Kythri

**Kythri the Churning Chaos** is the opposite of Daanvi. Highly morphic, the plane is a roiling mass of land, water, air, fire, magma, steam, and all other manner of elemental forces.

## Description

Kythri is in a constant state of unrest, though some can keep a location from morphing by strength of will, if only for a short period of time. The gravity changes randomly in random directions.

## Inhabitants

* The most populous of the inhabitants of Kythri are the **slaadi**, including their cousins, the **neraphim**.
* Even within the chaos, there are races that inhabit Kythri. Some such humanoid-like races that inhabits Kythri are the **quaraphons**, the **titans**, and the various races of **windblades**.
* Another race that make Kythri their home are the **githzerai**. Though the githzerai were created by the daelkyr of Xoriat as a slave race, they fled their masters during the Daelkyr War, seeking safety on the plane of Kythri some 9,000 years ago.
* Creatures such as **chaos beasts**, **chaos rocs**, and **howlers** also originate from Kythri.

## Manifest Zones

* There are many manifest zones to Kythri within the nation of **Adar** on the continent Sarlona, the largest of which is called **Uutkleza**.
* **Kyrrilspire Mountain**, inside the Blackcaps, is within a Kythri manifest zone. Because of this, the mountain changes shape each day.
* Manifest zones dot the **Shadow Marches**, where they are patrolled by the Gatekeepers to make sure no creatures come spilling out of the plane.

## Planar Properties

All things change in Kythri, even time and the future. The only thing that’s truly reliable is that nothing’s reliable.

* **Broken Rhythms.** A creature can’t take the exact same action on two consecutive turns. If it previously stood still, it must move. If it previously moved, it can stand still or move a different distance. A creature can cast a spell in two consecutive turns, but it can’t be the same spell. A creature can attack on two consecutive turns, but the second attack must be described as substantially different in style from the one before.
* **Fluid in Form.** When a creature casts a transmutation spell, its range is doubled; if it has a duration of at least 1 minute but less than 24 hours, the duration is doubled.
* **Embrace the Unknown.** In order to cast a divination spell of 1st level or higher, a creature must succeed on a spellcasting ability check with a DC equal to 12 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost. Divination spells cast on other planes can’t affect or target creatures, places, or objects on Kythri.
* **The Odds Are Odd.** If the d20 roll for an attack is a 1 or a 2, the attack misses regardless of any modifiers or the target’s AC. If the d20 roll for an attack is a 19 or 20, the attack hits regardless of any modifiers or the target’s AC, and is considered a critical hit. If a creature has an ability or item that increases its normal range of critical hits—such as the Champion fighter’s Improved Critical—its range increases by 1.
* **Constant Change.** Nothing remains exactly the same in Kythri. Whenever a creature finishes a short or long rest, it finds that something changed about it or its possessions. Each player should describe what’s changed about their character; this could be as simple as your cloak changing color or your sword now having a stylish Aundairian design when it was originally Karrnathi. You could choose for the change to be physical—your skin, hairstyle, or sex—or mental—you suddenly hate olives or no longer believe in the Sovereign Host. These changes have no mechanical impact: the coins in your pocket may change in design, but copper coins won’t turn into platinum. If you want a change to have mechanical impact—for example, if your cleric’s faith or race changes and you want your character sheet to reflect that—discuss the possibility with your DM.
* **Chaotic Time.** Time is fluid in Kythri, inconsistent both with the Material Plane and within its own islands. Adventurers who spend a day in Kythri could find that a year has passed in Eberron, or they could be trapped in Kythri for a year and find that only an hour has passed when they return.
* Other.
	+ **Power of the Mind.** As an action, a creature on Kythri can make an Intelligence check to mentally move an object on the plane that it can see within 30 feet of it. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger. On a successful check, the creature moves the object 5 feet plus 1 foot for every point by which it beat the DC.
		- A creature can also use an action to make an Intelligence check to alter a nonmagical object that isn't being worn or carried. The same rules for distance apply, and the DC is based on the object's size: DC 10 for Tiny, DC 15 for Small, DC 20 for Medium, and DC 25 for Large or larger. On a success, the creature changes the object into another nonliving form of the same size, such as turning a boulder into a ball of fire.
		- Finally, a creature can use an action to make an Intelligence check to stabilize a spherical area centered on the creature. The DC depends on the radius of the sphere. The base DC is 5 for a 10-foot-radius sphere; each additional 10 feet added to the radius increases the DC by 5. On a successful check, the creature prevents the area from being altered by the plane for 24 hours, or until the creature uses this ability again.
	+ Damage types are transmuted into their opposite: Fire becomes Cold, Radiant becomes Necrotic, Lightning becomes Thunder, Acid becomes Poison, and Force becomes Psychic

## Effects on the Material Plane

### Coterminous

Kythri does not follow a set planar orbit but rather lurches through the Astral Plane at random intervals sometimes hurtling through space, sometimes slowing to a crawl. Because of this feature Kythri might be coterminous with the Material Plane for a day or a century and might be remote for only a few months before jumping back into touch with the Material Plane. Popular superstition link coterminous periods with eras of unrest and war. Many scholars believe Kythri was coterminous during the first decades of the Last War, but no firm evidence backs these claims.

### Remote

There does not appear to be any effect on Eberron when Kythri is remote.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
3. ↑ ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
4. ↑ ***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.
5. ↑ 5.0 5.1 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
6. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.

**Fundamental Planes**: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)

**Transitive Planes and Demiplanes**: The Ethereal Plane · The Shadow Plane · Baator