recursal/Fanatic-Fandom huggingface dataset:
Making

**Making** is a city of Cyre, once one of its major cities lying near the heart of the kingdom, and now a ruin in the dead center of the Mournland, in the middle of the Glass Plateau.

## History

Some theorize that the Mourning itself began in Making. On the Day of Mourning, 20 Olarune in 994 YK, it appears that something horrible happened within, nearby, or around the city, and from there it spread out to overwhelm and destroy the entire kingdom of Cyre.

All around Making, the land of southern Cyre was hugely reshaped by the upwelling of the Glass Plateau, and weeks of earthquakes followed. In 997 YK, the tremors of the Glass Plateau were repeated.

## Geography

The city is now surrounded by a flat tableland of obsidian and jagged glass. Making, and everything atop the Glass Plateau, are completely inaccessible from the ground. The Saerun Road once ran to Making, before it was cut by the plateau.

## Description

It's been described as a dead city with its ruins still rising above the flat expanse of the Glass Plateau.

## Inhabitants

The ruins of Making are home to living spells and weird creatures.

## Organizations

Making was the base of House Phiarlan until the Day of Mourning. Phiarlan's baron was conveniently absent from the city on that day, which prompts conspiracies about a connection with the catastrophe.

It was also a stronghold of House Cannith. Wild theories claim that Cannith maintained a secret facility deep beneath Making.

Making is one proposed site for the base of operations of the Blades, those warforged who follow the Lord of Blades.

## Interest

Many believe it was at Making that the Mourning began. They believe that the truth of it will be uncovered here too.

## Appendix

### Connections

1. ↑ 1.0 1.1 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
2. ↑ 2.0 2.1 2.2 2.3 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 Template:Cite book/Rising from the Last War
5. ↑ 5.0 5.1 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
6. ↑ 6.0 6.1 6.2 6.3 6.4 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
7. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
8. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Inquisitive's Kit

The **inquisitive's kit** is an item first featured in the 3.5 edition's Eberron Campaign Setting and again in the 4th edition's Eberron Player's Guide. The Inquisitive's kit was made popular by free-lance Inquisitives, it contains a collection of the most used tools within the trade. It includes containers of various shapes and sizes made of glass, metal and wood; fine silk gloves, mundane dusts and brushes; tweezers, picks, and probes; a magnifying lens; inks and quills; chalk and charcoal; parchment sheets; and a small journal.
Neutral Good

**Neutral good** characters desire good without bias for or against order.

A neutral good character does good for goodness' sake, not because he is directed to by law or by whim. Such a character will obey the law, or break it when he sees that it will serve a greater good. He isn't bound strongly to a social system or order. His need to help others and reduce suffering may take precedence over all else.

A doctor who treats both sides in a fight and somebody who feeds the starving in a war zone are both examples of neutral good characters.

## Characters

Some characters in the Eberron setting identified as Neutral Good include:

* Sanjaen d'Jorasco
* Kor ir'Wynarn
Living Nightmares: Dream Creatures of Dal Quor

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

*In the Eberron campaign setting, mortals touch another plane when they sleep: Dal Quor, the Region of Dreams. The quori, outsiders that gave birth to the kalashtar and the Inspired, claim this realm. Dal Quor is a plane of flowing shadows, constantly shifting to reflect the subconscious desires of mortal minds and the lesser spirits that prowl its fringes.*

*The Eberron Campaign Setting describes one inhabitant of Dal Quor: the tsucora quori, which feeds on the primal fears of its victims. This article presents seven additional denizens of dream, divided into three categories: eidolons, drifters, and quori.*
Monster Manual V (book)

*The darkest dungeons of your world just got a little darker.*

*This supplement for the Dungeons & Dragons roleplaying game presents more than a hundred monstrous foes to challenge even the toughest player characters, including draconic masterminds, demonic horrors, vengeful fey that haunt ancient ruins, and mind flayers driven mad from their journey beyond the planes. This book also provides powerful, ready-to-play varieties of popular monsters such as the hobgoblin, the kuo-toa, and the vampire, saving Dungeon Masters precious time at the game table.*

*In addition to scores of new monsters, this tome features sample encounters, easy-to-follow tactics, and guidance for integrating these new creatures into any D&D campaign setting.*
List of Homebrew Races

Return to Homebrew Rules

Character Creation House Rules

## How Common are the Different Ancestries?

**Common Ancestries** make up the large majority of peoples in Khorvaire. They can be used without much justification, and I encourage the use of these ancestries to help bring the Eberron flavor of our campaign!

* PHB: human (and variant), halfling, elf, dwarf, gnome, half-orc, half-elf
* RftLW: changeling, kalashtar, shifter, warforged, all dragonmarked variants
* MotM: bugbear, changeling, goblin, hobgoblin, lizardfolk, minotaur, shifter, orc, kobold
* Reflavored/Homebrew: Gnoll, harpy, troll, ogre

**Planetouched or Cursed Lineages.** These rare humanoids aren’t a race of their own. Rather, they are individuals shaped by exposure to divine forces, infernal corruption, or the energies of the planes. If you make a character of these ancestries, consider what your actual species is: You aren't just an *Aasimar* or *Tiefling*, you're a *human aasimar*, or an *elven tiefling*; these races don't have a culture of their own. Consider which plane influenced your birth, or what caused you to become what you are now.

* PHB: Tiefling
* MotM: Aasimar, Genasi
* VRGtR: Dhampir, Hexblood, Reborn

**Rare Ancestries** are races that can be found in Eberron but don't really have strong ties to the setting, are mostly found in other planes of existance, or would otherwise be weird and notable to play as. We'll need to either come up with a strong story to justify their use, or reflavor them as a more common race.

* PHB: dragonborn
* MotM: Aarakocra, centaur, deep gnome, duergar, eladrin, firbolg, githyanki, githzerai, goliath, kenku, satyr, sea elf, shadar-kai, triton, yuan-ti
* S:CoC: Owlin
* LR: Locathah
* OGA: Grung
* GGtR: Loxodon
* Reflavored/Homebrew: medusa, gargoyle, oni, worg, eneko, ettin, Sahuagin, Myconid, Kuo-Toa; Mutants created by Mordain the Fleshweaver, House Vadalis, the Daelkyr, or the Mournland

**Exotic Ancestries** are almost entirely unheard of in Eberron, so I would prefer that we avoid them or reflavor them to be a different species unless you bring a strong story with good ties to the setting. To play one of these ancestries would make you a unique individual, perhaps the only one of your kind.

* MotM: fairy, harengon, tabaxi, tortle
* D:SotDQ: Kender
* S:AiS: Astral Elf, Autognome, Giff, Hadozee, Plasmoid, Thri-Kreen
* MOoT: Leonin
* GGtR: Simic Hybrid, Vedalken

## Updated 5e Races

 Goblinoids
 Flying Races.

## Homebrew Races

**Homebrew Races.** New Race options.

* Ettin, Gnoll, Myconid

### Aasimar

These rare humanoids aren’t a race of their own. Rather, aasimar are individuals shaped by exposure to divine forces or the energies of the planes. The following subraces reflect some of the unusual aasimar one might encounter in Eberron.

* Court Aasimar (Elven Aasimar)
* Seeker Aasimar (Divinity Within)
* Fernian Aasimar (Touched by Fernia)
* Mabaran Aasimar (Touched by Mabar)
Minor Artifacts

Minor artifacts are not necessarily unique items, or even necessarily items of an "artifact" tier. Even so, they are magic items that no longer can be created, at least by common mortal means. They are items that are truely legendary, and thus will never be found for sale. Costs of some items are listed for reference purposes only.
Noose

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Noose** was a Boromar Clan Halfling thug who was attempting to track down Garrek when he met an untimely end at the hands of Naaman Troy's heavy mace. It's unrevealed why Noose was after Garrek, but it is known that Noose did cut out the tongue and badly beat Lt. Graham Galen whilst tracking down the party.

Notes: Halfling, Criminal
Menacing (Feat)

Return to List of Homebrew Feats

## **Menacing**

You become fearsome to others, gaining the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Intimidation skill. If you are already proficiency in the skill, you add double your proficiency bonus to checks you make with it.
* When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier or Strength modifier) or be Shaken. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. A target that succeeds on the saving throw can't be shaken by you in this way for 1 hour.
Mark of Hospitality

File:Dragonmarks Ghallanda.jpg
The **Mark of Hospitality** grants those who bear it powers related to both food and shelter.

### House

House Ghallanda members bear the Mark of Hospitality and make use of their abilities both on their native plains as well as running the lucrative Hostelers Guild. While the guild may not own every inn and restaurant in town they do enforce strict standards that must match their own levels of quality and comfort. Those who lack dragonmarks within the house are still able to run some of the finest establishments in all of Khorvaire and, mark or no, members of House Ghallanda take pride in their services.

### Marks

* **Least**: *Unseen servant* 1/day or *purify food and drink* or *prestidigitation* 2/day; +2 bonus on Diplomacy checks
* **Lesser**: *Create food and water* or *Leomund's secure shelter* 1/day
* **Greater**: *Heroes feast* or *Mordenkainen's magnificent mansion* 1/day

## References

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

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Marked for Death (article)

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

***Marked for Death** is the first in the Lost Mark trilogy, a series of three novels that take place in the exciting Eberron campaign setting. (Keith Baker, the creator of Eberron, first ventures into this world with The City of Towers, the first novel in the Dreaming Dark trilogy, available now.)*
Miscellaneous Resources

This section of the Wiki is reserved for those thinngs that do not easily fit into the other categories of the site, as well as for DMs to add information about their own Eberron campaigns, as well as essays and thoughts on the Eberron Campaign Setting. This section also contains a listing of all published Eberron sourcebooks, adventures and fiction. Lastly this section contains a repository of feats, classes, and prestige classes specific to Eberron.

## Character Options

### Eberron Feats

Main article: Feats

Metamagic Feats | Item Creation Feats | General Feats

### Eberron Character Classes

Main article: Character classes

## Published Materials

### Adventures

* The Forgotten Forge
* Shadows of the Last War
* Whispers of the Vampire's Blade
* Grasp of the Emerald Claw

## User Contributed Material

### Eberron Campaigns

* The Book Club
* Ludus Magnus
* PRO Gamers
* Well-met in Vedykar
Mark of Sentinel

File:Dragonmarks Deneith.jpg
The bearers of the **Mark of Sentinel** possess a number of powers designed to keep others from coming to harm.

The humans of House Deneith carry the Mark of Sentinel. They put their powers to use in the Defenders Guild, which offers comprehensive bodyguard services to persons of position and wealth. The house also provides sentinel marshals that have jurisdiction across national boundaries. House Deneith originated in Karrnath, but the Defenders Guild operates across Khorvaire.

The unmarked members of House Deneith work as bodyguards without the benefit of magical assistance.

### Marks

* **Least**: *Mage armor*, *protection from arrows*, *shield of faith* or *shield other* 1/day; +2 bonus to Sense Motive checks
* **Lesser**: *Protection from energy*, *lesser globe of invulnerability* 1/day
* **Greater**: *Globe of invulnerability* 1/day

## References

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

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

***Marketplace*** *leads to this use. For Marketplace, the district in Stormreach, go to Marketplace, Stormreach*

**Marketplace** is a village of southern Aundair near the border between that country and Thrane. It lies on both and Orien trade route and a lightning rail line, both of which lead north-south through the settlement.

The village is 369 miles south of Passage via lightning rail.

## References

* ***Eberron Campaign Setting***.

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

**Nero ir'Adan** is Dorin ir'Adan's uncle. He fell in love with Sovaz, a Sharn lounge singer, and left Cyre during the Last War to live with her. She dumped him though and he took up work in the Firelight District of Sharn as a dealer at the Lucky Nines Casino. Later, he overdosed of dreamlily at his apartment and died. Before he died, he gave Dorin an amulet.
Living Dentures (Item)

*Wondrous item, common*

*Crafted by: Gibbering Mouther Teeth x1 small pouch (Tinker)*

This set of dentures automatically adapts itself to fit inside the mouth of any Medium or smaller creature that attempts to insert it. These dentures automatically fill in any missing teeth of that creature. If you have these dentures inserted, you may spend an action to concentrate on them to give them the appearance of other teeth such as buck teeth or fangs, but no matter what form they take, these dentures are no stronger than human teeth.

When left outside, these teeth chatter loudly for a few seconds every 1d4 hours.
Myshan Gardens

**Myshan Gardens** is an unremarkable residential district. Its downtown location in Lower Central makes it particularly attractive to younger residents, particularly those with an artistic bent, radical political ideas, or untraditional lifestyles. Orderly collections of townhouses ring the towers of this quiet district. Children play in the streets, couples stroll arm in arm.
List of Eberron novels in chronological order

## 2012

* Skein of Shadows, Marsheila Rockwell (July 2012)

## 2011

* The Shard Axe, Marsheila Rockwell (September 2011)

## 2010

* The Tyranny of Ghosts, Don Bassingthwaite (June 2010)
* Taint of the Black Brigade, Paul Crilley (August 2010)
* The Fading Dream, Keith Baker (October 2010)
* Lady Ruin, Tim Waggoner (December 2010)

## 2009

* Dragon War, James Wyatt (August 2009)
* Word of Traitors, Don Bassingthwaite (September 2009)
* Death Comes Easy, Parker DeWolf (October 2009)
* Son of Khyber, Keith Baker (November 2009)

## 2008

* Sea of Death, Tim Waggoner (February 2008)
* The Darkwood Mask, Jeff LaSala (March 2008)
* Dragon Forge, James Wyatt (June 2008)
* The Doom of Kings, Don Bassingthwaite (August 2008)
* When Night Falls, Parker DeWolf (October 2008)
* The Queen of Stone, Keith Baker, (November 2008)

## 2007

* Flight of the Dying Sun, Rich Wulf (February 2007)
* Forge of the Mind Slayers, Tim Waggoner (March 2007)
* Bound by Iron, Edward Bolme (April 2007)
* Night of the Long Shadows, Paul Crilly (May 2007)
* Legacy of Wolves, Marsheila Rockwell (June 2007)
* The Left Hand of Death, Parker DeWolf (July 2007)
* Storm Dragon, James Wyatt (August 2007)
* Rise of the Seventh Moon, Rich Wulf (October 2007)

## 2006

* Road to Death, Matt Forbeck (January 2006)
* The Shattered Land, Keith Baker (February 2006)
* The Grieving Tree, Don Bassingthwaite (March 2006)
* The Tales of the Last War, Miscellaneous (April 2006)
* Thieves of Blood, Tim Waggoner (May 2006)
* Dragons:Worlds Afire, Miscellanceous (June 2006)
* Voyage of the Mourning Dawn, Rich Wulf (June 2006)
* In the Claws of the Tiger, James Wyatt (July 2006)
* Blood and Honor, Graeme Davis (September 2006)
* The Queen of Death, Matt Forbeck (October 2006)
* The Gates of Night, Keith Baker (November 2006)
* The Killing Song, Don Bassingthwaite (December 2006)

## 2005

* The City of Towers, Keith Baker (February 2005)
* Marked for Death, Matt Forbeck (March 2005)
* The Crimson Talisman, Adrian Cole (May 2005)
* The Binding Stone, Don Bassingthwaite (August 2005)
* The Orb of Xoriat, Edward Bolme (October 2005)
List of Magic Apparel

Shopping Center Home Page

## Body Modification

Most body mods do not take up an item slot, because they are instead integrated into your body or replace your own limbs or organs. Other items, such as those that extrude from your body and take up more space, require an item slot. If a body mod has a star on the Attunement and Item Slot, you can optionally attune to the item to remove the Item Slot requirement, or use the item without attunement by requiring an item slot.

## Modular Enchantments

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

In ancient times, Orc chieftains of the Shadow Marches gave this orange paste to the tribe’s warriors before an assult by the Daelkyr. Consuming mellowroot causes a euphoric feeling that makes you feel invulnerable. For 1 hour after consuming mellowroot, you have advantage on saving throws against being frightened or to maintain concentration on a spell. However, while under the effects of mellowroot, you can't take reactions.
Mind-bending Mist (Spell)

*2nd-level illusion*

**Casting Time:** 1 action

**Range:** 120 feet

**Components:** V, S

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

**Class List:** Bard, Sorcerer

You attempt to cloud the mind of a creature that you can see within range. The target must succeed an Intelligence saving throw or become poisoned for the duration. While poisoned, the target takes 1d8 poison damage at the start of each of its turns and suffers an additional effect, determined by rolling 1d6:

1. The target cannot speak, making it impossible to cast a spell that inculdes a verbal component.
2. The target is deafened.
3. The target's speed is halved.
4. The target is frightened of you.
5. The target is blinded.
6. Roll twice and apply both effects (reroll the dice if you get another 6 afterwards)

A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Loro Moonweave

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Loro Moonweave** is the grandfather of Baba Moonweave. A powerful druid, he helped Herrgoth d'Cannith track down a magical relic called the *Dying Sun* from Xendrick many years ago. He is now presumed dead. His magical totem braid was given to Baba by a changeling disguised as a Bishop from the Sovereign Host.

Herrgoth d'Cannith has been questioned about Loro's death by Baba and appears to be innocent of any wrong doing.
The relic, when activated, produces an arcane blast so devastating it is believed to have caused the destruction of Cyre and what is called the "Dead Grey Mist". Loro Moonweave was apparently with this relic when it "went off" and somehow made it out of the Mournlands and back to Herrgoth's doorstep. He had drawn a map of the route he took from the Mournlands that led back to the relic.

Notes: Druid
List of Vehicles

Shopping Center Home Page

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

## Vehicles

Upkeep and Wages must be paid each month. These ongoing expenses can be paid for directly from your stronghold's Economy, with one Economy point being equal to 1,000 gp. You can't spend a fraction of an Economy point, so if the total ongoing fee of Upkeep and Wages is not divisible by one thousand, the economy cost is rounded up.

**Crew.** Ships require a certain number of crewmates to operate effectively, as listed in the "Crew" column below. Each crewmate must be proficient in the relevant Vehicle proficiency (sea or air), and must be paid wages of 100 gp per month. Additonally, you can operate with a skeleton crew; doing so requires half the number of crewmates, but halves the ship's speed.

**Cargo.** The table indicates the maximum tonnage each kind of ship can carry. Assume each character weighs 100 lb. for the purposes of determining how many passengers the ship can carry. For large or larger creatures, double the creature’s assumed weight for each size category above Medium. The ship's crew do not count againt this cargo capacity.

**Elemental Helmsman.** In order for a vehicle powered by a bound elemental to move, it needs a helmsman. A character can serve as helmsman if they bear the Mark of Storm (for sea and air ships), the Mark of Passage (for land vehicles), or if they bind the vehicle's elemental to their service with the *Planar Binding* spell. The elemental can only be bound in this way to one character at a time. A helmsman must also be proficient in the relevant Vehicle proficiency (land, sea, or air).

A Lyrandar helmsman can be hired from the Windwrights Guild for 1,500 gp per month. Controlling the vessel requires constant attention, so at least two pilots typically travel on every journey. If only one helmsman is present, the vehicle's speed is halved.

**Actions.** This part of the stat block specifies what the ship can do on its turn, using its special actions rather than the actions used by creatures. It even relies on its actions to move; it doesn't have a move otherwise. The ship can also use an action to fire a siege weapon installed on it. The ship's captain decides which actions to use. A given action can be chosen only once during a turn.

### Superior Ship Upgrades

Some vessels possess extraordinary abilities, whether due to magic or superior artisanship. The upgrades below can replace a ship's existing components or provide a new element to augment a ship's abilities. Adding an upgrade costs an ammount of gold and requires 1d4 weeks of work. During that time, the ship must remain in port. If the ship leaves, the work must start over, but you don't need to pay the gold piece cost a second time.
Martyring Armor (Item)

*Armor (Light, Medium, Heavy), rare*

This armor allows the wearer to capitalize on their own injuries to heal allies. When a creature scores a critical hit against you, you can use a reaction to turn the damage you take into a pool of temporary hit points that can be distributed to allies. With that pool, you can grant a total number of temporary hit points equal to half the damage you take from this hit, divided as you choose among any number of creatures other than you that you can see within 10 feet.

These temporary hit points last for 1 minute. If you have 17 or more levels in the Paladin class, the range increases to 30 feet.
Minara Vol

Spoiler warning: **Plot or ending details follow.**
Minara Vol was a female elf, member of House Vol during the War of the Mark and mother to Erandis Vol. It is believed Minara was killed by the red dragon Avothirax.

## History

Minara was the matriarch of House Vol and a powerful necromancer. Minara sought to put and end to the long conflict between elves and dragons by fusing the blood of both races. Minara was impregnated by a green dragon known as the Emerald Claw and soon after gave birth to a girl whom she called Erandis after her grandmother. Minara fell in love with the Emerald Claw during her pregnancy and the two raised the child in secret. How others learned of the secret child is a mystery to this day, some claim she was betrayed by one of the elves of House Vol, though, no one can explain who or why this was done. The prevailing belief is that Erandis' own father, desperate for an end to the intermittent but devastating conflicts between the elves and dragons announced the news of the succesful union of the two. Upon learning of Erandis' existence, dragons and elves united under the goal of eradicating House Vol and its bloodline. Erandis was slain but Minara revived her as a lich and had close allies escort her to Khorvaire. Soon after a powerful red dragon named Avothirax arrived at the head of an elven army that stood one thousand strong.

## References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
Page 75

* ***Eberron Campaign Guide***.

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

## Biography

**Makala**

Former friend and lover of Diran Bastiaan, both whom as children were taken and raised to be assassins by Emon Gorsedd and his Brotherhood of the Blade. During that time she was forcibly possessed by an evil spirit summoned by Quellin, a priest of the Dark Six. This was common practice in the organization in order to make the assassins more controllable and less likely to suffer attacks of conscience during a job. Since that time Makala lost her evil spirit.

**Books**

Makala is one of the main characters in The Blade of the Flame trilogy authored by Tim Waggoner.

Book 1: Thieves of Blood

Book 2: Forge of the Mind Slayers

Book 3: Sea of Death
Natrac

## Natrac

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Adventuring Companions

* Singe
* Dandra
* Geth
* Ekhaas
* Ashi d'Deneith
* Orshok

## References

* The Binding Stone (novel). Don Bassingthwaite (2005). Wizards of the Coast.
* The Grieving Tree (novel). Don Bassingthwaite (2005). Wizards of the Coast.
* The Killing Song (novel). Don Bassingthwaite (2006). Wizards of the Coast.
Nyrielle Tam

**Nyrielle Tam** also known by her code-name Thorn is the protagonist of the Eberron novel series Thorn of Breland. She is a half-elf and a member of the King's Dark Lanterns. Thorn has two shards permanently embedded in her spine from an explosion during a past mission.

## Family

* Jaelari: Elven mother
* Nandon: Twin brother

## Biography

Thorn was born in Breland and named at birth as Nyrielle Tam. As a child she wanted to be a soldier and fight for her country like her father. Whenever her father would return home from the war he would teach her the ways of the sword and shield and when he wasn't she'd fight and race her brother Nandon.
On the 12th of Barrakas 992 YK a courier arrived bearing the news that her father died in a skirmish with Cyran troops. She barely remembers her mother Jaelari who left when Thorn was a child. Her father told her that she returned to Aerenal and that she and her brother had the same emerald eyes as her. The last time she saw her father was before he was posted to Sterngate to guard against goblin treachery where he died. After her father's death Thorn and Nandon were made homeless after the house was taken to pay their father's debts. Thorn enlisted in the army three years later and was introduced to the King's Citadel by a man named Zane. She wanted to become a member of the King's Swords but wasn't skilled enough in combat however, her cunning and speed landed her a role in the King's Dark Lanterns instead.

During a mission in the Mror Holds she fought against Dwarf separatists who rode manticores.

During a mission in Far Passage in which she was tasked with destroying an eldritch core created by Minister Adal, she suffered a life changing injury. The core exploded sending crystal shrapnel into her, both of her team mates Lharen and Mayne were killed. Thorn was placed into a coma and most of the shards from the explosion were removed however, two of them could not be as they fused into her bones and nerves.

### Religion

Nyrielle was raised as a vassal of the Sovereign Host by her father.

## Equipment

Thorn wears a Ring of Darkvision and wields a magic sentient dagger named Steel. She also wears gloves with pocket dimensions which she uses to conceal the Myrnaxe. She also wears shiftweave.

## Drug Use

Thorn uses dreamlily to dull the pain of the dragonshards in her spine which cause her must pain and discomfort.

## Notes

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

Magic items are relatively common in the world of Eberron. House Cannith, whose heirs bear the Mark of Making, are the supreme manufactory for all things magic and mundane.

Artificers and magewrights produce magical items by use of creation patterns and schemas, saving cost in materials and experience.

Using the *magecraft* spell artisans can create items relatively quickly and cheaply.

## Notes

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

## References

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

**Mephlings** are creatures are similar to the mephits of Fernia, Lamannia, and Risia, but they are more human-like and less powerful. They come from the same planes as their mephits counterparts.

## Species

There are four known species of mephlings:

### Air Mephlings

Air mephlings resemble short humans with cloud-white skin and gossamer-thin bat-like wings. They prefer the joys of traveling and the playing of wind instruments. Air mephlings can fly.

### Earth Mephlings

Earth mephlings appear like short, stony, hairless dwarves. They are stronger than other mephlings, and feel at harmony with the earth. Earth mephlings can burrow.

### Fire Mephlings

Fire mephlings resemble small imps, with reddish-bronze fiery skin. They are the closest to their mephit heritage, with fire in their blood.

### Water Mephlings

Water mephlings look like small humans with fish-scaled skin and black, bulbous eyes. They tend to be calm and strong. Water mephlings can swim easily.

## Appearance & Personality

Mephlings look like less comely versions of their mephit ancestors, but with stunted wings. They tend to look younger than mephits as well.

Mephlings fit in oddly with any society. They are sometimes raised in foster communities, and will sometimes feel ostracized in those comminities. Almost all mephlings feel the need to travel, and are drawn to explore the world.

## Abilities

Each mephling has the ability to generate a breath weapon of their elemental type: air mephlings breathe a cone of dust and grit; earth mephlings can brreathe a cone of rock shards and pebbles; fire mephlings can breathe a cone of flame; and water mephits can breathe a cone of caustic liquid.

## References

1. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 ***Planar Handbook***.
Bruce R. Cordell and Gwendolyn F.M. Kestrel (2004). Wizards of the Coast. ISBN 0-7869-3429-8.
Mark of Detection

File:Dragonmarks Medani.jpg
The **Mark of Detection** gifts the marked with the ability to ferret out danger whether from an ambush or a cup of poisoned wine.

### House

The House Medani half-elves are the bearers of this mark. The house began as a merchantile organization and is one of the youngest of the Dragonmarked Houses. Despite the fact that they have been in operation for many centuries some of the older houses still view them as upstarts.

The Warning Guild is well known for its personal protection services and anyone holding a meeting with less than trustworthy business partners would do well to spring for a member from the guild to attend. Members of the house who do not manifest the mark often serve as sentries and guards.

### Marks

* **Least**: *Detect magic* 2/day or *detect poison* 2/day; +2 on Spot checks.
* **Lesser**: *Detect Scrying* 1/day or *see invisibility* 1/day
* **Greater**: *True seeing* 1/day

## References

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

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Mordenkainen's Helpful Hound

*1st-level conjuration*

**Casting Time:** 1 action

**Range:** 15 feet

**Components:** V, S, M (a silver dog-whistle)

**Duration:** 1 hour

**Class List:** Bard, Druid, Ranger, Wizard

You conjure a spectral hound that appears in an unoccupied space you can see within range. The hound lasts for the duration, until it is destroyed (see below), or until you dismiss it as an action. The hound vanishes if you cast this spell again.

The hound has an AC of 11 + the level of the spell. It does not have hit points, but when it is hit, you must succeed a Constitution saving throw as if you were concentrating on a spell. The DC equals 10 or half the damage the hound would take, whichever number is higher. On a failure, the spell ends.

You can use your bonus action to control the hound. Each time you do, you can move the hound up to 30 feet, in addition to issuing one of the following commands:

**Basic Command.** Choose one: sit, stay, fetch, bark, howl, play dead

**Help.** The hound uses the Help action to aid a friendly creature in attacking a creature within 5 ft of it.

**Run.** The hound's movement is doubled this turn.

**Watch.** The hound takes up a set position or patrols a set area as instructed, watching for obvious dangers. You can also describe up to three specific triggers of any kind, such as "if it starts to rain" or "if you see an elf". The hound barks loudly when alerted.

If the hound receives no command, it follows you closely, taking no actions. If the hound moves more than 120 feet away from you, it disappears from its space and reappears next to you.

***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell is increased to 8 hours. When you use a spell slot of 5th level or higher, the duration of the spell is increased to 24 hours. hen you use a spell slot of 9th level, the duration of the spell becomes Until Dispelled.
Lord Charoth Arkenen

**Lord Charoth Arkenen** was formerly a director of House Cannith. After a terrible creation forge disaster in 992 YK, he was believed dead only to emerge in 996 YK. He denounced House Cannith and left the organization, creating the Arkenen Glass factory in Korth, the capital of Karrnath.

## Resources

* The Darkwood Mask, the Inquisitives, book 4 (novel)
Lt. Graham Galen

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Lt. Galen** is a young officer of the Sharn Watch. He helped the party get put Maldazar in the right hands when they arrived in Sharn, and helped Garrek and Naaman Troy dispose of some highly illegal Dragon's Blood. He later had his tongue cut out by a group of Halflings he says, and was beat to a pulp because he would not divulge the identity of the party.

Lt. Galen is not the most powerful ally, but his loyalty is unmeasurable.

Notes: Soldier
Masvirik

**Masvirik, the Cold Sun** is an Overlord from the Age of Demons with dominion over reptilian creatures, that is mostly forgotten by those outside of the lizardfolk tribes of the Masvirik'Uala.

## History

Masvirik is an entity that once claimed dominion over modern-day Q'barra that is all but forgotten in modern times outside of the dreams of lizardfolk and the plagued mind of Rhashaak, its once guardian and now corrupted voice.

In the Age of Demons, Masvirik dominated the lizardfolk and other scaly creatures of the region from his throne in the city of Haka'torvhak. The sacrifice of the couatl to form the Silver Flame bound him and freed the lizardfolk from his will. Black dragons soon were dispatched to watch over the obsidian city of Haka'torvhak, said to contain fiends trapped since the Age of Demons.

Three thousand years after Rhashaak's watch first began, Masvirik escaped his bonds and warped his guardian Rhashaak to exert its will over the region once again. Eberron dragonshards housing the scattered shards of his essence flared, and awakened ancient dreams in the lizardfolk. This along with the return of the dragonborn descendants of the legions of the original members of the Light of Siberys, long-since spread out across the lands of eastern Khorvaire under dreams of conquest, helped seal Masvirik within its prison.

Masvirik has some followers among the Lords of Dust, but maintains no prakhutu on the Bleak Council.

## Appearance & Personality

Masvirik's appearance is unknown. He maintains a bond with his guardian and chosen servant, the dragon-god Rhashaak.

Masvirik is considered cousin to Tiamat, and they may clash over portfolio. Masvirik has dominion over scaly, venomous creatures that slither and crawl.

## Abilities

Masvirik is said to have the ability to warp lizardfolk into creatures like the kobolds and troglodytes to serve as servants to his will.

## Notes

Masvirik may bear some resemblance to the serpent deity Zehir from 4th edition Core D&D, including a potential rivalry with Tiamat, a fellow Overlord with dominion over dragons.

Keith Baker has suggested on his website that Rhashaak may be a puppet to the fully cognizant Overlord, a mad dragon beset by delusions of grandeur believing himself to be a god, a tortured guardian aware of its fallen state seeking absolution, or any combination of these or others.

## References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 "**Poison Dusk, Black Sun: Explore Q'barra, Part 2**" (December 2010) by Keith Baker. *Dungeon Magazine* issue 185.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ Keith Baker (10/03/2017). Dragonmarks: Lizard Dreams. Archived from the original on 05/17/2018.
List of Homebrew Conditions

Return to Homebrew Rules

## Updated Conditions

### Exhaustion (Revised)

6 levels of exhaustion does not cause instant death; instead the character is reduced to 0 hit points and begins making death saving throws. The character is comatose and remains unconscious until they lose all levels of exhaustion. Additionally, a creature can have more than 6 levels of exhaustion, which increase the number of days that they remain unconcious.

### Prone (Revised)

Instead of requiring half your movement, standing up from prone costs a flat ammount of movement based on your size. A medium creature must spend 15 feet of movement to stand, and a small creature must spend 10 feet of movement. For each size category above or below the listed amounts, the movement cost is adjusted by 5 feet.

When you stand up from prone, you provoke opportunity attacks from creatures within 5 feet of you. This opportunity attack is made after you stand, so it is not made at advantage.

## New Conditions

These may be used by hombrew spells, abilities, or monsters; listed here for my reference.

### Confused

* A confused creature can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

 1
 7-8
 9-10

### Shaken

* A shaken creature can't willingly move closer to the source of its condition, and it has disadvantage on saving throws against being frightened.
* Creatures that can’t be frightened are immune to the shaken condition.

### Sickened

* A sickened creature can't roll ability checks or attack rolls with advantage, and it has disadvantage on saving throws against being poisoned.
* Any feature which grants advantage against or immunity to the poisoned condition can also affect this condition.

### Slowed

* A slowed creature's speed is halved.
* The creature can't use Reactions.
* On the creature's turn, it can use either an Action or a Bonus Action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
* If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

### Swallowed

* A target of this effect is blinded and restrained, has total cover against attacks and other effects outside the creature that swallowed them.
* At the start of the creature's term that swallowed them, the swallowed target takes acid damage specified by the Effect that imposed the condition.
* A creature can only swallow a specified number of others, based on its size. If the swallower takes a specified amount of damage or more on a single turn from a target inside of it, they must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the swallowing creature.
* If the swallowing creature dies, a swallowed target is no longer restrained and can escape the corpse using 10 feet of movement, exiting prone.
List of Shields

Return to Homebrew Rules

Return to Weapons List: Rearmed

**Handles** are a wood or metal handlebar on the inside of a shield. These shields can be doffed or donned with the free item interaction you receive as part of your turn and can be dropped freely.

**Straps** attach the shield to the arms, reinforcing the handle with a series of cloth or leather straps. These shields take an action to don or doff (if you’re able to make multiple attacks with the Attack action, this action replaces one of them), but enemies have disadvantage on checks made to disarm you of the shield.

#### Shield Attacks

While wielding a shield, you can use it to make a melee weapon attack, which you are proficient in so long as you are proficient in the shield. A magical shield that grants a bonus to your AC when wielded only increases your Armor Class, and does not grant a bonus to attack and damage rolls with the shield unless its description states otherwise.

If a magical shield applies its bonus to both AC and attack and damage rolls, its rarity increases by one level. For example, both a +3 weapon and +3 shield are *very rare* items, but a dueling shield that grants a +3 bonus to both AC and attack and damage rolls is a *legendary* item.

## Shield Properties

**Heavy.** These weapons are unwieldier than most. Unless a creature has a Strength score of 13 or higher, it has disadvantage on attacks made with heavy weapons. A Small or smaller creature always suffers this disadvantage.

### Special Shield Properties

***Shield, Buckler.*** This small metal shield is worn strapped to your forearm. The buckler leaves your hand free to provide somatic components to spells, hold an item, or wield a weapon. You have disadvantage on weapon attacks made with a weapon held in this hand.

***Shield, Kite.*** If you wield this shield while mounted, its long, tapering bottom grants its bonus to AC to your mount.

***Shield, Pavise.*** A pavise is a tall, oblong shield used to provide portable cover. Using the Attack action, you can plant a pavise in the ground, doffing it as part of the same action. If you’re able to make multiple attacks with the Attack action, this action replaces one of them. In this state it is no longer wielded and stands on its own to act as half cover for an upright creature, or three-quarters cover for a prone one.
Norran d'Cannith

The only son of former House Cannith patriarch Starrin d'Cannith, Norran died along with his father on the Day of Mourning in Cyre. Norran was the only direct descendant of Starrin and next in line to rule House Cannith, but Norran had fathered no children himself and with his death the house fell into chaos as to who would rule House Cannith in his stead.
Monk

Health
 Martial
 Skill
 Save
 Spellcasting
 **Alignment** | Lawful

A **monk** is a martial artist, proficient in unarmed combat who usually live in monasteries, where they rigorously train the mastery of their bodies and minds, notably being able to defend themselves with their bare hands and certain specialized weapons. Due to the discipline imposed by this training, monks must be of lawful alignment. Monks may travel among the general populace, looking like simple peasants. But when a monk leaves the monastery, it is generally to seek out adventures that they can use to test their skills against.

## Special Abilities

**Combat Abilities** - The monk is proficient with unarmed strikes and certain martial arts weapons. They can also use these weapons in a flurry of blows, a rapid succession of strikes. At higher levels the monk even can take a foe's life with his powerful strikes. Monks gain a few bonus feats (though not as many as a fighter) which enable him to customize their progression a bit.

**Physical Prowess** - The monk's body becomes a paragon of human perfection and only grows more perfect as they grow more powerful. The monk is able to resist disease, poison and heal his own wounds.

**Slow Fall** - The monk gains the ability to fall from great heights and not take damage with the ability to fall from further and further heights.

**Ki Powers** - The monk can channel his own psuedo-magical energies called ki. The ki power allows the monk to strike creatures that can't normally be affected by physical attacks.

## Monks in Eberron

Monastaries dot the landscape of Khorvaire, while mostly human settlements other races have taken to the monastic lifestyle and many of the martial arts styles originated in the Dhaakani Empire. During the Last War many sought out the monastic lifestyle as a way of retreating from the world of conflict to a more peaceful lifestyle, now with an end to the open hostilities many of these monks have now ventured out into the world.

### Notable Monks

* Monastery of Orla-un
* Teron

## Commentary on Monks

If you have played a monk in Eberron write a short commentary on how playing the class worked or didn't work for you.

*For more information regarding playing monks and for specific game mechanics consult the Player's Handbook*

## Notes

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