recursal/Fanatic-Fandom huggingface dataset:
Reinforce Ammunition

*3rd-level abjuration*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a sliver of adamantine worth 10 gp, which the spell consumes)

**Duration:** 10 minutes

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

You infuse all ammunition that you are wearing or carrying, or that you pick up while this spell is active, with supernatural endurance. For the duration, you can recover all expended ammunition at the end of a battle when you would normally recover half. If the ammunition affected by this spell is magical, it does not lose its magical properties after use.
Platinum Heights

### Buildings

Upscale lodging (15), upscale food (25), exotic trades (40), upscale trades (120), upscale residences (80)

### Location

Sharn, Upper Central Plateau

Platinum Heights is the finest commercial district in Sharn, home of the most exclusive businesses, from restaurants to magic item dealers. Stores, restaurants, hotels, and a few homes in this prosperous neighborhood are all high-priced and lavish.

## Businesses

**Aurora Gallery:** Aurora Gallery is a unique establishment in Sharn, a magic item auction house. Items worth as much as 130,000 gp market price can occasionally be found at Aurora Gallery.

**Gray Dragon Inn:** A luxurious inn near the pinnacle of the Tower of Gold, the Gray Dragon offers elegant suites to visiting dignitaries and others with wealth to spare.

**Sannid’s Restaurant:** Known for its extensive wine collection, Sannid’s is one of Sharn’s finest restaurants.
Pen of Living Parchment

*Very Rare, Requires attunement by a creature with the Mark of Scribing*

This golden quill is razor sharp. If the *Arcane Mark* dragonmark spell-like ability of the True Dragonmark of Scribing is activated by someone wielding the *Pen of Living Parchment*, the wielder is able to apply his *Arcane Mark* dragonmark spell-like ability directly onto the flesh or hide of a creature (living, undead or otherwise). During so requires 1 minute, requiring the person marked to be either unconscious, restrained or willing. Once applied, the *Arcane Mark* is permanent and cannot be removed or suppressed by any method short of a *Wish or Divine Intervention*.

*Pens of Living Parchment* are typically used by justice systems to mark criminals with identifying information about their crimes, but rarely, truly fantastic, if mundane, tattoos are created as well.
Poison Puff

*4th-level transmutation*

**Casting Time:** 1 action

**Range:** Self (30-foot cone)

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Artificer, Druid, Warlock, Wizard
You exhale a cloud of poison that quickly magically expands to fill a 30 foot cone. Creatures in that area must make a Constitution saving throw. On a failure, they take 4d12 poison damage and become poisoned until the start of their next turn. On a success, the target takes half as much damage and is not poisoned.

The area is lightly obscured until the start of your turn, and any creature that ends their turn within the area takes 2d4 poison damage.
Pierce

**Pierce** is a character featured in the Dreaming Dark Trilogy. Pierce is a Warforged ranger for a team of ex-Cyran soldiers/adventures who recently escaped from Cyre and now reside in Sharn. Like most Warforged he contemplates his existence. Pierce was built by House Cannith and sold to the army of Cyre. He was designed to serve as a skirmisher and scout, specializing in ranged combat. His comrades named him based on his skill with his longbow. Following the destruction of Cyre, he has chosen to remain with Daine, his last captain

## Adventuring Companions

* Daine
* Lei d'Cannith
* Jode d'Jorasco

## References

* The City of Towers (novel). Keith Baker (2005). Wizards of the Coast.
* The Shattered Land (novel). Keith Baker (2005). Wizards of the Coast.
* The Gates of Night (novel). Keith Baker (2006). Wizards of the Coast.
Royal Family of Aundair

The current ruler is Queen Aurala ir’Wynarn.  She is assisted by her brother Adal (who holds the titles of First Warlord and Royal Minister of Magic), and Lord Darro ir’Lain (Second Warlord of the Realm and commander of the Knights Arcane). Lord Darro wants to take a piece of the Eldeen Reaches, and her brother Adal wants to take a piece of Thrane for Aundair. The queen keeps an eye on both of them. However, she wants to take the throne of Galifar ruling all of Khorvaire and rebuilding the empire of the past. She hopes diplomacy, subterfuge, and more focused battles might succeed where the free-for-all that was the Last War failed.
Prisoner Deep Fourteen

**Prisoner Deep Fourteen** is an unidentified prisoner from Karrnath sentenced to the island prison of Dreadhold by King Kaius III.

## History

Three years ago Prisoner Deep Fourteen became a resident of one of the cells in the Deep Ward of Dreadhold. The prisoner's exact identity is known by King Kaius III and High Warden Lord Zaxon d'Kundarak.

## Appearance & Personality

The prisoner wears an iron mask that obscures their features and has an *arcane lock* preventing its removal. The mask seemingly has a magical enchantment which prevents speaking.

The prisoner's real identity and alleged crimes remain a mystery to all but a few. Prisoner Deep Fourteen is known to be an important prisoner from Karrnath.

## Abilities

Prisoner Deep Fourteen appears to be a human male.

The prisoner's movements are sluggish, which may be due to lingering damage or wards on the iron mask.

## Notes

According to the Eberron Campaign Guide, Prisoner Deep Fourteen is *actually* King Kaius III, exiled and imprisoned in Dreadhold to allow his great-grandfather Kaius I to rule the nation once again.

Keith Baker has suggested on his website that Prisoner Deep Fourteen may be a Karrnathi warlord guilty of war crimes during the Last War that Kaius III wants kept alive, the true Kaius III as described in the Eberron Campaign Guide, or even Kaius I pulling a double-bluff on Erandis Vol to free Karrnath from the grasp of the Emerald Claw for good.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344. , *p. 69-82*.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ Keith Baker (03/19/2014). Dragonmark 3/19/14: Orcs, Mean Streets and More. Archived from the original on 09/30/2017. Retrieved on 02/14/2019.
Plague Mask (Item)

*Wondrous Item, Rare*

This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. While wearing this mask, you have advantage on saving throws against disease. Once per day, you can use an action to end one disease on a creature you touch. The goggles are not magic and can be replaced with other goggles or eye slot items.
Quickdraw Wand (Item)

*Wand, uncommon (requires attunement)*

Unlike the War Staff and the Battle Rod, which were manufactured en masse and issued to the Aundair military, the Quickdraw Wand was developed for the purposes of single-combat Wandslinger Dueling. Only skilled wandslingers with enough arcane power to properly fuel the Quickdraw Wand could use it effectively in combat. When you can cast a cantrip that has a casting time of 1 action through this wand, you can expend a 1st-level spell slot to change the casting time to 1 bonus action for this casting.
Quorth

Calamari Man (Rasmius)

> "*The being known as Quorth is a refugee from the great disaster that took place many eons ago, far in the future. The nature of which is beyond the reach and comprehension of even the gods. Flayers of the mind, these creatures call themselves the illithid and hail from far beyond the realms of magic. Alien, and unknowable. Few are aware of their existence. Even fewer understand their true motives. Quorth, the Mind Reaver. A shadow lurking beneath the city, with tentacles stretching far beyond. All who cross its path will find themselves a pawn working towards its Final Solution. It has spoken to you. It has spoken to all of you.*
> A deal made in the night. To fulfill a lifelong passion. To surpass those who came before. You must discover, and he must create. But the Reaver fears only what it cannot control. And the mind controls a great many things.*" ― Seamus, via Legend Lore*
>
>
Quesk

**Quesk** is a village in central Zilargo. It lies on crossing of north-south and east-west Orien trade roads. It is 210 miles north of Trolanport and 265 miles west of Zolanberg.

## References

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

**Risian** is the language of the ice creatures that inhabit the plane of Risia. Risian shares the same script as the Dwarven language.

## Behind the Scenes

In the third edition, Risia was the language of the plane of Risia. However, with the advent of 4th edition, Risia no longer exists. Those that once spoke Risia now speak various different languages, such as Primordial.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Rings of Shared Suffering (Item)

*Wondrous Item (ring), Rare (Requires Attunement) or Very Rare*

These curious platinum rings always come in pairs. To activate this ring, both rings in the pair must be worn by different creatures. The Rare version of these rings requires attunement, and the Very Rare version does not; for the Very Rare version, treat both creatures as attuned to the ring. While attuned to this ring, you can cast Warding Bond at will targeting the creature wearing the other ring. If the target creature is attuned to the other ring, or if you bear the Mark of Sentinel, the range becomes unlimited so as long as you and the target are on the same plane of existance.
Saeria Lantol

**Saeria Lantol** is an elven necromancer and lich from the island of Farlnen in the northern Lhazaar Principalities sentenced to the Deep Ward of Dreadhold.

## History

In 545 YK, Saeria Lantol lead the Talons of Ice. Lady Vol ordered her to spread terror to the Five Nations.

Saeria was eventually defeated by a joint force of the knights of Dol Arrah, Purified of the Silver Flame, and Karrnathi soldiers. She was then chained to a cell in the Deep Ward of Dreadhold, reserved for only the most dangerous prisoners.

The location of her phylactery is unknown.

## Appearance & Personality

Saeria Lantol is a lich, an undead spellcaster preserved by a ritual involving Mabaran necromancy. She does not need to eat or drink, and has had limited contact with living creatures for the length of her sentence.

Saeria was once a servant of Lady Vol, and may have knowledge of her plans, albeit 400 years out of date.

## Abilities

Saeria Lantol is a powerful necromancer and lich, with several hundred years of experience. She is the only surviving member of the Talons of Ice, and was not destroyed because she would simply be reconstituted at the location of her phylactery.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344. , *p. 69-82*.
Ring of Return (Item)

*Ring, Rare (Requires Attunement) or Very Rare*

This gold ring is set with three stones: blue, green, and red. The ring has three charges, and regains all charges daily at dawn. As a free action, you can expend a charge to cause the ring to form a link with the particular 5-foot square that you occupy. This causes one of the stones on the ring to glow. You can activate the ring only if you haven't moved during this turn, and after you use a free action to activate the ring, your speed is 0 until the end of the current turn. The link lasts until the next dawn.

As a bonus action, you can teleport to any unoccupied linked space within 100 feet.
Pre-Kingdom style

**Pre-Kingdom style** is a counterculture art movement that has emerged in Thrane's art scene. The scene is relatively small when compared to the more popular Kree-Flamic style but is steadily growing. The art style itself harkens back to the styles of Pre-Galifar art. It is described as being raw, humanistic and expressing strong emotions, primal urges and topics more grounded than the religious ideals depicted in Flamic art.

## Controversy

Although Pre-Kingdom style has yet to be outlawed it has come under heavy criticism. Some church leaders and the more conservative faithful dismiss it as being frivolous, distracting and in some cases, perverse.
Madran ir'Tannick

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Sir Madran ir'Tannick** is a Human Paladin of the Church of the Silver Flame. Madran was chosen by the Servants of the Pure Flame to contact Cade for induction, as well as guide him through the process of becoming a true servant. Madran is a bit abrasive and can be cold, but his devotion to the Flame and his piousness are indisputable.

Notes: Human, Paladin, Silver Flame
Sava Kharisa

Sava Kharisa (NG female human expert 7/wizard 3), one of the most out spoken members of the council, espouses a wide range of radical philosophies and political views. She honestly does the best she can to help all of the people of Sharn, instead of trying to advance her political career or protect her personal supporters. This has earned her many enemies on the Council, and if she’s not careful the Boromar Clan could try to have her removed from office—permanently. Due to her radical views, connections, and desire to fight corruption, Sava makes an excellent choice as a patron for adventurers.
Queen Aurala ir'Wynarn

Redirect to:

* Aurala ir'Wynarn
QUEEN AURALA CR 7
Female human aristocrat 8
NG Medium humanoid
Init +1; Senses Listen +9, Spot +9
Languages Common, Elven, Halfl ing
AC 16, touch 13, fl at-footed 15
hp 28 (8 HD)
Fort +1, Ref +3, Will +8
Speed 30 ft. (6 squares)
Melee +1 dagger +7 (1d4+1) or
Ranged +2 longbow +10/+5 (1d8+2)
Base Atk +6; Grp +6
Abilities Str 10, Dex 12, Con 9, Int 14, Wis 14, Cha 15
Feats A lertness, Skill Focus (Bluff), Skill Focus
(Diplomacy), Weapon Focus (longbow)
Skills Bluff +16, Diplomacy +16, Knowledge (nobility
and royalty) +7, Listen +9, Ride +6, Sense Motive,+13, Spot +9
Possessions Diani’s enchanted gown +3, +2 longbow with 10
arrows, ring of protection +1, amulet of natural armor +1,+1 dagger
Hook “My people have no interest in war. Aundair
seeks peaceful relations with its old neighbors.”
Qual

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Qual** (847 - 900 CY) was, at one time, the leader of the Twilight Walkers clan of the Cold Sun Tribes of lizardfolk. He reigned as many other warlords have reigned over their own respective tribes making war often and making allies only when it behooved him in making war. He was slain during an expedition in 900 CY and his rulership was passed to his brother, Ja'zhart.

Notes: Lizardfolk, Ruler, Barbarian, Deceased
Recompose Spell

*3rd-level transmutation*

**Casting Time:** 1 minute

**Range:** Self

**Components:** V, S, M (a scroll or spellbook containing the spell)

**Duration:** 8 hours

**Class List:** Sorcerer

You modify the schematic of a spell to suit your purposes. Choose a spell you know, and choose one metamagic option. The metamagic option you choose need not be one that you know. Until this spell ends, you apply the chosen metamagic option to the chosen spell whenever it is cast. The spell's level increases by an amount equal to the sorcery point cost of the chosen metamagic option. You can't cast the chosen spell at a lower level than its increased level, and the spell slot expended is considered a number of levels lower equal to the sorcery point cost for the purposes of upcasting.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. You cannot choose this modification if the spell's level would become greater than your highest level spell slot. The chosen spell's modification lasts until this spell ends, until you cast this spell again, or until you spend 1 hour to revert it.

**At Higher Levels.** When you cast this spell using a 5th-level spell slot, the duration increases to 24 hours. When you use a spell slot of 6th level or higher, the duration increases to Until Dispelled. When you use a spell slot of 8th level or higher, this spell does not end if you cast it again.
Painspeaker

**Painspeakers** are mostly found in the Mournland. They were born from the destruction of Cyre. What all of them have in common is that they were a person who had an unspoken message to relay. These medium-sized undead creatures wield truename magic. Instead of employing a broad selection of truename utterances, a painspeaker utters only the reversed form of "moderate word of nurturing."

## History

There were no recorded sightings of painspeakers before the Day of Mourning Once the Mournland was created, though, painspeakers came into existence. Originally sighted in the Mournland, painspeakers have now been sighted in other nations. Many sages believe whatever created the Mournland created this new type of undead.

## Appearance & Personality

Painspeakers appear as near-skeletal humans, with its grayish flesh pulled taut across its bones. Painspeakers resemble the creatures they were when they were alive. While their appearance is fearful, they become truly horrid when they speak with their inhuman, gravely voices. Each syllable they utter is rife with visceral evil, with the undercurrent of some ancient forgotten language beneath their words.

Painspeakers are created from those that have died before their message had been delivered; whether they were a courier or a lover who never professed their love. They have risen due to the words they have never uttered, and are cursed to blight others with their truename magic.

## Abilities

In addition to their Truespeech utterings, painspeakers possess darkvision, and other traits common to the undead.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Tome of Magic***.
Matthew Sernett, Dave Noonan, Ari Marmell, and Robert J. Schwalb (2006). Wizards of the Coast. ISBN 0-7869-3909-1.
Riedran

### **Spoken by**

Lower-class Riedrans natively, many Sarlonans as a second language, deaf Sarlonans

### **Script**

Corvaguri and Sentiraguri (Officially), Kaluuni and Khybran (the Heirs of Ohr Kaluun), Siberine (the Horned Shadow)

### Origins

Riedran is descended from Corviri, but contains many Quori loanwords

### Ancestors

Rhiavhaan, Quori

**Riedran** is the common language of the lower class people in the nation of Riedra on the continent of Sarlona. It is descended from the Old Common. Though both Riedran and Common come from the root Old Common, they have evolved differently enough that someone speaking one cannot understand the other.

Riedran is descended from Corviri, but contains many Quori loanwords, and its grammar has been simplified for "easy learning" and retention. Riedran is partially expresed with semantic meaning through posture, hand motion, and eye contact, as well as the expression of emotion. Looking down indicates a desire to comment, looking to the side indicates disagreement or lack of interest, and direct eye contact is considered rude or aggressive. Sharp motions are "loud" in Riedran, as are excessive displays of emotion; the polite form or Riedran requires the speaker to be restrained and reverant to others. In truth, Riedran is a controlled language of simplified grammar and restricted vocabulary designed to limit the individual person's ability to think critically or to articulate subversive concepts, such as personal identity, self-expression, and free will.

Because the expression of emotions are an essential part of communication in Riedran, the language is written with Corvaguri script paired with objects psionically imprinted with emotion (a proccess called Sentiraguri). Anyone looking at or feeling such an object immediately has the desired emotions and knowledge spring into their mind

## Translations

Below are known riedran words and their common translations:

* ***adar***: refuge
* ***kolesq***: retreat

## References

1. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
3. ↑ ***The Shattered Land***.
Keith Baker (2006). Wizards of the Coast. ISBN 0-7869-3821-8.
Scrying

*5th-level divination*

**Casting Time:** 10 minutes

**Range:** Self

**Components:** V S M (A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)

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

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

*[Spell text unchanged]*

Instead of targeting a creature or a location, you can choose a Scrying Anchor of your choice whose sigil sequence you know and that is on the same plane of existence as you. If the Scrying Anchor is being worn or carried, the creature holding it must make the saving thow as described above. On a failed save, or if the anchor is not worn or carried, the sensor appears within 10 feet of the anchor and follows it for the duration.

You can create a Scrying Anchor by casting this spell on an object and expending 1,000 gp of silver dust. You can learn additional sigil sequences during your adventures⁠. You can commit a new sigil sequence to memory after casting this spell on a Scrying Anchor or studying a transcribed sequence for 1 minute.
Safe-deposit vault

The **Safe-deposit Vault** is a service that was first featured in the 3.5 edition's Eberron Campaign Setting on page 234 and again in the 4th edition's Eberron Campaign Guide on page 219 under Banking Guild. The safe-deposit vault system is used and run by House Kundarak banks and magically links all their vaults. This allows those who have rented the service the ability to deposit an item weighing up to 10lbs and magically withdraw it from any other Kundarak bank branch. The client and any delegated companion receive a word of access to use the vault.

## Price

This service costs 10gp per day. Members of House Kundarak receive a discount.
Rak Tulkhesh

**The Rage of War** is an Overlord of the fury of war from the Age of Demons.

## History

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

Rak Tulkhesh's essence is divided among many Khyber dragonshard's, from which he can exert his influence. One of these shards is contained in a ring carried by Mordakhesh, and another is below the city of Thaliost.

## Appearance & Personality

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

Sakinnirot, the Scar that Abides considers Rak Tulkhesh a brutal idiot and its primary foe among the Overlords.

## Abilities

Rak Tulkhesh has **Destruction** and **War** as his domains, and his powers related to these themes. Rak Tulkhesh has influence over the immediate area around the shards holding the fragments of his essence.

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

## Servants

* **Mordakhesh the Shadowsword:** His most powerful servant is Mordakhesh the Shadowsword, a powerful rakshasa dread knight commander from the Age of Demons. Mordakhesh is Rak Tulkhesh's *prakhutu* on the Bleak Council of Ashtakala and is a member of the Lords of Dust.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
2. ↑ 2.0 2.1 2.2 2.3 2.4 "Rak Tulkhesh, the Rage of War" (October 2012) by Keith Baker. Dragon Magazine issue 416.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Pit of Five Sorrows

**The Pit of Five Sorrows** is of the most infamous sites in all of Eberron and a prison for one of the Overlords of the First Age, Tiamat, the Daughter of Khyber.

## History

Legend tells that the **Pit of Five Sorrows** is the single deepest chasm in Khyber that doesn't eventually lead to another plane. The great dome of force that prevents entry glows with the slowly cycling chromatic hues of the dragonshard below it that imprisons Tiamat's essence. In addition to Tiamat, the pit holds other powerful entities as well as deadly secrets, and it is the most strongly guarded location on Argonnessen. Guarding the pit is a great honor and many dragons volunteer for this duty, even with the knowledge that they will be executed at the completion of their tour to prevent the spread of Tiamat's corrupting essence.

## References

1. ↑ 1.0 1.1 ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
2. ↑ 2.0 2.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Potion of Rage (Item)

*Potion, rare*

This potion can be consumed as a bonus action. When you do, you enter a rage that lasts for 1 minute or until you're knocked unconscious. This rage grants you the same effects as a 1st-level barbarian's class feature; if you have any levels in the barbarian class, your rage damage is instead doubled for this rage. You can enter this rage even if you're wearing heavy armor.

Your rage lasts for 1 minute. If your rage would end early, you instead take 1d4 psychic damage and the rage continues.
Regalport

### **Races**

**Regalport** is the seat of power for the Seadragons and the capital of High Prince Rygar ir'Wynarn's Principality. It lies on the eastern shore of Greentarn island in the Lhazaar Principalities.

It is the largest and most prosperous town of the Principalities and is sometimes called the "Jewel of the Lhazaar Sea".

The town is the port of call for the Seadragons and their fleet of 20 vessels. It's ruler, High Prince Rygar, who claims to have a royal Gallifaran bloodline, wishes to unite the various principalities, but is currently seen as a leader among equals, though he represented the region at Thronehold.

House Thuranni have their headquarters in Regalport after having accepted an invitation by then High Prince Horget Black twenty-five years ago. House Thuranni's leader Baron Elar d'Thuranni lives in these headquarters.

### Dragonmark Houses

* House Thuranni
* House Orien
* House Kundarak

## References

* ***Eberron Campaign Setting***.

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

*Wondrous Item, Common*

Representing an animal, person, or magical creature, this soft, tiny, magic toy or blanket is perfect for cuddling. The toy can also be used to fight off fear. When you make a saving throw to avoid or end the frightened condition on yourself, you can give yourself advantage on the roll if you are holding the toy. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
Scroll of Power (Item)

*Wondrous item, rarity varies*

You can cast one spell of the scroll’s level or lower that you know and have prepared, without expending a spell slot. Casting the spell by reading the scroll requires the spell’s normal Casting Time, and the spell is cast at the scroll’s level. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity, as shown in the Spell Scroll table.
Scott Gearin

Scott Gearin is an author and game designer born on October 6th 1971. He has worked for WOTC, Green Ronin Publishing, Fantasy Flight Games and has done extensive work with Alderac Entertainment Group.

**Eberron Credits**

* Five Nations

## References

* Dungeons and Dragons, All Products List. Wizards of the Coast. Retrieved on 2008-8-25.
Saint's Fingerbone (Item)

*Wondrous Item, Rare (Requires attunement by a character of the same faith)*

This minor holy relic can protect whoever holds it; but it can only grant this power if it is in the hands of a character who follows the faith of which the relic is dedicated. You can devote a measure of spiritual energy to keep open a divine connection with this relic; if you expend a 3rd-level spell slot, this relic does not require attunement until the next dawn.

While this reliquary is on your person, you gain a +1 bonus to saving throws.

These relics may have additional properties, which reflect the trials and accomplishments of the honored saint:

* **Saint Pendara** **the Bright.** While attuned to the Fingerbone of Saint Pendara, you automatically succeed any saving throw you make against contracting lycanthropy.
Samurai

## The Samurai

Samurai are proud martial warriors noted for their bravery, loyalty
and honor. Samurai often wear distinctive armor that is composed of numerous tiny plates tied together,
usually by leather straps and carry two blades, a long curved sword
know as a katana (similar to a more convential bastard sword) as well
as a smaller blade called a wakazashi (which is roughly the size of a
short sword). Most samurai are also proficient with long bows and
mounted combat and while they occasionally wield both swords at once
the katana is more commonly held with two hands.

## Samurai in Eberron

In Eberron samurai began to appear in the closing decades of the Last
War as certain mercenary groups abandoned national loyalties and
instead swore to serve select members of Galifar's ancient royal families
who they claimed were the the only legitimate heirs. Calling this
movement "The Code of Honorable Devotion" (which is believed to have
developed in the Dwarven Mror Holds) and calling themselves samurai
(an ancient word meaning "to serve") these warriors swore their lives
and their honor to their patrons.

Samurai traditions are strongest in among the former citizens of Cyre
as well as the Dwarves of the Mror Holds. These two groups are not
however the only place where samurai warriors exist and their numbers
can be counted within the militaries of Aundair, Breland, Thrane, Karrnath and Q'Barra.

## References

Player's Guide to Eberron(book)

--Jorda75 20:55, 26 August 2008 (UTC)
Ring of Reckless Magic (Item)

*Ring, Rare (requires attunement) or Very Rare*

**Destructive Spells.** While you are attuned to and wearing this ring, you can enhance the destructive capabilities. When you deal damage with a spell, you can expend one or more hit dice, up to half of your maximum number of hit dice. For each hit die spent in this way, roll the die. You gain a bonus to one damage roll of the spell equal to the total.
Riding the Rail

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

*On a lightning rail coach hurtling through the Brelish countryside, a highly-trained criminal strike force attempts a daring heist of a massive monolith from the continent of Xen'drik. Can the unsuspecting PCs overcome their surprise in time to repulse the invaders from the inside, or will they finish their journey in chains?*

***"Riding the Rail"** is an Eberron adventure suitable for a group of four 5th-level characters. The entire adventure is set on a moving coach, and the hectic pace offers little opportunity to regain hit points or spells through rest.*
Redstone

### Buildings

Temple (Kol Korran), Shrines (Olladra, Onatar), average lodging (25), average food (60), exotic trades (24), upscale trades (120), averagetrades (190), poor trades (30), upscale services (30), average services (60)

### First Impression

Handsome towers of red marble and granite packed with various shops and crafters offer a seemingly endless array of goods. The brick hanging streets are filled with milling customers and the occasional unfortunate begging for copper and silver.

### Location

Sharn, Upper Dura

One of the newer districts, **Redstone** is less than two hundred years old and many of the respectable crafters from The Bazaar of Middle Dura have moved here in recent years. The architects sought to overcome the negative perceptions of Dura, and the stonework is beautiful. Much of it was crafted using red marble from Rose Quarry, once a thriving Cyran supplier which now lies in ruins in Darguun. The rest of the towers consist of red granite and brick. With a host of subtle variations in shade, the towers present a striking sight, especially in the light of the setting sun.

Redstone has grown into one of the largest centers for commerce in the city, nearly twice the size of Granite Halls. Almost any sort of honest trade can be found in Redstone, from bakers to wigmakers. There are two banks in Redstone, including a Kundarak enclave and the smaller Lorrean Bank, a family business belonging to one of the sixty great families of Sharn. The district also contains workhouses that draw on the population of Overlook, including a glassworks and a textile factory.
Paul Crilley

Paul Crilleyis an author who has worked on various Dungeons and Dragons publications. He lives in South Africa with his partner and their daughter. He has been published in over half a dozen anthologies, including the Eberron collection Tales of the Last War.

## D&D Works

* Night of the Long Shadows
* Infestation: Dungeons & Dragons #2
* Taint of the Black Brigade
* The Tales of the Last War
Orc (language)

**Orc**, also known as Orcish or Daraktan, is the language of the various orc tribes of the Shadow Marches and Droaam. The orc script was adopted from the goblin script used during the Dhakaani Empire. Many words and phrases are shared between the daraktan and dhakaani languages.

## Translations

Below are known orc words and their common translations:

* ***anukh!:*** Attack!
* ***arumwon:*** "Beast Brother" (Animal companion of rangers)
* ***dagga***: yes/I agree
* ***dglinkarz:*** Insult used for dwarves
* ***dukhal:*** Bastard (Insult)
* ***duluk:*** Beware
* ***garbuth:*** Orc
* ***gareke:*** Torch
* ***gubuk:*** Derogatory term referring to other humanoids such as humans, elves, and halflings, closely translated as "soft-skinned people".
* ***jhorkaanta***: blood sage
* ***kazaht:*** Bull
* ***Klurhn Roots:*** A beet-like vegetable found in the Shadow Marches.
* **malwun:** "Oathbrother" (term for blood brother among sacred hunters)
* ***mal karash:*** Oathbreaker
* ***nena***: mother
* ***neyë.*** Come here.
* ***poli***: please
* ***ragh:*** Calm
* ***ragh ala.*** Calm down.
* ***shekot***: inconsiderate ass
* ***tekorriikii:*** The word used to shout at Harpies that means "stop that awful racket, you feather-bearing nuisance."
* ***terruk-ukl:*** giant spider
* ***tharashk:*** united
* ***ugrukh:*** "broken bones" (used to refer to those too weak lame to be worthy of an orc's attention)
* ***zuwar:*** sacred hunters serving the god Aelmaka.

## Behind the Scenes

In the 3rd edition, the orcs of Eberron spoke their own language. However, with the advent of 4th edition, the orcs now speak goblin, having been raised under the Dhakaani Empire.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***The Binding Stone***.
Don Bassingthwaite (2005). Wizards of the Coast. ISBN 0-7869-3784-X.
3. ↑ ***The Grieving Tree***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3985-0.
4. ↑ ***The Killing Song***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-4243-6.
5. ↑ "**Touched by Madness**" (June 2005) by Keith Baker. *Dragon Magazine* issue 332.
6. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Khyber (Underdark)

*This article is about the subterranean realm. For the dragon, see Khyber.*

Khyber is said to be the body of one of the three Progenitor Dragons that created the world of Eberron. It is a massive subterranean realm that is filled with lesser fiends, Aberrations, Daelkyr, and sleeping Rajahs that remain bound by the Draconic Prophecy and the sacrifice of the couatl that kindled the Silver Flame during the Age of Demons.

One of the regions of Khyber is the Vault of the Keeper, where souls taken by Keeper's Fangs are believed to be delivered. There, an ancient Draconic Lich claiming to be The Keeper lords over these souls and inflicts hellish suffering upon them.

## Behind the Scenes

Khyber seems to be a composite of the D&D idea of the Underdark and certain traditions that place Hell, literally, underground.
Scott Fitzgerald Gray

**Scott Fitzgerald Gray** is a writer and product editor for Wizards of the Coast and third party d20 RPG products.

### Co-Authored Works

* ***Dragons of Eberron***.

Keith Baker, **Scott Fitzgerald Gray**, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.

* ***Secrets of Sarlona***.

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

### Editing/Proofreading Work

* Voyage of the Golden Dragon (Eberron adventure). Nicolas Logue (2006). Wizards of the Coast.
* Book of Roguish Luck (3rd party d20 supplement). Malhavoc Press.
* ***Explorer's Handbook***.

David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.

* ***Races of Eberron***.

Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.

* Temple of Mysteries: In Media Res (3rd party d20 supplement). Malhavoc Press.
* Thieves' World Players' Manual. Green Ronin Publishing.
* Advanced Player's Manual. Green Ronin Publishing.
* The Cavalier's Handbook. Green Ronin Publishing.
* Complete Arcane (Generic D&D supplement). Wizards of the Coast.
Sapphire Claw

The Brelish **Sapphire Claw** is a military medal given for exceptional valor in the line of duty. It is considered to be one of the most prestigious awards a Brelish soldier can receive and is traditionally handed out sparingly, even during the Last War.

It is a gold brooch in the shape of a bear claw (Breland's symbol is a bear) with a blue sapphire in the center.
Samyr Kes

**Prefect Samyr Kes** is one of the founders of the Church of the Silver Flame. He has not been seen by members of the modern church in some time, and has faded from memory as a result.

## History

**Spoiler warning:** Plot or ending details follow.In a conversation struck from the official record, Tira Miron tasked Samyr Kes with being her chosen avenger against those corrupted by the the Shadow in the Flame.

Samyr Kes established the Order of Miron's Tears, so named for the tears Tira shed when assigning him his task, and acts as the leader of this secretive order of sacred assassins that roots out corruption within the Church of the Silver Flame.

He is hidden from the Council of Cardinals, and he does not want to reveal himself to them without good cause.

**End of spoiler.**
## Appearance & Personality

Samyr Kes is ancient, even for an elf, and has lived for 777 years. He is sustained by his couatl patron the Golden Serpent, the Silver Flame, and his enduring love for Tira Miron as expressed by his duty to fulfill the final task she gave him.

His sacred gifts obscure his presence from all who might see him.

## Notes

Keith Baker suggests that Samyr Kes was an Avenger, and a member of the adventuring party that traveled with Tira Miron to establish the Church of the Silver Flame.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "**Eye on Eberron - Miron's Tears**" (November 2012) by Keith Baker. *Dragon Magazine* issue 417. , *p. 28-30*.
2. ↑ Keith Baker (03/12/2015). Dragonmarks 3/12/15: Origins, Authors and Thrane. Archived from the original on 08/14/2016. Retrieved on 02/26/2019.
Rhiavhaan

**Rhiavhaan**, or **Middle Common**, was the language spoken by the ancient humans during the Sundering of Sarlona. Prior to the Great Unity, it was used alongside languages of the Old Kingdoms of Sarlona. It was the language that the human settlers like Lhazaar spoke when they first came to Khorvaire. Since then, Rhiavhaan has evolved into two distinct languages. On Sarlona, Middle Common became Riedran, which is essentially a combination of Rhiavhaan and the Quori language; while on Khorvaire, Rhiavhaan became (with the gnomes help, or so they say) Common, the official language of the Kingdom of Galifar. Similarly to Old Common, manuscripts using Middle Common dating prior to the human migration to Khorvaire are exceedingly difficult to find, as the Empire of Riedra actively destroyed any usage of the language they could find during the Great Unity.

## References

1. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Pearlstrand Quay

**Pearlstrand Quay** – also known as "Little Val" or "Fintown" – serves as an outpost of the Valraen Protectorate, home to locathah, merfolk, and aristocratic sea elves. Pearlstrand Quay is a partially submerged spire in the harbor, which is accessible by crossing through Ship's Towers. It contains a number of buildings that project out of the water, supporting both land and sea dwellers; in addition, Valraen magewrights have fashioned pearl mosaics that allow surface dwellers to breathe beneath the water. These pockets of Airy Water do not extend to every chamber of the submerged spire, however, and can only be found in areas of the spire where the sea elves expect air-breathing visitors.

When sahuagin delegations from the Eternal Dominion visit Sharn, they also stay in Pearlstrand Quay; at these times, tensions below the water run high.

## Locations

* **The Valraen Embassy.**
* **Eternal Dominion Outpost.** While the sahuagin do not have a major presence in the city, they do maintain a small embassy in Sharn. The Sharn Outpost is mainly about negotiating travel rights through the Straits of Shargon and the Thunder Sea, not about deep diplomatic relations.
* **The Inn of the Siren** is a Pearlstrand establishment that caters to surface dwellers, sea elves, merfolk, and sahuagin; half of its rooms are located below the surface of the Dagger, while the others rise up above the water.
* **Lyrandar Enclave.** The Lyrandar Enclave in Pearlstrand Quay was once House Lyrandar's largest holding in the city, having owned nearly half of the above-ground sections of the tower. With the advent of their advanced airship technology in 990 YK, House Lyrandar would move much of their operations to Lyrandar Tower deeper within the city as they shift thier buisness model to rely more heavily on airships. Lyrandar still maintains a number of offices and supply ports within the spire, but the majority of their holdings in Pearlstrand have layed abandoned for several years.
Sea of Death

*One man searching for peace in a land that knows only blood.*

*The lich Nathifa has stolen the mystic dragonwand and intends to use it to summon an army of weresharks to ravage the Lhazaar Principalities in the name of the Lich Queen Vol. To stop her, assassin-turned-priest Diran Bastiaan must defeat a demon that holds a city in its thrall, contend with a werewolf whose only wish is to die, and survive deadly peril on the fabled isle of Trebaz Sinara. Diran will need all his faith, a brace of well-honed daggers, and more than a little luck to succeed. For if he fails, the Principalities will be swept away in a **sea of death**.*
Schismatics

Though not yet completely organized into a solid group **schismatics** hold a congruent set of beliefs that make them a force across Eberron. The schismatics hold that the Schism that separated the Dark Six from the Sovereign Host was a blessing and gives the Dark Six the ability to rise up and overthrow the members of the Sovereign Host if they would be properly worshiped as a pantheon. Schismatics seek to thwart sects that single out members of the Dark Six for individual worship, believing that if enough belief is placed in the power of the pantheon the Dark Six will be able to rise up and overthrow the Sovereign Host.

### References

* ***Faiths of Eberron***.

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

*Ring, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a bard)*

This slim, silver ring has a tiny silver bell attached to it which jingles faintly. Once attuned to the ring, recipients of your bardic inspiration may add the ring's bonus to the result of their Bardic Inspiration rolls.
Returning Weapon (Item)

*Weapon (any thrown), uncommon*

When you throw a returning weapon, it flies through the air and returns back to you at the start of your next turn. If you don't have a free hand when it returns to you, or if you aren't standing in the same space that you threw it from, the weapon drops to the ground in the space from which it was thrown.
Planar Handbook (book)

*Only the most exceptional characters dare tread the infinite paths of the planes. From Sigil, the City of Doors, to the Blinding Tower at the heart of the Plane of Shadow, to the Elemental Plane of Fire's storied City of Brass, countless perilous locations in the multiverse await bold heroes armed with remarkable talents and abilities, more than a little courage, and above all, knowledge.*

*This supplement for the Dungeons & Dragons game provides everything you need to create and play characters prepared for the odyssey of planar travel, including new planar races, feats, equipment, spells, and magic items. **Planar Handbook** also introduces the power of planar touchstones, along with details and advice for visiting dozens of planar sites.*
Sandstorm: Mastering the Perils of Fire and Sand (book)

*Sweltering temperatures, bone-scouring windstorms, and other dangers threaten explorers in waste environments. From arid deserts and volcanic regions to ash-choked dungeons and the lava-filled layers of Gehenna, unwary travelers may fall victim to the unrelenting hazards that await.*

*This supplement for the Dungeons & Dragons game explores the impact of desert conditions and extreme hot-weather environments on every aspect of game play. along with rules for adapting to, navigating through, and surviving hazardous hot-weather conditions and terrain, **Sandstorm** also includes new races, spells, feats, magic items, prestige classes, and monsters associated with deserts and other wastelands.*