recursal/Fanatic-Fandom huggingface dataset:
Flight of the Dying Sun

*Ashrem's Legacy. Some say it was a super weapon, some a portal to other worlds. Whatever the truth, all know that the Legacy disappeared on the Day of Mourning. But now Ashrem's heirs have unearthed clues of the Legacy's whereabouts, and the hunt is on.*

*Some want to use the Legacy to bring about a new age. Others want to destroy it before it shatters the fragile peace in a world that is trying to put war behind it. But others find their fate caught in Ashrem's Legacy, and in the frozen lands of the far north, they'll have to find a way to stay alive before they can save the world.*
Heroes of the Fallen Lands

*Explore a world of magic and monsters*

*In a world of deadly monsters and forbidding dungeons, mighty heroes come forth in search of adventure and glory. **Heroes of the Fallen Lands** presents some of the most popular Dungeons & Dragons fantasy roleplaying game character options, from brave fighters to wily rogues. Create your hero, plunge into the grim depths of ancient catacombs, battle monsters, and emerge triumphant with a king's ransom in gold and jewels. Within these pages, a world of adventure awaits you!*

*This essential Dungeons & Dragons rulebook contains details on the cleric, fighter, rogue, and wizard classes, along with the roles for human, dwarf, eladrin, elf, and halfling characters. It provides an array of feats, weapons, armor, adventuring gear, as well as a basic summary of the rules of play.*
Ghorad'din

File:Ghorad'din.png
**Ghorad'din** is House Kundarak's own intelligence service of assassins and spies, very little is known about this guild beyond the walls of House Kundarak. Ghorad'din's leaders are unknown however, what is known is that they take orders directly from Lord Morikkan and his six hereditary chieftains. The one thing that all other secret services envy and fear of Ghorad'din is that by using the teachings provided by Kundarak they have become experts at bypassing security, even Kundarak security.
Goblin

**Goblins** are a race of small and numerous goblinoids found throughout mainland Khorvaire.

## History

The goblinoid races (hobgoblins, goblins, and bugbears) are native to the continent of Khorvaire.

Goblins may have, in fact, been initially created by the hobgoblins in the Age of Monsters to serve as scouts and infiltrators for the Empire of Dhakaan before its fall.

## Appearance & Personality

Goblins are small goblinoids that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red; usually all members of the same tribe share the same colored skin, though they also come in shades of green.

Goblins breed extremely rapidly compared with many other races, accounting for their large population.

## Abilities

Goblins are a nimble and elusive race, who are able to slip away from danger more easily than most. In combat, goblins often use this advantage to sneak up on enemies and deal them a blow from hiding and then slip away before they can be retaliated against. Goblins are also surprisingly charming, despite their monstrous appearance.

## Lands

Goblins have been known to dwell in the major cities of Khorvaire. These *city goblins* are more integrated into the society than those hailing from Droaam and Darguun, were they are typically oppressed by those larger and stronger than them.

## References

1. ↑ 1.0 1.1 1.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
3. ↑ 3.0 3.1 3.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
Ghalt

**Ghalt** is a small town in central Aundair. It's primary industry is in vineyards, like much of Aundair, especially central Aundair. It lies near the lightning rail line between Marketplace and Passage, but does not have a stop on the line. The town does, however, have an Orien trade road that passes through from Marketplace, 227 miles to the south, on to Bluevine (96 miles) and then to the large town of Lathleer (219 miles).

## References

* ***Five Nations***.

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

* ***Eberron Campaign Setting***.

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

File:EBERRON GETH 02.jpg   File:EBERRON GETH 04.jpg   File:EBERRON GETH 05.jpg  Geth is a fictional character created by author Don Bassingthwaite in his novel series The Dragon Below

## Geth

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Abilities

Due to his shifter heritage, Geth is able to summon certain aspects of his lycanthrope ancestry, making his skin tougher and his body more resistant to physical damage. His sword allows him to understand the speech of Goblinoid races.

## Biography

Geth served with Singe in the Frostbrand during the Last War. After the massacre of Narath he wandered Khorvaire until he found refuge in Bull Hollow, a small village in the Eldeen Reaches. During the course of events that take place in the Dragon Below Trilogy, Geth recovers the ancient Dhakaani byeshk blade named Wrath from the Daelkyr stronghold of Jhegesh Dol in the Shadow Marches. There is a lot of hostility between Singe and Geth due to the fact that Singe believes that Geth deserted his position when the Frostbrand was stationed in Narath, causing the eventual disgrace of Robrand d'Deneith.

## Adventuring Companions

* Singe
* Dandra
* Ashi d'Deneith
* Ekhaas
* 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.
Feats

**Feats** are special abilities that set your character apart from others. These could be unique capabilites, special connections, or talents you've acquired through your career. Two people might both be archers, but their own individual talents and experiences can make them both very different.

Feats on the wiki are divided into seperate pages according to their type. Currently we have the following articles.

* **Martial Feats** - for those feats that specifically deal with improvements to combat capabilities or grant additional benefits to melee or ranged combat attacks.
* **Spellcaster Feats** - for those feats that specifically deal with magic either arcane or divine, though not including metamagic or item creation feats.
* **Psionic Feats** - for those feats that specifically deal with psionic abilities.
* **Metamagic Feats** - for those feats that are metamagic in nature specifically dealing with the augmentation of magical energies.
* **Item Creation Feats** - for those feats that are needed to craft magical or unique items.
* **General Feats** - for those feats that don't fit specifically into any of the other categories.

On the wiki we will not post prerequisite or game effects of specific feats, rather we will include page references for feats as well as a general idea of what the feat provides for a character. It is also important that you put the feat in it's appropriate article.

Metamagic Feats | Item Creation Feats | General Feats
Focused Spellcaster (Feat)

*Prerequisite: The ability to cast at least one spell*

You have honed your mind to be a steel fortress while concentrating on spells, and while you do, you gain greater command of the intangible arcane forces around you. You gain the following benefits:

* When you fail a Constitution saving throw to maintain concentration on a spell of 1st-level or higher, you can use your reaction to expend a spell slot of the same level to succeed instead.
* While you are concentrating on a spell of 1st-level or higher, damage you take from spells is reduced by 3.
* When you roll a 1 or a 2 on a damage die for a cantrip you cast while concentrating on a spell of 1st-level or higher, you can reroll the die. You must use the new roll, even if the new roll is a 1 or a 2.
Elder Evils (book)

*Your player characters stand on a precipice, the corpses of slain enemies all around them. Across a great expanse awaits the final threat -- their ancient nemesis. What terror will you unleash upon them?*

*This supplement provides Dungeon Masters with truly wicked threats to challenge high-level adventurers. Each **"elder evil"** featured in this tome comes with a detailed description, statistics blocks for the elder evil and its minions, tips for how to incorporate the elder evil into any Dungeons & Dragons campaign, adventure seeds, and maps of the elder evil's lair (complete with encounters and room descriptions). This book also provides guidelines to help DMs create their own unique elder evil as worthy campaign villains and endgame encounters.*
Facade

A **facade** is a shapechanging creature which often takes the form of a building or a similar inanimate object. They are extremely durable but of rudimentary intelligence, and need to be given precise telepathic instructions to assume complex forms. A full transformation takes about half a minute from start to ending.

A facade subsists on photosynthesis and by drawing nutrients from the soil through its roots. It can uproot itself in order to move about like a slug, and can even assume the shape of a large wagon in order to be quickly moved by others. They are naturally immune to scyring and divination of any kind, and extend this mystical protection to any inside of them or in close proximity to them.

Currently, the only place facades are confirmed to exist is within the changeling village of Lost in Droaam.

## References

"**Eye on Eberron: Lost: The Shapeshifting Village**" (August 2011) by Keith Baker. *Dungeon Magazine* issue 193. , *p. 3*.
Greater Armor of Luck (Item)

*Armor (light, medium, heavy), rare*

Ten glowing gems worth 100 gp adorn this gleaming armor. The gems installed in this armor can be used to grant its wearer inexplicable luck that seems to kick in at just the right moment. When you are hit by an attack, you can cause the attacker to reroll the attack. The attacker must use the new result.

If the attack still hits, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failure, one of the gems adorning this armor is destroyed. If the armor has no gems remaining, it can't be used again until a new gem is added to it. A character proficient in Jeweler's Tools can add a new 100 gp gem to the armor over the course of a short rest.
Giant Strider

**Giant striders** were the favored mounts of firenewts, who believed they were sent to them by Imix, the Prince of Evil Fire.

## Description

*A bird-like beast strides forth, but rather than long feathers it has a coating of low, ochre fuzz. Its jaws bear both teeth and a beak, and its tail and arms are little more than small stumps. Smoke pours from its nostrils.*

## Ecology

Fire striders are the creations of the firenewts, and they are still most commonly found in association with them. They are the descendants of flightless birds, infused with elemental fire and the essence of dinosaurs and dragons. Their body plan is still very avian, but their feathers are reduced to a downy coat and they have sharp teeth in their beak. Fire striders are omnivores, feeding on roots, leaves, berries and small animals and insects. In the wild, they form flocks for defense against fire drakes and other predators.

Fire striders are so named because they can walk on lava—this gives them unparalleled maneuverability in the volcanic landscapes they call home. Firenewts may build shrines or fortifications near active lava flows, protecting them from all but one of their own mounted on a fire strider. Fire striders also provide needed ranged capacity to firenewt troops, as they can sneeze embers that explode into small fireballs over a surprising range. Firenewts go out of their way to find high quality food for their fire strider steeds, and the most pampered may be fed on plundered wine and bread. Although firenewts would never waste a good fire strider by slaughtering it for food, they are consumed by fire giants. Their flesh must be consumed tartare (as it is as fireproof as the living beast) and has a peppery flavor.
Hantar'kul

The **Hantar'kul** is a tradition of many tribes of Vulkoori drow near Stormreach.

This tradition is very fearful of foreigners coming to Xen'drik. These drow are very active in attacking adventurers from Khorvaire. They also will attack any weak settlements that they can find.

## References

1. ↑ 1.0 1.1 ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Haruuc Shaarat'kor

### Aliases

Haruuc, Chieftain of the Rhukaan Taash; Haruuc Redblade; Lhesh Haruuc; High Warlord Haruuc

## Physical description

### Gender

Male

**Haruuc Shaarat'kor** is the ruler and high warlord of the goblinoid nation of Darguun as well as lhesh of the Rhukaan Taash (*Razor Crown* in Goblin) clan.

## History

Lhesh **Haruuc Shaarat'kor** is a legendary hobgoblin general of the Rhukaan Taash (razor crown) clan who in 969 YK led a revolt against his employers, carving out a homeland for his people.

Before this, he was a mercenary in the employ of House Deneith. Leading up to his goblin revolution, he was able to ally himself with enough goblin tribes and strategically place goblin mercenaries, whose loyalty were to him, not their employers, around the Breland-Cyre border, that when the time was right, noone could stop him. Claiming large territories in eastern Breland and southern Cyre, the nation of Darguun was born, and Haruuc claimed the title of lhesh, meaning 'high warlord.' Since the end of the Last War, he has had his hands full, trying to convince foreign leaders that his people desire peace with the Five Nations, while trying to hold together a kingdom that was only united by promises of conquest.

## 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.
Fighter

Health
 Martial
 Skill
 Save
 Spellcasting

The **Fighter** is an all purpose combat expert skilled with a variety of weapons. What the fighter lacks in special class abilities they more than make up for in additional bonus feats which can be chosen from a long list of combat oriented feats. These feats can be used to mold the fighter into a specialized combat expert. Anything from a tough to kill warmachine wielding a hard hitting greatclub in two hands clearing a swath of open ground where once stood opponents, to a eagle-eyed crackshot archer able to pick a bird out of the sky from 100 yards.

## Special Abilities

**Bonus Feats** - the fighter is granted bonus feats in addition to the standard feats every character gets at certain levels. These feats allow the fighter to customize his abilities like no other class.

## Fighters in Eberron

Many Fighters in the world of Eberron are veterans of the Last War that now find their martial skills are no longer in such high demand. They usually find work as mercenaries, bodyguards for wealthy nobles, city patrolmen, or team up with a troupe of adventurers.

### Famous Fighters

Of the most famous fighters in Eberron are the members of House Deneith.

* Daine d'Deneith - a mercenary turned hero in the Dreaming Dark Trilogy.

## Commentary on Fighters

If you have played a fighter in Eberron write a short commentary on how playing the class worked or didn't work for you.

*For more information regarding playing fighters and for specific game mechanics consult the Player's Handbook*
Grim Scythe (Spell)

*3rd-level necromancy*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

**Class List:** Warlock

Uttering a necromantic command, you call a swarm of shadowy undead spirits around you, which coalesce into a large, semi-corporeal scythe that hovers above you. When you cast the spell, and as an action for the duration, you can make a single, sweeping cleave attack against up to three creatures within 10 feet of you. Each creature must also be within 5 feet of at least one other target. Make a melee spell attack. Each creature the attack hits takes necrotic damage equal to 2d12 + your spellcasting ability modifier.

If you reduce a creature to 0 hit points with this spell, the target must make a Charisma saving throw. On a failure, it dies, and its spirit is compelled to join the swarm that forms the scythe, increeasing the damage dealt by this spell for the duration by 3. This bonus can stack to a maximum amount equal to 3 times the spell's level. A creature killed in this way can't be revived until the spell ends.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the damage dealt increases by 1d12 for every slot level above 3rd.
Fallen Angel

**Edition** | 3rd ed. (3.5)

*The city of Sharn is one of the wonders of Khorvaire. Its towers seeom to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedes, for when the magic of a flying tower fails, it has to land somewhere...*

***"Fallen Angel"** is a Dungeons & Dragons adventure suitable for four characters of 3rd-level. This adventure is set in the city of Sharn in the Eberron campaign setting, but the sidebars provide suggestions for running the adventure in a sifferent setting or at higher and lower levels of play.*
Helm of the Sentinel (Item)

*Wondrous item, rare (requires attunement by a creature with the Mark of Sentinel)*

This helm has 3 charges for the following properties. It regains all expended charges daily at dawn.

**Counterspell.** You can use an action to expend 1 charge and establish a defensive ward with a contingent counterspell spell. The next time you can see a hostile creature within 60 feet of you casting any spell that either targets you or causes you to make a saving throw, the counterspell immediately takes effect, as if you had cast it using your reaction. Wisdom is your spellcasting ability for this spell. The ward ends immediately after counterspell takes effect or at dawn.

**Protection.** You can use an action to expend 1 charge and cast the protection from energy spell on yourself.

**Deflection Field.** You can use a bonus action to expend 1 charge and cast the shield of faith spell on yourself
Gloves of First Aid (Item)

*Wondrous Item, common*

When you take the Attack action, you can replace one of your weapon attacks with an attempt to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. If you have a Healer's Kit, you can use it as part of this action.
Galethspyre

**Galethspyre** is major port on the Dagger River. Ferries go back and forth between Galethspyre and Wroat four times per day. The docks are constantly busy, even at night, and agents of the Citadel check all cargo passing through.

Galethspyre specializes in textiles and dyes, especially the distinctive color known as "Breland Blue". The smell of the dyes can be overwhelming to newcomers and is all over the town.

The city also produces lumber from the trees of the Dragonwood, which it receives from upper river at Woodhelm and mills.

House Deneith maintains a large enclave at Galethspyre, because many caravans to Droaam leave from the town.

House Phiarlan produces a grand festival three times a year in the town which starts in the large outdoor amphitheatre in Galethspyre and fills its streets; the festival has become a fixture on the social calendar of many Brelish elites.

## 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.
Gastronomy

File:Placeholder
The world of Eberron has a lot to offer in terms of food and drinks, and keen adventurers know where to find inns that suit their regional tastes.

## Food

### Aundair

An exquisite cuisine of small portions, a wide variety of ingredients and sauces. Aundair is known for it's vinewards and sweets.

* Pan-seared rabbit with Aundarian wood-nut sauce
* Gold pheasant stuffed with sparkle mushrooms and rice
* Dragon salmon in butter and dark wine sauce
* Tarts
* Cremfels

### Breland

Northern and Southern Breland have different styles of cooking. In the north, simple and savory food is served to farmers. In the south, spices marks the cuisine of the tropical region. The Sharn Fusion style is a mix-up of different styles brought by travelers from across Khorvaire.

* Beef Boranel (a favorite of Boranel ir'Wynarn), includes bread and mushroom stuffing roasted inside a full side of beef.
* Farmer's stew
* Thrice-poached eggs and sizzling pheasant
* Kettle fried spider and redeyes berries
* Fire-wrapped golden fish
* Spiced pork and orange peppers
* Hot-spiced chicken in panya leaves

### Cyre

Cyrans value change and experimentation. Their cooking style varies so much it can't be described in a few sentences.

### Karrnath

Their harsh winters made the karrnathi cuisine a mix of heavy and filling food. Saussages and cheesmaking are considered almost an art form.

* Multilayered casseroles
* Stews
* Soups
* Pies
* Bread
* Vedbread, a loaf of crusty bread with ved cheese, served warm with onion butter.

### Thrane

Filling, hot, delicious. "It is like a breath of fire in the cold of a dark winter's night" said Princess Wroya of Breland.

* Thrakel-seared beef in red sauce
* Three-thrakel fish stew
* Silvered vegetable skewers
* Beesh-berry sorbet
* Silverfruit pie

## Drinks

### Aundair

* Fireburst wine, Arcanix
* Dark Orla-Un, know for its fruity sweetness
* Windshire rainbow, a type of red wine that changes color and taste as the wine is consumed

### Karrnath

Karrnathi beer and ale are renowned across the Five Nations for their flavor and potentness.
Hope's Peak

### Buildings

Temples (The Sovereign Host, Silver Flame, Dol Arrah), shrines (Aureon, Boldrei, Olladra), upscale lodging (5), average lodging (15), upscale food (15), average food (30), exotic trades (23), upscale trades (26), average trades (40), upscale services (40), average services (100), upscale residences (20), average residences (80)

### First Impression

Many of the towers in this district are built from blocks of white stone flecked with spots of gold, and when the sunlight falls on Hope’s Peak it seems to glow and burn.

### Location

Sharn, Upper Dura

Hope’s Peak is the most recent temple district constructed in Sharn, and many of the shrines were relocated from the lower levels of Dura. The most important building is the Citadel of the Sun, but the main temples of the Sovereign Host and the Silver Flame draw worshippers from the depths of Dura. While most of the priests of the region are devout enough, this is Dura, and pragmatism abounds. If a party of adventurers knows who to talk to and how to approach them, divine miracles can be bought outright. With luck and hard work, divine spellcasting services of up to 4th level can be purchased. Finding a cleric or adept who’s willing to sell his services requires a DC 15 Knowledge (local) skill check.

## Locations

**The Citadel of the Sun:** The tallest tower in Hope’s Peak is the Citadel of the Sun, a temple dedicated to Dol Arrah, the Sovereign of Sun and Sword. The stone of the tower has been enchanted to shine like gold, but it is still stone—something that has proven to be a grave disappointment to many a beggar who has sought to scrape a shaving from the wall. Aerela Tal (LG female half-elf adept 12), a devoted priest who served with distinction in the war before retiring, maintains the temple. Aerela does not sell divine spells, but she may provide assistance in exchange for services; she is distressed by the darkness in Sharn, and would like to see light shed on the shadows of the city.

This large and beautiful temple’s tower rises far above the other districts of Upper Dura. At the top lies a garden, where three golden griffons—halfcelestial creatures (7, 8, and 9 HD respectively) said to have been touched by the lady of the sun—reside. The griffons rarely stray from the tower, but an oracle has said that they will rise and fight at the time of Sharn’s greatest peril. Killing one of these creatures would be a heinous crime that would outrage the devotees of the goddess.

**Olladra’s Arms:** This restaurant, one of the brightest spots in Dura, is considered to be one of the finest restaurants in the city. In addition to a few private rooms, it features a vast central hall suitable for enormous parties or feasts. The menu consists of traditional Brelish cuisine, but choices are limited. The master chef, Halean Doss (N male human commoner 9), chooses a single menu each night. However, quantities are generous and the quality of the food is outstanding.
Glass Plateaus

One result of the disaster that destroyed Cyre was the creation of a highland plateau made of sharp, glasslike formations. The overall appearance of the plateau is smooth and flat, though jagged spikes and spires jut up from the ground in apparently random places. The central portion of this highland plain is obsidian, and bursts of fiery light can sometimes be seen in its dark depths. Toward the edges of the plateau, the glass becomes lighter and more translucent, until it appears almost white along the jagged cliffs that separate the heights from the lowlands surrounding it.
Nothing grows on this plain of glass, and few creatures can be found among its jagged peaks and flat expanse. Living spells, on the other hand, seem drawn to the area; the greatest concentration of these strange entities can be found on and around the Glass Plateau. Rumors abound of caves within and beneath the plateau, where it is said that the truth behind the destruction of Cyre waits to be discovered by someone strong enough, brave enough, and foolish enough to venture so deep into the Mournland.
Forgotten Choir

**The Forgotten Choir** are one of the ten major flights of harpies that live in the Byeshk Mountains in Droaam. Unlike other flights such as the Last Dirge and the Stormsingers, the Forgotten Choir do not openly support the Daughters of Sora Kell, but remain in their own territory. Their territory lies east of the Crimson Wind and west of the Last Chants, taking up part of the Byeshk Mountains and the Eldeen Reaches beyond.

## References

1. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.
Highest Towers

### Buildings

Council hall, bureaucratic offices, monument/memorial, guard post, temple (Boldrei), upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (60), average trades (60), upscale services (75)

### Location

Sharn, Upper Central Plateau

Highest Towers is the seat of Sharn’s government and includes all the city offices, the council hall, and other civic features. The lofty and ornate towers of this district offer panoramic views of the surrounding city. People stride along well-lit streets and gracefully arcing bridges with an air of importance and the smell of great wealth.

## Locations

**Council Hall:** Sharn’s seventeen-member city council meets at the top of Sun Tower. Surrounded by a colonnaded gallery and crowned by an observation deck, the council hall offers some of the most spectacular views in the city. The council meets weekly, and an elite troop of soldiers (privately employed by the council) guards the hall during meetings. When the council is not in session, the hall is a tourist attraction, though aides and lesser bureaucrats bustle through its lower halls unceasingly.

**City Archive:** This large, windowless building near the top of Vasha Tower contains the nearly endless legal and historical records of Sharn. Copies of birth records, marriage rolls, and death certificates are kept in the archives, as well as property records, copies of letters of marque, and records of identification papers issued in the city. Agents of the Citadel have unrestricted access to the records, and other characters with contacts in the government or in a dragonmarked house might be able to gain access to a specific set of records for a single use by calling in a favor.

**Airship Docking Tower:** Airships arriving from elsewhere in Khorvaire dock at the top of Lyrandar Tower. Skycoaches linger here to carry arriving passengers to other destinations in the city, along with guides hoping to win contracts for work in the city. Of Sharn’s three arrival points (including the waterfront and the Orien lightning rail station in Lower Tavick's Landing), this is by far the least busy, as well as the safest.
Halfling

The **Halfling** of Eberron varies from nomadic dinosaur riding barbarians to wily urban merchants and professionals. With the broad expanse of the Talenta Plains, the shelter of urban havens spread across Khorvaire and the potency of House Jorasco and House Ghallanda the halflings are as pervasive as any other racial group across Khorvaire.

## Khorvaire Halfling

Some Halflings have traded the nomadic lifestyle of the Talenta Halfling for a more urban approach living in major cities across Khorvaire. While many of these halflings are associated with one of the two dragonmarked houses some are simply independent halflings wanting something different for their lives. Some urban halflings have never seen their native homeland, while others (mostly those associated with the dragonmarked houses) switch between city clothes and nomadic traditions depending on where they find themselves. There is a fine line between the halflings embracing their homeland and heritage and remaining truly neutral as all dragonmarked houses are charged to be.

## Talenta Halfling

The halflings of the Talenta plains maintain the same traditions that their ancestors of old participated in including tribal masks and dinosaur mounts. Though physically the same as urban halflings the native Talenta's strike a much more imposing figure. Rarely in one place for long the nomadic tribes traverse the Talenta Plains moving with the herds they hunt for food. With only one permanent settlement in the whole of the Talenta Plains (Gatherhold) these nomadic bands live in temporary camps of tents that are easily set up and broken down. The Talenta halflings carry few possessions both as a function of their nomadic lifestyle and as a function of their beliefs. Their tents are brightly painted, usually with depictions that tell the story of their tribe's ancestors. Most important among the halfling's possessions are their hunt-masks and their dinosaur mounts.

The hunt-mask represents the identity of the halfling, and when donning the mask the halfling believes his spirit combines with his bonded dinosaur. The dinosaur is wrangled as a rite of passage by the young halfling and forever remains linked to that halfling forming a special bond between them.

## References

* ***Eberron Campaign Setting***.

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

* ***Races of Eberron***.

Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
Focus Wand (Item)

Wand, rarity varies (requires attunement by a spellcaster)

This crystal wand feels supernaturally study in your hand. It hums with power. Each of these wands are attuned to a single school of magic, depending on the gem used to create the wand. The wand increases your spell save DC by 1 (uncommon), 2 (rare), or 3 (very rare) if used as a focus when casting a spell of the associated school.

* *Abjuration*: Diamond
* *Conjuration*: Sapphire
* *Divination*: Lapis lazuli
* *Enchantment*: Rose quartz
* *Evocation*: Ruby
* *Illusion*: Alexandrite
* *Necromancy*: Onyx
* *Transmutation*: Aquamarine
Fathen's Fall (25 Barrakas)

Fathen’s Fall (25 Barrakas): Fathen’s Fall honors
the memory of one of the heroes of the Silver Crusade,
the great purge of lycanthropes that occurred
over 150 years ago. Fathen exposed scores of lycanthropes
in Sharn, but on 25 Barrakas a pack of
wererats tore him limb from limb on the streets
of North Market. In observance of this event, the
faithful gather at the Shrine of Fathen the Martyr
(in the North Market district of Lower Northedge)
to listen to a sermon given by the priest of High
Hope; followers traditionally donate 1 silver piece
in memory of the crusade.

Shifters in general have an ambiguous feeling
toward this holiday. While they have ancestral ties to
lycanthropes, many shifters actively participated in
the Silver Crusade. Some shifters are comfortable
with their ancestors’ participation in the Crusade,
while others view it as a dark mark on their heritage.
As a result, tensions run high within Sharn’s shifter
communities and between shifters and the faithful of
the Church of the Silver Flame on Fathen’s Fall.
Helais ir'Lantar

Alais and Helais are identical twin brothers, and both are remarkably handsome and urbane; they are quite popular at galas and other social events. While both brothers are officially ambassadors, each performs different duties. Alais ir’Lantar (LE male half-elf aristocrat 7) deals with the administrative drudgery, while Helais handles the deeper diplomacy and intrigue. Why? Because Helais is not simply an ambassador—he is one of the Royal Eyes of Aundair, a trusted agent who serves as Queen Aurala’s eyes and ears in Sharn.

But Queen Aurala has been betrayed, and her misplaced trust may spell disaster in the future. His role as master of spies is the least of Helais’s secrets. The dark truth is that there is only one ir’Lantar brother. The ir’Lantar family has served the Lords of Dust for many generations, and Helais ir’Lantar is actually a guise used by the two rakshasas of Sharn, Zathara and Nethatar.
Goradra Gap

This 100 mile long gash in the earth drops down into the depths of Kyber. The canyon is reputedly home to a foul beast, greater in size and power than the largest dragons. However, it is rumored that explorers who brave the perils of Goradra will find themselves before the gates if a hidden kingdom. From this place, the ancestors of the dwarf clans were exiled millennia ago, and their distant kin are said to live there to this day.

Works Cited:

Baker, Keith, and Wyatt, James. "The Mror Holds"Eberron Campaign Guide (4th Edition). Wizards of the Coast LLC. Renton, WA. 2009. pg 148.
Gorodan Ashlord

**Gorodan Ashlord** is one of the most well-known warlords of Droaam. Originally from Xen'drik, he was banished by a fire giant king due to an overabundance of ambition. He violated a taboo of his people, one which he considers nothing more than feeble superstition.

> "'**I am the Warlord Gorodan, called the Ashlord. I am to be your host this miserable evening. Ask what you will of me...but be warned. I am hungry and I am cold, and I have no patience for the foolish questions of little men. Now let us EAT!'**" ― Gorodan - The Queen of Stone, page 122
>
>

Gorodan travelled to Khorvaire 24 years ago with a small following of fire creatures, including azers, hell hounds and salamanders, as well as a few other fire giants. This proved sufficient to subjugate a local group of ogres and their Goblin slaves, and he has ruled over a large fiefdom on the coast of the Thunder Sea ever since. His fortress is situated on the bluffs east of the Scar River.

When the Daughters of Sora Kell rose up to create Droaam, he begrudgingly swore allegiance to them, and received enough resources in return to allow him to build a settlement around his keep, Vralkek. Despite this, his loyalty is not absolute, and he may work against the hags if he sees personal gains in doing so.

Gorodan is not just a fierce warrior, but also a bit of a mystic. He has great respect for his fire titan ancestors, and seeks ways to emulate their power.

## Novels

Gorodan is featured in the novel The Queen of Stone as a minor character.

## References

1. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.

* ***Eberron Campaign Setting***.

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

* ***Eberron Campaign Guide***.

James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Fomorian

**Fomorians** are a kind of decadent, ugly giant embodying negative aspects of ancient titans.

## History

The fomorians have clashed with the eladrin of the feyspires in the past.

## Appearance & Personality

Fomorians have a warped appearance, with their stooped posture, gangly limbs, and misshapen eyes to display their inner ugliness to the world. They carry ornate items as a show of individual wealth and power.

## Abilities

Fomorians are physically and mystically powerful fey giants known for their ability to bestow curses and misfortune through an *evil eye*.

## Society

Fomorians are profoundly lazy creatures, who rely on their servants such as the cyclopes as well as eladrin or gnome slaves to tend to their whims.

## Notes

In Eberron, fomorians may be a storybook reflection of the Cul'sir Giants' attack on Thelanis during the Age of Giants. 80,000 years ago the ancient giants sacked the feyspire of Shae Tirias Tolai, the City of Silver and Bone and warped the inhabitants of this feyspire into modern elves and drow. This would explain the fomorians warped appearance and reliance on their servants and slaves to maintain their society, as they would embody the giants of this story.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Monster Manual***.
Mike Mearls, Stephen Schubert, and James Wyatt (2008). Wizards of the Coast. ISBN 0-7869-4852-3.
, p. 110
2. ↑ "**Eye on Eberron - Taer Syraen, the Winter Citadel**" (November 2011) by Keith Baker. *Dragon Magazine* issue 196. , *p. 2*.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.

, p. 263
4. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.

, p. 36
Gaa’aram

Over countless generations of life in the Barrens of Droaam, the orcs of the region developed two distinct cultures. The larger of the two are the Gaa’aram: Children of Wrath. The Gaa’aram embraced the chaotic, raiding lifestyle of the Barrens. Where the goblins and kobolds were often forced into service by more powerful creatures, the Gaa’aram voluntarily rallied around the most powerful leaders and served as fierce warriors. To an orc of the Gaa’aram, who you fight for is less important than the fact that you fight and fight well. As such, Gaa’aram orcs were often encountered as raiders; they’re the reason for the name of the Orcbone fortress that guards the Gap of Graywall. Gaa’aram orcs can be found in all of the diverse cities, and they’re usually passionate supporters both of Droaam and their local warlords.

In the days before Droaam, few people of the Five Nations had even heard of the smaller of the two cultures, the Gaa’ran— Children of Sacrifice. The Gaa’ran orcs are pacifists and farmers—one of the only cultures to farm in the open Barrens. They believe that violence stains the soul—that those whose souls are pure pass beyond Dolurrh, but that killing another forever destroys a piece of your soul. The Gaa’ran held firm to their beliefs even in the face of torture and death, and over time it became common for the Barrens chibs to allow Gaa’ran settlements to stand—with the understanding that the local raiders would regularly show up and take their produce. While this was a harsh life, the Gaa’ran have prospered under the Daughters of Sora Kell. Though grist is the primary source of sustenance in Droaam, the Daughters recognize the value of agriculture, and Gaa’ran tribes have been given resources and placed in charge of a number of agricultural projects.

The Gaa’aram and Gaa’ran are both local cultures with no direct ties to other orcs of Eberron. Gaa’aram orcs are among those monstrous mercenaries House Tharashk has recruited in Droaam. The Gaa’ran have a talent for primal magic that suggests they were once tied to the Gatekeepers of the Shadow Marches, but they are not Gatekeepers and don’t fight aberrations; their interest lies solely in cultivation.
Hatchet

Hatchet was a warforged philosopher, and founder of the Reforged religion. Hatchet formulated simple rules for living that the Reforged continue to follow and preach. He taught others in his philosophy, and they in turn spread the word. Hatchet himself no longer lives; a tragic misunderstanding resulted in his killing a human in self-defense, and a human mob then tore him apart. Thus, the truth of his life has become obscured by hagiography after the fact. Hatchet has taken on semi-divine status among the more fervent Reforged, as an inspired prophet or even an agent of a god.

Hatchet set forth a few simple precepts by which the Reforged live:

1. I choose, therefore I live.
2. The purpose of life is living.
3. All living beings have the right to choose.
4. Some choices demand punishment.
Five Nations (book)

*Secure your traveling papers and jump aboard the lightning rail as it hurtles across the Five Nations. Once united as the Kingdom of Galifar then sundered during the Last War, Aundair, Breland, the Mournland, Karrnath, and Thrane now enjoy a tenuous peace. Regardless of your destination, ready your weapons as well as your wits - intrigue, opportunity, risk, and reward await at every stop.*
Fort Light

**Fort Light** is a Thrane military fort which lies very close to the borders of both Breland and Aundair. In fact, the closest town is Marketplace, Aundair. The castle changed hands many times during the Last War, but unlike some other nearby areas, always managed to return to Thrane possession and remained so after the Treaty of Thronehold. The fort currently has a population of 120 soldiers.

The castle is rigged with a series of reflective shields connected by a gearing system which allows the entire device to rotate to correspond with sun and moonlight. This permits the fort's defenders to shine bright light on any potential invaders, usable as both a distraction and to illuminate a darkened battlefield full of invaders. The system of reflectors also gives the castle its commonly used name.

Fort Light is served by an Orien trade road, leading east through the Imistil Forest into Thrane and west across the border to Marketplace, Aundair.

## References

* ***Five Nations***.

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

Druids living in the Greenhaunt (a forest in northern Breland) were the first to createand sell goodberry wine, which is often packaged for travel in small clay jugs. Prior to 994 YK, goodberry wine was sold only in the Brelish hamlet of Hatheril. However, it has gained popularity since the formation of the Mournland and can now be purchased throughout the Five Nations. Unlike normal curative potions, goodberry wine functions normally in the Mournland.

## Goodberry Wine

*Wondrous item, uncommon*

A bottle of the wine contains five doses. You can use an action to drink a dose of goodberry wine. When you do so, you regain a number of hit points equal to 8 + your Constitution modifier. In addition, a single dose provides enough nourishment to sustain a medium creature for one day. You can only benefit from one dose of goodberry wine in a single 8-hour period. Once a bottle of goodberry wine is opened, it loses its potency after 8 hours.
Giant

**Giants** in Eberron are native to the continent of Xen'drik. The dragons made contact with the primitive races of giants 60,000 years ago, teaching them the arcane arts and watching them build their own civilization. The giants were masters of the arcane arts, but much of their empire was built on the backs of slave labor, more specifically elf slaves. For, the giants took the primitive elven race and kept them at their sides as slaves.

40,000 years ago, the Quori invaded the plane of Eberron from Dal Quor, the plane of dreams. The giants used their tremendous magical powers to sunder Dal Quor from Eberron, severing the invaders from their prize, but also causing terrific devastation to Xen'drik and ultimately, their own civilization. The dragons punished the giants by destroying their civilization and the elves used the opportunity of another war to rise up and throw off the yoke of slavery, bringing an end to the giants' 20,000 year rule.

Today, the giants are mostly primitive savages, living among the jungle ruins of their own once great civilization.

## Giant Cultures

* Su'lat
* Cul'sir

## References

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

***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.

***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Gelatinous Cube

**Gelatinous cubes** are nearly transparent oozes that make their home in dungeons across the world. Gelatinous cubes absorb everything in their path, both organic and inorganic. Gelatinous cubes have been found as far as Xen'drik.

## Appearance

Gelatinous cubes are nearly transparent, and almost impossible to spot. The gelatinous cube uses this instinctively to its advantage to hunt prey.

## Abilities

Gelatinous cubes are mindless, and are on the constant hunt for prey. A gelatinous cube most move towards its prey, where it engulfs it. Once a target is engulfed, the acidic nature of the gelatinous cube begins breaking down the target, dissolving the target while it is engulfed. It is possible for a target to escape the cube once engulfed, but the gelatinous cube will then continue to slowly hunt down the prey that escaped.

Like most oozes, the gelatinous cube exudes acid from its surface. In addition, the gelatinous cube is covered in a paralytic slime. A gelatinous cube can use pseudopods to attack an enemy, coating them in paralytic slime before attempting to engulf them.

## 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. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Guided Rest

*2nd-level enchantment, oneiromancy (ritual)*

**Casting Time:** 1 hour

**Range:** 5 feet

**Components:** S, M (10 gp worth of crushed rose petals and lavender flowers, which the spell consumes)

**Duration:** Special

**Class List:** Artificer, Bard, Druid

You unobtrusively link with a sleeping creature's psyche, guiding it through its sleep. When you cast the spell, choose one sleeping creature that is taking a long rest in range. You must stay within range of the creature for the entire casting time. If the target does not take any damage before the end of its long rest, the target regains all lost hit points and expended hit dice.