recursal/Fanatic-Fandom huggingface dataset:
Legal License

There are many activities that would be otherwise illegal without the direct authorization of the nation's government. Obtaining a license requires you pay a 10 gp application fee. If the government approves your application (usually because it is innocuous or you are approved to act under the king's authority), you will recieve your license. Some licenses come with a yearly fee, and any license can be easily revoked if it is seen as being abused. Common legal licenses can include:

* Licence to carry, use, or produce a certain type of illegal item, such as Gloves of Thievery, Potions of Mind Control, or Dreamlily
* License to kill
* License for resurrection
* Fishing license
Infect (Spell)

*cantrip necromancy*

**Casting Time:** 1 action

**Range:** 30 feet

**Components:** V, S, M (a clump of fungus and a rotting tongue from a small beast)

**Duration:** 1 round

**Class List:** Cleric, Druid, Warlock

You plague a creature you can see within range with a putrid affliction. The target must make a Constitution saving throw. On a failed save, it sufters 1d4 poison damage and is sickened until your next turn ends.

**At Higher Levels.** This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Insomniac (Feat)

Return to List of Homebrew Feats

## **Insomniac**

Your many late nights have taught you how to function with less sleep. You gain the following benefits:

* Increase one ability score of your choice by 1, to a maximum of 20.
* You only need 4 hours of sleep to gain the benefits of a long rest.
* You no longer have disadvantage on ability checks when you have only a single level of exhaustion.
Jolan Sol

**Keeper Jolan Sol** was the the Keeper of the Flame during the Lycanthropic Purge. In order to help propagate the religion of the Silver Flame, Keeper Sol focused his efforts on the people of neighboring Aundair. Aundair was one of the regions of Galifar most besieged by the lycanthropes, since most lycanthropes were found in the Eldeen Reaches of Aundair. Keeper Sol, a militant churchgoer in his own right, saw this as a way to turn more believers to the Silver Flame.
Lake Galifar

**Lake Galifar** is a freshwater body of water shared by the nations of Aundair, Breland and the Eldeen Reaches. While exact borders are hard to maintain on the open water of the lake most border disputes have been over the highly valued shoreline. Those disputes have recently been settled with an addendum to the Treaty of Thronehold demarking the shoreline laying within the boundaries west of the Silver River and extending to the Wynarn River to be the property of The Eldeen Reaches while the shoreline extending from east of the Wynarn and extending to the northmost edge of the Blackcap Mountains is the property of Aundair while the remainder, that being the shoreline south of the leading edge of the Blackcap Mountains and extending to the Silver River, is property of Breland. Brelish and Aundarian representatives protested the large amounts of shoreline given to the Eldeen Reaches but gave in at the concession of several open water treatises.

The lake is fed by natural underground springs as well as from rainwater flowing from the northern faces of the ever stormy Blackcaps and natural watershed and tributaries that empty into the lake. The lake itself empties into the Wynarn River on a northward current which carries its waters to the Eldeen Bay.

The waters of the lake often remain calm especially in the northeast portion where members of the Raincallers Guild in Passage maintain a perpetual climate of calm sunny skies. Fishing has become a large industry in the waters of the lake supporting several of the surrounding cities food surpluses. However the lake is mostly used for entertainment as sailboats and rowboats can often be seen around the lake. Wealthy nobles have also been known to pay the Windwrights Guild in Passage for a special type of vehicle that has been dubbed the Waverunner. These small wooden crafts feature a small bound water elemental which can be commanded to propel the craft at high speeds across the open water of the lake.

The waters of the lake are deep and it is unknown exactly what species might inhabit the dark waters that lie beneath what has yet been explored. Some claim they have seen merfolk, sahuagin and even the long, loping neck of an Elmasaur jutting out of the water. All of these claims have yet to be verified, however there is a small cabal of curious arcanist living in Arcanix who frequently make attempts to verify these claims.
Kol Korran

The Sovereign of World and Wealth, **Kol Korran** is the only second generation member of the Sovereign Host; which is fitting since trade and commerce only come into play once the other elements of civilization have been established. Kol Korran is the patron of traders and merchants, though rogues and thieves also worship his darker aspects. Though loyal to the Host, Kol Korran frequently schemes and lays plots to enrich himself, often at the expense of other members of the Host.

Kol Korran is the son of Olladra and Onatar and is often depicted as a cheerful, fat human or dwarf and occasionally as a white dragon laying atop a pile of ice blue gems.

## References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

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

File:Jorasco.jpg
**House Jorasco** is a halfling dragonmarked house throughout Khorvaire, although their house enclave is located in Karrnath though the mark originated among the nomadic tribes on the Talenta Plains.

## Dragonmark

House Jorasco possesses the Mark of Healing. This mark grants various magical benefits that allow its bearers to heal and cure diseases making Jorasco a vital part of the struggles of the Last War and throughout Khorvaire in general.

## Guilds

 File:Healing.jpg
The Healers Guild is the premiere service of House Jorasco. They provide both mundane and magical healing for those who can afford it at their hospitals and healing enclaves throughout Khorvaire. Members of the guild include herbalists, alchemists, physicians, as well as some clerics and adepts to the Sovereign Host and Silver Flame. Few seek healing from the church (even if they are willing to pay) and only the most devout or well respected within a religion will usually recieve healing.

## Holdings

* Major Enclaves
	+ Vedykar, Karrnath ("Resthold", seat of power)
	+ Fairhaven, Aundair File:HealingEnclave.jpg
	+ Sharn, Breland
	+ Gatherhold, Talenta Plains
* Minor Enclaves/Healers' Guild Facilites
	+ Flamekeep, Thrane
	+ Korth, Karrnath
	+ Newthrone, Q'barra
	+ Taer Valaestas, Valenar
	+ Trolanport, Zilargo
	+ Pylas Talaear, Aerenal
	+ Stormreach (Xen'drik)
* Additional small offices and clinics across continent

## People

* Baron Ulara d'Jorasco, matriarch
* Ardras d'Jorasco (from Dragonmarked, p. 40)
* Cayla d'Jorasco
* Diraz d'Jorasco (quoted in Dragonmarked, p. 36)
* Janasar (from Sharn: City of Towers, p. 54)
* Jode d'Jorasco (from Dreaming Dark novels, by Keith Baker)
* Jojo d'Jorasco
* Kurala d'Jorasco (from Sharn: City of Towers, pp. 52, 54)
* Mala Boromar d'Jorasco (from Sharn: City of Towers, p. 150)

## History

### Origins

The Mark of Healing first appeared among the halflings of the Talenta Plains around 3000 years ago. However, unlike their counterparts in House Ghallanda, the halflings of Jorasco have largely abandoned their nomadic tribal roots and become firmly enmeshed in the culture and society of the five nations.

### The Last War

The Last War was financially good for House Jorasco and they made a fortune healing the soldiers of every nation and army and keeping armies on their feet. However, the end of the war may be even more lucrative as the halflings of Jorasco extend ongoing care to those injured or permanently disabled during the war.

## References

* ***Eberron Campaign Setting***.

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

* ***Dragonmarked***.

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

* ***The Forge of War***.

James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.

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

Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.

Aberrant Marks (House Tarkanan) · Mark of Death (House Vol)
Lapok Narpathu

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Not much is known about the eladrin known as **Lapok Narpathu**. He is currently on orders for Col. Reddstromm of the Cyran Army. Allegedly a blade for hire, it is presumed that Lapok is *very* dangerous. Lasai Tharashk has evidence of the colonel's selective betrayals of Cyre, but she has overlooked those infractions in exchange for the opportunity to be assigned to a mission identical to the one her brother went missing on.

*Lapok is a raven-haired eladrin with ivory skin. His features are sharp and angled, and his frame is deathly still and nearly ghostly in his ability to blend into the shadows. It is a rare opportunity for one to see the feytouched without dying shortly afterward.*

Notes: Eladrin
Kolas Verdgrin

**General Kolas Verdgrin** is a disgraced former general sentenced to Dreadhold by King Boranel for war crimes committed during his military service to Breland over the Last War.

## History

General Kolas Verdgrin was a celebrated general for the army of Breland during the Last War. His bloodlust increased as the length of his service drew on, and King Boranel grew concerned by his actions on the battlefield.

After Kolas ordered the massacre of a peaceful monastery in Cyre in 994 YK, Boranel discharged him from the military and consigned him to the Warding Guild of House Kundarak, to serve out a lifelong sentence in the Golden Ward of Dreadhold.

## Appearance & Personality

General Kolas Verdgrin is a handsome human man in his early forties. He has blonde hair with a widow's peak and a neat goatee.

Kolas appears charming and hides his menacing nature.

## Abilities

General Kolas Verdgrin is a charismatic and brutal battlefield commander. He still has devotees in Breland, where some believe his ruthless temperament may be necessary should the Last War start anew.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "**Dreadhold: Eberron's Inescapable Island Prison**" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344. , *p. 69-82*.
Icon of Glory (Spell)

*4th-level enchantment*

**Casting Time:** 1 reaction, when you roll a natural 20 on an attack roll or saving throw

**Range:** Self (30-foot radius)

**Components:** V

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

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

You become a beacon of inspiration for those around you. For the duration, you and any creatures you choose within range gain the following benefits:

* Attack rolls score a critical hit on a roll of 19 or 20.
* Rolling a 1 on the d20 for an attack roll, ability check, or saving throw, allows the creature to reroll the die and must use the new roll.

For the duration, anytime you roll a natural 20 on an attack roll or saving throw, the aura becomes temporarily stronger until the start of your next turn, granting the following additional benefits:

* Attack rolls score a critical on a roll of 18, 19, or 20.
* Rolling a 1 or 2 on the d20 for an attack roll, ability check, or saving throw, allows the creature to reroll the die and must use the new roll.
Korran-Thiven

Korran-Thiven is the other twin of Sharn’s financial districts, similar in many ways to Korranath but with a harder edge. Its name means “Korran’s Blade” in Dwarven, and the district seems more obsessed with protecting wealth than with acquiring it. Armed guards stand near just about every storefront and on every balcony in this district, wearing the livery of private security companies. The buildings are clean and ornately decorated, and money seems to be changing hands everywhere.

## Areas of Interest

**Wayfinder Foundation:** The Wayfinder Foundation has a relatively small office in Sharn, but it is a vitally important one for many of the adventurers who operate in Sharn’s depths and Xen’drik. The Foundation liaison in Sharn is Hendra ir’Kavay (NG female human aristocrat 3/rogue 6), a wealthy socialite whose interest in ancient history is largely financial.
Imbue Magic (Spell)

*9th-level enchantment*

**Casting Time:** 10 minutes or 8 hours

**Range:** Touch

**Components:** S

**Duration:** Instantaneous

**Class List:** Sorcerer

You transfer your own magic into a creature you touch. That creature regains all spell slots it has expended that are of 5th level or lower.

If it does not have spell slots, it instead gains 2 first-level spell slots, two 1st-level sorcerer spells you know, and the sorcerer features you gained at 1st level. The creature's spellcasting ability for these spells is Charisma. These features, spells, and spell slots disappear after 1 hour.

If you instead cast this spell over 8 hours targeting a pregnant creature or a newborn infant, you forever bind the child to your blood. When the child comes of age, they will manifest sorcerous power and gain one level in the sorcerer class. Their Sorcerous Origin will be the same as yours. If you do not have any levels in Sorcerer, or if you fail the subsequent saving throw, the child will instead manifest the powers of a Wild Mage.

The stress of creating a new sorcerer weakens you. You must make a DC 25 saving throw with your spell casting ability. On a failure, you permanently loses all spellcasting abilities. This effect can only be ended by a wish spell, but the child must either be willing or dead. Additionally, you gain 1d4+1 levels of exhaustion on either success or failure.
Jabra

The night hag **Jabra** is said to be a distant cousin of the Daughters of Sora Kell. She is an extremely skilled alchemist that owns a small tent-based shop in the city of Graywall, in the Daughters' nation of Droaam. In addition to selling traditional potions, she also produces unusual and possibly dangerous elixirs. It is said she has the ability to bottle the dreams and nightmares of an individual, which she then sells for a pretty penny.

## References

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

The pitch-black waters of Lake Dark shimmer in the farmland of eastern Karrnath. Fed by the cold runoff of the Iron River, Lake Dark is a large body of mist-shrouded water that collects in a depression in the fields between the Icetop Mountains and the Talenta Plains. The small towns of Lakeside and Irontown flank Lake Dark, and smaller farming communities encircle it with their various kinds of crops. Many believe that spirits haunt Lake Dark, and that the pitch-black waters provide a pathway to Dolurrh, a location from which the living can sometimes speak with the dead. Lake Dark is a manifest zone connected to the realm of the dead, and spells related to necromancy have greater power when cast in proximity to its dark restless waters.
Last Dirge

**The Last Dirge** are one of the ten major flights of harpies originating from the Byeshk Mountains in Droaam. When the Daughters of Sora Kell announced the founding of the new nation of Droaam, the Last Dirge pledged their flight to the Daughters' cause and migrated to the Great Crag and Graywall. The Last Dirge worship the Song of Passion and Rage, whom many believe to be an aspect of the Fury.

## 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.
3. ↑ "**Backdrop Graywall**" (October 2008) by Keith Baker. *Dragon Magazine* issue 368.
Laranak

It is little known about dwarven **Clan Laranak**, except that its feud with clan Londurak is legendary. All dwarves know of the mutual enmity these two clans possess, and it was only with reluctance and gifts from the other clans that the two agreed to work together to present a unified front at Thronehold. Their councilors disagree with each other out of habit and ancestral hatred more than reason. Now, the two clans wage their private war in whatever socially acceptable ways they can, each shifting alliances with the other clans to outplay the other.
Keep on the Shadowfell

**Edition** | 4th ed.

*This month you can play the new edition of the Dungeons & Dragons game. And thanks to the release of the first 4th edition adventure, H1 Keep on the Shadowfell, you can play the game before the Player's Handbook hits store shelves. To run the game, all you need is Keep on the Shadowfell and a set of dice; the adventure provides all the rules you need to play.*

*This article is a commentary on Keep on the Shadowfell and requires use of the adventure. The conversion suggestions allow you to set Keep on the Shadowfell in the Eberron campaign setting. The article infuses the adventure with the pulp feeling that differentiates Eberron from other Dungeons & Dragons campaigns.*
Kor ir'Wynarn

**Lord Kor ir'Wynarn** is King Boranel's younger brother and chief advisor, as well as commander of The King's Citadel.

## History

Lord Kor ir'Wynarn is the younger brother of King Boranel of Breland. He is a few years younger than his brother and serves as his principal adviser, especially on matters of national security.

## Appearance & Personality

Kor ir'Wynarn is a loyal retainer to his brother and loves him dearly. He is a potential heir to the throne should his brother pass, but he does not want that responsibility.

## Abilities

Kor ir'Wynarn is a fighter and aristocrat armed with the latest magical items for personal protection. He runs The King's Citadel from the Citadel's headquarters in Citadel Tower in Wroat, and commands the captains of the five branches of The King's Citadel.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
2. ↑ 2.0 2.1 2.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Integrated Tool

*Wondrous item, common*

An integrated tool attaches to the body of a warforged, and is designed to serve as particular a set of tools. You must incorporate the tool into your body before you can use it. Over the course of 1 hour, you can attach the tool or remove it from your body, remaining in contact with it for the whole hour; this can be done over a short or long rest.

While you're alive, the tool can't be removed from your body against your will. While the integrated tool has become part of your body, you must still have a hand free to make use of it. You can only have one integrated tool attached to your body at a time.
King Daroon ir'Wynarn

**King Daroon ir'Wynarn** was ruler of the Kingdom of Galifar in 512 YK.

The previous ruler mentioned in sourcebooks is King Galifar ir'Wynarn II, "the Dark".

The next ruler mentioned is King Jarot ir'Wynarn.

## Biography

Little is known about the reign of King Daroon, though it was during his time that the Starpeaks Observatory was begun. He was fascinated with the study of the heavens and the possibility that such work might provide portents for the future. Sadly, he died before construction was finished.
Ice Spike

*4th-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Sorcerer, Wizard
You create lances of ice that shoot up from the ground to impale a creature within range. The target must make a Dexterity saving throw. The target takes 4d8 piercing damage and 4d8 cold damage on a failed save. The target takes only the 4d8 cold damage on a successful save.
Lesser Determination Armor (Item)

*Armor (Light, Medium, Heavy), rare*

*Wearing this armor fills you with determination.*

Armor of determination provides the ability to fight on even in the face of seemingly impossible odds. Once per day while wearing this armor, you can use an action to cast Death Ward on yourself. The spell ends early if you doff the armor.
Karmos Render

**Karmos Render** was a famous Shifter hero of the Last War who fought for Aundair.

## History

Karmos Render rose to fame for his great deeds such as single handedly defeating a warforged titan. After the signing of the Treaty of Thronehold, Aundair gathered several of its most proven and distinguished champions to carry out a expedition into the Mournland to investigate the strange and dangerous land. Being a proven warrior and master tracker, Karmos was one of the cornerstones for this mission. This group was considered the best Aundair had to offer and their quick success and return was expected with high hopes. Unfortunately the mission failed and the inquisition has not been seen nor heard from since its initial departure on the 4th of Vult 996 YK. Mages loyal to Aundair have used divination magic and have confirmed that Karmos is still alive, though his whereabouts are unknown.

## References

1. ↑ 1.0 1.1 ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
Kyra Danth

**Kyra Danth** was the Keeper of the Flame from 461–524 YK. Kyra was challenged by Melysse Miron in 497 YK, peasant woman who claimed to be of distant relation to Tira Miron. Believed by the Church to be an agent of the dark powers in the Silver Flame, she was *petrified* and interred in the Kundarak-run prison of Dreadhold by the Council of Cardinals of the time.
Last Chants

**The Last Chants** are one of the ten major flights of harpies that live in the Byeshk Mountains in Droaam. Unlike other flights such as the Last Dirge and the Stormsingers, the Last Chants do not openly support the Daughters of Sora Kell, but remain in their own territory. Their territory comprises the north-eastern most end of the Byeshk Mountains and some of the Eldeen Reaches beyond, bordered to the east by the Forgotten Choir.

## References

1. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.
Irial

**Irial** is the language of the plane of Irian, the Eternal Day. The various races of Irian, such as the Ravids and Lumi all speak Irial. Irial shares the same script as the Draconic language: Iokharic.

## Behind the Scenes

In the third edition, Irial was the language of the inhabitants of Irian. However, with the consolidation of languages in fourth edition, Irial no longer exists.

## References

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

**Kaius ir'Wynarn I** (?? - 910 YK)

Prince Kaius was the third child and second son of King Jarot ir'Wynarn. Unknown to almost everyone, his death in 910 YK was faked and he later took the identity of his great-grandson, Kaius ir'Wynarn III.

## Biography

Prince Kaius became Governor-prince of Karrnath in 890 YK.

Prince Wrogar was the only child of King Jarot present when his father died in 894 YK. The king named his eldest daughter, Princess Mishann of Cyre, his heir and made his son swear to support her and preserve the nearly 900 year rule of precedence for succession of the crown.

Prince Kaius, not bound by any such oath, joined his siblings Prince Thalin of Thrane and Princess Wroann of Breland in refusing to accept Princess Mishaan as Queen of Galifar. Prince Kaius declared himself King of Karrnath in late 894 YK, soon after the start of what would come to be called the Last War.

During the Last War the residents of Karrnath were unable to support themselves with their own agriculture. With trade between the nations at a standstill, a terrible famine struck his nation. King Kaius was approached by members of the Blood of Vol who offered to help him and his people. While this deal brought much relief in the form of food, it also carried a heavy personal price. He was transformed into an undead creature - a vampire - in 897 YK by none other than Erandis Vol.

King Kaius never liked the alliance with the Blood of Vol, and in 910 YK relinquished the throne by faking his death in order to find a way to break the alliance. After over 80 years of working in secrecy, he returned to the throne under the guise of his descendant King Kaius III.

King Kaius has kept his true nature hidden from not only his country, but the world at large. While evil, King Kaius is one of the major proponents for peace in Khorvaire, possibly due to the fact that war has cost him so much in his life.

### 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.

***The Forge of War***.
James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.
Introductions & Greetings!/@comment-24081963-20131228000701

Hello everyone, my name is John I am from the UK, England to be exact. My favourite RPs are Dungeons and Dragons, Shadowrun, Double Cross, Dragonage and Mutants and Masterminds.

I am the GM of a RP group that is currently playing D&D 4E and yes it's an Eberron campaign.

I enjoy video games, reading and Crabbie's Gingerbeer.<ac\_metadata title="Greetings all!"> </ac\_metadata>
Inspired

**The Inspired** are a race of beautiful humans from the continent of Sarlona that rule the Unity of Riedra.

## History

The Inspired first appeared during the events of the Sundering to save the people of Sarlona from the terrors unleashed in the conflict, and were given the mantle of rulership by the various cultures that now make up the Unity of Riedra in gratitude.

They are said to be descended from some mixing of human, elvish, and fiendish blood.

## Appearance & Personality

The Inspired are Chosen vessels that have been possessed by their quori spirit. Ruling over the ever expanding nation of Riedra in Sarlona the Inspired have slowly began expanding into Khorvaire, starting to make trips to its eastern shores.

Chosen not currently inhabited by a quori are known simply as "empty vessels."

## Abilities

The Inspired are powerful psions and may embed Siberys dragonshards into their bodies to enhance their innate *psi-like abilities*.

## Society

The Inspired make up the highest echelon of Riedran society.

The Chosen are the mortal apotheosis of the cycles of spiritual rebirth and growth known as the Path of Inspiration. Followers of this faith believe the Chosen the mortal vessels for the *il-altas*, or great spirits, and that the Inspired will pass on to their number on death.

Through their powers and the faith of the Path of Inspiration the Inspired rule the various cultures of humans, changelings, shifters, ogres, and oni of Riedra and much of the continent of Sarlona.

The quori of Dal Quor that puppet the Inspired view the Dreaming Dark as their god, with themselves as its immortal angels.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 2.2 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
3. ↑ 3.0 3.1 3.2 3.3 ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
4. ↑ 4.0 4.1 4.2 4.3 ***Faiths of Eberron***.
Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
5. ↑ 5.0 5.1 ***Races of Eberron***.
Jesse Decker, Matthew Sernett, Gwendolyn F.M. Kestrel, and Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3658-4.
Kyuss

**Kyuss**, was a mighty wizard who bound himself to the Overlord Katashka the Gatekeeper, now imprisoned after joining with his master.

## History

According to legend, Kyuss lived 3,000 years ago as a human wizard whose soul merged with the Overlord Katashka the Gatekeeper, who had temporarily escaped his binding by the Silver Flame, and the combined entity briefly became something like a demigod.

The combined entity was called Kyuss-Katashka. Before it could come into its full power, the new entity was imprisoned once more. Legends say, that if he is released again, he will bring forth the final age of the world, known as the Age of Worms.

## Behind the scenes

Kyuss was originally a hero-deity from the Greyhawk setting, who shares many things in common with the one in Eberron.

## Notes

Kyuss is elaborated on at some length in the Age of Worms Overload document, in the Eberron conversion notes by Keith Baker.

## References

1. ↑ 1.0 1.1 1.2 1.3 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
2. ↑ 2.0 2.1 2.2 2.3 ***Elder Evils***, *p. 130*.
Robert J. Schawlb (2007). Wizards of the Coast. ISBN 0-7869-4733-0.
3. ↑ 3.0 3.1 3.2 3.3 Erik Mona and Keith Baker (07/16/2005). Age of Worms Overload. Archived from the original on 04/04/2018.
Kalphan Riak

**Kalphan Riak** (NE male human expert 5/sorcerer 5) is an example of Khorvaire’s new breed of nobility. Not descended from a noble family or a dragonmarked house, Riak made his fortune in the arms trade during the Last War, putting his business savvy and his innate magical ability together to make enormous profit through sometimes unscrupulous deals. His tremendous wealth has earned him a mansion at the top of Andith Tower (just on the edge of Mithral Tower), with open pavilions, sprawling quarters, and even a small garden growing on the towertop. Riak has investments throughout the city and controlling interests in six of Sharn’s ten banks. Perhaps more importantly, he is a member of the Aurum’s Platinum Concord, and conspires with his fellow Aurum members to ensure maximum profitability for their business ventures while inserting their fingers into every possible aspect of commerce in Sharn and greater Breland. Kalphan currently serves as the high priest of Kol Korran in The Korranath.
Hover (Spell)

*cantrip transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** S

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

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

You rise vertically up to 1 foot in the air, and remain suspended there until the end of your next turn. The spell can levitate a maximum of 300 lbs. If your total weight (including anything you wear, hold, or carry) exceeds that amount, you sink to the ground and the spell immediately ends.

While hovering in this way, you can only move by pushing or pulling against a fixed object or surface within reach (such as a wall or ceiling), which allows you to move as though you were climing. You can also use your movement to move vertically, though never higher than 1 foot off the ground.

When the spell ends, you float gently to the ground if you are still aloft.
Lalia d'Deneith

**Lalia d'Deneith**is a member of House Deneith and one of the leading Sentinel Marshals in Sharn. She has an identical twin named Tasra whom she works well with in the field but has problems with planning together. The two are inconsistent when deciding on which fugitive to chase down leaving high-profile but potentially long-term pursuits to their fellow marshals. Despite their flaws the duo are a fugitive's worst nightmare, relentless and likely to toy with their quarry before bringing the chase to and end.

## References

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

*6th-level abjuration*

**Casting Time:** 24 hours

**Range:** Touch

**Components:** S, M (an exquisite door or container constructed from rare materials worth at least 25,000 gp, and powdered diamond worth at least 5,000 gp, which the spell consumes)

**Duration:** Instantaneous

**Class List:** Wizard

You seal a door or container with a powerful magical lock. When the spell is cast, 3 keys are created with it, and corresponding keyholes are magically installed within the door or container. To unlock the door, all three keys must be inserted together. Otherwise, the door is impassable by any means. It is immune to all damage and can only be dispelled by a Wish spell. The wall also extends into the Ethereal Plane and extradimensional space, blocking both ethereal travel and teleportation through the wall. In addition, an area of up to 40,000 square feet on one side of the door is warded against magical travel as if by the Forbiddance spell.

If any of the keys are destroyed, a new key is formed in its corresponding keyhole on the door in 1d4 days. You can cast this spell again on the same door to create a new set of keys if the original set was lost or stolen. When you do, the original set of keys turns to dust. Only you can create a new set of keys in this way.
Library of Korranberg

In Korranberg, Zilargo's southeasternmost port city, there lies a library unlike any the world over. The Library of Korranberg is the single greatest repository of knowledge on the continent (and perhaps the globe). Although its primary purpose is to serve as resource to scholars and explorers alike, it does occasionaly fund expeditions.

## Eight Colleges of the Library

Founded by the Korran family, this library’s explicit goal is to collect all the knowledge in the world, magical and mundane. To that end, the library quickly expanded into a series of colleges.

The Library is divided into eight schools:

* Soldas: History

* Balinor’s Horn: Natural Sciences
* Blackdragon: Alchemy
* Tabernacle: Religion and Philosophy
* Morridan: Mathematics
* Aureon’s Holt: Law and Oratory
* Lyrris: Art and Literature
* Drystone: Engineering

Each school is headed by a doyen, who sit on the library’s council, headed by a high councilor appointed by the Korran family, currently one of their own, Alina Alrene ir’Korran.

## History

It was the gnome's unrivaled thirst for knowledge that gave rise to the Library of Korranberg. Loremaster Dorius Alyre ir'Korran became obsessed with the idea that the various dieties of the Sovereign Host were actually dragons that had ascended long ago. To prove his theory, Loremaster Dorius swore to amass so much knowledge and infiormation all in one place that he himself might ascend and take the Sovereign Lord Aureon's place in the pantheon. The Korran family invested large amounts of money and resources into the project; even those who did not believe Dorius were easily sold on the benefit of a massive collection of knowledge. The Library continued to grow even after Dorius's death.
Kingdom of Metrol

The kingdom of central Khorvaire that was conquered by Galifar I and renamed Cyre. It's capitol was the city of Metrol.

## History

*Circa* −1,500 YK, the first settlements that would grow into the Five Nations were made in central Khorvaire. The settlement known as Seaside flourished into a small but prosperous nation-state around Kraken Bay and expanded northward, growing into the precursor of Cyre. Around this time, the Mark of Making first manifested in the humans of the Kingdom of Metrol, among the artisans and itinerant tinkers. The dragonmarked Clan Cannith emerged here, growing into House Cannith. In his campaign to conquer the Five Nations *circa* −1,000 YK, Karrn the Conqueror drove the defeated goblinoids out of Karrnath into the wild south, but his true purpose was to invade Metrol. Surprised, the kingdom was quickly taken and added to his empire.

The rulers of the precursors of the nations of Cyre, Karrnath, and Thrane attempted a genocide of the changeling race around 1300 years ago. Many escaped into hiding in Breland and Aundair.

Trivia

* The old Kingdom of Metrol roughly covered the area of the modern Mournland.
* The heraldic animal of old Metrol was a tiger.
* The rulers of the precursors of the nations of Cyre, Karrnath, and Thrane attempted a genocide of the changeling race around -300 YK. Many escaped into hiding in Breland and Aundair.

## Under Galifar

The provinces of Galifar largely retained the cultures and traditions of the nations they had once been. In many ways, their differences were reinforced and celebrated. But in the old kingdom of Metrol, the old systems and rulers were pushed aside to make room for Cyre’s dream. The culture of Metrol was largely stamped out, and replaced with a melting pot of Galifar's shared achievements. Some of the noble families of Metrol embraced this new path. Others were resettled by Galifar, granted authority over regions that had previously existed as independent frontiers.

Galifar I wanted the lands of old Metrol, so he gave the nobles of Metrol authority over Eastern Cyre, what's now Valenar, setting them as the feudal overlords of the Khunan settlers. This region was effectively a separate nation with dramatically different culture and values… and granting ownership of this annexed nation to Metrol's nobility was arguably Galifar’s greatest failing. The region had first been settled by immigrants from the Khunan region of western Sarlona. The Blade Desert served as a physical and cultural divide, and having granted the nobles their lands, Galifar largely ignored them. The noble families thus held to the traditions of Metrol rather than embracing the new culture of Cyre. Many were dissatisfied with the arrangement, and took this out on their Khunan subjects. Overall, the nobles of Eastern Cyre were petty and proud, and all too often cruel to their tenants. Some wonder why it was so simple for the elves to seize control of Valenar; first and foremost it’s because the Khunan people had no love for their Cyran rulers (generally called “thrones”) and many feel they are actually better off under the new regime.
Kordran's Stone Shield

*cantrip transmutation*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S, M (a loose chunk of earth or stone at least 1 foot in diameter, which the spell consumes)

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

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

You shatter the stone used as the material component and form the rubble into a shield, which floats near you for the duration. You gain a +1 bonus to AC if you are not already weilding a shield.

Starting on your next turn, you must use a bonus action on each of your turns to maintain the spell. If you end your turn without having done so, the spell ends.

When you would take damage from an attack, you can use your reaction to interpose the shield, reducing the damage by 1d4. The spell then ends.

At Higher Levels. The spell's damage reduction increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Jolliver Grimjaw

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Jolliver Grimjaw was a werebadger cultist of the Shadow.

activities

Grimjaw and his men traded with some smugglers and led attacks on riverboats that refused to pay protection money. they also recruited thugs and monsters to join the cult.

history

Grimjaw and his minions posed as mercenaries and occupied Crownhome. in the end, adventurers occupied the palace and defeated Grimjaw.

Notes: Werebadger, Lycanthrope
Janasar

**Janasar** is the halfling husband of Kurala d'Jorasco. He does not bear the Mark of Healing and married into House Jorasco. He is a level four expert, specializing in veterinary medicine and healing; he works at Kurala's House of Healing in the Clifftop district of Sharn, Breland.

## References

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

Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Jojo

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.**Jojo d'Jorasco** is a bard adventurer bearing a Greater Mark of Healing. He and his companions have homes in Hareth's Folly, Middle Dura, Sharn in Breland and in the Sloths in Stormreach. He is a skilled lute player and singer.

He has done work for Elaydren d'Cannith and the Dark Lanterns.

### Early Life

JoJo was born into Jorasco as a bastard child. His father was killed
and his mother never told him why. Trying to make his way, JoJo joined
the war effort, but like most of his House, he mainly played the medic
part. Tending to what seemed like hundreds of soldiers, JoJo rarely
entered the fray himself. On one occasion, however, JoJo was attacked
while attending a severly wounded comrade. JoJo, bewildered and not
knowing what to do, did the first thing that came to mind...and he
started singing a song his mother sang to him as a child. Fascinated
and drooling, the attacker stood motionless as JoJo's comrade used the
last of his strength to defend JoJo, killing the attacker. The comrade
died shortly after...

...After the fallen comrade incident, JoJo realized that he was \*gasp\*
in the middle of a war and that \*double gasp\* people fight during wars.
So, JoJo took what little spare time he had to train. He met another
halfing of the roguish variety who agreed to spend some time teaching
him how to handle a sword. While the rogue was not an expert, he was
able to teach JoJo a fair amount of swordsmanship before one day, by
accident, JoJo playfully swung his sword at the rogue and cut the
rogue's left hand. With blood gushing, JoJo panicked before jumping to
the rogue's aid. Unsure of JoJo's intentions, the rogue pulled his
sword against JoJo, threatening him back. JoJo dropped his weapon and
offered to heal the rogue lest the rogue's hand lose too much blood or
become infected. After dropping his sword, JoJo suddenly found the
rogue pouncing on him. Menacing, the rogue told JoJo to never approach
him again. Then, the rogue pulled himself and his sword back and ran
off. JoJo sat on the ground confused and wept...and later noticed his
purse was gone...

### Awards and Commendations

* Crimson Shield (bravery in combat)
* Copper Spear Medal (for combat medics)
* Order of the Silver Dagger

### Companions

* Tothban, shifter fighter
* Ot, changeling rogue (a.k.a. Corporal Devlin Norfender)
* Forneus, kalashtar psion

### Associates and Acquaintances

* Elaydren d'Cannith
* Wrogarr Snowshale
* Cayla d'Jorasco
* Adam
* Erix ir'Clarn, Baron Eastbrook
* Arctaos Rho

Notes: Halfling, Bard, Member of House Joraso, Dragonmarked
Jumping Jolt

*4th-level evocation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a twig from a tree that has been struck by lightning)

**Duration:** Instantaneous

**Class List:** Artificer, Sorcerer, Wizard
You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot hit the same target twice, or jump to a target out of the spells range. The spell can jump a maximum of five times.

On a miss, the target takes half as much damage and the spell does not jump to a new target.

**At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Iron Council

The Iron Council is composed of the dwarf lords of Mror Holds. Although House Kundarak is officially only an observer of the Iron Council, it is widely believed that they still hold some power if only from the shadows. The council is based in the large city of Krona Peak the closest city dwarves have to a capital.
Janik Martell

**Janik Martell** is the protagonist of the novel In the Claws of the Tiger. He is a human scholar and is employed at Morgrave University. He is best known for his expedition into the Xen'drik ruin of Mel-Aqat where he discovered the Ramethene Sword. He wears studded leather armour and carries a shortsword.

> "'**Well, then an open, festering wound. He has never bandaged it or treated it-he's like an animal who keeps biting at a wound so it can't heal. Maija was his healer, caring for his body and soul. Without her, he doesn't know how to heal the wound in his heart*.*" ― Mathas Allister on Janik**
>
>

## Biography

Janik was born and grew up in Sharn and during the war he was a member of the Dark Lanterns. After meeting Maija Olarin she introduced him to Dania ir'Vran who became his best friend. He had feelings for Maija for a long time but only married her fifteen years ago around 984 YK. Not long after the marriage King Boranel's brother, Lord Kor asked him to assemble a team to go on an expedition to Xen'drik. He brought along Maija and Dania. Maija then suggested Mathas Allister whom then joined the expedition. Their marriage ended during the expedition when Maija betrayed the group and joined Krael Kavarat. Prior to this Janik had an affair with Dania. Janik owns an apartment near Morgrave University, he also has an office in the university.

## Religion

Janik was once a follower of the Sovereign Host though became sceptical of all religions.

## Achievements

* Janik's first published academic paper was about the giant ruins that surrounded Stormreach.

* A report on Janik's expedition to Mel-Aqat was featured in an issue of the Sharn Inquisitive.

* Janik can speak goblin and sahuagin.

## Nickname

A sahuagin named Shubdoolkra and business contact to Janik has difficulty pronouncing his name so instead calls him Janjan.
Kilk

Economic forces also

drive the wants and needs of Lower Tavick’s Landing.

Kilk has the support of the Tyrants, but has also won

the loyalty of the other merchant lords of the district.

On the surface, it appears that Kilk looks out for the

mercantile interests of his ward, but he also monitors

and manipulates events across the city. Only Thurik

Davandi can match Kilk for intrigues and scheming,

and Kilk has a web of informants and spies across the

city. He has done his best to make himself useful to

the King’s Citadel and the Guardians of the Gate,

and as a result he has developed powerful allies within

both organizations. Kilk is an invention of the Tyrants. There is

one changeling who plays the role more often than

others, but at any time Kilk could be any one of

the Tyrants—even Ek himself. Through Kilk, the

Tyrants have a second way to affect the city, and a

more respectable façade for dealing with groups such

as the King’s Citadel.
Irontown

**Irontown** is a small mining town in far northeastern Karrnath. It lies on the lightning rail line between Vulyar and Krona Peak on the shores of Lake Dark.

### Lightning Rail

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

## References

* ***Five Nations***.

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

**Krona Peak** serves as the seat of the Iron Council and is the closest thing to a capital in the Mror Holds. It is the centre of trade for the Mror Holds with the end point of the Lightning Rail. It also houses the largest temple of Kol Korran of the Sovereign Host. Krona Peak itself is as vast as any of the other major cities across Khorvaire, though it is only about half of the size of the Mroranonhold which lies below it. Krona Peak is unique to the other holds of the clans in this respect.

## Notable Features & Places

* Lightning Rail Station
* Temple of Kol Korran

## Notable People

* Torlan Mroranon - Clan leader, Arbiter of the Iron Council.