recursal/Fanatic-Fandom huggingface dataset:
Act 2 - A Slippery Mind - Session 2

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.*The Last Breath takes to the late summer skies as the party departs from Sharn and heads to the mysterious continent to the south known as Xen'Drik. The weather is oddly serene for the normally stormy region as they hit the seas of wind and air...*

The party has set out on its journey toward Xen'Drik in order to stop Maldazar from obtaining the artifact he seeks. The first few days of the journey are uneventful and the party gets accustomed the crew members. Dorian's "first mate" appears to be a young House Lyrandar dragonmarked heir named Castel. He attends to the elemental bound ship during the nighttime hours when Dorian rests in his private chambers. Another half-elf named Vidal seems to be doing most of the cleaning of the ship. He looks barely of age to leave the shores, and is most likely an heir of Lyrandar, although he bears no dragonmark, meaning his position within the House will likely never be one of great influence. Two other members of the crew are apparently new to the Last Breath. A middle-aged elf named Melchior seems as shadowy as his inky black hair. And, a brutish human with bright orange, lengthy hair that has a thick Thranish accent.

The party, including Lakashtai, take their quarters below deck in the quest housing. During the first few nights, the party learns the ins and outs of the ship and has brief interaction with the crew. Shigure seems to make an impression on Castel, who obviously has a crush on Shigure and says she is more than welcome to keep him company during his long nights at the helm. Lakashtai speaks with Cade and sets up a strange meeting late in the evening. When they meet, Lakashtai says she feels that one of the people on the ship plans to do harm to one of Cade's fellow adventurers. Cade takes note of this, and decides to keep an eye on the crew of the ship.

The journey continues on, but midway through the third day of the journey, the ship is attacked by a pair of wyverns. Strangely, one of them diverts the attention of the party while the other snatches up Lakashtai from the deck of the ship and heads off away from the airship. Shigure calls her owl, Achava, to follow the wyvern. Then, the party defeats the diverting wyvern. Naaman is poisoned by the creature's stinger, but it does not put him out of the fight and using Achava for guidance, the party heads off after the second wyvern and Lakashtai.

When they see where Lakashtai was taken, it doesn't look good for the party. Achava leads them to a small rocky island in the middle of the Thunder Sea. Like bees circling a hive, wyverns of many numbers apparently make this island their home. Off deep in the center of the island, a large mouth of a cave can be seen... This cave is where Lakashtai was taken to. And, ultimately where the party will need to go to rescue her.

To be continued...
Ager Daskara

**Ager Daskara** was a nation devoted to the Sovereign Host, reflecting the influence of ancient Pyrine and to a lesser extent, Irian. Just as Karrnath has a number of powerful manifest zones tied to Mabar, Daskara (now Thrane) has a few noteworthy zones tied to Irian, notably the region where Flamekeep now stands. Like Galifar I, the people of Daskara believed their rulers were blessed by the Sovereigns and governed with divine right. This faith was shaken by their defeats at the hands of Galifar’s forces, but Galifar I was able to convince most that his united kingdom was part of the divine plan, that their blessed lords were *meant* to kneel to the Wynarn king; Galifar further strengthened this by establishing Daskara as the seat of the Grand Temple of the Host, the greatest temple in the lands. However, this new pillar was broken when the dragon Sarmondelaryx ravaged the newly christened Thrane, killing its prince and burning the Grand Temple.
Arctic Breath

*1st-level evocation*

**Casting Time:** 1 action

**Range:** Self (30 ft line)

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Druid, Sorcerer, Wizard
A line of freezing arctic wind 30 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 2d8 cold damage and their movement speed is reduced by 10 feet until the end of their next turn. On a successful save, a creature takes half as much damage and isn't slowed.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Acid Rain

*5th-level conjuration*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (a drop of water and sulfur)

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

**Class List:** Druid, Wizard
Acid rain begins falling within a 30-foot-radius 40-foot-high cylinder centered on a point you choose within range. When a creature moves into the spell's area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 8d4 acid damage, and becomes covered in acid. A creature covered in acid takes 1d4 acid damage at the end of their turn for each time they have failed a saving throw against this spell.

A creature can spend an action to wipe off the acid, clearing all stacks of acid damage.
Beguiler

Health
 Martial
 Skill
 Save
 Spellcasting

Relying on the subtle arts of manipulation and deceit the **Beguiler** turns every situation into an advantage. Relying on a glib tongue, sharp wit, suprise spellcasting and a fair bit of luck beguilers never find themselves at a loss for words, and almost always have a solution for any problem. Though lacking in brute force they are certainly not as frail as a wizard and with their impressive set of skills and spellcasting abilities the beguiler makes a good multi-purpose character.

## Special Abilities

**Spellcasting** - although a beguiler's spell list is more limited than that of a wizards or sorcerers they possess a greater ability to cast and as they progress in later levels naturally grow into metamagic feats that allow them to cast spells without vocal and somatic components, despite the fact that they do not prepare spells ahead of time. Also the beguiler has the ability to add spells to their spell lists through intense study giving each individual beguiler a slightly different feel or specialization.

**Armored Mage** - Beguilers are able to wear light armor without risking spell failure.

**Trapfinding** - As a rogue a beguiler can search for traps.

## Beguilers in Eberron

Beguilers typically work independent of other beguilers, and to their own ends. Changelings make good beguilers because of their natural tendency to the role of spy, assassin or trickster. Beguilers might belong to the Cabinet of Faces or hold position among some of the royal families across Khorvaire as well as agents amongst the dragonmarked houses. Any large organization is sure to have at least one beguiler among their ranks, though whether they are working for or against the organization (or both) is at question.

## Commentary on Beguilers

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

*For more information regarding playing Beguilers and for specific game mechanics consult the Player's Handbook II p 6-11*
Age of Dragons

Return to Eberron Timeline

# The Age of Dragons

**Date: Unknown** In the mythic past, the world was one and the progenitor wyrms, the first and greatest of dragon-kind, ruled all. The three most powerful (Siberys, Eberron, and Khyber) discovered (or created) the Prophecy. Khyber and Siberys disagreed over the Prophecy and battled with one another. Khyber was victorious over Siberys, and sought to take control of the Prophecy, only to be attacked by Eberron. Eberron wrapped his coils about Khyber, trapping the evil wyrm.

In the end, Siberys' shattered body became the Dragon Above - the glowing ring that surrounds the world. Khyber, still trapped in Eberron's coils, became the Dragon Below and the source for all great evils. Eberron healed the World Between by becoming one with it. Siberys called forth the next generation of dragons, Eberron created all manner of other living things, and Khyber spat out the fiends.
Argonth

**Argonth**  (Small Town, 1,600) is a floating city, a moving military fortress. It floats above the Brelish landscape, traveling the borders between Breland and its neighbors. Created by House Cannith during the Last War, Argonth was originally one of five such magical fortresses. Three were lost during the course of the war and the other surviving one, Dejarn, is currently employed in secret operations. Argonth travels at a steady speed of 2 miles per hour, though the speed of the facility can be increased. The town is populated by military personnel and military protocols are in force at all times aboard the structure.

Every few weeks, Argonth stops to take on supplies. When this occurs, a market grows up around the town where those nearby can come to trade and share news with the soldiers harbored within the mobile fortress. Visitors rarely receive permission to enter Argonth, so the next best thing for them is to interact with the soldiers and support personnel at a market festival.

 File:Argonth.jpg
### People

* Alain ir’Ranek (LG male human, paladin 4), Argonth's captain. He leads the troops and support personnel that make up Argonth’s citizenry.
* Big Bara (LN female personality warforged, ranger 3), commander of Bara's Breakers.
* Eera ir'Jalon (LN female human, wizard 9), Argonth’s master of magic.
* Finias Warhand (CG male personality warforged, wizard 2)

## References

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

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Azrael Dak was an elven werefox. He served Lord Wilfred Godefroy and became the political ruler of Mordent after Godefroy's departure.

he killed his family in the town of Brigalure, then made a pact with unseen powers {which he called the Dark} to become a werefox. with his newfound ability he terrorized his elven community until the mists brought him to forlorn. He spent time in Gundarak and Barovia before joining up with Godefroy.

when the mists gave Godefroy Mordent and the house on gryphon hill, Godefroy appointed Dak as his emissary. this did not stop the traitorous Dak from contemplating on destroying his master some 30 years later after Dak discovered a source of dark knowledge at the bottom of Veidrava salt mines. Empowered with the knowledge of a foul Ritual to gain control of the shadows of Mordent, Dak conspired with Inza Kulchevitch to avenge the murder of her mother. Azrael's ritual unleashed the night of the screaming shadows. shadows engulfed the house on Gryphon hill, rent it asunder and semmingly obliberated Godefroy.

Azrael Dak became leader of Mordent but not darklord as he had hoped.

Notes: Lycanthrope, Werefox, Elf
Accionites

> "*Calling themselves the ‘Accionites’, their stated aim was to live in a manner ‘beyond the petty concerns of Mortals’.*" ― Miranda Goshawk introduces the group in Book of Spells
>
>

The Accionites are a disbanded Wizard's Circle composed of wealthy and hedonistic sorcerer extremists who despised and looked down on those born without magic blood. Their only form of protestation, however, was to sit around and do nothing. Their goal was to never lift, carry, or move anything without the use of magic, thereby proving the great and noble superiority of sorcerers. For that reason, they became famous for their numerous uses of the Summoning Charm, so much so that Miranda Goshawk wrote their tale in her Book of Spells.

Almost a total sham from the start, the organization quickly ran out of funding less than a year after its creation. When the gold was gone, instead of traveling to the Wildsteel Bank to withdraw more, their founder and leader Gideon Flatworty instead attempted to summon riches and several valuable goblin-made artifacts from a Wildsteel Vault. Instead of his treasure, however, Gideon found Wildsteel Dwarves from the Warding Guild at his door brandishing swords angrily and "baying for the Accionites' blood".

After disapparating twice to avoid the dwarves and being abandoned by his 'inner circle', Gideon tried to summon a farm, some livestock, and a well-stocked larder. He was crushed to death by the bales of hay and cattle that landed on top of him. Experts are uncertain why he did this (they still debate about it) although the most common theory is that he became delirious from lack of food.

Some time after the death of their leader, former members of the Accionites petitioned to join other (much more respected) Wizard's Circles, such as of the Guild of Starlight and Shadows. After the emberrassing fate of the Accionite Circle, however, the former members were only allowed to join existing circles when they were able to provide the guilds access to several surviving scrolls of Gideon's Accio spell.
Avalancher

**Avalanchers** are bizarre six-legged beasts that look to be made from living rock. While they are native to the plane of Lamannia, avalanchers will cross over to Eberron via manifest zones, and have been spotted on the mountains northwest of the Eldeen Reaches, as well as within the Mror Holds.

## Appearance and Personality

Avalanchers look quite unusual. They resemble large boulders, with six legs jutting from the center. Also emerging from the fore of the boulder-like body is a tough tendril neck, atop which sits the avalancher's head. Its head possesses a single red eye and not much else. Avalanchers weigh 400 pounds, and stand six feet tall when not curled into its rock-like hibernation form.

Avalanchers are scavengers, hunting the mountains for food. They cause avalanches, which bury their prey, allowing them to feed at leisure. While avalanchers appear to be made of rock, they are not, and their meat is prized by the races that hunt the mountains. Avalanchers have a rudimentary intelligence, and can barely speak Terran. while not intelligent, avalanchers are cunning when they stalk their prey.

## Abilities

While avalanchers prefer to let their avalanches do most of the work, avalanchers will enter combat when hunting. They have the ability to transmute rock to mud, and can burrow through the earth. Their single eye is able to turn 360 degrees, allowing them not to be flanked. They are immune to bludgeoning attacks, and possess both low-light vision and darkvision.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Aberrant Mark of Contagion

The **Aberrant Mark of Contagion** is a Dragonmark and feat featured in the 4th edition Eberron Player's Guide. The feat applies a -2 penalty to saving throws against ongoing damage to enemies you hit with a daily power.

## References

* ***Eberron Player's Guide***.

David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.

Page 86
Acererak

In 169 YK, Vecna finds and rescues the half-fiend child **Acererak** from a mob of angry Thranish villagers and adopts him as an apprentice. Acererak is the child of Durastoran the Wyrmbreaker, a powerful rakshasa of the Lords of Dust and prakhutu of the Overlord known as Bel Shalor.

Acererak saved the life of Vecna during his first assult on the city of Fleeth, and in return for his loyalty, was granted the secret to become a mighty lich himself. Vecna used Acererak's fiendish heritage to cause the volcanic eruption that would partially free Bel Shalor.
Blackcap Mountains

**The Blackcaps** are foreboding peaks jutting out of the landscape in the northern portion of Breland forming the border with Aundair. The peaks get their name from the barren black rock atop the mountain and the almost constant mass of dark black thunderheads that cling to the mountain face. It is a foreboding place frequently assailed by torrential rains and even snow. Legend says the black rock at the summit is warm day and night and that, though snow falls at its peak, it melts as soon as it touches the face of the mountain. Very few dare explore the mountains and those that have come back say that deep in the crevases of the mountain you can hear the sound of painful wailing and industry. These claims have gone unverified however. Next to no vegetation grows upon the rocks and flash flooding would frequently occur were it not for the deep running crevases in the peaks. What isn't absorbed by these caves sheds into Lake Galifar.

Nestled in the eastern foothills of the Blackcaps is The Black Pit a deep chasm that seemingly extends all the way to the depths of Khyber and a town of the same name where the destitute and the despicable make their home. On the western side of the Blackcaps sits Drum Keep a mountain fortress.

### References

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

*2nd-level conjuration*

**Casting Time:** 1 action

**Range:** 1 mile

**Components:** V, S

**Duration:** Instantaneous

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

You summon an item familiar to you weighing up to 25 pounds that you can see or that you know the location of.  If the object isn’t being worn or carried, it automatically moves toward you at a rate of 60 feet per round, taking the shortest route possible.  If the object is being worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check.  If you succeed, the object is pulled away from that creature and moves toward you at a rate of 60 feet per round.

You cannot target an object that is being warded by magic. The spell ends if there is no route that the object can take to reach you.

***At Higher Levels.***  When you cast this spell using a spell slot of 3rd level or higher, you can summon an object that is an additional 25 pounds heavier for each slot level above 2nd.
Ammunition of Clairvoyance (Item)

*Weapon (Ammunition), uncommon*

This arrow becomes a mobile magical eye that allows you to see its immediate surroundings. Once fired, you can use your action to see everything within 30 feet of the arrow as if you were there. Additionally, if you don't have darkvision, you gain 30 feet of darkvision while looking through the arrow. This arrow remains for 10 minutes, after which it disintegrates into ash.

A creature that can see the arrow's sensor (such as a creature benefiting from see *Invisibility* or truesight) sees a luminous, intangible orb about the size of your fist.
Adamantine Plating

**Adamantine plating** is almost unbreakable metal plating that can be attached to a warforged's external armor. This armor makes the warforged more resistant to damage.

## 3rd Edition Mechanics

In the 3rd edition, this ability is handled by the feat Adamantine Body instead of through a warforged components.

## 4th Edition Mechanics

These attached components act as plate armor. The levels 4 and 9 versions of this armor grants resist 1 to all damage; the levels 14 and 19 versions grant resist 2 to all damage; and the levels 24 and 29 versions grant resist 3 to all damage.

## References

1. ↑ 1.0 1.1 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Become Water

*2nd-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

**Class List:** Druid, Sorcerer, Warlock, Wizard
You become a burst of elemental water. Until the start of your next turn, you gain resistance to bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.
Adal ir'Wynarn

**Adal ir'Wynarn** is the Royal Minister of Magic and the First Warlord of Aundair. He is a member of both the Aundairian Royal Family and the Aundairian Triumvirate.

## Biography

Adal is the elder of Queen Aurala ir'Wynarn's two younger brothers. Like his older sister, he also desires to see the Galifar crown upon the head of an Aundairian. Nevertheless, in his dreams it his head upon which the crown rests and not his sister's. Forced to split his attention between Arcanix and the military, he relies a great deal on Lord Darro ir'Lain, whom he views as an aggressive and capable commander of Aundairian forces.

As far as Adal is concerned, The Eldeen Reaches are nothing more than a big meat grinder and he has no desire to see Aundairian troops become food for the beasts of that wild, untamed land.

He does however strongly desire to reclaim Aundair's former capital Thaliost from the Thrane army fortified around it. To this end he has employed a cabal of arcanists that are researching an apocalypse spell capable of raining destruction down upon Thrane's forces there. Once he discovers such a spell, Adal intends to use this new spell to subdue first Thrane, and then all of the other Galifar successor states, preferably under his own rule.

## 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.
Act 1 - The Chain Gang - Session 1

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.*Deep in the Blade Desert of Valenar, near the city of Keth.*

A slave driver, known as Balkuba, was transporting slaves captured during the Last War to a slave-trading outpost near Keth. Naaman Troy, Garrek, and Amorneon were all three part of the slaves being transported. The band of slaves, led by Balkuba and his troupe of Valenar mercenaries trekked for weeks across the desert amid intense heat and many sandstorms. The journey seemed to continue tirelessly until one day the group was attacked by a huge sand wurm. Amidst the comotion of the battle, Naaman, Garrek and Amorneon escaped, fleeing through the desert. The party continued throughout the day and into the night until seeing a large camp ahead. They enter the camp peacefully and found out the camp was made up of elves of House Phiarlan's Carnival of Shadows. The party stays the night, aqcuiring their first items to use on the journey ahead. Early in the morning they are awoken. Balkuba and his mercenaries are on the hunt after the party. They flee throughout the early morning hours until finding a ruined city deep in the sand to take refuge.

To be continued...
Alais ir'Lantar

During the Last War, the battles between Aundair and Breland left deep scars on both lands. But while fierce, these conflicts were brief, and by the close of the war the two nations were strong allies. Today, Alais and Helais ir’Lantar, sons of one of the noble families of Aundair, serve the interests of their nation in Sharn. 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.

Alais is well aware of his brother’s true nature. He is a cruel, conniving man who enjoys assisting the Lords of Dust with their schemes. In addition to the power he gains from the alliance, Alais feels that his connection to the rakshasas puts him above mere mortals; he suffers from the delusion that if he serves the Lords faithfully, he may one day be transformed into a rakshasa himself.

Usually, one of the two rakshasa poses as Helais, while the other is disguised in a different form elsewhere in the city. However, as Alais and Helais are identical twins, this allows for a host of possibilities. If necessary, the two rakshasa can appear as Alais and Helais; at other times, Alais poses as his brother. Alais wears a ring of mind shielding and the Lords of Dust possess masks of the misplaced aura, so it is extremely difficult to pierce these deceptions.
Aruldusk

### **Races**

**Aruldusk**, a small city near the western shore of Lake Arul, was largely spared the horrors of the Last War that ravaged nearby cities like Shadukar. The Lightning Rail passes through the town, heading to Sigilstar on the Thrane River to the west and Vathirond, Breland to the south. The city is a rather quaint tourist town whose inhabitants are mostly simple merchants or farmers. Though there is a sizeable tribe of shifter gypsies which inhabit a tent city on the outskirts of the city. The majority of the population worship the Silver Flame, though there are Sovereign Host devotees in the city as well, many of whom are Throneholders.

The cathedral, and the city are governed by Bishop Maellas, an Aereni convert from the Undying Court.

### 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.

* Legacy of Wolves. Marsheila Rockwell (2007). ISBN 978-0-7869-4293-0.
Amorneon

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Amorneon was an Elven Ranger who rallied with Naaman Troy and Garrek to escape from the clutches of the slave-driver Balkuba in Valenar. He adventured only shortly with the two before he left the party and was later found dead.

Notes: Elf, Ranger, Deceased
Beacon Bow (Item)

Weapon (any bow), rare

Make you make an attack with this bow, the arrow fired glows until it hits a target, and deals an extra 1d8 radiant damage to the any target it hits. A hit target then emits a bright light in a 30 foot radius and a dim light in an additional 30 feet for 1 minute. If the creature was invisible it becomes visible until the end of your next turn.
Argonnessen

A continent to the far east of Khorvaire and south of Sarlona. The continent of Argonnessen is almost totally unexplored by any race of Khorvaire due to the fact that it is inhabited primarily by Dragons. The continent went to war with Aerenal and destroyed the Giant civilization.
Argonnessen occupy the southeastern part of the world. Off of Argonnessen lies the island of Seren. Argonnessen (and Seren) are for the most part off limits to the "lesser races" (which includes almost everyone except a dragon). The continent and island are also inhabited by dragon-worshipping human barbarians. Many of the continent's dragons are members of a group known as the Chamber, which interprets the Draconic Prophecy and uses it to shape the world to the dragons' liking.
Some of the dragons rule cities and kingdoms. One race that seems common on the continent is the dragonborn.

## References

1. ↑ Eberron Player's Guide (4th edition), page 34
Belt of Earth Elementals (Item)

*Wondrous Item (waist), rare (requires attunement)*

This belt is constructed of flat pieces of slate connected with strong leather straps. While wearing this belt, you are immune to effects that would push, pull, or forcefully move you if you are standing on earth or stone. This offers no protection from teleportation effects.

As an action, you can command the belt to transform you into an earth elemental for up to 1 hour. The transformation otherwise functions as the Polymorph spell, and you must maintain concentration on it.

***Curse.*** Once you attune to this cursed belt, you can't remove it unless you are targeted by the Remove Curse spell or similar magic. The fourth time you use the belt, and each time thereafter, you must make a DC 15 Constitution saving throw when the transformation ends. On a failed save, your race is changed to an earth genasi. Your race can be returned to normal if the belt is destroyed, or if a different creature is transformed into an earth genasi by this belt.
Bane Blind Armor (Item)

*Armor (any), very rare*

*This armor is patterned with muted colors, textures, and shading. On its chestpiece is an image of a beholder with its eyes closed.*

Originally designed for rangers and bounty hunters, bane blind armor affects a particular kind of creature. This armor has 3 charges. As an action, you can expend a charge to render yourself imperceptible to creatures belonging to the type associated with this armor. You become invisible to creatures of that type, and such creatures can't detect your presence using any nonmagical sensory method (including scent, hearing, tremorsense, blindsense, and the like). This effect lasts for 1 minute, or until you make an attack or cast a spell.

The armor regains 1d3 expended charges daily at dawn.
Blade Ward

*cantrip abjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

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

You extend your hand and trace a sigil of warding in the air.

For the duration, when you would take bludgeoning, piercing, or slashing damage from a weapon attack, you can use your reaction to gain resistance to bludgeoning, piercing, and slahing damage dealt by that attack. The spell then ends.

**At Higher Levels.** The spell gains additional triggers when you reach certain levels. At 5th level, you can use the reaction twice before the spell ends, rather than once. This becomes three times at 11th level, and four times at 17th level.
Animating Sigil (Item)

*Wondrous Item, rarity varies (uncommon, rare)*

An Animating Sigil can be used as a material component in an Animate Objects spell. If used this way, the spell can only animate one non-magical object of a particular size based on the rarity (see the table below). The object remains animated as long as the sigil remains intact on the object (no concentration required). The sigil is consumed upon use.

 Small
 Medium
 Large
 Huge

If the animated object is damaged, a creature proficient in the relevant tool can repair it in a workshop, costing 5 gp per hit point it regains. If the object drops to 0 hit points, the Animating Sigil is destroyed.
Ancestral Allies (Spell)

*3rd-level necromancy*

**Casting Time:** Bonus Action

**Range:** Self

**Components:** V, S, M (a symbol of your heritage and the belonging of an ancestor, worth at least 1 cp)

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

**Class List:** Bard, Cleric, Paladin

Calling on the spirits of warriors past, you summon three spectral figures, wearing armor and wielding weapons appropriate to your ancestry. The figures hover close around you, sharing your space.

For the duration, once per turn, you can invoke one of the spirits to carry out one of the effects below. Each time you do, one of the spirits disappears. The spell ends when all the spirits have disappeared.

**Flank.** When you make a melee weapon attack, you can use your reaction to send one of the spirits to flank the target, granting you advantage on melee weapon attacks against that target until the current turn ends. This advantage does not stack if you are already flanking the enemy with another ally.

**Inspiration.** When you make an ability check, Attack roll, or saving throw, you can use your reaction to send one of the spirits to inspire your actions and aid you, giving you a 1d6 bonus to add to the roll. You can wait until after you roll the d20 before deciding to use the spirit, but must decide before the DM says whether the roll succeeds or fails.

**Opportunity Attack.** When an enemy would trigger an opportunity attack from you, you can expend one of the spirits to make a melee spell attack against the target, instead of a weapon attack. On a hit, the attack deals 3d8 thunder damage and knocks the target prone.

**Sacrifice.** When you would take damage from an attack, you can use your reaction to send one of the spirits to intercept the attack, granting you resistance to all damage from the attack.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, you summon one additional spirit for each slot level above 3rd.
Athandra

**Athandra** is a small town in central Thrane. It lies at the juxtaposition of three Orien trade roads, which lead from the town to Danthaven, Morningcrest, and Avaroth respectively.

## References

* ***Five Nations***.

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

**Angwar Keep** is a fort in eastern Thrane approximately midway between Olath and Aruldusk on the Orien trade route that passes between the two towns, and east of the Burnt Wood. Across Scions Sound from the fort is the everpresent mist of the Mournland. The fort is currently inhabited by an order of monks. The monks that live there are warforged that styled themselves as disciples of the Redeemed, an elite cadre of warforged who defected from Cyre and had devoted themselves to the defense of Thrane.

Angwar Keep is now thought of in eastern Thrane as the Stubborn Shield maiden because it has never fallen to any enemies. The keep is inhabited by monks now but they are not going to let the name Stubborn Shield maiden fall.

### References

* ***Five Nations***.

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

* Legacy of Wolves. Marsheila Rockwell P. 186
Auxylgard

**Auxylgard** is a Thrane fort in the Auxyl Hills in the northern part of the nation of Thrane. It lies at the end of an Orien trade road that leads to Daskaran to the northeast and Flamekeep to the southeast. Auxylgard is about 30 miles southeast of the Silver Caves and nearly 100 miles northwest of the Face of Tira.

## References

* ***Five Nations***.

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

**Bloodfire oozes** are created by the mixing of a huge amount of innocent blood with the ichor of the demon. Bloodfire oozes cross the plains of the Demon Wastes, with most of them having been created by rakshasa experiments. Explorers have also reported the presence of bloodfire oozes beneath various ruins of Xen'drik, and bloodfire oozes have been sighted beneath Sharn, the City of Towers.

## History

Bloodfire oozes are created through ritualistic magic. This ritual involves the blood of one hundred innocent humanoid lives, combined with the ichor of a single demon of great strength. The ritual takes 24 hours to complete, and a completed bloodfire ooze will follow the instructions of its creator.

The ritual for their creation may or may not have originated by the rakshasas. The rakshasas continue to create them, and allow then to roam the Demon Wastes. In addition, the oozes have been found in Sharn and in ruins on Xen'drik.

## Appearance

These mindless oozes look like a smoking, gelatinous blob that moves across any surface. The bloodfire ooze stinks of sulfur.

## Abilities

A bloodfire ooze is mindless, but obeys simple orders from its creators. The body of the ooze is comprised of blood, and the ooze absorbs the blood of its prey. As the bloodfire ooze drinks blood, it grows in size and power. Bloodfire oozes burn to the touch, and can produce flame. In addition, proximity to the bloodfire ooze makes fire-based spells more powerful; however, the ooze itself is immune to fire attacks.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
Ak'ash'eck

**Ak'ash'eck** was a sahuagin druid that roamed the northern fringe of the Shargon's Teeth some years ago. He developed his own magic item, a *Water Whip*, which he used to prey on ships sailing from Khorvaire to Xen'drik. He gained some infamy by using the Water Whip to ensnare passengers aboard their vessels and pulling them underwater before anyone even noticed they were missing.

## References

1. ↑ ***Magic of Eberron***.
Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the Coast. ISBN 0-7869-3696-7.
Avothirax

**Avothirax** was a mighty red dragon who lived over 3600 years ago during the time of the War of the Mark.

## History

Avothirax led an army of one thousand elves to the location of the matriarch of House Vol, Minara Vol, which resulted in the presumed destruction of her and her entire line of dragonmarked elves bearing the Mark of Death.

## Notes

Avothirax was presumably a member of the Light of Siberys, the military of Argonnessen as they are blamed for the destruction of the line of Vol.

## References

1. ↑ 1.0 1.1 ***Faiths of Eberron***.
Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
2. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
Azer

**Azers** are fire-wreathed dwarf-like creatures native to the plane of Fernia. Azers have also been spotted on the Volcanic Fields of Xen'drik.

## Appearance & Personality

Azers closely resemble dwarves, but with flames instead of hair or beards. They have brass-colored skin that almost appears to have been forged. They tend to dress in the colors of brass, copper, or bronze.

Azers are generally a taciturn race, but will fight if provoked. They have a love of gemstones, and will fight to the death if enraged in combat.

## Abilities

Azers rely on crafted weapons and armor when going into combat. In addition to their weaponry, azers are surrounded by an aura of heat that dissuades their opponents from fighting with them in melee combat. They are immune to fire, vulnerable to cold, are resistant to spells, and possess darkvision.

## References

1. ↑ ***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 2.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
3. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Armor of Vigor (Item)

*Armor (medium, heavy), rarity varies (rare, very rare, legendary)*

*This armor appears larger and more powerful than other armor of its type. Those who wear it find themselves stronger than normal.*

While wearing this armor, you gain a +1 (Rare), +2 (Very Rare), or +3 (Legendary) bonus to Strength saving throws.
Anne Stokes

**Anne Stokes** is a fantasy artist that has done a number of freelance work for Wizards of the Coast. In addition, her artwork has been licensed on a wide range of merchandise including T-shirts, posters, book covers, calendars, jigsaws, tarot cards, sculptures, CCG sleeves, mugs, jewellery and greetings cards.

Anne has been a full-time artist since 1999, and first became interested in the fantasy world when her father read her *The Hobbit* as a child. She currently lives in Leeds in the county of Yorkshire, with her husband Ralph, young son Leo and spinger spaniel Obi.

## Eberron Works

### Sourcebooks

* Dragonmarked
* Dragons of Eberron
* Eberron Campaign Setting
* Explorer's Handbook
* Five Nations
* Magic of Eberron
* Player's Guide to Eberron
* Races of Eberron
* Secrets of Sarlona
* Sharn: City of Towers
Arrimrath d’Lyrandar

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
He presides over Valenar as a senator in Taer Valaestas, working closely with a Khoravar of House Medani. Arrimrath bears a lesser Mark of Storm. He is known to be very coercive to other assembly members. Arrimrath sees any race other than Khoravar as weaker and less noble, and openly advocates for the use of slaves. Arrimrath introduced the idea of a patron-client system to Taer Valaestas. He is well-loved by the citizens of Taer Valaestas, and handles satirical attacks on himself well.

Notes: Half-elf, Members of House Lyrandar
Baator

**Baator, the Nine Hells** is a remote planar location populated by devils and ruled by a being calling itself Asmodeus. Knowledge of its existence is only remembered among a few mortals faithful to the Sovereign Host as well as the dragons of Argonnessen.

## History

Baator is a planar prison said to be first constructed by the Sovereign Hosts when they walked the planes to serve as an eternal prison for fallen immortal spirits.

Legend says each of the nine layers fo Baator was constructed by one of the Nine. Gradually, the demiplane filled with rebellious angels from the planes, and they changed to reflect their new prison.

Asmodeus once ruled all of Daanvi, the Perfect Order in the name of Aureon, the Sovereign of Law an Lore of the Sovereign Host. But Asmodeus was not content with his place in the order of things, and sought to be worshipped as a god in his own right.

His hubris led him and his servants to rebel against the other angels and beings of Daanvi. This insurrection occured simultaneously to the events of the Sundering of Sarlona. The Chamber of Argonnessen saw this eventuality within the branching paths of the Draconic Prophecy, and the combined might of dragons with the host of angels defeated Asmodeus and his forces. Eventually Asmodeus was defeated, and he and his servants were sentenced to eternity in Baator after their transgression.

Asmodeus was sentenced to the Ninth Circle of Baator, the prison built by his former master Aureon. He soon dominated the politics of the hells, and started whispering to those who might accept his dark bargain of power on Eberron.

The planar prison recently turned to new management after the bonds of the devils' imprisonment were weakened during the Day of Mourning. Now Baator is a dream for its twisted prisoners; a prison where the prisoners are free of their shackles and can engage freely in infernal intrigue. All of this as Asmodeus lords over the devils and souls the gather through their bargains to appease his own divine ambition.

Asmodeus seeks to harvest the souls of those he ensnares with his infernal pacts. Following his twisted view on the Sovereigns and Silver Flame, he believes that when he has gathered enough souls he can fuel a divine power battery to join the ranks of true divinity.

## Behind the Scenes

In the original Eberron Campaign Setting for 3.5e, Baator did not exist in Eberron. With the advent of the 4th edition, Baator included to make the setting cosmology more in line with the new core assumptions and include a common plane for all devils.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 "**Eye on Eberron - Baator**" (February 2012) by Keith Baker. *Dragon Magazine* issue 408. , *p. 40-43*.

**Fundamental Planes**: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)

**Transitive Planes and Demiplanes**: The Ethereal Plane · The Shadow Plane · **Baator**
Adventurer's Guilds

Sharn contains two general adventurers guilds: The Clifftop Guild of Upper Dura and the Deathsgate Guild of Middle Tavick’s Landing. The guilds offer similar benefits to members, but each has a different tone; more information can be found in the descriptions of each district. To join an adventurers guild, a character must gain the approval of at least five current members, and must pay the annual dues—13 gp for Clifftop, 12 gp for Deathsgate. In exchange, he gets access to the guildhouse and the companionship of fellow adventurers. Aside from simple camaraderie, this provides the following benefits:

* While at the guildhouse, the character receives a +2 bonus on any Knowledge (dungeoneering) check or Knowledge check concerning Xen’drik.
* The guildhouse provides average accommodations for members at a cost of 5 sp/day. However, the guildhouse has the same security precautions as an upscale inn.
* The guild will store items for members. Both guilds have two voluminous vaults, one of adamantine and one of steel. If objects need to be stored for over a week, the guild charges 5 gp per object/week.
* The guild maintains lists of references for hirelings and inquisitives that have worked for guild members. As a result, if the party has connections with an adventurers guild, any hirelings they employ should be honest and reliable.

In addition, members share information and
may help one another find jobs or expeditions. This
is primarily a tool for the DM, who can decide if
there is anyone currently staying at the guildhouse
who knows anything about the party’s situation.
Bleeding Blade (Spell)

*2nd-level necromancy*

**Casting Time:** 1 Bonus Action

**Range:** Self

**Components:** V, S, M (A drop of blood)

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

**Class List:** Sorcerer, Warlock

You evoke a bloody blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the bloody blade. On a hit, the target takes 2d4 necrotic damage, and gains 1d4 points of Bleeding.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the target recieves an additional point of bleeding for each slot level above 2nd.
Bestan ir'Tonn

This ward has always

had an isolationist attitude, in many ways considering

itself to be a separate city within Sharn. Bestan

ir’Tonn (LE male halfling aristocrat 3/telepath 9) has

represented this community for the last 30 years. A

wealthy barrister from one of the Sixty (see page 112), he has strong connections to the Boromar Clans. He

is a respected man who has always looked out for the

interests of the wealthy of Tavick’s Landing, as well as

for the Boromars. However, he has a secret: he is an

agent of the Dreaming Dark. Fifteen years ago, the

Inspired dominator Tirashana infected him with a mind

seed, and today he is one of three Inspired moles. While

appearing to promote the agendas of his supporters, he

has actually been stirring up dissent and discord.