recursal/Fanatic-Fandom huggingface dataset:
Dragon's Blood

**Dragon's blood** is a potent and dangerous alchemical drug produced in Droaam, such as by the night hag Jabra. It is distributed by Daask in Sharn. While its alchemical makeup is still a mystery, it is known that it is not actually made from the blood of a dragon. Dragon's blood is extremely dangerous, but highly valued by some arcane practicioners willing to risk burning out for the enhancement to their arcane powers. It is also said to greatly increase the power of one's dragonmark for a short time.

**Dragon's Blood.** Dragon's blood comes in three varieties - tar black, midnight blue, and blood red. A character can only gain the benefits of one elixir of dragon's blood per day, regardless of the specific type of blood. After it is used, subsequent doses have no effect until the character finishes a long rest. When you use dragon's blood, you take an ammount of poison damage shown on the table below. When the effects of dragon's blood end, you must make a Wisdom saving throw, unless you are already addicted to it. On a success, you gain a number of points of exhaustion shown on the table below. On a failure, you become Addicted to dragon's blood.

 Tar Black
 Blood Red

**Midnight Blue.** When you drink a dose of blue dragon's blood, you can cast any spell you can normally cast from a racial feature, or a spell from your Spells of the Mark table with a spell level up to half of your character level without expending its use or using a spell slot. You have one hour to cast a spell in this way, and once you do, the effect of blue dragon's blood wears off.

**Tar Black.** For one hour after you drink a dose of black dragon's blood, whenever a feature allows you to roll a d4 and add it to the result of certain kinds of ability checks, you roll a d12 instead.

**Blood Red.** For the next minute, you are under the effects of the spell Sorcerer Supreme.
Dragonmark Channel (Item)

*Wondrous item, common (requires attunement by a creature with a specific dragonmark)*

This brooch is embedded with a small Siberys dragonshard, usually depicting the crest of its dragonmarked house. Each dragonmark channel is tied to a specific dragonmark, such as the Mark of Healing or the Mark of Making, and you can only attune to it if you possess that dragonmark.

While wearing a dragonmark channel, you can use it to cast any 1st-level spell on your racial Spells of the Mark list. Once you use the channel, it can’t be used again until you complete a long rest. Your spellcasting ability for this spell is the same as the spellcasting ability for the spells you can cast once per long rest as a racial feature.
Essence of Blinding (Item)

*Wondrous item, uncommon (requires attunement requires attunement by a warforged)*

This bright golden torc bears symbols representing the sun. When attached, it hinges open and locks around your neck, and over the course of attunement it embeds itself onto your body. This node has 5 charges, and regains 1d4+1 charges daily at dawn. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:

* The first command word causes the torc to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the torc.
* The second command word expends 1 charge and causes the torc to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
* The third command word expends 5 charges and causes the torc to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.
Demonthorn Mandrake

**Demonthorn mandrakes** are demonic, poisonous plants that sprout in some of the vilest locations across the planes. Demonthorn mandrakes have been spotted on the planes of Lamannia and Shavarath. On the Material Plane, demonthorn mandrakes have been seen within the Demon Wastes, especially in the Labyrinth, and in the deep wilds of Xen'drik. Demonthorn mandrakes are born from the deaths of those that are killed by their spore pods. It is said that demonthorn mandrakes all originate from the "Mother Seed" that is out there on some plane.

## Appearance & Personality

Demonthorn mandrakes are large trees with thorny red stalks emerging in the place of branches. Crimson roots attach the mandrake to whatever surface it finds its home; some mandrakes can be found growing on walls or even ceilings. Star-shaped leaves ring the plant around a large spiny seedpod at its center, with two vines sprouting from the sides of this pod. Demonthorn mandrakes can be found alone, or in forests of hundreds.

Demonthorn mandrakes possess an intelligence, and it is evil. While they do not have a language, they can be coaxed into helping other evil creatures, and are sometimes used as guardians.

## Abilities

Unlike other plants, demonthorn mandrakes possess an intelligence, and will use this maliciously. They will openly attack creatures that some within a proximity to them, spitting their spore pods at their targets. These spore pods will infect their targets with demonthorn mandrake spores, which begin sprouting immediately. Thorns will burst through the skin of those exposed, and continue to grow through skin. These thorns are susceptible to holy water, which will cause the thorns and spores to shrivel and die. When a creature dies from these spores, the thorns will continue to grow in the victim's dead body, eventually growing into a fully formed demonthorn mandrake.

Once their opponents are inundated with spores, demonthorn mandrakes will then close into melee combat. Mandrakes have the ability to uproot and move themselves. In addition, these roots can stretch out and entangle their targets. Mandrakes will then attack their foes with their barbed spiny vines.

In addition to these abilities, demonthorn mandrakes are resistant to electricity and fire, and possess a wide array of senses, including low-light vision, darkvision, and tremorsense.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual V***.
 (July 2007). Wizards of the Coast. ISBN 0-7869-4115-4.
Dorin ir'Adan

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Played by Ryan - **Dorin ir'Adan** hails from the shattered land of Cyre. Son of Victor and Gabriela ir'Adan.

Dorin was killed by a pair of ghouls while exploring the sewers under Herrgoth d'Cannith's estate in Sharn.

Notes: Human
Dawn-Builders

The Dawn-Builders are a guild run by House Ghallanda, it's leader is Chervina the Architect. The Dawn-Builders consists of several hundred masons and artisans along with a group of guards. The Dawn-Builders' objective is to build new enclaves in specific locations designated by their leader Chervina whilst the guards only objective is to clear these locations of threats. The guild members are only informed as to where they'll be building next at the last minute as Chervina refuses to announce future project locations in advance. These building sites are seemingly decided at random however, Chervina claims she is following the Draconic Prophecy. The Dawn-Builders are directed to build in all types of locations ranging from central nations to remote wilds of The Demon Wastes and even Xen'drik. Chervina sometimes sets dead lines on the projects though, the consequences for failing to meet these deadlines are unknown to the Dawn-Builders. Chervina prefers to rely on her guards or adventurers to keep the masons and artisans safe however, when the time calls for it she will contract House Deneith mercenaries or House Tharashk rangers.
Essthus

**Essthus** is a blackscale lizardfolk, and the muscle to Tava Rassa, a yuan-ti anathema that rules a tribe of lizardfolk. The Church of the Silver Flame have been seeking a way to breach their tribal home, the Shrine of the Serpent, and destroy the evil of Tava Rassa and Essthus forever.

## References

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

**Duergar**, sometimes called gray dwarves, are a kind of psionic humanoid closely related to dwarves. They are known to dwell in various parts of Sarlona.

## History

Many duergar belonged to the Akiak civilization of the Paqaa Mountains in northern Sarlona. The Akiak were an integrated community of dwarves and duergar who were adept at shaping metals and crystals found in the mountains.

The Akiak dwarves and duergar were hired by the Inspired of Riedra to construct the hanbalani altases (Riedran monoliths), which they now use to subtly control the populace of Riedra. To maintain the secret of the construction of these monoliths, the Akiak were betrayed by the Inspired in an event known as the Night of Razor Dreams.

Now most of the duergar of Sarlona toil in underground mines of Riedra as slaves of the Inspired hidden from sight, or roam as refugees in mobile camps in the southern Tashana Tundra.

Several of the ruined keeps of the Akiak remain in the Frostblade Mountains and Paqaa Mountains of the southern Tashana Tundra.

## Appearance & Personality

Duergar are a generally grim folk with a heardhearted nature. As a culture they have a tendency towards evil or neutrality.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Duergar speak Dwarven and Undercommon.

## Abilities

Duergar posses psionic abilities, including the ability to grow in size.

 File:103014.jpg
## Notable Personalities

* **Jade-lin, the Akiak Resistance Leader:** Jade-lin is a female duergar who leads raids on the forces of Riedra following their betrayal of her people on the Night of Razor Dreams.

## Notes

There may be some conflict between the dwarves of House Kundarak and the duergar based off of an image in the Dragonmarked sourcebook, though this might be a mistake in art direction for the specific image.

## References

1. ↑ The psionic duergar variant may be found on page 195-196 of the Expanded Psionics Handbook
2. ↑ 2.0 2.1 2.2 2.3 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 ***Expanded Psionics Handbook***.
Bruce R. Cordell (April 2004). Wizards of the Coast. ISBN 0-7869-3301-1.
4. ↑ 4.0 4.1 4.2 4.3 4.4 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
5. ↑ ***Dragons of Eberron***.
Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
6. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Dragonborn (Metallic)

***Age.*** Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

***Size.*** Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

***Metallic Ancestry.*** You have draconic ancestry, granting you a special magical affinity. Choose one kind of dragon from the Metallic Ancestry table. This determines the damage type for your other traits, as shown in the table.

Metallic Ancestry
 Bronze
 Copper
 Gold
 Silver

***Breath Weapon.*** When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy. Your metallic ancestry determines the size, shape, and damage type of the exhalation. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

***Draconic Resistance.*** You have resistance to the damage type associated with your Metallic Ancestry.

***Metallic Breath Weapon.*** At 5th level, you gain a second breath weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation in a 15-foot cone. The save DC for this breath is 8 + your Constitution modifier + your proficiency bonus. Whenever you use this trait, choose one:

* **Slowing Breath.** Each creature in the cone must succeed on a Constitution saving throw or become Slowed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
* **Repulsion Breath.** Each creature in the cone must succeed on a Strength saving throw or be pushed 20 feet away from you and be knocked prone.

Once you use your Metallic Breath Weapon, you can't do so again until you finish a long rest.

***Languages.*** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Everarda ir'Kavay

**Archmage Everarda/Evarthan ir'Kavay** is the current Archmage of the Esoteric Order of Aureon. They are an ally of of Lord Ruken ir'Clarn, and supports his ideal of democratic governmental reform in Breland through legal channels. They are also a Platinum Concordian of The Aurum.

## Description

Everarda ir'Kavay is an elder wizard in their eighties. They are genderfluid, and often use cosmetic transmutation to change their appearance.
Alignment

The **alignment** system in *Dungeons & Dragons* is a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos. Those characters that fall on one of the extremes are "good" or "evil", "lawful" or "chaotic"; in addition, there is a middle ground of "neutrality" on both axes, describing characters that are indifferent, committed to balance, or conflicted about the struggle between good and evil (or law and chaos). By combining the two axes, any given character has one of nine possible alignments:

Certain classes are restricted in the sorts of alignment they can take. A paladin traditionally must be of lawful good alignment; rogues and barbarians are seldom lawful in alignment. Clerics and other priests must typically uphold the alignments favoured by their deities. Druids must be wholly or partially neutral in their allegiances. Assassins are usually evil. These restrictions have been somewhat relaxed in the 3rd edition of the *Dungeons & Dragons* game, although a character's alignment may shift if he acts in marked variance from his declared alignment.
Doran Del Doras

**Doran Del Doras** is a master of spies for the gnomish nation of Zilargo. Doral Del Doras is assigned to Ambassador Tasho Mol Doras, Zilargo's ambassador to Breland in Sharn, but everyone knows that Doran is the true power. Doran is an agent of the Trust, and has contacts throughout all of Breland. He can telepathically communicate with both Madra Sil Sarin, his head assassin, and his superior back in Zilargo.

## References

1. ↑ ***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Exsanguinating Ray (Spell)

*2nd-level necromancy*

**Casting Time:** 1 action

**Range:** Self (60-foot line)

**Components:** S, M (a tiny iron stake and a ruby worth at least 30 gp)

**Duration:** Instantaneous

**Class List:** Sorcerer, Warlock, Wizard

A line of crimson, necrotic energy 60 feet long and 5 feet wide shoots out from your hands, growing more powerful with each creature it damages along the way. Each creature in the line must make a Constitution saving throw, starting with the creature closest to the origin of the line. On a failed save, a creature suffers 3d6 Necrotic damage and the damage increases by 1d6 for the next creature in the spell's line, or by 2d6 if the damage reduced the target to o hit points. A creature resistant or immune to necrotic damage, or a creature with no blood (at the GM's discretion), does not cause the damage to increase

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d6 and the length of the line increases by 10 feet for each slot level above 2nd.
Disk of Shadow

**Source** | Dragon Magazine issue #341

The **disk of shadow** is a warforged component that can be attached to the chest of a warforged. It is a slim, metal disc forged in the shape of a crescent moon from a blackened metal that always seems like it is enshrouded in shadow, even during the daylight. When activated, an inky black cloud emerges from the mount of the warforged, enveloping the warforged's body.

## 3rd Edition Mechanics

When activated, the disk of shadow envelops the warforged in a *darkness* spell for one hour. While enshrouded, the warforged gains a +2 concealment bonus to AC and a +5 bonus to Hide checks. These bonuses to not apply to creatures that possess darkvision or have the ability to see through magical darkness. The disk takes up the amulet slot on the warforged's body.

## References

1. ↑ 1.0 1.1 "**Arcane Upgrade: Warforged Magic Items**" (March 2005) by John Polojac. *Dragon magazine* issue 341.
Deep Speech

**Deep Speech** is a language that was brought to the world of Eberron by the daelkyr upon their incursion during the Daelkyr War. It is spoken by many of the creations of the daelkyr, from dolgaunts to symbionts, and their followers.

## Behind the Scenes

In the 3rd edition of Dungeons & Dragons, the daelkyr spoke their own eponymous language, which eventually evolved to a new language called Undercommon. However, in 4th edition, these languages were merged into Deep Speech. In core 4th edition D&D, Deep Speech uses the Rellanic script; however, in the Eberron campaign, it is a different script called Daelkyr.

## References

1. ↑ 1.0 1.1 ***Eberron Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Dragonmarks (series)

**Dragonmarks** was a series that debuted in Dragon Magazine #351, in January 2007, publised by Paizo Publishing. The series was originally started by Eberron creator Keith Baker, who wrote the initial article. Subsequent articles were written by a rotating group of authors, including Amber E. Scott, Nicolas Logue, Russell Brown, Tim Hitchcock and Baker himself. Each article features an introduction written by Baker, in the hand of "Tasker," an excoriate of House Sivis.

Dragonmarks continued until issue #359, the last issue of Dragon Magazine published by Paizo.

## List of Articles

* *Sorcerers in Eberron* (game mechanics) - Issue #351
* *Warforged: Fierce and Furious* (game mechanics) - Issue #352
* *Manifestly Strange* (game mechanics) - Issue #353
* *Boromar Clan* (game mechanics) - Issue #354
* *Way of the Shackled Beast* (game mechanics) - Issue #355
* *The Gathering Stone* (backdrop) - Issue #356
* *Spell Sovereign* (game mechanics) - Issue #357
* *Fragments of the Prophecy* (game mechanics) - Issue #358
* *Echoes of the Mourning* (backdrop) - Issue #359
Dust of Illusion (Item)

*Wondrous Item, uncommon*

This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put *dust of illusion* on a creature, and that creature is affected as if by a *disguise self* glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target can make a DC 12 Dexterity save to avoid the dust. The glamer lasts for 2 hours.
Explore Fairhaven: Agents and Enemies

**Edition** | 4th ed.

*Fairhaven is noted for its beauty, much like the rest of Aundair. But, as with any large mass of people, hidden evil has wormed its way through the community’s roots and weaves webs in Fairhaven’s highest places. Ill fortune or decisive action can bring wicked eyes down on the bold. For such worthies, even gentle and beautiful Fairhaven is a place of adventure. See Dungeon #170 for more information on the city.*
Abandoned Cathedral of the Silver Flame

This tall, imposing cathedral was one of the largest outside Thrane’s borders, and it was a frequent sendoff point for many Silver Flame missionaries to the west. But when the Church of the Silver Flame seized control of Thrane after Thalin’s death in 914 YK, King Wrogar ordered the cathedral closed, and its clerics fled rather than face arrest.

The cathedral has lain vacant ever since. A few looters have explored its many chambers, but most Fairhaveners regard the place as haunted. Few children willingly walk within the cathedral’s shadow, believing that “Thrane ghosts” will get them if they do. Even adults regard it as bad luck to stand within the cathedral’s shadow—or even to acknowledge its presence. The entire city does its best to pretend that the cathedral isn’t there.

One of Fairhaven’s most powerful criminal syndicates, the Dark Dagger Gang, has seized the opportunity that the city’s deliberate amnesia presents. The changeling head of the syndicate, Kreelo, has moved his headquarters into the cathedral. Now the Dark Dagger gang plots to rule Fairhaven’s underworld from amid the tattered tapestries and shattered stained-glass windows of the former cathedral.
Dragonblood Sorcerer

As arcane science advanced, sages discovered a new form of sorcerer: individuals with an innate power to channel the ambient magical power known as the Blood of Siberys. These sorcerers use the techniques and trappings of Siberyan wizardry to harness their power; they study Arcana and apply it to their magic. But a dragonblood sorcerer doesn’t prepare spells as a wizard does; instead they must discover the spells they are naturally attuned to—the spells they are innately prepared to cast. This is the “Harry Potter” model of sorcerer; they resemble wizards and study alongside wizards, but their gift is tied to an innate talent, not simply learned. Dragonblood rarely has any obvious physical manifestation and as such generally doesn’t involve the Draconic Bloodline origin, but most other origins could be tied to this form of sorcerer.

The Arcanix scholar Iria ir’Rayne believes that there may be more people with latent dragonblood talent than has been realized; it’s simply that there’s no widespread method to test for this talent. Iria founded the Children of Siberys in 989 YK, with the intention of both guiding Dragonblood students and in studying the nature of Dragonblood sorcery.
Essence of the Scout (Item)

*Wondrous item, rare (requires attunement requires attunement by a warforged)*

This dark metal torc is engraved with symbols representing silence and shadow. When attached, it hinges open and locks around your neck, and over the course of attunement it welds onto your body. Your metal parts gleam less, and the wood and stone of your body hush quietly when you move. While attached, you gain proficiency in the Stealth skill, and you do not have disadvantage on Dexterity (Stealth) checks from armor that imposes it.
Delver's Light

**Source** | Eberron Player's Guide, pg. 114;
Dragon Magazine issue #364

A **delver's light** is a warforged component that can be embedded in a warforged's head or chest. This magical gem, once activated, gives off light in all directions, powered by the warforged's life force.

## 4th Edition Mechanics

The delver's light can either A) shed dim light up to a radius of 20 squares or B) shed bright light up to a radius of 20 squares. It is a free action to activate either of these abilities, as well as a free action to deactivate the light.

## References

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

*Wondrous item, common*

These copper-rimmed crystal lenses come in a paired set. When placed over your eyes and attuned to, over the course of attunement the lenses lock into place in your eye sockets and form a second layer over your regular crystalline eyes.

While delver's eyes are attached, you can activate or deactivate them on your turn, requiring no action (but you may only either activate or deactivate once per turn). When you activate your delver's eyes, they emit a cone of bright light out to 30 feet, and dim light in an additional 30 feet beyond that. The cone is always emitted in the direction you are looking.
Dictograph (Item)

*Wondrous Item, common*

This exceptionally crafted quill has a crystal nib cut from a single Siberys dragonshard. The quill can be activated as an action by a creature with the Mark of Scribing, and it can be used in two ways. By twisting the nib clockwise until it clicks once, the quill's first mode is activated. In this mode, the holder of the quill can dictate up to 10 minutes of speech, which the quill will remember. By turning the nib until it clicks once more, the quill becomes inactive.

From its inactive state, twisting the nib clockwise until it clicks twice, the quill's second mode activates. While the second mode is active, the quill can be placed upon any blank page, either loose-leaf or bound. Once placed, the quill will remain upright and will produce its own ink with which to write. It will transcribe the last speech recorded in its first mode. The quill will automatically turn to a blank page if it requires more room when transcribing to a page. If it runs out of paper, it will pause until a new blank page is placed beneath it.

A remembered speech remains remembered until it is replaced with a new speech, allowing multiple copies of the same speech to be transcribed.
Druidic

**Druidic**, also known as **Vvaar**, is the secret language of druids that was first taught to mortals by the Black Dragon Vvaraak. It is not a written, spoken language, per se, but rather a way to speak with nature. It includes the way one calms an animal or the way one speaks with plants. It is a common knowledge that is shared with the druids across Khorvaire, whether they are a Greensinger in the Eldeen Reaches or a Talenta mask-weaver.

Many druids believe that Druidic is the first language spoken by the dragon Eberron herself; others claim to have found Druidic inscriptions carved in the sides of mountains or written in the clouds. Whatever the case, the ability to perform druidic magic is integrally tied to knowledge of the Druidic language; the two are one and the same.

## References

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 ***Dragonshards: The Druids of Khorvaire, Part 1***. Keith Baker (October 17th, 2005). Wizards of the Coast.
Dorian d'Lyrandar

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Dorian d'Lyrandar is a Half-Elf Windwright Captain of House Lyrandar. His elven ancestry is very evident and mostly mistaken to be an Elf. His airship is known as The Last Breath.

Dorian encountered the party in a small trading village on the border of Valenar and the Talenta Plains. He convinced the party to escort him to Graenethome, where his airship was being held captive by the Halflings of that city. The party helped Dorian get his airship back and in exchange, he allowed them to accompany him to Sharn aboard The Last Breath.

Recently, Dorian became engaged to the Elf, Elsebeth ir'Silmarwen, and invited the party to attend an engagement party. Here he celebrated with the party by drinking some absentia with them.

Dorian maintains a farely close relationship with the party, and may provide valuable airship travel.

Notes: Half-elf, Member of House Lyrandar
Dolurrh’s Gate

Based in Fairhaven in Aundair, this is one of the only respected orders of Necromancers in the Five Nations. Members of the order focus on the positive uses of necromancy, such as the practical value of *speak with dead;* they’re also experts on undead, studying how to contain and control undead threats.
Drown (Spell)

*2nd-level conjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a container with teeth and seawater)

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

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

You conjure a swirling globe of magical water around an enemy's head to drown them where they stand. Choose one creature in range that you can see. The target must make a Strength saving throw, or have their head engulfed in water. If the target needs to breathe and cannot breathe underwater, and doesn't have another head that allows it to breathe, it begins Suffocating.

For the duration of the spell, the target takes 2d8 bludgeoning damage at the start of each of its turns. At the end of each of its turns, the target can repeat the saving throw, ending the spell on a success.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd Level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 1 hour.
Drow Long Knife

A **Drow Long Knife**is an off-handed weapon first featured in the 3.5 edition Races of Eberron supplement and then in the 4th edition Eberron Player's Guide and is used by the drow of Xen'drik. This large knife is three-quarters the length of a longsword and has an outwardly curving hook on its end. Despite its length the blade is too slender to be classed as a short sword and is too large to be a dagger, so the weapon is classed as a long knife. These knives weigh 2lb, cost 15gp and are apart of the Heavy blade group in the 4th edition and a exotic light melee weapon in 3.5 edition.

**Races of Eberron**: Page 172

## References

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

***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
Dust of Tracelessness (Item)

*Wondrous Item, uncommon*

This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.

A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. The DC to track a quarry across an area affected by this dust increases by 20.
Elemental Land Cart

The Elemental Landcart resembles a large wagon however, a elemental spirit is attached to the front and acts as an engine. The elemental spirit is usually an earth spirit and is contained in a Khyber dragonshard in the front of the vehicle. Created by members of House Cannith and found rarely out of the ownership of House Cannith, Kundarak and Orien members, this land vehicle is a rare luxury. Elemental Landcarts can host up to eight passengers or a considerable amount of cargo.
Diani ir'Wynarn

Queen Diani ir'Wynarn is the Blood Regent of Thrane. She tries to keep the monarchy relevant to the people and the government. She hopes to take back the throne and rule Thrane as is her birthright, but she is still a figure head and has no real political power. The theocrats think that she has little use other then to keep the people's eyes on her. Her enemies find her beautiful, with her sole function being to look elegant at formal events. But it would not be wise for her rivals to underestimate her.

The Queen has her "primary" residence in the royal palace of Thalingard in the Flamekeep throughout the year. She uses this castle as a way to keep an eye on what is going on in the nation. Most of the time Diani lives in Silvercliff Castle, the summer home of her family. She meets privately with people who could help her with get back her family's power. She holds audiences with nobles from other kingdoms that the theocracy regards as irrelevant.

Although she is against what Jaela Daran represents, the Queen does like the Keeper of the Flame and tries to help her make decisions that will help the people of Thrane. She believes that the people will see that the theocrats are corrupt. But the clerics still regard her as representative of a lost and forgotten age.

## References

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

**Edition** | 4th ed.

*Aundair is a land of rolling plains and forests. Its people are earthy, idealistic, patriotic, and hungry for knowledge. Respect for arcane magic runs deep in them, and their nation produces some of the finest arcanists on the continent. In the intellectual and spiritual center of this diversity stands Fairhaven, capital of Aundair.*
Eberron Wiki:Help

**Getting Started** is as easy as diving headfirst into the wiki.

Realize that this information is going to be in the public domain and therefore it most likely will be mercilessly edited and changed over time.

If this is your first time editing a wiki there are great resources to learn how to code wiki pages out there, some links are available in the FAQ, in fact the FAQ is a good place to start.

If you're not sure what to tackle first take a look at our Most Wanted Pages and knock out a few of those. If editing is more your thing look at our cleanup required category to see what existing pages need another coat of polish. If you still don't know where to go try a random page and follow the first red link you find! There's plenty of room for improvement so get started today!
Deathsgate Guild

Established 200 years ago, this is a guild for adventurers and soldiers of fortune—a place for people with talent and courage to hone their skills and enjoy the company of like-minded folk. Many Deathsgate Guild adventurers served in the Last War.

The members of Deathsgate Guild have a strong rivalry with the adventurers of the Clifftop Guild, and Deathsgaters often start fights with their counterparts, both in Sharn and while out on adventures.

* ***Motto.*** “There is profit to be had from the past.”
* ***Headquarters.*** Deathsgate District, Middle Tavick’s Landing, Sharn
* ***Beliefs.*** The Deathsgate Adventurers’ Guild’s beliefs can be summarized as follows:
- Uncovering the treasures of the past is worth a lot to the right people.
- There can be no reward without risk.
* ***Goals.*** To bring profit to the Guild and its individuals by uncovering ancient artifacts, and selling them to those who bid high.
* ***Typical Quests.*** Uncovering ancient ruins and looting their treasures for profit.

### Renown

An applicant must gain the approval of at least five current members of the Guild, and must pay the annual dues of 12 gp. Once they have done so, the adventurer gains Renown 1 with the Deathgate Adventurer Guild.

Basic Membership benefits include the following (further perks of belonging to the Guild are determined by Rank):

* While at the Guildhouse, members have advantage on Intelligence checks to estimate the value of a treasure or any Intelligence (History) checks made to determine information about Xen’drik or the Dhakaani Empire.
* The Guild maintains lists of references for hirelings and inquisitives that have worked for Guild members in the past. As a result, any hireling they employ through Guild references should be loyal and honest.

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1. ↑ https://in-the-shadows-of-the-last-war.obsidianportal.com/wiki\_pages/the-deathsgate-adventurers-guild
Drybrooch (Item)

*Wondrous item, common*

While holding or wearing a drybrooch, you can use an action to summon or dismiss a dome of energy that manifests just above your head. This energy repels moderate quantities of frozen and liquid water, such as rain, snow, bird droppings, or other similar nuisances, but can’t be used to protect against harsh environmental hazards or attacks. Typically, a drybrooch field is silvery and translucent. More expensive models have illusions woven into the field; one popular drybrooch creates the image of a sunny blue sky overhead
Deva

Deva are a player race featured in the Dungeons & Dragons 4th edition Player's Handbook 2. They have many similarities to the 3rd edition Aasimar who they replaced. The deva are similar to angels though, they're spirits of good, mortified into a physical form to fight an endless war against evil.

*"Immortal spirits who embody virtue, born and reborn to mortal life in the world".*
Dhakaani Guul'Dar (Race)

Return to List of Homebrew Races

Dhakaani bugbears are known as guul’dar, “strong folk,” and are celebrated for their strength and courage. They help perform heavy labor where strength is required, but most yearn to prove their mettle on the battlefield, risking their lives to earn the glory known as atcha. Your guul’dar character has the following traits.

***Ability Score Increase.*** Your Strength score increases by 2, and either your Dexterity or Constitution score increases by 1 (your choice).

***Age.*** Guul’dar reach adulthood at age 16 and live up to 80 years.

***Size.*** Guul’dar are between 6 and 8 feet tall and weigh between 250 and 300 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Brave.*** You have advantage on saving throws against being frightened.

***Long-Limbed.*** When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

***Stand by the Strong.*** When an ally within 30 feet of you that can see you fails a saving throw against becoming frightened, you can use your reaction to allow it to reroll the saving throw.

***Languages.*** You can speak, read, and write Common and Goblin.
Dral Khatuur

**Dral Khatuur, the Heart of Winter** is one of the fiendish Overlords that ruled Eberron during the Age of Demons. She has dominion over cold and winter. She is also called the Killing Cold.

## History

Known as the Heart of Winter, she represents the relentless cold of the season and, more specifically, the innate fear mortals have of the unknown and untraversable frost. The supernatural horrors of the Frostfell are explained by some as the presence of this Overlord, trapped beneath the ice or within the unnatural cold itself, but no mortal knows for sure.

Even the immortal Lords of Dust are said to fear her, as none in their ranks serve Dral Khatuur or work toward her release.

## Appearance & Personality

Dral Khatuur embodies mortal fears of cold, winter, and darkness. Her appearance would be presumably tied in with those themes.

Dral Khatuur maintains no known followers among The Lords of Dust, and seems to have no affinity for the rakshasa as many other known Overlords do.

## Abilities

Dral Khatuur counts **Death**, **Cold**, and **Winter** as her domains.

## Notes

Dral Khatuur was originally meant for content related to the continent of Frostfell. Ultimately, the Overlord never appeared in any published works from Wizards of the Coast, but Keith Baker has talked about her at some length on his blog.

## References

1. ↑ 1.0 1.1 Keith Baker (01/20/2018). Manifest Zone: Changelings, Shifters and Lycanthropes. Archived from the original on 05/17/2018. Retrieved on 02/27/2019.
2. ↑ 2.0 2.1 2.2 Keith Baker (03/15/2018). The Age of Demons and You. Archived from the original on 06/20/2018. Retrieved on 02/27/2019.
3. ↑ 3.0 3.1 Keith Baker (03/05/2013). Dragonmarks 3/4: The Lords of Dust. Archived from the original on 01/24/2018. Retrieved on 02/27/2019.
4. ↑ 4.0 4.1 Keith Baker (03/15/2018). The Age of Demons and You. “Dral Khatuur isn’t an embodiment of the natural concept of cold. She embodies mortal fear of the cold and the darkness. She is the winter that steals the sun, the terror you feel when you hear the icy wind howling in the night. She can trap the spirits of those she kills; if that icy wind sounds like screaming, it may be the tortured cries of Dral Khatuur’s victims. She can even craft simulacrums of her victims out of frost, and send them back to prey on their friends… so if a comrade of yours disappears for a time in the icy dark and then returns, are you sure that it’s still your friend? In short it’s the same as a lycanthrope; it resembles a natural phenomenon, but it is embodying mortal fears as opposed to an actual, natural concept. This comes back to the fact that Dral Khatuur was designed to drive a suspense/horror story arc as opposed to a long term campaign.”
5. ↑ 5.0 5.1 Keith Baker (02/03/2017). Eberron Flashback: The Lords of Dust. Retrieved on 02/07/2019.
Ennui

**Ennui** drains motion and memory, reflecting the soul-sapping power of Dolurrh. Everything about Dolurrh is gray and gloomy. Even the brightest colors seem faded, the most joyful sounds seem dull. The heavy weight of ennui settles on travelers the moment they arrive, making even the simplest tasks feel challenging. And there’s a constant pull, tugging on memory and emotion, a desire to just sit down and let it all go.

## Effects

Ennui is measured in levels, and has the same effects and rules as exhaustion, with one exception - ennui affects all creatures that aren’t native to Dolurrh, including undead and other creatures immune to exhaustion. Ennui is separate from exhaustion, and exhaustion levels don’t stack with ennui. If a creature has both ennui and exhaustion, use whichever condition it has more levels of to determine the effects.

When a creature reaches 6 levels of ennui, its will is completely broken and it can take no purposeful action; if this happens to a living creature or to a shade, its physical body dies and it becomes a husk bound to Dolurrh.

### Gaining Ennui

* **Eternal Ennui.** When a creature enters Dolurrh, it immediately gains one level of ennui. While in Dolurrh, this level of ennui can’t be removed by any means.
* **Inevitable Entrapment.** Whenever a creature finishes a short or long rest, it must make a DC 12 Wisdom saving throw. On a failed save, it gains one level of ennui. Each time it makes this saving throw, the DC increases by 1. Whenever a creature ends a 24-hour period without finishing a long rest, it must make this saving throw as if it had just finished a rest, but its roll is made with disadvantage. Whenever a creature ends a 24-hour period without being in Dolurrh, the DC decreases by 1 (to a minimum of 12).

### Suppressing Ennui

* While under the effects of a Beacon of Hope spell, all levels of a living creature's ennui are suppressed. The creature's ennui returns when the spell ends on them.
* A creature under the effects of a Mind Blank spell can't gain additional levels of ennui from Dolurrh’s Inevitable Entrapment property.

### Removing Ennui

* Whenever a living creature with 2 or more levels of ennui finishes a long rest, if it succeeds against its saving throw against Dolurrh’s Inevitable Entrapment property by 5 or more, it reduces its ennui level by 1.
* When a living creature is the target of Greater Restoration, the spell can reduce the target's Ennui level by one. This also decreases the target's DC for Dolurrh’s Inevitable Entrapment property by 1.
* Undead can’t recover from ennui while in Dolurrh.
* When a creature leaves Dolurrh, hope begins to return to them. Finishing a Long Rest reduces a creature’s exhaustion level by 1, provided that the creature is not in Dolurrh.
Dragon

The **Dragons** of Eberron are different from mainstream D&D ones in the fact that, while inclined towards the alignment of their race, they are not bound to it. Thus, it is possible to have a Chaotic Evil silver dragon or a Lawful Good red dragon in Eberron. They also fill an important story role. They fulfill much of the duties that gods normally would in the campaign as near-omnipotent meddlers.

Dragons in Eberron were one of the first races, if not the first. They fought the creatures of Khyber in the Demon Wars that were the first epic conflict of the world. The war ended when Dragons bound all of the horrors of the conflict, including the mighty Rajahs, underneath the planet's surface.

Later, dragons would aid the giant civilization of Xen'Drik in defeating the Quori. Later, they would turn upon their allies and utterly annihilate the giant civilization when they attempted to use their eldritch machines against their revolting slaves. The dragons would be frustrated in a war against the nation of Aerenal as the Undying Court wielded power that matched their own.

The dragons would remain removed from the politics of Khorvaire, except for those who belong to The Chamber. One member of their ranks would teach the Gatekeepers how to bind demons and thus win the Daelkyr War. This would also lead to the rise of druidism.

Most dragons are fearful of interfering in the world and base nearly all of their actions on the Draconic Prophecy. This is a strange prophecy that seems tied somehow to Dragonmarks, celestial bodies, and the dragons themselves.

Most dragons inhabit the continent of Argonnessen.
Elemental binding

File:91457.jpg
The art of binding elementals is a craft mastered so far only by the gnomes of Khorvaire. Elementals are bound so that their energies may be used to power the device to which they are connected. Khyber shards are commonly used in elemental binding magics. Elemental-powered airships and the Lightning Rail are the most common examples of elemental binding, but they can be bound to weapons and armor as well as less militial devices.

### Lightning Rail

The Orien Lightning Rail was originally commissioned by the King of Galifar before the Last War. House Orien and House Cannith collaborated in the design and the gnomes of Zilargo provided the power for the vehicle with bound air elementals that propel the coach over a magical conduit of conductor stones. When the stones mounted below the coach pass over the conductor stones lining the ground a sparking or "lightning" effect is produced which accounts for the origin of the name. The Lightning Rail travels at 30 miles per hour and was a great revolution in travel for the citizens of Khorvaire. However, a significant part of the circuit was destroyed during the Last War and has not yet been repaired, including the rail lines in Metrol and the rest of Cyre, which was destroyed on the Day of Mourning.

### Airships

The airships of House Lyrandar are a relatively recent invention, first produced toward the end of the Last War in 990 YK. House Lyrandar enlisted the help of the Zilargo gnomes to power their soarwood ships and created the wonderous vehicles that fly over the Five Nations today. Airships use an air elemental or fire elemental bound to a ring between two struts toward the back of the ship, an artificer or bearer of the Mark of Storm is required to force the elemental to bear the ship in the manner desired.

### House Cannith

The artificers of House Cannith are working hard to unlock the secrets of gnomish elemental binding, especially Merrix d'Cannith, the baron of Cannith South, who directs Cannith operations in Zilargo from Cannith Tower in Sharn.

## References

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

***Magic of Eberron***.
Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the Coast. ISBN 0-7869-3696-7.