recursal/Fanatic-Fandom huggingface dataset:
Mar'saval

**Mar'saval** is one of three great ruins from the Age of Demons in the jungles of Q'barra. Sunk beneath the Basura Swamp, Mar'saval has become a holy site to many lizardfolk tribes.

## History

Ten million years ago, Eberron entered the Age of Demons; a world where the powerful evil fiends, known as the Overlords ruled. Khorvaire was controlled by these fiends, with their followers, the demons, rakshasas, and hags. However, the dragons of Argonnessen and the couatls of Xen'drik joined forces, and purged the world of the Overlords. Their citadels fell, some abandoned, and some with the fiends trapped within.

In the land now known as Q'barra, three major citadels of the fiends fell: Ka'rhashan, emptied of evil and now the home of the dragonborn; Haka'torvhak, home to the trapped fiend Masvirik and the corrupted dragon Rhashaak; and Mar'saval.

Once a great temple of brass and granite, Mar'saval sunk beneath the Basura Swamp. Powerful enchantments prevented the water and silt from seeping into the citadel. Local lizardfolk tribes often leave tributes to their draconic gods at the sunken minarets of Mar'saval.

There is one entrance to Mar'saval above water, and some say that one clan of lizardfolk has taken to live within Mar'saval: the Fallen Bones clan; however, rumors say that this clan has been corrupted by Mar'saval, and have devolved into feeble creatures. They say that the Fallen Bones clan have allied with troglodytes living within the ruins.

## References

1. ↑ 1.0 1.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Mordain's Hall

**Mordain's Hall** (also known as Blackroot) is a massive tower close to Droaam's western border, and the residence of Mordain the Fleshweaver. It reaches high up into the sky, and is shaped somewhat like a malformed limb, seemingly made out of the flesh of a black dragon. The walls bleed when struck, but the tower's wounds heal extraordinarily fast. Gruesome flesh-golems and malformed creatures (the results of Mordain's experiments) patrol around the hall. The tower has been magically protected against scrying and teleportation by Mordain.

Long ago, Mordain released skinweavers into the woods surrounding his tower. These strange creatures weave webs using their victims entrails, skin and other assorted body parts, thus making it a monstrous place which the gnolls call Kresht Rhyll, the forest of flesh. They are not the only strange creatures living here, and any possible combination of twisted, bestial creatures grafted together may dwell in these woods, alongside even stranger beings such as aberrant dryads. Most of these creatures have had their instincts, dietary needs or reproductive cycles changed in order to be able to fit so many predators in so small an area. Some known creations of Mordain that live here include:

* Bloodweb spiders
* Hydra with medusa heads
* Insane elementals
* Rot scarabs
* Skinless wolves
* Skinweavers
* Troll with the voice and wings of a harpy
* Tryll

Due to Mordain's power the forest is thick and lush, with a strange combination of flora that cannot be found elsewhere. Several of the plans inside of the forest are subterranean in nature. Examples include:

* Banshee Boughs
* Bloodvines
* Ghoul's Rose
* Phosphorescent fungi, often creating paths through the forest.
* Stormflower

## References

***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Pg. 167

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

***Dragonshards: Masters of Magic***. Keith Baker (July 25th, 2005). Wizards of the Coast.

"**Expeditionary Dispatches: The Forest of Flesh**" (June 2008) by Keith Baker. *Dragon magazine* issue 364.
Monster Manual 2

*Brave adventurers scour the dungeon in search of treasure, but around the next dark corner something terrible and hungry waits for them. What will it be this time?*

*This Dungeons & Dragons core rulebook contains a horde of monsters to unleash upon your campaign world and its greatest heroes. It includes monsters appropriate for all levels of play. Terrorize your players with such classic creatures as silver dragons, frost giants, and rust monsters. Threaten them with new variants of existing 4th Edition monsters, including new beholders, demons, and lycanthropes. Surprise them with never-before-seen monsters such as the star spawn, the witherling, and the chaos shard. Your D&D game will never be the same!*
Maritime Quartz

When deep ocean currents converge from the four corners of the world, their meetingpoint is often host to an outcrop of Maritime Quartz. Harvested by enterprising merfolk, these prized constructs of salt and brine soon enter the hands of wizards who value their strange relationship with magic. Maritime Quartz is a clear crystal that comes in a variety of shades of blue and green. Like many crystals, this material possess a deep purity that a llows it channel magical power in an efficient manner. However, items made of maritime quartz are also suited to perform tasks of a less enigmatic nature.

An item made of maritime quartz that is being worn or held can function as an arcane focus for spells. Holding an item made of maritime quartz does not prevent you from performing the somatic components of spells.
Manor Key (Item)

Wondrous item, rare (requires attunement by a creature with the Mark of Hospitality)

This long key, studded with tiny Siberys dragonshards, can only be used by a creature with the Mark of Hospitality. The key has 13 charges for the following Properties. It regains 1d12 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key turns crumbles into dust and is destroyed.

You can trace the outline of a door in the air with the manor key and expend 3 or more of the key's charges to cast one of the following spells from it. Charisma is your Spellcasting Ability for these spells:

* 3 charges: Galder's Tower, Tiny Hut
* 4 charges: Private Sanctum, Secure Shelter
* 7 charges: Magnificent Mansion
Grand Regent

Before the fall of the Kingdom of Galifar, the **Grand Regent** was the commander of The King's Citadel. The Grand Regent acted as regent while the king was unable to rule, particularly in the interum between the king's death and his heir's coronation. After the fall of Galifar, the role of the Grand Regent has been to maintain the peace between emissaries of the Five Nations within Thronehold.

Traditionally, the Grand Regent was appointed by the King of Galifar, usually to a trusted relative with no direct claim to the throne, and could be revoked at any time. But since the death of King Jarot, the Grand Regency has become a hereditary title. The current Grand Regent is Grand Regent Modred.
Lyrenton

### **Races**

Lyrenton is a former city of the nation of Cyre. It was destroyed during the Last War, and still lies in ruins. It is within viewing distance of the mists on the border of the Mournland and still attracts monstrosities from there. The ruins are believed to be cursed and those who enter it seem to develop a wasting disease. It is a place best avoided.

## References

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

*The most powerful adventurers know that great rewards - and great perils - await them beyond the world they call home. From the depths of Hell to the heights of Mount Celestia, from the clockwork world of Mechanus to the swirling chaos of Limbo, these strange and terrifying dimensions provide new challenges to adventurers who travel there. **Manual of the Planes** is your guidebook on a tour of the multiverse.*

*This supplement for the Dungeons & Dragons game provides everything you need to know before you visit other planes of existence. Included are new prestige classes, spells, monsters, and magic items. Along with descriptions of dozens of new dimensions, Manual of the Planes includes rules for creating your own planes.*
Nature's Ladder

*1st-level transmutation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (an acorn)

**Duration:** 24 hours

**Class List:** Druid, Ranger, Paladin (Oath of the Ancients)

You cause an oak tree to sprout from an unoccupied space of solid ground that you can see within range. When you cast the spell, you determine the height of the tree, which can be a maximum of 20 feet tall. If there isn’t enough room for the tree to grow to full height, the tree attains the maximum possible height in the space available. The tree has a 1-foot-diameter trunk and evenly spaced branches perfect for climbing. The tree has AC 5 and 25 hit points. After 24 hours, or if the tree is reduced to 0 hit points, it instantly vanishes.

You can create a permanent tree by casting this spell in the same location every day for one month.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you can increase the height of the tree by 20 feet for each slot level above 1st.
List of Tools

## Tool Proficiencies

Tools. Often seen as useless by lesser adventurers who only want to loot and destroy, they are the instruments of true power for the enlightened artisans of the party that give them the ability to interact with the economic side of the world. The 'Special Use' column highelights an *actually useful* ability for the tools.

**All Tools:**

* Artisan's Tools give the ability to craft mundane (or magic) items that require this proficiency.
* Tool Expertise gives the ability to craft mundane items twice as fast (20 gp worth of progress each day).
* Gives the ability to appraise any item created with these tools.
Monster Manual 3

*A wide-eyed band ofheroes stands before a gaping archwaythe dark maw of an ancient dungeon filled with treasures yet to be plundered. Haunting the chambers and corridors of this forlorn oubliette are vile monsters the likes of which the heroes have never faced...*

*This Dungeons & Dragons core rulebook introduces an innovative monster stat block format that makes running monsters easier for the Dungeon Master. **Monster Manual 3** also presents a horde of iconic monsters that fit easily into any campaign, including:*

* *New variants of existing monsters, such as the gnoll war fang, the ogre dreadnought, and the putrid slaad.*
* *Updates of popular and iconic monsters from previous editions, including the cloaker, the nalfeshnee demon, the mimic, the quasit, the rot grub, and the thri-kreen.*
* *Catastrophic dragons, including the earthquake dragon and the volcanic dragon.*
* *Epic threats, including Lolth (Demon Queen of Spiders) and Imix (Prince of Elemental Fire), along with evil underlings and cultists.*
Oil of Power

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one weapon or up to 5 pieces of Ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a bonus to Damage Rolls. The bonus recieved depends on the oil’s rarity, as shown in the Oil of Power table.

Oils of Power
 Greater Power
 Superior Power
 Supreme Power
Maija Olarin

Maija Olarin is a character featured in the novel In the Claws of the Tiger. She was a Cleric of the Sovereign Host and former wife to Janik Martell.

> "'**Sorry about this, Janik but when the opportunity for something bigger and better comes along, you need to take it.'**"
>
>

## Biography

Maija grew up in Breland alongside Dania ir'Vran though the two were in different social circles and didn't have a strong relationship. She met Mathas Allister when she was an acolyte at the Pavilion of the Host whilst he was studying religion. She later met Janik and the two married before Lord Kor requested Janik to assemble an expedition team to venture into Xen'drik. Maija suggested both Dania and Mathas as members. During the expedition she betrayed Janik and the others for Krael Kavarat handing him the Ramethene Sword.

**Spoiler warning:** Plot or ending details follow.After the betrayal she travelled back to Xen'drik with Krael and told him that a Emerald Claw agent had contacted her and persuaded her to join them. To prove her loyalty she was tasked to hand over a treasure. They then travelled to Korth via airship where Maija attempted to seduce Krael but failed. For a year she did the work of the Emerald Claw whilst in Karrnath and eventually informed Krael that her Emerald Claw contact had asked her to find the Tablet of Shummarak. The pair travelled around Khorvaire, returning to Xen'drik then going to Atur where they found the previous owner of the tablet. The previous owner was a shifter vampire named Havoc and upon meeting him Maija betrayed Krael by paralysing him and allowing Havoc to transform Krael into a vampire. After finding the tablet Maija teleported it away, betraying Havoc. Just then Dania ir'Vran and two of her allies attacked Havoc, Krael and Maija. Maija then killed one of Dania's allies, a Sentinel Marshal named Gered d'Deneith before fleeing and returning to Mel-Aqat. Maija is in fact being controlled by the spirit of the ramethene sword ever since she visited Mel-Aqat.
Monster Manual (book)

*Fearsome and formidable foes lurk within.*

*Encounter a horde of monsters armed and ready to battle your boldest heroes or fight alongside them. The fully illustrated pages of this book are overrun with all the creatures, statistics, spells, and strategies you need to challenge the heroic characters of any Dungeons & Dragons roleplaying game.*
Maenad

Maenads are a race of psionic humanoids known for their powerful emotions, which they can manifest as psionic force. They dwell in the Tashyvar Islands of the Tashana Tundra in Sarlona.

## History

The maenads believe themselves to be survivors of a civilization among the Lhazaar Principalities that sank into the Lhazaar Sea some two thousand years ago. Those survivors still at sea sailed east and settled in the Tashyvar Islands. This cataclysmic event forever changed them into the maenads of today.

## Appearance & Personality

Maenads resemble tall, strong humans with a faint crystalline sheen to their skins, which gives them a strange pallor.

Maenads are generally taciturn and reserved in an effort to keep their strong emotions in check.

## Abilities

Maenads can manifest a sonic shout from their innate psionic powers (as the *energy ray* power). They can also channel their rage to boost their physical strength for a short period of time at the expense of their mental abilities.

## Society

Very little is known of the Inana maenads that dwell in the Tashyvar Islands of the Tashana Tundra. Their lifestyle is believed to be deliberately simple to avoid indulging their destructive emotions. The Inana seemingly cycle into their communities depending on the season.

Maenads in the Tashana Tundra maintain good relations with the shifters of the Saartuk nation. Maenads are expert sailors and maintain much of the trade in the Tashana Tundra.

Maenads worship deities of the sea.

## Lands

The Inana maenads call the Tashyvar Islands of the Tashana Tundra home. They have recently established small settlements along the coasts of the mainland Tashana Tundra as well.

## References

1. ↑ Given the maenads reside on Sarlona this may be a form of Riedran
2. ↑ 2.0 2.1 2.2 2.3 ***Expanded Psionics Handbook***.
Bruce R. Cordell (April 2004). Wizards of the Coast. ISBN 0-7869-3301-1.
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.
Nebik

Captain Nebik is a Neutral Good gnome wizard that fought alongside King Boranel and the Breland during the Last War. He now commands the King's Wands, who provide magical support for the other divisions of the agencies that operate within the Citadel. He provides guidance and tasks operatives from at least two groups of the Citadel's other divisions. The other divisions include the King's Swords, the King's Shields, the King's Dark Lanterns and the King's Shadows.
Metamagic Rods (Item)

*Wondrous Item (Rod), Rare, Very Rare, or Legendary (Requires attunement by a spellcaster)*

Developed by the dragonblood sorcerers of The Children of Siberys, an order of sorcerers who use the trappings and techniques of arcane magic to focus their gifts, the metamagic rod aids a sorcerer in twisting their spells to suit their needs. Each metamagic rod has been created to channel a particular type of metamagic. Each rod has 3 charges. When you cast a spell using the metamagic rod, you can expend a charge to apply the rod's metamagic to the spell. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. The rod regains 1d3 charges each day at dawn.

Lesser metamagic rods (Rare) can be used with spells of 3rd level or lower. Normal rods (Very Rare) can be used with spells of 6th level or lower, while greater rods (Legendary) can be used with spells of 9th level or lower. If you have 3 or more levels in the Sorcerer class, you can use the metamagic wand without requiring attunement.
Merciful Weapon (Item)

*Weapon (Any), uncommon*

*The weapon seems well constructed but its blade seems blunt, or its head seems to lack jagged edges or points. The weapon is decorated with subtle, soft designs.*

This weapon gains the Nonlethal property. If the weapon already has the nonlethal property, then a creature reduced to 0 hit points by this weapon will stabilize at the start of each of their turns for the next minute, or until the target regains at least 1 hit point.

The weapon is not considered magical for the purposes of overcoming resistance to non-magical damage.
Nymm

Index

# 6 - Far

* **The Tain Gala**
 Sharn   *First Far of each month*
Balls, galas, and feasts occur throughout the year, as ambassadors, nobles, and dragonmarked heirs wine and dine their relatives and associates. However, the Tain Gala has become an institution in Sharn. The ir’Tains, one of the oldest and most powerful families in Sharn, owns many towers and their wealth rivals that of the Kundarak clan. The guest list of the Tain Gala deﬁnes the social order of the city. The families with permanent invitations to the Gala, the Sixty, are the royalty of Sharn. In addition to these aristocrats and wealthy gentry, Lady Celyria ir’Tain does her best to invite a few unusual celebrities to entertain her guests—artists, poets, and sometimes adventurers. Aside from fantastic food and drink, such guests receive generous gifts and a temporary increase in status; for the next month, the attitude of any member of the Sixty is increased by one category when dealing with the celebrity. An adventurer known to be a friend of Lady ir’Tain often receives invitations to other events or other forms of special consideration.

# 12 - Zor

* **Brightblade**
 The Sovereign Host
Dedicated to Dol Dorn, this festival is marked by gladiatorial and athletic contests.
* **Brightblade**
 Sharn
Brightblade, the holy day of Dol Dorn, the Sovereign Lord of Strength and Steel, sees festivals occur in all of the temple districts of the city. Prizefights, wrestling matches, archery contests, and jousts occur throughout theday, culminating in a contest of champions at the Cornerstone arena in Middle Tavick’s Landing. The champions receive generous prizes, and a fortune can be made gambling on the contests. Occasionally, even more fantastic conflicts have been staged on Brightblade—full-scale battles held on the training grounds of Daggerwatch, free-for-all melees with hundreds of contestants, and similar spectacles.

# 21 - Sar

* **First Dawn**
 The Silver Flame
On this day in 914 YK, the Church of the Silver Flame officially assumed control of Thrane's government. On the anniversary of this ascension, the Purified give thanks that at least one nation is firmly in the hands of the just, pray that the Diet of Cardinals and the nation's secular leaders will receive the Flame's guidance, and honor the memory of King Thalin, whose passing paved the way for the Church to take over.
Morrikan d'Kundarak

> *"'It takes an anvil to shape an axe' is a proverb our Mror clansfolk are fond of repeating. What few remember is how the original proverb ends. 'But it takes gold to first see the anvil forged.'"*
>
>

***Lord Morikkan d'Kundarak**is the head of House Kundarak, the dragonmarked house of dwarves bearing the Mark of Warding.*

## History

Morrikan d'Kundarak is over one hundred years old, and is one of the few leaders of a Dragonmarked House to experience life before the Last War. He was a member of the Iron Council involved in the formation of the Mror Holds.

## Appearance & Personality

Outsiders see Lord Morrikan as a weary leader, perhaps exerted from the war however, his mind is so sharp that he remembers the last four times over the century that his advisers have suggested a given course of action. Like many Kundarak members Morikkan is cautious and circumspect. Though he bides his time with his actions, once Morikkan has come to a decision he will refuse to back down from it.

Over the last five years he has been encouraging younger members with the Mark of Warding to travel to the Eldeen Reaches and the Shadow Marches to establish *ties of honour*with the Gatekeeper Druids. This is because of a natural connection between Kundarak and the Gatekeepers as the latter are essentially involved in a large scale warding project.

## 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. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
3. ↑ 3.0 3.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Marsh of Desolation

Located at the base of the Skyfall Peninsula in Xen'drik the Marsh of Desolation is large swampy wet-land on the western bank of The Hydra near the mouth of the river where it empties into the Thunder Sea.

## References

* ***Secrets of Xen'drik***.

Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Manifestly Strange

*The breathtaking towers of Sharn spiral into the sky, held aloft by miracles of magic and engineering -- and by the Syrania manifest zone that encompasses the area. Without that connection to the Azure Sky, the towers would wobble and collapse like children's toys.*

*Manifest zones occur when a location on Eberron develops a strong connection to another plane. The effects of a manifest zone depend on its connector plane, its strength, and the plane's current position in relation to Eberron. Its effects never vanish, however, and in some cases they create a major impact on Eberron's geography and inhabitants. This article details three such manifest zones, their special abilities, and random encounter tables keyed to each location.*
List of Player Characters

## Faded Flame

Player Organization: Order of the Faded Flame

**Primary Player Characters**

* Amalia ir'Trastara
* Barnaby Brie
* Cleric
* Eli
* Helios
* Kharmahal-felek d'Kundarak
* Krisfera (deceased)
* Lilith
* Mogis
* Rasmius
* Voltus
* Vincent Trent
* Wrykx

**Other PCs**

* Archimedes Noctus Ascalaphus Strix III
* Bartimus Brie
* Ebos
* Eisen
* Keltor Racannoch
* Leaf Lasinthúl
* Miranda
* Nomad
* Trixie
* Ultur

## Forgotten Relics

* Ardal
* Daask'khesh "Duke"
* Khavil
* Maxim
* Montegi of the Straidari
* Rern
* Zurgo Helmsmasher

## Terra Medius

* Ariecelqloullirc "Ariec"
* Bargard Wildsteel
* Beven Sinkingstone
* Daisy
* Kalel Mal-estik "Sicknasty Majestic"
* Korell Jaepan (Deceased)
* Malacath
* Morgoth
* Poindexter Driscoll "Hakuna Jinu"
* Rhogar
* Strider
* Susan the Dark (Deceased)
* Tim the Enchanter
* X-22
Mheshimiwa Mkundu-Mbolea

Hakuna’s imp familiar

“Ooo-weee!” -Mheshimiwa

His name is Swahili for “Mr. Poopybutthole.” His name is sometimes spelled “Mheshimiwa Mkundu Na Mbolea,” or “Mr. Anus With Poop”

The fiend was summoned in Dimon and compelled to give his name and to sign a contract

The terms of their agreement are for Hakuna to provide him with the soul of a sentient being each month.

Mheshimiwa required a ‘Down Payment’ of 13 souls to begin the familiar tenure. To accomplish this, Hakuna became a serial killer for a short time.

Mheshimiwa was killed by a mysterious enemy after the siege of Lastern.
Mabaran Aasimar (Race)

Return to List of Homebrew Races

If your aasimar’s powers flow from Mabar, you can use the the fallen aasimar subrace from Volo’s Guide to Monsters, but forgo the Healing Hands and Light Bearer traits, and instead use the following traits.

***Consuming Touch.*** As an action, you can make a melee spell attack against a creature within your reach. On a hit, the target takes necrotic damage equal to your level and you regain hit points equal to half the damage dealt (round up). Once you use this trait, you can’t use it again until you finish a long rest. Charisma is your spellcasting ability for this trait.

***Herald of Doom.*** You know the toll the dead cantrip. Charisma is your spellcasting ability for it
Monster Manual II (book)

*Even greater threats await!*

*As heroes grow in power, they seek out more formidable adversaries. Whether sinister or seductive, ferocious or foul, the creatures lurking within these pages will challenge the most experienced characters of any campaign.*

*This supplement for the Dungeons & Dragons game unleashes a horde of monsters to confront characters of all levels of play, including several with Challenge Rating of 21 or higher. Inside are old favorites such as the death knight and the gem dragons, as well as all-new creatures, such as the bronze serpent, the effigy, and the fiendwurm. along with updated and expanded monster creation rules, **Monster Manual II** provides an inexhaustible source of ways to keep even the toughest heroes fighting and running for their lives.*
Mace

**Mace** is a character featured in the comic book Eye of the Wolf. He was a warforged artificer that fought for the nation of Cyre during the Last War. In 994 YK, he joined Captain Greykell ir'Ryc's squad on a mission to stop Karrnathi troops from recovering a relic from a Dhakaani Empire. Mace survived the Day of Mourning, but his current whereabouts are unknown.

## History

**Mace** was a warforged artificer, designed by House Cannith and sold to Cyre. He fought for Cyre during the Last War. In 994 YK, Mace was one of eight Cyran elite troops sent on a find-and-kill mission into the wilderness of Droaam. This squad, commanded by Captain Greykell ir'Ryc, was assigned to find a squad of Karrnathi troops who were after an ancient goblin relic, The Key to the Kingdom of Night.

The Cyran squad was ambushed by the Karrns, with only Greykell and Mace surviving. However, the Karrns were attacked by a battalion of gnolls under the command of a medusa. The survivors of both squads were captured by the gnolls and brought to the Daughters of Sora Kell, where they were pitted against each other in a hunt for the Key.

While Mace was seriously wounded by the Karrnathi commander, a vampire named Suradin. However, Greykell succeeded in retrieving the Key to the Kingdom of Night. The Daughters of Sora Kell healed Mace and Greykell, and the two returned to Cyre.

However, upon their return they found Cyre destroyed in the Day of Mourning. At some point after that, Greykell and Mace parted ways. Mace's current status and whereabouts are unknown.

## Abilities

Mace was an artificer, and had the abilities typical of that class. He could use is abilities to repair his own body. He could also detect the magics flowing through items, and disrupt them if necessary.

Mace has a warforged embedded spiked chain which replaced his right hand. In addition, Mace was designed to be a front-line fighter, with tougher armor than a normal warforged. Mace also also wielded a spiked shield.

## References

1. ↑ 1.0 1.1 1.2 ***Eberron: Eye of the Wolf***.
Keith Baker (August 2006). .
Mala Boromar d'Jorasco

**Mala Boromar d'Jorasco** is an unmarked heir of House Jorasco. She is married to Saidan Boromar, the patriarch of the Boromar Clan, forming an important tie between the two powerful organizations.

For example, Jorasco healers help Boromar halflings for free with the understanding that there will be a return on the investment from Saidan Boromar.

Mala and Saidan's eldest daughter is Ilyra Boromar, Sharn city counselor representing Lower Dura.

## References

* ***Sharn: City of Towers***.

Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Odian Torralyn d'Sivis

**Odian Torralyn d'Sivis** is a baron of House Sivis that resides in Zilargo. He is an influential member of the house, and has a permanent telepathic bond with Lady Tyrin Torralyn d'Sivis, who runs the House Sivis station on the island prison of Dreadhold.

## References

1. ↑ "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344.
Neogi

The **neogi** are a race of spider-like creatures that are ruthless, xenophobic slavers and plunderers.

## History

Neogi are descendants of the dwarves of the lost Deep Kingdoms, those who exiled the clans that first formed the Mror Holds. Now the neogi remain among the shattered ruins of the extinct dwarf civilization, regarded as little more than a legend by those above.

## Appearance & Personality

The neogi are extremely cruel and capricious towards others, even of their own kind. Neogi desire to own everything they see, and delight in taking slaves.

The daelkyr formed these aberrations by twisting the greed in the dwarves to a desire to consume and control everything around them.

## Abilities

The neogi possess the ability to *dominate* others to serve their whims. They have a poisonous bite.

## Society

Neogi society is cruel and greedy to the extreme.

They do not follow the daelkyr in the present day.

## Lands

Neogi are thought to reside in Khyber beneath the Ironroot Mountains of the Mror Holds. Their tunnel system stretches through to other nations including to parts of Karrnath, the Lhazaar Principalities, and the Talenta Plains.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Lords of Madness***.
Rich Baker, James Jacobs, and Steve Winter (2005). Wizards of the Coast. ISBN 0-7869-3657-1.
2. ↑ 2.0 2.1 2.2 2.3 Keith Baker (07/04/2005). Eberron Expanded -- Lords of Madness. Wizards of the Coast. Archived from the original on 07/14/2018. Retrieved on 02/07/2019.
List of warforged components

### Eberron Campaign Setting

**Basic Components**

* Armblade (attached)

* Armbow (attached)

* Battlefist (attached)

* Disk of Energy Resistance (embedded)

* Essence of the Scout (embedded)
* Essence of the Scout, Improved (embedded)
* Essence of the Scout, Greater (embedded)

* Final Messenger (embedded)
* Wand Sheath (embedded)

**Docent Components**

* Docents

**Artifact Components**

* Circlet of Preservation (attached)
* Tauric Belt (attached)

### Secrets of Xen'Drik

**Basic Components**

* Behemoth Belt (embedded)
* Belt of Fortification (embedded)
* Claw Gauntlet (attached)
* Elemental Axe (attached)
* Essence of the Jungle (embedded)
* Essence of the Jungle, Improved (embedded)
* Essence of the Jungle, Greater (embedded)
* Spinning Flail (attached)

**Docent Component**

* Shira

**Artifact Components**

* Defense of the Makers (attached?)
* Scorpion Belt (embedded)

### The Forge of War

**Basic Componets**

* Finger Picks (embedded)
* Projection Orb (embedded)
* Somatic Cables (embedded)

### Races of Eberron

**Basic Components**

* Command Circlet (attached)
* Essence of the Guard (embedded)
* Essence of the Guard, Improved (embedded)
* Essence of the Guard, Greater (embedded)
* Tracker Mask (attached)
* Traction Claws (attached)

**Artifact Components**

* Dragonshard Core (embedded)

* Winged Cape (attached)

### Explorer's Handbook

* Monocle of the Ebon Hunter (embedded)

1. Lesser
2. Greater

* Vanguard Treads (embedded)

### Dragon Magazine # 341

**Basic Components**

* Circlet of the Third Eye
* Disk of Illumination
* Disk of Shadow
* Gauntlet of the Deft Hand
* Gauntlets of Excavation
* Iron-Tooth Girdle
* Jewels of Dazzling Light
* Scorpion Brand
* Spring-Heeled Boots
* Stone of Internal Fire

**Artifact Components**

* The Clone Mask

### Dragon Magazine # 352

* Battle Visor

* Camouflaged Compartment

### Uncategorized

* Alchemical Atomizer
* Alchemical Defense Nodes
* Alchemical Failsafe
* Alchemical Launcher
* Arachnid Chassis
* Delver's Light
* Seal of Longstriding
* Shoulderbow
* Somatic Cables
* Spiked Soles
* Adamantine Plating

[1][2][3][4]
Mishva Garodya Stormhorn

**Mishva the Conqueror** is an outspoken dragonborn of the Stormhorn clan in Q'barra. She has been pushing her people to declare open war on the humans of Q'barra. Her end goal is for the return of the dragonborn empire, and a return to greatness for her people. Though she has a large amount of dragonborn, kobold, and lizardfolk, the elders of the Stormhorn clan have been actively dissuading her from her stance.

## History

Of the many dragonborn clans that make their home in Q'barra, the Stormhorn clan is one of the four most powerful. They operate from their clanhome in the southwestern section of Q'barra. Amongst those in the Stormhorn Clanhome, one of the families is the Garodya.

Mishva was an unremarkable warrior under her brother Shamash's death at the hands of Elder Nevillom, a priest of the Silver Flame and the leader of Wyrmwatch, after a trade deal went bad. She vowed vengeance for her brother's death, and began a training regimen that vastly increased her abilities.

Wanting to take the fight to Wyrmwatch, Mishva began organizing like-minded dragonborn. Under the nervous eye of both the elders of the Stormhorn clan and the Q'barran King Sebastes, Mishva built a fortress at the foot of the Endworld Mountains. From her fortress, she is within striking distance of both the Stormhorn Clanhold and Wyrmwatch. She has gathered a large force of dragonborn, kobolds, and lizardfolk under her command, and they have taken to making strikes against not only various Q'barran trade routes, but also sent raiders into Valenar and the Blade Desert.

Unknown to all but her trusted advisors, Mishva has been approached by the blue dragon Tarmahkan of Argonnessen. Tarmahkan also seeks a return of the dragonborn empire, as well as control of the hidden ruins of Haka'torvhak, and sees Mishva as a means to make those goals a reality.

Mishva has already announced her intention of entering the Ka'rhashan ritual war. If she succeeds, then she will have a position of power over the dragonborn's holy city.

## Abilities

In addition to her traditional dragonborn abilities, Mishva is an expert in the wingspear.

## References

1. ↑ 1.0 1.1 1.2 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ "**Poison Dusk, Black Sun: Explore Q'barra, Part 2**" (December 2010) by Keith Baker. *Dungeon Magazine* issue 185.
Mithril

Prized by elves and dwarves alike, mithral has been forged into some of the world's finest creations. Noble personages laud it for its beauty, making mithral a coveted choice for jewelry and ceremonial armor. A light, flexible material, mithril (or Mythril) is half the weight of iron but just as hard. Mithril ore appeared as a silver-and-black mineral in its natural form, and became a sparkling silvery-blue when it was forged.

Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

### Cost of Mithril Upgrade

* **Light Armor**
	+ +1000 galifars (gp)
* **Medium Armor**
	+ +4000 galifars (gp)
* **Heavy Armor**
	+ +9000 galifars (gp)
* **Shields**
	+ +1000 gailfars (gp)
* **Other Mithril Items**
	+ +500 gp/pound

### In Eberron

In the world of Eberron, the largest known mithril deposits are on the continent of Khorvaire, in the Mror Holds and in the Blackcaps of northern Breland.

## Other Metals

* Adamantine
* Byeshk

## References

* ***Eberron Campaign Setting***.

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

* d20 OGL
Lyran's Command Vessel

*4th-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

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

**Class List:** Artificer, Bard, Sorcerer, Wizard

A Large or smaller vehicle you touch bends to your will for the duration. On your turn, you can mentally command the vehicle to move (no action required by you), even if it isn't being pulled or isn't crewed. The vehicle moves in a direction of your choice until you command it to stop or to change direction.

The vehicle's speed is its normal speed (if it has one) or 60 feet, whichever is higher. Until the spell ends, your speed is reduced to 0. The spell ends early if the vehicle is destroyed, or if you ever lose contact with the vehicle.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target a Huge vehicle. When you cast this spell using a spell slot of 6th level or higher, you can target a Gargantuan vehicle. When you cast this spell using a spell slot of 7th or 8th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 9th level, you can maintain your concentration on the spell for up to 24 hours.
Mud Caves

### First Impression

Lean-tos, smoky fires, and makeshift hovels cling to the side of the cliff and spread into tiny caves in the great rock wall.

### Location

Cliffside, Sharn

The southern expanse of cliff face, away from the wharves where the Hilt flows into the Dagger River, is dotted with small caves. Some of the poorest of Sharn’s poor find shelter in wretched hovels built in and around these caves. The populace is a destitute mixture of humans, dwarves, gnomes, halflings, shifters, changelings, goblins, hobgoblins, bugbears, orcs, ogres, and even a troll or two.
Menechtarun

File:Placeholder
The Menechtarun desert is huge. It covers about half the land in the north-western quadrant of Xen'drik. Besides it's size, the desert is known for it's often fatally high temperatures. The desert is home to a number races: the armand (MM3), the bhuka, the asherati, and the thri-kreen.
Obsidian City

The ruins of the **Obsidian City of Gundrak'ul** are located on the Skyfall Peninsula midway between the city of Stormreach and the Titan's Teeth.

During the Age of Giants the city was renowned for its legendary forges worked by the dark elves.

The drow of the Sulatar still live in the ruins of the city.

## References

* ***Secrets of Xen'drik***.

Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Middle Central Plateau

### Districts

Embassy district, garrison, guildhall district, marketplace, professionals, temple district

### Location

Sharn

The home of Sharn’s dragonmarked families and an abundance of foreign ambassadors, the Middle Central ward rivals its upper neighbor as a seat of power in the city. In fact, that rivalry is quite literal, as Councilor Senso is a bitter personal rival of Councilor Tomollan of Upper Central. Middle Central lacks the wealth of the upper ward, but makes up for it in political connections across Khorvaire.

**Key Personalities:**

* Knight-Marshal of the Citadel Sir Banarak Tithon (LN male human fighter 7/citadel elite 5);
* High Priest of the Sovereign Host Phthaso Mogan (NG dwarf male cleric 10);
* Archierophant Ythana Morr of the Silver Flame (LE female human cleric 11);
* Merrix d’Cannith (LE male human artificer 9/dragonmark heir 3);
* Yevgen Torrn (N male half-orc expert 5/master inquisitive 3/dragonmark heir 1);
* Solia d’Lyrandar (N female half-elf expert 7/ dragonmark heir 4);
* Daphanë d’Kundarak (N female dwarf expert 7/dragonmark heir 4);
* Solirion Torralyn d’Sivis (N male gnome magewright 6/dragonmark heir 5);
* Thora Tavin (LE female human expert 3/rogue 6);
* Councilor Sorik Senso (LN male half-elf expert 11)

## Districts

* Ambassador Towers (Embassy District)
* Dava Gate (Professional Service District)
* Dragon Towers (Guildhall District)
* Sovereign Towers (Temple District)
* Sword Point (Garrison)
* Tradefair (Marketplace)
Lords of Madness: The Book of Aberrations (book)

***Unnatural Creatures of Unspeakable Evil***

*Trembling hands have recorded horrifying stories of encounters with aboleths, beholders, mind flayers, and other aberrations. The victims of these alien creatures are quickly overwhelmed by mind-numbing terror—their only comfort is the hope for a quick death.*

*This supplement for the D&D game presents a comprehensive look at some of the most bizarre creatures ever to invade the world of fantasy roleplaying. Along with information about the physiology, psychology, society, and schemes of these strange beings, you’ll find spells, feats, tactics, and tools commonly employed by those who hunt them. Lords of Madness: The Book of Aberrations also provides new rules, prestige classes, monsters, sample encounters, and fully developed NPCs ready to instill fear in any hero.*
Moonwatch

**Moonwatch** is a small town in western Breland on the banks of the Sorrihla River in the middle of the Tilorn Expanse. Lady Miral ir'Wynarn is a noble of Moonwatch.

## User Contributions

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Moonwatch is a port town at the junction of a caravan route to Galethspyre when the Dagger River is impassible. The Brelish Navy has presence here, to help to keep the waterways safe from pirates. Being the opposite side of the hilt from Sharn, it's a reputation for being a good place to move unethical cargo since it's away of eyes of the Watch.

Moonwatch gets it's name from a magic effect centered around the nearby hill of ruins, an Outpost of Giants, from long long ago. Within 12 miles of the structure, the 12 moons and the Ring of Siberys appear to be approx twenty times larger than normal. No adventurers have yet ever gone into the warrens under the Giant's Outpost and returned with the reason for the effect, most do not return at all.

The Wizards of Arcanix and scholars from Morgrave University maintain rival observatories near the ruins, as well as dabbling amateurs, to better view the moons and make observations. House Tharashk maintains viewing stations to track where dragonshards fall. Agents of the Gatekeepers look for signs of deadly planar convergences.
Alas the constant intermittent fogs, makes the area less than reliable as other locations. But when conditions line up, great things are seen.

## References

* ***Five Nations***.

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

The Lower Central ward seems to exist in blissful ignorance of the power struggles raging above it. A hotbed of cutting-edge artistic expression and unusual ideologies, Lower Central serves as a counter-cultural contrast to Sharn’s busy downtown.

## Key Personalities

* Councilor Sava Kharisa (NG female human expert 7/wizard 3),
* Kielsten Marquan (NE male dwarf expert 3/rogue 3)

## Districts

* Boldrei's Hearth (Inn District)
* Granite Halls (Shops)
* Myshan Gardens (Average Residential)
* North Towers (Shops)
* Olladra's Kitchen (Tavern District)
* Vallia Towers (Average residential)
Living Legend (Spell)

*9th-level abjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V

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

**Class List:** Bard

Your words weave legend into reality, imbuing those around you with power normally known only in myth. You can grant up to three Legendary Actions and three Legendary Resistances to willing creatures, other than yourself, who can hear you. You can distribute them between targets as you with (for example, granting one legendary action and one legendary resistance to three different creatures, or granting all three to one creature).

An affected creature can take each Legendary Action they possess once per round, doing so at the end of another creature's turn. The creature can use this action to make one attack, to cast one spell of 2nd-level or lower, to move up to its speed without provoking opportunity attacks, or to repeat a saving throw against one ongoing effect currently affecting it.

An affected creature can use a legendary resistance when it fails a saving throw to automatically succeed instead. Once a legendary resistance is used, it can't be used again for the duration.
Nulakesh

The **Nulakesh Empire** dominated central Sarlona for centuries before the Sundering. Nulakesh lacked the magical or philosophical sophistication of many of the smaller kingdoms, but it had a large, dedicated population and extensive natural resources, along with a superbly disciplined army. Nulakesh went through many periods of expansion and decline over the centuries, and it was fading when the quori came to Sarlona. Dream manipulation helped inspire the Nulakesh war leaders to reclaim their ancestral glory and, later, to convert the disgruntled populace to the Path of Inspiration. The strong martial tradition continues to the present day, and much of the Harmonious Shield is recruited from this province.

The Nulakeshi despise non-humans; as a result, shifters and ogres are rarely deployed in this province. The Nulakeshi are deeply devoted to the Inspired, and the daily exercises of the peasants often have a martial theme. Many people who would be commoners in other provinces are trained as warriors.