recursal/Fanatic-Fandom huggingface dataset:
Cloudreavers

**Leader**: Prince Mika Rockface

**Seat**: Port Krez, Krag

This principality is based on the island of Krag. The people of this princeipality are a mix of dwarves, orcs, and half-orcs normaly never seen together. The Cloudreavers have never stopped the practice of piracy. They have a fleet of sixs ships. These ships are very fast, which allows them to raid the south and southeast cost of Khorvaire and the cost of Aerenal.

Prince Mika Rockface is very aggressive woman. She believes she has been blessed by the Devourer and this is why many of the Cloudreavers worship the Devourer.
Corellon

**Corellon**, or more fully **Corellon Larethian** or simply **The Eldest**, was the first Archfey to inhabit Thelanis. They and Sehanine were said to be lovers. Corellon was later imprisoned by the other Archfey, in bindings that could never be broken until the final story has been told.

Corellon appeared as an androgynous, non-binary eladrin possessed of lithe build and preternatural beauty.
Cyre

**Cyre** lies in the southeast of the continent of Khorvaire.

Cyre’s intelligence agency was known as the Fifth Crown.

## Location

Humans, half-elves, and halflings are common survivors
of the Mourning, along with the occasional
shifter or changeling. Most people of Cyre followed
the Sovereign Host, which is true of most survivors,
but some have turned away from the religion, or else
devoted themselves to darker faiths in their search for
vengeance or succor.
Cyran fashion tended toward bright colors—similar
to Aundairian fashion but without the flamboyance
of Aundair's hats and ruffles. Cyran style also favored
large amounts of jewelry, in quantities that others
sometimes found gaudy. Although some Cyran survivors
try to blend in to their new homes, others cling
defiantly to the fashions of the dead nation.

## History

### Pre-Galifar

Prior to the formation of the Kingdom of Galifar, Cyre was known as the kingdom of Metrol. The heraldic animal of Metrol was the tiger.

### The Last War

Cyre was twice the victim of the Last War. King Jarot's daughter Mishann should have, by all rights and traditions, assumed the throne, but she was prevented from doing so by her ambitious siblings. For a hundred years, Cyrans viewed the Last War as a personal affront, a war against them as a nation. Losing both Cyre and Queen Dannel to the Mourning was a doubly heavy blow, and survivors still harbor grudges against all the other Five Nations.
During its heyday, Cyre was a land of plenty, with lush farmlands, thriving cities, traditions of art, and elegant styles. As the primary battleground of much of the Last War, however, it was dying by inches even before the Day of Mourning. Its outlying settlements were all but razed, and its cities were filled with the hopeless, the homeless, and the destitute.

## Notes

According to a chat I had with Keith Baker a few months ago, the natives of Cyre pronounced it "kai-ree". Nearly every other nation tended to pronounce it their own way, however; some made it sound like "seer", others like "sire", with numerous variations. You could often tell a person's nationality by how they mispronounced it. (In that sense, it's sort of like New Orleans. Everyone has a different way of saying it.)

Keith Baker has stated there is no canon pronouncement of Cyre. Although in his games he pronounces it "See-ree".

## References

Pronunciat\* ***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.

* ***Player's Guide to Eberron***.

James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Boromar Clan (article)

*In Sharn, one name is synonymous with crime. The Boromar Clan's sinister influence pervades every level of the City of Towers. Its members bribe watch captains in Dura, collect protection fees from merchant consortiums throughout the Central Plateau, and blackmail powerful families of Upper Menthis, all the while clinking glasses and sipping wine among Skyway's elite. The halflings of the Boromar Clan belong to the Sixty, a prestigious group of powerful families of Sharn, even as they bleed the city for all its worth.*
Choker

**Chokers** are small aberrations with elongated arms that they use to choke their prey to death. Chokers were created during the Age of Monsters by the daelkyr from halfling stock.

## History

Approximately 9,000 years ago, in the Age of Monsters, the plane of Xoriat became coterminous with the plane of Eberron. During that time, the lords of Xoriat, an aberrant race known as the daelkyr, pierced the planar walls and launched an invasion of Eberron, on the continent of Khorvaire. They assaulted the goblinoid Dhakaani Empire, decimating most of western Khorvaire.

The daelkyr lords, masters of shaping reality, found joy in twisting the beings of Eberron to suit their own purpose. These daelkyr created the chokers from halfling stock. Over the course of the next 4,000 years, the Dhakaani fell. However, the daelkyr soon found themselves against the Gatekeeper Druids, who used their magic to push the daelkyr back to Xoriat.

While most of the daelkyr and their creations were either sent back to Xoriat or trapped within Khyber, a large number of chokers remained on Eberron. While most chokers were destroyed during the Daelkyr War, some survive, either to live deep within Khyber, or as servants to the daelkyr.

## Appearance & Personality

Chokers appear to have bodies resembling naked halflings, but with mottled flesh. Their limbs are long and spindly, and end in clawed hands and feet. While their torso and head contain bones, their arms and legs are comprised entirely of cartilage; this gives the choker a bow-legged gait. Their hands and feet have spiny pads that allow the choker to grip almost any surface.

Sages believe that chokers live in a loose tribal structure; a Korranberg-sponsored expedition into the Khyber discovered a tribe of sixty chokers living in such an arrangement. In general, chokers are greedy, especially for their next meal.

## Abilities

Sufficed to say, Chokers are great at choking their prey. They fling their appendages at their targets, grabbing them with their tentacle-arms. They then choke the life out of their target. Chokers possess darkvision, and are unnaturally quick. They often prefer to ambush their prey from above, using their spiny hands to hang from ceilings, and pounce on their targets at the perfect time.

## References

1. ↑ 1.0 1.1 1.2 1.3 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ 2.0 2.1 2.2 2.3 2.4 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ "**Touched by Madness**" (June 2005) by Keith Baker. *Dragon Magazine* issue 332.
4. ↑ "**Horrors of the Daelkyr**" (October 2006) by Nicholas Herrod. *Dragon Magazine* issue 348.
5. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
Cannith East

Zorlan has done much in Karrnath, where the was only one outpost of the house but now there are many. This branch was known for tearing administration and diplomacy before the day of Mourning. Cannith East still expertise in siege warfare and house members serve as advisors to Karrn generals. The Branch has taken in the Karnnathi Culture. Members of this house think of undead as a necromantic equivalent of Warforged. Cannith East seeks to create a new form of construct undead, animated with eldritch power and a bound ghostly intelligence. They have also taken up worshipping the Blood of Vol. Zorlan is a devout follower of the Blood of Vol
Class Feature Variants: Artificer

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The following spells expand the Artificer spell list. This list does not include the Additional Artificer Spells from TCE, or any new Homebrew Spells we are using.

### Inspired Infusions

*2nd-level Artificer feature (enhances Infuse Item)*

When you finish a long rest, you can spend a point of inspiration to you can replace one of the artificer infusions you learned with a new one.

### Soul of Artifice (Patch)

*20th-level Artificer feature (Balance Patch with Homebrew Interactions, no difference to RAW version)*

You gain a +1 bonus to all saving throws per magic item you are currently attuned to, to a maximum bonus of +6.
Corset of the Vishkanya (Item)

*Wondrous item (Torso), rare*

This black corset fits neatly beneath armor. Once per day, you can use a bonus action to activate this corset, granting you inhuman flexibility for 1 minute. While active, you can move through a space that is one size smaller than you without squeezing, and you can squeeze through a space that is two sizes smaller than you. Additionally, you have advantage on Dexterity (Acrobatics) checks.
Called Armor (Item)

*Armor (any) or Shield, rare*

*At first glance, this armor or shield looks like any other item of its kind. Closer inspection reveals a small image of a beckoning hand inscribed on its surface.*

Provided that you and your called armor or shield are on the same plane, you can use an action to call it to you by speaking the proper command word, regardless of the intervening distance. If you aren't wearing armor at the time, the suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are.

If any other creature has worn your called armor or shield since you last wore it, you can no longer call it until you wear it again.
Creature Incarnations: Living Spells

**Edition** | 4th ed.

*Living spells are deadly horrors that haunt the Mournlands, the cursed remains of the great nation of Cyre. These monstrosities at first appear to be lingering conjurations, but they have no external guidance—these spells have a life of their own.*

*Living spells are not a natural form of life. They have no need for self-preservation, and communicating with these creatures is nearly impossible. They have no earthly needs: They don’t eat, sleep, or reproduce. When encountered, living spells immediately attack. Just like the destructive nature of an attack spell, a living spell is simply fulfilling the direction provided by its arcane instinct.*
Church of the Wyrm Ascendant

The **Church of the Wyrm Ascendant** is a variant sect of The Sovereign Host that believes mortals who collect enough wealth and power can ascend to the realm of the Sovereigns when they fade away from Dolurrh.

### Church of the Wyrm Ascendant

While almost all Vassals are passingly familiar with draconic representations of the Host, the **Church of the Wyrm Ascendant** (which is dominant in Stormreach) goes farther, asserting specifically that the Sovereigns of myth were dragons who ascended, directly echoing the beliefs of Thir.

While this alone would be a small theologic difference, the Church of the Wyrm Ascendant further believes that mortals who collect enough wealth and power can ascend to the realm of the Sovereigns when they fade away from Dolurrh. What's more is that they believe this indicates that *anybody* could ascend to take the place of a Sovereign, should they become a more perfect aspect of the god's domain in their lifetime.

### Notable Ascendants

* Dorius Alyre ir’Korran, founder of the Library of Korranberg
Candlelight (Spell)

*3rd-level divination (ritual)*

**Casting Time:** 1 hour

**Range:** Touch

**Components:** V, S, M (10 wax candles worth at least 1 cp each and ink worth at least 25 gp, which the spell consumes)

**Duration:** 8 hours

**Class List:** Warlock, Wizard

During the casting of this spell, you lay out the candles and trace lines with the ink to define a 5-foot diameter circle on the ground. The candles magically light with harmless flames and burn for the duration of the spell, shedding bright light in a 5-foot radius and dim light for an additional 5 feet.

When you finish casting this spell, you touch the center of the circle. Arcane runes and spirals trace themselves between the candles, awakening the circle's magic.

For the duration of the spell, you can use an action if you are standing within the circle to choose a creature within 1 mile and psychically ask to perceive through their senses. If that creature is willing, you perceive through that creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses, and if you speak, you can choose for your words to come from the creature's mouth in your voice.

The spell lasts as long as the candles are undisturbed. A creature that uses an action to disrupt the candles, or any effect that snuffs them out, ends the spell early.
Boroman ir'Dayne

**Boroman ir'Dayne** is a renowned former explorer and hunter who resides in Fairhaven, Aundair. After contracting a wasting curse on his last expedition, Boroman founded the Wayfinder Foundation to continue to explore Eberron.

## History

Boroman ir'Dayne became renowned as an explorer in his youth. He was the first halfling to venture into Xen'drik and return, and he led the only successful expedition to land on the Frostfell. Boroman became very wealthy off his reputation as an explorer, but tragedy struck when Boroman contracted a wasting curse on his final expedition to Xen'drik. The wasting curse slowly weakens Boroman's body but leaves his mind untouched. Boroman has sponsored two expeditions to the Xen'drik site where he contracted the curse, but they were unsuccessful in determining the cause.

After contracting the curse, Boroman used his wealth to found the Wayfinder Foundation, an elite organization dedicated to promoting and funding exploration of Eberron. Only the most elite adventurers and explorers are invited to join the foundation, and members travel on expeditions to dangerous locales. While the Wayfinder Foundation is largely a philanthropic endeavor for Boroman, he does hope that a Wayfinder expedition to Xen'drik will eventually uncover a cure for his curse.

## Rumors & Legends

Boroman is rumored to have had an affair with the shifter Wayfinder Kharva Crack-Tusk in Xen'drik during his exploring days.

## Appendix

### References

1. ↑ 1.0 1.1 Template:Cite book/Rising from the Last War
2. ↑ 2.0 2.1 2.2 2.3 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
4. ↑ ***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.
5. ↑ ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Character Creation House Rules

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## Ability Scores

* [Current Campaign] You can either roll for stats the normal way (4d6 drop the lowest), or use point buy.
* When we start the next campaign, everyone should use point buy.

## Tasha’s Cauldron of Everything

* You may use the Custom Lineage and Optional Class Feature rules from Tasha’s Cauldron

## Hit Points After 1st Level

* You can either take the average HP increase, or choose to roll for hit points. If you roll for hit points, you can reroll all 1s and 2s.

## Additional and Trainable Feats

* All characters can gain one feat of their choice at level 1.
* At levels 5, 10, 15, and 20 characters can spend downtime to learn a feat via the Training downtime.

## Starting Wealth & Downtime

If you are creating a higher level character, you can spend an amount of gold and downtime based on your level. The maximum you can spend on any single purchase during character creation is 10,000 gp; and the maximum amount of unspent currency you can start the game with is 5,000 gp. You'll also have an amount of downtime to spend for Training or other downtime activities, based on how much downtime the other players have recieved at this point in the campaign.

Currently in the main campaign, you can have up to 20,000 gp and 40 weeks of downtime to spend on character creation.

See Shopping Center Home Page for items to buy, and see List of Downtime Activities for ways to spend your downtime.
Boldrei's Hearth

### Buildings

Temples (Boldrei, Silver Flame), average lodging (60), poor lodging (75), average food (45), poor food (55), average trades (40), poor trades (43), average services (35), poor services (45)

### Location

Sharn, Lower Central Plateau

Boldrei’s Hearth holds the Central Plateau’s largest concentration of hotels, inns, and other forms of lodging. It doesn’t offer the elite hotels that are found in Highest Towers, Platinum Heights, and Ambassador Towers, but a great number of very comfortable rooms are available. Hotels, inns, and rooms for rent seem to be everywhere in this district.

## Locations

**Marquan’s Rooms for Let:** A respectable, if a bit run-down, option for longer stays in Lower Central, Marquan’s offers private rooms with a common dining room.
Armor of Blinking (Item)

*Armor (any), very rare*

*Parts of this semitransparent armor seem to fade in and out of existence, there one moment and gone the next.*

When you use an action to activate this armor, you can “blink” back and forth between the Material Plane and the Ethereal Plane, casting the Blink spell. Once you cast Blink using this armor, you can’t do so again until the next dawn.
Daine

**Daine Halar Deneith** is a character featured in the Dreaming Dark Trilogy and is the protagonist. He is the leader of a team of ex-Cyran soldiers turned adventures. He, along with Lei d'Cannith, Pierce, and Jode d'Jorasco escaped Cyre before the Mourning could claim them. They made their way to Sharn, where they settled for a time. A soldier and one-time mercenary, Daine was once an heir of House Deneith. Born in Cyre, he is known to have worked for Alina Lorridan Lyrris for an extended period of time. In order to serve with the Queen's Guard of Cyre, ultimately rising to the rank of captain in southern command. Following the Mourning and destruction of Cyre, he has led the survivors of his troop to Sharn.

## Son of Kyber

Daine appears in the second installment of the Thorn of Breland series the Son of Khyber. He now calls himself the "Son of Khyber" and is the new leader of House Tarkanan. He desires to destroy the twelve Dragonmarked Houses and has manifested an aberrant dragonmark.

**Spoiler warning:** Plot or ending details follow.It is later revealed that Daine's body has been possessed by the spirit of Halas Tarkanan's cousin, a man also named Daine. Daine lived 1530 years ago during the War of the Mark. He was born of the Halar family of House Deneith. He claims to have been saved by Halas Tarkanan from his own father who was attempting to kill him after manifesting an aberrant dragonmark. He was killed alongside his cousin in Shiraat but his soul lingered in the dreams of dragons until 999yk when he forcefully took Daine Deneith's body.

## Adventuring Companions

* Jode d'Jorasco
* Pierce
* Lei d'Cannith
* Lakashtai
* Xu'sasar

## References

* The City of Towers (novel). Keith Baker (2005). Wizards of the Coast.
* The Shattered Land (novel). Keith Baker (2005). Wizards of the Coast.
* The Gates of Night (novel). Keith Baker (2006). Wizards of the Coast.
* Son of Khyber (novel). Keith Baker (2009). Wizards of the Coast.
Bracelet of Friends (Item)

*Wondrous Item, very rare*

This silver charm bracelet has four charms upon it when created.

You can designate a creature to be keyed to a charm: you do so by placing a body part, lock of hair, bit of nail, or similar item in the charm. You can use an action while holding a charm to speak the name of the keyed creature, summoning that creature to you if they are on the same plane of existance. The keyed individual knows who is attempting to teleport them, and the *bracelet of friends* only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are destroyed.
Charged Bolt

*cantrip evocation*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** S, M (a ranged weapon worth at least 1 sp)

**Duration:** 1 round

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

Brandishing the weapon used in the spell's casting, you grant an electrical hum to it and make a ranged attack with it against a creature within 30 feet. On a hit, the target suffers the attack's normal effects, and you cause an arc of lightning to connect yourself to the creature. At the beginning of your next turn, if the creature is within 30 feet of you, they take 1d8 lightning damage.

**At Higher Levels.** At 5th level, the ranged attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for being within 30 feet increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Callain of the Bloody Word

**Callain of the Bloody Word** is the current leader of the Wind Howler flight of harpies. Unlike the harpy flights that have emigrated from the Byeshk Mountains in Droaam, Callain does not swear allegiance to the Daughters of Sora Kell. Instead, she leads the largest of the six major flights that remain independent from Droaam. Callain will oftentimes cause problems for the Daughters and is often wild and unpredictable.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Darkvision

**Darkvision** refers to the ability to see in the dark by allowing a creature to discern forms, as in normal daylight vision, only in shades of greys. It is similar low-light vision a trait more commonly found trait amongst some races. Underground creatures often have darkvision, including drow, illithids, and minotaurs.
Butterfly Blade (Spell)

*cantrip illusion*

**Casting Time:** 1 action

**Range:** Self (5-foot radius)

**Components:** S, M (a melee weapon worth at least 1 sp)

**Duration:** 1 round

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

You brandish the weapon used in the spell's casting and make a melee weapon attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, as a vein of magical energy bursts out from the point of the strike, creating an illusory swarm of spectral butterflies, birds, or similar creatures that surround you. The first attack that the target makes against you before the spell ends subtracts 1d4 from its attack roll. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

**At Higher Levels.** This spell adds damage to the initial attack when you reach certain levels. At 5th level, the attack deals an extra 1d8 psychic damage to the target on a hit, which increases by 1d8 at 11th level (2d8) and 17th level (3d8).
Church of the Nightmother

**The Church of the Nightmother** is the organized religion that worships The Nightmother, Mistress Death. It was once a major sub-sect within the larger Church of the Sovereign Host, which gives homage to all of the pantheon's gods, but has since become an independant organization. Because of Eberron's close proximity to Dolurrh, the Church of the Nightmother has always weilded significant power within Church of the Sovereign Host compared to the other sub-sects dedicateded to particular gods. Death’s temples can be found in nearly every city and a large percentage of the population worship her.

### Church of the Silver Flame

In 299 YK, a significant portion of the Church of the Nighmother split off from the Church of the Sovereign Host to found the Church of the Silver Flame. The schism has raised tensions between the churches, but both still respect the same pantheon of gods and cooperation can be found when the need is dire.

Although The Nightmother is still worshiped within the Church of the Sovereign Host, when one speaks of the modern "Church of the Nightmother", they are almost always referring to the Church of the Silver Flame.
Cassock of the Clergy (Item)

Wondrous Item (Robe), uncommon

The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The cassock is a rather restrictive garment, and can't be worn at the same time as armor. You can command the cassock of the clergy to display the holy symbol of your deity or to hide this symbol. Additionally, if you are a Cleric or a Paladin, you gain the following benefits while wearing this cassock:

* You can cast a Cleric or Paladin spell from your spell list as a ritual if that spell has the ritual tag. You don't need to have the spell prepared.
* The following spells are added to your list of Domain Spells or Oath Spells: Sanctuary, Calm Emotions, Prayer of Healing, Motivational Speech, Death Ward
Brightblade (12 Nymm)

Brightblade (12 Nymm): Brightblade, the holy day of Dol Dorn, the Sovereign Lord of Strength and Steel, sees festivals occur in all of the temple districts of the city. Prizefights, wrestling matches, archery contests, and jousts occur throughout the day, culminating in a contest of champions at the Cornerstone arena in Middle Tavick’s Landing. The champions receive generous prizes, and a fortune can be made gambling on the contests.

Occasionally, even more fantastic conflicts
have been staged on Brightblade—full-scale battles held on the training grounds of Daggerwatch, free-for-all melees with hundreds of contestants, and similar spectacles.
Class Feature Variants: Paladin

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**Weapons:** See Weapons List: Rearmed

**Skills:** You can also choose from: Animal Handling

While charismatic paladins project the strength of their ideals outwards for all to see, wise paladins focus on the fulfillment of their ideals within themselves. For some paladins, doing so builds an everlasting integrity in adherence to their oath that is the ultimate source of their power -- while for others, practicing relentless self-scrutiny is necessitated by their inclination to fall astray.

When you become a paladin, you can choose to replace all instances in all your paladin class features where you would use your Charisma score or modifier with your Wisdom score or modifier respectively.

### Additional Paladin Spells

*1st-level Paladin feature (enhances Spellcasting)*

The following spells expand the Paladin spell list. This list does not include the Additional Paladin Spells from TCE, or any new Homebrew Spells we are using.

### Fighting Style Stance

*2nd-level Paladin feature (enhances Fighting Style)*

When you would learn a Fighting Style, you can instead choose two styles from the same list to learn as Fighting Stances. When you roll initiative, and as a bonus action on your turn, you can choose to enter one of the stances you know and gain its benefits. You remain in the stance until combat ends or until you use this bonus action again. You can only benefit from one stance at a time, unless you recieve additonal fighting styles from another featre (such as the Fighting Initiate feat).

If a style allows you to learn a maneuver, spell, or some other option, you make the choice for that option when you learn it as a stance, and can't swap it for a different option by simply switching to and from stance. If a fighting style only recharges on a short or long rest or otherwise has some resource attatched to it, you cannot switch that stance again until the fighting style is fully recharged.

### Versatile Fighting Styles

*2nd-level Paladin feature (enhances Fighting Style)*

When you finish a long rest, you can spend a point of inspiration to choose one of the Fighting Styles you know and replace it with another, which you must also meet the prerequisite for. Additionally, you can choose from the Additional Fighting Style Options.

### Unbroken Vow

*3rd-level Paladin feature (enhances Sacred Oath)*

Having sworn your sacred oath, your word and any vow you make are tied directly to your strength as a paladin. You can cast Unbroken Vow as a ritual, even if you don't have the spell prepared.

### Noble Steed

*5th-level Paladin feature (enhances Spellcasting)*

You can take the Command Beast action to command a mount created by your Find Steed spell, even if you are not proficient in Animal Handling. If you are proficient in Animal Handling, you can do so as a bonus action.
Dah'mir

**Dah'mir** is the head priest of a Cult of the Dragon Below and master of the Bonetree Clan of the Shadow Marches.

## Biography

Dah'mir is a shapechanging copper dragon and a priest of the Dragon Below under the command of the daelkyr Lord of Silence who often takes the form of a human or an oily black heron. Once the leader of the Bonetree clan, his experiments on three Kalashtar lead to the events of The Dragon Below trilogy.

His plans are repeatedly spoiled by Dandra, Geth, and Singe.

## References

1. ↑ 1.0 1.1 1.2 ***The Binding Stone***.
Don Bassingthwaite (2005). Wizards of the Coast. ISBN 0-7869-3784-X.
2. ↑ ***The Grieving Tree***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3985-0.
3. ↑ ***The Killing Song***.
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-4243-6.
Crackle

*2nd-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a small rod of copper)

**Duration:** Instantaneous

**Class List:** Artificer, Druid, Sorcerer, Warlock, Wizard
You create three arcs of lightning striking targets in range. You can direct them at one target or several.

Make a ranged spell attack for each arc. On a hit, the target takes 1d12 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.
Cold Sun Tribes

Twenty-four tribes of common lizardfolk make up the federation known as the **Cold Sun Tribes**. They make their home in the vast jungle of Q'barra. Each of the tribes have different customs and rituals that they follow: their common factor other than their race is that all of them are bound by ancient traditions.

## Relations

### Relations with the settlers

Seven of the twenty-four tribes border the territory of the newly settled common races. Among the Cold Sun Tribes, there are many differing attitudes when in comes to these newcomers. Most fear the common races and especially distrust humans. However, the Twilight Walkers is unique in being willing to not only work with the settlers, but also serve as ambassadors for the Tribes. They visit Jarot and Newthrone often.

### Relations with the Blackscales

Although the Cold Sun Tribes possess a numerical advantage over the Blackscale Lizardfolk, the blackscales use their large size and connection to the black dragon Rhashaak to lord over the more numerous Tribes. Factions of Cold Sun Tribes that wish to overthrow the blackscales have been reported and it seems the Lords of Dust are working behind the scenes.

## References

* *Eberron Campaign Setting*.

Keith Baker, Bill Slavicsek, James Wyatt (2004). Wizards of the Coast.
Dandra

File:EBERRON Dandra.jpg

## Dandra

### Source

The Dragon Below Trilogy, p. Throughout all three books

## Adventuring Companions

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

## References

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

*Wondrous Item (feet), common*

These boots allow you to push yourself to go faster, breaking into a full sprint at the expense of maneuverability. When you use your action to Dash, you can use your bonus action to Dash again. When you do so, you can only move in a straight line for the entire turn. You cannot use this ability while wearing heavy armor, or if your speed has been reduced in any way.
Cadaver Collector

**Cadaver collectors** are massive constructs designed for one purpose: to explore the battlefield and collect the corpses of those who have fallen. Used in the Last War, most cadaver collectors now scour the Mournland for bodies to harvest.

## Appearance & Personality

Cadaver collectors are massive humanoid constructs built of stone and metal. They possess long plated arms that nearly drag along the ground, due to the collectors' hunched shoulders. They possess a featureless, metallic oblong head, with glowing green eye sockets. Spikes of various lengths, some barbed and some not, jut out from the collector from all sides, including along its limbs. They walk along almost hooved metallic feet. Bodies of fallen fighters adorn the various spikes on the collector's body, with the collector adding new bodies to its collection as it discovers more fallen.

While cadaver collectors can be controlled by their creators, they possess rudimentary minds, and masterless collectors will find new grounds to collect their dead. Controlled collectors often find themselves idle when there is peace, but are activated upon wartime. Others who have ventured on their own have even found the ability to instigate combat if there is not to be found, which allows them to ply their trade.

## Abilities

A cadaver collector has a number of abilities outside of it's large durable armored frame and superhuman strength. Collectors can emit a paralyzing gas in a 30 foot cone in front of them. This cone helps subdue those that still have some life within them. They use their spikes to impale enemies, both alive and dead. They are adept at both grabbing their foes and trampling them underneath their feet.

In addition, cadaver collectors are especially resistant to magic, possess armor capable of reducing damage, and possess both low-light vision and darkvision.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
2. ↑ ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Broderick d'Deneith

**Sir Broderick d'Deneith** is a dragonmarked heir of House Deneith and the supervisor of Lt. Cliona d'Deneith. Sir Broderick "rewarded" the party when they arrived in Sharn helping to escort Consul Lady Taelira. He also asked the party to keep the House's error on the Lightning Rail from prying ears.
Cold Iron

Iron rusts and dulls faster than steel, but its ease of manufacture and low cost have made it popular for warriors on a budget. Despite this, iron weapons hold a key advantage besides their low cost and ubiquity: they are anathema to fey. All iron is considered cold iron, and iron is one of the most common materials used to make weapons. Fey are not pleased by this development.
Caltrops (Spell)

*cantrip conjuration*

**Casting Time:** 1 action

**Range:** 60 ft.

**Components:** V, S, M (A caltrop worth 5 cp)

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

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

You speak the words and spread your palm open, as if you were throwing jacks. Coppery sparks spring from your palm, filling the corridor with small four-pronged spikes.

The ground in a 5-foot cube centered on a point within range is covered with caltrops for the duration.

The caltrop sparks can be camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

**At Higher Levels.** The number of caltrops that the spell can create increases when you reach higher levels: up to a 10-foot cube at 5th level, a 15-foot cube at 11th level, and a 20-foot cube at 17th level.
Bouncing Ammunition (Item)

*Weapon (Ammunition), uncommon*

This ammunition becomes capable of bouncing off any surface, making it capable of moving around cover. A target of this ammunition gains no benefit from half or three-quarters cover.

Additionally, you can use bouncing ammunition to hit a creature with full cover if there is line of sight that the arrow can use to hit the creature by bouncing off walls. You have disadvantage on this attack if you can't see the target, and the target has a +2 bonus to AC for every wall that the arrow bounces off of.
Camouflaged Compartment

**Source** | Dragon Magazine issue #352

A warforged **camouflaged compartment** is a magically created compartment designed to appear exactly like the surrounding body part. This compartment creates an extra-dimensional space within the body of the warforged, where the warforged can store items. Camouflaged compartments were designed originally for the smuggling of contraband inside warforged slaves or to aid in the concealment of dangerous weapons. These compartments are traditionally found hidden in a warforged's chest, torso, or upper leg, and is a ten-cubic-foot space that holds up to 50 pounds. The opening face is no more than six inches across.

## 3rd Edition Mechanics

Camouflaged compartments are extradimensional spaces hidden on a warforged body, requiring a DC 30 Search check to find. Once an item is placed within the compartment, it is warded by a *Nystul's magic aura* spell, making it invisible to traditional means to detect magic, as well as an *obscure object* spell.

## References

1. ↑ 1.0 1.1 "**Dragonmarks: Warforged: Fierce and Furious**" (February 2007) by Nicolas Logue. *Dragon Magazine* issue 352.
Cloak of Cowardice (Item)

*Wondrous item, uncommon*

This nondescript gray cloak has a hood that can fit over the wearer’s entire face. While you are prone, you can curl yourself up into the fetal position to hide inside the cloak. While you are hiding in this way you are considered grappled, and you are under the effects of the Sanctuary spell (save DC 12). You can also hide your face, which will cause you to be blinded and deafened until the start of your next turn, but it will increase the DC of Sanctuary to 17.

***Curse.*** Once you don this cursed cloak, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. If a creature succeeds their saving throw against Sanctuary, you must also make a Wisdom saving throw against the same DC. On a failure, you are frightened of that creature until the end of your next turn.
Cutting Wheel

A **Cutting Wheel**is a weapon first featured in the 4th edition Eberron Player's Guide. This bladed disk originates from Sarlona and features a guarded handle on one side. Many wheels have spikes or barbs to protect the wielder's hand. The cutting wheel is an off-handed, light blade and has the defensive weapon property. A cutting wheel typically weighs 1lb and costs around 10gp.

## References

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

A hard and dense metal used by hobgoblins during the Daelkyr War for making weapons. It is a rare and heavy metal of lustrous purple, mined from the Byeshk and Graywall Mountains along Droaam's borders. Weapons made of byeshk are capable of inflicting great injuries on Daelkyr and their creations, making the metal highly valued to the Dhakaani, Gatekeeper druids, and others that fight aberrations.

see:Wrath

## References

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

*Wondrous Item (arms), rare, 1/2 lb.*

These matching leather wristbands feel light but strong. Bracers of opportunity allow you to take advantage of opponents who let down their defenses. When a creature provokes an opportunity attack from you, you can make one melee weapon attack against the provoking creature without using your reaction. Once these bracers have been used, they can't be used again until the next dawn.
Circlet of the Third Eye

**Source** | Dragon Magazine issue #341

The **circlet of the third eye** is a blue-white headband, crafted from metal, which bears the icon of a single eye. When activated by the warforged, an actual eye sprouts from the icon, emerging on top of a six-inch-long eyestalk. This eye glows a bright yellow, and can be seen even in the darkest of shadows. In addition, the eyestalk can extend up to 10 feet.

## 3rd Edition Mechanics

The circlet of the third eye grants the wearer both darkvision within a range of 60 feet and the effects of a continuous *see invisibility* spell. The eye can function for a total of one hour per day. This time does not need to be continuous, but each activation of the eye lasts at least 10 minutes.

The eye and its stalk can be targeted by an attack. The eyestalk has an AC of 20, and has 15 hit points. If the eyestalk is destroyed, the eyestalk disappears immediately and cannot be summoned for another week. In addition,when active, the eyestalk's bright glow imposes a -5 penalty to the warforged's Hide check.

## References

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

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Lady Taelira** is the ambassador to Breland for the elven nation of Aerenal. She was rescued by the party after the Crimson Wolves attacked the Lightning Rail headed to Sharn and kidnapped her. House Deneith sentinal marshal, Lt. Cliona d'Deneith requested the party to escort Lady Taelira to Sharn with her after they rescused her. She offered Fixer a favor while camping on the road to Sharn.

Notes: Human, Breland, Aristocrats
Daelkyr (language)

**Daelkyr** is the language of the daelkyr and their creations, as well as the other inhabitants of the plane of Xoriat. The daelkyr brought their language with them from Xoriat when they invaded Eberron 9,000 years ago.

The daelkyr language is the root language for Deep Speech.

## Behind the Scenes

In third edition, most of the aberrations created by the daelkyr and other inhabitants of Xoriat spoke the language of the daelkyr, also known as daelkyr. With the consolidation of languages in fourth edition, Daelkyr and Deep Speech merged; with all denizens of both Xoriat and the Khyber speaking Deep Speech.

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Children of Winter

The Children of Winter are a very small druidic sect, numbering approximately 1,100, mainly human with shifters forming the remainder of the adherents. They follow the tenent "survival of the fittest", having come from harsh environments or being through extreme challenges. They believe that without death and decay, there can be no life. The use of arcane magic is allowed, with the effects of the Gloaming being seen in the presence of Warlocks, such as Raven. The Children see the rest of the druidic sects as, at best, past their time. They have no formal heirarchy, rather existing as a series of packs, moving as and where the packs leader directs.

The governments of Khorvaire look upon the Children of Winter as out and out terrorists. The inhabitants of the Reaches are not as extreme in their view, and see the Children more as a force of nature, whose effects are like the impact of a tornado. The closeness of the Gloaming to the north western border of Breland leads to increased activities by the military, attempting to limit any incursions by the Children or the Ashbound.
Chervina's Secure Shelter

*4th-level conjuration*

**Casting Time:** 10 minutes

**Range:** 30 feet

**Components:** V, S, M (A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood)

**Duration:** 24 hours

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

You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.

The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).

The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.

The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.

You can cast this spell again while it is active to maintain the shelter's existence for another 24 hours. You can create a permanent shelter by casting this spell in the same location and with the same configuration every day for one year.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can cause the shelter to be perfectly camouflaged to blend in with whatever terrain or surroundings are appropriate. It might appear as a house-sized boulder in a rocky or mountainous area, as a sand dune in the desert, as a densely tangled thicket, a grassy knoll, or even a mighty tree. The hidden lodge also obscures all telltale signs of habitation, including any smoke, light, or sound coming from within.

At any distance of more than 30 feet, the lodge is indistinguishable from natural terrain. Any creature approaching within 30 feet makes an Intelligence (Investigation) check against your spell save DC to spot the hidden lodge as an artificial dwelling and not a natural part of the landscape.
Bouquet (Spell)

*cantrip enchantment*

**Casting Time:** 1 action

**Range:** Touch

**Components:** S, M (a bouquet of flowers or a similar token worth 1 gp)

**Duration:** 10 minutes

**Class List:** Bard, Druid

Holding a gift such as a bouquet of flowers or a similar token approved by your DM, you lace the gift with enchantment.

For the duration, if a creature willingly accepts the gift from you (they must touch the gift in this process), you add 1d4 to charisma ability checks made to interact with them for the spell's duration. A creature immune to being charmed is immune to this effect.

A suspicious creature can discern the magical nature of the gift with a successful Intelligence (Arcana) or Intelligence (Investigation) check against your spell save DC. A creature touching the flowers has advantage on this check.

The effect ends on a creature that becomes aware of the magic used.