recursal/Fanatic-Fandom huggingface dataset:
Giant (language)

**Giant** is the language of the giants, the ancient rulers of the continent of Xen'drik, and their slaves, the drow. After the giant empire fell, the remaining, more primitive giants, still use the language. The drow have continued to use the language as well.

## Translations

Below are known giant words and their common translations:

* ***dak rusen***: you have come
* ***drukil esul ul siltash***: open the gate and let fall the wards
* ***hasken ul tul'kas***: provide words of passage
* ***kulas***: archshaper
* ***siltash'un***: open now
* ***sul'asa***: the burning wood
* ***sulatar***: firebinders
* ***vulk n'tash***: scorpion wraith

## References

1. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
3. ↑ ***The Shattered Land***.
Keith Baker (2006). Wizards of the Coast. ISBN 0-7869-3821-8.
Kashtarhak

**Kashtarhak**,the Voice of Chaosis a powerful rakshasa member of the Lords of Dust who sits on the Bleak Council as *prakhutu* (chosen speaker) of the Overlord Eldrantulku the Oathbreaker.

## History

The prophecies of Ashtakala says that Eldrantulku will be free after a mighty empire tears itself apart. Kashtarhak allegedly orchestrated several insurrections across the history of Eberron, including the elvish uprising against the ancient giants of Xen'drik, and the fall of the Empire of Dhakaan.

## Appearance & Personality

Kashtarhak appears similar to a typical rakshasa, a tiger-headed fiend with backwards-facing hands.

Kashtarhak prefers to work from the shadows, and likes to exert the minimum effort to achieve his goals.

Kashtarhak works to fulfill the conditions of the Prophecy outlined by the seers of Ashtakala that will free his master from the Silver Flame.

Kashtarhak may use others against organizations like the Heirs of Dhakaan or The Inspired to fulfill these conditions. His servants work to disrupt the rule of monarchs and restart the Last War.

## Abilities

Kashtarhak, the Voice of Chaos is a powerful sorcerer and archmage. Kashtarhak is the *prakhutu* of Eldrantulku, and may *commune* with his master once per day.

Thelestes, the Velvet Blade is one of his three claw servants, and the two have a permanent telepathic bond.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
Collar of Attack (Item)

Wondrous item, rarity varies (uncommon, rare, very rare)

The appearance of these collars differ, but these attack collars will most often have studs. An animal companion with this collar around its neck gains +1 (uncommon), +2 (rare), or +3 (very rare) bonus to attack and damage rolls, and its natural weapons are considered magical for the purposes of overcoming resistance.
Kingdom of Galifar

File:Galifar.jpg

**The Kingdom of Galifar** encompassed the width and breadth of Khorvaire from 1 YK to 894 YK and the start of the Last War. The Kingdom of Galifar was named after Galifar I who united the Five Nations of Khorvaire together under one monarchy. The peoples of Khorvaire enjoyed peace and prosperity under a succession of monarchs for almost nine centuries. The Kingdom of Galifar fell apart when King Jarot died. The tradition established by prior monarchs was for the eldest child of the king to succeed him in power however three of Jarot's five children Thalin, Kaius, and Wroann rejected the appointment of Mishann. Thus began a century of conflict that only saw an end when the whole of Cyre was reduced to a wasteland now called The Mournland. When the Treaty of Thronehold was signed in 996 it officially recognized twelve nations and the Kingdom of Galifar officially ceased to exist.
Kloijner

Kloijner is the legendary greatsword that was weilded by Tira Miron when she defeated Bel Shalor. It's current location is unknown, but it is assumed to have been consumed by the Silver Flame along with Tira herself.

Kloijner was forged by couatl in the Age of Demons, and in actuality, consisted of a living couatl frozen in steel. Tira found it in the Demon Wastes, in the possession of the Ghaash'kala orcs.
Korliac

**Korliac of the Gray Flame** is mad pit fiend of Fernia who sits on the Bleak Council of the Lords of Dust. He has pledged his service to the Overlord known as the Truth in the Darkness.

## History

The pit fiend Korliac was compelled by madness to pursue knowledge forbidden to him on his home plane of Fernia, the Sea of Fire. Korliac of the Gray Flame is now allied with the Lords of Dust, and he serves Tul Oreshka, the Truth in the Darkness.

The mad pit fiend is one of the non-rakshasa among the Lords of Dust. He is particularly active in Xen'drik.

## Appearance & Personality

In his true form Korliac of the Gray Flame appears similar to a typical pit fiend from his home plane of Fernia.

He may assume the form of any small or medium humanoid using his *polymorph* spell. His fire spells manifest as ghostly gray flame.

## Abilities

Korliac can *polymorph* himself into small or medium humanoid forms. His fire spells automatically strike *ethereal* foes, deal half *profane* damage and *fire* damage, and cause a *lesser confusion* effect on those who fail his DC 19 Will Save.

Korliac lacks the ability to summon other devils shared by his pit fiend brethren. He may have bound exiled devils from Shavarath to his cause as minions.

## Notes

Korliac of the Gray Flame is mentioned as a possible character to use in the Age of Worms adventure path in the conversion notes by Keith Baker.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 "**Eternal Evil: The Lords of Dust**" (November 2005) by Keith Baker. *Dragon Magazine* issue 337.
2. ↑ 2.0 2.1 2.2 Keith Baker. Dungeon #130 Map and Supplement Handout. Paizo Publishing. Archived from the original on 08/16/2016. Retrieved on 02/08/2019. “The “Lords of Dust” article in Dragon #327 mentions a pit fiend named Korliac of the Gray Flame, and Korliac could be used in place of Visciannix: he is still seeking the Rod of Seven Parts, but he’s doing it from a fortress in the depths of Khyber instead of the Nine Hells. The devil minions in this encounter can remain as listed: these are exiles from Shavarath that Korliac has bound to his cause.
While Korliac is a member of the Lords of Dust and the Council of Ashtakala, he has no loyalty to Katashka the Gatekeeper, nor any knowledge of the  Age of Worms.”
3. ↑ ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
Karrlakton

An area within the nation of Karrnath, just north of the Mournland. Since its foundation House Deneith has made its stronghold here and often sends young children to be raised here in order to create a strong connection to the house that will hopefully last throughout their lives. Sentinel Tower, named for the mark the scions of the house bear, is both the ancestral home of the house as well as the keep of House Deneiths Sentinel Marshals.
Ir'Lantar

History states that the ir’Lantars are old blood in Fairhaven, but few accounts of how the family rose to count among the nobility are told. They descend from a noble knight, Kael Lantar, who rose up after the fall of the lord he served. That lord is largely forgotten, the infamy of his deeds making him unworthy of remembrance. Since then, though, the ir’Lantars have ever ascended on “noble” deeds until they sat just to the right of the royal throne. Everything the family has gained, from the dark root of Kael Lantar, is due to its ties to the Lords of Dust. The thick veneer of nobility and civil service hides a rotten core. Each and every member, servants included, is cruel and calculating at heart, but careful in deed.

During the Last War, the battles between Aundair and Breland left deep scars on both lands. But while fierce, these conflicts were brief, and by the close of the war the two nations were strong allies. Today, Alais and Helais ir’Lantar, sons of one of the noble families of Aundair, serve the interests of their nation in Sharn. Alais and Helais are identical twin brothers, and both are remarkably handsome and urbane; they are quite popular at galas and other social events. While both brothers are officially ambassadors, each performs different duties. Alais ir’Lantar (LE male half-elf aristocrat 7) deals with the administrative drudgery, while Helais handles the deeper diplomacy and intrigue. Why? Because Helais is not simply an ambassador—he is one of the Royal Eyes of Aundair, a trusted agent who serves as Queen Aurala’s eyes and ears in Sharn. But Queen Aurala has been betrayed, and her misplaced trust may spell disaster in the future. His role as master of spies is the least of Helais’s secrets. The dark truth is that there is only one ir’Lantar brother. The ir’Lantar family has served the Lords of Dust for many generations, and Helais ir’Lantar is actually a guise used by the two rakshasas of Sharn, Zathara and Nethatar.

* Tesyn ir'Lantar
* Alais ir'Lantar
* Helais ir'Lantar
* Zeratan ir'Lantar
Jarot ir'Wynarn

**King Jarot ir'Wynarn** (? - 894 YK)

King Jarot ir'Wynarn was the last ruler of the Kingdom of Galifar. His predecessor is not mentioned in the sourcebooks; the last king mentioned before him is King Daroon ir'Wynarn. Upon King Jarot's death, his five children disputed the right of succession and began the Last War, ultimately leading to the creation of fifteen nations on the continent of Khorvaire and the loss of the nation of Cyre in the Day of Mourning.

## Biography

The last ruler of Galifar, King Jarot was driven to paranoia by dreams that troubled him of threats to his rule. Jarot suspected every power, both foreign and internal, of conspiring to overthrow his beloved kingdom. Everyone from the Dragonmarked Houses to the elves of Aerenal to the dragons of Argonnessen were plotting to depose him. Because of this paranoia he began secret military projects to reinforce the infrastructure of Galifar. These projects included the warforged and the floating fortresses in Breland. He also began a massive military buildup in each of the Five Nations.

Sadly, the conflict that King Jarot prepared for he would never see. When the king died, the crown should have passed to Princess Mishann of Cyre, his eldest daughter. Instead Prince Thalin, Prince Kaius and Princess Wroann rejected the appointment of their older sister. Though Prince Wrogar, King Jarot's fourth child and Governor-prince of the nation of Aundair supported his sister, it was not enough and soon the Five Nations used the armies King Jarot had amassed along with the new technologies to wage war against one another. This bloody conflict became known as The Last War thanks in part to the Korranberg Chronicle.

### Wives

Jarot married at least three times in his life; the first marriage ended with the death of his wife, the second in divorce. His second and third wife were alive at the time of his death, and advised their respective children on their courses of action. Mishann and Wrogar were the children of Jarot's late first wife, Thalin and Wroaan shared a mother, and Kaius was the child of consort number three. There are rumors that Wroann's mother urged her both to defy Mishann and to support her brother's claim... which led to the events of the Last War.

## Behind the Scenes

It is possible that King Jarot's dreams may have been the result of the Quori.

## 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.
Jurian ir'Wynarn

**Jurian Ir'Wynarn** is a prince of Aundair and the second son of Queen Aurala ir'Wynarn and her consort Sasik d'Vadalis. His older brother is Crown Prince Wrogar and his teen-age younger sister is Princess Corrine.

## Biography

Shortly after signing the Treaty of Thronehold in  996 YK, Queen Aurala outlawed dueling in an effort to prevent Aundairian's from killing Aundairian's.  Nevertheless, no sooner was the ink dry on the decree parchment than Jurian found himself the winner of an honor duel over a woman--and his lordly foe dead. Jurian immediately fled Aundair, choosing exile over the embarrassment of forcing his mother's hand.

In theory, Aundairian agents are supposed to be pursuing Jurian, but now he lives the life of a wealthy playboy-in-exile. The Aundairian wine he's fond of has dulled neither his wits nor his reflexes, and some suspect that the prince is doing more than socializing as he moves from noble manor to dragonmarked villa across the Five Nations. Jurian served a stint in the Aundairian military and had the finest fencing instructors the royal court could provide, so his victory in the last duel was no accident.

Currently, Jurian enjoys the hospitality of the court of Lord Ruken ir'Clarn in Wroat. He sends coded messages to his mother on a regular basis; few outside Aurala's inner circle know that her wayward son is actually one of her top agents in the Royal Eyes.

## References

* ***Eberron Campaign Setting***.

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

* ***Five Nations***.

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

* "**Explore Fairhaven**" (September 2009) by Chris Sims. *Dungeon Magazine* issue 170. , *p. 33,35*.
Lenses of Darksight (Item)

*Wondrous item, common (requires attunement) or uncommon*

These dark lenses of crystal are mounted in a metal frame that allows one to comfortably wear them on their face. While you wear the lenses of darksight, you gain advantage on saving throws against being blinded by effects that produce bright light, such as sunbeam. Bright light is treated as dim light to you, and dim light is treated as darkness. If you have darkvision, you can't benefit from it while wearing these lenses.

When worn with a shaded hat or hood garment, the lenses of darksight completely negate the effects of sunlight sensitivity.
King Galifar ir'Wynarn I

**King Galifar ir'Wynarn** (-45 YK - 53 YK) was the founder of the Kingdom of Galifar. He was succeeded by his youngest son King Cyre ir'Wynarn.

## Biography

It was King Galifar I who united the five nations of Khorvaire under one crown and established the Kingdom of Galifar which would rule the breadth and width of Khorvaire for almost 900 years before the devastating Last War tore the nation apart.

Born in -45 YK to the warlord of Karrnath, Galifar grew up during the ten-year-long conflict know as the Border Wars. He assumed leadership of Karrnath just before his 21st birthday upon the death of his father. The cruelty and shortsightedness that he saw while growing up during a decade of war between all of the Five Nations helped him to envision a united kingdom where life could be improved and all of the nations could achieve a higher level of civilization.

Galifar spent 24 years trying to achieve his dream, not by the cruelty and bloodlust of Karrn the Conqueror, but by building a strong army and then using negotiations, diplomatic approaches, winning the hearts of the people of the Five Nations, and when necessary, military campaigns. Finally, after eight years of preparation, two years of negotiations, and fourteen years of combined diplomacy and warfare, the other four nations surrendered.

Galifar ruled the combined Five Nations for 40 years before stepping down at age 85 to let his son,  Cyre, assume the throne. During his combined 64 years as warlord of Karrnath and then King of the Nation of Galifar, he laid down the foundations of organizations and traditions that would last for almost 900 years, and some for even longer.

In -7 YK, Galifar's alliance with the Dragonmarked Houses gave them special status in his new kingdom.

In the first year of his reign as king of the Five Nations, he assigned each of his five children to act as governor-princes/princesses over one of the constituent nations. He also established the precedent that his oldest surviving child would assume the throne upon his eventual abdication or death.

By the second decade of his reign, the lands he ruled were being called the Kingdom of Galifar.

In 15 YK he established the Arcane Congress.

For ten years, from 28 YK to 38 YK, he fought the Galifar/Lhazaar war.

In 32 YK, the nations of Thaliost, Wroat, Metrol, and Daskara each adopt the name of their Governor-prince/princess, becoming the modern nations of Aundair, Breland,  Cyre, and Thrane. Karrnath, having been named for Karrn the Conqueror, already bore the name of Galifar's eldest son - Karrn.

Over the course of his long reign, he would loose several of his children, and upon his abdication, his youngest son  Cyre was the one who inherited the throne. Galifar lived another thirteen years, finally dying at the age of 98.
Farlnen

An island that is controled by elves who fled Aerenal after the destruction of House Vol.

Farlnen is icy and is the greatest stronghold of the forces of the Blood of Vol.

The Bloodsails are based out of the city of Port Cairn on this island.

## References

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

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Jade Fox was the leader of the Dragon clan Samurai in Karatin.

Activities

Jade Fox was a very mysterious clan leader. she conducted all her meetings from behind a screen. Few knew she was a kumiho. She was also a minor ranked member of the Black Mist triad gang. She walked freely in public, confident that nobody knew her true appearance.

Personality

it was known that Jade Fox was physically powerful, strong willed, and merciless, she also liked dogs.
Kwanti d'Orien

File:Kwanti.jpg
The current patriach of House Orien, baron Kwanti d'Orien (sorcerer 7/ dragonmark heir 3), makes his home in Passage, but is just as likely to be riding in his personalize lightning rail coach. Kwanti plays a very active and hands on role in his house and often travels to personally inspect house enclaves and lightning rail stations throughout the Five Nations. His current goals revolve around finding a suitable source of income to allow his house to rebuild a broken lightning rail around the Mournland.
Infusionist (Feat)

Return to List of Homebrew Feats

## **Infusionist**

***Prerequisite:** Infuse Item feature*

Your ingenuity and inventiveness have improved, granting you the following benefits:

* You learn an additional infusion of your choice from the Artificer Infusions list. Standard restrictions for learning an infusion still apply.
* The maximum number of Infused items you can create increases by 1.
Jewels of Dazzling Light

**Source** | Dragon Magazine issue #341

**Jewels of dazzling light** are clusters of various multicolored gemstones embedded in arcane patters around both forearms of a warforged. These warforged components glow faintly and pulse when exposed to light, sending arcs of rainbow colors across the warforged, slightly entrancing those that may deal with the warforged. In addition, each of these jewels may be activated to trigger a spell-like ability.

## 3rd Edition Mechanics

The glowing lights generated by the jewels of dazzling light grant a +2 enhancement bonus to Diplomacy checks made against the warforged. These jewels also grant a number of spell-like abilities when the warforged stands in bright sunlight: 5/day - *dancing lights*, *daze* (DC 10), *flare* (DC 10); 3/day - *color spray* (DC 11), *hypnotism* (DC 11); 1/day - *rainbow pattern* (DC 16). The jewels take up the bracers slot for the warforged.

## References

1. ↑ "**Arcane Upgrade: Warforged Magic Items**" (March 2005) by John Polojac. *Dragon magazine* issue 341.
Kalaraq Quori

Quori, Kalaraq (Eyebinders)

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

**Alignment:** Lawful Evil
**Size:** Medium
**CR:** 20

**Description:** *''A humanoid figure formed of pure
shadow looms before you. A nimbus of light surrounds it, shedding no
actual light, serving only to highlight the absolute darkness of the
being within. The figure is completely featureless, but a host of
disembodied eyes of all shapes and sizes whirl around it. These eyes are
 constantly shifting – sometimes fading away, other times bursting like
bubbles.''*

It can assume any form of Medium size or smaller, including weapons,
armor, clothes and other accoutrements of its intended appearance. The
change *isn't* illusory: a kalaraq's body has no specific natural form. *''True seeing''*
 reveals the many eyes and shadowy nature of the kalaraq's true form,
but not any specific shape. It can remain in a seeming until it chooses
to assume a new one. Most kalaraqs prefer a humanoid seeming.

**Information:** Kalaraqs are the nobility of nightmare,
 creatures formed of shadow and surrounded by a host of spectral eyes.
They guide the quori race, and the Devourer of Dreams – the personal emissary of the Dreaming Dark – is of this caste.

Although the kalaraqs never fight one another overtly, each has its
own agenda, and each hopes to someday seize the throne of the Devourer
of Dreams. Because of this internal conflict, it is very unusual for a
kalaraq to leave Dal Quor to inhabit a mortal vessel. Much of its extended power depends on what spirits that creature might have bound.

It can disperse into a swirling maelstrom of eyes and shadow,
engulfing its enemies and devouring their minds. It can also focus on
individual opponents, whereupon it can strip away a victim's
spellcasting ability. But perhaps one of its most fearsome powers is its
 ability to rip out a victim's *soul* and enslave it, binding it as yet another ''eye'' endlessly orbiting the kalaraq.
Immoth

The **immoth** are a kind of elemental found in Risia.

## Appearance & Personality

The immoth are hulking figures made of ice that bear some resemblance to dwarves with a tail. They are concerned with the gathering of information, and will not hesitate to use force if diplomacy fails in their attempts.

## Abilities

Immoths scribe spells onto ice they add to their own form in order to bolster their abilities. They have a hardy physique due to their icy form.

Additionally, immoths have a form of icy venom and the ability to walk along all icy surfaces. They feed on the life essence of their victim, as well as on their flesh.

## Society

Immoths are solitary creatures. They are primarily concerned with gathering knowledge and interacting with humanoids. They construct libraries of ice to preserve the knowledge they have collected.

## References

1. ↑ Per the Eberron Campaign Setting, as a creature of ice the immoth would speak Risian.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 ***Monster Manual II***.
Jeff Grubb, Rich Redman, Steve Winter,
and Edward Bonny (September 2002). Wizards of the Coast. ISBN 0-7869-2873-5.
, pg. 127-128
3. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
, pg. 97
Kyrzin, the Prince of Slime

*The people of Khorvaire know that reality is fragile. The walls between the planes can fall at any time. Nightmares are real. Ancient fiends are bound in the underworld, and who can say just how long those bonds will hold?*

*Every nation deals with its fears in different ways. In Karrnath, the dead are bound to serve the living. The Church of the Silver Flame provides a source of hope, and yet in some places its light doesn’t shine. For instance, the Shadow Marches remains on the fringes of civilization, beyond the Code of Galifar and the influence of the church. The people of the Marches know stories older than human civilization on Khorvaire: tales of the goblin empire and the lords of madness that destroyed it. Each generation, mothers tell their children how Belashyrra steals the eyes of boys and girls who don’t finish their klurhn roots.*

*Though the Lord of Eyes is well known in the stories of the Marches, another daelkyr has still greater influence in the region: Kyrzin, the Prince of Slime.*
Howling Peaks

File:Howling Peaks-0.jpg
The **Howling Peaks** are a mountain range in northern Zilargo and southeastern Breland. They form part of the border between the two countries, stretching from the northern edge of the King's Forest in Breland to within a hundred miles of the northmost peaks of the Seawall Mountains. The range runs generally from a southwesterly to a northeasterly direction and is about 350 miles in length.

## Notable Places

* Baran's Keep
* The Deep Mine

## References

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

The first manifest spellshaper was **Jefan ir'Gannik**, a respected member of the Arcane Congress whose explorations of the planes and their movements earned him a well-deserved reputation as one of the Congress's top scholars in the years before the Last War. However, as Jefan learned further planar secrets, he decided that what he had learned was too important or too dangerous to remain within the Arcane Congress. Taking his disciples with him, he fled the Floating Towers. The remaining spellshapers tell various stories about the exact reasons for his departure. Some say that he learned of a plot on his life. Others claim that he uncovered a plot to assassinate King Jarot and plunge the world into war, and a few whisper that his psychic explorations of Dal Quor left him utterly mad.

Whatever the cause, Jefan's break with the Arcane Congress was complete and irrevocable. Over the next two decades, as the disciples of Jefan scattered across Khorvaire, the agents of the Arcane Congress hunted down every one, killing or imprisoning the mall. Jefan ir'Gannik was never caught. If he is still alive, he is a very ancient human, for he was already old when he left the Floating Towers. Yet legends told among the remaining manifest spellshapers—all of whom are students of the original cabal members, or of their students—claim that he remains alive, thanks to some deep mastery of the secrets of Thelanis.
Kurala d'Jorasco

**Kurala d'Jorasco** is an adept of Boldrei bearing the least Mark of Healing with the power of *lesser restoration*. She also is capable of casting *remove cure* and remove disease*. She runs Kurala's House of Healing in the Clifftop district of Sharn, Breland. However, she is often called to provide additional service at the Jorasco enclave in Dragon Towers.*

### Kurala's House of Healing

In addition to herself, Kurala's House of Healing includes the following:

* her husband, Janasar, who specializes in veterinary healing
* two 3rd level adepts
* 4th level expert with a least Mark of Healing with the power of *cure light wounds*.

## References

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

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

*Armor (light, medium, heavy), uncommon*

Three glowing gems worth 100 gp adorn this gleaming armor. The gems installed in this armor can be used to grant its wearer inexplicable luck that seems to kick in at just the right moment. When you are hit by an attack, you can use your reaction to cause the attacker to reroll the attack. The attacker must use the new result. Once this armor causes an attack to miss, it can't be used again until the next dawn.

If the attack still hits, you must make a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. On a failure, one of the gems adorning this armor is destroyed. If the armor has no gems remaining, it can't be used again until a new gem is added to it. A character proficient in Jeweler's Tools can add a new 100 gp gem to the armor over the course of a short rest.
Lhazaar Sea

The **Lhazaar Sea** is a northern sea and is considered to lie east of Khorvaire and west of Sarlona, adjacent to the northern portions of those two continents. To the south of the Lhazaar Sea, the Sea of Rage borders Sarlona and the Dragonreach borders Khorvaire and the elven island of Aerenal to the west and the dragon continent of Argonnessen to the south.

## Undersea

Surrounding the Lhazaar Principalities, there are two civilisations of merfolk. There is the southern, cosmopolitan merfolk who had cities and towns built from coral, along with existing diplomatic ties with Aventus (being directly allied) and Aerenal (via aquatic elves).

The northern merfolk are more pastoral, herding manatees in Eel Bay's kelp forests and Seagrave meadows. They are tribal, generally more rural, and found their southern cousins snobbish and fancy. They don't care much about the affairs of the surface world, except when Lhazaar fishermen poach draketurtles from their seas.

Between the two of them, and neatly between the northern and southern islands of Lhazaar (north of Port Krez), there's a massive fault line of underwater volcanoes, the largest of which being studded with khyber dragonshards as long as a man's arm. It's named the Maw of Khyber by the merfolk and their Dragon Turtle protectors, and resembles the jaws of a dragon reaching out in a scream. Merrow, krakens, and worse live down there, preventing the two merfolk civilisations reuniting. To them, that area is like Atlantis; their capital lost to the Depths (underwater Khyber).
Legacy of Dhakaan

A follow-up to Don Bassingthwaite's The Dragon Below trilogy, the **Legacy of Dhakaan** trilogy follows the characters Geth, Ashi, and Ekhaas as they travel to Ekhaas' home nation of Darguun. Once there, they meet it's ruler, Lhesh Haruuc, and become embroiled of the politics of the Five Nations and the legacy left behind by the Dhakaani Empire.
Lawful Good

A **lawful good** character upholds society and its laws, believing that these laws are created to work for the good and prosperity of all. He is both honest and benevolent. He will work within the established system to change it for the better, and strives to bring order to goodness that other good-aligned characters might pool their resources to better the world. A lawful good character combines a commitment to oppose evil with discipline. Most lawful good characters live by a strict code of honor, or by the rules of conduct set down by their deity. They will generally selflessly act by these codes even at the cost of their own life.

It must however be stressed that blind obedience to local laws is not required by the lawful good alignment. A paladin is not in violation of his alignment if he decides to take up arms against a usurper on behalf of the rightful king, for example, even if that means going against the sedition laws instated by the usurper.

It should be noted that a lawful good character does not actually have to obey laws, as intimated above. Lawful alignment means that the character prefers a structured life to any other; this typically means that a set of codified laws are followed.

An incorruptible enforcer, a ruler or politician who acts for the good of his people, and a heroic soldier who strictly obeys the laws of battle are all examples of lawful good characters.

## Characters

Some characters in the Eberron setting identified as Lawful Good include:

* Ulara d'Jorasco
* Jaela Daran
* King Sebastes ir'Kesslan
* Three

## References

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

### Ancestors

Oruk (Old Orcish), with several additions from the ancient Draconic dialect spoken by historical kobolds.

The Gatekeepers say that the medusas were made from orcish stock by Orlassk, the daelkyr Prince of Stone; the medusas say they’re children of The Shadow. Either way, their language is descended from Oruk, with several additions from the ancient Draconic dialect spoken by historical kobolds. Today, the reptilian creatures of southern Khorvaire’s underworld speak a mutually intelligible language.

Proper communication in Khaast includes a signed component, called Serpentine, that can only be performed by medusae, unless the speaker has some way to mimic the motions of hair-snakes. Understanding of tone in the language requires the speaker to be familiar with the meanings of a medusa's eye position (looking down indicates respect, looking up and over disrespect, looking to the side equality, closing one’s main eyes trust).
Korranath

### Buildings

Banks (5), moneychangers (30), temple (Kol Korran), upscale food (40), exotic trades (24), upscale trades (100), upscale residences (80)

### Watch Detail

Heavily guarded; The Aurum has bribed the Sharn Watch to maintain constant patrols

### Location

Sharn, Upper Central Plateau

Korranath, one of Sharn’s twin financial districts, is also the seat of the Aurum’s power in the city. Named for the great temple of Kol Korran that lies at its heart, Korranath is utterly dedicated to the darker side of the god of wealth—the pursuit of wealth at any cost. There doesn’t seem to be anyone here who is not wealthy, and the whole district seems to be set up as a shrine to money itself. Every shop sells only the finest goods, each huge house is impeccably maintained, and the sound of money changing hands fills the air. Even the guards—who are everywhere—seem well off.

## Locations

**Kundarak Bank of Sharn:** The Kundarak bank, operated by the dwarven dragonmarked House Kundarak, is the largest and most important bank in Sharn.

**The Korranath:** The grand temple of Kol Korran is one of the most incredibly ostentatious and elaborate structures in Sharn. Surrounded by a grand colonnade, the interior of the temple rises in a grand dome a hundred feet across covered with gold leaf and studded with precious gems. The tiles in the mosaic floor are made of precious stones as well, and all the sacral objects inside the temple are solid gold. Sightseers and pilgrims regularly crowd the Korranath, milling under the watchful eye of the temple soldiers employed to protect the fabulous wealth inside.

The high priest of the Korranath, appointed by the mayor on an annual basis, is rarely a cleric though he carries out rote ceremonial functions. The current high priest, Kalphan Riak, is a leader of the Aurum.

**Riak Mansion:** The tremendous wealth of Kalphan Riak (NE male human expert 5/sorcerer 5) 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.
Kech Shaarat

The Kech Shaarat, led by Ruus Dhakaan, are one of the clans of Darguun  remaining faithful to the ways of their Dhakaani ancestors. Among the other Heirs of Dhakaan clans, the Kech Shaarat, or Bladebearers, are known for their possession of the Sword of the True King, a mighty artifact leftover from their ancient empire.

Bladebearer soldiers brand sword-shaped marks onto one or both of their forearms.

1. ↑ http://eberron.wikia.com/wiki/Eberron\_Campaign\_Guide\_%28book%29
***Eberron Campaign Guide*** (Eberron), *p. 285*.

James Wyatt, Keith Baker, Ari Marmell (2009). Wizards of the Coast. ISBN 0786950994.
Kaius ir'Wynarn III

(Not cannon)

King Kaius III assumed the throne of Karrnath in 991 YK, relieving his aunt and regent Moranna ir'Wynarn. He is the son of King Jarot ir'Wynarn.

**Spoiler warning:** Plot or ending details follow.
Unknown to almost everyone, however, he is actually his own great-grandfather, Kaius ir'Wynarn I.

**End of spoiler.**
## References

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

***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.
Island of Renewal

The **Island of Renewal** is a location in the plane of Elysium. It is the home of the goddess Sarenrae.

## **Description**

Under a cloudless blue sky, surrounded by an ocean that is clear and lagoon-like, the Island of Renewal's beaches are made up of shining pearls. The once-crumbling island is finding strength with the renewed faith in Sarenrae. There are no trees, but the hills themselves carry old, statuesque structures, small temple-like oddities that have been swallowed by time and the ravages of the Calamity, slowly emerging like jagged bits of earth that have been plunged up by seismic activity. Beyond these hills is a gargantuan crystal cathedral that resembles the torso of a woman, but where the head is, it spires into a singular point. On the inside is the glow of a raging inferno that flickers like a heartbeat from the inside of the crystal citadel.
Introductions & Greetings!/@comment-948469-20140102020602

My name is Bill, I am in Phoenix AZ (United States of America).

My group has been playing for close to 13 years every other week we have evolved from DnD 3.5 to Pathfinder. My player is taking over as DM and would like to use his Eberron books, he is using the Castles and Crusades rules system.

I am unsure about a lot in Eberron so am poking around here to get info.<ac\_metadata title="HI!"> </ac\_metadata>
Ilyra Boromar

Bestan ir’Tonn, Thurik Davandi,

and Caskar Havalik all have ties to the Boromar

Clan. But Ilyra Boromar (NE female halfling rogue

3/expert 3) is the Boromar Clan’s personal representative

on the Council. She reports directly to

Saidan Boromar, and she has the authority to make

executive decisions on behalf of the clan. Her allegiance

is obvious, but the other council members

generally politely overlook it; the Boromars are one

of the Sixty families of Sharn, and she does have the

skills, credentials, and lineage to compete with any

of the other councilors.

Of all of the members of the council, Ilyra is

the most ruthless and dangerous. The Boromar

Clan prefers to avoid violence, but councilors who

oppose Ilyra have disappeared in the past. However,

the recent war with Daask has shaken her grip on the

council. The Boromar Clan is no longer seen as an

infallible, omnipotent force—and so far the majority

councilors have refused to devote city resources

to battling the Droaamites setting up shop in Sharn.

Most are quite pleased with the turn of events, and

are waiting for the Boromars to be weakened further

before they take any action.

Thurik Davandi, Bestan ir’Tonn, and Caskar

Havalik are Ilyra’s allies, although Thurik and

Bestan have been known to pursue there own agendas

behind Ilyra’s back. Her greatest enemies on the

council are Borian Haldorak, Sava Kharisa, Kilk,

and Hruit; these four are either unconcerned with

the danger represented by the Boromar Clan or feel

that their supporters are powerful enough to protect

them from retribution.
Last Chance

A joint venture between House Ghallanda and House Jorasco started as an Inn built south of Stormreach providing adventurers and explores one Last Chance to get a good night sleep before entering the untamed wilds of Xen'Drik.

Over time a small community has grown up around the Inn.

## References

* ***Secrets of Xen'drik***.

Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Kreelo

Kreelo is the changeling head of the Dark Dagger Gang, one of Fairhaven’s most powerful criminal syndicates, and the most wanted criminal in Fairhaven. He was a bold changeling as a youth—while in disguise, he even met Queen Aurala—but now he rarely leaves his bodyguards and the safety of the abandoned Silver Flame cathedral from which he controls his criminal empire. He knows that everyone from the Royal Eyes to rival gang lords would love to put his head on a pike. His control of the city’s underworld is far from absolute, but his gang is the city’s strongest.
Class Feature Variants: Barbarian

Return to Homebrew Rules

Return to Character Creation House Rules

Return to List of Homebrew Classes

While you are raging and aren't wearing armor, your jump distance is tripled.

Your connection to nature has bolstered your ability to perform certain activities. Choose one of the following benefits, and then choose another one at 13th and 17th level.

* **Druidic Rituals.** Choose two ritual spells of 2nd-level or lower from the Druid spell list. You can cast the chosen spells as rituals. Wisdom is your spellcasting ability for them. You can choose this benefit again at 13th or 17th level.
* **Primal Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
* **Skill Training.** Choose one tool, and one skill from the Barbarian, Druid, or Ranger skill list. You gain proficiency in the chosen tool and skill if you don't already have it. You can choose this benefit again at 13th or 17th level.

# Primal Path Improvements

The following features add to or modify certain subclass features for this class.

## Path of the Ancestral Guardian

### Ancestral Dreams

*10th-level Ancestral Guardian feature (enhances Consult the Spirits)*

Additionally, you can cast the Ancestral Dreams spell as a ritual.

## Path of the Berserker

### Come and Get Me

*3rd-level Berserker feature*

Starting when you choose this path at 3rd level, you can taunt enemies to strike you when you rage. When in a rage, you can use your bonus action to have a creature use their reaction to make an opportunity attack against you. If they attack, you can attack the creature as well. Your attack is resolved before the creature's attack. If the creature chooses not to attack, they must make a Wisdom saving throw (DC is 8 + your proficiency bonus + your Constitution modifier) or be forced to take the opportunity attack.

### Murderous Intimidation

*10th-level Berserker feature (enhances Intimidating Presence)*

When you reduce a creature to 0 hit points, you can use your Intimidating Presence feature as a bonus action.

## Path Of The Beast

### Shapeless Beast

*10th-level Beast feature (enhances Form of the Beast)*

At level 10, you have gained more control over the beast within. As a bonus action, you can switch to another natural weapon from your Form of the Beast feature.
Legacy of Wolves

The Legacy of Wolves published in 2007 is the third installment in The Inquisitives series of novels. It was written by American author Marsheila Rockwell and illustrated by Michael Komarck. The story follows a group of heroes who wish to uncover a conspiracy regarding the silver flame church and the persecution of shifters. The entire story is set within Thrane.

*We are all forged in the fires of our past.*

*Grisly murders shake the small city of Aruldusk. Both the Church and the Crown send in agents to investigate. But when the body count continues to rise, these rival factions will have to learn to work together to track down the killers - even if it means hunting a killer in the highest reaches of power.*

## Notable Characters

**Andri Aeyliros**: A human male paladin of the silverflame who wears a silver necklace with claws attached to the end.

**Irulan Silverclaw:** A female razorclaw shifter and daughter of the famous shifter Bennin Silverclaw. After her brother was wrongly arrested and charged with murder she has set out to prove his innocence.

**Zoden ir'Marktaros:**A human male bard and the eldest child of the ir'Marktaros family.

**Greddark d'Kundarak**: A male dwarf inquisitive.

## Minor Characters

Jaela Daran

Skaravojen

Bishop Maellas

## Trivia

Despite Irulan Silverclaw claiming she and her family are razorclaw shifters they state that their ancestors were werewolves which is contradictory as razorclaw shifters share ancestry with weretigers as longtooth shifters are the ones who share ancestry with werewolves.
Ironically a ghost weretiger makes an appearance in the novel.
Jorlanna d'Cannith

File:Jorlanna.jpg
**Jorlanna d'Cannith** is a baron of House Cannith. She governs Cannith West, from Fairhaven, Aundair.
Jorlanna d'Cannith is a proud and attractive woman in her fifties. She is closer to the age of a matriarch than her rivals. Her claim is stronger than Merrix's as she is the daughter of the last leader of the house's second wife ,Elsabet. However, she is also considered least likely to claim the House's leadership. Though she has a strong passion for uniting the House, allies in the Twelve, and a personal magnetism, people do not trust her judgment because of her past history.

When Jorlanna was younger, she fell in love with an heir of House Deneith. The Houses removed both lovers from public for a year when this liaison was discovered. Many believe that during this sequestration, there was an issue from the affair. When she came back from seclusion she was alone. This event has haunted her since and, if the rumor of pregnancy is true, for good reason.

## 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.
Janilya's Vampiric Smite

*3rd-level necromancy*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V

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

**Class List:** Paladin

The next time you hit a creature with a weapon attack before this spell ends, you siphon away some of the target's life force. The attack deals an extra 3d6 necrotic damage to the target, and you regain hit points equal to half the amount of necrotic damage dealt.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.