recursal/Fanatic-Fandom huggingface dataset:
Elaydren d'Cannith

Whitehearth, Cyre (birthplace)

Cannith South

Forged Right (formerly)

Merrix d'Cannith

Failin d'Orien

Cécile

Iganden Vown d'Cannith (Uncle)

ir’Vown Family

Lady Elaydren d'Cannith is a diplomat between Cannith West and Cannith South. She possesses the Least Mark of Making.

## Description

She wears a dark blue cloak and delicate features. She has dark blue eyes and sleek black hair bound with silver and turquoise ornaments. She wears a House Cannith signet ring on her right ring finger and speaks in a soft but clear voice.

## History

You should ask her about this. I have four pages of backstory for Lady Elaydren just waiting to be discovered.

## Trivia

* Lady Elaydren's musical theme is Joe Hisaishi's Merry-Go-Round from Howl's Moving Castle
* Lady Elaydren has a pet Giant Owl named Professor Thaddeus
Death Grip (Spell)

*cantrip necromancy*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** 1 round

**Class List:** Cleric, Warlock, Wizard

Choose a Small or larger corpse within range that has died within the last minute. Until the start of your next turn, you grant the corpse a brief semblance of life to seize a nearby creature if it has an appendage to do so with. The corpse attempts to grapple a creature within 5 feet of it. You use the Strength score that the corpse had in life to resolve the grapple. The spell ends at the start of your next turn or if the corpse takes any damage. The corpse is an object with an AC of 5, and can be targeted as if it were a creature.
Dragons of Eberron (book)

*This supplement delves into the mysterious Draconic Prophecy and various dragon-themed organizations. it explores the continent of Argonnessen, homeland of the dragons, and describes various new adventure sites. The book also investigates dragons on the continent of Khorvaire, Sarlona, and Xen'drik and provides several ready-to-play dragons for your campaign.*
Dolurrh's Dawn (article)

*A figure of dark legend, Mordain the Fleshweaver was driven from the Twelve after his attempts to create new life went horribly awry, and since then he has lingered in the shadows of Droaam. "The Forest of Flesh" describes some of the terrors that exist in Mordain’s domain. But the woods hold wonders as well as horrors. The strangest of these is the village of Dolurrh's Dawn, a bizarre point of light deep within the Kingdom of Monsters.*

*Dolurrh's Dawn is a village of 104 people. The origin of the village is a mystery even to those who live there. On Dravago 11th, 996 YK, these people awoke in their beds in the village. Each one of them remembered his or her name and the name of the village... and nothing else. Despite this amnesia, each villager found that he or she could draw upon talents lying beyond conscious memory — skills he or she couldn’t remember learning. This last year has been a struggle for survival in a very dangerous land. Working together, the people of Dolurrh' s Dawn have crafted weapons, learned to hunt the vicious beasts of the forest, and slowly created a life in this savage land.*

*A village of amnesiacs appearing from nowhere is strange enough, but the inhabitants of Dolurrh's Dawn haven’t even realized the true extent of the mystery surrounding their little community. The people of the village know their own names, but they remember nothing about the past... and as such, when they first awoke, they didn’t recognize any of the other inhabitants of the village. But the first travelers who discover this village are in for a shock. A dwarf named Kordran serves as the town blacksmith. His face might seem familiar to anyone who has been to the Mror Holds, and it shouldn’t take long to realize why: They’ve seen it carved into the side of the Ironroot Mountains, in a monument over a mile in height. He is Lord Kordran Mror, the greatest king to ever rule the realm beneath the mountains. The mudspattered huntress is Lhazaar, the explorer who led humanity to the shores of Khorvaire. Galifar I sits at a table with Karrn the Conqueror and Jarot, the last ruler of the kingdom Galifar founded. This is a village filled with heroes and legends — yet none of them remember their heroic deeds, nor do they possess the full skills spoken of in the stories. So what are they? Has Mordain found a way to pull these ancient spirits back from the afterlife, in violation of the laws of Dolurrh? Or are these people simulacrums created by the Fleshweaver — clones with vestiges of the heroes' memories, but no true trace of their souls? Either way, what does Mordain have to gain from this experiment, and why has he chosen the subjects that he has?*
Favored Soul

## The Favored Soul

While clerics gain divine favor and power through worship and devotion the favored soul is a chosen champion of a deities cause. Just as sorcerers can wield arcane magic with no aid of a spellbook or years of training so too does a favored soul use divine magic with similar ease. While for good or ill a favored soul is bound to their diety in a way that even the most devout cleric could never understand.

## Favored Souls in Eberron

With the Sovereign Host and their evil counterparts the [[Dark
Six]] being distant gods, coupled with the fact that most civilized people worshipping the entire pantheon rather than focusing solely on a specific deity, it is not surprising that favored souls are not found in large numbers in Eberron.

Favored souls are usually followers of a specific deity within the
Sovereign Host and seek to emulate their god in all they do. There are favored souls who follow different faiths as well as the Dark Six, but they are a niche group within a minority and often keep their abilities and worship to themselves.
As with clerics a favored soul need not be within one step of their deities alignment and can choose a neutral alignment if they so desire. Some of the favored souls often do not know where they gain their powers from and some activily resent being doted on by the divine.

## References

Player's Guide to Eberron(book)

Complete Divine
Elemental Avatar

*9th-level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

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

For the duration of the spell, you gain the benefits of the *Investiture of fire, Investiture of ice, Investiture of wind, Investiture of water, and Investiture of stone* spells.
Draconic Prophecy

**The Draconic Prophecy** is a record of things to come that has been playing out since creation.

The dragons of Argonnessen observe and record everything from the position of the moons and stars, to the position of the Ring of Siberys to physical manifestations of dragonmarks in the world, all of which they study looking for portents and omens of things to come. The prophecy encompasses many many volumes and is said to be as complex and unfathomable as the dragons themselves. A few among the scholarly study snippets of the massive work, but only the dragons with their incredibly long lifespan, the elves of Aerenal, and the immortal rakshasa have the ability and patience to see the prophecy for what it truly is.

Recently dragonmarks have formed on the so-called lesser races. Although the dragons are divided as to what this might mean, they are no less interested in studying the new bearers of the draconic prophecy.

It is unknown what the draconic prophecy's nature is. Some argue it is a revelation of the end of the world, others of a new beginning. Whatever the means it is obvious that the prophecy points towards the transformation of the world as we know it.

## References

1. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ 2.0 2.1 2.2 2.3 Keith Baker (12/27/2004). Dragonshards - The Draconic Prophecy. Wizards of the Coast. Archived from the original on 11/01/2016.
3. ↑ Keith Baker (12/27/2004). Dragonshards - The Draconic Prophecy. Wizards of the Coast. Archived from the original on 11/01/2016.
Eldrantulku

**Eldrantulku the Oathbreaker**is an Overlord from the Age of Demons with dominion over corruption.

## History

Eldrantulku the Oathbreaker was bound during the Age of Demons.

## Abilities

Eldrantulku, the Oathbreaker is a spirit of discord who encourages betrayal, ambition, jealousy, and paranoia. He has domain over **Corruption** and **Trickery**.

## Servants

* **Kashtarhak, the Voice of Chaos:** Kashtarhak is mightiest servant of Eldrantulku the Oathbreaker. This rakshasa sorcerer serve as his *prakhutu* on the Bleak Council of Ashtakala, and is a member of the Lords of Dust.
* **Thelestes, the Velvet Blade:** Thelestes is one of the few non-rakshasa to belong to the Lords of Dust. She is a succubus who fled Mabar to Eberron, and joined the Lords of Dust. She has multiple aliases across Khorvaire, including within House Thuranni and House Phiarlan. She takes pleasure in watching corruption and death. She is a claw servant of Kashtarhak, and the two have a telepathic bond.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
Eberron Wiki:Unofficial Material

This is one of the tags that can be added to Wiki articles to denote how closely it adheres to official sources published by Wizards of the Coast.

"Unofficial Material" covers topics that aren't mentioned in the books, but that would easily fit into the setting without "breaking it" - minor NPCs and organisations, new locations, descriptions of towns that are only mentioned on the maps or not at all, new minor spells, and so on.

For more details, see the Eberron Wiki FAQ.
Domains in Eberron and the Forgotten Realms

**Edition** | 4th ed.

*The worlds of Eberron and Toril have far different types of religions. One of the few commonalities is that each deity oversees certain spheres of influence. These domains provide a way for a character to focus on a certain part of a deity’s theme and to gain a closer connection to the deity by modifying at-will and Channel Divinity powers. (See Divine Power for the mechanical details of using domains.)*

*Your choice of domains, combined with the deity you worship, calls out certain traits of your character. A Tempus-worshiping cleric with the protection domain might be devoted to guarding allies in battle (and takes powers that give the most healing or defensive benefits). A different cleric might also follow Tempus, but choose the war domain instead, and lead allies charging into battle (choosing the battle cleric build and Strength-based powers).*

*Also look for domains shared between multiple deities and use them as roleplaying opportunities. For example, your avenger devoted to Dol Dorn might hate the Mockery and his followers. Your god and the Sovereign of Betrayal and Bloodshed might share the war domain, but your wars are waged honorably. Eradicating the contemptible butchers of the Mockery will cause people to respect war as the noble undertaking it should be.*

*The domains associated with deities, and the way those gods perceive their domains, are described here.*
Faiths of Eberron (book)

*In the world of Eberron, the realms of the gods depends on the belief of the followers. Contradictory truths might both be correct. Vague legends might be fact, and accepted fact only dogma. But to every worshiper, the divine presence manifests in miraculous magic, boons for the faithful, and undeniable holy power. In short, faith shapes reality.*

*This supplement presents detailed descriptions of the major religions of Eberron, including the rival pantheons of the Sovereign Host and the Dark Six, the young faith of the Silver Flame, and the shadowed Blood of Vol. You'll also find intriguing details of lesser religions, such as the beliefs of the laconic warforged, the mad cults of the Dragon Below, and the various druid sects of the Eldeen Reaches. The **Faiths of Eberron** supplement also includes new feats, spells, prestige classes, and equipment to give more options to devout worshipers and sometime followers alike.*

## Table of Contents

* The Sovereign Host
* The Dark Six
* The Silver Flame
* Druid Sects
* Other Cults
* The Trappings of Faith
	+ New Feats
	+ Spells
	+ Psionic Powers
	+ Religious Equipment
	+ Magic Items
	+ Construct Grafts
Frost salamander

**Frost salamanders**are a kind of magical creature found in Risia and particularly cold regions of the Material Plane.

## Appearance & Personality

Frost salamanders are magical beasts. They have ice-blue, six-legged serpentine bodies, reptilian heads, and very long tails. Their sharp claws resemble icicles, and they use these for combat and climbing up slippery slopes.

## Lands

Immoths are found in the plane of Risia and areas of extreme cold on Eberron.

## References

1. ↑ Per the Eberron Campaign Setting, as a creature of ice the frost salamander would speak Risian.
2. ↑ ***Monster Manual II***.
Jeff Grubb, Rich Redman, Steve Winter,
and Edward Bonny (September 2002). Wizards of the Coast. ISBN 0-7869-2873-5.
, pg. 108
3. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
, pg. 97
4. ↑ 4.0 4.1 ***Monster Manual II***.
Jeff Grubb, Rich Redman, Steve Winter,
and Edward Bonny (September 2002). Wizards of the Coast. ISBN 0-7869-2873-5.
, pg. 108
Diplomat (Feat)

Return to List of Homebrew Feats

## **Diplomat**

You master the arts of diplomacy, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Persuasion skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it.
* If you spend 1 minute talking to a humanoid who can understand what you say, you can force it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier modifier). If you or your companions are fighting the creature, the save automatically succeeds. If it fails the saving throw, it is Charmed by you for 1 hour as long as it remains within 60 feet of you, or until you or your companions do anything harmful to it. If the creature succeeds the saving throw, it realizes that you attempted to use magic to influence its mood and may become hostile toward you. Otherwise, the creature is unaware. You can’t use this ability against the creature again for 24 hours.
Eastbrook

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Eastbrook** is a small barony in eastern Breland, south of Starilaskur, near the lightning rail line that runs from Sterngate to Starilaskur. It is governed by Erix ir'Clarn, a Khoravar. The village holds less than 100 people and the principle industry is farming.

The town recently suffered attacks on its people by a werewolf that turned out to be the priest of the Sovereign Host, Therios ir'Vincan, a Cyran who had moved to the area following the Last War.

He was discovered and apprehended by Ot, Jojo d'Jorasco, Tothban, and Forneus, for which service, Baron ir'Clarn created the Order of the Silver Dagger to honor them.

Notes: Breland, City
Dust of Appearance (Item)

*Wondrous item, uncommon*

This fine powder appears to be a very fine, very light metallic dust. Dust of appearance is typically stored in small silk packets or hollow bone tubes. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become outlined in glittery light. An affected creature can't benefit from being invisible and sheds dim light in a 10-foot radius. The dust also reveals any illusions in the area as false, as if with truesight. The dust’s effect lasts for 5 minutes, and the dust is consumed when its magic takes effect.
Druid

Health
 Martial
 Skill
 Save
 Spellcasting

A versatile and heroic character the **Druid** combines the wonder of natural magic with a fair sense of combat to make a truly unique type of hero. With divine magic granted to them by the natural world or specific nature focused gods the druid feels most at home away from civilization where his natural magic can have the most impact. Usually followed by a loyal animal companion the druid can transform himself into a wild animal taking on all the abilities of the animal while in the beastial form.

## Special Abilities

**Evocations** - Druids cast primal magic granted them by the first animal, known as the primal beast, as well as the spirits who attend to the natural world. Druids powers, like all primal powers, are called evocations. The druids evocations mostly deal with the natural world, and as controllers they often use it as an offensive weapon, protect allies, and limit or control the movements of their enemies.

**Wild Shape** - the druid has the supernatural ability to transform into an animal or natural or fey origin, or even a shadowy form of fur and feathers, an echo of the primal beast. As the druid grows in power they are able to tap into more powerful forms and powers.

**Other Natural Abilities** - the druid's focus on the natural world grants them other boons as they progress including immunity to poison, the ability to walk without a trail and becoming ageless.

## Druids in Eberron

Several druidic sects occupy Khorvaire and their numbers can be found spread throughout the realm, though mostly in unspoiled natural areas such as the Eldeen Reaches or Valenar though many druids traverse the open expanses of Khorvaire and a few even call some of the sprawling metropolises home. The tradition of druidism was first brought to Khorvaire by the dragon Vvaraak who taught the orcs of the Shadow Marches the secrets of the natural world in an effort to protect the world from the impending invasion of the daelkyr.

### Famous Druids

* Oalian - the awakened great pine of the Eldeen Reaches

## Druidic Sects

Druids rarely work completely alone. Over the millenia, druids have gathered in numerous sects. The largest sect is the Wardens of the Wood who have become the de facto governing body of the Eldeen Reaches. Most other druidic sects, such as the Gatekeepers are nomadic, but still are most commonly found in the Eldeen Reaches as well. However, druids can be found across Eberron, especially in other areas of dominant wilderness, such as Q'barra and many areas of Xen'drik.

See Druidic sects for more information about specific sects.

## Commentary on Druids

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

*For more information regarding playing druids and for specific game mechanics consult the Player's Handbook 2.*
Eberron Wiki:Canonical Speculations

This is one of the tags that can be added to Wiki articles to denote how closely it adheres to official sources published by Wizards of the Coast.

"Canonical Speculations" cover topics that expand on and try to refine the things we know from the books - how does a certain Dragonmarked House operate, what are the military tactics of the various nations, and so on. Things that we don't know for sure - because they aren't spelled out completely in the books - but which follow logically from canon material.

(**Note:** For the sake of convenience, we will assume that all material on the Wiki is Canonical Speculation unless mentioned otherwise, so adding this tag is not neccessary in most circumstances).

For more details, see the Eberron Wiki FAQ.
Ghost

**Ghosts** are formed when a shade clings to a particular memory with such intensity that even Dolurrh can’t completely eradicate it - perhaps a terrible mistake or a bitter grudge. The rest of the spirit’s memories fade, and it becomes immune to ennui, but this ember remains, defining its existence. Ghosts are driven by a primal desire to return to Eberron, to haunt the place where they died or where their anchoring memory was forged; they might escape to the Material Plane when Dolurrh is coterminous or when a resurrection goes wrong. Ghosts that are destroyed eventually reform; they can only find peace if their unfinished business is resolved.
Eberron Wiki talk:Mission statement

What is considered cannon and non-cannon? Because if the novels are considered non-cannon then there is something wrong with the category system.

I would say anything published by WotC is canon. But non-canon content should be marked here, so we can seperate canon from private creativity (although that may be just as good or better!) --**Soeren Staun** 06:47, 11 February 2009 (UTC)

So then we should consider all Novels printed by Wizards to be canon?

In my oppinion, yes. But I am just a newcomer here :) --Soeren Staun 15:48, 6 March 2009 (UTC)
Dragonborn (Chromatic)

***Age.*** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

***Size.*** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

***Chromatic Ancestry.*** You have draconic ancestry, granting you a special magical affinity. Choose one kind of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Chromatic Ancestry
 Blue
 Green
 Red
 White

***Breath Weapon.*** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Your chromatic ancestry determines the size, shape, and damage type of the exhalation. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Draconic Resistance.*** You have resistance to the damage type associated with your Chromatic Ancestry.

***Chromatic Warding.*** Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can't do so again until you finish a long rest.

***Languages.*** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Dragon War

*Eberron's fragile peace is crumbling. Armies gather, and for the first time in generations, dragons rise to war. Prophecies are fulfilled. And the one man in the center of it all, the prophesied Storm Dragon, lies helpless, his powers stripped away, his mind teetering on the edge of madness.*

*Even as a band of desperate heroes try to restore the Storm Dragon and prevent another world war, darker forces are at work. Some lust for power and are willing to do anything to seize it, even rouse Eberron's most fearsome powers for a full-scale... **dragon war**.*
Decompose (Spell)

*cantrip necromancy*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** 1 minute

**Class List:** Bard, Cleric, Druid

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade into compost and mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.
Derro

(Not cannon)

**Derro** are a race of small monstrous humanoids that dwell underground and have a seemingly inherent madness.

## History

The exact history of the derro is unknown. They are suspected to be the warped progeny of Clan Noldrun, who fled underground following the fall of Noldrunhold four hundred years ago.

Vvaraak the Scaled Apostate may have taught the derro the secrets of druidic magic after her disappearance from the Shadow Marches and travel into Khyber.

## Appearance & Personality

The derro are largely defined by the madness that afflicts their people. Derro are usually chaotic evil as a result of their warped mindset, though there are occasional exceptions.

The derro may have a druidic tradition as a result of potential contact with the draconic rogue Vvaraak.

## Abilities

The derro are immune to the *confusion* and insanity effects due to their inherent madness.

## Lands

Derro are known to dwell in The Vale of the Inner Sun, where dwarves of Clan Noldrun became warped by the sun within the aberrant demiplane of Khyber.

## Notes

Keith Baker has suggested on his website that the dwarves of Noldrunhold degenerated into derro in a manner similar to the transformation of the goblins into dolgrim. This change would have been at the hand of a daelkyr or even an Overlord (such as Tul Oreshka, the Truth in the Darkness given her ties to madness).

## References

1. ↑ Per the Eberron Campaign Setting on page 47, as underground denizens derro would likely know Undercommon.
2. ↑ 2.0 2.1 2.2 2.3 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 "**Eye on Eberron - The Vale of the Inner Sun**" (April 2012) by Keith Baker. *Dragon Magazine* issue 414. , *p. 1-4*.
4. ↑ Keith Baker. Running "Into the Wormclaw Fissure" in Eberron. *Dungeon #134 Map & Handout Supplement*. Paizo Publishing. Archived from the original on 10/13/2007. Retrieved on 02/28/2019.
5. ↑ 5.0 5.1 ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
6. ↑ 6.0 6.1 Keith Baker (02/16/2019). Dragonmarks 5/31: The Dwarves. Archived from the original on 08/11/2016. “Also: what was your idea on what happened to Clan Noldrun? C’mon, I know you have one, share it!

Like the Mourning, I think this is a great place to explore your own ideas. But personally, I think it’s a great way to use the Derro – having adventurers find the sunken hold now populated by these twisted and deviant descendants of the first Noldrun dwarves. This could be the work of an overlord, or it could be the daelkyr responsible for the original destruction of the Deep Kingdoms; the derro are to dwarves as the dolgrims are to goblins.

Of course, you could always say that they became duergar, then pick up all the Underdark rising materials and replace the word “drow” with “duergar”, and suddenly POW, it’s Noldrun Rising!”
Discern Location (Spell)

*8th-level divination*

**Casting Time:** 1 hour

**Range:** Unlimited

**Components:** V, S, M (Incense worth at least 1,000 gp, which the spell consumes, and a set of divinatory tools - such as bones, ivory sticks, cards, teeth, or carved runes - worth 100 gp)

**Duration:** Instantaneous

**Class List:** Cleric, Druid, Sorcerer, Warlock, Wizard

A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.

To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.
Dragonmarked Services

**House Orien Teleportation**

The actual price of transportation may be much higher than the listed value if multiple castings of the spell are involved. If no Dragonmarked Heir is currently stationed at the enclave, they must cast the spell to arrive. The spellcaster must come along with the customer and then return back through another use of the spell. The cost of all teleportation castings are passed on to the customer. The final cost of the teleportation is doubled if the caster knows they are going into dangerous or hostile territory.

If you are able to cast Teleportation Circle for yourself, it is possible to obtain an Orien teleportation sigil and use their network without the help of a Dragonmarked Heir. A scheduled teleportation costs 500 gp, and an unscheduled teleportation costs 1,000 gp.

If you have the ability to contact a representative of House Orien, via a sending spell or similar magic, you can request a Dragonmarked heir pick you up from your location. Doing so will double the final cost of the transaction.

House Orien Teleportation Service
 **Teleport, Description** | 3,060 gp

**House Wildsteel Banking Services:**

House Wildsteel provides a number of banking services, including bank notes (at the cost of 1% of the amount written for) and dimensional vaults. Banking accounts require a minimum balance of 1,000 gp. Like the idea of safety deposit boxes, dimensional vaults of store rooms that physically exist deep in the mountains of the Mror Holds where the dwarves of House Wildsteel have made their ancestral home. However, when one rents out a vault, they are issued a key that, when taken to a Wildsteel conclave and used on a specially prepared room, can teleport the entire contents of the vault, exactly as they were arranged, to that room and return the contents (new items included) back to the vault when the key is removed. House Wildsteel guarantees the security of these contents and what few breeches that have been documented have been the fault of those that had the keys.

**House Wildsteel Warding Magics:**

In addition to banking services, House Wildsteel also provides a number of warding magics as needed by their clients. Assume the caster level of these magics is the minimum needed for the dragonmark.
Expeditionary Dispatches

**Expeditionary Dispatches** was a regular series for Dragon Magazine upon its move from Paizo Publishing printed magazines to Wizards of the Coast PDFs. Highlighting various backdrops in the Eberron campaign setting, Expeditionary Dispatches articles were written by Eberron creator Keith Baker.

Expeditionary Dispatches debuted in Dragon Magazine #362, in February 2008, with three articles. After that, the series moved to one article an issue. (It is presumed that the first two articles were slated for issues #360 and 361, but were bumped for coverage of the in-development and ready-for-launch 4th edition.)

The series continued somewhat regularly until October 2008, with two trailing articles in May 2009 (Dragon issue #375) and November 2009 (Dungeon issue #172).

## List of Articles

### Dragon Magazine

* *Crossing Valenar* - Issue #362
* *The People of Taer Valaestas* - Issues #362
* *The Walls of Taer Valaestas* - Issues #362
* *Dangers of Taer Valaestas* - Issues #363
* *The Forest of Flesh* - Issue #364
* *Dolurrh's Dawn* - Issue #365
* *Lost Village of Janus Gull* - Issue #367
* *Refuge in the Mournland: Stillwater Station* - Issue #368
* *Mournland Express* - Issue #375

### Dungeon Magazine

* *Guardians of the Labyrinth* - Issue #172
Dura

**Dura**, one of the largest and oldest quarter of Sharn, rises from the ruins Shaarat and the Old Sharn that fell at the end of the War of the Mark. But as Sharn has grown over the centuries since that terrible conflict, Dura has been left behind. Today, many consider it a blight on the city, riddled as it is with poverty and crime. Dura is home to the majority of the lower classes of Sharn, and Lower Dura is generally considered to be little better than the Cogs.

Nonetheless, Dura is the gateway to the Dagger River. Cargo passes from Cliffside up through Dura, and most of the vast warehouse districts are located in the lower ward. The Bazaar of Dura is a source for all manner of unusual goods, including a wide range of illegal merchandise. Dura may be dangerous and dirty, but it is certainly a gateway to adventure.

The Race of Eight Winds has a major impact on the culture of this quarter. Residents born and raised in Dura are likely to be quite passionate about the race, and outsiders who settle in one of the districts of Dura would be wise to smile and nod when the subject comes up. As the time of the race draws near, Callestan and Hareth’s Folly become a hotbed of arguments and brawls.

## Districts

#### Upper Dura

* **Clifftop** - Adventurer's quarter (p. 52)
* **Daggerwatch** - Garrison (p. 54)
* **Highhold** - Dwarf neighborhood (p. 54)
* **Highwater** - Average residential (p. 55)
* **Hope's Peak** - Temple district (p. 55)
* **Overlook** - Apartment townhomes (p. 56)
* **Redstone** - Shops (p. 56)

#### Middle Dura

* **The Bazaar** - Marketplace and shops (p. 57)
* **Broken Arch** - Average residential (p. 58)
* **Hareth's Folly** - Tavern district (p. 58)
* **Rattlestone** - Apartment townhomes (p. 59)
* **Stormhold** - Average residential (p. 59)
* **Tumbledown** - Tenement district (p. 59)
* **Underlook** - Inn district (p. 59)

#### Lower Dura

* **Callestan** - Inn district (p. 61)
* **Fallen** - Slum (p. 62)
* **Gate of Gold** - Tenement district (p. 63)
* **Malleon's Gate** - Goblinoid slum (p. 63)
* **Oldkeep** - Apartment townhomes (p. 64)
* **Precarious** - Warehouse district (p. 64)
* **The Stores** - Warehouse district (p. 65)
Explore Taer Lian Doresh: The Fortress of Broken Dreams

**Edition** | 4th ed.

*Before the Day of Mourning, the Whitepine Forest was a source of quiet, verdant life, a wild frontier with many legends of its own. These ancient tales often featured the fleeting appearance of a mysterious fey city, or merely the glimpse of a single spire of gold in the deep twilight. Today, those who venture too far into the dark woods of the Lhazaar hinterlands discover a very real and very malevolent presence: Taer Lian Doresh, the Fortress of Fading Dreams. Formerly one of the seven shining jewels of Thelanis, now it is a place of living nightmares and waking horror.*
Echo Stone (Item)

*Wondrous item, uncommon*

This dull-blue river stone is soft to the touch, and makes remarkably little sound if dropped. When an echo stone is squeezed as an action, it glows faintly for 1 minute. The stone records all sound made within 15 feet of it while glowing, then repeats that recorded sound at an equal volume once every 5 minutes. This cycle of repetition continues until the stone is squeezed again as an action, which silences it. Squeezing the stone twice in quick succession as an action causes it to play the sounds it has most recently recorded, rather than recording new sounds.
Explore Fairhaven: Villains and Vagabonds

**Edition** | 4th ed.

*Fairhaven is a city of magic and royal intrigue, its glittering spires a symbol of the very heights of Aundairian power. Beneath the shining veneer, criminal lords prey upon the weak, and ancient forces of evil conspire with undying patience. Then there are those without an elaborate agenda, who are merely too self-serving or independent to align with schemes outside of their own. These are the survivalists of Fairhaven, itinerant rogues and knaves—wayward souls, perhaps not so unlike adventurers. See Dungeon #170 for more information on the city.*
Greater Spell: Mage Armor

Return to List of Homebrew Feats

***Prerequisite:** Ability to cast the Mage Armor spell*

You’ve learned how to empower the Mage Armor spell, granting you the following benefits;

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* When you cast Mage Armor, the target’s base AC can be either 13 + its Dexterity modifier or 16 (your choice).
* You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Hadozee

**Hadozee**, also known as "**winged deck apes**", are an extremely rare kind of simian humanoid known for their love of sailing.

## History

Hadozee are suspected to originate in Xen'drik, though this is just speculation.

## Appearance & Personality

Hadozee are nimble and dexterous, able to scale poles, ropes, trees, and most walls with ease. They have excellent balance. Their skills at climbing and balance made them especially suited for a life on sailing vessels of all kinds.

## Abilities

When the arm-flaps were stretched tight, a hadozee could glide for limited distances, such as between the rigging of two different parts of a ship.

## Society

Hadozee are known as wanderers and sailors. They congregate around port towns and tend to build communal houses to dwell in.

## Lands

Hadozee can be found aboard ships captained by other races. They have no known homeland, though they are suspected to originate in Xen'drik by some.

Hadozee tend to live by the coasts.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 ***Stormwrack***.
Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Wizards of the Coast. ISBN 07-8692-873-5.
2. ↑ 2.0 2.1 2.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Dolgarr

The **dolgarr** are a kind of aberration created by the daelkyr during their invasion of Khorvaire.

## History

The dolgarr were formed out of bugbears by the daelkyr during the Age of Monsters. They follow the dolgaunt.

Dyrrn the Corruptor is credited with creating the dolgarr.

## Appearance & Personality

Dolgarr resemble hairless apes with exposed, raw skin. They have long, drooping arms and a mouth filled with teeth that look like fingernails.

## Society

Dolgarr follow dolgaunts and their aberrant masters.

## Lands

Dolgarr reside underground and in Khyber.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Dragonroost

**Dragonroost** is a small town in northern Zilargo. It is the first point of entry in Zilargo from Breland for merchants on the Orien trade road. It was in a small valley just north of Dragonroost that the gnomes of Zilargo negotiated with Galifar I bringing the nation into the Kingdom of Galifar as an independent province. A number of refugees from Cyre fled to Dragonroost during the Day of Mourning.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Explore Taer Lian Doresh: Agents and Enemies

**Edition** | 4th ed.

*The inauspicious few who know about the Fortress of Fading Dreams either try to forget they do or attempt to use this knowledge for personal gain. Taer Lian Doresh is a city out of myths where ancient minds contemplate revenge against the world outside, where hope is leached away by fear, where nightmares are clothed in flesh. Although knowledge of the Fortress and its location can grant one considerable power, it also invites attention from those within -- and few things are more perilous than earning the interest of these sinister fey. Yet not all who come and go within its halls serve its interests. In fact, some might even ally against Shan Doresh, the feyspire's eladrin lord. But in Taer Lian Doresh alliances -- like dreams -- are doomed to fade.*
Galifar

**Galifar** may refer to:

* The **Kingdom of Galifar**, the first united human nation of Khorvaire.
* **King Galifar ir'Wynarn I**, the first king of the kingdom of Galifar, and the ruler that united the nations.
* **King Galifar ir'Wynarn II**, descendant of the first King Galifar.
* The **Galifar**, one of the common currencies of Khorvaire, also known as a gold piece.

Disambiguation page for GalifarThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
Ethergaunt

The **ethergaunt**, or **Khen-zai** as they call themselves, are a kind of extraplanar aberration that exist in the Ethereal Plane.

## History

The **Ethergaunts** served the daelkyr, their creators, ten thousand years ago, during the Daelkyr War. When the gates to Xoriat were closed by the Gatekeeper Druids, the ethergaunts fled to the Ethereal Plane. After the fall of the Dhakaani Empire, human settlers from Sarlona came to Khorvaire. The humans became food for a race of fey known as Joystealers. The Ethergaunts began taking the Joystealers as slaves. Most Ethergaunts remain on the Ethereal Plane, though some permanently reside on the Material Plane.

## Appearance & Personality

The ethergaunts are long, spindly humanoids, creations of the daelkyr.

They come in three species: red ethergaunts, white ethergaunts, and black ethergaunts.

## Weapons and Equipment

Ethergaunts use a number of technological devices to aid them. First amongst them is the ***etherblade***, a short glaive topped with a hollow barrel. The etherblade can project a spell-like blast, plus can be used as a two-handed bladed weapon.

Another tool they use are called ***doubt bombs***. These small ceramic spheres which overstimulate the "doubt centers" of most humanoids' brains. Upon shattering, doubt bombs create a noxious smoke over an area of ten feet. Ethergaunts themselves are immune to their doubt bombs.

## References

1. ↑ Per the Eberron Campaign Setting on page 47, as aberrations ethergaunt would speak Daelkyr.
2. ↑ 2.0 2.1 2.2 ***Fiend Folio***.
 (2003). Wizards of the Coast. ISBN 0-7869-2780-1.
3. ↑ 3.0 3.1 ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
Dead Gray Mist

The Dead-Gray Mist: Whatever arcane event led to the destruction of Cyre, it created a wall of mist that spread out until it defined the Mournland's borders in all directions. The shroud of mist hangs like a curtain, separating the Mournland from its neighbors. Thick and cloying at the borders, the mist rises some one hundred feet into the sky and forms a canopy that hides the ruined realm even from above. Strong winds occasionally part the mists in places, but these breaks don’t last long. Passing from outside the Mournland into the mist is like entering a shadowy, muffled region devoid of life and sun and sound. Eventually, the thick mist gives way to a less oppressive fog, but depending on the day and the location of entry, that borderland of mist can range in depth from a few hundred feet to as much as five miles. Travelers in the thick border of mist suffer from claustrophobia and often grow weary and depressed for no apparent reason. It’s easy to become turned around and lost in the mist, and those brave enough to venture into it often wind up going in circles until their food and water give out or they blunder into the path of some mutated terror prowling the borderland. (Those who fail a DC 20 Survival check become disoriented and travel in a random direction for 1d4 hours.)
Greater Spell: Absorb Elements

Return to List of Homebrew Feats

***Prerequisite:** Ability to cast the Absorb Elements spell*

You’ve learned how to empower the Absorb Elements spell, granting you the following benefits;

* Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
* Absorb Elements gains a range of 15 feet for you, allowing you to cast it on a creature you can see when they take take acid, cold, fire, lightning, or thunder damage.
* You can cast Absorb Elements without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Erevyn Korell d'Cannith

**Erevyn Korell d'Cannith** was the chief artificer and minister of the Orphanage, a secret Cannith facility in Karrnath. He is one of the presumed dead in the accident which destroyed the site's creation forge and facility in Therendor, 992 YK.

## References

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

File:Attire.jpg   While the Blademark provides general security, the

Defender’s Guild specializes in personal protection.
The Defender’s Guild is comprised entirely
of members of the Deneith bloodline. A Deneith
heir must undergo a series of tests to qualify for
service in the Defender’s Guild; this usually
requires at least one tour of duty in the Blademark.
Once she has passed these tests, she is issued a
resilient document known as a writ of the Watchful Eye.
As long as she possesses this document, the heir can
present herself at any Deneith enclave and request
work. This writ is sealed with an arcane mark and
thus almost impossible to forge. In addition, if an
heir’s background is called into question, a house
leader may contact the enclave that issued the writ
to request verification.

A Deneith defender receives room and board
from the house, but is expected to provide her own
equipment. She receives an 80% commission for the
work she performs; the house takes the remaining
20% in exchange for lodging and brokering services.
The daily cost of hiring a Deneith defender
is based on the level of dragonmark possessed by the
guardian; she is expected to use her mark to protect
her charge.

 Least
 Lesser
 Greater or Siberys

The Sharn enclave includes 33 unmarked defenders,
75 defenders with least marks, and 7 with lesser
marks. There are no Deneith heirs with greater or
Siberys marks in Sharn.
Equalizer Sling (Item)

*Weapon (Sling), uncommon (requires attunement)*

This magic sling can help the smallest of heroes defeat the biggest of foes. While wielding this sling, you can use your action to fire it at a creature you can see within 30 feet that is larger than you. You throw a pebble from the sling that impacts its target with the force of a boulder. The target must make a DC 14 Dexterity saving throw. A creature that is Large or smaller has advantage on the saving throw. On a failed save, the target takes the sling's normal damage, plus an additional 1d12 bludgeoning damage for every size category larger than you it is. A creature that fails this saving throw by 5 or more is also knocked prone. On a successful save, the target takes half as much damage and isn't knocked prone.

Once this ability has been used, it can't be used again until the next dawn.