Dragonmarks: Sora Teraza and the Demon Wastes

When time permits, I like to answer interesting questions posed by my Patreon supporters. Questions like this…

Did/does Sora Teraza have a carrion tribe dedicated to her?

When the Daughters of Sora Kell revealed themselves as the rulers of the newfound nation of Droaam, the people of western Khorvaire were shocked and terrified. The Daughters of Sora Kell were figures from folk tales, from the stories parents used to frighten troublesome children or inspire young heroes. Everyone knew stories of the ravenous, unstoppable Sora Maenya; the cunning Sora Katra; and the… wait? There’s three of them? Who’s the third one? Sora Teraza was largely only known to scholars who studied the Demon Wastes. Confirmed accounts of her came from records recovered from Greenholt and Kymar’s Folly, and there were apocryphal accounts from other explorers and would-be pioneers—a mysterious blind woman, oddly at ease in the deadly surroundings, who greeted the protagonists of the story by name. Sometimes she predicted doom—When the sun rises in seven days, there will be no one living in Newholt. In other tales, she presents travelers with difficult choices—Fortune favors you, ir’Dayne. If you hold to your course, you will find the orb you seek in the ruins of the shattered tower. But you should know: your daughter is dying. A subtle Khyberian infection festering in her blood. None have noticed the signs, and unless it is treated with Aram’s crown she will be dead in three days. Turn back this moment, and you will reach the Sivis station in time to send a message. But if you turn back now… you will never see this tower again. But there are only a few of these stories, buried in library vaults or ir’Dayne’s personal journals. So one might wonder… how is it that Teraza stands proudly alongside her sisters? The answer is that she is just as legendary as they are. She is featured in just as many stories as Sora Maenya. She has been spoken of in whispers for centuries… but not in the Five Nations. Sora Teraza is a legend, but she’s a legend in the Demon Wastes… a tale of the Carrion Tribes.

Who are the Carrion Tribes?

The Carrion Tribes are the primary denizens of the Demon Wastes. The people of the Five Nations know little about them, and the common vision of the Carrion echoes this description from the Eberron Campaign Setting:

Descended from Sarlonan refugees stranded in the Wastes more than a millennium and a half ago, the Carrion Tribes consist of vicious humans who worship the malevolent spirits that haunt the Wastes. Over the centuries a handful of different tribes have emerged, each following a different fiendish overlord. No matter which fiend they pledge allegiance to, the Carrions are bloodthirsty nomads known to slaughter any strangers they come across—including members of other Carrion Tribes.

Reading this, people might wonder: Why would anyone choose to live in the Demon Wastes? Why would anyone willingly choose to revere a fiend? Don’t they know the overlords are evil? In my opinion, that ECS quote reflects the common vision of the tribes—but the truth is more complex. The Demon Wastes is a glimpse of what the world was like during the Age of Demons. It is a place where multiple overlords touch the world, more strongly than anywhere else. And what most delights the overlords? Tormenting mortals. Rak Tulkhesh yearns for mortal bloodshed. Ashurak delights in slow suffering and disease. Katashka wants the living to fear the dead. Over the course of history, there have been Carrion Tribes of many species. The first Ghaash’kala fought corrupted orcs and gnolls in the Wastes. There have been dwarves, shifters, goblins, and even halfling tribes over the course of millennia. How do they get there? The obvious way is shipwrecks. The influence of the Wastes extends into the waters off the coast, and vessels that travel too close can be caught in unnatural currents or storms. The largest single migration in recent history is the event called out in the ECS—a wave of refugee ships from Ohr Kaluun fleeing the Sundering, pursued by war galleys from Nulakhesh—all of which were dashed against the reefs and rocks of the Wastes. This brought thousands of humans to the Wastes, but it wasn’t the only time this happened. When Lhazaar settled on eastern Khorvaire, there were explorers who came to the other side, only to be lost in the Wastes. And throughout the history of Galifar there have been merchants and soldiers blown off course, and explorers and treasure hunters reaching too close to the fire. Because an effect of this is that the coastline of the Wastes is studded with shipwrecks. Treasures from Ohr Kaluun were carried away from the Sundering only to be lost in the sea. Merchant vessels with rich cargoes have fallen beyond the Wastes. There’s wonders to be found—but most of those who have sought these wonders have fallen prey to the dangers of the Wastes themselves.

Shipwrecks are one way to reach the Wastes, but not the only way. Most demiplanes breach the world in more than one location. Throughout the course of history, mortals have been lured into demiplanes and ended up in the Demon Wastes. Sometimes this is random chance, the fate of unlucky explorers. But there have been a number of larger migrations organized by the Lords of Dust, either tricking people into joining large expeditions or in some cases forcing them through. The overlords love their toys, and when the population falls too low, something has to be done.

The point is that the Carrion Tribes aren’t an ancient civilization and they aren’t a unified culture. They are victims struggling to survive in an extremely hostile environment. They rise and fall. The tribes named in canon lore are current Carrion Tribes. The Moon Reavers are one of the oldest surviving tribes, but the current incarnation of the Plaguebearers have been around for less than a century; Ashurak has had a number of vassal tribes throughout history, but all have eventually been destroyed. Even the term Carrion Tribe isn’t a name the tribes themselves use; it’s a term coined by the Ghaash’kala, reflecting the fact that in their view of things, the corrupted tribesfolk are already dead and it’s a mercy to kill them; they are walking carrion. Since most knowledge of the Demon Wastes has come from interaction with the Ghaash’kala, scholars have adopted the term. But the Moon Reavers feel no kinship with the Plaguebearers; they are bitter and deadly rivals.

This explains how the ancestors of the Carrion Tribes found themselves in the Demon Wastes. But why do the tribes revere fiends? It’s important to understand that the Demon Wastes are a deeply unnatural environment. The common image of the Wastes is “A plain of blackened sand and volcanic glassRivers of lava, bubbling pits of noxious stew, and barren wasteland.” And that is the common and most pleasant form of the Wastes. But that’s just a foundation upon which countless horrors are laid. Part of this is that the Wastes are full of fiends. Some of these are fully sentient, free-roaming fiends that have stat blocks in the Monster Manual. But others are minor entities who have no independent physical form, and instead inhabit aspects of the land. There are fiend that manifests as a swarm of stinging insects, a fiend that inhabits plants and possesses anyone who eats them, a fiend that dwells in pools of water and tears anyone who drinks the water apart from within. Where Katashka has influence, fiends will possess the corpse of any creature that dies. It’s not just that the Wastes are alien and extremely dangerous, it’s that they are fundamentally evil. This is a land that wants to see you suffer. But this isn’t purely random. Entrances to demiplanes are scattered around the Demon Wastes. Many of these are heart demiplanes of overlords. In the Age of Demons, each overlord dominated a particular region of the world, and the largest entrances of their heart planes are found in those regions. But many have back doors in the Demon Wastes, and these in turn project a smaller radius of influence within the Wastes. The overlords are bound and can’t emerge into the Wastes, but their influence still shapes a region, and the lesser fiends reflect their overlord. Thus, within Katashka’s sphere of influence undead are plentiful and corpses will rise. The Wild Heart’s domain is filled with vicious gnolls and supernatural beasts. The hamlet of Festering Holt is within the domain of Eldrantulku, because the vestige of civilization is better for the intrigues and betrayals that delight the Oathbreaker; but the region is filled with venomous creatures and poisonous flora, and the wind whispers secrets that will turn travelers against one another. Festering Holt is a neutral ground, spared from direct attack by other tribes; but all outsiders know that staying too long in Festering Holt is a subtle death sentence.

So the key to understanding the Carrion Tribes is that their motivation is survival. They are born into a hostile world shaped by supernatural forces and it’s the only reality they know. People ask why do they revere fiends? Don’t they know the overlords are evil? As a member of a Carrion Tribe, you’ve never known anything that’s NOT evil. The Carrion Tribes don’t choose their patron fiends because they like the idea of them; they believe that placating their overlord is the only thing that will allow them to survive—protecting them not only from the deadly environment and fiend-influenced wildlife, but also from the other Carrion Tribes. Not to mention the Ghaash’kala. WE see the Ghaash’kala as heroic champions of the Silver Flame; to the Carrion Tribes, they are terrifying monsters. This is exacerbated by the fact that most of the Carrion Tribes are illiterate and history is only preserved in living memory. They don’t choose between a peaceful existence and fiend-worshipping war; they are born into a world in which their fiendish patrons are the only thing that stand between life, death, and all of the other fiends in the Wastes. They stake their claim in a particular region of the Wastes and make their peace with the powers that dwell there, and then use that alliance to fight against the countless horrors that surround them. They can’t leave; the Ghaash’kala will kill anyone who approaches the Labyrinth. All they know is endless war. And it is in this war that Sora Teraza is a legend. Sora Teraza plays the same role in the Demon Wastes that Gandalf does in Middle Earth. She is a wanderer and wizard, a source of wisdom who offers a glimpse of the future. She has helped to rebuild tribes that were almost destroyed and to negotiate temporary truces. She has broken curses and slain monsters. And she has been a harbinger of doom, for she takes no side for long. So Sora Teraza has no single Carrion Tribe; when she is in the Wastes, she wanders, and every tribe gives welcome to the Dusk Walker.

So could I play a character from the Demon Wastes?

Absolutely. Outlander or Haunted One are both reasonable backgrounds for a character from the Wastes. In playing a Carrion survivor, there’s a few things to consider…

  • How did you escape from the Wastes? Did you evade the Ghaash’kala? Did you escape through a demiplane? Did one of the Lords of Dust help you to escape? Or perhaps… Sora Teraza?
  • Are you still loyal to your fiendish patron? Do you believe that the members of your tribe are blessed? Are you proud of your patron’s gifts (which could be warlock or sorcerer abilities, barbarian rage, etc)? Are you pursuing some agenda on behalf of your patron? Or…
  • Do you recognize that your “patron” was your jailor and tormentor? Have you become a demon hunter? Do you want to find a way to rescue other members of your tribe from the Wastes?
  • Consider that you have lived your life in a deadly supernatural world literally filled with demons. The reality of life elsewhere in Khorvaire will likely be bizarre to you. The people are soft and trusting, with no fear of fiends in the water or in the food they eat, not expecting their neighbors to murder them. Are you delighted by the peaceful wonders of the world, or are you deeply suspicious and always waiting for the other shoe to drop?

Another character option is someone who was stranded in the Wastes for an extended period of time—perhaps as a child—only to eventually be rescued. In this case you have memories on both sides of the Labyrinth.

Can demiplanes be used to escape the Wastes? If they came through demiplanes, why don’t the Carrion Tribes leave through them?

The Ghaash’kala raid demiplanes for supplies, and this may make demiplanes sound like a fun adventure. But as a general rule, demiplanes are even deadlier than the Wastes. The Ghaash’kala are elite, disciplined soldiers who possess forged armor and weapons, divine magic, and couatl relics. They have detailed maps and records of each of the demiplanes they deal with, and act with speed and surgical precision. By contrast, the Carrion Tribes don’t have the equipment, knowledge, or discipline of the Ghaash’kala, and their conventional wisdom is avoid the deadly lands below. They came through the demiplanes, but that’s because the overlords wanted them to reach the Wastes; they may have been guided or herded by the Lords of Dust, and even then, many surely died along the way. And beyond this, there is no limit to the potential size of a demiplane. The Ironlands could be the size of Breland, or they could be the size of Khorvaire itself; the Ghaash’kala and the Kech Shaarat both interact with the Ironlands, but they aren’t running into one another there. Likewise, it’s possible for fiends to escape the Wastes by traveling through demiplanes, and this is how most of them do travel between the Wastes and the rest of Khorvaire. However, MOST fiends are deeply uncomfortable entering demiplanes aside from the ones that spawned them. Rakshasa are uniquely immune to this, a side effect of the same power that shields them from most magic. This, again, is why rakshasa are the most common native fiends. You can face a free-roaming vrock in the Wastes… but if it wants to leave, the only path out is the Labyrinth.

If the influence of overlords is regional, could you make a map of the Demon Wastes that shows the areas affected by different overlords?

It’s something that could potentially be done, but no modern scholar has sufficient understanding of the Demon Wastes. It could be a goal for House Sivis. But there’s surely maps in the Library of Ashtakala that show the influence of each overlord.

How does this influence reflect the fact that the overlords are bound? Are the Carrion Tribes actually dealing directly with overlords?

The influence of the overlords is more like ambient radiation. While it’s not a perfect analogy, you can think of the overlords as sleeping and this influence as their dreams. The Carrion Tribes make their piece with the influence of the overlord as a general force; it’s not like they have personal conversations with them, or that the overlords are aware of them as individuals. However, Carrion Tribes also often interact with active fiends. The Moon Reavers interact with Night Hags. The Plaguebearers revere Ashurak, but they interact with Bloody Vasa, an oinoloth spawned by Ashurak. It’s also the case that lesser rakshasa and other shapeshifting fiends often conceal themselves among the Carrion Tribes, serving as leaders or spiritual guides; the fiends are aspects of their overlords, and they enjoy the suffering of the mortals.

That’s all for now! I probably won’t have time to answer questions, but feel free to ask. June was a busy month for me, but there’s a lot of things going on. On my Patreon I’m about to start a new online Eberron campaign for patrons; the hagling pictured above is one of the potential characters in that campaign, a hexblood bartender drawn by Matthew Johnson. I’m also finishing Frontiers of Eberron and will have some previous for patrons this month. And last but not least, I’ll be playing and running D&D on stage at GenCon—use the links about to learn more!

Community Creations at the DM’s Guild!

This month is the 20th anniversary of the Eberron Campaign Setting. But even after twenty years, there are many elements of the setting that have never been explored in depth, whether in canon wizards content or my own creations. However, over the last four years people have been able to release their own Eberron content on the DM’s Guild and at this point there are hundreds of products out there… And for the next three days, all Eberron products are 20% off at the DM’s Guild!

I am humbled and grateful to everyone who has helped to keep the setting alive and to expand the world by creating their own content for it. As I said, there are hundreds of products and I can’t possibly identify them all. But I wanted to call out a few of the products and creators on the DM’s Guild that you might want to check out! Starting with, well, me…

Exploring Eberron. My first independent Eberron book, Exploring Eberron covers a number of topics I always wanted to address in canon but that never happened. The largest of these are the Planes of Eberron’s unique cosmology; Exploring Eberron takes a deeper look at each of the planes. It also covers the civilizations of the Thunder Sea, the Dhakaani goblinoids, the Mror Dwarves, and much much more! While you’re there, take a look at my other DMsG work. Eberron Confidential provides a host of interesting background hooks for characters; Dread Metrol explores the crossover between Eberron and Ravenloft; Chronicles of Eberron takes a look at a host of topics, from nobility to Session Zero to Karrnathi undead! And for a tiny deep cut that’s less than two dollars, check out my Eberron collaboration with the band Magic Sword!

The Eberronicon. This book is a fantastic resource that consolidates lore details from across all of the editions of Eberron into one, handy reference. Do you want to play a changeling? The Eberronicon tells to about the Gray Tide, the Tyrants of Sharn, the changelings of Riedra and more, all in one place. This provides easy access to a lot of deep lore!

Convergence Manifesto. Produced by the same community that created the Eberronicon, this 13-episode adventure path that takes you across Eberron and explores the influence of the planes. In order, it’s Fired & Forgotten, Live Another Day, Rime or Reason, Living Legend, Perfect Timing, Night’s Gambit, The Silvered Edge of Twilight, March of Madness, Weathering The Storm, At Death’s Door, A Heart In Mourning, Lost In Dreams, and Skyfall. And as long as we’re talking about adventures, I’ll also recommend Escape From Riedra by the awesome Imogen Gingell; The Deathless Skies of Cyre by Sadie Lowry and Amber Litke; and Curtain Call and Trust No One, a pair of adventures by me, Wayne Chang, Anthony Turco, and Robert Adducci!

Politics of Eberron. This bundle gathers together the work of Joseph Meehan, and provides ideas for cultures and politic intrigue for all of the nations of Khorvaire. The bundle is already an impressive bargain, even more so during the sale!

Map Perilous and More! This imposing sourcebook provides over five hundred pages of enemies, allies, and rivals for your Eberron campaign. This is just one of many sourcebooks created by Anthony Turco. The Adventurer’s Almanac and Psion’s Primer provide a host of character options, While the Xen’drik Advisory gives more threats and hooks for the Shattered Land! And speaking of Xen’drik…

The Giant’s Guide to Xen’drik is another titanic sourcebook, with over 500 pages of content including monsters, character options, and a look at 13 fallen nations of Xen’drik! And while you’re at it, check out Jamie Bernstein’s Hektula’s Khyber Codex—with a look at 38 demiplanes in Khyber!

Kendal Santor has explored some of the most dangerous regions of Eberron. With the help of a number of the authors who’s work I’ve already mentioned, this bold sage has created Kendal Santor’s Treatise on the Mournland and Wisdom and Warning: The Demon Wastes.

Sora Esma, Trinkets and More! In addition to the collection of urban legends seen above, this hag has nine collections of Eberron-themed trinkets sure to add some excitement to any campaign. My fingers would fall off linking to each one, but you should check out this full list of things created by Jarrod Taylor, including his work in the Points of Interest series!

Revisiting Sarlona. The nations of Sarlona are barely covered in the original canon, and a number of community authors have taken a deeper and more thoughtful look at the lands beyond Riedra. Check out Talvakri’s Guide to Adar and Linvakri’s Guide to Syrkarn… I believe a book on the Tashana Tundra is in the works!

The Naturalist’s Guide to Eberron. Working from A-Z, Matthew Booth has gone through the monsters of Dungeons & Dragons and considered how they might logically fit into the world of Eberron. This link goes to the first volume—Aarakocra to Azer—but the series continues through the alphabet!

Blessed of the Traveler is a guide to incorporating transgender characters and stories into the Eberron setting for Dungeons & Dragons, with looks at how several cultures and faiths approach gender, as well as a look at magical transition methods. For some reason it’s not part of the sale, but it’s ONE DOLLAR, so I think that’s OK. Meanwhile, if you’ve been looking for a queer take on the Lord of Blades, check out Queercoded!

Tiefling Treatise brings heaps of new lore and a queer focus for the tieflings of Eberron, including information on the Venomous Demesne and sanctuary of Rellekor. If you want more of Megan Caldwell’s Eberron work, check out Cyre 1313: The Mourning Rail and the Thunder Sea Merfolk Report!

Sarhain’s Guide to the Silver Flame explores the various cultures that worship or revere the Silver Flame and the Couatl in Eberron. And it’s written by the Church’s very own Drego Sarhain (with a little help from Luke Robinson), so you know it’s reliable!

Starilaskur: Crossroads of Destiny explores one of the canonically ignored industrial cities of Breland! Author Dylan Ramsey has also delved deeper into Eberron in Uncaged Goddesses and Eberron: Seeds of Strife, as well as providing Eberron conversions for Candlekeep Mysteries and Keys From The Golden Vault!

It’s not the DM’s Guild, but if you want to lend a hand to a worthy charity, Beadle & Grimm’s are donating 50% of the profits on their Eberron products to Extra Life this month, and there’s a raffle if you want to donate directly!

As I said, there are hundreds of amazing Eberron products on the DM’s Guild, and they’re all on sale now. I can’t possibly cover them all, and I’ll end with Shard Wars, for those of you who’ve been wanting a more sci-fi take on your Eberron! Go to the DM’s Guild, browse, read some reviews, and you might find something wonderful. I want to personally thank everyone who’s put their energy and imagination into creating content for the world of Eberron—and I apologize to all the creators who didn’t get mentioned directly. If you’ve got an Eberron product on the DM’s Guild, post a description and a link in the comments! Thank you all for bringing the world to life, and happy Eberroniversary!

IFAQ: Where do you get powerful Magic Items?

I’ve been very busy this month—and year!—and haven’t had as much time for articles as I’d like. However, I do answer questions for my Patreon supporters every month, and some times the topics are too big to be addresses on Patreon. Such as…

My campaign is Pathfinder 2e, but set in Eberron. It’s been going great, but one major sticking point is that players in Pathfinder are expected to be able to buy or somehow find higher level generic magic items like scrolls and talismans to aid them in adventure. As Khorvaire doesn’t have very high magic, where would a group of adventurers over level 10 equip themselves with strong but generic magical effects? As in, who is selling level 5+ spell scrolls?

First of all, it’s important to clarify the question that’s being asked. The point isn’t just where do you get powerful magic items, but specifically about “generic” and consumable items—scrolls, potions, and similar tools. The system presumes that high level characters have casual access to consumables that are appropriate to their level—that it’s not a big deal for a 12th level character to grab a potion of speed. But 6th level magic is beyond the everyday magic of the Five Nations. So where can a powerful character get a 6th level spell scroll?

There’s no one answer. House Cannith doesn’t have a VIP section of its enclaves that only sells powerful gear to powerful characters. So in my campaign I would tailor the approach to the party of the adventurers and the story of the campaign. Who are their allies? Who are their enemies? Do you WANT it to be as easy as just dropping some gold and getting the items (in which case my homemeade gear suggestion is easy) or do you want to give the players access to the gear but make them have to maintain a relationship if they want to restock? Do you want it to be a slightly shady thing? With that in mind, here’s some ideas.

THE IMMEASURABLE MARKET. From Exploring Eberron…

While most planes are isolated from others and it’s difficult to move from one plane to another, commerce and peaceful interaction are defining aspects of Syrania. Most planes have back doors that lead to the Immeasurable Market. The crystal spire in the Open Sky is merely a gateway leading to an open marketplace that extends as far as the eye can see. To one side, a slaadi haggles with a modron over the price of hippogriff eggs; to the other, a sly dao shows a Shavaran balor a selection of Fernia-forged blades. It’s said that anything you can imagine—and many things you can’t—can be found in the Immeasurable Market. 

Are you looking for things that can’t be purchased in the Five Nations? Are you a remarkable, legendary adventurer? The Immeasurable Market of Syrania has what you need. Not only does it provide access wondrous goods, the entrances to the Market could turn up anywhere. If I were to use the Immeasurable Market as an ongoing part of a campaign, I’d have an adventure in which the adventurers stumble onto a doorway to the Market and have to earn the favor of an Angel of Commerce, who gifts them with the ability to return. If you want to limit it, they could be presented with a key that will guide them to the nearest door to the Market and open it (a key that will only work for them). This allows the DM to decide whether or not there IS a door in their current area, just as you can’t always find a shop selling scrolls. If I were to follow this plotline, I would play up how remarkable this is and have some developing stories as the adventurers get to know merchants and other residents of the Market. For simplicities sake I’d generally allow adventurers to spend gold on simple consumables, but Exploring Eberron lists a variety of other options…

SUNDRY. If you don’t want to have the adventurers go to the Immeasurable Market, you have the Market come to them… or, more specifically, to introduce a magical merchant whose storefront appears in different places. Sundry (or whatever you choose to call them) pops up just where the adventurers happen to be with the deal you need. Sundry COULD be getting her goods from the Immeasurable Market, but if you want to add more mundane flavor, she could just have connections across Eberron. Those potions are from Aerenal; that wand was carved by one of the finest artificers of the Venomous Demesne; that scroll? Stolen from Ashtakala. That potion of speed is actually surplus from the Last War, a cutting edge formula Jorasco and Vadalis are working on… Don’t worry, the side effects aren’t too bad. Is Sundry just well connected? Is she a Chamber dragon? One of the Lords of Dust? An archfey? The Traveler? Does it really matter, if she has what you need when you need it? An interesting Good Omens take on this would be to have a little shop that appears just where the players need it to be that has TWO proprietors, one who sells more benevolent goods, one who deals in delightfully dangerous things. This pair could be a Chamber dragon and a Lord of Dust who both have a Prophetic interest in the actions of the adventuring party, who have agreed to monitor them together… selling them the things they need to stay on the proper path, without revealing that path.

HOMEMADE GEAR. If any of the player characters are spellcasters, you could build the story around the idea that they are creating the items they want to purchase themselves. They would still expend the amount of gold it would normally cost to buy the item, and they could only buy items between sessions when they’re at rest, but wouldn’t need to go through the usual process of creating magic items; it’s as if they are their own shop.The expenditure of gold should be recognized as the cost of the components and dragonshards needed to quickly create the items in question. A key point is that THIS IS NOT NORMAL—but high level player characters AREN’T normal. They are supposed to be legendary figures and heroes of the age, capable of doing things that are beyond the typical magewright artisan. The exact flavor of item creation (as well as what the DM decides is available) can vary based on the character. For example…

  • Artificers and wizards are essentially arcane scientists and would create their consumables in a workshop.
  • Warlocks could bargain with their patrons to acquire the items.
  • Sorcerers might channel their raw arcane energy into consumable form.
  • Druids could GROW organic tools that replicate the abilities of wands, scrolls, or potions
  • Clerics or paladins could pray during a long rest. This isn’t just about having a scroll appear; they would lay out a seal of faith using raw Eberron shards, and focus their faith on this point, drawing on the energy of the divine and letting it flow through them—essentially, being artificers but without understanding the science involved.

Again, the point here is that cosmetically it is the same as going and buying the item from a store. You can’t do it in the middle of an adventure, you are limited by the money you have on hand, it’s up to the DM to decide what’s available in this moment. But if you’ve GOT the money and you’re in a safe space, you can just get a few scrolls; just spend a minute or two describing how you make them and move on. If you want, you could call out how the items created in this way are unstable or only work for the creator—thus explaining why the PC doesn’t go into business creating and selling magic items. They can’t create permanent items this way—make sure you drink that potion within a few days or it will lose its fizz.

LUCIUS FOX. In some interpretations of Batman, Wayne is the superhero but it’s Lucius Fox who supplies his cool gadgets. The point is that Fox doesn’t have the talent to go out and personally fight crime, but he’s a great inventor. So if you don’t like the idea that the adventurers are creating their own goods, you could have an NPC who does it for them. A key point here is that NPCs don’t follow the same rules as PCs. It is possible for an NPC to be a great INVENTOR without having the full class abilities of an artificer or wizard. They can build amazing things overnight, as long as you provide them with the resources (IE gold), but they can’t cast a spell in six seconds; they aren’t capable of being an adventurer, but they can help you to succeed.

IF YOU CHOOSE TO ACCEPT IT… The Sundry idea presents a way for the adventurers to BUY powerful magic items that aren’t available to the general public. However, you could drop that approach and give the party a patron who supplies them with powerful, generic items. If high level adventurers are knowingly working for the Chamber or the Lords of Dust, there’s nothing odd about them being giving the basic tools they need to carry out a mission. If characters have a tie to the Church of the Silver Flame, the Argentum collects dangerous magic items; you could make a big deal about the Argentum doling out items saved for just such an occasion.

So summing up… having the characters create their own items is potentially a way to highlight that the characters are remarkable—that they can create things that couldn’t be bought. Giving the adventurers access to the Immeasurable Market is a way to highlight how remarkable they are and to add a series of plotlines tied to the Market, while Sundry implies that Market connection without having the players themselves engage in extraplanar travel.

In terms of the Sundry section, I have to wonder why even ask for a price as a lord of dust or a chamber agent, I find it somewhat hard to imagine that someone as part of a civilization as powerful as advanced as the lords of dust or argonessen would be strapped for cash to the point where they’d need a couple thousand gold from the party…

Here’s a few ideas off the top of my head as to “Why do the dragon/rakshasa need money…”

  1. They don’t, and they can just give things away for free. As long as it suits your campaign, there’s no reason they’d have to charge anything.
  2. They believe that it’s the only way the adventurers will place value on the things they are buying.
  3. They use the money for other personal projects. The dragon might support a local charity, orphanage, what have you; the rakshasa might fund a Swords of Liberty cell, pay for raves, or similar things. The point is that while they are technically observers for their factions, their factions wouldn’t support those personal projects. The CHAMBER could pay for a thousand orphanges, but THEY WOULDN’T… so the dragon pays for the orphanage with this “Adventurer Tax.”

That’s all for now! All of the ideas I’ve presented here are only a few possibilities, but it’s all I have time for now! If you have other thoughts on how to give high level characters access to high level consumables, add them in the comments. Also: I’m preparing to run a new campaign arc for my Threshold Patrons. This is a monthly campaign: every patron can apply to play in a session, and all sessions are recorded and shared for patrons to watch or listen to. This upcoming campaign is set in Graywall, and we’re in the midst of a series of session zero polls to establish the party of adventurers. If this sounds interesting, this is your chance to get on board before it begins and to help shape the story. Check it out on Patreon!

Designing Glim: Dominions

Early in 2023, Gregg Hale—one of the creators of The Blair Witch Project—came to Twogether Studios with a challenge. Gregg was developing a setting called The Emerald Anvil, a magical world that would be explored through many different mediums… including a podcast, a novel, and—if we were up to the challenge—a game. As with out game Illimat, we wanted to create a game that felt as if it was part of the world of Hada, something that would draw you into the setting as you played it. We came up with the idea of a dice game, something based on a Hadeen gambling game that had evolved into a sort of teaching tool for learning about the Dominions of Hada—the powerful factions that drive the story of the world.

The basic gameplay of Glim is simple. Six resource cards are laid out on the cloth board, each paired with a symbol on the board. On your turn, you roll a certain number of dice. Choose one of the symbols that you’re rolled, and place a number of your influence tokens on that card equal to the number of dice showing that symbol. So if you roll 2 Trade and 1 Force, you can place one influence token on the resource in the Force position, or two influence tokens on the resource in the Trade position. Players take turns rolling and placing until all influence tokens have been placed; at that point, if you have the most influence on a resource, you collect the card. Resource cards have a Glim Value, and these are how you win the game; at the end of three rounds of play, whoever has the highest total Glim is the winner. But resource cards also grant you special abilities you can use in subsequent rounds. So the first round is fairly simple, but in each round that follows, players have more tools and options to work with.

At the start of the game, each player chooses one of the four Dominions. There are thirty-six Dominions in the world of Hada. Each has a unique culture and ways of manipulating the mystical power of glim. Pydos are brutal and militaristic; Hogo Sha seek serenity and balance; Auga is wealthy and hedonistic; and The Walking are enigmatic sorcerers, who manipulate glim in very different ways from the other Hadeen. Gregg Hale has shared more of the lore of the world on the Kickstarter Page. In designing the game, the challenge for Jenn and I was to find a way to capture the flavor of each Dominion without presenting a lot of exposition—to have the Dominion feel like it should, so as you play as Pydos you feel aggressive and when you play the Walking you feel like a sneaky puppet master.

Each Dominion is represented by a double sided Persona card, and when you choose your dominion you decide which of the two Personas you will use. So for Pydos, you can be the Crown Priestess or the Zealous Knight. Let’s start with a look at the Crown Priestess of Pydos.

The core mechanics of Glim are simple. Each Persona has two tactics. On your turn, you choose one of those two tactics; that determines how many dice you will roll to place influence, and adds special rules. Each Persona within a Dominion shares one tactic. So in the case of Pydos, both the Crown Priestess and the Zealous Knight have the Relentless Barrage tactic, which lets them roll all six dice. This is a simple, brutal move—it gives them lots of options, but it lacks any sort of finesse. It helps Pydos feel powerful, as you scoop up all the dice and throw them on the table… but it’s not very subtle. It’s also a strong basic tactic that is always going to be useful.

Each Persona also has a second, unique tactic—and these are more specialized. The Imperial Siege ability of the Crown Priestess only gives her four dice, but when she places influence on a resource she also removes an opponent’s token from that card. This is an aggressive move that helps the Priestess dominate her chosen resources. However, because the token is returned to the original player, it gives them a chance to place it again—potentially adding unexpected drama to the final turns of a round. Between these two abilities, the Priestess feels forceful and aggressive—exactly what we want from Pydos.

The Walking are enigmatic sorcerers with a hidden agenda. Where the other Hadeen use glim to soar through the skies, they prefer to walk in the shadows. So with the Walking, we wanted them to feel magical and manipulative. The two Walking Personas are the Grand Mage and the Keeper of the Eye. Both share the Shackled God tactic, a reference to a powerful entity the Walking have bound with their rituals. This workhorse tactic only rolls four dice, rather than the six dice Pydos can use. However, when the Walking roll Knowledge icons, they can treat them as any other symbol. This makes them unpredictable but potentially highly flexible… and reflects the idea that for them, Knowledge is power.

The Keeper’s second tactic, Visions of Strife, is one of my favorites. It’s essentially the opposite of the Crown Priestess’s Imperial Siege. When the Priestess uses Siege she removes an opponent’s piece from a card. When you use Visions of Strife, you force another player to commit an influence token wherever you put yours. It’s tricky, because you’re inherently creating a head-to-head contest with another player. But used properly you can force a player to commit resources to a weak position, or block their plans to reinforce another resource. It’s a subtle ability, and you might go an entire round without ever having a time where it feels like the best move to make. But there are times when it’s absolutely perfect—and when it’s not, Shackled God is a strong reliable move. Comparing the two, Pydos is a simpler, blunt instrument—while the Walking are subtle, but have a devastating potential to interfere with the plans of the other players.

These are just two of the eight Personas, but they give you a glimpse of the flavor and mechanics of the game. Gameplay is simple, and yet the Dominions feel very different… and very quickly you’ll find there’s Dominions you love and Dominions you hate! Keep in mind that your initial tactics are soon supplemented by the resources you acquire: while you start with only two moves you can make, each round has more options than the one before.

I hope you’ve enjoyed this glimpse into the design of Glim and the world of Hada. The game is on Kickstarter now, but there’s only a few days left to make it happen—check it out now! And shout-out to artist Ren Lindroos and graphic designer Adi Slepak, who created the Persona cards seen here!

Would You Like To Play A Game?

For the last few years, I’ve been running an Eberron campaign on Patreon. The story and the characters are persistent, but the players change with each setting. If you support the Patreon at the Threshold level ($6) you get access to all of the recorded episodes—and every month, you can apply for a seat at the table of that month’s game. The rules of Patreon don’t let me draw a name at random, so instead I pose a simple creative challenge. In a recent adventure in which the adventurers were going to Graywall, I told applicants tell me which character you want to play and what that character is most looking froward to seeing in Graywall… which leaves me with the terrible job of having to judge a creative challenge every month, but so it goes. The point is that the story is ongoing, and players choose their characters from an established cast… But that every Threshold patron has the opportunity to play in a session.

Why am I bringing this up now? Because after 24 sessions, my current campaign reached a satisfying conclusion and it’s a good moment to start something new. There’s a poll up on the Patreon that runs until Noon Pacific time this Wednesday, and the results will determine the plot of my next campaign. As soon as this is done, I will start an extended session zero process—using a series of polls to allow the patrons as a group to select the cast of characters and define aspects of the campaign. You can see a glimpse of what this looked like last time below. On Wednesday, the result of the poll will determine the nature of the next campaign, and I’ll immediately get started with session zero polls to create the cast of characters. So, if you’re interesting in playing a game with me sometime this year, this is your chance to get on board at the start of the new campaign and help shape the direction of the characters and the story. If that sounds like fun, check out the Patreon! And thanks for your time and interest!

So as I was saying…

The first poll determined that we’d have a Khoravar wandslinger in the cast…

A follow-up poll determined that she would be a Genie warlock—a former smuggler who’d won her powers in a card game with an efreet—who owes a lot of gold to the Boromar clan. And so…

… We ended up with the wandslinger Three Widow Jane, depicted here by Matthew Johnson. I’ll be using this same process to develop the characters for this new campaign; if you’d like to be involved, check out the Patreon!

Dragonmark: Mysteries of the Talenta Plains

My esteemed colleague’s suggestion of establishing vast farms in the Talenta Plains shows his ignorance of history and lack of common sense. Why do you suppose the Talenta tribes are nomadic, Danison? Why hasn’t House Ghallanda establish its own farms in its ancestral homeland, or brought home the arcane tools they use across the Five Nations? I’ll do you one better: Why didn’t Galifar settle the Talenta Plains? For a thousand years it was called Cyre on our maps. Yet when the Great King chose to resettle the nobles of old Metrol, did he send them to the Plains? No, he sent them all the way across the Blade Desert. Perhaps—perhaps—this could be attributed to wishing to put a desert between his daughter and possible rivals, but why in the century that followed did Cyrans not settle this vast realm? Dig deeper and you may find stories of a Scale empire that spread from what we now call Q’barra into the Plains—where is that empire today?

It’s no accident that the Talenta keep moving, Danison. It’s no coincidence that they’ve developed a mystical tradition that works with spirits, and choose to hold to this path instead of adopting the arcane science of the west. There are forces at play in the Plains you know nothing about… and you are better off not knowing.

Alina Lorridan Lyrris, Aurum Concordian

Over the last twenty years of Eberron, the Talenta Plains have largely been ignored… just as they have largely been ignored by the people of the Five Nations. The Talenta tribes pursue a nomadic lifestyle and employ a system of primal magic rather than embracing the arcane science of the west. This isn’t an accident. The Talenta developed their traditions because they are the key to survival and prosperity in the Plains. Consider House Ghallanda and House Jorasco, both of which build enclaves in the Five Nations and employ arcane science in those facilities—yet beyond Gatherhold they haven’t built enclaves in the Plains, nor pushed western wizardry or artifice onto their cousins. This is no accident. The Talenta tribes have honed their mystical and mundane traditions for countless generations, and these techniques allow them to accomplish things Cannith artificers and Vadalis magebreeders can’t even imagine.

But this article isn’t about the Talenta tribes… it’s about the Plains themselves. Remember always that Eberron isn’t our world. It’s a world shaped by supernatural forces, a world in which fiends, fey, and undead are real. It’s a world in which planar influence and epic curses have dramatic effects on everyday life. And now, lest it go without saying, we’re moving from canon lore into the realm of Kanon lore—what I do with the Plains in my campaign.

So let’s consider the basic facts. When humanity spread across Khorvaire, they didn’t settle the Plains. There’s no Dhakaani ruins in the Plains. The Trothlorsvek did expand from Q’barra into the Plains, because where else could they go? And yet, their empire collapsed (… with a little help from Masvirik). Dinosaurs thrive in the Plains and in Q’barra, yet aren’t widespread elsewhere in Khorvaire. The Talenta halflings have maintained a nomadic tradition for thousands of years, and employ primal spirit-driven magic rather than the arcane science of the Five Nations—and yet, when they leave the Plains (as seen by Jorasco, Ghallanda, the Boromars, and more) they don’t bring that system of magic with them. The Talenta traditions are a path to survival and to power within the Plains, because of unique aspects of the Plains outsiders don’t recognize or understand. So with that in mind… here’s the core principle I’m working with when I approach the Plains.

The Talenta Plains have always had strong connections to Lamannia, Thelanis, and Dolurrh. During the early Age of Giants, the Plains were the heart of a powerful draconic civilization. When this nation of dragons became corrupted by the Daughter of Khyber, it fell into a war with Argonnessen that ended with the corrupted civilization being utterly eradicated. The victorious dragons employed powerful forces to contain the fallout from that conflict and to prevent any repetition of the threat. When Argonnessen later laid waste to Xen’drik, it was drawing on experience and techniques that had first been employed in the razing of the Talenta Plains.

As such, the Talenta Plains are a post-apocalyptic wasteland. But that apocalypse happened tens of thousands of years ago. The devastation was thorough, and beyond that, the civilization was unlike that of any humanoid culture. The people of the present day don’t SEE the traces of that fallen nation and the evidence of its apocalyptic fall. And yet, it holds the core principles we’re familiar with from the post-apocalyptic tales of our media: people roaming across a ruined land, invisible lingering forces that affect everyday life, wonders of the fallen civilization waiting to be uncovered. In the Talenta Plains, those “invisible forces” are spirits rather than radiation… but the basic principles still apply.

So as I’m developing my campaign in the Talenta Plains, I’m thinking about Gamma World, Fallout, and Mad Max: Fury Road in addition to old folk tales… just replace the cars in Mad Max with dinosaurs. There have always been fey, elementals, and ghosts in the Plains because of the planar influences. But there are also relics of a draconic civilization—a civilization so advanced that we don’t even recognize its tools as tools—as well as scars of the weapons that destroyed it. A crucial difference between this and the Mournland is that the basic environment isn’t as relentlessly hostile as the Mournland. There is natural life in the Plains, and it’s possible to survive and thrive there—provided you know what you’re doing and know how to avoid its dangers. And one of the basic principles to that is to keep moving. A second aspect of this is that there are ruins and monsters in the Talenta Plains that you’d never find in the heart of a nation like Breland, because the Talenta know to avoid them. The paths the tribes use in their migrations are safe, but venture off the paths and you can find wonders—along with deadly danger.

THE SPIRITS OF THE PLAINS

At a glance the Talenta Plains often seem vast and empty. But there is far more to this realm than meets the mortal eye. It’s common knowledge that the Talenta traditions involve interacting with “spirits”; what outsiders don’t realize is that this general term actually covers a wide range of entities. There are five distinct classes of “spirit” that are widespread in the Plains. But beyond the type of spirit, an encounter can very dramatically based on the form of the spirit. Ambient spirits are invisible and intangible; they can’t be interacted with directly, but they may produce supernatural effects on the environment. Pure spirits can be physically perceived in their own shape—a spectral ghost, a fire elemental, a dryad. Incarnate spirits are tied to a physical form, whether that’s animal, vegetable, or mineral; this could be face in a pool of water or a talking clawfoot. Bound spirits are similar to incarnate spirits in that they are tied to something physical, but were bound against their will; they are often tied to objects or set as guardians. So let’s talk about the five common types of spirits, but in the context of how you would encounter one as an incarnate spirit tied to a clawfoot.

  • Elementals are raw primal forces, largely driven by pure instinct. An elemental clawfoot would be supernaturally strong and fast, but it wouldn’t speak or have a particular interest in interacting with humanoids. It’s just much more dangerous than a normal clawfoot.
  • Fey are spirits that bring magic and story into the world; essentially, their purpose is to make mortal lives more interesting. Fey spirits have a story or a purpose, which could be simple or complex. A fey clawfoot might guard a wondrous treasure, offer wise counsel, or have a thorn in its tail that it can’t get out—do you help it?
  • Undead of the Talenta Plains are typically spirits that haven’t fully reached Dolurrh. Some wish for rest; others are driven by powerful emotions or unfinished business. A haunted clawfoot might speak with your grandfather’s voice and ask you to fulfill a promise on his behalf… or it might be the corpse of a clawfoot driven by the hunter Orlasca’s vile hunger.
  • Fiends are malevolent spirits. Some are tied to the Cold Sun or the Daughter of Khyber; others are sparks of evil drifting directly from Khyber. They exist to inflict suffering on mortals, though each has a flavor of tragedy it prefers. A fiendish clawfoot might lure travelers into the darkness with the voices of loved ones, killing them one by one in horrifying ways.
  • Artificial spirits are relics of the fallen dragon nation that occupied this region tens of thousands of years ago. These are effectively sentient magic items, though they can be bound to fields of energy instead of solid objects. Artificial spirits aren’t usually encountered in animal forms, but there could be a spirit bound to a buried sphere of brass studded with Khyber shards which has the ability to dominate beasts, and uses these creatures to carry out its purpose—still patrolling the borders of an outpost that was ground to dust long ago.

An important point with fey, fiends, and elementals is that for the most path these are native spirits. The ambient energies of Lamannia and Thelanis are strong in this region, but it’s native influences that harness this power and form into spirits. So the fey clawfoot isn’t from Thelanis; it is Thelanian energy that has been shaped by the region and by deep archetypes. There are actually Thelanian manifest zones where travelers may interact with fey of Thelanis; but most of the fey spirits are native to Eberron. Likewise for the fiends; they are tied to overlords or to Khyber, not to Shavarath or Fernia.

So the first thing to known about the Talenta Plains is that they are full of spirits. The next question is… WHY? All of these classes and types of spirits CAN be found anywhere in the world. Why is there such an intense concentration of spirits in the Plains? The answer to that is…

A FORGOTTEN WAR

In the wake of the Age of Demons, the dragons exulted in their victory. They were few in number at that time, and it took them millennia to rebuild and to craft nations. But a time came when dragons set out to claim the world they had saved. The dragons laid down roots in Argonnessen, in Xen’drik, and in Khorvaire. Most began as explorers, artists, and scientists—unlocking the mysteries of the world they had saved. But slowly, a worm began to burrow into the collective heart of the dragons of Khorvaire. The Daughter of Khyber began to play on their pride and their arrogance. Why should they share this world with lesser beings—creatures who’d been so easily dominated by the fiends in the past? They were the children of Siberys. They were made to rule and to enforce their will upon reality. They quickly conquered the humanoids that existed in Khorvaire at the time. But what is now the Plains was the heart of their empire, where they experimented with magic and built terrifying weapons. And in this time, they themselves began to be corrupted, with spawn of Tiamat, abishai and other mockeries of dragonkind appearing. But enthralled as they were, the dragons justified this as a desired evolution and proof of their power and wisdom. When other dragons questioned them, it was proof that these rivals had to be subjugated and made to see the “light of Siberys.”

This isn’t the place to go into a long and detailed breakdown of a war between dragons. Ultimately the power of the Daughter of Khyber was broken, and the surviving dragons withdrew to Argonnessen. But the conflict shook the world. The forces unleashed in the war didn’t just shatter the cities of dragons, they tore at the fabric of reality itself. Part of the reason Argonnessen reacted so brutally to the actions of the Cul’sir Dominion in Xen’drik was because they themselves had come close to inflicting irreparable harm to reality.

Most evidence of this first draconic empire was destroyed in the conflict, and what was left has largely been erased by the passage of time. But there are still lingering consequences of that ancient war.

A Spiritual Cacophony. The barriers to the planes are worn thin. There are concrete manifest zones that have the standard effects, but beyond this the ambient energy of the planes generates an unusual amount of native spirits, as described above.

Rare Relics. Most traces of the draconic civilization were erased, and their magic was unraveled. But there are a few traces that have endured: eldritch machines that have resisted destruction, wards or guardian spirits placed by the victors, or abandoned weapons—the draconic equivalent of an unexploded blast disk. Most dramatically, there’s the potential for time capsules or fallout shelters—things specifically designed to survive the conflict and endure the passage of time.

An Arcane Menace. The civilization of the Imperial dragons was largely driven by arcane science. Over the course of the war, the enemies of the empire unleashed slow, inexorable weapons designed to undermine and break down that draconic civilization. The process is extremely slow by human standards, but it is inexorable. Any static community in the Talenta Plains will suffer the following effects.

  • It will draw ghosts and undead—tortured spirits unable to reach Dolurrh. The effect ramps up as it goes; the more restless spirits are in a region, the more newly dead spirits are drawn to this mass instead of to Dolurrh. At a glance this might sound like a good thing—isn’t Dolurrh oblivion?—but the spirits are disoriented and tormented. Hauntings can range from merely disturbing to concretely dangerous, and it continues to worsen over time. Think of every haunted house movie you’ve seen, and slowly amplify the effects.
  • Arcane magic is subtly corrupted over time. Systems may break down or malfunction. Living spells can manifest.

This effect is slow but inexorable. The Trothlorsvek dragonborn were able to resist it—as discussed in more detail later in this article—but the point is that it is dangerous to remain still and that traditional arcane science will slowly go wrong. This effect is slow enough that it doesn’t affect the wizard or artificer passing through to Plains, but it’s why Ghallanda and Jorasco don’t implement the arcane infrastructure of the Five Nations in the Plains. And it’s why the people of Metrol and Cyre didn’t settle in the Plains—They DID, but every settlement came to a miserable end and sages soon recognized that it was a concrete, real effect and that settlement was ill-advised.

WHAT ABOUT THE DRAGONBORN?

During the Age of Monsters, the dragonborn expanded out of Q’barra and into the Plains. They were able to establish an empire of their own, that lasted for a time; it ultimately collapsed when the partial release of the overlord Masvirik forced them to return to Q’barra. Historians will note that they never attempted to rebuild this empire and that there’s very little mention of dragonborn ruins in the Plains. Personally, I’d expand this history in a few ways. I’d say that the expansion of the dragonborn empire was part of the requirements for Masvirik’s release—that the fiends of Masvirik encouraged the spread of the empire knowing it would help their overlord. Likewise, I’d say that the Daughter of Khyber played a role as well. Normally she doesn’t influence dragonborn, but her claws were sunk deeply into the Talenta Plains and she has a greater presence there than anywhere else beyond the Pit of Five Sorrows. So the influence of Masvirik and the Daughter twisted the dragonborn, again unleashing abishai, spawn, and other horrors—along with Dolurrhi hauntings described above. It’s not simply that the Trothlorsvek had to abandon their holdings in the Plains; they had to destroy them in order to break the power of the Daughter and the Cold Sun. In my campaign there ARE definitely still ruins to be found, but they are isolated and limited—and rightly shunned by the Talenta tribes, whose paths of migration keep them far away.

SO… WHAT’S IN THE PLAINS?

The inspiration for this article was a question posed on my PatreonWhat are some interesting adventure sites or villains you would place in the Talenta Plains if you were running a game there? The point was that the Plains seems to be vast and empty, without a lot of real points of interest. Why would adventurers go there? Taking everything I’ve suggested above, here’s a few ideas.

Ruins

We don’t hear much about ruins in the Talenta Plains. In part that’s because the previous widespread civilizations were thoroughly and intentionally destroyed… and in part it’s because the few ruins that are left are bad, dangerous places that the Talenta learned to avoid thousands of years ago. There ARE still ruins out there if you leave the migratory paths followed by the tribes… but there’s good reason they’ve been left alone. Here’s a few ideas entirely off the top of my head.

The Temple of Tiamat. Once this was a vast citadel of followers of the Daughter of Khyber. All that’s left on the surface are the faintest traces of ancient walls and broken stone. But there is a passage that leads below—a cavern formed of pure demonglass, something even the dragons couldn’t destroy. The ruin is dead and silent… but as people explore it, it stirs to life. Carvings of abishai become real, pulling free from the walls and eager to torment mortals. And in the deepest layer, a demonglass dracolich—the Ancient Askannath—guards an hoard of treasures from the forgotten civilization. The fiends and their master can’t leave the demonglass sanctum, but the longer mortals remain within it, the more it comes to life. Why would adventurers go there? One possibility is that they stumble upon it by accident, when they choose to ignore halfling warnings about cursed lands. Another is that they are searching for a draconic relic — an artifact a sage has traced to this place. It could be this is purely a source of information or knowledge. Or it could be that an ancient weapon from the forgotten war remains intact. Are the adventurers sent to recover it for the good of their own nation? Or are they pursuing rivals—trying to stop the Emerald Claw from seizing the Stone of Doom?

Haunted Hastalar. Most of the cities of the dragonborn empire were destroyed. Most… but not all. The fortress-town of Hastalar remains perfectly intact. But it has long been shunned by the halflings, and with good reason: it is intensely haunted. Hastalar was attacked by a Dhakaani legion before the full collapse of the Trothlorsvek dominion, and lingering spirits of both Dhakaani dar and dragonborn soldiers remain, howling through the streets. There is a powerful duur’kala banshee here who song is louder and deadlier than that of the standard banshee. Poltergeist activity is a constant threat. There are countless ghosts and shadows, and anyone who sleeps in Hastalar may be possessed by a vengeful spirit that seeks to reenact the final struggle. But there are relics of both the Trothlorsvek and the Dhakaani here. A Dhakaani Kech may send a force here to recover a potent artifact; the Kech Nasaar could try to release the banshee and recruit her to their cause. The Trothlorsvek could ask a team of trusted adventurers to recover a relic of their own; the haunting has a more powerful effect on dragonborn and they need softskins to explore it.

The Planar Workshop. Another subterranean ruin of the forgotten war, this is essentially a fallout shelter and arcane workshop designed to harness and manipulate planar energies. It is shielded from divination and has been hidden even from the Chamber itself. The region around it is especially dangerous, and the workshop itself is filled with malfunctioning magic—deadly artificial spirits, living spells, and golems. It could be that there’s a specific artifact here to be discovered. Or perhaps there’s a Chardalyn dragon—a relic of the forgotten war—that rises up and starts menacing the Plains, and the secret to stopping it lies in this vault.

Legendary Beasts

Incarnate spirits can result in terrifying threats. The Talenta tribes largely avoid these dangers, but perhaps adventurers have a reason to deal with them. A few entirely random ideas…

  • Flamemaw, a swordtooth titan (tyrannosaurus rex) blended with a fire elemental; it has a burning aura and breathes fire.
  • The Red Eyes, a pack of clawfeet possessed by fiends. The Talenta avoid their hunting grounds, but perhaps their territory suddenly shifts. Alternately, a Talenta adventurer could wish to recover the weapon of a legendary hunter who fell fighting the pack…
  • The Great Hammertail is a legend of a massive ankylosaurus that has a town on its back. Think of this as Brigadoon, except on the back of a wandering dinosaur. Needless to say, this is a fey phenomenon. But there could be blessings and wonders to be found in this town! Alternatively, this could be a patron for a halfling warlock that uses the Genie archetype; instead of traveling into a bottle, their sanctuary is a tent on the back of the Hammertail!
  • Orlasca Ghouls are discussed in Chronicles of Eberron; essentially, these are ghoul beasts that are guided by a single predatory consciousness. They could arise anywhere, and if they spread over a large force—perhaps wiping out an entire small tribe and raising them as ghouls—they could be a terrible threat.
  • The Carver is a large predator that will bargain with potential prey. Is it a fey spirit that offers fair bargains, or a fiend that will bring only misfortune?
  • The Living Wish is an epic living spell, a dangerous relic of the forgotten war. It spends most of its time slumbering. Someone—perhaps an Aurum concordian?—learns of its existence and hires adventurers to try to locate it and use its power. What damage might it cause to reality?

Spirits

Spirits are a defining aspect of the Plains. Here’s a few ways they could inspire adventures…

  • Curses or Blessings. A Talenta adventurer could have a longstanding bond between a fey spirit and their family that is about to become due. This could be a good thing; on their twentieth birthday, if an heir of the Cascala bloodline can find and catch the silver fastieth, they will receive a boon of speed. Or it could be a bad thing; on their twentieth birthday an heir of the Cascala bloodline has one opportunity to catch the silver fastieth; if they fail, they will die.
  • Minor Fiends. Minor fiends can cause trouble anywhere in the Talenta Plains. The halflings know minor warding rituals and traditions that largely protect their tribes from loose fiends, but outsiders may have to deal with all sorts of minor harassments. Beasts could be possessed. Travelers could have nightmares, or be troubled by anything from illusions to phantasmal killers.
  • Guiding to Rest. The wandering undead of the Plains are largely tormented by their restless existence. Adventurers could be tasked to find a wandering spirit and help lay it to rest. Alternately, they could be tasked to find the spirit of someone important who died in the Plains and whose spirit was lost. The Cannith seneschal was touring the Plains. Now it seems his spirit’s bound to a clawfoot and he can’t be raised from the dead unless you find it.
  • Ancient Force. An artificial spirit from the forgotten war could hold priceless knowledge about draconic magic or the history of the first age. But what would convince their entity to help adventurers? And is it actually wise to give humans the knowledge this being possesses?

Villains

What villains might I use in a Talenta campaign? Once again, here’s a few entirely random ideas…

  • Tellan Narathun. A concordian of the Aurum, Tellan Narathun has made a fortune off of dangerous things his family has recovered from Sol Udar, and now he’s turning his attention to the relics of the Plains. Tellan could start out as a patron for a party of adventurers, but the more they work with him the clearer it becomes that he’s selfish and dangerous. It could be that he is purely driven by mortal greed… or over the course of the campaign he might make one too many bargains with fiends and become a host for an immortal threat. He’s experimenting with symbionts from Sol Udar, and the longer the campaign goes, the more alien he will become. As I said, he could start as a patron, or he could start as the patron of a group of rival adventurers the player characters clash with—either way, the longer it goes, the more dangerous he becomes.
  • The Scales. A cult of the Daughter of Khyber. They would start out seemingly innocent—perhaps a friendly dragonborn working with a willing tribe of halflings to investigate the fall of the Trothlorsvek empire—but over time would become corrupted, dragon-fiend terrors.
  • Oblivion. An artificial spirit from the forgotten war that seeks vengeance on Argonnessen. Once recovered, it would serve as a patron (possibly creating warlocks or draconic sorcerers) in a long slow quest that would start by targeting Chamber agents and build to something ever more dangerous. Along the way it would be recruiting both dragonborn and actual dragons, serving as a locus for the influence of the Daughter of Khyber.
  • Holy Uldra. Let’s not sleep on our existing villains. Uldra is a charismatic halfling lath who believes “following the path of the Five Nations is wrong and goes against the spirits of their ancestors and the beasts with which they share the Plains. She also rails against the dragonmarked houses for abandoning the ancient traditions of the tribes.” As it stands, she’s a cleric of the hunt. But in her ambitions to punish the houses and to strike agains the Five Nations, she could make bargains with fey or fiends, gaining increasingly dangerous powers (even as she drifts away from the ancient traditions herself). Part of the threat of Uldra is the idea that she can lure innocents to her cause and potentially cause war within the Plains itself. It’s not the case that all her followers are possessed or evil; some may have valid issues with the role foreign powers have taken in the Plains.

Supernatural Sites

Setting aside ruins and places that have already been named like Krezent and the Boneyard, what are some interesting locations I might use in the Plains? Before specifics, I’ll call out that the Plains have a number of large, strong manifest zones tied to Lamannia, Thelanis, and Dolurrh; in this current interpretation, I’d tie the Boneyard to Dolurrh instead of Mabar. In addition, incarnate spirits can be tied to plants, stones, soil, or other locations. Very briefling, consider the following…

  • A large pond inhabited by a water weird. This place is a hybrid of fey and elemental forces. The weird can serve as an oracle, but it demands a price for its wisdom and will drown anyone who seeks to reclaim the tribute thrown into its waters.
  • A grove of trees that moan in the wind. Each tree holds the essence of someone who died long ago, and speak with dead can be used to give a tree a clear voice for a short time. If trouble, the trees can wail with the same effect as a banshee’s howl.

BUT WHAT ABOUT…

… Krezent? It could be tied to the forgotten war, but I’m inclined to say that it remains as described—a relic of the couatl and the Age of Demons. The Shulassakar take care to contain the potential threats of Krezent, but they can’t guard every dangerous site in the Plains. However, the Shulassakar could be patrons or advisors for adventurers—or dangerous enemies who send a strike force to stop the adventurers if they are blundering around into dangerous territory. I’d also call out that the population of Krezent isn’t sufficient to count it as a “town” for purposes of triggering the ill effects; while it houses a population of Shulassakar, the ECS still identifies it as a “ruin” and not an active city.

... Gatherhold? If settlements in the Talenta Plains are slowly cursed, how does the town of Gatherhold survive? This is a mystery even to the Talenta themselves—the fact is that it does and always has. The most logical answer is that unlike the Mourning, whatever curses were laid upon the Plains long ago don’t perfectly conform to current political boundaries. Gatherhold is already on the edge of the Plains, on the shore of Lake Cyre; likely it’s simply outside whatever effect is responsible for the hauntings. The same is true of the “small towns” along the northern border. On the other hand, maskweavers and other mystics have long been performing rituals to draw in the favor of benevolent spirits to protect and preserve Gatherhold, and it could be that it is these traditions are responsible for its ongoing propsperity. Nonetheless, the fact remains that there’s a reason Gatherhold is an anomaly, and that the there aren’t towns spread throughout the Plains. With that said, it’s important to note that this affect is supposed to target TOWNS and COLONIES, and could spare small outposts. The Tolashcara monitor the Boneyard. The Shulassakar guard Krezent. But in both cases, these aren’t CITIES… and it’s also the case that the Shulassakar channel the Silver Flame and the Tolashcara specialize in necromancy, so both are able to deal with hauntings.

… Fire Ecology? Wildfires play an important role in environments such as the Plains, and that would be just as true in the Talenta Plains as it is in our world. Wildfires are a regular part of life in the Plains and another reason to keep moving. The twist I’d add to consider the ways in which Eberron isn’t our world is that I would have fire spirits in the Plains in addition to purely natural wildfires. These could include elemental wildfires, who largely act just like mundane wildfires but that might sing in Ignan as they burn, and which could respond to druids or bards; fey wildfires, which would play out stories—perhaps being mischievous, perhaps targeting heroes to make their life more challenging; or fiendish wildfires, which would be unnaturally dangerous, aggessive, and cruel.

IN CONCLUSION…

This truly just scratches the surface of what’s possible here, and every aspect of this could be expanded upon; hopefully this gives you some ideas. Again, all of this is KANON—this is what *I* would do if I focused on the Plains—but that doesn’t mean that YOU have to use it.

A few quick points, since I don’t have time to talk about the Talenta themselves…

  • Talenta “spirit traditions” cover a wide range of actual paths. The Maskweavers are one such path and primarily deal with fey and elemental spirits. The Tolashcara deal with undead. Talenta traditions could produce rangers, druids, warlocks, clerics, bards, monks, artificers, and more. The point is that they generate these effects through interactions with spirits: seeking guidance from them or bargaining with them, binding them, drawing on their ambient power, and more. Saying it again, these spirits aren’t tied to specific CLASSES. You can be a Talentan druid, warlock, or artificer and draw your powers from interacting with spirits! CANNITH artificers employ arcane science, but a Talentan artificer can produce the same EFFECTS by working with spirits of the Plains.
  • On a large scale, these traditions don’t work when you leave the Plains. This is why House Jorasco largely employs arcane science in the Five Nations rather than calling on healing spirits; the spirits aren’t THERE in Breland. However, a Talentan player character can still use class abilities wherever they are. This can be justified either by the player character being remarkable and maintaining a connection over a distance; by them having an attendant spirit that invisibly travels with them; or by them personally being able to work with local spirits.
  • I previously said that the Tolashcara deal with Mabaran undead; in this model I’d switch their focus to be on Dolurrh.

Thanks again to my Patreon supporters, who make these articles possible! I won’t be answering questions on this article, but feel free to discuss it in the comments.

Glim is live!

GLIM is live! 

What, you may ask, is Glim? It’s the latest game designed by Keith Baker and Jennifer Ellis—a dice game that draws you into the intrigues of a fantasy world. In 2023 we made a strange discovery at an estate sale: a crumbling copy of an old game that dealt with fairies at war over the resources of a mystic realm. Intrigued, we updated the components and rules, and the result is Glim

… OK, that’s actually just a story. The truth is that we were approached by Gregg Hale—one of the creators of The Blair Witch Project—who told us about The Emerald Anvil, a project that explores the mystical world of Hada through multiple forms of media. Black Velvet Fairies is a podcast based around the discovery of mysterious artifacts. Journey to Hada is an upcoming novel. We wanted to follow in the footsteps of Illimat and create a game that felt like it was an artifact of an alien world. Glim is the result.

In designing Glim, we focused on making a game that’s easily accessible. The core mechanics are simple: there are six resources in play. You roll dice, match them with resources, and based on your roll choose how to allocate your limited influence to those resources. Once all players are out of influence, they collect the cards they have won and six new resources are dealt to the table and a new round begins. Each resource card has a Glim value; at the end of three rounds, whoever has gathered the most Glim is the winner. That’s the foundation of the game—easy to grasp and to start play. But there’s many elements that add compelling strategic options to the experience. 

At the start of the game, each player chooses a Dominion—one of the major forces in the world of Hada. Each Dominion has two champions to choose from. This choice of champion gives the player two starting tactics they can use—determining how many dice they roll when placing influence and what other tricks they can use—shifting influence or forcing plays by other players. At the end of each round, the players collect Resource cards—and each Resource provides a new tactic or tool that can be employed in subsequent rounds. So the opening round is quick and simple… but each round that follows provides deeper strategies and options. The goal of the game is to collect the most Glim, but the resources with the most powerful abilities often have the lowest Glim value. And then there are the dice themselves—eight-sided dice from the world of Hada, they have different odds for what they roll; choosing your dice can be a key strategic decision. 

So Glim is easy to learn, but the shifting combinations of Dominion and Resource make every session unique. Beyond that, as with Illimat, our goal was to make something that feels like a beautiful artifact. It uses a cloth board, unique eight sided dice, and stunning artwork by artist Ren Lindroos—drawing players into the magical world of Hada. 

Glim is now available on Kickstarter. We don’t yet know if the game will be available in retail; it’s possible that this will be the only way to obtain it, so if you’re interested in Glim, this is your chance. Twogether Studios designed Glim, but we are not running the Kickstarter or publishing the game. You can ask me questions about gameplay, but all other questions should be directed toward the Emerald Anvil via the Kickstarter page!

IFAQ: Siege Staffs

Every month, I answer interesting questions posed by my Patreon supporters. Such as…

In Exploring Eberron you say that the sahuagin of the Thunder Sea equip dragon turtles with siege staffs. I thought siege staffs were a Cannith thing. How prevalent are they in other groups/areas?

While they’ve never been described in canon material, siege staffs have always been part of my vision of Eberron; they’re described in my first Eberron novel, City of Towers. The principle is simple: The people of Khorvaire create arcane solutions to problems we solve with technology. By the rules of D&D, wands, rods and staffs are effective tools for channeling offensive arcane magic. Therefore, just as a cannon is a really big gun, it made sense to me that Khorvaire’s answer to artillery would be a really big wand… a siege staff. Here’s what I presented in Exploring Eberron.

So the point is that siege staff (and yes, I say “staffs” instead of “staves”) is a generic term for “powerful arcane artillery”. Cannith makes them, but so does the Arcane Congress and so does the Eternal Dominion, and so did the giants of Xen’drik. A siege staff is a tool for concentrating arcane energy, and any civilization that understands the basic principles of arcane science could make a form of siege staff. They won’t all be the SAME, just as guns produced by different nations in our world are different. There will be cosmetic differences and there could be mechanical differences. But any advanced arcane civilization may employ a form of siege staff. Missing from this excerpt above is the detail that when a staff that has an effect that allows a saving throw is used at long range, targets have advantage on the saving throw. The ideas I discuss here also apply to long rods, another form of arcane artillery described in Exploring Eberron.

Could you elaborate on that? What would be some differences between siege staffs of the Thunder Sea, those used by Lhazaar pirates, and those made by House Cannith?

Sure. Once of the things that defines House Cannith is MASS PRODUCTION. As a rule, House Cannith is the industry standard, and its creations are reliable and predictable. As such, the default description in Exploring Eberron applies to Cannith siege staffs. When dealing which siege staffs from other cultures, there’s a few things to consider: Appearance, Function (Force, Blast, Focus), Damage Type, and Efficiency.

Generally, appearance is broadly consistent; a siege staff is a very long rod. This is based on the principle that the wand/rod/staff is an efficient tool for channeling arcane power. But other material used in the construction of the rod and other cosmetic details will vary from culture to culture. Function refers to the three basic functions I described in Exploring Eberron. A culture may not produce all three types of staffs (Blast, Force, and Focus) — or it may produce a superior form of one type and an inferior form of another. This is echoed by Damage Type. Force is the default, common form of energy employed by Cannith staffs. But different cultures may rely on other forms of energy. Efficiency I touched on above. Cannith is the industry standard; other cultures may vary from the norm, for better or for worse. It’s also the case that many cultures produce Focus staffs that can only be used with a specific school of magic or even a specific spell. With all that in mind, let’s theorize about siege staffs of other cultures.

HOUSE CANNITH. Cannith staffs are mass produced and have a very uniform appearance. They are typically made from densewood and have a steel core and steel bands engraved with draconic sigils (which are often used in the arcane science of the Five Nations). Cannith produces all three types of staff described above, performing as described above. Force is the most common damage type.

LHAZAAR PRINCIPALITIES. Lhazaar staffs are hand-carved and each one is unique in some way. Lhazaar artillerists combine different types of wood with metals that resonate properly with them. Some Lhazaar artillerists prefer having knots or whorls in the wood; others cut such imperfections out of a staff. Bands of metal are common, but some hammer nails of different metals into the length of the wood, or drape anchor chains over them. Focus staffs are fairly rare on Lhazaar ships. A few notable traditions: The Wind Whisperers produce blast staffs that deal thunder damage and force staffs that inflict lightning damage. The Bloodsails bind spirits to their staffs, firing bolts of howling spectral matter; their blast staffs inflict psychic damage, terrifying victims to death. This has the advantage of killing crew while leaving an enemy vessel untouched. Bloodsails also are known to use focus staffs that can project necromancy spells. Lorghalen ships generally fling Lorghalen cannonballs at the enemy instead of using siege staffs.

Efficiency varies from ship to ship, because Lhazaar staffs are all custom made. A particular vessel may be renowned for its exceptionally powerful force staffs, and rivals may be yearning to claim them. I’m posting a table of Siege Staff Quirks on my Patreon; these would be common for Lhazaar staffs.

ETERNAL DOMINION. The Sahuagin civilization of the Eternal Dominion is ancient and well ordered. It doesn’t use the same forms of mass production as House Cannith, but its weapons are fairly uniform in design and appearance. There are two basic designs used by the Dominion. Spikes are whorled shafts of coral or bone. While rare, kraken bone makes especially powerful staffs, dealing an extra d8 of damage and having a +10% bonus to range. Spikes deal Force damage. On the other hand, Dominion magebreeders also produce slugs—LIVING siege staffs. Blast slug staffs inflict poison damage, and are useful for clearing a crew without damaging a ship; they have a shorter range (200/1000 feet) but deal 3d8 poison damage in an 80 foot sphere. Force slug staffs inflict acid damage.

RIEDRA. Riedran ships typically use Sentira or crysteel weapons; these sometimes take the form of massive orbs rather than staffs. Blast weapons generally inflict psychic damage, while Force weapons are telekinetic in nature and inflict force damage.

AUNDAIR. Thanks to the Arcane Congress, Aundair has experimented with a wide range of designs. These are produced in small batches; as a result, there is more standardization of design than Lhazaar, but far more diversity than Cannith. Almost any damage type can be encountered on the battlefield, and focus staffs are flexible. Audairian staffs are more elegant than either Cannith or Karrnathi designs; beauty is an important factor. It’s also possible to encounter Aundairian staffs blessed by a particular archfey, though these are NOT mass produced. These can be more efficient than standard staffs, or you could roll on the Staff Quirks table I’m posting on my Patreon. Fey-touched weapon may have unique limitations—they can only be used by a particular bloodline, the artillerist must share a secret or tell a story to reload the weapon, etc. The greater the restriction, the more powerful the weapon will be.

KARRNATH. While Karrnath largely employs Cannith weapons, it also produces its once designs. General artillery uses darkwood with bands of spiked iron, and are wider and stubbier than Cannith designs. Karrnath has been known to field fire Blast staffs and Evocation focus staffs. Seeker units—such as the Order of the Emerald Claw—produce weapons similar to those of the Bloodsails; blast staffs often inflict psychic terror.

THRANE. Thrane employs standard Cannith staffs in battle. However, over the course of the war the theocracy began working with the Silver Pyromancers to create divine artillery. This is made of oak inlaid with silver and typically inflicts radiant damage. Thrane focus staffs can only be used by divine spellcasters. Reloading and firing Thrane weapons often requires singing hymns to the Flame.

BRELAND AND CYRE. Breland and Cyre largely relied on Cannith standard designs rather than producing their own. Both nations contained large Cannith production facilities, and Brelish foundries produced raw materials for Cannith. This is also reflected in the fact that Cannith produced unique weapons for these nations, such as the floating fortresses of Breland.

These are just a few possibilities! Hopefully this gives you some ideas for your campaigns. As I mentioned above, I’m sharing a table of possible staff quirks on my Patreon! Thanks as always to my patrons, whose support is what allows me to keep creating material for Eberron.

Legacy of Worlds

Imagine an adventure that explores all of the official realms of Dungeons & Dragons—adventurers from a number of classic settings coming together to face a force that threatens all of their worlds, embarking on a quest that will take them to many different settings. Hearing this you might say “Oh, right, that’s the new WotC adventure Eve of Destruction, right?” And, well, yes it is. But it’s also the basis of Legacy of Worlds, a liveplay campaign that launches on the Six Sides of Gaming at 8:30 Eastern Time on March 12th . What is Legacy of Worlds? Well, tome keeper Devin Wilson explains it succinctly here. The cast includes Luke Gygax, Elisa Teague, Thomas Gofton, KP Upadhyayula, Bee Zelda, Ed Greenwood, and Noordin Ali Kadir, playing champions from Eberron, Oerth, Faerun, Ravenloft, Mystara, and more!

I’ve never been drawn to liveplay, but I love this group—the players, the characters, and the adventure. I especially love the relationship between Merrix and Elminster… and DM Devin does a fantastic job of creating stories that entangle all of the planes and that have significance for all of our characters. Here’s a fun moment from the first episode.

Now, to shoot the tribex in the room, I’m sure many of you are saying But wait! Eberron has its own cosmology! It shouldn’t be possible for Elminster and Merrix to have a team-up. And you’re right. Eberron has its own unique cosmology and a different approach to deities than many of the other settings; it’s intentionally isolated. But it’s also always been the case that it’s a place where you can tell the story you want to tell. The original 3.5 Eberron Campaign Setting had the Plane of Shadow as part of Eberron’s cosmology, with the idea that it was a back door that let you sneak to other settings. I once played a warforged cleric of the Becoming God in a Forgotten Realms campaign based on this idea. It didn’t change anything about how I wrote or ran Eberron; it was a weird one-time fluke, because that was the story I wanted to tell. Eberron: Rising From The Last War expanded on this, in this section labeled “Eberron and the Multiverse”:

It is theoretically possible to travel between Eberron and other worlds in the multiverse by means of the Deep Ethereal or various spells designed for planar travel, but the cosmology of Eberron is specifically designed to prevent such travel, to keep the world hidden away from the meddling of gods, celestials, and fiends from beyond… In your campaign, you might decide that the barrier formed by the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want to incorporate elements from other realms. Perhaps you want to use a published adventure that involves Tiamat or the forces of the Abyss meddling in the affairs of the world. In such a case, it could be that the protection offered by the Ring of Siberys has begun to fail. You might link the weakening of Siberys to the Mourning — perhaps whatever magical catastrophe caused the Mourning also disrupted the Ring of Siberys, or perhaps a disruption of the Ring of Siberys actually caused the Mourning!

If contact between Eberron and the wider multiverse is recent and limited, consider the implications for everyone involved. In the Great Wheel, Asmodeus is an ancient threat, with well-established cults, lines of tieflings, and a long history of meddling that sages might uncover in dusty old tomes hidden in remote libraries. But if Asmodeus has only just discovered Eberron and begun to influence it for the first time, there is no lore about him to be discovered on Eberron. He has no power base and needs to recruit new followers. Unusual alliances might form against him, as celestials and fiends join forces to expel this hostile outsider.

No Contact is the default assumption. Legacy of Worlds is a What If? scenario—What if Merrix was a hero? What if he was pulled into another setting? What if he had adventures with Elminster and friends? None of that is canon or kanon; Legacy Merrix isn’t going to appear in my Quickstone campaign. I doubled down on this by deciding that Legacy Merrix is from Eberron in 1018 YK, in part of justify the fact that he’s a 20th level character in this campaign. So the Eberron he’s from is different in many ways, some of which might come out during the campaign. But nothing I do as Merrix changes canon or kanon; it’s just a fun story to explore as a purely hypothetical scenario!

Anyhow, I love playing in Legacy of Worlds and I hope you’ll check it out! I’ll be hanging out in chat with some of the cast for the premiere, so come join me there! And here’s one more awesome picture from KP Upadhyayula—if you enjoy his work, check out his studio here!