recursal/Fanatic-Fandom huggingface dataset:
Alufi Haskal d'Sivis

* Age: 56
* Description: On the shorter side for gnomes, Alufi is a bit on the thicker side, with a distinct hourglass shape. She typically wears muted rose, green, or blue tunics, paired with either a walking skirt or slim-fitting high-waisted tweed pants. Her brown hair is typically worn up in an intricate bun, or plaited back out of her face.
* Regular Host on the Echoes

Daughter of Harlus Haskal d’Sivis, a notable member of the house who has spent decades choosing the perfect, single word greeting. Alufi lives in Highwater, a short jaunt from the Sivis Enclave in Clifftop where she was previously employed. Since meeting with Sylas, she has become the voice of the Echoers, and helped get the support from the community of Sharn. Alufi genuinely hopes that the Echoers will spread through the rest of Khorvaire, and maybe even her voice could be hear across all of Eberron.
Adrian Cole

**Occupation** | Writer

**Adrian Cole** was born in Plymouth in Devonshire, England, in 1949. His father was in the Army and the family spent 3 years in Malaya when Adrian was a young child, before settling back in Devon. He has worked as a librarian, an administrator in education, and is currently Director of Resources in a large secondary college in the town of Bideford, North Devon, where he now lives with his family. His interest in fantasy and science fiction stems from an early age, through Tarzan of the Apes, King Solomon's Mines, movies such as Earth versus the Flying Saucers and comics such as the original Classics Illustrated War of the Worlds, not to mention the works of Algernon Blackwood, Lovecraft, and Dennis Wheatley. It was while working in a public library in Birmingham in the late 60s that he first read Lord of the Rings, which confirmed something he had always wanted -- to write! Inspired by the book, he hand-wrote a pretty fat epic entitled "The Barbarians," which filled 7 or 8 old school notebooks. Having bought an old typewriter, he then revised the book a couple of times and was lucky enough to sell the result, The Dream Lords, a trilogy, to Zebra Books (NY), published in the early 70s. Shortly afterwards he discovered the works of Robert E. Howard and developed an addiction for sword and sorcery that he has subsequently never been able to shake off (and is delighted to admit it).

He lives with his wife Judy, son Sam, and daughter Katia in an old blacksmith's forge in the heart of Solomon Kane country in North Devon, the rambling household also being shared by 2 jet-black feline beasts, one a slightly schizophrenic female called Schizy (Skitzee) and the other an unusually large (so far undoctored) tom, Dave Bodmin. Dave has a surname because he looks very much like the celebrated "Beast of Bodmin," an abnormally large black creature that has been seen roaming Bodmin Moors and is reputed to savage sheep. Dave has not been known to do this, but he is not the sort of creature you'd want to meet in a dark alleyway.
Aereni Death Mask (Item)

*Wondrous item, uncomon (requires attunement by a worthy bearer)*

An eerie mask made of gray-green wood with faintly shimmering Elvish script. This mask's intricate design links it to one of the Aereni noble lines, and the guidance it offers comes from spirits of that line. You can't attune to the mask unless those spirits judge you worthy to wear it.

An Aereni mask is imbued with two skills when it is created. While wearing the mask, when you make an ability check using either of those skills, you can roll a d4 and add the number rolled to the ability check.
British Armed Forces

*"The Goverment formed a worldwide operation base . They will do anything in their power to obtain the cure".*

- Tommy telling Jonno of the Institute.

## British Armed Forces

### Leader

Bill GatesMatt Hancock

Armed Forces

The Police

World Leaders

### Status

Ongoing

**The British Armed Forces** are a worldwide group of army soilders. After the vampiric virus caused devastation, muilti billionaire Bill Gates took over all Armed Forces and became patrion in a hunt for a vaccine.

The Forces, along with the british police patrol the apocalyptic streets to look out for survivors, however most of the soilders or police shoot down roaming survivors out of fear of them being infected, this would end after the forces discovered that Maria Clarke was immune to the virus, despite being a species called a Veanpian.

The forces leaders plan on taking in Maria and use her as a lab-rat to study her species and extract a cure.

## Known Members

* Bill Gates (Leader)
* Matt Hancock
* British Goverment
* The Police
* The Armed Forces (worldwide)
Aegis

**Aegis**is a character featured in the 2008 novel, The Darkwood Mask written by Jeff Lasala. Aegis is a warforged who was assigned to protect Gamnon ir'Daresh and his family. After their death he has sworn to avenge them by assisting Soneste Otänsin in her investigation. Aegis appears to favour no particular weapon and instead uses whatever he can get his hands on though, he has a shield welded to one of his arms.
Armand

**Armands** are small, plated-skinned humanoids. Nomadic in nature, the armands live in the Menechtarun desert in the south of the continent of Xen'drik. Believers in communal wealth, the armand are on good relations with the sand giants of the Golden Sargasso and the various humanoid races that live amongst the Fangs of Argarak, including the asheratis, the bhukas, the orcs, and the thri-kreen.

## Appearance & Personality

The typical armand stands between three-and-a-half and four feet tall, and weighs roughly 150 pounds. They are solidly built humanoids, with thick plated skin.

Armands are nomads, who are always off to find new experiences. They do not believe in individual wealth, and property belongs to the community. They find knowledge much more valuable than wealth, and those that have more experience than others are held in higher positions, often called "wise ones." Young armand will frequently leave their tribe, to discover their own adventures. These young armand, called "wardens," feel it is their duty to eventually return to their tribe to share their experiences. Armands are extremely patient, and will avoid combat where possible.

## Abilities

Armands have much of the same abilities as most other humanoids. Because of their genetic design and stature, they are much more stable than other humanoids, and harder to knock prone. Armands can burrow in the sand of the deserts they call home, and have darkvision.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
2. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Arena of Shadows

**Edition** | 4th ed.

*Kalev scaled the palace’s ivy-covered wall so swiftly not even the nesting sparrows stirred. Duke Arisor had become too cavalier about his own safety. He was not the first of Fairhaven’s prosperous citizens to assume that because the city was well-ordered it was essentially safe. It was but one of his mistakes.*
Armblade

The **armblade** is a large metal cylinder with a heavy, serrated sword blade (resembling a bastard sword) at one end. It attaches to a warforged, and slips over the hand and forearm.

## 3rd Edition Mechanics

An armblade is a +1 bastard sword, and requires the Exotic Weapon Proficiency (bastard sword) feat to use it. While the weapon is attached, the warforged
cannot be disarmed, but the warforged also cannot use that hand for other tasks without removing the armblade. The wielder gains a +2 bonus on opposed attack rolls made to disarm an opponent. If the wielder uses a ready action to set an armblade against a charge, he deals double damage on a successful hit against a charging character.

## 4th Edition Mechanics

The armblade requires the living construct racial trait. It is available with enhancement bonuses to attack and damage rolls of +1 to +6, and does an extra 1d6 per plus during a critical strike. The wearer gains a +2 item bonus to opportunity attacks made with the armblade.

## References

1. ↑ 1.0 1.1 ***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 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
Amber E. Scott

**Occupation** | Writer

**Amber Scott** is an author and designer who has worked numerous RPG books for both the Dungeons & Dragons and Pathfinder role-playing games. In addition, she is the author of many Dragon Magazine articles, as well as running stories on both the Giant in the Playground website and on the Paizo website.

She writes from her home in Canada, where she lives with her husband, Jason, and her two cats, Dabu and ZugZug.

## Eberron Works

### Sourcebooks

* Dragons of Eberron
* Secrets of Xen'drik

### Articles

* "The Giants of Xen'drik" from Dragon Magazine issue #345
* "Manifestly Strange" from Dragon Magazine issue #353
Armor of Repulsion (Item)

*Armor (any), rare*

The chestplate of this armor bears an oval of smoky quartz carved with the image of an upraised hand. This armor has 3 charges. As a bonus action, you can expend a charge to produce a wave of force that pushes back enemies. All creatures within 10 feet must succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. Huge or larger creatures are immune to this effect. This armor regains 1d3 expended charges daily at dawn.
Alchemist's Spark

**Alchemist's Spark** is a magical item first featured in the 3.5 edition's Eberron Campaign Setting and again in the 4th edition's Player Guide.

## Description

Alchemist's Spark combines two substances that react violently when mixed. The flask contains two compartments that keeps the two substances separate; throwing the flask shatters it and allows the substances to mix, releasing a powerful electrical discharge.

## 4th Edition

Alchemist's Spark comes in a ceramic container with two chambers that when shattered, the chemicals vaporise and mix to create a bright discharge of lightning. Like all magic items in 4th edition Alchemist's Spark comes in multiple levels.

 8
 13
 18
 23
 28
Aurad ir'Wynarn

**Aurad Ir'Wynarn** is the governor of Fairhaven, the Queen of Aundair's chief advisor, and the leader of her diplomatic corps.

## Biography

Aurad is the youngest brother of Queen Aurala ir'Wynarn and a member of the Aundairian Royal Family. Like Aurala, he is a politician instead of a warrior. His morals place him above intrigue and outside the grasp of corruption. The queen can rely upon him to render advice that holds at its foundation the best interests of Aundair and its ruler. He prefers peace, however, and this colors his counsel.  He counts himself and Aundair lucky that his sister believes that the crown of Galifar must be acquired through strategies subtler than outright warfare.

He is married to a woman named Wrenya and together they have five children, including an adolescent daughter named Austasia ir'Wynarn.

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

* "**Explore Fairhaven**" (September 2009) by Chris Sims. *Dungeon Magazine* issue 170. , *p. 33,35*.
Black Pit

**Black Pit** is a village in northern Breland in an isolated valley in the Blackcap Mountains. The village is named after the geological anomaly beside which it lies, an enormous black hole, which locals believe leads to Khyber itself. Horrible sounds and vapors eminate from the chasm, and those brave or foolish enough to try to scale the walls have encounters monsters which inhabit its cave-riddled slopes.

The village is a depressing shambles and a mix of poor examples of architecture from across Khorvaire. It is home to thieves, murderers and other refugees from all the Five Nations. There is a thriving black market there.

## References

* ***Five Nations***.

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

**Atur** is is a large city in central Karrnath, south of the Karrn River between the Ashen Spires on the east and the Nightwood on the west. It is 332 miles from the capital city of Korth by lightning rail and 227 miles by lightning rail to Vedykar where House Jorasco's headquarters at Resthome lie.

### Crimson Monastery

The Crimson Monastery is Khorvaire's largest worship site dedicated to the Blood of Vol and it is **Atur**'s largest claim to fame. The monastery is a pyramidal building made of blood-red brick and black mortar. The building glows faintly at twilight of a seemingly magical radiance. Guards, both living and dead, watch the entryways into the sacred temple.

### Lightning Rail

* *Note: travel times include 1 hour lay over at each station, and are based on speed of 30 miles per hour.*
* *Note: distances based on map at [1].*
* *Note: times and distances may vary from charts found on pp. 20-21 of the Explorer's Handbook.*

## Geography

Atur is located near where the Karrn River flows out of the Ashen Spires mountain range. The proximity of the mountains and mists from the Karrn Falls create a gloom that shrouds the city, shortening the amount of daylight it receives. A lightning rail line runs through the city, connecting it to Korth and Vulyar.

Atur is also located near a Mabaran manifest zone.

## History

Atur was the center for production of Karrnath's undead during the Last War. Since the war has ended, many of these soldiers have been stored in vaults underneath Atur.

## Economy

Atur has a thriving nightlife, with a large number of theaters, bordellos, and feast halls open all night.

## Notable Locations

* The **Crimson Monastery** is Khorvaire's largest place of worship dedicated to the Blood of Vol and it is Atur's largest claim to fame. The monastery is a pyramidal building made of blood-red brick and black mortar. The building glows faintly at twilight of a seemingly magical radiance. Guards, both living and dead, watch the entryways into the sacred temple.
* **Nighthold:** A royal retreat for Karrnath's king, Kaius III.
* **Atur Academy:** An arcane institute specializing in teaching necromancy.
* The **Vaults of the Dead:** A large complex of catacombs that hold Karrnath's undead legions.

## References

* ***Five Nations***.

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

*Armor (medium, heavy), rarity varies (rare, very rare, legendary)*

*This armor appears sturdier than other armor of its type. Those who wear it find themselves more hardy than normal.*

While wearing this armor, you gain a +1 (Rare), +2 (Very Rare), or +3 (Legendary) bonus to Constitution saving throws.
Amilene Santor d'Sivis

**Amilene Santor d'Sivis** is a wizard under the employ of the Twelve. She resides in the Citadel of the Twelve within the Silverwall ward of Stormreach, on the continent of Xen'drik. She lives in the Citadel of the Twelve, though she spends most of her time in the nearby House Kundarak enclave, where the dwarves have given her her own private office. She holds the title "First Stonespeaker," and is the most adept House Sivis user of speaking stones in Stormreach. In general, she remains neutral to the politics of the city, and is well liked by most.

## References

1. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Ashurta

Spoiler warning: **Plot or ending details follow.****Ashurta** is an NPC and villain featured in the Seekers of the Ashen Crown adventure. He is a hobgoblin wight and guards Ashurta's Rest. When he was living he was one of the Dhaakani warlords that were entrusted to wield a piece of the Ashen Crown, the Ashen Blade. He also carries a key for the two treasure chests in the room.
Arcane Bond

*2nd-level enchantment*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (A tiny doll fashioned to look like your bonded target, worth at least 1 sp)

**Duration:** Concentration, 10 minutes

**Class List:** Sorcerer

Choose a willing creature within range. You create a magical bond between you and the target that lasts until the spell ends. While the bond is active, you can cast spells as though you were in the bonded target's space, but you must use your own senses. Likewise, the bonded target can cast spells as if it were in your space.

Additionally, either you or the bonded target can use a bonus action to teleport, magically swapping places with each other, regardless of the distance between you.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can form a bond with one additional creature for each slot level above 2nd.
Advantage Stacking (Rule)

Return to Homebrew Rules

## Advantage Stacking

Gaining advantage on a roll normally allows you to roll an additional d20, taking the highest value rolled. Instead of ignoring extra advantage like RAW does, advantage accumulates.

For each source of advantage or disadvantage beyond the first, you gain an additional +/- 2 to the roll.
Ancestral Spirit (Feat)

*Prerequisite: Tairnadal Elf*

Through properly honoring and emulating your patron ancestor, you have become a chosen vessel for a Spirit of the Past. Your ancestor will manifest itself to you in the form of a noble steed. Using this feat, you can cast Find Steed once, and you must finish a long rest before you can cast it in this way again. The steed summoned by this spell is fey.

At 13th level, you can instead use this feat to cast Find Greater Steed.
Bill Slavicsek

File:Billslavicsek.jpg
**Bill Slavicsek** was the Director of Roleplaying Design and Development at Wizards of the Coast. He has worked for West End Games and TSR, Inc., and designed products for Dungeons & Dragons, Star Wars, Alternity, Torg, Paranoia and Ghostbusters. His main contributions to Eberron were co-authoring the Campaign Setting as well the initial adventure paths.

#### Selected Eberron Game Credits

##### Accessories

* Eberron Campaign Setting (2004)
* Sharn City of Towers (2004)
* Explorer's Handbook (2005)
* Five Nations (2005)
* Races of Eberron (2005)

##### Adventures

* Shadows of the Last War (2004)
* Whispers of the Vampire's Blade (2004)
* Voyage of the Golden Dragon (2006)
Animate Art (Spell)

*1st-level illusion (ritual)*

**Casting Time:** 1 action

**Range:** Touch

**Components:** S, M (a paint brush)

**Duration:** 24 hours

**Class List:** Bard, Wizard

You cast an illusion over a piece of art that makes elements of it appear to be animated over a looped sequence of up to 10 seconds. A piece of art may be a painting, sculpture, illustration, or some other creation deemed appropriate by your DM. The nature of the animation is up to you, but it may only use aspects of the piece of art (such as shapes, people, elements, etc.) and it is confined to the art, such as a painting's frame, or a sculpture's base. You can also create a harmless, sensory effect that can be felt or observed while within 5 feet of the art, such as musical notes, the sounds of chatter, the smell of books, or the patter of rain.

All animated effects are illusory, and cannot harm a creature. Physical interaction with the image reveals it to be an Illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the creature can see through the image if it chooses to.

If you cast this spell on the same object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
Ardras d'Jorasco

File:Ardrasjorasco.jpg
**Ardras d'Jorasco** is an adept of the Sovereign Host who is particularly devoted to Olladra. He lives in a small hamlet near the edge of the Mournland, helping local farmers with what ails them, their families or their livestock.

Ardras bears a least Mark of Healing with the *lesser restoration* ability.

## References

* ***Dragonmarked***.

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

Amahau is described as a golden dragonhead. Amahau has the ability to absorb various magics that can be released later by the wielder.

Known Weilders

Tresslar

Paganus

**Books**

A weapon used in The Blade of the Flame trilogy authored by Tim Waggoner.

Book 1: Thieves of Blood ( introduced in)

Book 2: Forge of the Mind Slayers ( How it came into the hands of Tresslar )

Book 3: Sea of Death
Alchemical Defense Nodes

**Alchemical defense nodes** are components embedded in a warforged's body that act like armor. Several slots are melded into the outer shell of a warforged designed to hold alchemical materials. The latent energy in the alchemical item suffuses the armor, providing protection against similar effects.

## 4th Edition Mechanics

The warforged can stow up to three consumable alchemical items within this armor. At the end of an extended rest, one consumable alchemical item can be stowed within this armor; this item must be no more than 5 levels lower than the level
of the armor. If that item has an attack power with the acid, cold, fire, lightning, or poison keyword, until you take another extended rest you gain resist 5 damage against that damage type. If the item's power has more than one of
these keywords, you gain resistance to each type. The level 15 and 20 versions of this armor give resist 10, and the level 25 and 30 versions of this armor give resist 15.

## References

1. ↑ 1.0 1.1 "**Winning Races: Alchemical Warforged**" (March 2010) by Logan Bonner. *Dragon magazine* issue 385.
Aundairian Royal Family

Aundair's royal family descends from the royal line of Galifar through King Wrogar, the fourth child of King Jarot ir'Wynarn, Galifar's last and final king. Aundair's governor at the dawn of the Last War, Wrogar reluctantly declared himself its King when Galifar collapsed and he and his siblings were unable to unite under a single successor.

Aundair's royal family currently consists of the extended families of the five children of Wrogar's great-granddaughter, the now deceased Queen Barvette. Barvette's eldest child Queen Aurala now rules Aundair. Her four younger siblings include her two brothers Prince Adal, the Royal Minister of Magic and First Lord of Aundair, and Prince Aurad, the Governor of Fairhaven, Aurala's chief advisor, and the leader of her diplomatic corps, as well as her two sisters Princess Wrel and Princess Wrey, both of whom are studying with the mages of Arcanix.

Queen Aurala's consort is Sasik d'Vadalis who gave up his position in House Vadalis to join Aundair's royal family. They have three children, two of whom live with them in Fairhold. These two are Crown Prince Wrogar, a proper young man who stands to inherit the throne, and Princess Corrine, a rebellious teen. Their middle child, Prince Jurian, currently resides in Wroat where he is commonly believed to be in self-imposed exile.

As for the Queen's siblings, Prince Adal, has no spouse and no legitimate children, although he has had numerous paramours. Prince Aurad on the other hand has a wife named Wrenya, and five children, including an adolescent daughter named Austasia who dreams of being a great explorer. Aurad and his family also live in Fairhold.

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

* "**Explore Fairhaven**" (September 2009) by Chris Sims. *Dungeon Magazine* issue 170. , *p. 33,35*.
Abyssal

**Abyssal** is the language of demons. Originating on the plane of Shavarath, the fiends brought the language to Eberron during the Age of Demons.

## Behind the Scenes

In the third edition, Abyssal was solely the language of the demons from the plane of Shavarath, with the gnolls and sahuagin speaking their own eponymous languages. However, with the consolidation of languages in fourth edition, the gnoll and sahuagin languages were removed, and those two races now speak Abyssal.

## References

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

*1st-level necromancy (ritual)*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** V, S, M (The severed left hand of a humanoid that has killed another humanoid, and 10 gp worth of magical unguents, both of which the spell consumes)

**Duration:** Instantaneous

**Class List:** Warlock, Wizard

This spell binds the life force of a murderer to its severed hand, haunting and animating it. Choose a severed left hand you can see within range. The hand must have been severed from the body of a humanoid murderer within the last seven days. If the murderer is dead and has already been risen as another undead creature, or if its soul has long passed on to another plane, the spell fails. If the murderer is not dead, they must be either willing or incapacitated. The crawling claw can use an action to knit itself back to the creature's arm, ending the spell and resoring the creature's hand to normal.

The target hand becomes a crawling claw, the statistics of which can be found in the *Monster Manual*. It is under your control for 24 hours, after which the hand becomes inactive and can't be animated again. On each of your turns, you can use a bonus action to mentally command the crawling claw. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command for it to follow to the best of its understanding. If you issue no commands, the claw follows its last command to the best of its ability. Once given an order, the claw continues to follow it until its task is complete.

If you know the Find Familiar spell, you can cast it targeting the crawling claw. When you do so, the crawling claw becomes your familiar until you cast the spell again. A crawling claw bound as a familiar remains active until it is slain or you cast Find Familiar again, and can be reanimated by another casting of Find Familiar.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the crawling claw remains active for an additional 24 hours for every slot level above 1st. When cast using a spell slot of 6th level or higher, the crawling claw remains active until slain.
Blind Man's Fold (Item)

*Wondrous Item, uncommon*

Fashioned from a scrap of a blind beggar’s clothing, a *blind man’s fold* is often used by explorers who must traverse caves inhabited by invisible creatures, or those drawn to sources of light. While wearing the blind man's fold, you are blinded and have blindsight with a range of 10 feet. If you already have blindsight, the range is increased by 10 feet. Creatures wich are already blinded or unable to see normally gain no benefit from wearing a blind man's fold. The Blind Man's Fold takes an action to don or doff.
Ancestral Dreams (Spell)

*5th-level divination*

**Casting Time:** 1 hour

**Range:** Self

**Components:** S, M (two blue lotus flowers, and 25 gp of incense, which the spell consumes)

**Duration:** 24 hours

**Class List:** Bard, Cleric, Druid, Paladin

You cover your eyes with blue lotus flowers and enter a dream-like meditative state. In this dream, you experience visions of creatures from ages past, typically beings who had some tie to your past, such as through blood lineage or alliance with your ancestors.

Choose a total of five proficiencies from any of the following categories, with no more than three from the same category: skills, tools, and languages. The visions you see are drawn to memories and experiences related to your choices, which become tethered to you for the duration, granting you proficiency in the chosen options.

This spell ends early if you cast it again, complete a long rest, or fall unconscious by any means.

**At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the number of proficiencies you can choose and the maximum number you can choose from the same category each increase by 1 for every slot level above 5th.
Aventus

**Aventus** is a legendary civilization from the distant past of Sarlona. It is believed to have sunk into the sea.

## History

Aventus is generally accepted to be an ancient advanced civilization on an island off the coast of Sarlona. It is thought to have sunk into the sea in the distant past following a magical cataclysm.

Riedra now claims the remnants of the island, now known as the Aventus Islands, as part of the Rhiavhaar province. Several naval bases exist on these islands for the Riedran navy, the Harmonious Sail.

## Society

The name of kingdom is thought to be synonymous with that of the sorcerer-kings that ruled it, believed to be called the Aventuus'iana. Some believe these sorcerer-kings were actually dragons in disguise.

The humans who escaped the ruin of the nation are thought to have adapted to life underwater and become the aventi. The aventi attribute their gifts to their patron god, Aventernus. These descendants of the lost kingdom now dwell in small communities in the Sea of Rage between Argonnessen and Sarlona.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
2. ↑ 2.0 2.1 2.2 ***Stormwrack***.
Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Wizards of the Coast. ISBN 07-8692-873-5.
3. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
4. ↑ 4.0 4.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Barricade Shield (Item)

Shield (Pavise Shield), uncommon

When you plant this sturdy pavise shield, the shield expands its height and width to stretch up to 15 feet across in either direction, potentially becoming a defensive wall or similar platform. The edges of the shield magically conform to fit the shape of an enclosed space, such as the walls of a tunnel or hallway. To maintain the sheild's expanded size, you must hold it in place, causing your speed to becomes 0 and giving you disadvantage on Dexterity checks and Dexterity saving throws. Regardless of the shield's size, its weight always remains the same.

The expanded shield is considered a nonmagical structure that has an AC of 14 and 40 hit points. The shield can remain expanded for up to 1 minute before it reverts back to its normal size. The expanded shield reverts early (but is not destroyed) if it reaches 0 hit points or if you stop holding the shield in place. If you're holding the expanded shield, you can choose to revert it early using a bonus action.

Once this property has been used, it can't be used again until the next dawn.
Argon

**Argon** is an altered form of Common spoken by numerous barbarians, especially those in and around the northern islands and shores of Argonnessen, like the Seren.

In a time long lost, the dragons of Argonnessen brought thirty tribes of humans to their home continent from a land far away. These humans, who spoke Old Common evolved a separate language than the current Common used on Khorvaire and the Riedran spoken on Sarlona. The Seren language has changed greatly over the millennia, and ultimately has more in common with draconic than the languages of man, although it still uses the same alphabet. This new language is called Argon, named after Argonnessen.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Dragonshards: The Serens***. Keith Baker (September 13th, 2004). Wizards of the Coast.
Armor of the Morning Light (Item)

*Armor (Medium, Heavy), rare (requires attunement by a cleric or paladin)*

You can use an action on your turn to channel the armor's magic to cause it to emit a flash of blinding, radiant light. When you do, all other creatures within 30 feet of you are forced to make a DC 15 Constitution saving throw. On a failure, a creature is blinded until the end of its next turn. Undead creatures have disadvantage on the saving throw and take 2d8 radiant damage on a failure, or half as much on a success. Once this property of the armor has been used, it can't be used again until the following dawn.
Auftane Khunnam

**Auftane Khunnam** is a character featured in the novel In the Claws of the Tiger. He is a dwarf Artificer and eventually becomes a member of Janik Martell's second expedition to Mel-Aqat.

> "'**You don't know me, or anything about me. You wanted to check me out a little bit, get a sense of whether I was trustworthy. You find yourself having to leave town earlier than planned, so you think you don't have time to do that. I'm thinking you've been burned before. Am I right?'**"
>
>

## Description

He is described as being tall for a dwarf and has black hair that brushes the tops of his shoulders. His beard is neatly trimmed and his moustache waxed into two sharp points.

## Biography

Auftane was born and raised in Stormreach though is well travelled. He once read about Janik's expedition and findings in an article featured in the Sharn Inquisitive.

## Equipment

Auftane wields a mace and carries a bag of wands and a set of lock picks.

## Identity

**Spoiler warning:** Plot or ending details follow.

It is suggested in the Epilogue that Auftane and Haunderk are the same person and is most likely a changeling. It is also suggested that this changeling is a member of the Royal Eyes of Aundair. It is never documented whether Auftane Khunnam was ever a real person.
Ari Marmell

**Ari Marmell** is an author and game designer who has worked for White Wolf, Green Ronin, Paizo and Wizards of the Coast. He has also published a number of short stories and novels.

## Biography

Ari Marmell was born on March 22, 1974 in New York, though he and his family moved to Houston shortly afterwards. For the next 27 years, Ari lived in Texas, fostering a love for Dungeons & Dragons after attaining his first D&D book (the AD&D Players Handbook) at age 9. Ari graduated with a degree in Creative Writing from the University of Houston in 1996, married his college girlfriend George in March of 1997.

After college, Ari entered the world of writing novels, producing four novels before getting involved in the world of role-playing games through a meeting with Justin Achilli, a developer for White Wolf. Since then, he has worked for a number of RPG publishers as a freelance writer.

He and George moved to Austin in mid-2001, where live there today along with a large orange cat named Leloo and a smaller gray cat named Pippin. His first published novel, *Gehenna: The Final Night*, appeared on shelves in January of 2004.

## Eberron Works

### Sourcebooks

* Dragonmarked
* Eberron Player's Guide
* Faiths of Eberron
* The Forge of War

### Short Stories

* "Flight of the Righteous Indignation" from The Tales of the Last War
Avaroth

**Avaroth** is a village in central Thrane. It lies midway between Sigilstar and the small town of Athandra, and about 40 miles south of Kruuth Tor. The village is named after Keeper Darmin Avaroth.

## References

* ***Five Nations***.

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

*1st-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (10 to 60 feet of cord or rope, worth at least 1 cp)

**Duration:** Up to one hour

**Class List:** Artificer, Bard, Ranger, Sorcerer, Wizard
As an action, you can touch a rope that is 10 to 60 feet long and issue a single command to it, selecting from the following options:

* **Bind.** The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing or fire damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.
* **Fasten.** The rope flies up to 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.
* **Grab.** The rope lashes out to grab one small or smaller object that is not being worn by a creature within range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On a success, it retains the object, and on a failure the object is pulled from the creature.

**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the DC, AC, and Hit Points when taking the Bind action each increase by 2 for each slot level above 1st.
Beggar Dane

**Beggar Dane** is an anonymous street bard whose simple lessons for living as published in the Sharn Inquisitive have become ingrained in the Brelish mindset.

## Quotes

* “Gods and religion are all well and good, but get back to me when you see Dol Arrah walking the streets of Sharn.”

* “A copper piece in the cup is a copper piece earned.”

* “Never borrow, never lend.”

* “The silent man has no one to blame but himself.”

* “A magewright in the town is worth an army in the wilderness.”

* “Help those who need help.”

* “Treat the beggar as you would treat the king.”

* “Dreams don’t put swords in the hands of soldiers.”

1. ↑ Five Nations, p.51, paragraph 5
2. ↑ FN, p.51, “Five Things Every Brelish Knows” part 5
3. ↑ FN, p.51, “Five Things Every Brelish Knows” part 5
4. ↑ FN, p.51, “Five Things Every Brelish Knows” part 5
5. ↑ FN, p.51, “Five Things Every Brelish Knows” part 5
6. ↑ FN p. 52, paragraph 1
7. ↑ FN p. 52, paragraph 1
8. ↑ FN p. 53, paragraph 5
Juggernaut

"Me big, but me no hurt you. Me gentle."- Juggernaut's friendly message

### Battle Theme

-Ragaing Brachydios (MHW: Iceborne)-Broly Dragon ball Super Theme (DragonBall FIghterz)

**Juggernaut** (otherwise known as **G-730**) is a female experiment.

## Appearance

She is a Green Dumbo-eared Octoling Titaness with Tan Skin, a Tentacurl Hairstyle, and Lemon Eyes. She wears Pilot Googles and a Deepsea Metro Outfit. She is barefeet (most of the time).

## Behavior and Personality

Despite being a Titaness, she is very gentle, often bending down to play with the smaller locals. When she is close to someone, she will give them an affectionate lick, and she is happy to give hugs (even if it's just her laying or pressing her cheeks against someone).

Unlike other Titans, Juggernaut will always eat fruits over people.

## Abilities

Being a Titan, Juggernaut has immeasurable strength and endurance and is usually capable of crushing her foes with her feet or hands.

## Powers as an Experiment

She also has powers of nature, able to expel green winds from her mouth, help plants grow, and even heal from plant magic.

## Weaknesses

If she's starving, she will desperately look for any living beings nearby to consume them, be it friend or foe.

For convenience and ease of transportation, she is usually shrunk down to 10 times her original size, which makes her just as strong and physically fragile as any normal octoling.

Her long tentacles are also a weak point, as in, they can be used to overload Juggernaut's own nerves and put her into submission.

## Likes

* Fruits (she loves watermelons)
* Hugs
* Being stroked on her longest tentacles (don't do it too much though)

## Dislikes

* Meat
* Starving
* Fire

## Friends

* Aqua (playmate)
* Monster Master FightingLucario (Collaboration)
* Terra

## Enemies

* D-750 (AKA Dark Queen)
* Elizabeth
* Kraken Inksworth
* W-09
* Man Eaters

## Books and Reasons

### Families

Despite her immenseness, she is just a big softie and just wants to be loved.

### Winter

The cold of winter doesn't bother Juggernaut, and she actually loves playing in the snow.

### Dragon

Given her massive size, Juggernaut has dragon DNA in her, but the dragon that was used was that of plant life.

## Trivia

* Infobox image credit goes to Monster Master FightingLucario!
Armor of the Castle (Item)

*Wondrous Item (armor), common*

This armor allows you to strategically maneuver with your allies. When you take the Attack action, you can replace one of your weapon attacks with a move into the space of a willing creature within 5 feet of you. The target must use their reaction to move into the space you previously occupied. You must both fit in the space available. Neither you nor the target provoke opportunity attacks for this movement.
Amulet of Last Words (Item)

*Wondrous item, common (requires attunement)*

This amulet looks like a black skull carved from a Khyber dragonshard. If an attuned wearer dies, they can store up to twelve words in the amulet. Afterwards, anyone can touch the amulet speaking final rites. Doing so causes the amulet to speak the stored words with the deceased wearer's voice.

The words can be called forth seven times, after which the smulet crumbles to dust. The amulet cannot be attuned to a new wearer once it has stored any last words.
Aventi

**Aventi** a race of aquatic humanoids descended from an ancient civilization of humans from the lost nation of Aventus.

## History

Aventi are descended from humans of an ancient civilization that sunk into the sea who believe they were spared and given their abilities by their god, *Aventernus*. Their lost homeland is now known as the Aventus Islands, off the coast of Syrkarn in Sarlona.

The aventi have learned to adapt to life underwater and now range across the Sea of Rage.

## Appearance & Personality

Aventi are aquatic humans with bluish-tinted skin ranging from pale to tan in complexion. They have blue to green eyes, and their hair ranges from blonde to a lighter brown.

Since Riedra controls the Aventus Islands that were once their homeland the aventi do not have good relations with the Inspired and their followers.

## Abilities

Aventi are adept swimmers and can breathe underwater just as easily as they can breath air.

## Society

The aventi place a high value on honor. They are a devout people who worship a deity they call *Aventernus*. They believe *Aventernus* was responsible for granting them the ability to live underwater following the cataclysm that destroyed their civlization.

The aventi are a very traditional people. They believe in Twelve Virtues which guide their culture as ideals for all to strive for. The priests of Aventernus assist the kings and lords of the aventi in ruling their lands.

## Lands

Ever since the loss of their civilization, the aventi dwell in small settlements across the Sea of Rage. They maintain a presence in the port town of Ardhmen in Syrkarn.

## Notes

In Stormwrack the aventi follow a deity they call *Aventernus*, whose nature changed following the end of their civilization from a maritime god of commerce to a stern god of justice and fairness. In Eberron due to similarity in portfolios he may be an aspect of Aureon, Kol Korran, or Dol Arrah, or a merging of any combination of the three.

## References

1. ↑ Given the aventi hail from the lost civilization on the Aventus Islands they may know a form of Old Common.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 ***Stormwrack***.
Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Wizards of the Coast. ISBN 07-8692-873-5.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
4. ↑ 4.0 4.1 4.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Bird's Eye (Spell)

*1st-level divination (ritual)*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (the skull of a small bird)

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

**Class List:** Druid, Ranger, Warlock

You close your eyes, and ascend your vision up to 500 feet into the sky, directly above you, gaining a bird's eye view of your surroundings. To do so, there can be no obstacle between you and the sky, such as a roof or thick canopy of foliage.

This spell does not extend the range of any special vision you may possess. For example, a creature using this spell with darkvision out to 60 feet could not see more than 60 feet in darkness for the elevated perspective.

For the duration, you can switch between this perspective and your normal vision as an action.
Austasia ir'Wynarn

**Austasia Ir'Wynarn** is the adolescent daughter of Prince Aurad ir'Wynarn and his wife Wrenya. She is also the niece of Queen Aurala, and thus part of the Aundairian Royal Family. She has four siblings.

## Biography

Dreaming of becoming a great explorer, and encouraged by her rascally cousin Princess Corrine, Austasia runs away to pursue her dreams. She leaves Fairhold, possibly with Corrine, disguises herself and attempts to travel to Sharn. Austasia shows promise and may be hero material one day, but she's still too young and isn't ready. It's up to the pc's to recover her before a foreign power or disreputable organization "acquires her" as a pawn to be used against her aunt. Nevertheless if they aren't careful, they could be implicated in her kidnapping.

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

* "**Explore Fairhaven**" (September 2009) by Chris Sims. *Dungeon Magazine* issue 170. , *p. 33,35*.
Ashaya d'Lyrandar

**Ashaya d'Lyrandar** is a female sorcerer and Dragonmark Heir of House Lyrandar.

She bears a lesser Mark of Storm and the following spell-like abilities related to her dragonmark:

* *gust of wind*, 2/day
* *wind wall*, 1/day
* *wind's favor*, 1/day

## References

* ***Eberron Campaign Setting***.

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

Absentia is an unusual illegal drug that is produced in Riedra by the Inspired. It first appeared in Sharn at the end of the Last War where it is sold by the Boromar Clan.
The drug is popular among the jaded rich.

## Effects

The user falls in a comatose state for one hour. During this time, the user percieves the world through the senses of another. The target is selected randomly and could be anyone in a radius of a mile.
During the coma a Quori spirit can posses the user's body regardless of the person's willingness to be possessed.