recursal/Fanatic-Fandom huggingface dataset:
Keeper of the Dying Sun - Session 7 - Apr. 3, 2008

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.The party continues downward into goblin ruins to find Herrgoth. They encounter a kalashtar named Selktash who joins the party. They fight an utyugh and then are captured by a unit of warforged. The warforged lead them into the depths where they meet Herrgoth. Herrgoth tells them about the Dying Sun. They head back out of the sewers into Sharn.
Kalok Shash

The faith of the tribes of slightly more sophisticated orcs (sprinkled with a handful of humans and half-orcs), known as the Ghaash'kala,of the Demon-Wastes. They believe in Kalok Shash (“The Binding Flame”). It is a militant faith called upon to violently defend against the evils contained with the Wastes and prevent those outside from becoming tainted. It shares some inherit similarities with Serpent Cults and the Church of the Silver Flame.
Kethelrax the Cunning

**Kethelrax the Cunning** is a kobold warlord of Droaam.

## History

Kethelrax has a host of goblins, kobolds, and gargoyles under his command. Kethelrax has proven surprisingly resourceful more than once, earning him his own land and title. Despite frequent ridicule by the other, more physically imposing warlords he has the favor of Sora Katra. Several of those who have underestimated him have paid for that mistake dearly.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ ***Wayfinder's Guide to Eberron***.
Keith Baker, Ruty Rutenberg (July 23, 2018). Wizards of the Coast.
Kumiho

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.The Kumiho was a foxlike humanoid creature found in Shou Lung.

Description

The kumiho bore a fox like head. It's body was covered in fur. A bushy tail emerged from their backside.

Combat

Kumiho typically wielded a Katana in battle.

Personality

All kumiho were incredibly secretive and obsessed with maintaining their privacy. They were also Impulsive and unpredictable.

Kumiho Lands

Kumiho could be found in temperate climates. They Lived in Moutainous habitats close to settled lands.

Kumiho could be found in Shou Lung. The dangerous wizard Shiz Ti kept candles made of kumiho fat in his stone temple lair.

Notes: Creatures, Races, Kumiho
Kolkarun

Dwarven Clan **Kolkarun** shifts allegiance constantly. Its history includes feuds with each of the other clans at one point or another, and its allies change as rapidly as its enemies. Nevertheless, Kolkarun dwarves are shrewd entrepreneurs and charismatic negotiators, and their wealth allows them to supply potential allies with gifts. The other clans view Kolkarun as opportunists, while Kolkarun dwarves see themselves as smart enough to always pick the winning side. Currently, Kolkarun has diplomatic ties to Aundair, Karrnath, Zilargo, the Talenta halflings, and the Emerald Claw. It counts Mroranon and Soldarak among its allies in the holds, and for the last couple of decades it has maintained a growing feud with Doldarun, which seeks to discredit Kolkarun.
Jode d'Jorasco

**Jode** was a former companion of Daine. Jode was a halfling with the Mark of Healing, though he never admitted to having a tie to House Jorasco. In 988 YK he took up service in the Queen's Guard of Cyre along with Daine. He served as a healer and occasional scout, using his dragonmark and quick wits to assist his friend. He died in 996 YK, though the circumstances of his death remain a mystery.
Jhazaal Dhakaan

**Jhazaal Dhakaan** is known as the greatest Duur'kala of all time. She united the six kings to form the Dhakaani Empire. Her voice was so powerful that it is lore she could charm a person with a word and end a battle with a scream. She was also a talented craftsperson who created many famous artifacts, like the horn *Ghaal'duur.* It was Jhazaal who created the Uul Dhakaan.
Lei d'Cannith

**Lei d'Cannith** is an artificer for a team of ex-Cyran soldiers turned adventurers. She is secretly in love with the team's leader, Daine and she also considers the group's warforged ranger, Pierce, her brother. She and her parents were excoriated after the Mourning, her parents' excoriation being post-mortem. A dragonmarked heir, daughter of Aleisa and Talin d'Cannith. Lei studied the mystical arts in Sharn and Metrol. Like many young artificers, she chose to serve in the Cannith support corps during the war. She served with the military forces of the five nations to maintain the warforged soldiers and weapons each nation had purchased from Cannith. in 993 YK, her parents arranged for her betrothal to Hadran d'Cannith, but Lei's father insisted that she serve term in the military before her marriage. Lei was assigned to the southern command of Cyre, where she served with Daine , Pierce and Jode. In 996 YK, she was excoriated from House Cannith; the reasons for this remain a mystery.

## Adventuring Companions

* Daine
* Pierce
* Jode d'Jorasco

## References

* The City of Towers. The Dreaming Dark Trilogy, Book 1. Keith Baker. 2005. Wizards of the Coast.
* The Shattered Land. The Dreaming Dark Trilogy, Book 2. Keith Baker. 2005. Wizards of the Coast.
* The Gates of Night. The Dreaming Dark Trilogy, Book 3. Keith Baker. 2006. Wizards of the Coast.
Jennifer Clarke Wilkes

**Jennifer Clarke Wilkes** is an acclaimed RPG writer, editor and designer with over 50 roleplaying sourcebooks to her credit. She's been a part of the industry since her work on White Wolf's Los Angeles by Night in 1994 for Vampire the Masquerade. Since then she has gone on to contriute to Ars Magica, D&D both 3rd and 3.5 editions, and OGL D20 sourcebooks.

#### External Links

* Jennifer Clarke Wilkes Pen and Paper RPG Database
* Jennifer Clarke Wilkes Blog on Gleemax
House of Wynarn

The **House of Wynarn** is the dynasty that has ruled the Five Nations since the time of King Galifar I.

The list below tries to give all the members of the dynasty, along with their descent and titles.

## Karrn and his scions

* Karrn the Conqueror (m), founder and first ruler of Karrnath
	+ ...
		- Galifar I (m), warlord of Karrnath, later first King of Galifar
			* Aundair (f), Governor-princess of Aundair, eldest daughter of Galifar
			* Brey (f), Governor-princess of Breland, second daughter of Galifar
			* Cyre (m), Governor-prince of Cyre, youngest son of Galifar and second ruler of the Kingdom of Galifar
			* Karrn (m), Governor-prince of Karrnath, eldest son and child of Galifar
			* Thrane (m), Governor-prince of Thrane, middle son of Galifar

* Galifar the Dark (m), third ruler of the Kingdom of Galifar (unknown line of descent); the Galifar Calendar was developed during his reign

* Darroon, ruler of the Kingdom of Galifar in 512 YK and founder of the Starpeaks Observatory (unknown line of descent)

## Last War

* King Jarot ir'Wynarn (m), last ruler of the Kingdom of Galifar
	+ Mishann ir'Wynarn (f), Governor-princess of Cyre, later Queen of Cyre
		- Brusst (m)
			* Connos (m)
				+ Dannel (f)
					- Oargev ir'Wynarn (m), Prince of Cyre, King in Exile, Prince in Mourning
	+ Thalin ir'Wynarn (m), Governor-prince of Thrane, later King of Thrane
		- Daslin (m), Blood Regent of Thrane
			* Erivon (m), Blood Regent of Thrane
				+ Diani ir'Wynarn (f), Blood Regent of Thrane
	+ Kaius I ir'Wynarn (m), Governor-prince of Karrnath, later King of Karrnath
		- Kaius II (m)
			* Jaron (m)
				+ King Kaius ir'Wynarn III (m)
				+ Gaius ir'Wynarn (m), "brother" of Kaius III
				+ Haydith ir'Wynarn (f), "sister" of Kaius III
			* Moranna ir'Wynarn (f), Regent of Karrnath after King Jaron's death until ascension of King Kaius III
	+ Wrogar ir'Wynarn (m), Governor-prince of Aundair, later King of Aundair
		- Wrella (f)
			* Aarott (m)
				+ Barvette (f)
					- Queen Aurala ir'Wynarn (f), Queen of Aundair and Regent of the Brightest Realm
						* Prince Wrogar ir'Wynarn (m)
						* Prince Jurian ir'Wynarn (m)
						* Corrine (f)
					- Adal ir'Wynarn (m)
					- Aurad ir'Wynarn (m)
					- Wrel ir'Wynarn (f)
					- Wrey ir'Wynarn (f)
	+ Wroann (f), Governor-princess of Breland, later Queen of Breland
		- Kason
			* Boranex Cite error: Invalid `<ref>` tag; refs with no name must have content
				+ King Boranel ir'Wynarn (m), King of Breland
				+ Lord Kor ir'Wynarn (m), Commander of the Citadel

## Others

* High Prince Ryger ir'Wynarn (m), self-proclaimed heir to the royal bloodline of Galifar and prince of princes in the Lhazaar Principalities

## References

1. ↑ FN 8
2. ↑ FN p. 8 & 10
3. ↑ ECS p. 130
4. ↑ ECS 141 & 225
5. ↑ FN p. 78
6. ↑ FN p. 59
7. ↑ 7.0 7.1 7.2 FN p. 15
8. ↑ DUN170 p. 33
9. ↑ DUN170 p. 33
10. ↑ DUN170 p. 33
11. ↑  FN p. 48
12. ↑ FN p. 49
13. ↑ FN p. 58
Lassites

File:Placeholder
The Lassite family controls the marketplace of Stormreach and most often are put in charge of representing the city to foreign powers. The family also distills kuryeva (an alcoholic drink).

The current leader of the Lassites is Varen Lassite. He is middle aged and the most well liked of the five Storm Lords . His uncle, Volen Lassite, is the previous Storm Lord. Traditionally, before he or she becomes elderly, the Lassite family leader passes his or her possition onto a younger relative based on the candidate's charisma.

Molou Lassite was the first leader of his family. He became of the five origianl Storm Lords in 800 YK. He was a smuggler and an expert at brewing kuryeva. The Lassites are a human family.

References

City of Stormreach
Korranberg Chronicle

*"If it happens in the Five Nations, you'll read about it in the Korranberg Chronicle."*

The **Korranberg Chronicle** is the most widely read source of written news in all of Khorvaire, and perhaps all of Eberron. The newspaper originated in Zilargo, and like many gnomish ventures, has worked hard to maintain a reputation for "neutrality" and "objectivity". Because of this, and because of a distribution deal with House Orien, the Chronicle is widely distributed to all the Five Nations and beyond three times per week: Mol, Wir, and Far.

Each edition of the Chronicle is made from folded broadsheet nested together. Eventually, a number of these editions are bound together to form a record of news and information.

The Chronicle is printed in Korranberg but recounts news from all over the Five Nations, Zilargo, the Mror Holds, and beyond. Royal proclamations, business solicitations, and almanac information are mixed with stories of adventurers and exciting expeditions. It is most comparable to the New York Times.

*(Source: Eberron Campaign Setting 133 & 212-213)*
Khunan

The area of modern-day Valenar was first settled by immigrants from the Khunan region of western Sarlona. The region became known as Eastern Cyre when it was annexed by Galifar I. The old nobility of the Kingdom of Metrol were given authority over Eastern Cyre, who opressed the Khunan people until Tairnadal formed Valenar during the Last War. Some wonder why it was so simple for the elves to seize control of Valenar; first and foremost it’s because the Khunan people had no love for their Cyran rulers (generally called “thrones”) and many feel they are actually better off under the new regime.
Lake Brey

**Lake Brey** is a large inland freshwater lake in northern Breland. Named for the second daughter of Galifar the Great, the lake is the fifth largest lake on the continent of Khorvaire.

Perhaps because of its precarious geo-political location, on the hard-fought border of between Thrane and Breland, the shores of the lake are not well-populated as are Silver Lake and Lake Galifar, and as Lake Cyre once was. Sword Keep and the notorious Lurching Tower guard its western and eastern extremes respectively. Starilaskur to the southeast is the nearest large urban population, nearly fifty miles away.

List of Great Lakes of Khorvaire
Hyran ir'Tennet

Hyran ir'Tennet is the Civic Minister for Karrnath's capitol city, Korth. While King Kaius III rules Korth just like he rules Karrnath, he leaves the day-to-day management of the city to ir'Tennet. ir'Tennet controls the civilian government of Korth but not the city watch. The city's garrison/watch known as the White Lions are under the command of General Thauram.

## References

* ***Five Nations***.

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

**House Sivis** is a gnome dragonmarked house throughout Khorvaire though they remain strongly based out of Zilargo.

The Sivis dragonmark first appeared around 2800 years ago. The gnomes have carefully cultivated the peoples around them since that time and have remained firmly neutral in all conflicts. So, while most people are suspicious of the devious and conniving nature of gnomes, House Sivis has remained above reproach and their services are now indispensible.

House Sivis is currently governed by a High Council composed of representatives from each of the nations in which the House operates; this council is currently led by Lysse Lyrriman d'Sivis. Lady d'Sivis has led the House for nearly 90 years, since nearly the beginning of the Last War.

## Dragonmark

House Sivis possesses the Mark of Scribing. This mark grants various magical benefits related to written and verbal communication. It is through the auspices of Sivis that one can communicate with another across Khorvaire almost instantaneously. House Sivis members also act as translators for diplomats and other dignitaries.

## Family Names

There are 13 cadet branches of Sivis that are part of the greater house. They include:

* Corralyn
* Haskal
* Lyrriman
* Nezzelech
* Santor
* Severin
* Syrralan
* Torralyn

## People

* Doyenee Lysse Lyrriman d'Sivis, matriarch
* Alufi Haskal d'Sivis and Sylas d'Sivis operate the House Sivis Broad Casting Guild, and host "A Chronicle of Echos" in Sharn
* Furroughbough “Meeps” d’Sivis
* Kendal Santor d'Sivis, Head of the Ninth College of House Sivis Stack Keeper Emeritus, Library of Korranberg. Author of Kendal Santor's Treatise on the Mournland.

## Cost of Services

 Message station use
 Translation
 *Whispering wind* | 50

## References

* ***Eberron Campaign Setting***.

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

* ***The Forge of War***.

James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Hydra's Tongue (Item)

*Wonderous Item, Common*

A Hydra's Tongue usually takes the form of a small stone emblazened with the mark of House Phiarlan (or, in recent years, House Thuranni), but any item could be made into a Hydra's Tongue. They are often used by House Phiarlan to record musical performances, or to pass along secret messages. The user of a Hydra's Tongue can set any condition as a trigger for it to play, but the house requires that any tongue containing one of their performances can *only* be activated by a dragonmarked heir of their house. There are rumors that the House Sivis Echoer Device, invented by Sylas d'Sivis in 997 YK, is able to mimic a Mark of Shadow and "hack" a Hydra's Tongue into playing the encoded musical performance.

A character with the Mark of Shadow can use an action to cast Magic Mouth on the Hydra's Tongue without expending material components. When they do so, the message can contain any number of words.
Joseph Driscoll

Hakuna’s father. Joseph Driscoll lived in Terra Medius.

“I always hated my father. I think the feeling was mutual.” -Hakuna

Joe was once a admiral serving in the Lasternian Navy, but that was many years ago. During his tour, Joe fell in love with a young woman he met in the small Dimonian fishing village of Sana. Joe received an honorable discharge from the Navy after a rogue arrow fired by pirates embedded itself in his knee. He brought Laura with him back to Lastern, where they were married within a week.

All was not well with Joseph Driscoll, however. He suffered from PTSD and often had violent flashbacks to fierce battles against pirates. Joe turned to the drink, then to harder substances such as Skooma and Ziran. He took his anger out on his wife and son, who grew to fear his violent outbursts.

One fateful night ten years ago Joseph Driscoll, came home in a drunken, violent stupor. Joseph was not above striking his wife, he often did so for “backtalk.” That night was different, though. He went too far. Joeseph Driscoll beat his wife to death, right in front of their child. When Joseph realized what he had done, he dropped to his knees and wept. That was the moment that Poindexter snapped. “Deep in the recesses of my brain… a tiny red-hot little flame began to grow. A fuse blew and I had gone out of my skull. How could that monster kill my mother and act like he was the victim? I have since heard of people under extreme duress speaking in strange tongues. I became conscious of a steady torrent of obscenities and swearing of all kinds pouring out of me as I screamed.” -Hakuna

The guards found Poindexter still weeping over their bloody, unrecognizable corpses the next morning.
Kyleis Tayla

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Kyleis Tayla** is an elf woman and member of the platinum concord of the Aurum and a collector of antiquities. She hired Breaker to go on an expedition for her to find an artifact for her. When the party questioned her about Breaker, she told them Breaker and the others haven't returned at the scheduled time. In exchange for hunting down some thieves and returning a stolen item for her, she offers to tell the party where she sent Breaker.

Notes: Elf, Aurum
House Wildsteel

See House Kundarak. Wildsteel is one of the family bloodlines within House Kundarak.

Not to be confused with the family of Bargard Wildsteel in Terra Medius. The two families split off from each other many centuries ago after being stranded between planes, and few among them know of their sister clan's existance. That was, at least, until the collapse of Wildernia and the founding of New Wildernia.
Ka'rhashan

**Ka'rhashan** is the largest dragonborn settlement in Q'barra; in fact, it is the largest dragonborn settlement in all of Khorvaire. It is a holy site to the Q'barran dragonborn, and is seen as their ancestral home.

## History

When the dragonborn of Argonnessen first came to Khorvaire, they made Ka'rhashan their first colony. As the dragonborn expanded throughout Q'barra, Ka'rhashan became their capital. However, as quickly as the dragonborn empire began, it ended even quicker. After significant losses against the fiend of Haka'torvhak, Masvirik, the empire was destroyed. But over the centuries, the remaining dragonborn of Q'barra have reformed their individual colonies. Ka'rhashan remains the largest of these dragonborn settlements.

Unlike most Q'barran dragonborn settlements, Ka'rhashan has opened its doors to outsiders, including humans, kobolds, and lizardfolk; however, non-reptilian visitors must be escorted by dragonborn at all times.

## Geography

 File:122728 CN GL.jpg  Ka'rhashan lies on the western coast of the Crimson River, right by the entryway into the Basura Swamp. The settlement surrounds an ancient fiendish citadel from the Age of Demons: a great plaza set with brass towers and buildings created from volcanic stone and glass. Written above the main gate of Ka'rhashan is the inscription "Duty before glory."

## Government

To determine rulership of Ka'rhashan, the various dragonborn clans of the city fight a ritual war every five years. The elders of the winning clan become the administrators of the settlement. The Flamebrow clan has ruled Ka'rhashan for almost a century.

## References

1. ↑ 1.0 1.1 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
2. ↑ 2.0 2.1 2.2 2.3 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ "**Poison Dusk, Black Sun: Explore Q'barra, Part 2**" (December 2010) by Keith Baker. *Dungeon Magazine* issue 185.
Infernal

**Infernal** is the language spoken by the devils of the plane of Shavarath. In addition, some of the devils' eternal enemies, the demons and the archons, may also speak the language of infernal. Those that make pacts with the devils, such as warlocks, may also speak the foul tongue.

## Behind the Scenes

For the 3rd edition, the speech of the demons was infernal. In 4th edition, the devils' language was changed to supernal, a language that combined the 3rd edition languages of infernal and celestial.

## References

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

Your primary goal is to protect Ambassador Neya ir’Krell. Your secondary goal is to capture Lucan for the Royal Eyes of Aundair so that he does not defect to Karrnath.

You know that Neya is secretly an agent of the Royal Eyes of Aundair. Currently, Neya is stationed as an ambassador to Zilargo, charged with setting up Aundair’s second Zilargo-based embassy (after the primary embassy in the Zil capital of Trolanport) and ensuring that it is as secure as possible in a nation policed by The Trust.

Neya knows Lucan personally, and has had a friendly rivalry with him since the last days of the war. The two ended up working together several times, including helping to ensure the security of the signing of the Treaty of Thronehold.

Neya is torn between her debts to Lucan and her loyalty to Aundair. She knows that something is very wrong to cause Lucan to flee Breland, but she is not happy about Karrnath gaining Lucan’s knowledge of Brelish secrets. As a spy who is regularly undercover, she has an uncanny ability to compartmentalize her decision-making depending upon her role. As such, she has resolved this conflict by aiding Lucan, but reporting the situation to the Royal Eyes. Your goal is to capture Lucan (quietly) in order to claim his Dark Lantern intel for Aundair.

That is not the sole reason you are here, however. Well before Neya was contacted by Lucan, you received a tip that an assassination attempt may be made at this ball. Your primary objective is to protect Neya while maintaining her cover as ambassador. Keep your eye out for suspicious activity *(such as a warforged hiding in a bag of holding that was smuggled in by a bird, for a random example)*.

You have also been informed by Jayres that Helios and Barnaby are on a task for the King of Breland, probably working for the Dark Lanterns. They could either be assassins, or be trying to apprehend Lucan for Breland. Either way, they’re a threat.
House Vadalis

File:Vadalis.jpg
**House Vadalis** is a human dragonmarked house throughout Khorvaire though their main operation is centered in the Eldeen Reaches having migrated there almost 2,000 years ago. The house's most significant trade is in the breeding and training of animals.

## Notable House Members

* Baron Dalin d'Vadalis is a male human and the current leader of Vadalis.
* Sasik d'Vadalis is Dalin's brother and consort to Queen Aurala of Aundair.
* Mazina d'Vadalis is a female human and the chief magebreeder in the house.
* Ara d'Vadalis

## Dragonmark

 File:Ninth.jpg
House Vadalis possesses the Mark of Handling. This mark grants various magical benefits related to calming and controlling animals. Vadalis has turned this into a booming trade in magebred animals. Everything from mounts, to guards to pets can be bought from Vadalis stables. In addition to its animal husbandry Vadalis stables are among the best in Khorvaire, and the house also provides lines of communication to outposts too small to feature a House Sivis enclave.

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Lhazaar

**Lhazaar** was a legendary explorer who was the leader of the first human expedition to settle Khorvaire, around 2000 years before the foundation of Galifar. The Lhazaar Principalities are named after her, as is the Lhazaar Sea.

While most legends tell stories of Lhazaar as a fearless explorer, academics revisiting this story, led by Ellias Onsten, have theorized that Lhazaar's expedition was actually composed of criminals, deserters, and other undesirables fleeing the continent of Sarlona for a better life.
Keenear Powder

This dry white powder sharpens a creature’s hearing when applied to the ear. The powder is effective for only a short time, so it is more often used by those trying to avoid guards or sentries than by those tasked with guarding an area for a longer time. Keenear powder grants advantage on Wisdom (Perception) checks to hear for 1 minute. One dose of keenear powder is enough to affect the hearing of a creature of any size, but the creature must have ears to gain any benefit from the powder.
Miser's Mask (Item)

*Wondrous Item, Uncommon (Requires Attunement)*

This stone mask crafted from the eye of a Xorn depicts the sunken face of a miser with an upturned nose. While attuned to the mask, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of you.
Inhabitants of Eberron

This section covers the various inhabitants of Eberron, from the civilized races to the most savage of beasts.

## Civilized Races

These races are generally accepted to have rights under the Treaty of Thronehold and the Galifar Code of Justice and in most regions won't be killed on sight, though that doesn't mean they have to be popular everywhere they go.

## Monstrous Races

These races are not generally accepted to have rights, but they are intelligent and form civilized communities on their own.

## Outsiders

These races inhabit a plane other than the Material Plane and typically form civilizations on their own, though they are not recognized as having rights on the Material Plane.
James Wyatt

File:Jameswyatt.jpg
**James Wyatt** is a game designer and a former United Methodist minister. He works for Wizards of the Coast, where he has designed several award-winning supplements and adventures for the Dungeons & Dragons roleplaying game.

Wyatt received Origins Awards in 2003 for City of the Spider Queen and in 2005 for the Eberron Campaign Setting, which he co-authored with Bill Slavicsek and Keith Baker. His other notable works include Oriental Adventures (for which he won an ENnie Award in 2002), Draconomicon, and Magic of Incarnum.

Wyatt grew up in Ithaca, NY. He graduated from Oberlin College in 1990 with a Bachelor of Arts in Religion, and received a M.Div. from Union Theological Seminary in 1993. He served as the pastor of two small churches in southeastern Ohio from 1994 to 1996. After leaving ministry, he lived in Wisconsin and California before moving to Washington in 2000 to take a job at Wizards of the Coast.

#### Selected Eberron Game Credits

* Eberron Campaign Setting (2004)
* Sharn City of Towers (2004)
* Five Nations (2005)
* Races of Eberron (2005)
* Player's Guide to Eberron (2006)

## Novels

* In the Claws of the Tiger 2006
* Storm Dragon 2007
* Dragon Forge 2008
* Dragon War 2009

#### External Links

* Aquela.com James Wyatt's Blog
* Pen and Paper Listing of James Wyatt's Works
Leafweave Armor

**Leafweave** is a unique type of armor featured in the Eberron setting. It first appeared in the 3.5 edition's Eberron Campaign Setting on page 120. Leafweave is created by the elves of Aerenal and is known for its light weight. Leafweave did not return in the 4th edition of Eberron.

## Greenweave (Khorvaire)

Greenweave's rarity is not due to its constituent parts. Dragontail fern, the sole element, is one of the most common weeds in eastern Khorvaire. No, the real challenge to acquiring this material is locating a druid capable of spinning the still living fronds into binding matrimony. Dragontail fern forms long, sinuous fronds with pinnae that resemble a dragon's scales. It's surface is fuzzy and dappled with all the colors of the forest, creating a hazy optical effect when rustled by the wind. When woven into Greenweave, the resulting fabric maintains this strange appearance. A similar fabric known as **Leafweave** can be created from bronzewood leaves, which are then modified through an alchemical process that transforms the leaves to the same durability and flexibility as leather

Druids of 10th level or higher can create one pound of raw greenweave by casting druidcraft on a **dragontail fern** continuously for eight hours. The fern must be alive and rooted, and it is consumed by the ritual. Creating enough Greenweave to craft armor is often a lengthy process. Greenweave is still alive and, provided it gets water and sunlight, will stay alive. If Greenweave dies, it loses its camoflauge ability. The alchemical process of treated Leafweave prevents this decay from occurring. Greenweave blends in with the surrounding greenery. When located in an area of considerable plant life, greenweave items count as lightly obscured even if they normally wouldn't be, and they always require a passive Wisdom (Perception) score of 10 to be noticed. (Ignore this property if the item's size, shape, or specific surroundings cause its presence to be blatantly obvious) Mundane fabrics, hide armor, or any light armor can be crafted with Greenweave.

## Creation and Crafting

Aereni artisans create leafweave from bronzewood leaves, which are then modified through an alchemical process that transforms the leaves to the same durability and flexibility as leather. However the end product has comparably less weight than leather. A player character can craft leafweave armor with a successful DC 25 Craft (alchemy) check in addition to the normal Craft (armor smithing) checks required to make armor.
Kree-Flamic

**Kree-Flamic** is an art style originating from Thrane and is the most popular form of art there. Kree-Flamic uses a stylized form of rendering using cubes and triangles to create images. The style was pioneered by Jesp Kree who was the Church Art Master for Keeper Traelyn Ghelios and helped establish the principles of Kree-Flamic. Kree-Flamic style is often used for stained glass windows in cathedrals and commonly depict stylized renditions of great religious events. Additionally Kree-Flamic is used for the three-sided stained-glass flame boxes present in the homes of many followers of the Silver Flame.
King Cyre ir'Wynarn

**King Cyre ir'Wynarn** (? - ?) succeeded to the throne of the  Nation of Galifar upon the abdication of his father, King Galifar ir'Wynarn I. He was succeeded by King Galifar ir'Wynarn II, "the Dark".

## Biography

Cyre was the youngest son of  Galifar Wynarn, who would unite the Five Nations as the  Kingdom of Galifar and rule as Galifar I. Cyre, like his two brothers and two sisters, gained a great deal of military and leadership experience helping his father to unite the nations of Khorvaire. Though he was his father's youngest son, he was the oldest surviving child when his father finally abdicated the throne at the age of 85. According the rules of succession established by his father, this meant that he would become the second King of Galifar.
Kythric

**Kythric** is the language spoken by the residents of Kythri, the plane of Churning Chaos. Denizens of that plane, including the various races of Slaad, speak Kythric. Kythric is a magical language of chaos and change; there is no grammar, there is no vocabulary, and no sentence spoken in Kythric can ever be uttered again. To know Kythric is to comprehend the truth behind chaos and not go mad in the attempt. Kythric has no script, because Kythric can't be written down; to try and record a phrase in Kythric would be to write down utter nonsense.

## Behind the Scenes

In third edition, Kythric was the language of all the inhabitants of the plane Kythri, most notably the slaadi. However, in fourth edition, Kythric was removed, and the various slaad races all speak Primordial.

## References

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

Ruins - a long flight of stairs ascending a hill or mountainside, teminating in an immense rock court of some type, the massive stone roof supported by one or more colonnades built with huge, cylindrical columns. One might picture a huge temple or outdoor royal courtyard active here before it was abandoned. Possibly occupied at some point by a beholder (see 'Eberron Explorer's Handbook page 6).
Neutral

The **neutral** alignment (sometimes known as **true neutral**) is without prejudice or compulsion.

A neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or order vs. chaos. He thinks of good as better than evil--after all, he would rather have good neighbors and rulers than evil ones. Still, he isn't personally committed to upholding good in any abstract or universal way.

This is the most common alignment of sentient creatures in Eberron and the alignment of almost all animals and other creatures of very low intelligence.

## True Neutrality

Some neutral characters commit themselves philosophically to neutrality. They are of the **true neutral** alignment.

A true neutral character sees good, evil, law, and chaos as prejudices and dangerous extremes. He advocates the middle way of neutrality as the best, most balanced road in the long run. His position is carefully neutral, but he does not continually balance his morals in a yin yang or fanatical fashion.

Some true neutral characters actively support balance in the world, and seek to avoid having any one side--law or chaos, good or evil--become too powerful over them or anyone else, and will work against whichever side is the most powerful. They tend to side with the underdog in any situation, and they are often opportunistic in their actions.

True neutral is committed to the avoidance of extremes, and is non-judgmental.

## Druids

Nearly all druids are true neutral. The true neutral alignment is central to the philosophy of neutral druids: Because a druid's main charges--plants, animals, and the health of the planetary ecology--essentially lack alignment or ethos, druids feel free to use almost any means necessary to protect them.

The druidic order works to maintain the natural balance among the alignments. However, druids do realize that most individuals' actions--including their own--will prove significant to the cosmic balance. The druid sees the friction between alignments as the driving force in the world.

When faced with a tough decision, a druid usually stands behind the solution that best serves nature *in the long run*. There are several Druidic Sects amongst Eberron mostly originating out of The Eldeen Reaches.

### Characters

Some of the characters identified as True Neutral in the Eberron setting include:

Oalian
Keslo d'Ghallanda

**Keslo d'Ghallanda**is a male halfling and a viceroy of House Ghallanda. He has authority over Ghallanda Hall in Sharn. Keslo has the hardest job amongst the Ghallanda viceroys having to prevent the fugitives from fighting one another, which is difficult due to the sheer volume and close proximity they have to live in. This rise of fighting amongst the guests has dramatically risen since the end of the Last War. The Ghallandas have made it clear that any guest who assaults others will be immediately removed and Keslo has had to remove more guests in the last two years than in the previous twenty. Because Keslo has to negotiate with nearly every powerful group in Sharn, he has become one of the best connected people in the city. There is very little that Keslo doesn't know about in Sharn and anything he doesn't know, he'll learn of eventually.
Krisfera

Krisfera is a player character.

## Description

Eladrin, with her default season being Winter.

## Biography

Inquisitor for the Church of the Nightmother.

### Philosophy

*Human life is to be cherished and preserved against the horrors of the night.  And the Balance of Life should Not be Tampered with.*

## Character Information

### Personality

It will all go smoothly if everyone just does as I say.

### Flaws

I’ll do whatever grim task must be done, for my soul is already lost.
Korunda Gate

File:Korunda gate.jpg
**Korunda Gate**is both a city and an enclave located in the Ironroot Mountains in the Mror Holds. The city is owned and run by House Kundarak and has an estimated population of 19,500 to 20,000+. The actual gate itself is a entrance into the Dwarven enclaves of the Mror Holds and the ruins of the ancient dwarvish empire.

## History

Korunda Gate was once the center of Kundarak Hold, the lands belonging to Clan Kundarak before they were an established Dragonmarked House. The gate was used to prevent outlawed clans form returning to the dwarf lands. Karrn the Conqueror subjugated the clans that Kundarak worked so hard to keep out before seizing control of the Mror Holds. Short after and with Kundarak's consent Korunda Gate was reopened.

Before receiving its Dragonmarked House status in 106 YK Kundarak also used Korunda Gate as a mine though, in condition of their dragonmarked status they ceased all mining operations run by or involving Kundarak members. The majority of the mines were transformed into vaults.

## Lore

Korunda Gate is House Kundarak's largest enclave and is even the home to Lord Morikkan d'Kundarak. The vaults below Korunda Gate are among the most secure vaults in Khorvaire and residing inside them are collections of treasure and money. Some of the vaults are used as armories and weapon arsenals that contain military wonders and magnificent examples of both mundane craftsmanship and magical potency. The vaults below also serve as a head quarters for Kundarak operations.

## Business

Korunda Gate has many high security vaults and any PC looking to store anything from a small magical item to a whole airship can rest assured that Korunda Gate has a empty vault waiting for their payment. It is not stated in any 4th edition book what the costs for these services are.

Though mining operations have ceased in Korunda Gate House Kundarak reserved the rights to lease out their ancestral territories surrounding Korunda Gate, Kundarak Hold for mining. Due to the agreement House Kundarak cannot actively be involved in the mining so instead they retain the rights to take a percentage in any earnings mined in the Kundarak Holds. Prices for this service are not listed.

## Trivia

In the Eberron Campaign Guide p.218 under Key Locations, for Korunda Gate it states that 20,000 dwarves live in Korunda Gate which implies it has a population of more than 20,000. Contradictory to this in the exact same book on p.146 under Settlements and Features, Korunda Gate it states the population is 19,500.

## References

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

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

*Weapon (whip), rare (requires attunement)*

This braided cord is dull bronze in color, ends in a splayed set of three barbs, and gleams like metal under any light. You gain a +1 bonus to attack and damage rolls made with this magic weapon, which has a reach of 20 feet. When you hit a creature or object using this whip, you can attempt to grapple the target as a bonus action.

While you have a creature grappled using this whip, you can use your action to do any of the following:

* Pull the creature up to 20 feet toward you.
* Pull yourself 20 feet toward the creature.
* Cause the creature to be restrained until you let go of the whip. A creature restrained in this way can escape by making a successful Strength (Athletics) or Dexterity (Acrobatics) check as an action. The DC of this check equals 8 + your proficiency bonus + your Strength modifier.
Khundar'aashta

Khundar'aashta (NE male half-orc rogue 6/dragonmarked heir 2) is one of the three triumvirs who make up the ruling council of House Tharashk, the Triumvirate. He is also the leader of Clan Aashta but strives to keep his role as clan leader as seperate from his role as triumvir as possible. Khundar has come under fire for an increasing influence of the Cult of the Dragon Below within his clan, but to his credit he has managed to largely stay out of these disputes.

## References

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

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

**In the Claws of the Tiger** is a novel set in Eberron and was written by James Wyatt and published by Wizards of the Coast. It is the third instalment of The War-Torn series and was released in 2006. The cover was illustrated by Wayne Reynolds.

### Publisher

Wizards of the Coast

> "'**Mel Aqat, a ruined city, old when the ancestors of humanity were young...**
>
>
> *Dhavibastha is a powerful demon imprisoned in the city, once worshiped as a tiger god by the giants of Xen'drik. Finding the ruins gave Janik Martell wealth and fame, but the last time he was there the woman he loved betrayed him and tried to kill him.*
>
>
>
> *Now, the ancient evil is stirring again. Janik may be the only one who can stop it, but to do that he’ll have to return to the one place he swore he’d never go again, to face his own demons, to place himself... in the Claws of the Tiger.''*"
>
>

## Major Characters

* Auftane Khunnam
* Dania ir'Vran
* Janik Martell
* Krael Kavarat
* Maija Olarin
* Mathas Allister
* Sever

## Minor Characters

* Aldovo Darriens: Author of the Darriens Codex.
* Avaen d'Lyrandar: Captain of the Lyrandar Dayspring
* Bredan Omaar: Hobgoblin captain of the Silverknife
* Captain Nashan: Captain of the Hope's Endeavour
* Cavaan: The boatswain of the Silverknife
* Eisha: First mate of the Lyrandar Dayspring
* General Malestra: Emerald Claw officer
* Gered d'Deneith: A Sentinel Marshal and once ally of Dania.
* Haunderk: An Artificer who works for the Royal Eyes of Aundair
* Havoc: A shifter vampire who once possessed the Tablet of Shummarak
* Jaela Daran
* Kelas ir'Daran: A member of the Royal Eyes of Aundair who has been surveying Mathas for three years
* Kophran ir'Davik: An exorcist and friend of Dania's late father
* Kushek'ka: The former baron of the sahuagin clan at Shargon's Teeth
* Mudren Fain: A priest of the Emerald Claw
* Pradam: An outfitter located in Sharn's Cliffside district
* Shubdoolkra: A sahuagin who negotiates safe passage through Shargon's Teeth
* Thurva: The Innkeeper of the Knife in the Dark
* Tierese: A Emerald Claw assassin
* Yadkoppo: The current baron of the sahuagin clan at Shargon's Teeth

## Key Plot Devices

* **Mel-Aqat**: An ancient ruin located in Xen'drik. It was the destination for Janik's expedition.
* **Ramethene Sword**: A magic weapon found in Mel-Aqat. It is the weapon that Maija handed to Krael.
* **Tablet of Shummarak**: A tablet about the couatls.
Ikar's Salvage

The largest band of scavengers operating in the Mournland, Ikar’s Salvage has a mobile base of operations that wanders the western edge of the Cyre River, using barges to cross the river and elemental-powered land carts to cross the Mournland wastes. Despite their capable and professional appearance, Ikar’s team is ruthless and deadly, without regard for life—human or otherwise. It is led by Ikar the Black.

## Activities

Working to find and sell things of value in the Mournland, Ikar holds open-ended contracts with Prince Oargev ir'Wynarn of New Cyre, the government of Karrnath, and the Most Solemn Order of the Silent Shroud (his true masters, to whom he sold the best pickings).

Maintaining a mobile base of operations, they mostly roam the Cyre River's western shore, but they will cross the river via barge and even drive elemental land carts over the wasteland. They make frequent expeditions into the Mournland, focusing their efforts on the ruins of Metrol and its environs. They do relatively frequently.

## Members

The company number around a dozen members. Though they are capable and act professional, they are ruthless and murderous, being composed of former rowdy outlaws who gave up banditry on the trade roads of Khorvaire.

## History

In 9499 AV, Ikar's Salvage had a run-in with a living *fireball* spell and four were slain. While recovering, Ikar seeks to audition replacements.
Keiftal

**Keiftal** is a main character featured in the novel The Orb of Xoriat. He is Teron's master and a long time student of the Monastery of Pastoral Solitude. He is partially deaf cuasing him to speak loudly and slur his s's.

## Biography

Keiftal joined the Monastery of Pastoral Solitude in 939 YK shortly after his mother was killed in The Last War on the Brelish frontier. After being trained by his master he passed his test in 943 YK.

## Description

Keiftal has a wrinkled face, a beard made from stubble and short-cut unkept hair.
Introductions & Greetings!/@comment-948469-20140102020602/@comment-24081963-20140102182133

Hey Bill! 13 years! Blimey, my group have only been together since 2011. Congrats.

I've been looking into Pathfinder myself though my group is fixated with DnD 4E and Green Ronin's Dragonage.

Also I apologise if you come across any spoilers whilst looking around, I inherited this wiki after it was abandoned and there's a lot of work to be done.
Instant Rope

When poured from a flask, this viscous gray liquid forms into a long cord usable as a temporary rope. Upon being exposed to air, the liquid rapidly increases in both volume and viscosity, swelling to the diameter of a typical hemp rope, then quickly drying. A flask of instant rope forms a 30- foot-long cord; it takes 2 rounds for it to solidify and dry enough to be used. The instant rope can be moved during this period without damaging it, but it cannot support more than 10 pounds of weight without breaking. Once completely dry, instant rope can support as much weight as normal hemp rope. After an hour, instant rope becomes too brittle to support any weight and quickly crumbles into dust.
Illmarrow Castle

Spoiler warning: **Plot or ending details follow.**
**Illmarrow Castle** is the home of Lady Vol. The castle is located high in the Fingerbone Mountains, located on the island Farlnen in the far North of the Lhazaar Principalities. The location, much like the existence of Lady Vol is a well guarded secret, entrusted to only the highest ranked members of the Blood of Vol and the Order of the Emerald Claw.

## See Also

* House Vol
* Blood of Vol

## References

* ***Faiths of Eberron***.

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