recursal/Fanatic-Fandom huggingface dataset:
Duur'kala

Duur'kala or "dirge singers"are musically trained group of story tellers of the goblins of Darguun. (The loose equivalent for other races are bards) They are spiritual leaders of the goblinoids and held in high esteem. For example the order of goblin spies and assassins "Shaarat'khesh" will not kill a Duur'kala. They are also trained to be spies and diplomats. Most Duur'kala are female.

They are respected for their ability to recall long and elaborate stories of the Dhakaani Empire. These stories recall the etiquette, traditions and exploits of the empire which greatly influence the Darguun goblins. They are sung to the young goblinoids as a method of schooling them on their heritage as they mature. A second aspects to the songs of the dirge singers are the magical properties. These songs can motivate the body to heal itself. There are other songs that can cause sleep, confusion, and damage to enemies.

There are some famous Duur'kala. Jhazaal Dhakaan is known as the best Duur'kala of all time. She united the six kings to form the empire. Her voice was so powerful that it is lore she could charm a person with a word and end a battle with a scream. She was also a talented craftsperson who created many famous artifacts like the horn *Ghaal'duur.* A second famous dirge singer is Tuura Dhakaan. She is the leader of the Kech Volaar. Some consider her the the strongest singer the clans have seen in one thousand years.

## References

### Links to Wizzards Web Site

Dragonshards Heirs of Dhakaan By Keith Baker
Dragonshards Masters of Magic by Kieth Baker
Dragonshards Monastic Orders By Keith Baker
Uprising By Sean K Reynolds
Strike Force: Dhakaan By Keith Baker

### Books

Baker , Kieth and Bill Slavicsek & James Whyatt. Eberron Campaign Setting. Renion, Washington USA: Wizards of the Coast, inc., June 2004. Print.

Wyatt, James and Keith Baker. Eberron Campaign Guide. Renion, Washington USA: Wizards of the Coast LLC, June 2009. Print.
Dol Dorn

The Sovereign of Strength and Steel **Dol Dorn** is the only chaotic deity of the Sovereign Host and embodies the conflict of good over evil. The patron of any who fight for a living such as fighters, gladiators, or athletes Dol Dorn leads the rest of the Sovereign Host into battle. It was he, it is written, who purged the Dark Six from amongst their ranks long long ago. Dol Dorn despises those who would shed blood for greed or power, but blesses those forced into combat by the hands of a despotic ruler honoring their sense of duty.

Often depicted as a heavily muscled human, dwarf, or half-orc and occasionally as a powerful silver dragon Dol Dorn is the brother of Dol Arrah and the Mockery.

## References

* ***Eberron Campaign Setting***.

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

* ***Faiths of Eberron***.

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

**Dragon Shamans** earn their power by making a pact with a specific breed of dragon. Over time, they slowly begin to grow more like their chosen Totem dragon: they gain a draconic aura, can heal wounds similar to a Paladin's Lay on Hands ability, their skin becomes scales, they gain a dragon's breath, and lastly a dragon's wings. They must remain within one step of their chosen Dragon's alignment.

In Eberron, dragon shamans may be special servants or liaisons to the draconic Chamber, or Seren cultists. They may also be lizardfolk of Q'barra, Droaam, or the Shadow Marches who revere the great reptiles. Kobolds may also have the inclination to revere or make pacts with dragons. However, even a Zil gnome in the venerable halls of the Library of Korranberg who has studied too deeply into the ancient tomes stolen from giant ruins of Xen'drik may stumble onto occult draconic secrets and follow them to far.
Ehlonna

**Ehlonna** was the legendary druid who is said to have awakened the greatpine Oalian around the year -4100 YK. Not much is known about the details of her life, though it is believed that she was a member of the ancient Gatekeepers. The cause of her death is unknown, though legends say that Ehlonna stepped through a gateway to Lamannia never to return.

Oalian speaks kindly of her, though the memory of his oldest friend grows hazy in his ancient mind.
Elf

Elves are a basic character race that are featured in the core rulebooks of both 3rd and 4th editions of Dungeons & Dragons. In Eberron, modern elves are split into many distinct cultures: the Aerenal, the Valenar, the Khorvaire elves, and the drow of Xen'drik. Each of these cultures participates in some form of ancestor worship, though each has a unique expression of this practice.

The Aerenal elves worship their ancestors as Deathless, lifeforms much like undead but kept alive by the positive energy of Irian. The Deathless serve as advisors and defenders and are considered by those who worship them to be divine as a whole, in the form of the Undying Court.

The Valenar elves focus their worship only on their Warrior ancestors. By emulating the deeds of these ancestors, they believe the spirits can live again. They do not resurrect their fallen or beloved as Deathless.

The Khorvaire elves are as diverse as the elf race as a whole. They divide themselves by nation or by Dragonmarked House and often follow the local customs. A few still hold their own race's beliefs in ancestor worship, but not to the same degree as the Valenar or Aerenal. Their half-elven descendents, the Khoravar, have formed a separate community.

The Drow don't worship their ancestors directly. Rather, they tend to hold to the preservation of their forebears' traditions. They believe nothing honors their ancestors more than by living as they did. Some Drow also worship the scorpion god Vulkoor, though some Khorvairian scholars suspect Vulkoor to merely be an aspect of The Mockery, a member of the Dark Six.

## Elves in Eberron

The Elves of Eberron are known to be a strange and diverse people. Humans will often find Elves to be as strange as they find Orcs and Goblins. The Elves who live among Humans are viewed as approachable as they have integrated with their neighbors now having similar ideologies as Humans. The Elves of Aerenal and Valenar are distant from other races and care little for affairs outside their borders as they view most other races as short-sighted and petty. Despite their views of outsiders The Valenar and Aerenal Elves are willing to trade and interact with other nations though, neither of these Elven communities welcome visitors.

The Elves of the five nations are minorities in their communities as most Elves are from Valenar and Aerenal.

## History

The Elves of Eberron descended from the Eladrin of the feyspire city Shae Tirias Tolai. During the Age of Giants the city was sacked by the Giants of Xen'drik and its inhabitants were enslaved. After many years of slavery the Eladrin escaped their captors and fled Xen'drik. The years spent outside the Feywild caused the Eladrin captives to adapt to the Eberron plane fundamentally changing them into the Elves. The Elves fled to the continent Aerenal where the majority of them have remained to this day. Some departed to Khorvaire before the time of Galifar though the majority of Elven immigrants came during the rule of High King Vadallia and soon after became the Elves of Valenar.

## Elven Dragonmarked Houses

* House Phiarlan
* House Thuranni
* House Vol
Dreadhold: Eberron's Inescapable Island Prison

**Edition** | 3rd ed. (3.5)

*Just north of Cape Far, a barren rock just out of the Lhazaar Sea. A massive fortress dominates this island, a citadel hidden by a clinging shroud of dark mists and protected by the powers of the strange black stone from which it is hewn. This is the prison of Dreadhold, built to hold criminals too dangerous to be kept within the Five Nations. More than just a prison, Dreadhold is a stronghold of House Kundarak, and many treasures are hidden in its secret vaults.*

*There are many ways to work Dreadhold into a campaign. A party of adventurers might need to speak to a prisoner held in one of the deeper cells. They might be paid -- or blackmailed -- to extract an inmate from the jail or a priceless treasure from the vaults of the house. an ancient evil might escape from the prison to threaten the world anew, or perhaps the adventurers find themselves imprisoned. Can they discover a way to escape from this supposedly inescapable fortress?*

"****Dreadhold: Eberron's Inescapable Island Prison****" (June 2006) by Keith Baker and Jason Bulmahn. *Dragon Magazine* issue 344. , *p. 69-82*.
Elemental Strikes

*1st-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

**Class List:** Artificer, Ranger
You touch a melee weapon in your possession and imbue it with ememental energy, chosing from acid, cold, fire, lightning, poison, or thunder. Until the start of your next turn, attacks with that weapon deal 1d6 damage of the elemental damage type chosen.

If you touch a weapon with the Light property that you are wielding, you can immediately make a single weapon attack with it as part of the same action as casting the spell.
Eberron Campaign Setting (book)

**Eberron Campaign Setting** was the first book created for the Eberron setting and uses the 3.5 edition rules of Dungeons & Dragons. The book was released in 2004 and is essential for playing an Eberron game. The book details Eberron lore and is accompanied by statistics for new items and NPCs.

*Grab your pack and leap into the action-packed, intrigue-laced world of cinematic adventure. Within the **Eberron Campaign Setting**, you'll discover a vast, richly detailed world infused with magic, and waiting to be filled with daring escapades and dangerous exploits. Throw open the cover - and be ready for anything.*

## Summary

In 2004, **The Eberron Campaign Setting** introduced D&D fans to Keith Baker's brainchild, the world of Eberron. Eberron is a campaign setting different from previous campaign settings such as The Forgotten Realms, Greyhawk and Dragonlance in that the fundamental structure of the world was different than typical fantasy, yet still held to some of the traditional fantasy elements. Eberron has been described as a gritty pulp noir taking its inspiration from Hollywood classics like *Indiana Jones and the Temple of Doom*, *Pirates of the Caribbean* and *The Mummy* among others.

The Eberron campaign setting is also unique in that it is the result of a contest held by Wizards of the Coast to find a new campaign setting. It, among 10,000 other entries, won the hearts of the Wizards staff and thus was produced into an official campaign.

The book contains an overview of the world of Eberron introducing us to four new races, Warforged, Kalashtar, Shifter, and Changelings as well as updates older races for the world of Eberron. It also introduces the new class artificer as well as updating the classic classes for the world of Eberron. It gives a brief overview of the many nations and realms of Khorvaire and briefly glosses over other continents like Xen'Drik, Sarlona, Argonnessen, and Aerenal. It shows us a few new monsters specific to Eberron, the planes structure, magic, and wraps up with a short first level adventure titled *The Forgotten Forge*.
Dithen Elaren

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Dithen Elaren (warmage) born in Farlnen to a noble family. Her family has been warmages for years. She trained will some of the most powerful casters on Farlnen and the fighters also trained her. She was raised to in the cult the Blood of Vol. She became a close contact with Vol. She was send to the Twelve to find out any things she can and learn new magic. When she got there she fell in love with Aldric d'Cannith. The date until the end when she had to give him up because he want her to come with him to Sharn but she need to go back to Vol. It destroyed her and she fell into arms Daren d'Thuranni. She stayed when with Daren d'Thuranni back to Farlnen and they are living to gathers.

Weapon: long sword

Long black hair

Brown eyes

6"2

Religion: The Blood of Vol.

Notes: Elf, Wizard, Blood of Vol
Dolgrue

The **dolgrue** were created ages ago by the daelkyr during the Age of Monsters. The dolgrue are the aberrant manipulation of bugbears, used by the daelkyr to fight against their former empire. Though most dolgrue were defeated thousands of years ago, some remain deep within the Khyber, working for other aberrations such as dolgaunts.

## History

Approximately 9,000 years ago, in the Age of Monsters, the plane of Xoriat became coterminous with the plane of Eberron. During that time, the lords of Xoriat, an aberrant race known as the daelkyr, pierced the planar walls and launched an invasion of Eberron, on the continent of Khorvaire. They assaulted the goblinoid Dhakaani Empire, decimating most of western Khorvaire.

The daelkyr lords, masters of shaping reality, found joy in twisting the beings of Eberron to suit their own purpose. While some daeklyr lords created aberrations like beholders and aboleths, Dyrrn the Corruptor used his enemies as his canvas. Dyrrn took the bodies of the bugbears, and molded them into the first dolgrue. Over the course of the next 4,000 years, the Dhakaani fell. However, the daelkyr soon found themselves against the Gatekeeper Druids, who used their magic to push the daelkyr back to Xoriat.

Some dolgrue, however, have remained on Eberron, and have fled deep beneath the Khyber. They usually fall under the employ of other aberrations, such as dolgaunts, illithids, or kyra.

## Appearance & Personality

Dolgrues stand twice as tall as a normal human. They are heavily muscled, with mottled pink skin dotted with bony nodules and plates. Their heads are long and muzzled, with several rows of teeth and bugbear-like nose and ears. Their arms end in crab-like claws, and they possess a thin tail.

As a side effect of their creation, dolgrues are in constant, unrelievable agony.

Dolgrues are not very intelligent. They revel in battle, using their claws and teeth to rend their foes, but are incapable to complex strategies. They rarely listen to commands, even from superior. When not under the sway of other daelkyr, dolgures will form their own nomadic bands of up to twenty.

## Abilities

Dolgrues rely on their large claws to rend through their prey, snapping them in twain. They have a natural ability to heal their wounds, and, like other daelkyr, are vulnerable to byeshk.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 "**Horrors of the Daelkyr**" (October 2006) by Nicholas Herrod. *Dragon Magazine* issue 348.
2. ↑ 2.0 2.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
Dream Master Quori

Quori, Usvapna (Dream Masters)

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

**Alignment:** Lawful Evil
**Size:** Large
**CR:** 11

**Description:** *''The creature before you seems to
have stepped out of your nightmares. Four pincer-tipped limbs emerge
from a massive torso, and a snakelike tail coils about a legless body as
 it floats in mid-air. A void of inky blackness sits where the
creature’s head should be, and you can feel its malevolence.''*

In their natural forms, usvapna quori tower up to 10 feet tall.
They have formidable psionic powers.

**Information:** Usvapnas are the assassins, spies and inquisitors of the Dreaming Dark, serving Dal Quor relentlessly and unquestioningly. They serve the hashalaqs,
 and they revel in destroying any threat to the Dreaming Dark's plans.
The dream masters also sow discontent and worse in mortal minds.

When the quori were driven from Eberron
 long ago, the usvapnas were directed to prepare for an eventual return
to the material world. Over the millennia, usvapna quori have visited
countless mortals, invading their dreams and planting the seeds for a
quori return. Now, with Riedra growing in strength, they scour the dreams of mortals, searching for any threat to the new order.
Don Bassingthwaite

**Don Bassingthwaite** was born in Meaford, Ontario, and now lives and works in Toronto. He has degrees in anthropology and museum studies and is the author of numerous fantasy and dark fantasy novels. He has written novels for gaming companies including Wizards of the Coast and White Wolf Game Studios.

## Eberron Novels

* The Dragon Below series, set in Eberron
	+ *The Binding Stone* (2005, ISBN 978-0786937844)
	+ *The Grieving Tree* (2006, ISBN 978-0786939855)
	+ *The Killing Song* (2006, ISBN 978-0786942435)
* Legacy of Dhakaan
	+ *Doom of Kings* (2008, ISBN 978-0786949182)
	+ *Word of Traitors* (2009, ISBN 978-0786951963)
Disenchanting (Feat)

Return to List of Homebrew Feats

## **Disenchanting**

**Prerequisite:** Countercharm feature

Your ability to disrupted mind altering effects has improved. You gain the following benefits:

* Increase your Charisma score by 1, to a maximum of 20.
* Countercharm can now be activated as a bonus action, instead of an action.
* The effects of Countercharm last for 1 minute, instead of 1 round.
Ditto (Spell)

*5th-level divination*

**Casting Time:** 1 reaction, which you take when you are the target of a spell or included in a spell's area of effect

**Range:** Self

**Components:** S

**Duration:** 8 hours

**Class List:** Sorcerer

Immediately after a creature casts a spell of 4th-level or lower that targets you or includes you in its area of effect, you can use your reaction to absorb the spell's power. During the duration, you can cast the spell you absorbed using one of your spell slots of the appropriate level, provided you have one available. You can not cast the chosen spell as a ritual, even if it has the ritual tag. Once you cast the spell this way, the spell ends.

Additionally, if you have sorcery points, you can use the following options:

* When you cast the absorbed spell, you can expend a sorcery point to prevent this spell from ending.
* You can expend a number of sorcery points equal to twice the level of the spell to cast it as part of this same reaction. You must still expend a spell slot to cast the absorbed spell in this way.

**At Higher Levels.** When you cast this spell using a spell slot of 6th-level or higher, you can absorb any spell of up to one level less than the slot used.
Daughters of Sora Kell

**The Daughters of Sora Kell** are a group of three hags who have joined together for mutual benefit. Sora Katra is a green hag who acts as the voice, leader and strategist. Sora Maenya is an annis hag and serves as the muscle for the group, often leading groups of giant and ogre followers. Sora Teraza is an old dust hag and perhaps the greatest seer and diviner in Eberron. Her visions help guide the group through good and bad, though her tenuous grasp on reality and mysterious motives render this not entirely foolproof, though it is a formidable asset. The hags are the main driving force behind the rising nation of Droaam. Aside from their own innate abilities and magical powers, they also have a large group of powerful trolls and ogres at their command, fanatics who would gladly die for their queens.

In 986YK the hags appeared in what is now Droaam, and have since built a great city which they named after the mountain they founded it in, The Great Crag. They actively work with House Tharashk to send their mercenaries and laborers out into the world, bringing money and intel back into the nation.

For now they build their court at the Great Crag, but their ultimate goals remain a mystery.
Dhakaani Ghaal'Dar (Race)

Return to List of Homebrew Races

Dhakaani hobgoblins are known as ghaal’dar, “mighty folk”— not to be confused with the Ghaal’dar tribes that dominate Darguun. The ghaal’dar are soldiers, scholars, and leaders, valued for their versatility and their vision. Your ghaal’dar character has the following traits.

***Ability Score Increase.*** Your Constitution score increases by 2.

***Age.*** Ghaal’dar mature at the same rate as humans and have lifespans similar to theirs.

***Size.*** Ghaal’dar are between 5 and 6 feet tall and weigh between 150 and 200 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

***Discipline.*** You have advantage on saving throws against being charmed.

***Languages.*** You can speak, read, and write Common and Goblin.

***Subrace.*** Within the Dhakaani caste system, young ghaal’dar are trained to fulfill one of two roles. Guides are diplomats and scholars, while soldiers are devoted to war. Choose a subrace for your ghaal’dar character.

## Guide

As a guide, possibly a duur’kala bard, you’ve been trained to lead your people.

***Ability Score Increase.*** Either your Intelligence or Charisma score increases by 1 (your choice).

***Lead By Example.*** If you fail an ability check or saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).

Once you use this trait, you can’t use it again until you finish a short or long rest.

***The Guiding Arts.*** You have proficiency in two of the following skills of your choice: History, Medicine, Performance, or Persuasion.

## Soldier

As a soldier, you’ve drilled in the art of war since childhood.

***Ability Score Increase.*** Either your Dexterity or Strength score increases by 1 (your choice).

***Strength in Unity.*** If you miss with an attack roll or fail a saving throw, you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (Maximum bonus of +5). Once you use this trait, you can’t use it again until you finish a short or long rest.

***The Arts of War.*** You have proficiency in two of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
Demise

**Spoiler warning:** Plot or ending details follow.

**Demise** is a character featured in the Seekers of the Ashen Crown adventure. She serves as the main villain and is a skullborn elf and though is not a member of the Emerald Claw she has close ties to it.

> "'**Death overlook you. If my presence offends you, I shall depart. It would be my honor, though, to stay.'**"
>
>

## Biography

Demise, along with her apprentice Jaenus approached Professor Gydd Nephret after being informed by Emerald Claw informant Dala Arand that a group of adventurers had come into possession of a piece of the Ashen Crown. Under the guise of Lady Dannae Ulyan an Aereni noble interested in ancient elven artefacts, Demise requested that she and her apprentice attend the next meeting with the adventurers. During the meeting Demise offered the adventurers 3000 gold pieces for the artefact but they declined.

Demise then ransacked Gydd's home to attain information about the Ashen Crown and took Gydd captive. She then spent some time in Graywall preparing a trap for the adventurers and the Kech Volaar. When they arrived she had a changeling shape shift into her and attack the adventurers whilst her double agent, Tikulti assassinated the Kech Volaar. Tikulti then travelled back to Sharn and delivered all the pieces of the Ashen Crown he looted off the Kech Volaar to her. She then initiated the rite of Arkantaash to turn the pieces into the Ashen Crown. She then killed and raised Gydd to become undead and through a sending stone she contacted the adventurers after hearing of their attempt to pursue her. She used the undead Gydd Nephret as a hostage to threaten the adventurers.

Demise and her followers clashed with the adventurers in Ashurta's Tomb where she was slain.

## Description

Demise is described as a thin but striking elf woman clad in colourful, exotic robes and jewellery. Her raven hair frames an ornate funerary mask- only her sharp ice-blue eyes and fine chin and mouth are visible. She has a resonant voice.

## Stats

Demise is a level 8 elite controller. Stats for Demise can be found in Adventure Book 2 page 62.

### Inventory

Demise wears +1 shadowdance robes and wields a staff of ruin. She also has a potion of healing.

## Notes

* The class of this character is never officially documented and the class given is an educated approximation by this wiki that was based on the character's ability to cast spells and to turn the dead into undead.
Dragonshards

**Dragonshards** are translucent stones with pulsating veins of color within them. They can be found in various parts of Eberron, and come in three distinct varieties, varying in color, location, and uses. Dragonshards are used to enhance the powers of a Dragonmark, or in the creation of magic items, artifacts, or constructs. Dragonshards are important to many of the magic technologies used throughout the Five Nations.

## Siberys dragonshards

Siberys dragonshards are golden in color and fall from the Ring of Siberys, which means they are usually found on the surface in equatorial regions of Eberron. Siberys dragonshards are the rarest of the three varieties, and are sold in quantities only in Stormreach on the continent of Xen'Drik, or in Sharn on Khorvaire. Siberys dragonshards are most closely linked with Dragonmarks and are often used to enhance Dragonmark abilities.

## Khyber dragonshards

Khyber dragonshards are generally a dark blue or black and can be found beneath the surface of Eberron in deep underground caverns. While, Siberys dragonshards are the hardest to find, Khyber dragonshards are the most dangerous to obtain of because of the denizens lurking in Khyber. Khyber dragonshards have an affinity for binding, and are most notable for their use in crafting bound-elemental items, such as the Lightning Rail.

## Eberron dragonshards

Eberron dragonshards, also known as bloodstones, are typically pink in color and can be found within egg-shaped stones buried beneath top-soil, or the watery muck in swampy regions. Eberron dragonshards are the most common of the three varieties, especially on the continent of Khorvaire. Like other dragonshards, they are used in the creation of magic items, but have a broader spectrum of uses than the other types of dragonshards.

## References

* ***Eberron Campaign Setting***.

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

* ***Magic of Eberron***.

Bruce R. Cordell, Stephen Schubert, and Chris Thomasson (2005). Wizards of the Coast. ISBN 0-7869-3696-7.
Diran Bastiaan

**File:EBERRON Diran Bastiaan 02.jpg   File:Eberron Diran Blade of the Flame.jpg** **Diran Bastiaan** is a former assassin turned adventurer-priest of the Silver Flame. He travels with a half-orc named Ghaji. They are both veterans of the Last War.

Diran tends to wear all black and uses daggers as his preferred weapon, though he is attempting to learn the bow as that is the preferred weapon of the Silver Flame. He is a master of the throwing dagger, and carries many of them on his person at all times, usually hiding them in the lining of his cloak.

He was taken as a child and raised to be an assassin by Emon Gorsedd and his Brotherhood of the Blade. During that time he was forcibly possessed by an evil spirit summoned by Quellin, a priest of the Dark Six. This was common practice in the organization in order to make the assassins more controllable and less likely to suffer attacks of conscience during a job. Diran has since freed himself of the possession.

### Known Acquaintances

* Ghaji, his travelling companion and friend
* Hinto, halfling pirate and friend
* Emon Gorsedd, his former master and leader of the Brotherhood of the Blade
* Makala, former friend and associate assassin
* Solus, psiforged originally tricked into killing Diran
* Quellin, librarian and assassin for the Brotherhood
* Tresslar, artificer at Dreadhold and travelling companion
* Yvka, elf member of the Shadow Network

**Books**

Diran is one of the main characters in The Blade of the Flame trilogy authored by Tim Waggoner.

Book 1: Thieves of Blood

Book 2: Forge of the Mind Slayers

Book 3: Sea of Death
Du'ulora Quori

Quori, Du'ulora (Blackfuries)

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

**Alignment:** Lawful Evil
**Size:** Large
**CR:** 11

**Description:** *''This creature is a grotesque,
bulbous, flying mass that extrudes three thick tendrils, each one capped
 with a eyeball that augments the central eye in its body. Three pairs
of stubby wings protrude from along the sides of its body, and it's
difficult to see how they can possibly support its weight.''*

A du'ulora is a maelstrom of eyes and wings suspended in a whirlwind
of shadow. Although it appears insubstantial, this shadow is actually
solid, and the du'ulora fights by grappling its enemies with tentacles
formed from this dark matter.

**Information:** They are spirits of rage capable of
driving mortals to unreasoning fury. The burning tendrils of du'ulora
sentinels serve as the brawn to the hashalaqs' brains. They often lead other quori in battle, and are the battlefield commanders in their large-scape conflicts.

In times of battle, the du'uloras fight in the vanguard, watching
dispassionately as their enemies turn on one another. But while
du'uloras feed on the rage of others, they themselves are cold and
calculating. They are content to serve the Dreaming Dark.
 Battle defines their existence, and these creatures spend their lives
eagerly awaiting the next opportunity to match wits with a cunning foe.

A du'ulora is a cunning tactician that uses fury as a weapon – it
flies to close in with those who seem to use spells or psionics. The
rage induced by is own aura of fury grants strength to the du'ulora's
enemies, but it also strips them of their ability to use magic or
sophisticated tactics as the primal rage overwhelms their higher brain
functions. Its other mind control abilities can also force opponents to
fight one another, while those foolish enough to enter melee with a
du'ulora can be grappled and incinerated with burning rage.
Equilibrium Band (Item)

*Wondrous item, uncommon (warforged)*

This band of copper is decorated with lacquered soarwood discs. When attached to a warforged, the copper band melds into your waist until only the soarwood discs are visible. Over the course of attunement, you feel your sense of balance significantly improve. You have advantage on Dexterity (Acrobatics) checks to maintain your balance and on all saving throws against any effect that would move you or knock you prone.
Elemental Oil

Each type of elemental oil has a different appearance, but each brims with the power of their chosen element. An elemental oil is associated with one of five damage types: acid, cold, fire, lightning, or thunder. Applying the oil takes 1 minute. For 1 hour, the coated weapon deals the Elemental Oil's damage type instead of bludeoning, piercing, or slashing.
Elemental

**Elementals** are sentient incarnations of the elements that comprise existence. While most elementals are born on the plane of Lamannia, the fire elementals originate on Fernia, the Sea of Fire. Elementals are critical on the world of Eberron, where they are used to power things like airships and other eldritch machines. Over the years, the gnomes of Zilargo have mastered bonding elementals to create devices of wonder.

## References

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

*Wondrous, common*

This bracer has a hidden vial that can be used to store poisons. As an action, you can switch the vial with other vial you are holding. While you wear this bracer, you have advantage on Dexterity (Sleight of Hand) checks to hide the vial, or to apply the poison in the vial to a weapon discreetly. As a bonus action, you can coat a weapon in the poison stored in the bracers. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Drul Kantar

**Drull Kantar** is an Oni (Ogre Mage) and a warlord of Droaam. *"The Oni Warlord of the West"*, Drul Kantar is a mysterious figure. Although technically aligned to the other Oni warlord, Tzaryan Rrac, Kantar seems neither as ambitious nor as openly supportive of the Daughters of Sora Kell. He rules over a modest fief around Thrakelorn, commanding a host of orcs, ogres and goblins. As an Oni, he's capable of changing his shape at will, although his preferred form is that of a weathered gray-skinned human man with ritualistic gold tattoos across his face.

A wizard of known renown, Drul Kantar's followers generally also practice magic and dedicate themselves to the arcane. Some tieflings of the Venomous Demesne occasionally travel into his territory although what for remains a mystery. When Rhesh Turakbar's Kor'mur clan raided Thrakelorn, Kantar responded by sending one lone changeling wizard right into the heart of Turakbar's Fist. Accounts vary of what happened next—some say the changeling cried out for the Voice of Chaos—but before anyone could react the changeling exploded into blue-black flames that killed dozens and burned so hot the very ground beneath their feet was melted into slag glass.

### Rumors

* Everyone knows that Drul Kantar has a plethora of ancient arcane artifacts, but could he be searching for one in particular?
* Although he doesn't openly support the Daughters as reverently as Tzaryan Rrac, Kantar doesn't seem interested in usurping them either, and seems to be genuinely loyal to Droaam.
* Despite having fewer followers than other warlords, Drul Kantar's are more loyal. They tend to brand themselves with similar gold tattoos as their master's favored form in a show of devotion.

**Spoiler warning:** Secret Details: Players Beware!
Drull Kantar is in fact an agent of the Lords of Dust and seeks to corrupt other warlords to his masters' cause.

**End of spoiler.**
## Notes

Drul Kantar features prominently in the book The Queen of Stone.
Dragonshard Telescope (Item)

*Wondrous Item, rare (requires attunement by a character proficient in navigator’s tools)*

This magical spyglass is engraved with small stars that create constellations in the night sky, and uses a polished siberys dragonshard as a lense. It is valued by diviners for its ability to peer into the stars and makes it possible for the user to read the Draconic Prophesy hidden within the Ring of Siberys.

While you can see the night sky, you can use this telescope to cast Augury, Commune, or Divination, requiring no material components. When you cast a spell in this way, make an Intelligence (Arcana) check and a Wisdom (Perception) check, and subtract the results from 100. There is a percent chance equal to the total that you get a random reading.
Eberron Inspirations

The world of Eberron was inspired by many films, novels and other media. This page is a list of officially documented inspirations for the setting.

## Films

* Brotherhood of the Wolf
* Casablanca
* From Hell
* The Maltese Falcon
* The Mummy
* The Name of the Rose
* Pirates of the Caribbean
* Raiders of the Lost Ark
* Sleepy Hollow

## Authors

* Dashiell Hammett
* H.P. Lovecraft
* Raymond Chandler
* Phillip K.Dick
* Steven Brust

## References

* ***Eberron Campaign Setting***.

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

* Keith Baker's Official Blog[1]
Endira d'Deneith

**Endira d'Deneith** is a member of the Sentinel Marshals of House Deneith. She operates out of the House Deneith enclave in Flamekeep. Her primary responsibility is the hunting down of fugitives from justice. She is currently seeking the would-be assassin of a House Lyrandar viceroy in Aundair.

## Abilities

In addition to her skills as a Sentinel Marshal, Endira d'Deneith possesses the Lesser Dragonmark of Sentinel and is Favored in House.

## References

1. ↑ 1.0 1.1 ***Dragonmarked***.
Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.
Dragonmark Growth (Feat)

*Prerequisite: Dragonmarked variant race or subrace*

Your dragonmark grows in size and complexity, granting you additional magical power.

Using this feat, you can cast any spell listed in your Spells of the Mark table at its lowest level, provided the spell's level is no higher than half your character level (rounded up). You must finish a long rest before you can cast a spell in this way again.
Explorer's Handbook (book)

*The world of the Eberron setting holds so many wonders beyond the soaring spires of Sharn. Explorers who chase distant horizons must find themselves infiltrating the demon-haunted city of Ashtakala, prowling the jungles of Xen'drik, snatching relics from the City of the Dead, or invading a dragon observatory in the mountains of Argonnessen. The secrets of an entire world are within your reach, but be warned: glory and peril walk hand in hand, and a journey's end can come sooner than you think!*

*This book gives players everything they need to explore a variety of sites across Eberron, including modes of travel, exploring tips and rules for joining organizations such as the prestigious Wayfinder Foundation. For DMs, the book describes several likely "launching pads" and destinations, complete with maps, ready-to-play encounters, and pregenerated NPCs. **Explorer's Handbook** also provides rules and maps for various modes of transport, including lightning rail coaches and elemental-bound vessels.*

### Table of Contents

* Travel
* Tools of the Trade
	+ Elemental Vessels
	+ Vessels in the Game
	+ International Travel
	+ Organizations
	+ Prestige Classes
* Points of Origin
* Midpoints
* Destinations
* Appendix: Ancient Treasures
Elvinor Elorrenthi d'Phiarlan

File:Elvinor.jpg
Baron Elvinor Elorrenthi d'Phiarlan, the matriarch of House Phiarlan and mistress of the Demense of Shadow, makes her home in the massive tower city of Sharn. She is not only highly skilled in dance, music and magic but is a powerful orator, often able to inspire trust or fear with her words alone.
Though she is reaching her middle years and has begun to slow with the passage of time she continues to make an annual appearance to perform her breathtaking "Dance of Twenty Shadows" in which she weaves the spells *darkness*, *mirror image* and \*Cloak Dance into a dazzling display.

## References

Dragonmarked(book)

\* Feat from Expanded Psionics Handbook
Disorient

*2nd-level illusion*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a mobius strip)

**Duration:** 1 minute

**Class List:** Bard, Warlock
*An insideous magic; even after the effect fades, the target has a lingering fear that their world view has been permenantly flipped and they have simply adapted to it...*

Targeting a creature you can see, you flip their perception of reality. The target creature must pass a Wisdom saving throw or become disoriented. A disoriented creature has disadvantage on all attack rolls, and at the start of each of their turns moves 10 feet in a random direction before their speed becomes zero until the start of their next turn.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends. If the target fails by 5 or more, it falls prone.
Drego Sarhain

**Drego Sarhain** is a main character featured in the Eberron novel series Thorn of Breland. He is a Thranish human sorcerer of the Silver Flame and an active spy for his country.

## The Queen of Stone

**Spoiler warning:** Plot or ending details follow.In the first installment of the Thorn of Breland trilogy, The Queen of Stone. Drego works alongside Thorn in Droaam to prevent the catastrophic unleashing of a horde of lycanthropes however, he betrayed her and worked to allow this claiming that the threat would unite the five nations once again, albeit under the banner of the Silver Flame. Sheshka then turned him to stone.

## Son of Khyber

**Spoiler warning:** Plot or ending details follow.
Drego reappears in the second installment of the trilogy, Son of Khyber. He claims to want to help the new leader of House Tarkanan, Daine by assisting in the exorcism of fallen angels. After Daine is slayed Drego is revealed to be a Rakshasa and an agent of the Lords of Dust. He is in love with the dragon Sarmondelaryx who resides within Thorn and desires to release her. He states that he cannot die before Thorn kills him once more.
Day of Mourning

20 Olarune 994 YK, the Day of Mourning, marked more than the beginning of the end of the Last War, it was the end of a nation. On that day the nation of Cyre was destroyed in a holocaust of fire and magic.

In what is now known as the Field of Ruins in southwestern Cyre, the combined forces of the Brelish military, led by Princess Borann, and Thrane armies, led by Bishop-Militant Grodan, a close friend and advisor of High Cardinal Krozen, joined by pact, were attacking a much smaller Cyran force. The Cyrans had just been reinforced, after having cleverly used tireless warforged units for days to convince their opponents that they possessed greater numbers, but were still outnumbered 3-1.

Karrn attackers were moving through Cyre to the north, in a retaliatory strike for the recent Cyran attack on Atur, Karrnath, near the Ashen Spires.

However bad things might have looked for the Cyrans, no one could have imagined the devastation in store. And the invading armies were not spared. The skies are said to have burned so brightly that soldiers at Angwar Keep in Thrane were blinded. In the end, virtually everyone within the borders of what is now the Mournland perished.

## References

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

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

*4th-level conjuration*

**Casting Time:** 1 action

**Range:** Self (15-foot cone)

**Components:** V, M (a melee weapon you are proficient with worth at least 1 sp)

**Duration:** Instantaneous

**Class List:** Ranger

You flourish a weapon you are proficient with used in the casting and sweep through the air, slashing apart the dimensional space. Each creature in a 15-foot cone takes 6d6 force damage.
Doldarun

**Clan Doldarun** is wealthy, with a large number of gold and silver mines within its hold. Doldarun has also discovered deposits of mithral and adamantine in its territory, and it is deeply embroiled in foreign affairs. Doldarun dwarves are master entrepreneurs, playing their customers against each other and always finding the right market and highest prices for their goods. Historically neutral in the dwarven wars, Doldarun has no feuds with individual clans, but no firm allies either. Doldarun seeks to use its wealth to outmuscle the other clans and emerge as the de facto ruler of the Mror Holds.
Endworld Mountains

The **Endworld Mountains** in eastern Khorvaire separate the nation of Q'barra off from the rest of the continent. Inhabited by various orc tribes, the Endworld Mountains also have various Q'barran towns at its feet, including Whitecliff.

## History

During a time untold, an unrecorded dwarven empire inhabited the Endworld Mountains, but the name of that empire is lost to the ages.

Over ten thousand years ago, the Endworld Mountains were part of the territory of the dragonborn empire, which has landed in Q'barra, annexed the native lizardfolk and kobold tribes, and began expanding into the Blade Desert. However, 10,000 years ago, the goblinoid Dhakaani Empire expanded its territory through the Talenta Plains and into the Blade Desert. They drove the lizardfolk and dragonborn back past the Endworld Mountains, forcing them back to Q'barra.

The Endworld Mountains served as the eastern border of the Dhakaani Empire for the next thousand years. However, the empire was decimated by the daelkyr during the Daelkyr War. With the goblin empire falling, the halflings of the Talenta plains regrew their numbers. In addition, the orc tribes, their numbers also greatly reduced in the wake of the Daelkyr War, came to live in the Endworld Mountains, amongst others.

During the Last War, Cyran Duke Ven ir'Kesslan petitioned for the land east of the Endworld Mountains. Approved, he took a flotilla of ships around the Endworld Mountains to found the new nation of New Galifar of Q'barra in the jungles to the east of the mountains. Also during the Last War, refugees made their way through the Blade Desert and the Endworld Mountains to create a second nation, called Hope. Now, multiple settlements exist on the eastern foot of the Endworld Mountains, including Nightbit, Whitecliff, and Wyrmwatch.

## Notable Places

* Deep within the Endworld Mountains, the **Temple of the Sapphire Eidolon** is the destination of those wishing to learn the magic of incarnum.

## References

1. ↑ 1.0 1.1 1.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 2.2 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
3. ↑ 3.0 3.1 ***Eberron Campaign Guide***.
James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Ethraniev Marrowslake

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Ethraniev Marrowslake was a female Werefox Who was the leader of the Silver Fox Tribe.

she and her people made many raids against Korth but was defeated by a band of Adventurers.

Notes: Werefox, Inhabitant of Karrnath
Epic Magic

Return to Homebrew Rules

Return to List of Homebrew Spells

## Epic Magic: 10th-Level Spells

*Wish* is "the mightiest spell a mortal creature can cast", but when more than one of these creatures cooperate, it allows for even higher achievements in magic. These higher spells are 10th-level spells; feats of astounding ability and endless legends are told of them. When performed, they can rival gods.

**World.** 10th-level spells have a ridiculous amount of power. The DM may rule additional requirements to cast one of these spells. Additionally, how they are discovered in the world is a mystery: some or all could be found as spell scrolls, others as inscriptions inside eons-old monoliths, even others still could be passed down as legends in small isolated tribes.

**Casters.** To be cast, a 10th-level spell demands more than one caster. The number of casters varies by spell and is included in the spell description. To contribute, a caster must expend a 9th-level spell slot to cast a 10th-level spell. Casters perform the spell's component simultaneously. Only true casters can cast a 10th-level spell: a duplicate created by *Simulacrum* or another similar effect is destroyed if it attempts to contribute. As long as each caster has the spell on their list, they can contribute, even if the casters aren't all the same class.

**Warlocks.** A character with at least 17 levels in the warlock class can expend the use of their 9th-level mystic arcanum spell instead of using a 9th-level spell slot.

**Components.** 10th-level spells demand legendarily rare components to cast. It could take an entire quest to find only one, and some 10th-level spells demand several. Unlike normal spellcasting, an arcane focus cannot replace a component of an epic spell.

**Casting Time.** Some 10th-level spells require as much as or more than an entire day of casting. For each day that you spend casting the spell, you must succeed on a DC 18 Constitution saving throw or gain a level of exhaustion. You make this saving throw at the end of each day spent casting.

 Brave New World
 World Tree
Elemental Chaos

The **Elemental Chaos** (AKA the Chaos of Khyber) is plane where the elements are mixed in chaotic arrays. Three planes exist within the Elemental Chaos: Fernia, Risia, Kythri. The deepest part of the Elemental Chaos is called the Abyss.

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

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