recursal/Fanatic-Fandom huggingface dataset:
Korranberg

The city of **Korranberg** is the oldest city in Zilargo and, despite not being the capital of the nation, is arguably the most important city. Home to the vaunted Library of Korranberg, which is more than a library, but perhaps the greatest collection of knowledge on the world of Eberron and among the best universities.

### History

The city, like most of the major urban centers of Zilargo, was built on the foundations of a former hobgoblin city.

The Library of Korranberg was founded approximately 3000 years ago, as the first dragonmarks were manifesting, including the Mark of Scribing of House Sivis. Loremaster Dorius Alyre ir'Korran is credited by gnomish historians and librarians as being the founder of the Library, wanting to erect a "fortress of knowledge" to unlock the mysteries of the world.

### Politics

The center of gnomish knowledge is also one of its centers of political power. The Triumvirate, that rules Zilargo from Trolanport, was originally instituted as a governing body at the Library of Korranberg. One of its representatives is still chosen from Korranberg.

The city itself, like Trolanport and Zolanberg, is administered by a Council of Nine, from which the city's triumvir is chosen. Several of the members of this Council are also members of the Aurum.

### Dragonmarked Houses

All of the Houses have a presence in Korranberg. However, House Sivis, whose most ancient enclave is in the city is among the most important. House Cannith, represented by Cannith South, directed by Baron Merrix d'Cannith in Sharn and House Kundarak also have important presences in the city.

### Notable Places

* Codex Vault
* House Sivis (ancestral citadel)
* Korranberg Chronicle
* Library of Korranberg

### Lightning Rail

* *Note: travel times include 1 hour lay over at each station, and are based on speed of 30 miles per hour.*
* *Note: distances based on map at [1].*
* *Note: times and distances may vary from charts found on pp. 20-21 of the Explorer's Handbook.*

## References

* ***Eberron Campaign Setting***.

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

* ***Dragonmarked***.

Keith Baker, Ari Marmell, Michelle Lyons and C.A. Suleiman (2006). Wizards of the Coast. ISBN 0-7869-3933-8.

* Keith Baker (11/29/2004). The Gnomes of Zilargo, Part One. *Dragonshards*. Wizards of the Coast. Retrieved on 2007-7-18.

* Keith Baker (12/06/2004). The Gnomes of Zilargo, Part Two. *Dragonshards*. Wizards of the Coast. Retrieved on 2007-7-18.
Ignium

Deep beneath the earth, in the fiery roots of every volcano, the raw heat of the elemental plane of fire seeps through into the prime material. Bound by the forces of pressure and time, the surrounding rock will eventually stabilize into a magmatic yet sturdy stone substance known as Ignium. lgnium is solid stone with a turbulent fiery force visible just beneath the surface. Despite approaching the melting point of stone, it remains a sturdy building material. The intense heat spills out into the surrounding area, driving up the surrounding temperature and searing all that it comes in contact with.

* lgnium is immune to any effect that would harm it due to cold.
* It emits bright light in a 10-foot radius and dim light for an additional 10 feet.
* It ignites flammable objects it comes in contact with, and deals 1d4 fire damage to creatures it comes in contact with. Worn and carried items usually include padding that protects the owner from this effect.
* Weapons made of Ignium deal fire damage rather than their regular damage type, and deals an extra 1d4 fire damage due to the natural property of Ignium.
* Armor made from Ignium can be enchanted into Armor of Cold Resistance.
* Armor made from Ignium grants immunity to atmospheric hazards in cold enviroments, but halves the time required to make saves in hot enviroments.
* Ignium is a Great Metal, capable of being crafted into +1 equipment.
Letter of Marque

The concept of letters of marque originated during the Last War, when the rulers of the warring nations granted adventurers permission to attack ships and assets belonging to other nations. The Treaty of Thronehold declared void all letters of marque that existed at the time, but the idea survives in Breland, though in a rather altered form. For a fee of 500 gp, the king of Breland now issues papers granting adventurers permission to explore and plunder the ruins of Xen’drik. Though such permission is not technically necessary, wise adventurers are sure to secure it before using Sharn as a launching point for expeditions to Xen’drik. Those who try to sell treasures from Xen’drik on the open market in Breland must produce a letter of marque or face stiff fines - on top of forfeiting the treasure they won on their adventures.
Kaorti

**Kaorti** are alien evil outsiders known for their ability to transform living creatures into more of their own kind.

## History

Kaorti are known to reside on the plane of Xoriat, the Realm of Madness.

## Appearance & Personality

Kaorti are alien creatures that vaguely resemble humanoids. Their bodies are vulnerable to exposure to the Material Plane and they must take pains when traveling to it. Koarti produce resin from their hands and use this to form weapons and armor.

## Abilties

Kaorti can produce resin which they wield as a weapon. They can corrupt anyone they touch and use this power to create more of their kind.

Kaorti can cast *disguise self* to alter their appearance among other spell-like abilities.

## Weapons & Equipment

Kaorti wield weapons and armor made of hardened resin.

## Society

Kaorti live in cysts in order to survive for extended periods on the Material Plane.

## Lands

Kaorti reside on Xoriat, the Realm of Madness.

## References

1. ↑ Per the Eberron Campaign Setting on page 47, as natives of Xoriat the kaorti would likely speak Daelkyr.
2. ↑ 2.0 2.1 2.2 ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ 3.0 3.1 3.2 3.3 3.4 ***Fiend Folio***.
Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matthew Sernett, Chris Thomasson, and James Wyatt (2003). Wizards of the Coast. ISBN 0-7869-2780-1.
, pg. 108
Identification Papers

File:Identification papers.png
**Identification Papers** is an item first featured in the Eberron Campaign Setting and again in the Eberron Campaign Guide. Identification papers are key components to civilized life within the five nations. The papers are used to identify the owners and to prove the owner's identification in formal situations such as court proceedings and business. Normally only the upper and middle classes can afford identification papers.

## Contents

Most people of the middle and upper classes, at least in the most civilized areas of Khorvaire (Aundair, Breland, Karrnath, Thrane, Zilargo, and the Mror Holds) carry identification papers with them at all times. Issued by national governments and notarized by House Sivis, these papers present a detailed physical description of a person (the wealthy sometimes commission small portraits of themselves), the person’s name and residence, and in some cases additional information about the person’s affiliations (particularly including any connection to a dragonmarked house, royalty, or a large institution).

### Prices

In both the 3.5 and 4th editions of the Player's Guides the prices for a set of identification papers are as follows.

* **Identification papers: 2gp**
* **Identification papers (with portrait): 5gp**

In the 3.5 edition's Player's Guide the option for forged papers are available, costing 10gp.

## House Sivis

House Sivis's Notaries Guild notarizes identification papers throughout Khorvaire though the citizen's government are the issuers.

## Notes

Player's are encouraged to photocopy and print their own identification papers which can be found on page 97 of the 4th edition Eberron Player's Guide.

Identification papers are not to be confused with travel papers which although look similar are in fact different items with different uses.

## References

* ***Eberron Campaign Setting***.

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

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

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

* ***Eberron Campaign Guide***.

James Wyatt and Keith Baker (2009). Wizards of the Coast. ISBN 0-7869-5099-4.
Hrazhak

Hrazhak: Two teams of seven shifters play
hrazhak, a rough, full-contact sport. Each team
carries a wooden idol. To score, a team must steal
its opponent’s idol and place both idols in its goal.
Obstacles such as trees, streams, and piles of rubble
play a major role on a hrazhak field, requiring the
competitors to make full use of their inhuman jumping
and climbing abilities. Idols can be thrown or
carried, and there are no limits on contact between
participants, although only natural weapons are
allowed. There is no required structure to a hrazhak
team, but most include two runners, climbers, and
renders. Renders and biters can inflict serious injuries
on their opponents, and a low-level druid or
adept is usually on hand to provide healing; however,
any competitor who receives healing is removed from
play for the remainder of the match. Competitors are
not allowed to use magic or psionic abilities.

The only formal hrazhak arena in Sharn is
located in Cornerstone, where it is a spectator sport
and a source of gambling. However, shifters have
created ramshackle hrazhak fields in the slums and
warehouse districts of the city, and shifter youths
often play impromptu games in the parks.
Kenku (Race)

**Age.** Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

**Alignment.** Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly for preserving their own hides. They are generally chaotic neutral in outlook.

**Size.** Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium.

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

**Expert Forgery.** You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

**Kenku Training.** You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.

**Mimicry.** You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

**True Name of the Nightmother.** Starting at 5th level, you can cast the Speak with Dead spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Wisdom is your spellcasting ability for this spell. Additionally, you are immune to the ennui of Dolurrh. This means that your soul can't turn into a husk after you die, so there is no such time limit to be resurrected.

The True Name of the Nightmother trait has no effect if Kenku is not your original race, such as if you were later polymorphed or reincarnated into one.

**Languages.** You can read and write Common and the local language of your country, but you can speak only by using your Mimicry trait. Additionally, you can read Thren and one sign language.
Imix's Fiery Chains (Spell)

*1st-level Conjuration*

**Casting Time:** 1 action

**Range:** 60 feet

**Components:** V, S

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

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

Choose two creatures or one creature and one object you can see in range that are within 15 feet of eachother. A chain of fire ties the two targets to one another. Until the spell ends, a target creature must make a Constitution saving throw if it ends its turn more than 5 feet away from the other target. On a failure, a target takes 2d6 fire damage and is pulled 10 feet closer to the other bound creature or object. On a successful save, the target takes half as much damage and isn't pulled.

The spell ends if a target creature dies, if a target object is destroyed, or if either target is ever outside the spell’s range or further than 60 feet from their bound pair.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Kotharel

**Kotharel the Harvester** is a Radiant Idol, a fallen angel cast out from the plane of Syrania. After "harvesting" souls for 23 years, Kotharel was brought down by the knights of Dol Arrah and sentenced to Dreadhold prison.

## History

Once an angel of Syrania, Kotharel was cast out by the host in the year 710 YK. Banished to Eberron, Kotharel became the self-stylized "harvester of souls." Seeing himself as the right hand of the Keeper, Kotharel inspired a cult that lasted for 23 years. He and his cult would "harvest" the souls of innocents, sending them to the Keeper. In the year 733 YK, the knights of Dol Arrah tracked Kotharel to Metrol in Cyre. The knights defeated Kotharel's cult, but could not kill the immortal enemy. The knights brought Kotharel to Dreadhold prison, an inescapable prison run by House Kundarak. They placed Kotharel in the Deep Ward, a portion of Dreadhold with a permanent anti-magic field. Kotharel sits in Dreadhold to this day.

## Abilities

Kotharel possesses all the abilities of a radiant idol, but he is much stronger than others of his kind. Unlike others of equal power, though, Kotharel is still size Large, not size Huge. Because of his loyalty to the Keeper, any weapon wielded by Kotharel becomes a Keeper's Fang.

## References

1. ↑ 1.0 1.1 1.2 ***Dragon Magazine #344 web supplement***. (June, 2006). Paizo Publishing.
Jhorash'tar

**The Jhorash'tar**are an infamous clan of Orcs who reside in the Ironroot Mountains. These barbaric nomads attack anyone on sight and offer no chance for discussion. They despise the dwarves of the Mror Holds and actively hunt and attack their trading caravans and mining operations.

## History

The Jhorash'tar were once found all over the Holds however, under the rule of Karrnath the dwarven civilizations prospered tipping the balance in the dwarves' favour. The Jhorash'tar were forcefully removed from their ancestral homes and pushed deeper into the wilderness. This historical grievance is why the Jhorash'tar hold such strong grudges against the dwarves and any who they perceive to have befriended them.

## Plot Ideas

The Jhorash'tar are fierce opponents and will attack anyone they perceive as an enemy on sight however, those who have goals similar to theirs can manage an alliance though, to those who wish to have an alliance with the orcs should be cautious when dealing with them.

## Secret Knowledge

**Spoiler warning:** The following information is meant for GMs only and should not be read by players.

Despite the ever climbing birth rate of the Jhorash'tar their lifestyles and harsh and hold high levels of fatalities. Every generation the Jhorash'tar see their people falling further behind the dwarven civilizations. To balance this gap the Jhorash'tar way of life focusses on combat training effectively turning all their members into warriors capable of defending themselves and to lead attacks against caravans and mining operations.

A special few who excel in combat and leadership are given the title of *Blood Spiller* and receive much respect from other clansmen.

## Stats

**4th Edition**

**Jhorash'tar Bloodspiller** Eberron Campaign Guide p.148
Ker Marquan

Rumors of the massive ruins of Ker Marquan are nearly legend on the streets and taverns of Stormreach. Explorers and adventures have for searched all of Xen'Drik for the last capital city of the long lost Giant Empires.

Legends tell of a fabled immortal Giant Titan who sits on his throne dreaming of the vast empire he once ruled.

## References

***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Ja'zhart

**User Contribution:** The following represents the contribution of a user and is not to be taken as canon.
**Ja'zhart** (820 - 975 CY) was the long-standing ruler of the Twilight Walkers clan of the Cold Sun Tribes of lizardfolk. His reign lasted from 900 CY until his death in 975.

Ja'zhart was put into power over the tribes in 900 when the region of Q'barra belonged exclusively to the lizardfolk. He was appointed ruler after his brother Qual was slain on an expedition. Ja'zhart originally struggled with the position having devoted much of his earlier years to the study of the natural world and having little sense for the warlord politics of the clan. As he aged, however, Ja'zhart accomplished great things among the clan focusing on building a stronger clan through negotiations and diplomacy with the other Cold Sun Tribes, instead of through war. The Twilight Walkers were among the few Cold Sun clans who did not participate in the raiding of the settlements. Several times Ja'zhart attempted to send good will ambassadors to the settlements, but they were hastily shot down by the paranoid humanoids. Though he did not engage in the conflict Ja'zhart kept the ties with the rest of the Cold Sun clans strong and many other leaders admired his ability to stay out of the conflict, and yet remain trusted by the other clans.

Among his most noted accomplishments were striking the Vhak Za'shata with the human settlers of Q'Barra and providing an end to a conflict he opposed throughout his reign as ruler. Unfortunately Ja'zhart did not see the fruits of his labors with the settlers as he was slain just five years after striking the landmark accord in a battle with a troupe of Blackscale Lizardfolk. He has been succeeded by his eldest daughter Zu'Lerr who has made long strides in opening up trade routes with the cultured settlements in the two decades of her rule.
Human

The dominant race of Eberron, **humans** are originally from the continent of Sarlona but migrated westward nearly 4,000 years ago arriving in the region now known as The Lhazaar Principalities. Over the next century humans spread across the face of Khorvaire establishing settlements that would later evolve into what are now known as the Five Nations.

Since humans are a relatively young race in Eberron there are no distinct racial subtypes. Natives of the five nations tend toward certain personality stereotypes, but few could pick out a Brelander from a Karnnathi just on sight alone. Some lingering tensions exist between citizens of nations following the Last War, but these hostilities lie only in the nation in which one pledges allegiance to. A Cyran refugee who embraces the Silver Flame and thranish culture would be just as accepted by other citizens of Thrane as a native born.

Humans possess four of the thirteen dragonmarks. Because of this they have established themselves as one of the most powerful races in Khorvaire. Humans also seem to be exceptionally adept and skilled at learning all manner of trades from blacksmith to anthropologist to fate-tempting adventurers humans demonstrate a proficiency in anything they set themselves to. While they don't meet the high standards of dwarven or elven craftsmanship, or the fortitude of the half-orcs or even the multifarious talents of the gnomes they more than make up for their lack of individual strength with a versatility that is second to none.

## Dragonmarked Houses

* Mark of Finding (Shared with Half-Orcs)
* Mark of Handling
* Mark of Making
* Mark of Passage
* Mark of Sentinel
Jeff LaSala

**Jeff(rey) Michael LoPrete LaSala** is an Army brat, an Eagle Scout, and a longtime DM all grown up. Three years ago he married an Argentine mermaid named Marisa in a gothic, military cathedral. He now lives in the Bronx, commutes to the day job in Manhattan, and doesn't yet own the mandatory authorial pet (but, oh, he will). At age 16, he received a very encouraging reply to a letter he wrote to R.A. Salvatore, and the inspiration seems to have paid off: The Darkwood Mask is his first novel, and he's published many RPG products and short stories.
Ir'Kulan

The **Kulans** are an extinct noble human family of Eston in Cyre believed to have been wiped out in the Mourning.

The sole survivor is Garu ir'Kulan, a shifter adventurer adopted by the Kulan family, who was away from Cyre on the Day of Mourning. Garu has ventured into the Mournland several times in an effort to return to Eston and his family estate, to see it a final time and bring back some mementos.
Kech Nasaar

Legends say that the Dhakaani emperor maintained a squad of elite warriors known as the **Kech Nasaar**, the "Keepers of Night."

## History

16,000 years ago, the various goblin clans came together to form the Dhakaani Empire, one of the most powerful empires in the history of Khorvaire. Goblin legends say that the Dhakaani emperors maintained a squad of warrior commandos dubbed the Kech Nasaar, or the "Keepers of Night." The Kech Nasaar were said to be able to move as silent as a ghost, even in full plate armor. Little information has survived about the Kech Nasaar, but the they have not been seen since the fall of the empire, some 5.000 years ago. Those same legends say that the Kech Nasaar still exist in secrecy, and that they are lying in wait for a chance at the throne of Darguun.

In 994 YK, a squad of Karrnathi soldiers discovered the ruins of a Kech Nasaar shrine in what is now the nation of Droaam. They had learned of an ancient relic called Kur Lheshat Nasaar, The Key to the Kingdom of Night, and the Karrnathi government wanted it. However, the Daughters of Sora Kell intervened, and the Kur Lheshat Nasaar ended up in the hands of Greykell ir'Ryc, a captain in the Cyran army. The origin and true abilities of the Key to the Kingdom of Night remains a mystery, and the only clue was given by Sora Teraza: "You have the key. Now you must find the gate."

## References

1. ↑ 1.0 1.1 Eberron Expanded: Heroes of Battle, part 2
2. ↑ ***Eberron Campaign Setting***.
Keith Baker, Bill Slavicsek, and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3274-0.
3. ↑ ***Eberron: Eye of the Wolf***.
Keith Baker (August 2006). .
Jelvistra

*To the Marquis,*

*The Twelve have asked our esteemed house to dispatch a threat that could lead to instability within the Dragonmarked Houses. An Aberrant, belonging to the fraudulent House Tarkanan of Sharn, believes themselves a successor of the Lady of Plague. Our previous associate failed to make the woman in question see reason, and she fled through a Fey Crossing. Given your history of exposure to the Thelanis Manifest Zones of Aundair, you have been chosen to inherit this assignment. In association with House Tharashk, Jelvistra’s movements have been traced to the Eladrin city of Mithrendain. We ask that you ensure the aberrant returns to Eberron in chains, or never again.*

*Taen Shol d’Phiarlan*

### Jelvistra’s Journal

* Mostly love letters dating back to before the Last War
	+ Addressed to Hellenrae
		- Was conscripted to work in the Brelish front of the Last War
		- She had set up the pouch to share letters while they were on the front
* Hellenrae
	+ Human woman
	+ Grew up in Sharn
	+ Don’t appear to be involved with House Tarkanen until she developed an Aberrant Dragonmark that gives her some ability to manipulate stone. She want to visit House Tarkanen, but didn’t join them.
	+ Made a visit to Cazhaak Draal; Vague on the details, but she is no longer allowed
	+ Letters begin to get more sparse over time, presumably after Jelvistra left for Mithrendain; Mostly outbound from Jelvistra
	+ Jelvistra and Pudding King were previously imprisoned by the Fomorians before breaking out and reaching the surface
		- High Jarl Agristus was the one to imprison them
			* Was impressed with their abilities in their escape
			* He offered them power in exchange for breaking the seal
			* Needed a number of “able bodies” to accomplish this
		- Agristus’ curse was broken before they had arrived
		- Jelvistra seemed annoyed that the Pudding King was more favored by the Fomorians
			* Fomorians considered the Pudding King like a “skilled strategist” for the plan of “his damned foolish quest”
Iceflex

In the deep north, and at the peaks of the highest mountains, the raw cold of the elemental plane of ice seeps through into the prime material. Suppressed to an unfathomably low temperature, the ice that forms there loses it's ability to thaw. Known as true ice, items built of this material can withstand the fiery heart of a volcano, never mind the heat of the sun. The enormous density of true ice makes it heavier than lead and stronger than steel. Though it looks much like regular ice, it's darker, stormier interior betrays its nature. A room containing true ice instantly feels chillier, and a creature in contact with true ice feels as though it's vital force is being drained from its body.

* True ice never melts, and it's immune to any effect that would harm it due to heat.
* Any nonmagical flames that come within 5 feet of true ice are automatically extinguished, and any creature that come into contact with it has its speed reduced by 10 feet until its next turn. Worn and carried items usually include padding that protects the owner from this effect.
* Weapons made of true ice deal cold damage rather than their regular damage type, and a creature hit by one has its speed reduced by 10 feet until it's next turn due to the natural property of true ice.
* Armor made from True Ice can be enchanted into Armor of Fire Resistance.
* Armor made from True Ice grants immunity to atmospheric hazards in hot enviroments, but halves the time required to make saves in cold enviroments.
* True Ice is a Great Metal, capable of being crafted into +1 equipment.
Lessyk

**Lessyk** is a hamlet in southern Thrane on the western edge of the Fields of Rhone. It is about 50 miles north of the village of Nathyrr on the northmost tip of the Harrowcrowns.

## References

* ***Five Nations***.

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

**Kolos of the Ivory Horn** was once a gladiator and a slave in the Red Ring of Stormreach. His ferocity in the ring eventually led to his freedom and his establishment as a member of the Red Ring's Blood Council. He has started his own stable of champions: the Ivory Horn.

## History

Kolos was once a slave who fought within the Red Ring within the Serpent's Fang stable, a gladiatorial ring in the city of Stormreach on the continent of Xen'drik. He fought fiercely for a number of years, capturing the heart of the crowd. Eventually, he earned the title of champion by defeating an ogre of the Zolark stable named Deathreaver. Gaining his freedom, Kolos began his own stable: the Ivory Horn. His stable boasts some of the best gladiators of Stormreach, all of them from monstrous races, and none of them slaves.

Kolos has gone on to become a huge proponent of the monstrous races within Stormreach, championing their rights in the city. His views have brought him into conflict with other stable owners of the Red Ring. However, between his fame in the ring and his political maneuvering, Kolos became a member of the Blood Council, a three-member ruling party that runs the Red Ring. Kolos, alongside human Malketh Zolark and half-elf Ralzina Voraal, determines the matches, schedules, and policies of the Red Ring; as well as a nice share of its profits.

While other stablemasters despise Kolos, Kolos' beliefs have one a large amount of powerful monstrous humanoids over to his stable. Between the sheer power standing at his side, and the adoration bestowed upon him from the general population, no one is quite willing to remove Kolos from his current position.

## Appearance

Kolos is a red-furred minotaur with polished white horns. Because of his stature within the community of Stormreach, Kolos often wears fine clothes; however, close eyes will notice that his clothing has the occasional frayed edge or missing button. Kolos is not afraid to show the burned scar that once marked him a slave of the Serpent's Fang.

## References

1. ↑ 1.0 1.1 1.2 ***City of Stormreach***.
Keith Baker, Nicolas Logue, James "Grim" Desborough, C.A. Suleiman (2008). Wizards of the Coast. ISBN 0-7869-4803-5.
Imix

The Eternal Flame

The All-Consuming Fire

Prince of Fire

### Holy Symbol

His worshipers are known to use the red diamond as his symbol, but is rumored to have many older runes, as well.

## Relationships

### Family

 Croft (Father)Elder Elemental Eye (Rumored True Father)

Zaaman Rul (Bastard Son)

Lumina (Sister)

### Enemies

OlhydraKossuth

Zaaman Rul

Lumina

## Worship

### Artifacts

Tinderstrike

**Imix** (pronounced: /ˈaɪmɪks/ *Y-miks*) was the evil archomental of fire. He was a primordial older than the world itself.

Imix's many nicknames and titles included **Fire Lord Imix**, the **Prince of Elemental Evil**, the **All-Consuming Fire**, the **Eternal Flame**, and the **Lord of Hellfire**.

## Personality

Imix was passionate, quick to anger, vain, paranoid and prone to jealousy. He seemed to have an endless supply of energy, which was spent on schemes that were always to the detriment of others.

He was noted as a masterful tactician and was very creative but his overconfidence and haughtiness caused him to rush into situations and he easily became frustrated when things didn't go according to his plans. He destroyed any who refused to acquiesce to him.

## Possessions

The unique dagger *Tinderstrike* was imbued with a portion of Imix's power.

## Relationships

Imix had enemies in the form of Zaaman Rul and Olhydra, two other archomentals whom he was at war with. Imix could have potentially destroyed Zaaman Rul if he was not fighting a war on two fronts but nonetheless, his servants eventually defeated Zaaman Rul's army. Imix also schemed against Kossuth, but such was Kossuth's power in comparison, that although Kossuth was wary of Imix, he didn't take Imix's threat seriously.

Imix was served by the pit fiend Asgeroth (who had been tasked to destroy Zaaman Rul) as well as a multitude of efreet, fire elementals, fire giants, fire grues, fire mephits, firenewts, magmins, salamanders and red dragons, some of whom worshiped him as a god.

Imix was one of the more eager allies of the Elder Elemental Eye and was being courted by Moloch for an alliance. He was said to also have allies on the Elemental Plane of Earth and the Para-Elemental Plane of Magma.

## Domain

On the Plain of Burnt Dreams, an island in the Blazing Sea of the Elemental Plane of Fire, rose a volcano, within which was the Temple of Ultimate Consumption, a pyramid surrounded by volcanic rock in the middle of a lake of fire.

## History

Imix's history on the Material Plane was concentrated mostly on the world of Oerth, where his alliance with the Elder Elemental Eye caused him to send an aspect of himself to the *Temple of Elemental Evil*, however that aspect was destroyed and Imix immediately withdrew his support.

Imix wished to make the Plane of Fire a plane of evil and searched for powerful evil servants to aid him in this task.
Kinsight Goggles (Item)

*Wondrous Item, rare*

*Kinsight goggles* are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes.

While wearing either half of the goggles, you can speak the goggle's command word as an action to see through the other half, and continue to do so until you use your action to return to your normal senses. While perceiving through the goggles, you gain the benefits of any special senses you possess, though you are blinded to your own surroundings. The effect ends immediately if one of the halves are destroyed, if the two halves are more than 500 feet from one another, or if the two halves are on different planes. When the two lenses are attached and worn as one item, they offer no magical benefit, just some minor magnification.
Iron-Tooth Girdle

**Source** | Dragon Magazine issue #341

The **iron-tooth girdle** consists of two wide, dull-grey metal bands designed to fit around the waist of a warforged. It has a hinge positioned in the back, and a clasp in the front engraved with the symbol of an open, fang-filled mouth. when activated, the warforged wearer violently contorts and splits in half where the girdle is positioned. From this split-in-half warforged, a giant maw opens, with razor-sharp teeth. This maw can stretch from the warforged's torso, attacking enemies with its vicious bite.

## 3rd Edition Mechanics

Wearing the iron-tooth girdle, the warforged can make one extra attack per round, in addition to any other attacks the warforged can normally make. This attack is with the maw, which is considered a natural weapon. The attack has a 5-foot reach, does 3d6 points of piercing damage, and counts as a critical hit on a die roll of 19 or 20. It is considered a magical weapon for the purposes of calculating damage reduction. The girdle can make a total of ten bite attacks per day.

While grappling a foe, the warforged cam make an attack with this girdle without incurring the -4 penalty for attacking while in a grapple. If the foe is pinned, then the warfofged can have the maw automatically make a successful bite attack each round.

## References

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

The **Khraal Lords** are a band of pirates and raiders based in the Khraal rainforest of Darguun. They are led by a hobgoblin known as Baalo One-Eye and are known for their savagery.

## ActivitiesEdit

The Kraal Lords normally harass the goblinoid communities of southern Darguun. Recently, however, they seized two small warships from a Cyran base on the Ghaal River and have begun attacking shipping on Kraken Bay, though they avoid targets that seem better protected or more adept in seamanship than themselves. This makes up the majority of their potential targets, so they've also started launching frequent scavenging expeditions into the Mournland, arriving via the southern coast.

As they lack connections beyond Darguun, Baalo sells any relics he finds to a certain House Deneith hireling who works at an outpost in Wyvernskull. This clerk buys the relics for only a third of what they're worth, then sells them on to Prince Oargev ir'Wynarn of New Cyre at their full value.
Korthos

In Shargon's Teeth the isolated fishing village of Korthos takes it name from the island on which it is located.

Shipwreck Shore located on the south west corner of the island is littered with wreckage and flotsam as the island's proximity to shipping lanes between e island's p and ity to shippi and a nearby stretch of dangerous reefs have brought notoriety to the island as many a ship have been lost nearby during the passage with survivors and debris washing up.
Several vessels regularly make stops to the sheltered harbor as this small village has become the focal point of trade between Stormreach and local sahuagin tribes.

## References

***Dungeons and Dragons Online***
Standing Stone Games, Turbine (Former) (February 28, 2006). Daybreak Games, Warner Bros. Interactive Entertainment (Former), Atari (Former), Code Masters (Former).
Kason ir'Wynarn

**King Kason ir'Wynarn** (? - 922 YK) ascended to the throne of Breland upon the death of his mother, Queen Wroann. He was succeeded by his son, King Boranex after a period of regency by Regent Brask.

## Biography

Kason was the first King of Breland (second monarch). He died in 922 YK, when he was slain by a demon he had summoned in an effort to bring an end to the Last War. His manner of death caused the end of existing political ties between Thrane and Breland. He was succeeded by his son King Boranex, after a brief regency.

## References

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

*Cantrip transmutation*

**Casting Time:** 1 action

**Range:** 10 feet

**Components:** S

**Duration:** Up to one hour

**Class List:** Bard

You create a small effect to aid your performance:

* All sounds of your choice coming from creatures and objects within the spell range become up to twice as loud.
* You perfectly tune a single musical instrument. The instrument remains tuned for one hour, after which it reverts to its original state.
* You instill a sense of rhythm in willing creatures within range. These creatures can perfectly repeat your movements and can easily follow your rhythm while playing their instruments.
* All sounds of your choice within distance are doubled or tripled for one minute, for example, your voice may sound as if three people are talking.
* The movement of a single creature or object within distance leaves several illusory copies behind it, forming a intricate trail when moving. This effect lasts for one minute.

If you cast this spell multiple times, you can have up to three active effects at the same time.
Kossuth

Kossuth, the Firelord

The Tyrant-King

Tyrant Among Fire

The False God

Lumina (Sister)

**Kossuth** (pronounced: /koʊˈsuːθ/ *koh-SOOTH*), or the **Lord of Flames** was the god of elemental fire and the first son of Croft. After the end of the Dawn War, Kossuth disguised himself as a god and was worshiped as such for many centuries. During this time, Kossuth was symbolized by the holy symbol of a twining red flame and his portfolio covered elemental fire and purification through fire.

During the events of the Calamity, Kossuth's true nature as a Primordial Titan was revealed to the other gods. For his treachery Kossuth was banished to Fernia, the Elemental Plane of Fire. Kossuth believes that he is the one true incarnation of Croft, and as such aims to one day reclaim all of Fernia under his will.
Ir'Clarn

The Clarn family is a Brelish noble family.

### Notable Persons

* Haftak ir'Clarn - runs Haftak's Books & Binding in University District, Upper Menthis, Sharn, as well as the Sharn Inquisitive
* Ruken ir'Clarn - member of Brelish Parliament. Cousin to Haftak.

*Our community needs more information on this page! Can you help out? Click here to add more.*
Jungles of Xen'drik

In Sharn or other cities of Khorvaire or Riedra when scholars or adventures talk about Xen'Drik in general they talk about the vast jungles that dominant the north eastern reaches on the continent.

Varied in shape and form these jungles or dense woodlands can change from pine tree covered forests of the mountains to the dense tropical jungles of The Hydra watershed. Regardless of the whether it is pine or palm trees the Jungles of Xen'Drik hide artifacts, treasures, entire lost cities and most of all dangers.

## References

***Secrets of Xen'drik***.
Keith Baker, Jason Bulmahn, and Amber Scott (2006). Wizards of the Coast. ISBN 0-7869-3916-8.
Flamewind

**Flamewind** is a gynosphinx with amazing oracular powers. Found in Xen'drik in 996 YK, Flamewind resides at Morgrave University in Sharn, where she spends her time in the university's library in trade for her visions of things to come.

## History

Little is known about the mysterious Flamewind. In the year 996 YK, after the end of the Last War, one of the largest expeditions was scheduled for the continent of Xen'drik: the Carradan Party. The party uncovered the ruins of an ancient giant city with only one inhabitant: a sphinx named Flamewind. Flamewind had been expecting them, waiting for them to take her to "the land of the fiends": Khorvaire. The party agreed, and brought Flamewind back to Sharn.

Flamewind has found a new home in Lareth Hall at Morgrave University. She has been delving into the various libraries and museums of Sharn, and has extensively studied the Draconic Prophecy. She has made her new home atop the great dome in Lareth Hall, where she will receive visitors who call upon her or key people she has summoned that play a part in one of her oracular visions.

**Spoiler warning:** Plot or ending details follow.
On 28 Dravago, 996 YK, a group of Cryan refugees named Daine, Lei d'Cannith, Pierce, and Jode d'Jorasco, encountered Flamewind hidden within the Malleon's Gate district of Sharn, after being sent there by Jura Darkhart, a House Cannith excoriate. Flamewind said that she was expecting the four, and provided cryptic clues as to their futures, including predicting Jode's death, and giving Lei hints as to her true nature. Flamewind warned the group that great powers had their eyes on them, before flying off.

## Appearance

Like other gynosphinxes, Flamewind has the body of a lion. However, orange stripes ripple across her deep black fur, giving the appearance of flames. Her falcon-like winds are also pure black, and her head resembles a beautiful elven woman rather than a human, with glittering golden eyes. Her face's features are distinctly feline, and her hair matches her black-and-orange fur. She usually wears platinum and gold chains around her neck and forearms, and a silver diadem on her brow.

## Abilities

Flamewind is a great oracle, on par with the likes of Sora Teraza. She frequently speaks in riddles, and rarely gives straight answers. In addition, she is said to be one of the most knowledgeable non-dragons to have studied the Draconic Prophecy, and has much first-hand knowledge of Xen'drik.

In addition, Flamewind has a number of spell-like abilities that other gynosphinxes do not have, such as *analyze dweomer*, *mage hand*, *mind blank*, and *open/close*.

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 ***Sharn: City of Towers***.
Keith Baker and James Wyatt (2004). Wizards of the Coast. ISBN 0-7869-3434-4.
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 ***The City of Towers***.
Keith Baker (2005). Wizards of the Coast. ISBN 0-7869-3584-7.
4. ↑ ***Dragonshards: The Draconic Prophecy***. Keith Baker (December 27th, 2004). Wizards of the Coast.
Lawful Neutral

A **lawful neutral** character is directed by law, logic, tradition, or a personal code. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government.

Lawful neutral combines reliability and honor without moral bias. Note that this does not mean that a lawful neutral character is amoral or immoral, or does not have a moral compass, but that moral considerations--the good or evil of the action--come a distant second to what the character's code, tradition, law, or logic dictate.

A functionary, soldier, or employee who follows orders without question regardless of the result, an arms dealer who sells his wares to the highest bidder, whatever that bidder may do with them, and an impartial jurist who sticks rigidly to the rule book are all examples of lawful neutral characters.

### Characters

Some of the characters identified as Lawful Neutral in the Eberron setting include:

* Beauty
* Breven d'Deneith
* Maddox Kaminarr
* Elder Nevillom

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

File:Keith-baker.jpg
**Keith Baker** aka **Hellcow** is the original designer of the Eberron Campaign Setting which won the Wizards of the Coast Fantasy Setting Search. In addition to contributing as a freelance writer for Wizards of the Coast he has also contributed material for Atlas Games, Goodman Games and Green Ronin Publishing. He currently resides in Boulder, Colorado.

## Selected Eberron Game Credits

### Accessories

* Eberron Campaign Setting (2004)
* Sharn City of Towers (2004)
* Races of Eberron (2005)
* Player's Guide to Eberron (2006)
* Secrets of Xen'Drik (2006)
* Dragonmarked (2006)
* Secrets of Sarlona (2007)
* Dragons of Eberron (2007)
* Eberron Campaign Guide (2009)
* Eberron Player's Guide (2009) Consultation and review

### Eberron Fiction Credits

* The Dreaming Dark Trilogy
	+ The City of Towers (2005)
	+ The Shattered Land (2006)
	+ The Gates of Night (2006)
* Thorn of Breland
	+ The Queen of Stone (2008)
	+ Son of Khyber (2009)
	+ The Fading Dream (2010)

### Short Stories

* Death at Whitehearth in The Tales of the Last War (2006)
* Principles of Fire in Dragons:Worlds Afire (2006)
* Shadows of Stormreach, 6 chapter online serial story located here. (2006)

### Interviews with Keith Baker

* Fantasy Setting Search Closes in on Finalists (Wizards of the Coast, December 2002)

### External links

* Keith Baker's Homepage
* Pen & Paper listing for Keith Baker
King Galifar ir'Wynarn II, "the Dark"

**King Galifar ir'Wynarn II**, called Galifar the Dark, succeeded to the throne of the Kingdom of Galifar after King Cyre ir'Wynarn.

The next ruler mentioned in sourcebooks is King Daroon ir'Wynarn.

## Biography

Young Galifar was born in Vult, on the darkest night of Long Shadows. The common story says that both his mother and the attending Jorasco chirurgeon were found dead in the birthing room, the silent child still cradled in his mother's arms. The servants whispered that the child was cursed, that plants withered in his shadow. But it seemed Galifar could sense those who carried death in their heart; when a would-be assassin sought to kill King Cyre, the boy called out the killer's name and the assassin fell dead at Cyre's feet. While others still feared the prince, Cyre embraced him and the two were inseparable until the King's death.

This is a popular story, but as with so many elements of history, the concrete facts are shrouded in mystery. Many scholars believe that Galifar II was a tiefling with ties to Mabar; but others say that the king had an aberrant dragonmark in a place easily concealed. It's said that when Galifar looked at someone, he knew exactly when and how they would die. But while it was these eerie gifts and his cold demeanor that earned Galifar his sobriquet, Galifar II was a good ruler who strengthened the bonds between the Five Nations, reinforcing the Galifar Code of Justice and overhauling the calendar; it was Galifar the Dark who established the *Year of the Kingdom* still used today.

Aberrant dragonmarks were rarer in Galifar II's time than in the present day, and if Galifar's "gift" was a dragonmark, it was a strong one. If Galifar the Dark did have an aberrant dragonmark, he may have done research into these marks during his reign; it's possible that he sheltered other aberrants, or developed focus items for his or other aberrant marks. If aberrant-marked adventurers in the present day could find conclusive evidence of Galifar's mark—or a cache of journals or tools—it could have interesting repercussions for House Tarkanan and The Twelve.

## Accomplishments

* Galifar the Dark was the third king of Galifar. His reign saw the development of the Galifar Calendar, which counted "Years since the founding of the Kingdom", or YK.
* Galifar prevented the assassination of King Cyre ir'Wynarn as a child.
* During his reign, the ir'Tyran family tried to seize the throne. They failed, and the survivors were stripped of their titles and banished from the kingdom.
* A commonly accepted (but slightly doubtful) legend holds that Galifar II was very interested in using aerial cavalry and scouts and tested the capabilities of various flying creatures. It's also said that Sharn was his favored proving ground, and that he awarded land and wealth to the most skilled riders, and this practice evolved over the generations into the Race of Eight Winds.
Kyrale

**Kyrale** the night hag is widely respected across The Demon Wastes. She serves as an ambassador and mediator among the fiends that call the Demon Wastes home. She is sought out by mortals wishing to negotiate with the Lords of Dust or other fiends that reside there.

## References

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