recursal/Fanatic-Fandom huggingface dataset:
Barnaby Brie

Mr. Barnaby (by Skaken)

B (with Rasmius "R")

B-Master (by Eli)

Peter Provolone

Breena Brie (mother)

Baba Brie (grandmother)

Balbo Brie (uncle)

Basina Brie (aunt)

Brooke Brie (aunt)

Bernard, Bodo, and Brilla Brie (cousins)

Dwarvish

Elvish

Gnomish

Infernal

Primordial

Barnaby is a player character and a member of The Order of the Faded Flame.

## Biography

Barnaby grew up in Korranberg with the rest of his family. He then went on to study at the Library of Korranberg, with a primary focus on Alchemy.

Later, Barnaby went to work for House Cannith on the creation of Warforged. His primary focus was on the creation of the alchemical fluid that served a similar function to blood in the Warforged.  During his time here, Barnaby was involved in the creation of a unique Warforged, Cleric, with an imprisoned fire elemental implanted in its chest.

After the signing of the Treaty of Thronehold, Barnaby was laid off along many working for House Cannith. Knowing Cleric would have a hard time adapting to a peaceful time with memories of the war, Barnaby removed his memory gears pertaining to the war.

Now free of their responsibilities, Barnaby and Cleric began traveling around in the pursuit of various scientific endeavors.

## Character Information

I'm willing to listen to every side of an argument before I make my own judgement.

Knowledge: The path to power and self-improvement is through knowledge.

My life's work is a series of tomes related to a specific field of lore.

I am easily distracted by the promise of information.

## Trivia

* Barnaby used to work for House Cannith
* Barnaby is left-handed
* Barnaby's Birthday: Vinash 8th
Bitter Sea

**The Bitter Sea** lies to the north of Khorvaire seperating the great continent from The Frostfell. It empties into the Eldeen Bay as well as the Karrn Bay and features to channels, The Icewhite Channel between The Demon Wastes and the islands of the northeast and The Icegaunt Channel which cuts between Icewhite Island and The Frostfell itself. A major hazard to seafaring vessels in the Bitter Sea is great icebergs, especially in the warmer months where great chunks of ice break free from the Frostfell and float southward. Thrane attempts to maintain a presence in the Bitter Sea despite its inland location in an effort to keep up with Aundair and Karrnath.

## References

***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Adarkha

**Adarkha** is a creole descendant of Riedran and surviving languages of the Old Kingdoms of Sarlona, as well as an attempted reconstruction of Old and Middle Common using what few examples of original texts remained. Adarkha contains loanwords from all across Sarlona due to its nature as the Land of Refuge, but its underlying substrate is the language of its original mountain-dwelling inhabitants. While Riedra discourages psionic ability among its inhabitants, other areas of Sarlona are freer with magical skill. Adarkha is learned in concert with telepathic power among Deaf Sarlonans. Despite the kalashtar's best efforts, the language still borrows from Riedran and contains many loanwords from Quor. It is spoken by the people of Adar, who trace their lineage to refugees and dissidents of the Riedran state.
Artifice

Artificers are not so much as a wizard but engineers who bind magic into a technological form . Examples are artifice works are the mechanic race Warforged and the lightning rail that connects the major cities of Khorvaire. The dragonmarked House d'Cannith are master artificers and are credited with the creation of the warforged and the designs of the airship.
Ambassador Towers

### Buildings

Embassies and consulates (9), diplomatic residences (60), upscale lodging (35), upscale food (50), exotic trades (30), upscale trades (55), upscale residences (40)

### Location

Sharn, Middle Central Plateau

Ambassador Towers, Sharn’s embassy district, is home to embassies and consulates from eleven foreign nations: Aundair, Cyre, Karrnath, the Lhazaar Principalities, the Mror Holds, the Talenta Plains, Thrane, Valenar, Zilargo, Aerenal, and Riedra. A single consul or ambassador heads each embassy. These dignitaries are usually aristocrats or experts of medium level (5th–10th), sometimes multiclassed with a PC class such as rogue, bard, or sorcerer, and sometimes with the spymaster prestige class (described in Song and Silence and Complete Adventurer). The rest of the embassy staff consists of bureaucrats and clerks as well as diplomats, negotiators, and spies. In the minds of Khorvaire’s diplomatic community, the Last War might not be over—a few years of peace could be nothing more than a brief hiatus from a conflict that lasted a century, and hostilities could erupt again at any moment. Best to be prepared. Cyre’s embassy was established here long before the Last War, and its staff continues to advocate for the interests of the villagers of New Cyre, in eastern Breland.

## Locations

**The Brelish Museum of Fine Art:** Breland’s national museum is located in Farhaven Tower, near the Bazaar Bridge leading to Middle Dura. It has two main areas of emphasis: art representing the Brelish spirit (which primarily means any artwork created by a Brelish artist) and antiquities from Xen’drik, which certain people in the Brelish government would like to view as a colony of Breland. Its Brelish art collection is unequalled, and includes some world-famous works by great masters of antebellum Galifar. Its collection of antiquities is also impressive, though it is small in comparison to that of the Dezina Museum at Morgrave University.

**The Citadel:** An imposing, fortified structure near the middle levels of Andith Tower, the Citadel is both the headquarters of the local Knights of the Citadel and the city jail. A great balcony on the outside of the fortress is guarded by knights but allows easy access to this seat of Brelish law in Sharn. Unexpected visitors to the Citadel rarely receive a warm welcome.

**Athania’s Companions:** One of several “escort services” providing companionship to visiting diplomats in Ambassador Towers as well as well-to-do clients in all of Sharn’s best neighborhoods.
Aliwas Lyrriman d'Sivis

**Aliwas Lyrriman d'Sivis** was a former ***doyenne***, or head of the High Council of House Sivis. In 793 YK, Aliwas approved Byrnid Dojurn's expedition to Xen'drik, where the gnome stole the magics of elemental binding from the drow. Aliwas supported the development of this stolen magic, allowing the gnomes to become the masters of elemental vehicles like airships.

## References

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

**Adam Paquette** is a freelance artist who has done a number of artwork for Wizards of the Coast, especially for Dungeon Magazine.

## Eberron Works

### Articles

* The City of Zarash’ak from Dungeon Magazine issue #191
* Explore Fairhaven from Dungeon Magazine issue #170
* Fort Bones from Dungeon Magazine issue #195
* Lost: The Shapeshifting Village from Dungeon Magazine issue #193
Bleed (Spell)

*cantrip necromancy*

**Casting Time:** 1 action

**Range:** Touch

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

**Duration:** Instantaneous

**Class List:** Warlock

Crimson droplets emerge from your fingers as you attempt to draw blood from a creature you touch. The target must succeed a Constitution saving throw or take 1d4 points of Bleeding. The target has disadvantage on the saving throw if it is Bloodied.

***At Higher Levels.*** At 5th level, a failed saving throw deals an extra 1d4 necrotic damage to the target. The damage increases by 1d4 at 11th level (2d4) and again at 17th level (3d4).
Alexander Cantebraum

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Alexander Cantebraum** is the false name of a deceased "adventurer" found in the sewers below Herrgoth the Mastermaker's estate. His journal details the buying of powerful magic items, and a blue key that allegedly led to an easy treasure sold by The Relic Broker. Alexander Cantebraum's journal had two entries before he apparently was mauled by a sewer croc.

Notes: Deceased
Barrier Island

More a description than a name, the Barrier Island snakes long and narrow off the east coast of Kapaerian Island. Mountainous and humid, expeditions to sites there have found a unique ecosystem, dense cloud-filled forest, and extremely steep terrain dominated by mountain ranges.

Most of it lies unexplored still - The Swift hub sits near its centre, and the Kinaari village of Landing near the southern tip, but for the most part the difficulty in navigation has left it a mystery so far.
Ariecelqloullirc

Jeremiah's 2nd Player Character in the 1st Campaign. Ariec lives in Terra Medius.

Ariec is an Aarakocran Druid who joined the party at the Dimonian War Camp, after their first battle with the Lasternian army.  Ariec now seeks to put an end to the war so that his people can rebuild and to prevent others from suffering the same fate. Ariec has a brother named Zeed.

*“You couldn’t pronounce my full name.” -Ariec*

## Backstory

Ariec was born and raised in Zureerk, an Aarakocran village in the forest surrounding Ashkeep in Zaphyria.  Half of his village was destroyed by the fire created by the party when they destroyed Ashkeep Tower. Ariec happened to be hunting near the tower when he heard voices coming from inside. Ariec was within the blast radius at the time of the explosion, where he was knocked unconscious. When he awoke, he found himself rendered mute with a deep scar on his throat.

When Ariec returned to his village, he found the remnants of his people broken in despair. Among the survivors was a druid that lived just outside Zureek.  The druid agreed to train Ariec so that he could help protect his village from any future threats.

While Ariec was away in training, however, Lasternia had begun their march against Zaphyria. The Lasternian Armies once again set fire to the forest surrounding Ashkeep, but this time Zureerk would not be spared from the flames.  Ariec was able to help a few of the villagers escape, but many more perished as their homes were destroyed.  Ariec and the other Zureek survivors arrived at the Dimonian War Camp in search of reparations, which is where Ariec met the party.
Balkuba

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Balkuba** is a Human slave-driver in Valenar. The campaign began with several of the party members being driven across the Blade Desert by Balkuba and his Valenar mercenaries. He later tracked the party down on his elephant steed, but failed to capture them.

Notes: Human, Criminal
Battle Visor

**Source** | Dragon Magazine issue #352

**Battle visors** are attached warforged components that fit snugly over a warforged's face. Battle visors have a sleek but powerful look. When not in use, the visor is raised above a warforged's head. Lowering the visor locks it in place, activating its powers to see invisible threats and to assess an enemy's magical capabilities. The visor is composed of mithril, and bears two vertical eyeslits connected by a single horizontal crossbar, giving it the appearance of two crosses touching in the middle.

## 3rd Edition Mechanics

When locked in place, the visor bestows upon the warforged the ability to discern magical auras and threats, as well as the ability to see invisible creatures as described in the *see invisibility* spell. In addition, the warforged is able to see the description of any variable effect: for instance, if an enemy is surrounded in a *protection from elements* spell, the warforged can determine which energy type the enemy is protected from.

## References

1. ↑ 1.0 1.1 "**Dragonmarks: Warforged: Fierce and Furious**" (February 2007) by Nicolas Logue. *Dragon Magazine* issue 352.
Barbaric Charge (Feat)

Return to List of Homebrew Feats

## **Barbaric Charge**

**Prerequisite:** Rage feature

The fury of your rage allows you to move at greater speeds. You gain the following benefits:

* Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
* While raging, your speed increases by 10 feet.
* When you use your bonus action to enter a rage, you can also take the Dash action as part of that same bonus action.
Aundair River

Of the many rivers across the face of Khorvaire, **the Aundair River** has to be one of the most unique in that its headwaters flow in two distinct directions. Glacial runoff from the Starpeak Mountains flow into a shallow valley and from there diverge both to the east and to the west. Westward the river quickly dumps into one of the five fingers of Scions Sound joining with the brackish water there and spreading out into other rivers across Khorvaire. Eastward the river demarks the border between Aundair and Thrane before cutting into Aundair and passing through Fairhaven before eventually splitting into several smaller streams and tributaries which eventually evaporate into the groundwater.

The river is old and barely shows much of a current through most of the year, it has been known to flood during especially rainy seasons but the Raincallers Guild now closely monitors the banks and keeps a close check on the borders.

Among the most famous plyers of the river are the Whiteroof District half-elves of Fairhaven. Merchants and traders, they overs
Ampoule of Holy Blood (Item)

*Wondrous Item, Rare (Optional Attunement)*

This silver holy symbol of the Blood of Vol rests just over your heart, imbuing your blood with divine power. If you are a Seeker of the Blood of Vol, you can use a bonus action to shed your own own blood into the ampoule, taking 1d6 necrotic damage that can't be reduced in any way. The vial collects an amount of divinely empowered blood that functions as a flask of holy water. This holy blood can be transfered to another container, but it loses potency after 8 hours.

Additionally, if you are attuned to this item, your blood becomes suffused with this divine power. If a fiend or undead tries to drink your blood, you can cause it to take 4d6 radiant damage and become poisoned until the end of its turn. Any benefit the creature might gain from drinking your blood is negated by the effect.
Arythawn Keep

**Arythawn Keep** is a fort in southeastern Thrane. It is fairly isolated, separated by the Thornwood from the lightning rail line leading north to Aruldusk, the nearest major town.

The Thousand Yard Stare guild is stationed here along with their leader Channara d'Medani who's objective is to both rebuild the keep and patrol the border with the Mournland.

The keep was heavily damaged by troops from Cyre and Breland during the war, and has only just begun repairs.There are only 100 soldiers stationed at the fort, and being as isolated as it is, the placement is not considered to be a favorable one.

## References

* ***Five Nations***.

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

*Wondrous Item, uncommon*

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a *bag of holding* inside an extradimensional space created by a handy haversack, 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.
Abraxis Wren

File:Abraxis wren.png  Abraxis Wren is an Inquisitive and the protagonist of two novels and a two part comic book series. He was created by author Paul Crilley. Wren was the protagonist in Night of the Long Shadows, Taint of the Black Brigade, Infestation 2: Dungeons & Dragons #1 and #2.

Wren was once married. His ex-wife Lyra d'Medani agreed to several dangerous missions, while she was pregnant. The last of them resulted in her capture and the loss of their unborn child, due to an infection resulting from her injuries. After the War was over, she was released. When Wren found out that she had lost the baby, he walked away from her and House Medani. The House understood the reason for his leaving and did not officially kick him out of the house.

He now lives in Sharn where he works as a freelance Inquisitive with his closest friend, the dwarf Torin.

He is referenced in the novel The Darkwood Mask.

## References

http://www.comicbookresources.com/?page=preview&id=11468

http://www.wizards.com/dnd/Product.aspx?x=dnd/products/eberronnovel/959367400
Akleu

**Akleu** are vicious nomadic pack hunters from the plane of Xoriat. Some akleu were brought to Eberron by the daelkyr during the Daelkyr War to serve as assassins, though most akleu have left the command of whatever daelkyr remain and hunt on their own.

## Appearance & Personality

Akleu are humanoids with translucent bodies and a hunched stature. Though its translucent skin, akleu reveal their purple organs, skeletal structure, and beady black eyes. An akleu's arms and legs possess multiple joins, allowing it to flex them in unusual angles. Its hands and feet are clawed, and its head is flat and wedge-shaped with poisoned teeth. If they stood erect, an akleu would measure 6 feet tall.

Akleu are vicious hunters, preferring to hunt their prey in packs of up to eight creatures. They prefer ambush tactics to front-line assaults. They are nomadic creatures, roaming from place to place in search of prey. They act much like lions, with dominant males leading packs, and mating with the females that do most of the hunting.

## Abilities

Because of their transparency, akleu are extremely hard to hit. Akleu prefer to stalk their prey, and will pounce on their enemies with sneak attacks. Their claws are razor-sharp, and their teeth possess a painful toxin. Akleu possess both low-light vision and darkvision. Like other inhabitants of the plane of Xoriat, akleu are vulnerable to byeshk.

## References

1. ↑ 1.0 1.1 1.2 "**Horrors of the Daelkyr**" (October 2006) by Nicholas Herrod. *Dragon Magazine* issue 348.
Ashi d'Deneith

## Ashi d'Deneith

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Adventuring Companions

* Singe
* Dandra
* Geth
* Ekhaas
* Natrac
* Orshok

## References

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

**Bennin Silverclaw**  was a powerful Shifter tracker and hunter. He was famous for ending the genocide against his people by proving to the Silver Flame that Shifters were a separate race from lycanthropes. Despite the genocide Bennin joined the crusade against lycanthropy and with his magically silver coated claws he was feared by many werebeasts. It is said in the annals of the church that he hunted down and slew no less than fifty lycanthropes of various types. It is said that Bennian led a suicide mission into the Demon Wastes and never returned.
Bazaar of the Bizarre: Dragonshard Items

**Edition** | 4th ed.

*Among the powerful dragonmarked houses of Khorvaire, the acquisition and exploitation of the power inherent within dragonshards has always been high on their list of priorities. Infused with the magic, dragonshards impart powerful energy into a staggering variety of magic items.*

*Although the general populace can and does make use of items empowered with dragonshards (even obliquely, such as riding on the lightning rail), those blessed with dragonmarks gain the largest benefit from dragonshards. Centuries of magical experimentation combined with testing “in the field” have produced many specialized magic items that augment the already formidable talents of the dragonmarked.*

*This article describes several new dragonshard items. Some of the magic items are openly known, while others are extremely rare or even unique. The techniques used in the creation of these items are typically tightly held trade secrets and constant espionage occurs between the houses to learn these secrets. Indeed, some of the histories provided with these dragonshard magic items may in fact be part of a misinformation campaign or front for an even more mysterious past.*
Darlina d'Cannith

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Darlina d'Cannith** is the childhood sweetheart of Gaius Tanaquil. She moved away from Gaius' hometown to Sharn when they were just children. Shortly after, Gaius' mother died and his life went to hell. Gaius and Darlina reunited when the party was investigating Herrgoth d'Cannith at the House Cannith Enclave in Sharn. She gave Gaius a Quiver of Elvenkind.

Notes: Member of House Cannith
Barbarian

Health
 Martial
 Skill
 Save
 Spellcasting

**Barbarians** are mighty warriors who rely on their strength and incredible toughness to win battles. As handy with a weapon as a fighter, they become tougher and more agile as they become more powerful. The most distinctive aspect of barbarians is their ability to 'rage'. When they rage, barbarians become stronger and are able to shrug off the nastiest of attacks.

## Special Abilities

**Rage** - Barbarians can tap their inner fury to fly into a berserker-like rage. This rage makes the barbarian even stronger and tougher than before, but only lasts a short time and the barbarian loses some proficiency in avoiding attacks and performing any action that requires concentration. When the rage ends the barbarian becomes fatigued. As the barbarian gets more experienced they are able to enter this rage state more often and get even stronger during their ranges.

**Fast Movement** - The barbarians move quicker than other members of thier race, probably due to their typically nomadic lifestyle.

**Trap Sense** - The barbarian is so constantly aware of his surroundings that when avoiding a trap he recieves bonuses that increase as he gains experience.

**Damage Reduction** - at high levels the Barbarian becomes invulnerable to a small amount of damage.

## Barbarians in Eberron

Most of the barbarians of Eberron are halflings from the Talenta Plains. Though these diminuative dinosaur riders may not strike the most imposing figure, their ferocity and savagry is unmatched. Human barbarian tribes also exist across Eberron in the regions of the Demon Wastes and the island nation of Seren.

## Commentary on Barbarians

*For more information regarding playing Barbarians and for specific game mechanics consult the Player's Handbook*
Asherati

**Asherati** are a race of desert-dwelling humanoids that can swim through the sand like fish through water. They can be found in the Menechtarun desert of western Xen'drik.

## History

A few particularly devoted among the asherati view themselves as seeds of their deity planted in the desert.

## Appearance & Personality

Asherati look a lot like a slender human with skin the color of rust. Asherati are said to have a tendency to steal from others under the cover of night. By day they are more likely to attempt to exchange goods.

Asherati are usually chaotic.

## Abilities

As dwellers in the desert wastes asherati have many abilities well-suited to this environment. Asherati do not require much water to sustain themselves and can endure high temperatures. They can swim through sand as if it was water, and are in turn vulnerable to water and drowning. Asherati can give off radiant light from their skin to use for illumination and as a dazzling effect when threatened.

## Society

The asherati live in tight-knit communities of villages and cities underneath the sands of the desert above. Their cities are ruled by groups called the First Families, made up of prominent families who make decisions as a council.

The asherati make beautiful sand sculptures.

## Lands

Asherati are known to reside under the sands of the Menechtarun desert in Xen'drik.

## Notes

In the core book Sandstorm, the asherati are said to worship the deity of oases called Solanil. In Eberron, Solanil may be an aspect of a Sovereign, such as Arawai, given broad similarities in portfolios over life and abundance.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 ***Sandstorm: Mastering the Perils of Fire and Sand***, *p. 39-41*.
Jennifer Clarke-Wilkes, Bruce R. Cordell and JD Wiker (2005). Wizards of the Coast.
2. ↑ 2.0 2.1 ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Batalo Barakti

Batalo Barakti (Aliases: 'The Broken Bull', 'The Bovine Brawler')

During the creation of Droaam, Batalo was one of the first minotaurs to rally to the Daughters of Sora Kell's banner. Fighting in the frontlines for the fledgling nation, trying to establish their claim and drive back the Brelish who opposed, Batalo developed an increasing bloodlust. He was known and feared for his immense strength and the fact that he always fought barehanded, preferring to pummel and rip his foes apart, instead of using weapons. He would go on to become one of the first warlords of Droaam, overseeing the Graywall Mountains, and would've carved out an even larger part for himself, if it wasn't for his ever-degrading mind.

One day he snapped, and went on a solo-invasion into Breland; more specifically Ardev and onto Castle Arakhain. The swath of destruction he left in his wake was immense, and many Citadel agents lost their lives in defense of Ardev. While Batalo was trekking onwards to Castle Arakhain, Sora Katra warned Breland and King Boranel of the warlord's arrival, allowing them to prepare for him in advance. No one knows why Sora Katra warned them, but King Boranel saw wisdom in taking the mad minotaur prisoner, to use him for intel on the Daughters of Sora Kell, and potentially as a bargaining tool.

With ample time to prepare for the warlord, and him being on his own, Batalo was eventually captured before reaching Castle Arakhain, and with minimal losses. He was kept in a magical slumber and sent to Dreadhold. There he was interrogated, but was found to have very little common sense left, his mind having degraded to the point of being nearly feral. Rather than executing him, he was magially conditioned and charmed into serving as one of the prison's guardians, wandering the maze-like halls to deter any escape attempts.
Dark Six Calendar

The Dark Six Calendar is a religious calendar used by the adherents of the Dark Six. It is similar to the calendar of Galifar in order to make its use easier to conceal.

The calendar recognizes six seasons each corresponding to a different god in the pantheon: Devouring (months of Zarantyr and Olarune), Keeping (months of Therendor and Eyre), Traveling (months of Dravago and Nymm), Mockery (months of Lharvion and Barrakas), Fury (months of Rhaan and Sypheros), and Shadowing (months of Aryth and Vult). Each season is 8 weeks long.

In addition, the days of the week are associated with a deity of the Dark Six.

 Molday
 Zolday
 Wirday
 Zorday
 Farday
 Sarday

## Related Pages

* Sovereign Book of Seasons
* Calendar

 References

* Faiths of Eberron
Command Circlet

The **command circlet** is a gold band that can fit over the head of a warforged. Once attached, the circlet fuses to the warforged's exterior. Once attached, the circlet allows the warforged to mentally communicate with others through telepathy. In addition, commands sent through the circlet allow for the warforged to bolster his or her construct comrades against fear.

The command circlet was originally created by Breland, and was granted to those warforged who exhibited both extreme bravery and excellent tactics. It was usually awarded as a badge of honor alongside a promotion in ranks. Approximately two dozen circlets were created during the Last War, though since then others have been created by the warforged of the Mournland.

## Description

*Wondrous item, rare (requires attunement requires attunement by a warforged)*

This gold band fits easily over your brow. When it is attached, it fuses with your head, and over the course of attunement you feel your awareness of other warforged around you sharpen. A warforged wearing a command circlet can telepathically speak to any other warforged within 100 feet, though the circlet does not grant the ability to hear mental replies. You must be able to see the warforged that you wish to speak to; if multiple warforged are in range, you can speak them all at the same time or deliver different messages to individuals or groups as time allows.

In addition, when you make a saving throw against being frightened, as a reaction you may grant up to ten warforged within 30 feet of you (including yourself) advantage on saving throws against the same effect. Once you use this ability, the circlet can't produce this effect until 1 minute has passed.

The circlet has 10 charges. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the circlet loses its properties and becomes nonmagical. You can use an action to expend 1 or more of the circlet's charges to cast one of the following spells from it, targeting only a warforged and using your spell save DC (or 15):

* Charm Monster (1 charge)
* Suggestion (2 charges)
* Dominate Monster (5 charges)
* Mass Suggestion (5 charges)
* Geas (6 charges)

You can also use an action to cast the *Detect Thoughts* spell from the circlet without using any charges. When you do so, you can only detect the thoughts of warforged or other constructs.

## References

1. ↑ 1.0 1.1 ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
2. ↑ ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
Black Fleet

The **Black Fleet** is a group of raiders located in the Lhazaar Principalities. They are slavers and pirates attacking the various towns and ports among the islands, including Port Verge.

It is rumored that they are led by Onkar, the former first mate of the adventurer Erdis Cai, who was reportedly lost at sea with all his crew. However, if Onkar is commanding the Fleet, he hasn't aged in more than 40 years and some believe he may be a vampire or other undead.

The Black Fleet only attack at night and always attack a new target. Survivors tell of raiders dressed in gray and black and having shaved heads.
Beseech Secret (Spell)

*6th-level divination*

**Casting Time:** 1 minute

**Range:** Self

**Components:** V, S, M (An offering to your patron worth at least 25 gp that the spell consumes, and a seeing stone worth at least 1,000 gp)

**Duration:** 8 hours

**Class List:** Warlock

Looking through the seeing stone, you enter a vision where you beseech your patron for arcane knowledge outside your power.

Choose a spell of 5th level or lower from the Warlock or Wizard spell list. Once during the duration, you can cast the spell you chose using one of your spell slots of the appropriate level, provided you have one available. You can't cast the chosen spell as a ritual, even if it has the ritual tag. Once you cast the spell this way, the spell ends.

If you provide an offering of a higher value to your patron, you can cast the chosen spell one additional time for every 100 gp used as a material component. The spell ends when all uses have been expended.
Aasimar

The descendants of humans and celestial bloodlines, **aasimars** are rare on the world of Eberron. They live in the same communities as other races, and can have a wide array of looks, depending on their ancestor's race. The Aasimar were not featured in the 4th edition of Dungeons & Dragons though, the devas have many similarities.

Aasimar are touched by the positive aspect of a plane, and have a direct connection to a celestial from that plane. A Fernian aasimar embodies the benevolent role of fire, the force that preserves life and holds darkness at bay. People who recognize such aasimar see them as blessed, and typically assume they will be benevolent beings.

## History

An aasimar is a child of a human and a race of celestial bloodline. Their ancestors can be one of a multitude of races from one of many planes. Known celestial-blooded races that have produced aasimar include angels from Syrania, archons from Irian and Shavarath, eladrins from Fernia and Thelanis, and guardinals from Lamannia. Aasimars have been found on both the continents of Khorvaire and Sarlona.

## Abilities

Aasimars possess some abilities due to their origin. They have darkvision; they can resist acid, cold, and electricity; and they can generate daylight at will. Occasionally, an aasimar may be born with feathery wings, not unlike an angel.

## Notable Names

* **Prince Lorrister** of the Heavenly Fleet in the Lhazaar Principalities is an aasimar.

## References

1. ↑ 1.0 1.1 1.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
2. ↑ ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
3. ↑ ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
Arawai

## General Information

### Aspects/Aliases

Rowa of the Jungle Leaves (Giants of Rushemé), Aarakti, the Goddess of Abundance and Storms (Adar)

### **Portfolio**

Fertility, crops, plants, abundance, the wilderness, birth

## Manifestations

### **Favored Weapon**

Morningstar

The Sovereign of Life and Love **Arawai** is revered by rangers, druids, farmers, sailors and any who value fertility and good weather.

Arawai is the sister of Balinor and the Devourer, and the mother of all life on Eberron. She is portrayed as either a half-elf, a halfling or a human and has even been portrayed as a bronze dragon.

## Personality

Arawai and her brother Balinor quarrel regularly, as siblings are to do, but they ultimately love each other and live together in harmony. Even prior to the Schism, Arawai and Shurkaan (who would later be known as The Devourer) hated each other.

Arawai and Dol Arrah have always had a special connection, even before their souls were literally intertwined. They see each other as kindred spirits, and are each other's closest friend and confidant.

## Worship

**Tenets of Faith.**

* *Protect the untamed wilderness from exploitation and destruction.*
* *Slay abominations and other mockeries of nature.*
* *Embrace and respect that which you cannot control in this world. Exist in harmony with it.*

## 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.

## 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.
Alexandria d'Phiarlan

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Alexandria d'Phiarlan (Wizard) is an elf born to the Phiarlan elves that stayed in Aerenal after most left. Her family has powerful magical talents and is know for having most of its members developping the Mark of Shadow. Given this, it come as little shock that Alexandria got her mark when she was just a little girl and soon after her magical talents showed themselves. She soon became very powerful at a young age and was soon learning from some of the most powerful wizards on Aerenal. But her house did not let her sit there alone with a powerful dragonmark.

The Phiarlan started trained her in fighting and the uses of her dragonmark. She soon out-striped her teachers in magic and fighting. Members of the Undying Court either had no time or did not wish to teach her, so she was sent to The Twelve in Korth. As she studied she became friends with Aldric d'Cannith (Artificer) and Istaren d'Lyrandar (sorceress). But with friends comes enemies: Daren d'Thuranni (Hexblade) soon became Alexandria’s rival in all ways even in Alexandria and her friends' goals. (That goal is to become members off The Twelve).

After they finished their studies they went their different ways but stayed in contact and visited each other a lot, as well as helping each other will magical projects. Alexandria moved to Sharn and lived in Shae Lias where she made links with The Esoteric Order of Aureon and The Guild of Starlight and Shadow. Her contacts would give her any new information and spells that came through these groups. She did this hoping that it would help her get into The Twelve. After a few years, Alexandria moved to Fairhaven, where she could learn magical information and stayed between Aldric (in Sharn) and Istaren (in Stormhome). She soon became fiends with the Queen and her brother(thanks to her house).

Weapons: Enchanted Daggers

Long blond hair

Purple eyes

6 "2

## Related Pages

* Shadows in the Drak

Religion: The Undying Court

Notes: Elf, Wizard, Member of House Phiarlan
Bishop Avery

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Bishop Avery** is a bishop of the Church of the Sovereign Host who approached Baba Moonweave about an account under her name that has something important within it left to the Church by her deceased parents, recent converts to the Sovereign Host. Bishop Avery is a weak, fragile old man barely capable of holding himself up. Yet, he made it to the wilderness of the Eldeen Reaches. Whatever is inside this account must be important to him.

*Bishop Avery was revealed to be the changeling wizard Nergal at the Hollow House Inn during a battle with party.*

Notes: Cleric
Bishop Maellas

Bishop Maellas is one of the main characters in Marsheila Rockwell's novel, Legacy of Wolves. He is an elf and is thought of someone who does not particularly like shifters. He has served the Church of the Silver Flame for 200+ years. He is described in the book as: having "white robes and white-blond hair ... tinted with rainbow hues from the windows. Blues and purples slashed across his chest, green and yellow swirls covered the lower half of his face, and his eyes were painted a disconcerting crimson."

He is said to be allergic to silver, yet he wears the traditional symbol of his office without complaint, virtuously offering his pain up to the Silver Flame as penance for the sins of all the Purified. Or perhaps this elf Bishop wears it as proof of his devotion to the Flame, for even after two centuries, some still doubted that one of the Aereni could be loyal to the Tenet of Purity.
Ardev

### **Races**

Ardev is a small town in western Breland. It lies approximately halfway between Droaam and the Dagger River on the Orien trade road which leads to Graywall. It is a farming and ranching community situated carefully to take full advantage of the waters of Chalice Lake, the collected waters of several creeks and streams across the Ardev Expanse.

Ardev is key both as a rest stop for merchant caravans heading west, Brelish military units heading to protect the Breland-Droaam border, and as a supply market for the king's estate at Castle Arakhain. Because of its proximity to Boranel's estate, an unusually high number of Citadel agents can usually be found in the town. It is also a key departure point for prospectors and miners heading to the Graywalls for byeshk and other mineral deposits.

## References

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

The **Analects of War** are a book written by Karrn the Conqueror. A seminar on the book is taught at Rekkenmark Academy every semester by Caldrus ir'Kurtvach.

## Quotes

* "In the monumental task of war, true triumph evades those without an appreciation for history."

* "Great advantage flows to the commander who first recognizes the commencement of hostilities, then acts decisively and with overwhelming vigor."

* "Armies are the forge of victory, and strong armies require strong nations. Plague, famine, and loss of will -- far more than battlefield reversals -- can shatter the greates army."

* "A stalwart ally is dear as mithral, but should not occasion a lack of vigilance."

* "Morale among the soldiers and citizenry -- one's own and one's enemies -- is paramount. Be mindful that in serving it internally, a commander not bolster the foe disproportionately."

* "Few wars pass from triumph to triumph. Persistence even in the face of soul-crushing defeat is the mark of a true conqueror."

* "An ally is only as uncompromising as the circumstances that compel it to fight. Prepare well for the day when friends become enemies."

* "War often inspires innovation; be certain that advancements in the manner of conducting war accompany advancements in the means of doing so."

* "Victory can be had by the swift and focused. Absent quick triumph, however, a robust and well-provisioned foe may overcome a lack of commitment and become a daunting foe."

* "Once he is shown to be intractable, a wise ruler allows his enemies no means of retreat or surrender. Only utter destruction prevents a foe from rising again."

* "The most important wartime preparations occur during the cessation of hostilities. War -- the ultimate pursuit of a people -- never entirely ends."

1. ↑ Five Nations 108
2. ↑ Forge of War 9
3. ↑ FoW 10
4. ↑ FoW 13
5. ↑ FoW 15
6. ↑ FoW 22
7. ↑ FoW 25
8. ↑ FoW 27
9. ↑ FoW 32
10. ↑ FoW 36
11. ↑ FoW 41
12. ↑ FoW 43
Alchemical Atomizer

**Source** | Dragon Magazine issue #385

The **alchemical atomizer** is an embedded storage chamber that can be installed within the hands of a warforged. This atomizer stores an alchemical solution that can be infused into the weapon of the warforged when it attacks.

## 4th Edition Mechanics

A warforged can stow one alchemical item that can be applied to a weapon (such as alchemical silver or inferno oil) within the alchemical atomizer. As a Free Action, as part of an attack, the warforged can use the alchemical item stowed in the alchemical atomizer on the weapon being held. This consumes the item as usual.

## References

1. ↑ 1.0 1.1 "**Winning Races: Alchemical Warforged**" (March 2010) by Logan Bonner. *Dragon magazine* issue 385.
Become Stone

*2nd-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

**Class List:** Druid, Sorcerer, Warlock, Wizard
You solidify into a stone. Until the start of your next turn,you are petrified. Your AC becomes 20 and you gain temporary hit points equal to your spell casting modifier while petrified.
Armor of Display (Item)

*Armor (any armor), common*

Originally designed by the Auindairian military for training exercises, this armor has since been used in both fencing and wandslinger duels to help the crowd and referee see hits at a public tournament.

When you are hit, the location you are hit emits a bright red light in a 1 foot radius from where you were struck. This bright light becomes a dim light at the start of your next turn and fades after an hour.
Aberrant Mark of Madness

The **Aberrant Mark of Madness** is a Dragonmark and feat featured in the 4th edition Eberron Player's Guide. When you hit an enemy with a daily attack power, the feat applies a -2 penalty to the target's Will defense.

## 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
Barvette ir'Wynarn

**Barvette Ir'Wynarn** ruled Aundair from 962 to 979 YK as its Queen.  She was the daughter of King Aarott, and had five children of her own, the eldest of which, Aurala ir'Wynarn, is Aundair's current Queen

## Biography

In 961 YK Barvette's father was killed in a battle with raiders from the Eldeen Reaches in the west. Barvette's first act, before she was even crowned, was to imprison and execute the Eldeen ambassadors that had been sent to Fairhaven to sue for peace. She then launched a series of new incursions into the forest realm that would regain some lost territory (notably the Darkwood), but otherwise wasted soldiers and resources.

In 967, her outnumbered, but more highly skilled troops sucessfully repelled two Thrane armies sent to conquer Fairhaven, driving the invaders back, but at the cost of a significant number of troops, particularly its hard to replace elite forces.

In 968 Thrane attacked again, this time at The Crying Fields. Still depleted from its desperate defense the year before, Aundair was unable to hold the line and was forced to pull its troops back to Ghalt, affording the Thranes a hard-fought victory.

In 971, Aundair simultaneously attacked Thrane at two points, the city of Daskaran in the North, and Fort Light in the South. Aundairian arcane siege engines destroyed Fort Light, forcing Thrane soldiers to retreat to Sword Keep where they entrenched. The attack on Daskaran however was repelled and the advance into northern Thrane stalled.

In 973, Aundair's navy struck Karrnath by sea in the Battle of the Ten Bombards, a midsummer naval engagement between Aundair vessels, supported by dragonhawks and the Fairhaven Wands against the First Fleet of Korth in Scions Sound. Aundair was beaten back, with significant losses on both sides.

In 975, Aundair's Army of Western Pacification finally retreated east of the Wynarn River, signalling Aundair's abandonment of the Eldeen Reaches.  Nevertheless they were able to significantly bolster Aundair's efforts in the east and south.

Five Nations states that the region containing Aundair's former capital city, Thaliost, has been "for the most part" under the control of Thrane's Army of the Northern Crusade since 977, which was near the end of Barvette's reign, but doesn't specify why.  The Forge of War on the other hand states that the Thranes conquered Thaliost during the rule of Regent Marlex in 926, but makes no mention of Thaliost during the reign of Barvette.

In 979, Barvette succumbed to a magical illness rumored to have been spread by Emerald Claw assassins. The transition of power was a smooth one however, and her daughter Aurala was crowned Queen of Aundair in 980.

## 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.

* ***The Forge of War***.

James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.