recursal/Fanatic-Fandom huggingface dataset:
Aureon

The Sovereign of Law and Lore, **Aureon** is the patron of wizards and a figure venerated by scholars and librarians. He is the god of magic as a tool for mortals to use. Although all members of the Host are considered equal it is typically written that the Host follows Aureon's guidance due to his vast wisdom.

Long ago, Aureon bound all the evil in his soul and banished it from his personage. This monster became known as the Shadow. It is said that Eberron will come to an end when he and his shadow rejoin. Aureon is the brother of Onatar and the husband of Boldrei. Aureon is portrayed as a gnome or human wizard and occasionally as a blue dragon.

## Aspects

The legendary blue dragon Ourelonastrix brought the secrets of magic to the giants of Xen'Drik ultimately leading to their destruction. This event is known as *kurash Ourelonastrix* or Aureon's folly.

The gnomish version of Aureon is a female three-headed deity known as Zadila.

## 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.

* ***Dragons of Eberron***.

Keith Baker, Scott Fitzgerald Gray, Nicolas Logue, and Amber Scott (2007). Wizards of the Coast. ISBN 0-7869-4154-5.
Backdrop Graywall

**Edition** | 4th ed.

*Droaam, one of the strangest places on Khorvaire, is a land of monsters that serves as a home to medusas and minotaurs. Gargoyles and wyverns circle in the skies, and goblins and werewolves lurk in the forests. For centuries it has been an untamed frontier. Then the Daughters of Sora Kell forged it into a nation. Few in the outer world expected this monstrous alliance to survive a year, but it has endured for over a decade. Towns are rising in the wastelands, built with the strength of giants and the cunning stonework of the medusas. One such town lies on the border of Droaam and Breland, carved from the foothills of the mountains from which it takes its name. This is Graywall, town of monsters and gateway to Droaam.*
Barren Keep

**Barren Keep** is a ruin and former Cyrian fortification in the Mournland, lying at the very southwestern tip at the end of an Orien trade road.

Constructed upon an Irian manifest zone that once promoted healing and health among those stationed there, Barren Keep seems to have been left relatively intact by the Mourning. The manifest zone, though, changed quite drastically, connecting to Irian’s opposite: Mabar. Those few who have found themselves in this out-of-the-way keep report that the magic in the area not only blocks healing, but actively drains vitality. Though the fates of those within the keep on the Day of Mourning is unknown, it’s assumed that a large stockpile of Cyran military gear remains inside. Any warforged stationed there presumably abandoned the fort—either to join the Lord of Blades or wander the wastes on their own—but there is no proof of a mass exodus. Barren Keep remains a target for treasure hunters and salvagers, but no one has survived in the manifest zone long enough to find more than a paltry handful of arrows or bolts scattered outside. On the other hand, the area is also avoided by the warped beasts and living spells wandering the Mournland. This leads us to assume that those creatures are also adversely affected by the manifest zone. If true, this may make the keep a safe haven, assuming you can avoid or blunt the deleterious effects of the area upon you and your companions.

### Barren Keep Manifest Zone

No creatures can regain hit points while within 1 mile of Barren Keep. Additionally, all characters must succeed on a DC 12 Constitution saving throw, taking 9 (2d8) necrotic damage on a failed save or half as much damage on a success. On a success or failure, the characters hit point maximum is reduced by the same ammount.

> "*Can always tell the amateurs. They’re the ones going for Barren Keep thinkin’ it’s easy pickins. They either figure out their mistake right quick, or they never come back.*" ― Ikar the Black
>
>
Arcane Signet Ring

**The Arcane Signet Ring** is an item first featured in the 3.5 edition's Eberron Campaign Setting and again in the 4th edition's Eberron Player's Guide. These rings are given to members of dragonmarked houses as means of identification. An Arcane Signet Ring is made from either silver or gold and appears to be an ordinary signet ring with gemstones embedded in it. Intricate patterns become visible when the ring is worn by the individual it was constructed for. Other members of a house, whether actual scions or important hired help, wear signet brooches to identify their affiliation. These items don’t contain an arcane mark, but are well made from expensive materials. Such a brooch costs 75 gp.

## Description

The dragonmarked houses of Khorvaire use these rings extensively for identification purposes. They resemble ordinary signet rings, but are set with gemstones like more decorative rings. Inside a large, central gemstone, an intricate runic pattern - actually an arcane mark - becomes visible when worn by the person for whom it was constructed. Although it is an ring that is enchanted, it does not take up a ring slot. It is possible to fool an arcane signet ring into activating by looking like the proper owner with a Disguise check, DC: 30.
Battlefist (Item)

*Melee weapon, rare (requires attunement requires attunement by a warforged)*

This ogre-sized metal gauntlet fits over a warforged's hand and forearm. Over the course of attunement, you feel the battlefist physically lock and integrate into your arm, and your sense of touch extends into the component as if they were your actual arm and hand.

Unarmed strikes with a battlefist deal damage as if you had 5 monk levels more than you currently do (minimum 5th level). If this would increase your effective monk level past 20, your unarmed strikes with a battlefist deal 1d12 damage instead of 1d10. While attached, you can use your battlefist as a regular hand, but its large size is a bit clumsier than normal. You have disadvantage when using tools and on Dexterity ability checks while this component is attached.

If you attune to a second battlefist, whenever you use the Attack action to make unarmed strikes with a battlefist, you can make an unarmed strike with the other one as a bonus action.
Aquatic elf

**Aquatic elves** or sea elves are a race of elves that have fully adapted to life underwater. They are believed to exist in the waters of the Thunder Sea not far from Xen'drik.

## History

Aquatic elves are believed to be an offshoot of the elves who fled to Aerenal during the Age of Giants. They are hunted by the sea devils.

## Appearance & Personality

Aquatic elves are thin and have long, pointed ears as other elves. Their skin ranges from light blue to dark green. Their eyes are striking, with odd and distinctive coloration. They have webbed hands and feet as well as gills to suite their aquatic environment.

Aquatic elves are mistrustful of strangers, but will work even with those from the surface who win their trust.

## Abilities

Aquatic elves are elves who have adapted to living underwater. As such they have gills that allow them breathe under the ocean, and can survive on the surface for a limited period of time before suffocating. As normal elves they do not sleep, and are resistant to enchantment magic.

Aquatic elves favor a specialized longbow they have developed for firing underwater, called the *aquatic longbow*.

## Society

Aquatic elves are a very private people. Their settlements are relatively small and are typically obscured from outsiders by magic and mundane means.

## Lands

Aquatic elves are believed to exist in the Thunder Sea along the coasts of Xen'drik.

Aquatic elves favor coral caverns and the bottoms of lagoons as locations to establish settlements.

## Notes

Keith Baker has mentioned on his website that his original proposal for Eberron included sahuagin and the merfolk as major races of the seas of Eberron, with a smaller presence of the aquatic elves around Aerenal. The aquatic elves would be an offshoot of the elves of Aerenal, who decided to colonize the ocean around Aerenal some 10,000 years ago and underwent mystic rituals to survive underwater. In this proposal there would be an integrated population of sahuagin among the aquatic elves as well, all under the rule of the surface elves of Aerenal. Aquatic elves would be followers of the Undying Court like the Aereni elves.

## References

1. ↑ ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 ***Stormwrack***.
Richard Baker, Joseph D. Carriker, Jr., Jennifer Clarke Wilkes (August 2005). Wizards of the Coast. ISBN 07-8692-873-5.
3. ↑ 3.0 3.1 ***Player's Guide to Eberron***.
James Wyatt, Keith Baker, Luke Johnson, Steven Brown (2006). Wizards of the Coast. ISBN 0-7869-3912-5.
4. ↑ Keith Baker (02/06/2018). Eberron Flashback: Under The Sea. Archived from the original on 08/15/2018. Retrieved on 02/26/2019.
Arcane Upgrade: Warforged Magic Items

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

*The race of warforged are living constructs, their bodies composed of an arcane melding of magically animated ceramic, steel, pewter, and wood. Members of the race have the unique ability to incorporate magic devices and weapons into themselves. These bonded items, known as warforged components, may be attached to the bodies of warforged characters or embedded within the warforged's frame.*

*Any character capable of creating a magic item can make the same magic item as a warforged component, and any warforged character capable of using a magic item can use the same item as a warforged component. Warforged components use the special rules presented on page 268 of the Eberron Campaign Setting and summarized here.*
Arcanix

**Arcanix** is an institute of arcane stuidies located on the shores of Lake Galifar in the nation of Aundair. Many of the greatest wizards of Galifar learned their craft within the Floating Towers of Arcanix.

This village lies directly beneath the floating towers. The residents of Arcanix owe their livelihoods to the Arcane Congress, from the innkeeper who boards the parents of would-be wizards during the Autumn Entrance Examinations to the stablemaster responsible for exercising the steeds—both mundane and exotic—of some Arcane Congress spellcasters.

Most of the important wizards and sorcerers of the Arcane Congress live in the floating towers themselves, but a few reside in Arcanix. Raulo ir’Trannick is the lord mayor of Arcanix and a member of the Arcane Congress.

Arcanix is also home to the Tower of Alchemy, one of the Five Nations’ premier colleges for the alchemical arts. Arcanix’s unique position makes it one of the Five Nations’ most magically aware places. Many of the residents are downright blasé about powerful arcane magic, while others take great delight in the astonishment on visitors’ faces when a carpet of flying alights on the town square or an aged wizard turns into a glorious dragon and flies away. Many of its sages specialize in ritual magic and abstract theory.

**Known members.**

* The sage Annolysse of Arcanix declared that Dolurrh must be the thirteenth plane, for it has no opposite. It doesn’t embody an idea so much as it serves a purpose—that of gathering, collecting, and (perhaps) transitioning souls.
Achaierai

**Achaierai** are large bird-like creatures that inhabit the plane of Lamannia. They are inherently evil, hunting the other creatures of Lamannia, taking intense pleasure at their torture.

## Appearance & Personality

Achaierai are massive, fifteen-foot-tall birds that stand on four stilt-like legs. They have round, bird-like bodies, covered in feathers that range from brown to red in color. They have sharp claws and a beak that gleams like burnished metal.

Achaierai are creatures of evil. Though they roam the wilds of Lamannia, some are known to cross over to Eberron via a manifest zone. They are cruel, clever, and predatory, and enjoy torturing their prey before they eat them.

## Abilities

Achaierai attack using their taloned legs and their razor-sharp beak. Though flightless, they move quickly, springing into combat. Achaierai can also emit a black, toxic cloud that confuses and distracts their prey. Creatures of evil, achaierai do more damage to good-aligned foes, and are resistant to spells. They possess darkvision.

## References

1. ↑ ***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 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
Belt of the Tavern Brawler (Item)

Wondrous Item, uncommon (requires attunement), rare (no attunement)

This furred belt has a beer stein shaped belt buckle.

While wearing this belt, you are proficient with improvised weapons. Additionally, attacks you make with objects that bear no resemblance to weapons deal 1d6 damage instead of 1d4 damage.
Blood and Honor

**Blood and Honor** is a novel set in Eberron and was written by Graeme Davis and published by Wizards of the Coast. It is the fourth and final instalment of The War-Torn series and was released in 2006. The cover was illustrated by Wayne Reynolds.

> "'**Karrnath, born in war...**
>
>
> *The daughter of a noble family has gone missing. A proud and ancient house has fallen to ruin. Even the dead are disappearing.*
>
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> *And a disgraced exile may be the only one who can save them.*
>
>
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> *Returning home from the Last War, a bitter soldier discovers a criminal operation trafficking in slaves. When members of his own family turn up missing, his attempt to get them back embroil him in a plot involving illegal necromantic activities that run from the lowliest criminals to the highest reaches of government.''*"
>
>

## Notable Characters

* Vedykar Mordan
* Brey ir'Mallon
* Tarrel d'Medani
* Solly
* Decker
* Garro Haldin

## Minor Characters

* Adalrik d'Cannith: A House Cannith artificer and Dria's cousin.
* Adrik: The ir'Dramon's estate's gamekeeper.
* Balnark: A dwarven smith.
* Berend Hintram: Gali ir'Dramon's childhood friend.
* Detlen: A half-elf prison clerk working for the ministry.
* Dria d'Cannith: A member of House Cannith who was held captive by Marbulin.
* Egen: Brey ir'Mallon's second in command.
* Garn: A female Dwarf and member of the Company of the Skull.
* Gali ir'Dramon: Vedykar's older brother.
* Grethilde ir'Dramon: Vedykar's mother.
* Harika: A barmaid at the Black Dragon.
* Lath Yoldrum: One of the two leaders of Dern's halfling tribe.
* Leonus Dabo: a crime lord .
* Levro: One of the ir'Dramon family servants.
* Marbulin Dravuliel: A necromancer who ran an undead Karrnathi research facility.
* Milla: One of the ir'Dramon family servants.
* Old Hazlon: One of the two leaders of Dern's halfling tribe.
* Perra: An elderly Halfling woman and House Jorasco healer.
* Rends Flesh: A ghoul.
* Rochus Gaebler: A Wight that was a member of unit 61.
* Sattel: The ir'Dramon's family butler.
* Sergeant Dorn: A guardsmen at Fort Zombie.
* Slarn: A half-orc thug who works for Ikar.
* Tarmun: A former member of the Company of the Skull.
* Thandred: Vedykar's cousin and first in line to the family.
* Wultram: A Karrnathi vampire who turned Brey.
Amulet of Attunement (Item)

*Wondrous Item, Very Rare*

While wearing this amulet, the maximum number of magic items you can be attuned to is increased by one.

***Curse.*** Once you don this cursed amulet, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing this amulet, you are unable end your attunement on any magic item.
Alistair d'Lyrandar

Captain **Alistair d'Lyrandar** is the captain of the luxury galleon, Golden Dragon. While he is a high-ranking member of the House of Storm, as his placement as captain of such a high-profile vessel indicates, his career previous to his current commission has been somewhat rocky with several vessels suffering accidents under his command, so his management of this key commission will likely determine his ultimate status in the house.

He bears a lesser Mark of Storm.

His first mate on the Golden Dragon is Lieutenant Mazzia d'Lyrandar, who bears a least Mark of Storm.

## References

* Voyage of the Golden Dragon (adventure module). Nicolas Logue (2006). Wizards of the Coast.
Bard

Health
 Martial
 Skill
 Save
 Spellcasting
 **Alignment** | Chaotic

A **bard** is a versatile class, capable in both combat, the casting of magic as well as performing skills. Bards use their artistic talents to induce magical effects that either bolster their party or hinder their enemy, and the wide range of skills enable to the bard to get themselves out of sticky situations. Armed with a broad base of general knowledge the bard almost always knows a little something about everything and in a pinch a bard can deal out a fair bit of damage. The drawback is that although the bard can do any of these things, he doesn't do any individual one exceptionally well and bards frequently spread themselves too thin between the three capabilities.

## Special Abilities

**Spells** - The bard casts arcane spells based on their ability to sing and/or play instruments. Though the spells aren't typically as powerful as that of a wizard the bard has a wide variety of options and the ability to cast spontaneously helps to balance out the fact that they aren't as powerful.

**Bardic Music** - In addition to being used to cast spells the bard's music can aide the party in other ways such as boosting their confidence, or countering other negative effects.

**Bardic Knowledge** - As travelers with their ear constantly perked for a new story to sing about, the bard picks up a broad base of general knowledge that is represented by this ability. Typically a bard can make a check to see if he knows anything about a certain topic or subject. This gives the bard even more of an advantage as a jack-of-all-trades.

## Bards in Eberron

The large cities of Eberron draw bards like bees to honey. Taverns typically feature bards from all corners of Khorvaire spouting tales of the Last War and the long gone empires of the giants and goblins.

### Famous Bards

* Thothar - a bard from Fairhaven who frequently espouses an anti-monarchy message.

## Commentary on Bards

If you have played a bard in Eberron write a short commentary on how playing the class worked or didn't work for you.

*For more information regarding playing Bards and for specific game mechanics consult the Player's Handbook*
Aldric d'Cannith

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.Aldric d'Cannith (Artificer)was born in Cyre to a family in the House of Cannith. Unlike his to friends Istaren d'Lyrandar and Alexandria d'Phiarlan, he did not show any magical talents until he was 10. He discovered it when he touched a magical desk in his family home and unlock it with is Artificer power. This desk had a lock that few artificers could open and he was sent to study under the best Artificer in House Cannith. He got his Mark of Making two years later when he found a wand that was shattered in a hallway and he needed to fixes it before he was discovered and as he though of how to fix it but someone came down the hallway where he was so he try to hid. When the person when down the hall he pulled the wand out of its hiding places and found it fixes itself and found the mark appeared on his chest. He was sent to the Twelve after that and he meet his to friends. As he was studying with his two friends he meet a elven warmage called Dithen Elaren. They dated but she left him when they finished there studies and when to go back to the Farlnen . When the Day of moruning happen he was in his finial months of study. With no where to go he went with Alexandria and became a member of Cannith West. Not haveing the family money that Alexandria does, Aldric lives in the Cannith Forgehold in Farhaven.He has contects with Aritificers of Aundair, a few relations in Cannith South he also still has lot of contacts in Zilargo from his younth.

Weapon: one-hand long sword and wand.
Short red hair

green eyes

6 "3

Religion: Aureon

Notes: Member of House Cannith, Dragonmarked, Artificer
Adar

Adar is the mountainous region southeast of Riedra, and east of Syrkarn. It is inhabited mostly by humans (including the kalashtar), though there is a prominent contingent of dragons on the uppermost peaks.

To its inhabitants, Adar is mostly known as a refuge from the dictatorship of Riedra, and many of its residents can trace their lineage to refugees and dissidents of the Riedran state. To this day, Riedra considers Adar a danger to its enforced stability, and regularly sends troops to attack the borders of the region.

Though there is no formal government, the communities among the mountains pay respect and generally listen to the counsel of the Speaker of the Word, a spiritual position currently held by Chanaakar.
Become Wind

*2nd-level transmutation*

**Casting Time:** 1 bonus action

**Range:** Self

**Components:** V, S

**Duration:** 1 round

**Class List:** Druid, Sorcerer, Warlock, Wizard
You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, slashing, and piercing attacks damage from nonmagical attacks. Additionally, you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.
Attract Metal

*2nd-level transmutation*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S, M (a pouch of iron filings)

**Duration:** Concentration, 1 minute

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

You create a magnetic field that allows you to push or pull metal objects. When you cast the spell, and as an action each round for the duration, you can exert your will on one metal object that you can see within range. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

You can try to move a metal object that weighs up to 500 pounds. If the object isn’t being worn or carried, you automatically move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell.

If the object is being worn or carried by an unwilling creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it in a straight line up to 30 feet toward or away from you, but not beyond the range of this spell. If the object is a worn object that cannot easily be removed (such as armor) and you win the contest, the targeted creature also moves with the metal object. Until the end of your next turn, the creature is grappled in your magnetic grip. While grappled in this way, the creature can use an action to repeat the contest in an attempt to break free.

On subsequent rounds, you can use your action to attempt to maintain your grip on the creature by repeating the contest. If the combined weight of the object and the creature exceed 500 pounds, the target cannot be moved.
Barghest

{{#vardefine:tab5e|MediumFiendShapechangerNeutral Evil4}}{{#vardefine:tab4e|}}{{#vardefine:tab3e|}}

## Barghest

* 4e
* 3e

The **barghest** are a kind of evil shapechanging fiends found in the plane of Mabar, the Endless Night.

## History

Barghest cross over to the Material Plane to hunt and feed on mortals whenever Mabar becomes coterminous with Eberron.

## Appearance & Personality

Barghests superficially resemble lupine goblinoids.

In its normal form, it resembles a goblin–wolf hybrid with monstrous jaws and razor sharp claws. A full-grown barghest is about 6 feet (180 cm) long and weighed 180 pounds (82 kg). A barghest’s eyes glow orange when the creature became excited.

## Abilities

While they have a variety of magical powers, barghests are feared for their ability to consume those they slay and absorb their powers. Young barghests can not attain standing in their society until they have slain and consumed a number of great mortal heroes. Eventually, these monsters shed their skin and transform into a greater barghest.

## Notes

Barghests were expanded in the core rules of 4th edition to include bugbears, and hobgoblins among the various forms they might assume.

## References

1. ↑ 1.0 1.1 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
2. ↑ 2.0 2.1 2.2 ***Monster Manual***.
Skip Williams, Jonathan Tweet, and Monte Cook (July 2003). Wizards of the Coast. ISBN 0-7869-2893-X.
3. ↑ ***Monster Manual 2***, *p. 20*.
Rob Heinsoo, Chris Sims, Eytan Bernstein, Greg Bilsland, Jesse Decker, N. Eric Heath, Peter Lee, Owen K.C. Stephens (2009). Wizards of the Coast. ISBN 0-7869-5101-X.
Arachnid Chassis

**Source** | Dungeon Magazine issue #150

The **arachnid chassis** is an experimental warforged component designed to replace a warforged's lower torso and legs with spider-like legs, not unlike a drider. The chassis was developed for elite warforged scouts in a hope to give them an advantage over the Valenar elves and their expertise in stealth.

## 3rd Edition Mechanics

The arachnid chassis gives the wearer a climb speed of 20 feet, and increases his base land speed by 30 feet. In addition, the chassis grants an additional attack at the wearer's highest base attack bonus with one of the arachnid legs. This attack attack does 1d8 worth of bludgeoning damage, plus the wearer's strength modifier. This extra attack does not stack with any magical effect that grants extra attacks, such as a speed weapon or the *haste* spell.

## References

1. ↑ 1.0 1.1 "**Quoth the Raven**" (September 2007) by Nicolas Logue. *Dungeon Magazine* issue 150.
Battle Rod (Item)

*Rod, common*

The battle rod was developed as an alternative to the longer war staff, and has gained popularity with wandslingers across Khorvaire. The battle rod serves as a spellcasting focus and can be used by any spellcaster who can use a rod as a focus.

When held in two hands, you can use the rod to cast cantrips at up to twice the standard range. However, when you cast a cantrip beyond the standard range, your attack rolls have disadvantage, and other creatures have advantage on any saving throws made against your cantrip. So a fire bolt cast using a battle rod has a range of 240 feet, but attack rolls against targets more than 120 feet away are made at disadvantage.
Ashkeep Tower

Ashkeep Tower is an abandoned military tower in Zaphyria. The location lent its name to the nearby town of Ashkeep. The tower contained a manifested portal to the Shadowfell.

Ashkeep Tower was the location of the first adventure of the 1st Campaign. It was blown up by the party, which caused a forest fire and forced the evacuation of the nearby town of the same name. Ashkeep Tower is near the Aarakocra village of Zurreek, which was almost destroyed in the fire.

Bargard Wildsteel recieved a dire vision of Ashkeep Tower's destruction. As events unfolded, it turned out he had a hand in its demolition.Ariecelqloullirc was caught in the explosion of Ashkeep Tower, and lost his voice because of it.
Aelyndar

**Aelyndar** is a hamlet in southeastern Thrane. It lies on the road between the villages of Rellekor and Valiron, and is situated between the Imistil Forest on the west and the Harrowcrowns on the east. It is named after Keeper Aelyndari Valystar.

## References

* ***Five Nations***.

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

*Weapon (ammunition), uncommon*

When you hit a creature with an attack using this ammunition, and that creature is not already under an effect that reduces their movement speed, that creature’s movement speed is reduced by 10 feet until the end of their next turn. Once this ammunition has hit a target, it becomes mundane ammunition.
Armor of Absorption (Item)

*Armor (any) or Shield, rarity varies (uncommon, rare, very rare)*

This armor (or shield) can absorb the brunt of near-hit attacks, and increases your glancing blow range by an ammount determined by it's rarity. If an attack roll that hits you is 1 (uncommon), 2 (Rare), or 3 (Very Rare) greater than your armor class, that attack becomes a glancing blow.

This effect doesn't stack with any magical bonus to AC granted by the same armor or shield.
Age of Monsters

Return to Eberron Timeline

# The Age of Monsters

**Date: -38,000 YK**

* The giants revert to primitive monsters living in the ruins of their shattered civilization as the dragons return to their secluded continent and the elves settle Aerenal.
* The first of the goblinoid kingdoms rises in the area that will one day become Breland and Darguun.

**Date: -29,000 YK**

* Orc nations arise in western Khorvaire to compete with the goblinoid kingdoms.
* Aerenal elves spread across the sub-continent of Aerenal, creating clusters of city-states.

**Date: -25,000 YK**

* The Undying Court appears in Aerenal.
* First skirmish between the elves and the dragons, which sets a pattern of long periods of peace punctuated by short, devastating battles every few hundred years.

**Date: - 19,000 YK**

* The goblinoids push the kechuala (lizardfolk) out of the Talenta Plains and into the Endworld mountains. Many of the lizardfolk that survived the goblin armies die in the mountains. The small remaining fraction make their way into the jungle of what is now Q'barra.
* The dragonborn came into conflict with the Dhakaani forces, as the dragonborn empire began crossing the Endworld Mountains and exploring the Blade Desert.

**Date: -15,000 YK**

* The Dhakaani unite the goblinoid nations to create the greatest empire the goblins have ever known.
* The dragon Vvaraak, in response to a portion of The Prophecy he had been studying, begins teaching the orcs druidic magic. These orcs become the first Gatekeeper druids.

**Date: - 13,000 YK**

* The goblinoids push the kechuala (lizardfolk) out of the Talenta Plains and into the Endworld mountains. Many of the lizardfolk that survived the goblin armies die in the mountains. The small remaining fraction make their way into the jungle of what is now Q'barra.
* The dragonborn came into conflict with the Dhakaani forces, as the dragonborn empire began crossing the Endworld Mountains and exploring the Blade Desert.

**Date: -11,000 YK**

* The dwarves migrate from the Frostfell to the Ironroot Mountains.

**Date: -9,000 YK**

* Aerenal elves establish a colony in what is now present-day Valenar. Peaceful coexistence doesn't last, and the elves come into conflict with the Dhakaani. The elves abandon the colony when another clash with the dragons threatens Aerenal.

**Date: -8,000 YK**

* The daelkyr - a race of immensely powerful beings from Xoriat, the plane of madness - invade Eberron. They are eventually defeated by the Gatekeeper druids, who seal the portals to Xoriat and trap the remaining daelkyr below ground, but not before decimating the western reaches of Khorvaire.

**Date: -4,000 YK**

* Weakened by the Daelkyr War, the Dhakaani government collapses to internal power-struggles and civil strife. Goblinoid city-states and smaller nations endure, but lack the political and military cohesion of the earlier empire.
Adamantine

An ultra-hard jet-black metal with a multicolored sheen, weapons made from this meteoric iron devastate other objects. Adamantine is one of the hardest substances in existence. In the eyes of architects, engineers, and warlords across the land, nothing can take its place as the most resilient of all building materials. Many a warrior owes their life to the plates of adamantine across their chest.
Blade of the Flame

Diran Bastiaan (The Blade of the Flame) and his friends are pulled into an evil plot that threatens all of the Lhazaar Principalities and it’s up them to stop the force.

### **Characters**

* Aldarik Cathmore: Human Male
* Asenka: Human Female Captain (Sea Scorpions)
* Banain: Kalashtar Telekineticist
* Barah: Human Female (Coldhear 2nd in Command)
* Bruk: Human Male
* Chagai: Orc Male (Striking Viper Clan)
* Diran Bastiaan: Human Male
* Eggera: Orc Female
* Emon Gorsedd: Human Male
* Eneas: Human Male (Sailor)
* Erdis Cai: Human Male (Captain of the Seastar) (Vampire) (Servant of Vol)
* Espial: Human
* Evalina: Kalashtar Female Artificer
* Galharath: Kalashtar Male
* Ghaji: Half-Orc Male
* Haaken: Human Male Captain of Maelstrom (Coldheart Commander)
* Hinto: Hafling Male sailed on the Proud Pelican
* Jarlain: Human Mind Reader
* Karnil: Human Male House Cannith overseer
* Kolbyr Ingjald: Human Male Sea Raider
* Makala: Human Female Vampire
* Medard:
* Murtt: Orc Male
* Nathifa Ingjald: Human Female Lich
* Onkar: Human Male (Firstmate of the Seastar) (Commander of the Black Fleet) (Vampire)
* Paganus: Green Dragon
* Perhata Ingjald: Human Male Sea Raider
* Quellin: Human Male Librarian and Scholar of the Brotherhood of the Blade, sevant of the Dark Six
* Ruelo: Shifter Male Wood-Wright
* Skarm: Barghest
* Solus: Psi-Forge
* Tresslar Human Male
* Turi: Kalashtar Psionicist
* Yvka: Elf Female Performer Captain of the elemental ship Zephyr (Shadow Network Agent)
Armor of Heartening (Item)

*Armor (any), rarity varies (Requires Attunement)*

*The design of the armor or shield has extra rivets and plaques in various areas, but retains its weight and mobility. Wearing the item makes the wearer feel invigorated to fight.* When you finish a short or long rest while wearing this armor, you gain temporary hit points. The number of temporary hit points depends on the armor's rarity, as shown in the table below.

 Heartening
 Greater Heartening
 Superior Heartening
 Supreme Heartening
Arcane Ooze

Experts in the arcane have many beliefs on how **arcane oozes** were created, but they all fear these huge creatures of green protoplasm; an arcane ooze has the ability to drain spellcasting energies. Arcane oozes are found with alarming regularity in the depths of Sharn.

## History

There are many theories as to where arcane oozes come from: some believe that they were created by arcane spellcasters to defeat a rival group of arcane spellcasters; others believe that arcane oozes were created by some event, and that they will eventually drown out all arcane magics in the world.

Arcane oozes have been seen within the floating citadel of Arcanix, home to the Arcane Congress. However, it is not sure if they are there to be studied, or to be created.

## Abilities

Arcane oozes will move and surround their foes. As their acid eats away at their spellcasting prey, they will also suck away their prey's arcane energy, draining away the ability to create or cast spells. They then use this energy to heal themselves, or increase their strength. Arcane oozes are also immune to any type of magic, whether they be spells or spell-lie abilities. Attacks using acid against the arcane ooze will heal it.

## References

1. ↑ 1.0 1.1 1.2 ***Monster Manual III***.
 (April 2005). Wizards of the Coast. ISBN 0-7869-3430-1.
2. ↑ ***Five Nations***.
Bill Slavicsek, David Noonan, and Christopher Perkins (2005). Wizards of the Coast. ISBN 0-7869-3690-8.
Banking Guild

File:Kundarakhold.png
The Banking Guild is a part of House Kundarak. The guild is in charge of a wide array of activities from offering credit to certifying a silversmith. Even many accountants need the guild's approval.

The Banking Guild's dominance is extreme across the Five Nations and even the Lhazaar Principalities. And the guild dominates in other parts of Khorvaire as well.

Kundarak banks are run by the Banking Guild and its establishments can be found in every city of the five nations and Eastern Khorvaire. These banks are protected by wards and house guards.

The guild regulates commerce in gem cutting, jewelry manufacture, money changing and money lending. It also advises national governments about coinage.

Kundarak vaults are magically linked so that anyone wishing to make a deposit or withdrawal from their storage can do so from any bank.

## References

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

**Source** | Dragon Magazine issue #385

The **alchemical launcher** is a warforged component that is a springloaded armpiece. It fires alchemical items with great
accuracy and without exposing the warforged to the alchemical attack.

## 4th Edition Mechanics

The wielder of the alchemicla launcher gains a +1 item bonus to attack rolls with
consumable alchemical item powers. In addition, the wielder does not provoke opportunity attacks for making ranged or area attacks with alchemical items.

## References

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

**Adam Gillespie** is a freelance artist that has done work for Wizards of the Coast, as well as other companies, including Paizo Publishing and Hasbro.

(This artist can now be found by searching under: "Adam Danger Cook")

## Eberron Works

### Articles

* Blood and Dragonshards: Explore Q'barra, Part 1 from Dungeon magazine issue #182
Ashbound

The Ashbound are a tiny, extreme druidic order , who consider all arcane and divine magic (outside of druidic magic) to be "unnatural". They seek to protect all wilderness and consider even common agriculture to be outside the natural balance. They prefer to avoid bloodshed, but the more severe elements within the order are not above using terrorist attacks to make their point.
Banshee Bough

A **Banshee Bough** is a tree that howls in agony whenever it is disturbed in any way. They can be found in Kresht Rhyll among other places. The name is a reference to banshee, spirits known for their wailing and deadly scream.

## References

1. ↑ "**Expeditionary Dispatches: The Forest of Flesh**" (June 2008) by Keith Baker. *Dragon magazine* issue 364.
Additional Fighting Style Options

## Additional Fighting Stances

##### Bulwark

As a bonus action, you can gain temporary hit points equal to 1d4 + your proficiency bonus until the start of your next turn. 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.

##### Close Quarters Shooter (UA Modified)

*Fighter or Ranger Only*

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You gain a +1 bonus to attack rolls you make with ranged weapons against targets within 30 feet of you.

##### Devoted Spirit

*Paladin Only*

You inspire vigor and raise morale in your allies. When you hit a hostile creature with a melee attack, you can use your reaction to give a creature of your choice, other than you, within 10 feet of you temporary hit points equal to your Charisma modifier. These temporary hit points last for 1 minute. At 18th level, the range of this fighting style increases to 30 feet.

##### Tunnel Fighter (UA Modified)

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. You can use this bonus action only if you are in a tunnel (as if you were "flanked" by two walls or objects), and after you use the bonus action, your speed is 0 until the end of the current turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

##### Vanguard

*Fighter or Paladin Only*

When you hit a creature with a melee attack, you can use your reaction to grant advantage to the next attack roll against that creature made by someone other than you. You must remain within 5 feet of the creature to grant this benefit.
Aryth

Index

# 6 - Far

* **The Tain Gala**
 Sharn   *First Far of each month*
Balls, galas, and feasts occur throughout the year, as ambassadors, nobles, and dragonmarked heirs wine and dine their relatives and associates. However, the Tain Gala has become an institution in Sharn. The ir’Tains, one of the oldest and most powerful families in Sharn, owns many towers and their wealth rivals that of the Kundarak clan. The guest list of the Tain Gala deﬁnes the social order of the city. The families with permanent invitations to the Gala, the Sixty, are the royalty of Sharn. In addition to these aristocrats and wealthy gentry, Lady Celyria ir’Tain does her best to invite a few unusual celebrities to entertain her guests—artists, poets, and sometimes adventurers. Aside from fantastic food and drink, such guests receive generous gifts and a temporary increase in status; for the next month, the attitude of any member of the Sixty is increased by one category when dealing with the celebrity. An adventurer known to be a friend of Lady ir’Tain often receives invitations to other events or other forms of special consideration.

# 11 - Wir

* **Thronehold**
 Sharn
On 11 Aryth 996 YK, the signing of the Treaty of Thronehold formally ended the Last War, bringing a century of bloodshed to a close. As might have been expected, the day has become an important holiday celebrated throughout the Five Nations. It is a new holiday, celebrated for only the second time this year. The Lord Mayor of Sharn intends to hold one of the most extravagant celebrations ever seen, and tourists and celebrants are likely to attend from across Khorvaire.

# 24 - Zol

* **Rampartide**
 The Silver Flame
As the world turns towards winter and longer nights, the Purified steel themselves against evil, both without and within. They follow the scriptures, which say, "Make thyself a bastion, a rampart against wickedness." This is a day of fasting and repentance; Rampartide is a time to atone for the evil within. Children, the sick, and the elderly are not required to fast, but merely to give up their favorite foods for the day.
Amulet of Smiting (Item)

*Wondrous item, uncommon*

This amulet bears the symbol of a deity inlaid with precious stones or metals. When you cast a "Smite" spell (such as Thunderous Smite or Blinding Smite) while wearing this holy symbol, you don't need to concentrate on the spell until the end of your turn. If the spell has not ended before the end of your turn, you must maintain concentration on the spell.
Arcane Sight

*3rd-level Divination*

**Casting Time:** 1 action

**Range:** Self

**Components:** V, S

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

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

This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. These magical auras surround magic items and other sources or conduits of magic such as other spellcasters. While this spell is active, you gain the following benefits:

**Detect Magic.** You gain the benefits of Detect Magic with a range of 120 feet.

**Identify Magic.** As an action, you can concentrate on a specific creature or object within 120 feet of you to learn what spells, if any, are currently affecting it. If it was created by a spell, you learn which spell created it.

**Distinguish Signature.** You can to locate and analyze the signature flourishes in a magical aura that allow you to match a spell to the person who cast it. In order to find these identifiers in a spell’s aura, you must spend an action focusing on that spell in particular, and succeed at an Intelligence (Arcana) check with a DC equal to 15 + the spell level. Once you learn a caster’s set of identifiers, you can remember them as easily as a face or a voice, and can also instantly recognize the caster's Arcane Mark.

You can recognize this signature if you succeed an Intelligence (Arcana) check when later identifying a spell to determine whether or not that spell was cast by the same individual. The spell Greater Magic Aura can obfuscate this information, making it seem that someone else cast the spell.

**Recognize Power.** As an action, you can concentrate on a specific creature or object within 120 feet of you in order to determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.

**Lingering Magic.** As an action, you can study a creature within 120 feet and attempt an Intelligence (Arcana) check in order to determine the most recent spell that the creature cast in the last hour by identifying lingering traces that the spell left in the caster’s aura. The DC to identify the spell is equal to 15 + the spell level.

**At Higher Levels.**

* When you cast this spell using a spell slot of 4th level or higher, you can maintain your concentration on the spell for up to 8 hours.
* When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
* When you use a spell slot of 6th level or higher, the spell no longer requires concentration.
* When you use a spell slot of 7th level or higher, you are no longer required to use an action to activate one of the spell's abilities.
Bargard Wildsteel

Jesse’s 1st Player Character in the 1st Campaign. Bargard Wildsteel lives in Terra Medius.

Bargard is an idiot. A big, lovable, insanely strong idiot. He’s known for breaking things, running around with his clothes off, and making everybody’s life more difficult. What would you expect from a middle-aged Dwarf Barbarian that was literally raised by wolves?

Bargard was one of the three founding members of the party, along with Daisy and Rhogar.

He has a pet rat named Hogar, which he found eating scraps off the floor in Ashkeep’s tavern.

Bargard’s father (Bargard Wildsteel Sr.) was the last ruler of Wildernia.

A Bear Head - My first kill, at age 14.

I was, in fact, raised by wolves. Abandoned in a river as an infant, the wilds was all I knew as a child. Rest in peace, Aunt Bambi. After getting exiled from Zaphyria, I was reunited with my long lost uncle, Raymond. He told me that I was the heir to Wildernia, a Dwarven City-State inside a mountain. After the fall of Wildernia at the hands of Edmond Wildsteel, Raymond's twin and a powerful lich, I was snuck out of the city and hidden away for my own protection. Our party traveled to my homeland to confront the Lich. In our battle, I did not give up on my Uncle, trying to break through to him in the chaos swirling around us. Edmund died in this battle, but not before remembering who he was. I vowed to give him a proper burial.

Organizations:

* Chandelier of the Lumina, the Candle God
* I am Chicken Jesus.
* Heir to Wildernia
* Founding member of F.I.R.E.
* The Black Hand
* The E.V.I.L Bear Squad
Aristocrat

The **aristocrat** class reflects those of a wealthy and refined upbringing. While nobles commonly meet the description, rich and educated commoners can as well. Due to their extensive education, good diet, and reasonable medical care, aristocrats possess a wide variety of skills, are reasonably tough, and possess familiarity with combat and martial weapons.

In Eberron, aristocrats may be NPCs with backgrounds in a dragonmarked house or more traditional noble heritage. Typically, aristocrats from Khorvaire will have names that reflect their background, bearing either the d' of the dragonmarked heir, or the ir' of a Galifaran noble family.