recursal/Fanatic-Fandom huggingface dataset:
Aureon's Crown (26 Dravago)

Aureon’s Crown (26 Dravago): The Five Nations observe the festival of Aureon. It is a celebration of knowledge, when the elders of the community share their wisdom with the young at evening feasts. Throughout the day, priests of Aureon gather at the Great Hall of Aureon in the University District in Upper Menthis, providing sermons and lectures on a host of topics, from history to philosophy and the nature of the gods. Like many of the holy days of the Sovereign Host, Aureon’s Crown has become a secular holiday that does not require any particular religious devotion. Aureon’s Crown is the traditional time for students to graduate or advance, and this is true even at the monastic schools of the Silver Flame.
Bezoar

*3rd-level necromancy (ritual)*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Instantaneous

**Class List:** Druid, Warlock

You touch a creature and cure it of one disease afflicting it. The disease manifests as a 1-inch oily ball, called a bezoar, which the creature vomits out. Any creature that consumes the bezoar is automatically infected with the disease.

You can cast this spell using a bezoar as a material component to taint food or drinking water. When you do, you touch an amount of water that can fit within a 10-foot cube, or you touch up to 10 pounds of food. The bezoar disappears, and any creature that consumes tainted food or water must make a saving throw against the disease, potentially becoming infected. Tainted food and water remains tainted indefinitely, unless it is targeted by a *purify food and drink* spell or similar magic.
Avent ir'Talar

**Avent ir'Talar** was a wealthy merchant and noble from Thrane who was voluntarily petrified and placed into the Stone Ward of Dreadhold in the year 919 YK. He was not the first to do so; in fact, a number of people went into "stone sleep" with orders that they only be resuscitated once the Last War came to an end. A few years later, however, Avent's statue was moved into the Deep Ward at the request of Keeper Kaith Serrain. The Voice of the Flame spoke of Avent's true nature: that of a Rakshasa, and potentially a high-ranking member of the Lords of Dust.

It is not known why a rakshasa would choose to freeze itself in Dreadhold, but the cause is surely sinister. On the other hand, Avent was a notable royalist who opposed the Church of the Silver Flame's seizure of power after the death of King Thalin in 914 YK. There are some that believe Avent to be innocent, and theorize that the church may have framed him for these charges in an attempt to quell opposition to their rule.
Armor of Agility (Item)

*Armor (light, medium), rarity varies (rare, very rare, legendary)*

*This suit of armor appears more streamlined and elegant than others of its type. It has a smoothly worked surface and no spikes or other accoutrements. Those who wear it move swifter than normal.*

While wearing this armor, you gain a +1 (Rare), +2 (Very Rare), or +3 (Legendary) bonus to Dexterity saving throws.
Book of Endless Pages (Item)

*Wondrous item (book), uncommon*

This book has 100 pages, using an action you may speak a command word to empty its contents and it becomes blank. When you do so, choose a new command word. When you use that command word the book becomes filled with the contents it had before it became blank. You can have any number of command words that cause different content to appear. When discovered this book may already have command words that trigger content to appear that you may not be aware of. The DM chooses the words that any past owners used to show their content.
Aundair’s Silent Sanctum

*cantrip illusion*

**Casting Time:** 1 action

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

**Components:** S

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

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

You create an invisible sphere of energy with a 5-foot radius. Until the spell ends, it moves with you, centered on you. The sphere muffles sound in both directions. Creatures outside of the sphere have disadvantage on Wisdom (Perception) checks made to hear any sounds from within the sphere, and creatures inside the sphere have disadvantage on Wisdom (Perception) checks made to hear sounds outside of the sphere.

In addition, creatures have advantage on saving throws against effects that require them to hear a sound from the other side of the sphere, such as the command spell.
Curtain Call: A Sharn Adventure

***Curtain Call: A Sharn Adventure** is an introductory Eberron adventure for 1st to 4th level characters. Written by Keith Baker (creator of Eberron), Robert Adducci (Guild Adept), Wayne Chang, this is a great adventure for new Dungeon Masters to Eberron and includes sidebars to help DMs and players get familiar with the world of Eberron.*

*A paying job in Sharn to find out what happened to a missing noble turn into a myriad of street chases, personal grudges, spy agencies, cultists, and charlatans as you take an exciting tour through the City of Towers.*
Alchemical Failsafe

**Source** | Dragon Magazine issue #385

The **alchemical failsafe** is a warforged component designed as a surprise attack for warforged on the field. When the warforged installed with an alchemical failsafe become too battered to continue fighting at full strength, this launcher located in their abdomen automatically triggers an alchemical item.

## 4th Edition Mechanics

One consumable alchemical item can be stored within the alchemical failsafe. When the warforged uses its second wind, if there is a consumable alchemical item stowed within the failsafe, the stowed item can be used as a part of the same action without having to draw it or spend an action to use it. The level 6 version allows for items of 10th level or lower; the level 16 version allows for items of 20th level or lower; the level 26 version allows for any level item.

## References

1. ↑ 1.0 1.1 "**Winning Races: Alchemical Warforged**" (March 2010) by Logan Bonner. *Dragon magazine* issue 385.
Adderport

**Adderport** is the first human settlement in Q'barra, founded by Duke Ven ir'Kesslan of Cyre. Since then, Adderport has grown to become a major port city in Q'barra.

## History

During the Last War, a group of Galifarian loyalists led by the Cyran Duke Ven ir'Kesslan decided to find a new home away from the fighting. He petitioned for, and was granted, the land to the east of the Endworld Mountains, known as Q'barra. Duke ir'Kesslan organized a flotilla of ships, and the settlers embarked for a new life.

After a grueling journey, two-thirds of the ships reached Adder Bay. The settlers founded a new town, called Adderport, and began taming the Q'barran wilderness. The settlements grew, even in the face of various lizardfolk tribes. Adderport continued to grow, and the humans continued to build more settlements, as more humans joined Duke ir'Kesslan's dream of a New Galifar. Adderport is now a fortified trading town, supporting the city of Newthrone and other New Galifar settlements along the Adder River.

Unknown to the people of Adderport, the corrupted black dragon Rhashaak has sent in his lizardfolk troops in disguise into Adderport to spy on the humans in Q'barra.

## References

1. ↑ 1.0 1.1 ***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. ↑ ***Explorer's Handbook***.
David Noonan, Rich Burlew, and Frank Brunner (2005). Wizards of the Coast. ISBN 0-7869-3691-6.
Adaru

The **adaru** are a kind of chaotic evil outsider found in Xoriat.

## History

Adarus are native to the plane of Xoriat. Eons ago, the adarus and the kaortis were great rivals. However, their war was doomed from the start: the adarus could not unify, and the kaortis drove the adarus to near extinction. Since then, the adarus have recovered, and seek a new home. Some adarus seek out the daelkyr of Xoriat, hoping an alliance will bring the downfall of the kaortis.

## Appearance & Personality

Adarus are creatures that resemble large millipedes. They possess blue insect-like bodies with multiple orange legs. Its body is covered in filth emitted from small dimples along the body, and this filth generates a cloud of foul odor. Adaurs possess humanoid-looking heads, which somewhat resemble a small child, with the noticeable exception of brown fangs dripping with venom.

Adarus enjoy deception and treachery, to the exception of everything else. They also enjoy the collection of wealth.

## Abilities

The adaru's main attack is a lunging bite, which allows its poisonous fangs to infect the victim. Adarus are surrounded by a fetid cloud that weakens good-aligned creatures and enhances evil-aligned creatures. The adarus are able to move through most terrain, including water and the ground itself. Their fetid cloud also produces a slime, that increases their movement speed.

In addition, adarus are telepathic, are immune to electricity and poison, and possess darkvision.

## Behind the Scenes

In the traditional Dungeons & Dragons settings, the Adarus are considered tanar'ri demons. However, in Eberron, they are considered outsiders native to the plane of Xoriat.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 ***Monster Manual V***.
 (July 2007). Wizards of the Coast. ISBN 0-7869-4115-4.
Animated Carriage

*4th-level transmutation*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S, M (a pinch of horse hair)

**Duration:** 8 hours

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

You touch a land vehicle of size Huge or smaller, and cause it to shudder to life. The vehicle gains the ability to move without a draft animal or driver, animating its parts as necessary. For the duration, the vehicle follows your verbal commands, as well as those of other creatures you designate. The vehicle's speed, cargo capacity, hit points, and other statistics are unchanged.

You can create a permanent carriage by casting this spell on the same vehicle every day for one year.

**At Higher Levels.** If you cast this spell using a spell slot of 5th level or higher, you can target one additional land vehicle for each slot level above 4th. When you use a spell slot of 9th level, you can target a water or air vehicle instead.
Cathan ir’Demell

His worship **Cathan ir’Demell** has been Lord Mayor of Sharn for twenty years, and he enjoys the luxuries and privileges of his position. He is unlikely to take any actions that would anger Javan Tomollan or Bestan ir’Tonn, his strongest supporters in the council, and he usually consults with these two before making any major decisions.
Amicide (Item)

*Weapon (Scimitar), Very Rare (Optional attunement by a character who has been betrayed by a close friend)*

The rusted metal of this broken scimitar appears cracked and encrusted with fungal growth, but the decrepit form of this curved blade conceals its razor's edge.

You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. When you attack a current or former friend with it, you instead gain a +3 bonus to Attack and Damage Rolls. When you damage a creature with an attack using Amicide, the target can't regain hit points until the start of your next turn. Additionally, if you are attuned to this weapon, you gain the following benefits:

* You can't be disarmed of Amicide unless you are incapacitated. If it is within 300 feet of you, you can summon this weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
* Once per turn you can deal an additional 2d6 psychic against a creature charmed by yourself or an ally when you damage them.
Arcane Mark

*cantrip divination*

**Casting Time:** 1 action

**Range:** Touch

**Components:** V, S

**Duration:** Until dispelled

**Class List:** Obscure Spells, House Sivis: (Artificer, Bard, Sorcerer, Warlock, Wizard)

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed.

Choose either a creature or an object that is neither worn nor carried. The creature must either be willing or incapacitated. You place your unique sigil upon it, establishing a feint link with the subject in your mind. At any time after the mark is created, you can spend an action to determine the direction and general distance of the mark if it is on the same plane of existence. Doing so ends the spell and destroys the mark. You can also target an arcane mark you have created with a Locate Object or Scrying spell. When the spell targeting the mark ends, the mark is destroyed.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

You can have a number of arcane marks active at a time equal to your Intelligence score modifier (minimum 1). If you cast this spell while you already have the maximum number of marks, the spell ends on one previous arcane mark of your choice. The mark is not destroyed if the spell is ended early, instead the mark falls inert and becomes a non-magical drawing.

**At Higher Levels.** The maximum number of marks that the spell can create increases when you reach higher levels: twice as many at 5th level, three times as many at 11th level, and four times as many at 17th level.
Charm of Olladra (Item)

*Wondrous item, common (requires attunement)*

A charm of Olladra brings its bearer good fortune, and can come in many forms: a rabbit's foot, a horseshoe, a four-leaf clover, a clawfoot toe, or any other good luck charm. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. When you do so, the charm crumbles into ashes and is destroyed.
Aberrant Mark of Terror

The **Aberrant Mark of Terror** is a Dragonmark and feat featured in the 4th edition Eberron Player's Guide. Whenever you hit an enemy with a daily attack power, the feat applies a fear effect which causes a -1 penalty to the target's attack roll when the target attempts to attack you.

## References

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

David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.

Page 86
Arrow of Smiting

**Arrow of Smiting**

*Weapon (ammunition), uncommon*

When a paladin shoots a target with an arrow of smiting, they are able to use their Divine Smite ability, Improved Divine Smite ability, or any spell with "Smite" in the name as if it were a melee weapon attack.

Once it hits a target, the ammunition is no longer magical.
Chraal

**Chraals** are elementals of blue-black ice, crafted from the death of exceptionally evil or cruel creatures on their plane. Chraals can be found on the plane of Risia, though they are known to travel to Eberron through manifest zones.

## Appearance & Personality

Chraals are eight-feet-tall, and weigh between 1,000 and 2,000 pounds. They are icy blue or black in color, and look cold to the touch. They have a humanoid shape, with ice spikes protruding from their backs and along their limbs. Cold blue light leaks from their eyes, mouths, and joints. They possess sharp talons, and even sharper teeth.

Chraals have a rudimentary intelligence, and while they cannot speak, they can be commanded to follow orders. They are solitary creatures, and do not intermingle, though they also to not attack each other upon sight. In combat, they are ruthless killers, seeming to relish in the blood of their enemies. They are smart enough to understand basic strategies, and will attack either someone who possesses fire or the weakest member of a party.

## Abilities

Chraals will usually open combat with their freeze breath. In addition to this icy blast, Chraals emanate cold, and even their melee attacks will are cold to the tough. The are surrounded by an aura of cold, and this cold can even prevent certain magics from affecting them. When a chraal dies or is slain, it explodes in a wave of icy cold.

Chraals have superhuman strength, and a chraal can crush stone in his bear hands. Chraals use their sharp talons and their great strength to fight opponents in melee combat. Chraals also possess *darkvision*.

## References

1. ↑ Per the Eberron Campaign Setting on page 47, chraals would be able to understand Risian.
2. ↑ The Monster Manual III errata from http://archive.wizards.com/default.asp?x=dnd/errata states that chraal have the Extraplanar subtype.
3. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
4. ↑ 4.0 4.1 4.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
, pg. 28
Alina Alrene ir'Korran

**Alina Alrene ir'Korran** is the current High Councilor of the Library of Korranberg. Alina is a cunning woman who has had to fight off many competitors within her own house to maintain her status and position.

## Reference

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

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At 3rd level, you have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Add three wizard cantrips to your spellbook. When you find a wizard cantrip, you can add it to your spellbook as if it were a spell of 1st level or higher. The process takes 1 hour and costs 10 gp. When you learn a new cantrip from this class, you instead add two cantrips to your spellbook.

Whenever you finish a long rest and consult those formulas in your spellbook, you can prepare a number of cantrips that are available for you to cast equal to the Cantrips Known column of the Wizard table.

## Chronurgy Magic

### Arcane Abeyance

10th-level Chronurgy Magic feature (replaces Arcane Abeyance)

Casting the spell by using the bead requires the spell’s normal casting time.
Class Feature Variants: Druid

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For shamanic druids, an innate strength of will allows them to integrate their personal identity with nature so tightly that they become forces of it. Once they have attained this primal gift, nature's ire or favor becomes intertwined with their own.

When you become a druid, you can choose to replace all instances in all your druid class features where you would use your Wisdom score or modifier with your Charisma score or modifier respectively. If you choose this class variant as your starting class at first level, you gain saving throw proficiencies in Charisma and Wisdom instead of in Intelligence and Wisdom.

### Additional Druid Spells

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

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

 Web

### One With All

*18th-level druid feature (replaces Timeless Body)*

When you die, you can cause your soul to reincarnate and enter the body of the nearest unborn humanoid child. That child will grow up with all your memories, and will eventually inherit your powers. They age at the normal rate for their species.
An Adventurer's Guide To Eberron (book)

*This 4th edition preview of Eberron is great for any fan of fantasy artwork and literature, it will make a great addition to your library or coffee table.*

***An Adventurer's Guide To Eberron** is a visual guide giving the reader an introductory overview of the world of Eberron, including elemental airships, soaring spires of Sharn, the monolithic mountain strongholds of the Mror Holds, the Cyclopean ruins of Xen'drik and the glaciers of the Frostfell.*

## Table of Contents

* Welcome to Eberron
* The Shape of Eberron
* The Last War
* Magic
* Technology
* Adventurers
* Races of Eberron
* Dragonmarks
* Politics
* Espionage
* Religion
* Regions of Khorvaire
* Regions outside Khorvaire
* Races outside of Khorvaire
* The Emerald Claw
* Lords of Dust
Class Feature Variants: Fighter

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

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

You gain an additional Fighting Stance option when you reach 5th level (3 Stances), 11th level (4 Stances), and 17th level (5 Stances).

### Versatile Fighting Styles

*1st-level Fighter feature (enhances Fighting Style)*

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

## Fighter Archetype Improvements

### Versatile Maneuvers

*3rd-level Fighter feature (enhances Combat Superiority)*

When you finish a long rest, you can replace a maneuver you know with another.

### Know Your Enemy

*7th-level Fighter feature (enhances Know Your Enemy)*

When you hit a creature with an attack, you can expend one superiority die to target them with Know Your Enemy and add the superiority die to the weapon's damage roll. When you do so, you can also choose to learn one of the following characteristics:

* Its damage immunities
* Its damage resistances
* Its damage vulnerabilities
* Its condition immunities
* One of its defining traits and its mechanical effects (such as a hydra's Multiple Heads trait)
* One of its defining actions and its mechanical effects (such as a dragon's Breath Weapon)
Beast Speech (Spell)

*Cantrip divination*

**Casting Time:** 1 Action

**Range:** Self

**Components:** V, S, M (small bits of food)

**Duration:** 1 Minute

**Class List:** Druid

You briefly gain the ability to communicate in a limited manner with beasts using sounds or gestures. They can understand the meaning of your words, though you have no special ability to understand them in return.
Banditry (Feat)

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## **Banditry**

***Prerequisite:** Sneak Attack feature*

Your ability to exploit your opponent’s weaknesses isn’t restricted to light and ranged weaponry:

* Increase your Strength or Dexterity score by 1, to a maximum of 20.
* You gain proficiency with one martial weapon of your choice.
* Your sneak attack is now compatible with any melee weapon with which you are proficient, so long as that weapon lacks the heavy property.
Boots of Stomping (Item)

*Wondrous Item (feet), uncommon, 2 lbs.*

The thick metal soles of these dirt-brown boots are slightly wider than the vamp. Brassy metal bands run from the sides of the soles to the tops. These boots amplify your own strength, and allow you to create a shockwave by stomping your feet. The higher your strength, the greater the shockwave's intensity and the greater the size of the effect.

These boots have 3 charges. You can use an action to expend one or more charges and stomp your feet, causing a cone of thunderous force to sweep out from you. See the table below for the size of the cone. Each creature in the cone originating from you must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes 2d8 thunder damage and is pushed 5 feet away from you. The creature takes an additional 1d8 thunder damage for each additional charge spent after the first. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured Objects that are completely within the area of Effect are automatically pushed 10 feet away from you by the effect, and the boots emit a thunderous boom audible out to 300 feet. The boots regain 1d3 charges daily at dawn.

 8-11
 12-15
 16-17
 18-19
 20 or higher
Act 2 - Hanging In The Balance - Session 1

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.*Shigure has been put on trial for the murder of a House Orien Lightning Rail guard. She awaits in a prison cell, while the rest of the party try to figure out what to do next...*

Calvert d'Sivis has done his job, although in an unexpected way. He approaches the party with a way to sway the impending trial in Shigure's favor. He doesn't explain much. Calvert simply says to meet with his associate at the Starfire Dragon, a showhouse in the Smoky Towers district of Sharn. When Temper, Cade, and Naaman arrive at the Starfire Dragon they are treated to balcony seats and drinks. As the show begins, they hear a voice behind them. The voice explains he is an agent of Breland; a Dark Lantern. His moniker is "The Red Daisy", and he directs the party not to look back at him.

The Red Daisy explains that Maldazar has escaped from the Brelish authority's custody. Unfortunately, the situation is even more complex. Using a psionic kalashtar, Breland has gleaned information from Maldazar's memories. Of course, they found the information pertaining to Argonth's weakness, but in addition, they believe they've discovered something else entirely. Apparently, Maldazar has information to the whereabouts of a powerful artifact in Xen'Drik. Intel from agents of the Dark Lanterns leads Brelish authorities to believe Maldazar's destination after escaping is Xen'Drik, to find this artifact.

The Red Daisy offers help with Shigure's trial if the party agrees to follow Maldazar into Xen'Drik and find the artifact before Maldazar does. If the party kills Maldazar in the process, that wouldn't hurt. To further complicate matters, Maldazar is now known to be in league with the infamous Order of the Emerald Claw. This may explain why Lord Garrek and his minions were after Maldazar in Valenar.

The party agrees to this, and shortly after Shigure is released from prison. Shigure and Cade go to Dorian d'Lyrandar to plead for help from his crew and his airship. With much deliberation, Dorian agrees to help. Although, his decision is in direct violation of his House's orders. If caught, he may be punished severely; perhaps even excoriated.

The party is to meet the kalashtar who gleaned this knowledge from Maldazar at the Bloody Mug tavern in Graywall, a Karnnathi district of Sharn. When they arrive, they find Lakashtai, a strikingly beautiful kalashtar. She seems neither eager, nor relaxed. She seems calculated more than anything and seems to have intimate knowledge of the party. She explains the situation more, and tells the party to be prepared to depart the following evening.

The party spends much time gathering supplies for the long journey ahead and meets Dorian at his ship. They then depart. Clear skies ahead.

To be continued...
Azhani (language)

**Azhani** is an uncommon language spoken by residents of the Shadow Marches.

## History

Azhani developed from a merging of the Middle Common tongue of Sarlona and Goblin. The language is mutually understandable by those who speak either Middle Common or Goblin, though nuances are frequently lost in translation. Its ancestors include Low Kaluuni and Gaa’rak, with several Oruk remnants and Kyr loanwords.

The Azhani language is the product of refugees from eastern Sarlona, who fled across the Barren Sea to escape the Sundering of Sarlona and the rising empire of Riedra. When they first encountered the orcish peoples of the Shadow Marches (Chemasandsit in Azhani, “the tree of rivers”) and the Demon Wastes (Cherhuk’akharan, “the last battlefield”), they were accepted first with hesitation, and then with open arms once their ability to produce children together became known. Even if they don’t know any other words of Azhani, half-orcs across Khorvaire proudly identify as jhorgun’taal, “children of two bloods”, the bridge that proves humans and orcs are the same people.

This language is spoken in Zarash'ak as well as in other smaller communities in the Shadow Marches.

## Translations

Several phrases are known in Azhani.

## Behind the Scenes

Azhani was a language created by Don Bassingthwaite for use by the hunters of the Bonetree Clan in The Dragon Below trilogy.

## References

1. ↑ 1.0 1.1 1.2 "**Eye on Eberron - The City of Zarash'ak**" (June 2011) by Keith Baker. *Dungeon Magazine* issue 191. , *p. 1-3*.
2. ↑ 2.0 2.1 ***The Binding Stone*** (The Dragon Below).
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3784-4.
3. ↑ 3.0 3.1 ***The Grieving Tree*** (The Dragon Below).
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-3985-0.
4. ↑ 4.0 4.1 ***The Killing Song*** (The Dragon Below).
Don Bassingthwaite (2006). Wizards of the Coast. ISBN 0-7869-4243-6.
Book Lariat (Item)

*Wondrous Item (Belt), Common*

This braided metal cord comes with a clasp that affixes to the lock of a standard spellbook. The other end of the cord attaches to a belt. The cord is 10 feet long and retractable. If you drop your spellbook while it’s attached to the lariat, you can recover the spellbook as an object interaction. While attached to you, the book can never be farther than 10 feet from you. The book can only be unclasped by you, buy any creature can cut the cord to free the book. The lariat has AC 14, 10 Hit Points, and resistance to all damage.
Auran

**Auran** is the language of air-based creatures, like air elementals from the plane of Lamannia. Auran shares the same script as the Draconic language: Iokharic.

## Behind the Scenes

In the third edition, Aura was the language of the air elementals. However, with the consolidation of languages in fourth edition, all elementals now speak Primordial.

## 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.
Brotherhood of the Blade

The **Brotherhood of the Blade** is an order of assassins led by Emon Gorsedd. The organization uses rites devoted to the Dark Six to implant evil spirits within its assassins, who are often slaves or captives taken into service (including children). The evil spirit possesses its host making them easier to control and less likely to rebel due to conscience while conducting the affairs of the Brotherhood.

### Important Persons

* Emon Gorsedd
* Quellin
* Diran Bastiaan
* Makala
Bloodthirsty Armor (Item)

*Armor (light, medium, heavy), rare (requires attunement)*

This armor is made from black metal, latticed with intricate etchings that roughly follow the lines of the major blood vessels on the body of a potential wearer.

As a bonus action, you can expend a Hit Die to 'feed' blood to the armor from your veins. If you do so, roll your Hit Die the next time you make an attack before the end of your next turn and add that value to both the attack roll and damage of the attack. You then lose the same amount of hit points.
Cannith West

The area that makes up Cannith West is presided over by Jorlanna d'Cannith, mostly due to the strong ties she formed with the country of Aundair during her exile from her own house. Jorlanna has managed to gain access to not only Aundair but also the Eldeen Reaches through connections she has made with the Wardens of the Wood.
Those members within Cannith West are expected to be highly socially skilled and to press forward in scholarly or other noble pursuits. Jorlanna hopes to rebuild the shattered confidence her house has suffered before the Five Nations and has invested a great deal of her personal wealth and power into influencing the The Twelve in her hopes so see it rise to power once again.
Arrowhawk

**Arrowhawks** are flying predators with four wings and a split-looking head. They fly throughout the plane of Lamannia, hunting the various prey of the Twilight Forest.

## Appearance & Personality

Arrowhawks have sinuous, snake-like bodies with long necks and tails. Four feathered wings extend from a blue, scaly body. Tufts of yellow feathers emerge at the base of the next and the tail. Its head possesses a black, toothed beak, and four eyes: one pair above the beak and one pair beneath.

While Arrowhawks can speak Auran, they rarely do. They prefer to hunt their prey and are almost always in the air. Arrowhawks have an innate levitation ability in addition to their ability to fly; this gives them the ability to eat, sleep, and breed without ever touching the ground. Female arrowhawks can hatch eggs that float in mid-air. Arrowhawks are extremely territorial and always hungry.

## Abilities

Besides their innate ability to levitate, arrowhawks also possess the ability to generate electricity with a range of 50 feet. They are immune to acid, electricity, and poison, and are highly resistant to cold and fire. Arrowhawks possess darkvision.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Chervina the Architect

**Chervina**is a female halfling wizard and a high ranking member of House Ghallanda. She has convinced Yoren and others that House Ghallanda has a prophetic responsibility to build enclaves and offer hospitality in specific locations. Some of the locations that Chervina has demanded an enclave to be built on are remote, and sometimes completely abandoned. The leaders of Ghallanda believe she has a mystical connection with the Draconic Prophecy and it is because of this belief as to why they allow her to build in these locations. Chervina's rivals within the house believe her to simply be mad and have spread this rumour to demerit her.

Chervina has constructed enclaves on the southeast border of the Demon Wastes, the shore of Lake Dark in Karrnath, the centre of the Desert of Blades and on the Xen'drik coast. Chervina runs the Dawn-Builders, a group of several hundred masons and a handful of guards to fight monsters whilst she and the masons construct enclaves. She never informs the Dawn-Builders as to where they are going and will hire House Deneith mercenaries or House Tharashk rangers to keep her Dawn-Builders safe when she feels the need to.
Channel Divinity: The Traveler

**Edition** | 4th ed.

*Change is certain. Change leads to need. Need breeds invention and transformation. Adaptability is required. This wayward circle is the eternal path of the Traveler, and so it is the path of those who follow the so-called Giver of Gifts. Such followers go wherever the uncertain guidance of the Traveler leads them.*
Borian Haldorak

Borian Haldorak (LE male dwarf aristocrat 6) owes his position to the powerful bankers and merchants of Highhold. He is also a member of the Gold Concord of the Aurum, and serves the interests of this conspiracy. He is disarmingly cheerful and often plays up his age, telling elaborate stories about the great deeds of his youth. But beneath this façade, he is a sharp and ruthless negotiator. Most interactions between the Aurum and the Boromar Clan are resolved by Borian and Ilyra.
Caerzaal

**Caerzaal** is a main character and villain featured in the Crimson Talisman novel.

## Biography

Once a paladin in Thrane and a respected servant of the Silver Flame, Caerzaal has become corrupted by his deep desire for power. Since the War, with so much of the world fallen into decay, opportunities abound for those who would quickly rise to eminence. For those prepared to be ruthless and unscrupulous, the path to power can be swift, if dark, for while Thrane seeks to bring order to its peoples and elevate humans once more from the ashes of War, darker forces flex themselves, capitalizing on the chaos and confusion that abounds.

Caerzaal has drunk the Blood of Vol and steeped himself in its religion and philosophy, worshiping an ancient line of the undead. Thus he has fallen under the malefic influence of the Emerald Claw, and though he would insist that he labors for his own ends — his own elevation — he remains a pawn of the Claw. Ruthless and cruel, he has sloughed whatever humane virtues he may once have had as a paladin and commits himself now to the cause of his new, terrible faith in his search for immortality.

As a vampire, he has taken on the particular strength and energy of these creatures, and he has become dangerous and dreadful in conflict — an opponent who draws on dire sorcery and blasphemous energies. Though hampered as vampires are by daylight and certain spells, he finds that the darkness of night is his element and blood his strength. The Crimson Talisman is, for him, the ultimate expression of power, forged into a weapon that could increase his own power and that of his nightmare servants. His arrogance and pride drive him to seek it and to force its Keeper to his will. In his quest, he will unscrupulously ally himself to all manner of horrors, whether they are demonic and subhuman or monstrous and treacherous. For him, the dark power has become the worst kind of addiction, and like all addicts, he believes he is in control of his desires.

## Description

Physically he is tall, his skin is leeched white, his eyes burn with an intense crimson light, and his teeth are as feral as a rat’s. He has long, white hair that he keeps swept back from his brow, over his skull and down his back. His clothes are black, though a glitter of accoutrements breaks their shadow when light strikes them. The weapons he carries are steeped in the elder magics of his debased powers, so few can stand up to him in conflict. Additionally, he can call upon numerous undead servants, which he hurls into the fray, heedless of their fate.

## External links

* http://eberronunlimited.wikidot.com/novel:the-crimson-talisman
Clockwork Armor (Item)

*Heavy Armor (Plate Armor), rare (requires attunement)*

This early prototype of dragonshard-powered armor features dozens of exposed, whizzing gears exposed inside a rigid outer frame. To become attuned to this armor, you must learn to operate the internal controls, requiring 1 hour and a successful DC 14 Intelligence check.

Your Strength score is 19 while you wear this armor, if it was not already higher than 19. Additionally, while wearing it, your base speed increases by 5 feet. This armor has no Strength requirement.

However, the clockwork armor is made from a deeply flawed design; it is dependent on hydraulics and servos that the metals and materials can't quite sustain.

* **Frozen Gears.** Whenever you take more than 5 cold damage on one turn while wearing the armor, the hydraulics freeze and your speed is reduced by half, or is reduced to 0 if you take more than 15 cold damage. This reduction lasts until the armor thaws during a short rest, or until you take an equal amount of fire or lightning damage.
* **Supercharge.** Whenever you take 25 lightning damage on one turn while wearing the armor, you gain the effects of the Haste spell. You must concentrate on the spell as normal, and if this concentration is broken, you can't move or take actions until after your next turn.

The armor is extremely cumbersome, weighing a total of 150 lb. Additionally, the armor requires twice as long to don and doff. You can't cast spells that require somatic components while in this armor, even if you are proficient with it.

When you are reduced to 0 hit points by any damage type other than poison or psychic damage, there is a 50% chance that the armor locks up, restraining you until the armor is fixed or doffed. A creature proficient in Tinker's Tools can repair the armor with 100 gp of materials and 1 hour of work.
Crossing Valenar

*The people of the Five Nations know little of Valenar, and if you intend to travel to Taer Valaestas, you would do well to learn the history of this land. Human, elf, or Khoravar, the people of Valenar are proud folk, and their ways are quite different from those of the Five Nations. The differences between villages are remarkable; the khunan people of Ariolan still speak the Old Common tongue their ancestors carried from Sarlona, while Moonshadow is a new settlement founded by House Lyrandar and populated entirely by the Khoravar.*

## Behind the Scenes

This article published in the online Dragon Magazine has no illustrations.
Book of Animation (Item)

*Wondrous item (any book), common*

Books of animation often take the form of story books or calendars, which are enjoyed by the children of nobility. They are also commonly used to display 3D models in reference texts, or employed as a flamboyant spellbook.

This book is enchanted to display programmed silent illusions that represent the book’s contents. With each flipped page, a different illusion begins to play in a 1 foot cube in front of the book that represents what is on that page.
Crystalfall (9 Olarune)

Crystalfall (9 Olarune): While Sharn was never besieged during the Last War, sabotage was a constant threat. The most devastating event of the war occurred on 9 Olarune 918 YK. A team of abjurers destroyed the enchantments supporting the Glass Tower, one of the city’s oldest floating citadels. Over the last few decades, a tradition has built up around this day. Crafters carve ice sculptures, creating beautiful miniature towers, and then hurl them into the Dagger River. Some see this as morbid, but for most of the participants, it is a way to remember what was lost—creating something beautiful and unforgettable, and then watching as it is destroyed. While carvings occur throughout the city, the largest and most prestigious gathering of sculptors occurs in Sunset Park in Ocean View (in Upper Tavick’s Landing).

House Phiarlan has provided entertainment for this festival in the way of dancing and story-telling for the last two years of this celebration. Also, a few of the city councilors judge the sculptures, and the winner receives a purse of 150 gp.
Daan

**Daan** is the language spoken by the residents of Daanvi, the plane of Perfect Order. Denizens of that plane, including the Formians and the Inevitable speak Daan.

## Behind the Scenes

In the third edition, most inhabitants of the plane of Daanvi spoke Daan. However, with the arrival of fourth edition, Daan was removed as a language. To date, the formians have not been introduced in fourth edition, so it is unsure which language replaced Daan.

## References

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

### **Races**

Cragwar is a large town in northern Breland. It was a much contested area during the Last War, changing hands at least nine times between Thrane, Aundair and Breland, though it belonged to the Brelish crown when the Treaty of Thronehold was signed, and remains part of that country.

Its strategic importance is not limited to its position near the borders of all three nations though. Its proximity to the rich silver and gem deposits in the eastern Blackcap Mountains make it a highly desirable possession. The largest mithril deposits in western Khorvaire can also be found in nearby mines.

### Power Groups

* the Aurum
* House Cannith
* House Kundarak
* King's Citadel

### People of Note

* Zeed
* Daeluse d'Kundarak

## References

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

**Cazhaak Draal** is the ruin of what once was a vast hobgoblin metropolis, located in the Stonelands of Droaam. The city was overrun by the daelkyr during the Daelkyr War, and all of its inhabitants were turned to stone. Weathered goblinoid statues litter Cazhaak Draal's streets to this very day. The city remains remarkably well-preserved, perhaps as a side effect of whatever magic was used to petrify its inhabitants.

Cazhaak Draal is directly connected to Khyber and many fearsome creatures crawl up into the city from its depths. In 778YK, a group of medusa, gargoyles and basilisks trained for war emerged from Khyber. The medusa laid claim to a small section of the ruins, where they remain under the leadership of Sheshka, the Queen of Stone. At any point in time most of Droaam's medusa population can be found here.

According to the lore of the Kech Volaar, great treasure is hidden within Cazhaak Draal, though the medusa have likely found some of it within the small portion of the city they inhabit, and the presence of Khyber's monstrosities must dampen the resolve of even those brave enough to sneak around the medusa's domain.
Crimson Shield

The **Crimson Shield** is a military commendation and is a carry-over from the Kingdom of Galifar. It is still used in all of the Five Nations. The Crimson Shield signifies bravery during combat.

The Crimson Shield is a silver brooch in the shape of a long shield crossed diagonally by a long sword the shield part is covered in red enamel. (the symbol is based on the holy symbol of Dol Dorn, the Sovereign god of strength and war. )
Calvert d'Sivis

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Calvert d'Sivis** is a gnome barrister in Sharn. He is extremely powerful and has many contacts in Sharn. He was able to use Shigure's history and his contacts with the Dark Lanterns to help get Shigure out of prison to help find Maldazar.

Notes: Gnome, Member of House Sivis
Daask (article)

*Khorvaire was a land of monsters long before it was home to humanity. The Dhakaani Empire of the goblins thrived for thousands of years, and it took the horrors of Xoriat to tear it down. When humans first came to Khorvaire, they enslaved the weakest creatures and drove those they couldn’t control to dark places and wild frontiers. Most of the greatest cities of the Five Nations have always had a goblin underclass, but as of a century ago the typical Brelish citizen had never seen a minotaur or a gargoyle.*

*The rise of the nations of Droaam and Darguun has drawn the monsters out from the shadows. Yet it is House Tharashk that has brought these creatures to the Five Nations. During the Last War, House Tharashk used its connections with Droaam to broker the services of monstrous mercenaries -- a lucrative business that gave the young house an edge against rival Deneith. Not all of these hirelings were sent to war. Gargoyles are wonderful couriers in a city of towers, and ogres' strength is an excellent tool for hard labor. The Daughters of Sora Kell receive a share of Tharashk’s revenue from this trade, and most of these laborers are assigned a term of service by the hags; whether driven by national pride or fear of their distant leaders, they are often more reliable than local human workers. As these honest monsters have become more common in the cities of the Five Nations, this trend has opened the door for their dishonest cousins. The cartel known as Daask first appeared in Sharn in 988 YK. Over the last five years it has spread to Wroat, Passage, Starilaskur, Ghalt, and Lathleer, and a cell is laying down roots in Fairhaven.*