recursal/Fanatic-Fandom huggingface dataset:
Nystul's Greater Magic Aura

*5th-level illusion*

**Casting Time:** 1 Action

**Range:** Touch

**Components:** V, S, M (a woolen handkerchief)

**Duration:** 24 Hours

**Class List:** Artificer, Wizard

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. If the target bearing *greater magic aura* has *identify* cast on it or is similarly examined, the examiner must succeed a Spellcasting check in order to recognize that the aura is false and to detect the object’s actual qualities. The DC is equal to your spell save DC.

When you cast the spell, choose one or more of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for one year, placing the same effect on it each time, the illusion lasts until it is dispelled.

**False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

You can also make the target appear as though it were the subject of any number of spells that you specify. If you choose to make the target register as being the subject of one or more spells, you can also alter the unique spellcasting identifiers of those spell auras, in the same fashion as described for False Mark.

**Mask.** You change the way the target appears to spells and magical effects that detect creature types or alignments, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a new creature type and alignment that other spells and magical effects treat the target as.

**False Mark.** If you have identified the unique spellcasting signatures of a specific individual with arcane sight or a similar spell, you can make the magic aura appear to have been created by that individual. Alternatively, you can simply obscure all identifiers, making it impossible to determine who cast the spell.

**False Power.** If the target is a creature, you can also alter how the creature registers to arcane sight, making the creature appear to have or not have spellcasting or spell-like abilities, whether those abilities are arcane, divine, or psychic in nature, and the strength of the most powerful spell or spell-like ability they currently have available for use. Similarly, you can alter the way the target appears when viewed with arcane sight, causing their last spell cast to seem to be any spell of your choice.

**False Identification.** If the target is an item, you can make it appear to have the properties of any magic item of your choice.
Morgrave University

File:Morgrave university commons.png  Morgrave University is an institution of higher learning in Thronehold, Breland. While not the most reputable university academically-speaking, it has made great gains in research of the continent of Xen'drik, mostly by funding expeditions of Wayfinders and adventurers, who bring back artifacts and information to fill the university's museums and libraries.

The university was founded by Lord Lareth ir'Morgrave in 738 YK to be a *"beacon of knowledge shining from the tallest towers of the city, illuminating the forgotten secrets of the past."*

The university lies in the University District of Thronehold.

## References

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

***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Martial Maneuvers

wip, not added to any class features

Return to List of Homebrew Classes

## Standard Martial Maneuvers

### Athlete

Whenever you make a Long Jump or High Jump, you count as having a running start regardless of how far you moved first.

### Enhanced Two-Weapon Fighting

Once per turn when you engage in two-weapon fighting and take the Attack action on your turn, you can make the bonus attack as part of your action instead of as a bonus action.

### Castle

*Prerequisite: proficient in Acrobatics*

When you take the Attack action, you can replace one of your weapon attacks with a move into the space of a willing creature within 5 feet of you. The target must use their reaction to move into the space you previously occupied. You must both fit in the space available. Neither you nor the target provoke opportunity attacks for this movement.

### Command Beast

*Prerequisite: proficient in Animal Handling*

When you take the Attack action, you can replace one of your weapon attacks with a command to a friendly beast within 60 feet of you trained to follow your orders. You can command the beast to take one of the actions in the creature’s stat block, and decide where it will move during its next turn. While bearing a rider, a mounted creature cannot take the Multiattack action.

### First Aid

*Prerequisite: proficient in Medicine*

When you take the Attack action, you can replace one of your weapon attacks with an attempt to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. If you have a Healer's Kit, you can use it as part of this action.

### Quick Drink

*Prerequisite: proficient in Sleight of Hand*

When you take the Attack action, you can replace one of your weapon attacks to consume a potion or administer it to another creature.

### Search

*Prerequisite: proficient in Perception or Investigation*

When you take the Attack action, you can replace one of your weapon attacks with the Search action.

### Sprint

*Prerequisite: proficient in Athletics*

Pushing yourself to go slightly faster, you can break into a full sprint at the expense of maneuverability. When you use your action to Dash, you can use your bonus action to Dash again. When you do so, you can only move in a straight line for the entire turn. You cannot use this ability if you carry **weight in excess of 5 times your** Strength score.
Longbreath

This thick, brown-tinted smoke is a great boon to anyone who needs to go without air for more than a few rounds. After inhaling longbreath, the amount of time a character can hold their breath is doubled, and they have advantage on Concentration checks to hold their breath while Suffocating. The effects of longbreath wear off after the user breathes again.
Nurin Delannis

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Nurin Delannis** is a high priest at the Great Hall of Aureon in Sharn. He is most notably the only thing close to a family, especially a father-figure, that Naaman Troy has had in his life. Nurin has recently returned from New Cyre, but what business he has there is questionable.

Nurin ran the orphanage in Sharn where Naaman Troy was raised and taught to follow Aureon.

Note: Cleric
Mordakhesh

**Mordakhesh the Shadowsword** is arakshasa dread knight who serves on the Bleak Council of the Lords of Dust in Ashtakala.

He is known as **The Shadowsword** by the Carrion Tribes of the The Demon Wastes.

## History

Mordakhesh the Shadowsword is a legendary commander from the Age of Demons. He was warlord for the Rage of War in the First Age of Eberron, and now sits on the Bleak Council of Ashtakala as his *prakhutu*. Mordakhesh's armies were defeated and bound within the Silver Flame by the dragons and couatl during this time, and he now works to free his master and spread his influence on Khorvaire.

Mordakhesh has had a hand in some of the bloodiest events in Khorvaire's history: allegedly teaching the Dhakaani smiths how to craft their first swords in the Age of Monsters, assisting Malleon the Reaver in his conquest over the goblins, and witnessing the fall of Dorasharn during the War of the Mark.

## Appearance & Personality

Mordakhesh the Shadowsword is a dark-furred zakya rakshasa with stripes of fire. He often wears dark armor with a gorget of dragon scales.

Mordakhesh is a skilled warrior, and enjoys replacing his claw servants to participate in slaughter himself.

He follows the wisdom of the seers of Ashtakala to fulfill the Prophecy as it relates to his master's release.

Mordakhesh is said to be an active force in Khorvaire, and he has many plots to free his master Rak Tulkhesh across the continent. These may include among others: a horde of Carrion Tribe barbarians in the Demon Wastes known as the **Razor Wind** who worship worship The Rage of War, a group of followers in the armies of Khorvaire that worship the Sovereigns of War known as The Three Faces of War, and a number of chronicles that stir up nationalist sentiment and foment internecine violence among the Five Nations.

## Abilities

Mordakhesh the Shadowsword is the primary servant of Overlord Rak Tulkhesh, as well as a legendary leader and powerful zakya rakshasa. His greatest asset is his ability to persuade decent folk to commit atrocities in the rage of war.

Mordakhesh prefers manipulating armies, and has spies seeded amongst most armies of Khorvaire. He maintains a legion of lesser fiends and barbarians in The Demon Wastes. He sits on the Bleak Council of Ashtakala.

Mordakhesh wears a ring with a sliver of the Khyber dragonshard containing some essence of the Rage of War. His master may influence those with whom Mordakhesh personally interacts through this artifact.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "Rak Tulkhesh, the Rage of War" (October 2012) by Keith Baker. Dragon Magazine issue 416.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
3. ↑ 3.0 3.1 3.2 3.3 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Mother Graytooth

### **STORY HAGS**

> *Mother Graytooth dwells in the Saddleback Bog, and she always has, just as long as long has been. She’s matched wits with dirge singers and with templars of the Silver Flame, and many’s the time she’s been killed, but she’s too evil to stay dead for long.*
>
>

Saddleback Bog is a minor Thelanian manifest zone and Mother Graytooth is a green hag rooted in Thelanis. There’s no historical basis for her story, she’s just *always been there*. People who live in the area eventually start telling her story, even if they can’t remember where they heard it; it’s seeped into the collective unconscious of the region itself, and if you ask someone how they know it, they’ll just say “*Maybe it was my old gran who first told me the tale? I couldn’t say. But everyone knows about Mother Graytooth, mister.”* She gets killed occasionally and may stay dead for decades, but people remember her story even when she’s gone, and eventually she’ll come back.
Iron Boots (Item)

*Wondrous item, common*

You can don or doff this pair of 30 lb. metallic footwear as an action. While worn, these magical boots become bizarrely heavy, and cause your feet to exert roughly quadruple their normal weight downward. This incurs several specific effects:

* Unless your Strength score is 21 or higher, your speed is halved.
* You can't fly, jump, or be lifted off the ground.
* You can't swim. Instead, you rapidly sink in any body of water you enter.
* You have disadvantage on Dexterity (Acrobatics) checks, and any Dexterity (Stealth) check that involves walking.
* You have advantage on any ability check or saving throw to avoid being knocked prone or moved from your position.
Ogre

File:Placeholder
Ogres are one of the smaller varieties of Giant. In Eberron, they are known to reside on multiple continents.

## Origins

Like humans, ogres originated on the continent of Sarlona, in the region known as Borunan. Today, the ogres there are born and raised to serve their Inspired rulers, much like the local humans.

Presumably, ogre slaves were brought to Khorvaire with the human migrations, eventually escaping. In 998 YK, Khorvairan ogres live mostly in the Southwestern portion of the continent: Breland, Drooam, and nearby nations.

## Ogre Types

Ogre = Laborers in Sharn & Riedra, heavy infantry in Droaam.

Ogre-Mage/Oni = Powerful, with innate magical abilities, they are either on the run from Riedran authorities or are among their most dangerous servants.

Eneko = True-breeding cross of Half-Giants and Ogres or Ogre-Magi; they live mostly in Syrkarn.
Lt. Cliona d'Deneith

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Lt. Cliona d'Deneith** is a dragonmarked heir of House Deneith. She was escorting Consul Lady Taelira when the Lightning Rail they were aboard was hijacked by a band of rogues. Luckily, the party was on the lightning rail at the same time and thwarted the kidnapping. Lt. Cliona asked the party to help her escort Lady Taelira to Sharn, where she had her superior reward the party for their efforts.

Notes: Dragonmarked, Member of House Deneith
Mournland Express

*City life got you down? Take in the pastoral vistas between Sharn and Wroat on the Dagger River Regional. Need to concentrate on your petition to the Twelve? The Dead Man’s Crossing offers the ultimate in peace and quiet from Fort Zombie to Korth. Floating five feet over a line of Cannithmade conductor stones and powered by an air elemental with enough speed to outrun a hungry dragon, the lightning rail is the premier travel service across Khorvaire. A scion of House Orien serves as conductor, overseeing a full complement of house crew to ensure that your trip is pleasant and comfortable. Specially contracted guards from the Blademarks Guild are vigilant, ready to insulate you from the wilds beyond your window, while a Fabricators Guild artificer maintains the coach and carts at peak performance. See the wonders of the world in comfort rivaling a Ghallanda lodge. Lightning rail—fast, safe, and at your service.*

*New with the Mournland Express, passage from Atur to the south shore of Lake Cyre in just two days!*
Mana Ray (Spell)

*cantrip evocation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Sorcerer

You focus your internal magic to a point on your body before releasing it in a single ray. Make a ranged spell attack. On a hit, the target takes 1d4 force damage. When you cast this spell, you can use your reaction to refund any sorcery points spent on one metamagic option applied to this spell.

You can choose for Mana Ray to instead deal a different damage type when you first learn this spell. The damage type for this spell cannot be changed after you learn it, except by using the Sorcerous Versatility feature.

**At Higher Levels.** This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
List of Magic Armor & Shields

Shopping Center Home Page

## Modular Enchantments

These enchantments can be added to any other magic item of the appropriate type. See Shopping Center Home Page for more details.

\*These armors are available for both a Base Magic Item and an Additional Enchantment. When used as an Additional Enchantment they can be applied to other magic items, but the rarity, cost, and attunement rules may differ from their base version.
Ninja

## The Ninja

Ninjas are mystical warriors who rely on stealth and surprise to make short work of their enemies. While a ninja can be a deadly foe they lack some of the lasting power of more robust warrior types such as fighters and barbarians but make up for this with their impressive skills and unique abilities. Ninjas power their more exotic and magical abilities through a form of energy known as *Ki*, a source of power which ninjas claim comes from within rather than from arcane magic or granted by the divine.

## Ninjas in Eberron

Most ninjas in Eberron can trace their heritage back to the elven families gifted with the Mark of Shadow and though it has spread beyond the house and it's associates all major ninja schools can be connected to House Phiarlan in some way. Ninja are now used across Khorvaire as spies and assassins and the ninja way of life is popular among elves (most still related to House Phiarlan), halflings who live within large cities as well as with Changelings.

The only notable ninja tradition outside of those once or still associated with House Phiarlan are a group of shaarrat'kesh goblins who claim that their ninjas came first, dating their warriors back as far as the Dhakaani Empire.
Mark of Death

The Mark of Death is the most mysterious of all Dragonmarks. Originally, it belonged to the Necromantic House of Vol, a group of Aerenal elven nobles who experimented with Negative Energy in defiance of the races' usual ban on such practices.

 File:Dragonmarks of Death.jpg

Eventually,  Erandis Vol was born from the union between a Dragon and an Elf. It has been said by Keith Baker that her Dragonmark was special in some way due to her Draconic blood. Nevertheless, she never got to use it because her house was then hunted down by both Dragons and elves.

The Mark of Death is the only Dragonmark that is believed to be extinct by the time of 980 in the Galifar calendar. No member of the House of Vol survives that has not been either slain or turned into a member of the undead. The Mark of Death seems to have had some sort of power relating to the creation of undeath as Lady Vol was transformed into a Lich by her mother using her Dragonmark upon her.

What the Mark of Death is to have done or been capable of doing is, now, one of Eberron's great mysteries.

## Behind the Scenes

The Mark of Death is one of the few "mysteries" of Eberron in that Keith Baker has stated that the truth of its nature will never be revealed in an official supplement. Keith has stated that the true nature of the Mark of Death, like that of the Day of Mourning, is for the Dungeon Master to decide. In his opinion it would not kill, because Dragonmarks are almost universally positive/constructive in their effects: hospitality, creation, taming, etc. As such, the Mark of Death would do things more along the lines of speaking with the deceased, raising undead and controlling them (as well as those previously reanimated), or setting undead to rest. He also stated that, in his view, the Dragonmark that Lady Vol possessed was not a Siberys Mark, but even more powerful because of her draconic heritage. Essentially, she is a living Eldritch Machine.

The Mark of Death (or an abberant Mark with death-related powers) was detailed in the The Lost Mark book trilogy by Matt Forbeck

## References

Baker, Keith (18 April 2012). Dragonmark 4/18: The Mark of Death. Retrieved on 9 September 2013.

Aberrant Marks (House Tarkanan) · **Mark of Death** (House Vol)
Mark of Healing

File:Dragonmarks Jorasco.jpg
The **Mark of Healing** bestows the marked with magic that can cure and aid those in need.

### House

The halflings of House Jorasco bear the Mark of Healing and operate the Healers Guild. Very few temples grant people healing magic for sale so those seeking both mundane and magical healing almost always turn to the guild. Even those within the Healers Guild who are not marked are expert physicians and herbalists.

### Marks

* **Least**: *Cure light wounds* or *lesser restoration* 1/day; +2 bonus on Heal checks
* **Lesser**: *Cure serious wounds*, *neutralize poison*, *remove desease* or *restoration* 1/day
* **Greater**: *Heal* 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)
Ludus Magnus

In August of 2005 **Ludus Magnus** emerged from the primordial soup of disenfranchised gamers. The gaming group now boasts seven members and has met weekly since it's formation. Although the groups two primary campaigns are Dungeons & Dragons the group occasionally forays into other gaming systems such as Heroes, Deadlands, Vampire, and even TOON. Currently Gamemaster Roger French is running an Eberron campaign entitled Unlikely Heroes.
Lightning Rail

File:Lightning rail.png
The House Orien operated **Lightning Rail** is an international, magical train line connecting many of the major cities throughout Khorvaire. In many ways, the Lightning Rail resembles and functions like trains of the Old West, but instead of following along rails, the Lightning Rail follows a path of conductor stones. The conductor stones, magical creations of House Cannith, are placed along the ground forming a conduit of magical energy to allow the Lightning Rail to travel at high speeds across Khorvaire. The Lightning Rail itself is pushed along by an elemental bound to the Lightning Rail's coaches. The Lightning Rail is given its name because of the crackling energy created when an elemental-bound coach passes over a conductor stone. However, it has no rails, nor did it ever have rails, so this part of the name is unexplained.

Click the expand link on the right to display a map of Khorvaire's lightning rail network.

 File:Khorvaire rails 1.png

Click the expand link on the right to display a sample rail map for the Khorvaire Western Line.

File:LightningRailWest.png
List of novel series

## Anthologies

By various authors

* Dragons:Worlds Afire, (June 2006)
* The Tales of the Last War, (April 2006)

## The Blade of the Flame

By Tim Waggoner

* Thieves of Blood, (May 2006)
* Forge of the Mind Slayers, (March 2007)
* Sea of Death, (February 2008)

## The Chronicles of Abraxis Wren

By Paul Crilley

* Night of the Long Shadows, (May 2007)
* Taint of the Black Brigade, (August 2010)
* Untitled Paul Crilley Novel, (June 2011)

## Draconic Prophecies

By James Wyatt

* Storm Dragon, (August 2007)
* Dragon Forge, (June 2008)
* Dragon War, (August 2009)

## The Dragon Below

By Don Bassingthwaite

* The Binding Stone, (August 2005)
* The Grieving Tree, (March 2006)
* The Killing Song, (December 2006)

## The Dreaming Dark

By Keith Baker

* The City of Towers, (February 2005)
* The Shattered Land, (February 2006)
* The Gates of Night, (November 2006)

## Heirs of Ash

By Rich Wulf

* Voyage of the Mourning Dawn, (June 2006)
* Flight of the Dying Sun, (February 2007)
* Rise of the Seventh Moon, (November 2007)

## The Inquisitives

By Edward Bolme, Paul Crilly, Marsheila Rockwell, and Jeff LaSala

* Bound by Iron, (April 2007)
* Night of the Long Shadows, (May 2007)
* Legacy of Wolves, (June 2007)
* The Darkwood Mask, (March 2008)

## The Lanternlight Files

By Parker DeWolf

* The Left Hand of Death, (July 2007)
* When Night Falls, (October 2008)
* Death Comes Easy, (October 2009)

## Legacy of Dhakaan

By Don Bassingthwaite

* The Doom of Kings, (August 2008)
* Word of Traitors, (September 2009)
* The Tyranny of Ghosts, (June 2010)

## The Lost Mark

By Matt Forbeck

* Marked for Death, (March 2005)
* Road to Death, (January 2006)
* The Queen of Death, (October 2006)

## Thorn of Breland

By Keith Baker

* The Queen of Stone, (November 2008)
* Son of Khyber, (November 2009)
* The Fading Dream, (October 2010)

## The War-Torn

By Adrian Cole, Edward Bolme, James Wyatt, and Graeme Davis

* The Crimson Talisman, (May 2005)
* The Orb of Xoriat, (October 2005)
* In the Claws of the Tiger, (July 2006)
* Blood and Honor, (September 2006)

## The Moon Breaker

By Myra Scott

* The Salvation of Korthos (April 2012)
* Stormreach Syndicate (July 2012)
* The Orb of Dragonkind (September 2012)
Mizzium Apparatus

*Wondrous Item, very rare (requires attunement by a requires attunement by an Artificer)*

Innovation is a dangerous pursuit, at least the way the artificers of Zilargo engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy harvested from the Mournland called mizzium, all assembled into a harness. The item weighs 8 pounds.

While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on either the Artificer or the Wizard spell list, be of a level for which you have a spell slot, have a casting time of 1 action, and you must provide the spell's components.

You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. If the spell you attempt to cast is not on the Artificer spell list, this check is made at disadvantage.

On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.

If the check fails to meet a DC of 20, regardless of whether you cast the spell, roll on the Wild Magic Surge table.

If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect.

1st-Level Spells (d6 spell)

1. Catapult
2. Caustic Brew
3. Chaos Bolt
4. Color Spray
5. Fog Cloud
6. Grease

2nd-Level Spells (d6 spell)

1. Blur
2. Gust of Wind
3. Heat Metal
4. Melf's acid arrow
5. Scorching Ray
6. Shatter

3rd-Level Spells (d6 spell)

1. Dispel Magic
2. Fear
3. Feign Death
4. Fireball
5. Gaseous Form
6. Stinking Cloud

4th-Level Spells (d6 spell)

1. Blight
2. Confusion
3. Death Ward
4. Faithful Hound
5. Freedom of Movement
6. Resilient Sphere

5th-Level Spells (d6 spell)

1. Animate Objects
2. Bigby’s Hand
3. Cloudkill
4. Cone of Cold
5. Transmute Rock
6. Wall of Stone
Nezethet

*Once a warlord of the Ashnazga githyanki, he led a rogue warband to find the relic of Scora Bael, his mind clouded with lust for power.*

Nezethet was born to the Ashnazga githyanki in their hidden jungle-fortress on Kapaerian Island. A promising warrior, he rose to the rank of warlord beneath Zunyalta, whom Nezethet detested. Zunyalta was aware of Nezethet’s hatred, but valued him too much as a warlord to take action.

When Scora Bael was opened and some details of the Dreamheart came to light, Nezethet wanted to lead a band of githyanki to retrieve it. Zunyalta opposed the idea and, enraged, Nezethet led his men to the ruins anyway, in open defiance of his leader. Evidently, he was one of the individuals to have its power bleed into their dreams. Believing firmly that he was destined for greatness, and lusting for power, he remained in the ruins for some time, performing some heinous acts in pursuit of his mission.
Loran Rath

**Loran Rath** is a small castle in south-western Karrnath, east of Thronehold and southwest of Korth.

It lacks any lightning rails or Orien trade road connections.

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

**Nicolas Logue** is an author and game designer who has produced material for Wizards of the Coast and the world of Eberron. His credits thus far include collaborative work on the sourcebooks City of Stormreach and Dragons of Eberron. He is the primary designer of the 7th level multi-part adventure titled Voyage of the Golden Dragon, which takes part on an enormous luxury elemental airship of House Lyrandar.
Monster Manual III (book)

*This book presents an unstoppable wave of creatures ranging from ambush drakes to zezir. A menagerie of beasts, behemoths, and other ferocious beings, the monsters presented here are well prepared to do battle or befriend the characters of any campaign.*

*This supplement for the Dungeons & Dragons game offers a fully illustrated array of new creatures such as the boneclaw, eldritch giant, and web golem. It also includes advanced versions of some monsters as well as tactics sections to help DMs effectively run more complex creatures. Additionally, many entries contain information about where monsters are likely to appear in the Forgotten Realms and Eberron campaign settings.*
Lurking Two-Maws

**Lurking Two-Maws** is a mutated swordtooth titan that roams the jungles of Xen'drik. This gargantuan creature is much larger than others of her kind, and has been mutated by mysterious forces within Xen'drik to have received a second mouth emerging from her body, with numerous tentacles whipping about, ready to ensnare its victims.

## Appearance & Abilities

Lurking Two-Maws look mostly like one of her swordtooth titan brethren, except much larger in size. However, unlike other swordtooth titans, Lurking Two-Maws has a second mouth, ringed with fangs emerging from her chest. Surrounding this second mouth, seven tentacles emerge from Lurking Two-Maws' body. These tentacles can whip out and ensnare her prey, drawing them upwards and into her awaiting second mouth. Survivors of her attack have witnessed Two-Maws devour dozens of men, one right after another.

In addition to this second mouth, Lurking Two-Maws has the abilities of a normal swordtooth titan: powerful hind legs and jaws, sharpened teeth, the ability to track by scent, and low-light vision.

## 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.
Myra Scott

File:Placeholder
Myra Scott is the author of The Moon Breaker series of novels, set in Xen'drik and based heavily on the online game, Dungeons and Dragons Online.

The series follows the aftermath of the Quori-Giant war and the DDO-specific characters of the Truthful One (a dracolich) and the Stormreaver, an ancient giant hero who has returned in the modern era to prevent a great tragedy from befalling Xen'drik and all of Eberron.

The story follows a group of adventurers learning of the ancient ritual where the thirteenth moon was destroyed and what impact that will have on their world today.

The books are free to read online or download in epub format. Currently three books have been released with a fourth under development.
Nalfeshnee

**Nalfeshnees** (pronounced: /nɑːlˈfɛʃniz/ *nal-FESH-neez*) are tanar'ri that act as the ruling authority for many beings within the Abyss. They are the slothful and gluttonous creatures that acted as the nobility of the Abyss, bickering amongst each other for control of small fiefdoms with pretensions of being refined rulers.

## Description

Nalfeshnees are repulsive demons that tower over most other demonic entities, standing at least 10 feet (3 meters) tall. Most, however, stood over 20 feet (6.1 meters) tall and weighed a gargantuan 8,000 pounds (3,600 kilograms), with some being even more massive. Among the most hideous of demonic powers, their bodies were most generously described as corpulent, combining the most abysmal features of a boar and ape into a bipedal monstrosity. They had small, feathered wings, greatly undersized compared to their rotund figures, that despite their flimsy appearance, enabled nalfeshnees to fly. Nalfeshnees did not so much walk as waddle, when they were not simply flying. Their glowing red eyes looked hungrily at most mortals they came across.

## Dolurrh Nalfeshnee

**Nalfeshnee** demons patrol the Catacombs of Dolurrh, dispersing melds and lemures and dealing with mortal intruders. They appear as gaunt nalfeshnee whose features are shrouded in gray mist, and they delight in crushing mortals and pulling the shades from their corpses, as well as consuming lemures. They have a chance to possess the bodies of creatures when they are being raised from the dead.

The nalfeshnee of Dolurrh are the same species as the nalfeshnee that prowl the Abyss, though their appearance and personality have been warped and muted by the plane's influence. Just like mortals, nalfeshnee that enter Dolurrh greedily seeking to consume souls are succeptible to the plane's ennui. Instead of becoming a shade, Nalfeshnee who fall to ennui become one of the plane's guardians.
Monster Vault: Threats to the Nentir Vale

*Welcome to the Nentir Vale, a frontier land sheltered by mountains and strewn with abandoned farmsteads, ruined manors, and broken keeps - the perfect base for any Dungeons & Dragons campaign. Many heroes begin their adventuring careers here; a few also meet untimely ends.*

***Monster Vault: Threats to the Nentir Vale** presents game statistics and lore for deadly new monsters that prowl the Nentir Vale, including such classic Dungeons & Dragons creatures as the boggle, the hound of ill omen, and the penanggalan. Other entries focus on campaign villains present in the Nentir Vale region, among them the Barrowhaunts, the Iron Circle, and the Raven Roost bandits.*

*The monsters and villains included in this game supplement are appropriate challenges for heroic and paragon tier characters and fit easily into any home campaign, as well as other Dungeons & Dragons published campaign settings. In addition to a 128-page book of ready-to-play monsters and villains, this product includes 8 die-cut sheets of card stock monster and villain tokens and a double-sided battle map featuring four different locations you can use when running encounters.*
Nyam Hordath

**Nyam** is a main character featured in the Crimson Talisman novel. He is a companion to Vaddi and claims to be a humble peddler.

## Biography

Despite being a peddler he is skilled with a blade. In his defence he claims that being a peddler is dangerous and knowing how to defend yourself is paramount. He was once married to an elf and had two children, all of whom he lost to the Last War. If his son were still alive he'd be of a similar age to Vaddi. Nyam has used many pseudonyms as pointed out by Kalfar who was swindled by Nyam.

## Notes

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

An Inquisitive is a private detective whom specializes in finding missing persons or those who don't want to be found though, inquisitives are not restricted to this line of work and will solve any mystery for the right price. The best inquisitves are believed to be members of House Tharashk's
Finders Guild who bare the Mark of Finding. Inquisitives are found all over Khorvaire but are prominently located in Sharn.

*"If you're the amabassador, I'm the Lord of Blades. Now, how about the truth?"*

-Creilath Movanek, half-elf master inquisitive.

## Notable Inquisitves

* **Kurt Karr'Aashta**Creator and head of the Inquisitive agency Kurt Karr'Aashta's Investigations. This agency is located in Sharn, Deathsgate.

* **Sharanne Vederran**Creator and head of the Inquisitive agency Sharanne Vederran's Investigative Services which is located in Warden Towers, Sharn.

* **Greddark d'Kundarak** A professional dwarven inquisitive featured in the Legacy of Wolves novel.

* **Abraxis Wren** is a  half-elf inquisitive who mainly operates in Sharn. He was created by author Paul Crilley and is featured in a number of his works.

* **Soneste Otänsin**  a human female inquisitive who is a main character in the novel The Darkwood Mask.

* **Kava Velderan**A heir to House Tharashk and owner of the Globe Information Agency, the largest inquisitve agency in Sharn.

## The Inquisitives series

An entire novel series named The Inquisitives focuses on the life and work of inquisitives however, the definition of an inquisitive is challenged in the novels. In the second novel Night of the Long Shadows, the character Abraxis Wren claims he is an inquisitive simply because he wishes to uncover conspiracies. Contrary to the Eberron Campaign Guide's definition Wren doesn't have a mercenary attitude or even seeks out employers as a motive.

## How to play an Inquisitive

A paragraph on inquisitives can be found in the 4th edition Eberron Campaign Guide p.61 under the header *Find Someone* although an in depth explanation of Inquisitives' typical personalities and behaviours can be found in the 3.5 edition Player's Guide to Eberron on p.10.

## See Also

* Inquisitive's Kit
* Inquisitive Goggles

## References

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

***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Mark of Handling

File:Dragonmarks Vadalis.jpg

The **Mark of Handling** allows the bearer to care for and control various animals.

### House

House Vadalis carries the Mark of Handling and through its Handlers Guild controls the breeding of both mundane livestock and more exotic pets and beasts of burden. Those of the house who are unmarked often take up professions as breeders, animal handlers and drivers.

### Marks

* **Least**: *Calm animal*, *charm animal* or *speak with animals* 1/day; +2 bonus on Handle Animal checks.
* **Lesser**: *Dominate animal* or *greater magic fang* 1/day
* **Greater**: *Animal growth* or *summon nature's ally V* 1/day

### Siberys

* *Awaken* 1/day or *Summon nature's ally VI* 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)
Maim (Spell)

*7th-level necromancy*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S, M (a straight razor)

**Duration:** Instantaneous

**Class List:** Warlock

You attempt to rend the flesh of a humanoid that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 6d10 slashing damage and it permanently loses a limb of your choice, which tears from their body and falls limply to the ground in their space.

***Arm.*** Without an arm, the target can no longer hold anything with two hands, and they can hold only a single object at a time.

***Leg.*** Without a leg, the target's speed on foot is halved, and they must use a cane or crutch to move unless they have a peg leg or other prosthesis. They fall prone after using the Dash action, and they have disadvantage on Dexterity checks made to balance.

Magic such as the *regenerate* spell can restore limbs lost to this spell.
Long Shadows

Long Shadows (26–28 Vult): When the Sovereign
Lord Aureon created the first arcane spells,
he brought a source of darkness into the world—a
sentient force of pure magic that stole his shadow to
serve as its vessel. According to myth, the Shadow
lurks in the dark spaces of the world, spreading
dread and despair, spawning foul monsters and
granting power to those who use magic for corruption
or evil purposes. Regardless of the truth of
these tales, there are three days in Vult when dark
magic dominates—the three nights of Long Shadows.
For most people, this is a time to stay indoors and
huddle around a fire. For the minions of darkness,
it is a time to rise up and leave the shadows, preying
on the weak and foolish who ignore the legends.

In Sharn, the primary worshipers of the dark
deity are the monsters of Droaam. Human followers
of the Shadow are usually wizards and sorcerers, and
it is possible that a mage would need to complete a
particular arcane experiment—such as the construction
of an eldritch machine—during Long Shadows.

## Holy Day

Long Shadows is also a festival for the vassals of the Dark Six religion.
Lord Kordran Mror

**Lord Kordran Mror** is a dwarven lord of the unnamed kingdom under the Ironroot Mountains. He is responsible for exiling the twelve leaders of what would become the dwarven clans of the modern Mror Holds.

## References

1. ↑ As presented by his duplicate, simulacrum, or clone created by Mordain the Fleshweaver in Dolurrh's Dawn.
2. ↑ Keith Baker (11/01/2004). Dragonshards - Dwarves of the Mror Holds, Part 1. Wizards of the Coast. Archived from the original on 11/01/2016. Retrieved on 02/28/2019.
3. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Mark of Finding

File:Dragonmarks Tharashk.jpg
The **Mark of Finding** grants a marked creature with abilities related to locating people and objects.

### House

House Tharashk, a family of humans and half-orcs who originated in the Shadow Marches, run House Tharashk and control the Finders Guild. The guild employs all manners of investigators, law enforcement agents as well as treasure and dragonshard hunters. Bounty hunters are also employeed by the guild and rumors hold that secret assassins are also on the pay roll for particularly hard to find enemies. Members of the house without dragonmarks are often mundane but highly skilled investigators as well as prospectors and guides.

### Marks

* **Least**: *Identify* or *locate object* 1/day or *know direction* 2/day
* **Lesser**: *Helping hand* or *locate creature* 1/day
* **Greater**: *Find the path* 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)
Maza ir'Thadian

Maza Thadian (LN female elf

commoner 17) is one of the oldest, richest, and most

respected elves in the city. She owns the Oaks, one of

the finest restaurants in Sharn. Maza is stubborn and

set in her ways, and she constantly fights to maintain

the status quo and uphold tradition; however, she does

tend to put the concerns of the wealthy before those of

the poor, especially the goblins and other dregs of the

lower wards. While she has the highest regard for the

law, she is in no way naïve; she is capable of surprising

subterfuge in the best interests of Sharn.
Mariner (Feat)

Return to List of Homebrew Feats

## **Mariner**

You have learned how to sail the seas, granting you the following benefits:

* You gain proficiency with Vehicles (water) and Navigator’s Tools.
* You gain a swimming speed equal to your walking speed.
* You can spend 1-minute studying the sky to determine what the weather will be for the next 24 hours.
Middle Dura

### Character

Lower class ward split between commercial and residential districts; it is the border to the dangerous districts that lie below.

### Districts

Marketplace, average residences, tavern district, inn district, tenement district, apartment homes

### Businesses

Almost anything can be found at the Bazaar, including shady goods and contraband

### Location

Dura, Sharn

The stones in this old district have been worn smooth by the passage of time. There is a definite scent of danger in the air. The Sharn Watch patrols this ward, and these guards are always ready for trouble—though the crime lords often use bribes to ensure that the Watch is nowhere to be seen when certain activities take place. Nonetheless, **Middle Dura** is certainly safer than the ward that lies below. The Bazaar, the largest market in the city, can be found here, and the taverns and inns of Dura are a common destination for folk who don’t have many coins to rub together.

## Key Factions

* Clifftop Adventurers’ Guild
* The Esoteric Order of Aureon
* Sharn Watch
* Redcloak Battalion

## Key Personalities

* Councilor Hruit (N male shifter druid 6/Sharn skymage 3)

## Districts

* **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)
Lleddew of Balinor

**User Contribution:** This is a player created character.
Lledew of Balinor is a high priestess of Balinor and a former adventurer.

### History

Originally she was an adventurer, a companion of Cole Dragonspur. she adventured with him to gain enough treasure to build a temple to Balinor.

Notes: Lycanthrope, Werefox, Cleric
List of Stronghold Upgrades

Shopping Center Home Page

Items on this page are upgrades for your stronghold, intalled magic items that can't be moved, or other major purchases that require an ongoing expense (which is covered by an Economy cost). Because these are upgrades specially purchased through your stronghold, the Gold Piece Limit does not apply.

## Stronghold Tier

**Siege Slots.** You have a number of Siege Slots based on your stronghold's tier, which represent teams of siege weapon specialists. At initiative count 20 (losing ties), you can command your soldiers to fire any siege weapons that are currently being operated. The Mangonel and Trebuchet are more unwieldy, requiring more time to load and aim. These weapons need a full round to be reloaded before they can be fired again, unless you have dedicated two Siege Slots to their operation.
Loquasphinx

**Loquasphinxes** large magical beasts are of a neutral alignment. They appear a lot like a lion with wings and a head that a little like an a human's. They are powerful and use truename magic. Loquasphinxes are most common in the warmer deserts of Xen'drik. However, they can also be encountered to a lesser extent on the Talenta Plains.

## Appearance & Personality

Loquasphinxes appear like other sphinxes, with the body of a lion, the face of a human, and the wings of a bird. Loquasphinxes possess eerie green eyes, razor-sharp teeth, and feint bands of black along the fur of its body. When it speaks, it uses truename magic, giving everything it says a level of importance.

Like other sphinxes, loquasphinxes are extremely curious. They seek out truename magic, and are avid scholars of Truespeech. They rarely enter combat, unless forced to do so, or unless the target possesses something the loquasphinx wants. Loquasphinxes enjoy a fine conversation, and frequently trade in knowledge.

## Abilities

Loquasphinxes use truename magic when they speak, forcing the target to answer its questions. While the loquasphinx disdains combat, it may be forced to fight using its claws and teeth. In combat, it will divebomb its prey, using its truename utterances to weaken its opponents before flying in with a rake attack.

## References

1. ↑ 1.0 1.1 ***Tome of Magic***.
Matthew Sernett, Dave Noonan, Ari Marmell, and Robert J. Schwalb (2006). Wizards of the Coast. ISBN 0-7869-3909-1.
Lumi

The **lumi** are a race of warriors and healers that live on the plane of Irian, the Eternal Day. The lumi live amid cities of light and glass, and hunt down those that worship the forces of darkness.

## Appearance & Personality

The lumi are humanoids whose bodies are made of positive energy. The lumi have no skin or hair, though they resemble humanoids in every other way. The lumi also have the unique ability of having their heads detached from their bodies: their heads float a few inches above their shoulders.

The lumi worship the aspects of light. They have the desire to shine light on everything unseen in the world. The lumi are honest to a fault. They constantly search out those that worship darkness or known deceivers.

## Abilities

A lumi's body is suffused with positive energy, making them immune to a large amount of effects, including death spells, magical death effects, energy drain, and negative energy effects. Their bodies shed light five feet away. A lumi cannot be blinded or dazzled, and cannot be flanked.

## References

1. ↑ Per the Eberron Campaign Setting as a denizen of Irian the lumi would speak Irial.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 3.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
Lyran's Gift

**Lyran's Gift** is the arcane research arm of House Lyrandar. The Gift works with arcane spellcasters within the house, to perfect their art, and often works with Cannith via the Twelve to develop new magical technologies.

## References

* ***Dragonmarked***.

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