recursal/Fanatic-Fandom huggingface dataset:
Echoes of the Mourning

'*The Mourning is a shadow hanging over Khorvaire. An entire nation was destroyed and worse still, transformed into a realm of horrors more terrifying that even Droaam. The Mourning killed more than a million people and created hundreds of thousands of refugees scattered across Khorvaire. Fear brought an end to the Last War - sheer shock and terror. During the century of war, most soldiers clung to the belief that the struggle would lead to a new and better Galifar. Now the heart of the old kingdom is gone, replaced by an abomination. And no one knows why. No one knows if it could happen again. Even in this time of peace looms a feeling of impeding doom, uncertainty, and lingering dread. In some cases, this has led to hedonism or a collapse in moral values, as those who believe the world is ending have no fear of the consequences of their actions. Other believe the Mourning is the wrath of the gods and have become even more austere and ascetic in the hopes their purity might save the nation. Both players and DM should consider the impact of the Mourning when designing characters. Has the Mourning touched the character in any meaningful way? Is he afraid of it? Fascinated by it? Or does he believe it was a freak event, a piece of history best left forgotten? How does he feel about the Cryan refugees found across Khorvaire? Does he pity them, sympathizing with these people who have lost everything without even knowing why? Does he despise them, hating his monarch for sheltering these people who once fought against him? Or is he a Cyran himself, a man whose home and family were destroyed by this magical cataclysm? How does he live with the horrors he has seen?*

*Cyran nationality provides many opportunities normally impossible for PCs: a noble knight born into a family of tremendous wealth; a wizard and heir to one of the grandest libraries of Khorvaire; a rogue born into the most powerful crime guild in Metrol. Gold, arcane knowledge, criminal influence - all has been stripped away by the Mourning, leaving only the bitter memory. Of course, there is always a chance that some measure of this past glory can be regained. Perhaps the mystic library remains intact at the heart of the Mournland, but can the PCs recover his birthright? Can the young crimelord find other survivors of his old guild and rebuild his family in Breland, Aundair, or Stormreach? The mourning might have taken away everything from a player character, but such a tragedy gives the player an immediate goal - although one that might take years to accomplish.*
Diplomat's Pouch (Item)

*Wondrous item, uncommon*

The Diplomat's Pouch was the predecessor to House Sivis's now-popular Sending Stones. Each diplomat's pouch includes a unique sigil sequence, a string of magical runes arranged in a particular pattern, that identifies it. Though much less quick and convenient compared to telepathy, any Diplomat's Pouch can communicate with any other so long as you know that pouch's sigil sequence.

A letter placed in this pouch that is addressed to someone who owns another diplomat’s pouch will be delivered to the recipient. The letter itself is not teleported, but the recipient listed in the letter will soon find a copy of it in their pouch. A letter can be listed to multiple recipients with a diplomat’s pouch. The diplomat's pouch does not create paper, you must supply it with ready-to-use parchment in order to recieve a letter addressed to you.

Once a letter is sent through this pouch, it can't be used again until the next dawn, except by a gnome with the Mark of Scribing.
Eriz d'Thuranni

**Lord Eriz d'Thuranni** is the head of the True Shapers, a collection of serious students of architecture, costuming, painting, pottery, and sculpture. He runs the True Shapers out of the House Thuranni enclave in the Karrnathi city of Atur. The "True Shapers" take their name as a jab at the House Phiarlan Demense of Shape.

## References

1. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Horned Prince

The **Horned Prince** is a demon overlord worshiped by the minotaurs of Droaam, and possibly by other minotaurs as well. This shared belief does not create religious unity between the different minotaur clans, as each clan has its own depiction of the Horned Prince and believes all others to be flawed.

## References

1. ↑ "**Backdrop Graywall**" (October 2008) by Keith Baker. *Dragon Magazine* issue 368.
Deep Sea Chaperon (Feat)

Return to List of Homebrew Feats

## **Deep Sea Chaperon**

***Prerequisite:** Triton*

Your ability to control the power of the sea has improved, granting you the following benefits:

* Increase your Strength, Constitution or Charisma score by 1, to a maximum of 20.
* You can cast Water Breathing without expending a spell slot. When you cast Water Breathing using this feat, targets of the spell gain a swimming speed equal to their walking speed for the duration. Once you cast Water Breathing in this way, you must finish a long rest before you can do so again.
Greater Sending Stones

*Wondrous item, uncommon*

*Sending stones* come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the *sending* spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Eldritch Eyes of Belashyrra

*6th-level divination (ritual)*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (Silver dust worth 25 gp, and the eye of a dead humanoid, both of which the spell consumes)

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

**Class List:** Warlock, Wizard

Chanting an eldritch incantation, you tap into awareness beyond comprehension, outside time and into dimensions unknown. Dozens of invisible eyes appear to grow out of your body. For the duration:

* The eyes let you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
* You have darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
* You gain the benefits of Arcane Sight.
* You can see through magical darkness out to 60 feet.
* The eyes created by this spell can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while under the effects of this spell.
* You are immune to being Blinded, except by bright lights. A light spell cast on you, or a daylight spell cast within 5 feet of you, causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

When the spell ends, make a DC 17 Intelligence saving throw. On a failure, you must roll on the Long Term Madness table. If the saving throw fails by 5 or more, you must also roll on the Short Term Madness table.

Additionally, your warlock patron can see through your eyes for the duration of the spell. If you do not have a patron, it is Belashyrra, the Lord of Eyes who sees through you.
Balinor

## General Information

### Aspects/Aliases

Baalkan the Beastlord (Shadow Marches), Banor the Bloody Spear (Giants of Rushemé), Banor the Bowhunter (Eneko of Syrkarn)

### **Domains**

Air, Animal, Celerity, Earth, Retribution.

## Manifestations

### **Favored Weapon**

Battleaxe

The Sovereign of Horn and Hunt, **Balinor** embodies the hunt and nature amongst the gods of the Sovereign Host. Revered by rangers, druids and barbarians alike Balinor represents the embodiment of nature, and taking what is needed from the bounty of nature.

The brother of Arawai and The Devourer, and the father of The Fury.

## History

At some point prior to the Schism, Arawai was killed by her eldest brother, Shurkaan. Upon discovering Arawai's body, her younger brother **Balinor** went mad with rage and grief. So powerful was Balinor's anger that it burst forth from him as The Fury. The Fury ravaged Eberron, and because of Arawai's death, no mortal creature on could give birth to replace the dead. Sages believe that this is the event that caused the Schism. Arawai was eventually resurrected by Dol Arrah, who sacrificed a fraction of his essence to save her, and the Dark Six were cast out from the Sovereign Host. A fraction of Dol Arrah's light now lives within Arawai, and hers within him.

## Aspects

Balinor is usually portrayed as a burly human although occasionally he is drawn as a crude but good natured half-orc and even more uncommon, a stalking green dragon. Sages have speculated that other gods are aspects of Balinor:

### Aelmaka the Huntress

In the Shadow Marches of Khorvaire, many orc and half-orc clans worship Ollarasht the Gambler, which many believe to be an aspect of Olladra, alongside other gods Baaldra the Protector (Boldrei) and Aelmaka the Huntress (**Balinor**).

### Baalkan the Beastlord

In the Shadow Marches of Khorvaire, many orc and half-orc clans worship Ollarasht the Gambler, which many believe to be an aspect of Olladra, alongside other gods Baaldra the Protector (Boldrei), Aelmaka the Huntress (female aspect of **Balinor**), and Syntok the Bloody (The Fury), Ill'mat the Ill-fated (Illmater).

## References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.

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

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**The Eldeen Bay** is a vast expanse of salt water the extends from the Bitter Sea touching Aundair, The Eldeen Reaches, and The Demon Wastes. The waters are unpredictable and dangerous to unprepared vessels and travel across the bay is infrequent at best. Polar currents sweeping in from the Bitter Sea keep the northern waters of the bay frigid even in the heat of summer, while unstable weather patterns coming from the Icehorn Mountains keep the southern portions of the bay in constantly unpredictable conditions. Waterspouts have been known to form at the drop of a hat wreaking havoc before dispersing back into the bay. Some believe that a number of bound water elementals inhabit the bay keeping the waters turbulent as a way of spiting the nation of Aundair and the House Lyrander guilds for their mettling with the forces of nature.

The bays inhabitants are unknown but it is almost certainly occupied by aquatic species. A tribe of Sahuagin are known to occupy a cavernous area in the northeast of the Demon Wastes.

Notes: Geography, Aundair, Eldeen Reaches, The Demon Wastes, Bays
Ghulra

A **ghulra** is a sigil engraved on the forehead of a warforged. Every warforged ghulra is as unique as a human fingerprint. The origin of the ghulra is unknown: When Aaren d'Cannith's first warforged emerged from the creation forge, it bore a symbol on its forehead; the second warforged had a different sigil. Aaren's dwarven magewrights called these symbols "ghulra," the dwarven word for "truth," though some warforged refer to it as the "Mark of Life."

If a warforged possesses the ability to cast *arcane mark*, its personal mark will be the same as the sigil on its forehead.

## References

1. ↑ 1.0 1.1 ***Dragonshards: The Warforged, Part 1***. Keith Baker (June 27th, 2005). Wizards of the Coast.
2. ↑ ***The Shattered Land***.
Keith Baker (2006). Wizards of the Coast. ISBN 0-7869-3821-8.
3. ↑ "**Dragonmarks: Warforged: Fierce and Furious**" (February 2007) by Nicolas Logue. *Dragon Magazine* issue 352.
Draconomicon: The Book of Dragons (book)

*Endless tomes recount epic tales illuminating the might and majesty of dragons. Formidable allies and more fearsome opponents, no other creatures have ever inspired such awe and wonder.*

*This lavishly illustrated supplement for the Dungeons & Dragons game presents a comprehensive overview of the most evocative creatures in fantasy roleplaying. Along with the physiology, psychology, personality, and society of dragons, you'll discover statistics for all ten of the classic dragons at each of their twelve age categories. With new feats, spells, magic items, and prestige classes for dragons, their allies, and those brave or foolish enough to hunt them, **Dragonomicon: The Book of Dragons** also provides illustrated lairs for each of the classic dragons and rules for generating their all-important treasure hoards.*
Gloomshroud

*2nd-level Illusion*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (Bat fur and a drop of pitch or piece of coal)

**Duration:** Concentration, up to 10 minutes

**Class List:** Bard, Warlock

You shroud a creature's senses in a gloom and darkness. Choose one creature you can see within range to make a Wisdom saving throw. On a failed save, for the duration, the creature perceives areas of bright light as though they are in dim light, and areas of dim light as though they are in darkness. While under the effects of this spell, the target gains no benefit from darkvision.

Additionally, any time the target is blinded during the duration, it also has disadvantage on Wisdom and Charisma saving throws. The target can repeat its saving throw against this spell at the end of each of its turns, ending the spell on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd-level or higher, you can target one additional creature for each slot level above 2nd.
Heroes of the Forgotten Kingdoms

*In a world of deadly monsters and forbidding dungeons, mighty heroes come forth in search of adventure and glory. **Heroes of the Forgotten Kingdoms** presents some of the most popular Dungeons & Dragons Fantasy Roleplaying Game character options, from stalwart paladins to unscrupulous warlocks. 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 druid, paladin, ranger, and warlock classes, along with rules for dragonborn, drow, half-elf, half-orc, human, and tiefling characters. In addition, it provides an array of feats, weapons, armor, and adventuring gear, as well as a basic summary of the rules of play.*
Explosive Arrow (Spell)

*4th-level evocation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S, M (A tiny ball of bat guano and sulfur)

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

**Class List:** Artificer, Ranger

The next time you make a ranged weapon attack during the spell's duration, you prime the weapon or ammunition to magically explode. Whether the attack hits or misses, the weapon or ammunition then explodes in a 15-foot-radius sphere centered on the target. Each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. The explosion ignites and damages nonmagical objects that aren't being worn or carried in the area.

The weapon or ammunition is then destroyed unless it's magical.
Fiend Folio (book)

### Author

Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, and James Wyatt

### Publisher

Wizards of the Coast

*The noblest heroes must contend with the foulest monsters. Whether torn from the darkest planes of existence or spawned as blights upon the natural world, the creatures bound within these covers will challenge stalwart adventurers of every experience level.*

*This accessory for the Dungeons & Dragons game captures over 150 monsters, including some of the most diabolical beings imaginable. While focused on extraplanar and otherworldly creatures, you'll also stumble across new creatures of every type, with Challenge Ratings that range from 1/8 to 25. Along with three new fiendish prestige classes, six new templates, and rules for swarms, grafts and symbionts, the **Fiend Folio** offers a multitude of challenges for every hero.*
Expelliarmus

*1st-level abjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

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

This spell is an attempt to knock something out of someone’s grasp. The target must succeed a Strength saving throw, or the object will fly from the target’s grasp up to 10 feet in a direction of your choice. The creature has advantage on this save if it is holding the object in both hands.

**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the target takes 1d4 force damage on a failed save for each slot level above 1st. Additionally, if the target fails the saving throw by 5 or more, they are knocked prone.
Demon

Demons are a type of outsider, a fiend embodying chaos and evil.

## History

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

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

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

### Demons on the Planes of Eberron

 Fernia, Sea of Fire
 Mabar, Endless Night
 Eberron, in Khyber | all demon types

## Notable Personalities

* **Cyl-Maaldrake, the Tiger-fiend:** Cyl-Maaldrake is a tiger-headed balor, a fiend of Khyber and former favored servant of the Lords of Dust. He is bound to a maze of khyber dragonshards in the Darkfire Crater, which is located somewhere in Xen'drik's volcanic interior.

## References

1. ↑ ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ 2.0 2.1 2.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 3.2 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
5. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
Firecracker (Item)

*Wondrous Item, common*

These small paper or cloth cylinders or spheres are filled with a tiny charge of black powder. One round after lighting a firecracker in an adjacent space, the firework detonates with a loud bang. Any creature in the space must succeed a DC 11 Constitution saving throw or take 1d2+1 fire damage and be deafened until the end of their next turn. On a successful save, the creature takes half as much damage and isn't deafened.

The bang also causes unintelligent animals within 20 feet of it to become frightened for 1 minute. The animal can make a DC 11 Wisdom saving throw at the end of each of its turns to end the effect, or an adjacent ally can use an action to calm the animal by making a DC 11 Wisdom (Animal Handling) check.
Eberron Player's Guide (book)

*The Last War has ended, but the adventure is just beginning! Explore a world of action and intrigue, a world in which glory and peril walk hand in hand, a world in dire need of heroes whose name strike fear into the very heart of evil.*

*The **Eberron Player's Guide** presents everything a Dungeons & Dragons player needs to create a character in the 4th edition Eberron campaign setting. This supplement gives players rules, advice, and options for their Eberron characters, including vital information about the world of Eberron and character backgrouns associated with the various regions and dragonmarked houses. The book includes the artificer class, three new races (changelings, kalashtar, and warforged) and rules for dragonmarks, as well as new feats, powers, paragon paths, epic destinies, and more.*

## Table of Contents

* Life in Eberron
* Races
* Classes
* Character Options
* World of Eberron
Fort Bones (article)

*Fort Bones lies far from the heart of Karrnath. No lightning rail leads to this bleak citadel, and roads shattered by war have yet to be repaired. The bones of fallen enemies are fused to its walls, and skeletal warriors keep silent vigil on the ramparts. As a show of good faith and dedication to peace, Kaius III withdrew most of Karrnath’s undead legions and sealed them in the vaults below the city of Atur. Only a few elite units remain in the service of the crown, scattered across the nation. Fort Bones is one of the only places where the dead outnumber the living. Here bone knights and blackguards lead fleshless cavalry against Valenar raiders, while the Cadaver Collectors pioneer new forms of necromancy in preparation for wars to come.*
Haydith ir'Wynarn

**Haydith ir'Wynarn** is the child of the former king of Karrnath, Jaron, and sister to both the current king, Kaius III, and Gaius ir'Wynarn.

## Biography

The fifteen-year old sister of King Kaius III of Karrnath arrived in Wroat in YK 997 as part of an exchange program designed to solidify the Treaty of Thronehold. In truth, she knows that she is a hostage for her brother's hard-won peace, but she has grown to like the rustic charm of the Brelish countryside - and she has grown to love the nation's leader, King Boranel.

Meanwhile, King Kaius has alterior motives for sending his "sister" Haydith away; he does not want Haydith and her brother Gaius to realize the truth that he is, in fact, not their brother but their grandfather.

## References

1. ↑ 1.0 1.1 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Graywall Mountains

The Graywall Mountains is the mountain range along the border of western Breland, forming a geographical barrier with the monster-nation of Droaam (formerly part of Breland). Byeshk, a purplish ore which is particularly effective against abominations can be found along the range.

## Notable Places

* Shining Valley, a small settlement which is in a manifest zone to Irian, the Eternal Day. The Haunting Song, a flight of harpies who hate the Daughters of Sora Kell, dwell in the valley in addition to the Brelander settlers.
* The Six Kings monument, which is a huge carving, some 1000 feet tall, depicting some of the ancient Dhakaani warlords and is considered sacred to the goblinoid, especially the Dhakaani, clans. This monument lies on the northern end of the range.
* Graywall Outpost a House Deneith fort.

## 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.
Heavy Armor Master (Feat)

*Prerequisite: Proficiency with heavy armor*

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by an ammount equal to your proficiency bonus.
Gauntlets of Excavation

**Source** | Dragon Magazine issue #341

**Gauntlets of excavation** are a pair of attached warforged components forged from dull gray pig-iron, and appear battered from use, even when newly created. When a warforged activates the gauntlets, his arms extend from his body and his hands transform into shovels that can dig earth.

## 3rd Edition Mechanics

When activated, the shovel arms can displace 10 cubic feet of earth or 2 cubic feet of stone every 10 minutes. They have an effective strength score equal to 20 or the warforged's own strength score, whichever is greater. Because of their weight on the upper portion of the body, the warforged loses its Dodge bonus to AC (if it has any) and takes a -5 penalty on all Dexterity-based checks. Both gauntlets must be worn to be effective. The warforged may use the gauntlets for no more than 1 hour per day. This duration does not need to be consecutive, but each activation period must be at least 10 minutes.

In addition, the warforged may use the extended shovel blades as exotic weapons. These blades to 1d4 points of slashing damage.

## References

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

Greenheart is the capital town of the Eldeen Reaches. The population is approx. 1,300. Greenheart is the home of the Wardens of the Wood and the Great Druid Oalian, and the town is the center of the Eldeen Reaches authority and government. The druids permit no commerce within Greenheart, and the town has no marketplace or tavern. Shelter is provide by private homes for free as long as visitors respect the druidic customs.

See: https://web.archive.org/web/20211116144613/https://www.reddit.com/r/Eberron/comments/qv96tg/the\_eldeen\_reaches\_greenheart\_a\_short\_guide\_to/
Forged Papers

Many of the techniques used to secure papers to make them genuine are not foolproof. Given time and money, convincing forgeries can made of almost any document. Identification and traveling papers are the easiest to duplicate, only costing three times the normal amount. Permits of all times are four times normal cost, while all other kinds are five times as costly.
Getaway Boots (Item)

*Wondrous Item (boots), very rare (Optional Attunement)*

These rather nondescript boots can instantaneously get you out of a dangerous situation. While wearing these boots, you can use an action to teleport to a random location within 1 mile. If you are attuned to these boots, you can instead teleport to the location where you last attuned to them if it is on the same plane of existance.

Once this property is used, it can't be used again until the next dawn.
Gnoll (Race)

Return to List of Homebrew Races

Centuries ago, the gnolls of the Znir Pact turned their backs on the worship of fiends, resolving to live as free people. Your gnoll character has the following racial traits.

***Ability Score Increase***. Your Constitution score increases by 1. In addition, either your Strength or Dexterity score increases by 2.

***Age.*** Young gnolls grow with uncanny speed. A gnoll is capable of fending for itself after only a few months, and is considered an adult at 5 years of age. Gnolls live to be around 30 years old. They remain vigorous until the end; death by old age is marked by a catastrophic decline over a space of a few days. Many believe this unusual lifecycle is tied to the supernatural origins of the gnoll.

***Size.*** Gnolls are between 7 and 8 feet tall and weigh between 250 to 320 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Bite.*** Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Hunter’s Senses.*** You gain proficiency with one of the following skills of your choice: Perception, Stealth or Survival.

***Rampage.*** On your turn, when you make an unarmed strike using your bite attack or reduce a creature to 0 hit points with an attack, you can use a bonus action to move up to half your speed and make a weapon attack or bite attack.

***Languages.*** You can speak, read, and write Gnoll, and your choice of either Common or Goblin.

## Gnoll Names

The most important identifier for a Znir gnoll is its whoop. While deceptively short, a whoop includes a range of ultrasonic inflections that indicate clan, a personal identifier, and a suggestion of family affiliation (the Znir trace lineage through the mother). Because it’s impossible for most nongnolls to properly replicate a whoop, gnolls also use contract names—names intended to be used with clients and other outsiders. There is a basic structure of contract names used by all gnolls; the inflection of the name indicates gender, though few people recognize this if they don’t speak Gnoll. The Znir typically attach clan name to a formal introduction:

“Ghyrryn Barrakas, Znir.”

**Gnoll Contract Names:** Dagnyr, Dhyrn, Ghyrryn, Gnasc, Gnoryc, Gnyrn, Gnyrl, Hyrn, Lhoryn, Lhyr, Lhyrl, Mognyr, Myrl, Sorgnyn, Thyrn, Toryc, Yrgnyn, Yrych
Dreamheart

“The Dreamheart” is an artifact previously contained in the lower level of Scora Bael. When the ruins were unsealed by the Vulkoori drow of the island, it is believed by many that the artifact’s power leaking outwards caused visions of all sorts to be had by those in the surrounding areas.

The precise nature of the artifact is unknown to many. Besides the name, it is known only to most of the factions that previously competed for its acquisition on Kapaerian Island that it can cause visions. These visions tend to include promises of power and some vague flashes of a war involving the giants against an unknown enemy. It can inspire a certain madness in those who experience the visions and lust for power and are particularly weak-willed or susceptible to such ideas.
Fortress of the Sun

The Fortress of the Sun, once known as Light's Blessing, is The Dawnfather's realm in Elysium. Pelor's domain, once a vast manor surrounded by orchards, vineyards, and farmland for miles, is now a gold-plated citadel that forms a beacon atop the largest island of Elysium's layer of Thalasia. It's said the sun there warms the hearts of the good and illuminates the secret acts of the evil.
Fairhaven

### **Races**

The city of **Fairhaven** is the largest in Aundair and the seat of royal power. The city, only recently deemed the capital when the original capital Thaliost fell to Thrane in 977 YK, is always abustle with activity. The city features a House Lyrandar airship docking tower at Chalice Center as well as a House Orien Lightning Rail station. The city has been divided into twelve wards by the city planning district in an effort to better manage the resources of the city. Although the city adheres to the Galifar Code of Justice in many ways Queen Aurala treats the city as her own personal domain requiring express permission for everything from law to trade to religious worship. Murmurs of an underground movement to overthrow the royal family pass through the streets daily, but the Royal Eyes of Aundair are ever vigilant to thwart those efforts.

## Notable Features & Places

* Abandoned Cathedral of the Silver Flame
* Chalice Center
* Distant Exchange
* House Jorasco Citadel
* Lightning Rail Station
* Royal Court of Fairhold
* Sovereign Ward
* Tower of Eyes
* The University of Wynarn
* Whiteroof Ward

## Power Groups

* The Dark Daggers
* The Royal Eyes of Aundair
* The Royal Family

## Notable People

* Haneela d'Jorasco
* Kreelo
* Castellan Adelle Fulirno
* Thothar
* Tirah the Shark
* Adal ir'Wynarn
* Aurad ir'Wynarn
* Aurala ir'Wynarn

## Notes

1. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
2. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
3. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
4. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
5. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
6. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
7. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
8. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
9. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
10. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.

## References

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

**Gelugons** or **ice devils** are a kind of devil found in Risia.

## Appearance & Personality

Gelugons appeared to be large, insectile devils that stand on bird-like legs. They carry frozen spears that numb and slow the bodies of anyone struck by their pointed ends. A gelugon stands twelve feet tall and weighs 700 pounds.

The gelugon is an insectile horror promising a cold death.

## Lands

Gelugons dwell on Risia, and will cross over to Eberron through manifest zones on occasion.

## References

1. ↑ As creatures native to Risia, ice devils would speak Risian.
2. ↑ 2.0 2.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
, pg. 97
3. ↑ 3.0 3.1 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
4. ↑ ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
, pg. 144
Boldrei

The Sovereign of Hall and Hearth, **Boldrei** is the goddess of hearth and home standing watch over the individual homes, as well as the community at large. When the savage wild presses against the safety of community Boldrei is there to protect it. Together with Aureon they form the core of the typical Vassals worship since most of their daily life revolves around the home and knowledge.

The wife of Aureon, Boldrei is typically portrayed as a commoner of any race or a copper dragon protectively brooding over a nest of eggs.

## References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
Flame Swallower (Item)

*Wondrous item, common*

This rod is made from brass, etched with the crest of House Cannith and topped by a roughly hewn dragonshard. The wilder of the rod can extinguish all non-magical flames in a 20-foot cone as an action.

After the rod is used in such fashion, the dragonshard glows orange with energy, shedding light like a torch until the next dawn. If the flame swallower is used again while the dragonshard glows, the rod will melt into slag, destroying the item and dealing 1d6 fire damage to the wielder.
Harengon

**Harengons** are a humanoid race resembling rabbits of a mysterious origin.

## Holodon Holt

The sprawling burrow-hall known as Holondon Holt lies a short distance from the Blackwater Lake, along the ill-defined border between the Shadow Marches and what’s now known as Droaam. Harengons have fought off the raids of the Gaa’aram orcs for many generations, and they have a long and bitter feud with the Great Pack of the Watching Woods. Though these struggles have kept the Holondon harengons from expanding to new communities, Holondon Holt has held against all attacks and continues to thrive. The reputation of Holondon harengons drew the attention of House Tharashk, and in the last decade of the Last War, a squad of Holondon scouts known as the Sar’taashi—Swift Razors—were a celebrated part of the Dragonne’s Roar. However, these bold deeds also drew the attention of the Daughters of Sora Kell, who have recently offered the Holt the chance to join with Droaam under the oni warlord Drul Kantar. The Holondon harengons have no great love for Drul Kantar, but they fear that refusing the offer could mark them as enemies of Droaam, and they've been perseverating and drawing out the discussions for as long as possible.

As a Holondon harengon, you may have encountered the wider world as part of the Sar’taashi or through other service with House Tharashk. Are you still serving as a mercenary? Are you hoping to find allies or resources that could help Holondon Holt? Or have you left your burrow behind to search for your own adventures?

## Origins

The origins of the Holondon harengons are shrouded in mystery. According to their own tales, Holondon Holt has been their home for *“as long as long can be.”* However, contemporary accounts from the people of the Watching Woods and the Shadow Marches suggest that the Holt appeared approximately two centuries ago; recently enough for reliable records, but long enough that there are no living harengons to tell the tale. Harengons haven’t been encountered anywhere else on Khorvaire... so where did they come from? One possibility is that they fell directly out of Thelanis, much like the feyspires; perhaps Holondon Holt is an archetypal children’s story that one day became real. On the other hand, Holondon Holt isn’t far from Blackroot, the infamous hall of Mordain the Fleshweaver—could Mordain have transformed a warren of mundane rabbits into harengons? And if so, does he have any further plans for his creations? The harengons themselves have never felt any need to find the answer; Holondon Holt is their home, always was, and always will be.
Glitterdust

*3rd-level Conjuration*

**Casting Time:** 1 action

**Range:** Self (15-foot cone)

**Components:** V, S, M (a pinch of ground mica)

**Duration:** Concentration, 1 minute

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

You spray a shower of golden glitter from your hands. Each creature in a 15-foot cone becomes coated in glitter for the spell’s duration, and affected creatures or objects can’t benefit from being invisible. In addition, any creature in the area when the spell is cast must succeed on a Constitution saving throw or become blinded for the duration. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eyes of the Lich Queen

*What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it? Only Lady Vol knows the truth. Her deadly cat-and-mouse game leads the characters from the wilderness of Q'barra to the wild coasts of the Lhazaar Principalities and the soaring peaks of Argonnessen. There, at last, they can learn the secret of the Dragon's Eye and foil the lich queen's plans... if they survive!*

*The **"Eyes of the Lich Queen"** adventure for the Dungeons & Dragons game draws on the richness of the Eberron campaign setting. Designed for heroes of 5th level, the adventure sends them on a world-spanning journey as they battle cultists, pirates, long-dead spirits, and even dragons in their search for the enigmatic Dragon's Eye.*
Gloves of Storing (Item)

*Wondrous item, uncommon*

Gloves of storing come in pairs, both tied to a single small pocket dimension. While wearing the gloves and holding an object that weighs no more than 25 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove's extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. If the gloves are not being worn, or if they are more than 5 feet apart, their contents spell forth unharmed, and the gloves must be put right before they can be used again.

The pair of gloves weigh 2 lbs, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and the object it was storing is lost in the Astral Plane.

Placing gloves of storing inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Eliri

**Eliri** an elven weapon-master from Valenar taught King Boranel how to fight when he was young. Working closely with her over years in training the young Boranel soon fell in love with her, however these infatuations were soon put to rest as the King realized the elven woman was too old for him and as king he could not indulge his infatuations freely.

## References

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

The **half-orc** are originally progeny of human and orc procreation though half-orcs can mate with either species and create half-orc children. Half-orcs occupy a border in society. Although orcs are recognized as a civilized race under the Galifar Code of Justice they are none-the-less looked down upon by the more civilized races and the half-orc inherits enough of their savagery to discomfort many by their sheer presence though the human ancestory in them craves social structure and comforts. Half-orcs are fairly rare in Eberron though the half-orcs of House Tharashk in The Shadow Marches have developed a society of their own fueled by their knack for tracking things down, most notably dragonshards.

## References

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

***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Hag's Curse

> ***Field Research Observations, page 483: Hags and their Curses.***
>
>

> Hags: extremely dangerous and well-known for their potent magic. Although most believe that a curse bestowed by a hag is unbreakable, I have discovered this to only be partially true. Although extremely difficult, there are ways for such curses to be subverted. I suspect this innate ability of the hag plays a major role in how the Daughters of Sora Kell maintain strict control over Droaam.
>
>

> - Vermillious T.
>
>

A Hag’s Curse is an extremely powerful curse that cannot be removed by conventional methods. Each Hag can bestow and maintain only a single Hag’s Curse at a time. Hag covens and very powerful hags are able to bestow an even greater number of these powerful curses. When a hag dies, it can bestow a Hag’s Curse with its final breath. A Hag’s Curse is not dispelled upon the Hag’s death.

There are very few known ways to remove a Hag’s Curse.

1. The hag may choose to end the Hag’s Curse at any time.
2. If the hag bestows another Hag’s Curse, it is possible to dispel the first using conventional methods.
3. Striking a deal with another hag of equal or greater power would allow you to break the curse.
4. It is believed that consuming the heart of a slain hag would allow a Hag’s Curse to be broken.
5. A wish spell or intervention by a divine power may also break a Hag’s Curse.
Grung

Legend says the daelkyr Kyrzin created **grungs** by fusing orcs and frogs. The Gatekeepers say the grungs were servants of Kyrzin and deadly foes, while grungs say the Gatekeepers sought to wipe out their ancestors without cause. There has been a deep antipathy between the two ever since. Today, grungs live throughout the Shadow Marches in communities known as pods. Grung mystics use hallucinogens to commune with a totemic force they call the Myre; the Gatekeepers maintain this is Kyrzin, but grungs believe the Myre is the collective spirit of the swamp.

While grung pods usually shun outsiders, the Aashta line of House Tharashk has forged an alliance with the sizable Mrrga Pod. In addition to Aashta’s collaboration with grung apothecaries—who excel at the creation of poisons, antidotes, and hallucinogens—the Dragonne’s Roar brokered the services of a few units of grung amphibious commandos during the last days of the war. As a grung adventurer, did you work with Tharashk and serve in the war, or did you find your own way out into the world?
Graeme Davis

**Graeme Davis** started playing Dungeons & Dragons in the mid-1970s, shortly after it was first imported into his native Britain. His first paid writing for the game was an article in Games Workshop's White Dwarf magazine in 1982, and he has worked in the gaming industry since leaving university in 1986. He has written over 30 books and 100 magazine articles for Dungeons & Dragons and other roleplaying games, and contributed to the design of more than 15 computer and video games.
Githmir

### Githmir, The Hand of Nothing

After being set adrift in the astral sea, the githyanki eventually returned to Siberspace to see what had become of Eberron. Although they didn't find home, the gith did discover an immense six-fingered hand floating in the void in orbit outside of the crystal sphere. This severed hand is charged with arcane power, not unlike Eberron dragonshards. The origins of the hand remain a mystery, but the Githyanki recognized it as a useful resource and a suitable foundation for an anchorage. Most Githyanki prefer to dwell in their ships, the outpost is a port where Githyanki raiding parties can unload their planar plunder and tell tales of their glorious battles.

Githmir is the most cosmopolitan of all githyanki communities, and serves as the empire's olive branch to explore the possibilities of cooperation with other races by sending regular envoys to the Rock of Bral to conduct trade. Don't be mistaken, the Githyanki have no love of outsiders; if you want a friendly place to conduct commerce, go to the Rock of Bral or the Immeasurable Market of Syrania. However, the Sixth Finger is essentially a foreign quarter where travelers can find shelter and sample some of the wonders the Gith have claimed from across reality. It’s a very rough neighborhood, where you will find exiles, astral prisoners, and worse - but if you’re looking for an astral guide or some exotic planar plunder, you could make a landing at Githmir.
Gatherhold

File:Gatherhold.jpg
**Gatherhold** is a large town, and the largest settlement, in the Talenta Plains. Built into rocky outcroppings on the eastern shore of Lake Cyre, it is shared by all the tribes of halflings as a place to trade, hold celebrations and festivals and have tribal counsels. House Ghallanda has its headquarters there and maintains the town. House Orien maintains a lightning rail line that passes through the town and used to continue on into Metrol, before the Day of Mourning.

### 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.*

## Adventure Ideas

* Karrnathi troops arrive on the lightning rail from Fort Zombie
* An aboleth or a living spell drifts across Lake Cyre from the Mournland

## References

* ***Eberron Campaign Setting***.

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