recursal/Fanatic-Fandom huggingface dataset:
Lirra Brochann

**Lirra Brochann** is the daughter of General Vaddon Brochann and Mafalda Brochann. She followed in her father's footsteps and joined the Karrnathi Army, graduating from the Rekkenmark Academy and rising to the rank of Captain. After the Last War, Lirra joined her father's command of the Outguard, a special squad stationed near the Karrnathi town of Geirrid. While there, Lirra found herself accidentially bonded to a symbiotic tentacle whip.

## History

### Early History

Lirra Brochann was born of Vaddon Brochann and Mafalda Brochann, both proud citizens of Karrnath and members of the Karrnathi military. The two passed along their love to their children, Lirra and her brother Hallam. Lirra grew up listening to the victories of her father during the Last War, and got to know some of Vaddon's comdrades. This was especially true of Ksana, a half-elf cleric of the Sovereign Host who had not only joined Vaddon on many campaigns, but had often visited the Brochann home.

Lirra was a little girl when her mother, Mafalda was killed in battle, at the Battle of Jaythen's Pass. It was Ksana who acted as a surrogate mother, counseling Lirra through her grief. Ksana also later consoled Lirra when her brother Hallam was killed at the Siege of Thiago. Nevertheless, Lirra joined the Karrnathi military. She attended and graduated the fabled Rekkenmark Academy.

### Assigned to the Outguard

Lirra was in her late twenties when the Last War ended. She joined her father's command at the Outguard, a small base of operations outside the wilderness town of Geirrid. Their goal was to guard Lirra's uncle, Elidyr, and assist his experiments. Elidyr, an artificer from Morgrave University, was heading up a project to bond symbionts to Karrnathi troopers. Elidyr was aided by Sinnoch, a dolgaunt trapped on Eberron since the Dalekyr War. While at the Outguard, Lirra would often lead hunts into the Nightwood, searching for symbionts for Elidyr's experiments. Sh also met Rhedyn, the nephew of Warlord Veit Bergerron, her father's commander.

While at the Outguard, Lirra and Rhedyn started a relationship. However, their relationship ended when Rhedyn volunteered for one of Elidyr's experiments: the bonding of a symbiotic shadow cloak to a subject. Until then, all symbiont bonding experiments were a failure. However, this time, Elidyr and Sinnoch succeeded. Rhedyn was now bonded to the shadow cloak. However, in the wake of the bonding, Rhedyn's personality changed, and he and Lirra separated.

Lirra served as a guard to Elidyr's second "successful" bonding experiment: this time, a young conscriptured soldier named Osten was to be bonded to a tentacle whip. The bonding was successful, however, the symbiont took control of Osten's mind. Osten severely hurt Lirra before being stopped by Vaddon and Rhedyn. Luckily, she only suffered some minor woulds and was patched up by Ksana.

### Becoming Lady Ruin

**Spoiler warning:** Plot or ending details follow.
## References

1. ↑ 1.0 1.1 1.2 ***Lady Ruin***.
Tim Waggoner (2010). Wizards of the Coast. ISBN 0-7869-5625-9.
List of Setting-Specific Backgrounds

Return to Homebrew Rules

Character Creation House Rules

### Eberron Backgrounds

Here is a list of suggested backgrounds specifically tied to the world of Eberron. Some of these are in 3rd-party books without a place to view them online, so if you want to use it let me know and I can send you the pdf.

### Other Suggested Setting Backgrounds

Here is a list of suggested backgrounds not specifically tied to the world of Eberron, but still appropriate for our game/setting.

### Existing Backgrounds

The shape of different backgrounds is molded by their relationship to a setting as a whole, and this is paramount in the tumultuous era in which we embark on campaigns in Eberron. What does it mean to be a noble in Khorvaire? If a character served in the Last War, are they required to be a soldier? In developing a background, consider the following ideas.

### Other:

* **SECRETS.** *Do you want a secret? Just ask the DM and I can hook you up.*
Neanderthal

**Neanderthals** are a kind of primitive humans that dwell in cold environments. They are clustered around the northern pole of Eberron in the continent of the Frostfell and the Tashana Tundra in Sarlona.

## History

The neanderthal believe they were created to dwell in the frozen realms. They do not build great civilizations, and are content to hunt and range across the icy wilderness.

## Appearance & Personality

Neanderthals resemble stocky, well-built humans with large heads, a prominent brow, and strong jaw. Their jaws that can crack bone. They often will cover themselves with tattoos, war paint, and scars as a symbol of personal might.

The neanderthals maintain a rich oral tradition.

## Abilities

Neanderthals are adept at surviving in harsh environments shunned by other humans.

## Society

Neanderthals form clans which can consist of between six to ten different families. They prefer to dwell in cave systems or ruins if none are available. They mark the hunting ground around their homes with simple fetishes and trophies.

Each clan can observe a different religious belief passed on through oral tradition and cave paintings. Some include ancestor worship, druidism, and beliefs in totemic natural spirits. They hold a special reverence for fire. Few clans outright worship deities.

## Lands

Neanderthals can be found in several extreme environments in Eberron. These include in the Frostfell and the nearby Icewhite Island as well as the Tashana Tundra in the north of Sarlona.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 ***Frostburn***.
Wolfgang Baur, James Jacobs, and George Strayton (2004). Wizards of the Coast. ISBN 0-7869-2896-4.
2. ↑ 2.0 2.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
3. ↑ 3.0 3.1 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
Mordain's Contort (Spell)

*4th-level transmutation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

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

**Class List:** Warlock, Wizard

You attempt to warp and contort the body of a creature you can see within range, causing its limbs or other parts of its body to extend, bend, twist, enlarge, or shrink in unusual and excrutiating ways. The target must succeed a Strength saving throw or suffer 4d8 bludgeoning damage. If the target fails its save, it also suffers the following effects for the duration: its speed is halved, its weapon attacks have disadvantage and deal half damage, and it can't cast spells with a somatic component. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Glamered Armor (Item)

*Armor (any), rare*

*At first glance this appears to be a simple set of clothing, but far heavier. When you read word written on the sewn-on tag, however, it reverts to its natural form.*

You can use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Molric Torranol

File:Seekers.jpg
Molric Torranol is a dwarf NPC featured in the Seekers of the Ashen Crown adventure. He works at the Tain foundry and is the supervisor over the labourers. Molric has lost many labourers to the kruthik infestation and offers the player characters 100gp to deal with the problem.

He is described as being a burly and sour looking dwarf, dressed in practical clothes, with a clean shaven head and beard. He is a former soldier of the Brelish military and is noticeably rude. He holds the view that Warforged are unworthy of respect and doesn't like goblins much either.
Mark of Shadow

File:Dragonmarks Phiarlan and Thuranni.jpg
The **Mark of Shadows** benefits its bearer with both invasive scrying magic as well as illusory abilities used for deception.

### House(s)

The schism that occurred during the Last War between the older house Phiarlan and its offshoot rebel House Thuranni (for more information see the entry on House Phiarlan) has caused the Mark of Shadow to develop within both groups. Both houses still use the marks and their non-magical skills for intelligence gathering, spying, and other covert activities while still pursuing mercantile wealth through entertainers and artisans of all kinds.

House Phiarlan controls the mysterious Artisans Guild. Outwardly a group of entertainers and companions, they are in reality a vast spy web operating throughout Breland, Thrane, and Aundair. House Thuranni and their Shadow Network are based in the Lhazaar Principalities who stretch their influence into Karrnath, Droaam, Q'Barra, and even into the ranks of the Emerald Claw, at the behest of the fickle princes. Both houses also employ unmarked spies, disguised as dancers, musicians, and artists.

### Marks

* **Least**: *Darkness*, *disguise self* or *minor image* 1/day; +2 bonus on Gather Information checks
* **Lesser**: *Clairaudience/clairvoyance* , *shadow conjuration* or *scrying* 1/day
* **Greater**: *Mislead* , *prying eyes* or *shadow walk* 1/day

### Siberys

* *Greater prying eyes* or *greater scrying* 1/day

## References

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

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Mercantin d'Sivis

**Mercantin d'Sivis** was a member of an expedition to the frozen land of the Frostfell in the northern pole of Eberron. in 893 YK, this expedition set sail for the Frostfell aboard the ice cutter *North Seeker*. Mercantin's role was that of communications, keeping the expedition in contact with House Sivis and the Wayfinder Foundation. However, the expedition was lost, and has not been heard from again.

Mercantin's grandson, Zander d'Sivis, wishes to discover his grandfather's fate.

## References

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

**Mabran** is the language of the plane of Mabar, the Endless Night. The various races of Mabar, such as the Nightshades and Shadows all speak Mabran. Mabran shares the same script as the Draconic language: Iokharic.

## Behind the Scenes

In the third edition, Mabran was the language of the inhabitants of Mabar. However, with the consolidation of languages in fourth edition, Mabran no longer exists. Most inhabitants of Mabar now speak Common.

## References

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

Lycanthropes are currently very rare in Eberron. However, they can change under any of twelve full moons, and can potentially transform around a dozen times/month.

## Lycanthrope Species

* Werebear
* Wereboar

* Wererat

* Weretiger

* Werewolf

## History

Lycanthropic purge conducted by Silver Flame, particularly in what is currently Aundair and the Eldeen Reaches.

## Currently

Most Lycanthropes now reside on the plane of Lamannia, the Twilight Forest.
Order of the Emerald Claw

File:Emerald claw.jpg  Originally a group of elite shock-trooper style knights under the crown of Karrnath, the **Order of the Emerald Claw** has since been outlawed in Karrnath and has gone underground.

They continue to operate in a semi-terrorist fashion to this day, proclaiming their desire to see Karrnath once again rise to power and garnering support from the Blood of Vol. The Order of the Emerald Claw is spread throughout Khorvaire.

### **History**

The Order of the Emerald Claw was established in 896YK and soon after came to the aid of Karrnath during the war. With perfect timing during a period where Karrnath was on its last legs this group of warrior fanatics came to its rescue and bolstered its defenses. Due to its radical faith many distrusted the Order of the Emerald Claw and soon the distrust turned into scorn so strong that Regent Moranna staged a coup and outlawed the Order of the Emerald Claw in 976YK.
The group still exists today but only as a shadow of its former self living like terrorists and guerrilla fighters.

**Spoiler warning:** Plot or ending details follow.

The Emerald Claw received its name from Erandis Vol's dragon father who was known as the Emerald Claw.

### **Stats**

4th Edition Eberron Campaign Guide

* Emerald Claw Trooper p.88
* Emerald Claw Knight p.88
* Emerald Claw Marshal p.88
* Emerald Claw Sergeant p.268
* Mallora, Emerald Claw Necromancer p.268

### **Hierarchy**

The leader of the Order of the Emerald Claw is known as The Queen of Death by most members, a mysterious lich who controls the entire order with the help of the Crimson Covenant. Due to the collapse of the order after being officially outlawed from Karrnath the order cannot simply go about its business like it did during war times. Now the order has been broken into numerous cells spread out over Khorvaire. The leaders of each of these cells are officers who receive orders from the Crimson Covenant. Below these officers are the knights who're proven specialist warriors.
Next are the troopers who are either cultists, criminals or Karrnathi patriots.
Spies are used by the order along with mercenaries when required.

 File:Emerald claw.png
### **Notes**

The Order of the Emerald Claw makes a good villainous group without any moral ambiguity.

The Order is known for its use of distinctive helmets with half-faceplates.

References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

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

* ***Eberron Campaign Guide***.

James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Murdo Flickenbore

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Murdo Flickenbore** is a small-time runner for crime boss, Rizzotto Rupa, in Sylbaran. Murdo hit bank when he ran into his old friend Gaius Tanaquil, his childhood friend who owes Rizzotto quite a bit of money. Murdo betrayed Gaius by tricking him into meeting with Rizzotto.
Mark of Making

File:Dragonmarks Cannith.jpg
Those who possess the **Mark of Making** can mend and create inanimate objects with its power.

### House

House Cannith holds power over the Mark of Making and their Tinkers Guild is widely travelled and respected. The house also boasts a second guild, the Fabricators Guild, made up of members who possess lesser or greater dragonmarks and are able to not only mend broken items but create entirely new ones. Those who are not marked usually take on roles well off artisans or in rarer cases mundane tinkers.

### Marks

* **Least**: *Make whole* or *repair light damage* 1/day or *mending* 2/day; +2 bonus on Craft checks
* **Lesser**: *Minor creation* or *repair serious damage* 1/day
* **Greater**: *Fabricate* or *major creation* 1/day

## References

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

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Minister Luala

**Minister Luala** is a character featured in the Eberron novel, The Queen of Stone. She is one of the Thranish delegates sent to meet with the Daughters of Sora Kell. She took a vowel of silence, preserving her voice until she arrived at the Great Crag.

## Biography

One of Luala's childhood friends became a wererat and murdered his wife and children. She once worked at the library of Flamekeep tending to the scrolls and teaching young acolytes.

## Notes

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

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one weapon or up to 5 pieces of Ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to Attack Rolls. The bonus recieved depends on the oil’s rarity, as shown in the Oil of Accuracy table.

Oils of Accuracy
 Greater Accuracy
 Superior Accuracy
 Supreme Accuracy
Mulraargo

**Mulraargo, the Tar-Skinned Troll**, lurks within the wilds of Xen'drik. Mulraargo appears as a troll with oil-slick black skin, covered in boils and sores that ooze a viscous sludge. He stalks his prey deep within the jungles, where sightings of him bring fear to the explorers from Stormreach. Mulraargo is extremely stealthy for a Troll; some say he has the ability to melt into a puddle of inky ooze, which allows him to sneak up on his prey. Mulraargo enjoys picking off members of an expedition one at a time, savoring the mounting fear among the survivors almost as much he does the flesh of their companions.

## Abilities

Unlike other trolls, Mulraargo has the ability to melt down into a sludge of black liquid, as the result of being tainted by some foul magical pollution. In sludge form, Mulraargo can engulf his prey, drowning them in the thick sludge. In sludge form, Mulraargo can seep into the smallest of openings. Mulraargo is also an expert tracker and hunter.

Also unlike other trolls, Mulraargo speaks both Common and Giant, and possesses darkvision out to 90 feet.

## References

1. ↑ 1.0 1.1 ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Pegasus Boots (Item)

*Wondrous item, uncommon (requires attunement) or rare*

This magical boots are accented with white-feathered wings, and make you feel light on your feet. While you are attuned to and wearing these boots, you gain the following benefits:

* ***Fast Dashing.*** You can use an action to activate these boots, which allow you to take the Dash action twice.
* ***Charge Attack.*** On any turn that you Dash, if you move at least 20 feet straight towards a creature or object, you can use your bonus action to make one melee attack at the end of that movement.
* ***Dashing Leaps.*** The distance of your long jump doubles if you have a running start.
Oalian

**Oalian** is an ancient *awakened* greatpine tree located in Greenheart in the Towering Wood in the Eldeen Reaches. Presently, he is the High Druid and the leader of the Wardens of the Wood.

## History

He was given sentience over five millennia ago, before −4000 YK, by the legendary druid Ehlonna.

People were first called to the Eldeen Reaches by a force they could not name. There, they found Oalian, who taught them the ways of the wild and the duties of the ancient Gatekeepers. As time went on, his former students began to have new ideas that diverged from his teachings and his own views also slowly diverged from those of the original Gatekeepers. This led to the creation of multiple druidic sects.

## Activities

Oalian spends most of his time unmoving in the grove at the center of Greenheart. This grove is a manifest zone linked to Lamannia. Oalian will speak to all those who wish to hear what he has to say, and is well known for his doing so.
Rygar ir'Wynarn

**High Prince Rygar ir'Wynarn** is the leader and prince of the Seadragons of the Lhazaar Principalities.

## Biography

Rygar is considered a prince among princes, a title which gives little additional clout, but is considered to be first among equals amongst the other princes of the region. However, he did represent the Principalities at the Treaty of Thronehold. He has ruled the Seadragon Principality with a port of call of Regalport for fifteen years. Througout that time, he has claimed to be of the blood-line of the Galifar kings, though it is unknown if there is any truth to his claim.

## References

* ***Eberron Campaign Setting***.

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

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

An iron band, this simple ring generates a shield-sized (and shield-shaped) *wall of force* that stays with the ring and can be wielded by the wearer as if it were a shield. While wearing this ring, you can use a bonus action to create or dismiss a shield of pure force in your hand. You are considered proficient with this shield even if you lack proficiency with shields.
Mark of Scribing

File:Dragonmarks Sivis.jpg
The **Mark of Scribing** gives its bearers access to a variety of power related to the written word and communication, often over great distances.

### House

The gnomes of House Sivis are the carriers of the Mark of Scribing and through their Speakers Guild they offer service as both translators and mediators between different races but also as instant, long distance communication in their more powerful members.

House Sivis also has its hand in the business as notories, using *arcane mark* and *illusory script* to certify or hide important documents. Unmarked members are usually translators, mediators, messengers and some truely charismatic gnomes become diplomats.

### Marks

* **Least**: *Whispering winds* or *comprehend languages* 1/day or *arcane mark* 2/day; +2 bonus on Decipher Script checks
* **Lesser**: *Illusory script* , *secret page* or *tongues* 1/day
* **Greater**: *Sending* 1/day

## References

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

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Magic of Eberron (book)

*Magic suffuses the world of Eberron, enriching it with power. Dragons were the first to master it, but over time it has evolved to serve the needs of countless others, from the giants of Xen'drik and the elves of Aerenal to the citizens of modern Khorvaire. Whether you choose to explore the magic of the present age or delve into the truly ancient arts is up to you.*

*This book exposes the magic and eldritch wonder of Eberron. In addition to presenting new arcane and divine spells, feats, prestige classes, and magic items, **Magic of Eberron** offers new options and infusions for artificers, explores dragon totem magic and the twisted experiments of the daelkyr, sheds light on the process of elemental binding, and touches on other types of magic present in the world.*

## Table of Contents

* Magic of Eberron
	+ Artifice
	+ Elemental Binding
	+ Dragonshards
	+ The Draconic Prophecy
	+ Daelkyr Magic
	+ Dragon Totem Rituals
	+ Psionics
	+ Magic of Aerenal
	+ Magic of Karrnath
	+ Eberron Organizations
* Character Options
* Prestige Classes
* Spells and Powers
	+ Spells and Infusions
	+ Psionic Powers
* Magic Items & Equipment
	+ Artificer Items
	+ Dragonshard Items
	+ Minor Schemas
	+ Daelkyr Items
	+ Psionic Items
	+ Warforged Components
	+ Grafts
	+ Additional Goods and Services
* Creatures
Lorrister

**Prince Lorrister** is an aasimar, and one of the baron lords of the Lhazaar Principalities. Prince Lorrister commands the Heavenly Fleet, the smallest of the Lhazaar fleets. Unlike the other baronies, which rely on piracy, Prince Lorrister seeks to bring justice to the Lhazaar Sea.

## History

Though possessing the smallest of all the Lhazaar Principalities, Prince Lorrister seeks to bring law and justice to the long-untamed principalities. His so-called Heavenly Fleet serve as a beacon against evil. Though he has drawn scorn from others in the Principalities, many organizations outside them support his cause; Prince Lorrister counts on support from Thrane and the temple of Dol Arrah in Starilaskur, as well as a number of pirate benefactors who wish to remain secret.

While Prince Lorrister has clashed with a number of other baronies, it is the Cloudreavers he counts as his greatest enemy. The prince also seeks to rid the Lhazaar of the influence of the Blood of Vol, and has actively campaigned against the cult's activities.

## Appearance & Personality

Prince Lorrister is an aasimar, a planetouched humanoid with the blood of an outer-planar creature, most probably an angel or an archon. In addition to the abilities of other aasimars, Prince Lorrister possesses wings which allow him to fly.

While Lorrister may seem like an idealist, he is no fool. he is often pragmatic on achieving his goals. He will offer favors to those that seek it, but those that do are requested a favor in turn; usually to help the prince strike against one of his enemies.

## References

1. ↑ 1.0 1.1 1.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Olaakki

Olaakki is an NPC featured in the Seekers of the Ashen Crown adventure. He is a hobgoblin priest of the Sovereign Host. Olaakki contacts a priest from the upper regions of Sharn and requests for adventurers to be sent to meet him in the Tain Foundry in the Cogs. He has lost several members of his flock to the kruthik infestation. Olaakki like many priests who work with the downtrodden of the lower districts of Sharn favours the host deities popular amongst goblins such as Arawai, Dol Dorn, Kol Korran, Olladra, Onatar and the Traveler.

He is described as a willowy hobgoblin with long braided hair and beard and garbed in simple white robes.

He can cast some level 1 and 2 rituals though which ones are not specified.
Mounts and Animal Companions

## Animal Companions

Unless an animal companion was granted to you by a class feature, the maximum challenge rating of an animal companion you can command is equal to your level divided by 5. If the creature has a flying speed, treat it's CR as 2 higher. If the creature has a flying speed, treat it's CR as 2 higher for use in combat.

## Training Animals

An animal with an intelligence of 1 can learn three tricks. An animal with an intelligence of 2 or more can learn six tricks. A magebred animal can learn twice as many tricks.

## Exotic Mounts

Requires downtime to aquire.

Animal Handling Training DC: 10+CR

+3 for Burrow, +2 for Swim, +10 for Fly, +5 for vicious, +1 (or more) for difficult special ability

**Magebred Animal.** Any beast can be magebred, allowing them to learn twice the number of tricks. Additionally, they gain two of the following benifits:

* *Thick Skinned:* A magebred animal's natural armor is increased by 2.
* *Excellent Learner:* A magebred animal can learn any number of tricks.
* *Swift Breed:* One of the creature’s modes of movement increases its speed by 10 feet.
* *Large Build:* The creature's size increases by one category.
* *Tough Body:* The creature's hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, the creature's hit point maximum increases by an additional 2 hit points
* *Vicious Attacks:* If your proficiency bonus is larger than the creature's proficiency bonus, the creature can use your proficiency bonus instead of it's own.
Mistmarsh

**Mistmarsh** is a hamlet on the southern edge of the swamp of the same name. The good soil and temperate weather have allowed the farming community to enjoy a higher than average standard of living, and the ir'Clarns, who govern the county, get along well with the local populace.

Some of the citizens make annual trips into the Faded Forest to seek the magical acorns which grow there, selling them to supplement their income.

### People

* Ruken ir'Clarn, count
* Alben ir'Clarn, sheriff and son of Ruken

### Non-canon Information

Lord ir'Clarn is negotiating with Orien to get the lightning rail line that passes south of the village into Zilargo, to be moved so that it passes through the outskirts of Mistmarsh, but the cost of such an adjustment has so far prevented any kind of action from being taken.

## References

* ***Five Nations***.

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

**Lady Miral ir'Wynarn**is a Brelish noble of Moonwatch. She was once saved by Endira d'Deneith from cloaked bandits.

"*They came from nowhere. We were riding home in the carriage, and suddenly a score of cloaked men were upon us. Had Endira d'Deneith not appeared just as suddenly. I would not be speaking to you now*".

## References

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

**Newthrone**, a large port city on the Whitecliff River, is the capital of Q'barra. Newthrone is the seat of government for Q'barra, New Galifar, and the home to King Sebastes ir'Kesslan. It is a heavily fortified city, since it has been a target of attack from lizardfolk, Lhazaar pirates, and Valenar elves.

## History

When the Last War splintered the Kingdom of Galifar into the Five Nations, Duke ir'Kesslan was applied for and was granted the lands beyond the Endworld Mountains that the Lhazaar called Q'barra. The Duke's settlers founded the cities of Adder Bay and Newthrone.

Since its founding, Newthrone has seen its share of attacks by the Valenar, the lizardfolk, the Lhazaar, and the dragonborn. Even with those attacks, Newthrone grew. Newthrone has been built in the architectural style of old Galifar, and has attracted the various dragonmarked houses, which have established enclaves in the city. The largest enclave is House Tharashk, run by opportunist Khalar Velderan d'Tharashk. Khalar runs his dragonshard mining operations out of Newthrone. In addition, House Ghallanda and House Jorasco have significant enclaves as well.

Newthrone is also the host to various Lhazaar baronies and Riedran merchants seeking trade with Q'barra. The Riedrans even possess a small ward of the city, where only Riedrans and Inspired are allowed to enter.

## Notable Inhabitants

* **King Sebastes ir'Kesslan** rules the nation of New Galifar from the capital of Newthrone.
* **Alzia ir'Kesslan** is King Sebastes' sister and First Minister of New Galifar. She has been assigned to investigate the various powers who have designs on New Galifar.
* **Lord Khalar Velderan d'Tharashk** runs the operations of House Tharashk out of Newthrone.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 "**Blood and Dragonshards: Backdrop Q'barra, Part 1**" (September 2010) by Keith Baker. *Dungeon Magazine* issue 182.
3. ↑ 3.0 3.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Narath

A river town in northern Karrnath, close to the coast of the Bitter Sea. It was destroyed in 989 YK in the infamous massacre of Narath.

## 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.
Mithral Tower

Mithral Tower is Sharn’s most desirable downtown residential district, comparable to the more suburban Oak Towers and Crystal Bridge districts in Upper Northedge. The homes in this district are large and well kept, showing clear signs of great wealth. True to the district’s name, many of the houses boast mithral filigree.

## Places of Interest

**Tomollan Estate:** Mithral Tower’s most noteworthy resident is its representative on the city council, Javan Tomollan (LN male human expert 8). Tomollan made his fortune working for House Lyrandar arranging trade agreements, but he no longer maintains friendly contacts with that house. He remains one of Sharn’s wealthiest citizens, and the Aurum actively seeks to recruit him for their Platinum Concord—so far, unsuccessfully.

**Unicorn Estate:** The opulent marble Unicorn Estate is home to Alden d'Orien, a dragonmarked heir who helps manage the lightning rail system in the city. Unicorn Estate has a grand unicorn statue and unicorn-shaped topiaries adorning the yard beyond an open, wrought-iron gate. Guards dressed in House Orien livery with beautiful unicorn-shaped helms patrol the grounds. Alden was previously blackmailed into service by Daask after his son Caden was kidnapped, but a team of inquisitives under the command of Sergeant Germaine Vilroy rescued the boy. Although Garra, the leader of the Daask cell that he was working under, was sent to Dreadhold by Vilroy's inquisitives, Alden still fears that he will be targeted by Daask in the future and has accepted the protection of the Clan Boromar. Vishtai, Alden's kalashtar bodyguard, now never leaves Alden's side.
Morrikan's Arcane Seal

*3rd-level abjuration*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes, and a finely crafted platinum key worth 50 gp)

**Duration:** Until dispelled

**Class List:** Artificers, Sorcerer, Wizard

You touch a closed door, window, gate, chest, or other entryway. It becomes magically sealed for the duration and attaches a mystical alarm to this location. The material component of the spell is a platinum key: this key is mystically bound to the target of the spell and cannot be used again. The bearer of the key, and any creature touching the bearer of the key, may freely pass the arcane seal without affecting it. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses Arcane Seal for 10 minutes.

While affected by this spell, the object is under the effects of the Lock spell. If the door is opened in any manner, the bearer of the key recieves a mental alert: a single word, set when the spell is cast. The bearer also recieves this alert if Arcane Seal is dispelled or suppressed. If the seal was suppressed, the bearer does not recieve the alert until after the suppression ends.
Lysse Lyrriman d'Sivis

Baron

### Languages

Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Infernal, Giant, Gnomish, Goblin, Halfling, Orcish, Primordial, Sylvan, Undercommon

**Lysse Lyrriman d'Sivis** is a gnome of the Lyrriman clan of House Sivis. Despite being deaf, she has risen to become the matriarch of the house, and has ruled the governing council of nine in House Sivis for nearly 90 years under the title of ***doyenne***.

> "*Communication is the lifeblood of civilization.*" ― Lysse Lyrriman d'Sivis
>
>

## Abilities

She is a master manipulator who began her training as a bard and now makes her home in Korranberg, though her influence reaches far wider. Lysse is renowned as an incredibly clever planner and negotiator, a skilled administrator, and a cunning strategist.

If a large enough number of viceroys stand against the head of the house they can be removed from power, the fact that Lysse has avoided this fate for the 90 years she has ruled is a testiment to her skills.

Lysse has been entirely deaf shince she was young, thus making it an incredible feat for her to have become matriarch of House Sivis: the dragonmarked house renowned for facilitating long-distance communications. She is said to know almost every language spoken in Khorvaire.

## Activities

As well as maintaining the businesses of House Sivis, Doyenne d'Sivis has invested a large amount of money in a project called Tasker's Dream; a project initiated by Tasker Torralyn d'Sivis to decode the Draconic Prophecy.

She is the inventor of the spell **Lysse Lyrriman's Instant Captions**, which she is said to have created before recieving any formal training in the bardic arts. Though she could have chosen to keep the formula as an arcane secret of House Sivis, a decision which whould have made her very wealthy, she chose to reveal the nature of the spell to the public.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Night of the Long Shadows

***Nights of the Long Shadows**.*

Published in 2007 Night of the Long Shadows is the second installment in The Inquisitives book series. It was written by Scottish author Paul Crilley, illustrated by Michael Komarck and published by Wizards of the Coast. The story revolves around three heroes who attempt to uncover the mysterious murder of Rowen. The novel is entirely based in the city of Sharn and during the Long Shadows.

*The three nights of the year when the dark powers of the world gain strength and rise to prey upon the unwary.*

*When one of Sharn’s most famed Inquisitives is hired to investigate a brutal murder at Morgrave University, his brilliance may be his damnation, as he uncovers a trail of blood leading from the seediest neighborhoods of the City of Towers to the highest reaches of power.*

## Notable Characters

**Cutter:**A mobbish demeanor and a rough look, Cutter is by far your typical hero. Cutter is a human who stands over six foot three and has a dragon tattoo crawling up his arm and reaching his neck. Cutter wields two long curved daggers known as Khutai Blades which are of Valenar origin. He works for the Boromar clan as a loan shark, torturer and guard of the Tufted Feather brothel in Menthis of which he also owns a room in. Cutter is married to a human courtesan named Rowen whom also works at the Tufted Feather.

**Abraxis Wren:**A half-elf aristocrat and playboy. When he's not partying with the upper class or exploring the red light districts of Sharn, Wren can be found uncovering the latest mysteries as a self proclaimed inquisitive. He is a well travelled individual, spending time in all five nations accompanied with his best friend Torin. Unlike the majority of Half-Elves whom are a race of their own Wren's father was an Elf and his Mother Human. Wren is a magic user and carries a wand though he also wields a set of modified hand crossbows he created himself.

**Torin:**A member at Morgrave university, a typical book worm and faithful husband, this dwarf is the opposite of Wren but is somehow his closest and oldest friend. Wren's playboy and impulsive attitude often drags Torin into the company of women and courtesans which has led to his wife despising Wren. Torin's skills are best suited to an academic lifestyle though he still wields a blade.

## Trivia

The criminal halfling family, The Boromars make an appearance in the novel and are related to the plot. The criminal gang Daask also are referenced multiple times and play some role in the plot.
Michelle Lyons

Michelle Lyons is a freelance author and editor born on February 4th in 1971 who currently resides in Seattle, Washington. Lyons began with FASA and has since worked with Wizards of the Coast, White Wolf, WizKids, FanPro, Fantasy Flight Games, Fast Forward Entertainment, and Guardians of Order. Her personal Livejournal blog can be found here[1]

**Core D&D Credits**

* Fiendish Codex I: Hordes of the Abyss
* Complete Adventurer
* Races of Stone

**Eberron Game Credits**

* Explorer's Handbook
Merrix's Instant Attunement (Spell)

*2nd-Level enchantment*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (A Dragonshard worth 10 gp, which the spell consumes unless you have the Mark of Making)

**Duration:** Instantaneous

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

You touch a willing creature that is holding a magic item that requires attunement. That creature can instantly attune to a magic item in its possession if it meets the requirements to do so. If a creature is already attuned to the magic item, that creature must be willing or the spell fails.

**At Higher Levels.** When you cast this spell using a spell slot of 4th Level or higher, the spell can forcefully steal attunement from an unwilling creature. The creature currently attuned to the magic item must succeed on a Charisma saving throw, or their attunement is transfered to the target. Artifacts, sentient magic items, and eldritch machines can't be affected in this way.
Lost: The Shapeshifting Village

*"The Misplaced Village" is a classic Brelish folktale that has retained its appeal for hundreds of years. The story opens in a town plagued by bandits and war. Into this troubled place wanders a sympathetic traveler, who offers to hide the community from its enemies. Beleaguered and desperate to survive, the villagers embrace his offer.*

*As the stranger weaves a mighty spell, one of the farmers remembers an ancient proverb: "Beware the gifts of the Traveler." He tries to stop the ritual, but he is too late. The Traveler is as good as his word: From that day to this, no enemy has found the village -- nor has anyone else.*

*The name of the village is lost to time, and most people refer to it simply as "Lost." According to the story, every misplaced thing is drawn to this mysterious destination; hence, when a child's toy goes missing, a Brelish mother might say, "At least it's bringing joy to Lost."*

*"The Misplaced Village" is a widely known tale in Breland, but only during the last decade has the truth behind the legend come to light.*
Mithas d'Deneith

Mithas is a scion of House Deneith, though he does not bear the dragonmark. He is a sorcerer, and is very ambitious. He holds a moderately high rank within the command of the Blademarks Guild. He was once the lieutenant under Robrand d'Deneith, but was later replaced by Singe. He holds a grudge to this day, and when given the opportunity he interferes in Singe's affairs. He also uncovered the fact that Ashi d'Deneith bears the Siberys Mark of House Deneith, and later chased her and her companions through the streets of Sharn.

## 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.
Mazzia d'Lyrandar

Lieutenant **Mazzia d'Lyrandar** is a khoravar, or half-elf, bearing a least Mark of Storm. She is the first mate on the luxury air galleon, Golden Dragon. She is in love with the bosun of the Golden Dragon, Velgram, a half-orc; however, she takes her duties to the ship and to her house too seriously to risk either by indulging her desires.

## References

* Voyage of the Golden Dragon (adventure module). Nicolas Logue (2006). Wizards of the Coast.
Phorriches

“If you are too weak, then you should die!” -Phorriches

It is theorized that Phorriches was once a human wizard named “Christopher”, that had discovered some way to tranform himself into a Beholder.

Atop the tower in the village of Rend, surrounded by the rapidly destroyed forest, a beholder sat on a throne facing away from the doorway towards a large mirror. A nearby throne also held a headless corpse in a fine robe; possibly the original body of the Beholder.

Defeated by a party of adventurers.

Had a spellbook filled with notes on different arcana spells and notes on research into necromancy and beholder construction

Included forward with a mention to someone called Anne; a love interest? a Daughter? See Anne Phorriches.

Had an altar in the center of his room, which held the Orb of Necrotic Vampirism.
Nauseating Poison

*1st-level necromancy*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S, M (a vial of fiendish ichor)

**Duration:** 1 round

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

You shroud your hand, a weapon you are holding, or a natural weapon in dark ichorous miasma. After casting this spell, the next successful melee attack attack you make before the start of your next turn causes the target takes an additional 1d12 poison damage and must make a Constitution saving throw. On a failed save, the target becomes poisoned until the end of your next turn.

The spell ends after dealing damage, or at the start of your next turn, whichever occurs first.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot level above 1st.
Maagrim Torrn d'Tharashk

*"We are the eyes of Eberron herself, and it is her voice that guides us to our prey".*

Maagrim Torrn d'Tharashk (N female half-orc druid7/expert 5/Heir of Siberys 1) is one of the three triumvirs who make up the ruling council of House Tharashk, the Triumvirate. She is also the leader of Clan Torrn and is a supporter of the clans secret organization, the Valshar'ak Seal, though she is unable to take a direct role within the Seal as her duties as house triumvir prevents it.

## References

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

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

**Morningcrest** is a citadel that serves as the home of the Eternal Dawn, a small order of paladins. There are less than 100 paladins in the order, but the citadel also cantains a small village, including an inn, a smithy and a mill. It is situated in central western Thrane on the edge of the Landrise that forms something of a natural buffer between Thrane and Aundair.

## References

* ***Five Nations***.

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

Shopping Center Home Page

Items on this page are commonly available for purchase throughout Khorvaire, but a particular item might not always be found in your area. You can only purchase an item on this page if the cost does not exceed the local Gold Piece Limit.

## Spellcasting Gear

\* Wands of Spellcasting. Wands that can be purchased use the *Wands that Don't Recharge* variant rule.
Mathas Allister

**Mathas Allister** is a character featured in the novel In the Claws of the Tiger. He is an aged elf and long time friend of Janik Martell. He is described as having grey hair and thin lips and has an extensive knowledge of wines.

> "'**I find myself drawn to windows these days I don't know what it is - I can find endless amusement in just staring out, no matter what's on the other side.'**"
>
>

## Biography

Mathas claims to have been alive long before Janik was even born and that he even once met King Thalin in Thrane.
Mathas accompanied Janik on his adventure into Mel-Aqat. His favourite restaurant is the Azure Gateway located in Sharn's Skyway district. He enjoys the Azure Gateway because of its food and because of its headwaiter, a half-elf wizard named Ravvan whom he befriended a few years ago. He met Maija Olarin when studying religion at the Pavilion of the Host, it was her that suggested to Janik that Mathas should join the expedition.

After the expedition he began to live in Aundair where he was spied on for three years by Kelas ir'Daran of the Royal Eyes of Aundair.