Detection appears among half-elves of pre-Galifar Breland. The dragonmarked houses launch the War of the Mark to end the threat of aberrant and mixed marks. The Twelve is established.

Date: -1,043
Galifar I is born in Karrnath.

Date: -1,022
Galifar assumes rulership of Karrnath.

Date: -1,012
Galifar begins his campaign to unite the Five Nations.

Date: -1,005
Galifar makes a deal with the dragonmarked houses, offering them neutral status in exchange for support in his campaign.

Date: -1,000
The Mark of Finding appears among humans and half-orcs of the Shadow Marches.

Date: 1 YK (-998)
Galifar I and his five sicons - Cyre, Karrn, Thrane, Aundair, and Brey - take control of the Five Nations and establish the Kingdom of Galifar.

Date: 15 YK
Galifar I establishes the Arcane Congress.

Date: 28 YK
Galifar-Lhazaar War, a decade-long conflict, begins.

Date: 32 YK
The Five Nations of Galifar adopt the names of King Galifar's children as their own.

Date: 40 YK
Galifar, now eighty-five years old, steps down and passes rulership of the kingdom to his oldest remaining scion, Cyre.

Date: 53 YK
Galifar I dies.

Date: 106 YK
House Kundarak is reconized by the established dragonmarked houses.

Date: 299 YK
The Church of the Silver Flame is born.

Date: 347 YK
House Lyrandar takes possession of an island off the coast of Aundair to create Stormhome.

Date: 498 YK
House Sivis discovers the Mark of Finding while exploring the Shadow Marches. House Tharashk is created shortly thereafter.

Date: 512 YK
King Daroon orders the construction of the Starpeaks Observatory.

Date: 778 YK
Medusas from Khyber take possession of Cazhaak Draal.

Date: 789 YK
House Sivis message stations begin operations.

Date: 802 YK
The Kingdom of Galifar, in cooperation with the dragonmarked houses, funds the upgrade of the trade city of Stormreach on the northern peninsula of Xen'drik.

Date: 811 YK
First lightning rail connects Flamekeep and Fairhaven.

Date: 832 YK
The inquisition to wipe out lycanthropes is launched by the Church of the Silver Flame; it lasts fifty years and drives the species almost to extinction.

Date: 845 YK
King Jarot begins a public works project to connect all of central Khorvaire via lightning rails. Within twenty years, lines connect the Five Nations, Zilargo, the Mror Holds, and the Talenta Plains.

Date: 878 YK
House Deneith begins to provide clients with goblinoid mercenaries from Darguun region.

Date: 894 YK
King Jarot, the last ruler of Galifar dies. Thalin, Kaius, and Wroann reject the succession of Mishann. Wrogar backs his sister's claim, and the Last War begins.

Date: 896 YK
Order of the Emerald Claw established.

Date: 897 YK
Kaius I turned into a vampire by Vol the lich (not public knowledge).

Date: 910 YK
Kaius II ascends to the throne of Karrnath after Kaius I fakes his death and goes in search of a way to free his kingdom from Blood of Vol.

Date: 914 YK
The Mror Holds declares it's independence. Thalin of Thrane dies and the Church of the Silver Flame seizes control of the nation.

Date: 918 YK
Unknown saboteurs destroy the Glass Tower of Sharn.

Date: 928 YK
Ven ir'Kesslan leads settlers from the Five Nations to forge the nation of Q'barra.

Date: 958 YK
The Eldeen Reaches declares itself an independent nation under the protection of the Wardens of the Wood and the guidance of the Great Druid Oalian.

Date: 961 YK
Boranel becomes king of Breland.

Date: 962 YK
Zilargo formally aligns with Breland.

Date: 965 YK
House Cannith perfects the modern-era warforged, living constructs designed to fight the Last War.

Date: 969 YK
Haruuc leads the hobgoblin rebellion, and the nation of Darguun is born.

Date: 972 YK
House Thuranni splits off from House Phiarlan.

Date: 976 YK
Regent Moranna of Karrnat outlaws the Order of the Emerald Claw.

Date: 980 YK
Queen Aurala's reign of Aundair begins.

Date: 986 YK
A trio of hags known as the Daughters of Sora Kell arrive in Droaam with an army of trolls, ogres, and gnolls.

Date: 987 YK
King Boranel pulls settlers back and seals off the land west of the Graywall Mountains. The Daughters of Sora Kell declare the sovereignty of the nation of Droaam.

Date: 990 YK
The first elemental airships go into service for House Lyrandar.

Date: 991 YK
Kaius III's rule of Karrnath begins.

Date: 993 YK
Jaela Daran assumes the power of the Keeper of the Silver Flame.

Date: 994 YK
Cyre is destroyed; the Mournland is created.

Date: 996 YK
The Treaty of Thronehold officially ends the Last War. The treaty officially recognizes the nations of Aundair, Breland, Thrane, Karrnath, the Talenta Plains, Zilargo, Q'barra, the Lhazaar Principalities, the Mror Holds, the Eldeen Reaches, Darguun, and Valenar. House Cannith is ordered to destroy all creation forges; the remaining warforged are granted the rights of sentient beings.

Date: 998 YK
The campaign begins....

15 April 2010

Planes of Existence

The following concepts are taken from 4e (sorry) due to the fact that they seem to have given a little more thought to things in this edition. They don't differ greatly from 3.5e and there are no rules differences, just fluff.

The Astral Sea

The Astral Sea is the plane of the gods and demigods, a model of perfection and order. It includes Syriana, Irian, and Daanvi.

Syrania

Syrania, the Azure Sky, is the perfect paradise that most people would want to retire to in the afterlife, but currently the only known residents of Syrania are angels. With cities floating in a crystalline blue sky thanks to the light gravity on the plane each one goverened by a powerful Solar, it’s hard to imagine a more perfect existance. Sharn the city of towers is built in a Syrania manifest zone providing the city the ability to support the monstrous towers of the skyscraping metropolis. Clear blue cloudless skies and deep midnight blue skies mark a coterminous Syrania. When Syrania is remote the skies are slate gray or white and the nights are lightless and black. Sharn has a significant manifest zone of Syriana.

Irian

Irian, the Eternal Day, is a plane of positive energy. Some might equivocate this to paradise. A brilliant white sun hangs in a beautiful blue sky while rivers of liquid glass flow down from mountains of quartz. The plane is suffused with positive energy not enough to harm life, but enough to sustain unusual forms of life, though not neccesarily good aligned creatures. Just like its opposite, Mabar, the energies of this plane work in opposition to the natural decay and birth of life. In the short period of time when Irian is coterminous with the Material Plane life blossoms. Days are brighter, colors are vibrant and sensations are more intense. Positive energy spells are enhanced in these times, however the manifestations occur only for the hour surrounding noon. The plane is coterminous for ten days in Eyre. When Irian is remote the opposite takes effect. Night becomes darker, numbness hangs in the air and spells with positive energy are less powerful. These manifestations occur during the autumn month of Sypheros for ten days. An almost permanent manifest zone of Irian exists in Aerenal.

Daanvi

Daanvi, the Perfect Order, is the manifestation of law in the Planes of Eberron, and its opposite is Shavarath. All things of Daanvi live in perfect harmony born of order. On the plane all spells with the lawful descriptor are automatically maximized and enlarged, while chaotic spells are impeded. Though there are no founded links between changes in Eberron during coterminous and remote periods of Daanvi, many claim that centuries in which Daanvi are coterminous are historically more stable while periods when it is remote are historically unstable.


Dal Quor

The Realm of Dreams. Dal Quor is a unique plane in that it is shaped by the dreams of the inhabitants of the Material Plane. Every tree that you dream of sprouts in Dal Quor, but every nightmare monster lives there as well. Because of these principles, the plane is an almost constantly changing place, where no terrain is permanent. The inhabitants of the plane are mostly the quori, coalesced around the Dreaming Dark.
The plane came into existence when the first being slumbered and allowed the energy of their mind to escape the Material Plane. As the total number of dreaming creatures has increased, the plane’s power and size has increased.
Most planes manifest themselves physically on the Material Plane, but because of Quori Giant War, Dal Quor has been forceably disconnected, and any cotermination is probably millenia away.


The Elemental Chaos

The Elemental Chaos is the plane of the primordials, and contains Shavarath, Risia, Kythri, and Fernia.

Shavarath

Shavarath, the Battleground, is a region ever gripped in the throes of war as three groups vie for control of the plane, a host of celestial archons, an infernal reginment of devils and a swarming horde of demons. Forever in a rough balance of power each of the three factions lay siege to one anothers fortresses only to lose their own holdings on other fortresses in the process. Beyond these fortresses the plain stretches infinitely, with low hills providing the only terrain feature. The plane is aligned by territory. Those areas held by the archons are mildly good and lawfully aligned while those areas held by devils are mildly evil and lawfully aligned and that held by the demons is mildly chaotic and evil aligned. Magic spells that mimic, create or enhance weapons as well as spells that excite hostile emotions are extended, while charms and pacifisms are impeded. Whirling blades travel the plane like flocks of birds seeking out non-native inhabitants and attacking them. In times of conflict, when Shavarath draws near to the Material Plane, the effects spill over into it. Magic spells are enhanced or impeded as they are on the Battleground and reports have even come of flocks of whirling blades seen on the battlefields. No known effect manifests when Shavarath is remote.

Risia

Risia, the Plain of Ice, is a plane that is layer upon layer of snow and ice with a constant blizzard raining down new layers of sleet snow and ice from a dark grey clouded sky. The very atmosphere freezes the lungs and steals away the breath. The average temperature hovers around 0 degrees. Most of the effects of Risia’s coterminous phases are unfelt by the general populace of Khorvaire since these effects mostly take place in the Frostfell and the Everice regions of Eberron. These areas grow more intesely cold and temporary conduits to Risia open up in these areas of intense cold allowing natives of the plane to slip into the Material Plane. Mostly, this is unfelt since few of the civilized races exist in these extreme environments. Similarly these remote areas experience a decrease in temperature around times that the plane is remote, though the change in temperature is only faintly noticeable.

Kythri

Kythri, the Churning Chaos, is the opposite of Daanvi. Highly morphic the land is a roiling mass of land, water, air, fire, magma, steam, and all other manner of elemental forces. The plane is in a constant state of unrest though some can keep a location from morphing by strength of will, if only for a short period of time. The gravity changes randomly in random directions, and spells with the chaotic descriptor are automatically enlarged and maximized while spells of the lawful type are impeded. Kythri does not follow a set planar orbit but rather lurches through the Astral Plane at random intervals sometimes hurtling through space, sometimes slowing to a crawl. Because of this feature Kythri might be coterminous with the Material Plane for a day or a century and might be remote for only a few months before jumping back into touch with the Material Plane. Popular superstition link coterminous periods with eras of unrest and war. Many scholars believe Kythri was coterminous during the first decades of the Last War but no firm evidence backs these claims. As of yet, there does not appear to be any effect on Eberron when Kythri is remote.

Fernia

Fernia, the Sea of Fire, is a continually burning landscape. Plates of compressed ash and debris float atop oceans of liquid flame as mountains ooze with molten lava. When Fernia is coterminous to the Material Plane areas of extreme heat become even more radiant and entering pools of lava may whisk one away to Fernia. Likewise inhabitants of Fernia can slip into the Material Plane and magic cast in these areas with the fire descriptor is automatically enlarged and empowered. When Fernia is remote, areas of extreme heat are reduced in severity. Spells with the fire descriptor are more difficult to cast, except near hot-spots.


Feywild

The Feywild, a wild reflection of the Material Plane, is the plane of primal spirits. It contains Thelanis and Lamannia.

Thelanis

Thelanis, the Faerie Court, is similar to both Eberron and Lamannia in that it bears untamed expanses of rugged forests and crystal-clear waters dotted with small settlements. Arcane spells are enhanced on Thelanis and time flows differently. Every day in Thelanis equals a week on the Material Plane, this time catches up to any person traveling back to the Material Plane. If one spends too much time on Thelanis moving back to Eberron might suddenly kill the person of old age. When Thelanis is coterminous to Eberron certain magical areas appear such as faerie rings and faerie mounds often accompanied by mysterious lights. These areas are conduits between Thelanis and the Material Plane and inhabitants of either plane can find themselves easily transported back and forth. Arcane spells are extended when cast within 300 feet of these sites and fey creatures are more populous on Eberron during this time. When Thelanis is remote fey creatures grow less prevalent. Some argue that the fey hibernate over this period, but these claims are unsubstantiated by any real evidence. The feyspires that have appeared in Khorvaire come from Thelanis.

Lamannia

Lamannia, the Twilight Forest, is a realm of raw unbounded nature. Untouched by civilization the realm is full of virgin forests, majestic mountains, rolling hills, steamy jungles, festering swamps, and all manner of terrain. Inhabited by all forms of plants, animals and magical beasts as well as a number of lycanthropes who have made a new life for themselves on the plane after fleeing Eberron during the time of the Silver Flame’s Purge. Regions of unspoiled nature floruish in times when Lamannia is coterminous with the Material Plane. Animals breed more prolifically and plants grow more verdant. When Lamannia is remote nature diminishes. Cultivated crops grow poorly and animals product small litters.


Shadowfell

The Shadowfell is a dark reflection of the Material Plane, a plane of death and darkness. It contains Mabar and Dolurrh.

Mabar

Mabar, the Endless Night, is a blackened realm where the faintest spark of light is quickly devoured by the unending darkness. It is a plane suffused with negative energy and the antithesis of Irian. But, just like Irian, the energies of this plane work in opposition to the natural decay and birth of life, which makes a natural source for necromancers to draw power from. Negative energy spells are maximized and all the inhabitants of this plane are immune to effects from negative energy. Positive energy spells are impeded here. The nights grow blacker and more dangerous when Mabar becomes coterminous with the Material Plane. Travel to Mabar becomes as easy as stepping into an area where there is no light, and inhabitants of the plane slip out from the shadows and into the world. The plane becomes coterminous on three dark nights in the dead of night on the nights of the new moon closest to the winter solstice. Consequently when Mabar is remote the darkness seems to sap from Eberron. These periods occur every five years on the nights of the full moon around the summer solstice.

Dolurrh

Dolurrh, the Realm of the Dead, is a hopeless gray waste where mortal souls go after death. It is not a reward, nor a punishment, it simply is. Dolurrh has heavy gravity, it is timeless and people who visit Dolurrh are slowly overcome with apathy and eventually fade, turning into a shade. When Dolurrh is coterminous to the Material Plane slipping occurs between the planes. Ghosts are more common and spells to resurrect the dead often result in bringing back more spirits than originally intended. When the plane is remote, resurrection magic does not work at all and the only way to bring a soul back from the dead is to physically travel to Dolurrh and retrieve the soul, though the native inhabitants of the plane don’t take too keenly to having souls being taken. The shadar kai are said to have originated here.


Xoriat
Xoriat is the Far Realm, a place of madness.