recursal/Fanatic-Fandom huggingface dataset:
Gydd Nephret

**Professor Gydd Nephret** is an elf and NPC featured in the adventure Seekers of the Ashen Crown. She is a professor at Morgrave University and lives with an academic community on campus called Shava House. It is never documented but it can be assumed Gydd is a history professor who specialises in the Dhaakani Empire since Shava House is a community that focuses on antiquities.

## Personality

Gydd is outgoing and animated and has a way of making everyone she meets feel as if they are interesting. She tends to use long words and rambles on about topics in which she is interested. However, upon first meeting people, especially adventurers who she perceives as being scary she is fairly nervous.

## Biography

**Spoiler warning:** Plot or ending details follow.Gydd met a group of adventurers in Sharn and who had recently found a Dhakaani artefact. After researching the artefact she arranges a second meeting with the adventurers though this time invites Lady Danae Ulyan an elf noble interested in artefacts. Some time after the meeting Gydd suspects that Danae is not who she seems and is someone dangerous and so writes a letter to her new adventurer friends and attempts to go into hiding however, shortly after sending the letter she is captured by Lady Danae who was secretly a Emerald Claw agent named Demise. Gydd is later killed and raised from the dead by Demise who intended to use her as a hostage against the adventurers.

**End of spoiler.**
## Notes

* The alignment of this character is never officially documented and the alignment given is an educated approximation by this wiki.

* On page 9 of the adventure book 1 Gydd's campus home is spelt Shava House though is spelt Shave House in the same paragraph further on.
Field of Ruins

The last battle of the Last War took place in Cyre  southwest of what is now the Glass Plateau. Here, forces from Thrane, Cyre, Breland, and Darguun  clashed in a chaotic epic battle. Those forces died on the Day of Mourning, caught in the backlash of the arcane effect that destroyed the entire nation. The remains of this battle can still be seen; the Field of Ruins is noteworthy among similar places throughout the Mournland primarily because of the sheer number of troops whose bodies litter this battlefield. These soldiers, who died four years ago, appear as they did the day life abandoned them.
Not one has shown signs of rot or decay. Wounds gape wide, flesh refuses to fester and flake, armor and weapons remain untarnished and rust-free. Vast war machines, siege engines, and other devices of destruction brought by the opposing forces now stand in silent vigil over the bodies of the dead.
Most visitors to the Field of Ruins find themselves moved to follow the example of the explorer who discovered the place, offering prayers to all those who sprawl in this uncovered grave—Thrane knights lying beside Darguun warriors, Brelish archers piled among Cyran militia.
They are not undead, but they are unnatural just the same, for some force keeps them preserved despite the passage of time. Even the scavenging beasts of the Mournland refuse to disturb these bodies.
Hezcalipa

**Hezcalipa** was a couatl sage from the Age of Demons who helped discover the Draconic Prophecy and used it to bind the Overlords.

## History

Along with Ourelonastrix, Hezcalipa discovered the Draconic Prophecy.

Hezcalipa led the couatl in their sacrifice to form the Silver Flame and bind the Overlords during the Age of Demons.

## References

1. ↑ 1.0 1.1 ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
2. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Forge of the Mind Slayers

*One man searching for peace in a land that knows only blood.*

*Diran, once a feared assassin, has turned his back on murder, seeking the life of a wandering priest. His travels have taken him north, into lands caught between warring political factions and plagued by lawless pirates. But Diran refuses to take sides.*

*But when he stumbles upon a plot to restore an ancient relic and use its powers to create an army of assassins, remaining neutral is no longer an option. It’s kill or be killed, take the fight to the enemy... even if it means embracing the assassin’s nature within his soul.*
Grasp of the Emerald Claw

**Grasp of the Emerald Claw** is an adventure module set in the Eberron campaign setting. It was first released in January 2005 for 3.5 edition and is a sequel to Whispers of the Vampire's Blade and is the fourth installment to that series. The adventure is designed for 6th level characters and was designed by Bruce R. Cordell.

> "''*Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret.*
> ***"Grasp of the Emerald Claw"'* may be used as the conclusion to the storyline from "Shadows of the Last War" and "Whispers of the Vampire's Blade" or as a stand-alone adventure for the Dungeons & Dragons game that will immerse your characters in the Eberron campaign setting. Designed to challenge 6th-level D&D heroes, it sends them on a perilous journey to the heart of the mysterious and uncharted continent of Xen'drik.'**"
>
>

## Adventure

Similar to its predecessor, Whispers of the Vampire's Blade, the adventure is largely linear with no side quests and one dungeon site. There are four parts of which are based around the conclusion to the hunt for the creation pattern which started in The Forgotten Forge. The adventure features a large dungeon site in its final chapter.

## Product

The physical copy of the adventure is a softback booklet of 32 pages featuring 8 *new* black and white pieces of art and 10 small black and white maps.

## Non-Player Characters

* Amoxtli
* Arkaban
* Baris, Provost
* Byam, Captain
* Chinxero, Captain
* Elaydren d'Cannith
* Garrow
* Gunfarr Lok
* Muroni
* Scimitar
* Surthain
* Xulo

## Statistics

* Airskiff Guards p.15
* Arkaban p.23
* Byam p.32
* Chinxero p.14
* Drowned p.21
* Drow Chief, Amoxtli p.18
* Drow Warriors p.32
* Emerald Claw Soldiers p.32
* Garrow p.32
* Gnome Crew p.7
* Gunfarr Lok p.23
* Muroni p.32
* Primitive Warforged p.31
* Scimitar p.28
* Sahuagin Shark Keeper p.9
* Sailors p.14
* Xulo p.31

## Notes

1. ↑ 1 One of the pieces of art, a sketch of the character Scimitar was from Whispers of the Vampire's Blade.
Flan

**Flan** is generally used in reference to the Flan people, (sometimes called the "Flannae"), a race of humans who settled the land now known as Thrane. The capitol of Flan was the city of Fleeth.

By 1 YK, the Kingdom of Flan was conquered by Galifar I when he united the Five Nations. In 32 YK, the Kingdom of Flan was renamed after its first governor-prince and middle son of Galifar, Thrane ir’Wyrnan.

### Notable Flan

* Vecna
* Mazzel Vance
Ekhaas

File:EBERRON Ekhaas.jpg

## Ekhaas

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Adventuring Companions

* Singe
* Dandra
* Geth
* Ashi d'Deneith
* Natrac
* Orshok

## References

* The Binding Stone (novel). Don Bassingthwaite (2005). Wizards of the Coast.
* The Grieving Tree (novel). Don Bassingthwaite (2005). Wizards of the Coast.
* The Killing Song (novel). Don Bassingthwaite (2006). Wizards of the Coast.
Field of Stars

*5th-level evocation*

**Casting Time:** 1 action

**Range:** Self (60-feet radius)

**Components:** V, S

**Duration:** Concentration, up to 1 minute

**Class List:** Druid, Warlock, Wizard
You cause 5 star-like motes of light to spring forth at points you can see within range. Each mote of light must be at least 10 feet from any other mote of light. Each mote of light sheds bright light in a 10 foot radius and dim light for an additional 10 feet. If a creature moves within a 5-foot radius of a mote of light or ends their turn within 5 feet of one, the mote explodes in a brilliant flash, dealing 4d12 radiant damage to all creatures within 5-feet of that mote before fading away.

For the duration of the spell, while you have any motes of light remaining, you can use an action to rearrange the remaining motes, placing them anywhere within range (this movement cannot cause them to detonate).

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the range increases by 10 feet and you create an additional star-like mote of light for each slot level about 5th.
Fort Bones

**Fort Bones** named for its primary inhabitants, Karrnathi skeleton soldiers, is a military installation guarding the border between Karrnath and the Talenta Plains.

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* ***Five Nations***.

Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Graywall Outpost

**The Graywall Outpost** is an outpost controlled by House Deneith on the shared border of Breland and Droaam. During the early years of the Last War, Breland contracted House Deneith to defend a key mountain pass in the Graywall Mountains between Breland and what is now known as Droaam. In 987 YK King Boranel ordered his troops to retreat however, determined to uphold the terms of the contract the Deneith troops remained behind. For the remaining nine years of the war the Deneith soldiers suffered immense torment often lingering on the border of starvation whilst almost constantly being under siege and at all times, completely surrounded. When the war came to an end and the Treaty of Thronehold was written, House Deneith were allowed to stay in Graywall Outpost and now have a small yet impregnable keep in the mountain pass. For political reasons Breland wishes for the outpost to be abandoned and so do Droaam for militaristic reasons however, Deneith refuse to do so.

## References

***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Greater Spell: Disguise Self

Return to List of Homebrew Feats

***Prerequisite:** Ability to cast the Disguise Self spell*

You’ve learned how to empower the Disguise Self spell, granting you the following benefits;

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* Disguise Self now has a range of Touch, instead of Self. Disguise Self now has a duration of 8 hours instead of 1 hour. Only willing creatures can be targeted by this spell.
* You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Far Touched (Feat)

Return to List of Homebrew Feats

## Far Touched

Your exposure to the Far Realm's magic has changed you, granting you the following benefits:

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

* You learn the Alter Self spell and one 1st-level spell of your choice. The 1st-level spell must be from the Transmutation or Conjuration school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Fomorian Crystal

*Wondrous item, rare (requires attunement)*

*Crafted by: Fomorian Eye x1*

While holding the crystal, you can use your action to force a creature you can see within 60 feet of you to make a DC 14 Charisma saving throw. On a failed save, that creature takes 6d8 psychic damage and is cursed with magical deformities. While deformed, the creature is Slowed. On a success, a creature only takes half damage and suffers no deformities. A transformed creature can repeat the saving throw whenever it finished a long rest, ending the effect on a success. Once used, this ability can't be used again until the next dawn. If the crystal's charge is not expended by dawn, it automatically attempts to use it on the attuned creature.
Ek

Ek
--

**Ek**, also known as "Tyrant One", is the doppelganger leader of the Tyrants of Sharn. Seven other doppelgangers and 122 changelings work for him within the criminal organization.

## Notes

Ek is a true doppelganger as understood under the 3.5E rules; the word is not used as a synonym for changeling here, as it would be in 4E.
Halfling (language)

**Halfling** is the language of the halflings of the Talenta Plains.

## Glossary

* **Trascalando.** “People with the Thundering Hooves.”

## Behind the Scenes

In the 3rd edition, the halflings of Eberron spoke their own language. However, with the advent of 4th edition, halflings now speak Common.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Gaven d'Lyrandar

**Gaven d'Lyrandar** is a half-elf formerly of House Lyrandar, though he was excoriated after being convicted of committing war crimes during the Last War. He was imprisoned in Dreadhold for twenty six years before he finally escaped with the help of the Aundairan general, Haldren ir'Brassek. After escaping from Dreadhold he went on an adventure going around the entire continent, and ended up fighting the blasphemer Kathrik Mel to decide the fate of the world.

He bears a Siberys Mark of Storm and is believed by some to be the Storm Dragon, a figure from the Draconic Prophecy.

## References

* Storm Dragon: The Draconic Prophecies, book 1 (novel). James Wyatt (2007). Wizards of the Coast.
* Dragon Forge: The Draconic Prophecies, Book 2 (novel). James Wyatt (2008). Wizards of the Coast.
* Dragon war: The Draconic Prophecies, book 3 (novel). James Wyatt (2009). wizards of the coast
False Blood Amulet (Item)

*Wondrous item, common (optional attunement)*

This silver necklace bears a pendant of polished opal. This amulet changes the way you appear to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. The false blood amulet is attuned to a certain creature type, causing all spells and magical effects treat you as if you were a creature of that type.

You can change the amulet's attuned type by placing a drop of blood from a creature of a different type onto the amulet.
Heir of Dhakaan (Background)

Return to List of Setting-Specific Backgrounds

This section presents two variant background features that are designed be used with the Customizing a Background rule in chapter 4 of the Player’s Handbook. If your DM allows it, you can use any background you wish as a base, then substitute Goblin Hospitality or Uul Dhakaan for its standard background feature.

### Background Feature: Goblin Hospitality

Over the last few decades, the Khesh’dar have established safe houses and agents in many of the major cities of Khorvaire. In addition, many modern goblins are keen to hear tales of ancient Dhakaan and are happy to trade a meal for a story or song. You can find a place to hide, rest, or recuperate in any sizable community of goblins. They’ll shield you from the law or anyone else searching for you, though they won’t risk their lives for you.

### Background Feature: Uul Dhakaan

You have an especially strong connection to the Uul Dhakaan, the dream of the Dhakaani Empire. You are more likely than most to remember your dreams, and you may have a mentor who offers you guidance; this could be the memory of an ancestor or fallen hero, or a living uul’kala bard. Whenever you take a long rest, there’s a chance you’ll receive a vision, a mission, or a clue about your current situation.
Glaistig

**Glaistigs** are fey that resemble a woman waist-deep in water. They lurk around rivers, lakes, and streams in Breland, Droaam, the Mror Holds, the Shadow Marches, and Valenar, looking to ensnare unsuspecting creatures. The biggest population of glaistigs are at Mirror Lake, in the Mror Holds. The glaistigs are hunted by the Valenar, and the elf warriors often take a glaistig's hooves for trophies.

## Appearance

At first glance, a glaistig appears to be a beautiful woman in the midst of drowning. However, upon closer inspection, glaistigs also have hoofed feet, and white furry legs. For their human-looking top half, glaistigs have long white hair, and have fanged teeth, which they try to hide from their unsuspecting prey.

## Abilities

Glaistigs yearn for blood, and use their fangs to drain creatures of blood after ensnaring them. A glaistig drains blood much like a vampire does, and thus can be mistaken for vampires. Unlike vampires, however, glaistigs enjoy the water, and have the ability to breathe water. Glaistigs are usually mystically bound to their home water source, and the further away it travels, the harder it becomes to breathe.

Glaistics also have spell-like abilities that they can use to distract or hypnotize their intended victims. They also sing a beautiful song, much like sirens, that will beguile their prey. They will then lure these creatures into their body of water, and will often cast water breathing on them, allowing them to join the glaistig at the bottom of the water for long enough to drain their blood dry.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
Gauntlet of the Deft Hand

**Source** | Dragon Magazine issue #341

The **gauntlet of the deft hand** is a single warforged component that attached to one hand of a warforged. The gauntlet is made of a fine metal mesh, impervious to the effects of rusting or tarnishing. When activated, the gauntlet transforms the warforged's fingers into precision tools designed for intricate work; everything from gemcutting to lockpicking.

## 3rd Edition Mechanics

When activated, the warforged gains a +5 competence bonus to any Craft check that requires fine detail work, such as gemcutting, silversmithing, and the like, as well as any Disable Device or Open Lock checks. Once activated, the effect lasts indefinitely, though it can be deactivated at will.

While activated, the warforged cannot hold a weapon in that hand. However, the warforged can use these small tools as a weapon. They are treated as an exotic weapon, and do 1d4 points of slashing or piercing damage (the warforged's choice).

## References

1. ↑ 1.0 1.1 "**Arcane Upgrade: Warforged Magic Items**" (March 2005) by John Polojac. *Dragon magazine* issue 341.
Erdis Cai

## Biography

Erdis Cai was an adventurer and pirate. Now he is a servant of the Blood of Vol and a vampire.

**Books**

Erdis Cai is one of the main characters in the Blade Of The Flame trilogy authored by Tim Waggoner.

Book 1: Thieves of Blood (The main antagonist)

Book 2: Forge of the Mindslayers

Book 3: Sea of Death

 File:Erdas Cai image.JPG
Haestus d'Cannith

**Haestus d'Cannith** was once an amateur necromancer and the overseer of a House Cannith facility before his death at the hands of a Karrnathi raiding party. Haestus returned from the dead as a forgewraith, and still haunts his old facility.

## History

Haestus d'Cannith was the overseer of a House Cannith creation forge deep within a mountain near the border of Cyre and Breland. Haestus also had an interest in necromancy, and was investigating ways to combine the necromantic arts with House Cannith's artificer skills. They worked without direct oversight with House Cannith officials on new types of warforged prototypes.

Before the end of the Last War, a group of Karrnathi irregulars discovered the location of the facility. Realizing its importance to the Cyre war effort, the Karrnathis collapsed the facility, trapping all of the artificers within beneath tons of rubble. Haestus and his artificers died a slow death.

The exact location of Haestus' forge was lost in the fall of Cyre during the Day of Mourning; the same day that killed the Karrnathi irregulars. Haestus rose from the death as a forgewraith, and continued the mission he had in life: creating warforged prototypes.

## References

1. ↑ 1.0 1.1 "**Heart of the Forbidden Forge**" (June 2009) by Luke Johnson. *Dungeon Magazine* issue 167.
Genasi

**Genasi** are planetouched humanoids, infused with the power of the elements. Along with aasimar and tieflings, genasi are among the most common planetouched peoples.

Some manifest zones tied to Lamannia surge with elemental energy. These zones can be quite dangerous, with exceptionally strong winds and quickly sparked wildfires. But sometimes determined settlers dwell there, drawn by fertile soil and fresh water. When a child is conceived in such a region—especially if Lamannia is coterminous— there’s a tiny chance they’ll be infused with elemental energy. “Genasi” is the academic term for such people, coined by the Arcane Congress after Galifar the Dark ordered research into the phenomenon. However, most folk call them ‘touched—*Flametouched*, *Stormtouched*, *Stonetouched*. The gifts of the genasi aren’t reliably hereditary, and even in primal lands, it’s rare to find a community with more than a handful of ‘touched.

Few people have ever seen a genasi, as most choose to stay in their hometowns where they are known and celebrated. But most people have heard of folktales like *The Boy Who Was Born in the River* and *The Girl with Hair Aflame*. It’s these stories—plus the research of Arcanix—that separate genasi from tieflings in the common understanding. People consider tieflings dangerous, tied to malefic powers... while genasi are considered natural, so there’s little worry that a fire genasi might burn down the barn. Genasi draw attention wherever they go and people surely remember them, but people aren’t usually hostile toward the ‘touched.

While genasi can be naturally born, they can also be artificially produced. Zilargo is constantly experimenting with elemental binding, and the Arcane Congress and The Twelve are also intrigued by this field of study. If you’re a wizard, artificer, or sage, you might’ve personally conducted the research that transformed you into a genasi, or you could’ve been a test subject, voluntary or otherwise. Is the program that created you still active, or was it shut down—or possibly sabotaged by agents of The Trust?
Heart of the Forbidden Forge

**Edition** | 4th ed.

*The Kech Shaarat goblins have numerous schemes to unite the Dhakaani clans under the Bladebearer banner. One such plan focused on beating the Wordbearer goblins to an artifact called the Ashen Crown. A group of adventurers defeated the goblins in this quest, but other missions are moving forward. One involves the capture of a destroyed creation forge and the forbidden creature within it. The Bladebearers have an unlikely ally in this goal: an eladrin artificer working for the Brelish government.*

***"Heart of the Forbidden Forge"** is a Dungeons & Dragons adventure for five 7th-level characters in the Eberron campaign setting. If the PCs have been through the events in Seekers of the Ashen Crown, this adventure can be easily slotted after the events of that one have concluded. Characters do not need to have been involved with Seekers of the Ashen Crown to play through “Heart of the Forbidden Forge.” The adventure works fine for other PCs as well, and it can be adapted easily to another campaign setting.*
Hektula

**Hektula, the Bloody Scribe** is a powerful rakshasa who sits on the Bleak Council of the Lords of Dust.

## History

Hektula, the Bloody Scribe, also known as the Shadow Scribe, is the *prakhutu* (chosen speaker) for the Overlord known by the title of the Keeper of Secrets.

## Appearance & Personality

Hektula is a rakshasa, a tiger-headed fiend with backwards-facing hands, who is depicted with a face shadowed by a black, hooded robe.

Hektula acts through alliances with other rakshasa members of the Council of Ashtakala of the Lords of Dust. She helps the other councilors achieve their goals through distributing knowledge of the Prophecy in their catalogue, which she oversees as the librarian of Ashtakala.

## Abilities

In addition to the innate abilities of the rakshasa, Hektula is an accomplished wizard, an unusual path relative to the many sorcerers of the Lords of Dust. As *prakhutu* for the Keeper of Secrets she may *commune* with her mistress once per day.

Hektula learns new spells and secrets of the Prophecy through her bond with the Keeper of Secrets.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Five Nations

*This article is about the actual five nations. For the sourcebook, see **Five Nations (book)**.*

**The Five Nations** refers to the major regions that composed the Kingdom of Galifar from 1 YK to 894 YK. These were Aundair, Breland, Cyre, Karrnath, and Thrane. The Five Nations were reduced to four with the destruction of Cyre and the creation of the Mournland. Although the Kingdom of Galifar no longer stands each of the original five nations has remained, although slightly smaller than their original territories with new nations and regions being outlined as a result of the Last War.
Gauntlets of Kobold Power (Item)

*Wondrous Item, uncommon (requires attunement)*

These gauntlets appear to be Gauntlets of Ogre Power. An *Identify* spell reveals its true Nature. Your Strength score is 7 while you wear these gauntlets.

***Curse.*** Once you attune to these cursed gauntlets, you can't remove them unless you are targeted by the remove curse spell or similar magic.
Grayflood

### Buildings

Other (20), temples (Kol Korran, Balinor, Onatar, Aureon), poor lodging (20), poor food (36), poor trades (100), poor services (140), poor residences (80)

### First Impression

Most of the traffic here consists of sailors in search of entertainment. Bars, flophouses, and small shops—many of which don’t bother to advertise the nature of their business—line the street, which winds precariously along the edge of a steep cliff overlooking the river.

### Location

Cliffside, Sharn

**Grayflood**, a seedy waterfront district, fills roughly the northern half of the docks and wharves running along the Dagger River. Gigantic cranes empowered by magic haul freight from ships at dock to the warehouse districts of Precarious and White Tower, while the crews of those ships restock and recharge at the shops and taverns that line the bottom of the great cliffs.
Fort Zombie

**Fort Zombie** named for its primary inhabitants, Karrnathi zombie soldiers, is a military installation guarding the border between Karrnath and the Talenta Plains. A House Orien lightning rail line runs through the fort giving it quicker access than Fort Bones to supplies and communication with greater Karrnath.

### Lightning Rail

* *Note: travel times include 1 hour lay over at each station, and are based on speed of 30 miles per hour.*
* *Note: distances based on map at [1].*
* *Note: times and distances may vary from charts found on pp. 20-21 of the Explorer's Handbook.*

## References

* ***Eberron Campaign Setting***.

Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.

* ***Five Nations***.

Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Greasy

*Age:* ???

*Race:* Human appearance (?)

## Description

* Small, old human(?) with a hunch that brings his height to about 4’ 5”.  He is apparently aged with loose skin, liver spots, and grey-white hair that dusts his head.  His wide, blue eyes have been yellowed from age (and substance abuse?) and his nose is crooked with a downward hook.  He frequently darts his tongue out of his mouth to wet his visibly dried lips.  His voice is … indescribable.

## Encounters

* Owner of Six-Inch Hilt, a weapons shop where all the weapons are well lubed
* Lived in a small hut in a small fishing village to the north-east of Dimonia, had a painting of several layers of blue paint
* Owned a house out in the mountains between Dimon and Wildernia next to trees that oozed some form of hallucinogenic drug
* Came to Beven in a vision, while he used the acid sticks, where Beven became a follower of Greasy upon his path as a cleric
* Greasy is the high priest of the cultist village of Rend. It is unknown if the cult worships Cthulhu, Greasy, or Phorriches. He gave Daisy the Masque of Deception after administering her a ‘test’ on behalf of Cthulhu.
* Thanks to Beven's Divine Intervention, Greasy appeared in order to rescue the party and deliver them to safety. In the process of doing so, Greasy destroyed the barrier protecting the Yggdrasil.

## Notes

* May either be all the same individual or a group of identical looking individuals with the same voice and name; has not been clearly determined
* Known associate with Cthulhu, Greasy himself may be a god.
* Greasy is worshiped by Beven Sinkingstone.
Highhold

### Buildings

Temple, average lodging (10), upscale food (5), average food (40), poor food (10), exotic trades (10), upscale trades (24), average trades (60), poor trades (25), upscale services (10), average services (40), poor services (20), upscale residences (20), average residences (180)

### First Impression

The architecture is sturdy, functional stone, though the scale is slightly too small for most humans. While there is luxury to be found here, the citizens of Holdfast put work before play.

### Location

Sharn, Upper Dura

When House Kundarak first established itself in Sharn, the dwarf immigrants who came with the house sought to make their mark on the city. While dwarf engineers had played a significant role in the construction of Sharn, the city was designed for humans. Holdfast is the first district to be built by dwarves for dwarves, and their touch is evident throughout the district. While the dwarves appreciate luxury and comfort, they are also concerned with defense and durability, and the buildings of Holdfast are among of the strongest and most defensible in the city.

Dwarves make up the majority of the population in Holdfast—both recent immigrants from the Mror Holds and those whose families have lived in Sharn for generations. The inns and taverns serve strong Mror ale and stonebreaker mead, and most of the buildings and furnishings are built to dwarven proportions. Beyond the dwarves, there are a considerable number of gnomes in the district, reflecting the strong economic ties between House Sivis and House Kundarak.

Businesses in Holdfast include a branch of the Kundarak Bank and a Sivis message station. There are also restaurants serving Mror food (an acquired taste for most humans) and a variety of other crafters, including master masons, architects, and armorers. Many of the inhabitants work for one of the branches of the Kundarak Bank, while others work in the Cog foundries but have positions allowing them to afford to live above the surface.

## Locations

**Clebdecher’s Loom:** While most people think of dwarves as grim and stoic individuals, the merchant princes of the Mror Holds take great pride in their appearance and clothing. Run by Hellien Clamas Clebdecher (LN female gnome commoner 6/magewright 2), Clebdecher’s Loom specializes in fine clothing in Mrorian and Zil styles. Clebdecher is one of the finest workers of glamerweave in the city, and many human lords and ladies come to Holdfast to avail themselves of her talents. As a result, there is usually a considerable wait for Hellian’s services; anyone preparing for an important event needs to plan ahead to purchase a Clebdecher gown or suit.

**Moraggan’s:** The Mror spirits served at Moraggan’s might be the strongest drink in Sharn. However, Moraggan’s is a far cry from the rough and tumble saloon one might expect from a place with such a reputation. This posh, luxurious establishment has considerable security and a number of private, soundproofed rooms. Moraggan’s caters to Kundarak agents and other Mror merchants—traders and crafters who believe that strong drink and business negotiation go hand in hand.
Healing Salve

Healing Salves are kits of bandages and ointments used to heal the wounded. They are similar to Potions of Healing, but are cheaper to create and take 10 minutes to apply. When a salve is applied to a creature, the creature regains a number of hit points as shown in the Healing Salve table.

Healing Salve
 Greater Healing Salve
 Superior Healing Salve
 Supreme Healing Salve
Hatch Vadalis

**Hatch Vadalis** is a minor character featured in the Eberron novel the Orb of Xoriat.

## Biography

Hatch is a nickname he received many years ago when he raised his first pet bird. At first his bird was so small that he once called it Hatchling, those around him at the time mocked him and continuously called his bird Hatchling. Over time the nickname turned into Hatch and was associated with Hatch Vadalis. Hatch is a member of House Vadalis though he married into the dragonmarked house. When raising his pet Hatchling he met his wife who helped him look after it. He claimed it wasn't love at first site though, after getting to know her he asked to court her but she slapped him. He pursued her and after a few months she agreed.

Hatch lives in Ghalt and runs a courier service with his domesticated Dragonhawk. He once helped Teron get to Passage.
Frostburn (book)

*Marrow-chilling conditions, dealing hazards, and other dangers threaten explorers of frostfell environments. A wintry grave awaits those who venture forth unprepared, whether traveling through polar regions, frozen mountains, ice-glazed dungeons, or the Ice Wastes of the Abyss.*

*This supplement for the Dungeons & Dragons game explores the impact of the arctic conditions and extreme cold-weather environments on every aspect of game play. along with rules for adapting to, navigating through, and surviving hazardous cold-weather conditions and terrain, **Frostburn** also includes new spells, feats, magic items, prestige classes, and monsters associated with icy realms.*

## Eberron-Specific Content

The Player's Guide to Eberron gives DMs guidance on where Frostburn content is found in Eberron. The various races of Frostburn (including the Uldra and the Neanderthals) are given homes in Eberron, and Icerazer: the Iceberg City is placed on the Frostfell above the entombed rakshasa rajah named Levistus.
Devil

**Devils** are a type of outsider, a fiend embodying law and evil. Many are surrounded by a fear aura, which they use to divide and conquer their foes. They also have a propensity for illusion magics.

## History

At the beginning of all things, following the titanic struggle between the three progenitor wyrms, the dragon Khyber, bound in the depths of the world, spat forth the fiends and demons, who ruled the world for millions of years.

1.5 million years ago, with the help of the couatls, the dragons rose from their primitive state and began to revolt against their fiendish overlords. This war raged for over a million years.

100,000 years ago, the couatls sacrificed most of their race to bind the most powerful of the fiendish Overlords back down to Khyber, to be trapped for eternity within the Silver Flame.

## Notable Personalities

* **Korliac of the Gray Flame:** Korliac is a fallen pit fiend from the plane of Fernia, the Sea of Fire. He is now a member of the Lords of Dust and sits on the Bleak Council of Ashtakala.

## References

1. ↑ ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ 2.0 2.1 2.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 3.2 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ 4.0 4.1 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
Firework (Spell)

*3rd-level evocation*

**Casting Time:** 1 action

**Range:** 300 feet

**Components:** S, M (a tiny piece of flint; a pinch of red garnet dust worth at least 10 gp, which the spell consumes)

**Duration:** Instantaneous

**Class List:** Artificer, Bard, Sorcerer, Wizard

Striking the gem dust used in the spell's casting with a shard of flint, you create a ball of bright orange light, which then arcs from your hand to a point you choose within range, where it bursts with a thunderous bang (audible out to 300 feet) into hundreds of sparkling projectiles. Each creature in a 30-foot radius sphere centered on that point must make a Dexterity saving throw. On a failed save, a target suffers 2d8 fire damage and 2d8 thunder damage, or half as much on a successful one. Whether a target succeeds or fails their save, they are deafened until the end of your next turn.

You can use different types of dust as the material component for the spell's casting to change the spell's fire damage to damage of a different type. The color of the spell's light also matches the color of the dust used.

 **Cold** | Sapphire (10 gp)
 **Force** | Amethyst (50 gp)

**At Higher Levels.** When you cast this spell using a spell slot of 4th-level or higher, the fire damage increases by 1d8 for each slot level above 3rd.
Grimlock

**Grimlocks** are a race of blind monstrous humanoids that exist beneath the surface of the world.

## History

Grimlocks are descended from humanoids who ventured below the surface of the world and adapted to the lightless depths over many years.

## Appearance & Personality

Grimlocks are brutish humanoids with gray skin and sockets lacking functioning eyes. They have fallen to a primitive state over their long stay in the underworld.

## Lands

Grimlocks exist in various realms of Khyber. Grimlocks are known to venture into Xen'drik and explorers have encountered them on the mysterious continent.

Grimlocks can also be found in the demiplane of Khyber known as the Vale of the Inner Sun.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
4. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
5. ↑ "**Eye on Eberron - The Vale of the Inner Sun**" (April 2012) by Keith Baker. *Dragon Magazine* issue 414. , *p. 1-4*.
Father Maveroch

> "*The Path of Fate is sacrosanct. Those who pridefully attempt to cast off their destiny must be punished for their hubris.*" ― Father Maveroch
>
>

Necromancer, and cult leader. He is the head of the Breland Chapter of The Most Solemn Order of the Silent Shroud, an extremist sect of the Church of the Nightmother. Father Maveroch gave the order to revive Voltus by turning him into a vampire.
Hidden Heart

Recently, Zaaman Rul suffered a disastrous defead against Imix, and was forced into hiding. He enlisted a clan of azers to build a great fortress in the Elemental Plane of Fire known as the Hidden Heart to plan a new strategy. This mighty basalt and fyrite fortress resembles many structures of the City of Brass, which the azers also constructed. The citaded rests behind a moat of sanctified flame, which burns evil creatures otherwise immune to fire. Its powerful wards keep the stronghold safe from divination magic, and the many turns, zigzags, and switch-backs deter intruders.
Gravebane

This thick white liquid evaporates almost instantly upon contact with air, creating a thin, nearly invisible smoke. The smoke is nearly odorless, and is has no effect on most creatures. Undead, however, are repulsed by the smoke and can only pass through it with an effort of will. When opened (usually by throwing it on the ground), a flask of gravebane fills a 5-foot-square area with smoke. Undead cannot enter an area filled with gravebane smoke unless they succeed on a DC 14 Wisdom saving throw. Undead can attack into a gravebane-filled area normally as long as they don’t enter the area to do so. Gravebane ordinarily lasts for 1 minute, although strong winds may decrease this duration.
Hand Mortar (Item)

*Wondrous Item, rare (Arm)*

The Hand Mortar a remarkable pair of bracers designed for those with a penchant for explosive tactics and magical engineering. These bracers are finely crafted, made from a combination of supple leather and intricately engraved metal plates. Each bracer fits comfortably around the wearer's hands and forearms, providing both protection and flexibility in movement. The bracers feature a lockable compartment on the forearm, allowing the wearer to load a single spherical object, typically a bomb or projectile, into each bracer. The loaded objects must fit within the compartment and weigh between 1 to 5 pounds to function properly with the hand mortar. When activated, the bracers give the wearer an uncanny sense of accuracy and power. By making a throwing motion with one hand while holding the other in place, the bracers work in tandem, enhancing the propelling force of the throw with an explosive energy.

As an action, a character can normally throw a bomb at a point up to 60 feet away. With a hand mortar, the character can propel the bomb up to 120 feet away.

Once per day, the hand mortar can be used to cast the Catapult spell at 1st level, targeting an object loaded inside the mortar. You can also cast this spell using spell slots you have of the appropriate level.
Greatreach Bracers (Item)

*Wondrous Item (arms), rare (requires attunement), 1/2 lb.*

This pair of arm-length, leathery bracers is sewn from blackened sinews and tendons. Sometimes called “choker sleeves” due to their appearance and effect, these pliable bracers allow you to attack from a surprising distance. These bracers have 7 charges. When you make a melee attack on your turn, you can expend up to 3 charges to increase your reach for that attack by 5 feet for each charge expended. The bracers regain 1d6+1 expended charges daily at dawn. If you expend the bracers' last charge, roll a d20. On a 1, the bracers explode and are destroyed, dealing 2d6 piercing damage to both you and the target of the attack.
Glaedr

Ancient Gold Dragon, and blood-brother of Miraak. Glaedr now lives in a self-imposed exile to Terra Medius, but he was first born in Eberron.

Brought us to meet Miraak at Dragon’s Peak.

When Rhogar transformed into a dragon at the top of Dragon’s Peak, Glaedr quickly defeated him to protect the rest of the party.

“Rhogar got his ass handed to him.” -Beven

Is currently training Rhogar
Fate's Needle (Dagger)

*Weapon (dagger), uncommon (requires attunement)*

The hilt of this thin ivory dagger is wrapped with a single piece of golden thread, which shimmers with divination energy. While wielding a fate’s needle, you can use your bonus action to choose a target you can see within 60 feet of you and tug on the golden thread. You gain advantage on your next attack roll against the target, as the thread’s magic affords you a brief glimpse into one possible future. You can use your bonus action in this way a number of times equal to your proficiency bonus, and you regain all uses after finishing a long rest.
Greater Spell: Knock

Return to List of Homebrew Feats

***Prerequisite:** Ability to cast the Knock spell*

You’ve learned how to empower the Knock spell, granting you the following benefits;

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* When you cast Knock it no longer produces any sound.
* You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Final Messenger

This Warforged Component is an intricate assemblage of clockwork and filigree wings, designed to serve as a communication device within warforged units. A massive swarm of Final Messengers was released by The Lord of Blades to deliver his Singularity Speech.

## Description

A final messenger is a tiny homunculus - a delicate winged creature designed to facilitate communication between warforged soldiers during the Last War.

If you are a warforged, you can use an action to hold a final messenger and integrate it into your body. While it is part of your body, the messenger cannot be targeted by any attack. You can only have one messenger attached to your body at a time.

A final messenger holds four pieces of data, accessible only to the warforged it is attached to:

* A destination for the messenger. This can be very specific (a particular apartment in Sharn) or more general (an open marketplace).
* A target individual. This could be a specific person or a category ("Any Karrnathi warforged"). Any creature can be the target, but note that only warforged can read the message.
* A single image recorded through the eyes of a warforged attached to the messenger.
* A message of up to 25 words.

While the messenger is attached to you, you can use an action to review the data currently stored within the final messenger, and if you choose, to change any or all of these data points. You can release the final messenger as a bonus action, at which point it flies to its destination by the most direct route possible. If the destination is impossible for the messenger to reach, or if the destination is on a different plane of existance, the messenger will immediately begin searching for a target. Once it reaches the destination, it seeks the target individual; if no target has been set, or if the target is not located, it approaches the nearest warforged. If you are reduced to 0 hit points while a final messenger is attached to you, it immediately detaches and seek out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to zero hit points.

A final messenger is a Tiny construct with an AC of 20, 6 hit points, and a flying speed of 60 feet. It is immune to poison damage, psychic damage, and all conditions other than unconsciousness. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It has darkvision with a range of 60 feet. It has no limbs and the only action it can take on its turn is the Dash action. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it falls unconscious. In good conditions, it can usually travel about 100 miles before running out of energy. An unconscious messenger must complete a short or long rest attached to a warforged, after which it regains its energy, as well as regaining all lost hit points.
Gennara ir'Damilek

**Gennara ir'Damilek** is a half-elf silver pyromancer who is the head of the Order of the Pure in Thrane. Born into a prominent family in Thrane, Gennara oversees the training of the silver pyromancers, wizards who think of themselves as paladins.

Gennara is known for being a fairly fanatical leader, and she admires the examples of those who launched the Lycanthropic Inquisition and seeks to emulate them. Having grown up on the stories of the crusaders of the Purge, Gennara wishes a return of the Church of the Silver Flame to such glory, especially with the Last War now over. She has not settled on an appropriate target for the next Purge, though necromancers, undead, and doppelgangers are all on her list.