Mabar

**Mabar the Endless Night** is a blackened realm where the faintest spark of light is quickly devoured by the unending darkness. It is a plane suffused with negative energy and the antithesis of Irian.

## Description

Mabar is a realm where no light shines. It is a world that is home to demons and the creatures that go bump in the night.

On Eberron, one can be brought back after death as either an undead or as a deathless. Those that are undead are said to have been infused with the essence of Mabar, while deathless have been infused with the powers of Irian. There are those that worship the deathless of the Undying Court who wish to remove all undead from the world. These Deathguards will hunt down Mabar manifest zones, trying to sever their connection with the realm.

On the flip side, priests of the Blood of Vol will also seek out manifest zones of Mabar, to build shrines and allow access to more powerful spells. In addition, a sect of druids called the Nightwalkers also worship Mabar, and seek out manifest zones, especially the Gloaming.

Mabar and Mabar manifest zones are also responsible for Mabar Crystals, inky black crystals that empower darkness spells.

## Inhabitants

* The most populous of the denizens of Mabar are the **yugoloths** (daemons). Other fiends, such as the **barghest****, kastighur** and the **succubus**, also call Mabar home.
* Creatures of shadow are spawned from Mabar, like **nightshades**, **shadow mastiffs** and **trillochs**.
* Some undead haunt Mabar, including **bodaks**, various **nightshades**, **necronauts**, **shadows** and **vasuthants**.
* Mabar is also home to the negative energons known as the **xeg-yi**.

## Manifest Zones

* In the Eldeen Reaches, a section of the Towering Wood called **The Gloaming** is a manifest zone, resulting in disfigured trees and horrid animals.
* In the **Faded Forest** of Breland, a large mystical arch has been crafted. It opens a portal to Mabar every tenth night, and turns the entire area into a manifest zone to Mabar during the month of Sypheros.
* The **Shanjueed Jungle** on the continent of Sarlona is home to a manifest zone to Mabar.
* After the Day of Mourning, **Valin Field** in Cyre became a manifest zone with both Mabar and Shavarath. Those that enter leave forever tainted.

## Planar Properties

The Endless Night consumes life and light. It’s a wellspring of necrotic energy, where light is swallowed by gloom, and unprotected creatures quickly die. Mabar has the following universal properties.

* **Necrotic Power.** A creature has disadvantage on saving throws against necromancy spells. An undead creature has 2 extra hit points per Hit Die and advantage on saving throws against being turned or frightened.
* **Radiant Void.** In order to cast a spell that deals radiant damage or restores hit points, a creature must succeed on a spellcasting ability check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.
* **Eternal Shadows.** There is no bright light in Mabar. Any object or effect that would usually create bright light only creates dim light.
* **The Hunger of Mabar.** Mabar consumes the life force of living things. For every minute a living creature spends in Mabar, it takes 10d6 points of necrotic damage. If this damage reduces a creature to 0 hit points, it immediately dies and its body crumbles into ash. Natives of Mabar, creatures that have resistance or immunity to necrotic damage, and creatures under the effects of a death ward spell are immune to the effects of this property.
* **Standard Time.** Time passes at the same pace as on the Material Plane, and is consistent across its layers.
* Other.
	+ Optional Rule: Shadowfell Despair
	+ All creatures become heavily obscured.
	+ All healing received is halved.

## Effects on the Material Plane

### Coterminous

The nights grow blacker and more dangerous when Mabar becomes coterminous with Eberron. Travel to Mabar becomes as easy as stepping into an area where there is no light, and inhabitants of the plane slip out from the shadows and into the world. The plane becomes coterminous on three dark nights in the dead of night on the nights of the new moon closest to the winter solstice.

### Remote

When Mabar is remote, the darkness seems to sap from Eberron. These periods occur every five years on the nights of the full moon around the summer solstice.

## Notes

Keith Baker has suggested on his website that Mabar is misunderstood as the plane of darkness, while it really symbolizes all things succumbing to death and entropy, even hope and light.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
3. ↑ ***Faiths of Eberron***.
Jennifer Clarke Wilkes, Ari Marmell, and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3934-6.
4. ↑ ***Monster Manual IV***.
 (July 2006). Wizards of the Coast. ISBN 0-7869-3920-6.
5. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
6. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
7. ↑ ***Secrets of Sarlona***.
Keith Baker, Scott Fitzgerald Gray, Glenn McDonald, and Chris Sims (2007). Wizards of the Coast. ISBN 978-0-7869-4037-0.
8. ↑ ***The Forge of War***.
James Wyatt, Wolfgang Baur, Ari Marmell (2007). Wizards of the Coast. ISBN 0-7869-4153-7.
9. ↑ Keith Baker (10/10/2017). The Endless Night. Archived from the original on 08/25/2018.

**Fundamental Planes**: The Astral Plane (Siberys) · The Material Plane (Eberron) · Elemental Chaos (Khyber)

**Transitive Planes and Demiplanes**: The Ethereal Plane · The Shadow Plane · Baator