recursal/Fanatic-Fandom huggingface dataset:
House Orien courier

This is an example entry for a **House Orien courier** as found in the source material.

## Biography

Hazel is a member of House Orien and grew up inside its hierarchy. At first her house was troubled by her thirst for adventure, but as she grew she discovered she could meet both of their needs by becoming a courier. She works directly out of the Lightning Rail Station and most of her work is for the locals, however, she hires herself out often for "express" deliveries due to boredom with her everyday duties. Due to the nature of her job, she knows an awful lot about the local denizens and might possibly share that knowledge if asked.

## Skills and Feats

Hazel and other couriers like her take advantage of the following skills:

* Craft,
* Gather Information,
* Knowledge(arcana),
* Knowledge(geography),
* Knowledge(local),
* Profession(courier),
* Ride,
* Survival, and
* Use Magic Device.

As for feats, the following are useful for these types of characters:

* Iron Will,
* Least Dragonmark of Passage,
* Lesser Dragonmark of Passage, and
* Skill Focus (Use Magic Device)

## Languages

Hazel and other couriers typically know common, but might know another language, such as Dwarven, to help them communicate with their numerous customers.

## Equipment

Hazel and other couriers might be found carrying the following:

* scrolls that contain damage spells such as *fireball*
* several scrolls with spells to help them escape such as *expeditious retreat*
* a scroll to help them identify suspicious items, such as *identify*
* wands that contain spells such as *glitterdust*.
* potions for healing.
* some form of weapon, such as a dagger.
* some kind of armor, such as studded leather.
* a magebred horse to get them quickly from place to place.
Josilian Kan d'Tarlian

**Josilian Kan d'Tarlian** is said to be one of the best barristers in all of Sharn. He works out of the House Sivis enclave in the Clifftop ward. He specializes in legal services for adventurers in trouble, and charges 25 galifars per day minimum for his services.

## References

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

This active volcano rumbles with magical energy. It lies within Mroranonhold, and the dwarves guard the site with jealous zeal. They believe it is a sacred place tied to the god Onatar, while scholars from Aundair believe that powerful dragonshards hum beneath the lava.

The **Fist of Onatar** is an active volcano teeming with magical energy, lying at the southern end of the Ironroot Mountains on Khorvaire, within the Mror Holds. It stands within the territory of Soldorakhold near Solangap.

It's an active volcano made more energetic by magic. The local dwarves believe the volcano is sacred to Onatar, while Aundairian scholars theorize that potent dragonshards lie under the lava, and other sages wonder if it is a manifest zone linked to Fernia. Whatever the case, the dwarves guard the area jealously and zealously.
Fallarond

**Fallarond** is a character featured in the novel The Crimson Talisman. He is an Aereni Elf and captain of the Deathguard. Along with his allies and Anzar he managed to save Vaddi and Nyam from the Stillborn elves. He is a relatively minor character.

## Description

Fallarond's face is covered in a tattoo of a skull, he has long golden hair and piercing green eyes. He is of a similar height to Vaddi.
Fissure

*5th-level evocation*

**Casting Time:** 1 action

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

**Components:** V, S, M (A pinch of dirt, a piece of rock, and a lump of clay)

**Duration:** Instantaneous

**Class List:** Cleric, Druid, Sorcerer, Wizard
You rend the earth asunder, opening a 60-foot-long 5-feet-wide crevice. Creatures on the ground in that area must make a dexterity save. On a failure, a creature falls into the opened crevice before it snaps shut, crushing them. creatures take 6d10 bludgeoning damage from the fall and crush. The creature is buried in 15 feet of rubble. Creatures without a borrowing speed require 30 feet of movement to extract themselves from the loose rubble to return to where they failed the saving throw. While buried, creatures can't breath. If they end their turn while buried, they take an additional 1d10 bludgeoning damage.
Lharvion

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.

# 14 - Sar

* **Silvertide**
 The Silver Flame
The highest holy day in the faith, Silvertide commemorates the sacrifice of the couatl and the entry of the Silver Flame into Eberron thousands of years ago. Cathedrals fill the overflowing as all Purified who do not absolutely have to be somewhere else spend the day in prayer and observance.

# 23 - Mol

* **The Race of Eight Winds**
 Sharn
Dura, one of the oldest and poorest quarters of Sharn, contains inhabitants swept in from all corners of Khorvaire. They may not have gold, but the people of Dura have the Race of Eight Winds. According to the commonly accepted — if somewhat unlikely — legend, King Galifar II was fascinated by the use of aerial scouts and cavalry. It’s said that he used Sharn as a proving ground to test the merits of different ﬂying beasts, granting land and gold to exceptional cavaliers. Over the centuries, this activity evolved into an exotic competition involving different sorts of magical and fantastic beasts. The Race of Eight Winds is primarily a test of speed and skill through a course that weaves around and through the spires of the city. While the beasts may use any natural weapons that they possess, the riders may not use spells, psionic powers, dragonmarks, magic devices, or alchemical items. Anyone who breaks these rules is immediately disqualified and probably torn apart by an angry mob. The only weapon a rider can use is a sporting crossbow, equivalent to a light crossbow but with an 80-foot range increment and 1d3/1d4 damage. Competitors may carry a dozen quarrels, allowing the rider to hinder the progress of another racer but making quick kills unlikely. The Race of Eight Winds brings spectators, tourists, and gamblers from across Khorvaire, and it also presents a host of opportunities for adventurers. The victorious rider receives a 500 gp purse at the end of the race, as well as a grant of land elsewhere in Breland, donated by one of Sharn’s noble families.
*Further information*
Foreign Powers

While Sharn is not the capital of Breland, it is one of
the largest cities on Khorvaire and a center of commerce
and education. Most of the nations of Eberron
have established embassies or consulates in Sharn to
protect their interests and to resolve diplomatic and
trade disputes. There are a number of exceptions,
of course. Darguun, the Shadow Marches, and the
Eldeen Reaches do not have official representatives
in Sharn. Other nations have different levels of representation,
as described below. Unless otherwise
mentioned, all consulates are located in Ambassador
Towers in Middle Central.

Unfortunately, consuls tend to be very busy
individuals, and they rarely have the time or inclination
to address the problems of individual citizens.
Arranging to see a consul requires a minimum of a
DC 20 Diplomacy check, and may require bribery
as well. Even if this check succeeds, it may still take
some time for the meeting to take place, and there
may be nothing that the consul can do to help. Unless
a character is an important person—a high-level
aristocrat, for example—the consulate won’t take any
risks to provided aid.

On the other hand, a consul may contact a
character, offering payment or favors in exchange
for performing a service to a particular nation.
Espionage, smuggling, blackmail, and many other
dangerous activities can all begin at the heart of a
consulate, as the nations of Khorvaire prepare for
the inevitable next war.
Hawk's Ointment

This thick, acidic gel temporarily sharpens the user’s vision. Once its beneficial effects wear off, however, the gel burns and stings the eyes for a few minutes. After spreading the gel over your eyes, you gain advantage on Wisdom (Perception) checks to see for 1 minute. After that time, you have disadvantage on Wisdom (Perception) checks to see for 10 minutes.
Fernian Aasimar (Race)

Return to List of Homebrew Races

If your aasimar’s powers flow from Fernia, you can use the the scourge aasimar subrace from Volo’s Guide to Monsters, but forgo the Celestial Resistance and Light Bearer traits, and instead use the following traits.

***Fernian Resistance.*** You have resistance to fire damage and radiant damage.

***Shroud of Flame.*** When you use your Radiant Consumption trait, you deal fire damage instead of radiant damage.

***Spirit of Fire.*** You know the produce flames cantrip. Charisma is your spellcasting ability for it.
Ghostoil

This clear oil has a slight tint of gray, and strange, wispy forms seem to swirl through it. When applied to a weapon, ghostoil allows it to affect incorporeal creatures normally for the next minute. Additionally, the weapon can damage creatures on the Ethereal Plane. One flask of ghostoil contains enough liquid to coat one weapon or 5 arrows. Applying the oil takes 1 minute, and the effects last for 1 hour.
Flotsam

**Flotsam** is a main character featured in the Eberron novel The Orb of Xoriat. Flotsam is a strange looking grey cat with black stripes and is the pet of Teron.

## Notes

**Spoiler warning:** Plot or ending details follow.
Before the events of the novel Teron randomly encountered Flotsam and ever since then the cat had followed him.

Praxle theorized that Flotsam was Teron's familiar and that Teron was a sorcerer. Despite this theory never being proven in the course of the book, Edward Bolme stated that Flotsam was simply a cat.

Flotsam was abandoned in Flamekeep, Praxle stated that if Flotsam was Teron's familiar then it'll find him. The well being of Flotsam is left a mystery and is not reunited with Teron by the end of the novel.

Flotsam was inspired by two cats that Edward Bolme owned, named Gutter and Boxes.

## References

* http://www.bolme.com/orbofxoriat.htm Edward Bolme's official website.
Eye on Eberron

**Eye on Eberron** was a series that debuted in Dungeon Magazine #191, in the PDF series released on the Wizards of the Coast website. The series was published in Dungeon Magazine from issues #191 to #196, then moving to Dragon Magazine with issue #406. The series authored by Eberron creator Keith Baker, with a rotating artist for each article.

Eye on Eberron was inspired by an ongoing series ***Eye on the Realms*** by Forgotten Realms creator Ed Greenwood, whose series debuted in Dungeon Magazine #172.

## List of Articles

### Dungeon Magazine

* *The City of Zarash’ak* (backdrop) - Issue #191, June 2011
* *Kyrzin, the Prince of Slime* (character spotlight) - Issue #192, July 2011
* *Lost: The Shapeshifting Village* (backdrop) - Issue #193, August 2011
* *Daask* (organization spotlight) - Issue #194, September 2011
* *Fort Bones* (backdrop) - Issue #195, October 2011
* *Taer Syraen* (backdrop) - Issue #196, November 2011

### Dragon Magazine

* *The Trust* (organization spotlight) - Issue #406, December 2011
* *Vadallia and Cardaen* (character spotlight) - Issue #407, January 2012
* *Baator* (backdrop) - Issue #408, February 2012
Force Bolt

*cantrip evocation*

**Casting Time:** 1 action

**Range:** 180 feet

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Artificer, Sorcerer, Wizard
You hurl a mote of arcane energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage.

**At Higher Levels.** This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Fabricators Guild

The guild has a virtual monopoly on the repair of mundane objects. Most Dragonmarked heirs of Cannith serve at least two years in the guild. Those dragonmarked who decide that rank and power are not for them sometimes remain in the guild, balancing a lack of respect from others in the house with a life of relative freedom.

*Our community needs more information on this page! Can you help out? Click here to add more.*
Guardians of the Labyrinth

*Between the blasted wasteland of the Demon Wastes and the verdant forests of the Eldeen Reaches stand two barriers: the forbidding peaks of the mountain range called the Icehorns in the north and the Shadowcrags in the south, and the vast expanse of the Labyrinth. Although both are natural barriers that help protect the Reaches and the rest of Khorvaire from the evils of the Demon Wastes, the Labyrinth also holds protectors who have sworn their lives to protect the world from the fiends and terrors of the Wastes. These protectors are the Ghaash'kala.*

*As described in the Eberron Campaign Guide, the Ghaash’kala, a loose federation of orc clans serve as the primary agents of good in the Demon Wastes. Devoted to a spiritual force called Kalok Shash, the Binding Flame, the Ghaash’kala believe their sacred duty is to keep the evils of the Demon Wastes contained, which protects the rest of the world from the corruption and destruction of the Lords of Dust and their minions.*
Horseshoes of Thunder (Item)

*Wondrous Item, rare*

These horseshoes come in a set of four, and all four shoes must be affixed to the hooves of a horse or similar creature. When the mounted creature takes the Dash action and moves its full speed, the rider can speak the command word to cause the shoes to emit a loud crack of thunder. Any creature within 20 feet (excluding the mount, the rider, and any passengers) must make a DC 13 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. A creature can repeat this saving throw at the end of their turns. On a successful save, a creature takes half as much damage and isn't deafened.

Once these horseshoes have been used, they can't be used again until the next dawn.
Fort Tansend

**Fort Tansend** is a Brelish military installation on the border between Zilargo and Breland, just south of the Howling Peaks mountain range and northeast of the King's Forest.

## References

* ***Five Nations***.

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

## Goblin

### **Spoken by**

Goblinoids (Bugbears, Goblins, Hobgoblins), various monstrous races in Khorvaire (Orcs, Ogres, etc.)

### **Script**

Goblin

**Goblin** is a language spoken by various goblinoids (bugbears, goblins, hobgoblins) of Khorvaire, as well as numerous other monsters found on the continent. See the Goblin Glossary for translations.

## History

Goblin was the common tongue of Khorvaire during the Age of Monsters where it was spread by the Dhakaani Empire, and was replaced by Common with the establishment of the Kingdom of Galifar.

## References

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

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.

# 11 - Wir

* **Initiation Day**
 The Silver Flame
According to Church histories, on this day the priesthood of the Silver Flame formally declared itself an independent faith, rather than an offshoot of the Sovereign Host (as it has been considered in its earliest years). Construction of the first Silver Flame cathedral began on this date. Even today, groundbreaking on a new cathedral or major church is usually scheduled for Initiation Day, as are most seminary graduations.
Highwater

**Highwater** is the finest residential district in Dura, thought the accommodations are considerably smaller and plainer than those of Middle Northedge, let alone any of the other upper wards. But the prices are reasonable, the stonework is solid, the views are exceptional, and the streets are fairly safe—for Dura.

## Locations

**Pegasus Spire:** While House Vadalis conducts most of its business in Dragon Towers, the head of the household has always resided in the Pegasus Spire in Highwater. The Sharn Vadalis have always enjoyed participating in the Race of Eight Winds and the Highwater Wind Guard has always included members of the family. In addition to serving as the manor for the Vadalis family, Pegasus Spire provides the stable and training facilities for the pegasi used in the race.
Homebrew Rules

## Character Options

**Character Creation House Rules.**

* List of Homebrew Feats

**List of Homebrew Spells.**

* Lost Magic

## Game Rules

**Adventuring Rules**

* Variant Rules Used
* Advantage Stacking
* Inspired Acts

**Combat Rules.**

* Dying: Last Stand
* Glancing Blow
* List of Homebrew Conditions
* Special Actions

**Miscellaneous Rules.**

* List of Downtime Activities
* Resurrection: Fading Spirit
* Suffocating

## Shoping Center - Items both Magic and Mundane

Shoping Center Home Page

**List of Magic Items**

* List of Magic Weapons
* List of Magic Armor & Shields
* List of Magic Spellcasting Foci
* List of Magic Apparel
* List of Wondrous Items
* List of Consumable Items

**Miscellaneous Items**

* Documents
* List of Tools
Flash Recall (Feat)

Return to List of Homebrew Feats

## Flash Recall

*Prerequisite: The ability to prepare spells, and cast at least one spell*

You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level. If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.
Greater Determination Armor (Item)

*Armor (Light, Medium, Heavy), very rare (requires attunement)*

*Wearing this armor fills you with determination.*

Armor of determination provides the ability to fight on even in the face of seemingly impossible odds. While wearing this armor, you can use an action to cast Death Ward on yourself. The spell ends early if you doff the armor.
Investiture of Water

*6th-level transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

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

You become a surge of elemental water. Until the spell ends, you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature, it must pass a Strength saving throw or be knocked prone.
* You can use your action to unleash a blast of water 15 feet long and 5 feet wide extending from you in a direction your choice. Each creature in the line must make a Strength saving throw. A creature takes 4d6 bludgeoning damage and is knocked prone on a failed save, or half as much and isn't knocked prone on a successful one.
Hatheril

**Hatheril** is a hamlet in northern Breland. It lies on a major transportation crossroad, linking Orien caravan trade roads and the northern lightning rail line which goes from Nowhere to Aundair. Hatheril lies on the southern edge of the Greenhaunt, near Lake Brey.

## References

* ***Five Nations***.

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

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Herrgoth the Mastermaker**, formerly Herrgoth d'Cannith, is an excoriate of House Cannith who was referred to as the "Keeper of the Dying Sun" in a note found by Baba Moonweave in a bank account left by her grandfather. Herrgoth explained to the party that Baba's grandfather survived the Mournland and claimed he knew where the Dying Sun is. Loro Moonweave, Baba's grandfather, told Herrgoth the location of the relic and Herrgoth made a map hidden inside two warforged of his creation, Fixer, and Breaker.

Notes: Human, Member of House Cannith, Dragonmarked.
Hand of Glory (Item)

*Wondrous item, Rare (optional attunement)*

A Hand of Glory is the mummified left hand of a hanged man righteously convicted. If the person was hanged for murder, the hand would instead be the hand that did the deed. The hand can either hang by a leather cord around your neck (taking up space as a magic necklace would), or be held aloft in your own hand (requiring a free hand to use). If a magic ring is placed on one of the fingers of the hand, you gain the benefits from the ring as if you were wearing it yourself, and it does not count against your two-ring limit. If the ring requires attunement, you must be attuned to the ring to gain its benefits. The hand can wear only one ring at a time.

If you are attuned to the Hand of Glory, the hand can instead wear up to five rings at a time. Additionally, while attuned to the hand you can use it to cast *daylight* and *knock* each once per day. When Daylight is cast in this way, it is centered on the hand and only you and creatures with darkvision can see the light produced.

***Curse.*** Once you don a Hand of Glory or hold it aloft in a free hand, you can't remove it or let go of it unless you are targeted by the Remove Curse spell or similar magic. The curse can only be broken if the hand is submerged in milk when the spell is cast. The curse has no other effects.
Helios

## Character Information

### Alias

Sir Helios ir' Aurelia
Dragon's Bane

Sir Leo (alias told to Gydd Nephret)

Hellion (by Eli)

Eelios (by Richie)

Sir Norman of Nowhere

## Connections

### Home

Faded Fief, Breland (Current)Eldeen Reaches (Former)

### Allies

Zurgo Helmsmasher (Childhood friend)Kaalia (First Love)

### God

The DawnfatherHellion (Patron Angel)

Vvaraak (Philosophy)

## Description

### Profession

KnightBaron

 Gatekeeper Hunter

Adventurer

Helios is a player character.

## Trivia

* Helios likes Middas (Wednesdays, my dudes)
* The symbol of Hellion is the Leolatus, or winged lion
Greater Spell: Shield

Return to List of Homebrew Feats

**Prerequisite:** Ability to cast the Shield spell

You’ve learned how to empower the Shield spell, granting you the following benefits;

* Increase your Intelligence or Charisma score by 1, to a maximum of 20.
* When a creature you can see within 10ft of you is hit with an attack or targeted by the magic missile spell, you can use your reaction to cast shield on them. You ignore shield’s normal range when you use this feature.
* You can cast this feat’s spell without expending a spell slot. You must finish a long rest before you can cast it in this way again.

Un-preparing or replacing this feat’s spell causes you to temporarily lose the benefits of this feat. You still retain the +1 ability score improvement.
Aerenal Half-Life

**Aerenal Half-Life**is a feat available in the 4th edition Eberron Player's Guide on page 87.

Prerequisite: Elf, Aerenal background

This feat provides a small bonus to necrotic damage that increases at 11th and 21st level. In addition when the character with this feat spends an action point to take an extra action the bonus applies to attack rolls with necrotic damage too.
Javan Tomollan

Javan Tomollan (LN malehuman expert 8), a shrewd man and a tough bargainer, earned his fortune representing House Lyrandar, although he has since parted ways with the house. He is a fair man and believes that hard work and dedication to a task should be rewarded. However, his greatest concern is protecting the interests of the people of Upper Central; the problems of the poor of Lower Dura hold little interest for him.
Jalira Stormtongue

**Jalira Stormtongue** is a member of the Flayer Guard, an elite squad of troops under the command of the governor of Graywall, Xor'chylic. Jalira Stormtongue commands a squad of gargoyles and harpy archers who serve as scouts and air support for the Guard. The Guard maintain order within the city of Graywall, and report to the war troll Korgel Blackblade.

## References

1. ↑ "**Backdrop Graywall**" (October 2008) by Keith Baker. *Dragon Magazine* issue 368.
Indulgence Document

If one carries identification papers that have standing in Aundair, Breland, Karrnath, Thrane, Zilargo, or the Mror Holds, then one might also qualify to purchase that most golden of documents—an indulgence. One of these documents is supposedly good for the pardon of punishment that any one of those nations might otherwise levy against the trespasser. It is not absolution from the crime, but rather a promise not to prosecute if the purchaser of the indulgence takes on some mission or other penance for the wronged nation instead. Usually, an indulgence can only be purchased within the nation in which the offense was committed, and then only by someone of high enough class and wealth to know of and be able to afford the indulgence.

For example, an indulgence might be purchased by a group that burned a warehouse, destroyed a public house, or even murdered a government official (depending on who died and under what circumstances). In return for the cost of the indulgence (a sum that always begins with at least the base amount of **1,000 gp**, but which can climb depending on the offense), the perpetrators are not immediately prosecuted. Instead, they are given the opportunity to clear their names through service—a mission to drive pirates from a shipping lane, an expedition to reopen a mine that has become fouled with wights, or some other necessary (and likely dangerous) undertaking determined by the state. If the service is performed adequately, then the governing body that issued the indulgence will confirm it, and no further legal remedies against the holder of the indulgence will be pursued.
Iron Watch

An elite company of Warforged soldiers, the Iron Watch is the second line of defense in Stormreach. When situations arise that the Stormreach Guard cannot handle the Iron Watch is called upon to do their work.

## References

* ***City of Stormreach***.

Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Blademarks Guild

File:Attire.jpg   House Deneith has a reputation to maintain, and

before a warrior can wear the Watchful Eye, the house sergeant must have complete confidence in both his skills and his loyalty to the house. As
a result, House Deneith rarely hires people on a
day-to-day basis. Soldiers of the Blademark are
employed for two-year terms. Recruits must have
proper identification and background papers, and
undergo a grueling training period before being
released into the field. Chaotic individuals and
other people who have trouble dealing with structure
and authority are usually expelled during these
drills. After a recruit has been cleared, the house
provides him with room, board, training, and basic
equipment. In exchange, House Deneith takes a
significant cut of the fees paid for the services of
the soldier. At the beginning, a gray blade usually
only receives a 40% commission; if he stays with the
house and advances through the ranks, this may rise
as high as 70%.

The cost to hire a Deneith mercenary depends
on the quality of the soldier:

 Gray blade
1st-level fighter
 White blade
2nd-level fighter
 Gold blade
3rd-level fighter
(or higher)

Of the 451 soldiers employed by the Sharn Blademark,
39 are black blades, 250 are gray blades, 111
are white blades, and 50 are gold blades. The 49
members of the Deneith household who serve in the
Blademark are equally divided between white blades
and gold blades, although they generally serve as
coordinators, administrators, and instructors.

House Deneith also brokers the mercenary
services of independent organizations, such as the
Ghaal’dar hobgoblins of Darguun and the elves of
Valenar. In these situations, the house helps the
mercenaries find work, and if necessary arranges
for transportation, translators, and other necessary
services, in exchange for a generous commission (10
to 30%, depending on the effort required on the
part of the house).
Flamekeep

File:Flamekeep.jpg

### **Races**

**Flamekeep** is the largest metropolis in Thrane, with a population of 150,000. However, nearly half of the 2.3 million people of Thrane live within the immediate region of the city. The city is the religious and political heart of the nation as well as the population center. In 299 YK when Tira Miron plunged her sword through the couatl and demon, creating the Silver Flame, **Flamekeep** was built around that Flame, and the cathedral later built from the keep. The city eventually grew around the holy site.

The Keeper of the Flame, Jaela Daran, ostensibly rules from here. The Council of Cardinals, in practical terms, runs the country from the city, though they are in fact subservient to the Keeper of the Flame; she seems primarily interested in spiritual rather than secular matters though. High Cardinal Krozen, in particular, has taken most of the secular administration of the nation into his purview and largely treats Thrane as his personal kingdom.

### Important Sites

* Cathedral of the Silver Flame
* Great Library
* Temple of the Sovereign Host
* Thalingard

### Power Groups

* Council of Cardinals
* Throneholders
* Whispering Flame

### Important People

* Jaela Daran, Keeper of the Flame
* High Cardinal Krozen
* Cardinal Riathan
* Diani ir'Wynarn

### Lightning Rail

 Sigilstar | 300 miles

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

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

* Legacy of Wolves. Marsheila Rockwell (2007). ISBN 978-0-7869-4293-0.
Alkali Acid

This flask of caustic liquid reacts with an ooze’s natural acids. Alkali Acid can be thrown and has the same properties of an Acid (vial) against non-ooze creatures. Against oozes and other acid-based creatures, the alkali acid bypasses their immunity or resistance to acid damage and instead inflicts double damage.
Laura Driscoll

Hakuna’s mother. Laura Driscoll lived in Terra Medius.

*“My mother. The only person to ever show me true kindness.” -Hakuna*

Laura Driscoll (born Laura Bennett) was once a happy seamstress living with her family in the Dimonian fishing village of Sana, but her life was forever changed when she met a romantic mariner from faraway lands. She had fallen in love, and that can make you do crazy things. So when Joseph Driscoll asked for her hand in marriage, Laura agreed wholeheartedly without a second thought. She left her family, friends, and life behind to be with the Lasternian soldier that stole her heart.

Laura’s rash decision came back to bite her, however. The culture shock of moving from her small provincial village to the capital city of a foreign land proved much too difficult for her to handle. Laura couldn’t find work as a seamstress, and affording to care for a newborn child proved difficult with her husband spending all their coin on drugs and alcohol. In a moment of desperation, she turned to Lastern’s seedy underbelly to make a living as a prostitute.

Laura loved her children more than life itself, but was powerless against Joseph’s drunken rage. Emotional support was the best she could offer. Laura gave her son, Poindexter, a stuffed owlbear which he named Ujuzi. After her death, that owlbear was all he had to remember her by.

Both Joseph and Laura Driscoll were killed mysteriously nearly ten years ago. Little is known about their deaths, but their son Poindexter was found the next morning weeping over their bloody, unrecognizable corpses.
Cabinet of Faces

**The Cabinet of Faces** is a secretive cabal of changelings and doppelgangers working to sway major governments and enterprises toward some nefarious end. Its goals and members are closely held secrets and few people in Eberron even believe in the Cabinet's existence.

The Cabinet believes themselves to be descendants of the Traveler and occasionally The Traveler will possess one of the cabinet rulers to convey a message, the most recent of these was 200 years ago.

The Cabinet is ruled by six doppelgangers each with their own six subordinates known as *visages* each visage deals directly with their individual cabinet ruler and only the cabinet rulers know one another's identities. Each of the thirty-six visages have subordinates beneath them and many of these have their own subordinates. Ultimately many of the members of the Cabinet of Faces don't know who their true employers are, and aren't even aware that they are members of the Cabinet.

The six doppelganger rulers reside in the six largest regions of Khorvaire

* Fairhaven in Aundair
* Sharn in Breland
* Sigilstar in Thrane
* Atur in Karrnath
* Regalport in the Lhazaar Principalities
* Zolanberg in Zilargo replacing the former center of operation in ruined Metrol.

## References

* ***Eberron Campaign Setting***.

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

* ***Races of Eberron***.

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

* ***Faiths of Eberron***.

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

**Jeffers** is a main character featured in the Eberron novel the Orb of Xoriat. He is a half-orc and servant to Praxle d'Sivis. Despite being a half-orc he is well mannered and sophisticated.

## Description

He is described by Teron as being tall, large, well-dressed and having oiled hair.

## Biography

**Spoiler warning:** Plot or ending details follow.Jeffers enjoys writing to his family whom were paid a great amount by Praxle in return for ten years of his service as a bondservant. It is claimed by Praxle that Jeffers is not the real name of his servant and that he is the third Jeffers.

## Notes

**Spoiler warning:** Plot or ending details follow.
Edward Bolme found inspiration for Jeffers from an unspecified video game. He found the servant character in the video game, whom was also named Jeffers, compelling as he wanted "a proper servant with a proper name and an entirely improper story."

Edward also stated that Jeffers was possibly the most popular and well liked character in the novel. He also confirmed the death of the character at the hands of Praxle.

## References

* http://www.bolme.com/orbofxoriat.htm Edward Bolme's official website.
Hashalaq Quori

Quori, Hashalaq (Dreamstealers)

**Nature:** Creature
**Type:** Outsider
**Subtype:** Quori

**Alignment:** Lawful Evil
**Size:** Medium
**CR:** 9

**Description:** *''A humanoid wearing an iridescent,
 pale blue robe stands before you. Hiding its features is a deep hood,
from which dim blue light shines. This creature seems to be hovering a
few inches off the ground. As you look more closely, you realize that
the entire figure, robe and all, is formed from translucent, fleshy
tendrils, twined together to mimic a humanoid shape.''*

In their natural form, hashalaq quori are composed of hundreds of
translucent tendrils, similar to the tentacles of a jellyfish. They can
compress and configure these tendrils to form a wide range of simple
shapes, from a humanoid figure to a giant floating hand. A point of blue
 light suspended within the tendrils serves as their sensory organs;
they can move this sense organ around to suit their current shape.

**Information:** They are the loremasters and judges of Dal Quor. Even those hashalaqs who do not have Inspired vessels devote a great deal of time to studying Eberron and the other planes, and they are one of the few quori castes that understand the ways of magic.

They despise physical conflict – they use guile and treachery to
defeat opponents. If they are in actual danger, hashalaqs teleport away.
 They then use their shapeshifting abilities to monitor their foes and
strike again when circumstances are in their favor.

In Dal Quor, the hashalaqs are typically found as advisors to the kalaraqs. They also serve as judges, policing the quori and ensuring that the rivalries of the tsucora never threaten the greater plans of the Dreaming Dark.
Amanatus

File:Y. Amanatu.png
The leader of this family is Yorrick Amanatu. He has been a Storm Lord ever since 800 YK. He has managed reach an advanced age of a dwarf (he is 260) partly with magic.

The Amantus family holds a great deal of sway over the Stormreach Guard . In fact, if a civil war were to break out in the city, then a majority of the guard would side with the Amantus family.

References

City of Stormreach
Harlus Haskal d'Sivis

**Harlus Haskal d'Sivis** is an Unseen Scroll of House Sivis, a group dedicated to perfecting the blending of language and magic. He is famous for having spent the past 20 years trying to discover the perfect one-word greeting; he is currently stuck between either "Salutations" or "Hello".

## References

1. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Keeper's Fang (Item)

*Weapon (dagger), legendary*

These infamous weapons, prized by assassins, have a Khyber dragonshard embedded into the pommel that channels the souls of victims, but doesn’t itself trap them. There’s much debate over the actual fate of the souls of those slain by a Keeper’s Fang. Common myth says that the souls of victims are trapped in the Lair of the Keeper, and heroes can seek to reclaim a soul from the Sovereign of Death and Decay. Another myth maintains that these weapons channel souls to the overlord Katashka, and that one must deal with the Lords of Dust to restore a victim. Most Keeper’s Fangs were created by the Shaarat’khesh assassins of the Empire of Dhakaan. Rather than ascribing the blade’s power to the Keeper--whose existence the Dhakaani reject--they believe these blades utterly destroy the souls of their victims. Most followers of the Sovereign Host consider the mere possession of a Keeper’s fang weapon to be an abominable act; the use of the weapon is a heinous and unforgivable crime.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you use it to reduce a creature to 0 hit points, the creature is slain and its soul removed. A creature whose soul has been stolen in this way can be restored to life only by means of a wish spell.
Fairhold

**The Royal Court of Fairhold** dominates Fairhaven's impressive skyline. The massive complex, whose towers jut some eighteen into the sky, includes offices for the working government, public courts and halls, a huge hall of records, Queen Aurala's personal guards, and the living quarters for the royal family.

Fairhold is the royal seat of power, and it occupies a significant amount of real estate in central Fairhaven. The King's Hall, where Queen Aurala holds audience with the public, is an impressive chamber capable of permitting fifteen hundred people to stand before Aundair's crown. The Royal Collection of Aundair, housed in the south wing of the estate, provides one of the best libraries in northern Khorvaire. The collection includes records dating back to the founding of Galifar, as well as a few older documents that come from the days of the original Five Nations. The public can view some parts of the collection, but large sections are only accessible to those who receive special dispensation. The Courts of Justice, located in the east wing of the estate, handle the various trials and mediations that require interpretations and rulings on the law. Fairhold also maintains a museum dedicated to the crown, displaying relics that examine the nation's history--both as an independent country and when it was part of the Galifar kingdom.

The Knights Arcane maintain a garrison within Farhold, with divisions including the royal Arcane Guard, Fairhaven Wands, Knights Phantom, and Sky Knights (dragonhawk riders).

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

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

The **Ironroot Mountains**are a stretch of mountains along the western border of the Mror Holds. It is believed that the Ironroot Mountains have some of the richest mineral deposits in Khorvaire. The dwarves of Mror Holds trade and mine on these mountains however, their operations tend to come under attack by the Jhorash'tar clans. Krona Peak is located in the centre of the mountains and acts as trade hub to the rest of the Mror Holds.

Many clans of Jhorash'tar orcs live on the mountains making it incredibly dangerous for wandering travellers and even more so for any dwarves.
Cellester

**Cellester** is a main character featured in the Crimson Talisman novel. He is a human cleric and was formerly loyal to the Silver Flame church before becoming loyal to Vaddi's family.

## Biography

**Spoiler warning:** Plot or ending details follow.It is claimed by Vaddi's cousin, Kalfar that Cellester was in love with his mother, Indreen. Many knew of his secret affection and was distrusting towards him; many assumed he was involved in an affair.

The reason for Cellester's betrayal was that he was drugged by servants of Zuharrin who had infiltrated Anzar's army. Whilst drugged they persuaded him to swear an oath even drawing his blood to bound him. They promised that if he were to assist them, they would return Indreen to life who would then be freed of her marital vows. If he were to decline they would resurrect Indreen as a servant to the Emerald Claw.

Cellester was killed in the ruins of Azzahareb in Xen'drik when defending Vaddi.

## Notes

The alignment of this character is never officially documented and the alignment given is an educated approximation by this wiki.
Harryn Stormblade

**Harryn Stormblade**, known as *"the Shield of the Crown"*, is a legendary Brelish hero who served the Kingdom of Galifar and performed remarkable deeds across the land. The knight once fought the dragon Sarmondelaryx, killed Lady Illmarrow and gifted her crown to the king, and possibly fell in love with the Queen of Stone. He disappeared during the Silver Crusade after journeying deep into the Towering Wood, and was said to have eventually been petrified by his lover.

## Heroic Deeds

* Battled with the dragon Sarmondelaryx, Bane of Thrane.
* Slayed Lady Illmarrow and gifted her crown to the king. Unfortunately, the Lich Queen eventually unleashed a shadow plague that killed the king when she reformed to reclaim her crown.
* Possibly fell in love with the Queen of Stone.
* Challenged the draconic tyrant Golantyx the Thunderer of Stormkeep, forcing the blue dragon to abandon their domain.
* An androsphinx that identified itself as Silverstorm challenged Harryn Stormblade in the ancient Dhakaani citadel below Cazhaak Draal.
* Fought valiently in the Silver Crusade, joined by his companion Bennin Silverclaw.
Janilya The Fearless

"Blood is life, and for me to know life everlasting, I must know the blood that flows in your veins."

-Janilya Hornblade, aka., Janilya the Fearless.

Janilya the Fearless is a Half-Orc, Chieftain of the Hornblade Clan, as well as a thief of life -- a branch of the Cult of life, itself a prestige class of The Blood of Vol -- a sect dedicated to seeking the secrets of everlasting life through death, and fascinated by death and divinity. Not only is she, Chieftain of the Hornblade Clan, she is responsible for converting the clan to followers of The Blood of Vol.
Krael Kavarat

**Krael Kavarat** is a major character and villain featured in the novel In the Claws of the Tiger. He is Janik Martell's rival and a vampire. He is a member of the Emerald Claw

## Description

He is described by Janik as being an enormous man as tall and muscular as any orc. He wears plate amour accompanied with a Emerald Claw helmet. He is clean shaven and has blonde hair cascading from beneath the edge of his helm.
Geography of Eberron

File:Eberron world.jpg

## Khorvaire

Main article: Khorvaire

**Khorvaire** is the main continent described by the Eberron Campaign Setting, and the majority of published information covers it and its inhabitants. A high number of adventures begin here as the vast number of civilized beings hail from this continent. All of the standard PHB races hail from this continent, with the exception of the Aereni Elves (though their Valenar brethren do inhabit their own land on Khorvaire).

## Aerenal

Main article: Aerenal

**Aerenal** is an island continent inhabited by elves that lies to the southeast of Khorvaire.

### Important Settlements

#### Other Noted Features

* The Blackwood Jungle
* Dajar Orioth
* Jaelarthal Orioth
* the Madwood
* Majarin
* Shae Deseir
* Thal Taluna
* Valen's Isle
* Zaenya's Well

## Xen'Drik

Main article: Xen'Drik

**Xen'Drik** is a continent to the south of Khorvaire, and is home to large numbers of giants and drow as well as ancient mysterious technologies.

## Sarlona

Main article: Sarlona

The original home of humans, **Sarlona** has been mostly conquered by the Inspired.

## Argonnessen

Main article: Argonnessen

The continent of **Argonnessen** is home to most dragons, as well as barbarian human tribes known as Seren.

## Frostfell

Main article: Frostfell

The **Frostfell** is a continental landmass located north of Khorvaire. It is a region of ice and snow, and only one expeditionary force has ever broken ground there in recorded history.

## Everice

Main article: Everice

The **Everice** is a shifting sheet of ice located south of Xen'Drik in the Icemaw Sea. It is believed that several large island land masses exist beneath the sheet of ice, though the truth is unknown.

## Other Realms

Khyber is the subterranean underworld below the surface of Eberron.

## Former Nations & Empires

* Kingdom of Galifar
* Dhakaani Empire
* Thaliost
* Wroat
* Daskaran
* Metrol
* Karrnath
* Cyre