recursal/Fanatic-Fandom huggingface dataset:
Prismatic Arrows

*5th-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a small glass prism worth at least 50 gp)

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

**Class List:** Artificer, Druid, Ranger, Sorcerer, Wizard

You touch a quiver containing up to seven arrows or bolts. The ammunition glows with radiant light, formed of swirling rainbow hues.

Until the spell ends, a creature can use the Attack action to fire a prismatic arrow, selecting an arrow of a different color each time they do. If the creature is able to make multiple attacks with the Attack action, this Attack replaces one of them. A creature can only make one attack with a prismatic arrow on each of their turns.

When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d8 force damage and must succeed on a Dexterity saving throw or face an additional effect determined by the color of the arrow used. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when seven pieces of ammunition have been drawn from the quiver.

Once you fire an arrow you can’t select that color again during this particular casting of the spell. When the duration ends or when you have used all seven colors, the arrows return to normal.

***Red.*** The target takes an additional 3d8 fire damage.

***Orange.*** The target takes an additional 3d8 acid damage.

***Yellow.*** The target takes an additional 3d8 lightning damage.

***Green.*** The target takes an additional 3d8 poison damage.

***Blue.*** The target takes an additional 3d8 cold damage.

***Indigo.*** On a failed save, the target is paralyzed. It can make a Constitution saving throw at the end of each of its turns, ending the paralyzed condition on a success.

***Violet.*** On a failed save, the target is blinded. It must then make a Charisma saving throw at the start of your next turn. A successful save ends the blinded condition. If it fails that save, the creature is banished to a harmless location in the Feywild and is no longer blinded. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Sakinnirot

**Sakinnirot, the Scar that Abides** is an Overlord from the Age of Demons with dominion over spite and patient rage, who once laid claim to all of Xen'drik.

## History

Sakinnirot, the Scar that Abidesis one of the Overlords who ruled over all of Eberron during the Age of Demons. Sakinnirot was bound by the dragons and couatl after they jointly discovered the Draconic Prophecy, and the couatl sacrificed themselves to form the Silver Flame.

Sakinnirot first stirred from its torpor once the ancient giants uncovered the ruins of its citadel and settled upon it. It influenced the civilization that followed to the heights of advancement, before allowing it to crumble to dust and await the next group to settle in its domain. Sakinnirot appears to be closely tied to the repeated collapses of various civilizations that settle the city now known as Stormreach.

Sakinnirot is virtually unknown outside of the rakshasa of The Lords of Dust, and counts few devotees even among that number. His followers among the Cults of the Dragon Below claim he was the last of the Overlords to be born, as it is a manifestation of Khyber's patient rage.

## Appearance & Personality

Sakinnirot's favored appearance is unknown. It considers the Rage of War to be its main foe, and thinks him brutal and impatient.

As with all Overlords, Sakinnirot has no true fixed form, and can assume any shape of its choosing between Fine and Colossal size.

It appears to bear a special grudge against the Dragonmarked Houses in Stormreach.

## Abilities

Sakinnirot counts **Destruction**, **Meditation**, and **Passion** among its domains, and has powers related to these areas. It encourages seething resentment among organizations such as the Dragonmarked Houses in Stormreach.

Though Sakinnirot is truly bound by the power of the Silver Flame and only dimly conscious of the world, it can still observe standing ruins from the Age of Demons, its chosen servants among the rakshasa, as well as any location where its name or title is spoken for a short time.

Cults of the Dragon Below devoted to its service teach that Sakinnirot will ruin anyone who mentions its true name, and can only bear to be called by its title after the Children of Eberron are laid low forever.

## Servants

Sakinnirot maintains a following of mad Culists of the Dragon Below in Stormreach, who encourage grudges and feuds that erupt into violence.

The ak'chazar rakshasa necromancer Lorishto is attempting to form a connection with his patron, and allow it manifest in the Material Plane once again.

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
2. ↑ 2.0 2.1 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
Sarissa Newcastle

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Sarissa Newcastle was a female human werefox from the Coldwood and was a rogue for the People of the Black Blood living there.

possessions

among the possessions of Sarissa were a mithril shirt, a dagger and a ring of jumping.

Notes: Rogue, Werefox, Member of People of the Black Blood, Worshipper of the Shadow, Inhabitants of the Claw Hollow/Coldwood/Kaarnath
Pylas Talaear

Pylas Talaear (Small City, 10,460) :

This port city is the primary point of contact between Aerenal and the rest of Eberron. It includes outposts of all of the dragonmarked houses except house Orien. The primary purpose of the city is commerce; it does have one mystical university, but Pylas is filled with lumber yards, warehouses, and marketplaces selling a wide variety of goods. The governor of Pylas Talaear, Syraen Melideth (LN female elf, wizard 13), is a beautiful elf with a fullsized skull tattooed on her face, Syraen took her post at the start of the Last War, and over the last century has come to view humans more sympathetically than most of her kind. However, she is ruthless when it comes to maintaining order within her city, and adventurers must watch their step in Pylas Talaear.
Quiver of Balinor (Item)

*Wondrous item, rare / very rare / legendary (requires attunement)*

Quivers of Balinor can appear in a multitude of styles. Some are ornate and studded with Eberron dragonshards to denote their magical appearance, and others are unadorned leather.

Any arrow drawn from a quiver of Balinor is considered magical for 1 round for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Once per short rest, you can cause an arrow you draw to become a +1 arrow for 1 round. If the quiver of Balinor is very rare, the arrow instead becomes a +2 arrow. If the quiver of Balinor is legendary, the arrow instead becomes a +3 arrow.
Path of Light

## The Path of Light

The kalashtar are a mysterious race of humans touched by spirits from another world, and are an enigma to the people of the Five Nations. They believe in a celestial force they call *il-Yannah*, "the Great Light." The followers of the Light engage in meditation and strict physical discipline, preparing mind and body for battle against a force they call the Dreaming Dark. However, the nature of this conflict is difficult for outsiders to understand. While the kalashtar occasionally engage in physical combat with their foes, the true struggle is one based in philosophy and dreams, something that cannot be seen by the eye.

## References

* ***The City of Towers***.

Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3584-7.

* ***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.

* ***Secrets of Sarlona***.

Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
Roslin d'Cannith

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Roslin d'Cannith** was Shigure's mother. She contacted Shigure while on her deathbed and explained why she wasn't around for Shigure throughout her life. She also gave Shigure the deed to The Manor in Upper Dura.

Notes: Cannith
Order of the Faded Flame

**Faded Flame Leadership**

* Barnaby Brie
* Cleric
* Helios ir'Aurelia
* Leaf Lasinthúl
* Rasmius

**Faded Flame Auxiliary Members**

* Amalia ir'Trastara
* Archimedes Noctus Ascalaphus Strix III
* Flea (NPC)
* Gatecrasher (NPC)
* Kharmahal-felek d'Kundarak
* Mogis
* Nomad
* Vincent Trent
* Zurgo Helmsmasher

**Faded Flame Retainers**

* Creilath Movanek, Master Inquisitive
* Urzat'Oorac, Creilath's Bodyguard
* Sporekeeper Nestil, Myconid Regent
* Bruce Devir, Squire
* Gog, Earth Myrmidon Forgemaster

**Former Members**

* Eisen
* Eli
* Krisfera (deceased)
* Lilith
* Ultur
* Wrykx
* Voltus
Poison Dart

*2nd-level evocation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a poisonous plant)

**Duration:** Instantaneous

**Class List:** Artificer, Druid, Warlock, Wizard
You conjure a dart of pure poison and hurl it a creature you can see within range. Make a ranged spell attack. On hit, the target takes 3d12 poison damage and must pass a Constitution saving throw or become poisoned until the start of your next turn.
Rod of Wild Dominion (Item)

*Rod, very rare (requires attunement by a human with the Mark of Handling)*

This rod of varnished oak is capped at the top with a Siberys dragonshard and decorated with floral carvings modeled after the Mark of Handling. The dragonshard displays an illusary image of a hippogriff that moves as you tilt the rod. When the rod is held aloft, the hippogriff is shown in mid flight; When held flat, the beast stands triumphantly; When the rod is pointed down, the hippogriff bows with respect.

The rod has 10 charges for the following properties. It regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod loses its properties and becomes nonmagical.

***Spells.*** You can use an action to expend 1 or more of the rod’s charges to cast one of the following spells from it, using your spell save DC (or a DC of 15, whichever is higher). For the listed number of charges, you can cast the spell at its lowest level. You can increase the spell slot level by one for each additional charge you expend.

* *animal messenger* (0+ charges)
* *animal friendship* (1+ charge)
* *beast bond* (1 charge)
* *beast sense* (2 charges)
* *calm emotions* (2 charges)
* *flock of familiars* (2+ charges)
* *locate animals or plants* (2 charges)
* *summon beast* (2+ charges)
* *dominate beast* (4+ charges)
* *polymorph* (4+ charges)
* *animal shapes* (8 charges)

You can also use an action to cast the speak with animals spell from the rod without using any charges.
Orcbone

**Orcbone** is a Brelish military installation on near the western border. Those stationed there have endured some of the fiercest fighting during the Last War and periodic raids and skirmishes since.

The commander of the fort is Lord Veirner ir'Tajar, but his control is not complete. The Westwind Riders, a cavalry company who ranges the western frontier, uses the fort as its base of operations. The captain of the Riders, a Khoravar named Yurell ir'Iff is a charismatic leader and she differs vociferously in her opinion about how the western Brelish border should be protected. The commander wants to conduct raids into Droaam, but ir'Iff is determined to only strike at forces that enter Breland proper.

## References

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

File:Rekkemark.jpg

### **Races**

**Rekkenmark** is a large Karrn city on Scions Sound across the water from Thaliost. The White Arch Bridge, destroyed in 899 YK at the command of Kaius I to prevent invasion from the west, has one of its ends in the city. The bridge was repaired by Aundair, but was destroyed again in 928 YK and no one had the funds after that to repair the colossal bridge again.

The history of the city as a military training ground dates back almost 1000 years to the oldest son of King Galifar I, Prince Karrn, who founded what eventually become Rekkenmark Academy. Prince Karrn is sometimes noted as the second king of Galifar, though this is not historically correct. While he was the oldest son of King Galifar I, his father lived so long that Prince Karrn had died by the time King Galifar abdicated the throne. It was the third and youngest son of King Galifar who became the second ruler of Galifar, King Cyre.

Today, the city is a shadow of what it once was, having suffered not only the destruction of the bridge connecting it to the rest of the nations of Khorvaire, but multiple attacks over the course of the war, including the air raid of 974 YK, and the remnants of the devastation of these attacks can still be seen.

However, the military academy still produces some of the finest officers on Khorvaire, and is attended by Halix ir'Wynarn, youngest son of Boranel ir'Wynarn, king of Breland, among others.

## 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.

* ***The Darkwood Mask***.

Jeff LaSala (2008). Wizards of the Coast.

1. ↑ FoW 21
2. ↑ ECS 182
3. ↑ FN 8, 10; ECS 225
Potion Belt

**Potion Belt**

*Rare (requires Attunement, unless you have the Exotic Proficiency)*

This sturdy leather belt has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt can be worn comfortably around your waist or across your chest as a bandolier. It holds six potions, flasks, or vials. You can refill these slots over the course of a short or long rest, putting the items in ready-to-use casings. You may use the alchemy items stored in the potion belt as a bonus action, instead of an action.
Praxle d'Sivis

**Praxle Arrant d'Sivis** is a main character featured in the novel The Orb of Xoriat. He is a gnome professor; lecturer at Korranberg University, a Sorcerer and Illusionist. He has a half-orc servant named Jeffers.

> "*My power grows every year, monk. Your power will fade as you age. I can create. You can only destroy.*" ― Praxle d'Sivis
>
>

## Biography

He once taught Thrane Military Studies as it was the only empty chair in the university faculty.

**Spoiler warning:** Plot or ending details follow.After Praxle is defeated by Teron for attempting to steal the Orb of Xoriat and kill him, he is forced to agree to a list of terms set out by Teron.

## Description

Praxle is described as being richly dressed and taller than the average gnome. He also wears a hat.

## Notes

* Edward Bolme stated that Praxle was inspired by Dr. Miguelito Quixote Loveless from the 1960's TV show Wild Wild West.

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

## References

* http://www.bolme.com/orbofxoriat.htm Edward Bolme's official website.
Houseward (Item)

Wondrous item, Rare

This engraved block of lead, approximately 1 cubic foot in size and weighs 500 lb., holds an embedded Siberys dragonshard. The houseward provides state-of-the-art magical security, and is typically embedded into the floor of the building it is supposed to protect. If a Dwarf with the Mark of Warding spends 1 hour channeling their dragonmark into the houseward, the houseward begins radiating the effects of the Guards and Wards spell. The ward lasts until it is dispelled, but the effect ends early if the houseward is removed from the area it is currently protecting.

When the spell ends, the Houseward can't be activated again for one week.
Scorpion Brand

**Source** | Dragon Magazine issue #341

The **scorpion brand** is a warforged embedded component. The scorpion brand is made of a six-inch-square sheet of steel and edged with gold trim. The brand bears the icon of a stylized scorpion at its center. Once embedded into the chest of a warforged, the warforged grows an eight-foot-long, segmented metal scorpion tail. This tail can stretch and attack its enemy with a powerful stinger.

## 3rd Edition Mechanics

The scorpion brand's stinger can make a 10-foot reach attack. This attack can be done once per round, and is in addition to any other attacks the warforged can normally make. This is considered a natural attack, and is considered a magical weapon attack for the purposes of overcoming damage reduction. The sting deals 1d6 damage, and injects a poison (Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex). The tail can make ten sting attacks per day.

The tail, when activated, can be targeted by an enemy. It has an AC of 20 and has 30 hit points. When it is destroyed, it vanishes entirely and cannot be used again for one week.

## References

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

*7th-level conjuration*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V

**Duration:** Special

**Class List:** Sorcerer, Wizard

This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. Up to six times, you may pass through the wall as if it weren’t there. For others, the door is invisible and acts as a solid wall. When you walk into the doorway, it appears to others as if you walk into the wall and disappear.

You can choose take one other creature of size Medium or smaller through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Creatures on the ethereal plane can see the door and pass through it without expending a usage.

You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Piddlewick

The **Caravan of Piddlewick** is a floating city of kenku that drifts across the Scions Sea and trades with the costal cities of the Five Nations. The city itself consists of a massive collection of ships and rafts strung together to form a single landmass. The floatilla's exterior consists of a number of "abandoned" warships, which surround and guard civilians on rafts and smaller vessels. The kenku community serves as a safe haven for pirates while in international waters, from whom they purchase both treasures and new vessels to expand the city.

## History and Society

Before the Last War, the village of Wick inhabited mostly by kenku could be found the coast of Thrane. After the Church of the Silver Flame took control of Thrane from the monarchy in 914 YK, Keeper Kaith Serrain grew more and more zealous. After becoming convinced of kenku treachery, Keeper Kaith ordered that Wick be destroyed in 922 YK. The survivors of this attack fled to the seas in order to avoid the encroaching army of crusaders, where they still wander to this day.

Piddlewick is ruled over by a council of 5 elected officials: 3 members of the Piddle, 2 of the Wick. They remain agressively neutral in negotiations between other nations, although they have an obvious distain for Thrane. In recent years, Keeper Jaela has tried to mend the relationship between kenku and the church, to varying degrees of success. Piddlewick's stance of neutrality has made it a popular safe haven for Lhazaar pirates traveling in Scions Sea, which surely contributes to the kenku's poor reputation in the five nations. Piddlewick's marketplace, called the Vagabond, is famous the world over. The citizens of Piddlewick dress in lavish garments from all across Khorvaire and love to display any new form of style or color scheme into their garb. Especially during one of their many street fairs and festivals. The Migrant City is rarely welcoming to outsiders, but flashing a shiny coin will usually be enough for some one to get into the city. The language barrier that kenku face only exacerbates this isolation. Kenku rarely leave as they are often misunderstood by members of other races; ships sometimes leave on an individual basis to pursue their own goals, on missions that can last days or years, but usually return.
Polkan

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Polkan** is a centaur druid and part of the Greensinger Sect. He looks after Baba Moonweave after her grandfather passed away. Polkan taught Baba the ways of the druid.

Note: Druid, Gatekeeper, Centaur
Rust Metal

*3rd-level evocation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

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

You touch a nonmagical ferrous metal object. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the spell.

If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

A metalic construct targeted by this spell cannot be destroyed, but instead takes 8d6 force damage on a failed saving throw.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell can destroy an additional contiguous 1-foot cube of material, and the penalty applied to metal armor, shields, and weapons increases by 1 for every two slot levels above 3rd. The damage increases by 1d6 for each slot level above 3rd.
Psion

A **psion** is a person who uses the power of the mind, or psionics, to influence objects, rather than magic. Often colloquially referred to as "mind mages," they draw their powers from their own consciousness using methods that must be replenished, or can be innate, as in illithid, aboleth, kalashtar, psiforged, and drow practitioners. Although it is not fully known, this gift is an inherited trait and is subsequently genetic. That being true, it is rare to find a psion in races where psionic powers are not the norm. Despite their rarity, a master psion can be quite powerful. Not being held to the need for gestures or spell components a psionicist is awarded the advantage of surprise in many cases, and thus may hold an advantage over a magic user or a priest. However, in many of the humanoid races, manifestation of psionic power can lead to a secondary display that can often give the psion away. These displays may include, but are not limited to, visual, auditory and olfactory senses being emitted. As an example, if a mind mage manifests a simple charm, or mind reading power, a low droning sound may be heard. Similarly, a polymorphic manifestation may leave the odor of saffron and ginger.

As most of these secondary displays are difficult to observe, most tactics used by psions can prove surprising to non-psions. If caught unaware, or in the case of a powerful mind mage very aware, a psion can be most powerful. Psionic powers can range from devastating mental attacks that dominate an opponent, to physical ectoplasm constructs and a fate link that can inflict damage linked between individuals. That being said, such manifestations can take a great toll. Inate practitioners such as illithids, aboleths, kalashtar, psiforged, and select drow can grow weary and unfocused if they over-extend themselves. Practitioners of other races can deplete their store of power in short order if unskilled and will have need to replenish those powers.
Sasik d'Vadalis

Older brother to the current patriarch of House Vadalis, Baron Dalin d'Vadalis, Sasik gave up his seat of power within the house when he chose to marry Queen Aurala of Aundair. Despite this he remains a member of the family if not an official member of the house and he and his brother still share close, friendly ties. His remaining ties to the house make Vadalis competitors nervous about what advantages they might be gaining through Vadalis's dealings with Aundair.

## References

* ***Dragonmarked***.

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

* ***Eberron Campaign Setting***.

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

Shield (shield), rare (requires attunement)

While holding this large shield, you gain a +1 bonus to your AC. This bonus is in addition to the shield's normal bonus to AC. The bonus becomes +2 while you have at least 1 temporary hit point. While you have temporary hit points, the shield emits a slight blue glow.

In addition, you can channel the heroic resolve within the shield as an action to gain 1d6 + 8 temporary hit points. Once this property of the shield has been used, it can't be used again until the next dawn.
Rukarazyll

The **rukarazyll** are deceptive outsiders from Xoriat.

## Appearance & Personality

Rukarazylls are a mass of fungus, tendrils, and eyes that leaks acid and black ichor. Rukrazylls will manifest as attractive humanoids to deceive the unwitting. The end of its snakelike head resembles a ram's skull, and fungus pokes out from its sockets.

They attempt to create cults to false idols on the Material Plane in order to turn mortals to worship dark powers.

## Abilities

Rukarazylls can infect a target with a deadly disease using the fungus that infests its body. Rukarazylls may expel a gray ooze. In addition, they have access to many spell-like abilities similar to powerful clerics.

Rukarazylls may assume the form of a medium humanoid, which they use to manipulate others.

## Notes

The rukarazyll are not affiliated with the daelkyr or their cults in any canon source beyond their connection to Xoriat.

## References

1. ↑ The rukarazyll is not listed with knowledge of any languages in its Monster Manual II entry, so this is speculative to account for its description as an entity of deception.
2. ↑ Per the Eberron Campaign Setting, as denizens of Xoriat the rukarazyll would speak Daelkyr
3. ↑ 3.0 3.1 3.2 3.3 3.4 ***Monster Manual II***.
Jeff Grubb, Rich Redman, Steve Winter,
and Edward Bonny (September 2002). Wizards of the Coast. ISBN 0-7869-2873-5.
, pg. 181
4. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
, pg. 99
5. ↑ Rukarazylls are given this ability as part of the update to the polymorph rules in the Monster Manual II errata from http://archive.wizards.com/default.asp?x=dnd/errata.
Relentless Bulwark (Item)

*Shield (shield), uncommon (requires attunement by a cleric or paladin)*

This hefty metal shield is virtually impenetrable. The shield has 6 charges and regains 1d6 expended charges daily at dawn. While holding the shield, you can use a bonus action to expend 2 of its charges to cast the shield of faith spell from it. If you target a creature other than yourself, you can instead only expend 1 charge.

Whenever you would fail a Constitution saving throw to maintain concentration on this spell, you can use your reaction to expend another charge from the shield to succeed on the saving throw instead. You can only use your reaction in this way if you're holding the shield.
Olladra's Kitchen

### Buildings

Temple (Olladra), average lodging (44), poor lodging (50), average food (45), poor food (80), poor trades (40), poor services (40), poor residences (80)

### Location

Sharn, Lower Central Plateau

The restaurants and taverns of Olladra’s Kitchen are neither the dens of drunken revelry common in other lower wards nor the high-class, high-priced eateries of Upper Central or Skyway. They are generally subdued, specialty restaurants and taverns that serve as meeting places for artists and ideologues. Conversation wafts from the open doors of a half-dozen taverns and restaurants, and the tantalizing aroma of food fills the air.

**Ellfate’s Eatery:** Ellfate’s is a small restaurant at the base of Skysedge Tower, specializing in various omelettes.
Scapecatcher Lense (Item)

*Wonderous item, common*

This septagonal lense is one inch in diameter and made from a single polished dragonshard held in a silver frame. If a bearer of the Mark of Shadow looks through the lens, they can activate the lens as an action. After activation, anyone looking through the lens will see exactly what was seen through the lens at the moment of activation. The view can be removed from the lens by a bearer of the Mark of Shadow using an action, after which the lens is ready to capture another view.

Scapecatcher lenses are often sold with pleasant or exotic views pre-captured for the viewing pleasure of buyers.
Orphanage

The **Orphanage** was a secret House Cannith facility in Karrnath during the Last War. According to information released after the facility's destruction in a creation forge accident in Therendor, 992 YK, while most Cannith facilities were working on mass production of rank and file warforged units, the **Orphanage** facility was researching the warforged mind and ways to enhance construct intelligence.

## References

***The Darkwood Mask***.
Jeff LaSala (2008). Wizards of the Coast.
Primordial

**Primordial**, also known as **Eberral**, is the language of the elementals of the various planes of Eberron. Primordial shares the same script as the Abyssal language: Barazhad.

## Behind the Scenes

In the third edition mechanics, each of the elemental types (Air, Earth, Fire, and Water) spoke their own languages (Auran, Terran, Ignan, and Aquan, respectively). However, Wizards of the Coast consolidated languages with the release of the fourth edition. In fourth edition, all elementals speak Primordial. In fifth edition, the individual languages have returned as mutually intelligible dialects of the Primordial language.

## References

1. ↑ ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
Player's Guide to Eberron (book)

*What does an elf from Shae Joridal know about the nation of Aerenal? How do you play a half-orc from the Shadow Marches? What does your character know about the Blood of Vol or the royal line of Galifar? The **Player's Guide to Eberron** supplement answers these questions and more. This companion to the Eberron Campaign Setting explores the world from the player's point of view and presents exciting new options for Eberron characters.*

***Players Guide to Eberron** describes important locations, events, organizations, races, and features of the Eberron campaign setting, organized in an accessible and digestible format so that players can use the book as a handy reference guide. In addition, this book provides new feats, prestige classes, spells, and magic items.*
Rizzotto Rupa

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Rizzotto Rupa** is a dwarven crime boss who lords over the port city of Sylbaran. Rizzotto has bought up a lot of debt in the city since moving in, including that of Gaius Tanaquil's recently deceased father. Rizzotto has given Gaius one month to muster up 5,000 gold coins for find himself attached to some bricks at the bottom of Silver Lake.

Notes: Dwarf, Criminal
Port Verge

### **Races**

**Port Verge** is a small town on the southern tip of Questor Island in the Lhazaar Principalities. It is governed by Prince Kolberkon and is the seat of the Principality of the Diresharks.

Prince Kolberkon, in an attempt to surpass Prince Rygar of the Seadragons Principality and his seat of Regalport in importance, is negotiating deals with the Emerald Claw and House Lyrandar for funds and infrastucture.

## References

* ***Eberron Campaign Setting***.

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

* Thieves of Blood, Blade of the Flame, book 1. Tim Waggoner (2006). Wizards of the Coast.
Pra'Xirek

File:Skyfather-Pra'xirek.jpg
The ruins of Pra'Xirek are located along the main western arm of the Hydra river deep with the Jungles of central Xen'drik.

Pra'Xirek was once the capital of the hill giant empire, now the broken ruins seem to rise from the Jungle floor and disappear into the depths of the river.

A family [clan] of cloud giants, known as the Ancient Ones, live within a floating citadel located near the center of the ruins. The mighty Skyfather rules the Ancient Ones as well as the hill giants who dwell within the ruins. The Ancient Ones subjugate the hill giants by telling them they retain the knowledge of the former Giant Empires when the reality is the Ancient Ones are barely more civilized or educated than the hill giants.

The Ka'Ki'Kur tribe of drow live on the outskirts of the ruins in a series caves that take them into the upper depths of Khyber. The Ka'Ki"Kur consider Pra'Xirek their ancestral home and often strike at the giants and other inhabitants in an attempt to drive them off.

Just under a century ago a tribe of locathahs, known as the Yiidro, discovered the submerged ruins of Pri'Xirek and have taken up residence. Generally a peaceful people the Yiidro however border on an all out war with the Ka'Ki'Kur tribe.

## References

***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.
Pearl of Power (Item)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of a level higher than this pearl's level, the new slot is of this pearl's level. Once you use the pearl, it can't be used again until the next dawn.

 2nd
 3rd
 4th
 5th
Phylactery of Faithfulness (Item)

*Wondrous Item (Head or Amulet), Common*

This amulet, reliquary, or small leather box bears a holy symbol and houses religious scripture written upon vellum. Not to be confused with a lich's phylactery, this holy object is often worn by Clerics and Paladins as a reminder to keep the law. The phylactery is affixed to a cord and is either worn around the neck, in the case of an amulet, or tied around the forehead sitting upon the wearer’s brow, in the case of a box of scripture. A reliquary can be worn in either fashion.

The wearer of a *phylactery of faithfulness* is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Orshok

## Orshok

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Adventuring Companions

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

## 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.
Queen with Burning Eyes (article)

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

*Take your first foray into Dungeons & Dragons newest campaign setting with a deadly esploit in Sharn, City of Towers. Descend into the ruined undercity to face the legacy of the daelkyr, aberrations from the evil plane of Xoriat, and come face to face with the Queen with Burning Eyes!*

*The **Queen with Burning Eyes** is an adventure set in the world of Eberron. Designed for six 1st-level PCs, characters who complete the entire adventure could reach 3rd level by its climax. This adventure is intended as a follow-up to "The Forgotten Forge," the 1st-level adventure in the Eberron Campaign Setting.*
Playing Warforged

**Edition** | 4th ed.

*Created as soldiers for a war that spelled the end of an age, warforged are artificial beings that display a human level of intelligence and self-awareness. Warforged sentience developed as a side effect of their creators’ desire to have fully functional, adaptive battlefield units. With no great war to fight, no ancient legacy to claim, and only the vestiges of a culture developed within the past century, warforged are an emergent people. Integrated into the societies of peoples more numerous than they, warforged are famed for their endurance and focus, in labor as well as combat.*
Pact of Blood (Spell)

*1st-level necromancy (ritual)*

**Casting Time:** 10 minutes

**Range:** Touch

**Components:** V, S, M (a ritual bloodfang dagger worth at least 250 gp, and 10 gp worth of incense that is consumed by the spell)

**Duration:** 8 hours

**Class List:** Cleric (Blood of Vol), Warlock, Wizard

You perform a ritual involving yourself and another creature of the same type as you (for example, if you are humanoid, the other creature must also be humanoid). The target must remain in range for the entire casting of the spell. An unwilling creature can make a Constitution saving throw to resist the spell.

When the ritual completes, your magic transfers vital essence from one creature to the other. Reduce the current and maximum hit points of one affected creature by an amount of your choosing, up to 10, for the duration. This effect can't be used to bring the creature's hit points below 1. The maximum hit points of the other creature are then increased by the same amount for the duration.

**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the maximum amount of hit points that can be drained increases by 10 for each slot level above 1st.
Product key

This product key is extracted from WotC's Consolidated Lists and can be used for adding references in the Unofficial Index of Officially Published Eberron Content. Sources that definitely do not contain Eberron content or references have been removed. All remaining sources are either Eberron books or possibly refer to Eberron in some context. Dragon Magazine and Dungeon Magazine have been included. Feel free to verify and remove/add any of the references in this list.
Ravid

**Ravids** are serpentine-like floating creatures that inhabit the plane of Irian, the Eternal Day. They have the ability to animate inanimate objects by imbuing them with positive energy.

## Appearance & Personality

Ravids are long, serpentine creatures that float throughout the positive energy plane of Irian. They have one single claw that juts out of its body just beneath their head.

## Abilities

Ravids are imbued with positive energy. They use this positive energy to suffuse inanimate objects, which then follow the ravid around, defending it if necessary. They can channel this positive energy through their single claw, or through their tail, possibly as part of a tail whip attack. They use their positive energy to be in a constantly flying state; though ravids robbed of their ability to fly are severely hampered. Ravids are immune to fire, and possess darkvision.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Rhukaan Draal

**Rhukaan Draal** is the capital city of Darguun. It is the seat of Darguun's leader Lhesh Haruuc and his clan the Rhukaan Taash. Rhukaan Draal is the largest city in Darguun with a population of around 28,000. Rhukaan Draal was built on the ruins of a former Cyran market town. Wyvernhide tents stand alongside the rough stonework of the Ghaal'dar. The most impressive structure is Haruuc's palace, built by House Cannith artisans. A ten story tower of crimson granite it is known as Khaar Mbar'ost or the Red House in common.

## Description

Rhukaan Draal is a sprawling goblinoid metropolis, mud and timber huts surround ancient structures of stone and brick, interspersed with canvas tents and pavilions. Most of the roads are bare earth and few of the technological wonders of the five nations are evident there. At the centre of the city dominating the skyline is the Khaar Mbar'ost.

## Trade

Rhukaan Draal is a hotbed of commerce and intrigue. Representatives of every Hobgoblin clan can be found here, along with war criminals, thieves, deserters, dragonmarked excoriates and merchants dealing in goods prohibited within the Five Nations. It is one of the few places in the nation where imported goods can be found.

### The Bloody Market

The Bloody Market is a trade district in the city. The district gets its name from the often violent haggling that occurs between the goblinoids though, if blood is spilt the guards intervene to protect the merchants and not the patrons.

## Religion

Rhukaan Draal has the widest selection of shrines and places of worship in Darguun. The Lhesh Haruuc has taken an interest in the Sovereign Host but his faith has yet to spread to the rest of the nation he rules.

## Notes

* The alignment of this city is never officially documented and the alignment given is an educated approximation by this wiki.
Rurin d'Sivis

**Rurin d'Sivis** is a somewhat shady member of the House Sivis Notaries Guild in Passage, Aundair. Rurin possesses a Least Mark of Scribing, which he uses to cast *arcane mark* for the House Kundarak enclave.

## History

Rurin is in charge of all the documentation for the bank. In addition, he creates the *keycharms* and locks for the bank. He is a magewright, and in his spare time he works on magical creations. While trying to create a golem, Rurin accidentally created a tool swarm, which not only assists him with his work, but also protects his office in the House Kundarak bank.

Rurin has falsified documents in the past for the right price. He has also occasionally smuggled specific documentation out of the bank. Despite being cautious, Rurin has aroused the suspicions of Lord Brannick d'Kundarak, the head of the House Kundarak bank.

## Weapons & Equipment

Rurin d'Sivis has created hundreds of tiny tools that follow Rurin's commands to the best of their ability. They constitute a tool swarm that Rurik uses to aide in this work.

## References

1. ↑ 1.0 1.1 1.2 "**The Aundairian Job**" (June 2007) by Craig Shackleton. *Dungeon Magazine* issue 147.
Passage

The city of **Passage** is the second largest on Aundarian land. A center for trade and commerce the city features a large House Orien enclave named Journey's Home. Almost any trade good going west of Aundair passes through Passage. Many nobles and vassal lords enjoy vacation homes in Passage along the shoreline of Lake Galifar. Passage also features a large Lightning Rail maintenence and repair facility.

Passage sits on what used to be a hill made of a unique stone that was, over time, mined to be used to pave Orien's major trade roads (it became known as roadstone). Now the hill is all but fully excavated so the city lies in a basin, and it has cable cars powered by wind elementals (an early prototype of the lightning rail). Roadstone was a special material that could resonate with a Mark of Passage, allowing bearers of the mark to travel along it much faster than a normal walking pace. Though made partially obselete by the advent of the lightning rail, House Orien is actively searching for another source of roadstone.

## Notable Features & Places

* *Journey's Home* (House Orien Enclave)
* Lightning Rail Facility

## References

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

**Sahuagin** is the language of the various sahuagin tribes of the Thunder Sea. Many merchants and sailors who live or work in Sharn pick up some amount of the Sahuagin language due to the proximity of sahuagin settlements beyond the Straits of Shargon. In addition, many sailors that travel from Sharn to Stormreach in Xen'drik are said to at least know how to curse in Sahuagin, if not speak it.

## Behind the Scenes

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

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Paladin

A **Paladin** is a holy knight, crusading in the name of good and order, and a divine spellcaster. By definition and game restriction, a paladin is almost always of lawful good alignment. A paladins is expected to demonstrate and embody goodness – they are not supposed to lie or use poison. A paladin is a champion of justice and destroyer of evil, protected and strengthened by an array of divine powers.

Paladins are knights, working for their church or an order. Qualifying for an order is often difficult, and membership always requires that the paladin follow a specific code of conduct. These orders often allow non-paladins as members, with good-aligned ranger and fighter being the most common sort of non-paladin members. Paladins can serve in the military force of an aristocrat sanctioned by their religion, or within some autonomous church-based military order established for defense.

## Abilities

The most prominent ability scores of the paladin are:

* **Strength**: Paladins generally need high strength in order to participate in melee combat.

* **Charisma**: Charisma is key to almost all of a paladin's unique abilities, including the ability to heal with *lay on hands*, *smite evil*, bonuses to all saving throws, and the ability to *turn undead*.

* **Constitution**: As a fighting class, paladins need to be hardy and tough to kill.

* **Wisdom**: A high wisdom score is necessary in order for a paladin to effectively use what divine spells they receive.

Paladin class abilities include the ability to *detect evil* at will, immunity to fear and disease, enhanced attacks against evil creatures, the ability to heal and cure disease, bonuses to their saving throws, the ability to summon a *special mount* (usually a heavy warhorse), the ability to cast divine spells, and the ability to turn undead. This establishes them as warriors with special power against evil foes with limited divine power. Switching to any alignment other than lawful good or breaching part of the paladin's code of conduct results in a loss of divine granted abilities.

## Paladin Orders

The Church of the Silver Flame
Red Watchers

The Red Watchers are a secret society in Karrnath featured in The Darkwood Mask novel. They are dedicated to eliminating their nation's practice of using undead. The society is an illegal organization because of its stance which is contrary to that of the government and laws of Karrnath. For obvious reasons, the Blood of Vol are also among the enemies of this group.

## References

***The Darkwood Mask***.
Jeff LaSala (2008). Wizards of the Coast.