recursal/Fanatic-Fandom huggingface dataset:
Clan Mroranon

**Clan Mroranon** is a Dwarven clan that resides in the Mror Holds, they own mines that produce the finest grade metal ore which they have expanded into an extensive trade with Breland. Clan Mroranon are revered as the greatest miners in all Khorvaire. Of the clans they are the most vehement in proposing the elimination of the Jhorash'tar orcs. Other clans seek to incorporate the Jhorash'tar among the clans, an opinion which the clan buries at every Iron Council. Given that clan leader Torlan Mroranon is the arbiter of the Iron Council it seems that their motivations are more likely to prevail. Mroranonhold lies inside Krona Peak.
Circlet of Mindsight (Item)

*Wondrous Item, Very Rare (Requires Attunement)*

This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When wearing this circlet, you can use an action to sense the presence and location of any creature within 300 feet of you that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell or similar magic. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet.
Channara d'Medani

**Channara d'Medani**is a half-elf female, a high-ranking member of House Medani and the leader of the Thousand Yard Stare guild. Channara is an idealist however, there are many things she wishes to pursue and she is torn on deciding which to carry out. She is torn between rebuilding Arythawn Keep, monitoring the reports of the Thousand Yard Stare patrols she sends into the Mournland and wanting to venture into the field herself. She receives little support in the form of recruits, money and supplies as her Brelish and Thrane counterparts in government nor her superiors within her own house realize how vast the Mournland's western border is. The Thousand Yard Stare are spread thin and each monster that makes its way across the border, Channara perceives as a personal failure.

Channara also knows that her patrols don't venture far across the border however, she has an insatiable curiosity to know what dwells within the center. Realising that her own troops won't go too far into the Mournland, she has begun to hire explorers however, due to the reputation of the Mournland, she has found no one brave enough or stupid enough to agree.

## References

***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Cosmetic Transmutation

One form of fashion that hasn’t been discussed in depth is the practice of cosmetic transmutation. A magewright beautician can perform a range of minor transformations, for a price.

Minor cosmetic transmutation is quite common; most professional beauticians can change your hair or eye color. Unnatural effects are rarer, seen mainly in Aundair and Zilargo; metallic hair colors are a recent fad in Fairhaven, and in the days before Galifar, the nobles of Thaliost would adopt elf features. The effects of cosmetic transmutation typically last a week, but if you’re dealing with a magewright of sufficient skill, you can extend the effect to one month. In some cities, you might even find an expert who can make the change permanent. The more complicated the transmutation, the more costly (and hard to find) the service becomes.

 Minor (unusual)
 Moderate
 Major

***Minor (Natural).*** Simple transmutation can temporarily change the color of your hair, skin, or eyes within the standard parameters for your species.

***Minor (Unusual).*** If you’re seeking unnatural effects - cat’s eyes or moving tattoos - you’ll need a highly skilled beautician.

***Moderate.*** Significant physical transformation allows you to alter your weight, height, or sex. These substantial transmutations require an expert in their trade.

***Major.*** Specialized or exotic physical transformation can match the appearance of a specific individual or change your apparent species. While this alters your appearance, you don’t gain the racial traits associated with your selected form. Those seeking to imitate another’s appearance must be wary. Duplicating the appearance of another person is a crime under the Code of Galifar - malicious theft of identity - and even those who can perform the magic won’t do so without good reason.

It’s always up to the DM to decide what services are available in any given community, and as with any magewright, beauticians are often specialized; a hairdresser might be able to give you permanent silver hair but be unable to change any other feature. In Sharn, Transmutation in Upper Tavick’s Landing and The Veil of Flesh in Upper Northedge are salons that specialize in cosmetic transmutation. A House Jorasco clinic can help with gender transition, shaping muscle tone, and similar services, while the criminal Tyrants of Tavick’s Landing are the masters of exotic physical transformation.
Boris Karlach

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
Played by Steve - **Boris** was born Boris Karlach in a small village nestled on the frozen tundras of Karrnath. He joined the Karrnathi military as soon as he was of age and has been a career soldier since - although not seeing many battles.

Notes: Fighter, Human
Dagger River

The **Dagger River** is the enormous river that leads from the Thunder Sea in the south, through the Hilt, a large natural harbor that serves the city of Sharn, and leads north to the town of Woodhelm in the Dragonwood. The only bridge crossing the Dagger River is known as the Dagger Span.

### Ports

* Torch Keep
* Sharn
* First Tower
* Galethspyre
* Woodhelm

### Tributaries

* Howling River
* Sorrihla River

## References

* ***Five Nations***.

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

**Brightfest** is a unique Holy day celebrated by Shifters for the coming of Spring. It lasts for the first three days of Therendor. During Brightfest, Shifters celebrate late into the night with song, dance and athletic competitions similar to the Shifter game Hrazhak. In agricultural communities, Shifters use Brightfest to blow off steam, celebrate the end of the Winter season and to prepare for the hard work of the planting season.

Shifter adventurers are often reluctant and unenthusiastic about travelling during Brightfest as it is the one time of year Shifters are use to celebration and boisterous social interaction.
Clone Mask

**Source** | Dragon Magazine issue #341

No one knows the origin of the **clone mask**, an artifact-level warforged component. It appears to be a fragile, ceramic facelate, but its appearances can be deceiving. It is striking in design, with a blue-colored face on one half of the faceplace and a red-colored face on the other. The mask's crafted expression is a smile on the red-half and a frown on the blue half. The mask can be fastened to the face of a warforged using four short chains, made of an unknown alloy, that wrap around the warforged's head. Despite its seemingly fragile construction, the mask is extremely resistant to damage.

When activated with the command word, in addition to extremely bolstering most of the warforged's natural abilities, it transforms the warforged's entire body. The warforged's upper torso will split in two along the line of the mask, forming a second upper torso, pair of arms, and head. To support this greater upper body mass, the warforged's lower body grows wider and thicker, and a third leg sprouts from the warforged's body.

## 3rd Edition Mechanics

Only a warforged with a base attack bonus of +6 or higher can wear the clone mask, and once activated, the transformation takes one complete round to finish, during which the warforged cannot take any actions other than defend him or herself.

While activated, the warforged gains the following effects:

* When making a full attack action, the warforged gains one extra attack, using the warforged's full base attack bonus plus any appropriate modifiers. This effect is cumulative with other effects, such as the *haste* spell.
* The warforged gains an additional 2d10 temporary hit points.
* The warforged may grapple with one opponent without penalty amd may attempt to grapple a second, with incurring all normal penalties for grappling.
* The warforged cannot be flanked.
* The warforged gains the *powerful build* trait. This allows the warforged to br treated as a creature of one size category larger without actually growing in size or gaining the reach of a creature of a larger size.
* The warforged gains a +2 bonus on all Listen and Spot checks.
* The warforged gains a +4 stability bonus when resisting a trip attack.

The mask itself has a hardness of 10 points, and a total of 35 hit points. While the wielding warforged has two heads, it still only has one mind. If one of the warforged's heads gets decapitated (like from a vorpal weapon), the warforged returns to normal immediately and is stunned for 2d4 rounds.

## References

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

The large town of **Daskaran** lies in the foothills of the Starpeaks mountains and once was the capital of the nation of Thrane. However, in 696 YK a great fire destroyed much of the town just prior to winter. Not having time to rebuild, most of the population of the town fled to nearby Flamekeep, and never returned. The town survived, but in a diminished capacity, it is known for little beyond its neat cobbled streets and quiet pine forested hills.

It was the scene of some battles in the Last War, including an attempt by the Iron Band, an elite Karrn unit of soldiers, to take the town in 976 YK, before they were ordered to pull back by Regent Moranna.

### Locations

* Temple of Dol Arrah
* Temple of the Silver Flame
* Daskaran Statue of Tira Miron

## References

* ***Five Nations***.

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

*3rd-level evocation*

**Casting Time:** 1 action

**Range:** Self (20-foot radius)

**Components:** V, S

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

**Class List:** Sorcerer

You create a 20-foot radius sphere of volatile magical energy around you. The sphere is filled with bright light of random colors, and sheds dim light for an additional distance equal to its radius.

Any creature, including yourself, that starts its turn inside the spell's area or casts a spell while inside this spell's area must roll on the Wild Magic surge table.

**At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, the spell's radius increases by 10 feet for each slot level above 3rd.
Charlatan's Gloves (Item)

*Wondrous item, common*

While wearing a pair of charlatan's gloves, you can use an action to produce an illusory image that fits in the palm of your hand. The image lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check contested by your Charisma (Deception) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Boots of Careful Step (Item)

*Wondrous Item (feet), common*

These boots allow you to carefully step out of the way from danger. If you haven't moved yet on your turn, you can either move to an unoccupied space within 5 feet of you or stand up from prone without provoking opportunity attacks. When you do so, your speed is 0 until the end of your current turn. You can't use this ability while standing in difficult terrain.
Brey ir'Mallon

**Brey ir'Mallon** is a main character featured in the Eberron novel Blood and Honor. Brey was a former soldier in the Thrane army, now turned vampire.

## Biography

Brey is the daughter of Valtar ir'Mallon, a famous Thrane general. Later in life she joined the Thrane army and became the captain of the Inmistil Rangers. She was assigned a second in command named Egen and had a white warhorse named Thalin. On Vult 11 993 YK she participated in a battle near the Cyre River where she fought against a Karrnathi army. She was defeated and she and her unit were captured. She was then turned into a vampire by Wultram a captain of the Karrnathi army. Due to the nature of vampires she was forced to obey Wultram by wearing the badge and uniform of the Karrnathi unit Wultram commanded and ordered to commit unspeakable acts. She fought against her vampire nature and cried tears of blood every time she fed. She and her rangers were stationed in a former Cyran fortress now turned into a Karrnathi research facility. The one who ran the facility was a necromancer named Marbulin Dravuliel. During a ritual that opened a portal to Mabar Dravuliel was ensnared by a tentacled creature. Wultram attempted to aid Dravuliel and though successful was killed by the Mabar creature. Free from her vampire creator Brey fled the fortress.

After escaping she travelled, developing her vampire powers and swearing to destroy the Karrnathi undead. On the Day of Mourning she was in Karrnath not far from Fort Zombie. She had used her powers to enslave a supply clerk at the fort and used him to inform her where the undead troops came from.
Cathedral of the Silver Flame

File:Placeholder
The Cathedral rests atop the highest tier of the city. An indomitable bastion and source of great inspiration for the Silver Flame worshippers who call the city home. The cathedral has white alabaster walls supported by massive flying buttresses and fitted with dozens of tall, stained glass windows set in ornate, wrought iron frames.
Daggerwatch

### Buildings

Garrison buildings (2), training ground, temple (Dol Dorn), average lodging (20), poor lodging (4), upscale food (8), average food (15), poor food(15), upscale trades (15), average trades (33), poor trades (28), average services (40), average residences (160), poor residences (40)

### First Impression

This may be the cleanest and quietest district in Dura. The walls of the towers are heavily reinforced, as if to withstand siege weaponry. The streets are filled with guards of the Watch, both patrols and off-duty guards; it looks like a bad place to start a fight.

### Location

Sharn, Upper Dura

Dura is easily the most dangerous quarter of the city, and during the Last War riots and other forms of unrest were a constant concern. Plus, the Race of Eight Winds usually results in various forms of crime and vandalism. As a result, **Daggerwatch** has the largest concentration of the City Watch in Sharn. Many low-ranking city officials, including judges and tax collectors, make their homes in Daggerwatch and rely on the presence of the Watch to protect them from vengeful citizens.

## Locations

**Daggerwatch Garrison:** The eponymous garrison in the district is the home to over 600 members of the Sharn Watch. In addition to the regular officers of the Watch, Daggerwatch Garrison houses the Goldwings and includes facilities for maintaining the unit’s 25 hippogriffs.

**The Gold & White:** This large tavern is usually filled with off-duty guards of the Watch and royal soldiers. Brelish veterans are treated with open arms here, but anyone wearing the insignia of a non-Brelish military unit, or who can be identified as having served with another nation during the Last War, receives an unfriendly treatment by the patrons of The Gold & White.

**Talain Garrison:** This fortress houses both the Sharn Watch and the elite Redcloak Battalion. While slightly smaller than the Daggerwatch Garrison, it is far more heavily fortified and could withstand an extended siege.
Dalaina Ironhand

Middle Tavick’s Landing: This ward is a

center for trade and commerce, catering to adventurers,

commoners, and merchants bringing

cargoes in on the Orien lightning rail or by trade

caravan. Dalaina Ironhand (LN female dwarf

expert 5) is a plain-spoken woman who represents

the merchants of the district. She is a hard-nosed

negotiator with no sense of humor and no interest

in anything beyond the bottom line. She always

drives for the best bargain for her people—whatever

form that bargain may take—but she has no taste

for underhanded intrigue. As a result, she opposes

the schemes of the “Boromar Block”—Bestan

ir’Tonn, Caskar Havalik, Thurik Davandi, and Ilyra

Boromar—whenever possible.
Cliffside

### Businesses

Businesses catering to transients, such as waterfront taverns, bordellos, flophouses, shipfitters, sailmakers, and so on

### Location

Sharn

The Cliffside ward makes up the lower edge of Dura, built on and into the cliffs that drop toward the river. This waterfront district, full of businesses that cater to the sailors who pass through Sharn’s port, can be a rough and tumble place. Legitimate services can be found here—ships need supplies and repairs, goods need to be stored, captains need a place to hire a crew, and sailors need a bed on dry land to sleep in once in a while—but other businesses spring up simply to meet demand.

These less-than legitimate services include bordellos, taverns, casinos, and even shadier entertainments for sailors to spend their off-duty hours and wages on. The City Watch finds it hard to keep order here (or perhaps the Watch captains simply find it hard to care), and Cliffside is one of the most crime-ridden wards in all of Sharn. Some say the problem is exacerbated by the presence of sahuagin in the ward, who sell their services as guides through the Straits of Shargon.

## Key Personalities

* Ambassadors to the Valraen Protectorate, and sometimes even the Eternal Dominion, can be found in Cliffside.

## Districts

* **Grayflood** - Waterfront district
* **Mud Caves** - Shantytown
* **Pearlstrand Quay** - Underwater Conclave
* **Sharn's Welcome** - Red light district
* **Ship's Towers** - Waterfront district
Cantrip Caster (Item)

*Wand, uncommon (requires attunement)*

A cantrip caster wand (often referred to colloquially as a "trip-caster") is imbued with the magic necessary to cast a single cantrip from any spell list, chosen at the time of its creation. While attuned to the cantrip caster you know its cantrip, but can only cast it by using the cantrip caster as a spellcasting focus for the spell (you can use this wand as a spellcasting focus for the cantrip imbued in it, even if you can't normally use a wand as a spellcasting focus).

If you have the Spellcasting or Pact Magic feature, you can use your spellcasting ability for the cantrip caster's cantrip. Otherwise, the cantrip is always cast as if by a 1st-level character, and Intelligence is the spellcasting ability for the cantrip imbued in the wand.
Calynden d'Lyrandar

File:Calynden.jpg
**Calynden "the Kraken" d'Lyrandar** has long served the house as seneschal who specialized in weather extortion and then, at the end of the Last War, was given the post of viceroy of Stormreach by matriarch, Esravash. With the recent and mysterious death of Graden Wylkes, the old Harbormaster, who had followed the tradition of his predecessors and refused to allow House Lyrandar access to the Stormreach harbor.

With the advent of airships in 990 YK, Lyrandar gained access to the city regardless, building the Falconer's Spire in the Marketplace. However, Graden's untimely death and the rise of his son, Jonas Wylkes, as Harbormaster have worked in the favor of the dragonmarked house, who now have a cozy relationship with the Wylkses, via the beautiful, young and able Captain Lazrea d'Lyrandar, whose relationship with Jonas Wylkes the Kraken has so far encouraged. Lyrandar are now leasing land on the eastern peninsula from House Kundarak and building their own shipyard there, to the benefit of both houses. They also have their previously denied access to the Stormreach port.

It is also rumored that the cruel and practical Calynden d'Lyrandar is a member of the Storm Front cult, and may be manipulating both the situation in Stormreach and the general affairs of the house toward the cult's own nefarious ends.
Bodyfeeder (Item)

*Weapon (Any), very rare (requires attunement)*

*Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat.*

Whenever a bodyfeeder weapon you wield scores a critical hit against a living creature, you gain temporary hit points equal to the damage dealt by the critical hit. These temporary hit points last for 1 minute.
Christopher Perkins

**Twitter** | [[1]]

 **Christopher Perkins** is a game designer, editor and Gamemaster who has credits in Eberron books. Under the nom de plume *Christopher Zarathustra*, Christopher Perkins got his start in 1988 as a teenager, writing the adventure *Wards of Witching Ways* for *Dungeon* magazine #11. Perkins joined Wizards of the Coast in 1997 as the editor of *Dungeon* magazine. He became the editor in chief of Wizards periodicals. He later became the senior producer for the *Dungeons & Dragons* roleplaying game, leading the team of designers, developers, and editors who produce *D&D* RPG products. Perkins was the story manager for *D&D* in 2007 before the release of the game's 4th edition.

Mr Perkins runs a *D&D* campaign set in his homegrown world of Iomandra.Source

## Eberron Credits

* Five Nations - Game Design
* Shadows of the Last War - Design Manager
Bolt Gauntlets (Item)

*Wondrous item, very rare (requires attunement)*

While wearing these gauntlets, when you hit a creature with an unarmed strike, you deal an extra 1d8 lightning damage and you can choose to teleport to an unoccupied space of your choice within 5 feet of the creature. As an action, you can choose a willing creature within 30 feet to teleport to an unoccupied space of their choice within 5 feet of you. Once you have used this property you cannot do so again until the following dawn.
Collapsible Robe (Item)

*Wondrous Item (Robe), Very Rare*

Appearing to be nothing more than a ratty wool robe with a hood, this garment is an invaluable tool for spies, thieves, and smugglers. As an action, you can activate the robe to cause you and all non-living objects you are wearing or carrying to be sucked into an extradimensional space within the robe, leaving the robe to collapse where you were standing. The robe appears to be merely a pile of discarded clothes, and is under the effects of the Magic Aura spell to appear nonmagical until you leave the extradimensional space.

While inside the extradimensional space, you can't take actions, but can breathe comfortably for up to 24 hours. You can see the area around the robe, though special senses such as darkvision or blindsense do not function. You can leave the extradimensional space at any time to reappear wearing the robe once more. However, if there is not enough space for you to reappear (for example, if the robe was placed inside a small box), you can't leave the extradimensional space.

If the robe is destroyed or its magic suppressed while you are within the extradimensional space, or if you spend 24 hours within it, you and all objects inside reappear instantaneously in the robe’s space, and are stunned for one round.
Chance

**Chance** is the owner of an eponymous casino in the Dragoneyes ward of Sharn. It runs a number of rackets in Sharn; everything from betting on races to gambling. Chance also runs a more interesting game: any wager one can think of, Chance will lay odds and open betting. Can you survive for two days with House Tarkanan trying to assassinate you? Can you seduce the ambassador from Aerenal in the next 24 hours? Chance will set up the action.

Chance appears in a different form, usually male, each night. The only way to recognize Chance is a specific amulet it wears. Chance worships the Traveler, but is not affiliated with the Tyrants of Sharn.

## Notes

Chance is a true doppelganger as understood under the 3.5E rules; the word is not used as a synonym for changeling here, as it would be in 4E.

## References

1. ↑ ***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
Cutface

**Cutface the Tyrannosaurus** is a swordtooth titan raised from birth by a tribe of halflings on the Talenta Plains. He has grown to full size under the guidance of the tribe, and will frequently with the tribe, usually under the lead of the ranger named Moonlight. Cutface is fiercely devoted to Moonlight and her tribe.

## References

1. ↑ "**Crypt of Crimson Stars**" (June 2005) by James Wyatt and Andy Collins. *Dungeon Magazine* issue 123.
Crawling Angel

The ****Crawling Angels**** patrol the Catacombs of Dolurrh, dispersing melds and lemures and dealing with mortal intruders. The crawling angels are hideous skeletal beings with vast grasping hands on spindly limbs that crawl along the walls and ceiling the Catacombs.

Though technically angelic, crawling angels instill fear in any who lay eyes upon them. Despite their horrific appearance, crawling angels usually show mercy to living mortals found wandering Dolurrh; Crawling angels will often attempt to banish mortals when first encountered, though they will not hesitate to use lethal force if banishment proves ineffective. It is believed that fallen Crawling Angels become Bone Devils.
Bracelet of Second Chances (Item)

*Wondrous item, very rare*

This bracelet is adorned with seven coral beads carved in intricate designs. As a reaction when you suffer a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. Each time you negate a critical hit in this manner, one bead cracks. When all seven are used up, the bracelet itself crumbles into powder.

A creature proficient in Jeweler's Tools can spend 1 week of downtime to repair the beads of bracelet. Doing so costs 100 gp for each bead repaired.
Bullywug

**Bullywugs** are a race of froglike humanoids that may be present on the eastern coast of Khorvaire.

## History

Few citizens of the Five Nations have encountered a bullywug. The frog-folk live along the eastern coast of Khorvaire, ranging from the warmer regions of the Lhazaar Principalities to the fringes of Khorvaire, where they have ancient feuds with the dominant lizardfolk. According to bullywug legends, the ancestors of the frog-folk were humans (or possibly goblinoids; the tales are woefully unclear). These stories say that a god known as the *Lord of the Murky Waters* transformed his faithful followers into bullywugs, granting them inhuman endurance and mastery of the swamps. Most modern theologians see this Lord of the Murky Waters as a variation of the Shadow and the Devourer, but some believe that the bullywugs are actually a creation of a daelkyr lord, hobgoblins twisted to serve as amphibious troops during the Dhakaani War. Whatever the truth of their origins, many bullywugs seem to have an instinctive bent towards cruelty and aggression that often brings them into conflict with the humans that they encounter, and the bullywugs of the Trub Glorp tribe fall into this unfortunate stereotype.

## Notes

The material from this article is taken from the Savage Tide adventure path Eberron conversion notes by Keith Baker. Bullywugs are seemingly not mentioned in any official Eberron sourcebooks, and they may not be present in the setting at all.

## References

1. ↑ 1.0 1.1 Keith Baker. Running "The Bullywug Gambit in Eberron". Paizo Publishing. Archived from the original on 09/05/2012. Retrieved on 02/08/2019.
Codic

Codic. *Script: Codic.* The warforged lack many hallmarks of a normal society. They have no culture or religion and lack a real independent history. In addition, they are also forced to use the languages of the ones who enslaved them. To rectify this, the Lord of Blades had commissioned many of the artifice magisters to create a new language: Codic. Codic is a strange language and was first "completed" and taught to others sometime in Barrakas 997 YK. While it can be spoken, it rarely is. It primarily makes use of clicks, beeps, and other mechanical noises that are nearly impossible for non-constructs to replicate without use of external tools. Codic is generally employed as a written language, where it appears as a sort of cursive system of dots, dashes, slashes, and circles. It is also a difficult language to learn, as the sentence structure and grammar of the language is unlike any other in Khorvaire. Many of the warforged who know Codic are not very good at it; the language is only a few months old, after all. The Lord of Blades himself is fully fluent, as are the artifice magisters. The artifice priests, however, are a different story.
Crimson Wind

**The Crimson Wind** are one of the ten major flights of harpies that live in the Byeshk Mountains in Droaam. Unlike other flights such as the Last Dirge and the Stormsingers, the Crimson Wind do not openly support the Daughters of Sora Kell, but remain in their own territory. Their territory lies north-west of the Wind Howlers and east of the Forgotten Choir, taking up part of the Byeshk Mountains and some of the Eldeen Reaches beyond.

## References

1. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
2. ↑ ***The Queen of Stone***.
Keith Baker (November 2008). Wizards of the Coast. ISBN 978-0-7869-5009-6.
Cruel (Feat)

Return to List of Homebrew Feats

## Cruel

The challenges and struggles you’ve faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.

You can use your reaction to roll a cruelty die under any of the following circumstances, with the indicated result:

* When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
* When you score a critical hit, spend one cruelty die to gain a number of temporary hit points equal to the roll.
* When you make a Charisma (Intimidation) check, spend one cruelty die to add the roll to your check.

You regain all expended cruelty dice when you finish a long rest.
Chronurgy

***Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.***

## Time Travel

Some Aereni elves practicing Dunamancy follow the path of the Chronurgist, learning to alter the pace of reality to their liking. Some Chronurgists believe that there are many branching worlds nearly identical to our own, but modern sages balk at the idea of this *"Many-Worlds Interpretation"* of the cosmos. Any mage that has attempted to cross this barrier, or for that matter has tried to manipulate time for more than a few moments in the past, has found themself totally obliterated. Nevertheless, certain madmen have claimed to have traveled between these timelines (if only through minor deviations). Whether or not the fringe theories of Chronurgy holds any water, through its study it was discovered that time is one of the domains of The Traveler.
Dar Qat

**Dar Qat** is a remote port of Riedra on the western shore of Xen'drik.

## History

Founded by explorers from the Unity of Riedra long before Stormreach was established, the small city of Dar Qat is an outpost for this distant empire.

## Description

Dar Qat is a beautiful sight–a city composed of wondrous crysteel (crystal alloyed with iron) displaying the might of Riedra. The city is dwarfed by a nearby hanbalani altas.

 Nestled within the Scimitar Spires Dar Qat is located along southern shore of a bay protruding into Xen'Drik from the Sea of Lost Souls.

 Occupants include humans, Inspired lords, and dromite and half-giant slaves.

 All treasures, refined goods, and products destined for Sarlona from the continent leave from Dar Qat.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
2. ↑ 2.0 2.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Darkvision Powder

This plain gray powder is unassuming; it can’t be seen with normal vision from more than 10 feet away. When viewed with darkvision, however, it glows brightly. Creatures that have darkvision commonly use this powder to write messages that other creatures cannot read. Each vial contains enough powder for a reasonably lengthy sentence.
Creilath Movanek

1/4**
**Creilath Movanek**is a half-elf bard and master inquisitive based in Sharn, who was hired by the Order of the Faded Flame to act as spymaster of the Faded Fief. In addition to bardic magic and talent in oratory, Creilath is an expert in gathering information, research and investigation, questioning suspects, and obtaining the truth. Creilath bears a Greater Dragonmark of Detection and is an active member of the Warning Guild: the premier counterintelligence agency of the Five Nations.

> "*If you're the ambassador, I'm the Lord of Blades. Now, how about the truth?*" ― Creilath Movanek
>
>

## Relationships

As a Medani inquisitive, Creilath is often asked to investigate crimes that the Sharn Watch find mystifying. Though he might be able to handle himself in a fight against a common street thug, Creilath leaves most of the fighting to his accomplice, husband, and bodyguard: a half-orc named Urzat'Oorac. Creilath is a dragonmarked heir of House Medani in good standing, though for unknown reasons rarely uses the Medani surname; perhaps he picked up the custom from his husband's light affiliation with House Tharashk.

## Possessions

He is known to wear a *+1 chain shirt* and wield a *+1 dagger*, and to be equipped with *Spectacles of Investigation*, a *Dragonmark Reservoir*, a *Lock of Trickery*, and an *inquisitive's kit*, kept in a *Heward's handy haversack* together with *identification papers* and a *flute.*

1. ↑ Template:Cite book/Player's Guide to Eberron
Daphanë d'Kundarak

**Daphanë d'Kundarak** is a female dwarf, high ranking member of House Kundarak and is Morikkan's grand-niece. She is a renowned banker with an aggressive attitude to business, she is currently the president of the Kundarak bank in Sharn and commands a lot of influence in public policy through the use of loans. She is known to have few friends due to her blunt personality and is even seen as stubborn by parliament and too much of a risk taker by the leaders of Breland. Despite this she is highly respected within House Kundarak and is a fair woman, but she never forgets those who do her wrong, never forgives a broken promise and will take vengeance if she feels the need to. She also runs the Kundarak enclave in Sharn's Dragon Towers district though, is rarely there as she spends most of her time at the Kundarak Bank.

## Stats

**3.5e:** N female dwarf 7/dragonmark heir 4

## References

***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.

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

A **bugbear** is a massive humanoid distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears speak Goblin. They are one of the only goblinoids to be covered in fur.

## Physical description

Bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair. Many bugbears are chaotic evil in alignment, favoring the rogue class.

Many scholars now believe that bugbears and goblins were both bred by the hobgoblins as slave races, with bugbears serving as elite soldiers.

## Psychology

Bugbears, like other goblinoids, have a reputation for being dim-witted and brutish. This claim is not unfounded and like their kin bugbears have easily provoked tempers and are prone to fitful rages. Few bugbears overcome this nature and their culture's brutal nature. Bugbear heroes, though rare, are heard of however, and if successful, can acquire significant renown. Often the motivation for this change of heart comes from the rewards earned from virtue, which in the long term are more pleasing than the short-lasting pleasures of evil.

## Society

Bugbears are often found in the company of other goblinoids, particularly goblins, since tribes made up mostly of hobgoblins and bugbears tend to be wiped out quickly by other races as a precaution.

Some bugbears also operate independently, though tribes ruled by hobgoblins are better organized and less savage. This is in part because bugbears have little patience for diplomacy or negotiation, preferring violent solutions to conflicts unless obviously overpowered. In general, bugbears live a life based around survival and become rogues, though many also make excellent barbarians.

## References

1. ↑ ***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.
Celestial

**Celestial** is the language spoken by the archons of the plane of Shavarath. In addition, some of the archons' eternal enemies, the demons and the devils, may also speak the language of Celestial.

## Behind the Scenes

For the 3rd edition, the speech of the archons was Celestial; whereas the language of the angels was Syranian. In 4th edition, Celestial and Infernal were combined into Supernal. Supernal became the language of the angels and devils, while the archons (now elemental in nature) 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 Player's Guide***.
David Noonan, Ari Marmell, and Robert J. Schwalb (2009). Wizards of the Coast. ISBN 0-7869-5100-1.
3. ↑ ***Monster Manual***.
Mike Mearls, Stephen Schubert, and James Wyatt (2008). Wizards of the Coast. ISBN 0-7869-4852-3.
Boots of Caltrops (Item)

*Wondrous Item (boots), rare*

These knee-high black leather boots have prominent and irregularly shaped heels which seem to bulge from the rest of the shoe. These boots have 8 charges. As a bonus action, you can expend a charge to cause the boots to let loose a spray of caltrops through the back of the heels as you move until the end of your turn. These caltrops fill each space as you step out of it, and fill the space you are standing on when you end your turn. The caltrops disappear after 8 hours or if they are moved. These boots regain 2d4 charges daily at dawn.
Caskar Halavik

Caskar Halavik (N male halfling

barbarian 2/expert 4) was born in the Talenta

Plains. When he first came to Sharn, he worked as an

enforcer for the Boromar Clan. He was also a remarkably

skilled clawfoot racer, and in time he became a

celebrity in Little Plains. Saiden Boromar helped him

transform his fame into political cachet, eventually

earning him a seat on the Council. Caskar enjoys

the prestige of his position, but he prefers to leave

political maneuvering on behalf of the Boromars to

Ilyra Boromar and Bestan ir’Tonn.
Calomel

Calomel is a hard white ore that is most often found and quarried in Argonnessen, at great expense and danger. Raw calomel ore is distinctive in its whiteness. It can be almost translucent, and is lustrous in bright light. It is always found adjacent to subterranean springs. When forged in the appropriate secret fashion, the resultant metal cools to a consistency and ductility like that of a standard steel alloy. Though any item can be crafted from it, calomel's particular qualities make it most suitable for weapons. A weapon forged from calomel is pale gray, almost translucent, and water droplets constantly condense on the naked item.

* Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of firey creatures, such as fire elementals or red dragons, as well as fungal creatures.
* Crushed calomel is used as a purgative and a fungicide.
Castal d'Cannith

*CE male human artificer 18/Heir of Siberys 2*

Castal d’Cannith is one of the most brilliant artificers House Cannith has ever produced, and one of the most dangerous. Born in 645 yk, Castal became enthralled with The Traveler and claimed to receive his inspiration from the enigmatic deity. Admitted to the Twelve at merely eleven years old, within a few years it became clear his talent outstripped the senior members of the institute. He produced constructs and items of artifact quality, which others in his organization found impossible to duplicate. Despite his incredible abilities, his first love was chaos. In 662 yk, he triggered a wave of disasters involving mind-controlled agents, constructs scattered across Khorvaire, and other powerful magic items he had made “for the benefit of society.” The Twelve and the Arcane Congress joined forces to stop the terrors, and in 663 yk, they brought Castal to justice. The advocates of House Cannith convinced the others to not kill Castal, in case they ever needed his uncanny abilities again. Far too dangerous to roam freely, he was committed to the Stone Ward of Dreadhold. The guards of Dreadhold have revived Castal twice in the past three centuries, the second time, he nearly escaped. A genius, given enough time Castal can turn any situation to his advantage. Anyone who revives him takes a terrible chance, and if Castal escapes he could prove a danger to all of Khorvaire.
Crimson Water

Template:Body of waterThe **Crimson Water** is a stagnant lake in the southeastern Mournland filled with blood-red fluid.

## History

Once, while the land was still Cyre, this was the site of a spring that was the source of the Rushing River. Following the Mourning, however, that spring grew into the Crimson Water while the Rushing River was left a barren riverbed.

## Description

 File:Crimson Water.jpg  The surrounding area is now desolate and filled with the putrid remains of those creatures and travelers so unfortunate as to attempt to quench their thirst from the lake. The water seems to be toxic.

Below the lake lies the sunken ruins of an upper-class resort town called Eastwood Springs; these ruins remain unexplored, as no one has yet dared to go under the Crimson Water.

## Inhabitants

Although the Crimson Water is apparently lifeless, water archons have been sighted around it, especially on the southern shore. Notably, their bodies of elemental water are colored the same deep red. While it's unknown where they come from or what they're doing, their presence implies a connection to the Elemental Chaos in the lake.

The same kinds of aberrations, including kuo-toas and foulspawn, that dwell in Tronish and by Lake Cyre, also have holds close by the Crimson Water.

## Appendix

### References

1. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 Template:Cite book/ECG
3. ↑ 3.0 3.1 3.2 3.3 Template:Cite book/Rising from the Last War
4. ↑ ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Boldrei's Feast (9 Rhaan)

Boldrei’s Feast (9 Rhaan): Boldrei’s Feast is a time for the community to come together and strengthen its ties. House Ghallanda and local merchants donate goods and services for a great feast that is held at the Pavilion of the Host. Traditionally, the wealthiest members of a district throw grand parties, competing with one another and seeking to improve social standing through these astonishing and extravagant displays.

In addition to these celebrations, Boldrei’s Feast is the traditional day for elections and government appointments, as Boldrei oversees the forces that
hold a community together.
Bloodspike

A bloodspike somewhat resembles a thin potion vial, narrowing to a needlelike point at one end. The interior of the slender tube is filled with one of several varieties of alchemical substance. To use a bloodspike, a user jabs it directly into her flesh (the fleshy part of the arm is an ideal location). Doing this deals 1 point of piercing damage (damage reduction does not apply when using a bloodspike) and causes the fluid in the narrow vial to be absorbed directly into the user’s body. Alternatively, a bloodspike can be thrown as a dart.

**Bloodspike:**

Bloodspikes resemble weighted poisoned darts, although most of their applications are actually beneficial. Typically, they are inserted into the vein of the user as an action, dealing 1 piercing damage. A bloodspike can also be thrown like a dart, with a range of 20/60 feet and dealing 1d4 damage. If the bloodspike successfully does damage, its contents are applied to the target. Creatures without blood are not affected by bloodspikes. Bloodspikes cannot accidentally poison the wielder.

*Defiling:* Defiling bloodspikes are the only kind currently made that are intended to be used on the enemy. Those effected must make a DC 12 Constitution saving throw or be poisoned for 1 round

*Glowbug:* The person injected with a glowbug bloodspike have their skin or hide begin to glow for 1 hour, providing normal light for 10 feet and dim light for another 10 feet. The person injected can end this effect prematurely as a bonus action by stressing all his muscles at once. Doing so causes everyone, including the person injected, within 30 feet to make a DC 12 Constitution saving throw or be blinded for 1 minute. At the end of each of its turns, an affected creature can repeat the saving throw to end the effect.

*Spatter:* This bloodspike causes one's saliva to become acidic for 1 hour, causing any bite attack to deal an extra 1 point of acid damage for the duration. This effect can be ended prematurely as an action, where the injected creature coughs up the remaining acid and spits it up to 20 feet. The creature makes ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

*Tempo:* This bloodspike leaves a reservoir of charged liquid near the injection site. At any point in time during the following hour, the person injected can squeeze down on that reservoir as a free action on their turn and move up to their speed. For each use of this bloodspike beyond the first during a 24 period, the user suffers a cumulative -2 penalty to Wisdom saving throws, concentration checks, and Perception checks as he finds it harder and harder to concentrate. This penalty is removed once the user has a long rest.

*Thickener:* This bloodspike causes the user's blood to naturally thicken and coagulate far faster. For the next hour, any bludgeoning damage the user takes is reduced by 1 and the user's speed is reduced by 10 feet.
Dark Dagger Gang

The Dark Dagger gang plots to rule Fairhaven’s underworld from amid the tattered tapestries and shattered stained-glass windows of the former cathedral. They are run by the changling, Kreelo.

The Dark Daggers make most of their money running protection rackets and smuggling contraband (everything from poisons and evil magic to barrels of untaxed wine) into and out of the city. Any significant business with Fairhaven’s black marketeers will most likely attract the Dark Dagger's attention.